Showing posts with label Runequest III. Show all posts
Showing posts with label Runequest III. Show all posts

Sunday, 21 May 2017

Alien Race 2: Illarian

Another alien species in Wolf Sector are the Illarians. I create a quick thumbnail sketch of the Illarians back in March. Today I put a little more thought into them and created a mesh in blender for the concept.

The Illarian

The Illarians


The Illarian’s are a race of near-sighted, furry bipeds. Their homeworld is Mizar the fourth planet circling the dim red sun Edolanus.

Appearance and Biology

Illarian’s average about 1.1 meter in height. They are bipedal. Their hands have an opposable thumb and four other fingers that have sharp nails. Illarian’s are covered bluish fur that is mottled with greens, reds and purples. The patterns are unique to each Illarian. They secrete an oil that makes the fur matted and oily to the touch. Illarian’s have eyes but they are covered with hair. They can see black and white, light and darkness and into infrared spectrum in short distances. Illarian computer screens have high contrast white characters on a blank background. Illarian speech is high is comprised of high pitched hoots and whistles often beyond the range of human hearing. They can learn Terran speech.

History

Illarian’s were a cave dwelling species in their distant past eventually moving to the surface by the time they began mastering simple tools and creating buildings. Human space travellers landed on Mizar and encountered Illarians in 2290.

At first Mizar was placed under quarantine by the Terran Mandate as the Illarians were in an early iron age. But humans were stunned by the intelligence of the Illarians they studied. Illarians quickly grasped advanced mathematics and Illarian scholars were able to conceptualize spike drive travel. By 2440 the quarantine was lifted and trade with Mizar was opened.

The Scream did not adversely affect the Illarians. Their planet is self-sufficient and few Illarians travel off planet. But they did welcome the return of trade to Wolf Sector.


Illarian Warrior with traditional javelin


Psychology
Most Illarians show little interest in leaving their homeworld. But there are a number of Illarians who long for their warrior past who do join crews and journey amongst the planets of Wolf Sector.

Illarians as Player Characters

Illarian strength cannot exceed 14. As noted they have poor vision. They are quick and gain a +1 to DEX. Illarians have no fear of closed in spaces and can fit into surprisingly small spaces. Psychic Illarians are very rare.

Monday, 8 May 2017

Dark Spirits of the Rathori

For my 100th post I have turned to an adventure I wrote for a Game Zine back in the late 1990's. It never saw publication as the zine sadly ceased publication. It is presented here with only minor editing and the original maps. I originally wrote it for RuneQuest on Harn but changed the setting to Glorantha for publication.

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Dark Spirits of the Rathori


Introduction


This adventure is designed for Gloranthan adventurers early on in their careers. The adventure begins in Rathorela in the land of Fronela on the continent of Genertela. The adventurers are passing through Mortasor while travelling from Galstar on the Janube river to the Sweet Sea. Gamemaster's who do not use Glorantha should set this adventure near a large forest inhabited by primitive tribal clans.

Background

The Rathori or "bear-people" tribes of Fronela are semi-nomadic, hunter-gatherers. Through the winter the tribes inhabit permanent settlements of wooden longhouses. When the spring comes they split up into family-sized groups and travel to the hunting ranges. In the fall the clans of each tribe come back together and re-inhabit their permanent winter longhouses to share food and companionship through the winter. It is important for each clan to gather as much food as is possible through the summer so they can last the winter - many Rathori tales tell of tribes the did not store enough food during particularly cold winters. The warriors of these tribes might be possessed by the wendigo, evil spirits that induce the starving Rathori to murder and cannibalism.

The Splitrock tribe of Rathori have remained at their winter site well into the summer, well past the time they should have moved on. Their new chief is a wendigo (Ghoul), and is effectively forcing the tribe to bring him corpses to feed on by keeping many of the children of the tribe hostage in his lodge. The new chief of the Splitrock tribe is Moon-eye, at one time a promising, bold young warrior. To demonstrate his worth as chief, Moon-eye decided his clan would hunt in an area of the forest rich in game. Against his Shaman's advice his clan set up camp last spring in an area of the forest called the Dark Grove. The Dark Grove was said to be haunted by an evil hag the Rathori called Pohjad. Moon-eye was not worried by this and promised to meet the witch in her lair and cast her out.

Moon-eye bravely entered the lair of Pohjad, but was killed by the hag and sent back to his clan as a ghoul. When the tribes came together for the winter the shaman Talpaek immediately recognized the evil spirit residing in Moon-eye's corpse and denounced him. Unfortunately, Moon-eye's tribesmen were not so quick to remove their chief and the shaman was forced to flee. By the time the tribesmen realized that Moon-eye was possessed by an evil spirit he had gathered their youngest children in his lodge as hostages. The ghoul now directs the tribe to break taboo and kill hunting parties of other Rathori and to bring the corpses to him. They have also attacked travellers and merchants in Mortasor and brought the corpses to the ghoul.

