Savage Worlds - Tyrnador - Secrets of Tyland

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A Hex Crawl Campaign for

Tyrnador By Umberto Pignatelli


120 1 1
2


Secrets
of Tyland
A Hex Crawl Campaign for
Tyrnador: Fate of Ventar
by Umberto Pignatelli
A High Fantasy Savage Worlds

Editing: Andy Slack, Piotr Korys


Playtesters: Maner Samuel, Marco Beltramino, Lorenzo Perassi, Simone Fornara, Stefano
De Petris, Gabriella Mento, Daniel Trecco.
Maps: Dyson Logos
Special Thanks to: Andy Slack for his help.
Layout: Irek Winnicki
Producer: Piotr „Ramel” Koryś,
Tyrnador: Fate of Ventar copyright © GRAmel Books Piotr Koryś, Legnica 2019
ISBN: 978-83-956656-0-8
Publisher: GRAmel Books Piotr Koryś
59-220 Legnica, Armii Krajowej 20/1
Special thanks: Marta, Nora, Lia, Corinna, Marysia i Monika.
Check our games on www.gramel.pl
This document may be printed for personal use. It may not otherwise be distributed
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©2018 GRAmel Books Piotr Koryś, Tropicana, Tyrnador, Beasts and Barbarians, Dread
Star Dominions and all related marks and logos are trademarks of GRAmel Books Piotr
Koryś. All Rights Reserved.
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for
purpose of this product.
Table of contents

Table of
contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Hex Crawl or Plot Point? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Overland Movement Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Faction Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Tyland Woods Region Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15


The Land of the Chestnut Miller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Geography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Awakening of the Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Aunt Millie’s Shack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Ancient Sleeping Tree Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Bandits’ Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Big One’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Broken Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Cutting Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Dwarven Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Faerie Well . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Fort Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Hawk Nest Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Hexenhoof Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Hexenhoof Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Marius’ House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Nyrathi Bee Hive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Mill of Tyland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Mossy Rock Bridge and Inn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Old Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
River Caverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Ruins of Veltigar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Stead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Shrine of Beethania . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Stone Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Red’s Hideout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Ruins of Nyrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
The Gorge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

120 3
4


Theod’s Stead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155


Tyland Mills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Skinner Jack’s Hut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Smoke Weed Palafitte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Undertown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Vendra’s Tree House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
The Weeping Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181

Savage Tales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197


Bandit Assault . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Black Poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
The Battle of Tyland Mills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
The Big One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
The Fate of the River Rose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
The Festival of Bees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
The Final Ritual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
The Legacy of the Fellowthongs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
The Lord of the Skies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
The Reluctant Bride . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
The Ring of Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
The Trial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
One Eye’s Last Breath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Red Fox’s Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234

The End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239


Rumors of Tyland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Treasures of Tyland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Creatures and NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Handouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315
Dramatis Personae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320

A Note on Abbreviations
To keep the text short, the following abbreviations will be used:
TPG: Tyrnador: Fate of Ventar Player Guide
TGM: Tyrnador: Fate of Ventar Game Master Guide.
SBT: Small Burst Template
MBT: Medium Burst Template
LBT: Large Burst Template.

Deck Checks
Many events in this campaign happen at random. You will simply draw a card from the
Action Deck and check it (usually the suit or color). In the interest of brevity, results are
expressed in this way: “The ogre is present in the room with a club card.” This actually means:
“The ogre is present in the room if you draw a card from the Action Deck and it is a club.”

4
Introduction
“The Road Goes where the Road Goes.”
- Hauflin Motto

Welcome to Secrets of Tyland, the first Tyrnador: Fate of Ventar campaign. In this book
you’ll find dozens of locations, scenarios, monsters and creatures to keep your group busy
for a long time!
To fully use this campaign you should have TPG, TGM and a copy of the latest edition
of the Savage Worlds core rules. You should also print a copy of both the player version
and GM version of the map of Tyland Woods. For the player version, try to use a paper
which can be easily written on with pen or pencil, because the players will write on it
while they explore the land.
The Secrets of Tyland can be played by a group of 1-6 heroes, starting as Funnel
characters (see TPG), but it can be easily adapted to higher Rank characters.

120 5 5
6
Introduction

6
Hex Crawl or Plot Point?

Hex Crawl
or Plot Point?
This campaign is a little different from
the customary Savage Worlds Plot Point
campaigns. In Plot Points heroes usually
follow a story divided into a number of tales
(with varying degrees of freedom) till they
reach the conclusion.
The Secrets of Tyland is a little bit different:
there is a main plot, of course, which is described
in the Awakening of the Crawler section, but
apart from the first, introductory adventure, the
heroes will be totally free to explore the Tyland
Woods. The GM, when they reach Tyland Mills,
will hand them a copy of the player version of the
map of the region (see page xxx), which they will
explore freely using the Overland Movement
Rules (see below), marking on the map the
discoveries they make. This type of game, typical
of Old School gaming, is called a hex crawl.
How does the hex crawl interact with the
Plot Point Campaign? There is a Timeline
of Events, which gives you hints on when
particular events will happen. The calendar is
quite tight, setting the duration of the campaign
to two months, but you can freely extend it if
you prefer a longer game.
In addition, the campaign doesn’t have to
stop at the end of the main plot, the players can
continue exploring Tyland Woods as long as
they wish: there are a number of locations in
the area and there is room for you to add more.
Locations, Encounters, Timeline and
Savage Tales. How are all these things
implemented?
Locations are the core of the book: they can
be dungeons, cities, inns and so on. You’ll find
a description of each of them, plus triggers for
Savage Tales.
Encounters are random events that happen
when the players explore the wilderness: some
of them are very sketchy and brief, while
sometimes they can trigger a Savage Tale.

120 7 7
8
Introduction

There is a good number of them, but be


prepared to add new ones if the campaign influence the various factions of the game.
becomes long. Savage Tales are various plot-based
Timeline is a brief summary of fixed adventures, triggered by the Locations
events, linked to the main plot. Be ready to the group explores, the Encounters they
alter or cancel them if the group’s actions stumble on and generally on what they do.

Getting Started
The players should create funnel the western part of the Watchman Woods.
characters, as per the Tyrnador rules, and At the end of their first adventure, the
explore The River Caverns location, which party reaches Tyland Mills, a small village
is the default beginning of the campaign. which will be their base for the remainder
They have ample choice of what their of the campaign.
heroes can be, the only limitation is that In the next chapter, you’ll find a brief
they begin the story on the stagecoach description of the region, which will
going from Scarlet City (or another place help you to create your own Locations,
of the GM’s choice) to Old Oak, crossing Encounters and Savage Tales.

8
Getting Started

GM’s Tip: party will become so involved in


the various pro-
How to Read This Book blems of the region (and probably
one of them
Writing a sandbox campaign isn’t
simple, will impersonate or be appointed
the Sheriff of
because there is no real beginning
and no real the town) that they won’t move
away.
end: your players will decide what
locations But this isn’t the only way to make
the charac-
they are going to visit, what ques
ts to take and ters stay in the region. For exam
ple:
in what order. For this reason, locat
ions and • A hero can be from Tyland Mills
, retur-
Savage Tales are listed in alphabetic
al order, ning from a business or training
trip
to make it easier for you to jump
from one to (their absence could have been one
of only
another during the game.
some days or many years).
For your first read-through of this
book, after • A hero can be sent there by a facti
on (for
reading the introductory chapters,
we suggest example a cult) to help the local
priest to
working from the map; read the
The River save the area.
Caverns Dungeon first, then Tyla
nd Mills, and • A hero can have a relative or love
interest in
then explore the various locations,
from the the area and be going to visit him
(or her).
nearest to the farthest, around
the town. • A hero can have an inheritance awai
ting
You don’t need to memorize all
of them, but him (for example a cabin, a stead
or
you do need to be familiar with
the nearest something similar) left by an uncle
.
ones to the group’s position. If
a location is • A hero can be looking for a good
place to
linked to a Savage Tale, read it.
hide.
When you have a basic knowledge
of the places
take a quick glance at the Encounte
rs and
GM’s Tip: Alternate Beginnings
Rumor Tables, which are very brief
but put a The campaign supposes the hero
es are Funnel
lot of content in a few words. This
is the point characters, who stumble by chan
ce into Tyland
where you have to work more, to
custo mize and Mills. If you prefer a more tradi
tional appro-
improvise random encounters (and
wild stories ach, you can have the party creat
e normal
and red herrings) for your group.
Novice characters, either from the
area or
Do you feel a little overwhelmed?
foreigners, and begin the campaign
in a classic
Don’t be, it is easier than you think
! way, with the party at the Good
Omens Inn,
GM’s Tip: you can route the party to the River
Caverns
Reasons to Stay in Tyland Woods by having “Sprinkle” Prigg ask the
party to
investigate why the stagecoach
which should
The campaign supposes the heroe
s are passers-
have arrived yesterday is missing.
by in Tyland Woods, who are force
d by fate to
In this case you need to make the
cave a little
stay in the town, because the next
stagecoach
more dangerous, adding some enem
isn’t due for a month. During this ies (see
time the
notes at the end of the adventur
e).

120 9 9
10
Introduction

Overland Movement Rules


The heroes are supposed to explore the the Woodsman Edge (the modifiers stack).
area of Tyland Woods by moving on the Encumbered Heroes. Encumbered
map, hex by hex. heroes slow down the party; they reduce
The exact distance they move depends the movement of the group by 1 hex per
on the nature of the ground (see the Terrain level of encumbrance, but only in the
Movement Table below). These rules second block of the day. So a group with
suppose the heroes travel for two blocks one Encumbered hero moves 2+1= 3 total
of 4 hours per day (total 8 hours) and rest hexes on road, by foot.
for the remainder of the time. If the party
crosses different terrain types in the same Terrain Movement Table
block of hours, use the worst terrain type. Hexes of
Encounters. For each 4 hours of travel, movement
Terrain
the GM draws a card from the Action Deck; if for 4 hours of
travel
it is a club, an Encounter happens, depending
River (downstream)* 2
on the value of the card. All encounters are
River (upstream)* 1
detailed in the Encounters chapter.
Road, on foot 2
Locations. If the heroes enter a
Road, on horseback ** 4
hex where a location is present, they Rough Road, on foot 2
automatically find it (unless it is hidden for Rough Road, on horseback 3
some reason). Locations are minor or major Wilderness (forest, hill, etc.)
(they have a different symbol on the GM’s 1
– on foot only ***
map), depending on their importance, but
they work in the same way. Every location (*) Add +1 hex if one or more heroes
is detailed in the Locations Chapter. have the Boater Edge.
Forced Marches. If the group wants to (**) Also applies to carriages and
move faster, they must make a Vigor roll stagecoaches.
(with a cumulative -1 per day of forced (***) Add +1 hex if the party includes
march, until a full day of rest is taken) or a character with the Woodsman or Tower
suffer a level of Fatigue. If a hero with the Warden Edge (the bonuses stack). Add
Tower Warden Edge is present, all the party another +1 if the whole party has the
members receive +1 to the Vigor roll, the Edges (these stack too, so a party entirely
same happens if they are moving in the composed of Woodsmen and Tower
wilderness and have a party member with Wardens will move 5 hexes in wilderness).

Faction Quests
Only you know your party’s composition, 1. Old Temple. Re-consecrating this can
so you’ll have to personalize some of the be a Faction Quest for any cult except
quests of the campaign to make them Baarathi.
Faction Quests for your heroes. Below 2. Jorus the Blind. The old priest of Stone
you’ll find some NPCs or locales which Bridge can lead a follower of Kaavor to
can be used for this purpose. become a Justicar.

10
Faction Quests

3. Freya. The rugged Slayer can train a Cutting Fields is a Faction Quest for
promising apprentice in the ways of Gatekeepers.
Hunting, but only if he helps in finding 7. Rebuilding the Towers. Restoring the
and destroying were-beasts. three Towers in the region is Faction
4. Skinner Jack. The solitary hunter Quest for the Tower Wardens.
dwelling at Moss Falls was a Tower 8. The Big One. Curing the Big One is a
Warden once, though today he is good Faction Quest for a follower of
disillusioned and disheartened. If a Baarathi, while killing it surely counts
character convinces him not all is lost, for the Slayers.
he can train a character in the ways of 9. Pit of Darkness. Cleansing the Well
his order. of Dark Suffering in Undertown is a
5. Vendra the Witch. Helping the magician Faction Quest both for Gatekeepers
to retrieve her Blue Book and stopping and followers of Myrthala.
her apprentice is a Faction Quest for
the Order of the Magicians.
6. Rest in Peace. Burying the dead in

120 11 11
12 Tyland woods
Tyland woods

120 13
14
Introduction

14
The Land of the Chestnut Miller

Tyland Woods
Region Guide
“Is Your Cloak Red with Blood, Young Knight?
My Heart bleeds at your Beauty, My Lady”
-Song of Tyland and Kora, duet

The Land of the


Chestnut Miller
Hi guys, it is Stomper again, your favorite
Hauflin, here to tell you a thing or two about
Tyland Woods, as he remembers it from the
last time he was there.
Are you ready?
Yes? Well, let’s go, then!
Tyland Woods is the local name of the
western part of the Watchman Woods, a thick
and deep forest, not very populated, at least
today.
It takes its name from the legendary hero
Tyland Redmantle, one of the companions
of King Ventar. A wandering knight, Tyland
visited all the southern lands, accomplishing
a number of great deeds, the most famous
being the defeat of the Wyrm of the Lake,
a creature of which nothing is known today.
During the battle, Tyland was wounded,
and his white mantle became red from the
blood. He leaned on a tree near a river to
rest, and that is the place where Kora, the
daughter of the local miller, found him.
The young girl tended his wounds with
compresses of chestnut leaves and Fae
incantations and Tyland recovered. In the
end the two fell in love and the young knight
decided to stay, taking the job of miller after

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Tyland Woods Region Guide

his father in law, but he was ready to take Korab, late father of the current Lord
up sword and shield again when the land Arcturus Korab, aided the Necromancer,
required his arm. but these were not confirmed because
In the end, Tyland became ruler of the Valerius disappeared mysteriously during
entire region, governing it from his seat, the years of the war.
the Mill of Tyland. The undead advance stopped at King’s
And he was a good lord, or at least this Fort, in the north of the region, where
is what the stories say. the defenders made a last stand to slow
the invaders down. This led to a siege,
which lasted several weeks, and which
Tyland Woods During the unfortunately ended with the slaughter of
Necromancer’s War all the defenders of the fort. Many of them,
raised from the dead, joined the army
During the years of the war, Tyland Woods of Hoverak, which moved north, finally
suffered their share of pain: the dark armies leaving Tyland Woods, but since that day
came from the south, on the King’s Road, the ruins of the place, now known as Fort
and reached Tyland Mills. The villagers Ghost, are infested by the tormented souls
found shelter in the mills and Hoverak, the of the fallen, or at least so the stories say.
Thularim leading the contingent of undead Luckily, today undead are rare in
in this zone, decided they were not worthy Tyland Woods, but I am pretty sure
of his time, so he moved his rotting troops there are some lying dormant in caves,
north towards Scarlet, but he stopped dungeons and other places, waiting for
to ravage and pillage the village before someone to disturb them or for a call from
leaving. their dark lord.
There are rumors that Lord Valerius

Geography
Tyland Wood is a large basin, which finds Swamp, an unsavory bayou filled with
its greatest depth in the south-east, where mosquitos, snakes and even worse things.
the Gorge, a mysterious, bottomless lake, South of the Gorge there are the Stone
sucks in the waters of the major rivers Twins mountains, largely impassable,
crossing the region: the Dusker, the Faern, while in the north-west there is a hilly
the Mossjump and Chestnut Creek, which area known as Giant’s Butt, because
all flow into the Gorge and are sucked into they resemble the body of a prone giant,
its bottom. with his bottom up. Unlike the rest of the
If you come near the Gorge, in fact, region, which is covered by thick forest,
you can hear a constant gurgling sound Giant’s Butt is rocky and naked, and the
from miles away, which local woodcutters ground has a reddish color, as the area
say is sound of the Gorge Spook, a specter is rich in copper. In the past there was
that devours the corpses of the people once a dwarven settlement, its location
drowned in the river. marked by the Hexenhoof Mine, currently
Near the Gorge the Dusker River abandoned, probably because the ore was
becomes swampy, creating the Thistle mined out many years ago.

16
Geography

Plants make space for it, and so almost no-one


Tyland Woods are an enormous, shady does, preferring instead to plant cabbages,
forest, mainly composed of chestnuts and hauflin beans and river potatoes and some
beeches. grapes, which are used to make a strong, if
Chestnuts are in fact the basis of the not very sweet, wine.
economy of the area: in no part of Ventar
can you find bigger ones. In the better
years they are big as eggs. The local Beasts
population harvest them and take them to Small game abounds in Tyland Woods:
the Mill of Tyland to make chestnut flour, hares, rabbits, the delicious beaver (try it
which they will use to make forest bread, with hauflin beans!) and many others like
their main dish during the winter. pheasants, woodcocks (near the rivers)
Stories say these particular chestnuts and partridges.
are of Fae origin, and that were stolen by The local woodsmen also tend herds of
Nutty Flick, the main character of a number sheep and goats that provide meat, milk
of childrens’ stories, from a mysterious and wool for their use. Cows are quite rare
well in the heart of the Forbidden Wood and highly prized.
(see below). There are also a goodly number of
Raspberries and blueberries are also dangerous predators in the region: forest
abundant at the beginning of summer, but wolves, which attack travelers, especially
you must take care to avoid the infamous during winter; bears and boars; and the
Toad Strawberries: despite being very occasional wolverine.
sweet, they’ll rob you of your voice and Hunters also report the presence of
make you croak like a toad. Or at least that striped wolves, which are the typical
is what my grandmother used to tell me. mounts of the goblins of the Stone Twins
The forest is also rich in medicinal near the Giant Butt Hills, but these reports
plants for those who know what to look are unconfirmed.
for: the Spider Plant which cures every Tyland Woods are also a nice place
poison, Elderflower of the Lovers to ease to find good honey, made by the Nyrathi
every heart pain, and many others. Bees, big as cats and very dangerous if you
There are also wild stories that in the don’t know the tricks to distract them from
thickest parts of the woods dwell ancient their hive and steal their golden treasure.
tree men, but I have never seen one and From the nearby mountains, the Stone
the only person who swears he has is that Twins, comes one of the main dangers of
Marius the Black fellow, who was drunk the region: the Zephyr Falcon, a giant bird
as a badger in the mating season, so go of prey, large enough to grab a horse in its
figure. claws and carry it off.
I have also heard that the plants of the In the past, this was a rare occurrence,
so-called Forbidden Wood, north east of but in the last few months it has happened
Tyland Mills, are enchanted too, because often, in particular south of Tyland Mills.
that place is populated by Fae, but I stayed There is one more thing I want to say
clear of there. about animals, even if I am not sure if
About agriculture, grain is sparsely it is true: I heard that a giant bear, and I
cultivated too, but it is a luxury, because mean one six yards tall, wanders in the
you must clear a large area of forest to north eastern woods, not far away from

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Tyland Woods Region Guide

Fort Ghost. It is scarred and old, with the with commerce but now it is a depressed
skull bones visible and it stinks like an area too.
open tomb. It is called the Big One, and
although nobody has seen it in more than Tyland Mills
twenty years, periodically hunter’s cabins Built on the banks of the Dusker, Tyland
are found destroyed, the bodies of the Mills is a small village situated in the
owners smashed and half eaten… middle of the region. It hosts a population
of around three hundred, and sports the
Good Omen Inn, where travelers on the
Main Settlements King’s Road can rest, a trading post, and
little else.
Cutting Field Formally the Mill Lord (in this case
This small village was built from scratch the Mill Lady), the owner of the Mill of
a number of years ago by foreign nobles, Tyland, rules Tyland Mills, but in reality it
the Silvertrout family (Silvertrout Manor is the Sheriff of the town who runs it on a
is Red’s Hideout today, see page 129), who day-to-day basis.
obtained from the King permission to cut Currently Tyland Mills is without a
and sell large amounts of wood in the area. sheriff because the last one, Gideon, died
They built a small village, Cutting of old age three months ago. The Mill
Field, around the main building, the Lady has requested one from the King, and
Sawmill (an impressive show of dwarven he should arrive soon. Till that moment,
workmanship). Unluckily business didn’t Tyland Mills is on its own, and this has
go very well, because a pestilence killed caused a proliferation of problems.
the lords, and the village slowly reverted Outside the town, there is the Mill of
to being simple woodcutters, the Sawmill Tyland, a unique building which is both
becoming a dusty ruin. a small fortress and a watermill, which
Cutting Field is near an ancient shrine doubles as castle for the ruler of the
of the Crawler and was the first point region, the Mill Lord. In this case the
to be assaulted by the Lurkers when Mill Lord is Marian, the Mill Lady, a
the priestess of the Cult caused them to portly widow of forty years. In truth the
arise. Today it is a ghost town with a dark power of the Mill Lady is fading: she has
secret. no army, and only a half dozen servants,
led by Ventur the Orderly, and this gave
Stone Bridge Lord Korab (see below) the opportunity
An ancient dwarven port, Stone Bridge is to “invite her as a guest” to his castle, in
famous for its big bridge of dwarven make, other words imprison her.
crossing the river. Despite being formally
part of the fiefdom of Tyland Mills, it has The Weeping Castle
always been autonomous and ruled by a The Korab family is a secondary
council of wise men, the Three Elders. branch of the Lords of the Mills of Tyland.
Today Stone Bridge is under military According to legend they descend from
occupation by the Steel Eagles mercenaries the brother of Kora (Tyland’s wife) and so
of Lord Korab, who put a garrison there they assumed the name of Korab. In the
under the command of Captain Virian. past, the Castellan of Korab was a fierce
In the past Stone Bridge was bustling ally of the Mill Lord but this is no longer

18
The Awakening of the Crawler

true: Lord Arcturus Korab is fat, envious the Steel Eagles, to give him military
and power hungry, and recently became power over the area.
a wererat (see page 286), magnifying his He currently “holds under his
natural greedy appetites even more. protection” Marian the Mill Lady,
Although his castle and his fields legitimate ruler of Tyland Mills; in fact he
are shabby and untended he survives by has kidnapped her, and is trying to force
leeching tributes from the steads north of her to marry him, so he can become lord
the Dusker and the poor people of Stone of all the region.
Bridge. He is using almost all the money Korab’s coat of arms is a black boar on
to pay a company of shady mercenaries, green field.

The Awakening of the Crawler


Below you’ll find a condensed version of heirs of the Shirs, the ancient population
the plot point campaign of The Secrets of dwelling in Ventar long ago (see TPG and
Tyland. TGM). The ruins of Nyrath can be found
Centuries ago, this region was hold by today on the eastern side of the Gorge.
the city of Nyrath, inhabited by the late These people worshipped and
controlled a tremendous monster called
the Crawler, a sort of enormous worm,
which they fed with human sacrifices
and which gave them absolute power
over the region.
This was the monster that Tyland
Redmantle defeated, but did not kill:
the creature, deeply wounded, fled to
the bottom of the Gorge, where it rests,
sleeping, to this day.
It is unknown if, when Tyland
defeated the Crawler, the Nyrathi were
still alive or they were already dead:
what it is important is that the Crawler
wants to be awakened to take its revenge
on the man who wounded it, or at least
on his heirs, and its arm is very long.
Thirty years ago, far away from
Tyland, in Scarlet, a woman gave birth
to three daughters: Sylvia, Nadia and
Irina. They are the reincarnations of the
three last Priestesses of the Crawler, the
resurrected Cult of the Crawler. When
fully grown, they started having strange
dreams which drew them, one year ago,
to Tyland. Among the ruins of Nyrath,

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Tyland Woods Region Guide

they discovered the incredible truth of Unbeknownst to the dwellers of Tyland


their birth and knew what their master, the Mills, there is an ancient network of
Crawler, wanted from them: to perform a tunnels with secret passages which open
special ritual to wake it up. in various buildings of the town, and this
The Prophecy of the Crawler. They helped (and will help) the Cult to make the
found the ritual carved on a stone wall in killings.
the city. It says: When the campaign starts, two of the
five murders have already happened and
Where the Crawler was Wounded You’ll the third is in progress (the heroes will
Kill witness it during their exploration of the
River Caverns).
Once per Full Moon the Dagger Will Rise The five persons to murder are very
and Fall specific and are:
• An Innocent One. She is Jinny, the
Five Deaths as Five are the Points of Its daughter of Thorn Fellowthongs, the
Star local dwarven smith. She is thought to
be missing, but in truth she lies dead
The First Death an Innocent One in the basement of Marius the Black,
unbeknownst to everyone.
The Second Death a Servant of the Merciful • A Servant of the Merciful. He is
Horace, the young Priest of Myrthala
The Third Death the Hand of Justice who was followed and killed in the Old
Temple, during his exploration of the
The Fourth Death a Man with Two Souls ancient building.
• The Hand of Justice. He is the new
The Fifth Death the Hated Hand Who Sheriff sent by the King, Thadeus
Dealt The Blow Tystamere, who was captured by the
Cult few hours before the heroes
And in the Middle of the Star It Will arrived and will die in front of them in
Return the Caverns.
• A Man with Two Souls. In the town
If you Fail, in the Heart of the Star You’ll there is a person with a heavy secret:
Find Your Doom young John the Fair, the apprentice
of Rowan the Candlemaker, is a
The Victims. The meaning of the werewolf, although he is trying to keep
poem is this: The ritual murders must be his nature under control. The Cult
carried out in the same place where the will try to kill him, impaling him on
Crawler was wounded, which is exactly the Old Crooked Oak, a peculiar tree
where Tyland Mills is built. A total of five outside the city, during the Festival
murders are required, one for each night of Bees (see the Savage Tale of that
of full moon (so one per month, roughly). name). Unbeknownst to everyone,
The murders must be made in specific Freya, a Slayer, is also on John’s trail.
locations which, when connected, make • The Hated Hand which Dealt the
the figure of a five-pointed star, the symbol Blow. She is the last heir of Tyland
of the Crawler (see GM map). Redmantle, and she is the Mill Lady

20
The Awakening of the Crawler

herself, who the Cult will try to


murder in the Mill of Tyland. As the
Lady is in the hands of Lord Korab
when the heroes begin the campaign,
they’ll try to free her, otherwise
they’ll buy or steal her from whoever
has the woman in custody at that
moment (Lord Korab or Red the
Bandit).
What Will Happen. If the Cult of
the Crawler manages to perform all the
murders, the Crawler will wake up in all
its might, from the depths of the Gorge,
swimming up the Dusker like a shark,
and will emerge in all its power at Tyland
Mills, probably destroying the town.
If the heroes manage to stop some
of the last two murders, the beast is
weakened.
Desperate Measure. In particular,
if the heroes stop the murder of the Mill Man can tell the heroes something
Lady, the surviving priestesses will try about the Crawler, its defeat and the
a desperate measure: they’ll run into the fact that someone is trying to wake
center of the tunnels under Tyland Mills it up.
and will sacrifice themselves, allowing the 3. In the Sunken City of the Lurkers. In
Crawler to emerge there, albeit severely Area 20 there are statues of the three
weakened. This is in fact the meaning of priestesses, which are identical to the
the last line of the ritual above. three tavern keepers of Tyland Mills.
With the defeat of the Crawler, and In the same area there is also a full
the uncovering of the identities of the inscription of the Prophecy of the
three priestesses, the plot point ends, but Crawler.
it doesn’t mean your adventures in Tyland 4. Lord Wynterlyr. The Fae Lord knows
will end too. the whole story of the Crawler and
Finding Clues. A vital part of the could reveal it. For a price.
campaign consists of finding clues. Below 5. Undertown. Under Tyland Mills there
you’ll find the most important ones, and is an entire complex of the Crawler’s
the people who know something. Feel free servants. By exploring it the heroes
to add others if you want. can find several clues, starting with the
1. In The River Caverns. The heroes can secret hideout of the three priestesses,
find a piece of the Prophecy of the which leads to the Good Omen tavern.
Crawler in the Sanctum, and one of
the ritual daggers in the sacrifice room,
along with the ritual symbol (the five-
pointed star) painted on the ground.
2. In the Old Temple. Oldroot the Tree

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Tyland Woods Region Guide

GM’s Tip: Playing the they can easily believe there is only one (and

Cult of the Crawler probably a man).

Charms and Wits. The fact they are in truth

The Cult of the Crawler, the big baddies behind the three charming girls of the local tavern

this adventure, must be used carefully by the must be used to its best effect: the women are

GM. You must not expend them too easily very careful not to risk losing their cover. When

in battle, instead, make them behave like the that happens, they’ll try to escape as soon as

serial killers in slasher movies: they are always possible into the tunnel under the cities or by

masked, very hard to defeat (but their stats reaching the safety of the ruins of Nyrath.

will help you in this) and are ready to escape if Allies. The main allies of the Cult of the Crawler

the situation turns ugly. are the inhuman Lurkers, a species of fish-men,

One Person or More? Usually the party won’t worshippers of the same creature. They are in-

encounter more than one of the Cult members telligent, and absolutely fanatical in their faith.

at a time, the other two girls remaining at The Cult has no remorse about using them as

the tavern covering for their sister while she cannon fodder to cover their escape.

is “in action”. Make it difficult for the party

to comprehend there is more than one cultist,

22
Timeline

Timeline
To keep track of what happens, below you’ll find a timeline of what has happened (and
probably will happen) in the course of the campaign. It is very important that you keep
count of the passing of the days, because the murders must happen at fixed times. Apart
from the ritual murders, the other events are obviously fluid, depending on what the
players want to do.
Making it Longer. If you feel that two months are too short, you can plan one murder
every two months, in this case change the other dates accordingly.

Day Event
-60 Murder of Jinny in the basement of Marius the Black by Nadia (undiscovered).
-30 Murder of Brother Horace in the Old Temple by Irina (undiscovered).
Murder of Sheriff Thaddeus Tystamere in the River Caverns by Nadia. Beginning of the
0
Campaign.
8 The Reluctant Bride Savage Tale.
20 The Lord of the Skies Savage Tale.
30 The Festival of Bees. Savage Tale.
If the Goblin King has the Ring of Command, draw a card, with a red card he subdues
45 the Waka Nuka and allies with Lord Korab. With a black card he is killed while trying to
do this, and another King arises in 1d4 weeks (see The Ring of Command Savage Tale).
Lord Korab attacks Tyland Mills, the heroes must gather their allies to defend the village.
60
The Battle of Tyland Mills Savage Tale.
During the first night of the Battle of Tyland Mills, the Priestesses of the Crawler attempt
60
The Final Ritual Savage Tale.

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Tyland Woods Region Guide

24
Aunt Millie’s Shack

Locations
“Better an Empty Oven than an Empty Belly.”
-Hauflin Saying

Aunt Millie’s Shack


Type: Minor Location tavern keepers of Tyland Mills, Irina, Sylvia
Suggested Rank: Novice and Nadia, use to justify their absence from the
town (when are busy with their shady business),
A lonely cottage in the wood, with a but in truth they only visited her once, several
small, well-tended orchard. It’s home to a months ago, and never came back.
nice old lady, Aunt Millie. Totally blind, Aunt Millie isn’t their real aunt either
she lives alone, her only companion a large (although they claim she is).
tamed wolf named Scar. (E) Aunt Millie (1). Use the Commoner
Despite her condition, Aunt Millie is Profile, adding the Blind Hindrance. See
independent and knows her house and the page 268.
surroundings well. (E) Scar (1). Use the Tyland Hound
Aunt Millie is the official excuse the three Profile. See page 307.

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Locations

Ancient Sleeping Tree Man


Type: Minor Location ritual murder of the Cult of the Crawler).
Suggested Rank: Seasoned Strongbranch knows a lot of things of
the past: the real origin of the Crawler, the
In a remote part of the woods, there position of the Ruins of Nyrath, and the
is shady clearing where very tasty history of the Hexenhoof Mines and the
mushrooms (one Ration) grow under the secrets of the Faerie Well.
leaves of an ancient chestnut tree. Strongbranch will be very happy if
In truth the “tree” isn’t a real plant, but he manages to get in touch with his lost
it is Strongbranch, an ancient, sleeping brothers and sisters. If this happens, he
Tree Man. Strongbranch continues to will gift the party with one of his branches
sleep unless disturbed in some way (for (see Tree Man Harvest Ability) or with a
example, if someone climbs up him to special chestnut granting a permanent die
pick his chestnuts). He isn’t hostile unless type in Vigor to whoever eats it.
someone cuts his branches or sets a fire Strongbranch isn’t a fighter and won’t
near him. leave his sheltered refuge, unless the whole
Strongbranch is one of the three Tree forest is menaced.
Men in the area: the other two are Oldroot (WC) Strongbranch (1). Use the Tree
(in the Old Temple) and Softbark, near Man Profile, raising Strength by one die
Tyland Mills (she will be part of the third type, and Size by +2. See page 306.

Bandits’ Tree
Type: Minor Location of one of the most recent robberies, all
Suggested Rank: Novice wrapped in a Blanket:
• six Golden Cups (100 cp each)
This old oak looks inconspicuous, • a Silver Necklace (200 cp)
unless the heroes look at it very carefully • the Six Holed Flute (see Treasures of
(or someone gave them a hint about its Tyland)
real purpose: for example, Greebo the In addition, at the GM’s discretion,
Spider, see page 92). Three yards from there could be a message of some type left
the ground (Athletics (+2) roll required), there by or for Red. The Bandit’s Tree is
there is a crack in the wood, containing a checked by Red’s men every 1d6 days. If
secret stash left by Red’s bandits. they find their loot was stolen, they will be
It contains six Rations of food, a purse very upset.
with 300 cp, a Healer’s Bag, and the loot

Big One’s Lair


Type: Minor Location A dark cavern, at the base of a ravine
Suggested Rank: Seasoned. deep in the forest. It is the Big One’s lair
(see The Big One Savage Tale) and the

26
Broken Bridge

creature can be found there with a club under it, some assorted parts of its unlucky
card. owner, a traveling warrior called Sebajas.
This place smells horribly of death, and Sebajas had a fine Weapon Belt (a Trinket
characters must roll Vigor (-2) to avoid which allows carrying an extra Weapon),
being Nauseated till they leave this place. with a small empty scabbard. The matching
Characters with the Iron Stomach Edge are Dagger (with the Far Reaching Quality)
immune. is some yards away, in the depths of the
Inside there is a rotting carcass of a cavern (a Notice roll is required to find it).
horse (the main cause of the stench), and, (WC) Big One. See page 264.

Broken Bridge
Type: Minor Location Comes first follows after,
Suggested Rank: Novice. Ends life kills laughter.
The answer is “darkness”.
This old stone bridge, very similar in Whether the heroes answer correctly or
architecture to the stone bridge at the town not, Tum-Tam-Tar does not let them pass
of that name, is in very bad shape, the (unless they have the permission of the
downstream side eroded by time, water and Goblin King and a way to prove it).
rough weather. Under the western end of The ogre isn’t alone, he has a pack of
the bridge there is a filthy cavern dug into trained Tyland Hounds not far away; he
the earth, inhabited by Tum-Tam-Tar, the can call them by whistling, and they will
guardian appointed by the Goblin King: a join the fight in 1d4+2 rounds.
three-headed ogre with a very bad temper. In the cavern under the broken bridge,
Tum-Tam-Tar asks a toll from whoever there is the monster’s treasure, but the
tries to pass his bridge: all the food and all place is so smelly that any hero without
the precious things the travelers have. the Iron Stomach Edge must make a Vigor
Or, they can try to answer his riddle: if roll or throw up, suffering a level of Fatigue
they do, they pass without paying anything, and being unable to enter.
if they fail he takes all their food and loot, Inside can be found the following: a
and also rips an arm off one traveler (a Silver Bracelet (with a slender human arm
crunchy snack!). still in it, 150 cp), a suit of Leather Armor
The riddle is the following one, but (+2) stained with blood, a Golden Cup
given that it was invented by the first two (filled with the innards of an unknown
heads, Tum and Tam, which are as stupid creature, 250 cp), and a wizard scroll of
as a pile of horse dung, it isn’t very difficult Boost Trait (glowing touch) which was
to answer (the third head, Tar, the smart used by the ogre to wipe his… well, you
one, comments from his hidden position, figure.
see Tum-Tam-Tar’s description, that his (WC) Tum-Tam-Tar. See page 308.
brothers are fools). (E) Tyland Hounds (6). See page 307.
It cannot be seen, it cannot be felt,
Cannot be heard, cannot be smelt,
Lies behind stars and under hills,
and empty holes it fills.

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Locations

Cutting Field
Type: Dungeon to take into the caverns north of the city,
Suggested Rank: Seasoned where they performed a mass murder
ritual in honor of the Crawler in an ancient
Light: Outside the area is in normal temple of their evil deity (another of the
light conditions by day. By night a thick, many dotting the region). The dark deed
yellowish fog comes out of the nearby worked: today the village is reduced to an
swamp, making all the area descend empty shell.
into Pitch Darkness (non-magical light If the heroes don’t clear the place and
can only reduce it to Dim Light). In the put the souls in the caverns to rest, they’ll
caverns, there is Pitch Darkness. have another dangerous enemy to face in
Doors: Unless otherwise stated, these The Battle of Tyland Mills Savage Tale.
are made of wood.
Wandering Monsters: The table is
only using during nighttime or on days A Ghost Town
of thick fog (GM’s discretion or randomly 1 – The Sawmill. This large structure can
determined with a face card on the Action be seen from far away, and is the main
Deck). feature of the town. It is a large wooden
tower, with sails on the top: in practical
terms, a windmill converted to a sawmill.
The Massacre of Cutting Field The sails move slowly and with much
A month before the start of the campaign, shrieking, because the mill is broken and
the Lurkers, guided by their shaman has been unused for a good while. The
Shush’Arish, attacked Cutting Field by entrance is a large portcullis on the east
night. Their goal was capturing the local side, ajar. Inside it is in Dark lighting
population (around one hundred persons) conditions, a labyrinth of narrow passages

28
Cutting Field

(heroes can only walk in single file, large Sawmill Table


weapons cannot be used and medium ones Card Event
suffer -2 to attack rolls). If the heroes are Noises in the Darkness. Heroes
there to find Blacktoe’s Tools, they make a 2-3 must do a Fear check. +1 Ferret
Notice roll each ten minutes of searching, Token.
gaining an Advancement Token per Nothing happens, but with a club
4-7
success and raise, and when they have four card +1 Ferret Token.
or more they find the hidden stash under Stuff on the Floor. A random hero
must make a Notice (-2) roll to avoid
the big saw in the center of the sawmill (see 8-10
tripping over something. The noise
Blacktoe’s Tools in Treasures of Tyland).
causes +1 Ferret Token.
Otherwise, the party can simply look
Suspicious Footprints. A random
around. In both cases, make them draw a hero finds a set of strange,
card from the Action Deck and check the bloodstained footprints. Unless the
table below. J
heroes have encountered giant ferrets
Ferret Tokens. Since death fell on before a Survival roll is necessary to
Cutting Field the sawmill has been the nest identify them.
of a pack of undead Giant Ferrets. They lurk Dead Body. The heroes find the
on the beams, and under the machines. fallen body of a woman, lying down.
When the party gets four or more Ferret If touched, the body reanimates and
Q
Tokens, the whole pack attacks. attacks! She is a Resilient Extra Flesh
Eater. +1 Ferret Token every two
rounds of combat.
Falling Logs. If there is a hero
with Bad Luck, he is the chosen
victim, otherwise pick a character at
random. A poorly secured log from
K a pile decides to fall at this moment.
An Athletics (-2) roll is necessary to
get out of harm’s way otherwise the
character suffers 2d8 damage. +1
Ferret Token.
Something Shiny. A random hero
spots something shiny under a
bench. He must stretch to reach
it. With a club card it is the single
shimmering eye of an undead ferret
A
(+1 Ferret Token, the beast attacks
with the Drop), with all other results
it is an old severed finger with a
Golden Ring on it (100 cp, grants a
one use Benny).
The Big Saw Starts. For unknown
reasons, the mechanism powering
the big saw in the center of the mill
starts, causing a terrible ruckus (-4
Joker to all rolls to hear something). +2
Ferret Tokens. A hero under the
saw retrieving the smith’s tools must
make an Agility (-2) roll or suffer 3d6

120
damage.
29 29
30
Locations

(E) Undead Ferret (8). Use Giant leads directly to a small dock at the back
Ferret Profile, adding the Undead Special of the tavern. Near the dock, in the water,
Ability. See page 276. there are two sunken rowboats (they were
2 – Bushy Islet. This small island is destroyed by Lurkers).
overgrown by vegetation. If someone The tavern also offered lodgings in the
explores it carefully (10 minutes and a attic, which can be reached using a ladder.
Notice roll) he finds, in the middle of it, Inside there are several sleeping cots,
a capsized rowboat big enough for two wrecked and stained with blood.
persons, with a Backpack under it. Inside 5 – Constable’s House. This house has
there are six Iron Rations, a Quiver with iron bars at the windows and looks quite
20 arrows, a Blanket, and Flint and Steel. robust. It is the local constable’s house, which
3 – Burned Smithy This building was doubles as a prison when a woodcutter gets
a forge. During the night of the attack, too drunk. The front door is smashed to
the building was set afire. Today it is only pieces and in the main room, the constable’s
a ruin. If any of the heroes go inside the office, there is a large pool of blood, where
ceiling collapses after 2d6 minutes with a Big Jonas, the burly man who held the title,
black face card (3d6 damage and 1d4x10 was gutted by a couple of Lurkers. The main
minutes to free the poor sod). The only room was ransacked, the only thing still
valuable thing still inside is the anvil (300 salvageable is the Big Axe (see below). There
cp), but it is very big and heavy (500 cp for is also a small cell (the lock has been picked;
a Workshop, Cumbersome 5). on the night of the attack, it held Blacktoe
4 – The Relaxing Saw Tavern. This the smith, who escaped during the fight
building is a palafitte, built over the river. between the Constable and the monsters).
There is an old, rusty saw as a sign, with There is also a sleeping room, ransacked and
crude writing under it: “The Relaxing destroyed. On the southern wall someone
Saw”. Reaching it from the road requires has drawn a crude symbol of the Crawler
climbing a short stairway. Inside there is a (similar to the one found in the ritual murder
single common room with a kitchen in the locations) in blood.
back, and an attic. The Big Axe. This oversized Greataxe,
The tavern was the place where the stained with old blood, hangs from a support
villagers made their last stand the night the over the constable’s table. Once it was used
town was attacked. The door is broken in, for executing criminals, and it is a spooky
and there are sprays of dried blood and old object. Roused by all the evil energy in the
gore everywhere, but no corpses, though village, a malevolent spirit took control of it.
a clear Lurker footprint can be found. The It animates at the worst moment possible,
only salvageable thing is a big barrel full of attacking the party (2d10 damage, Fighting
liquor, in which a dead rat floats. It gives d10, Parry:7, Toughness: 7, -2 to hit it). It
the beverage a… peculiar taste, but it is must be smashed to pieces, or banished (the
harmless (it counts as 20 bottles of Booze). evil spirit inside it has Spirit d8). The spirit
A door leads to a small kitchen in a cannot leave the Constable’s House.
similar state, but nothing is left there apart 6 – Abandoned House. This is a
from 1d4 Cooking Pans and a chamber pot common log cabin, once belonging to a
under the tavern keeper’s bed containing family or shared by some woodcutters.
his receipts (45 cp, and two small gold Draw a card from the action deck, and
nuggets worth 25 and 55 cp each). A door check the table below.

30
Cutting Field

Abandoned House Table


Card Event Tam’s Story
2-8 Nothing in particular.
This is Myrella’s house,
Tam is an eleven year old orphan, sold by a
recognizable by the green roof, if
the heroes know of her (see Tyland wandering priest of Myrthala as an “appren-
9-10
Mills Area 3). It is empty and there tice” to a family of woodcutters (he was little
are signs of a fight. Otherwise
consider it as 2-8 above. more than a slave). The night of the terror, as

Black Cat. A simple tomcat, he calls it, started with a sudden fog, then the
concealed under a piece of
shapes of fish-like creatures emerging from
furniture. This smart guy survived
J the river, which attacked the various houses.
the massacre, but his master did
not. He has no known name but He survived because he slept in the kitchen
has the Danger Sense Edge.
of his masters’ house near the fireplace, and
Diary Page. On a bench there is a
piece torn from the diary of Betty, hid himself in the cellar under the rug. The
Q
a girl of the town (give the heroes monsters never found him. They dragged the
Handout 6).
people, dead and alive, into the woods north
Muddy Tracks. A set of muddy
tracks are found in this house. They of the village. He went exploring, but the fog is
belong to a lone Lurker which visits too thick there. He looked for a boat, but the
the village by night, attracted by the
K monsters destroyed all of them. He has lived,
civilization of humans. At first light,
it goes back to the caverns. If the till now, hidden, scavenging what food can be
heroes follow the tracks (Survival found in the houses and in the gardens. He
roll), they are led to Area 8.
knows that on some nights the monsters come
The Boy in the Cellar. With a
Notice (-2) roll the heroes find a back. And that there is something dark in the
trapdoor under a rug. It leads to old sawmill.
a small but well-furnished cellar:
A inside there is a scrawny, terrorized 7 – Old Fae Stones. This circle of stones
kid, Tam, who survived by eating is engraved with runes of Fae origin. With
the food there and scavenging
an Occult roll they can recognized as runes
whatever he can find. See Tam's
of protection; the enchantment lasts until
Story sidebar.
somebody spills blood in the circle. Digger
Black Moss Growth. The walls of
this house are festooned with black
John, an old prospector, is camped there,
moss, similar to that found in the with his mule, Lord Winner. Digger John is
caverns and on the statue in the a chatty old fellow, peaceful, who knows a
Old Temple (see Area 17 of that lot of things. Heroes can learn a Rumor or
Joker location). Inside this place there two from him, including some hints about
is a really uneasy air. If the heroes what happened in Cutting Field. He visited
destroy the moss (they must burn the village, but quickly decided to leave.
the house) they start with one (E) Digger John (1). Use Commoner
Token when they try to destroy the Profile, raising Common Knowledge and
moss over the statue in Area 12.
Survival to d8 and adding the Luck Edge.
Watched. Tam, the scrawny kid,
See page 268.
watches them, hidden somewhere.
Redraw
At the first sign of danger he runs

120
to hide in his cellar (see A above).
31 31
32
Locations

8 – Path in the Woods. There are difficult, a Notice (-4) roll is required. The
several Lurker tracks on this path, making creatures stand still, ready to ambush the
it easy to follow (+2 to the Survival roll). party when they try to cross the water. If
9 – Ancient Cavern Mouth. There the heroes go back, the Lurkers wait some
is a very bad sensation hanging around moments before stealthily following them.
the mouth of this cavern, and a constant (E) Lurker (5). See page 288.
cloud of yellowish mist (counts as Dark (WC) Lurker Acolyte (1). Use the
illumination condition). In addition, Lurker Profile. He wears the Obsidian
any cleric of a good deity (Myrthala and Amulet (see Treasures of Tyland). See page
Kaavor mainly) must make a Spirit roll or 288.
suffer one level of Fatigue while they stay 11 – Forbidden Cavern. The walls are
in the dungeon or until the black moss covered in ancient paintings, made by
statue (see below) is destroyed. Near the Lurkers of the past: they picture fish-men
grotto’s entrance, there is a big boulder, gutting humans in front of a bigger Lurker,
which until recently covered the access which breathes smoke from its mouth.
to the caverns. If the heroes made their There is a mound of stones in the center of
presence evident in the village, there are a the room, from under which filters a faint
group of Lurkers hidden in the thick fog. light. On the top of it is planted a crude
They are armed with spears and throw stick with a human skull on it. It is a Lurker
them before rushing to attack. Guarding Totem, placed there because the
(E) Lurker (4). See page 288. fish men cannot touch what lies under
9A – Trapped Stair. The steps of this the pile of stones. If anybody gets close to
very ancient stairway were carved by the mound of stones, the Totem delivers
ancient Lurkers. A foul stench comes a crackling bolt of energy (count as a 3d6
from the bottom of the stairs. On the bolt, cast with Arcane Skill d10 and the
walls, there are patches of watermelon- Lingering Damage Power Modifier). It
sized sea urchins, which seem to breathe can be disabled with the dispel Power or
slowly. If a non-Lurker character walks by destroying it (it has Toughness 5 and
the stairs, these creatures release a cloud explodes dealing 3d6 damage in a MBT).
of thick, yellowish air in a LBT. Characters If the heroes manages to overcome the
breathing it suffer 2d8 lingering damage totem and move the rocks away, they find
per round. The cloud lasts for 2d4 rounds. the skeleton of a warrior, a knight with the
These patches have Toughness 6 and there emblem of Thuul on his shield, who holds
are ten of them, five per wall. Another a Warhammer in his hand. The faint glow
way to pass through the passage is by comes from it. The weapon is the Hammer
having the Obsidian Amulet (see below); of Souls (see Treasures of Tyland). No
the object shimmers and the sea urchins Lurker or undead dares enter this room,
stay quiet. which is a Safe Place.
10 – Murky Water Room. A stair of 12 – Black Moss Cavern. This room
several carved steps goes down into this is filled by a foul smell of rot, almost
room, which is filled by dark water. The unbearable, and the sight is no better:
pool isn’t very deep, only five feet, but on the north and south side of the room
it is the sleeping place of the Lurkers. are piled up the bodies of all the poor
There are a number of them crouched people of Cutting Field, slaughtered by the
on the bottom. Seeing the Lurkers is very Lurkers and brought here. Heroes must

32
Cutting Field

make a Fear Check (-4) to avoid feeling Black Statue Effects Table
nauseated. A narrow passage (2” wide on Card Effect
the tabletop, consider the rest of the room Howl of Death. The souls trapped in
Difficult Ground) allows crossing the this room produce a terrible psychic
room to reach a rough stone statue on the scream. It counts as the stun Power,
2
far west end, covered in unsavory moss. It cast with arcane skill d10 and a Wild
represents the rough shape of a Lurker. The Die. Priests of Thuul are immune to
this effect.
right arm of the statue is broken, and lies
Grasping Hand. A random hero is
on the ground. A thin tendril of fog comes
grappled (with +2) by the cold hand
out from the mouth of the creature.
3 of a corpse in one of the piles. It has
The Shaman. When the heroes enter the Athletics d8, Fighting d8, Strength
room, draw a card, if it is a black face card, d10, Parry 6, and Toughness 6.
Shush’Arish, the Shaman of the Lurkers, is 4-5 1 Flesh Eater joins the battle!
there with two bodyguards, otherwise the 6-7 3 Flesh Eaters join the battle!
room is empty. 8-10 Nothing happens
Mass of Corpses! From the piles of
“You, pesky interlopers!” he whispers, “The cadavers, a single Abomination of
J-A
three lords will reward me handsomely for Corpses raise. This can happen only
your heads!” once.
Black Statue Shimmers! For this round
They fight until there is no chance to Joker all undead gain the effect of the Joker,
and Wild Card undead recover a Wound.
win, trying mainly to protect the statue,
then Shush’Arish evokes the fog from it (E) Lurker Bodyguard (2). Use Lurker
(using the darkness Power) and tries to Profile. They are Resilient Extras, they
flee, while his hirelings cover his escape. use the Fanatics Setting Rule toward their
The Statue. This is the focus of the master See page 288.
dark magic in this area. In particular, the (WC) Shush’Arish the Shaman (1). See
black moss covering it (which grew from page 298.
a sample from the Old Temple, taken by
Irina) fuels the magic. Destroying the
moss will make the undead fall down, Destroying the Black Statue
inanimate, and the yellow fog disappear. If the heroes destroy the black statue (and
To do this, the heroes must use the same the dark moss over it), the evil magic
process described on page 109, with a around Cutting Field dissipates and the
difference: each round, the statue raises Cult of the Crawler cannot evoke the
undead, with red cards from the pile in the yellow fog and loses its army of undead.
northern side of the room, and with black What to do with the many corpses of the
cards from the southern side. If the heroes villagers? The simplest thing to do is to seal the
have the Hammer of Souls, they feel it cavern again, while the right thing to do is bring
vibrating. Using it to physically attack the them outside and give them proper burial (see
statue grants +4 damage. sidebar). Digger John can help in this case.
When the word spreads of the slaughter
of the village the heroes gain +1 Reputation.
The place is now safe, but nobody will dare
settle there for many years.

120 33 33
34
Locations

Put Them to Rest

There are 87 corpses in the caverns.

The customary ceremonial burial, in

this area, consists of putting the bodies

on rough rafts, and setting them in

the river, so the corpses end up in the

Gorge. It requires at least ten rafts to

do this, and, if the heroes have some

hints about the real nature of the

Gorge, they probably understand

they are sending them to the enemy.

The burial requires at least 10 man-

-days’ work.

The second, simpler way, is making

a huge pyre and burning them. This

requires 5 man-days

The third and best option is bu-

rying them individually, but this

requires 20 man-days.

If the heroes do one of these thin-

gs, they gain one Conviction.

Burying Rituals. If there is a

priest of Thuul in the party, and he takes care

of the burial, he feels that the souls are uneasy, and they require a special ritual to be pacified.

Performing it costs 1000 cp in materials (candles, incense, other similar stuff) and requires a Faith

roll, at -4 if the party made rafts, -2 if they made a pyre and without penalty if they made individual

burials. A successful ritual counts as a Faction Quest for the Gatekeepers, in addition, per success

and raise, up to a maximum of four, the priest gains a special pool of 5 Power Points.

These points work as normal, but cannot be Locked or Burned, and after being spent are lost

forever.

They are a gift of the dead.

Wandering Monsters Table


– Cutting Field

34
Dwarven Tomb

Card Event
Undead Ferrets. A pack of 1d6 of these beasts (use Giant Ferret Profile
2
adding the Undead Special Ability).
3 Lurker Band. A pack of 1d4 Lurkers.
Curious Lurker. This creature is a strange one, curious about human customs
4
and objects.
Yellow Fog. The fog rises (or thickens). Every time this result happens the
visibility’s condition worsens by one step: Dark, Pitch Darkness, Toxic. In this
5-8 last stage everybody must make a Vigor roll every two hours or suffer a level
of Fatigue due to the intense stench. This can lead to Exhaustion but not to
death. The fog disappears at dawn.
Tendril of Fog. A tendril of semi-solid fog (Strength, Vigor and Fighting d8,
9-10
Toughness: 6, vulnerable only to magic, lasts for 1d6 rounds).
Steel Eagles Deserters. A band of 8 Steel Eagles Mercenaries, who are
J-Q deserting Lord Korab, arrives. They are led by a Steel Eagles Veteran called
Snake.
K-A The Boy. Tam (see above) shadows the heroes.
Needy Spirit. The heroes see the Specter of a dead woman. This causes a
Fear check, but she isn’t hostile. She cannot speak and tries pointing out the
Joker caverns to the heroes (unless they are already in the caverns). The woman,
as the heroes can recognize from the butterfly-shaped necklace she wears, is
Myrella, cousin of Gina Rishavel (see Tyland Mills, Area 3).
Used Entry Nothing Happens

Dwarven Tomb
Type: Dungeon/Minor Location who found the First Fragment of the Ring
Suggested Rank: Veteran of Command, which Sourmilker hid there
Light: Total Darkness many years ago (see page 65).
Unbeknownst to everybody, the tomb
was also discovered by the legendary
A Not So Secret Place thief Red Fox, who hid his treasure there,
The Dwarven Tomb is probably the using the lethal traps of the tomb to his
oldest building in all the region. It was advantage.
constructed by a long-vanished clan
of dwarves, the Hacnazzar, which, in
dwarven, means “Worshippers of the Into the Tomb
Deep”. They were a secretive family, with 1 – Corridor of Traps. The external
a penchant for dark things, and a great stone gate of the tomb, in a narrow vale
veneration for spiders. Their kingdom is among the Giant’s Butt Hills, is made to
lost, but must have been somewhere very be indistinguishable from the surrounding
deep in the Stone Twins. Why they built rocks (Notice (-4), unless you are a dwarf
this tomb here is unknown. Luckily for or you know there is something there, in
the heroes, the entrance has already been which case you roll with no penalty).
discovered by Hammer, the mad dwarf Traps. There are two traps in the

120 35 35
36
Locations

36
Dwarven Tomb

corridor. The first one (T1 on the map) requires two Athletics rolls, proper tools
is a closed trapdoor, which makes the and a Repair roll, but it is worth 1500 cp.
unfortunate victim fall into the corridor Two secret doors hide Area 8 (see below),
underneath it, suffering 2d6 damage, while in front of the statue lies a big stone
unless the character avoids it with an urn containing the ashes of the king, called
Agility (-2) roll. The second trap (T2 on “Zurazul the Lord of Webs”, as the dwarven
the map), consists of several blades coming runes at the feet of the statue reveal.
out of the walls, making 1d6 attacks with 4 – Room of the Stone Grate. There
Fighting d6, 2d8 damage, AP 2 (randomly is a 3 by 3 yards well in the center of this
select the targets). Both traps cover an room, covered by a heavy stone grate from
area of 3 by 3 yards, and trigger when a which the sound of water comes out. There
weight of 50 pounds or more is applied on is apparently no way to lift it, but it can be
the pressure plates (which can be spotted broken (Toughness 12). Inside the well,
with a Notice (-2) roll). There is no way on the northern wall, there are a series of
to disarm them (but they can be avoided holes which double as a stone ladder. Near
when spotted) and they are reset after the beginning of the ladder there is a lever,
twenty minutes by a complex mechanism which opens or closes the stone grate. The
inside the walls. well is fifty yards deep, and leads to a small
2 – Well of Light Altar. Due to a mole, on the shores of an underground
complex system of light wells in the ceiling, river, going roughly southeast. There are a
there is a single ray of light (or moonlight couple of barges, which need to be repaired
during night time), which hits an altar to be usable, nearby. The underground river
in the center of the room. The altar is goes south west for a couple of days, before
decorated with spider-themed motifs, and forking: the left fork goes deep under the
there is a clear sign in the dust on it that an Twins Mountains (and probably leads to
item was there previously (in fact this was the Kingdom of the Hacnazzar clan), while
the place where the First Fragment of the the right fork goes on for another day, with
Ring of Command was kept). Behind the the river flow getting faster and faster,
altar there is a large mosaic, representing before emerging in the Gorge. Exploring
a huge spider, whose eyes are blue, semi- the underground river and finding the
precious crystals (150 cp each, but an homeland of the Hacnazzar clan is outside
Athletics (climbing) roll is necessary to the scope of this book, but could be a nice
reach them). There is something vaguely way to expand the campaign beyond the
hypnotic about it: whoever stares at the boundaries of Tyland Forest.
mosaic must make a Spirit (-2) roll or be 5 – Hall of the Queens. In this room
Stunned. are preserved the mortal remains of
3 – Hall of the Dwarven King. This two queens of the Hacnazzar, Yria the
hall is largely empty, except for a giant- Blind and Saferia Blessed-Over-Many.
sized statue of a dwarven king on the Two statues represent them, placed
southern wall. He wears a long robe, a respectively in the northwestern and
spider-shaped diadem in place of a crown, southwestern corners. Yria is represented
and holds a book in his left hand and a with a bandage made of spider webs on
stone staff in his right, with a big crystal her eyes, while Saferia has one hand,
(like the ones in Area 2, but much bigger) with eight spider-like fingers, raised in
on its top. Reaching and removing this a blessing gesture. In front of the statue

120 37 37
38
Locations

there is a tall stone urn, containing the B – Hooded One’s Tomb. This warrior
ashes of the queens. is represented wearing a hood. When the
In the middle of the room, concealed sarcophagus is opened, the fungi which
by a layer of bones, dirt and other filth, infested the body of the dwarf (who wore
there is a large mosaic representing an leather armor and carried a dagger), puff
enormous spider. out a MBT of poisonous spores, which
In the southeastern corner of the cause 2d8 damage to whoever inhales
room, there are several cocoons of giant them, apart from hauflins, which are
spiders, as this place is their main nest. immune. The only thing that can be
If the heroes enter this place, they will be saved is his marvelous Spider Cloak (see
attacked by the full pack plus the brood Treasures of Tyland)
mother. The cocoons are filled with Tomb C – Warrior with Two Swords. This
Spiders in various levels of development. dwarven warrior is sculpted wearing two
If not destroyed, they will hatch in 2d4 swords, but the tomb is empty.
weeks (destroying them is surely a Sin D – Human Warrior’s Tomb. Unlike
for followers of Baarathi). There is no the other coffins, this one represents a
real treasure there, but a Dwarven Smith’s human warrior, bare-chested and holding
Hammer lies among the cocoons (+1 a great sword. Inside there is a swarm of
to Repair rolls, belongs to Hammer the rats, which have devoured everything and
Dwarf, who lost it there, see page 74). attack if disturbed.
(E) Tomb Spider (6). Use the Tyland (E) Swarm of Rats (1). See page 304.
Spider Profile, they have Animal (A) E – Light Bringer Warrior Woman. The
intelligence and don’t have the Harvest only female buried in these tombs, this
(Spider Skin) Special Ability. See page 307. long-braided woman is depicted holding a
(WC) Tomb Spider Brood Mother (1). weird looking torch. The tomb is trapped:
As Tomb Spider above, but raise Strength, on the wall opposite to the sarcophagus,
Vigor and Fighting by one die type and there are four small holes which throw
add Size +1. See page 307. darts when the sarcophagus is tampered
6 – Tomb of Warriors. In this hall are with (Shooting d6, Damage: 2d4, the Drop)
buried the bodies of the most important targeting whoever is in front of the tomb.
warriors of the clan. There are twelve Inside there is a warrior-woman’s skeleton,
tombs, stone sarcophagi encased in the holding a strange mace-torch (see Beacon
wall, each of them representing a dwarven of Light in Treasures of Ventar).
warrior with a coat of arms on his shield. F – Crumbled Tomb. This sarcophagus
The sarcophagi, unless otherwise didn’t endure the test of time and has
specified, can be opened with five crumbled. There is nothing useful inside it.
minutes of work and are listed below. The G – Scale Bearer’s Tomb. This
sarcophagus hiding Red Fox’s Treasure is sarcophagus represents a dwarven hero
the one marked “F”. with a set of scales in his hands, apparently
A – Broken Nose‘s Tomb. The warrior a priest of Kaavor, although the engraving
sculpted on this sarcophagus has a broken doesn’t have the trappings of the Lord of
nose. Inside is his skeleton, complete with the Pacts (in fact its meaning is totally
Battle Axe, Shield and Medium Armor. different). If the heroes are watching the
Rust has seriously damaged everything tomb through the Magic Monocle, they
and they drop to pieces if used. see a stylized fox’s head in invisible ink

38
Dwarven Tomb

over the sarcophagus. Inside, there is Red Fox Treasures Table


no body, but instead there is a lever. If Description Content Modifiers
this is pulled, the wall slides northward, 10 golden ingots
revealing another room. Inside there is a marked with the
Steel Banded
large slab of stone, upon which six locked sigil of the King of 0/-4
Coffer
(Thievery roll) coffers rest, each marked Ventar (15000 cp).
with a stylized fox’s head. They contain Cumbersome 3.
Large
the famous treasure of Red Fox (see 4000 cp.
Wooden -1/-2
below), which the thief swapped with that Cumbersome 4.
Coffer
formerly present in this room, belonging
10 golden ingots
to the Scale Bearer (mainly magical items marked with the
he kept for himself)! Steel Banded
sigil of the King of 0/-4
In a corner of the room there are the Coffer
Ventar (15000 cp).
remnants of the stone sarcophagus, broken Cumbersome 3.
in pieces, while on the western wall there 1000 sp (10000 cp).
Steel Coffer -4/-0
is a dry fountain filled with dust (which Cumbersome 1.
could be useful later, against the Ghost 10 golden ingots
Spiders). Under the dust, there is also a marked with the
Steel Banded
Crowbar. sigil of the King of 0/-4
Coffer
The Stone Slab. This is a sort of weight Ventar (15000 cp).
Cumbersome 3.
scale: if the weight on it varies significantly,
20 Gems (10000
the Trap of the Tomb activates (see sidebar).
Small Casket cp). Counts as an -2/-2
Noticing the slab can move up and down
Item.
requires a Thievery (-2) roll and an explicit
question. Removing the treasure requires
very quickly replacing a coffer with an The Trap of the Tomb
item of similar weight (for example some
debris found nearby). This is handled
The real danger of the dwarven tomb lies
with a special type of Dramatic Task:
taking a coffer safely requires a Smarts and dormant until the tomb of the Scale Bearer,

an Athletics roll, in order, to be made in the greatest hero of the Hacnazzar clan, is
the same round, with the modifiers listed disturbed. When this happens, the Ghost
in the table below (first modifier is for
Spiders sleeping in the secret Areas 8 wake up,
Smarts, second for Athletics). The party
can stop whenever they want. and run toward the tomb!

The first group of Spiders will arrive after 3

rounds, and another group will come every two

rounds, to a total of four groups of spiders.

Note the spiders focus on the treasure, not

on its bearer, so leaving it behind can give the

heroes some hope of escaping with their skin

intact.

120 39 39
40
Locations

7 – Hall of Ancient Knowledge. Inside Clearing the Dwarven Tomb


this room is preserved part of the lore and Unless the heroes destroys all the
the past of the Hacnazzar Clan: in the three Spiders (both Tomb and Ghost) and their
niches, on stone slabs, rest three dwarven eggs, a new brood of arachnids will infest
skulls, engraved with runes in the dwarven the tomb in 2d4 weeks. If they do, the tomb
tongue. The runes are the names of Azul, stays clear for a while, but draw a card
Master of Lore, Virdak Who Learnt the each month: with a club some monster or
Secret Name, and Zimarra, Keeper of bandit of the hills will step in, while with a
Secrets. face card something darker comes up from
In the center of the room there is a the well (Area 4) and takes possession of
stone altar, upon which rests a scroll telling its new home…
the ancestral history of the Hacnazzar.
Unfortunately, the book is very old and Wandering Monsters Table
turns to dust when touched. The altar – Dwarven Tomb
hides a secret drawer (Notice (-2) to be Card Event
found) which contains several scrolls, in 2-8 Nothing Happens
sealed containers, perfectly preserved. (E) Tomb Spider (1d4). Use the
They are: Tyland Spider Profile, they have
Secrets of the Underground Deities. This 9-10 Animal (A) intelligence and don't
is worth 2000 cp for an Arcane Laboratory. have the Harvest (Spider Skin)
Special Ability. See page 277.
Mage Scroll. Contains the entangle
J-Q (E) Giant Rat (1d4). See page 276.
(web) spell.
(E) Tomb Viper (1). See page
Priest Scroll. Contains the sloth (time K-A
302.
distortion) spell.
Migrating Slug. A slug five feet
8 – Ghost Spider Trap. The secret long, totally harmless. It is quite
doors of these rooms, of the sliding type, slow, and is Disgusting food
are the best of dwarven craftsmanship and Joker
unless you are a Dungeon Cook,
are very difficult to spot (Notice (-4)) and in which case you can prepare 6
to pry open (Repair (-4) and a dwarven Rations from it.
mason or engineer background). Used
Nothing Happens
Each room contains a number of Ghost Entry
Spiders in stasis. They are totally harmless
unless someone opens the treasure of Red
Fox or dabbles with the rooms’ doors.
When this happens the doors slide open
and the Ghost Spiders run toward Area 6.
(E) Ghost Spider (4). See page 277.

40
Faerie Well

Faerie Well
Type: Special Wynterlyr’s Well Water Table
Suggested Rank: Any Suit Effect
Light: Special Enchanted Sleep. The character
Doors: Only one, the Well. Clubs must make a Spirit (-4) roll or
Special: the area of forest around the Well fall asleep. Forever.
is enchanted by the power of the Fae, so Blessing of Gold. The character
ignore the normal Encounters Table and gains the uncanny ability to
sense the presence of treasures
use the Wandering Monster Table specific Diamonds
(gold, silver, jewels and magical
to the Faerie Well (see below).
items) within double his Spirit
die type in yards.
Blessing of Healing. The
The Prison of Lord Wynterlyr character is instantly healed
The Well. In a clearing in the woods, there Hearts of all his wounds, fatigue and
is an old well, partially covered in vines. poison (but not diseases and
There are old engravings around the rim, curses).
which resemble flowers and bees. The well Curse of Curses. The drinker
is filled with water, an arm’s length below must make a Smarts (-4) roll or
the rim, which can be easily reached. he loses the capacity to speak
If a character asks for permission to and write clearly. Everything he
says or writes is a foul, horrible
visit Lord Wynterlyr (and the Lord agrees), Spades
obscenity! He cannot cast mage
the water turns into a stairwell made of
spells, and cannot communicate
wood, which leads to Wynterlyr’s Hall (see
with others except with
below). gestures. He gains Taunt d10 as
If a character throws himself in, he a partial compensation.
falls directly through the well, a daunting Faerie Gift! The character
experience which requires both a Fear Red Joker gains an advance, and this is
Check and an Athletics roll (to avoid permanent!
Bumps and Bruises). The hero still reaches Faerie Curse! The character
Wynterlyr’s Hall. magically gains a permanent
Black Joker
Drinking from the Well. Nobody Major Hindrance of GM’s
could be so mad as to drink water from choice!
an enchanted well, could they? In case Wynterlyr’s Hall. Under the well, there
a hero does, draw a Card and check the is a large cavern, of unknown size, which
table below. The water has effect only the is the Hall of Lord Wynterlyr. The lord
first time it is drunk. Nothing short of the has absolute power over it and can make
dispel Power cast at Heroic Rank (or the it appear as he wants: usually he loves to
intervention or Lord Wynterlyr himself) make it an ancient palace, lit by faerie
can cancel its effects. torches, with columns made of engraved
wood. He sits on a throne carved from a
tree trunk, bored, while his courtiers dance
and feast around him. His magical hounds
(which in truth are the souls of the mortals
who made a bad bargain with him) lie at

120 41 41
42
Locations

his feet, while a pixie, Whistlercow (see Level Favor Description Cost Description
page 100) pours him the enchanted wine A greater piece
of information
of the Fae. Sometimes (with a black card
(revealing the identity
from the deck) the Hexenhoof is also
of the Priestess of the
around, but he prefers to stay alone, in Crawler or the secret
some far away corner of the cavern, unless to actually killing the
summoned. Crawler, destroying
Reasons to Visit Lord Wynterlyr. Unless its brain)
the heroes are totally foolish, they have Bringing someone
Returning the Ring of
come to Wynterlyr for a reason: after all back from the dead
Major Command
he is the most powerful being of Tyland A greater gift (up to
Forest, except for the Crawler. He can 6000 cp, a unique,
dispel any curse, cure any ailment and growing magical
item chosen from
provide plenty of knowledge. He can even
Treasures of Tyland
give some powerful gifts to the heroes. But
chapter or created by
everything has a price and Wynterlyr is the GM)
one hell of a bargainer. Support in The Battle
You cannot simply stumble into the of Tyland Mills
Lord’s palace and demand a favor: being Savage Tale
a powerful Fae, Lord Wynterlyr must be A substantial piece
The servitude of the
addressed properly, so a reaction roll must of information
hero for his whole
be made, with -1 if the heroes entered (where a special
lifetime (transformed
uninvited or without asking permission, item or location is,
into a Hound of
if they killed one of his servants, or, even revealing the identity
Wynterlyr)
of someone – apart
worse, if they say the name of his Lordship’s A Duel with a Fae of
from the Priestesses
wife, Beethania. Angering Lord Wynterlyr Wynterlyr’s choice (a
of the Crawler)
doesn’t mean he attacks, but he’ll surely try Wild Card of slightly
Med. Curing or dispelling
to swindle them in a bargain. higher power than the
a magical effect
The thing Wynterlyr wants most is character)
(petrification,
freedom: his wife Beethania trapped An advance (two skill
enchanted sleep or
points or an Edge are
him there, stealing and breaking into similar)
permanently lost)
pieces the main source of his power, the A substantial gift
An enemy of Lord
Ring of Command. In change for it Lord (up to 2000 cp, an
Wynterlyr (for example
Wynterlyr will grant the heroes a Major enchanted item with
Sourmilker)
Favor, up to three with good role-play two Qualities)
or with a successful Persuasion (-2) roll. A small piece of
information (where a
Freeing Lord Wynterlyr isn’t a good idea A Tale (removed
special location is)
(see sidebar). from the character’s
A small gift (up to
Note that the Fae cannot directly steal the memory)
1000 cp in jewels,
Ring from the heroes with brute force, but Lesser A small piece of soul
a minor enchanted
he’ll stick to the letter of his promises, trying (one skill point)
item with one
A powerful magical
to entangle the party as best as he can. Quality)
item
Below there are a number of typical The service of a lesser
favors (and costs), which can be used as a Fae (a Pixie)
guideline to judge the player’s requests.

42
Faerie Well

Leaving the Hall. Unless the characters Freeing Lord Wynterlyr


have the blessing of Lord Wynterlyr, who
can allow them to leave the palace as If the heroes give Lord Wynterlyr the Ring of
they want, leaving the palace isn’t easy at
Command, the faerie lord is set free. He will
all. The physical distance from the exit
has no real importance: the party must immediately leave the well, turning into the

perform a Dramatic Task, based on Spirit form of a wind, but it will take three days to
(-2, +2 if you can see through illusions, start seeing the effects of his freedom:
-2 if they drank or ate the food offered by
Winter Comes.
Comes Regardless of the season, the
Lord Wynterlyr) and achieve at least 10
Tokens to reach the exit. The GM is free to temperature drops, and in three days comes

immerse them in a faerie landscape of his autumn and after another three days winter,
choice: a labyrinth of plants, an enormous with abundant snow (halve all overland mo-
palace, a cavern of pure crystal with
vement), apply cold rules from Savage Worlds.
hundreds of reflections and so on. The
group rolls separately, but if a hero rolls The Lurkers and other aquatic creatures fall

a critical failure he loses contact with the into lethargy. This magical winter lasts for 2d4
rest of the party. months (the roll can ace).
If the party is pursued by the servants
Reconquer Old Temple. Lord Wynterlyr re-
of Lord Wynterlyr, run a Chase instead.
(WC) Lord Wynterlyr (1). See page turns to Old Temple, which becomes his court.

287. Any human inside is charmed, enthralled, or


(E) Hound of Wynterlyr (24). Use the transformed into a Hound of Wynterlyr.
Tyland Hound Profile, they suffer only
Hounds Hunt Freely. Each redraw in the
half damage from non-magical attacks. If
killed they return to life the next night. See Encounters Table is now replaced by a Pack

page 307. of Hounds of Wynterlyr (2d4, if eight or more


(E) Fae Courtier (12). See page 272. they are guided by a Fae Courtier). In addition
(WC) Hexenhoof (1). See page 281.
to the normal stats, these hounds can breathe
(E) Pixie (2d6). See page 292.
cold once a day, as per the blast Power).

Those above are only some of the effects of

Lord Wynterlyr’s freedom in Tyland: this event

should cause a major turn in the campaign,

slowing down the Cult of Crawler (which could

even secretly help the party against the Fae

lord). How to stop Lord Wynterlyr? Maybe

Beethania, his wife, knows a way, but first she

must be found in the Faerann…

120 43 43
44
Locations

Wandering Monsters Table – Faerie Well and surroundings


Card Event
The Green Knight. A knight, wearing armor entirely made of wood, stands on a
fallen log, a sort of bridge, which is the only passage through a deep crevasse. He
challenges the heroes to fight him single handed, in a duel, to let them pass. The
Green Knight is a Fae Courtier armed with a quarterstaff and wears heavy wooden
armor (+3). He has Fighting d12, 10 Power Points and knows the Warrior’s Gift
2 Power. And he is cheating. While he stands on a wood surface (like the log) he
is Invulnerable. He tries to make opponents fall in the crevasse (which is full of
sprouting roots, so falling inside isn’t deadly, but causes 3d6 damage anyway).
Once defeated he disappears in a whirlwind of dead leaves, leaving behind his
staff, which can receive Staff Enchantments and grants +1 to Vigor rolls to the
owner.
(E) Tempting Fae. Use Faerie Courtier Profile with the puppet Power. See page
272. A random character sees a beautiful woman, a man, or even a strange beast
3
in the wood, which tries to enthrall him. Each hour passed with her counts as 2d6
hours of real time.
Teasing Pixie. The heroes are the target of some jest from a Pixie. If the party
4
knows Whistlercow, he is the culprit.
Strange Lights and Sounds. If the heroes follow them, they must make a Smarts
5-8 (-4) roll. In the case of success, they immediately find the Faerie Well, in the case
of failure they end up in a nearby random hex on the Tyland Forest map.
Magical Path. The heroes stumble into a clear path of white roads, which leads
9-10 somewhere in the wood. If they follow it they find themselves in the outskirts of
another location of the GM’s choice (any location).
J-Q Hunting Party. A pack of 3d4 of Wynterlyr’s Hounds, led by a Faerie Courtier.
Tree with Strange Fruits. A Fae plant, eating one of its fruits has the same effect
K-A
as drinking from the Fae Well (see above).
Weeping Lady’s Statue. The party stumbles into a clearing with a moss-covered
statue of a young girl, with an arrow in her chest. The statue is very realistic, she is
even weeping, maybe condensation from the moss? The statue is in fact a young
shepherdess, a lover of Lord Wynterlyr, who Beethania, the lord's wife, stabbed
Joker in jealousy. Wynterlyr could not save her (the arrow is made from Beethania's
hair) so he petrified her, saving the nameless girl from death. The water of her
tears bestows on the user the Arcane Resistance Edge, but only if he sincerely feels
sorrow for her (sincere question to the player). If the girl is turned to flesh, she
suddenly dies. This will anger Lord Wynterlyr greatly.
Used Entry Nothing Happens

44
Fort Ghost

Fort Ghost
Type: Dungeon The Secret of Fort Ghost
Suggested Rank: Seasoned
Light: Dim Light During the Necromancer’s War a great
battle was fought at Fort Ghost, where
Special: There are no Wandering a good number of valiant knights and
Monsters in Fort Ghost, but the location’s soldiers gave their lives to stop the undead
description supposes the Goblins notice army of Hoverak the Thularim. Detailed
the heroes’ arrival and prepare to defend reports of the battle are lost (apart from
the fort. If this isn’t the case, there are only the unconfirmed rumor that Lord Valerius
two sentinels in Area 4, the other goblins Korab sided with the Necromancer). The
are in Areas 11 and 12, while Rannik (if fallen bones and weapons of the undead
present) is in Area 13. still litter the overgrown fields around the
Is Rannik Present? If the heroes are fort and the place is haunted: by night, in
playing the Red Fox’s Treasure Savage fact, you can see strange lights and hear the
Tale and are in time, he is at the Fort, howls of damned souls. For this reason,
otherwise draw a card: Rannik is present today the place is called Fort Ghost.
with any red card, otherwise he’ll arrive In truth the place is dangerous, but not
after 1d4 days. haunted at all: the ghost stories are very
old, but the sightings are very recent and

120 45 45
46
Locations

are all a ruse. The fort is actually the den


of the infamous assassin Rannik the Snake,
who uses a number of tricks and deadly
traps to scare people away, with the help of
his followers, the mysterious pale goblins.
The Headless Knight of the Fort. There
is a legend that Fort Ghost is haunted by
the specter of a headless knight, wielder of
a black sword. Rannik and his goblins took
full advantage of this story to create a fake
ghost to scare away people. In truth, the
Headless Knight really exists, he is the soul
of Whol the Blonde, former squire of Sir
Tarkos (see page 107), who died heroically
in the castle, defending it with the Blade of
Woe in his hands. His body lies somewhere
in the collapsed cellars of the castle, where
the defenders made their last stand. It is
many years since he last appeared, but he
could manifest if a character possessed by
Sir Tarkos enters the castle.

The Fort
1 – Battlefield. The area within three
hundred yards of the Fort was the main
theatre of battle: there are old ditches,
a couple of ruined siege engines, and
skeletons, broken weapons and armor all
around, engulfed by wild herbs, brambles
and a sickly yellow fog. The place is more
dangerous than it looks, for there are
many Thularim weapons cursed with
deadly enchantments, poisons, and an
occasional dormant undead. For example
the Big One (see The Big One Savage Tale)
was wounded by one of these creatures.
If the heroes decide to advance across
the battlefield, they must make a group
Survival or Notice (-2) roll (called the
Advance Roll) every 50 yards; draw a card
and check the table below, which tells what
they find: success or failure in the Advance
Roll can alter the effect of the danger.

46
Fort Ghost

Fort Ghost Battlefield Table


Card Danger
Nurak’s Head. In a discarded helm, there is the still-living head of a Nurak, one
of the most powerful undead of the Necromancer. He attacks a randomly selected
hero mentally, the target must make a Spirit (-4) roll. If he rolls 1 or less he suffers a
2 Wound, with a failure he must make a Fear Check, while with a success he is simply
Shaken. The attack ends only when the head of the monster is smashed (no roll is
required), but the party notice it only if the Advance roll was successful, otherwise
they must make a Notice roll to find it.
Ghost Fire. A solitary will-o'-the-wisp wanders over the desolate battlefield. If the
Advance Roll is successful, the heroes can avoid it, otherwise the being approaches
3
an adventurer and tries to enthrall him (Spirit (-4) roll) to make him stray off the
path (go to Treacherous Ground, below). Ignore this entry by day.
Treacherous Ground. This part of the battlefield is full of spear points, broken pieces
4-5
of metal and so on. If the heroes failed the Advance roll they suffer 2d4 damage.
Sickly Fog. This area is filled with a strange eye-hurting fog. Characters who enter it
6-8 must make a Vigor roll or be Distracted until they leave the battlefield (or a Healing
roll is made on them). If the Advance Roll was successful, the party can avoid the fog.
Poisonous Brambles. All the heroes must make a Vigor roll, adding their Armor
9-10 value. In the case of failure they suffer a level of Fatigue. If they failed the Advance
Roll, they roll at -2.
Dead Arise! A Flesh Eater rises from the ground and attacks a random hero! He is
J-Q armed with a broken weapon dealing Str+d6 damage, AP 2. If the heroes failed the
Advance Roll, he gets the Drop.
Wrecked Siege Engine. An ancient siege tower lies on the ground. If the Advance
roll was successful, the heroes can avoid it, otherwise every party member must
make an Athletics roll to avoid disturbing the Swarm of Vampire Bats inside! The
K-A
same thing happens if someone is foolish enough to enter the wrecked engine, but
then the bats are so enraged they do an extra damage die. By day the bats are less
active, doing -2 damage.
Dagger of Death. If the Advance roll was successful, a random hero spots a fine
black steel dagger in the hand of a skeleton. It looks perfect even though left in the
Joker
rains for years. It is magical, and evil. If touched, it animates the arm holding it,
attacking! See Dagger of Death in Treasures of Tyland.
Redraw With a deuce or a Joker, nothing happens, other results are re-applied.

2 – Path through the Battlefield. There is a small path in the battlefield, which allows
reaching the gates of the Fort (Area 3) safely. Finding it requires a Survival (-2) roll, and
then another two Survival rolls. In the case of failure, draw a card on the Fort Ghost
Battlefield Table.

120 47 47
48
Locations

The Headless Knight echoing sound similar to a ghost’s chains


(Fear Check (+1)). It is also the signal for
The Fake Knight. The Pale Goblins, guided by the Pale Goblin in Area 4 to start the ghost
ruse (see sidebar). If the heroes check the
Rannik, made a costume which looks like a he-
door carefully, with a Notice (-4) roll they
adless knight. It must be worn by two goblins, find a piece of string going through the
one on the other’s shoulders. It also has a lamp wall in Area 6. The cord is actually linked
integrated into the neck, which produces an to a chain with several old bottles, which
make the ruckus. They are the alarm that
eerie light. The armor is very light but cum-
someone has entered the fort.
bersome (-2 to Pace of the goblins wearing it) 3b – Trapped Passage. The northern
but it has a hook on the neck, which allows the wall of the passage is covered in sickly ivy,
goblins to link it to a pulley and move it over which hides a really dangerous trap: several
holes through which several crossbow
a network of semi-transparent ropes placed in
bolts are fired, propelled by powerful
strategic places all around the Fort’s courtyard springs. One of the holes is actually a
(see map) which gives the illusion of having a spyhole through which the Pale Goblin
flying ghost around. guard in Area 5 can see people arriving
and shoot them by pulling down a lever.
The ropes can be spotted only with a Notice
The holes can be spotted with a Notice
roll (-4 by night, -2 by day), and the fake ghost (-2) roll, but only with an explicit search.
is evident only with a Notice roll, but you must The goblin waits till the whole party is in
be very close to it or suspect something. the target area, then fires 2d6 darts with
Shooting d6, damage 2d6 and the Drop.
Characters unaware of the ruse must make a
They can be avoided if the heroes crawl
Fear Check. (the lower dart hole is two feet from the
The Real Knight. In truth, the spirit of Whol ground).
the Blonde haunts the collapsed dungeons of 3c – Courtyard. The courtyard of the
fort has survived largely untouched by
the Fort, and will come out on two occasions:
time, apart from a mass of brambles in the
when innocents are going to be killed (the southeastern corner of the area, which is
heroes are caught in the trap in Area 9) or a left there by the Pale Goblins because it
character possessed by Sir Tarkos’ ghost is on hides the secret door (Notice (-2) to spot
it) which leads to Area 12A.
the scene (he can sense the sword’s presence).
4 – Southwestern Tower. The entrance
(WC) Headless Knight. See page 280. of this tower is blocked from the inside,
because it is partially collapsed. A Small
3a – Courtyard Gate. The fort’s character can squeeze inside; the others
entrance is protected by a gate, with the must bash in the door (Toughness 8) and
symbol of the Knights of Scarlet on the remove the stones (at least 10 minutes of
lintel. This is weird because the gate is be work). The ground floor holds nothing of
supposed to have been crushed in the battle interest, while on the stairs to the second
of Fort Ghost (Rannik had it replaced). floor there is a small trap, a concealed dart-
The gate is closed, but it opens easily. shooter (Shooting d6, damage 2d6 and the
When the heroes open it, it emits an Drop) triggered with a weight of twenty-

48
Fort Ghost

four or more pounds over it (Notice roll The stairs to the second floor of the
and explicit search to spot it, Thievery roll tower are still serviceable, but the floor
to defuse it). On the second floor there itself is in total disarray and full of debris,
is only broken furniture, except, near a only the Pale Goblins know how to pass
window, two plates of stew (still warm), there without tripping, for all others it is
and an old moth-eaten banner of the Difficult Ground.
Knights of Scarlet used as a Blanket. This 6b – Hedgehogs’ Pen. This room is
is the where the Pale Goblins stand guard. still strewn with old furniture and smells
When the heroes approach the Fort they of litter. In the southeastern corner there
wear the Headless Knight costume and is a length of chain, hanging from the wall,
start their little show (see box). fastened with several pieces of metal. It
(E) Pale Goblin (2). They are called is part of the “trap” of Area 3a. The room
Potato and Cabbage. See page 291. is where Rannik keeps his favorite pets:
5 – Warehouse. The door is ajar several Giant Hedgehogs, underground
(enough to let a Pale Goblin pass without beasts with poisonous quills (he harvests
moving it), but there is a bucket full of the poison from them). They are very
debris over it, which falls on whoever aggressive towards anybody who isn’t
opens the door without inspecting it first holding the Scratching Staff (in this case
(2d4 damage and Shaken). Inside there they roll upside down looking for a good
is a mess of old boxes, there is a sort of scratch on the abdomen) or isn’t Rannik.
wall of them on the southern side. They (E) Wild Hedgehog (4). See page 313.
hide the guard post of a Pale Goblin: a 7 – Entrance. The door of the Fort’s
spyhole through which he can watch Area main building was destroyed, but the Pale
3b and a lever which activates the dart Goblins rebuilt it, while Rannik placed
shooter. Nearby there is also a bundle of a very dangerous trap: the gate is locked
darts and a lever to recharge the shooting (Thievery roll to open it), but if someone
springs (reloading all the darts requires messes with it, an earthenware pot falls
ten minutes). In a corner, there is the down from the transom, which explodes
Scratching Staff, a staff six feet long with a on impact, dealing 3d6 damage, AP 3,
rough end, for use on the Giant Hedgehogs in a LBT. The trap can be spotted by
(see Area 6b). If a guard goblin hears the examining the gate carefully (Notice roll):
bucket fall, he picks up the staff and goes a thin cord goes up from the lock to the
through the secret passage (Notice roll to pot, and cutting it is enough to disable
spot it) in the southeastern wall, which the device (which can be recovered and
leads to Area 6, and then unleashes the used, if identified, with a Thievery (-2)
hogs. roll). Nobody really uses this gate, but in
(E) Pale Goblin (1). He is called Carrot. the room, on the far side from the gate,
See page 291. there is a barricade (Medium Cover) with
6a – Southwestern Tower Entrance. two Pale Goblins behind it. If the heroes
The entrance of the tower is messy and storm in, the goblins first pepper them
dusty, but there are some small tracks with slingshots and then escape to Area
going to the eastern door. Several barrels 9, heading to the ruined stairs at the end
are stacked in a corner, they contain wild of it, to lure the heroes over the trap. You
apples and fresh herbs. This is food for the can use a brief Chase for this or run it on
Hedgehogs, harvested by the Pale Goblins. tabletop (remember Pale Goblins are Fleet

120 49 49
50
Locations

Footed). On the western wall there is a where prisoners are held (up to four).
secret door, quite difficult to spot (Notice If the heroes are looking for Otto in the
(-2)), while in one corner lies a broken Red Fox’s Treasure Savage Tale, the poor
Thularim shield. sod is there, otherwise the cage is empty.
(E) Pale Goblin (2). They are called The cage is also the place where captured
Onion and Cabbage. See page 291. heroes will be placed The manacles can be
8 – Old Kitchen. The door of this room picked with a Thievery roll, as the lock of
is locked (Thievery roll), only Rannik has the cage, but any noise could wake up the
the keys. Inside is the old kitchen of the Hedgehog, which would be very hungry.
fort, but the dwarf has made an alchemical (E) Sedated Hedgehog. Use Giant
laboratory of it. Hedgehog Profile, raising Size by +1. It has
Alchemical Table. Along the eastern no poison or spikes, because Rannik took
wall there is a table, full of chemical and them for his poisons.
arcane equipment (2000 cp worth for an 9 – Corridor of Traps. This long
Arcane Laboratory). Rummaging through corridor is the most powerful defense of
it, something useful can be found: with a the Fort. There are two traps, one after the
successful Notice (-2) or Occult roll draw other: two large nets on the top hanging
a card and check the table below, with from the ceiling. They can be released from
a critical failure the clumsy adventurer Area 10, by pulling a lever, and each covers
breaks a container causing an explosion a LBT. Characters under it must make an
dealing 3d6 damage in a LBT. Agility (-4) roll to avoid being caught by
it and Entangled. The net has Toughness
Rannik’s Laboratory Table 10. A winch in Area 10 allows hauling up
Card Suit Potion trapped characters as if in a sack (making
Clubs Paralysis Poison (-2). 1d4 doses. them Bound).
Knockout Poison (-4). 1d4 The typical tactic of the Pale Goblins
Diamonds
doses. is running away from Area 7 to the base
Poison Antidote. Grants of the stairs to the Fort’s dungeon, and
immunity to or cures every to fake tripping in front of them. Then,
Hearts venom made by Rannik, grants when the pursuers rush in Rannik (or a
+2 or the chance to reroll against
goblin) activates the trap. Then, the evil
other poisons. 1d4 doses.
mastermind comes out, gloating, while his
Spades Lethal Poison (0). 1 dose.
hirelings come with the barrels of oil from
Black Joker: black smoky potion
(darkness), red Joker: fiery red
Area 10. One of them climbs the wall and
Joker reaches the rafter over the raised nets, then
potion (barrier with damage
modifier) pours oil over the trapped heroes to burn
Redraw Nothing useful is found. them.
This is a good moment for the real
Cage. The western side of the room is Headless Knight to come out (see box) and
occupied by a large metal cage (4 yards attack everyone!
by 2). In the northern side, there is a The Fort’s Dungeons. The network of
sleeping Giant Hedgehog, which Rannik cellars, passages and room which were
keeps sedated because he uses it for his reached by the stairs in this area are
experiments. On the southern side there collapsed: the defenders made their last
are chains and manacles on the wall, stand in those halls and many lost souls

50
Fort Ghost

probably wander there. If you want, you area for Rannik to rest and enjoy life.
can expand that area into another dungeon There is only one seat at the table, because
(reachable only after clearing the stairs). Rannik has no friends and doesn’t invite
10 – Storage Area. This room contains anyone here. If the heroes were absolutely
four barrels of oil (each equal to 20 Flasks) silent in their entry to the Fort, Rannik is
in the northern corner, plus two crates of here.
food (20 Rations in total). On the southern (WC) Rannik the Snake (1). See page
wall, there are two levers activating the 294.
traps in Area 9 and a spyhole. On the 13 – Rannik’s Bedroom. This room
eastern wall there is a secret door, very has a large bed with a feather mattress, a
evident because there is a large tapestry wardrobe, a desk and a work table. The
covering the wall, representing the wardrobe contains several sets of dwarf-
knighting of Tyland, which is torn away sized garments: all of good quality, but
exactly where the door is. rather nondescript. On the desk there
11 – Stairs to Upper Floor. There is a are several notes by Rannik himself, from
secret door in the northern corner of the which can be understood that he escaped
room. It is quite easy to discover from from the prisons of Kaavoras, took control
inside the tower (no roll required). The of the Pale Goblins and returned to Tyland
door for Area 12 is locked (Thievery (-2)) Forest to find his father’s treasure and
and only Rannik has the keys. take his vengeance on his family. It also
The stairs to the second floor are includes a page or two of suppositions on
dangerous; they aren’t very solid and the treasure’s location.
collapse under a weight of fifty or more During the Red Fox’s Treasure Savage
pounds (2d6 falling damage). The second Tale, if Rannik escaped, he left Red Fox’s
floor is a single, large room, where can be map and his lens here.
found one end of one of the transparent The work table contains the equivalent
ropes and some rough bedding made of a Smith’s tools plus 40 darts custom-
of foliage (it is the place where the Pale made for Rannik’s special crossbow and an
Goblins live). The windows, apart from the unfinished dagger blade.
one near the rope, are all shut, because the Rannik’s Stash. One of the stones of the
Goblins hate sunlight. Heroes rummaging wall can be moved (Notice (-2) roll to spot
in the goblins’ stuff find 1d4 Disgusting it) to reveal a niche with a coffer. The lock
Rations, two Flasks of oil, several discarded is protected by a trap, a poisoned needle
pieces of armor, a bucket of red paint and which automatically hits whoever tries
some discarded tools, all used to maintain meddling with the lock (only Rannik has
the Headless Knight costume. the key) delivering a Lethal (-2) Poison.
12 – Rannik’s Living Room. The door If Rannik went away planning not to
of this room is locked (Thievery (-1)). come back to the Fort the coffer is empty,
Inside is the most comfortable place in otherwise it contains:
the fort. A warm fireplace, a pantry full • 1000 cp in two bags
of smoked venison, selected wines and • A mage scroll of darkness
cheeses (enough for 10 Rations which give • A vial full of wererat saliva (he kept
+1 to Healing rolls), a table and a couch, some after killing one of these beasts)
all on precious Carpets (500 cp worth,
Cumbersome) make this place the perfect

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Locations

Clearing Fort Ghost Probably the fort will remain empty


If the heroes manage to clear the fort for at least 1d6 months, given the cursed
and defeat the Headless Ghost, when the battlefield surrounding it.
fame of their deed spreads, they gain +1
Reputation.

