Washed Up A solitaire programmed text adventure module utilizing the "Legends of the Ancient World" basic rules from Dark City Games (available free at www.darkcitygames.com/docs/Legends.pdf) In the port city of Songhi a grizzled- looking dwarf calling himself Turq is quietly asking around among any newcomers at the dock for a small force sufficient to invade the smugglers' retreat of a piratical band of orcs who hide in a cave complex at the base of the cliffs on the seashore. He tells you he'd been ship's carpenter aboard the Jennet, a dwarven vessel that was looted in this area by orcs who bore the same Pale Moon sigil as he has observed on those here. He wants you to see if you can find a seachest with a horsehead brand burned into it, follow his instructions for opening a secret compartment within it, and bring back to him that which is hidden inside. He doesn't say what you should expect to find there, just cautions you to be careful and not to tamper with it. As a reward, he says he will give up a passport that permits one character to take his berth on an elven barque sailing for the fabled land of Avendon into the undying west. The mouth of the smugglers' cave is at sea level and accessible only by boat; and he promises to have a rowboat from a salvage scow waiting to take your group away from that point whenever you signal upon your exit. However, for an entrance he has found a fissure in the rocks which acts as a vent into the caverns that will accomodate mansized persons and is probably unguarded since it looks like it opens above a pool farther into the interior. This programmed adventure is designed for 1..4 characters of any experience level and no larger than mansize. All the characters may be managed by a single player and the module run as a solitaire game if desired, or the characters can be split up among multiple players; but in any case all the characters will compose a single "party" travelling in concert between map encounters. You may begin the adventure at entry {000}. [000] The party follows a cliffside track rising east toward the sea, to the mouth of the vent described by your dwarf informant, which you now see is formed by a wide split in the rocks. Tiny rivulets trickling down the rock face drain into this opening, making the descent slippery. Choose a character to take the lead in the descent {008}, and if you have rope you may use it there. Or, wait on watch for a while: redistributing equipment, casting spells (such as the Rope spell), etc. {018}. Or, walk away and tell Turq that you're through {089}.\ [001] Treasure items: Along with an item's name on your character's record sheet, you may record the item's entry number as a reference to allow you to look up information about the item's use. To see what you've found, roll 2D6= 2) {068}, 3) {009}, 4) {071}, 5) {019}, 6) {074}, 7) {028}, 8) {077}, 9) {035}, 10) {080}, 11) {041}, 12) {005}.\ [002] Entering the gallery from one side you find it a sheltered platform that seems to have been used as an attic storage space. You note the glowing eyes & affrighted turmoil of rats' furry bodies gathered in clusters, but they shy away from you. Any attack or spell cast by a character from this perch onto the floor below enables a bonus of +2 to DX or IQ. Some party members may return to the floor of the room at either of areas 1 or 2 if desired, as you review the room {092}, or if the party wants to mount a search at this time {086}.\ [003] The curse Coates was working is cast. The curse will affect all party characters just until the end of the adventure; or it may be removed individually in the usual way. Any time a cursed character rolls for a weapon attack, including with magic weapons, he will automatically miss and drop the weapon in his hex if the dice in the hit roll result are only 5s and 6s. Additionally, the weapon will be broken and irreparable if 6s in the roll outnumber 5s. This curse does not affect any of the opponents the party will encounter. You may attack Coates {090}, or he ascends the rope ladder and leaves you to yourselves {061}.\ [004] The elf opens his eyes and looks around in a wondering manner as his body sinks back to rest on the cot. Then he raises himself up on his elbows and wearily attempts to speak to the party. Elf "Abelard": ST8 DX12 IQ10; Elvish Literacy+1, Bow+1, Medic+1. If no one in the party can speak the Elvish language, or communicate somehow, a visible change suffuses the elf's countenance and a furious energy replaces his lethargy as the party is subjected to the scrutiny of a hostile personality {093}. After asking for a drink, the Elf explains that he was impressed into the smugglers' band to be used as a host for a Raise the Dead spell. However, the spell went wrong somehow and the Elf wound up being possessed by the spirit of the dead, who or which exerts an intermittent influence over him. He asks you to help him try to exorcise the spirit, in accordance with a plan which he has not been able to ultimately implement. He needs you to try to stop the clock by holding the mechanism, then disengage and turn back the hand to the previous astrological sign before reengaging & restarting the clock. If you agree to try, pass 3/(DX+IQ halved rounded down)+Scholar, Jeweler or Carpenter to effect the exorcism, thus effectively overcoming the Elf: for which the party gains XP+1 and the Elf will use his Medic skill to heal 1 damage point on every character with any damage before he departs with thanks (he can't be controlled or manipulated due to his recent experiences) {022}. If the check fails, the spirit will have initiative as it is evoked {093}. Or you may leave him alone and go {037}.\ [005] Jeweler's Loop - You find a plain- looking finger ring which has been strung onto a detachable neckchain, and which has an empty setting (missing stone). The chain just makes the ring more handy to carry and has no effect on its operation. A character with the Jeweler skill can use this ring to remove any other ring from someone's finger. To do so, the Loop ring is slipped down the ringed finger until it contacts the worn ring, when the rings appear to transpose (or maybe any gem of the worn ring is transited onto the Loop), and then the rings may be taken off while remaining in contact. Roll D6 & on 1..4 that which is now the Loop is unharmed and the other ring retains any powers, except that it can be de-/ reactivated while worn in future, by rotating its setting inward toward the palm, or back outward (requires only the expenditure of 1 extra movement point during a character's action, as opposed to removal of the ring with a Change Weapons action). On 5..6 both are fused together and destroyed. Return to your noted entry.\ [006] You are in a north- south tunnel that divides with an offshoot to the west. Chalked up on the wall at the intersection of the westward passage is a crude skull & crossbones, with what is presumably a warning dashed off in the Orc band's argot, although the word "quartermaster" has been written in the Common tongue. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go North {118}, South {037}, or take the branch West {038}.\ [007] If this is your first time at this entry, searching through all the stuff you find a chest, but as you begin to drag it forth, pass 4/IQ+Traps, Carpenter or Navigator to avoid triggering an arcane infernal device of St. Elmo's Fire. If you fail the check the flickering greenish Fire starts between the doors at a narrow capstan that begins to turn, and from there runs in a snaking fashion to progress up the winch rope & spread out over the timbers and rigging which flail about as they're manipulated by the winch. If you've freed the Seafairy, you notice that it cringes away from the Fire. Every party member must pass 3/(basic)DX-3 to keep from being snared among the entangling obstacles as well as the door flaps. Then you must choose to try to take the chest, or the Seafairy (if freed), or all those of the party who were snared (if any) as you flee the room before the Fire envelops everything. If the trap was tripped {076}. If not, in examining the chest you find that it's packed with holystones as you make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. If the Seafairy is still imprisoned and someone wants to speak with it {011}, or try to free it now {098}. Then, proceed from the room South {016}, or East {097}.\ [008] The crevice is less than one hex wide at points, so Flight or Teleport along it are not possible, and figures greater than mansize won't fit. The leading character must pass 3/DX+Climbing or Acrobat to keep his grip while edging his way laterally down to where the vent forms a narrow vertical chimney. If you pass the check go to {034}. If you fail the check but anyone in the party has rope the character is pulled back up to {018}, otherwise you slip and slide down through the aperture {040}.\ [009] Damper Sash - You find a priestly bandolier of animal hide or reptile skin. When it's draped across one's torso (requires a Change Weapons action), any armor worn takes on a rubbery resiliency: by which the effect or appearance of any magical bonus of the armor is suppressed, and the armor's rating and restriction (as well as its encumbrance) are reduced to a third of their normal values, rounded up. However, the armor's full normal rating is then mystically effective against any sources of damage that are specified as not stopped/ affected by armor. Whenever the armor of one wearing the Sash stops damage, the Sash will be destroyed on a D6 roll of 6. Return to your noted entry.\ [010] You ascend the incline to a branching passage. As you pause here to get your bearings you can feel the action of a sea breeze that seems to circulate in the passages. If this is your first time at this entry {085}, else you may choose East to the right {036}, or West to the left {091}, or back to the Arms room {061}.\ [011] The fairy tells you it's been held prisoner here by the foolish big ones who insist that it give them information about the Atlantean continent and the antedeluvian age; but naturally it can't because there never was any such thing (it says). Return to {063}.\ [012] Random Encounter: small passage segment. Comprising map areas 2 & 3. The party starts at the topmost hex of area 3 or any adjacent hex, and party members may flee by occupying a hex of area 2 when not adjacent to an opponent at the end of a turn. The opponents start in area 2, generally filling from the hex marked 2 towards the right. To determine the nature of the opponents, roll 2D6 and on 2..3) {105}, 4) {113}, 5) {121}, 6..7) {128}, 8..9) {139}, 10..12) {145}.\ [013] You are in a darkling spiral stairway hewn into the rock behind the cliff face. You can see that it becomes lighter nearer to the top of the narrow and uneven stairs. If this is your first time climbing the stairwell, you will also hear occasional sounds of activity above, and should determine what actions the party is to take as you ascend to the top {084}. Or, descend to the Landing room {069}.\ [014] They seem to speak a language of their own and can't understand what you mean. Although they're suspicious (being hostile toward anyone not of the tribe), due to your overtures they don't know for sure that the party isn't in the orc band. The party may reposition themselves anywhere in area 5 on their entrance side of the map's central column and either attack with initiative for the first turn {094}, or try to put them off long enough to reach the other exit by passing 3/IQ+Charisma, Bard or Survival (or 4D if you've been here before), and if you fail you lose initiative for the first turn {094}. If you pass the check you may go on around, or else you may backpedal and leave the way you came in: Westside/ area 1 {062}, or Eastside/ area 2 {078}.\ [015] Just before you reach the intersection of the branch passage, you detect someone coming along the main tunnel. Use the map comprising areas 5 & 6 to set it up. The party starts in the lowermost hex of area 5 or any adjacent hex. At the uppermost hex of the rightmost column of area 5 you see one of the orc band who wears a bosun's whistle on a lanyard around his neck sauntering down your way. You may choose first turn actions for party members and attack into the north corridor {044}, stop the smuggler to talk {032}, retreat back into the storeroom branch and wait {088}, or flee down the southern corridor {026}.\ [016] You are in a passage curving north to east. You see that at the end of the north bend, a sheet is hung over an entranceway. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {038}. Then, North {063} or East {056}.\ [017] When the party searches around the room you find a chest under one of the tables, whose interior is piled with animal bones, horns, tusks, fangs & claws (either trophies, or costume repair accessories). Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find. Then you may leave as you please: heading North/ area 2 {056}, or South/ area 1 {045}.\ [018] While you are gathering atop the vent, roll D6. On 1..3 nothing's new & you return to {000}. On 4..6 your dwarf promoter Turq leans over the rocks above to toss down a pebble drawing your attention, and splays his hands in a gesture of inquiry as to the delay. To momentarily pacify his anxiety requires passing 3/IQ+Charisma, Diplomacy or Dwarvish; with a cumulative +2 penalty to the roll for each check you make here - including the first one. If you fail a check turn to {027}, otherwise he ducks back out of sight {000}.