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Guild Adventurer 4

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348 views

Guild Adventurer 4

Uploaded by

Nelson Gonzalez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Guild Companion Publications

The Guild

Adventurer

GCP
Guild Companion
Publications Ltd

Putting adventures back into roleplaying Issue #4


Welcome
To the fourth issue of The Guild Adventurer. Saves the Savior by Robert Defendi provides a high-
My apologies for the temporal gap between the level adventure within the epic Echoes of Heaven
release of issue #3 and this issue. This product storyline. As a change of pace, Unusual Heroes by
became trapped in a work queue as we laboured Dennis Larsen pits ordinary folk who could become
to release HARP SF, HARP SF Xtreme, update adventurers against the braggadocio of experienced
the HARP Fantasy core book and supporting sellswords. Marc Rosen gives your characters a
supplements, release new and updated Shadow chance to get their hands dirty and their feet wet
World sourcebooks, and rebrand/rerelease dozens in Muck and Mire, while Ward Miller gives us an
of Rolemaster and Spacemaster products. When we old-school dungeon crawl in Keep of the Damned.
had completed the tidal wave of releases, updates Finally in Eyes of Stone, Terry Amthor provides an
and rebrands, we returned to the TGA#4 adventure introduction to some of the mysteries and magic
manuscripts and checked their monster selections. of southeastern Emer, which you can explore more
Unfortunately a number of the monsters were not fully in his Shadow World sourcebook, Emer III: The
in the new HARP Fantasy core book, so rather than Southeast.
reduce the HARP support, we put TGA#4 back into
the queue and prioritised those creatures during We hope that you will enjoy this product and we
the ongoing development of the upcoming HARP would welcome your feedback so that future books
Bestiary. But we have never forgottenTGA #4, and will be even better. We will be publishing full-blown
with the completion of the requisite monsters, we adventure modules (a number are already at full
are very pleased to be able to publish it as the newest draft stage) and adventure compilations, so if you
addition to the The Guild Adventurer series. would like to write a module, an adventure, or an
adventure location, please visit the ICE forums for
Our aim as always is to give GMs the very best in the most up-to-date calls for submissions.
adventure material across as many game lines and
settings as we can. This time, we have support for Best Wishes,
three rules systems and two official settings. Who Nicholas HM Caldwell

The Guild Adventurer 2


Contents and Credits

7 Eyes of Stone
By Terry Amthor
Cover art:
Craig John

Interior Artwork:
Craig John, Maria Duffield
22 Keep of the Damned
BY Ward Miller
Cartography:
Michael Tumey, Terry Amthor,
Marc Rosen
32 Muck and Mire
By Marc Rosen
Published By:
Guild Companion Publications

41 Unusual Heroes
By Dennis Larsen Edited and compiled by:
Nicholas H M Caldwell

61 Who Saves the Saviour Design and layout by:


By Robert Defendi Terry K. Amthor

Legal Notice: Iron Crown Enterprises, I.C.E., ICE, Rolemaster,


Copyright © 2016 Guild Companion Publications Spacemaster, HARP, and all products related thereto,
Ltd. The Guild Adventurer is produced, published are all trademark and copyright © properties of
and distributed by Guild Companion Publications Guild Companion Publications Ltd. Shadow World®
Ltd. is a registered trademark of Terry K. Amthor and
used with his permission.
All rights reserved. Purchasers of the pdf version of
this product are entitled to print one copy from the Guild Companion Publications Ltd is registered in
pdf for personal use. Print editions are also pro- England and Wales under No 7094505. Registered
duced through OneBookShelf. All other reproduc- office: 37 Fulbourn Road, Cambridge CB1 9JL,
tion, re-selling, and re-distribution of this work are United Kingdom.
strictly and expressly forbidden without written per-
mission from Guild Companion Publications Ltd. Directors: Nicholas HM Caldwell and Thom Jones.

The Guild Adventurer 3


The Eyes of Stone
By Terry K. Amthor

Koul is blind the other side, they find themselves in a Jinteni complex
Let him see. in a state of partial ruin but some of its technology is still
functional. Depending on what path they take from the
Far away chamber with the bas relief, they will encounter either the
You can be. lizard-like Dossai (led by Bressin Atana, a former adherent
of Drul Churk who now works against the Dragonlord
Eyes of Stone and his mysterious Arborean Way); or they will run afoul
of Tavin Bak and his minions the Arboreans, who follow
Eyes like night the Green Dragon. The latter are served on this island—
Watch alone called Vamaag—by the brutal, apelike garks. The PCs will
Eyes shine bright find themselves caught in the middle of a conflict between
them, and they will need to figure out which side to ally
with as the tensions between these groups are escalating.
Say the Word
If they choose correctly, they’ll possibly be allowed to
Then Koul dozes escape through the Koul Portal and back to where they
He has heard. started, but with an important key to the much wider
‘Ore it closes… Jinteni portal network.

…enter the Mouth. 2.0 Background


Once you pass Before going into details about the adventure, some
background information about groups and locations is in
Don’t forget order.
The Eyes of Glass
2.1 The Children of Koul
Once a fairly far-flung group during the late Second
Introduction Era, the Children of Koul were spread across parts of
Northern Emer, Jaiman, NE Thuul and Falias; yet they
This adventure brings the PCs to Southeastern Emer
were not widely known to the general populations. The
(though at first they won’t know where they are, since they
Children did not seek members in large numbers, but
will be coming through a Portal) and introduces them—
rather only those with certain qualities suited to the
briefly—to a network of Portals built by the Jinteni, which
group’s purposes, and those with similar conditions. They
span much of the region. The characters will not be able
were secretive, and for the most part shunned densely
to stay long, but hopefully after learning of this link and
populated areas. This is because the Children also sought
the useful network of Jinteni Portals, they may wish to
those with physical abnormalities that for one reason or
return again later (via the book Emer III: the Southeast;
another could not be healed, or the owner simply could not
the island of Vamaag is #35 on the main map).
afford to heal it. Hiring a Healer or Lay Healer to correct
They will encounter other ancient Jinteni technology,
a shriveled arm or a clubfoot could cost hundreds of gold,
meet a former follower of the Green Dragonlord Drul
the kind of fortune few have. Therefore, there are quite a
Churk, and get caught up in a conflict between him and
few of these people. Many are not accepted in their own
followers of the Dragon.
homes because they are ‘deformed’ (some societies believe
it means the deformed person is somehow possessed) and
1.0 Adventure Synopsis forced to live as beggars on city streets. They are recruited
The PCs encounter an underground chamber and by the Children of Koul to leave the cities and join their
encounter a massive bas relief which is in fact a Portal. On rural commune-like existence.

The Guild Adventurer 4


Koul is a Spirit of Orhan, loosely associated with the come out easily, becoming opaque stones again. Koul’s
Lord Iorak the Smith—partly because of Koul’s preference eyes immediately close. If no one retrieves the Eyes after
to reside underground—and with Iloura. Koul himself about 10 minutes, Koul’s eyes close again on this side,
was depicted as a stout misshapen man who appeared but the orbs remain inside. Placing hands on the closed
to have several physical abnormalities. Through this he eyelids will open them.
encouraged his followers to treat his ‘special children’ with The Children of Koul learned of Portal technology
reverence. after discovering a Jinteni Portal key and analyzing it. They
His Children were devoted to nature and the beauty were not able to replicate the sophistication level of the
of underground places. As it turned out, many of these Jinteni Portals, but they understood the basic principle,
Children were possessed of magical gifts, and they were and they fashioned the eyes after the Jinteni key (hence
able to construct many items to aid them, including the they are the same size). One group of Children even found
Bas-relief Portals. the ancient Jinteni complex on the island of Vamaag and
Interestingly, even though some became fairly made it their home, building the Koul Portal inside it,
powerful Healers, few Children then wished to have their using a Jinteni orb as one of the eyes to that destination,
‘deformities’ healed, as Koul taught that these were part of so it would be available when they arrived there.
the natural order.
The GM may wish to explore this possibility, allowing
There are still small pockets of the Children scattered
the PCs to find other ‘Eyes’ which can, in certain
about, but they are not nearly as numerous as they once
combinations, lead to other locations. But only the
were, and they reside in hidden places. Most people today
special Jinteni Eye leads to this portal exit in SE Emer.
have never heard of the Children of Koul.
The Koul Portals
The Koul Portals, as noted earlier, are either large bas- 2.2 The Jinteni
reliefs built into the wall of a structure, or in some cases Once the Jinteni ruled much of Southeastern Emer,
they are freestanding ‘heads’ of Koul. In appearance they and beyond. They were one of two powerful civilizations
are about twelve feet high, with a gaping mouth about six that prospered during the Interregnum, a time after the
feet high. All of these statues are made of the same red- fall of the great Essænce Lords and before the Loremasters
brown stone, which has a rough texture. Above the mouth began reckoning time, over thirty thousand years ago.
is a flattened nose, and a pair of closed bulbous eyes (about Though they were not nearly as technologically or
eight feet off the ground). The upper part of the head is magically sophisticated as the Essænce Lords, they still
greatly shortened with a low forehead. The open mouth is stood head and shoulders above even the most advanced
only a couple of feet deep, but the interior appears to be cultures that currently inhabit the Shadow World. They
lined with a different material: a smooth black stone that were able to create devices and structures that were in tune
reflects almost no light. with the Flows, and so—for the most part—magically
The portal is activated by two small orbs of polished preserved through time. Only this could allow even a few
stone, about three inches in diameter. There are many of their creations to survive to this day.
of these orbs of different colors; what combination used The Jinteni Portals
determines the exit portal. Koul’s eyes are closed, but if the Among their accomplishments was a network of
orbs are held near the eyes, they magically open. When the Portals linking dozens of important sites across southeast
orbs are placed in the eye sockets of the bas-relief (it does Emer and beyond: certain Portals even connected to more
not matter which orb goes in which eye), the orbs transform distant Jinteni colonies. These magical gateways are not
from opaque stones to glowing transparent ‘eyes.’ There is as sophisticated as those constructed by the Altha (e.g.,
also a key word that must be said: “Koulakh!” (It means the Bakuul Portals), yet they are still advanced by current
‘sleep, Koul!’ in the secret language of the Children). The standards.
eyes then close and the portal opens: the mouth becomes The Jinteni Portal design is a platform of stone about
filled with a dark mist, yet the mist doesn’t flow out of the ten feet in diameter, made of an extremely hard dark gray
mouth opening. stone, etched with arcane symbols whose meaning has
The eyes have now transported to the destination. been lost to time. In the center is a shallow ring-shaped
Presumably the user(s) step through the portal and arrive groove 12 inches in diameter, and inside that is what
at the destination. At the other end, Koul’s eyes are open appears to be a metal disk, with a small hemispherical
and the orbs are in the sockets, still glowing and looking depression in the center which could hold a sphere
like eyes. One just has to reach up to the eyes and they will about 3 inches in diameter. Also etched on this disk are

The Guild Adventurer 5


numerous lines radiating out from the center depression, the origin platform. However, they can speak to those still
with a symbol at the end of each line. These portals are on the platform, and they can see each other. The travelers
activated by a Portal Key, a crystalline orb three inches in can of course take the Key with them, and so use it at the
diameter. All the Portal Keys are identical clear orbs until destination portal. In this case, when the person carrying
placed in the depression. the Key steps off the platform, the Portal immediately
If the key orb is placed in the depression, the metal collapses.
center rises, the orb glows, and an abstract pictogram When the Jinteni ruled this land, the Portals were in
appears inside it. This is the symbol of the current portal frequent use, and in fact some had an operator who stood
location. Then, a laser-like beam of light shoots out of the at the central column. Travelers would arrive and declare
orb, aligning with one of the radial lines. When the beam their destination, and the operator would set it for them.
reaches the edge of the platform, it seems to spray out all They would step off the platform, and the operator would
along the edge of the portal in a shimmering wall about ten reset for the next travelers by placing the orb back in the
feet tall. This wall then changes into a transparent 360° live depression. If the orb is not replaced in the depression
view of the nearest portal destination. The surroundings within a minute, the column lowers back into the floor of
slowly cycle through the different destinations (changing the Portal.
about every 5 seconds), while the light-beam from the Another point about the Keys, which is very important
Eye aligns with one of the radial lines, and the symbol to this adventure: they seek out a Portal. When a Key is
lights up. Cycling means that the eye begins to project the within 10 miles of one, it will have a tiny spark of light
surroundings of other portals like a transparent screen within, and whoever holds the Key, if he concentrates and
around the perimeter of the platform. It will always start makes a Hard (-20) Power Perception roll, he will sense
with the nearest to the farthest portal and work outward. the Portal’s direction. In the complex the Key will glow
This is not the actual destination yet; it is just an image of brightly at first, then die down. The holder need only make
the destination. a Light (+10) Power Perception roll to sense the direction
A skilled user can twist the eye in the socket to advance here—but of course the characters do not know what they
to the destination he desires—assuming of course he are being drawn towards.
understands what the symbol means. This is unlikely
unless the user is a Jinten and recognizes the pictographic 2.3 The Arboreans
character. However, on the wall of the portal chamber at The Arboreans were established by the Dragonlord
the Jinteni complex on Vamaag is a map of Emer, showing Drul Churk long ago. This is a quasi-religious group who
where the radiating lines lead to, and the symbol of each follow Drul Churk’s teaching (known as the Arborean
of those locations. These maps are not at every Portal Way), on the surface a seemingly fairly benign ecological
location (many are outdoors) so the PCs would be wise to philosophy which discourages ‘technology’ and any sort of
copy this information. activities which poison and pollute the earth. The intent
One symbol on the disk naturally varies from portal is not to repeat the mistakes of earlier civilizations (the
to portal. This is because the symbol used at the departure Essænce Lords, the Jinteni and Worim), who became too
Portal is the symbol representing the destination. Since the technically advanced and in the end destroyed themselves.
traveler is now at that location, one of the symbols on that It teaches respect for all living things, especially plantlife.
the ring would now be the symbol of the departure portal, However, the elite among Churk’s followers know
which had appeared inside the key there. When the travelers of the true ultimate goal of the Arborean Way… and the
have made their choice, the Eye is removed from the socket Green Dragon’s ultimate purpose. Drul Churk believes
and the surroundings become visibly more ‘real.’ By default that humanoid races are a blight upon the earth. They
they have about one minute to get off the platform (and thus make war and pollute and waste, and they should be
be transported to the destination) before the surrounding wiped from the planet for the good of all other plants and
ethereal wall collapses and vanishes. The Portal does give a creatures (Churk is not subject to this death sentence of
sort of ‘ten second warning’ when the visual image of the course because he is a Dragon). Drul Churk’s ultimate
other side begins to ripple and break down (the Portal can goal is to wipe all sentient humanoid life off the planet,
be activated again by removing the Key and placing it back and he intends to do it through a massive ritual, joining
in the depression). Once they pass through the wall (the the powers of all his followers (and a number of stolen
Jinteni called it the Veil) and look back at the portal, they artifacts). He calls this event The Muting. This apocalyptic
can see the platform they came from, but they cannot step event is still many years off, but Drul Churk is working
back through: it’s a one-way Portal only allowing exit from steadily towards it.

The Guild Adventurer 6


It may seem strange that humans would follow lizards they had found on the island (the T’neki) and
a philosophy where the ultimate goal is their own combining it with the humans to form a kind of hybrid
destruction, but the Green Dragon has devout followers (see description below under Dossai).
on every continent who will blindly obey his commands. Note that while Atana disagrees with Churk’s plans,
They are quite strong here in southeast Emer, near his he can be ruthless in his mutation goals. His followers
home on the Isle of Glass. captured Jungle Garks, then indigenous natives (of the
Thesian race; they are Tech Level 2/Bronze Age tribes
3.0 NPCs & Beasts scattered across some of these islands in the Rællian Bay,
isolated from the continent) on the island so he could
Following are brief descriptions of important NPCs
in this adventure. experiment on them. Once he had mastered the technique,
he has altered a few of his followers. The earliest Gark and
Bressin Atana Thesian experimental subjects died shortly after being
Atana is a half-Dyar Elf/half Kinsai; in appearance he altered, a number of the Thesian island natives lost their
has light brown skin and short wavy black hair, and retains intelligence and became more lizard than man; these were
his Dyar father’s pointed ears, though Bressin’s are not as released to the island surface. If the PCs are captured by
pronounced. He spent many years in a Dyar city in northern the Dossai, Atana may be tempted to ‘operate’ on them
Falias, but he was ridiculed for his looks when growing up, (‘for their own good’).
and eventually left for Emer, where he encountered the Atana is also obsessed with getting into the Jinteni
Arboreans. He was accepted in their order, and rose quickly Portal chamber (he doesn’t know what is in there, but
through their ranks. In time Drul Churk himself took an since it is the only room in the complex he can’t enter, he
interest in Atana’s abilities, and Bressin was admitted into wants to know what it conceals).
the inner circle and told of Churk’s larger plans, and of the He wears another orb on a pendant around his neck,
Muting. Bressin was horrified by this apocalyptic scheme, which is the key to all of the other doors in the complex.
and when the opportunity arose, he and a few others fled Bressin’s clothing consists of a black tunic and pants
from Churk’s secret Isle of Glass. They eventually sailed to trimmed with red, but they are very worn from his years
this tiny island in hopes of escaping the Dragonlord’s grasp. living in the wild.
But the Green Dragon does not forgive traitors, and his
forces have been pursuing Atana for some time now, led by Ketak-li-CHoi
Tavin Bak, a former friend of Bressin’s who is now obsessed Choi is a Y’nar Mystic who was one of the first to
with capturing him. befriend Atana half a century ago when Choi was just
While his original intention was to form a resistance joining the Arboreans and in his early middle age. Now he
and stop Drul Churk’s Muting ritual, he soon abandoned is almost a hundred years old, and knows he only has a few
the idea when any tentative contacts he made with possible years remaining. Has refused so far to be altered, saying
allies within the Aroboreans resulted in his small group that his body could not withstand the strain. Secretly he
nearly being caught by pursuers. Clearly the Dragonlord has been against this process since the beginning and he
was exerting his full influence on his underlings now and would like to see the machine destroyed. He could be the
demanding complete loyalty. best friend the PCs have if they are captured by Atana’s
Atana discovered the Jinteni facility a few dozen years people; willing to help them escape back to the Koul
ago, after it had been long abandoned by the Children of Portal—though he may not be able to get the Eyes back
Koul (the Children were attacked by the Garks and forced on his own; they may have to fight for them.
to flee through the portal). He also found the device It is also important to note also that he will be much
capable of genetically mutating a being, or even fusing the more willing to tell the characters about the Muting than
DNA of two creatures in such a way that they—or at least Nelu (see below) as he no longer fears death. He may not
one—can survive. He learned how to use the device and spell out exactly what it involves (even he and Atana were
began experimenting with it and eventually learned how to not given all the details of the ritual, but he knows it is to
master the still-functioning machine (He is an extremely come within the next century) but he will tell them about
intelligent Animist and the machine controls are very the Green Dragon and his plan to wipe all humanoids
intuitive, even for someone who does not understand the from the earth.
niceties of DNA). He formulated a plan to use it to alter The Dossai
humans so they would be un-human enough to escape Dossai is the name Atana gave to the hybrid race he
Churk’s Muting. He has been using the DNA of the small created by combining the DNA of the T’Neki and humans.

The Guild Adventurer 7


The result is still largely human, but some of the body is The Lizards are not hostile by nature and actually are
covered with a thicker, greenish lizard-hide. The faces are peaceful creatures who eat plants and insects, but they are
still recognizable, but scalp hair is coarser and thinner, threatened by the Garks, who hunt them for food. The
and the forehead, cheekbones and throat are greenish T’neki are bipedal with small forelimbs, and stand about
and rougher looking. The eyes are larger and slitted; the two feet tall. They can run fairly fast, and tend to travel
nose is smaller. This varies from individual to individual. in small family groups. The Dossai capture them to use
They all tend to walk in somewhat of a crouch. It took their DNA, a process which invariably kills them. A few
Atana several tries to get the right ‘mix.’ Some of his of the lizards live in the complex, pets of the Dossai (with
earlier experiments on captured natives resulted in much excellent hearing, they are good ‘guard dogs’). T’neki are
more lizard DNA, and also reduced their intelligence. normally sidereal: active during the day and sleeping at
His more recent conversions retain all their intelligence. night.
All the residents wear fairly rough garments, the result of Tavin Bak
living under fairly primitive conditions for several years. A true follower of Drul Churk and the leader of a
Similarly, they have fairly crude weapons, as they were small group of about a dozen Arboreans on this island,
unable to escape with any sophisticated Arborean ones. Tavin Bak seeks to capture Bressin Atana and turn him
Only Atana was able to get away with his gear. over to his master. Bak is a Dyar Elf Evil Mentalist. The
One ability nearly all the Dossai inherited from their Arboreans have just arrived on this island, but Bak senses
reptilian cousins is the ability to spit an acid through their that Atana is here. He is closing in on the Jinteni complex.
tongues. It is only effective within twenty feet (roll on the He and the Arboreans have used their powers to recruit
Shock Bolt table, Acid critical if available; Heat critical the local Jungle Garks; there are always several Garks
otherwise. If they get a “B” critical, roll a 20% chance the acting as guards around Bak’s campsite. Though Bak’s
acid got in the target’s eyes and he is blinded for 1–10 ability to communicate with the Garks is limited, it is only
minutes.) a matter of time before he harvests the image of the Jinteni
Also, the Dossai are able to breed and have Dossai complex dome from one of their minds. Also he has a
offspring, which was critical for Atana’s success if he Staff of Animal Merge, which allows him to see through
wanted an intelligent race to survive. any being up to 20 miles away.
Nelu Brin Chebora
Nelu is one of Bressin Atana’s genetically altered A Talath man, large even for his kind, Brin Chebora is
lizard-men, the Dossai. He is basically Bressin’s assistant Tavin Bak’s right hand man. He is a Warrior Monk, trained
and bodyguard. He’s loyal to their leader, but secretly he by a former Changramai who trains Arboreans on the Isle
has come to believe that no one should be changed against of Glass. As such, Chebora is an extremely dangerous man.
their will. If the characters are captured and it appears that He’s also merciless and completely loyal to Bak.
Atana will force them into transformation, Nelu may help Brin keeps his blond hair very short, has matching
them to escape. If he is guarding the PCs alone, Nelu may gold earrings, and wears a pair of thigh-length white
answer questions about the installation, how he came shorts and a light white cotton shirt. His people are not
to look the way he does (he will even explain the DNA suited to the rainforest climate; the heat and humidity
modifying machine) and some hints about why Atana only make him irritable. The others in the group tend to
is doing it. He will not go into the Muting though, but give him a wide berth.
may drop ominous hints about ‘The Green Dragon’s great
Plan.” Nelu has inherited a certain primal fear instinct Arborean NPCs
from his lizard half however, and anytime he says anything Among the dozen Arboreans, there are three Animists
particularly dangerous he hunches down into a defensive and one Magician (all Dyar Elves), and seven warriors of
stance and will not speak for several minutes. differing races. All the Arboreans have enchanted barbed
His melee weapon is a large club with embedded whips, which can be used as wicked melee weapons, but
obsidian he took from a Jungle Gark he killed. Aside from also when snapped a certain way, throw large barbs which
that all he wears is a leather kilt-like garment. act as missile weapons. The Animists and Magician wear
ankle-length green tunics, the warriors wear shorter tunics
The T’neki and breeches; over their tunics they have a lightweight
Small semi-intelligent lizards, the T’neki are native armor of small pieces of laminated bamboo (stained
to the temperate rainforest regions of southeastern Emer. green) sewn together.

The Guild Adventurer 8


The Jungle Garks the GM should determine where everyone is located
Garks are creatures with an intelligence somewhere when it does. The chamber floor is fifteen feet down, so it
between apes and humans, with an appearance to match. is possible to sustain injuries: roll on the Fall/Crush attack
They have some rudimentary language, can make and use table in Arms Law (Claw Law), adding 15. Naturally
tools and basic weapons, and can be taught to obey simple anyone with the Adrenal Moves skill may apply it. The
orders. They reside in large nests high in the trees, and are remainder of the roof of the 30 x 30 chamber is also
agile climbers. They use blowguns that fire large darts, and unstable, so if any characters who did not fall try to rescue
crude wooden swords with razor-sharp obsidian slivers their comrades, they need to be careful or risk falling in
embedded in them. These jungle Garks are nocturnal by as well. In any case, once those who did fall regain their
nature, with excellent night vision, but they can function composure, they will immediately notice the bas-relief
as well during the day in the twilight of the rainforest. of Koul (see ‘Koul Portals’ above for description), which
appears to be under a stable area of roof made of stone
4.0 Scenes instead of rotting timbers. They will also no doubt notice
the skeleton sprawled on the floor immediately in front of
The characters encounter the ruins of a Koul Temple,
the relief. An interesting thing about the skeleton is that
and assuming they go through the portal, from there they
it appears to have fallen onto his back facing the relief,
have a number of choices.
with its feet near the mouth. Assuming the PCs decide
to investigate the first even mildly interesting thing they
4.1 The house of Koul have found in the ruins rather than try to immediately
Following are two ways that the characters may escape…
discover the Koul Temple. The skeleton has clearly been here for a long time,
The PCs stop in a village while traveling, and one night perhaps hundreds of years or more. Should anyone
at the tavern, a local tells them of some ancient ruins nearby
where artifacts might be found,
but these ruins are shunned
by the locals because they are
reputed to be haunted. They
are told stories about an ancient
cult that supposedly lived there,
worshipping a god named
‘Koul.’ When prodded/bribed,
the local draws them a crude
map to the ruins. They go to the
ruins and find a few tumbled-
down buildings. At some point,
the ground gives way and they
tumble about 15 feet down into a
chamber. Facing them is the face
of Koul.
Alternatively, if the GM
wants to get things started
right away, the group could be
minding their own business
walking through the wilderness
when they spot an obelisk. As
they approach, the ground gives
way…

4.2 The Fall


A large section of the roof
of the chamber collapses, and

The Guild Adventurer 9


actually have a Death’s Tale or similar spell, they will Jinteni stripped the facility of virtually everything else.
see a man of middle years step out of the mouth of the The remaining equipment is elegant and simple. Al the
relief, then turn back and reach up as if to pluck a pair of consoles are made out of the same material as the walls,
glowing clear orbs from its open eyes. Then suddenly out and the controls are small glowing hemispheres—or in
of the mouth (which is filled with mist) shoot a number the case of larger controls, semispheres—raised out of
of large feathered darts. Several strike him just as the eyes the console surface. Touching or twisting the controls
pop out into his hands, and he falls to the floor clutching manipulates the equipment. This will all be pretty much
them. The mist dissipates and Koul’s eyes close as the man incomprehensible to the characters. Most of the complex
expires. is abandoned, except when Atana decides to experiment
If no one has the spell, a little detective work will be some more. During the day, T’keni do randomly wander
required. The skeleton appears to be of below average through the complex where the doors are open (usually
height, and Hard (-10) observation rolls will reveal that in pairs). If the characters encounter them, the T’keni will
it was a male, and his left arm was slightly smaller than honk loudly (sounding like geese), then flee back towards
his right and possibly deformed. It will not require a roll their nest room (9). This noise would be enough to alert
to discover that clutched in his skeletal hands are two the humans and Dossai.
three-inch diameter orbs. One is an opaque blue stone A note about Jinteni architecture
of indeterminate nature, the other is a perfectly clear orb. The Jinteni had a fairly distinctive architectural style.
Spells—depending which ones are used—will determine They did not like straight walls, instead they preferred
that they are both enchanted: the blue with Essence, the round rooms, and curving corridors. (The latter make for
clear with a primal Essænce, and the clear one is far, far an interesting tactical situation, since you can’t see people
older than the blue one (it is a Jinteni Portal Key, adapted very far down the hallways.) For doorways, the Jinteni
by the Children of Koul). favored pointed arches with sides curving down, and
The man also has a leather satchel, which is in slightly inwards toward the bottom. Doors were metal or glass,
better shape than his clothing, which is pretty much reinforced with curving ribs of metal. The metal is usually
disintegrated rags. Inside the satchel is a purse with 27 a dull finish like brushed stainless steel.
silver pieces and 12 bronze of a mint the PC’s are unlikely The entire complex gives off a faint aura of primal
to recognize (Emerian Empire, Second Era) and a book, Essænce, which will add 10 to the failure chance of any
which is remarkably well-preserved. Unfortunately it is in detection spell because of interference. Also, it is important
a strange script the characters will be unable to recognize. to note that, because of the magical nature of the place, all
It is the bible of Koul, in the secret language of his people. closed doors are impenetrable to detection, Passing, Long
However, inserted in the book is a piece of parchment. On Door, or similar spells. They resist Undoor at +150. The
one side is more of the characters, but on the right appears walls are the same. The reason this place has survived this
to be a translation in Erlin, the common Elven tongue. (It long is because it is imbued with an Essænce that makes it
is the poem at the beginning of this adventure) All this self-renewing… to an extent. The Jinteni never mastered
writing is very neat and clear. However below the Erlin this capability as well as the Essænce Lords, however, and
poem, in a much more scrawled writing, in Erlin letters, is eventually their architecture may begin to decay, especially
the word ‘Koulakh.’ if hit by Flowstorms.
With this information, they should be able to figure
out how to operate the Portal. Once it is activated though, Complex layout
at least one person will have to go through, since the Eyes Note that this entire complex is underground; the
are on the other side. only exits are at the edge of the Domed Chamber (the
The characters emerge in a small round chamber, part edge of the dome is just above ground level) and the secret
of a large Jinteni complex on the island of Vamaag in the hatch exit in the living quarters. All the surfaces are made
Rælian Bay. of some sort of gray material that appears to be something
between stone and metal. Lighting, unless otherwise
4.3 The Jinteni complex noted, is indirect; in the rooms it comes from a space in
This sprawling Jinteni research and residential the top of the wall and illuminates the ceiling dome in a
complex was abandoned by the original builders toward warm yellow glow. In the corridors, it comes from slots in
the end of their civilization. The genetic manipulation the floor running along the sides, casting a blue glow on
device and the Portal and a few other pieces of equipment the walls. Most of the lighting is functioning, but every
were not portable so they had to be left behind, but the once in awhile there will be a random stretch of about ten