Hawk Nest Tower


Type: Dungeon The Home of the
Suggested Rank: Seasoned.
Light: The dungeon is illuminated. Lord of the Skies
Doors: Unless otherwise stated, the doors 1 – Tower Outskirts. The heroes can
are made of wood. reach the Tower in two ways. The first is
by climbing the peak from the base. The

52
Hawk Nest Tower

climb is easy, but long, and requires three of Area 2. A single round is enough to
successful Athletics rolls. If the heroes fail lower them, but it takes at least three to
they simply don’t advance, if they critically raise them. There are five loopholes in the
fail they fall. If they are tied to ropes and southern corridor allowing the occupants
fall, they suffer only Bumps and Bruises, of the room to shoot into it. The guardhouse
in any other case they suffer fatal damage usually hosts a group of Hawkmen, busy
(we are talking about a fall of hundreds of eating and drinking (one is always sleeping
yards). If they climb it by day, draw one on the mattress). If they feel they can deal
card per Athletics roll, if it is red, they are with any intruders, they stay in the room
spotted by a group of Hawks of the Twins and fight, otherwise one of them tries
(see below) and attacked during the ascent. to reach the higher floors to raise the
The second way is by reaching the alarm. In the room there is food and wine
bridge from the Path of the Hawks. In this counting as 6 Rations, four barrels filled
case the heroes must draw a single card with crossbow bolts (100 bolts), two spare
from the deck as above when they cross Spears, and, under the mattress, a Golden
the bridge, but only if they fail a Stealth Egg (it is a piece of jewelry, worth 300 cp)
(-2) roll. which one Hawkman (or Hawkwoman?)
Note the heroes could have the help of insists on brooding. The elder Hawkman
Gray Feather when fighting outside the has a keyring with both keys of the doors
tower (see page xxx, he appears when a of Area 2 and a Steel Key to Area 9.
Joker is dealt). (E) Hawkman (4). See page 279.
Climbing or crossing the bridge by 4 –Hall of Empty Cages. This room is
night requires no card draw (the Hawks dusty and rarely used. There are old tables
are diurnal). scattered around, and cages of metal, big
(E) Hawk of the Twins (4). See page 279 enough to hold a man, hanging from the
2 – Slaughter Corridor. This large ceiling. One of them still contains the
passage crosses the whole base of the skeleton of a woman, recognizable as such
tower, and is protected by two sturdy by her dress. She has a golden Ring (200
metal grates. Usually the northeastern cp) on one finger, but the skeleton tries to
one is lowered and the southwestern one grab whoever touches her (with the Drop).
is raised. When intruders come in, if they Despite her condition, she manages to
are not stealthy, they are spotted by the whisper the phrase “My son! My son!” She
guards in Area 3. When this happens the was an unfortunate traveler, kidnapped
Hawkmen lower both grates using the by the Hawks and used by Tennelgast
winches, bolt the door to Area 3, and then (along with her son) for the first (failed)
pepper the intruders with crossbow bolts experiments to create Hawkmen.
through the loopholes. On the windowsills there are a number
Both doors are locked (-2 to Thievery of vases full of catnip (a delicacy that
rolls) and quite sturdy (Toughness Tennelgast loves).
9), while the grates are even sturdier (E) Skeleton of a Woman. Use the
(Toughness 11). Skeleton Warrior Profile, without any
3 – Guardhouse. This large room has a weapons or armor. See page 298.
long table, a fireplace and a mattress in one 5 – Forge. There is a constant sound of
corner. Two winches, on the northeastern hammering coming from this room. It is a
and southwestern walls, control the grates fully-equipped forge, with an anvil, a large

120 53 53
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Locations

fire, piles of metal, and a cage from which card). Tennelgast loves to eat mice(!), so
a growling sound emanates. they are well-tended. If a hero is so foolish
The resident smith is Ironbeak, a as to mess with an active trap, he must
big sturdy Hawkman, who produces make an Agility (-2) or Thievery roll to
weapons and armor for the army of his avoid suffering 2d6 damage localized to
master. Differently from other Hawkmen, the hand.
Ironbeak willingly submitted to the (E) Rook and Cook (2). Use the
experiment (he was a former soldier) and Hawkman Profile, lowering Smarts by one
is very faithful to his master. If the heroes die type. See page 279.
aren’t stealthy, Ironbeak first opens the 7 – Kitchen. Some moments before the
cage where he holds Storm, a very hungry heroes enter the scene there was a serious
Tyland Hound, and then calls for help altercation in this room, ending with a
before attacking using his maul. guard killing the cook over a bottle of wine
In the room, there are five finished (see Area 8). The poor sod lies face down
Halberds, three Short Swords, two in the fire, with a dagger in his back. The
disassembled Crossbows, an unfinished fire is slowly spreading (see the Fire in the
Greatsword with the Powerful Quality (it Tower! Entry in the Wandering Monsters
still needs a Repair roll to be fixed) and a table below). The current number of Fire
suit of Medium Banded Armor. Near the Tokens will tell you the actual condition of
fireplace there is also a pot of delicious stew the room.
cooking slowly (counts as three Rations). The room is a mess (it was ransacked
(WC) Ironbeak the Smith. Use the by the murderous guard), but in one
Hawkman Profile, raising Strength, Vigor corner can be found a large jar of goats’
and Fighting by one die type and adding milk, still fresh (counts as 2 rations), a
Repair d8 and the Brawny Edge. Replace Bag of Spices, and a dead hawk hatchling
Gear with a Maul. See page 279. (a failed experiment), wrapped in a piece
(E) Storm. Use the Tyland Hound of crumpled paper and sent there to be
Profile, adding the Resilient Extra Special cooked. The meat is disgusting, but the
Ability. See page 307. paper, under the bloodstains, is a mage
6 – Empty Hall. This room hosts a large scroll with the summon ally (light spirit)
table, pushed toward the western room, Power.
and a pile of firewood (Tennelgast is a little 8 – Guards’ Bedroom. There are twenty
paranoid about freezing this winter). A cots in this room (the total number of soldiers
Hawk of the Twins sometimes (heart card) in the Lord of the Skies’ army, including the
decides to sit on the windowsill, peering patrols away from the tower), many of them
inside. The southern door is the only one filled with hay and herbs to resemble a nest
closed, and it is guarded by two Hawkmen: of some type, where the Hawkmen guards
a tall, slim one called Rook, and a small, rest. Usually there are eight guards off-duty
fat one, called Cook. They are really wimps in this room (sleeping by night, awake by
and Tennelgast has found no other way to day), each of them with a bag with their
employ them. They have a copy of the key personal belongings (pick a card from the
to the Loot Room and nothing else. Action Deck and check the table below).
Mousetraps: scattered around the room These guards can be ready to fight in 1d4
are several mousetraps (they are triggered, rounds (by day) or 2d4 rounds (by night).
and have a trapped mouse, with a club (E) Hawkman (8). One of them, the

54
Hawk Nest Tower

cook’s killer, has the Berserk and Liquid unstable). Visiting this room requires a
Courage Edges, and the Bottle of Wine he Fear Check (-1) to avoid being Nauseated.
murdered for, of course. See page 279. When a character inspects a cage (there are
15 of them), draw a card from the Action
Hawkmen Bag Contents Table Deck and check the table below.
Card Loot
2-5 Nothing useful Cage Table
6 Silver Brooch (30 cp) Card Prisoner
7 Bag of Spices 2-6 Empty Cage
8 Silk Rope (counts as a Trinket) Human Prisoner. A commoner
9 Broken Shield created by the GM or generated
10 Coins 1d20 cp 7-10 with the Funnel rules (see TPG).
J Semi-Precious Goblin Helm (100 cp) He (or she) will be transformed
Q Lute into a Hawkman soon.
K Lashari Throwing Dagger Hawk Hatchling. A poor bird,
Stone-Hard Loaf of chestnut bread J-K chosen to be transformed into a
A (if consumed with milk, counts as a Hawkman.
Ration and heals a Wound) Hawkman. This specimen is still
Joker Little Hawk Hatchling enduring the transformation. If the
A-Joker card drawn is black, he is catatonic,
if it is red, he is awake and hostile
9 – Loot Room. This place is cluttered (add the Berserker Edge)
with crates, bundles, and vases of stuff
looted from (or paid as tribute by) people 11 – Laboratory. This place is the
terrorized by the Lord of the Skies. The center of the Lord of the Skies’ power. The
problem is that the majority of it consists furniture includes a lectern in the center
of food and other very cumbersome wares of the room, where the Blue Book of Skies
(the precious things are on the upper is usually placed, near two cages, similar
floor). As a rule of thumb, the heroes can to those in Area 10, used for hybridization
find however many Rations they want in (see below). On the northeastern wall,
this room, plus, with a Notice roll and near the windows, there is a throne, where
ten minutes of searching, an Item worth Tennelgast sits when receiving people or
1d20x10 cp, but, if the roll is even, the musing on conquering the world. On the
Item is Cumbersome 1. In total, the room throne’s left arm there is a cup full of milk,
contains stuff worth 2000 cp, but a cart from which the wizard frequently drinks,
is required to move it all away. Tied in a while on the other side there is a small
corner, contributing to the bad smell of the cage full of rats the mage (a former cat,
room, is Betsy, a little white goat, kept for remember) eats when he wants a snack.
her milk (Tennelgast loves it) and milked On the southwestern wall, there is a
twice a day by Rook or Cook. long working bench full of alchemical
10 – Prisoners’ Rooms. These twin and magical components. Rummaging
rooms contain a number of human-sized through the stuff uncovers books and
cages, hung from the ceiling, where are magical paraphernalia worth 1500 cp for
kept the prisoners of the wizard, the hawk a Magical Laboratory.
hatchlings selected for hybridization and Tennelgast’s assistants, two dark
some freshly created Hawkmen (still feathered Hawkmen, are always there:

120 55 55
56

if the wizard is present, they help him in takes the Blue Book of the Skies and runs
his rituals; otherwise, they keep the place upstairs, to the Hatchery.
clean or sleep in a corner. (WC) Tennelgast the Wizard. See page 304.
The Lord of the Skies is present in the (E) Tennelgast’s Apprentices (2). Use
room with any card except a club. What he the Hawkman Profile, they are Resilient
is doing depends on the card’s suit. Extras. Replace their gear with a black
Hearts – Hybridization. Tennelgast is tunic and a long sword. See page 279.
using the power of the Book of Skies to create
a new Hawkman, using a prisoner and a GM’s Tip: Deal with a Tyrant
hatchling. The process requires three rounds,
during which the mage and his assistants
The text supposes the heroes sneak into Ten-
are deep in concentration, and has 50% of
being successful (in the case of failure the nelgast’s tower to defeat him. This may be the

prisoner and the bird involved die). It is such case or not, especially if the party stumbled on
a disgusting sight it requires a Fear Check. the tower by chance, and not because they were
Tennelgast uses 3 Power Points per round of
sent by Theod, Vendra or some other NPC.
the ritual (so 9 if he completes it).
Diamonds – Studying. Tennelgast and In this case, the party can make a deal with

his assistants are near the workbench, busy him, gaining a useful ally (but an unreliable
studying, and suffer -2 to Notice rolls. one). Tennelgast, if he feels the party is strong
Spades – Raving. Tennelgast is lecturing
enough, will ask them to kill Vendra for him
his assistants on his plans to conquer the
whole forest. If the heroes arrive at this (paying a sizeable part of his treasure and reve-

moment, apart from eavesdropping to aling all he knows about the witch’s defenses).
learn what he wants to do, they could find If the heroes end the campaign with the Lord
him quite talkative (+2 to Reaction rolls)
of the Skies on their side, consider his forcesss
if they decide to Deal with the Tyrant (see
sidebar). equal to Vendra’s in The Battle of Tyland Mills

If the situation turns hostile, Savage Tale.


Tennelgast’s reacts as follows: first, he
orders his assistants to charge, and then
he drinks the invisibility potion he has,

56
Hawk Nest Tower

12 – Wizard’s Bedroom. Both doors Wandering Monsters Table


of the wizards’ bedroom are protected by a – Hawk Nest Tower
burst (explosion of blue light) Power, which Card Event
detonates if a person other than the mage Mousetrap! Make a Notice (-2) roll
or his apprentices tries to open them. It can to avoid triggering a mousetrap!
be found as normal with the detect arcana 2 With a failure it only snaps making
Power and defused with dispel. In the room some noise, while with a raise it
there is a large bed, several catnip plants in actually causes 2d4 damage to a foot.
Escaped Prisoner. A commoner
various vases, a Bejeweled Cup full of (sour) 3
escaped from Area 10.
milk (worth 300 cp) and a map of Tyland
(E) Tyland Goblin (4). They
Forest, spread on a table covered in crumbs,
4 recently discovered the tower and
with the positions of all the steads Tennelgast are exploring it.
has subdued marked on it. There is also an Fire in the Tower! Every time
armoire full of extravagant clothes and a this event is triggered, add a Fire
large chest against the southeastern wall, Token to simulate the fire in Area
containing the wizard’s treasure. The chest is 7 spreading. With 1 to 2 Tokens
open and without any protection. It contains: nothing happens. With 3 Tokens
• 2000 cp in coins Area 7 is engulfed by smoke – see
• 1000 cp in assorted Jewels Savage Worlds core rules (it can
• a Pulsing Stone (consider it a potion of 5-8 be seen pouring out the window),
with 4 Tokens the room is on fire
banish, must be thrown against target)
and from this moment on put an
• an Enchanted Bag (allows carrying 3
additional Token every minute.
additional Items)
For every 4 additional Tokens, an
13 – Aviary. This large attic fills all adjacent room is set afire. If the fire
the floor. Inside there are dozens of nests, is extinguished, consider this entry
where the eggs of the Hawks of the Twins as Nothing Happens.
are kept. The windows on the walls of the 9-10 Hawkman (1). See page 280.
room are large enough to let the Hawks (E) Skeletal Servant (1). She is
pass, but not Gray Feather. If Tennelgast sweeping the floor and ignores the
uses beast friend to summon the Hawks party unless threatened. She has a
there, they cost half the usual number of J-Q Rune Carved Skull. Use Skeleton
Power Points, rounded down (so 2 per Warrior Profile, replacing Gear with
Small Improvised Weapon. See page
hawk). Each beast arrives in 1d6 rounds.
299.
(E) Hawk of the Twins (varies). See
Lost Betsy. The little goat from Area
page 280.
K-A 9 has escaped. Maybe someone is
looking for her?
Gray Feather Outside. The Lord of
Clearing the Tower the Hawks is flying around the tower
The Hawk Nest Tower is too strategic a Joker (he can be seen from the window).
place to be left alone. If the heroes free it He will help the party, defeating
of Tennelgast’s presence and don’t man Tennelgast if possible.
it with a friendly force, with a heart card Used
Nothing Happens
(draw once a week), the tower will be Entry
taken by another faction: Red’s Bandits,
the Goblin King or even Lord Korab.

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Locations

Hexenhoof Mine
Type: Dungeon
Suggested Rank: Seasoned
Light: The dungeon is in Pitch Darkness
where not otherwise specified.
Doors: Unless otherwise stated, they are
made of wood.
Access: There is a single known access,
the mine’s mouth.
Battle Value: 250 (goblins only), +50
(with Mine Geckos), +150 (with the Waka
Nuka under the Goblin King’s control)
Important: The first floor of the Mine
and the second one are very different, so
separate Random Monsters Tables are used.

From Dwarven Mine to Home of


the Goblin King
The Hexenhoof Mine is very old, built
by dwarves when men were unknown in
Ventar. The mine produced mainly copper
and has this peculiar name because the
legend says the first dwarf coming there,
Turr Fellowthongs, was chasing a strange
horned beast, similar to a goat, which
left footprints of fire in the ground. The
dwarven hunter followed it to where the
mouth of the mine stands today, but his
quarry was nowhere to be found. Instead,
the dwarf found a great vein of copper in
front of him. Quickly the strange beast
was forgotten, Turr called his relatives, and
the great mine of Hexenhoof was built, so
named in memory of the strange beast.
There are stories that the Hexenhoof
later reappeared in the mine, but they are
only legends. Then, sixty years ago, the
mine was abandoned. The official reason
was that the copper veins were exhausted,
but the real reason is very different: the
dwarves, some time after digging the
main tunnel, found a fissure leading to

58
Hexenhoof Mine

a large underground cavern. There lay scouts, he was brought in front of his
an abandoned, polished lump of copper, Goblinoid Highness.
vaguely oval, large as a cart. The dwarves The dwarf called himself “Hammer”
thought it was a sign and a gift from the and was mad as a hatter. So mad he
First Smith, and built a citadel around it, thought the goblins around were “young
with a large brazier in the middle, where dwarves”. He blabbed things about “The
the holy stone was kept in perpetual Ring of Command! The Ring of Command
flames. can enslave it and give us back what is
But the stone was something totally ours! We must restore it!” and showed
different: it was an egg of the Crawler, a strange stone fragment he held in his
deposited there centuries ago. hand, engraved with runes. It seemed
Hatched by the fire, the egg eventually part of a larger contraption, a stone ring
cracked, and the Little Crawler devoured a little larger than a horseshoe, of which
every dwarf present. Luckily, there was no the fragment is only a third (it is the First
way for it to use the lift to reach the upper Fragment of the Ring of Command).
floor, so it remained trapped there forever. In the beginning Gnaak didn’t
The few surviving dwarves left, and the understand what the mad dwarf meant,
mines were abandoned. but then he realized the truth: the Ring of
Then, a dozen years ago, Gnaak a Command can enslave the Waka Nuka!
goblin chief escaped from the Stone Twins And with the Waka Nuka tamed and
Mountains with a bunch of followers, and under his control, Gnaak could become
occupied the first level of the mines with not only the real king of the mine, but of
his tribe. In this secluded shelter, the clan the entire forest.
prospered, and Gnaak named himself Without further ado, he dispatched
King, while he sent his subjects into the parties of warriors to look for the missing
lands around, hunting, gathering, and pieces of the Ring, promising great
occasionally stealing and pillaging. rewards to the goblin who brings it to him,
Then, by chance, a goblin more or a terrible death to those who fail (see
intelligent than the average learned how The Ring of Command Savage Tale).
the lift for the second level worked, and So far, no goblin has managed to
was well rewarded for this: Gnaak named retrieve them, and Gnaak is growing
him leader of the first expedition below. impatient. So impatient that he is
Burat, this being the name of the pondering whether to involve his new ally,
goblin, was the only one to survive, and Lord Korab of the Weeping Castle, in the
he came back telling of a terrible monster enterprise of finding it...
dwelling there. The King, who is stubborn,
sent other expeditions, but all ended in
the same way. The terrible creature, now a
terror for every goblin, was called “Waka
Nuka” which, in their tongue, means “Big
Mouth”.
Then a couple of months ago an old
dwarf was found wandering around the
mine, swollen by spiders’ venom but still
alive. Promptly captured by the goblin

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Locations

Our Friends the Goblins?

Usually adventures in goblin-infested mines develop into blood baths, with the little runts slau-

ghtered by a band of a loot-hungry adventurers.

The Hexenhoof Mines can end this way too, but that isn’t mandatory, for a number of reasons.

First, the goblins aren’t stupid. Maybe not very bright, but they understand the value of their lives

and are ready to parley.

Second, the goblins, including the geckos, the Champions, the Ogre and Bug the Bear are quite

powerful, so the heroes should be very well prepared if they decide to engage them frontally (without

considering the tribe counts more than 150 persons).

Third, the heroes could have met and made some friends among the little chaps. For example, they

could have met Boz, in the River Caverns, who could vouch for them (to randomly determinate

the position of Boz, or any other goblin, roll a d20, the number indicates the area, just reroll any 11,

unless you could invent interesting situations to justify his presence in the area).

The descriptions of the various areas suppose the heroes enter the mine in a peaceful way, if the

situation is different you should be capable of transforming it into a normal dungeon delve easily.

Note that the situation can change drastically if the heroes became involved in The Legacy of

Fellowthongs Savage Tale.

Meeting the Gobling King

His Goblinoid Highness, the Goblin King, is no fool and the heroes can interact with him in various

ways.

Remember his main goal is finding the pieces of the Ring of Command, and to get them he is ready

to pay and bargain (but also to cheat and kill). He is also the ally of Lord Arcturus Korab, but this is

only an alliance of convenience, he feels no real obligations toward him.

The Goblin King is also the only person whio can give the heroes access to the second level of the

mine, by activating the Lift. After the heroes retrieve the three parts of the Ring of Command, he

can ask the heroes to go down with him and his guards, while he tries to subdue the Waka Nuka (see

The Ring of Command Savage Tale).

The only thing the Goblin King won’t tolerate is a threat to his authority (he must behave that way

to keep a strong grasp on power): in this case he will probably condemn the heroes to be “fissurized”,

which means being thrown to the second level of the mines through the fissure in Area 15.

60
Hexenhoof Mine

First Floor blocked by a small pile of stones. Someone


1 – Mine Mouth. An open space in front has scribbled the words “..uriozity … Kat!”
of the mine itself, this debris-filled area is in Deeptongue near the wall. It is a danger
the last place where you can see the sky sign for the goblins. Removing the stones,
above you. The little room in the north is a for a human, requires ten minutes, only
small guard tower, carved into the stone. It five for a party of three or more. Then
is well-camouflaged (Notice roll to spot it). there is a second door, with a similar pile
Inside there are always six goblin guards. If of stones, which requires the same time to
they see trouble coming (i.e. at least three clear.
adventurers) one of them runs to warn the Inside, in a room full of debris (making
King, while the others defend the post as the entire floor Difficult Ground), empty
best they can. The tower has two floors. On of anything of interest. The southern
the upper one, the little runts keep three door, broken, leads to a similar room, in
round boulders to roll onto any hero fool the same condition. In one corner there
enough to climb the stairs (3d6 damage, is the real reason for the warning above:
Agility roll to avoid them). The tower also a Crawling Ooze, very hungry, which
has loopholes allowing archers to shoot attacks the party. Among the debris, it can
arrows from inside. be spotted only with a Notice (-4) roll until
Inside the tower there is Disgusting it is 1” away from the victims. The Ooze
food counting as three Rations, a fire from ignores the Difficult Ground and will
which four Improvised Torches can be follow its food until defeated.
taken, a flea-ridden Blanket and a set of six The body of the Ooze contains several
Dice made of Mine Gecko bones. useful items: a Dagger of dwarven make,
The Mine Gate. A very heavy stone a Silver Ring (100 cp) and a Metal Plaque,
door, engraved with a stylized goat’s head, which a smith can add to any metal armor
is usually kept ajar (it can let four goblins with a Repair (-2) roll, giving it permanent
or two persons or a Mine Gecko) pass at Hardiness 1.
once. Only Burazz the Ogre (see Area 25) (WC) Crawling Ooze (1). See page
can open or close it. Characters wanting 269.
to close or open it must make a Strength 3 – Main Corridor. This is the main
(-4) Dramatic Task: six Task Tokens are corridor of the mine, used to move the
required. mineral ore and debris outside. In the
Warning the King. Before the messenger middle of it there is a railway, which can
gets back with reinforcements, at least still be used with a mine cart, if the heroes
fifteen minutes must pass. The exact find one, apart from the pieces where it
quantity of reinforcements is left to the is broken. The mine slopes gently down
GM, depending on how much of a threat in the north-south direction (toward the
the heroes are to the tribe, the suggestion bottom) so the vehicle gains 5 MPH every
is at least 15 Tyland Goblins led by Zuzig round. Obviously, to move a cart upward
the Penmaster on the Male Mine Gecko you must push it.
(see Area 8). The Main Corridor is well frequented,
(E) Tyland Goblins (6). They are all so you obtain a Random Monster
armed with bows. See page 305. encounter on any card except a diamond.
2 – Blocked Door. The door of this 4 – Ancient Engraving Room. The
locale, probably an external guard house, is walls of this room are exquisitely engraved,

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Locations

they show a dwarven hunter following a Area 5). Inside there is a pouch with 10
large goat, which leaves strange footsteps, gp of dwarven coinage and a short Stone
and finding a place which is clearly the Scepter, engraved with the symbol of
mine entrance. A vase in a corner shows Gotran the Warden Seer (useful in Area
another scene: the same dwarf finding a 11 and 32). There was also a book of some
cart-sized, polished stone in a large cavern, sort, but humidity has destroyed it. The
and putting it in a massive brazier. These problem in reaching the safe is that in the
scenes are part of the past of the mine. water dwell a number of very hungry River
5 – Flooded Room. This room was a Eels.
guard post inside the mine, but has been (E) River Eel (6). See page 297.
flooded by murky water leaking through 6 – Cart Garages. These small rooms
a fissure at the base of the northern wall. were used to store and repair the mine’s
The water is five feet deep and reaches carts. In the south one there is still one of
part of the corridor too. On the western these carts (Size: 3, Handling: 0, Top Speed:
wall, outside the water, there is a metal 20 MPH, Crew: 1+4, see Area 3 for use)
plaque encased in the stone, a foot square, in good shape, while there are assorted
representing a goat’s head with an open pieces of another one scattered around.
mouth. It is the front of small safe, very The eastern room was a small workshop,
difficult to open (Thievery (-4)), but which but sacked a long time ago. With a Repair
can be opened with the Silver Key (see roll heroes can still find enough tools to

62
Hexenhoof Mine

improvise Smith’s Tools, if they need those, pen where a big male and three females are
but with Durability 1. In the south-eastern kept. The northern smaller room contains
room there was a cave-in: a piece of the six small ones, while in the southern one, a
ceiling collapsed, in particular a big rock thick bed of sand supports a dozen Gecko
fell in the middle of the room. Burazz the Eggs. Each Egg counts as an item but is
Ogre (see Area 25) had the bad luck to be very nutritious (it counts as 4 Rations),
hit by such a stone (there are still smears otherwise these eggs can be sold for 100
of dried blood), and from that moment he cp each. They won’t hatch anywhere except
became a simpleton. More important, he this room.
lost the Dwarven Earring, which opens the Zuzig the Penmaster and four goblin
lock of the hauflin cook in Area 22, under riders tend the Geckos. If intruders enter
the big stone. Moving the stone requires a this room, Zuzig jumps on the back of the
Strength (-4) roll. biggest Gecko, while the others likewise
7 – Hexenhoof Shrine. A pillar mount up, and drive the beasts against the
engraved with a goat climbing along a invaders.
snaking path (the pillar itself) marks On a mezzanine is the bedding of the
the access to a stone stair, leading to a riders and of the Penmaster. Over the
small room occupied only by a statue bed of the latter there is a Quiver with 20
on a pedestal, representing a a goatman Powerful Arrows (+1 damage) made with
humanoid armed with a wide-bladed the tips of gecko’s teeth, a Necklace of the
spear. On the pedestal of the statue, same material (worth 10 cp, it is really
there are three gems red as fire. They are horrible), and five Gecko Skins (50 cp
the Hexenhoof Gems (see Treasures of worth each).
Tyland), as the statue obviously represents (E) Goblin Gecko Rider (4). Use the
the Hexenhoof. Scattered around the Tyland Goblin Profile, adding Riding d6.
statue’s base are the skeletons of several See page 305.
goblins, who tried to steal the gems only (WC) Male Mine Gecko (1). Use the
to die horribly. On the base of the statue, Mine Gecko Profile, Size +1. See page 289.
there is an inscription saying: “A scarlet (E) Mine Gecko (3). See page 289.
gift for a scarlet offer.” The inscription is (E) Young Mine Gecko (6). Use the
magical, and appears, to whoever reads it, Mine Gecko Profile, lowering Strength
to be written in his native tongue. It means and Vigor by one die type and adding Size
that, to take the gems, three Goat Berries -1. See page 289.
(see page 89) must be placed on the altar, (WC) Zuzig the Penmaster. Use the
otherwise the statue animates and attacks Tyland Goblin Champion profile. See page
everybody till it recovers the gems, and 306.
then returns to its pillar. The goblins 9 – Sick Gecko. The corridor leading
evidently didn’t solve the riddle. to this small room is dusty as it is rarely
(E) Hexenhoof Guardian. See page used, apart from a very fresh set of Gecko
283. footprints. From the ceiling hang a curtain
8 – Gecko Pens. This large room and of thin white roots, many of them recently
the two smaller ones host the main beasts cut. In the center of the room lies a big
of burden of the goblin tribe: Mine Geckos. Gecko, clearly in pain, on a bed of roots. A
For detailed description of these creatures, young goblin female, Petunia, is attending
see page 289. The main room has a large Geb (this is the beast’s name), but it seems

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Locations

there is little few hope of saving it. Petunia roll, is that a piece is missing: a single Gear
loves her Gecko very much. She hid it there Wheel (it can be found in Area 21b). If
because Zuzig the Penmaster decided to the heroes find the missing piece and fix
put the sick beast down and make steaks of the Crusher, Burat is so happy he leaves
it. The beast’s symptoms are a very swollen Gotran’s Blue Glasses (see Treasures of
abdomen and a lack of appetite. A Healing Tyland) on the Crusher’s base before
(-2) roll (+2 if the hero has the Beast Master running away to alert the clan to the
Edge) reveals what the cause of the illness incredible news. In truth, the crushing
is: there is something in its innards causing sound can be heard through the entire
an intestinal blockage. Healing spells mine: it is also very annoying because
are no use, the thing must be removed apparently there is no way to turn the
surgically (a Healing (-2) Dramatic Task, Crusher off.
6 Task Tokens in 4 rounds, in case of Note that Burat is the lucky goblin who
failure the beast dies) or simply with a survived the first sighting of the Waka
strong purgative (for example a Ration of Nuka, so he can give the heroes a first-
Goat Berries or a Laxative Potion). If the hand account of the monster. He is also
obstruction is removed, Geb recovers in a the only person who can enter the Lift
couple of days, and Petunia is very happy room (Area 20) without the Goblin King’s
and from this moment on a real friend to explicit consent.
the party. The hero responsible for this (E) Burat (1). Use the Tyland Goblin
should be rewarded with a Conviction. Profile. Add the Luck Edge, the Curious
The thing in the beast’s innards is a Silver Hindrance and Repair d4. See page 305.
Key (used to open the safe in Area 5). 10b – The Smelter. This room has
(E) Geb the Mine Gecko (1). See page polished walls and hosts a big blast
289. furnace, where the dwarves smelted the
(E) Petunia (1). Use the Tyland Goblin ore into large bars, before sending them
Profile. Remove all weapons and armor, to the workshops on the other side of the
raise Spirit to d8. See page 305. corridor. Today the furnace is obviously
10a – The Crusher. In the middle of cold and empty. The flue (six yards from
the corridor, there is a peculiar apparatus: the floor) has a series of steps inside, to
a large stone cup (ten feet in radius), allow cleaning it. It reaches the hill’s top,
with a massive stone pestle upon it, full one hundred yards above, where the
of clockwork and toothed pulleys, which chimney is cleverly disguised (no chance
disappears into the ceiling. This thing is the to find it from the outside). In a corner
Crusher, the fruit of dwarven technology, is a very heavy Dwarven Maul (Str+d10,
which was used to break stone debris 2 hands, Cumbersome 2, AP 4, requires
into small pieces so that they could be Strength d12), used to break stones. No
separated from metal (which was then sent goblin is capable of lifting it, so it was
to the Smelter, see Area 10b). The Crusher abandoned.
is perfectly fine, but doesn’t work, and it is
the constant worry of Burat, a very curious
goblin, who wears a pair of Blue Glasses,
giving him an intelligent appearance.
The problem, as a character can
understand with a Repair or Smarts (-4)

64
Hexenhoof Mine

The Legend of Gotran 11 – Warden Tower Entrance. The


the Warden Seer door of this room is made of solid stone
(Toughness 13) and can be opened only
Gotran was a member of the Tower Wardens,
using the two Stone Scepters of Gotran
one of the few with the gift of magic. Sixty
the Warden Seer. Inside there is a small
years ago, Gotran helped the Lord of Hexenho- outpost of the Tower Wardens (Gotran
of Mines to get rid of a problem with water in was one of them) with a table, a big map
of Tyrnador engraved on the western wall,
the mine, and in exchange, the dwarven lord of-
a pantry and a small weapons rack. A stair
fered the mage asylum and permission to build
leads to the upper floor (Area 11A). The
a Warden Tower inside the mine itself (see pantry contains an old Warden’s Backpack,
Area 11). Gotran was present when the Waka which allows carrying two extra Items and
some other interesting stuff. The western
Nuka hatched, and gave his life to stop it. His
wall conceals a secret passage (Notice (-2)
laboratory, and the annexed Warden Tower,
to spot it). To open it you must press a
were left as they were, and they are protected small button, concealed in the map, more
by Sourmilker, his familiar (a Pixie). or less in the place where the Hexenhoof
Mine should be.
Sourmilker the Pixie 11a – Tower of the Warding Eye. The
This little female Pixie, a luscious, black haired stair to reach this room is very long: three
hundred steps, carved in stone, as only
beauty (if you forget the fact she is only a foot
dwarves have the skill and the tenacity to
tall), was (and is) the familiar of Gotran. The
do. The room is perfectly octagonal, and
two made a pact, many years ago, in which the is the top of a Warden Tower protruding
Pixie promised to serve the mage, in exchange from the hills. From the outside it is
impossible to see, because it is concealed
for his protection against Lord Wynterlyr (So-
by an illusion permanently fueled by the
urmilker helped Beethania, Wynterlyr’s wife, to
Warden Eye (see below).
steal the Ring of Command from Wynterlyr). The room has eight windows, each
She was the pixie who physically hid the scat- facing a cardinal direction of the compass
rose, and from this vantage point you can
tered pieces of the Ring of Command (see The
see almost all the Tyland Forest. Between
Ring of Command Savage Tale).
every window there is a niche, each
The pact forces Sourmilker to serve him in life containing a sword, engraved with the
and to protect his house (but she cannot enter Wardens’ marks (they aren’t magical). In
the middle of the room, on a pedestal, is
the mage’s bedroom unless invited).
the Warden Eye. It is a sphere, three feet
The problem is that Gotran was eaten alive
in diameter, made of interlocked pieces of
by the Waka Nuka, and, due to the nature of crystal and lit from within by a faint light.
the monster (see creature’s description) he It contains a greater Light Spirit, a creature
of the Faerann, which made a pact with
isn’t truly dead, so Sourmilker continues to be
Gotran the Seer to ward this tower and
bound by the pact.
to send a light signal to Ventar in case of
This will end when the Waka Nuka dies. So- attack from the sea (as happened during
urmilker knows this and can help the party, if the Necromancer’s war). The Warden
convinced this is in her best interest.

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Locations

Eye obeys only Gotran, so it considers 12 – Workshop. In this area dwarven


any person coming inside (and touching artisans made fine works, engraving,
it) as an intruder. When this happens, it polishing and so on. There were a number
uses its 40 Power Points and Arcane Skill of stone benches, filled with tools, spare
d10 (Wild Die) to protect itself with the metal parts and other similar stuff. Today it
following Powers: armor (globe of light), is a sort of scavenging ground for goblins,
bolt (electric arc), illusion (summon who look for pieces of metal for their
horrible creatures), protection (shield of needs. It is also a place where the Rusty
light), stun (flash of light), and telekinesis Shepherd (see Area 14) comes, but not
(animate the eight swords). The only very frequently, so goblins don’t usually
ways to defeat it are to destroy the artifact leave offerings there. When the heroes visit
physically (Toughness: 7, 3 wounds, this place there is a single goblin: a young
explodes dealing 3d8 damage in a LBT fellow called Tuzz, who is looking for a
when destroyed) or Subdue it (see below). piece of metal to make his helm (a sort of
Subduing the Warden Eye. The eye rite of passage for a goblin). If a hero helps
recognizes only Gotran, Lord Gunnar him (Tuzz needs one of the items marked
and recognizable Tower Wardens (must with * in the Rusty Items Table below),
wear a mantle or armor of the order), Tuzz embraces and kisses him fondly
and it surrenders automatically to any of and gives his new friend a small Gem he
them. In any other case it must be subdued found (300 cp worth). The helping hero
by winning an opposed test of will: a also gains a point of Conviction. Note that
character must spend one Power Point Tuzz knows Area 13 is infested by rats, so
and make an opposed Spirit roll with the he doesn’t go there and alerts any friends
Eye (Spirit d10). The side winning the roll of the danger.
gains a Control Token, plus one per raise. Looking for metal scraps. Looking
If a character gains ten or more tokens, among the scraps requires a Notice (-2)
he gains the control of the Eye. If the Eye roll and some time. With a success or
reaches 10 Tokens, it cannot be controlled better, pick a card from the Action Deck
by the hero, at least until he gains a new and check the table below. Ignore already
Rank. Having the Staff of the Seer grants used entries. Each attempt causes, in
+4 to the roll. Winning control of the Eye alternation, a Light Check and a Random
nets a permanent Power Point. The eye is Monsters check. Note that the sole creature
an artifact with 40 Power Points, which it appearing there is the Rust Shepherd (see
can freely lend to its master (while in its Area 14).
room). The user can spend 5 Power Points
to cast a powerful light Power over the
top of the tower, 20 to spy over any area
in the region (opposed Spirit roll if the
area is protected by a magical being) for
1d6 minutes, or can burn 10 of them as
Burned Power Points. These 10 points are
recovered after one year. If all the Power
of the Light Spirit is burned, the Eye is
destroyed. The same happens if the Eye is
moved away from this place.

66
Hexenhoof Mine

Card Item anvils here. The majority of the goblins’


Rat Bite! An annoying rat bites metal tools are made with these scraps.
the hero’s hand! It is infested with
2 This is also the place Sourmilker, the Pixie
Ratcurse (Vigor roll to avoid
familiar of Gotran (see sidebar), decided to
contracting it).
infest. The little Fae, who comes and goes
Scrap Bucket (*). Totally worthless,
3-4 from and to Area 34 using a small fissure
but perfect for a goblin helm!
Dirty Nail. Useful to block doors or in the wall at the northern end of the
5-6 something similar. This entry can be room, devised a clever ruse. Using her Fae
found multiple times. powers and the tricks of magic she learned
Half of a Helm (left half) *. It is from Gotran, she animates a suit of rusty
7 perfect for a goblin helm, if you find armor covered in rags, which the goblins
the right half! know as “the Rusty Shepherd” due to the
Half of a Helm (right half) *. It is long staff it has, and commands the little
8 perfect for a goblin helm, if you find runts going there to pillage a tribute for
the left half! her (usually a cup of milk). If the goblins
Bent Metal Rod. Good for nothing
9-10 (or the party) don’t comply, Sourmilker
except a Small Improvised Weapon.
(who speaks from the helm of the armor)
Tin of Silver Powder. Used for
summons a number of “rust dogs” (pieces
J-Q engravings, probably. It is a Magical
Component.
of armor and metal kept together by magic
Polished Cup (*). Engraved by in a vaguely canine shape) and attacks
dwarves with flower motifs (150 cp), the trespassers. If the Rusty Shepherd is
K-A defeated, Sourmilker escapes through the
it is a pity it must become a goblin
helm... fissure in the wall. If, for some reason, the
Ancient Dwarven Blade. It can heroes pay the tribute, Sourmilker drinks
be fitted to a hilt by a smith with a it avidly through the helm’s visor and
Joker
Repair (-1) roll, to craft a Dagger or then goes away, into a dark corner, before
a Short Sword dealing +1 damage. releasing the animating spell.
(E) Tuzz the Would-Be-Warrior. Use Note this is also a good place to look
the Tyland Goblin Profile. See page 305. for material for a helm for Tuzz (see Area
13 – Warehouse. Once this place was 12). With a Notice (-1) roll the heroes can
very organized and well-ordered with a find a real Dwarven Helm (+2, protects
number of shelves, boxes, and so on. The only head).
wood of the shelves rotted away many (WC) Sourmilker. Use the Pixie
years ago, and now it forms a large heap Profile, adding 10 Power Points and the
in the center of the room, which became telekinesis Power. She can use it to create
the den of a family of giant rats! Apart the Rust Shepherd (4 PP) and up to 6 Rust
from the smelly rodents, there is nothing Dogs (1 PP/each), but only in this room.
interesting here. They last for a scene.
(E) Giant Rat (5). See page 276. (WC) Rust Shepherd (1). See page 297.
14 – Forge. This place was the forge (E) Rust Dog (6). See page 298.
of the mine, where the artisans took the 15 – Goblin Village. This large natural
metal bars made in the Smelter (Area cavern, barely touched by the dwarves’
10) and transformed them into tools, mattocks, is where the majority of the
weapons and other items. There are six goblin tribe lives. There are twenty huts
different forges, with six extremely heavy there, some small, some big, some linked

120 67 67
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Locations

together by passageways and similar, and (the higher, the more precious it is). We
one totally burned down (a bad case of suggest you handle deals with Deal! (no
“I forgot the roast on the fire and I got pun intended) with roleplaying only,
drunk”). With an average of 10-12 goblins trying to “sell” Deal! the crappiest things
per hut, there is a total of 200-240 of the the party has, but if you prefer rolling dice,
little pests there, at night. Luckily only half consider the Importance as the penalty to
of them are able-bodied warriors, the rest the Persuasion roll to convince Deal! to sell
are women, babies and the elderly. In case the chosen item. Every ten days, refresh
of attack, the non-combatants flee in all Deal!’s stock, if you want. Deal has no
directions, causing panic and ruckus, and bodyguards, but, if menaced, uses his Fake
the heroes will have to face a large number Tooth to escape.
of warriors. Note that in the village it is also possible
The Fissure. The flooring of this cavern to barter for Rations, but 50% of them are
is broken by a large crack, through which Disgusting.
the second floor of the mines, 60 feet
below, can be reached. Being “fissurized”
is a common punishment for goblins
displeasing His Royal Goblinoid Highness.
Note that heroes on a mine chariot could
easily fall down the fissure (or can be
thrown down if they are punished for
something). Falling down causes 3d6+3
damage, because the fissure is just over the
pile of rubbish in Area 31, but heroes can
roll on Agility (-2) to halve it.
Deal! If the heroes come in peace, they
can interact with a number of goblin NPCs
the GM can devise (or take from other
locations), but the most important one is a
peculiar fellow called “Deal!” (yes, he chose
the name himself). Deal! wears a conical
wizard’s hat in place of the customary helm
and is the main trader of the village. If there
is something strange here, say a weird item,
you can bet Deal! has it. Nobody, even the
Champions, messes with him, due to his
magical glowing sword (see below). Deal!
is ready to barter anything, even his sword
or the hat, if he sees something interesting
(he is pathological about trading). Note
that goblins don’t really use money, they
barter, so Deal! will only exchange things
for other things. In the table below each
item is given an Importance value, which
is the perceived value of the various items

68
Hexenhoof Mine

Deal!’s Fantastic Deals Table 15a – Cavern of the Dying. This cavern
Item Imp. Notes is used for the goblins so old or so ill that
This is the Hat of Gotran they are going to die. No sane goblin loves
Blue
the dwarven mage, this place. There are always 2d6 of the old
Wizard 5
but it has no magical and sick here, plus Sorrow Eyes, a goblin so
Hat
properties. old nobody remembers when he was born,
This is Gotran’s with a pale face with two red tears painted
Blue
2 Traveling Spellbook (see
Spellbook on it. Sorrow Eyes is a Channeler of the
Treasures of Tyland)
God of Dead Things (Thuul, even if he
Also known as the
never discovered this because he has never
“Necklace of the
Dead cast divination). He is the tribe’s healer and
Groom” this legendary
Moth 3 provides painless death, when necessary.
relic, if worn when…
Necklace The corpses of the dead are thrown down
necessary... it cures
impotence. It is a fake. the fissure in Area 15. Sorrow Eyes has two
Made of gecko bone, it is healing potions to sell, one white and one
enchanted. If put in the black, perfectly identical, but the white
mouth in place of a real one has reverse healing on it (see below),
tooth and bitten hard, it which cannot be determined in any way,
Fake
3 releases the stun Power plus he has a bag of Deader Dust (10 doses,
Tooth
cast with Arcane Skill
see Treasures of Tyland) and knows the
d10 and the Wild Die. It
recipe to make it (but must be convinced
can be used in this way
to reveal this). Sorrow Eyes will reward
three times.
The sword is normal, the
the heroes if they release (not destroy) the
Glowing scabbard is infested with souls of the undead miners in Area 21 with
6 the items above.
Sword a particular moss which
glows by night. (E) Sorrow Eyes. Use the Tyland
A set of rusty keys. Goblin Profile, removing all Gear, adding
Whenever a locked door the Pacifism Hindrance and the Arcane
Rusty or container is found Background (Miracles) Edge. Sorrow Eyes
4
Keys in the mines, drawing has 10 Power Points, he is a Channeler
a diamond card means with Faith d8 and knows the divination
one of these keys fits it.
and healing powers. He can cast the healing
An undead hand, which
Power in reverse, causing a Wound to a
wants only to get out
target (opposed Spirit roll to resist) or to
Hand in and strangle everybody!
3 heal a Wound on an Undead (he only uses
the Vase Fighting d10, Strength
d12+2, Pace 8, Parry 7, it as a form of euthanasia). Sorrow Eyes
Small. has been an Undead for several years (add
Engraved with the eye of the Special Ability), but nobody knows
Stone
1 Gotran. Twin of the one this, not even him.
Scepter
in Area 5. 15b – Breeder Cavern. When a goblin
woman is going to give birth, she comes
(E) Tyland Goblin (3d4x10). Use here. There are always 2d6 pregnant
Tyland Goblin Profile. See page 305. women, or new mothers present with their
(WC) Tyland Goblin Champion children. The midwife is the fat Mama
(1d3). See page 305. Zuzu, a bad tempered old goblin woman

120 69 69
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Locations

feared by everyone, even the Goblin King Knowing the Effects of Fungi: They can
(she delivered him, too). be recognized with a Survival (-2) roll, or
(E) Mama Zuzu. Use Tyland Goblin by asking Pointy (but she must be bribed).
Profile, replace all Gear with Healer’s Bag, Restock: Pointy refills the stock every
add Healing d10, Intimidation d10, and week, apart from fungi marked with (*),
the Healer Edge. which are unique.
16a – “Squishes” Cavern. This cavern, Pointy’s Fungus Table
together with the next one, is the main Fungus Cost Quantity Notes
food source of the tribe. This grotto, in Fatty Stack 3. Count as a
3 6
particular, is populated by tall, trumpet- Fungus Ration.
shaped mushrooms, from four to nine feet Ball
50 2 Heal one Wound.
tall. Brown and hard as leather, these fungi Fungus
aren’t edible, even by goblins, but they are Causes serious
the favorite food of “squishes”, a species of hallucinations, but
Spotted the eater also sees
giant snails (up to three feet long), perfectly 50 1
Fungus magical auras and
edible, which the goblins eat with great
invisible things.
pleasure. A number of goblins tend the Lasts 1d4 hours.
beasts, all under the control of Fungus the The fungus of love.
Garden Master, an enormously fat Goblin Makes people
Champion, and his guards. Officially Heart very… expansive.
Fungus’ task is to prevent food theft, but Shaped 80 1 Opposite effect
in truth he is always busy gorging himself. Fungus on dwarves: they
(WC) Fungus the Garden Master. become ferocious.
Use the Goblin Champion Profile, raise Lasts 1d4 hours.
Fighting and Vigor by one die type, add The Fungus of the
the Obese Hindrance and replace all Gear Magus. A character
with the Arcane
with Fungus’ Broadsword (Str+d8, AP 1,
Background (Magic)
two hands for goblins).
eating it must make
(E) Tyland Goblin (2d4). Use the a Vigor (-4) roll:
Tyland Goblin Profile. See page 305. on a success he
16b – Fungal Garden. This moist Black
300 1(*) permanently gains
Fungus
cavern is literally filled with mushrooms: 3 Power Points,
small ones, big ones, red ones, yellow ones with a failure he
and so on. Fungi are, with squishes, the permanently loses
diet of the healthy goblin. The ruler of the one die type in
Garden is Fungus (see above) but he is too Vigor. If Vigor is
lazy to venture there, so the day-to-day reduced below d4,
he dies.
business is run by a sly goblin female called
Smelly
Pointy (she has pointed ears and a pointed 100 1 Cures any poison.
Fungus
nose, so…). Pointy can black-market the
party some fungi, if the characters are (E) Pointy (1). Use Tyland Goblin
exploring the mines in a peaceful way. Profile, raise Smarts by one die type
Unlike other goblins, she accepts coins (she and Survival by two die types. Replace
knows a goblin, who knows a goblin… just Gear with Poisoned Dagger (covered in
don’t ask). Paralysis Venom (-2). See page 305.

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Hexenhoof Mine

(E) Tyland Goblin (2d4). Use the 19 – Unfinished Statue Cavern. This
Tyland Goblin Profile. See page 305. natural cavern was very big, and more
17 – Inner Main Corridor. This area is important has an impressive stalactite and
a continuation of Area 3. There is still an a stalagmite uniting in an enormous pillar
old railway here, but it isn’t usable. of stone. The dwarves, which respect the
The Inner Main Corridor is well stone deeply, started a monumental work
frequented, so you obtain a Random of art, sculpting the pillar into the shape of
Monster encounter on any card except the First Smith, their god (in the shape of a
diamond face cards. bearded dwarf with a hammer, of course).
18 – Guard Room. This hall is for the Unluckily, they never managed to finish
guards on duty guarding His Goblinoid it, because the Mine collapsed before they
Highness. There are always twelve goblin reached the end of the work, and the head
warriors there, usually busy gorging of the statue is only roughly shaped.
themselves on large bowls of squishes stew Today this room, which has a sort of
(there is a cauldron permanently boiling depression in the middle, making it a sort
there: contains 6 Rations of food and is of amphitheater, is used as an arena by
surprisingly good). This job isn’t very the goblins, who use it for fights during
hard and the guards pass most of their the night to decide who is the best. For
time gambling, playing a game of goblin now, the unbeaten champion is the female
origin called cobblepot, which requires Goblin Champion Blitzkit. When fights
several cups, dice, and a lot of swearing. are underway, there are always bonfires of
If the party arrives there peacefully, they gecko dung lit, making a terrible smell in
can join the game. Of the twelve guards, the room.
eight are unskilled in Gambling (and Below are presented some options for
make a group roll), three have Gambling the players, if they visit the mine peacefully.
d4, and only one, a smart fellow called Betting on Fights. Goblins love to bet,
Gob, has d10. Goblins don’t play for usually small worthless things (at least,
money, but for items. The standard entry by human standards). If the heroes join
is a Ration of Disgusting food. Ignore the game, consider they can win an item
the standard gambling rules but make an of the GM’s creation worth (1d4-1) x10 cp,
opposed roll between all the players. The so a value of zero is possible. To decide the
highest result wins all the pot: 8 Disgusting winner, consider the Ladder of the fights
Rations, a trained Rat, a Necklace of Dried below and pair the combatant listed with
Chestnuts (a Trinket which can be eaten another one of GM’s choice, of more or
for 3 Rations), a Bottle of Dwarven Spirit less equal strength. With a red card the
(Durability 4, works like Spirits in TPG but character in the Ladder table wins, with a
with +2 to the roll, can be also used as an black one the opponent wins (in this case
Oil Flask, 75 cp). you should substitute him in the Ladder).
If Gob loses, he isn’t happy at all, and Joining the Fights. Nothing prevents
will try to convince the others the winners a hero from entering the matches, if he
cheated. wants. The combat uses the normal rules,
(E) Goblin Warrior (10). Use the it can be armed or unarmed, the choice is
Tyland Goblin Profile. They have the always made by the fighter on the Ladder
Goblin Warrior Special Ability. See page and is usually amicable, dealing non-
305. lethal damage. But “accidents” can always

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happen, so, if a character is dealt a Joker or (see Area 10) who keeps the lift working
a club card, unbeknownst to him, during (or at least tries).
that round, he’ll do lethal damage. (E) Tyland Goblin (2). See page 305.
Fighters are organized in a ladder, from 20a – Lifting Wheel Room. A large,
the weakest to the strongest. To climb it, a horizontal wheel, with handles to turn it, is
character must first challenge the weakest placed in this room, connected to the ceiling
one (taking his place in the ladder if he with a mechanism made of gears, pulleys and
wins), and then work his way up to the pins. At least 8 goblins are needed to man the
top. If a heroine defeats all opponents she lifting wheel. If you try to man it with fewer
becomes the new Champion of the Goblin people, you must make a Difficult Dramatic
Pit, receiving a point of Conviction and Task based on Strength (-4, no time limit),
+2 to Persuasion and Intimidation rolls when you achieve it the lift reaches the
toward every goblin of the tribe. desired floor. In extreme cases, but only for
going down, you can simply sever a wire
Ladder of the Fights Table from the lift (Repair or Smarts roll to spot
Ladder it) to make it drop freely, but in this case any
Fighter
Step passenger suffers 3d6 damage from the crash
Uzu. Use the Tyland Goblin and the wire must be repaired before the Lift
5th
Profile can be used again.
Zanza the Powerful. Use the 21 – Forbidden Tunnels. This area
Tyland Goblin Profile, adding the
of the mine is off-limits, because some
Goblin Warrior Special Ability)
4th dangerous undead dwarves, the restless
and raising Strength to d8. Armed
souls of old miners, inhabit it. They died
with a Big Mace (Str+d8, 2 hands
for a goblin). in a quite common way, for miners: an
Buzz Buzz. Use the Tyland Goblin explosion of mine gas killed them (in
3rd fact the corridor’s walls are smeared with
Champion Profile. See page 305.
Mighty Zum. Use the Tyland soot). What was really unlikely is the
2nd Goblin Champion Profile. See timing of the event: the gas exploded the
page 306. very moment the Little Crawler hatched,
Blitzkit the Terrible. See page adding even more confusion to the
1st
265. situation. At the moment of their deaths,
(E) Tyland Goblin (2d4x5). See page the miners were running behind in their
305. duties, and their leader was pushing them
(WC) Goblin Champion (1d4). See to finish. This unfulfilled order is what is
page 306. keeping them in this state of un-life now.
20 – The Lift. This room has a large lift, Sorrow Eyes (see Area 15a) forebade
a platform, which allowed the dwarves to everybody to hurt them and made sure
move materials and people between the they wouldn’t be a danger to the tribe: in
two levels of the mines. The lift can carry the middle of the corridor, in fact, there
up to 15 persons or five tons of weight. A is a thin line made of whitish powder,
large wheel, placed in Area 20a, activates surrounded by bone charms. The charms
it. A couple of sentinels watch over the have no power, but the powder is Deader
entrance to the room. They won’t let Dust (see Treasures of Tyland), forming an
anybody in without the permission of the unpassable wall for the creatures inside. If
Goblin King. The only exception is Burat the heroes destroy it (even unwillingly) the

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Hexenhoof Mine

undead discover this in the next 4d6 hours ore dug up over the years (worthless if
(the roll can ace) and assault the goblins, not smelted), while, in a bucket, there are
with effects left to the GM. Recognizing a number of gold Nuggets (1d6 Nuggets,
the Deader Dust and understanding its each worth 1d10 x 20 cp). In another
purpose requires an Occult roll. corner of the room there is also an old
21a – Dead Miners’ Dig Site. These Gear Wheel, which can be used to fix the
two grottoes each have a similar number Crusher (Area 10).
of undead dwarven miners. The miners If the heroes free the souls of the
continue to dig even in death, but at a very miners (without destroying them) Sorrow
slow pace. The sound of their mattocks can Eyes (see Area 15a) will reward the heroes
be heard from the head of the tunnels. They handsomely.
stop only if disturbed, in which case they (E) Undead Dwarven Miner (6). See
attack. The two grottoes are connected and page 272.
near each other; if the party disturbs one (WC) Undead Dwarven Prospector
group of miners, the second will come in (1). Use the Undead Dwarven Miner
1d4 rounds. Profile, adding the Prospector’s Lantern
(E) Undead Dwarven Miner (4). See to Gear (see Treasures of Tyland). In
page 272. his hands the Lantern is used to cast the
21b – Dead Miners’ Main Dig Site. As stun Power (ghostly light jumps from the
above, this cavern has a number of undead lantern to suffocate the victims), with
dwarven miners, which are led by the 10 Power Points and Arcane Skill d10. If
shift’s leader, the Prospector (recognizable the Prospector is Ordered to Quit (see
because he holds a lamp emanating a creature’s Weakness) he gives the Lantern
ghostly light). These miners attack on sight to the heroes, otherwise it explodes (3d6
like those above, while their leader stays in a LBT). See page 272.
back. In a corner there is a pile of copper 22 – Royal Kitchen. This room became

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the kitchen of the king and his champions. cutlery together, while a smoking cauldron
The cook is a poor hauflin prisoner, Nittock containing the squishy squishy is brought
Goldenfork, who had the misfortune to in. It is a particular nasty snail, which must
be captured by a goblin raiding party and be eaten alive (swallowed whole). A party
survived only thanks to his cooking skills. member must do this with a Challenging
Nittock is chained to the wall, and his chain Dramatic Task based on Vigor (-2, Iron
has a very complex lock (Thievery (-4), very Stomach Edge applies). In the case of
sturdy (Toughness 12), of dwarven origin. success, all social interactions with the
The lock can be opened only by the Dwarven goblins will receive +1, if they fail, they will
Earring that owned by Burazz the Ogre (see be considered as puny little things, causing
Area 25, the Dwarven Earring is in Area -2 to Persuasion rolls. The character eating
6), but the big fellow has totally forgotten the snail suffers another strange effect;
where he put it. Nittock will do anything the next morning, after the thing passes
to be freed, and can reward the heroes in through his intestines (and comes out
various ways: the first is by giving them a alive!), he will receive a permanent +1
particular Salmon Liver Oil granting +4 to Pace.
the Squishy Squishy Trial (see Area 23). If (WC) Tyland Goblin Champion
the heroes free Nittock, the good hauflin (1d4+1). See page 306.
will cook for them whenever possible (he’ll (E) Tyland Goblin (2d6+4). See page
look for work in a tavern in the area) and 305.
will grant the hero(es) responsible for his (WC) Goblin King. See page 277.
freedom a point of Conviction. (WC) Bug the Bear. See page 269.
(E) Nittock Goldenfork. Use the 24 – Hammer’s Prison. This locked cell
Commoner Profile, adding the Small (Thievery (-1)) hosts an old, dirty dwarf
Hindrance and the Dungeon Cook Edge. called Hammer (see page 59). Hammer
See page 268. is the sole survivor of the Waka Naka
23 – Dinging Hall. This hall is fitted hatching and the tragic event hit him so
with a long table where the King of hard he went mad, a situation that only
Goblins dines with his champions (see worsened over the years. Hammer found
sidebar on page 306). During meal times out somehow that the Ring of Command,
he can be found there, with his bodyguard, an ancient Fae artifact, can control the
Bug the Bear and a number of champions Waka Naka and so embarked on a quest
and hirelings gorging themselves. The to find it. Eventually he found a piece of it
Goblin King always has a goblin acting as before being captured by the goblins in the
taster, just in case someone messes up the Dwarven Tomb (see page 35). He spilled
cooking. the beans to the Goblin King. Hammer
The Squishy Squishy Trial. If the heroes blabbers constant nonsense; contact with
are in the mines peacefully, and want the Ring did weird things to him and now
to talk with the King for the first time, a he sees images of (possible) futures. They
Goblin Champion of the GM’s choice are blurred and confused, but among them
raises up from the seat and thunders: can be found some pieces of truth (draw a
“No stranger speaks to Big King without card and check the table below). Hammer’s
proving himself! If you want to speak Major Delusion is that the goblins are his
with Big Boss, you must eat with us!”. That fellow dwarves, so he is a very cooperative
said, the other goblins beat plates and prisoner. If he ever realises they are really

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Hexenhoof Mine

goblins, he will become Enraged (see hitting him on the head. From that day
below). on, Burazz became a peaceful simpleton,
(WC) Hammer the Dwarf. Use the who enjoys sitting in his den, surrounded
Dwarf Tunnel Fighter Profile, adding three by rubbish and scraps of rotten food,
Delusions (Major) of choice. See page 271. playing with crude dolls he made himself,
representing himself and his hauflin
Hammer’s Blabbing Table “friend” Nittock cooking in the royal
Card Blabbing kitchen (see Area 23). In truth Nittock was
“We must ask Gotran the Seer to his personal prisoner, but Burazz lost the
help us against the Little Crawler. key during the incident, a fact the ogre
He is the best mage i the mine. doesn’t remember.
Ah… no… he is dead… right, A Blow to Cure a Blow. Burazz can be
2-4
the Little Crawler killed him. If at cured, but only with a blow of equal (or
least we had his staff, to open the
greater) strength to the opposite side of
tower’s door. Oh no, I broke it to
the head. To make this strange type of
fix the pieces…”
medicine work, the would-be healer must
“The Fae Lord is looking for the
5-6 Ring, too. But he must not find it, make a Called Shot (-4) to Burazz’s head
otherwise he will be free!” (consider Parry as 2, the difficulty is in
“My hammer. My hammer is in hitting the exact spot), with a crushing
7-8 the tomb. It’s a powerful weapon, weapon. If successful, Burazz must make
I must find it!” a Vigor (-4) roll, +1 for every 10 points of
“One piece I have, another the damage caused. If the roll is successful,
boy will find, the third still lies Burazz passes out for 1d6 minutes, but
9-10
there, where the elves died a long then wakes up healed (don’t apply the
time ago.” damage, raise Smarts to d4 and remove
“I saw… I saw three hooded the Clueless and Pacifism Hindrances).
priests in the company of the
J-Q If he fails, apply damage as normal, plus
lurking beasts. They were
Burazz’s mental state is unchanged. The
doing… things!”
hero who cured Burazz can make an
“The boy. The shepherd boy who
found the other piece of the Ring. immediate reaction roll, in the case of a
K-A Or he will find it, in the future. I Friendly or better result, the Ogre becomes
don’t know his name, but he has his faithful friend, and, most importantly,
copper hair and hides his hand.” he remembers having lost his Dwarven
“The Little Crawler is only a Earring (the key to Nittock’s chain) in
puppy. His mother… well she is Area 6.
Joker far more powerful. I heard the (WC) Burazz the Ogre. Use the Ogre
people of the lost city in the east of Ventar Profile, lowering Smarts to d4-2
of the forest worshipped her.” and adding the Clueless and Pacifism
(Major) Hindrances. See page 291.
25 – Den of the Ogre. This filthy room 26 – Hall of the Old Lords. The tall
is the den of the tribe’s ogre, Burazz. Once walls of this room are decorated with giant
a feared warrior, Burazz received a strong sized engravings representing the old
blow to the head (his skull is deformed, in Lords of the Mines, four dwarven warriors
fact, due to an accident which happened of various appearance.
in Area 6: a piece of the ceiling collapsed, They are, in order:

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1. Turr the Hunter (portrayed with a sparingly, only to protect himself. If he has
bow). to sentence someone, he usually opts for
2. Zuan the Traveler (bald, with a “fissurizing” him, throwing the poor sod
scimitar in hand and large earrings) down the fissure in Area 15.
3. Rutaria the Great (a one-eyed When the king is there, there are always
matron with long tresses, a frowning a number of guards and two Champions
expression and a mattock in hand) attending him, plus a number of other
4. Gunnar the Wise (a dwarf of middle servants and females.
age with a long tunic emblazoned (WC) Tyland Goblin Champion (2).
with the hammer of the First Smith, See page 306.
holding a hammer). (E) Goblin Guards (4). Use the Tyland
The door leading to the throne room Goblin Profile. All of them have the Goblin
(Area 27) is always watched. Warrior Special Ability. See page 305.
(E) Goblin Guards (4). Use the Tyland (E) Tyland Goblin (2d6+2). Use the
Goblin Profile. All of them have the Goblin Tyland Goblin Profile. See page 305.
Warrior Special Ability. See page 305. (WC) Goblin King. See page 277.
27 – Throne Room. This huge, high- (WC) Bug the Bear. See page 269.
ceilinged room was the receiving hall of the 28 – King’s Bedroom. This large room
Lord of the Mine, and quickly became the is the Goblin King’s bedroom. Nobody is
throne room of the Goblin King who can admitted there except the King himself,
be found there during his waking hours Bug the Bear, and the three official spouses
(except during meals). Tall, beautiful of the King. No, the Goblin King isn’t too
columns surround the hall, and there is a worried about personal privacy. The room
massive stone throne in the middle, upon a is always guarded, from the outside, by two
dais, made for a dwarf (so the Goblin King guards. When the King is away, the room
must use a cushion when sitting upon it). is locked (Thievery (-4)) and the only two
When the king is giving audience, Bug keys to the room are in the hands of the
the Bear stands behind the throne like a King and Bug the Bear.
shadow. The throne itself is a wonderful When the King is present, so are the
device: there are two hidden buttons on three wives of his Majesty: Ilza, Wizin and
the armrests. The one on the right armrest Spikka. All of them are beautiful (by goblin
creates a barrier of fire around the throne standards, at least) and fear non-goblins,
(there are a series of hidden nozzles in the so they’ll cry for help and run off to hide if
flooring), while the second one activates enemies enter this room. They know very
a fire spouting from the ceiling (consider little of the King’s business.
it the burst Power). Both these devices are Shortly before The Ring of Command
used with Arcane skill d10 and have 10 Savage Tale begins, Blitzkit the Terrible
Power Points each, which don’t recharge becomes the lover of the King and the
(the goblins have no idea how to do it). three wives are sent back to Area 15.
Being basically traps, they can be The room contains a king sized bed, a
spotted with a Notice roll (but only if the smaller bed in an alcove (where Bug the
players explicitly examine the floor and the Bear sleeps) and a desk in a corner. On
ceiling). the desk there are a number of old books,
The Goblin King is well aware of of various origins (they are worth 2d4 x
all this, so he uses these devices very 100 cp for an Arcane Laboratory, but can

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Hexenhoof Mine

be identified only with an Occult roll), a Wandering Monsters Table – First Floor
bottle of ink, a plume and a diary. The last Card Event
book is written by the Goblin King himself, Tremors. A small earthquake
in a surprisingly good style, and recounts (maybe caused by the Waka Naka?).
the events of the last dozen years, from his Every character must make an
coming to the mine, to the discovery of the 2 Agility roll to avoid being hit by
Waka Nuka and his determination to find debris for 3d6. If the card is a club,
it may trigger panic in the mine’s
the Ring of Command.
occupants for 1d4 hours.
The bed can be moved (someone
3 (E) Stone Viper (1). See page 302.
looking closely at the floor can see the
(E) Swarm of Dark Bats (1). See
marks of this) revealing a small hidden 4
page 303.
room under it, where three large coffers (E) Goblin Patrol (2d4). If you roll a
hold the treasures of the Goblin King. double (e.g. 2, 2) there is also a Goblin
They consist of: 5-8
Champion with them. Use the Tyland
• 5342 cp Goblin Profile. See page 306.
• 10 Gems worth 100 cp each (E) Zubal the Blind. This goblin
• 5 Large Golden Cups (worth 300 cp beggar wanders alone in the mine.
each, they count as an Item each) 9-10 He knows a lot of things, but he is
• Gold-plated chain mail armor of easily scared. Use the Tyland Goblin
dwarven size (1500 cp, +2 armor, it is Profile. See page 305.
(WC) Sourmilker. The mischievous
only ceremonial)
pixie is always curious, and
• A battle axe with a diamond encased
probably planning some rotten
in the handle’s top (the axe is worth J-Q
jest. Use the Pixie Profile, adding
500 cp, the diamond 1000 cp and 10 Power Points and the telekinesis
it is magical, granting 3 additional Power. See page 292.
Power Points to any character with the (E) Human Slave. A prisoner of the
Arcane Background (Miracles) goblins, probably trying to escape.
K-A
• The First Fragment of the Ring of Use the Commoner Profile, see
Command page 268.
Forgotten Dwarven Tool. If
the joker is black it is a Mattock
(Str+d6, AP 3, 2 hands, double
Joker damage against inanimate targets),
if red it is a Small Barrel full of
Dwarven Oil (Can refill up to 6
Flasks of Oil, Cumbersome 2)
Used
Nothing happens.
Entry

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Second Floor weakened, reducing its Toughness by 4.


29 – The Lift Area. This place is where The White Tooth has Toughness 10 and
the great Lift from Area 20 comes down. no Heavy Armor. A strong ranged attack
It is an enormous cavern, with the ceiling (for example from a spell) can make it fall.
so high that it cannot be clearly seen, The White Tooth, when falling, deals 3d10
apart from a single feature: an enormous damage, AP 6, to any creature in a MBT. A
stalactite, 24 feet long, called the White successful Agility roll halves the damage.
Tooth. The stalactite is the nest of a small 30 – Debris Cavern. There is a mass
family of Vampire Bats (see Wandering of debris on the northeastern side of
Monsters), which are disturbed by the this grotto. An old mine cart lies nearby
noise of the Lift with a club card; in this too, unused, with a Dwarven Pickaxe
case they will attack. abandoned under it. Concealed among the
The White Tooth. This is very big, but debris is the entrance to a small passage
also quite fragile. Tremors (see Wandering going down (an explicit inspection of the
Monsters below) have a 50% chance debris is required to find it).
of making it fall. If it doesn’t fall, it is 31 – Pile of Rubbish and Fungi. Years

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Hexenhoof Mine

of goblin presence in the mine has created it can only be stopped by touching it with
a large pile of rubbish in this area, which is the Staff of the Seer or the Stone Scepters.
just under the fissure in Area 15. Over the (WC) Statue of Gotran. Use the
years the rubbish, with the moisture in the Stone Guardian Profile, replacing the
cavern, has created a bed of large, round Stone Sword with a Stone Staff (Str+d6)
fungi (which are the main food of the and adding the capacity to cast entangle
Little Crawler). The whole area is Difficult (cone of paralyzing light, uses the Cone
Ground, and is very stinky: a character Template), Arcane Skill d10, 10 Power
touching it (or, even worse, falling over Points. See page 302.
in it!) suffers -2 to Persuasion rolls (and 33 – Gotran’s Lab. This room is the
optionally to Stealth rolls) until she sancta sanctorum of Gotran the Warden
bathes or cleans up in some way. The pile Seer. There are three bookshelves on
contains nothing useful, except a magical the walls, filled with tomes of assorted
Spare Right Boot (Notice (-4) roll to find magical lore (worth 5000 cp for an Arcane
it), and those rummaging in it must make Laboratory, they collectively count as 20
a Vigor roll to avoid throwing up due to items). In the middle of the room there
the smell, suffering a level of Fatigue. See is an alchemical workbench with several
Boots of the Rat in Treasures of Tyland. flasks on it: a Deep Blue Potion (potion
The pile is so high that it has covered the of rejuvenation - a mage drinking it
northern door of Area 46, so that can be recovers half his Power Points), a Fiery
spotted only if a character walks over the Red Bubbling Potion (contains a fire spirit
rubbish pile and goes within three yards trapped in it - creates a LBT of fire causing
of it. The door must be cleared of rubbish 3d6 damage for 1d4 rounds), a Milky
(thirty minutes of work for one person, up White Potion (potion of armor), a Yellow
to two can work on it), before it will open. Oily Potion (potion of shrink) and a Deep
32 – Gotran’s Quarters Antechamber. Black Potion (a dispel concoction).
This hall is the entrance to the quarters The potions can be identified with an
of Gotran, the Warden Seer. The door is Occult (-2) roll. When applied, they are
made of heavy stone, with a special lock cast with Arcane Skill d10 and a Wild Die.
which can be opened only by inserting one Near the table there is also a small
of the Stone Scepters of Gotran into it. If pedestal, upon which rests a peculiar
this happens, the door opens silently, only object: it looks like a golden nut, four
to close behind the heroes. Otherwise, the inches long, engraved with arcane
door must be pried open, with a Strength symbols. This object is the central nut
(-4) roll, or bashed down (Toughness of the Staff of the Seer (see Treasures of
12, Heavy Armor). There is a statue in Tyland), currently disassembled because
the southeastern corner of the room, Gotran was working on it (see Area 35
of dwarven make, representing Gotran for notes on this topic). On the pedestal
himself: a tall, cloaked man, with a peculiar top, there is a circle of runes surrounding
staff in one hand (see Staff of the Seer in the nut. It is a ward of protection (which
Treasures of Tyland). The statue was made was used to contain the side effects of the
by the dwarves as an act of respect towards spell Gotran cast on the item). The circle
their friend, and it is magical. If someone forms a physical and arcane barrier which
messes with the door without opening it prevents touching or moving the nut inside
in the proper way, it animates and attacks: it (it causes 2d6 damage with a simple

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brush, 3d8 if hit hard, ignore non-magical (Sourmilker isn’t allowed to enter this
armor). It can be destroyed with the dispel room). The wardrobe contains a number
Power opposed by a d10 (and a Wild Die), of robes and an old battered suit of Light
with an additional -4. As an alternative, Leather Armor (+2), with the markings of
the Deep Black Potion, which was custom- the Tower Wardens. The chest contains the
built for this purpose, destroys the barrier Cloak of the Seer (see Treasures of Tyland)
automatically. and a Spellbook Bag (see TPG).
34 – Gotran’s Kitchen. This room is the On the lectern is Gotran’s main
place where the grumpy magician lived. A spellbook. The grimoire is written in
large fireplace stands on the southern wall. dwarven, is protected by the Power Drain
The flue of the fireplace goes up in the Spellbook Ward (see TGM), and contains
stone, till it connects with a small crack the following Powers: barrier (wall of blue
in the wall, through which Sourmilker the flames), boost/lower Trait (magical dust to
Pixie can reach Area 14 (it is very narrow, be sprayed on target), bolt (blue fire missile),
only a few inches wide). The room also dispel (rune of dispersion), environmental
has a table, a pantry, three stools and a protection (fire ward), farsight (eagle eyes),
battered old rocking chair, which looks protection (shimmering barrier).
comfortable. The place is in surprisingly At the end of the book there are also
good order (Sourmilker the Pixie keeps some pages of notes, detailing Gotran’s
it clean). In the fireplace there is an old most recent experiments on his staff (see
cauldron (consider it a Cooking Pan), Handout 3).
smeared with old soot, while the pantry is 36 – Cavern Anemone Patch. This
empty apart from some cutlery. very long cavern has big stalagmites and
On the table, there is a wooden cup filled stalactites in the middle, creating a sort of
with a substance unknown in Tyrnador: long sequences of columns. Exactly in the
sugar (honey is used instead). The sugar is place where the number is placed on the
the main food source of Sourmilker, who map, is a large patch of big, pinkish flowers,
is very fond of it, and the cup is part of the with a thick stem and a bulbous head.
magic that keeps her bound to the mage: Cavern Anemones are intelligent plants: they
while she is serving Gotran, every morning move their “heads” toward sound sources,
the cup refills with sugar. Sourmilker can and chirp with a low, distinctive noise.
be found there on a red card. If the heroes Dwarves and other underground creatures
make noise in the nearby rooms, she will keep them as company and pets because they
intervene (see sidebar). Under a jar of jam, are harmless. Their body is meaty and there
there is also a small key, which opens the are enough of them to make ten Rations of
lock of Gotran’s Traveling Spellbook. food, but a Survival (-2) roll is necessary to
(WC) Sourmilker. The mischievous properly cook them: in case of failure they
pixie is always curious, and probably are Mildly (-1) poisonous.
planning some rotten jest. Use the Pixie Digging Sites. The cavern is littered
Profile, adding 10 Power Points and the with small digging sites, the beginnings of
telekinesis Power. See page 292. tunnels the dwarves had no time to expand.
35 – Gotran’s Bedroom. A large bed, There are at least six of them scattered all
a wardrobe, a chest and a lectern are around. Draw a card from the Action Deck
the furniture of this room. They are in for each of them and check the table below.
order, but covered by a thick layer of dust Consider redraws as “Nothing”.

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Hexenhoof Mine

Digging Sites Table (Wendolyn) and an unfortunate dwarven


Card Result archer, Retko. Unfortunate because a rock
Stone Viper! Hidden among the fell from the ceiling and broke his head
2
debris. See page 302. in two. The adventurers can be revived
Black Vein in the Copper. This if the heroes have some way to reverse
vein of copper was infected by the petrification (for example the poison of
psychic emanations of the Little Stone Vipers). Freeing the adventurers
3 Crawler. Touching it has the same
grants a Conviction point and their help
effects as the Little Crawler’s Bad
until till the end of the exploration of the
Dreams (see Random Encounters
Mines (they have 2d4 Advances).
– Second Floor, below).
Curious Droppings. These small
38 – Lower Mine Warehouse. The
balls of dung are very hard to entrance of this cavern is too small for
recognize, due to the minuscule the Little Crawler to squeeze through, so
4
crystals in them. With a Survival it can be considered a Safe Place, when its
or Occult roll (both at -4) they are dangerous occupant is dispatched. At the
recognized as Basilisk droppings! far end of the grotto a sort of shack was
5-8 Nothing built to store mining supplies. Now the
Lantern and Three Flasks of Oil. shack is the den of a dangerous Basilisk. If
9-10
Still usable. the heroes are stealthy, they can surprise it.
Dwarven Mine Poetry. An The creature’s tactic is simple: it stares the
inscription made by some miner
party in the eyes, trying to petrify them.
(in Dwarven): “May I Rest with
J-Q The beast has a nest inside, made of
an Anemone in my Hand, May I
pieces of cloth and other rubbish, but there
Rest in a Patch of Flowers to Find
Peace” is nothing of interest in it.
Golden Nugget! In a bucket, it’s Instead, in the rest of the shack
K-A there are various supplies: ten Dwarven
worth 300 cp!
Discarded Left Boot. It’s magical, Pickaxes, three Lanterns, twenty Torches,
but only if paired with the right ten Flasks of Oil, four sacks of old flour
Joker boot, which is found in Area 31. (only now a disgusting mass), and under
See Boots of the Rat in Treasures it, a small barrel with a dwarven label on it
of Tyland. “Stonebreaker”.
Redraws Nothing “The Stonebreaker”. The barrel
37 – Statue Cavern. This cavern was contains a smelly black powder. Any
one of the main digging sites of this floor. dwarf recognizes it automatically (other
Years after the Little Crawler awoke, a characters must roll on Common
Basilisk came into this place through a Knowledge (-2)): it is a powerful explosive,
fissure in the wall and made this place used to open tunnels and remove very big
its lair. A small group of adventurers obstacles. There is also a fuse (3 feet long)
ventured into the mines (before the under it. The Stonebreaker deals 3d8+3
coming of the Goblins) and found their Damage, AP 3, in a LBT. It can be fused
deaths here: they are the three “statues” with a Repair (-2) roll: in the case of success
in this room, in truth victims petrified it explodes after a set interval between 1
by the Basilisk (see area 38). They are a round and 20 minutes, in case of failure
burly and muscular Ridgeman berserker it explodes after 2d4-2 (minimum zero)
(Jo), a beautiful elven swordswoman rounds.

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(WC) Basilisk. See page 262. but the twentieth contains Old Brandy (see
39 – Devourer’s Cavern. The flooring Area 41).
of this cavern is littered with old bones, Table. There are still plates and a bottle
probably of dwarves, while the ceiling is on this, but it is all covered by a brownish
a forest of stalactites. Concealed among mold, the Widow’s Cushion. Two of the
the stalactites lurks a dangerous monster, cups are Silver Cups (100 cp), but touching
a Devourer of the Depths. The beast them makes the Widow’s Cushion release
squeezed through the passage from Area a cloud of spores which cause 2d6 damage
30 and made its lair here. Spotting it on (armor doesn’t protect) in a MBT.
the ceiling is very difficult (a further -2 to Wardrobe. The top of the wardrobe is
Notice rolls) and the beast is big enough covered in big, ball-shaped fungi, Miner’s
to reach anywhere in the room with its Bread, which are edible and count as 1d4
tentacles. Once killed, in its intestines Rations. Inside there are a set of wine-
can be found a Platinum Bracelet of stained trousers, a Cloak and a pair of
dwarven make, which grants +2 Armor Boots, all of dwarven size. On the bottom
against fire. there is a Blanket.
(WC) Devourer of the Depths (1). See Chest. The chest, covered by a sticky,
page 270. reddish mold, is ajar. The mold isn’t
40 – Room of Sewage. The western dangerous, but is considered delicious by
door of this room is locked (Thievery (-2)). Geckos. If the party has one of these beasts
This room is filled with old furniture: a with them, the animal will rush to eat it.
cabinet, a table, two wardrobes and a chest, Then, bloated, it will sleep for 2d4 hours,
all of dwarven make. Due to water leakage and cannot be woken before then. Inside
from the ceiling there is a mushroom the chest, there are a couple of leather gloves
invasion which has covered all the wooden and three Brass Funnels (they are brewer’s
stuff with a thick layer of mold and fungi. tools of a certain quality, 150 cp). Under the
In particular, the heroes can find the funnels, there is a small secret compartment
following things: (Notice (-2) roll) containing the treasure of
Big Cabinet. This large piece of furniture the brewer: a bag with 132 sp and a small
is covered by a yellow moss, totally Blood Red Gem (700 cp) which melts if
harmless. If the heroes listen for noises, immersed in any alcohol-based substance.
they notice a low scratching. Inside is an The imbiber makes a Vigor (-4) roll (+2 with
entire swarm of rats (they entered through Iron Stomach). With a success, he gains one
a hole on the bottom of the cabinet). The die type in Vigor for 1d4 days. If he scores
frightened beasts get the Drop and attack a raise or better, the increase is permanent.
whoever pokes inside the cabinet. The With a failure, the result is the opposite (one
cabinet is devoid of anything useful. Vigor die type less for 1d4 days, permanent
(E) Swarm of Rats (1). See page 304. loss with a critical failure). If the Vigor of
Small Cabinet. This piece has a thick the imbiber is reduced below d4, he dies.
layer of small, ear-shaped fungi over it. The Blood Red Gem can be identified with
They are, in fact, dangerous Ear Spores; a an Occult roll.
character touching them develops an itch All the fungi can be identified with a
(a level of Fatigue for 1d4 days, unless he Survival roll.
makes a Vigor roll). Inside there are only 41 – Dwarven Brewery. This is the old
dusty bottles. Nineteen of them are empty, brewery of the dwarves, which survived the

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devastation of the Waka Nuka untouched. old. Below there is a selection of what
There are various brewing tools, including the party can find. In total there are
a vat, a grape press and a strange dwarven twelve barrels. Draw a card and check the
device called a “vashaar” (a very complex result below. If the card is a club, add the
stone distiller). “Ruined” entry below.
This room hosts real treasure: several Every barrel has the Cumbersome 1
barrels of vintages more than thirty years Keyword unless stated otherwise.

Dwarven Barrels Table


Card Barrel
Old Brandy. Very Intoxicating, -2 to all Vigor rolls to avoid getting drunk. 500 cp/
2-3
barrel.
Light Beer. Tasty, but makes you burp a lot (-1 to Stealth rolls for 1d6 hours). 100 cp/
4-6
barrel
Green Apple Cider. Drinking a tankard of this each day grants +1 to all rolls to resist
8-10 poisons and diseases, or at least this is what dwarven grandmothers say. A barrel
contains 20 tankards. 200 cp/barrel.
Miner’s Liquor. This thick beverage makes the imbiber ignore a level of Fatigue for
six hours, and is one of the reasons for the legendary endurance of dwarven miners.
J-Q
A barrel contains enough liquor for 20 uses. Miner’s Liquor is never ruined: it only
becomes… tastier. 300 cp/barrel.
Black Oil Whiskey. The strongest brew a dwarven mind can devise. -4 to all Vigor rolls
to avoid getting drunk. On a failure you are also blind for 2d4 hours. It can also be used
K-A
as Oil (+1 to fire damage started by it). A barrel contains up to 10 Flasks of Oil. 400 cp/
barrel.
Fungal Beer. This green beer is made with several types of cavern fungi, and tastes very
weird. The imbiber must make a Spirit (-2) roll, with a failure he falls asleep for 1d6
hours, and nothing, except the healing Power cast with the greater healing Modifier, can
Joker
wake him up. With a success, he gains the capacity to speak with fungi for 1d6 hours, if
he scores a raise, the ability is permanent. Priests of Syir roll with +4. A barrel contains
enough beer for 5 draughts. 500 cp/barrel (only one present)
Ruined! The barrel was in some way damaged, so the beverage in it is damaged. It has
the normal effects, but characters drinking it must make a Vigor (-4) roll or feel sick
Clubs
(a Fatigue level). A ruined beverage can be noticed by smelling it (Notice roll, +2 for
Dungeon Cook Edge).

42 – White Gecko Cavern. This ample On the far end of the room there are
natural cavern is comfortably warm, with 1d4 strange round stones, with a Survival
a flooring of fine dry sand. In the middle (-2) roll they can be recognized for what
of it lies the skeleton of a dwarven warrior. they are: Mine Gecko Eggs. They are worth
He still has a Shield and Banded Heavy 300 cp (or equivalent for the goblins) or
Armor (+3), while his axe is rusty and can be consumed for a very nutritious
unusable. The body has no wounds: the meal (each Egg equates to 4 Rations).
poor sod’s brain was damaged by the mind Cute White Baby Gecko. With a heart
wave released by the Waka Nuka when it card, while the heroes are there one of
hatched and he wandered aimlessly till he the eggs hatches a cute little gecko. It is
died there. an albino, totally white, with deep blue

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eyes. The beast considers the first person everybody. Sleeping heroes are allowed a
he sees as his mommy, and will follow her Vigor (-4) roll each time to be woken up by
anywhere, with the mindless adoration of the moans of the monster’s current victim.
a dog. The Albino Gecko will grow to full Even if defeated, Gwor’s ghost will
size in a year and Zuzig the Penmaster (see came back the night after. The only way
Goblin Champions sidebar, page 306) will to permanently defeat him is burying his
be very interested in it but… you’d sell a corpse among the Cavern Anemones,
creature that cute? in Area 36. The night after this deed, the
(E) Albino Baby Gecko. Use the Mine character who did it dreams about Gwor
Gecko Profile, lowering all Attributes to smiling, and receives a Conviction point.
d4 and dropping Size to -1. He has the (WC) Gwor’s Ghost (1). Use the
Cute Eyes Special Ability: any character Specter Profile, adding the slumber Power
intending to do bad things to him must and 10 Power Points. The creature uses
make a Spirit (-2) roll to complete the Spirit as the arcane skill. See page 301.
action, because he cannot withstand those 44 – Antechamber. The gates of the
soulful blue eyes. See page 289. inner citadel of the dwarves lie, destroyed,
43 – Dead Dwarf Room. A small on the ground. The beautiful decorations
avalanche of stones and debris blocks the representing a rampaging goat are
entrance to this room. A person can remove destroyed and defaced by time. Inside the
it in one hour, and up to four can work in room is filled by the acrid stench of the
a team to speed up the process. The door Little Crawler, and long strips of slimy
is open, but the key is in the keyhole, on goo cross the room. The inner gates aren’t
the inside. The place smells acrid and has broken, but opened wide. The smell inside
a bed, a table with four chairs, a fireplace is nauseating: anyone except those with the
and a cupboard. Sitting at the table, head Iron Stomach Edge must roll Vigor or be
reclined as if sleeping, there is the skeleton Nauseated till they leave the citadel (Areas
of a dwarf, with Medium Chain Mail (+3), 44-50).
a Short Sword and a Dagger at his side, 45 – Throne Room. This large hall
but in his hand he still holds a perfectly was both the throne room of the citadel
preserved Cavern Anemone, a white and the public temple of the First Smith.
flower. The cupboard is empty of food, It was magnificent in the past: the walls
but the fireplace still contains some logs marvelously painted with episodes of the
(enough for six Improvised Torches or to legend of the mine’s foundation and its
warm the party for an entire Rest, made legendary lords (see Area 26). At the far end
at +1 to healing rolls). This area is a safe of the room stands an altar consecrated to
place, but hides a great danger. The dwarf, the First Smith, the dwarven god. The altar
a guard named Gwor, died there of hunger is devoid of any power (it was absorbed by
and thirst, prevented from leaving by the the Waka Nuka long ago).
avalanche outside, and became a dangerous Today this is the lair of the Waka
specter. The creature only manifests and Nuka, the Little Crawler, and the beast
attacks when all the occupants of the room can be found there much of the time (on
are asleep (he waits when they rest, and a red card). The flooring is sticky with the
uses his slumber Power to make sentinels fluids of the beast, and counts as Difficult
nod off). When everybody is sleeping the Ground.
undead uses his Grave Touch to slowly kill Also at the far end of the room there is a

84
Hexenhoof Mine

large stone throne. Near it there is a secret with a heavy smith’s hammer upon it. The
door (Notice (-4)), which opens only when anvil works as a consecrated altar and the
a small button on the throne’s right arm is hammer is also consecrated (consider
pressed (Notice (-2)). it a Warhammer if used in a fight). It is
(WC) Waka Nuka, the Little Crawler very heavy, but only for the unworthy: it
(1). See page 311. requires Repair d10 to be lifted (in place of
46 – Priest’s Quarters. The last ruler Strength d8).
of the clan, Gunnar, was both a priest and The altar also hides two buttons, on
a lord. He removed most of the mundane the eastern and western side of the anvil’s
trappings of the citadel, transforming base (Notice (-2) to be found, concealed as
it into a true temple of the First Smith, decorations, respectively a flower (eastern)
the dwarven god. The northern door and bird (western)). The eastern button
is blocked from the outside by a pile of unlocks the secret door on the eastern wall
rubbish. Any character opening it from (which can be spotted with a Notice (-2)
inside has a nasty surprise: he is covered roll), while the western button actually
by a cascade of disgusting things causing activates the trap in the corridor in Area
him 2d6 damage and -1 to all Persuasion 47a.
rolls until he cleans himself properly. In the two niches there are respectively,
The furniture of the room includes a a fireplace and a basin to quench metal, full
bed in the southwestern corner, and a table of gray water. The fireplace and the basin
and two sets of shelves on the northeastern are magical: the first generates a magical
side, full of books. A small fireplace on the fire (without using any combustibles)
western wall provided warmth and a way when the First Smith is invoked, and the
to cook. water in the second becomes very cold at
The bed is motheaten and unusable, the same time. This room is considered
but under it there is a strongbox (Thievery a Heroic Workshop (see Strongholds, in
roll to open). Inside there are an old blue TGM) for the purpose of crafting metal
cloak, Medium Chain Mail (+3), and a items.
Warhammer, all in perfect condition. 47a – Trapped Corridor. This passage
On the table there is, still open, a leads to the secret part of the citadel.
poetry book in dwarven, which Gunnar The wall is decorated with a mosaic
was translating. The book is useful to representing, strangely for the dwarves,
overcome the traps in Area 47 and 48. the sea. The reason is simple: among the
Unluckily mosses and humidity have waves of the wall are disguised a number
seriously damaged the rest of the book and of small nozzles. When someone walks in
only the first page of the tome can be read front of them, they release a wave of fire,
(see Handout 4). The books on the shelves dealing 3d6 damage in a MBT. The triggers
are damaged too, and aren’t readable. are several small pressure plates concealed
The fireplace still contains logs that can in the flooring. The trap has enough
be used to make 4 Improvised Torches. combustibles for 5 shots, and is recharged
47 – Inner Temple. This room is the through a small porthole in Area 50. Note
real temple of the First Smith. Untouched that the trap is disabled unless someone
by the taint of the Waka Nuka, it is arranged presses the bird button in Area 47.
like a ritualized forge. At the northern 48 – Citadel Library. This magnificent
end of the room there is a very big anvil, room has a large bookshelf at the far end, and

120 85 85
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a curious decoration on the ceiling: a spiral- The library is the real treasure of this
shaped snake ending in the goat’s head of the room: it contains dozens and dozens of
Hexenhoof. With an Occult roll the painting ancient tomes, some in good shape, some
can be recognized as the representation of not so much and others actually false: they
a guardian spirit. The detect arcana Power are perfect replicas made of wood and
reveals the painting is actually a trapped stone which can be pulled out by a couple
guardian spirit. The creature protects the of inches (a soft click is heard).
door to Area 49: anyone messing with it, Pulling the false books in the right
without pulling the right sequence of fake sequence: (The History of the Ruby
books in the library (see below) awakens the Hammer, The Fire Scrolls of Rutaria the
fury of the spirit, and it animates, partially Great, Tales of the Goat) unlocks the door
coming out from the painting breathing a leading to Area 49. A hint on the right
cone of supernatural white fire (damages solution to the riddle is contained in the
only living beings) on everybody. The spirit poetry book of Area 46 and in Gotran’s
is Ethereal (Parry: 7, Pace: 0, Toughness: 12, diary in Area 35.
can only be armed by magic) with Reach 7. The books are listed in the table below.
It cannot leave the room. In game terms, it The heroes can find a new tome (go in
uses the blast Power with Arcane Skill d12 order) every 10 minutes. (Every thirty
and a Wild Die. The spirit can be disabled by minutes you should make a Light or
defacing the painting, a Difficult Dramatic Wandering Monster check).
Task (based on Occult (-2): on a failure the
spirit animates for 2d4 rounds) or with the
banish Power cast at -4. Unless destroyed the
spirt can re-animate an indefinite number of
times.

86
Hexenhoof Mine

Citadel Library Table


Book Title Note
The Legend of the Cavern Trout Fake Book. Red Herring.
Mysteries of the Stones Worth 500 cp for a Magical Laboratory
Worth 500 cp for a Magical Laboratory. The pages are
covered by a thin layers of gray spores, they deliver
The Secrets of the Jade Door the Curse of the Gray Fingers (a Chronic disease, roll
on Vigor (-2) to avoid being infected and to avoid the
effect of the malady).
The Fire Scrolls of Rutaria the Great Fake Book. The second of the door opening sequence.
Deeptongue Prayers of Goblinkind Worth 300 cp for a Magical Laboratory
The History of the Ruby Hammer Fake Book. The first of the door opening sequence.
Worth 100 cp for a Magical Laboratory. It includes
The Twelve Names of the Thirteen Spirits the recipe of the Rune of Animating (see Treasures of
Tyland)
Smelting Techniques of Okrabos Fake Book. Red Herring
Worth 3000 cp for a Magical Laboratory, but the reader
The Silver Book of Faerann must make a Spirit (-2) roll or permanently lose a
Smarts die type.
Ancient History of the Dwarven Runes Worth 500 cp for a Magical Laboratory
Tales of the Goat Fake Book. The third of the door opening sequence.
This is rotten, but it contains a Silver inlaid Bookmark
Illegible Book which grants the Luck Edge, but only if you read a
book the previous session.
Experiments on Burning Contains the environmental protection Power
The Fall of the Iron Tunnel Fake Book. Red Herring

of Tyland), the founders of the mine. It


49 – Treasure Room. The stone door is priceless to Ingmar Fellowthongs (See
of this room is closed, and can be opened The Legacy of Fellowthongs Savage Tale).
only by solving the book riddle in Area 48. Near the armor there is a Dwarven
Otherwise it can be destroyed (Toughness Battle Axe (Powerful, Reliable) with the
12), but this activates the guardian spirit. name “Restless” engraved on the blade, in
Inside there are two large strongboxes, and dwarven.
a panoply on the far end of the room. They 50 – Private Room. This large vestibule
hold the treasures of the clan. was in the past a guardroom, but Lord
The northern strongbox contains Gunnar transformed it into a personal
assorted jewelry worth 5000 cp. Among restroom. There are two large wardrobes
the items is the Ebon Ring (see Treasures of on the walls, containing mainly old
Tyland), which can be detected only with garments (of dwarven size). On the top of
the detect arcana Power or by carefully the southern wardrobe there is shelf with a
assessing all the jewels. bottle of a yellow bubbling liquid (it is an
The southern strongbox contains invisibility potion).
assorted coins worth 4000 cp and a Golden The northern wardrobe hides a secret
Key (see Treasures of Tyland). door (Notice (-2) roll to detect) which
The panoply is the Forefathers’ Armor leads to Area 11 on the First Floor.
of the Fellowthongs Clan (see Treasures

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Wandering Monsters Table – Second Floor


Card Event
2 (WC) Little Crawler. The Waka Nuka is hungry, and attacks the party! See page 311.
Tremors. A small earthquake (maybe caused by the Waka Naka?). Every character
3-4 must make an Agility roll to avoid being hit by debris for 3d6. If the card is a club, the
tremors trigger panic in the mine’s occupants for 1d4 hours.
Little Crawler’s Bad Dreams. The characters suffer the influence of the Waka Nuka’s
presence in this place, its psychic emanations tainting everything. One of the heroes
5
experiences a weird vision and makes a Spirit roll. If he fails, give a Disturbance Token
to the party (these are used when battling the Waka Nuka, see page 311).
6-8 (E) Vampire Bat. See page 309.
(E) Skeleton Warrior (2d4). They are dwarves, so reduce Pace by 1 and subtract 1
9-10
from running rolls. See page 298.
Goblin Survivor. A lone goblin, who was “fissurized” by the Goblin King and
J-Q managed to survive in some way. He knows a Safe Place to rest of the GM’s choice. He
could be Boz or another friend of the party.
K-A (E) Basilisk. See page 262. The striped lizard of Area 38 is outside its den, hunting.
Little Crawler’s Old Shell. The Little Crawler is still growing and, being an insect, it
changes its skin, leaving a discarded husk. It is big (fourteen feet long and three wide),
but light, and very thick. With a Repair roll (-2 for every subsequent check) the heroes
Joker can gather one piece of Crawler Chitin, two with a raise. They can continue gathering
these until they fail a roll (this means the useful pieces are exhausted). Every chitin
piece can be sold for 200 cp to a smith or can be used to craft Chitin Armor (see
Treasures of Tyland).
Used Entry Nothing happens.

The End of the Little Crawler Waka Nuka. In this case the goblins are
without a guide for 1d4 weeks before one
The main focus of the exploration of the of his Champions claims the title. If the
Hexenhoof Mines is the Waka Nuka, the news reaches the ears of the Fellowthongs
Little Crawler. A number of situations can clan (see page 218), they could start a
happen, not all of them predictable. Below reconquest of the Mines, with or without
you’ll find some possible consequences. the heroes’ help.
The Waka Nuka is Killed. The heroes The Goblin King Controls the Waka
manages to destroy the beast, and the Nuka. The worst case scenario; his Goblin
echo of their actions resonates through Majesty, with the Ring of Command in his
the entire forest (Reputation +2). As a side hands, takes control of the Waka Nuka. If
effect of this, Sourmilker the Pixie is finally he is still allied with Lord Korab, he will be
free. a very dangerous opponent in The Battle
The Goblin King is Killed. This event of Tyland Mills Savage Tale.
can be linked (or not) to the death of the

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Hexenhoof Stone

Hexenhoof Stone
Type: Minor Location the orders of Lord Wynterlyr. During
Suggested Rank: Seasoned nighttime there is a small chance (face
heart card) that the Hexenhoof himself
A large, flat boulder, emerging from comes there, to dance and prance over the
the ground, veined with copper. The stone.
weird thing is that it has three hoof prints, If a hero leaves the Hexenhoof Gems
carved into the stone as if it were mud, (see Hexenhoof Mine, Area 7) in the three
surrounded by a slightly burned halo. footprints overnight, they are consumed in
At the base of the stone grows a bush a blaze of fire, but in their place appears the
of Goat Berries (see page 243), with plenty Hexenhoof Horn, an item which allows a
of fruit. mage who already knows the summon ally
The footprints are those of the Power to call the Hexenhoof, but only once.
Hexenhoof, the most powerful Fae at (WC) Hexenhoof. See page 281.

Marius’ House
Rank: Any Heroes with the Survival skill can make
Type: Minor Location a Notice (-2) roll to spot familiar herbs
among the others kept drying under his
This ramshackle wooden house in porch: they are Grave Blooms, flowers
the southern outskirts of Tyland Mills with mild soothing effects, which were
belongs to Marius the Black, a former Son found in all the ritual murder locations.
of Myrthala who lost his faith many years Behind Marius’ house is a little herb
ago, abandoned the order and came there garden where he grows the plants he
to end his life by drinking himself to death, needs. It counts as a Garden Stronghold
hoping to escape the bad things he has Structure of Veteran Rank.
seen during the Necromancer’s War. The Secret of Marius’ House. Marius
Marius is the best friend of Thorn found the house abandoned years ago,
Fellowthongs, the dwarven smith of when he came to Tyland Mills, and moved
Tyland Mills, whose daughter has recently in. Unbeknownst to him, concealed by the
gone missing. old carpet on which the table stands, there
The house has a single room with a is a trapdoor leading to a cellar, of which
fireplace, a bed, a table and several pieces the man knows nothing.
of old furniture. Marius, despite not being a The room is dusty and makes people
cleric anymore, is still a fairly skilled healer sneeze (neutralizing the effect of the
and herbalist, and keeps several herbs in the Adventurers’ Sneezing Sense). There, in a
house, plus other outside to dry. pentacle drawn in blood, lies the body of
Characters can buy a Healer’s Bag poor Jinny, killed two months ago, with
from him and, with a diamond card from a ritual dagger in her heart. The pentacle
the action deck, he has a healing or relief has black candles placed at its five points,
concoction to sell (draw once every two but only the lower right one has been
weeks). consumed. (If you check the GM’s map

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you’ll see it corresponds to N House). from there.


Scattered around the body are the flowers When this is discovered all the evidence
of Grave Blooms. The room is very dusty will point toward Marius, leading to The
but there are footprints all around. In a Trial Savage Tale.
wall there is a secret passage, very well (E) Marius the Black. Use the
concealed (-6 to Notice rolls) which leads Commoner Profile, adding Healing d6 and
to Area 1 of Undertown, and the murderer, the Healer Edge. See page 268.
Sylvia of the Cult of the Crawler, came

Nyrathi Bee Hive


Type: Minor Location (dungeon) only limitation is that there can be only
Suggested Rank: Novice one Main Hive in the whole region (you
Position: Anywhere at least 2 hexes from can decide beforehand where it is or place
a settlement it at random).
Light: Inside a beehive, it is total Hives are largely underground, the only
Darkness part above the surface is the top, usually
Note: In a hex where a Bee Hive is called “the turret”, because it looks like
placed, any encounter except those on a small tower (1d4+2” tall). There is a
diamondcards are with Nyrathi Bees (1d6). single entrance to the hive, 1” by 1” on the
Beehive Size and Entrance. Beehives tabletop and 1d6-1” above ground level.
are of different sizes, which you can decide Below the turret is a sort of well, 1d4” deep,
or determine at random by drawing a leading to a 3” by 3” room.
card and checking the table below, this
determines how many “rooms” it has. The

90
Nyrathi Bee Hive

Nyrathi Beehive General Size Table


Beehive Number of At this point, you can randomly
Card Suit
Size Rooms determine the content of the various
Only the starting rooms. Certain rooms are Repeatable
room, use the (R), other are unique, so you must use the
Redraw Entry “redraw” entry. Rooms are described as
Clubs Tiny from the Nyrathi
Small (3” by 3”), Medium (6” by 6”) and
Beehive General
Large (12” by 12”).
Description Table
Corridors and Connecting Passages.
Diamonds Small 2 Unless the card you draw details a passage,
Hearts Medium 4 their number is left to you, they usually are
Spades Large 6 1” wide and 2d6” long. When generating
Continue to the Hive remember it is built by a race of
draw cards on insects which can walk on walls.
the Nyrathi
Joker Main Hive Beehive General
Description Table
until you find the
Queen Room.

