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THE FOREST OF TROOS

PART ONE: INTRODUCTION

1) Summary

This section of the campaign should see the conclusion of the hunt for the Golden Grimoire. The powerful
tome of magical lore has been hidden by Lord Arioch in the middle of the Forest of Troos. A sea jaunt to
Ilmiora; a stroll through the pastoral farmlands of that nation; a picnic in the woods; collect the book and
home for tea. Sounds easy. NOT!

In reality, the situation is more along the lines of this:

By sea to Ilmiora - Hazards include pirates, Melnibonean Battle Barges, Khailek Zandar of Pan Tang and his
sorcerous skill. Note, if Zandar has been killed in the Golden Grimoire scenario, a different Pan Tangian
sorceror is detailed in the NPC Encounters section.

Ilmiora itself - Encounters include Melnibonean cavalry, someone selling a map of Troos, someone with
interesting first hand information about Troos and Org.

The Forest of Troos - Dangers include an encounter table from "Karyzoon's Quest" (a scenario in the SB3
rulebook), other flora and fauna (giant mushrooms and creepy crawlies), Orgen patrols, Zandar's sendings
and probable personal assault.

Collecting the Book - Located on a small hill in the middle of Troos, the Grimoire is to be found in a small
dungeon complex but on the other side of a dimensional Gate to another plane.

Home for tea - Every sorceror in the world wants the Golden Grimoire.

The PCs are heroes and should be able to handle such trifling difficulties. Or die trying. This is one of those
quests.

2) Campaign information

In the original campaign, the events described in this scenario happen just after the Reaver Fleet attack on
Imrryr at the start of the novel Elric of Melnibone. Yyrkoon has kidnapped Cymoril and fled the Dreaming
City. Elric has despatched Battle Barges, dragons and troops to find the traitor. In fact, the PCs emerged from
the dungeon on Sorceror's Isle to see dragon fly over the island, searching for Yyrkoon.

Interesting times are afoot.


PART TWO: SAILING TO ILMIORA

1) Introduction

In the original campaign, the PCs were based in Aflitain, capital of Shazaar. The North Wind has been
contracted for the journey and Glaz-Doz-Phut is known to take risks. Two routes were discussed: due east
across the Oldest Ocean from Aflitain to Vilmir, then overland or up the coast to Bakshaan; or coasting up
the western continent via Jharkor and Dharijor and finally arcing across the Pale Sea to Bakshaan in Ilmiora.
Journey times were calculated as being 8 to 14 days (assuming fair winds and calm seas).

The GM should encourage PCs to devise their own routes and negotiate with the Captain of whichever vessel
they charter. It would be worthwhile the GM pre-generating suitable Captains for such a venture. This is a
risky journey at the best of times and Captains will measure risk versus reward and drive a hard bargain.
Routes through dangerous waters or close to Pan Tang will increase the price.

2) Encounters

Some sample encounters are given below.

a) Battle Barge

The Sword of Mabelode, a Melnibonean Battle Barge captained bt Gerim Colim, is sighted on the horizon. It
is possible the PCs have already encountered this ship in their earlier visit to Imrryr.

MELNIBONEAN MARINES
STR [9] CON [14] SIZ [11] INT [18] POW [11] DEX [12] CHA [12]
Atta 6% Parr 0% Agil 0% Mani 6% Perc 6% Stea 6% Know 12% Comm 6%
Hit Points = 13 Major Wound Level = 7
Armour: Half-plate D8-1
Skills
Battle Axe Attack 46% Battle Axe Parry 40%
Dagger Attack 32%
Swim 50% Rope Use 76% Climb 40% Climb Rigging 75%
Acrobatics 30% Shiphandling 12% Navigate 12%

GERIM COLIM - MELNIBONEAN NOBLE AND MARINER


STR [13] CON [17] SIZ [15] INT [18] POW [11] DEX [11] CHA [14]
Atta 7% Parr -2% Agil -2% Mani 7% Perc 6% Stea 3% Know 12% Comm 8%
Hit Points = 16 Major Wound Level = 8
Skills
Broadsword Attack 47% Broadsword Parry 38%
Sea Axe Attack 27%
Target Shield Parry 18%
Persuade 43% Credit 48% Intimidate 38% Ride 38%
Music Lore 42% See 36% Balance 26% Swim 31% Shiphandling 81%
This character should have 5 additional skills of the GM's choice,
the starting skill percentages for which are:
29 20 39 41 19
Remember to add appropriate bonuses to these skills.

If the PCs decide to run for it, rather than facing the Battle Barge, match Shiphandling skills of Colim and the
PC's own Captain (divide each skill by 5, rounding normally, to get a number between 1 and 20, then use that
number on the Resistance Table). If Colim wins, the Sword of Mabelode closes the distance with
supernatural speed and orders the PCs vessel to heave to. War engines can be seen being readied on the
barge's weapons decks. If combat ensues, sink the PCs ship and have them captured by the Melniboneans.

Hopefully all will go smoothly and this will be a roleplaying exercise.

The Melniboneans are searching in force for Yyrkoon. The Captain will closely question the PCs and their
ship's Captain about Yyrkoon's whereabouts, their business, destination and so on. The Battle Barge is bound
for Jadmar in Vilmir (which is just a short distance from Troos and Org).

Melnibonean PCs, with good roleplaying, may request a lift on the Sword of Mabelode. The Battle Barge is
bound for Jadmar in Vilmir (which is just a short distance from Troos and Org). This might be a useful
shortcut for the PCs, though they may miss useful information available in Ilmiora.

b) Sea Serpent

A huge sea monster may be encountered in the Oldest Ocean, south of Pan Tang. Its stats are:

SEA SERPENT
STR [55] CON [28] SIZ [87] INT [12] POW [16] DEX [11] CHA [0]
Hit Points = 58 Major Wound Level = 29
Armour: 10 point scales
Damage Bonus: +7D6
Skills
Bite Attack 56%, No Parry, Damage 4D8+4
Claw Attack 121%, No Parry, Damage 3D8+3
Ram Attack 22%, No Parry, Damage 4D8
Tail Attack 50%, No Parry, Damage 8D8
Swim 100%, Ambush 25%
Powers
This creature has 0 chaos powers.

Notes:

• The serpent will attempt to attack from Ambush and Ram on the first round. If the serpent fails the
Ambush roll, all PCs make See rolls (at +20% as they can hardly miss spotting something this big). If
at least one See roll is made, the ship's Captain can then attempt a Shiphandling roll to avoid the Ram
attack.
• On subsequent rounds, the Captain matches POW vs. POW with the serpent on the Resistance Table.
If the Captain succeeds, he has evaded the serpent. If the serpent wins, it gets its Ram Attack (22%).
• If the Ram attack hits, roll damage (4D8+7D6 minimum). Subtract the Hull Quality of the ship struck
(like a PC's armour). Any excess damage is subtracted from the ship's Structure Points. The ship will
begin to sink when all Structure Points are lost.
• During this ram-and-evade routine, PCs equipped with any ranged attacks may attempt to hit the
serpent as it circles the ship.
• After a few rounds of ramming attempts the serpent will close to melee, attempting to grapple and
claw crew members into the water. If PCs are targetted, they get Dodge/Tumble/Jump/DEXx1% rolls
to avoid being swept into the water.
• The serpent may break off its attacks under the following circumstances:
• - Wounded to over half its Hit Points (29)
• - Plenty of food already in the water (e.g. 10+ sailors and/or PCs)
• - Divine Intervention
• - Sorcery of Rank 3 or higher used in the vicinity
• Remember SAN rolls for this monster: 1/1D6.
c) Pirate Attack

The PCs' ship is attacked by a Pan Tangian trireme, Pyaray's Scourge. The Captain, Trask Rebek, has an
average crew and a total of 20 Marines and 30 sailors. The galley slaves (170) are non-combatant.

