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THE GOLDEN GRIMOIRE

PART ONE: AFLITAIN 1) Introduction


This scenario follows on from Lord Jagged, The Jaded God. In the Cosmic Chess Game that decides the fate of the Multiverse, Chaos has made the first move. Now it is Law's turn to redress the Balance. ittingl!, the Lords of Law have decided to use the "Cs as their #awns in this move. The stor! #ic$s u# a%out two months after the Battle of &ori$. The cit! of 'flitain is in a fren(! of activit! for several reasons. Merchants are contracting for re%uilding wor$) shi#s from all nations %ring in %uilding materials and even architects to re#air the damage caused %! Jaeger's cam#aign. The "riests of Law are out in force, #reaching in the streets and to swelling congregations of the *cancer of Chaos lur$ing in fair &ha(aar.* 's if this wasn't enough, #re#arations are in full swing for +romir's Investiture Ceremon! as Grand ,u$e of -astern &ha(aar. 's heroes of the Battle of &ori$, the "Cs are invited to %oth the Investiture Ceremon! and su%se.uent &tate Ban.uet. The Investiture Ceremon! ta$es #lace in the Tem#le of ,on%las. ast/wind the "Cs through several hours of tedious ceremonial nonsense. +romir ma$es his oath that he is free of the influence of Chaos and is suited to the #osition of Grand ,u$e. ,e#ending on how the Battle of &ori$ ended, this ma! or ma! not %e the case. +romir is still in league with the "an Tangian merchant, "arig 'rass, and as such is at the merc! of Jagreen Lern. The real stor! %egins at the &tate Ban.uet.

2) The State Banquet


The Ban.uet is a different matter entirel!. 0eld in the Great 0all of +romir's "alace, the Ban.uet is an event which will %e tal$ed a%out in court until the end of the world 1a%out seven !ears, if Mr &t. 'ndre's timeline in the &B2 rule%oo$ is accurate3. The feast is lavish, the entertainments e4otic and s#ectacular, the guest list e4tensive and #owerful. -ver!one is dec$ed out in their most gorgeous finer!. Laughter rings out across the crowded 0all, mingling with the songs of minstrels and the music of the small orchestra. In fact, onl! the a%sence of the music slaves and ceremonial torture se#arate this revelr! from something seen in Imr!rr. The sort of thing that goes on here could last a while %ut en5o! the role#la!ing and go with the flow. The GM is, of course, free to ela%orate on these #oints %ut some s#ecial notes are as follows. The crowd is largel! no%ilit!, lords and ladies of &ha(aar's e4tensive 6o!al Court. The 'm%assadors of Jhar$or, 'rgimiliar, il$har and Lorm!r are #resent. Most of the no%le Lords and ceremonial guards are armed. ' master of Ceremonies announces the "Cs as the! arrive. These introductions should %e tailored to each character and %ased on how the! #erformed in the Battle of &ori$.

0int at the #resence of *others*. Jerr! Cornelius, for e4am#le, loves a good #art!. ,ressed in the ro%es of an Indian 6a5ah, com#lete with 5ewelled tur%an, he will %e misera%le unless accom#anied %! a woman with a C0' of at least 78. Later, the woman's clothes will %e found neatl! folded at the foot of a rum#led %ed. Jerr! will have disa##eared. New #la!er characters can %e introduced at this time, either as no%les themselves or guests9%od!guards9retainers of more #rominent N"Cs.

3) The Messenger
't some #oint, a meeting should %e contrived %etween the "Cs and a !oung man called Tellurin 0olcar, the 'ide/de/cam# to the 'rgimiliaran 'm%assador to &ha(aar.
TELLURIN HOLCAR - THE ENVOY STR [12] CON [10] SIZ [11] INT [13] POW [8] DEX [13] CHA [11] Skill Group o!u"#" A$$% 1& P%rr 0& A'il 0& (%!i 1& P#r) 0& S$#% 2& *!o+ 2& Co,, 0& Hi$ Poi!$" - 11 (%.or Wou!/ 0#1#l - 2 Skill" D%''#r A$$%)k 31& D%''#r P%rr4 30& P#r"u%/# 35& Cr#/i$ 30& I!$i,i/%$# 30& Ri/# 30& 0%+ 32& T6#olo'4 35& R#%/7Wri$# Co,,o! 38&

Tellurin is sliml! %uilt, richl! dressed and armed with a dagger. 0e is acting on *higher orders* when he a##roaches the "Cs and sa!s) *Gentlemen 1and ladies, if #resent3, ma! I tal$ with !ou on a matter which !ou ma! find of interest: I am aware of !our talents and m! Government has charged me with the tas$ of recruiting fellows such as !ourselves to aid us with a small m!ster!.* ,o whatever is necessar! to get the "Cs interested. Tellurin is earnest, li$ea%le and friendl!. The GM should #la! to the strengths and interests of each #la!er character 1and the #la!ers themselves3 to snare the characters. 0o#efull! the! will ta$e the %ait) the! are almost destined to. Tellurin will continue) *'re !ou familiar with the so/called Golden Grimoire: It is a tome of magical $nowledge re#uted to have %een %rought to this #lane %! a d!ing Chaos God from a far world. -ven the #ower of the Golden Grimoire could not save the deit! who #erished on this #lane. Centuries after his #assing, the Grimoire came into the #ossession of a wi(ard who could use its #owers. Thus %egan a chain of events which culminated in a great war %etween two o##osing armies of great sorcerous s$ill. ,uring this war the Grimoire was stolen and the o##osing arm! also used its #ower. ;ith the aid of the Golden Grimoire, the! destro!ed their enem!. *Now we %elieve the Grimoire has surfaced again after nearl! one thousand !ears. ' grou# of foresters discovered a Tower dee# in the forests of &outhern 'rgimiliar. <n investigating, the! were attac$ed %! forces un$nown. <nl! one managed to flee to civilisation %ut he was nearl! mad. ;ith the scant information he su##lied in his maddened %a%%ling, we sent troo#s to the Tower and, as %efore, onl! one returned. 0e s#o$e however 1%efore la#sing into catatonia3 of a room filled with %oo$s, dominated %! a huge lectern on which rested a massive, gold/%ound tome. The Golden Grimoire= *0ave I #i.ued !our interest, m! Lords:*

