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IMRRYR - THE DREAMING CITY

PART ONE: AFTER THE TOWER 1) Introduction


This scenario takes place in and around Imrryr, the Dreaming City, magnificent capital of the Bright Empire. Even now, in the evening of her glory, Imrryr the Beautiful is quite the most stunning city in the world. The oung !ingdoms have nothing to approach Imrryr"s grace and splendour and even the glittering cities of the far East are #ut pale imitations. $ome suita#ly descriptive passages from the novels% &The light of the early morning touched the tall towers of Imrryr and made them scintillate. Each tower was a different huel there were a thousand soft colours. There were rose pinks and pollen yellows, there were purples and pale greens, mauves, #rowns and oranges, ha'y #lues and powdery golds, all lovely in the sunlight.& (( Elric of )elni#one &Behind the yellow gar#ed soldiers, the tall towers of Imrryr rose, #eautiful in their soft and scintillating colours of coral pink and powdery #lue, of gold and pale yellow, white and su#tle green.& (( *eird of the *hite *olf $ee also a longish quote on pp +,-(. of $torm#ringer, descri#ing Imrryr of old.

2) Cadsandria
The campaign picks up in Cadsandria a#out two months after The Tower. If the /Cs have #een #linded0deafened in the destruction of the Tower it will have taken some time for them to recover their senses. The furthest they would have #een a#le to travel is 1ndlermaign. In Cadsandria the /Cs collect their reward from Baron /riam 2.,,,3B4 and they all meet up in the inn called $traasha"s 5est. If there are any )elni#oneans in the group they will notice a distinct 2i.e. more than usual4 antipathy towards them, almost #ordering on hostility. *ar, in the form of the reaver attack on Imrryr at the start of Elric of )elni#one, is #rewing. The 6orth *ind is in har#our with a cargo of Eshmiri silks and Ilmioran linen. They can sail for Imrryr with the tide 27D8 hour wait4. Before the 6orth *ind sets sail, most of the crew gather at the prow for a small service dedicating the voyage to /o''()an(3lyrr, the Tarkeshite god of the seas. The service is conducted #y the )ussk, the first mate and consists of prayers, one or two vulgar sea chanties and finally throwing over#oard one of the crew.

The man survives and swims #ack to the ship. If a different ship is #eing used, a similar ceremony is conducted #y the crew, most pro#a#ly dedicated to $traasha 2for smooth seas4 or 3assa 2for fair winds4. /urple Towns vessels may dedicate their voyage to 9oldar 2for profit on the :ourney4. Ceremonies dedicated to /yaray or other Chaos god would most likely #e conducted #elow decks, away from prying eyes. *hichever crew or ship is #eing used, this ceremony must #e conducted without interruption. If it is disrupted in any way #y the /Cs, run the storm sequence descri#ed #elow and +D; crew mem#ers are automatically lost to the storm, regardless of the captain"s skill rolls. This will sour the crew"s relations with the /Cs.

PART TWO: SAILING TO IMRRYR 1) The Voyage


It is appro<imately =., miles from Cadsandria to Imrryr. >sing the average sailing speed for a warship in good winds it will take 7,= hours to reach Imrryr. The crew can work for 7; hours a day of decent sailing 2this is not a slave galley or Battle Barge4, so the :ourney will take appro<imately = days. ?owever, the captain of the 6orth *ind is a master level captain and can get an e<tra + knots out of his crew and ship, so the whole :ourney will take a#out ... days. 6ot #ad for a fully loaded @iking longshipA The :ourney will not #e ha'ardous, unless the players want action, in which case, throw in a storm. The Captain needs to make $hiphandling rolls to keep the ship afloat. If the roll is failed, +D; crew mem#ers are lost and the ship takes $eaworthiness damage 2see *hite *olf p.BC4. If he succeeds, the ship takes minor cosmetic damage. 1 fum#le sinks the ship and the /Cs are at the mercy of /yaray. The /Cs have the option of saving themselves or their #elongings as follows% They may save themselves and succeed automatically #ut run a 7,D chance per important item in their possession that that item will #e irrevoca#ly lost over#oard 2it #elongs to /yaray now4. They may try to save their gear #ut run a .D chance of #eing swept over#oard to a watery grave 2or at least to a :o# on /yaray"s ships4. ou may wish to to hint at supernatural influences acting in this storm. /yaray knows of the impending attack of the reaver fleet on )elni#one and is :ust &warming up&.

2) Arriving at Imrryr
a) Heave To!

The ship will arrive at dawn outside the har#our of Imrryr. The ship encounters a )elni#onean galley, the Battle Barge $word of )a#elode. They are ordered to heave to, ship oars and await #orders. The orders are given #y 9erim Colim, a son of )agum Colim, 1dmiral of the )elni#onean Eleet. ?e uses a magical golden #ull horn to shout to the ship. $ylphs #ound into the horn carry his voice over the waves.

