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Story by: Bret Winters

Cover:
Ted Chesky

Artwork:
Suzanne Winters
Dario Corallo

Playtesters:
George Dew
Karen Duke
Alec Groathouse
Sean Groathouse
Tony Groathouse
Todd Johnson
Aaron Keisch
Sean Mathews
Jerry Meyer Jr.
Kat Shults

! "
Redpoint is in upheaval. Gomar has broken the instructions aloud and carefully logs the
from Demetrian rule and declared himself to be party'
s progress and game time.
king. A series of alliances with certain upland CHARACTERS
despots and beast-man nations has given him
Each character possesses three attributes:
power, which he is now consolidating in
Strength, Dexterity and Intelligence.
campaigns to the south of the city-state.
Strength (ST): Strong characters inflict and
With King Gomar’s attention focused elsewhere,
survive more damage.
several groups have gained power. The slavers
Dexterity (DX): Agile characters hit enemies
guild has doubled their traffic through the port; a
and dodge blows with greater success.
rise in illicit trade has generated two additional
Intelligence (IQ): Smart characters are better
thieves guilds to compete with the ancient
able to apply intellect and notice clues.
original; killers in dark robes have been spotted
New Characters
all over the city; and hideous beings terrorize
New characters start with ST8, DX8, IQ8, and
neighborhoods neglected by the watch.
eight discretionary points (32 total). Characters
The Maul is an old region of the city, in the
begin with four points of skills; of which up to two
common district and swept by decades of slaves
can be combat skills. Magic characters begin
and other immigrants. It is now a series of slums,
with four points of spells or skills.
and a low priority of the city watch.
There is a new evil with the Maul as its home. RESOLVING UNCERTAINTY
Murders and abductions are at an alarming high, Passing a Check
and those responsible seem to be the robed A character hits a foe by passing a three-die DX
men, perhaps aided by grotesque minions. It is check (3/DX). The player rolls three six-sided
beneath the notice of the government, and the dice (3D6) and totals the results. If the total is the
people are powerless and scared. character' s DX or less, he hits; otherwise he
You are raw adventurers, ready to make your misses. If he hits, roll for damage (see Damage).
way through the world with your steel and your Example
wits. Despite all the martial and criminal activity Ajax (DX11) rolls a one, three and six for a total
ongoing throughout the city, it is seemingly of 10. This is his DX or less, so he hits his target.
impossible to find work as independent blades. Checking Other Attributes
But then you hear old rumors of a sorcerer' s A ST check (3/ST) can be required for physical
treasure somewhere in the Maul. Considering feats or an IQ check (3/IQ) for mental ones. A
your lack of prospects, you decide these are four-die check is abbreviated 4/DX, 4/ST or 4/IQ.
worth investigating. Winning a Check
You learn the location of the Sorcerer' s Manor Opposing players roll dice. The character with
from Honest Alzander, a crazy map-seller in the the higher total wins, unless his total exceeds his
bazaar of the Maul. It is an ancient structure that attribute (+skills). On a tie, the higher attribute
pre-dates the current civilization in Redpoint, that wins. If both totals go over, both characters fail.
at one recent time housed a strange man of The attacker decides his number of dice first.
great power. He has not been seen in decades, Example
but none who have tried to burgle or collect taxes Ajax (ST12) rolls three dice; Hector (ST11) rolls
from the manor have returned. Now it is the three. Ajax rolls 13; Hector 9. Ajax' s total is
rumored home of ghosts and demons. And some higher, but 13 exceeds Ajax' s ST12. Hector wins.
odd comings and goings… SEQUENCE OF PLAY
Even though you are inexperienced, you are Legends is played in turns. Players alternate
confident in your abilities. So it is in the pre-dawn turns until only one side survives.
darkness that you climb over the wall and drop to Initiative
the courtyard beyond. The great stone house is Decide initiative with a die roll. The side with
fairly a fortress. But the central doors hang ajar, initiative takes the first turn.
and with the first light you will enter. Surprise
An adventure may specify that one side has
RULES surprise. The side with surprise gets one free
Legends is a role-playing game (RPG). In an unopposed turn, and then takes the first turn.
RPG, each player controls one more characters Player's Turn
who go adventuring. The player moves each of his characters, in any
Adventures sequence, one at a time. He must complete one
Adventures are designed for solitaire or group character' s turn before proceeding to the next.
play. In group play, one player (the GM) reads When he is done, the next player begins.

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Character's turn also attack enemies outside of his space. When
A character can move up to his movement moving, he carries his opponent with him.
allowance (MA) and execute ONE action. He Escape From Grappling
must move before acting. A character may pass. A grappling character escapes into any empty
MOVEMENT adjacent space by winning a ST check. If he fails,
he remains grappled. A character with twice or
A character's MA is half his DX, rounded down.
more the ST of his opponent may freely exit the
A character may move up to his MA in hexes
grappling space and move and act normally.
before executing an action.
Example OTHER ACTIONS
Ajax (DX11) moves five hexes and attacks. Change Weapons
Space A character takes a turn to change or pick up a
Only one character can occupy a space, unless weapon. He cannot move in this turn.
grappling an enemy. A character must stop upon Cast Spell
entering an enemy’s space. A magic user casts a spell by passing 3/IQ. He
ACTION cannot move in the turn he casts. If casting a
direct spell on an enemy, he must win an IQ
Every character can execute ONE action per
check. A caster can only cast a spell into a space
turn. An action is striking, shooting, entering a
with an unobstructed line of sight.
defender' s space, grappling, etc. A character
cannot move after an action. REACTION
Strike A defender can react to ONE of his attackers.
An attacker hits an adjacent foe by passing However, the defender gives up his following
3/DX. The defender can then dodge by passing turn. A reaction is dodging, counterattacking, or
3/DX (see Reaction). If the attacker hits, roll for in limited cases, entering the attacker' s space.
damage. If the defender survives the hit and did Dodge
not dodge, he can counterattack (see Reaction). A defender dodges a strike by passing 3/DX. He
Shoot/Throw must retreat away, into an unoccupied adjacent
An attacker with a missile or throwing weapon space, or he cannot dodge. He may view the
hits an unobstructed defender by passing 3/DX. attacker' s hit roll result but not damage roll result
If he hits, roll for damage; if he fails he misses. If before deciding to dodge. A defender cannot
the defender survives, he may immediately dodge a missile or thrown weapon.
counterattack (see Reaction). Counterattack
A shooter cannot move in the turn he shoots, A defender surviving an attack may immediately
but a thrower can. Missile range exceeds the counterattack by striking or shooting his attacker.
playing board. Throwing range is the thrower' s The defender hits by passing 3/DX. If he hits, roll
ST in spaces. A thrower must recover his for damage; if he fails he misses.
weapon from the target space before reuse. Zone Of Control
Entering The Defender's Space If an attacker tries to move around or past an
An attacker enters a defender' s space. The adjacent defender without attacking or entering
defender can dodge away, into an unoccupied his space, the defender may counterattack or
adjacent space by winning a DX check, or he can enter the attacker' s space without being hit.
counterattack by passing 3/DX. Hitting adds an INJURY & EXHAUSTION
extra die of damage. Characters in the same
Injury is measured in damage points;
space are now grappling.
exhaustion is measured in fatigue points. Both
GRAPPLING ACTIONS are cumulative. When a character accumulates a
Grappling Attack combination of damage and fatigue equal to his
Grapplers can only attack each other, and ST or more, he is immediately incapacitated.
cannot attack on the turn they enter the enemy's Damage
space. The character winning a ST check hits his When all combat is over, characters suffering
opponent, even if it is not his turn (an unarmed damage equal to their ST or more must be
grappling attack negates armor). healed to a net ST of at least one. If not, they die.
Drag Grappled Opponent Characters sustaining twice their ST or more in
A grappler drags his opponent into any adjacent damage are unrecoverable.
unoccupied space by winning a ST check. A Fatigue
grappler with twice or more the ST of his Fatigue counts towards incapacitation but not
opponent suffers no mobility penalty and can death. Each fatigue point delivered to an
incapacitated character is a damage point. A

