Conan Tales of The Hyborian Age Vol. 1
Conan Tales of The Hyborian Age Vol. 1
Volume 1
CONAN:
THE HYBORIAN AGE
ISBN: 978-2-488280-12-9
Version 1.0
CREDITS
Writing: Jason Durall, John Houlihan, Dave Semark, Layout & Page Design: Nadège Calegari
Mari Tokuda, Richard August, Jason Brick,
Chris ‘Shep’ Shepperson Editing: Erin Willard
Additional Rules Development: Chris “Shep” Proofreading: Bryce Johnston, Laetita Thirion
Shepperson
Project/Line Management: Chris “Shep”
Cover Art: Phroilan Gardner Shepperson
Art: G. Cl4enko, Michal E. Cross, Jens Lindfors, Editorial Director: Gilles Plantin
Thomas Moor, Martin Sobr, Stéphanie Gantiez, Pascal
Quidault, David Demaret, Stephan Kopinski, Adrian Translation: Stéphane « Dweller on the Treshold »
Smith, Funcom Marsaudon
Playtesters: Bart Wynants, Lucy Kay, Oscar Kay, Hector Kay, George Dellapina, Mia Dellapina, Alex Bruce, Aaron
Clark, Nils Hedglin, Pierre “Le Dude” Gravelat, Kamron Vandermark, Sean Zurwell, Aaron Behymer, Morgan
Gravelat, Deane L. Geiken, Jimmy McGuire, Sven Neeus, Vincent Neeus, Amélia Neeus, Lena Bruynseels, Ed Kearns,
Max Kearns, Phil Garrad, Nick Riggs, Brennan Dempsey, Matt Stanfield, Will Cromwell, Gregory White, Shaun
Helpard, Elizabeth Bear, Howard Andrew Jones, Sean Korsgaard, Scott Lynch, Seth Lindberg, Jordan Douglas Smith,
Chase A. Folmar, Morgan Galen King, Tim Mucci, Justin Steel, Shawna LaDelpha, Jonathan Roberts, Liam Muldoon,
Erin Rockwell, Rémi Cormier, Niko Guitard, Tim Bernik, Danylo Jopko, Jude Mire, Max Way, Sally Buta, Mike Scott,
Alex Kostopoulos.
Game System Copyright © 2025 Monolith Board Games SARL., a company registered in France and of address:
11 avenue Colonel Bonnet 75016 Paris FRANCE. All Rights Reserved.
©2025 CONAN PROPERTIES INTERNATIONAL LLC (« CPI »). CONAN, CONAN THE BARBARIAN, CONAN
THE CIMMERIAN, HYBORIA, and related logos, characters, names, and distinctive likenesses there of trademarks
or registered trademarks of CPI. Heroic Signatures is a trademark of Cabinet Licensing LLC.
CONTENTS
Wild River . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Each Tale (or part, in the case of the included mini-cam- In “The Maze of the Spider,” the adventure will take
paign) is designed to run in one to two typical game the group out into the deserts in search of the treasures
sessions, providing lots of quickly accessible scenarios. contained within a lost tomb, whereas “Wild River”
Of course, veteran GMs may wish to expand upon the pushes the PCs (literally) down a white-water river
included content, causing otherwise short scenarios to ride to deliver supplies . . . but such things are never as
cover a much larger time of play—such an approach is simple as they seem.
easily manageable with many of the included stories.
While the Tales contained within are not specifically “The Doom That Came to Jhebbal Tor” sees the PCs
designed to be run one after the other and in the order cornered in a strange abandoned city hounded by wild
presented, they can, with a little input from the GM, animals, as they try to uncover the truth behind what
quite easily be stitched together to form the basis of a really lurks there, while finally, “The Priest of the Skull
much longer-running campaign. Lord” presents an adventure of travel and explora-
tion while the group search for the cairn of an ancient
sorcerer.
Complexity
Each tale begins with one, two, or three crow icons.
So, where will adventure take you this time?
A single crow denotes a scenario of low complexity,
one that will require minimal preparation for the GM;
Guidance on running Tales, or Game Mastering in
two crows denote a scenario of medium complexity;
general, can be found in the Conan: The Hyborian
three crows denote a scenario that is significantly
Age Core Book, pg. 84.
complex, one that may feature several exceptions to
existing rules, or special rules unique to the particular
Tale. By paying attention to this scale of complexity,
GMs can easily select a Tale that presents the kind of
challenge they are looking for.
152
A Storm Under
Tarantia
1 A STORM UNDER TARANTIA 2
172
Part 2: Terror From destination is the great citadel in Tarantia, site of the
the Earth royal court, and that all the surrounding city will be
destroyed if the god is not stopped.
The PCs discover that the creatures’ trail leads deep
beneath the city. They are attacked by the Lady Ilona’s
(now former) guards, but they eventually arrive at a Part 5: Kingdom Come
hidden temple buried in the foundations of the very
Racing back to Tarantia, the PCs first stop at the
Iron Tower itself. Here, a sacrifice is being readied, and
Estates of Countess Albiona and Baton Leontis, in
the creature they encountered earlier is all too ready to
order to gather supplies and information. From these
engage them. If successful, they rescue the Lady Ilona
locations, they learn that Baron Leontis is in league
and earn her gratitude.
with Venantius, both seeking to use the coming of
Cthon to their purposes: Venantius seeks to decapitate
Part 3: Run to the Hills the Aquilonian state and turn it into a vassal, gaining
his revenge, and Leontis wants to use the disaster as a
The PCs return with Ilona to the Aquilonian court and
pretext for seizing the throne for himself.
are asked to investigate further by the Baron Leontis,
her father. They meet his counselor, a man named
The PCs arrive in Tarantia and discover that Baron
Venantius, and Ilona’s betrothed, a young noble named
Leontis has surrounded the Iron Tower with his guards
Lord Opilio. Leontis offers a handsome reward to the
and has set the prisoners inside free, as a means of
PCs to continue their investigations into the mysterious
keeping anyone from reaching the top. Once inside,
conspiracy, beginning in the village of Malag, where the
the PCs must face off with Venantius as he attempts
treacherous guards were all from. Opilio announces his
to summon the wyrm-god Cthon from atop the Iron
plans to go with the PCs.
Tower and use the god to destroy Tarantia, achieving
his vengeance against the throne.
On the way, the PCs are attacked by a group of
Gunderland mercenaries, hired by Leontis to stop them,
and when they arrive in the hills at night, they discover
that the legends of ghouls haunting the region are all too
true. The village of Malag is largely deserted, but they
find many signs of strange and vile worship of Cthon
there. Signs point to some sort of underground grotto
where the villagers have apparently taken sanctuary.
Now the PCs must enter the labyrinth of the wyrm-god.
182
PART 1:
THE STREETS RUN MAD
If they’re looking for adventure, they’re going to have a It’s an earthquake, and a tower is collapsing with
heaped helping of it in no time at all. enough speed to force a quick decision. The PCs have
only a moment to act. The GM may even force them to
make a snap decision, giving the PCs only a second to
Read Aloud
choose one of the following options:
The great market of Tarantia! Sprawling across
several blocks, almost anything that can be bought
È Scramble for safety on their own: This is an Edge
or sold can be found there, no matter how low or high
Check (Difficulty 5) to be made by each of the PCs.
your tastes run. Farmers, merchants, crafters, sellers,
Success means they leap to safety, clear of the rubble.
buyers, vendors, and swindlers all conduct most of
One of the noblewoman’s Guards leaps forward,
the real trade in the city, right here.
pushing her toward the PCs, then falls prone upon
the ground. The noblewoman stumbles into one of
Food smells from many stalls tantalize the nose, and
the PCs (pick which one, or choose the one with the
the boisterous roar of many raised voices fills the air,
highest Wits) while she’s looking back as the tower
bargaining, arguing, negotiating, and debating a
collapses in an avalanche of stone, brick, and grain.
hundred different deals and arrangements. Minstrels
The Guard looks up, then is crushed beneath the
sing for small coins, while street prophets and sophists
192
cascade of rubble. If any of the PCs fail this roll, There’s no time to catch their breath, though, as her
then they are the ones pushed out of the way by Guards emerge from the crowd and help the woman to
the Guard, while the noblewoman jumps to safety her feet (pulling her from the arms of any PC she might
on her own. The Guard’s fate is identical. Be sure to still be entangled with). She goes with her Guards, but
give a good scream to emphasize his fate. to the PCs’ surprise, while people are running around
wildly, screaming, sobbing in horror, and trying to pull
È Rescue the noblewoman: This requires a Might
the injured from the rubble, the noblewoman’s Guards
Check (Difficulty 8). If successful, the bold PC steps
look to their commanding officer.
forward and charges her, tackling her and bearing
her to a place of safety. They come to a halt, all
He nods and they draw their weapons and advance on
tangled together as the tower crashes to the ground
the PCs!
behind them.
If for some reason any of the PCs decide to let the There should be one or two Guards per PC, and one
tower fall without trying to rescue the noblewoman or seasoned Guard Captain who does not engage the PCs
themselves, then it collapses atop those who thought unless attacked, instead holding onto the noblewoman,
they’d somehow survive. Later, the city workers assigned who beats her fists against his armored chest, shouting
to clearing the rubble will find their crushed, broken in dismay and anger at him.
bodies and wonder at how these fools apparently didn’t
notice the massive tower collapsing slowly in their
general direction.
1 10 2
1 A STORM UNDER TARANTIA 2
Guard
Human – Minion
Might Edge Grit Wits
2 D8 2 D6 2 D6 2 D6
Physical Sorcery
Defense 7–9 Defense 5–7 Threshold 5
Pollaxe
Melee Damage 1D10+2
(Range: Close)
1D8+1
(+2
Light Crossbow
Range Damage Damage
(Range: Medium)
at Close
Range)
A Guard may take 2 Actions per Turn, but only
1 may be an Attack.
Protect: A Guard may use 1 Action to Protect a
Character within Touch Range. For each Guard that
Protects, the target gains +1 Physical Defense, up to a
maximum of +3. Any combination of Guards and/or
Veteran Guards may perform this Action.
Guard Captain
Human – Antagonist
Might Edge Grit Wits
4 D10 4 D8 4 D8 4 D8
Physical Sorcery Life
Defense 9–11 Defense 7–9 points 40
Pollaxe
Melee Damage 1D10+4
(Range: Close)
1D8+1
(+2
Light Crossbow
Ranged Damage Damage
(Range: Medium)
at Close
Range)
A Guard Captain may take 2 Actions per Turn.
Inspire: Once per combat, a Guard Captain may use
2 Actions to inspire their allies. All Characters within
Long Range that are allied to the Guard Captain apply
a +1 Modifier to their Attacks for the remainder of the
current combat.
A Guard Captain has an AR of 4–6.
1 11 2
The Guards will try to kill the PCs, coming to each The creature is a Lesser Wyrmspawn, offspring of
other’s aid if outnumbered or if death seems certain. an ancient wyrm-like god, though the PCs have no
During the second Round of combat, the ground shifts knowledge of its origins or name. They only see a
directly under the PCs’ feet and flexes upward, as if hideous monster come up from below the earth.
something is coming forth. (They should probably get used to this, as it’ll help in
later chapters!) Don’t tell them that this is a Lesser
Wyrmspawn, though, as they’ll then be prepared for a
Read Aloud
Greater Wyrmspawn (and that’s spoiler territory).
The cobblestones of the grand market yard push
upward then tumble, rolling aside as something
The Guards shriek in horror, looks of dismay crossing
horrible protrudes from the earth. First, a few
their faces at the sight of the thing, but they gamely
tentacles covered with thick, leathery hide come forth,
continue to fight. If any of them look like they’re
pushing the soil to the sides, but they are followed by
faltering, the Guard Captain urges them on, shouting
more and more, then a thick, worm-like body shoves
“Leave no witnesses!”
its way up through the ground, towering nearly the
height of two Guards above them.
Have the PCs make a Grit Check (Difficulty 6). Success
means they’re fine and able to continue to fight, while
It bends and turns, seemingly searching for
failure means they falter for a single Round before
something, though no eyes are visible.
they engage.
1 13 2
The City Watch obeys her command, and she steps
forward to speak with the PCs, demanding to know
what has happened to Lady Ilona—the young
noblewoman—and what the PCs’ role in it was.
1 15 2
failure to assist her will likely result in disfavor from “Her father, the baron, was outside of Tarantia for the
the king himself. Coming to her aid in this matter will day. He has been summoned and should be arriving
earn the king’s favor. If it comes up, Conan is currently within a few hours.”
in the south, in Poitain, as a guest of his close ally
Prospero. A rider has been dispatched with news of
About how Ilona’s personal Guards seemed to betray
the earthquake.
her and worked against her rescue, Countess Albiona
purses her lips and says, “The City Watch are searching
If they ask about Ilona, they get the following:
for these traitors even now. I will look into this matter
myself, inquiring at Ilona’s family estate. Her Guard
Captain was named Stiricho, I am told. Perhaps he and
Read Aloud
his men were paid to abandon their duty, or there is
“My cousin, the Lady Ilona, is the daughter of Baron
something more sinister at work behind the scenes.”
Leontis of Galparan, an Aquilonian province. She is in
Tarantia with her father to prepare for her upcoming
If they agree, Albiona says that time is of the essence,
marriage to Lord Opilio, a gentleman of Tarantia of
explaining further:
some noble lineage.
1 16 2
1 A STORM UNDER TARANTIA 2
Any injured PC may receive quick medical treatment Tarantia was once within the
land claimed by the dread empire
here, resulting in a free Recovery. If they ask for
of Acheron, and many of its
weapons and armor, she can give them anything her
Edge Check older buildings were built atop
guards are wearing (Pollaxes, Light Crossbows, and
(Difficulty 10) refashioned Acheronian ruins and
Medium Armor) but beyond that she cannot offer structures. The stonework on the
anything readily available. stairs leading down bears the sign
of that origin.
When they make their way back to the site of the fallen
tower, they see that the City Watch has set up a cordon If the PCs ask any of the City Watch for aid, they are told
around it, and the market is being disassembled by the that the Watch will not enter the cistern but will stand
merchants, traders, and vendors who have had enough guard and keep any from following and restrain anyone
for the day. Meanwhile, Tarantia’s ever-present rat who may try to exit. The City Watch Captain says that
population is already at work devouring the great spill their people dropped some torches (now extinguished)
of grain amidst the fallen tower’s rubble. and saw that there were huge cracks in the walls, perhaps
even a doorway, from which air currents came.
The City Watch begrudgingly allows the PCs to pass,
and they find themselves at the mouth of a huge, gaping If the PCs ask about Ilona’s treacherous Guards, the
maw into which a partially ruined stone staircase leads Captain says they and their guards are searching
downward into darkness. If any of them seek torches, for them, and if captured, they will be taken to the Iron
oil lamps, or lanterns, these are readily requisitioned Tower and held in the dungeons beneath.
from a nearby vendor stall.
At this point, there’s little to do for the PCs but go into
Taking a closer look at the collapsed tower, its base, the darkness after Ilona, if she yet lives. The City Watch
and what’s visible beneath, requires a successful Edge looks grim, and their Captain says to them: “I do not
Check, with the results below. envy you. May Mitra guide you back safely, with the
woman or without.”
CONCLUSION
1 17 2
PART 2: TERROR FROM THE EARTH
If the PCs explore the cistern more, they can see that
A successful Wits Check (Difficulty 7) reveals to any PC
there are great bronze spouts jutting from the walls
who succeeds that one of these tunnels is new. If they
above each pool, likely connected to the underground
investigated previously in the “Underground” scene
1 18 2
1 A STORM UNDER TARANTIA 2
during the first episode of the Tale (pg. 15), they quickly
realize that it is the same tunnel they were following
Treachery Thrives
earlier, and they’re on the other side of where it in the Dark
collapsed. If they didn’t go after her, they get a vague
As the PCs try to follow the tunnels, feeling their way
sense that this tunnel goes back in the direction of
through the claustrophobic maze, tell them that they
the market.
get the distinct sense that they are not alone down
here. They hear the echoes of footfalls, the occasional
As they try to find their way, tell one of the PCs—
whispers of human voices, and once in a while, the rasp
ideally one who interacted with Lady Ilona during the
of metal against stone.
earthquake—that they see a small scrap of cloth on the
ground, incongruous against the stone floor. A closer
Build their paranoia as they proceed, then when the
examination reveals it’s the same filmy veil worn by
moment is right, ask the leader of the group—or the
Ilona in the market.
one in front—to make an Edge Check (Difficulty 7).
Failure means the PCs are caught off guard when they
She must be near, or at least has been brought
are ambushed by Lady Ilona’s treacherous Guards and
through here!
Guard Captain, who fled to these caverns, following the
Wyrmspawn and the one they were hired to protect.
Read the following to the players: Guard
Human – Minion
Might Edge Grit Wits
Read Aloud
You hear an intake of breath, the scuff of leather boots 2 D8 2 D6 2 D6 2 D6
against stone, and the telltale rasp of a blade being Physical
7–9
Sorcery
5–7 Threshold 5
Defense Defense
drawn from its sheath. Steps rapidly approach in the
Pollaxe
darkness, several all at once, and before you know it, Melee Damage 1D10+2
(Range: Close)
a small group of Guards charges you, blades drawn!
1D8+1
(+2
Light Crossbow
Ranged Damage Damage
If the PC making the Edge Check was successful, combat (Range: Medium)
at Close
begins as normal, but if they failed the roll, the Guards’ Range)
ambush is successful. The PCs are caught off guard and A Guard may take 2 Actions per Turn, but only
cannot do anything but take the Defend Action during 1 may be an Attack.
the first Round of combat. Protect: A Guard may use 1 Action to Protect a
Character within Touch Range. For each Guard that
Protects, the target gains +1 Physical Defense, up to a
maximum of +3. Any combination of Guards and/or
Veteran Guards may perform this Action.
1 20 2
1 A STORM UNDER TARANTIA 2
These are Lady Ilona’s Guards, all Aquilonians and in If they dilly-dally around and try to strategize, the
the employ of her father. They’re going to fight to the chant should reach some sort of fever pitch. Any of the
death now, as their own lives are on the line. There’s no PCs looking into the lit chamber sees the following:
sign of Ilona or the Guard Captain Stiricho, if the PCs
think to ask about him. There should be at least one
Guard per PC, though the GM is free to include as many Read Aloud
more as they deem suitable. It’s a large chamber, well-lit with torches and braziers
shining upward, sending smoke lazily to the vaulted
If the PCs let any of them live, the surviving Guards are roof sitting atop high, thick columns. A main corridor
defiant. Any attempts at coercing information out of runs through it, and several walls divide the space.
them require a Wits Check, with the following answers: A large chunk of masonry lies between you and the
dais in the center of the room. Nearly a dozen people
Wits Check “You’re too late! She’ll be dead in stand facing the dais, upon which is stretched the
(Difficulty 5) moments.”
slim, pale form of Lady Ilona. Above her, a masked
“Her blood will bring the beast back figure stands with an ornate blade brandished as if
Wits Check
up to this world from the abyss it he were ready to plunge it into her breast.
(Difficulty 8)
slumbers in.”
“The temple of Cthon is just ahead. Beneath your feet, the floor seems to shake slightly,
Wits Check
We are sworn to its service, far and as if something were moving beneath the ground.
(Difficulty 10)
above any human master.”
1 21 2
If the PCs make a dramatic entrance or create any sort È The Cultists draw daggers and other hand weapons
of commotion while entering the room and interfering and surge at the PCs. If given the chance, the
with the ritual, the following happens: Cultists throw a yellowish powder into their own
faces, causing them to go berserk (following).
È The High Priest (Guard Captain Stiricho) shouts to
È At a suitably dramatic time, the Wyrmspawn
his followers, “Stop the infidels! Our god will have
bursts through the wall behind the dais, causing a
its day!” He then tries to complete the ritual, which,
small collapse of rubble that endangers everyone.
if successful, will end in Ilona’s death.
It surges after Ilona but will swallow a Cultist in
È Ilona, on the other hand, has a renewed burst of her stead.
hope at the sudden arrival of potential rescuers,
This should be a knock-down, drag-out fight using all
and she struggles against the High Priest, compli-
the obstacles in the room. The Cultists will kick over
cating his sacrifice.
braziers and use torches to menace the PCs, as well as
using the thick columns as both obstacles and defense
1 22 2
1 A STORM UNDER TARANTIA 2
against any ranged attacks the PCs make. The GM Lesser Wyrmspawn
should make good use of the Rule of Threes in order Monstrosity – Antagonist
to exploit these points. The Cultists know that the Might Edge Grit Wits
Wyrmspawn is nearby, and their goal is to slow the PCs
6 D10 4 D6 6 D10 2 D6
down enough that it has a chance to re-emerge.
Physical Sorcery Life
Defense 8–10 Defense 8–10 points 50
Cultist Great Maw
Melee Damage 1D8+6
Human – Minion (Range: Close)
Might Edge Grit Wits A Lesser Wyrmspawn may take 2 Actions per Turn.
1 23 2
The Cultist staggers, falling to the
ground and foaming yellow at the
1–3 mouth. They thrash helplessly and
go into death-throes. In one more
Round, they die.
The Cultist has a moment of clarity,
shrieking in horror, tearing at their
face with their fingernails. They try
4–5
to flee as quickly as possible but
succumb to the yellow drug after
two more Rounds.
The Cultist stops fighting and
clutches at a PC in horror, gasping
“Help me!” as they begin foaming
at the mouth and convulsing.
Only a Grit Check (Difficulty 10)
can save them from near-instant
6 death. Success leaves the Cultist
unconscious, comatose, and beyond
immediate action. If they awaken
before the end of the fight, they will
return to using their normal Stats
and will not use the yellow powder
again during the conflict.