\ [019] Limb Rod - You find what looks like a section of a living branch, with leaves or twigs still sprouting. The Rod acts something like a dowsing rod to point toward a desired object, and especially to locate hidden mechanisms such as in detecting traps. Normally, use of a Rod requires only one hand, and enables the user to modify a check roll for something he's declared to be detecting/ tracking/ wanting (eg. Herbalist after truffles, Scholar in a library, Merchant in a bazaar, etc.). The user of a Rod adds +1 to a check score if one of the appropriate skills is possessed, and modifies check dice in any case: so that 3s are treated as 1s although 4s are treated as 5s. If such a check roll results in all 5s & 6s after modification, the Rod cracks and loses its powers. Return to your noted entry.\ [020] Turq doesn't initiate combat with the party, and seems to treat the affair as ended. If the party has found any Silver Pigs during the adventure whose total value is 50S or greater, roll 2D6 and on any result other than a 7 he offers to trade a Treasure table item for all the Pigs you have. Make a note of this entry and see which item he's offering by checking the number rolled at {001}. If you accept his offer, no attack against him is allowed: he doesn't have the item with him and the transaction will be delayed. If the party attacks Turq, he'll receive no help from any associates, but will defend himself. Dwarf "Turq": ST13(2) DX12(11) IQ9; Common+1, Leadership+1, Seaman+1; Axe D6+3, Dagger D6; Dwarven Cloth 2/1. Turq can't be grappled (ie. a character can't enter to stand in his hex) due to the sandy conditions & the advantage of his Sandalls. He wears dwarf (-size) cloth armor that stops an additional damage point. He'll attack with his axe and can't be surprised: his weapon will be ready if any of yours are. If you defeat him, the party gains no XP. You find nothing additional on his person when searched, though you may take back the prize if you'd given it to him. If one way or another you wind up holding onto the prize he'd sent you for & it hasn't been deactivated somehow the party gains XP+1. Here ends the adventure.\ [021] At present, if this is your first visit to this room, you will see D3 Orc guard(s) reposted. Or, if you are revisiting the room and there were guards remaining the last time you left, they'll still be here (or if you've forgotten their previous situation, roll as above). Or, if you defeated all guards on your last visit, roll D6 and on 1..2 no more guards will appear in this room in the future; otherwise you will see D3 Orc guard(s) reposted. If guards are reposted, don't leave this entry but look them up on the Random Orc table ref: {200}. The guards pace back and forth (in area 5 through the hexes adjacent to the lowermost hexes in every column of area 4). If the party wants to try to move into the gallery, or cross below it to the exit on the other side without being spotted it needs to pass 4/DX+Stealth, Stalker or Thief; when it may climb to the gallery {002}, or leave through the exit on the North/ area 2 {048}, or South/ area 1 {036}; but if the check fails the party is attacked in place. If the party failed the check to sneak by, or all remaining party members are in the gallery when the guards act, the guards attack by turning the catapult (at the lowermost hex of area 4) on them. The catapult hits a random party member on a D6 result of 5..6 and causes damage determined by rolling a D6 consecutively and accruing until a value greater or equal to the hit number is rolled (inclusive). Any party members in the gallery may descend to area 1 or 2 at a cost of MA-3. If the party flees, proceed in accordance with your exit: North/ area 2 {048}, or South/ area 1 {036}. The party gains no XP and recovers no fatigue, even if you defeat the guards {069}.\ [022] On nearer view, the clock is seen to be running, though slowly, has but a single hand, and the signs on its face reveal it to be a form of zodiac clock. If the party hasn't overcome the elf, roll D6 and either: on 1..2 the elf will open his eyes and attempt to speak {004}, or the party loses initiative for the first turn {093}. If you have served to overcome the elf, this is a fairly safe place to take a breather: so all regain D2+1 fatigue this once while you're hanging around. You make the unusual discovery of some Goon runes scratched into a high angle of the room. These runes are fashioned like stick figures or dancing men, and are supposed to represent the language of this fabled species of creature, but are generally derided as a hoax when they are infrequently observed. In fact, those you'll note here are arranged in a sequence of postures and gestures which you find mildly amusing. Finally, you swing open the chest and can poke around inside without disturbing the clockworks. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find {037}.\ [023] You retreat down the passage from the storehouse. Roll D6 and on 6 make a note of this entry number and turn to {095}. Then you may go on to the intersection {006}.\ [024] Master At Arms: ST11(6) DX16(12) IQ9; Sword+3; Cutlass 2D6-2; Plate armor 5/4, Small Shield 1/0. Bosun's Mate: ST14 DX11 IQ8; Whip D6-1, Mace 2D6-1 (T). 1 Random Orc - ref: {200}. The Master At Arms uses a cutlass with the same Sword skill capability as the Random Orc, but wears a battered suit of thrown- together armor which loses Armor-1 value every time it stops damage equal to its current Armor value. The Bosun's Mate will change weapons to the odd- looking mace and throw it (no Throw capability if used by anyone else; would hit automatically and do 3D6-3 damage if the unmodified hit roll is 7 or less), then change back to the whip, whose Strike attack may be used over a range of one intervening hex and if the 3 lowest dice of the Mate's hit roll would be a successful hit acts as a Drop Weapon spell if an opposed ST check (the Mate rolling 3D) against the target character is won, also then causing full damage (ie. not affected by armor or spell). Regardless of your choice of actions, if the party has been given a scrap of paper with the Black Spot, you need only show it and the Bosun's Mate will quail, and throwing down his whip run past you out of the room imploring you to leave him be and he won't tell a soul. Upon this, on D6= 1..3 the Random Orc will follow suit and exit also. Any who thus leave are considered defeated, and the party may now reselect their actions. If the party chose to retreat from the entrance, pick a random party member who must win an IQ check against the Mate's IQ8 (who rolls 2D) or else suffer the thrown mace attack from behind at +2 to hit and for bonus damage; and if this attack should be made and miss (it may not be repelled in this situation), on D6= 1..2 another party member at random is attacked by it with the normal scores. If you retreat or flee from the encounter {060}. If the party defeats these three, any other of those in their berths not asleep will have been watching and won't oppose the party (might even be appreciative), when the party gains XP+1 and may recover 1 fatigue as the room is searched {039}.\ [025] When the party steps into the room, they see the head of what appears to be a black Panther or Jaguar around the curve of the entryway. As it shows itself, you perceive that it has a collar, or something more like a necklace, of dark red stones hanging from its neck. Then it backs up & vanishes from your sight, and when the party walks forward to a place where it can survey the room, it is nowhere to be seen. The party may take whatever precautionary actions it desires, then choose either to leave by the door it entered - if area 1 {045} or if area 2 {056}, or by the other door {079}.\ [026] Bosun: ST12 DX12 IQ10; Bow+1, Seaman+1, Shipwright+2; Crossbow 2D6, Cutlass 2D6-2. 3 Random Orcs: ref {200}. The Bosun, who starts at the uppermost rightmost hex of area 5 and has a cutlass belted at his side and a crossbow slung behind his back, blows his pipe made of shell as you are subject to a surprise attack by warders with ready cutlasses, who start at the 3 lowermost hexes of the leftmost column of area 6. The party starts in the hex marked 6 or any adjacent hex. The Bosun and his warders will flee individually if reduced to ST3, and collectively if the Bosun is incapacitated; so the Bosun generally prefers to keep a distance and dodge. If you defeat them the party gains XP+1 and recovers 1 fatigue. If you flee or when you are done, you may start from here {006}.\ [027] He misunderstands your waveoff and urgently starts throwing down helpful items: coils of rope, a full waterskin, a loaf of dwarven waybread (ouch), and so on - dwarves think everyone needs a hammer. The character who failed the check must pass 4/DX; including modifiers for any armor worn, with an automatic miss of 16 on the slopes. You certainly prevent the stuff from bouncing down where it would alert the bad guys at the cave mouth, but a failed check causes D6 damage (armor affects) +2 on an automatic miss, from knocks on the rocks; and also the breakage and loss into the sea of a carried item: that is, any one at random the character had out for spell casting, defense or such use, or else a random unreadied item, but not something worn like armor, a pack or a ring. Then go back to {000}.\ [028] Silver Pig - You find a single small ingot of silver (value= 20S= 20 Silver pieces), stamped with lines of a runic inscription like a cuneiform tablet. You don't recognize the language of the inscription, but a tiny sequence numerator has been engraved in one corner. Roll D6 for the sequence number on the first one you get and note it on your record sheet. Then, if you get any further Pigs in future, roll D6 likewise for each, and if the number matches one the party has already found, roll & add D6 until the number is one you've not recorded. For every two numbers the party has in sequence, the value is increased by +10S. For instance, 3-4 is worth 50S; 3-4-5 is worth 80S. Return to your noted entry.\ [029] He says his name is Coates, but mentions no connection with Turq. After some verbal antiorccitance he states he comes to curse these filthy racks. He also warns the party that this room is subject to flooding, motioning toward cracks in one wall that weren't quite so apparent when you were here last. Then he points out that from his vantage he can see a chest, and where it is in the pool: if the party later arrives at an entry where it may search this pool, a character searching requires no IQ check to locate, as the check will be considered automatically passed. Each character in the party may be moved up to 2 hexes from his starting hex if desired, then return to {058}.\ [030] The only responses to your hail, which causes all but the Giant Crab to turn from their own purposes and regard the party fixedly, are from the Beachcomber who sputters something through his beard that sounds like the mantra "Unreal!" in Sorcerer's Tongue, and the halfling who exclaims a "Hooray!" in typical Common as it looks for a way around its persecutors. Roll for initiative as you take in the situation {072}.\ [031] Cargo room: Comprising map areas 1, 2, 5, 6 & 7. This expansive chamber is lit by torches socketed into the walls, and at its far end (the lowermost 2 rows of areas 6 & 7) is stacked with a maze of crates, bales & barrels to more than the height of a man. If you've not been here before, you get your first view of a 5- man assemblage of primitive tribesmen, who seem to have become aware of you and ceased whatever odd activity they'd been engaged in: splitting into two groups. Two of the swart, stooped savages are in the two hexes in area 7 adjacent to the hex marked 7, and three are in the hexes of area 6 adjacent to the hex marked 6: and the center of these 3 stands out, since he appears almost as a negative image, coated in white dust. They are all somewhat smaller than a typical human character, and look to have melee weapons of a natural style: a sword like a sawfish bill, a mace like a cactus bulb, an axe like a flintstone, etc. If you've been through here before and cleared them out {081}. Otherwise, you can talk at them {014}, choose first turn actions for party members and attack them {094}, or allow them to wait for a revisit and leave by the way you came in: from area 1 {062}, or from area 2 {078}.\ [032] When the party reveals its presence and hails the figure, the Bosun reaches for his pipe and sounds a call, which turns out to be not a return hail but a signal: whereupon three seaman warders who'd been lurking in the south passage move to attack the party. They will get initiative, but not surprise for the first turn, and the party starts in any hex of the 3 rightmost columns of area 5 {026}.\ [033] The room is otherwise empty, but every party member must pass 3/(basic)DX+Seaman, Tracker or Traps, or step in/ track some tar/ paint/ grease across the floor/ rigging; so that when the party is rolling for random encounters in passages, if the die roll is a 1 the party must roll again (once per location). This requirement lasts until the party enters any other room. Then leave by the door to the South {016}, or East {097}.\ [034] You find after a difficult traverse that the vent becomes a direct shaft down a few feet to a dimly lit area, and all you can see of it from here is the surface of a still body of water perhaps 10 feet below the roof of the cavern. A sharp mineral smell rises off the pool, which from your view of its irregular bottom appears to be about as deep as a man is tall. You may return up the vent to reorganize {018}. Or to continue down, the lead character would have to pass 4/DX+Climbing or Acrobat, or 3/DX if anyone in the party has rope, and if you succeed the guide swings out to land at the verge of the pool {046}, otherwise he'll fall in {040}. Alternatively, if able he may use Flight into the room {082} or Teleport into (that is, just above) the pool {046} without a check.