In The Thorsz' Service: Glancing Blow An adventure in the Moot Point series of TFT modules (which also includes Knight's Tour). The chief of those officers of the watch who've brought the party together leaves with a remark that the Thorsz might know what he's doing after all with his bloody- handed Death Testing. He's then replaced by a maiden in a tabard that marks her for the daughter of the courtiers' herald, asking pardon in being assigned as your mission's liason and for the task she's about to impart. She states that the highborn leaders of the contesting tribes over the border have lately been sending armed embassies, along with representatives from some of their outlandish allies, for what look to be ongoing deliberations in the clans' traditional gathering place and council halls venue. That secluded location is in a system of connected galleries rebuilt from the played- out antique tin mines dug into the Farron Hills. Although some significant binding agreements over the years have been worked out there, often enough extended preliminary negotiations at their rendezvous break out into combative encounters among the rival factions. Most recently, the appearance of a certain notable figure at the site has been rumored: heightening the tension in all quarters. The party's charge is to expeditiously get in & get out again on a reconnaissance whose object is to bring back word regarding the potential make- up and degree of cohesiveness that might come out of their tribal confab. The unruly and contemptuous occupants in the course of this incursion will generally be expecting to hear a range of outside disturbances, and those who aren't either looking for trouble or predisposed to an aggressive demeanor will likely want to keep to themselves. On the other hand, most all present will be on their guard and react without hesitation even at impromptu confrontations. This programmed adventure is designed for 1..4 figures of any experience level and no larger than mansize. All the figures may be managed by a single player and the module run as a solitaire game if desired, or the figures can be assigned among multiple players, but in any case all the figures will compose a single party travelling in concert between map encounters. No extraordinary or enhanced equipment is to be initially employed, but items found during play may be appropriated and adopted for player figure use. Due to having to take in a room's contents on the move, party figures that used MP of more than half one's MA at the end of a Movement phase are required to SV 3D: adjDX to avoid stumbling and so having to SV 3D: adjST to keep from falling. Rooms occupied upon entrance by two or more varieties of opponent creature give +2 IT (Initative roll) bonus every turn to the party, but rooms occupied upon entrance by just one variety of creature, either as an original status or through attrition by the party's actions on prior visits, give +2 IT to the other side. Once all opponents in a room have been defeated, the party has the option to make a quick search of the room either immediately after combat or postponed until a later visit. The entries here use a textual map reference coding for encounter setups that relates to the Melee map's coordinate & facing legend displayed on the associated glbX0Px1.jpg graphic file. As an example, a figure at coordinate B41 stands in MH B's #4 hex, facing as direction 1. All doors are double pocket doors with effectively a 3- hex opening, whose outside or inside handles release them to glide open on their own through spring- driven ratchets, then must be unlatched and reclosed by a room's occupants. When the party makes to escape from a room encounter by way of a closed door, some party figure must be in one of the exit hexes on either end of a room (the 3 inner room hexes adjacent to A5 or O2), having used MP of MA /2 or less and facing a starred hex (of MH A or O) at the start of a Combat phase; devoting one's option to opening the door. Then on the next turn's Movement phase the passage to the corridor will be open. Corridor encounters take place in a series of megahexes, so for example if leaving by, or retreating from MH A, the MHs O, M, J, G, D can be used with the MH O hexes spatially superimposed on MH A. Room encounter monsters won't pursue a fleeing party beyond the starred hexes unless specifically stated in an entry's instructions. For schematic grid mapping of the complex, a