Make See rolls for the PCs and their Captain and/or ship's lookout. If one of these rolls is successful, the Pan
Tangian vessel is spotted. The PCs have some time to make plans with their Captain and crew, of course, and
may elect to run or fight, as it is highly unlikely a Pan Tangian vessel will negotiate.

If the PCs decide to run for it, rather than facing Pyaray's Scourge, match Shiphandling skills of Rebek and
the PC's own Captain (divide each skill by 5, rounding normally, to get a number between 1 and 20, then use
that number on the Resistance Table). Three tests are to be made in this contest of seamanship. The PCs'
vessel needs to win two out of three of these Resistance Table rolls. If they win, the PCs put clear blue water
between themselves and the Pan Tangians. If they lose, the PCs vessel is grappled, boarded and combat
ensues.

TRASK REBEK - PAN TANGIAN CAPTAIN OF PYARAY'S SCOURGE


STR [9] CON [8] SIZ [10] INT [21] POW [12] DEX [15] CHA [10]
Atta 12% Parr 3% Agil 3% Mani 12% Perc 9% Stea 12% Know 18% Comm 9%
Hit Points = 9 Major Wound Level = 5
Armour: Half Plate (D8-1) and Target Shield
Skills
Scimitar Attack 62% Scimitar Parry 53%
Light Mace Attack 25% Light Mace Parry 25%
Target Shield Parry 54%
Swim 63% Tie/Untie Knot 92% Climb 53% Climb Rigging 78% Dodge 43%
Shiphandling 88% Navigate 98%
Rebek could have up to 4 additional skills of the GM's choice,
the starting skill percentages for which are:
30 51 40 23
Remember to add appropriate bonuses to these skills.

PAN TANGIAN SAILOR


STR [17] CON [12] SIZ [14] INT [15] POW [11] DEX [9] CHA [3]
Atta 8% Parr 3% Agil 3% Mani 8% Perc 3% Stea 1% Know 6% Comm -3%
Hit Points = 13 Major Wound Level = 7
Armour: Leather (D6-1) and Buckler
Skills
Scimitar Attack 48% First Weapon Parry 43%
Buckler Parry 50%
Swim 53% Tie/Untie Knot 78% Climb 43% Climb Rigging 78% Dodge 33%

The ship, Pyaray's Scourge, is a typically sinister-looking Pan Tangian vessel: black, deep purple and gold,
with crimson sails. It has the following stats:

VESSEL NAME: Pyaray's Scourge


NATION: Pan Tang
HULL TYPE: Warship
HULL QUALITY: 13 (act as armour)
SEAWORTHINESS: 18
STRUCTURE POINTS: 80 (hit points)
LENGTH (Keel): 120 feet
WIDTH (Beam): 40 feet
FREEBOARD: 10 feet
DRAFT: 10 feet
CAPACITY: 30 tons
CREW: Captain, First Mate, Bosun, 170 galley slaves, 20 Marines, 30 crew
CARGO, NOTES:

d) Storm

A severe storm strikes the PCs ship. This can either be a natural event or one triggered sorcery.

A sorcerous attempt can come from Zandar or another magician that has gotten wind of the Gauntlets and
Grimoire. Storms at sea can be caused by the Elemental Rulers Straasha or Lassa or by the Chaos Lord
Pyaray. Most importantly, these storms will be due to bargains between the Sorceror and the relevant Lord
and the GM should document the reasoning behind such an attack.

If a storm hits, use the following rules.

• The storm is Strong Winds (4D6+12 damage) to Fresh Gales (6D6+24 damage).
• The Captain must make three Shiphandling rolls to avoid damage during the storm. Check the results
below:
• - Success: no damage is taken aside from minor cosmetic damage.
• - Critical: all further damage is halved.
• - Failure: 2D6 crew members are swept overboard (or 2D8 if the Chaos Lord is behind the
storm).
• - Fumble: the ship is sunk with all hands and the PCs are at the mercy of Pyaray.
• The PCs have the option of saving themselves or saving their belongings.
• - Save themselves: PCs succeed automaticalluy but there is a 10% chance per important item
(PC's choice) that it will be swept overboard and claimed by Pyaray.
• - Save their gear: This succeeds automatically but there is a 5% chance of the PC being swept
overboard and claimed by Pyaray.

PART THREE: ILMIORA

1) Introduction

A scanned copy of the original hand-drawn campaign map is shown below.


Note: If the PCs have taken a different route (e.g. via Jadmar) then some of the following information may
have to be adjusted. GM hints are given in the relevant places.

Most of this session will take the form of roleplaying exercises. The PCs will want to make contact with two
people: one a tracker who knows something about Troos; and the other is someone with a map of the
campaign area.

The Forest of Troos and the degenerate Kingdom of Org have an unsavoury reputation amongst the people of
Ilmiora and Vilmir. If the PCs announce their intentions to travel there, NPCs (of both nations) show a
variety of reactions, for instance:

• Humour: The NPC thinks their plans are hilariously insane. They may point the PCs in the direction
of "another nutter who went in there" and the PCs can follow this lead to uncover the tracker or map-
owner mentioned above.
• Sadness: The NPC is glum anout the PCs prospects and will mourn their passing even though they are
not dead ... yet.
• Incredulity. The NPC reacts with disbelief. How could anyone actually want to travel into the Forest
of Troos. This raises questions of the PCs sanity.
• Haggling: The NPC sees a way of making money from the PCs recklessness. They may request the
PCs bring back plants/herbs/animals or offer to sell the PCs' personal effects in advance of their
deaths.

The GM should add further colourful reactions.

2) Ilmiora (SB3 pp.12-13)

The PCs will probably land at either Ilmar or Bakshaan but experienced captains or PCs (with Navigate skill
at 80% or higher) know that the small port and trading town of Tulwar can also cater for ocean-going vessels.

Ilmar is nominally the capital of Ilmiora. However, the nation has no single King. Instead, each city state is
ruled by a Duke and council of advisors. The cities are bound by mutual trade agreements and marriages.
Ilmar forms a meeting point for the Council of Dukes and as a centre for "royal" activity, like weddings, state
funerals and so on.

Bakshaan is a large, wealthy mercantile city. Just about anything can be bought here, with prices typically
120-150% higher than listed prices. It is interesting to note that, at this point in the saga, Nikorn the Merchant
(later to be the employer of Theleb K'aarna) is just beginning his rise to prominence in the city.