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Nyrathi Beehive General Description Table


Card Room
The Intruder. The heroes hear nearby a furious buzzing and hissing. If they
investigate, they find a medium sized room where Greebo, a (WC) Tyland Spider
is fighting against 6 Nyrathi Bees. If the heroes help the spider (he is intelligent),
2
he will be thankful and polite (he is in the hive hunting bees, which he considers
a delicacy) and will point them the direction of the Bandits’ Tree Location. If the
heroes help the Bees, after dispatching the arachnid they’ll attack the party.
Poison Field (R). The walls and ceiling of this medium room are sticky with goo.
It is a dangerous paralyzing Poison (-2), as can be recognized with a Survival or
3
Healing (-2) roll. If the heroes are paralyzed draw a card every minute; with a club,
one Nyrathi Bee comes and attacks the intruder.
Digger Corridor (R). This 1” wide corridor is a dead end. At the end of it there is a
4 Digger Bee, a very specialized specimen, wingless, with Pace 5, Strength d10, armed
with Claws (Str+d8). The Digger Bee is a Resilient Extra and attacks if disturbed.
Corridor with Many Exits (R). The heroes are in a 12” long corridor, with three
exits per side, leading to other corridors or rooms, for a total of eight access points.
5 Each round, secretly roll a d8 twice. The first time it indicates the entrance a
Nyrathi Bee emerges from. The second time it indicates the corridor it is heading
towards. If the bee meets someone in its path it attacks her.
Worker Room (R). This medium-sized room is used by worker Bees (use the
Nyrathi Bees Profile removing the Stinger) to produce honey from pollen on the
walls. There are 1d4 Worker Bees and 1d4 Honey Globes. If the Workers aren't
attacked they aren't hostile. If they are attacked, after 2d4 rounds a group of 2d6
6
Nyrathi Bees (half are Warriors) will come. The workers stay in this room for a bit,
then they go away and can be followed. If they carry a Honey Globe (50%) they are
going to the Honey Warehouse (see below), if they carry nothing (50%) they are
going outside.
Thin Floored Room (R). The flooring of this medium room is made of a pressed
earth, but it is quite thin. Characters walking on it must roll their Vigor, with +2 if
7 they are carrying at least half of their Strength in items. If they roll 4 or more, the
ground breaks under them, and they fall, suffering 3d6 damage and ending up in
another room.
Pit (R). A large room, with (at least) two entrances: one the heroes came from and
one on the opposite side. The problem is that the flooring is 12” down from them;
the bees fly across so they have no problems, but not so the heroes. If they don’t
8
find a way to cross the pit they must go back. On the bottom of the pit there are 1d4
Honey Globes and an old Backpack (only found the first time this card is drawn). It
still contains a Lantern, six Oil Flasks, Flint and Steel, a Blanket and a Cooking Pan.
Dead Body Shaft. A large room at the bottom of a 1” by 1” well, 2d6” deep,
where the bees throw the wastes of the hive. The stench is terrible (Vigor roll to
be Fatigued, unless you have the Iron Stomach Edge) and, if the card drawn is a
9
club, there is a Cave Centipede dwelling there. In the mound of dead things there
is the bloated body of a Lurker which has a golden necklace (300 cp) and an Ivory
Bracelet engraved with Runes (grants one use Bennie – 200 cp).

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Nyrathi Bee Hive

Hall of Weird Echoes. The walls of this large, perfectly round room are dotted
with hundreds of hexagonal holes, part of the ventilation system of the hive. They
10 bring in air, but also create a series of high pitched sounds, barely detectable by the
human ear, but dangerous. Pick a character at random and ask him to make a Fear
(-4) roll. A failure means he is Panicked and flees aimlessly for 1d6 rounds.
Phosphorescent Jelly Lake. This large room hosts a pool (3” by 2”) where Bees
bring part of their pollen for unknown use, mixing it with other substances secreted
by their bodies. The result is a golden jelly, which shimmers in the dark. It smells
very sweet, but it is acrid if someone tastes it. If someone eats the equivalent of
J
one Ration, ask him for a Vigor (-4) roll. Anyone who fails it permanently gains a
die type in Vigor 1d4 days later. Note that if the heroes come back to the lake, for
each day passed, draw a card from the Action Deck; on a club, the jelly has been
consumed.
Breeding Room. The walls of this large room are covered by spheres of pressed
earth, three feet wide. Each sphere contains a single Bee larva, in various stages
of growth. For every ten minutes the heroes pass there, with a club card a larva
hatches, falling down on the ground, covered in a semitransparent goo, and, slowly
Q
opens its wings to fly away. If the heroes smear themselves with this goo, they
conceal their body smell with the bees’ pheromones, making the Bees friendly
while it lasts (at least two hours). If the heroes smash the larva, with a club card 2d4
Nyrathi Bees come in 2d4 rounds.
Honey Warehouse. The walls of this domed room are filled with Honey Globes.
There are 2d6 x Number of Rooms in the Hive. They are stuck on the walls, so a
round of time is necessary to remove one of them (you can remove two per round
K
with a Survival roll). Each round, on a club card 1d4 Nyrathi Bees will arrive. On
the walls there is also a large quantity of Wax which can be sold to Rowan the
Candlemaker at the tidy sum of 25 cp per piece (up to 200 cp worth).
Young Queen Nursery. This medium room hosts a very big Bee larva, attended by
1d3 Nyrathi Bees. This creature is the next queen, who is hatched when her mother
A will die soon. She is totally helpless. Killing her will prevent the Nirathi Bees
spreading during the next year (causing a severe shortage of honey in the region).
There are 1d4 Honey Globes scattered around.
Queen Room. This large room hosts the (WC) Nyrathi Bee Queen, with 4 Nyrathi
Bee Warriors. The Queen cannot move and is in a corner of the room. In the room
Joker
can be found 2d6 Honey Globes. This room usually has three entrances. This room
can only be found in the Main Hive.
Small Room (R). It hosts 1d6-1 Nyrathi Bees, and 1d4-1 Honey Globes (see
Redraw
sidebar)

The Secrets of the Hive Raider

Honey Globes. Nyrathi Bees produce a superb honey, in melon sized “balls”. They are used in a num-

ber of ways: raw, in cooking or even in potions. Consider them very nourishing Rations (they grant

+1 to Vigor rolls for a day) or they can be sold for 30 cp each.

Hive Raiding Techniques. There are various ways to harvest Honey Globes safely, and over the years

the dwellers of Tyland Forest have tried all of them.

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The commonest one is the Bait, and requires two persons: one, armed with a club, sneaks to the

base of a hive, bashes it with the club while shouting, and then runs away as fast as he can, luring

the entire swarm with him (hopefully). This will leave 1d6 minutes for his companion to raid the

nest. We strongly suggest having a body of water nearby when you use this trick.

The second commonest is Smoking. You cut a number of raw branches, smear them with oil, and

throw them inside the nest’s first room with a burning torch. If you aren’t stung to death in the

meantime, you can seal the nest’s entrance, wait half an hour, remove the seal and go inside. The

bees will all be dead (75%) or stunned (25%). The problem is that the air inside the nest is smoky now,

and you’ll have to make a Vigor (-2) roll per room you explore or suffer a level of Fatigue (this can

lead to death).

The third method isn’t common at all: stories say there is a magical flute somewhere, called the

Six-Holed Flute (because it has six holes), which is said to enchant any type of bees. But this is only

a legend…

Mill of Tyland
Type: Minor Location In the Mill
Suggested Rank: Any 1 – Entrance. The entrance of the Mill
Light: Illuminated by torches and lanterns is guarded by a sturdy wooden gate
by night (Toughness: 12, Heavy Armor) which can
be barred from the inside. The small towers
have loopholes through which up to eight
archers (four per tower) can shoot. Usually
The House of Tyland the gate is guarded by Dozer, a middle aged
The Mill of Tyland is probably one of servant not famous for being very clever.
the oldest of Tyland Mills. Stories say it (E) Dozer. Use the Commoner Profile,
was the property of Kora, future wife of adding Fighting d6 and the Sleepyhead
Tyland, who brought it as her dowry on her Hindrance. Armed with a spear and
marriage. Probably the building is far older, wearing a helm. See page 268.
part of the external part of the big temple of 2 – Courtyard. The main courtyard of
the Crawler known as Undertown. Tyland the Mill is paved and in rather good shape.
(or one of his heirs) actually transformed In the middle of it grows a marvelous apple
it into a watermill and, by using it to mill tree, which, legends say, was planted by
the chestnuts of the region, become a very Tyland himself (this is true: it is a variety
powerful man. from the Kalyrian Empire).
The Mill is still working today, even if The apples are very nutritious and grow
the power of the Lords of the Mill is fading. all year. Usually there are 1d4 Rations of
The actual Mill Lady, Lady Marian, lacks them on the tree, but they can be collected
the resources to fully power it, after all she only with the Mill Lady’s permission.
has only six servants, including her Orderly, 3 – Stables. Tyland Mills doesn’t have a
but keeps the defenses in good shape. strong tradition of horsemanship, so in the

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Mill of Tyland

Lady’s stable you can find a couple of cows, necessary tools to work metal. Characters
a bull, two ponies and a single courser, using the smithy to work receive +1 to
Brick (so called because he is very sturdy). Repair rolls (after spending 2d4 hours
The stable boy is a young kid called Pate, to clean it and make it fully operational
son of Dozer. again). By ransacking the Smithy, a hero
(E) Pate. Use the Commoner Profile, see can scrounge two sets of Smith’s Tools.
page 268. 5b – Kitchen and Servant’s Quarters.
4 – Guard Towers. The two towers of Kitchen. The kitchen is run by Agnes,
the Mill are high enough to secure visibility Dozer’s wife, a plump but strong woman
for one hex all around, and two up and in her late fifties. She is also a good
down the river. On the top of the northern seamstress and she sews all the Lady’s
tower there is also an old ballista, a remnant dresses (and some for the richest women
of the Necromancer’s War. It is broken, but of the village). Her kitchen is always
with a Repair roll and 2d6 hours of work, it well furnished, and with a couple of
can be fixed again (and grants +1 to Battle compliments and a few smiles you can
rolls in the battle of Tyland Mills). Usually always get a meal from her (or a Ration
the towers are unguarded. to take away). Agnes, Dozer and Pate
5a –Smithy. This place is full of dust sleep on a mezzanine over the kitchen, a
and cobwebs. The last smith left years ago. cozy place during the winter nights, kept
Occasionally Girten (see Area 6) uses it. warm by the oven below. The mezzanine
Inside there is an anvil, a forge and all the also hosts the family’s few personal

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Locations

possessions: a Silver Necklace (50 cp) cracking in winter. On the northern side
Dozer gave to Agnes and Pate’s Bow. there is a small dais with an engraved chair
(E) Agnes the Cook. Use the Commoner which the Lady uses on formal occasions
Profile. See page 268. like receiving noblemen or holding trials.
6 – Mill. The most important part of the In theory, the room is connected with the
castle is, unsurprisingly, the watermill. It is a Mill; but the door has been closed for many
complex device powered by the waters of the years and there is even a portcullis in front
Dusker River, originally made by dwarves of it (Toughness: 10, Heavy Armor) which
and maintained and kept in shape today by can be raised from the inside using a winch.
Girten, a man of undefinable age, with hair On the eastern and western walls are old
white from flour. Girten knows everything tapestries showing Lady Kara tending the
about the mill, and loves it like a baby; he wounds of Sir Tyland (east wall) or Tyland
knows from the sound of the mill and the himself milling the chestnuts (west wall).
gears if something is going wrong and is 7a –Ventur’s Room. This room is the
ready to fix it. His quarters are a small room personal quarters of Ventur the Orderly and
in the west of the mill, and he keeps the key perfectly reflects his personality: tidy and
of the warehouse where the chestnut flour ordered, almost severe. A bed, a desk, and a
sacks are kept. The door of the warehouse wardrobe are all the furniture in the room.
isn’t difficult to pick (Thievery (+1)) and The desk holds several papers showing
inside there are 40 Sacks of Chestnut Flour accounts of the castle’s finances (all is in
(Cumbersome 4, 40 Rations each, 300 cp). order, Ventur is very scrupulous) and two
A Dangerous Location. Fighting in the books. The first is a diary of his life. Reading
Mill is dangerous for several reasons. First, it reveals the old man regrets not being able
there is a constant noise there, causing -2 to to keep Marian and Red on good terms.
all Notice rolls based on sound. Second, if The second is a book he is writing entitled:
a character rolls a 1 on the Skill die in any “A History of Tyland Mills”, reading it may
action implying movement (like Fighting), reveal several hints of the past (these are left
it means they ended up in one of the gears, to the GM). Ventur doesn’t directly know
suffering 2d6 damage and being Entangled of the Crawler, but suspects the mysterious
(consider the gears as having Strength d10, fish-men which appeared and the
they deal crushing damage for d10+d6). legendary monster defeated by Sir Tyland
The Secret Passage. Unbeknownst are connected. In the wardrobe, there are
even to Girten, there is a secret trapdoor outdated garments, a Cloak, a Sword and a
in the northern side of the mill, very well Dagger.
concealed (Notice (-4)). It can be opened (E) Ventur the Orderly. Use the
only by pressing a particular stone on the Commoner profile raising Smarts and
northern wall (Notice (-4)) and leads to Common Knowledge to d8. See page 268.
Area 20 of Undertown. The Priestesses 7b –Infirmary. This well-lit room is
of the Crawler come and go through this the infirmary of the Mill. Some say it was
passage in the Final Sacrifice Savage Tale. made by Lady Marian’s grandfather to heal
(E) Girten. Use the Commoner Profile, workers injured in the Mill. Others say he
adding Repair d6. See page 268. made it to have a safe place to meet his
7 – Great Hall. The main room of the lover, the resident Daughter of Myrthala.
castle, it has a majestic table of chestnut Whatever the reason, the room is rarely
wood, with a large fireplace behind, always used as infirmary, but instead the Lady

96
Mill of Tyland

transformed it into a small greenhouse, Library of the Mill Table


where plants and flowers of every type Book Value
blossom. On the shelves can still be found a Herbs and Plants of the Forest
Healer’s Bag, and by looking very carefully of Tyland. A scientific book
(Healing (-2)) among the old bottles and about herb lore, studying it
500 cp for
jars, a healing concoction can be found. during the Downtime Phase
an Arcane
This room conceals a small secret: on a very allows the reader to perform the
Laboratory
Skill Training (Survival) activity
high window, there is a small statuette of
at no cost and without need to
Myrthala, which is hollow. Inside can be
roll (only once per hero).
found a bunch of salacious letters written
The Knight and the Dragon.
by the grandfather of Lady Marian and A book of children’s stories,
Red to a mysterious “Lara”, all intertwined illustrated with skill, but this
with a small copper locket. The locket is book is more than it seems: it
enchanted with a spell that prevents the recounts the story of Sir Tyland
200 cp
user becoming pregnant, but it is cracked. and how he killed a mighty
8 – Lord’s Quarters. The main bedroom dragon. The “dragon” is a
of the Mill, it was the room of the Lord and quite accurate depiction of the
today it belongs to the Lady, who gave it Crawler and shows on its head
the Symbol of the Crawler.
a feminine touch, adding nice curtains, a
vase of flowers and a corner to embroider Mantle of Tyland. Hanging on the
in near the window. wall there is an old red banner, with the
Hanging from a wall there is a painting emblem of the Mill on it. See Treasures of
of a strong looking man with moustache: Tyland.
he was Ferrel, late husband of Lady Marian, 10a – Marian’s Bedroom. This
who died a year ago in a hunting accident bedroom, now empty, was Marian’s room
(he fell into a crevasse and broke his neck). before she married and became the Mill
The room also has a large bed, an Lady. It contains a bed, a wardrobe, a loom
armoire, a desk and a coffer. The bed has a and a spinning wheel. The Lady still takes
feather mattress (the only one in the town), refuge here to weave when she needs to
while the armoire contains the Lady’s think, because this place is bathed in a
dresses (a little outdated). warm, golden light.
The coffer is locked (Thievery (-1)) and 10b – Red’s Bedroom. This bedroom,
contains the Lady’s current finances: 1000 now dedicated to the few visitors to the
cp, and assorted family jewelry worth 3000 castle, belonged to Red, the younger son
cp. The Lady was much richer than this, but of Lord Tyland, and still bears signs of his
was forced to sell her possessions to sustain personality. A large bear skin covers the
the expenses of the Mill. In addition, much bed (the boy killed it with an arrow when
of the family wealth was in land and flour he was fifteen), and a worn Bow hangs over
taxes from the steads. the fireplace. In a corner of the room there
9 – Library. The library of the Mill isn’t is still an old Harp, engraved with a fox
very well furnished, but has ten tomes in it. (worth 400 cp), which needs to be tuned.
Two of them are boring chronicles of the The room is kept clean by Ventur himself.
region’s history, one is a book of heraldry,
and five of them are too old to be readable.
The last two are interesting.

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Mossy Rock Bridge and Inn


Type: Minor Location on the table below. The Inn is also a good
Suggested Rank: Novice. place to find a Rumor or two, with some
Light: Illuminated by Torches. Networking. Many of these characters are
Doors: See below. lightly sketched, to let you fill in the blanks.

The Mossy Rock Bridge is the Mossy Inn Travelers Table


southernmost bridge over the Mossjump Card Traveler
River. Made by the dwarves centuries ago, Shady Fellows (4). They are Red’s
it has resisted time well, except for a strong 2 Bandits, but won’t look for trouble
moss infestation which covers it. The moss unless molested.
of the bridge is so peculiar that, during late Steel Eagles Mercenary (6). They
autumn, when it blossoms with thousands stay for the night, if the card is a club
3
they’ll cause some trouble or ask for a
of little flowers, it exudes a perfume that
toll on the bridge. See page 301.
can be smelled for miles.
Tobby. From Theod’s Stead, traveling
The bridge is formally the property of 4
on an errand for his father.
the King, but nobody is ever asked to pay
Poor Sod Billie. A beggar and ne’er-
a toll. 5
do-well.
On the western side of the bridge there Band of Drunken Dwarves (2d4).
is a huge rock, covered in the same moss, 6 They become rowdy after six
with a little wild cherry tree on the top. tankards or more.
But the real surprise is at the base of the Ironpot. Traveling tinsmith and
7
bridge: there is a stone door, signaled by vermin killer.
two torches, always lit by night, marking Blue Cloaked Man. He stays on his
the entrance to the Mossy Rock Inn. Built own, and has a very strange horse (an
8
totally underground, this inn is made of Elven Steed). He is a Knight of the
a communal room, a kitchen, a stable, a Queen on a mission.
Taurus the Redgoat. A wandering
small warehouse and a dozen cozy rooms.
bard with a pointed red beard and a
Nobody knows who originally built 9
contagious smile. In truth he is the
the Inn, but the current owner is Ocarinus
Hexenhoof.
Fatbelt, a round hauflin man and his three Alfrin Kettlepot. Only until he has
offspring: Madrigal (a woman), Rivet and 10 the River Rose repaired. See The Fate
Tune. The little family keeps the inn very of the River Rose Savage Tale.
well, and you can always find a warm bed Skinner Jack. The old trapper is
J
and a hot meal. looking for some booze.
In addition, as the stone door is very Q Sir William. A Knight of Scarlet.
sturdy (Toughness 11, Improved Arcane Zurulan the Magnificent. A
Resistance, - 4 to Thievery rolls), it is also K traveling illusionist, little more than
quite safe. Only Ocarinus has the key and a showman.
he keeps it always on his person. A Freya the Slayer. See page 274.
A Busy Place. The Mossy Inn is a place Flamboyant Merchant. In truth he is the
Joker Hexenhoof, disguised as a human, trying
of passage, when the heroes visit it there
to persuade a mortal to sell his soul.
are always 1d6-2 other travelers there. You
can invent them or draw a card and check The Secret Pie. All the cooking in the

98
Old Temple

inn is excellent, but nothing beats the Moss son of Ocarinus, tends the stable of the
Pie, a sweetbread, which is very palatable tavern, but not only that. He keeps his ears
and keeps for a long time, highly sought and eyes very open, passing information
after by travelers (they are only sold here, to Reds’ Bandits on worthy travelers (he
for 40 cp each, see Treasures of Tyland). simply puts a candle on the top of the rock
All the tavern keepers of the forest (and to alert them). He also has a couple of Rare
many housewives) will gladly pay 400 cp Items, of questionable provenance, to sell.
or more for the recipe, but only Madrigal He can be often found outside the inn,
(the eldest daughter of Ocarinus) knows testing his skill with the sling (he is very
it, and only a gallant young hauflin could good, with Shooting d10 and the Hauflin’
make her reveal it… Spot Edge).
A Shady Stable Hand. River, the middle

Old Temple
Type: Dungeon there must be something to this story.
Suggested Rank: Novice. Recently Brother Horace, a young Son
Light: The upper floor of the temple has of Myrthala, tried to find the treasure, but
deeply recessed (and dirty) windows, his companion Irina betrayed him and
which give Dim light (by day) to the rooms. offered his life as a sacrifice to the Crawler,
The lower floor is in Pitch Darkness. one of the offerings she and her sisters
Doors: Unless otherwise stated, these are must make to awaken their sleeping lord.
made of stone, engraved with flowers.
Access: Apart from the front door (Area 2) Who the Forgotten God Is
and the side door (Area 3) the temple can
be accessed by climbing (Athletics (-1)) on
The forgotten god is Wynterlyr, the Lord of
the roof, reaching the branches of Oldroot
the Tree Man which broke the ceiling of the Fae Well in the northern woods. In ancient

Area 7, and then climbing (+1) down. times, when he was free, the dwarves living in

the Giant’s Butt Hills worshipped him. Today

The Home of the Forgotten God nobody remembers this. Heroes mentioning

The temple west of Tyland Mills is very this fact to Wynterlyr will please him (+2 to

ancient, it pre-dates the coming of Ventar Persuasion rolls toward him).


to these lands and nobody knows its In the temple, there are also several references
true origin and purpose; it is dedicated
to Wynterlyr’s lost wife, Beethania.
to a mysterious forgotten deity. The
construction techniques used and the
thickness of the walls suggest it was built Upper Floor
by dwarves, but the style is totally different.
There are rumors (see Rumors of Tyland) 1 – Overgrown Garden. An ancient
that the temple hides a great treasure, but orchard full of old plants, this place is
nobody has ever found it, though many spooky. There are pear, apple and cherry
have tried. The temple is full of traps so trees, all old and gnarled, their branches

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100
Locations

intertwining in a thick curtain which let Armor, +1, can be cleaned), a Belt Inlaid
little light pass (Dim lighting conditions). with Silver (150 cp), a couple of Weighted
There are also a suspicious number of webs Dice and a Stone Key. Whistlercow will
on the trees. Many of these trees came pick the red scarf, obviously, wearing it as
from the Faerann, so when Lord Wynterlyr a cloak.
desires to taste the flavors of his homeland Whistlercow never entered the temple
he sends Whistlercow, a Pixie, to pick some but he saw Brother Horace when he
fruit. Unluckily the orchard is the nest of arrived, he was with a brown-cloaked
a giant spider, Uhxo, a semi-intelligent person with a helm (Irina).
creature, which is very pissed off by the Heroes looking for some edible fruits
theft and places webs to capture the thief. can find a random one (pick a card on
The first time the heroes enter the garden, the table below) with a successful Survival
Whistlercow has been entangled in a web (+2) or Notice roll.
and is shouting for help. Two rounds later, These fruits aren’t normal, and
Uhxo attacks. If the party helps the Pixie, Whistlercow knows their effect on
the creature is very grateful and can become humans, but must be asked, otherwise he
a recurring friend in the campaign. cannot tell the information (this is how
Whistlercow also knows where Uhxo’s the Faeries’ minds work). Characters can
treasure stash is and reveals it to the heroes, guess their effect with an Occult (-2) roll.
but he wants the first pick from it. The (WC) Whistlercow the Pixie (1). Use
treasure is hidden in a hole in the ground the Pixie Profile. See page 292.
concealed among roots (Notice (-4) roll) (WC) Uhxo the Spider (4). See Tyland
and consists of: three Human Skulls, a red Spider, page 307.
Silk Scarf, some sticky leather armor (Light

100
Old Temple

Enchanted Fruits Table


Card Fruit Effect
Purple Apples of the Fae. These apples keep forever until eaten, each of them counts
2-3 as a Ration. They have no ill effect unless eaten in the Faerann; in this case, the eater
cannot leave the Fae world anymore.
Asinine Pear. A very sweet, grayish pear. The eater must make a Spirit (-4) roll or will
4-5 only emit donkey’s brays till the next sunrise. He will also speak the language of any
horse-like beasts.
Enchanted Cherries. Found in bunches of three. The first one eaten cures a level
6-8 of Fatigue, the second one cures any poison, but the third one eaten is a Lethal (-2)
Poison.
Brittle Peach. This fruit is disgusting (Vigor (-2) roll to avoid throwing up and gaining
9-J
a Fatigue level), but if eaten to the end the core transforms into a diamond (500 cp)!
Pixie Grape. This tastes like cucumber and magically improves one of the eater’s senses
(raise Notice by one die type) at the cost of a funny physical alteration (long nose or
Q-A ears, strangely colored eyes) which causes -2 to Persuasion rolls. The alteration can be
removed only by the blessing of a Fae Lord (like Wynterlyr) but the Notice increase
remains.
Hound Pumpkin. An enormous pumpkin (Cumbersome 1). It counts as five Rations.
Otherwise, if the owner sprinkles it with three drops of milk for three nights in a row
Joker a marvelous thing happens: a puppy is born out of it, absolutely devoted to his owner.
The beast is a Wild Card Faerann Hound (see TGM, it starts with reduced stats at GM’s
discretion).

2 – Temple Entrance. The two gates to interloper for 2d8+2 damage, localized
the temple are made of stone. The southern to the hand. A character Incapacitated by
one is locked (Thievery (-4), Toughness 12 such a wound loses his fingers (permanent
(2)), while the northern one was recently All Thumbs Hindrance)!
forced open (by Irina and Brother Horace). 2a – Blade Trap. This trap is activated
Inside is a vast, empty hall, with by a pressure plate, 2 feet long and as wide
a high ceiling. On the walls near the as the corridor. If depressed by a creature
eastern exit there are two bas reliefs, heavier than 50 lbs, four metal blades (2d8
representing a large male face, the lips damage, Fighting d6, the Drop) emerge
slightly parted. A scar on the left cheek from the wall, in various positions in the
defaces his inhumanly beautiful features. corridor, each of them hitting a random
They represent Wynterlyr. In the mouth person in the corridor. The plate and the
of the southern one is hidden a metal blades’ fissures can be discovered with a
ring, connected to the wall, which can be Notice (-2) roll, but only if the wall or the
rotated in two directions. If horizontal the floors are explicitly searched. The northern
trap in 2a is active, if vertical, the trap is door is locked (Thievery).
disabled. Finding it requires no roll, just 3 – Vestibule. This room served as
explicitly putting a hand into the face’s vestibule for priests. The northern door
mouth. is concealed from the outside by a thick
The mouth of the northern face is layer of ivy (Notice roll to detect it), and
bewitched by the evil spirits roaming in it is jammed, but a Strength roll will open
the temple, and putting a hand inside it. Inside, the room is dusty. On the walls,
causes the mouth to instantly bite the there are a dozen pegs with twelve rotting

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Cloaks hanging. In the western niche, there 5 – Book of Stone. This room contains
is a small table with a seat, where a cloaked a lectern with an open book on it. The
person is busy sewing a cloak. After book and the lectern are a single piece of
five minutes, the figure rises and floats polished white stone. The book is a tome of
toward the middle of the southern wall, lore, written in elven, regarding the story
where it enters the wall! It is the specter of Wynterlyr and his doom, plus other
of the Sewing Priest returning to his body, interesting things. Reading it is an Activity
concealed in a secret niche behind the (Skill Training – Legends and Lore) which
wall. The scene repeats every 10 minutes. has no cost and requires no roll, but first
If the specter is disturbed he attacks the the character must find a way to turn the
party, otherwise he ignores them. If the pages of the book. This can be done if
heroes find (Notice (-2)) the secret niche, wearing the Stone Gauntlet (see Treasures
recover the corpse of the priest (who died of Tyland), which allows turning the pages
of hunger and thirst there) and put his soul normally. The Gauntlet can be found under
to rest (by burying the body or blessing the ruins of the Warden Tower of Stone
it with holy water), the Ghost disappears, Bridge (Area 2 of that location). Another
finding peace, and this action should option is pouring a dose of Stone Viper
be rewarded with a Conviction. On the poison on it, which turns the book into a
corpse is a small silver box, containing a normal one. After reading it, the book is
Silver Needle and Thread. If the spirit is worth 1000 cp for an Arcane Laboratory.
put to rest, the Silver Needle and Thread 6 – Main Hall. This room was the
become magical (see Treasures of Tyland). main one of the temple. The two niches
The Cloaks were all green originally, on the west wall held two statues, one
with a flower decoration on the hem. of Wynterlyr and the other of his wife
Now they are stained and smelly, but still Beethania, but they were moved away long
very useful: any undead in the temple, ago. The ceiling is very high and peculiar,
except Sir Tarkos (see below) must make being pyramidal. At the top of it, hanging
a reaction roll when meeting a non-hostile from a chain, is a large chandelier (several
character wearing such a cloak (this means feet wide), which now hosts a large colony
the hero will be ignored with a Neutral or of Dark Bats. The bats are disturbed by
better reaction). The problem is that one of any sound or strong light. In this case one
the cloaks (1 on d12) is possessed by evil swarm per round attacks the party. Such a
forces, and tries to strangle the wearer at commotion has good chance of breaking
the worst possible moment (grappling the already rusty chain on the chandelier.
attack with Strength d12, Fighting d10, If a swarm of bats is dealt a club face card
Toughness: 7, any missed attack against it the chandelier crashes to the ground,
hits the wearer). dealing 3d6 damage to everyone in a LBT
(WC) Specter (1). See page 301. (make an Agility roll for half damage, no
4 – Dusty Room. This room is perfectly damage with a raise). This room is in Dim
empty apart from some dust on the ground. light by day due to some fissures in the
There are tracks of two sets of boots, one ceiling through which the Bats emerge to
(Brother Horace) slightly bigger than hunt at night.
the other (Irina), showing that someone (E) Swarm of Dark Bats (3). See page
explored the room and tried to open the 303.
eastern stone door, without success. 7 – The Old Tree. This room is occupied

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Old Temple

by an enormous, rotting tree, which broke to pieces. On the western wall there is a
through the floor with its huge roots and cupboard where food was probably kept
the ceiling with its branches. In truth this in the past. There isn’t anything useful
is Oldroot, an ancient Tree Man. Oldroot except a very old loaf of bread covered in
made a pact with Wynterlyr to protect a thick blue mold. Surely nobody would be
the temple, centuries ago, when he was so foolish as to eat it... But there is always
only a sapling. He cannot abandon the someone who does, and he must roll Vigor
temple until Wynterlyr releases him from (-4) or suffer from serious hallucinations
his oath. And Wynterlyr is trapped in the for 1d6 hours. If the character scores
Well, so this will never happen. Oldroot a raise or more on the roll and has an
has a brother and a sister, Strongbranch Arcane Background, she permanently
and Softbark, and would be pleased to gains a Power Point. Priests of Syir don’t
hear from them. Oldroot is too ancient have to roll: they automatically suffer the
to move or be a threat, but he knows hallucinations but they also get the Power
many things about the temple and its Point.
surroundings, although he speaks in vague The room was the scene of a savage
terms, his perspective being different from battle - the animated corpses of the priests
that of mortals. In particular he can tell the against Brother Horace and Irina. The
heroes: two of them piled the undead in the two
1. Not to trust the evil spirit trapped below small cells to the south and the doors are
(he means the ghost of Sir Tarkos). blocked from outside using broken chairs.
2. There is more than one temple: in fact If the heroes open the doors (they have
there are three. no keyhole or window to spy inside) the
3. Pray at the feet of the Lady and she will corpses animate again and attack!
reward you, breaking your heart. (E) Flesh Eater (8). Half of them are
4. Until the table is clean, death will linger in each cell. One of them, in the right cell,
here. wears a bronze necklace of Fae make (150
5. A foolish young man (Horace) and cp). See page 273.
a warrior with long raven hair under
her helm (Irina) came some time ago
and went down. Only the warrior came Lower Floor
back. Something horrendous happened 10 – Corridor of Pillars. This long, shady
below: another step towards waking up corridor smells of musk and rot. It is
the Crawler. divided in two by a series of stone columns
8 – Stairs to the Lower Floor. This decorated with flower and plant motifs,
room contains a flight of stairs going plus some little faeries nosing out from the
down, to the second level of the temple. plants. If a hero looks carefully at a pillar,
There are two unlit Torches hanging from with a club card, one of the faeries’ statues
the wall. The door is ajar. briefly animates, telling him in cavernous
9 – Communal Room and Cells. voice to go away or he will die - or worse
Probably this room was a sort of living (Fear Check (-2)). There is some water
space for the priests of the temple. There trickling from a fissure in the wall at the
is a fireplace in the northwestern niche point where the corridor turns. The water
and the remnants of a large wooden table is stale but drinkable.
and some chairs on the ground, smashed 11 – Hall of the Lady. This large,

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vaulted room has a ten-foot statue of a stone version of the Ring of Command
a beautiful faerie woman in the center, in her left one (see The Ring of Command
while two smaller statues, only three feet Savage Tale). At the base of the statue there
tall, representing ugly crouched trolls, are is a small fissure (Notice roll), which is
placed in the two niches. The oblique wall in truth the keyhole for opening a secret
in the north west is covered by a thin layer drawer. To open it characters must use
of moss. Both doors are open. the stone key (see Area 1), pick the lock
The main statue represents Beethania, (Thievery (-2)) or bash it (Toughness
the lost wife of Wynterlyr: she wears an 8). In the two latter cases, they trigger a
exquisite tunic, and holds a long caduceus trap: from the eyes of the snakes of the
(a staff with two intertwined snakes, a caduceus, which are hollow, an unscented
symbol of healing) in her right hand and and invisible hallucinogenic gas leaks

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Old Temple

out. Characters breathing it see the two three rounds. A Survival (-2, Woodsman
troll statues animate and attack them! applies) roll is necessary to recognize
The “trolls” have Fighting d10, Parry: 7, them. Irina and Brother Horace passed
make two attacks per round and deal 2d8 through here: in fact both the eastern and
damage. They cannot be wounded, but any western door were forced.
blow hitting them has 50% chance to hit a 12a – Cornflower Tomb. The door of
friend (describe the scene as an invisible this tomb is locked (Thievery roll), and
enemy backstabbing the hero struck). The inside on a marble table is the corpse
illusion lasts 4 rounds or until disbelieved of an old priest, mummified in his gray
(with a Spirit roll: allow it only if the player tunic. The priests holds a small chaplet
says he suspects it is an illusion). When of cornflowers, perfectly preserved, and
the illusion wears off the illusory damage he has a simple White Wood Ring, with
disappears. a round head (10 cp). If the flowers are
Inside the drawer is part of the treasure taken from his hands, both the corpse and
of the temple: a Golden Amber Necklace the chaplet turn to dust (but not the Ring).
(1000 cp worth, a bee is encased in each Check immediately on the Wandering
amber piece), an Enchanted Flower that Monsters table.
never fades (Magical Component), two 12b – Hyacinth Tomb. The door of
Potions in crystal vials: one of healing this tomb is only ajar. Unless the party has
(liquid, very pale honey) and the other of already encountered and defeated her (see
deflection (deep blue, aura of light) and Wandering Monsters table), the Restless
Heartbreaker, an enchanted dagger (see Priestess is there. A tall dead woman in a
Treasures of Tyland). gray tunic, lying on a stone table. She holds
The moss on the wall is very peculiar: in her hands a quarterstaff of polished
the plants grew to make a very realistic white wood. Whenever the heroes enter
depiction of a clearing in a wood, with a the room, the Restless Priestess rises and
Faerie Well in the middle. It is an exact attacks!
representation of the actual Faerie Well. (WC) Restless Priestess (1). Use the
12 – Tomb Antechamber. This hall is Flesh Eater Profile, adding Fighting d10,
the antechamber to several tombs where and the Improved Frenzy and Improved
the more important priests of the cult Counterattack Edges. She is armed with a
were buried (actually, simply laid on a White Wood Quarterstaff (Str+d4, Reach:
stone table). Each of the three tombs has 1, 2 hands, +1 Parry, +1, Staff Enchantments
a stone door decorated with an engraving and counts as Silver Coated). The Restless
of a different flower: cornflower (north), Priestess has the Invulnerability Special
hyacinth (south), rosehip (east). Ability until her Weakness is exploited:
In the middle of the room there is a the White Wood Quarterstaff, where her
pillar-shaped drinking fountain, totally soul is trapped. Breaking it (Toughness: 7)
engulfed by brown patches of moss. In or wrestling it from her grasp destroys the
the basin, barely visible, are a number (24 Priestess. See page 273.
in total) of silver coins, ritual offerings 12c – Rosehip Tomb. The door of
to the dead (10 cp each). Disturbing the this tomb has been forced open. Inside
moss isn’t a good idea: it releases a LBT of there is a marble table and the pulverized
toxic spores (Vigor (-2) or 2d4 damage), remnants of a corpse in a gray tunic (it
which stay in the air (and deal damage) for was an undead, which rose to attack but

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Locations

was defeated by Irina and Horace). In the spikes: Sir Tarkos (see sidebar). The aura
north wall there is a secret door. It is quite of Tarkos is so strong that no Soak roll is
easy to find (no need to roll, players must possible in the trap.
only ask if there is one) because the ground The body of Sir Tarkos has nothing
in front of the door was wiped clear by the useful: his sword is missing, armor and
door opening. shield are destroyed but the coat of arms
13 – Trapped Corridor. This passage of the Korab family (a black boar on green
is the continuation of Area 10, only wider. field) can still be seen. But the trap isn’t
It ends in front of a large wooden gate, the worst thing the heroes must face.
which leads to the inner sanctum of the Immediately after the trap triggers, the
temple. But, exactly in front of the door, gate of Area 14 rises, animated by the
there is a nasty surprise: a trapdoor, which malevolent will of Sir Tarkos, and skeletons
is triggered by any creature heavier than swarm out, attacking. To disable the trap
60 lbs walking over it (Notice (-4) to spot the heroes must pull a metal ring in the
it). The pit is 30 feet deep, with spikes eastern niche, near the trap. Both niches
on the bottom, and it is very dangerous have a ring, but only the eastern one can
(4d6+4, AP 2); in fact, at the bottom there be pulled.
is the skeleton of dead man impaled on the

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Old Temple

Sir Tarkos’ Devil’s Bargain

The ghost of Sir Tarkos Korab, former lord of the Weeping Castle, haunts this place. The evil man

died here fifty years ago (he is the grandfather of the current Lord Korab) trying to plunder the

fabulous treasure of the temple. Mortally wounded by the trap, his own squire Whol the Blonde

robbed Tarkos of his magical blade, the Sword of Woe, and escaped, leaving Tarkos to die. Tarkos’

shade survived, and now he wants only one thing: to crawl out of this place, find his sword (which

Whol lost in the Battle of Fort Ghost) and then re-take the Weeping Castle.

To do so, he must find a new body for his soul. Whenever someone is going to die in the trap, Sir

Tarkos manifests, only to him, and proposes to save the dying man in exchange for a simple thing:

the permission to step into the character’s shadow.

This dialogue takes mere instants (a round) and the GM should have it privately with the player (if

the other players suspect anything, this is good).

If the poor sod accepts, his wounds are instantly healed, but from this moment on, Sir Tarkos will

inhabit the character’s shade. This means various things:

1. Whenever the character is dealt a club face card, the shadow animates, and becomes semi-so-

lid: it can attack (Fighting d10, 2d8 damage) and interact with the environment.

2. Whenever the character has the chance to act selfishly and evilly, Sir Tarkos suggests that

he should. If the hero follows the suggestions, he gains one of the following benefits, in order:

Wild Die increased by one die type in Fighting, the shadows animate on any Club card, the

Trademark Weapon Edge (Sword of Woe). If the hero complies with the shade a second time,

from that moment on Sir Tarkos can decide to wrestle for control of the character (which

must make a Spirit roll, -1 per benefit he has) for 1d4 hours. The penalty is doubled if the

character has the Sword of Woe.

3. Whenever Sir Tarkos is in charge, he tries to advance his goals or to simply amuse himself

with some cruelty: he has the Mean and Bloodthirsty Hindrances.

4. How get rid of Sir Tarkos? There are several ways: the first one is finding the Sword of Woe

and breaking it (see Treasures of Ventar), as the ghost’s essence is linked to it. The sword is in

the hands of a powerful enemy in Fort Ghost. The second is a powerful exorcism which only

Vendra the Witch or Lord Wynterlyr can perform. The third is the banish Power, successfully

cast twice in front of a Veteran Altar of a good deity, using Burned Power Points.

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Locations

14 – Room of the Dead Warriors. A which goes up for several steps, is


peculiar door blocks the access to this hall: festooned in thick webs (made by the giant
a stone slab two feet thick (Toughness: 12, spider in Area 15 before it was killed), but
Heavy Armor), which goes up and down they seem quite old.
like a portcullis. Inside the room there is 15b – Corridor to the Secret Temple.
a large chest on the western wall. Opening This corridor passes over Area 13 and it
it causes the stone gate to lower and seal ends with a secret stone door to Area 16.
the room. The only way to open it again The corridor is dusty and filled with old
is pressing a button concealed on the wall webs. Note that the secret door is perfectly
north of the door (Notice (-2)), outside the recognizable from this side (it is hidden
room. The room is a clever trap, in fact it only from the Area 15 side).
trapped the warriors following Sir Tarkos; 16 – Room of the Forgotten God. This
their chief, outside, wasn’t able to find the hall, very ancient and with walls covered
button and had to walk on alone, meeting in moss, contains the holiest trapping of
his fate few steps away. The warriors the cult, the statue of the forgotten god,
starved to death, and have now returned to Wynterlyr. Nine feet tall, it represents a
unlife as Skeleton Warriors. faerie lord, one hand raised with a sparrow
(E) Skeleton Warrior (5). Half of them on it, carved in exquisitely detail. The eyes
are armed with sword and shield, the other of the statue are smeared with rotten moss,
half with halberds. There is no chance of a which grows down leaving long black tears
Carved Skull among them. See page 298. on Wynterlyr’s face. There are two secret
15 – Dead Spider Room. The original doors in the room (Notice roll to find
purpose of this secret room is lost, probably them).
it is a sort of antechamber to the hidden The statue is currently cursed, and the
sanctum room. In recent years it became curse will last till the temple is purified (see
the nest of a giant spider (a distant relative below). Anyone touching it must make a
of Uhxo - see Area 1). In the ceiling there is Spirit (-4) roll or suffer 3d6+3 magical
a hole large enough for the spider to pass, damage, ignoring armor, which can be
which leads to the woods two hundred soaked at -4. In front of the statue, there
yards from the temple. Irina and Brother are two dead Lurkers (which touched the
Horace killed the spider when they entered statue by order of Irina and died).
the temple, so now its weathered body is In the center of the room there is a
there. In a corner there is a bunch of star-shaped pentacle drawn on the ground
watermelon-sized eggs and a dead body (very similar to the one found in the River
cooconed in cobwebs. The body belonged Caverns), in the middle of which lies the
to Bo Honeybass, a poor hauflin which body of Brother Horace, a Ritual Dagger
got lost in the forest. The body still has buried in his chest. There are fragments of
a Dagger, and belt pouch with 24 cp and flowers scattered on the body, which can
piece of scroll with the statement “2,424! be recognized (Survival or Occult roll) as
Next Festival that freckled jackass will give Grave Blooms, usually used in dark rituals
me the prize!” scribbled on it. It refers to and with mild soothing effects (the same
Prigg’s beans jar (see page 160). Bo, who flowers are found in Marius’ house). On
was a bad loser, sneaked inside the Mayor’s the top left point of the star is placed a
shop one night and counted all of them. black candle (stolen from Rowan in Tyland
15a – Corridor of Webs. This corridor, Mills), almost totally consumed. The corpse

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Old Temple

is bloated and in an advanced state of decay, 17 – Secret Temple. This room,


as the murder of Horace happened thirty protected by an imposing wooden gate,
days before the campaign’s start. Discarded, hosts the Altar of the temple, the very
in a corner of the room, are Brother heart of this place. The altar was tainted, a
Horace’s meager possessions: a mace, a process started many years ago by a priest
Holy Symbol of Myrthala (torn from the corrupted by the Crawler’s whisperings
neck of the priest), and a backpack with and now it is the source of evil in the
three Holy Water Flasks and a Healing Kit. dungeon. It is a large stone table, decorated
If the heroes touch the body of Brother with exquisite stone engravings, but it is
Horace when the temple is already purified smeared with a dark mold, of supernatural
nothing happens. If they touch him before origin, which physically represents the evil
then, the corpses rises up, animated as a corrupting it.
terrible undead, as do the dead Lurkers! Non-evil characters with the Miracles
(E) Undead Lurker (2). Use the Lurker Arcane Background must make an
Profile adding the Undead Special Ability. immediate Spirit roll when entering to
See page 288. avoid being Fatigued by the sheer evil of
(WC) Horace the Wailing (1). See the place, while evil miracle workers are
page 284. automatically refreshed (recover from all
Fatigue plus 1d6 Power Points per Rank).
GM’s Tip: The Screams of Horace Cleansing the Altar is possible, as any
priest character will know, but it isn’t
simple. The Altar has six Tainting Tokens
Horace is a restless spirit, but he is not mind-
and there are several ways to remove them.
less, and he is suffering, so he will talk (scream) Powers must be cast within three yards
of his rage to the party. The real object of his to be effective. Each “Wound” inflicted
hate is Irina, who he secretly loved and who be- on the altar removes a Token. The altar
has different Toughness against different
trayed him. The GM should let something slip
forms of attack
in Horace’s screams, but nothing too obvious Holy Water. Toughness 8. A flask deals
(for example, never refer to the object of his 2d8 damage.
hate as “she”). Below you’ll find some examples. Fire. Toughness 10. Apply normal fire
D6 Screams damage rules.
1 “Betrayed! Betrayed by my love I was!” Crushing. Toughness 10 (3). Physical
“Fool! Lured to my death as a beast to damage will actually destroy the Altar.
2 Powers. Banish removes three Tokens
the slaughterhouse!”
“You’ll pay! Every one of you will pay! if successful, dispel two and healing one.
3
When my crawling lord rises!” Powers are resisted with Spirit d10 and the
“They are devious! They are many! Wild Die.
4
They are among you!” When all the Tokens are removed, the
“These is no hope. There is no altar is cleaned and all the supernatural
5 salvation. Not until the table of the manifestations in the temple cease,
gods serves poisoned food!” including undead and spirits (the only
“Five deaths! Five deaths in the star
6 exception is Sir Tarkos’ ghost which
and HE will return!”
continues to lurk in the trap). In addition,
the stone sparrow on Wynterlyr’s statue

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Locations

(Area 16), comes to life and flies to the of Woe (as Sir Tarkos’ spirit knows).
Well to tell the news to his master. (E) Halo of Shadows (3). They begin
If the heroes retreat without fully as Small. See page 279.
cleaning the altar, Tainting Tokens will
return at the rate of one per day.
The evil in the temple won’t stay idle Conquering the Old Temple
while the heroes clean the altar. From the Once the Altar in the temple is cleaned,
dark corners of the room three Halos of the evil manifestation inside it and in the
Shadows crawl out, engulfing the heroes, immediate surroundings will cease.
and a new one spawns in a random corner If there is a priest in the party, clearing
of the room when they are dealt a black the temple can surely be considered
card. In addition, if they act on a Joker, a Faction Quest, but this is only the
the evil altar lures one Wandering Monster beginning: his god sends him a vision or a
inside, which arrives at the end of the dream, asking him to consecrate the Altar
round. The Halos of Shadows won’t leave (and the temple) in His name.
this room. The character can take the temple as
The Temple’s Treasure. A closer Small Stronghold for free (because there
inspection of the base of the altar (and a is so much repairing to do) and then must
Notice roll) reveals two round fissures, restore the Altar. If it is not physically
the first about twice the size of the second destroyed, only 1500 cp and a holy ritual
one. If the heroes tuck the White Wood where at least 50 persons must attend (the
Quarterstaff inside the first and White priest player should convince them) are
Wood Ring in the second, two objects can necessary to make it a Novice Altar.
rotate, allowing the altar base to move, In addition, the news of the heroes
revealing a small underground room recovering the temple automatically raises
where the treasure of the temple is kept. their Reputation by 1, plus an additional
Otherwise the Altar base must be 1 if they found the legendary temple
demolished (2d4 hours with proper tools) treasure.
to reach it.
The treasure consists of:
• 4000 cp of Jewels (mainly offerings)
kept in five Silver Vases (400 cp each)
• A Harp with the Reliable and Beautiful
Qualities (600 cp worth)
• Two golden Masks representing
the features of the Forgotten God
(Wynterlyr) and his wife (Lady
Beethania) (500 cp each)
• A Wooden Mace with a Silver Coated
Head (750 cp)
• Two priestly Scrolls of protection (bark
skin) and one of beast friend in an
ornate Scroll Case (300 cp worth)
• A Black Scabbard (300 cp) with a boar
symbol which belonged to the Sword

110
River Caverns

Wandering Monsters Table – Old Temple


Card Event
Reanimate! All the undead enemies killed but not entirely destroyed
2 (dismembered) by the party return to unlife in the places where they were killed
and start looking for the party!
(E) Specter (1). The specter of the custodian priest, who in life was obsessed with
3
cleaning. He is constantly sweeping with a broom (which is substantial).
Gust of Wind. Check all the party’s light sources twice as a cold, evil breeze tries to
4-5
shroud them in darkness!
6-8 (E) Tyland Spider (1). Hunting for food.
9-10 (E) Lurker (2). Coming to recover the bodies of their fallen comrades in Area 17.
J-Q (E) Flesh Eaters (1d4). Animated bodies of adventurers killed by traps.
K-A (WC) Restless Priestess. The undead from Area 12c attacks the heroes.
Ghost of an Adventurer. The heroes meet a friendly adventurer, who claims to
Joker have become lost while visiting the temple. In truth, he is a ghost, but he isn’t aware
of this!
Used Entry Nothing happens.

River Caverns
Type: Dungeon and six on the top) and to let the characters
Suggested Rank: Funnel (you should introduce each other. After a suitable time
begin the campaign with this location). for small talk and introductions go on with
Light: Unless otherwise stated, the entire the following text.
complex is in total Darkness.
Suddenly you hear Owen, the driver,
shouting from outside: “Hey you, get away!
Down from the Bridge! Ahhh…”
The heroes begin the adventure during a rainy
night on a stagecoach headed to Old Oaks. The horses whine, terrified, while you look
outside the window: you are on a path in a
You are dozing on the uncomfortable seats dark forest, and there are several shadowy
of the stagecoach to Old Oaks. You have shapes lingering on the border of the path,
been traveling for a number of days and armed with spears. You are the victim of an
your back is as sore as your belly is empty. ambush! One of your assailants has thrown
Owen, the driver, assured you that tonight a spear into poor Owen, who is writhing in a
you’ll stop in a comfortable inn at Tyland pool of blood on his seat.
Mills, a small village on the road. You are
already savoring a good, warm meal and But that’s not all: the stagecoach, with no
bed, while the water enters the carriage driver, is running wildly across a narrow
through the curtains, soaked after a day of bridge over a tall, stormy river!
continuous rain.
Give the players a moment (not too
The adventurers aren’t the only long) to decide what to do: they can try
passengers, feel free to add others (the climbing to the driver’s seat if they want,
coach can carry up to 12 people, six inside but whatever their efforts, the horses go

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Locations

crazy, and the stagecoach, with all the In the Caverns


heroes aboard, falls from the bridge! 1 – Sandy Riverbank. The heroes begin the
The fall is a long one, at least fifty adventure there. The bridge (which leads
yards, but luckily for the party there is to Tyland Mills) is over them, but they are
deep water below them. The stagecoach on the bottom of a narrow valley, which is
crashes, sinking, sinking and the party has virtually impossible to climb. Luckily for
just enough time to open the doors and them there is a narrow passage, probably
swim to safety in the churning water (it is a cavern, going deep into the valley wall.
raining and it is night, remember). The heroes only have what is written on
Ask the heroes for two Athletics rolls their characters’ sheets, the rest of their
(the second is swimming) in sequence. On luggage is in the wreckage of the coach or
a failure they get a level of Fatigue, but this floating nearby. Apparently they are the
is only shock, it expires after they enter the sole survivors: Owen is dead, and the other
caverns, and they find themselves in Area 1. passengers are dead or missing, dragged
Their adventure is just beginning! away by the river’s force. If the heroes want
to, they can ransack the wreckage, looking
for extra gear (see sidebar).

112
River Caverns

Ransack the Wreckage on Area 8 and another one in a satchel lost


by a brigand named Moss (see Wandering
Players looking for useful things floating in the Monsters Table). Inside is a fireplace (with
1d4 logs counting as Improvised Torches),
water must make a Notice roll. In the case of
a pallet stained with blood on the northern
success, draw a card, and check the table below. wall and several crude shelves on the
Redraw: If an entry was already picked, the southern wall. On the shelves are some
dead bodies floating around attract a nasty dried meat (2 Rations), a Wolf Skin (25 cp)
and several empty bottles. In one corner is
River Eel.
a tree stump with a hatchet, 7 arrows and a
Card Item
couple of unfinished arrows. This place is
Pair of Hauflin Sized Boots (Notice
one of the hideouts of Red’s Bandits when
2 (-2) roll to find a lockpick concealed
inside).
they go poking around near Tyland Mills.
3 Peg Leg (Small Improvised Weapon) This location becomes a Safe Place if the
4 Bottle of Wine heroes manage to lock the door in some
5 Empty Backpack way.
6 Mirror 4 – Purple Fungus Cavern. This cavern
7 Hat with Plume has stones of bluish colors and strange,
8 Coil of Rope (20 feet long) incomprehensible graffiti on the eastern
9 Spade (Medium Improvised Weapon) wall. In the southern corner there is a
10 Half Filled Lantern (only Durability 1) large patch of purple fungi, which can be
Broken Crossbow and 1d4 Bolts recognized with a Healing (-2) or Survival
Q
(Repair roll to make it work again). roll. The Fungi are the venomous (-4)
Salve with Water-Erased Label Hag Hand, which can easily kill a person
(Healing roll to recognize it). This foolish enough to eat them. To affect a
K contains a strong laxative, any person bigger creature it must eat one dose of
drinking it must make a Vigor (-2)
fungi per Size point. There are 10 fungi
roll or be Fatigued.
doses (count as an Item).
Barrel of Apples (contains 1d4+1
A 5 – Escarpment Cavern. The northern
Rations)
Locked Strongbox (Thievery roll
part of this grotto is on higher ground,
to open, Cumbersome 1 to carry): while the southern half is 20 feet lower.
inside there are several sets of finely The escarpment can be easily Climbed
Joker
embroidered female underwear, a (+2), but there is a Rope hanging from
vial of cheap perfume (10 cp) and a it, which makes climbing down and up
couple of silver earrings (50 cp). automatic.
On the top there are several boulders
2 – Drippling Cave. This cave is too, which can be used in creative ways
damp and moisty. The ground is sandy, (cause 3d6 damage by falling).
so with a Notice (+2) roll tracks made by At the bottom, there are four Tyland
several webbed feet can be found, heading Goblins, explorers of the Goblin King
southwest to Area 4. looking for the Ring of Command (see
3 – Bandit Hideout. There is a locked The Ring of Command Savage Tale). They
door (Thievery (-1) or Toughness 8) are led by a fellow called Boz and aren’t
blocking the access to this room. There are automatically hostile. They lost a couple of
two copies of the key: one on the corpse their group to the Cave Centipede in Area

120 113 113


114
Locations

11, and are deciding whether to leave or 9 – Trapped Room. This square room
not (they come through the hole in Area was carved from the rock by human
10). Boz knows an important secret which hands. It is empty, consider it a sort of
he can trade with the heroes: the location antechamber to the real temple. In the
of a secret passage outside The Weeping northern passage there is a pressure plate
Castle, leading directly into the dungeons, (see map), activated by a weight of 60
because he saw two dwarves sneaking lbs or more, which triggers a trap in the
inside (see Red Fox’s Treasure Savage opposite wall, a bolt launched with deadly
Tale). How and if he will give it to the party force (Shooting d6, 2d6 damage AP 2,
is left to the GM. the Drop) by a metal spring, at human
(E) Tyland Goblins (4). See page 305. torso height (so dwarves and any creature
6 – Pool of Stalagmites. This large smaller than them are safe). The cord can
room is filled with stalagmites and be found with a Notice (-2) roll, while the
stalactites. In the rough center of it hole through which the bolt is fired can be
there is a pool of murky water, which is seen with a Notice roll. The trap is known
connected directly to the river through to the Lurkers (it was an old defense of the
an underground channel. The tracks from temple, Nadia recently reactivated it) and
Area 2 lead there. Any Wandering Monster they know how to avoid it. The device can
in this room means that a single Lurker fire a single bolt, then it must be manually
emerges from the water. There is a small reloaded.
room southward, which isn’t easy to spot. 10 – Hole in the Wall. This cavern has
Inside there is a skull half buried in the irregular flooring and counts as Difficult
sand, difficult to find (Notice (-2) but it Ground. There is hole in the eastern wall,
is worth looking because in the mandible nine feet from the ground, large enough
there is a Golden Tooth (it’s a Trinket, 50 to let a small creature (hauflin or goblin)
cp, but grants a Conviction to the owner). pass. After 200 feet of uncomfortable
7 – Grotto of Echoes. By a strange crawling, it leads outside the caverns, to a
acoustic phenomenon, the distorted hollow tree near the river bridge.
echoes of the chant going on in Area 16 11 – Centipede Lair. This cavern is
can be heard from this cavern. Apart from very smelly, due to its occupant: a Giant
this the room is empty. Centipede which made its lair in the
8 – Cave-in. This cavern is partially pit (3 feet deep) in the n part, which is
collapsed from a recent cave-in, and half strewn with trash dragged there by the
buried in the stones is the body of a burly monster. The creature has recently eaten
fellow, Stan, one of Red’s Bandits, sent here a couple of Goblins, but is still hungry. It
to spy on Tyland Mills. There is a Giant crawls outside to attack the party and will
Rat busy feasting on the body, and it is chase them through the dungeon if they
very aggressive. On poor Stan’s body are a escape. Rummaging through the rubbish
Short Sword, a Dagger, a pouch with 10 cp of the nest requires a strong stomach
and a Bronze Key (to the door in Area 3). (Vigor roll or a Fatigue level is taken), but
There was also a backpack but the rat ate it. several useful things can be found. The
Covered by stones (Notice roll or explicit loot consists of a suit of Rusty Chain Mail
search) there is a Short Bow but no quiver. (medium armor, but currently damaged,
(E) Giant Rat (1). See page 277. The rat so only +2), a Carved Stone Statuette (100
carries Ratcurse. cp), three big Centipede Eggs (count as one

114
River Caverns

Ration each and are tasty!) and the right wall on the western wall to slide open,
paw of a Lurker which is still contracting revealing a small alcove. Finding that
its muscles. the wall is strange is easy (Notice (+2))
(WC) Cave Centipede (1). See page but discovering the opening mechanism
266. The rat carries Ratcurse. requires the characters to explicitly meddle
with the torch supports.
GM Tip: The Centipede Inside the alcove, there is a small
fountain of murky water, coming down
through a stone head carved to resemble
The Centipede is a very nasty monster, and if
a humanoid fish head (it is a Lurker head).
assaulted frontally will probably wipe out the Drinking the water has strange effects,
party. The heroes should use cunning to defeat draw a card from the Action Deck and,
it: for example, they can give it poisoned food if the card drawn is a face card, check the
table below, otherwise it has no effect.
(using the Fungi), lure it below the Escarpment
Any further drink from the fountain
Cavern and drop boulders on it, or even lead is considered as Poison (even if the card
it to the Sacrifice Room (Area 16) to get the drawn is not a face card)!
Lurkers to do their dirty work for them.

The centipede lair is also a good place to

insert a replacement character if necessary (a

paralyzed fellow who the beast captured on the

riverbank but hasn’t eaten yet).

12 – Guard Room. This part of the


cavern was clearly modified by intelligent
beings, because the walls are as regular as
the ceiling. This portion of the dungeon is
in fact an old temple of the Nyrathi people.
There are two Lurkers on guard there, with
a Vaarathi Lizard. One of them is also
equipped with a River Shell Horn (50 cp)
which it will sound to alert those in Area
15. The door in the eastern corridor is
made of stone and is ajar.
(E) Lurker (2). See page 288.
(E) Vaarathi Lizard (1). See page 308.
13 – Spring of Dark Revelation. This
round hall has four massive, well-built
columns holding up the ceiling. On two
of them, there is a Torch hanging, unlit,
but there are torch stands on all of them.
One of the unused torch supports, the
one on the north east column, can be
turned clockwise, causing a section of

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Locations

Spring of Dark Revelation Table [Illegible]


Card Suit Effect
Poison! The water is Venomous Five Deaths as Five are the Points of Its
Club
(-2). Star
Unholy Strength. The character’s The First Death an Innocent One
Diamond Strength is raised by one die type The Second Death a Servant of the Merciful
for a day. The Third Death the Hand of Justice
Source of Power. A character
with an Arcane Background
[Illegible]
immediately recovers all his
Heart
Power Points. A character with
no magical ability gains the
At the sides of the painting, there are two
Arcane Resistance Edge for a day. small libraries, containing ancient stone
Pulmonary Algae. The character tablets. With a careful inspection (Occult
may be infected (Vigor (-2) (-4) or Research roll) a mage Scroll (actually,
roll to avoid) by a vicious algae a tablet) of bolt (spheres of damp darkness)
which grows in his lungs. It is can be found in the eastern library.
a Long-Term, Chronic, Minor In front of the painting there is a ritual
Spade Debilitating illness, but gives circle carved in the floor, the symbol of
the victim the ability to breathe the Dagger of the Cult (see Treasures of
underwater. It can be cured
Tyland). A figure, shrouded with a rough,
by the healing Power cast at
hooded, robe kneels in the middle of the
Seasoned Rank or cast at any
circle, praying. This is a Lurker Acolyte
Rank using Burned Power Points.
Dark Revelation. The character
deep in a trance, which will ignore the
has a vision of the city of Nyrath, characters unless disturbed. If the heroes
Black with a dark serpentine shadow do disturb it, it reacts with violence.
Joker (the Crawler) moving through In the southern part of the hall, there
the streets. Make a Fear Check are two statues in as many niches, both
(-4) but gain a Conviction. representing women. The right statue is
Fish Skin. The character’s holding snakes (actually, river eels) in her
torso is covered in tiny scales, hands, while the second one is raising high
Red Joker he permanently suffers -2 a stone ring six inches wide. The ring is a
to Persuasion rolls (if this is
replica of the Ring of Command. A third
noticed) but gains +1 Armor.
statue, another woman, lies destroyed
among the debris in the southern part of
14 –Sanctum. This large room is the room. The heads of the statues are too
divided in two: the northern side contains damaged to be recognized, but they had
a small sanctum, while the southern one the features of Nadia, Sylvia and Irina. The
hosts a couple of statues. statues depict the old incarnations of the
In the sanctum, a natural tapestry three priestesses.
of vines hangs from the northern wall, (E) Lurker Acolyte (1). Use the Lurker
covering an ancient, full-wall painting, Profile with the Acolyte Special Ability. He
depicting the city of Nyrath at its apogee is armed with a stone mace (Str+d8). See
(see map). Scrabbled on the painting with page xxx.
blood, defacing it, there is a piece of the 15 – Pool of Tadpoles. This room
Prophecy of the Crawler: contains a large pool of murky water.

116
River Caverns

Azure waterlilies with an acrid smell float The Ritual Dagger used in the sacrifice is
over it. The pool is a breeding pit for the still stuck in the heart of the victim and can
Lurkers: a number of Tadpoles, in an be a useful hint (see Treasures of Tyland).
advanced growth stage, are swimming in The sacrifice scene is very important
it, busy eating the carcass of a horse (it too: around the altar the priestess has
belonged to Sheriff Thaddeus, now being painted a five-pointed star, with the top
sacrificed in Area 16). The Tadpoles ignore point smeared in red. If you check the GM
the heroes unless they disturb the pool. map of Tyland Forest, you’ll see the star
In that case, draw a card every round on the map giving you the position of the
someone is doing that. On a black card five murders: the red point on the ritual
1d4-1 Tadpoles attack and another 1d4-1 star corresponds to the River Caverns.
join the attack each round until they are In addition, scattered around are flowers
all killed or the disturbers leave the room. of Grave Blooms (Occult or Survival roll
(E) Lurker Tadpole (12). See page 288. to recognize them), a plant with minor
16 – Sacrifice Room. This cavern soothing effects.
is dimly lit by four stone braziers with (E) Lurker (4). See page 288.
luminescent algae inside. There is a (WC) Priestess of the Crawler – Nadia
sacrifice underway. Bound on the altar is (1). She only has 3 Power Points left. See
a naked man, with a hooded and masked page 293.
priest looming over him, dagger raised
high. Four Lurkers are knelt in front of Sheriff Thaddeus’s Possessions
the altar, chanting. The “priest” is Nadia.
When the heroes come in, she says:
Badge of Office. A silver brooch with the Crown

“The Third Death; the Hand of Justice!” of Ventar on it. It identifies the wearer as

an appointed Sheriff of the Kingdom. It is a


And she plants the dagger in the chest Trinket.
of the poor victim, who dies gurgling.
Letter in a Scroll Case. The scroll case contains
From this moment on, make a group
Notice check every round to see if the an official scroll, signed by Lord Hummar,

cultists discover the heroes. When this Orderly of the King (give the players Handout
happens the “priest” orders the Lurkers to 1). The Scroll Case is waterproof and can safely
attack, casts darkness to cover her escape
hold up to three scrolls, protecting them from
and flees through the southern door (the
ritual almost exhausted her powers). The water. It is an Item of 100 cp value.

Lurkers fight to the death: if they have The Sheriff Sword. A good long sword with the
the chance they whistle to summon the mark of the King on it. The strange death of
Tadpoles from Area 15, but first one of
its owner makes it a Growing Magical Item
them must open the eastern door.
There is nothing to be done for the (see Treasures of Tyland). Any character can

victim, he was a healthy man in his thirties, sense this with a Spirit roll.
but in a heap in the corner of the room
are his possessions: a shirt with a Badge
of Office, a Letter in a Scroll Case and the
Sheriff ’s Sword (see sidebar).

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Locations

17 – Collapsed Room. This ancient hopefully they can find shelter. Probably
room was partially destroyed by an they’ll have the Sheriff ’s Badge now, and
earthquake many years ago. There are one of them can easily take on that role if
several paintings on the wall, but they are he wants. From this moment on, they are
quite difficult to understand. In front of on their own… good luck!
one of them, depicting a man with a golden
cup in hand, is buried the treasure of One- Wandering Monsters Table – River
Eye (see One Eye’s Last Breath Savage Caverns
Tale). It is a sack containing 1557 cp, three Card Event
Golden Goblets (150 cp each, stolen from (E) Giant Centipede. If not already
“Sprinkle” Prigg’s shop in Tyland Mills two 2 killed, the beast from Area 11
years ago, so pay attention), a Lion Shaped appears, looking for food.
Brooch (150 cp,) and a Reliable Hand Axe, Lost Satchel. A small satchel lost
labeled “Whisper” on the blade). Unless by Moss, one of Red’s Bandits (see
Red’s camp). It contains a Pipe,
the heroes have some magical means to 3
some Tobacco and a Bronze Key
find the treasure, only the directions from
for Area 3. Moss will be happy to
One-Eye can lead them to it: the loot
see his Pipe again.
is concealed under a big paving stone, (E) Wandering Tadpole. A lone
indistinguishable from the others. 4-5 tadpole, wandering. Curious more
18 – Corridor to Outside. This passage than hostile.
leads to a stairway which goes outside, (E) Lurker (2). Headed to or
6-8
emerging in the woods, a mile away from coming from Area 6.
Tyland Mills. The northern branch of the (E) Scared Goblin. He met
corridor is full of debris. In front of the something scary and fled. Looking
door to Area 15, if the Cultist of the Crawler 9-10 for his comrades. His name is
has already escaped, there is an important Picknose due to a disgusting habit
hint (Notice roll): a red handkerchief with he has.
(E) Vampire Bat. Hanging from
an “N” embroidered in a corner. Nadia lost J-Q
the ceiling.
it during her escape.
Time Goes On! A substantial
18A – Blocked Door to Undertown.
time has passed, tick this entry.
This door leads to a blocked passage If it is has three ticks or more,
to Area 23 of Undertown. The Lurkers K-A the sacrifice in Area 15 is already
break through it on day 40-45 from the finished. The body and belongings
beginning of the campaign (20 days/ are there, but the priestess and the
man are necessary to clear it, maximum 5 Lurkers are gone.
persons can work on it at the same time) Surviving Passenger. Another
passenger survived the stagecoach
crash. He can be used as
Joker
After the Dungeon replacement character if necessary.
Generate him with the standard
Once the heroes leave the Caverns, they
Funnel Rules.
have ended their first adventure and
Used
advance to Novice Rank (see TPG). Nothing happens.
Entry
They are in sight of Tyland Mills, where

118
Ruins of Veltigar

Ruins of Veltigar
Type: Minor Location towards the center of them (with a Survival
Suggested Rank: Veteran. roll the party notices a big four-legged
Light: The whole place is in a greenish beast uses it).
Dim light If the heroes follow them, they
immediately reach the den of the beast
Veltigar was an ancient palace built by (see below). If they explore the ruins,
an elven prince of the past near a gate to there’s not much left standing, only some
the Faerann. Prince Veltigar went mad perimeter walls and assorted rocks; but
and disappeared in the Faerann many by spending ten minutes and making a
centuries ago and his mansion, which has Notice roll, they can find something useful
progressively decayed to a mass of ruins, (check the table below).
drifts on the border of the world of Fae.
For this reason finding it isn’t easy; a
person passing through the area during
daytime will only see a rather dark wood,
and will feel the impending sensation of
leaving.
At dawn and dusk, when the boundaries
between worlds thin, characters with an
Arcane Background are allowed a Spirit
(-6) roll to spot the ruins. They add +2 if
they are elves, Druids or with Faerie Blood
Edge (the bonuses are cumulative).
True Fae (like the Hexenhoof) don’t
need to roll and spot it automatically, as
does anyone with a Fragment of the Ring
of Command, while the Third Fragment is
in the ruins (see below).
The Passage to Veltigar. Once they
have spotted them, the characters can
enter the ruins; by doing so, they are
entering the Faerann (make this clear
to the players). They must be quick: the
passage remains open only for 2d4x10
minutes (roll secretly). Luckily, a few
minutes (3d4) before the passage closes,
the sky’s light changes, giving a clear signal
it is time to get out. Characters trapped in
Veltigar can wait for another passage to
open (in 1d0 days) or find a way through
the Faerann (which is left to the GM).
Exploring the Ruins. The ruins aren’t
very large, and there is a path leading

120 119 119


120
Locations

Veltigar Ruins Table


Card Finding
Treacherous Ground. Make a Notice (-4) roll to spot a suspicious looking zone of
ground. With a failure by the character walking on it, the flooring collapses and he falls
2-4
into an underground room, suffering 3d6 damage. In the room there are only some old
stone containers, full of salt (at least 4 Items of it).
Strange Fruit. The heroes find a vine with several plum-like golden fruits. They are
5-6 very palatable (count as Rations, up to 6) and don’t spoil, but characters eating them
suffer -2 to resist all Faerie magic till the next full moon.
Elven Wine. You find a stash of 1d4 ages-old bottles of elven wine! If the card is black,
it has gone bad (it is disgusting), if it is red it is excellent! Characters drinking it (at
7-8
least half a bottle per hero) gain +1 to Toughness for a week. A good bottle is worth
200 cp, 400 cp to a collector or an elf.
Interesting Pottery. Rummaging through the ruins, the hero finds a piece of pottery
9-10
(an Item) of elven make, worth 2d8x10 cp.
Elven Trinket. Looking around, the hero finds a small Trinket of some sort (a piece of
J-Q a statue, an engraved stone). It is only worth 10 cp, but it is a lucky charm (counts as a
one-use Benny).
Elven Cup. You find an old elven drinking cup, engraved with a rhyme in the elven
K-A language. The cup is worthless, but the writing is a mage’s Power, environmental
protection (fire ward), which can be learned only by one who knows elven.
Wind from the Faerann! A strange, sudden wind comes from the Faerann. All the
characters must make a Spirit (-2) roll. Anyone who fails reduces their Spirit by one die
type until the end of the next session, with a success they gain a die type in Spirit for
Joker
the remainder of the session, with a raise the bonus lasts to the end of the next session
and with two raises it is permanent! With a success or more, elves also recover all their
Power Points.
Redraw Ambushed by the Beast of Veltigar (see below).

The Den of the Beast of Veltigar. A will attack every intruder. The den is a large
long time ago, Sourmilker the pixie hid the hall in the center of the ruins, stinking
Third Fragment of the Ring of Command from the rancid flesh of the creature’s prey.
here, at the feet of a statue of Beethania (WC) Possessed Shadow Beast (1). See
(Prince Veltigar sort of worshipped her). page 294.
The hiding place was a good one, because
no mortal could find it easily and it is very
difficult for Fae to find it too.
But the Fragments are living things,
and they emit a subtle lure some creatures
can hear. And in this case the fragment
lured a Shadow Beast from the Faerann,
a very dangerous predator, which, after
entering into contact with the Fragment,
was possessed by it, becoming a far more
dangerous predator and completely mad.
Now the Possessed Shadow Beast uses the
ruins as its den to hunt in the Faerann and

120
Stead

Stead
Type: Minor Location are subjects of Lord Korab, while all the
Suggested Rank: Novice. others are formally subjects of the Mill
Lady. Steads tend to be very independent,
Steads are independent farms built in especially now, when the force of Tyland
the Tyland forest; big or small, they are Mills is very weak. They have a self-
inhabited by a single extended family, appointed leader, Theod, who is more a
of 3-30 persons, working together. They well-respected man than a real chief.
live by farming, woodcutting, herding, Stead Size. Draw a Card to determinate
hunting and honey-making. Inhabitants the size and general description of the
of Steads in the northern triangle between Stead.
the Dusker River and the Watchman Road

Stead Size Table


Card Stead Size
Hermit. A ramshackle hut, Inhabited by a crazy hermit (Villager), who if approached
2
with caution, knows two Rumors or reveals the location of an area.
Very Small. A single small hut, with no protection, hosting a small family of 1d4 persons.
3-7
They are probably charcoal-makers or gatherers. They have 1d4 Rations to sell.
Small. A farm with a large, solid cabin. Inhabited by 2d4 persons. They have probably
8-10 two activities (farming and gathering) and 50% chance of having some livestock (pigs,
chickens or goats). They have 2d4 Rations to sell, plus one normal item.
Medium. This farm is made of two buildings, a main living place and a warehouse,
J-K a stable, or something similar. It is inhabited by 3d4 persons. They have at least two
activities, farming and gathering, and some livestock. They have 2d6 Rations to sell.
Large. This Stead is made of three buildings surrounded by a solid palisade or another
form of defense, maybe a moat. It is inhabited by at least 3d6+3 persons, including a
A
chief, and an artisan or a specialist (like a healer) of some sort. They pursue at least three
different activities, and may (25%) have a cart or a horse. They have 3d6 rations to sell.
Haunted. An abandoned Stead, with a creepy air. If the heroes stay there for the night,
Black they are attacked by the (WC) Specter of Harla, a woman with a noose around her neck.
Joker The ghost can be freed only by finding the woman’s body, which is hanged in the attic (a
secret panel in the ceiling of the bedroom leads to it).
Bo the Fletcher’s Hut. This small hut is home to Bo, an old man famous for being the
best fletcher in the region. He always has a couple of bows to sell (one with a random
Red
Quality), 40 arrows (ten with a Quality of choice) and the famous Bo’s Bow (see Treasures
Joker
of Tyland), which he won’t part with unless some very special favor is done for him (for
example, he is looking for a wife…).

Stead Defenses. Stead men and usually peaceful, but an event of some sort
women are tough people: 50% of them are may happen during it. Draw a card for
Commoners, while 25% are considered each day the party stops at the Stead. If it is
Soldiers (see Savage Worlds core rules). a face card, something happens (see table
Only the remaining 25% is made up of below).
children and graybeards, unable to fight.
Stead Events. A visit to a Stead is

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122
Locations

Stead Event Table


Card Event
Marauders. The stead is attacked by a band of 3d4+3 Tyland Goblins (by night) or
1d4 Hawks of the Twins (by day). The goblins are looking for loot, slaves or clues
J about the Ring of Command, while the Hawks will kill someone, destroy a building
or take away some livestock or a child. The day after, they’ll leave a Hawk Letter (see
Handout #5). This can lead to The Lord of the Skies Savage Tale.
Threat Bringers. A group of 2d6 ne’er-do-wells arrive at the Stead, if the card is
black they are Steel Eagles, harassing the Stead if the inhabitants don't pay taxes to
Q
Lord Korab. If it is red, they are Red's Bandits, looking for shelter, for food, or even
bringing help to the Stead owners.
Internal Problem. The Stead has an internal problem of some sort; a sick person (the
heroes could help him), an internal conflict (for example two men competing for
K
the same woman, or a rebellious youngster), an environmental threat (like a big tree
falling on the house or an infestation of bees).
Abandoned. The Stead is empty: the inhabitants left, died or were kidnapped by
A
someone (for example the Lurkers) or were enthralled by Fae.
A Night Attack. The stead is attacked by the (WC) Big One or, if he is in range, (WC)
Black Joker
John the Fair in werewolf form.
Another Guest. The heroes aren't the only visitors of the stead. There is another NPC
Red Joker
of GM's choice or a wandering Peddler (see Encounters).

Shrine of Beethania
Type: Minor Location the dome, there is a statue of an incredibly
Suggested Rank: Any. beautiful woman, an elf or a Fae with
Light: Natural light. a caduceus (staff with two intertwined
snakes, symbol of healing) in one hand,
This small shrine was located on a small and several bees, very realistic, on the
cliff over a ravine, but the rains and the other.
passage of time made it sink to the bottom On the pedestal of the statue lies The
of the ravine (10 yards down), miraculously Second Fragment of the Ring of Command
intact. Reaching it isn’t difficult, because (until Galen takes it, see above).
there is lot of undergrowth on the ravine’s Praying to Beethania. At the feet of
side, which makes climbing easy (Athletics the statue, there is an old earthenware
(+2)), but it is very difficult to spot, unless cup, decorated with engravings of
you know the exact position, and in fact in snakes, flowers and bees. If someone puts
more than a century almost nobody has some Baarathi Honey in it and prays to
found it. Beethania, the Fae Lady blesses the honey
Galen son of Theod finds it by chance making it a special healing potion, which
(or it was the gods’ will?) during The Ring cures a Wound and a level of Fatigue. Such
of Command Savage Tale. prayer is responded to up to three times
The shrine is composed of four stone per season.
columns, with a domed roof, which have
partially broken over the years. Under

122
Stone Bridge

Stone Bridge
Type: Settlement has changed: Lord Arcturus Korab,
Suggested Rank: Novice officially to “protect the good people of
Battle Value: 100 (without mercenary Stone Bridge from the many dangers
troops inside), 300 (with Steel Eagles lurking in the forest”, sent some of his
mercenaries) mercenaries to the town.
Captain Virian is now the real ruler of
the place; his first action was to place a toll
The Dwarven Port on the bridge, and now he is heavily taxing
Stone Bridge is a very ancient settlement, the citizens.
probably of dwarven origin. It was The few who tried to protest were made
constructed by the Lords of the Hexenhoof an example of for the others. So today
Mine as a way to send goods and wares Stone Bridge is very, very quiet.
upriver efficiently. Today the dwarves
(with a couple of exceptions) are long
gone, and of the original town only two An Occupied Town
buildings still stand: the massive stone 1 – Old Docks. These docks are made of
bridge which gives its name to the city solid stone and seem almost eternal. Once
and the old docks, built of solid dwarven they were bustling with activity. Today,
stonework. given the current situation of the town,
Stone Bridge was always autonomous, they are less populated, but the heroes can
prospering from commerce, and ruled by have several encounters there. Draw a card
the Council of Elders, three people chosen and check the table below. If the encounter
at random from the population to serve isn’t marked with (R), which means
for ten years. “repeatable”, it can happen only once. Be
Currently, they are Miller the Taylor, ready to create replacements yourself.
Valturn the Carpenter and Jorus the Blind.
But in the last few months something

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Locations

Card Encounter
Fraudulent Guards (R). The heroes are questioned by 1d4 Steel Eagles mercenaries,
which take them for merchants. So they ask the party to open their backpacks and start
2-4
asking for tolls and "import taxes". Their goal is extorting 2d6x5 cp from each player. If
the heroes react badly, they summon other guards (2d6).
The Tragedy of the Bird Seller. While the heroes are passing near the barge of a Boater
trader, Yvaros of the Sea, who is busy unloading a cage full of brightly colored birds
with the help of a servant. Unluckily they trip, the cage breaks, and four of the birds fly
5-6 away! Secretly roll 1d20 per bird: this is the number of the Area to which the bird flies.
For results of 18+ the bird flies somewhere decided by the GM (Hexenhoof Caverns, the
Faerie Well or Vendra the Witch’s Hut). Yvaros is ready to pay handsomely for the birds,
alive and unharmed, from 50 to 300 cp each.
For Sale (R)! Old Mutter, a fisherman well past sixty summers, is here trying to sell his
fishing boat. It isn't very big and is as old as its owner (Acc/TS:2/6, Toughness: 7, Crew:
7-8
1+5), but the price is good, only 300 cp. Every time after the first the heroes have this
encounter there is a 25% chance that Old Mutter has finally sold his vessel.
Shorty the Beggar (R). This poor woodcutter lost both his legs under a tree, and now he
is reduced to begging for food (to be honest, for wine, because he spends everything in
9-10 the local tavern). Despite his reduced height Shorty has quite a temper and very strong
arms (Strength d10). If treated with respect, he always has a Rumor or two in store for
the heroes.
Young Pickpocket. A little thief, a tomboy called Ana, picks the richest looking hero as
a target and tries to pick his pocket (Agility d10, Stealth d8, Thief and Quick Edges). If
J-Q pursued, she runs to Area 2, trying to lose the heroes among the warehouses and if that
isn't enough, she hides in the ruined tower uphill. There, if the card drawn was a heart,
she inadvertently finds and opens the secret passage (see Area 2).
The River Rose (R). The heroes met the unfortunate hauflin Alfrin Kettlepot, who is
looking for adventurers to retrieve his lost ship. See The Fate of the River Rose Savage
K-A
Tale. If the party has already retrieved the ship, Alfrin is there with his ship, ready to
trade or to transport the adventurers anywhere they want, if necessary.
The Biggest Salmon Ever. The heroes stumble on two fishermen, Turr and Puron,
cousins, with a very big salmon (eighty pounds). They caught it together, but now they
are quarreling about who owns it. They are going to start a fight unless stopped and
split up in some way. They can sell the fish, for no less than 300 cp. It is worth at least
Joker 20 Rations (but must be smoked) or can be used as a Magical Components for spell and
objects related to water, scales and fishes. Inside the fish there is something even weirder:
a Ring with engraved the world “Baalauu”, in dwarven runes (this means “light”). When
worn and the magical word is said, the ring casts the light Power. It has 5 Power Points
dedicated to this. The fishermen caught this fish not far away from the Weeping Castle.

2 – Tower Ruins. At the base of the hill goes there. Characters who visited the
there are several warehouses, while on the Sheriff ’s Tower in Tyland Mills will clearly
top there are the ruins, what remains of the recognize a similar design.
first floor of an old tower. Questioning the The tower really is overgrown with
locals, they would say it was an old Warden nettles, but it still hides a secret: one of the
Tower, which was set afire during the flooring stones is slightly different from
Necromancer’s War. It is overgrown with the others, and hides a stone stairway
nettles and infested by rats, so nobody leading underground. Discovering the

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Stone Bridge

passage requires a Notice (-2) roll and (E) Steel Eagles Mercenary (2). See
finding the right way to open it, a Smarts page 301.
roll. Characters with the Tower Warden 3a – Stone Bridge Guard Post. This
Edge don’t have to roll: they know how house once belonged to the family of
these types of passages are made. Ana (see Area 1), who were kicked out to
The stairway leads to a round chamber, let the guards in. Nobody knows where
the same size as the first floor. There are they went. Today the small house holds
several old pieces of furniture, all rotten, but six guards, led by Buster, a bad tempered
Wardens themselves ransacked the place a mercenary who keeps a good part of the
long time ago. At the far end of the room tolls for himself. In the house there is also
there is a man, cloaked, crouched in front of a stockpile of wares and food “sequestered”
an open chest. He is petrified, with a hand by the guards (at GM’s discretion). The toll
raised, on which he has a very strange glove, casket contains 152 cp, plus another 54 cp
also made of stone. If someone goes within in Buster’s pockets. If serious problems
three yards of him, the Stone Guardian arise, one of the guards runs to Area 13 to
comes to life (becoming a sort of stone get reinforcements.
statue) and attacks recklessly! Once killed (E) Steel Eagles Mercenary (5). See
he shatters to pieces of stone, but his glove, page 301.
now of hard, crisp leather, remains intact. (WC) Buster (1). Use Steel Eagles
In the chest, there are a number of scrolls, Veteran Profile. Replace Edges with First
probably explaining what this mysterious Strike and Improved Counterattack. He
Stone Gauntlet (see Treasures of Tyland) is, is armed with a very sharp Long Sword
but they crumble to pieces when touched. (Powerful Quality: +1 damage).
(WC) Stone Guardian. See page 302. 4 – Pete’s Tavern. The local watering
3 – Stone Bridge. The Stone Bridge hole is run by Pete, a middle aged fellow
was built by the dwarves to last, and with an impressive moustache, and his
indeed it lasts. A single stone arch, made of pretty young wife, Ginestra. Previously
stained-brown stones, it has resisted wars, Pete’s Tavern was a place full of life and a
invasions, natural accidents and even nice eatery: Pete’s Greased Eels were the
the rage of the Necromancer. Stories say most famous dish, usually served with
that in the past the mighty Dragon of the mashed turnips and chestnut bread. But
River (which in truth is one of the many since the occupation started, the place is
names of the Crawler), tried to smash it, very somber and the few patrons stay silent
but the stubborn construction resisted. at their tables. The only rowdy sounds
Today the bridge is guarded by two Steel come from the Steel Eagles Mercenaries
Eagles mercenaries by day and one by who go there to drink for free and to harass
night. During the day, crossing the bridge Ginestra (the other serving girls quit: Pete
requires the payment of a toll of 1 cp per is looking for someone to replace them).
person, and 2 cp per horse. By night the (E) Steel Eagle Mercenary (2d6-2).
bridge is officially closed, but by tipping See page 301.
the guard you can get to pass. Obviously 5 – Valgo the Honest. This small shop
this toll is hated, de facto cutting the village is run by an obsequious bald man, with
in two. If someone does cause a problem big earrings. Valgo smiles and bows a lot,
about paying, the sentinels shout, calling and sells mainly carpets, some pieces of
the guards in Area 3a. silk and assorted goods of his homeland.

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Locations

He always has 1d3 Rare Items of the GM’s suddenly closed and the treacherous lord
choice available, and once sold, they lost interest.
restock in a month. (E) Otto (1). Use the Commoner
On the upper floor are Valgo’s Profile, adding Legends and Lore d8. See
possessions, which include a fine Short page 268.
Sword (with the Penetrating quality), six Item Cost Notes
Lashari Throwing Daggers, a set of Very Bejeweled Almost worthless
300
Light Leather Armor (+1) and a pouch Necklace (30 cp)
with 300 cp and three red gems (100 cp Dwarven
100 It stinks!
each) inside. Perfume Vial
(E) Valgo the Honest (1). Use the Horned
200 It’s a fake.
Commoner Profile, adding Persuasion d8. Dragon Horn
Looks really
See page 268.
mysterious, you
6 – Red Fox Pawn Shop. This old
Lashari Oil can hear an echo
building has a signboard, battered and 150
Lamp by putting your
worn, representing a fox’s head. If the ear to it, but it is
heroes found the Golden Rings in Area absolutely normal.
22 and 23 of the Weeping Castle, they Lute Missing It can be fixed with
120
recognize it as being the same as the ones a Cord a Repair roll.
on the rings. The pawnshop belongs to a Contains two
family of three dwarves; two brothers, Otto fistfuls of stone-
and Grom and one sister, Villa. Grom and hard Beans.
Villa were the two found dead under the Cooked, they count
Old Leather
Weeping Castle (see Red Fox’s Treasure 25 as five Rations.
Bag
The Leather Bag
Savage Tale).
is magical and lets
Otto, the last surviving brother, a mild
you carry three
scholar, is very worried about his relatives
extra Items.
because the two never returned from their Many pages have
mission and, in addition, he fears that been destroyed
Snake will kill him (see Savage Tale). by damp, but the
Apart his personal problems, Otto sells Musty Star remaining ones are
100
a number of odd things in his shops and Almanac very useful for any
buys strange curios too, but he never offers mage. It counts as
more than 25% of their worth. In the table 500 cp worth for an
below you’ll find some of them, feel free to Arcane Laboratory.
add others. Scarlet Battered and dirty,
Knight’s 50 but still perfectly
The Legacy of Fellowthongs Savage
Shield serviceable.
Tale: if the heroes are looking for the deed
It works but it is
to the Hexenhoof mine, Otto tells him that
Disgusting (see
all the documents of that era would be in Spider TGM) to drink.
Weeping Castle. There were rumors, in Venom 150 Three doses. Each
fact, that a past Lord of the Castle (Lord Antidote of them negates any
Korab’s great-grandfather) had it stolen poison of arachnid
from the dwarves, when he wanted to take origin.
the mine away from them. Then the mine

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Stone Bridge

7 – Temple of Kaavor. The temple of the (E) Jorus the Blind. He has d6 in all
Lord of the Pact is an impressive structure, Attributes, except Spirit where he has d8
from the outside, probably one of the and Strength where he has d4. Elderly and
original dwarven buildings of the town. It Blind Hindrances. Faith, Persuasion and
also has a small garden, very well-tended. Intimidation d10. Occult and Legends and
The inside is clean and simple, as temples Lore d8.
of Kaavor tend to be. The priest in charge (E) Dan and Deanna. They have d6 in
is Jorus the Blind, formerly a powerful all Attributes, Core Skills and Legends and
warrior and Justicar, now reduced to a Lore
feeble old man. He is attended by two 8 – Berthram Ranch. Samuel Berthram
young acolytes (Dan and Deanna, brother is a scarred fellow with several sons and
and sister) and the three of them teach a wife, all of them in the habit of falling
the precepts of the cult (and useful things, down the stairs, given their frequent black
like reading and writing) to the children eyes. He breeds horses and cows, when the
attending their daily prayers. Jorus is very mercenaries came there, he won Captain
wise (he is one of the village’s Elders), Virian’s benevolence by gifting him two
and knows the mercenaries are violating horses. In truth, Berthram does more than
the laws of Kaavor. Jorus came to Stone that: he and his sons spy and report to the
Bridge many years ago, he was involved captain. Given that, Berthram’s business
in Red Fox’s capture and demise (see Red is doing well, but two nights ago, his best
Fox’s Treasure Savage Tale) and today, cow, Mina, was stolen! He reported this to
with the wisdom of old age, he doesn’t feel the Captain, and the mercenaries did some
totally comfortable about having killed the investigation, but didn’t take the thing too
dwarven thief, forty years ago. seriously. Berthram is desperate: he loves
He hasn’t intervened yet, because now Mina more than his family and is ready
he is older he understood the ways of Lord to reward whoever finds her handsomely
of the Pact are different from those of the (with a good horse). There are tracks
mortals and sometimes waiting is the best (Survival roll) going south, toward the
thing to do. Jorus has a magical sword, forest, but they are quickly lost as one
Steelgaze, which is a Blade of the Pact (see nears the wood.
TGM) and the old man is musing if it is 9 – Miller the Tailor. This small, tidy
time to pass it to someone. Jorus can be shop belongs to Miller the Tailor. Miller is
the patron who accepts a hero into the cult a well-groomed old man, with very refined
of Kaavor, making him a Justicar. To gain manners, and is the best tailor in the entire
Jorus’ trust the hero must complete at least region (probably, he is the only one). In
three faction quests (designed by the GM or the past, he had a lot of work, but today,
taken from this book): one of them must be with the poverty of the region, his shop
freeing Stone Bridge from the mercenaries, is almost always empty, and he passes the
while the second and the third must have to time playing games of Zeru (the Tyrnador
do with justice, reparation of misdeeds and equivalent of chess) against himself. He
maybe Red Fox’s Treasure. is a very good player (Smarts d8). Miller
Behind the temple there is a small has quite a small fortune accumulated.
graveyard, with a few tombs. Varia, the He keeps it in a hidden compartment in
wife of One Eye (see One Eye’s Last Breath his bedroom (Notice (-2) to find it) and
Savage Tale) is buried there. it amounts to 937 cp in coins and gems.

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Miller is one of the three village Elders, (E) Milla. Use the Commoner Profile.
and is the most moderate one. See page 268.
10 – Valturn the Carpenter. If one 12 – Betta’s House. Betta is a nice-
honest person dwells in Stone Bridge, it looking woman in her early forties. She
is Valturn the Carpenter. A somber man practices the eldest profession in the
in his late fifties, he is the youngest of the world, and, despite being ostracized by
city Elders (no pun intended) and an the women of the town (except when they
excellent carpenter, too; his furniture can need some counsel in very private matters)
be found in all the richest houses of the she is visited by a number of men. With the
forest. Valturn is married to Myrna and has arrival of the mercenaries her workload
a daughter, Ilsa, a mouse of a girl, always has increased a lot, but the soldiers don’t
busy in the house. What few people know always pay her. In addition one of them,
is that in the past Valturn was a burglar, a mercenary called Wolf, decided to
and spent several years in the dungeons of become her unwanted pimp, taking much
Scarlet, as the brand on his upper left arm of her earnings and living in her house.
reveals (Notice roll to spot it, Common If someone would drive him away Betta
Knowledge to understand the meaning). would be very grateful, but remember
Valturn keeps this very secret but somehow that Wolf has a lot of friends among the
the info reached Red’s ears, and he uses other mercenaries. Betta is not just a pretty
it to blackmail Valturn into passing him face, she is also a skilled healer and has a
useful news (Valturn frequently goes into potion of dispel an old customer of hers,
the forest to pick wood and there he meets a traveling mage, left her some time ago.
emissaries of the bandit lord). (WC) Wolf (1). Use the Steel Eagles
Valturn is also an expert safecracker, Veteran Profile. See page 302.
and can be persuaded to sell Lockpicks, 13 – Steel Eagles Fortress. This place
including a set of Reliable ones (300 cp). was the Redfield Farm, the most prosperous
(E) Valturn the Carpenter. Use the one in the area, but Jacob Redfield opposed
Commoner Profile, adding Repair and the Steel Eagles when they arrived so he
Thievery d8. See page 268. was hanged and his home confiscated.
11 – Milla’s Books. Sweet Milla is a Now this farm is the base of operations for
nice, plump hauflin lady who, for some the mercenaries. Captain Virian fortified it
reason, opened a bookshop here. Milla is as best he can; the courtyard of the main
also a skilled copyist and a decent painter, building is surrounded by a low wall and
but more than anything, she has a real there are constant patrols around the town.
passion for books, and will buy every text, Main Building: This hosts the bulk of
scroll and so on the heroes find in their the troops and the Captain’s residence is
journeys. Milla can also sell them up to on the upper floor. Virian kept Redfield’s
half a dozen tomes of arcane lore (up to wife, Johanna, as a concubine and servant.
2000 cp worth), although she prefers to The man’s room contains a locked crate
barter them for other books. Milla knows with his personal possessions: 800 cp, two
Vendra the Witch, because the enchantress small Obsidian Statuettes representing the
saved her life in the past, when she tried Crawler (Virian doesn’t know this) and
to venture into the ruins of Fort Ghost, some amber pieces in a bag (300 cp). The
looking for the library of the castle (her cellar of the house was transformed into a
one and only attempt at adventuring). prison where, at any given moment, there

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Stone Bridge

are 1d4 people locked up. the entangle Power cast at d8). Once they
Southern Building: This granary was have cleared out the spiders, the heroes
transformed into a locked warehouse find the corpses of several small game
(Thievery) containing all the goods animals, plus a goat and a dead Steel
confiscated from the town: mainly food Eagles Mercenary (a fellow named Stan).
(chestnuts, grain, smoked fish), wares In the smoking house (the smaller hut
(clothes, fine wooden goods) and assorted near the road) there is a fine Skinning
stuff. It is always guarded by two men. Knife (a dagger granting +1 to all Survival
Captain Virian has the keys. rolls to skin, harvest parts from dead prey
Eastern Building: The stables of the and similar).
farm, they retain their original purpose, (WC) Farm Mother (1). Use the
but now they hold the horses of the Tyland Spider Profile, adding Size +2. See
mercenaries (a dozen), and 1d4 cows and page 307.
3d6 goats (every two weeks half of them (E) Tyland Spider (4). See page 307.
are sent to the Weeping Castle). 15 – Hunting Lodge. This house was
(WC) Captain Virian (1). Use the Steel abandoned and recently re-occupied by
Eagles Profile, adding Smarts d8 and Battle a strange woman called Freya. Usually
d8. See page 301. (with a non-Heart card) she is away,
(E) Steel Eagles Mercenary (20). See unless seriously wounded during a recent
page 301. adventure, in which case she is here. Freya
(E) Steel Eagles Veteran (5). See page is a seasoned Slayer, looking for a werewolf
302. (see The Festival of Bees Savage Tale) she
14 – The Jacks Farm. This farm knows fled to the region, and can become a
belonged to two brothers, the Jacks. They friend (and possibly a mentor) of the party.
left some time ago: Poacher Jack joined When she is away, she keeps a magical ward
Red’s rabble (and is probably to be found on the door of the hut (made by a friendly
in the Weeping Castle dungeon), while mage), which deals 3d6 damage in a MBT
Skinner Jack is actually at the Moss Falls. to whoever opens the door without saying
So, the farm is abandoned, the fields the control phrase (“The wolf in the thick
overgrown and it has a reputation for of the wood”). Inside there isn’t much: a
being haunted. This story isn’t entirely bed, some old furniture, a good healing
false; in the woods dwell a number of kit and all the alchemical instruments
Tyland Spiders, which selected the house she uses for her Slayer magic. Concealed
as their refuge and larder. While the under the squeaky flooring (Notice (-2))
smaller spiders roam the wood, their is a locked box (Thievery (-2)) containing
mother is usually found in the house. She her treasures: 40 sp in a bag, a Silver
enters from a hole in the ceiling, which Coated Short Sword and a Slayer Crossbow
isn’t visible unless one of the heroes climbs (Reliable and Penetrating Qualities) with
on a tree or flies. ten Silver Coated Bolts and a bottle of
They are nocturnal and very cautious, spider poison (Venomous, -2, 3 doses).
so they haven’t been noticed yet by the (WC) Freya the Slayer. See page 274.
locals (remember, they are intelligent). 16 – Feros’ Farm. Matt Feros and
Inside the hut is covered with webs his three sons don’t like the Steel Eagles
(count as Difficult Ground except for two presence very much, but they have the
patches which are considered affected by good sense to bow, smile and keep their

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heads low. For now they are managing


to survive, even if their fields (mainly The Rebellion of Stone Bridge
turnips and grain), their herd of goats and
their four cows are starting to attract the Stone Bridge is ready to explode. The locals

attention of the rapacious mercenaries. If hate the mercenaries and Lord Korab, who are
there is a chance to kick the mercenaries squeezing the population like a lemon.
out of town, Feros will be the first in line.
They only need a spark and some inspiration
17 – Goblin Rustlers’ Camp. The
goblins who stole Mina, Berthram’s cow, to rise up.

are camped in the heart of the woods. There are several events that could trigger the
Actually, they are supposed to be looking rebellion, among them:
for the Ring of Command (see The Ring
1) Beating up one or more of the Mercenary
of Command Savage Tale), but their
leader, Buzz Buzz, decided cows are better. Veterans harassing the population.

