G.M. Section

Gamemaster Information

The Adventure

Once the players have accepted the job from Morgan they can choose from a variety of things to do, aside from the normal shopping for equipment. If they wish, they can attempt to find out more about the area either by specifically asking a ranger or soldier about it, or they can go to the bars and listen in on other people’s conversations.

No matter what they do, they will get the information from the rumor list. If they ask only one person then that person will give them all the information they need. (Roll 3 times on the rumor list). If they are hanging around in an inn or tavern they must make a roll under their Mental Affinity on a D20 for each piece of information. It would be fair to point out that all of this information is rumored and not necessarily correct. Otherwise roll once on the rumor list for each person questioned. Duplicate answers/rumors are applicable, do not re-roll.

Rumor List

1. A dragon has been reported in Northwoods.
2. Beware of the Demonpool in the south of Northwoods.
3. There is a thriving Thieves Guild in Fort Ac.
4. The games at the Sign of the Salamander are fixed.
5. Creatures are said to live in Lake Magnys.
6. There is an undead wizard haunting the Kobold Road.
7. A gigante has been seen north of Fort Ac.
8. The kobolds deserted their stronghold because of a ghost.
9. A horrible creature rules the Faerie folk of the area
10. The bandits are actually in the employ of the King of Timiro.
11. Neryech is smarter than he looks.
12. The Walking God doesn’t walk, he runs.

Checking the Caravan Raid Site

The players also have the option of going out to the site of the caravan raid where the holy items were stolen to have a look around. The raid took place about eight miles south of the town on the main caravan route, so there will be no problem finding it.

When the group spreads out and checks around the scene of the attack, have them make a Tracking roll. If successful they will find a set of wagon tracks which seem to lead into the nearby Emeras forest, about a half mile to the west. It will require the players to make three successful tracking rolls to follow the trail, roll once for each half hour. An unsuccessful roll means they have temporarily lost the trail and need to search further before progressing. If three tracking rolls in a row are failed the trail is permanently lost.

The trail will lead to a small farmhouse about a quarter-mile into the woods. This house isonly about 30 feet long and 10 feet wide, built out of tree trunks with a small cow byre built onto one side. Smoke can be seen coming out of a smoke hole in the roof. The nearby patch of cultivated land does not look any too healthy and is not larger than two or three acres.

If the group approaches openly they will be received by an oldish man who will come out of the farm house to answer their summons, followed closely by two work dogs. He will introduce himself as Pak. If the group asks him about the wagon tracks they have been following, he will tell them that he picked up a severely wounded soldier from a burning caravan several days ago, apparently the only survivor. If the group wishes, he will let them talk to the soldier.

However, if the group tries to approach secretly they will first hear the furious sound of dogs barking followed by a voice calling “Who’s there?” which is of course the farmer. If they do not answer the farmer he will send the dogs out after them. If the group does not leave at this point both the old man and the wounded soldier will come out; the old man carrying a shield and club, the soldier two short swords. At this point, both the farmer and the soldier will believe that they are being attacked. Unless the group makes an overt gesture of peace, such as throwing down their weapons, the two will fight to the death. After all, there are many bandits in the area and it is better to go down fighting than be tortured to death. If the players manage to capture the two by means of magic, both will clam up and not tell them anything.

However, if peaceful communication is established the soldier will be able to tell the players the following information:

1. There were orcs, four ogres, four or five wolves and a human in the group of bandits which attacked the caravan.

2. They were taken by surprise. The first thing they knew about the attack was that their commander and his second just fell over dead.

3. The human seemed to have been the chief of the bandits. He had some kind of magic sword which glowed yellow even in daylight. A couple of times he just pointed the sword at one of the guards and the guard fell over.

4. At one point the sword flew from the hands of the human bandit and buried itself in the chest of one of the guards, then returned.

5. Other than knowing the caravan was carrying valuable cargo, he does not know what specific items were carried.

6. Some of the ogres were speaking Eastern Human and were calling the human Rhaznor. He ordered them to grab five chests from the caravan, then they left.

