Root of All Evil v1 PDF
Root of All Evil v1 PDF
Root of All Evil v1 PDF
Alun Rees
AFAREZIRS:
NOTICE
This is a self published HrnFanon work, created by Alun Rees. It is a derivative work of material published by Columbia Games Inc. and is released for free distribution and personal use by Alun Rees without the permission or endorsement of N. Robin Crossby, his estate, or Columbia Games Inc. This document is available for download free from www.lythia.com. If you have been asked to pay for this document, either as a download or as a hard copy, you have been robbed.
Adventure Outline
Peran: Heart of Darkness was timed to take place in the Summer of 720TR and to be completed by early Autumn at the latest. It is assumed that the player characters (PCs) have spent the rest of the Autumn and Winter in Tormau being kept busy by Jamys of Abrant who always has work for reliable freelancers. The Root of All Evil begins after the Spring thaw of 721TR and sees a group of PCs travel to Golotha where they are offered a significant reward by the Guildmistress of Courtesans in Shiran if they can find and harvest a rare plant found only in the distant Afarezir archipelago. The journey is not easy and once they make landfall on the first of those wind scoured islands they realise they are searching for a needle in a haystack. In seeking word of Crimson Sethimyael from the indigenous Nolgind Kubora they begin to pick up pieces of a story from long ago in the tribes history. Gradually their search for the plant and the tales told by the clans become interwoven and lead them to the fate of a lost Nolgind Clan. Even when they finally discover the location of the plant they seek it refuses to yield that which it guards easily.
Essential Resources
Peran:Heart of Darkness; The White Stoat Inn; The Trident Inn; The Tirsa Pirates; Movel Gamle Hem; Clan Sholen; Cynswyr Ariensyn; Gwaed Island; and fanon Atlas Maps: B3, C 1, C2, C3, D1, D2, D3 and E1, by John Southgate (all available at Lythia.com). Afarezirs, and Herblore (available from Columbia Games) and a version of the HarnMaster Rules (available from Columbia Games or Kelestia Productions).
Helpful Resources
Golotha; HarnMaster:Barbarians; Tribes of the Kubora; Peran; Aquatics; and Seals. This adventure will be easier to play if the GM also has access to HarnMaster: Magic and HarnMaster: Religion as well as Mamaka, Master of Steel and Warriors of Mameka. If the GM wishes to play out the sea voyages in detail they will also need access to The Pilots Almanac. All these resources are available from Columbia Games.
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GM Aims
To reinforce the sense the PCs have always had of Jamys as an honest rogue who has nothing to gain by l ying to them, but is none-the-less a bad enemy to make. To get the PCs to accept a free trip to Golotha with the possibility of a job at the end of it. If necessary to help the PCs understand that Jamys is doing them a favour by helping them leave Tormau for a while.
PC Outcomes
They accept that for the time being their presence in Tormau is a problem for Jamys and take the free boat trip to Golotha. Their trust in Jamys should be increased as he takes them into his confidence about the risks of staying in Tormau.
Description of Events
Jamys explains that Vavryse Lynnaeus, the Earls brother and constable of Caer Tormau, has become concerned that the PCs as the only people who know anything about what happened to Coln of Kutz. He has told Jamys to get rid of them. The innkeeper has no idea what has prompted the Constables decision. His guess is that Vavryse has only recently realised that the PCs are still around. While Jamys is not by nature soft-hearted he likes the PCs and would prefer to give them a chance to get a long
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GM Aims
To provide a convincing hook for the adventure and to make it sufficiently well remunerated to engage the players. No precise reward is described to allow the GM to come up with something that fits the needs of the players without destroying campaign balance. To play Nobar accurately as a man who is being well paid to do what he does and who believes what he is telling the PCs is true. To provide some threads for the PCs to follow before they depart for the far north. To completely hide the true facts of the mission described in Appendix II.
PC Outcomes
They accept the offer of the job and begin what preparations they have time to make.
Description of Events
If this is the first time the PCs have visited Golotha then the GM should give these country bumpkins a sense of a city many times larger than anywhere theyve been before. Here, entire rows of houses rise three, or even four, floors above the street to the point where those living in the attic rooms can practically shake hands with their neighbours across the street just by leaning out of their windows. The windows themselves are a wonder; The White Stoat is the only building in Tormau with glass in some of its windows (though they say there is some glass in the Earls rooms). Here three or four houses in a row will boast the same. The PCs should be careful as they gaze up at the windows lest on open suddenly and a torrent of night soil is emptied into the street from above! Then there are the streets themselves! They are as busy as Tormau market at festival time; crowded and with endless comings and goings through the city gates. Everywhere the PCs are jostled in the narrow crowded thoroughfares by the never ending tide of humanity swilling about this fearsome and intimidating place. This may be a good time to relieve the PCs of some of their money so as to make the subsequent job offer more attractive. Additionally or alternatively there are plenty of
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Appearance: Aged 51, height 61, light frame, weight 158 lbs/size 6, average appearance, medium complexion, blonde hair, green eyes Str 12 Agl 13 Sta 13 Eye 11 Dex 13 Hrg 11 Medical/Psyche: none Sml Voi Int 10 10 12 Aur Wil Mor 13 14 10 Cml 11 End 13 Mov 13
Appearance: Aged 41, height 58, medium frame, weight 153 lbs/size 6, plain appearance, dark complexion, brown hair, hazel eyes Str 11 Agl 08 Sta 14 Eye 07 Dex 15 Hrg 15 Medical/Psyche: Greedy Sml Voi Int 14 12 16 Aur Wil Mor 11 12 07 Cml 08 End 12 Mov 15
Religion: Ritual (Agrik) 11, Piety 14 Skills: AWARENESS 52, Brewing 44, CLIMBING 45, Cookery (Baking) 34, Folklore (Golotha) 65, INTRIGUE 52, JUMPING 55, Law (Golothan) 36, ORATORY 22, Physician 12, RHETORIC 48, SINGING 30, STEALTH 50, Swimming 26, THROWING 56 Languages: Harnic 72 Scripts: Lakise 82 Combat Skills: INITIATIVE 56, DODGE 65, UNARMED 52, Dagger 24 Money/Valuables: He has a stash of valuables hidden at the Trident as well as a well filled purse. Armour/Weapons: cloth shirt and trousers, leather apron and shoes; dagger at his belt. Other Equipment: the Trident has everything an Inn needs to continue in business, including a bake oven! Load: 16.5 lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Location Skull Face Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Convocations: none Notes: see Golgotha, G1 Encumbrance Penalty: 0 Wt WQ AML DML 52 52 1 11 52 57 29 67 57 29 AQ HM -05 -05 -05 B 1 1 1 1 2 2 2 2 2 1 1 1 B 2 1 2 1 E 1 1 1 1 4 4 4 4 4 1 1 3 E 2 P 1 1 1 1 3 3 3 3 3 1 1 2 P 4 F 1 1 1 1 4 4 4 4 4 1 1 3
Religion: Ritual (Halea) 14, Piety 15 Skills: AWARENESS 48, CLIMBING 44, Folklore (Golotha) 51, INTRIGUE 70, JUMPING 36, Law 76, ORATORY 82, Physician 14, RHETORIC 84, SINGING 39, STEALTH 42, Swimming 12, THROWING 44 Languages: Harnic 76, Jarin 76 Scripts: Lakise 84 Combat Skills: INITIATIVE 44, DODGE 40, UNARMED 44, Dagger 36 Money/Valuables: well set up guildsman whose tastes exceed his income Armour/Weapons: cloth shirt, breeches, robe, surcoat , skull cap and leggings, leather shoes; dagger at his belt. Other Equipment: the tools of the litigants trade: scrolls, pen and ink, tomes of Golothan law etc. all at his home/place of business Load: 17.3 lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Location Skull Face Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Convocations: none Notes: see Golgotha, G2 Encumbrance Penalty: 0 Wt WQ AML DML 1 11 44 44 49 41 44 49 49 41 AQ HM -05 -05 -05 B 1 1 1 1 1 1 1 1 1 1 1 1 1 B 1 0 1 1 E 1 2 2 2 2 2 2 2 2 2 2 1 3 E 2 P 1 1 1 1 1 1 1 1 1 1 1 1 2 P 4 F 1 2 2 2 2 2 2 2 2 2 2 1 3
He offers the PCs a cup of watered wine when they are comfortably seated on stools in the office that constitutes
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GM Aims
To introduce captain Olmoding as a bluff and capable northman.
PC Outcomes
They should feel they can trust Olmoding with their lives during the voyage.
Description of Events
It is not difficult to find Northhaven wharf or to identify the Breyta. Captain Olmoding seems an amiable enough fellow with an excellent, if accented, grasp of Harnic. If asked about the voyage Olmoding confirms that he was approached by the litigant, Nobar, and is being paid well to carry passengers among the Afarezir Islands. He has not been told the nature of the expedition but is being honest with the PCs when he asks them what they will be doing among the islands; he wants to be as well prepared as possible when they get there. The less he knows the more likely he is to be surprised and surprises are to be avoided in dangerous northern waters. If the PCs decline to give him details he will shrug and hope they dont come to regret their decision. If they take him into their confidence he will offer sound advice about the equipment they will need, including tents and rations for any journeys across the islands. Perhaps the best advice he offers is about how to win the consent of the Kubora to any investigations. He knows what trade goods would be most effective in building a good relationship with the natives. If asked about the length of the voyage he will estimate that at this time of year it should take between 12 and 18 days to reach the nearest of the Afarezir Islands. If asked about preparations he can advise on how the PCs could spend some of their advance payment on sealskin boots and capes to stay dry and on other equipment they might need among the islands. The PCs may simply pay him to provide the necessary wilderness equipment based on his knowledge of the islands. While more expensive than seeking out equipment themselves it will save them a watch of enquiries and ensures their equipment will be as good as that Olmoding would buy for himself and his crew. If the PCs allow him to provision for them then they will have everything the GM would judge they would routinely need for travel in the wilderness: tents for shelter, lanterns/torches, ropes and sacks, tools to harvest the plant they seek etc. Even a pole measuring almost twice the height of a man can be obtained.