The Guild Adventurer 10


feet of lighting which is not working, or fades in and out. Emer) within 300 miles. The group can see what looks like
1. Koul Portal Chamber: This room is clearly of an older jungle foliage ringing the dome. If they make more than
yet more sophisticated and durable construction. The the slightest noise, they will alert the four Garks that are
PC’s may make an Absurd (-70) roll to guess that this lurking at the edge of the dome. The Garks will make soft
could be Jinteni architecture. The bas relief/Portal of Koul hooting noises, then suddenly they will fire darts at the
is of a more crude construction and seems to have been group as long as they are in the Foyer. The floor is covered
grafted onto the wall: added much later. The Eyes are still with broken glass and debris, but there are paths cleared
glowing and clear, providing some light in the chamber. where there is no glass. Characters making a Medium (+0)
The room is round with a shallow domed ceiling (as are all Observation Roll will notice that there is no path cleared
the rooms in this complex). There is one other exit besides to the door to the Koul Portal, but there are wide paths
the portal, at the far end of the room. There is a curving cleared from doors 7 and 32 to the fountain in the center
corridor beyond. of the room. There is a somewhat cleared path to door 19,
but virtually no clearing to the other doors or the staircase.
2. Doors: At this near end of the corridor the doors are
There are also a few darts on the floor like the ones found
open. The characters can see a slot going around the metal
in the body. There are a total of seven doors leading from
doorframe (including in the floor). Set on the wall on
the room, of the classic Jinteni design: wide at the bottom,
both the room side and the corridor side are small oval
curving slightly wider as they go up then sloping together
metal plates about chest height. The plates are identical:
to form a point. The only light in this room is what comes
about eight inches tall, and in the center is a hemispherical
in through the dome, and a faint light from the corridors
indentation that would fit a 3˝ sphere perfectly. All the
with open doors. Some of the doors are open; some are
doors in this complex slide on tracks; most are double
closed, as noted below. A successful Very Hard (-20)/Hard
doors that meet in the center and form an airtight seal.
(-10) for Elves Perception roll listening will pick up some
When open, they are completely retracted into the adjacent
muffled sounds coming from door 7.
walls. Some of the chambers have storage cabinets; these
are made of the same metal as the doors. GM Note: If the PCs seem indecisive, but want to explore
the complex, subtly remind them that the cleared paths
Note: these are ‘key plates’ and are placed on both sides
are going to lead to inhabited areas, while the uncleared
of every door in the complex. Nearly all of them will
areas obviously lead to abandoned sections.
open for the orb which Bressin carries, but there are a
few which will only open to the orb-key which the PC’s 5. The Fountain: In the center of the room there is a
have. The key can be used to open or close the doors; fountain: a low ring of stone, about twenty feet across
none of the doors will close automatically. Although on and two feet thick. Rising out of the center of the ring is a
the map, all the doors are indicated as closed, there are column five feet high with a stone orb ten feet in diameter
several sets of doors standing open. It will be indicated resting on it. Amazingly, it is still somewhat functional:
in the text whether the doors are open or closed. water pours over the orb from the top and cascades into
the ring. However it clearly is not operating like it once
3. Doors: These metal doors are closed; the PCs are going
did, probably because it is only fed now by rainwater. The
to have to figure out they need to use the older orb to
pool of the fountain is about half-full.
open them. When they do, the doors open with a very soft
whoosh and hiss. They are airtight. 6. The Staircase: Running along the southern part of
the wall is a golden (though stained now) metal staircase
4. The Foyer: A chamber about two hundred feet in
leading up to what appears to be a hatch along the
diameter, with walls fifty feet high, this central rooms has
edge of the roof. The staircase spans about 20° of the
a low domed roof composed of thousands of odd-shaped
circumference of the room. If the PC’s climb the staircase
glass panels, each framed by some metal alloy, which
they will discover that the hatch has a key-plate next to it.
forms a delicate-looking latticework. From the floor the
Once close to the roof structure they will also notice that
roof probably once looked like it was made up of a vast
the metal framework is much more sturdy than it looks
layer of bubbles, however, most of the glass panels are
from the floor. Each of the openings is between eight and
broken now. A PC with Star-gazing skill (even during
twelve inches across; too small for man or Gark to get
the day; the sun is a star) can make a Medium (+0) static
through. Additionally, most of the broken panels still have
maneuver to determine that they are south of the equator.
razor-sharp shards embedded in the frames.
If they succeed in their roll by more than 50, they can
figure the location (assuming they have a decent map of 7. Doors. Glass, open.

The Guild Adventurer 11


Jinteni Complex
24
0 200 ft
23 15

14 18
17

13
16
22
21 1 12

20 2
11

6 3

10
19 37
5 36
25
35
32
4
7

30b

30a 30c
7

7
26 30 30d
30h

27
30g
30e
26
25
30f 34

The Guild Adventurer 12


8. Doors. Metal, open. was filled with ancient dust where plants had lived eons
9. T’keni Nesting Room. There are 8 T’keni nesting here. ago when Atana arrived, but he has brought it back to its
If it is night, the PCs may be able to sneak away even if former glory. It is filled with a variety of plantlife from
they get to the doorway to investigate the sounds: Light around the island, including some healing herbs. Zapic,
(+10) Maneuver to back down the hall. During the day it Curfalaka, Efrid, Irona (could be useful after a bout in the
would be Extremely Hard (-30). Mental Studies chair), Sek. Roll 1D10 for available doses,
There are numerous other miscellaneous plants.
10. Door: Glass, open.
19. Door: Metal, closed.
11. Door: Glass, closed.
20. Door: Metal, closed.
12. Construct Room: In the center of this room is a
chair with a 3/4 surrounding console of similar nature 21. Medical Lab: There was once a glass partition
to the Genetics one, but with far fewer controls, and four separating the main lab from a sort of observation gallery,
translucent panels set into it, each panel about 12˝ wide which also served as the passage to the Genetics lab, but
and 9˝ tall. In addition to the three doors indicated in the most of it has been shattered. In the center of the room is
layout, there are four narrower, frosted glass doors spaced an examination table with a complex apparatus hanging
around the perimeter, each with the usual Key panel next over it from the ceiling, and a console facing it. The walls
to it. If the PCs shine a light at the doors, they can see what are covered with thirty-six metal panels about two feet
looks like a vaguely humanoid-shaped, but completely wide and high, each with a handle. These are drawers
gray, figure standing just inside. If a PC uses the Jinteni (similar to those in a modern morgue); storage units for
key, the door panel rises up to reveal what the PCs might bodies. They can preserve dead bodies, but also had the
think is something akin to a steel golem. It is a seven-
foot tall robot, designed by the Jinteni as an aid for their
lab work. Two of the constructs are still operational, and
will obey the holder of the key’s mental commands until
they key is placed back in the panel, at which time the
construct will return to their alcove. Only one construct
can be controlled at a time by one Key. Atana tried to use
his key on the construct alcoves, but like with the Portal
Door, his key did not have sufficient access privileges.
When a construct is activated, a screen on the console
lights up, and shows a view as if through the construct’s
eyes. A construct will not leave the complex under any
circumstances.
13. Door: Metal, closed.
14. Door: Metal, open.
15. Research Lab: Mental Abilities. A console similar
to the one in the Genetic Lab faces a reclining chair
in the center of the room. If the characters decide to
experiment with this (e.g., one of them climbing in
the chair while another manipulates controls) there
could be dire consequences. The GM should feel free
to use any of the Evil Mentalist Mind Subversion, Mind
Death, Mind Disease, or Mind Erosion spells on the
target in the chair. Atana experimented briefly with
this and determined it was too dangerous, but he
might threaten to use it on the PCs if they don’t
cooperate.
16. Door: Metal, open.
17. Door: Metal, closed.
18. Research Lab: Plantlife. This room

The Guild Adventurer 13


true power of Preservation 100 days. Only 6 of the drawers six Black Sapphires, which can restore power to the Temple
still function (indicated by green lights on small status at Zæn. If detection spells are cast, this orb will radiate
panels on the drawers); the others have malfunctioned considerable power in all three realms, and slight Evil. It
and the status panels are dark. However, even in their will be significant later…
non-functional state, the drawers are sealed and have B. A Jinteni man (in the drawer next to the woman) with
some ability to preserve the remains. The six operational an ornamental torc (a kind of collar) of the same metal
drawers are empty, but in 5 of the others are very decayed as her tiara, with another large opal set in the front. This
and desiccated bodies (they no longer even smell), and if is also a x4 Mantalism PP (RMSS/FRP x2 PP) enhancer
the PCs have the stomach for it, some of them have items (it will work for any Mentalism profession, including
of value. (When Atana and his people encountered this Hybrids). His hands are on his chest holding a rod of the
room and found the first body, they interpreted it as some same metal, with an opal pommel. At the other end of the
kind of burial shrine, and Atana declared that none of the rod are six forked extensions, which almost look like they
other drawers be opened for fear of angering the dead. It is would hold a 3˝ sphere. This is a Rod of Lightning Bolts.
doubtful that the PCs will have such scruples.) The bodies It has six charges per day, which can be used as six bolts,
actually come from a range of time periods, and if the PCs or the charges to multiply damage (e.g., 2 bolts at 3x hits
have the time and the analytical resources, they could find each). The spell is immediate: a charge forms in the empty
this quite educational. area of the forks then fires.
Following is a listing of what is on each body: C. A Laan male, dating from the Second Era. All of his
A. A Jinteni woman (the people today, descendants of items have decayed except a +10 magic broadsword. It has
the lost Jinteni civilization, are known as Thesians), now an additional power not obvious until swung: the wielder
just a skeleton with a few metallic fragments of a garment can adjust their critical result +/- 5 points.
clinging to her body. Her body dates from the late perod D. Laan Female, also from the Second Era. Nothing of
of the Jinteni, over 30,000 years in the past. She wears a value except for a gold necklace and ring with a ruby
tiara of an unknown silvery alloy, holding three very large setting. As basic jewelry, they would be worth perhaps
and bright opals. It is a x4 Mentalism PP (RMSS?FRP x2 100gp. But if these are taken to the right jeweler in Sel-
PP) enhancer. She has earrings of the same alloy, which kai, they could be worth twenty times that, because they
allow the wearer to sense their surroundings using sound would be recognized as ancient heirloom jewelry.
(like sonar but above the human range of hearing).
E. A Shay man, from a few hundred years ago. He was a
Unlike the rest of the clothes that are tatters, she wears
Child of Kour, his body clearly deformed. No items of
blue leather gloves that are entirely intact. They are in fact
value.
blue dragonskin with silvery alloy reinforcement. They
The examination table/console also has significant
protect the wearer from hand/wrist/forearm criticals 75%
healing powers, but learning how to operate it is beyond
of the time, and allow the wearer to make any hand strike
the PC’s capabilities. Atana and Choi have learned a few of
attacks (including martial arts) at +20 and 2x hits. Finally
its healing abilities.
in her right hand (this is not obvious because of how she
is holding it; her hand would have to be moved) she clasps 22. Door: Metal, closed.
a 3˝ diameter orb of a dark blue transparent material. Not 23. Door: Metal, closed.
only is this a master key to this complex, it is one of the 24. The Genetic Manipulation Lab: Here is where Atana

The Guild Adventurer 14


is creating his new race. There is a large console with many It is not able to zoom in close enough to see details of
glowing orb controls. In front of it are three glass tubes, individual beings however.
each four feet across and eight high, capped by a golden 28. Door: Glass, closed.
alloy dome. The tubes are divided in thirds by three vertical
29. Door: Metal, closed.
strips of the same golden alloy, which also serve as hinge
and latch: one third of the tube swings open to allow the 30. Residential Area: The dome of this chamber actually
subject to be placed inside. The manipulation recipient is rises higher than that of the Foyer; the top of the dome
put in the center tube, the donor (or, apparently, donors, is about 20 feet above-ground. In the center is a skylight,
though Atana has not tried this) are placed in the side made up of glass panels like the foyer roof, but this one
tubes. Genetic manipulation can also be conducted only covers the center fifty feet of the dome. Many of its
with just one subject in the center tube, creating other panels are broken as well. This turns out to be convenient
mutations. for the inhabitants; they can maintain a fire and the smoke
vents out through the skylight. Around the perimeter of
25. Door: Metal, closed.
this huge room are smaller living quarters. There are no
26. Door: Glass, open. facilities for food preparation, as the Jinteni had developed
27. Map Room: This large chamber has a thirty-foot a food-synthesis technology. So, the current residents
diameter table in the center, surrounded by twelve prepare food using fire in this central area. Atana, Choi, the
chairs. Around the perimeter of the room the floor rises Dossai and the remaining humanoid escapees are usually
in steps, like some sort of amphitheater gallery. On the in this area. There are a total of 8 remaining humans, 15
table is a luminous holographic projection of the entire Dossai adults (9 men and 6 women) and 6 small Dossai
island. There are simple controls by one chair that allow children.
the operator to zoom in to a certain area, rotate the view, 30a. Atana and Choi reside here.
and even trigger a sensor system that causes animal heat
30b. Anyone entering from the rest of the complex must
signatures to register as red glowing dots, in real time.

Jinteni Portal Map

The Guild Adventurer 15


come through here. Three unmated Dossoi males live 30h. Storage; would be used as a temporary prison for the
here. PCs.
30c. Three Dossoi couples and four offspring live here. 31. Door: Metal, open.
30d. Three Dossoi couples and two offspring live here. 32. Door: Metal, open.
30e. Four Human males live here: two Fighters and two 33. Door: Metal, closed.
Animists. 34. The Secret Hatch Passage. This passage leads to a
30f. Four Human males live here, all Fighters. This concealed exit half a mile away. The residents use this to
chamber accesses the hatch passage, so the residents of sneak out and gather food during the day when the Garks
this chamber are also guards. are normally asleep.
30g. Empty; connects to the complex. 35. Door: Metal, closed. The lock is like all the others,
except it will not open for Atana’s
key. It will, however, open for the
character’s Jinteni key. Even Atana
has not been able to get past the
enchanted alloy doors.
36. Door: Metal, closed. As 35.
37. The Jinteni Portal Room. In the
center of the room is a Jinteni Portal.
Covering a third of the wall opposite
the door is a map of SE Emer and all
the portals noted. The location of this
portal is indicated, with radiating
lines leading to the other portals—
and a few running off the map to the
south, west, and northwest.
Encountering the T’neki
As noted above, the T’neki
could be wandering anywhere in the
open complex, especially during the
day. If they run into the characters,
the lizards will sound the alarm by
making a loud honking (like a goose)
noise, then run. If cornered, they will
fight though, using their spit attack
mainly. The alarm will quickly bring
other T’neki, and soon after that,
Atana and the others.
Encountering Atana and
the Dossai
The PCs can choose to fight,
or surrender when the bulk of the
installation inhabitants arrive; it may
not go well either way. The GM will
need to roleplay the interactions.
If captured, the characters will be
searched, then placed in one of the
pods in the residential area under
guard. Atana will of course find the
Eyes and be intensely curious about

The Guild Adventurer 16


the Koul Portal (the Arborean escapees arrived here by boat, dangerous plants, including the Clingleaf, Dartspore, and
fleeing Drul Churk, and stumbled on this installation). He the Giant Sundew. The PCs, likely coming from a more
will recognize the Jinteni Eye and immediately want to try northerly climate, might be unprepared for these threats
it on the door he could not open. He will show the PCs native to the rainforest climate of southeastern Emer.
the genetic manipulation machine and explain what he
is doing (he has a huge ego, and cannot resist bragging Encountering the Garks
about his accomplishments. However, he will not tell It is only a matter of time before the characters are
them the whole story about the Muting; he will just say discovered and attacked by the Garks, who have been
he is creating a ‘better race of beings.’ The characters promised a reward if they bring strange humans to Tavin
might be allowed a perception roll to tell that he is being Bak alive. The jungle is the Garks’ environment and they
deceptive. And again his ego may come into play, and he know it well. Even if the PC’s kill the first few who attack,
might let slip a comment like “We’ll see how the Green others will come, and rain darts on them from above.
Dragon deals with my Dossai!” Nelu will be at his side the Encountering Tavin Bak
whole time, watching. Choi will most likely be there too, and the Arboreans
and he may make a few comments in front of the PCs that Bak’s camp is about three miles from the complex,
suggest he is not Atana’s blind follower. along the southern coast of the island. If the PC’s are
Once the PCs are being held in the residential area, captured by Bak, he will mercilessly tap their minds, or
Atana may wish to interrogate them, possibly individually. even torture them (he is a sadist) to discover what they
He is not above using severe interrogation methods to know. Of course his main goal is to capture Atana, but if
learn what he wants. he can have some ‘fun’ while he is doing it…
One advantage the PCs may have is that there are
GM Note: since simply inflicting pain would be hard to
only a dozen Arboreans total, and at least half of them
roleplay, Atana might threaten disfigurement, or using
are usually out searching for Atana. Another is that the
the machine to somehow alter the PC: remove their spell
camp is really not set up to hold prisoners because the
casting abilities, or shorten their lifespan, or alter their
Arboreans have just recently arrived. The PCs will be kept
stats. He might also threaten to use the behavioral lab
in a fairly crude stockade constructed of bamboo.
chair on them (see room 15).
A disadvantage is that the perimeter of the camp is
He will bring along a couple of the PCs under heavy guarded by Garks, who have been instructed to sound the
guard to witness him opening the door to the Jinteni alarm and capture any escaping strangers at any cost.
Portal. He will be practically drunk with excitement when And where will the characters escape to? They will
the door opens, but will appear disappointed when all have to recover their belongings from Bak’s tent so they
that he see at first is a plain platform. Then he will see the can get back the Eyes, using one to re-enter the complex
map, and begin to guess what the platform is for. He will through the dome hatch. Otherwise, they are trapped in
order that the PCs be removed from the room while he southeastern Emer…
examines it. Atani will not attempt to activate the Portal
right away; he is more cautious than that. 5.0 GOAls
Ideally, the characters should manage to find their
4.4 outside way into the Jinteni Portal room, gain some knowledge of
Should the characters decide to go out the hatch in it, but not actually use it. A dramatic scene would be for
the domed room (assuming they are not immediately them to just be discovering the map and that they hold a
attacked by the sentinel Garks), they will need to make key to a much more extensive Portal network when Atana
a successful Medium (-0) by day or Very Hard (-20) by bursts in and they are captured. Atana, egomaniac that
night maneuver to get away from the dome without the he is, will want to show the PCs the mutation lab. Then
guard Garks seeing/smelling them. But even if they escape before Atana can transform them, Nelu or Choi will free
those guards, they find themselves out in the wild jungle, them and lead them back to the Koul Portal. (They would
which is the natural habitat of those violent, aggressive refuse to take them to the Jinteni one, because they know
creatures. that the PCs don’t know how to operate it yet, and it may
Random Encounters take too much time to figure out).
These tropical islands in the Rælian Bay are home to The characters might get caught up in the conflict
any number of perils, including giant spiders, who spin between Atana and Bak, and be used as pawns. Atana, of
their almost invisible webs across paths. There are also course only wants the Jinteni Portal Key, while Bak will

The Guild Adventurer 17


have no idea of the significance of the orbs. In any case, dislike enclosed spaces, and being very superstitious, they
should the characters escape back through the Koul Portal fear that it is a place of unnamed dangers. And the T’neki
and return more than a week later, the complex will be aren’t talking. But the way to the Jinteni Portal network
abandoned, the fate of Atana and his rebel cohorts and will be open to the characters…
Dossai unknown. The Garks won’t come down here, they

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 Town  Ancient Battlefield 1. Cloud Pass 6. Merhiken 11. Lindor 16. Grotto Path
 City Paved road/Special 2. Gap of Uj 7. Rhembis 12. Breel 17. Bridgetown


3. Wranga 8. Thokantanabar 13. Kheeten 18. Tomor
Capital Dirt road 4. Crozen 9. Shanish 14. Votir 19. Jellus
 Tower/Castle/House Overgrown road 5. Sheshra-a City 10. Jenderther 15. Craeton Pass

The Guild Adventurer 18


NPC CHART: RM2/RM CLASSIC
THE FORMER ARBOREANS
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Bressin Atana 9 68 1(45) N N 66qs 49longbow 10
Age:?? (Appears about 25); Sex: M; Ht/Wt: 6´7˝/180; Hair/Eyes/Build/Cmplxion: short brn wavy/hazel/slender /light brn; Dmnr: egotistical/
paranoid; Race: Dyar Elf/Kinsai; Profession: Animist; Skills: Amb±2; Climb45; DirSp: +25 Shockbolt;; Perc52; Ride30; S&H55; Swim30;
Track30. Secondary Skills: Act15; Admin20; Animal35; Anthp20; BscMath20; Camo40; Cav35; Chem10; Cook20; Craft5; Disguis20; 1stAid30;
Fletch40; Forage50; HerbLr57; Ldrshp20; Medit5; Navig15; PoisonLr20; PwrPercep10; Sail20; Surveil18; WeathWatch35. Stats: St 75; Qu 96;
Em 75; In 95; Pr 80; Ag 91; Co 82; Me 85; Re 77; SD 65; Ap 92. Spells: Animist Base: Nature’s Movement (10); Open Cleric: Barrier Law (10),
Concussion’s Way (10), Light’s Way (10) Closed Channeling: Calm Spirits (5). PP: (9x2x3=) 54. Items: Belt: x3 PP to Channeling spells (works
only for Animists) and +20 to DB; +15 Quarterstaff, will cast Tree Door 2000´ once per day; +10 longbow; Surcoat +10 to DB.
Nelu 7 89 3(35) N N 91falchion 55 blowgun¥ 25
Age: 45; Sex:M; Ht/Wt: 5´9˝/145; Hair/Eyes/Build: Black/yellow-slitted/sinewy; Dmnr: Wary; Race: Laan (altered to Dossoi); Profession:
Fighter; Skills: Amb±5; Climb50; Perc70; PickLock15; S&H35; Swim15; Track45. Secondary Skills: Acrob40; AdrMv (leaping) 50; Camo48;
Cav56; Contort45; Cook10; Navig20; PoisonLr42; Subdu28; Surveil20; Tumbl20; WeathWatch42. Stats: St 85; Qu 100; Em 89; In 67; Pr 45; Ag
99; Co 80; Me 60; Re 55; SD 40; Ap 30. Items: Blowgun, 10 poison darts; Bladed club strikes as Falchion.
Ketak-li-Choi 10 99 4(35) Y* N 41da Firebolt+45 0
Age: 98; Sex: M; Ht/Wt: 5´7˝/135; Hair/Eyes/Build: Black-gray/Brown/Slim; Dmnr: Reserved; Race: Y’nar; Profession: Mystic; Skills: Amb±3;
Climb10; Perc72; PickLock65; Ride20; Rune30; S&H35; S&W40; Swim20. Secondary Skills: Act45; Admin30; Appr15; Arch30; Astro42;
Attun28; Craft30; Diplom65; 1stAid30; Flying40; Medit30; PwrPercep65; StarG20; Stra&Tac15; Surveil10. Stats: St 55; Qu 80; Em 98; In 67;
Pr 99; Ag 75; Co 68; Me 73; Re 91; SD 79; Ap 69. Spells: Mystic Base: Gas Alteration (10), Liquid Alteration (10), Hiding (10); Open Mentalist:
Attack Avoidance (10); Closed Essence: Lofty Bridge (10). PP: (10x3x2)=60. Items: Cloak of Invisibility, 1x per day; Ring, X3 spells any
Mentalist or Mentalist hybrid profession; Bracelet, with three small gems: each when removed can be thrown to become the center of a Stun
Cloud 20´ radius, (Magician Base Wind Law) the difference being that there is no delay in creating the cloud; the effect is instantaneous.
Those not stunned by the first strike may attempt to escape the radius. The cloud will expand and deform to take up the same volume if set
off in confined areas, except it will not backfire towards the caster. (Choi obviously only uses this as a last resort since he has limited uses; he
may use it to help the PCs escape).
ADDITIONAL FORMER ARBOREANS
Name (number) Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Fighters (6) 6 70 1(35) Y N 65bs 30da 10
Animists (2) 5 35 1(25) N N 45qs Spells 5
ADDITIONAL DOSSOI
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Males (9) 5 45 3(30) N N 40 Fal — 30
Females (6) 4 25 3(20) N N 25 MedCL — 15
Offspring 1 15 3(15) N N 20 SmCL — 0
THE ARBOREANS
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Tavin Bak 13 80 13 (20) Y* N 45wp** 75 Shock Bolt 10
Age: ; Sex: M; Ht/Wt: 6´8˝/180; Hair/Eyes/Build: Black/grey/muscular; Dmnr: Cold, determined; Race: Dyar Elf; Profession: Evil Mentalist;
Skills: Amb±5; Climb20; DirSp Shock Bolt 75; Perc50; S&H40; S&W40; Swim25; Track10. Secondary Skills: Act32; Admin5; Astro15; Attun30;
CirclLr27; DemnLr45; Flying50; LocScrt40; PoisonLr37; PwrPercep62; SenseRealWp35; Surveil35. Stats: St 79; Qu 88; Em 40; In 77; Pr 100;
Ag 96; Co 80; Me 90; Re 89; SD 60; Ap 91. Spells: Evil Mentalist Base: Mind Domination (10); Mentalist Base: Presence (10), Mind Attack
(10); Open Mentalist: Attack Avoidance (10), Cloaking (10), Closed Mentalism: Movement (10), Mind’s Door (20). PP: (3x13x 4=) 156. Items:
Headband of x4 Mentalism spells and protecting as a full helm. Diamond ring, doubles hits on Shock Bolt or Lightning Bolt spells 4x per day.
Special laminated bamboo armor, protects as AT 13 but does not encumber. Staff of Sight Merge 20 Miles (Seer Sense through Others list);
Nicholas, note in the text this is called ‘Animal Merge’ and is incorrect!

The Guild Adventurer 19


Brin Chebora 8 145 13 (55) N A 137wp**/MA 80LgStg**/90lb 50
Age: 30; Sex: M; Ht/Wt: 7´1˝/250; Hair/Eyes/Build: Blond/Blue/Muscular; Dmnr: Surly; Race: Talath; Profession: Warrior Monk; Skills:
Amb±8; Climb50; M/A St 40R4; M/A SwT 50R2; Perc60; Ride35; S&H40; Swim25. Secondary Skills: Acrob20; Brawl20; Camo25; Contort18;
Cook5; DetTrap12; Diving15; 1stAid20; Fletch5; Forage10; Ldrshp15; Seduct20; Subdu38; Surveil20. Stats: St 97; Qu 98; Em 56; In 79; Pr 80;
Ag 95; Co 90; Me 35; Re 50; SD 65; Ap 82. Items: Special laminated bamboo armor, protects as AT 13 but does not encumber. Bracers (large
copper-colored metal armbands), +10 to frontal defense. Boots of Limbrunning 15 minutes once per day.
ADDITIONAL ARBOREANS
Name (number) Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Fighters (7) 6 70 13 (10) Y N 75wp** 40LGStg** 10
Animists (3) 5 35 1(25) N N 45wp Spells 5
Magician (1) 5 35 1(55)* Y* N 35wp Spells 5
* May include spells.
**Arborean whips: Living vines with thorny barbs. Strike as a +10 whip, 12´ range, does an additional Slash critical one level below any crit
rolled on table (use same roll). Can also be used as a missile weapon: When snapped, it will release 1-3 six-inch thorns, up to 50´ range w/o
penalty. Roll on the Large Stinger attack table, doubling hits to represent multiple strikes. The thorn strike can be used 3x a day; they regrow
overnight.

