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With thanks to Emma, for patience, Susan for a critical eye, James, for first being intrigued by the clever bird,
and each of the Tuesday and Wednesday night gamers.
All rights reserved. This edition of A Bird in the Hand is copyright © 2021.
This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except as quoted for purposes of
illustration, discussion and game play. Reproduction of the material in this book for the purposes of personal or corporate profit, by photographic,
electronic, or other methods of retrieval is strictly prohibited.
MYTHRASISTHEWOURLDSGREATESTROLEPLAYINGSYSTEMSOTHERE
Introduction
Bird in the Hand is a scenario set on Monster
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
full white beard, beak-like nose, and extravagant eyebrows, • 6 days ago, Mele's soul escaped pursuit by Iz. Mele
Coynrad has courteous manners, and gesticulates with his dominated a brightly-plumed bird, the nearest creature
pipe to drive home arguments. at hand, but was promptly netted by Coynrad Lorrnz for
his collection!
Fat Boyd • Four days ago, Coynrad returned to Port Grimsand and
Hired muscle that may be employed by Coynrad, Scabrous, sold the bird to Scabrous the Usurer. Scabrous soon
or even the characters to apply brute force and ignorance to discovered the unusual and clever behaviour of the bird,
any problem. Fat Boyd is a cunning murderous dog but a and it quickly became his most prized possession.
capable leader. He keeps a gang of thugs, his 'guys and gals', • Three days ago, Kaia received a vision from his
to do the leg-breaking. If Fat Boyd seizes the bird first, he ancestors of the bird and Port Grimsand, he set off at
heads off with the bird into the jungle presuming it will lead once.
to a fabulous treasure. Short, balding, and with a double chin
and pot belly yet broad and strong; Fat Boyd has no sense of • One day ago, Scabrous showed off the bird to Coynrad
humour and is driven by selfish greed. He stares intensely, who, jealous, offered to buy it back but Scabrous refused.
unblinking, at whoever he speaks to. Kaia arrived in Port Grimsand.
• The adventure starts with the characters encountering
Inspector Ludstrud Kaia and Coynrad, and offered the chance to recover the
A meticulous and unrelenting investigator of breaches of the bird.
Governor's laws, using cunning tricks, disguises, or other • The characters, or their rivals, concoct a plan to steal the
means to uncover the truth of a crime. Ludstrud will be called bird from Scabrous and head off into the jungle with
upon to solve the theft of the bird from Scabrous. He is their prize.
usually accompanied by at least two White Death guardsmen. • Journeying through the humid Tane Jungle, pursued by
Ludstrud is tall and thin with mutton-chop sideburns, prone (or in pursuit of) Fat Boyd, the adventurers finally make
to raising "just one more thing" with weary witnesses. it to the village of An Dai Ai, possibly as prisoners or
guests of the Oodaki. Here the soul of Mele is restored.
Mele
• The characters join Mele and travel to the Ruin by the
Kahuna of the village of An Dan Ai: the victim of Iz, Falls to confront the alien entity known as Iz.
trapped in the body of a brightly-plumed bird. Showing
unusual intelligence, the bird attempts to recruit and lead • A climatic binding ritual and escape from a collapsing
rescuers back to his village so he can join with his body. Mele's cliff ensues, hopefully with the characters triumphant
own form is a slightly stooped and scarred Lizardman with a and rewarded handsomely by the Oodaki.
wrinkled snout, bearing a complex web of tattoos across his
hide, and with one clawed hand maimed from an old injury.
Iz Important Places
An alien entity, partly in the Spirit World but wholly
corrupting and hungering of the lush world that Iz now Port Grimsand
inhabits. Iz cannot be seen in the material world, but the
Weave of its corrupting presence is notable, distorting sounds, The only human colony on the Island and home to looters,
sight, and smell and driving away most wildlife. Iz's true form murderers, and desperate vagabonds cast out of the civilised
is a smoky ball of red angry light. parts of the world. The stench of human occupation mars
the ancient stones of the cyclopean city within which the
pitiful settlement crouches, ringed by the dense green jungle.
Lord Greystone rules as Governor, with a small professional
Timeline soldiery called the White Death distinctive for their white
Smilodon cloaks. For more information on Port Grimsand,
• 28 days ago, Iz oozed through a Smoking Mirror see Monster Island, page 57.
inhabiting the Ruin by the Falls, corrupting the area with
its Weave.
• 9 days ago, Iz pursued Mele in the Spirit World, the Savage Silvers
running battle lasting three days and very nearly The shop and home of Scabrous the Usurer, offering "fair
destroying Mele's Fetch. terms for small sums". The shop is small, tucked away on
Usurer Ally in Port Grimsand. The front of house, in
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Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
potential benefits to abilities, skills, and recovery from Scabrous, Coynrad (or more likely, Fat Boyd) to the
wounds. village of An Dai Ai and then, with their new Oodaki
allies, explore the ruins to defeat Iz.
• If using new characters, provide a pool of skill points,
60% – 80% (or more), that may be assigned to existing • Mercenary treasure hunters: typical of those that
skills, or used to open a new Professional Skill, mid- come to Port Grimsand, the characters seek to exploit
game, or even just before making a skill check, however, the valuable bird for themselves. The bird is desperate to
no single skill should be increased by more than 20% – return to the Oodaki village. Scabrous and Coynrad will
30%. This reflects the adventurer revealing an area of be jealous rivals, seeking vengeance. Kaia seeks to win
existing expertise or knowledge that has only just come the aid of the characters, offering rare incense, idols,
to light and suits the challenge facing them at that uncut gems, gold dust or even protection from the
moment, "of course I swim like a fish too!" adventurers' rivals.
• Provide more help, either hired muscle or, later in the • Dupes: the characters are employed by Coynrad or
adventure, Oodaki warriors that stick with the Scabrous to capture the bird or hunt down the thieves.
adventurers as they explore the Ruin by the Falls (see Coynrad promises wealth if the characters join as co-
page 21). Use statistics for Fat Boyd's 'Guys and Gals' (see conspirators. Scabrous offers a line of credit of many
page 41) or Tua Skirmishers (see page 46), with the thousands of silvers. Neither will reliably meet their
Underlings rules (Mythras page 111) and Heroic promises. Opponents will include Fat Boyd, Kaia and the
Sidekicks (see page 27) to make additional numbers of Oodaki and, ultimately, Iz.
NPCs more manageable. Keep in mind that hired help
shouldn't carry the load of the adventure
– the characters should be the heroes.
• The alien Iz has corrupted various
powerful creatures, strongly armoured or
with high Hit Points. If concerned with
the attrition of characters' resources, or
outright fatalities, consider halving the
HP value for each Hit Location of Iz's
creatures, or perhaps just apply this to the
final confrontation, without altering any
other statistics.
Getting the
Characters
involved
The adventurers start in the marketplace of
Port Grimsand, perhaps restocking equipment
or looking for buyers of recovered (looted)
treasures. The action starts when the
characters learn of a valuable prize (the bird)
and must respond to an offer of employment
or call for aid. Depending on events, the
characters are free to adopt different roles and
approach the challenges with different
motivations, the most likely being:
• White knights: the adventurers take up
Kaia's cause, actively seeking to restore
Mele to his body and boldly seeking out
the dark presence of Iz. In this situation
the adventure is relatively linear: stealing
the bird, the characters are pursued by
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Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Horrifying Curses Monster Island: A Bird in the hand
Scabrous’
Prize
he adventure opens in the Market Square of Port • From the wreckage a desperate savage (Kaia) appears. In
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Outcome • Kaia is cautious around the soft-skins and will be alert for
betrayal. He speaks slowly, struggling with the strange
Kaia has likely fled or been arrested with the characters.
sounds of Colonist-speak.
Turillo will deny offering any 'inducements' to the
adventurers (and call the guard if threatened). In any case, • Treating Kaia with respect and patience, he relates that
Coynrad seizes the chance to make an offer. See the next his master is missing but an ancestor visited him
event, 'What a Little Bird Told Me'. revealing the image of a distinctive brightly-plumed bird
and the ruins in which the soft-skins have made homes
(meaning Port Grimsand). Kaia is convinced that his
What a Little master is linked to this bird and that it must be found
quickly and returned to his fellow Kahuna in the tribal
Bird Told Me
Coynrad quickly makes an offer to the characters, deducing
lands of the Oodaki.
• Kaia can offer nothing now but swears on his honour
that the savage is after Scabrous' newly acquired bird. To this
and ancestors that true-hearted help will be richly
end, the adventurers may track down the strange savage to
rewarded if the adventurers aid Kaia and return to his
find out about his interest in the bird. The adventurers may
village with the bird.
also opt to go it alone but will somehow need to learn more
about Scabrous and his bird.