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character recovers one fatigue point after each Crossbow (2R) 2D6 12
encounter and recovers all his fatigue with a full Arbalest (R3) 3D6 14
night of sleep. (2) Two-handed weapon; cannot use a shield.
Recovery (G) Only G weapons can be used grappling.
Between adventures, characters recover fully. (R) Reload takes one turn.
During play, a character recovers in a week if he: (R3) Reload takes three turns.
(1) remains in one location, (2) is sheltered from (T) This weapon can be thrown.
the elements, and (3) participates in no combat (U) D3 fatigue, (+1 if the attacker is stronger).
or any other activity.
ARMOR
WEAPONS Armor (A)
Damage (D) When a character is hit, reduce his damage by
A character hitting a foe rolls the number of dice the cumulative rating of his armor.
indicated by his weapon' s damage rating. He Example
then adds or subtracts any modifiers. This total is Hector takes six damage points, but his armor
the number of damage points he delivers. stops three. He takes three damage (6-3=3).
Example Restriction (R)
Ajax hits Hector for 2D6-1 damage. He rolls a Adjust a character' s DX down by the cumulative
five and two, inflicting six points (5+2-1=6). restriction of his armor. This also affects MA.
Heft (H) Example
A weapon' s heft is the minimum ST required to Hector' s (DX12) armor has a restriction of two.
use the weapon. His adjusted DX is 10 (12-2=10). His MA is five.
Weapons Armor
UNARMED D H TYPE A/R
Unarmed (U) D3F (U) - Cloth 1/1
SWORDS D H Leather 2/2
Dagger (T) D6 - Chain 3/3
Dagger-used in grappling (G) D6+2 - Plate 5/4
Rapier D6 9 Small Shield (S) 1/0
Cutlass 2D6-2 10 Large Shield (S) 2/1
Short Sword 2D6-1 11 Tower Shield (S) 3/2
Broad Sword 2D6 12 (S)Shields cannot be used while grappling.
Broad Sword (2) 2D6+1 12
CAMPAIGNING
Bastard Sword 2D6+1 13
Experience Points
Bastard Sword (2) 2D6+2 13
Characters use experience points (XP) to buy
2-Handed Sword (2) 3D6-1 14 skills, magic and attribute points. After each
CLUBS D H encounter, every character contributing to victory
Club (T) (min 1 damage) D6-1 8 gets one XP if all enemies are killed, captured or
Club (T) D6 9 routed. Characters get no XP if they flee.
Club (2T) D6+1 9 Additionally, when a party acquires a plotword,
Mace D6+2 11 each character gains one XP.
Morningstar 2D6+1 13 Advancement
Maul (2) 3D6-2 13 Between adventures, a normal character may
AXES D H cash in 10XP for a skill or 20XP for a spell. A
Hatchet (T) D6+1 9 magical character may cash in 10XP for a spell
Axe D6+3 12 or 20XP for a skill--but only between adventures.
Battle Axe (2) 3D6 15 A character may permanently increase an
POLE ARMS D H attribute at any time, provided he spends XPs
Javelin (T) D6 9 equal to the next higher level. For example: an
Spear (T) D6+2 11 IQ13 character can spend 14XP to get IQ14.
Halberd (2) 2D6+1 13 Karma/Wish
Pike (2) 2D6 13 A character expends a karma point to re-roll one
MISSILES D H set of dice. A character expends a wish to negate
Thrown Rock D2 6 all damage, even if he was just "killed." A
Sling (min 1 damage) D6-1 8 character can use a wish as a karma point, or a
Bow (2) D6 9 karma point as one XP. Unexpended karma,
Longbow (2) D6+2 11 wishes and XP roll over to other adventures.