RM2/RM Classic BEASTS & MONSTERS CHART


Type Lvl Base Max Pace/ Speed Size/ Hits AT Attacks
Rate MM Bonus MS/AQ Crit (DB)
T’NEKI
Lesser (4) 3 40 Spt/20 VF/FA M/— 20 3(30) 30SBi100/Special (spit)
Greater (4) 5 40 Spt/20 VF/FA M/— 25 3(30) 40SBi100/Special (spit)
CONSTRUCTS
In complex (2) 15H 50 Spt/0 MD/MD M/LA# 150G 16(20) 100Lba/70LGr/100LCr
JUNGLE GARKS
Lesser 2B 60 DASH/15 MD/MD M/— 50F 3(20s) 40fal/30blowgun¥ /30SGr (tail)
Greater 4B 60 DASH/15 MD/MD M/— 60F 3(25s) 50fal/40blowgun ¥ /35SGr (tail)
OTHER OUTDOOR THREATS
Lesser Spider 4C 60 Fspt/30 MF/FA S/— 40D 3(35) 20SPi/40SSt/poison§/special
Bite accompanied by a 2nd lvl muscle poison (variability B) or a 3rd lvl reduction poison (variability A); arboreal; string nearly-invisible webs
across Gark and animal paths. 1.5–2.5´
Greater Spider 9F 80 Spt/20 MF/FA M/I 170F 4(50) 80LPi/75LSt/poison§/special
Bite accompanied by a 4nd lvl muscle poison (variability B) or a 6rd lvl reduction poison (variability A); arboreal; string nearly-invisible webs
across Gark and animal paths. 4–8´
Great Boa Constr 6E 30 Run/0 VS/MD L/I 110F 4(10) 80MBi30/80LGr70/120LGr†
Lurk in trees waiting to drop on unwary target, or in heavy foliage ready to coil around victim. 15–25´ in length. Larger ones can swallow a
man if he is unconscious.
* = Special; see text. § = If the attack on the left has attained a non-Tiny critical, this attack will occur in the same round of combat after the
attack which obtained that critical. † = If the attack on the left has attained a non-Tiny critical, this attack will occur in the next round of
combat after the attack which obtained that critical. ‡ = Special movement; see text (Shadow World
Atlas or Creatures & Treasures). # = Stun Result and Hits/Rnd do not affect the creature. ¥ Jungle Gark Blowguns strike on the Large Stinger
attack table; critical indicates that the Gark poison was also delivered. Target must make a Co RR vs 5th level or suffer an additional 2-20 hits.
Failure by more than 100 means paralysis for 1-10 hours.

The Guild Adventurer 20


NPC Chart: RMSS/FRP

The Arboreans
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Tavin Bak 13 79 13 (24) N N 34wp** 27 Shortbow 10
Age: ?; Sex: M; Ht/Wt: 6´8˝/180; Hair/Eyes/Build: Black/grey/muscular; Dmnr: Cold, determined; Race: Dyar Elf; Profession: Evil
Mentalist; Directed Spells: Shock Bolt (74). Skills: Act/Vent20, Alert10, Attune/Runes60, Basic_Math50, Bribery/Pub_Speak63, Heraldry/
Philosphy54, Lore_Circle/Lore_Spell/Lore_Ward60, Lore_Culture/Region45, Lore_Demon45, Meditation/Dreamworld_Control29, Observe/
lie_Percept26, Psychology35, Reality_Awareness17, Religion51, Scribing17, Seduction78, Spell_Conc47, SpellTrick/SpellArt48, Star_Gaze9,
Swim20. Stats: St‑79; Qu‑88; Em‑40; In‑77; Pr‑100; Ag‑96; Co‑80; Me‑90; Re‑89; SD‑60; Ap‑91. Spells: Evil Mentalist Base: Mind Death
(10), Mind Disease (9), Mind Domination (10), Mind Erosion (13), Mind Subversion (14); Mentalist Base: Mind Attack (15), Mind Control
(13), Mind Merge (13), Presence (10), Sense Control (10); Open Mentalism: Attack Avoidance (10), Brilliance (6), Cloaking (10); Closed
Mentalism: Movement (12), Mind’s Door (12). PP: (94*3)=282. Items: Headband of x4 Mentalism spells (x3 RMSS) and protecting as a
full helm. Diamond ring, doubles hits on Shock Bolt or Lightning Bolt spells 4x per day. Special laminated bamboo armor, protects as AT 13
but does not encumber. Staff of Sight Merge 20 Miles (Seer Sense through Others list)
Brin Chebora 8 123 13(31)* N A 64wp** 37LgStg**/62lb 50
Age: 30; Sex: M; Ht/Wt: 7´1˝/250; Hair/Eyes/Build: Blond/Blue/Muscular; Dmnr: Surly; Race: Talath; Profession: Warrior
Monk; Combat: Barbed Whip(64), Barbed Whip_th(37), Quarterstaff(44), Short Bow(32), MAStrike(125), MASweep(118); Combat
Styles (Apply AD bonus of 50 to DB): Iron Fist (95), Weaving Cobra (87). Skills: Acrobatics(65), AdrenalBal(65), AdrenalDef(50),
AdrenalLeap(65), Alert(19), Chi_LeapingStrike(67), Climb (51), Contort(45) Detect Trap/Detect Lie/Observe/Surveil(29), DisarmFoe(62),
FirstAid(15), Forage(26), HideItem(12), Hunting(29), Interrogate/Lead(26), Jumping(31), Lore_Culture(24), Lore_MAStyle(39), Lore_
Region(21), Lore_VitalPoints(25), Lore_WpnStyle(33), Meditate(59), Painting/Poetry(22), Philosophy/Religion(21), Poetic Improv/Tale
Telling(22), PrepHerbs(12), PubSpeak(46), Scaling(33), Stalk/Hide(32), Swim(31), Tumble(39), UseHerbs(15), WeatherWatch(26). Stats:
St‑97; Qu‑98; Em‑56; In‑79; Pr‑80; Ag‑95; Co‑90; Me‑35; Re‑50; SD‑90; Ap‑82. Items: Special laminated bamboo armor, protects as AT 13 but
does not encumber. Bracers (large copper-colored metal armbands), +10 to frontal defense. Boots of Limbrunning 15 minutes once per day.
Notes: Changramai Iron Fist Style (Advanced) – Rtg4 MA Stk, Rtg3 MA Swp; allows use of “Greater Adrenal Defense”; integrates the Leaping
Strike Chi Power; allows for the use of Adrenal Leaping and Adrenal balance as part of the combat Style; Integrates the Barbed Whip as a Kata
weapon.Notes: Changramai Weaving Cobra Style (Normal)– Rtg3 MA Stk, Rtg4 MA Swp; allows use of “Greater Adrenal Defense”; allows use
of DisarmFoe as part of style; Integrates the Quarterstaff as a Kata Weapon
Additional Arboreans
Name (number) Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Fighters (7) 6 75 13(20) Y N 75wp** 40LGStg** 10
Animists (3) 5 29 1(10) N N 40wp Spells 5
Magician (1) 5 26 1(10) N N 30wp Spells 5
The Animists & Mage should be assumed to have all 6 base lists to level, and 1 open list to level, with 40 DP to spend
¥ Jungle Gark Blowguns strike on the Large Stinger attack table; critical indicates that the Gark poison was also delivered. Target must make a
Co RR vs 5th level or suffer an additional 2-20 hits. Failure by more than 100 means paralysis for 1-10 hours.

The Guild Adventurer 21


The Former Arborean leader
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Bressin Atana 9 71 1(66) N N 51 qs 48 longbow 10
Age:?? (Appears about 25); Sex: M; Ht/Wt: 6´7˝/180; Hair/Eyes/Build/Cmplxion: short brn wavy/hazel/slender /light brn;
Dmnr: egotistical/paranoid; Race: Dyar Elf/Kinsai; Profession: Animist; Directed Spells: Shock bolt: +29 Skills: Act28, Admin20,
Alert20, Alchemy/Anthropology/Biochemistry15, Amb±2, Animal Handling/Healing60, Attune/Runes51, Camouflage21, Cave60, Climb36,
Cook48, Diagnostics/Second Aid20, Direction Sense19, First Aid34, Hunting75, Forage105, Lore_Corpus49, Lore_Fauna52, Lore_Flora52,
Lore_Herb96, Lore_Poison70, Lore_Region49, Observe39, PrepHerb70, PrepPoison50, Public_Speak50, Religion52, Ride60, Sailing21, Stalk/
Hide45, Surveil36, Swim25, Tracking/Read Tracks45, Trapping/Skinning/Fletching18, UseHerb54, UsePoison51. Stats: St‑75; Qu‑96; Em‑75;
In‑95; Pr‑80; Ag‑91; Co‑82; Me‑85; Re‑77; SD‑65; Ap‑92. Spells: Animist Base: Animal Mastery, Herb Mastery, Nature’s Movement/Senses,
Nature’s Protection (10); Nature’s Lore: (9) Open Cleric: Barrier Law (10), Concussion’s Way (10), Light’s Way (10) Closed Channeling: Calm
Spirits (5). PP: 132 (66x2). Items: Belt: x3 PP to Channeling spells (works only for Animists; x2 multiplier for RMSS/FRP) and +20 to DB;
+15 Quarterstaff, will cast Tree Door 2000´ once per day; +10 longbow; Surcoat +10 to DB. Note: Bressin is a natural Herbalist, and gains a
+30 to Foraging, Herb/Poison Lore, Preparation and Usage.
The Former Arboreans
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Nelu 7 97 3(30) N N 91falchion 65 blowgun¥ 25
Age: 45; Sex:M; Ht/Wt: 5´9˝/145; Hair/Eyes/Build: Black/yellow-slitted/sinewy; Dmnr: Wary; Race: Laan (altered to Dossoi);
Profession: Fighter; Combat: Bladed Club(91), Blow Gun(65), Boxing(29), Brawl(47), Broadsword(61), Dagger_TH(63), Spear_2H(61),
Spear_TH/Javelin(66), Spit_Poison(52). Skills: Adrenal_Leap36, Alert6, Ambush±5, Animal_Handling/Healing26, Appraise5, Boat_Pilot35,
Camouflage/Disguise29; Carto10, Caving20, Climb45, Cook/Draft/Trap16, Contort39, First_Aid30, Forage/Hunt17, Jump35, Leadership21,
Lore_Poison15, Mil_Org5, Navigation30, Observe/Surveil14, Orient27, Rope_Mstry41, Row59, Subdue56, Swim57, Tumble39, Sailing70, Set/
Build_Traps29, Stalk/Hide31, Survive(Sea)17, Survive(Jungle)26, Star_Gaze40, Weather_Watch37. PP: 6; Spells: Traveller’s Ways (5). Stats:
St‑85; Qu‑100; Em‑89; In‑67; Pr‑45; Ag‑99; Co‑80; Me‑60; Re‑55; SD‑40; Ap‑30. Items: Blowgun, 10 poison darts; Bladed club (strikes as
Falchion).
Ketak-li-Choi 10 26 4(34) Y* N Dagger 26 Short Bow 11 0
Age: 98; Sex: M; Ht/Wt: 5´7˝/135; Hair/Eyes/Build: Black-gray/Brown/Slim; Dmnr: Reserved; Race: Y’nar; Profession: Mystic;
Directed Spells: Water Bolt: +46; Fire Bolt: +31. Skills: Act/Mimic/Storytell/Vent35, Alert16, Attune/Runes 60, Basic_Math 35, Begging24,
Climb12, Contacting 45, Diplomacy56, Duping/Propaganda/Seduce65, Gambling30, Lead/PubSpk50, LieDetect46, Lore_Culture/Region22,
Lore_Artifact/Glyph 24, Lore_Spell 30, Observe43, Philospohy/Religion 19, PoisonDetect43, Research 29, Ride Horse 25, Sculpt28, Scribe12,
Scrounge 42, Stalk/Hide53, Star_Gaze 15, Swim14. Stats: St‑55; Qu‑80; Em‑98; In‑67; Pr‑99; Ag‑75; Co‑68; Me‑73; Re‑91; SD‑79; Ap‑69. PP:
(68x2)=136 Spells: Mystic Base: Confusing Ways(10), Gas Alteration(10), Hiding(10), Liquid Alteration(10); Open Mentalism: Attack
Avoidance (10); Open Essence: Lesser Illusions (9); Closed Essence: Lofty Bridge (10). Items: Cloak of Invisibility, 1x per day; Ring, x3
spells any Mentalist or Mentalist hybrid profession (RMSS x2); Bracelet, with three small gems: each when removed can be thrown to become
the center of a Stun Cloud 20´ radius, (Magician Base Wind Law) the difference being that there is no delay in creating the cloud; the effect
is instantaneous. Those not stunned by the first strike may attempt to escape the radius. The cloud will expand and deform to take up the
same volume if set off in confined areas, except it will not backfire towards the caster. (Choi obviously only uses this as a last resort since he
has limited uses; he may use it to help the PCs escape). Note: Ketak-Li-Choi has phenomenal Internal Reserves, and gains +3/rank to his
concussion hits.
Additional Former Arboreans
Name (number) Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Fighters (6) 6 85 1(35) Y N 75bs 45da 10
Animists (2) 5 29 1(10) N N 40qs Spells 5
The Animists should be assumed to have all 6 base lists to level, and 1 open list to level, with 40 DP to spend
Additional Dossoi
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Males (9) 5 45 3(30) N N 56 Fal 49da 30
Females (6) 4 25 3(20) N N 45 MedCL 33ro 15
Offspring 1 15 3(15) N N 25 SmCL 11ro 0

The Guild Adventurer 22


Eyes of Stone: RMSS Monsters & Beasts Statistics
Type Lvl MS/AQ Base Move Max Pace Size/ Hits AT Attacks Notes
MM Bonus Crit (DB)
T’Neki
Lesser (4) 3 VF/FA 40/20 Spt M/M 20 3(30) 30SBi100/Special (spit) Timid
Greater (4) 5 VF/FA 40/20 Spt M/M 25 3(30) 40SBi100/Special (spit) Timid
Constructs
In complex (2) 15 MD/MD Spt M/LA# 150 16(20) 100Lba/70LGr/100LCr
Jungle Garks
Lesser 2 MD/MD 60/15 Dash M/M 50 3(20s) 40fal/30blowgun¥ /30SGr (tail)
Greater 4 MD/MD 60/15 Dash M/M 60 3(25s) 50fal/40blowgun ¥ /35SGr (tail)
Other Outdoor Threats
Lssr Spider (4-8) 4 MF/FA 60/30 FSpt S/M 40 3(35) 20SPi/40SSt/poison§/special Hungry
Note: Bite accompanied by a 2nd lvl muscle poison (variability B) or a 3rd lvl reduction poison (variability A); arboreal; string nearly-invisible
webs across Gark and animal paths. 1.5–2.5´
Grtr Spider (2-4) 9 MF/FA 80/20 Spt M/I 170 4(50) 80LPi/75LSt/poison§/special Hungry
Note: Bite accompanied by a 4nd lvl muscle poison (variability B) or a 6rd lvl reduction poison (variability A); arboreal; string nearly-invisible
webs across Gark and animal paths. 4–8´
Giant Boa Const 6 VS/MD 30/0 Run L/I 110 4(10) 80MBi30/80LGr70/120LGr† Aggress.
ote: Lurk in trees waiting to drop on unwary target, or in heavy foliage ready to coil around victim. 15–25´ in length. Larger ones can swallow
N
a man if he is unconscious.

The Guild Adventurer 23


Keep of the damned By Ward Miller

that you can place the scenario in a time of your choosing.


Introduction As this scenario is being presented for three different
Keep of the Damned is a scenario for RMC, game systems, statistics for encountered creatures can be
found in the appendices. (Treasures for the encounters
RMSS/FRP, and HARP by Ward Miller (aka will be covered in the creature entry as well.)
‘dutch206’)
Default Elements
History Using either the Delver profession in RM Companion
I or the rules in Castles and Ruins, Caldwell Keep has been
Three centuries ago, this place was known as Caldwell
Keep. It was built during a lengthy series of border wars enchanted. It resists the passage of time and the elements
between two realms that no longer exist. The Margrave to such an extent that the structure of the keep looks
of Caldwell Keep, Lord Gareth Montfort, was widely much as it did three centuries ago. It is also warded so that
considered to be a strong and fair ruler. Unfortunately, as transport spells such as ‘Long Door’ or ‘Teleport’ will not
time went on, it became increasingly clear that his realm work when crossing the outer walls of the keep (in either
was on the losing side of the conflict. A huge force besieged direction). The walls, floors, ceilings and doors inside the
Caldwell Keep one fine spring morning three centuries keep, as well as any exposed stonework of the exterior will
ago, and Lord Gareth knew the end was near. all radiate Essence magic if a detect spell is cast on them.
However, Gareth had sworn an oath to defend his The walls and floors of the keep are composed of
realm “by all means necessary”. The fact that the kingdom limestone. Interior walls are dressed with a layer of
he swore to protect was on the verge of total collapse did decorative stones, and the floors are covered in flagstones.
not matter. What mattered was the oath he had sworn Interior walls are one foot thick and block the transmission
before the gods and his King. When a battering ram of sound, odor and light. Enchanted lanterns light interior
pounded the doors of the keep open, the bloodbath began. chambers and passageways. While magic protects the
All the soldiers were killed to the last man, including Lord structure from aging, the same does not hold true for
Gareth. As he lay dying in a pool of his own blood, Gareth the interior furnishings. Cloth has rotted away, wood
looked up at the enemy warrior who had run him through, has turned to dust, and metal has become corroded. The
and spoke his death curse. exceptions to this rule are doorways and traps, which
are considered parts of the structure for purposes of the
“By my soul, I will see you in the Void before you benefit enchantment.
from this day’s work.” Caldwell Keep is built over a Nexus Point/Earthnode
Maleskari, the Demon Lord of Undeath, heard this with a one-mile radius. The effect that this will have on
cry in his far-off realm. He granted Gareth’s dying wish spell-using characters varies by game system. If you do
by making the nobleman a Skeleton King and his soldiers not use arcane magic in your campaign, please disregard
into skeletons. Long ago, Lord Gareth lost his sanity. Now, this designation.
all that remains is the knowledge that no person living Secret Doors: Several secret doorways are marked on
shall invade this castle and survive. the map by a white box and the symbol ‘S’. It takes a
Very Hard Perception/Locate Secret Opening maneuver
Use of this Scenario to spot these doorways, due to the fact that they were
‘Keep of the Damned’ can be used either as a one-off created by master stonemasons. Anyone familiar with
adventure, or as the conclusion of a campaign of your the history of the region will suspect these secret passages
own design. The scenario refers to no location outside of exist, but this knowledge will not help them locate the
the castle grounds so it may be placed into any setting. passages.
Likewise, the history has been left intentionally vague so

The Guild Adventurer 24


Empty Chambers: for purposes of this adventure, Maps: All maps in this scenario are at the scale of one
‘empty’ means “devoid of items important to this square equals 5 feet (or 1.524 meters).
scenario”. Such chambers can (and probably should) Repulsions Spells: The problem with creating a ‘haunted
contain various bits and pieces of material associated castle’ scenario in Rolemaster is the “Repulsions” spell
with everyday life in a keep. Dust and cobwebs cover list. The rule I would suggest using is as follows:
everything in these chambers. They are inhabited by • Created Undead are repelled as their “type” (i.e. the type
rodents, insects, bats, and other non-combatants. When II “Walkers” should count as 2 points each.)
describing these chambers, make sure to play up the sense
• Other undead are repelled as their creature level. (i.e.
of age, decay, and tragic loss. Add sound details such as
the Skeletal Soldiers should count as 5 points each, the
creaks, groans, tapping in the walls, and footsteps if you
Skeletal Lords 8 points each, and Lord Garath 10 points.)
want to creep out your players. (In all likelihood, the
footsteps are echoes of their own movement, and their • If you do not wish to make such a change to an ongoing
weight is likewise the cause of creaks and groans….but campaign, then you can justify the above for just this
don’t tell the players.) scenario by saying the strong magic of the keep itself,
and the strong tie these undead have to it, make them
Special note regarding undead: harder to affect with Repulsions.
Please remember that Undead regenerate between Exterior of the Keep
encounters unless special precautions are taken. Steps From the outside, the keep has almost been consumed
must be taken to ensure that Lord Gareth and his soldiers by nature over three centuries, the exterior walls and
go to their final rest at long last. If you grant experience outbuildings are low mounds or ridges of rubble, covered
points in the form of story awards, failure to ensure Lord in vegetation. The main keep itself has been kept intact
Gareth’s final departure from this realm means that the by magic, but this has not prevented dirt, vines and brush
threat presented in this scenario isn’t really at an end. from accumulating over the exterior, causing the whole
(RM2/Classic, RMSS/FRP and HARP have similar rules to mostly look like a low mound with steep sides and a
in their systems.) flattish top.

The Guild Adventurer 25


The Guild Adventurer 26
The tower in the northwest corner (See area 12 below) Area Six: Ruins of the Great Library
is blatantly manmade, standing thirty feet above the What remains of the great library is a bunch of
brushy top of the “mound”. The magic maintaining the nothing. Worms have eaten the books, and the shelves
keep holds the fine, closely fitted stonework so tight and have crumbled to dust. However, the Head Librarian is
smooth even the vines and creepers cannot grow up it. It still at work protecting his domain. (1 Minor Specter)
is a Very Hard maneuver to climb the tower. The turret at
the top is pierced every foot by two inch wide by three- Area Seven: The Bathing Chamber
foot tall arrow slits. (Any damage sufficient to break a The bathing chamber is home to five more walkers, the
human sized hole in the walls or roof of the tower will remains of the bath serving staff. In undeath, they dimly
cause it to collapse.) recall that their job had something to do with getting
The broken double doors on the south side of the keep people in the water. Therefore, they attempt to knock
are curiously clear, the vegetation around the doorway is people into the pool and hold them underwater until they
withered and dead anywhere it comes within two feet of drown. The pool retains its filtration enchantment, so the
the doorway. water remains sparkling clean.

Area One: The Entry Hall Area Eight: Garrison Squad Bays
Tattered rags flutter on the walls, the remains of what Of these four rooms, only the north-western one
must have been pennants at one time. The Entry Hall is still contains soldiers. They are listed in the appendix as
unoccupied at this time. The double doors at the south “Skeletons C”. The bunks, chests, and other possessions of
end of the hallway are the entrance point for the keep. The the soldiers stationed here rotted away long ago.
doors are reinforced oak six inches in thickness, and they Area Nine: The Approach
show obvious signs of having been battered open. Please This area was designed to impress people with the
note that while this area is unoccupied, any significant power and majesty of the keep’s owner. The double doors
noise here will alert the guards in area three. at the north and south ends are all ornately carved solid
Area Two: Guest Suites oak. Should someone decide to detach the doors from
Located in the large room at the south end of the their fittings, they immediately lose their enchantment
hallway are several skeleton guards. (They are referred to and revert to their true age. (I.e. they will turn to dust in
in the appendix as “Skeletons A”). They are guarding the about ten seconds). This area is unoccupied.
secret doorway, which oddly enough leads to nothing of Area Ten: The Waiting Room
import. (In life, this was not the case. The chambers in the This area was the waiting room for people who had
secret passage were cells for important political prisoners.) business with Lord Gareth. It is currently being guarded
Area Three: Main Thoroughfare by several skeletons. These skeletons are listed in the
Guarding the double doors at the north end of appendix as “Lord B” and “Skeletons D”. Their mission is
this hallway are several skeletons. In the appendix, they to make sure that nobody disturbs their master for any
are referred to as “Lord A” and “Skeletons B”. Their sole reason.
mission in life: “None shall pass!” Area Eleven: The Guard Chambers
Area Four: Kitchens and the Festival Hall Allowing easy access to chambers 9, 10, and 12, these
The remnants of the serving staff have been animated two chambers once contained on-duty guards. Their
here in the form of five walkers. (Created Undead). Walkers job was to patrol the passages and respond to any cries
are smart enough to open doors, navigate stairways and for help from the great hall. The chambers are currently
climb ladders. unoccupied.

Area Five: Secret Room Area Twelve: Lord Gareth’s Great Hall
At one time, this chamber served as an armory for Lord Gareth sits on a large stone throne at the north
the troops stationed in the keep. While the weapons and end of this large chamber. The amulet listed in his treasure
armor have been corroded by the passage of time, their is currently around his neck. His first action when the
stalwart guardian remains behind. A Lesser Construct is double doors from area 11 open will be to activate the
guarding this now-empty chamber, which is essentially an spell in this amulet. Lord Gareth will be incensed that
animated suit of plate mail. people have entered his keep again. He will fight to the
death (again) to make sure the intruders leave.
This room contains two secret doors as exits. The one

The Guild Adventurer 27


in the north wall leads to area 14 and to a staircase. This
staircase leads to a tunnel, which comes out a half-mile
Appendix One: Rolemaster
east of the keep. The secret door in the west wall leads Classic statistics for
to a stairwell and a hidden hallway. The stairs lead up to encounters
the tower and a commanding view of the countryside.
The hallway goes down the western side of the map and Lord Gareth (Skeleton Sovereign)
eventually goes off the edge. This can lead to a collapsed Level: 10; Base Rate 45’; Mn Bonus +20; Crits: LA#; Hits:
passage, another hidden exit from the keep, or serve as an 150; AT 1; DB +70*
expansion point for the scenario. +90 Broadsword [Cold]/Spells/special. Outlook:
Area Thirteen: The Conference Hall Domineering; IQ: HI.
Lord Gareth met with his staff and officers in this Innate Abilities:
chamber. It once contained a large oak table and two -Undead Regeneration (See Creatures and Treasures for
dozen ornately carved chairs, but these turned to dust details).
long ago. The chamber is unoccupied. -Drains 3 CO points per round after 3 rounds in a 10’R;
Area Fourteen: The Treasury RR (-10).
-Unaffected by puncture criticals.
Secret Entrance Arrow Trap: Hard to detect, Very Hard
-Innate Caster: Physical Erosion (Ess), and all Evil Cleric
to disarm. Effect: +25 Composite Bow attack (HARP:
lists to 10th level. (The “Necromancy” list is the source
Shortbow) on anyone standing in front of the doorway
of the Created Undead, which are encountered in the
on the round in which the door opens.
castle.)
This chamber contains the treasure listed in the Treasure: located in area 14, the trapped secret treasury.
appendix under Lord Gareth’s description (except for the Money: 5000 cp, 150 gp
amulet, which is around his neck). Also, the remains of Items: Amulet of Heat Resistance: Daily III “Resist
armor stands and weapon racks can be seen in this room. Heat” (Essence). Rod of the Montforts: +1 Channeling
(The room was also a secret armory in case the guards spell adder; 25 charges “Airwall” (Channeling).
needed extra equipment.)
Skeleton Lords (A and B)
Area Fifteen: The Storerooms Level: 8; Base Rate 90’; Mn Bonus +10; Crits: II#; Hits:
In his last moments of life, the steward tried valiantly 135; AT 1; DB +70*
to prevent the keep’s stores from falling into enemy hands. +95 Broadsword (50%) or +50 Large Bash [Cold] (50%)/
He failed in this task, but plays out the final minutes of spells/special. Outlook: Domineering; IQ: AVG.
his life over and over again. The Steward will look upon
Innate Abilities:
anyone entering the storerooms as members of the enemy
army he hated in life. That being the case, he will be -Undead Regeneration (See Creatures and Treasures for
generally belligerent and hostile to any living being in this details).
area. The only way to sever the steward’s tie to the keep is -Drains 3 CO points per round after 3 rounds in a 10’R;
to kill him with a magical or holy weapon. Doing so will RR (-10).
allow him to cross over at last. -Unaffected by puncture criticals.
Area Sixteen: the Steward’s Suite -Innate Caster: Physical Erosion (Ess) to 8th level.
Once the suite of Lord Gareth’s Steward, this chamber Treasure: Lord A
is now unoccupied and its furnishings have rotted away. Money: 150 sp, 60 gp
Areas Seventeen and Eighteen: The Master Suite Items: none
In life, this was where Lord Gareth and his Lady wife Treasure: Lord B
resided. She has moved on to the afterlife, and he no longer Money: 250 sp, 100 gp
has need of rest. This room is currently unoccupied and Items: none
the furnishings are rotted away.