\ [035] Array Prism - You find a short, 3- faced, crystalline bar that may be used held in one hand like a wand, and allows any character to displace or replicate an object which is the result of a Creation spell. Such an object occupying a hex adjacent to the user can be affected when the user is capable of performing an action, but without requiring an action. The user designates the object, then chooses to copy or move it (only one object and one choice are permitted in a turn). If the choice is to move, the item is removed as though Destroy Created Object had been cast (normally just 1 hex worth, unless it's some strange multihex creation, or all of a Super Rope on a multihex figure), but without cost or check; then the user selects a hex adjacent to himself in which to replace it and on a D6 roll of 1..5 treat the hex as if a spell of the object's type had been cast into it, but without cost. If the choice is copy, roll D6 for every hex but that of the original adjacent to the user and on 1..5 treat that hex as in a move. The tranferred objects are thus considered as real as the original. Return to your noted entry.\ [036] You are in a short tunnel, with a glimmering of sunlight as well as the sound and smell of the sea to the east. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {012}. Then, go East toward the cave mouth entrance of the caverns, where the party will start at area 1 {092}, or West into the hideout {053}.\ [037] You are in a north- south tunnel that divides with an offshoot to the east. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go North {006}, South {091}, or take the branch East {075}.\ [038] Store room: Comprising map areas 3 & 4. A bat or two disturbed by your entrance flies out of the semidarkness of the branch tunnel, but you notice nothing out of the ordinary as you proceed toward a light at the end, which turns out to be made by an oil lantern of advanced construction (a "bullseye") with a focusing plate in its glass chimney that shines from where it is set on a table by the opening down the entire length of the room to a spot high on the back wall. The party starts at the hex marked 3 and any adjacent hex. Glancing around, you see a large assortment of casks & kegs in the 6 unoccupied hexes of area 3, and across from them in the corresponding 6 hexes of area 4 from the hex marked 4. There's also a place set aside as a root cellar in the rightmost hex of area 4 adjacent to area 3, and you find yourselves tripping over empty glass and ceramic bottles of all shapes and sizes piled under and around the table by the entrance. Nothing seems to be moving - spooky. If you've not searched here before, you may do so {055}, or go back the way you came {023}.\ [039] You ransack the barracks. If this is your first time at this entry, or if you didn't find a chest the last time you were here and you've visited any other room in the interim, There's a D6= 1..3 chance that you find one (containing Orc- like odds & ends of equipage and mementos) for which the party gains XP+1. Then make a note to return to this entry, roll D6 & on a result of 1 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find. If you do find a chest, your tampering with it will warn the barracks' occupants not to keep chests here any more: if not, there might be one brought here in future. Go on {060}.\ [040] The lead climber cannonballs down into the center of a shallow pool; the splash causing only D6-2 damage points, half of which is fatigue, from falling (not affected by armor). This also disturbs the debris lining the basin, and as he flounders free of the water with the aid of all the other party members who have now worked their way down to him in the pool, there will be a starting penalty of ST-2 to the checks of any snagged characters {046}.\ [041] Animate Id - You find a small carved figure, typically representing a hooded cobra's head or maybe that of a vulture with its recurved neck, or a scarab of some sort; which is attached to a bandage or strip of fabric. A character dons the figure by wrapping the fabric in a headband fashion with the figure's flattened hood bound against his forehead in the manner of a uraeus. When worn, it allows a character who sustains what would be incapacitating damage and rolls 1..5 on D6 to select any one living opponent and thence remain active with a DX of his base DX -2 and IQ -1 as long as he focuses exclusively on attacking that target and until the target becomes inactive or surrenders, or until the wearer takes killing damage; and in this regard fatigue points against the wearer aren't converted to physical damage. The item loses its power once it's activated, but when removed after activation restores the wearer to ST 2. The wearer can remove it himself if the encounter ends while he's yet active. The loss of 1 IQ point is permanent and the character must pay twice the usual cost to restore it. Return to your noted entry.\ [042] Random Encounter: branching passage segment. Comprising map areas 2, 5 & 6. The party starts at the lowermost hex of area 5 or any adjacent hex; and party members may flee by either occupying a hex of area 2 or by leaving the map at a hex lower than area 6, when not adjacent to an opponent at the end of a turn: and they don't all have to go the same way, but may regroup afterward. In this regard, treat exiting from area 6 as a wraparound to area 2. For example, a character who moves from the lowest hex of area 6 off the board in the direction of area 7 would be replaced in the hex marked 2, and an opponent which moved into the hex from which he left would be adjacent to the 3 topmost hexes of area 2; but only if a party member leaves the map. This sort of simulates the problems of the necessity for reuniting the party while either collective may still be pursued. To determine where the opponents start, roll D6 and on 1) they'll start at the lowermost hex of the leftmost column of area 5 to the width of the passage and above, 2..3) at the lowermost hex of the rightmost column of area 5 to the width of the passage and above, 4..6) at the hex marked 6 to the width of the passage and below. To determine the nature of the opponents, roll 2D6 and on 2..4) {105}, 5) {113}, 6) {121}, 7) {128}, 8..9) {139}, 10..12) {145}.\ [043] You are in the bend of a spacious passage curving south to west. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {038}. Then, South {143} or West {078}.\ [044] Bosun: ST12 DX12 IQ10; Bow+1, Seaman+1, Shipwright+2; Crossbow 2D6, Cutlass 2D6-2. The Bosun, who has a cutlass belted at his side and a crossbow slung behind his back, was expecting to find vagabonds or black marketeers raiding the locker and is momentarily taken aback by your warlike onset. He is torn between reaching for his whistle or the crossbow, and accomplishes neither. In fact, since he carried the crossbow cocked and loaded, there's a D6= 4..6 chance that it will discharge (hopefully harmlessly). After your first free turn, you may push your way past the bosun, and escape apprehension by his seaman warders, whom you will perceive are still congregating in the southern passage, without further ill result: pressing on until you hit a wall {066}. Or, you may stand and engage them if you wish: not surprised, positioned as you are now, and gaining initiative as they move to close in this turn; and you will note any existing damage or other effects against the Bosun at {026}.\ [045] You are in a short tunnel, seeing down a hallway furbished with wall trophies that opens onto a room to the east. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {012}. Then, if the party chooses to go East or if it just had a random encounter that it didn't avoid, it will start at map area 1 {087}; or else move away West {147}.\ [046] The pool is just waist- deep in most places. As you wade through it, you sense a slight magical effluence in the disturbed water, but it subsides quickly. Piled underfoot across its bottom is an uneven collection of debris which appears to be composed of old, corroded and broken weaponry. These protrude jaggedly in spots and there's a possiblity that a passing character might be snagged. Only the lead character or searcher is required to enter the pool unless otherwise stated by the entry that directed you here. For each figure in the pool roll D6 and on 5..6 that one is snagged and must pass 3/ST, or 4/ST if the snag roll was a 6, to pull away. There is a cumulative penalty of ST-1 to a character for every snag after his first in case a character reenters the pool. Should any checks have been failed, or if a character attempts to search among the debris in the pool turn to {051}, otherwise review the room {061}.\ [047] The disturbance ends up causing some of the high- standing arms racks to fall over. All characters in the party (including any flying) must roll D6 and on 5..6 the character must pass 3/DX+Survival or Thief to get back and avoid being the target of damage equal to D6-3, and then if the character suffered no damage loss, possibly being forced to end up in the pool if fail 4/ST+Acrobat or Swimming, by the fall of the ceiling- height racks & weapons. If any characters fall in the pool, resolve it {046}, or else choose another room option {061}.\ [048] You are in a much- travelled east- west tunnel that divides with an offshoot to the north; with a glimmering of sunlight as well as the sound and smell of the sea to the east, and to the west an enlarged entryway. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go East toward the cave mouth entrance of the caverns, where the party will start at area 2 {092}, or cross West and enter the dim foyer {148}, or pass on North into the hideout {143}.\ [049] You wander amid the heaped- up spoils of salvage and the plunder of smuggling operations. From one pile of cargo containers you extract a chest that turns out to be full of worthless costume jewelery which has begun to turn green, trade- good beads, and pewter medallions. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. You may leave as you wish from the Westside/ area 1 {062}, or the Eastside/ area 2 {078}.\ [050] If the party chose to retreat from the entrance, or should it choose to flee after attacking, and there are any orcs left standing, pick a random party member and roll initiative on D6, with -1 to the roll if the selected character manifests a stealthy attribute, and if the result is 5..6 or the party loses initiative for the turn that character is struck from behind for D3 damage (not affected by armor or spell), then go on {060}. In attacking, place standing orcs in the lowermost hexes of the leftmost and rightmost columns of areas 3 & 4. Orcs lying abed will assume standing posture on a D6 roll of 6 per orc each turn, in the same hexes. These orcs are taken from the Random Orc table ref: {200}, and start with weapons unreadied. If there are no standing orcs at the start of a turn, the party has defeated them but gains no XP, and recovers no fatigue as you fear your revisit might have been provided for {039}.\ [051] If a snagged character who failed the ST check wears no armor, or his armor has already been affected here, he rolls D6 twice, plus a third D6 if the second roll was greater or equal to the first; and if the total of all dice rolled would be enough to penetrate the character's worn armor and any magical protection he might have, he takes physical damage points equal to the last die rolled. For these damage points, there's a possibility that a minute corroded fragment might have become embedded in the wound, so that until the end of the adventure whenever any attempt is made to heal (or transfer, etc.) one such point there's a 50% chance that such another physical damage point will be taken instead of its healing. Otherwise, an armored character who failed the ST check suffers no damage but has been detained long enough for the corrupting sediments to leach into & over his armor's material: so that when the character's worn armor stops damage points in future, if the number of points it stopped is less than the armor's current Armor value, its Armor value gets reduced by that amount permanently. This effect of deterioration is cancelled at the end of this adventure or once the armor stops damage points equal to its Armor value caused by any one attack incorporated in this adventure (including total snag damage dice above), when no reduction is made. If a character goes about searching the pool, he must make a 4/IQ check: Assist allowed, and IQ+4 for use of Mage Sight but with an automatic miss of 18 which would terminate further search attempts here. If this locate check fails his armor will be affected as above, unless it already has been, when he'll be dealt added damage as above. One time only upon a successful IQ check turn to {057}. Or, get out of the pool and review the room {061}.\ [052] You pass him the Drogue. He looks it over and appears satisfied, whether or not you may have intentionally deactivated it. To fulfill his part of the bargain you receive in return a "Lilt": a diaphanous lacy doily which will gently drift upon the air if released, and produces a swirling sussuration if upheld & trailed at a run. You'll find that it has no discernible special function, though it's said the elves can somehow use them to mark the passage of time. The party gains XP+1 and you may decide what to do as a follow up {020}.