The adventurers come on the scene and are entreated by Talpaek to aid his poor tribe. Some of the warriors of the tribe have been seduced to evil by the ghoul, resorting to cannibalism and becoming Moon-eye's bodyguards. A few of the more fearful Rathori have fled to neighbouring tribes to warn them. It has become hard for the ghoul to find corpse meat in the volume he needs and he is beginning to turn his eyes upon the people of his own tribe.

Help I’m Drowning

The adventurers will encounter Talpaek, the Rathori shaman, at Whitewater ford in Mortasor. Talpaek wintered with the Swiftwolf tribe and tried to convince them to help. They refused him out of fear so he has gone to find other warriors to aid him. Talpaek feels "stone-dwellers" are his only hope as they would not be so superstitious about a wendigo or Pohjad. The best place he figured to find such help was at the ford where he could ask passing soldiers accompanying caravans. Unfortunately he has encountered a small band of bravos from Galstar who prey on travellers.

Whitewater ford is a section of shallow water and rapids in the Talo River, a minor tributary flowing out of Rathorela into the Janube river. The water shallows to a one meter depth over a 15 meter length before passing over a small 3 meter high falls. From the west the trail descends a steep hill (30 meters) and comes out into an open river valley. The adventurers are travelling east and come upon the scene from atop the hill to the west of the ford. They will be able to see and hear the commotion at the ford before the brigands spot them, however, the brigands look-out will notice them and raise the alarm. At the ford three brigands are busy trying to drown Talpaek in the river Talo. They have already beaten him severely and are laughing loudly at Talpaek's efforts to stay above the water.

Janubian Brigands (6 men)

STR 14 CON 12 SIZ 10 INT 10 POW 9 DEX 9 APP 8 Magic Pts. 9 Move 3
Hit Pts. 11 Fatigue 26 MSRM 6 - R&LL 2/4 AB 2/4 CH 2/5 R&LA ⅔ HD 0/4
Shortsword (1d6+1) SR 2 Atk/Par% 35/24 ENC/AP 1.0/10
Skills: Fist Attack 55, Sneak 40, Hide 40, Conceal 40, Listen 50, Janubian 80/15, Loskalmi 70/00.
Divine Magic (100-ENC%): Absorption, Heal Wound.
Note: They are wearing Leather Armour and carry Shortswords and Daggers. Each brigand has 3-5 pennies that they split from a merchant they robbed.

Talpaek

STR 8 CON 7 SIZ 10 INT 13 POW 9 DEX 8 APP 12 Magic Pts. 9 Move 3
Hit Pts. 4(8) Fatigue 5(15) MSRM 6 - R&LL 0/3 AB 0/3 CH 0/4 R&LA 0/3 HD 0/3
Dagger (1d4+2) SR 3 Atk/Par% 30/30 ENC/AP 0.5/6
Javelin (1d6+1) SR 2 Atk/Par% 35/10 ENC/AP 1.5/8
Skills: Fist Attack 32, Track 40, Dodge 50, Ceremony 25, Summon 25, Enchant 15, First Aid 65, Hsunchen 85/00, Loskalmi 55/00.
Spirit Magic (47-ENC%) Heal2, Befuddle, Protection1, Bladesharp2, Vigor2. (Special Shaman Magic): Exorcism, Second Sight. *Fetch: POW 10, INT 14, Magic Pts. 10. Spirits: Healing3, Fear2, Lightwall spell spirit4.
Note: Talpaek is wearing ragged leather and fur clothes and carries a leather sack full of herbs and medicines. The attribute values listed are those after his fight with the brigands The values in
brackets are his full values.

Realizing that he can not hope to defeat the brigands Talpaek is not resisting in hope that they will not kill him. If the adventurers intervene this will greatly change the odds and he will attack with full force - cast bladesharp2 on his javelin, fire it at one brigand and then attack with his dagger.

The adventurers can easily discover a small camp of 3 tents located 100 metres off the trail. In the tents are clothes and some extra weapons stolen from caravans. One tent also contains a pile of fur pelts taken from a trader worth about 1000 pennies in the Janube city-states. There is also food and cooking utensils. An old mule is tied to a nearby tree.

Talpaek will beg the adventurers to aid his stricken tribe whose chieftain has returned from the dead. He can offer to summon the befuddle, bladesharp2 or vigor2 spirits for payment and he will mention that the tribe has been raiding caravans of their wealth for Moon-eye. He hopes that the adventurers will be motivated by more than just greed. Talpaek will suggest that the adventurers scout the Splitrock tribe village, then decide on a course of action.