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Curse IQ 10 Spells
A cursed character adds or subtracts one Flash creates a blinding flash. Everyone on the
against all his checks and damage rolls, board except the caster suffers DX-2. Not
worsening the result. He can lift the curse by cumulative. (3F)
expending one wish, three karma points, or 10 Shadow-1 creates a one-hex shadow in the
XP. Curses are cumulative. target hex. All attacks into or out of the hex are at
MAGIC 4/DX. (1F)
IQ 11 Spells
A magic user casts a normal spell by passing
Destroy Created Object destroys any created
3/IQ. He casts a direct spell by winning an IQ
object that the caster could cast. Costs (F) =
check against his target. He can only cast spells
original cost of the creation.
he knows, and are rated his IQ or less.
Rope: (for binding or climbing). Binding: target
Direct Spells
(ST20 or less) cannot move and is 4/DX for all
A direct spell is a spell cast directly upon a
action. Upon passing 4/DX, rope vanishes. (2F)
enemy. A magic user having an enemy move
Wall-1 creates a 1-hex solid wall that blocks
into his space can cast a direct spell or a magic
movement just like a real wall. Cannot be cast on
strike as his preemptive counterattack.
occupied space. (2F)
Dynamic and Static Spells
IQ 12 Spells
Dynamic spells are single-use; static spells
Fire-3: three-hex contiguous fire. (2F)
remain in play for the duration of the encounter.
Shadow-3: three-hex contiguous shadow. (2F)
Spells cannot be stacked; casting the same spell
IQ 13 Spells
on a target yields no additional effect.
Wall-3: three-hex contiguous wall. (4F)
Fatigue
IQ 15 Spells
A magic user suffers fatigue upon successfully
Super Rope: Same as rope spell, but works on
casting a spell (see Injury & Exhaustion). Fatigue
creatures up to ST40. (5F)
costs appear in parenthesis following each spell.
Shadow-7: seven-hex contiguous shadow. (3F)
Multi-Hex Spells
IQ 16 Spells
A character with a multi-hex spell automatically
Fire-7: seven-hex contiguous fire. (4F)
knows all lesser hex versions of that spell.
Wall-7: seven-hex contiguous wall. (6F)
Likewise, a character learning a lesser-hex spell
automatically knows the greater-hex version ENCHANTING
when his IQ gets to the appropriate level. Enchanting affects the properties or behavior of
Staffs/Wands objects and beings. Enchantments are static.
A magic user can carry a staff or wand, which IQ 8 Spells
can be any piece of wood (treat as club in Blur makes the subject difficult to hit. All attacks
combat). The staff/wand provides a reserve of are 4/DX to hit the subject. (2F)
power used in lieu of fatigue--until depleted. Slow slows down the target. The target can only
Charging Staffs/Wands move 1/2 his MA. (2F)
A depleted staff/wand automatically recharges IQ 9 Spells
overnight. New staffs start with zero capacity. A Assist adds +1 to any of the target' s attributes
magic user permanently increases his staff or for the current encounter. Can use on self. (1F)
wand' s capacity by expending 2XPs for each Clumsiness drops the target' s DX-1 for every
point of capacity. A magic user can only increase fatigue the caster spends.
the capacity of his staff/wand up to his IQ. Confusion drops the target' s IQ-1 for every
Metal fatigue the caster spends.
Excessive metal interferes with magic user' s IQ 10 Spells
ability to cast spells. As a result, magic users Speed doubles subject' s MA. (2F)
wearing metal armor cannot cast spells. Slippery Floor-1 Character in spell hex fights at
CREATION 4/DX. (1F)
IQ 11 Spells
Creation magically creates physical objects in
Reverse Missiles: all missiles aimed at target
target hexes. Creation is static.
attack the shooter, not the target. (3F)
IQ 9 Spells
Slippery Floor-3: three-hex contiguous slippery
Fire-1 burns two damage points on anyone in or
floor. (2F)
passing through the target hex. Armor does not
IQ 12 Spells
protect. Wild animals will not enter fire. (1F)
Freeze freezes the target for the duration of the
encounter (does not prevent a magic user from
casting spells). (4F)

