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Rules of Play Beginning characters start with REPUTATION 0, but you may
increase that score by rolling 1D6 and getting equal to or under
BRAWN, PERSONALITY, PERCEPTION, and KNOWLEDGE
At last you will know what it is to draw naked steel and face a (but you may only try once for each at the beginning of the
Behemoth from the Elder Night or to storm the gates of a palace game). Add 1 to your characters REPUTATION for each suc-
to retake your rightful throne form the usurper who calls himself cessful check. REPUTATION rolls are the same as Skill Checks
king. Ride, fight, wench and kill! The walls of the Jeweled Cities - roll equal to or under your characters Reputation.
of the south will tremble as you crush them beneath your heels!
Background table: Roll on this table to determine your charac-
Broadsword is a simple-to learn role-playing game where players ters Background.
take on the roles of heroic characters crafted from the Sword
When creating your character, for every point of PRESENCE you
& Sorcery movies and comics of the 70s and 80s. The 1PG
get a point to be used to purchase advantages. Most advantages
assumes the players and referee already have some rudimentary
cost only 1 point but there are several that cost 2 points. You may
experience with role-playing, and is meant to be played in the
only purchase advantages during character creation.
vein of movies Like Beastmaster, Ator the Fighting Eagle, and
Deathstalker, as well as comics such as Claw the Unconquered Starting Money: Roll 2D6 x 100 silver pieces.
and Skull the Slayer.
Skill Checks
CHARACTER CREATION & GAME RULES When the character performs an action (and by action we mean
Stats & Skills: okay, before we start wenching and swinging anything where the outcome may not be as certain as walking or
swords we need to go over some simple ground rules. Players roll tying ones shoes), determine what general skill will get it done.
1D3 for each stat (the bold entries on the character sheet). Roll Add the skill with the stat it falls under to get the Target Number
1D6+3 for the total number of points to distribute into skills (the and then roll equal to or below it on 1D6. Rolling a 1 is always a
individual listings below each stat on the character sheet). Every success, while rolling a 6 is always a failure. The referee may add
skill starts at 0, and no stat/skill combination can be less than 1 to or subtract from the Target Number based on environmental
(although skills can, see below). Put no more than 3 points in factors (motion, weather, level of difficulty), so having a target of
any single skill. If you need extra points, you can take them from 6 isnt useless - it allows you to effectively absorb a -1 to your
other skills, leaving them at -1 for each point taken. For example, Target Number without having to worry too much.
if you have Bluff 3, you can take 2 points from it and add
In combat, use Fighting for attack/defense. For ranged attacks use
those two points to a different skill. If you dont see a skill you
Shooting for attack and Fighting for defense. Both
really want your character to have (Crocheting, for instance), just
combatants will make Skill Checks at the same time. Whoever
write it in the margin after confirming with the referee.
has a greater margin of success achieves his goal. Ties go to the
Alternately, the referee may choose to have players build their
defender; if both opponents are attacking, a tied margin means
characters with points. If so, distribute 8 points into the four pri-
both succeed. Subtract the weapons damage from the wounded
mary stats, and use the rules that follow for secondary stats.
characters BLOOD. Always add the attackers BRAWN to the
Secondary stats: Roll 1D6 and put the number in GUTS, and total damage done on non-ranged attacks. Damage from punches
then roll 1D6 and write the result in PRESENCE. PRESENCE is the same as BRAWN, and kicks do BRAWN +1. In the Case
tells you how long your character can keep calm and hold out of a test of wills or standoff between characters roll 1D6 versus
when faced with unnerving situations, and GUTS signifies his PRESENCE. Characters with REPUTATION can add it to the
ability to handle stress. Any time your character has a traumatic Target Number. The greater margin of success wins and the loser
experience in the game (like witnessing his betrothed being cut must make a GUTS Check or lose 1 point of PRESENCE. If nei-
down by village raiders, or getting wounded), make a GUTS ther roll is equal to or below PRESENCE, the one that achieves
Check. If you roll equal to or lower than your characters GUTS, the smallest negative margin wins.
his PRESENCE is unchanged. The more GUTS your character
ARMOR
has, the easier it is to keep his PRESENCE intact. If you dont
Wearing Certain clothing has armor value (AV). Thick hides and
make it, then his PRESENCE score is reduced by 1. If you char-
heavy furs give you 1 AV, leather armor gives you 2 AV. Metal
acter completely loses his PRESENCE, he becomes twitchy and
armor such as chain mail or scale armor gives you a 3 AV. A
panicked. You need to roll a 4 or less every time your characters
shield grants 2 AV. When the character takes damage, subtract AV
shoots in order to avoid hitting one of his teammates by mistake.
from the damage dealt to the hit location.
