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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
Young Kingdoms have nothing to approach Imrryr's grace and splendour and even the glittering cities of the
far East are but pale imitations.

Some suitably 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, browns and oranges, hazy blues and powdery golds, all lovely in the
sunlight."

-- Elric of Melnibone

"Behind the yellow garbed soldiers, the tall towers of Imrryr rose, beautiful in their soft and scintillating
colours of coral pink and powdery blue, of gold and pale yellow, white and subtle green."

-- Weird of the White Wolf

See also a longish quote on pp 204-5 of Stormbringer, describing Imrryr of old.

2) Cadsandria

The campaign picks up in Cadsandria about two months after The Tower. If the PCs have been
blinded/deafened in the destruction of the Tower it will have taken some time for them to recover their
senses. The furthest they would have been able to travel is Andlermaign.

In Cadsandria the PCs collect their reward from Baron Priam (5000LB) and they all meet up in the inn called
Straasha's Rest.

If there are any Melniboneans in the group they will notice a distinct (i.e. more than usual) antipathy towards
them, almost bordering on hostility. War, in the form of the reaver attack on Imrryr at the start of Elric of
Melnibone, is brewing.

The North Wind is in harbour with a cargo of Eshmiri silks and Ilmioran linen. They can sail for Imrryr with
the tide (1D8 hour wait).

Before the North Wind sets sail, most of the crew gather at the prow for a small service dedicating the
voyage to Pozz-Man-Llyrr, the Tarkeshite god of the seas. The service is conducted by the Mussk, the first
mate and consists of prayers, one or two vulgar sea chanties and finally throwing overboard one of the crew.
The man survives and swims back to the ship.

If a different ship is being used, a similar ceremony is conducted by the crew, most probably dedicated to
Straasha (for smooth seas) or Lassa (for fair winds). Purple Towns vessels may dedicate their voyage to
Goldar (for profit on the journey). Ceremonies dedicated to Pyaray or other Chaos god would most likely be
conducted below decks, away from prying eyes.

Whichever crew or ship is being used, this ceremony must be conducted without interruption. If it is
disrupted in any way by the PCs, run the storm sequence described below and 2D6 crew members are
automatically lost to the storm, regardless of the captain's skill rolls. This will sour the crew's relations with
the PCs.

PART TWO: SAILING TO IMRRYR

1) The Voyage

It is approximately 750 miles from Cadsandria to Imrryr. Using the average sailing speed for a warship in
good winds it will take 107 hours to reach Imrryr. The crew can work for 16 hours a day of decent sailing
(this is not a slave galley or Battle Barge), so the journey will take approximately 7 days. However, the
captain of the North Wind is a master level captain and can get an extra 2 knots out of his crew and ship, so
the whole journey will take about 5.5 days. Not bad for a fully loaded Viking longship!

The journey will not be hazardous, unless the players want action, in which case, throw in a storm.

The Captain needs to make Shiphandling rolls to keep the ship afloat. If the roll is failed, 2D6 crew members
are lost and the ship takes Seaworthiness damage (see White Wolf p.39). If he succeeds, the ship takes minor
cosmetic damage. A fumble sinks the ship and the PCs are at the mercy of Pyaray.

The PCs have the option of saving themselves or their belongings as follows:

• They may save themselves and succeed automatically but run a 10% chance per important item in
their possession that that item will be irrevocably lost overboard (it belongs to Pyaray now).
• They may try to save their gear but run a 5% chance of being swept overboard to a watery grave (or at
least to a job on Pyaray's ships).

You may wish to to hint at supernatural influences acting in this storm. Pyaray knows of the impending
attack of the reaver fleet on Melnibone and is just "warming up".

2) Arriving at Imrryr

a) Heave To!

The ship will arrive at dawn outside the harbour of Imrryr.

The ship encounters a Melnibonean galley, the Battle Barge Sword of Mabelode. They are ordered to heave
to, ship oars and await borders. The orders are given by Gerim Colim, a son of Magum Colim, Admiral of
the Melnibonean Fleet. He uses a magical golden bull horn to shout to the ship. Sylphs bound into the horn
carry his voice over the waves.
A boarding party of a dozen Imrryrian sailors comes aboard, led by Gerim Colim. They are dressed in ornate
half-plate armour and armed with Battle Axe and Dagger. Colim introduces himself to the Captain of the PCs
vessel and orders that all non-Melniboneans are blindfolded. Even oarsmen are blindfolded as they will be
taking verbal orders from Colim.