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Appearance: Aged 22, height 510, heavy frame, weight 176 lbs/size 7, attractive appearance, fair complexion, brown hair, blue eyes Str 15 Agl 11 Sml 09 Sta 13 Eye 13 Voi 05 Dex 11 Hrg 13 Int 15 Medical/Psyche: Scar on his right cheek Religion: Ritual (Sarajin) 13, Piety 13 Skills: AWARENESS 58, CLIMBING 58, Drawing 36, INTRIGUE 36, JUMPING 58, Mathematics 28, Metalcraft 26, ORATORY 36, Physician 26, Piloting 80, RHETORIC 33, Seamanship 45, Shipwright 34, SINGING 32, STEALTH 46, Swimming 15, THROWING 52, Timbercraft 24, Weaponcraft 13, Weatherlore 62 Languages: Ivinian 71, Trade Ivinian 56, Harnic 46, Old Jarinese 34 Scripts: Runic 96 Combat Skills: INITIATIVE 58, DODGE 55, UNARMED 56, Dagger 48, Handaxe 56, Roundshield 52 Money/Valuables: The knaar Breyta and promissory notes sufficient to outfit her anywhere in Harn, most of Ivinia or Chelemby Armour/Weapons: Cloth shirt and breeches, leather tunic, trousers and calf boots. Plate halfhelm and ring byrnie are only worn when battle is imminent or risk is very high. Other Equipment: The tools of the pilots trade Load: 30.1(fully armed:66.1) lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Handaxe Roundshield Location Skull Face Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Convocations: none Encumbrance Penalty: 0 (3) HM -05 -05 -05 -10 B 1 1 2 2 1 1 2 2 2 2 2 2 2 1 B 2 1 2 1 5 2 E 1 1 4 4 1 1 4 4 5 5 5 5 5 3 E 2 7 P 1 1 3 3 1 1 3 3 3 3 3 3 3 2 P 4 F 1 1 4 4 1 1 4 4 5 5 5 5 5 3 Aur Wil Mor 07 13 11 Cml 15 End 13 Mov 11
Wt WQ AML DML 1 4 7 11 11 14 51 51 56 48 61 52 51 66 56 48 56 67 AQ
Armour Layers C (+P: 7 10 8 5 ) C C L (+R: 6 6 3 3 ) C L (+R: 6 6 3 3) C (+R: 6 6 3 3) C (+R: 6 6 3 3) C L (+R: 6 6 3 3) C L (+R: 6 6 3 3) CCLL (+R: 6 6 3 3) CCLL (+R: 6 6 3 3) CLL CLL LL L
If the GM has access to Golotha he can play through preparation for the journey in detail, but could equally well abstract it to a series of die rolls which can be recorded and used to determine whether a particular piece of equipment is among what they have bought or if it fails at a vital moment later in the adventure. If asked about the Afarezirs the Captain says he will be happy to share his knowledge of the islands once they are underway. He isnt prepared to discuss that knowledge in port. It is too valuable to spread where competitors might be listening; a pilots knowledge is his greatest treasure. If asked about trade he can advise the PCs on the sorts of trade goods the Kubora of the islands value: metalwares, wool blankets in bright colours they cannot manufacture themselves, and beads, trinkets and ornaments. They have a taboo against things that are coloured bright red but other bright colours are very welcome. He counsells against metal weapons as he and his fellow sealer captains have agreed that to arm the
Notes: Grim Olmoding is good at what he does and has a good reputation in almost all the ports he visits regularly. He is not Grim by nature, enjoying a drink when ashore, but at sea he concentrates on keeping his crew and his beloved Breyta safe. He keeps his helm, byrnie and axe in his sea chest. He knows better than to wear them aboard ship except when the Breyta is about to be boarded.
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GM Aims
To give the PCs a chance to find Aslin of Err and discover something of his background; To allow the PCs to see connections between his actions and their supposed sponsor; To ensure they cant get past the carefully designed prick wall they will encounter at the end of their enquiries.
PC Outcomes
They will see sufficient links to Shiran and courtesans to reassure them about the origin of their mission.
Description of Events
If the PCs seek him at the brothel they will find the young man fitting the description they have been given there every night from dusk until dawn. He pays for the time of Red Gwena, a flame haired beauty of substantial build, whenever he can, and moons after her when she is busy with other clients. Intrigue will reveal that he is called Aslin of Err and is a regular who has always coveted Gwena. Recently, though, he has been able to pay for much more of her time. If watched for long enough the PCs will be able to follow him back to his place of employment, the House of Rabarian, in Arena Town (Golotha, H3). Intrigue in Arena Town will reveal that he: has been employed by Rabarian for some time, arriving from out of town; patches up the slaves Rabarian trains for the arena; will also prepare poultices, healing potions and herbal remedies for the locals in return for a few pennies; seems to have more money just now. He is spending more time in the brothel than his apparently modest employment would suggest he can afford. If they follow Aslin for a watch during the day they will see that he visits an expensive perfumer off Chafin Square (Golotha, F20). Intrigue reveals that the perfumer, Borana of Promel, has close links with Shiran and is said to have trained there as a courtesan before taking up a more respectable trade. If the PCs approach Borana she will admit knowing Aslin but refuses to speak about the detail of her connection to him. The GM should help the PCs suspect she is a connection to the Shiran guild of Courtesans. She is certainly a devout worshipper of Halea and will be seen attending services if one coincides with the PCs visit to Golotha.
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Appearance: Aged 20, height 56, scant frame, weight 116 lbs/size 5, plain appearance, medium complexion, brown hair, grey eyes Str 11 Agl 11 Sml 09 Aur 09 Cml 06 Sta 08 Eye 10 Voi 12 Wil 11 End 08 Dex 12 Hrg 09 Int 13 Mor 10 Mov 11 Medical/Psyche: Noticeable pox marks on head, shoulders, back and chest Religion: Ritual (Agrik) 12, Piety 15 Skills: Alchemy 16, AWARENESS 36, CLIMBING 55, Ceramics 33, Herblore 44, INTRIGUE 36, JUMPING 44, Lovecraft 11, Mathematics 26, ORATORY 20, Physician 48, RHETORIC 39, SINGING 46, STEALTH 30, Swimming 13, THROWING 44 Languages: Harnic 72 Scripts: Lakise 82 Combat Skills: INITIATIVE 44, DODGE 55, UNARMED 52, Dagger 22 Money/Valuables: very little other than the advance he has received for the mission. Armour/Weapons: cloth shirt, tunic, and breeches, leather shoes. He has been given a heavy woollen robe and a leather boat -cloak for the journey, both of which he will wear all the time as he feels the cold keenly. Other Equipment: His journal where he makes notes that will help him towards his masters piece, parchment, quill and ink. Also a bag full of mysterious ceramic pots which contain the alchemical means by which to test the desired plant when we find it. Load: lbs Melee Wpns Hand/Arm Foot/Knee Head butt Dagger Location Skull Face (ears) Neck Shoulder Upper Arm Elbow Forearm Hand Encumbrance: 0 Wt WQ AML DML 1 11 AQ HM B 1 1 1 2 2 2 2 2 2 2 2 2 2 1 1 B 0 1 1 1 E 2 2 2 4 3 3 3 4 4 4 4 4 4 2 3 E v 2 P 1 1 1 3 2 2 2 3 3 3 3 3 3 1 2 P 5 F 2 2 2 4 3 3 3 4 4 4 4 4 4 2 3
Armour Layers C C C CCCL CCC CC CC CCCL CCCL CCCCL CCCCL CCCL CCCL C L
If the PCs approach Aslin he will be nervous and ill at ease. This is his normal state when not enagaged in his daily work or in the company of Red Gwena, who makes him feel much more self assured. He has been told not to discuss his voyage with anyone. However, if he can be convinced that the PCs are to accompany him and help him find the plant they seek then he will freely admit that he: has been told by his employer, Urdail of Rabarian, that he is to travel to the north in search of a particular plant that resembles Sethimyael but that it will have red foliage &/or fruits; is being paid a substantial bonus for the voyage and that this is why he is able to spend more time with Gwena;
Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Spells: none
Notes: Aslin is a freshly minted journeyman apothecary/herbalist making a living as a physician. His ugly pox -marks sap his confidence and he is often nervous; something betrayed by his stammer and high nervous laugh.
has been given a complex alchemical test to identify the right plant. The test is, in fact, meaningless, though Aslin doesnt know that. His Alchemy extends only as far as being able to complete the test. The test has been included by the
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GM Aims
To give the PCs a chance to answer questions they may have as asked Nobar or Captain Olmoding; To avoid revealing the truth behind the mission and the involvement of the Octagonal Pit; To use the sub-scenes to provide natural introductions for any of the NPCs from Scene 6 that the GM would like to accompany the PCs.
PC Outcomes
They should feel they have had a chance to answer some of their questions. They should also understand that the Afarezirs are even less well travelled than Peran.
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Scarlet Daq
Scarlet Daq (Golotha, F14) maintains very close trading relationships among his fathers people; travelling into the Peran wilderness each Summer. The rest of the time he spends keeping his contacts in Golotha up to date or travelling more widely across Rethem, and sometimes Tharda; to ensure his trade networks stay intact. If the PCs seek him out they will find he has left the city on just such a trip and is not expected back for some time. His servant will direct the PCs to the taverns around the Golotha arena if they wish to find a Kuboran. They congregate where the wild beasts traded out of Peran are sold.
