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SORCEROR'S ISLE

PART ONE: ABOUT THE ISLE

1) Introduction

The next stage of the Golden Grimoire quest sees the PCs visiting Sorceror's Isle, searching for the Gauntlets
of Matik, necessary to be able to hold the Grimoire itself.

Contrary to the description on p.15 of SB3, Sorceror's Isle is inhabited. The Krettii are a tribe of barbarians
who migrated to Sorceror's Isle about 50 years ago. They are led by a sorceror of great, but brutish, power,
one Grodd Ybene Eenr. He has made use of certain items found in various ruins on the Isle to increase his
power. Unfortunately, he has been driven mad by the same power. Grodd is destined to die in a sorcerous
battle with Elric in a few years time, in fact, the same battle which catapults Elric to the End of Time where
he meets Arioch in the guise of Lord Jagged. (Ain't life grand? See the short story Elric at the End of Time
for more details.) Grodd's life, therefore, is charmed and he will not die against these PCs. If fact, he will not
be encountered at all, unless the PCs are very unfortunate. However, his minions roam the island and will be
encountered. These include: Krettii tribesmen, summoned demons, sorcerous beasts and charmed animals.

Although he shouldn't actually be encountered, Grodd's stats are:

GRODD YBENE EENR - BARBARIAN CHIEFTAIN AND RANK 4 SORCEROR


STR [15] CON [10] SIZ [14] INT [19] POW [25] DEX [10] CHA [13]
Atta 17% Parr 8% Agil 8% Mani 17% Perc 14% Stea 5% Know 14% Comm 15%
Hit Points = 12 Major Wound Level = 6
Skills
Heavy Mace Attack 67% Heavy Mace Parry 60%
Battle Axe Attack 57% Battle Axe Parry 45%
Dagger Attack 47% Dagger Parry 38%
Read/Write/Speak Krettii 95%
Read/Write/Speak Common 80%
Read/Write/Speak Low Melnibonean 75%
Read/Write/Speak High Melnibonean 55%
Plant Lore 54% First Aid 54% Theology 74% Persuade 40%
Craft Blacksmith 57% Poison Lore 49% Sleight of Hand 54% Memorise 29%
Magical Skills
Grodd qualifies as a Rank 4 sorceror and may summon
All Elementals at 80%
All Demons at 70%
Elemental Rulers Kakatal and Grome at 30%
Beast Lords Haashaastaak (lizards), P!p!pp'hhhh'p (fish, including sharks),
Jaanumaarh (monkeys and apes), Shwa-Shwaa (spiders)
As a priest, Grodd has 49 Elan points from previous work.
Grodd has 5 additional skills of the GM's choice,
the starting skill percentages for which are:
43 35 29 35 15
Remember to add appropriate bonuses to these skills.

2) The Island

A scanned copy of the original hand-drawn map of Sorceror's Isle is shown below.
If the PCs visited Imrryr, they will have a demon-drawn map provided by Prince Yyrkoon. The location of
the Gauntlets of Matik is a ruin and dungeon complex in the western forest of the Island.

Approximately 150 miles W-E and 140 miles N-S, Sorceror's Isle is located in the warm semi-tropical waters
of the (rightly feared) Dragon Sea, approximately 300 miles west of the southern tip of Melnibone.

The island is surrounded by largely uncharted reefs and only one truly safe landing point exists: at the
ramshackle village of Kruss. This landing point exists as the result of shipwrecked sailors building rough huts
from the wreckage of their vessels while they waited for rescue. It serves as a point of contact so that parties
intending to explore the island have a jumping off point. Adventurers do come here every so often to explore
the ruins and search the forests for rare plants.

The hills in the east of the island are lightly wooded and have small streams. These join to form the small
river which flows into Kruss. The rest of the island is largely arid and consists of scrub, plains and rough
ground over which Krettii lizard-riders roam. On the easternmost hill is the main Krettii settlement and
Grodd's stronghold. The players will probably be fairly relieved to know that their goal lies on the western
side of the island, in the heart of the western forest.

3) Sorcerous Guards and Wards

The barriers between the planes are thinner here than in many other parts of the Young Kingdoms. This
allows Demons to wander freely around the island, whether they were summoned and released by Grodd or
managed to penetrated the barriers themselves.

In addition, Grodd has sorcerous eyes and ears all over the island. Any Sorcery of Rank 2 or higher
undertaken on the island or surrounding waters will draw Grodd's attention. He will then send tribesmen,
demons or charmed animals to disrupt the rituals.
4) Arriving at the island

The safest landing point is Kruss where ships can anchor in the bay and shallow-draft boats and rafts can
ferry people to and from the shore. No skill tests are needed to make such a safe landing. PCs may decide
that such a public arrival will jeopardise the secrecy of their mission and attempt to land away from prying
eyes.

a) boating

In such a case, their ship can anchor well off-shore and boats or rafts can be used to reach the island. This
will require Boating skill tests to land safely. Success indicates the boat has landed, failure means the boat
takes damage 1D10 damage as its bottom gets ripped by hidden reefs. This may cause the boat to sink. A
fumble on the Boating roll automatically causes the boat to sink.