Most likely one of them will have to knock out your character.
You may always put Character Points into PRESENCE at the end CHARACTER IMPROVEMENT
of the game. If you survive a whole scenario, you get 1D3+5 Character
Points. Put these points into stats, skills, PRESENCE,
Roll 3D6+10 and write the number in BLOOD. This is how much
REPUTATION, BLOOD, or GUTS. But Broadsword characters
BLOOD your character has. Every time your character takes
arent necessarily meant for long campaigns - dont worry if
damage, he will lose BLOOD. When your character has lost all of
they get killed. Just roll up a new one and your ref will fit him in
his BLOOD, he is dead.
somewhere along the way.
REPUTATION gives you an idea of how many peasants or others
Additional rules can be found in The IPG Companion, available
in the land have heard of your character and his exploits. It is
now from Deep7s web site at www.deep7.com.
CHARACTERS
NAME:________________________________
OCCUPATION: __________________________
Silver: ________________________________
CHARACTER GENERATION RULES Height: _____Weight: _____Gender: ________
Roll 1D3 for each stat. Eyes: ________Hair: _________Age: ________
Roll 1D6+3 for the total number of points to distribute into
skills. Put no more than 3 points into any one skill. Brawn .........{ }
If you need extra points, you can take them from other skills,
leaving them at -1 for each point taken (no stat/skill combo can
Carousing ........
Climbing .......... Equipment
be less than 1). Endurance ........
Roll 1D6 for PRESENCE: this is your charisma, your mental Fighting ...........
and physical bearing. It also determines the amount of
advantages you receive. Riding ..............
Roll 1D6 For GUTS: When you are frightened or unnerved, an Shooting .........
unsuccessful GUTS check will take away 1 point of
PRESENCE. Personality ..{ }
Roll 3D6+10 for BLOOD; when you take damage, you lose Bluff ................
BLOOD; when BLOOD is gone, the character is dead. Flirt ..................
Roll equal to or under BRAWN, PERSONALITY, Intimidate ........
PERCEPTION, and KNOWLEDGE stats; receive 1 point in
REPUTATION for each success. Persuade ...........
Roll on Background table.
For every point of PRESENCE you get a point to be used to
Perception ...{ }
purchase advantages. Most advantages cost only 1 point but Diplomacy .......
there are several that cost 2 points Gambling .........
Roll 2D6 X 100 Silver Pieces for starting cash. Stealth ..............
Streetwise ........
SYSTEM Thievery ...........
When you want the character to do something, determine the stat/
skill combination that will accomplish the task. Add the skill Knowledge{ }
and stat for the Target Number. Roll equal to or under the Target Area Know. ......
Number on a 1D6 for a success. Rolling a 1is always a success,
rolling a 6 is always a failure. Healing ............
Heraldry ...........
COMBAT Languages ........
Use Fighting for all attack/defense, including unarmed combat Legends & Lore
and ranged attacks. Combatants roll simultaneously. The greater
margin is successful. Ties go to the defender: if both opponents Literacy ............
are attacking, a tied margin means both attacks succeed. Subtract Magick .............
the weapons damage from the wounded characters BLOOD. Add Profession ........
attackers BRAWN to the total damage of non ranged attacks. Survival ...........
Tracking ...........