When the heroes find them, they are 2) Freeing the bridge from the hated toll
(unsuccessfully) trying to milk Mina. The collectors.
goblin camp is a mess, but they caught a
3) Uncovering Berthram as a spy.
number of hares the night before (1d6
Rations) plus they are chewing a strange 4) Beating up ten or more mercenaries.

root (which has no effect on non-goblins). 5) Stealing the taxes sent by Captain Virian to
(WC) Buzz Buzz (1). Use the Tyland the Weeping Castle.
Goblin Champion Profile. See page 305.
6) Killing Captain Virian or destroying the
(E) Tyland Goblin (7). One of them is
Boz, the goblin of the River Caverns, if he mercenary base.

is still alive. See page 305.

Red’s Hideout
Type: Settlement/Dungeon was shunned for many years because all the
Suggested Rank: Seasoned surrounding area is infested with poison
Battle Value: 150 (200 with Dirt Head) ivy. Unless guided by someone (one of Red’s
men), travelers must make a Survival (-2)
roll for each hex they cross or suffer from
An Abandoned Manor House Bump and Bruises. If the result of the roll
On the eastern side of the Chestnut is 1 or less, they got a serious rash (2d8
Creek is an abandoned manor house, damage in the least armored location).
which belonged to an old noble house of Being in hurry causes another -2 to the roll.
Avery, the Silvertrout, who tried to settle Sentinels: Guards are always deployed
there and to start a woodcutting enterprise in the two hexes around the manor house.
(Cutting Field, south of here, was the Draw a card when the heroes enter the hex,
village of their serfs). Unluckily for them, if it is red, there are a couple of Red’s men.
they died of a pestilence the year before the One of them will return to the manor to
Necromancer’s War started. raise the alarm, while the other will watch
Dangerous Woods: Silvertrout Manor the heroes from a distance.

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Red’s Hideout

General Layout and Security: The In the Bandits’ Den


manor is surrounded by a wall five yards 1 – Entrance. In front of the gate, still
high, but there is no battlement on it of serviceable good wood, there are usually
(an Athletics roll is enough to climb it). two sentinels, one of them is a Veteran
Sentinels are placed on the tower (Area Bandit, Cougher (so called because of his
6B). At nighttime there are two guards bad lungs). They control access and ask for
patrolling Areas 5 and 7. a small tip (1d4 cp) from strangers who
(E) Red’s Bandit (varies). See page want to enter.
297. (E) Red’s Bandit (2). See page 297.

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2 – Leaking Hall. This passage is (E) Red’s Bandit (8). See page 297.
surrounded by four arrow slits, two per 4 – Southern Guard House and
side, from which bandits in Areas 3 and 4 Smithy. This ample room is filled with
can shoot. As there is no gate on the west fumes, and smelly. Scattered all around
side, it is impossible to bar this room. there are assorted weapons, armor and
There is a large pool of reddish liquid in discarded gear. The rule of all this ruckus is
the center of the area, which leaks from “Blacktoe” Rufus, a sooty smith who tries
the ceiling. If the heroes reach the attic to run the forge with the few tools he has
over this room, through Area 4, they find (an anvil, some tongs and hammers) and
an old bundle of red silken canvas, soaked his two apprentices. Blacktoe joined the
by the water passing through the broken bandits because he is a murderer; six years
ceiling, which filters down in this strange ago, after getting drunk at the Relaxing
color. The bundle is tied up with a Lashari Saw, Cutting Field’s tavern, he killed a man.
Silk Rope (counts as a Trinket). He only has second hand weapons
3 – Northern Guard House and (cost up to 300 cp) and a couple of special
Tavern. This large room is officially a pieces of his own making: Flysmasher (a
guard house, but an enterprising bandit mace with the Reliable Quality, 500 cp),
woman called Dirty Meg has transformed Arrowsong (a Powerful bow,600 cp ), and
it into a tavern. She serves a disgusting but Tinhead (a helm with Hardiness 1, 400 cp).
highly intoxicating beverage called Meg’s These pieces aren’t sold, but only traded for
Underwear (it is actually made with fungi a favor of some sort (see below).
found in Area 6d). There is also a deer’s The tower’s ground floor is used as a
hindquarter cooking in the fireplace, which wood warehouse, while on the second
is very good. There are always a number floor there are three bandit brothers, Dick,
of bandits here, carousing or drinking, but Slim and Jack, officially on guard duty, but
they are ready to pick up weapons and fight in truth competing by throwing knives at
if necessary (two of them shooting through the armoire full of smelly books on the
the arrow slits on the southern wall). One southern wall. Among the rotting papers
of them, an enormous fellow called Bull, there is a mage scroll of blast (fire jet), but
is making some good money from arm- first the bandits must be convinced to find
wresting (Strength d10). The current prize another target for their game…
is 50 cp. Bull usually wins because he has Blacktoe’s Tools. Rufus fled after the
a Magical Bracer of Baarathi (boost Trait – killing, but was captured after few hours,
Strength, once a day, Arcane Skill d8) which drunk as a skunk, in the old sawmill. He has
he uses when he is losing. vague memory of hiding his best hammer
For arm-wresting, make a series of and a few other tools under the big saw.
opposed Strength rolls, awarding one Then he was taken by the constable. Rufus
Advantage Token per success and raise. The escaped beheading only because that very
first to gain five Tokens wins. The tower’s night the village was attacked from by
ground floor is used as the tavern’s warehouse. things that came out from the river and
The stair to the second floor is rotten (Notice he fled, joining the bandits. He won’t ever
roll to avoid falling through for 2d6 damage) go back to the village, but will consider it a
and leads to a small room from which you favor if someone retrieves his tools for him.
can see the whole forest. A small, locked door (E) Red’s Bandit (6). See page 297.
(Thievery) leads to Area 2’s attic. 5 – Outer Courtyard. Muddy and

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Red’s Hideout

dirty, there is a small livestock pen in you can watch all the surrounding area.
the southern side, near Area 6D, where Usually there are 1d4 guards on the lower
Gudrund, a simpleton girl with a big floor and one on the upper.
nose, keeps a flock of geese. Gudrun is 6c – Baker’s Tower. This two-storey
inconsolable because Queen, her favorite tower was once the bakery of the manor.
goose, has disappeared. She thinks Dirty The bakery was on the lower floor, and
Meg stole the beast, but in truth poor the baker’s lodgings on the upper. Today
Queen ended up in Area 6D. If a hero the ground floor is the refuge of Heads-or-
returns the animal to her owner, Gudrund, Tails, the Face of Syir supporting Red. She
who has Fae blood, kisses him, granting loves baking and has transformed the room
him a Conviction. into a temple of the Mother of Monsters.
6 – Towers. The mansion has four guard There is no altar, but the oven is often
towers in the mansion, each protected warm (when the cleric is at the Manor: on
by a sturdy door (Toughness 8). They are any red card) and the oven door, made of
described below in detail. metal, is fashioned to resemble a half man/
6a – Loot Warehouse. This tower is half monster creature (Syir). Near the oven,
locked and always guarded by Red’s most there are a number of flour sacks, assorted
trusted man, a former Lashari pirate called firewood and a large vase of oil. In truth,
Sinner. He never moves from there: he the vase contains Heads-or-Tails’ pet, Glub,
eats, sleeps (very little) and mainly smokes a domesticated Crawling Ooze(!). Glub
smoke weed there (see Area 7). Inside the is usually content to stay in its vase, but is
warehouse is the majority of the bandits’ ready to intervene to protect the temple,
loot and provisions; 200 Rations of food Syir and to block anyone, except Heads-
and assorted goods worth 2000 cp. A or-Tails or Red, from going to the upper
hero looking for something to loot must floor (see below). A bed, a cupboard and
make a Notice roll to grab an Item worth a table apparently complete the furniture,
2d20x5 cp. This requires five minutes of but under the bed, there is a rucksack with
looting. A wooden ladder allows access Heads-or-Tails’ possessions: 300 cp, a Red
to a wooden mezzanine, where some Wig, a Broken Doll and a pink bubbling
chains and manacles are crudely fixed to potion (this is a Fatal (-2) poison).
hold prisoners (at the moment they aren’t Heads’ Fantastic Bakery. The Face of
in use). There is a very small window Syir loves to bake things, and she offers the
(passable for a creature with Size -1 or results of her work to anyone who wants
smaller) at the height of the mezzanine them. Over the years the bandits have
(two Athletics (climbing) rolls are learned to be very careful about what they
necessary to reach it from outside). eat, if it comes from Heads’ oven. The only
(WC) Sinner (1). Use the Red’s Bandit one who eats her pies without problems
Profile. He is a veteran with the Duelist is Red, who for some reason is immune
and Improved Counterattack Edges, and to their effects. Usually there is bread or a
the Loyal and Habit (Major) Hindrances. pie cooking in the oven and a second one
See page 297. ready to be eaten, outside. Check the table
6b – Guard Tower. This tower has a below for the effects. Multiple servings of
lower floor, with a table, four chairs and a the same pie for the same person (until a
dusty mattress in a corner, and an upper new pie is made) have no effect. Pies work
floor, a windy guard post from which only while fresh (usually 1d4+1 days).

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Locations

Heads-or-Tails Bakery Table


Card Food
Skunk Bread. This sweet, fig-filled bread is really delicious, but in truth the "figs" are
pieces of skunk intestine. Anyone eating it will suffer foul breath for a week (-4 to
2 all social rolls) and must roll Vigor (-2) to avoid suffering a Debilitating disease. The
"figs" can be recognized with a Survival (-4) roll or automatically if a character has the
Dungeon Cook Edge.
Pepper Pudding. This fiery red pudding is made with milk, honey, unknown roots Heads-
or-Tails gets from the south and a spark of magic. When a character eats it, draw another
3-4 card: if it is red, the pudding is fiery, causing him 2d4 damage, and vulnerability to fire
(+4 damage suffered), while if it is black, the pudding is peppery but grants the eater the
Fire Resistance Special Ability (half damage from fire). Both effects last 1d4 days.
Blackberry Crumble. This pie is made using the blackberries which grow outside Area 6D.
The eater must draw a card; if it is black, 1d4 hours after eating it his feet become sluggish
and swollen. In fact they grow by half of their size preventing the use of any boots or
5-6
shoes and causing -1 Pace and to Stealth rolls. With a red card, the effect is the opposite;
the character feels his feet become strong and firm, gaining the Fleet Footed Edge. The
effect lasts for 1d4 days.
Snapdragon Bread. This cake is made with the flowers of the snapdragons growing in
Faerie glades. The eater must make a Spirit (-4) roll when he eats it: in the case of success,
7-8 the first time he sleeps, he has a premonitory vision of GM's choice (a positive one). In
case of failure, the first time he sleeps he suffers from sleepwalking, trying to reach the
nearest Fae or enchanted faerie wood. If not woken up he sleeps for 24 hours.
Frosted Apples in Pastry. Sweet, very sweet, too sweet: a character eating this must make a
Spirit (-2) roll. In the case of success he is so full that he doesn’t need food for a full week.
9-10 In the case of failure, instead, the magical food stays in his body, which immediately
becomes plump: he receives the Obese Hindrance, which lasts for one week, unless the
roll was 1 or less, in which case it becomes permanent.
Strawberry and Cream Cake. This cake looks so delicious that, when offered a piece, a
character must make a Spirit roll to refuse it (unless he has the Hungry Hindrance, in this
case he must eat it). The effect kicks in 1d6 hours after eating it; the first person with a
J-Q
matching sexual orientation who sees the eater of this cake must make a Spirit (-2) roll or
fall in love with them. The roll is made at -4 if the eater is Attractive, -6 if very attractive.
The effect lasts for 5d4 days (the roll can ace). This cake is good only for a day.
Eye Fortune Cookie. This innocent looking cookie is made with chestnut flour and a
candied cherry. But when you try eating it, the cherry transforms into a living, blinking,
K-A eye! It causes a Fear Check and you must make a Vigor roll to continue eating it. If you
do, you gain a Benny (or a permanent Power Point if you are a spellcaster). Only one
cookie in the batch (1 in 20) is magical, the others are normal.
Yellow Hands of Syir. This sweet delicacy is typical of Old Oak, and resembles a hand,
severed at the wrist. Hauflin prepare it for the Feast of Midwinter. The version made by
Heads-or-Tails is magical and a character eating it gains a special ability; at will, he can
transform one of his hands into a tentacle, with Reach 3. On the bad side, every time the
Joker
character rolls a 1 on a social roll his face melts into a mass of goo! Apart from causing
an immediate Fear check for the bystanders, it gives the hero the Ugly Hindrance until it
returns normal (usually after 2d4 hours). The effect of this sweetmeat is permanent, but
stories say that severing one’s own hand and throwing it in a Faerie Well will end it...

134
Red’s Hideout

Upper Floor of the Baker Tower. Access dwellers of the Manor avoid this place,
to the second floor is possible only through because they think something bad lives
a locked door (Thievery (-2)) from the there. And they are right: it is the den of a
lower floor or through a window, protected powerful Fae called the Ironeater. Trapped
by a recently installed grate (Toughness in the cellar by Heads-or-Tails (who
10). Reaching the window from outside doesn’t want to harm him, but doesn’t want
requires an Athletics (climbing) roll (-2). him running free in the camp either), the
The furniture consists of a large, dusty, but creature’s only companion is a goose called
comfortable bed, an armoire with assorted Queen (see Area 5) which he will tend and
clothing, and a library full of old papers. pet until he gets bored of it. Ironeater is
Searching through them, with a Research smart and devious: he asks the heroes to
(-2) roll one can find a very old writ, signed be set free (by removing the barrier), or to
by the King sixty years ago, assigning be given Gudrun (he has a taste for half-
possession of the piece of land where the Fae blood, because it is rich in iron) and
manor was built to the bearer of the writ. has two things to use as leverage: Queen
It can be sold to a noble (Lady Marian or and his Swirling Gem (see creature’s
Lord Korab) for 3000 cp. If at the end of description). If set free the Ironeater will
The Reluctant Bride Savage Tale Lady eat all the metal in the forge, kill anyone
Marian was kidnapped by Red, she is kept he can and then go to the Faerie Well to
here. Only Red and Heads-or-Tails visit pay his homage to Lord Wynterlyr. If the
her (and bring her food), otherwise the Ironeater sees he cannot make a deal with
room is usually not used (but there is a the heroes, he attacks them.
chance the Face of Syir decides to sleep (WC) Ironeater. See page 285.
there). 7 – Inner Courtyard. The ground of
(WC) Heads-or-Tails. See page 281. the inner court was paved, so as to better
(WC) Glub. Use the Crawling Ooze resist the injuries of time. This place is
Profile, See page 269. crowded with eight improvised shelters,
6d – Destroyed Tower. The main divided between passageways and tents,
floor of this tower is reduced to a pile and it is there where the majority of the
of debris, only the outer walls are still bandits sleep, eat, quarrel and generally
standing, preserving the integrity of the live.
fortifications around the Manor. An old Shaafi the Merchant of Dreams. This
stair leads to the cellar under the tower, old Lashari man, tanned of skin and white
ending at a door which is ajar. The door of teeth, sells smoke weed, a particular
leads to a large cellar, partially occupied type of smoking herb many bandits find
by the shapes of old wooden vats. There relaxing. While the habit is under control,
is an alternative entrance to the cellar: a Red allows this to go on, especially because
small door concealed behind a tangle of there are very few women in the camp and
brambles outside the manor’s wall, at the smoke weed contributes to keeping the
end of a small depression. Just few feet men relaxed. Sinner, the other Lashari of
after the thresholds of both doors there is the band (see Area 6A) is one of his best
a thin line of silver powder. Heads-or-Tails customers. Shaafi sells different types of
laid this, it is a barrier made specifically weed (see below). Once a week he leaves
to imprison Faerie beings (Occult roll to the camp, being very careful to not be
understand it, the barrier is magical). The followed and goes to his hut to restock (see

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136
Locations

Smoke Weed Palafitte). Smoke Weed is an 191), Poacher Jack is here, running a small
Item with Stack 10. Shaafi usually has 50 business as a tanner and trapper. He can put
doses of Swamp Weed and 1d4-1 of each in a good word with Red for the heroes (+2
other type. to Reaction rolls) and he insists on giving
them a present, a Poacher’s Backpack (see
Smoke Weed Wares Table Treasures of Ventar). Poacher Jack also
Weed Cost Notes sells leather armors of any type.
The commonest weed, (E) Red’s Bandit (20). See page 297.
makes you relaxed for (E) Dirt Head. Use the Ogre of Ventar
5/
Swamp Weed 1d4 hours but causes a Profile, raising Size by +2 and adding the
dose
Level of Fatigue for the Stubborn Hindrance. He is a Very Resilient
same amount of time. Extra. See page 291.
Cinnamon Grants the smoker +1
25/ 8 – Leaking Room. Another room
Scented to Vigor rolls to resist
dose with a bad ceiling, you can see the sky
Weed Fatigue for a day.
through it. Usually there are three to
Lemon Grants +2 to Fear
25/ four men there sparring with swords.
Scented Checks, makes you
dose Sometimes they even place a bet or two
Weed unaware of danger.
Makes an arcane (characters can win up to 100 cp from
character recover 2d4 them). The best swordsman is surely
Green Apple 50/
Power Points, but Nick, a scarred fellow with a bad smile,
Weed dose
causes -1 to all physical by beating him a hero can win up to 500
rolls for 1d4 hours. cp in bets and +1 Reputation, but only
Lotus Unique. Permanently among the bandits.
Blossom 500 Grants +1 Power Point (E) Red’s Bandit (4). These bandits
Weed to the smoker. have a Fighting skill ranging from d6 to
Dirt Head the Ogre. Chained to a pole d10 (roll a d4). See page 296.
in the center of the court there is a very (E) Nick (1). Use Red's Bandit Profile.
big, hunchbacked Ogre, Dirt Head. His He has Fighting d10 and the Calculating,
manacles are big and sturdy, but not very First Strike and Counterattack Edges. He is
difficult to pry open (Thievery (+1)) He armed with a Reliable Sword. See page 297.
is so-called because his hunch is always 9 – Dining Hall. This room has a
dirty with soil, and even has some herbs long table and a large fireplace with some
growing on it. Dirt Head was captured by venison cooking over it. Here Red and his
the bandits some time ago, and now he is best men (usually a dozen bandits), dine
their prisoner. The bandits would kill him, and sing at night. There are twelve cups
but Heads-or-Tails is trying to convince on the table, eleven of tin and one of silver
him to join the band (she doesn’t want (100 cp). Nobody will ever touch such
to kill a fellow monster). So far she has things. The silver cup belongs to Red and
had no success, and in a week Red must any character stealing it will be marked as
decide if Dirt Head should be killed or not. worthless scum (-4 to reaction rolls) and
Releasing the Ogre without convincing will be captured and beaten when alone.
him to join the bandits is a simple way to Hanging from the north-western wall there
create a big diversion in the camp. is a large tapestry representing a group of
Poacher Jack. If the heroes freed him woodcutters from Cutting Field at work,
from Lord Korab’s dungeon (see page and a strange cat (the Ironeater) lurking

136
Red’s Hideout

behind a tree (but he can be spotted only an armoire, a weapon rack and a large
with a Notice roll). coffer. The armoire contains clothes of
There are always some bandits in the various styles and fashions, which allow
room, tending the fire and guarding the a person to impersonate a nobleman, a
door to the corridor. peddler, a bard and a priest of Myrthala.
(E) Red’s Bandit (4). Two of them are There is also a suit of Medium Chain Mail
Veteran Bandits. See page 297. (+3) in the bottom of it. The weapon rack
10 – Red’s Quarters. This room is has two Longswords (one with the Reliable
lavishly furnished with an engraved Quality) and a Beautiful Short Sword.
table, a cabinet, several armchairs, pelts The coffer is locked and Red has the
and valuable Carpets on the floor (600 only key. It contains much of the bandits’
cp, Cumbersome 2). The cabinet is filled loot.
with rare Vintages (five Items 100 cp • 2500 cp
each). There is also a Large Harp (400 cp, • Assorted Jewels worth 1000 cp (count
Cumbersome 1). as an Item)
There is a single window, very tall and • A Belt encrusted with semiprecious
very narrow, in the western wall. gems (400 cp, it’s a Trinket)
Red is usually there, busy making his • Silver Helm (see Treasures of Ventar)
own arrows, singing or plotting something. • Holy Symbol of the Blue Stone (see
With a heart card, Heads-or-Tails is there. TGM)
The door to Area 11 is locked (Thievery Escape Way. Under the bed, there is a
(-2)) and only Red has the key. Outside Rope with a Grappling Hook. With an
the room there are always two guards, and Athletics roll, this allows the user to reach
the others from Areas 8 and 9 will arrive in the ceiling, where there is a trapdoor
1d4 rounds if summoned. (invisible from the outside). Then, with
(E) Red’s Bandit (2). See page 297. another two Athletics rolls, you can climb
(WC) Red the Bandit. See page 297. out of the Manor. Only Red and Heads-or-
11 – Red’s Bedroom. A large bed Tails know of this escape route.
occupies much of this room, together with

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Locations

The Bandits as a Fighting Force


Components: 30 Red’s Bandits, 10 Veteran Bandits.
Components

They are led by Red the Bandit Lord and are supported by Heads-or-Tails, a Face of Syir and (25% chance

or as dictated by the heroes’ actions) Dirt Head the Ogre.

The bandits are highly mobile, know the woods very well, and receive +1 to all Battle rolls in the forest

whenever they can lay an ambush.

Their base is Silvertrout Manor (also known as Red’s Hideout), but they have at least another 1d4

caverns, hidden glades or similar places where they can conceal 25% of the band.

If they need to leave Red’s Manor in hurry, they can be out in one hour, leaving the smithy, the tents and

many of their resources behind. In this case lower their Battle Value by 20%.

Many of Red’s Bandits came from the steads, where they have supporters (the bandits often protect the

farms from theft by the Steel Eagles). If the band suffers losses, they can get new recruits at the rate of

1d6 per week, or once during the campaign they can summon 20 men (raising their numbers by 50%).
Negotiating with Red
Red isn’t a bad fellow. He became a bandit because he thinks his father took away his birthright unjustly,

leaving everything to his half-sister, Marian.

Marian, on the other hand, stubbornly wants to fulfill their father’s will, keeping the title and the lands

herself.

They may quarrel and fight, and Red will keep Marian prisoner hoping to soften her will, but he won’t

do (and won’t allow anybody else to do) anything to harm her.

If the two of them can be make an agreement, for example with Marian recognizing Red’s heritage and

title (something like Protector of the Forest or Lord will suit him) and giving him some land and a castle

(Castle Korab or the Silvertrout Manor are good), Red will stop being a bandit and will help the heroes

(and the Lady) to restore peace in the region.

He also wants a pardon for himself and his men, of course.

Joining the Bandits


There is the possibility the heroes decide to join Red. Regardless of the sincerity of their intention, the

bandit lord will give them a chance, but they must earn his trust. Consider this as a series of Faction Qu-

ests (see below). Red band isn’t a major faction in the game, so there is no specific Faction Edge for this,

but you can give the heroes the Connections Edge for free (and the Outlaw Hindrance if their affiliation

is discovered).

Example Faction Quests to join Red’s band:

• Case a suitable target for the bandits.

• Help a fellow bandit in need (wounded, prisoner and so on).

• Harass or kill a servant of Lord Korab or of the Mill Lady.

• Carry out a proper theft in Red’s service (the target should be worth at least 800 cp).

• Place the Mill Lady under Red’s power (this is a major thing).

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Ruins of Nyrath

Bringing Red to Justice half the bounty and from this moment on
There are various ways the heroes can all her the reactions toward the party will
interact with Red and his band (see be worsened (-1 to Persuasion) because,
sidebar). The most straightforward is after all, Red is still her half-brother and
capturing the bandit lord and bringing she doesn’t want him dead.
him to justice (i.e. putting him in prison If the heroes imprison Red but at least
in Tyland Mills) If the heroes do so, they half of the band is still free, including
should be rewarded with +1 Reputation Heads-or-Tails, they will probably try a
and a reward of 1000 cp from the Mill rescue mission (on a heart face card: draw
Lady. If they kill him, the Lady will pay once a week).

Ruins of Nyrath
Type: Dungeon the city continues to be active, while the
Suggested Rank: Seasoned/Veteran underground level, which the Priestesses
Light: Normal in the city, Darkness in the reconquered, is bustling with activity, under
underground the guidance of Shush’Arish the Shaman.
Battle Value: 300 (Lurkers and Vaarathi Reaching Nyrath. There are two ways
Lizards) + 25 per Myrmidon (up to 2). to reach the town. The first is across
the lake with a vessel; heroes can land
wherever they find a suitable spot. The
A City with Eyes second is across the isthmus connecting
Nyrath was the ancient city of the the city with the mainland, in the northeast
worshippers of the Crawler, which ruled (see “Toward the Main Land” on the map).
over all the surrounding area: men From the city there are two ways to reach
dwelt there, while the Lurkers stayed the Buried City of the Lurkers: the first is
in the Gorge and frequently visited the using the stairs in Area 6, the second one
underground level of the city where they is swimming to the underground cavern
performed their dark rites along with the (see Area 1).
priests of the cult. Alarm. Apparently, the city is deserted,
When the Crawler was defeated, all the but whoever enters it will be closely
sacred places of the evil god near Tyland Mills watched, and then ambushed at the most
were shaken by earthquakes, and Nyrath favorable moment by a pack of Lurkers.
was the one most damaged. Great parts of This mechanism is handled through
the buildings collapsed, the paved flooring Alarm Tokens. Various events (including
cracked and the ground sank, so that the place Random Monsters) can give the heroes
today is a sort of peninsula, connected to the an Alarm Token. When they have four
mainland only by a small isthmus. or more, their presence is noted and
Most of the original Nyrathi died, while Shush’Arish sends an assault party. Any
the Lurkers fled into the depths of the characters captured are imprisoned in
Gorge, where they stayed till the return of cells in Area 26e. Their non-magical gear
the Priestesses. is kept in Area 26 and their magical items
Today Nyrath is the base of the cult are sent to Shush’Arish, in Area 23.
of the Crawler, but a very secretive one: The ambush party is composed of:

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Locations

(E) Lurker (8). One of them is an Elder. Sunken Ruins of Nyrath


See page 288. Generic Building. The majority of the
(E) Lurker Acolyte (1). Use the Lurker buildings of Nyrath are simple ruins.
Profile. See page 288. When the party enters a building not
(E) Vaarathi Lizard (2). See page 309. keyed on the map, simply draw a card and
check the table below.

Generic Building Features Table


Card Location
Unsafe Building. This place is dangerous and the access blocked by a ruined door, which
keeps the structure standing up. To enter, first the party must remove or break the ruined
2 door (Strength roll or Toughness 7). Then, once inside, a card must be drawn every 5
minutes; on a club, there is a collapse, causing 3d6 damage to anyone inside. +1 Alarm
Token
Viper Nest. This building is in good shape, apart from the layer of debris on the floor. At
the far end of the room, there is a closed cupboard, which contains a Silver Candelabra
3
(250 cp worth). It hides a danger: 2d4 Stone Vipers, concealed somewhere among the
debris, perfectly still until someone steps over them.
Trap! A Lurker placed a devious trap there: a cord which, if triggered, releases a dart
4-5 (Shooting d6, Range: 3/6/12, 2d4 damage, the Drop). The dart is poisoned with a Lethal
mix of herbs.
Old Pottery. In this building there are old, scattered pieces of pottery. With a Notice (-2)
6-8
roll an Ornate Vase can be found, it is still intact and worth 200 cp.
Black Flowers. Hanging from a there is a Gulza Plant, a large ivy, with many edible flowers
(Survival roll to know this, 1d6 Rations), but the vines are mildly poisonous and cause
9-10
boils and blisters if they are touched bare handed (consider them Bumps and Bruises).
Heroes know this last feature only if they scored a raise on the Survival roll.
Protected Palace. This building is easy to defend for some reason; maybe all the doors are
J-Q closed and functional or there is a second floor which can be accessed only by climbing
stairs. It counts as a Safe Place.
Old Tool. This building was a workshop of some type (a tannery, a pottery or a carpentry).
With a Notice roll (or Common Knowledge if linked to a trade he knows) a character
K-A
spots an old but serviceable tool of the trade (a knife, a saw or something similar), which
grants +1 to Trait rolls for that particular craft.
Secret Passage! A very well-concealed passage (Notice (-4) to spot) in this building leads
Joker
to Area 17a!
Used
Nothing of interest here.
Entry
1 – Tower of the Dark Flowers. This muddy and filled with wild herbs. But this
ancient tower was a lighthouse watching isn’t the greatest danger: among the plants
over the lake during the apogee of the and in the ruins of the tower lurk several
town. It was very beautiful in the past, the Swamp Leeches, ready to ambush any
outside decorated in bas-reliefs of flowers. possible prey.
Seriously damaged, it more or less survived The Tower. The ground floor is littered
the earthquake. The small peninsula is with debris, and there are at least two

140
Ruins of Nyrath

Leeches there (one hanging from the These are all Athletics (-2) rolls and failing
ceiling). A stair leads to the first floor, them causes Bumps and Bruises. Inside
which is unsafe and holds nothing useful. the tower there are only broken stones,
Any hero weighing more than forty but a detailed search roll (Notice (-2))
pounds must draw a card when walks may find the smashed skeleton of a former
upon it; on a club, he falls through it for Nyrathi soldier under a stone. Its weapons
3d6 damage. The same applies for the and armor are destroyed, apart from a
stairs leading to the second (and last) floor. Shoulder Pauldron, engraved with runes,
From there you have a wonderful view of which can be incorporated in any medium
the Gorge. On the top of the tower, there (+2) or heavier armor with a Repair roll,
was a beacon too, but it collapsed and its granting it Hardiness 1.
remains can be seen, shimmering, in the 3 – Old Road. This road once crossed
water in front of the tower. One stone in the entire city, and was at certain points
the wall has a decoration slightly different even crossed by bridges. The earthquake
from the others (Notice (-2) to spot it) and seriously damaged it, and now only some
conceals a secret compartment. Inside are parts of it are still visible.
a very ancient Spyglass, a Stylus and a Wax 4– Moss Covered Statue. A statue
Tablet (it cannot be read, it is too ruined, of a Lurker, three yards tall, and more
but it can be re-used by warming and emaciated than usual. If the heroes have
melting the wax), and a Square Shaped already seen Shush‘Arish the Shaman, they
Symbol of the Lurker (used as a Key for recognize him (in truth this is one of his
Area 14). previous incarnations). The statue is very
Underwater Cavern. Near the southern old, covered in old moss, and has its right
coast of the peninsula, there is an claw raised toward Area 5, while in the left
underground channel used by Lurkers to it holds a stone spear. The statue is covered
come and go between the Gorge and the in blackish moss, which is quite disgusting.
Buried City which leads to Area 33. It can 5 – Temple of Ghosts. This place was
be found only by an underwater inspection an ancient temple, now almost totally
of the area (or seeing someone going in destroyed. The only surviving element is
or out from it). Reaching Area 33 in this an altar, on the northern side, smeared
way requires a Challenging Dramatic Task with old blood, engraved with the symbols
of Athletics (Swimming (-2)), unless the of the Crawler. There is a strange aura
heroes have a way to breath underwater, in there, of anguish and incompleteness.
which case they have no need to roll. In the When their god was wounded and the
case of failure the character gets a Fatigue earth started to shake, at first the people of
level for each missed success. Nyrath didn’t understand what happened:
(E) Swamp Leech (6). See page 303 they thought they had angered their god
2 – Tower of Green Algae. This tower in some way and one of the priestesses
was decorated with motifs of green algae gathered the survivors here and started
and was very similar to the Tower of praying to appease the Crawler. She
Black Flowers above, but not so lucky: it picked several people and sacrificed them
collapsed on itself, and the interior cannot on a stone altar, which still lies there,
be reached by normal means. They only half broken. When this had no effect,
way to get inside is flying or climbing up desperate, she sacrificed herself, too.
from outside and then down to the inside. Incomplete Sacrifice. Looking among

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Locations

the debris at the base of the altar, with a the dagger automatically exorcises the
successful Notice roll an old Sacrificial Specter, which cannot manifest more
Dagger can be found. If the heroes visit this than 6” away from it. If a hero takes the
place by day, nothing happens, but if they dagger and leaves, during the first night
do it at night, the spirit of the old priestess the specter tries to take control of him
tries to take control of the weakest hero and return to the altar, then complete the
(the one with the lowest Spirit); consider sacrifice. If the possessed hero survives,
this the puppet Power. Once a host is he discovers he now has some of the
possessed, the ghost tries to go to the altar memories of the priestess: he can gain, at
and re-enact the sacrifice to the Crawler, his choice, a die type in either Occult or
cutting her own throat! Resisting this Common Knowledge.
effect is a special Dramatic Task based on (WC) Specter (1). See page 301.
Spirit (-2): unlike normal tasks, the hero 6 – Passage to the Buried City. There
gets Broken Will Tokens when he fails the are several tracks of webbed feet leading to
roll (one with a failure, two with a critical this room, which looks almost empty and
failure). Whenever he has five or more, he deserted, apart from a disturbing mosaic
cuts his own throat, causing 3d6 damage to representing the Crawler in a stylized
the head. The other heroes must obviously form. On closer inspection (Notice roll),
stop him. The focus of the specter’s soul is a hidden button can be found, which if
the Sacrificial Dagger: if a character picks pressed makes part of the flooring slide
it up he is automatically chosen as victim, aside, revealing a secret passage to the
and receives -2 to Spirit rolls. Destroying Sunken City of the Lurkers.

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Ruins of Nyrath

Wandering Monsters Table – Sunken are a couple of Lurkers there, on guard.


Ruins of Nyrath If there is any trouble, one of them turns
Card Event to fight, while the second runs for help to
Yellow Fog. A sickly, poisonous fog, Area 12.
coming from Cutting Field through (E) Lurker (2). They are armed with
the Gorge. Heroes must make a short spears (Str+d6, 2 hands, +1 Parry).
Vigor roll or suffer a level of Fatigue See page 288.
2 due to the intense stench. This can 8 – Vaulted Room. The ceiling of this
lead to Exhaustion but not to death.
room is barrel vaulted, with four huge
Ignore this event if the heroes freed
pillars at the corners. Water drips from the
Cutting Field from the evil (see page
243). A redraw clears the fog.
ceiling and this has allowed large festoons
(E) Cave Centipede (1). See page of pale pink algae to grow, hanging from
3 the ceiling like curtains. The algae are quite
266.
(E) Skeleton Warrior (2d4). See disgusting, they look like innards, and
4-5
page 298. stain if touched. Despite their appearance
(E) Swamp Leech (1d4+1). See page they are totally harmless.
6-8
303. 9 – Room of the Nets. This area is a sort
(E) Red’s Bandit (1d6). See page of old warehouse, full of old fishing nets
9-10
297. +1 Alarm Token. hanging from the walls, which Lurkers are
(E) Band of Lurkers (2d4). See page very skilled at making. Nets can be used by
J-Q
288. +1 Alarm Token clever players in a variety of ways. There
(E) Lone Lurker Scout. Use the are three SBT ones, two MBT and one LBT.
Lurker Profile, adding Shooting and
They are Items, with Cumbersome 1 per
Stealth d8, armed with a bow. Add
K-A size (so a MBT one is Cumbersome 2) and
an Alarm Token every 10 minutes
from the moment the party is
they have Toughness 9+1/Size, vulnerable
spotted. only to cutting attacks (see Savage Worlds
Fugitive! Wylla, a woman who core rules).
escaped from Area 26 through the Hidden behind the nets on the eastern
secret passage to Area 19. She is wall there is a secret door (Notice (-2) roll,
raving with fever and will die in 2d4 must move the nets to find) leading to
Joker
hours unless cured (Healing (-2) Area 22.
and a Rest). She babbles about her 10 – Algae Seasoning Area. This
husband, Todd, taken by “the beasts”, murky hall smells a lot. The reason is that
which will be found in Area 8.
there are three big piles of algae, the same
Used Unseen eyes are spying, add an
as in area 8, on the west wall, left there
Entry Alarm Token.
to age (they are a delicacy for Lurkers).
Once aged they turn green. They aren’t
Buried City of the Lurkers edible by humans (Vigor (-2) roll, +2 with
Iron Stomach, to avoid suffering a level of
Note: Despite the name, the buried city was Fatigue).
constructed by humans, the Nyrathi, so it The smaller pile contains nothing
has several complex architectural features useful, while the medium one hides the
like secret passages, grates and so on. half-eaten body of a man, with a Silver
7 – Stairs. These stairs lead to Area 6 in Ring (50 cp) on his left hand, with a name
the Sunken Ruins of Nyrath. Usually there written inside: Wylla.

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Locations

The man was Todd, Wylla’s husband like the taste). The goblin still has a nice
(see Fugitive in Wandering Monsters Table Copper Bracer (50 cp, it is a lucky one and
of Sunken City of Nyrath). Bringing back grants a single use Benny). Gnawer, if he
the body to Wylla nets a Conviction. The sees strangers, growls and tries to kill them
body is stuffed with algae to acquire a (every round of growling draw a card, if
better taste. it is a club someone in Area 12b notices
There is something moving inside it and comes to check). Gnawer is always
the third pile: the mysterious creature hungry and not really a bad boy: he was
is apparently very big, dangerous and mistreated, but, if nourished and petted,
spooky, but actually it is a single very small heroes are allowed a normal reaction roll
Lurker Tadpole, escaped from Area 16. from him.
(E) Lurker Tadpole (1). Size -2. It is (E) Gnawer. Use the Vaarathi Lizard
very small. See page 288. Profile, raising Smarts, Strength and Vigor
11 – Rooms of the Meditating by one die type. He is a Resilient Extra.
Warriors. The southern and northern 12a – Lurker Rooms. Each of these
doors of this room are locked (Thievery rooms has a number of Lurker guards,
roll). Inside it is almost empty except busy sleeping, eating or mating. There are
for nine Lurkers, sitting cross-legged in some mattresses of seaweed, rotten fish and
a circle around a rough fireplace with a few other disgusting things. The Lurkers
pale flame cracking inside. The fire burns occupying them react with violence to
strange lake weed, mildly intoxicating intruders. The northern room also hosts
for non-Lurker humanoids (Vigor roll to an Elder, while in the middle one there
avoid being Fatigued, a wet cloth on the is vase filled of a Disgusting substance,
face protects against this). On the west which, if eaten, works as a healing potion
wall there is a stone gong. The Lurkers are (three doses of them).
in a deep trance (Stealth rolls to get past (E) Lurker (1d6-1 per Room). See
them receive +2). If disturbed (or if the page 288.
gong is sounded), they suddenly wake (E) Lurker Elder. Use the Lurker
up, in a frenzy. In the fireplace, under the Profile with the Elder Special Ability. See
burning weed, there is a very large Black page 288.
Pearl, totally fire-proof (it is a Magical 13 – Bubbling Well. In the middle
Component worth 1000 cp). One of the of this room there is a shaft three yards
Lurkers has the keys for the two doors. wide, emitting a fetid stench and a
(E) Lurker (9). They have the Berserk constant bubbling. Characters paying
Edge. See page 288. attention to the bubbling notice whispers
12 – Den of the Gnawer. This large and half-intelligible words mixed with
room is empty, but guarded by a very scary the sounds. It is the voice of the Crawler
beast: the Gnawer. He is an overgrown whispering dark, disturbing secrets, in
Vaarathi Lizard, scarred and very hungry. his sleep. This causes a Fear Check, but if
He is even more ferocious than the a hero passes it, he can continue listening
standard lizards, so the Lurkers keep him to the whispers. If he does so for at least
chained on the eastern wall, with almost one hour, he must make a Spirit and a
enough chain to reach the center of the Smarts roll, both at -4. If he fails the first,
room. Recently Gnawer received a prize, a he permanently loses a die type in Spirit
dead goblin, which he half-ate (he doesn’t (if he goes below d4 he goes mad), if he

144
Ruins of Nyrath

succeeds in the second he permanently


gets a die type in Occult. The Fall of Baros
14 – Room of the Square Key. This
room is empty but for two things: the first is
The legend of Tyland and how he came to Ty-
a stone door on the east side, a single stone
block almost a yard thick (Toughness 16, land Woods is quite well-known in the forest,

Heavy Armor), marked with the symbol of but the real reason why he came to this place is
the Crawler. The second is a pillar on the largely forgotten.
west wall with a square shaped carving,
Tyland came on the tracks of another knight
which has the same symbol inside. If the
heroes retrieved the Square Shaped Key called Sir Baros, his best friend. Sir Baros had

from Area 1 it fits perfectly, and putting it arrived some months earlier, and met the Ny-
inside opens the door. rathi. In the beginning, he didn’t understand
15 – Tomb of Kur-Rah. Kur-Rah was
how evil they were (he fell in love with Nadaka-
a great Nyrathi champion of the Crawler
and his mortal body lies there, surrounded ra), and when he did, Shush’Arish the Shaman’s

by his treasures. In the room, there is a previous incarnation forced him to wear the
stone slab, placed adjacent to the center of Collar of Domination, making him a faithful
the east wall, where Kur-Rah lies, and two
slave, Kur-Rah. He abandoned his name and
big stone urns in the corners. On the walls
there are several engravings depicting Sir became Kur-Rah, which means “Betrayer”.

Baros (see The Fall of Baros sidebar). If a Bard character discovers this story and
Kur-Rah’s Body. A muscular man, bare- makes a ballad of it, he rolls at +4 to check if he
chested and tattooed with the marks of the
raises the party’s reputation (see Bard Edge
Crawler, perfectly preserved by the drugs
and ointments of the Nyrathi Priestesses. description in TPG).

He wears an opal necklace (see Collar of


Domination in Treasures of Tyland), while 16 – Breeding Pools. This large area
on his chest rests a shield with the marks of hosts the breeding pools where the Lurkers
the Knights of Scarlet (see Shield of Tyland are raised from the stage of eggs (the largest
in Treasures of Tyland) and a Sword made triangular pool in the southeast), to small
of black bone (it was made with the chitin harmless larvae (southwestern pools)
of the Crawler, but is ruined and shatters to full-grown tadpoles (the northern
if used). pools). The pools are connected through
Urns. The urns’ lids are very heavy to lift underground channels (marked with dots
(Strength roll) and contain the guardians on the map), blocked with grates. The
of Kur-Rah: a couple of Crawling Oozes. If tadpoles are usually calm, except during
they are disturbed or if the corpse of Kur- the feeding hours (midnight and midday)
Rah is disturbed they attack the party. The when they become frenzied.
beasts were enchanted to behave in this Encounters. The pools are frequently
way (the magical aura is still active) and checked. Wandering Monsters appear in
the dispel Power (cast against Spellcasting this area with any black card, but the only
d10) can negate the compulsion. In this results are 2-10: Lurkers (2) or J-Joker:
case the creatures, unless attacked, crawl Lurker Priests (2). See Wandering
back to their vases. Monsters Table. If the guards discover

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Locations

the heroes, their first move is whistling Blessed Ones Vision Table
to call the tadpoles, which attack the Card Vision
party, and then calling for help. Note that The Key. The hero has a vision of
while the tadpoles are in the pool they a young woman, a guard, hiding
are more vulnerable: the beasts in the 2-3 something under a barrel in Area 27a
Pool have a collective Toughness of 7 and before being taken away by priests of
3 Wounds. Each Wound (inflicted with the Crawler.
Treacherous Love. The hero has
fire, electricity, poison or similar) kills
a vision of being in intimacy with
one third of the tadpoles. Note also that
a beautiful woman (whose face he
destroying all the Pools seriously slows
cannot see clearly). The woman is
the growing of new warriors: for a month going to kiss him… then she stabs
reduce both the number of Lurkers 4-7
him to the chest! Now the woman
encountered and the Battle Value of the can be seen: she is Sylvia, the tavern
Cult (see page 139) by 25%. keeper (in her previous incarnation).
(E) Lurker Tadpole (100). 2d4 come The hero receives +2 to all future
out from the pool each round. See page opposed rolls against her.
288. The Gladiator. The hero has a vision
17 – Niches of the Blessed Ones. The of himself, in an underground arena,
niches of this ample room, enclosed by fighting against other gladiators. He
salutes, crossing his blades over his
thick glass walls (Toughness 8), are filled
8-10 heart before fighting. If the hero does
by a murky liquid. In each of them floats
the same to the Skeletal Gladiators in
the corpse of a “blessed one” a hybrid of the arena of Undertown (Area 33),
human and Lurker parts, with tentacles, they’ll join him, while he stays in that
gills, scales and so on. Fortunately these dungeon.
abominable experiments failed and were The Secret of the Altar. The hero
abandoned years ago. Character seeing has a vision of a priest inserting a
them must make a Spirit roll to avoid J-Q key in a particular point (the eye) of
being Nauseated. In truth these creatures an engraving of the Crawler (it is the
aren’t really dead: their minds in some treasure of Area 21)
way continue to live. A sensitive character Feel My Suffering. The creature
(with any Arcane Background or Spirit inside the glass wants only one thing:
to die. If the heroes help him do
d10+) touching the glass, is contacted
K-A this, the character experiencing the
by the mind of the creature trapped
vision gains a Conviction. For a priest
within. This causes a Fear Check (-4), +2 of Myrthala, not to release such a
if the character is a devotee of Myrthala suffering creature from pain is a Sin.
or Syir. In the case of success, he has a Power Transfer! The character has
vision of some sort; draw a card from the blurred visions, which leave him
Action Deck and check the table below. Stunned, but when he recovers, he has
Joker
A character can only have a single vision, 2 additional Power Points. Characters
regardless of how many Blessed Ones he with no Arcane Background gain a
contacts. Conviction.
17a – Priests’ Vestibule. This place
was a changing room for the priests.
Hanging from pegs on the walls there are
six Hooded Cloaks. Under one of them

146
Ruins of Nyrath

there is also a Backpack. In a small closet freeing all the beasts. The Vaarathi Lizards’
in a corner there are a Lantern (but no oil), attitude depends on how long ago they last
Flint and Steel, and a Mace. The ceiling ate; make a Reaction Roll, any result from
of this room is made of rotten wood, and Cooperative to Helpful means they are
there is a sort of well on top of it leading torpid from the last food eaten (+2 if the
to a nondescript building from the Sunken heroes have Gnawer as pet, another +2 if
City (see Generic Building of Nyrath, Joker a party member has the Vaarathi Whip).
entry). Going up to or down from the city Any other result means they are aggressive.
through the ceiling requires a Rope and an In the western wall there is a secret passage
Athletics roll. (Notice (-2)) which leads to Area 33. The
18 – Dark Steps Room. In front of Lurkers don’t know about it.
the stairs, made of black stone, there are (E) Vaarathi Lizards (20). See page 309.
two massive Lurkers. A brazier burning 20 – The Old Temple. This area is
seaweed makes light in this area. The very ancient, probably the oldest in the
guards fight to their last breath, but one of Buried City. It has a pool of greenish water
them has a Shell Horn, which, if sounded, and three smaller rooms, each of them
alerts everybody in the complex. They occupied by a towering statue.
swap places every eight hours with their Statue Rooms. Each room has a single
comrades in Area 31. Heroes wearing statue, six yards tall, representing the
Hooded Cloaks can try to pass by them three greatest priestesses of the Crawler.
unnoticed. From the eastern room, clockwise, they
(E) Lurker High Guard (2). Use the are: Iriskara, the warrior, who is identical
Lurker Profile, raising Fighting, Strength to Irina of Tyland Mills; Sylkara, the
and Vigor by one die type. They are High Priestess, identical to Sylvia; and
Resilient Extras armed with Halberds Nadakara the shadow walker, identical to
(Str+d8, Reach 1) and wearing Medium Nadia. The three women are, in fact, the
Shell Armor (+2). See page 288. reincarnations of the past priestesses of the
19 – Corridor of Pillars. This majestic Crawler.
corridor is the biggest of all the complex, On the wall in the central room there
with a tall ceiling shrouded in darkness. is also writing, in blood, which appeared
The side areas, north and south, are when the three women ventured there for
excellent for passing unnoticed (+2 to the first time and had the revelation of
Stealth rolls). On the west side there is a their true nature (and found their blessed
large area closed by grates, which holds the weapons at the feet of the statues).
Vaarathi Kennel. It is a complete version of the Prophecy
Vaarathi Kennel. In this area the of the Crawler (give the players Handout 8):
trained Vaarathi Lizards are kept. The only
person who can gain access is the Kennel Where the Crawler was Wounded You’ll
Master (see Area 32). There is a small door Kill
in the southern part of the grate (locked,
the only keys are in the possession of the Once per Full Moon the Dagger Will Rise
Kennel Master), but there is also a lever in and Fall
the entrance in the northern wall, which
raises all the grates, with a lot of noise that Five Deaths as Five are the Points of Its
can be heard throughout the complex, Star

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Locations

The First Death an Innocent One On the northern wall there is a concealed
door, which can be spotted only with a
The Second Death a Servant of the Merciful Notice (-2) roll and leads to Area 24. The
door is known to the temple’s dwellers,
The Third Death the Hand of Justice so they ignore what follows: on the
southwestern wall, right in the engraved
The Fourth Death a Man with Two Souls eye of the Lurker, there is a small keyhole
(Notice (-4) roll to detect it). It opens with
The Fifth Death the Hated Hand Who the Rusty Key from Area 27a or can be
Dealt The Blow picked (Thievery (-2)) but if the roll doesn’t
score a raise, a spout of venomous gas is
And in the Middle of the Star It Will released from the keyhole, causing 3d6
Return damage in a LBT; armor doesn’t protect
and the gas stays in place for six rounds.
If you Fail, in the Heart of the Star You’ll If the lock is opened, a sort of set of stone
Find Your Doom drawers comes out, filled with the treasure
of the temple:
Sacred Pool. Inside the pool there is the • 100 gp in Nyrathi coinage
body of a very old Lurker. He is so old that • A casket of 100 black pearls (50 cp
his scales are gray, and he is very skinny, each)
apart from an inflated belly. The creature • A Scepter of Black Coral, inlaid with
isn’t dead, because he breathes, even if very the likeness of the Crawler in silver
slowly. Around his neck he has an Obsidian (worth 2000 cp)
Amulet (see Treasures of Tyland). In truth • Two Platinum Rings (1000 cp each, if
this creature is already dead, because he worn together grant +1 Toughness)
was sacrificed to the spirit of the three Altar. The altar of the temple has four
priestesses, in a very nasty way: inside metal manacles, used to imprison the
his belly lies a special specimen of River sacrificial victim (Toughness 7 or Thievery
Eel, which emerges from the mouth of roll to open) and has two hidden buttons,
the priest, killing him and attacking any known only to Shush’Arish. Pressing the
interloper with the Drop! first button releases a volley of six darts
(WC) Black Eel. Use River Eel Profile, from concealed holes on the northern
raising Strength, Vigor and Fighting by and southern walls, targeting random
one die type and adding Reach 1 to his characters in the area in front of the altar
attacks. See page 297. (Shooting d6, damage 2d6, the Drop).
21 – New Temple. This room is the The button can be pressed twice to release
new temple of the Crawler, where almost two volleys, but the second one gets no
daily sacrifices are made to it. It consists of Drop. The second button creates a barrier
a massive stone block, stained with blood, of green fire in front of the altar, crossing
while on the walls there are carvings and the whole room on the north-south axis
old pictures showing the mighty demigod (counts as the barrier Power, with the
in all its power. Two braziers full of damage Modifier). It is a Heroic Altar,
seaweed burn constantly in the northern but there is no way to consecrate it to a
and eastern corners of the hall. god other than the Crawler. Destroying it
Secrets. This room hides several secrets. counts as a Faction Quest for the Cults of

148
Ruins of Nyrath

Myrthala, Kaavor or other good-aligned search). Inside the coffer there are a Sling,
deities. 20 Bullets and two bottles: one is a greenish
Ritual. With a red card from the action potion of healing (it is Disgusting) and
deck, there is a sacrifice in progress when one contains a yellow paste (a smite oil to
the heroes arrive. If no better victim is apply on a weapon). If there is no rite in
in the hand of the Lurkers, Vendrolio is progress in Area 23, with a club card the
the chosen victim (see Area 26c). Those Lurker Priests will be there (unless the
officiating are Shush’Arish the Shaman and heroes already met them as Wandering
two Lurker Priests, while two archer guards Monsters).
stand in the southern and western corners (E) Lurker Priest (2). Use the Lurker
of the room. The ritual is a Daunting Profile, add the Acolyte Special Ability.
Dramatic Task, performed by Shush’Arish. They each wear a Hooded Cloak. See page
If he manages to plant his claws in the 288.
chest of the victim, he immediately gains 23 – Shaman’s Room. This dimly
a Benny and all the Power rolls of the lit room is the personal quarters of
followers of the Crawler in the room (his Shush’Arish the Shaman. The furniture
and the priests’) are made at +2 till the consists of a large pool of warm, murky
end of the combat. If the heroes manage to water on the southern side, a throne of
free the victim from the altar, Shush’Arish bones on the northern wall, where he sits
and his acolytes suffer -2 to Power rolls till when awake, and a stone pedestal near the
the end of the combat. Shush’Arish is not southeastern wall, from where the light
a fool, and if cornered he tries to escape comes.
through Area 22 (he knows of the secret Murky Pool. If the Shaman is in the
passage). After three rounds of combat, room, sleeping (see below), he is immersed
guards in both Area 25 and Area 18 hear in water (Notice (-2) roll to spot this).
the commotion and come to help their While immersed there the Shaman gains
dark master. the Slow Regeneration Special Ability.
(WC) Shush’Arish the Shaman. See Throne of Bones. Concealed under the
page 298. throne is the Shaman’s personal treasure.
(E) Lurker Priest (2). Use the Lurker It consists of a large waterproof skin
Profile, add the Acolyte Special Ability. containing an Ebon Skull (carved, worth
They each wear a Hooded Cloak. See page 1000 cp to a collector), a bunch of Pale
288. Seaweed (counts as a Magical Component)
(E) Lurker Archer Guard (2). Use and a Golden Oyster (if eaten raw, it is
the Lurker Profile, lower Vigor by a die Disgusting, and grants one free use of the
type, add Shooting d8 and the Marksman divination Power, but only to a priest of
Edge. They are each armed with a bow Syir).
(Damage: 2d6, Range: 12/24/48, ROF: 1) Glowing Pedestal. The origin of the light
See page 288. is a glass bowl on the pedestal, where there
22 – Acolytes’ Room. This room was floats a Lurker egg, which the Shaman
for the acolytes of the temple. There are is enchanting. He is trying to create
four stone beds, two desks of the same another Myrmidon (see Area 29). If the
type, and a locked coffer (Thievery). heroes destroy it, they won’t face a second
Concealed on the southeastern wall there Myrmidon in The Battle of Tyland Mills
is a secret door (Notice (-2) and an explicit Savage Tale.

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Locations

The Shaman. If Shush’Arish isn’t Buried City Library Table


performing a ritual (see Area 21) he is Card Find
here. If the card drawn above is a spade, the Forbidden Glyph! Make an
2
Shaman is sleeping in the pool, otherwise immediate Fear Check (-4).
he is fully awake and ready to fight. Mysteries of Water Spirits. This
(WC) Shush’Arish the Shaman. See 3-5 tablet is worth 100 cp x card value
page 298. for an Arcane Laboratory.
24 – The Scale of Seeing. This secret Lurkers’ Magical Wards. This
6-10 tablet is worth 100 cp x card value
room is the main library of the temple.
for an Arcane Laboratory.
Three walls of the four have shelves,
Scroll of Lurker Skin. Concealed
holding a library of stone tablets, while on
under some tablets, there is a
a small dais on the northern wall there is scroll of finely treated Lurker
the Scale of Seeing. Skin, painted with a very realistic
Scale of Seeing. This is a peculiar device representation of the Crawler’s
similar to a small, blurred, mirror, made body. Looking at it and reading
from a polished scale of the Crawler, which the notes written alongside by
Shush’Arish uses to communicate with the J-A some forgotten Nyrathi sage, they
Priestesses of the Crawler in Tyland Mills discover two things: first that the
(see Area 36 of Undertown). The image weak points of the Crawler are the
eyes, second that it is immortal;
transmitted by the Scale isn’t perfect, but
Tyland didn’t manage to kill it,
the sound is quite good.
because its brain is inside his body,
The Library. The old tablets here are
in a gland at the opening of the
barely readable. Heroes rummaging stomach.
through them must make a Research (+2) Powerful Counterspell. A clerical
or Occult (-2) roll each hour, draw a card Joker scroll of dispel, which can be used
and check the table below. three times, rolling at +2.
Redraw Nothing useful.
25 – Corridor to the Cavern. This
large, bow-shaped corridor crosses the
main area of the temple. On the eastern
side is the gate to the Underwater Cavern
(Area 33), while in the southwest are the
guards of the New Temple. A grate, usually
lowered, divides the two areas.
Gate to the Underwater Cavern. This
massive stone gate is made of a single stone
block, which is raised and lowered using
the winches in Area 30. The gate is usually
open, unless an alarm has been sounded,
in which case it is lowered.
The gate can be opened by brute force,
but this requires at least Strength d10
and one minute of time per attempt: it is
a Challenging Dramatic Task based on
Strength (-4). Completing the Task raises

150
Ruins of Nyrath

the gate enough to let a person pass. The foul creatures is short, 3d6 days, before
same task is required to close it. Otherwise they are eaten or sacrificed in the New
it can be bashed in, but it is very sturdy Temple (see Area 21). There are always a
(Toughness 14, Heavy Armor). variable number of Lurker guards in the
Grate. This sturdy metal grate room, sitting on the floor cross-legged
(Toughness 10, Heavy Armor) can around a small fire where a goblin (!) is
be raised or lowered using the winch roasting Disgusting food (3 Rations).
placed west of the grate, on the southern The keys to the cells are kept by one of
wall. Usually the grate is lowered unless the guards. Picking the locks of the cells
the complex is invaded through the requires a Thievery roll.
Underground cavern. Prisoners’ Belongings. On the southern
Ceremonial Temple Guard. A couple of wall of the room there is a coffer where the
ceremonial guards stand near the entrance mundane belongings of the prisoners are
of the corridor to Area 21. They fight to kept. At the moment it contains a Sword,
their last breath, but one of them has a Shell a Dagger, a Healer’s Bag, a Lantern, Flint
Horn, which, if sounded, alerts everybody and Steel, a Blood Stained Cloak and a pair
in the complex. They are relieved every of Worn Boots. If the heroes are captured
eight hours by their comrades in Area 31. they’ll find their non-magical equipment
Heroes wearing Hooded Cloaks can try to there, at least a good part of it; roll a d6
pass them by unnoticed. for each non-magical or special item on
(E) Lurker High Guard (2). Use the their character sheet: with a 1-2 it is lost (a
Lurker Profile, raising Fighting, Strength random Lurker got it). Magical object are
and Vigor by one die type. They are kept in Area 23.
Resilient Extras armed with Halberds (E) Lurker (1d4+1). See page 288.
(Str+d8, Reach 1) and wearing Medium 26a – Goblins’ Cell. There are some
Shell Armor (+2). See page 288. goblins there, recently captured. They
25a – Abandoned Warehouse. The are noisy and are seriously pissing off the
door of this room is locked (Thievery guards, who recently ate one as a snack (see
roll). Inside it everything is covered by a Area 26 above). If the heroes befriended
one inch layer of mold. The Lurkers never him, Boz can be one of them.
visited this room, which still contains (E) Tyland Goblin (1d4). See page 305.
some Nyrathi furniture, a barrel half full 26b – Bode’s Cell. A bald man of the
of oil (it counts as 10 Flasks of Oil), two Steads, Bode was captured while traveling
Ropes (one of them breaks on any black south of the Swamp with his cousin Willa
card from the Action Deck) and a Blanket. and Todd (Willa’s husband). He knows
The last one is so impregnated with mold Willa escaped and Todd was taken away
that the user must make a Vigor roll every (he is dead in Area 10). He knows a way
time he sleeps in it to avoid contracting to escape, the secret passage in the kennel
Mold Disease (a Chronic Disease which in Area 19, and is ready to trade this
manifests as large mold patches on the knowledge for a chance to escape.
skin, which leads to death if not cured with 26c – Vendrolio the Smart’s Cell. A
the healing Power). rich dandy, he pleads to be freed and offers
26 – Prison. This area holds the various his jewels in exchange, but he has nothing
prisoners captured by the Lurkers. The and they cannot be found in the guards’
lifespan of a human in the hands of these coffer above.

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26d – Empty Cell. If the Prisoner (see which the priests later outlawed. Today
Wandering Monsters Table) is successfully Many-Frogs is a forgotten god but its
secured by the Lurkers, he is brought there. power lies dormant. In the middle of the
26e – Empty Cell. If the heroes are pool there is a half-broken column, upon
captured, they are brought here. which stands an ancient lantern, symbol
27a – Northern Guard Post. This of the god, shaped like a frog. Surprisingly,
room was made by the Nyrathi to survey upon it sits a lone frog, which stares at the
the underground cavern, because they heroes with intelligent eyes.
never fully trusted their scaly allies. The The Aid of Many Frogs. If a hero dives
loopholes allow shooting arrows into the into the lake and examines the lantern,
cavern. Today the Lurkers see no sense he discovers it is made of stone and
in guarding the cavern so this room is part of the pillar. If he lights it, the frog
almost abandoned. In a corner there is a upon the lantern croaks mightily, while
disgusting pile of Lurker skin, left there the others echo ecstatically. The hero is
after a molting, while in the opposite rewarded with a Benny. If the lantern is
corner there is a barrel. The barrel is full lit with the green fire of Many-Frogs (see
of old pieces of arrows (reduced to rubbish Area 4 of Undertown), the result is even
after all this time) but it isn’t perfectly flat: more spectacular: the fire burns brightly
one of the stones under it can be moved and the hero gains a Conviction, plus the
to reveal a small stash containing a Rusty favor of Many-Frogs against Shush’Arish.
Key (to Area 21) and a small broken vial Once, when in the dungeon, three swarms
(it contained an antidote for the temple of frogs will come to the party’s aid or
treasure’s trap). Many-Frogs causes a sudden rise of water
27b – Southern Guard Post. This room in Area 33, flooding part of the dungeon
is almost identical to the one in Area 27a. (any character caught by the wave suffers
On the south wall there is still a big coil the effects of the havoc Power, cast with
of rope (Cumbersome 1, because it is very Arcane Skill d12 and a Wild Die).
thick and long, counts as two normal (E) Swarm of Frogs (3). Use Swarm of
Ropes). Behind the rope, there is a small Rats Profile, see page 304.
hole in the wall, which allows hearing the 29 – Old Armory. This place was once
croaking from Area 28. the armory of the Buried City. On the
28 – Flooded Area. The door of this walls there are still weapon racks, largely
room is locked (Thievery (-2)). The ransacked by Lurker High Guards to
corridor is dusty and festooned with arm themselves. On the east side of the
cobwebs, because nobody has entered this room there is a small dais upon which is
forbidden place for a while. The east part the Myrmidon. He is a very big Lurker
of the room is flooded by an underground warrior, the biggest of his generation, and
spring, forming a pool of green water he will lead the other Lurkers in battle. He
covered in waterlilies, which, despite there is surrounded by a small pack of tadpoles,
being no light here, are in blossom. The which he controls almost telepathically
lake is populated by a large colony of frogs, (and which he eats when angry). Draw a
and their croaking voices echo in the room. card from the action deck to check what
This place was a temple of Many-Frogs, an he is doing: on a club he is in deep a sleep
ancient deity worshipped by Lurkers and caused by smoke weed (he loves eating
Nyrathi before the coming of the Crawler, it), while with a spade he is only dozing.

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Ruins of Nyrath

On a heart he is watching the spectacle (E) Lurker High Guard (4). Use the
of two Lurkers fighting for promotion in Lurker Profile, raising Fighting, Strength
front of him, while with a diamond he is and Vigor by one die type. They are
“chanting” (emitting low-pitched sounds). Resilient Extras armed with Halberds
Weapon Racks. Rummaging among (Str+d8, Reach 1) and wearing Medium
the weapon racks heroes can find the Shell Armor (+2). See page 288.
following: one Halberd, two Daggers and 31a – Warehouse. This small
a Nyrathi Bow (with the Powerful Quality, warehouse is filled with old, useless stuff
but without a bowstring: a Repair or that belonged to the Nyrathi: barrels, crates
Shooting (-2) roll is required to fix it). etc. Rummaging through it the party can
(WC) The Myrmidon. Use the find a Shield, a coil of Rope and a Sack.
Lurker Profile, raising Strength, Vigor, 32 – Kennel Master’s Quarters. This
Intimidation and Fighting to d12, and room hosts the Kennel Master, the Lurker
adding Battle d4. He has the Improved who personally tames and raises the
Sweep and Iron Jaw Edges. He is armed Vaarathi Lizards. The room’s furniture
with a massive Stone Axe (Str+d10, 2 consists of seaweed bedding and a bench
hands for anybody except him). upon which the Kennel Master usually sits,
(E) Lurker Tadpole (6). They use busy adding a new piece to his Vaarathi
the Fanatics Setting Rule to protect the Whip (see below). Sometimes (black card
Myrmidon. on the Action Deck), he is in company of
30 – Winch Room. This room has two one of the slaves from Area 26, which he
large wooden winches, which can be used uses as helpers to feed the Vaarathi Lizards
to open and close the stone gate in Area in Area 19. But, if the card is a deuce or
25. A single person can close or open it in three, the slave is dead because he pissed
three rounds, a Strength (-2) roll speeds off the Kennel Master. Under the bench
up the process by one round per success there is a sack with the personal treasure
and raise (minimum one round). The of the Kennel Master, three razor-sharp
winches can be sabotaged with a Repair obsidian arrowheads (with a Repair roll
(+2) or Smarts (-2) roll, making raising three arrows with +2 damage can be made
or lowering the gate using the winches from them) and a golden necklace (worth
impossible. The Lurkers, being inept at this 350 cp).
type of task, will use the prisoners in Area (WC) Kennel Master. Use the Lurker
26 to fix it (1d4 days of work). This room is Profile, raising Fighting, Vigor and
usually empty, unless there is an alarm in Strength by one die type, and adding
progress, in this case there are a couple of the Frenzy and Beast Master Edges. He
Lurkers there. is armed with the Vaarathi Whip (see
(E) Lurker (2). See page 288. Treasures of Tyland). See page 288.
31 – High Guard Quarters. This 33 – Underwater Cavern. This very
room holds the High Guards, the chosen large cavern is located under the islet
Lurkers of the Shaman, when they are off of Area 1 and can be reached only by
duty. There are four beds of seaweed, their swimming through a flooded passage (see
personal weapons, and a barrel full of live Area 1). Access to the complex is possible
fish (count as 4 Rations) they eat at their through the gate of Area 25.
leisure. On a heart card from the Action
Deck the guards are sleeping.

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Locations

Aftermath
Clearing Nyrath is quite difficult: even if the Important Note: if the heroes don’t
heroes slaughter a horde of Lurkers, others find and destroy the Scale of Seeing, the
will come from the Gorge. That said, exploring Lurkers are able to warn the Priestesses of
the city is important to them, because they can what happened, and they’ll go into hiding:
finally discover the real face of their enemy probably somewhere in Undertown or in
(the three Priestesses) and can dispose of a the woods outside Tyland Mills.
powerful opponent, Shush’Arish the Shaman.

Wandering Monsters Table – Buried City of the Lurkers


Card Event
2 (E) Cave Centipede (1). See page 266.
3 (E) Swamp Leech (2). See page 303.
4-5 (E) Lurker (4). See page 288.
6-8 (E) Flesh Eaters (2d4). See page 273.
(WC) Kennel Master. Use the Lurker Profile, raising Fighting, Vigor and Strength
by one die step, and adding the Frenzy and Beast Master Edges. He is armed with the
9-10
Vaarathi Whip (see Treasures of Tyland). See page 288.
(E) Vaarathi Lizards (2). See page 309.
(E) Lurker Priest (2). Use the Lurker Profile, add the Acolyte Special Ability. They
J-Q
wear Hooded Cloaks. See page 288.
(E) Lurker High Guard (2). Use the Lurker Profile, raising Fighting, Strength and
K-A Vigor by one die type. They are Resilient Extras armed with Halberds (Str+d8, Reach
1) and wearing Medium Shell Armor (+2). See page 288.
Prisoner! A group of 6 Lurkers is bringing an important prisoner to Area 26. Roll a
d6 or choose one:
Joker 1 – Heads-or-Tails; 2 – Twistle; 3 – Skinner Jack; 4 – Sir Adrian Whitespear; 5 –
Alfrin Kettlepot; 6 – Freya the Slayer. By freeing him (or her) the group could gain a
useful ally. Or not?
Used Entry Nothing Happens

The Gorge
Type: Minor Location bottom of the Gorge sleeps the Crawler.
Suggested Rank: Any For centuries the people of Tyland Forest
have sent their dead down the river,
The Gorge is a big chasm at the bottom hoping they’ll find peace, while in truth
of the depression in eastern Tyland Forest. they end up in the mouth of the monster,
The water of all the rivers of the region which savors the last essences still present
flows there, because, at the center of the in their flesh.
lake there is a big gorge (hence the name of Sailing the Gorge (by day). Only
the place), which sucks in all the water and the most skilled (or the most foolish)
conveys it to an underground river which fishermen of the region dare to fish in the
goes deep under the Stone Twins. At the lake, because if you go too near the Gorge

154
Theod’s Stead

(Boating (-2) to avoid), your vessel may present (see Cutting Fields). In this case,
be carried into the Gorge. If this happens, draw a card each four hours on the lake.
you are in trouble. A Difficult Dramatic On a club the fog appears and now the lake
Task based on Boating (-4) starts. It is four is considered as being by night (see below
rounds long (each round amounts to half for effects).
an hour). In the case of failure the boat is Sailing the Gorge (by night). Staying
dragged into the Gorge and the occupants on the Gorge by night is much more
die horribly. During daytime staying on dangerous. Use the Wandering Monsters
the lake is safe, unless the Yellow Fog is still Table below.

Wandering Monsters Table – The Gorge


Card Event
Crawler’s Tentacle! An enormous tentacle (Parry: 6; Toughness: 12(4), Strength
2 d12+4, Fighting d8, Damage: Str) tries to grapple or destroy the vessel of the party. It
goes away after suffering one Wound. Seeing it causes a Fear Check.
Yellow Fog. A yellow fog filters out from a wall. It is intoxicating, and causes a level of
3 Fatigue with a failed Vigor (-2) roll. In the case of critical failure, the victim is also so
confused that she wanders aimlessly (consider her Panicked).
Crawler Dreams. Sleeping heroes are caught in a net of nightmares. They must make
a Spirit (-4) roll or wake up without benefiting from the effects of a Rest. If they score
4-5 a critical failure they also suffer a level of Fatigue. With a raise or better the hero gets
a useful insight into the nature of the Crawler. Heroes who are awake must make a
Vigor roll to avoid falling asleep.
6-7 (E) Vaarathi Lizard (4). See page 309.
8-10 (E) Lurker (3 per hero). See page 309.
J-Q Fog Dissipates (if present)
Purple Algae. A large patch of disgusting algae (similar to innards) surrounds the
boat, making it difficult to maneuver (-2 to Boating rolls). With a successful Survival
K-A
roll, 1d4 Rations of fresh filaments can be found, useful for making Purple Wine (see
Treasures of Tyland).
Boat with Candles. A small vessel, with a body on it, surrounded by lit candles, on its last
Joker
journey. It has 2d6x10 cp of jewels on it. Will the heroes stoop so low as to rob the dead?
Used
Nothing happens.
Entry

Theod’s Stead
Type: Minor Location Galen. As well as them, there are the wives
Suggested Rank: Any. and husbands of his sons and daughters,
several uncles and aunts, and some
Theod’s Stead is one of the best farmhands, for a total of thirty persons,
organized of the region. Theod himself more or less. Half of them are able-bodied
manages it, with the help of his wife, Nora, warriors.
and his seven sons and daughters: Liam, Structure. The Stead is built in a large
Ronan, Ania, Joras, Villa, Vella and young clearing and is composed of a main house,

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Locations

a granary, a stable for Theod’s six cows great-grandson Joras (Fighting d8, owns a
and a pen for pigs and goats. Theod is sword), on a mule going or coming back
prosperous, if not rich, and is content that from some house. She is said to have a
all his family is well. magical butter churn, which makes the
Grandma Nuna. Theod’s grandmother best butter in the region, but this is false:
is very old and almost blind, but she is a she is just very good at it. Grandma Nuna
skilled healer and midwife (Healing d8, is very fond of Galen, who she considers
Legends and Lore d8, Healer Edge). People very similar to Theod at his age. She has
from all around the stead call her to help a healing potion handy in case anybody
deliver a baby. She always travels with her needs it.

Tyland Mills
Type: Settlement remembering Tyland Mills is a small
Suggested Rank: Novice countryside village.
Battle Value: 100 (without steads’
support), 200 (with steads’ support)
In the Town
1 – Good Omen Inn. The best (and only)
The Town of Redmantle tavern in town, the Good Omen Inn is run
Tyland Mills is the main settlement of the by three sisters: Sylvia (tavern keeper),
area. Founded by Tyland Redmantle, it Irina (serving girl) and Nadia (cook). The
consists of two dozen houses gathered near three women acquired the tavern some
the docks at the river, plus an indefinite years ago and made it a very comfortable
number of shacks and houses in an area place. In truth they are the three
of five miles around. The town is formally Priestesses of the Crawler and the tavern is
under the control of the Mill Lady, the an excellent way for them to stay informed
ruler of the fortified mill south of the town, on what happens in the town. To mask
but the Mayor runs the day-to-day town their occasional disappearances, they say
business. they have an old aunt, Millie, living alone
There is also a number of steads, run by in a forest shack (see map).
families of farmers, hunters and woodcutters, The Inn has two floors, with three very
under the control of the Mill Lady. comfortable rooms on the upper one,
The peace in the area is maintained plus another three reserved for the three
by the Sheriff, who has his base in the owners. In the girls’ rooms there is nothing
Blackroof Tower. incriminating, they keep their cultist stuff
At the beginning of the campaign the in Undertown. When they have to leave
Mill Lady is held hostage by Lord Korab, town on cult business, they often use the
“Sprinkle” Prigg is the Mayor and the office excuse of visiting their old Aunt Millie,
of Sheriff is empty (but one of the heroes who dwells in a cottage in the woods east
will likely take it). of Tyland Mills.
The entries below describe the most If necessary, the main hall on the
important locations of the town, feel ground floor can become a communal
free to expand and add others, always sleeping room.

156
Tyland Mills

The cellar is well-provisioned and hides news of the region (1-2 Rumors).
a secret door inside a big barrel (Notice (-4) 3 – Rishavel House. This house is home
to find), which leads to Undertown, Area 36. to the largest family of the village: the
During the evening it is always possible Rishavels. Thom and Gina Rishavel have
to meet several of the locals in the tavern; been married for twenty years and have
“Sprinkle” Prigg telling some story, Marius twelve sons; their house is always a mess, but
the Black brooding over a cup of wine with a warm and friendly place. Gina will feed
Thorn Fellowthongs, the dwarven smith, everybody at the family’s table whether they
plus other 1d4 NPCs of choice. are a relative or not. Gina is very worried
Draw a card, if it is black Thorn will get because she hasn’t heard anything from her
drunk and violent that evening (someone twin sister, Myrella, who lives in Cutting
calls the sheriff). Field, for at least a month. Myrella lives in a
The Good Omen is also a good place to green roofed house. She is a fair black-haired
hear rumors (see Rumors of Tyland). woman and always wears a butterfly shaped
A drink averages 2 cp in the tavern, a pendant. Heroes reporting back on Myrella
good meal 5 cp, and a room for a night 15 should be rewarded with a Conviction.
cp. These are very good prices because the 4 – Sheriff ’s Tower. This imposing
girls are more interested in having a full tower is the biggest building in the town.
tavern than in getting rich. Any character with the Tower Warden Edge
2 – Docks. The docks aren’t very busy automatically recognizes its real nature: it
today, because very few peddlers have is a very old Warden Tower, abandoned
come down the river. Nevertheless, every more than fifty years ago and now used
week draw a card from the Action Deck: as the Sheriff ’s home and fortress. An old
if it is a diamond a merchant’s boat comes servant, Old Olo, keeps it in order, more or
from the north (it brings 1-2 Rare Items of less. On the wall outside the tower is the
GM’s choice), if it is a heart a fisherman’s Bounty Notice (see Handout #7).
or woodsman’s barge comes bringing some The tower has three floors plus an

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Locations

underground prison. a large spyglass, on a rotating base, which


The Tower is a Medium Stronghold (6 allows watching nearby terrain up to 25
Spaces) and is given to the Sheriff (and his miles away.
Deputies) to use. Underground Prison. This is not very
Main floor. Here are the Sheriff ’s office, big, but contains four cells, protected by
a kitchen and the armory, where the few sturdy reinforced doors (Thievery (-2),
weapons available are currently kept: Toughness 8). The north western cell has a
two Spears, a bow, three Quivers with 20 small Warden symbol scratched on a wall,
arrows each, a suit of Chain Mail (+3), which can be found with a Notice (-4) roll,
a rusty two-handed sword and a set of no penalty for a Tower Warden character.
Smith’s Tools. The kitchen is also the place If pressed it opens a concealed door to a
where Old Olo sleeps. passage, which leads to a stairway to the
First Floor. Abandoned, these empty Secret Warden Room under the tower.
rooms haven’t been used for years. Secret Warden Room. This is a square
Second Floor. This floor is the Sheriff ’s hall containing four sleeping cots, a
quarters; a bedchamber and a solarium. wardrobe and a chest. In the wardrobe
There is nothing interesting there except there are two Tower Warden uniforms,
old clothes. seventy years old, totally useless. The chest
Third Floor. The stairs lead to a single contains the Warden Armor (see Treasures
room, protected by a very sturdy locked of Tyland) and a Polished Oak Bow
door (Thievery (-2), Toughness 9). Old (Damage: 2d6+1, Range: 12/24/48, ROF:
Olo still has the key, but he must find it 1). Behind the wardrobe there is another
(which takes 1d6 days). Inside there is the secret door, which can be detected only if
Watch Post of the tower: a great map of the heroes declare they move the wardrobe
Ventar in the old times hangs from a wall away (in which case no roll is necessary),
and there is a large instrument of unknown and leads to Undertown, Area 31A.
use (unless the heroes make a Smarts roll);

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Tyland Mills

The Sheriff
One of the possible hooks the heroes have in the campaign is that one of them assumes the role of

Sheriff. This can be done in two ways: the easiest one is taking Thaddeus’ sword, badge and letter,

and impersonating him. The second one is reporting his death. In that case “Sprinkle” Prigg could

ask a hero to take the job, even if as a “junior” Sheriff.

A Sheriff has the following benefits:

1. He has full control over the Sheriff’s Tower, which the town keeps supplied with food and basic

resources (firewood, water etc.).

2. He receives a wage of 50 cp per week (half for a junior sheriff) and gains +2 Reputation, +1 for a

Junior Sheriff. Note that if the Sheriff is discovered to be an impostor he will lose -4 Reputa-

tion (so actually going to -2).

3. He can nominate up to five Deputies, who are lodged in the Tower and receive a wage of 10 cp

per week plus food.

4. He can arrest people and in general enforce the law. For very serious crimes a tribunal will be

called (see later).

5. The Sheriff is nominated by the Mayor (“Sprinkle” Prigg), but the Mill Lady can depose him

at any moment. She is also the one paying him and the Deputies: this means that the heroes

won’t receive any pay while the Lady is the prisoner of Lord Korab.

Prigg the Mayor


The owner of the general store, “Sprinkle” Prigg is also the Mayor of the town. Prigg is a little too

fond of hearing his own voice, but his heart is in the right place. His main concern is the safety of

the region, and for this reason he is waiting eagerly for the arrival of the new Sheriff. If a hero takes

the identity of the Sheriff he won’t ask many questions. If the heroes report Thaddeus’ death he will

(probably) offer the position to one of them.

The first things he will ask of a new Sheriff are:

• Deal with the disappearances of Jinny and of Father Horace.

• Free the Mill Lady.

• Keep the peace in the town.

• Deal with Red the Bandit.

There are a lot of things for the party to do!

Bounty Notice
Placed outside the Sheriff’s tower, this is updated by the Major, who pays the bounties in the

absence of the Mill Lady. See Handout #7. Bounties are paid to everyone (but the Sheriff gets only

half of them).

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5 – Prigg’s General Store. This shop is black wax candles, the same used in the
the main business of the town. “Sprinkle” ritual murders. They were ordered by letter
Prigg, the town’s Mayor (see sidebar) runs it. by a foreign merchant, Noram of Scarlet,
Inside you can find common goods (apart requesting particular ingredients (black
from weapons and armor which he doesn’t roots and river herbs). The funny thing is
sell) and no Rare Items except one: the that they were never sold, and were stolen
Tyland Armor (See Treasures of Tyland). It one night (by Nadia). Noram of Scarlet
is an old suit of banded armor, which Prigg doesn’t exist: the letter was written by
loves to tell belonged to Tyland Redmantle Nadia herself. A check of the handwriting
himself, who donated it to Prigg’s family can reveal this (Smarts roll).
many years ago. In truth this story is made (WC) John the Fair (1). See page 285.
up. The armor isn’t for sale: Prigg has a big 7 – Fellowthongs Smithy. This smithy
jar full of hauflin’ beans, and everyone can belongs to Thorn Fellowthongs, the
pay 1 cp to guess the exact number (the resident dwarven smith. The smith has
jar is also taken to fairs and festivals, like lived in city for more than 20 years and his
the Festival of Bees). Only Prigg knows shop has always been bustling with activity.
the number (2,424) but so far nobody has But recently it isn’t like that anymore: two
guessed right. If a hero does, in addition to months ago Jinny Fellowthongs, the ten
the armor he receives a Conviction. year old daughter of the smith, disappeared
6 – Candlemaker Shop. This well- (see sidebar) and from that moment Thorn
kept house doubles as a shop for Rowan went totally out of his mind and the shop
the candle maker. This pleasant, fifty year is now dead. You can find weapons and
old woman makes the best candles in the armor up to 300 cp in cost and no Rare
region, using the wax of the Nyrathi bees. Items. In addition, every day there is a
She has an apprentice, John the Fair, a 50% chance Thorn never opens the shop
young foreign fellow from the Barony of because he is too drunk or is at the Good
Avery, who is also her lover (though they Omen drinking himself into a stupor and
try to keep this a secret). John is actually a harassing people.
werewolf, but he is trying to keep his curse Thorn’s best friend is Marius the Black,
under control. Nobody knows his secret, so former Priest of Myrthala and the town
far. John, unbeknownst to him, is hunted drunkard.
by Freya the Slayer, who is following him This will go on until Thorn solves
from the Barony of Avery (see The Festival his problems (see The Mourning Smith
of Bees Savage Tale). sidebar): after that, in two weeks the
Rowan buys any wax the heroes can smithy will once more be fully operational
sell at the tidy sum of 100 cp per piece. She (no Gear limitations except for the Rare
also sells special Brown Wax candles (see Items).
below), but not more than 20 every month.

Item Type Cost Note


Light and Illumination
Brown Stack 12,
Wax I 50 Durability 3, 3”
Candle radius, see notes
The Black Candles. Rowan also made

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Tyland Mills

The Mourning Smith clothes, a spare Holy Symbol of Myrthala


(a simple polished wooden amulet with
After Jinny’s disappearance, Thorn started the sun engraved on it) and two Flasks of
Holy Water. The desk contains half a dozen
drinking and harassing people, in particular
quite ancient scrolls of religion and lore
the Mill Lady and the Mayor, to help find his (300 cp value for an Arcane Laboratory).
little girl, but she wasn’t found anywhere. The desk has a secret panel (Notice roll)
Thorn has scouted the woods surrounding where Horace’s diary can be found; inside
are written the frustrations of a young,
the town with no success, too. Thorn will
strong-willed man, desperately trying to
find peace only after he learns the fate of his make his community find their faith again,
daughter, and possibly the murderer. Thorn and ending with the decision to make a
can be moved to leave his smithy and join the very important gesture, restoring the Old
Temple in the forest.
party as a hireling, but only if this involves
The last entry is dated 30 days before
finding Jinny. the campaign beginning (give the players
Thorn can also offer a reward if he feels some- Handout 2).
one is capable of finding Jinny: up to 2000 cp The mysterious “friend” the diary talks
about was actually Irina, who manipulated
and his eternal gratitude. He has Repair d10
Horace into going into the temple so she
and the Artisan Edge and he could use it in could kill him, as the second murder
favor of the party. required by the Prophecy of the Crawler.

8 – Brother Horace’s House. This old


house has been the residence of the local
priest for many years and recently has been
home to Brother Horace (see sidebar). The
house seems to have been abandoned for a
while. The front door is locked (Thievery)
but the Mayor has a spare key. Inside there
are a congregational room and a kitchen.
The congregational room is very
simple, only some wooden benches and a
wooden altar with a large cup where the
ceremonial water is kept.
The kitchen is the same: a simple
fireplace and some wooden furniture.
Rummaging through it the heroes can find
a Cooking Pan and the remains of some
food.
On the upper floor, in the attic, are the
priest’s living quarters; a bed, a wardrobe
and a desk, all old and battered like all
the furniture. In the wardrobe, there are

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Locations

The Disappearance people say her husband died only to


of Brother Horace be free from her sharp tongue. A born
gossipmonger if one exists, Gimilkina
For some reason clerics don’t last long in
despises everyone, in particular the three
innkeepers (“women of ill repute”), the
Tyland Mills and this was the case with young
Mayor (“a worthless youngster”), Rowan
Brother Horace, a Son of Myrthala sent there the Candlemaker (“I KNOW what
from the House of Healing in Valesia. Horace she does with that young fellow (her
had great hopes to make the villagers a fervent
apprentice)”) and Marius the Black (“that
old drunkard”). She likes Lord Korab a
community again, but these clashed with the
lot, though, even if she has never met him,
many problems of the people, who quickly left because he is a remote cousin of hers.
him to his own devices. To strengthen the faith Gimilkina knows many Rumors (at least
of the villagers, Horace decided to explore the
1d4).
10 – Takk the Tanner. Placed a little
Old Temple outside the city, where he met an ill
outside the town, the tannery is a smelly
fate. The villagers don’t know what happened place run by a smelly fellow, Takk. If you
to Horace, apart from the tavern keepers who can get over his terrible smell (due to
are guilty of his murder; they only know he di-
his work) and foul rotting teeth, he is a
decent fellow. He buys skins from the
sappeared (the common belief is he went away).
local hunters and trappers and does some
There a couple of clues that can be found: hunting himself. Takk doesn’t work the
two days before disappearing Horace visited skins himself but sells the leather to the
Thorn’s smithy to buy a mace, and he asked
smith. Takk is obsessed with getting his
hands on the Big One, the mysterious giant
Rowan for some candles.
bear roaming the region (see The Big One
At the beginning of the campaign, Horace has Savage Tale) and will pay 500 cp, in pelts,
been missing for a month. or will trade his magical bracelet for it. See
Faerann Bracelet in Treasures of Tyland.
9 – Widow Gimilkina’s House. The reason for this obsession is simple: he
Gimilkina is a sniffy, sour woman in her is the sole survivor of the beast’s attacks
sixties. A widow for over twenty years, (see Savage Tale).

Skinner Jack’s Hut


Type: Minor Location The house is inhabited by Skinner
Suggested Rank: Novice Jack, who can be found inside only half
of the time (on a red card). If missing, he
Situated near the great Moss Falls, the is probably hunting nearby and he will be
hut of Skinner Jack is very difficult to spot back in 1d4 days.
(Notice (-4) or Survival (-2)) roll, as the Jack is a sinewy, leathery-skinned
old hunter concealed it as best as he could, hunter of indefinite age, a loner by vocation
and over time grass and small plants grew and by inclination. He is the last surviving
on the roof. Tower Warden in the area, and, despite

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Skinner Jack’s Hut

having done his duty during the war, he Faction Quest: Restoring the
regrets the fate of the order. Warden Towers
After the war he settled with his
younger brother, named Jack too (their A Tower Warden (or an aspiring one) can gain
parents lacked imagination for names) on
entrance to the faction (or improve his status
a small farm near Stone Bridge, but things
went south quickly, and the two siblings in the faction) by restoring the three Towers in
parted ways. the region (other ones could be present, mainly
The younger brother, Poacher Jack, if someone uses the Tower Warden Edge, but
joined Red’s bandits, and for this, Skinner
they are considered minor outposts and don’t
despises him deeply.
In the end, Skinner came to this old hut count).
and became a solitary hunter. Once every Tyland Mills Tower. Restoring this is simple,
month or two he goes to the Moss Inn to the hero must only gain access to the upper
get some booze and to catch up on news
floor and to the secret underground room,
but he stays largely alone.
It’s very difficult to involve Skinner Jack clean it, and restock it (400 cp).
in the world again. Very few things stir Stone Bridge Tower. Restoring this tower
his interest: his brother’s fate, Vendra the requires exploring the hidden room in the un-
Witch (he was her lover, many years ago),
derground tower, and then rebuilding it from
or the Big One (see page 264).
This doesn’t mean he is apathetic; Jack scratch (it is a Small Stronghold, at least one
he is savvy about the flora and fauna of Structure must be placed in it).
the forest (every Harvest Special Ability Hexenhoof Mine Tower. The most difficult to
in this book) and knows at least 1d4 secret
restore; the aspiring Warden must first defeat
locations (knowing doesn’t necessarily
mean he wants to share, obviously), or subdue the Light Spirit and then gain the
including the Path of the Hawks (see page favor of the current owner of the mine.
220). Effects. If a player character does all this, he
He is also a very good skinner, even if
will be contacted within 1d4 weeks by Skinner
he is missing his favorite knife (it is in his
farm, Area 14 of Stone Bridge). Jack and another member of the Wardens, of-
Skinner Jack’s hut doesn’t contain many fering him membership (the hero gains the To-
things of value apart from a Pile of Pelts wer Warden Edge). A few days later, a number
(2d6x20 cp, Cumbersome 2), a Giant Elk
of Wardens or aspirants (1d6) will come to man
Antler (Magical Component), a bag with
2d6 little Gold Pebbles (1d10x10 cp each) the various towers. The wardens are NPCs but
and a healing potion on a shelf. are generally friendly towards the heroes. If the
All his stuff is in plain sight. After all, character restoring the towers is already a To-
he doesn’t expect any thieves in the remote
wer Warden he will be given the rank of Officer
place where he dwells.
(WC) Skinner Jack. See page 300. (+2 Reputation and the Connections Edge with

the Wardens), plus a Conviction.

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Smoke Weed Palafitte


Type: Minor Location but he is stoned on smoke half of the time.
Suggested Rank: Novice In the palafitte there are ten Rations
of food, 3d20 doses of Swamp Weed and
Concealed in the bayou Thistle Swamp, another d6 of other types (see page 136).
not far away from the Gorge, this palafitte Under the bed, wrapped in a bundle, there
is surrounded by a small field of smoke are also 500 cp, three Silver Cups (worth
weed. It belongs to Shaafi, the Merchant 100 cp) and a scroll of fear.
of Dreams, an enterprising scoundrel who (E) Knuckles. Use Red’s Bandit Profile.
sells smoking herbs to Red’s bandits. He is a Veteran Bandit with Strength d10,
The palafitte is guarded by a burly the Brawny Edge and the Habit (Major)
fellow, Knuckles, Shaafi’s business partner, Hindrance. He is armed with a Greatsword
who should tend the fields and keep guard, and a crossbow. See page 297.

Undertown
Type: Dungeon complex, severely damaging it and killing
Suggested Rank: Veteran many of the inhabitants.
Light: Pitch Darkness. The knight decided to settle nearby (in
Doors: Unless otherwise stated, these fact the Mill isn’t far from it), probably to
are made of stone (Toughness 10) and are keep this place guarded. The people who
quite noisy and heavy to open. built the village years later chose that
place because there were old ruins which
could be scavenged for building materials
The Secret of Tyland Mills (and which contained secret doors to the
One of the best-kept secrets of the region underground passages).
is that under Tyland Mills there is a large It is connected with the River Caverns
underground complex, the Undertown. (they were originally parts of the same
At the beginning of the campaign, only complex).
the Cult of the Crawler knows about it. In Note: The description of Undertown
particular the three priestesses use it as a supposes that the heroes discover it before
way to enter and leave the town unseen and The Battle of Tyland Mills Savage Tale.
undisturbed, because one of the entrances After this happens and the Priestesses try
is in the Good Omen Inn’s cellar. to make the Desperate Sacrifice in The
Originally, Undertown was a Final Ritual Savage Tale (see page 215) in
stronghold of the Lurkers and of the Area 22, change things in this way:
men of Nyrath, their second settlement 1. Random Encounters are only with
after their city, but it was abandoned bands of Lurkers, trying to slow down
many centuries ago. Undertown is a great the heroes and their allies.
place of power, because it was here that 2. Remove monsters, except animals, and
Tyland Redmantle defeated the Crawler. the Lurkers do their best to ambush
A few moments after the wounding of the heroes, trying to lure them into the
the Crawler, an earthquake shook the many traps of the dungeon.

