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RESCUE PARTY

“Rescue party” is an introductory While you are finishing a stew of


adventure designed to ease the questionable quality, you start to

74
player into the game's rules, without feel relaxed enough to check your
having to worry about generating a surroundings. Nobody would
location to explore. Simply follow the mistake this place for a bustling
steps and descriptions below. It's a urban tavern, but you do see other
short and engaging adventure that travelers sitting at some nearby
will lead the characters to the tables, as well as a bunch of locals
dangerous Tomb of Kal-Tharas. The huddled close together in furtive
first time the player characters conversation. Their voices raise now
encounter a settlement (as per the and then, as they discuss something
rules of Hex Exploration), this very heatedly while trying not to
settlement will be the town of Eshran. attract any attention. This
immediately makes you pay more
P��� 1 attention.
“Just another dust-covered town” “...and I told her, I told her not to
After days of roaming the empty let the lad go with him! I knew this
landscape, partially following an old would happen; you cannot trust a
road, you see the familiar shapes of foreigner to take care of your kid. He
civilization in the distance. It appears may be a clever boy, but we all know
to be some sort of settlement, the what horrors roam these lands,
first you have encountered in a especially around the ruins...”. You
while. This will be a great hear murmurs of approval, and see
opportunity to hunt for rumors and the other men nodding. The man
get some warm food. A few hours speaking seems to be in his late
later you cross the decaying gates, fifties, and he has the appearance of
where an old, bored guard stares at someone who has been working this
you with suspicion, but not enough harsh land his whole life. He has
to question you. He lets you pass strong muscled arms, dirt under his
unchallenged. This “town” is no fingernails and a permanent scowl
more than a few ruined houses, with on his face. He suddenly turns his
very few people coming and going. head toward you, his eyes narrowing
You overhear the name of the town: when he realizes you've been
Eshran. It seems that the only reason listening to their conversation.
this place exists is because it's close “Didn't your mother teach you not
enough to a trade route to be to listen to other people's
appealing to weary travelers. Before conversations?”, he says, infuriated.
long you find an inn, get some rest He faces toward you, the other men
and grab something to eat. following behind. Before he can say
another word though, a woman say no. I know he would have
coming from the kitchen interferes. sneaked out anyway... You know he
“Leave the customers alone, you old
geezer! Things are already bad
would have, right, Staud?”, she looks
over her shoulder at the man she 75
enough around here without you berated before, looking for support.
starting a fight!”. The woman is in “Of course he would have, he’s an
her thirties and has the tired and independent one, that one”, the
swollen eyes of someone who has man says while resting his hand on
been crying for several days. You can the woman's shoulder. “There is no
also tell by her eyes that though she controlling that boy once he's
is suffering and knows this won’t be decided he wants to do
the last time, she is holding tight to something...”.
her resolve. She approaches your The woman looks back to you, a
table, standing between you and the spark of hope in her eyes. “But you!
men. “My apologies, traveler”, she You are also a traveler and judging by
says, “the past days have been your weapons you are used to facing
rough, and we are all on edge”. Your danger. My boy has been gone for
curiosity now genuinely piqued, you almost a week, so he must be in
gently ask what happened. Barely trouble! I beg you please, please go
holding back tears, the woman to that place and bring him back
speaks. “Not even a week ago a man home. I'll do whatever you want,
came here. He was a traveler, an give you everything I own. But
explorer, looking for directions. My
boy Rhal was serving tables that day,
and somehow convinced the man he
could guide him to the ruins. We all
know about the ruins, they were
there before Eshran even existed,
but we don't talk about them or
acknowledge their existence. It's
bad luck, that place is cursed!” Her
voice breaks while she starts to sob,
but regaining control she continues,
“But Rhal is a stubborn boy, a brave
boy... He was so full of enthusiasm
when he asked me for permission,
planning all these things he was
going to do with the payment the
man was going to give him. I couldn't
please! You must help me!” By the and spoil the adventure!
time she finishes talking she is on her - One of the player characters
knees, begging you with tears in her will need to be carrying a light
eyes. The room is quiet, and source, otherwise the party will
everybody is staring at you. suffer the penalties for fighting in
This did not go as you had hoped the dark, found in the Combat
it would. She leaves you with no section (page 52).
option but to agree; things are - The normal wandering enemies
already heated enough here without rule applies to the tomb; each time 77
you refusing to help a poor mother your party goes through a corridor
find her lost boy... Besides, who or explored room, roll a D10. On a roll
knows what treasures you will find? of 1-2 a wandering enemy appears.
You smile and accept. - Most rooms have no door, but
Wiping the tears off her eyes, some do as indicated on the map.
the woman thanks you with a smile, Follow the standard rules for locked
offering you free accommodations doors (page 44).
and as much food and drink as you - Each time the party enters a
want. You quickly prepare for the room (including the entrance), roll
next morning, when you meet a local 2D10+X where X is the number of
man who agrees to take you to the rooms you have explored past room
aforementioned ruins. 1. On a roll of 20 or more, the Spawn
Whathaveyougottenyourselfinto? of Vhol'est roaming the tomb
appears and attacks the party. If
P��� 2 defeated, you find a trapezoidal
Traveling to the Tomb stone made of a quartz like material
Once you leave the town, go to the buried in the creature's chest, in
closest unexplored hex. Roll a D10; addition to normal loot. Assign this
on a roll of 1-8 you find the ruins stone to one of your characters.
(your guide has a pretty good idea - Once you are done exploring
where they are, but he has never the place (or simply want to leave),
actually been there). If not, go to the remember that you will need to
next unexplored hex. Once you find retrace your steps and roll random
it, you are left alone as your guide encounter checks for each room and
heads back home as fast as he can. corridor in order to exit safely!