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%
Dodge 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%
Gerim Colim 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.

Once preparations are completed the ship moves forward.

b) Transiting the Sea Maze

This should be a scary episode for all concerned. Even Melniboneans, who may know the procedure, are still
uncomfortably aware of the Sea Maze's reputation. Even carefully-piloted ships have been taken to the
bottom and the supernatural guardians of the grottoes and deep water carry off those who fail to make it
through.

The GM should emphasise the claustrophobic atmosphere of the Sea Maze, for example:

• The sounds of oars splashing


• The echoes bouncing 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 PCs
• The scents of sulphur and death
• The sound of Gerim Colim whispering orders in Low Melnibonean and Common

The GM may feel SAN rolls are suitable here. If a roll is failed, the PC loses 1D4 SAN points. On a fumble
of the SAN roll, the PC may attempt to lift his/her blindfold. Allow a POWx5% roll to resist this temptation!
If anyone does lift their blindfold they will be executed on the spot. Such is the Law of Imrryr.

The Captain (particularly if a PC is in charge of the vessel) should make two or three Shiphandling rolls. On
a critical, no further rolls are needed during the passage. If the roll is failed, the ship takes structural damage.
If the roll is fumbled, the ship goes to the bottom. PCs should be saved, though any NPCs will be enslaved.
The passage should seem to take days. At last the ship emerges into Imrryr's harbour.

The harbour is a vast, still lagoon, a broad oval in shape and lined with quays. Jutting out into the centre of
the lagoon is an arm of land upon which stands the vast, sea-green Tower of Monshanjik. The ship is brought
to a halt just inside the harbour walls which are bristling with catapults, ballistae and bronze-armoured
soldiers wearing yellow surcoats. The crew and passengers are unblindfolded abd the ship is again curtly
ordered to dock at the quays outside the Tower of Monshanjik.

c) Notes for Melnibonean PCs

It is likely that Melnibonean characters already know of the Sea Maze and its reputation. However, unless
they are high-ranking Priests or Agents of Straasha or Pyaray, they will not know one of the three routes
through the Maze. If they do, somehow, know one of the routes (e.g. on a critical Music Lore or historical
lore roll) they would be best to keep this information secret. After all, they are travelling with outlanders and
could be regarded as spies or traitors.

Melnibonean characters are treated with respect by Gerim Colim but will be given odd looks for travelling
with such barbarians. If Melnibonean PCs object to the blindfolding of their fellow PCs, Colim has the Law
on his side and will order them blindfolded too!

PART THREE: IMRRYR THE BEAUTIFUL

1) The Tower of Monshanjik

Gerim Colim directs the PCs, along with the captain and first mate of their ship, to the Tower. They must
register their presence and business here before proceeding to sell their wares or do anything else. The only
person exempted from this would be the Emperor himself.

PCs who were foolish or succumbed to madness in the Sea Maze are arrested, put in dungeons beneath the
Tower and left to rot.

The only level of the Tower the PCs will see (unless they are really unfortunate, see above) is the ground
floor. The Tower is circular, almost 100feet in diameter and has a cavernously high ceiling. There are five
other floors reached by heavily guarded staircases and a wide ramp, leading down to extensive dungeons.

The ground floor is a hive of activity. Merchants from all nations (including Pan Tang) are present, dealing
with the Imrryrian officials before trading can begin. Not wishing to waste time, many merchants are making
unofficial deals with other traders while queuing to be registered. It is likely that they will not even sell their
goods to Imrryr but to other Young Kingdoms merchants. Trade is the name of the game here and some
merchants may buy and sell two or three cargoes before leaving the Dreaming City.

Typical merchants are shown below.


ARGIMILIARAN MERCHANT
STR [16] CON [8] SIZ [11] INT [9] POW [13] DEX [10] CHA [13]
Atta 5% Parr 5% Agil 5% Mani 5% Perc 1% Stea 0% Know 0% Comm 2%
Hit Points = 10 Major Wound Level = 5
Skills
Broadsword Attack 25% Broadsword Parry 25%
Read/Write Common 70% Persuade 52% Evaluate Treasure 52% Credit 42% Law 30%
This character should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
29 11 49 44
Remember to add appropriate bonuses to these skills.