7. As the ogres were getting the chests, the soldier tried to take a swing at Rhaznor, but “Something got in the way between me and him. Then he just looked at me with a sneer and hit me with his sword. It seemed to be a love tap, but I’ve never felt so much pain in all my life.”

8. Other than that, he does not think they were carrying any magic, but with that sword they really don’t need any, do they?

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Pak, the Farmer

Hit Points: 21
6th level farmer
IQ 7 / ME 9 / MA 4 / PS 7 / PP 7 / PE 13 / PB 5 / SPD 10
Wearing no armour, he has no hand to hand skills.
Carrying wooden club and small shield.

Arman, the Soldier

Hit Points 18
1st level soldier
IQ 11 / ME 8 / MA 7 / PS 12 / PP 11 / PE 10 / PB 11 / SPD 12
Wearing the remains of his leather armour, A.R. 10, S.D.C. 10.
Carrying two short swords. Due to his wounded condition he will get only one strike per melee, and no bonuses to Strike, Parry, or Dodge.

The Dogs

A.R. 5, Hit Points: 24/16, 2 attacks doing 1D8 damage each, +2 to Damage, +2 to Strike +2 to Dodge. Nightvision 20 feet, Speed 22, Track by Smell 60%, Swim 50%.

The Schedule for Rhaznor’s Bandits

The following is a schedule of where the orcs and ogres under Rhaznor’s command will be found under different circumstances and at different times. This adventure is not static and all NPC’s in it will respond to different situations.

Under Normal Conditions During Daylight

1. One orc will be keeping watch on the road near Ridmarsh.
2. Two ogres and four orcs will be patrolling the area of Nargash-Tor.
3. Two orcs will be keeping watch from the second level of the barbican, one in room 2A, the other in room 2C.
4. Two orcs are always found preparing the next meal in the kitchen, room 1N.
5. The orc chieftain and his assistant will be found in the Watchroom, room 1P, planning what they are going to do to the next prisoners they capture.
6. Five orcs will always be found sleeping unarmoured in the Garrison Room, 1R.
7. One ogre and four orcs guard the mining slaves who are working in the mine shafts.
8. Seven of the ogres, including the three ogre chiefs, are asleep unarmoured in their rooms: 2E, 2F, 2G, 2H, 2K, 2M and 2N.
9. Rhaznor may be found anywhere, visibly or invisibly throughout the stronghold. He will not, however, be in the Water Pumping cavern, room 3F.

Under Normal Conditions at Night

1. Two ogres and five wolves will be found keeping watch on the road.
2. Two orcs will be keeping watch from the second level of the barbican rooms 2A and 2C.
3. Two orcs will be found preparing food in the kitchen, room 1N.
4. Five orcs will be sleeping in the Garrison Room, 1R.
5. The orc commander will be sleeping in his room, 1P.
6. Four orcs guard the sleeping slaves in the Cart Storage area, 3E.
7. Six orcs and four ogres spend their free time in the Dining Hall, 1M, eating, drinking, gambling and fighting.
8. Two ogres are out on night patrol.
9. Two ogres will be sleeping, one in room 2E, the other in room 2I.
10. Rhaznor normally sleeps in his room, 2R.

Under Combat Conditions. Assault from the Main Entrance

1. Three orcs will be in room 2B of the barbican with boiling water in preparation for pouring through the murder holes on the heads of any attackers.
2. Two ogres will be in each of the barbican rooms, 2A and 2C, armed with short bows.
3. All of the rest of the orcs and ogres, with the exception of any out on patrol, who are considered to be on their own, will push the wagon in the Main Entrance Hall, room 1D, into the breech made by the broken door. They would then take up defensive positions behind it. Rhaznor will stand in back of this group prepared to take on anyone who breaks through this line.

Attribute List of NPC’s

The following list is of the non-player character orcs, ogres and of course, Rhaznor. As the players meet and fight the bandits, just take the first listed character of the correct race, then work down the list as more are encountered.