\ [053] You are in a passage curving north to west, and what had been a branch to the Arms room on the east is now flooded out. Roll D6 for a random encounter and on 5..6, make a note of this entry number and turn to {065}. Then, proceed North {036}, or West {091}.\ [054] The party moves to the waterside and makes the prearranged signal for exit. You watch as the salvage barge steers nearer, and then a party- size rowboat puts out from her and crosses the distance, manned by only two human characters. The party then boards the boat and is shuttled back to the barge. Then the barge sails around the headland and lowers the rowboat again for the party alone to row for the beach {089}.\ [055] As you're making a quick search to either side of the Store room you come across a chest stuffed with dried seaweed strands. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing to find and the party can leave {083}.\ [056] Up ahead you see the eastern passage turns a right bend to enter some kind of meeting room. You may step farther forward where you'll start at map area 2 {087}, or pull back to the West {016}.\ [057] Your feet touch a hollow- seeming surface, and reaching down to take hold you drag up an old wooden chest much the worse for long immersion. After manhandling it out of the water, make a note to return to the Arms room entry {061}, then you can investigate its contents before you heave it off the walkway back into the pool. Party members gain XP+1 for finding this chest. Roll D6 & on a result of 1 turn to {064}, otherwise turn to {001}.\ [058] In the Arms room you see that most of the arms racks are still leaning against the walls, except for one lying submerged in the pool with a dwarf standing on it in water up to his knees, and with a rope ladder dangling down out of the vent over his head. This Dwarf wears a leather habit with voluminous sleeves that conceal his hands, but protuding from one is an oddly- worked javelin which he waves about. He's obviously uttering a curse upon the racked weapons there. The party starts in the door hex (marked 4) and any nonpool hex adjacent to it. The hex of the pool farthest from the door is now traversable (though a character must end his move upon entering it) from the rightmost hex of area 4 adjacent to it, due to the submerged arms rack; and this leads on to the uppermost pool hex, which the dwarf occupies. What he's chanting makes you think he'd understand Common. If you talk to him {029}. If you attack, specify the action that each character in the party will undertake on the first turn {090}. Or just leave {003}.\ [059] Brig room: Comprising map area 6. The party starts at the hex marked 6 or any hex adjacent to it. You step across a gutter or drain running with water under the walls on either side as you enter. There is a bottle set on a stand beside the cot, which is at the lowermost 2 hexes of the area. The only other feature is what might be a rustic wooden clock made with a battered seachest as its casement hung or mounted on the wall of the rightmost hex column. The dormant elf's body still hangs above the cot with no visible suspension, seemingly stable though floating. You may choose first turn actions for party members and attack the elf with initiative {093}, try to wake and talk to the elf {004}, or make a closer examination of the elf and search of the room {022}.\ [060] You are in an east- west tunnel that divides with an offshoot to the south. From down at the end of the western corridor you catch enough intermittent sounds of occupation and gruff voices to assume that living quarters lie that way. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go East {066}, West {096}, or take the branch South {163}.\ [061] Arms room: Comprising map areas 3 & 4, this room has a small pool in its center (uppermost hex of area 4 and the three adjacent hexes below it) which is surrounded by a 1- hex walkway. The remaining hexes (5 at both top and bottom) are filled with tall wooden arms racks of rickety construction, some of which have fallen or are leaning precariously and seem to hold a variey of weaponry. The room is dimly lit by sunlight through its ceiling vent reflected off the pool's surface, and you can see an exit passage opening from the hex marked 4. The party may choose to search within the room {082}, or go for an exit by the vent {034} or by the opening {010}.\ [062] You are in a short tunnel, seeing an occasional flickering of light off the rocks of a large open chamber to the south. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {037}. Then, go North {066}, or South to the chamber where you'll start at area 1 {031}.\ [063] Work room: Comprising map area 4. You duck under/ around a sheet of canvas like a door flap, then you have to push through a clutter of wood & rope laid by the door inside the room; so that the party starts at any of the area's four central hexes. The room is well illuminated by something like a simple chandelier: 2 glass- shrouded oil lamps at opposite ends of a short crossbar which is suspended from the ceiling. The room is jammed with examples of a ship's rigging construction: tackle, pulleys, rope, and sailcloth strung from spars & beams projecting into the space; seemingly assembled as operational guides. If you've been here before {033}. Examination reveals another exit besides the one you came in, behind some canvas on the wall: so there is one (at the uppermost hex) leading south, and one (at the hex marked 4) leading east. In the process of hastily looking about, one of the party spies a partially assembled ship model in a bottle, and upon taking an interest is then astonished to see beside it a voluminous water jug of translucent glass with a miniature Seafairy trapped inside by a cloth bound over the jug's narrowed mouth. At your appearance the Seafairy begs for your help in its release. If you want to try to free it, choose one party member for the job {098}. If you want to converse further with it first {011}. You may also make a thorough search under the covering props {007}, or leave the room behind and go South {016}, or East {097}.\ [064] You have found Turq's chest! It has the specified horsehead emblem, although you'll note a lading mark tagged under its bottom that shows it as being off the Prancer. Checking to see that the secret compartment is intact, you open it and remove a pack of curiously- patterned fabric that unfolds into what looks like a typical peaked wizard's hat. It has the familiar dark conical shape with a silken lining and outer decorations of astrological designs. Then upon closer examination, you find that this one is an antique type of scrying device called a Drogue: it can be used to point the way to a designated object, but unlike witching wands that tug a user in the object's direction, a Drogue exerts resistance to motion in contrary directions. This one also has an ornamental drape or streamer of gauzy material attached along its top (it's a vogue Drogue), indicating it can operate when used on a vehicle, horseback or shipboard. Its restrictive functioning endows it with certain properties. Even if it is carried rather than worn as headgear, it tends to slow things down. Regarding fall damage, the bearer is assumed to be an Acrobat+3 with no check required as it even somewhat resists gravity. One can't move more than 5 hexes in a turn regardless of MA, and leaping over things or making any move which costs more than 1 MA per hex is hindered (jerked from a steed that gallops to alight aground; trying to fly without being able to take off). The bearer can't be Teleported, Averted, Summoned, gated, warped, or generally displaced in an unnatural manner. There is the possibility that the party might acquire an item called a Limb Rod in the course of the adventure. In such a case, be aware that intentional contact of the Drogue with a Limb Rod will cause the permanent malfunctioning of both items, making them inoperable. But, this only occurs if the party has a Limb Rod and desires to do so. The Drogue might be disenchanted as well by off- chance events occuring during the adventure. Note that any disenchant effects upon the Drogue won't include its halting properties; only its principal locator function (whose object is unknown at present) is deactivated. Party members gain another XP+1 for finding Turq's chest. Roll D6 & on 1..4 there's something else inside the chest {001}, on 5..6 return to your noted entry.\ [065] Random Encounter: winding passage segment. Comprising map areas 2 & 5. The party starts at the lowermost hex of area 5 or any adjacent hex, and party members may flee by occupying a hex of area 2 when not adjacent to an opponent at the end of a turn. To determine where the opponents start, roll D6 and on 1..3) they'll start at the lowermost hex of the leftmost column of area 5 to the width of the passage and above, 4..6) at the lowermost hex of the rightmost column of area 5 to the width of the passage and above. To determine the nature of the opponents, roll 2D6 and on 2..4) {105}, 5..6) {113}, 7) {121}, 8) {128}, 9..10) {139}, 11..12) {145}.\ [066] You are in an east- west tunnel that divides with an offshoot to the south. Standing in the intersection is a tall metal brazier stacked with fuel whose slow burning gives a meager light to the connecting passages. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {124}. Then, go East {062}, West {060}, or take the branch South {118}.\ [067] Orc "Prax": ST13 DX15 IQ9; Fire, Sword+2, Animal Handler+3; Cutlass 2D6-2. 2 Random Orcs - ref: {200}. Chameleont: ST6 DX13 IQ5; tongue lash D2; background blend. Goon: ST14 DX11 IQ7; sweeping blow 3D3; damage dice to points, regenerate D6- D3. The Orc keeper uses a cutlass with the same Sword skill capability as the Random Orcs. A Fire hex would be cast as a missile/ Goon shield (damage done by Fire destroys or diverts missiles entering its hex) if needed. The other band orc is on the opposite side of the room (at the lowermost hex of the other outermost column). The orcs' weapons are readied as a defense against the Goon if need be. The Chameleont will be clinging to a wall ledge by the north bend (moves freely to any hexside of the hex marked 6), unless the party is at area 1 and it had a random encounter which occurred in the short passage just outside the entrance, when the Chameleont will be on the wall by the south entrance (in the hex marked 5). The Chameleont with its camouflage capability is practically invisible and is not revealed by Mage Sight. If a character occupies its hex or an adjacent hex when it acts, it attacks to try to steal an item held by the target; when it loses its disguise ability. If it makes its 3/DX hit roll, its sticky tongue lashes out and adheres to an item in the target's hand (at random if more than one). Then if the item is bladed, or a shield, or if the target isn't surprised (not the first attack it makes), the Chameleont must win a ST check (it rolls 2D) at an effective ST10 to pull the item away. If it wins or if no check is required, it takes possession of the item and will move up the wall or ceiling to leave the room by the nearest exit. A Goon appears to be like a Troll's cousin, whose principal habitat is remote sea islands. It is of bulbous rather than blocky build, and seems more misguided in conduct than malevolent: some have even attributed to the things a capacity for emotional attachment (shudder). It attacks with a mighty roundhouse using one of its arms, which would pass through 3 connected adjacent hexes of its choosing from the arm's side toward the other until it connects with something. This blow will only strike a single target per attack, and the Goon's individual dexterity and 3D to hit isn't affected by any condition of the target; be it flying, invisible, shadowed, etc. For damage it rolls 3D3, and due to the pounding nature of the attack if it rolls any 3s the target would take a minimum of 1 damage (not affected by armor or spell) for every 3 rolled. When hit, a Goon suffers damage differently from normal: it takes but 1 point of damage to its ST for every damage die that results in 3..6, adding an extra die for any static bonus (eg 2D+1 rolls 3 dice and causes 1 point for each die of 3..6). Any spell aimed at its hex that doesn't cause damage and is successful (it rolls 2 dice to win an IQ check if necessary) is nullified and converted to a number of dice based on the spell's IQ level divided by 6 rounded up (eg IQ8 rolls 2 dice) and in these cases any dice that result in 3..6 are applied as a reduction to the Goon's DX. At the end of each turn, after all sides have performed their actions, a Goon that has taken damage can regenerate some by rolling a D6 and then subtracting a D3 roll: if the difference is positive, half rounding up of the difference eliminates damage points to ST, and the remainder eliminates reductions to DX. It takes full normal damage from fire. If you defeat them, the party gains XP+1 and recovers 1 fatigue {017}. If the party flees, proceed in accordance with your exit: North/ area 2 {056}, or South/ area 1 {045}.\ [068] Stasis Bottle - You find a narrow cylindrical jar made of transparent glass with a replaceable plug at one end. Curled inside you see a scroll; however it is blank. A magic scroll sealed in the Bottle may be read by a character able to use the scroll, but it won't take effect until a character of any type opens the Bottle to be made the immediate caster. This one will allow any character to cast without cost one IQ 12 Enchanting spell determined at random when it's opened, and may be reused with other scrolls. It's a highly fragile item, and additionally will break on a D6 roll of 6 either when a contained scroll is read or when it's opened to try casting a scroll. Return to your noted entry.