Kuborans
They are the best source of intelligence about Peran in general. However, as the Nolgind Kubora of the Afarezirs are among the most isolated of tribes, the chance of meeting a Kuboran who has met a Nolgind, let alone travelled through the island chain, should be very small. With their very fierce reputation Kubora are in demand in Golotha as gladiators. Some make a decent living as free men travelling from one games to another fighting for their bed and board, but most are slaves kept by the Order of Demon Pameshlu, or patrons of the Games. The more successful slave-gladiators are given more freedom and it is not impossible to find them enjoying a drink alongside their free brethren in the pot-houses of Arena Town. The Kubora make poor house slaves unless they have been taken as children and brought up to servitude. Even then the men are considered too great a risk unless gelded. The same fierce nature makes the women valued as pleasure slaves by some civilised folk. Almost every brothel in Golotha boasts one or two Kubora who cater to the particular tastes of some patrons. Any other Kuboran in Golotha is rare. The tribes have a number of natural resources the south demands, not least wild beasts for the arena, but most are sold to traders at the Emesa Beast Fayre. Some half-blood Kubora, like Scarlet Daq, choose to bring their wares direct to the city. More often than not these half-breeds are never fully trusted by either culture but useful to both.
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GM Aims
To present each NPC as a potentially helpful and trustworthy associate. Avoid making any of the NPCs seem to be a plant.
PC Outcomes
They may have recruited some useful allies.
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Armour Layers C CCC CCC C C CCC CCC CCCC CCCC CCC CCC CL L
Ovik of Hossil
Hossil has travelled from Tharda to carry out research for a book he intends to write on the mysteries of Peran. He heard about the PCs planned voyage into the North while collecting tales of Peran from sailors and dockworkers. He is seeking passage with them to the Afarezirs; an opportunity to visit the distant archipelago is unique. He could not afford to provision such an expedition himself so would be limited to second hand accounts. To visit the islands himself would give his book enormous authority. This is why he is willing to pay the PCs for his passage and to help them during their expedition. How much he is prepared to pay is left to the GM to fit with campaign norms.
Notes: He can draw maps of the islands or sketch anything that needs recording, including the plant they are seeking. While not encyclopaedic Ovik can still be very useful to the PCs and offer them sound advice based on his knowledge of Peran and its inhabitants.
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Religion: Ritual (Kuboran Gods) 10, Piety 02; Ritual (Halea) 13, Piety 18 Skills: Acting 22, Animalcraft 35, AWARENESS 66, CLIMBING 60, Fishing 23, Folklore (Mainland Kubora) 60, Folklore (Nolgind Kubora) 20, INTRIGUE 30, JUMPING 54, ORATORY 27, Physician 33, RHETORIC 27, SINGING 27, STEALTH 42, Swimming 45, THROWING 56, Tracking 40, Weaponcraft 45 Languages: Old Jarinese 59, Harnic 39 Scripts: none Combat Skills: INITIATIVE 58, DODGE 75, UNARMED 66, Dagger 49, Axe 65, Sword 60 Money/Valuables: He is tricked out in a good quality, embroidered, southron tunic and tooled leather boots which dont suit him. His only other valuables are four quite valuable rings; has little or no cash. Armour/Weapons: Cloth shirt, breeches and good quality tunic with good leather calf boots; scale vest with kurbul ailettes and bracers. Despite advice he refuses to remove his armour at sea, perhaps because it is the most valuable thing he owns. He says his good quality clothing are gifts from a grateful wealthy patron. Other Equipment: It seems that everything he owns is in the cloth sack he carries. Load: 34.8 lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Handaxe* Shortsword Encumbrance Penalty: 1 Wt WQ AML DML 1 3 3 12 12 12 61 61 66 49 70 65 61 76 6 49 65 60 HM -05 -05 -05 0 -10 B 2 1 2 1 4 3 E 2 6 5 P 4 4
*Talar is naturally left handed and trained to use his axe right-handed in the arena;; hence no off-hand penalty.
Location Skull Face Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none
AQ +1 +1 +1 +1 +1 +1 +1 +1
B 7 2 1 5 6 6 2 2 2 1 2 2
E 11 3 2 5 10 10 3 3 3 1 4 4
P 6 2 1 4 5 5 2 2 2 1 3 3
F 6 3 2 4 5 5 3 3 3 1 4 4
He is best introduced when the PCs have failed to make contact with Scarlet Daq or when they are seeking Kuborans in Arena Town. Perhaps they find him in a drunken stupor lamenting the lost forests of his childhood. He was bright enough to plan his exit from the arena before it took his life. He has grown used to the civilised ways of the south but often becomes sentimental about his home in the Peran wilderness. It is that sentimentality that drives his offer to accompany the PCs. He is obviously useful to the PCs as he is of Kuboran origin, speaks the language, and understands the culture. That may be sufficient recommendation for him to be given a berth among them, though as a mainland Kuboran even he will find the Nolgind foreign.
Convocations: none
Notes: Talar has forgotten a lot of the forest lore he learned as a child and youth. After a decade in the south his recollections of his homeland are romanticised.
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Religion: Ritual (Larani) 22, Piety 16 Skills: Agriculture 30, AWARENESS 56, CLIMBING 64, Dancing 42, Foraging 56; Heraldry 24, INTRIGUE 53, JUMPING 65, Law 22, ORATORY 20, Physician 39, RHETORIC 22, Riding 98, SINGING 24, STEALTH 33, THROWING 48, Weaponcraft 26 Languages: Harnic 61 (Kandayan accent) Scripts: Lakise 33 Combat Skills: INITIATIVE 72, DODGE 60, UNARMED 80, Dagger 78, Axe 70, Sword 70, Shield 90 Money/Valuables: He has a single suit of clothes that show the signs of having been worn for too long. He sold his horse and will soon have to sell his hauberk. He is proud of his weapons which he looks after religiously, even though they are not of particularly high quality. He carries his broadsword and kite shield as evidence of his knighthood and these would be the last to be sold. Armour/Weapons: Cloth shirt, breeches and tunic, leather knee boots and a long ring mail hauberk and hood with a quilt arming cap that he will remove at sea. Other Equipment: travelling equipment: blanket, flint steel, cook pot etc. Load: 28.9 (fully armed: 54.4) lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Handaxe Broadsword Kite shield Location Skull Face (ears) Face (jaw) Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Convocations: none Encumbrance Penalty: 0 (2) HM -05 -05 -05 -10 -15 B 1 1 1 1 1 1 1 1 1 2 1 1 B 2 1 2 1 4 4 2 E 2 2 1 1 2 2 2 2 2 4 3 3 E 2 6 6 P 1 1 1 1 1 1 1 1 1 3 2 2 P 4 4 F 2 2 1 1 2 2 2 2 2 4 3 3
Armour Layers (+QR: 6 7 4 5) (+QR: 6 7 4 5) (+R: 3 6 3 3 ) (+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C (+R: 3 6 3 3 ) C (+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C C(+R: 3 6 3 3 ) C L(+R: 3 6 3 3 ) L L
He is best introduced by having him help the PCs out of a situation where a little extra muscle would be helpful or where his height and bearing can defuse a potentially dangerous confrontation. A bar fight or an attack by footpads on a lone PC are helpful ways of having this poor soldier come to their aid and win their trust.
Notes: Sir Mindar is just what he appears to be: honest, trustworthy, principled and good in a tight corner.
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Description of Events
These are provided in the form of extracts from Captain Grims log as the Breyta makes her way north. A number of entries include not only a description of events but how the GM might involve the PCs in them, as well as potential consequences.
GM Aims
These depend on whether, or how, events during the voyage are used. They can be just colour or a gritty test of the PCs resilience. However the GM uses them they must be careful not to weaken the PCs too much before they reach the Afarezirs. For this reason suggestions are provided of ways in which the events can be completed without too many bones being broken. A cunning GM will find ways to increase the trust between the PCs and any NPC accompanying them. Theres nothing like having a suspicious seeming NPC save the life of a PC who is expecting exactly the opposite. Remember that none of the infiltrator options detailed in Appendix III require the PCs to be killed. An alternative approach is to play the voyage with increased potential lethality and leave the PCs having to return to Golotha and re-group. That might be a strategy for focussing a PC group that wasted its time in Golotha onto more complete research or recruitment. Discovering the disadvantages of not following Grim Olmodings advice could be a salutory lesson, this approach will require additional GM preparation.
PC Outcomes
These are as variable as the approaches taken by the GM. Above all they should provide the players with some opportunities for a mental and physical work-out prior to arriving at the Afarezirs so the pace and interest in the adventure is sustained. They will have spent much of Act I on social tasks while the voyage can provide opportunities for more physical tests. The voyage also provides an opportunity for Captain Olmoding to share some of his general knowledge of the Afarezirs, though he will retain much of what he knows about each island for their arrival there.