VILMIRIAN MERCHANT
STR [11] CON [11] SIZ [12] INT [15] POW [8] DEX [7] CHA [10]
Atta 0% Parr -3% Agil -3% Mani 0% Perc 2% Stea 1% Know 6% Comm 2%
Hit Points = 12 Major Wound Level = 6
Skills
Broadsword Attack 20% Broadsword Parry 17%
Read/Write Common 76% Persuade 52% Evaluate Treasure 52% Credit 42% Law 36%
This character should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
43 12 39 35
Remember to add appropriate bonuses to these skills.

DHARIJORAN MERCHANT
STR [14] CON [11] SIZ [14] INT [11] POW [13] DEX [12] CHA [10]
Atta 3% Parr 1% Agil 1% Mani 3% Perc 1% Stea -2% Know 0% Comm 1%
Hit Points = 13 Major Wound Level = 7
Skills
Scimitar Attack 23% Scimitar Parry 21%
Read/Write Common 70% Persuade 51% Evaluate Treasure 51% Credit 41% Law 30%
This character should have 3 additional skills of the GM's choice,
the starting skill percentages for which are:
24 31 22
Remember to add appropriate bonuses to these skills.

Note that unauthorised, unregistered deals are illegal in Imrryr. If such conversations are overheard (with
Listen and/or Speak Language skill checks), and the authorities alerted, the guilty parties will be hanged
outside the Tower for this transgression.

The PCs are dealt with by a young Melnibonean noble (Dyvim) Zarius Sule, the younger of Dyvim Tvar's
two sons (by different mistresses). A fine-looking and proud Melnibonean, he treats all the PCs cordially and
with businesslike efficiency, unless they are impudent, in which case arrests could happen. He needs the
following information:

• Names and signatures (or personal mark). These signatures can be used by a Demon of Knowledge to
identify and locate the persons who wrote them. So giving false names will not protect the PCs. The
documents are kept in a locked chest guarded by a Demon of Protection. The star of Chaos appears
prominently on the lid.
• Nature of business
• Cargo carried
• Name of ship, the number of crew and nationality
• Expected duration of visit
• If a Melnibonean PC wants to take non-Melniboneans out of the harbour, they must have a signed
warrant from Zarius or one of the other Tower officials entitling them to do so. If foreigners
transgress any of Imrryr's rules, the Melnibonean will also be punished. The dungeons under the
Tower of Monshanjik are deep indeed.
2) Imrryr Encounters

Most encounters will be in the harbour area as non-Melniboneans will not be allowed to leave unless they
have special dispensation.

a) Merchants - Daytime encounters

There are plenty of merchants from all civilised nations. 2D3 merchants will be encountered. Roll for their
nationalities on Table 2.2.1 but it is unlikely Pan Tangian merchants will mingle with those of other nations.
Some typical merchants are described above and their stats can be recycled as appropriate. A Pan Tangian
merchant is shown below:

PANTANGIAN MERCHANT
STR [12] CON [9] SIZ [14] INT [11] POW [15] DEX [13] CHA [14]
Atta 4% Parr 2% Agil 2% Mani 4% Perc 3% Stea -1% Know 0% Comm 5%
Hit Points = 12 Major Wound Level = 6
Skills
Scimitar Attack 24% Scimitar Parry 22%
Read/Write Common 70% Persuade 55% Evaluate Treasure 55%
Credit 45% Law 30% Poison Lore 37% See 57% Memorise 42% Ride 26%
This character should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
20 21 46 51
Remember to add appropriate bonuses to these skills.

Pan Tangian merchants usually have D3+1 body guards in close attendance. These may be Pan Tangians,
Pikaraydian or Dharijoran warriors, for instance:

PAN TANGIAN WARRIOR


STR [13] CON [13] SIZ [14] INT [14] POW [17] DEX [12] CHA [7]
Atta 8% Parr 4% Agil 4% Mani 8% Perc 7% Stea 0% Know 4% Comm 5%
Hit Points = 14 Major Wound Level = 7
Skills
Scimitar Attack 58% Scimitar Parry 54%
Target Shield Attack 48% Target Shield Parry 44%
Battle Axe Attack 38% Battle Axe Parry 34%
Disarm 38% Strike to Stun 38% Ride 69%

PIKARAYDIAN WARRIOR
STR [19] CON [9] SIZ [9] INT [14] POW [8] DEX [11] CHA [8]
Atta 8% Parr 6% Agil 6% Mani 8% Perc 1% Stea 2% Know 4% Comm 0%
Hit Points = 9 Major Wound Level = 5
Skills
Battle Axe Attack 58% Battle Axe Parry 56%
Target Shield Attack 48% Target Shield Parry 46%
Heavy Mace Attack 38% Heavy Mace Parry 36%
Disarm 38% Strike to Stun 38% Ride 71%