1 #oarding party of a do'en Imrryrian sailors comes a#oard, led #y 9erim Colim. They are dressed in ornate half(plate armour and armed with Battle 1<e and Dagger. Colim introduces himself to the Captain of the /Cs vessel and orders that all non()elni#oneans are #lindfolded. Even oarsmen are #lindfolded as they will #e taking ver#al orders from Colim.
MELNIBONEAN MARINES STR [9] CON [14] SIZ [11] INT [18] POW [11] DEX [12] CHA [12] Atta 6% Parr 0% Agi 0% !a"i 6% P#r$ 6% St#a 6% %"&' 12% C&(( 6% Hit P&i"t) * 1+ !a,&r W&-". /#0# * 1 Ar(&-r2 Ha 345 at# D841 S6i ) 7att # A8# Atta$6 46% 7att # A8# Parr9 40% Dagg#r Atta$6 +2% S'i( :0% R&5# ;)# 16% C i(< 40% C i(< Riggi"g 1:% D&.g# +0% S=i5=a". i"g 12% Na0igat# 12% GERIM COLIM - MELNIBONEAN NOBLE AND MARINER STR [1+] CON [11] SIZ [1:] INT [18] POW [11] DEX [11] CHA [14] Atta 1% Parr 42% Agi 42% !a"i 1% P#r$ 6% St#a +% %"&' 12% C&(( 8% Hit P&i"t) * 16 !a,&r W&-". /#0# * 8 S6i ) 7r&a.)'&r. Atta$6 41% 7r&a.)'&r. Parr9 +8% S#a A8# Atta$6 21% Targ#t S=i# . Parr9 18% P#r)-a.# 4+% Cr#.it 48% I"ti(i.at# +8% Ri.# +8% !-)i$ /&r# 42% S## +6% 7a a"$# 26% S'i( +1% S=i5=a". i"g 81% >#ri( C& i( )=&- . =a0# : a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 29 20 +9 41 19 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

Fnce preparations are completed the ship moves forward.


b) Transiting t e Sea Ma!e

This should #e a scary episode for all concerned. Even )elni#oneans, who may know the procedure, are still uncomforta#ly aware of the $ea )a'e"s reputation. Even carefully(piloted ships have #een taken to the #ottom and the supernatural guardians of the grottoes and deep water carry off those who fail to make it through. The 9) should emphasise the claustropho#ic atmosphere of the $ea )a'e, for e<ample% The sounds of oars splashing The echoes #ouncing off the rocky walls The smells of salt and damp and rotting wood in the air Cold clammy mists almost sentiently swirling around the throats of /Cs The scents of sulphur and death The sound of 9erim Colim whispering orders in 3ow )elni#onean and Common

The 9) may feel $16 rolls are suita#le here. If a roll is failed, the /C loses 7D- $16 points. Fn a fum#le of the $16 roll, the /C may attempt to lift his0her #lindfold. 1llow a /F*<.D roll to resist this temptationA If anyone does lift their #lindfold they will #e e<ecuted on the spot. $uch is the 3aw of Imrryr. The Captain 2particularly if a /C is in charge of the vessel4 should make two or three $hiphandling rolls. Fn a critical, no further rolls are needed during the passage. If the roll is failed, the ship takes structural damage. If the roll is fum#led, the ship goes to the #ottom. /Cs should #e saved, though any 6/Cs will #e enslaved.

The passage should seem to take days. 1t last the ship emerges into Imrryr"s har#our. The har#our is a vast, still lagoon, a #road oval in shape and lined with quays. Gutting out into the centre of the lagoon is an arm of land upon which stands the vast, sea(green Tower of )onshan:ik. The ship is #rought to a halt :ust inside the har#our walls which are #ristling with catapults, #allistae and #ron'e(armoured soldiers wearing yellow surcoats. The crew and passengers are un#lindfolded a#d the ship is again curtly ordered to dock at the quays outside the Tower of )onshan:ik.
") Notes #or Me$nibonean P%s

It is likely that )elni#onean characters already know of the $ea )a'e and its reputation. ?owever, unless they are high(ranking /riests or 1gents of $traasha or /yaray, they will not know one of the three routes through the )a'e. If they do, somehow, know one of the routes 2e.g. on a critical )usic 3ore or historical lore roll4 they would #e #est to keep this information secret. 1fter all, they are travelling with outlanders and could #e regarded as spies or traitors. )elni#onean characters are treated with respect #y 9erim Colim #ut will #e given odd looks for travelling with such #ar#arians. If )elni#onean /Cs o#:ect to the #lindfolding of their fellow /Cs, Colim has the 3aw on his side and will order them #lindfolded tooA

PART THREE: IMRRYR THE &EA'TIF'L 1) The Tower of Monshanjik


9erim Colim directs the /Cs, along with the captain and first mate of their ship, to the Tower. They must register their presence and #usiness here #efore proceeding to sell their wares or do anything else. The only person e<empted from this would #e the Emperor himself. /Cs who were foolish or succum#ed to madness in the $ea )a'e are arrested, put in dungeons #eneath the Tower and left to rot. The only level of the Tower the /Cs will see 2unless they are really unfortunate, see a#ove4 is the ground floor. The Tower is circular, almost 7,,feet in diameter and has a cavernously high ceiling. There are five other floors reached #y heavily guarded staircases and a wide ramp, leading down to e<tensive dungeons. The ground floor is a hive of activity. )erchants from all nations 2including /an Tang4 are present, dealing with the Imrryrian officials #efore trading can #egin. 6ot wishing to waste time, many merchants are making unofficial deals with other traders while queuing to #e registered. It is likely that they will not even sell their goods to Imrryr #ut to other oung !ingdoms merchants. Trade is the name of the game here and some merchants may #uy and sell two or three cargoes #efore leaving the Dreaming City. Typical merchants are shown #elow.