Orcs - All first level soldiers. All wear padded cloth armour, A.R. 8, S.D.C. 15.
1. IQ 8 / PS 20 / PP 11 / PE 11 / SPD 10 / HP 14 / +2 to Damage
2. IQ 8 / PS 12 / PP 11 / PE 13 / SPD 10 / HP 17
3. IQ 8 / PS 15 / PP 6 / PE 10 / SPD 10 / HP 13
4. IQ 9 / PS 12 / PP 11 / PE 9 / SPD 13 / HP 12
5. IQ 5 / PS 7 / PP 10 / PE 13 / SPD 5 / HP 18
6. IQ 8 / PS 12 / PP 7 / PE 11 / SPD 10 / HP 17
7. IQ 11 / PS 17 / PP 11 / PE 7 / SPD 13 / HP 9 / +2 to Damage
8. IQ 4 / PS 13 / PP 8 / PE 12 / SPD 12 / HP 16
9. IQ 9 / PS 11 / PP 8 / PE 11 / SPD 9 / HP 13
10. IQ 7 / PS 15 / PP 9 / PE 15 / SPD 22 / HP 17
11. IQ 8 / PS 12 / PP 16 / PE 12 / SPD 9 / HP 15 / +1 to Strike, Parry and Dodge
12. IQ 8 / PS 17 / PP 14 / PE 11 / SPD 12 / HP 16 / +2 to Damage
13. IQ 8 / PS 9 / PP 12 / PE 14 / SPD 11 / HP 20
14. IQ 6 / PS 16 / PP 11 / PE 14 / SPD 14 / HP 21
15. IQ 9 / PS 17 / PP 7 / PE 15 / SPD 8 / HP 21 / +2 to Damage
16. IQ 7 / PS 13 / PP 15 / PE 12 / SPD 14 / HP 15
17. IQ 3 / PS 20 / PP 10 / PE 9 / SPD 13 / HP 14 / +5 to Damage
18. IQ 8 / PS 12 / PP 13 / PE 9 / SPD 12 / HP 14
19. IQ 5 / PS 15 / PP 12 / PE 9 / SPD 10 / HP 10
20. IQ 5 / PS 15 / PP 12 / PE 13 / SPD 7 / HP 19

Ogres - All third level soldiers. All wear studded leather armour, A.R. 12, S.D.C. 30.

1. IQ 12 / PS 18 / PP 7 / PE 8 / SPD 13 / HP 22 / +3 to Damage
2. IQ 10 / PS 13 / PP 10 / PE 16 / SPD 8 / HP 25 / +1 vs Poison and Magic
3. IQ 10 / PS 9 / PP 10 / PE 11 / SPD 12 / HP 26
4. IQ 12 / PS 14 / PP 9 / PE 12 / SPD 9 / HP 30
5. IQ 10 / PS 17 / PP 14 / PE 17 / SPD 14 / HP 29 / +2 to Damage, +1 vs Magic
6. IQ 10 / PS 15 / PP 10 / PE 19 / SPD 7 / HP 27 / +2 vs Magic and Poison
7. IQ 13 / PS 15 / PP 13 / PE 15 / SPD 10 / HP 14
8. IQ 13 / PS 18 / PP 14 / PE 15 / SPD 13 / HP 25 / +3 to Damage
9. IQ 10 / PS 10 / PP 8 / PE 13 / SPD 14 / HP 15
10. IQ 8 / PS 15 / PP 10 / PE 17 / SPD 5 / HP 25 / +1 vs Magic and Poison
The ogres have five wolves which they have trained as attack animals. All are A.R. 5, HP 16 / 26 / 13 / 23 / 16, each has two attacks per melee, and do 1D8 damage, +6 to damage, +2 to strike, +4 to dodge. They have nightvision of 30 feet, SPD 20, prowl 50%, track by smell 80%.