3) Vilmir (SB3 p.12; Nadsokor p.13)

Vilmir is a staunchly Lawful nation where the Priests of Law use the military might of the nobility to enforce
their rule. Anyone of Chaotic alignment or tendencies is likely to be driven out of the cities or captured and
executed for blasphemy and treason. Principal landing points are likely to be Vilmiro or Jadmar, the latter
being closer to the southern edge of the Forest of Troos.

The GM and PCs should know that Nadsokor, City of Beggars, is also near the edge of Troos and beggar
rabble (and worse) add to the risk of travelling through Vilmir.

Incidentally, Nadsokor is about 60 miles from the southern border of Ilmiora.

4) Travel times

If mounted, the PCs should make approximately 60 miles per day (SB3 p.35). Journey times to the edge of
the Forest of Troos would then be

• From Bakshaan: 200 miles, approximately 3-4 days


• From Ilmar: 240 miles, approximately 4 days
• From Tulwar: 180 miles, approximately 3 days
• From Jadmar: 90 miles, approximately 2-3 days

See Part Four for revised journey times through the Forest.

5) Encounters in Ilmiora and Vilmir

a) Introduction

The two most important NPCs (Taril Vonn, who has a useful map, and Lemrus Turville, who has tracked in
Troos) were originally resident in Ilmar. This can be changed to Jadmar (if the PCs land there) or Bakshaan
(the closest Ilmioran city to Jadmar if the GM wants the PCs to venture cross-country.

Travelling through these reasonably civilised lands shouldn't be that hazardous but the GM can always add
more complications, some of which are described below.

b) Taril Vonn - Merchant

Taril is a merchant who has led two expeditions into the Forest of Troos in search of rare herbs. On one of
these expeditions, he and his guards destroyed a large Orgen war party near the western fringe of the forest.
During the fighting, Taril discovered a map possessed by the Orgen leader.

Vonn was once a successful fabric merchant (silk, linen, cotton) but has fallen on hard times and is reduced
to selling crockery in Ilmar's seedy Small Market (this can be changed to a bazaar in the Foreign Quarter of
Jadmar - which will be a rough place for the PCs to enter).

TARIL VONN - ILMIORAN MERCHANT FALLEN ON HARD TIMES


STR [9] CON [11] SIZ [12] INT [9] POW [13] DEX [8] CHA [16]
Atta 0% Parr 0% Agil 0% Mani 0% Perc 1% Stea -1% Know 0% Comm 5%
Hit Points = 12 Major Wound Level = 6
Skills
Short Sword Attack 20% Short Sword Parry 20%
Read/Write Common 70% Speak Common 90%
Persuade 55% Evaluate Treasure 55% Make Map 55% Credit 45%
Plant Lore 30% First Aid 57%
Taril Vonn could have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
46 37 33 27
Remember to add appropriate bonuses to these skills.

Notes: Taril's motive is simple: he wants to get back into business and rebuild his former riches. He is willing
to sell his map to the PCs (1000LB minimum, or higher depending on Persuade/Credit skill rolls during the
negotiation). Alternatively, he may decide to accompany the PCs (should they wish his expertise) on the
quest. This approach is useful if a new PC is needed to fit in with the group.

b) Lemrus Turville - Tracker

Lemrus was a tracker and hunter who worked in the wilderness regions of western and northern Ilmiora. He
gained quite a bit of fame and notoriety in his time. Then an accident in the Forest of Troos cost him a leg
and his livelihood. He now ekes a living as a beggar and occasional lookout in Bakshaan. If the PCs are in
Vilmir, Lemrus can be found in Jadmar. Wherever he is located, Lemrus currently has no association with
the Beggar King of Nadsokor (unless this fits the GM's plans).

Lemrus has the following points to relate:

• He was acting as a tracker/guide for a minor Bakshaan (or Jadmar) merchant prince ("a chinless
wonder called Ostis Zaphan") with a penchant for big game hunting.
• The merchant mounted a large expedition into Troos. All went well, and was even quite easy, until a
large Orgen war party ambushed them.
• The fierce battle cost the lives of Ostis and most of the guards.
• Lemrus and the expedition's healer (Mon Terray, Rank 1 Sorceror and Priest of Kakatal) fled
wounded deeper into the Forest.
• For three days they dodged Orgen patrols until they came to a small hillock upon which stood a
ruined building. The Orgens turned and fled in horror when they saw the tracker and priest reach the
ruins.
• Lemrus and Mon camped until they were healed and never saw the Orgens again.
• As they trekked out of the Forest, more disaster befell them. Lemrus was bitten by a Troosian Night
Spider (bright yellow, about 1.5" across). His leg swelled to twice its normal size and was paralysed.
Gangrene set in and, to save the life of his feverish companion, Mon Terray was forced to amputate
Lemrus' left leg.
• Though his life was saved, Lemrus was forced into the life of a beggar.

Lemrus wants only money from the PCs. A few nights stay in a decent inn will be more than enough reward
for his information. If the PCs have Taril Vonn's map, Lemrus can point to the hillock and the ambush site. It
is clear that the Orgens roam further through Troos than the map would indicate.

If the PCs don't have Taril's map, Lemrus can tell them about the Merchant.

LEMRUS TURVILLE - HUNTER-TURNED-BEGGAR


STR [14] CON [9] SIZ [10] INT [13] POW [13] DEX [11] CHA [7]
Atta 4% Parr 3% Agil 3% Mani 4% Perc 2% Stea 1% Know 2% Comm 0%
Hit Points = 10 Major Wound Level = 5
Skills
First Weapon Attack 44% First Weapon Parry 43%
Bow Attack 29%
Set Trap 54% Ambush 51% Track 52% Craft (Blacksmith) 24%
Lemrus could have 6 additional skills of the GM's choice,
the starting skill percentages for which are:
29 12 42 15 22 12
Remember to add appropriate bonuses to these skills.

Notes: Lemrus has only one leg. For all Agility and Combat activities, half his DEX. His Manipulation skills
are unaffected, so use his full DEX.

Campaign note: In the original campaign, one of the PCs used a Demon of Desire to regenerate Lemrus'
amputated leg. Eternally grateful to the PC, Lemrus joined the quest.

c) Troops

Depending on location, Ilmioran or Vilmirian troops could be encountered anywhere: suppressing trouble in
the cities; on patrol in the country side (particularly near the border or Nadsokor); or wherever seems
suitable.

ILMIORAN OR VILMIRIAN SOLDIERS


STR [13] CON [10] SIZ [13] INT [9] POW [9] DEX [9] CHA [9]
Atta 1% Parr 0% Agil 0% Mani 1% Perc 0% Stea -1% Know 0% Comm 0%
Hit Points = 11 Major Wound Level = 6
Armour: Half Plate (D8-1), Heater
Damage Bonus: +1D6/+1D4
Skills
Broadsword Attack 51% Broadsword Parry 50%
Light Mace 41% Light Mace Parry 40%
Heater Attack 31% Heater Parry 30%
Self Bow Attack 30%
Disarm 31% Strike to Stun 31% Ride 65%
Soldiers could have 3 additional skills of the GM's choice,
the starting skill percentages for which are:
24 36 40
Remember to add appropriate bonuses to these skills.
Notes: Troops may be mounted if appropriate. Up to 24 (2D12 or 4D6) may be encountered.