ARGIMILIARAN MERCHANT STR [16] CON [8] SIZ [11] INT [9] POW [1+] DEX [10] CHA [1+] Atta :% Parr :% Agi :% !a"i :% P#r$ 1% St#a 0% %"&' 0% C&(( 2% Hit P&i"t) * 10 !a,&r W&-". /#0# * : S6i ) 7r&a.)'&r. Atta$6 2:% 7r&a.)'&r. Parr9 2:% R#a.BWrit# C&((&" 10% P#r)-a.# :2% E0a -at# Tr#a)-r# :2% Cr#.it T=i) $=ara$t#r )=&- . =a0# 4 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 29 11 49 44 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A VILMIRIAN MERCHANT STR [11] CON [11] SIZ [12] INT [1:] POW [8] DEX [1] CHA [10] Atta 0% Parr 4+% Agi 4+% !a"i 0% P#r$ 2% St#a 1% %"&' 6% C&(( 2% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 S6i ) 7r&a.)'&r. Atta$6 20% 7r&a.)'&r. Parr9 11% R#a.BWrit# C&((&" 16% P#r)-a.# :2% E0a -at# Tr#a)-r# :2% Cr#.it T=i) $=ara$t#r )=&- . =a0# 4 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 4+ 12 +9 +: R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A DHARIJORAN MERCHANT STR [14] CON [11] SIZ [14] INT [11] POW [1+] DEX [12] CHA [10] Atta +% Parr 1% Agi 1% !a"i +% P#r$ 1% St#a 42% %"&' 0% C&(( 1% Hit P&i"t) * 1+ !a,&r W&-". /#0# * 1 S6i ) S$i(itar Atta$6 2+% S$i(itar Parr9 21% R#a.BWrit# C&((&" 10% P#r)-a.# :1% E0a -at# Tr#a)-r# :1% Cr#.it T=i) $=ara$t#r )=&- . =a0# + a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 24 +1 22 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

42% /a'

+0%

42% /a'

+6%

41% /a'

+0%

6ote that unauthorised, unregistered deals are illegal in Imrryr. If such conversations are overheard 2with 3isten and0or $peak 3anguage skill checks4, and the authorities alerted, the guilty parties will #e hanged outside the Tower for this transgression. The /Cs are dealt with #y a young )elni#onean no#le 2Dyvim4 Harius $ule, the younger of Dyvim Tvar"s two sons 2#y different mistresses4. 1 fine(looking and proud )elni#onean, he treats all the /Cs cordially and with #usinesslike efficiency, unless they are impudent, in which case arrests could happen. ?e needs the following information% 6ames and signatures 2or personal mark4. These signatures can #e used #y a Demon of !nowledge to identify and locate the persons who wrote them. $o giving false names will not protect the /Cs. The documents are kept in a locked chest guarded #y a Demon of /rotection. The star of Chaos appears prominently on the lid. 6ature of #usiness Cargo carried 6ame of ship, the num#er of crew and nationality E<pected duration of visit If a )elni#onean /C wants to take non()elni#oneans out of the har#our, they must have a signed warrant from Harius or one of the other Tower officials entitling them to do so. If foreigners transgress any of Imrryr"s rules, the )elni#onean will also #e punished. The dungeons under the Tower of )onshan:ik are deep indeed.

2) Imrryr Encounters
)ost encounters will #e in the har#our area as non()elni#oneans will not #e allowed to leave unless they have special dispensation.
a) Mer" ants ( )a*ti+e en"o,nters

There are plenty of merchants from all civilised nations. +DB merchants will #e encountered. 5oll for their nationalities on Ta#le +.+.7 #ut it is unlikely /an Tangian merchants will mingle with those of other nations. $ome typical merchants are descri#ed a#ove and their stats can #e recycled as appropriate. 1 /an Tangian merchant is shown #elow%
PANTANGIAN MERCHANT STR [12] CON [9] SIZ [14] INT [11] POW [1:] DEX [1+] CHA [14] Atta 4% Parr 2% Agi 2% !a"i 4% P#r$ +% St#a 41% %"&' 0% C&(( :% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 S6i ) S$i(itar Atta$6 24% S$i(itar Parr9 22% R#a.BWrit# C&((&" 10% P#r)-a.# ::% E0a -at# Tr#a)-r# ::% Cr#.it 4:% /a' +0% P&i)&" /&r# +1% S## :1% !#(&ri)# 42% Ri.# 26% T=i) $=ara$t#r )=&- . =a0# 4 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 20 21 46 :1 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