The Guild Adventurer 28


Greater Skeletons Head Librarian (Minor Specter)
(Four groups of five each, Skeletons A, B, C, and D) Level: 5; Base Rate: 100’; Mn Bonus +40; Crits: II#; Hits:
150; AT 1; DB +100*
Level: 5; Base Rate80’; Mn Bonus: +10; Crits: I#; Hits: 100; +40 Shock Bolt/Special. Outlook: Playful; IQ: Inferior.
AT 1; DB +30* Innate Abilities:
+50 Broadsword (50%) or +50 Medium Bash (50%)/ -Undead Regeneration (See Creatures and Treasures for
special. Outlook: Berserk; IQ: None. details).
Innate Abilities: -Fear 100’R (Constant).
-Undead Regeneration (See Creatures and Treasures for -Touch drains 10 CON points per round; RR (-20)
details). -Incorporeal (See Creatures and Treasures for details).
-Drains 3 CO points per round after 3 rounds in a 10’R; Treasure: Located in the room just west of Area Six. (The
RR (-10). small room off the library).
-Unaffected by puncture criticals. Money: 150 sp
Treasure: (per group of 5) Items: none
Treasure: Skeletons A
Money: 100 cp, 60sp
Lesser Construct
Items: 1 skeleton has a mace +15 (magic); 50% light. Level 3; Base Move 60’; Mn Bonus 0; Crits: I#; Hits 150;
AT-20; DB 0
Treasure: Skeletons B
Money: 100 cp +60 Broadsword (2x); +50 Light Crossbow (mounted
Items: 1 Potion of Heat Resistance (Mentalism) on construct – useless in melee combat). Outlook:
Protective; IQ: None.
Treasure: Skeletons C
Money: 800 cp The Construct has no treasure.
Items: none The Steward’s Ghost (Lesser)
Treasure: Skeletons D Level: 7; Base Move 100’; Mn Bonus +20; Crits: LA#; AT-1,
Money: 1000 cp DB: +30*
Items: none +6 Medium Bash/+50 Club/ special (4 Con per round in a
Created Undead (II) “Walkers” 10’r). Outlook: Belligerent; IQ: Average.
Innate Abilities:
(Two groups of five each, Walkers A and B)
-Undead Regeneration (See Creatures and Treasures for
Level: 3; Base Rate 50’; Mn Bonus 0; Crits: I#; Hits: 50; AT: details).
1; DB +20 -Non-Corporeal.
+40 Medium Bash (60%) or +45 Mace (40%)/special. Treasure: No items, 10 gp.
Outlook: Berserk; IQ: NONE.
Innate Abilities: Appendix Two: Encounter
-Undead Regeneration (See Creatures and Treasures for Statistics for RMSS/FRP
details).
Treasure: (Per group of 5) Lord Gareth (Skeleton Sovereign)
Treasure: Walkers A Level: 10; Base Rate 45’; MM Bonus +20; Crits: LA#; Hits:
Money: 100 cp 150; AT 1; DB +70
Items: none +90 Broadsword [Cold]/Spells/special. Outlook:
Treasure: Walkers B Domineering; IQ: HI.
Money: 100 cp Innate Abilities:
Items: Bracers of the Bodyguard +5 low steel bracers -Undead Regeneration (See Creatures and Monsters for
of Adrenal Defense; +4 monk spell adder. details).
-Drains 3 CO points per round after 3 rounds in a 10’R;
RR (-10).
-Unaffected by puncture criticals.

The Guild Adventurer 29


-Innate Caster: Physical Erosion (Essence), and all Evil Money: 100 cp
Cleric lists to 10th level. (The “Necromancy” list is the Items: 1 Potion of Heat Resistance (Mentalism)
source of the Created Undead, which are encountered in Treasure: Skeletons C
the castle.) Money: 800 cp
Treasure: located in area 14, the trapped secret treasury. Items: none
Money: 5000 cp, 150 gp Treasure: Skeletons D
Items: Amulet of Heat Resistance: Daily III “Resist Heat” Money: 1000 cp
(Essence). Rod of the Montforts: +1 Channeling spell Items: none
adder; 25 charges “Airwall” (Channeling). Created Undead (II) “Walkers”
Skeleton Lords (A and B) Level: 3; Base Rate 50’; MM Bonus 0; Crits: I#; Hits: 50;
Level: 8; Base Rate 90’; MM Bonus +10; Crits: II#; Hits: AT: 1; DB +20
135; AT 1; DB +70 +40 Medium Bash (60%) or +45 Mace (40%)/special.
+95 Broadsword (50%) or +50 Large Bash [Cold] (50%)/ Outlook: Berserk; IQ: NONE.
spells/special. Outlook: Domineering; IQ: AVG. Innate Abilities:
Innate Abilities: -Undead Regeneration (See Creatures and Monsters for
-Undead Regeneration (See Creatures and Monsters for details).
details). Treasure: (Per group of 5)
-Drains 3 CO points per round after 3 rounds in a 10’R; Treasure: (Per group of 5)
RR (-10). Treasure: Walkers A
-Unaffected by puncture criticals. Money: 100 cp
-Innate Caster: Physical Erosion (Essence) to 8th level. Items: none
Treasure: Lord A Treasure: Walkers B
Money: 150 sp, 60 gp Money: 100 cp
Items: none Items: Bracers of the Bodyguard +5 low steel bracers
Treasure: Lord B of Adrenal Defense; +2 monk spell adder.
Money: 250 sp, 100 gp Head Librarian (Minor Specter)
Items: none Level: 5; Base Rate: 100’; MM Bonus +40; Crits: II#; Hits:
Greater Skeletons 150; AT 1; DB +100
+40 Shock Bolt/Special. Outlook: Cruel; IQ: Inferior.
(Four groups of five each, Skeletons A, B, C, and D)
Innate Abilities:
Level: 5; Base Rate80’; MM Bonus: +10; Crits: I#; Hits: -Undead Regeneration (See Creatures and Monsters for
100; AT 1; DB +30 details).
+50 Broadsword (50%) or +50 Medium Bash (50%)/ -Fear 100’R (Constant).
special. Outlook: Berserk; IQ: None. -Touch drains 10 CON points per round; RR (-20).
-Incorporeal (See Creatures and Treasures for details).
Innate Abilities: Treasure: Located in the room just west of Area Six. (The
-Undead Regeneration (See Creatures and Monsters for small room off the library).
details). Money: 150 sp
-Drains 3 CO points per round after 3 rounds in a 10’R; Items: none
RR (-10).
Lesser Construct
-Unaffected by puncture criticals.
Level 3; Base Move 60’; Mn Bonus 0; Crits: I#; Hits 150;
Treasure: (per group of 5) AT 20; DB 0
Treasure: Skeletons A +60 Broadsword (2x); +50 Light Crossbow (mounted
Money: 100 cp, 60sp on construct – useless in melee combat). Outlook:
Items: 1 skeleton has a mace +15 (magic); 50% light. Protective; IQ: None.
Treasure: Skeletons B The Construct has no treasure.

The Guild Adventurer 30


The Steward’s Ghost (Lesser) 75/+6; In 75/+6; Pr 75/+6
Level: 7; Base Move 100’; MM Bonus +20; Crits: LA#; AT PP: 103 (56+17+30); Hits: 132 (80+22+30)
1, DB: +30 RR(Stamina): 86 (54+22+10); RR(Will): 86 (54+22+10);
+6 Medium Bash/+50 Club/ special (4 Con per round in a RR(Magic): 76 (54+12+10)
10’r). Outlook: Belligerent; IQ: Average. Init: 22 (12+5+5); Size: Medium; Move: 14’
Innate Abilities: DB: 72 (12+60)
-Undead Regeneration (See Creatures and Monsters for Attacks:
details). Broadsword/Dagger TWC: +124/104 (89+15+20) * does
-Non-Corporeal. not include bonus from weapon
Treasure: No items, 10 gp. Claw (S/Slash): +104 (89+15)
Acid Bolt +77 (15, 60+17+10)
Appendix Three: Control Drain +82 (15, 60+22)
Encounter Statistics for HARP Special Abilities:
Lord Gareth Critical Resistance - Puncture (Major); Critical Resistance
- Slash (Minor); Enhanced Senses; Immunity to Bleeding;
(HARP: Human Skeleton Lord; Fighter (8)/Necromancer Immunity to Stuns; Life Drain; Limited Regeneration
(4), Class III Undead) (Minor, fire ); Natural Weapon (Skeletal Claw, Small
St 75/+9; Co 75/+11; Ag 75/+6; Qu 75/+6; SD 75/+11; Re Slash); Poison Immunity; Undead Fear (by Undead
class); Undead Vision;
Lightning Reflexes, Shield Training
Notable Skills:
Perception: 91 (74+17);
Spells:
Control Undead 71 (12, 54+17), Summon Undead 77 (15,
60+17), Undead Mastery 91 (24, 74+17), Curse: 91 (24,
74+17)
Items of Note:
Lord Gareth does not wear armor, preferring to
protect himself from ranged attacks using the Air Wall
ability, while in hand-to-hand combat, his martial prowess
leaves little necessity for armor!
He also bears his familial Broadsword (+10 OB),
which he wields paired with a long dagger - a combination
he wields like a Dervish.
Rod of the Montforts +1 spell adder for Necromancers
only. 25 charges “Air Wall” (Mage Sphere). (1 charge
= 10’x10’x1’, 10 rounds, -50 to all attacks/movements
through wall; +1 charge to increase the penalty to -75; +2
charges to increase penalty to -100). As long as the rod
stays within the Keep (earth node), it regains one charge
per day to a maximum of 25 charges.
Amulet of Heat Resistance (see College of Magics for
“elemental resistance” spell). Usable three times per day;
30 round duration; effect can’t be scaled. (Elementalist
Circle).

Lord Gareth

The Guild Adventurer 31


Lord A/B Init: 10 (5+5); Size: Medium; Move: 12’
DB: 75 (10+40+25)
(HARP: Human Skeleton Lord; Fighter (8), Class II
Undead) Attacks:
Mace/Short Sword: +98 (72+16+10)
St 75/+9; Co 75/+11; Ag 75/+6; Qu 75/+6; SD 75/+11; Re Claw (S/Slash): +88 (72+16)
75/+6; In 75/+6; Pr 75/+6 Skills:
PP: 40 (10+30); Hits: 132 (80+22+30) Perception: +58
RR(Stamina): 72 (40+22+10); RR(Will): 72 (40+22+10); Special Abilities: (Skeletal Sergeants & Men-at-Arms)
RR(Magic): 62 (40+12+10)
Critical Resistance - Puncture (Major); Critical Resistance
Init: 17 (12+5); Size: Medium; Move: 14’ - Slash (Minor); Enhanced Senses; Limited Regeneration
DB: 52 (12+40) (Minor, fire ); Natural Weapon; Poison Immunity;
Attacks: Undead Fear; Undead Vision;
Battle Axe (Double Weapon): +103/83 (78+15+10) Items of Note: (Skeletal Sergeants & Men-at-Arms)
Claw (S/Slash): +93 (78+15) The skeletons are armed either with Mace or short
Control Drain: +72 (50+22) sword, with Shield & tattered chain armor. Despite the
appearance of the equipment, the skeletons are protected
Special Abilities:
normally.
Critical Resistance - Puncture (Major); Critical Resistance
- Slash (Minor); Enhanced Senses; Immunity to Bleeding; Skeletal Men-at-Arms
Immunity to Stuns; Life Drain, Limited Regeneration (4 per group; 4 groups; Human Skeleton / Level 4 Fighter,
(Minor, fire ); Natural Weapon (Skeletal Claw, Small Class I Undead)
Slash); Poison Immunity; Undead Fear (by Undead St 75/+11; Co 75/+14; Ag 75/+5; Qu 75/+5; SD 75/+16; Re
class); Undead Vision; 75/-1; In 75/+2; Pr 75/-1
Lightning Reflexes, Shield Training PP: 0; Hits: 150(60+30+60)
Notable Skills: RR(Stamina): 58 (20+28+10); RR(Will): 52 (20+32+0);
Perception: 79 (62+17); RR(Magic): 44 (20+4+20)
Note: the Double Weapon style enables a second attack Init: 10 (5+5); Size: Medium; Move: 12’
per round @ -20 (against the same target); technically DB: 75 (10+40+25)
the first attack is with the Axe blade, the second attack is Attacks:
with the claw/spike on the back of the weapon. Mace/Short Sword: +86 (60+16+10)
Items of Note: Claw (S/Slash): +76 (60+16)
Lord Gareth’s Lieutenants wear ancient-looking Skills:
chain/plate armor, which despite its tattered appearance Perception: +50
protects like new. They also carry large, wicked looking
battle axes that they wield with an icy determination and Spectral Librarian
deadly accuracy. Their mastery of the Double Weapon (Human Spectre / Level 5 Harper, Class III Undead)
combat style enables them to inflict two attacks every St 75/+5; Co 75/+5; Ag 75/+6; Qu 75/+8; SD 75/+8; Re
round against a single target. The second attack gets a -20 75/+6; In 75/+5; Pr 75/+5
to the attack roll. PP: 73 (30+13+30); Hits: 97 (54+13+30)
Skeletal Sergeant RR(Stamina): 35 (25+10+0); RR(Will): 56 (25+16+15);
RR(Magic): 75 (50+10+15)
(1 per group; 4 groups; Human Skeleton / Level 6 Fighter,
Class I Undead) Init: 13 (13); Size: Medium; Move: 14’
St 75/+11; Co 75/+14; Ag 75/+5; Qu 75/+5; SD 75/+16; Re DB: 16 (16)
75/-1; In 75/+2; Pr 75/-1 Attacks:
PP: 0; Hits: 162 (72+30+60) Spectral Touch +50 Small Cold; Control Drain +66
RR(Stamina): 73 (35+28+10); RR(Will): 67 (35+32+0); (50+16)
RR(Magic): 59 (35+4+20) Skills:

The Guild Adventurer 32


Mimicry: +38 (25+13); Perception: +67 (54+13); Runes: Notes: The undead servants are essentially non-
+65(54+11) intelligent automatons. They will only fight to protect
Special Abilities: themselves, and will otherwise ignore the adventurers.
Enhanced Senses; Immunity to Bleeding; Immunity to The Water-servants do attempt to “assist” the
Stuns; Incorporeal; Life Drain; Limited Regeneration adventurers to bathe … which can be dangerous for the
(Major, holy); Spectral Forms; Spectral Touch, Undead living. If Lord Gareth becomes aware of the Adventurers,
Fear; Undead Vision; Shackle (castle) he can take control of the servants and use them as
disposable combatants.
Spells:
Beguiling Voice 63 (10, 50+13); Counterspell 73 (15, Items:
60+13); Charm 67(12, 54+13); Confusion 83 (20, If forced to defend themselves, the servants will use
70+13); Jolts 73 (15, 60+13); Phantasms: 79(18, 66+13). whatever improvised weapons are available to them, such
as parts of furniture or serving plates.
Steward’s Ghost
(Human Ghost / Level 7 Rogue, Class III Undead) Undead Talents:
St 75/+5; Co 75/+5; Ag 75/+7; Qu 75/+8; SD 75/+5; Re Ghost Forms: a Ghost can appear as itself at any age up
75/+5; In 75/+8; Pr 75/+5 to and including death. It can also appear as a blurred
PP: 0; Hits: 114 (74+10+30) outline in which form it gains a +10 bonus to DB and
Stalk/Hide skill.
RR(Stamina): 45 (35+10+0); RR(Will): 60 (35+10+15);
RR(Magic): 66 (35+16+15) Ghost Hands: a Ghost can telekinetically move and
manipulate small objects as if they were using their
Init: 16 (16); Size: Medium; Move: 14’
hands or equivalent appendages. The weight limit is one
DB: 16 (16) pound per level and the Ghost must use the appropriate
skill to resolve any maneuver or attack.
Attacks: Life Drain: an Undead can drain the life force from any
Stones (T/Slash): +86 (74+12) or all beings within a certain radius. The Undead can
Skills: choose which, if any, targets to drain. The severity of the
Perception: 48 (+35+13); Trickery: 45(+35+10) drain varies by Undead Class (1 point of Constitution
stat per Class) and area also varies by Class (Class I: 20’R,
Special Abilities:
Class II: 40’R, Class III: 60’R, Class IV: 80’R, Class V:
Enhanced Senses; Ghost Forms; Ghost Hands;
100’R, Class VI: 120’R). Each round, the drain is resolved
Immunity to Bleeding; Immunity to Stuns; Incorporeal;
as an open-ended d100 roll adding a special bonus of 10
Life Drain; Limited Regeneration (Major, holy); Undead
per Undead class and any Control Drain skill the Undead
Fear (by Undead class); Undead Vision; Shackle (castle)
possesses and the result looked up on the RR column of
Undead Servants the Maneuver Table to give the RR target. The victim(s)
(Class I Undead, Level 3) make a Stamina RR or lose the indicated Constitution stat
St 75/+5; Co 75/+5; Ag 75/+5; Qu 75/+5; SD 50/+0; Re points. The Undead can convert drained Constitution
50/+0; In 50/+0; Pr 50/+0 points into concussion hits on a one-for-one basis (and
so heal itself of injuries including those not healable via
PP: 0; Hits: 95 (60+5+30)
any Regeneration talent) but may not normally exceed
RR(Stamina): 35 (15+10+10); RR(Will): 25 (15+0+10); its normal maximum concussion hits by this process.
RR(Magic): 25 (15+0+10) Life Drain is a free action for Undead. The Control
Init: 5; Size: Medium; Move: 12’ Drain skill is a Concentration category skill which may
DB: 10 (10) be developed by Undead.
Attacks: Spectral Forms: a Spectre can appear as itself at any age
Club: +70 (60+10) up to and including death. It can also appear as a nearly
Claw (S/Slash): +70 (60+10) invisible wraith-like outline in which form it gains a +20
bonus to DB and Stalk/Hide skill.
Immunity to Stun, Immunity to Bleeding, Undead Vision
Spectral Touch: while the very presence of a Spectre
Skills:
chills the air in its immediate vicinity (equivalent to
Perception: +15 lowering the ambient temperature within a 20’ radius

The Guild Adventurer 33


of the Spectre by ten degrees), the Spectre’s malignity Armory Guardian
manifests as a Cold attack - if unarmed, the Spectre (Lesser Construct, Level 8 Fighter)
uses its Brawling, Martial Arts Strikes, etc. skill as its OB
St 75/+15; Co 75/+15; Ag 75/+5; Qu 75/+5; SD 75/+5; Re
but resolves the attack on the Cold table, if wielding a
75/+5; In 75/+5; Pr 75/+5
magical weapon, the Cold attack is an additional critical.
The attack size varies by Undead Class - Class III Small, PP: 0; Hits: 275
Class IV Medium, Class V Large. RR(Stamina): 125 (45+30+50); RR(Will): 60 (40+10+10);
Shackle (Spectre): The Spectre is shackled by its nature to RR(Magic): 60 (40+10+10)
a focus which is a place, being or thing associated with Init: 15 (10+5); Size: Medium; Move: 10’
the unfinished business of its mortal life; it must remain DB: 80 (10+60+10*)
within 100’ per level of this focus. As long as the shackle Attacks:
focus exists, a Spectre cannot be permanently killed even Broadsword/Shield: +117/+25 (77+20+10+10)
via Turn Undead or equivalent effects, and will reform
Light Crossbow: +96 (66+20+10)
in d10 years.
Skills:
Shackle (Ghost): A Ghost is shackled by its nature to a
focus which is a place, being or thing associated with Perception: +15
the unfinished business of its mortal life; it must remain Special Abilities:
within 100’ per level of this focus. Completing this Construct’s Endurance (Can’t be stunned);
unfinished business will cause the Ghost to move on to Regeneration (Minor)
its appointed afterlife; otherwise as long as the shackle Notes: The Armory Guardian is a deceptively powerful
focus exists a Ghost cannot be permanently killed. If the foe that will advance inexorably towards its foes until
Ghost is “slain” by means other than Turn Undead (or they retreat or it is destroyed. Its innate strength enables
equivalent) magic, then the spirit will reform as a Ghost it to inflict double damage on its foes that it strikes with
in d10 weeks (as long as the shackle focus remains) the large broadsword it wields. It also bears a Light
and as a Spectre in d10 weeks (if the shackle focus is Crossbow build into its right forearm, which it can fire
destroyed). If “slain” by Turn Undead and shackle focus with deadly accuracy when not engaged in melee.
remains, then the Ghost will return as a Spectre in d10
months. Only slaying by Turn Undead (or equivalent)
Notes: The Armory Guardian fights with the Weapon &
and destroying the focus will truly end the Ghost.
Shield combat style; this enables it to do a “Shield Bash”
attack against its opponent in addition to the normal
attack with its Broadsword.

The Guild Adventurer 34


Keep of the Damned: HARP Statistics
Name Level Size BMR Init DB Hits Stamina Will Magic
Lord Gareth 12 Medium 14’ 22 72 132 86 86 76
(Human Skeleton Lord) (Fighter 8, Necromancer 4): Statistics: St 75/+9; Co 75/+11; Ag 75/+6; Qu 75/+6; SD 75/+11; Re 75/+6; In 75/+6;
Pr 75/+6 ; Attacks: Broadsword/Dagger TWC: +124/104 (89+15+20) * does not include bonus from weapon; Claw (S/Slash): +104 (89+15);
Acid Bolt +77 (15, 60+17+10);Control Drain +82 (15, 60+22): Important Skills: Perception +86. Special Abilities: Critical Resistance -
Puncture (Major); Critical Resistance - Slash (Minor); Enhanced Senses; Immunity to Bleeding; Immunity to Stuns; Life Drain; Limited
Regeneration (Minor, fire ); Natural Weapon (Skeletal Claw, Small Slash); Poison Immunity; Undead Fear (by Undead class); Undead Vision;
Lightning Reflexes, Shield Training. Spells: PP 103, Control Undead 71 (12, 54+17), Summon Undead 77 (15, 60+17), Undead Mastery 91
(24, 74+17), Curse: 91 (24, 74+17). Gear: Non magical Broadsword +10, Rod of the Montforts +1 spell adder for Necromancers only. 25
charges “Air Wall” (Mage Sphere). (1 charge = 10’x10’x1’, 10 rounds, -50 to all attacks/movements through wall; +1 charge to increase the
penalty to -75; +2 charges to increase penalty to -100). As long as the rod stays within the Keep (earth node), it regains one charge per day to
a maximum of 25 charges. Amulet of Heat Resistance (see College of Magics for “elemental resistance” spell). Usable three times per day; 30
round duration; effect can’t be scaled. (Elementalist Circle).
Skeleton Lords 8 Fighter Medium 14’ 17 52 132 72 72 62
(Human Skeleton Lord) Statistics: St 75/+9; Co 75/+11; Ag 75/+6; Qu 75/+6; SD 75/+11; Re 75/+6; In 75/+6; Pr 75/+6. Attacks: Battle Axe
(Double Weapon) +103/83, Claw (Sm Slash) +93, Control Drain+72. Important Skills: Perception +79; Special Abilities; Critical Resistance
- Puncture (Major); Critical Resistance - Slash (Minor); Enhanced Senses; Immunity to Bleeding; Immunity to Stuns; Life Drain, Limited
Regeneration (Minor, fire ); Natural Weapon (Skeletal Claw, Small Slash); Poison Immunity; Undead Fear (by Undead class); Undead Vision;
Lightning Reflexes, Shield Training. Gear: Lord Gareth’s Lieutenants wear ancient-looking chain/plate armor, which despite its tattered
appearance protects like new. They also carry large, wicked looking battle axes that they wield with an icy determination and deadly accuracy.
Their mastery of the Double Weapon combat style enables them to inflict two attacks every round against a single target. The second attack
gets a -20 to the attack roll.
Skeletal Sargeants 6 Fighter Medium 12’ 10 75 162 73 67 59
(Human Skeleton). Statistics: St 75/+11; Co 75/+14; Ag 75/+5; Qu 75/+5; SD 75/+16; Re 75/-1; In 75/+2; Pr 75/-1 Attacks Mace or
Shortsword +98, Claw (Small Slash) +88. Important Skills: Perception +58. Special Abilities: Critical Resistance - Puncture (Major); Critical
Resistance - Slash (Minor); Enhanced Senses; Limited Regeneration (Minor, fire ); Natural Weapon; Poison Immunity; Undead Fear; Undead
Vision. Gear: The skeletons are armed either with Mace or short sword, with Shield & tattered chain armor. Despite the appearance of the
equipment, the skeletons are protected normally.
Skeletal Man-at-Arms 4 Fighter Medium 12’ 10 75 150 58 52 44
(Human Skeleton). Statistics: St 75/+11; Co 75/+14; Ag 75/+5; Qu 75/+5; SD 75/+16; Re 75/-1; In 75/+2; Pr 75/-1. Attacks: Mace or Short
Sword +86, Claw (Small Slash) +76. Important Skills: Perception +50. Special Abilities: Critical Resistance - Puncture (Major); Critical
Resistance - Slash (Minor); Enhanced Senses; Limited Regeneration (Minor, fire ); Natural Weapon; Poison Immunity; Undead Fear; Undead
Vision; Gear The skeletons are armed either with Mace or short sword, with Shield & tattered chain armor. Despite the appearance of the
equipment, the skeletons are protected normally.
Spectral Librarian 5 Harper Medium 14’ 13 16 97 35 56 75
(Human Spectre). Statistics: St 75/+5; Co 75/+5; Ag 75/+6; Qu 75/+8; SD 75/+8; Re 75/+6; In 75/+5; Pr 75/+5. Attacks: Spectral Touch +50
Small Cold; Control Drain +66. Important Skills: Mimicry +38, Perception +67, Runes +65. Special Abilities: Enhanced Senses; Immunity
to Bleeding; Immunity to Stuns; Incorporeal; Life Drain; Limited Regeneration (Major, holy); Spectral Forms; Spectral Touch, Undead Fear;
Undead Vision; Shackle (castle). Spells: PP 73, Beguiling Voice 63 (10); Counterspell 73 (15); Charm 67(12); Confusion 83 (20); Jolts 73 (15);
Phantasms: 79(18)
Steward’s Ghost 7 Rogue Medium 14’ 16 16 114 45 60 66
(Human Ghost). Statistics . t 75/+5; Co 75/+5; Ag 75/+7; Qu 75/+8; SD 75/+5; Re 75/+5; In 75/+8; Pr 75/+5. Attacks: Stones (Tiny Slash)
+86. Important Skills: Perception +48, Trickery +45. Special Abilities: Enhanced Senses; Ghost Forms; Ghost Hands; Immunity to Bleeding;
Immunity to Stuns; Incorporeal; Life Drain; Limited Regeneration (Major, holy); Undead Fear (by Undead class); Undead Vision; Shackle
(castle)
Undead Servants 3 Medium 12’ 5 10 95 35 25 25
(Class I Undead). Statistics: St 75/+5; Co 75/+5; Ag 75/+5; Qu 75/+5; SD 50/+0; Re 50/+0; In 50/+0; Pr 50/+0. Attacks: Club +70, Claw
(Small Slash) +70. Important Skills: Perception +15. Special Abilities: Immunity to Stun, Immunity to Bleeding, Undead Vision
Armory Guardian 8 Fighter Medium 10’ 15 80 275 125 60 60
(Lesser Construct). Statistics: St 75/+15; Co 75/+15; Ag 75/+5; Qu 75/+5; SD 75/+5; Re 75/+5; In 75/+5; Pr 75/+5. Attacks: Broadsword (x2
Hits) / Shield +117/+25, Light Crossbow +96. Important Skills: Perception +15. Special Abilities: Construct’s Endurance (Can’t be stunned);
Regeneration (Minor)