Learning More
Coynrad's Offer To find out more of Scabrous or the bird without tipping off
potential rivals requires spending an evening at local drinking
Coynrad presents a distinguished figure, with beak nose and
dens, spending 10+1d10 pazoors and a Streetwise skill check
white beard:
or Hard Influence skill check:
• Coynrad explains that he was duped into selling a
• A Success learns that Scabrous the Usurer has a
valuable rare bird to Scabrous the Usurer and despite a
collection of brightly feathered birds and regularly pays
fair offer Scabrous refuses to sell it back (with a successful
good coin to add to his collections, if delivered alive. His
Insight check, the characters learn that Coynrad may be
current collection even includes a bird that can count,
embellishing).
dance, and draw. Scabrous has offered a reward of 300
• Coynrad offers 100 pazoors in cash now and, on pazoors for any similar rare birds.
completion, a stylistic jade stone carving depicting an
• A Critical Success also learns that others (like Fat Boyd
ape-like beast (Commerce skill estimates this is worth 600
or Kaia) are asking about Scabrous. Also, Scabrous
pazoors), along with a tattered canvas map allegedly
recently dismissed his clerk, Heluna (see page 13),
describing a route into the jungle, which Coynrad
claiming she had copied his accounts and sold them to
assures is a 'genuine' treasure map. (A sage is needed to
rivals!
interpret the treasure map, which can lead to the next
adventure of the Games Master's design.) • Failure provides the same information as a Success but
alerts other parties that the characters are interested in
• The adventurers should bring the bird to Coynrad's
Scabrous.
lodgings above the Hospice on Winding Way, "But hurry,
others may be after this prize too! And don't get me • A Fumble gives the characters' names and likely
involved in how you do it. Just do it!" locations to a rival; if this is Fat Boyd, he sets an ambush
to cripple and frighten the adventures, whilst Kaia
• If refused, Coynrad will recruit local ruffian Fat Boyd
approaches and asks again for aid.
and his gang to recover the bird. In this case, Fat Boyd
will be a rival to the adventurers, potentially recovering
the bird before them.
Aiding Kaia
The adventures may find Kaia in the gloomy passageways of
Grimsand or possibly as a cell mate. Kaia attracts significant
attention and tries to avoid crowded places, especially after
the incident in the market. Seeking out Kaia requires a
Streetwise or Insight test to turn up news of the towering
native. Once approached:
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Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
N
Governor’s
Residence
22
Wid
3 Shrine of
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eW
ay En
to tr
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eo
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Shrine of
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re
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ab
et
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ion
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est
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urt
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5
rds’ Passag 6 4
22
Sell-Swo
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Square
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3
7 2
Shrine of
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dS
6 12 St
r
tre
et
Market
ee
t Plaza Gatehouse
of
Illicit Pleasures
5 Shrine of
Yuckla
Shrine of
Ilioth
Shrine of
Ylila
11
5 Winding Way
20
Street of Scr
5
Wid
Shrine of
Geolok
17
Winding Way
9 eW Shrine of
Thargogos
Lot
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ibes
5
Shrine of
Thasaidon ay Shrine of Quatochil
Lane Way
Winding
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14
Main
Jett
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1 13
Shrine of
rounds, see Mythras page 65). This is noisy:
anyone in the connecting room automatically
21 Ojahl
notices unless asleep, insensible, on a different
St
floor, or otherwise distracted, requiring a Plaza of
re
et
Exotic Arts
Wide Way
of
roll is Fumbled) to notice. es
Qu
2. Herik's Imports
Herik underwrites trading expeditions and
exports, connecting those with bulk exports to
5
sage
buyers in the lands beyond the Island. Herik,
Sell-Shiswords’ Pas 6 4
16
mistress, and three staff live above the office. He
keeps no extra watch at night.
1 Usu
rer
’s Al 10
3. Fortune Teller ley
Baluun of Corsta offers a range of spiritual 3
remedies in a building across the street from
Scabrous. Baluun has few customers, but a great
2
interest in people on Usurer's Alley. An old
weathered statue stands above the entrance on
the outside lintel of Baluun's building. By chance,
Gol
dS
12 it traps the spirit of a maddened, long-dead
St
member of the Kapala
re
et
aristocracy (see Monster
tre
et
of
Illicit Pleasures
of Shrine of
Malcolm Serabian (Order #36578095)Ilioth
10 Shrine of
Ylila
11
Monster Island: A Bird in the hand
Island, page 38); its memories nearly lost but for the abiding 5. Madam Maude's Hostel
anguish of seeing Kapala fall. Breaking the statue releases the
Accessed from Sell-Sword Passage, Maude and her massive
spirit, which will then Discorporate the nearest sentient
husband offer a cheap dive for sailors, newly arrived
being, attempt to possess them and inflict its madness,
adventurers, or those down on their luck. It is a rowdy and
sending the victim on a shrieking spree of anguish through
sometimes violent place. The ground floor houses a large
the streets of Grimsand (treat as Intensity 2 Curse Spirit with
communal kitchen and dining room, and Maude's private
Discorporate and Passion (Madness) abilities).
rooms. The first floor and attic are given to dormitory style
sleeping area, with simple pallets (or provide your own) and
4. Scribe divided by heavy canvas sheets that offer little privacy. The
Garf and two others provide drafting, reading, and attic leaks and is least popular. To determine the number of
illustrating services, mostly linked to borrower's contracts. residents in the evening/ night roll 1d4 multiplied by 1d6 for
Customers of Scabrous may pay for Garf to review terms or the first floor and 1d3 for the attic. If statistics are necessary,
witness them making a mark. use those for Fat Boyd's Guys and Gals (see page 41) and treat
as Rabble or Underlings (Mythras page 111).
Boots (Leg) 1 2 50
Beast hide cuirass, vambraces, greaves or helm (Ch, Arms, Legs, Head) 5 8 400
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
• Local shop keepers and the night soil collectors (Barie • An old washer woman asks for help with a heavy load.
and Puul Tench) may provide some information with the Characters that help will be distracted, missing one fact
right approach (most people are happy to gossip about that may have been learnt whilst watching or following
their neighbours) and customers. Scabrous (see page 38), but refusing to assist means she
curses the rudeness of youth loudly and after five
• Heluna worked for three years as bookkeeper for
minutes of a finger wagging tirade storms off, easily
Scabrous. She has just been evicted from rooms near
carrying her washing, but also making Scabrous’ Insight
Blood Court, owing 40 pazoors back rent, and is seeking
skill check (see above) one difficulty level easier than it
passage on a ship. Heluna is madly in love with Scabrous,
would otherwise be.
who spurned her amorous advances and sacked her
when she became too intrusive (contrary to rumours of • Night soil collectors (Barie and Puul Tench) leave their
Heluna selling out Scabrous to other usurers). If the stinking cart directly in the way of the adventurers whilst
characters win her trust, such as covering her debt and helping move a heavy table for a local resident ("to me,
three months' rent of another 40 pazoors for a start, to you"). The stench is overpowering, forcing an
Heluna can provide a sketch of Savage Silvers and adventurer watching the Savage Silvers to make an
describe Scabrous' work and evening habits. However, Endurance check or become nauseated, forcing them to
check Heluna's Passion of Love (Scabrous) 70% in an move from their vantage point. This makes the next skill
Opposed Roll against the Influence skill (or similar) of check one grade more difficult. Moving the cart leads to
the adventurers: if her Passion wins she has a change of an angry confrontation with the Tench brothers.
heart, and the next day (or much sooner on a Critical)
• Three White Death guards note the characters' presence
will approach Scabrous and tell all about these
and move them on, increase difficulty of the next skill roll
inquisitive characters! Depending upon what she knows,
by one difficulty grade.
Scabrous will become more alert, employ an additional
guard, or inform Inspector Ludstrud. • A small woman, a member of a local thieves' guild,
moves discretely within earshot of an adventurer
• Customers' views of Scabrous vary widely but they have
currently watching Scabrous or loitering in the street,
little genuine information other than confirming
and asks "What's your mark? This street's protected".
Scabrous' love of rare birds.
Thieves guild thugs try to run off the characters or follow
Only Belbry and her 'dog' are provided full statistics (see them, showing up as an 'interested party' when the
page 39). If skills for other Non-Player Characters are needed adventurers put their plan into action (see Fenix article
treat them as Proficient for work-related skills but only green Thieves World from the Design Mechanism website for
for combat; as Rabble, they will run shouting for the White inspiration)
Death guard, see Monster Island page 282. • Fat Boyd, Kaia (or both) become aware of the
adventurers' interest in Scabrous. Move Fat Boyd's plans
Hazards forward a day, or Fat Boyd attempts an ambush to give
the characters a good beating and warn them off.