/an Tangian merchants usually have DBI7 #ody guards in close attendance. These may #e /an Tangians, /ikaraydian or Dhari:oran warriors, for instance%
PAN TANGIAN WARRIOR STR [1+] CON [1+] SIZ [14] INT [14] POW [11] DEX [12] CHA [1] Atta 8% Parr 4% Agi 4% !a"i 8% P#r$ 1% St#a 0% %"&' 4% C&(( :% Hit P&i"t) * 14 !a,&r W&-". /#0# * 1 S6i ) S$i(itar Atta$6 :8% S$i(itar Parr9 :4% Targ#t S=i# . Atta$6 48% Targ#t S=i# . Parr9 44% 7att # A8# Atta$6 +8% 7att # A8# Parr9 +4% Di)ar( +8% Stri6# t& St-" +8% Ri.# 69% PIKARAYDIAN WARRIOR STR [19] CON [9] SIZ [9] INT [14] POW [8] DEX [11] CHA [8] Atta 8% Parr 6% Agi 6% !a"i 8% P#r$ 1% St#a 2% %"&' 4% C&(( 0% Hit P&i"t) * 9 !a,&r W&-". /#0# * : S6i ) 7att # A8# Atta$6 :8% 7att # A8# Parr9 :6% Targ#t S=i# . Atta$6 48% Targ#t S=i# . Parr9 46% H#a09 !a$# Atta$6 +8% H#a09 !a$# Parr9 +6% Di)ar( +8% Stri6# t& St-" +8% Ri.# 11%

The merchants are selling literally anything the /Cs could desire% weapons, armour, :ewellery, cloths, clothing, slaves, drugs, perfumes, potions, o#:ets d"art, whores, food and wines. 1s is their nature the merchants will drive a hard #argain and typically start #idding at 7.,D list price for equipment of normal quality. ?igh quality non(magical weapons, armour and other gear 2e.g. up to I7,D to hit #onus or I7D; damage 2never #oth on the same item4 or I+ hits of armour protection4 will start at B,,D of list price. 1fter all, this is )elni#one and everyone knows the Dragon Isle"s :ewel mines are #ottomless.

The 9) should assign prices to illicit articles 2drugs, poisons4. It takes /ersuade rolls to find a suita#le merchant for such goods. $laves are #ought and sold #y most nations, though the /an Tangians seem to have cornered the market with their ruthless #usiness practices 2slave raids, piracy, prisoners of war4. 9enerate the slave"s stats as normal. Fptionally divide I6T and C?1 #y + to reflect that most slaves are of low IJ and lack the passionate nature to #e charismatic leaders. This could #e #ecause they have had all resistance and personality #eaten out of them, have sustained head in:uries or are drugged to the eye#alls #y their masters, so have lost all will to re#el. Total up the attri#ute points and then multiply #y 7, to calculate the slave"s starting price. $ince there is no Bargain skill in $BB, the /Cs and the merchants should use Credit and /ersuade skills to make their deals. This applies to all negotiations whether for mundane goods, illicit items or slaves. /articularly good roleplaying should #e awarded #onuses on these rolls. This sort of roleplaying can go on for quite a while, so wing it and en:oy.
b) Mer" ants ( Nig tti+e en"o,nters

1t night, the encounter is with DBI7 merchants sharing an evening meal in an inn"s common room. 1 sumptuous feast is set #efore the men who are alternately laughing, arguing, commiserating, haggling and shouting a#out the day"s dealings. 1gain, earlier stats can #e recycled, here are a few others%
SHAZAARIAN MERCHANT STR [9] CON [1:] SIZ [8] INT [16] POW [11] DEX [6] CHA [11] Atta 1% Parr 42% Agi 42% !a"i 1% P#r$ 4% St#a 2% %"&' 8% C&(( 4% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 S6i ) Dagg#r Atta$6 41% Dagg#r Parr9 +8% R#a.BWrit# C&((&" 18% P#r)-a.# :4% E0a -at# Tr#a)-r# :4% Cr#.it T=i) $=ara$t#r )=&- . =a0# 1 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 46 11 42 21 14 12 44 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A JHARKORIAN MERCHANT STR [10] CON [10] SIZ [12] INT [8] POW [11] DEX [1:] CHA [8] Atta 1% Parr 8% Agi 8% !a"i 1% P#r$ 4% St#a 2% %"&' 42% C&(( +% Hit P&i"t) * 11 !a,&r W&-". /#0# * 6 S6i ) 7r&a.)'&r. Atta$6 21% 7r&a.)'&r. Parr9 28% R#a.BWrit# C&((&" 68% P#r)-a.# :+% E0a -at# Tr#a)-r# :+% Cr#.it T=i) $=ara$t#r )=&- . =a0# : a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 ++ +9 21 48 42 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A ILMIORAN MERCHANT STR [1+] CON [11] SIZ [1+] INT [11] POW [1:] DEX [1:] CHA [1:] Atta 1% Parr 6% Agi 6% !a"i 1% P#r$ +% St#a 2% %"&' 0% C&(( 6% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 S6i ) 7r&a.)'&r. Atta$6 21% 7r&a.)'&r. Parr9 26% R#a.BWrit# C&((&" 10% P#r)-a.# :6% E0a -at# Tr#a)-r# :6% Cr#.it T=i) $=ara$t#r )=&- . =a0# 4 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 20 +: 48 2:

44% /a'

+8%

4+% /a'

28%

46% /a'

+0%

R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i

)A

LORMYRIAN MERCHANT STR [11] CON [12] SIZ [16] INT [9] POW [14] DEX [11] CHA [1] Atta 1% Parr +% Agi +% !a"i 1% P#r$ 2% St#a 44% %"&' 0% C&(( 0% Hit P&i"t) * 14 !a,&r W&-". /#0# * 1 S6i ) 7att # A8# Atta$6 21% 7att # A8# Parr9 2+% R#a.BWrit# C&((&" 10% P#r)-a.# :0% E0a -at# Tr#a)-r# :0% Cr#.it T=i) $=ara$t#r )=&- . =a0# 6 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 :1 +4 +1 16 2 21 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

40% /a'

+0%

They are #oistrous enough to attract attention and the /Cs may want to :oin in. There is a chance 27,D or higher if the players get the 6/C drunk4 that one of the merchants will #la# a#out trying to get into Imrryr proper #ut #eing una#le to get authorisation. This man, 1vilan of Dhari:or, will #e very interested if the /Cs have a )elni#onean ally, should they let slip this piece of information. 6ote% 1ssume CF6<.D rolls to avoid a drunken slip of the tongue. The percentage can #e lowered if the /C is seriously drunk.
") T e S-*

?alia< !orris is an 1rgimiliaran merchant who is here trading in furs he has won from Fin and u. Fr at least that is his cover story. In addition, the merchant has #een tasked with finding out as much as possi#le a#out Imrryr"s har#our defences. ?e has roughly scaled maps of the har#our and its emplacements as well as fairly accurate troop num#ers. These maps are secreted in the false #ottom of a locked chest in his room 2locked at (+,D to /ick 3ocks skill rolls4.
HALIAX KORRIS - ARGIMILIARAN MERCHANT AND SPY STR [11] CON [10] SIZ [9] INT [1:] POW [10] DEX [12] CHA [11] Atta +% Parr 0% Agi 0% !a"i +% P#r$ +% St#a +% %"&' 6% C&(( +% Hit P&i"t) * 10 !a,&r W&-". /#0# * : S6i ) Cir)t W#a5&" Atta$6 2+% Cir)t W#a5&" Parr9 20% R#a.BWrit# C&((&" 16% P#r)-a.# :+% E0a -at# Tr#a)-r# :+% Cr#.it 4+% /&r# +6% !a6# !a5) :1% S## +9% T=i) $=ara$t#r )=&- . =a0# : a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 12 +9 +: ++ 29 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

?alia< is intensely interested in getting into Imrryr proper. *hat the /Cs do with this information is up to them.
.) Sai$ors

There are lots of sailors in port, most :ust looking for a good time and finding it in the flesh(pots of the har#our"s seedier districts. 1t night most sailors are on #oard their ships #ut some are partying and wenching. If the /Cs get involved in strife, sailors from their own crew 2the 6orth *ind or which ever vessel the /Cs sailed in4 may turn up to help, unless their ceremony was disrupted #efore leaving Cadsandria. $ome typical sailor stats are shown #elow%

PURPLE TOWNS SAILOR STR [14] CON [14] SIZ [11] INT [1+] POW [9] DEX [12] CHA [1+] Atta +% Parr 4+% Agi 4+% !a"i +% P#r$ 1% St#a 44% %"&' 2% C&(( 2% Hit P&i"t) * 16 !a,&r W&-". /#0# * 8 S6i ) Cir)t W#a5&" Atta$6 4+% Cir)t W#a5&" Parr9 +1% S'i( 41% R&5# ;)# 1+% C i(< +1% C i(< Riggi"g 12% D&.g# 21% S=i5=a". i"g 2% Na0igat# 2% T=i) $=ara$t#r )=&- . =a0# : a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 +1 4+ ++ 6 +8 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A VILMIRIAN SAILOR STR [12] CON [1+] SIZ [1:] INT [11] POW [11] DEX [9] CHA [10] Atta 0% Parr 4+% Agi 4+% !a"i 0% P#r$ 0% St#a 4+% %"&' 0% C&(( 0% Hit P&i"t) * 14 !a,&r W&-". /#0# * 1 C=ara$t#r i) a )=i5?) !at# S6i ) Cir)t W#a5&" Atta$6 4:% Cir)t W#a5&" Parr9 42% S'i( :2% R&5# ;)# 1:% C i(< 42% C i(< Riggi"g 12% D&.g# +2% S=i5=a". i"g :0% Na0igat# 80% T=i) $=ara$t#r )=&- . =a0# 2 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 +9 4+ R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