! '
Invisibility: target is 5/DX to hit. (4F) IQ 14 Spells
Mage Sight: see through any visual obstruction, Dispel Illusions dispels all local illusions. (5F)
both natural and magical. (3F) Illusion-4: four-hex contiguous illusion. (3F)
IQ 13 Spells Sleep-4: four-hex contiguous sleep. (4F)
Flight: target flies 12 hexes per turn. Target is IQ 15 Spells
4/DX to hit while flying. (4F) Image-7: seven-hex contiguous image. (4F)
Slippery Floor-7: seven-hex contiguous IQ 16 Spells
slippery floor. (3F) Illusion-7: seven-hex contiguous illusion. (5F)
Stone Flesh gives target 4/0 armor. Cannot be Sleep-7: seven-hex contiguous sleep. (8F)
stacked with other armor spells. (3F) KINETICS
IQ 14 Spells
Kinetics is the ability to move remote objects.
Remove Enchantment removes any
Magic strikes (Fist, Fireball, Lightning) act as
enchantment the magic user could cast. Cost (F)
missiles and cannot be resisted as direct spells.
= original cost of enchantment.
Kinetic spells are dynamic.
Spell Shield protects the subject from any
IQ 8 Spells
direct spells on him. (4F)
Magic Fist-1 does XD6-2 damage for X fatigue
IQ 15 Spells
spent (max=2).
Iron Flesh gives target 6/0 armor. Cannot be
Drop Weapon target drops any object he is
stacked with other armor spells. (4F)
carrying. (1F) or (2F) if the target has ST20+.
IQ 16 Spells
IQ 9 Spells
Death: gives the target one damage point for
Avert-1 causes one character to end his move
each fatigue point the magic user expends.
two hexes farther away from the magic user than
HEALING when he started. Static spell. (3F)
Healing facilitates rapid recovery of injury. IQ 10 Spells
Healing spells are dynamic. Trip knocks victim down, causing him to lose
IQ 10 Spells his turn. (2F) or (4F) if target has ST30+.
Heal Wounds: target heals one damage point Shock Shield D6 damage (no armor) to other
per fatigue point expended. Can treat self. Does characters in magic user' s hex. Static spell. (3F)
not work on character with damage >= ST. IQ 11 Spells
IQ 14 Spells Avert-3 causes characters in three contiguous
Reverse Death revives a character killed in the hexes to end their move four hexes farther away
current encounter, stabilized at ST1. A character from the caster than when they started. Static
having taken 2xST damage points is irreversibly spell. (4F)
dead. Cost (F) = ST of the resurrected character. Magic Fist-3 same as Magic Fist-1, but for
IQ 16 Spells three contiguous hexes. (2x cost of Magic Fist-1)
Channel Energy: transfer damage point from IQ 12 Spells
one local character to another. Direct spell if Blast does D6 damage to other characters in
target is hostile. Cost (F) = points transferred+3. the caster' s hex and every hex adjacent. Armor
ILLUSION does not protect. (2F)
Break Weapon shatters the target weapon.
Illusion and images are imagined objects.
Cannot be used on magical weapons. (3F)
Images disappear upon touch; illusions do
Fireball-1 does XD6-1 damage for X fatigue
damage until disbelieved or killed. A character
spent (max=3); ignites flammable objects,
disbelieves an image or illusion by winning an IQ
making the hex a fire hex (see fire-1).
check against the caster. Illusions are static.
IQ 14 Spells
IQ 8 Spells
Fireball-3 same as Fireball-1, but for three
Image-1 creates a one-hex object that looks,
contiguous hexes. (2x cost of Fireball-1)
sounds and smells just like real. (1F)
Lightning-1 does D6 damage for every fatigue
IQ 11 Spells
spent. (max=4)
Illusion-1 creates a one-hex object acting just
Magic Fist-7 same as Magic Fist-1, but for
like real; exists until disbelieved. (2F)
three contiguous hexes. (3x cost of Magic Fist-1)
Sleep-1: target immediately falls asleep. He
IQ 15 Spells
wakes when attacked or shaken for a turn. (3F)
Avert-7 causes characters in seven contiguous
IQ 13 Spells
hexes to end their move six hexes farther away
Image-4: four-hex contiguous image. (2F)
from the caster than when they started. Static
Mind Control: Target will do as instructed
spell. (5F)
unless suicidal. Target cannot act on the turn his
mind is taken over. (5F)
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IQ 16 Spells IQ 10 Spells
Fireball-7 same as Fireball-1, but for seven Summon Warrior: ST12 DX12 IQ8;
contiguous hexes. (3x cost of Fireball-1) broadsword 2D6, shield 1/0. (3F)
Lightning-3 same as Lightning-1, but for three IQ 11 Spells
contiguous hexes. (2x cost of Lightning-1) Summon Bear: ST30 DX11 IQ6; bite/claws
IQ 18 Spells 3D6; fur 2/0. (5F)
Lightning-7 same as Lightning-1, but for seven IQ 13 Spells
contiguous hexes. (3x cost of Lightning-1) Summon Gargoyle: ST20 DX11 IQ8 MA16
MORPHING flying; claws 2D6; stony skin 4/0. (5F)
IQ 14 Spells
The magic user assumes the shape, abilities
Summon Giant: ST45 DX10 IQ8 MA8; club
and DX of a creature, but retains his IQ. The
3D6+3; tower shield 3/0. (5F)
Magic user returns to human form when willed or
IQ 15 Spells
if unconscious. Characters cannot cast spells
Teleport: teleport any character to another hex.
while morphed. Morphing is static.
Cannot teleport into solid object. (1F)
IQ 11 Spells
Summon Small Dragon (4-hex): ST30 DX13
Werewolf: Wolf: STx1 DX13 MA8; bite D6+1;
IQ16 MA16 flying; breathe fire 2D6+2, bite/claws
fur 1/0. (2F)
2D6+2; scales 3/0. Treat breath as missile. (6F)
IQ 13 Spells
IQ 16 Spells
Werebear: damage points taken as a bear
Summon Dragon (7-hex): ST60 DX14 IQ20
count as 1/3 damage point rounded up when
MA20 flying; breathe fire 4D6, bite/claws 4D6;
character returns to normal. Bear: STx3 DX11;
scales 5/0. Treat breath as missile. (9F)
bite/claws 3D6; fur 2/0. (4F)
IQ 18 Spells
IQ 15 Spells
Raise the Dead: summon back dead character
Weregoyle: damage points taken as a gargoyle
to possess living host. Spirit retains DX, IQ, skills
count as 1/2 point rounded up when character
and magic and adopts the host' s ST. Direct spell
returns to normal. Gargoyle: STx2 DX11; claws
against host. Costs fatigue = IQ of the spirit.
2D6; skin 4/0; MA16 flying. (4F)
IQ 17 Spells SKILLS
Weredragon: damage points taken as a dragon To use a skill, a character must roll his attribute
count as 1/3 point rounded up when character (+skill) or less: “Ajax (ST12 Swimming+1) must
returns to normal. Dragon: STx3 DX13; breathe roll 13 or less to swim ashore.”
fire 2D6+2, bite/claws 2D6+2; scales 3/0; MA16 Required Skill Checks
flying. Treat breathe fire as shooting. (5F) Sometimes the character must already know the
SEEING skill to attempt the check. The text indicates this
with the word AGAINST: “On passing 3/ST
Seeing is the ability to be cognizant of events,
against Swimming, Ajax swims ashore.”
objects and conditions in different times or
Assisted Skill Checks
locations. Seeing spells are dynamic.
Sometimes the skill improves the character' s
IQ 9 Spells
chance of passing, but is not a prerequisite.
Reveal Magic: detect all local magic. (1F)
Adventures indicate this with a plus sign: “On
IQ 12 Spells
passing 3/ST+Climbing, Ajax scales the wall.”
Read Mind: read one talk option ahead without
having to take the option. (1F) ATHLETICS
IQ 14 Spells Acrobat: reduce fall damage by 1D6 for each
See Future: read all options, one instruction acrobat level on 3/DX.
ahead, before deciding which option to take. (3F) Climbing: scale obstacles on 3/ST.
SUMMONING Riding: ride large animals on 3/DX.
Swimming: swim on 3/ST.
Summoning calls a being from a different plane.
The being appears within two hexes of the caster SOCIAL
and does nothing on the turn it appears. A caster Charisma: control non-hostile non-player
can have only one summoned creature at a time. character by winning an IQ check.
The being disappears if willed away, or if the Diplomacy: on winning an IQ check, change an
caster is incapacitated. Summoning is static. "attack" option to a "talk" option or vice versa.
IQ 9 Spells Leadership: leader sacrifices turn to add his
Summon Wolf: ST10 DX13 IQ6 MA8; bite leadership rating to one character' s check.
1D6+1; fur 1/0. (3F) Dwarvish: speak Dwarvish on 3/IQ.
Elvish: speak Elvish on 3/IQ.