An average rowing boat has 15 Structure Points. Damage from reefs reduces the SP and when it reaches zero,
the boat sinks.

It is possible to mount a horse in a rowing boat (Elric and Moonglum do so at the start of Weird of the White
Wolf). This however, halves, the rower's Boating skill and characters may need to make Ride skill checks to
keep the horse calm.

b) swimming

An incredibly risky idea. PCs must be stripped of all armour heavier than leather (though wooden barbarian
armour floats and aids a Swim roll with a +10% bonus) and weapons heavier than daggers (though spears are
permissible as they are thrust, rather than swung in attack).

Three Swim rolls are required to reach shore. See the Swim rules on p.52 of SB3.

Swimming, either through deliberate choice or by being thrown from a sinking boat, may attract unwanted
visitors.

c) sorcery

Using Sylphs or Undines to reach shore (SB3 pp. 100-101) is also possible, though such actions may slay the
elementals.

Demons of Travel may also be used. Perhaps such creatures can fly from ship to shore, run over the water or
simply teleport direct to the island. All of these methods (and any others the players concoct) are acceptable
but are Rank 2 sorcery and will draw Grodd's attention as described above.

d) unwanted visitors

Characters swimming to the island run a chance of attracting sharks, typical stats for which are:
SHARK
STR [20] CON [14] SIZ [18] INT [2] POW [7] DEX [11] CHA [0]
Hit Points = 20 Major Wound Level = 10
Skills
Bite Attack 50% Damage 3D6
Swim 100% Move Quietly 90%

The base chance of attracting sharks in the area is 1D100%. Modifiers for PCs bleeding in the water (+10%)
or drowning and thrashing about (+10%) are applied to this base D100 roll. Then roll D100 again. If the roll
is less than the modified percentage, the PC has attracted one shark, or 1D3 if there are characters bleeding.
If a PC can score a hit on a shark, it may also begin to bleed (e.g. 75% chance) and this may distract other
sharks from the PC.

PART TWO: EXPLORING THE ISLE

1) Introduction

The PCs should know roughly where they are going, based on Yyrkoon's demon-drawn map. The GM should
calculate approximate journey times based on whether the PCs are using horses, on foot or are using sorcery.
If sorcery is used, most of the encounters below can be bypassed. The GM shouldn't be concerned as the
dungeon containing the Gauntlets is plenty tough enough.

2) Island Encounters

a) Kruss Villagers

2D6 rough-looking humans of various nationalities are encountered in Kruss. They are suspicious initially
but may be bartered with. They can warn of the Krettii and may even hint that supernatural things roam the
island. Villagers will not accompany the PCs on their quest (unless, perhaps, they are guaranteed safe
passage off the island). New PCs can also be encountered in Kruss.

KRUSS VILLAGER
STR [10] CON [12] SIZ [11] INT [8] POW [7] DEX [9] CHA [13]
Atta -3% Parr -2% Agil -2% Mani -3% Perc -3% Stea -1% Know -2% Comm -2%
Hit Points = 12 Major Wound Level = 6
Skills
First Weapon Attack 37% First Weapon Parry 38%
Swim 48%
Rope Use 67%
Climb 38%
Villagers should have up to 5 additional skills of the GM's choice,
the starting skill percentages for which are:
15 32 26 24 40
Remember to add appropriate bonuses to these skills.

The GM can determine Characters of Interest as appropriate. Examples would include

• A ship's Captain or First Mate


• A female character (possibly disguised as a man to avoid unwanted attention)
• A scholar who was researching plant life before his own life took a turn for the worse
• A Demon in disguise
• A madman driven insane by the sorcerous atmosphere of the Isle
• A merchant who is down on his luck after a shipwreck

If combat ensues, the GM can use the First Weapon Attack and Parry skills above and choose or roll a
suitable hand weapon from below

D20 Weapon

1-3 Unarmed

4-5 Broadsword

6-7 Shortsword

8 Battle Axe

9-11 Dagger

12-13 Cudgel

14 Light Spear

15-16 Hatchet

17-18 Quarterstaff

19-20 Scimitar

Armour may be rolled or chosen from below

D20 Armour

1-9 No Armour

10-14 Leather

15-16 Half Plate

17-18 Target Shield

19-20 Buckler

For a sterner challenge, use TARK'S GANG of armed thugs from the NPC Encounters section.
b) Krettii Tribesmen

A wilderness encounter with 2D6 foot troopers or D4+2 lizard riders. The stats are based on a mixture of
Weeping Wasters and Oinites. Tribesmen carry no treasure but will have provisions (nasty tasting but
edible). Foot troopers may be encountered anywhere. Lizard riders are found only on the Plains.