ARMOR
Certain clothing has armor value (AV). Thick hides and heavy BLOOD ...........{ }
furs give you 1 AV, leather armor gives you 2 AV. Metal armor GUTS .............{ }
such as chain mail or scale armor gives you a 3 AV. A shield
grants the wearer 2 AV. When the character takes damage, sub- pRESENCE........{ }
tract AV from the damage dealt to the hit location. REPUTATION ...{ }
CHARACTER IMPROVEMENT CHAR PTS ......,{ }
If the character survives an entire scenario, you get 1D3 +5
character points and 1 point in REPUTATION. If the character Hit 1 2 3 4 5 6
survives to the end of the scenario but is a replacement for a dead Location Head Torso L. Arm R. Arm L. Leg R. Leg
character, you only get 1D3+1 character points. Put these points
into Stats, Skills, PRESENCE, GUTS or BLOOD. AV
Vexd
The Crimson Chronicles Part Two By James Stubbs
tossed into the ring and forced to fight to the death! The non-
native captives are valuable to the slavers but only so much
before they become more trouble than theyre worth.
The Premise: Our heroes, sold into slavery, meet a captive pirate Escape!: Now would be the perfect time for the party to attempt
queen who offers to take them to the exact location of the ruins if to escape as their captors are intoxicated and occupied. A
they help her escape and make it back to her ship. BRAWN check at a -1 penalty will snap the manacles behind the
characters back. There is no limit to the number of attempts but,
The Setup: The biggest event now is the long march back to for each failed try, they bloody up their wrists and hands (1 Blood
the slavers camp. The weather is as miserable as before but the damage per failure).The slavers are too far gone to pay attention
important thing here is to instill a true sense of hatred against the to the clanking chains.
slavers but that shouldnt be too difficult. They can joke about the Freed characters can either immediately attack their captors or
good price the characters will fetch in the pleasure dens, mines, attempt to free their companions and, possibly, some of the other
or whatever other demeaning job you can think of. If the referee slaves. Most of the native slaves will just flee into the jungle but
wants to be especially cruel, he can add in comments that one or some of the men will turn on their tormentors even though they
more of the male characters would make good eunuchs and that have no weapons. Freeing others is just a simple BRAWN check
they could save the surgeons some trouble and do the job here.. to break the manacles or the key can be gotten off Jerrod the
The slavers are stingy with both water and food and, even Fat, the head slaver who had taken Vex to his tent. In the middle
though the characters are spared, they whip their other captives of the fight, if the characters didnt immediately go to help her,
without provocation. Rest and sleep are kept only to enough Jerrod staggers out of the tent screaming and clutching his very
time to make sure that none die from exhaustion although the bloody groin as Vex emerges, rearranging her disheveled clothes,
characters may guess that the slavers are trying to get back to but with his knife. Shell spend the rest of the combat taunting
their camp and out of the jungle as quickly as possible to avoid him and chasing him around the camp, inflicting superficial cuts
any confrontation with another rival tribe. until she gets bored and puts him out of his misery.
Characters that seize any weapon who had lost Blood freeing
Pirate Queen of the Slavers Camp: Makeshift is a good choice themselves, are at a -1 penalty to Fighting checks as their hands
of words to describe the camp. It is obvious that it was planned to are slick with their own blood.
be able to move in a hurry. Slaves are all bound to trees by a long
chain in which their manacles are connected. Putting an End to the Slavers: The moment Jerrod dies, the
More astounding is the single non-native woman chained up by rest of the slavers dont see any reason to continue this fruitless
herself but the slavers soon join the partys manacles onto her venture. Some will try to surrender to the characters while others
chain as well. She seems just as surprised and not without some flee into the jungle pursued by any surviving natives. Assuming
small measure of relief. the party takes prisoners, theyre not really any help information-
She introduces herself as Vex, Captain of the pirate ship, wise but they do have a few coins on them. If nothing else, Vex
Bloodwake. She was with a landing crew looking for ruins that will offer the party a single gold piece for the lot of the prisoners
was rumored to have great treasure when they were ambushed by as offering to the shark god the next time she sails.
slavers. Her men where killed and she was taken captive just as The real treasure, however, is a small chest inside the Jerrods
they discovered the ruins. She will offer to take the party directly tent that contains fifty gold pieces. The chest is locked but can
to the ruins if they will free her and get her back to the beach easily be smashed open with a weapon or the key can be found
where her longboat is moored. She would prefer to get back to inside his hoot. If you want to insert a plot hook for another
her ship first but, if the characters insist, she will grudgingly adventure outside the scope of this campaign, you can make the
take them to the ruins first but, in exchange for putting her in coins bear a royal seal meaning that only someone in power is
peril again, she will demand a share of the gold. And, if her ship either financing slavery or had the money stolen from them. From
is taken over by her ambitious first mate in the meantime, she this point, the trip to the beach is uneventful and Vex will invite
will hold them personally responsible for costing her a ship and them aboard her ship for healing, food and rest or, if they want to
stranding her on this godsforsaken land. press on to the ruins, skip ahead to scenario four.