! )
Orcish: speak Orcish on 3/IQ. THE ADVENTURE
Sorcerer's Tongue: speak Sorcerer' s Tongue Entries
on 3/IQ; costs magic users 10XP. The adventure comprises a series of numbered
Literacy: literacy in specific language on 3/IQ. entries. Do not read the entries sequentially, they
SURVIVAL are intentionally scrambled. As you play, you will
Land Navigation: navigate the wilds on 3/IQ. be directed to the different numbered entries.
Stalker: at the beginning of a combat, the Options
character (not party) gets a free turn by winning a While reading an entry, you will find options
DX check against the opponent' s IQ. directly followed by numbers in parentheses. If
Stealth: evade detection by winning a DX check you decide to take an option, turn immediately to
against enemy' s IQ. the corresponding entry number. Continue
Survival: live off land on 3/IQ. playing from that point.
Tactician: in an encounter, the character can Plot Words
steal initiative by winning an IQ check. Occasionally, an upper case word in
Tracker: track quarry across the wilds on parentheses follows a sentence or phrase. This
winning an IQ check. indicates that you have now acquired this plot
word. Retain all plot words until specifically
THIEF instructed to discard them. Plot words have an
Locks: pick locks on 3/DX. impact on your fate.
Streetwise: negate surprise by winning an IQ Game Board
check against the enemy' s DX. Letters correspond to locations on the game
Thief: steal objects on 3/DX. board. For example, you might read that “You
Traps: detect/remove traps on 3/IQ. are at A in a Type III room.” Find the Type III
TRADES room on the game board and place your
Alchemist: create potions on 3/IQ; costs 10XP characters on the hexes marked A. If all A hexes
for magic characters. are full, place your characters immediately
Animal Handler: prevent animal attacks by adjacent.
winning an IQ check. Making Observations
Bard: gives one member in his party one karma Any option preceded by a tilde (~) requires that
point in the current adventure, per level of bard one character in the party attempt a 3/IQ check.
on 3/IQ. Bard must be alive to use. If the character passes, turn immediately to the
Crafts: carpenter, farmer, mason, smith, corresponding entry. If the character fails, the
weaver; earns daily skilled labor rate on 3/DX. option is not available.
Herbalist: use herbs and plants on 3/IQ. Encounters
Jeweler: craft metals and gems on 3/IQ. Whenever the party selects the attack option,
Medic: heal one damage point per medic level the party has the initiative. Whenever the party
for damage sustained in current combat on 3/IQ. selects the talk option, players must decide what
Used after combat is over. Can be used across they will say before proceeding. Unless
multiple characters. otherwise stated, adversaries fight to the death.
Merchant: purchase goods at 10% off list price Dead adversaries do not rejuvenate upon
for each merchant level by winning an IQ check. subsequent visits. Only once all adversaries are
Navigator/Pilot: navigate/pilot on 3/IQ. defeated can the party loot bodies, search the
Scholar: know history and science on 3/IQ. location or leave through a different entrance
Seaman: handle waterborne vessels on 3/IQ. than the one used to enter.
Checking at Encounters
COMBAT When the party is asked to pass a check at an
Each level is +1DX to hit OR +1 damage; encounter, the party elects one character. That
decide before attacking. Multiple levels cannot be character has one chance to pass the check, or
split. he fails and the party suffers the consequences.
Axe: +1 with an axe, mace or club. Characters
Bow: +1 with a bow. All characters are fully provisioned with food
Dagger: +1 with a dagger. and water. Normal characters begin with a
Pole Arms: +1 with spear/halberd. weapon, armor up to Chainmail, and either a
Sling: +1 with sling. shield or an additional weapon. Magic characters
Sword: +1 with a sword. start with a staff of capacity equal to the
Unarmed: +1 damage or +1ST grappling. character' s ST. Each character begins with 10S
(silver shillings).