Piquing locals' curiosity (in a Differential Roll of Local
Curiosity, see page 12) has two effects: first, it may raise
Scabrous' suspicions (see the following); second, a Hazard of
the Games Master's choice occurs, with examples suggested
Disturbing the Peace
Eventually, unless beaten to it, the adventurers must steal the
below. bird. This may lead to combat, attempted burglary, or a
Whenever a Hazard occurs also make an Insight check for cunning deception, with Scabrous and Belbry the most likely
Scabrous at a Herculean difficulty, reducing the difficulty by opposition. Adventurers' stealth and guile will determine if a
one step each time Local Curiosity prompts a new Hazard. If noisy commotion occurs, witnesses' attention drawn, and the
successful, Scabrous alerts Belbry (reduce relevant Perception guard summoned:
or other skills by one difficulty level for the next night's
watch), and on a Critical Success Scabrous pays for Belbry to • Noisy or alarming actions by the characters draw
be joined by a partner on the night watch (a man named attention. Check the Perception skill of potential
Fanon with identical stats to Belbry). witnesses or roll against the percentage chances for Day
Hazards affecting one or more of the characters follow: or Night as outlined below, adjusting for any relevant
circumstances or preparations of the adventurers.
• A drunk starts a noisy conversation with a character. He
quickly gets violent if not handled carefully (Unarmed • A direct confrontation with Scabrous, Belbry and her
skill 35%, 1d3 fist damage, treat as Rabble with 4 HPs). 'dog' or anyone else means they call out repeatedly and
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Monster Island: A Bird in the hand
loudly for aid, fleeing if not well armed, hoping to alert shout to keep the noise down but increase the chance
witnesses or the guard. of people noticing sustained commotion to 15% per
Combat Round.
• Day, Usurer Alley is busy with local residents and passing
• Five White Death guards arrive, ready for trouble, in
customers:
12+2d12 Combat Rounds.
• Sustained commotion, combat or alarming noise
will attract attention of locals and passers-by. • The wet season brings short, heavy downpours of rain,
• Sudden, short disturbance – not in direct sight – has sometimes thunderstorms. The streets and gutters swim
only a 15% chance of attracting attention. with water, but quickly the rain passes:
• Attention results in two White Death guards arriving • In any half hour period there is a 20% chance of a
in 6+1d12 Combat Rounds. short heavy downpour, of which a thunderstorm
occurs with a 2% chance, lasting 10+2d20 minutes.
• Night, sultry and close, full of strange cries and calls but
• Perception tests are two steps more difficult, whilst
even the residents of Port Grimsand will summon the
the probability of witnesses noticing a disturbance is
guard under some circumstances:
halved or better if taking advantage of a
• A sustained and noisy commotion, including any
thunderstorm.
violent conflict, has a cumulative 5% chance per
• Some physical actions, like climbing walls, will be at
Combat Round of alerting witnesses. If the noises
least one step more difficult in the rain.
continue for a further 2d4 Combat Rounds, the
witnesses call the guard.
• Sudden, short disturbances have a 10% chance of
attracting attention, usually leading to an angry
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Monster Island: A Bird in the hand
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Monster Island: A Bird in the hand
And You
An Dai Ai
ction now shifts to the treacherous Tane Jungle adventurers left Port Grimsand. See guidance below and Hex
Events
• Jungle Drummers warn the Oodaki, allowing Kaia to
Location call for aid or a war party to capture the adventurers (see
The Tane Jungle along the coast of Hina Bay in Gamari then page 19).
Oodaki tribal territory, either following the trail of Fat Boyd
or Kaia or fleeing with the bird, likely pursued, to the village • Pursuit, or chasing Fat Boyd or Kaia, forces Fatigue Tests
of An Dan Ai 5 km up the Gushing Crack river. and Combat (see page 18).
• Two significant rivers must be crossed: Little Piddle and
When Thunder Falls (see page 18-19).
Anytime, depending on the characters' actions, during the • The journey requires at least three random encounters.
wet season. The characters may be accompanied by Coynrad Vigilant adventures may avoid encounters, see Hex
or Kaia; or pursuing Fat Boyd. Crawl! Travel & Encounters on Monster Island on page
50 for guidance. Generate encounters using the table on
Ambience page 120 of Monster Island.
A cacophony of noise, screeching, hooting, and gobbling fills
the green-lit underworld dominated by colossal columns of Resolution
grey-barked hardwoods thickly covered in fungi. Thorny or The adventurers find the village of An Dai Ai, either being
spiked weeds struggle for light. The ground is a tangled mass led there, chased there or captured by a war party of Oodaki.
of roots and detritus, insects, some an arm's length, scurry for Here, the soul of the High Shaman Mele, is reunited with his
cover. Far above glimpses of sky leach through the thick body.
fronds; whilst strung from tree to tree is a netting of liana and
vines, over which scamper, or flutter myriad unknown
creatures. Adventurers are unwelcome intruders, at best
Outcome
invited for lunch. The characters may rest briefly but are called on to help the
Lizardfolk defeat the alien and corrupting spirit of Iz at the
Opening scene Ruin by the Falls (see page 21 onwards).
It is about 12 km to An Dai Ai, the Oodaki village that the the
bird or Kaia guides adventures. The speed and difficulty of
travel, and the availability of supplies, depend upon terms the
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
An Dai Ai
The Ruin
Port Grimsand
5km
Pursuit!
Travel and The adventurers may be pursued by, or pursuing, Fat Boyd or
encounters
Use Hex Crawl! Travel & Encounters on Monster Island to
Kaia. Resolve a pursuit through the jungle as follows:
• Are parties aware of pursuit? If not, no action to obscure
present a challenging and gruelling jungle hike. The difficulty the trail is possible and if opponents get ahead, they may
depends on the quality of the characters' guide (see table set up an ambush, increasing the difficulty of Perception
overleaf): Kaia knows the route and the Oodaki allow a checks to spot the ambush to Formidable difficulty
crossing of Thunder Falls; Mele, in his bird form, helps with (opposed by ambusher's Stealth).
rudimentary directions, but only if the adventurers have • Note the relative speed and distance between parties, this
devised a way to communicate. will determine how quickly (if at all) the parties close.
Kaia is likely impossible to catch and can easily cover the
Jungle Drums distance to catch up with the characters.
Soon after entering Oodaki territory a distant call and answer • If not accompanied by Kaia, an Oodaki war party may
of giant drums reverberates, seeming to comment on the ambush the leading group before the pursuit is resolved
adventurers' every move. Kaia will use the Drummers to (see page 19).
summon a war party to his aid on the second day of travel.
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Monster Island: A Bird in the hand
Travelling with
Travelling with Being guided by Colonists or on
Kaia the bird their own
Standard: 9 km 2 km 2 km
Distance covered per day (pace)
Forced March: 12 km 5 km 5 km
• Resolve the pursuit as a Task (Mythras page 65), with Kaia aims to steal the bird, relying on Stealth and his
each Task Round a half-day (circa 4 hours) using the Night Sight, disappearing into the jungle and directing the
Tracking skill, or Formidable Perception, of the pursuing Oodaki war party directly to the adventurers. If actually
party: ambushed (which is highly unlikely), Kaia will attempt to flee
• If the total Task Score falls below zero, the trail and simply follow the adventurers, calling out bird noises to
cannot now be found (instead, the Oodaki war party mark their location to the approaching war party.
will seek to capture the party, see opposite).
• At 100% plus, the parties close requiring Opposed Crossing Rivers
Perception skill checks to determine which party is It is wet season: the Island's rivers ride high and swift. Two
spotted first and whether combat occurs, or one side rivers must be crossed, either at traditional crossing points,
flees. which are easier but guarded; or attempting to forge a new
• A Critical Success increases distance covered by 1 crossing.
km.