The Guild Adventurer 35


Castle of the Damned: Rolemaster Statistics
Name Level Size MS/AQ Base Move Max Pace MM Bonus Hits Crits AT(DB)
Lord Gareth 10 M SL/FA 45 FSpt 20 150 LA# 1 (70)
(Skeleton Sovereign): Attacks: Broadsword +90, Drains 3 CO points per round after 3 rounds inside a 10’ radius: RR vs Level (CO) at -10.
Skills: Perception/Observation: +70. Special Abilities: Undead Regeneration (See CT), Unaffected by Puncture Criticals, Ignores Stun and
Bleed results, takes damage as a Large Creature. Spells: Innate Caster 20 PP, Physical Erosion (Essence), and all Evil Cleric Lists to 10th level.
Gear: Rotten Fine Clothes, Broadsword, Amulet of Heat Resistance: “Resist Heat” (Ess) 3/Day, Rod of the Montforts +1 Channeling Spell Adder,
15 charges of “Airwall” (Chan).
Skeleton Lords 8 M MF/VF 90 FSpt 10 135 II# 1 (70)
Attacks: Broadsword +95 (50%) or Large Bash +50 (50%). Skills: Perception/Observation +60. Special Abilities: Undead Regeneration (See
CT), Unaffected by Puncture Criticals, Ignores Stun and Bleed results, Reduce all Criticals by two levels. Spells: Innate Caster 16pp, Physical
Erosion (ess) to 8th level. Gear: Rotten Fine Clothes, Broadsword.
Greater Skeletons 5 M MF/FA 80 Spt 10 100 I# 1 (30)
Attacks: Broadsword +50 (50%) or Medium Bash +50 (50%). Skills: Perception/Observation: +50. Special Abilities: Undead Regeneration
(See CT), Unaffected by Puncture Criticals, Ignores Stun and Bleed results, reduce all Criticals by one level. Gear: Rotten Uniform, Broadsword.
Created Undead 3 M SL/MD 100 Run 40 150 I# 1 (20)
Class II “Walkers” Attacks Medium Bash +40 (60%) or Mace +45 (40%) Skills:Perception/Observation +25 Special Abilities: Undead
Regeneration (See CT), Unaffected by Puncture Criticals, Ignores Stun and Bleed results, Reduce all Criticals by one level. Gear: Maces, one in
group B is wearing Bracers of the Bodyguard: +5 Adrenal Defense, +4 Monk Spell Adder (+2 adder RMSS/FRP).
Head Librarian 5 L FA/VF 100 FSpt 40 150 II# 1 (100)
(Minor Specter) Attacks: Shock Bolt +40. Special Abilities: Undead Regeneration (See CT), Fear 100’ r (constant), Touch drains 10 CO vs RR-
20, Non-Corporeal, Ignores Stun and Bleed results, reduce all Criticals by two levels. Skills: Perception/Observation: +50. Gear: None
Lesser Construct 3 M MD/MF 60 Run 0 150 I# 20 (0)
Attacks: Broadsword +60 (x2), Light Crossbow +50 (Mounted inside construct, useless in melee). Skills: Perception/Observation +35. Special
Abilities: Ignores Stun and Bleed results, Reduce all Criticals by one level. Gear: Its weapons are part of it; carries nothing else.
The Steward 7 M FA/FA 100 Spt 20 55 LA# 1 (30)
(Lesser Ghost) Attacks: Medium Bash +60, Club +50. Special Abilities: Undead Regeneration (See CT), Drains 10 CO in 10’r RR-20, Non-
Corporeal, Ignores Stun and Bleed results, Criticals as Large Creature. Skills: Perception/Observation: +65. Gear: None

The Guild Adventurer 36


Muck and Mire
By Marc Rosen

This adventure is intended for a party of five 8th level back there, he followed it inside to the interior of the
characters. Fewer, but higher level characters will also catacomb of one of the old temples. He found the Eye of
work. The setting is a semi-tropical or tropical river that Sobek, but when he took it from the altar, he freed the
passes through a swamp, or into a swampy delta. I used Temple Guardians from their stasis, and they promptly
Sobek, the Egyptian god as the focus of this adventure, but killed him.
the GM should change that to any god that fits into their Without priests to restrain them and freed from the
game world. stasis they had been in for centuries, they began to patrol
It would be ill advised for one of the PCs to be a priest the area, and lay clutch after clutch of eggs. They believe
of Sobek, or the adventure will likely end quite quickly. it is their duty to protect the temple and the Eye. They are
The opposition in this adventure is not overpowered, but multiplying and patrolling larger and larger areas. There
if played as written could be quite dangerous to the PCs. are thirty-six adolescents following the orders of the
If your players tend to be very direct with little use of original dozen that escaped from stasis, and hundreds of
stealth or tactics, you may need to either tone down the hatchlings… within a year the area will be overrun.
tactical intelligence of the Temple Guardians, or use this They have tamed the giant crocodile, using it like a
adventure with a 10th or 12th level group. large war canoe to get around their new domain and make
the attack on the Morning Star.
Timeline They have now spread out far enough that they have
started to consider the two shipping channels part of the
Centuries ago: The river ran past an ancient city, until
area under their protection.
an earthquake caused the land under the city to sink.
The river’s course shifted and ran through the streets. One week ago: The Morning Star, a merchant vessel
The city was hastily abandoned in the chaos. The high carrying grain, was boarded and burned by the Temple
priest left a dozen Temple Guardians (Crocodile-men, Guardians.
see Encounter Statistics below) within a magical stasis to A fisherman named Glennis saw what he thought was
guard the holiest artifacts in the temple catacomb. a dozen or so river pirates departing the burning ship in a
long, low canoe back into the ill fated swamp.
The last few years: Centuries later, the river has a lot of
travelers, but few people live in its crocodile infested Today: The region’s merchants believe that river pirates
swamps. Some fishing villages exist along the river above are making use of the swamp. A number of merchants
and below the swamp, but the swamp interior is a maze are stopping at Gilford, the last sizable town upriver from
of shifting channels, so merchants stick to the main the swamp, where a main road crosses the river. Six ships
channels of the river, which splits around a number of are awaiting either a large vessel with enough onboard
marshy islands. soldiers, or a military response to clear the river before
One of these islands is a swampy area with essentially they proceed. The traders are angry and impatient; every
permanent humps of land, which are the ruined piles of day they wait they are losing money. They are desperate
rubble surviving from the temple district of the ruined to proceed with their voyages. (Feel free to make Gilford
city. Though none of the locals recall why, it’s considered into any town on a river near a swamp that would fit
an unlucky place, and avoided. your campaign.)
In the last few years, the fishermen have lost many
of their flimsy reed boats to a huge crocodile. Spreading Environment
rumors of this giant monster drew in hunters, some of If the party engages in combat from the deck of a ship,
whom tracked it back into the sunken temple district . . it should be relatively easy, as the river is placid and wave
.that none returned has given the place an even more ill- free.
omened reputation. If they engage in combat from canoes, anyone making
Four months ago: One of these hunters found an erosion a melee attack or standing up must make a Medium (+0)
gully. Thinking the monster crocodile might be nesting agility-based maneuver or tip the canoe. Anyone making a

The Guild Adventurer 37


melee attack while standing in a canoe must make an agility- the map are 5’ wide and a bit over a foot deep, and choked
based maneuver at –20 or tip the canoe. This maneuver with swamp grass except for a narrow thread of mostly
may be modified by any appropriate boating skill. open water in the middle. Due to the grass roots holding
Rolemaster: Any melee attacks made while swimming the muck together, it’s possible to walk in these channels,
will take a penalty equal to 100-Swimming skill (after but the sharp swamp grass will inflict 1d10-5 hits of
armor and other modifications). It’s up to the GM to damage to anyone in less than AT5 (HARP Soft Leather)
decide if an attack is even possible while swimming with for every minute spent walking the channels. It’s possible
any given weapon. to move a canoe along these channels, but impossible to
HARP: Any melee attacks made while swimming should turn around.
suffer a –50 OB modifier and defenders forfeit their The wider channels are 10’ wide and roughly 3’ deep,
Quickness bonus to DB. GMs with access to Martial Law with the above mud for a bottom. Swimming or canoeing
may wish to consult it for detailed underwater combat in the channels is possible, but walking will be almost
guidance. impossible for any character under 9’ tall, as they will sink
Anywhere off paths where the ground is noted as 5’ into water and mud.
mud, it’s a foot or two of clingy, gooey muck. Characters See the Eye of Sobek for effects on the area during play.
will be limited to a walking pace, exhaustion is doubled,
and combatants lose all Qu bonus to DB. Short characters The Large Scale Map
(under 4’) will be unable to make progress beyond a grueling Blue: Water
crawl (1/10 base movement rate) in chest deep mud. Green: Scrub and trees (Solid Ground)
Other than the lagoon, the water channels in the
Ochre: Mud
swamp fall into two categories. The narrow channels on
Brown: Paths (Solid Ground)

The Guild Adventurer 38


secure, the boats will be gone when they return to the
1) Gilford shore. This island is overgrown with brush and a few
The party can arrive at Gilford via the road, or by boat
small trees, and the ground is solid, not swampy. There
from upstream, they cannot arrive from downriver. The
are two canoes and a rowboat pulled up ashore on the
town is packed, there are no rooms to be had, and there
downstream side of the island.
are sailors all over town enjoying the unexpected vacation.
The fisherman lives in two shacks near the peak of
Everywhere they go in town, they will hear the story
the island, one his home, the other containing nets and
of the pirate attack on the Morning Star. Every version of
similar fishing equipment.
the story will be different (and all wrong), because none
Glennis himself is in his late 30s, but looks far older,
of the taletellers actually saw the attack. They all heard it
aged by a hard life. He’s afraid of a pirate attack on his
from someone who heard it from someone who heard it
home, but too stubborn to leave. His wife, sister and
from the fisherman who saw it.
children are somewhere upriver living with relatives.
If the party goes looking for the fisherman, they’ll be
He’s afraid, but not hostile, unless the party starts
directed down to the docks, where they will see the six
trashing his place or stealing his boats, even then he will
merchant vessels tied up at their berths. All but a few of the
shout at them, but run if confronted, and only fight if
crew are off in the town, and the captains are gathered at
cornered.
the Lazy Robin inn. The party will find lots of fishermen,
If informed that the party is here to try and get rid of
but not the fisherman who saw the ship being attacked. If
the pirates he will be happy to offer advice. His odd dialect
they talk to a few fishermen, they’ll discover the witness
may make it a bit hard talking to him, but if the party
was Glennis, a fisherman who lives on a small island
is persistent, then they can glean significant nuggets of
downstream. Inquiries about the island downstream
information. Glennis knows about the giant croc, and has
will bring up stories about the giant crocodile, and how
seen it a few times. He knows it prefers the East channel,
many hunters have gone there and never returned. The
so for the last few years he’s been fishing the West channel,
fishermen are a superstitious lot, and discussion of how
despite having to row upstream a bit to get there. He’ll
the swamp is an unlucky, accursed place will pepper their
advise against using the East channel, as the monster croc
chat.
is large enough that a canoe or rowboat isn’t sufficiently
If the party put themselves forward to fix the problem,
big to deter an attack. He knows a lot about the croc, and
they will be directed to the Lazy Robin inn, where the ship
how it’s been hunted the last few years, as all the hunters
captains are holed up awaiting the arrival of a miracle
stopped off here on their way, and a few camped on his
before the delay costs them all of their profits. The captains
island.
are a headstrong, loud group, and will want to be sure the
He will allow the party to use his boats, but will be
group is able to help before making any deals. It will take
happier if they offer to rent them (or leave money in
strong bargaining to get any money up front; they will
case the boat is lost). In the net shed are four 10’ spears
attempt to work a deal to pay only for results. (The GM
of different styles, left over from croc hunters who never
should determine an appropriate amount of money as a
returned, Glennis will be willing to part with those as well
reward, and play the captains as a shrewd group of hagglers
if anyone asks. However, he will be unwilling to leave his
who will do what they can to pay as little as possible).
home without magical or violent coercion.
Nothing short of magic or violence will coerce
the merchants to head downstream. In asking around,
characters will discover that a fisherman or two can be 3) Beyond the Fork, and
hired to take the party downstream to Glennis’ island, but Lookouts
no further. There are rowboats, canoes and rafts in town The green areas on the map are the mounded remains
that could be purchased or stolen, but the merchant ships of buildings in the ruined city. The mounds are the best
require a crew of at least 12, so it’s unlikely the party can solid ground in the area, but are densely overgrown with
handle them even if they stole one, and they aren’t for sale. brush and trees. The Temple Guardians have set up four
lookout points as indicated on the map, concentrating on
2) Glennis’ Island the Eastern channel, which offers easier access paths to
If fishermen bring the party to this isle, they will the lagoon. One Temple Guardian and three adolescents
depart as soon as the party is ashore, stranding them here. man each lookout post. The guardian is very disciplined
The current is strong, and somewhat irregular here where and experienced, and has kept the cover intact, but the
the channels split, so if the party doesn’t drag their boats adolescents tend to be impatient, and without an elder to
all the way up onto the beach, or tie them to something keep them in line, can barely pay attention to watching

The Guild Adventurer 39


for long. They are essentially useless as lookouts, so the with hit and run attacks until help arrives.
Temple Guardian does all the watching, keeping the It might be possible to sneak down, quietly in a boat
adolescents handy as runners. at night. How quiet and stealthy the approach is will
Each of the lookout mounds has two paths leading up determine the difficulty of any perception maneuvers for
to the crest, but are otherwise dense tangles of vegetation the lookout post sentries.
that have to be wormed through or hacked apart to
See #5 Ruined Temple for the response to an alert.
explore. The ruins themselves are under feet of collected
dirt and roots, so the mounds merely look like hills to
casual observation. 4) The Lagoon
If the party takes the west channel and makes any The lagoon used to be the plaza in front of the now
effort to look like fishermen, they will be ignored, as the ruined temple; it’s now a 15’ deep pond fed by the sluggish
guardians have seen Glennis making trips to fish a number current running in the channels. The looming pile of the
of times. temple dominates the scene.
If the party progresses down the East channel, lands, If the party makes it this far without sounding an
or blatantly appear to not be fisherman to the unaided alarm, the Giant Crocodile will be floating in the lagoon
eye (using overt magic, wearing shining armor, etc.) they like a big log, and the lagoon itself will be full of hundreds
will keep watch, and one adolescent will be sent to run/ of hatchlings. In the water the hatchlings look like foot
swim back to the temple to report trouble. The Temple long baby crocs, but if seen on the shore, run on two legs,
Guardian may send a second adolescent if there are head close to the ground like small dinosaurs. They rarely
further developments, but will only send the third off if go on shore, usually only to chase a bug or similar tasty bit
the lookout position itself is threatened. At that point, the before running back to the water.
Temple Guardian will attempt to delay the party’s advance If the party arrived after an alarm is sounded, this area

The Guild Adventurer 40


will be deserted, other than one Temple Guardian keeping assistants are cleaning game, tossing the guts, feet and
watch from location #5. other bits into the lagoon to feed the juveniles. Three other
Temple Guardians, each with three assistants, are in the
5) The Ruined Temple general area foraging for food, and will return from time
The temple itself is a mound of rubble, but the Temple to time to drop off their haul to be gutted and cleaned by
Guardians have cut all of the trees and brush off it, and the group on the north shore. If the party is hiding and
pulled up the roots. Rain has steadily washed away the watching, there is a 5% cumulative chance per round that
dirt, so the heap now looks like an exposed, albeit heavily a group will return to this spot (roll 1d10, 1-3 from the
weathered, pile of rubble. east, 4-6 from the west, 7-9 from the south, 10 coming over
The south face of the pile has a five foot wide erosion the temple mound from the north.). If the party appears,
gully cut into it, from the lagoon, up a hundred and fifty the Temple Guardian will order the croc to attack, and
feet along the mound. It averages about fifteen feet deep, order the adolescents to run inside to sound the alarm.
and about fifty feet up the mound, it has broken into the The guardian will then attempt to hold off the PCs until
only remaining intact interior area of the temple, a row of help arrives, slowly retreating back into the temple itself.
three domed vaults that used to be in the basement. (See Response to an alert: The Temple Guardian here will
interior map) send off his three adolescent assistants to fetch back
A Temple Guardian will be keeping watch from the the foraging parties, while he runs in to alert the group
north shore of the lagoon, while its three adolescent sleeping inside the temple. One Temple guardian and
three adolescents from inside will call in the hatchlings
from the lagoon, crooning to them and waving entire
animal carcasses as bait. They will lure them into the
second chamber, where they will wait..
Outside, as soon as the first foraging party returns,
those three adolescents will be sent out to fetch back the
three lookout posts that did not report the trouble.
As soon as five full units (five Temple Guardians and
fifteen Adolescents) have gathered here, two units will
board the giant croc and move to confront the attackers,
one Temple Guardian and three assistants will stay to guard
N the temple, and the other two units will move overland to
reinforce the lookout post that called in the alert.
If instead, the alert is sounded by an attack at the
lagoon or temple, everyone will pitch in as they arrive,
but they will attempt to pepper the party with missile
weapons and seek to lure (or chase) them away from the
temple into the swamp.
Inside the Temple
The interior consists of three secret storage areas
beneath the old temple, all round domed chambers 75’ in
diameter; about 20’ high near the walls, and 40’ high in
the centers of the rooms. The connecting halls are 6’ wide
with 8’ high arched corridors connecting them, but have
no doors.

6) The First Chamber


The erosion ditch breaks into the first chamber 9’ up
the wall in a ragged crack, with a pile of rubble and debris
forming a ramp down into the room. Moving down the
ramp is a Medium (0) agility-based maneuver, except
at paces of run or faster, when a –20 penalty should be
applied.

The Guild Adventurer 41


The first chamber is full of bits of gathered materials, A high quality open-faced helm with bird wing motif ’s
crudely tanned mammal and reptile skins, cleaned bones, on the sides highlighted in gold and silver (5 gp value).
piles of sticks, and hanging strips of dried meat and fish. A high quality (+10 non magical) heavy crossbow.
Note: After an alert, the Temple Guardian will throw A case containing ten high quality (+10 non magical)
rocks at anyone attempting to come down the ramp, then crossbow bolts.
back up into the second chamber and try to hold off the Five varied holy symbols (average value 1 sp)
party with spears while the adolescents attempt to shoo all Silver belt buckle (15 sp value) with a sun symbol
the hatchlings into the side pools in the second chamber carved into it.
and lead them via the underwater passages to safety. The Eye of Sobek is a flawless golden-green fist sized
If any other defenders have retreated into this area, cat’s eye gemstone, and worth 1,000 gp in gemstone value
they will assist that same general plan. Once the hatchlings alone. It is enchanted, and strongly radiates channeling
have fled, the adolescents will all flee out of the underwater (divine) magic. When placed properly on an altar of
passages while any Temple Guardians back up into the Sobek, its enchantment begins to settle into the area
third chamber to defend it. around it and spread. The Eye has three effects:
Gives a penalty to RRs vs informational / scrying
7) The Second Chamber / detecting spells cast by worshippers of Sobek against
The second chamber is damp, due to the two pools on targets within the area.
either side, which have subsurface passages connecting to Gives a RR bonus vs all informational / scrying /
the channels east and west of the ruined temple. The only detecting spells cast by any other type of caster against
object in the room is a 3’ diameter column fragment, lying targets within the area.
on its side. The Temple Guardian(s) will retreat behind it Gives worshippers of Sobek a reaction bonus when
for cover until the position looks threatened, then retreat dealing with Crocodiles.
through the doorway into the third chamber. This bonus is +/- 1 in a 10’ radius after one day. Each
day the stone remains on the altar, the radius and effect
8) The Third Chamber increase by +1/10’, out to a maximum of +/- 100 at 1000’
The final room is a dead end, and any Temple radius after 100 days.
Guardians in this room will know they have no way to If the Eye is removed from an altar, it loses its effects.
run, and will fight fanatically to the death to defend the Anyone other than a worshipper of Sobek who carries
altar and eggs. it will suffer –50 reaction penalties from reptiles, and
The near part of the room is covered in cut reeds –100 reaction penalties from crocodiles. If it is defiled or
formed into sleep nests, in which four temple guardians treated with disrespect, this may draw the ire of Sobek and
and their twelve adolescent assistants are sleeping, unless potentially a curse or an attack by mortal agents of the god
an alert has been sounded. (GM’s discretion).
To the left and right of the raised platform at the The red circle on the map is the current area of effect,
north end of the room the floor is scattered with cut reeds, at +/- 100. This means it’s highly unlikely any detection
in which stand hundreds of soft skinned reptile eggs about or information gathering spells will work within the
8” long and 5” in diameter. radius. It effectively grants the Temple Guardians friendly
The room has a three step raised dais (8” high steps), cooperation from any crocodiles inside that area.
with a 3’ tall altar atop it. The whole dais is spotlessly
clean. The altar is made of alabaster, a smooth, stark white
stone that contrasts the dull gray of the limestone walls of
Encounter Statistics
the chamber. All stats are RMC (RMFRP)
On the altar itself is a golden wire stand in the shape
of a crocodile’s head (25 gp value) holding a golden-green Townsmen/Sailors
cat’s eye chrysoberyl gemstone the size of a human fist in Sailors
the eye socket, the Eye of Sobek.
Profession: 3rd Rogues Race: Common Man
Piled around the base of the altar is the booty collected
by the Temple Guardians since they awoke in this era Hits: 25 AT/DB: 1/+0
(mostly from killing croc hunters). PP: 0 (0) MM: +10 (+9) 5’9”
Scattering of modern coinage, 3 gp, 147 sp and 31 bp. Ag: 90 +10 (+3) Co: 70 +0 Me: 50 +0 Re: 50 +0
Sd: 60 +5 (+2) Em: 50 +0 In: 50 +0

The Guild Adventurer 42


Pr: 50 +0 (daggers) Each will be a bit flamboyant in his own way,
Qu: 60 +0 S t: 90 +15 (+5) be it a hat with a large feather, obvious flashy jewelry,
Attacks: Brawl +40, Dagger +30 or bright colored clothing. Under lock and key in their
rooms in the inn are small locked chests containing the
Swim/Climb: +50 Perception: +35
paperwork and payroll money for their ships.
Stalk/Hide: +30/+25 Persona: While the sailors are treating this as a
Lore/Craft: +50 holiday, the six captains are in a bind and frustrated.
Appearance: Varied, but sun-browned and strong, be it They’ve been in the inn arguing and plotting a way out
bulky or wiry. of their predicament, and have yet to come up with one.
Equipment of note: Loose pants and shirts, hair tied back They will be eager to have the PCs solve the issue and clear
or covered in a wrap. Generally barefoot or in sandals. out the “Pirates” downstream from town, but will attempt
Long belt knives (daggers) and a supply of small coins. to haggle (and should haggle well, considering their
Usually in possession of food and/or drink. Many will experience). They will use team tactics in any negotiation.
have jewelry of minor value, rings, necklaces, or the like. Despite being competitors, they’ve known each other for
Persona: The sailors are in a good mood and carousing in years. They will not agree to leave town and take a ship
the town. They know that if things go really poorly their downstream, if coerced they will lead a mutiny at the
employers may be ruined, but they don’t much care. earliest opportunity.
Someone will have to come fetch the ships, and they’ll Fishermen
crew for someone else. They are jovial, drunken and Profession: 3rd Rogues Race: Common Man
aggressive, but in consideration of the fact their stay may
Hits: 25 AT/DB: 1/+0
be a lengthy one, are going out of their way to stay on the
good side of the townsfolk. If any crewman is attacked, it PP: 0 (0) MM: +10 (+9) 5’9”
will provoke a reply from their entire crew. There is some Ag: 90 +10 (+3) Co: 70 +0 Me: 50 +0 Re: 50 +0
friendly rivalry between the crews, and some brawling, Sd: 60 +5 (+2) Em: 50 +0 In: 50 +0
but a serious (fatal) attack on any sailor may provoke Pr: 50 +0
all of the sailors in town to retaliate. Each of the ships Qu: 60 +0 St: 90 +15 (+5)
has fifteen crewmen, so there are a total of ninety sailors
Attacks: Brawl +20, Dagger +10
in town. They are highly superstitious, and cannot be
convinced to go downriver short of magical control or Swim/Climb: +50 Perception: +45
credible threats. A coerced crew will mutiny at the first Stalk/Hide: +40/+35
opportunity, and generally do their jobs poorly. Lore/Craft: +50
Captains Appearance: Varied, but sun-browned and strong, be it
bulky or wiry.
Profession: 6th Rogues Race: Common Man
Equipment of note: Minimal clothing, usually short
Hits: 45 AT/DB: 1/+5
pants and a vest. Their belts are mostly lengths of rope,
(1/+6) PP: 0 (0) MM: +10 (+9) 5’10” with a knife tucked away somewhere. They are generally
Ag: 90 +10 (+3) Co: 70 +0 Me: 50 +0 Re: 50 +0 barefoot.
Sd: 60 +5 (+2) Em: 50 +0 In: 50 +0 Persona: The fishermen are doing fine, but worried. For
Pr: 50 +0 years they have been avoiding going downstream due to
Qu: 75 +5 (+2) St: 90 +15 (+5) fear of the giant croc, so the current problem has not
Attacks: Brawl +50, Dagger +40 made their lives any worse. They’ve been making some
money selling fresh fish to the stranded crews, but have
Swim/Climb: +65 Perception: +55
been keeping a close eye on their wives and daughters.
Stalk/Hide: +30/+25 The area down near the river will seem a bit suspicious
Lore/Craft: +75 and hostile until the PCs make it clear that they are not
Appearance: Varied, but sun-browned and strong, be it sailors. There are about 50 fishermen with a further 100
bulky or wiry. family in town. The women will be seen in groups, mostly
Equipment of note: Fine clothing, form-fitting pants, repairing nets, while the smaller children run around on
ruffled shirts and embroidered vests, though perhaps a chores. The women working on nets, and any men in
bit travel worn. Good quality boots. Long Belt knives town will freely discuss the area downstream, their fear

The Guild Adventurer 43


of the killer giant croc, and how they think Glennis is In water: +80 Large Bite, +80 Medium Grapple (They will
crazy to live down there, doubly so now that there are attempt to drown foes after a successful grapple in the
pirates around. For a reasonable fee (GMs discretion), water.) +60 Large Ram (Usually used on small boats, a
they will ferry the PCs down to Glennis’ island, but no successful attack will force a light agility maneuver to
further. If coerced, they will flee at the first opportunity. seated occupants, medium for standing occupants to
stay aboard.)
Glennis
On land: +40 Medium Bite, +30 Medium Bash (tail
Profession: 6th Rogue Race: Common Man
swipe), +40 Medium Grapple (They will attempt to drag
Hits: 25 AT/DB: 1/+0 grappled targets into the water).
PP: 0 (0) MM: +10 (+9) 5’9” Perception: +30 Swimming +100 Stalk/Hide 50/60
Ag: 90 +10 (+3) Co: 70 +0 Me: 50 +0 Re: 50 +0 Special Abilities: Can hold breath underwater for 20 min
Sd: 70 +5 (+2) Em: 50 +0 In: 50 +0 active, or an hour inactive.
Pr: 50 +0 Appearance: 15’ long green-brown scaly horrors with
Qu: 60 +0 S t: 90 +15 (+5) golden-green, slitted eyes.
Attacks: Spear +50, Brawl +20, Dagger +30 Equipment of note: none
Swim/Climb: +65 Perception: +50 Notes: Normal crocodiles are found all over the river
Stalk/Hide: +60/+55 and swamp, and can be used whenever the GM wishes
Lore/Craft: +80 as a random encounter or to beef up any combat with
Appearance: Muscular but thin, with graying brown hair the Temple Guardians, as the crocs are “friendly” to
tied back. His arms and legs are covered in small scars. them due to the Eye. They are aggressive, and will be
Equipment of note: Short cloth pants and a leather vest. drawn to thrashing around in the water, but will retreat
He has a quality (+10) hunting knife and a long slender if seriously injured. They often attack by surprise from
fishing spear. He has a pair of high quality boots, much hiding, or from under the surface of the water. Crocodiles
stained and worn from use. (He has “inherited” some will generally ignore the Temple Guardians, and are
gear from the hunters who camped on his island and friendly to them inside the radius of the Eye of Sobek.
never returned from the swamp).
Persona: Glennis is afraid. He’s sent his family away, but Crocodile (Giant)
stubbornly refuses to abandon his home until the danger Level: 9 Hits: 320 AT(DB): 7(0 on land 10 in water)
becomes real and pirates land on his island. He saw the Move: 50’(Run) water, 30’ (Run) land
attack on the Morning Star, and will describe it as a few Attacks:
dozen men attacking the ship from a large war canoe so In water: +120 Huge Bite, +120 Huge Grapple (It
low to the water it was almost awash. It was night, and will attempt to drown foes after a successful grapple in
he didn’t want to get any closer, so he has no more detail the water.) +100 Huge Ram (Usually used on small boats,
than that. Magical efforts to enhance his memory may a successful attack will force a medium agility maneuver
dredge up more details, at the GM’s discretion. He is a to seated occupants, hard for standing occupants to stay
trove of information regarding the giant croc and has aboard.) This croc is large enough to break or push around
some limited knowledge of the terrain between the fork canoes and rowboats.
in the river. He knows it’s swampy mire, with hills of solid On land: +60 Large Bite, +50 Large Bash (tail
land much like his island sticking up out of it, and that swipe), +60 Large Grapple (It will attempt to drag
there are channels of open water running through it that
grappled targets into the water).
are navigable with a canoe. Everyone who’s gone into the
interior has not come back. He will advise against using Perception: +50 Swimming +120 Stalk/Hide 60/75
the east channel, as that’s where he’s most often seen the Special Abilities: All Criticals reduced 2 levels. Can hold
giant croc. breath underwater for 20 min active, or an hour inactive.
Appearance: 30’ long green-brown scaly horror with
Crocodile (Normal) golden-green slitted eyes.
Level: 3 Hits: 120 AT(DB): 7(0 on land 10 in water) Equipment of note: none
Move: 50’(Run) water, 30’ (Run) land
Attacks: Notes: The giant croc is a pet/ally of the Temple
Guardians, and they will clamber on its back, holding