1 24 2
1 A STORM UNDER TARANTIA 2
Ilona is suitably thankful, if somewhat shaken by Rounds before dying, but what a gloriously wild 1D6
the experience. It’s a good time to fade to black on Rounds they’ll have! In the meantime, they attack
this scene, and even if the PCs handled the Cultists anyone nearby with a temporary +2 to Might and
and Stiricho themselves, the City Watch can show up, Grit, but at a cost of –2 to Edge and Wits.
lanterns in hand, ready to secure the area and mop up
any remaining Cultists and the Wyrmspawn. Even sniffing the powder is enough to elicit a dizzying
reaction, a sense of vertigo, as the PCs’ consciousness
Any characters taking the time to search the place is yanked down into the depths of the earth where
should make an Edge Check, with the following results: they hear a drumming, rumbling, chanting, and they
see something HUGE moving in the darkness. The
This temple is very, very old and this vision ends.
section of the underground labyrinth
Edge Check
has been sealed and unused for Any PC examining the powder might make a Wits
(Difficulty 5)
centuries. Its current use began Check (Difficulty 9) to determine what it is. If they
recently, from all signs. possess at least one Alchemy Sorcery Skill, this is
The chamber predates Tarantia’s a Difficulty 5 Check instead. The powder is derived
founding as the Aquilonian capital from a particular type of fungus, growing in caves
and may even predate the arrival in hilly areas, particularly those in southern and
Edge Check
of the Hyborians who founded eastern Aquilonia.
(Difficulty 8)
Aquilonia. Decorative motifs are
those of the dread and nearly
mythical empire of Acheron.
This temple is dedicated to an
earth god named Cthon, based
CONCLUSION
Edge Check
on the sigils and glyphs. It is
(Difficulty 10)
apparently some sort of tentacled
wyrm deity, ancient beyond days. After this part of the Tale, all the PCs can take a
Recovery, as they’ll be escorted back to Countess
Knowledgeable players asking about the secretive cult
Albiona’s city estate along with Ilona to receive their
of Asura and its warren of tunnels beneath Tarantia (as
rewards and speak further about what transpired
depicted in the Conan story “The Hour of the Dragon”)
under the earth. This is continued in Run to the Hills
should be reminded that the cult’s whereabouts is not
(following).
common knowledge, even after the events of that story.
In King Numedides’s time they were persecuted, driven
underground before Conan’s reign started. Tarantia is
vast, and there are apparently a lot of secret tunnels
beneath it, and not all of them are connected. In short,
the cult of Asura is not appearing in this Tale.
1 25 2
PART 3: RUN TO THE HILLS
1 26 2
1 A STORM UNDER TARANTIA 2
È Countess Albiona: Recently like someone who’s suffered a terrible injury (see
inheriting her father’s estate pg. 7), and he looks a bit older than his apparent age.
and title, she is a member of the The fact that Venantius is a powerful sorcerer is kept
Aquilonian court, though her well-hidden at this time. He and the baron are clearly
lands are far from Tarantia. quite tense, as if some matter is unresolved between
È Baron Leontis: A noble of the them. They will not under any circumstances elaborate
Wits Check
barony of Galparan, he maintains
(Difficulty 6) on this.
a steady distance from the
Aquilonian court.
The two lovebirds—Ilona and Opilio—seem to be
È Lord Opilio: A young
Aquilonian noble, barely out sincere, though their body language doesn’t indicate
of his teens, trained as a knight they’re entirely familiar with one another. If questioned,
but of a more poetic bent. they mention that theirs is an arranged marriage,
but they are quite eager about it. Lord Opilio claims to
È Countess Albiona: She is well-
be outraged at the betrayal of Ilona’s Guards, though his
favored by Conan and very loyal
level of gravitas makes this fury seem more like indiges-
to him, regularly having his ear
on important matters. tion than outright anger.
È Baron Leontis: He supported
Conan as general when it came The baron wants to know who the PCs are and if they’re
to deposing of King Numedides reliable. He thanks them, with a strange reticence,
but was not happy when the and offers to match what Countess Albiona has paid
Wits Check
barbarian seized the throne for them if they will do him a service.
(Difficulty 8)
himself. The baron’s bitterness
remains to this day, even if he
does try to hide it. Read Aloud
È Lord Opilio: He seems a good Baron Leontis wastes no time getting to the point.
sort, with the upcoming marriage
to Lady Ilona likely an arranged “My daughter’s Guards all came from a hill village
marriage to boost his family’s two days’ ride from here, a humble place called
status. Malag. I will match Albiona’s wages for you and add
È Baron Leontis: As Galparan a helmet more of gold if you will ride to the village
is on the Nemedian border, and see what you can find.”
Leontis and his forces have
Wits Check borne the brunt of Nemedian The baron then pulls a curious triangular stone
(Difficulty 11) aggression. He has appealed to amulet from his pouch, dangling it from its leather
the king for additional soldiers cord. “All of them wore this. Are all of them worshipers
and funding but has had mixed of this strange god? If so, you must learn why they
or unsatisfactory results. targeted my daughter.
1 27 2
The amulet is the same one described on pg. 14. Baron Leontis
Human – Antagonist
The baron is being careful here and deliberately Might Edge Grit Wits
sending the PCs to their doom. Or he expects them die
3 D8 2 D8 4 D8 5 D10
before they even reach the village of Malag. Leontis is
Physical Sorcery Life
also sending a warning to Venantius here, as he had Defense 5–7 Defense 6–8 points 40
imagined that the sorcerer meant to take Ilona as Broadsword
Melee Damage 1D8+3
a bride, not kill her as a sacrifice. Having a group of (Range: Touch)
free-roaming killers (the PCs) in his pouch and outside Baron Leontis may take 2 Actions per Turn.
Venantius’s control interferes with whatever connection Conspire: Baron Leontis automatically wins any
Venantius has to the people back there. This makes the Wits Contest related to subterfuge, deceit, or politics.
sorcerer more dependent upon the baron. Baron Leontis has an AR of 3–5.
journey. The PCs are given directions to Malag, and as dank, claustrophobic underground standing in stark
the Countess Albiona thanks them for their efforts on contrast to the intensely blue skies and rich vistas of
behalf of their family, the young Lord Opilio stands, green grass, pleasant rolling fields, and small copses
looks back at Ilona, and raises his voice so that all of woods that grow denser as you ride from Tarantia
might hear. and toward the surrounding hills in which the village
of Malag, your destination, rests.
Read Aloud
Once free from the presence of Ilona’s father, Lord
The young Aquilonian noble looks nervously around,
Opilio seems to lighten up a bit, assuming a more
then speaks:
relaxed attitude.
Read Aloud
The ride eastward across the Aquilonian country-
side is almost idyllic, with the grim memories of the
1 29 2
Crimson Fields Edge Check
You hear the distinct sound of
fast horses, at least a half-dozen in
(Difficulty 5)
number.
This scene should take place when the PCs are taking a
break on the first day, while giving their horses a rest, The horses are spread out widely,
eating a meal, stretching their legs, etc. Edge Check as if fanning out in a search
(Difficulty 8) pattern or preparing for a mounted
assault.
Read Aloud
Along with the sound of clattering
The idyllic calm of the countryside with its vast fields hooves, you hear the clanging of
of clover and wild grass is broken by the distant Edge Check
metal armor and creak of leather.
clatter of horse hooves upon hard-packed dirt, (Difficulty 10)
Whoever’s on those horses is armed
coming toward you. and armored and coming in fast.
1 30 2
1 A STORM UNDER TARANTIA 2
Gunderland Mercenary of Malag, the village the PCs are traveling to. If the
Human – Minion PCs want to ambush the Gunderland Mercenaries,
Might Edge Grit Wits see “Ambush” (pg. 32).
3 D8 4 D8 4 D6 3 D6
Physical Sorcery
Flee
Defense 8–10 Defense 6–8 Threshold 9
The PCs may try to outrace the Mercenaries. If so, have
Long Sword
Melee Damage 1D8+3 each PC attempt an Edge Check as a Contest against the
(Range: Touch)
Mercenary Captain’s own Edge. The Born in the Saddle
Short Bow
Ranged Damage 1D6+1 skill, while not explicitly focused on speed, should allow
(Range: Long)
A Gunderland Mercenary may take 2 Actions per a Modifier of +1 to this Contest.
Turn, but only 1 may be an Attack.
Mounted: A Gunderland Mercenary is considered to If successful, they race ahead of the Gunderlanders
be Mounted unless the GM deems otherwise. and lose them, though the Mercenaries will continue to
search for them and may show up at a later juncture.
Gunderland If the PCs lose the Edge Contest, they are quickly caught
Mercenary Captain by the Mercenaries, who attack without an attempt at
Human – Antagonist parleying.
Might Edge Grit Wits
Confronting the Riders
4 D10 4 D10 5 D8 4 D8
Physical
8–10
Sorcery
7–9
Life
50 If the PCs choose to stay where they are, make no attempt
Defense Defense points
at hiding themselves, and allow the Gunderlanders to
Long Sword
Melee Damage 1D8+4 find them, they are quickly surrounded by the riders,
(Range: Touch)
who have their weapons drawn. Read the following:
Long Bow
Ranged Damage 1D8+1
(Range: Distant)
A Gunderland Mercenary Captain may take 2 Actions Read Aloud
per Turn. The riders approach and then circle you, their weapons
Mounted: A Gunderland Mercenary Captain is drawn. All are from Gunderland, and they have
considered to be Mounted unless the GM deems the look of mercenaries upon them, but without the
otherwise.
discipline of trained troops. They are clearly spoiling
A Gunderland Mercenary Captain has an AR of 3–5.
for a fight, and they point their weapons at you.
Ask what the PCs are going to do, with the following
Their leader says, “Drop your weapons, give us your
outcomes as guidelines.
gold, and you might live to see tomorrow.”
Avoiding Conflict
This is an outright lie, as they’re ready to attack the
If the PCs try to hide from the Mercenaries, have the
moment the PCs drop their weapons. They don’t really
designated leader make an Edge Check, remembering
expect it to work, but it’s worth a try. If the PCs do
to keep in mind any Skills like Of the Shadows. This is
comply, they’ll receive confirmation that there is no
a Contest against the Mercenary Captain’s own Edge.
honor among thieves, because the Mercenaries attack
at once, with a sizable advantage being on horseback
If the PC loses the Contest, see “Confronting the Riders”.
and elevated vs. unarmed foes (the Modifiers for being
Mounted should be applied).
If successful, the PCs manage to hide their horses in
a copse of trees and can watch the Mercenaries as
they pass. The Mercenaries continue in the direction
1 31 2
If the PCs try to intimidate or bluff their way past Questioning the Riders
the Mercenaries, it’s a Contest of the PC spokesper-
son’s Wits vs. the Mercenary Captain’s Grit. If the PCs
Whether the Gunderland Mercenaries are intimidated
win this Contest, the Mercenaries back down or are
into talking, defeated and interrogated, or some other
dispirited, and if the Mercenaries’ side is successful,
accommodation is made, the following information can
they attack immediately.
be gleaned:
Ambush
È They were hired at a local tavern and instructed
If the PCs try to hide from the Mercenaries and launch to find and kill the PCs; they were given general
a Surprise Attack, have a designated PC undertake an descriptions of the PCs and the direction they
Edge Contest against the Gunderland Captain’s Edge were headed.
to see if he and his Mercenaries detect the ambush
È They don’t know who hired them, as it was done
before it happens. See the rules for Surprise Attacks
through an Aquilonian mercenary captain they
(Core Book, pg. 54) to determine who goes first and
know who occasionally farms work out to them.
what advantage it confers.
È Their contact is unlikely to know who hired them,
either, as all such matters are handled anony-
First Blood mously, to ensure confidentiality.
5 D8 4 D6 5 D8 4 D6
Physical Sorcery Life
Defense 7–9 Defense 6–8 points 50
Broadsword
1D8+5
(Range: Touch)
Melee Damage
Lance
1D8+5
(Range: Touch)
Young Lord Opilio may take 2 Actions per Turn.
Defensive: Whenever Young Lord Opilio has two or
more Enemy Characters within Touch Range, his first
Action each turn will always be the Defend Action.
Young Lord Opilio has an AR of 3–5.
1 32 2
1 A STORM UNDER TARANTIA 2
Ghoul
Night Terrors Monstrosity – Minion
Might Edge Grit Wits
This scene should take place when the PCs are in the
foothills or have entered the low hills about half a day’s 4 D8 3 D6 3 D6 1 D6
ride from Malag. Physical
7–9
Sorcery
6–8 Threshold 5
Defense Defense
Bite
Melee Damage 1D6+4
Read Aloud (Range: Touch)
It’s pitch dark in the Aquilonian hill country, and the A Ghoul may take 3 Actions per Turn , but only 1
forests rustle with the light wind. The hoots and cries may be an Attack.
and calls of night animals break the constant rustle, Grapple: A Ghoul may use 1 of its Actions to perform
and the moon glares overhead, casting stark shadows a Might Contest with a target within Touch Range.
If the Ghoul wins the Contest, the target may not take
upon the ground. Meanwhile, the vast dome of the the Move Action during their next Turn.
night sky turns ever slowly, stars winking through it
like tiny holes in the black mantle of heaven. Ghoul Lord
Monstrosity – Antagonist
Might Edge Grit Wits
As the PCs camp for the night, they are stalked and
attacked by a ravenous pack of Ghouls, numbering 7 D8 4 D6 4 D10 3 D6
Physical Sorcery Life
one per PC plus one for Opilio, and led by a hulking Defense 10–12 Defense 9–11 points 50
Ghoul Lord. The Ghouls stealthily approach the Horrific Bite
campsite, forcing an Edge Contest between the Ghoul
Melee Damage 1D8+7
(Range: Touch)
Lord and the Edge of whichever PC is on watch. A Ghoul Lord may take 3 Actions per Turn, but only
2 may be Attacks.
Meanwhile, two more Ghouls are going after the PCs’ Razor Sharp: A Ghoul Lord’s Melee Attacks ignore
horses, wherever they are tethered. their target’s AR.
Grapple: A Ghoul Lord may use 1 of its Actions to
Once the Ghouls attack, read the following: perform a Might Contest with a target within Touch
Range. If the Ghoul Lord wins the Contest, the target
may not take the Move Action during their next Turn.
Read Aloud A Ghoul Lord has an AR of 2–4.
Out of the forest they come, a wave of slavering,
growling human-like forms, slouched and moving If the PC on watch duty succeeded in the Edge Contest,
with no sign of grace or dignity. Skin like that of the the PCs have had the time to grab their weapons. There
dead, eyes black above snarling teeth, all furious and is not enough time for any who were sleeping to don
bestial hunger. any armor, so they’ll have to fight unarmored.
Ghouls! If the PC on watch duty failed the Edge Contest, then the
Ghouls have the advantage of a Surprise Attack and
the sleeping PCs are rudely awakened into a scene out
of nightmare!
1 33 2
seemingly the least dangerous. The moment the Ghouls later, covered in blood, with a bloodstained rock clenched
attack the horses, the beasts begin to neigh loudly. in his fist, a look of abject shock and terror on his face.
Ghouls aren’t suicidal, though, and can be driven off with The PCs are wise to break camp and either change to a
fire or by extreme violence. They don’t drag their dead new campsite or keep moving, as the scent of the dead
away if forced to flee, and they’ll readily eat one another; Ghouls is unpleasant and makes their mounts nervous.
they’re not sentimental or loyal to each other as a species.
Tomorrow, they reach the village of Malag, their
The Ghouls are not part of any grander scheme or in destination.
league with their foes. This is just a case of the PCs inad-
vertently camping in their hunting grounds. But it’s not
the worst thing if the PCs are suspicious that the Ghoul
pack was sent by whomever their enemy is, as it will
CONCLUSION
make them cautious and even more fearful about what
else may come.
Despite the ambush, the PCs can take a Recovery,
If Opilio was dragged off into the forest and the PCs go to as they’ll get enough sleep in what remains of the night.
look for him, he is found easily, where he sits at the base If they are particularly low on Life Points, the GM may
of a tree with a Ghoul half-draped over his body, its skull wish to provide them a full period of Respite, returning
bashed in. In his hand is a large rock covered with foul them to full Life Points and Stamina Points. The Tale
ichor. If the PCs don’t go looking for him, Opilio returns continues in Lost Eons (following).
PART 4: LOST EONS
1 35 2
Birds call tentatively, as if afraid to make themselves
Read Aloud known. A dog barks, then another, then they
Malag is surrounded by a forest that seems to be grow silent.
tainted by degeneracy, its trees with darkened leaves
and trunks twisted with centuries of wild growth. Lord Opilio gasps at the sheer awfulness of the place,
The weight of age presses heavily across it, with muttering “Mitra preserve us all.”
most of the score of houses half-sunk into overgrown
mounds, stonework covered with brown and sullen There is no sign of anyone moving, no smoke curling
green moss. from hearth-fires, no sounds of activity. What will
you do?
Only one structure is freestanding: a hall of some
sort that resembles little more than a pile of stones in
As described, the village is currently empty. The PCs can
an oblong shape, built around a huge, black-barked
go house to house, and the GM is encouraged to instill
tree, perhaps for stability. From the branches hang
every door opening with dreadful tension. After looking
antlers, bones, and animal skulls, a loathsome and
around a bit, they realize that no one is there. Doors
ill-omened fane if ever there was one.
don’t have locks and they open easily, and any stored
food is dried or rotting. There’s no sign of violence, no
A large well sits in the gap that serves as the village’s
bodies, no signs that anyone has been here for a while.
center, a wide, relatively flat trough standing low
next to it.
Have any of the PCs paying attention make an Edge The Hounds of Hell
Check.
1 37 2
Wild Dog Unlike the well (if they have opened it), the smell is
Beast – Minion relatively rich and earthy. Voices echo if spoken aloud.
Might Edge Grit Wits Set into the trunk above the hole is a primitive extended
triangular figure, a depiction of the strange earth god
2 D8 3 D6 3 D4 2 D4
the PCs have seen before.
Physical Sorcery
Defense 4–6 Defense 4–6 Threshold 4
Bite The walls are mostly stones set into hardened dirt, and
Melee Damage 1D6+2
(Range: Touch) the floor is raw dirt. Scratched into every stone surface
A Wild Dog may take 2 Actions per Turn, but only 1 are runes and other primitive glyphs, an alphabet from
may be an Attack. a bygone time and perhaps remembered only by those
who worship here, if they know it at all. One inscrip-
The Wild Dogs fight until driven away, such as more
tion appearing many times in these walls and the
than half their number killed or incapacitated, or if the
floor, however, tugs at the memory, perhaps some
pack is threatened with fire.
ancestral sense of dread that has survived time out of
mind: “Cthon.”
The Old Hall
The tunnel mouth at the base of the black oak extends
downward, deeper into the earth’s embrace. If the PCs
The largest structure in the village, this is a huge oblong
enter, go to “The Whispering Cavern” (pg. 43).
mound of earth, almost thirty feet long by fifteen wide,
and nearly ten feet tall. A stone frame around a wide
wooden door is at one end and a huge black-barked The Well
oak grows out of the back half of it, wide branches
extending to cover much of the mound. As described
If the PCs are expecting something awful with the well,
prior, the branches are hung with many bones and
they’re bound to be happy to be proven right. It’s a ring
skulls, and a successful Edge Check (Difficulty 7) reveals
of stones about three yards across and waist high, closed
that there are no human bones among them—fortu-
over with a four-part wooden door, each wedge hinged
nately for the faint-hearted, these dangling skeletal
and drawn up with a separate bronze chain, all locked
remains are entirely animals.
in the center with a massive bronze lock. The “trough”
is relatively shallow and a human’s height, but barely
The doors to the hall are heavy and old, swinging on
seems to be deep enough to hold much water, as well as
ancient bronze hinges, but are not locked, and they
being tilted inward.
open with relative ease. Several wood-beamed steps
lead downward, and a musty, dank smell emerges.
Picking the lock is possible with a Wits or Edge Check
Small holes in the turf ridged with stones admit spears
(Difficulty 9). The lock is well cared for and is the most
of light into the large single interior chamber, showing
recent thing in the village, though it is at least many
it to be a gathering place, like a temple or small shrine,
decades old. If the PCs try to break it, they can do so by
with rows of rough benches arrayed to face the wall
attacking it with axes or hammers, or chopping through
furthest from the door. This entire back wall has given
the wood where the locking loops are attached. As they
way to roots extending from above and downward,
do so, the wooden doors creak and shudder. This makes
reaching into the chamber on both sides, all the way to
an absurd amount of noise, surely alerting anyone
the front door, encircling any worshipers.
within hundreds of yards.
1 38 2
1 A STORM UNDER TARANTIA 2
lifeblood spilt upon it. Opening one of the doors and The underground is broken into three primary regions
looking downward provokes a Grit Check (Difficulty 9) or points of interest. The smallest is “The Pit of Skulls”
to avoid the urge to vomit. Read the following to (pg. 43), directly under the well, on the surface. The sole
describe what they see: passage out of the Pit of Skulls leads to the “Whispering
Cavern” (pg. 43), of which the map on pg. 42 is a rep-
resentative sample. The largest of the three regions
Read Aloud
is “The Burrows’ (following), which encompasses the
A foul stink gusts from the pit as the cover is
other two.
drawn back, and the light of the sun seems almost
reluctant to enter the murky darkness that seems
almost a tangible thing. Flies buzz out, and the The Burrows
floor of the pit, some thirty feet below, is revealed to
be covered in broken bones: rib cages, femurs, and
This is a sprawling maze of rough-hewn passages in
skulls, some yellowed with age, some bright in their
the ground and stone beneath the village. These were
tragic newness.
made millennia ago by the Wyrmspawn and used by
the people of Malag for worship with the Wyrmspawn,
Scores, perhaps hundreds were discarded here,
by their god Cthon, and for safety whenever people of
sacrificed to that which lies below.
the outside world come calling. Stairs and passages are
both cut and shaped, or natural and enlarged through
Something spherical hangs above a pile of skulls in
centuries of use.
the center and is lit from inside with blue and white
wisps that swirl and swim as if alive.