• A Fumble results in an additional random Crossing the Little Piddle
encounter. The Gamari tribe control a crossing, often trading with
• Note that movement of the pursuing party is slowed colonists heading into the jungle. A vine bridge crosses the
by 25% whilst following tracks (only 1.5 km progress river, 7 metres above the raging waters, bound to mighty tree
at a standard pace). trunks over a 15 metre span. The bridge supports a total of
• The party being pursued may try to hide or mis- SIZ 80.
direct their trail, making a Hard Conceal or Two Gamari sentries, Naai and Mooa, recline on the far
Formidable Tracking skill check. This slows bank (use Tua Skirmisher). Naai and Mooa understand
movement by 25%. Success or Critical Success Colonist speech but pretend ignorance, only using the phrase
increases the pursuers' Tracking or Perception "soft skin make good eating!" (their idea of a joke) or point to
difficulty by one or two grades respectively, a Fumble a large wicker basket near the bridge. The basket is used to
counts as an Automatic Ssuccess for pursuers. accept offerings for crossing, at least 50 pazoors value of trade
goods per person (an Easy Commerce or Hard Customs or
Fat Boyd aims to capture the adventurers, secure the bird, Insight make this clear).
and take slaves for sale. If on the defensive, he happily Paying the toll allows the adventurers to cross unmolested,
sacrifices his 'guys and gals' or gives up the bird to live another Naai and Mooa standing in cover at a distance with slings
day. If escaping alive, Fat Boyd will be an implacable rival in ready. They refuse any attempt at a ritual challenge unless
months to come (but may be on the menu). offered by another savage and only then with a Formidable
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Ruin by the
Falls
he expedition moves downriver to the ruin conducted at the centre of its power using the crystal geode.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
together the SIZ of roped characters on the stairs and 6 SIZ difference. A failed check pulls an additional roped
compare with the total SIZ of falling characters. If SIZ is character off the steps, allow a repeat of the Brawn check at
greater than the falling character(s), make an Easy Brawn a greater difficulty.
check to recover the falling character(s); if SIZ is less increase
the difficulty grade of the Brawn check by one step for each
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Level 1: Encounters
Roll or impose a random encounter only if the adventurers
The Beast Cages linger too long or need a reminder of the evil will of Iz.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
• If the Klik-Stik's ambush attack misses, or if it is • Sidekicks do not make any separate attack rolls but
attacked, the Klik-Stiks seek to retreat to the dark grant a benefit to the adventurer as follows:
shadows of the cavern roof, waiting for any injured 1. For every two Sidekicks, reduce the difficulty of the
opponents to bleed out. adventurer's attack by one difficulty grade.
• Note, each Klik-Stik possesses a Chaotic Feature. 2. Once per Round each adventurer may choose a Noble
Sacrifice, Daring Strike or Heroic Distraction:
Rewards:
• Noble Sacrifice: A successful attack
A careful search of the chamber is time consuming (taking an automatically strikes a Sidekick instead of the
hour or more) and unpleasant (given the litter of victims) but adventurer for normal damage (without any
may uncover a rare treasure: Special Effects).
• Amongst the broken Oodaki trinkets of past victims is a • Daring Strike: A Sidekick allows an adventurer
heavy (ENC 6) set of tarnished metal plates nearly half to gain a bonus Special Effect on a successful
a metre square bound by a silvered metal ring through attack but is automatically maimed or killed as
holes punched in one corner. This is the lost Treatise of a consequence.
Sliztak, a guide on anatomy compiled by a Serpentman
• Heroic Distraction: Causes the opponent to lose
scholar of Zerzura. The High Tongue hieroglyphs are an Action Point but the Sidekick suffers a
accompanied by many detailed diagrams etched in the Minor Wound.
metal pages with revolting vividness. Each month of
study allows a bonus Experience Roll that may only be
spent on First Aid, Healing, or a suitable Lore skill. The
benefit is limited to two Experience Rolls or a total of 8 Encounters
Experience Rolls if the High Tongue can be translated. Roll or impose a random encounter only if the adventurers
However, the secrets of Zerzura are not without cost. linger too long or need a reminder of the evil will of Iz.
First, a living specimen of a relevant being (for example
a human) is required for each month of study, which is Rewards
sadly fatal to the specimen. Second, the user gains a
A casual inspection notes the skeletal remains of a long-dead
compulsion, as a Passion, of Obsession (Vivisection) at a
Lizardman lying crumpled under an old timber. A skeletal
base 30%, increasing by 1d10+5% with each further use
arm reaches toward a beautifully carved clay statuette
of the Treatise.
depicting three Lizardfolk figures, two obviously juvenile.
Around its neck is a bronze ring of intricate design although
Chamber Three it is clearly too small to have fitted around its neck when
living. The statuette holds the spirits of this family that were
This chamber joins Chamber Two and slopes downward,
opening onto the central shaft and its slippery stair. once slaves to the cruel Serpentfolk. If recognised as such (by
Mele or Kaia), an Oodaki Kahuna may release the spirits at
• Old and rotted detritus are piled in crudely carved cells, a ceremony on return to the village. Any character that
once used as storage. helped with this discovery will receive a bonus temporary
• Gnawed bones, broken pottery, tumbled timber, and Luck Point at the next opportunity and bonus Experience
rotted leather litter the passage. Roll on their Insight Skill.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Ancient •
•
Difficulty: 40%
Resistance: Evade to leap clear, or Hard Perception
Laboratories and to notice the imminent danger or Formidable
Athletics to grasp a rock or vine to prevent a fall.
Domicile • Effect: 1d6 HP damage to two locations, ignoring
armour. Any items held are dropped and lost.
Weave Strength: 70% Climbing out needs a Hard Athletics, which is an
Opposed Roll against the trap's difficulty, risking
Ambience setting off another collapse (companions may hoist a
The weight of both the earth and a crumbling ancient character to safety with rope). If the trap achieves a
civilisation bear down on the soul. Some chambers permit Critical Success versus a Fumble (and no Luck Points
shafts of natural light and air through balconies that open spent), the adventurer falls from the cliff to their
onto the cliffs overlooking Hina Bay tens of metres below; but death.
are marked by the stench of seabirds that usually (but no
longer) crowd the cliff face. Those chambers further inland Rewards
are pitch black. An unusual, brooding quiet permeates the
Searching for at least 30 minutes allows an Opposed
level.
Perception roll against 60% (representing the debris and
difficulty of searching amongst the ruins). A Success turns up
Description an item (two on a Critical):
The spiral stair stops at this level and opens into a corridor on
the seaward side of the shaft. This level contains the old • A stone coffer, ENC 3, the cracked lid opens to reveal 34
domestic chambers of the Serpentfolk, a central audience uncut gems worth on average 60 pazoors in Port
chamber that allows access to level 3 and, on the landward Grimsand.
side of the central shaft, the laboratories of the 'biologists' • 3 quills of gold dust (100 pazoors each).
that once undertook cruelly twisted enquiries into living
beasts. • A fan of decorated ivory, its blades woven of a sleek cloth
(at least 80 pazoors to a collector, but also a fine offering
to Serpentfolk that may open the prospect of dialogue).
Domestic Chambers • An exquisitely carved hardwood box that contains three
• The corridor slopes gently down. Opening from the pinches of Pholzalu Pollen (Monster Island page 167).
corridor are a scattering of smaller cells and chambers
• A set of bone needles within a leather case that needs
that often include balconies in the sea cliff wall.
oiling (20 pazoor but equally a valuable gift to any
• Many chambers are open to the air, and for a long time native).
the domain of nesting birds, whilst a sea breeze stirs the
• A set of animal and humanoid (human-like?) skulls
dust of the chambers and corridors.
strung together that may be pulled along the ground on
• A fracture down the sea cliffs has rent and broken several rollers, making the jaws open and clatter.
chambers. In places the floor has dropped and tilted,
• A jade stone figurine of a Jaguar (worth 120 pazoors at
sloping down into rubble strewn holes, or opening onto
Port Grimsand). It emits a soft green glow when within
vine-covered sea cliff hundreds of metres above Hina
10 metres of any person or object sworn to Yhounkehd
Bay. In some chambers the ceiling too is cracked and
(see Monster Island, page 41), but if the bearer is not
prone to collapse (see Encounters below).
themselves sworn to Yhounkehd, results in immediate
hostility from any great cat.
Encounters
Strangely, all bird life is absent; nests still holding eggs left • A double-handed Maquahuitl of exceptional make (5
empty. AP).
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
• Shafts cut into the cliff allow shadowy illumination (Hard • The flock starts with a value of 80%, which is used in any
difficulty for skill tests relying on vision). roll against the characters. The value of the flock is
reduced if directly attacked or Coynrad is injured, as
• Ornamental carvings of an alien style decorate every noted in the following.
surface. Studying the carvings requires a Willpower skill
roll and, on a Failure, characters lose 1d3 MP (on • Only area effect attacks that target at least a 3m3 work
Fumble increase their Fear (the Weave) Passion by 15%) against the flock, with each 5 points of damage
as part of their humanity is eroded by Ophidian curses. effectively reducing the flock value by 10%.
• Two sets of bench seats six tiers high are carved from the • Each time Coynrad suffers harm, he must make a
rock walls and flank a stone dais on which rests an oddly Willpower test to maintain cohesion of the flock with the
shaped chair of green-hued stone. following results:
• Behind the dais lies a portal, flanked by an architrave of • Critical Success – the flock is unaffected
fossilised ape and Lizardman skulls that opens onto stairs • Success – some control is lost, reduce the flock value
dropping away into darkness (leading to Level Three, see by 5%
page 31).