Camp Amusements: Perhaps it is the heat or the stress of Slaver: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
constantly being on alert, but these slavers are excited and KNOWLEDGE 1; BLOOD 12
irritable. However, they have their own alcohol as well as several Equipment: sword
flasks taken from Vexs slain crewmen. They begin drinking
heavily. This improves their mood considerably and soon they
are laughing and joking amongst each other. However, like most Jerrod the Fat: BRAWN 1/Fighting 1; PERSONALITY 1/Persuade 1;
cruel men, the drinks soon bring out the mean and sadistic streaks PERCEPTION 1/Diplomacy 1; KNOWLEDGE 1; BLOOD 25
in them. Liberties are taken with the female captives and Vex is Equipment: dagger
roughly drug away, protesting and cursing that shed rather mate
with a pig, into a nearby tent by a very fat and sweaty man with a
large keychain.
Several of the native male captives are forced to fight each
other one on one with knives. If the characters, however, make
Knives in the Dark
Challenging him to one-on-one combat in front of the crew
is not an option because even after she kills him (and Vex is
very confident in the end result), she would still have to fear the
The Crimson Chronicles Part Three By James Stubbs
unknown assassin in the night trying to avenge him. She knows
some of the possible mutineers but there are probably others
The Premise: Fresh from their escape from the slavers, our keeping low or whos allegiances would swing at his death,
heroes accept the hospitality of Vex aboard her ship. Sadly, claiming that she had gone too far.
life amongst pirates is rarely neither safe nor restful due to her Instead she needs someone to do her dirty work for her. Why,
ambitious first mate and a rebellious crew. if he was killed in the night, his valuables and her treasure map
The Setup: Vex is rowed back to her ship which is sitting with stolen and a longboat missing, who wouldnt blame her as she
sails unfurled and the anchor slowly being heaved up the side of had been victimized too? She will ensure that just compensation
the ship. The Bloodwake is sleek and lays low in the water, her is placed in the longboat for their escape. However, the deed
long oars dipping into the water. It is obvious that she is a coastal needs to be done tonight before Viler can cause any more dissent
raider and ill-suited for forays out into deeper water but she is and a mutiny does occur.
fast as her graceful curves attest to. On the Rain-Slick Precipice of Darkness: Let the party plan
Vex curses and screams until heard, a cheer rises up from however they wish. Vex has told them where Vilers cabin is
her crew, and a rope ladder lowers to meet them as they pull on the ship. A minor squall sets in as night falls, nothing very
alongside. A rugged looking man with a chest tattoo of a shark dangerous but is does send the crew below deck and rocks the
glares at the characters and, just as quickly, masks his obvious ship making balance difficult. All lanterns are extinguished to
resentment. Vex doesnt appear to notice this and introduces him prevent fire from one falling and the ship is only illuminated by
as Viler, her first mate, and makes a comment about how she is the moon. There are seven men involved in the mutiny plot: Viler,
still very much alive, with a meaningful look at Viler. the galley overseer, and five crewmen. Viler, and the overseer
Shipboard Hospitality: Vex is true to her word and offers the are the brains behind the plot and they are, not in Vilers cabin,
meager healing she has available (4 Blood restored/character), but the overseers with one of the crewmen. The other four co-
a silk pillow cushion for their assigned hammocks and the best conspirators are in the hallway outside on the lookout for spies or
food and wines available from her quarters. She will offer to draw anyone else. If the party takes the time to ransack Vilers cabin,
the party a detailed map to the ruins when they are sufficiently they find a small chest containing fifteen gold pieces.