164
Undertown

Exploring Undertown the ceiling, is a conduit leading outside,


1 – Low Ceilinged Hall. A constant sound to an old overgrown pumpkin field south
of dripping water echoes in this musty hall. of Tyland Mills. The beasts use this exit to
A dozen stone columns sustain the low, go hunting in the woods. As the young are
almost suffocating ceiling. There are stairs very hungry, the bats immediately attack
in the southeastern corridor, which lead to any possible prey, choosing first light
a passage (not shown on the map) to the carriers (light disturbs them) and then
secret door in Marius’ House’s cellar. On trying to capture smaller adventurers and
the steps there are some very old tracks, drag them into the nest.
which cannot be recognized. (E) Vampire Bat (3). The female has
Jinny’s Backpack. In the northwestern Size +1. See page 309.
corner of the room there is a discarded 4 – Many-Frogs’ Shrine. The stone
backpack. It contains clothes, a Blanket door of this room is locked (Thievery (-2)).
and some personal effects. The clothes are Inside the room is unnaturally dark (Dim
for a female dwarf. This belongs to Jinny, Light even if a source of light is active)
as her father (or Marius) could recognize, and empty, apart from a rather disturbing
and they are the things she had the night statue on a stone dais. It represents a giant
she fled. The killers left it there, sure that frog, mouth agape. The mouth is without a
nobody could find it. tongue, in its place is a smaller frog with an
2 – Broken Statue Room. There were open mouth, again without a tongue but
six statues in this room, three per long with a smaller frog inside and so on. After
side, representing Nyrathi high priests and three Matrioska-style statues, the mouth
Lurker warriors. The earthquake made of the fourth frog is empty.
them collapse and break into many pieces, The statue represents a minor deity
making the ground Difficult. If a curious of the Lurkers, pre-dating the coming of
explorer checks the remains, in the mouth the Crawler: Many-Frogs. The statue is
of one he finds a Small Bronze Key. incomplete; it is missing the Greenstone
3 – Vampire Bat Nest. The ceiling of Frog Statuette (see Area 12), which will
this semi-natural cavern is quite high and complete the god. This was removed by
this is the reason why a small colony of the cult of the Crawler to show the power
giant bats chose this place as their nest. of their new god over the old.
The two males usually sleep here, hanging Restoring Many-Frogs. If a character
upside down, while the female stays in the places the Greenstone Frog Statuette in
real nest. the statue, something marvelous happens:
In the southwestern corner of the the Greenstone Frog is engulfed by a
room, four yards from the ground, there green flame, similar to swamp fires. The
is a fissure, two yards wide and six yards character replacing the statuette (and only
deep (not shown on the map), which is him) hears a low, bubbling croak, similar
the nest of the creatures (and which can to laughter. The magical darkness in the
be reached only by flying or climbing the room dissipates.
wall). It currently hosts three young bats If he touches the flame, it feels warm but
and the remnants of Zed the Goblin, an not painful and he sees in his mind’s eye
unfortunate victim still wearing a Silver the image of himself putting his weapon
Bracer (the twin of that in Zod’s coffin, in the fire. If he does so, the weapon is
in Area 8). At the far end of the nest, on briefly surrounded by green fire. It is now a

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Locations

magical weapon, which allows the wielder day, otherwise you can try a concoction
to breath underwater and can cast the light of chicken blood, goblin nails and Nyrathi
(bright green fire) and smite (intense green Bee honey (Survival roll to know this).
fire) Powers with 5 Power Points +1/Rank 6A – Holy Fountain of the Crawler.
of the adventurer, using Spirit as the arcane Murky water issues from this fountain. The
skill. effects are the same as for that found in the
The flame can also be used by any River Caverns, Area 13.
character to light a torch, a lantern or 7 – Decorated Column Corridor. In
similar; it grants +1 Durability, and can be the corner of the corridor is a decorated
used to light the four braziers in Area 32. column, representing heads of humans
5 – Muddy Track Room. This room and Lurkers stacked one above the other.
is empty, but several Lurker tracks can be On the forehead of one Lurker head, more
found (Survival roll) going from east to or less in the middle of the column, is a
west, stopping in front of the door to Area star-shaped hole, where the Star Shaped
6 and stepping back (they recognized the Amulet can be placed. Doing this disables
danger of the Gray Mushrooms). the mesmeric effect of the gazing statues in
6 –Mushrooms of the Gray Death. The Area 15.
floor and walls of this room were cracked 8 – Corridor of the Coffin. There is
by the earthquake, and nature found her an ancient coffin in the east end of this
way in though the fissures; half a dozen corridor, which was recently plundered
ball-shaped mushrooms grew there. and decorated, from the inside, with funny
They are big as a sheep but much more vampire paintings, like those a nine year
dangerous; in fact, they are Mushrooms old might do (smiling faces with fangs and
of the Gray Death. They react to sound so on). Inside are a dirty Blanket, a couple
(so the heroes must make a Stealth (-1) of dead rats, a bottle of wine and, concealed
roll to avoid triggering them) and, when under the Blanket, a Silver Bracer which is
disturbed, they release a LBT of poisonous the twin of Zed’s one (see Silver Bracers in
spores! Any character caught by it, except Treasures of Tyland). This is the “tomb”
dwarves which are immune, must make of Zod the Goblin Vampire (see Area 14),
a Vigor (-4) roll or contract the Gray Zod doesn’t wear it anymore because he
Death! The fungi can be recognized with is scared of silver (the fool doesn’t know
a Survival (-2) roll, or by a dwarf or other that werewolves are affected by silver, not
character with a mining background with vampires…).
a Common Knowledge (+1) roll. 9 – Old Library. Both doors of this
Gray Death – This Lethal Disease room are locked and hard to pry open
requires a Vigor (-2) roll each day to (Thievery (-4)). Once inside, the heroes
avoid suffering a level of Fatigue (which find themselves in a rich library: the
manifests through a serious high walls are covered in stone shelves full of
temperature and the expulsion of gray earthenware tablets and old dusty scrolls.
mucus). If not properly cured, it leads to Unluckily for the heroes, the library has
exhaustion and then death. In addition, already been ransacked by the Priestesses
the person contracting it wakes up 1d4 of the Crawler, in fact there are a number
hours after death as a fungal-possessed of tablets scattered on the central table, but
zombie! The healing Power can cure this their search was far from complete, and the
malady, but only if cast within the first heroes can find something useful with an

166
Undertown

Investigation (or Smarts (-4)) roll and an 10 – Scriptorium. This small room
hour of time. With a successful roll, draw a was the place where the scrolls and tablets
card and check the table below. This room of the library were copied, using the light
is a Safe Place if the party locks the doors. of Lanterns, which hang from the wall.
Old Library Finds Table The room didn’t age well and nothing
Card Finding useful can be found (the few useful things
Invocation of Dark Power. The were taken by the Priestesses during their
character finds an invocation of exploration of Undertown).
dark power, which is supposed to 11 – Smashed Fountain Room. In the
bestow the blessing of the Lurker center of this small room there was a small
2 on whoever reads it. It the hero fountain dedicated to Many-Frogs. It was
decides to do so, he is instantly
destroyed and desecrated by Lurkers, but
teleported to, and chained to
only recently.
the bottom of, the Well of Dark
Suffering, in Area 21.
12 – Many-Frogs’ Prison. The door
Text Fragment. “…and when the of this room hasn’t been opened in a long
three Servants will be reborn, this time, and the reason is simple: someone
is the time when the Crawler will painted a glyph of the Crawler on it.
3-5 return. Five deaths are necessary, The Ward. The inscription is magical
as the points of His star, in the very (detect arcana), specifically is a ward
place where the evil knight wounded (Occult (-2) roll) to prevent anyone from
Him…” entering. The ward can be dispelled (it was
Text Fragment. “… despise and cast with Arcane Skill d10 and a Wild Die)
enslave the false frog god, but keep or otherwise the trap can be triggered, in
6-8
his flame alive in the holy braziers of
which case a mane of ethereal tentacles
the temple…”
attacks whoever tries to open it (consider
Tablet of River Algae and Fish
this the blast Power). Once triggered, the
9-10 Lore. Counts as 500 cp for an
Arcane Laboratory ward is cancelled.
First Page of a Dispelling Ritual. The Statuette and the Apostates. There
This is the first page of a mage is a small shrine on the west side of the
J-Q scroll of dispel (word of undoing). room, upon which lies a small Greenstone
With both parts it is possible to Frog Statuette, very similar in style to the
learn the Power or use the scroll. statue of Many-Frogs found in Area 4 (see
Second Page of a Dispelling that location for the uses of the Statuette).
K-A Ritual. This is the second page of The statuette isn’t unguarded: on four
the entry above. small dais sit cross-legged four embalmed
Secret Drawer. The hero finds a Lurkers, armed with short-pointed spears.
hidden compartment! To open it
They are very strange, because their heads
requires a successful Thievery roll.
are frog-like, unlike any other Lurker the
Inside, there is a satchel containing
inks and parchment (unusable)
heroes have encountered before.
Joker They are the Apostates, worshippers of
and a weird looking Star Shaped
Amulet, which resembles the the false frog god and now condemned in
symbol of the Crawler and which death to guard its statuette. If someone tries
can be used as a key in several parts to take the statuette (or attacks the Lurkers)
of Undertown. they stand up and attack. They aren’t totally
Redraw As Joker mindless, and if a character says aloud he

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Locations

is taking the statuette to take it back to and asks the party to free him from what
the temple, he is allowed a Persuasion roll he considers to be dangerous plants. Zod
to make the Apostates stop and return to knows a lot about the dungeon, and can
their places. If the heroes come back here reveal this info to the party, but only if the
after the Shrine of Many-Frogs is destroyed, heroes go along with his delusion.
they’ll find the Apostates turned to fine (WC) Zod the Goblin Vampire. See
dust and an atmosphere of peace there (any page 313.
rolls there, including those during Rest, are 15 – Mesmeric Guardian Statues.
made at +1). There is an old, empty pool in the middle
(E) Apostates (4). Use the Lurker of this room, with two inches of mud at
Profile, adding Size +1 and the Undead the bottom, previously occupied by holy
Special Ability. They are Resilient Extras. fishes. In the southeastern and northwestern
See page 288. corners of the room there are two tall statues,
13 – Embalming Room. This room is representing Lurkers with a gem diadem on
an ancient embalming room, where the their foreheads and long tridents in their right
corpses of the Lurkers and of those Nyrathi hands, watching the pool. They are guardian
worthy of a second life were embalmed statues, and the gems in their foreheads
and prepared. There are a couple of large have strong mesmeric powers. Anyone
stone tables, and several shelves full of not belonging to the Cult of the Crawler is
ointments, bandages and similar things. affected by a powerful illusion which makes
The majority of them are unusable due to them the pool appear full of murky water
age, but with a Healing roll the party can and Lurker Tadpoles, which crawl out and
find a Healer’s Bag and, with an Occult attack the party! The illusion is cast with
roll, 1d6x100 cp worth of instruments for Arcane Skill d10 and a Wild Die. The only
an Arcane Laboratory. If the roll is a “6”, way to stop the illusion is destroying both
the hero also finds a curious black needle gems (with a Called Shot (-4)) or disabling
and must make a Smarts (-2) roll to avoid the magical trap from Areas 7 or 16.
puncturing himself. If this happens he (E) Lurker Tadpole (6 per hero).
suffers the effect of a Mild Poison (-2). These are illusions, once they disappear
14 – Old Granary. This room was an or are disbelieved the damage they dealt
underground warehouse of grain and disappears. See page 288.
other vegetables. When, centuries ago, 16 – Decorated Pillar Corridor. This
the earthquake damaged the complex, large corridor has two very decorated
the stairs above collapsed and blocked pillars in its center. The western one
the door, creating a sort of protected represents a very serpent-like Crawler,
environment, where the majority of the coiled around the body of a voluptuous
seeds rotted; but some of them survived naked woman. On the forehead of the
and adapted to live in darkness, so that woman, there is a star-shaped depression
now there are several sprouts of grain and where the Star Amulet can be placed, to
other plants all around. In particular, in disable the mesmeric trap in Area 15. The
the northern corner of the room there is a second column is the same as the first, but
patch of garlic, in the middle of which sits represents a man, with an expression of
Zod the Goblin Vampire (see Creatures of extreme pain because the Crawler is biting
Tyland), imprisoned here for some days. his neck. On the southern wall there are
The fool thinks he is really a vampire, three torch stands with unlit Torches.

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Undertown

16A – Trapped Corridor. There is a large stone which smashed his head, but
guardhouse in a small secret room on the there are also tiny (goblin) bites on his
western wall of this corridor, with room neck, which didn’t manage to break its thick
for a single lurker or a couple of humans. skin. On the wall someone has scratched
Spotting it is quite difficult (a Notice (-2) with a stone: “FEAR THE MIGHTY
roll is required). Inside there is a stone seat, GAMPIRE!!!”. The Lurker was killed by
a spyhole to look into the corridor, and a Zod the Goblin Vampire (see Area 14) with
lever. Pulling it unleashes a deadly trap: a a very lucky slingshot. The little runt tried
terrible acid gas is expelled from six small to bite the monster’s scaly neck, but without
holes in the wall, filling a MBT and dealing any success. He wrote the phrase on the
3d6 AP 3, lingering damage, to whoever is wall to scare away the Lurkers (which are a
unfortunate enough to be caught by it. The little scared now, by the way).
holes are disposed so that the gas covers all 20 – Passage to the Mill. This round
the corridor from the southern bend to the room was perhaps a tower basement. The
northern door. Spotting the holes requires floor of the room collapsed because there
a Notice (-4) roll, while, north of the door, is an underground river passing beneath
there is a series of strange footprints going it (connected to the Dusker River), which
away from the corridor, indelibly marked slowly eroded the flooring so now it is
on the floor by the acid-covered feet of a pool, five yards deep, of dark, murky
some trespasser (Survival roll to spot water. The only thing outside the water is
them). the upper part of a flight of stairs leading
Unbeknownst to the Enemy. Note that to a secret passage to Area 6 of the Mill
the Cult of the Crawler didn’t discover this of Tyland, which can be reached only by
trap, so the heroes can use it against them! swimming, flying or climbing over the
17 – Collapsed Warehouse. This wall. Lurking in the water there are two
room was one of the warehouses of the very big and hungry River Eels.
temple, but it is now largely collapsed (E) River Eel. These specimens have
and covered in debris. In the northern Size +2, raise Fighting by one die type. See
corner there is still a barrel and a Rope. page 297.
The barrel contains several fist sized Balls 21 – Well of Dark Suffering. This
of Pressed Herbs, mixed with some green large room is almost totally empty, and
tincture. They are used as combustibles there is a sense of stillness there. On the
for the various braziers of the temple, in walls there are old decorations, barely
particular in Area 32. recognizable, of priests and priestesses of
18 – Grate Room. This place was a the Crawler torturing people and Lurkers
guard post. The room is blocked by a indifferently. In the rough center of the
lowered grate, and the winch to raise it room, there is a circular bronze cover, two
is on the western side of the room, in the yards wide and one foot thick, engraved
corner (it still works). The bars can be with a representation of the Crawler coiled
broken (Toughness 10), but to let a person around itself.
pass, at least three of them must be broken The Well Cover. There are four handles
(one for a hauflin). on the bronze cover, because it is the cover
19 – Dead Lurker Room. In the middle of the Well of Dark Suffering. If the heroes
of this room there is a dead Lurker sprawled move it away, they open Pandora’s chest,
on the ground. He was clearly killed by a literally: the well is seven yards deep, with

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Locations

four manacles at the bottom. While the cover Clearing the Well
is on the well, it is perfectly dark inside, and of Dark Suffering
the prisoner can only hear the voice of the
Crawler in his mind. More than one prisoner A good-aligned cleric could decide to cleanse
has died of fear and madness inside this
the well of spirits, putting them to rest. This is
place, and their souls are all trapped inside.
When the well is opened, unless there is a a very hard deed to accomplish, but possible.
Priestess of the Crawler to keep them at bay, First the hero must enter the well, and have it
they swarm outside. Every hero is subject covered or not. Then, the struggle to purify it
to three successive fear Powers, all cast with
and the souls inside starts. This is a Dramatic
Arcane Skill d10 and a Wild Die. In addition,
freeing these tormented souls gives another Task based on Faith (-4, -6 if the well is cove-
-2 to all Fear Checks in Undertown and -1 in red). It doesn’t have a fixed duration, instead
the whole area of Tyland Mills (the town and the well is cleansed after the priest gathers 6
everywhere in a 2 hex radius around it on the
Task Tokens, 8 if the well was not covered. If
Forest of Tyland map). Purifying the Well
and laying the souls trapped inside to rest the hero rolls 1 or less on the Faith die, he loses
counts as a Faction Quest for Gatekeepers. a Spirit die type (as per Trapped in the Well).
Trapped in the Well! A character could The priest receives +2 if he knows the light
end up trapped in the well, with the four
Power, +2 if he knows banish and +2 if he is a
manacles restraining him, if he read the
Dark Ritual Tablet in the Library (Area Gatekeeper. In addition, with an Occult roll the
9). Inside, in the darkness, the character is priest remembers there are some special herbs
exposed to the worst dreams, visions and useful for exorcisms, which grant an additional
fears the Crawler can send him. For each
+1 but cost 500 cp.
hour of entrapment, he must make a Spirit
(-4) roll. With a failure, he loses a die type All modifiers are cumulative.
of Spirit. With a success, nothing happens. If the priest fails, the spirits inside the well be-
With a raise or better, he learns some come stronger, and the next time an additional
mind trick of the Crawler, and reduces the
Token is necessary to defeat them.
penalty of all subsequent rolls by one. When
the Spirit of the prisoner drops below d4 he Clearing the well means putting the spirits to
is totally mad and his soul joins the others rest and this earns the priest a Conviction and
trapped in the well. A character has no an additional permanent Power Point (two for
way to get himself free of the well, only his
a follower of Thuul).
companions can do this (climbing down the
well requires a Rope and an Athletics roll, This counts as a Faction quest for Priests of
and opening the manacles a Thievery roll). Thuul and of Myrthala.
If the prisoner survives, he slowly recovers
one die type of Spirit per month, and gains 21A – Trapped Passage. In the area
an Advance too. At the GM’s discretion, the marked on the map with the X there is a
player should change (or add) a suitable trap, a pit four yards deep, with spikes on
Hindrance to represent the spiritual scars of the bottom. Spotting it requires an explicit
the terrible experiences he endured. search by the players and a Notice (-2) roll.
If the heroes cross over it, they m make

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Undertown

an Agility (-4) roll to avoid falling in and (Notice (-2) to spot it). It leads to a small
suffering 3d6 damage, AP 3. The trap can room, with a lantern in one corner and a
be disarmed by placing the Star Shaped spyhole in the western wall, which allows
Amulet in a small depression near the viewing what happens in Area 22 (except
doors to Area 21 and to Area 26 (a Notice in the north-eastern and south-eastern
roll and an explicit search from the players corners, which are blind spots).
are required). 23 – Digging Room. There is a fresh
22 – Black Pool Room. This room is pile of debris in this hall, because the
the very place where Tyland Redmantle Lurkers are clearing the debris blocking
wounded the Crawler. In the middle is a the northern passage, which connects
large pool of murky water, connected to an Undertown to Area 18A of the River
underground river, which flows into the Caverns. The work ends at Day 45 from
Dusker River (see Area 20). During The the beginning of the campaign. Until that
Final Ritual Savage Tale, the Crawler will day, there are always 2d4-2 Lurkers there,
come from there. Concealed on the wall in working. Once cleared, there are 2 of them
the south-eastern corner of the room is a on guard duty instead.
button (Notice (-4)); if pressed, this makes (E) Lurker (varies). See page 288.
a section of the wall slide south, revealing a 24 – Lurker Camp. This room is one
secret passage. In the middle of the eastern of the two used by Lurkers as a camp (the
wall is a spyhole, very cleverly concealed other is 27). They sleep on old leaves,
(Notice (-6)) which allows viewing this and usually don’t cook, but they make an
room from Area 22A. exception for human flesh: in fact, on a
A Dark Aura. This place is charged with spit over a small fire, there is a half-cooked
the psychic impressions the wounding of man (an unfortunate traveler they caught
the Crawler left there. Any Spirit roll in this during their trip to Undertown). The
place is made at -1, except for followers of southern and western door are guarded,
the Crawler. The aura dissipates when the the western one isn’t.
evil monster is finally destroyed. (E) Crawler (2d6+2). They are guided
Final Battle Location. This area is where by an Elder. See page 268.
the cult will try the Desperate Ritual (see (E) Vaarathi Lizard (1). See page 309.
The Final Sacrifice Savage Tale). 25 – Room of Darkness. This room
22A – Corridor of Secrets. At the was feared by all the cult members,
far end of this corridor, there is a black because it was used to prove their faith
stone statue of a Lurker, life-sized, which to their crawling god. The room is in
looks almost alive, apart from the patches Pitch Darkness, and there is no way for a
of moss growing on it. There is a button non-magical source of light to dissipate
concealed on the statue’s base (Notice (-4) it. The light Power works if it beats an
roll to spot it). Pressing this makes the opposed Arcane Skill of d12, unless the
statue and the wall behind it slide into the source of the spell (or the fire) is the green
southern wall, revealing a secret passage to fire of Many-Frogs, which automatically
Area 22. The statue slides back only when dissipates the darkness and gives the
the button on the statue or the one in Area wielder of the flame a Benny. Characters
22 is pressed again. But this isn’t the only capable of seeing in darkness see as well as
secret of this corner of Undertown: on usual, as do servants of the Crawler. There
the north wall another door is concealed are two holes in the northern wall, two feet

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Locations

wide, through which the darkness emerges Lurker Hero Loot Table
like a thick fog. Card Loot
Alone in the Dark. Heroes crossing the Rat in Mouth! There is a rat in the
darkness to reach the opposite side or one 2 head of this crawler, which scares
of the doors hear strange whispers and the looter (Fear check (-1)).
experience a curious dilation of time, as 3-4 Minor Jewelry. 1d6x10 cp worth.
if crossing would take them forever. They 5-6 Major Jewelry. 2d6x10 cp worth.
must make three Fear rolls to avoid being Black Stone Short Sword. Has the
7-8
Powerful Quality.
Panicked (the first two) and to avoid real
9-10 Opal. 300 cp worth.
fear (the third). If they fail one of the first
War Bracer. Can be inserted, with
two, they suffer -2 (cumulative) to the
J-Q a Repair roll, on any Armor, adding
third. If the heroes tie themselves together
Hardiness 1.
or hold hands with a companion they roll Scarlet Knight Spear. A spoil of
with +1, if there is someone who can see, war, to prise it from the hand of the
the whole group gains +2. K-A dead Lurker the hero must make
Once the Crawler is killed the darkness a Strength (-2) roll. It is a Reliable
goes away. weapon.
26 – Lurker Hero Sepulcher. This Vision of the Warrior’s Death! The
ample room is a sepulcher of great Lurker person touching the corpse sees
heroes of the past. The corpses are placed, how he died, fighting alongside
sitting cross-legged, in niches, and are the Crawler in Area 22 against
Tyland Redmantle! The scene ends
perfectly preserved, apart from some Joker
with the Lurker’s death. The hero
yellow mold and patches of fungi growing
must make a Spirit (-4) roll, with
over them. There are at least two dozen
a failure he immediately loses a
of them. There is a faint aura of magic Benny, with a success he gains one,
here, but it is only the preserving magic, with a raise he gets a Conviction.
the bodies are harmless and can be freely Redraw Nothing is found.
looted, with a Notice roll and ten minutes
of time (see table below). This room is 27 – Wild Herb Room. The flooring
quite frequented so for every two search of this room is damaged by the humidity,
attempts, check for Wandering Monsters. and various pale herbs grow there, plus a
Undead Guards. Note that if the heroes number of slugs are all around (they are
come here during The Final Ritual, the Disgusting, but there are enough for 8
niches are empty and these Lurkers are Rations of food there).
being used as undead guards in Area 22. Lurker Camp. This place is one of the
two camps (the other is in Area 24) used
by Lurkers when they are in Undertown.
There is always one sentinel posted at the
two doors, and there are always a number
of fish-men there resting, eating and doing
fish-men things. This is true until The
Final Ritual Savage Tale, during which
these Lurkers ambush the advancing
adventurers and their friends, so this
location is empty.

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Undertown

(E) Lurker (2d4+2). See page 288. 29 – Vine Room. The walls of this
(E) Vaarathi Lizard (1). See page 309. room are covered by a web of whitish
27A – Crossroad. There is nothing vines, with albino spiders the size of a
special here except a big stone which fell hand walking on them (luckily, these are
from the wall and can be used to block a harmless). In the north-eastern corner
door or something similar (it is long and is a passage leading to the woods east of
heavy, at least four characters with Strength Tyland Mills, emerging near the southern
d6 or two with d10 are needed to move it). shore of the Dusker. It is the passage used
28 – Unsafe Ceiling Room. The by the Priestesses and the Lurkers to move
earthquake seriously damaged this part in and out of Undertown. With a red card,
of Undertown, in particular this room is the entrance to the corridor is guarded by a
unsafe. Each time the heroes pass through, couple of Lurkers. If surprised by a greater
draw a card per two members of the party, force, they run to alert their comrades in
if it is a club, a cave in happens (see table). Area 27.
On the positive side, there are never any On the western wall, there is a metal
Wandering Monsters here. ring, almost concealed by the vines
Cave In Table (Notice (-2) to spot). Pulling it opens a
Card Effect door to Area 30.
Massive Cave In! Roll a d4+2 per (E) Lurker (2). See page 288.
each character: this represents 30 – Collapsed Stairs Room. This
how many Task Tokens are secret room is full of debris, recognizable
necessary for each of them to as pieces of a staircase going up. It was one
reach respectively the northern of the secret exits from the complex, but it
and southern door. At this point
was destroyed by the earthquake. One of
start a 3 rounds long Athletics
2 the priests was caught by the cave in and
Dramatic Task, this is the time
they have to reach a safe exit of
died under it: a skeletal hand can be seen, as
their choice. If they roll a critical if making a silent plea for help. Freeing the
failure, they suffer 3d6 damage. corpse requires some minutes of work. The
After 3 rounds the room is totally skeleton is frail and falls to pieces quickly,
filled with debris and cannot be but there are some noticeable things on it.
crossed anymore. First, it is dressed in a tunic and has
Large Cave In. A large portion a mask very similar to those worn by the
of the ceiling collapses: a random Priestesses of the Crawler. Second, it has
3-4 character must make an Agility a Sacrificial Dagger (again like those of
(-2) roll or suffer 3d6 damage,
the Priestesses), a purple potion (the user
AP 3.
recovers 2d6 Power Points) and a Star
Small Cave In. Stone chunks rain
Shaped Amulet (which resembles the
in the room! Each character must
5-10 star painted on the sacrificial dagger), an
make an Agility roll or suffer 2d6
damage. ancient symbol of the Crawler, used as a
Minor Debris. The ceiling key in various places in the dungeon.
J-A 31 – Room of Ruins. This hall is filled with
trembles, but nothing happens.
Stabilizes. From this moment piles of debris, caused by a partial collapse of
Joker on, the room is safe, no cave in the ceiling. There is nothing interesting here.
happens. If the heroes rummage through the stones,
Redraw Apply the same result. check for Wandering Monsters.

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Locations

31A – Sheriff ’s Tower Stairs. This • 3 Black Pearls (these are Magical
stairway ends in a tunnel leading to the Components, or alternatively they
door behind the wardrobe in the Secret can be pulverized and consumed
Warden Room (see Tyland Mills Area 4). with wine, granting the user the
32 – Four Brazier Room. This ancient Power Points Edge, only once in each
room was one of the holiest parts of the character’s life)
complex, and the treasures of the temple • A large piece of the Crawler’s Chitin
were hidden behind a secret door in the (crafting material, -2 on rolls to work
northern wall, very difficult to spot (Notice it, can be used to create items with
-4)). In the middle of the room is a large, Magical Qualities)
square pillar, on which are painted ancient • East crate:
legends of the Cult. They are: • Scroll Case with three scrolls: bolt
1. North Painting: a star falling (sickly green light), protection (armor
from the sky into a lake. of darkness), zombie (animate corpse).
2. East Painting: an enormous These scrolls are special; they can be
serpentine creature comes out from the used by everyone and can be learned
lake, surrounded by Lurkers. Men on the both by mages and clerics (who can
shore of the lake bow in front of it. use the mages’ rules to learn spells
3. South Painting: Lurkers and men in this case only, rolling on Smarts
fight, under the gaze of the Crawler. Men instead of Spellcasting).
win and Lurkers submit to men. • Chitin and Black Metal Helm (see
4. West Painting: Lurkers, guided Treasures of Tyland)
by men, build a great city on the shores of • A Quiver with 20 Black Feathered Arrows
the lake, under the shape of the Crawler in (+1 damage, +1 AP, break after use)
the skies. West crate:
Aligned to the corners of the pillar • Three colored Pearls (in truth they
are four braziers, dirty with old, green are potions, and must be swallowed
soot but without any combustibles. If the to work. The purple one grants boost
heroes find the combustibles (Area 17), Strength Trait, the pink one gives
and light them with the green flame (Area speed and the yellow one makes you
4, a torch with the green fire or the smite invisible).
Power of a weapon blessed by Many-Frogs • Engraved Plating (see Treasures of
are necessary), the fire rises in four tall Tyland)
columns, and a secret door on the north • A Silver Torque set with Three Green
wall opens, revealing the cult’s treasure Gems (each gem can be used as a
room! Benny – when this happens it turns
32A – Cult Treasure Room. This T black and cannot be used anymore. It
shaped room hosts three decorated strong is worth 600 cp, +200 cp per gem still
boxes, two at the extremities of the T, and active)
another, bigger one, at the intersection of
the T. Their contents are: 33 – Pit of the Dead Gladiators. The
Central crate: people of Nyrath beloved blood sports, so
• Five large Plates of Silver, inlaid with long as the blood wasn’t theirs. A large pit
pearls (300 cp each). crosses this room on the north-south axis,
• Five Golden Cubes (500 cp each) which could be accessed by three stairways.

174
Undertown

The eastern and western ones lead to the Skeletal Gladiator Table
spectators’ area, where there are three tiers Gladiator Note
of stone seats, while the northern stair (from The Spearman. Fighting
which the gladiators came) is decorated d10, Strength d8, Improved
with a representation of the Crawler. In the Counterattack and Improved
pit there are the remains of five gladiators, 1 First Strike. Armed with a
which were turned into undead. They are Vicious Spear (Str+d6, 2 hands,
+1 Parry, Reach 1, deals d8
subject to the will of the priestesses of the
damage on raise)
Crawler, who usually leave them there to
The Swirling Blade. Fighting
protect the access to their den, but bring
d10, Ambidexterity, Two Fisted,
them along in case of trouble (for example Frenzy, Armed with a couple of
for The Final Ritual Savage Tale, see Area 2
Bronze Short Swords (Str+d6, +1
20 above). Usually they play dead until Parry if used together, they shatter
someone steps in the pit, then they salute on a 1 on the Fighting die).
and attack him. The Mauler. Strength d12,
Each gladiator is different, as described Improved Sweep. Armed with a
in the table below. Except as otherwise Maul (Str+d10, 2 hands, Reach
mentioned, they wear the customary 3 1, AP 2, - 1 Parry) and an Old
armor of the Skeleton Warriors. Rusty Cuirass (grants only +1
Armor, but has Hardiness 6,
Gladiators won’t attack anyone who
cannot be repaired)
shows them the Star Shaped Amulet and
The Leader. Smarts d8,
succeeds on a Spirit roll.
Command, Fervor and Hold
4 the Line! Armed with a Sword
(Str+d8) and a shield (+1 Parry,
-2 Cover)
The Archer. Shooting d10,
Improved Dodge, Marksman.
5 Armed with an Ancient
Composite Bow (Str+d6, Range:
12/24/48, AP 1).
(E) Skeletal Gladiator (5). Use
Skeleton Warrior Profile. He is a Resilient
Extra. See page 298.
34 – Old Scaly’s Room. This place
smells of reptile. The reason is simple: in
the northwestern corner is an enormous,
Ancient Golden Snake! The beast is
hungry, unless someone fed it recently (it
is a carnivore), and attacks everybody. The
priestesses usually bring some scraps of
meat (see Area 36) and feed it, so it doesn’t
usually attack them. In the corner which
the beast selected as its nest there is a rusty
Buckler. If cleaned (Repair roll) it reveals
itself to be quite sturdy (Hardiness 1).

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Locations

(WC) Ancient Golden Snake. See page requires an explicit search request by
262. the player and a Notice (-2) roll, while
34A – Corridor of Biting Traps. This disarming it can be done with a simple
passage is quite narrow, and can be crossed Repair or Thievery roll.
only in single file. It is also trapped: the 36 – Cult’s Secret Hideout. This room
small triangles painted on the map mark is the secret hideout of Nadia, Sylvia and
the locations of a set of stone-pointed Irina. Stairs lead to a door in the cellar of
blades in the walls, which thrust out with the Good Omen Inn (see Tyland Mills,
lethal force, stabbing whoever is in their Area 1). This place is a fully furnished
path. They are triggered by pressure plates temple of the Crawler. On the eastern wall
concealed on the flooring (Notice (-2)) there is an altar, while on the southern
The blades can be Evaded, but the player wall there are an alchemical bench and an
must declare the direction of his evasion armoire. A secret door in the northern wall
(east or west) because he might end up (which is concealed only on the opposite
in the path of another blade. They do 3d6 side), leads to Area 35. Near the door there
damage AP 3, and return into place after are also a large closed keg and a nail on
10 minutes. They are quite sturdy, too the wall with a keyring. The keg contains
(Toughness 8). Near the entrances, there scraps of food used to calm the giant snake
is a small star-shaped cavity where the in Area 34, while the keyring has the keys
Star Shaped Amulet can be inserted, and to all the locked doors in the Undertown.
rotated to activate or deactivate the traps. The Altar. Made of black river stone, this
The priestesses of the Crawler know of the is of Veteran Rank. Destroying it seriously
trap but they don’t know how to defuse it, decreases the powers of the three sisters
so they prefer to avoid it. (they lose 5 Power Points and one die step
35 – Dusty Cellar. This old cellar in Faith until they build another) and counts
contains a couple of shelves on the north as a Faction Quest for the Cult of Myrthala,
wall, containing two dozen bottles of Kaavor or other good-aligned deities, but
unknown wine, covered by centuries-old there is no way to consecrate it to a god other
dust. The majority of them are now spoiled than the Crawler. The three sisters, if present
and Disgusting, but four of them are still in town, immediately sense the destruction
good, and can be sold for 300 cp each or of the altar. Upon it rests a strange object: a
consumed to gain +1 Spirit for a day. There piece of polished chitin, the Scale of Seeing,
is a secret door on the southern wall, which which allows communication with its twin,
can be discovered by paying attention in Area 24 of the Buried City of the Lurkers.
to footprints in the dust of the room or The Scale allows communication by speech,
with a Notice (-2) roll. The reinforced but not being a real mirror, only shows
wooden door on the eastern wall is solid distorted images.
(Toughness 9) and newly-installed. It can Alchemical Bench. The three sisters
be picked (Thievery (-2)), but the lock is always have some potions brewing here,
trapped with a needle coated with a Lethal and the party can find one of red wine
(-2) poison, the same as that of the Ancient (healing), a sealed glass vial of dark
Golden Snake in Area 34. It strikes anyone fog (darkness) and a deep blue liquid
who tries to pick it or open it with the key (invisibility). The books and tomes
(see Area 35) but doesn’t push the key in scattered around are worth 2000 cp for an
a little before turning it. Finding the trap Arcane Laboratory.

176
Undertown

Armoire. Unless the priestesses are Wandering Monsters Table - Undertown


outside looking for trouble, it contains Card Event
their personal equipment (see description (E) Giant Centipede (1). It comes
in the bestiary chapter), plus their little 2 from some deeper passage (you can
stash for emergencies: 2000 cp in silver expand the dungeon if you want).
and gold coins, spare clothes to be used as Purple Miasma. A purple mist filters
disguises (farmer, noble woman, Daughter from a wall. It is intoxicating, and
causes a level of Fatigue with a failed
of Myrthala), ten Torches, three Lanterns
3 Vigor (-2) roll. On a critical failure,
and seven flasks of oil.
the victim is also so confused that
she wanders aimlessly (consider her
Panicked).
Clearing Undertown (E) Swarm of Vampire Bats (1).
Undertown is a location which could 4-5
Looking for food.
be explored at two very different points of (E) Giant Rats (1d4+1). One of
6-8
the campaign. them is affected by Ratcurse.
If the party discovers and explores it (E) Lurkers (2d4). A small band of
9-10
early, they can get an insight into what explorers.
is really happening, and maybe discover Revealing Tracks. A creature nearby
an important clue or two. The dwellers left an interesting track of some sort
of Tyland Mills were totally unaware of (a footprint, a discarded item, an
J-Q
open door…); the players can get
its existence, and the discovery amazes
some interesting information from
(and bothers) them. Due its nature, the
them.
dungeon will repopulate itself quickly,
(E) Specter (1). A wretched soul
because beasts and monsters entering escaped from the Well of Suffering
from the various access points find it a nice K-A
(Area 21). Ignore this entry if the
place to stay. well is cleansed.
At the end of the campaign, if the The Ceiling Falls! Undertown isn’t
cult of the Crawler fails to make the fifth perfectly stable: assorted debris falls,
sacrifice, they will try again in Area 22 causing 2d6 damage to anyone who
of Undertown. In this case, knowing the fails an Agility (-2) roll. Increase the
heroes and their allies are coming, they’ll damage by one die (so 3d6, 4d6 and
Joker
do their best to hold the temple, trying so on) every time this card is dealt. If
the Joker is black, the area where the
to give the priestesses time to perform
cave in happens is blocked by debris
the full ritual. If the heroes already know
(2d4 hours’ work are necessary to
the dungeon, they will have an important
clear a path, the roll can ace).
tactical advantage. Used
Re-use the entry.
Entry

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Locations

Vendra’s Tree House


Suggested Rank: Seasoned of Fatigue. Near the cauldron there are two
bowls with names on them: Tenn and Stitch
This massive tree, an old oak, has a (see below). They are the witch’s cats, but
wooden hut on its top. This is the home only Stitch’s bowl is still filled with milk.
of Vendra the Witch, the most powerful The Bookcase. This is a well-equipped
magician in the region. There is a small Magical Laboratory, worth 15000 cp. In
vegetable garden around the tree, which addition it contains several scrolls: bolt
is largely overgrown, because the owner (green light missile), deflection (violet light
of the house cannot tend it properly (see shield), disguise (change form), protection
below). Apparently, there is no way to (stony skin), sloth (slowed motions) and
reach the house except climbing up to a cursed one, apparently of boost trait
it (Athletics roll). On the top platform but which shapechanges the reader into
there is a rope ladder, coiled. The ladder a squirrel unless he wins an opposed roll
is magical and answers to the command with Arcane Skill d12. The shapechange is
“Ladder, let me climb down!” but only permanent, but Vendra can reverse it.
if this is said by Vendra or someone The Shelves. These contain assorted
appointed by her. When the command herbs and salves, 2000 cp of materials
is issued, it coils around the tree’s trunk, for crafting potions, plus a bubbling red
creating a comfortable passage. After potion (invisibility), a white chalky powder
all those invited have passed, the ladder (slumber) and a bottle full of tiny black
returns to the platform. spiders (summon ally - swarm).
The hut is divided in two by a thick The Wooden Chest. The chest is a trap; a
curtain creating two rooms: a large kitchen summoned and bound Fae Stalker, which
(where you enter) and a bedroom (behind Vendra placed in her house after being
the curtain). robbed by her apprentice Tennelgast (see
Vendra’s Kitchen. This part of the sidebar). The creature plays the role of a
house is cluttered with many things: in the chest until someone tries to open it; then
middle there is a large fireplace, built so it attacks.
that the fire doesn’t damage the tre. The fire Vendra’s Bedroom. This part of the
is almost always lit, with a cauldron boiling house contains a rocking chair, a large bed,
over it. In the middle of the room, there is an armoire and a small toilette.
an old table, not very stable, and four tree Rocking Chair. Vendra the Witch, a white-
stumps to be used as stools. In one corner haired old woman, is usually dozing on this,
there is a bookcase, full of books, scrolls with a blanket and a black cat on her lap. She
and similar things, with an empty lectern looks frail and old, but she is much more
in front of it. In the opposite corner of the than she appears. The chair is placed near
room, there are several shelves with bottles a great branch, covered in a thick, greenish
of mysterious liquids and dried herbs, ivy (a poisonous one, as can be understood
while a large wooden chest, reinforced with a Survival or Healing roll). Several vines
with metal bands, stands nearby. goes under the blanket. Vendra uses them to
Cauldron. This contains a very yummy purify the poison coursing through her legs.
stew, almost totally made of vegetables. Without this daily treatment, she will die in
Eating it will let the heroes recover a level few weeks. The woman was infected during

178
Vendra’s Tree House

the Necromancer’s War (see Vendra the Witch


Profile). The cat is called Stitch and is a normal
animal.
Large Bed. The bed is made of reeds, and
looks comfy. It is placed upon a Lashari
tapestry, which Vendra received as a gift a
long time ago.
Armoire. This contains mostly common,
plain looking dresses, but, carefully packed,
there is also Vendra’s Mage Robe, with a
matching purple cloak.
Toilette. Vendra still has some makeup,
including a magical disguise essence,
which makes her (or any woman) appear
Very Attractive for a day. On the toilette
there is also a small painting, showing a
much younger Vendra embracing a man
with moustache. Characters who have met
Skinner Jack (see page 300) recognize him.
Vendra’s Secret Treasure Stash. After the
betrayal by her apprentice, Vendra hid much
of her treasure in a safe place: she created a
sort of cavity within the trunk of the tree,
and stored her things there. Only she can
open it, from her bedchamber, using the
barrier Power. That area of the tree registers
as magical to the detect arcana Power, but
reaching the vault requires breaking the
wood (Toughness: 14).
Vendra’s treasure’s consists of:
• 3000 cp in elven gems and golden coins
• Vendra’s Spellbook (it contains all her
Powers)
• a Skya Crystal (grants her 10
extra Power Points, may be
recharged by spending 5 Power
Points per Point recharged)
• a Green Potion (invisibility)
• a Scroll of zombie (dark
invocations) with 30 Power
Points
• a Bag which can cast the havoc Power
(releases a storm) with 20 Power Points
(WC) Fae Stalker. See page 273.
(WC) Vendra the Witch. See page 310.

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180
Locations

Quest: Retrieving Vendra’s Blue Book


Despite the bad stories about her, Vendra isn’t really nasty (see her Profile). In the past she has

aided several people of the Forest. The heroes could resort to her if they are cursed, petrified or in a

similar state. Vendra’s dispel Power is particularly strong.

But her work doesn’t come for free. Vendra needs a great favor: her apprentice, Tennelgast, stole

her most powerful relic, the Blue Book of the Skies, which contains a very powerful ritual to enslave

birds of prey. Using that book, Tennelgast became the dreaded Sky Lord, and, from his base in the

south, the Falcon’s Nest, he is trying to impose his will using the enslaved Hawks of the Twins (see

The Lord of the Skies Savage Tale).

In truth, Tennelgast isn’t a real human, but he is the witch’s second pet cat, Tenn, which Vendra

transformed into a human to soothe her solitude (and because she and Skinner Jack never had a

child). Only now Vendra does understand the error she made. She asks the heroes to retrieve the

Blue Book and to stop (and bring to her) the mage Tennelgast, alive if they can, because she wants

to dispel the shapechange spell she cast (but she won’t reveal this detail).

Vendra is very powerful, but her condition prevents her from moving, so she cannot stop Tenne-

lgast by herself.

Rewards. If the heroes bring her Tennelgast, Vendra will use her magic for them, curing any form of

illness, counseling them and, if they retrieve the Blue Book without killing Tennelgast, she will also

send the Hawks of the Twins to help them in the Battle of Tyland Mills Savage Tale.

Faction Quest: Helping Vendra


If a character helping Vendra wants to become her pupil and be trained in magic, he must really

impress her, because the witch is very suspicious since Tennelgast’s betrayal. Retrieving the Blue

Book above is a good start, but Vendra will require at least another deed of some relevance (and

good aligned), for example defeating the Waka Nuka, helping the three Treemen to find each other

or something similar.

Vendra knows all the ways of the Mages, so she can grant her pupil the Mage of the Order Edge.

She provides the Robe, the training and the use of her laboratory, but as she is in out of favor with

the Order, the mage will arouse a lot of suspicion if he ever ventures into Castle Holbrook (see TPG),

despite being legally part of the Order.

She can also teach a wizard a special new Staff Enchantment (see below)

New Staff Enchantment: Enchantment of Energy


Rank: Seasoned
Rank

Cost: 2 BP, 500 cp

This Enchantment gives +1 to the damage roll of any direct-damage Power the mage casts while

wielding the staff. It can be applied multiple times (up to four), each application counting as an ad-

ditional Enchantment, giving +1 to damage and doubling the monetary cost (so 1000 cp the second

time, 2000 cp the third time and so on).

180
The Weeping Castle

The Weeping Castle


Type: Settlement/Dungeon (underground) Acatarina. A disheveled beauty,
Suggested Rank: Novice Acatarina is the twin sister of Twistle, the
Battle Value: 50 (without Steel Eagles lord’s cupbearer and personal servant.
mercenaries), 300 (with Steel Eagles) Totally ruthless, she is a wererat who has
Light: the ground and upper floors of infected both her brother and Lord Korab
the castle are lit by torches during daytime, with her curse; she is the Lord’s lover and,
which are unlit during the night. The in every meaning of the word, his mistress.
dungeons and cellars of the underground Lord Arcturus Korab. Ruler of the
floor are permanently in Dim light from Weeping Castle, he is fat, greedy and
torches, while the caverns are in Pitch pompous. He covets all the surrounding
Darkness. lands, a desire stronger every day now that
lycanthropy runs in his blood.
Raktor Stoneface. Commander of the
The Boar’s Den Steel Eagles, currently in the service of
The castle of the Korab Family is a Lord Korab… but for how long? He has the
variation on the motte and bailey, typical manpower to seize control whenever he
of these lands. Built on a small islet in the wants. For this reason Acatarina is trying
middle of the Faer River, it is surrounded to seduce him. The old mercenary isn’t shy
by a stone wall, making it sturdier than about enjoying some entertainment, but
the typical wooden fortifications of this his heart is cold and impenetrable.
type. Stories say Lord Korab the Cunning Jane. A serving girl of the castle, the
(one of the eldest of the family) defeated kitchen maid, she keeps a low Profile
the Goblin King in a riddle contest and so but in truth is a spy for Red, the bandit
he had his castle built in a single night by chief. If you want to insert a plot tweak
goblins. But he cheated, and the Goblin to The Reluctant Bride Savage Tale, Jane
King, to repay him, made the castle weep: a isn’t a serving girl, but is Heads-or-Tails
brownish moss grows on the walls in long disguised. She won’t use any Powers unless
streaks, which always give the impression strictly necessary and will reveal herself
the castle is weeping. only to hand the Mill Lady to Red. You can
Today the Weeping Castle isn’t in good leave this to chance, drawing a card the
condition: the ceilings leak water, the walls first time the heroes met Jane: with a heart,
need maintenance, and the surrounding she is Heads-or-Tails in incognito. The real
fields are poorly tended; Arcturus Korab Jane is at Red’s Hideout.
isn’t a good lord, and is spending all Twistle. Brother of Acatarina, personal
his money to pay the Steel Eagles, the cupbearer and right-hand man of Lord
mercenary company serving him, with Arcturus Korab. A profiteer and adulator
which he hopes to gain control over all the of the powerful, he would sell his mother
region. for few coppers (and maybe he did). He
loves using his power to bully others.
Important Characters
The heroes can encounter several
important characters in the Castle. They
are briefly described here.

120 181 181


182
Locations

Ground Floor (E) Steel Eagles Mercenary (2). See


page 301.
1 – Drawbridge. The entrance of the castle 2 - Guard Towers and Walls. Unless
is guarded by two sentinels by day, when otherwise stated, every guard tower
the drawbridge is lowered. During night has one man on duty, day or night. In
time it is raised. People are questioned addition by night two sentinels walk on
before entering, the security is bit laxer the battlements with a lantern. The towers
on Wednesday when the market is held in all have stone ceilings and arrow slits. The
Area 2. In this case entering costs 1-10 cp walls are six yards tall, to which you must
per merchant (depending on the guard), add more yards for the mound on which
plus draw a card: if it is a black face card the whole castle is built. The walls are
the character will be searched, the chance covered in large streaks of moss, so they
is raised to all non-face cards for good- can be Climbed easily (+1). If you want
looking girls (and the search is much to add something unusual in the towers,
ruder). draw a card and check the table below.

182
The Weeping Castle

Card Situation The Steel Eagles Company


2-10 Nothing.
J Sleeping guard on a sack.
The infamous Steel Eagles Company is a band
Q Dog (roll for reactions).
Abandoned item (Sword, Cloak, of mercenaries and cutthroats from Avery. Its
K
Spear or Bow and Quiver). captain, Raktor Stoneface, is a burly fellow
Two guards gambling (by day) or
with less compassion than a stone. The Eagles
A a guard and a servant girl busy
lovemaking (by night). aren’t very picky about who they hire, but are
Personality (Raktor, Twistle, quite disciplined and well-armed.
Joker
Acatarina or Jane).
At the beginning of the campaign of the Com-

(E) Steel Eagles Mercenary (2). See pany is 136 strong:


page 301. • Commander Raktor Stoneface
2a - Drawbridge Tower. This tower
• Three Captains (Vax, Nantor and Virian)
contains the winch used to raise and lower
the drawbridge. Two persons can raise or • Twelve sergeants

lower it in five rounds, a group Strength • Three bands of forty men each
roll can reduce the time by one round The troops (120 persons) are made of:
per success and raise. A single person can
(E) Steel Eagles Mercenary (90).
(90) See page 301.
man it with a Strength (-2) roll per round,
any round he fails the roll doesn’t count (E) Steel Eagles Veteran (20). See page 302.

towards the total of five needed. Breaking (E) Steel Eagles Crossbowmen (10).
(10) See page
the mechanism can be done using brute 301.
force (Toughness 7) or a Repair (+1) roll.
Orders. Usually one band is at the Weeping
There are arrow slits from which it is
possible to shoot into the gallery between Castle, one is keeping order in Stone Bridge,

2a and 2b. By day there are usually two and the other is busy “scouting” the territory,
soldiers here. sometimes divided into groups of 10 or even
2b - Guard Tower. This tower has arrow
5 soldiers. This means harassing the steads,
slits to shoot into the gallery between 2a
and 2b. taking tolls from bridges and in general doing

2d-2e - Typical Guard Tower. As their best to take whatever they can from the
above. local population.
2f-2g - Inner Towers. There are four
Replacements. If the Steel Eagles are reduced
guards there, because these are the only
ones with fireplaces. Usually there is soup in numbers, they can hire new recruits at the

on the fire, wine on the table and gambling rate of 2d6 per week. If Raktor is killed and
going on. more than half of the members are still alive,

one of the Captains will take charge. If Raktor

is killed and less than half the members remain,

they’ll quit, ransacking the castle before fleeing.

The same happens if Lord Korab dies.

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184
Locations

3 - Inner Courtyard. This is muddy, bunks for at least thirty soldiers per shack,
with piles of dung in the corners. During though they are a little cramped. There are
daytime, draw a card: if it is a club you always at least 1d6 mercenaries by day and
meet a guard, if it is a heart you stumble 4d6 during nighttime. In the corner near
into a servant. By night this applies only 6c is a latrine (obviously 6c is the building
on face cards (club and heart). This is the less favored by the soldiers).
case every day except on Wednesday, when (E) Steel Eagles Mercenary (Variable).
the market is held. In this case you can find See page 301.
2d6 peddlers’ stalls and 1d6x10 people 6d – Captains’ Quarters. Two of
there, and there is a chance (heart face the three Captains, Vax and Nantor,
card from the action deck) that one of the dwell there, with a couple of servants
personalities of the castle is there looking to attend them (the third, Virian, is in
for something. Stone Bridge). There are always 1d3-1
The gate between Area 3 and Area 5 is Captains and servants there. Each captain
closed and guarded by two sentinels on has a strongbox (Thievery (-1)) with
market days (otherwise it is open). his possessions (loot and jewelry worth
4 – Armory. This tower, protected by a 2d4x50 cp and one of the following items:
sturdy door (Toughness 9) and an equally a Platinum Necklace 500 cp worth or
sturdy Veteran Mercenary called Thick an Ornate Cloak of Lashari making (+1
(Vigor d12, Smarts d4, Clueless), contains Persuasion rolls).
most of the castle’s weapons and armor. (WC) Steel Eagles Captain (1-2). See
Inside are 5 suits of Medium Armor (+2), Steel Eagles Mercenary Profile, page 301.
10 of Heavy Armor (+3), a dozen Shields, 7a – Commander’s Quarters. Unlike
twenty Spears, ten Swords, eight Axes, 500 other mercenary commanders Raktor
Arrows, 100 Bolts and ten barrels full of Stoneface likes to stay near his soldiers,
Oil (each of them counts as 20 Oil Flasks, where he can keep an eye on them (and
Cumbersome 4) plus anything else the GM also where he can be protected from his
sees fit. own master). The captain’s door is guarded
(E) Thick (1). Use the Steel Eagles by two trusted Veterans, and only the
Veteran Profile, but with Vigor d12, Smarts Commander, Bald (a personal servant,
d4, and the Clueless Hindrance. See page an old mute), his most trusted band
302. commander (Vax, a warrior woman who
5 – Middle Courtyard. There are is also his former lover) and Acatarina
always 1d6 guards and 1d6 servants (his new lover) can enter. Inside there
wandering here by day and 1d4-1 of each are a bed, a fireplace, and some assorted
during night time. furniture. In a corner there is a rack where
6 – Mercenary Barracks. The following the commander keeps his weapons, which
linked areas were stables, barns and he maintains and checks personally. Under
servants’ quarters before the arrival of the the bed there is a very large strongbox with
Steel Eagles caused some changes, and the company’s and his own possessions.
most of the stables were hastily made into It is locked (-4) and protected by a trap,
barracks for the soldiers. a poisonous needle in the lock. It can be
6a-6c –Troop Barracks. These quarters found with a Notice (-2) roll, and disabled
were originally the stables. Now they have with a Repair (-2) roll. It is triggered by
become the main barracks. There are any attempt to tamper with the lock and

184
The Weeping Castle

is covered in a Lethal (-2) poison. Inside few goats but they were sacrificed to the
there is a sack with 3000 cp, 3 small golden hunger of the mercenaries before they
ingots worth 1000 cp each, a heavy Belt started ransacking the farms and steads
(sewn inside there are twelve gems worth nearby. Tim and two stable hands sleep
200 cp each) and an old Thularim helm (a there. One of them is Vino, who went mad
keepsake of the past). Raktor always has after visiting the Faerie Well (see Area 11
the key of the strongbox and an antidote and page 40).
for the needle’s venom about his person. 8b – Forge. The smith of the castle is
(WC) Commander Raktor Stoneface a brawny fellow called Dough (Strength
(1). See page 267. d8, Repair d6). In the past the forge made
7b – Tavern. This shack began as the mainly farming implements, plows, pots
mess for the soldiers, and quickly became and similar things, but in the last few
a rowdy tavern. 1d4 of the prettiest girls months it has been converted to war. In
from the castle (and of the surrounding the shop can be found enough tools for
areas) are forced to work here against two sets of Smith’s Tools, a Greataxe, two
their will, and to suffer the abuse of the Daggers, and an unfinished suit of Heavy
soldiers. One Eye, a former Veteran, runs Plate Armor, very ornate (+3, Beautiful),
the “tavern,” paying half the earnings to made for Lord Korab in person (so only
the Commander. There are always 2d6 fit for an Obese character). Dough sleeps
off-duty mercenaries there, drinking, on a pallet in the back of his shop, but he
gambling and blowing off steam with the is often stone drunk, so nothing short of
girls in the attic. At night the place can a violent shake will wake him up during
become very rowdy. Draw a card every the night.
time the heroes visit, with a diamond face 9 – Entrance and Main Corridor.
card a fistfight erupts. Two sentinels usually guard the main
(E) Steel Eagles Mercenary (Variable). entrance to the castle by day, and one by
See page 301. night. Ancient, rotten tapestries hang
(E) Steel Eagles Veteran (Variable). from the walls, many of them depicting
See page 302. the triumphs of the past lords of the house.
8a – Courtyard. A muddy court, where One in particular represents a number of
an indefinite number of chickens, three goblins, chained and whipped by a bloated,
pigs and 1d6 dogs roam freely. There is an greenish humanoid armed with a long
old cherry tree in the northeastern corner. black lash, which forces them to build the
During daytime you meet a guard with a castle. When Lord Korab is holding court
club card, while with a heart you stumble in Area 18, there are two other guards in
into a servant. By night, this applies only front of the door leading to the Great Hall.
with face cards (club and heart). 10 – Guards’ Room. In this room there
8a – Stables. This long shack hosts are always 1d4+1 guards off duty drinking
the beasts of the castle: twenty or so and gambling at a table, when not busy
horses, including Thunder, the warhorse harassing the servant girls of Area 13.
of Commander Stoneface (the best horse (E) Steel Eagle Mercenary (Variable).
in the castle and maybe in the region), six See page 301.
cows and several sheep. Each morning 11 – Unused Room. The dining room
Tim the shepherd brings them outside and is drafty, full of cobwebs, and has been
returns in the evening. There were also a unused for quite a while. There is long table

120 185 185


186
Locations

in the middle, with a moth-eaten cloth on Commander Stoneface recently ordered


it. Below the cloth someone crudely carved his men to gather firewood there, and it
the following rhyme with a knife: is a task they are doing unenthusiastically.
There is a large pile of wood on the western
In the Woods there is a Well wall and a couple of hatchets lying in a
corner. A guard is sometimes present
Where the Lords and Ladies Fell during the day, cutting wood (if a club card
is dealt).
There They Dance to the Sound of a Bell 16 – Kitchen. The kitchen is the
uncontested realm of Big Hannah, the
Which Can’t Be Seen but Rings Full Well cook of the castle. Her loud voice once
boomed throughout the entire castle when
Nobody knows what it means, apart she got angry with the other servants and
from Vino, the mad servant who visited this happened often. Today Big Hannah is
the Faerie Well (see page 40) and came old and almost blind, and her main aide,
back mad. a quick young girl called Jane, does the
12 – Guestroom. This room is for the majority of the kitchen work. In truth Jane
guests of the lord, those of medium or high is a spy for Red the Bandit (see above).
rank. There are several beds and a table. If The kitchen has the typical trappings of
the heroes are, for any reason, guests of the such a place: a big fireplace, an oven, two
lord, they will be accommodated there, so cupboards and so on. Hungry heroes can
long as there is among them at least one find up to 20 Rations there and some
person with Reputation 3 or more. bottles of wine.
13 – Servants’ Quarters. This cramped On the kitchen windowsill, there are
room hosts the poor bedding of the few also two cages of pigeons: the right one
surviving servants of the castle. Mostly contains twelve of them and these are
girls, they lock the western door at night destined for the lord’s table, while in
for fear of the mercenaries harassing them. the left there are four, which Jane uses
During the day this room is usually empty. to contact Red: two of them go to Red’s
Under one mattress (roll 1d8, the right bed Hideout and the other two to a hut in the
is the number 1) is hidden a silver brooch forest southeast of the castle.
(worth 25 cp). Unbeknownst to everyone except Jane
(E) Servant (Variable). Use the (who discovered it in the castle’s library)
Commoner Profile. See page 268. there is a secret passage in the western
14 – Storage Area. This room is the wall (Notice (-4)) concealed in a hollow
upper storage area of the castle, where column. It opens by pressing a particular
provisions and grain are kept. It isn’t stone (Smarts (-2) to find it). Hannah rests
heavily guarded (draw a card, if it is black in the kitchen during the night, but she is
there is one guard, two with a black face a heavy sleeper.
card). There are plenty of crates and sacks (E) Hannah. Use the Commoner
there, which can be used to hide behind, if profile with Vigor d6, all other Attributes
necessary (+2 to Stealth rolls). A stairway d4, Intimidation d8, and the Obese and
goes down, to the lower floor of the castle. Elderly Hindrances. She has the keys to the
15 – Empty Room. This room has food stores (Area 24b-24c).
been empty and unused for many years. (WC) Jane. Use the Red Bandit profile,

186
The Weeping Castle

replacing the gear with servants’ clothes nighttime, the hall is deserted, except for
and a dagger. See page 297. some rats eating leftovers.
17 – Leaking Corridor. This corridor (WC) Lord Arcturus Korab (1). See
has once-beautiful tapestries hanging from page 286.
the walls, but they are all covered by moss (WC) Acatarina (1). See page 260.
due to a leak in the upper part of the wall, (WC) Twistle the Cupbearer (1). Use
where rainwater filters in. During daytime Wererat Profile, see page 312.
there is a good chance (red card) of finding (WC) Commander Raktor Stoneface
Vespro, a servant, trying to fix it. The poor (1). See page 267.
sod has been working on it for months but (E) Steel Eagles Mercenary (2d6
he has never managed to repair it. The wall during meals). See page 301.
in this place is weak (Toughness 12, no 18a – Stairs Up. This stairway leads to
Heavy Armor), but this can be seen only the upper floor.
from the interior, and by a character with 19a – Old Oak Entrance. In the thick
some knowledge of masonry. of the wood, there is old, gnarled oak; by
18 – Great Hall. This large room is inspecting it carefully, a hero can find a
the main one of the castle, and it is there tunnel entrance among its gnarled roots.
Lord Korab holds court and dines. It It leads directly to the lower floor of the
has a great fireplace with a spit, where castle. Nobody in the castle knows about it
there is usually a wild boar cooking, and and the heroes will probably only learn of
an L-shaped table, with a big seat in the it through Boz the goblin (see page 113).
middle, for Korab himself. The room Finding it by chance is very unlikely: the
was once also home to the dogs of the party must explore the wood with great
Lord, but since he became a wererat he care (at least 4 hours) and draw a card:
sent them away, because the beasts bark only if it is black can a random hero make
furiously in his presence. During the a Notice (-4) roll to spot it.
daytime, there is a 50% of finding one or
more of the following personalities here, 19b – Old Oak Tunnel. This tunnel
which becomes 75% during meals. During was dug into earth, not stone, so there are

120 187 187


188
Locations

a number of roots hanging down from the on, every wandering monster encountered
ceiling, like black tentacles. Despite their is actually 2d4 Slime Skeletons, until
appearance, they are totally harmless. the heroes leave the grottoes (and think
20 – Ossuary of the Red Slime. A tall of closing the doors to the dungeons,
and wide cavern, full of echoes. In the otherwise the creatures will swarm into
middle of it there is a large pit, at least the Weeping Castle dungeon). There are
three yards deep, filled with bones old two ways to stop the slime. The first is fire:
and new. The majority of the bones, the the creature is huge (Toughness: 12, Heavy
older ones, belong to goblins, the slaves Armor), but cannot move, and a big fire
forced to build the castle (maybe). They (for example ten oil Flasks or three burst
are covered by a reddish slime, a thick spells with a fiery trapping) will destroy
layer penetrating among them, which is a it. The second is removing the thing
unique sentient being. The Red Slime, as animating the slime: the Black Whip of the
it is called, is hungry, and when it detects Slaver, a magical artifact floating among
the presence of strangers, it sends out 2d4 the bones (see Treasures of Tyland). The
Slime Skeletons to kill the interlopers and heroes must find some ingenuous way to
bring them into the pit, where their flesh retrieve it, because the slime is corrosive
will be assimilated and their bones will on contact (2d4 damage per round in the
mingle with the others. There are at least least armored location).
200 Slime Skeletons in the pit, and once Going north in the cavern, there is a
stirred they won’t stop: from this moment stairway going up, which leads to a wall

188
The Weeping Castle

with a secret door. Note that the door Rope (breaks after 1d10 yards of climbing,
is concealed only on the northern side if used). Reaching the top of the cliff can
(Notice (-4) to find it), from the southern be done with an Athletics (-1) roll. On
side it is clearly visible. the top there is the body of a dwarf (dead
(E) Slime Skeletons (200). See page for some weeks – he is Grom, see the Red
300. Fox’s Treasure Savage Tale), his hands on
21 – Plateau Cavern. This grotto is a strange stone coffer of dwarven make.
situated on a large plateau, higher than The dwarf body still has a Short Sword,
Area 20. There are a number of stones, a Dagger, Lockpicks and a purse with 54
stalagmites and stalactites all around cp on it, plus a golden ring on the right
the area; in the center of it stand three hand which is the twin of the one found
strange (and smelly) artifacts; apparently on the dwarven skeleton in Area 22. The
large spheres, a dozen feet tall, made of dwarf died trying to open the coffer, which
pressed earth. In fact, the balls are made is booby-trapped. In fact, the trap isn’t on
of compressed dung by the Giant Dung the coffer itself, but on the wall just behind
Beetles which infest this area. The balls it: there are a number of small holes which
include pieces of bones, vegetables and spray a deadly mix of spores to the front
other digested food. If the heroes have the for three yards (they are a Venomous
guts (Vigor roll to avoid throwing up from poison (-2)). The trap triggers when the
the smell, Iron Stomach Edge applies) in coffer’s cover is raised (this can be detected
one of the balls can be found the hand of with a Notice (-2)) roll and it recharges
a dwarf with a Golden Ring on one finger, naturally (the venom container is infested
with a small fox’s head engraved on it. by naturally venomous spores which grow
The dwarf was Villa (see the Red Fox’s very well in it). Defusing the trap can done
Treasure Savage Tale). It is the twin of the with a Repair (-2) roll or simply by sealing
one in Area 22. If gently knocked together, the six holes through which the poison is
they generate a spark (like flint and steel). delivered. After all this work, the heroes
They are worth 250 cp each. In the small will be probably very pissed off because
passage in the north west there is the body the coffer is empty, apart from a small
of a fox, dead from unknown causes. scroll on which is written: “Fools! Snake
22 – Trapped Coffer Cavern. This was here before you!”
cavern is very smelly, because there is a (E) Giant Dung Beetles (2). See page
lot of moss growing here, in large swathes 275.
several yards wide. Many of them are 23 – Beetle Lair. This cavern is the den
rotting and are considered a yummy food of the Giant Dung Beetles and the air is
by the Giant Dung Beetles infesting this filled with the acrid smell of their dung
area. Two of them are always found in this (Vigor (-2) roll or suffer a level of Fatigue,
place, foraging, and are not aggressive, Iron Stomach applies). The nest, with a
unless disturbed. Being gatherers, these dozen dung balls, is in the northeastern
two don’t have their dung balls with them side of the room, but the beasts roam
(they are in Area 24). On the northern more or less freely. The floor is covered
side, there is a small cliff, ten yards from with rotten things, and counts as Difficult
the ground, which cannot be seen with Ground. The beetles in this room are very
a casual inspection (the heroes must go aggressive (+1 to Fighting rolls), because
near it). Hanging from it, there is a rotten they are protecting their nest and will fight

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190
Locations

to the death. If the creatures are killed so well concealed that a Notice (-4) roll is
and the heroes search through the many necessary to find it, there is a secret door
dung balls there, they can find several which opens by rotating the torch sconce
“treasures”: roll a d12 and check the table in the wall. Note that the door is only
below. disguised from the castle side, from the
cavern side it is perfectly visible.
Dung Ball Treasure Table 24b – Larder and Wine Cellar. This
Number Ball low-ceilinged room contains fresh and
1 Nothing. cured meat and several large barrels
Human Skull. With some chunks of wine and beer. For obvious reasons,
2
of meat and hair still attached. the doors are locked (+1). With a little
Rusty Key. Opens the door to rummaging, the heroes can find as much
3
cell 29c. food and wine as they can carry here.
Dirty Stone. If cleaned of dirt, 24c – Granary. This room contains all
4 reveals itself to be a semi-precious
the grain stores of the castle. Heroes can
gem (150 cp).
find food for as many Rations as they want
Large Chunk of Bread. Counts as
here. The northern door is locked (+1).
5 five Rations with the Disgusting
Keyword.
25 – Old Cellars. In the past the
6 Nothing. Weeping Castle produced a lot of excellent
7 Nothing. wine and the massive barrels on the sides
Scarf of Unknown Color. For of the room are the remnants of that time.
8 an obvious reason: it is smeared They are unfortunately empty, but make
with dung! excellent hiding places (+2 to Stealth rolls)
9 Nothing. and a dwarf or a hauflin can even sneak
Convoluted Piece of Petrified inside one. In the room there are always
Wood. Semi-digested by the 1d4-1 servants or soldiers (odd results
10 beetles’ stomach fluids. Totally are servants, even are guards), going
worthless, except as Small somewhere.
Improvised Weapon.
26 – Underground Guard Post. There
Wooden Denture. With 2d6 gold
is a stairway leading down here, and a
teeth attached (worth 25 cp each).
11 small post for guards. The dungeons of the
It can be used again if cleaned
really well.
castle are a calm place, so the mercenaries
Baby Dung Beetle! It was born a put a table there, and guards are usually
12 few hours ago, and it’s really cute! busy gambling and drinking. On the
Well, sort of… eastern wall there is an old cupboard with
a Crossbow inside, and a war horn hangs
(WC) Giant Dung Beetle Hive Mother from a nail on the southern wall, which
(1). Use Giant Dung Beetle Profile, raising the sentinels will use to raise the alarm
Fighting by one die type and applying Size throughout the entire floor if necessary.
+3. See page 275. (E) Steel Eagles Mercenary (4). See
(E) Giant Dung Beetle (6). See page page 301.
275. 27 – Torture Chamber. This room held
24a – Warehouse Area Entrance. This the wine press of the castle in brighter times,
dimly illuminated area leads to the food but Lord Arcturus has transformed it into
stores of the castle. On the southern wall, a torture chamber, with lots of hot irons,

190
The Weeping Castle

racks, whips and similar horrible devices. (WC) Vorner (1). Use Steel Eagles
He also found a torturer, a big Ogre called Veteran Profile. See page 302.
Tiny, with a real love for his work. Tiny is 29a – Empty Cell. This cell is empty.
quite melancholy now, because for several 29b – Poacher Jack’s Cell. This cell
weeks his master hasn’t given him anyone holds Poacher Jack, a highwayman and
to torture, and he constantly complains poacher, one of Red’s bandits (and brother
about this to Stinky, his pet dung beetle of Skinner Jack, see page 300). He was
(of normal dimensions). Tiny acts as jailer captured a week ago and will be hanged
too and he has the keys for all the cells. in 1d4 days. If freed, he’ll become a good
Tiny isn’t particularly bright, even by Ogre friend to the heroes and can be found later
standards, so he can be easily fooled. He in Red’s Hideout (see page xxx). If Jane
sleeps in a corner of the chamber on some helps the heroes to free the Mill Lady she’ll
stinky furs, under which is hidden his insist on freeing Jack too.
only treasure: a pair of Magical Manacles (E) Poacher Jack (1). Use the Red’s
(Toughness 12), which, when worn, won’t Bandit Profile, raising Survival to d8 and
open unless the owner says the magical adding the Woodsman Edge. See page 297.
word “Wyrdawylawyr” or washes them in 29c – Locked Cell. The door of this cell
Holy Water. has been locked for years and nobody has
(WC) Tiny (and Stinky) (1). Use the ever managed to open it. The only way to
Ogre of Ventar Profile. See page 291. open the door, apart from bashing it in
28 – Cage Room. Suspended two (Toughness 9, can be noisy), is using the
yards from the floor by chains fixed to Rusty Key found in Area 23. Locked inside
the northern and eastern walls are two is an unknown man who died of hunger
large metal cages. Detaching the chains is and thirst thirty years ago and is only a
necessary to raise or lower the cages from skeleton covered in cobwebs now. The
the ground. The cages’ metal is burned man has something in his closed hand; the
and dirty and there are signs of fires under Amulet of Askia (see Treasures of Tyland),
them, showing they are used to roast but it can be found only by moving the
people alive! A hole in the ceiling lets the corpse (or at least opening his hand).
smoke out. If the heroes are captured for 29d – Salthia’s Cell. Salthia is a pretty
some reason they will probably be put girl and a former servant of the castle. She
there (Toughness 12, Thievery (-2) to was imprisoned because she was accused
open). There is a small chance (black face of stealing some jewelry. The accusations
card) that a guard is passing through here. are true although Salthia insists on her
For some reason, people tend to avoid this innocence. If freed she will outrageously
room. try to win the favor of whichever party
29 – Prison Block. This group of member appears strongest. Salthia is a
cells share some similarities: they are all treacherous bitch; if she sees a chance to
locked (-2 to pick) and dirty. The corridor sell the party out to earn the favor of Lord
usually contains 1d4-2 guards, unless the Korab, she’ll do so. Jane distrusts her.
Mill Lady is imprisoned there: in this case, (E) Salthia the Servant (1). Use the
there is a Veteran Steel Eagles Mercenary Commoner Profile, with Smarts d8,
stationed in front of it, called Vorner. The Persuasion d8 and the Attractive Edge.
southern corridor hides a secret door (see 29e – Mill Lady’s Cell. If the Mill Lady is
Area 20). imprisoned in the castle (see The Reluctant

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192
Locations

Bride Savage Tale), she is kept here till the 33 – Lord Korab’s Quarters. This
morning before the marriage, when she is room is the personal bedchamber of Lord
brought to the upper floor of the castle to be Korab, a place smelling of unwashed
properly groomed. After the first wedding bedpans (look under the bed), especially
night she is sent back here. since his transformation into a wererat
(WC) Lady Marian, The Mill Lady (1). weakened his personal hygiene. There is a
She is a Commoner, with the Aristocrat king-sized bed on the northwestern wall,
Edge. See page 268. and a big fireplace in the northeastern
30 – Stairs Up. These stairs lead to the corner. In the room there are also a
ground floor. couple of wardrobes with flashy clothes
31 – Stairs Down. These stairs lead to for a slimmer man, a liquor cabinet full of
the ground floor. spirits of chosen quality (1d6 bottles each
32 – Upper Hall. This hall contains worth 1d6x50 cp to a connoisseur), and
the great treasures and relics of the Korab a writing desk, infrequently used for its
family, or at least what remains of them. purpose, but there are some cheap cups
There are tapestries hanging from the and goblets on it.
walls, very big and moth-eaten, and a Strangely, there is no sign of silverware
battered shield with two swords crossed in the room, a typical thing for nobles:
behind it hanging from the northern wall. it is all stored in a locked (-2) chest, in
Three full suits of armor, with halberds in the southwest corner. It is wrapped in
hand, stand in the northwest, southeast a Blanket, because it is very dangerous
and southwest corners of the room. When for were-creatures. The loot consists of a
Lord Korab is in his quarters (Area 33), dozen Silver Goblets, a Silver Tray and a
there is also a veteran mercenary on guard Silver Mirror (400 cp in total).
duty near the door. In the middle of the room is a massive
(E) Steel Eagles Veteran (1). See page 302. armchair upon which the lord puts his
clothes (and keys) when in bed.

192
The Weeping Castle

The southern door is locked too (-4). The third cage contains assorted coins
Both the keys are in Lord Korab’s pouch. worth 2100 cp in three bags of 700 and a
During nighttime, the lord is rarely alone small coffer with 10 small Emeralds of the
(only on a black face card): usually he is in Sleepless Sea. Apparently, they are worth
company of Acatarina who entertains him 2000 cp, but in truth they are fake, as
with carnal pleasures, or with the darker any character with a jeweler or merchant
ones of their curse: they kill and eat small background can discover.
beasts, raw. In few weeks Acatarina plans 35 – Twistle’s Room. This dirty room
to bring him a person to eat, but it is too belongs to Twistle, the personal cupbearer
soon for that yet. of the Lord.
If the card is a red face card Twistle The room contains a pallet in one
is there too, serving them food and corner, a dusty plate rack on the western
occasionally joining them in their sins; wall, and a box covered with a dirty piece
if it is red but not a face card, Twistle is of cloth, with a piece of well-aged cheese
sleeping in his room in Area 35. upon it.
(WC) Lord Arcturus Korab (1). See Arcturus, the fool, thinks he has
page 286. Twistle under control, but he doesn’t know
(WC) Acatarina (1). See page 260. that Twistle can come and go as he pleases
(WC) Twistle the Cupbearer (1). Use through the secret door in the eastern
Wererat Profile, see page 312. wall (Notice (-1) to find it), which can be
34 – Weeping Castle Treasury. This opened by pressing a round stone. Even
windowless room has four large chests more important, there is a secret door
where the treasures of the Weeping Castle behind the plate rack in the western wall,
are kept, at least what remains of them leading to Area 34, the Treasury.
after paying the mercenaries. The cloth covers a small cage full of
The chests are open; Korab thinks mice. Twistle is trying to learn how to
there is no need to lock them given the control them with his wererat powers,
maximum security of the room. The poor but so far with poor results, so when he is
fool doesn’t know there is a secret door on particularly angry (or hungry) he eats one.
the southern wall, through which Twistle The cheese looks disgusting, but in truth is
can come and go at his pleasure. In case very good, only a little aged.
things go south, the cupbearer and his Under the pallet, there is a bag
sister are ready to take everything inside containing Twistle’s most precious
and leave. possession: a vial full of an odorless,
The first and the third cages are empty, transparent liquid. This is Milk of the
unless the campaign is very advanced in Night, a very powerful ingested poison
time (40 days at least) and things are going (Lethal, -4).
well for the lord, in this case add 2000 cp (WC) Twistle the Cupbearer (1). Use
per cage. Wererat Profile, see page 312.
The second cage contains assorted Jewels 36 – Acatarina’s Quarters. This
worth 1500 cp plus the Shield of Korab, a bedroom belonged once to Arctura, lord
(false) relic of the past, but it is engraved in Korab’s grandmother, but was recently
gold (800 cp), and a Dragon Horn (a real assigned to Acatarina. The door is locked
one, it is a Magical Component) inlaid with (-2) and only Acatarina has the key.
silver, worth 1000 cp. The wererat woman prefers darkness,

120 193 193


194
Locations

so there are dark curtains everywhere, D6 Potion


preventing the light of the day from Hypnotic Perfume. Using this
cologne grants the user +2 to
entering. Acatarina uses perfume
Persuasion rolls for 1d4 hours,
abundantly in the room, but this doesn’t
but if he scores 1 on the Skill die,
totally conceal the bad smell. 1
regardless of the Wild Die, it causes
There is something strange in the room: a surge of uncontrollable sexual
characters should be allowed a Notice (-4, interest from the person smelling
no penalty with Danger Sense) roll to feel it. 1d4 doses, worth 100 cp each.
watched. In fact, there is a whole swarm of Green Soapy Potion. This is a
rats concealed in the walls, on the roof, and sleeping draught, a few drops in
under the flooring. They are Acatarina’s 2 any beverage will leave you snoring
little guards, and they report any intrusion for 2d12 hours (Vigor (-4) roll to
to her in 3d6 minutes. avoid). 10 doses, 200 cp total value.
The furniture of the room consists of a Potion of Shape Change. This little
perfume bottle contains a magical
large canopy bed, an armoire full of skirts,
potion transforming the imbiber
a toilette table behind a screen and a chest
into a tiny mouse (Spirit (-2) roll
of elm wood. 3
to resist)! The effect lasts till the
The bed and the armoire hide no next sunset or sunrise; it can be
surprises, but the toilette table does. The dispelled earlier, but only by a Fae.
flasks, little bottles and containers are Worth 330 cp.
more like those of an alchemist or a witch Carnivorous Goblin Flower. In an
than of a noblewoman. More importantly, elegant bottle, there is a black rose
the mirror of the toilette table is cursed, with uncommonly fleshy petals.
inhabited by the ghost of a very old, It is a Carnivorous Flower, which
spooky, lady, Arctura. She was evil in life, grows only in the depths of goblin
4 caverns. It tries to bite everyone
and now haunts the mirror, but she was
touching it (Fighting d6, the Drop,
no match for Acatarina who forced her
2d4 damage), unless properly fed
into submission. Arctura comes out from
with some blood beforehand. If
the mirror attacking anybody messing cooked, it is a Magical Component.
with the toilette table. If the mirror she 600 cp
inhabits is destroyed, she disappears but Black Pearls of Death. This
there is a strong explosion (3d6 damage earthenware bottle is sealed with
in a LBT) which is heard throughout the lead. Inside there are a dozen
entire castle. if they rummage through grains of something similar
Acatarina’s potions, the heroes may make to black pepper. In truth they
5
a Notice roll and, if successful, roll a d6 are Black Pearls of Death, the
to check what they find. Potions can be pestilence-carrying eggs of a
rare fish of the Lashari Islands.
identified with an Occult roll.
Touching them causes a Short
Term, Lethal Disease (-1). 500 cp
Rat Fetus in Spirits. Drinking
this Disgusting thing permanently
gives 2 additional Power Points
6
to characters with the Arcane
Background (Magic). No market
value.

194
The Weeping Castle

The chest is locked too (Thievery (-2)), first of these has a weak shaft (breaks on
and contains several interesting things: 1 on the Fighting die), the second and the
• a bag with 20 gp (2000 cp worth), third are normal, while the fourth, if the
subtracted by Twistle from the lord’s rust is removed, is an excellent weapon
treasury of dwarven make (+1 damage). On a
• a Giant Rat Skull with arcane symbols shelf, mixed with broken pieces of armor,
on it (a Wererat can make a Smarts roll there is an apparently plain-looking helm,
to cause it to explode, like the burst which grants Hardiness 1 to the wearer. A
Power cast at 3d6 damage) tapestry, representing Tyland, Red Mantle
• a Black Cloak and Kora (see page 15) fighting a giant
• a Silver Coated Dagger snake, conceals a secret door (Notice (-2))
• a Lock of Blond Hair to Area 35.
• a Fake Letter identifying the bearer as 39 – Library. The walls of this room
the Countess of Bareloc (a made up are filled with old books almost nobody
location). has read in years (but there are some
Acatarina is in the room only half of exceptions: Jane and Acatarina, for
the time during the day (red card) and not example, learned about the secret passages
frequently during the night (only on a club in the castle from them). If the heroes
– if she is missing, she is in Area 33). pore through the books, for each half
(WC) Acatarina (1). See page 260. hour of search they make a Research (+2)
(E) Swarm of Rats (1). See page 304. or Common Knowledge (-2) roll and, for
(WC) Specter of Arctura (1). Use each success and raise, roll a d6 and check
Specter Profile, see page 301. the table below.
37 – Haunted Corridor. There is
something unsettling in this corridor by
night, and the maids don’t like passing
there then. They are right not to, because
with a club face card, they will see the
ghost of Arctura (see location above) cross
the corridor and disappear in the center
of the corridor, just at the point where she
slipped and fell, breaking her neck. If a
hero is so foolish as to disturb her, Arctura
appears, emerging from a wall behind
the unfortunate adventurer (gaining the
Drop).
38 – Armory. This room is the old
armory of the castle, but given the
disinterested martial attitude of the lord,
it is currently abandoned. There is a large
table in the middle of the room with a battle
axe, a long sword and a mace, all rusty (-1
to damage). On the walls hang several
shields (still usable) while on the southern
wall there is a rack with four halberds. The

120 195 195


196
Locations

D6 Book
Precious Painted Book. A marvelous herbal book, painted with gold and silver. It is
1
worth 1000 cp, but it is Cumbersome.
2 Tome of Arcane Lore. It is worth 300 cp for an Arcane Laboratory
The Poetry of Ian Gruffback. A very hilarious and salacious book, reading this
3 magical tome grants a permanent +1 to Taunt rolls, but -1 to Persuasion rolls
because the reader becomes a little too... raunchy. Worth 400 cp.
Dwarven Genealogy Book. A tome full of complex diagrams showing the
genealogy of the Fellowthongs dwarven family. Concealed under the cover, there is a
4 parchment, which is an official document from the King of Ventar giving ownership
of the mine to the Fellowthongs clan. The book is priceless to the Fellowthongs
dwarves (see The Legacy of Fellowthongs Savage Tale).
Suspicious Scroll. This scroll, in a case, is a boring contract about the sale of some
cows, dated twenty years ago. Any character with the Magic Arcane Background can
5
feel something strange in it, as if the painting was “waving” or the paper. A cantrip is
enough to disrupt the illusion and reveal the spell written under it, summon ally.
Secret Passage Excerpt! The hero finds a scribbled note in a book, explaining where
6 to find a secret passage of the GM’s choice in the castle. This entry can be found
multiple times.

While the heroes are in this room there is a chance (club card) that one of Acatarina’s
rats is present, gnawing a book. The small pest runs to alert her mistress in 3d6 minutes.
40 – Unused Dining Room. This room has an impressive oak table and twelve chairs,
all with a thick layer of dust on them. On the wall hangs a framed picture of a stern-looking
woman (Arctura, see Areas 36-37).

Use Wandering Monsters only in the cavern locations (Areas 20-23). Extend to Areas 20-
30 if they party leaves some secret doors open.

Wandering Monster Table – Weeping Castle Underground Floor


Card Event
(E) Slimy Skeletons (card value). They come looking for food. Ignore
2-10
this entry after the party clears Area 20.
(E) Giant Dung Beetles (1d4). Randomly roll for reaction. Ignore this
J-Joker
entry after the party clears Area 23.

196
Bandit Assault

Savage
Tales
“Do you want to know
how this story ends, little lad?

I can tell you, for a cup of


honey and a pinch of salt.”

-Taurus the Redgoat, Wandering Bard

In this chapter, you’ll find all the Savage


Tales of the campaign, in alphabetical order.

Bandit Assault
Rank: Any
Starts in: Anywhere

This Savage Tale can be repeated many


times; every time it happens, Red’s men
rob someone and the heroes are involved
somehow. Each time this event occurs, one
week later the bounty on Red and his men is
raised by 25% of the original sum (see Tyland
Mills).
The Victims. These are listed below.
Sister Victoria. A warrior priestess of
Kaavor, not exactly in her prime, with her
two disciples. The bandits rob them of their
money, weapons, armor and virtue (at least,
that of the pretty young disciples).
Torius the Merchant. A traveling merchant
with a small train of four mules and four
guards.
Vendrolio the Smart. A rich dandy,
heading to Old Oak. The bandits steal his
jewels and his horse.
Mirdano the Fat. One of the richest Stead
owners in the area, the bandits steal his cattle

120 197 197


198
Savage Tales

and several sacks of chestnuts. Outcome. Bandits don’t like to fight


Squire Ventor. A messenger of the unless they have something to gain by it.
Knights of Scarlet, heading to the capital. So, if the heroes are on the scene and a
The bandits steal his horse, weapons and battle starts, they try to escape after losing
an important sealed message. a quarter of their number. They try to take
The Heroes! The bandits are so foolish their fallen friends with them when they
as to attack the party! Don’t draw a card leave, or to dispatch them so they cannot
below but use “During” in the table below. reveal the hideout’s position (this is the
The Situation. The heroes are involved rule of the band). If the heroes follow
in the Bandits’ Assault in different ways. them (opposed Survival rolls to follow the
Draw a card and check the suit. When a tracks, roll once per hex, remember the
time indication is given in the table (i.e. bandits have the Woodsman Edge), they
“after”, “before”, etc…) use the value of can find the band’s hideout. The bandits
the card to determine the time since the use the shortest path to the hideout if they
assault in hours for numbers, or a day for are reasonably sure they are not being
face cards. So if a 7 of Spades is dealt, the followed, otherwise they try to shake off
heroes meet the victims of an assault 7 any pursuers.
hours after it happened. Capturing a Bandit. If the heroes
capture a bandit, he can be forced to reveal
Bandits Situation Table the hideout’s location with an Intimidation
Suit Situation roll opposed by the prisoner’s Spirit (one
Find Tracks. The heroes find roll per day, if the bandit scores two or
only tracks of the assault, more raises he’ll never talk). His friends
Clubs which left no survivors (the could also try to free him, but this is left
victims were killed or taken to the GM.
away for ransom). (E) Red Bandit (2d6+2). With a 6
Before. The heroes meet the
on any dice a personality of some type
victims before the attack.
is present in the ambush, refer to Red’s
Diamonds If they stay with them long
Hideout to choose one. See page 297.
enough they can be caught in
the assault.
After. The victims meet the
Spades heroes after the assault, and ask
for help.
During. The heroes are on the
Hearts
scene when the bandits attack!
Ambush the Ambushers! The
heroes spot the bandits setting
Joker
an ambush for some victims.
The party can surprise them!

Black Poison
Rank: Novice The Girl. The goal of this tale is make
Starts in: around Tyland Mills the players less suspicious of the three

198
Black Poison

tavern keepers of Tyland Mills, by making The only thing the healer (a PC or
one of them, Nadia, the subject of a NPC) can do is slow down the effect of the
particular quest. poison, giving Nadia 5 days to live.
The tale starts with Nadia outside the In truth, there are at least three ways to
town, busy looking for river herbs on save Nadia, described below. The heroes
the Dusker’s banks to prepare some herb can learn them by talking to a well-
omelets for the evening meal of the tavern. informed inhabitant of Tyland Mills (for
This is a perfectly innocent task, totally example the Mayor) or they can discover
unrelated to the dark cult. them by themselves.
Unbeknownst to her, she is walking 1. The Skull Flower. This special plant
near an underground nest of Nyrathi Bees. grows only in Thistle Swamp. It is so-
Pick a character at random: he is also called because it grows only in the skull
on the river bank doing something else of a dead beast. The heroes must venture
(looking for herbs, hunting or simply out into the swamp and find it. While in
for a walk).The girl waves at him from a the swamp, they make a group Survival
distance, and when he answers, the hero (-2) roll every four hours (apply light
sees a large Nyrathi bee fly up behind the modifiers if they also search by night),
girl! He is too far away to do anything: the with a success and a raise they get an
girl turns, surprised, and the beast stings Advancement Token, in any case they
her in the arm. draw a card and check the Thistle Swamp
Nadia falls, convulsing, as other Bees Encounter Table. When they have four or
arrive. The character must dispatch them more Tokens they find the flower (if they
and save the girl. didn’t find it by drawing a Joker)! This
She is in a really bad way: her arm is particular specimen grew on the skull of
swollen and black, and poison must be a very large river eel, which animates as
sucked out to avoid the worst (a Healing an undead when touched!
roll). 2. The Faerie Well. Stories say the lost
But even then, the girl is in a coma. well in the woods can fulfill any desire,
Once brought back to the village, and the but there is always a cost to pay. This
best healer of the area is called (Marius the is partially true, Lord Wynterlyr can
Black, Grandma Nuna from the Steads or conjure a flower from thin air and give
a player character) it is clear nothing can it to the heroes, but he wants something
be done. in exchange, something important (see
Faerie Well).
“Do you see the blackness on her arm? It 3. Vendra the Witch. The magician can
is the poison, slowly spreading through her concoct a potion to purge the poison
body. When it reaches the heart, she will from Nadia’s body, but everyone knows
die. I am sorry, I can do nothing for her, she is evil (this is false). If the heroes
except slow it down a bit. Even the prayers haven’t met her yet, this is a good way
of a Daughter of Myrthala won’t save her. to introduce her, but they must be able
Nadia is doomed, I fear.” to reach the hut and return in time
(mind the Overland Movement Rules
The irony of the situation is that her on page 10). Vendra asks a favor too
sisters could cure her, but they cannot do (see Vendra’s Tree House).
so without revealing their true natures. If Nadia Dies: If this happens, the poor

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200
Savage Tales

girl is sent down the river after a rather Ability and the Ugly Hindrance). From
touching ceremony, then her body is this moment on she’ll act from obscurity,
recovered later by the Lurkers and brought showing herself only during the final part of
to Nyrath. There she is resurrected by the the campaign, when the cult is unmasked.
Crawler’s dark magic, but she is forever (WC) Skeletal River Eel (1). See page 298.
changed (she receives the Undead Special

The Battle of Tyland Mills


Rank: Veteran Korab in the woods around the Old
Starts in: Tyland Mills Temple.
The Lord of the Sky isn’t present in
Battle Duration: 3 battle rounds of person, but his hawks will attack on the
4 hours on the first day, another 3 battle day of the battle.
rounds of 4 hours the second day The Cult of the Crawler sends a large
In the end, Lord Korab decides to band of Lurkers (the Priestesses stay in
crush Tyland Mills by force, especially if hiding if possible) up the river, ready
the deeds of the heroes are expanding the to attack the town from the south, with
influence of the Mill Lady over the forest. the aid of the yellow fog and the undead
The scenario supposes Lady Marian is free, of Cutting Fields. They won’t exploit
in the Mill of Tyland, otherwise adjust the Undertown for now, keeping it for The
scenario accordingly. Final Ritual Savage Tale, if necessary.
On Day 60, Lord Korab attacks.
The Defenders. Lord Korab’s forces are
Forces discovered by the heroes or some of their
Lord Korab prefers attacking when he has friends while ferrying across the river on
one or more allies handy. His chosen picks day 57, giving them two days to prepare
are: The Goblin King, The Lord of the Skies defenses and call for allies.
and The Cult of the Crawler. His plan is as Basically, Tyland Mills is on its own,
follows (change it according to the allies’ with the aid of the Steads. The party can
nature). split up to reach various allies or send
Battle Round Duration: 4 hours. messengers to them.
The Attackers. The Steel Eagles, led by Magical Allies. Vendra the Witch, Lord
Korab himself, leave the Weeping Castle in Wynterlyr and the Tree Men don’t need to
full force on Day 57, and march down the be warned, they’ll have their own ways of
Dusker River on the northern side till it being informed, and will appear to help at
joins with the Mossjump. From there, they the start of the second battle round. For
ferry across to the southern side of the river, the others, use the following guidelines.
an operation taking two days, during which Red’s Men. The bandits are usually
one part of the mercenaries entrenches to scattered through the forest. Divide their
allow their full force to gather. battle value in three and draw a card from
The Goblin King (if still present), who the Action Deck at the beginning of every
left the Hexenhoof Mine two days earlier, battle turn: on a heart, they arrive.
crosses the Broken Bridge and joins Lord Fellowthongs Dwarves. If the dwarves

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The Battle of Tyland Mills

are camped near Tyland Mills they are Battle Tactics


readily available. If they are in their The battle’s outcome will depend on how
reconquered mine, when reached by a the players decide to proceed.
messenger they make a forced march to Fortifications. Remember the villagers
reach Tyland Mills, arriving after 1d4 are fighting mainly on the defensive, so if
Battle rounds. they find a way to fortify the village or to
Below there is a table of the forces in the defend a particular building (for example
battle. In parenthesis are the relevant battle the Mill of Tyland or the Sheriff ’s Tower)
skills of the various commanders. For they surely have a bonus (ranging from +1
simplicity, unless you split the battle into to +4). Remember that the Sheriff ’s Tower
several fronts (see below) use the values isn’t very big and cannot hold more than
of the leaders of each group (Stoneface for eighty persons in very crowded conditions.
the attackers and the heroes or Theod for Morale. The attackers will probably
the defenders). have more Battle Tokens, but the defenders
Certain factors, like Vendra the Witch cannot retreat (they have the river at their
(or the Lord of the Sky) sending in the backs, granting them +2), and receive
hawks are handled as modifiers, and have another +2 if they are in a fortification.
a duration in Battle Rounds.
Military Forces Table
Force Battle Value
Attackers
Lord Korab [Stoneface: Battle 300 + 300
d8, Spirit d8. Lord Korab: from Stone
Battle d4, Spirit d6] Bridge
250 + 50 for
Goblin King [Battle d6, Spirit Geckos +
d8] 150 for Waka
Nuka
300 + 200
Undead of
Cult of the Crawler
Cutting Fields
[Shush’Arish the Shaman:
+ 25 per each
Battle d4, Spirit d8]
Myrmidon
(up to 2)
Defenders
Tyland Mills [heroes] 100
Steads [Theod: Battle d6,
100
Spirit d8]
100 (alone)
or 300 (if
Fellowthongs Dwarves
Hexenhoof
[Ingmar: Battle d6, Spirit d8]
Mine
reconquered)
Red’s Men [Red: Battle d6, 150 (200 with
Spirit d8] Dirt Head)
Tree Men 100/Tree Man

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Savage Tales

Battle Events
Below are described various Events that can happen during the battle to spice up the
scenes and add suitable modifiers.
Battle Event Table
Event Duration Modifier
Gimilkina’s Betrayal. The sour widow has always been
a supporter of Lord Korab (the two are distant cousins) Halve the Fortification
Special
and tries to lead the attackers to the village along a small defense of the Defenders
path, unless she is spotted and stopped (Notice (-4)).
Hawks of the Twins. Sent by Vendra the Witch to +3 Defender’s Battle roll for
2 rounds
harass the attackers. Aerial superiority
Lord of the Sky. He sends his Hawks to attack Tyland +2 Defender’s Battle roll for
3 rounds
Mills. Aerial superiority
Mercenary’s Loyalty. Stoneface isn't a fool: if he is
losing the battle (has 50% or fewer Battle Tokens than
the Defenders) he sends a messenger and offers his
Special Recalculate Battle Value
army to the Defenders for 2000 cp per Battle Token (he
can drop to 1000 cp). If the defenders refuse he will
disengage at the end of the next battle round.
Yellow Fog. It rises from the river, hiding the Lurkers’ +2 Attacker’s Battle roll, -1
3 rounds
forces and sickening the defenders. Defender’s Spirit
Waka Nuka Mind Power. The Little Crawler uses -4 to Defender’s Spirit roll,
his mind powers to scare the Defenders, negated by -2 to Attacker’s Spirit roll if
1 round
an opposed spirit roll by the wearer of the Ring of the bearer of the Ring wins
Command. the opposed roll
Wynterlyr’s Cold Wind (minor favor). A sudden cold -4 to the opponent’s Battle
1 round
storm hits one of the two sides. roll.
Until the
Wynterlyr’s Hounds (major favor). A pack of faerie
commander
hounds come out from the woods, guided by a ghostly +1 to the Battle roll.
scores 1 on
horn blower, and attack the chosen faction.
the Battle die

Getting the Best Out of the Battle

Mass battles are tricky in RPGs, there is always the risk of reduce them to a few dice rolls or getting

bogged down in technicalities. Below are several suggestions you may find useful to make The

Battle of Tyland Mills memorable.

Be Open to Players’ Proposals.


Proposals Battles are often won before setting foot on the battlefield. Creative

players will devise fortifications, tricks, traps, and plans. Encourage them and don’t be shy in awar-

ding bonuses and Bennies. They’ll need them.

Keep the Heroes in Charge. If the heroes have the Battle skill they have their chance to shine (and if

they don’t have it, several magical items they could have found can bestow this ability on them). If

more than one party member has the Battle skill you can think about splitting the scene into two

different battles, perhaps with one hero taking care of the eastern front of the village, and the other

manning the western one.

202
The Big One

Battle Outcome Gorge (will they ever return?).


The Battle of Tyland Mills is supposed to If the Crawler is only wounded and
last two days, but in the night between flees, the Attackers will carry on, but suffer
the first and the second day the climactic -2 to both Morale and Battle rolls.
Savage Tale of the campaign starts: The The campaign ends here (go to The
Final Sacrifice. End).
Heroes surviving the first day should There is also the chance the battle is
be given an Advance before The Final won (or lost) during the first day.
Sacrifice starts. In this case modify The Final Sacrifice
If the heroes kill the Crawler, the as follows:
attackers are disheartened and surrender, Victory: while the heroes are feasting to
and there is no need to play the second day celebrate their victory, the three Priestesses
of battle. Stoneface, if present, murders sneak into the Mill of Tyland.
Lord Korab and offers his services to the Defeat: the priestesses are given Lady
Mill Lady (can he be trusted?) while the Marian as a spoil of war, and they stage a
goblins disband and the Lurkers, totally great sacrifice in front of the Sheriff ’s Tower.
stunned by the death of their god, turn The party, if it survives, must sneak into the
back to the river and disappear into the village and stop the ritual before it is too late.