room's length is twice its width, with width bisected by a door and equal to a corridor segment's length, which is thus 3 MH long. A corridor "bend" or "crook" comprises 2 such segments joined at a right angle for mapping/ 60 degrees for setups. In N/ S- oriented rooms MH A is to the S, and in E/ W rooms it's to the W. Experience points may be awarded by entry instructions in the course of play, but otherwise figures' only experience adjustments overall for this adventure will be evaluated and assigned at the end of the mission. Begin with your figures standing in any of the MH A entrance hexes {1}. [1] Entrance to the Downhills (E/ W oriented). Desk K0, Chair K5, Lampposts J6 & L3. 2 Half- Orc male doorwardens (standing M34 N61) "Cord" "Rick": ST 11, DX 12, MA 10, DA Spear 1D +1. 1 Human male escryer (seated K52) "Alastair": ST 10, DX 13, MA 10, DA Saber 2D -2 (slung) Main-Gauche 1D -1, HA Main- Gauche 1. As twilight descends, the party members on their first appearance here will be dressed as varlets delivering a couple of prearranged wheelbarrow loads of equipment that also includes their own arms & armor, and would have about them the coercion of a Persuasiveness dweomer. In being vetted for admission, the escryer, using his Main-Gauche as a pointer, wants to cull some item types imported by the party. For each line on the Weapon, Armor and Shields Tables, on d6= 1 tic the item and if fewer than 4 wind up tic'd, go through every item not tic'd again until 4 or more are tic'd; then randomly select 4 of those as being held back from party use. If you take up arms to fight the opposing crew {3}. If you gain entrance in any way {2}. If you make good your escape to end the adventure {`WIP}.\ [2] Crossed up. You pass down the MH- wide corridors to reach a leftward- facing swastika- patterned, 4- armed intersection. And this point is also a contrived fulcrum predestination ("dump site") for any unnatural intrusions into the sheltered complex of the Downhills. In the course of exploring these crooked branches, the presence of a Trailtwister cantrip is discernible. Decide whether or not to arm and don armor before selecting one of the four closed, look- alike doors to open. Then roll a 4D cooperative SV, but with automatic failure scores as those of a 3D roll (generally 16 or more). On an automatic failure you'll wind up taking the N to W crook back out of the exit door {3}. Otherwise, on a lowest die result of 1 you can take your pick of the four. Or failing that, roll d3 for your random outlet door entered: 1) E to N crook {4}, 2) S to E crook {5} or 3) W to S crook {6}; at any of which, being as you are not in actuality expected, you'd be set upon no matter your condition.\ [3] Outdoor Altercation. If the party is now armed, the opponents will engage; and if the party is chased away, the adventure will be ended. If the entrance door is opened and the party retreats into the hallway, the opponents would pursue an armed party through the crooked corridors but would break off when the escryer is eliminated or when the party enters a room. If the party is otherwise waved away as harmless, it may choose to delve on in or depart to end the adventure. If the escryer is lost, upon the party's reappearance here the 2 doorwardens will be present and as restored to initial stats. Additionally, they'd be equipped with modified Jousting Shields that have cutout lance rests, treated as large shields (-1 adjDX) that stop just 1 damage from the left and right front hexes, but that permit the use of a spear in conjunction, and afoot can allow a frontal attack on the move if it gets a hit roll of 9 or less to make a follow- up Shield Rush attack roll in concert, with up to a +3 (by #hexes moved) modifier to the user's effective ST for comparison. Go back to pass muster as you've purposed {1}.\ [4] Green room (N/ S oriented). Settee H5, Table H3, Lanterns H3 C4 M3. 1 Elf male archer (standing G66) "Paisley": ST 11, DX 13, MA 12, DA Longbow 1D +2 (unstrung) Mace 2D -1 (slung). 