! *
Leaving Characters Behind 002
A party may leave companions behind, but upon There are several bodies cocooned here. Now
returning to that entry, one player rolls one die. drained husks, they have long ago been looted.
On a one or two, the companion is still there in As you look up, you see a backpack webbed to
the same condition as before. Otherwise the the ceiling. There seem to be enough handholds
companion is gone, never to be heard from in the decayed wall to reach it.
again. You may leave down the stairs (011), go north
Economics (025) or you may try and retrieve the pack by
Money is denominated into Copper Pennies (C), passing 3/ST+CLIMBING (016). However, each
Silver Shillings (S), Gold Crowns (G) and failure results in the character taking 1D6
occasionally, Gold Royals (R). There are 10C to damage, no armor.
1S, 10S to 1G, and 20G to 1R, which is more of
a bar than a coin. 003
Time “The Worm God hungers, my loves,” one of
Since the adventure takes place over the span them states. “We are the Dwargs. You people
of one day, there is no opportunity for wound call us ‘sewer dwarves.’ We will fight for our
recovery. rightful place in the world--and you must know
Special Notes what that is. Softening the Earth with blood, for
The six grey circles on the board denote its return. Surely you recognize our might, and
columns. These spaces are completely off-limits. see your destiny as worm food.” The Dwargs
The columns block all movement, sight and attack with initiative (014).
missile weapons fire. Unless otherwise noted, 004
these columns are always in play. There is a gas canister behind the panel that
Conversely, the stairway in the middle of the activates the secret door. Now that you have
board is non-existent unless otherwise noted. found it, it is an easy task to disarm it.
Begin You may head south, down the short hallway
Go to (000) and begin. beyond the secret door (010), or leave to the
000 east (040) or west (001).
The pre-dawn cold chills you to your bones. The 005
eastern glow brightens to reveal the time- At one time, this was probably an opulent
ravaged manor, an intricate house of gothic bedroom. Now it is burned, but not by fire. An
splendor. The weight and scars of time have only alchemist will recognize acidic action on the
accented the dark grandeur. You cross the ancient furniture and the walls. Holes eaten
courtyard, coming upon a small porch. Before the through the paneling let light pour in. But at the
fractured doors, flies buzz over the putrid body of center of the room lies a pool of shadow. As you
a Tigran; she has been eviscerated. Weapons enter the room, two slimy worms, each over a
and spells ready, you push aside the remains of meter in length, crawl out of this darkness and
a once stout portal, and enter the sorcerer' s flail toward you.
manor through the North door (001). You are at B on the board; two worms are
001 adjacent to “column” Y, which is the pool of
This is the entrance hall to the sorcerer'
s manor. shadow. A is north. Every five turns, if the worms
Light-beams, stabbing through rotted holes in the live, two more sewer-worms emerge from the
walls, reveal a once-regal room decayed by time pool. If you survive, you may search the room
and violence. In the middle of the room lie many ~(008) or depart to the east (025).
bodies: a dwarf, two humans, three Orcs, and • Sewer-worms (2): ST6 DX11 IQ3; Acidic Bite
five unidentifiable. You can tell these are victims 2 damage (no armor); Hide 1/0. Missile weapons
of different combats, given the range of are -2 to hit these writhing worms.
decomposition. Reddened rats scurry away as 006
you enter. “And jusst what would we have to ssay?” He
You can go down hallways leading east (020) or hisses in the common tongue. “Ssoon, you will
west (045). To the south a hallway extends be dead. All peopless. Praisse Set.” You wonder
beyond a pair of open doors (011). If this is not if these creatures account for some of the
your first time here, you can leave the manor sightings and violence in the Maul. He pauses as
through the north door (049). You may also if ready to strike, then speaks. “Thiss iss older
search the room ~(018). than your race. You are innocent of original ssin,
but you musst sstill pay.” The serpent attacks
with initiative (SERPENT) (017).
! +
007 eyes momentarily water as you step into the
This is the diary of the elven wizard Myseere. room. When your eyes adjust, you see madness.
Evidently, he came with a companion to search Two gore-spattered, degenerate dwarves are
the manor for spell books, twelve years ago hunched over a gasping, vivisected humanoid,
according to last entries. You read the final lines, feasting. The humanoid quivers in its death
written with the precise elven characters but by a throes. The dwarves look up at your entrance,
frail hand. and emerge from red pools and clumps. You
“Jubal is dead, and I bleed beyond hope in this may talk to them (003), or attack with initiative
hall. Such is the fate of Myseere. To whoever (014).
finds this journal, deliver it to my family in the 012
Everbleak marshes. As a reward for the task, I It is difficult to tell whether the tunnel is roughly-
have hidden a spell under a loose floor stone in hewn or crumbling with age. There are caged
the kitchen. “ fire-bugs in sconces along both walls. It goes on
There is no more. The bodies on the floor are for 100 meters or so before you come to a room
obviously more recent than Myseere’s death. reeking of mud and venom. It appears empty at
You leave the room (001) (MYSEERE). first, but then you make out a form slithering
008 upright. “Vissitorss,” it says. “Good.”
You find a small metal case that has survived You may flee back down the tunnel (040), attack
the acid of the worms. There is nothing inside, the serpent-man (017), or try to talk with him
but this is a durable container! It is big enough to (006).
contain several documents. In the ruins of the 013
bed, you find a blue metallic torch. There is no You have shown the small, strange idol to
obvious way to light it (005). several sages, but none are able to ascertain
009 anything about its origins. On a tip, you visit a
Before you can effectively strike, a small wise woman among the Shod, a local human
lightning bolt 1D6 zaps the attacking characters. ethnic group that still maintains a sense of
“Please be careful my friends, there is no point in identity. She is cold and uninterested until you
violence here.” The apparition pauses and says display the idol.
“Now, what may I do for you?” (025). “By Thanatos’ grim scythe! That is a
representation of Bosk, an ancient hero.” She
010 touches it with trembling fingers. “So much of
You find yourselves in a bizarre antechamber, what we were as a people is gone, first through
with a host of horrific artwork arranged about a enslavement and then assimilation.” A few tears
bench. These paintings and sculptures depict a run down her age-seamed face.
variety of tortures and perversions. The scenes “Obviously, we are poor and I cannot pay you
are uncannily graphic. You are repulsed--but for this. But I will instead give you a half-dozen
there is a hideous, hypnotic power here. From a vials of Mashu (a concoction made by the Shod,
painting at the opposite end of the room, a healing 3 hits per vial) and I will sing your praises
shadow emerges and drifts toward you. to our people. You may accept or decline (049).
Every character must make a 3/IQ check to
resist a direct Mind Control spell. If they fail, they 014
are initially helpless during the upcoming fight, They yell and charge you, with froth, blood, and
until hit in combat the first time, when they regain curses flying from their lips.
their senses. You are at A on the room board; the enemies
You are at A on the room board; the shadow is are at C. A is north; the stairwell in the middle of
at C. The stair in the middle of the room is the board is a solid obstacle for this fight. The
actually a bench; it cannot be moved through, Dwargs fight to the death. If you survive, you
though you may fire missile weapons or spells may search ~(021), leave to the north (001) or
over it. The shadow has initiative. If you survive, take the staircase to the upper level (030).
you may search ~(023) or leave to the north • Sewer-dwarves (Dwargs) (2): ST11 DX12(9)
(020). IQ8; axes D6+2; Chainmail 3/3, Small Shield 1/0.
• Shadow: ST12 DX9 IQNA; Unholy Touch 1D6 015
(no armor); Shadow Form 3/0. You discover an odd parchment in a corner of
011 the room. It depicts a strange door, and
This dim area stinks of decayed flesh, and you pictographically elaborates on how to open it.
hear low noises. You come to a large room with You investigate the tunnel leaving this chamber,
a staircase in the center, leading upward. Your long enough to know that it stretches on for many
! ",
miles – too many to explore now. You decide to down the eastern (040) or western (001)
leave (040). hallways.
If you run through the Sewers of Redpoint, you • Skeletons (2): ST14 DX9 IQ9; Axe D6+2;
may use these instructions to open a certain Shield 1/0; Skeletal Body 2/0 against piercing
door. If you find yourself at instruction (10) during weapons, or 0/0 against swinging weapons.
the course of that adventure, you have the option
of going to instruction (82) and continuing from
021
On one of the Dwargs’ bodies, you find a
there.
cameo, with a miniature painting inside, of a
016 beautiful woman (CAMEO). There is nothing else
In the backpack you find a stone flask, a bag of of note in the room, aside from the precisely
40 silvers, and an odd blue gem that glows dissected body (014).
faintly.
Pass 3/IQ against SCHOLAR or ALCHEMIST to
022
This is a power stone. Each day it allows the
determine what is the stone (022). Pass 3/IQ
wielding mage an extra three fatigue, in the same
ALCHEMIST, HERBALIST or MEDIC to identify
manner as a staff (016).
the potion (019). You may leave by the hallway
to the north (025) or down the stairs (049). 023
017 You find the body of an adventurer in the
corner, stuffed under a hollow pedestal. There
You are at C on the room board; the serpent
are two stone vials in a pouch at his belt, and
man is at A; A is north. The serpent-man has
nothing else of value.
initiative. The first turn, he successfully casts the
If you pass 3/IQ ALCHEMIST, MEDIC, or
Stone Flesh spell. If you survive, you may search
HERBALIST, you identify the potion in the stone
the room ~(015) or depart (040).
vial as Mashu, a concoction made by the Shod, a
• Serpent-man: ST14(10) DX11 IQ13; Broad
local ethnic group here in Redpoint. It heals 3
Sword 2D6; Hide 1/0, Stone Flesh 4/0.
hits per vial. Otherwise, you deem it a bad idea
018 to sample it now, and save it for later. You now
On one of the bodies, you find a purse with 20 leave the room and head north (020).
silver pieces. Under a pile of wood and plaster, 024
against a wall, you find a small book. You can
There are a half-dozen more skeletons strewn
read it if you are literate in Elvish (007) or you
about the floor, but none are moving. Among the
move on from the room (001).
debris, you find a pair of silver candlesticks that
019 should fetch a nice sum at any market (200S). In
This is drang, a powerful but vile concoction of the middle of the south wall, you find the outline
some forgotten culture. By drinking it and of a door in the stones.
passing 3/ST, a character is healed of all poison If you pass a 3/IQ+TRAPS, go to (004).
and disease, and eight hits of damage. There is Otherwise, as you find the panel that activates
enough here for two doses (016). the door, a jet of dark gas sprays from the wall.
020 Everyone who fails a 3/ST check takes 2 hits of
internal damage as their lungs are burned! When
This was a dining hall. The once-elegant table is
able to continue, you may head south, down the
fractured and decayed, and rotted tapestries still
short hallway beyond the secret door (010), or
cover parts of the walls. A long table, still
leave to the east (040) or west (001).
standing after these years, divides the foul-
smelling room. On the floor, you make out more 025
bodies. There are two fairly recent corpses, and You come into a room lit by series of small
a dozen or so skeletal forms. As you watch in the gems set into the ceiling, and at several desks
dim light, some of them stir and begin to rise: two spaced out about the room. Every possible
skeletons wielding axes and shields. Their jaws available measure of space along the walls has
are clacking, as if they are taunting, as they been covered by shelves, stacks of books and
advance upon you! scrolls. There are a trio of recent bodies on the
You are at D on the room board; the skeletons ground, and several skeletons as well. A
are at B. A is north; the stairway in the center is luminous being appears before you, not quite
the table (it cannot be moved through, though substantial. “Yes?”
you may fire missiles and spells over it.) If you You may attack (009), reach for one of the
survive, you may search the room ~(024), head manuscripts (038), speak with the being (029),