The Village

The Splitrock Rathori tribe at one time consisted of over 200 members subdivided into 8 clans. Each of these clans numbered around 25 people and were housed in their own longhouse. With the recent events one clan has successfully fled and another was burned in their longhouse (map #1). Some members of the other clans have also fled reducing the number of Rathori to 120 of which 40 are warrior-age men. This is still a more than formidable force of Rathori for the adventurers to fight head-on. Fortunately, most of the remaining Rathori do not support Moon-eye and will usurp him if they can protect the children. Only the 14 warriors of Moon-eye's own clan support him fully.

Observing the Rathori village from the forest is the safest way to get a look at the situation in the village. Even if they keep their distance the adventurers are in danger of being spotted by Rathori hunting parties returning to the village. These parties consist of 8-12 hunters from clans not supporting Moon-eye. It would take considerable convincing to keep the hunters from attacking foreigners.

A frontal daylight approach to the village will run afoul of Moon-eye's bodyguard of 14 well-trained warriors. Daylight observation of the camp reveals that Moon-eye does not leave his longhouse, but the longhouse is well-guarded by 10 warriors, the rest are asleep and guard at night. Rathori hunting parties are very active, during the day. There are women and children in the village doing work all day but all young children are missing. If Talpaek is along he will readily notice the last fact.

Nighttime observation will reveal a lone warrior guarding the door to each of the longhouses. The players will not be able to see the 3 warriors on guard inside the chief's longhouse. Only Moon-eye and his guards are active at night.

Rathori Hunters

STR 13 CON 12 SIZ 10 INT 9 POW 11 DEX 10 APP 12 Magic Pts. 11
Move 3 Hit Pts. 11 Fatigue 25 MSRM 5 - R&LL 1/4 AB 2/4 CH ⅖ R&LA 1/3 HD 0/4
Dagger (1d4+2) SR 3 Atk/Par% 35/30 ENC/AP 0.5/6
Javelin (1d6+1) SR 2 Atk/Par% 45/35 ENC/AP 1.5/8
Skills: Fist Attack 35, Track 70, Dodge 55, First Aid 45, Rathori 65/00, Loskalmi 23/00.
Spirit Magic (57-ENC%) Bladesharp1, Vigor1.
They wear leather and furs (1-point protection), carry javelins and hunting knifes.

Moon-eye's Warriors (14 men)

STR 16 CON 14 SIZ 10 INT 7 POW 11 DEX 12 APP 9 Magic Pts. 11 Move 3 Hit Pts. 12
Fatigue 30 MSRM 5 Damage +1d4 - R&LL 2/4 AB 2/4 CH 2/5 R&LA 2/3 HD 2/4
Dagger (1d4+2) SR 3 Atk/Par% 40/35 ENC/AP 0.5/6
2H Short Spear (1d8+1) SR 2 Atk/Par% 45/35 ENC/AP 2.0/10
Skills: Fist Attack 50, Track 40, Dodge 50, First Aid 40, Rathori 45/00.
Spirit Magic (53-ENC%) Heal2, Dispel Magic1, Bladesharp2.
They wear leather armour taken from stone-dwellers, and carry the Rathori war-spear. Each is unkempt and has painted his face with mud and chalk to resemble a skull.

MAP #1  Splitrock Village

Moon-eye's Longhouse

The longhouse has a structure of wood with double walls made of bark filled with leaves and grass for insulation. The interior walls are made of bark. Each interior room was a space for a separate family. Two of Moon-eye's warriors are on guard in the long central hall. The rooms off this hall near the entrance are used by Moon-eye's warriors. If his warrior's are not out raiding another tribe, four will be sleeping here during the day and ten at night. Two rooms have been set aside for the women of Moon-eye's clan and a few women the warriors have kidnapped from other tribes. At night twelve women can be found in this room. There are 18 malnourished young children lying miserably on the floor of one room which is kept under guard. In the council room all  of the council chairs except the chief's have been removed. There are heaps of furs on the floor and a large cooking pot hanging over a fire pit. The remains of a foul-smelling stew are still in the pot.

Some nearby gnawed bones appear human. Another warrior stands guard in this room before the chief's bed chamber. The chief's bed chamber is a mess with a few possessions scattered about and furs lying on the floor. A trap door in the floor covers a 3 meter deep hole from which a 1 meter high crawl leads to a 2 meter high rough cut cave that is filled with gnawed human  corpses and skeletons.

Counting skulls puts the number of dead at around 120. Moon-eye sleeps here during the day among the bodies, at the location noted on the map. An exit tunnel leads to the riverbank.