The Burrows show signs of extended habitation, with
baskets of dried meat, hard bread, dried fruit, nuts,
The oval mouth of a tunnel leads out of sight,
great tureens of water, roots, and root vegetables tucked
pointing back to under the big mound with the tree.
away in many places. There’s some rough furniture
down here and lanterns for those who need them, and
If the PCs seek to lower themselves down, they must bedding in some of the chambers.
succeed in an Edge Check (Difficulty 8) or they’ll fall,
suffering 1D8 points of Damage, ignoring AR. Once on The most horrifying part, though, are the skulls tucked
the ground, see “The Pit of Skulls” (pg. 43). into the earthen walls and every crack between stones
and pushed into the earth. Skulls of adults and even
1 39 2
That Which Lies Within
Cultist of Cthon The most horrifying creatures down here are the
Human – Minion Children of Cthon, creatures made of humans reshaped
into terrifying versions of underground creatures. These
Might Edge Grit Wits
mutants come in forms out of nightmares: human
5 D8 1 D8 5 D8 1 D8 spiders, centipedes made out of a string of human
Physical
6–8
Sorcery
8–10 Threshold 8 hands and a human head, mole-human hybrids, etc.
Defense Defense
They can crawl up walls and tunnel through earth,
Knife
Melee Damage 1D4+5 their skin is nearly translucent, and they are mostly
(Range: Touch)
blind, hunting by sensory information such as scent,
Throwing Knife
Thrown Damage 1D4+5 sensation, and sound.
(Range: Medium)
A Cultist of Cthon may take 2 Actions per Turn. The appearance of one or more of these is meant to
A Cultist of Cthon may only take Move and Attack
horrify—so they’re more effective if used sparingly.
Actions.
The Children of Cthon may scurry away if they’re
Yellow Fungus Powder: A Cultist of Cthon is
considered to be under the influence of the yellow injured terribly or going for reinforcements. They may
fungus (see pg. 25), included in their Stats here. hiss and make strange noises at the PCs while unseen.
A Cultist of Cthon is automatically killed after Use them to keep the PCs on their toes. Their sudden
3 Rounds of combat. appearances may even call for Grit Checks (Difficulty
7–9), with failure meaning the PC is horrified and can’t
take the Move Action during the first Round of the
combat, or even longer if a 1 is rolled on the Check.
1 40 2
1 A STORM UNDER TARANTIA 2
3 D8 5 D8 7 D8 3 D6 6 D10 4 D6 6 D10 2 D6
Physical Sorcery Physical Sorcery Life
Defense 6–8 Defense 10–12 Threshold 10 Defense 8–10 Defense 8–10 points 50
Knife Great Maw
Melee Damage 1D6+3 Melee Damage 1D8+6
(Range: Touch) (Range: Close)
A Child of Cthon may take 3 Actions per Turn. A Lesser Wyrmspawn may take 2 Actions per Turn.
Many Strange Limbs: A Child of Cthon can climb, Grapple: A Lesser Wyrmspawn may use 1 of its
burrow underground, and walk on walls and ceilings Actions to perform a Might Contest with a target
without hindrance. within Touch Range. If the Lesser Wyrmspawn wins
the Contest, the target may not take the Move Action
Abomination: All Attacks made against a Child of
during their next Turn.
Cthon are made with a -2 Modifier.
Burrow: A Lesser Wyrmspawn may burrow and
Finally, the deadliest antagonist in the underground is move underground at great speed.
the Greater Wyrmspawn. It comes at the summons of A Lesser Wyrmspawn has an AR of 1–3.
the village elder, and they keep it well fed. There are a
few (or more) others, Lesser Wyrmspawn, one of which
the PCs may have already damaged in their prior
encounter. If so, it still bears those injuries.
A Greater Wyrmspawn may take 3 Actions per Turn,
Greater Wyrmspawn but only 2 may be Attacks.
Monstrosity – Antagonist Rip Asunder: A Greater Wyrmspawn may use
Might Edge Grit Wits
3 Actions to target a Character in Touch Range.
The Greater Wyrmspawn and their target perform a
8 D12 4 D6 8 D10 3 D6 Might Contest. If the Greater Wyrmspawn wins the
Physical Sorcery Life Contest, the target suffers 1D8+8 Damage, ignoring
Defense 8–10 Defense 8–10 points 70 AR, and the target is Immobilized during their
Great Maw next Turn.
Melee Damage 1D8+8
(Range: Close) Burrow: A Greater Wyrmspawn may burrow and
move underground at great speed.
1 A STORM UNDER TARANTIA 2
This sits in the center of the Burrows (pg. 39) and is The Pit of Skulls sits beneath the Well and is not for
adjacent to the Pit of Skulls (or from the Well, pg. 38, water but for human sacrifice, the villagers of Malag
if they have braved that route). As they approach, the killing those they capture—and occasionally their
PCs hear some sort of low, whispering babble, rising own—in sacrifice to the Wyrmspawn children of their
and falling but unintelligible, no matter how carefully wyrm god Cthon. If the PCs opened the well in the village
they listen. This huge chamber is full of floor-to-ceil- (pg. 38), they have seen the Pit of Skulls from above
ing columns that are shaped so that the underground and can explore it while it’s empty. If they were daring
winds moving through them make a whispering sound. enough to climb down into it, use that description.
Pretty creepy, right? The winds come from somewhere,
but there’s not a lot of time to find out. If they arrive through the well without going through
the Burrows, then the PCs climb down into a large
Unlike most of the caverns and spaces in the Burrows, chamber with walls piled with skulls, strewn with
the Whispering Cavern is generally kept lit with torches bones, and a strange glowing blue-black sphere floating
and braziers for light and for warmth. The Wyrmspawn in midair atop a large pile of skulls. This is a Sending
don’t come here, as they don’t want to collapse the Stone, an artifact made by Venantius to communicate
ceiling by destroying the columns that support it, but with the folk of Malag. Using this, the Cthon Cultists
one could be tricked into coming through if it were led have learned all about the PCs’ imminent arrival and
through in pursuit of a PC... readied themselves.
This is a great place for ambushes by the Cthon Cultists Touching the Sending Stone puts the PC in touch with
or the Children of Cthon. The central staircase to the Venantius, who may be somewhat surprised to be
left of the map leads directly to the Pit of Skulls, where contacted by an outsider.
the Village Shaman is in communion with Venantius
(conveniently, when the PCs arrive).
Read Aloud
“Who—oh, Albiona’s pawns. I don’t know if you have
Read Aloud slain all my allies, or if you’ve crept into the well, but
Despite the high ceiling and plenty of light in the either has sealed your fate.”
form of torches set into the walls, this cavern feels as
claustrophobic as the rest of this warren, due to the With this, he makes a mystic gesture and a powerful
huge stone columns that fill it, holding up the ceiling force seems to strike out at you, as if tendrils of some
but also breaking up the space and limiting vision. impossible strength are crushing your very mind.
Stark shadows seem to move with the flicker of the
firelight, and amidst the whispering babble, you hear
the movement of footsteps across stone, low laughs, This is a psychic sending, a brute-force attack. The PC
and even stranger sounds. in contact with the Sending Stone must succeed in a
Grit Check (Difficulty 12) or immediately suffer 1D8+1
Damage, ignoring AR, and lose 1 Stamina Point, if able.
The map on the opposite page from the Conan board
This will continue each Round they are in contact with
game presents an example section of the Whispering
the Sending Stone. Breaking the connection requires
Caves. During the time here, if young Lord Opilio is still
a Wits Check (Difficulty 9), or another PC can simply
with the group, he will be dragged off into a hole in the
knock them free easily. Destroying the Sending Stone
wall by a Child of Cthon. The PCs will hear his cries
is not particularly difficult, as it is merely thick glass
rapidly fade to silence and they will be left stunned and
holding a bluish-black gas that rapidly swirls and
unable to pursue.
disappears upward into the air above.
1 43 2
If they’re arriving from within the Burrows or the them your way to die. If you cannot accomplish that,
Whispering Cavern, the place is occupied by the Village unleash our god’s children. I will begin the ritual, and
Shaman and some of the Cult of Cthon. The Village in two days, Cthon will rise, Tarantia will fall, and all
Shaman is standing behind the pile of skulls and has of Aquilonia will follow. I will have my vengeance.”
his hands upon the globe. He is speaking to the artifact
in a crudely accented version of Aquilonian tongue. “If it is the will of the Old Wyrm, it is done.”
Taking a closer look (if undisturbed and a successful
Edge Check (Difficulty 8) is made) reveals that the globe
contains within it a phantasmal image of a man’s head: This conveniently timed exposition should let the PCs
that of none other than Venantius. know everything they need to know about what to do
next. The Cthon Cultists and the Village Shaman can
If the PCs don’t interrupt, the Village Shaman says the either continue with their creepy ritual or the PCs’
following: whereabouts can be revealed by the arrival of a Child of
Cthon or another Cultist, coming from the Whispering
Cavern behind them.
Read Aloud
“My lord Venantius. The outsiders have come and
The Village Shaman urges the followers to overdose on
are within our sanctum. If we cannot stop them, we
the yellow fungus powder, turning them from chanting
are lost.”
worshipers into berserk defenders of the faith. He is not
much use in a fight, being blind, but he will summon
Venantius replies: “Do what you can. The baron’s
the Greater Wyrmspawn (pg. 42) to defend his flock and
interference cannot jeopardize our plan. He sent
rid the world of the pesky PCs.
1 A STORM UNDER TARANTIA 2
Walaric, Village Shaman a great root tearing free from above and releasing the
Human – Antagonist earth it holds above your very heads.
Might Edge Grit Wits
2 D6 3 D6 5 D10 5 D10 As noted prior, Lord Opilio was dragged off or separated
Physical
5–7
Sorcery
10–12
Life
40 during the fight in the Whispering Caverns, and now
Defense Defense points
he’s due for a heroic return. (Alternately, he split with
Staff
Melee Damage 1D4+2 them to return to Tarantia, had a change of heart, and
(Range: Touch)
followed the PCs to Malag and into the tunnels beneath
Walaric may take 2 Actions per Turn.
the town.) Now it’s his time for a heroic final scene!
Ritual Magic: Walaric may cast the Talons of Jhil,
Healing, and Favor of the Four Winds spells (see Core
Book, pg. 83). Read Aloud
Hellish Sorcery: Walaric may ignore the Stamina Suddenly, a figure emerges from the darkness and
Point cost on any spells he casts. Life Point costs must pushes past you. It’s Opilio, his face smeared with
be paid as normal.
dirt and blood, his eyes wild. In his hands is the long,
Protection of the Wyrm: While in the presence of sturdy lance that once sat uselessly in a pannier next
a Wyrmspawn, Walaric is considered to have an AR
of 3. to his saddle. He steps forward and wedges the lance
in precariously beneath the big root, keeping it in
As is appropriate and expected, killing the Village place, though the earth shaking requires he hold onto
Shaman sends the Greater Wyrmspawn and Lesser it with both hands to keep it from springing loose.
Wyrmspawn into a frenzy, causing them to burst forth
through the walls and begin a mindless rampage that will Behind him, you see the huge forms of the
bring the entire Burrows down upon everyone inside. Wyrmspawn moving toward him rapidly, breaking
the tunnel walls, their tendrils reaching for Opilio.
It’s a good time to get the hell out of here!
“Go!” he shouts. “This won’t hold long! Save her! Save
This is a good scene to run after the PCs have defeated With that, the earth begins to fall on each side of
the Greater Wyrmspawn and the Village Shaman, the root.
bringing the scene to a dramatic conclusion. Find a
moment where the PCs are catching a quick breather, You have but a moment to scramble pell-mell
perhaps not knowing what is going to happen next. through the tunnels and emerge breathlessly into the
Maybe they think the problem is taken care of here. interior of the Old Hall, even as the floors and walls of
that dank sanctuary begin to slide downward.
Read Aloud
A frantic dash for the door and then you’re out, in
As you take a breath to recover, you hear a rumbling
the fresh air. Behind you, the mound and tree shake
coming from elsewhere in the cavern, of stone
wildly, almost as if in their death throes, rumbling
against stone, dull thuds echoing and reverberat-
and causing the stone fronts of the small mound-
ing in the ground below your feet. There is a rushing
houses nearby to collapse upon themselves.
and roaring, and you have a flash of memory of the
earthquake in Tarantia and the collapse of the tunnel
beneath the market.
1 45 2
Late Arrivals
If the Gunderland Mercenaries were dodged, dissuaded,
or otherwise survived the initial encounter with the PCs,
they might be brought back as a last-minute obstacle.
If so, read the following immediately after the previous
scene. If it’s time to give the PCs a break, then only read
the first paragraph and then go to the Conclusion.
Read Aloud
You watch as the huge mound and tree collapse upon
themselves, entombing the horrible folk of Malag
beneath the earth, hopefully for good. The ground
ceases its rumbling and grows still.
CONCLUSION
After this Tale, all the PCs regain their missing Life
Points and reset their Stamina Points so that they are
equal to their Grit Stat. It’s time to finish this Tale, with
Kingdom Come (following).
1 46 2
PART 5: KINGDOM COME
1 47 2
with the following responses, should they ask about any If the PCs ask what is happening and why her guards
of these topics: ready themselves for combat, she tells them that there
have been several minor earthquakes in Tarantia,
È Lord Opilio: “Where is the young lord? He fell? Oh, centered on the same area that the first one struck,
Mitra preserve his soul.” (She weeps briefly for him, though closer to the Iron Tower.
but then continues.)
The countess sent a messenger to the baron’s estate,
È Venantius’s involvement: “That Nemedian
offering sanctuary to Lady Ilona, but the messenger
serpent! But he was ill-treated by the old king,
returned, saying that the baron and his own guards
Numedides, and it is rumored he was even tortured.”
were in Tarantia. The baron has apparently volun-
È The Cult of Cthon: “It’s clear that the people of teered to help secure the Iron Tower itself, for it is still a
Malag infiltrated Baron Leontis’s household with prison and the baron fears the prisoners escaping in the
Venantius’s aid. But the question is whether Leontis wake of a potentially greater earthquake.
was aware of this.”
“The Lady Ilona,” she says, “is likely with her father the
È Baron Leontis: “Well, the baron was one of those
baron, in the tower. But if his counselor Venantius is also
who supported Conan when he fought Numedides,
there, that means she’s with the very man who seeks to
but he made no secret of his ambition that he, not
destroy her!”
Conan, would take the throne.”
È Lady Ilona: “She often said that Venantius likely “You cannot let her come to harm! I’ll pay you what the
coveted her, but she had no interest in the man. baron promised, and a helmet-full of gold more!”
It makes perfect sense that he conspired to have her
murdered; if he could not have her, then she would be If they ask something about how they might be expected to
a gift to his evil god.” slay a god, she answers, “You may not be able to. But you can
slay the man who summons it. Perhaps that will be enough.”
1 48 2
1 A STORM UNDER TARANTIA 2
The PCs should realize they need to get to the Iron Failing the Wits Check, any unduly rude behavior,
Tower as quickly as possible, as described in “In the or attempting to enter causes the Gate-Guards to
Shadow of the Iron Tower” (pg. 50). call for reinforcements and “defend” their baron’s
estate, and among those reinforcements are the
The Baron Leontis’s baron’s Hunting Hounds. There should be at least one
Gate-Guard and one Hunting Hound per PC.
Estate
Baron’s Gate-Guard
If the PCs seek to go to Baron Leontis’s estate instead of Human – Minion
Countess Albiona’s, they receive the following reception:
Might Edge Grit Wits
3 D8 3 D8 3 D8 2 D6
Read Aloud Physical Sorcery
Baron Leontis’s estate house is just outside Tarantia, Defense 8–10 Defense 6–8 Threshold 9
and while it is a grand dwelling befitting a noble, it is Pollaxe
Melee Damage 1D10+3
smaller and less opulent than Countess Albiona’s own (Range: Close)
estate. You hear the barking of dogs from within the A Gate-Guard may take 2 Actions per Turn, but only
high wall surrounding his abode. 1 may be an Attack.
Defensive Formation: A Gate-Guard applies a +1
The Gate-Guards have no knowledge of any special Modifier to all Checks and Attacks while there are at
least two other Gate-Guards within Close Range.
treatment owed by the baron and are ordered to
admit no one. Hunting Hound
Beast – Minion
“Away with you, else the baron will deal with you
Might Edge Grit Wits
harshly upon his return from the city!”
3 D8 4 D8 3 D4 2 D4
Physical Sorcery
Defense 5–7 Defense 4–6 Threshold 6
If the PCs try to negotiate or get any information out
Bite
of the baron’s Gate-Guards, have one of them attempt Melee Damage 1D6+3
(Range: Touch)
a Wits Check: A Hunting Hound may take 3 Actions per Turn,
but only 1 may be an Attack.
“The baron left to aid the king.
He received word that the
If the PCs are victorious, they can interrogate any
earthquakes in the city were
Wits Check surviving Gate-Guards for the same information,
centered on the Iron Tower, so he
(Difficulty 5) above. No one is home within the estate, other than a
volunteered his guards to secure the
place against any escapes from the few servants. The PCs can do whatever they want here,
prisoners inside.” but every moment they waste here hastens the destruc-
tion of Tarantia and the death of a woman they’ve been
“Yes, his counselor Venantius rode
Wits Check asked to save.
at his side. Where else would he be,
(Difficulty 8)
if not on hand to serve his liege?”
From here, the PCs should proceed to the next scene,
“It is no business of yours, but yes, “In the Shadow of the Iron Tower” (following).
Wits Check Lady Ilona is with the baron. He felt
(Difficulty 10) she would be safest if she were
with him.”
1 49 2
In the Shadow of is relayed: Wits for a conversational approach, Might
for physical intimidation, or other options, but this is
the Iron Tower what can be learned:
The PCs enter Tarantia without further difficulty and “We arrived yesterday. The baron
arrive at the Iron Tower to find it has been taken over claimed that the prisoners inside
by the baron and a squad of his guards. the tower were likely to escape
and that we needed to secure this
Check
area. We sent the healers and the
Read Aloud (Difficulty 5)
injured away for their own safety.
The Iron Tower again, so soon. The area outside had The baron and more Elite Guards
been used for a temporary aid site for those injured went inside with Venantius to keep
in the quake, but from the looks of it, all the healers things safe.”
and the injured were forced to leave. A small group of
“We’ve had to fight off a few escaped
guards wearing Baron Leontis’s livery stand guard prisoners who tried to get through
at the great iron doors that lead into the ground floor Check
the great iron doors there. They must
of the tower. (Difficulty 8)
have gotten by the baron and his
guards.”
There should be at least one of the Baron’s Elite Guards “The baron escorted his daughter
per PC, though there may be many more at the GM’s Ilona here a few hours ago and
discretion. Unlike many of the foes encountered prior, handed her over to Venantius.
they’re not that eager to sacrifice their own lives—the He ordered us to stay here, no matter
Check
baron is not the best employer, and they’ve got some res- what we saw or heard. There’s been
(Difficulty 10)
some strange chanting coming
ervations about what’s happening. A successful Might
from atop the tower. We were told
vs. the Elite Guard’s Grit Contest can intimidate them
it is Venantius, praying to Mitra to
into standing aside, or a Wits vs. Wits Contest might
protect the city from evil.”
convince the Guards to let the PCs pass into the tower.
If the PCs think of another means of getting into the
Baron’s Elite Guards Iron Tower, encourage them. Perhaps the tunnels under
Human – Minion the collapsed grain tower (see map on pg. 20) or the old
Might Edge Grit Wits cistern connect to a dungeon beneath the Iron Tower.
There’s no reason to make it especially tough for the PCs
4 D8 3 D8 4 D8 3 D8
Physical Sorcery
to get inside the tower, as it’s where the final showdown
Defense 8–10 Defense 6–8 Threshold 10 will be, but allow them the chance to explore.
Pollaxe
Melee Damage 1D10+4
(Range: Close)
An Elite Guard may take 2 Actions per Turn.
Inside the Tower
Defensive Formation: An Elite Guard applies a +1
Modifier to all Checks and Attacks while there are at The tower has six levels in all, with the ground floor
least two other Elite Guards within Close Range. left empty and the uppermost floor open to the sky,
Protect: An Elite Guard may use 1 Action to Protect a with flared iron crenelations giving it the nickname
Character within Touch Range. For each Elite Guard
“The Crown of Iron.” Staircases connect all the floors,
that Protects, the target applies +1 Physical Defense,
up to a maximum of +3. and each floor is subdivided into a variety of chambers.
Once this was a citadel for some long-forgotten
Trying to get information out of the Guards is possible conqueror king of Aquilonia, but for centuries it has
through several of the obvious methods. The GM served as a prison for political enemies.
should characterize the way in which the information
1 50 2
Baron Leontis is on the fifth floor, accompanied by a If the PCs listen to the man, they discover that his name
handpicked group of his Elite Guard, and they are is Varazes, the jailer of the Iron Tower and one who
standing ready against interference, buying time knows all its secrets. If released, needing an Edge Check
for Venantius to complete his ritual upstairs, on the (Difficulty 12) to open the lock, Varazes can show them a
uppermost floor of the Iron Tower, in the so-called secret spiral staircase running all the way up to the fifth
Crown of Iron. floor of the tower, allowing them to avoid any conflicts
with Escaped Prisoners altogether. Varazes says that
On the second through fourth floors, however, the Baron Leontis’s Guards dragged the prisoners out of
Baron has set the most dangerous of the prisoners held their cells and forced them to breathe in the yellow
within the Iron Tower free, letting them roam without dust. He also mentions that he remembered Venantius’s
restraint. They are not just set loose, however—they’ve time in the Iron Tower, when King Numedides had him
also been forced to breathe in the yellow maddening brutally tortured.
dust from Malag, though a lesser dose than the
doom-seeking Cultists took. Now these prisoners Escaped Prisoner
wander the halls in a drug-dimmed state, their minds Human – Minion
driven to the brink of madness by the experience of Might Edge Grit Wits
communing with Cthon.