\ [069] The party is alone inside the echoing cave mouth and may inspect the Landing room without hindrance. You observe a rough doorway carved into the cave wall (at the top hexside of the hex marked 6), leading to stairs that climb upward. At your leisure you may search through the gallery {086}, and investigate the stairs {013}. You can see the salvage craft that Turq mentioned out on the horizon, and when done searching if you want to end your exploration of the caverns and be taken off, may opt to signal it {054}. Finally, you may leave by the exit to the North/ area 2 {048}, or South/ area 1 {036}.\ [070] If the bear was disposed of by the party, turn to {015}. Otherwise, you hang back and observe one of the smugglers who has a bosun's whistle on a lanyard around his neck standing in the intersection shooing away a squatting bear from the Stores passage as if it were a nuisance: shaking his head apparently with little trepidation. Then go on {006}.\ [071] Durance Vial - You find a glass ampoule the size of a test tube. When thrown to break in a character's hex (or the head hex of a multihex creature), a swirl of mist envelops the target's head. Roll D6 for this effect to temporarily (until the end of the encounter) seal or stop up the target's 1) mouth: interrupting bite, breath and spell attacks, and reducing effective ST -2; 2) ears: impairing equilibrium so that when the target chooses to make a move it will lurch to a random adjacent hex, and reducing effective DX -2; 3) nose: creating a cranial pressure that causes D2 fatigue damage, and reducing effective IQ -2 (and if the target's mouth also is sealed the target becomes unconscious in 2 turns); 4) eyes: making all other characters effectively Invisible, and prohibiting ranged attacks; 5) feeling: causing a numbness which denies the character any Reaction options; 6) the target must check 4/ DX and if the check fails, the Vial user picks the effect to apply, otherwise there's no effect. Return to your noted entry.\ [072] 3 Random Orcs - ref: {200}. Halfling "Treliz": ST6 DX12 IQ9; Common+1, Merchant+1, Weaver+2. Giant Crab: ST9(4) DX11 IQ3 MA3; clawhold 2D-3; crust 4/0. Human Beachcomber "Burd": ST7 DX13 IQ10; Mana Flash, Sorcerer's Tongue+2, Scholar+1; cudgel D6-1. If the party failed the check to sneak by, or all remaining party members are in the gallery when the orcs act, the orcs attack by turning the catapult (at the lowermost hex of area 4) on them. The catapult hits a random party member on a D6 result of 5..6 and causes damage determined by rolling a D6 consecutively and accruing until a value greater or equal to the hit number is rolled (inclusive). Any party members in the gallery may descend to area 1 or 2 at a cost of MA-3. The Halfling can take no part in the battle, and if subjected to an attack would try to Dodge and hide. Giant Crabs inhabit tidepools along the rocky shoreline. They have only MA3, and they're repelled by fire or a torch. If the hit roll of its Strike attack is 9 or less regardless of reductions to its DX, it clenches its target so that if the target moves away prior to the Crab's next attack it suffers an automatic D6 damage (not affected by armor or spell). This Crab will aggressively accost any character not holding a lit torch, but will stay within 3 hexes of the waterline. The deranged Beachcomber casts a Mana Flash (3F) if capable. Throughout the entire Landing & gallery, any static or dynamic type spell effects in operation that were produced/ powered by nonpersonal fatigue (that is, an agency outside/ beyond the caster's own ST: eg. staff charges, enhanced/ increased/ transferred ST, etc.) in part or in whole become nullified and for the remainder of the battle no magical effects other than those produced exclusively by personal fatigue expenditure will operate. That means all self- working magical items, magic weapons & armor, staffs, & so forth retain their material characteristics but exhibit no magical attributes nor bonuses; though after the fighting ends, their magical capabilities will be revived. The Beachcomber would then put out to sea with the chest without waiting for the outcome of the battle, unless he's incapacitated or disabled. If you defeat them, the party gains XP+1 and recovers 1 fatigue. If the halfling survives, he approaches and you see he's unusual for his race as he isn't averse to interaction with the denizens of Songhi and its environs, and in fact he maintains a hovel beyond the city's outskirts where he carries on a sometime trade in articles of fine weaving and lacework, at which he has acquired an extensive though specialized knowledge. He professes gratitude for your timely rescue, and for the information about the waiting salvage ship which may be signalled for retrieval. If you took the chest from the Beachcomber, make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find {069}. If the party flees, proceed in accordance with your exit: North/ area 2 {048}, or South/ area 1 {036}.\ [073] Barracks room: Comprising map areas 2, 3, 4 & 5 - The party starts at area 2. If this is your first time at this entry, you see a figure in an over- padded suit of armor holding a cutlass standing by the wall at the hex marked 5 with some pieces of equipment ranged about, who's seemingly acting as a fencing tutor. There's another orc at the hex marked 4 stalking up and down the rows of berths looking for any sleepers and prodding them with the handle of a whip, and a roused orc at the hex marked 3 arming and looking with apprehension from one to the other. They are watching for others to straggle in and will halt and squint questioningly at your appearance unless you can sneak up, or sneak out on them. Choose initial actions for party members and turn to {024}. If you've been at this entry before, roll D6-2 twice for the number of standing and lying orcs you can see present. Then if you choose to attack or to retreat & leave {050}. If you choose to talk (or so to speak, stage a holdup), pass 3/ST+Thief, Diplomacy and Orcish: and if successful {039} or if failed you'll lose initiative for the first turn {050}. Or attempt a sneak search (infiltrate inconspicuously) by passing 4/DX+Thief, Stealth and Stalker (3D if character uses Invisibility): and if successful {039} or if failed the party starts at the central hexes of area 4 with a -1 to initiative {050}.\ [074] Polished Bearing - You find a small stone that is generally round, although it can be somewhat irregular in shape, which has been smoothed so that its surface has no rough spots or sharp angles. The Bearing can be used on any edged weapon as a whetstone to sharpen the blade, and due to its curved form it will hone to what is known as a hollow or concave edge (eg. a razor edge). This makes the weapon conditionally more dangerous as an instrument, but also materially more fragile. The effect is that for a magic or ordinary weapon making a Strike attack the user adds +1 to every damage die that shows 1..3; but if any 6s show, on a D6 check roll of 6 the weapon breaks after damage is dealt, and is no longer usable. After a Bearing has been used, on a D6 roll of 6 it will be cleft and broken. Return to your noted entry.\ [075] You see a stout wooden door that looks like the entrance to a jail cell, but it's just been roughly wedged closed rather than chained or barred. If you've been inside the Brig before, it's now emptied out {037}. If not, you see through a loophole in the door a narrow room lit by a simple lamp made of a wick laid in a clay bowl of oil. There you can see the form of an elf apparently asleep lying on its back on a rude cot with its arms outflung, but due to the position of its limbs you realize with a start that the body is levitating an inch or so off the bed. You may choose to leave it alone for now {037}, or open the door and enter {059}.\ [076] Party Members left in the room will rejoin those who evacuated, when the Fire burns itself out and those who fled return. If the chest or Seafairy were left, they will have been consumed in the arcane flames; though if the fairy was freed and then abandoned, the character who freed it loses both the spell or skill bestowed by the fairy and the one it replaced. Those characters who fall afoul of St. Elmo's Fire will be subject to periodic convulsions: any turn the party loses initiative assign party members a number from 1 to the total number in the party, roll a single D6 and on a number of a character affected by the Fire, that character is inactive for the turn. This effect lasts until the end of the adventure. If you got away with the chest, scattering its contents in the process, make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. Surprisingly, the rigging and accouterments within the room appear relatively untouched. Go on to the South {016}, or East {097}.\ [077] Pen Dragon - You find a short, shaved wooden wand with a metal nib and selfcontained ink reservoir. When a user writes with a Pen, his thoughts come out written in another language. Roll D6 to see which language a particular Pen transcribes to: 1..2= Common, 3= Dwarvish, 4= Elvish, 5= Orcish, 6= Sorcerer's Tongue. So if the user is literate, 3/IQ+ appropriate Literacy allows a reader to understand him. For the purposes of gaining information in Programmed Adventures such as this, it's only necessary to have and lend the subject a Pen governing a language in which a party character is literate. For true 2-way communication, two Pens would be required. At the end of any encounter in which such a Pen is used, a D6 roll of 6 indicates its ink supply has run out and it's no longer usable. Return to your noted entry.\ [078] You are in a short tunnel, seeing an occasional flickering of light off the rocks of a large open chamber to the south. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {037}. Then, go North {043}, or South to the chamber where you'll start at area 2 {031}.\ [079] Before you can depart the room, you are stalked by a panther without any collar or necklace, which moves so silently that it must be imaginary. Black Panther (Illusion): ST7 DX13 IQ10 (imputed); rake D6x3. A random party member must pass 3/DX+Stalker, Streetwise or DX+2 if a magic user, or be pounced upon from the rear (Grappled with no chance to Counterattack). If passed, you get a +1 to the initiative roll and the Illusion starts at a distance of 3 hexes from the character, with the rest of the party placed as desired within 2 hexes of the target character, somewhere in the entryway. When it hits, roll D6 and if this damage doesn't penetrate the target's protection, roll again for damage which accrues; up to 3D total or until the target takes some damage. To disbelieve the illusion requires a character to pass 3/IQ with a roll that's no less than the character's IQ-2 (or 14 for an IQ of 17 or more) if this is the party's first revisit to this room, since it will be reinforced by expectation. On subsequent visits, the check would be passed if within IQ-4 (or 14 for an IQ of 19 or more). If it's defeated, the party gains no XP, and recovers no fatigue. The party may flee, or leave by the North/ area 2 {056}, or South/ area 1 {045}.\ [080] Daze- End Potion - You find a bottle rather larger than the typical potion container, holding a liquid that is ordinarily administered by the user to another character: generally by splashing it in the face of the subject. Use of one dose of this potion will cancel the effects of Flash, Slow, Clumsiness, Confusion, or restore 2D2-2 fatigue points (in spite of any existing prohibitions). Two doses will cancel the effects of Freeze, Sleep, Mind Control, or make a Disbelieve check an automatic pass. Three doses will act as Reverse Death, Dispel Illusions (ie Disbelieve all), or cause a Morphed character to revert to normal. In all cases, the potion works at the beginning of the turn after it's applied, and dosage effects are cumulative (those of less than the applied dosage take effect as well). There are D3 doses here. Return to your noted entry.\ [081] You walk through the room which as far as you can tell is deserted. If the party can pass 3/IQ+Tactician, Tracker or Streetwise (with automatic failure on a rolled 15 or more), you make your way out with no incident. If you fail the check, cast any precautionary spells you wish and roll a D6. On 3..6 at your departure a random party member is attacked from behind by a blowgun. The attack will affect the target if not magically diverted, increased in difficulty or stopped as damage by a spell that was specifically cast to do so (not a preexisting condition). The effect of the treatment applied to the dart is impairment of that character's faculties so that the next time a check is attempted, it will fail automatically on a roll of 13 (unlucky number) or more, and this penalty will continue until a check is passed. You may leave as you wish from the Westside/ area 1 {062}, or the Eastside/ area 2 {078}.\ [082] In addition to the pool in the center of the room, you can note evidence of past flooding which probably contributed to the poor condition of the makeshift weapons racks you see arrayed around the walls. If this is your first time at this entry, pass 3/IQ+Traps or Tracker (4D with IQ-4 if Flying) to observe and avoid disturbing a nesting seabird who has taken up residence in the top shelf of one rack. If disturbed, the big ungainly bird rackets around the room as the party is in the process of arranging itself: flapping against and bounding up on the tottering racks before it makes an outraged exit by the vent or open doorway {047}. If all remains tranquil, the party members may avail themselves of the arms racks' contents to reequip with any variety of weapon (though armor is not to be found), howbeit the quality here is far from ideal and any such weapon used will impose a DX-1 to hit. You may search in the pool {046}, or review the room {061}.