4) GM Info
Tellurin is not actuall! l!ing a%out the Golden Grimoire. The legend he tells is correct. &ome #ertinent details, however, are given %elow. These notes wor$ed in the original cam#aign and ma! go against man! *canon* stories and #u%lished su##lements. If these notes are not suita%le, #lease feel free to change them. Most im#ortantl!, the Golden Grimoire is real and still e4ists on the >oung +ingdoms #lane, though hidden in <rg and the orest of Troos. This is another adventure entirel!. ;hat are foresters doing so far south: Cutting high/.ualit! wood for e4#ort, to %uild the warfleet that sails on Imr!rr at the %eginning of -lric of Melni%one. The *d!ing Chaos God* was indeed from a far world. More #recisel!, the god was Malal, from ; 6"'s <ld ;orld. The Grimoire does indeed contain #owerful s#ells. The! are T(eentchian s#ells 1again ; 6"3, The Changer of the ;a!s, ;arhammer's Chaos God of Magic. The s#ells #ertain to the infusion of Chaos energ! into living creatures, thus #roducing mutations, h!%rids and throw%ac$s to earlier eras. The god Malal was fleeing from T(eentch and his demons ta$ing the Grimoire which re#resented some fifth of T(eentch's #ower in the <ld ;orld when, mortall! wounded, Malal gated to the >oung +ingdoms #lane. The wi(ard who found the %oo$ was 'mrus of the ,har(i. 0e and his followers used the T(eentchian s#ells in the creation of the 0unting ,ogs of the ,har(i and other su#ernatural %easts. Thus %egan the great war %etween the ,har(i and the Bright -m#ire. or !ears the outcome hung in the Balance until the the -m#eror Mati$, aided %! 'rioch of Chaos, stole the Golden Grimoire and used its #owers against the ,har(i. That was 7??? !ears ago. The rest, as the! sa!, is histor!. The Grimoire was %elieved lost in a ,har(i counterattac$9suicide mission. But the war was over and the Bright -m#ire %egan to contract. "la!ers ma! attem#t Music Lore rolls, or an! other 0istor!/ or 6eligion/related Lore s$ills the! ma! have in order to get some of these details. Melni%onean characters can claim %onuses to these rolls as the war against the ,har(i was a #ivotal moment of Melni%onean histor!. The &ha(aarian 6o!al Li%rar! and the 'rchive of 'r$!n in 'flitain ma! contain fragments of these legends %ut gaining access to these #laces will need some heav!/dut! role#la!ing as the! are under loc$ and $e! after the Battle of &ori$. ,emons of +nowledge might %e a%le to confirm some of these details %ut the onl! entit! who could trul! tell it li$e it is would %e the Lord of the &even ,ar$s himself.

5) Behind the Scenes


<f course, not all is as it seems. or "Cs who have %attled against 'rioch, a sim#le tri# to a Li%rar! would %e wa! too eas!. The "Cs are %eing set u#. The Gods of Law watched the Battle of &ori$ with great interest and were disma!ed at the rise of Chaos in &ha(aar. This cannot %e allowed to carr! on. The Lords of Law conceived a tra# for Chaotic "riests and 'gents. &#read rumours of a fa%ulous Chaos Treasure recentl! found in the wilderness. ,raw the enem! there and the! will destro! each other for #ossession of the treasure. Those that survive can %e destro!ed %! the Lawful defences of the Tower. ,arius Bardin / an 'gent of ,on%las / was visited %! his God in a dream in which ,on%las e4#lained the situation %ehind the Battle of &ori$. If 'rioch has %een interfering, so must the forces of Law redress the

%alance. Bardin contacted s!m#athisers of Law / such as Tellurin / throughout the >oung +ingdoms. 'lread! two or three small #arties of Chaos s!m#athisers have %een destro!ed. Now, greater #ri(es have %een ensnared) the "Cs and, +haile$ @andar, a "an Tangian Chaos sorceror who desires the Grimoire to attem#t to overthrow the Theocrat. The "riesthood of Law have %een ver! su%tle in their #lans. Man! of the #eo#le the "Cs will encounter $now nothing of the #lot %ehind the action. The Lords of Law / who will not act directl! on the >oung +ingdoms #lane / $now their #lans will ta$e time to come to fruition %ut the! are #atient and will wait. ,on%las et.al. are e4erting their #owers ver! slowl! and can even o%scure certain information from ,emons of +nowledge. <ne #ossi%l! chilling result of this o%fuscation would %e to have a ,emon of +nowledge driven mad itself %! the Lords of Law=

PART TWO: THE JOURNEY 1) Introduction


;e have to assume that the "Cs are intrigued %! this .uest for a most formida%le magical artefact. In the first instance, Tellurin will as$ the "Cs to travel to Cadsandria, the ca#ital of 'rgimiliar. There the! are to meet with Baron "riam, an official of 'rgimiliar's ,i#lomatic &ervice. The good Baron has a ma# which will hel# guide the "Cs to southern 'rgimiliar. The #referred method of getting to Cadsandria will %e %! shi#. Ase of sorcer! to s#eed u# the 5ourne! should %e discouraged. ;ith all the official activit! in 'flitain at the moment 1Grand ,u$e +romir %egins his duties wielding a rod of iron3 and the strong #resence of Lawful #riests, sorcer! will %e .uite difficult to $ee# concealed. The Lords of Law can %e said to have intervened 1indirectl!3 if necessar!.

2) Transport options
There are a few ocean/going vessels in 'flitain har%our. Man! of these are ta$en from the &B2 rule%oo$ and the ;hite ;olf su##lement. The North ;ind, a Tar$eshite longshi# 1full stats should %e availa%le3. Ca#tain Gla(/,o(/"hut is willing to ta$e #assengers to 'rgimiliar and #erha#s even ris$ the ,ragon &ea and Boiling &ea to save 2 / B da!s on the 5ourne!. This, however, will cost lots of e4tra mone!. The %lac$ sailed galle! ca#tained %! Lan$ of "an Tang. This shi# is met in the Cr!stal of ,aerdaerdarth scenario. Given the general distaste with which "an Tangians are held, the #la!ers ma! wish to avoid this o#tion. The <#ulence, a "ur#le Towns %rig, descri%ed in the ;hite ;olf su##lement, The %rig is read!ing to sail to Menii via ,ha$os in Jhar$or. rom Menii, it will %e eas! to change shi#s for Cadsandria. The Moon "rincess, an 'rgimiliaran trireme. In ten da!s the "rincess is due to set sail directl! for Cadsandria. The shi# is in dr! doc$ at the moment, %eing re#aired after a *close encounter with a sea ser#ent*, a%out 2?? miles from &orceror's Isle. The ca#tain, &uhalt of Nar, is willing to ta$e #assengers, #articularl! if the! claim to %e sorcerors who could hel# #rotect his shi#. 1'gain, this vessel is descri%ed in the ;hite ;olf shi# sheets.3

The "Cs can #a! their mone! and ta$e their choice. It will cost CD? LB to %u! #assage, #er #erson. -4tra cargo will cost more. -4tra ris$ will also cost more. If attac$ed, all #assengers are e4#ected to hel# defend the shi#s. Ase an! sto#overs in the 5ourne! to re#lenish "C num%ers.