5 D6 2 D6 6 D8 1 D6
Physical Sorcery
Defense 7–9 Defense 6–8 Threshold 11
Read Aloud
Dagger
As you enter the Iron Tower, all seems quiet. As you Thrown Damage 1D4+5
(Range: Close)
make your way up to the second floor, you encounter
An Escaped Prisoner may take 2 Actions per Turn.
a small group of people in shabby finery milling
Yellow Fungus Powder: An Escaped Prisoner is
about, growling and shuffling. Yellow dust covers
considered to be under the influence of the yellow
their lower faces, as if they were force-fed some of that fungus (see pg. 25), included in their Stats here.
same strange powder you saw in their underground An Escaped Prisoner will automatically be reduced to
temples here and in Malag. 0 Life Points after 3 Rounds of combat.
Nothing to Lose: When an Escaped Prisoner is
They seem to sense you and turn almost as one, reduced to 0 Life Points, they immediately make
a free out-of-turn Attack against a random target
their hate-filled eyes focusing upon you. With an within Touch Range. After this Attack is resolved,
unsettling howl, they begin charging toward you, the Escaped Prisoner is killed as normal.
their bodies jerking as if being driven by some
The GM is encouraged to scale these conflicts appro-
inhuman force!
priately, based on the players’ level of investment.
If they’re eager to get to the finale, speed them through
There should be at least a dozen of the Escaped Prisoners the intermediary floors and bring them face-to-face
roaming the Iron Tower’s halls, and most of them are with the Baron and his Elite Guards and then on to face
chosen from the dangerous ones versus those who are Venantius. Alternatively, if they enjoy the fight, let them
there for less violent reasons. The PCs can simply fight mop the floor with waves of fungus-maddened Escaped
their way through the three floors of fungus-maddened Prisoners and as many of Leontis’s Guards as desired.
Escaped Prisoners or try to avoid them. They cannot be
reasoned with, bought off, or intimidated.
The Head Beneath the Crown
At the GM’s discretion, the PCs may find helpful
prisoners still in their cells, willing to provide dis- Once the PCs get past the Escaped Prisoners and
tractions in return for their freedoms. For example, onto the second-to-top floor, they find the Baron
they might find a man locked in a curiously concealed and his Guards surprisingly unready for a violent
niche on the second floor, whispering at them for help. conflict. The main entry to the Baron’s floor is locked,
1 52 2
1 A STORM UNDER TARANTIA 2
requiring an Edge Check (Difficulty 10) to pick the lock, dolt, Opilio. At this, the Baron suddenly notices
or a Might Check (Difficulty 11) to force the lock. It’s the young noble’s absence. “Oh, where is he? Not
easy to conceal the sound of picking the lock (no Check enough steel in that one.”
required) but impossible to hide the sound of forcing
È Venantius was tortured within the Iron Tower at
the door, as the tortured metal will make a loud squeal
King Numedides’s whim, and thus it was easy to
that catches everyone’s attention.
turn him against the throne of Aquilonia, no matter
who sits upon it.
If they met Varazes earlier and chose to take the
hidden staircase (see pg. 52), the PCs instead emerge È There’s a place within his cabinet for the PCs, and
from a concealed door adjacent to the main chamber all they need to do is nothing at all. He’ll offer
without notice. them baronies, wealth, titles... anything. (He has no
intention of honoring any promises he makes them,
so he can tempt them with all manner of rewards.)
Read Aloud
You enter the penultimate floor and find a chamber Yes, the Baron’s being talkative. He’s stalling for time
of surprising opulence. Long ago, when the Iron for the ritual to be completed. A successful Wits Check
Tower was a citadel, its king dwelt here. By custom, (Difficulty 12) reveals his true intent, with a telltale
it is kept in a state of readiness for the occasional glance upward every so often.
visiting potentate or noble, or for the occasion when
the king might wish to seek alternate quarters. Baron Leontis
Human – Antagonist
The Baron and his men are clearly enjoying Might Edge Grit Wits
themselves, gorging themselves on platters of food,
3 D8 2 D8 4 D8 5 D10
drinking wine and toasting to the next king of Physical Sorcery Life
Aquilonia, King Leontis! Defense 5–7 Defense 6–8 points 40
Broadsword
Melee Damage 1D8+3
(Range: Touch)
The Baron’s Elite Guards scramble to their feet
Baron Leontis may take 2 Actions per Turn.
(somewhat unsteadily) and brandish weapons, but the
Conspire: Baron Leontis automatically wins any
Baron waves them off, inviting the PCs to sit at his table
Wits Contest related to subterfuge, deceit, or politics.
and enjoy the feast. “No tricks. I have nothing to hide.”
Baron Leontis has an AR of 3–5.
1 53 2
whenever possible, letting him be as reckless as he two linked Sending Stones, though if the one in Malag
would like. is buried or destroyed, it would be reasonable to think
that this is no longer of use to him.
The profile for the Baron’s Elite Guards can be found
on pg. 50.
Read Aloud
You emerge into the bright sunlit roof of the tower,
This fight in itself is yet another delay tactic, and the
and between its iron crenelations you see dust rising
PCs would be well advised to deal with the threat
from multiple places throughout the city. Screams
swiftly. While killing all those present is certainly an
and shouts echo from Tarantia’s streets, and buildings
option, finding a way to subdue the Baron would help
totter and sway as the ground moves beneath them,
them explain the events of the last few days to the
the earth’s grinding growing to a dull roar.
countess, or whomever else may take interest.
rack, flame, iron, and blade, a cartography of agony calamity and destruction in its wake as it slithers
and fear. over buildings and through crowded streets.
1 55 2
Venantius, Sorcerer
Human – Antagonist
Might Edge Grit Wits
3 D8 4 D8 7 D10 8 D10
Physical Sorcery Life
Defense 8–10 Defense 10–12 points 50
Uncanny Dagger
Melee Damage 1D4+4
(Range: Close)
Venantius may take 2 Actions per Turn.
Fearsome Ward: All Attacks targeting Venantius are
made with a -2 Modifier to their Attack.
Uncanny Reach: Venantius’s Melee Attacks are
made at Close Range and inflict +1 Damage. These
bonuses are already included in the details for his
Uncanny Dagger Attack.
Demonic Darkness: Venantius may cast the Wave
of Darkness and Mesmerism spells. In addition, he
may cast the Lotus Miasma spell once per combat (see
Core Book pg. 75 & 77).
Cthon’s Sorcery: Venantius may ignore the Stamina
Point cost on any spells he casts. Life Point costs are
reduced by half (round down).
Cthon’s Ward: All non-Sorcery Damage suffered by
Venantius is reduced by half (round down).
1 56 2
1 A STORM UNDER TARANTIA 2
1 57 2
The Skull of
Salazar Bheg
1 58 2
1 THE SKULL OF SALAZAR BHEG 2
his throne room. The PCs will have to ally with the
Xura, human inhabitants who are also trapped here, Read Aloud
and penetrate the sorcerer’s refuge and solve its myriad You are in an enclosed entrance hall with a flagstone
puzzles, to have any chance of escape. But their actions floor and walls made of a marble-like substance
stir up the serpents and result in a climactic battle highlighted with seams of lapis lazuli. A small
where they face insurmountable odds, which is finally fountain babbles in the center.
resolved when the ancient sorcerer reawakens.
In contrast to the searing heat outside, it is cool
and dark in here, the only illumination provided
by curious green jewels set in the walls and ceiling,
Just as the PCs’ valiant steeds’ hearts are about to give The feeble pounding of the nomads outside
out, salvation, or what passes for it in this burning eventually dies away and you conclude they have
waste, appears. Ahead, the domes and spires of a claimed your steeds as recompense and retreated.
strange city loom out of the haze, and instinctively their
horses turn toward it. As the PCs get closer, they see a It is silent as a tomb, but the area has a strange
wicket gate in the vast main portal is open, and they unearthly feel and a faint but unmistakable trace of
leap from their horses and rush inside. The door closes a musky odor that you fail to recognize. From this
and a deadbolt mechanism abruptly triggers behind room, a short, dark passageway leads to the interior
them with a mighty clang. There is a faint patter of of this unusual place.
arrowheads impacting from the outside. They are alone.
1 60 2
1 THE SKULL OF SALAZAR BHEG 2
1 62 2
1 THE SKULL OF SALAZAR BHEG 2
1 6 2
10
7 8
5 4 3
9
(Difficulty 10). Swimming through the tunnel requires a 1. Pool of Tranquility
Might Check (Difficulty 7), and on a success, the PCs will
The PCs emerge here after their swim through the
emerge in the Pool of Tranquility (1).
secret tunnel. It is an unremarkable pool filled with
cool, clear water, but they feel a strange sense of
The Prophecy refreshment and well-being. Having swum through it,
they have already completed the first stage of the ritual
and cleansed themselves.
Inside, undimmed by the passage of time, lies the
throne room of Salazar Bheg. It is as if this whole room
As the last PC emerges from the waters, a sonorous
has been placed in suspended animation, for no dust
unseen bell tolls three times.
or cobwebs sully its sumptuous interior. As the PCs
emerge from the pool (1), they see words inscribed
2. The Cosmic Ottomans
into the adjacent rock wall, words which glow with a
faint luminescence. Two old comfortable-looking divans lie here side by
side, though the leather has a curious pattern that it
is probably better not to examine too closely. Above
Read Aloud
them, on the ceiling, a lifelike fresco of galaxies and
To those who would claim my treasure,
stars seems to glitter and gleam. If the PCs interpret the
Cleanse yourself of all worldly desires,
prophecy correctly, they should lie here and contem-
Lie awhile to take your ease and meditate upon the
plate the wonders of the universe above.
infinite,
Uncage my servants and set them free,
Make a sacrifice of flesh, then one’s own blood, Read Aloud
And raise a burnt offering to my might. As you peer deeper into the endless tracts of the infinite,
Only then will you be worthy to claim my crown. you become absorbed by the lambent swirl of the stars,
the whirl of the galaxies, and the endless rotation of
the universe as it churns through time and space.
The prophecy should be reasonably straightforward to
Unbidden, sweet music plays in your mind and you
solve once the PCs begin to encounter the various other
float, lost in its enchanting, haunting melodies. Only
elements found in the throne room, but a Wits Check
the very merest hint of a click gives you any warning,
(Difficulty 9) will reveal the solution to each part of the
as suddenly two spiked balls fall from the ceiling!
puzzle as they are encountered, as well as the important
realization that they must be completed in the order of
the riddle. PCs reclining on the divans must make an Edge Check
(Difficulty 8) to dodge out of the way, or receive 1D10
A sonorous unseen bell will chime three times at the Damage from the crushing weights.
successful conclusion of each task, indicating success.
If the PCs fail a task, there will be only an ominous Once the balls have fallen, the sonorous bell rings three
expectant silence, and then its components will sor- times again.
cerously reset if necessary. If they attempt them out
of order, nothing will happen; for example, the Cages 3. Cages
(3) will not trigger unless (2) the Cosmic Ottomans has
Inside these cages are piles of bleached white bones
been completed. The GM should use their judgment to
and skulls. When a cage is opened, these relics will
keep the tension high and address any anomalies.
stir, binding and knitting themselves together into
chattering undead life. One Skeleton Warrior and one
As the PCs enter the main body of the throne room, the
Skeleton Veteran per PC will snatch weapons and
skull on the plinth (7) and Salazar Bheg’s bones (8) are
Attack, accompanied by a single Skeleton Champion.
the most notable features.
1 64 2
1 THE SKULL OF SALAZAR BHEG 2
2 D8 1 D8 3 D8 1 D6 5 D10 3 D8 5 D8 1 D6
Physical Sorcery Physical Sorcery Life
Defense 4–6 Defense 4–6 Threshold 3 Defense 8–10 Defense 8–10 points 25
Short Sword Great Axe
Melee Damage 1D6+2 Melee Damage 1D12+5
(Range: Touch) (Range: Touch)
Short Bow Short Bow
Ranged Damage 1D6+1 Ranged Damage 1D6+1
(Range: Long) (Range: Long)
A Skeleton Warrior may take 2 Actions per Turn, A Skeleton Champion may take 2 Actions per Turn.
but only 1 may be an Attack.
Fleshless: Whenever a Skeleton Champion suffers
Fleshless: Whenever a Skeleton Warrior suffers Damage from an arrow (from any kind of Bow or
Damage from an arrow (from any kind of Bow or Crossbow), reduce the Damage suffered by half
Crossbow), reduce the Damage suffered by half (rounding up).
(rounding up).
Vengeful Aura: Any Skeleton Warriors or Skeleton
Veterans within Touch Range of a Skeleton Champion
Skeleton Veteran apply a +2 Modifier to their Attacks.
Undead – Minion A Skeleton Champion has an AR of 3–5.
Might Edge Grit Wits
Once the skeletons are defeated, the bell chimes three
3 D10 2 D8 4 D8 1 D6
times again.
Physical Sorcery
Defense 6–8 Defense 5–7 Threshold 7
War Spear 4. Menagerie
Melee Damage 1D10+3
(Range: Close)
Inside these cages are a menagerie of small rather cute
Short Bow
Ranged Damage 1D6+1 furry mammals which resemble a cross between a bush
(Range: Long)
babies and chinchillas. As the PCs open the cage, the
A Skeleton Veteran may take 2 Actions per Turn, but
only 1 may be an Attack. creatures dart out and escape and begin to run around.
At least two are required for the sacrifice on the altar
Fleshless: Whenever a Skeleton Veteran suffers
Damage from an arrow (from any kind of Bow or (5). How will the PCs capture these harmless but speedy
Crossbow), reduce the Damage suffered by half and elusive creatures? Let them suggest some interest-
(rounding up). ing methods and reward any innovative solutions.
5. Altar of Sacrifice
Once the PCs have secured two of the evasive creatures,
they can sacrifice them on this altar. Reluctant PCs
should be made to pass a Grit Check (Difficulty 8). The
sacrifice alone will not fulfill the ritual, however, and
each PC must also make an additional sacrifice of a
single drop of blood to fulfill the conditions.
1 65 2
6. Shrine of Rebirth 8. Throne of Salazar Bheg
Now all the other steps have been completed, the PCs Atop this jewel-encrusted throne made of some
merely have to set light to the resinous incense on this unearthly glittering metal sits a giant with a huge
shrine; there is flint and tinder if they have none of mace resting on his lap. His body is clothed in rich,
their own. There is nothing particularly threatening or sorcerous robes, and arcane paraphernalia is scattered
dangerous about this stage, though the GM should take around him, but it is bones, not flesh, which pokes from
the opportunity to build some tension as they wait for beneath his voluminous sleeves. It is also notable that
the bell to chime. his head appears to be missing. These are the mortal
remains of Salazar Bheg.
Once the rich, heady aroma begins to permeate the
room, the bell rings six times in quick succession, 9. Armory
signaling that the ritual is complete.
A good selection of weapons and armor reside here,
and although of ancient look and design, they are finely
7. The Skull of Salazar Bheg
crafted and elegantly made. The PCs can have their pick
On a plinth, suspended in a clear casket made of a hard of any that take their fancy.
crystalline structure, is a gigantic diamond skull with
fanged teeth. It wears an ornate crown-headdress set 10. Treasure Chamber
with precious stones that blaze with an internal green
Inside the chests and urns which litter this room there
fire. It is impervious and unreachable until the full
is a rich selection of coins, jewels, gems, necklaces, and
ritual is completed. Once that is done, move to the scene
other beautiful artifacts that will prove ample monetary
“Heavy Lies the Head”.
reward for the PCs, should they escape this wretched
place alive. By Crom, by even taking just what they can
easily carry, an adventurer could live the high life for
near half a year on the proceeds!
1 THE SKULL OF SALAZAR BHEG 2
But other strange thoughts and visions assail Fire Aversion: A Serpent Folk Warrior applies a
-1 Modifier to Attacks against targets within Close
you—decadent dreams of times past, ferocious wars Range of fire.
against Serpent Folk, strange unholy ceremonies and
A Serpent Folk Champion has an AR of 3–5.
rituals—but you dismiss them; you must concentrate
on removing the barriers to your path to freedom. Two Serpent Folk Warriors per PC rush to engage them
in combat while the Champion seeks out the wearer of
the crown. More Serpent Folk crowd outside awaiting
The crown is powerful but not meant for ordinary
their turn, but as the PCs are hard pressed, there is a
mortals, and the PC wearer’s understanding of it is
battle cry and Jomana, Xoltan, and the Xura warriors
imperfect. In trying to open the external portals, they
arrive. Battle is joined in a ferocious melee!
open all the doors in the city, including the ones leading
to the throne room. This reveals a horde of Serpent
Yet even they are not enough to turn the tide, and more
Folk waiting outside, led by a fearsome Serpent Folk
Serpent Folk, Champions and Warriors, accompanied
Champion, who, sensing the stirring of their ancient
by Giant Serpents, arrive to join the fray. Things start
master’s power, have congregated to prevent his return.
to look bleak for the PCs, but just as the serpent tide
threatens to overwhelm them and they make ready to
meet their fate, help comes from an unexpected ally.
1 67 2
Salazar Bheg Read Aloud
Awakens! “You are presumptuous, mortals, to have awakened
me from my eons-long sleep.
Read Aloud
“Yet, it was well you did, for my former servants had
Rising from the throne, the gigantic body of the
grown audacious in my absence and needed to be
ancient sorcerer lurches toward the plinth. Once
reminded who rules this city.
there, skeletal hands grip the skull and place it atop
the torso and its empty eye sockets now burn with
“The reward you have gained is your lives. Go now,
unholy green fire.
before I change my mind.”
1 68 2
The Temple of the
Basilisk’s Tooth
1 69 2
that the once powerful Scario tribe will soon be led by the sorcerer Zabaa Ninisima. The magic of a single
by this weakling. Basilisk’s Tooth was said to be able to crack the very
earth beneath your feet, pull down city walls, and
Hadad scans his court, and the buzz slowly fades. restore life to the dead. The legend tells of the local
He speaks, his voice thin: “My son ails under a sickness people coming together, stealing just one tooth, and
that no human skill can cure—so a sorcerous cure using its power to bring down the terrible flood to sink
must be found. We hear rumors that the legendary and destroy the cult for good.
Temple of the Basilisk’s Tooth has resurfaced from
the lake of the Vengeful Water. Who will travel there? Now the water is receding and what were once just
Who will recover the Basilisk’s Tooth so my son can legends have been proven true—an ornate gatehouse
prosper? Who will gain the undying gratitude of the on the pinnacle of a submerged pyramid has risen
chiefs of the Scario, now and to come?” above the waters: the temple’s entrance.
Read Aloud
The Temple of the
Hadad’s advisor Larassal, a sorcerer older than Basilisk’s Tooth
Hadad himself, offers you her wisdom:
The legends of the ancient stronghold of the Sutekh Cult,
reptile-worshipping followers of the Old Serpent, Set,
“You must recover the Basilisk’s Tooth, a real tooth
were true—the power of the Basilisk’s Tooth was used
from the beast, but you cannot kill this creature; you
to destroy it with an overwhelming flood. The supernat-
must turn its own power upon it. The key to accom-
ural Basilisks themselves survived, as did the sorcerer
plishing this lies in yet another ancient creature: the
Zabaa Ninisima, using her powers to preserve her life
Servant of Set. The scales of the Servant of Set shimmer
in magical hibernation. But the followers all drowned,
and reflect like a mirror of the most burnished silver.
their skeletal remains now littering the temple.
Within the temple seek out the shrine, the Naos of the
Old Serpent—you will know it, for it attracts snakes
As the level of the Vengeful Water receded, the temple
and vile reptiles of all kinds—and here summon this
drained, leaving behind a wet and musty odor, with
creature, kill it, and take its scales.
lichen and weeds covering every wall and floor.
Running on these surfaces is tough, requiring an Edge
If you succeed in this task, and can force the Basilisk
Check (Difficulty 8) to avoid slipping and falling Prone,
to look upon its own reflection, its power will become
and taking falling Damage, at the GM’s discretion. Only
its enemy, turning the beast to stone. Then, and only
the Undercrypt, the lair of the Basilisks, is still flooded,
then, can you take the Basilisk’s Tooth and return it
with underwater tunnels that lead out into the lake itself.
safely to me.”
1 71 2
Crossing the
Vengeful Water
The Vengeful Water is an algae-filled lake surrounded
Read Aloud
by marshy forests. It has subsided, leaving a border of
The lake is dark and gloomy, its surface shining from
muddy beaches. Five hundred feet from the shore stands
a black miasma of algae, leaves, and weeds. Seeing
the peak of the Temple Pyramid. The PCs will need to
below that opaque window is impossible, but the
swim across the lake with a Might Check (Difficulty 8)
ripples that spread across the surface give telltale
or lose 1 Stamina for the exertion, unless they brought
signs of something lurking beneath.
a light canvas canoe (available from Hadad).
1 72 2
1 THE TEMPLE OF THE BASILISK’S TOOTH 2
1 73 2
The Enclave of The Alcove
the Old Serpent
The balcony that encircles the Enclave of the Old Serpent Read Aloud
is eighty feet above the Basilisk Grove. The height can be Opposite the balcony overlooking the huge central
scaled with a rope but is otherwise impossible to climb. chamber is a gloomy alcove, twenty feet wide and
forty deep. But in the depths of that gloom you can
This huge underground temple has many features to be see a shape in the shadows, and glinting from it, tiny
explored and the PCs may do this in whatever way they star-like reflections of light in whites, yellows, greens
wish, or the GM may wish to guide them from area to and blues.
area. Each of the following sections describes a different
location on the map. It should be noted that the order in
The shape is a statue of the serpent god Set, studded
which they are presented here bears no reference on the
with jewels of many colors. They look valuable and
order in which they should be discovered by the PCs.
are easily prised from the statue with a sharp blade.
However, they are more colorful than valuable,
The GM should prepare by reading each of these entries
something that can be deduced with a Wits Check
to gain a sense of what order things become useful in, to
(Difficulty 10), if they are studied under lantern light.
help both guide the PCs and to have an understanding
of how the scenes should flow.