Moon-eye

STR 20 CON 13 SIZ 15 INT 13 POW n/a DEX 11 APP n/a - Magic Pts. 15
Move 3 Hit Pts. 12 Fatigue 25 MSRM 5 Damage +1d6 - R&LL 1/4 AB 1/4
CH 1/5 R&LA 1/3 HD 1/4
Claw (1d6+1d4) SR 8 Atk/Par% 30/-
Bite (1d6+1d4+venom) SR 8 Atk/Par% 30/-
Howl (Demoralize) SR 3 Auto.
Skills: Track 40, Dodge 50, Ceremony 25, Summon 25, Enchant 10, Intensity 25.
Sorcery: Damage Resistance (35%).
Moon-eye is a ghoul commanded by Pohjad but possessing independent action. His most fearsome attack is his venomous bite. The bite injects potency 13 poison into a victim. If the victim's CON is overcome full potency enters their system, otherwise only potency 1d3. When the total potency injected exceeds the victims CON they are paralyzed until given an antidote. When the ghoul howls match its magic points against the INT of each foe, if they are overcome they are demoralized. Note that the ghoul must expend 1 magic point each daybreak or be destroyed. For each hour in the sun, it must spend an extra magic point. Ghouls gain one magic point for every 3 SIZ points of corpses devoured.

Pohjad has just begun to teach Moon-eye sorcery. The Damage Resistance spell he knows will be attempted at intensity 2. The damage done to Moon-eye will have to overcome the intensity of 2 on the Resistance table to effect him. He does not carry weapons and dresses only in a bedraggled chief's ceremonial garments. If seriously threatened in a fight Moon-eye will flee for the Dark Grove.

The Dark Grove

The Rathori know that the "Dark Grove of Pohjad" is a depression in the ground into which a stream flows. It is located 4 kilometers from the Splitrock village. The adventurers can find the Dark Grove by following the stream that passes by the village or by following Moon-eye's trail, if he has fled. Travel in the forests of Rathorela should take less than a 4 hours on foot from the village to the Dark Grove.

The adventurers will get their first glimpse of the Dark Grove when the stream and the trail they have been following emerge from the forest cover and look down into a large, open depression  300 meters across and 20 meters deep (map #2). The stream descends sharply down into the depression and falls into a hole at its bottom.

The trail winds down into the depression before ending at the lip of the hole which is 30 meters long and 10 meters wide.The sides of the hole are nearly vertical making any attempt to climb down unaided impossible. However, at the lip of this hole a stout wooden shaft with a frayed 1 meter rope attached to it, has been thrust into a crack between two large rocks. About 10 meters below the lip in the hole there is a ledge in the hole side 1 meter wide and 3 meters long. Another wooden shaft has been pounded into a crevice on this ledge. The fall of water from the stream completely blocks access from the ledge down into the hole. The water must be entered to descend further. Climbing down to the ledge requires no Climb roll but climbing through the water into the cavern below requires a climb roll. Beneath the waterfalls is a 8 meter high cavern and a 3 meter deep pool of water. The ledge at the edge of the pool of water leading to the dry portion of the cavern is 4 meters away from the waterfalls. Adventurers who fall into the pool must roll their Swim-ENC or begin to drown. Note that near the falls is a mound in the cavern bottom that lowers the water depth to 1 meter.

The Underground Grotto

The large cave (Cave B) is dimly illuminated, (-25% Skill Rolls), by sunlight shining through the waterfalls. The noise of the falling water is very loud. The cave ceiling has many stalactites hanging from it and three large stalagmites dominate the uneven floor. Behind the falls a small whirlpool marks where water is draining through a tunnel in the bottom of the pool. A ledge 5  meters up the far wall marks where a second smaller cave (Cave A) enters the larger one.

If Moon-eye has not been destroyed then he will be waiting to attack intruders, hiding behind one of the stalagmites. If Mooneye has already been destroyed then provide Pohjad with a giant Lizard which she controls.

Rock Lizard

STR 13 CON 13 SIZ 14 INT 2 POW 7 DEX 10 APP - Move 3 Hit Pts. 14 Fatigue 26 MSRM 5 - Tail(01-02) 3/4 RHL(03-04) 3/5 LHL(05-06) ⅗ HndQ(07-09) 3/6 FrQ(10-13) 3/6 RFL(14-15) 3/5 LFL(16-17) ⅗ HD(18-20) 3/5
Claw (1d6+1d4) SR 8 Atk/Par% 51/-
Bite (1d10+1d4) SR 8 Atk/Par% 51/-
Skills: Hide 24, Track 23.
Armour: 3 point scales.
Note: The lizard will attack with a claw until it scores a hit. Then it will hang on with the claw, and bite.

Pohjad will watch the adventurers fight from the relative safety of the small cave. From her vantage point she will target the adventurers with a flurry of spells holding back only enough to summon a Shade. She first casts Damage Resistance at Intensity 4 on her form, then she will attempt Smother at intensity 3, followed by Dullblade, and Demoralize. Whichever adventurer appears to be the most powerful fighter will be attacked with Palsy intensity 6.