They are led by a more experienced Sergeant or Lieutenant:

TROOP LEADER
STR [13] CON [12] SIZ [10] INT [12] POW [11] DEX [13] CHA [10]
Atta 2% Parr 2% Agil 2% Mani 2% Perc 0% Stea 1% Know 0% Comm 0%
Hit Points = 11 Major Wound Level = 6
Armour: Half Plate (D8-1), Heater
Damage Bonus: None
Skills
Broadsword Attack 62% Broadsword Parry 62%
Heater Attack 52% Heater Parry 52%
Short Sword Attack 42% Short Sword Parry 42%
Disarm 32% Strike to Stun 32% Dodge 50% See 46% Navigate 40%
Make Map 48% Listen 42% Ride 82%
The officer could have 3 additional skills of the GM's choice,
the starting skill percentages for which are:
33 41 24
Remember to add appropriate bonuses to these skills.

Notes: Ilmiora and Vilmir are Lawful nations and troops sent to put down unrest will be acting within the
laws of their land. While they would prefer to make an arrest, they will injure or kill those who resist.

d) Imrryrian Troops

This encounter is optional as it may not fit in with the GM's own campaign. It could happen if the Reaver
Fleet has attacked Imrryr (Elric of Melnibone) or if the Dreaming City has fallen (Weird of the White Wolf).
If the former, they are searching for Yyrkoon. If the latter, they may be employed as mercenaries or are on
their way to support Elric in his battle against Theleb K'aarna at Nikorn's tower. It is unlikely that they will
help the PCs as they are working for a higher authority (Elric or their employer).

MELNIBONEAN SOLDIERS
STR [12] CON [9] SIZ [15] INT [10] POW [18] DEX [13] CHA [13]
Atta 7% Parr 4% Agil 4% Mani 7% Perc 6% Stea -2% Know 0% Comm 7%
Hit Points = 12 Major Wound Level = 6
Armour: Half Plate (D8-1), Heater
Damage Bonus: +1D6/+1D4
Skills
Broadsword Attack 57% Broadsword Parry 54%
Spear Attack 47% Spear Parry 44%
Bone Bow Attack 37%
Heater Parry 34%
Disarm 37% Strike to Stun 37% Ride 29%
Melniboneans should have 5 additional skills of the GM's choice,
the starting skill percentages for which are:
14 33 50 44 15
Remember to add appropriate bonuses to these skills.

Notes: Melnibonean troops are always mounted and use the Spear when charging on horseback.

Their leader is a Nobleman:

KALMIN TREYVON - MELNIBONEAN NOBLE


STR [13] CON [14] SIZ [11] INT [20] POW [17] DEX [13] CHA [5]
Atta 15% Parr 7% Agil 7% Mani 15% Perc 13% Stea 9% Know 16% Comm 9%
Hit Points = 14 Major Wound Level = 7
Armour: Full Plate (D10-1 or D10+2), Heater
Damage Bonus: None
Skills
Broadsword Attack 55% Broadsword Parry 47%
Heater Attack 35% Heater Parry 27%
Bone Bow Attack 77%
Persuade 44% Credit 49% Orate 39% Ride 47% Lore 46%
Magical Skills
Treyvon qualifies as a Rank 2 sorceror and may summon
Water Elemental at 60% Air Elemental at 60%
Demon of Protection at 70% Demon of Combat at 70%
Kalmin should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
24 25 13 48
Remember to add appropriate bonuses to these skills.

Notes: If Treyvon and his men are to feature more often in the campaign, he should be equipped with bound
demons, elementals and sorcerous weapons.

e) Beggar Rabble

Most likely encountered in Vilmir, near the edge of the Forest or close to Nadsokor if the PCs venture too
close to that city. There is also a chance that bolder Beggars, or those returning loot to Nadsokor, could be
met on the Ilmioran side of the border.

Typical rabble are shown below:

NADSOKOR BEGGAR RABBLE


STR [11] CON [10] SIZ [7] INT [7] POW [12] DEX [11] CHA [7]
Atta -2% Parr 2% Agil 2% Mani -2% Perc -2% Stea 0% Know -4% Comm -4%
Hit Points = 9 Major Wound Level = 5
Skills
All Weapon Attacks 8% All Weapon Parries 12%
Persuade 56% See 58% Search 23% Pick Lock 48%
Beggars could have up to 5 additional skills of the GM's choice,
the starting skill percentages for which are:
19 20 18 49 34
Remember to add appropriate bonuses to these skills.

Notes: Beggars are encountered in groups of 2D6+6 or at least 3 per PC whichever is greater. Their weapon
skills are poor so they will attempt to gang up and overwhelm the PCs. Weapons used include Daggers,
Cudgels, Quarterstaffs and Thrown Rocks, with the occasional Short Sword.

Each Beggar should roll for Afflictions on Table 2.3.10.2 (SB3 p.29), some examples of which are: Missing
a leg; Missing an arm; Missing nose; Missing one eye; Mentally Retarded (-1D6 INT); Tooth decay and bad
breath.

Beggars may be led by a more cunning Scumbag:

CHIEF SCUMBAG - SENIOR BEGGAR


STR [11] CON [11] SIZ [12] INT [14] POW [12] DEX [8] CHA [17]
Atta 1% Parr -1% Agil -1% Mani 1% Perc 2% Stea 1% Know 4% Comm 7%
Hit Points = 12 Major Wound Level = 6
Skills
Dagger Attack 57% Dagger Parry 50%
Other Weapon Attacks 11% Other Weapon Parries 9%
Persuade 67% See 62% Search 26% Pick Lock 51%
Chief Scumbags should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
37 46 24 30
Remember to add appropriate bonuses to these skills.
The Chief Scumbag has 2 afflictions: Open Sores and Scurvy.

f) Mercenaries

In either Ilmiora or Vilmir the PCs may wish to acquire extra muscle as bodyguards and arrow fodder while
in the Forest of Troos. They must negotiate (good roleplaying, Persuade and Credit rolls if necessary) with
the mercenaries' leader, Wolf of Gorjhan, to secure the deal. Up to ten such mercenaries are available at a
rate of 200LB per man, per week. The men will supply their own weapons, armour and mounts but expect
provisioning while on campaign. When the Forest of Troos is mentioned, Wolf's price will increase to 300LB
per man per week but can be bargained down to 200LB if promised an increased share of the loot.

Wolf and his men are described in the NPC Encounters section.

g) Dereban the Herbalist

As described in the NPC Encounters section, Dereban may be met in Bakshaan or Jadmar. He will be
interested if the PCs can procure herbs for him and will offer best prices for anything interesting returned to
him. In special circumstances, he may offer Plant Lore training, rather than coin, in payment.

h) Street Thugs

In the Foreigners Quarter of Jadmar or the seedier districts of Bakshaan and Ilmar, Tark's Gang may be used
to cause trouble for the PCs. Their stats are in the NPC Encounters section.

There is a chance that Tark's Gang has been recruited by an opponent (Zandar or similar sorcerous foe), in
which case each man will have been paid in Pan Tangian coin (5 Large Silver Tigers).