\ [083] You retreat down the passage from the storehouse. Roll D6 and on 3..6 make a note of this entry number and turn to {095}; then go on {070}. Otherwise, you may go on to the intersection {015}.\ [084] Lookout room: Comprising map area 3. This is a short arcade enlarged out of a hollow behind the cliff wall, with a few unevenly- spaced slits or ports cut through to the outside for use in observing the sea approach directly before the cave mouth below: and through these sunlight beams. If you've been to this room before it's now empty, and after a reassuring view of the sea you can go back down {013}. If this is your first time at this entry the party will start at the hex marked 3 or any adjacent hex, and there is a mirror arranged so that it directs bright light at the top of the darkened stairs as a trap to blind someone entering the room and to outline/ shadow any invisible figures. The mirror trap can be nullified if Shadow, smoke or some such concealment was cast into a starting hex of the party; otherwise the party must pass a check of 3/IQ+ Traps, Stalker, Tactician or Streetwise to avoid taking a -1 to its initiative (eg D6 1..2) for the first turn, and even if the check was passed if it then loses the initiative roll, a character in one of the rightmost party hexes at random is subject to a scything blow delivered so powerfully that it does damage equal to 1/3 (rounded down) of the character's remaining ST (not affected by armor or spell) and forces that character out of its hex into one of the leftmost hexes of the area at random, and if that hex is occupied the two characters are considered to be Grappling on the first turn. If no check was required, initiative may be managed as usual against the following opponent, but surprise isn't possible under these conditions. Great Ape "Ali" ST16 DX12 IQ7; Cutlass (D6-2)D. Giant Carnivorous Plant "Greens" ST13 DX9 IQ3 MA0; Thorny tendril D6; no damage from missiles, mucus pods, no damage from missiles. Starting in the uppermost hex of the area, by the wall with the view ports, is a Great Ape in an almost comical getup: with a bandana slanted on its head, an earring, and a sagging sword belt. It is inexpertly swinging a cutlass, and if it had won the first initiative, is now adjacent to the start hex of the target it struck. The Ape's tactics will be to move back to Greens in order to pluck & throw mucus pods to try to knock a party character down stairs, which would be effective on any character (including flying) in a hex at the top of the stairs, and the fall causes D6 damage (not affected by armor or spell). Any character struck by a pod is DX-D2 for the remainder of the encounter. In the hex directly below the Ape's start hex is a monstrous Giant Carnivorous Plant, whose mucus pods contain the gory remains of past meals. It has MA0, and uses a reaction Strike with its tendrils versus an adjacent character. If its hit roll is 7 or less, it has clutched the target in the manner of a Rope spell, and until the target works free the Plant gets +2 to hit and damage. It takes double damage from Fire, though it can still take action in a Fire hex. It treats the Ape as a symbiont and allows it to pass by or through its hex and to pluck & hurl its mucus pods. If you flee, retreat down the stairs {013}. If you defeat them the party gains XP+1 and recovers 1 fatigue, and there at the far end of the room, you find that somebody has upended an old chest on the floor under one of the view ports to use as a stool (as well as a storage box for coconuts). When you examine it, make a note to return to this Lookout room entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find {013}.\ [085] You hear chanting from the Arms room behind you and descend again partway to listen. What you hear sounds to be phrased like Dwarvish, but to you is unrecognizable mumbo- jumbo. You may go back to the Arms room {058}, or turn away and go on up the passage {010}.\ [086] The gallery is cluttered with cast- off junk and overrun with rats; who are emboldened by your more lingering presence to demonstrate a defense of their habitat: scurrying high and low along the roughened woodwork to leap out at their targets. Loft Rat: ST1 DX10 IQ4; gnaw D2-1. The rats attack against the party as it goes crawling and poking around among the rats' nests. In these close quarters, use the following procedure rather than the map for combat. Each turn each character rolls D6 for the number of rats to face, then 3/DX and if it's less than 13 and would hit with no armor restriction, fends off 13 minus the 3D roll. Then roll a number of D6 equal to the number not fended off, and if any 1s result the character takes 1 total damage (not affected by armor or spell) that turn. If the number of rats to face is two or more and all are fended off in a turn, then that character will no longer be attacked (too fearsome). The rats give up in defeat after five turns, or the party may abandon the gallery to escape further rat attacks. The rats' propensity to chew on any old thing lying around gives their rat bites a puffy appearance, and an odd persistence. When a damage point inflicted by them is healed (or transferred off, etc.), it's converted to a fatigue point instead. The party gains no XP for defeat of the rats, and recovers no fatigue. If you've managed to defeat the rats for the first time, you find a chest pushed against the cave wall at the back, into which is bundled an assortment of flags and banners, and for which the party gains XP+1. Make a note to return to this gallery entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find. If there were foes in the room when you chose to search and you passed a check to enter the gallery {021}, but if the room was clear and no check was required {069}.\ [087] Muster room: Comprising map areas 1, 2, 5 & 7. The room is lit from niches around its walls into which have been carved stone oil lamps, some having metal reflectors set within. Several places against the walls have chairs drawn up to tables holding cards, dice, or crudely- designed devices. If you've been here before {025}. If this is your first time at this entry, you can barely see an orc of masterly bearing standing near the center of the room (in area 7 at the hex directly below the lowermost hex of area 5) facing toward you and admiring something standing before him (at the lowermost hex of area 5), which from its humped back and bulging limbs looks like an overgrown, grotesque clay statue. As you watch, another orc backs into your line of sight (at the lowermost hex of the outermost column of area 7) looking askance at, and shying away from whatever it is; while saying a word that sounds like: "goon". Offer to talk {099}, or choose first turn actions for party members and turn to {067}.\ [088] After a while, though you have not seen the Bosun appear at the opening, you hear the sound of a pipe call: seemingly from elsewhere in the connecting tunnels. Cautiously, at length the party makes its way out of the passage, and finding nothing stirring, returns to exploring the caverns. However, you'll discover that the place is now abandoned. The smugglers have debouched and absconded with everything designed to be portable, so there's nothing left for you to find {054}.\ [089] You meet Turq on the beach, where he with some human and a few dwarf characters are boucaning (smoking meats), scattered around a parcel of deep sand a ways back from the sea at the base of the rocks. Walking in the loose sand is difficult, but Turq wears Sandalls (a little like snowshoes) that keep him from floundering, and some cloth armor that catches your eye. If you have found what he sent you for, you may choose to turn over the prize {052}, or if you claim not to have it or withhold it {020}.\ [090] Dwarf "Coates": ST10(2) DX13(11) IQ9; Bard+1, Survival+1, Common+1; Javelin D6, Dagger D6, Leather 2/2. The Dwarf carries a javelin which has been constructed from a staff he acquired of which he was not the owner. It has been given a head of lightning- struck metal that inhibits any spell function and causes it to act as a Lightning Rod which absorbs D6 dice of any Lightning magic strike targeted at its user. He will merely attempt to scramble up the rope ladder to escape (if he's free, requires a turn for him to reach the ladder and another 4/DX check per turn for him to get up it under duress - he's no seaman). If he doesn't get away, though the party will gain no XP, you all may recover 1 fatigue. But also, if the Rod gets dropped in the pool or Coates falls in (will do so from balancing on rack or trying to climb ladder when grappled or incapacitated or even Frozen in most cases), on D6 1..2 nothing untoward occurs and any character who enters the pool may recover the Lightning Rod Javelin {061}. On 3..6 its head detaches & it discharges, amplified by magic currents in the pool to produce random (crackling rather than thunderous) Lightnings through the room: roll D6 & subtract the number from the Rod's 7 ST total charge, and if this charge roll is 1..4 then roll a second D6 and if that number is less than or equal to the party's size, a randomly designated party character must pass 7/(DX+IQ)+Alchemist, Stealth, or IQ+2 if a magic user; or be hit by the charge number (or the remaining charge if less) of dice of Lightning. Then after all charges are expended, turn to {047}. If he escapes you may wrap up and check on any characters who may have entered pool hexes unsupported by the submerged rack at {061}.\ [091] You are in an east- west tunnel that divides with an offshoot to the north. On the north wall of the east side of the passage at a place where the action of the water that hollowed out the cave system created a deep pocket back into the rock, you see traces showing that some large animal like a bear has used it as a den: though it looks empty now. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go East toward the Arms room {053}, proceed West {151}, or take the branch North {037}.\ [092] Landing room: - Comprising map areas 1, 2, 3, 4, 5 & 7, this room is the seaside entrance of the caverns, and all of area 7 is water, shoaling to the floor of the cave mouth where it adjoins the bottom of area 5; while those hexes that adjoin area 6 lie at the base of the cliffs. There are two wide exit passages off the rear of the chamber at areas 1 & 2, and between them, built up on posts against the rear wall, is a raised wooden balcony or gallery at area 3, with stairs leading up to it on either end from the hexes marked 2 & 3. If you're revisiting this room after having left it (by area 1 or 2) before {021}. If you're on your first visit to this room, you see a catapult (at the lowermost hex of area 4) and an orc standing beside it (at the hex directly above) who's collected baskets of garbage for ejection out to sea, but is now nervously lighting a torch due to a Giant Crab big around as wagon wheel, which has crawled from the water (at the lowermost hex of area 5) to come after the garbage, having lain in wait. Other eye stalks periscoping above the water farther out are in evidence, and there are two orcs with cutlasses (one of whom also holds a torch) standing near the water's edge (at hexes adjacent to the hex marked 6) who laughingly prod a fearful halfling captive into the sea (in area 7 at the hex adjacent to the hex marked 6). On the opposite side of the entrance, you see a 2- man rowboat (in area 5 at the hexes adjacent to the hex marked 7) drawn up alonside an assemblage of salvage jetsam piled next to the wall (at the leftmost hexes of area 5), with a disheveled & wild- looking beachcomber dressed in tatters (adjacent to both boat hexes), who has dragged out of the debris a beat- up chest for use to load more junk into, and laid it athwart the boat's gunwales. If the party wants to try to move into the gallery, or cross below it to the exit on the other side without being spotted it needs to pass 3/DX+Stealth, Stalker or Thief; when it may climb to the gallery {002}, or leave through the exit on the North/ area 2 {048}, or South/ area 1 {036}; but if the check fails the party is attacked in place {072}. Otherwise, you may call out to talk {030}, or choose first turn actions for party members and attack with initiative for the first turn {072}.\ [093] The Elf is disinclined to resist the party, but the Spirit which possesses him is intent on its removal. possessed Elf "Abelard": ST10 DX12 IQ10; Elvish Literacy+1, Bow+1, Medic+1. Human Possessor Spirit "Morag": DX13 IQ16; Flight, Avert-7, Sorcerer's Tongue+1, Elvish+1. Although recumbent, the Elf resists any direct spell by rolling 4D with an IQ of 16. If his body was still levitating when you turned here, the combination of the Possessor's influence over his physical person (and Elfishness) along with the technical characteristics of Flight require an attacker to roll 4D to hit. If the party was given the initiative and managed to disable (Sleep, Freeze, etc.) or reduce the Elf to ST3 or less by the end of the party's turn, then he's been overcome {022}. The Possessor Spirit now tries to eject the party from the room. The Elf appears to have prepared a spell and extends his hand to point directly at the clock; and the party witnesses the clock's hand skip ahead as he casts an Avert that fills the room. If the party hasn't yet found Turq's chest, all the party members will be transported out of the room forward in time. And, as a result of the disjoint that can occur in a case like this, every party member who possesses any Karma, Wish, or Curse rolls D6 for each one and on 6 has it no longer when you reappear at {151}. If the party remains in the room, the awestruck Possessor Spirit will be suppressed by his failure to the point of temporary subjugation by the Elf who, now being able to converse in Common, will regale you with his story, and you'll be able to effect an automatic exorcism with no check roll {004}.