The merchants are selling literally anything the PCs could desire: weapons, armour, jewellery, cloths,
clothing, slaves, drugs, perfumes, potions, objets d'art, whores, food and wines. As is their nature the
merchants will drive a hard bargain and typically start bidding at 150% list price for equipment of normal
quality. High quality non-magical weapons, armour and other gear (e.g. up to +10% to hit bonus or +1D6
damage (never both on the same item) or +2 hits of armour protection) will start at 300% of list price. After
all, this is Melnibone and everyone knows the Dragon Isle's jewel mines are bottomless.
The GM should assign prices to illicit articles (drugs, poisons). It takes Persuade rolls to find a suitable
merchant for such goods.

Slaves are bought and sold by most nations, though the Pan Tangians seem to have cornered the market with
their ruthless business practices (slave raids, piracy, prisoners of war). Generate the slave's stats as normal.
Optionally divide INT and CHA by 2 to reflect that most slaves are of low IQ and lack the passionate nature
to be charismatic leaders. This could be because they have had all resistance and personality beaten out of
them, have sustained head injuries or are drugged to the eyeballs by their masters, so have lost all will to
rebel. Total up the attribute points and then multiply by 10 to calculate the slave's starting price.

Since there is no Bargain skill in SB3, the PCs and the merchants should use Credit and Persuade skills to
make their deals. This applies to all negotiations whether for mundane goods, illicit items or slaves.
Particularly good roleplaying should be awarded bonuses on these rolls.

This sort of roleplaying can go on for quite a while, so wing it and enjoy.

b) Merchants - Nighttime encounters

At night, the encounter is with D3+1 merchants sharing an evening meal in an inn's common room. A
sumptuous feast is set before the men who are alternately laughing, arguing, commiserating, haggling and
shouting about the day's dealings.

Again, earlier stats can be recycled, here are a few others:

SHAZAARIAN MERCHANT
STR [9] CON [15] SIZ [8] INT [16] POW [11] DEX [6] CHA [11]
Atta 1% Parr -2% Agil -2% Mani 1% Perc 4% Stea 2% Know 8% Comm 4%
Hit Points = 12 Major Wound Level = 6
Skills
Dagger Attack 41% Dagger Parry 38%
Read/Write Common 78% Persuade 54% Evaluate Treasure 54% Credit 44% Law 38%
This character should have 7 additional skills of the GM's choice,
the starting skill percentages for which are:
46 17 42 21 14 12 44
Remember to add appropriate bonuses to these skills.

JHARKORIAN MERCHANT
STR [10] CON [10] SIZ [12] INT [8] POW [17] DEX [15] CHA [8]
Atta 7% Parr 8% Agil 8% Mani 7% Perc 4% Stea 2% Know -2% Comm 3%
Hit Points = 11 Major Wound Level = 6
Skills
Broadsword Attack 27% Broadsword Parry 28%
Read/Write Common 68% Persuade 53% Evaluate Treasure 53% Credit 43% Law 28%
This character should have 5 additional skills of the GM's choice,
the starting skill percentages for which are:
33 39 21 48 42
Remember to add appropriate bonuses to these skills.

ILMIORAN MERCHANT
STR [13] CON [11] SIZ [13] INT [11] POW [15] DEX [15] CHA [15]
Atta 7% Parr 6% Agil 6% Mani 7% Perc 3% Stea 2% Know 0% Comm 6%
Hit Points = 12 Major Wound Level = 6
Skills
Broadsword Attack 27% Broadsword Parry 26%
Read/Write Common 70% Persuade 56% Evaluate Treasure 56% Credit 46% Law 30%
This character should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
20 35 48 25
Remember to add appropriate bonuses to these skills.

LORMYRIAN MERCHANT
STR [17] CON [12] SIZ [16] INT [9] POW [14] DEX [11] CHA [7]
Atta 7% Parr 3% Agil 3% Mani 7% Perc 2% Stea -4% Know 0% Comm 0%
Hit Points = 14 Major Wound Level = 7
Skills
Battle Axe Attack 27% Battle Axe Parry 23%
Read/Write Common 70% Persuade 50% Evaluate Treasure 50% Credit 40% Law 30%
This character should have 6 additional skills of the GM's choice,
the starting skill percentages for which are:
51 34 31 16 2 27
Remember to add appropriate bonuses to these skills.