The Guild Adventurer 44


onto the spiny ridges with one claw. They can ride it on Hide 30/35 Ambush: +15 (3 ranks)
the surface like a canoe, but can also make short trips Special Abilities: Can hold breath underwater for 15 min.
underwater this way (10 min or less). They used this Appearance: 5’ tall. Green brown hide similar to a
sneaky attack method to get close up to the side of the crocodile, and a similarly shaped long-snouted head.
Morning Star so they could board it without being seen They are bipedal, and their tails are short and vestigial.
approaching by the ship’s lookouts.
Equipment of note: None, though they often carry a
few rocks or sticks to throw. There is a symbol of Sobek
Temple Guardian (Lizard Man) naturally appearing in the scales on their chest in a lighter
Level: 6 Hits: 120 AT(DB): 7(10 on land or water) jade green pattern that might appear to be painted on
Move: 50’(Fast Sprint) water or land but is not.
Attacks:
Notes: The adolescents are hot headed and eager for
+70 Spear Attack combat, but obedient to their elders. If fought alone they
+50 Medium Claw will make direct frontal attacks, but with leadership they
+40 Small Bite will hold back and throw rocks, retreating as needed,
+50 Small Bash (Thrown rocks or sticks –1 per foot range and only close in to melee attacks on down or stunned
penalties) foes when ordered to.
Climbing: +50 Perception: +50 Swimming +100 Stalk/
Hide 60/75 Ambush: +30 (6 ranks) Hatchlings (Lizard Man)
Special Abilities: Can hold breath underwater for 15 min. Level: 1 Hits: 20 AT(DB): 3(30 on land or water)
Appearance: 6’ tall. Green brown hide similar to a Move: 20’(Fast Sprint) water or land
crocodile, and a similarly shaped long-snouted head. Attacks:
They are bipedal, and their tails are short and vestigial. +15 Tiny Claw
Equipment of note: None, though they often carry a few +15 Tiny Bite
rocks or sticks to throw beyond their primary weapon Climbing: +10 Perception: +10 Swimming +100 Stalk/
spears. Hide 10/15
Notes: The Temple Guardians will strive not to fight Special Abilities: Can hold breath underwater for 15 min.
unless the odds are in their favor, and will make use of Appearance: 1-2’ tall. Green brown hide similar to a
the terrain and their superior swimming (and water crocodile, and a similarly shaped long-snouted head.
breathing) abilities to maneuver and harass the enemy. They are bipedal, and their tails are as long as an adult’s,
They are cold and calculating fighters, and experienced so on their small bodies are significant. They most
enough to know when to fight, when to run, and when resemble small bipedal dinosaurs.
to annoy from cover. They will attempt to lead enemies Equipment of note: None
into the mire, direct any crocodiles to attack them and
attack directly only when matters are in their favor. They Notes: Hatchlings are sub-sentient, unlike the
will attempt to hold back the adolescents, using them to adolescents, and will generally behave like somewhat
finish off stunned or downed foes. They have caches of smart animals. They will not generally consider anything
rocks and sticks to throw piled up all over the swamp. as large as a PC to be prey, but will attack downed and
unmoving targets of human size. The exception is if a
Adolescents (Lizard Man) swimming PC is bleeding, in which case each round they
will attract attacks from 1d10 hatchlings per point of
Level: 3 Hits: 60 AT(DB): 7(10 on land or water)
bleed. (This is cumulative until the PC gets out of the
Move: 50’(Fast Sprint) water or land water, stops bleeding, or every hatchling in the area is
Attacks: swarming at them.). On land they will flee, and will
+30 Medium Claw only attack if cornered. No more than twelve hatchlings
+25 Small Bite can attack a human sized target per round in the water,
+20 Small Bash (Thrown rocks or sticks –1 per foot range no more than six in the same round on land.
penalties)
Climbing: +30 Perception: +30 Swimming +100 Stalk/

The Guild Adventurer 45


Resistance - Stamina (9) 73, Resistance - Will (7) 51,
HARP Statistics Swimming (9) 56, Foraging/Survival water (9) 56,
Townsmen Special Abilities: Can hold breath underwater for 20
Sailors min active, or an hour inactive; Enhanced Senses,
Profession: 3rd Rogues Race: Human Immunity to Stuns, Lesser Resistance (Magic), Lightning
Hits: 62 DB: +10 Reflexes, Multiple or Peripheral Eyes (Lesser), Natural
PP: 0 Camouflage, Natural Weapon (teeth), Reverberating
Strength, Tough Hide (Major), Toughness, Severing Bite,
Init: +5 5’9”
Giantism (Minor)
Attacks: Brawl +54, Dagger +34
Swim/Climb: +54 Perception: +39 Crocodile (Giant)
Stalk/Hide: +34 Level: 9 Hits: 320 Init: +10
Lore/Craft: +50 DB: +60 Size: Huge
Captains Move: 40’swim, 20’ land
Profession: 6th Rogues Race: Common Man Attacks:
Hits: 88 DB: +10 P
P:0 Bite +120 Huge Bite/Puncture, +120 Martial Arts Sweeps/
Grapple +120 Huge Grapple (It will attempt to drown
Init: +5 5’10”
foes after a successful grapple in the water.); +100 Huge
Attacks: Brawl +68, Dagger +58 Ram/Unbalancing (Usually used on small boats, a
Swim/Climb: +68 Perception: +63 successful attack will force a medium agility maneuver
Stalk/Hide: +38 to seated occupants, hard for standing occupants to stay
Lore/Craft: +70 aboard.) This croc is large enough to break or push
around canoes and rowboats.
Fishermen Skills: Ambush (20) 64, Camouflage (20) 71, Navigation
Profession: 3rd Rogues Race: Common Man (20) 71, Perception (20) 93, Resistance - Magic (20) 80,
Hits: 66 DB: +5 Resistance - Stamina (20) 98, Resistance - Will (20) 86,
PP: 0 Init: +5 5’9” Swimming (30) 91, Foraging/Survival water (20) 81
Attacks: Brawl +26, Dagger +16 Special Abilities: Can hold breath underwater for 20
Swim/Climb: +56 Perception: +46 min active, or an hour inactive; Enhanced Senses,
Immunity to Stuns, Lesser Resistance (Magic), Lightning
Stalk/Hide: +46
Reflexes, Multiple or Peripheral Eyes (Lesser), Natural
Lore/Craft: +56 Camouflage, Natural Weapon (teeth), Reverberating
Glennis Strength, Tough Hide (Greater), Toughness, Severing
Profession: 6th Rogue Race: Common Man Bite, Giantism (Greater)
Hits: 90 DB: +10 Severing Bite :
The bite delivered by the creature is able to rend flesh
PP: 0 Init: +5 5’9”
and open deep wounds and, when combined with the
Attacks: Spear +50, Brawl +30, Dagger +40 saliva of the creature, prevents clotting. This creates a bite
Swim/Climb: +65 Perception: +50 Stalk/Hide: that causes severe damage and bleeding to those unlucky
+60 enough to have been bitten.
Lore/Craft: +80 Each successful bite attack deliver an additional 2 Hits
Crocodile (Normal) of damage to the target who must also make a Stamina
Level: 2 Hits: 157 Init: +7 DB: +44 Size: Large RR (90) or take 1 Hit per round bleeding damage. Each
successful bite inflicted increases the Hits taken by 2, the
Move: 28 swim, 12 land
bleeding by 1 and the RR threshold by 10. So a characters
Attacks: second hit would do 4 Hits, require a Stamina RR(100)
Bite Attack (Medium Puncture) 56 and if failed would give 2 Hits per round bleeding and so
Martial Arts Sweeps (Medium) 46 on.
Skills: Ambush (9) 49, Camouflage (7) 36, Navigation
(9) 46, Perception (9) 68, Resistance - Magic (7) 55,

The Guild Adventurer 46


Temple Guardian (Lizard Man) Hatchlings (Lizard Man)
Level: 6 Hits: 120 DB +40 Level: 1 Hits: 20 DB: +30
Move: 50’(Fast Sprint) water or land Move: 20’(Fast Sprint) water or land
Attacks: Attacks:
+70 Spear Attack +15 Tiny Claw/Slash
+50 Medium Claw/Slash +15 Tiny Bite/Slash
+40 Small Bite/Puncture Climbing: +10 Perception: +10 Swimming +100 Stalk/
+50 Small Crush (Thrown rocks or sticks –1 per foot Hide +15
range penalties) Special Abilities: Can hold breath underwater for 15 min.
Climbing: +50 Perception: +50 Swimming +100 Stalk/
Hide +75 Ambush: +30 (6 ranks)
Special Abilities: Can hold breath underwater for 15 min.
Adolescents (Lizard Man)
Level: 3 Hits: 60 DB: +30
Move: 50’(Fast Sprint) water or land
Attacks:
+30 Medium Claw/Slash
+25 Small Bite/Puncture
+20 Small Crush (Thrown rocks or sticks –1 per foot
range penalties)
Climbing: +30 Perception: +30 Swimming +100 Stalk/
Hide 35 Ambush: +15 (3 ranks)
Special Abilities: Can hold breath underwater for 15 min.

The Guild Adventurer 47


Muck and Mire: HARP Statistics
Name Level Size BMR Init DB Hits Stamina Will Magic
Crocodile (Normal) 2 Large 28(swim); 12(land) 7 44 157 73 51 55
Important Skills: Ambush (9) 49, Camouflage (7) 36, Endurance (9) 67, Navigation (9) 46, Perception (9) 68, Swimming (9) 56, Foraging/
Survival water (9) 56. Attacks: Bite Attack - Medium Puncture 56 ; Martial Arts Sweeps 46 +60 Large Ram/Unbalancing (Usually used on
small boats, a successful attack will force a light agility maneuver to seated occupants, medium for standing occupants to stay aboard.)
Special Abilities: Takes criticals as Large; Enhanced Senses, Immunity to Stuns, Lesser Resistance (Magic), Lightning Reflexes, Multiple or
Peripheral Eyes (Lesser), Natural Camouflage, Natural Weapon (teeth), Reverberating Strength, Tough Hide (Major), Toughness, Severing Bite,
Giantism (Minor); Can hold breath underwater for 20 min active, or an hour inactive.
Crocodile (Giant) 9 Huge 40’ swim, 20’ land 10 60 320 98 86 80
Important Skills: Ambush (20) 64, Camouflage (20) 71, Navigation (20) 71, Perception (20) 93, Swimming (30) 91, Foraging/Survival water
(20) 81. Attacks: +120 Huge Bite/Puncture, +120 Huge Grapple (It will attempt to drown foes after a successful grapple in the water.) +100
Huge Ram/Unbalancing (Usually used on small boats, a successful attack will force a medium agility maneuver to seated occupants, hard for
standing occupants to stay aboard.) This croc is large enough to break or push around canoes and rowboats. Special Abilities: Takes Criticals
as Huge, Can hold breath underwater for 20 min active, or an hour inactive. Enhanced Senses, Immunity to Stuns, Lesser Resistance (Magic),
Lightning Reflexes, Multiple or Peripheral Eyes (Lesser), Natural Camouflage, Natural Weapon (teeth), Reverberating Strength, Tough Hide
(Greater), Toughness, Severing Bite, Giantism (Greater).
Temple Guardian (CrocMen) 6 Medium 10 20 40 120 75 70 70
Important Skills: Climbing +50, Perception +50, Swimming +100, Stalk/Hide +75, Ambush: +30 (6 ranks). Attacks: 70 Spear Attack, 50
Medium Claw/Slash, +40 Small Bite/Puncture, +50 Small Crush (Thrown rocks or sticks –1 per foot range penalties). Special Abilities: Can
hold breath underwater for 15 min active, 45 min inactive.
Adolescents (Croc Men) 3 Medium 10 20 30 60 40 35 35
Important Skills: Climbing +30, Perception +30, Swimming +100, Stalk/Hide +45, Ambush: +15 (3 ranks).Attacks: 30 Medium Claw/Slash,
+25 Small Bite/Puncture, +20 Small Crush (Thrown rocks or sticks –1 per foot range penalties). Special Abilities: Can hold breath underwater
for 15 min active, 45 min inactive.
Hatchlings (Crocodile Men) 1 Small 2 20 30 20 30 30 30
Important Skills: Climbing +10, Perception +10, Swimming +100, Stalk/Hide +15. Attacks: 15 Tiny Claw/Slash, +15 Tiny Bite/Puncture
Special Abilities: Can hold breath underwater for 15 min active, 45 min inactive.

Name Level Size BMR Init DB Hits Stamina Will Magic


Sailors (Human Rogues) 3 M 9’ 5 10 62 42 27 27
Important Skills: Climbing +54, Swimming +54, Perception +39, Stalk & Hide +34, Rowing +54, Sailing 54, Combat Skills: Brawling +54,
Dagger +34. Gear: Loose pants and shirts, Long Knives tucked into belt (dagger).
Captains (Hmn Rogues) 6 M 10’ 5 10 88 78 68 68
Important Skills: Climbing +68, Swimming +68, Perception +63, Stalk & Hide +38, Navigation +48, Rowing +68, Sailing +78. Combat Skills:
Brawling +68, Dagger +58. Gear: High Quality Clothing, Long Knives sheathed at belt (dagger).
Fishermen (Hmn Rogues) 3 M 9’ 5 10 66 46 31 31
Important Skills: Climbing +56, Swimming +56, Perception +46, Stalk & Hide +46, Foraging/Survival +36 , Craft (Fisherman) +56, Lore
(Fishing) +56 Rowing +56, Sailing +36. Combat Skills: Brawling +26, Dagger +16. Gear: Loose pants and vests, Long Knives tucked into belt
(dagger).
Glennis (Hmn Rogues) 6 M 9’ 10 10 90 80 70 70
Important Skills: Climbing +65, Swimming +65, Perception +50, Stalk & Hide +60, Foraging/Survival +60, Craft (fisherman) +80, Lore
(fishing) +80, Rowing +60, Sailing +60. Combat Skills: Spear +50, Brawling +30, Dagger +40. Gear: High Quality Boots, loose pants, vest,
High Quality non magical hunting knife +10 sheathed at belt (dagger), carries a slender fishing spear.

The Guild Adventurer 48


Muck and mire: Rolemaster Statistics
Name Level Size MS/AQ Base Move Max Pace MM Bonus Hits Crits AT(DB)
Crocodile (Normal) 3 L VS/SL 30 Run 0 120 L 7 (0)
In Water > MD/MD 50 Run 10 7 (10)
Attack: In water: +80 Large Bite, +80 Medium Grapple (They will attempt to drown foes after a successful grapple in the water.) +60 Large
Ram (Usually used on small boats, a successful attack will force a light agility maneuver to seated occupants, medium for standing occupants
to stay aboard.). On land: +40 Medium Bite, +30 Medium Bash (tail swipe), +40 Medium Grapple (They will attempt to drag grappled targets
into the water). Skills: Perception/Observation: +30 Swimming +100 Stalk/Hide 50/60. Special Abilities: Can hold breath underwater for 20
min active, or an hour inactive.
Crocodile (Giant) 9 H VS/SL 30 Run 0 320 SL 7 (0)
In Water > MD/MD 50 Run 10 7 (10)
Attacks In water: +120 Huge Bite, +120 Huge Grapple (It will attempt to drown foes after a successful grapple in the water.) +100 Huge Ram
(Usually used on small boats, a successful attack will force a medium agility maneuver to seated occupants, hard for standing occupants to
stay aboard.) This croc is large enough to break or push around canoes and rowboats. On land: +60 Large Bite, +50 Large Bash (tail swipe),
+60 Large Grapple (It will attempt to drag grappled targets into the water). Skills: Perception: +50 Swimming +120 Stalk/Hide 60/75. Special
Abilities: Can hold breath underwater for 20 min active, or an hour inactive.
Temple Guard (Croc Men) 6 M MD/MD 50 Dash 10 120 - 7 (10)
Attacks: +70 Spear, +50 Medium Claw, +40 Small Bite, +50 Medium Bash (Thrown sticks & rocks -1 per foot of range). Skills: Climbing: +50
Perception: +50 Swimming +100 Stalk/Hide 60/75 Ambush: +30 (6 ranks). Special Abilities: Can hold breath underwater for 15 min active, or
45 min inactive. Gear Crude looking but functional spears, they usually carry a few sticks or rocks for throwing.
Adolescents (Crocodile Men) 3 M MD/MD 50 Dash 10 60 - 7 (10)
Attacks: +30 Medium Claw, +25 Small Bite, +20 Medium Bash (Thrown sticks & rocks -1 per foot of range). Skills Climbing: +30 Perception:
+30 Swimming +100 Stalk/Hide 30/35 Ambush: +15 (3 ranks). Special Abilities: Can hold breath underwater for 15 min active, or 45 min
inactive. Gear: They usually carry a few sticks or rocks for throwing.
Hatchlings (Crocodile Men) 1 S FA/FA 30 Dash 10 20 - 3 (30)
Attacks: +15 Tiny Claw, +15 Tiny Bite. Skills Climbing: +10 Perception: +10 Swimming +100 Stalk/Hide 10/15. Special Abilities: Can hold
breath underwater for 15 min active, or 45 min inactive. Gear: None

Muck and mire: Rolemaster Classic Statistics


Name Level Size Base Move Max Pace MM Bonus Hits Crits AT(DB)
Sailors (Human Rogues) 3 M 50 Dash 10 25 M 1(0)
Stats: ST 90(15), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (10), SD 60 (5), ME 50 (0), RE 50 (0). RRs: Ess 0, Chan 0, Ment 0,
Dis 0, Poi 0, Fear 5. Skills: Swim +50, Climb +50, Perception +35, Stalk/Hide +30/+25, Lore (Sailor) +50, Craft (sailor) +50. Weapon Skills:
Brawling (MA Strikes I) +40, Dagger +30. Gear: Loose Pants & Shirts, Long Belt Knives (dagger)
Captains (Human Rogues) 6 M 55 Dash 10 45 M 1(5)
Stats: ST 90(15), QU 75 (5), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (10), SD 60 (5), ME 50 (0), RE 50 (0). RRs: & PPs Ess 0, Chan 0,
Ment 0, Dis 0, Poi 0, Fear 5. Skills: Swim +65, Climb +65, Perception +55, Stalk/Hide +30/+25, Lore (Sailor) +75, Craft (sailor) +75. Weapon
Skills: Brawling (MA Strikes I) +50, Dagger +40. Gear: Fine Clothes, Long Belt Knives (dagger)
Fishermen (Human Rogues) 3 M 50 Dash 10 25 M 1(0)
Stats: ST 90(15), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (10), SD 60 (5), ME 50 (0), RE 50 (0) RRs: Ess 0, Chan 0, Ment
0, Dis 0, Poi 0, Fear 5. Skills: Swim +50, Climb +50, Perception +45, Stalk/Hide +40/+35, Lore (Fisherman) +50, Craft (Fisherman) +50.
Weapon Skills: Brawling (MA Strikes I) +20, Dagger +10. Gear: Short pants and Vest, Fishing Knife (Dagger)
Glennis (Human Rogue) 6 M 50 Dash 10 35 M 1(0)
Stats ST 90(15), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (10), SD 70 (5), ME 50 (0), RE 50 (0). RRs: & PPs Ess 0, Chan 0, Ment 0,
Dis 0, Poi 0, Fear 5. Skills: Swim +65, Climb +65, Perception +50, Stalk/Hide +60/+55, Lore (Sailor) +80, Craft (sailor) +80. Weapon Skills: Spear
+50, Brawling (MA Strikes I) +20, Dagger +30. Gear: Fine Clothes, High Quality Non Magical Hunting Knife +10 (Dagger), High Quality Boots

The Guild Adventurer 49


Muck and mire: Rolemaster RMFRP Statistics
Name Level Size Base Move Max Pace MM Bonus Hits Crits AT(DB)
Sailors (Human Rogues) 3 M 50 Dash 9 25 M 1(0)
Stats: ST 90(5), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (10), SD 60 (2), ME 50 (0), RE 50 (0). RRs: Ess 0, Chan 0, Ment 0,
Dis 0, Poi 0, Fear 6. Skills: Swim +50, Climb +50, Observation +35, Stalk/Hide +30/+25, Lore (Sailor) +50, Craft (sailor) +50. Weapon Skills:
Brawling (MA Strikes I) +40, Dagger +30. Gear Loose Pants & Shirts, Long Belt Knives (dagger)
Captains (Human Rogues) 6 M 55 Dash 9 45 M 1(6)
Stats ST 90(5), QU 75 (2), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (9), SD 60 (2), ME 50 (0), RE 50 (0). RRs: & PPs: Ess 0, Chan 0, Ment
0, Dis 0, Poi 0, Fear 6. Skills: Swim +65, Climb +65, Observation +55, Stalk/Hide +30/+25, Lore (Sailor) +75, Craft (sailor) +75. Weapon
Skills: Brawling (MA Strikes I) +50, Dagger +40. Gear Fine Clothes, Long Belt Knives (dagger)
Fishermen (Human Rogues) 3 M 50 Dash 9 25 M 1(0)
Stats: ST 90(5), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (3), SD 60 (2), ME 50 (0), RE 50 (0). RRs: Ess 0, Chan 0, Ment 0, Dis
0, Poi 0, Fear 6. Skills: Swim +50, Climb +50, Observation +45, Stalk/Hide +40/+35, Lore (Fisherman) +50, Craft (Fisherman) +50. Weapon
Skills: Brawling (MA Strikes I) +20, Dagger +10. Gear: Short pants and Vest, Fishing Knife (Dagger)
Glennis (Human Rogue) 6 M 50 Dash 9 35 M 1(0)
Stat: ST 90(5), QU 60 (0), PR 50 (0), IN 50 (0), EM 50 (0), CO 70 (0) AG 90 (3), SD 70 (2), ME 50 (0), RE 50 (0). RRs: & PPs: Ess 0, Chan 0,
Ment 0, Dis 0, Poi 0, Fear 6. Skills: Swim +65, Climb +65, Observation +50, Stalk/Hide +60/+55, Lore (Sailor) +80, Craft (sailor) +80. Weapon
Skills: Spear +50, Brawling (MA Strikes I) +20, Dagger +30. Gear: Fine Clothes, High Quality Non Magical Hunting Knife +10 (Dagger), High
Quality Boots

The Guild Adventurer 50


Unusual Heroes
By Dennis Larsen

battle was over then ventured into the cave. Unexpectedly


Introduction they found that the giant had won the battle, the other
We all know the story; a village in trouble and an party lay dead on the floor, but that the victory had come
adventuring party comes along to save the day. This at a cost for the giant as it was wounded. Believing the
story follows that trope, but with the roles reversed; this battle half won, Gavin’s party attacked and after a vicious
particular village in trouble is in having trouble with an fight managed to put the giant down, but not until after it
adventuring party. had claimed the lives of both the cleric and the ranger. The
This adventure is not intended to be a part of an three survivors looted the other party as well as the giant’s
ongoing campaign as the protagonists are not adventurers. possessions and left the cave thinking the giant was dead.
Instead it is intended being a one-shot adventure which Now, with their pockets brimming with ill gotten
can be used either if you are having some friends over goods, they left for the nearest village to recuperate and
and want to play a single scenario without the need for a celebrate. This village is Tomme, home of the Player
campaign, or simply as a change of pace with your regular Characters.
group for a single session or two. It is now up to the villagers to save their village, or
This adventure is set in a village which should fit rather, it is up to the player characters.
into almost any fantasy setting (whatever setting the GM The object of this adventure is to rally the village,
wants to use). The PCs are residents of a village which and get rid of the troublesome adventurers. This should
is being tormented by a party of adventurers who have be quite the challenge for common villagers, as the
stopped here after their latest adventure with their pockets adventurers in question are quite experienced and have
brimming with loot and looking for a place to kick back magical gear available to them. One on one the adventurers
and raise hell until their next adventure. are more than a match for any of the villagers and you as
This adventure can of course be used as the kickoff the GM should discourage the direct combat approach by
to a new campaign, where the PCs start off their own the players. Although lucky dice rolls can save the day, it’s
adventuring career as the heroes who saved their home more likely that any PC insisting on directly attacking one
village. of the adventurers will end up dead or severely wounded.
Instead, encourage the players to be creative and find
Adventure Synopsis other ways to solve the village’s dilemma than brute force.
Our story starts a couple of weeks travel away in Each of the adventurers has been given a character flaw
the city (can be any nearby major city in your campaign which can be employed to the heroes’ advantage.
setting, hereafter referred to as the city) where Gavin, a
lowly member of a thieves’ guild, overheard a party of The Village of Tomme
adventurers talking about the giant’s cave full of riches Tomme was originally a logging camp on the outskirts
they intended to plunder. He decided that it was time to of civilization, that grew into a village. It is about a week’s
step up from the petty crimes department and into the travel on foot from the nearest town (High Timber) and
big league. He planned to waylay the party after they about two weeks travel from the city. It is fairly secluded
had fought the giant and take the treasure for himself, in the foothills of a mountain chain as well as being
but to do that he needed additional muscle. He found completely surrounded by dense woodlands. Thankfully it
a group of adventurers willing to listen to his plan and is not in monster territory and the most the villagers have
after explaining it, they agreed to his strategy and set off had to deal with before this was the occasional wildlife
to carry it out. such as wolves and bears. They have heard about a giant’s
Gavin’s party consisted of Grimm the dwarven lair in the mountains but so far it has never bothered them
warrior, Ithian the human mage, Hespar the human cleric, and they have never bothered it, so to all accounts life have
and Zack the half-elven ranger. They followed the trail of been fairly peaceful.
the other party to the cave of the giant and waited until the The village itself consists of roughly 100 people, with