Ilmioran troops may arrive to break up the fighting in Ilmar or Bakshaan but Vilmirian troops will not
interfere in the Foreign Quarter of Jadmar (the area is much too hostile for them and foreigners are not
subject to Vilmirian law in the Quarter).

PART FOUR: INTO THE FOREST OF TROOS

1) Introduction

The author suggests reading "Kings In Darkness", an Elric adventure in which Elric and Moonglum meet
Zarozinia and Elric brews the Potion of Invulnerability.

If the GM has the SB3 rulebook, the adventure "Karyzoon's Quest" includes a brilliant set of encounters
which will be invaluable in this scenario. The author does not wish to reproduce the exact encounter table
here due to copyright and sheer respect for the writers of the original scenario.

2) Troosian special rules

The Forest of Troos is the place of nightmares as everyone who has heard the legends will attest. Indeed,
even the trees appear to be tortured by nightmares, standing bolt upright as if in shock or else gnarled and
twisted as if cowering in horror.

To reflect this there are a number of special rules to make Troos even more hazardous. The GM may use any
or all of the following:

• Movement rates in Troos are slowed by 1/3, according to the rules on SB3 p.35. The various rates are
• - Walk approximately 14 miles per day (1cm on the map)
• - Forced march approximately 27 miles per day (1.5cm on the map)
• Mounted movement is at the forced march pace. The Forest is too dense to allow the horses to trot or
canter very much, so the normal mounted movement of 60 miles per day does not apply in Troos.
• Enforce SAN rolls each day in the forest on which any combat encounter occurs. Failure costs 1D3
SAN.
• Add +20% to the Ambush, Move Quietly and Hide skills of any creature native to Troos.
• Visibility is poor. Subtract -20% from non-Troosian creatures and PCs See skill for any tests
involving spotting things at a distance.
• Characters wishing to hunt for food in Troos may do so, with their normal Tracking skills. However,
there is a 50% chance that any creatures caught will be inedible, foul-tasting or toxic. The GM
chooses which effect to apply.
• Fresh water is difficult to come by. Assume 30% of all streams and puddles are befouled, causing
nausea and vomitting within D6 hours if a CONx3 check is failed (foul water has POT 10). The
nausea lasts 4D6 hours, during which all physical and combat skills are at -20%.

3) Encounters in Troos

a) Introduction

If the GM has the SB3 rulebook, the adventure "Karyzoon's Quest" includes a brilliant set of encounters
which will be invaluable in this scenario. The author does not wish to reproduce the exact encounter table
here due to copyright and sheer respect for the writers of the original scenario.

If the GM wishes to design some additional encounters, it seems that natural animals have been warped by
the unnatural environment in Troos. They should have mutations, special powers, attacks and defensive
abilities. Some suggestions include:

• Regeneration: 1D10 HP/round until at 0 for at least 2 rounds.


• Invisibility: Either involuntary or voluntary.
• Teleportation: 1D100 feet and 1D8 times per scene/combat/day.
• Shape-changing: May change outward appearance but stats remain the same.
• Magical Vitality: Immune to normal weapons.
• Loathsomeness: Vile in appearance, habits, odour.
• Suckered Limbs: +40% Climb skill.
• Gas Clouds: Lethal Poison with POT = creature's POW. Damage 2D8.
• Gas Clouds: Oily smoke renders the creature invisible.
• Web Slinger: Range POW metres. The webs entangle a target if the creature wins a POW vs. POW
struggle.
• Silence: A globe of silence 1D8 metres radius can be projected up to the creature's POW in metres.
No sound can be heard in this area but other senses work fine.
• Dazzle Attack: The creature can blind one opponent for 1D8 rounds on a successful POW vs. POW
roll.

Some more encounters are described below:

b) Finding Rare Plants and Herbs

• There is a 25% chance that there will be plant ingredients for the Elixir of Invulnerability in the area
searched (e.g. within half-mile radius of a campsite).
• Searchers mist make a Search roll. If successful, they find plants that their level of Plant Lore skill
enables them to understand and use.
• Each success yields enough rare plants to create 1D3 pills of the Elixir or D100 LG worth of other
plants.
• Each individual may make one Search roll per day.

c) Elixir of Invulnerability

To create the Elixir, a Plant Lore skill of 91% or higher and a POW of at least 20 are required. The effect of
one pill is to render the taker immune to damage from normal weapons (half-damage from magical weapons)
for 1D6 hours. An overdose of pills is toxic and fatal with no CON or other saving roll permitted.

d) Troosian Night Spider

Actually active day and night, its name comes from its potential to send its victims into the "long dark night
that is death". The spider is about 1.5" across and coloured a bright yellow. Assume all stats are 1 except
DEX which is 2D6 - these little blighters can shift!

The Night Spider is highly toxic. Its venom is usually fatal to its normal prey (insects, arachnids including
other Night Spiders, small rodents and birds). In larger creatures, it causes 2D6 damage immediately and is
agonisingly painful. In addition, the bite location is paralysed and rendered useless due to painful swelling.
An arm is rendered useless; a leg makes movement slowed to half-rate crawling and limping; the torso makes
movement impossible due to breathing difficulties and digestive problems; a bite to the head is fatal in 2D6
hours as the throat swells and makes breathing impossible.

It might be possible to create an antidote using Poison Lore, the spider's venom and various plants in the
Forest (Plant Lore 60% or higher).

It may also be possible to capture a spider and extract its venom. This needs Poison Lore of at least 50%. At
least two successful rolls are needed: one to extract the venom and one to store and preserve it for later use.

e) Fungus Forest

Lurking out of the Troosian murk, the PCs encounter a large patch of giant Fungi. Ranging in height from
1.5-feet to over 10-feet, the various fungi here are a mixture of unpleasant colours: dead white, sickly yellow,
greyish purple and blotches of bright red.
Probably the best move to make here is to skirt the edge of the fungus patch which is approximately 1.5 miles
across. Curious PCs may wish to explore.

Violent movement in this area will trigger a release of spores from some of the fungi. This means combat as
well as PCs blundering around and climbing the fungi to get spore samples. If taking a spore sample, the PC
should ideally make a Plant Lore roll. In the absence of Plant Lore, the PC may use Sleight of Hand or a
DEXx3% roll. Success gets a sample safely; failure means the PC gets a faceful of spores.

Spore effects include

• Disorientation: Half all skills for 1D6 hours. The victim has no direction sense.
• Unconsciousness: The victim is knocked out for 1D6 hours.
• Paralysis: Paralysed for 1D6 hours
• Hallucinations: The victim experiences vivid hallucinations for 1D6 hours. The visions are at the
GM's discretion but the victim believes they are real.
• Poison: The spores are toxic and cause 3D6 damage.
• Infectious: The spores take root in the body and begin to grow. Treat this as a lethal poison, causing
death in D6+1 days. Poison Lore, Plant Lore and First Aid skill rolls could be used to treat the
infection with some sort of "antibiotic". If any such treatment rolls are fumbled, the character
attempting the healing is also infected.
• Debilitative: The character is seriously weakened. Half all physical stats for D6+1 days. After that,
the stats regenerate at 1 point each per day but reach a maximum of 1 less than their initial rating.
• Psychoactive: The spores cause one of the following reactions/emotions for 2D6+1 hours - love,
anger, fear, hatred, happiness, sorrow, rebellion, obedience, ecstasy, paranoia, melancholia, anxiety,
calmess, madness. The GM may choose which effect occurs.
• Blindness: The victim is blinded for D6+1 days.
• Forgetfulness: The victim loses his memory of the last D6+1 days. This includes all skill-
improvement rolls.