1 74 2
1 THE TEMPLE OF THE BASILISK’S TOOTH 2
There is danger here. The stones of the walkway and costs. The PCs can summon a Servant of Set by making
alcove have been loosened by the years underwater, the incantation using the spell provided by Larassal.
and they move and rattle underfoot. As soon as the This requires a Wits Check, with a -3 Modifier if the PC
PCs have examined the statue, the floor starts to give making the incantation is not a sorcerer.
way, a cascade of falling masonry from the back of the
alcove all the way to the balcony edge. Each PC must The Servant is summoned but
the summoning is so poorly cast
succeed with an Edge Check (Difficulty 8) or fall into
Wits Check it knows a fool has summoned
the Basilisk Grove with the stones, taking 1D10 Damage
failed it. The Servant is angry and will
from the fall. The terrible noise echoes around and
immediately Attack the PC making
around the temple for what feels like an eternity, before the incantation.
silence descends once again.
The Servant has been summoned
but it knows this is not the will of Set.
Wits Check
The Basilisk’s Head (Difficulty 8)
As it appears it will angrily demand
who dares disturb it, and it will
Attack at the slightest provocation.
This area holds a giant statue of a Basilisk’s head.
This is not a petrified beast—the teeth of this statue The incantation is good, but
the Servant knows this is not a
are just stone and hold no magical power. They can be
true cultist making the calling.
broken off and passed off as a magical Basilisk’s Tooth,
Wits Check It will question the PC making
if the recipient fails a Wits Check (Difficulty 9). A true
(Difficulty 10) the incantation as to the reason
sorcerer cannot be fooled by it. for this disturbance, and it will
become aggressive if the answer is
The Naos of the Old Serpent unconvincing.
The incantation is perfect and
the Servant of Set is summoned
Read the following:
willingly. It appears and asks what
Wits Check service it may provide for the
Read Aloud (Difficulty 13) glory of the Great God, Set. If the
The passageway opens onto a wide balcony. On PCs request one of its scales for
the ritual with the Basilisk, it will
the opposite side to the balcony, the hall of a shrine
gladly give it (but only one).
disappears into the darkness. In the center of the
shrine stands a huge plinth festooned with sculpture
When they summon the Servant of Set, read the
after sculpture of snakes, lizards, and reptiles of all
following:
kinds. The plinth almost looks alive as the thousands
of individual statues writhe and intertwine. The walls
are covered in frescoes and carvings, stone snakes Read Aloud
pulling themselves from the very walls. At the far The echo of your enchanted words caresses your
end stands a firepit, empty except for the dregs of ears as the chamber suddenly darkens. You feel the
black water and bones of the dead, and above that, presence of something with you, before you hear it
hanging from the roof of the chamber, is a giant in the dark: the sound of a snake’s hiss, not once but
snake in ebony, its eyes glinting red in the frail light. thrice; the low growl of not one but three voices; the
noxious fume of supernatural breath. As the darkness
begins to fade, you see the silhouetted form in the
Even in its ruined state, the Naos—the inner chamber of
gloom, lurking in the pit—a hulking snake with
the temple—retains its magical power. The Old Serpent
three heads, a hulking snake with the arms of a giant,
doesn’t need cleanliness or order for its pleasure; it just
wielding scimitars that glint in the light. Then you
needs those greedy for power with the will to get it at all
1 75 2
hear the voice, low, dark, evil: “What is this? Who has but you can still understand how magnificent this
summoned us?” And as the dark retreats, the Servant audience chamber once was. By the edge of the
of Set is revealed—its body tenses, its coils tightening, balcony stands a huge stone throne, inlaid with gold
its scales rippling, shining in the light as if mirrors. and silver and set upon what would have been an
impressive iron foundation, had the rust not done its
work. Opposite, a deep crimson curtain stretches from
If the Servant of Set provided a scale willingly, it will
one side to the other. Torn and limp from the flood,
bow its head, slink back into the shadows and vanish
you can see the curtain hides another room beyond.
as mysteriously as it appeared. If the PCs were forced
to fight the ancient creature, once it is dead, the PCs
can salvage 1D6 scales from its hide, each of which can This is the court of the cult’s leader, Zabaa Ninisima.
be used as a mirror against the Basilisk. If they want During the flood, Ninisima saved herself, using the
more scales, the PCs can use the incantation again to magic of a Basilisk’s Tooth to suspend herself in hiber-
summon another Servant of Set. nation, in a magical bubble of air within the altar,
hidden behind the curtain veil.
Servant of Set
Monstrosity – Antagonist If a PC looks behind the curtain, read the following:
Might Edge Grit Wits
1 76 2
1 THE TEMPLE OF THE BASILISK’S TOOTH 2
A small alcove once held ceremonial garments for When the PCs first enter the Enclave of the Old Serpent,
the cult’s cantors, the acolytes charged with chanting peering over the balcony will reveal the huge chamber
the incantations to summon a Basilisk from the below—read the following:
Undercrypt and into the Basilisk Grove. Several all-but-
destroyed cantor robes still litter the place, along with
Read Aloud
the skeletons of three drowned cantors.
The Basilisk Grove of the temple is enormous—250
feet across, with a ceiling 150 feet above your heads—
Outside the alcove and next to the balcony stands the
and tropical, clammy, and damp. The outer parts are
cantor’s pulpit, a raised dais from which they would
of flat stonework, huge slabs slick with water and
chant for all to hear. The incantation to call forth a
lichen from the flooding, that lead to a set of wide
Basilisk is inscribed in the bronze plaque of the pulpit,
circular steps that ease down into a gently sloping
grimy from the water but still decipherable with a Wits
bowl-shaped central area. This is full of ornately
Check (Difficulty 9). If a PC chants the incantation,
carved columns that reach from the ground to the
they may summon one or more Basilisks. They need to
very roof. And in the center of this “grove of columns”
make a Wits Check to determine how well they chant,
is a gap, a hole to another chamber beneath. Steam
and what they may summon.
rises lazily from it.
A low gurgling growl can be
Wits Check heard from the Undercrypt, as There are two more things you notice: scattered
failed the Basilisks are disturbed by the around the chamber are strangely placed statues of
chanting, but not summoned by it. Basilisk creatures in various poses, with no rhyme or
An adult Basilisk is enticed by the reason to their placement; and the distant echoing
Wits Check singing and crawls up from the sound of a water splash, and the low growl of some
(Difficulty 8) depths and into the Basilisk Grove mean creature.
with a growl.
The chanting is of good quality,
Wits Check and an adult Basilisk, accompanied The Basilisk statues are, of course, old, petrified Basilisks
(Difficulty 10) by two Juveniles (see pg. 73) are whose magical teeth have already been removed.
summoned into the Basilisk Grove.
The Basilisks live within the Undercrypt, but the PCs
The chanting is of such beauty,
can lure one (or more) into the Basilisk Grove in two
not heard in the Enclave of the Old
ways: by using the cantor’s stand to entice one from
Wits Check Serpent for many centuries, that
(Difficulty 13) two adult Basilisks clamber over the Undercrypt; or by attracting the attention of one,
each other in their rush to reach using a PC as bait to lure it up. Once they have done
the source of this stunning sound. this, they must use the mirror scale(s) of the Servant of
Set and force a Basilisk to look upon itself, thus turning
it to stone.
1 78 2
1 THE TEMPLE OF THE BASILISK’S TOOTH 2
1 79 2
The Undercrypt Barbarian Chieftain
Human – Antagonist
Might Edge Grit Wits
This is a huge cavern, flooded by the Vengeful Water. It
is also the lair of the Basilisks, and there are as many, or 5 D10 4 D8 5 D10 3 D6
as few, adult and Juvenile beasts here as the GM wants. Physical
10–12
Sorcery
5–7
Life
50
Defense Defense points
There is no solid surface, and it is an all-but-impossible
Great Axe
place to fight and petrify a Basilisk. Even if the PCs do, Melee Damage 1D12+5
(Range: Touch)
once turned to stone, the Basilisk sinks to the bottom
A Barbarian Chieftain may take 3 Actions per Turn,
and is lost. but only 2 of them may be Attacks.
Bellow for Blood: Once per combat, a Barbarian
There are a number of underwater tunnels leading Chieftain may use 1 Action to Bellow for Blood. All
from here out into the lake. They are hard to spot, Barbarian Youths and Barbarians within Long Range
needing a Wits Check (Difficulty 11). that are allied to the Barbarian Chieftain apply a +1
Modifier to their Damage rolls for the remainder of
the current combat.
The Arrival A Barbarian Chieftain has an AR of 3–5.
of Lord Faranna If the fight goes against him, Faranna will attempt to
flee and will order his warriors to flood the temple.
Once the Enclave of the Old Serpent has been explored
and the PCs have recovered the Basilisk’s Tooth, Lord
Faranna will reveal himself and his warriors and make The Flood
the PCs an offer: give him the tooth and be allowed to
Faranna’s warriors can open one transom shutter
leave here alive, or refuse and die.
every Round, and the black flow from the Vengeful
Water gushes in. Fighting against the deluge to escape
If the PCs refuse, Faranna and five warriors will attack,
to the entrance requires a Might Check each Round,
leaving two ready to run and flood the temple.
the Difficulty depending on how many shutters have
Barbarian been opened.
Human – Minion One A failed Check means
Might Check
Might Edge Grit Wits shutter the PC makes no
(Difficulty 6)
open progress.
4 D8 4 D6 5 D8 1 D6
Physical
7–9
Sorcery
4–6 Threshold 10 A failed Check means
Defense Defense
the PC makes no
Battle Axe Two progress and needs an
Melee Damage 1D8+4 Might Check
(Range: Touch) shutters Edge Check (Difficulty
A Barbarian may take 2 Actions per Turn. (Difficulty 8)
open 8) to avoid being
Barbaric Resilience: When a Barbarian is killed, driven back to the
they must make Grit Check (Difficulty 8). If the Check next Area.
is passed, the Barbarian may take their next Turn,
but will drop dead immediately after. Any further A failed Check means
Damage inflicted on the Barbarian is ignored. the PC makes no
Three progress and needs an
Might Check
shutters Edge Check (Difficulty
(Difficulty 10)
open 10) to avoid being
driven back to the
next Area.
1 80 2
1 THE TEMPLE OF THE BASILISK’S TOOTH 2
1 81 2
The Maze of
the Spider
INTRODUCTION
OVERVIEW
This Tale may take place anywhere adjacent to a
desert, where the dry winds steal the moisture from all
living things.
Read Aloud
Having ventured to the edge of the desert after
Legends of a queen from long ago—and more impor-
hearing the legend of Queen Jehnyora and whispers
tantly, the vast treasures still left in her tomb—make
of her tomb full of treasure, you are eager to find a
their way to the Player Characters. Rumor has it,
guide who can lead you through the dunes. Surely
Queen Jehnyora’s final resting place is still intact and
1 82 2
1 THE MAZE OF THE SPIDER 2
someone here must know where the tomb is rumored To try to bring down her price, PCs can attempt a
to be located … Wits Check. If all PCs fail, she increases her fee to nine
months of living expenses and a quarter of the loot.
As you settle in for a meal, a young woman sits down If at least one PC passes, use the highest scoring result
next to you. She looks like she just returned from a to convince her to lower her payment, as follows:
lengthy period of time in the wilderness. Her clothes
and hair are still covered in a dusting of desert sand Arvinri will offer to reduce her
fee. She will agree to five months
which seems to have trickled onto the floor after her Wits Check
of living expenses and one fifth
every step. (Difficulty 5)
of whatever treasure the PCs
bring back.
“You look like the brave, hearty adventurer type who
likes a challenge.” She grins at you and lowers her Arvinri will adjust her fee to three
Wits Check
months of living expenses and one
voice. “I’m Arvinri, and I guide those seeking riches (Difficulty 8)
seventh of the treasure.
to Queen Jehnyora’s tomb. Well . . . close to her tomb,
anyway. Are you interested? You are, aren’t you?” Arvinri will accept a meal, a night’s
lodging, and a tenth of the loot the
Wits Check
With a nod, she assesses you. “I think you’re the type PCs bring back, going back on her
(Difficulty 11)
who is willing to face death for fame, glory, or wealth. policy of insisting that she receive
payment first.
I can help you find all those things. I just need a
reasonable fee that takes all the danger into account.”
She bounces to her feet and tells the PCs to get ready.
She tells them to gather some ropes and climbing gear.
At this point, the PCs may want to ask Arvinri some They leave in the morning.
questions. She is upbeat and snarky. These are some
possible answers a GM may need. The PCs now have their next quest. It’s time to find,
and hopefully rob, the tomb of Queen Jehnyora.
È What happened to the last group you guided? However, reaching the tomb will require strength, intel-
“They went in, and they didn’t come back. It’s not the ligence, fortitude, and nimbleness of mind and body.
first time it’s happened. And I know it’s not the last. They will face terrible enemies, perilous traps, and
Though, that is why I require payment up front.” deadly betrayal. But a fabulous treasure awaits them...
they hope.
È Why should I trust you? “You shouldn’t. But are
you really going to trust some other guide you don’t
know more than you trust me? I didn’t think so.”
1 83 2
you take rasps in your ears as your feet displace the Lion
sand underneath you. Beast – Minion
Might Edge Grit Wits
“The desert is a dangerous place,” Arvinri murmurs,
6 D8 6 D8 5 D6 3 D4
her eyes darting left and right. “The animals are built
Physical Sorcery
only for survival, and the humans are even worse. Defense 7–9 Defense 5–7 Threshold 10
Don’t let your guard down. We travel during the day Rending Claws
Melee Damage 1D8+6
because it is safer from them.” (Range: Touch)
A Lion may take 2 Actions per Turn.
Pin Prey: A Lion may use 2 Actions to pin a target.
The Lion and their target perform a Might Contest.
The First Test If the Lion wins the Contest, the target is pinned
(Immobilized) and suffers 5 Damage, ignoring AR.
Once pinned, a Lion may use 2 Actions on their next
Before long, each PC needs to attempt a Grit Check Turn to force that target to remain Immobilized
(Difficulty 6), unless the PC has water with them. and suffer 5 Damage, ignoring AR. A target becomes
unpinned once a Lion takes any other Action or is
A failure will give them a -1 to all Checks until they get
killed. No matter how many Lions are present during
out of the desert. Any PC with water rolls a D6 instead; a combat, only one Lion will use Pin Prey.
if they roll a 1, they run out of water.
Ambush: A Lion applies a +2 Modifier to the Edge
Contest during a Surprise Attack.
Suddenly, a roar shatters the air and a pride of Lions
bound over the nearest dune toward the PCs. The fight
will include one Lion for every two PCs, rounding down.
Arvinri will act as a Friendly Character during this fight
to help fend off the Lions or lead the group to safety.
1 THE MAZE OF THE SPIDER 2
1 85 2
After the encounter, Arvinri explains that Bandits Campfire
regularly prowl the sands looking for those seeking the
Queen’s tomb. She warns the PCs to remain vigilant for
the rest of the journey.
Read Aloud
“Not bad. You managed to survive the first part of the
A Little Hiss desert. The last group I guided out here were ready to
turn back by this point. You show promise.” Arvinri
points to a dip between sand dunes. “We camp here
The sun beats down on the PCs, sapping their strength.
tonight. Tomorrow, we’ll make our way to an oasis if
The dry desert air steals the moisture from their bodies
we’re lucky.”
with every breath and every drop of sweat. The PCs
will attempt another Grit Check (Difficulty 12), unless
As soon as you get the chance, you fall into a deep
they still have water. A failure will give them a -1 to all
slumber.
Checks until they get out of the desert. This modifier
will stack with any previous one, giving a maximum
of up to -2. Any PC with water remaining rolls a D6 The players may take a Recovery if they wish before
instead; if they roll a 1, 2, 3 or 4, they run out of water. continuing the journey.
1 86 2
The seven blocks have the following images on them: The PC notices what’s described
above, and that “ox” is the shortest
È Moon and “scorpion” is the longest. There
È Ox Wits Check
are also small lines in the symbols’
È Rainbow
(Difficulty 11)
borders that match the number
È Scorpion of letters in each word. They
È Spider successfully figure out the answer.
È Stars
È Sun The answer is:
1 87 2
Shouldn’t Have The PCs can challenge Arvinri and her fellow Cultists to
a duel or a fight. If the PCs win, the Cultists will help the
Trusted Her... PCs get to Queen Jehnyora’s tomb in the hopes that the
PCs can figure out how to rouse her from her slumber.
The PCs can also just fight the Cultists and attempt to
Read Aloud
defeat them. There are enough Cultists to outnumber
Arvinri applauds. “You did it! So few make it this far.
the PCs, but the exact number of Cultists is down to
That means you are worthy.”
the GM. If the PCs choose to fight them, some will flee
before the fight concludes, escaping with whatever
From out of the desert, several people appear. They
money they paid Arvinri.
bring with them the smoky smell of incense, and the
sun glints off the very sharp weapons they hold. Cultist
Human – Minion
“Worthy of what, you ask?” Arvinri says with a smile.
Might Edge Grit Wits
“Why, to be a sacrifice to our holy Queen Jehnyora.
We and our predecessors have worshiped the Lady 3 D8 3 D8 3 D8 4 D8
Jehnyora through the centuries, ever since her death. Physical
6–8
Sorcery
7–9 Threshold 7
Defense Defense
We expect her to awaken one day. And we will be here
Knife
to welcome her. In the meantime, we provide her with Melee Damage 1D4+3
(Range: Touch)
offerings. Legend says that she requires fifteen such
Throwing Knife
offerings each year. The more intelligent, the more Thrown Damage 1D4+3
(Range: Medium)
heroic our gifts are in life, the better. And you passed A Cultist may take 2 Actions per Turn, but only
the test. You should be honored.” 1 may be an Attack.
Blood Sacrifice: As long as a Cultist is not
Immobilized, they may take 2 Actions to sacrifice
Surprise. It turns out Arvinri couldn’t be trusted, after all. themself. The Cultist is immediately killed and either
a Cultist High Priest (or a Demon summoned by
However, the PCs do have some options here. one) gains 1D6 Life Points. Life Points gained in this
way may not take the target over their starting Life
Point value.
They can attempt to convince Arvinri and her fellow
Cultists to spare them, or work with them, with a Wits Now the PCs can either leave the Cultists and Arvinri
Check (Difficulty 11). If the GM deems the PC’s argument behind them, or, if the PCs managed to win the Cultists
or reasoning to be particularly clever or convincing, the over to their side, the PCs’ new allies will provide them
GM may feel free to give the PC a modifier using the with water and some other supplies that the GM deems
Rule of Threes. appropriate. But the Cultists will not accompany the PCs
to the maze, as their legends and lore do not allow it.
If the PCs manage to outwit Arvinri, they can learn more
about her cult. The cult believes that their offerings give
Queen Jehnyora the power she needs to return to the
The Maze
world of the living. They know where her tomb is, and
they watch over it. However, they don’t bother protecting Read Aloud
it from looting because no one who went in has come The strange map on the monolith has directed you
back out. The Cultists simply consider the adventurers through the desert to a hidden crack in the side of a
who go in to be more sacrifices for their queen. rocky mountain that rises from the sands like a ship
on the sea. As you slip through, you hear a quiet
The PCs can attempt to run, but they will get caught in scrabbling noise and the maddening, yet heartening,
the unforgiving desert. If they are out of water, then they drip, drip, drip of water.
will get -1 to all Checks when the Cultists catch up to them.
1 88 2
The damp air feels heavy after the arid desert. Room A
The dank odor of mildew taints every breath you take.
Set into neat rows on the front of the large stone door
A small room opens up in front of you. Built into the
that blocks the other side of the echoing room are
wall is a stone door with a strange lock on it...
six-sided cubes from a game of bones. Animals with
their ears perked and listening are carved all around
It’s time for the PCs to survive the queen’s labyrinth. the room.
They can choose which direction they want to go.
If they’re quick and quiet, they might even be able to
avoid a fight if they want to—or if they’re loud, they can 1 1 3 2 4 3 1
find a fight, if they prefer. They will face a variety of
puzzles, Checks, and combat encounters as they make 2 1 3 1 3 5
their way through the maze to the queen’s tomb.
5 2 2 1 5
Any sorcerer among the group of PCs will immedi-
ately get the sense that there is a dark and foreboding
magic at play within this place, though to what extent 5 1 4 5
is not clear. The should urge their allies to proceed
with caution.
6 4 5
1 89 2
GMs with enough six-sided dice at hand may want to Mummy
set up the visual of this puzzle on the table for their Undead – Minion
players to look at. Might Edge Grit Wits
Rasping and screeching, the door opens upward. Once they defeat or outrun the Mummies, they can
A blast of damp, musty air hits the PCs in their faces. move on to the next choice.
An unnerving quiet embraces them from the depths of
the queen’s tomb.
Room B
Room C
There is one Mummy per PC. The PCs can try to escape
the Mummies, but the Mummies will do their best to
follow and attack the PCs.
1 90 2
1 THE MAZE OF THE SPIDER 2
Room D Room F
A sunny yellow mist fills this room. A magical barrier This room appears suspiciously empty—unless a PC
seems to keep it contained. Swirling and billowing, looks up. Then they will see a massive spiderweb with
it appears to dance and beckon to anyone outside the an unsettlingly gargantuan Spider sitting in the middle
barrier. It is poison gas. of it, watching them hungrily with a distressing number
of eyes.
The only way through is with a Grit Check
(Difficulty 10). Any PC who fails will be Poisoned until
If none of the PCs happen to check the ceiling, then
they next take a Recovery. Once a PC succeeds and
the Spider will catch them with a Surprise Attack by
makes it to the door on the other side, the gas will drain
landing in the middle of the room.
from the room with a hiss.