KRETTII TRIBESMAN
STR [12] CON [15] SIZ [9] INT [8] POW [12] DEX [14] CHA [10]
Atta 1% Parr 2% Agil 2% Mani 1% Perc -1% Stea 1% Know -2% Comm -1%
Hit Points = 12 Major Wound Level = 6
Armour: Leather (D6-1), Target Shield
Damage Bonus: None
Skills
First Weapon Attack 51% First Weapon Parry 52%
Second Weapon Attack 41% Second Weapon Parry 42%
Track 31% Move Quietly 32% Ride 67%
Dodge 51% Tie Knot 46%
Krettii should have up to 3 additional skills of the GM's choice,
the starting skill percentages for which are:
23 32 41
Remember to add appropriate bonuses to these skills.

Weapons can be chosen by the GM from: Broadsword, Spear (particularly if mounted), Self Bow, Cudgel,
Battle Axe.

Krettii riding lizards are a service demanded of Haashaastaak. They are four legged dinosaurs about the size
of the ponies of the Weeping Waste. They are stubborn and don't like moving fast. It takes a Ride test to get
them to charge and a further Ride check to get an unwounded lizard to attack.

RIDING LIZARD
STR [18] CON [14] SIZ [13] INT [3] POW [10] DEX [5] CHA [0]
Hit Points = 14 Major Wound Level = 7
Armour: Scaly skin, 2 points
Damage Bonus: +1D6
Bite Attack 24% Damage D10
Trample Attack 29% Damage 4D6 (to a downed foe)
Stomp Attack 20% Damage 2D6 (with knockdown)
Dodge 48%, Sense 48%

Notes: Stomp attacks are all-round buffets, nudges, kicks, tail lashes. Anyone hit by a Stomp must make a
Dodge or Tumble check to remain standing.

c) Baboon Pack

Roaming the plains and lower hills these creatures are 70% likely to be under Grodd's control. As such, they
are a service demanded of Jaanumaar, and will attack automatically. Encounter will be with a pack of 10-20
baboons (e.g. 2D6+8) of which half will be combatant adults.

BABOON
STR [16] CON [10] SIZ [10] INT [4] POW [7] DEX [7] CHA [0]
Hit Points = 15 Major Wound Level = 8
Skills
Claw Attack 40% Claw Parry 30% Damage D6+2
Bite Attack 35% Damage D8+2
Move Quietly (*) 25% Hide (*) 25% Ambush (*) 15% Climb 75% Search 25% Scent 30% See 25%
Notes: (*) Double these skills if controlled by Grodd
d) Giant Lizards

These are small crocodilian equivalents but vary in form, usually like a Komodo Dragon but occasionally
with sail-back fins, spines and spiked tails. Lizards are a service demanded of Haashaastack. They can be
encountered anywhere, including Kruss. Encounter will be with D4+2 Lizards, or 2D4+2 in the village. Their
stats are:

GIANT LIZARD
STR [24] CON [17] SIZ [24] INT [3] POW [11] DEX [8] CHA [0]
Hit Points = 21 Major Wound Level = 11 Armour = 3 point scaly skin
Damage Bonus = +2D6
Tail Lash Attack 40% Damage D10+2 or 2D6+2 with spikes (with knockdown)
Bite Attack 35% Damage 2D10
Hide (*) 48%, Move Quietly (*) 79%, Swim 100%
Notes: (*) Double these skills if controlled by Grodd. The Tail Lash
attack has a knockdown effect. Anyone hit by a Tail Lash must make a
Dodge or Tumble check to remain standing.

e) Giant Spider

There is but one of these on the Isle, hidden in the western forest. It is a gift from Shwa-Shwaa, not a
demanded service.

THE GREAT SHOLEB - GIANT SPIDER


STR [17] CON [14] SIZ [20] INT [7] POW [6] DEX [5] CHA [0]
Hit Points = 17 Major Wound Level = 9 Armour 3 points of chitin
Skills
Front Claws Attack (*) 60% Front Claws Parry (*) 59% Damage D10
Bite 50% Damage 2D6 plus paralytic poison
Disarm (web attack) 40%
Notes: (*) the spider gets two front claw attacks and parries each round.

The paralytic poison works for 2D10+4 hours and is agonisingly painful for those hours. It takes a CONx2%
roll to resist, or has POT 17. No-one is immune to this poison as it is other-worldly in nature. If all the
players are paralysed they will be captured by Krettii tribesmen and taken captive to Grodd's stronghold.
Breaking out of that will be an adventure in itself!

The spider may forego one Attack and Parry in a round and try to Disarm an opponent by slinging webs at
them.