They are boistrous enough to attract attention and the PCs may want to join in. There is a chance (10% or
higher if the players get the NPC drunk) that one of the merchants will blab about trying to get into Imrryr
proper but being unable to get authorisation. This man, Avilan of Dharijor, will be very interested if the PCs
have a Melnibonean ally, should they let slip this piece of information.

Note: Assume CONx5% rolls to avoid a drunken slip of the tongue. The percentage can be lowered if the PC
is seriously drunk.

c) The Spy

Haliax Korris is an Argimiliaran merchant who is here trading in furs he has won from Oin and Yu. Or at
least that is his cover story. In addition, the merchant has been tasked with finding out as much as possible
about Imrryr's harbour defences. He has roughly scaled maps of the harbour and its emplacements as well as
fairly accurate troop numbers. These maps are secreted in the false bottom of a locked chest in his room
(locked at -20% to Pick Locks skill rolls).

HALIAX KORRIS - ARGIMILIARAN MERCHANT AND SPY


STR [11] CON [10] SIZ [9] INT [15] POW [10] DEX [12] CHA [11]
Atta 3% Parr 0% Agil 0% Mani 3% Perc 3% Stea 3% Know 6% Comm 3%
Hit Points = 10 Major Wound Level = 5
Skills
First Weapon Attack 23% First Weapon Parry 20%
Read/Write Common 76% Persuade 53% Evaluate Treasure 53%
Credit 43% Lore 36% Make Maps 51% See 39%
This character should have 5 additional skills of the GM's choice,
the starting skill percentages for which are:
12 39 35 33 29
Remember to add appropriate bonuses to these skills.

Haliax is intensely interested in getting into Imrryr proper. What the PCs do with this information is up to
them.

d) Sailors

There are lots of sailors in port, most just looking for a good time and finding it in the flesh-pots of the
harbour's seedier districts. At night most sailors are on board their ships but some are partying and wenching.

If the PCs get involved in strife, sailors from their own crew (the North Wind or which ever vessel the PCs
sailed in) may turn up to help, unless their ceremony was disrupted before leaving Cadsandria.

Some typical sailor stats are shown below:


PURPLE TOWNS SAILOR
STR [14] CON [14] SIZ [17] INT [13] POW [9] DEX [12] CHA [13]
Atta 3% Parr -3% Agil -3% Mani 3% Perc 1% Stea -4% Know 2% Comm 2%
Hit Points = 16 Major Wound Level = 8
Skills
First Weapon Attack 43% First Weapon Parry 37%
Swim 47% Rope Use 73% Climb 37% Climb Rigging 72%
Dodge 27% Shiphandling 2% Navigate 2%
This character should have 5 additional skills of the GM's choice,
the starting skill percentages for which are:
37 43 33 6 38
Remember to add appropriate bonuses to these skills.

VILMIRIAN SAILOR
STR [12] CON [13] SIZ [15] INT [11] POW [11] DEX [9] CHA [10]
Atta 0% Parr -3% Agil -3% Mani 0% Perc 0% Stea -3% Know 0% Comm 0%
Hit Points = 14 Major Wound Level = 7
Character is a ship's Mate
Skills
First Weapon Attack 45% First Weapon Parry 42%
Swim 52% Rope Use 75% Climb 42% Climb Rigging 72%
Dodge 32% Shiphandling 50% Navigate 80%
This character should have 2 additional skills of the GM's choice,
the starting skill percentages for which are:
39 43
Remember to add appropriate bonuses to these skills.

e) The Law

Imrryrian soldiers patrol the docks. Numerous by day, the Guard tends to use elemental or demonic servants
to monitor the docks at night. Bar brawls are not unheard of and the occasional body is found floating in the
harbour. Only if there is serious trouble at night will soldiers appear "as if by magic". Which is dead right!

MELNIBONEAN WARRIORS
STR [12] CON [10] SIZ [12] INT [14] POW [10] DEX [12] CHA [12]
Atta 2% Parr 0% Agil 0% Mani 2% Perc 2% Stea 2% Know 4% Comm 2%
Hit Points = 11 Major Wound Level = 6
Armour: Half-Plate D8-1 and Heater
Skills
First Weapon Attack 62% First Weapon Parry 60% (see below for type)
Long Spear Attack 42% Long Spear Parry 40%
Heater Attack 32% Heater Parry 60%
Disarm 32% Strike to Stun 32% Ride 65%
These soldiers should have 4 additional skills of the GM's choice,
the starting skill percentages for which are:
46 28 32 47
Remember to add appropriate bonuses to these skills.