e) T e La/

Imrryrian soldiers patrol the docks. 6umerous #y day, the 9uard tends to use elemental or demonic servants to monitor the docks at night. Bar #rawls are not unheard of and the occasional #ody is found floating in the har#our. Fnly if there is serious trou#le at night will soldiers appear &as if #y magic&. *hich is dead rightA
MELNIBONEAN WARRIORS STR [12] CON [10] SIZ [12] INT [14] POW [10] DEX [12] CHA [12] Atta 2% Parr 0% Agi 0% !a"i 2% P#r$ 2% St#a 2% %"&' 4% C&(( 2% Hit P&i"t) * 11 !a,&r W&-". /#0# * 6 Ar(&-r2 Ha 34P at# D841 a". H#at#r S6i ) Cir)t W#a5&" Atta$6 62% Cir)t W#a5&" Parr9 60% D)## <# &' 3&r t95#E /&"g S5#ar Atta$6 42% /&"g S5#ar Parr9 40% H#at#r Atta$6 +2% H#at#r Parr9 60% Di)ar( +2% Stri6# t& St-" +2% Ri.# 6:% T=#)# )& .i#r) )=&- . =a0# 4 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 46 28 +2 41 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

Imrryrians are clad in half(plate and armed with a Eirst *eapon 2#roadsword, #attle a<e, light mace4, long spear and heater shield. They have good com#at skills, high morale and can call upon sorcerous allies if necessary. The chances are good 2-,D4 that people will #reak some of the har#our"s #i'arre laws while the /Cs are around. The 9) may wish to arrange a demonstration. The law #reakers are arrested and either disappear into the Tower of )onshan:ik or are e<ecuted outside the Tower. ?anging, #eheading and crucifi<ion are popular methods of e<ecution. Imrryr is a dangerous place.

#) S$aves

There are hundreds of slaves performing tasks for their masters. These are not for sale as they are already owned. The #est are allowed to trade directly with the oung !ingdoms merchants% these are the half(#reed )elni#onean0?umans. The rest are mere #earers and are too drugged to notice much around them. They are strong #acks and whipping posts, little more. The half(#reeds are a different matter. 9enerate their stats as for a normal oung !ingdoms human then add I7 $IH and I7D8 points to #e split as desired over I6T and /F*.

PART FO'R: THE R'&Y THRONE 1) rince !yrkoon of Me"ni#one


a) Intro.,"tion

The /Cs are ordered to visit /rince yrkoon"s tower, a tall, slender spike of dark #lue menace near the eastern edge of the city. )elni#onean characters have no choice #ut to o#ey this command ( or #e found guilty of treason. Futlanders can #e arrested #y yrkoon"s guards or, worse still, a#ducted #y Demons.
YYRKOON'S GUARD - MELNIBONEAN WARRIORS STR [14] CON [11] SIZ [12] INT [14] POW [14] DEX [9] CHA [8] Atta 6% Parr 4% Agi 4% !a"i 6% P#r$ 4% St#a 2% %"&' 4% C&(( +% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 Ar(&-r2 D#(&"i$ Ha 345 at#@ CON 20 S6i ) 7r&a.)'&r. Atta$6 10% 7r&a.)'&r. Parr9 10% H#at#r Atta$6 41% H#at#r Parr9 80% Dagg#r Atta$6 +6% Dagg#r Parr9 +4% Di)ar( +6% Stri6# t& St-" +6% Ri.# 29% T=#)# )& .i#r) $&- . =a0# -5 t& 6a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 :0 +2 2: +8 21 +1 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

yrkoon"s soldiers are dressed in dark #lue silks and surcoats and equipped with Demon armour in the form of ornate ?alf(/late and Demon Broadswords. These sorcerous items are detailed #elow%
DEMON BROADSWORD - DEMON OF COMBAT STR [20] CON [20] SIZ [2] INT [0] POW [1] DEX [0] CHA [0] >ra"t) F2D6 .a(ag# <-t "& t& =it <&"-) DEMON HALF-PLATE - DEMON OF PROTECTION STR [0] CON [20] SIZ [12] INT [0] POW [8] DEX [0] CHA [18] >ra"t) 20 =it) &3 ar(&-r 5r&t#$ti&"

yrkoon"s livery is well(known in )elni#one and passers(#y will studiously avoid looking at or approaching the 9uards escorting the /Cs.
b) Meeting Y*r0oon

The audience is in a sumptuously furnished cham#er near the top of the tower. Incense hangs heavy in the air

and two female slaves play love(games for yrkoon"s amusement. Drugged as they are, the two giggling women will not notice the conversation around them. yrkoon will not immediately invite the /Cs to sit and, if the arrest of any non()elni#oneans did not go smoothly, he may #e in a murderous rage. ?e will not invite the /Cs to food, even though there are silver platters laden with gorgeous foodstuffs and crystal decanters and go#lets for wine. yrkoon may pick at some of this food #ut will then throw remnants to the slave girls who will imaginatively incorporate the food into their se<(games. During this encounter yrkoon"s moods will shift from monent to moment. ?e has #een e<tending his powers daily and the e<ertion is #eginning to tell. The /rince"s moods should swing through any or all of the following% 1rrogance. Boorishness. /ettiness. )enace. @iolence. Threats. @ulgarity. 1nger. )elancholy. /aranoia. $adistic glee. yrkoon"s stats are on page C+ of $BB, though his I6T should #e increased to 7; 2at least4 to allow him to read0write0speak ?igh )elni#onean 2$BB p. ..4. The 9) should attempt to get into yrkoon"s character as much as possi#le% he is a powerful sorceror and a dangerous, slightly insane, man. The /rince is #lunt, arrogant and #oorish. ?e #erates any )elni#onean /Cs on their choice of &vermin& for companions. Comments such as &hereditary slaves&, &little pets&, &#ar#arians& and &su#(races& pepper his speech when he refers to non()elni#onean /Cs. This will pro#a#ly ruffle a few feathers which is, in fact, yrkoon"s intention. It will #e interesting to see how the player characters react to this, so go where the conversation leads.
") Sor"eror1s Is$e