The PCs can now choose to go to one of three different Giant Spider queen
rooms. Beast – Antagonist
Might Edge Grit Wits
Room E 6 D8 6 D10 5 D8 4 D4
Physical Sorcery Life
Defense 9–11 Defense 6–8 points 30
A soft drone accompanied by a persistent tapping sound Crushing Limbs
Melee Damage 1D8+6
fills this dark room. Any light will reveal hundreds (Range: Close)
or thousands of Beetles covering the floor, walls, and A Giant Spider Queen may take 3 Actions per Turn.
ceiling. If the PCs go inside, Beetles will crunch under Paralyzing Venom: When a Giant Spider Queen
their feet with each step. There is no way to avoid them. inflicts 3 or more Damage with a single Melee Attack,
As soon as the first Beetles die, the others will attack in the target must pass a Grit Check (Difficulty 10) or
become Immobilized until the end of their next Turn.
a swarming, suffocating cloud of insect bodies. There
Queen’s Guard: All Giant Spiders within Close
are five Beetle Swarms per PC.
Range of a Giant Spider Queen apply a Modifier of +1
to Attacks and Damage rolls.
Beetle Swarm
A Giant Spider Queen has an AR of 3–5.
Beast – Minion
Might Edge Grit Wits
Where will the PCs go from here? They can pick from
1 D10 3 D6 1 D4 1 D4 two rooms down the next hall.
Physical Sorcery
Defense 6–8 Defense 4–6 Threshold 15
Melee Damage
Bite
1D6+1
Room G
(Range: Touch)
A Beetle Swarm may take 3 Actions per Turn, but
only 1 may be an Attack. This room looks like a dead end.
A Thousand Tiny Teeth: Damage inflicted by a
Beetle Swarm ignores its target’s AR. Persistent PCs can attempt a Wits Check (Difficulty 11)
to uncover a cleverly concealed mechanism built into
Shaking off beetle carcasses, the PCs can now choose the rough rock walls. Activating the device reveals a
from three rooms down the next hallway. hidden door. It swings open on silent hinges.
1 91 2
Room H Giant Scorpion
Brood Mother
Beast – Antagonist
Click. Hiss. Thump. Click. Hiss. Thump. Poison darts
Might Edge Grit Wits
launch from the walls at random in this room. On the
opposite side is a lever and a massive door. 6 D10 5 D8 6 D10 2 D6
Physical Sorcery Life
Defense 8–10 Defense 4–6 points 35
To get past the poison darts, a PCs must succeed at an
Barbed Stinger
Edge Check (Difficulty 10). A failure means they take 3 1D6+6
(Range: Close)
Damage and suffer from the effects of Poison until they Melee Damage
Crushing Pincer
clear the next room. 1D12+6
(Range: Close)
A Giant Scorpion Brood Mother may take 3 Actions
Once one PC pulls the lever on the far side, the darts per Turn, but only 2 may be Attacks. Only 1 Attack
stop flying and the heavy door scrapes against its stone may be made with its Barbed Stinger each Turn.
edges as it opens. Potent Venom: If a Giant Scorpion Brood Mother
inflicts 2 or more Damage with a single Melee Attack
Now the PCs can pick a new room. from its Barbed Stinger, its target must pass a Grit
Check (Difficulty is equal to the number of Life Points
lost from the Barbed Stinger Attack) or become
Poisoned and suffer an additional 1D10 Damage,
Room I ignoring AR.
A Giant Scorpion Brood Mother has an AR of 4–6.
As the PCs approach, they will hear clicking and
With that settled, they can continue on.
scuttling. A monstrous Scorpion awaits them, the
venomous stinger on its tail lashing back and forth. It
lunges forward to attack. Room J
1 92 2
1 THE MAZE OF THE SPIDER 2
Room K As she emerges with a quiet chitter, you see that her
torso and face are embedded on the body of a gigantic
spider. Queen Jehnyora was already awake. Waiting
A snuffle and a growl greet the PCs when they check
for her next victim. No longer a noble woman, now a
this room. If they step inside, a clan of Hyenas will
foul beast of the darkness. Did all those sacrifices over
pour in from hidden doorways in each of the side walls.
the centuries do this? And when? You wonder, for just
The entrances used by the Hyenas appear to lead out
a moment, what Arvinri and her cult would think of
through the rock, but the spaces are much too small for
this turn of events before it is time to kill or be killed
a human to squeeze through. It seems that the Hyenas
by the object of their worship.
use this chamber as a place to hide from the beating
sun, and given the number of bones and smell of rot, as
a place to drag their prey too. Queen Jehnyora is a terrible, undead, arachnid fiend.
She screeches at the PC’s and lunges forward. Time to
There are at least two Hyenas per PC, though the GM fight or flee.
should adjust the volume of foes as required.
Queen Jehnyora
Hyena Monstrosity – Antagonist
Beast – Minion Might Edge Grit Wits
Read Aloud
Queen Jehnyora With an inhuman squeal, Queen Jehnyora crumples
to the ground, dead. Again. You think. You hope.
Read Aloud As you take a minute to survey the scene, the Queen’s
A single beam of light pierces through the ceiling. body begins to crumple to dust.
As it bounces off gold and gems, it illuminates the
sparkling room. Stunning murals cover the walls. Tarnished with whatever dark magic Jehnyora
Piles and piles of treasure are strewn all around. herself had been cursed with, all the gold and treasure
The air is old, stale, and fetid. The hiss and clink within the tomb starts to turn to dust, a black sand
of a cascade of gold coins catches your attention. spreading over the floor. Was it all an illusion?
A woman’s face with high cheekbones, a noble nose, A feeling of fear and uncertainty washes over you.
midnight-dark eyes, and a crown perched on her
brow peers at you from behind a tall pile of jewels. Though the great treasures of the tomb have eroded
away, the room is still strewn with the belongings of
1 93 2
other adventurers that made it this far. If you search
hard enough, there may be a few items of value worth
CONCLUSION
taking, as well as many fine weapons.
AND REWARDS
Now the PCs just need to find a way out of the tomb!
Unfortunately, that looks like it means going back the Each surviving PC receives 1 XP plus up to 2 XP for
way they just came. great roleplaying or clever problem solving, at the
GM’s discretion.
OVERVIEW
INTRODUCTION
The route down this river takes the PCs through several
This Tale begins with the PCs boarding boats. They dangers: rapids, rampaging beasts, and enemy soldiers...
have been hired by a local warlord to bring material to all faced as the water takes them inexorably toward
his troops, who lie besieged by a surrounding army. The both peril and reward.
only (relatively) unguarded path is via a narrow rushing
river through a deep canyon. The river has been the As they progress, they discover foes, including wild apes,
army’s only source of water since the siege began, and giant crocodiles, and nature itself. At the end, a flash
now the PCs will bring vital supplies. flood challenges all plans, and its aftermath takes the
mightiest to their limits.
The journey is perilous and features many treacherous
rapids. Still, it is surer and safer than traveling overland
through their patron’s enemies.
1 95 2
Getting Their of vital rations slip overboard, or a bundle of arrows
snap in half against a boulder. Supplies are assumed to
Feet Wet be evenly distributed between the boats.
The first day of the river run is easy, meant to familiar- rapids, calling for all PCs to make one Rapids Check
ize players with how the river works and to foreshadow (Difficulty 5).
coming events. As the PCs are experienced, it is assumed
they can handle all but the most severe river hazards Once the PCs have successfully navigated these rapids,
easily. However, on those most perilous of rapids and the rest of the day is easy by their standards. They find
snags, one or more PCs must make a Rapids Check a place to pull in for the night on a sandy beach, where
(following). a Recovery is a simple matter. The night passes without
incident, and the PCs are ready for the next scene.
When the PCs encounter a river hazard, this Tale
will describe it using the same terms as Checks—
for example, a Rapids Check (Difficulty 8). As the
PCs navigate the hazard, one or more PCs describe
what they are doing to manage that hazard safely.
The Rapids Check then takes the form of that PC
making the Check most appropriate for what they’ve
described—for example, a Wits Check for choosing the
best route, or a Might Check for simply rowing for all
they’re worth. Ape Caves
Perhaps an hour after the PCs embark on the second
Check the Rapids Check Table for the results:
day of their mission, they encounter their first
enemy. A clan of carnivorous Cave Apes occupies
Rapids Check Table
the walls of this river canyon and attacks them at an
It’s a bumpy run. One PC and one boat opportune time.
takes 1D8 damage, and they lose 1D8+2
Less than
Points of supplies. Further, one PC Prior to running this scene, call for one PC to make a
Difficulty
must pass an Edge Check (Difficulty 8) Wits or Edge Check (Difficulty 8) to spot the Cave Apes
or fall overboard. before they attack.
They barely make it through the
Equal to hazard with minor battering. One
Read Aloud
Difficulty PC or one boat takes 1D8 damage, or
The rapids swell and roil, foaming against jagged
they lose 1D8 Points of supplies.
rocks, but they’re no match for your skill. It’s only
Greater Flawless victory! They make it when a volley of head-sized rocks rain on you from
than through the hazard easily with no above that you begin to worry.
Difficulty damage or loss of supplies. Hoots and howls ring from the walls of the cave-
pocked river canyon. You are under attack!
Any PC who falls overboard must make a Might Check
(Difficulty 7–10, GM’s discretion). Each time they fail,
they suffer 1D8 damage from being beaten by the A pack of two Cave Apes per PC begins their Attack,
rapids and half-drowned. They attempt, potentially with half of them throwing stones down at the PCs in
taking damage each time, until they succeed. At that the river. If the PC who made the Check to spot failed,
point, they reach the end of the hazard and can easily this first volley is treated as a Surprise Attack. After the
rejoin their friends on board the boats. first Round, all Cave Apes throw stones from their
perches on the canyon walls. Though they will target
For the first day of travel, the PCs encounter only one the PCs, the GM may wish to have a few target the
run of difficult rapids: a shallow and fast channel boats instead.
through a field of jagged boulders. These are easy
1 97 2
Cave Ape If any Cave Ape ends up in a boat empty of conscious
Beast – Minion PCs, it grabs 1D10 Points of supplies and carries it up
Might Edge Grit Wits the cliff. The lucky Ape does not return to this combat.
4 D8 5 D8 5 D8 1 D6
At the end of the sixth Round of this combat, the PCs’
Physical Sorcery
Defense 7–9 Defense 4–6 Threshold 6 boats float out of the rapids and they no longer need
Strike to spend Actions or make Rapids Checks to manage
Melee Damage 1D4+4
(Range: Touch) their boats.
Hurl Stone
Thrown Damage 1D6+4*
(Range: Long) Cave Apes not lucky enough to run off with food fight
A Cave Ape may take 2 Actions per Turn. to the death. Afterward, proceed to the next scene.
Climb: A Cave Ape can easily climb surfaces that
most humans would consider unscalable.
*Hurl Stone: A Cave Ape may only use their Hurl
Stone Attack once per Turn.
1 98 2
1 WILD RIVER 2
Guard Post If any of the PCs ask specifically about any informa-
tion in the above chart, the GM should give it to them
Although the river remains rough and there is no place either automatically or as the result of a Wits Check
to pull out, the PCs can apply the benefits of a Recovery (Difficulty 6).
over the next few hours, before they encounter their
next challenge. The most likely course of action for PCs in this
scene will be to sneak past the tower under cover of
Once their Recovery has been managed, read the darkness, to sneak up on the tower and attack the
following: enemy troops, or to attempt some kind of social inter-
action. Depending on the chosen approach, proceed
to “Run Quiet” (following), “Brute Force” (see pg. 100),
Read Aloud
or “Parley” (see pg. 101).
As evening first begins to darken the narrow strip of
sky at the top of the canyon, you pull into an eddy a
few lengths ahead of a sharp bend. Your patron told
you of an old watchtower that overlooks this next
stretch of river, and they warned you the enemy may
have placed sentries there.
Ask the PCs how they want to get a look at the tower
Run Quiet
while remaining hidden. Whatever they describe,
it works—the tower is occupied, and the PCs discover Should the PCs try to sneak past the tower, they run
this without being spotted themselves. Allow the PC their boats along the canyon wall, in a deep and swift
with the highest Wits Stat to make a single Wits Check, channel that is mostly obscured from those above.
from which they learn the following: Doing so without being spotted requires an Edge Check
(Difficulty 8) from one PC (representing stealth) and a
The occupants are definitely from Wits Check (Difficulty 8) from another (representing
Check
the enemy army, and they have
(Difficulty navigating the channel). Those are the difficulties for
a signal pyre ready on the roof of
<6) attempting this by day. By night, it's an Edge Check
the tower.
(Difficulty 6) and a Wits Check (Difficulty 10).
Check There are probably twice as many
(Difficulty 6) troops as there are PCs. If either Check fails, a single Guard sees the boats.
One of the officers appears to be a The PCs see him and realize they have been spotted.
Check sorcerer. Further, they spot a game They have two Rounds before he gets out of sight
(Difficulty 8) trail with enough brush to permit a and runs to the tower. If they manage to kill him in
stealthy approach to the tower. that time, the body falls into the river and no alarm
There is a rapid channel in the river is sounded. If he successfully breaks contact, the tower
that runs along the cliff face below lights its beacon shortly after and the enemy army
Check
the tower. It would be possible to knows about the PCs’ approach.
(Difficulty 11)
use that channel to sneak past the
tower unobserved.
1 99 2
Guard Brute Force
Human – Minion
Might Edge Grit Wits
The tower is occupied by a squad of enemy Guards in
2 D8 2 D6 2 D6 2 D6 number equal to twice the number of PCs, plus two
Physical
7–9
Sorcery
5–7 Threshold 5 officers: a Captain and a Battle Sorcerer.
Defense Defense
Whatever the case, the PCs are through the channel A Guard Captain may take 2 Actions per Turn.
afterward and the Tale continues. Proceed to the scene Inspire: Once per combat, a Guard Captain may use
2 Actions to inspire their allies. All Characters within
“Slack Water” (see pg. 102).
Long Range that are allied to the Guard Captain apply
a +1 Modifier to their Attacks for the remainder of the
current combat.
A Guard Captain has an AR of 4–6.
Battle Sorcerer
Human – Antagonist
Might Edge Grit Wits
3 D8 3 D6 5 D10 6 D10
Physical Sorcery Life
Defense 5–7 Defense 10–12 points 40
Mace
Melee Damage 1D8+3
(Range: Touch)
A Battle Sorcerer may take 2 Actions per Turn.
Martial Magic: A Battle Sorcerer may cast the
Demonic Ward, Hellfire, Death Scream, and Summon
Fiend spells (see pg. 79).
Hellish Sorcery: A Battle Sorcerer may ignore the
Stamina Point cost on any spells they cast. Life Point
costs must be paid as normal.
1 100 2
1 WILD RIVER 2
The officers share the tower’s third floor. When the PCs Parley
interact with the tower, one is in the small bunk room
while the other is checking maps in the larger area.
Attempting any kind of social approach to the tower
The Captain is awake during daylight hours, while the
begins with making non-hostile contact. Let the players
Battle Sorcerer is awake at night.
describe how they make this attempt, then call for one
PC to make a Wits Check, determining the difficulty,
If the occupants of the tower become aware they are
depending on the approach.
being attacked, nearly all of them shout in alarm. This
awakens any sleeping Guards immediately, though they
If they succeed, they are brought to the tower’s exterior
all take two Rounds to rouse fully, and a third Round to
and the Captain comes out to speak with them. If they
grab equipment and join the fray.
fail, the Guards take them as prisoners and march
them to the third floor to speak with the Captain
When the PCs enter into battle with any of these
(as previously described).
Guards, solo Guards will fight while attempting to shout
for help. Inside the tower, this automatically succeeds.
Once the PCs are speaking with the Captain, have them
Outside the tower, any PC may use 1 Action to prevent
roleplay the conversation. During this exchange, call for
this through whatever creative means they come up
a total of 3 Wits or Grit Checks (Difficulty 9), each from
with. In a group of Guards, one will run toward the
a different PC. If the PCs attempt bribery, these Checks
tower’s beacon while the others fight to delay the PCs.
apply a +2 Modifier. If they attempt intimidation, they
suffer a -2 Modifier. All other approaches roll normally.
Any Guard going toward the beacon will move at a rate
As the conversation ends, consult this chart for the
of one floor per Round. When they reach the beacon on
general results:
the rooftop, it takes them two Rounds to set the pyre
alight. After this, it takes an additional two Rounds for The PCs offend the Captain and he
the damp lumber to catch fire sufficiently to be spotted immediately attacks. The rest of
by the enemy army, during which a minimum of two Zero Checks the tower joins the fight one Round
PCs may scatter and damp the fire by using 1 Action succeed later. Resolve the combat, and
and succeeding at an Edge Check (Difficulty 9). The PCs the lighting of the tower’s beacon,
apply a +1 Modifier to this Check for each additional PC as described under “Brute Force”.
involved after the second (to a maximum of +3). The Captain rejects any offer or
1 Check story the PCs give and sends them
Should the PCs succeed in killing either the Captain succeeds away. Once they are out of sight,
or half of the Guards, a Wits Check (Difficulty 7) will the tower lights the beacon.
scatter the survivors. If the survivors include the Battle The Captain believes/accepts the
Sorcerer, he will be among the attackers in the “Chaos 2 Checks
PCs’ offer. He sends them on their
Descends” scene at this Tale’s finale. succeed
way without raising the alarm.
The Captain believes/accepts the
However the battle resolves, once it is over, the PCs can
PCs’ offer. He sends them on their
continue down the river. Proceed to the scene “Slack 3 Checks
way without raising the alarm.
Water” (see pg. 102). If they drive away the Guards and succeed
If the PCs ask for it, he gives them
think to loot the tower, they can regain 1D10 Points of 2D10 Points of supplies.
supplies per PC by restocking from the enemy’s stores—
the GM should not freely offer this option. Once the conversation and its consequences (if any) are
resolved, the PCs can float beyond the tower’s lines of
sight. Proceed to the scene “Slack Water,” following.
1 101 2
Slack Water Bad Eddy
Once past the guard tower, the PCs potentially
At a sharp bend in the canyon, the river’s current
experience some calm water and smooth sailing. Ask
swirls into a frothing eddy that can shake, trap, and
each to describe how they contribute to the expedition’s
even capsize boats. There is a channel past this hazard,
safety for the morning, then have one PC make an
which all but the lead boat can use if they’re able to
appropriate Rapids Check (Difficulty 8).
navigate quickly enough. One boat cannot avoid the
harsh waters, however, and they realize they are in
After applying the results of the Rapids Check, the boats
trouble as the boat gets sucked into its current. One of
enter the proximity of two potential threats: the “Bad
its occupants immediately realizes the danger and must
Eddy” and the “Crocodiles!” (following). The GM is free
make an Edge Check with the following results:
to apply either, both, or none of these threats as they see
fit. If the PCs are making light work of the journey, these The eddy sucks the PCs in and
can be used to add an additional challenge, whereas if tumbles their boat about. One
the PCs are battered and bruised, having already lost Edge Check PC and the boat each take 1D8
many of their supplies, the GM may instead wish to (Difficulty damage, and they lose 1D8 Points
have them sail through these encounters, opting for a <8) of supplies. They remain in the
narrative approach to describe the close call. eddy and must make another
Check on this table.
In addition to these optional encounters, if the The eddy rocks and rolls the PCs.
guard tower managed to light their beacon, the PCs Either one PC or the boat takes 1D8
Edge Check
also encounter the raiders. Providing the PCs don’t damage and they lose 1D8 supplies.
(Difficulty 8)
encounter both the Crocodiles and the raiders, they They remain in the eddy and must
may find time to take a Recovery. make another Check on this table.
The PCs struggle to control their
Regardless of which encounters the PCs are about to boat. The boat takes 1D8 damage.
have, a light rain begins falling at the beginning of this Edge Check They reach the edge of the eddy
scene. It’s a strong, relentless drizzle—not enough to (Difficulty 10) and must make a Rapids Check
affect any Checks or Actions, but enough to notice. (Difficulty 8), using the regular
Rapids Check Table.
After this scene concludes, or if the GM chooses to The PCs manage to escape the eddy
Edge Check
skip these encounters, continue to “The Ape King” (see after either a PC or a boat takes
(Difficulty 12)
pg. 104). 1D8 damage.
1 102 2
1 WILD RIVER 2
Crocodiles! During each Round after the second, one of the Crocodiles
will spend 2 Actions to try getting into a boat. A PC that
acts after the Crocodile may spend 2 Actions to attempt
The water seems calm and quiet in this broader
a Might Check (Difficulty 9) to push the Crocodile back.
stretch of the river, and shallow enough for reeds to
Otherwise, the Crocodile is in the boat at the beginning of
poke up above the surface. All is not as peaceful as it
the next Round and continues its assault.
seems, however. This stretch is home to a bask of giant
freshwater Crocodiles.
Individual Crocodiles retreat if they become wounded.
Crocodile Once the last Crocodile has retreated or been killed, the
Beast – Minion PCs may continue.
5 D8 5 D8 4 D8 1 D6 Raiders
Physical Sorcery
Defense 6–8 Defense 6–8 Threshold 10
With the enemy army aware of the PCs and their
Powerful Jaws
Melee Damage 1D8+5 mission, a party of scouts has been sent to dispatch
(Range: Touch)
them. In a narrow neck of water, they make their attack.
A Crocodile may take 2 Actions per Turn, but only 1
may be an Attack. These scouts are professionals and begin with a Surprise
Attack unless a PC specifically states they are looking
Swim: A Crocodile can swim and hide underwater for
up to an hour at a time. for enemy army
Swamp Ambush: A Crocodile applies a +3 Modifier
to the Edge Contest during a Surprise Attack in any
swamp or wetland Area.
1 103 2
elements and succeeds at a Wits or Edge Check overnight, another group of raiders finds them and
(Difficulty 10). harasses them into a short battle. After this is resolved,
continue with this scene.
The raiders are enemy Guards, armed with crossbows,
in numbers equal to the number of PCs (the GM may As afternoon begins fading toward evening, the PCs
add more if needed). They begin the Attack by each find a disturbing sight and an imposing challenge. Read
firing an arrow toward a different PC. The Guards the following:
continue harassing the PCs with arrow fire until more
than one of the Guards has been wounded or killed (at
Read Aloud
which point they retreat), or four Rounds have passed
What seemed like an unusual number of fallen trees
(at which point the PCs have floated out of range).
lodged between the sides of the narrowing canyon
begin to show signs of intentionality. Weirs of sticks
In either case, the raiders return further down the river
form platforms between some, and the lowest have
sometime later. They continue this guerrilla harassment
been crudely carved. Human skeletons, neatly picked
until a few of their number have been slain, at which
clean, hang from many.
point they retreat fully and report back to their officers.