Imrryrians are clad in half-plate and armed with a First Weapon (broadsword, battle axe, light mace), long
spear and heater shield. They have good combat skills, high morale and can call upon sorcerous allies if
necessary.

The chances are good (40%) that people will break some of the harbour's bizarre laws while the PCs are
around. The GM may wish to arrange a demonstration. The law breakers are arrested and either disappear
into the Tower of Monshanjik or are executed outside the Tower. Hanging, beheading and crucifixion are
popular methods of execution. Imrryr is a dangerous place.
f) Slaves

There are hundreds of slaves performing tasks for their masters. These are not for sale as they are already
owned. The best are allowed to trade directly with the Young Kingdoms merchants: these are the half-breed
Melnibonean/Humans. The rest are mere bearers and are too drugged to notice much around them. They are
strong backs and whipping posts, little more.

The half-breeds are a different matter. Generate their stats as for a normal Young Kingdoms human then add
+1 SIZ and +1D8 points to be split as desired over INT and POW.

PART FOUR: THE RUBY THRONE

1) Prince Yyrkoon of Melnibone

a) Introduction

The PCs are ordered to visit Prince Yyrkoon's tower, a tall, slender spike of dark blue menace near the
eastern edge of the city. Melnibonean characters have no choice but to obey this command - or be found
guilty of treason. Outlanders can be arrested by Yyrkoon's guards or, worse still, abducted by Demons.

YYRKOON'S GUARD - MELNIBONEAN WARRIORS


STR [14] CON [11] SIZ [12] INT [14] POW [14] DEX [9] CHA [8]
Atta 6% Parr 4% Agil 4% Mani 6% Perc 4% Stea 2% Know 4% Comm 3%
Hit Points = 12 Major Wound Level = 6
Armour: Demonic Half-plate, CON 20
Skills
Broadsword Attack 70% Broadsword Parry 70%
Heater Attack 47% Heater Parry 80%
Dagger Attack 36% Dagger Parry 34%
Disarm 36% Strike to Stun 36% Ride 29%
These soldiers could have up to 6additional skills of the GM's choice,
the starting skill percentages for which are:
50 32 25 38 27 37
Remember to add appropriate bonuses to these skills.

Yyrkoon's soldiers are dressed in dark blue silks and surcoats and equipped with Demon armour in the form
of ornate Half-Plate and Demon Broadswords. These sorcerous items are detailed below:

DEMON BROADSWORD - DEMON OF COMBAT


STR [20] CON [20] SIZ [2] INT [0] POW [7] DEX [0] CHA [0]
Grants +2D6 damage but no to hit bonus

DEMON HALF-PLATE - DEMON OF PROTECTION


STR [0] CON [20] SIZ [12] INT [0] POW [8] DEX [0] CHA [18]
Grants 20 hits of armour protection

Yyrkoon's livery is well-known in Melnibone and passers-by will studiously avoid looking at or approaching
the Guards escorting the PCs.

b) Meeting Yyrkoon

The audience is in a sumptuously furnished chamber near the top of the tower. Incense hangs heavy in the air
and two female slaves play love-games for Yyrkoon's amusement. Drugged as they are, the two giggling
women will not notice the conversation around them.

Yyrkoon will not immediately invite the PCs to sit and, if the arrest of any non-Melniboneans did not go
smoothly, he may be in a murderous rage. He will not invite the PCs to food, even though there are silver
platters laden with gorgeous foodstuffs and crystal decanters and goblets for wine. Yyrkoon may pick at
some of this food but will then throw remnants to the slave girls who will imaginatively incorporate the food
into their sex-games.

During this encounter Yyrkoon's moods will shift from monent to moment. He has been extending his
powers daily and the exertion is beginning to tell. The Prince's moods should swing through any or all of the
following:

Arrogance. Boorishness. Pettiness. Menace. Violence. Threats. Vulgarity. Anger. Melancholy. Paranoia.
Sadistic glee.

Yyrkoon's stats are on page 92 of SB3, though his INT should be increased to 16 (at least) to allow him to
read/write/speak High Melnibonean (SB3 p. 55). The GM should attempt to get into Yyrkoon's character as
much as possible: he is a powerful sorceror and a dangerous, slightly insane, man.