3) Ocean Encounters
The vo!age to Cadsandria can %e as .uiet or adventurous as !ou want. &ome #oints to note are. Asing the Moon "rincess is the .uietest wa!. &uhalt's #lanned route is via ,ha$os amd then directl! to Cadsandria. 0e will not negotiate another route. The 5ourne! will %e .uiet %ut +haile$ @andar will use su#ernatural sources to trac$ the "Cs and %e a%le to #lan his tactics accordingl!. <n an! other shi#, there will %e a #irate attac$, either from a "an Tangian #rivateer or a #irate vessel of another nation under "an Tangian command. In most cases, roll com%at accordingl!. 0owever, if the "Cs travel on Lan$'s shi#, there will %e no fight. Instead, Lan$ will hoist the "an Tangian ensign, the #irate ca#tain will %oard and have a long discussion with Lan$. This conversation will eventuall! turn to the "Cs, with the result that the Theocrat will hear ever! word. If the route runs through the ,ragon &ea, ma$e a Luc$ 6oll for each da! in that region. Ase the Ca#tain's "<;. ailure indicates a run/in with a &ea &er#ent. This will serve the "Cs right for ta$ing such a ris$. &torms can hit as well. Ase the suggestions on &torm%ringer #. 78E for this and remem%er that the waters ma! %e shar$ territor!.

PART THREE: CADSANDRIA 1) Introduction


If the "Cs ma$e it this far, the! are doing well= It might %e %est to sto# at this #oint and roll for s$ill im#rovements. Cadsandria is a %ustling mercantile and universit! cit!. The large har%our is %us! with shi#s from all the >oung +ingdoms nations and trade is alwa!s #lentiful. Let the "Cs rela4 and re/e.ui# here if necessar!.

2) Baron ria!
The "Cs should $ee# their a##ointment with the Baron. 0is offices are in the Government district of Cadsandria 1analogous to the 0ouses of "arliament and ;hitehall in London3. 0e has %een e4#ecting them and will welcome them warml!, showing great hos#italit! and manners. 0e shows great interest in their adventures. The Baron is a tall man in his mid B?'s with dar$, gre!ing hair. 0e is well dressed, friendl! and ver! rela4ed. The "C's re#utations #recede them. The Baron is an4ious to hel#. *'fter all,* he will sa!, *a num%er of m! countr!men have died alread! and some of our %est troo#s have failed to get to the %ottom of this m!ster!. I have high ho#es that !ou will %e a%le to hel#.* The "Cs ma! %e concerned a%out mone!. "riam #romises a su%stantial monetar! reward 1sa! D???LB each #lus e4#enses3. 'n! treasure the! find is, of course, theirs. 's for the Golden Grimoire itself: "riam

e4#lains) *The Government's official #osition is that the! want nothing to do with the thing,* 1"riam uses the word *thing* with considera%le distaste3. *It would %e %est destro!ed. It has alread! caused much unnecessar! suffering.* The "Cs should %e left with a favoura%le im#ression of "riam. ' man who willingl! serves his countr! and his #eo#le. ' man with great enthusiasm for life who hates the disru#tion this whole affair has caused. "riam o%serves most of the -lemental hol! da!s and, as a former sailor, venerates &traasha a%ove all. GM N<T-) The Baron $nows nothing of ,arius Bardin's #lans and is acting in genuinel! good faith.
BARON PRIAM - THE MANDARIN STR [10] CON [11] SIZ [12] INT [12] POW [10] DEX [13] CHA [10] Skill Group o!u"#" A$$% 2& P%rr 2& A'il 2& (%!i 2& P#r) 0& S$#% 2& *!o+ 0& Co,, 0& Hi$ Poi!$" - 12 (%.or Wou!/ 0#1#l - 2 Skill" ro%/"+or/ A$$%)k 32& ro%/"+or/ P%rr4 32& S#% A9# 22& S#% A9# P%rr4 22& P#r"u%/# 35& Cr#/i$ 30& I!$i,i/%$# 30& Ri/# 32& (u"i) 0or# 30& 0%+ 33& N%1i'%$# 3:& S+i, 35&

The Baron #rovides the following for the "Cs The location of the Mercenaries Guild 1for e4tra muscle3 ;ea#ons, armour and e.ui#ment within reason 0orses and #ac$ horses Lodging, or at least the recommendation of an in called &traasha's 6est. <n the waterfront, the inn #rovides a s#ectacular view of Cadsandria's har%our area. The ma# of southern 'rgimiliar, as hinted %! Tellurin 0e wishes the "Cs good luc$ and will #ra! that &traasha will #rotect them It is #ossi%le that the "Cs will as$ to see the survivors of the Tower, in which case, the Baron ma$es this little statement. *'las,* sa!s "riam, there is %ut one survivor now, for the forester too$ his own life. 0e %ro$e awa! from those who were caring for him and hurled himself into the ocean. I onl! ho#e that Lord &traasha finds his soul first.* 'fter a #ause, the Baron continues. *The soldier is %eing cared for in the Tem#le of Lassa in the west of the cit!. I can arrange a meeting for !ou, should that %e desired.* Note that the "riestess of Lassa will %e sus#icious and %ordering on hostilit! if an! $nown or sus#ected Chaos servants 1Melni%oneans, "an Tangians3 visit the Tem#le.

3) The Te!p"e of #assa


&ee #. 7C2 of &B2 for a fuller descri#tion of the Tem#les of 'ir. Located in the west of the cit!, at the highest #oint $nown as &anctuar! 0ill, is li$e all other tem#les of the Lad! of 'ir, made of #ure white mar%le and com#letel! a%sent of all windows and shutters. Most of the rooms have no roofs either, though the hos#ital wing is roofed with light thatch in deference to the needs of the #atients. The soldier is comatose. 0e encountered the Firtuous ,oor guarding the Tower Li%rar! and the e4#erience almost destro!ed his soul. Currentl! he has a "<; of D and is losing one "<; #oint #er da!. It ma! %e #ossi%le to revive him tem#oraril! 1e.g. "lant or "oison Lore rolls or sorcerous intervention if it can %e

carried out clandestinel!3, in order to e4tract his onl! #ossi%le clue) *The door=* he screams. *Beware the Li%rar! door. It is cursed=* 0e la#ses into a coma and %egins losing two "<; #oints #er da!.