Lair of the Hag

The small cavern can only be reached on a successful Climb skill roll or with a rope and grappling hook. Pohjad will retreat to her chair when the adventurers try to climb up to her cave. This cave has a stalactite dotted ceiling five meters overhead and an uneven floor. At the far end is a cold fire pit with a large cooking pot hanging over the coals. Behind the fire pit you can see an old woman with matted grey hair, dressed in dark rags. Beneath a cowl you see yellow eyes and wart covered skin. The woman is sitting on a seat of stone poking at the cold fire with a blackened stick.

At one side of the chamber is a dark pit about 2 meters in diameter and 3 meters deep ending in a pool of shallow, brackish water. This pit is the focus of the hag Pohjad and from whence she will summon the Shade. Pohjad will fight intruders with spells and the shade but rarely on a personal level, preferring to turn incorporeal if threatened and hide in the darkness of the pit. Pohjad's treasure is also hidden in the pit along with the skeletons of over 10 humans. The treasure consists of a gold chain necklace of Loskalmi make (300 pennies), a sorcery scroll in a wooden tube (Damage Boosting), 68 pennies (Galstar coins), 4 Dwarven gold crowns (240 pennies each), 45 pennies (Eastpoint coins), 3 daggers and a falchion.

Pohjad (Nymph hag)

STR 24 CON 12 SIZ 13 INT 20 POW 28 DEX 10 APP 4 Magic Pts. 25
Move 3/3 fly Hit Pts. 10 Fatigue 32 MSRM 5 Damage +1d6
RL(01-04) 0/4 LL(05-08) 0/4 ABD(09-11) 0/4 CH(12) 0/5 RA(13-15) 0/3 LA(16-18) 0/3 Head(19-20) 0/4
Claw (1d6+1d4) SR 8 Atk/Par% 66/-
Skills: Hide 73, Intensity 50.
Armour: none.
Spirit Magic (140-ENC%) Darkwall, Demoralize, Dispel Magic2, Dullblade1.
Sorcery: Palsy (25%), Smother (32%), Damage resistance (42%).
Notes: She can also form a body at will from the darkness of her pit, will retreat there in spirit form if her body is destroyed. Body is also destroyed by direct sunlight.

Shade (elemental)

STR 4 POW 5 Magic Points 5 Move 3 Hits 5 MSRM 1
Fearshock (1 per round), match Magic points vs. CON. On a critical success the victim dies, on a special success the victim collapses for 20-CON melee rounds and must roll CON*5 or die, and on a normal success the victim is demoralized for 20-CON melee rounds. Those engulfed by the shade take 1 point of freezing damage per round to a random location regardless of armor or protective clothing.
Note: The statistics are based on Pohjad expending 3 magic points to get a 3 cubic meter shade.

MAP #2 The Dark Grove


Ending

It is unlikely that the adventurers will be able to destroy Pohjad because this would require them to  destroy the cave grotto. Instead they will most likely destroy her body and it will take at least a year for the "Dark Grove" to form her another body. When she does return she will doubtless be angry. If the adventurers stole her treasure she may send several ghouls or vampires after them.

The Splitrock tribe will hold a three day moot and elect Breakbark as their new chief who will move them far east to new hunting lands. In exchange for their help, Talpaek will give them each a
rune-carved Bear token that identifies them to other shaman as friends of the Rathori bear clans.

Saturday, 29 April 2017

Barrow of the Unknown Prince

ADVENTURE BACKGROUND

The North Road Inn and the thran of Taryn are the backdrop of a scenario involving the adventurers in the hunt for a killer with the prize being a hidden Jarin tomb.  This scenario is designed to bring a disparate group of adventurers together in the wilderness of Nuthela where many different cultural types interact.  Adventurers best suited for this scenario are from the Jarin, Ivinian, Taelda, Anoan or Harnic cultural groups.

About 600 years ago, a Prince of Jara who fought alongside the Khuzdul at Sirion died on the march back to Azadmere.  As a friend of the Khuzdul they granted his last wish and buried him in the fashion of Jara in a stone-lined earthen mound.  Since they were far from Gedan the Prince was buried in Nuthela not far from the Ovien River.  Knowledge of his tomb by the Jarin was lost within a few generations.  Centuries passed, the barrow went undiscovered, and became completely overgrown with trees and thick brush.

Likely the barrow would never have been discovered, appearing to be just another low foothill of the Rayesha mountains.  However, about 100 years ago a landslide changed the course of a small stream and washed away the side of the barrow revealing  the stone-lined entry to the tomb.  Eventually the entire passage was uncovered and the entry chamber became immersed in three feet of water.  It remained this way, clear to anyone passing by, but located off the beaten track.  In 714 TR a Kaldoric merchant from Olokand lost two pack mules while crossing the Ovien ford.  He unwisely set out with one retainer to locate them, passing up a small stream where he was set upon by a group of gargu-kyani.  His retainer died holding off the gargun while the merchant fled upstream.  Just when he thought he would be discovered he spotted the small entry cave to the barrow and hid inside.  Once inside he was amazed by the runic inscripted door and elaborate frieze as well as the wardog statues.  Unable to open the door he made note of the barrow's location and when the gargun had moved on he quickly left and caught up with the caravan going north.