Back to the plot. yrkoon will not #eat a#out the #ush. ?e has invested a lot of time in tracking down the /Cs and the 9olden 9rimoire. $ome of his efforts have cost him $16 and it is #eginning to show. yrkoon states% &I know of your quest for the 9olden 9rimoire. I want you to tell me of the e<act circumstances of your quest.& The /rince knows that the 9rimoire has moved to the Eorest of Troos. ?e is also aware that it is located near the northern edge of Frg, which lies within Troos 2at least as it appears on the $BB world mapK in actual fact, the Eorest lies within Frg"s #orders4. In addition he is aware that the 9olden 9rimoire"s cover secretes a foul poison, lethal to all humans and demons short of a Duke of ?ell. To hold and use it a human must wear to<in(proof gauntlets such as those worn #y the Emperor )atik. The only known pair was last heard of on $orceror"s Isle. yrkoon"s own sorcerous attempts to secure the 9auntlets of )atik have failed. It can only #e assumed that they are magically warded, so a physical e<pedition to $orceror"s Isle is the only option. )ake it clear that yrkoon considers )elni#onean /Cs as mere pawns and outlanders as lesser figures still. But he will attempt to persuade )elni#oneans with dreams of power% &*ith the 9rimoire in my possession I could reconquer the Bright Empire"s former lands. I could grant you a continent as your plaything and even your slaves could #e kingsA& yrkoon is ruthless and will even resort to torture to get what he wants.

.) GM in#o

The encounter is designed to sicken the /Cs with yrkoon"s arrogance, malice and slowly developing insanity. If the players accept the /rince"s &commission& to pursue first 9auntlets then 9rimoire, yrkoon will instruct them to meet his slave Juartermaster for outfitting if they need it. ?e can supply a demon(drawn map of $orceror"s Isle showing the location of the &structure& holding the 9auntlets. If they are successful in procuring the 9auntlets, they should proceed immediately to retrieve the 9rimoire. Demons of Desire and Transport can handle communications if necessary. $orceror"s Isle and the 9olden 9rimoire are adventures to follow.

2) E"ric$ %2&th Em'eror of Me"ni#one


a) Intro.,"tion

The /Cs are once again summoned #y one of )elni#one"s most powerful characters, though the method of invitation could hardly #e more different. Dressed in silks and velvet the Emperor"s most favoured servant, Tangle#ones, approaches the /Cs. ?e is accompanied #y a ceremonial guard of si< troops in silver #reastplates and #lue silks. Tangle#ones is, of course, a model of perfect 5oyal protocol% &The Emperor of )elni#one orders your presence in the Tower of B"all"ne'#ett at one hour past sunset this evening. /lease dress formally.& )elni#onean /Cs really have little choice #ut to o#ey a direct order from their Emperor. They may respectfully decline #ut this could #e seen as treason against the 5u#y Throne. Futlanders are similarly invited #ut replace the word &orders& with &demands&. The 9uards will, if necessary, escort the non()elni#onean /Cs from the har#our area to the Tower of B"all"ne'#ett. This is not an arrest and the /Cs may see astonished looks on the faces of passers(#y. Elric"s livery is even more well(known than that of yrkoon.
ELRIC'S GUARD - MELNIBONEAN WARRIORS STR [14] CON [1+] SIZ [11] INT [16] POW [11] DEX [9] CHA [9] Atta 11% Parr 1% Agi 1% !a"i 11% P#r$ 9% St#a 4% %"&' 8% C&(( 9% Hit P&i"t) * 12 !a,&r W&-". /#0# * 6 Ar(&-r2 Ha 345 at# DD841E a". H#at#r S6i ) 7r&a.)'&r. Atta$6 11% 7r&a.)'&r. Parr9 11% H#at#r Atta$6 61% H#at#r Parr9 61% /&"g S5#ar Atta$6 :1% /&"g S5#ar Parr9 41% Di)ar( 41% Stri6# t& St-" 41% Ri.# 12% T=#)# )& .i#r) $&- . =a0# -5 t& 6 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 29 20 +4 22 +8 41 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

Elric disdains sorcery and so does not equip his men with demonic weapons.