This monster causes SAN loss as follows: 1 point lost for a successful roll; D4 for a failed roll, plus spider
phobia for 3D6 game months. The phobia will cause a SAN roll every time a spider larger than 1" is seen.

f) Demon Servants

Grodd summons demons and lets them roam free, just for fun. Some sample demons are shown below:

DEMON OF COMBAT
STR [18] CON [19] SIZ [10] INT [16] POW [14] DEX [11] CHA [0]
Hit Points = 15 Major Wound Level = 8
Damage Bonus = +1D6
Skills
Scimitar Attack 63% Scimitar Parry 40% Damage D8+1+D6
Battle Axe Attack 66% Battle Axe Parry 32% D8+2+D6
Head Butt (Charging) 74% Damage 3D6 if charging
Dodge 41%, Jump 43%, Sense 50%, Spot 49%, Language (Summoner's) 59%,
Language (Demon-tongue) 53%
Notes: This demon looks like a typical WFRP Beastman, a muscular humanoid
with goat's head and horns.

DEMON OF COMBAT
STR [20] CON [16] SIZ [13] INT [7] POW [14] DEX [12] CHA [0]
Hit Points = 15 Major Wound Level = 8
Damage Bonus = +1D6
Skills
Broadsword (x2) Attack 64%, Broadsword (x2) Parry 64%
Dodge 41%, Jump 46%, Move Quietly 41%, See 36%, Language (Summoner's) 47%,
Language (Demon-tongue) 46%
Powers
This creature has 1 chaos power.
1. Wardpact against: Demons of Knowledge, which means its presence
cannot be scryed or otherwise detected.
Notes: this demon is scrawny, hunched over, a livid red colour and
has insane-looking yellow eyes.

DEMON OF COMBAT
STR [18] CON [14] SIZ [13] INT [13] POW [16] DEX [13] CHA [0]
Hit Points = 14 Major Wound Level = 7
Damage Bonus = +1D6
Skills
Claw Attack (x2) 71% Claw Parry (x2) 50%,
Wrestle 50%, Dodge 42%, Jump 41%, See 45%, Listen 45%, Language (Summoner's) 58%,
Language (Demon-tongue) 56%
Powers
This creature has 1 chaos power.
1. Pain: The presence of the creature causes intense pain. Make CONx5% roll each
round to remain conscious.
Notes: This demon is (roughly) humanoid and will attempt to wrestle
a single opponent. If this attack hits and the opponent can't break free, the
Pain attack is even more intense and the grappled character must make a CONx2%
save to stay conscious.

DEMON OF COMBAT
STR [16] CON [18] SIZ [16] INT [11] POW [12] DEX [20] CHA [0]
Hit Points = 17 Major Wound Level = 9
Damage Bonus = +1D6
Skills
Shortsword Attack (x3) 70%, Shortsword Parry (x3) 70%
Dodge 45%, Jump 42%, Climb 61%, See 42%, Language (Summoner's) 55%,
Language (Demon-tongue) 55%
Powers
This creature has 1 chaos power.
1. Prehensile Tail: A tail that can grasp a weapon (extra attack)
and/or be used for climbing (+20%).
Notes: the demon has 3 attacks and parries per round due to its prehensile tail.
In appearance, it looks like a large, green-furred baboon.

PART THREE: THE DUNGEON

1) Introduction

Hidden deep within the western forest stands the ruin of a circular tower. This ruin looks much like the
Tower which originally held the Golden Grimoire in Southern Argimiliar. Even the manner of its destruction
looks uncannily similar.
It takes a See or Search skill roll at -20% to locate a granite trapdoor in the base of the tower. Covered in
fallen masonry and a few hundred years of ivy, it will take a while to clear away the rubble to effect an entry.
A combined STR of 50 is needed to open the trapdoor (it has a SIZ of 50 due to its immense weight).

A spiral staircase leads down into the gloom. An unpleasant smell invades the PCs lungs: a mixture of decay,
fungi, excrement and brimstone. It will take at least 30 minutes to become accustomed to this smell, during
which all physical skills (combat, agility and manipulation) are at -10% (breathing lungfuls of fetid air causes
giddiness and nausea which spoils concentration and coordination). A side effect is that Scent skills will be
halved while in the dungeon and for 1D8 weeks afterwards.

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

Bound into the walls of the dungeon are numerous Demons of Protection whose stats are:

WALL GUARDIANS - DEMONS OF PROTECTION


STR [0] CON [100] SIZ [100] INT [10] POW [44] DEX [0] CHA [0]
Skills
Speak (Demon-tongue) 55%
Speak Common 80%
Speak Low Melnibonean 75%
Speak High Melnibonean 55%
These demons do not attack and are intelligent enough to warn anyone that crosses their boundaries: they are
there to prevent teleport in and out (by Teleporter Demons and Demons of Desire) and to prevent
summonings in the dungeon (except where noted). If any summoning or teleportation is attempted, match
POW of the Demon crossing the boundary vs the Wall Guardian's POW. If the Guardian wins, the
teleporting or summoned Demon is destroyed. PCs being teleported in this way will be blown into Limbo.

Note: there is a loophole in the Demons' orders here. They prevent teleport in and out of the dungeon but not
within the boundaries of the dungeon itself. This may prove useful to PCs later.