1 Halfling male fletcher (seated H52) "Fingan": ST 7, DX 15 (14), MA 10, DA Main- Gauche 1D -1 (slung), HA Cloth armor 1 Small Shield 1 (slung) Main- Gauche 1. The Elf is in the process of restringing his bow and has a choice of the Halfling vendor's ready- made strings. He'll take a Ready option on the first turn and if he passes SV 4D: adjDX gets to fire the bow with all hit dice of 5s treated as 3s throughout the encounter, otherwise he'd get no bonus, and on a result of 17 or more he'd have to Ready again on the following turn to use the bow. Whenever the Halfling is disengaged at the start of his move and he uses MP of MA /2 or less, he's automatically treated as Dodging until he executes an option of his choice. His shield can be thrown by him with no adjDX bonus to strike as a Club. These foes will pursue the party if it enters and retreats by MH A, until it takes a different crook of the 4- way intersection. To search, or if a party figure moves up to the table {14}. The N door goes out through a N to E bend to another door {10}, or the S door goes out through a S to W bend to join a 4- way intersection {2}.\ [5] Brazen room (E/ W oriented). Tether Post G0, Braziers E0 H0 K0. 2 Hobgoblin female wolf riders (standing G66 K03) "Merc" "Chiv": ST 9, DX 11, MA 10, DA Javelin 1D -1. 1 Dire Wolf female steed (tethered crouching G3) "Stang": ST 12, DX 13, MA 12, DA Jaws 1D +1, HA Fur 1. It requires a single Ready option to unleash and mount the Wolf. When mounted, a Wolf and its Rider use conjoint facing hexes, but may attack separate targets as per adjDX order. Attacks aimed at a rider from the Wolf's front hexes reduce damage dealt by rolling an additional damage die and removing the highest die of the roll before any modifiers. The moving Wolf+ Rider are engaged by a single opponent figure only if that figure passes SV 2D: unused MA (ie MA -MP used so far this turn). Otherwise, the Wolf romps by or can enter the occupied hex as over a body on a SV 3D: adjDX causing the opponent to fall on d6 <=3 as it proceeds through, or allows a d6 HTH reaction roll if it stops; but on a failed SV it backs up to the entry hex and halts in a random facing. These foes will pursue the party if it enters and retreats by MH A, until it takes a different crook of the 4- way intersection. To search, or if a riding Hobgoblin is defeated {15}. The W door goes out through a W to N bend to join a 4- way intersection {2}, or the E door goes E to join a 4- way intersection {7}.\ [6] Dark room (N/ S oriented). Bedrolls J1 D5, Fireplace J3. 1 Human male berserker (standing F50) "Torold": ST 13, DX 11, MA 10, DA +1 Barehands. 1 Reptile Man male sparring partner (standing F50) "Ledger": ST 15, DX 11, MA 10, DA +2 Barehands HA Scales 1. These two Cestus- gloved boxers now appear in a HTH wrestling clinch, and on the first turn each would have to try to Disengage HTH, but later on they can separate without trouble. Once they've disengaged, adjusted party IT must beat rolls by both opponents to win IT. When they stand still or shift, their lunging, directed hit roll results of adjDX -2 or less ignore shields, or of -4 armor as well. The Human suffers no Reactions To Injury until the end of the turn he's reduced to adjST 0, and he recovers +1 adjST loss each time he connects/ hits with a punch. In this but dimly lit room, the Reptile Man takes no adjDX penalty and is able to coach the Human likewise, but all others without an independent light source, including the berserker if his partner is disabled or in HTH, take -1 to adjDX scores. These foes will pursue the party if it enters and retreats by MH A, until it takes a different crook of the 4- way intersection. To search, or at a 50% chance when a party figure moves onto one of the bedrolls {16}. The N door goes out through a N to E bend to join a 4- way intersection {2}, or the S door goes out through a S to E bend to join a N & S 3- way intersection {9}.\ [7] This 4- way intersection goes N to join an E & W 3- way intersection {8}, E to a door {`WIP}, S to a door {13} or W to a door {5}.\ [8] This 3- way intersection goes through an E to N bend to a door {`WIP}, S to a 4- way intersection {7}, or through a W to N bend to a door {11}.\ [9] This 3- way intersection goes through a N to E bend to a door {12}, through a S to E bend to a door {`WIP} or through a W to N bend to a door {6}.\ [10] Still room (E/ W oriented). Lounge J1, Barrel H0 mounted on sawhorses contains some kind of liquorous libation, Chandelier Candlabra G0 H0 I0. 1 Human male rapscallion (lying J14) "vanWyck": ST 12, DX 12 (10), MA 10 (8), DA Light Crossbow 2D Rapier 1D, HA Leather armor 2. 