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Appearance: Aged 27, height 57, medium frame, weight 149 lbs/size 6, the epitome of northern beauty: fair complexion, blonde hair, blue eyes Str 16 Agl 16 Sml Sta 16 Eye 12 Voi Dex 11 Hrg 11 Int Medical/Psyche: easily flattered Religion: Ritual (Sarajin) 12, Piety 16 Skills: AWARENESS 48, CLIMBING 80, Fishing 30, Herblore 28, INTRIGUE 27, JUMPING 64, Mathematics 16, ORATORY 24, Physician 11, Piloting 22, RHETORIC 32, Seamanship 56, Shipwright 24, SINGING 30, STEALTH 33, THROWING 52, Timbercraft 34, Weatherlore 44 Languages: Ivinian 78, Jarinese 58, Harnic 48 Scripts: none Combat Skills: INITIATIVE 46, DODGE 45, UNARMED 64, Dagger 48, Sword 70, Shield 56 Money/Valuables: She has a share of the profits of the Breyta, as do all the crew. Armour/Weapons: Cloth shirt, breeches and tunic, leather shoes and a mail haubergeon inherited from her father that she will remove at sea. Other Equipment: little more than what she stands up in. Load: 26.2(fully armed: 48.8) lbs Melee Wpns Head butt Hand/Arm Foot/Knee Dagger Shortsword Round shield Location Skull Face (ears) Face (jaw) Neck Shoulder Upper Arm Elbow Forearm (right) Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Encumbrance Penalty: 0 (2) HM -05 -05 -05 -10 B 1 1 1 1 1 1 1 1 1 B 2 1 2 1 3 2 E 2 2 2 2 2 2 2 1 3 E 2 5 P 1 1 1 1 1 1 1 1 2 P 4 4 F 2 2 2 2 2 2 2 1 3 11 10 09 Aur Wil Mor 14 05 11 Cml 18 End 16 Mov 11
Wt WQ AML DML 64 64 1 3 7 11 11 14 64 69 53 80 61 79 69 53 75 76 AQ
Vigdis Grimkall
Convocations: none
She can be used to hint at the concerns some of the crew will express about the PCs during the difficult journey north. This should help secure the PCs trust.
Notes: Vigdis is not happy, but she doesnt quite know why. She feels there should be more to life than seeing her complexion ruined by a life at sea!
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GM Aims
To get the PCs used to the rhythm of life aboard the Breyta.
PC Outcomes
The PCs learn to live with the frustrations and monotony of shipboard life.
Description of Events
as described in the log of the Breyta: Day 1: A late start due to a sudden storm crossing the estuary then slow progress out among the islands where we anchored to weather a second blow. AND The GM should have the PCs roll against AGILITYx3 to avoid stumbling during the stormy weather the Breyta encounters. This is a good time to explain the risks of moving about the cramped ship in metal armour or otherwise encumbered, and encourage them to follow the crews advice about stowing armour during the voyage . Day 2: Prevailing SW winds freshening to a gale so reduced sail to weather it. Whales sighted to SW late in the day but too far off to launch the boats. Day 3: Slow progress alternately beating and hauling into the wind to get beyoned Weseda sands and out into Boka Bay. AND A Right Whale pod is potentially very profitable if one could be taken by stealth and then towed to a beach where it could be rendered down for its valuable oil. (see Aquatic Bestiary for details of Right Whales). This vignette could be inserted into any day but if it is used it will extend the voyage. It could be used to get the PCs to an Island in the Tirsas or onto the mainland if the GM wanted to stretch them in the early stages of the adventure with an encounter with the Tiraen Kubora. It might also make a link to the fanon Trading Post in Kobeon Kubora territory (available at Lythia.com). The GM should take care that a detour to the Peran mainland is not seen as an opportunity for the PCs to set out to find Scarlet Daq. His half-brother maintains the trading post in the Kobeon range and this may reinforce player misunderstanding of a visit to the Trading Post. While the GM may be happy for the PCs to set off into the Peran forests on a wild goose chase after the half-breed Kuboran trader, it will delay the rest of the adventure, possibly permanently! Day 4: Steered North and West towards the Tirsa Islands and made landfall at Bjari Hirsens thran. Offered hospitality in
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PC Outcomes
The PCs should feel sufficiently worried about their reputation with the crew to offer to help during this difficult leg of the journey but in doing so make themselves even less welcome! It is important they dont do anything rash.
GM Aims
To help the PCs understand that they are entirely reliant on the crew and that the crew is becoming nervous of their presence;
Description of Events
Day 5: Awaited dawn to take leave of Valhakar Bjari and it was hard work beating into the north west. These waters are never easy! Some Kubora spotted towards the larger Tirsa Island where Bjari told us they have a village. AND The GM may want the Tiraen Kubora that are sighted to get closer before they are spotted or have them arrive at dusk in a raid. They will not stand and fight but simply grab anything not tied down on the deck and makeoff over the side. This can be a good time to releive the PCs of anything the GM would prefer they didnt have. Day 6: Beset by gales from NW and SW. Some flooding and damage to rigging. Day 7: Gales continue to hamper progress worse than usual at this time of year. Flooding has soaked many of the crew chests so spirits are low which is not helped by having to bail through the night! Turned North towards the Vikod Strait this afternoon.
AND This is a poor sequence of weather and might result in the crew looking suspiciously at the PC Jonahs. This, in turn, might drive the PCs and any NPC they have brought along closer together and present opportunities for them to get to know one another better. If the PCs offer to help with the bailing then ensure AGILITY tests give them the chance to make fools of themsleves or get in the way of the crew, hence reinforcing any developing resentment. Day 8: Gales continue but now out of the North bringing freezing hail. Flooding made worse when passeners help damn their eyes. Crew still waterlogged as a result. Crew spirits raised when passengers flooded out too! Are these people bad luck or is it the reason for the voyage which is angering the seas? AND It might provide additional tension if a PC were able to read Runic and got brief access to the Captains log, but stealing a captains log might be stupid! Instead, Vigdis can bring word of what she heard Grim saying to another member of the crew. She could express concern as shes new to the crew too and fears they may also see her as a bad omen. From this point onwards Vigdis will
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SCENE 3: LANDFALL!
Overview
The Breyta finds fairer weather as she makes her way along the north coast of Peran to Kadag Strait and from there to her first landfall among the Afarezirs.
GM Aims
PC Outcomes
The PCs may get their first experience of an encounter with Kubora from the north.
Description of Events
Day 11: What a day! Perhaps Tordi has reached Sarajins table and begged his help for us. Wind came around behind us as we rounded the cape and then it followed us down the coast towards the Nej. The breeze from the South is hot and heavy with the smell of that damn forest. The Kubora came out at dusk so we pressed NE rather than risk them coming aboard in the night. AND Finding a pretext for a landfall on the Peran mainland would give the PCs a chance to confront the Neji Kubora. This may demonstrate that the crew hold no lasting ill-feeling towards the PCS when one of them intercedes to stop a Neji attacking a PC from behind. Alternatively, or additionally, a skirmish while the Breyta takes on fresh water allows a PC to save one of the crew. If any PC ostentatiously prayed for Tordi then some of the thanks for Sarajins intervention will rub off on the PCs. Day 12: Made up for yesterday with a hard won days passage north into headwinds but then sea fret led us astray and we grounded on a shoal. Its the southernmost Afarezir and the damage was minor. More embarassed than harmed. Tordi took revenge on the passengers by having one of them take a fall! He never liked them. Waited out the fogs while we did some repairs. Concerned weve emptied the lockers of new rigging and some hull bracers. The islands had best be kind to us and the return trip easier than coming North. AND it must be Aslin who takes the fall which badly strains his left knee. This will make him even more of a liability and will mean the PCs have to make more use of Vigdis offer to carry him when ashore. Day 13: Almost no wind and what there is blowing into our teeth out of the North. Day 14: Perhaps Sarajin didnt want us to beach on the 13th day of the voyage! Akova hove out of the dawn exactly where she was supposed to be and we beached in a cove I know on the SE tip of the island. Were far enough away from their usual camping ground, a league or two up the East coast, but theyll know were here within a few hours. AND the PCs can prepare for their first encounter with the Nolgind Kubora.
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Scene Structure
Some encounters with the Kubora of the islands will be neutral/friendly, others will be more hostile. However, even in a hostile encounter tribesmen, other than the Hafen, will withdraw after a single warrior is wounded. They cannot afford a full-blown battle unless the stakes are very high. They do not have a large enough population to risk the death of even a few warriors. Attacks will, therefore, tend to be hit and run, from ambush.
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PC Outcomes
Get some feel for how to trade for information with the clans of the Nolgind Kubora.
Description of Events
What Captain Olmoding knows Whenever he passes through the islands he makes sure he stops off at Akova as the tribesmen are always keen to trade for metal goods or trinkets. He can also get a feel for the temper of nearby clans from the Akoven. There was a clanhouse not far from a deep inlet where the Breyta can sit safely while he takes the PCs ashore.
Specific Encounter Olmoding explains the common practice of the Nolgind in trade. If a visitor wishes to trade then he will set up a small camp on the beach just after dawn and lay out some trade goods 50 paces away. If the local clan accepts the offer to trade then they will arrive to inspect the offered goods, leaving what they believe would be a fair exchange, usually some seal skins. Then they sit and wait 20-30 paces away while the traders approach and examine the offered exchanges. It is considered bad manners to have more people on the beach than the Nolgind have brought. There is a risk in this as the tribe can more easily secrete additional warriors nearby than can the traders but the advantages of metal weapons and armour are not lost on either side. The Nolgind will rarely try to influence the trade by threatening the traders with the arrival of more warriors. If the Nolgind attack it will be without warning from ambush. Finally captain Olmoding explains that the PCs should avoid going ashore in a group of 11, a number the Nolgind consider unlucky, the way Lythians view 13. If the visitor believes the Nolgind offer isnt enough he removes some of the trade goods before backing away 2030 paces and sitting while the clan examines the new deal. This might lead the Nolgind to pick up all their offered skins and leave in disgust; or add more in the expectation the trader would return some goods to the offer. The object is to narrow the gap between what both sides want and are prepared to offer. The Nolgind signal increasing satisfaction with the deal by waiting closer to the goods; closing the distance each time until, at the point of final agreement the two parties are sitting opposite one another across the goods being exchanged. Hunting, available from Columbia Games, includes game mechanics for valuing various native and civilised goods in such an exchange. When both parties are satisfied the Nolgind will share some local gossip with Olmoding and the PCs. This includes advice on the recent weather and tides and what Captain Olmoding will later confide is an almost traditional warning to visitors to avoid Movel island lest they meet the same fate as those Orbaalese settlers who have disap-
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SCENE 2: MEREM
GM Aims
Making sure that if the PCs misbehaved among the Akoven the Meren know about it and are more suspicious that they might otherwise be.