\ [094] 5 Tribesmen "Dok", "Unh", "Duh", "Twu", "Qut": all are ST8 DX12 IQ8; ripper 2D6-4. Wereboar: ST6(2) DX10 IQ5; tusks D6; bristly hide 2/0. The white- painted character has what is effectively a Spell Shield which is applicable even against magic strikes, and the other Tribesmen will move so as to shield him from projectiles. The character in the hex below the hex marked 7 will morph into a wereboar to charge. This creature may Dodge missiles (any number per turn on 2/DX while it has MA remaining, each Dodge costs MA -1), may enter a character's hex without being Counterattacked, and when Grappling, a character can Drag but can't Escape from the wereboar and if damage from the boar's attack doesn't penetrate the target's protection the damage will continue to accrue (each turn the boar lives and hits) until some damage does penetrate, after which it starts over. They wield ripper weapons which, if the user's hit roll is less than or equal to 9, will cut & pull away a portion of a target's worn bag/ pack/ strap/ belt/ lanyard etc, so a random unreadied item falls into the attacker's hex (check for breakage if applicable to the item). If the white- painted Tribesman is the attacker or adjacent to the attacker, he'll toss a handful of juju dust onto the item to disenchant any magical properties the item might have had (doesn't cost an action). If you defeat them, the party gains XP+1, recovers 1 fatigue, and you may search among the wares {049}. If you flee, a group exactly like these five were in the beginning will be here the next time you come back. Leave (depending on the party's majority map location if fleeing) from the Westside/ area 1 {062}, or the Eastside/ area 2 {078}.\ [095] If you've been at this entry before and disposed of the bear, no encounter occurs here. Otherwise, your progress is halted by an imposing though somewhat undersized bear lumbering toward you out of the gloom, which twitches its nose as it scents the air and finding you stand between it and the delicious- smelling storeroom, glowers and snorts like a bull deciding to charge. Cinnamon Bear: ST17(1) DX11 IQ5; maul 3D6-4; fur 1/0. The bear will tussle with you unless you try to dissuade it by passing 3/IQ+Charisma, Bard or Animal Handler with a roll of 13 or less, when it will resignedly back off and plod away; but if the check fails it starts with a free attack at that character with no penalties. If it loses 10 or more damage it will back down and shuffle out the way it came as well. If it is incapacitated, even by being disabled (ie. unable to attack) in some nonlethal manner, it will be discouraged and you may leave it and consider it to be disposed of; otherwise it could turn up again sometime, mysteriously recovered. Return to your noted entry.\ [096] You approach the opening to a broad cavern, and within are some forms of figures moving slowly about. Just against the wall beside the entrance you note there is a large floorstand candelabra with several candles burning upon it. Moving to look through, you see hammocks fixed into the ceiling and cots distributed around the floor, with rough chairs or stools beside them on a few of which other candles have been carried in and set. Most every berth has its seabag hung at one end, but some other boxes and duffels are dispersed here & there. Although there are many berths, there seem to be but few room occupants now. You may step inside for a better look {073}, or back away {060}.\ [097] You are in a north- south tunnel that divides with an offshoot to the west. You see that at the end of the west passage, a sheet is hung over an entranceway. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {042}. Then, go North {163}, South {157}, or take the branch West {063}.\ [098] When you open the jug and set the fairy at liberty, it tells you it's most grateful for your assistance, and thanks you in its own quixotic manner by switching/ replacing one of your spells or skills at random with one unknown to you (of higher IQ, or at same skill level) at random in the same category, which the character may use as if owned (while the replaced spell or skill is still in the character's possession but can't be used) until the end of the adventure. You may proceed to search around the room {007}, or leave from the exit to the South {016}, or East {097}.\ [099] The central orc acts dominant to the others: it gives an odd call as though it were signalling to something nearby, then addresses itself to the large figure, which you fear is one of the Goons you've heard tales of. Other than that, they give no indication that they understand you as they prepare to attack. If the party has discovered some Goon runes during their explorations around the caverns heretofore, and a party member wishes to try to connect with the Goon as it turns toward you, by replicating the signs as well as can be remembered using his own person as the medium, pass 3/IQ+Bard, Scholar or Mason thus to gain control of the Goon. The party members may move up to 3 hexes each, then turn to {067}.\ [100] While you browse through the entries arranged in just such a manner as to discourage that very temptation, you have come upon one that takes exception to unprincipled deviances of that nature. Wandering Eye: ST3 DX13 IQ3; affront D3. If you are reading this in the course of conducting a solitaire adventure (yoicks!), you would be well advised to attempt to impose a more rigid selfdiscipline. Due to your lack of focus upon pressing matters at hand, your next random encounter roll will be an automatic 6. Return to wherever you had better return to.\ [101] The party may enter the hex of the bat stand and pass it with no effect: it seems to be just decoration. The orc will move the animated Leopard Skin and Pumpin Host to attack the party, but will give priority to their moving so as to block the path of missiles. Orc "Dalavin": ST12 DX16 IQ14; Illusion-4, Read Mind, Remove Enchantment, Mage Sight, Blast, Shadow; Staff (10 charges) D6. Leopard Skin: ST11(5) DX14 IQ10; ravage 3D6 best max; no flesh 5/0. Pumpkin Host: ST15(2) DX11 IQ10; bash 2D6; wood flesh 2/0. The Leopard's damage means that its target can suffer no more damage points deducted from its ST in one attack than the highest die of its damage roll. The Pumpkin's damage assumes that its target is using a weapon or shield to ward off a portion of the blow, and if so must pass 3/ST-3 or endure a Drop Weapon effect; or if the target chooses not to ward away the blow the Pumpkin rolls 3D for damage. If next to a party member, the Orc Minder will use Blast or just a Staff Strike; but would prefer to keep away if possible. This Orc has become so proficient through the Read Mind spell that it can cast Remove Enchantment without having to know the removed spell, and to anticipate a direct spell against it so that the Removal even precedes the spell effects (eg Sleep). If anyone tries to disbelieve one of the Orc's guardians, he must win an IQ check against the Orc (who rolls 4D), or if someone casts Dispel Illusions, Reveal Magic, etc, then to see the result turn to {116}. If you defeat them, the party gains XP+1 and may recover 1 fatigue, then search {109}. Or if you flee you can go by the West entrance {157}, or the North exit {140}.\ [102] Court room: Comprising map areas 3, 4 & 5. The party starts at the uppermost hex of area 3 or any adjacent hex. The 4 uppermost hexes of both innermost columns of area 5 are wall hexes, with oil sconces mounted on the upper- and lowermost hexes of each wall. Areas 3 & 4 compose a gravel- strewn playing field, with a vertical stone ring set into the center top side of each wall projecting out. Against the far wall at the lowermost hex of area 5 is a large wooden armchair. If you've been at this entry before, turn to {110}. If it's your first time here, the party passes through the opening without incident. Draped over the high back of the chair at the other end is a brightly- colored feathered cloak of iridescent plumage. To one side, your gaze is drawn to an immobile gargoyle with its head thrust forward and its chin in its hands perched atop the wall in the hex adjacent to the hexes marked 4 & 5, over a ledge on which rests a chest. Halted in midstride under each ring (one in the hex marked 4, and one directly across from it in the uppermost hex of the rightmost column of area 4) are two orcs, who look to have been circling, each facing the other in a defensive stance. They both hold short, metal- clad wooden wands in one hand, poised toward the opponent. You may choose first turn actions and attack them or prepare to flee {162}, or take a chance to talk to them {106}.\ [103] You see before you a widening in the passage which has been enlarged as a site for a freshwater well sunk in the rock floor; the lip of which is partially visible across the room at the base of a semicircle of waist- high stone protecting wall. Candlelight flickering off to one side illuminates the scene. Step into the room {150}, or turn away {122}.\ [104] Pass 3/IQ+Orcish, Thief or Seaman to mask your identity and the orc calls out in guttural Common: "I'm busy! The money is under the board of the foot path." Reaching down, you check under the plank and gain a pouch with 4D6S (Silver pieces). Then roll D3-1 and on 1..2 make a note of this entry and turn to {028} where you'll acquire the number rolled of the item. If you fail the check, the party won't be able to cross the barricade on the first turn as the orc reacts {141}. Otherwise you may leave the orc alone and go {163}, or accost it {141}.\ [105] 1 Giant Bug - An habitual nuisance around underground locales, such insects will relentlessly invade any even remotely accessible passages. D6= 1..3) Pincer Beetle, 4..5) Dragon Fly, 6) Burrow Spider: all ST7(2) DX11 IQ3; crimp 3D6 least max; carapace 2/0. As the bug approaches, you may avoid it by having a random party character pass 4/ST (with +2 if the character is holding a shield) to display a daunting front. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. Any of these bugs is 1 hex in size, and though of low IQ, all see with underground- adapted and/ or multifaceted eyes: so that they suffer a reduction of DX-2 for any target conditions or local hindrances (eg. Shadow, Rope, Flight, Blur, etc.) yet still roll 3D. They all attack with a can opener- like clamp of opposing mandibles then jab of proboscis; such that for damage they roll 3D, but should any penetrate the target's protection the maximum that can be inflicted on the target per attack is that of the lowest damage die. Their "carapace" spec is actual armor for the Beetle, but for the Fly represents a yielding/ giving way, and for the Spider represents its legs' interference with an attacker. The Beetle might be protecting a nest or eggs and shows a surprising truculence. It can hold out to make one Strike attack as an action after its ST is reduced to a degree which would ordinarily incapacitate it: though it cannot then move and if reduced to a killing degree dies immediately. Although the Fly careens around pursuing bats with its flying MA12, it can pull up to avert a collision with the party. It has a sputum which it throws over a range of an intervening hex that would affect one character as a mild hallucinogen on contact (normal hit roll). Strangely enough, it raises the subject's IQ+1, but in future each attack that the subject aims at an opponent figure requires the subject to pass 3/IQ preliminary to the attack, and if passed with any 1 & no 6s in the check roll the subject reverts, executes the attack, and no further effect is felt. However, whether the check is passed or failed with any 6 & no 1s, the subject's attack will be directed at a random target hex adjacent to the intended target. The Spider is typically lurking for prey. Its bite emits a venom that acts if the subject takes any damage to cause a draining numbness or weakness. After taking the attack damage, roll a number of D2-1 type dice equal to the subject's base ST divided by 3 (rounded down). The subject's effective base ST is then its current ST minus the result rolled (to a minimum of 3). The character's passive ST isn't affected by the reduction of his effective base ST: he may still take & heal damage up to the normal stat, and ST checks are still made against his current ST. The effective base ST affects just active ST: he may use only a weapon of a Heft, and expend a total of fatigue lost, up to a limit of his effective base ST. Any number of subjects can recover back to their base STs with the adrenaline rush generated whenever the party voluntarily reduces its initiative probability by -1 on the first initiative roll in any encounter and yet wins the roll. The party gains no XP for defeat of the bug, and recovers no fatigue. Return to your noted entry.