4) Encounters in $adsandria
Berris Guldan. The no%le9adventurer9womaniser is using &traasha's 6est for one of his romantic assignations. Berris would %e ver! interested in this .uest. &tats for Berris are in the N"C -ncounters section. Bar 6oom Brawl. Getting the "Cs caught u# in a %rawl %etween two rival grou#s of sailors in their inn. ' street vendor with some rare her%s. ' random act of senseless violence. 0ave the "Cs set u#on %! a gang of thieves 1Meldin 0aa$'s gang, as descri%ed in the N"C -ncounters section3 in the #a! of +haile$ @andar %ut hired %! intermediaries. The! are cannon fodder to test the "Cs #h!sical s$ills %ut, as the! have %een #aid in "an Tangian coin 1&ilver Tigers3, the connection cannot %e understated.

PART FOUR: INTO THE WILDERNESS 1) Introduction


rom Cadsandria to 'ndlermaign is a##ro4imatel! E?? miles. Ander the %est of conditions, assuming E? miles #er da! 1&B2 #.2D3 this 5ourne! would ta$e 7? da!s. This is not, however, the %est of conditions. 'ssume that the first wee$ of the 5ourne! 1a##ro4imatel! 2?? miles3 will %e reasona%l! eas! going. This #uts the "Cs travelling through a mi4ture of rolling hills, forest and good ground. The 5ourne! times average out and the team ma$e B? to D? miles #er da! for the first wee$. Thereafter the terrain changes and we come to an area of wooded hills. The modifiers for woods and hills are 792 each which should slow the #art! to a##ro4imatel! 72 miles #er da!. 'gain assuming the %est, sa! C? miles #er da! on horse%ac$, it would ta$e another 7D da!s to reach 'ndlermaign. The Tower is located one da!'s ride ;est of 'ndlermaign. Thus we have a total 5ourne! time of three wee$s, unless the #la!ers have other ideas. ' scanned co#! of the original, hand/drawn cam#aign ma# is shown %elow)

2) Encounters % &ee' 1
a) Days 1 and 2

This should %e reasona%l! eas! travelling and ma! #ass uneventfull! if the GM desires. Two da!s ride from Cadsandria is the town of Meru. This can #rovide a comforta%le inn, #ro%a%l! the last the "Cs will see for several wee$s.
b) Day 3

' further da! out from Meru, the #art! is am%ushed %! %andits. Ase Meldin 0aa$'s gang for stats %ut add e4tra ruffians if the "Cs have recruited mercenaries or other %od!guards.
c) Days !" #

7,B da!s after the %andit attac$, the #art! are set u#on %! ,BG7 ,emons of Com%at, sent %! +haile$ @andar.

The! attac$ from am%ush 1'm%ush B?H3. Their a##earances var! greatl! %ut their stats are the same)
ZANDAR'S DEMONS OF COMBAT STR [23] CON [20] SIZ [12] INT [13] POW [12] DEX [11] CHA [0] (O; [10] Skill Group o!u"#" A$$% :& P%rr 10& A'il 10& (%!i :& P#r) 10& S$#% 1& *!o+ 2& Co,, 0& Hi$ Poi!$" - 12 (%.or Wou!/ 0#1#l - 8 Skill" Cl%+ A$$%)k <92= 23& Hor!" A$$%)k <+6#r# %ppli)%>l#= 22& i$# A$$%)k <+6#r# %ppli)%>l#= 88& Gr%ppl# 51&? Do/'# 33&? @u,p 32&? Spo$ 33&? 0%!'u%'# <Su,,o!#rA"= 58&? 0%!'u%'# <D#,o!B $o!'u#= 55&

The ,emons do not #arr! and carr! no treasure. &ome suggestions for a##earance are) ' #ig/headed human ' gorilla with fangs 1allowing a %ite attac$3 ' minotaur with horns 1allowing horns attac$3 'n amor#hous lum# of oo(e with glowing innards. It moves and attac$s %! e4tending #seudo#ods 'n u#right wal$ing crocodile 1with %ite attac$3

'fter this attac$, the remainder of the first wee$ is #eaceful.

3) Encounters % &ee' 2
a) Day 1

The #art! encounter a grou# of C? or so humans who are logging in the area. The wood is to %e e4#orted to %uild shi#s. These shi#s will eventuall! attac$ Imr!rr at the start of -lric of Melni%one. The wor$ers are cam#ed in the region and are awaiting the arrival of dra!s to ta$e their #roduce awa!. The! ma! warn the #art! a%out the %ig winged a#es 1Cla$ars3 that live in the southern forests.
b) Days 2 and 3

These da!s #ass uneventfull!, allowing the "Cs to ma$e good #rogress.
c) Days !" #

,uring these da!s there is a C/in/E chance of the "Cs encountering Cla$ars. 6un onl! one such encounter over these da!s.
CLAKAR 1 STR [8] CON [12] SIZ [13] INT [:] POW [13] DEX [20] CHA [0] Hi$ Poi!$" - 15 (%.or Wou!/ 0#1#l - 8 Skill" i$# 52& Cl%+ 80& Wi!' uCC#$ 103& Cli,> 53&? Dl4 58&? Tr%)k 32&? S#%r)6 33&? S#!"# 2:&? 0i"$#! 2:&