PC Outcomes
Learn a little more of the Beast of Blood.
Description of Events
What Captain Olmoding knows Clan Meren appear subservient to the Akoven so if things have gone well on Akova then they usually go well on Merem. The Meren are keen to trade with anyone. Attitude of clan Meren to visitors Their attitude will reflect events on Akova. If the trading went well there then the visitors will be welcomed on Merem. If the Akoven felt badly done by in trade then the
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SCENE 3: ARDIR
GM Aims
Contrast the welcome received in the previous Scenes with the refusal to engage in any trade here; Use what Captain Olmoding can tell them as a hook to explore the island and encounter the mysterious Whale Cult.
PC Outcomes
Take the hook and explore the island where they are presented with a mystery.
Description of Events
What Captain Olmoding knows Clan Ardiren would not be high on Grim Olmodings list of trading partners. There are some wild holy men on the smaller island to the south and the clan is very protective of them. The Ardiren assume that any visitor is a threat to them so they have never accepted his offers of trade. Attitude of clan Ardiren to visitors Clan Ardiren has a traditional distrust of strangers which, as Olmoding suggests, is based on their role as protectors of the Whale Cult. He will have no luck enticing the clan to trade. The clans strength is shown below: Clan Ardiren H/h: 11 Prime 16 Warband Youths 3 Old 5+7*
* the 7 experienced whalers of the cult are only found at the cult settlement on the Isle of Whales.
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SCENE 4: KAND
GM Aims
To ensure the PCs go hunting for Mountain Ram guided by a Kuboran youth; To present another clue involving the fate of a young child; To offer a further hunting expedition to the shore in search of Mammoth Seal.
PC Outcomes
Leave Kand with another intriguing reference of someone drowning in blood!
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Armour Layers LF LF L L LF L LL LL L L L
Coric Far-seer
The reason Olmoding perseveres with Kand is that it is home to several Mammoth Seal colonies. The pelts are valuable because of their size and they have blubber almost as good as some whales. He wants to render a carcass or two and will take the PCs to a deep inlet on the NE coast near the colonies. Mammoth seals are described in Seals, (available from Columbia Games). Grim will also say that the mutton he traded for here was exceptional but expensive. The clan said that the Mountain Rams of Kand are not only the most dangerous but the tastiest to be found among the islands. Fresh meat would be a welcome change from fish and seal!
Convocations: none
Notes:. Coric is the open and friendly young man who intervened to help Captain Olmoding when he last visited the island. There is pressure to make him the Kanden Hanuhn and beneath his affable exterior he thirsts for that opportunity. His Prescience is currently uncontrolled and subject to triggering.
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Specific Encounter The hunters will be unwilling to trade for the carcass of ram, but when the PCs ask about sethimyael Coric will offer to guide them to the peat bogs where it grows profusely. He has never seen one coloured as they describe, but hes happy to help them look. Coric will make the offer even more appealing by saying that the route he has in mind will take them across the high ground where the best rams graze; there they can kill one for themselves. All he asks is the head; the horns make for a fine trophy. Coric leads them up towards the spine of hills running up and down the island. In doing so he crosses a number of sheltered valleys where sethimyael is common, but none of it is red. When they have looked everywhere on their route where sethimyael could be found he turns his attention to finding them a ram for the pot. As they make for the higher ground Coric points out a ram on a low ridge ahead, well out of bow shot. The GM can use the Hunting rules available from Columbia Games to moderate efforts to approach close enough to fire at it.
Location Head Neck Fore Leg Chest Abdomen Hind Quarter Hind Leg
Notes: Male rams are highly territorial and particularly pugnacious during the mating season. The females, found in harems of up to 10 around the males, are almost as aggressive in defence of their young.
They emerge onto the bleak moorland, broken up by scattered boulders, they pause at the sight of dozens of grazing mountain rams. Their prize stands proudly at the centre of the flock perhaps 50 paces away. Whatever plan the PCs adopt to kill him, the rest of the flock will scatter. He, though, holds his ground and will fight if he must or, more likely, be brought down my missiles. Coric will be first to the carcass and immediately bleed the beast with a swift cut to its throat. At the moment the warm blood flows out over his hand and knife and pours onto the boulder beside it a gust of wind almost sweeps the PCs off their feet (STR x 3 to succeed in staying on their feet). Coric gets no such chance, he drops the knife clutches his head in his hands, and falls prone. His Prescience has been triggered. In the few more moments that it takes for the pulsing blood of the ram to die away to a dribble Coric rises and says, awed: I have heard the voice of Kadag. The PCs may already have heard of Kadag, and Coric will add that this is The Place of Winds, a place sacred to Kadag.
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SCENE 5: MOVEL
GM Aims
To give the PCs a flavour of an iconic canon location. To frighten them with what may be present here or nearby. To give them a clue that will mean something later. The Log of the Wind Pony article in Tomes and Scrolls and Afarezirs present some background information about this enigmatic site, while Movel Gamle Hem describes the colony site in detail.
This encounter is not intended to close off GM creativity with respect to the lost colonies of Movel Island so GMs with clear ideas about what happened here should feel free to integrate their concepts into this encounter if it helps build tension, uncertainty or mystery. What is essential is that the PCs have the chance to find the ancient stone circle nearby.
PC Outcomes
They will leave convinced of the enigma which is Movel Island and probably less than keen to return. They will, though, have another piece of the jigsaw they will need to make sense of the climax of the adventure. For the first
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Description of Events
What Captain Olmoding knows Most Orbaalese, and many Ivinians, know the stories of Movel Island. It is a place of ill omen and anyone who lost relatives among the colonies will feel little but enmity for the local Nolgind clan who are typically blamed for the disappearances. There is an unofficial boycott of trade with clan Moven among some captains; Grim is not so choosy. Attitude of clan Moven to visitors The clan is broadly Neutral. As the senior clan among the Nolgind Kubora the clan elders understand how im-
portant trade with outsiders is becoming and will not risk the dissent of other clans by seeking retribution for the attacks by Ivinians and Orbaalese since the colonies were lost. The clan bears surprisingly little ill will to visitors; they have their own explanations for what happened to the colonists and seem resigned to the occasional revenge attack by relatives of colonists who were lost. Any member of clan Moven encountered will simply warn visitors to leave before they meet the fate of all those strangers who visit Movel. They never trade themselves. Clan Moven H/h: 23 Prime 29 Warband Youths 7 Old 7
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Walking among the stones triggers a check against Mental Conflict; failure means the PC hears a childs crying carried on the wind from the North East. When the character leaves the stones, the crying stops. Setting out into the NE is a waste of time; they quickly find themselves overlooking the sea again, and spot the Breyta making its way back towards the colony. If they persevere and find any Moven the Nolgind will only advise them to leave warning them that outsiders have make the mistake before of following sounds sent to entice them. Note: The dream is intended to let them see 11 becoming 10, something that will be important later. It is also meant to guide them to the stone circle described in The Log of the Wind Pony and Movel Gamle Hem. They should be encouraged to connect the defaced 11th stone with the metaphor in the dream, when one stone crumbled away. Finally, the crying child which seems to be to the NE will later become a clear reference to Pella and her fate. Then a crewman arrives to say the Breyta is back and the tide is turning so they must hurry! The PCs will learn nothing more on Movel.
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GM Aims
This is an opportunity for the PCs to face a physical challenge and hear the last part of The Beast of Blood. A PC Handout on Page 61 presents the entire story.
PC Outcomes
See off a poorly planned attack and place the clans Hanuhn in their debt.
Description of Events
What Captain Olmoding knows This is not the sort of place for a sealer to sit at anchor. The cliffs are high and precipitous and the bays narrow and clogged with reefs. The only place to land is where Grim has seen seal colonies near the North Sound. Attitude of clan Kiben to visitors The hot-headed Druhn, Tharthin, ambushes the PCs with 7 other warriors in their prime to prove his bravery. The attack should be so nave that the PCs might even take pity on the poor fellow! Alternatively they may not! Clan Kiben H/h: 7 Prime 8 Warband Youths 1 Old 1
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PC Outcomes
Understand how the Tale of the Beast of Blood links to the Hafen, and set out to visit Hafeg Island despite the Hafens depraved reputation and actions.
Specific Encounter When the Breytas boat comes ashore at dawn near Sholengor there is no sign of any Nolgind. A detailed description of the settlement can be found in Clan Sholen. When they investigate the PCs will need Grims help to spot the turfed longhouse of the clan. Hes surprised theres no sign of anyone and that nobody approaches when he lands. They are usually very keen to trade.