The Guild Adventurer 51


The Guild Adventurer 52
about half working the fields surrounding the village Woodpecker and his young apprentice works the smithy
and the other half working in the woods as lumberjacks. in his place. Not that any of the villagers complain about
The village has no standing guards, but each able man is this as the old smith has become too old to do any proper
required to serve in the militia should the need arrive. work at the forge.
Due to the long period of peace their vigilance has gone The Mill
quite lax in this regard; it’s been years since anyone really Arne the miller owns and operates the local grain mill
trained with the spears and today maybe only a small and is usually found here, although occasionally he does
handful actually can work them with any measurement venture down to the Woodpecker after work to wet his
of skill. whistle. He lives in a small house near the mill with his
The village’s unofficial leader is Garen, the owner of wife and two children.
the lumber mill and the wealthiest man in the village.
Almost all the lumberjacks work for him, and as such he The Treasure
practically owns the village. The party has locked the treasure from the giant and
The Woodpecker whatever valuable possessions the other party had, in
The village’s inn is actually more of a tavern, though one of their rooms at the Woodpecker (see the treasure
it does sport a few rooms, which can be made available for event in Act One). The exact nature of the treasure, is left
any travelling patrons. Gavin’s group is actually the first in for you as the GM to decide, depending on your needs.
years to come by and request rooms at the Woodpecker so If this is meant to be the start of a new campaign adjust
they had to be cleared and cleaned first as the inn keeper it accordingly to what you want your players to get their
had been using them for storage. hands on. If this is just a one-shot adventure and you feel
The Woodpecker is owned and operated by Tanven, nice, place some goodies to help the players fight Gavin’s
his wife Alura and his two children. Tanven runs the inn, party or the giant if/when it comes to the village.
Alura works in the kitchen and the children help around
where they are needed. The Protagonists
The inn is kept clean, the ale is fresh and the fire is Have the players make first level characters, which
always roaring to welcome the patrons. The common have grown up in the village and are a part of the village’s
room is large with benches along the walls and a handful daily life. To get them properly motivated into saving the
of tables scattered about in the middle. Alura is famous in village, have them tied in with one of the major NPCs,
the village for her stew and garlic buttered bread. such as being the children of Tanven the innkeeper, the
The inn has two stories with the first floor being young apprentice of Vorgen the blacksmith, another child
dedicated to the kitchen, storage and common room. The of Garen or Arne. Note that the age of these children
second floor is partly the private residence of the family are left for the players to decide, or if you like you can
but also holds the two rooms available for rent. At this make pre-generated characters for the players to select
time the party occupies the rooms, or rather Gavin and from. Young adults would probably be the best age for the
Ithian have rooms while Grimm sleeps in the common player’s characters.
room. As written there are no magic users of any kind in
The Lumber mill Tomme, but if need be you can insert a retired mage
The lifeblood of the village is the lumber mill, where to act as the mentor of any player who wants to play a
the timber is processed before being sent down river to magic user. Just have him away on other business as this
Hightimber for sale. Garen owns it, and buys the timber adventure plays out, we want the player characters to save
brought in by the few freelancers as well as the majority the day, not some NPC. If the need arises for a priest/cleric
brought in by his own crews. insert a priest that tours the local villages on a circuit and
Garen’s manor house lies next to the lumber mill and acts as mentor to one or more PCs, but is also away for the
is beautifully built, the structure is made entirely out of duration of this adventure.
local wood. His wife died almost five years ago and now
the only occupants are himself, his son and their servants. Major NPCs
There are many more NPCs in Tomme than those
The Smithy listed below. Most of them however do not play a major
The local smithy is nothing more than the workplace part in this adventure but you may need to come up with
with a room upstairs where the smith and his apprentice an NPC on the fly. In that case pick one of the names
live. Nowadays the smith is mostly found down at the listed below and add a personality trait, motivation and

The Guild Adventurer 53


profession (most of the village either works the fields or He is the local loudmouth and one of the best
cuts lumber for the mill). lumberjacks in the village. He is also the son of Garen,
If you have the time and feel so inclined you can make which he has been known to use to great advantage. He is
the NPCs surrounding the PCs as family, work buddies, a big guy with an even bigger mouth, and on account of his
love interests, and so forth. boasting the village has come to expect him to take charge
Female Names in the eventuality that something bad ever happened to
Aninnale, Ariegata, Arva, Enkena, Inagha, Neret, it. So far nothing has, but that has not stopped him from
Nimag, Piantia, Renara, Tunyha. playing the part of local hero and savoring its rewards.
Unfortunately he is nothing but big words and has no
Male Names plans to risk his own life to save the village.
Atis, Banyan, Darpol, Errich, Ges, Heif, Irorr, Malbettold,
Nolortor, Perini. Vorgen the blacksmith
Personality Traits: absent-minded, quarrelsome.
Tanven the innkeeper
Motivation: Drink!
Personality Traits: talkative, friendly, industrial.
Almost too old to work the smithy, he has a young
Motivation: maintaining a working relationship with the apprentice who does most of the forge work so the village
adventurers and the village. tolerates him out of respect for when he was younger. He
Tanven is one of the few in the village who is making is the village’s old man who tends to complain a lot about
a lot of money from the visiting adventurers so naturally how everything was better when he was younger, the youth
he isn’t all that interested in rocking the boat. For the first today have no respect for the elders, and so on. He can
time in years, he is actually making quite a profit and has keep it going for hours and hours, but the villagers tend to
begun thinking about selling his inn here to buy a road ignore it and tolerate him. He has no real understanding
inn where he can frequently cater to adventurers and their of what is going on in the village at this time, but does
deep pockets. spend a lot of time down at the Woodpecker.
As such, he is not really inclined to entertain any ideas
of standing up to the adventurers, unless they actually Arne the miller
start to hurt him, or his family. As long as what he makes Personality Traits: conservative, timid, stubborn.
is more than what they break, he is quite content to have Motivation: Protecting himself and his family by avoiding
them staying at the Woodpecker. Even if the adventurers trouble.
gets to rowdy, he isn’t exactly a man of action but will A man content with his lot in life, he enjoys the simple
lend his moral support to anyone who speaks about doing pleasures in life and sees little point in challenging the way
something about them, and at the same time try to remain things are. Why should he? He is happy and intent to stay
on good terms with the party. that way. Arne will argue that the villagers should try to
Garen bribe their way out of their troubles with the adventurers,
unaware that the adventurers are not really interested in
Personality Traits: direct, principled, greedy.
what little coin the village has to offer. (Although Grimm
Motivation: Maintaining the status quo in the village. might consider taking their coins with no deal.) Arne
As the owner and operator of the lumber mill, he is the has had very little experience in such matters and will be
big man in the village and his word carries a lot of weight hard to convince that taking up armed action against the
around here. As long as nothing is directly interfering with adventurers is the best option. If the bribe fails or he is
his business he is content to let things play out, but will voted down, he will argue that they should wait out the
begin to voice concerns once the adventurers start making situation and that the adventurers are sure to leave at
too much trouble or interfere with his business. some point.
He is a former lumberjack himself, but he always had
a greater flair for business than physical work. He built Farlan the farmer
the lumber mill in the village, and eventually expanded his Personality Traits: pragmatic, quick-tempered.
business to where it is today with him owning most of the Motivation: Get rid of the adventurers and free his
woods around Tomme. daughter.
Cheig Farlan is the largest farmer in the village and as such
he carries some weight around the village simply by
Personality Traits: boisterous, indulgent, cowardly.
owning more land than the other farmers. He is a hard
Motivation: Enjoying himself and keeping himself alive. working man who prefers the hard manual labor in the

The Guild Adventurer 54


fields and seeing the fruits of that labor. He is not overly would-be thieves out of the group’s treasury. Of course
complicated, he likes to keep things simple and as such his Gavin hasn’t told the two other members of the party
approach to problems is often straight forward. about the poisoned chest.
If it wasn’t for his daughter Rose getting involved If it’s not one of the PCs, have an NPC see it and tell
with one of the adventurers (see a country rose under Act the story to one of the PCs.
One), he probably wouldn’t even notice the adventurers. A Country Rose
But now that they have invaded his personal life, he takes One of the village’s pretty girls, Rose, has been smitten
notice and is one of the advocates of direct action in Act by the urban charm and wit of Ithain and appears quite
Two. taken with him. She shamelessly flirts with him down
at the Woodpecker and practically ignores all others. To
The Adventure make this a bit more personal and interesting try to work
into the background of one of the players that Rose and
Act One his character have been seeing each other for months
Depending on your players and time frame it might be before the party arrived in the village.
a good idea to play out small scenes with each PC before Too much to drink
starting the actual adventure to establish their connection Usually old Vorgen spends his evenings down at the
to the village. It need not be more than a few minutes each, Woodpecker, and on this particular evening he enjoyed
just enough to give the player a sense of belonging and to more than his usual share of ale. This has brought him
firm up their motivations to later rise to the challenge of in a quarrelsome mood and he isn’t shy about letting the
defending the village. adventurers know what he thinks of their kind which
Regardless, the adventures arrive in the village in Act basically amounts to them being lazy bums too dumb to
One, where they head straight to the Woodpecker inn hold a real job and more of the same.
and rent the two rooms available. They plan to spend the In the end Grimm tires of hearing him rant on, and
evening and night celebrating their victory and mourn the decides to shut him up by giving him a punch in the face as
loss of their two dead adventuring companions. that is Grimm’s standard way of telling people to shut up.
The idea here is to introduce the adventurers and play Unfortunately the old man cannot take such brute force
out the fact that they are dangerous for the villagers. Make and dies from it. As the GM, simply assume that Grimm
it clear to the players that this party of adventurers has scored a deadly critical and killed Vorgen who never did
little to no respect for commoners and intend to use the have many hits to begin with.
village to kick back and blow off steam before they move At this point, the villagers in the inn will most likely
on. In essence the village and its population are there for be shocked at first and then it may break out in a bar brawl
the party’s amusement and they will treat it accordingly. depending on whether you want one at this point or not.
But tread carefully as we don’t want the adventurers In any event, this situation is what leads to the gathering
and PCs to fight it out just yet. The adventurers will play in Act Two.
rough but will only kill in self-defense at this point; they are
selfish but not outright diabolic. They will tend to mock Act Two
and verbally abuse, and will be satisfied with humiliating Garen calls for a meeting with the town’s prominent
or knocking a villager unconscious rather than outright people (the major NPCs and whomever you like to
murder. attend) down at the lumber mill to determine what can
Possible Events to play out at the inn: be done. The major NPCs’ reaction can be found in their
description but to sum it up:
The Treasure For Action: Garen, and Farlan.
If one of the players elected to play one of the children Against Action: Arne, and Tanven.
of Tanven, have that character see that the party carries Play out the highlights of the meeting, but try to
with them a large chest reinforced with iron bands and a illustrate the long boring debates between the four NPCs
heavy lock. It appears quite heavy and must be full of the without resolving to actually playing out the long boring
treasures found on their latest adventure. debates.
The chest is kept in Gavin’s room, where he has coated Let the PCs attend the meeting, they probably
the handles and the lock with Sharkasar poison (lvl 10, followed their parents there or have gotten a personal
brown paste contact poison gives 1-10 hits) to keep any stake in the matter during Act One. Allow them to voice

The Guild Adventurer 55


their opinions; hopefully the PCs argue for action at this is if they show no initiative to go investigate themselves.
point, which allows for a better lead-in to Act Three. At the manor the PCs finds that Cheig has taken his
Cheig does attend this gathering as well, and while he belongings, ransacked the whole house for valuables and
doesn’t plan to engage himself personally he can’t really left. If one of the PCs can track, they find Cheig’s tracks
help himself by playing up to his role as the village’s hero. leading out of the village, down on the road heading to
He argues for action by the whole village, that something Hightimber. If none of the PCs can track, it’s an educated
needs to be done, and other comments along that line. Of guess, as where would you want to go with just one road
course he doesn’t really mean any of it, at least he doesn’t leading out of town?
mean that he personally should become engaged in taking If they follow him, they will catch up to him after
on professional adventurers. That would be suicide, and about three hours. At first they encounter his dead horse -
he has too much to live for. it broke a leg so Cheig had to put it down and continue on
Have Cheig speak to the gathering, lead them to foot. When they do catch up, there is no convincing in the
believe he feels that action should be taken and that he will world that will make him go back to the village. He isn’t
take charge of that action. Again this is not his intention, proud of what he has done but there just ain’t no way he is
all Cheig wants at this time is to use big words so that he going back to get himself killed by the adventurers.
seems the big hero. If the PCs let him run, have them experience the
If the PCs agree with Cheig and voice their opinion in aftermath of the gathering.
front of the village elders, at the end of the debate you can
have the elders appoint Cheig and the PCs as those who Act Four
are to come up with a plan and carry it out against the After chasing Cheig all night the PCs return to the
adventurers before they destroy the village. The villagers village in the early hours of the day. Have them notice as
are most likely to appoint Cheig as the leader due to his they walk by the fields that the people working them seem
past and due to his father being the unofficial leader of less pleased than usual, as something has happened while
the village. the PCs were away.
The gathering ends with the PCs and Cheig given After the PCs left the gathering, the adventurers
what weaponry and armor the village has for emergencies. appeared and took Garen hostage. He was taken back to
The exact details are left for the GM to decide, but base it the inn and kept locked down in the basement. He is their
on the choice of skills of the PCs. So if one PC has taken security against any more resistance from the villagers, as
shortsword as a skill, let there be a shortsword so he can they have made it clear that they will kill him if anyone
get to use his skill. It is unlikely that there is any plate else has any bright ideas. It seemed to have had the effect
armor but again, it’s your game so if you want there to be Gavin was looking for and now the entire village is quite
a suit of plate armor there is. docile, almost eager to please the adventurers.
The party is still living at the inn, but they make the
Act Three calls now. Tanven no longer holds any illusions about
After the gathering the PCs may notice that Cheig is them leaving in peace with him a lot wealthier. The
less verbose than usual and looks a bit paler. If asked what adventurers are more alert now than previously, especially
to do and how, his replies will seem distracted. After a little Grimm who is just looking for any excuse to cut down a
while he says that he needs to go home to get his father’s villager. Gavin on the other hand is convinced that as long
sword if they are to take on the adventurers. His plan is as they have Garen, the village leader, no one in the village
to gather some belongings and some coin, and then head will dare move against them. Ithain isn´t too worried and
off into the night down to Hightimber (the nearest town). besides he has the lovely Rose to occupy his time.
From there, he doesn’t know yet but he does know that he
needs to get out of the village if he is to survive. Ending the Adventure
He tries to get the PCs to wait for them at the mill, but Obliviously now is the time for the PCs to act, but
if they insist on following him home, he makes his escape how is up to them. If they have spoken to one of the
out a window. adventurers previously, they can have heard about the
Depending on how this works out, it may take a while Giant and it might just have been left for dead. The PCs
before it becomes obvious that Cheig doesn’t plan to show could travel up to the Giant’s cave and hopefully convince
up at the mill, and the PCs can wait on him for a long it that the thieves who stole its treasure are down at the
time. Have the miller return from the meeting after an village. Or they can come up with a plan to take the three
hour and ask them what they are doing, and where Cheig adventurers down. They are players after all, and they are

The Guild Adventurer 56


known for devious plans. If the PCs fail to act or come up to indulge in alcohol he must roll 1d100 (open-ended)
with a plan, just have the giant arrive and start trashing modified by his SD bonus (+2). If the result is over 100, he
the town looking for the adventurers, the villagers should resists the temptation.
be able to come up with a way to defeat the party with that Ithian
much chaos going on. Part time magician and part time dandy, Ithian was
hired on by Geran to provide magical support on their
Appendix I RMC adventure. He was promised enough coin to pay off his
debt and still have enough to live handsomely thereafter.
(RMFRP) Stats At that time Ithian found it best to leave the city as quickly
as possible due to a small misunderstanding over a few
The Adventurers coins, so he joined Geran for the promised reward and
Grimmnar “Grimm” Stonebreaker “health reasons”.
A dwarf warrior who would rather be home with his Description
clan, where there is honor to be found, and a dwarf knows A rather overweight human man dressed in the
his way in society. Unfortunately for Grimm remaining finest outfits money can buy, or at least the finest that the
at home is no longer possible. He was exiled from his villagers have seen. Always the center of attention, at least
ancestor’s stronghold for failing to live up to the dwarven while out of combat, with a quick wit and a cantrip ready
sense of honor. The elders of his clan told him to travel to entertain.
the world outside the stronghold until he regained his
honor. So Grimm was forced into the role of a reluctant Personality
adventurer, having to travel with members of the other Ithain always prefers the better things in life; especially
races, which didn’t exactly improve his demeanor. fine wine and women. He is not your typical knowledge
seeking magician but rather a dabbler in the magical arts,
Description who uses magic to further his own betterment in life. He
You take your average dwarf and then force-feed him is not interested in magic for the knowledge but for the
lemons until his face is nothing but a scowl. That is what power it brings to him.
people meet as they encounter Grimm on a good day; on That being said, Ithain has never been sufficiently
a bad day he greets them with his battle-axe. patient to study magic seriously enough and his knowledge
Personality is severely lacking as he has spent his time enjoying the
Generally mean-spirited and focused on acquiring good things in life rather than with his nose buried in a
wealth, as he believes that was what the elders meant by dusty tome.
regaining honor. He hoards what he can but often falls He regards himself as a man of the world, and as a
into heavy drinking and gambling that tends to cost him friend of the ladies. Cultured and educated with a refined
the majority of his savings and thus his adventuring days palate, he has very expensive tastes and a habit of spending
continue. more money than he has, and usually on whatever it may
When drunk his favorite subject is of the great glory be that strikes his fancy at the moment. This tendency has
and honor of the dwarves. How absolute splendor is to gotten him into trouble in the past and may very well get
be found in his ancestral halls, the renowned hospitality him into trouble again.
of the dwarves, the deep flavor of dwarven ale verses “this Character Flaw: Greed
human swill”, and so on; he can continue for hours. As mentioned, Ithain enjoys the finer things in
Grimm longs for his ancestral halls, and really does life, and as such can easily be swayed by such offerings.
not like to be outside the familiar walls of his clan’s Whenever Ithain is being tempted to he must roll 1d100
stronghold. Out here he feels strange, an outsider, and (open-ended) modified by his SD bonus (RMC/HARP
although he will never admit it; rather lonely. This makes add SD bonus, RMSS/FRP use x3 SD bonus). If the result
him react in such a fierce manner and worse he has picked is over 100, he resists the temptation. However if he takes
up some human bad habits while traveling in their lands. the temptation he may be demanding more and more
Character Flaw: Drunkard due to his nature. There are few “fine” things in this small
Grimm likes to be drunk and can easily be convinced town, but Ithain will want anything that’s described as
to partake in drinking. Whenever Grimm is being tempted superior or “the best”.

The Guild Adventurer 57


Gavin Lightfingers patch. If the PCs have come looking for him, Gongath
Gavin is the brains of the outfit, what he lacks in has just returned to his home, contemplating revenge in
brawn, he makes up for with brains, or so he likes to his slow, deliberate manner. If the GM decides to use him
think. He was a lowly member of a thieves’ guild in the as a way to bring the action to a close at the end of Act
city, where he mainly engaged in petty crime. He has Four, Gongath will walk into the village angry and seeking
always felt that he had more to offer than simply breaking revenge.
and entering jobs, for which the majority of the loot went Demeanor
to the guild masters anyway. Gavin was a small time thief
with big ideas and when he overheard the adventuring Not terribly smart, but even 15’ tall behemoths need to be
party’s plans he knew that his time had come. crafty to survive in the wild on their own. His language
skills are rarely used, so he will speak in halting, broken
Description language referring to himself in the third person i.e.
A weasel of a man, tiny frame with small beady eyes “Gongath want Gongath’s shiny stuff back!” “Gongath
dressed in simple earth toned leather clothing. He looks crush puny human!!”, “Gongath no like pointy hurty
like someone you wouldn’t trust with a copper piece, and sticks!”.
you know what they say about first impressions.
Personality
Personality Gongath is simple and direct, he likes food and
Gavin has high thoughts about himself and his comfort, and dislikes pain, hunger and cold. He will take
abilities. It was always others who kept him down, and the most direct route to getting what he wants, but is at
from fulfilling his true potential, now that he is in charge least crafty enough not to walk directly into obvious traps.
no one can stand in his way. If the PCs want to convince him they’re not enemies, they
will need to talk slow, and keep their words, as the least
Character Flaw: Overconfident deviation from a deal will cause Gongath to fly into a rage.
Gavin is very confident in his abilities; so much in
fact that he believes himself better than he actually is. This Character Flaw: Stupid.
leads him to underestimate others, and believing them Gongath is not very smart, even if he has the crafty smarts
to be less of a threat than they actually might be. He has of a wild animal. He can be tricked with any reasonably
full confidence in his plans and fully believes that he can thought out and indirect trick, and can be baffled by just
outsmart anybody that he comes across. talking fast. Be wary of messing with him within melee
Gongath, The Giant (Lesser) range though, for he may just decide a fast talker is trying
Since awakening sorely wounded outside his cave, to trick him and attack them.
Gongath dragged himself to some herbs a mile from his
cave and healed back to full health by eating the whole

The Guild Adventurer 58


Unusual Heroes: HARP Statistics
Name Level Size BMR Init DB Hits Stamina Will Magic Attacks
Gongath the Giant 10 Large 22 11 49 183 112 71 83 107 broadsword
Attacks: 95 Large Crush (Brawling), 107 Giant Club (Large Crush), 74 Thrown/Dropped Large Object. (–1 OB per foot of range penalty,Large
Crush attack). Important Skills: Perception +78, Climbing +89, Swimming +89. Gear: 12’ long gnarly oak club, weighs about 80 pounds,
perhaps useful as a battering ram or a trophy to human scale PCs.
Grimmnar 6 M 7’ 17 8* 128 108 55 49
“Grimm” Stonebreaker (Dwarf Fighter) * (no armor), 65 (full chain). Special Abilities: Dark Vision (Greater), Dense Musculature, Lightning
Reflexes, Shield Training, Stone Sense. Stats: St 97 (+12); Co 100 (+15); Ag 96 (+9); Qu 71 (+4); SD 52 (+5); Re 67 (4); In 84 (+7); Pr 46 (+0)
Important Skills: Appraisal +41, Frenzy +78, Perception +47, Storytelling +37. Combat Skills MA Strikes +85, Brawling +85, Battle Axe
+85, Light Crossbow +83, Handaxe +85, War Hammer +105. Gear: Magical chain hauberk (+15 to DB), +10 nonmagical Battle Axe, light
crossbow, quiver with 31 bolts, Handaxe +10 nonmagical, War Hammer, steel helmet, backpack with adventuring necessities and a pouch
containing 24 cp, 20 sp, 4 gp. Note: fractured bone in left leg. 3 days left to heal, -30.
Ithian 6 M 10’ 13 14 (+34 with amulet) 58 43 39 62
Human Magician Special Abilities: Sense Magic. Stats: St 41(0); Co 73 (+6); Ag 77 (+6); Qu 76 (+7); SD 52 (+2); Re 84 (+9); In 73 (+6); Pr 96
(+11). Important Skills: Attunement +42, Duping +47, Perception +38, Power Point Development +68, Runes +40, Charm +69, Spell Lore
+48. Spells (Rank, Bonus). Air Wall (5, +36), Arcane Bolt (3, +26), Boost Agility (4, +31), Boost Insight (4, +31), Boost Presence (4, +26),
Counterspell (4, +31), Darkness (6, +41),Detect Magic (4, +31), Detect Trap (4, +31), Dispel Magic (4, +31), Elemental Ball: Air/Wind (6,
+41), Elemental Bolt: Air/Wind (5, +36), Fear (4, +31) Fly (4, +31), Landing (4, +31), Light (6, +41), Long Door (5, +36), Mage Armor (4,
+31), Moving Ways (4, +31), Phantasm (5, +36), Presence (4, +31), Projected Light (5, +36), Vacuum (4, +31). Combat Skills: Staff +21. Gear:
Wand with Elemental Bolt: Water (unscaled, 1 use per day), Amulet of Protection (+20 DB), backpack with adventuring necessaries, enough
spare clothing to shame a woman, and a pouch containing 11 cp, 3 sp.
Gavin Lightfingers 6 M 11’ 0 +12* 74 51 64 19
Human Thief * (no armor), +34 (leather cuirass). Special Abilities: Subtle, Master Pickpockets. Stats: St 71(+6); Co 93 (+10);Ag 99 (+10); Qu
76 (+8); SD 63 (+4); Re 91 (+9); In 31 (-3); Pr 56 (+4). Important Skills: Acrobatics +72, Ambush +49 (7 ranks), Climbing +72, Contortions
+70, Duping +31, Locks & Traps +61, Perception +61, Pick Pockets +58, Stalk/Hide +84, Trading +31, Trickery +58. Combat Skills:
Broadsword +72, Dagger +51, Light Crossbow +74. Gear: Magical +15 dagger, Non magical leather breastplate +10, thieves´ picks, backpack
with adventuring necessaries and a pouch containing 27 cp, 26 sp, 1 gp. Note: Muscle injury in left shoulder. 14 days left to heal, -25.

The Guild Adventurer 59


Unusual Heroes: RMSS/FRP Statistics
Name Lvl Base Max Pace/ Speed Size/ Hits AT Attacks
Rate MM Bonus MS/AQ Crit (DB)
Grimmnar 6 32 Walk/-25 M 112 16(12) Battle Axe 104, Light Crossbow 100
Grimmnar “Grimm” Stonebreaker(Dwarf Fighter). Stats: ST 97(10), QU 71 (-1), PR 46 (-4), IN 78 (2), EM 91 (1), CO 100 (16), AG 96 (6), SD 52
(2), ME 98 (9), RE 67 (0). RRs: Ess 40, Chan 15, Ment 28, Dis 68, Poi 63, Fear 6. Skills: Alertness 14, Evaluate Metal/Armor/Weapon/Stone 41,
Frenzy 58, Lie Perception 38, Observation 39, Stunned Maneuvering 35, Tale Telling 36. Weapon Skills: MA strikes I: 84, Brawling 84, Battle Axe
104, Light Crossbow 100, Handaxe 104, War Hammer 104. 1(-3) no armor, 16(12) chain armor. Gear: Magical chain hauberk (+15 to DB), +10
nonmagical Battle Axe, light crossbow, quiver with 31 bolts, Handaxe +10 nonmagical, War Hammer, steel helmet, backpack with adventuring
necessities and a pouch containing 24 cp, 20 sp, 4 gp. Notes: fractured bone in left leg. 3 days left to heal, -30.
Ithian 6 56 Dash/6 M 29 1(26) Staff 11, Directed Spell (Shock Bolt) 51
(Human Mage). Stats: ST 41 (2), QU 76 (2), PR 96 (8), IN 56 (0), EM 91 (5), CO 73 (1) AG 77 (2), SD 52 (2), ME 92 (6), RE 77 (2). RRs PPs:
Ess 15, Chan 0, Ment 24, Dis 3, Poi 3, Fear 6; PPs: 46. Skills: Alertness 8, Attunement 43, Bribery 43, Diplomacy 43, Observation 34, Power
Perception 43, Runes 43, Seduction 67, Spell Lore 43. Weapon Skills: Staff 11, Directed Spell (Shock Bolt) 51. Spell Lists (Rank / Bonus).
Base: Light Law 14/+34, Wind Law 14/+34, Open: Detecting Ways 10/+25, Essence´s Perceptions 10/+25, Lesser Illusions 10/+25, Physical
Enhancement 10/+25, Spell Wall 10/+25, Closed: Dispelling Ways 7/+17, Lofty Bridge 7/+17, Rapid Ways 7/+17, Spirit Mastery 7/+17. Gear:
Wand with Ice Bolt (1 use per day), Amulet of Protection (+20 DB), backpack with adventuring necessaries, enough spare clothing to shame
a woman, and a pouch containing 11 cp, 3 sp.
Gavin Lightfingers 6 56 Dash/27 M 49 9(16) Broadsword 79, Dagger 61, Light Crossbow 87.
Human Thief Stats: ST 71 (3), QU 76 (2), PR 56 (0), IN 31 (0), EM 32 (0), CO 93 (6) AG 99 (9), SD 63 (2), ME 86 (4), RE 96 (8). RRs: Ess 0,
Chan 0, Ment 0, Dis 18, Poi 18, Fear 6. Skills: Acrobatics/Contortions/Tumbling 79, Alertness +24, Ambush 49 (7 ranks), Bribery +30, Climbing
79, Detect Traps +68, Hiding Items +61, Lie Perception +68, Locate Hidden +68, Locks & Traps 62, Observation 68, Pick Pockets 56, Poison:
Perception +68, Sense Ambush +24, Silent Kill +49, Stalk/Hide 80, Trading 30, Trickery 56, Using/Removing Poison +52. AT: 1(6) no armor,
9(16) leather cuirass. Weapon Skills: Broadsword 79, Dagger 61, Light Crossbow 87. Gear: Magical +15 dagger, Non magical leather breastplate
+10, thieves´ picks, backpack with adventuring necessaries and a pouch containing 27 cp, 26 sp, 1 gp. Notes: Muscle injury in left shoulder. 14
days left to heal, -25.