• Failure – Coynrad's control is disrupted, reduce the
Encounters value by 20%
Coynrad may be encountered here. Coynrad can command • Fumble – the flock breaks free of Coynrad, and
the birds to frustrate opponents as he blasts them with suddenly noisily flees towards Chamber 1 and the
eldritch power. light
• Whilst blasting the adventurers and directing the flock of
dominated birds, Coynrad babbles insanely about the Coynrad's Fall
wonder and power of Iz. Coynrad is the human face of Iz. An illustration of the
• Appeals to Coynrad's reason, especially about the harm corruption of Iz, his body is now twisted and perverted into a
to the sea birds he dominates, may offer a few lucid mockery of avian form. Coynrad should only be encountered if
it is plausibly likely. This can include:
moments. Allow an Opposed Roll of a character's
suitable social skill (affected by the Weave) against • Coynrad never recovered the rare bird and was left in Port
Coynrad's Willpower. This offers 1d3 Turns respite from Grimsand by the adventurers. Coynrad then headed into
his attacks. the jungle to find his own specimen and was discovered
and dominated by Iz.
• The flock of birds swirl about the chamber and respond
on each Turn to an adventurer's actions using one of: • Coynrad may have been left alone in the jungle, perhaps
failing to pursue the adventurers if they helped Kaia, and
• Buffet – a cloud of birds obscure vision and knock betrayed or left behind by Fat Boyd, and then fell foul of Iz.
into the adventurer, increase the difficulty of any
action by one level. If Coynrad has already been disposed of or would otherwise
not have plausibly fallen prey to Iz, then the characters never
• Stunning – birds strike against the character, resist encounter the corrupted form of Coynrad. They also never get
the flock with Brawn or Willpower; failing the roll, his warning (see Rewards).
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Rewards
• These chambers lie in darkness, without light from
As Coynrad is overcome by the last blow or spell he collapses, fractures of the sea cliff wall. Each contain a table,
a glint of sanity returns to his eyes. Coynrad's ruined body storage, built cunningly into the walls, and are decorated
shudders and with his dying breath he croaks: "You have with regularly positioned crystals that are now dull and
rescued this vain old fool from a grim fate. I die a man at least. cracked.
The things called Iz awaits below. You must walk its twisted
dreams to reach the centre of its power. Hark my words: it • Time has taken its toll, potentially creating hazards but
does not understand that humanity can be kind and also hiding strange objects. Determine the contents of
giving…be humble, be human!" each chamber randomly using the list below: roll 1d20
three or four times for each chamber and note its features
This warning will allow each character a one-off benefit for future reference. Refer to Monster Island or Mythras
when facing the Challenge of the Weave on level 3, when the for any necessary statistics.
adventurers may choose to reduce the difficulty of a single
roll by one Difficulty Grade. Further, if the old man is treated
with compassion and respect, reward the characters with an 1. A gilded metal frame ornately decorated with abstract patterns
individual or Group Luck Point or two. standing chest high to a human. It rests on three metal 'feet'.
2. Paper-thin 'parchment' of a golden-hued metal covered in
ideograms. The metal is brittle, crumbling if handled and exposing
Laboratories those in immediate area to the plunderers curse (Monster Island
From the audience chamber another corridor and 13 sub-
page 88).
chambers encircles the landward side of the central shaft.
Each chamber is a uniform size of 6m deep, 3m high and 7m 3. A fossilised meal set out on a silver platter, with a jewelled cup
long with a gentle curve, following an arc around the central nearby (2d5x10 pazoors value).
shaft.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
4. A display case of perfectly preserved organs and mammals, on 15. Thick spider webs cover the room. At the back, the desiccated
close inspection they appear alive or functioning but crumble to dust corpses of Lizardfolk victims are wrapped. See Mythras page 267
if removed. for spider statistics. One of the corpses is adorned with beaded
jewellery (350 pazoors) and a collar of shell (120 pazoors); these
5. A gilded metal plaque, attached to the wall, that carries some
once belonged to a famous tribal hero names Ailepo (Formidable
large ideographic symbols that appear somewhat alarming, the
Culture (Savages) to recognise this). The hero's skin is recoverable
plaque is heavy (20 ENC) and falls noisily to the floor if touched.
but needs a suitable craft and completion of a Task (each Task
6. A ring of three-legged stools upon which a small pile of gritty- Round 30 minutes) to recover intact.
dust lays on all but one, where instead a skeletal figure lies in rotted
16. A fine soot hangs in the air, on a stone rectangular block is a
cloth still bearing a prism shaped contraption of thin wires and
crystal 20 cm long that holds an Intensity 4 Fire Elemental Spirit,
metals.
too hot to touch and it soon burns through cloth or sacking. The
7. A series of holes peppering a wall holding the rotted fragments stone is cracked and blackened. The crystal has 6 APs but only 12
of scrolls made of Lizardfolk-hide offering access to unusual Lore HPs, breaking it releases the Elemental.
skills or locations of lost ruins if translated.
17. A large rectangular table dominates the room, made of copper-
8. An elaborate manicure set of decorated ivory. Worth 50-100 coloured metal, fixed with enchanted metal rings that can change
pazoors in Port Grimsand, but much more as a gift to the High size and obviously intended to restrain someone. Three ceramic
Folk, reducing the difficulty of any skill checks if negotiating by one basins, with narrow pipes disappearing into the floor, line one wall.
step.
18. A crack in the wall has allowed an extensive root system to
9. The walls are covered in roughly scratched symbols, as if used take hold. It is a pale colour, starved of light but vibrantly alive.
to hastily make notes, if somehow copied, this would be of value to This is an Ivy Succubus (Monster Island page 227), exuding a
a scholar or reveal some lost trail lore (see page 55). faint rotting smell; only three tendril 'traps' are in the room.
10. Metal platforms, chest height to a human, project from the 19. Water flows down one wall, draining slowly through
wall. Some metal and wooden implements are scattered across the splintered cracks in the wall. Excessive movement or noise risks
surface, each designed for functions likely to include gripping, bringing the weakened ceiling down (treat as a 12m fall).
prising, holding, twisting, and so forth.
20. Broken pottery litters the floor, concealed in knee deep water (or
11. A chime made of metal. If 'energised' (sacrifice a MP) it just more piles of broken pottery), inside one sealed jar are 3d20
detects spirits within 12m for the next 12 hours. If removed, its sapphires, each worth 400 pazoors.
magic fails.
12. Cages, suspended on heavy chains fashioned of a bronze-hued
metal, now filled with bones. A range of tool-like implements are
Level Three: The
scattered on the floor.
13. A pile of dust and moss-covered pottery urns and rotted wicker
Heart of the
baskets. A pool of black goo emits an awful stench (if stepped in or
prodded the stench will stick, making it easier to track the character
Weave
by one difficulty step for those using smell). Weave Strength: Special
14. A set of ivory rectangular blocks, decorated with pyramidal This is the heart of the Weave. Iz lies at the centre of this
carvings, and about as big as a human adult hand. They are chamber. Everyone is aware of the alien presence. The
balanced on their narrowest edge in an intricate pattern one in front binding ritual must be undertaken here.
of another coiling across the floor, with the furthest resting before a
copper-coloured machine adorned with small glass knobs. Knocking Ambience
the blocks causes a cascade as each falls one against the other, roll • Carved steps lead into a large chamber of basalt rock.
1d6 for effect: 1-2) the machine makes a squawk and collapses Light seeps in through a fracture in the sea cliff, and a
with a thunderous crash; 3-4) dust and silence, then a clawed hand swirling mist that muffles sound flows across the chamber
appears to lift the ivory pieces back into place; 5-6) the machine floor.
makes a dull chime and portcullis of an unusual metal clangs down
on every laboratory chamber (Evade to avoid if necessary or 2d6 • The walls and floor are decorated with rhomboid
damage), treat as SIZ 80, AP 8, HP 60; the same result – if patterns that connect into swirling arcs impossible for the
achieved – raises the portcullis. human eye to follow, whilst the ceiling glitters from facets
of crystal and obsidian.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Challenge of
the Weave
Stepping onto the mist-covered floor
to approach the centre of the
chamber means moving into the
dream-realm of the Weave. Iz
conjures three tests of moral choice
(Challenges) that may be overcome as
a Social Conflict or through direct
physical action. Each challenge is like
a dream, unfolding as the characters
approach the sunken amphitheatre
and concluding as they arrive at its
centre.
Resolving Each
Conflict
Each Challenge has a skill used to
oppose the characters actions or
attack them, a damage value used to
harm the characters' resolution pools,
Confidence (as armour), and
Resolution pool (as Hit Points).