Being affected by spores causes a SAN roll which, if failed, costs D6 SAN, or 1 point on a successful roll.

Countering the effects of spores is difficult but would include Plant and Poison Lore, as well as First Aid. A
Demon of Desire could help but with a CON cost of 1D6 (Troosian plants are not natural, hence the high
cost).

f) Fog Devils

These can only be encountered at night, rising from the fetid mists that seem to congeal under the trees of the
forest. They appear as humanoid torsos and arms, a head with a fang-filled mouth, and a long tail which
tapers off into the mist from which they grew.

2D4 Fog Devils rise from the mists.

FOG DEVILS - INDEPENDENT DEMON-THINGS


STR [15] CON [20] SIZ [12] INT [7] POW [14] DEX [16] CHA [0]
Hit Points = 20 Major Wound Level = 10
Damage Bonus = +1D6
Skills
Claws (2 Attacks) 56%
Bite (1 Attack) 40%
Move Quietly 95%, Hide 60%, Ambush 70%, Language (Demon-tongue) 54%
Powers
Fog Devils have one of the following chaos powers (GM's discretion, roll D8 or choose)
1-2: Speed - always hits first and second-to-last in a round
3-4: Immunity to normal weapons - can't be hit by mundane weapons; demon weapons
must overcome the Fog Devil's POW to inflict damage.
5-6: Magical damage - a Fog Devil's attacks count as a magical attack and
can damage Demon armour
7-8: Fear - the Fog Devil inspires fear in a single target. Match POW vs. POW i
or the victim flees. Range is equal to the Devil's POW.
Weaknesses
Fog Devils are not invulnerable and have the following weaknesses
Sunlight destroys them
Can be disrupted by Air Elementals. Each Sylph can do 1D6 damage to a Fog Devil.

To generate stats for more Fog Devils, use:

STR [3D8] CON [4D8] SIZ [2D8+4] INT [D8+4] POW [3D8] DEX [3D8] CHA [D8]

g) Orgen Patrols

While detailed in the original "Karyzoon's Quest" encounter table, here are some Orgen warriors to bring
grief to the PCs.

ORG NOBLE - PATROL LEADER


STR [17] CON [16] SIZ [13] INT [10] POW [6] DEX [9] CHA [8]
Atta 2% Parr 1% Agil 1% Mani 2% Perc -3% Stea -1% Know 0% Comm -4%
Hit Points = 15 Major Wound Level = 8
Armour: Leather (D6-1) and Buckler
Damage Bonus: +1D6/+1D4
Skills
Broadsword Attack 42% Broadsword Parry 41%
Spear Attack 22% Spear Parry 21%
Self Bow Attack 32%
Buckler Parry 50%
Persuade 31% Credit 36% Dodge 26% Ride 41% Plant Lore 30%
The Patrol Leader should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
30 44 27 28
Remember to add appropriate bonuses to these skills.

ORG WARRIOR
STR [21] CON [14] SIZ [6] INT [8] POW [6] DEX [7] CHA [8]
Atta 3% Parr 7% Agil 7% Mani 3% Perc -4% Stea 0% Know -2% Comm -5%
Hit Points = 10 Major Wound Level = 5
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Scimitar Attack 53% Scimitar Parry 57%
Hatchet Attack 43% Hatchet Parry 47%
Disarm 33% Strike to Stun 33% Ride 32%

ORG WARRIOR
STR [15] CON [20] SIZ [8] INT [8] POW [4] DEX [12] CHA [7]
Atta -3% Parr -1% Agil -1% Mani -3% Perc -6% Stea 0% Know -2% Comm -8%
Hit Points = 14 Major Wound Level = 7
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Scimitar Attack 47% Scimitar Parry 49%
Spear Attack 37% Spear Parry 39%
Disarm 27% Strike to Stun 27% Ride 24%
ORG WARRIOR
STR [9] CON [19] SIZ [11] INT [10] POW [9] DEX [7] CHA [7]
Atta -2% Parr -2% Agil -2% Mani -2% Perc 0% Stea -2% Know 0% Comm -2%
Hit Points = 15 Major Wound Level = 8
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Spear Attack 48% Spear Parry 48%
Scimitar Attack 38% Scimitar Parry 38%
Disarm 28% Strike to Stun 28% Ride 63%

ORG WARRIOR
STR [19] CON [18] SIZ [9] INT [11] POW [9] DEX [9] CHA [9]
Atta 7% Parr 7% Agil 7% Mani 7% Perc 0% Stea 0% Know 0% Comm 0%
Hit Points = 14 Major Wound Level = 7
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Cudgel Attack 57% Cudgel Parry 57%
Short Sword Attack 47% Short Sword Parry 47%
Self Bow Attack 37%
Disarm 37% Strike to Stun 37% Ride 72%

ORG WARRIOR
STR [9] CON [17] SIZ [7] INT [9] POW [9] DEX [7] CHA [5]
Atta -2% Parr 0% Agil 0% Mani -2% Perc 0% Stea 0% Know 0% Comm -4%
Hit Points = 12 Major Wound Level = 6
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Scimitar Attack 48% Scimitar Parry 50%
Cudgel Attack 38% Cudgel Parry 40%
Self Bow Attack 38%
Disarm 28% Strike to Stun 28% Ride 65%

ORG WARRIOR
STR [21] CON [17] SIZ [11] INT [14] POW [8] DEX [7] CHA [5]
Atta 8% Parr 6% Agil 6% Mani 8% Perc 1% Stea 0% Know 4% Comm -3%
Hit Points = 14 Major Wound Level = 7
Armour: None
Damage Bonus: +1D6/+1D4
Skills
Short Sword Attack 58% Short Sword Parry 56%
Hatchet Attack 48% Hatchet Parry 46%
Self Bow Attack 38%
Disarm 38% Strike to Stun 38% Ride 31%

h) Khailek Zandar and Henchmen

The Pan Tangian will put in an appearance. His stats and those of his henchmen are given in the Golden
Grimoire scenario. Tactical suggestions are also given but Zandar is adaptable. If Zandar was killed in the
earlier scenario, another suitable Pan Tangian foe is detailed in the NPC Encounters section.

PART FIVE: THE RUINS

1) Introduction

This is the PCs destination, though they may not realise it yet. The location is defensible so it may be a good
place to rest up. There will be no Orgens to harrass the party and perhaps only a few encounters with
Troosian snakes, spiders and similar creatures.

This construction is one of Arioch's "bolt-holes" on the Young Kingdoms plane. Certain high-level initiates
of Arioch's cult in Melnibone are aware of such places, though perhaps only the Emperor Matik has ever
visited this place. Clues to these locations are hidden in Elric's grimoires but it is unlikely that there is a
sorceror living today that would even know of Arioch's affinity for this place. Nevertheless, Arioch's
reputation, and his tendency to occasionally "gate" demons into the Young Kingdoms through this place,
keep the Orgens away from here. It is a perfect place to hide the Golden Grimoire until someone proves
worthy of taking it.