rested and healed although, if they press, she will draw it up It is unlikely that the party will be able to sneak up and
immediately. She will also offer to replace their missing armor dispatch five men in a darkened hallway. If a fight erupts, Viler
and weapons (with suspicious bloodstained versions) Healing and the overseer have devised a ingenious escape from the cabin.
will take the day and Vex will insist on them resting in comfort Viler arranged for a fishing net to be hanging over the side which
aboard ship rather than in the dangerous jungle. Each additional can be reached from the cabin. They will scale the net up to
day spent on the ship will restore an additional 2 Blood (or you the deck, storm Vexs cabin, kill her, and then raise the alarm.
can use the healing rules from The 1PG Companion). Secretly, Viler plans to betray the crewman with them, kill him
and pin the captains murder on him.
Meet the Crew: Like most pirate crews, the Bloodwake is a
motley bunch of cutthroats, misanthropes and the unfortunate. Fight in the Storm: The crewman is left at the railing to cut the
Most of them are purely in it for the money but a few are escaped net ropes if anyone tries to follow. Unfortunately, the rain has
slaves and one dashing young man with a ragged scar across made the net hard to cut and it will take three rounds before he
his forearm claims to be a deposed prince on the run from an can sever it. The captains door is broken down just as the party
arranged marriage. With the exception of Viler, most of the crew makes the deck. Vex is cursing and waving her sword about as
are very happy to see their captain safe and the first evening is a her serving girl screams once (the noise hopelessly lost in the
celebration of her return and a wake for their fellows that didnt wind and pounding rain) and swoons. Its two against one and
make it back. Vex will be cut down unless someone ignores the crewman long
The current total crew of the Bloodwake after the loss is enough to intervene. Once defeated, Vex will hurry them to a
sixteen souls: the captain, her serving girl, first mate, navigator, longboat and lower it over the side telling the party that the story
helmsman, tiller, galley overseer, and ten other men who serve will be that Viler and her overseer died protecting her life and
general duty such as lookouts, men-at-arms, deck swabbing, etc. virtue from the party although not before the map was snatched.
The oars are manned by twenty-six slaves who are kept chained Vex tried to pursue but stopped to tend to her servant. As the
to their benches below deck. party rows away, they find a bag containing the map (if they
didnt insist on having it earlier) and fifty gold coins.
The Captains Confidence: Over dinner in her stateroom, Vex,
once she dismisses her serving girl, will confide in the party that Pirate: BRAWN 2/Fighting 1; PERSONALITY 1; PERCEPTION 1;
she is quite aware of Vilers distaste for her and didnt miss his KNOWLEDGE 1; BLOOD 12
reaction at her return. She is no stranger to treachery and has had Equipment: sword
her eye on him for some time. His reckless ambition had been an
asset until recently but he has grown too bold. Her spies have told Viler: BRAWN 2/Fighting 2; PERSONALITY 1/Intimidate 1;
her that he is fermenting mutiny amongst his sympathizers and is PERCEPTION 1/Thievery 1; KNOWLEDGE 1; BLOOD 30
blaming the debacle at the ruins as her fault with no gold to show Equipment: sword
for it.
Scourge of Stone
businesses have crumbled or collapsed. Although, at the far end
of the ruins stands a temple that seems to have withstood the
ages better than the others. Most disconcerting, however, are the
The Crimson Chronicles Part Four By James Stubbs frequent bloodstains on the stonework and the human skeletal
remains. One grisly discovery is even still fresh, her wrists
The Premise: Armed with an exact map to the ruins, the party still bound by vines and desiccated face full of terror, frozen for
leaves the Bloodwake and makes their way back into the jungle eternity. If they inspect the body, there are two large puncture
but not before they stumble upon native hunters and are chased wounds in her back. Something big killed this woman.
into the very ruins they were looking for. There, they are in for a
surprise to find the place a far cry from abandoned to the ages. Arachnophobia: A monstrous spider roams the courtyard and
the natives worship it with regular virgin sacrifices. It wont take
The Setup: The row from the pirate ship to the beach is long for the heroes to draw its attention with their moving about
uneventful and soon the party is engulfed by the oppressiveness and talking. It has grown complacent with the easy meals given
of the jungle, now seeming even more sinister by night. Any light it and makes no effort to conceal its approach. Only by defeating
carried by the heroes casts long shadows and the feeling of being this creature can the party continue to the temple.