2) The Dungeon Complex

The following areas are keyed to the map.

a) Area 1 - Entrance Chamber

The spiral staircase leads down to this small, sealed room. There are no visible exits.

Grotesque murals of people and beasts being butchered in combat and sacrificed on altars cover the walls.
Witnessing this destruction, painted on the north wall, is a figure, feminine but of inhuman beauty, carrying a
black sword. This is an image of Xiombarg (a Theology roll may be needed).

The secret door to the south may be found with normal See/Search rolls. This is a conventional sliding panel
device.

The secret door in the north wall requires See/Search rolls at -20% as it is skillfully blended with the rest of
the mural. It follows the outline of Xiombarg itself, so passing through the door means passing through the
Queen of Swords!

This door is rune-guarded with C'LORYA, the rune rune representing a warded barrier. It has a POW of 20.
PCs cannot combine POWs against this rune as they could against a normal Demon Door.

b) Area 2 - Corridor

There is nothing here except the doors: a normal-looking single door on the north west wall and an
impressive double door to the south. The secret door in the north east wall is found with a straight See/Search
roll.

c) Area 3 - A store room

This small room has not been opened for many centuries. It is used to store robes and ceremonial gear for the
worship services in the Temple (Area 5). It is now empty, except for a ceremonial silver dagger (5000LB due
to its antiquity) which can be found on a tough (-20%) Search amongst the junk.

d) Area 4 - Short corridor

Painted with murals in unearthly colours depicting Xiombarg's battles against Vallyn of Law, this corridor
ends in a huge black-and-gold double door emblazoned with the Star of Chaos. This is a Demon Door,
named Wrath, which guards the room beyond.
WRATH - DEMON DOOR
STR [0] CON [60] SIZ [40] INT [12] POW [43] DEX [0] CHA [20]
Speak (Demon-tongue) 90%
Speak Common 80%
Speak Low Melnibonean 86%
Speak High Melnibonean 76%
Powers
Wardpact against Swords

Wrath will not allow PCs to pass through to the Temple unless they are devout worshippers of Xiombarg and
intend to offer sacrifice to the Queen of Swords. If the PCs decide to offer worship and sacrifice they may
enter the Temple freely. Otherwise, the PCs must match POW vs. POW on the Resistance Table, as per the
Demon Doors rules on SB3 p.109. The loser of such a POW struggle is destroyed.

Note: Wrath will attack anyone leaving the Temple if they have stolen any items from the room. This
happens regardless of their promises or whether they spent time worshipping here.

e) Area 5 - The Temple of Xiombarg's Cruel Revenge

This huge room, with its 50-feet high vaulted ceiling, could still be a functional Temple. Certainly the black
and gold altar at the east end of the room still radiates a faint, somewhat evil, power. The altar is surmounted
by a huge gold visage of Xiombarg: long flowing hair, a face of incredible beauty, and bottomless eyes
showing no emotion but calculated evil and malice. This is the image of Xiombarg in its aspect of Cruel
Revenge.

The place has an unwelcoming atmosphere and forces SAN rolls from all characters not aligned with
Xiombarg. Lose one SAN for a failed roll and be overcome with a strong desire to leave immediately.

f) Area 6 - Diversion Corridor

Loaded with insidious traps, this corridor is designed to kill and maim the unwary. The following points are
keyed to the map.

Trap 1: The Tripwire That Isn't. The tripwire is discovered on a simple See or Search roll. Stepping over it
triggers the trap and sends the unfortunate PC falling 20-feet (2D6 damage) into a pit, wherein waits a
Demon of Combat. It attacks immediately. Other PCs may jump down to help their companion or attempt to
shoot into the melee below.

PIT MONSTER - DEMON OF COMBAT


STR [12] CON [16] SIZ [18] INT [5] POW [12] DEX [13] CHA [0]
Hit Points = 17 Major Wound Level = 9
Damage Bonus = +1D6
Skills
Claws (x2) Attack 74% (This demon is too stupid to parry)
Dodge 34%, Jump 31%, Sense 42%, Spot 36%
Powers
This creature has 1 chaos power.
1. Blood Substitution: Acid. If wounded, sprays 1D6 acid damage on the attacker.
Treasure of 2D100LB in Silver and Bronze coins lies scattered around the room.

Trap 2: Arrow Trap. Without warning, and with no visible trigger, so See and Search rolls won't find
anything, D8 arrows fly down the corridor. PCs may make Dodge, Tumble or Jump skill rolls (player's
choice) to avoid being hit. In the absence of these skills, the PC is limited to DEXx1%. The arrows do D8+1
damage. Run this trap up to three times along this corridor going in both directions.
Trap 3: Whirling Blades. A hidden pressure plate (detectable with normal See/Search rolls) causes two
circular blades to scythe out from the walls. The lead PC (or both if they are side by side) must make Dodge,
Tumble, Jump or plain-old DEXx1% rolls to avoid damage. If the roll is failed the PC takes 2D6 damage.
The trap resets: those wishing to continue must risk taking more damage.

g) Area 7 - Chamber of Illusions

Powered by a SHA'HAHL'NYA rune carved in the centre of the room, an illusion is triggered as soon as the
lead PC enters the room. The GM should say:

"With a flash of light and plume of smoke, a tiger-headed humanoid appears in the room, snarls, draws two
broadswords and begins to attack!"