Description of Events
What Captain Olmoding knows The Sholen welcome trade as much as the Akoven but have more interesting things to sell including songs, stories and carved ivory. They carve the ivory tusks of mammoth seals with great skill and there is a market for the carvings
When they approach a little closer they will see the body of an old warrior in front of the entrance to the longhouse. His skull has been crushed, his belly opened, and him left arm hacked off at the elbow. There is no sign of the severed limb. Physician shows there are signs that chunks of his liver have been torn away as if by teeth and the forearm has
been detached by a crude blade and an enormous twist to separate it at the elbow. Whatever did this is strong. Looking inside they find the clans meagre possessions thrown around as if there has been a cursory search. Tracking reveals that the fire is still hot and that there are footprints leading to the far end of the communal living space and through a low arch into a smaller space. From
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Information available If the PCs intervene they will gain credit for their efforts. If they save the baby then that credit will be much higher. Either way the PCs will be told that the savage creatures were Hafen who live on a desolate island to the Northeast of Sholo. The PCs will also get the final piece of the jigsaw allowing them to make a link between the Beast of Blood and the Lost Clan: Over generations the Nolgind clans banished the Lost Ones from their islands lest their curse spread. Today the poor wicked creatures are a scourge upon the other clans, particularly those to the Sea and Dawnward end of the island chain. Clans Qulfen, Aldrien and Sholen have long suffered most from the depredations of the Lost Clan of Hafeg Island. They believe that the blood of the beast made the clan warriors mad with lust, but lust for blood and violence, not lust for their women. As their capacity in war grew so did their depravity. Now, any other Nolgind is just meat to them. The Hafen are dangerous neighbours, intolerant of visitors and aggressive to all. They do not take part in the exchanges of wives common among the islands preferring to raid for women. Their greatest sin, though, is to steal children, something very rare among the Kubora. While all the clans see raiding as a necessary part of Kuboran culture the Hafen use it as the only means of interaction with their neighbours. It is considered bad luck to talk about the Hafen as saying their names too often brings them to your island. Note: This should solidify the link between the Lost Clan, the Beast of Blood and Hafen Island. It is to be hoped that the PCs will feel they now have enough evidence to set off for Hafen Island, perhaps on a rescue mission but certainly to find Crimson Sethimyael! If they do so, Scenes 8 & 9 can be ignored. If the PCs insist on completing their grand tour of the Afarezirs then Scenes 8 & 9 can be played as written.
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PC Outcomes
There are no specific PC outcomes other than to have a last opportunity to put some pieces of the jigsaw together.
Description of Events
What Captain Olmoding knows Clans Aldrien and Qulf are bitter rivals and Grim Olmoding would prefer not to venture to either. If they trade with one the other is likely to attack them and if they trespass without trading both may attack them. Attitude of clan Aldrien & Qulfen to visitors If the PCs visit either then things will run as Grim predicted but not before the Specific Encounter on the first of the two visited. Clan Aldrien H/h: 9 Clan Qulfen H/h: 7 Prime 13 Prime 10 Warband Youths 2 Warband Youths 1 Old 4 Old 3
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GM Aims
Present an opportunity to search for crimson sethimyael on Hafeg Island. Give every impression that the players are reaching the adventures climax; Help the PCs locate the perfect place to find the plant, find plenty of sethimyael but find that none of it is crimson! Discover they have come to an obvious, but incorrect, conclusion, and risked their lives in the process.
to take the extract prior to their manhood ceremony, and older men take it only at times of ceremony such as during shuntul. Appendix II includes details.
PC Outcomes
Find several places that crimson sethimyael should grow but find only the ordinary variety before having to flee for their lives.
Description of Events
What Captain Olmoding knows Grim has only landed on Hafeg once, when he first sailed among the islands. Above the beach where he landed was an animal skull mounted on a pole. A brief exploration showed that elsewhere it was human heads that were displayed. That was enough to send him on his way to Sholo! He has a map of the coastline and has marked where he believes the clan lives based only on smoke he has seen rising from the centre of the island.
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Religion: Ritual (Larani) 22, Piety 16 Skills: AWARENESS 55, CLIMBING 60, Folklore (Hafen) 33, Foraging 55, JUMPING 60, Physician 24, Seamanship (Curach) 75, STEALTH 72, Survival 72, Swimming 42, THROWING 62, Tracking 60, Weatherlore 60 Languages: Old Jarinese (Nolgind) 40 Scripts: none Combat Skills: INITIATIVE 65, DODGE 60, UNARMED 80, Hatchet or Club 70, Buckler 90 Money/Valuables: nothing but the strength to fight the others for the next meal. Armour/Weapons: Sealskin vest, breech-clout and shoes; stone hatchet or club and skin buckler. Other Equipment: what they stand up in. Load: 22.2 lbs Melee Wpns Head butt Hand/Arm Foot/Knee Hatchet Club Buckler Location Skull Face (ears) Face (jaw) Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Invocations: none Convocations: none Encumbrance Penalty: 0 Wt WQ AML DML 80 80 3 4 3 8 8 13 80 85 75 85 95 95 85 75 75 105 AQ HM -05 -05 -10 -10 B 0 0 0 0 0 0 0 B 2 1 2 4 4 1 E 2 2 2 2 2 2 2 E 5 P 1 1 1 1 1 1 1 P 4 F 2 2 2 2 2 2 2
Description of Events
The attitude of the Hafen to the PCs search Given that the PCs previous experience of the Hafen they are unlikely to consider trading for the plant. Instead they will have to strike out for the high heathland and fend off the Hafen if they encounter them. Searching for Crimson Sethimyael Wherever the PCs land they will find the coast marked with warding symbols either human or animal skulls mounted on poles. The PCs will have learned enough about the habitat for sethimyael from their visits to the other islands to be confident they can find that terrain on Hafeg. The high boggy heathland valleys near the centre of the island are the ideal place to find sethimyael. Grims map of the island lacks detail but it does show where the high ground is. This will enable the PCs to outline a route for their search. The PCs should be allowed to follow the high ground from one end of the island or the other. The GM should allow them plenty of time to find several large patches of green sethimyael, exactly where they would expect to find it, before they get close to the supposed site of the Hafen village. At some point the PCs are likely to pause and review the evidence that has brought them this far. As they contemplate their next move the Hafen will make it for them. The Hafen Hunt While the PCs have been searching the Hafen will have been gathering their strength while having scouts observe the intruders. The first sign of the Hafen that the PCs should see is a single warrior half a mile away, outlined against the skyline.
Armour Layers L L L L L L L
Notes: The Hafen are barely human savages bolstered by the effects of the elixir they brew from Gwaedeithir, crimson sethimyael.
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PC Outcomes
Having accompanied Wenowina to Cynswyr Ariensyn The Ancient Pledge they will understand why 11 is a sign of bad luck among the Nolgind and why the tribe have sought to erase any significant representation of that number. They will also discover the truth of the Hafen and the Lost Tribe.
Description of Events
Once back at the Sholen village Wenowina will insist that the PCs, and the Breytas crew, join her and her people for a meal so that proper thanks can be given to Heneryne for the PCs intervention and then their rescue. Captain Olmoding will attend with Vigdis, the rest of the crew will be sent food but remain onboard the Breyta. There is drumming and poetry and story-telling into the night. Finally, when the PCs are ready either to threaten her for the explanation she promised, she insists they get a good nights sleep for they have a difficult journey to make in the morning. Before dawn Wenowina rouses the PCs and leads them along the Crones Path (see Cynswyr Ariensyn) towards the cliffs to the east of Sholengor. By dawn they have made the gradual climb up to the cliff tops and find themselves at a circle of standing stones. The stones are very weathered but the carvings on their surface are clearly of warriors. A detailed description of the site can be found in the Cynswyr Ariensyn article. Wenowina makes a fire among the stones and insists the PCs take their ease and share a meal which she prepares in front of them. Her broth is delicious despite having been made from nothing more than a handful of roots and leaves she carried with her or collected along the clifftops.
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the 11 Warriors at Cynswr Ariensyn has been crudely defaced in an effort to obliterate it. Sensitivity will give a PC the feeling that this is an old place and a powerful place.
Appearance: Very aged, height 52, light frame, weight 117 lbs/size 5, plain appearance, medium complexion, grey whispy hair, cloudy blue eyes Str 09 Agl 13 Sta 11 Eye 14 Dex 16 Hrg 13 Medical/Psyche: none Sml Voi Int 05 06 15 Aur Wil Mor 17 15 11 Cml 06 End 11 Mov 13
Religion: Ritual (Kuboran Pantheon) 56, Piety 16 Skills: Animalcraft (Sea Mammals) 42, AWARENESS 52, CLIMBING 32, Cookery 67, Dancing (Tribal) 82, Folklore (Nolgind Kubora) 94, Folklore (Clan Sholen) 112, Foraging 66; INTRIGUE (Tribal) 73, JUMPING 35, Mental Conflict 74, ORATORY 67, Physician 60, RHETORIC 78, SINGING 44, STEALTH 38, Survival 43, Swimming 36, THROWING 40, Weatherlore 56 Languages: Old Jarinese (Nolgind dialect) 62, Harnic 32. Scripts: none Combat Skills: INITIATIVE 46, DODGE 50, UNARMED 42, Club 33 Money/Valuables: The Nolgind hold most of their wealth in common so she has very few personal possessions. Those she does have are charms against evil, tokens of Henerynes favour, or small propos for her evocative story-telling. Armour/Weapons: She wears only a thick sealskin kilt during the Summer months, supplemented during Spring and Autumn seasons with a sealskin cape stitched so finely as to be absolutely waterproof. In Winter she wraps herself in a huge white bearskin passed on to her by her long dead father. Despite its age it was expertly cured and holds warmth like nothing any Nolgind has ever seen. Other Equipment: nothing but the stick she uses to aid her walking. Load: 7.4 lbs Melee Wpns Head butt Hand/Arm Foot/Knee Stick Location Skull Face Neck Shoulder Upper Arm Elbow Forearm Hand Thorax Abdomen Hip Groin Thigh Knee Calf Foot Encumbrance Penalty: 0 Wt WQ AML DML 42 42 1 11 42 47 48 57 47 38 AQ HM -05 -05 -10 B 2 2 2 2 2 B 1 0 1 3 E 1 1 1 1 1 E P 2 2 2 2 2 P F 1 1 1 1 1
Armour Layers L L L L L
If questioned about the standing stones Wenowina will only say they are 11 heroes. She is quite precise: they are, not they represent, 11 heroes. If the PCs express surprise that there are an unlucky number of heroes rememebring that 11 is an unlucky number for the Nolgind, she will smile enigmatically and say: You begin to see what you have seen. These were unlucky heroes indeed at which point she tells The Tale of Falor the Tall (see Cynswyr Ariensyn). The same fate, to be turned to stone, awaits any Nolgind that visits the place Falar visited and returns into the Sun.