The Big One


Rank: Seasoned find several places where the Big One
Starts in: Any Forested Area has passed, each time there are pieces of
bodies and plenty of blood around, and a
The Big One is a new legend of the set of tracks. If followed, sooner or later
Tyland Forest, and a creepy one. the tracks will lead them to its lair, where
An enormous beast, wherever it passes it periodically returns (see Big One’s Lair).
it leaves a trail of death and corpses. The monster prefers to move by night and
Nobody knows what it is for sure. The only avoid populated areas (villages), but has no
one who survived an attack by the monster problems attacking a stead, even a big one.
is Takk the Tanner, of Tyland Mills, who Saving or Killing the Monster? The
has been obsessed with the creature ever heroes have options for dealing with the
since. Big One. first, they can kill it (a not-so-
The Nature of the Beast. The Big One easy task). In this case they will receive the
is a brown bear who wandered near Fort praise of the population (+1 Reputation),
Ghost and was attacked by an undead, and this counts as Faction Quest for the
which planted a cursed spear in its neck. Slayers. On the other hand, they can try
The bear didn’t die, but escaped, and the to cure it, removing the cursed spear point
wound festered, transforming it into a poisoning it. This is much more dangerous
hideous, bloodthirsty creature, which and won’t be sung about by bards, but
wanders the forest, killing and devouring will bring the favor of Baarathi and
everything, in the hope of getting rid of the Myrthala (and their Factions) and grants
constant pain it suffers. a Conviction.
A Path of Deaths. The heroes can

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Savage Tales

The Fate of the River Rose


Rank: Seasoned dangerous because numerous groups of
Starts in: when the heroes meet Alfrin Lurkers, which consider this creature an
Kettlepot (see events and page 261). extension of the Crawler, frequently visit
the wreckage to leave it bloody offerings.
Till three months ago, the River Rose, Investigation. The heroes can try to
a small Boater barge, appeared regularly track Breldo’s last movements, but these
on the Dusker River, bringing wares, date from two months ago or more. Below
curios and gossip to the river towns of is the information they can get from
Stone Bridge, Tyland Mills and Cutting various towns. Unless otherwise stated,
Field. Sometimes, Breldo Kettlepot, the doing so requires a Networking roll and
aged hauflin owner, captain and sole crew asking the right person.
member, dared to venture to Castle Korab. Stone Bridge. By asking Shorty the
Recently the River Rose disappeared: Beggar at the docks (Area 1) or at Pete’s
Alfrin Kettlepot, young enterprising Inn (Area 4), the heroes discover Breldo
hauflin and sole heir of Breldo, ventured to passed through Stone Bridge almost
Tyland Forest to discover what happened to three months ago, and was heading to the
his poor uncle. He arrived at Stone Bridge Weeping Castle to sell some exotic spices
on foot and started asking questions, but to Lord Korab, despite the dark rumors
so far, he hasn’t found anything useful. He about the Lord.
asks the heroes for help: he doesn’t have a The Weeping Castle. Everybody
huge amount of money handy (only 200 remembers (no roll required) how Lord
cp) but his uncle was secretly rich and the Korab mistreated the hauflin merchant: he
heroes can hope for a bigger reward if the refused to pay for the spices, confiscated
missing hauflin is found. them and ordered Breldo to be imprisoned.
Alfrin is willingly to accompany the But the little fellow threw the spices in the
party, if they don’t veer too much away fire, causing a big boom and a lot of smoke.
from his quest. When the air turned clear, he was already
What Happened to Breldo: The poor on his barge, rowing fast. He won’t come
hauflin was the first one to discover of the back to the castle, you can bet on that! This
fate of Cutting Field (see page 28). Scared, happened a little less than three months
he immediately turned back the prow of ago.
the River Rose, intending to reach Tyland Tyland Mills. Breldo is well known
Mills and warn the Mill Lady and the here; he visited the Good Omen Inn (Area
Sheriff, but he never arrived. Shush’Arish, 1) where he stayed for three days, then
the Lurker Shaman in charge of Cutting he visited the smithy (Area 10), where he
Field, summoned a monster from the quarreled with the smith because he gave
Gorge to stop him - the Black Octopus. The sweeties to Jinny, the smith’s daughter.
creature (a sort of giant octopus) grabbed Finally he visited Takk the Tanner (Area
the boat, killed poor Breldo and dragged 10). Takk asked Breldo if he was headed
the River Rose deep into the swamp. Being to Cutting Field, so they made a deal for
an animal, the Black Octopus uses it as Breldo to deliver a bundle of lamb skins
a den, and the ship is slowly rotting in to Wrago the Papermaker. This happened
the murky waters. The area is even more a little more than two months ago, and

204
The Fate of the River Rose

Breldo never came back. Takk is still too much. But only for a moment. (This
waiting for the money. was when the Black Octopus attacked).
Aunt Millie’s Shack. Breldo always Examining the River. If the heroes
visited the old lady to deliver some lemons navigate the river, watching the two sides,
from far away and to chat a bit. Breldo near where the River Rose was attacked
came to her house a little more than one they find (no roll required) a newly created
month ago, heading to Cutting Field. He channel on the northern side, made by the
promised Millie he’d visit her again on his Black Octopus. If they follow it, they enter
way back, but he never came. the Thistle Swamp.
Smoke Weed Palafitte. A month ago, In the Thistle Swamp. This area is
more or less, Knuckle was sitting on the quite dangerous and difficult to cross.
highest branch of a tree, smoking the tenth Characters move at half their normal pace
or twentieth weed of the day, staring at the and encounters happen on any non-heart
Dusker River from above, at peace with card. Use the following Encounters Table
himself. Then he saw that funny colored instead of the normal ones. The heroes
ship going upriver, slowly. And a moment should face a couple of encounters before
after something big came out of the water finding the River Rose.
and dragged the ship into the swamp! It
was so quick Knuckle thought he’d smoked

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Savage Tales

Thistle Swamp Encounters Table


Card Event
Quicksand! Every hero, in order of march, must make a Notice (-2) or Survival roll.
Anyone who fails walks into the quicksand. The first character noticing this can
warn the others behind him. A person in the quicksand goes down by one third of
2 his height every minute (5 minutes if he stands perfectly still), starting to drowning
when completely submerged. A trapped character can be dragged out by one third of
his height with a Strength (-4) roll. If alone a hero can drag himself out, but only if he
has a rope. This event can happen multiple times.
Patch of Yellow Flowers. A large area filled with bright yellow flowers. They are
Dream Crocus (Survival (-2) to recognize them). Characters entering them must
3 make a Vigor (-2) roll or gain a level of Fatigue. Three rolls are necessary to cross the
area. If the heroes become Exhausted they fall asleep. Unless moved away from the
patch, they will be dead in a day, otherwise the Fatigue wears off at the usual rate.
4-5 (E) Swamp Leech (1d4+1). See page 303.
6-7 (E) Vaarathi Lizard (1d4+1). See page 309.
8-9 (E) Lurker (4). See page 288.
Tsik and his Band. An old and smart (WC) Tyland Spider, Tsik has made a deal
with a band of 6 Swamp Goblins (Use the Tyland Goblin Profile, without the helm),
10 a minor clan. They attack the party, luring them to where Tsik lurks, in a tree. Tsik
and his band surrender when half of them are dead or the spider has suffered two
wounds. They know a lot about the swamp, including the location of the River Rose.
Lurker Guard Totem. A staff planted in the ground, decorated with feathers and a
human skull. It is a magical trap. When a hero comes near it, there is a 50% chance
J-Q the angry spirit trapped in it attacks (counts as a 3d6 bolt, cast with Arcane Skill d10
and the Lingering Damage Power Modifier). It can be disabled with the dispel Power
or by destroying it (it has Toughness 5 and explodes dealing 3d6 damage in a MBT).
Dead Bandit. The heroes find the bloated corpse of Stan, one of Red’s Bandits. If the
card is black, under the body of the man there is still a poisonous snake, which tries
K-A to bite if disturbed (Fighting d6, the Drop, 2d4 damage, delivers a Lethal poison).
The body carries a Short Sword, a Bow, a Quiver with 20 arrows, and a fine Dagger
(Reliable, but only when thrown).
Skull Flower. A very peculiar plant, which grows only in the skull of a dead beast
(black joker) or person (red joker). It can cure any disease and poison, or can be used
Joker
as a Magical Component. It lasts three days once it has blossomed, then it withers
and is useless. It’s worth 800 cp to a healer or a magician.
Redraw Nothing happens.

The River Rose. Finally the heroes reach In front of the boat, there is a Lurker
the ship. It lies inclined at forty degrees, with Guard Totem (see J-Q above). The only
the prow planted in the muddy ground. The entrance is on the deck (see below). All the
River Rose is twelve yards long, more or underdeck areas are in total Darkness.
less, and the hull looks whole, although the The Tentacles. The body of the monster
entire ship is covered by moss and vines. occupying the ship is in Area 5, but it can
This awkward position causes all the ship extend its tentacles throughout the ship (it
to be Difficult Ground. In addition, below has 8 of them). Due to the darkness and
decks, large weapons cannot be used and clutter all around, they can be spotted
medium sized ones suffer -2 to attack rolls. only with a Notice roll. For each area

206
The Festival of Bees

except Area 1 there is a tentacle hidden on cargo (all ruined by water). At the southern
a club card from the action deck. All the end of the room, sitting on a crate leaned
remaining tentacles are in Area 5. against the door to the Bilge (Area 5) is
1 – Deck. In the center of this there is the corpse of poor Uncle Breldo. He looks
a crude stone bowl, where Lurkers place asleep, but in fact he is dead and there are
offerings (pieces of meat, strange flowers, two tentacles of the Black Octopus inside
a broken vase, a large seashell). Around it him, ready to attack anyone so foolish as to
there are webbed footprints, but they do disturb it (the attack causes a Fear check).
not go underdeck (the Lurkers fear the On the body is a Green Key (to open the
occupant of the ship). From the Deck it is chest in Area 3) and a Briar Pipe (grants
possible to reach the Stern Cabin (Area 2) the Luck Edge, but only to a hauflin). Apart
through a passage or the Underdeck Bow from the Bilges, this area is connected by a
(Area 3) through a hatch. door to the Underdeck Bow.
2 – Stern Cabin. This was the main 5 – Bilges. Immersed in the filth, this
living area of the ship, now it is a total area is filled by the massive body of the
mess. The only thing still in place is a small Black Octopus. Heroes can attack the body
cupboard, anchored to the northern wall, only if they enter this area. The smell is
which still has a Cooking Pan and some terrible, causing a Vigor (-2) roll to avoid
rotten food. From there you can reach the being sick (and suffering a level of Fatigue).
Underdeck Bow (Area 3) through a stair Characters with the Iron Stomach Edge are
and the Deck (Area 1) through a passage. immune to this effect.
3 – Underdeck Bow. This is a sleeping Aftermath. If he heroes manage to
room, but the hammocks are reduced to a defeat the Black Octopus, Alfrin could
mass of rotting things, as is the furniture, drag the River Rose to the river with their
stacked on the southern wall, near a half- help (this requires two days of work for a
open door to Area 4. Breldo’s chest lies team of six persons). Once in the water the
under it. It is closed (Thievery (-1) and boat is damaged (it suffered two Wounds),
contains a diary stained by water, a bottle but can be repaired. It is Small Boater Boat
of purple liquid (an intangibility potion), and Alfrin, who will take charge of it, will
a Silver Spear Head wrapped in a piece of gladly sail the heroes around in it. He will
cloth (see Silver Helm and Silver Spear in also start trading on the river, allowing the
Treasures of Tyland) and a bag with 275 party to find an additional Rare Item after
cp. From here you can also reach the Stern each scenario.
Cabin (Area 2) through a stair and the (WC) Alfrin Kettlepot (1). See page
Deck (Area 1) through a porthole. 261.
4 – Underdeck Stern. The hold of the (WC) Black Octopus (1). See page 264.
ship. It is filled with crates of assorted

The Festival of Bees


Rank: Any Every year at the start of the season,
Starts in: Tyland Mills, 30 days after the the Festival of Bees is held, a two-day
campaign begins celebration of the Woman of Honey
(actually, Beethania), the legendary lady

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who gave the good people of the Tyland First Day


Forest the secret of honey. It is both a The Festival Starts. On the morning
semi-religious festivity and an important of the first day, with a holy rite in the
economic event, because a fair is held on town’s temple, the wooden statue of the
the same days, with traders coming from Honey Woman (kept in the attic of the
all around. Mayor’s house for the remainder of the
Unbeknownst to everybody, the year) is exposed to the population. The
Festival falls exactly a month after the ritual resident priest (or the Mayor or the Lady
sacrifice of Sheriff Tystamere, meaning if no substitute priest was found) says a
that another killing is going to happen. brief prayer and the statue is carried in
The chosen victim must be “Someone with holy procession, surrounded by cheering
Two Souls” and this is John the Fair, the people, to the plaza of the village, where
werewolf. The festival falls on a full moon, she’ll stay till the end of the festival,
when the spirit of the wolf takes control of surrounded by flowers and other offerings.
the poor boy. To add more complications, Now the real festival starts!
Freya the Slayer is at the Festival too, Old Friends and New Faces. During
because she knows that the lycanthrope the Festival a number of people gather
cannot hide its true nature now. in Tyland Mills. The Good Omen Inn
is full, and it is an excellent occasion for
the GM to make some old NPCs show up
The Festival or introduce a new one. A party member
This paragraph details the fair. The Murder should notice one in particular, Freya
(below) happens in the night between the the Slayer, who keeps a low profile and is
two days. waiting for the werewolf to show itself (see
The Murder below).
The Market. The town is crowded
with merchants and visitors all morning,
with stalls all around. The heroes can
find any common item they want, plus
at least one Rare Item each, two if Alfrin
Kettlepot is there with the River Rose. If
the Fellowthongs Clan is there, the heroes
can also find weapons and armor with
one Quality of choice (at normal prices).
In addition, for each half hour spent
exploring the market they can draw a
card and check the table below. Items are
unique, and once sold, they aren’t available
anymore. Unless otherwise stated, they are
all Items. The market occurs on both days.

208
The Festival of Bees

Festival of Bees Special Items Table


Card Cost Item
Marvelous Universal Antidote of Yorus the Pious. Despite being
2 200 marketed as a catch-all antidote to all the poisons in the world, this
golden potion, made of honey and water, is basically worthless.
Nutty. This flashy white horse looks very strong and healthy and is
blessed with intense blue eyes. He seems too good for his low price. The
secret is that Nutty is mad, because he ate the cap of a Redcap, which
cursed him, and now he goes berserk (he has the Edge) whenever he
3-4 200 sees anything red. His current owner, John the Wise, uses a special
eyewash, which prevents the horse from seeing the color red, and
makes the beast’s eyes blue (normally they are brown). John tries to
hide the flaw (the eyewash lasts 8 hours), but can also sell the eyewash,
for 500 cp.
Elven Necklace. Made of gold and set with green gems, it shimmers a
5-6 100 lot, but it isn't elven at all. Oh, and the gold paint will come off in a few
days, revealing the copper underneath.
Impressive Helm. An impressive helm with stag horns, grants the
7-8 100 wearer +1 to Intimidation rolls, but makes it absolutely impossible to
be inconspicuous. If not worn, it counts as an Item.
Myrcelio’s Recipe Book. This old, battered diary contains the best
recipes of the famous Boater cook Myrcelio, fabled to have been the
9-10 120 chef of King Ventar (falsely). Concealed among the pages is a mage’s
spell of stun (word of power), but the reader must pass both Smarts (-2)
and Spellcasting (-2) rolls to spot it.
Bow Strings. This harsh-tongued trader sells bows of normal quality
and several bow strings. The majority are normal (they don't change
J-Q 30 the bow they are applied to), but one of them is really good, and grants
the weapon +2/+4/+8 Range, but finding it requires a Smarts (-2) roll
from an archer, -4 for other types of heroes.
Bag of Mona Mushrooms. Typical of the Lashari Islands, these fungi
put you into a deep trance, making casters recover 10 Power Points
K-A 100/dose
(elves included) but leave you totally weak and drooling for 2d4 hours
(-2 to all physical actions). 1d4 doses available. Stack 4.
Ilda the Tattoo Artist. This weird-looking woman, touched by Syir, can
make normal tattoos (for 50 cp) or a special one. A special tattoo allows
200 and a
Joker a player to move a die type from one Attribute to another, from one
Bennie
Skill to another, or to swap an Edge with another (the character must
have all the prerequisites for the new Edge).

The Tyland Armor. Every year for the expenses of the town. This event
“Sprinkle” Prigg the Mayor offers the lasts two days.
famous Tyland Armor (see Tyland Mills, The Honey Search. This is the most
Area 5) as a prize to whoever guesses the eagerly anticipated game of the festival.
right number of beans in his enormous Two weeks before the festival starts, the
vase (there are 2,424). Sprinkle personally women of the town prepare some special
mans the booth outside his store. Guessing small jars full of honey, and give them
only costs 1 cp and all the money is used to the Master of Honey, Old Olo, who

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hides them in the woods near the village. Apple Pie. Last year something scandalous
Immediately after the statue of the Honey happened, because Heads-or-Tails joined
Woman is placed in the plaza, the game the competition with a drugged pie, so this
starts and everybody can try to find the year all the pies are scrupulously guarded.
jars. Whoever finds the most by dusk
wins. The game is open to everybody. If Second Day
the heroes want to participate, consider Archery Contest. This competition,
it a Challenging Dramatic Task based on like the Bees’ Brawl below, starts in the
Notice (-2), each round is 2 hours long, morning, when the first rounds are held,
gaining one Token per success and raise; and ends in the afternoon with the finals.
the character with most tokens wins. The The archers (only bows are admitted, no
man to beat is a little boy, Efrem Rishavel slings or crossbows) must hit targets at
(youngest son of the Rishavel family – short, medium and long range. Run the
Notice d10, Alertness and Luck Edges), competition as a Complex Dramatic Task,
with 10 Tokens. In case of a tie, do another based on Shooting (-2, the Marksman
round. Edge applies). If a hero scores at least 8
Prize. The winner of the Honey Search Task Tokens he qualifies for the final. If
is crowned with golden flowers and red several players reach the threshold, the
nuts. He is the King of the Bees for the highest total qualifies, unless they scored
duration of the Festival. If he is a player 12 or more Tokens, in which case the two
character, he also receives a Conviction. highest-scoring heroes qualify in place of
Communal Supper. A long table is Right-Eye Tom the Archer (see below).
placed in front of the Sheriff ’s Tower and a Final. The final match is an archery
communal supper is held there, usually the match, one-to-one, against Right-Eye Tom
Mill Lady is the main hostess and several the Archer. Tom is a young freckled guy
notable persons are asked to speak (the missing a tooth (he is a Wild Card for the
sheriff or another notable character could duration of the competition). He is the
be one of them). The Lady also rewards nephew of Bo the Fletcher and is armed
the winner of the Honey Search during with a very accurate bow (+1 Shooting)
the supper with a crown of gold-colored made by his uncle. He is very good
leaves, a gold coin and a kiss. (Shooting d12, Trademark Weapon). The
The Best Pie Competition. After the contest is another Shooting (-4) Dramatic
Communal Supper, a jury made up of six Task of three rounds, plus a fourth one, the
chosen persons (two women, two men and Long Shot Round, where the archers must
two youngsters) judge the best pie. One of shoot an apple at very long distance (-6).
the heroes could be asked to act as a judge. Whoever does so doubles the number of
It is a very tense competition pitting the Tokens he has!
women of the town against those of the Prize. The winner of the archery
Steads. The favorites this year are Widow contests wins a bag of coins (300 cp) and
Gimilkina, with her famous Double a crown of golden flowers. He is the Left
Rhubarb Pie, and Viera the Blonde, a very Hand of the King until the Festival’s End.
good-looking woman of the Steads with If he is a player character he also receives
her All Honey Marvel. If Stone Bridge is a Conviction.
free, Ginestra of Stonebridge (see Area 3 of The Bees’ Brawl. In the past there was
Stonebridge) joins the fray with her Stone a tournament and a joust at the Festival,

210
The Festival of Bees

but those times ended long time ago. More About the Festival
Today instead there is the Bees’ Brawl.
It is a grappling competition where the The Festival is a situation ripe in adventure
competitors, bare-chested and smeared
for the GM. Below there are few hooks you
with beeswax to be more slippery, try to
slam their opponent on the ground and can expand to make it more interesting. We

keep him there till he concedes. It is mainly suggest you don’t use too many of them, only
a man’s competition, but women may join a couple.
in. The elimination phase is an Athletics
Keeping Order. The Festival is a hard time for
(-2) Difficult Dramatic Task, with +1 per
unarmed combat Edge the character has the Sheriff and his Deputies: tavern brawls,

(like Martial Artist, Brawler and so on), quarrels, sanitary problems. And maybe a thief
+2 for the Brawny Edge. If a hero scores or two.
at least 8 Task Tokens he qualifies for the
Red’s Great Robbery. Red and his men try
final. If several players reach the threshold,
the highest t qualifies, unless they scored something during the festival, like kidnapping

12 or more Tokens, in which case the two the Mill Lady, stealing something valuable, or
highest-scoring heroes qualify in place simply causing a ruckus.
of Theod of the Steads (see below). If a
Assassination Attempt. Lord Korab hires the
character rolls a critical failure during a
roll, he suffers a level of Fatigue, which mysterious Snake to kill the Mill Lady, Theod

wears off the day after. or another important character of Tyland


Final. The final opponent of the Brawl Mills. The assassin uses a long range crossbow
is Theod of the Steads, undefeated for five
during a very crowded part of the festival.
years (and supported by all his people). He
has Fighting d10, Athletics d10, Strength The Queen of Bees. Fae are mysterious beings,

d10 and the Brawny Edge. Run the fight as and maybe Beethania, hearing the prayers in
a normal combat where only grapples are her name, could decide pay a visit in person to
allowed. The first character who manages
the town, in disguise. After all, it’s not often
to keep their opponent Bound for three
consecutive rounds wins. she is worshipped like a goddess.

Prize. The winner of the Brawl wins


an Engraved Spear (with the Beautiful
Keyword) and a crown of golden flowers.
The Murder
He is the Right Hand of the King until the During the evening of the first night of the
Festival’s End. If he is a player character he Festival, a couple of hours after the end of
also receives a Conviction. the Honey Search, Rowan the candlemaker
Festival’s End. At dusk of the second approaches the Sheriff or another hero she
day, the King of Bees guides a procession: feels trustworthy.
the Left and the Right Hand bring the
statue of the Honey Woman back to the “My apprentice, John, joined the Honey
temple, where it stays till next year (in Search, but he isn’t home yet. Sometimes he
truth during the night it is taken back to loves wandering in the woods, at night…
the Major’s house). The Festival is then but with the murder of Brother Horace and
officially ended. the missing dwarf girl… I am concerned.

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Savage Tales

Maybe he fell or broke an ankle, even if he understand someone is following them.


can see well with the full moon…” It is Freya the Slayer. If the party tells her
to show herself, she reluctantly comes out,
If the players ask, tell them it is exactly and declares she is hunting something very
a month from when Sheriff Tystamere was dangerous; otherwise she’ll appear later.
sacrificed, and there was a full moon that At that very moment, a human sound
night, too. Heroes with the Danger Sense of pain echoes in the wood.
feel something strange is going on.
Finding John. Rowan can go with the “It’s John!” Rowan cries, and runs toward
heroes to look for the boy. During the trek to the cry!
the wood (see map), any characters chatting
with her understand that John is more than The Sacrifice. Running in the
an apprentice to her, he is her lover (even if direction of the shout, the heroes arrive in
she doesn’t want the fact to be public, given a clearing, where a big, ancient tree stands.
the age difference). They reach a big white It must be some sort of holy place because
rock, where John was last seen (by Efrem the clearing’s perimeter is marked by old
Rishavel, the boy who won the Search). engraved stones.
With a Survival (+2) roll, the party In fact the tree isn’t a normal one (see
finds tracks of several persons going below).
southwest (John was one of them), in the The plant is surrounded by a pentacle,
thick of the woods. If all the party fail, with black candles at the star’s points
Rowan finds them. exactly like the ones they found in the
Following the tracks for a quarter of River Cavern (and in the Old Temple if
an hour, the heroes see that most of them, they visited it). The only difference is that
belonging to boys (smaller feet) go back, the only candle alight is the lower left
while a single set (of an adult person) go one. Scattered all around there are Grave
south. Bloom flowers, the same as found in all
The moon disappears behind the other murder sites (an Occult or Survival
clouds. roll is necessary to recognize them).
Tied to the tree is John, stripped to the
“Bad omen,” Rowan mutters. waist, bleeding from a head wound.
In front of him there is a hooded priest
Trouble in the Woods. The tracks (similar to but not the same one as in the
suddenly become very confused in a River Cavern), holding a black knife, with
muddy area. Divide the group in two: half a group of Lurkers chanting.
make a Survival roll and half a Notice (-2) The heroes start at least 18” from the
roll. tree (a SBT), and the Lurkers are placed
If the Survival roll is successful, they all around the tree so that it cannot be
find a mud-smeared scarf, which belongs reached easily.
to John, and, more troubling, several sets The “priest” is Sylvia. She is waiting for
of webbed footprints. What happened something to happen, before the real ritual
is clear: someone (John) was ambushed starts.
by Lurkers, who captured him and went If the heroes intervene, John wakes up
south west. and starts calling.
If the Notice roll is successful, they

212
The Festival of Bees

“Help me! Help me!” (WC) John the Fair. See page 285.
(E) Lurker (15). Two of them are
The dark priest turns and speaks, voice Acolytes, and another three are Resilient
muffled by the mask. Extras. See page 288.
(WC) Priestess of the Crawler –
“Fools, I am doing you a favor! This Sylvia. See page 293.
creature deserves to die!” (E) Rowan. Use the Commoner Profile.
See page 268.
At this point, the clouds hiding the (WC) Softbark. Use the Tree Man
moon clear away, and John suddenly turns Profile. See page 307.
into a werewolf!
At this point the priest raises the
weapon and chants (casts the smite Power Aftermath
to make her dagger capable of wounding a The Man with Two Souls. When the
werewolf). last Lurker dies, read or paraphrase the
following.
“The Fourth Death, a man with two souls!” On the battlefield only the werewolf
remains, smeared with blood and snarling.
Sylvia has the Drop, but only for the
first attack, because, after that, John frees Rowan, frail, steps toward him, hand
himself from the ropes and attacks! John raised.
attacks whoever is near him, friend or foe
(he isn’t in control of himself). “John! John! Come back, I know you are in
But this isn’t the only problem for the there!”
heroes.
The Old Tree. The tree chosen by the The monster walks toward her, savage
Cult for their ritual isn’t a common one (as mouth gaping.
the carved stones around the clearing show).
She is Softbark, an ancient sleeping Tree Man “Stand back, woman!” Freya shouts,
(in this case Tree Woman). She wakes up if crossbow ready.
someone is dealt a deuce the first round, a
deuce or three the second round, and so on. “He isn’t a man, he is monster. He deserves
When she wakes up, everybody must to die!”
make a Fear check. Extras will flee.
“What’s happening there? Who disturbs This is the moment for the heroes to
my sleep?” she says. “The Sons of the make a tough choice. Stop the Slayer, or let
Crawler? I hate them!” And she attacks! her kill the beast? If John is given a round,
At this point the Priestess of the Crawler he turns back into a man, and falls on the
decides to escape, while her Lurkers die to ground, weeping, Rowan hugging him.
protect her.
“Don’t let be fooled!” Freya shouts. “He
“We’ll meet again!” she hisses, before killed a young girl in Avery! And countless
disappearing into the woods. others! I’ve been hunting him for a year!”

(WC) Freya the Slayer. See page 274. If the heroes step in, Freya won’t attack:

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214
Savage Tales

she isn’t a fool and will disappear, but may Softbark. The Tree Woman watches
return later. No hero of the party will be the scene calmly, with deep, wise eyes.
ever admitted into the Slayers faction. After the Lurkers are defeated, her rage
If the heroes don’t interfere, Freya dissipates. Softbark knows some useful
orders them to take the woman away, and things about these creatures (almost the
then approaches to kill him. same as her brother Oldroot), plus a very
John, exhausted, tries to win the heroes important piece of information.
over with one last plea.
“The Lurkers come from the Gorge, to serve
“Help me, please! I know… I know… I the evil men of the city of Nyrath, who are
know who killed the dwarven girl, and who the high priests of their communal god, the
is behind the priest’s mask!” Crawler. I thought Tyland Redmantle killed
it, but I was wrong, I can feel the power of
If the heroes’ aren’t moved even by the Crawler stirring in the east, where the
this plea, Freya splits the heart of helpless waters of the Gorge are dark. These are bad
John with her Slayer’s blade. If a hero is times, very bad times to wake up.”
apprenticing as a Slayer, she lets him do
it, and this will earn him entrance in the If the party tells Softbark of her brother,
faction (he gains the Edge). The party she is pleased, but she wants to go back to
must still handle John’s death in the village, sleep, and this is what she does after the
and R’s grief of course. heroes leave the clearing.
If John is saved, he will tell the party the Rewards. The heroes can discover
story in “What I Saw That Night” sidebar, some really important information in this
leading to The Trial Savage Tale. scenario, and that is their main reward. If
Then, the adventurers must decide any of them behaved particularly well in
what to do with him. The boy swears he saving John, he should be rewarded with
didn’t kill anyone on that night, in Avery, a Conviction.
but can he be trusted?

214
The Final Ritual

“What I Saw That Night”

The following part is written as told by John the Fair.

“Two months ago, on the night of the full moon, I crept out of my room and went to the woods. I

always do, because I cannot control myself at those times. In this way I don’t harm anyone, apart

from some wild animal, or at least I hope I don’t…

“Well, when I was almost out of the town, on the southeast path, when I saw a figure coming up

behind me at a hurried pace. I jumped into the woods to let her pass. But she stopped, a few yards

from me, as if waiting for someone.

“I recognized her: it was Jinny, the smith’s daughter. She wore a cloak and a backpack or something similar.

“A few moments later, another person arrived, cloaked and hooded. A human. The two talked, very

close. And then the man took the girl by an arm and tugged her away rudely. Jinny tried to get free,

and the man lost his hood, so I could see his face clearly.

“It was Marius, the drunkard. Thorn’s best friend.

“Marius tugged Jinny away, toward his house.

“Then the call of the moon became too strong to resist, and I ran away into the woods.”

If someone asks John why he didn’t report this fact when the girl’s disappearance became known, he

answers he wanted to keep a low profile and not to be connected with the story. People can be suspicious.

The Final Ritual


Rank: Veteran The tale supposes the heroes are
Starts in: Mill of Tyland fighting in the battle, and are having a
moment of respite when the two armies
The last kill required by the Prophecy of retreat for the night.
the Crawler is: This is the moment the Priestesses of
the Crawler make their last move: if they
The Fifth Death the Hated Hand Who are still in disguise in the town, they simply
Dealt The Blow go to visit the Lady at the castle, kill all her
servants by surprise, and bring her to Area
This refers to the heir of Tyland, the 6, where the sacrifice is going to happen.
Mill Lady. If the woman is already dead, Otherwise they sneak inside the Mill
Red would be a good substitute. from the secret passage in Area 6 and do
The murder must happen at a specific the same.
moment, during the fifth full moon, which They leave a group of Lurkers on guard
happens on the same day as the Battle of in the towers of Area 1, ready to ambush
Tyland Mills (see the Savage Tale of that any interlopers, while they keep the others
name) and in a specific place, to complete with them in Area 6.
the Symbol of the Crawler: in the Mill of (E) Lurker (6). See page 288.
Tyland. (E) Lurker Acolyte (1). Use the Lurker

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Savage Tales

Profile adding the Acolyte Special Ability. The Sacrifice


See page 288.
Getting the Heroes Involved. The When you enter the mill, déjà vu hits you
characters have gone to the Mill of Tyland like a hammer: you feel the same burning
to report or to make plans for the battle herbs smell, mixed with the musty stench
with the Lady, when they discover the you have learnt to associate with Lurkers.
situation and must intervene. They may
have an Ally or two with them if it makes The scene is similar too: in the dim light
sense in the situation. of five black candles, a naked person lies
The scene below supposes the on the ground within a sacrificial circle,
Priestesses managed to capture the Lady. her hands and feet tied with a rope to
Change it according to the actual situation nails crudely planted in the ground. You
(see The Lady is Under Guard Sidebar). recognize her: she is Lady Marian, and she
stares at you with terrified eyes.
The Lady is Under Guard
Around her, protected by a host of fish-
men, you see three hooded figures, with
Attentive players might have understood
shimmering black daggers in their hands.
that the Mill Lady is the last sacrifice to be They are the Priests of the Lurkers.
performed, and could have guessed the date of

the sacrifice, too (it is quite obvious once the “You again!” hisses the tallest one. “Kill
them! Give us time to perform the ritual!”
pattern is seen), so they could have Marian
the figure orders the Lurkers, which growl
under guard by some trusted ally or party at you before attacking!
member.

If the Lady is with allies, they will be ruthlessly The Ritual. Making the fifth sacrifice is
a rather complex ritual, requiring proper
murdered and the woman taken to the sacri-
chants and prayers, and the victim must
fice, with only one exception: Lord Wynterlyr. be struck by three daggers (or one dagger
If the woman is in his custody, and the heroes three times) in a particular way. In game
made a good deal with him that prevents the terms, the three Priestesses must spend
a total of six rounds doing it. If they are
Lord selling her to the Priestesses, they have
pressed, Irina and Nadia try to stop the
absolutely no way to grab her, and so they heroes while the Sylvia continues the
have to resort to The Desperate Ritual to wake ritual. If the ritual is performed, the
up the Crawler. Crawler is awoken (see below), otherwise,
if the situation is lost, at least one of the
If the Lady is with the party, the Priestesses
three priestesses should escape, reaching
set up an ambush or use guile to capture them: the trapdoor, her last chance that of
play the scene fairly, if the heroes reasonably performing The Desperate Sacrifice.
manage to save the Lady, they gain a Benny Unmasked! The scene above supposes
the heroes don’t know the real identity of
and the Priestesses have no other choice than
the Priestesses. If a character unmasks one
to perform the Desperate Ritual. of them during the fight, he is awarded a
Benny, but he is automatically Shaken by

216
The Final Ritual

the surprise (unless he already suspected combat. Refer to the Undertown location
something). for the Dungeon, then when the party
(WC) Priestess of the Crawler – Irina reaches Area 22 go on with the following.
(1). See page 292.
(WC) Priestess of the Crawler – Nadia You finally reach the heart of this damned
(1). See page 293. place. A dark pool of murky water lies in
(WC) Priestess of the Crawler – Sylvia the middle. In front of it, surrounded by a
(1). See page 293. horde of evil creatures, stands the surviving
(E) Chosen Lurker (8). Use Lurker Priestess. She looks calm, at peace, her gaze
Profile. They have Fighting and Strength fixed on the water.
d10. See page 288.
The room is guarded by all the defenses
the priestess could muster from the
The Desperate Sacrifice Lurkers hiding in Undertown. It includes
The following text supposes Lady Marian the Skeletal Gladiators from Area 33 of
was saved and at least one of the Priestesses Undertown, the dead Lurkers (reanimated)
defeated. Change the source of this info from Area 22 and any remaining Lurkers
according to the situation (for example in the dungeon. If you need to guesstimate,
Lady Marian could have heard it). go for 2 per hero. These enemies aren’t the
real opponents in the battle, they only serve
“Fools!” the woman laughs, through the to give the priestess(es) the two rounds
blood bubbling in her mouth “You think they need to do what they must. Note that
you’ve won! You haven’t! The Crawler will if two priestesses survived, the scene is a
return anyway! There is another sacrifice little different: the older one sacrifices the
my sisters can make…” younger, then waits for the Crawler.

If pressed to speak the woman goes on. Chanting, she starts undressing: her armor,
weapons, clothes, underwear fall down,
“Themselves! They’ll give their lives for the discarded, on the ground, until she stands
Crawler, below, in the Undertown, in the naked, pale and beautiful, sacrificial
place where cursed Tyland wounded him…” dagger in hand.

And then her eyes glaze in death. “FATHER!” she cries “I FAILED AND I
PAY FOR IT WITH MY LIFE! FOR MY
The woman is right: the surviving BLOOD, COME!”
priestesses have a backup plan: they
venture deep into Undertown, reach the And she plants the dagger in her chest.
center of it, where the pool stands (Area
22), and perform a new ritual - this time When this happens, go to The Return of
offering themselves as victims. But they the Crawler below.
must do this before the night ends, so in (E) Skeletal Gladiator (5). Use the
the next few hours! If the heroes already Skeleton Warrior Profile. It is a Resilient
know Undertown, they are have an Extra, see Area 33 of Undertown. See page
advantage, otherwise they’ll have to face 298.
a dungeon exploration then a really hard (E) Undead Lurkers (9). Use the Lurker

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Savage Tales

Profile, adding the Undead Special Ability. god, and bow in front of it. Heroes instead
They come from Area 26 of Undertown. must make a Fear Check (-4).
(E) Lurkers (varies). See page 288. If the party manages to kill the Crawler,
go to Inside the Crawler below.
(WC) Crawler. See page 268.
The Return of the Crawler
When the Crawler is summoned the Inside the Crawler
energies released from the sacrifices wake Once defeated, the monster lies still on the
it up from the depths of the Gorge where ground, in all its alien horror.
it sleeps. The huge creature emerges and But it isn’t dead, yet. If the heroes read
swims upriver at an amazing speed to the Scroll of Crawler Skin in Area 24 of the
reach Tyland Mills. Sunken City or asked Lord Wynterlyr, they
This takes around five minutes, which know there is only one way to really kill
is an amazing pace even for such a beast, it: enter its gaping mouth, find the brain,
destroying any ship or vessel on the river. a gland large as a watermelon at the end of
If the summoning happens in the Mill the bottom of the throat, near the stomach
of Tyland, the creature crashes through entrance, and destroy it.
the eastern wall of Area 6 (where the mill’s This is a Complex Dramatic Task (-2,
wheel is) and pushes its head inside the plus Darkness modifier) based on Notice,
room. Any character within 6” of the wall Smarts, or Survival (heroes can choose).
must make an Agility roll to avoid suffering Any failure also causes 2d6 damage from
2d6 damage from the falling debris. gastric juices.
If the summoning happens in If the heroes don’t manage to complete
Undertown, in Area 22, the creature the Task in time, or they don’t know its
emerges from the pool, splashing out secret, the Crawler wakes up, drags itself
much of the water. Characters in a LBT into the water, and swims toward the
centered on the pool must make a Vigor Gorge again. Heroes can escape with an
roll to avoid being Shaken. Athletics roll (-4).
A God Made Flesh: The Lurkers and Go to The End Chapter
the Priestess(es), whatever their current
status, are Stunned by the presence of their

The Legacy of the Fellowthongs


Rank: Any because his father Grom and his uncle
Starts when: Ingmar the dwarf arrives at Girian (Thorn’s father) never talked of it,
Tyland Mills (during The Trial Savage Tale) but he doesn’t believe that the ore ran out.
He thinks goblins simply took over.
Ingmar Fellowthongs is a dwarven Ingmar and his dwarves have come
miner, a rich one, and never forgets how to reconquer it, but they are only twenty.
his people were turned away from his There are several things Ingmar can ask of
home, the Hexenhoof Mine, sixty years the heroes.
ago. He wasn’t born yet then, so he doesn’t First, he wants to be sure that once the
know what exactly happened at the mine, mine is re-conquered, nobody can claim it

218
The Lord of the Skies

except the Fellowthongs: he knows that the If the heroes manage to restore the mine
King of Ventar gifted the ownership of the to the Fellowthongs, as well as gaining +2
mine to the clan, but the document is long Reputation, they’ll acquire a very strong
lost. If someone could find that document, and reliable ally: Ingmar himself will help
he would pay handsomely for it. He thinks them in the final battle against the Crawler.
it could be in Stone Bridge, where Otto, a (E) Fellowthongs Miners (19). Use the
dwarven historian, dwells (see page 126). Dwarf Tunnel Fighter Profile, see page 271.
He offers 800 cp for its safe return. (WC) Ingmar Fellowthongs (1). Use
Second, his people isn’t fully prepared the Dwarf Tunnel Fighter Profile, adding
to take the mine by force. They are weak; the Aristocrat Edge, Battle d6, Persuasion
they don’t consider themselves a clan d6 and raising Smarts and Spirit by a die
anymore. Ingmar needs something to type. See page 271.
raise their spirits. And what he needs is Collectively the Fellowthongs Dwarves
the Armor of the Fellowthongs clan (see have 100 BV. If they conquer the Mine it
Treasures of Tyland), a symbol and a tool increases by 50 every two weeks, up to a
of power, which lies somewhere in the maximum of 300.
lower level of the mines. A Peaceful Solution
If the heroes can return it to him, he
will reward them very handsomely (1200
cp and his eternal friendship) and will ask The campaign supposes the heroes choose a

their help in driving the goblins away from classical approach to the goblin infestation of
the mine! the Hexenhoof Mine, siding with the dwarves
This can be very easy if they party has
against the little runts, but nothing prevents
already defeated the Waka Nuka and the
Goblin King, or very difficult in the opposite a peaceful solution, especially if the party made

case (the Goblin King is firmly in charge, friends among the goblins. Is coexistence in the
with the Waka Nuka under his control). mine possible? Or can the heroes find another
If the heroes decide on a frontal attack,
home for the goblins? Only your players can
how to handle the assault to the Mine is
left to you (you could make it a tactical give you the answer, but we suggest you reward

adventure or a Mass Battle). creative solutions along these lines.

The Lord of the Skies


Rank: Seasoned Sheriff and the Mayor. He says that the
Starts in: Tyland Mills or when triggered Steads are being attacked by flocks of
by an Event. Hawks of the Twins, which are under
the control of someone who calls himself
This Savage Tale can start in three “the Lord of the Skies”, and demands
different ways: tribute through letters. He has a copy to
1. On Day 20 of the campaign, Theod of show (see Handouts). He demands the
the Steads arrives in Tyland Mills and heroes investigate and stop the threat.
demands to speak to the Mill Lady 2. While the heroes are visiting a Stead
(if present) or her representatives, the (or are traveling), a flock of Hawks

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Savage Tales

attacks. At the end of the attack, one of drawn (by either sides), Gray Feather appears,
the beasts drops a sealed scroll on the dispersing the Hawks (he can make them flee
ground. (See Handout 5). by winning Intimidation rolls with a raise)
3. Vendra the Witch asks the party to and aiding the heroes. Gray Feather cannot
stop the threat of the Lord of the Skies speak, but is very intelligent, and if the heroes
(see page 177). have a way to communicate with him, he
Investigations. Nobody knows where reveals what he knows of the evil tyrant: his
the base of the mysterious Lord of the Skies hideout and his plans, mainly. If the heroes
is, but the heroes can deduce it by following manage to lure the wizard outside the Tower,
the directions taken by the Hawks after their Gray Feather attacks him immediately.
attacks. Unless they know they are being (WC) Gray Feather (1). See page 278.
followed, they head directly toward the Stone The Hawk Nest Tower. The final part
Twins Mountains, to the Hawk Nest Tower. of the Savage Tale, it is detailed in the
The heroes can see the Tower, on clear days, Location of the same name.
when they are one hex away from it (or three Defeating the Lord of the Skies. If the
hexes away with the farsight Power). heroes defeat the Lord of the Skies, they
Dangers. Apart from normal events, gain +1 Reputation, if the word spreads,
if the heroes are spotted by the Hawks, and maybe the favor of Theod or Vendra the
Tennelgast, the Lord of the Skies, sends Witch. The old sorceress, in particular, wants
an attack party at the worst moment (for Tennelgast alive. If the heroes bring the petty
example while they are climbing the walls tyrant to her alive, this is what happens.
of the peak, or crossing the Bridge of
Death). Depending on the situation, he “And so, my child, finally you are back.” The
sends a group of Hawks or Hawkmen. old woman says, while her black cat stars
(E) Hawks of the Twins (3). See page 279. intently at the scene.
(E) Hawkman (6). See page 280.
A Safe Path. There is a way to reach the Tennelgast, bound, stares in terror at the
Hawk Nest Tower without being seen, by witch. “No! No! I don’t want to!”
taking the Path of the Hawks, a winding old
road which, starting far west of the Tower, “It is for the best,” she murmurs. Vendra
reaches it without any risk of being spotted by gently brushes Tennelgast’s hair, and you
the Hawks (Tennelgast doesn’t know about it). feel a burst of power.
On the Path of the Hawks there is a normal
chance to have an Encounter, but in case the “Meow!” a black cat, with a white stripe, now
heroes redraw an old one, they find instead a stands where the Tennelgast stood before.
Peaks Flower (see Treasures of Tyland). The
path’s existence can be revealed by Skinner The two cats run to their bowls, to drink
Jack or another NPC, or found, if a character some milk. Now you see the names on
is in the same hex, with a Survival (-2) roll. them: “Stitch” and “Tenn”.
Gray Feather. Not all the hawks fell under
the command of the Lord of the Skies: Gray “Making him a man was such a big
Feather, the king of all the Hawks, didn’t mistake,” Vendra whispers.
and now he is the fiercest opponent of the
evil tyrant. If the party is attacked within 2 Vendra could give the party a special
hexes of the Hawk Nest Tower, and a Joker is reward (see Vendra’s Hut).

220
The Reluctant Bride

The Lord of the Skies’ Retaliation

Tennelgast, the Lord of the Skies, is a petty tyrant, so he desperately wants to show he is serious in

his threats. If someone doesn’t pay the tribute, or, even worse, attacks his Hawks, he will act in one

of these ways.

He sends a punitive expedition of six Hawks to attack (if he thinks they can do real harm without

being damaged).

He sends a single Hawk to kidnap someone (a boy or a girl, a woman or some other person), and will

demand a ransom (usually between 1d6x100 cp worth). If the ransom isn’t paid, he uses the poor sod

to create another Hawkman.

Finally, if he wants to make an example, he sends a flock of Hawks, with large pots of Fires of Death

in their claws. The pots are filled with a mixture of oil and other alchemical components, and each

creates a ball of fire in a LBT dealing 3d6 damage, Heavy Weapon, +2 to the Spreading fire roll.

In very special situations he’ll send a party of Hawkmen, his new secret weapon.

The Reluctant Bride


Rank: Novice want, but not many people, my Lord doesn’t
Starts in: Tyland Mills believe in excessive feasting. What he does
believe in is proper recognition of his rights,
The heroes are in Tyland Mills so I tell you that we expect Tyland Mills’
minding their own business when a emissary to bring him his due taxes, which
strange delegation arrives. It is a party of amount to… (looks at a dirty scroll)… five
five riders, with unpleasant faces. Four of thousand coppers, or equivalent. Otherwise
them are clearly mercenaries, members of Lady Marian could be… indisposed (gives a
the Steel Eagles, while the fifth is a lanky, cold stare).”
unclean fellow, wearing a tabard with Lord
Korab’s colors. He is Twistle, Lord Korab’s This said, Twistle goes to the Mill,
cupbearer (his factotum). where he makes a similar speech to old
If one of the heroes is the Sheriff, and his Ventur, the constable of the Mill Lady’s
Reputation is 3 or more, Twistle goes directly servants. He asks for the bride’s dress, and
to them, otherwise he goes to “Sprinkle” all the lady’s jewels, too.
Prigg’s shop and talks to the Mayor. Ventur nearly has an apoplectic stroke,
His speech is plain and simple and he but complies, and, if the emissaries are left
doesn’t even dismount to make it. to their own devices, they return to the
Weeping Castle.
“Our Lord Korab wants to inform you that If they are attacked, Twistle tries to
Lady Marian of Tyland Mills has joyously escape as best as he can, but doesn’t show
agreed to marry him. The marriage will be his true nature unless forced to.
celebrated a week from today. You can send (E) Steel Eagle Mercenary (4). See
emissaries to witness the ceremony, if you page 301.

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(WC) Twistle the Cupbearer (1). Use events of the marriage are described . The
the Wererat Profile, see page 312. locations refer to the Weeping Castle.
What Happened Before. Ten days The Marriage. If nobody acts to
ago, Lady Marian went visiting Lord interrupt the flow of the events, this is
Korab, very pissed off with the frequent what happens.
“incidents” his mercenaries were causing to Day 14 – Midday. The guests reach
her people. She hoped to instill some good the Weeping Castle. They are two of the
sense in the fat lord’s mind, but instead Elders of Stone Bridge, Miller and Valturn
Korab imprisoned her and sent word back (Jorus arrives later, see below) and the
to the village that they “fell in love and Mighty Zum, envoy of the Goblin King,
were discussing their engagement”, a story with his bodyguards, as well as the heroes
nobody believed. In truth Korab tried in or any other envoys from Tyland Mills.
every way to persuade Lady Marian to The Goblins are put in Area 2G, while the
marry him, but, having failed, he decided Elders are placed in the guest room in Area
to simply force her to accept the marriage, 12. If the heroes are attending, and their
so he’ll become the lord of all the forest. Reputation is 3 or more, they will share
What to Do Now. The word of Lord quarters with the Elders, otherwise they
Korab’s ultimatum spreads quickly and will be hosted in the stables 8A (which is
before sunrise, three people gather with clearly an insult). Any demand to see the
the heroes to discuss what to do: “Sprinkle” bride will be refused.
Prigg the Mayor, Ventur the Orderly and (E) Village Elders (2). Use the
Theod of the Steads. Commoner Profile. See page 268.
Their positions are as follows: (WC) Mighty Zum (1). Use the Tyland
The Mayor is convinced they have to Goblin Champion Profile. See page 306.
pay tribute to save the Lady. The problem (E) Goblin Guards (4). Use the Tyland
is that the Mayor can raise no more than Goblin Profile. One of them is Boz, the
1000 + 2d6x100 cp in five days (two days goblin of the River Caverns, if he is still
are needed to reach the Weeping Castle). alive. See page 305.
Ventur doesn’t want to comply, and Day 14 – Evening. A banquet is
wants to rise an army and tear down the held in the Great Hall (Area 18) with all
Weeping Castle. He asks the Sheriff to the personalities of the castle and Lord
summon the levy. (Secretly, Ventur also Korab present. The only person missing
sends a message to Red the Bandit, telling is the bride who “sends her apologies but
him of his half-sister’s situation. The old doesn’t feel too well, probably from being
fool hopes that not only will Red help her, overjoyed about the marriage.” This is the
but that the two will become reconciled). moment when the taxes must be given to
Theod of the Steads doesn’t want to pay, the lord, as “wedding gifts”. The goblins
and clearly says the people of the Stead bring a sack of unpolished gems and the
won’t answer a call for the levy, because Elders of Stone Bridge a coffer of coins plus
they don’t want a war. He and Ventur start thirty sacks of grain and fifteen barrels of
quarrelling. He proposes someone (the wine and beer. If the heroes have gifts
heroes) should try to free Lady Marian. too and deliver them they are graciously
What happens next is left to the players: received, if they haven’t they must talk
probably they’ll go to the marriage, as very fast (Social Conflict or good role
Tyland Mills’ envoys. Below, the main play), otherwise they will be thrown in jail

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in Area 29A. The lord will decide their fate Day 17 – Morning. The marriage is
after the marriage: he will probably have now official, after the wedding night.
them publicly flogged by Tiny the Ogre During the night, Lady Marian rebels
(Area 27) and then release one of them, to against her new husband and is thrown
go fetch the needed money, otherwise the in a cell again (where she remains). The
others will be beheaded after a week. guests are discharged and can return to
Day 15 – Morning. Very early, Lady their homes.
Marian is brought out of her cell in 29E and Freeing Lady Marian. The timeline
brought to Acatarina’s quarters (Area 36), above shows what happens if nobody
where the Lord’s lover personally ensures intervenes. If the heroes want to free the
she is properly cleaned and groomed for Lady the best moment is probably the
the ceremony. Meantime in the inner night of Day 15, or some days after the
court (Area 8) a great table is prepared marriage, but in this case the wedding is
for the banquet. Lord Korab is very already complete and Lord Korab’s claims
upset, because the priest in charge of the on the forest territories are now stronger.
marriage, Jorus the Blind, priest of Kaavor, To check if the heroes manage to free
(the third Elder of Stone Bridge) hasn’t the Mill Lady without being noticed
yet arrived. Jorus arrives a few moments you can use this simple abstract system:
before midday, on a donkey, escorted by every time they engage in a combat or
two young disciples. The marriage service do anything which could draw attention,
is held in the courtyard, while the weather give them an Alarm Token. Once they
suddenly turns bad. When the priest have four or more Tokens (six during the
unsheathes his sword, consecrated to the wedding night, when everybody is drunk)
Lord of the Pacts, and asks the Bride if she the alarm is given and everybody in the
willingly marries Lord Korab, a lighting castle wakes up. First, 2d6 guards will
bolt strikes in the courtyard, cleaving the come in 2d4 rounds. Sounding the horn in
old chestnut tree in the northern corner in Area 26 automatically rises the Alarm.
two, and nobody clearly hears the bride’s If the heroes manage to get away from
answer. The ceremony ends hastily and the the castle with the lady without causing a
banquet is moved to the Great Hall, where lot of ruckus, remember that Lady Marian’s
the guests are very tightly crammed in. cell is checked at 6 AM on the day of the
During the banquet Jorus manages to marriage, and at 10 AM on other days.
whisper to Lady Marian, in presence of Search parties will be ready in one hour,
one of the heroes, “Don’t worry, my child, and are composed as below. The lord
the Lord of the Pacts never leaves a prayer dispatches at least six of them, going in
unanswered.” What does this mean? every direction.
Day 16 – Evening. The banquet lasts (E) Steel Eagles Mercenary (8). See
from late midday to late night, and is wild. page 301.
After 7 pm roll a d6 for each non-Wild (E) Tyland Hound (4). See page 307.
Card character in the castle: with a 1-2, he Jane. Jane is Red’s spy at the castle. Her
or she is drunk. At dusk the Lord, escorting role can be double: if the heroes approach
his new bride, retires to his quarters for the her in any manner (for example during
wedding night. Acatarina discreetly goes the banquet or to save her from unwanted
to the quarters of Captain Stoneface, Area attention from the soldiers), she agrees to
7A, and spends the night there. help the group to free the Mill Lady, but

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she wants to come with the party. hurt. If the heroes manage to stall them
If she isn’t involved, she just observes long enough for a search party to arrive,
and, if necessary, facilitates the party’s task. a battle erupts between the mercenaries
In both cases, she sends a pigeon from and the bandits, and the adventurers can
Area 16 with a message to Red and his escape.
men, who are waiting in a hut southeast of If the heroes comply with Red’s
the castle, and they’ll set an ambush (see requests, the Mill Lady is taken away, and
below). the bandits disappear into the woods.
The Ambush. Whether the heroes From now on, Marian is held captive in
are alone or with Jane, Red and his men Red’s Hideout (see page 129).
ambush the party in a clearing, 1d4 hours (E) Red Bandit (15). See page 297.
after their escape from the castle. Red (WC) Red the Bandit Lord (1). See
shows himself, while his men stand out page 296.
from the bushes and the trees, with bows Reaching Safety. When the heroes
pointed at the party. cross the southern shore of the Dusker
river, they are safe: Theod of the Steads is
Red, a flamboyant rogue if one ever there, in company of Ventur, “Sprinkle”
existed, says: “Well well, it seems you have Prigg and a group of twenty friends and
something I want. I suggest you give her to relatives, all grizzled hunters armed with
me without questions. Otherwise…” bows, who will discourage any pursuer
and will escort the Mill Lady to safety. The
Then, addressing Lady Marian: “It is good heroes receive 1 point of Reputation - and
to see you again, little sister.” the favor of the Lady Marian, obviously.
If the Heroes Do Nothing. If the party
If Jane is with the party this is the doesn’t want to get involved, three days
moment she defects and joins the bandits. after the marriage, Red himself, with the
Note that, despite the ostentatious help of Jane, sneaks into the Weeping
security of the bandit lord, he won’t Castle’s dungeons and frees the Mill Lady,
order his men to shoot, after all he is still taking her to his hideout.
attached to his sister and doesn’t want her

The Ring of Command


Rank: Seasoned melded with her! The King was very upset,
Starts in: Theod’s Stead or when meeting and wanted to have the “thief ” killed,
Galen son of Theod somewhere (see but Blitzkit discovered she can use the
Encounters) fragment as a compass to locate the other
two. So she convinced the King to let her
Background. Recently Blitzkit, the sole retrieve the pieces for him. The nearest
female goblin champion, became the lover one was in the Shrine of Beethania (see
of the Goblin King. Having access to his Locations), and Blitzkit headed there with
Majesty’s bedroom, the woman casually a host of warriors.
touched the First Fragment of the Ring of Meanwhile, Galen, youngest son
Command kept there by the King, which of Theod, lost a kid in the woods. The

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The Ring of Command

boy ended up in Beethania’s Shrine (see Taurus is a charming fellow, he plays


Locations) where he found his goat. When the bagpipes in an almost magical way and
he was leaving, he saw a strange thing at the knows a lot of stories and conjuring tricks.
feet of Beethania’s statue, a piece of stone The Hexenhoof ’s plan is to help the heroes
with a gem set in it! Curious, he picked it and Galen to remake the Ring, and then
up; unbeknownst to him it was the Second to steal it when it is whole. During supper,
Fragment of the Ring of Command, which the heroes notice Taurus behaves strangely
melded with the flesh of his hand! in front of salt. Galen spills a cup of it and
But he was even more scared when he Taurus licks it up, casually, until it is all
discovered he was not alone in the ruins: finished (it is a hint of his weakness and
Blitzkit arrived at that very moment, and of his true nature). The party, if they want,
was very upset she’d missed her goal by can find more salt at the Stead or in any
mere moments. town.
Using the newfound powers of the Night Attack. During the night, one of
Fragment, Galen managed to escape the the heroes sees Galen sneaking out of his
goblin, fleeing home (Theod’s Stead). The quarters to speak in private to Grandma
young boy is pretty sure he has made a Nuna, the eldest woman of the Stead and
mess, but he doesn’t intend to tell anyone a very wise healer, to have the Fragment
of the magical thing in his hand, at least removed.
until he finds a way to get rid of it. But the midwife knows nothing about
By picking up the Fragment, Galen it, and can only suggest the boy prays to
sets a number of things in motion: Lord Myrthala or finds Vendra the Witch.
Wynterlyr feels the Ring is stirring again While the boy is getting counsel, Blitzkit
and sends his best servant, the Hexenhoof, and her goblins assault the Stead! They are
to find it. divided into two groups: the first assaults
It the same way, the three Priestesses the stable, but this is only a diversion while
of the Crawler have a visitation from their Blitzkit and some chosen warriors try to
dark god, and one of them (Nadia) gathers kidnap the boy. The heroes must save him
a band of Lurkers and moves toward (and eventually discover Galen’s secret, the
Theod’s Stead. Fragment sealed in his hand).
Hosts of Theod. The heroes are visiting (WC) Blitzkit the Terrible (1). See
Theod’s Stead on the evening of the day page 265.
Galen finds the Fragment. Maybe they are (WC) Buttoh the Ogre (1). Use the
there on another quest, or simply passing Ogre of Ventar Profile. See page 291.
by. Whatever the reason, the laws of the (E) Mine Gecko (5). See page 289.
hospitality are sacred for Theod, and he (E) Tyland Goblin (16). Half of them
invites them for supper and to stay the are armed with bows and fire arrows. Four
night. Theod is very proud of his sons and of them are riding Mine Geckos. See page
daughters, all except for young Galen, who is 305.
late, having lost a goat. When the youngster The Vision. After the battle, Galen
shows up, breathless and sweaty, his father cannot hide his secret anymore: the
is going to scold him, but the arrival of a fragment in his hand is clearly visible. If
second guest distracts him: a wandering the heroes have already seen it in pictures,
bard, called Taurus the Redgoat (in truth this on statues or similar, they recognize the
is the Hexenhoof in disguise, see above). piece of the Ring of Command for what

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it is, otherwise Redgoat, who continues Showdown at the Ruins of Veltigar.


to pose as a bard, tells the heroes what it The heroes must explore the Ruins of
really is. Veltigar to find the third fragment of the
Galen (and his family) want only one Ring of Command, currently possessing
thing: to get rid of it, but no cure or healing a Shadow Beast (see Locations, page 118).
magic the characters possess works. At this Once they have defeated the creature and
point something strange happens. in are possession of the Third Fragment, a
voice is heard.
Suddenly, Galen’s hand opens, as if
guided by an external will, and you see a “Well, well, now that you’ve done all the
translucent apparition hovering over it. It work, give me the Fragments and I’ll let
is a palace of some sort, with an unknown you live!”
architecture, surrounded by tall trees. The
vision is perfect in every detail. It is Blitzkit speaking, with her band of
goblins.
The palace, as any elf character can
recognize, is elven-built. And it is peculiar, She smiles evilly, but her happiness is short-
because no elf dwells there. lived, because another voice is heard.

“This is not right,” Redgoat shakes his head, “The little runt is right, except for one
twisting his beard. “There are stories an thing: give me all the fragments, and my
elven palace of some type exists, north of master will reward you handsomely.”
the Dusker River, not far away from the From the opposite side, another group
Weeping Castle. When the elves went away, of creatures appears: Lurkers, guided
many centuries ago, they hid it from mortal by a shrouded figure you recognize; it is
eyes, and left it well protected. It was called the same person who sacrificed Sheriff
Veltigar.” Tystamere in the River Caverns!

When the bard says this name, Galen’s Place the two groups 18” from each other,
hand moves suddenly, northward. with the heroes in the center of the ruins.
Neither group has any intention of sparing
“And it seems the Ring wants the boy to go the lives of the heroes, they only want the
there,” concludes the man. Fragments. The Priestess of the Crawler
(Nadia) stays back and flees if things go
The Road to Veltigar. The heroes badly for her group. If Taurus the Redgoat
are supposed to escort young Galen to is with the heroes, he’ll resort to using his
Veltigar. They don’t know the way, but real powers to grab the ring (or at least a
Galen can follow the directions of the fragment) and leave, if he sees the chance;
Fragment and Redgoat gladly offers to otherwise he stays in his disguise and helps
help them. He claims he wants to compose the heroes without revealing his true identity.
a poem about the quest. You can run the The goblin forces are the survivors of
travel using normal Events. Blitzkit and the previous attack (the warriors lost in the
her goblins will never be far away, but they previous encounter have been replaced),
won’t attack; they’ll wait until the party while the Cult of the Crawler is detailed
gets the third Fragment of the Ring. below.

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The Ring of Command

If the heroes manage to put all three cunning, kills her and gets the Ring.
Fragments of the Ring in Galen’s hands (or On day 45 of the campaign, he tries to
their own), it is remade (see the sidebar). subdue the Waka Nuka (draw a card: if
When this happens all surviving enemies it’s red he manages to subdue it, with a
(except the Hexenhoof) leave. black card he dies and the goblins are
(WC) Priestess of the Crawler – Nadia in turmoil for 1d4+1 weeks until a new
(1). See page 293. King arises).
(E) Lurker (8). See page 288. 3. The Hexenhoof takes the Ring, which
(E) Lurker Bodyguard (2). Use the will free Wynterlyr (see the Faerie
Lurker Profile. They are Resilient Extras. Well).
See page 288. 4. The Cult of the Crawler gets the Ring
The Hexenhoof ’s Last Trick. Once (during the final battle Sylvia wears it).
the Ring is whole, and in the hand of a 5. The heroes obtain only one or more
character, the Hexenhoof will try to take Fragments of the Ring and another
it, with guile if possible, or if not, by force. faction gets the missing part (or
The heroes have a chance to escape; they kidnaps Galen). This ends in a
see the sky change color, as the passage to stalemate and nobody gets the Ring.
their world is closing in few minutes (See
Ruins of Veltigar). If they manage to outrun
the Hexenhoof (in a Chase), they leave the
ruins just in time, before the passage to
Ventar closes. If the party has some salt, it
could be very useful in this situation. The
Hexenhoof will remain
imprisoned in Veltigar
for a while (he needs
a week to find a way
from the Faerann to
Ventar).
If the Fae’s theft
is successful,
he’ll set off

immediately
to the Faerie Well.
Outcomes. There
are various ways this tale can end:
1. The heroes make the Ring
whole again and keep it. In this
case, give them +1 Reputation.
2. Blitzkit gets the Ring. She
takes it back to the King
and tries to use it to
subdue him, but the
King is too

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The Legend of the Ring of Command

The Ring of Command was originally a piece of chitin from the head of the Crawler. Lord Wynterlyr

fought the creature and tore it off. Then, in his palace, he carved a great ring from it, which greatly

enhanced his powers (at the cost of those of the Crawler itself).

But Wynterlyr is a selfish and dangerous Fae, and his own people feared the powers the Ring

conferred on him: so, Wynterlyr’s wife Beethania stole the Ring from her husband after enthralling

him and fled. The Fae Lord woke up and chased her, so Beethania invoked the power of the Ring

to seal her husband in the Faerie Well (see page 40). To strengthen the spell, she used a condition:

Wynterlyr could not leave the well until he found the Ring of Command.

Then, to ensure that nobody could find it, she broke the ring in three pieces and ordered her hand-

maiden, the pixie Sourmilker, to hide the three pieces.

The little Fae did her best, hiding one in an ancient dwarven tomb in the Giant’s Butt Hills (the

Dwarven Tomb of Spiders), another in the forgotten elven citadel of Veltigar, which is hidden to the

eyes of mortals, and the third one in the Shrine of Beethania.

The first piece was found some months ago by Hammer the Dwarf, and is now in the hands of the

Goblin King.

The second piece was in the Shrine of Beethania till Galen stumbled into it.

The third piece is still in Veltigar, waiting to be found.

The ring’s pieces are made of stone, with a polished gem set into the second piece, the smallest one,

but also the most powerful.

Remaking the Ring of Command

When all the three Fragments of the Ring are in the hand of the same person, the Ring remakes

itself: the Fragments blend together in a flash of intense green light.

Characters in the presence of the flash must make a Spirit (-4) roll.

Extras failing it are panicked.

Wild Cards failing it are Stunned.

Every person making it is Shaken. The character who remade the Ring gains a Conviction.

Once remade, the Ring of Command turns back from stone to chitin. It is a loop a dozen inches in

diameter, with a gem in it, which looks suspiciously like an insect’s head.

See Treasures of Tyland for its powers.

228
The Trial

The Trial
Rank: Any Marius is kept in prison, in the custody of
Starts in: Tyland Mills, when the corpse of the Sheriff. The party should use this time
Jinny is found in Marius’ house to investigate and find additional evidence.
Note: this Tale supposes the heroes are the The Testimony of the Defendant.
false Sheriff and his Deputies. If they aren’t Marius is totally shocked and, apart from
you must modify this tale, or simply skip it. saying he is not the culprit, he maintains his
silence. To convince him to give his version,
The discovery of Jinny’s ill fate, although the heroes must have the deposition of John
expected, causes a strong emotional response the Fair (see “What I Saw That Night” at
in the people of Tyland Mills. Marius was page 215) and make a Persuasion (-2) roll.
part of the community, a healer to whom
many people trusted their lives and those “Yes, I admit, I saw Jinny the night she
of their loved ones. Many vocally demand disappeared, two months ago. I am, well,
an immediate hanging, but there are laws in was a close friend of her father, Thorn the
Tyland Mills, and they must be followed. Smith, and I got very close to her. She was
The Law. The Sheriff has power to make absolutely brilliant, and she trusted me.
judgements, but in cases like this one, there She called me ‘uncle’ and I was a sort of
must be a real trial. In Ventar, it works confidante to her. Jinny was going to leave,
this way: the appointed Judge chooses in secret. She loved her father, Thorn, but
an Accuser and a Defender to argue the she felt too restricted here. She wanted
cause of the defendant. They can present to hit the road and see the world. An
evidence and depositions, at the end of understandable desire, if you’d only seen
which the Judge makes a judgement. In a Tyland Mills all your life, but Jinny was
case of murder like this one, the sentence only fourteen. Too young to wander alone!
is death by beheading. That very evening, she had decided to go
Usually these roles are fulfilled by away in the dead of night, but she agreed to
priests of Kaavor, but as none are available, meet me before she went. I took her to my
those roles must fall on others. house and I put some sense in her: basically
The Judge. If the Mill Lady is present, she I told her she would cause so much grief
is the first choice, then Mayor “Sprinkle” for her father, leaving like that, and I
Prigg, then the Sheriff. convinced her to wait the next morning
The Accuser. The first choice is the and at least talk to him. She hugged me,
Sheriff (if he is not the Judge), then one of left my house and returned to the village.
his Deputies. Or at least that’s what she said she was
The Defender. One of the Sheriff ’s doing. Then I got something to drink, well,
Deputies. more than something, and the next thing I
This scenario should be played like a remember is waking up the next morning.”
legal procedural, with the heroes divided
into two groups, one as the Accuser and Marius never talked to Thorn about this,
the second as the Defender. The group he has always been convinced that Jenny
which wins the trial will get a Conviction. had simply changed her mind and went
The trial is conducted two days after away. And he didn’t want to reveal to the
the discovery of the murder, during which dwarf that he knew this and didn’t stop her.

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The Main Evidence. The main Nadia wanted to break in, kill Marius and
evidence against Marius is the body, found take Jinny, but Sylvia preferred to wait. An
in his house, plus a witness (John the Fair) hour later, Jinny came out from Marius’s
which claims to have seen the healer and house, and the two cultists kidnapped
the girl meeting not far away from Marius’ her near the village. Then they entered
house. This is an event that Marius himself Undertown from the inn, and went back
confirms. to Marius’ cellar (which the man’s didn’t
Nobody (apart her murderer, see know existed), using a secret passage. They
below) saw Jinny returning to the village. carried out the ritual murder (Marius was
Info about Marius. With some on the upper floor, but stone drunk as
Networking, the heroes can find the always and didn’t hear anything).
following information about Marius. Evidence. The Accuser really
Information with a Success. Marius hasn’t much work to do: the body and
arrived at Tyland Mills seven years ago. He John’s deposition (if they have it) are
was alone, and more or less the wreck he overwhelming evidence. The Defense
was now, too fond of the bottle, and with has a really hard time; to demonstrate
a harsh temper. At the same time, Thorn Marius’ innocence, they can work on
and his little girl arrived, and the two demonstrating the fact that Jinny left her
foreigners, sharing a love of a good drink, “uncle’s” house that night: for example,
became friends. Marius was particularly her backpack wasn’t found in Marius’s
skilled with herbs and in the healing arts, shack (even in the murder cellar). Where
and took up residence in an abandoned is it? And, more important, the cellar door
shack on the outskirts of the village, which seemed really unused for many years. So
belonged to the cousin of Old Olo, who how did the killer manage to get Jinny
died many years ago. inside? The answer is simple, there must
Information with a Raise. Brother another entrance to the cellar (and in fact
Horace, seeing Marius was in pain, tried there is: the secret passage to Undertown).
to get close to him, but he was harshly If the Defense finds it, Marius’ innocence
rejected and kept at a distance. The reason can be demonstrated.
is that Marius was a former priest of
Myrthala, who lost his faith during the
Necromancer’s War, due to all the things Events During the Trial
he saw, and didn’t want any help from any Day 1 – A few hours after Marius is put in
of Myrthala’s followers. jail, Thorn, armed with a great axe, tries to
What Really Happened that Night. get into the Sheriff ’s tower and kill Marius
Jinny was chosen as the first victim by Sylvia on the spot. The dwarf is totally out of his
early on; she was young and innocent, mind. The Sheriff and the Deputies must
exactly what was needed. Sylvia and Nadia stop him, hopefully without bloodshed.
were hidden under her room’s window Day 2 – A small caravan of merchants
when the girl crept out, ready to sneak arrives in the town. With them there is
inside and kidnap her in the night. When also a large group of dwarven miners.
the girl came out, they were surprised and They are Thorn’s cousins, who answered
decided to follow her. They shadowed her to Thorn’s plea to come to Tyland Mills
to the house of the drunkard, which was to help him in the search for Jinny. They
exactly where the ritual had to happen! arrive at the worst possible moment. They

230
The Trial

are guided by Ingmar Fellowthongs, the Marius, go on as follows, otherwise the


clan chief. In truth Ingmar is bringing his Stranger stays silent until the end of the
people here for another reason (see The process, when he publicly accuses the false
Legacy of the Fellowthongs Savage Tale), Sheriff, if present, or goes to confer with
and Jinny’s disappearance is only a pretext Marius, who is very surprised to meet him.
to come there. Ingmar himself, with four The Stranger. The Judge has time to
other dwarves and Thorn, visit the Sheriff ’s make his decision when the sun goes
tower, also asking for Marius. Ingmar’s down, and torches have been brought.
threats are veiled, but present. He expects The formula the Judge must recite, before
a “fair” trial the day after, where by “fair” giving the verdict, is given below. If a player
he clearly means a swift guilty verdict. character is the Judge, have him recite it.
(E) Fellowthongs Miners (19). Use the
Dwarf Tunnel Fighter Profile, see page 271. “I, [name], chosen by Kaavor Lord of the
(WC) Ingmar Fellowthongs (1). Use Pacts and his Majesty the King of Ventar
the Dwarf Tunnel Fighter Profile, adding to act as their instrument of the law, have
the Aristocrat Edge, Battle d6, Persuasion reached a decision on this trial. If someone
d6 and raising Smarts and Spirit by a die has anything to say, speak now or forever
type. See page 271. hold your peace.

Then I declare…”
The Trial
This part is the climax of the tale. The Trial A voice raises from the audience.
is hold in the plaza of the village, and is
public. Apart from the villagers and some “I have something to say, your Honor.”
Steads’ representatives, all the dwarves
are in the front row, with very angry A tall, cloaked man stands up. He is one of
expressions. the strangers who arrived yesterday with
If the players love role-play, you can the caravan of merchants. He uncovers his
have a lot of fun actually playing the trial. face, revealing a handsome man in his late
First is the turn of the Accuser, who thirties, with a big sword on his shoulder.
can call for witnesses and show evidence
till noon. “I am Adrian Whitespear, Knight of Scarlet,
Then is the turn of the Defense, who and I well know the Defendant. He served
can do the same, till late afternoon. with me during the Necromancer’s War,
Both sides can cross-examine the valiantly, as a Brother of Myrthala, saving
witnesses. my life and that of many companions
At this point both sides can make a countless times. I know he has lost his faith,
brief speech, and the Judge must take his but the Marius I knew could have never,
decision. NEVER harmed an innocent girl. I put my
If you prefer a more mechanical honor on the scales of the law in his favor.”
approach, you can handle the scene as a
Social Conflict. If the Judge is the Mayor, Knights of Scarlet are kept in very high
he has Spirit d6, while the Mill Lady has esteem in Ventar and Adrian’s plea must
d8. The Accuser receives +2 to the rolls. be considered (the Mayor will be moved
If the verdict is going to condemn easily, the Lady a little less).

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Savage Tales

An Unexpected Revelation. Before Sheriff behaved well in his role and the
going one, if one of the heroes is playing real Thaddeus received a proper burial.
the fake Sheriff, Adrian adds. Depending on the role of the heroes in
Thaddeus’ demise, Adrian can become
“And well also I know the Sheriff of Tyland an ally (or even be used as a replacement
Mills. I met him many times at court, the character for a dead hero) or an enemy.
last not more than three months ago. And Jinny’s Funeral. The customary burial
the man at your side, lady, is not Thaddeus in Tyland Forest is to put the corpse on a
Tystamere!” raft and send it to the Gorge, but dwarves
follow a different custom. Thorn, with the
The revelation shocks everybody help of his fellow dwarves, makes a pyre
present (see The Sheriff Revealed box). for Jinny which burns all night, watched
When the consequences of this act are over by grieving dwarves. At dawn, her
clear, Adrian continues speaking. ashes are gathered and interred in a small
mound built outside the town. Surprisingly,
“I humbly suggest, honorable Judge, Marius steps in and asks Myrthala, in a
to reconsider all the evidence, before very emotive prayer, to welcome the soul
sentencing this man. He was decorated by of the poor girl. Thorn and Marius hug,
the King himself for his deeds in the war.” and in time they will be friends again.
Ingmar Fellowthongs decides to “stay for
If the Judge is an NPC, he then decides a while in case his cousin Thorn needs
to state the verdict, but to suspend the anything”. He and his people make a small
sentence (remember to reward the Accuser camp outside the town.
or the Defense with Conviction). At this (WC) Sir Adrian Whitespear (1). Use
point, if the heroes re-examine the cellar of the Knight of Scarlet Profile. see page 284.
Marius’ house, they find the secret passage
leading to the Undertown. Discovering the
passage is sufficient evidence to drop the
accusations against Marius. The former
priest begrudgingly thanks the hero, if
necessary, and in the end he will make
peace with Thorn (see below).
The Reasons for Adrian’s Presence.
Adrian and Thaddeus Tystamere were
close friends, while for many years he hasn’t
seen Marius, who he was the Brother of his
company during the war (in this sense the
knight’s presence is a coincidence).
Adrian came down to Tyland Mills to
check how his friend’s new job is going.
If he discovers Thaddeus is dead, he is
shocked, and won’t leave this place till
he clears everything up. He is very angry
that someone took Thaddeus’s name, but
can understand it, especially if the fake

232
One Eye’s Last Breath

The Sheriff Revealed

This moment can be one of the climaxes of the campaign: apart from losing his Reputation, if the

Sheriff’s real identity is unmasked, the person in charge of the town at the time can take one of the

following harsh decisions (in order of descending severity):

1. The Sheriff and his deputies are arrested and tried (if their previous Reputation was 2 or less).

They are confined in the cell with the secret passage in the Sheriff’s Tower (Area 4 of Tyland

Mills), so they have a chance to escape through Undertown.

2. The Sheriff is demoted, as are his deputies. He must return the Sheriff’s Sword and Badge. The

role of Sheriff is offered to Sir Adrian, who accepts it, in the interim. The former Sheriff must

abandon the Tower. Maybe someone needs a private guard and employs him and his friends?

3. The Sheriff proves that yes, he was an impostor, but he did his job well. He loses his Reputa-

tion, but remains in charge.

In addition, you should role-play the change of attitude of the people of the village; their real friends

stand by them and support them, while the others will be quick to turn their backs.

One Eye’s Last Breath


Rank: Novice The adventurers should help him,
Starts in: Any wild area defeating his enemies (if they are
intelligent, they flee after losing half of
The heroes, while in a wild area, find a their forces).
lone bandit, fighting for his life against one Then they can help the bandit, a rough
of these enemies (draw a card and check fellow with a missing eye. One Eye, for
the table below): this is his name, is in a desperate state and
is going to die soon (1d3+1 days, keep it
One Eye’s Enemies Table secret). Only the healing Power with the
Card Suit Enemy Greater Healing modifier can save him
(E) Tyland Goblin (6). See (in this case he will slip away as soon as
Clubs
page 305. possible).
(E) Steel Eagles Mercenary (4). If the heroes cannot cure him, One Eye
Diamonds
See page 301. will ask a favor of them: to take him to the
(E) Red’s Bandit (4). See page temple of Kaavor in Stone Bridge. His wife,
Hearts
297. Varia, was buried in the small graveyard
(E) Lurker (3). See page 288.
behind it and he wants to see her grave
Spades (E) Vaarathi Lizard (1). See
before dying. One Eye is a bad guy and he
page 309.
knows it (he is part of Red’s band after all)
Joker (WC) Big One. See page 264.
and although he won’t rat out his buddies
Before the real fight can begin, One Eye he can reveal where he hid his treasure
is stabbed in the back and falls down. (largely pilfered from the communal loot

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Savage Tales

of the bandits) in exchange, but only if he till they reach the treasure site then attack
reaches the destination alive. The stash is the party with reinforcements (double
concealed in the River Caverns, in Area their starting number and add a Wild Card
17, buried under the painting of a man chief, apart from the Big One).
with a golden cup. Complication – Bounty. There is a
Below you can find some complications sizeable bounty on One Eye’s head, offered
to spice up the story. by the Mill Lady of Tyland Mills: 500 cp. A
Complication – Old Grudges. One strong adventurer (for example Freya the
Eye’s Enemies attacked him because they Slayer) is looking for him. And his treasure
are looking for the treasure too (except too. Or the heroes themselves could decide
the Big One, which simply holds a grudge that the right thing to do is bring him to
against him). They will shadow the party justice…

Red Fox’s Treasure


Rank: Seasoned The same night the Hands of Kaavor
Starts in: The Weeping Castle or Stone arrived in Stone Bridge to capture him:
Bridge Red Fox tried to escape, but a Justicar
killed him with a stab in the back from his
What Happened Before. Red Fox was magical sword, Steelgaze (see page 321).
a famous thief, who made a number of That man, called Jorus, later returned
really daring thefts across all of Ventar. to Stone Bridge, becoming the resident
Unbeknownst to everyone, he was a clan- priest; currently he is one of the few people
less dwarf, his cover activity a pawn shop in Stone Bridge to know the story of Red
in Stone Bridge. He had four children: Fox, because the events above happened
Otto, the eldest, Grom, Villa (the only forty years ago.
daughter) and Rannik, who ran the shop Of Red Fox’s offspring, the three eldest
during their father’s frequent absences continued to run the pawn shop in Stone
(officially, business trips). Bridge, but the youngest, Rannik, followed
But in the end the Justicars took interest in the footsteps of his father, becoming a
in Red Fox’s activities and tracked him to criminal and an assassin for hire, better
Stone Bridge. known as Snake.
Red Fox was a fox in many senses: His brothers, fearing becoming
nobody, except him, knew where his loot involved with crime again (and to collect
was hidden. Sensing the hounds of justice the excellent bounty on his head), sold
drawing close to him, one day at supper he him to the Justicars, who captured
said to his sons: him and imprisoned him in Kaavoras’
dungeons for twenty years. Recently he
“The road to the treasure is written under escaped and came back to Tyland Forest,
our worst enemy in this land. looking for two things: revenge and his
father’s treasure.
But beware, because to take what you Snake set up his base in Fort Ghost,
deserve, you must look at it with the right exploiting the place’s reputation for being
eyes!” haunted. During his years in prison,

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Red Fox’s Treasure

he constantly mused on his father’s last jeweler’s lenses, so he set off for Stone
words, and finally understood what “under Bridge where he plans to kill Jorus, taking
our worst enemy in this land” means: Lord his revenge on the man who killed his
Korab, who always wanted to steal the father, dispatch Otto and the other siblings
Hexenhoof Mine from the dwarves. Years who betrayed him (he doesn’t know they
before Red Fox had revealed to his sons are already dead) and take the second lens.
that there was a network of caverns under How the Heroes are Involved. This
the castle, which he discovered on one of scenario can start in many ways. If the
his missions. heroes found the rings on Villa’s and
Snake was right: Red Fox did, in fact, Grom’s bodies under Weeping Castle, and
hide a strongbox in the grotto under the recognize the engraving on them is similar
Weeping Castle (see Area 22). But the to the pawn shop’s sign, they can enter the
strongbox was protected by trap; Rannik shop and show the rings to Otto.
easily avoided this, but the box contained The dwarf pales visibly, and, if
only a map of Tyland Forest, with no clue questioned, reveals they belonged to
to the treasure’s location! his own brother and sister, and offers to
At this point the second part of Red buy them back for 500 cp, but only after
Fox’s words becomes relevant: “you must examining them with his jeweler’s lens (he
look at it with the right eyes”. This refers to is a suspicious fellow and you, as a GM,
two jeweler’s lenses he gave to his sons on should use this to introduce the item to the
their fortieth birthdays; one he gave to his players).
eldest son Otto, while the second he left to If pressed, Otto tells the party of his
the one he felt was his true heir, Rannik. siblings’ mission in the caverns, but he
Meantime in Stone Bridge, Rannik’s tries to be vague about the treasure. If he
brothers, knowing that Snake is free and feels the party is capable, he asks them for
surely looking for vengeance, decided to protection from his brother, otherwise that
leave Stone Bridge and disappear, but first very night he goes to the temple of Kaavor
they wanted to make a last effort to find and asks for protection from Jorus (who he
their father’s treasure. They too, finally, feels is responsible for the whole situation,
understood the meaning of the first line because he killed Red Fox). He offers 100
of the riddle. Villa and Grom, the younger cp per night to the party (up to 1000 in
children, ventured into the caverns under total).
the Weeping Castle (Boz the goblin spotted As an alternative, Jorus can ask the
them when they did, see page 113), but the heroes to protect Otto, if they are involved
two of them, being totally inexperienced, with him (the dwarf confessed his fears to
were killed by the monsters and the trap the priest).
on the chest. Finally, if the heroes have no
Some weeks passed and today Otto, involvement at all, one night while they
who had remained in the shop, is very are passing near the pawn shop, they can
worried about Villa’s and Grom’s fate, and hear Otto shouting while he is attacked
more than anything, he fears that Rannik (see below).
is behind their deaths and is coming for The Night of Vengeance. The very
him too. night the heroes become involved, Snake
Rannik, who did some research, decides to strike. He sneaks into the pawn
finally understood what he needs are both shop through one of the upper floor

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Savage Tales

rooms: he plans to kill first Grom (the “You, Rannik!” Otto whispers, fumbling for
most dangerous), then Villa and finally his lens.
to get rid of Otto. He finds the first two
rooms empty, so he goes to the third. “I prefer to be called Snake, these days.
The scenario as written supposes Otto Twenty years your betrayal kept me in
is in his bed when the party intervenes. prison, but now I am here. For your life
Snake is near him, a wicked dagger in his and for that!” He points toward the lens.
hand.
This is a good point to let the heroes
“After all these years, brother mine, we intervene.
meet again!” Snake says, an evil smile on Snake is excellently prepared: he slows
the face. down the heroes with his barrier potion,
then he changes his plan for his brother

236
Red Fox’s Treasure

and decides to stun him with his knockout If it seems the heroes are going to
darts and kidnap him. capture Rannik, he tries to escape, but he
Or at least, he tries. leaves Red Fox’s map and his lens in Area
The outcome of the combat could be: 13.
1. Otto is killed and Snake gets Otto’s The Secret of Red Fox’s Map. Once
lens. Snake has everything now. The the heroes (or Snake) have the map and
only way the heroes have to understand the two lenses, Otto’s and Rannik’s, they
what is happening is through Jorus (see can discover where the treasure is: the two
sidebar), who casts divination and sees lenses lock together, creating the Magical
Snake is going back to his hideout in Monocle (see Treasures of Tyland).
Fort Ghost to figure out how to use the Looking at Red Fox’s map with this
lenses. If the heroes’ don’t intervene in reveals an X on it, normally invisible. The
some way, in a week he’ll understand X is placed somewhere in the northern
how to use the lenses and goes to the outskirts of the Giant’s Butt Hills (where
treasure’s location (see below). After ten the Dwarven Tomb is placed). If the
days the treasure is retrieved and after heroes don’t discover this, Otto does, and
two weeks he sets off for other lands, immediately understands what it means.
but before that he tries to kill Jorus. He offers the heroes half of the treasure,
2. Otto is kidnapped. As above, but the if they help him to find and retrieve it (he
dwarf is kept imprisoned in Fort Ghost. will join the heroes on the mission, even if
Snake will kill him after retrieving the he is totally inept, because he doesn’t trust
treasure. them).
3. The heroes save Otto and Snake flees. The Dwarven Tomb. Once the heroes
Otto spills the beans, and asks the party find the position of the Dwarven Tomb,
to go after his brother. He suspects he is they only have to retrieve the treasure.
hiding in their father’s old lair, in Fort The journey uses the normal rules, and
Ghost. The rest is as for point 1 above. the tomb is fully detailed on page 35. If the
4. The heroes save Otto and kill Snake. heroes are very late and Rannik has at least
They have both lenses now, and the three days’ head start, pick a card from
map (which is on Snake’s body), they the action deck: with a black card, Rannik
only need to understand how to use and his eventual companions (see below)
them to locate the treasure, which they are found dead in Area 6, killed by the
can work out as in point 1 above. Ghost Spiders, and the treasure is still in
In the Den of the Snake. This part of place. If it is red, they find his companions
the scenario supposes the heroes visit Fort dead (Rannik killed them himself) and no
Ghost (if they haven’t already) and retrieve treasure: the damned dwarf found it and is
the map and the two lenses. See Fort Ghost in now far away.
Locations. If Otto was kidnapped, he is kept If the heroes are less than three days
in Area 8, with the Wild Hedgehog. Rannik behind the assassin, when they arrive
tries to capture the party and use them for his he is still in the dungeon but he hasn’t
experiments with poisons, after retrieving the found the treasure yet. One of his men is
treasure. If this happens, he leaves them under watching the door and warns him when
the guard of two Pale Goblins (Cabbage and the party arrives, so Rannik decides to
Carrots), but first gloats to the heroes, telling hide somewhere and wait for the heroes
them where the treasure is (see below). to do the dirty work. He comes out once

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Savage Tales

the treasure is found, trying to surprise difficult to spend, unless melted down. If
the heroes. If this happens he is so excited Jorus or another Justicar is involved, he
that he or one of his men triggers the trap will insist on returning it to the King (the
guarding the treasure, bringing the Ghost party will be rewarded with +2 Reputation,
Spiders! Remember that only characters in this case). As a side note, remember
capable of seeing the invisible are capable that Red Fox’s treasure is really big, and
of seeing the attackers, so this is likely to becomes even bigger in the minds of
be a massacre, and the heroes should take greedy people; expect many forces (Lord
a chest or two and escape. Korab, Stoneface, the Goblin King, Red,
Finally, if Rannik is already dead, they Ingmar Fellowthongs) to be interested in
only have to deal with the dangers of the it.
Dwarven Tomb. In any case, if the party defeats Rannik
Rannik’s Sidekicks. The dwarven and finds the treasure (even if they don’t
assassin prefers working alone, but if get it), they should be rewarded with a
he feels he is outgunned by the party Conviction.
he finds some backup among his shady (WC) Grum (1). Use the Ogre of
connections: he calls for Grum, a heavy Ventar Profile, raising Fighting by one die
hitter ogre, and Tongue, a former Steel type and adding the One Eye Hindrance.
Eagles mercenary who is also a wererat. See page 291.
They are bad guys but they don’t trust each (WC) Tongue (1). Use the Wererat
other (in fact Rannik plans to kill them at Profile, raising Fighting by one die type
the end of the mission). and adding the First Strike Edge. See page
Rewards. Red Fox’s treasure is the 312.
biggest in the area, with enough money (WC) Rannik the Snake (1). See page
to make a man rich for life, but it is very 295.
difficult for the party to get all of it. In (E) Otto (1). Use the Commoner
particular, the golden ingots were stolen Profile, adding Legends and Lore d8. See
from King Ventar’s treasure, and are page 268.

GM Tip: Involving Jorus the Blind

The blind priest is a minor character in this story but can be useful in a number of situations:

1. If the heroes are stuck, he can cast divination or give them some hints about what is happening.

2. Snake hates him as much as his own brothers. He’ll take serious risks to kill him.

3. Jorus feels a little guilty about what he did to Red Fox, so he’ll try to help Otto as best he can.

4. Once the treasure is found, he points out that most of these riches were stolen. Maybe the heroes should give

them back? (This is a good test for an aspiring Justicar).

238
Red Fox’s Treasure

The End
“And so the Story is Told,
Pick up the oar, Check the Hull
The River Lies Before Us”
- Boater song

With The Final Sacrifice Savage Tale and (hopefully) victory over the Crawler, the
campaign officially ends.
If the Crawler was actually killed, its shadow ceases to haunt Tyland, otherwise it
will come back two hundred years from today, when the stars will be right and the three
Priestesses are reincarnated again. But this should not be a problem for your heroes (maybe
one for their descendants).
Ending the main plot doesn’t mean you must stop venturing in the Forest of Tyland: the
characters are now true heroes, with a Stronghold (or more than one), responsibilities and
a cast of extras and allies they are invested in.
Probably they have only explored some of the dungeons and locations of the area, and
now, with a new political asset, things are going to change again.
Will Red be a good and faithful brother to Lady Marian?
Who will take the Weeping Castle after Lord Korab?
What about the Hexenhoof Mine? Will the Fellowthongs dwarves take it or will they
have to fight the goblins for it?
And Lord Wynterlyr? Now that the Ring of Command is remade, won’t he try to
obtain it?
This and many other questions can leave you room for a second (or even a third)
campaign in the Forest of Tyland.

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240
Rumors of Tyland

Rumors of Tyland
“I won’t tell anyone!”
- Widow Gimilkina of Tyland Mills

You can use this table for wild rumors the characters hear from various NPCs. Draw a
card and check the results below, starting from the first column. If a card has already been
used, go to the second column.
Be ready to “refill” it during the campaign, but consider that rumors can be reported
by more than one person, so it is fine to have several NPCs passing on the same gossip.
Card Rumor 1 Rumor 2 Rumor 3
“The greatest mage in all
the forest? Well, today that
“The witch in the northern
“Have you ever heard of the is Vendra the Witch, as
woods, Vendra, is evil.
Six Holed Flute? Stories say everybody knows. But in the
2 She cursed Thom’s fields
you can enthrall bees and past there was that mage,
and they became barren!”
insects of any kind with it!” Gotran the Warden Seer, who
(False)
lived in the dwarven mine…”
(True)
“Marius the Black was a
priest of Myrthala before
“If you find yourself in a
losing his faith. Now he “A friend of my cousin Brett
yellow fog, look around, look
is only a drunkard, doing saw six goblins riding a giant
3 around carefully: it means Fae
strange things in his lizard!"
have hidden a pot full of gold
isolated house outside the (True)
nearby!” (False)
town. Man, is he creepy.”
(True/False)
“Once I found a bush of Goat
“That damned Red! He
“There is a dragon sleeping Berries and ate plenty of
robbed at least ten merchants
under the Giant’s Butt them. I’ll never do that again;
4 in the last three months! He
Hills. Better not to rouse I shat in my pants for three
must be filthy rich by now!”
it…” (False) days! Only goats can eat that
(True)
stuff!” (True)
“I heard one of the few things
“That cupbearer of Lord that can kill a King of Faerie
“I saw it! A werewolf!
Korab’s? I saw him talking to is ‘the spear of a living tree’.
5 Running in the woods! I
a rat, no kidding! Man, is he What is it supposed to mean?
swear, I was sober!” (True)
mad!” (True) All trees are alive, after all.”
(False)
“An enormous goat with
“The wild apples in the
hooves of fire made Bertram’s “If you make a Fae laugh,
garden of the Old Temple
6 sheep pregnant! Yes, it you enslave it, did you know
are magical! Magical!”
happened in Stone Bridge!” that?” (False)
(True)
(False)

240
Rumors of Tyland

“A friend of mine once fell in


“I saw Lord Korab’s lover
a Nyrathi Bee Hive and found “There is a weeping statue
at the weekly market
a pool of golden jelly. He ate in the woods around the Fae
7 in the castle. She had a
it all, it was yummy. Three Well, whose tears can turn a
madwoman’s eyes!” (True/
days later he dropped dead.” man to stone.” (False)
False)
(False)
“I heard Ginestra, the wife
“My brother went fishing
of the tavern keeper of Stone
in the Gorge, once. And he
“I heard the Old Temple Bridge, is a real beauty and
heard our mother’s voice from
8 hides a great treasure, but with a penchant with gallant
the water. She died two years
it is cursed!” (False) studs with fat purses, if you
before! That lake is haunted!”
understand what I mean…”
(True/False)
(False)
"Last year the Festival of
Bees was tremendous:
someone brought a seriously “Fort Ghost is a cursed place:
“Have you ever heard the
drugged cake. You missed the apart from the foul battlefield,
legend of the Black Whip?
spectacle of Widow Gimilkina the ghost of the Headless
9 That cursed artifact can
and the Mayor dancing Knight haunts it, wielding the
melt your flesh into a
naked! Nobody ever found Black Sword!”
reddish goo!” (True)
out who brought that cake!" (True)
(True: Heads-or-Tails brought
the cake)
“My grandpa always told me
“In the woods dwells a master
“Do you know there is a not to go hunting around the
archer who made a pact with
10 treasure in the old tower of Gorge. There are the ruins of
Fae to make enchanted bows.”
Stone Bridge?” (True) an ancient city there, they’re
(False)
cursed!” (True)
“There is an Ogre asking
riddles of travelers on the “I heard there is an ancient
“There is an ancient Tower, in
road to the Hexenhoof tomb in the Giant’s Butt Hills,
J the Twins, where giant hawks
Mine. I don’t know the full of treasures, but guarded
make their nest.” (True)
riddle, but I heard the by a deadly trap!” (True)
answer is ‘light’”. (False)
“My grandma gave me
this amulet, which can “There is an enchanted palace “One night I camped under
enchant any kind of spider. in the thick of the woods a big tree, in the west woods,
Q No, I won’t sell it, it is a northwest of the Weeping and the tree, during the night,
keepsake, well… not for Castle, that can be seen only he spoke, he was dreaming!”
less than 200 cp, at least…” on certain nights” (True) (True)
(False)
“Red the Bandit and “Have you heard the tale of
“Ventur the Orderly and
the Mill Lady are half- Baros, the Betrayer Knight,
Theod of the Steads are
siblings. He was born to a who Tyland came to save
K plotting to take the place of
washerwoman the old Mill and was forced to kill? It is a
the Mill Lady, I am sure!”
Lord visited frequently.” sad but interesting legend!”
(False)
(True) (True)
Joker Reveal the position of a Location of GM’s choice

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242

Encounters
“And so Sir Tyland Said:
‘Thou, Giant, Art Big and Strong
But I’ll Make Your Head Bong!’”
-The Drunken Knight, anonymous song

This chapter includes the Encounters available in the Tyland Woods region.
Encounters happen when a club card is dealt during movement on the region map.
Simply consider the value of the card and check the table below, using the first available
column.
The table has three columns because when an encounter happens, unless it is marked
with Repeatable (R), it can’t happen again, so you must check the encounter in the next
available column. If an entire line is used up you can use the first available encounter on
the next row or simply rule that nothing happens.
In total, there are 45 Encounters, which is a goodly number, but feel free to add new
entries of your own to replaced the used ones.
Encounters, except for those triggering a Savage Tale, are deliberately very sketchy, so
that you can tailor them as you feel best. Note that an Encounter with monsters need
not necessarily be hostile. In the true spirit of the Old School, we suggest you roll on the
Reaction Table in Savage Worlds (without any Persuasion modifier) to set the starting
attitude of creatures. Encounters happen at a distance of 2d4x10 yards (the roll can ace) in
the wilderness. Double or triple the distance in areas with good visibility (for example on
roads or on a hilltop).
[R] Repeatable. This event can happen multiple times, but is only repeated only after
all the encounters on the same line have already happened.

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Red Fox’s Treasure

Encounters Table
Card Encounter #1 Encounter #2 Encounter #3
Abandoned Cart/Barge.
Gecko Amok! A Mine Wandering Knight. If met near It lies wrecked somewhere.
Gecko has escaped from the a river or a road, he'll challenge A useful item can be found
2 Hexenhoof Mine and is hunted a character to a duel (first blood) on it. Clubs: Smith Tools,
by 1d6 Goblins who must take before allowing passage. Use the diamonds: 2 Ropes, hearts:
him back. Knight of Scarlet Profile. Lantern and 1d4 Flasks of
Oil, spades: Crowbar.
Bandits Assault Savage Tale
Tyland Hounds. 1d4+2, led by a
[R]. Victim: Sister Victoria the
3 pack leader (raise Strength and Stead [R]. See Locations.
first time, Torius the Merchant
Vigor by one die type).
the second.
Taurus the Redgoat. He is
Small Goblin Band [R]. 2d4
4 Giant Ferrets. 2d4 of them. the Hexenhoof disguised as a
Tyland Goblins
wandering bard.
Half-Eaten Animal Carcass [R]. Dwarf Tunnel Fighters:
Bandits Assault Savage Tale
black card – it was killed by the Big a group of 2d4. After The
[R]. Victim: Vendrolio the
5 One, red card – it was killed by John Trial Savage Tale they are
Smart the first time, Squire
the Fair in werewolf form members of the Fellowthongs
Ventor the second.
Clan.
Silverleaf Willow. An
Curios Pixie. Unless previously infusion made with the
6 Stead [R]. See Locations. killed, it is Whistlercow the Pixie leaves removes a level of
(see page 292). Fatigue (Healing or Survival
roll to know).
Yellow Fog [R]. A sickly,
poisonous fog, coming from
Toad Strawberries. 1d4 Rations of
Cutting Field. It persists
berries. If eaten raw, make a Spirit
in the hex for 1d6 hours.
roll, with a 1 the character loses
Wandering Peddler. A Heroes must make a Vigor
his voice and only croaks for a day.
Commoner, traveling with a roll every two hours or suffer
7 Survival (-2) or Occult roll to know
mule. He has 1d6 normal Items a level of Fatigue from the
this effect. Can be sold for 50 cp
to sell and a Rare Item. intense stench. This can lead
per Ration. It is an Ingredient of
to Exhaustion but not to
the Toads Potion (see Treasures
death. Ignore this event after
chapter)
the heroes free Cutting Field
from evil (see page 32).
Goat Berry Bush. Purple red
and very sweet, cause a terrible
dysentery (Vigor (-2) or
Digger John [R]. An old,
Fatigued for three days) in any
Curious Ferrets. A pair of Giant chatty prospector and his
8 creature except goats. Knowing
Ferrets gets curious about the party. mule. Use Commoner's
this requires a Survival (-2)
Profile. See page 268.
roll. The Iron Stomach Edge
counters this effect (they count
as 1d4 Rations).