The PCs have two Rounds before the river pulls them Starting in the fifth Round, the Ape King begins
into range of this band of Cave Apes. The water here is throwing stones as well. Two Rounds later, he leaps
smooth and deep, so the PCs can manage their boats down with a bellow into the boat with the largest
easily and automatically under normal circumstances number of PCs. He fights until he has lost one-quar-
during this scene. ter of his Life Points, then he leaps to another boat.
When reduced to half his Life Points, he leaps away,
Among the fallen trees, Ape nests are home to a total of clambering up the canyon sides.
four Cave Apes per PC, plus the Ape King, and a dozen
or so noncombatant youths. Once the PCs come within Any boat with the Ape King in it rocks dangerously
range, a number of the Cave Apes begin throwing stones under his weight. While the Ape King is in the boat, any
at the PCs. This continues for three Rounds, at which PC who does not spend 1 Action each round to steady
point the PCs will slip beneath the trees. If the PCs kill themselves must make a Rapids Check (Difficulty 6).
one of the rock-throwing Apes, another takes its place.
When the Ape King retreats, one Cave Ape per PC
Cave Ape King throws a stone before the entire troop of Apes retreats
Beast – Antagonist upward and out of the canyon. All Apes, including the
Might Edge Grit Wits Ape King, will retreat after the initial attack, when the
boats float out from beneath their lair. After all Apes
7 D8 5 D8 7 D8 1 D6
Physical Sorcery Life
retreat or are killed, the PCs may continue on.
Defense 8–10 Defense 4–6 points 50
Melee Damage
Brutal Strike
(Range: Touch)
1D6+7 The Dark of Night
Hurl Stone Not long after the PCs shoot past the Cave Ape
Thrown Damage 1D6+7*
(Range: Long) warren, they hear the sound of a waterfall. This is not
The Cave Ape King may take 3 Actions per Turn, but impassable but would be far too treacherous to attempt
only 2 may be Attacks.
as night falls. Read the following:
Climb: The Cave Ape King can easily climb surfaces
that most humans would consider unscalable.
Crushing Grapple: If the Cave Ape King uses two Read Aloud
Actions to Attack, the second Attack ignores the The sound of waterfalls echoes from the canyon
target’s AR. before you, just around the next bend. Though your
*Hurl Stone: A Cave Ape King may only use their patron has told you they can be passed in craft like
Hurl Stone Attack once per Turn. yours, you cannot attempt them until morning.
The Cave Ape King has an AR of 1–3. Luckily, the shallows here abut several caves—
blessedly empty of Apes—where you could set up a
When this happens, the rock throwing continues and good camp for the night.
one Cave Ape drops into the PCs’ boats per Round
until there is one Ape in each boat, as in the previous
What happens during this night depends on how the
Cave Ape encounter. The remaining Apes hoot and
PCs have managed the hazards of the previous days.
shout from above throughout the fight. When the PCs
First ask how they set up camp, and allow a +1 to +3
dispatch an Ape in their boat, another Ape leaps in two
Modifier on various Checks during any encounters if
Rounds later.
they are clever in their arrangements and preparations.
1 105 2
If the troops in the tower lit their signal beacon, Check, or the equivalent of Armor Rating for PCs, boats,
a squad of scouting Guards approaches the PCs’ camp. or supplies.
Their mission is only to scout, so they observe and then
leave unless the PCs spot and attack them. Once the Checks are resolved, the waterfall’s powerful
current pulls boats and overboard PCs inexorably
If the PCs are especially careless when setting up camp, toward the next stage. They have three Rounds to
a pair of Crocodiles slither up onto shore and attack. prepare. If PCs are overboard, they may attempt an
Edge Check (Difficulty 9), using 2 Actions, to climb
Once all of the potential encounters of this night have aboard a boat. If they fail, they run the next stage of the
been resolved (note that the GM may wish to throw waterfall in the water.
these various encounters at the PCs all together!),
proceed to the next scene. If the PCs had to deal with
only one of the above encounters, they get the full
Waterfall Rapids Stage 2
benefit of an additional Recovery.
The second stage of the waterfall consists of two
The rain continues through the night and appears channels and a drop of eight feet. One appears wide
heavier as the PCs set out the next morning. Black and slow, the other narrow and fast. A Wits Check
clouds fill the narrow strip of sky overhead, and at (Difficulty 8) reveals the narrow channel will be the
times, thunder claps in the distance. Any PCs who look safest. Any PC with a background related to river
will notice rivulets forming on the canyon walls. running automatically recognizes this.
The Light of Day The wide channel is shallow and filled with jagged
rocks. It needs a Rapids Check (Difficulty 8) to pass
Come morning, the PCs must run the waterfall. through, with double the normal Damage to boats and
The canyon’s sides are far too steep to attempt a portage. supplies on a failure. The narrow channel is a Rapids
It isn’t a long, precipitous drop, but rather a series of Check (Difficulty 5).
steep downslopes in frothing water.
The second stage flows almost immediately into the
If any PCs wishes to, they may each make a single Wits third stage, giving PCs only one Round to prepare and/or
Check (Difficulty 8). Those who succeed may take a +2 rescue allies in the water before sliding over the final tier.
Modifier on any single Check made while navigating the
waterfall, indicating a key insight or piece of prepara-
tion they made on their approach. Those who fail apply
Waterfall Rapids Stage 3
a -1 Modifier on Checks while navigating the waterfall.
The third stage is a broad channel, shallow at the top,
Navigating the rapids here takes place in three stages, with a fifteen-foot drop into a deep and wide pool at
each representing the transition from one level of the bottom. Its first challenge is a lip of stone that
the falls to the next. It begins with shooting the first blocks heavily laden boats. It requires a Might Check
waterfall, a drop of fifteen feet into a deep pool. (Difficulty 12) to pole a boat over this from inside, or
Difficulty 9 if they get out of the boat and push it over.
PCs who do so from outside must also make an Edge
Waterfall Rapids Stage 1 Check (Difficulty 9) or fail to get back in the boat and
must run the rapids as if overboard.
One PC in each boat must make a Rapids Check
(Difficulty 10). If they are not alone in the boat, the other The waterfall itself requires a Rapids Check (Difficulty
PC can support or assist in any way they see fit. GMs 12) for boats, but is only Difficulty 8 for PCs in the
should reward clever ideas with Modifiers to the Rapids water. It is easier to dive into water than to keep a laden
1 106 2
1 WILD RIVER 2
End of the Line boat must make a Might Check (Difficulty 6). Those
who fail fall one step behind in their race against the
If the PCs are badly harmed, the GM may wish to give water (for example, a boat JUST AHEAD becomes IN
them an additional Recovery. Any PCs who are on at THE FLOOD). Any who roll a result of 10 or more on
least half their Life Points should not be granted this this Check pull one step ahead.
benefit. During this period, the rain grows heavier and
thunder rolls almost constantly. Through the narrow Boats IN THE FLOOD must make a Rapids Check
cleft in the earth above, they can see the occasional (Difficulty 8) as usual. While in the raging water, they
flash of lightning. Once they have finished recovering, spy enemy troops, Cave Apes, giant Crocodiles, and
read the following: great trees in the frothing, muddy river.
The PCs are caught unaware, and If a PC falls overboard at any point during this scene,
No PCs
are IN THE FLOOD throughout
succeed the GM may consider locking them in mortal combat
this scene.
with a Cave Ape. Be careful with this, as inflicting such
a battle on an already wounded PC could be lethal,
given what’s about to happen...
1 108 2
1 WILD RIVER 2
The Keyhole 2D8 Damage in the landing and loses 1D8 Points of
supplies. Each PC suffers 1D8 Damage.
The PCs’ boats (and PCs who have fallen overboard) are If the guard tower lit its beacon, or if any Guards
each jettisoned out of the keyhole and onto the marshy escaped from a PC attack there, a contingent from the
plain below. How this goes depends on their state as enemy army is here as well. They engaged the allied
they exit the keyhole. army before the PCs arrived. Though the flood inter-
rupted the melee, those troops have begun to recover
Boats BEATING THE STORM shoot through smoothly, and are already renewing their attack. The Battle
catching air as they enter the valley before once again Sorcerer, if he survived, is among them.
settling on the shallow waters of the mere.
As the PCs get oriented and realize the situation, they
Boats JUST AHEAD come through in a crest of frothing have myriad options before them. Most will fall into
water, tossed about and with near zero visibility until one of three categories.
they are jettisoned out into the air, to crash seconds
later on the ground. Each boat takes 1D8 Damage and
loses 1D8 Points of supplies.
1 109 2
In all cases, if the Battle Sorcerer is present, he harasses
Note: The GM is free to describe the following events the PCs from a distance, hopping from one PC to
in a narrative sense, skipping the need for further another each Round rather than focusing on any single
encounters or dice rolling. This may be a preferable PC. He continues with this until captured or slain.
option if the PCs are badly hurt and barely clinging
to life at this point. Of course, should they be eager to Should the PCs choose a completely different course
rush head-first into the battle lines, why stop them! of action, use the preceding description for inspiration
and guidance about how to manage the action.
1. If they choose to cut and run, each must fight
free of or defeat either a number of Crocodiles,
Cave Apes, or Guards, as decided by the GM. CONCLUSION
All foes in this battle suffer a -1 Modifier to all
Checks and Attacks due to injuries sustained in AND REWARDS
the flood. Once they get clear of their attackers,
the PCs are free to go wherever they like.
2. If the PCs choose to stand and fight, each is If the PCs stood and fought, ultimately they gaze out
at a field of soggy carnage. If they so choose, they can
faced with a total of three waves of opponents,
assist a few surviving allies and make contact with the
as described above. There is a short pause
main army a half-day’s march away. If they delivered
between each wave to find a defensible position
at least half of their original supplies, the army agrees
or unite with other PCs. When the last wave is
to pay their wage: the price of a week of carousing each,
over, they gaze upon a plain filled with the dead.
in a sack of silver coins. They are offered more coin to
A few creatures twitch or gasp, exhausted, here
stay and assist in the war as mercenaries, but that is a
and there, but the PCs are among only a few
matter for another Tale...
functional humans in the flooded fields.
3. Should the PCs attempt to rally their allies If the PCs ran away, they can choose to observe the
battle from a distance. If so, the end result is the same
from the army, they may each make a Wits
as if they stayed and fought. If the PCs simply leave the
Check (Difficulty 9), gaining a +2 Modifier for
valley never to return, they may do so with no ill effects,
any PC with a background in, or Skill related
though they forgo their wage for delivering the supplies.
to, military leadership or similar exploits.
What they do next is up to them and their intrepid GM.
If all PCs succeed, they immediately gather
surviving allies into a formation and win the
If the PCs rallied the army to victory, officers ride to the
day after a short but bloody battle. After a
scene soon after their victory is complete. Impressed
thrilling narrative about the battle, continue
by the PCs’ work, they pay each a sack of silver coins,
to “Conclusion and Rewards” (following). If not
plus offer to upgrade any PC’s armor by one step if
all attempting PCs succeed, they deal with a
they wish. They further offer more coin and an officer’s
wave of foes as described above. Once the last
commission if they wish to remain and assist in the war.
is dispatched, those PCs who did not succeed
on their Wits Check may try again. Those who
All PCs who survive this Tale earn 2XP.
did succeed may aid an ally on this Check. Keep
cycling between Wits Checks and waves of foes
until they have rallied their allies.
1 110 2
The Doom That
Came to Jhebbel Tor
1 111 2
bloodthirsty side of nature. Or at least how nature
Overview might be so turned by the wiles of humans. Precisely
what turned Albinus into this deranged killer isn’t
definitively answered; such answers are seldom inter-
esting. Instead, the story implies a number of possible
Beginning with the PCs defending themselves amidst
explanations, and all, one, or none of them might
a ruined city, against a pack of snarling animals, this
be true.
adventure is short, sharp, and brutal. The PCs should
reach Jhebbal Tor alive (more or less), and from there
they encounter a series of strange traps, stranger What Has Drawn the PCs Here?
creatures, and impending darkness. How the PCs
approach the threats surrounding them is very much
While the adventure starts with the PCs in the ancient
up to them—charging in, swords swinging, is very
ruins of Jhebbal Tor and an attack by savage, though
likely to see them hacked to pieces. Or at least worn
strangely silent, creatures, some reason for their
down before they can complete their ultimate goal: to
presence might be useful for the GM. What’s drawn the
kill Albinus and destroy the antlered crown he uses to
PCs to this forgotten place? Below are a few possible
control the animals of the forest.
hooks to explain the PCs’ presence:
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È Asked for help: Those who dwell on the outskirts of
the forest sought assistance. After all, what hope did
What Do the PCs Know?
they stand against the endless assault of maddened
forest beasts? None. The PCs, however, might. The Before the adventure begins, the PCs should know the
PCs will likely be expecting gold as a result. legend of Albinus and the crown of Jhebbal Sag. How
they learn this is up to the GM; they might be told it in a
È Hunting for loot: Ancient cities in forgotten forests?
tavern, it might be garbled to them by a dying victim of
Probably filled with ancient artifacts, ready to be
an animal attack, it might be something they’ve grown
plundered and sold. Ideal for PCs motivated by the
up hearing about. But the apparent return of Albinus
quest for fortune and glory.
and the resumption of the animal attacks should be
È Tracking the killer: Perhaps an old foe vanished something they are already aware of.
in the forests long ago. And now the PCs have
connected their disappearance to the strange
Running the Tale
tidings reaching them from the forest. Could their
This is a simple, straightforward, Robert E. Howard-
half-forgotten enemy be Albinus reborn?
inflected sword-and-sorcery adventure. The PCs
È Getting lost: It’s a big forest. Wandering after the encounter a series of dangerous and unexpected
conclusion of another adventure, or having fled the things, and they need to deal with them. At the
field of a lost battle, the PCs encounter the temple climax, they’ll encounter something strange, other-
complex accidentally... and madness ensues. worldly, inexplicable. The scenes do all lead into one
another, but it is easy to spread these out with time
1 113 2
spent exploring the ruins more fully, perhaps finding Each PC is attacked by a single animal. To determine
evidence of the people who built the structures which animal, each player should roll 1D6 on the
now inhabited by Albinus and his animal cult. It’s following table (the stats for the following NPCs can be
possible the final confrontation with Albinus leads found in the Core Book, pg. 134-135):
into other encounters, with the PCs exploring deeper
D6 Result Animal
below the earth, discovering the preserved bodies of
those long-dormant beings—the children of Jhebbal 1 Bear
Sag himself, perhaps? 2 Wolf
3 Lion
4 Crocodile
5 Wild Dog
Stand Amidst 6 Hyena
the Ruins The ruins contain a number of elements the PCs can use
to their advantage. If the PCs ask about the ruins around
them, or if they succeed on a Wits Check (Difficulty 8),
Read Aloud
the GM can give one or more of the following hints:
The ruins slowly emerge from the forest’s covetous
embrace. If you hadn’t been looking for them, they
È “A pile of rocks from a ruined arch balances pre-
might have slipped past you altogether, one more
cariously on a jutting platform, wreathed with
ancient shadow in the endless thicket of the forest. But
vines”—A Might Check (Difficulty 11) allows a PC
as you push through the grasping branches, through
to use the vines to bring the rocks tumbling down
the dense foliage, the contours of the city begin to
on the animal they’re fighting. Alternatively, they
reveal themselves. Cyclopean stone walls spear up
might be able to climb up, via a Might Check
through the earth. The sightless eyes of great statues
(Difficulty 7), in which case pushing the rocks down
peer through the boughs. A great temple structure,
should be an easy task. The falling rocks deliver
carved with elaborate images of creatures long since
1D10 Damage to any animal they fall on.
vanished from the earth, reveals itself from amidst
the green at the heart of the ruins. È “Earth and broken branches cover what appears to be
a deep well”—Any PC dealing Damage to an animal
As you make your way among the ruins, you begin with a Melee Attack can attempt to push them into
to feel you’re being watched. And then the forest the well, requiring a Might Check (Difficulty 10),
comes to life around you: shadows detach themselves trapping them or killing them instantly!
from the darkness, swarming you. Animals, dozens
È “The jagged remnants of a wooden palisade leave
of animals, close in upon you, claws exposed and
an array of sharp stakes protruding from the
fangs bared. But there’s no sound, no howls or bestial
ground”—A Grit Check (Difficulty 11) enables a PC
shrieks. Only the rush of claws.
to dodge out of the way of an animal’s Attack at
the last second, leaving them to impale themselves
on the exposed points of the stakes. This deals 6
Damage to any animal lured into the trap.
The scene ends when the PCs kill all the animals; if they
run, the animals pursue them and continue to do so
throughout the tale, until they are dealt with. This can
result in the final confrontation with Albinus being that
much more difficult!
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1 THE DOOM THAT CAME TO JHEBBEL TOR 2
The next scene takes place inside the main temple (Difficulty 9) to see if they identify the foe before them.
complex. The PCs can gain entrance to this however If they fail, the GM is free to have them make the Attack
they choose—if they wish, they might even sneak in via against another PC or against an Enemy that isn’t really
the covered-over well referenced above. If so, the GM there. Of course, if another PC Attacked by their ally is
should give them appropriate bonuses to any stealth-re- also afflicted by the hallucinogenic fog, then they might
lated activities they attempt. Attack back. Things can get extremely nasty.
Read Aloud
Built when the world was young, by hands most
The Singing Walls
assuredly non-human, the temple’s architecture dis-
comforts you as soon as you enter. A great tree pushes Read Aloud
upward, having forced itself through the floor of the Beyond the grasping tendrils of the mist, there is...
temple, reaching for the sky. When you push past emptiness. A void. Beyond the light of the evening
this natural giant, the temple changes. The angles reflecting on the jade walls, and the glimmer of your
aren’t as they should be; even the stone itself seems torches, there is suddenly nothing. Only a descent
wrong, reflecting the light in patterns that taunt the into the darkness, like the drop-off from a great cliff.
eye. As you step across the jade floor, the creatures From far below, a sound rises to your ears, a harsh,
carved into the wall in bas-relief seem to shift, keening sound like metal scraping on metal. There
watching you, following you. When you draw deeper is only one way down. You must climb—trusting to
into the temple, a thick mist begins to seep from an your pantherish reflexes, the light of torches, and luck.
unseen aperture, filling the corridors with pinkish,
sweet-smelling miasma. And something within the
mist... moves. Clambering down into the lower regions of the temple
complex requires two Edge Checks. The first of these
is done at Difficulty 5. If the PCs attempt to survey the
There is nothing within the mist stalking the PCs, climb down, they should undertake a Wits Check to
but the smoke itself is a powerful hallucinogen. At some reveal the following information:
point in the remote past, it was used to induce ecstatic
states in the worshipers of Jhebbal Sag. It induces the They identify a series of holes
Wits Check bored into the cliffside, providing
strangest of visions. Any PC venturing through the
(Difficulty 5) an easy route for someone
corridors must succeed on a Grit Check (Difficulty 10)
climbing down.
or become affected by the fog. They begin to see things:
hideous animals lurching out of the darkness, the They also notice that these holes
bas-reliefs beginning to intone peculiar poetry. Wits Check might have been created by a
(Difficulty 10) creature of some sort—though it is
too dark to tell more.
While under the effects of the fog, everything the PC
witnesses seems and feels completely real. If the PCs They also identify marks and traces
Wits Check
are confronted by a hallucinogenic entity and attempt of web that suggest some kind of
(Difficulty 14)
to Attack it, there is a good chance they might instead spider is responsible for them.
Attack one of their companions. Before making an
Attack, the GM should have the PC make a Wits Check
1 115 2
The light is dim here, but the surface is pitted with
potential handholds, and the PCs can quickly make
The Domain
their way down. There is, however, a reason the cliff face of Jhebbal Sag
is so pockmarked. These are, of course, nests for dozens
of spiders, all dwelling within the recesses the PCs have
Read Aloud
begun jabbing their fingers into.
From deep within the tangle of underground pas-
sageways—some, long ago dug into the rock by
The spiders pour out over the PCs, biting and snipping
unknown hands; others, natural tunnels—comes
at them. The PCs can deal with the spiders in any
low, ominous chanting. Or something like chanting.
fashion they deem most appropriate. Simply descending
Sometimes it is a human voice, rendered harsh
the rest of the drop as quickly as possible is a sensible
and bestial. Sometimes it seems to be the lowing
option, though it requires an Edge Check (Difficulty 10)
of animals, but made strangely lyrical, almost
to do so safely, as swarming legs and biting mandibles
approaching language. Somewhere ahead, you are
make finding a safe handhold that much harder.
certain, waits Albinus. But what waits with him?
Spider Swarm
Beast – Minion The moss spreads across the floor before the PCs,
Might Edge Grit Wits initially in complete darkness, but this soon gives way
into a tunnel lined with bioluminescent fungi. The light
1 D8 5 D8 1 D4 1 D4
Physical Sorcery
is thin, strange, and disconcerting. Clouds of spores
Defense 6–8 Defense 4–6 Threshold 12 from the moss coating the floor make breathing difficult
Venomous Bite and fill the passageways with a heady scent. PCs might
Melee Damage 1D6+4
(Range: Touch) identify this scent as being almost identical to the fog
A Spider Swarm may take 3 Actions per Turn, but exuded in the tunnels earlier. It’s a form of moss related
only 1 may be an Attack. to the Black Lotus flower and, as a result, has powerful
A Thousand Tiny Teeth: Damage inflicted by a hypnogogic properties if ingested in large quantities or
Spider Swarm ignores its target’s AR. if refined as when the PCs previously encountered it.