Rhaznor’s attributes are:

5th level (changeling) Mind Mage
Appears to be human
Alignment: Miscreant
I.S.P. 72
Hit Points 19
IQ 13 / ME 17 / MA 17 / PS 9 / PP 12 / PE 9 / PB 10 / SPD 17
+1 vs Psionics and Insanity, 45% chance to trust/intimidate.
Skills:
Read/Write Elven (changeling) 99%
Recognize Runes 40%
Speak Eastern, Ogre, Goblin 99%
Speak Elven 100%
Study Symbols
Study Wards 55/25%
Study Circles 45%
Horsemanship: ride, recognize quality 40%, jump 56%
+1 to parry and dodge on horseback, +3 Charge attack.
Secondary Skills
Demon Devil Lore 75%
Imitate Voices 56%
Math 78%
Read/Write Dwarven 79%
Recognize Precious Metal/Stones 12%
Religious Doctrine 60%
Sense Direction 85%
Speak Dwarven, Wolfen 99%
Speak Faerie, Northern 87%
Swim 35%
Ventriloquism 50%
Hand to Hand Skills: +2 to Dodge, +1 to Parry, +2 to Damage
2 attacks per round, Kick attack 1D6

In combat Rhaznor wears studded leather armour, A.R. 12, S.D.C. 50. He wields a glowing, apparently rune marked long sword. In actuality the sword does nothing but glow yellow when held by a psionic individual. All the other seemingly magical qualities of the sword are created by Rhaznor’s psionic abilities, with the exception of his ability to use Ventriloquism to make the sword appear to speak.

It is by having this “magical” sword that he rules the orcs and ogres. None will dare to defy him while it remains in his possession. In addition to this Rhaznor uses his natural ability to make people trust him or to intimidate them. Mixed in with a little psionic emotion control, he can get them to do as he wishes.

If the stronghold is attacked, Rhaznor will stay well out of harm’s way unless the defenses are breeched. In that case he will Turn Invisible and strike the attackers with the Evil Eye. If he is located, either through See the Invisible or Presence Sense he will attempt to flee, using Telekinesis to have his sword fight for him. If forced to engage in hand to hand combat, and if enough of his I.S.P. remains, he will again use Evil Eye to kill or cripple his attacker while he gets away. If low on I.S.P. he will use Extended Telepathy to read the attacker’s mind. When doing this he is +5 to Strike and +8 to Parry or Dodge only on the person whose mind he is reading.

If trapped within the stronghold, and low on I.S.P., he will go to the Sergeant of the Guard’s prison, room 2L, throw his clothing into one of the desk drawers and proceed to lock himself into one of the cells. Then he will use his ability as a changeling to assume the shape of an apparently exhausted and emaciated Wolfen with a story about being captured and held as a slave. He will await the proper moment, when the players are off their guard and his I.S.P. has regenerated, to take his revenge on them.

If however, it is apparent while he is invisible that no one can see him, but his men are losing, he will go to the treasure room, 2S, take the smallest and most valuable of the gems and jewelry (10,000 gold worth) and sneak out the main gate, leaving his men to their fates. He will first need to retrieve the second key to the treasure vault, which is likely to be in the senior ogre chief’s room, 2K.

Encounter Tables

Town Encounters - Roll 1D20 every hour, roll of 1, 2 or 3 indicates an encounter.

Then roll 1D20 on the following table:

1. Patrol demands to know your business in town.
2. Thief tries to pick pocket of one of the party.
3. Run away horse runs towards party.
4. Players approached by slave master who inquires if they are interested in purchasing a slave. If one of the party members is non-human, the slave master will inquire about purchasing “it”.
5. Tavern brawl moves out into the streets.
6. Thief tries to pick pocket of one of the party.
7. One player attacked by a towns person who hates his race (gamemaster’s choice).
8. Children throw stones at one of the party (gamemaster’s choice).
9. One of the Faerie folk choose the party to play a joke on.
10. Beggar offers to sell them a map which will lead to great riches.
11. Approached by a member of the Walking God cult who tries to convert them.
12. Thief tries to pick pocket of one of the players.
13. Party attacked by small dog (it just doesn’t like them).
14. Merchant tries to sell them goods they don’t want.
15. Beggar asks for money.
16. “Young Blood” looking for a fight.
17. Man-of-Magic asks if one of the players would like to sell some blood.
18. Tavern brawl moves out into the street.
19. A religious procession passes them and goes to the Temple of Light and Dark.
20. Merchant tries to sell them goods they don’t need.