P��� 3 The Tomb


Exploring the Tomb 1. The half-buried entrance of the
- While exploring the inside of tomb leads into an empty chamber.
the tomb, simply follow the map. You see the remains of long-dead
The party will start in position animals scattered around, but you
number 1, but from there you are ignore them in favor of a trail of
free to explore the place as you see footprints. They are relatively recent,
fit. Read each room's description as not older than a couple of days. You
you enter it but try not to read ahead are in the right place.
2. Roll on the Room Contents Table. 7. Roll on the Room Contents Table.
If you get a Special Feature result, If you get a Special Feature result,
ignore it and roll again. ignore it and roll again.

3. A crack in the ceiling above the 8. Rounded green stones set in the
middle of the north wall allows a floor form a snake head pointing
trickle of water to flow down to the toward the doorway you stand in.
floor. The water pools near the base The body of the snake flows toward
78 of the wall, and a rivulet runs along the wall to go round about the room
the wall and out into the hall. The in ever smaller circles, creating a
water smells fresh. The party obtains spiral pattern on the floor. Similar
D6 rations. green-stone snakes wend along the
walls seemingly at random heights,
4. Roll on the Room Contents Table. their long bodies making wave
If you get a Special Feature result, shapes. After several minutes
ignore it and roll again. studying the place, you find no
purpose to it and may leave.
5. This chamber of well-laid stones
holds a wide bas-relief of a pastoral 9. Looking into this chamber, you're
scene. In it you see what appears to confronted by a thousand
be a thriving city. After a few reflections of yourself looking back.
minutes of examination, you Mirrored walls set at different angles
recognize the location thanks to fill the room. The path through the
carved mountains in the room seems to go through the
background. The area depicted has mirrors before leading into the next
no cities nowadays though, just room. Mirrors are extremely rare;
some small scattered farms. This and this is in fact the first time you
depiction must be many thousands have seen one. After a few minutes
of years old, perhaps from before of trying to dismantle one so that
the Cataclysm. you may take it with you, you give up
and decide to continue.
6. This room appears to have been a
library of sorts. Stacks of half-rotten 10. Roll on the Room Contents Table.
tomes gather dust in the corners and If you get a Special Feature result,
fall from shelves into piles against ignore it and roll again.
the walls. The party may spend a
whole day here sifting through the 11. A foul stench seems to be seeping
books to see if there is anything of from the floor cracks; the smell is
interest. All characters perform a nigh unbearable. The fumes seem to
WIL Test and if they pass, roll a D10. originate from the depths, carrying a
On a 1, they find a scroll containing a smell similar to rotten eggs. Better
random spell. to move along. For each turn the
characters stay here, they must pass
a CON Test or lose 2 HP.
12. This room is a crypt. Stone 16. The second you enter this room,
sarcophagi stand in five rows of you sense a dark oppressive energy,
three, each carved with the visage of as if the air itself were trying to
a warrior lying in state. In their escape your lungs and the room. You
center, one sarcophagus stands immediately pinpoint the source of
taller than the rest. Held up by six such nauseating energy: a matte
squat pillars, its stone bears the black stone sarcophagus in the
carving of a beautiful woman who center of the room. As you approach
seems more asleep than dead. The it, the sense of dread increases. Roll 79
carving of the warriors is skillful but against magic (WIL). If you fail the
seems perfunctory compared to the test, gain 1 CP. Approaching the
love a sculptor must have lavished sarcophagus, you see that is a
upon the lifelike carving of the completely featureless black
woman. There is no treasure here, as rectangle almost three meters long,
all the sarcophagi lie open, their made of a stone you can’t identify.
scattered bones making it clear their Despite how plain it looks, it's
riches were ransacked long ago. obviously the work of a master
stonemason. At the top center of the
13. Roll on the Room Contents Table. thing, something catches your eye: A
If you get a Special Feature result, socket, as if a piece has been taken
ignore it and roll again. from the lid.
- If you have defeated the spawn
14. As soon you enter this room, the that roams the tomb, you have the
smell of blood overwhelms your stone it was carrying. It fits perfectly