CLAKAR 2 STR [18] CON [10] SIZ [8] INT [13] POW [12] DEX [25] CHA [0] Hi$ Poi!$" - : (%.or Wou!/ 0#1#l - 5 D%,%'# o!u" - E1D3 Skill" i$# 51&? Cl%+ 82&? Wi!' uCC#$ 101&? Cli,> 53&? Dl4 32&? Tr%)k 30&? S#%r)6 33&? S#!"# 35&? 0i"$#! 33& CLAKAR 3 STR [18] CON [13] SIZ [11] INT [15] POW [:] DEX [11] CHA [0] Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 D%,%'# o!u" - E1D3 Skill" i$# 51&? Cl%+ 82&? Wi!' uCC#$ 101&? Cli,> 53&? Dl4 32&? Tr%)k 30&? S#%r)6 33&? S#!"# 35&? 0i"$#! 33& CLAKAR 4 STR [13] CON [:] SIZ [2] INT [11] POW [13] DEX [22] CHA [0] Hi$ Poi!$" - 8 (%.or Wou!/ 0#1#l - 3 D%,%'# o!u" - NONE Skill" i$# 58&? Cl%+ 88&? Wi!' uCC#$ 110&? Cli,> 25&? Dl4 22&? Tr%)k 28&? S#%r)6 30&? S#!"# 2:&? 0i"$#! 22& CLAKAR 5 A$$% 10& P%rr 11& A'il 11& (%!i 10& P#r) B3& S$#% 5& *!o+ B:& Co,, B:& Hi$ Poi!$" - 10 (%.or Wou!/ 0#1#l - 5 D%,%'# o!u" - NONE Skill" i$# 58&? Cl%+ 83&? Wi!' uCC#$ 103&? Cli,> 20&? Dl4 5:&? Tr%)k 20&? S#%r)6 20&? S#!"# 1:&? 0i"$#! 22& CLAKAR 6 A$$% 12& P%rr 12& A'il 12& (%!i 12& P#r) 3& S$#% 5& *!o+ B3& Co,, B3& Hi$ Poi!$" - 11 (%.or Wou!/ 0#1#l - 2 D%,%'# o!u" - NONE Skill" i$# 53&? Cl%+ 83&? Wi!' uCC#$ 10:&? Cli,> 22&? Dl4 21&? Tr%)k 2:&? S#%r)6 23&? S#!"# 28&? 0i"$#! 28& CLAKAR 7 A$$% 18& P%rr 22& A'il 22& (%!i 18& P#r) 11& S$#% 5& *!o+ 3& Co,, 3& Hi$ Poi!$" - 11 (%.or Wou!/ 0#1#l - 2 D%,%'# o!u" - NONE Skill" i$# 23&? Cl%+ 83&? Wi!' uCC#$ 10:&? Cli,> 28&? Dl4 82&? Tr%)k 33&? S#%r)6 38&? S#!"# 35&? 0i"$#! 3:&

CLAKAR A$$% 2& P%rr 3& A'il 3& (%!i 2& P#r) 8& S$#% 5& *!o+ 2& Co,, 2& Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 D%,%'# o!u" - NONE Skill" i$# 38&? Cl%+ 2:&? Wi!' uCC#$ 101&? Cli,> 38&? Dl4 51&? Tr%)k 38&? S#%r)6 35&? S#!"# 35&? 0i"$#! 32&

'lso over the course of these four da!s, there is a 7?H chance 1or higher if the "Cs are getting coc$!3 that +haile$ @andar will unleash his secret wea#on) a #ac$ of ,har(i 0unting ,ogs. +haile$ @andar has enough ,emons of ,esire under his control that the ,ogs are summona%le. There are 7,2G7 ,ogs with the following stats)
DHARZI DO! 1 STR [18] CON [12] SIZ [10] INT [5] POW [13] DEX [15] CHA [0] Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 D%,%'# o!u" - E1D3 Skill" Cl%+ 32&? i$# 32&? Tr%)k :2&? S#%r)6 2:&? Cli,> 58&? Do/'# 20& DHARZI DO! 2 STR [13] CON [22] SIZ [:] INT [8] POW [:] DEX [18] CHA [0] Hi$ Poi!$" - 12 (%.or Wou!/ 0#1#l - 8 D%,%'# o!u" - NONE Skill" Cl%+ 38&? i$# 38&? Tr%)k ::&? S#%r)6 35&? Cli,> 20&? Do/'# 58& DHARZI DO! 3 "T#$ %&'( )* (#$ +,(($%STR [8] CON [10] SIZ [11] INT [3] POW [12] DEX [10] CHA [0] Hi$ Poi!$" - 11 (%.or Wou!/ 0#1#l - 2 D%,%'# o!u" - NONE Skill" Cl%+ 1:&? i$# 22&? Tr%)k :3&? S#%r)6 23&? Cli,> 31&? Do/'# 32& DHARZI DO! 4 STR [13] CON [13] SIZ [12] INT [3] POW [15] DEX [13] CHA [0] Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 D%,%'# o!u" - E1D2 Skill" Cl%+ 28&? i$# 30&? Tr%)k :1&? S#%r)6 23&? Cli,> 38&? Do/'# 3:&

'fter either, %oth or neither of these encounters 1the! are all %ased on chance, so ma! not ha##en unless the GM wants them to3 the remaining da!s #ass #eacefull!.

4) Encounters % &ee' 3
a) Day 1

The "Cs encounter the small village of 'mus$, located in a small valle!. There is %ut one low .ualit! inn

here %ut it us currentl! full of foresters and loggers. The "Cs ma! have to slee# on the common room floor. In 'mus$ there is little to do and little of interest e4ce#t the information that) ' "an Tangian has #assed through recentl! in the com#an! of another foreigner 1+aterien the assassinI same stats, different se43. <ne of the local village girls disa##eared recentl!. +haile$ @andar #lans to sacrifice the girl to summon the 0unting ,ogs of the ,har(i to attac$ the "Cs. If the attac$ has ha##ened, the girl's %od! can %e found while the "Cs are in 'mus$ 1it's alwa!s those foreigners3. If the attac$ has not ha##ened, the girl is missing and the "Cs ma! %e as$ed to 5oin a search #art!.
b) Day 2

's soon as the "Cs leave 'mus$, the! will %e attac$ed %! the 0unting ,ogs, assuming this hasn't ha##ened at this #oint.
c) Days 3$ $ %

<ne one of these da!s, +haile$ @andar will decide he has had enough of the "Cs. 0e will attac$ in #erson, using ,emons of Com%at, human %od!guards, -arth and ire -lementals. This should %e a great %attle. Can +haile$ @andar %e %argained with: 'lternativel!, +haile$ @andar ma! use sorcerous scouts to s#! on the "Cs, intent on trac$ing them to the Tower and am%ushing them a! a later stage. In this case the GM should allow such scouts to %e detected %! the "Cs.
d) Days & and #

The "Cs will reach 'ndlermaign on one of these da!s, de#ending on how slowl! the! travel after the %attles. 'ndlermaign will #ro%a%l! %e no more than a rest site and sto# over for the #art!. There is a small Tem#le of Grome here. The #riests will charge highl! for healing services %ut at least there is an o#tion of getting some healing.

5) (hai"e' )andar of an Tang


+haile$ @andar is a #owerful sorceror, whose am%ition earned him the enmit! of Jagreen Lern. +haile$ @andar s#irited himself awa! from "an Tang 5ust %efore the Theocrat's ,emons arrived to tear him to #ieces. 0e has learned of the Grimoire through "arig 'rass and intends to #ossess the Grimoire himself and use it to sei(e #ower in "an Tang. @andar is %ased on the character of +ar!(oon in the &B2 scenario *+ar!(oon's Juest*.