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244
Encounters

The Madman. This dirty hermit


sees things from the future,
Nyrathi Bees. 1d4 (the roll can although in a blurred way. He can
9 Stead [R]. See Locations.
ace). Small hive within 2 hexes. tell the heroes something of what is
going to happen (and he knows of
the return of the Crawler).
Shaafi the Merchant of Dreams. He
Tyland Goblin Raiding Party is busy moving (and selling) some Vaarathi Lizards. 1d4+1 of
10 [R]. 2d6+2, if ten or more they smoke weed to people. Escorted these beasts, only if there is
are led by a Goblin Champion. by two of Red’s Bandits. See Red’s water nearby.
Hideout, Area 7.
Steel Eagles Mercenaries [R]. Spiders of Tyland: 1d4+1
J Stead [R]. See Locations
2d6+2 of them led by a Veteran of them
Lost Livestock. A goat, sheep Skeleton Warriors [2d4]. Hidden Swamp Leeches [R]: 2d4 of
Q
or cow, which got lost. in a small graveyard or ruin. them (only near water)
Servants of the Sky Lord [R].
Bandit Assault Savage Tale
The heroes are attacked by Zomp and Zamp, Ogre Twins.
[R]. Victim: Mirdano the Fat
K 1d4+1 Hawks of the Twins. Two Ogres, hunting or looking for
the first time, the heroes the
This can trigger The Lord of something.
second.
the Skies Savage Tale.
Galen Son of Theod [R]. The
first time he is met, he triggers
Chestnuts Trove. 1d4 Rations of Hakwmen. 1d4+2 on a
A The Ring of Command Savage
chestnuts, hidden in a tree mission for their lord.
Tale, later he is around with
his goats.
Faerie Holy Plant. if a hero
leaves an offering he receives
Bear Pit Trap. Notice (-2) roll to a Benny, if he desecrates or
Black An Old Oak. See the Bandits’
avoid falling down suffering 2d6+2, steals some of the offerings
Joker Tree Location
AP 2 damage. (three Rations), he suffers
from Bad Luck for the
current and next session.
Wounded Hawk of the
Red One-Eye’s Last Breath Savage
Lost Soul. A solitary Specter Twins. She is grounded due
Joker Tale
to an arrow in one wing.

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Red Fox’s Treasure

Treasures of Tyland
“… and because Tyland was a wise man, banded armor is a valuable find (Armor
he asked the Fae for a magical chestnut +4, Hardiness 2), which extends the
instead of a bag of gold.” Command Radius of the wearer by 50%
-Tyland and the Well of Fae, local story (if he has the Command Edge, of course).
If worn during the Battle of Tyland Mills
In this chapter, you’ll find all the special Savage Tale, it grants +1 to the Spirit rolls
treasures, recipes and magical artifacts of the defending army.
mentioned in this book.
Beacon of Light
Amulet of Askia This weapon is unique: a polished metal
This silver amulet has a crystal of Skyla mace, with a hollow head, which can be
(see TGM) set in it and the symbol of the filled with oil and set alight, providing both
Order of Magicians engraved on the back. a torch and a weapon in one object. It was
Wearing it grants +1 to opposed rolls made for Javira the Betrayer, an infamous
against mind affecting spells. In addition, dwarven heroine of the Hacnazzar Clan
with a Smarts (-2) roll the owner can (who were notoriously evil). The mace has
summon an evanescent luminescence the stats below and is filled with oil like a
from it, with the same effects as the light lantern, producing light.
Power, which lasts for 1d6 hours. The light The Beacon is considered a Torch
can be summoned only once per day. for the purposes of the Torch and Sword
Edge (but sets fire to enemies with 1-2 on
Armor of the Fellowthongs Clan the Fighting roll) and, if the wielder has
Very Heavy Armor (+4, Comfortable) of the Light Bringer Edge, it also deals +1
steel with copper inlay. A dwarf wearing damage.
it automatically gains Wild Card status,
the Aristocrat, Command, Command Type Dm. Type Cost Notes
Presence and Hold the Line! Edges, plus an Axes and Mauls
increase of one die type to Fighting, Spirit, AP 1, Durability
Strength and Vigor. It rightly belongs to 3, Light Radius
the eldest member of the Fellowthongs 4; unless the
Beacon
clan, who will do anything possible to get Str+d6 I 1200 wielder is
of Light
scared, it always
it. It is priceless, but a dwarf lord will pay
passes Snuff
up to 10000 cp for it (or swear friendship
Out Checks
forever).
Belt of the Bear
Armor of Tyland
This armor was for many years in the This belt is made of bear skin, with a buckle
hands of the Sprigg family of Tyland of bone, engraved with a stylized claw. It is
Mills. They think it belonged to the hero a relic connected to the cult of Baarathi,
Tyland Redmantle, but that is only a and with bears too, representing their
legend. Despite this, the old red-dyed primeval aspects of strength and ferocity.

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Treasures of Tyland

As a default, it grants the wearer mage staff with a successful Occult (-2)
Strength d10, so long as he carries no metal roll, granting +1 to magical damage dealt
Items (Trinkets, such as coins, flint and with spells. All these uses are considered
steel etc. don’t interfere with the powers an Activity. Alternatively, it can be sold for
of the belt) and the ability (unknown till 1000 cp to a wizard.
the moment the hero finds himself in
a suitable situation) to understand the Blacktoe’s Tools
language of bears. These smith tools consists of a hammer, a
pair of thongs and a chisel, all marked with
The Belt of the Bear Growth Table the initials “BT”. They belong to Blacktoe
Required the smith. They are Reliable tools (you can
Condition Effect
Rank freely reroll a 1 on the Repair die when
Soaking using them). For Blacktoe only, they also
three or grant +1 to Repair rolls. The bonuses only
Grants d10 Vigor,
more apply to smith-related tasks.
Novice too (only to priests
Wounds
of Baarathi)
in a single
Black Whip of the Slaver
roll
This black leather whip of Lashari
Grants the capacity
Killing to morph hands craftsmanship has survived a number of
someone into claws (Str+d6), owners and it is very old and very evil.
Seasoned Its real name is Syshinna, and is a twisted
bare- but this also causes
handed the Bloodthirsty servant of Syir, its only goal to destroy and
Hindrance. melt the living.
Grants the Berserk As a weapon, its stats are the following:
Killing a
Edge and, to priests Melee Weapons Table
Wild Card
Veteran of Baarathi only, the Type Damage Type Cost Notes
Bear single
shapechange Power
handed Special
(bear)
Magical
Black weapon,
Black Chitin and Metal Helm Whip Reach
Str+d4+1 I -
This large, imposing helm, crafted with of the 3, +2 to
Slaver Grapple
pieces of the chitin of the Crawler itself,
attacks.
grants the user +2 to resist to mind-
affecting powers, +1 to Intimidation rolls The Black Whip is a growing magical
and has Hardiness 1. It is worth 1000 cp. item with the following abilities. Note that
the Whip is inherently evil and will try
Black Crystal everything to lead its owner along the path
This strange, polished crystal was found of darkness.
on the bottom of the Gorge by Shush’Arish
the Shaman centuries ago and is imbued
with power. It can be set in a weapon to
make it magical, granting it +1 damage, or
in a suit of armor to grant it +1 Toughness;
both these uses require a Repair roll.
Otherwise a mage can try to set it in a

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Red Fox’s Treasure

Black Whip Growth Table


Required Rank Condition Effect
Used to strangle (grapple) a The Whip becomes stronger, dealing
Novice
Wild Card. Str+d4+2 damage.
The Whip can animate itself once a day (use
the Snake, Constrictor Profile from Savage
Seasoned Use the whip for torture.
Worlds core rules, adding the Construct
Special Ability).
The whip grants the puppet Power and
Use the whip to subdue Spirit/2 Power Points. It can be used to
Veteran
someone enslave (using Locked Power Points) any
creature subdued by the Whip.
The skin of the character becomes red
Use the Whip to commit mass
and rubbery (-2 To Persuasion rolls, +2
Heroic murder (killing at least 10
Toughness). After 1d6 months the owner
enemies in the same fight)
dies, his body melting into a pool of slime.

Blue Book of the Skies the Running Die, and grant +1 to Stealth
This very old grimoire contains dangerous, rolls, because they are very well padded.
forbidden magic linked to birds and to
twisting shapes. Bo’s Bow
The owner can use it to cast the beast This great elm bow is the life’s work of
friend Power (birds only) and a particular Bo the Fletcher, the best bowmaker of
type of shape change capable of merging the forest. It is a Composite Bow (see
birds and humanoids into horrible below), a unique piece. Bo never wanted
hybrids. The second power, in particular, to part with it, so seeing it around (it is
has permanent effects (without need of very recognizable) will arise a number of
spending Burned Power Points). questions.
The book also grants 10 additional Min.
Type Type Rng. Dm. ROF Cost Notes
Power Points (only for the Powers above) Str

and +1 to Occult rolls. Bo’s AP 1,


I 15/30/60 Str+d6+1 1 d6 1000
Bow Powerful
It is a very dangerous relic, in the
custody of Vendra the Witch, and worth
Charm of the Peaks
2000 cp for the purposes of a Magical
Laboratory. Recipe (-2): Peak Flower, two gems 200 cp
worth each, fragments of wood, hair of a
Boots of the Rat Fae
This battered pair of boots are made of The Charm of the Peaks is an amulet
strong and soft giant mole’s skin and were made with the Peak Flower, a very rare
enchanted by Truss Stonesting, a master plant, which, combined with the inherent
dwarven shoemaker who made them as power of Fae hair and catalyzed by the
running shoes for his son, Brepo, who won gems, creates a strong amulet against fire
the Race of the Seven Caverns with them. and cold. A person wearing it receives
They are magical, but the spell works only the constant effect of the environmental
if both of them are worn. In this case, they protection Power (limited to fire and cold,
allow the wearer to freely reroll any 1 on consider the Power cast with a success).

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Treasures of Tyland

The charm resists until the wearer, despite winning an opposed Spirit roll. Removing
its protection, suffers three or more the Collar once worn is only possible with
Wounds from fire or cold in the same a dispel Power, cast by someone of at least
attack. When this happens, it shatters. Veteran Rank. The object is worth 1000 cp
as jewelry. In the past it was used to subdue
Chitin Armor the famous Knight of Scarlet, Baros, who
Recipe (varies): Little Crawler Chitin against his will became Kur-Rah, the
pieces. champion of the Nyrathi. A character
The chitin of the Little Crawler can be holding the Shield of Tyland receives +2 to
used to craft very light and strong armor. rolls to resist the Collar’s power.
The exact number of pieces of chitin
necessary is equal to the Armor bonus of Dagger of Death
the suit you are going to make. A wicked blade made in the Lands of
So one for Light Armor (+1), two for Tombs, on the other side of the sea, this
Medium Armor (+2) and so on. Shields evil object is infused with the magic of
require one piece per point of Parry, the Necromancer. When it is found, it is
instead. a magical weapon, dealing +1 damage.
The armor is crafted with the normal Whenever the user deals a killing blow
crafting rules (see Activities in TPG, it only with it and is wounded himself, the Dagger
costs 100 cp/Armor point of additional of Death cures the owner of one Wound
materials). The armor crafted receives and gains a Death Token.
the Hardiness 1 or Well-Fitting Quality When the blade has 5 Death Tokens,
(crafter’s choice). With a raise or better, the its base damage increases by one die type
armor receives both of them. (from Str+d4 to Str+d6) and the bonus
damage increases by +1.
Cloak of the Seer When it reaches 10 Death Tokens it
This blue cloak, decorated with runes of animates and attack its owner, trying to
power, is a tool of great protection, but kill him! If he manages to defeat it, it falls
only if worn by a character with the Arcane on the ground, losing all Death Tokens,
Background (Magic) Edge. It grants +1 to and waits for a new victim (maintaining
Soak rolls by the wearer and +2 Toughness its enhanced stats).
against ranged attacks (including magical When it attacks it has Parry: 7;
ones). It belonged to Gotran the Warden Toughness: 7, Strength d10, Fighting d10,
Seer. Small -2 Size.

Collar of Domination Deader Dust


This steel collar, set with several black Recipe (-1): 30/dose cp, skull of a Wild
opals and a single fragment of chitin from Card undead, grave flowers, pinch of salt
the Crawler, is stained with old blood. and some animal dung
It is magical, granting the wearer +1 This whitish powder is the bane of
Toughness, but its magic doesn’t end there: undead creatures: it acts as the barrier
it was used by the priests of the Crawler Power, which no undead can pass, while
to dominate riotous slaves. The wearer it is unbroken. If an undead is physically
cannot attack a priest of the Crawler, who thrown over it, he suffers 4d4 damage.
can freely use the puppet Power on him by It is made with the pulverized skull

248
Red Fox’s Treasure

of an undead, the maximum quantity grants the imbiber a permanent die type
produced is equal to the Vigor or Spirit improvement in Notice. It can only be
die (whichever is higher) of the undead, used once in his life. If used twice or more,
expressed in doses. Each dose of dust can the imbiber becomes blind.
be used to create a segment of the barrier
one yard long. Engraved Plating
This round shaped plate must be built
Example. The alchemist of the party makes into a suit of Medium or Heavy Armor
Deader Dust from the body of a Nurak with a Repair roll, giving it Hardiness
(Spirit d10). He can produce up to 10 doses 1. If a spellcaster with knowledge of the
of dust (for a total cost of 30x10=300 cp). protection Power spends a BP on it (no roll
required), while the plate is worn, it also
grants the wearer +1 to Soak rolls. It is
Ebon Ring
worth 600 cp.
A silver band with a small black stone of
unknown origin set in it. Legends say the Golden Key
cursed dwarven smith Fillirian crafted A key engraved with dwarven runes. It will
it using the eye of a petrified dragon. It open any lock once, but then it will melt.
grants the wearer +1 on damage rolls and
Thievery rolls, but also makes the wearer Gotran’s Blue Glasses
hit a friend using the Innocent Bystanders These strange blue glasses have a unique
rule with 1-3 instead of a normal 1. power: the user can read the dwarven
tongue when seeing through them!
Eight Arms Stew They belonged to the wizard Gotran, the
Recipe (no roll required, but must have Warden Seer of the Hexenhoof Mines.
the Dungeon Cook Edge): Goo Gland of
an octopus, goblin nails, spices, Swamp Gotran’s Traveling Spellbook
Leech Digestive Gland This elegant blue book, closed by a golden
This really delicious stew is made using lock and with a stylized silver eye on it,
the Goo Gland of a giant octopus and a belonged to the wizard Gotran, the Warden
little bit of the other ingredients and must Seer of the Hexenhoof Mines. The lock can
cook very slowly for eight hours over a be easily picked (Thievery (-2)), but failing
fire of coal (normal firewood will ruin it). the roll opens the lock and also releases a
If the recipe is followed accurately, eating small vial of black ink which ruins all the
this delicacy grants a permanent +1 to pages of the book, making it unusable. The
Toughness (up to four persons can eat it). key to open it is hidden in Area 34 of the
Serve with white wine. Hexenhoof Mine.
The book contains the following
Elixir of Supernatural Senses Powers: disguise (beast shape), speak
Recipe (-1): 300 cp of magical powders, 5 language (automatic translation), silence
vials of Ghost Spider blood, raspberries, (suppress sound area).
twelve snowflakes, a feather from a Hawk It is written in the dwarven tongue.
of the Twins
This magical potion, which must be
brewed upon a fire of larch and pine,

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Treasures of Tyland

Hammer of Souls Hammer of Souls Growth Table


This ancient Warhammer was made by the Required
Condition Effect
Gatekeepers one hundred years ago as a Rank
weapon to battle undead and was given to Killing a
The weapon deals
their best champions. The last owner was Novice Wild Card
Str+d6 damage.
a female Keeper named Kylia Shadowfell, Undead
The hammer deals
a companion of Tyland Redmantle, who Putting an
+1 damage, +2 if
disappeared mysteriously in the Forest of Seasoned uneasy soul
the user is a Priest
Tyland (she died in a cavern near the future to rest
of Thuul.
Cutting Field, killed by Lurkers, while she Destroying
was trying to stop them performing a The wielder
the black
necromantic ritual). receives the Holy
moss of
Warrior Edge. If
To start with, the Hammer of Souls is Veteran the Lurker
he already has it,
a magical weapon, which glows faintly Statue in
it costs one Power
(emits light like a torch) in the presence Cutting
Point less.
of undead (within Spirit x2 of the owner). Field
The hammer is slightly short-handled, The hammer’s
and deals only Str+d4 damage, but can be range extends to
6/12/24, if it misses
thrown at a Range of 3/6/12. Killing an
it returns at the end
Creatures killed by the Hammer of undead by
Any of the turn. If it hits
Souls cannot be resurrected or animated throwing
it returns if the user
as undead. the hammer
spends a Power
 Point (free for a
priest of Thuul)

Heartbreaker
This exquisite dagger of faerie make has a
hilt engraved with two intertwined snakes
(like those of the caduceus). On the blade
is written its name, Heartbreaker, while
on the hilt is carved “Break the Heart to
Overcome Death”. Both inscriptions are in
elven. Heartbreaker, when found, grants
+1 to Athletics (throwing) rolls, due to
its good balance, and buzzes when near
a Faepath. In addition, it has a single, one
use power. If used to stab a dead mortal (it
doesn’t work on elves or other immortals)
within the Golden Hour in the heart, it
automatically resurrects them. Doing this
triggers one of the dagger’s abilities.
This blade was a gift from Wynterlyr to
his beloved wife, Beethania, and for this
reason is one of the few items which can
damage the Lord of the Well.

250
Red Fox’s Treasure

Heartbreaker Growth Table sacrificing them to their rightful owner,


Required which grants the opportunity to summon it.
Condition Effect
Rank The second one is setting them in a
Use melee weapon of some sort, with a Repair
Heartbreaker
Heartbreaker roll and a cost of 100 cp (300 cp if the hero
Novice becomes a
to resurrect looks for a smith to do the job). If the roll
magical weapon.
someone.
is successful, the weapon permanently
Killing an After being
gains the ability to cast the smite Power
enemy by thrown
(halo of flame) with 5 Power Points, which
piercing his Heartbreaker
heart (called automatically recharge at every sunrise. The weapon is
Seasoned considered magical, but only when alight.
shot to returns to the
vitals) with owner's hand at Knowing this requires an Occult (-2)
a successful the beginning of roll.
throw. his next round. Alternatively, a mage can grind them to
Heartbreaker powder and drink them mixed with wine
Killing an
deals d8 to permanently gain 2 Power Points per
enemy by
additional gem.
piercing
damage when
Seasoned his heart in
hitting with raise
melee (called Faerann Bracelet
instead of d6
shot to This old bracelet of unknown metal,
(both melee and
vitals). shaped like an ivy vine, comes from the
ranged).
The owner Faerann and passed through many hands
Break the before ending up with Takk the Tanner.
permanently
heart of The wearer is very resistant to Faerann
gains +2 To
Veteran someone who
Persuasion rolls magic (he has the Improved Arcane
truly loves
and the Luck Resistance Edge, to faerie magic only) and
you.
Edge. can see through faerie glamour (illusions)
Stabbing Lord The blade gains without any need to roll.
Veteran Wynterlyr’s the No Mercy
heart and Elan Edges. Magical Monocle
The owner stops
This monocle is made by locking together
Kill a loved aging but he
Any the two jeweler’s lenses which belonged
one. permanently
to Red Fox. The lenses are made of the
loses a Benny.
crystalized eyes of Ghost Spiders, using a
Hexenhoof Gems technique known only to the dwarves of
the Kingdom of Hacnazzar.
These three gems are of an intense red, as Today one is in the possession of Otto
if fire blazes within them. They come from the pawnbroker, and the second is owned
the Faerann and are intimately linked to by Rannik the Snake. Combining them
the powerful Hexenhoof Fae. requires a Smarts (-2) roll and the same
Each of them is a Magical Component, must be done to split them again. Wearing
but they can be used in at least other two the monocle permanently grants the
ways. user the effect of the detect arcana Power
The first is by bringing them to the but causes -2 to normal Notice rolls (the
Hexenhoof Stone (see page 89) and penalty remains for two hours). Mages

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Treasures of Tyland

wearing the monocle continuously also (except Elven Soul) can use. These points
have a constant view of magical energies, don’t recharge normally: the user must
raising their maximum Power Points by bathe it in the blood of a recently killed
one per Rank. intelligent creature. The amulet recovers 2
Power Points for an Extra and 5 for a Wild
Mantle of Tyland Card.
A red cloak bearing the emblem of the So long as it has at least 1 Power Point, it
King of Ventar; stories say it was originally grants the user the capacity to see perfectly
Tyland’s cloak. Nobody knows if this is through any type of darkness, including
true or not, but if taken into battle by the magical darkness.
troops of Tyland Mills it grants +1 to Battle
and Spirit rolls. Peak Flower
This pale pearly flower is very rare and
Moss Pie precious: if eaten raw, it grants the user +2
Recipe (Smarts roll required, or the to rolls to resist heat and cold for a day. It
Dungeon Cook Edge and no roll): can also be used by a wizard or a cleric to
chestnut flour, wild berries, honey. make an environmental protection potion,
This sweetbread, made only by the without spending any Power Points.
cook of the Moss Stone Inn, is very tasty, Otherwise, it can be used to craft a
nutritious and long-lasting. Charm of the Peaks (see above).
Item Type Cost Note The value of such a flower is 300 cp.
Consumables
Rations with Purple Wine
Stack 4, long life, Recipe (Survival or Occult): Purple
Moss Pie I 40
the price is for a Algae, Red Wine (30 cp), Spices, Nyrathi
full pie (Stack 4) Honey
Stew the Purple Algae with red wine,
Necklace of Gray Feather mulling it with honey and a pinch of
An ancient silver collar, set with a blue cinnamon, and filter the result. You’ll
stone. It was a gift from one of the dwarven have a beverage (not alcoholic, because
lords of the Hexenhoof Mine (57) to repay the stewing process evaporated the spirit)
a favor, and since that day it has protected which can cancel a level of Fatigue and let
the King of the Hawks, granting him +1 a spellcaster recover 1 Power Point/Rank.
Toughness and the Improved Arcane Purple wine can be sold for up to 150 cp
Resistance Edge. The jewel is worth 2000 per dose.
cp, but to be worn by a humanoid it must
be modified with a Repair (-2) roll, on a Poacher’s Backpack
failure it loses all its powers. This cleverly made leather backpack is so
easy to carry that it allows the wearer to
Obsidian Amulet transport +1 additional Items, +2 if he has
This crude necklace, crafted by a Lurker’s the Pack Rat Edge.
hands, is made of black obsidian, and
has the Crawler’s symbol carved on it. Prospector’s Lantern
It contains 5 Power Points which any This battered lamp of dwarven make emits
character with an Arcane Background a ghostly light when lit. It works like a

252
Red Fox’s Treasure

normal lantern but has Durability 4. In the is enhancing the energy of each ritual to
hands of a priest of Thuul, it counts as a send a pulse of power capable of waking
holy symbol of the god of the death. The up the Crawler. If all the five daggers are
priest can also make the lamp recover one retrieved, if they are put in the ground,
point of Durability by expending 2 Power with the hilts placed to form the star of
Points. the Crawler, they open a door to a dark
location of the GM’s choice in the Faerann,
Ring of Command where new adventures can be found. The
This powerful relic was made from the character discovering this is rewarded with
chitin of the Crawler and enchanted by a Conviction.
Lord Wynterlyr himself.
It looks like a chitin loop, the size of Rune of Animation
a horseshoe, set with a gem which looks Recipe (-2): Skull Flower, bones of at least
suspiciously like an insect’s eye. three undead skeletons, 300 cp in silver
If returned to the Crawler, it enhances dust
its powers tremendously, as it does with By pulverizing all the components
Lord Wynterlyr. In particular, finding it is above and reducing them to fine dust,
the condition that Beethania imposed on the mage obtains a fine chalk which can
her husband to fulfill before he can leave be used to animate corpses by writing a
the Faerie Well, so the Fae Lord will do white rune on a corpse’s head (consider
anything to obtain it. this as granting 10 Power Points to be used
In the hands of a mortal, it grants for the zombie Power). Alternatively, the
powers proportionate to their stature (they mage can engrave a permanent rune on a
grow as the user advances in Rank). suit of armor, animating it. Consider the
A character with an Arcane animated armor as a Stone Guardian in his
Background, of any type, obtains the service.
Power Points Edge once per Rank, and
gains +1 to all arcane rolls to cast Powers. Sheriff ’s Sword
A character without Arcane This long sword, recently made in the
Backgrounds gains +1 Toughness and King’s smithy in Scarlet, represents
raises his Wild Die by one die type in a the office of the Sheriff. The death of
Trait of his choice per Rank. the previous owner, Sheriff Thaddeus
All users became immune to mind- Tystamere, triggered its powers, which in
affecting powers (except those of the the beginning are very weak, but they’ll
Crawler itself and the Waka Nuka, against grow over time, if the user follows the
which they have a bonus). path of the Sheriff and provides justice in
The Ring can also be used to subdue the the land. The blade’s advancement is only
Waka Nuka (see page 311). shown up to Veteran Rank, feel free to
expand it if necessary.
Ritual Daggers
These five blades, each made from a part
of the chitin of the Crawler, have inscribed
on their hilts the same star found painted
at the various murder sites. They are
magical, but in subtle way: their real goal

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Treasures of Tyland

Sheriff ’s Sword Growth Table Silver Bracers


Required A minor artifact made with a small Skyla
Condition Effect
Rank Crystal, if both Silver Bracers are worn
Assume the Magical weapon they grant a mild protective aura to the
Novice role of Sheriff
(hums when it wearer. They have Hardiness 2, which
of Ventar happens). replenishes when the user takes a Rest. An
Grants the user
Solve a elf wearing them can use their Hardiness
Low Light Vision,
Seasoned mystery of to make a soak roll using Elven Soul (+2)
but only while in
some sort) instead of Vigor. They are worth 600 cp,
his hand.
Save an innocent +1 to damage
twice that to an elf.
Seasoned
(first time) rolls.
Save an Silver Helm and Silver Spear
innocent +1 to damage These two items, of elven make, arrived in
Veteran
from false rolls. Tyland Forest during the Necromancer’s
accusations War, they belonged to the elven hero
Kill or capture Wyllian Stargaze, who died at the tavern
Can reroll any 1
Nadia, the of the Good Omen, choked by a chestnut
Veteran on the damage
murderer of (a very ignominious death). His weapons
die.
Thaddeus were quickly stolen by the other customers
Restore the
before the body grew cold. Those were
Mill Lady to Increase Battle
hard times, you know. But this act put a
Any her seat (or skill two die
curse on the items.
find another types.
rightful heir) The Silver Helm grants +1 Armor to
the wearer, but also the Overconfident
Shield of Tyland Hindrance.
This battered old shield bears the symbols The Silver Spear (of which only the
of Scarlet. Legends say it belonged to spearhead was preserved, a new shaft must
Tyland himself, in reality this was the shield be made), apart from being made of silver
of Sir Baros, his best friend. The shield has and a magical weapon, gives the wearer
Hardiness 2 and is a growing magical item. the Bloodthirsty Hindrance.
Required If both are used together, the two
Condition Effect
Rank Hindrances disappear, and the user also
Gains the Wild gains +1 to his Fighting rolls and Fear
Stand firm Die on Vigor to Checks.
to allow his Soak damage or
Novice
friends to increase the Wild Spider Cloak
escape die by one die
This violet-blue cloak is made of one of the
type.
strongest fabrics in nature: spider’s silk.
Being a
Grants the Natural The technique of its manufacture is one of
Seasoned Knight of
Leader Edge the secrets of the Hacnazzar clan. Imbued
Scarlet
Killing with magic, it has mild protective abilities
Grants the Arcane and the ability to change color, like a
Veteran Shush’Arish
Resistance Edge
the Shaman chameleon. It grants the wearer +1 Armor
(of magical nature) and +2 to Stealth rolls.

254
Red Fox’s Treasure

Silver Needle and Thread three pieces are separated, they are inert
This sewing needle, attached to a spool of (although the scepters’ octagonal ends can
silvery thread, belonged to an unknown be used to open the door of Area 11 in the
priest of the Old Temple. Once the soul of Hexenhoof Mine) and quite heavy. But
the owner is put to rest, it becomes magical: the three pieces can be linked together, by
if worn on the neck as an amulet it tingles simply screwing the two scepters into the
in presence of a secret passage (confers on nut and releasing a magical impulse into
the wearer the Adventurer’s Sense Edge). it (5 Power Points). When this happens,
It can also be used in two other ways: the pieces link into a staff, which is hard
The first is embroidering the name of and robust as if made of stone, and weighs
the wearer on a garment. The legitimate as much as if made of wood, but only for
owner (only) gains +1 Toughness when the mage who linked the pieces. The same
wearing it. process can be reversed to disassemble
The second is using it as Magical the staff. It is a powerful growing item, as
Component. shown in the table below.
Both these uses consume the magic of
item.

Six Holed Flute


A cheap looking birch flute, this odd
instrument has only six holes, so it is
(apparently) impossible to play the seventh
note with it. Made by a long forgotten Fae,
the Six Holed Flute is a relic of power. In
the hands of a skilled (or at least decent)
player, it grants the beast friend (high-
pitched tune) and puppet (hypnotic tune)
Powers, which work only against insects.
The singer uses Performance as the arcane
skill and has a number of Power Points
equal to his Performance die (so 8 with a
d8, 10 with d10 and so on). Nyrathi Bees
are particularly sensitive to this magic and
receive -2 to opposed rolls.

Staff of the Seer


This magical staff is a very powerful, and
complex, sorcerous implement, made by
Gotran the Warden Seer with the help
of the dwarves of the Hexenhoof Mines.
The staff is made of three parts: two
stone scepters, each four feet long with
one end shaped like an octagon, and the
opposite one threaded like a screw; and a
golden nut, twelve inches long. While the

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256
Treasures of Tyland

Type Dm. Min. Str Type Cost Notes


Polearms
Parry +1, Reach
1, 2 hands, Staff
Staff of the Seer Str+d6 d4 I -
Enchantments (up to 7),
Magical Weapon

Staff of the Seer Growth Table


Required Rank Condition Effect
The staff can be thrown as a ranged weapon
with Range 6/12/24, using Spellcasting.
Novice Throw the staff
After the attack, whether it hits or not, it
comes back to the hand of the owner.
Rune of Shrinking. By touching a rune on the
The owner must study the
staff 's nut and whispering a word, the staff
runes on the staff ’s nut as
transforms into a stone amulet (a necklace
Seasoned a Downtime Activity and
is required to wear it), which grants +1
succeed at an Occult (-2) roll.
to Toughness to the wearer. An action is
required to switch it back to staff form.
Restore all the three Warden
Towers in the Tyland Region The staff grants the use of the farsight and
Veteran
or become a Tower Warden darksight Powers.
(either of the two)
Restore all the three Warden
Towers in the Tyland Region
Veteran The staff grants 10 additional Power Points
or become a Tower Warden
(the other of the two)
The user gains a Wild Die in Spellcasting,
Heroic Defeat the Waka Nuka or if he already has one, he gains a second
special one, called the Staff Die.

Stone Gauntlet
unscathed, but he cannot remove the
This ancient battle gauntlet is made of a Gauntlet anymore, because it has melded
thick brownish hide (it is basilisk) and is with his flesh. The Gauntlet renders him
an artifact of some power, though a very immune to petrification, and grants one
dangerous one. A character wearing it for additional die step in Strength, but only to
the first time must make an immediate the arm wearing it. The Gauntlet can also
Vigor or Spirit (his choice) roll to avoid be used in combat, dealing Str+d4 damage
being petrified. A petrified hero can only (is considered a weapon, and a magical
be revived by the dispel or healing Power one). However, the wearer suffers -2 to all
cast with the Greater Healing Modifier, fine manipulation tasks with that hand.
both cast at Legendary Rank. In the area, The real origin of the Stone Gauntlet
only Lord Wynterlyr and Vendra the is unknown. Some say it was part of an
Witch are capable of such a feat. ancient suit of cursed armor, or that it came
Another solution could be using a dose from the Empire, beyond the mountains,
of Stone Viper poison. with the first followers of King Ventar.
If the roll is passed, the hero is

256
Red Fox’s Treasure

Sword of Woe Sword of Woe Growth Table


A long sword of ancient make, this Required
Condition Effect
blade came originally from the Kalyrian Rank
Empire and was carried to this land by a Trademark
follower of King Ventar. Since that time, Weapon (Sword
it has had a number of owners and been of Woe), if the
character also
broken and re-forged twice; the last time it Be possessed
has the Scabbard,
was engraved with a crest, the black boar of Novice by the Shade
the weapon is so
the Korab family. The blade awoke to a sort of Sir Tarkos
comfortable that
of primitive consciousness when it was in it doesn’t count
the hands of Sir Tarkos, one of the heirs of as a carried
the Korab family, an evil and ruthless man. weapon.
Then it was stolen by Tarkos’ squire, Whol Murder a
the Blonde, which used it for good, but the surrendered
blade is still tainted and totally evil. enemy or
+1 damage, +1
It is a magical weapon. torture an
Seasoned Intimidation, -1
Breaking the Sword of Woe. This isn’t innocent (can
Fame
benefit up to
easy, because evil powers defend the blade.
twice from
First you must calculate the Toughness
these actions)
of the blade, which is 8 +2 per Growth
Lead an army
advance it has. Then you can try to break into battle Battle skill raised
it, simply by beating its Toughness. Unlike Seasoned (effect is by two die types
a normal weapon, you must inflict at least applied before (up to d8)
one Wound on it plus one per advance level the battle)
it has. So, if the Sword of Woe has three Gain a Wild
growth advances, it has Toughness: 14 and Die on Vigor
Kill Lord
must be dealt 4 Wounds to be destroyed. (if an Extra), or
Veteran Arcturus
If the owner of the blade is possessed by increase it by
Korab
Sir Tarkos, he will suffer the same number one die type (if a
Wild Card).
of wounds (he can try to soak them). Note
Conquer
that the shade of Sir Tarkos, if present, will
Veteran the Weeping Command Edge
do everything possible to stop the blade’s
Castle
destruction, because breaking it also
Sir Tarkos’ shade
means killing him. disappears
If the heroes manage to destroy the forever, the
Sword of Woe and to defeat Sir Tarkos, Break the
sword’s bearer
Any sword (see
they gain a Conviction. loses all benefits,
page 107)
but gains an
Advance and a
Conviction.

The Snake
This hand crossbow is a unique piece,
made by a master artisan of Sentyne who
died before he could make any others.

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Treasures of Tyland

The weapon has the same strength as a maintained, otherwise at the first critical
crossbow, but requires only one hand and, failure it breaks. It uses custom-made
due to an ingenuous lever mechanism, has darts, a little shorter than normal crossbow
no reload time. Being a rather complex darts; they cost 5 cp each.
item, it requires at least Repair d6 to be
Type Type Range Damage ROF Min. Str Cost Notes
Penetrating, Reliable,
The Snake I 12/24/48 2d6+1 1 d6 2000
requires Repair d6+

Toad Potion Vaarathi Whip


Recipe (no roll required): 20 cp, one This peculiar weapon is made of dozens
Ration of Toad Strawberries and one of of interlocked pieces of bone. It is quite
Nyrathi Honey, Swamp Leech Digestive heavy, more a flail than a real whip, and
Gland. requires a certain strength to be used. Its
This elixir, a very sweet concoction, main purpose is keep at bay the Vaarathi
gives the imbiber the capacity to breathe Lizards, the tamed ones at least, which
underwater till the next sunrise or the next instinctively fear and respect it (the wearer
sunset (what happens first). A character receives +2 to Reaction rolls made by tame
can know the recipe of this potion with a Vaarathi Lizards while he wields such a
raise on a Survival (-2) or Occult roll (the weapon). Given the peculiar materials of
same roll made to discover the use of the which it is made, it can be enchanted like
Toad Strawberries). a wizard’s staff.

Melee Weapons Table


Type Damage Type Min Str Cost Notes
Special
Reach 1, Ignores shield parry
Vaarathi Whip Str+d6 I d8 500
bonus, Staff Enchantments

Warden Armor armor isn’t common anymore. A suit of


In the past, the heads of the Tower Warden Armor is reinforced medium
Wardens issued this reinforced leather armor (+3 instead of +2, allows carrying
armor to their best men. Today, with the two additional Items).
Wardens despised and in disgrace, such

258
Red Fox’s Treasure

Creatures and NPCs


“We bite, we smite!
They suffer, oh!
We sneer, we leer!
They suffer, oh!”

- Goblin Battle Chant, refrain

120 259 259


260
Creatures and NPCs

attack, the Abomination can try to


Abomination of Corpses
suck a character inside itself, killing
This creature is a horrible mass of corpses, him and making him part of itself. This
kept together in a roughly human shape by works as normal for Grappling, but the
the spirit of the dark moss. Inside it beats Abomination deals Str+d6 damage when it
an unholy heart, made from a single piece crushes him. If a character dies in this way,
of pulsating black moss. the Abomination immediately recovers a
Attributes: Agility d4, Smarts d4, Spirit Wound (or gains a Benny if it already has
d6, Strength d12+4, Vigor d10 all its Wounds).
Skills: Athletics d4, Fighting d6 • Fear: Any person seeing the Abomination
Pace: 5; Parry: 5; Toughness: 14 for the first time must make a Fear Check.
Edges: – • Fists: Str. Reach 3. The Abomination can
Special Abilities make two attacks per round without any
• Corpse Creature: While the penalty.
Abomination stands on or near (2” on the • Size +5 (Large): The Abomination is
battletop) a corpse it can freely absorb the made of dozens of bodies. It is sixteen feet
body to repair itself. It can make a Vigor tall and weighs more than a ton.
roll each turn, to recover one Wound with • Shambling Gait: The Abomination
a success or two with a raise. cannot run.
• Death Sucker: With a grappling • Undead: +2 Toughness; +2 to recover
from being Shaken; no additional damage
from called shots; ignores 1 point of
Wound modifiers; does not breathe or
suffer from disease or poison.
• Weakness (Moss Heart): The real force
powering the Abomination is a piece of
black, pulsating, moss, placed in the core
of the creature. Spotting it in the heat of
battle requires a Notice (-2) roll. Once
spotted, hitting it is only possible with a
pointed or cutting weapon and a Called
Shot (-4). It has only Toughness 4, but
cutting weapons deal half damage. If the
heart is destroyed, the creature shatters.
If the hit is made with Heartbreaker (see
page 250) the weapon gains another use of
the resurrection ability.

Acatarina
Acatarina is the twin sister of Twistle.
A couple of ne’er-do-wells, nobody
knows how they became infected with
lycanthropy, but the two hide it very well,
and exploit their condition to its fullest.

260
Creatures and NPCs

Acatarina is pale, with red lips, black after many years in their condition, acquire
eyes, and disheveled hair. A witch of some the capacity to understand and control
power, she uses her natural attractiveness rodents. They can use the beast friend
(enhanced by her magical abilities), to Power, with 10 Power Points, using Smarts
bend men to her will. Currently she is as the arcane skill. Usually they can call
the lover of Lord Arcturus Korab of the Swarms (of rats), Giant Rats and similar
Weeping Castle, but she is also trying to beasts. Player character lycanthropes
seduce Raktor Stoneface, the captain of acquire this ability only after taking the
the Steel Eagles Mercenaries (in Korab’s Shape Changer Edge.
service), just to stay on the safe side. She • Ratcurse: Any target bitten (at least
uses, more than loves, her brother Twistle. Shaken by a wounding effect) by a wererat
Triggers: danger, fear, pain, precious must make a Vigor (-2) roll, with an
items, rotting meat. additional -2 if he suffered a Wound. In
Attributes: Agility d8, Smarts d8, Spirit the case of failure, the victim contracts
d8, Strength d8, Vigor d8 the disease, which causes a level of Fatigue
Skills: Athletics d8, Common Knowledge after one hour, and full lycanthropy in 2d4
d8, Fighting d8, Occult d8, Intimidation days. The healing Power, cast at -2 and with
d8, Notice d8, Persuasion d10, Spellcasting the Cure Disease Modifier, can cure the
d8, Stealth d8 malady, otherwise a specific cure must be
Pace: 6; Parry: 6; Toughness: 6 found (see Living a Skin Changer Life in
Edges: Arcane Background (Magic), TGM).
Attractive, Level Headed, New Power, • Weakness (Silver and Magic): Wererats
Power Points suffer normal damage from silver weapons
Hindrances: Greedy and magical weapons and attacks.
Powers [15 PP]: deflection (shimmering
barrier), disguise (change appearance),
puppet (seduction – must kiss the victim), Alfrin Kettlepot
slumber (hypnotic gestures). This hazel-haired hauflin was born a
Gear: Dagger concealed under skirt Boater, but left his family (and the waters of
(Str+d4, Range: 3/6/12), rat-shaped the river) a number of years ago, working
bracelet (throw on the ground to summon as a cobbler. Then, after the disappearance
a Wild Card Giant Rat), vial of fear potion of his uncle, Breldo, he decided to find him
(gaseous), three gems worth 100 cp sewn and to get back on a boat’s deck.
into belt. Alfrin is determined, loyal and with a
Special Abilities taste for adventure.
• Bite: Str+d4. Attributes: Agility d8, Smarts d6, Spirit
• Claws: Str+d6. d6, Strength d6, Vigor d6
• Infravision: Wererats can see heat and Skills: Athletics d6, Boating d6, Common
halve penalties for bad lighting conditions Knowledge d4, Fighting d6, Gambling d4,
when attacking living targets. Healer d6, Legends and Lore d6, Notice
• Invulnerability: Wererats can only be d6, Persuasion d8, Repair d6, Stealth d8
Shaken, not Wounded, except by magical Pace: 6; Parry: 5; Toughness: 5 (1)
and silver weapons. Racial Abilities: Luck, Short, Spirited
• Lady of Tails and Whiskers: Certain Edges: Alertness, Dodge, Quick
wererats (those with at least Smarts d8), Hindrances: None.

120 261 261


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Creatures and NPCs

Gear: Bow (Damage: 2d6, Range:


12/24/48, ROF: 1), dagger (Str+d4, Range:
3/6/12), short sword (Str+d6), very light
leather armor (+1).
Special Abilities:
• Attached to the River Rose: Alfrin
always loved his Uncle Breldo’s boat, the
River Rose. When he finally inherits it, he
gains +1 to all Trait rolls when aboard, but
loses one Benny if it is damaged.

skins. They are very peculiar beasts, with


a blue and a green eye, and are fabled to
grow very big. Judging from the size of this
specimen, the stories are true in this case.
Attributes: Agility d6, Smarts d4 (A),
Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice
d10, Stealth d6
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: —
Special Abilities:
Armor +2: Thick, golden skin.
• Bite: Str+d4. This delivers a Lethal (-4)
poison.
• Constrict: +2 to Athletics and Strength
rolls made to grapple.
• Harvest (Skin): The Skin of such an
old reptile of this race, is very strong and
precious. With a Survival (-2) roll a hero
can take a piece of Golden Skin, two
with a Raise. They can be sold for 300 cp
each or used (with normal crafting rules)
to make a Shield or a suit of Light (+2)
Armor which grant +2 Toughness versus
elemental damage.
• Size +3: This ancient beast is ten yards
Ancient Golden Snake long.
Golden Snakes are almost extinct in this
region of Ventar, due the change in the
weather and the savage hunting they have Basilisk
suffered over the centuries, both because A basilisk is a giant striped lizard, the size
they are dangerous and for their precious of small pony, with a shambling gait and

262
Red Fox’s Treasure

a tail ending in a ball-like protuberance. Eyes can be sold for 2000 cp each.
Basilisks are animals, but they are deadly • Harvest (Basilisk Skin): A piece of skin
dangers: the stare of their milky yellow eyes can be taken with a successful Survival
petrifies, an ability that these creatures use (-1) roll. Each piece allows crafting a with
to hunt. Their main food, in fact, is the salt +1 Armor per piece (up to +3), with the
they lick from petrified victims with their Comfortable and Hardiness 1 Keywords.
sticky tongues. Basilisks are luckily very The Hardiness of this armor is special,
rare and quite stupid. Wizards sometimes because it automatically regenerates after
hunt them because the bodies of these a Rest. Pieces of this skin can be sold for
beasts are literally a mine of magical 400 cp each.
components. • Harvest (Basilisk Tongue): The tongue
Summon Ally: Legendary. of a basilisk can be removed with a Survival
Attributes: Agility d6, Smarts d4 (A), roll. If eaten raw, within a day of the beast’s
Spirit d6, Strength d6, Vigor d10 death, it allows a mage to recover 1d4
Skills: Athletics d6, Fighting d8, Notice d6 Burned Power Points. It can be sold for
Pace: 6; Parry: 6; Toughness: 10 (2) 1500 cp.
Edges: – • Petrifying Stare: Anyone seeing a Basilisk
Special Abilities and facing its stare is at risk of being petrified.
• Armor +2: Thick, stony skin. Each round, during the Basilisk’s turn, all
• Claws: Str. targets in a LBT centered on the monster,
• Harvest (Basilisk Eye): The most whose eyes are not closed (in which case
precious component that can be harvested they are considered Blind) must roll on Spirit
from a Basilisk is their eyes. Each eye (-4). Failure means they suffer a Fatigue
requires a Survival (-4) roll to extract, level. A character Exhausted by this Fatigue
and if the resulting roll is 1 or less, the is petrified. If the total is 1 or less they are also
extractor is petrified. Once taken, it counts immediately turned to stone.The venom of
as a Magical Component, or can be burned the Stone Viper (see page 302) is an antidote
and the ashes inhaled. Any character doing for Basilisk petrification.
this permanently gains a Power Point, • Size +1: A Basilisk is somewhat bigger
regardless of Arcane Background. Basilisk than a man.

120 263 263


264
Creatures and NPCs

in 1d6 days. This isn’t easy to do; first a


hero must reach it (by winning a grappling
roll), then he must pull it out, with an
opposed Strength roll. If the Big One wins
with a raise he shakes the adventurer off,
throwing him 2d4” away and causing 2d8
damage. Once removed, the spear’s head
melts, hissing, and the bear passes out.

Black Octopus
This creature is an enormous cephalopod
born and grown in the dark waters of the
Gorge. A servant of the Crawler, it was
summoned by a powerful Lurker shaman to
stop the River Rose, a Boater vessel. It is a beast,
Big One
but with a spark of intelligence: after stopping
An enormous bear, mutated and the River Rose, it decided to make a nest it.
corrupted by the tip of a cursed spear, a The Black Octopus has a thick, scaly skin and
remnant of the Necromancer’s War. It blood-red eyes, but it is blind; it perceives the
suffers a constant, maddening, pain and world through its tentacles, which have an
hates every living thing. extremely refined sense of touch.
Attributes: Agility d6, Smarts d8 (A), Summon Ally/Shape Change Rank:
Spirit d10, Strength d12+4, Vigor d12+2 Heroic.
Skills: Athletics d8, Fighting d10, Notice Attributes: Agility d6, Smarts d8 (A),
d6, Stealth d6 Spirit d6, Strength d12+2, Vigor d10
Pace: 7; Parry: 7; Toughness: 15 (1) Skills: Athletics d8, Fighting d8, Stealth
Edges: Brute, Sweep (Imp). d10
Special Abilities Pace: 2; Parry: 6; Toughness: 14 (2)
• Armor +1: Thick fur. Edges: –
• Bite/Claws: Str+d6. Special Abilities
• Fear: Seeing this monster requires a Fear • Armor +2: Thick Skin.
Check. • Bite: Str+d8. AP 2.
• Hardy: The creature does not suffer a • Fear: It is truly horrible, it causes a Fear
Wound from being Shaken twice. Check.
• Size +5 (Large): The Big One is eighteen • Harvest (Goo Gland): Eating the
feet tall and weighs several tons. disgusting goo produced by this beast
• Weakness (Festering Wound): The requires a Vigor (-2) roll to avoid throwing
Big One has a festering wound in its up, but, by scoring a success or better the
neck, weeping a slow flow of pus. Fixed character gains +1 Toughness for a week,
in the wound is a spear point, which is because it toughens the joints. No roll is
the source of the Big One’s condition. It necessary if you have the Iron Stomach
is strongly magical (as the detect arcana Edge. Alternatively, a character with
Power reveals) and removing it causes the the Dungeon Cook Edge can make the
bear to fall down, Exhausted, and to heal Eight Arms Stew with it (see Treasures of

264
Red Fox’s Treasure

Ventar) or it can be sold to an alchemist The Ring of Command Savage Tale she
for 500 cp or to a tavern keeper for 200 cp. becomes the bearer of the First Fragment
• Size +5 (Large): The black octopus’ body of the Ring of Command.
is big as a pony, but its tentacles are very Attributes: Agility d8, Smarts d6, Spirit
long, with Reach 12. d8, Strength d8, Vigor d8
• Tentacles: Str+d4. The Black Octopus Skills: Athletics d8, Common Knowledge
uses its tentacles to attack and to sense d6, Fighting d10, Intimidation d8, Notice
the environment. Tentacles receive +2 to d6, Shooting d8, Stealth d8, Taunt d8
Grappling rolls. The typical tactic of the Pace: 6; Parry: 8; Toughness: 7 (2)
monster is grappling a victim, and, the Edges: Command, Counterattack
next round, to bring her to its mouth to Gear: Blitzkit’s battle axe (Str+d8, AP
munch her (see Bite above).Tentacles can 1, Reliable), first fragment of the Ring of
be targeted with a Called Shot (-2) and Command (set in her chest, see below),
have Toughness 8 (1). A wound is enough light leather armor (+2), shield (+1 Parry,
to cut one away. -2 Cover), very elaborate helm (+2, head
only, +1 Persuasion and Intimidation
toward other goblins).
Blitzkit the Terrible Special Abilities
The only female champion of the Goblin • First Fragment of the Ring of
King, ruthless and very ambitious. During Command: This piece of stone is part of

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266
Creatures and NPCs

the fabled Ring of Command. It melted


into Blitzkit’s flesh and cannot be removed
without killing the goblin. It grants Blitzkit
the following Powers, cast with Arcane Skill
d10 and 10 Power points: boost/lower trait
(deep concentration), detect/conceal arcana
(concentration), fear (horrible visions).
Note that these powers are under the
Fragment’s control, Blitzkit cannot decide
when to use them. When the bearer dies,
the fragment is released from the body. A
released fragment has a 50% chance (black
card) to bind with a creature touching it.
This can be resisted with a Spirit (-4) roll.
• Fragment’s Seeking: The Fragment
“feels” the general direction and distance
of the other fragments. The nearer they Gear: Bug’s cloak (+2 to Stealth rolls in any
are, the more accurate the sensation. light condition apart from full daylight),
• Infravision: Goblins halve penalties for twin daggers (Str+d4+1, Range 3/6/12,
dark lighting conditions against living ROF 1, +1 Parry if used together).
targets (round down). Special Abilities
• Size -1: Goblins are small, little bigger • Armor +1: Thick fur.
than babies, but much nastier. • Bodyguard: Bug has a lifebond
obligation toward the Goblin King. He
uses the Fanatics Setting Rule, but only to
Bug the Bear protect his master.
The mysterious furry creature known • Infravision: Hobgoblins halve penalties
as Bug the Bear is a hobgoblin, but a for dark lighting conditions against living
peculiar specimen, bigger than the others targets (round down).
and covered in thick fur. Nobody knows • Size +1: Bug the Bear is almost eight feet
where Bug came from, but everybody tall.
in the Hexenhoof Mine knows he is the
bodyguard and the assassin of the Goblin
King, and the only one who can call the Cave Centipede
sovereign by name (on the rare o he This dangerous beast, typical of caves,
bothers talking). sewers and other unsavory places, is a sort
Attributes: Agility d10, Smarts d6, Spirit of giant galley worm. A carrion eater, it
d6, Strength d10, Vigor d10 has a mouth full of tentacles, each covered
Skills: Athletics d10, Common Knowledge in a paralyzing goo, used to render prey
d6, Fighting d10, Intimidation d10, Notice helpless. Then it drags them into its den,
d8, Stealth d10 kills them with its weak bite, and leaves the
Pace: 6; Parry: 8; Toughness: 9 (1) corpse to rot for a while. Only when the
Edges: Acrobat, Ambidexterity, Assassin, body is ripe is it eaten. Often the remnants
Thief, Two-Fisted, Quick (and treasures!) of its past victims are
Hindrances: Loyal found in the den of a Cave Centipede.

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Red Fox’s Treasure

(the healing Power with the Neutralize


Poison Modifier can cure this effect).
• Size +2: Cave centipedes are five feet
high, and up to eighteen feet long.

Commander Raktor
Stoneface
Raktor Stoneface is a big, strong fellow
who seems to have been built of stone.
But don’t be fooled by his scarred, bull-
dog face; behind those sunken eyes there
is a cold, calculating mind. Raktor served
under the Thularim in the Necromancer’s
War, but was quick to throw away his black
Centipedes can be very small (up to Size armor when the tide of the combat ended.
-1) but can also grow to large dimensions Nobody, except his most trusted lieutnant
(Size +4). The Profile below represents an and lover Vax, knows this element of his
average specimen. dark past.
Attributes: Agility d6, Smarts d4 (A), Attributes: Agility d8, Smarts d8, Spirit
Spirit d6, Strength d6, Vigor d6 d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Stealth d6 Skills: Athletics d8, Battle d8, Common
Pace: 6; Parry: 5; Toughness: 7 Knowledge d8, Fighting d10, Intimidation
Edges: – d8, Notice d8, Riding d8, Shooting d8
Special Abilities Pace: 6; Parry: 8; Toughness: 11 (4)
• Bite: Str. Edges: Brawny, Command, Counterattack,
• Harvest (Living Tentacle): The tentacles First Strike, Level Headed, Hold the Line!,
of a Cave Centipede are resistant to the Steel Clad
beast’s venom, and if properly stored, can Hindrances: Ugly
be used to distill a potion capable of curing Gear: Black steel warhammer (Str+d6, AP
any type of paralysis. Recovering tentacles 3, Penetrating), bow (Damage: 2d6, Range:
requires a Survival (-2) or Healing roll. 12/24/48, ROF: 1), heavy black plate armor
Each success and raise recovers one (+4, Hardiness 2), metal shield with the
tentacle. You need a tentacle to create a Steel Eagles Insignia (+1 Parry, -2 Cover),
potion, in the Downtime Phase, and a poison antidote, potion of healing, potion
successful Healing or Occult roll. The of invisibility, strongbox key, Thunder
potion can be used or sold for 300 cp. (warhorse).
• Paralyzing Tentacles (variable): A cave Special Abilities:
centipede attacks with all its tentacles, • Former Thularim: Thularim Warriors
usually 2 plus 3 per point of Size. Therefore, don’t fear death and Stoneface is still one
a Cave Centipede with Size +2 attacks with of them at heart. He receives +2 to all Fear
8 tentacles. Each tentacle makes a touch rolls.
attack (+2). The victim must make a Vigor
(-2) roll or be paralyzed for 2d6 minutes

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Creatures and NPCs

Commoner sacrificed John the Fair and another one


A common man or woman; the following for Lady Marian.
stats can be tweaked to represent specific Attributes: Agility d8, Smarts d10, Spirit
individuals. When necessary, roll on d12, Strength d12+4, Vigor d12+2
the Allies Personality Table to add some Skills: Athletics d8, Fighting d10, Notice d8
characterization. Pace: 7; Parry: 7; Toughness: 23 (4)
Attributes: Agility d6, Smarts d6, Spirit Edges: Elan, Level-Headed
d6, Strength d6, Vigor d6 Special Abilities
Skills: Athletics d4, Common Knowledge • Armor +4: Thick Chitin.
d4, Fighting d4, Knowledge (one craft) d6, • Aquatic: Pace 20.
Notice d4, Stealth d4 • Bite: Str+d10. AP 4. Only on grappled
Pace: 6; Parry: 4; Toughness: 5 targets
Edges: – • Devouring: If the Crawler kills someone
Gear: Farming tool (Str+d6, Improvised it can devour the victim with an action. By
Weapon) or knife (Str+d4). doing so it immediately recovers a Wound
and a Benny.
• Fear (-4): Staring into the green,
Crawler inhuman eyes of the Crawler causes a Fear
The creature known as the Crawler comes check.
from another world, in the truest sense of • Lord of Terror: The Crawler has 50
the word; it fell from the sky in the land Power Points, uses Spirit as its Arcane Skill
of Tyland, where it grew hugely, both and can cast the following Powers: damage
physically and mentally. It is an aquatic field (cracking energy aura), fear (vomits
caterpillar, with a horrible eel-like head suffering souls), havoc (telekinetic attack),
surrounded by a crown of tentacles. Five stun (supernatural wail).
large eyes shimmer in its head, full of • Mind Tyrant: The Crawler can
psychic energy. psychically attack a target in Smarts range,
Multiple Actions: as a default, the by making an opposed Spirit roll. If it
Crawler can make up to two actions wins, the target is Shaken, if it wins with
without any penalty. Typically it chooses a raise, the victim also suffers 2d8 damage
a physical attack (Slam or Tentacles) (armor doesn’t protect). A victim killed by
and a mental one (Lord of Terror or the Mind Attack comes back to life as a
Mind Tyrant). This is the case if it is still mindless undead under the control of the
weak; add another action if the Cult has Crawler in the next round (he retains the
same stats as in life, apart from Smarts (A)
and the Undead Special Ability).
• Size +10 (Huge): The Crawler is forty
yards long and three wide.
• Slam: The Crawler can crush prey
beneath its massive body. Lay five SBT
adjacent to one another and in a straight
line to represent the portion of the
creature’s body used to crush. Everything
within the templates must beat the
monster in an opposed Athletics versus

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Red Fox’s Treasure

Agility roll or take its Str+Size as damage.


• Tentacles: The Crawler has 5 tentacles,
with Reach 10. They can attack independent
targets without any penalty, dealing Str
damage and with +2 to grappling rolls.
They can be hit with a Called Shot (-2) and
have Toughness 10 (2). A grappled target
is brought to the Crawler’s mouth the next
round and then Devoured (see above).
• Weakness (Eyes): The Crawler has five
eyes, and five Wounds (due to its size), one
per eye. Eyes can be hit with a Called Shot
(-4) from a distance and have Toughness
13 (4). A character so heroic as to climb
over the monster’s body to reach the head
(two Athletics rolls) can attack the eyes
without penalty.
• Weakness (Ring of Command): A
character in possession of the Ring of
Command is immune to all the Crawler’s
Powers, and grants +2 to resist rolls to all
allies in his Command Radius. He can also
initiate a Test of Spirit against the Crawler Crawling Oozes contain precious metal
at +2. or crystal items belonging to their past
• Weakness (Throat): The Crawler is victims.
almost immortal, and has a different These monsters come in various sizes
physical structure. Its true brain is placed and shapes, the following Profile represents
at the base of the throat. To actually kill it a typical specimen.
a hero, after Incapacitating it, must enter Summon Ally/Shape Change Rank:
its throat, find the brain (see Inside the Heroic/Legendary.
Crawler, page 218) and dispatch it before Alien Mind: Taking the shape of a
he escapes again! Only in this way can Crawling Ooze is a very disturbing process
the monster finally be killed. Heroes can and causes -4 to the roll to avoid Getting
learn this secret from the books in the Lost (see TPG).
Sunken City of the Lurkers or from Lord Attributes: Agility d6, Smarts d4 (A),
Wynterlyr. Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Fighting d6, Stealth
d10
Crawling Ooze Pace: 5; Parry: 5; Toughness: 7
A mass of transparent goo, crawling oozes Edges: –
are the creation of some ancient mage. Special Abilities
Transparent and very resistant to damage, • Construct: +2 to recover from being
these creatures attack any living beings, Shaken; called shots do no extra damage;
consuming their flesh. Very silent, they ignores 1 point of Wound modifiers; does
are deeply feared by adventurers. Often not breathe or suffer from disease or poison.

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270
Creatures and NPCs

• Corrosive Body: If a character is hit by the Cutting and impaling weapons only deal
Ooze and is wearing non-metallic armor, half damage to Crawling Oozes.
he must draw a card from the Action Deck: • Size +2: A typical Crawling Ooze weighs
if it is a club, the armor is damaged, losing 200 pounds.
one point of Armor. The same applies if he • Wall Walker: Can move on inverted
is attacking with a non-metallic weapon, surfaces at full Pace. The typical ambush
which loses one die type of damage (at of a Crawling Ooze consists of falling onto
zero it is destroyed). Magical weapons and the heads of its opponents, gaining the
armor are immune to this effect. Drop.
• Crawler: A Crawling Ooze cannot run. • Weakness (Fire): Fire deals double
• Engulf: A character hit with a raise is damage to Crawling Oozes.
considered engulfed by the Ooze, and
suffers 2d8 damage per round, until he
breaks free with a Strength (-4) roll. A Devourer of the Depths
Crawling Ooze can engulf up to one These beasts are probably an adaptation
person per point of Size it has. of octopi, of which they maintain the
• Immunity (Bludgeoning): Bludgeoning general aspect, a central body with eight
attacks don’t deal damage to Crawling long tentacles. The Devours’ skin is
Oozes. naturally gray and rough, to blend with
• Ooze Touch (Variable): Str+d6. Touch the ceiling of caverns, where the creature
attack. A Crawling Ooze attacks with usually lurks, adhering to it with its body
pseudopods, which are highly corrosive and using its tentacles to grab and eat any
(see above). It makes one attack plus one victims so unfortunate as to pass under it
per point of Size. The attacks don’t suffer (usually gaining the Drop).
multi-action penalties. Summon Ally/Shape Change Rank:
• Resistance (Cutting and Impaling): Heroic/Legendary.

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Red Fox’s Treasure

Attributes: Agility d6, Smarts d4 (A),


Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Stealth
d10
Pace: 2; Parry: 6; Toughness: 12 (1)
Edges: –
Special Abilities
• Acid Vomit: By forfeiting all its attacks,
a Devourer can vomit all its gastric juices,
creating a LBT pool of acid (2d8 damage,
AP 2, every 8 on a die ruins one of the
victim’s non-magical items), which can be
avoided with an Agility roll. The creature
uses this ability only if seriously wounded,
to escape. It must recover for at least a techniques specialized for close-quarter
week before it can do so again. combat. Tunnel fighters are a caste of
• Armor +1: Thick Skin. warriors, who in time of peace are excellent
• Bite: Str+d8. AP 3. miners too.
• Harvest (Eyes): The eyes of a Devourer, Attributes: Agility d6, Smarts d6, Spirit
if cooked with goats’ milk, make a potion d6, Strength d8, Vigor d8
granting +4 to all Vigor rolls to resist poisons. Skills: Athletics d6, Common Knowledge
The effect lasts a week. You need at least one d6, Fighting d8, Healing d4, Intimidation
eye per person. Alternatively, you can sell d8, Notice d6, Shooting d6, Stealth d4,
them to an alchemist for 150 cp each. Survival d6
• Size +4 (Large): A full-grown devourer Pace: 5; Parry: 6; Toughness: 9 (3)
is as big as a horse, with tentacles with Hindrances: Any two
Reach 6. Edges: Shoulder Strength, Steel Clad
• Tentacles: Str+d4. The Devourer uses Racial Abilities: Low Light Vision,
two tentacles to stay attached to the ceiling Reduced Pace, Tough
but uses the other six to attack. Tentacles Gear: Dwarven pickaxe (Str+d8, 2 hands,
receive +2 to Grappling rolls. The typical Demolisher 3), medium chain armor of
tactic of the monster is to grapple a victim, dwarven make (+3, Hardiness 1), short
and, the next round, to bring her to its sword (Str+d6).
mouth to munch her (see Bite above). Special Abilities:
Tentacles can be targeted with a Called • Battle Chants: Dwarves chant when
Shot (-2) and have Toughness 8 (1). A they go into battle, singing sagas about
Wound is enough to cut one away. long-dead heroes, which inflame their
• Wall Walker: The Devourer of the Depths spirits and bring terror to the souls of their
can crawl even on inverted surfaces. enemies. If at least five dwarves chant,
they gain +1 to Intimidation, Spirit and
Vigor rolls. Initiating a chant is an action,
Dwarf Tunnel Fighter but continuing chanting is a free action
Dwarves spend much of their lives (though it prevents speech).
underground, working in mines, so • Ring Beard: A group of ten Tunnel
it’s no surprise they developed fighting Fighters is led by a Ring Beard, a veteran

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272
Creatures and NPCs

warrior recognizable by the silver rings he recover from being Shaken; no additional
uses to tie his beard (they serve as medals damage from called shots; ignores 1 point
for dwarven warriors). A Ring Beard has of Wound modifiers; does not breathe or
the Command and Hold the Line! Edges. suffer from disease or poison.
• Tunnel Fighters: Dwarven tunnel • Weakness (Ordered to Stop): This dwarf
fighters don’t suffer any penalties from is chained to un-life because he was ordered
fighting in close quarters. to dig, was late, and absolutely must finish.
If someone tells him to stop, with a Spirit
(-4) roll, he can be convinced to stop. The
Dwarven Undead Miner order must be given in dwarven. A priest
This dwarf was a miner, who died in an of Thuul, a dwarf or someone holding one
explosion. Partially burned and covered of the Stone Scepters (see page 79) gains
in soot, he refuses to die because he has +2 to the roll. The modifiers stack.
to finish his shift. For this reason he
incessantly mutters the words “dig, dig,
dig”. Fae Courtier
Attributes: Agility d6, Smarts d4, Spirit This profile represents a generic lesser
d6, Strength d8, Vigor d8 humanoid Fae at the service of Lord
Skills: Athletics d6, Fighting d8, Notice d6 Wynterlyr. In general he or she looks like
Pace: 5; Parry: 6; Toughness: 8 a very beautiful man or woman, usually
Gear: Mattock (Str+d6, AP 3, 2 hands, with a couple of strange features, like green
double damage against inanimate targets). skin, small horns and so on.
Edges: – Summon Ally: Seasoned (you must
Special Abilities find a specific spell for each specific Fae
• Resistance (Fire): This corpse is already Courtier).
well cooked, so fire doesn’t cause him Attributes: Agility d8, Smarts d8, Spirit
much harm; he suffers only half damage d8, Strength d8, Vigor d8
from fire. Skills: Athletics d8, Common Knowledge
• Undead: +2 Toughness; +2 to d6, Fighting d10, Notice d8, Occult d6,
Persuasion d8, Spellcasting d8, Stealth d8,
Taunt d8
Pace: 6; Parry: 7; Toughness: 6
Edges: Attractive
Gear: Enchanted weapon of choice (add
two Qualities to a normal weapon).
Special Abilities
• Disguise: A Fae Courtier can use the
disguise Power at will.
• Fae Magic: Usually a Fae Courtier has 10
Power Points and can cast a single Power
of the GM’s choice. Typical Powers are
boost/lower trait (uncanny ability), puppet
(enthrall mortals), slumber (lullaby),
shapechange (any animal form).
• Invulnerability: The Fae Courtier can be

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Red Fox’s Treasure

Shaken, but not wounded by attacks not • Mimic: A Faerie Stalker can use the
connected to his weakness. disguise Power at will, only on itself, and
• Weakness (Silver and Magic): A Fae only to imitate inanimate objects. It uses
Courtier can be wounded and killed by Spirit as its Arcane Skill.
magic, but even in this case, he will be • Pounce: These creatures pounce on their
reborn in the Faerann after 2d6+2 days. prey to best bring their mass and claws to
There may be a way to kill him permanently bear. If the creature can leap at least a few
somewhere in the Faerann. feet (1” on the table-top) and makes a Wild
Attack, it adds +4 to its damage instead of +2.
• Size +2: A Faerie Stalker is as big as a
Fae Stalker tiger.
This really exotic Fae dwells only in • Tentacles: Str, Reach 3. Faerie Stalkers
the depths of Faerann, where it has the have two tentacles on their backs which
appearance of a bulky warrior with a feline they can use to make two attacks without
head, but made of vines and foliage, with any penalty. Grappling attacks with
fiery, green eyes. tentacles receive +2. Hitting one requires
When summoned into the world of a Called Shot (-2) and you must equal or
men, a Fae Stalker is quite different: a exceed the Toughness of the Stalker to
large feline, made of plants, with two sever it (making the creature Shaken).
long tentacles on its back and the same • Weaknesses (Salt, Silver and the Color
shimmering green eyes as above. The Fae Purple): Fae Stalkers cannot regenerate
Stalker, in our world, has great illusry damage dealt by silver weapons or salt; even
powers, but is limited to mimicking a pinch of this substance deals them 2d8
inanimate objects (plants, furniture and so damage (reduce the damage by one die type
on). They are bound by mages to guard a every round after contact). In addition they
specific place or location, and, being Fae, cannot attack any creature dressed in purple
they do it quite literally; leaving them free unless it attacks them first.
would be too dangerous. A Fae Stalker can
stand still and concealed for centuries, if
not disturbed. Flesh Eater
Summon Ally Rank: Leendary. Flesh Eaters are reanimated corpses which
Attributes: Agility d10, Smarts d8, Spirit crave only one thing: fresh meat. Despite
d8, Strength d10, Vigor d10 what you might think, they are quite fast.
Skills: Athletics d10, Fighting d10, Notice Attributes: Agility d8, Smarts d6 (A),
d10, Stealth d10 Spirit d6, Strength d8, Vigor d6
Pace: 8; Parry: 7; Toughness: 9 Skills: Athletics d8, Fighting d8, Notice d8,
Edges: Quick Stealth d8
Special Abilities Pace: 6; Parry: 6; Toughness: 7
• Bite/Claws: Str+d6. Edges: –
• Fast Regeneration: Fae Stalkers may Special Abilities
attempt a natural healing roll every round • Bite: Str+d4.
unless their Wounds were caused by its • Claws: Str+d4.
weakness. A downed Stalker returns to • Meat! A Flesh Eater which has eaten at least
action if it heals itself (and is not Shaken— four pounds of meat within the previous
even if it was before being Incapacitated). hour gains the Quick and Frenzy Edges.

120 273 273


274

armor (+3, Hardiness 2), slayer long sword


(Str+d8, magical weapon, +2 damage vs
magical creatures), slayer short sword
(Str+d6, magical weapon, +2 damage vs
magical creatures).
Special Abilities:
• Low Light Vision*: Freya ignores
penalties for Dim and Dark lighting
conditions.
• Undead: +2 Toughness; +2 to recover • Open Contract: Slayers are men on the
from being Shaken; no additional damage job. When you meet one, draw a card from
from called shots; ignores 1 point of the Action Deck: if it is red, the Slayer
Wound modifiers; does not breathe or is currently busy hunting a monster of
suffer from disease or poison. some type, and could ask the help of the
party, paying them a share of the bounty
(usually around 2d6 x 100 cp). If it is black,
Freya the Slayer the Slayer is currently unemployed and
Slayers are warriors specializing in a very looking for a job. He can be convinced to
dangerous task: putting down monsters. join the party for the current scenario for
Real, nasty, big ones, like werewolves, a share of the earnings or a fixed amount
ogres and similar evil things. Freya is a (usually 2d4 x 100 cp).
veteran member of the faction. Fifty years • Slayer Magic: Traits and Special Abilities
old, with steel-gray hair cut short, a wire- marked with an asterisk (*) are granted by
muscled body and a missing eye, she has previous uses of the Slayer Magic Edge.
the temper of a blood hound and the same
stubborn attitude toward her prey.
She is in Tyland on the track of a Galen Son of Theod
werewolf who killed a girl in Avery, The youngest of Theod’s seven sons, Galen
months ago. She doesn’t know, yet, but this is a mess, as only a fourteen-year-old boy
man is John the Fair (see The Festival of
Bees Savage Tale).
Attributes: Agility d10*, Smarts d6, Spirit
d8, Strength d10*, Vigor d8
Skills: Athletics d8, Common Knowledge
d8, Fighting d8, Gambling d4, Intimidation
d6, Legends and Lore d8, Notice d8,
Persuasion d6, Stealth d8, Shooting d6,
Survival d8, Thievery d6
Pace: 6; Parry: 6; Toughness: 9 (3)
Edges: Ambidextrous, Level-Headed,
Slayer, Slayer Magic, Two-Fisted
Hindrances: Code of Honor, One Eye,
Stubborn
Gear: Amulet of the Grey Wolf (+1 to
Soak rolls), reinforced leather medium

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Red Fox’s Treasure

can be. His father tries very hard to hammer creature touching it. It can be resisted with
some sense into his sandy-haired head, but a Spirit (-4) roll.
Galen is always distracted, daydreaming
of some old story or simply too clumsy
to finish the tasks he was assigned to. But, Giant Dung Beetle
this isn’t all his fault: Galen is the seventh Giant Dung Beetles are pony-sized (and in
son of a seventh son, and strange forces certain cases, horse-sized) versions of the
move around him. normal dung beetles which can be found
Ring of Command Fragment: These in the coastal areas of Ventar. They are
powers are active only when Galen has the famous for tending big balls of compressed
Second Fragment of the Ring of Command dung, which they use as breeding chambers
(see The Ring of Command Savage Tale). and food storage. Despite what one might
Attributes: Agility d8, Smarts d6, Spirit think, Dung Beetles have a complex social
d6, Strength d6, Vigor d6 structure, which is centered on their hive,
Skills: Athletics d8, Common Knowledge and not all of them are always in the
d4, Fighting d6, Legends and Lore d4, company of their beloved balls.
Notice d6, Persuasion d6, Stealth d6, Summon Ally/Shape Change Rank:
Shooting d6, Survival d6, Thievery d4 Novice.
Pace: 6; Parry: 6; Toughness: 5 Attributes: Agility d8, Smarts d4, Spirit
Edges: Luck d6, Strength d6, Vigor d6
Hindrances: Curious Skills: Athletics d8, Fighting d6
Gear: Dagger (Str+d4), shepherd’s staff Pace: 7/4; Parry: 5; Toughness: 7 (1)
(Str+d4, +1 Parry, 2 hands), sling (Str+d4, Edges: –
Range: 4/8/16, ROF 1). Special Abilities
Special Abilities: • Armor +1: Thick carapace.
• Fragment Seeking: The Fragment “feels” • Bite: Str+d6.
the generic direction and distance of the • Dung Ball: Dung Beetles are notorious
other fragments. The nearer they are, the for their habit of making big balls of dung
more accurate is the sensation. and constantly tending them. A Beetle
• Second Fragment of the Ring of with his ball can only move at Pace 4
Command: This piece of stone is part of and cannot run, but on the other hand
the fabled Ring of Command. It melded he is always considered to be in a higher
with Galen’s flesh and cannot be removed position (+1 to Fighting rolls) and in Light
without severing the boy’s hand or Cover (-2). In addition, a beetle can throw
Remaking the Ring of Command (see page the ball against an enemy, trying to crush
228). It grants Galen the following Powers, it. Consider this an Athletics Test with +2
cast with Arcane Skill d10 and 10 Power per point of Size of the Beetle. The ball
points: barrier (wall of force), fear (horrible travels 6” on the battlefield and can be
visions), havoc (invisible blow), telekinesis represented with a SBT.
(mental force). Note that these powers
are under the Fragment’s control, Galen
cannot decide when to use them. When
the bearer dies, the fragment is released
from the body. A released fragment has
a 50% chance (black card) to bind with a

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Creatures and NPCs

• Harvest (Carapace): The carapace of one environments, giant rats are quite
Dung Beetle in every 20 can be removed common in Ventar. Nobody knows if they
with a Survival (-2) roll and used to craft are simply a mutation of normal rats or an
special Medium Armor (+3), with the entirely different species, but they are very
Comfortable 1 Keyword. Otherwise, it can dangerous. A typical giant rat weighs up
be sold for 300 cp. to sixty pounds and they can grow even
• Size +1: Giant Beetles are bigger than bigger. Some of them are also carriers of
men. a dangerous malady, called the Ratcurse,
which causes lycanthropy in rat form.
Summon Ally/Shape Change Rank:
Giant Ferret Seasoned.
This animal, hunted for its soft fur, is big as Attributes: Agility d6, Smarts d4, Spirit
a dog. Giant ferrets can be aggressive, but d6, Strength d8, Vigor d6
only if hungry, if attacked, or (the worst Skills: Athletics d6, Fighting d6
case) if rabid. Pace: 6; Parry: 5; Toughness: 5
Once they attack they become very Edges: –
aggressive and difficult to turn away. The Special Abilities
specimens typical of Tyland Forest are also • Bite: Str+d4.
good swimmers. • Harvest (Mace Tail): One Giant Rat in
Attributes: Agility d8, Smarts d6 (A), twenty is born with a strange excrescence
Spirit d6, Strength d6, Vigor d6 at the end of the tail, similar to a mace’s
Skills: Athletics d8, Fighting d8, Notice head. This can be removed and properly
d8, Stealth d8 preserved with an Occult roll, and can
Pace: 6; Parry: 6; Toughness: 4 be used in place of spending two Burned
Edges: – Power Points to cast the summon ally
Special Abilities Power. It is very valuable to wizards, worth
• Bite/Claws: Str+d4. at least 300 cp.
• Harvest (Fur): The fur of a ferret can be • Harvest (Ratcurse Spit): The saliva of
recovered with a Survival roll. It is worth a rat affected by Ratcurse (see below) can
100 cp, double that if it is perfect (the be gathered with a Survival (-2) roll, and
survival roll is made with a Raise). One stored in a flask. It lasts for one day plus
Ferret in every ten is snowy white, doubling one day per raise on the Survival roll. It
the fur’s value. There are also weird stories has no use except infecting people. It isn’t
about a fabulous night-black ferret, whose commonly sold, and a person found with
fur is magical, but these are unconfirmed. such a poison is usually hanged. Note that,
• Size -1: Giant Ferrets are large as dogs. if you score 1 on the Survival roll while
• Smell the Blood: If there is blood spilled trying to gather the saliva or on any other
on the scene (someone or something is at roll to manipulate it, you infect yourself!
least Shaken by a wounding effect), Giant • Ratcurse: One Giant Rat in every ten
Ferrets gain +1 to Fighting and damage is a carrier of the Ratcurse, a terrible
rolls. malady that transforms you into a wererat!
Any target bitten (at least Shaken by a
wounding effect) by the rat must make a
Giant Rat Vigor (-2) roll, with an additional -2 if he
Typical of sewers or other unhealthy suffered a Wound. In the case of failure,

276
Red Fox’s Treasure

the victim contracts the disease, which transparent, their flesh like the clearest
causes a level of Fatigue after one hour, and glass. Until they manifest themselves in
full lycanthropy in 2d4 days. The healing some way, the penalty to notice or hit
Power, cast with the Cure Disease Modifier them is -6; once their presence is obvious,
at -2, can cure the malady, otherwise a it drops to -4. Once killed, their body turns
specific cure must be found (see Living a to a pale blue.
Skin Changer Life, TGM). • Wall Walker: Can move on inverted
surfaces at full Pace.

Ghost Spider
Ghost Spiders are incredible creatures, Goblin King
probably born in the Faerann, which The lords of goblinkind are usually strong,
are transparent, and so totally invisible. ugly brutes, ruling over their lesser
Vicious hunters, they dwell only in the brethren through sheer force. The Goblin
deepest caverns. Those encountered in King of the Hexenhoof Mine is different:
this campaign are enchanted to serve the he is a normal goblin, even a little scrawny.
Hacnazzar dwarven clan. But he is very sly. He schemed his path
Summon Ally/Shape Change Rank: to power by pitting his rivals against one
Heroic. another, but his real strength lies in his
Attributes: Agility d10, Smarts d6 (A), fearsome bodyguard, Bug the Bear, the
Spirit d6, Strength d8, Vigor d6 strange furry humanoid who never leaves
Skills: Athletics d8, Fighting d8, Notice d8, his side. The Goblin King (his real name
Stealth d10 is Gnaak, but nobody dares pronounce
Pace: 8; Parry: 6; Toughness: 5 it, except for Bug the Bear) is aware that
Edges: – humans underestimate goblins, and is
Special Abilities ready to exploit this weakness.
• Bite: Str+d6. AP 2. Delivers poison, too. Attributes: Agility d8, Smarts d8, Spirit
• Ghost Spider Poison: It is quite painful, d8, Strength d4, Vigor d8
but not very strong. It deals a level of Skills: Athletics d8, Common Knowledge
Fatigue to anyone who fails the Vigor roll. d8, Fighting d6, Battle d6, Intimidation
• Harvest (Claws and Blood): The claws of d10, Notice d8, Persuasion d8, Shooting
a Ghost Spider are incredibly hard, and can d8, Stealth d8
be gathered with a Survival (-2) roll, but Pace: 6; Parry: 5; Toughness: 5
only if the hunter has a cutting item with Edges: Aristocrat, Charismatic, Improved
AP 1 or better. For each success and raise Dodge
a claw can be taken, which can be used Gear: Crown of the Goblin King (2000 cp,
to make a dagger, a spear point or three of dwarven make, grants the Aristocrat
arrowheads with AP 2 (or sold for 300 cp). Edge toward the goblins of the Hexenhoof
The blood is also useful, and a vial can be Mine), dart scepter (see below), First
gathered with a Healing (-2) roll. If drunk Fragment of the Ring of Command (until
raw (it is Disgusting) it has the effects of the beginning of The Ring of Command
a detect arcana Potion, otherwise it can be Savage Tale), potion of deflection (blurring
used for an Elixir of Supernatural Senses image), long tattered cloak, potion of
(see Treasures of Ventar). entangle (ethereal webs), potion of stun
• Transparent: Ghost Spiders are (deafening explosion).

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Creatures and NPCs

• Size -1: Goblins are small, little bigger


than babies, but much nastier.
• Warlord: Other Goblins in the
Command Radius (10”) of the Warlord
gain +1 to Spirit, attack and damage rolls,
due to his encouragement and threats.

Gray Feather
The lord of all the Hawks of the Twins,
this impressive specimen is bigger than
the others, and with a steel gray plumage.
He cannot speak, but he has human
intelligence, and he is very proud.
Gray Feather will do anything to save
his people from the dark influx of the
Lord of the Skies (to which he is immune,
thanks to his gift).
Special Abilities Attributes: Agility d8, Smarts d8, Spirit
• Bodyguard: The Goblin King has a very d8, Strength d12, Vigor d12
tough and fearsome bodyguard: Bug the Skills: Athletics d10, Fighting d10,
Bear. This furry fellow is never far away Intimidation d10, Notice d8
from his lord, unless sent on a mission for Pace: 3; Parry: 7; Toughness: 10
some reason. Edges: –
• Dart Scepter: This golden scepter of Gear: Necklace of Gray Feather (+1
dwarven make is actually a dangerous Toughness, Improved Arcane Resistance,
weapon. It contains a mechanism capable see Treasures of Tyland).
of firing poisonous darts (Damage: 2d4, Special Abilities
Range: 3/6/12, ROF 1, Lethal (-2) poison). • Beak/Talons: Str+d8. AP 1.
The Dart Scepter often grants the Drop. It • Fly: Gray Feather has a Flying Pace of 18.
is worth 500 cp. • Lifting: If Gray Feather has already
• Harvest (Twisted Tooth): Goblins are grappled a victim two Sizes smaller than
notorious for their teeth, but one goblin in
a hundred has a twisted tooth, coiled like
a snake, which has great magical powers,
and the Goblin King is one of them! If
harvested with a Survival (-2) roll, it can
be worn as an amulet of luck, granting one
Benny (it shatters after use) or a character
with the Arcane Background (Magic) can
use it in place of a Burned Power Point.
Twisted Teeth are sold for 500 cp each.
• Infravision: Goblins halve penalties for
dark lighting conditions against living
targets (round down).

278
Red Fox’s Treasure

himself in a previous attack, he can lift Vigor d8, while Large ones have Vigor d10
it. Otherwise, if he scores a raise on the and deal more damage (see Cold Touch
grappling attack, he can grab it and carry above).
it off in the same round. Gray Feather is • Weakness (Light): Any Power or other
Encumbered while flying with grappled prey. magic with a light based attack deals
• Size +3: Gray Feather is larger than double damage to a Halo of Shadows.
a horse, and has a wingspan of almost
twenty feet.
Hawkman
This tall, lanky humanoid is a strange mix
Halo of Shadows of human and hawk features; covered in
A manifestation of pure evil, this withering thin feathers, he has a full bird’s head, but
mass of darkness is animated and alive. also human hands, surprisingly delicate and
Halos are a particular type of swarm. strong. He is the result of the experiments
As a basis, they are Small Halos, covering Tennelgast the sorcerer is conducting using
a SBT, but they can merge (see below), to the Blue Book of Skies to create a race of
become Medium Halo (MBT) or Large soldiers under his orders. They are made by
Halo (LBT). Every wound caused to merging a hawk hatchling and a humanoid.
such a swarm reduces its dimensions one Attributes: Agility d6, Smarts d4, Spirit
Burst Template size. If a SBT Halo suffers d6, Strength d8, Vigor d8
another wound, it is destroyed. Skills: Athletics d6, Fighting d8,
Attributes: Agility d6, Smarts d4, Spirit Intimidation d4, Notice d6, Shooting d6,
d8, Strength d6, Vigor d6 Stealth d4
Skills: Athletics d6, Fighting d6, Notice d6, Pace: 6; Parry: 6; Toughness: 8 (2)
Stealth d10 Edges: Quick
Pace: 6; Parry: 5; Toughness: 5/6/7 Gear: Crossbow (Range: 10/20/40,
Edges: – Damage: 2d6, ROF: 1, AP 2), halberd
Special Abilities (Str+d8, Reach 1, 2 hands), light studded
• Cold Touch: Living creatures in a Halo armor (+2), short sword (Str+d6).
of Shadows are drained of life by the dark
force of this being. They suffer 2d4 damage Special Abilities
for a SBT Halo, 2d6 for a MBT or 2d8 for a • Beak/Claws: Str+d4. Beak has AP 2.
LBT. Only magical armor protects against
this damage.
• Dark: Inside a Halo of Shadows it is Dark,
while in a Large Halo it is Pitch Black.
• Ethereal: A Halo of Shadows is
immaterial and can only be harmed by
magical attacks and fire (a torch deals 2d4
damage).
• Merge and Split: A Halo of Shadows
can merge and split. Two Small Halos are
necessary to make a Medium Halo, and
three to make a Large one. They can also
split in the same way. Medium Halos have

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280
Creatures and NPCs

• Unstable Mutation: Hawkmen are the with grappled prey is Encumbered. Two
result of an experiment, and they aren’t Hawks can cooperate to carry a bigger
very stable. Whenever they are dealt a prey (add +1 to the maximum Size they
Deuce, one of them, randomly selected, can lift).
suffers a shock to his system (is Stunned). • Mindridden: When under the control
On the other hand, if they are dealt a Joker, of the Lord of the Skies, the evil mage can
one of them doubles the effect of the Joker see through the eyes of the Hawks, as per
(gaining +4 instead of +2). the Mindrider Power Modifier of the beast
friend Power.
• Size +2: Hawks of the Twins are large as
Hawk of the Twins horses, and have a wingspan of fifteen feet.
Typical of the Twin Mountains, this noble
beast is a giant falcon, blue-hued and
with a bold crest of feathers on its head. Headless Knight
Big as a horse and quite intelligent, they Whol the Blonde was the squire of the evil
formerly preyed on mankind and its herds knight Sir Tarkos of the Weeping Castle. In
only when desperate, or when trespassers youth, he betrayed his former liege, leaving
entered their holy mountains. him to die in the Old Temple, and stole
But this was before the dreaded Lord of his weapon, the Sword of Woe. But even a
the Skies used the power of the Blue Book bad seed can bear good fruit, sometimes:
of the Skies to enslave all the Hawks, which Whol repented of his past, and became a
are now simple pawns of the evil magician; valiant Knight of Scarlet, before meeting an
now the hawks attack and destroy, guided honorable death in the Battle of Fort Ghost,
by his devious mind. where he was the last man to fall, beheaded
Summon Ally/Shape Change Rank: by a Thularim warrior. He died with the
Veteran. Sword of Woe in hand, which wasn’t a
Attributes: Agility d8, Smarts d8 (A), good thing: despite all his good actions, the
Spirit d6, Strength d10, Vigor d10 murder of Sir Tarkos was a great stain on
Skills: Athletics d8, Fighting d8, Whol’s soul, and now he is condemned to
Intimidation d8, Notice d8 haunt Fort Ghost until someone takes the
Pace: 3; Parry: 6; Toughness: 9 cursed sword from him.
Edges: – Attributes: Agility d6, Smarts d6, Spirit
Special Abilities d10, Strength d12, Vigor d12
• Beak/Talons: Str+d6. AP 1. Skills: Fighting d10, Intimidation d10,
• Fly: Hawks of the Twins have a Flying Notice d6
Pace of 15. Pace: 6; Parry: 7; Toughness: 12 (2)
• Lifting: A Hawk which Edges: Knight of Scarlet, Sweep
grappled a victim two Sizes Gear: Broken armor (+2), Sword of Woe
smaller than himself in a (Str+d8+1 see Treasures of Ventar).
previous attack can lift it. Special Abilities
Otherwise, if he scores a • Dark Force: The Headless Knight
raise on the grappling has 15 Power Points which can
attack, he can grab it and use for the havoc (invisible
carry it off in the same force) Power, using Spirit as
round. A Hawk flying the Arcane Skill.

280
Red Fox’s Treasure

• Fear (-2): The sight of the and an excellent spy, but has only
Headless Knight makes one goal, like all servants of Syir:
even the strongest provoking change. So far this has been
warrior tremble; it done by aiding Red, but someday that
causes a Fear Check. could change.
• Invulnerability: Heads-or-Tails’ real aspect is that
Mundane and magical of a man with long, curly, black
attacks can shake, but hair, with a face half black-
not wound, the Headless skinned and half white-skinned
Knight. (hence his nickname).
• Semi-Ethereal: The Headless Knight can Heads-or-Tails is considered Veteran
pass through solid objects, but they count Rank for the purposes of his Powers and
as Difficult Ground for him. After passing his Shifting Weapon.
through, he turns back to a solid state. Attributes: Agility d8, Smarts d6, Spirit
• Undead: +2 Toughness; +2 to recover d8, Strength d8, Vigor d6
from being Shaken; no additional damage Skills: Athletics d8, Common Knowledge
from called shots; ignores 1 point of d8, Faith d10, Fighting d8, Intimidation
Wounds modifiers; does not breathe or d6, Occult d8, Notice d6, Persuasion d10,
suffer from disease or poison. Stealth d10, Taunt d8
• Weakness (Sword of Woe): The only way Pace: 6; Parry: 6; Toughness: 7 (2)
to free the Headless Knight is by taking the Hindrances: Vow
sword away from him. Simply disarming Edges: Arcane Background (Miracles),
him isn’t enough; he can make the sword Face of Syir, Strong Willed, Luck, New
fly back to his hand as an action. The Power, Power Points
blade must be actually be wrestled from Powers [20 PP]: boost/lower trait, disguise
his grasp, using the Grappling rules. First (melting face and clothes), divination
the Knight must be Bound, and then the (omen), smite (shifting weapon).
sword must be taken away by winning Gear: Leather armor (+2), patchwork
an opposed roll. As this is also a spiritual cloak, Shifting weapon (Str+d8, +1 Parry,
combat, the wrestler can choose between holy symbol of Syir, 2 “shifts”).
using Athletics or Spirit in the grapple Special Abilities:
and on the subsequent roll. If the grappler • Gift of the Mother of Monsters: A Face
carries the shade of Sir Tarkos, he receives of Syir often has a permanent blessing,
+4 to the roll. Once the Sword of Woe which usually takes the form of an
is won from him, the Headless Knight unnatural physical feature with a minor
screams and his armor falls down in pieces. benefit attached. Heads-or-Tails’ gift is
concealment: he is always considered to
be under the effect of the conceal arcana
Heads-or-Tails Power.
A mysterious Face of Syir, this
androgynous man (or woman?) arrived in
Tyland Forests a couple of years ago and Hexenhoof
joined Red’s band, quickly becoming the The Hexenhoof is an ancient, very
bandit lord’s trusted advisor. Heads-or- powerful Fae, the first servant of Lord
Tails is an incredibly good shapeshifter Wynterlyr. His natural form is that of a

120 281 281


282

Taurus the Redgoat, a human bard, who


plays the bagpipes. Consider it the disguise
Power, which can be used at will.
• Fear: The first time a mortal sees the
Hexenhoof in his true form he must make
a Fear Check.
• Hexenhoof Magic: This Fae is a lord of
fire, he has 20 Power Points and can cast the
following Powers: barrier (walks leaving a trail
of fire), illusion (any illusion he wants), sloth/
speed (the quickness of fire), smite (flaming
weapon or snorts fire from the nose).
• Horns: Str+d6.
humanoid goat, with reddish eyes and the • Invulnerability: The Hexenhoof can be
ability to leave tracks of fire. Shaken, but not wounded, by attacks not
The Hexenhoof is fond of the souls of connected to his weakness.
mortals, which he traps in a secret bone fire • Weakness (Salt): The Hexenhoof is bound
built inside a petrified tree in the depths to eat salt, every time he sees it. He must forgo
of the Faerann. He can be violent, but he his actions to lick it up, usually this process
is mainly a trickster and loves to bargain requires 1d4 rounds per pound of salt.
and swindle mortals. He is also a good • Weakness (Silver and Magic): The
shapeshifter: when dealing with mortals he Hexenhoof can be wounded and killed by
often takes the shape of Taurus the Redgoat, magic, but even in this case, he will reborn
a bagpipe-playing bard. in the Faerann after 2d6+2 days. The only
Summon Ally: The Hexenhoof can be way to truly destroy him is to find his secret
summoned at any Rank, but only if you bone fire in the Faerann and put it out.
have his horn.
Attributes: Agility d10, Smarts d10, Spirit Winning the Favor
d10, Strength d12+1, Vigor d10 of the Hexenhoof
Skills: Athletics d10, Common Knowledge
The Hexenhoof is a very powerful and mi-
d8, Fighting d10, Notice d8, Occult d10,
Persuasion d10, Spellcasting d10(d12), schievous being, but like every Fae, he is bound
Stealth d10, Taunt d10 by his word.
Pace: 7; Parry: 7; Toughness: 7
If the heroes do him a favor of some kind, he is
Edges: Acrobat, Block, Charismatic,
forced to return it, although he’ll try to do so
Counterattack, Fleet-footed, Quick
Gear: Large-shafted spear (Str+d8+2, 2 in the way worst for the heroes, at least in the
hands, Range: 4/8/16, magical weapon, beginning. After a while, if he feels the heroes
grants him Spellcasting d12 and 30 Power
stand up to his cunning, he’ll begin to like
Points. He has it only if the heroes have
them and will soften a bit.
returned it to him from the statue in the
Hexenhoof Mine). Here are some of the favors - and the reward
Special Abilities he’ll give the party.
• Disguise: When dealing with mortals,
Putting the Hexenhoof Gems on the Hexenhoof
the Hexenhoof often takes the shape of

282
Red Fox’s Treasure

Stone (see page 251). The Horn of the Hexenhoof.


• Armor +4: Stony skin.
Retrieving his spear from the Hexenhoof Gu- • Construct: +2 to recover from being
ardian. He’ll touch a weapon of the retriever’s Shaken; called shots do no extra damage;
choice, enchanting it with the Fire of the Hoof
ignores 1 point of Wound modifiers; does
not breathe or suffer from disease or poison.
(the smite Power cast with a fiery trapping,
• Fire Breath: The Hexenhoof is a Fae of
with 5 Power Points, cast at Spellcasting d10). fire, so his guardian has similar gifts. He
Giving him the Ring of Command. A great can use the burst Power, using Spirit as
favor of the party’s choice, or three minor ones.
arcane skill and 6 Power Points, to produce
a fiery wave.
• Hardy: If this creature is already Shaken,
further Shaken effects do not cause a
Hexenhoof Guardian Wound.
• Resistance (Cutting and Impaling):
This stone statue, enchanted by faerie Cutting and impaling weapons deal only
magic, represents the Hexenhoof in half damage to the Hexenhoof Guardian.
his humanoid form. It is of limited • Size +2: The Hexenhoof Guardian is
intelligence, focused solely on protecting almost ten feet tall.
the Hexenhoof Gems. It leaves fiery • Weakness (Blunt Weapons): Blunt
hoofprints on the ground, which last for weapons deal +4 damage against the
1d6 minutes. Hexenhoof Guardian.
Note: the Large-Shafted Spear is
magical and belongs to the Hexenhoof,
who is the only one who can use its full Horace the Wailing
powers. Returning it to him counts as a The undead version of Brother Horace, a
favor. young and enthusiastic Son of Myrthala
Attributes: Agility d8, Smarts d4, Spirit sacrificed to the Crawler and returned as
d8, Strength d12+1, Vigor d8 undead by the foul magic of the old temple.
Skills: Fighting d8, Notice d6 Attributes: Agility d6, Smarts d6, Spirit
Pace: 7; Parry: 6; Toughness: 14 (4) d10, Strength d12, Vigor d10
Edges: Quick Skills: Athletics d6, Fighting d8, Notice d6
Gear: Large-shafted spear (Str+d8, 2 Pace: 6; Parry: 6; Toughness: 9
hands, Range: 4/8/16, magical weapon, it Edges: –
turns to wood and metal if the Guardian Special Abilities
is destroyed). • Fists: Str.
Special Abilities • Lost Soul: Horace is suffering and
tainted, but his soul isn’t evil. If the heroes
try to persuade him to stop, they can do so
with excellent role-play or with the Social
Conflict rules. If they win, Horace begs to
be laid to rest, and won’t attack for a round
(during which attacks against him are
made with the Drop).
• Undead: +2 Toughness; +2 to recover
from being Shaken; no additional damage

120 283 283


284
Creatures and NPCs

from called shots; ignores 1 point of


Wounds modifiers; does not breathe or Knight of Scarlet
suffer from disease or poison. The embodiment of chivalry, the Knights
• Wailing: Every round Horace can emit of Scarlet are the sworn defenders of the
a terrible wail and make a melee attack, kingdom, and probably the finest shock
both without any penalty. The wail is an troops of the era. The Profile below
area attack, affecting living beings (undead represents a reasonably skilled and well-
are immune) within a LBT. The effect is equipped knight.
randomly determined by the suit of the Attributes: Agility d8, Smarts d6, Spirit
Action Card on which Horace is acting. d6, Strength d10, Vigor d8
Club equals to darkness (lasts one round Skills: Athletics d8, Common Knowledge
only), diamonds means stun, hearts is d6, Fighting d10, Healing d6, Intimidation
fear and spades is burst (in this case the d8, Notice d6, Persuasion d8, Repair d6,
template is a cone of darkness). With a Riding d10, Survival d6
Joker, there is no wailing, but Horace Pace: 6; Parry: 8; Toughness: 10 (4)
recovers a wound. The Powers are cast Hindrances: Code of Honor, Dependent
using Spirit as the Arcane Skill. Edges: Brave, Elan, Knight of Scarlet, Steel
• Weakness (Ritual Dagger): The Ritual Clad
Dagger planted in Horace’s heart fuels his Gear: Dagger (Str+d4, Range: 3/6/12,
hate. Removing it requires an unarmed ROF: 1), knight’s heavy armor (+4),
attack or Agility roll at -4 to grab it, and a emblazoned medium shield (+1 Parry, -2
Strength (-4) or Spirit roll to remove it. Once Cover), Kalyrian warhorse, lance (Str+d8,
removed, Horace’s Toughness drops to 6. AP 2 when charging, Reach 2, only usable

284
Red Fox’s Treasure

in mounted combat, Cumbersome 1), long can produce a Swirling Gem (he coughs
sword (Str+d8). it out). A mortal seeing it must make a
Special Abilities: Spirit (-1) roll to overcome the desire to
• Squire: Knights of a certain experience acquire it. It is worth 1000 cp and usually
often have a squire in their service. The it is traded only for the soul of a person,
typical squire is an Extra with the Young who becomes the slave of the Ironeater.
Hindrance, with stats decided by the GM, These gems are Magical Components and
and is considered a Dependent. with three of them and the banish Power
it is possible to banish the Ironeater to the
Faerann for 99 years.
Ironeater • Weakness (Silver): Silver weapons deal
This Fae resembles a humanoid feline, with double damage to the Ironeater, and mere
azure skin, a mane of deep blue hair and contact with them causes him 2d4 damage.
metal-gray eyes. The Ironeater can walk
fourlegged or two-legged as he wishes, and
is devious and cruel. He likes two things John the Fair
in particular: iron and blood (because he John is a good boy. He contracted
can taste the iron in it). The real power of lycanthropy by chance, bitten by a beast
the Ironeater is absorbing metal; he uses it near Avery. When the first change came, he
to create sparkling gems, which he gifts to murdered Gina, his neighbor’s daughter.
mortals in exchange for their souls. Scared, he escaped his country and fled
Attributes: Agility d8, Smarts d8, Spirit to the most remote place he could find.
d8, Strength d10, Vigor d8 Till now, he has managed to keep his curse
Skills: Athletics d8, Common Knowledge under control, going into the forest to look
d4, Fighting d10, Intimidation d10, Notice for prey on days of the full moon.
d8, Stealth d8 He still feels anguish for the murder of
Pace: 7; Parry: 7; Toughness: 7 (1) Gina. John, unbeknownst to him, is hunted
Edges: Dodge (Imp), Quick by Freya the Slayer, who is following his
Gear: Swirling Gem (see below). tracks from the Barony of Avery (see The
Special Abilities Festival of Bees Savage Tale).
• Armor +1: Iron fur. Triggers: blood, full moon, violence.
• Invulnerability: Metal weapons (except Attributes: Agility d8, Smarts d6, Spirit
silver ones) and magic can Shake the d8, Strength d12+1, Vigor d10
Ironeater, but not wound him. Skills: Athletics d8, Common Knowledge
• Iron Eater: Any time a non-silver metal d6, Fighting d10, Intimidation d10, Notice
weapon hits the Ironeater the wielder must d10, Stealth d8, Survival d10
make a Spirit (-2) roll. With a failure the Pace: 7 Parry: 7; Toughness: 7
weapon is absorbed (it is destroyed) and Hindrances: Secret, Pacifism (in human form)
the Ironeater can h a Wound or gain one Edges: Frenzy (Imp)
point of Size (this expires after a day). Special Abilities
Magical weapons have a bonus of +1 per • Bite: Str+d8.
Quality they have, +2 if they are Growing • Claws: Str+d6.
magical items. • Infravision: Werewolves can see heat and
• Swirling Gem: By consuming 10 points halve penalties for bad lighting conditions
of Size acquired from metal, the Ironeater when attacking living targets.