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Faerie Encounter

Faeries are a rather special case. The closer the group draws to the Faerie Mound, the more likely they are to find them. However, since faeries can fly, it is possible to find them at great distances from their home. Follow this rule: There is a 100% chance of finding faeries at the Faerie Mound. For every mile of distance from the mound, the chance of finding a faerie is lessened by 10%, being 90% one mile from the mound, 80% two miles, and so on. Roll every 2 hours for possible encounters. Faeries are rarely seen outside of Northwoods.

Faeries almost always travel in groups. If an encounter is indicated, roll on the following tables to determine how many and what type. Just because an encounter is indicated, this does not mean the faeries will play any tricks on the group. The faeries may just laugh and pass them by.

Number of Faeries - Roll 1D10

1. 2
2. 4
3. 6
4. 8
5. 10
6. 15
7. 20
8. 30
9. 40
10. 50

Faeries often travel in mixed groups. Roll three times and have the encountered group consist of equal thirds.

Type of Faeries Encountered - Roll 1D10

1. Sliverbell
2. Greenwood
3. Night-Elves
4. Pixies
5. Brownies
6. Tree Sprites
7. Water Sprites
8. Wind-Puff
9. Pixies
10. Sliverbell

For all of the following locations roll 1D20 every hour. A roll of 1 or 2 indicates an encounter. If an encounter is indicated, roll 1D10 to determine the result. Note: Bandits can be of any race.

Emeras Forest Encounter Table

1. Bears - 1D4
2. Wolves - 1D8
3. Farmer transporting crops to market.
4. Merchant traveling to/from Fort Ac.
5. Farmer working in fields.
6. Patrol from Fort Ac - 10 soldiers on horseback.
7. Bandits - 1D4
8. Priest traveling to/from Fort Ac.
9. Farmer walking through woods.
10. Woodcutter at work.

Caravan Trail Encounter Table

1. Ogres - 1D4
2. Patrol from Fort Ac.
3. Merchants traveling to/from Fort Ac.
4. Wolves - 1D6
5. Patrol from Fort Ac.
6. Merchants traveling to/from Fort Ac.
7. Bandits - 1D6
8. Orcs - 1D4
9. Travelers to/from Fort Ac.
10. Patrol from Fort Ac.

Brown Plains Encounter Table

1. Wolves - 4D6
2. Orcs - 2D10
3. Bandits - 1D8
4. Scarecrow
5. Merchants traveling to/from Fort Ac.
6. Travelers defending themselves from bandits.
7. Wolves - 4D6
8. Orcs - 1D10
9. Patrol from Fort Ac.
10. Travelers to/from Fort Ac.

Watercrest Hill Encounter Table

1. Wolves - 1D8
2. Bears - 1D4
3. Giant Spider
4. Mountain Lion
5. Tiger
6. Bandits - 1D6
7. Night Stalker Dragon - only at night.
8. Ogre hunter
9. Orcs - 1D6
10. Troll

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Northwoods Encounter Table

1. Bears - 1D4
2. Mountain Lions - 1D4
3. Bandits- 1D4
4. Scarecrow
5 Spectre
6. Gigante
7. Giant Spider
8. Wolves - 1D6
9. Ogres - 1D4
10. Orcs - 1D4

Ridmarsh Encounter Table

1. Snakes
2. Spider
3. Toadstool (faerie)
4. Quicksand
5. Deadfall - player takes 1D4 damage.
6. Scarecrow
7. Puck (faerie)
8. Snake
9. Quicksand
10. Toadstool (faerie)

The Watercrest Hill Dragon

Nightstalker
Alignment: Miscreant
IQ 10, A.R. 14 (natural)
8 feet tall, 30 feet long
Hit Points: 70
3 attacks per melee
Bite or claw can do 3D6 damage, or breathe fire 4D6
Bonuses: +3 to Strike, +10 to damage, +3 to Parry/Dodge, +4 on all savings throws.
Psionics: All level one abilities, 60 I.S.P., 4th level proficiency
Magic: All spell magic levels 1-3 at 4th level proficiency
Natural Abilities: Nightvision 200 feet, See Invisible, Very poor day vision 40 foot range, Fire/cold do ½ damage, Fly, Teleport 88%.

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