ILLUSORY DEMON OF COMBAT


STR [12] CON [16] SIZ [18] INT [11] POW [12] DEX [13] CHA [0]
Hit Points = 17 Major Wound Level = 9
Damage Bonus = +1D6
Skills
Broadsword Attack 91% Broadsword Parry 91%
Claws 74%,
Wrestling 47%, Dodge 34%, Jump 31%, See 36%,
Language (Summoner's) 48%, Language (Demon-tongue) 52%

The rune's power lasts for 10 combat rounds, after which the tiger demon disappears and the flash of light
and smoke plume happen in reverse, in a weird fast-rewind effect.

This is a runic illusion but a frighteningly good one. Make SAN rolls as normal for viewing a Demon of
Combat. Further, this Demon's weapon skills are so good, it counts as a Master and can attack, parry and
riposte as described on p.40 of SB3.

Of course, all SAN losses and damage are illusory unless a PC is killed by this illusion. In this case, the
process of feeling the death blow then being brought back to life when the illusion breaks forces another
SAN roll, costing 1 SAN for a successful roll or D8 on a failed roll.

h) Area 8 - Secret Corridor of Protection

Two secret doors open into this U-bend corridor. The doors are spotted by normal See/Search rolls. At the
end of the corridor are identical Demons of Protection, one per PC. They warn the PCs to drop their weapons
and surrender. PCs who comply are unharmed and may return, unarmed, to Area 7. Those who fight deserve
their fate.

DEMON OF PROTECTION
STR [20] CON [20] SIZ [12] INT [9] POW [9] DEX [10] CHA [0]
Hit Points = 14 Major Wound Level = 7
Damage Bonus = +1D6
Skills
Bludgeoning Fist (x2) Attack 42%, Bludgeoning Fist (x2) Parry 42%,
Dodge 47%, Sense 39%, Spot 65%, Language (Summoner's) 76%,
Language (Common) 89%
Powers
This creature has 1 chaos power.
1. Treasure: A Large and valuable gem clearly visible on body.
This will be one of the Eight Great Gems (p.17 SB3) and be D10x100
carats in size (100 to 1000 carats).
PCs who do not fight and are returned to the Chamber of Illusions have the problem that they are now
weaponless in a hostile environment. If they go back into the Corridor of Protection to retrieve their weapons,
the Demons will attack. Demons of Desire cannot procure new weapons as teleporting out of the dungeon to
gather weapons will destroy them. However, due to the loophole described in the Introduction to this part, the
Wall Guardians cannot prevent a Demon of Desire teleporting within the dungeon to retrieve the PCs
weapons. They will have to match POW vs. POW of any demon weapon they attempt to rescue in this way.
It is down to the players to think of this idea themselves.

i) Area 9 - Corridor

As this corridor turns south it widens to 10-feet. There are doors visible to the west and south.

j) Area 10 - Guard Room

The once-mortal guards of this Temple have now died but, even in death, they still serve Xiombarg. Their
souls have been forged into Demon-stuff by Xiombarg's unholy magics. There are six Guards here, Demons
of Protection clad in Full Plate armour and Helmet and armed with broadswords. Beneath the armour, they
are naught but green slime. They will issue a warning to surrender and throw down their weapons.

If the PCs comply and surrender, the Guards will be somewhat mystified for a moment. This has never
happened before. After some delay, the prisoners will be bound and escorted to Area 16, formerly the slaves'
quarters, where they are disarmed, chained and left to rot. What the PCs do after this is up to them to figure
out.

If the PCs refuse to surrender, roll combat.

GUARDIAN DEMONS
STR [16] CON [23] SIZ [12] INT [7] POW [20] DEX [14] CHA [0]
Hit Points = 21 Major Wound Level = 11
Damage Bonus = +1D6
Skills
Broadsword Attack 55% Broadsword Parry 55%
Dodge 43%, Sense 49%, Spot 71%, Language (Common) 84%,
Language (Demon-tongue) 97%
This creature has 1 chaos power.
1. Blood substitution (Slime). If wounded, this Demon bleeds green slime,
creating a puddle around it. A Balance roll is needed to retain footing in
this area, though the Demons themselves are immune to the effects of the slime.

Treasure here is armour and weapons, which are worth 4000LB per suit and 2000LB per sword due to the
antiquity alone. The armour could be worn by a SIZ 12 human (once thoroughly cleaned).

k) Area 11 - Small Room

This would once have been a security nexus for the complex with guards and acolytes on duty. Now it is
empty.

l) Area 12 - Junction

The corridor throws off a wider eastward branch here. The eastern passage ends in two sets of double doors.
m) Area 13 - The Octagonal Room

This room's door is locked. The chamber was once a sumptuous audience chamber for Xiombarg's High
Priestess here, Lady Malthus Kerrim. Upon her death, Lady Malthus traded her soul for Demon-stuff and
now haunts this chamber as a Spirit Ward.