The map he made became a matter of idle gossip while he was in Orbaal.  This gossip got back to the Jarin resistance, the aenghysa who felt this might be the location of the lost barrow of Barryn Albarra (the hound of Barra), a rallying cry for Jarin and a possible source for his magical spear.  However, before the aenghysa could approach the merchant he sold it to an Ivinian mercenary named Sorevaal.    Sorevaal has now recruited a few mercenary friends, shown them the map, invented tales of huge riches and convinced them to journey with him down the Fur road to investigate the barrow.

To complicate matters, one of the mercenaries, Bedan plans to steal the map from Sorevaal and gain the treasure for himself, and the aenghysa have also sent six men to find Sorevaal so they can get the map.  At this point the adventurers come into the story as they stop at the North Road Inn on the night in which one of the parties acts, kills Sorevaal and steals the map.


THE ADVENTURE EVENTS

The adventurers arrive in Taryn on Peanu 10 (mid-spring 720 TR).  In this hilly region, covered with mixed deciduous and coniferous forest, the snow has melted from all but the hill-tops and swollen the local stream to its largest size.

Eventually, the adventurers end up at the North Road Inn where they will find that a group of four Ivinians have taken up residence in two of the front average rooms and have been in Taryn for 3 days.  Since arriving Sorevaal has stayed often with Idgel and spoken with him at length about the countryside south on the Fur Road.  Sorevaal was directed to Ondag (#13) whose Taelda wife knows about the local area and asked her about streams north of the Ovien ford.

EVENT 1: A Drunken Party
On the night the adventurers arrive at the Inn Sorevaal, Bedan, Ilmgar, Lyvan and Ramald are drinking heavily in the Inn.  Their presence has kept away all locals and there are no others travellers at the Inn (with the possible exception of the adventurers).    Coming in out of the rain are six Jarin travellers wearing heavy slickers to protect from the rain.  They rode in on horseback.  These men are the aenghysa led by Gyffal and include Chamka, Iser, Told, Shem and Aethelad.  They do not wish to confront the Ivinians as of yet and will retire to the common room quickly if possible.

The sight of rain-soaked Jarin will amuse Bedan who is a bit of a joker and he will poke fun at the, "drowned Jarin rats", "wouldn't last at sea", "canna fight worth a dram", etc.  This may provoke a fight if the adventurers do not intercede but before blood is spilled Vallus will stop the fighting with his skill with the staff.  Denia will cast Disruption on any overly active participant.  Gyffal will come down after the disturbance and talk at length heatedly with Vallus, adventurers may here Gyffal say, "you help us, our that Ivinian dog will find out who you are!"

EVENT 2: Pitched Battle
In the early morning hours of the next day while it is still pitch black outside, the parties act to gain the treasure map.  While Vallus and Dania stay safely locked in their room, he has agreed with Gyffal not to get involved, the aenghysa attack the Ivinians in their rooms.  While Aethelad goes out and readies the horses in the yard for flight and opens the Innyard gates - the other five aenghysa will force the door to Sorevaal's room.  The fight will be loud with the surprised Ivinians howling battle cries.  Assuming the adventurers do not get involved the Ivinians will drive off the aenghysa by sheer ferocious fighting.  Chamka, Iser and Aethelad will flee into the night and hide in the surrounding forests of Nuthela.  Gyffal and Shem will be killed and Shem will be lightly injured and unable to escape.  Amongst the Ivinians Sorevaal will be badly injured and near death, Lyvan is killed and Bedan and Ramald are lightly injured. Once Vallus and Dania come out of hiding, Dania will heal Sorevaal but he will remain bedridden for days.

Ivinian Mercenaries
STR 13 CON 14 SIZ 12 INT 9 POW 8 DEX 12 APP 10
Move 3 Hits 13 Ftg 20 MSR 5 DM +1d4
R&LL 2/5 AB 2/5 CH 2/6 R&LA 2/4 HD ⅘ Broadsword (1d8+1) SR 2 A% 47 P% 25
Dagger (1d4+2) SR 3 A% 37 P% 13
Fist Attack 42, Conceal 50.
Note: The AP statistics assume they are wearing their leather armour in all likelihood in this particular event they will only be wearing linen tunics of AP 0.