3 Gnomic male troupers (standing F31 I55 K16) "Huh" "Wha" "Eh": ST 6, DX 9, MA 8, DA Sling 1D -2 Dagger 1D -1, HA +cum (DX -SV 3D: adjDX) *mul. The man would fire his ready to hand Crossbow from an inverted prone posture on his back where he's not considered to be engaged for reloading & firing purposes at his feetward front hexsides 2, 4 & 6. His blurry affected sighting is at -d3 adjDX per shot, +1 for prone firing, before range adjustment, and the troupers conspire in angling to align as flaunting butts for his rolling to miss Dodging party members. Diminutive ergo Gnomics in melee go for a piling on in HTH, are problematically armored with scraps such that in an encounter each attack against one allows it to nullify damage points of the differential between basic DX and a passed adjDX SV roll accounting for multiplier results and accumulating any excess as a built- up protective reserve, and their coordinated sling damage is additive against a common target's protection in a turn, with rolled 1s treated as 0 damage results. To search, or if the man is given occasion to draw his sword {17}. The E door goes E to join a S & E 3- way intersection {`WIP} or the W door goes out through a W to S bend to a door {4}.\ [11] Red ruum (N/ S oriented). Strip Mats of woven grasses cover hexes 1 & 2 of every MH excluding A & O, Wall Lamp Sconces along E & W walls. 1 Goblin male courier (standing H33) "Rogg": ST 9, DX 13, MA 10, DA Scutch 1D. 1 Human female avenger (crouching E16| L13) "Laeni": ST 10, DX 14, MA 10, DA Scimitar 2D -2, HA Small Shield 1. A Thuggee guru employed as a courier is indoctrinating a wandering, ritual murderess acolyte with a demonstration of traps, obstacles and hazards. Mats may conceal caltrops and mantraps that can be leapt over @3 MP or moved into with a SV 3D: adjDX to avoid on 1D= 1.. 2) 1 damage not stopped by armor, 3) @-1 reduction in MA for the adventure's duration, 4) drop all carried items, 5.. 6) nothing happens. The human stands in either of her start hexes at random, but not until the end of the first turn's Combat phase unless any party member with a ready thrown or missile weapon passes SV 3D: adjST to range her before Movement. She practices an anti- polearm defense with her scimitar, whereby such an attack preceding her own through her front hexes rolls an initial 4D and on a hit deals the prescribed damage and voids her attack; but on an initial miss she devotes her attack to hit the polearm, as damage of 5 or more would make it broken and unusable, otherwise the attacker proceeds with a follow- up standard roll to hit. To search, or when a party figure first moves into a mat {18}. The N door opens into the middle of the south side of a room {10}, or the S door goes through a S to E bend to join an E & S 3- way intersection {8}.\ [12] Ward room (E/ W oriented). Table K0, Torch Brackets C4 D3 L4 M3. 1 Dwarf male shaman (sitting K16) "Carver": ST 12, DX 12 (9), MA 10 (6), DA Broadsword 2D, HA Chainmail armor 3 Small Shield 1 (unreadied). 1 Gargoyle male supplicant (lying K00) "Mythyq": ST 17, DX 11, MA 8/ 16, DA Fists 2D -2, HA Mantling 3. The Dwarf sits cross- legged on the floor, preparing to crush a donated gemstone with the pommel of his sword as a step in trying to relieve the Curse afflicting a Gargoyle laid out on the table. His clan Shield can be slung by a Dwarf when unreadying even while engaged, but is now in use as a makeshift anvil. The Gargoyle handsprings from the tabletop with a faltering flight by which he can travel up to d6 +2 hexes on the first turn and still attack, unless he fails to SV 3D: adjDX then winding up prone in the landing hex. If his attack hit roll misses in a turn, he'll be holding back on the following turn dealing half damage of just 1D -1. To search, or if a party figure enters the Dwarf's start hex {19}. The E door opens into the middle of the west side of a room {13} or the W door goes out through a W to S bend to join a S & W 3- way intersection {9}.\ [13] Head room (N/ S oriented). Candle- lit Bookstand in center hex H0 of Pentagrammed MH H, Eerie Light pervades room. 1 Orc male malefactor (standing H16) "Krampf": ST 10, DX 14 (13), MA 10, DA Hammer 1D +1 (slung), HA Cloth armor 1. 