Calculate the adventurers' Social
Conflict pools as a group (for
Composure, Integrity, and Resolve,
see page 16 of the Mythras
Companion).
Run each Challenge as follows:
• The adventurers will act as a
group, with only one character
allowed to act on each Turn (as
decided by the players).
• The adventurers always win
Initiative, each side having 3 Action
Points.
• The characters must set a
preferred 'attacking' social skill tactic
• At the centre of the chamber carved into the floor is a at the beginning of the Challenge, which will determine
sunken crescent-shaped amphitheatre 13 metres in the adventurer's own damage value. As per the Social
diameter. It is shaped like the open maw of a great snake. Conflict rules it takes a Turn and costs an Action Point to
Thirteen levels of benches carved into the stone descend change tactics.
into its 'gullet'. From the floor at the centre of the
amphitheatre a languid column of forked black rock • The adventurers may defend with any suitable skill,
rises, like the tongue of the serpent, but only visible from freely changing this skill in response to Iz's attacks.
the lip of the amphitheatre. • However, unlike normal Social Conflict, the characters
• A black pit, five metres across, lies at the far end of the may mix and match social tactics or physical actions
chamber. From here the Guardian Serpent emerges. from Turn to Turn in response to the narrated scene and
how Iz responds.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Actions and 'attacks': The fire closes, and the companion Automatic successes: Any dramatic gesture of defiance
pleads for aid to cross first. It will take 3 Turns for someone to grants a Success, for example, tipping the great throne of
cross to safety. If more than one person tries to cross increase Kapala over (requiring Brawn), cutting down victims from
the difficulty of tests by one step for each person (so three the gibbets.
people crossing increases difficulty by two steps); and by
Automatic failures: Pursuing or seeking dominion over
another difficulty grade if crossing with the golden idol. The
others or finding pleasure in the debasement of others.
adventurers may attempt to persuade their companion to
wait, or to leave the heavy idol behind. They may also aim to
assist their companion, perhaps calling encouragement or
holding the ropes. Simply waiting patiently as their
The Binding
companion crosses, and the fire closes, requires the lead
character to make a Willpower check each Turn. On a
Ritual
Emerging from the Weave the adventurers are standing at the
Failure, every adventurer suffers searing burns for 1 HP of
bottom of the amphitheatre next to the column of forked
damage to a random location.
black rock. Mele and Kaia are present. Now is the time for
Automatic successes: Immediately allowing a companion the binding ritual. Solemnly, Mele states "We are at the centre
to cross earns one Automatic Success; subsequent Turns of the spirit's power. I must bind it to the crystal. Guard me
taking risks to hold back the flames also results in an or help me!" Mele takes up his drum and crooning in a
Automatic Success. manner only Lizardfolk can master begins to enter a ritual
trance, whilst Kaia dances to the rhythm. The crystal geode
Automatic failures: Stealing the idol and crossing first will
emits a soft blue light, flecked with hints of an angry red as
allow Iz an immediate victory, leaving the adventurers to face
the ritual progresses.
the next challenge.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
imposes a penalty on Mele's Binding skill equivalent to • Fleeing from 2nd level to 1st level – Leap across a
the intended augment value. widening chasm or improvise a precarious bridge. In
the domestic chambers of the 2nd level a growing
• Offering power, through sacrificing lifeblood to soak into
chasm that rocks and heaves must be jumped: Easy
the crystal geode. For each level of Fatigue willingly
Athletics for the first adventurer, increase the
accrued (see Blood Loss, Mythras page 71), Mele gains
difficulty by one step to a maximum of Herculean
1+1d6 MP.
for each person following; Failure causes the
• A player, or each in turn, could also play Mele's role in character to hesitate (raising difficulty); Fumble
the Spirit Combat with Iz, making his Binding skill tests means they fall to their death (or spend a Luck Point
and choosing outcomes. and treat as a Failure) and a Critical Success allows
the next adventurer to attempt the jump at the
Encounters current difficulty level. Spending a minute to
From the bottomless pit crawls a great albino Serpent. It examine the area allows an Insight or suitable Lore
arrives just as Mele enters the Spirit World. From this point, skill to spot a statue of a man-like serpent that can be
every Round Iz must attempt to dominate the Serpent, toppled (Hard Brawn) to form a bridge. Use
commanding it to approach the amphitheatre and consume Athletics or Easy Acrobatics to cross, any Fumble
Mele. This costs Iz and the Guardian Serpent 1 Action Point; causes the statue to slip and wobble, making all
see page 49 for description of the Guardian Serpent. subsequent checks one grade more difficult; a
Critical Success allows the next character in
Initiative order to also cross without needing a skill
Resolution and Escape
check.
At the point at which Mele imprisons Iz, loses the Spirit
Combat, or is consumed by the Guardian Serpent the • Fleeing from 1st level to surface – Scale the
following occurs: collapsing stair around the central shaft to reach the
surface. Make an Athletics check, capped by Evade
• A heaving quake shakes the ground, rocks crack and or Acrobatics: Critical Success, escape and reduce
begin to rain down from the cavern ceiling – check the the difficulty grade for the character next in
Evade skill to remain standing and avoid debris: Fumble Initiative order; Success, the character reaches the
causes 2d6 Hit Points damage to two locations (ignoring surface; Failure causes 1d4 Hit Points of damage to
armour) and the character is trapped under rubble two locations (ignore armour), if still able to move
(Hard Brawn to escape); Failure, fall prone and suffer the character reaches the surface, but increases the
1d4 Hit Points damage to one location (ignoring difficulty level for the next character in Initiative
armour). order by one step; a Fumble and the adventurer slips,
• A section of cliff face falls away exposing the area to barely clinging to the rock, needing a Brawn check
daylight and Hina Bay below. If Iz has been bound to the to heave themselves to safety. If failing this Brawn
crystal geode, a massive octopoid tentacle rises from the roll, the character loses grip and falls to their death.
sea, scoops up the crystal and drags it into the ocean Another character can haul the victim to safety
depths. (using Brawn), but, without precautions, a Fumble
means they too lose their footing and plummet to
• The adventurers must flee. Iz, if not bound, is too their doom! Delaying overly long on the stair should
weakened for now to prevent them. The Games Master increase the difficulty of all skill rolls by one step.
may narrate an exciting escape. Or, if Luck Points
remain, roll Initiative, and use the following challenges to As the adventures reach the surface the quaking ground
escape the ruin, keeping the pace and pressure on the gradually stills, and the battered adventurers may withdraw
players intense to create a sense of deadly urgency: to the Oodaki village, whether in triumph or defeat.
• Fleeing from 3rd level to 2nd level – Dodge rolling
boulders whilst racing up the stairs to the audience
chamber. Evade or Easy Acrobatics checks, Failure
suffer 1d3 Hit Point damage to two locations,
ignoring armour; Fumble, as Failure but 1d4 Hit
Point damage and fall to the back of the fleeing
party. A Critical Success results in some lucky chance
so that the next character in Initiative order may
reach safety without making a skill roll.
35
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
36
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Non-Player
Characters
Coynrad Lorrnz COYNRAD LORRNZ
Coynrad is an adventurer and bird-fancier, collector of rare STR: 11 Action Points: 3
eggs, taxidermist, and in all other ways a friend to avian
species. An older gentleman who impresses with a full white CON: 13 Damage Modifier: +0
beard, beak-like nose, and extravagant eyebrows. Coynrad SIZ: 12 Magic Points: 12
has courteous manners and gesticulates with his pipe to drive
home arguments. He carries 73 pazoors in a pouch with two DEX: 11 Movement: 6 metres
uncut rubies (200 SP each), he has a hidden stash of treasures
INT: 15 Initiative Bonus: +13
that includes the rewards offered to the adventurers and can
procure a range of adventuring gear at need. POW: 12 Armour: none (feathers for 1 AP at all locations)
The statistics (in brackets) reflect the powers and nature of
CHA: 15 Status: 42
Coynrad if he has become a victim and living tool of Iz,
faced by the adventurers in the Ruin by the Falls. In this case Abilities: None (Control Flock; Feathery appearance grants two Chaos
his appearance is changed: Coynrad stands in an avian Features: Slimy, effectively just grab feathers, and Obfuscating, which
posture, his body now covered in feathers, his hair gone and appears as a constant and distracting whirl of feathers and birdcalls).
the beak-like nose even more exaggerated. Truly, is Coynrad Magic: None
one with his feathered friends!
Skills: Athletics 70%, Brawn 45%, Endurance 60%, Evade 50%,
Influence 60%, Insight 55%, Locale (Port Grimsand) 60%, Perception
70%, Survival 60%, Unarmed 40%, Willpower 70%, Lore (Jungle
Birds) 80%, Language (Low Tongue) 23%, Navigation 70%.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
COMBAT STYLE
Stubborn shop keeper (Club, Dagger) 55%, Trait: Impromptu
Weapons.