senses. Something gruesome clearly in the socket, and the sarcophagus
took place in this room, there's slides open without a noise.
blood sprayed all over the floor and - If you don't have the spawn's
walls. It seems it wasn’t that long stone, you will need to find another
ago, either. Overcoming your urge to way to open it. If Alred is with the
leave the room, you take a closer party, he will find one; otherwise
look around. An explorer camped perform a Perception Skill Test
here recently. There's still some food successfully to find it. “Here, there's
inside a pot over a cold campfire. You a crack separating the lid from the
also find a knife and a lamp, and sarcophagus”, says Alred while he
some cooking utensils scattered kneels close to it. He seems
across the room. You find no corpses unaffected by the place. You look
though, so whatever happened where he is pointing at and you see
here, someone (or something) came that there does seem to be a way of
out alive from it. opening this thing. The question is,
should you? If you attempt to open
15. Roll on the Room Contents Table. it, roll a STR (-5) Test. Only one
If you get a Special Feature result, attempt per player character is
ignore it and roll again. allowed.
Once the sarcophagus opens be... a helmet! It's quite stuck, so you
(one way or another), you see a tall, dig a bit more. This is then when you
skeletal figure inside of it. In the realize that the helmet is still
skeleton's chest, there is a black attached to a head! Your first
pulsating heart. Before you can reaction is to jump away, thinking
decide what to do with it, the you just uncovered some old
skeletal figure starts to shake and remains (or something worse), but
tremble. To your horror, you see the once you take a minute to look
80 old bones reanimate before you. It better, you see that this is no old
stands itself upright inside the corpse. As a matter of fact, you could
sarcophagus as you retreat a safe swear this person is still alive! Could
distance away from it. It seems to this be the boy you're looking for?
stare at you, and then attacks. Treat Ten minutes later, you realize
this encounter as a Bonefiend (Elite that it is not. You have exhumed a
Foe). middle-aged man, dressed in leather
If you manage to defeat the armor and an eclectic mish mash of
skeletal guardian (who you suspect clothes from tribes all around the
was none other than Kal-Tharas Dominion. After a few minutes of
himself), the bones will dissolve into basic First Aid and reanimation
a pile of dust, leaving behind The techniques, the man starts
Heart of Kal-Tharas. Alred coughing. He opens his eyes,
approaches it and cautiously picks it removes some sand from his face,
up. He then wraps it in a piece of and spits a mouthful of it nearby. He
cloth and deposits it inside his bag. looks up at you, fear crossing his
“I think it's about time we exit this eyes before he regains control of his
place. Let's go”. body and sits up. “Who are you?” he
groans, “What are you doing here?”
17. Roll on the Room Contents Table. You introduce yourselves and
If you get a Special Feature result, explain to him the reason you're
ignore it and roll again. there. When you mention the boy, a
shadow crosses his eyes and he
18. At first glance, this room is just looks down.
another empty chamber full of Shaking the remainder of the
cobwebs and dust. Cautiously sand from his hair and clothes, the
moving across the chamber, as the man stands up. “I'm Alred. Thank
light of your torch casts shadows on you for getting me out of that hole, I
the walls, you find something owe you one for that. As for the
unusual: a small mound of sand, lad...” He shakes his head. “I'm afraid
seemingly out of place. You he didn't make it. And I'm not sure if
approach it with caution, and a shine we'll make it, either. There's this...
of light is reflected off a piece of half- thing here, it killed the lad and
buried metal, catching your eye. Still almost got me too. I... I tried to help,
unsure, you get on your knees and Uzrun knows I did, but there was
start removing the sand. It seems to nothing I could have done.” He looks
at you, as if measuring your worth No, you can't imagine, you say to
with a single look. “But now that yourself. This kind of thing has been
you're here... I have a chance. We tried before and it always ends the
have a chance.” Confused, you ask same way. People die. But a
him what he's talking about. Since powerful relic... You’re not the kind
the boy is dead, there's nothing to of people who say no to that kind of
do but to go back home. Maybe find thing. You nod and tell him that
the body, but that's it. “Yes, yes, I you're interested in helping him.
guess we could find the body... if “Fantastic!” says Alred, “Now we 81
