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Slayer
world to life. The Dragon Master's role is of prime
importance because he describes what the
characters see, hear, touch, taste, and smell. He also
determines how many dice to roll and what the results
are. The Dragon Master should know the rules before
ONE HOUR GAME play begins and be familiar with the scenario.
1d6 There’s a little chance of success Elf: If you're playing a delicate, haughty, and long-
lived elf, the character has a 2 in 6 chance of resisting
2d6 There’s a decent chance of success
magic that's targeting you. Your character starts the
3d6 There’s a good chance of success game at 1st level with a base of 10 Health. Come up
with a name for your elf; here are some common ones
4d6 Good chance of success + magic,
to get you started… Irik, Stassa, Tavin, Trace, Feyd,
high tech, or the Gods
Amaranthine, or Cellwyn.
The Dragon Master who runs the game will let players
Dwarf: If you're playing a stout and hearty, ale swilling
know what to roll and when. Now that you know your
dwarf, you get to make a saving throw at a 2d6 dice
dice pool and how to determine the result, the
pool, instead of 1d6. Your character starts the game
following table will tell you what the numbers mean.
at 1st level with a base of 20 Health. Come up with a
name for your dwarf; here are some common ones to
Result What that means get you started… Angus, Kodarr, Maggie, Dordryn, or
1 Critical failure – that’s really bad Dunbar.
3
didn’t
bring the
write home about
Easy
Moderate
3d6
2d6
1 point of Health
2 points of Health
upon the
Hard 1d6 3 points of Health
universe.’
Abbey
2 The monks who once inhabited the abbey
were destroyed by creatures made of
shadow.
Read the boxed text aloud to players and let them 3 Xakaar is said to be something other than
react to what you've described via their characters. human, elf, or dwarf… derived from a race of
beings older than this world.
The southern border has always felt… "witch-haunted",
for lack of a better word. For centuries, that part of 4 There are crystalline entities capable of killing
the land was stained - tainted by an unnatural men with only a thought.
corruption. At the obscene heart of this malevolence 5 Xakaar is three hundred years old, due to his
is none other than the half-demon sorcerer Xakaar. pact with a demon lord.
Ensconced in his ruined abbey directly south of your 6 The vile sorcerer can only be killed on the
village, Xakaar trafficks with forces from Outside. For night of a full moon.
the last few decades, the half-demon demanded an
annual sacrifice. Apparently, that is no longer
AREA DESCRIPTIONS
sufficient. The sorcerer grows impatient for more
victims! Several of the villagers - people you know
well and see every day - have fallen into some trance.
LOCATION A
Mindless, they shamble to Xakaar Abbey, and are
You see a graveyard next to the abbey just as you
never seen again.
hear the fading resonance of the abbey's giant
church bell. The old church is in frightful condition,
Last night, someone close to you was taken by that
appearing even more ominous in the gibbous
devil Xakaar! That made up your mind. Someone has
moonlight. The scene is full of gloom as many
to stand up and fight… even if it means your death.
humanoid forms lurch among the gravestones.
Yes, it's time to take up the blade and spellbook, to
use cunning, imagination, and courage to slay the evil Xakaar has dug up a few bodies in order to guard his
one in his ruined church. lair. These are green slime spewing demonic ghouls!
There are 2d6 of them. Not all of them have to be
The following are rumors that each character may
killed - if the adventuring party can get through the
have overheard growing up so close to Xakaar
abbey's iron door, they'll be safe.
Abbey…
Health: 10 Armor: none Attack: 1d6
Each player should roll 1d6, determining which one of
the six possible rumors is known to his character.
LOCATION B
This area of the abbey seems to have given way to a Also, Xakaar likes to enclose individuals in a ring of fire
number of subterranean tunnels. Dominating the (it causes 1d6 damage to leave the circle of flame.
chamber, you see a crystal garden containing violet-
Treasure: The wizard wears a ruby amulet of
black shards. After a minute or so of wandering
protection which gives him an Armor value of 5 (the
around, you hear something - a strange voice - but it's
wearer cannot combine mundane and magical
not being heard by your ears, rather, you are aware
armor). He also uses a wand of lightning bolts (2d6
of it in your mind!
charges remaining).
This crystal garden is home to sentient quartz. The
His robe contains strange writing, in one of the
crystalline beings use telepathy to communicate with
pockets is found a smooth, translucent shape no
humanoids. They warn adventurers of the alien
larger than a man's fist. When touched, the
creature known as Xakaar. He kept the telepathic
mysterious trinket hovers in the air, saying strange
crystals a prisoner upon his starship. When it crashed
things… such as, "Take the ship off auto-pilot.
here on this world, Xakaar gathered them here,
Something must be wrong. The re-entry thrusters were
drawing power from them as needed. The crystalline
evidently damaged during our encounter with the
beings also suggest that long ago this planet was
Z'ev Ateen."
originally colonized by a variety of interstellar species.
10
Slaves of Tsathoggua
Disciples of the Chartreuse Trapezoid
Crimson Keepers of Doom
11