The Prince is blunt, arrogant and boorish. He berates any Melnibonean PCs on their choice of "vermin" for
companions. Comments such as "hereditary slaves", "little pets", "barbarians" and "sub-races" pepper his
speech when he refers to non-Melnibonean PCs. This will probably ruffle a few feathers which is, in fact,
Yyrkoon's intention.

It will be interesting to see how the player characters react to this, so go where the conversation leads.

c) Sorceror's Isle

Back to the plot. Yyrkoon will not beat about the bush. He has invested a lot of time in tracking down the
PCs and the Golden Grimoire. Some of his efforts have cost him SAN and it is beginning to show.

Yyrkoon states: "I know of your quest for the Golden Grimoire. I want you to tell me of the exact
circumstances of your quest."

The Prince knows that the Grimoire has moved to the Forest of Troos. He is also aware that it is located near
the northern edge of Org, which lies within Troos (at least as it appears on the SB3 world map; in actual fact,
the Forest lies within Org's borders).

In addition he is aware that the Golden Grimoire's cover secretes a foul poison, lethal to all humans and
demons short of a Duke of Hell. To hold and use it a human must wear toxin-proof gauntlets such as those
worn by the Emperor Matik. The only known pair was last heard of on Sorceror's Isle. Yyrkoon's own
sorcerous attempts to secure the Gauntlets of Matik have failed. It can only be assumed that they are
magically warded, so a physical expedition to Sorceror's Isle is the only option.

Make it clear that Yyrkoon considers Melnibonean PCs as mere pawns and outlanders as lesser figures still.
But he will attempt to persuade Melniboneans with dreams of power:

"With the Grimoire 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 be kings!"

Yyrkoon is ruthless and will even resort to torture to get what he wants.
d) GM info

The encounter is designed to sicken the PCs with Yyrkoon's arrogance, malice and slowly developing
insanity.

If the players accept the Prince's "commission" to pursue first Gauntlets then Grimoire, Yyrkoon will instruct
them to meet his slave Quartermaster for outfitting if they need it. He can supply a demon-drawn map of
Sorceror's Isle showing the location of the "structure" holding the Gauntlets. If they are successful in
procuring the Gauntlets, they should proceed immediately to retrieve the Grimoire. Demons of Desire and
Transport can handle communications if necessary.

Sorceror's Isle and the Golden Grimoire are adventures to follow.

2) Elric, 428th Emperor of Melnibone

a) Introduction

The PCs are once again summoned by one of Melnibone's most powerful characters, though the method of
invitation could hardly be more different.

Dressed in silks and velvet the Emperor's most favoured servant, Tanglebones, approaches the PCs. He is
accompanied by a ceremonial guard of six troops in silver breastplates and blue silks. Tanglebones is, of
course, a model of perfect Royal protocol:

"The Emperor of Melnibone orders your presence in the Tower of B'all'nezbett at one hour past sunset this
evening. Please dress formally."

Melnibonean PCs really have little choice but to obey a direct order from their Emperor. They may
respectfully decline but this could be seen as treason against the Ruby Throne.

Outlanders are similarly invited but replace the word "orders" with "demands". The Guards will, if necessary,
escort the non-Melnibonean PCs from the harbour area to the Tower of B'all'nezbett. This is not an arrest and
the PCs may see astonished looks on the faces of passers-by. Elric's livery is even more well-known than that
of Yyrkoon.

ELRIC'S GUARD - MELNIBONEAN WARRIORS


STR [14] CON [13] SIZ [11] INT [16] POW [17] DEX [9] CHA [9]
Atta 11% Parr 7% Agil 7% Mani 11% Perc 9% Stea 4% Know 8% Comm 9%
Hit Points = 12 Major Wound Level = 6
Armour: Half-plate (D8-1) and Heater
Skills
Broadsword Attack 71% Broadsword Parry 77%
Heater Attack 61% Heater Parry 67%
Long Spear Attack 51% Long Spear Parry 47%
Disarm 41% Strike to Stun 41% Ride 72%
These soldiers could have up to 6 additional skills of the GM's choice,
the starting skill percentages for which are:
29 20 34 22 38 41
Remember to add appropriate bonuses to these skills.