Climber: A Spider Swarm automatically passes any As it is now, it merely provides a pervasive odor and a
Edge Checks that involve climbing.
sense of unease. Those who identify the moss may be
able to harvest some for future use.
Fighting the spiders off with torches or cold steel is also
possible, but each time the PCs perform an Attack, they
The tunnels are lined with magnificently carved bas-re-
must first pass an Edge Check (Difficulty 8) to avoid
liefs showing the odd humanoid beings who built this
falling and suffering Damage. If the Spider Swarms
temple, and the relationship they shared with a strange,
are defeated, then climbing down doesn’t require a
bestial figure—possibly Jhebbal Sag—usually depicted
subsequent Check.
as some sort of horned man with goat’s legs. It is unclear
if the builders were related to Jhebbal Sag or merely
Of course, falling off the wall—whether injured by the
happened to encounter him and placate him, but this
spiders or losing grip—causes considerable Damage to
complex is a shared undertaking, and this underground
the unfortunate PC. All falling PCs suffer 1D12 Damage
warren seems to be a sanctuary for the god. Or for the
(ignoring AR). They’re lucky, though: the bottom of
god’s servants. One of the last bas-reliefs, not quite
the cliff is coated in thick pungent moss. Landing in it
finished to the same standard as those others, shows
cushions the PCs. Without the moss, the Damage from
Jhebbal Sag (if indeed that it is the figure portrayed)
the fall would have been considerably more.
removing his own antlers and fashioning a crown: the
legendary crown worn by Albinus.
1 116 2
1 THE DOOM THAT CAME TO JHEBBEL TOR 2
1 119 2
Warlord Roshan needs the rumors to be openly against Kossar’s wishes. Grateful for the gifts Sattai
disproved before the tribes unite—the Cairn of Sattai had brought him, Kossar buried his old friend with
must be found, and shown to be nothing more than an high honors.
ancient monument to a long-dead priest.
Kossar Khan achieved many great conquests and
was rumored to have lived to over 100 years old—all
Read Aloud
thanks to blessings of the magical and divine influence
The guards that accosted you in the streets of
of Sattai. But in truth, Kossar did not die. The power
Makkalet lead you into the city barracks, leaving
of Tarim, channeled through Sattai, infused him with
you wondering what trouble you are in now.
eternal life. With this revelation, Kossar Khan chose to
Their insistence that you should join them was firm,
honor his old friend, slipping away into history to care
but not rough or violent. You are left in the courtyard,
for Sattai’s cairn forevermore. Over the ages, the land
empty and quiet in the blazing sunshine.
changed and the people moved, until now there is only
an isolated tower standing in the desolate landscape
A tall warrior approaches, flanked by guards with
of the Gormmar Valley, on the spot where Sattai lies,
shining armor and weapons of burnished steel.
guarded by the ancient Skull Lord.
He stops before you:
Read Aloud
The legend of Sattai and Kossar Khan is true. Many Before you are dismissed from the warlord’s presence,
years ago, a Hyrkanian priest of Tarim, Sattai, found he turns to you one last time and says:
himself in the court of the barbarian chief. Instead of
slaughtering the priest, Kossar allowed him to espouse “The legend says Sattai was interred in the wastes
the truths of Tarim. While Sattai vowed to civilize of the far Gormmar Valley, a vast and inhospita-
Kossar Khan and his barbarians, Kossar saw in the ble place. To have any chance to find it, you may
priest’s teachings the way to great power. Over the years, wish to seek the counsel of the priests of Tarim at
with Sattai at his side, Kossar learned steelcrafting and the Monastery of Cophii-Sattai here in the city.
statecraft, and he turned them to conquest. Sattai, Ask for Archpriestess Nonus. But be prepared:
realizing his failure, tried to prevent Kossar’s excesses Sattai is a revered holy man, a martyr who died
but was killed by the Khan’s champion, Takutash,
1 120 2
1 THE PRIEST OF THE SKULL LORD 2
bringing civilization to the hordes, and Nonus priests would gather. Gaining access to either
may be reluctant to divulge what she knows of the requires a Wits or Edge Check (Difficulty 9).
Sattai legend.” 3. They can make a disturbance. Archpriestess
Nonus will appear to chastise the priests
making all the fuss, and she will see the PCs.
Read Aloud
Read Aloud
The Monastery of Cophii-Sattai is the center of
The Archpriestess says, “I will tell you what you wish
Tarim worship in these parts, but it does not welcome
to know, but on one condition: that should you find
visitors. Its high towers dominate the city, standing
the sacred Cairn of Sattai, you will not allow his holy
behind thick stone walls and ranks of young initiates
relics to be looted but will bring them here, safely, to
who bar the way for the curious. The arched gateway
me, so I can protect them.
into its grounds has an ornate sign above, reading, in
old Hyborian: “The Path to Truth, the Path to Virtue,
“You will find the resting place of Sattai in the
the Stone Hammer of God, to Crush the Heretic.”
mountain foothills of the Gormmar Valley, in the
shadow of the Mountain of the Five Fangs. You
Gaining access to the grounds requires persuading or must travel the Spine of the Fallen Giant—a steep
intimidating one or more of the monastery’s initiates ridge that leads into the deep valley—and find the
with a Wits or Grit Check (Difficulty 10) with a +3 Cirque of the Steaming Rocks, a natural amphithe-
Modifier if the PCs state they are acting on behalf of atre of stone. There, if the ancient scrolls speak truth,
the warlord himself. Alternatively, they can attempt to you will find Sattai.”
sneak past them with an Edge Check (Difficulty 11) with
a +3 Modifier if they create a diversion first. If all else
fails, they can brazenly push past the initiates, who will
not use violence to stop them.
Journey to the
Gormmar Valley
Once inside, the priests will assume the PCs have good
The PCs’ journey should feel like a trial. It starts at the
reason to be there, as they have been admitted by the
wide mouth of the Gormmar Valley, then across its
initiates, unless the PCs forced their way in, in which
grassy plains until they reach the Spine of the Fallen
case they cause a disturbance (see option 3). To find
Giant, a steep ridge that rises before them. The valley
Archpriestess Nonus, they have three options:
on either side of the ridge is pitted with razor-sharp
1. Ask to be admitted to see her. This will require boulders. Walking along the ridge takes them deep
a Wits Check (Difficulty 11) with a +2 Modifier if into the Gormmar Valley and brings them to three
they claim to be on the warlord’s business. enormous craters: the Laokoon Crater, the Desolation,
2. A Wits Check (Difficulty 8) will allow them to and the Pit-Plains of Rynkar. In this last crater, the PCs
will find the Tower of Sattai.
deduce she would be either in the Shikhara
Cella, the meditation hall beneath the main
During this trek, the GM should feel free to throw all
tower, or the Peripteral Court, where the senior
manner of deadly encounters at the PCs, making use
1 121 2
of the various NPCs in the Core Book or the tables È The berserkers of the Yimou tribe and their leader,
found in the Conan: The Hyborian Age GM Screen Borghilda:
& Companion.
Barbarian
Human – Minion
The Barbarian Hordes
Might Edge Grit Wits
4 D8 4 D6 5 D8 1 D6
During the journey, the PCs encounter the barbarian Physical Sorcery
tribes seeking to find the Cairn of Sattai. These Defense 7–9 Defense 4–6 Threshold 10
encounters occur at a time of the GM’s choosing, to Battle Axe
Melee Damage 1D8+4
introduce them as antagonists and raise the tension as (Range: Touch)
the PCs search for the Cairn of Sattai: A Barbarian may take 2 Actions per Turn.
Barbaric Resilience: When a Barbarian is killed,
È The horse-warrior Adrasteaa tribe, and their leader, they must make Grit Check (Difficulty 8). If the Check
Albina: is passed, the Barbarian may take their next Turn,
but will drop dead immediately after. Any further
Damage inflicted on the Barbarian is ignored.
Steppe Rider
Human – Minion Barbarian Chieftain
Might Edge Grit Wits Human – Antagonist
4 D10 5 D10 3 D6 2 D6 Might Edge Grit Wits
Physical
Defense 9–11
Sorcery
Defense 6–8 Threshold 10 5 D10 4 D8 5 D10 3 D6
Physical Sorcery Life
Scimitar Defense 10–12 Defense 5–7 points 50
Melee Damage 1D8+4
(Range: Touch)
Great Axe
Short Bow Melee Damage 1D12+5
Ranged Damage 1D6+1 (Range: Touch)
(Range: Long)
A Barbarian Chieftain may take 3 Actions per Turn,
A Steppe Rider may take 2 Actions per Turn, but but only 2 of them may be Attacks.
only 1 may be an Attack.
Bellow for Blood: Once per combat, a Barbarian
Mounted: A Steppe Rider is considered to be Chieftain may use 1 Action to Bellow for Blood. All
Mounted unless the GM deems otherwise. Barbarian Youths and Barbarians within Long Range
that are allied to the Barbarian Chieftain apply a +1
Steppe Rider Khan Modifier to their Damage rolls for the remainder of
Human – Antagonist the current combat.
A Barbarian Chieftain has an AR of 3–5.
Might Edge Grit Wits
5 D10 6 D10 4 D8 4 D8
Physical Sorcery Life
Defense 10–12 Defense 7–9 points 50
Scimitar
Melee Damage 1D8+5
(Range: Touch)
Long Bow
Ranged Damage 1D8+1
(Range: Distant)
A Steppe Rider Khan may take 2 Actions per Turn.
Mounted: A Steppe Rider Khan is considered to be
Mounted unless the GM deems otherwise.
A Steppe Rider Khan has an AR of 5–7.
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È And the thieves of the Tigranach tribe and their Bandit Leader
leader, Culhwch: Human – Antagonist
Human – Minion 3 D8 3 D8 3 D8 3 D8
Physical Sorcery Life
Might Edge Grit Wits Defense 8–10 Defense 7–9 points 40
2 D8 2 D6 2 D6 1 D6 Melee Damage
Battle Axe
1D8+3
Physical Sorcery
(Range: Touch)
Defense 5–7 Defense 4–6 Threshold 3
Short Bow
Ranged Damage 1D6+1
Knife (Range: Long)
Melee Damage 1D4+2
(Range: Touch) A Bandit Leader may take 2 Actions per Turn.
Throwing Knife Skulkers: A Bandit Leader applies a +1 Modifier to
Thrown Damage 1D4+2
(Range: Medium) any Edge Checks related to hiding and stealth.
A Bandit may take 2 Actions per Turn, but only
A Bandit Leader has an AR of 2–4.
1 may be an Attack.
Skulkers: A Bandit applies a +1 Modifier to any Edge They will use violence to claim the contents of the cairn
Checks related to hiding and stealth.
for themselves. Their reaction when they first meet
the PCs can be gauged by the table below, with a +1
Modifier if the PCs are aggressive or confrontational,
or a -1 Modifier if they are respectful and compliant.
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Modified D6 Barbarian Reaction The Soldiers of Makkalet
Delighted by the respect shown,
the barbarian leader invites the
Warlord Roshan is no fool, and he wants the power
PCs to join their band. They will
0 of the Cairn of Sattai for himself. He sends a unit of
not share the cairn’s contents with
the PCs but will gladly use them Guards to follow the PCs and make sure they succeed
as extra hands on the journey. at their task.
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1 THE PRIEST OF THE SKULL LORD 2
The Spine of Traveling the length of the ridge will take four days.
Each day, or at the GM’s discretion, the PCs must
the Fallen Giant make an Edge Check (Difficulty 8) to avoid setting
off a landslide that risks carrying the PCs down into
As the PCs reach the ridge, read the following:
the valley below. Another Edge Check (Difficulty 9) is
needed to avoid falling with the landslide. Anyone who
Read Aloud falls suffers 1D10+3 Damage and comes to rest in the
The tip of the ridge known as the Spine of the Fallen valley below. Climbing back up is impossible.
Giant rises before you, steep edges falling away
into valleys of razor-sharp rocks, deep ravines, and Traveling across the rocky valley floor is much harder
crumbling crevasses, the lair of deadly scorpions and and takes twice as long, requiring both an Edge Check
wicked spiders. As you climb, the ridge narrows, so (Difficulty 8) and a Grit Check (Difficulty 8) each day to
barely ten men could stand abreast. The wind whips avoid either falling into a ravine or stepping on weak
the sandy gravel from the scree underfoot and flings rock that breaks and reveals a crevasse below. Falling
it into your eyes. You fight along the ridge, going into a ravine or crevasse causes 1D10+3 Damage, and
deeper in the Gormmar Valley, passing signs of climbing out requires an Edge Check (Difficulty 8).
terrible landslides that roared into the desolate valley These depths are also the lair of many Giant Scorpions
below, carrying everything with them into oblivion. that will sniff out an easy meal and attack.
Giant Scorpion mountain passes that disappear into the heights. You
Beast – Minion see the tracks of horses leading into the crater.
Might Edge Grit Wits
2 D8 3 D8 2 D6 1 D6 If the PCs follow the tracks, they soon find what’s left
Physical
5–7
Sorcery
4–6 Threshold 7 of the band of barbarians that had entered the crater
Defense Defense
before them. Alongside the shattered remains of a
Stinger
1D4+2 solitary giant statue lie the battered forms of eight dead
(Range: Touch)
Melee Damage horses and their slaughtered riders. There are no signs
Pincer
1D6+3 of any remaining enemies. By the state of the remains,
(Range: Touch)
A Giant Scorpion may take 2 Actions per Turn, but it’s likely the battle took place within the last day or so.
only 1 may be an Attack.
Poison Sting: If a Giant Scorpion inflicts 2 or more These riders encountered a wandering Great Stone
Damage with a single Melee Attack with its Stinger, Avatar, a servant of Tarim that Kossar Khan had
its target must pass a Grit Check (Difficulty 8) or summoned for his protection. It either killed or chased
become Poisoned. off the trespassers, although it was itself destroyed in
the battle.
The environment here is harsh; it is impossible to take
a Recovery, and every PC must make a Grit Check
This is the first safe opportunity to take a Recovery for
(Difficulty 8) at the end of each day or lose 1 Stamina
any PCs that may need it.
Point (down to a minimum of 1).
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1 THE PRIEST OF THE SKULL LORD 2
However, the Dragon Apes still roam, protecting the The Tower of Sattai
temple and surrounding areas from intruders for their
long-lost masters. Between one and three Dragon Apes
This place has been Kossar’s lonely home for centuries.
stalk the PCs as they explore the Desolation, and they
Over that time, he built the tower to protect the Cairn
will attack at an opportune moment.
of Sattai, planted the orchard for fresh fruits, and
Dragon Ape tended the vegetable garden. Occasionally he would
Beast – Antagonist venture across the Pit-Plains to hunt a Giant Scorpion
or Spider for its meat, or climb the Forgotten Pass to
Might Edge Grit Wits
hunt mountain goat and lion.
6 D8 6 D8 6 D10 3 D8
Physical
8–10
Sorcery
5–7
Life
40 The tower, stoutly constructed of stone and wood, has
Defense Defense points
three floors, an open-roof terrace, and a root cellar. The
Strike (Range: Touch) 1D8+6
cellar holds Kossar’s stores of food, a cell with thick
Melee Damage Flailing Strike
1D4+6 chains attached to the wall, and the little room built
(Range: Touch)
over the Cairn of Sattai.
A Dragon Ape may take 2 Actions per Turn.
Flailing Strike: Once per Turn, if a Dragon Ape When not working in the orchard or garden, hunting
successfully hits a target with a Flailing Strike Attack,
it may immediately make another Flailing Strike for game, or reviving himself in the hot springs, Kossar
Attack against a different Character within Touch Khan stands atop the tower, watching the horizon for
Range as a Free Action. those who might seek to desecrate Sattai’s resting place.
Flaming Spit: Once per Turn, providing the Dragon
Ape does not take a Move Action, it may use 1 Action The Tower of Sattai is not only guarded by Kossar
to target a single Character with the following Sorcery
but by three Great Stone Avatars that answer to him.
Attack: (Range: Medium), 1D6+4 Damage. This attack
ignores the target’s AR. After a target suffers Damage Looking like nothing more than fallen statues, when
from this Attack, they suffer an additional 1D4 roused, these divine golems will fight to the death to
Damage at the end of each of their Turns until the protect Kossar and the sanctity of Sattai’s Cairn.
Dragon Ape that inflicted the Damage is killed.
When the PCs pass the rocky hills, read the following:
The Pit-Plains
of Rynkar Read Aloud
As you pass the rocky hills, you see into the little
enclave nestling between the hills and the mountain of
Read Aloud
the Five Fangs. The centerpiece is a squat tower, old and
The giant stone amphitheatre, five miles wide,
rugged, decorated with huge banners, furs, and string
consists of plain after plain of steaming hot springs
after string of whitened skulls. There is a well-tended
and small hillocks. Littered with black rocks, the area
vegetable garden to its rear, and a lush orchard to one
is almost entirely devoid of plant life—only tufts of
side. On the other side are five pools of bubbling water,
grass, tumbleweeds, and the skeletons of desiccated
angry steam rising from these hot springs. The smell
trees remain. There is no sign of other life. The sting of
isn’t acrid but sweet and pleasant.
a sulfurous fume assaults your nose. Only on the far
Before the tower are the remains of a fallen statue,
side, in the lee of the mountains themselves, can you
perhaps testimony to the age of this ancient outpost.
see what looks like the green of tree growth and grass.
However, this outpost is not ruined nor abandoned. As
you look, you can see the figure of a lone man, powerful
Kossar Khan and the Tower of Sattai can be found in form but aged in years, standing upon the tower’s
within the far fertile quarter of the crater. roof. He sees you and turns, disappearing from view.
1 127 2
He beckons you into the tower, holding back the fur
Kossar Khan, the Skull Lord for you to pass within.
“We are not accustomed to visitors,” he says, his voice È He may be old, but he will warn the PCs against
rasping but strong. “But you are welcome. Come, underestimating his power. He will say: “The god
accept my hospitality and you can explain why you Tarim blessed me with this long life so that I might
have disturbed our peace.” serve him by protecting the fane of his loyal
priest, Sattai.”
1 128 2
First floor
Basement rooftop
È He will not tell the PCs where the cairn is and will It is up to the PCs how they try to overcome or deal with
not allow them to even see it. Kossar Khan, but if they attack, Kossar’s first action is
to awaken the sleeping Great Stone Avatar, just outside
È Ifthe PCs warn that others are coming to seize
the tower, that gets to its feet with a terrible crunching
the power of Sattai, Kossar will ask two questions:
grind and the sound of falling stone. If the PCs leave the
“Why are you giving me this warning?” and “Will
tower, this towering foe will immediately attack them.
you fight with me, to defend the priest?”
This will be a hard fight and the PCs may wish to find a
È If asked about the cairn and power of Sattai, Kossar less violent way to get around Kossar.
will say: “There is power within the cairn: the power
of bringing divine wrath upon your heads if you
insult Tarim.”
1 129 2
Kossar Khan,
the Skull Lord
Human – Antagonist
Might Edge Grit Wits
6 D10 5 D8 5 D10 6 D8
Physical Sorcery Life
Defense 10–12 Defense 10–12 points 80
Battle-Axe
Melee Damage 1D8+6
(Range: Touch)
Kossar Khan may take 2 Actions per turn.
Awaken Avatar: Once per combat, Kossar may use 1
Action to awaken a nearby Great Stone Avatar, which
will rise to fight alongside him in battle (see profile
following).
Divine Light: All Damage that Kossar suffers is
reduced by half (round down).
Tarim’s Gift: Kossar may cast the Call Beast, Counter
Ward, and Healing spells (see Core Book pg. 83).
Blessed Sorcery: Kossar may ignore the Stamina
Point cost on any spells he casts. Life Point costs must
be paid as normal.
Kossar Khan has an AR of 2–4
10 D12 1 D4 10 D12 0 D4
Physical Sorcery Life
Defense 5–7 Defense 10–12 points 50
Colossal Strike
1D10+10
(Range: Close)
Melee Damage
Hammer Swing
1D10+4*
(Range: Medium)
A Great Stone Avatar may take 2 Actions per Turn,
but only 1 may be an Attack.
*Hammer Swing: When a Great Stone Avatar makes
a Hammer Swing Attack, the Attack may target up to
three Characters within Medium Range. Roll to hit
once, using the highest Physical Defense amongst the
targets. Roll for Damage separately for each target.
A Great Stone Avatar has an AR of 7–10.
1 130 2
1 THE PRIEST OF THE SKULL LORD 2
1 131 2
CONCLUSION Warlord Roshan is pleased that the threat of a unified
barbarian horde has been thwarted but is displeased if
AND REWARDS the PCs do not return with treasures to make him more
powerful. If the tribes have been successful, Roshan will
denounce the PCs for their failure and will banish them
from Makkalet on pain of death.
The conclusion to this Tale depends upon the actions
of the players. Archpriestess Nonus will search them out. If they
can reassure her that Sattai’s legacy is safe, she will be
If they side with Kossar Khan and faithfully defend the satisfied. If they reveal Kossar Khan still lives, she will
Cairn of Sattai alongside him, they will be rewarded, be shocked and excited and will immediately ask them
but only after they have demonstrated their faithful- to escort her to meet him, for which she will pay well.
ness. Kossar Khan goes inside the tower, returning If Kossar Khan is dead she will ask the same, but to give
some minutes later, reverently holding an old, battered Kossar Khan a proper burial.
sword—the blade of his dead champion and the
murderer of Sattai, Takutash. With this relic, the PCs The barbarian tribes will be angry with the PCs, and on
can prove they found the cairn and report back that it the lookout for revenge—unless the PCs helped one
is nothing more than an ancient stone monument to a chief gain The Scepter of Tarim and start the reunifi-
once-beloved confidante and devoted priest, cation of the tribes. For that, the PCs will be lauded as
long since dead—and leave Kossar heroes, given the best horses and weapons the tribe can
Khan in peace to continue with his offer, and welcomed as honored members of the tribe.
eternal task.
If the PCs choose to keep The Scepter
of Tarim to themselves, they will
find themselves regularly the target
of barbarian foes who will stop at
nothing to take it from them.