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE
Club M S 1d6 4/4
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Magic: None
1D20 HIT LOCATION AP/HP
Skills: Athletics 55%, Brawn 50%, Endurance 55%, Evade 55%,
1-3 Right Leg 0/6 Perception 60%, Track 55%, Willpower 46%.
4-6 Left Leg 0/6 Love (meat) 70%, Loyalty (Belbry) 90%
7-9 Abdomen 5/7
1D20 HIT LOCATION AP/HP
10-12 Chest 5/8
1-3 Right Hind Leg 2/6
13-15 Right Arm 0/5
4-6 Left Hind Leg 2/6
16-18 Left Arm 0/5
7-9 Hindquarters 2/7
19-20 Head 5/6
10-12 Forequarters 2/8
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
FAT BOYD
STR: 16 Action Points: 3
CHA: 13 Status: 20
Abilities: None
Magic: None
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Skills: Athletics 46%, Brawn 50%, Customs 63%, Endurance 52%, SIZ: 13 Magic Points: 13
Evade 44%, Unarmed 50%, Gambling 53%, Streetwise 42%.
DEX: 14 Movement: 6 metres
Loyalty (Fat Boyd) 35%, Talk Tough 70%
INT: 16 Initiative Bonus: +15
1D20 HIT LOCATION AP/HP
POW: 13 Armour: None
1-3 Right Leg 0/6
CHA: 11 Status: 35
4-6 Left Leg 0/6
13-15 Right Arm 0/5 Skills: Athletics 48%, Customs 89%, Deceit 46%, Endurance 41%,
Evade 55%, Influence 57%, Insight 64%, Locale (Port Grimsand) 58%,
16-18 Left Arm 0/5 Perception 69%, Stealth 55%, Willpower 50%, Bureaucracy 53%,
Streetwise 60%, Disguise 49%, Literacy 50%.
19-20 Head 0/6
Solve Crimes 70%
COMBAT STYLE Loyalty (the Governor) 60%
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Loyalty (Oodaki Tribe): 75%, Rescue (Mele): 80%, Mistrust Initiative Bonus: +9
(Colonists): 37%
Abilities: Bless (Initiative, +2)
1D20 HIT LOCATION AP/HP Skills: Willpower 72%, Spectral Combat 70%
1–3 Tail 3/7
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Skills: Willpower 84%, Spectral Combat 76% POW: 11 Spirit Damage: 1d8
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Initiative Bonus: +10 Use poisoned darts: paralytic poison POT 80, Resist
Abilities: Warding (blocks spells with a Magnitude less than or equal to Endurance, Onset 1d4 rounds, Duration 1d3 hours, causing
twice the spirit's Intensity) paralysis to the location with results like the Palsy spell
Skills: Willpower 92%, Spectral Combat 81%
(Mythras page 171).
Magic Points: 11
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Eiki Elite
Skills: Athletics 79%, Binding 62%, Boating 59%, Brawn Iz - Corrupting Alien
75%, Endurance 76%, Evade 66%, Locale 66%, Navigate
74%, Perception 74%, Stealth 76%, Survival 74%, Swim
Spirit (Intensity 5)
Iz appears as a dull red light, like a smoke-obscured sunset
69%, Track 76%, Trance 64%, Willpower 72%.
that grants no warmth. The creature has been expelled from
its own world and, by chance, its spirit dragged through a
Armour: +4 AP to every location
Smoking Mirror to this place. Wholly focused on
domination, its cold alien mind takes pleasure only in the
Loyalty (Oodaki) 90%, Respect (Kahuna) 80%, Fear
destruction of others. Iz believes it is the preeminent entity
(Dowager-Matriarch) 80%
on this plane of existence. However, the arrival of Iz has
COMBAT STYLE been noted by certain sorcerers of Zerzura and Akakor. If
Eiki Elite (2H-Mace, 2H-Shark Toothed Sword and Strangle Cord)
Mele does not lock Iz away an expedition is likely to arrive
89%, Unarmed (Bite, Claw, Tail) 84% to enslave (or negotiate) with the creature. Should this come
to pass, the High Folk may find some greater evil for Iz!
SIZE/ REACH/ During Spirit Combat against Mele, Iz may call on a
WEAPONS DAMAGE AP/HP
FORCE RANGE
Guardian Serpent that it has awoken from its aeon-old
Stone Mace
(Gada) H M 1d12+1d4 6/5 slumber to attack those in the material world. At the
beginning of each Combat
Great Sword L L 2d6+4+1d4 4/12 Round, Iz must expend
(Maquahuitl)
Strangle one Action Point on its
Cord S VL 1d4+2+1d4 2/4 Turn to dominate the
(Ixcheltu)
Serpent in an
Opposed Roll of
Willpower; if both
fail the Serpent is
locked in a mental
struggle with Iz and
cannot act that Round
(see Guardian Serpent
on page 49).
IZ. INTENSITY 5 SPIRIT (UNIQUE)
INT: 18 Action Points: 4
Abilities: Weave (similar to Demesne but the Weave distorts the spiritual
and physical world within its area of effect and allows its other abilities
to affect corporeal beings and spirits).
Domination (creatures with INS or plants within its Weave, or people it
has overcome in Spirit Combat and corrupted).
Discorporate (only sleeping sapient creatures within the demesne of its
Weave).
Corrupt (inflicts mutagenic features as a consequence of defeating them
in Spirit Combat, randomly generate feature from Mythras page 275¸ it
may also Dominate defeated victims).
Skills: Discorporate 111%, Willpower 112%, Spectral Combat 98%
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
15–16 Right Arm 3/6 Each Klik-Stik has been warped by the corruption of Iz (Chaotic
features, Mythras:275) as follows:
Klik-Stik #1 Shocking (causes 1d6 damage if struck with metal
17–18 Left Arm 3/6 weapons, or when striking opponents).
#2 Draining (successful strikes drain 1d8 MP).
19–20 Head 3/7 #3 Weakening (successful strikes drain 1d8 STR).
#4 Regenerating (recovers 1 Hit Point per Round to all locations except
those suffering a Major Wound).
COMBAT STYLE
Disgusting Scuttle (Mandibles) 62% Crave flesh 80%
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE
As for
Mandibles M M 1d6+1d4 Head
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Hex Crawl!
Travel & Encounters on
Monster Island
C
The side bars on pages 12 and 13 of Monster Island are
bubbling sink holes, or rocking perilously from rope essential reading: setting out the rigours of jungle travel and
bridges in the steaming heat of a deadly jungle is the debilitating effect of its sultry climate on the heavily
exciting and adventurous! Monster Island brings together all armoured.
of these elements into an ideal setting for 'hex crawls'. A hex "Surrounded as it is by hydrothermal upwellings (currents of warm
crawl is an open-ended sandbox driven by the players' choices water), the island is pummelled with copious rainfall. This has had a
of exploration and the development of a mapped area. significant effect on carving the terrain into steep-walled valleys and
On Monster Island, the rigours of travel and its life or gorges. The prevalence of water is aptly demonstrated by the high
death decisions must be delivered at the table in an exciting incidence of whitewater rivulets and waterfalls which, whilst scenic,
way – not just a succession of skill rolls and bookkeeping of make travelling across the terrain difficult and slow.” (Monster Island
Fatigue Levels – whilst still being manageable for the Games page 9)
Master. This guide helps the Games Master manage travel
and encounters on Monster Island for both hex crawls and
travel to specific destinations with maximum fun from the
This is a Framework, Not A
Monster Island setting. Cage
"A sandbox setting is one which lays out the geography, ecology, The risk and dangers of travel must be made vivid and terrible!
cultures and settlements of region, then scatters it liberally with encounters It is truly adventurous to enter the jungles of Monster Island.
and scenario ideas with which to tempt your players. It does not present Add descriptions: the noise of the jungle insects and beasts, the
a structured series of adventures, nor offer any order in which to perform rich or sickly scents of alien plant-life, the constant trickle of
them; the idea being that players decide what they would like to do and sweat. Time encounters to add drama…when players'
create a quest arc by their character's own actions.” (Monster Island page attention starts to wander. Add mystery…glimpses of
113) strangely carven stone, trees that seem to form faces and the
beat of native drums thump, thump in call and reply…don't
let it become merely a succession of die rolls.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Step 3 – Support the Journey To determine a random direction, roll 1d6, noting on the
Monster Island Hex Map the intended direction. The party
If not filling the role of Expedition Leader or Trail Blazer,
actually travels to the hex indicated on the die result. For
one or more characters can be Vigilant or show True Grit:
example, the party slogs through sodden cloud forest,
•Vigilant adventurers pay extra attention to the hazards heading east (location 2); they deviate and get turned around
lurking in the verdant darkness, allowing Perception rolls and the GM rolls a 6. The party actually heads north-west.
or perhaps some other skill checks (Tracking, Insight and Will they realise in time?
so forth) that benefit the party (see 'What was
encountered?' following);
•True Grit allows an adventurer to lend support or
encouragement to (only) one other travelling companion 1
to help manage the rigours of a forced march (following).