Aenghysa
STR 12 CON 12 SIZ 12 INT 10 POW 15 DEX 12 APP 11
Move 3 Hits 12 Ftg 20 MSR 5 DM 0
R&LL 2/4 AB 2/4 CH 2/5 R&LA 2/3 HD 2/4
Shortsword (1d6+1) SR 2 A% 37 P% 35
Dagger (1d4+2) SR 3 A% 57 P% 56
Bow (1d8+1) SR 3 A% 41
Fist Attack 42, Sneak 76, Hide 45, Conceal 50.
Note: They are wearing leather armour and carry shortswords and daggers.

EVENT #3: Murder!
The next day Idgel and several of his guardsmen will be at the Inn harassing any Jarin guests.  During the day Idgel will be visiting Sorevaal while his guardsmen stalk about the town spoiling for a fight.   Eventually, four guards, Idgel and Ramald will set out after the Jarin by mid-day.

The next night Bedan kills Sorevaal by stabbing him in the heart and steals the map.  He then disappears with a pack mule south on the Fur road.  When the body is discovered, Vallus will be extremely worried because he died in his charge while Idgel is out tracking the Jarin, and because Bedan is also missing possibly kidnapped for ransom.  Ceno will mention that while he was sleeping in the stable loft he was awakened by a laughing Bedan loading up the pack mule the Ivinians brought and setting out of the Inn.

If the adventurers are not completely dense, they will decide to track Bedan on his trail south to the Jarin Barrow.  If they wait for Idgel's return several days later, (they were unsuccessful), they will see Idgel charge that Vallus killed Sorevaal and was in on the original attack.  Because of the dishonourable mode of the attack Ramald will insist that Vallus be dragged away and beheaded.

EVENT #4: Tracking Bedan
Adventurers tracking Bedan will likely lose his trail somewhere on the Fur road, since a successful roll must be made every 2 turns.  Instead they can try following the Fur road south and hope to spot where Bedan and the pack mule pull off of the trail.  Or if the question Ondag's wife (#13) they will find that Sorevaal had asked about streams flowing into the Ovien just north of the Ovien ford.  Using Search skill at the mouth of the 3 streams near the Ovien Ford they will be able to find the mule tracks in the mud near one of the streams.  The trail can be successfully tracked upstream for 2 leagues before they spot the pack mule tied to a tree beside the stream.  A Search of the nearby area will reveal an opening at the bottom of a forested hill at the waterline of the stream.  Bedan's trail leads inside the Barrow.

Gamemaster Map for the Barrow

EVENT #5: Jarin Barrow
The Khuzdul raised up this barrow over the stone-walled tomb of a Jarin Prince almost 600 years ago.  Since that time it lay undisturbed until Bedan broke down the entry door to the tomb within the last day.  One of the tomb guardians has since attacked and possessed Bedan, and another awaits the adventurers.

(1) The Barrow Entrance
The Barrow entrance is a 25 foot long, 5 foot wide stone passage with a peaked stone roof formed from large flat stones balanced against one another.  The passage is flooded with 2 feet of brackish, smelly water and choked with debris borne in by the water.

The entrance leads to a 15 foot square chamber with a 7 foot high ceiling, stone walls and 1 foot of water covering the stone floor.  Much of the debris washed up the entrance way has come to rest in this chamber.  Aside from the wood and stone flotsam, the chamber has a doorway framed by two, square stone pedestals.  On the pedestals are identical statues of crouching wardogs, teeth bared in challenge.

The bottom of the stone door is still intact and bears strange runic (Khuzdul) inscriptions, while the rest of the door reside in pieces on the floor in the passageway beyond.  Bedan forced entry to the passage by smashing the doorway with a stone hammer.

At the end of the dry passageway beyond the door, is another stone doorway that has been smashed with Bedan's hammer.  This time only a 1 and 1/2 foot hole has been smashed out of one side of the door to allow passage.  The walls of the passageway were carved by the Khuzdul to show a human warrior battling gargun aided by Khuzdul.

(2). Outer Chamber
The chamber beyond the door is dry and dusty.  The walls are made of stone blocks carved in elaborate friezes that depict a Jarin warrior fighting many gargun (left wall) and a representation of Ilvir as a serpent head on human chest, arms and shoulders with the lower torso of a snake.  In one hand Ilvir clutches a large severed claw.  The wall directly ahead is blank except for a warning carved in the stone in Khuzdul runic and Old Jarin lakise.  The message states, "A Curse on any who would disturb the rest of this brave Jarin Prince".  Anyone who speaks Jarin will be able to get a basic understanding of the message.  Those that speak Orbaalese or Harnic will recognize the word for "Jarin Prince" and the word "curse".

Crouched in a comatose state beneath the message is Bedan.  A pack also lies on the floor along with a sword, shield and burnt out candle.  Bedan appears uninjured, and can be shaken into to consciousness.  When he comes around he will begin to giggle and then laugh hysterically at the adventurers before settling back down to the occasional fit of giggles and drool on himself.  Bedan was able to open the door to the Chamber of Khuzdul traps to the left and has been possessed by a Spirit of Madness.  Searching Bedan will reveal a crumpled old map showing the location of the barrow, and a purse containing 47 pennies.