there is one. But no, I wasn't talking only need to find it. It should be here,
about that.” He approaches a nearby somewhere... I'm sure we’ll be able
stone altar and sits on it, while taking to find it, together.”
a sip of a small flask he had in a Alred walks toward the pile of
pocket. He swallows, looks back at sand, and after a few minutes he digs
you, and starts talking, “You see, this out a backpack. “I'm afraid I'll not be
is no ordinary tomb. This is the tomb of much use if we need to fight, my
of Kal-Tharas, a Tyrant that ruled sword is still buried down there,
over this region 3,600 years ago. As somewhere... I'll stay out of the way,
tyrants go, he wasn't anything but I can heal some of your wounds
special. He reached power, lost his if needed. Let's go!”
mind, then terrorized the region for a You follow him into the next
few hundred years until someone room.
killed him and took his place. You
know, typical Tyrant story.” He stops -Alred can cast Cauterize twice
to take another sip of the flask, then during the adventure, on any player
continues. “There was one thing he character who needs it.
had of interest though, one thing
that separated him from others. His 19. Dozens of dead winged beings lie
successor, Almubaran the Yellow, scattered about the floor, each
trapped Kal-tharas' power in a stone about the size of a cat. Their broken
relic the old tomes call the Heart of bodies are bat-like and bug-like at
Kal-tharas. For some reason us the same time. Their forms are little
mortals will never understand, he more than dried husks now, and
placed that relic in this tomb, and there's no sign of what killed them.
sealed it. Were we to retrieve this You tread carefully, trying not to
Heart, well… I don't need to tell you. step on them, just in case.
They say the power in this relic is
enough to challenge a Tyrant!”. Alred P��� 4
smiles at you, an honest smile that Conclusion
makes you want to smile back. “We Once you exit the tomb, Alred offers
could free this region from the grip you two options: You may keep the
of Fh'Thal the Breeder, let the people heart and try to figure out how to
choose their own destiny, rule their use it, or he may keep it and take it
own land! Can you imagine?” back to the organization he works
with, the Children of Rebellion. - When you return to Eshran
Everybody has heard this or that with news of the boy's death, each
rumor about the Children. Some player character may remove 1 CP.
people think they are the only The grieving mother will stoically
chance the Dominion has of freeing thank you for bringing her the news,
itself from the grip of the Tyrants, and life will go on in this harsh corner
others think they are just a bunch of of the Dominion. Alred will stay a
organized bandits taking advantage while, making reparations for his role
82 of gullible peasants. Still others say in the boy's death by helping around.
they are a tool of the Tyrants to keep He thanks you once again for saving
tabs on what the populace is doing, him and promises you will meet
acting to rein in any feelings of again in the future.
rebellion. Whatever their goals, you
never really paid any attention to The Heart of Kal-tharas
their activities, thinking that if they This ancient relic will bestow upon
did exist, they were a bunch of the owner the power of cheating
idealists that would only get a lot of death. The next time that player
people killed. character with the heart implanted
dies, they automatically come back
- If you give the Heart to Alred, to life fully healed. They will lose 1
the Children of Rebellion will owe Max Corruption in the resurrection
you a favor which can come in handy process, and this effect may only
in the future. You never know when happen once. The next time the
a network of operatives may be character dies, they will die for good.
useful. Another character may harvest the
heart to transplant it onto their own
- If you keep the Heart, you will body.
need to figure out how to use it. Carrying the heart attracts
Each time you encounter ruins powerful foes. Each time you are
during your travels, roll a D10. If you about to face vermin, roll a D10. On a
clear the ruins (fully explore the result of 8+, you will roll on the
location), on a roll of 1-2 you find a Common Foes Table instead.
ritual that explains how to use it. This
is a dangerous operation that will
require you to find a skilled sorcerer
willing to perform the operation. The
procedure itself involves
substituting the heart of one of the
player characters for the Heart of
Kal-Tharas. See below to learn the
consequences of doing this. Finding
and hiring a sorcerer willing to
perform the ritual will cost 1,000
shells.

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