1 Giant Snake female familiar (lying E05) "Stasis": ST 10, DX 12, MA 6, FA 501, DA Striking 1D +1, HA -3 adjDX to be hit. The Orc is poising a calligraphy brush in an attempt to scribe a hex sign over a mirror- polished, foot- square pane of silver. If he passes SV 3D: adjDX he weaves the requisite strokes, but if he fails he'll be ejected from the MH in a random d6 direction and the Snake will move to be adjacent with him before he can move himself. While he's within the MH Pentagram, should any party figure trespass its limits, or fire or throw something at him, see {21}. If he acquires the Hexed Mirror (its single pane can be given several marks), he may use it in one hand as a Cast Spell option to arrest the attention of a target figure in a line of sight through both figures' front hexes by making a hit roll as though he were throwing an item at the target's hex. That figure would then have to make the first MA /2 steps of its move each Movement phase in random directions, until having moved ST *3 total hexes. To search, or if the Orc gets ejected {20}. The N door goes N to join a 4- way intersection {7} or the S door goes S to join an E & W 3- way intersection {`WIP}.\ [14] You make a one- time recovery of a bowstring fashioned with a rare material that enhances the use of a Small Bow, Horse Bow or Longbow. On d3= 1) Sinew draws farther for +1 MH to adjDX ranges, 2) Silk releases faster adding +2 to adjDX for option ordering priority only, 3) Wire is more stable, giving a further SV 1D: <5 to avoid Drop/ Break Weapon automatic miss results. Go on {4}.\ [15] One of the Hobgoblins had a Bearclaw Talisman necklace, which when worn against any variety of wolves, imaginary, ghostly or conjured lupine forms or werewolves provides for any hit with a roll result of 11 or less to deal a minimum of 2D +2 or in HTH 3D damage as an aside roll if greater than one's rated damage roll. Go on {5}.\ [16] The berserker was too preoccupied to use his sweeping, hooked Morningstar, which is found to be of a type that when wielded two- handed can displace a defending shield. On getting any 1s in the hit roll, the defender's shield won't protect through a random front hexside for the remainder of the turn, so if it's the attacker's hexside the shield won't stop any of the attack damage; and/ or on any rolled 2s an unacted defender won't be able to attack through one random front hexside of those that remain. Go on {6}.\ [17] The man's Rapier is recognized as a finely- made weapon designed to amplify piercing force. Before rolling to hit, roll d6 and on a result of (basic ST) -8 or less the hit roll gets made with an additional die, then the highest die is separated as the potential damage die with the others treated as the hit result. If searching the room {22}, or else go on {10}.\ [18] The party may once collect 3d3 of the Caltrops hidden in the mats. These are used as with Thrown Rocks, but can be grasped and hurled in a cluster of up to 3 at a time @1D -3 damage separately against any protection, and then any that generate damage whether it penetrates or not will roll for damage again automatically at the end of the next turn's Combat phase against a target that moved more than 2 hexes or used an attack option, before they fall away. Go on {11}.\ [19] If any party figure passes SV 3D: basic DX you've matched up the only remaining two halves of a cloven gemstone that if remated here by any figure who passes SV 3D: basic ST bestows a +3 basic ST increase as long as it's being clutched in one hand, but falls apart drained and inactive when released. Go on {12}.\ [20] You note that an antivenom serum was being concocted here from healing potions and some other ingredients. If you'd been through this room more than the one time, add +2 to a 2d6 roll to find a total of: 2.. 8) 3 Healing Potions restoring @2d3 adjST loss, 9.. 14) 1 Healing Potion and 1 Antivenom Potion antidote effective against any venomous poisoning. If searching the room {23}, or else go on {13}.\ [21] Upon crossing into a Pentagram hex, a figure must SV 3D: adjST or fall prone, and must crawl back out to rise. A hit roll for any missile attack at a target within the Pentagram adds a penalty of +3 to the rolled total, instead of the more ususal -3 to the score to hit, and on an adjusted automatic miss result the attacker becomes the subject of a Reverse Missiles effect that requires Rolling To Miss oneself. Continue {13}.\ [22] A trompe- l'oeil mural of a forest scene painted on the southern wall disguises a doorway leading into the MH O entrance hexes at {11}. Or use one of the standard exit doors {10}.\ [23] In the deeps of shadows from the vague light playing through the room, a door is disclosed in the western wall that tranfers into the MH O entrance hexes at {12}, as well as another in the eastern wall giving into the MH A hexes at {`WIP}. Alternatively, you have the regular room doors {13}.\