! ""
leave to the south (030), the west (005) or the pass through, there is movement from above.
east (042). Spiders… big spiders…
026 You are at C on the room board; the spiders are
at A; A is north. The stairway in the middle of the
“That is indeed her likeness,” Honest Alzander
board is a solid obstacle for this fight. If you
says through his gap-toothed grin. "And I heard
survive, you may search ~(002), or exit either to
of who it was that took her. Maybe even where
the north (025) or down the stairs (011).
she is--an old church, converted to a
warehouse.” 20S later you have purchased a • Spiders (2): ST6 DX12 IQ5; Bite 1D6-1;
map from him of the late Gothic period of Special – poison: On an attack that penetrates
Redpoint’s architectural history. With Alzander’s armor, if the defender fails 3/ST, he takes an
commentary, you pinpoint several possibilities. additional 1d6-1 poison damage (armor does not
That night you get to work, and the first one you protect against this poison damage).
investigate, belonging to the Drake shipping 031
family, is empty. Save for a single prisoner. As You place the torches in the appropriate
you approach the bound woman, there is brackets. They suddenly flare to life, and the wall
movement in the darkness about you. between them becomes dark and then opaque,
You are within three hexes of X on the room as if you are looking through a membrane. You
board; two Dwargs are at A and two cultists are realize this is a mystic gate. You may step
at C. A is north. If you survive, you have rescued through (035) or leave to the west (025).
fair Saelia! You return her to her father – who is
now under house arrest, being held for ransom.
032
You find the loose stone. Underneath you find a
Nonetheless, he gives you 500S, and she gives
scroll case. On the scroll is the Rope spell. After
you a kiss (049).
the adventure, you may learn the spell, provided
• Sewer-dwarves (Dwargs) (2): ST11 DX12(9)
you have sufficient IQ (040).
IQ8; Axe D6+2; Chainmail 3/3, Small Shield 1/0.
• Cultists (2): ST12 DX12(10) IQ8; Broad Sword 033
2D6; Cloth 1/1, Large Shield 2/1. “This does match the description of jewelry she
wore. Where did you find this?” The sergeant
027 seems earnest about his work. You describe the
You find a sloppily-concealed trapdoor in one fight with the Dwargs--including the body, but
corner of the room. It is well-oiled; the serpent- without the vile feasting.
men must travel this way. You carefully lift it and “I see. Well, as long as she has been missing, it
see a short drop to a tunnel running south. Foul is unlikely they would have just killed her, so that
vapors drift toward you. You may investigate the probably wasn’t her body. Dwargs? There have
tunnel (012) or leave to the west (020). been reports in certain areas of the city, of
028 strange dwarves living in the sewers. But I
The first wound Ximon takes, he curses you and always thought that Gomar had this lassie
teleports on his next action. You cannot trace kidnapped. Huh.”
him. You have made a powerful enemy (XIMON) With no more information, if you pass
(035). 3/IQ+STREETWISE you can gather more
information from street contacts (026), or you can
029 look for further employment (049).
It is talkative. “I am the sorcerer'
s librarian. Very
important, you know. Though he hasn’t asked for 034
my assistance in a while. May I help you find a The serpent-man’s words about the dark god
spell?” Set resurface on in your mind. You make
A magical character may receive a scroll with inquires and learn of a sage named Moffitt.
any single spell he has the IQ to cast; after the “Interesting…though it may be a hoax. A few of
adventure, he may study it and gain that spell, those are going around.” He glances at your
without having to pay experience points. You sword. “Nothing personal.” He looks at the map
have the plot word (LIBRARY) (025). you recovered. “This appears authentic. Some of
these hieroglyphs I recognize. Hmm… Maybe
030 you could scout one of these locations for me?”
The stairs from the first floor meet this dank,
Yes (044) or no (049).
moldy room. The ceiling is lost in blackness;
there is an archway to the north, and a hallway 035
beyond. The room is empty. As you cautiously You experience a sudden nausea, but it passes
and you find yourself in a cold chamber of black

! "$
stone, the gate to your back. In the center of the 037
room is a large, blood-drawn pentagram. Within You look around the room but find no treasure.
it, dark forces swirl and seem to be coalescing. You realize you have come to a dead end. As
On the opposite side of the pentagram from you, you are about to leave, you look at the wall that
a man in black robes chants and gestures, his the cultists were standing by expectantly. About
concentration being on the events in the five meters apart from each other are two torch
pentagram. Beside him are two skeletons. As brackets, one red and one blue.
soon as you enter the chamber, they come to life If you have found two torches in your adventure
and advance upon you. He looks up, startled at through the manor and you wish to place them in
your entry, and he stops his chant. The power the brackets, go to (031). Otherwise, you leave to
that was being concentrated in the pentagram the west (025).
disperses, but a dark tension remains in the
room, wanting to integrate. 038
“How did you get in here!” He thunders. His A small lightning bolt 1D6 leaps out from the
distinct baritone deepens as his black eyes shine book before you touch it, hitting you on a 12 or
from under the hood. “No matter. Once you are less. “Next time, the bolt will be substantially
dead, an avatar of my lord, the Worm God, will more powerful, if what I have seen previously is
writhe forth. I am Ximon, and you have angered indicative of what is about to transpire.” The
me greatly.” being seems to grow in stature a bit. “Now, what
You are at C on the room board; X and the six may I do for you?” (025).
adjacent hexes constitute the pentagram. The six 039
grey circles represent solid columns; characters You find a silver dagger in the hand of one of
may neither move into or fire through those the statues; it is easily removable, and fit for use.
spaces. The wizard is directly across the You also find a torch of red metal, though there is
pentagram from you. A skeleton stands at B and no apparent way to light it. You do not find the
at D. Any character stepping into the pentagram bell you heard. Return to the east (001).
is sucked into a demonic world and is considered
killed. The mage will cast 2F Fireball spells (2D6- 040
1), until he is hit for the first time, in melee or by At one time, this was used as a kitchen. Old
missile/spell, whereupon he reacts unexpectedly utensils still hang above splintered counters. As
(028). If you survive, you can look around (047) your eyes adjust to the new gloom, you see
or step back through the gate (042). sinuous movement. “Hu-manssss,” a voice
• Ximon: ST14 DX12(10) IQ15; Staff 1D6; hisses from the dark. “Alwayss curiouss. Makess
Leather Armor 2/2; Spells: Fireball; Teleport. you vulnerable, for our return. Praisse be to Set.”
Two serpent-men rise and quickly slither toward
• Skeletons (2): ST14 DX9 IQ9; Axe D6+2;
you!
Shield 1/0; Skeletal Body 2/0 against piercing
You are at D on the room board; the serpent-
weapons only.
men are at B. A is north; the circles are
036 impassable columns. If you survive, you may
The stairs are ill defined and worn, as if made search ~(027) or leave to the west (020). If you
and used for serpent bodies. You go down have the plot word MYSEERE, go to (032).
slowly, and at that pace you have little difficulty. • Serpent-men (2): ST10 DX11 IQ11; Bow 1D,
Your torch occasionally wavers, indicating that or Cutlass 2D6-2; Hide 1/0, Small Shield 1/0.
there is some air flow. You eventually come to a
landing. Several tunnels join here, forming a kind
041
of crossroads chamber. There is a strong odor of A week later, after you have healed, you look to
scales and venom. You can make out distant sell the cameo. There are a few reputable
sibilant sounds, though you cannot tell from jewelers in the Commons, and the one you take
which tunnel they drift. As you look about, four the cameo to, a dwarf, recognizes the woman in
serpent-men, two with blades and two with bows, the picture. “That is the daughter of the
wind into the chamber. “Humanss are bold,” says Demetrian ambassador. I can’t touch this; there
one. "But it ssavess uss having to hunt for food.” will be too many questions for one such as
You are at D on the room board; the serpent- myself. You can sell it to someone in the street
men are at B. A is north. The stairway in the for 50S (049) or take it to the constable (033); I
middle of the board is a solid obstacle. If you don’t care. Nice shoes.”
survive, you search (048). 042
• Serpent-men (4): ST10 DX11 IQ11; Bow 1D, Once this was a fantastic laboratory, with glass
or Cutlass 2D6-2; Hide 1/0, Small Shield 1/0. and metal tubes, and beakers, and tools. Now