Skills such as Influence, Oratory, Sing or even Athletics 6 2
or Brawn can all be used to assist companions. The
companion must be picked before any skill checks are
made.
5 3
Resolve the Journey
With roles of adventurers allocated it is time to make the
necessary skill rolls. The Games Master may use the optional
4
Fates and Fortunes rules below for any character that
Fumbles or rolls a Critical Success.
B. How Far Did the Adventurers
Travel?
A. Is the Party on Course? Consult Table 3 for progress at standard pace or to determine
Make a Navigation role, with the difficulty and results given the difficulty of the Trail Blazer's Survival skill roll, its results
in Table 2 below (the Games Master may want to make this and the distance covered by a forced march.
roll). If the party does not have Navigation among its skills, a
Survival or Locale roll can be substituted but at one or two Table 3: How Far Did They Get?
difficulty grades greater, respectively..
FORCED MARCH -
PROGRESS @ SURVIVAL
TERRAIN
Table 2: Keeping Course STANDARD PACE DIFFICULTY &
DISTANCE
TERRAIN NAVIGATION DIFFICULTY Coast * n/a
Coast Easy
Jungle 2 km Hard, 5 km
Jungle Formidable
Cloud Forest 2 km Formidable, 5 km
Cloud Forest Hard
Puna Plateau 10 km Standard, 15 km
Puna Plateau Easy
Mountains ** n/a
Mountains Standard
RESULTS
RESULTS Critical Success: make progress without any additional Fatigue.
Critical Success: confidently on course, gain a Group Luck Success: make progress but roll for Fatigue (section C following).
Failure: make progress but all suffer an additional level of Fatigue.
Point to help overcome other challenges.
Fumble: make no progress, all suffer an additional level of Fatigue
Success: keep on course.
and roll an additional random encounter.
Failure: Deviate course randomly, allow an Insight roll to
realise mistake and an opportunity to back track (Tracking
skill). * Coastal routes are unlikely to be clear for very much distance, consisting
Fumble: Wrong direction, without realising it, and suffer an of vertical cliffs for much of Monster Island.
automatic, additional encounter. ** Progress across mountains is at best 2 km / day, but a pass or route
must be found, e.g. scouting the local terrain – a matter for a more
detailed adventure.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
• Reveal secure sources of water or shelter, making Survival Cloud Forest Hard Easy Standard
checks easier or unnecessary. Puna
Hard Formidable Hard
• Identify specific hazards, making it easier for Vigilant Plateau
characters to respond, for example reduce difficulty of Mountains Formidable Hard Formidable
Perception tests by one or more steps or enabling
adventurers to gain a bonus to Initiative.
Living off the land is time consuming: no character
dedicated to a particular travel role on the journey may help
with foraging and Survival skill tests; and overall progress is
halved.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
Insufficient supplies may be shared out amongst more D100 FATES AND FORTUNE
travellers or made to last longer, allotting two-third, half, or
Parental responsibility: a baby or juvenile creature
one-third rations. Short supplies stave off thirst and starvation adopts you! Roll on the Monster Island Fauna Table
(see Mythras page 82), thus avoiding the requirement to make to determine type. You are persistently followed for
an Endurance check, but not without side-effects. Three days 37-42 the next 2d10 hours. It may offer help, early
or more on short rations leads to cumulative conditions as warning of danger and so on. If it faces a threat, or
follows (see Mythras page 75): those on two-third rations is harmed, its distress calls have a 40% chance of
suffer Exhaustion; half rations Fever; one-third rations an attracting mother.
appropriate Mania. During the day's travel you stumbled on an ancient
tiki, stele, or natural feature that is strongly tied to
the Spirit World; whatever you've done has resulted
Optional: Fates & Fortune 43-48 in a spirit blessing. Until the next sunrise you gain a
To make a journey more memorable, offer the players of a bonus Luck Point and any native Shaman will
Fumble or Critical Success on any travel related skill roll the respond more favourably to you (social interaction
option to accept a standard Failure or Success (as skill rolls one step easier).
appropriate) but then roll to see what fate has decreed for A strap breaks, shoe falls apart or some other piece
their journey. The Games Master should be cautious about 49-54 of clothing or equipment wears through: you lose a
revealing too much about the consequences of a roll or Fatigue Level.
perhaps just give the player a knowing look and move on, You slip, trip, and roll down a hidden ravine!
bringing the results into the game at a later point. The results 55-60 However, it turns out you've discovered an easier
may only affect the specific character or could make things route: add 2 km to your day's travel.
better or worse for the entire party. You stop to rest, take a comfort break, or eat and
have somehow desecrated a place special to local
Table 7: Fates and Fortune spirits. Until the next sunrise you are beset by
61-66 visions, strange sounds, chills, and other
D100 FATES AND FORTUNE uncomfortable feelings: lose 1 Luck Point and any
Unusual spoor - distinctive: you've left a unique scent local Shaman encountered will be unfriendly
or sign, you suffer an additional level of difficulty on (making social skills one step harder).
1-6
any social encounter; this lasts 12 Hours, or as Secret stash: you discover a favourite delicacy
decided by the Games Master until you next bathe. forgotten in your backpack or pouch; it lifts your
67-72
One with the rhythm: for some reason you spirits making your next skill roll one difficulty grade
understand the meaning of drummed messages of easier.
7-12
the tribe nearest your current location. This ability You slip trip and roll down a hidden ravine! Make a
fades after the next new moon. Perception check, on a Critical Success you quickly
Grating habit: A companion has a really annoying find your companions, on a Success (and assuming
13-18 habit, what is it? Develop a Passion Infuriated by your companions stop to look for you) you must
(character's habit) at 30% + their CHAx2. 73-78 halve your progress as you circle around meet up
with your companions, on a Failure you finally find
Kindred spirit: You have an immediate rapport with
your companions at dusk (or dawn) having made no
the next person from Monster Island that you meet.
19-24 progress, and on a Fumble you also suffer an
All social skills are one difficulty grade easier and
encounter roll…alone!
they will not be automatically hostile.
Invigorating flora: you drink, smell, or taste a rare
Jungle fever: you suffer a rising sense of panic and
substance that refreshes and strengthens you; apply
despair. Make a Willpower roll. If you fail, you flee 79-84
25-30 your Healing Rate to wounds or reduce Fatigue by 2
for 10 minutes in a random direction before your
steps.
wits return.
Parasites or Disease. The jungles and waters teem
Insightful splendour: although deadly, the wilderness
with tiny yet aggressive creatures, see Monster
of Monster Island can be breath-taking. It inspires
Island page 172 for a choice of diseases or inflict
31-36 you. Your next Willpower roll or use of a skill to
parasites. Treat parasites as a disease: Potency 70;
understand or uncover a mystery is two difficulty
Resist Endurance; Onset 1d3 days; Duration 1 week
grades easier.
85-90 (permanent); Condition – initially nausea, after a
week the body adjusts but unless purged of the
parasites the victim suffers a permanent level of
Fatigue; Antidote/cure - magic, healing spirits or
breathing an infusion of certain herbs under the
care of a healer.
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand
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Malcolm Serabian (Order #36578095)
In Port Grimsand, Coynrad Lornnz, that infamous
trapper of birds, has stumbled upon his most exotic
specimen yet; the Greater Crested Trill Warbler is a fabulous
avian that is unlike any species discovered so far on the
mysterious Monster Island. Naturally, Scabrous the
Usurer, a moneylender with an unrivalled private aviary,
has bought the bird, paying handsomely for the privilege.
But he is not alone in wanting to possess the Greater
Crested Trill Warbler, and others covet this seemingly
unique specimen. The characters, at a loose end in the
nefarious alleys of Port Grimsand, are hired to liberate
the bird from Scabrous, and must find a way of making it
theirs.
Naturally though, not all is as it seems, and soon the
characters find themselves on a dangerous expedition
into the Tane Jungle, on a quest to prevent something
terrible and powerful from laying waste to all life on the
island.
A Bird in the Hand is a dangerous scenario set on
Monster Island, and possession of this Mythras supplement
is highly recommended for full enjoyment. Aside from
the central adventure, the supplement also provides
detailed advice on sandbox exploration of Monster
Island, including how to handle overland movement,
special hazards, fatigue, and the island's treacherous
seasons.