LADY MALTHUS KERRIM, HIGH PRIESTESS OF XIOMBARG, SPIRIT WARD


STR [0] CON [0] SIZ [0] INT [60] POW [40] DEX [0] CHA [0]
Hit Points = 16 Major Wound Level = 8
Skills
Read/Write/Speak Common 80%
Read/Write/Speak Low Melnibonean 75%
Read/Write/Speak High Melnibonean 55%
Powers
Kerrim has 2 chaos powers.
1. Illusion. All Spirit Wards can create illusions. The chance of
an observer believing this illusion is equal to (Ward's INT - PC's INT) x 2%.
It is useful to have these percentages calculated in advance ready for the
PCs entering the room. If the observer sees through the illusion, the Ward
will attack the PC in a POW vs. POW struggle. Kerrim wins, the PC is killed.
This might seem harsh, so inflicting a Temporary Insanity may be preferable.
2. Manifest. Kerrim may manifest as a ghostly shade of a woman in long,
flowing robes. Seeing such a ghost appear out of thin air forces a SAN roll (1/1D4).

Kerrim's initial illusion is that this room is full of sumptuous furniture, treasure chests and rich paintings,
guarded by four (very real) Guardian Demons. In reality the room's contents are rotting and in decay. They
will only be revealed as such if the PCs steal any of these "treasures" and return them to the surface. Having
been fooled by the illusion, the PC's INT will drop by one point.

GUARDIAN DEMONS
STR [16] CON [23] SIZ [12] INT [11] POW [20] DEX [14] CHA [0]
Hit Points = 21 Major Wound Level = 11
Full Plate Armour and Helmet (D10+2)
Damage Bonus = +1D6
Skills
Broadsword Attack 55% Broadsword Parry 55%
Dodge 43%, Sense 49%, Spot 71%, Language (Common) 84%, Language (Demon-tongue) 97%

The Guards issue the order to surrender and if the PCs comply, Kerrim will Manifest and engage the PCs in
conversation. If the PCs are then cordial and respectful with the shade of Kerrim, they might be able to
shortcut some of the challenges ahead.

n) Area 14 - Kerrim's Bedchamber

The luxurious furnishings in this room have been preserved by the magic of Kerrim and Xiombarg. Bound as
her spirit is to Area 13, Kerrim uses the magic mirror here to scry the room and imagine how things once
were. A melancholy/nostalgic Spirit Ward?

The furnishings here consist of a large double bed (a binding object for a minor Demon of Knowledge:
anyone sleeping or making love on this bed will receive erotic dreams and similarly inventive ideas). A
wardrobe contains some beautiful dresses (female, SIZ 13, light body frame) and a set of ceremonial robes.
The dresses are each worth 1000LB and the robes 5500LB.

A mirror is set above a large and cluttered dressing table. It has three panes (left, centre and right) and it is
clear that they are hinged so that the left and right panes fold in and cover the larger central pane. There is a
Demon of Knowledge bound to this mirror and it can use its powers of Retrocognition, Scrying and
Clairvoyance to see, respectively Past, Present and Future in the left, centre and right panes. This Demon is
called Perihelion and has the following stats:

PERIHELION - DEMON OF KNOWLEDGE


STR [0] CON [30] SIZ [5] INT [88] POW [17] DEX [0] CHA [15]
Hit Points = 30 Major Wound Level = 15
Skills
Language (Summoner's) 95%
Language (Demon-tongue) 109%
Language 1 (GM's choice) 145%
Language 2 (GM's choice) 114%
Language 3 (GM's choice) 116%
Knowledge (Region: Hell) 125%
Knowledge (Demonology) 107%
Knowledge 1 (GM's choice) 153%, Knowledge 2 (GM's choice) 121%,
Knowledge 3 (GM's choice) 125%
Powers
Perihelion has 3 chaos powers.
1. Retrocognition - Seeing the Past (left hand mirror)
2. Scrying - Seeing the Present (centre mirror)
3. Clairvoyance - Seeing the Future (right hand mirror)

The mirror can be taken and weighs 60 lbs.

o) Area 15 - Shrine

This was Kerrim's own shrine to Xiombarg and her personal summoning room. This is one of the few places
in the dungeon where demons can be summoned, though non-Xiombarg cultists have their summoning
chances halved.

p) Area 16 - Slaves Quarters

Several slaves would have lived here when the complex was active. They are long dead, so now the room is
empty. However, the Guardian Demons in Area 10 may have imprisoned the PCs in here.

q) Area 17 - Antechamber

This room is lined with more gory murals of Xiombarg's victories over both Lawful and Chaotic foes. The
east wall shows Xiombarg's battle against Arkyn. The Law Lord is depicted as an old man, crippled and
leaning on a crutch; Xiombarg is casually running him through with a black sword. The south wall sjows
Xiombarg and Arioch battling over the soul of Malkrebin of Klatch, an Agent of Law who has strayed from
his calling. The two Chaos Gods do battle with black swords.

r) Area 18 - The Guardian

Vruss is a Demon of Protection assigned to guard the Gauntlets of Matik. He is a "passing demon" (SB4) and
could pass for human but for his cloven hooves. These he could choose to hide in boots but, as he is naked, it
will be quite obvious what he is.