2) Surveying the Ruins

Assuming the PCs survive, they will eventually reach the small hillock with the ruined villa where Lemrus
Turville and Mon Terray hid from the Orgens. Inhabitants of Org will not come within a mile of this place.

The building is in ruins but it is clear that its proportions are oddly skewed. The remaining walls are not
"square" and there are a number of abrupt level changes and sub-levels. The remains of stairs can be seen in
one or two places connecting the sub-levels. These stairs are (or were) broad and quite shallow (each step is
maybe 3" high). It seems to anyone with even a passing familiarity with architecture that whatever lived here
did not share human body proportions. Doorways are abnormally wide but the (few) surviving lintels are
rather lower than would be expected.

What had lived here? A Demon of Knowledge might know. Either some sort of lizard-human hybrid or
perhaps a mutated creature, warped by whatever energies were unleashed by the Dharzi centuries before.

Could it still be alive? A distinct possibility, though Lemrus did not see it.

A Demon of Knowledge might be able to point out that this is where the Grimoire is located. A careful
Search of the ruins reveals a rubble-covered trapdoor leading to cellars and a small dungeon complex. A
critical See, Search or Tracking roll will reveal faded footprints: long feet with three widely splayed toes,
taking short strides (approx 12"); something drags along behind the footprints, perhaps a tail or some prey the
walker was dragging. The tracks lead down into the cellars. They are several weeks old.

3) The Dungeon

a) Introduction

This is not a particularly tough dungeon to explore but the players won't know that. A little paranoia goes a
long way. If the PCs have penetrated this far into Troos, they must be worthy of taking the Grimoire.

A scanned copy of the original hand-drawn map of the dungeon is shown below.
Lurking somewhere in the Dungeon is the Guardian, a Demon of Protection left here by Arioch to watch the
complex and report back to him when the complex is invaded. The manner of this report is simple: if the
Demon destroys the invaders, no report is necessary as the complex's secret is safe; if the Demon is slain its
soul flees to the Higher Hell and warns Arioch. The Chaos Lord begins paying close attention to the
Dungeon.

AGRIK - ARIOCH'S GUARDIAN DEMON


STR [30] CON [30] SIZ [30] INT [12] POW [36] DEX [19] CHA [0]
Hit Points = 38 Major Wound Level = 19
Armour: Tough Hide D10+2
Damage Bonus: +3D6
Skills
Claws (2 Attacks) 70%
Bite (1 Attack) 70%
Tail Lash (1 Attack) 40%
Move Quietly 30%, Hide 60%, Ambush 50%, Language (Demon-tongue) 54%
Powers
Magical Attack: Damage is counted as a demon weapon with POW 36
Magical Immunity: The demon is immune to Rank 1 Sorcery. No elemental may harm it
Multiple Attacks: It gets Claw/Claw/Bite plus a Tail lash at anyone to the flank or
rear

Agrik may be encountered anywhere in the Dungeon. Those points marked with Roman numerals (I to VI)
may be chosen (or randomly rolled by the GM) as the demon's location. In appearance, it looks like a short,
squat bipedal crocodile, perhaps the hybrid of a Dwarf and a Lizard Man. Its high SIZ is mainly due to a very
high body density.

If the demon dies, anyone watching it will see the corpse start to shimmer and a black, cloudy form will rise
from the body. The demon's spirit is departing to warn Arioch.

The following points are keyed to the map.

b) Area 1 - Entrance Chamber

A short flight of steps leads down into the murk of the cellar. It is pitch dark down here, so light sources will
be needed.

The air is fetid, reminding the characters of the air in Xiombarg's temple on Sorceror's Isle: brimstone,
excrement and decay. The floor is strewn with rubble and scraps of rotten wood (the remains of some
furniture). This makes the ground treacherous, requiring skill checks (e.g. Balance) or DEXx3% rolls if
attempting to move fast through the mess (e.g. in combat, flight or pursuit).

c) Area 2 - Guard Room

Once, probably centuries ago, Arioch had human and demonic guards here. This room was their barracks. It
has been comprehensively trashed by the Guardian Demon and is garbage-strewn. There is nothing here
unless Agrik the Demon is nesting in the room.

d) Area 3 - Cell Block

The twisty corridor ends in a large, heavy door made of age-blackened wood, studded with iron nails. The
door is a Demon Door with the following stats:

K'K'DNING - DEMON DOOR


STR [-] CON [60] SIZ [30] INT [12] POW [36] DEX [0] CHA [0]
Hit Points = 78 Major Wound Level = 39
Language (Demon-tongue) 54% Language (High Melnibonean) 88%
Powers
POW vs. POW struggle to pass the door against its will.

The Door is called K'K'Dning. Its job, however, is not to keep people out of the Cell Block but to keep them
IN. On the outside of the door there is no sign of its true nature (e.g. the chaos star).

Once the PCs have entered the Cell Block, the door will swing shut after them, closing with a hollow Boom!
After that, the door will laugh, forcing SAN rolls from those in the room.

The PCs are trapped but they can converse with the demon in High Melnibonean. He puts questions to the
players (taking his queues from Arioch, so he knows a frightening amount of detail about them). If they can
convice K'K that they are doing Arioch's bidding, he will release them.

Otherwise, if things get crude, they can engage the demon in combat or POW struggle to gain their freedom.
If they fail, they share the fate of the corpses in the cages here.

There are three skeletons one in each of the cages marked "s". These mortals displeased Arioch in some way
and he imprisoned them here. These are the lucky ones, the ones Arioch imprisoned and forgot about. Those
unfortunates the Lord of the Higher Hell remembered are probably still suffering.

e) Area 4 - Sword Chamber

Hidden behind the secret door (normal See/Search rolls needed to locate the door), this large chamber is
empty, save for a carving on the wall opposite the door.

This carving is simply of a huge sword, approximately 10-feet long, hanging point down as if in mid-air.

The double doors are ornate, show no signs of age or wear-and-tear and are unlocked.

f) Area 5 - Gateway

The passageway leading to this area is pitch black. Light sources still function but cast no light in this
corridor. That is, the PC may be holding a lit torch and can see its flame but that flame sheds no light. The
PCs will have to grope their way along the passage until they reach the gateway.

It is impossible to ascertain the dimensions of this room. The walls, if such there are, seem to shift constantly,
moving back and forth, the movement occurring "out of the corner of an eye".

This forces a SAN roll. Lose one point for a failed roll.

Clearly etched on the floor is a magically charged octagon, the runes about it describing a Gateway Demon
whose name is Tuthmes. (A Read High Melnibonean roll may be needed to decipher the runes.) In the centre
of the octagon are two large statues. They stand back-to-back, separated by a distance of 10-feet, and hold
Greatswords point down in front of them.

Stepping into the octagon and calling on Tuthmes summons the Gate. The only way on is through the bright,
pulsing crackles of energy that leap between the statues.

The effect of stepping through the gate varies from person to person. For some it is like being born: a
tremendously liberating and cleansing experience. For others it is like being torn apart. Sometimes the
passage is easy; sometimes it is like walking through syrup.

Play up these descriptions to the players. Force SAN rolls if they seem justified.