! "%
these are all smashed, and this is apparently a 047
rough barracks of some kind. Two armed men in There is seemingly little of value in this dark
robes, who appear to be waiting for something, room. If you pass 3/IQ against JEWELER, you
yell at your arrival and draw weapons. You can retrieve a perfect opal (300S). If you pass 3/IQ
tell negotiation will not work here, as they charge against SCHOLAR, you find a small, curious idol
you! among others of little worth (IDOL). When ready
You are at A on the room board; the cultists are to leave, you step back through the gate (042).
at C; B is north. If you survive, you look around
(037). 048
• Cultists (2): ST12 DX12(10) IQ8; Broad Sword You find nothing around the room that seems
2D6; Cloth 1/1, Large Shield 2/1. significant, but on one of the serpent-men, you
find an amulet that makes you shudder. Though
043 repulsed, you take it with you to show Moffitt.
When your character wishes to spend XP to When you return, you describe to him the deep
acquire a spell, he may do so from the librarian crossroads and he is frightened. But when you
here at the manor, up to three times. On the produce the amulet, his eyes bulge. “These are
fourth time, the sorcerer has returned--but that is no mere Set-worshipping serpents. This amulet
another tale (049). is known to me as a Venom-mark. As I
044 understand it, only those who have sworn their
All work, no reward…why were you doing this lives to killing all for Set, essentially becoming a
again? You scout several of the locations Moffitt berserker, are given these by the vile priests. “It
gives you, but they have all so far turned up seems we have enemies below our very feet.”
empty or non-existent. Maybe the map was a He gives you 40S, and says that he will pursue
decoy, or perhaps a plan of what is to be rather his studies, and will try to communicate his
than what is. Or maybe it marks time-lost findings to those in Gomar’s court that would be
locations? willing to listen. He may contact you for further
You look at the last spot he gave you, an old aid in the future (049).
municipal building. For the last century or so it 049
has been deserted and used as a refuge by the You have survived! Congratulations. This is
homeless. You are somewhat surprised to find a worth an extra XP on its own merits. Likewise, if
hollow space behind a crumbled wall. You see a you encountered Ximon and earned his enmity,
sinuous rune, nearly faded by time, on the panel that is worth another XP. You have put a few
facing you. You push it open, and foul air wafts more coins in your purse, and have a tale to tell.
up from descending stairs. You may continue You may have acquired some plot words. You
(036) or leave (049). may rest up to your full strength, and then
045 investigate them: CAMEO (041); MYSEERE
This large room is a hall of statues. A half-dozen (046); LIBRARY (043); SERPENT (034); IDOL
are spaced about in the gloom, of varied warriors (013).
and monsters, all poised for battle. There is the APPENDIX A: RACES
hollow sound of a distant bell, and then one of Humans comprise a multitude of sub-races, a
the marble figures creaks to life! It is the statue of few native to the Stormreach peninsula, plus a
a large, muscled wrestler. It comes toward you dozen waves of immigrants and slaves. Thus a
with surprising agility! Redpoint native human may be of any skin hue.
You are at B on the room board; the living Dwarves were dominant here a millennium ago,
statue is at Y; A is north. The statue grapples the but were displaced by human invaders. There
closest character. If you survive, you may search are now only several minor, isolated kingdoms in
~(039) or leave, back to the east (001). the mountainous spines to the peninsula.
• Living Statue: ST15 DX10 IQNA; Grapple The Tigrans originate from the grasslands along
1D6+3; Stone Skin 4/0. the eastern coast of the peninsula. They are
046 numerous, and Gomar has allied with them
The Everbleak marshes are far to the southwest rather than attack them.
of Redpoint, and they are home to Myseere' s Elves are rare in this part of the world, though
elvin tribe. Retain this plot word for use in The there are two established communities on the
Dark Vale (049). Stormreach. One is to the southwest in the
Everbleak marshes; the other is far upland, in a
wooded vale to the southeast.

! "&
Orcs were long ago driven to the marshes along
the western coast. Over 50 years ago, hordes
swept across the reach, but they were eventually
destroyed, and the war was then carried deep
into the marshes. The Orcs have yet to recover,
and are rare outside of their dank homelands.
Ursans are bear-men. They live in tribal nations
in the uplands. Gomar has exploited natural
rivalries to become a power among them.
Gnomes dwell in hills far away from settled
areas. They are generally reclusive, but some
young gnomes get wanderlust before they retire
to their burrows.
Caprians, or goatmen, were believed to be
extinct for the last millennia or so; recently, they
have been encountered in the hills and marshes
and western shores.

! "'

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