Vruss is tall and muscular, very handsome (and well endowed) by human standards. The Demon is intelligent
enough to make conversation and tries to persuade the PCs to leave without the Gauntlets. After facing so
many challenges thus far, it is highly unlikely the PCs will give up without a fight.
In combat, however, Vruss will lose all semblance of humanity. His skin will form warts and scales which
harden into armour. He will show no mercy in combat against those who would violate his guardianship.

VRUSS - GUARDIAN OF THE GAUNTLETS - DEMON OF PROTECTION


STR [23] CON [25] SIZ [14] INT [11] POW [15] DEX [15] CHA [15]
Hit Points = 27 Major Wound Level = 14
Damage Bonus = +1D6
Skills
Greatsword Attack 95% Greatsword Parry 113% Damage 2D8+1D6
Dodge 55%, Sense 46%, Spot 74%, Language (Common) 85%,
Language (Demon-tongue) 102%
Powers
Vruss has 1 chaos power.
1. Blinding Speed. The Demon moves twice as fast as normal and has
two additional actions per round (may be used for attacks, parries, dodges etc).

Vruss is armed with a black-bladed greatsword which pulsates with glowing red runes. The weapon is
attuned to Vruss and therefore may be treated as a demon weapon with POW 15 when used against other
demonic and virtuous items. Vruss is a Master of the greatsword and will attack, parry and riposte
accordingly (SB3 p.40).

s) Area 19 - The Teleporter

This small room is hidden behind a secret door (normal See/Search rolls). It contains a magically-charged
octagram to which is bound a Teleporter Demon called Praxx (as shown in the runes inscribed in the
octagram).

PRAXX - TELEPORTER DEMON


STR [100] CON [0] SIZ [20] INT [0] POW [20] DEX [30] CHA [0]

The trip is to a single destination, the treasure chamber holding the Gauntlets of Matik.

In order to return from the treasure chamber, simply call out Praxx's name.

t) Area 20 - The Gauntlets of Matik

The treasure chamber is a smallish, brilliantly lit room. A number of treasure chests are placed haphazardly
on the floor. They surround a stone pedestal upon which can be seen two armoured gloves made of gold and
encrusted with gems.

The Gauntlets of Matik resemble, in style, the gauntlets found with a suit of Melnibonean plate armour.
Worked into the design of the gems on the back of each gauntlet is the symbol of Grome, the Elemental
Ruler of Earth. This symbol indicates that the Gauntlets are the binding objects for Gnomes. Thus, each
Gauntlet must be bound by the wearer (POWx3%) before it can be used and both Gauntlets must be worn
(and therefore bound) before the Golden Grimoire can be held.

When worn, the Gauntlets of Matik allow the wearer to handle almost any toxic, acidic, hot or cold object
safely. Of course, if the object has an aura (e.g. a fiery rock with a halo of flames) the wearer may still take
collateral damage as the Gauntlets protect only the hands and part of the forearms. They confer no protection
from other poisons or dangerous substances. Dragon venom or the product of a God (or perhaps science)
could destroy the Gauntlets.

The Gnomes bound into the Gauntlets cannot be called forth for any other purpose in the ways other Gnomes
may manifest from other binding objects.

Each Gauntlet is worth 10000LB. The pair is effectively priceless.

PART FOUR: CONCLUSION

1) Wrapping up

The PCs may have the Gauntlets or may have died in the attempt.

If they have the Gauntlets, they may progress to finding the Grimoire itself.

There is one frightening possibility inherent in the Gauntlets' magic. If Gnomes are immune to toxins (as
seems reasonable), then wouldn't it be possible to have some Gnomes carry the Grimoire and use a Demon of
Desire or Combat with Telekinesis power to turn the pages? If this is the case, then hasn't the whole trip to
Sorceror's Isle been a waste of time?

These thoughts would be certain to occur to Khailek Zandar of Pan Tang. Also, why would Yyrkoon not
have realised this? His developing insanity may have distracted him from this thought, however. Or perhaps
his arrogance and confidence in the supremacy of Melnibone under his rule with the Gauntlets and Grimoire
in his power, has convinced him that only a true Melnibonean Emperor (like Matik and himself) would have
the right to control such powerful items. Lesser mortals could never do so. Either way, Yyrkoon views the
PCs as pawns in his game against Elric. Perhaps this was a test of their committment to his schemes?

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