Elric disdains sorcery and so does not equip his men with demonic weapons.
TANGLEBONES - ELRIC'S MOST TRUSTED SERVANT
STR [9] CON [6] SIZ [13] INT [12] POW [13] DEX [9] CHA [11]
Atta 1% Parr 0% Agil 0% Mani 1% Perc 1% Stea -1% Know 0% Comm 1%
Hit Points = 10 Major Wound Level = 5
Skills
Dagger Attack 51% Dagger Parry 50%
Broadsword Attack 41% Broadsword Parry 40%
Melnibonean Bone Bow Attack 31%
Buckler Parry 30%
Disarm 31% Strike to Stun 31% Ride 25%
Tanglebones should have 8 additional skills of the GM's choice,
the starting skill percentages for which are:
40 26 36 23 18 27 31 28
Remember to add appropriate bonuses to these skills.

b) Meeting Elric

Elric's stats are on page 89 of SB3. He does not have Stormbringer at this point in the Chronicle of the Black
Sword. As with Yyrkoon, the GM should attempt to get into Elric's character. He should be presented as
cultured, sophisticated, sensitive and with a penetrating intellect. Underlying that, however, is the
Melnibonean superiority and a vein of easy cruelty which allowed the race to conquer the world.

Tanglebones introduces the PCs formally to the Emperor. The albino is seated in a small chamber at the top
of the tower with the most magnificent view of the city as it lights up for the night. After the introductions,
Elric addresses the PCs in exactly the same words used by the Master of Ceremonies at the Aflitain banquet
(assuming any of them survived the Tower adventure).

The room is comfortably furnished with large armchairs and a small table. Food is brought on silver platters
by silk-clad slaves. As protocol demands, no-one eats before the Emperor. Elric helps himself to some
cooked meat and chews, thoughtfully watching the PCs, before allowing Tanglebones some food. The
servant stands in an approximation of "attention" just behind his master's seat throughout the ensuing
conversation.

Elric is polite but will stand for no insolence. He welcomes any Melnibonean PCs back home and greets any
outlanders as if they were Ambassadors from their own homelands.

The Emperor is very interested in the adventures as described by Melnibonean PCs but will cross-reference
any stories with the other PCs. He is also interested in how Melniboneans are viewed by the Young
Kingdoms (he already has a fair idea but is interested in first hand accounts) and, more importantly, how
non-Melniboneans see Imrryr and Melnibonean customs.

The Golden Grimoire and Arioch's involvement at the Battle of Sorik will undoubtedly pique Elric's curiosity
and probably have him consulting his own grimoires. Yyrkoon's involvement will annoy him, as will the
Prince's plans (if not stated, Elric will make a pretty shrewd guess). Elric, however, dismisses Yyrkoon's
treason (certainly not for the last time, either) and will explain it away as "mere awakening curiosity". The
PCs plans for the Golden Grimoire will also come under scrutiny here.

The conversation could run and run and cover a lot of ground. Go for it! The important thing here is to keep
all the players involved and not make Melnibonean characters take centre stage. Elric is more interested in
outlanders thoughts and experiences than in those of Melniboneans (he has, after all, lived with these
thoughts all his life).

The encounter should be left as open ended as possible. Given forthcoming events, it is unlikely the PCs will
ever see Elric again (but anything is possible). Elric aims to glean as much information as possible from the
PCs.

The GM should be sure to keep notes on this conversation as many potential plot seeds could be sown here.

PART FIVE: CONCLUSION

1) Introduction

This session is mainly a role-playing exercise, with little opportunity for combat. It should be quite
enjoyable. The PCs get to meet the two most powerful men in Melnibone and get away with their lives. This
is quite an achievement, unless they do something really stupid.

The PCs should be left with distinct impressions of the two men vying to rule Melnibone and direct its place
in the world.

Elric: cultured, sophisticated, philosophical. The ruler by right who is concerned for his people's future in the
Young Kingdoms.

Yyrkoon: Arrogant, ambitious, paranoid and not a little insane. But a "true" Melnibonean? More suited to
rule and restore the Bright Empire's glory.

The players can choose.

2) Experience Awards

Skill use in this scenario is likely to be quite limited. Language, knowledge and communications skills could
have been frequently used. If combat has occurred, it's likely new PCs will have to be generated!

Attributes may however be increased as described on page 32 of SB3.

Outlanders may elect to choose one of either INT, POW or CHA and roll for improvement as if an ATTx1%
saving throw had been made. They have been exposed to the magical environment of Imrryr, seen the sights,
met new and powerful individuals and lived to tell the tale! Such a reward seems suitable.

Melnibonean PCs may roll for a CHA improvement, due to their association with Elric, Yyrkoon and all the
rest. POW and INT may not be increased in this way as Melniboneans were born in this environment. But
even idle court gossip can boost one's reputation and, therefore, charisma among other Melniboneans.

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