However rough or smooth the passage, the PCs emerge unscathed on the "other side".

This room is designed to cause a certain amount of despair amongst the PCs. After all they have been
through, to have to adventure in another plane is stretching the bounds of reason and fair play. Of course, the
Lords of Chaos care nothing for reason and fair play.

Perserverance is the key here. Anything else is a sign of weakness that the gods will notice.
4) The Other Side

a) Null Point

The PCs stand on a vast dark plateau. The ground beneath their feet is spongy: they are standing on a thick
carpet of black, moss-like vegetation. The sky above their heads is blank - no stars, moon or even clouds.

But where is the Grimoire? It could be anywhere in this lifeless wasteland. The PCs may call Tuthmes for
guidance. The Demon manifests as a tall old man wearing sombre grey clothing. He looks like an undertaker.

b) Talking with Tuthmes

Tuthmes is polite and will answer questions. Some possibles are:

• Where are we? "That would take several of your lifetimes to explain, mortal." In fact this plane is at
a "null point", a point where the resonances of several intersecting planes cancel one another out. The
result is a "dead zone" where little if anything can exist. In addition, this particular null point is as far
removed from the Young Kingdoms and Warhammer Old World planes as it is possible to get (at
least metaphysically). It therefore is a safe place for Arioch to store the Grimoire until someone
worthy makes it here.
• How do we get back? "Simply step back through the portal."
• Where is the Grimoire? "As near or as far as you want. I can even take you to it should you so
desire."

c) Finding the Grimoire

Regardless of how close the PCs want the Grimoire to be, it seems to take a solid eight our march to reach
the Grimoire. During this time the PCs will see no sign of life other than themselves.

Eventually they locate the Grimoire. It is lying, closed, on a waist-high pedestal of black basalt. Its cover is
solid gold and encrusted with gems in depicting the Symbol of Tzeentch, the Changer of the Ways, and
Warhammer's Chaos God of Magic.

The Golden Grimoire is finally within your grasp. The culmination of long and hard fought adventures which
have taken you almost from one side of the Young Kingdoms to the other. The Grimoire is real. This is not
an illusion, a fake or some con-trick of the Gods. This is POWER.

5) The Golden Grimoire

It is time to finally explain the powers of the Golden Grimoire.

a) Powers

The spells and rituals described in the Grimoire represent about one-fifth of the power of a Chaos God. This
power can be felt by any sorceror of Rank 2 or higher.
The majority of the book describes how to use Chaos Power to warp, change and combine natural animals
into chaos-distorted hybrids. There are vast tracts of theory and dogma on this topic and it culminates in the
elaborate "Master Ritual of Change". This spell is a blueprint for all such spells. In effect it tells a sorceror
how to create whatever combination of beasts he desires.

This section of the Grimoire is rounded out with specific examples of how to create such beasts. They are
Warhammer beasts, however. The Jabberwock (a hideous combination of humanoid, lizard and bat); the
Giant Bat (a simple example of increasing a normal animal's size); and the Griffon (a hybrid lion and eagle).
It is easy to see how both the Dharzi and Matik used the principles described here to create their own Young
Kingdoms horrors.

With the wholesale warping of animals, there must be some way of bending the Beast Lords to the sorceror's
will to avoud the Beast Lord's revenge. This is accomplished by the most powerful runes in the Grimoire,
those which summon and extract fealty from a Beast Lord. Again, there is a "Master Ritual of Control"
backed by copious theory. One must slaughter thousands of the Beast Lord's subjects to force the Lord to
manifest. Then other spells are cast to trap the Beast Lord and demand his fealty, on pain of the
extermination of a species. This forces the Lord to submit, as no Lord will stand and watch his subjects
exterminated. The Beast Lord, being trapped and unable to help his subjects, usually agrees to the sorceror's
demands.

This section is rounded out with the practical runes for summoning Meerclar and Fileet, the Lords necessary
in the creation of a Griffon. It is clear that the Dharzi used these runes and that the Melniboneans found some
way of breaking the bindings that held the Beast Lords. In gratitude, the Beast Lords aid Melniboneans who
do not use such savage methods to summon the Beast Lords. However, such spells would prove invaluable
on Pan Tang.

This is immeasurable power but it does have its drawbacks.

b) Disadvantages

Lethal poison exuded from its cover. This is fatal in 1D6 seconds, with no saving throw permitted, if the
book is handled by any human, humanoid or demon without proper protection (i.e. the Gauntlets of Matik).
Gnomes can handle the book; other elementals will go nowhere near it.

It is written in the Chaos tongue of WFRP, Black Speech. To get a full and accurate translation will require a
Demon of Knowledge with a POW of at least 5D8. (Note that the actual POW is unimportant, just that it is
more than averagely powerful.)

Each spell learned forces a SAN roll: losing D4 if made, D8 if failed. There are several spells here, some of
which cause more SAN loss.

• Master Ritual of Change: D4+4/D8+4


• Create Jabberwock, Giant Bat, Griffon: Standard SAN damage (D4/D8)
• Master Ritual of Control: D4+4/D8+4 (D4+8/D8+8 if Melnibonean)
• Meerclar, Fileet Rituals: Standard SAN damage (D4/D8) (D4+2/D8+2 if Melnibonean)

The Master Ritual of Change and the specific examples require a "source of raw chaos power". In the
Warhammer Old World, this is called Warpstone. In the Young Kingdoms, the last of the "chaos stuff" was
driven from the world by Aubec of Malador. A Demon of Knowledge could suggest either: a chaos plane
with suitable energies or travelling to the Old World to retrieve some Warpstone.
The Rituals all require a team of sorcerors to work them. A total of 12 Ranks for a Ritual of Change and 16
Ranks for the Ritual of Control.

The Grimoire is heavy, about 2-feet x 1.5-feet x 8 inches thick, and can only be safely transported in a stone
chest or trough.

Every sorceror in the world desires the Grimoire. The PCs may have it; keeping it could prove difficult.

PART SIX: ONGOING ADVENTURES

1) Introduction

Every sorceror in the world desires the Grimoire. The PCs may have it; keeping it could prove difficult.

What the PCs do with it is up to them and the GM should be prepared for a new campaign.

2) Campaign Ideas

a) destroying the Grimoire

This is not an easy proposition. Dragon Flame will almost certainly destroy the book, as will casting it into
the heart of the Sun.

b) hiding the Grimoire

Hiding the Grimoire is not an option now. It has surfaced and too many people have heard about it. It's only a
matter of time before someone else finds it.

However, a plane-spanning campaign in which the PCs try to find a secure world to hide the Grimoire would
be an interesting challenge.

c) surrender the Grimoire

The book could be turned over to the forces of Law or Chaos, depending on the PCs allegiances. Chaos
would undoubtedly use the book. Law could hide it away in a secure location. The Beast Lords or Elemental
Rulers might be able to hide the book away.

d) using the Grimoire

Enterprising PCs could certainly use the book. Several preparatory steps would be needed (translating the
book; securing Warpstone or "chaos stuff"; finding a suitable location for the sorcery to be carried out) all
while fending off attacks from rival sorcerors or Agents of Law.

It is now over to the GM to plot the next campaign.

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