Notes:.Wenowina is driven by a single motive the protection of clan Sholen; for which she would happily give her life.
To anyone who received the dream-sending from Crador at Movel Gamle Hem the scene is reminiscent of the stone circle they dreamed of and of the Stones of Movel. There are the same 11 stones over-looking the sea that they dreamt of. Also like the stones on Movel, one of
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Only once since Falor and his warband descended into the underworld has a hero travelled to that sacred place. He went to undertake a great task and knew he could not return and live. He did not expect to return; and he did not return. The clans avoid spending time at this place. Sholen children are brought here to pay their respects to the heroes, but only from a distance. Once a year, at the winter solstice, Wenowina leaves offerings of food at the feet of the Warriors, asking that spring return quickly. Only at times of great importance does she spend time among the stones. This is such a time. If asked why one figure has been defaced she will simply gesture to the cliff-edge and say that the answer to that question lies below in the sacred underworld. When they have finished their broth (and she will insist they do finish it as it is important that folk go well fed to meet the ancients), Wenowina leads them to the cliff edge and gestures to weathered steps cut into the cliff face. It is clear she expects them to descend. Her final words are quite precise. She says: The answer of the question you seek lies below, in the underworld. Go, look, but disturb nothing; everything must remain as it was left. You will only be able to return at all because you are not Nolgind but the longer you remain below the greater the chance that the ancients will believe you are Nolgind, and treat you as they would treat any Nolgind to remain an eternal guardian to this place. Go but be quick. Details of what they find are found in Cynswyr Ariensyn.
Once they reach the lower terrace above the sea and find the passageway into the cliff face they will be able to pass in single file along it to the hemispherical chamber within. The chamber walls shows signs of the same skill in stone working that is hinted at in the complex of structures outside. The 11 niches cut into the walls of the chamber are, though, much cruder, appearing to be natural fissures in the chamber wall which have been crudely excavated to make them larger. In each of 10 of the niches stands a wooden figure in a very primitive style but surprisingly unaffected by the elements or the passage of time time. Their sheltered location has even preserved some of the colour with which they were once stained. The PCs should be encouraged to see the link with the figures mentioned in the Tale of Falor the Tall. The chamber is otherwise empty except for the ancient bones of a man; the remains of a stone Nolgind axe; and some fragments of wood lying near the bones. Each wooden figure, the largest of which is about 3 feet high, cunningly exploits the original shape of the driftwood from which they were carved: One is from a short, thick piece of wood with a knot stained to resemble what might be a small shield (a hunter/warrior); A pear shaped piece of wood gives the impression of an exaggeratedly pregnant woman (a fertile woman); A branching shape gives the impression of two figures holding hands, placed in adjoining niches (a wife and husband);
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the underworld by Falor the Tall. That brave Hafen warrior descended into the dark of earth knowing he could never return.
The 11 clans became 10 and symbols of 11 were changed to become 10. Over the years 11 became a number not spoken of and blamed for bad luck if it was. It was the symbol of the good Peren that had turned to evil. Would that the story ended there with a noble conquest by the mighty Hafen over an evil foe. Sadly it did not end there. The Hafen claimed Peroc island for themselves by right of conquest. It was a long way from Hafeg, though, so they never settled there. They did, though, exercise their hunting rights on and around the island and it was that which was their downfall. It was the same doom that overtook the Peren. It was Gwaedeithir the plant the Crones call the Path of Blood. The Crones believe that in hunting on Gwaed Island, and collecting Gwaedeithir to fuel their ceremonies, the Hafen became as polluted as the Peren before them. The Blood of the Beast runs through the plant and when the Hafen used it as the Nolgind have always used Ymdeithir they were seduced by the Beast.
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GM Aims
To get the PCs safely to Peroc (Gwaed) Island; To ensure they notice that even at the beach some of the dune plants have a pinkish tinge; To ensure they notice the unusual behaviour of the animals on the island; To lead them to the sheltered heath where great swathes of crimson sethimyael carpet the ground.
PC Outcomes
They will find what they have been searching for but discover that harvesting it is a challenge.
Description of Events
What captain Olmoding knows He will circle the island and map it. He has never landed there. The sealing is poor and whales are rarely found close to shore. Crews that have camped here to render blubber to oil have reported vicious animal attacks. Wenowina told them that the Beast of Blood was killed on the rocky southern shore. That, combined with the account in the diary, will lead them to the south end of the island. There are several sheltered bays along the southeast coast were the Breyta could anchor and put a boat ashore. Foraging or Herblore: The beach where the Breytas boat lands is fringed by dunes on which clumps of grass grow. The grasses have a very slight pink tinge to their foliage but otherwise seem to be common grasses. Looking inland shows all the vegetation to have a pink tinge, perhaps getting darker in the distance. It is as if the island is bathed in the red light of a setting sun, or in blood.
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Crimson Sethimyael growing among the blood tinged bogs of Rhosgenethig with ruddy hills in the distance
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PC Outcomes
They may free Pella from her imprisonment, perhaps only by having to destroy the artefact which in stopping her completing her death journey.
Description of Events
At the core of the mystery surrounding the existence of Crimson Sethimyael is the disembodied spirit of a five-year old child with sufficient arcane potential to attract the interest of a powerful mage. He confined her spirit in a vessel in the hope of preserving her life. The mages dying spell caused the childs spirit to form an association with the local vegetation and her anger is the reason for the occurrence of the red tinged variety of sethimyael and its unique properties.
Fatigue effects apply to Pella. Fear effects apply to the character cumulatively as described below: Fear 1: A clear sense of unease which makes the PC cautious and slows the rate at which they are collecting sethimyael. A PC will not initiate combat and cannot couterstrike if attacked; Fear 2: The PC experiences a sudden loss of all their senses for a single round (Pella is projecting her own sense of isolation). The victim is likely to look for something to blame (and hit) or retreat from what they were doing (collecting sethimyael). The PC will not initiate combat but will aggressively attack if attacked (only counterstrike as a defence). Fear 3: Pella sends a convincing sensation of being tortured with hot irons or being eaten alive. This is Pellas feeling of having sethimyael plants torn up. The PC will stop digging up plants and refuse to return to the work. Fear 4: The PC gets a convincing sensation of being torn limb from limb that will feel like a limb being amputated. Shock Roll (6d6 vs. END or unconscious for at least 1 minute). Then Shock Roll every minute (3d6 vs. END) to recover senses. Combat 2: If there are still any characters collecting sethimyael after she has tried to frighten them, then Pella will animate the Sethimyael Golem, below.
Pellas Spirit
is still five years old (INT 05) and will not increase in cognitive ability unless given the opportunity to grow up in a physical body. She is easily distracted (WIL 06), but responds to threats with her strongest emotion: rage. Her low morality score reflects her limited understanding of right and wrong. She has no physical skills or attacks but cannot be harmed by anything but psionic/magical attacks that might injure an ethereal. Pellas spirit has lost any clear sense of self-identity. During the centuries she has been buried here, Pella has forged a mental link with the only living things she has been able to reach: the sethimyael plants that dominate the peat around where Meredaths master buried the vessel holding her spirit. His last arcane effort rendered them susceptible to contact from Pellas soul. Through this link she is able to feel physical sensations (sunlight, breeze, rain, etc.) but Pella also feels a sensation akin to pain whenever a sethimyael plant is damaged, whether by foraging insects, wildlife or the effects of the years first frost. Should the characters be able to see Pella in her ethereal form, she will appear to them as a small, screaming child with flaming red hair and piercing green eyes, ringed with red as if from endless crying. Other than her name, Pella has by now forgotten almost all the language she once knew, so that even if the characters establish contact, they will need to communicate in mental pictures or emotions. Pella will not want to be separated from the plants that provide her only stimulation and physical sensation. They are her only body.
If a PC harvests a single crimson sethimyael plant Pella will perceive this as a threat. In response she sends out a continuous non-verbal telepathic scream. Characters with Sensitivity are very susceptible to this attack. The Hafen shaman who travels to Gwaed every season to harvest Gwaedeithir, interprets these screams to mean the extract will be more potent. Non-sensitives will experience nothing. If this doesnt frighten the PCs off and they continue to collect the plants then Pella will begin to actively attack them using Telepathy vs. WILx5 (Combat 1, above). If that doesnt work she will resort to Combat 2 (above); Pellas rage will explode. Every frustration she has experienced during her imprisonment is vented in a physical attack against the PCs. Her rage and Telekinesis will
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A1/2: Fatigue apples to Pella. B1: Fatigue apples to both Pella and the character. D1/2/3/4: Fatigue applies to the character. Pella has no idea what effect her attack might have, it is an instinctive response to danger. If the PC loses the conflict Pella will possess their body for 2d6 hours before the character can attempt to dislodge her back into the vessel. Attempts to dislodge her will be at +10%. Meanwhile the PC will inhabit the pot, but with none of the links/sensation that have sustained Pella. It is left to the GM to determine if any phobias to dark enclosed spaces result. While in control of the PC body Pella will probably be in shock. She was 5 when she last had a body and has spent centuries disembodied! She will go where she is led. She will cry and scream constantly occasionally mumbling the only words she can remember in Nolgind Kuboran or a heavily accented classical Corani dialect of Harnic: Help!. If Pella loses the conflict She will sit quiescent inside the artefact for 2d6 hours but then attack anyone touching it again. If Pella remains in possession of the characters body Even if she does not retain possession of the characters body the PCs may provide a new body for her spirit to inhabit. The morality of the PCs may determine the source of such a body! However, Pella will never settle into her new existence and any host body will sicken and die within a matter of weeks as she simply loses the will to sustain it. When the body dies her spirit will suffer the same fate as any other soul at the point of death and begin her Death Journey.