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his actual fifty-odd years. He was never


a good guy, but recently he was infected
with lycanthropy by his lover, Acatarina,
who transformed him into a wererat and
instilled in him the thought of conquering
the entire region. While Acatarina and her
brother Twistle are alive, they are the real
minds behind Lord Korab.
Arcturus is a very recent wererat, so he
has no great control over his power.
Triggers: danger, fear, rotting meat,
pain, precious items.
Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d4, Common
Knowledge d8, Fighting d8, Intimidation
d8, Notice d6, Persuasion d8
Pace: 5; Parry: 6; Toughness: 6
Hindrances: Greedy, Obese
• Invulnerability: Werewolves can be Edges: Aristocrat
Shaken by any weapon, but only Wounded Gear: Bejeweled dagger (Str+d4, Range:
by magical and silver ones. 3/6/12, ROF: 1, worth 300 cp), food-
• Weakness (Aconite): Werewolves stained robe, golden necklace of rank
are very susceptible to this herb. In its (1000 cp worth), ring of keys (for Lord
presence they suffer -2 to all their Trait Korab’s Quarters’ chest and the Weeping
rolls and must make a Spirit roll or flee. Castle Treasury).
• Weakness (Silver and Magic): Werewolves Special Abilities
suffer normal damage from silver weapons • Bite: Str+d4.
and magical weapons and attacks. • Claws: Str+d6.
• Wolfcurse: Any target bitten (at least • Infravision: Wererats can see heat and
Shaken by a wounding effect) by a halve penalties for bad lighting conditions
werewolf must make a Vigor (-2) roll, with when attacking living targets.
an additional -2 if he suffered a Wound. • Invulnerability: Wererats can only be
In the case of failure, the victim contracts Shaken, not Wounded, except by magical
the disease, which causes a level of Fatigue and silver weapons.
after one hour, and full lycanthropy in • Ratcurse: Any target bitten (at least
2d4 days. The healing Power, cast with the Shaken by a wounding effect) by a wererat
Cure Disease Modifier at -2, can cure the must make a Vigor (-2) roll, with an
malady, otherwise a specific cure must be additional -2 if he suffered a Wound. In
found (see TGM). the case of failure, the victim contracts
the disease, which causes a level of Fatigue
after one hour, and full lycanthropy in
Lord Arcturus Korab 2d4 days. The healing Power, cast with the
Arcturus Korab is the fat, greedy lord of the Cure Disease Modifier at -2, can cure the
Weeping Castle, who appears older than malady, otherwise a specific cure must be

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Red Fox’s Treasure

found (see Living a Skin Changer Life on sword (Str+d8, AP 2, +1 Parry).


TGM). Special Abilities
• Weakness (Silver and Magic): Wererats • Disguise: Lord Wynterlyr can take the
suffer normal damage from silver weapons shape of any humanoid he wants. Consider
and magical weapons and attacks. this the disguise Power, which he can use
at will.
• Fae Blessing: Lord Wynterlyr can bestow
Lord Wynterlyr Blesses and Curses like a cleric (see TPG),
Lord Wynterlyr is the most powerful Fae invoking his own powers.
in Tyland Forest, a herald of the holy force • Invulnerability: Lord Wynterlyr can be
of winter, as his wife, Beethania, represents Shaken, but not Wounded, by attacks not
summer. He can take any shape he wants, connected to his weakness.
but usually appears as a handsome • Ring of Command: If Lord Wynterlyr
humanoid, with long silver hair, vaguely finds the Ring of Command, raise all
elven. His perfect beauty is marred by his Attributes, Occult, Persuasion and
a scar on one cheek which he cannot Spellcasting by two die types. He also gains
conceal in any manner, made by his wife, the Greater Luck Edge, doubles his Power
Beethania, with her dagger, Heartbreaker. Points and gains the following Powers:
Currently Lord Wynterlyr is boost/lower trait (uncanny ability), damage
imprisoned in the Faerie Well: to be free field (halo of frost), drain power points
he must retrieve the Ring of Command, (faerie kiss), mind reading (spy on your
which stores part of his powers. thoughts), protection (enchanted word),
Note: the stats below are for Wynterlyr shape change (any animal), warrior’s gift
without the Ring of Command. Values in (martial stance), plus the capacity of
parenthesis represent him with the Ring of controlling weather throughout Tyland
Command. Forest (this costs him 10 LP).
Summon Ally: Lord Wynterlyr is too • Weakness (Heartbreaker and Treeman
powerful to respond to the calls of petty Spear): Lord Wynterlyr cannot truly be
casters. Try if you want, but you’ll only killed, but Heartbreaker and a spear made
upset him. from a branch of a treeman can temporarily
Attributes: Agility d10 (d12), Smarts d12 banish him. They must hit Lord Wynterlyr
(d12+2), Spirit d10 (d12), Strength d12 in the heart (Called Shot (-4)), if they do
(d12+2), Vigor d10 (d12) the Fae Lord shatters into snowflakes, but,
Skills: Athletics d12, Common Knowledge at the beginning of next winter, he will
d8, Fighting d12, Notice d8, Occult be reborn, full of vengeance against his
d12 (d12+2), Persuasion d12 (d12+2), killer. Probably a way to definitively kill
Spellcasting d12 (d12+2), Stealth d10, Wynterlyr exists, but if so it is a secret well-
Taunt d10 hidden in the Faerann, and outside the
Pace: 6; Parry: 10 (11); Toughness: 10 (3) scope of this campaign.
(11 (3)) • Wynterlyr’s Hounds: Wynterlyr covets
Edges: Aristocrat, Charismatic, Block, mortal souls, because he can transform
Level Headed (Imp), Counterattack (Imp), them into Hounds (see page 307). It costs
Illusionist, Wizard him 10 Power Points to transform a mortal
Hindrances: Vengeful (Major) whose soul he has into such a beast, totally
Gear: Enchanted robes (+3), Wynterlyr’s under his control.

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Creatures and NPCs

• Wynterlyr’s Magic: This Fae is a lord of (halo of darkness). Elder Acolytes (see
ice; he has 30 (60) Power Points and can below) have 15 Power Points, Faith d10
cast the following Powers: beast friend (old and know all four Powers.
pact with beasts), cantrip (any), detect/ • Aquatic: Pace 6.
conceal arcana (Fae sight), dispel (word • Armor +1: Fishlike skin.
of unmaking), healing (touch of winter), • Claws: Str+d4.
illusion (any illusion he wants), mind wipe • Elder: One Lurker in every twenty is an
(watch the snowflake), puppet (dominate Elder. It has Strength, Vigor and Fighting
mortals), resurrection (take back from one die type higher and the Sweep Edge.
death), sloth/speed (freeze time), smite It usually has an ornament (a necklace, a
(cold touch), stun (clap of hands), summon bracelet or something similar worth 100
ally (various Fae), teleport (blink). cp) showing its importance. There are also
a few Elder Acolytes (both abilities apply).
• Fear: Lurkers are horrible creatures: the
Lurker first time a hero sees one of them he must
Lurkers are a fish-man race enslaved make a Fear Check.
by the Nyrathi a number of centuries • Low Light Vision: Lurkers ignore
ago, exploiting their veneration for the penalties for Dim and Dark lighting
Crawler. Usually they dwell in the depths conditions.
of the Gorge, but the Cult of the Crawler • Size +1: Lurkers are bigger than men.
stirred them and now they are slowly
reconquering the surrounding area. They
are bowlegged, with big cranial fins, Lurker Tadpole
golden eyes, and a rubbery skin; and they Tadpoles are the infant form of Lurkers,
are totally fanatic in their worship of the between twelve and twenty four weeks
Cultists of the Crawler. Although they of life. In this stage, they are as big as a
don’t like using many tools (for example large cat, with powerful hind legs, small
weapons) they are intelligent and perfectly arms and a ferocious bite. Tadpoles are
capable of using them. always hungry (they must eat a lot to
Attributes: Agility d6, Smarts d6, Spirit grow) and with animal intelligence, but
d6, Strength d8, Vigor d8 they instinctively recognize full-grown
Skills: Athletics d6, Fighting d8, Notice Lurkers as their masters. Only one tadpole
d6, Stealth d6 in twenty will actually become a Lurker,
Pace: 5; Parry: 7; Toughness: 8 (1) eating his smaller brothers and sisters.
Edges: – Attributes: Agility d8, Smarts d6 (A),
Gear: Crude spear (Str+d6, 2 hands, +1 Spirit d6, Strength d4, Vigor d4
Parry, Range: 4/8/16) or stone dagger Skills: Athletics d8, Fighting d6, Notice
(Str+d4, AP 2, cannot be thrown). d6, Stealth d6
Special Abilities Pace: 7; Parry: 5; Toughness: 2
• Acolyte: One Lurker in every twenty is Special Abilities
a minor priest of the Lurker, with Faith • Aquatic: Pace 10.
d8 and 10 Power Points. It knows any two • Bite: Str+d4.
of these powers: bolt (darkness missile), • Hear the Call: Lurkers can call Tadpoles
boost/lower trait (mark of the Crawler), by emitting a low-pitched whistle (it works
deflection (glowing symbols) and fear even underwater), which can be heard up

288
Red Fox’s Treasure

to 60 yards away. grapple attack at


• Pounce: These creatures pounce on their reach, receiving
prey to best bring their mass and jaws to +4 to the attack.
bear. If the creature can leap at least a few Beginning on the
feet (1” on the table-top) and makes a Wild round after being
Attack, it adds +4 to its damage instead of snatched, the vic-
+2. tim is dragged to
• Size -2 (Small): Lurker Tadpoles are big the beast’s mouth,
as cats. suffering the nor-
mal bite damage
+4.
Mine Gecko • Size +3: Mine
Mine Geckos are large reptiles dwelling in Geckos are tall as ponies, and 15 to 20 feet
the caverns of the Giant’s Butt Hills. Squat long from head to tail.
and long, they have large green eyes, big as • Sweeping Tail: Str+d4, Reach 3. A Mine
plates, and are quite intelligent. They are Gecko can sweep with its massive tail,
also voracious hunters, capable of grabbing attacking every target in its reach. The
beasts the size of a dog or even bigger with rider and any passengers must make a
their long tongues. Riding or Agility (-2) roll to avoid being
The goblins of the Hexenhoof Mines unsaddled by such maneuver.
managed to tame some, and use them as • Tail Dropping: A really scared Gecko
beasts of burden and for war, probably can detach its tail, losing 2 points of Size
because they comprehend the chirping but gaining +4 Pace. The tail regrows at
sounds of these beasts very well. Usually the rate of one point of Size per month. A
they keep a single male, which is more scared Gecko always runs.
difficult to control, and several females.
Mine Geckos lost the ability to walk on
walls during their evolution. Nyrathi Bee
Attributes: Agility d6, Smarts d6 (A), The term “bee” isn’t really accurate for
Spirit d6, Strength d10, Vigor d8 these dog-sized, black-striped insects,
Skills: Athletics d8, Fighting d8, Notice but after all, they have long-sharp stings,
d6, Stealth d6 dwell in underground hives and produce a
Pace: 7; Parry: 6; Toughness: 10 (1) delicious honey, so…
Edges: – Nyrathi Bees are typical only of this area
Special Abilities of Ventar, where they dwell in hives of 5-50
• Armor +1: Sticky hide. individuals, the size of their population
• Bite: Str+d6. being largely dependent on the abundance
• Goblin Carrier: A Mine Gecko can car- of the chestnut flowers (their main source
ry up to two little fellows per point of Size of pollen). Unlike normal bees, they have
(so a typical Gecko carries 6 Goblins), in- a main hive (usually just one in the whole
cluding a rider (who actually “drives” the region) where the queen resides, and
beast). Goblins on Geckos are armed with several smaller ones used to store honey
spears and bows, usually. and pollen. Killing the queen usually stops
• Grabbing Tongue: Reach 5. A Mine the Nyrathi Bee infestation for the current
Gecko can use its long tongue to make a year, but this is a course of action rarely

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290
Creatures and NPCs

taken by the people of in the Forest, and the


Tyland because their extent of their mind
honey is very precious, power is such they can
you simply need to be careful also use it to influence
about how you take it. human beings foolish
Attributes: Agility d8, Smarts d4 (A), enough to come near
Spirit d6, Strength d6, Vigor d6 them.
Skills: Athletics d8, Fighting d6, Notice Attributes: Agility d4,
d6 Smarts d10 (A), Spirit d10,
Pace: 2; Parry: 5; Toughness: 5 Strength d10, Vigor d10
Edges: Improved Dodge Skills: Athletics d4, Fighting d6, Notice d8
Special Abilities Pace: 0; Parry: 5; Toughness: 15 (3)
• Fly: Nyrathi bees have a Flying Pace of 9. Edges: –
• Harvest (Chitin and Stinger): The chitin Special Abilities
of the Nyrathi Bees is hard and strong, • Armor +3: Multiple layers of fat.
and can be extracted with a Survival roll. • Claws: Str+d4, Reach 3. Bee Queens
It has a number of uses and can be easily develop long claws, with some fine
sold for 25 cp per piece. Warrior Bees also manipulation skill. They can attack with
have a stronger and thicker sting, which both of them without any multi-action
can be extracted with a Survival (-2) roll. penalties.
Each sting can be sold for 50 cp, or used to • Harvest (Bee Queen Brain): The brain
make a spear, bolt or arrow point with the of a Hive Queen is full of psychic power.
Penetrating 2 Quality. One stinger in every It can be extracted with a Survival (-2)
twenty is also stronger and longer, and can roll and if eaten raw can give tremendous
be used to craft a Short Sword or a similar powers - or lead to an immediate death. The
weapon with the Penetrating 2 Quality. bold (or mad) person doing so must make
These stingers can be sold for 300 cp. a Vigor (-4) roll. In the case of failure he
• Sting: Str+d6. This also delivers a Fatal permanently loses 1d4 die types in Smarts.
Poison. If this brings him to d4-2, he becomes a
• Wall Walker: Can move on inverted drooling idiot, if it is less, he dies horribly.
surfaces at full Pace. With a success or better he gains the Power
• Warrior: One Bee in every ten (up to Points and Mentalist Edges for free (if he
one every two in nests) is a Bee Warrior. has an Arcane Background of some sort),
They have Fighting d8 and their poison is or Improved Arcane Resistance if he isn’t
stronger (-2 to the Vigor roll). magically gifted. The brain can be sold to a
magician or an alchemist for 2000 cp.
• Hive Queen: The hive queen is in
Nyrathi Bee Queen telepathic contact with the entire hive.
The Queen of a Nyrathi Bee Hive is She can summon 1d6-1 Bees every round,
a bloated thing, dedicated only to up to the total size of the hive (250 bees,
reproduction. It is usually located in the 100 warriors). The Bees use the Fanatics
deepest, best-protected part of the hive, setting rule to protect their mother.
gorged with food and surrounded by eggs • Mind Powers: The hive queen is a very
and drones. Bee Queens are telepathic, powerful psionic animal. She has 40 Power
they control the whole population of bees Points, Arcane Skill d10 and can use the

290
Red Fox’s Treasure

following Powers: fear (atavistic terror), Pale Goblin


puppet (mind control), sloth/speed This creature doesn’t look much like the
(slow or speed up reflexes), stun (wave of customary goblin: the size is more or less
overflowing sensory inputs). the same, but the features are elongated
• Size +5 (Large): Bee Queens are as large and gaunt, the eyes big and blue, and he is
as hippos, and so fat they cannot move. very pale. He speaks in whispers and has
a forked tongue. Pale Goblins dwell deep
in darkness, in the deep caverns under
Ogre of Ventar the Stone Twins. They tried to capture
Ogres are big, ugly brutes. They aren’t Rannik during his escape from the prison
very smart, but they compensate for their of Kaavoras, but the evil dwarf is a slippery
poor intelligence with great strength. customer: he avoided capture and stole
Ogres usually live in small bands of 2-8 their precious earthenware amulets, where
or are kept as champions by goblins or they believe their souls reside, so now they
hobgoblins. are forced to serve him faithfully.
Summon Ally Rank: Veteran. Rannik took away their names,
Attributes: Agility d6, Smarts d4, Spirit replacing them with the names of
d6, Strength d12+3, Vigor d12 vegetables, because he is a really mean
Skills: Athletics d8, Common Knowledge person.
d4, Fighting d8, Intimidation d8, Notice Attributes: Agility d8, Smarts d6, Spirit
d4, Stealth d4 d6, Strength d4, Vigor d6
Pace: 7; Parry: 6; Toughness: 12 (1) Skills: Athletics d8, Common Knowledge
Edges: Brute, Sweep d4, Fighting d6, Notice d6, Shooting d8,
Gear: Axe or club (Str+d8), furs (+1). Stealth d8, Taunt d6
Special Abilities Pace: 8; Parry: 5; Toughness: 4
• Harvest (Ogre Blood): The blood of Ogres Hindrances: Delusional (believes his
is excellent for preparing concoctions. With soul is stored in an earthenware amulet),
a Healing (-4) or Occult (-2) roll, a character Outsider
can harvest one dose of ogre blood. Each Edges: Dodge, Fleet-Footed
dose counts as a potion of boost trait Gear: Batskin sling (Str+d4, Range:
(Strength only), but you must make a Vigor 6/12/24), black hooded robe.
roll to gulp it down (not necessary with the Special Abilities
Iron Stomach Edge). Each dose can be sold • Bite/Claws: Str+d4.
for 100 cp. With ten doses and an Occult • Infravision: Pale Goblins see perfectly
(-4) roll a special concoction can be made, in any type of darkness, including magical
permanently raising the Strength of the darkness.
imbiber by one die type. This concoction • Sons of Darkness: Pale Goblins are used
works only once in one’s lifetime. to moving unnoticed in darkness: they gain
• Infravision: Ogres halve penalties for +2 to Stealth rolls (in addition to any light
dark lighting conditions against living modifiers), if they are in dim light or worse.
targets (round down). • Size -1: Goblins are small, little bigger
• Size +3: Ogres are up to nine feet tall and than babies, but much nastier.
can weigh half a ton. • Weakness (Light): Any light-based Test,
attack or Power receives +2 toward them.
They also receive -1 to rolls in sunlight.

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Creatures and NPCs

Pixie Power Point (not Locked or Burned).


The commonest of the faeries, Pixies are One hundred doses can be crushed into
small humanoids, no taller than a dozen a Magical Component. Pixie dust can be
inches, with small, insect-like wings. Pixies sold for 50 cp per dose.
are merry, if mischievous, faeries. They • Size -4 (Tiny): Pixies are the size of a
love playing jokes on humans, and in great hummingbird, but much more annoying.
numbers they can cause serious harm. For
this reason, sometimes cities and lords
hire Ratcatchers to get rid of them. The Priestess of the Crawler –
wings of pixies, with their magical dust, Irina
are also highly prized by mages, another
reason to hunt them. A black-haired beauty, with a mysterious
In truth pixies, if respected and well- smile, Irina is the middle sister of the trio
treated, can be of invaluable help, doing running the Good Omen Inn in Tyland
small favors like protecting houses and Mills, where she serves at the tables. She
tending fields and beasts. Pixies are fond is known to have had many suitors but
of milk, bread and honey, and swearing nobody has yet married her.
contests. Irina is the reincarnation of Iriskara, an
Summon Ally Rank: Novice. ancient warrior-priestess of the Crawler.
Attributes: Agility d10, Smarts d6, Spirit Irina is the fighter of the trio.
d6, Strength 1, Vigor d4 Attributes: Agility d8, Smarts d6, Spirit
Skills: Athletics d10, Fighting d6, Notice d8, Strength d10, Vigor d10
d6, Stealth d10, Shooting d8, Taunt d10 Skills: Athletics d10, Common Knowledge
Pace: 6; Parry: 5; Toughness: 2 d8, Fighting d12, Healing d6, Intimidation
Gear: Tiny dagger (Str+1), tiny sling d10, Miracles d8, Notice d8, Persuasion
(Str+1, Range: 3/6/12) d8, Stealth d8, Shooting d8, Thievery d8
Edges: Dodge (Imp), Provoke Pace: 6; Parry: 8; Toughness: 11 (4)
Special Abilities Edges: Arcane Background (Miracles),
• Flight: Pixies can fly with Pace 6 and Block (Imp) Common Bond, Counterat-
Climb 3. tack (Imp), Shoulder Strength, Very At-
• Harvest (Pixie Dust): The wings of tractive
Pixies release a magical dust. The dust Hindrances: Secret (Major), Vow
can be extracted from a dead pixie with a Powers [15 PP]: boost trait (dark
Survival (-2) or Occult roll. Each dose can invocations), healing (invoke the Crawler),
be spent by a mage in place of spending a smite (glowing runes), warrior’s gift (chant
of the dead)
Gear: Crawler mask (+2, head only),
dagger (Str+d4, Range: 3/6/12 ROF 1),
Fang of the Crawler (Str+d10, AP 3, -2
to enemy’s soak rolls, see below), magical
black chitin armor (+4, Hardiness 2),
potion of healing potion, potion of speed.
Special Abilities
• Fang of the Crawler: A two handed
sword made with a long tooth from the

292
Irina. A late Nadia. Nadia is Sylvia. In her
Red Fox’s Treasure
twenties a twenty years early forties,
woman, Irina is old girl with cu- hazel-haired
a black haired rly blonde hair Sylvia has more
beauty, with a and blue eyes. charm than
very seductive A little shy, she much younger
and mysterious is the younger women. A
smile. She is the of the three strong and
middle sister of sisters running capable woman,
the trio running the Good Omen she is the eldest
the Good Omen Inn in Tyland sister of the trio
Inn in Tyland Mills and she running the
Mills, where usually works in Good Omen
she serves at the the kitchen. Inn, which she
tables. manages very
well.

Crawler. Wild Cards hit by it suffer -2 to darksight (black eyes), darkness (halo of
Soak rolls. Whenever it kills a Wild Card, darkness)
the wielder receives a Benny. Gear: Claw of the Crawler (Str+d4, AP
• Lurker Servants: Priestesses of the 2, cannot be thrown, magical weapon, +1
Crawler are worshipped by the Lurkers, to Vigor rolls, see below), Crawler mask
which use the Fanatics Setting Rules to (+2, head only), magical black leather
protect them. armor (+3), lashari rope (silk, counts as a
Trinket), lockpicks, potion of healing.
Special Abilities
Priestess of the Crawler – • Claw of the Crawler: An ancient dagger,
Nadia carved from a petrified claw of the Crawler
itself. In the hands of a priest of the
Nadia is a twenty-year-old girl with curly Crawler it grants +1 to Vigor rolls. If the
blonde hair and blue eyes. A little shy, she Crawler is killed it animates briefly, moans,
is the youngest of the three sisters running and crumbles to dust.
the Good Omen Inn in Tyland Mills and • Lurker Servants: Priestesses of the
she usually works in the kitchen. Crawler are worshipped by the Lurkers,
Nadia is the reincarnation of Nadakara, which use the Fanatics Setting Rules to
an ancient priestess of the Crawler. Nadia protect them.
has the best subterfuge skills of the trio.
Attributes: Agility d8, Smarts d8, Spirit
d8, Strength d8, Vigor d8 Priestess of the Crawler –
Skills: Athletics d8, Common Knowledge Sylvia
d8, Fighting d10, Healing d6, Miracles
d8, Notice d8, Persuasion d8, Stealth d10, Sylvia is a strong, capable woman in her
Thievery d10 early forties, attractive and charming. She
Pace: 6; Parry: 7; Toughness: 9 (3) runs the Good Omen Inn of Tyland Mills
Edges: Assassin, Arcane Background with her sisters, of which she is the eldest.
(Miracles), Attractive, Common Bond, Sylvia is the reincarnation of Sylkara,
Quick, Thief an ancient priestess of the Crawler. Sylvia
Hindrances: Secret (Major), Vow is the leader of the trio and a very powerful
Powers [15 PP]: boost trait (dark cleric of the Crawler, her powers rivaling
invocations), deflection (uncanny agility), those of Shush’Arish.

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Creatures and NPCs

Attributes: Agility d8, Smarts d10, Spirit worshipped by the Lurkers, which use the
d10, Strength d8, Vigor d8 Fanatics Setting Rules to protect them.
Skills: Athletics d8, Common Knowledge • Ring of Command: If Sylvia has the
d8, Fighting d8, Healing d8, Intimidation Ring of Power she gains +2 to Faith rolls,
d10, Miracles d12, Notice d8, Occult d10, 15 extra Power Points and the ability to
Persuasion d10, Stealth d8, Thievery d6 cast the puppet (mind control) and fear
Pace: 6; Parry: 7; Toughness: 8 (2) (break the mind) Powers.
Edges: Arcane Background (Miracles),
Attractive, Calculating, Charismatic, The Gifts of the Crawler
Command, Common Bond, Level-
Headed (Imp), New Power, Power Points
At the end of the campaign, when the Crawler
Hindrances: Secret (Major), Vow
Powers [30 PP]: bolt (missile of darkness), is defeated, all the magical items linked to it

boost/lower trait (dark invocations), burst (the Claw, Eye and Fang of the Crawler) lose
(explosion of green flames), deflection their powers. As a compensation, the hero who
(uncanny agility), protection (runes of
captured them should be given a Conviction
guarding), stun (release the spirits).
Gear: Blessed robe (+2, can soak wounds
by rolling on Miracles), Crawler mask (+2, Possessed Shadow Beast
head only), Eye of the Lurker (Str+d4, 2
hands, +1 Parry, see below), three potions Stories say that Shadow Beasts are spirits
(healing x2, invisibility), Ring of Command escaped from the Faerann, and, if you’ve
(only if the Cult gets it). had the chance to have a good look at one
Special Abilities of them, you’ll agree this is probably true.
• Eye of the Crawler: This staff was made You are also very lucky to have survived the
with an antenna of the Crawler and is a occasion. A Shadow Beast has the strong
powerful magical amplifier. In the hand of body of a big, very muscular feline, and a
a priest of the Crawler mane black as the night, which can absorb
it grants +1 damage/ light. It has three sets of amber eyes set on a
die to direct long-muzzled head, and doesn’t make any
damage sound, even during the fiercest fight, which
spells, and makes it even scarier. Shadow Beasts
the ability are vicious, solitary hunters, which love
to cast the to take their prey, wound them, and
barrier then drag the poor sods into their
(wall of lairs to devour them at their ease.
green flames) This particular specimen is
and teleport mutated by the effects of
(door of the Third Fragment
darkness) of the Ring of
Powers. Command
• Lurker which it has
Servants: encased in
Priestesses of its head.
the Crawler are

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Red Fox’s Treasure

Attributes: Agility d10, Smarts d8 (A), • Third Fragment of the Ring of


Spirit d10, Strength d12+3, Vigor d12 Command: This piece of stone is part of
Skills: Agility d10, Common Knowledge the fabled Ring of Command. It melded
d8, Fighting d10, Intimidation d8, Notice with the flesh of the Shadow Beast and
d8, Stealth d10 cannot be removed except by killing it or
Pace: 8; Parry: 7; Toughness: 13 (2) with a Called Shot (-4, Toughness 8). It
Edges: – grants the Beast the following Powers, cast
Special Abilities with Arcane Skill d10 and 10 Power points:
• Armor +2: Thick Skin. blast (breath of darkness), darkness (shroud
• Bite: Str+d8. of night), fear (horrible visions). Note that
• Claws: Str+d6. A Shadow Beast can make these powers are under the Fragment’s
two claw attacks per round without any control, the Beast cannot decide when
penalty, but cannot bite in the same round. to use them. When the bearer dies, the
• Fear (-3): Seeing a Shadow Beast is a fragment is released from the body. A
disturbing experience, which requires a released fragment has a 50% chance (black
Fear Check. card) to bind with a creature touching it.
• Harvest (Claws and Teeth): The teeth and This can be resisted with a Spirit (-4) roll.
claws of a Shadow Beast are impressive and
can be recovered with a Survival (-2) roll and
sold for 100 cp each. You gather two teeth Rannik the Snake
or claws per success and raise. If you decide A dwarf with steel-gray eyes and a cold
to use them in crafting a dagger or a short stare, Rannik is a highly intelligent
sword, you receive +2 to the crafting roll. assassin. He becomes emotional only
• Harvest (Skin): The skin of a Shadow when his family is involved. He hates all
Beast can be recovered with a Survival his brothers and sisters while he venerates
(-2) roll and sold for 300 cp. Otherwise the memory of his father, the legendary
a character can treat it with a Repair or thief Red Fox. Rannik is the typical evil
Survival (-2) roll and obtain a cloak which mastermind which likes to see his plans
grants +1 to Stealth rolls and a point of go perfectly, and to gloat in front of his
Cover in any lighting condition except full enemies.
daylight. He has a deep knowledge of poisons
• Night Stalker: A Shadow Beast is and a band of weirdo servants, the Pale
perfectly at ease in darkness. As well as Goblins, which he enslaved by stealing
seeing perfectly in all lighting conditions, their earthenware amulets which,
it receives +2 to Stealth rolls and two according to their superstition, contain
points of Cover whenever it is attacked in their souls.
any light condition except full daylight. Attributes: Agility d8, Smarts d10, Spirit
• Pounce: These creatures pounce on their d8, Strength d8, Vigor d8
prey to best bring their mass and claws to Skills: Athletics d10, Common
bear. If the creature can leap at least a few Knowledge d8, Fighting d10, Healing d10,
feet (1” on the table-top) and makes a Wild Intimidation d8, Notice d10, Occult d8,
Attack, it adds +4 to its damage instead of Persuasion d8, Repair d8, Shooting d12,
+2. Stealth d12, Survival d10, Thievery d12
• Size +3: The Possessed Shadow Beast is Pace: 5; Parry: 7; Toughness: 6
bigger than a lion. Edges: Assassin, Dodge (Imp), Level-

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Creatures and NPCs

Headed (Imp), Streetwise, Trademark Ventur. When his father died, he left him
Weapon (The Snake), Thief. nothing, and Red took this very badly.
Hindrances: Arrogant, Vengeful (Major) He became a bandit, quickly gathering
Racial Abilities: Low Light Vision, Slow, a band of lowlife around him. He despises
Tough his sister, Marian, the legitimate Mill Lady,
Gear: bag of caltrops (make a MBT area but he isn’t evil at heart: he only tries to get
Difficult Ground), bear trap (2d8 damage, what he thinks he deserves.
AP 4, needs 3 rounds to place it), black He is around twenty-five, raven-haired,
leather armor (+2, Hardiness 1), dagger and with a brash attitude ladies find
(Str+d4, Range: 3/6/12, ROF: 1), dwarven irresistible.
jeweler’s lens (+1 to tasks involving seeing Attributes: Agility d8, Smarts d8, Spirit
small details – the lens is linked to Red d8, Strength d8, Vigor d8
Fox’s Treasure Savage Tale), keys to Fort Skills: Athletics d10, Battle d6, Common
Ghost, short sword (Str+d6), The Snake Knowledge d8, Fighting d10, Intimidation
– one handed crossbow (Damage: 2d6+1, d6, Notice d8, Persuasion d8, Shooting
Range 12/24/48, ROF: 1, Penetrating, d10, Stealth d10, Survival d8
Reliable – see Treasures of Tyland), grapnel Pace: 6; Parry: 7; Toughness: 8 (2)
and rope, darts, lockpicks, poisoned darts Edges: Attractive, Charismatic,
(2 x Lethal (0), 2 x Knockout (-2), 2 x Counterattack, Extraction, Dodge (Imp),
Paralysis (-4)), green potion (healing), Level-Headed, Luck, Trademark Weapon
bubbling blue potion (barrier), red (Red’s Bow)
pasty potion (speed), necklace with five Hindrances: Enemy, Wanted
small earthenware statuettes (they each Gear: dagger (Str+d4, Range: 3/6/12),
represent a Pale Goblin), rope. Red’s Bow (Damage: 2d6+1, Range:
Special Abilities: 12/24/48, ROF: 1, AP 1 – with Masterwork
• Pale Master: Rannik has a band of and Penetrating Qualities), leather armor
servants, the Pale Goblins, which will (+2), green potion (healing), sharp long
do anything he says while he has the sword (Str+d8+1).
earthenware statuettes containing their
souls. They use the Fanatics Setting Rule
to protect him.
• Poisoner: Rannik is very skilled in
poison-making. Given sufficient time he
can craft any of the Savage Worlds core
rules poison types with a penalty of -2 to
the Vigor roll. In his gear are listed the
typical poisons he carries. He is immune
to all his own poisons and receives +2 to
Vigor rolls against other poisons.

Red the Bandit Lord


The bastard son of the late Lord of Tyland
Mills and a washerwoman, Red grew up
in Tyland Mills, trained by his father and

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Red Fox’s Treasure

Special Abilities:
• Uncatchable Bandit: Red is famous for
always managing to escape; by spending a
Benny, he can find a way to escape from
capture. Every time he uses this Ability
against the heroes it costs him one Bennie River Eel
more. Capturing Red and bringing him to River Eels are dangerous carnivores
justice grants a Conviction (and a bounty dwelling in the rivers and lakes of Ventar.
of 800 cp). Although they eat mainly fish, they aren’t
shy about eating other meat. They are
usually three feet long, but they can grow
Red’s Bandit much bigger, even twenty or thirty feet, if
This band of highwaymen is at the service you pay heed to some drunken fishermens’
of Red, the bandit lord of the forest. They stories. They have catfish-like heads, with
are well-organized, well-trained and long barbels and a series of vestigial paws
well-equipped. Part of the population, (usually twenty) on the sides of the body.
especially those far from the protection of River Eels are a species derived from
Tyland Mills, see them as friends. The stats the Crawler, we might consider them its
below are for a typical “Red’s Bandit”. “lesser sons”.
Attributes: Agility d8, Smarts d6, Spirit Attributes: Agility d8, Smarts d4 (A),
d6, Strength d6, Vigor d6 Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge Skills: Athletics d6, Fighting d6, Stealth d6
d6, Fighting d8, Intimidation d6, Notice Pace: 2; Parry: 5; Toughness: 5
d4, Shooting d8, Stealth d6, Survival d8 Edges: –
Pace: 6; Parry: 6; Toughness: 7 (2) Special Abilities
Edges: Woodsman • Aquatic: Pace 6.
Hindrances: Poverty, Wanted • Bite: Str+d4.
Gear: Bow (Damage: 2d6, Range: • Harvest (Eel Barbels): The barbel of one
12/24/48, ROF: 1), leather armor (+2), River Eel in fifty is magical and continues
short sword (Str+d6). twisting after death. If properly preserved
Special Abilities: (Survival or Occult roll) it can be used to
• Ambusher: Bandits are masters of find concealed treasures or secret passages
catching their victims off-guard. If they within 3d20 yards, by concentrating (and
have time to set an ambush and are in their with a Spirit (+2) roll). It can be used once
own territory, before the combat starts, (only) or can be sold for 100 cp.
draw one card from the Action Deck for • Taste the Blood: River Eels move in
every ten Bandits in the ambush and set packs of 2d4+2 members and are attracted
it aside. At the start of each round, you by the taste and smell of blood in the water.
can decide to discard the Action Card the If someone is wounded (or Shaken by a
Brigands draw and replace it with one of wounding effect) while in the water, check
the cards set aside. the suit of the next Action Card the Eel
• Veteran Bandit: One in five Bandits is receives. If it is black, another Eel arrives at
a veteran, one of Red’s best men. He has the end of the round.
Strength and Vigor d8 and Fighting d10 or
the Block Edge.

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Creatures and NPCs

Rust Dog
These four-legged constructs, made of
discarded pieces of metal, have only a
vague resemblance to “dogs”. In truth, they
are magically animated by Sourmilker, the
Pixie familiar of Gotran the Seer. If the
Rust Shepherd is destroyed (or the spell
animating it ceases), they drop to pieces
too.
Attributes: Agility d6, Smarts d4, Spirit
d6, Strength d6, Vigor d4
Skills: Fighting d8, Intimidation d8
Pace: 6; Parry: 6; Toughness: 8 (4)
Edges: –
Special Abilities
• Armor +4: Metal body.
• Bite: Str+d4.
• Construct: +2 to recover from being • Weakness (Head): Any head hit (Called
Shaken; called shots do no extra damage; Shot (-4) forces Sourmilker, who is inside,
ignores 1 point of Wound modifiers; to make a Vigor roll (on her d4), to avoid
does not breathe or suffer from disease or losing concentration and disrupting the
poison. spell which keeps the Rust Shepherd and
the Rust Dogs animated.

Rust Shepherd
This creature looks like a gaunt suit of Shush’Arish the Shaman
heavy armor, made of misplaced parts, Shush’Arish is the most powerful priest of
shrouded in rags and armed with a long the Lurkers, a creature centuries old. He is
metal staff. It has glowing blue eyes and the last living Lurker who still remembers
speaks in a cavernous voice. In truth it is having seen the Crawler. His name means
only a ruse, the armor is animated with “the Golden” because his scales have the color
telekinesis by a sly Pixie called Sourmilker, of that precious metal. This feature, matched
who stays hidden in the helm. to surprising blue eyes and a soft voice,
Attributes: Agility d6, Smarts d6, Spirit make him a creepy opponent. Shush’Arish
d6, Strength d10, Vigor d8 is fanatically loyal to the Crawler, but doesn’t
Skills: Fighting d8, Intimidation d10 much like the new incarnations of the three
Pace: 5; Parry: 6; Toughness: 10 (4) priestesses; they are too human and too little
Edges: Sweep (Imp) like true Nyrathi. He plans to get rid of them
Gear: Metal staff (Str+d8, 2 hands, Reach 1) after they achieve their goal, bringing back
Special Abilities the Crawler.
• Armor +4: Metal body. Attributes: Agility d8, Smarts d10, Spirit
• Construct: +2 to recover from being d10, Strength d8, Vigor d8
Shaken; called shots do no extra damage; Skills: Athletics d8, Battle d4, Fighting
ignores 1 point of Wound modifiers; does d8, Notice d8, Occult d10, Persuasion d6,
not breathe or suffer from disease or poison. Spellcasting d12, Stealth d6

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Red Fox’s Treasure

Pace: 6; Parry: 6; Toughness: 9 (2) Special Abilities


Edges: Arcane Resistance, Arcane • Bite: Str+d6.
Background (Crawler Magic), Level- • Fear: Seeing this creature moving causes
Headed (Imp), New Power, Power Points a Fear Check.
Powers [30 PP]: armor (invisible shield), • Size +3: This creature is as big as a horse.
bolt (missiles of green light), darkness (halo • Swamp Breath: This monster can
of shadows), deflection (invisible shield), “breathe” a cone of foul swamp gases. This
entangle (tendrils of darkness), healing is a Breath Weapon dealing 2d8 damage.
(dark invocation), summon ally (Abyssal • Undead: +2 Toughness; +2 to recover
Spider – use Tyland Spider Profile, with from being Shaken; no additional damage
(A) Smarts), swarm) from called shots; ignores 1 point of
Gear: Black Crystal (grants +2 to Powers Wound modifiers; does not breathe or
damage, see Treasures of Tyland), green suffer from disease or poison.
murky potion (healing), seaweed cloak. • Weakness (Blunt Weapons): The bones
Special Abilities of a skeleton are fragile. Attacks with blunt
• Aquatic: Pace 6. weapons deal +2 damage toward them.
• Armor +2: Golden skin. It grants him a • Weakness (Skull Flower): The source of
particular form of Arcane Resistance Edge the magic animating this creature is the
which doesn’t affect his own magic. black flower growing in its left eye socket.
• Claws: Str+d6. These are retractable and Grabbing it requires reaching it (for
so long that they can be used as sacrificial example, climbing on the monster’s back
daggers during rituals. with three successes or raises in Athletics
• Fear: Lurkers are horrible creatures: the rolls) and then snatching it away, with an
first time a hero sees one of them he must Agility roll. When this happens, the beast
make a Fear Check. falls to pieces.
• Low Light Vision: Lurkers ignore
penalties for Dim and Dark lighting
conditions. Skeleton Warrior
• Size +1: Lurkers are bigger than men. A skeleton of a soldier or some similar
warrior returned from the grave due to
the evil magic of the Necromancer. The
Skeletal River Eel ones from the Land of the Tombs are
River Eels are dangerous carnivores dwelling usually recognizable by their fragments of
in the rivers and lakes of Ventar. They have exotic garments and the exotic shields and
catfish-like heads, with long barbels and scimitars they bear.
a series of vestigial paws (usually twenty) Attributes: Agility d8, Smarts d4, Spirit
on the sides of the body. This specimen d4, Strength d8, Vigor d6
was really big, thirty feet long, and now is Skills: Fighting d8, Notice d6
animated by the dark magic of the Skull Pace: 7; Parry: 7; Toughness: 8 (1)
Flower growing in his skull. Edges: Quick
Attributes: Agility d8, Smarts d4 (A), Gear: Fragments of armor (+1), halberd
Spirit d6, Strength d12, Vigor d10 (Str+d8, 2 hands, reach 1) or rusty sword
Skills: Athletics d8, Fighting d8 (Str+d6) and shield (+1 Parry, -2 Cover).
Pace: 7; Parry: 6; Toughness: 12 Special Abilities
Edges: – • Bony Fingers: Str+d4.

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Creatures and NPCs

• Harvest (Rune Carved Skull): One


Skeleton Warrior in every twenty has a
strange rune carved on its skull, this is a
glyph of power marked by the necromancer
animating it. Such a skull can be recovered
without damaging the aura of magic only
with a Spellcasting (-2) roll. The skull can
be used once only by any mage to cast the
zombie Power to permanently create a Wild
Card Skeleton Warrior under his orders
without spending any Power Points (he
needs a headless skeleton at his disposal to
do this) or it can be sold for 400 cp.
• Skeleton Lord: Large hosts of skeletons
are usually commanded by a Wild Card location and continues dealing damage for
Skeleton Lord, who has Smarts, Strength, two subsequent rounds.
Vigor and Fighting all one die type higher, • Undead: +2 Toughness; +2 to recover
and the Command, Command Presence from being Shaken; no additional damage
(only toward Skeletons), Counterattack from called shots; ignores 1 point of
and First Strike Edges. Wound modifiers; does not breathe or
• Undead: +2 Toughness; +2 to recover suffer from disease or poison.
from being Shaken; no additional damage • Weakness (Blunt Weapons): The bones
from called shots; ignores 1 point of of a Slime Skeleton are fragile. Attacks
Wound modifiers; does not breathe or with blunt weapons deal +2 damage
suffer from disease or poison. toward them.
• Weakness (Blunt Weapons): The bones • Weakness (Fire): The slime inside the
of a skeleton are fragile. Attacks with blunt Skeleton is very sensitive to fire (+4 damage)
weapons deal +2 damage toward them. but a Called Shot (-2) is necessary to hit it.

Slime Skeleton Skinner Jack


This shambling skeleton is animated by the Tower Wardens are a group of rangers and
reddish goo dwelling inside it. hunters, heirs of the disgraced corps of
Attributes: Agility d6, Smarts d4, Spirit guardians which failed to alert the kingdom
d4, Strength d6, Vigor d6 to the coming of the Necromancer. Since
Skills: Fighting d6, Notice d6 that day, they are generally despised by
Pace: 5; Parry: 5; Toughness: 7 the common people, but they still try to
Edges: – protect Ventar as best as they can, and to
Special Abilities regain their lost honor.
• Bony Fingers: Str+d4. Attributes: Agility d8, Smarts d6, Spirit
• Slime Attack: If the Slime Skeleton’s d8, Strength d8, Vigor d8
attack roll is an even number, whether it Skills: Athletics d8, Common Knowledge
hits or not, the slime inside it extends a d8, Fighting d8, Notice d8, Persuasion d4,
pseudopod to make a free attack. It deals Shooting d8, Stealth d8, Survival d10
2d4 damage to the target’s least armored Pace: 6; Parry: 6; Toughness: 8 (2)

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Red Fox’s Treasure

Edges: Danger Sense, Tower Warden, • Ethereal: Specters are immaterial and
Woodsman can only be harmed by magical attacks.
Hindrances: Outsider, Vow They can easily pass through solid items,
Gear: Bow (Damage: 2d6, Range: apart from magical circles and barriers
12/24/48, ROF: 1), dagger (Str+d4, Range: made with salt.
3/6/12, ROF: 1), light leather armor (+2, • Fear (-2): Seeing a specter for the first
Hardiness 1), long sword (Str+d8), ranger’s time is a blood-freezing experience, and
cloak (counts as a blanket, +1 to Stealth causes a Fear Check.
rolls in natural environment). • Grave Touch: Spi+d4. The cold touch of
Special Abilities: a Specter ignores non-magical Armor. In
• Strider: A Tower Warden is expert at addition Wounds caused by this attack can
traveling in the wilderness. Every day, he only be cured with magic and are soaked at -4.
can make a Survival roll; with a success, he
can choose between increasing the group’s
travel speed by 25%, or letting them avoid Steel Eagles Mercenary
a wandering monster encounter of his The Steel Eagles are one of the many
choice. With a raise he has both benefits. mercenary companies born after the
Necromancer’s War. They have a bad
reputation, and rumors say they left Avery
Specter in hurry. They are quite well equipped and
Specters are uneasy souls that didn’t trained.
manage to leave this world for some The insignia of the Steel Eagles is a gray
reason. Many of them, though not all, are eagle on black field.
evil and have a deep hate for the living. Attributes: Agility d6, Smarts d4, Spirit
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
d10, Strength d6, Vigor d6 Skills: Fighting d8, Common Knowledge
Skills: Fighting d8, Intimidation d10, d4, Intimidation d6, Notice d6, Riding d4,
Stealth d8 Shooting d6
Pace: 4; Parry: 6; Toughness: 5 Pace: 6; Parry: 7; Toughness: 8 (3)
Edges: – Edges: –
Special Abilities Hindrances: Greedy
Gear: Bow (Damage: 2d6, Range: 12/24/48,
ROF: 1), long sword (Str+d8), medium
chain mail armor (+3), medium shield (+1
Parry, -2 Cover), Steel Eagles tabard.
Special Abilities:
• Captain: One Mercenary in every forty
is a Captain, a Wild Card with Agility and
Vigor d8, Battle d6, Fighting d10, and the
Command and Hold the Line! Edges. The
three captains actually in charge are Vax
(a woman – the lover of the commander),
Nantor (commander of the crossbowmen
and of the veterans) and Virian (holding
Stone Bridge)

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Creatures and NPCs

• Mercenary Lot: If outnumbering their and cannot speak.


enemies by at least 50%, Steel Eagles Attributes: Agility d6, Smarts d6, Spirit
Mercenaries receive +1 to Spirit rolls, if d6, Strength d10, Vigor d8
they are outnumbered by 25% or more, Skills: Fighting d8, Notice d6
they suffer -1. Pace: 5; Parry: 6; Toughness: 10 (4)
• Sergeant: One Mercenary in every Edges: –
ten is a Sergeant, with Vigor d8 and the Gear: Stone Gauntlet (see Treasures of
Command Edge. Tyland).
Special Abilities
• Armor +4: Stone body.
Steel Eagles Veteran • Construct: +2 to recover from being
The most grizzled soldiers among the Steel Shaken; called shots do no extra damage;
Eagles are the veterans, rough fellows who ignores 1 point of Wound modifiers; does
have survived a number of battles. not breathe or suffer from disease or poison.
Attributes: Agility d8, Smarts d6, Spirit • Hardy: The creature does not suffer a
d6, Strength d10, Vigor d8 wound from being Shaken twice.
Skills: Fighting d10, Common Knowledge • Stone Sword: Str+d8, AP 2. He can make
d6, Intimidation d6, Notice d6, Riding d4, two attacks per round without penalty.
Shooting d4 • Weakness (Stone Gauntlet): The real
Pace: 6; Parry: 6; Toughness: 11 (4) weakness of the Guardian is the Stone
Edges: Brawny, Shoulder Strength, Sweep Gauntlet itself, the cause of his curse. If
Hindrances: Greedy, Ugly it is removed, the poor soul crumbles
Gear: Bow (Damage: 2d6, Range: to dust. To achieve this, the heroes must
12/24/48, ROF: 1), great sword (Str+d10, successfully grapple him and then win an
2 hands, -1 Parry), heavy chain and plate opposed Agility roll (-2).
mail armor (+4), Steel Eagles tabard.
Special Abilities:
• Crossbowman: One Veteran in every Stone Viper
two is a crossbowman. He has Strength This dangerous beast, typical of caverns,
and Vigor d6, Fighting d6, Shooting d10 has developed a wondrous environmental
and the Marksman Edge. He is armed with adaptation: its skin is rough and grayish,
a Crossbow (Range: 10/20/40, Damage: making it easy for it to blend in with stones.
2d6, ROF: 1, AP 2), a dagger (Str+d4, This feature, enhanced by their ability to
Range: 3/6/12, ROF: 1) and wears light stay perfectly still, makes Stone Vipers one
leather armor (+2). of the more deadly dangers of spelunking;
when you see their deep blue eyes open it
is usually already too late for you.
Stone Guardian Attributes: Agility d8, Smarts d4 (A),
This unfortunate Tower Guardian was Spirit d6, Strength d4, Vigor d6
petrified by the Stone Gauntlet when he Skills: Fighting d8, Notice d12, Stealth d8
picked it up, and is now condemned to Pace: 4; Parry: 6; Toughness: 4
be its guardian. Whenever somebody Edges: –
comes near him and the Glove he partially Special Abilities
animates, becoming a sort of living stone • Bite: Str+d4.
statue, and attacks. He is almost mindless • Harvest (Stone Poison): Stone Vipers’

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Red Fox’s Treasure

poison is deadly, but only for a few minutes. • Harvest (Digestive Gland): Swamp
The poison is invaluable for another reason: Leeches have a very peculiar digestive
it cures any type of petrification, including apparatus, made to live on blood. In
magical ones. With a Survival (-2) roll you particular they have a Digestive Gland
can get a single dose of Stone Viper Poison, which can be retrieved with a Healing
two with a raise or better. With a critical (-2) or Survival (-2) roll, useful for many
failure on the roll, you suffer the effects of potions (see Treasures of Tyland). They
the poison. You can sell a dose of Stone can be sold for 100 cp each.
Viper Poison for 300 cp. • Leech Bite: Str+d4. Successful attacks
• Mimesis: Stone Vipers blend perfectly by Leeches automatically Bind their
with the stony ground of caverns, getting opponents. Rolls to get free are made at -2.
+4 to Stealth rolls if perfectly still (their • Leeching: A creature Bound by a Leech
favored ambush technique) or +2 if they automatically suffers 2d6 damage at the
are moving. beginning of his turn. This damage ignores
• Poison: Their bite delivers a Lethal (-2) any armor except natural armor.
poison. • Resistance (Bludgeoning): Impact weapons
• Size –1: Stone Vipers are bigger than only deal half damage to Swamp Leeches.
most snakes, 8’ to 12’ in length and thick • Wall Walker: Can move on inverted
as a human fist. surfaces at full Pace.

Swamp Leech Swarm of Dark Bats


This disgusting creature is a leech five Dark Bats are another one of the
feet long, a dangerous predator dwelling evil species brought to Ventar by the
in swamps and similar murky areas. It Necromancer. Not as big and impressive
isn’t very quick, but it is very silent and as the Vampire Bats, nevertheless they are
stealthy. If it manages to bite a victim with dangerous creatures.
its nightmarish suckers, it can drain a man They have large, glowing eyes, and
of blood in a few minutes. The digestive some of them carry the Dark Curse, a
glands of these beasts have several uses malady which transforms the poor victims
and are highly prized by alchemists. into undead.
Summon Ally/Shape Change Rank: Attributes: Agility d8, Smarts d4 (A),
Novice. Spirit d8, Strength d6, Vigor d6
Alien Mind: Taking the shape of a Skills: Notice d6.
Swamp Leech is a very disturbing process Pace: 10; Parry: 4; Toughness: 6
and causes -4 to the roll to avoid Getting Edges: –
Lost (see TPG).
Attributes: Agility d6, Smarts d4 (A),
Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Stealth
d10
Pace: 3; Parry: 5; Toughness: 5
Edges: –
Special Abilities
• Crawler: A Swamp Leech cannot run.

120 303 303


304
Creatures and NPCs

Special Abilities template. Damage is applied to the least


• Drooling Bite: A Swarm of Black Bats armored location (victims in completely
bites its victims savagely, hitting everyone sealed suits are immune).
in the template automatically for 2d4 • Split: This swarm is clever enough to
damage in the least armored location. split into two smaller ones (Small Burst
A character damaged with a double Templates) should their foes split up. The
4 on the damage roll (before acing) is Toughness of these smaller swarms is
unfortunate enough to have been bitten lowered by -2 (to 4 each) and their Agility
by an animal infected with the Dark is lowered by a die type.
Curse and must make a Vigor (-2) roll or • Swarm: Parry +2; because the flock is
suffer the effects of a Long-Term Chronic, composed of dozens of creatures, cutting
Majorly Debilitating illness (hydrophobia, and piercing weapons do only half damage.
photophobia and fever). A character Area-effect weapons work normally.
killed in this way comes back to life as an
undead of the GM’s choice 2d4 minutes
after death. The Curse can be cured by the Tennelgast the Wizard
healing Power cast with the Cure Disease This attractive man, tall and dark-haired,
Modifier or a brew of peppermint, Lurker’s with a streak of white hair, is a powerful
claws and Naarathi Bees’ Honey. wizard and would-be tyrant of the region.
• Flight: Dark Bat Swarms fly with a Flying Tennelgast, originally simply Tenn, isn’t
Pace of 10. really human: he was born a cat, but Vendra
• Split: This swarm is clever enough to the Witch, who wanted a child, transformed
split into two smaller Swarms (Small Burst him into a human. But after changing form,
Templates) should their foes split up. The he decided to strike out on his own: he stole
Toughness of these smaller Swarms is Vendra’s most powerful artifact, the Blue
lowered by -2 (to 5 each) and their Agility Book of the Skies, and used it to subdue the
is lowered by a dice type. Hawks of the Twins, a race of giant birds of
• Swarm: Parry +2; because the swarm is prey in the south of the forest, using them
composed of dozens of creatures, cutting as his personal army.
and piercing weapons do only half damage. Tennelgast still has a cat’s temper and
Area-effect weapons work normally. feline tastes; he is cruel and swift, with a
penchant for milk and catnip. When he
is concentrating deeply, he doesn’t mind
Swarm of Rats munching a mouse or two.
Hundreds of rats, hungry or scared, can be Attributes: Agility d10, Smarts d8, Spirit
a real problem for any adventurer. d8, Strength d6, Vigor d8
Attributes: Agility d10, Smarts d8 (A), Skills: Athletics d8, Common Knowledge
Spirit d12, Strength d8, Vigor d8 d6, Fighting d6, Occult d8, Intimidation
Skills: Notice d6. d6, Notice d8, Persuasion d6, Spellcasting
Pace: 8; Parry: 4; Toughness: 6 d10, Stealth d8
Special Abilities Pace: 6; Parry: 5; Toughness: 6
• Bites: A Swarm of Rats inflicts hundreds Edges: Arcane Background (Magic),
of tiny bites and scratches every round to Attractive, New Power, Quick, Power Points
their victims, hitting automatically and Hindrances: Big Mouth
causing 2d4 damage to everyone in the Powers [25 PP]: blast (blue explosion),

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Red Fox’s Treasure

bolt (missiles of blue force), cantrip (any),


deflection (shimmering shield), sloth/speed
(quick movements), smite (blue fire halo).
Gear: Black and silver robe (+2, requires
Spellcasting d6, can use Spellcasting in
place of Vigor for soak rolls), Blue Book
of the Skies (see Treasures of Tyland),
deep blue potion (invisibility), blue gem
(potion of armor), mage wand (Str+d4,
Enchantment of Energy – see page 180),
scroll of illusion (any illusion).
Special Abilities
• Claws: Str+d4.
• Low Light Vision: Tennelgast has cats’
eyes. He ignores penalties for Dim and
Dark lighting conditions.
• Memorized Spells: Tennelgast usually
memorizes three bolts with the Damage
Modifier and a deflection with +2
Additional Recipients, for a total of 7
Locked Power Points.

• Goblin Warrior: One Goblin in every


Tyland Goblin ten is a real warrior: he has Size+0,
Tyland Goblins are all subject to the Fighting d8, Strength d6 and is equipped
Almighty Goblin King of the Hexenhoof with a small shield (+1 Parry).
Mines. They are scrawny, bulbous and not • Harvest (Twisted Tooth): Goblins are
particularly clever. They use large (for their notorious for their teeth, but one goblin in
size) shields and elaborate helms (the more a hundred has a twisted tooth, coiled like
elaborate the helm, the more important a snake, which has great magical powers!
the goblin) and are notorious for eating If harvested with a Survival (-2) roll, it can
fleas and insects of various types. be worn as an amulet of luck, granting one
Attributes: Agility d6, Smarts d6, Spirit Benny (it shatters after use) or a character
d6, Strength d4, Vigor d6 with the Arcane Background (Magic) can
Skills: Athletics d6, Common Knowledge use it in place of a Burned Power Point.
d4, Fighting d6, Notice d6, Shooting d6, Twisted Teeth are sold for 500 cp each.
Stealth d6 • Infravision: Goblins halve penalties for
Pace: 6; Parry: 5; Toughness: 5 (1) dark lighting conditions against living
Edges: – targets (round down).
Gear: Elaborate helm (+1, head only), • Size -1: Goblins are small, little bigger
hatchet or one-handed spear or rusty short than babies, but much nastier.
sword (Str+d4), one in every four – goblin
bow (Damage: 2d4, Range: 8/16/24, ROF:
1), very light leather armor (+1), Tyland Goblin Champion
Special Abilities A chosen warrior among the goblins;

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306
Creatures and NPCs

one would say a hero, if goblins could be Goblin Champions Table


heroic. Champion Description Notes
Attributes: Agility d6, Smarts d6, Spirit The only female
d6, Strength d6, Vigor d8 Blitzkit the champion.
See page 265.
Skills: Athletics d8, Common Knowledge Terrible Known for her
d6, Fighting d8, Intimidation d8, Notice bad temper.
d6, Shooting d8, Stealth d8, Taunt d8 A big burly
Lower Smarts
goblin, very
Pace: 6; Parry: 7; Toughness: 7 (2) to d4. He has
fond of honey,
Edges: – Buzz Buzz a Red Painted
who was
Gear: Light leather armor (+2), rusty Shield with
repeatedly stung
short sword (Str+d6), shield (+1 Parry, Hardiness 2.
by giant bees.
-2 Cover), very elaborate helm (+2, head An obese,
only, +1 Persuasion and Intimidation Raise Fighting
gluttonous
and Vigor by
toward other goblins). goblin,
one die type,
Special Abilities who prefers
add the Obese
• Goblin Leader: Goblin Champions intimidating the
Fungus the Hindrance and
are the elite of goblinkind. They have the others to obtain
Garden replace all Gear
Command Edge, plus one of the following what he wants
Master with Fungus’
Edges: First Strike, Marksman, Sweep. (mainly food).
Broadsword
He manages the
• Harvest (Twisted Tooth): Goblins are (Str+d8, AP 1,
fungi farm of
notorious for their teeth, but one goblin in two hands for
the Hexenhoof
a hundred has a twisted tooth, coiled like goblins).
Mine.
a snake, which has great magical powers! A really ugly Raise Strength
If harvested with a Survival (-2) roll, it can goblin, with to d12 (only
be worn as an amulet of luck, granting one Mighty an overgrown the right arm).
Benny (it shatters after use) or a character Zum right arm of Armed with a
with the Arcane Background (Magic) can impressive Warhammer
use it in place of a Burned Power Point. proportions. (Str+d8, AP 2).
Twisted Teeth are sold for 500 cp each. Raise Riding to
He is the chief of
• Infravision: Goblins halve penalties for d8 and add the
Zuzig the the giant gecko
dark lighting conditions against living Beast Master
Penmaster riders of the
and Beast Bond
targets (round down). Goblin King.
Edges.
• Size -1: Goblins are small, little bigger
than babies, but much nastier.

The Champions of Goblinkind

The table below details several of the Goblin

Champions in the service of the Goblin King.

Feel free to add others of your own creation.

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Red Fox’s Treasure

Tyland Hound • Bite: Str+d4. Delivers poison, too.


Semi-domesticated wolves, Tyland • Harvest (Spider Skin): The skin of one
Hounds are very big, with dark manes, Tyland Spider in every twenty is thick
which always seem to have a green glint. enough to be used for armor. It can be
In their natural state, these creatures skinned with a Survival (-2) roll and then
hunt in packs (1-6 individuals) in the sold for 300 cp or used to craft armor with
Tyland woods, but are also frequently the normal crafting rules which has the
trained as hunting and guard dogs. Hardiness 1 Quality for free.
Stories say they have Fae blood, and it • Path of Webs: Tyland Spiders love their
could be true. webs. For every Tyland Spider in the area,
Summon Ally/Shape Change Rank: you must place an area of Difficult ground
Seasoned. at least big as a Medium Burst Template.
Attributes: Agility d8, Smarts d6 (A), • Poison (–4): The bite delivers a Knockout
Spirit d8, Strength d8, Vigor d8 poison.
Skills: Athletics d8, Fighting d8, • Tree Walker: A Tyland Spider can walk
Intimidation d6, Notice d6, Stealth d6 on tree branches at Pace 8.
Pace: 8; Parry: 6; Toughness: 7 • Webbing: Tyland Spiders can cast webs
Edges: – from their abdomen that are the size of
Special Abilities Medium Burst Templates. This is a Shooting
• Bite: Str+d6. roll with a range of 4/8/16. Anything in
• Go for the Throat: Dogs instinctively go the web must cut or break its way free
for an opponent’s soft spots. With a raise (Toughness 7). A hit means the character is
on its attack roll, it hits the target’s most Entangled, or Bound with a raise.
weakly armored location.
• Size+1: Tyland Hounds are as bigger
than wolves.

Tyland Spider
Tyland Spiders are a little smaller than their
cousins in Banewood, but nevertheless
deadly, mainly because they are smarter.
Their skin is covered in strange patterns,
which the elders say you should not stare
at or you will be hypnotized.
Summon Ally/Shape Change Rank:
Veteran/Heroic. Tree Man
Attributes: Agility d10, Smarts d6, Spirit
d6, Strength d10, Vigor d6 Tree Men are very old creatures that came
Skills: Athletics d8, Common Knowledge from the Faerann many centuries ago.
d6, Fighting d8, Intimidation d10, Notice Very wise, they are the guardians of the
d8, Shooting d10, Stealth d10 wilderness. For them time is very different
Pace: 8; Parry: 6; Toughness: 5 than for humans: they pass long eras in
Edges: – lethargy, musing on the philosophical
Special Abilities problems of the nature of existence.

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Creatures and NPCs

Attributes: Agility d4, Smarts d8, Spirit


d10, Strength d12+6, Vigor d12+6
Skills: Athletics d4, Common Knowledge
d10, Fighting d8, Occult d8, Notice d8,
Persuasion d8, Survival d10.
Pace: 3; Parry: 6; Toughness: 21 (4)
Edges: Calculating, Sweep (Imp)
Special abilities:
• Armor +4: Bark.
• Branches: Str+d6. Reach 6.
• Construct: +2 to recover from being
Shaken; called shots do no extra damage;
ignores 1 point of Wound modifiers; does
not breathe or suffer from disease or poison.
• Gentle Touch: Treemen aren’t Tyrn trees,
but they are close to them. A Tree Man can
restore all the Power Points of an elf with a
gentle touch of his hands, but he can do it
only once per ten years.
• Harvest (Branches): Some of the branches
of a Tree Man never really die. Weapons
and tools made from them deal +2 damage Tum-Tam-Tar
to undead creatures and grant +1 to Vigor
rolls made by the owner, if they are kept Two-headed ogres are rare, but have you
in constant physical contact. They are also ever heard of a three-headed one? Well,
excellent for Staff Enchantments (they can Tum-Tam-Tar is one. The bigger heads,
hold up to 7 Enchantments). Finding one of Tum and Tam, share the neck, and are very
these branches on the body of a dead Tree stupid, while the third one, Tar is sly and
Man requires a Survival (-4) roll or the use intelligent, but grows from the monster’s
of the detect arcana Power. Usually Tree stomach, so he is usually concealed by
Men have 1d4-1 of those branches and a a large fur belt, unless Tar needs to look
new one can be grown in 100 years. Such around, in which case it is removed.
a branch is worth 500 cp to a wizard (who Attributes: Agility d6, Smarts d4/d8*,
can also use it as a Magical Component). Spirit d6, Strength d12+3, Vigor d12
• Size +6 (Large): A very big tree. Skills: Athletics d6, Common Knowledge
• Slow Moving: A Tree Man cannot run d6*, Fighting d8, Intimidation d8 Notice
and draws two cards, acting on the worst d4, Stealth d6, Survival d6, Taunt d12*
card drawn. Pace: 7; Parry: 6; Toughness: 12 (1)
• Weakness (Fire): A Tree Man suffers Edges: Sweep
double damage from fire and adds +1 to Gear: Axe or club (Str+d8), furs (+1)
the roll to catch fire. Special Abilities
• Harvest (Ogre Blood): The blood
of Ogres is excellent for preparing
concoctions. With a Healing (-4) or
Occult (-2) roll, a character can harvest

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Red Fox’s Treasure

up to one dose of ogre blood. Each dose Skills: Athletics d8, Fighting d8, Notice d6
counts as one Power Point for boost trait Pace: 6; Parry: 6; Toughness: 7 (1)
(Strength). Each dose can be sold for 100 Special Abilities
cp. With ten doses and an Occult (-4) roll • Armor +1: Scaly Skin.
a special concoction can be made which • Aquatic: Pace 7.
permanently raises the Strength of the • Bite: Str+d6, AP 2.
imbiber by one die type. • Harvest (Skin and Teeth): One Vaarathi
• Infravision: Ogres halve penalties for Lizard in ten has a good skin. With a
dark lighting conditions against living Survival (-2) roll you can gather a piece
targets (round down). large enough to make a suit of Light Leather
• Size +3: Ogres are up to nine feet tall and Armor with Hardiness 1, or worth 200 cp
can weigh half a ton. if sold. One Lizard in six has sharp teeth
• Tar Head: Tar is the brightest of the which can be retrieved with a Survival
three heads. The Attributes marked with * roll (one per success and raise) and used
belong to him. to craft Powerful arrows and bolts, or sold
• Three Heads: Tum-Tam-Tar can perform individually for 10 cp each.
three actions per round without any multi- • Pounce: These creatures pounce on
action penalty: usually Tum and Tam their prey to best bring their mass and
attack, while Tar uses his impressive Taunt claws to bear. If the creature can leap at
skill (he spits out foul things you don’t least a few feet (1” on the table-top) and
really want to know) or whistles to call the makes a Wild Attack, it adds +4 to its
pack of Tyland Hounds the ogre has tamed. damage instead of +2.
But all these things require coordination,
which the monster supremely lacks: Tum-
Tam-Tar is dealt three Action Cards, but it Vampire Bat
acts on the worst one. These giant bats arrived in Ventar during
• Weakness (Head): Each head is the Necromancer’s War, but infested the
independent, and can be hit with a Called land very quickly. Gifted by nature with
Shot (-4). It has Toughness 7 and if it suffers sharp claws and teeth, they are cunning
a wound, the monster loses an action (see predators, and the Thularim know how to
Three Heads above). tame them, probably. Usually they live off
small mammals and insects, which they
devour while still alive, but domesticated
Vaarathi Lizard ones are usually fed on human blood to
Vaarathi Lizards vaguely resemble giant- make them aggressive. Vampire Bats are
sized frogs, due to their powerful hind slightly smaller than a man, but have a
legs, big eyes and large mouths. But don’t large wingspan.
let be fooled: in truth they are amphibian Attributes: Agility d8, Smarts d6 (A),
lizards, with scaly skin, and razor-sharp Spirit d6, Strength d8, Vigor d6
claws and teeth. They typically dwell in Skills: Athletics d8, Fighting d8, Notice d6,
Thistle Swamp and around the muddy Stealth d8.
shores of the Gorge. Lurkers tame them, Pace: 4; Parry: 6; Toughness: 5
and use them as bloodhounds. Edges: –
Attributes: Agility d6, Smarts d6 (A), Special Abilities
Spirit d6, Strength d8, Vigor d8 • Bite or Claws: Str+d4.

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310
Creatures and NPCs

• Fly: Vampire Bats have a Flying Pace of 6. Trademark Power (Imp) (dispel), Mage
• Lifting: A Vampire Bat which has already of the Order, Power Points, Spell Weaver,
grappled a victim two Sizes smaller Woodsman
than itself in a previous attack can lift Hindrances: Outsider, Slow (Major)
it. Otherwise, if it scores a raise on the Powers [35 PP]: blast (cone of bats), bolt
grappling attack, it can grab the victim (tendrils of violet light), burst (fireball),
and carry it away in the same round. A Bat cantrip (any), deflection (shroud of
flying with a grappled prey is Encumbered. darkness), detect/conceal arcana (magic
Two Bats can cooperate to lift a bigger prey sight or enchanted dust), dispel (arcane
(add +1 to the maximum Size they can gestures), entangle (web), illusion (illusory
lift). creatures), puppet (hypnotic eyes),
• Night Sight: Vampires Bats ignore any protection (stone skin), stun (glyphs of
penalties for darkness. light), summon ally (light spirit, invisible
servant, goblin, fae stalker, pixie)
Gear: Black cloak and hat, plain looking
Vendra the Witch dress, wooden cane (Str+d4, Staff
Vendra is a white haired woman in her late Enchantments: Defense, Far Touch, Light,
sixties. Today she looks frail and wizened, Spell Absorbing).
but there are still traces of her great beauty Special Abilities
on her face. Vendra was a Mage of the • Rotting Touch: Vendra was infected
Order during the Necromancer War, and by a terrible disease brought by the
fought side by side with Skinner Jack (at Necromancer: the Rotting Touch.
the time he was a Tower Warden). She left Starting from her legs, it is slowly
the Order immediately after the war, on killing her. Today Vendra’s legs are
very bad terms, and now she is considered
an evil witch (she isn’t; she just loves
solitude). Vendra was infected during the
war by a necromancer’s curse, which is
slowly rotting her body from the legs up;
she cannot walk anymore, except for a few
steps, and it will lead to her death, sooner
or later, although she manages to slow the
process using her knowledge and lore.
Note: Vendra casts her Powers at
Legendary Rank.
Attributes: Agility d6, Smarts d12, Spirit
d0, Strength d6, Vigor d6
Skills: Athletics d6-2, Common
Knowledge d8, Fighting d8, Healer,
Intimidation d10, Notice d8, Occult d12,
Persuasion d8-2, Spellcasting d12, Stealth
d6, Survival d10, Taunt d10.
Pace: 4; Parry: 6; Toughness: 7 (2)
Edges: Arcane Background (Magic),
Channeling, Healer, New Power,

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Red Fox’s Treasure

The spirit of the mage still survives


somewhere in the mind of the Waka Nuka,
and sometimes his face appears in the
biggest eye of the monster.
Attributes: Agility d6, Smarts d10 (A),
Spirit d10, Strength d12+3, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8
Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: –
Special Abilities
• Armor +3: Thick Chitin.
• Bite: Str+d6.
• Crawler Devouring: If the Waka Nuka
kills someone, it can devour them with an
action. By doing so it immediately recovers
a Wound and a Benny.
• Dark Visions: The Waka Nuka is
naturally psychic, and the souls of the
almost gone, reduced to grayish things many beings it has consumed surround
with black veins full of thick blood. it like a halo. During its turn, according
Vendra discovered that a particular to the suit of the Action Card it is acting
type of poisonous ivy can suck part on, every character in a LBT centered on
of the tainted blood away, so she uses it suffers from a Dark Vision (see sidebar).
this healing method daily. If, for some After a Vision is experienced, it never
reason, Vendra cannot use the ivy (a recurs in the same combat. All the Powers
plant grows around her tree house), she of the Dark Visions are cast with Arcane
must make a Vigor (-2) roll and, in the Skill d10. The heroes suffer -1 to the rolls
case of failure, suffers a Wound, which per Disturbance Token the party has.
can be cured only by the ivy. • Fear (-2): Staring into the green,
inhuman eyes of the Waka Nuka forces a
Fear check.
Waka Nuka, the Little Crawler • Mind Attack: The Waka Nuka can attack
The Little Crawler is an offspring of the a target within Smarts range psychically,
Crawler, the main villain of this campaign. making an opposed Spirit roll. If it wins,
A creature of great power, it resembles the target is Shaken, if it wins with a raise,
a great caterpillar, with a horrible head the victim also suffers 2d6 damage (armor
similar to that of an eel. Three large eyes doesn’t protect). This attack doesn’t cause a
shimmer in its head, full of psychic energy. multi-action penalty, but only one of them
The Waka Nuka, as the goblins call it, can be made.
lacks full consciousness, but it is growing, • Size +5 (Large): The Waka Nuka is
and very fast: one of the advantages of its currently fifteen yards long and almost
race is that it absorbs part of the minds of the two wide.
creatures it devours, and in the past it caught • Weakness (Ring of Command): A
Gotran the Warden Seer, the powerful mage character in possession of the Ring of
of the mine, and ate him alive. command receives +2 to all rolls to resist

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312
Creatures and NPCs

to the Waka Nuka’s power. In addition, the Green Light.


Light The heroes are
bathed in a green light. They all
same person can try to subdue the Waka
make a Spirit (-2) roll. Among
Nuka. To do so, the Ring owner must initiate Spades
those who fail, the character
a special mind conflict with the beast,
with the lowest roll is affected by
and make an opposed Spirit roll. For each the puppet Power.
success and raise one of the two sides scores, Coming of the Great Crawler.
they gain a Command Token. The first side The heroes see a star falling in
reaching eight tokens wins: if it is the Ring a northern lake (the Gorge),
owner, the Waka Nuka is enslaved to his in front of a city, and people
will, if the Waka Nuka wins, the opponent Joker kneeling in front of a serpentine
suffers 1d4 damage per Command Token shape (the Great Crawler). The
the Waka Nuka has (armor doesn’t protect, heroes must each make a Spirit
it is considered dealt to the head). roll. For each failure, the Waka
Naka gains a Benny.

Dark Visions Wererat


Found mainly in urban environments,
Seed Effect wererats are humans who can assume the
The Surprise of the Dwarven shapes of man-sized, two-legged rat-man
Lord. A noble dwarf, in front hybrids. Wererats, even in human form,
of an altar where a large, tend to ignore their physical looks and are
shimmering stone stands. The shabby, even dirty. Many wererats are also
Clubs
stone cracks, a little crawler very greedy, a trait which seems to be linked
tears the face off the dwarf. to the development of their condition.
Everybody cries out. Characters Triggers: danger, fear, rotting meat,
are affected by the stun Power. pain, precious items.
The Fall of the Mines. The great
Attributes: Agility d8, Smarts d6, Spirit
cavern of the mines, near the
d6, Strength d8, Vigor d8
elevator. Dozens of dwarves are
Skills: Athletics d6, Common Knowledge
devoured by the Waka Nuka.
Diamonds d6, Fighting d8, Intimidation d6, Notice
You, a simple soldier, start to
tremble, fear gnawing at you. d6, Shooting d6, Stealth d8
Characters are affected by the Pace: 6; Parry: 6; Toughness: 8 (2)
fear Power. Edges: Quick
Gotran Devoured. The great Hindrances: Greedy
temple hall of the mines. A tall Gear: Dagger (Str+d4, Range: 3/6/12,
man dressed in blue, a wizard, ROF: 1), light leather armor (+2), short
is cut in two and devoured sword (Str+d6).
Hearts
while he tries to cast a spell. Special Abilities
Characters with Power Points
• Bite: Str+d4.
must make a Spirit roll or lose
• Claws: Str+d6.
1d8 PP.
• Infravision: Wererats can see heat and
halve penalties for bad lighting conditions
when attacking living targets.
• Invulnerability: Wererats can only be
Shaken, not Wounded, except by magical
and silver weapons.

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Red Fox’s Treasure

• Lord of Tails and Whiskers: Certain Unlike normal hedgehogs, they have
wererats (those with at least Smarts d8), a strong taste for meat and are quite
after many years in this condition, acquire aggressive. Their spines are an excellent
the capacity to understand and control defense, because they are mildly poisonous
rodents. They can use the beast friend and they can shoot them at enemies.
Power, with 10 Power Points, using Smarts The Hedgehogs in this scenario won’t
as the arcane skill. Usually they can call attack Rannik or anyone carrying the
Swarms (of rats), Giant Rats and similar Scratching Staff (see Area 5 of Fort Ghost).
beasts. Player character lycanthropes Attributes: Agility d6, Smarts d4 (A),
acquire this ability only after taking the Spirit d6, Strength d8, Vigor d8
Shape Changer Edge. Skills: Athletics d6, Fighting d8, Notice d6,
• Ratcurse: Any target bitten (at least Shooting d6
Shaken by a wounding effect) by a wererat Pace: 6; Parry: 6; Toughness: 9 (3)
must make a Vigor (-2) roll, with an Edges: –
additional -2 if he suffered a Wound. In Special Abilities
the case of failure, the victim contracts • Armor +3: Mane of spines. Opponents
the disease, which causes a level of Fatigue rolling 1 on the Fighting die while in melee
after one hour, and full lycanthropy in with a Wild Hedgehog are automatically
2d4 days. The healing Power, cast with the hit by a Poisonous Spike (see below).
Cure Disease Modifier at -2, can cure the • Bite/Claws: Str+d4.
malady, otherwise a specific cure must be • Harvest (Poison): With a Survival (-2)
found (see Living a Skin Changer Life on roll you can obtain a dose of Paralysis
TGM). poison from a Hedgehog (without
• Weakness (Silver and Magic): Wererats damaging the beast). With a success, it can
suffer normal damage from silver weapons be used within two days, while with a raise
and magical weapons and attacks. or better it can be conserved indefinitely. It
can be sold for 150 cp per dose (double for
the preserved version).
Wild Hedgehog • Poisonous Spikes: Wild Hedgehogs
Wild Hedgehogs dwell only in the most produce spikes imbued with a Paralysis
savage areas of Ventar, the specimens poison (-2).
found in this adventure were captured far • Spike Throwing: Wild Hedgehogs can
away and tamed by Rannik. They are larger, shoot a volley of spikes (Damage: 2d6 and
striped versions of normal hedgehogs, big poison Range: 4/8/16, ROF: 3). Their mane
as ponies. has enough spikes for 9 shots. Used spikes
regrow at the rate of one shot per day.

Zod the Goblin Vampire


Zod is one of the many goblins sent into
the forest by the Goblin King to look for
the Ring of Command. The poor sod
ended up in Undertown, where he was
bitten by a vampire bat, but survived
(unlike his cousin Zed, who is still in the

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Creatures and NPCs

nest of the Bats, in Area 3 of Undertown). Gear: Chalk powder (used to make
Zod’s grandmother told him that if a himself paler), lockpicks, tattered black
vampire bites you on the neck you become cloak, Zod’s sling (Str+d6, Range: 6/12/24,
a vampire (and in Zod’s head “vampire” Reliable).
and “vampire bat” are the same thing). Special Abilities
This, added to the fact that when he • Infravision: Goblins halve penalties for
tried to go back outside he felt the light dark lighting conditions against living
damaging his eyes (normal after so much targets (round down).
time underground), he thought he had • Maybe or Maybe Not: Well, Zod may or
become a vampire, the first goblin vampire may not be a real vampire, but something
of Ventar, or as he says “a Gampire”. He happened to him when the Vampire Bat
started living in a coffin, sucking blood sucked his blood. Whenever Zod is dealt
from things, and being scared by garlic, a Joker, he can do a real vampire trick: if it
but in truth he is just the same dumb Zod, is black, he summons a swarm of bats (use
a little goblin sneak. Swarm of Dark Bats Profile) or if it is red,
Attributes: Agility d8, Smarts d4, Spirit he turns into mist (as per the intangibility
d6, Strength d4, Vigor d6 Power). Both effects last 5 rounds and
Skills: Athletics d10, Common Knowledge leave Zod Fatigued (but very happy with
d6, Fighting d6, Intimidation d4, Notice his vampiric coolness).
d8, Shooting d10, Stealth d10, Thievery d8 • Photophobia: Zod is really sensitive to
Pace: 6; Parry: 5; Toughness: 4 daylight, suffering -2 to all rolls.
Edges: Quick, Hauflin Spot, Thief • Size -1: Goblins are small, little bigger
Hindrances: Delusional (he thinks he is a than babies, but much nastier.
vampire – Major)

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Handouts
Handout #1 – Letter of Office

Plows Month, 23rd, Scarlet

I, King Valerios of Ventar, appoint the bearer of this letter, Thaddeus Tystamere of
Scarlet, as Sheriff of Tyland Mills and all the surrounding lands, as requested by
Lady Marian of Tyland, Our faithful servant and watcher over the shadows of the
forest.

May the sword of Kaavor protect you and the light of Myrthala be your friend.

Handout #2 – Brother Horace’s Last Diary Page

Grain Month, 2nd


So, I finally pondered on what my friend said: we need something, something
big to make the people of Tyland Mills return to their gods.
The idea is good, if daunting: the old temple in the forest has been abandoned
for many years. People say something dark lurks in it.
Well, with the aid of Myrthala, I’ll reconquer and rebuild it. I will cleanse the
evil with the holiness of water and the power of my blood, if necessary.
I dream that in few months the good people of the region will come to it to
pray and find illumination.

A daunting task, you say?


Well, I won’t be alone.
My friend’s offer to join me in this enterprise is too good for me to refuse: it
will be easier for two, together, to explore that place.
We’ll set off tomorrow morning, may Myrthala bless us.

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316
Handouts

Handout #3 – Gotran’s Spellbook

Hexenhoof Day
Lord Gunnar politely asked me to be present at the ceremony tonight. Hell’s
bells! I have a lot of work to do on the staff, but I suppose it must wait. Gunnar
can be so annoying when you don’t go along with his religious ceremonies and
this is the anniversary of the mine’s foundation after all.

Well, it’s not a big problem I suppose: The runic circle needs some time to
disperse all the magical energies I imbued in the staff’s shaft. I must check if
the black potion is ready. I’ll need it to break the circle. It’s weird being without
my staff handy. I suppose I could take advantage of the moment to send the
two other parts upwards to have them polished a bit. Tomorrow morning I’ll
reassemble it: I expect it will be far more powerful.

PS Remember to bollix Sourmilker not to meddle with my potions anymore! The


fire spirit was really pissed off.

PPS. Remember to ask Lord Gunnar for a translation of the poetry book.
Otherwise I won’t be able to enter the treasure room when he is away. Damn
dwarves and their obsession with security…

Handout #4 – Book of the Citadel

The Wise Smith hammers in Eternity, content. [Layout: it is a bo


ok of dwarven
He Smells the perfume of Flowers poetry, written in
unknown runes.
But Despises The Chirping of Birds. There are two note
s on the margin,
Because they Drive Him away from his Goal one high The note
s should look on
page]. ly
Which is making Beauty

[Layout: it is a book of dwarven poetry, written in unknown


runes. There are two notes on the margin, one high The notes
should look only understandable things on the page].
[Layout: it is a book of dwarven poetry, written in unknown
runes. There are two notes on the margin, one high The notes
should look only understandable things on the page].
IMPORTANT!
“And When the Ruby Hammer will fall, Rutaria
will read a great tale of a Horned Beast.”

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Handouts

Handout #5 – Demanding Letter

You puny individual!

Bow in front of our might, and submit your will to your new Master (Us), or be prepared to
face despair, pain, and, in the end, death!

To show Us your goodwill and submission, tomorrow morning leave a tribute in the place
where you found this letter: a sheep (or equivalent), a bag full of valuables (be generous if
you don’t want to experience the Fires of Death), or two sacks of food (tasty stuff).

Be ready to pay tribute twice a month from now on.

:
Your new Master, the mighty Lord of the Skies

Handout #6 – Betty’s Diary

Dear Diary,

This afternoon, at the river, I am sure Ed looked at me. He is so handsome and so strong!

I finally convinced Mama to invite him for supper, next week. We just need to find a way to tell
Papa.

I’ll put on the lavender dress that he (Ed, not Papa) likes so much and…

Sorry, diary, I had to stop to light the lantern. It is so dark tonight, there is thick fog outside,
like in autumn. I don’t like fog and…
I had to stop again, for a moment I heard something scratching on the porch. Maybe the
neighbor’s cat is claw-sharpening on Papa’s rocking chair again?

No, there wasn’t anything outside. Well, what I was saying? Yes, Ed and me will marry, I
am pretty sure…

THEY ARE COMING! PLEASE, SOMEONE HELP US!

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Handouts

Handout #7 – Bounty Notice

In the name of King Ventar, Lady


Marian of Tyland Mills declares the
following bounties to be paid in silver
to any good person delivering the
following scoundrels to justice:

Red the Bandit – Alive – 600 cp

Scoundrel of Red’s Band – Dead or


Alive – 50 cp

Heads-or-Tails – Dead or Alive – 300 cp

Blacktoe the Smith – Dead or Alive –


200 cp

Bump and Romp – Dead or alive – 300 cp


each

For any Goblin’s Ear – 5 cp

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Red Fox’s Treasure

Handout #8 – Prophecy of the Crawler

Where the Crawler was Wounded You’ll Kill

Once per Full Moon the Dagger Will Rise and Fall

Five Deaths as Five are the Points of Its Star

The First Death an Innocent One

The Second Death a Servant of the Merciful

The Third Death the Hand of Justice

The Fourth Death a Man with Two Souls

The Fifth Death the Hated Hand Who Dealt The


Blow

And in the Middle of the Star It Will Return

If you Fail, in the Heart of the Star You’ll Find


Your Doom

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320

Dramatis Personae
“Tyland Came, his Shield Bright
He Came to Defeat the Great Blight”
(repeat three times)

- Ballad of Tyland, refrain

This campaign has a number of NPCs. Wynterlyr. Protector of healers and bees,
To make things easier for you, here will and merciless breaker of hearts (because
find a brief description of all of them, in Faeries always have a double nature).
alphabetical order. Berthram. Cattle breeder in Stone
Acatarina. Lover of Lord Arcturus and Bridge. A violent man and a spy for the
the real mind behind him. She is a wererat Steel Eagles.
and a witch. “Blacktoe” Rufus. Smith of Red’s
Adrian Whitespear. A charismatic bandits. He killed his wife in Cutting Field
man in his late thirties, Adrian is a Knight some years ago.
of Scarlet, who fought valiantly in the Bo the Fletcher. The best bow maker in
Necromancer’s War, during which he the region, this salt-and-pepper haired man
was a simple squire. Adrian is honest and never found a wife, due to his foul breath,
proud, if a little blunt. which keeps everyone away. He dwells in an
Alfrin Kettlepot. An enterprising isolated hut. He is a chatty fellow.
young hauflin, with hazel hair, who is Brother Horace. A young priest, a
looking for his uncle Breldo and his ship, Son of Myrthala, killed by the Cult of the
the River Rose. Crawler in the Old Temple outside Tyland
Beethania. A Faerie Lady, lost wife of Mills.

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Dramatis Personae

Digger John. An old man of Ingmar Fellowthongs. A strong dwarf


undefinable age, Digger John has a snowy warrior in his prime, with a flowing hazel
white beard, leather-colored skin and a beard and educated manners. Ingmar is the
contagious smile. He looks for gold and clan chief of the Fellowthongs clan (which
silver all around the rivers and creeks of lost the greater part of its power sixty years
the Tyland Forest, but nobody knows if he ago, when they lost the Hexenhoof mine)
ever found any. His sole companion is his and has returned to Tyland Forest mainly
mule, Lord Winner. to take it back.
Freya the Slayer. Fifty years old, very Ironeater. A dangerous feline-shaped
fit, Freya is a Slayer, currently in this region Fae who eats metal and mortal blood. He
to find the werewolf who killed a girl in is a very dangerous predator.
Avery months ago. Stubborn and harsh, Lord Korab. Arcturus Korab is the
but loyal. current Castellan of the Weeping Castle.
Irina. A woman in her late twenties, He is power-hungry, fat and treacherous.
Irina is a black-haired beauty, with a very Oh, and he is a wererat too.
seductive and mysterious smile. She is Madrigal Fatbelt. Hauflin Cook of the
the middle sister of the trio running the Moss Inn, daughter of the owner, with red
Good Omen Inn in Tyland Mills, where curly hair. She is looking for a husband.
she serves at the tables. She is known to The Mill Lady. A blonde woman in her
have had many suitors, but nobody has yet forties, Marian is recently widowed and
married her. Irina is the reincarnation of heir to the Mill of Tyland. She is a wise
Iriskara, an ancient warrior-priestess of the ruler, but not very bold. Secret half-sister
Crawler. of Red the Bandit. She is currently held
Jane. With red hair kept tightly bound, hostage by Lord Korab.
Jane is the kitchen maid in the Weeping Miller the Tailor. One of the Elders of
Castle, but in truth she is a spy for Red the Stone Bridge. Tailor of the town.
Bandit. Nadia. Nadia is a twenty-year old girl
Jinny Fellowthongs. A fifteen-year old with curly blonde hair and blue eyes. A little
dwarven girl, the first victim of the Cult of shy, she is the youngest of the three sisters
the Crawler. running the Good Omen Inn in Tyland
John the Fair. A young, pleasant fellow Mills and she usually works in the kitchen.
of twenty years, apprentice (and secretly, Nadia is the reincarnation of Nadakara,
lover) of Rowan the Candlemaker. He is a an ancient priestess of the Crawler.
werewolf, but nobody knows this. Marius the Black. A gruff, black-
Jorus the Blind. An old priest of Kaavor, bearded man in his fifties, Marius was
a former Justicar, feeble and blind today. In a priest of Myrthala before losing his
the past he was a powerful warrior and still faith during the Necromancer’s War. He
owns a magical sword, Steelgaze, which took refuge in Tyland Mills, but he never
sometimes shimmers in his hands. He is managed to escape his ghosts. He is a
the resident priest of Stone Bridge. skilled healer.
Hammer. An old dwarf, he is the sole Old Olo. An old geezer, almost totally
survivor of the massacre of the Hexenhoof deaf, who served as cook, cleaner and odd-
Mine. He also found a piece of the Ring of job man in the Sheriff ’s Tower in Tyland
Command, and knows where to find the Mills. He remembers at least ten Sheriffs
others, more or less. He is completely mad. serving in the town.

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Handouts

Ocarinus Fatbelt. A hauflin innkeeper Raktor Stoneface. The commander of


in his late fifties, owner of the Moss Inn. the Steel Eagles, a ruthless mercenary band.
He always smiles, but has a suspicious soul. He was a veteran of the Necromancer’s War,
Otto the Pawnbroker. A middle-aged but nobody knows on which side he fought.
dwarf, with a white beard and a monocle Rannik the Snake. A dwarf with steel
he always fiddles with. Despite the fatherly gray eyes and a cold stare, Rannik is a
appearance, he is miserly and stingy. highly intelligent assassin. He becomes
Eldest son of Red Fox the thief. emotional only when his family is involved
Pete and Ginestra. The owners of Pete’s (he hates all his brothers and sisters).
Tavern, the inn of Stone Bridge. Pete is a Youngest son of Red Fox the thief.
fellow in his fifties with a big moustache. Rivet Fatbelt. Hauflin stable hand at
His second wife, Ginestra, is thirty years the Moss Inn. A mischievious ne’er-do-
younger than him; a pretty, blonde girl well with shady contacts.
with a warm smile. Red the Bandit. A young man with red
“Sprinkle” Prigg. Trading post owner hair and a flashing smile, he is the chief of
in Tyland Mills. Happy and social fellow the local bandits and secret half-brother of
with lot of freckles. He loves talking a little the Mill Lady.
too much. Rowan the Candlemaker. A sweet lady
Shaafi, the Merchant of Dreams. A of fifty years with short white hair. She has
former Lashari pirate, he joined Red’s a shop selling candles in Tyland Mills and
band, but he quickly understood the road a young apprentice, John the Fair, who is
to riches lay in selling smoke weed to also her lover.
bandits. He hopes to retire in a couple of Sylvia. In her early forties, hazel-haired
years. Sylvia has more charm than many much
Shush’Arish the Shaman. A slightly younger women. A strong and capable
bigger and far older Lurker, Shush’Arish woman, she is the eldest sister of the trio
has golden scales and blue eyes. He is one running the Good Omen Inn, which she
of the few Lurkers capable of speaking manages very well. She is the reincarnation
the human tongue, though he has an of Sylkara, high priestess of the Cult of the
incongruously childish voice. He is totally Crawler and head of the sect.
loyal to the Crawler. Sourmilker. A female Pixie, gifted
Takk the Tanner. A smelly fellow with a peculiar sense of humor. She is the
running the tannery in Tyland Mills. Only familiar of the long-dead mage Gortan the
survivor of the attacks by the Big One. Warden Seer, in the Hexenhoof Mine. The
Theod of the Steads. A big farmer pact binding her is still active.
with a gruff attitude. He is the speaker Tam. A scrawny kid, an orphan, only
and representative of the farmers living survivor of the massacre of Cutting Field.
around Tyland Mills. Despite his rough Close-mouthed and resourceful, he has
appearance, he is a loyal servant of the Mill the stare of someone who has seen too
Lady, but he thinks the steads must have many bad things for one of his age.
more independence. Thaddeus Tystamere. The man
Tune Fatbelt. Hauflin working at assigned by the crown to be the new sheriff
the Moss Inn. He always smiles (like his of Tyland Mills. Unluckily he was captured
father), but he is a simpleton. A fae stole by the Crawler Cult and sacrificed in the
his wits many years ago. River Caverns before taking office.

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Dramatis Personae

Thom and Gina Rishavel. Villagers of Valturn the Carpenter. One the Elders
Tyland Mills, respectively forty and thirty of Stone Bridge. Carpenter of the town and
five years old. They are good-hearted and former burglar (a secret nobody knows
have ten sons and daughters ranging from except Red and his men).
a few months to nineteen years old. Vendra the Witch. The most powerful
Thorn Fellowthongs. The dwarf smith sorceress of the region, former member of
of Tyland Mills. Middle-aged, with a short the Order of the Magicians, and former
temper. He is stricken by the disappearance lover of Skinner Jack. Crippled by a rotting
of his only daughter, Jinny. No wife or disease of the Necromancer, which will
companion is known. He arrived in Tyland lead to her death, sooner or later.
Mills years ago with the baby girl. Whistlercow. A Pixie with violet
Tyland Redmantle. Legendary hero hair, he is the personal fruit procurer for
and founder of Tyland Mills. He was a Wynterlyr, the Lord of the Well. He owes
knight of King Ventar, defeated the Crawler his name to one of his favorite pranks,
and married Kora. Built the fortified Mill scaring away cows with his whistles. Once
of Tyland. he stampeded an entire herd through
Twistle. Lord Korab’s cupbearer and Tyland Mills, he says (but nobody
factotum. A treacherous person, he is a remembers this).
wererat. Twistle’s sister, Acatarina, also a Wynterlyr. A powerful Fae Lord,
wererat, is Lord Korab’s lover. trapped in the Faerie Well by his wife,
Ventur the Orderly. Seventy years old, Beethania, who gave him the scar he still
Ventur has been the head of the servants bears on his face. He covets the Ring of
of the Mill Lord (or Mill Lady) for three Command to get free.
generations. A righteous and worthy man,
age is starting to take its toll on him. His
main regret is that Marian and her half-
brother Red are on bad terms (he likes
the boy) and he will do anything he can to
have them make peace.

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