KHAILEK ZANDAR OF PAN TAN! STR [12] CON [13] SIZ [12] INT [23] POW [20] DEX [11] CHA [13] A$$% 20& P%rr 8& A'il 8& (%!i 20& P#r) 20& S$#% 12& *!o+ 23& Co,, 21& Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 Ar,ourF D#,o! Ro>#" CON 88 D%,%'# o!u"F No!# Skill" D%''#r A$$%)k 38& D%''#r P%rr4 35& D%l)6io! A$$%)k 28& D%l)6io! P%rr4 55& R#%/7Wri$#7Sp#%k Co,,o! :8& R#%/7Wri$#7Sp#%k (%>/#! 88& R#%/7Wri$#7Sp#%k 0o+ (#l!i>o!#%! 88& R#%/7Wri$#7Sp#%k Hi'6 (#l!i>o!#%! 58& T6#olo'4 83& P#r"u%/# 33& Pl%!$ 0or# 23& Dir"$ Ai/ 23& Poi"o! 0or# 52& M./,0.+ S1,++2 Z%!/%r Gu%liCi#" %" % R%!k 3 "or)#ror %!/ ,%4 "u,,o! G!o,# 28& S4lp6 28& S%l%,%!/#r 28& H!/i!# 28& D#,o! oC Po""#""io! :0& D#,o! oC *!o+l#/'# :0& D#,o! oC D#"ir# :0& D#,o! oC Pro$#)$io! :0& D#,o! oC Co,>%$ :0& D#,o! oC Tr%!"por$ :0& Su,,o! El#,#!$%l Rul#r" S$r%%"6% 35& %!/ *%k%$%l 35& A" % pri#"$? Z%!/%r 6%" 35 El%! poi!$" Cro, pr#1iou" +orkI Z%!/%r "6oul/ 6%1# 5 %//i$io!%l "kill" oC $6# G(A" )6oi)#? $6# "$%r$i!' "kill p#r)#!$%'#" Cor +6i)6 %r#F 28 31 25 18 38 R#,#,>#r $o %// %ppropri%$# >o!u"#" $o $6#"# "kill"I P)22$22,)'2 3 H#%li!' Po$io!" <1D2 i! 1D2 6our"=? 1 H#%li!' Po$io! <2D2 i! 2D2 6our"=? 1 P%r%l4$i) Poi"o! +i$6 A!$i/o$#? 1 Sl##pi!' Poi"o! %!/ A!$i/o$# DE(ON DA0CHION <DE(ON OD CO( AT= STR [20] CON [21] SIZ [1] INT [8] POW [8] DEX [30] CHA [3] A! or!%$#? 'ol/B6il$#/ C%l)6io!I Gr%!$" E2D2 /%,%'# %!/ E10& To Hi$ DE(ON RO ES <DE(ON OD PROTECTION= STR [0] CON [88] SIZ [12] INT [0] POW [0] DEX [0] CHA [0] C#r#,o!i%l ro>#" oC % Pri#"$ oC C6%r/ro"I Gr%!$" 88 %r,our poi!$" oC pro$#)$io!I

+haile$ @andar ma! have u# to five more demons in %ound into service and he is willing to summon man! others for one/time uses. @andar ma! also em#lo! human guards li$e "i$ara!dian warriors, or Tar$'s Gang descri%ed in the N"C -ncounters section.

PART FI'E: THE TOWER 1) Introduction


'%out a da!'s 5ourne! outside 'ndlermaign, the Tower is located in a densel! wooded valle!. It is here that the Lords of Law have laid their tra#. The Tower is guarded %! ,arius Bardin, 'gent of ,on%las, and four human guards.

2) The To*er % Ground +"oor


' scanned co#! of the original hand/drawn ma# is shown %elow)

a) R""( 1

This is the entrance cham%er. If the guards are alerted to the "Cs #resence there will %e one guard hiding at the entrance to room B, watching and waiting. '#art from the e4terior door which is loc$ed at night 1/C?H "ic$ Loc$s chance, 'rmour B, E? 0it "oints3, there are no doors or curtains covering the e4its from 6oom 7.
b) R""( 2

The store room, containing clothing, #rovisions, wea#ons and shields. The wea#ons are of the t!#es used %! the guards and Bardin 1assume ,E of each t!#e3. The shields are 0eaters, Targets and Buc$lers 1,2 of each t!#e3.
c) R""( 3

This is the guards' $itchen. Meals are #re#ared here for all the guards and ,arius Bardin. There are a##ro4imatel! B wee$s food su##lies here.
d) R""(

The guards' %arrac$s room. The four guards slee# here. 't night, the! all slee# 1rather than #osting a watch3, under the %enevolent #rotection of Lord ,on%las, unless the! are alerted to Chaotic #resence 1see Bardin's stats for details3. If on alert the! will %e waiting in am%ush in 6oom B. 'ssume a D?H 'm%ush s$ill.

-ach guard has a loc$ed chest at the foot of their %ed and usuall! carr! the $e!s with them. The chests contain clothing, #ersonal effects and ,7?? LB.

3) The To*er % +irst +"oor


' scanned co#! of the original hand/drawn ma# is shown %elow)

a) R""( %

This area has %een cleared for com%at #ractice. ' wea#ons rac$ 143 contains more %roadswords, a4es, maces and shields. 'round the edges of the room are #iled heav! %o4es, crates and %arrels, all filled with sand and gravel, which are used to create o%stacles, high ground and #latforms, again for moc$ com%ats. 't the to# of the stairs 1!3 is a #iled of %arrels which can %e to##led down the stairs onto #ursuers. If fighting starts downstairs the guards will eventuall! retreat here to %e 5oined %! Bardin.
b) R""( &

This room is em#t! at the moment. It could have %een a li%rar! at one time. The door is loc$ed.
c) R""( #

This is ,arius Bardin's #ersonal .uarters. 0e can %e found here at the start of the scenario and will 5oin his men if fighting starts. '#art from his %ed there is a small loc$ed chest 1containing #ersonal effects and C? &G3 and a small shrine dedicated to ,on%las. 0e has $e!s for 6ooms K and 7?.