The door to the chamber to the left (area #3) is fairly obvious once light is shone on the wall, the door slides back into the wall if the catch is released.  The catch is released by pressing on the sword in the hand of the Jarin warrior.  Examining the sword reveals that it is raised more than the rest of the frieze and that the cracks around the sword extend into the wall.  Once released the door can be slid with some difficulty out of the way.

The door to the chamber to the right (area #4) is more carefully hidden, and can only be detected on a Search roll.  It is released by depressing the severed claw in Ilvir's hand.  Like the other door it can be slid out of the way with some difficulty.

(3). Guardian Chamber

In this small, stone chamber (7' square) there is a large stone pot and a pile of debris of a second apparently identical stone pot.  Each is carved in runic Khuzdul writing.  The intact pot is incredibly heavy and stands 3 feet tall and 1 foot in diameter.  Each had a stone lid placed atop it.  The lid for the broken pot lies on the chamber floor.  Scattered amongst the debris on the floor are the dried remains of offerings of food and clothing, and a new wooden handled stone mallet.

The intact stone pot can be shattered to open it, as Bedan did with the first or the lid can be removed.  In either event the first person to open the pot will be engaged in spirit combat by a Passion Spirit of Fear.

Fear Spirit
POW 14 Move 14 Magic Pts  14
Note: Matches its Magic points against the victim's INT.  If the victim loses then he suffers the loss of 1d3 magic points.  If reduced to zero points then he is covertly possessed and suffers the effect of being permanently Demoralized, (defend full percentage but all attacks at half percentage), until exorcised.

The Fear spirit looks like a black cloud, with a skeletal face and hands peering out of it to those in the chamber.  The pot contains the rotted remains of clothing or furs that have turned almost to dust and 3 pieces of bronze jewellery (Jarin made).  A brooch of silver worth 800 pennies, a corroded bronze torc worth 50 pennies and a silver necklace with pendant worth 1500 pennies.

(4). Prince's resting place.
The right -hand chamber is a stone room 7 feet square and high.  In this chamber is a stone bier against the far wall.  Unlike usual Jarin custom the prince's remains were not set on the bier, instead the bier is actually a lidded tomb.  The tomb lid is a SIZ 22 stone.  Adventurer's trying to move it combine their STR (*5%) - 110% to get the base %chance to move the stone.  The lid is carved with Khuzdul runes and Old Jarin lakise script proclaiming this to be, "Avereign, Prince of Pentiel.  Gargun-slayer and Khuzdul friend".

Should the adventurers manage to remove the tomb lid they will find the skeleton of a human in decayed finery, clutching a broken, corroded broadsword to his chest.  About the skeleton's neck is a bronze and silver collar of Jarin make worth 2300 pennies.  At his right side is a Khuzdul Throwing Axe of fine workmanship only lightly corroded worth 1000 pennies.  The axe has a spell matrix enchantment upon it which allows it to cast Bladesharp.   The chance of success of this spell is the holders POW*5 and it takes one of the user's Magic Points.  The conditions on the enchantment do not allow the spell to be used on Khuzdul, or used by Gargun or Sindarin.  Finally, on the Princes' finger is a gold ring worth 500 pennies.

EVENT #6: Aenghysa Ambush!
The adventurers were not followed by the aenghysa, but the group that escaped the botched raid at the Inn, (Chamka, Iser and Aethelad), have staked out a position along the Fur road to ambush the adventurers if they return to Taryn.  Wary of engaging in another head on attack, Chamka and Aethelad have taken up positions in some oak trees near the road and will fire on the adventurers with arrows.  Meanwhile, Iser who is on the ground behind some bushes will tell them they are surrounded by many Jarin and must hand over Barra's treasure or die.  If faced with a fierce defence the aenghysa will flee into the forest.

EVENT #6: Return to Taryn
By the time the adventurers return to Taryn, Vallus and Idgel will be at odds over who is responsible for Sorevaal's death with Ramald pushing for Vallus' death.  If the adventurers return with Bedan and the map, Bedan will gleefully admit to killing Sorevaal and the issue will be closed.   If the adventurers admit to entering a Jarin tomb then Idgel will attempt to arrest them and seize the treasure for himself.  Later, releasing the adventurers with nothing but what they had when they originally came to Taryn.

Vallus will be eternally grateful to the adventurers on their return and they will always have a free bed and meal (within reason) at the North Road Inn.  Dania will heal any injured adventurers.  Treasures discovered in the Jarin tomb will not be tradeable in such a small thran as Taryn but could be sold in Lerial or any sizeable settlement in Kaldor.