Unusual Heroes: RM2/Rolemaster Classic Statistics


Name Lvl Base Max Pace/ Speed Size/ Hits AT Attacks
Rate MM Bonus MS/AQ Crit (DB)
Grimmnar 6 35 Walk/-25 M 120 16(10) Battle Axe 91, Light Crossbow 86
Grimmnar “Grimm” Stonebreaker (Dwarf Fighter). Stats: ST 97(20), QU 71 (-5), PR 46 (-10), IN 78 (5), EM 91 (0), CO 100 (40) AG 96 (10),
SD 52 (5), ME 98 (20), RE 67 (0). RRs: Ess 41, Chan 2, Ment 30, Dis 60, Poi 55, Fear 5. Skills: Evaluate Metal/Armor/Weapon/Stone 40, Frenzy
61, Perception 38, Tale Telling 33. AT: 1(-5) no armor, 16(10) chain armor. Weapon Skills: MA strikes I 73, Brawling 73, Battle Axe 91, Light
Crossbow 86, Handaxe 91, War Hammer 91: Gear: Magical chain hauberk (+15 to DB), +10 nonmagical Battle Axe, light crossbow, quiver with
31 bolts, Handaxe +10 nonmagical, War Hammer, steel helmet, backpack with adventuring necessities and a pouch containing 24 cp, 20 sp, 4
gp. Notes: fractured bone in left leg. 3 days left to heal, -30.
Ithian 6 55 Dash/23 M 23 1(25) Staff 10, Directed Spell (Shock Bolt) 50
(Human Mage) Stats ST 41 (5), QU 76 (5), PR 96 (15), IN 56 (0), EM 91 (10), CO 73 (0) AG 77 (5), SD 52 (5), ME 92 (10), RE 77 (5). RRs: &
PPs: Ess 10, Chan 0, Ment 15, Dis 0, Poi 0, Fear 5; PPs: 6. Skills: Attunement 35, Diplomacy 43, Perception 30, Runes 35, Seduction 67, Spell
Lore 38. Weapon Skills: Staff 10, Directed Spell (Shock Bolt) 50. Spell Lists (Rank / Bonus). Base: Light Law 14/+34, Wind Law 14/+34, Open:
Detecting Ways 10/+25, Essence´s Perceptions 10/+25, Lesser Illusions 10/+25, Physical Enhancement 10/+25, Spell Wall 10/+25, Closed:
Dispelling Ways 7/+17, Lofty Bridge 7/+17, Rapid Ways 7/+17, Spirit Mastery 7/+17. Gear: Wand with Ice Bolt (1 use per day), Amulet of
Protection (+20 DB), backpack with adventuring necessaries, enough spare clothing to shame a woman, and a pouch containing 11 cp, 3 sp.
Gavin Lightfingers 6 55 Dash/20 M 44 9(15) Broadsword 71, Dagger 47, Light Crossbow 86
Human Thief. Stats: ST 71 (5), QU 76 (2), PR 56 (0), IN 31 (0), EM 32 (0), CO 93 (10) AG 99 (20), SD 63 (5), ME 86 (5), RE 96 (15). RRs: Ess
0, Chan 0, Ment 0, Dis 10, Poi 10, Fear 5. Skills: Acrobatics/Contortions/Tumbling 67, Ambush 35 (7 ranks), Climbing 74, Locks & Traps 68,
Perception 58, Pick Pockets 61, Stalk/Hide 85, Trading 30, Trickery 61. AT: 1(5) no armor, 9(15) leather cuirass. Weapon Skills Broadsword
71, Dagger 47, Light Crossbow 86. Gear: Magical +15 dagger, Non magical leather breastplate +10, thieves´ picks, backpack with adventuring
necessaries and a pouch containing 27 cp, 26 sp, 1 gp. Notes: Muscle injury in left shoulder. 14 days left to heal, -25.

The Guild Adventurer 60


Who saves the Savior
By Robert J. Defendi

A boy stands alone against a Dragon, and only has benefitted from the arrangement, and some of the
the bravery of a few can save him from his fate. In this guardians are very loyal.
adventure, the player characters will set off to rescue a At first, the local villages resented this new creature
fourteen-year-old, would-be dragonslayer from his own ruling them, but as time passed, they found that the
quest to save a village. They will follow in the footsteps of a tribute in livestock and labor, spread out over a large
boy who had never touched a sword as he faces challenges number of villages, wasn’t too onerous. In addition, the
that frighten hardened soldiers. Will they find him before region appears to be safer than ever before. There are no
he is captured, or will he be the next victim? raids from Cambions out of the mountains and banditry
This adventure involves caves, guards, monsters, has fallen to nothing. Slowly, they decided that maybe
terrors, and a fire that will burn for centuries. Parties this new situation was better for everyone. Even the local
should find an interesting mix of tracking and fighting in nobility supports the current arrangement, although the
this combat-heavy story. The adventure is aimed at 20th Dragon has quietly and profitably made it worth their
level characters. while.
Using this Adventure in While locals occasionally go missing, no one asks too
many questions. People have always left or run away, or
The Echoes of Heaven
tried to move to the city and bluff their way out of their
This adventure is set in The Echoes of Heaven
feudal obligations. With things going so well, it’s easy
Campaign Setting, in the kingdom of Ludremon. The
to rationalize the disappearances away. If the leadership
adventure as a whole fits neatly between episodes six and
fears the Dragon is eating people, they don’t admit it.
seven of The Moving Shadow. It takes place shortly after
Over the last several weeks, a boy named Eril has
the events of Adventure Seed 6: The Tears of Man. At this
become fed up with the Dragon. Stories of knights and
point, the characters should be bouncing from location to
adventures filled his head. He tried to convince other
location, their destinies guided by the Tears of God.
villagers that they needed to do something, but they all
For more on The Echoes of Heaven Campaign Setting,
refused. So he decided to take matters into his own hands.
visit www. finalredoubt.com.
For two weeks he has been heading to the Dragon’s
Using this Adventure in cave every night. He’s met and befriended the night guards,
Another Campaign bringing them treats and the occasional knick-knacks as
This adventure fits very neatly into The Echoes of gifts. Over this time he has learned enough about the lair
Heaven. Still, there’s nothing about the adventure that and its obvious approaches to formulate a plan. He stole
excludes it from play in other worlds. In this adventure a short sword that his father acquired during a past war
we have a Dragon type unique to the Mortal Realm. You with Marnele. Then he took off to slay the Dragon.
could just as easily substitute a Dragon appropriate to
your game world, or just use the Great Scaled Dragon as
is, adding it as a new monster to your game.
Setup
The adventure begins with the party happening upon
the village of Darus. They could be traveling and looking
Adventure Background for a peasant willing to put them up for the night, or
Three years ago, the Dragon Ethânaikad took up they might have been brought to the region by rumors of
residence in the caves local to the village Darus. He strange politics or creatures. If you are playing through
tamed the villages of the surrounding area, demanding The Moving Shadow campaign, they are likely in the
tribute in livestock and the occasional work project midst of teleporting from bad situation to bad situation,
from the villagers. He also conquered or scattered all their path controlled by the magical relic the Tears of God.
the surrounding threats, recruiting the more powerful However they arrive, they find the village organizing
creatures to guard his lair. While there is a risk of his the livestock under the guidance of the villages Hayward/
more powerful servants turning on him, so far everyone Beadle. The Hayward seems to be pulling out sheep from

The Guild Adventurer 61


the herds, arguing with the richer peasants over who has very heartfelt plea for his son, and hopefully this will cause
contributed most recently and who is due to donate. them to decide to help.
Wherever the party goes in this village, they will find
the villagers concerned or talking about this tribute. It
shouldn’t take long for them to become curious and ask
The Journey
The villagers are correct about the lack of trouble on
why. the countryside. The trip to the Dragon’s lair takes about
two hours on foot, less on horseback, and it is completely
The Tribute safe. In fact, the closer they come, the less wildlife they
The villagers don’t try to hide what they are doing . . . find. Eventually they come to the mountain and the lair
they see no reason to. They’ll explain about the Dragon to of the Dragon Ethânaikad herself.
the party. They’ll let them know that they are preparing a
tribute. They are afraid that she is about to arrive in a fury
and they want to be ready to appease her.
It seems that last night a boy from the village
stole a sword from his father, an aging veteran, and
struck off to slay the Dragon. They aren’t worried
that he’ll win, and they secretly feel that he deserves
anything that he gets when the Dragon discovers
him. They just want to make sure the Dragon
doesn’t do any damage when it arrives and calls for
a reckoning. It’s always been reasonable in the past,
however. They are pretty sure they can buy it off
with sheep. It likes sheep a good deal.
If the party asks about how to get to the Dragon
or otherwise offers to take care of the problem, the
villagers are horrified. They certainly don’t want
anyone messing with the status quo. Things are
good under the Dragon. Everyone’s lives are safer.
There isn’t even any rustling of the livestock. Only
the richest peasants have to pay tribute, since only
they can afford herds. The poor are occasionally
called in to widen caves for the Dragon, but
even then, there’s coal throughout the Dragon’s
mountain, and it doesn’t care if the peasants carry
it away when they are done. The whole situation
is equitable. They don’t want anything to change.

The Father
The party might investigate by questioning
villagers. If so, they will find Willan, the boy’s father.
If not, Willan has been watching the Hayward and
will approach the party. Either way, they hear a
different story.
Willan tells the party of the disappearing
villagers and the willing disbelief of the other
peasants. He tells of his son’s idealism and heroism.
He explains that his son is only 14 and has never
held a sword. He begs them to find his son and
save him before the Dragon eats him. If the party is
still waffling about what to do, the man will make a

The Guild Adventurer 62


causing an “A” or Tiny Heat Critical to anyone who gets
The Dragon’s Lair within 5’. The danger zone spreads five feet a minute as
Ethânaikad lairs in a large cavern as part of a larger the fire grows.
complex. The lair itself has four large passages exiting.
Three of them have always been wide enough for the Encounter Areas
Dragon, and the Dragon has used these passages to move From the moment the character comes in sight of
in and out of its lair. All of these passages exit at relatively the caves until they leave, the adventure moves from
inaccessible places, and Ethânaikad has kept their mouths a free-form format to location-based. At this point the
secret. adventure becomes fairly linear until the characters leave
The fourth passage had narrow sections but exited on the tunnel and head back out.
a gentle slope. Along this passage, Ethânaikad has placed
A location-based key is as follows:
her guardians and servants. This is also the area she’s had
the villagers widen. The intelligent inhabitants of the lair 1) Bandits: This group of bandits guards the entrance to
know of the other exits, but they don’t know the details of the Dragon’s lair. There used to be more to this group,
how many real paths there are to the surface. but while Ethânaikad controls her temper around the
There were also other paths to the surface, too small to villagers, she often slips with her henchmen. These are
accommodate a Dragon. The Dragon has collapsed most the only bandits tough enough to survive the Dragon’s
of these, but there are many cracks in the walls of temper tantrums.
her lair and one of them, while it appears to be At the moment there are no guards at
shallow, actually leads out wide enough to the front of the cave because everyone is
allow the passage of a player character. awake and present, watching their
A final note, there’s coal leader, a mage, dress down a
all through this mountain. guard who got drunk last
Ethânaikad chose her cavern night. The cavern is just at
carefully for its lack of coal the cave opening, so the
in the walls, so she can party won’t have to travel
safely use her breath far to get involved.
weapon there, but It seems that
elsewhere, fire would the guard has been
be unwise for anyone speaking with one of
without a Dragon’s the local village kids
ability to survive flame. almost every night. The
boy has come and kept
Fire in the him company for a few
hours of his shift, and
Caverns lately he’s brought a
The first time a gift or two. Last night
character attempts he brought a small keg
to use fire inside the of ale. They found the
mountain, allow him guard drunk the next
to make a relevant morning, half naked.
Perception Maneuver None of them are
to notice the coal in the very good at being
walls. If they use fire guards, and they haven’t
anyway, and the fire is thought to wonder if
relatively instantaneous the guard’s missing
in nature, allow a 50% clothes are meant to
chance on a luck roll. cover up that his cloak
If the roll is unlucky, is missing. The cloak
the walls are set on fire. carries an emblem
That location blazes that the Golems
from that point on, are programmed to

The Guild Adventurer 63


recognize, granting the bandits access to the deeper So Eril came here, opened several barrels, and moved
sections of cave. their contents around so that one barrel was mostly empty.
What happened is this: after earning the guard’s trust He then carefully resealed the other barrels. He climbed
with night after night of sitting up with him, Eril brought inside the mostly empty one, covered himself in salted
a small keg of ale. After the guard was blind drunk, he meat, and pulled the lid mostly closed over him.
stole his cloak and stripped him down, hiding much of the Earlier today, one of the bandits came in here to haul a
clothing so no one would notice the cloak was missing. barrel of meat to the slaves. He found this barrel with the
He then left, hoping the guard would think that he just lid cracked, gave the contents a cursory glance, and rolled
had a bizarre night of drinking. it farther into the Dragon’s lair. The party can figure out
Eril then snuck past the other bandits, which wasn’t Eril fiddled with the barrels and then climbed into one
hard, since they are deep sleepers. Past this obstacle, he
headed for the Golems, the bandit’s emblem prominently
displayed.
The party can figure out that the boy snuck by with a
Light Tracking Maneuver to notice his tracks. The party,
of course, will probably have to fight their way through.
There are four bandit warriors and one bandit
mage.
2) Golems: Ethânaikad found these Earth
Elementals after killing their master at a
nearby wizard’s tower. She managed to
determine the magic that the mage had
used to control them, and brought them
into her own control. Now they guard the
next cavern in the chain to her lair. They
will ignore anyone displaying the cloak and
emblem of one of the bandits.
Eril walked through here wearing such
a cloak and emblem. The golems let him
pass without molesting him. The party
can determine that Eril passed through
here without incident with a Hard Tracking
Maneuver. The party can pass through as
well, if wearing bandit cloaks. Otherwise,
they’ll likely have to fight.
There are two Elementals.
3) Storage Cave: The bandits are too lazy to
carry the supplies all the way into the slave
area after they’re done slaughtering and
salting Ethânaikad’s left-overs. Instead,
they drag them here. This room is filled
with barrels, mostly meat, but also water
that the bandits collect from a local stream.
When they are needed more deeply in the
facility, the bandits roll them to the slave
area. (The slaves can’t come this far out.)
However, they loathe extra work, so if
they find a barrel with the nails loose, they roll that one in.
Eril knew this. He also knew that there were Werewolves in
the next chamber, and that they would instantly recognize
that he wasn’t a bandit.

The Guild Adventurer 64


with a Hard Tracking Maneuver. The same Maneuver into the lair. They will also tell what happened with Eril,
will determine that a bandit later rolled the barrel out and who passed through here just an hour ago (well, they
deeper into the lair. won’t mention the poison).
4) Werewolves: Ethânaikad found this group of The party can confirm at least the basic choreography
Werewolves in the mountains nearby. She recruited of Eril’s passing with a Hard Tracking Maneuver.
them with promises of hunting villagers with impunity. 6) Trolls: This cavern is home to two Trolls. They
Many of the locals who disappear do so at the claws of recently discovered that the guardians in the next room
the Werewolves. are dead. The Trolls are in a fury about it, and argue
Eril was rolled through here in a barrel by one of the about whether they should go and kill all the slaves in
bandits, hidden under salted meats. The werewolves find retribution. They have interrogated one of the slaves
the smell of salted meat distasteful and always make sure and they’ve determined that the poisoner wasn’t one of
to be in Human form when this happens. They didn’t them. They went to talk to the Dragon about it, but she
smell the stowaway. The party can determine the barrel was asleep and they didn’t dare wake her. They’re just
rolled through here with a Hard Tracking Maneuver. contemplating killing the other slaves out of spite. In
The Werewolves are likely ready when the party arrives, this state, it’s unlikely that the party can parlay with them
having smelled blood on the air from their previous fights. in any way.
They wear “bandit cloaks” as well, in whatever form The Trolls have been more or less “trained” by the
they’ve taken. The party will likely have to fight their way Dragon, which means they’ve been beaten until they’ve
through this room. formed an unhealthy attachment to her. This has been
There are five Werewolves. one of the main reasons the bandits have never tried to
5) Slaves: Ethânaikad doesn’t feel that she can live without overthrow the Dragon. They might beat her, but not her
a healthy stable of Mortal slaves. To this end, she captures and the Elementals and the Trolls.
locals from time to time and puts them here, to wait on Eril walked brazenly through here, dressed in freshly
her and act as servants. The slaves have free run of the tattered clothes like a new slave, carrying a tray of food. He
place, but they don’t pass the Werewolves, and without hasn’t been seen since. He was off setting a fire in one of
cloaks can’t pass the Golems, and they fear the Dragon the passages when the trolls came to speak to the Dragon.
too much to attempt an escape in that direction. There are two Trolls.
There are currently nine slaves, men and women, of 7) Dead Monsters: This cavern used to be the home of
varying ages. They’ve been secretly gathering materials a group of seven intelligent Drakes. They were smaller
for poisons whenever they are allowed outside under servants of the Dragon, almost pets. They are now dead,
guard. They didn’t have a good plan for administering their bodies swollen, their tongues lolling out.
that poison until they opened a barrel and found Eril An appropriate Light Lore Maneuver will reveal that
inside. the Drakes were poisoned to death. The party can see the
This answered a question for them. They were pretty discarded tray and the mostly-eaten food that Eril left
certain that all the guardians except for the Golems could before heading farther into the Dragon’s lair.
tell one Human from another. Here was someone who By now, the party might be impressed with how far
could carry their poison that obviously wasn’t any of them. this boy has gotten into the lair. Alternately, they might be
New slaves came frequently enough that they wouldn’t fearful for him. Either way, at this point, an appropriate
think it strange that they didn’t recognize him, and yet if Easy Awareness or Perception Maneuver will allow them
they investigated later, they’d find that he wasn’t present to smell smoke.
and the other slaves would have plausible deniability. 8) Fire: As the characters push forward from the dead
They dressed Eril as a slave and gave him food to Drakes, the smell of smoke grows stronger, and they
carry past the guardians of the next chamber and to the hear a tunnel collapse. The resulting avalanche shakes
drakes. They told him that the drakes would let him pass. the walls and floor and they party hears other collapses
They did, but as much because they were already dying of elsewhere in the caves.
poisoning than because they didn’t think it was strange As the party pushes forward, a huge cloud of coal
that a slave wanted to see the Dragon. dust and natural gas billows down the hall, then explodes,
The slaves are eager to help the party in any way they knocking the party prone, but causing no damage. That
can, but they don’t think the PC’s would pass as slaves, no triggers the sound of more collapses and a couple of other
matter how they dress. Instead, they will give them any explosions through the caves.
tactical information they need to push on more deeply The party is now confronted with a cavern, partially

The Guild Adventurer 65


collapsed, burning with coal fires. They must fight to exciting as possible. Remember that the coal fire is causing
push their way through. This is handled as a series of a lot of chaos in this room, and you can use that to adjust
skill Maneuvers. Each character must succeed twice to get the difficulty of the battle. Smoke continues to pour in,
through. Encourage creative uses of skills. For instance rocks fall from the ceiling as distant pockets of natural gas
a character might try to climb through an area that isn’t explode.
on fire or contort themselves to get through a hole that’s If the battle is stacked against the players, this
too small. Assign difficulties based on how appropriate environment can become progressively worse for the
you think the skill is to the situation at hand. The Dragon. Gathering smoke will apply penalties to the
difficulties should range between Light and Very Hard. Dragon first, since smoke rises. The haze in the room can
Also encourage teamwork. A character might make an allow sneaky characters to become lost more easily. Rock
extra Maneuver to lower the difficulty for a struggling falls could find the Dragon the biggest target.
companion. If the battle is too easy for the players, let the
9) The Dragon: Finally, choking with smoke, the party environment even things in the other direction. Rock falls
will find their way to the Dragon’s lair. The place is a could land near players. Eril could get mixed up in the
smoky ruin. Clouds bellow from every exit big enough combat, forcing them to split their resources. The heat
for the Dragon to pass. The area is lit by red glows from could rise until it starts causing the players significant
each of these caves, streaming and flickering through the problems.
bellows of smoke. Don’t use these little ideas to cheat, but to make
Eril made it and quickly snuck by the Dragon, who the battle more exciting and to even out issues between
was asleep, and set fires to all the tunnels (he lit the tunnel character strength and encounter strength. You should
he came through after he had started a few fires and carefully compare the power of the monsters in an
convinced himself his plan would work). Unfortunately, adventure against the power of your party before the final
the one he chose to set fire to last was actually a dead end, battle, and adjust accordingly.
and by the time he made it back to this cave, the smell of Whatever you do, bring all these elements to bear in
smoke had awoken the Dragon. describing the battle, even if they have no game effect. The
Now Ethânaikad crouches between Eril and the only billowing smoke. The belching flames. The explosions
remaining entrance (it’s now obvious as smoke swirls out and the falling rocks are what turn this battle from a
through it). Ethânaikad is obviously trying to torture the straight boss monster fight into something your players
boy but it doesn’t seem to be working. Between blows, the will remember a long time.
boy is shouting things like, “Can you suffocate, because When the battle ends, the party must go out the sole
it’s getting smoky in here,” and “Can you starve to death, remaining safe exit. This is a twisting passage of narrow
because I’m not much of a meal!” The Dragon is growing scrapes, made more claustrophobic by falling rocks and
more and more frustrated and this is compounded by dust, but eventually, the party will make their way to the
the fact that Eril just won’t stop laughing at her. Sure, he surface.
intended to escape, but that was secondary. His real goal, Eril, on the other hand is spent. The damage he’s taken,
what he really cares about, is that he beat the Dragon. coupled with smoke inhalation and heat exhaustion, have
And he has. left him all but conscious. The party will need to carry
Everything else is secondary. him, essentially. He will latch on to the main person doing
so, delirious, but able to say one point, over and over. “I
Climax beat her. Did you see how I beat her? I beat her. I did. I
beat her. Did you see? Did you see her beaten?” It should
What ensues is an epic battle between the PCs and a be obvious that if the party were to abandon him now,
Dragon. The Dragon’s agenda in this fight is to kill the he’d die happy.
party without letting Eril escape. She’s not specifically
trying to kill Eril, but to keep him alive for a torturous
revenge. That said, she will try to kill him if he attempts to Aftermath
escape, and she isn’t about to let keeping him alive hinder With their escape from the Dragon’s lair, the party will
her own ability to survive this battle. likely rest, clean up, and tend to Eril. Eril is delighted that
The Dragon made sure there was no coal in the walls of he got out alive. If the party acknowledges that he defeated
her actual lair, so she can breathe fire here with impunity. the Dragon, he’ll be ecstatic. If they steal his thunder, he’ll
This is it. Keep the battle moving and make it as be crushed, but there isn’t much he’ll be able to do about
that. When they get him back to the village, the villagers

The Guild Adventurer 66


are far more likely to believe an armed party defeated a be lucky to have Eril. So it may just be that a clever party
Dragon. finds a way to allow Eril to go much farther than a normal
If they treat Eril with respect and comment about peasant can go.
the ability of an untrained boy to kill a Dragon, he’ll just Continuing to The Man Behind the Mask
shrug. “If you aren’t winning using only your wits,” he If you wish to run the seventh episode in The Moving
reasons, “you aren’t trying hard enough.” Shadow next, matters are simple. The Man Behind the
The people in the village will be furious when the Mask begins as the Tears of God stop teleporting the party
party returns. They’ll calm down somewhat, though, if around the world, righting wrongs. It should be a simple
they learn the party has wiped out the bandits as well. matter to fold this right into the next adventure.
They’ll really start to come around when they learn about If after assigning experience from this adventure, the
the slaves and any stories the slaves bring about the Dragon characters haven’t reached 21st level in Rolemaster or
eating people. The slaves will likely travel slower than the HARP, then a little extra adventuring might be in order.
party, but they should show up in time to bail them out if Fit in any number of adventures between this and The
things get heated. Man Behind the Mask, using the Tears as a plot device.
Unless the party steals Eril’s glory, he’ll quickly become Conversely, you might give them some extra experience
a hero of the village. He handles it well, but it’s obvious point awards to get them to the next level. Either way, they
he’s going as far as a peasant can go. should be ready to carry the mask into the next chapter in
But there might be another fate for Eril. By this point its history.
in their careers, the party might be looking to start their
own orders and organizations. Any one of them would

Who Saves The Savior: Rolemaster Statistics


Name Level Size MS/AQ Bs Move Max Pace MM Bonus Hits Crits AT(DB) Attacks
Bandit Warriors 20 M FA/FA 50 Run 98 172 M 20(30s) 140bs
Bandit Mage 20 M FA/FA 52 Dash 54 89 M 1(12) 122ds
Knows all Magician Base Lists to 20th level
Greater Werewolves 20 L BF/VF 160 Dash 30 350 LA@ 4(70) 140LBi/140LCl/160HBa<<
Cave Troll 20 L MD/MD 70 Spt 20 300 LA 11(40) 140HCl/125We/120ro
Earth Elemental 20 L SL/MD 45 Run 0 120 LA# 8(10) 120LBa/60HGr [DImpact]«
Grt Scld Dragon 30 H MF/MF 190 Spt 41 670 SL# 20(70) 190HBi/205HCl/180HBa/115HHo/125FBr

The Guild Adventurer 67


Who Saves The Savior: HARP Statistics
Name Level Size BMR Init DB Hits Stamina Will Magic Attacks
Bandit Warriors 20 M 11’ 20 70 158 65 55 51 130 broadsword
Special Abilities: Instinctive Defense, Lightning Reflexes, Shield Training. Important Skills: Brawling (14) 73, Blindfighting (13) 69, Disarm
Foe (10) 65, Perception (19) 83.
Bandit Mage 20 M 12’ 24 42 111 99 83 107 78 staff
Special Abilities: Sense Magic, Instinctive Defense. Important Skills: Perception (1) 19. PPs: 90; Spells: Universal Sphere: Counterspell (22)
111, Dispel Magic (6) 69, Landing (10) 89, Light (6) 69, Minor Healing (14) 97, Unlocking Ways (14) 97. Mage Sphere: Bladeturn (10) 89,
Deflections (7) 93, Elemental Ball: Fire (12) +93, Elemental Bolt: Fire (10) 89, Fire Nerves (10) 89, Fire Wall (16) 101, Fly (10) 89, Invisibility
(7) 74, Mage Armor (20) 109, Presence (10) 89, Rune Mastery (30) 119.
Werewolves 7 M 15’ 27 68 151 77 67 66 78 M-Puncture (bite, disease);
84 M-Slash (claw);
70 M-MA Sweeps (pounce)
Special Abilities: Disease Bearing, Instinctive Defense, Limited Regeneration (major, silver/magic), Night Vision, Shapechanger. Important
Skills: Ambush (5) 30, Climbing (7) 45, Frenzy (5) 32, Perception (14) 67, Stalking & Hiding (5) 30, Tracking (20) 79.
Trolls 10 H 24’ 7 140 230 103 61 60 107 L-Crush (club);
107 L-Puncture (spear);
107 Brawling
Special Abilities: Cold Resistance (minor), Dark Vision (Greater), Great Arm, Heat Resistance (minor), Limited Regeneration (major, fire).
Important Skills: Ambush (10) 54, Camouflage (10) 56, Climbing (18) 85, Dirty Fighting (10) 56, Perception (10) 58, Stalking & Hiding (10)
44, Tracking (4) 28.
Earth Elementals 20 M(L) 10’ 10 100 150 95 85 90 100 Large Crush; 100 Manifest
Element
S pecial Abilities: Elemental Immunity (reduce all Impact crits by 3 sizes), Elemental Movement (move at Fast Run without exhaustion,
phase through rock at 6’ per round), Elemental Regeneration (major, regen 2 hits per minute), Elemental Strike (delivers additional Impact
criticals), Immunity to Stun, Immunity to Bleeding, Manifest Element (deliver Impact criticals radius 5’ at cost one hit per round). Important
Skills: Chi Defense (30) 120; Perception (20) 80.
Great Scaled Dragon 30 H 47 166(fly) 34 99* 250 148 70 134 Claw - Medium Slash 163;
150 M-Puncture; 150 Tail Swipe
(Medium Crush); 120 Wing
Buffet (Small Unbalancing); 205
H-Slash; 205 H-Krush; 140 Breath
Weapon (any Elemental Bolt or
Ball (Fire) with effects up to 60
PP)
* (171 with Chi Defense). Special Abilities: Natural weaponry: claws & teeth; Breath Weapon (Major), Combat Awareness, Dark Vision
(Lesser), Dense Musculature, Focus Style (Gestural), Focus Style (Verbal), Heat Resistance (Major), Lesser Resistance (Magic), Lightning
Reflexes, Poison Immunity. Important Skills: Attunement (8) 60, Climbing (16) 109, Duping (8) 58, Flying/Gliding (35) 113, Interrogation
(12) 72, Jumping (15) 107, Perception (45) 121, Power Point Development (15) 106, Resistance - Magic (18) 134, Resistance - Stamina (28)
148, Resistance - Will (12) 70, Tracking (12) 70, Trading (6) 48, Foraging/Survival (15) 82, Chi Defence (16) 88; Spells:- Fire Wall (12) 83, Spell
- Conflagration (15) 89, Spell - Elemental Aura (Fire) (12) 83, Spell - Elemental Resistance (Water) (10) 79.

The Guild Adventurer 68

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