watched is ever there. Nocturnal predators screech and growl
and the occasional mortal cry of prey being brought down should The Temple: The temple is still solid and squat, the carvings into
warn the party that night belongs to the hunter. its walls and columns even more grotesque and profane than the
The map is very specific in what direction to go but the referee outside walls. The place looks abandoned but there is a noticeable
may want to ask for BRAINS checks to avoid getting lost in the lack of dust and walkways and rooms are free of debris. An
dark. The ruins are a sacred place to the natives and they do not ankle-deep pool in the foyer is still circulating fresh water from
venture onto its grounds except for times of worship. If the group tiny bronze pipes. A golden snake statue coils around the raised
gets turned about, they will encounter a native hunting party, center of the pool.
also out later than they should be but they have the advantage of The party will soon encounter the inhabitants of the temple,
knowing the terrain. They will hide themselves in thick brush and a mixture of native, non-native and mixed-blood people. They
ambush the heroes. can speak the same language as the party and welcome them
to their refuge. Few wear clothing but all are bedecked in
Night Fighting: The natives will hurl their spears from hiding golden jewelry. The leader identifies himself as Anes and offers
and then rush in to attack with their crude knives and clubs. the hospitality of his people while the heroes who killed their
Anyone carrying a light source grants the attackers a +1 bonus captor the giant spider rest and feast. Over the meal and dancing,
on their attacks against them as they will be the favored target. he will explain that they are former slaves and castaways who
Dropping the light negates this penalty but runs the risk of had taken refuge here in the ruins to escape the natives or, in
starting a fire. Lanterns simply go out but torches may set the some cases, rival tribes. The temple garden still bears fruit,
underbrush on fire. These blazes will be small given the wetness vegetables and herbs, aqueducts still work and they can ferment
of the environs but theyre still enough to give minor burns wine. The giant spider was worshipped as a native god but they
(1 Blood damage) to anyone that stumbles into them. Safely were safe as long as they stayed in the temple when it was about.
extinguishing a light takes one full round. It was, in a sense, their captor and their savior. Although they do
If the lights go out or none were used to begin with, it is not morn its death as it had taken many of them in the past.
a blind free-for-all. If any fires were set, theyre not enough The partys food and drink is drugged. If they can make a
to really see anything clearly by. Anyone making melee or BRAWN check at a -2 penalty they stay awake and realize that
ranged attacks, is under a -2 penalty to their rolls. If they hit, something is wrong. Otherwise it looks like they just had too
roll another d6 to see if they actually hit a buddy instead. Any much potent wine and passed out. Any still conscious is offered
sixes are friendly fire. The best strategy here would be to hit a companion for the night. When exhausted and asleep, they will
the ground, crawl away and regroup. Doing so will remove any be bound and taken captive along with the drugged.
chance of hitting party members as everyone knows where their
companions are. Native Hunter: BRAWN 1/Fighting 1 Shooting 1; PERSONALITY 1;
PERCEPTION 1; KNOWLEDGE 1/Tracking 1; BLOOD 10
The Outside Wall: Once the fight is over, it is only a small Equipment: sword
matter to correct their steps and find the ruins. By night, the
ancient vine-encrusted walls look foreboding. Crumbling ancient
heathen gods, leer at the party from the disintegrating sandstone Giant Spider: BRAWN 3/Fighting 1; PERSONALITY 1;
edifice. Two lit torches flank the entrance and there are two native PERCEPTION 1/Stealth 1; KNOWLEDGE 1; BLOOD 30
guards. The heroes can make a treacherous climb over the wall or Equipment: bite (6 damage)
simply attack the two guards. If attacked, they simply attempt to
flee. They dont know why anyone would want to enter the ruins
willingly and are more than content to let the invaders go to their
end inside. Given the previous ambush, however, it is more likely
they will be put to the sword regardless.
The Courtyard: Assuming they brought their own light or took
one of the torches from outside, the courtyard of the ruins is
in total abandonment to the elements. Once stately homes and
Valga the Mottled God: Valga is an anaconda of monstrous
AV AV