TANGLEBONES - ELRIC'S MOST TRUSTED SERVANT STR [9] CON [6] SIZ [1+] INT [12] POW [1+] DEX [9] CHA [11] Atta 1% Parr 0% Agi 0% !a"i 1% P#r$ 1% St#a 41% %"&' 0% C&(( 1% Hit P&i"t) * 10 !a,&r W&-". /#0# * : S6i ) Dagg#r Atta$6 :1% Dagg#r Parr9 :0% 7r&a.)'&r. Atta$6 41% 7r&a.)'&r. Parr9 40% !# "i<&"#a" 7&"# 7&' Atta$6 +1% 7-$6 #r Parr9 +0% Di)ar( +1% Stri6# t& St-" +1% Ri.# 2:% Ta"g #<&"#) )=&- . =a0# 8 a..iti&"a )6i ) &3 t=# >!?) $=&i$#@ t=# )tarti"g )6i 5#r$#"tag#) 3&r '=i$= ar#2 40 26 +6 2+ 18 21 +1 28 R#(#(<#r t& a.. a55r&5riat# <&"-)#) t& t=#)# )6i )A

b) Meeting E$ri"

Elric"s stats are on page 8C of $BB. ?e does not have $torm#ringer at this point in the Chronicle of the Black $word. 1s with yrkoon, the 9) should attempt to get into Elric"s character. ?e should #e presented as cultured, sophisticated, sensitive and with a penetrating intellect. >nderlying that, however, is the )elni#onean superiority and a vein of easy cruelty which allowed the race to conquer the world. Tangle#ones introduces the /Cs formally to the Emperor. The al#ino is seated in a small cham#er at the top of the tower with the most magnificent view of the city as it lights up for the night. 1fter the introductions, Elric addresses the /Cs in e<actly the same words used #y the )aster of Ceremonies at the 1flitain #anquet 2assuming any of them survived the Tower adventure4. The room is comforta#ly furnished with large armchairs and a small ta#le. Eood is #rought on silver platters #y silk(clad slaves. 1s protocol demands, no(one eats #efore the Emperor. Elric helps himself to some cooked meat and chews, thoughtfully watching the /Cs, #efore allowing Tangle#ones some food. The servant stands in an appro<imation of &attention& :ust #ehind his master"s seat throughout the ensuing conversation. Elric is polite #ut will stand for no insolence. ?e welcomes any )elni#onean /Cs #ack home and greets any outlanders as if they were 1m#assadors from their own homelands. The Emperor is very interested in the adventures as descri#ed #y )elni#onean /Cs #ut will cross(reference any stories with the other /Cs. ?e is also interested in how )elni#oneans are viewed #y the oung !ingdoms 2he already has a fair idea #ut is interested in first hand accounts4 and, more importantly, how non()elni#oneans see Imrryr and )elni#onean customs. The 9olden 9rimoire and 1rioch"s involvement at the Battle of $orik will undou#tedly pique Elric"s curiosity and pro#a#ly have him consulting his own grimoires. yrkoon"s involvement will annoy him, as will the /rince"s plans 2if not stated, Elric will make a pretty shrewd guess4. Elric, however, dismisses yrkoon"s treason 2certainly not for the last time, either4 and will e<plain it away as &mere awakening curiosity&. The /Cs plans for the 9olden 9rimoire will also come under scrutiny here. The conversation could run and run and cover a lot of ground. 9o for itA The important thing here is to keep all the players involved and not make )elni#onean characters take centre stage. Elric is more interested in outlanders thoughts and e<periences than in those of )elni#oneans 2he has, after all, lived with these thoughts all his life4. The encounter should #e left as open ended as possi#le. 9iven forthcoming events, it is unlikely the /Cs will ever see Elric again 2#ut anything is possi#le4. Elric aims to glean as much information as possi#le from the

/Cs. The 9) should #e sure to keep notes on this conversation as many potential plot seeds could #e sown here.

PART FI2E: %ON%L'SION 1) Introduction


This session is mainly a role(playing e<ercise, with little opportunity for com#at. It should #e quite en:oya#le. The /Cs get to meet the two most powerful men in )elni#one and get away with their lives. This is quite an achievement, unless they do something really stupid. The /Cs should #e left with distinct impressions of the two men vying to rule )elni#one and direct its place in the world. Elric% cultured, sophisticated, philosophical. The ruler #y right who is concerned for his people"s future in the oung !ingdoms. yrkoon% 1rrogant, am#itious, paranoid and not a little insane. But a &true& )elni#oneanL )ore suited to rule and restore the Bright Empire"s glory. The players can choose.

2) E('erience Awards
$kill use in this scenario is likely to #e quite limited. 3anguage, knowledge and communications skills could have #een frequently used. If com#at has occurred, it"s likely new /Cs will have to #e generatedA 1ttri#utes may however #e increased as descri#ed on page B+ of $BB. Futlanders may elect to choose one of either I6T, /F* or C?1 and roll for improvement as if an 1TT<7D saving throw had #een made. They have #een e<posed to the magical environment of Imrryr, seen the sights, met new and powerful individuals and lived to tell the taleA $uch a reward seems suita#le. )elni#onean /Cs may roll for a C?1 improvement, due to their association with Elric, yrkoon and all the rest. /F* and I6T may not #e increased in this way as )elni#oneans were #orn in this environment. But even idle court gossip can #oost one"s reputation and, therefore, charisma among other )elni#oneans.

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