,arius will %e warned of Chaotic #resences %! his 'mulet of Law and will %e alerted to the "Cs attac$ #lans 1if the! ma$e an!3 %! his Firtue of +nowledge. ,arius has a Firtuous Great &word and is not afraid to use it=

4) The To*er % Second +"oor


' scanned co#! of the original hand/drawn ma# is shown %elow)

a) R""( )

This room is em#t!. 0owever, a ladder 1l3 leans against the wall and could %e used to reach the Tra#door 1t3 in the ceiling. The Tra#door 1t3 is a Firtue of ,efence %ound into the door. The Firtue has a "<; of C?. It is this which drove the soldier insane. "eo#le attem#ting to #ass through the tra#door must either Ase the correct #assword. +nown to Bardin, the #assword is *0aw$moon*. <vercome the door in an INT vs. "<; struggle on the 6esistance Ta%le. ailure costs automatic &'N loss of C,E, while success still costs 7 &'N. Notes on the door -ven if the correct #assword is used, 'LL demons #assing through the door are attac$ed "<; vs. "<; and are destro!ed if the! fail. The door is not destro!ed if it is %eaten in the INT9"<; or "<;9"<; struggles. It remains active and the rolls are re.uired again when e4iting. 6ules for Firtues are on ## 7CL/8 of &B2.

b) R""( *

Behind the loc$ed door to this room there is nothing of interest. Bardin has the $e! to this room.
c) R""( 1+

The door to this room is heavil! loc$ed 1/C?H "ic$ Loc$s s$ill3 and is tra##ed with a #oisoned needle. The to4in is #aral!tic and ta$es effect if the character fails a C<N 4 2H roll. The room contains several chests, one of which stands in a Triangle of Law. The chests are loc$ed with increasingl! intricate loc$s and contain Chest 7 1Loc$ed3 / 7???LB in five %ags of C?? Chest C 1Loc$ed3 / 7D??LB and 7??&& scattered loosel! Chest 2 1Loc$ed3 / C?&&, C?L&, 7?&G in %ags Chest B 1Loc$ed3 / Gold Brooch 127?LB3, &ilver Circlet, studded with diamonds and worth DC??LB Chest D 1Loc$ed at /7?H "ic$ Loc$s3 / Ceremonial ro%es, #ossi%l! dedicated to Miom%arg 1a##ro#riate +nowledge or 6eligion s$ill to determine this3. ;orth BC??LB including the gold chains and decorations sown onto the ro%e. Chest E 1Loc$ed at /C?H "ic$ Loc$s3 / contains healing and other #otions. C 7,E 0ealing "otions C C,E 0ealing "otions 7 ,7? ingested to4in. La%elled in Ma%den. 7 unfinished healing #otion. In effect this is an ingested to4in that causes 7,E 0it "oints damage in 7,E hours. 7 'cid vial doing ,7? damage to whatever it hits 7 'cid vial that does 7,C? damage to whatever it hits. La%elled in Ma%den. Anless otherwise stated, all the %ottles are la%elled in Common. Chest L 1Loc$ed at /B?H to "ic$ Loc$s3 / This is a chest of goodl! si(e 1B' long, C.B' wide, C' dee#3 and is warded inside a Triangle of Law with a "<; of 7B. The same rules a##l! to this Triangle as to the Firtuous Tra#door in 6oom 8. Inside the chest are the following Magic Items
DEMON BATTLE A3E - DEMON OF COMBAT STR [50] CON [23] SIZ [2] INT [1] POW [13] DEX [12] CHA [5] Gr%!$" E5D2 /%,%'# %!/ E3& To Hi$ DEMON BROADS4ORD - DEMON OF COMBAT STR [51] CON [23] SIZ [2] INT [5] POW [5] DEX [20] CHA [:] Gr%!$" E5D2 /%,%'# %!/ E5& To Hi$ DEMON DA!!ER - DEMON OF COMBAT STR [30] CON [22] SIZ [1] INT [1] POW [12] DEX [30] CHA [5] Gr%!$" E3D2 /%,%'# %!/ E10& To Hi$ A !)+5 R,'/ 0)'(.,','/ . 6)&'5 S7+8# "599LBA S,+:$% B%))0# 0)'(.,','/ . 6)&'5 U'5,'$ "259LB-

These treasures and most of those in the other chests have %een ta$en from #revious Chaotic #arties and are destined for ,on%las' treasur! in Cadsandria.

5) The To*er % Third +"oor % The #i,rar' scanned co#! of the original hand/drawn ma# is shown %elow)

a) R""( 11 , T-. L/b0a0y

This room ta$es u# the whole u##er floor. It is dominated %! a large lectern in a Triangle of Law. Boo$shelves surround the lectern on three sides and a final shelf lines one wall. There must %e over 7??? %oo$s here. But of the Golden Grimoire ... there is no sign at all= It has %een s#irited awa! %! Lord 'rioch, who had uncovered the schemes of Law, and was hiding it from the "an Tangians. The Lord of the 0igher 0ell has destro!ed the "<; of the Triangle of Law which is now inert %ut ma! cause "Cs to %e cautious. The "Cs are free to investigate the Li%rar! which contains %oo$s drawn from all #lanes and times. There are man! languages here, not all from the >oung +ingdoms, and which ma! re.uire ,emons of +nowledge to deci#her. 6andoml! generate the su%5ect matter of an! given %oo$. 6oll C,E

First Roll Second Roll 7 C 2 B D E 1,2 "h!sics Chemistr! Biolog! 3,4 5,6

0er%alism Languages To4icolog! iction

"hiloso#h! Meta#h!sics Magic

Mathematics 0istor!

Technolog! Geogra#h! Monsters 6eligion Music &$ills

&$ills %oo$s re.uire INT4DH to assimilate and raise a s$ill %! 7,E #oints or C,E on a critical roll. &ome non/>oung +ingdoms titles include 6ituel et ,ogma de la 0aute Magie, rench, -li#has Levi Magic$ in Theor! and "ractice, -nglish, 'leister Crowle! ,e Natura ,emonium, ; 6" <lde ;orlder, various authors ,e Bestis Chaotica, ; 6" <lde ;orlder, various authors ,e ,ivis Chaotica, ; 6" <lde ;orlder, various authors 1this contains the earl! histor! of the Golden Grimoire3

.) The To*er % Guards


!UARD 1 STR [13] CON [12] SIZ [12] INT [12] POW [13] DEX [13] CHA [:] A$$% 3& P%rr 3& A'il 3& (%!i 3& P#r) 1& S$#% 1& *!o+ 0& Co,, 1& Hi$ Poi!$" - 12 (%.or Wou!/ 0#1#l - 2 Ar,ourF Pl%$# E H#l,? D10E2 Skill" ro%/"+or/ A$$%)k 5:& ro%/"+or/ P%rr4 53& S6or$"+or/ A$$%)k 3:& S6or$"+or/ P%rr4 33& Di"%r, 33& S$rik# $o S$u! 33& Ri/# 28&