Location Body
* the peat is very damp! NB: The sap of the plant will splatter anyone making a successful Edge attack. It causes an itchy rash on exposed skin, and will temporarily blind a character if it gets into their eyes. The itch causes a -5% physical penalty.
Notes: Each point of impact damage reduces Grapple by 1% until it reaches zero when it will be impossible for Pella to maintain its coherence and the Golem will subside into a mound of peat, roots and leaves.
If the characters try to run away they will find that the sethinmyael they are trying to run through twines its spiny runners around their legs. This halves their rate of progress. It also increases the effort, and fatigue, required to move at all. They will also remember the dangerous peat bogs that surrounded the Crimson Sethimyael. All the time the Golem is advancing towards them so their best hope may be to scatter and hope it pursues only one of them! If they destroy the golem they will find that the mummified remains are those of a girl of 5 or so years. Her shock of red hair retains some of its colour.
Pellas pot
The vessel is sealed with a sheet of leather secured by what looks like natural, but remarkably well preserved, twine. Thanks to the enchantments improvised at the time both pot and leather are stronger than they should be; they are both able to resist up to 20 points of damage.
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EPILOGUE
If the PCs return to Wenowina and describe what has happened then she will be convinced that they have laid the Curse of the Beast to rest. She will insist on a celebration and send news to the other clans. Given her reputation she will believed. Whether the perverted plants and animals of Gwaed Island return to normal depends on whether Pella has been removed; Appendix II includes some of the possibilities. Wenowina will not accept the return of the Heart of the Beast, preferring that the PCs take it far from the islands. Captain Olmoding will wish to make good time back to Golotha. He will refit there for a trip into southern Harnic waters before Autumn strays into Winter so that he can go sealing as he makes his way around the south of Harn. Then he plans heading to mainland Lythia to sell skins and oil. The voyage South can be played in detail or abstracted. An uneventful voyage can allow the PCs can examine Meredaths diary (see Appendix I). There are a number of things that the PCs may want to do on their return to Golotha. If the PCs have the spirit of Pella with them they may have to find somewhere to keep her (if she is still entombed within the vessel) or for her to live safely (if they have found a body for her). What happens then is beyond the scope of these adventures. Any plans they may have will be interrupted by the next adventure in the sequence, Golotha: The Deeper Dark. If they want advice on what to do with Pella they should discover on their first day back in Golotha that the best advice is to be had in Coranan, as no one in Golotha has the necessary expertise. This is to ensure that they are not present in the city for a month before Golotha: The Deeper Dark is timed to start but return to the city on the 8th of the next month. If they have returned without much Crimson Sethimyael they can still claim the remains of their fee for the journey from Nobar of Rushez. If they do have some Crimson Sethimyael then delivering it to Nobar will get them the agreed bonus. If they need somewhere to stay in Golotha the PCs know the Trident Inn, and the next adventure assumes that is where they will stay. If any of the various agents from Appendix II return with the PCs they will maintain their cover and appear to return to their normal business disappearing from the PCs lives, for now. They will, of course, report what they have learned to their patrons. That may provide the GM with hooks for later adventures and will influence events in the final adventure in this series, Mejetus: Ancient Shades.
GM Information
Using the few possessions he had left Meredaths ma ster improvised a series of spells to create an artefact into which to seal Pellas sleeping soul until such time as he could return and save her. Having completed the spells he held the small girl as she died. Her sleeping spirit migrated into the vessel prepared for it and he buried it in a dense patch of Sethimyael. Then he fled for his life with Meredaths diary safely inside the hardened leather cuirass (the carapace described by Wenowina), he had salvaged from the wreck. He might have survived and returned to save Pella had he not stumbled into one of the mires that surround the heath. There he was found by the searching Peren hunters much as described in Wenowinas description. As a last effort to protect the girls spirit he pushed what remained of his power out into the heathland begging that the heath protect the child. When the Peren pursuers came upon Pellas still warm body they were moved to pity and buried her where they found her. They commended her soul to Heneryne not knowing there was no soul for the hearth mother to gather in; it was bound to the vessel only a foot away from her grave. Over the years they began to venerate the place they had found the tiny girls body calling it Rhosgenethig (the Little Girls Heath). That veneration led them to especially value the sethimyael found there for their ceremonies. As Pella began to influence the plants, so clan Peren began its descent into savagery. That descent has been carried into the present day by clan Hafen.
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The PCs might seek out scholars interested in rumours and information about the Kubora. They might pay for what the PCs know. The reputation of the PCs among the Nolgind Kubora may mean they can sell their services as guides.
Up River to Mejetus
On reaching the Pemetta Estuary the Shek Pvar were given permission to examine sites of spiritual importance to the tribes living east and west of the river; an island in the estuary where a number of burial mounds were ob-
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At Mejetus
Meredath describes Mejetus as built on a roundtopped hill in the foothills of the Rayesha mountains overlooking the River Suthen into which one face of the hill has crumbled. It comprises a substantial wooden stockade with barracks for a full Corani legion, as well as engineers and all that is needful for the legions on their march. He does not describe any stone buildings but adds that an architect accompanies us who is to build the imperial headquarters. He has confirmed that Emperor Mejenes will lead the legions into the lands called Equeth in a year or so and will require a suitable field palace. Meredath then describes the site for the palace: When initially surveyed the engineers believed they had found a surprisingly flat slab of naturally occurring granite. However closer examination revealed the granite was not natural but the roof of a subterranean structure that my master believes is of Khuzan build. The craftsmanship is exquisite and there are extensive vaults beneath the granite which will support the emperors lodging. He also points out the dramatic location of the fort: on the highest hill top for a league in any direction and above the valley of the River Suthen. There the engineers are already planning a bridge to carry their emperor across to new conquests. Some giant must have caste some of the stones fallen from the slopes above into the river where they form a convenient string of boulders running from bank to bank. They will form the bridge supports. Perhaps most dramatic is the view of the mountains. In the sinking sun the peaks take on the likeness of a mans face lying in profile staring up into the stars. Meredath notes his masters regret at the necessity of leaving young Pella safe in the household of the commander at Mejetus, where she is to be taught the rudiments of a civilised tongue. He then goes on to describe travelling, with the other mages and a group of priests under heavy escort, into the Peran wilderness.
The Task
Meredath then describes his work, and that of the other satia-mavari, in aiding his master to caste a number of previously created spells in, under, and around the limestone pillars. We are not allowed to wander freely through the passages and chambers within what the priests call the Claws. Instead our legionary escort has been set to work excavating a new passage into the very heart of one of the larger pinnacles. Once the excavation is complete Meredath describes his master as creating a portal into a dimension of water whence we summoned forth a continual stream to be channelled into the chamber the legionaries had excavated. From there the water runs through a hole drilled through the floor into a space below. I can only speculate on why the priests wished this done, but such a continuous drip of water will certainly cause deposits of limestone to form in whatever chamber is beneath this one. He makes particular note of the fact that though the legionaries did the hard work of excavating the chamber it was the priests who then set to work drilling the hole through the floor into the space below. Once the water had begun to flow then only the priests were allowed into the excavated chamber. One legionary who strayed there while on guard duty was impaled the following morning as an example to the others. How the priests knew he had entered the chamber no one could say. Thereafter the legionaries only entered any of the passages when ordered to do so.
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HR4 HR2
Administering more than a double dose typically results in convulsions and sometimes death, generally from cardiovascular collapse (4d6 Kill roll). Regular consumption of the extract causes first increased irritability and then paranoia and the threat of pathological violence at the least provocation. Women who take the preparation regularly stop ovulating and become sterile. Animals feeding on the pink tinged vegetation over the rest of the island develop some of the same aggressive tendencies, but there is much less effect on their fertility.
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GM Aims
To decide whether Vigdis Grimkal, Ovik of Hossil, Talar the Kuboran, &/or Sir Hovan are agents of forces interested in the voyage. Having made that decision, to play the selected NPCs as described in Act I, while knowing their secret agenda and any other skills they might be able to deploy. They must be convincing in their chosen disguises without making it impossible for them to turn their coats if necessary. The subtlest approach is probably to play the NPC as described in the body of the adventure, giving them to the PCs to play. Only when the PC uses the character in a way that runs counter to their agenda should the GM intervene, and then only with care. In this way their agenda can be ignored until the GM choses to reveal some sign of it, if they so choose.
PC Outcomes
Ideally the PCs will only understand the significance of their actions when the adventure is over, or even later.
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Armour Layers C CCC CCC C C CCC CCC CCCC CCCC CCC CCC CL L
Invocations: Common, Agrikan and Mamekan invocations of Circles I - III Spells: none Psionics: none Notes: One of the Mamekan Silent Ones. As an ordained priest he has a consecrated Mamekan Blade in the form of a sickle but the Akhularai are never allowed to carry these with them when under cover.
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A Variation on a Theme
A GM that needed to fit Root of All Evil into an existing campaign that saw the PCs linked to one of the factions described above might replace that factions agent with the PC group. A group with Laranian or Agrikan loyalties or obligations might find themselves at the centre of the adventure. This approach has not been play-tested but the adventure could still play out largely as described.
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