!UARD 2 STR [13] CON [8] SIZ [11] INT [12] POW [11] DEX [:] CHA [13] A$$% 2& P%rr 2& A'il 2& (%!i 2& P#r) 0& S$#% 0& *!o+ 0& Co,, 1& Hi$ Poi!$" - : (%.or Wou!/ 0#1#l - 5 Ar,ourF Pl%$# E H#l,? D10E2 Skill" ro%/"+or/ A$$%)k 52& ro%/"+or/ P%rr4 52& D%''#r A$$%)k 32& D%''#r P%rr4 32& Di"%r, 32& S$rik# $o S$u! 32& Ri/# 28& !UARD 3 STR [13] CON [13] SIZ [12] INT [12] POW [:] DEX [11] CHA [11] A$$% 5& P%rr 1& A'il 1& (%!i 5& P#r) 3& S$#% 3& *!o+ 8& Co,, 3& Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 Ar,ourF Pl%$# E H#l,? D10E2 Skill" %$$l#%9# A$$%)k 55& %$$l#%9# P%rr4 51& H#%$#r A$$%)k 35& H#%$#r P%rr4 31& Di"%r, 35& S$rik# $o S$u! 35& Ri/# 22& !UARD 4 STR [11] CON [15] SIZ [10] INT [15] POW [12] DEX [10] CHA [12] A$$% 3& P%rr 0& A'il 0& (%!i 3& P#r) 3& S$#% 3& *!o+ 2& Co,, 3& Hi$ Poi!$" - 13 (%.or Wou!/ 0#1#l - 8 Ar,ourF Pl%$# E H#l,? D10E2 Skill" S#% A9# A$$%)k 53& S#% A9# P%rr4 50& 0i'6$ (%)# A$$%)k 33& 0i'6$ (%)# P%rr4 30& Di"%r, 33& S$rik# $o S$u! 33& Ri/# 25& DARIUS BARDIN - A!ENT OF DONBLAS STR [15] CON [32] SIZ [13] INT [12] POW [:] DEX [12] CHA [12] A$$% 8& P%rr 2& A'il 2& (%!i 8& P#r) 0& S$#% 3& *!o+ 0& Co,, 0& Hi$ Poi!$" - 32 (%.or Wou!/ 0#1#l - 12 Ar,ourF ;ir$uou" Pl%$# E H#l,? 12 poi!$" Skill" ;ir$uou" Gr#%$ S+or/ A$$%)k 22& ;ir$uou" Gr#%$ S+or/ P%rr4 22& 0i'6$ (%)# A$$%)k 58& 0i'6$ (%)# P%rr4 32& %$$l#%9# A$$%)k 33& %$$l#%9# P%rr4 32& Di"%r, 38& S$rik# $o S$u! 38& Poi"o! 0or# 30& S#%r)6 25& (o1# Jui#$l4 53& Hi/# 33& A,>u"6 53& 0i"$#! 30& Ri/# 81& S## 33&

,arius' #ossessions include irt!o!s Gre"ts#ord "<; 78 1Firtue of 'ttac$3 irt!o!s $l"te %r&o!r "<; C? 1Firtue of ,efence3 %&!let o' isions "<; 7L 1Firtue of +nowledge3 Steel Horse "<; 7L 1Firtue of Travel, summoned to ,arius %! tele#ath!3 %&!let o' Don(l"s 1warns of Chaotic #resence3 +e!s for all loc$s e4ce#t those of the Guards' #ersonal chests The #assword for the Firtuous Tra#door 1*0aw$moon*3 6ules for Firtues and the 'mulet of ,on%las are on ## 7CL/8 of &B2

Items mar$ed in (old should disa##ear after Bardin's death.

PART SI1: CONCLUSION 1) Introduction


This is the recover! #hase. The Lords of Law destro! the Tower with a lightning stri$e 7,E hours after the defeat of their 'gent. 'n! "Cs in the Li%rar! are allowed a "<;47H save. 'n!one on lower levels has a "<;4DH save. <n a successful save, the "C esca#es with his9her life. 'n! "Cs that fail are %lown to smithereens. Generous GMs, however, ma! inflict tem#orar! deafness and9or %lindness on those who fail their saving throws. ,uring the time availa%le to them, the "Cs ma! offload interesting %oo$s from the Li%rar!. There is li$el! to %e a sense of des#air, that the! have come so far, through so much danger, onl! to leave without the real #ri(e. Good. This will teach them not to meddle in the affairs of the Lords of the 0igher ;orlds. Tanelorn awaits=

2) Infor!ation Gathering
The! ma! have some time to .uestion ,emons of +nowledge a%out the Golden Grimoire. Now that the Lords of Law have withdrawn their #owers 1their move in the Cosmic chess game %eing over for now3, the ,emons ma! %e a%le to reveal the following) The earl! histor! of the Golden Grimoire The Tower was a tra# from start to finish That the Lords of Law #lanned the tra# That the Grimoire has in fact resurfaced %ut was s#irited awa! <n a critical roll, the ,emon ma! reveal that Lord 'rioch moved the Grimoire to the orest of Troos. ' non/critical roll will hint onl! that the Grimoire is in a huge, dar$ forest That the #assword for the Firtuous Tra#door is 0aw$moon 1%ut onl! on a critical INT roll or "<;47H roll3 'fter the Gods of Law destro! the Tower, surviving "Cs will have to decide what to do ne4t. "ossi%le o#tions include) 0unt down +haile$ @andar, if he survived the earlier encounter. The GM should tr! to ensure he does as +haile$ @andar and "arig 'rass would %e a #owerful team. 0unt down the Lawfuls who set u# the tra#. This would mean a crusade against the Cult of Law in 'rgimiliar and #ro%a%l! Lorm!r as well. ;hat a cam#aign that would ma$e= Juest for the Golden Grimoire in the orest of Troos. This is another adventure.

3) I!portant $a!paign /ote


<ne of the characters in the original cam#aign was a Melni%onean sorceror and #riest of 'rioch. This led to a role/#la!ing interlude on the ,ragon Isle itself, which was ver! interesting for all concerned. This session led to the information that the Grimoire could not %e touched %! mortal hands and that the Gauntlets of Mati$, hidden on &orceror's Isle, would %e needed %efore the Grimoire itself could %e recovered. If !our "Cs do not include a Melni%onean, !ou ma! wish to s$i# the Imrr!r scenario and include the

following information, revealed %! ,emon of +nowledge. The Grimoire is #rotected %! a lethal #oison and cannot %e held in mortal hands. The Gauntlets of Mati$ must %e worn %! the user of the Grimoire or death will result. The Gauntlets of Mati$ are hidden on &orceror's Isle. <f course, it would %e great if the "Cs can go to Imrr!r and have a ver! s#ecial adventure.

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