\ [106] If someone in the party speaks Orcish, or passes 4/IQ+Streetwise, Bard or Scholar to imitate a grunt or two, the Orcs will start to unready their wands, so if the party gets initiative on the first turn, the wands would require a Change Weapon action to be readied again for use. Otherwise, they both take a step back a hex in a guarded reaction to foreigners. Then all party members may be moved up to 2 hexes apiece before turning to {162}.\ [107] Random Orc - ref: {200}. Human "Dory": ST13 DX11(12 for skill) IQ8; Seaman+1, Pole Arms+1; Harpoon (Pike) 2D6 (T), Boarding Axe D6+3. The arriving orc has a conch Shell Oracle used for listening to apparent sea sounds as a prognosticator of ocean conditions. Being in hand, unless prevented it will Throw the Shell at the nearest target then use Change Weapons on the following turn. The thrown Shell would do damage of D6-2, and be broken on damage results less than 1. The gypsy harpooneer stands, and as he withdraws the pole he's holding from the well shaft, it's revealed to be the whalebone haft of a long whaling- type harpoon with an iron shank and a wicked- looking barbed head. The harpoon is treated as a Pike but requires the user to have a bonus in the Seaman and the Pole Arms skills. If thrown, the Harpoon isn't affected by Reverse Missiles unless the hit roll is missed. If the target of the throw wears any armor, roll D3-1 and the armor permanently loses that much Armor value (from its base value if magical) before the armor deducts from damage and prior to any shield deduction. The harpooneer also has a Boarding Axe lying atop the wall which he can use after a Change Weapons action to ready it. When he uses it twohanded, he may employ his Seaman skill bonus as an Axe bonus. If you flee {122}. If you defeat them, the party gains XP+1, and may recover 1 fatigue before searching the room {123}.\ [108] Spa room: Comprising map areas 1, 2 & 3. The party starts in area 1. It's a restrictive space that only a creature of subterranean habits would find inviting. Area 2 is a bubbling mud pit. The lower hexes of each column of area 3 lining the south wall have stalactites depending from the ceiling which drip water continually. The hex marked 3 as well as the two hexes below it are carpeted with a mossy covering. A basket of limes hangs by its handle from a projecting rock on the wall at the hex marked 3. At the lowermost hex of the rightmost column of area 3 beside the flaming gas tube, you can see a heavy chest that's been whitewashed, with a plaster seal roping its clasp, and with markings of obscure oriental symbols; ostensibly in use as a surrogate receptor for evil influences being driven out of the spa's visitors. It will remain here (none other will mess with it) until you want to break the seal and open it. If you've been here before, and have visited any other room in the interim {112}. If you're just ducking back in after exiting, nothing's changed {143}. If it's your first time at this entry, you observe a wizened figure wearing a padded, long- sleeved coat, with a parakeet sitting on its shoulder and holding up a skin parasol for use against dripping water off the roof, picking its way carefully in slippered feet over the mud- splattered surface at the lowermost hex of the central column of area 3. It appears to be an aged goblin. Choose to attack the goblin or chase it away {120}, talk to it {144}, or ignore it and break open the chest {133}.\ [109] Searching through the stomach- turning effigies in the room, you find a chest in which is laid a variety of fancy ladies' dresses, reminding you that the treacherous rogues' favorite lure is to dress one of their own as a woman. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..8 turn to {001}, otherwise there's nothing more to find. The party gains no additional XP, but may recover 1 fatigue during the time you spend here. Then you may leave by the West entrance {157}, or the North doorway {140}.\ [110] The party reenters the Court room. If you've been back here before, there's nothing to interfere with your progress and you can go on {129}. If this is your first time at this entry, and you didn't choose to search the entrance or failed the check, you overlooked a waist- high thread to an elementary alert device within the room. In that case, a random party member takes a thrown attack by an ordinary Hatchet from over the nearest wall: 3D to hit at DX12 with no modifiers and no chance of repulsion due to the angle of attack and surprise, doing D6+2 damage not affected by shield. There is a large, but ill- proportioned figure of a man that starts in the hex marked 4, who is dressed as a mask- hooded, gloved executioner, and seems to have been experimenting with an outsized axe upon an assortment of fagots & fardels. He will attack the party unsparingly, with such aggressiveness that if he rolls a total of 9 or less to hit with a Strike it can't be Dodged. Human Headsman "Gant": ST15 DX11(12 for skill) IQ8; Axe+1; Battleaxe 3D6. The party may flee through the uppermost hex of area 3 to {118}. If you defeat him, the party gains XP+1. When you unmask the unsavory brute, roll D6 & on 5..6 you recoil in horror at the sight of a leper's wasted vizage, and the party will bestir itself to travel on; otherwise the party may recover 1 fatigue. Leave the room {129}.\ [111] You find that the chest, replaced in its original position, is still being used as a votary stand, having had any damages it sustained crudely trussed up. If you've been at this entry before {123}. You see a man who appears to be a blind beggar in a much- worn boat cloak and clutching a stick he uses as a cane, sitting on the ground with his back against the wall at the uppermost hex of area 4. He turns his head toward your entry, and as you pause he curses you, saying: "Your whole crew is a lot of lunkheaded lubbers who wouldn't give a poor blinded comrade- in- arms a drink!", and standing says he'll teach you not to jeer at your betters. Human "Balyn": ST10 DX12 IQ10; Sword+2; sword-stick (Rapier) D6. The pirate draws and uses a sword- stick, that would Strike a random adjacent opponent with a penalty of DX-2, doing an additional die of damage for every 1 that results in his hit roll. He fights in a wide- legged stance and moves in a straight line in a random direction that isn't an adjoining wall (any outer edge of the area) from the hex he's in at the start of his phase until he encounters a wall, an occupied hex or the well hex. If he's Grappled he'll surrender, but the normal rules for his reaction upon entering his hex apply. In favorable circumstances his penalty for blindness just cancels out his skill bonus, so if he can strike the same target he attacked on the previous turn, without moving, he uses DX12, but if he must move to halt by an adjacent target he takes a further DX-2 penalty for the turn. At the beginning of every party phase, pass 3/IQ+ Seaman, Navigator or Diplomacy to assure him that you aren't in the orc band and calm him down. If he surrenders, or you eventually pass the check, or whenever he's halted by the well hex, if he hasn't been injured or disabled in the meantime, he'll resignedly ask you to take over his mission and deliver a torn scrap of paper marked with the Black Spot and having the message: "sundown" on its reverse which he hands you, to: "that scurvy scourge of a Bosun's Mate". The party gains no XP, but may recover 1 fatigue, then proceed {123}.\ [112] If you've been here before, you may either open the chest if you haven't yet done so {133}, or the party travels on {143}. If this is your first time at this entry, you see a brown- skinned slender man with several body piercings laying his hands on the hot rocks to see how long he can endure it. He rises to oppose the party, and what he terms your seaborne kindred, as being traducers of the earth mother with no proper regard for her special places. He instructs you to accept the sign of her grace (be daubed with mud), or feel his resentment. Human "Jehan": ST9(1) DX14 IQ9; Unarmed+1, Karma; Unarmed D3+1F, armor= toughening. If anyone in the party agrees to humor the Fakir and receive his mark, and then you decide to open the chest {138}. If you don't comply, he'll attack, but would give up after infliciting any fatigue damage upon any party character. If he hits with an Unarmed Strike and the lowest 2 dice of the attack roll are each a 2 or less, his damage isn't affected by armor or spell. He possesses 1 Karma point to use. If you defeat him, the party gains no XP, but may recover 1 fatigue. If you then open the chest {133}. Or, you may just leave or flee (he won't try to prevent it) {143}.\ [113] 2D3-1 Dogs - When set loose to roam the passageways, the dogs of the caverns are geared up to display a more fearsome aspect: perhaps wearing the stereotypical spiked collars or wound about/ draped with chains for protection and entanglement of opponents, or having strapped- on skull horns, shin blades or spurs. They tend to form into packs and are quick to unleash their animosity toward strangers - snarling while darting in like a school of piranha. Bad Dog: ST5(1) DX12(11) IQ5; lunge D6-2 dice by die; gear 1/1. As the dogs approach, roll D6 and on 6 the dogs had been involved in chasing down rats (their principal housekeeping duty), and are in a frenzy that increases their MA to 7, and the check to avoid them is 4/ST by a random party member to back them down. Otherwise, a chosen party member must pass 3/IQ+Tactician (with automatic fail on 14 or more) to outguess them. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. To resolve combat with them on the map, allow 2 dogs to occupy a hex in melee. Each turn, start with the character who is leading/ in front of the party and roll D6 to see how many (up to the number encountered) dogs are attacking that one. If there are more dogs than the number rolled, proceed to the next party members in order in the same manner with the reduced figures. When dogs can't reach any others by a clear hex path, the remainder are inactive for the turn. If 3 or more dogs attack a character, the individual dexterity and 3D of the third (only) to Strike won't be modified by any condition (Flight, Blur, etc.) of the engaged character. For Strike damage, a dog rolls D6-2 and if the result is less than 1 there's no damage (aside from dog breath); otherwise, roll that number (1..4) of dice and arrange the dice in order from low to high then apply them cumulativley in sequence against the target's protection until one causes the target to take any damage, then stop. The party gains no XP for defeat of the dogs, and recovers no fatigue. Return to your noted entry.\ [114] Guest room: Comprising map areas 2, 3 & 4. The party starts in area 2. There's a large wooden table and a chair against the wall at the hex marked 4, and a night stand with a tall candlestick in the corner at the hex below it on which is set a peculiar kind of candle known as a timed taper, with a large wick protruding through a brass top cap that regulates its burning and whose lower edge serves as an indicator over hour tick marks along the candle's side. If you've been at this entry before, turn to {119}. If it's your first time here, you are brought up short at the sight of a tall figure seated on the chair at the table, swathed indistinguishably in a long gray hooded robe, which is bending forward to pore over several curled sheets of vellum laid before it, yet casts frequent glances toward the candle. As it reaches out, it shows elongated, whitened fingers. You can choose to attack it {132}, speak to it {160}, or try to remain unnoticed and leave through the double doors at area 2 {048}.\ [115] Conservatory room: Comprising map areas 2, 3 & 4. The party starts at area 2, looking over a wooden rail fence separating areas 2 & 3. Dispersed throughout area 4 are many strange objects, such as a broken ship's bell, a cracked giant egg, a weirdly- designed semaphore, a large hourglass holding something you can't make out, a lopsided map globe, and so on. On the floor to one side of area 3 at the hex marked 3 and the adjacent uppermost hex, is wreckage that looks like a small, torn section of a ship's deck, the top of which is encrusted with varicolored coral, and around which chips and dust are strewn in evidence of work in progress. If you've been here before, and have visited any other room in the interim {130}. If you're just ducking back in after exiting, there's nothing to do here {163}. The room is further illuminated by a fire blazing out of a vat made of a half barrel, set up on a stool at the uppermost hex of area 4. An orc standing at the hex below that of the vat looks to be testing the ability of greek fire to burn on water. Choose if you'll slyly try talking {104}, clamber over/ through the fence and make to attack {141} or back away {163}.\ [116] Your disbelieve succeeds! The orc's Read Mind ability gives the illusions an imputed IQ, and allows them to appear to stop (ie cause the shooter to miss) attacking missiles. As the apparition looks like it collapses back to the place whence it came, you feel sure that both the weird things are illusory and gain a bonus of IQ+3 for anyone who attempts to disbelieve the other creature. Return to {101}.\ [117] If you've been at this entry before, there's nothing more of interest to see {149}. In poking around behind the dog cages, you can't find any secret doors in the walls, and you avoid the dog- eaten berserker mushrooms; but you do find one dog house that's been (de-) constructed from an old chest with a hole knocked in one end. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. The party gains XP+1 and you can search the rest of the Annex {149}.\ [118] You are in a north- south tunnel that divides with an offshoot to the east. Down at the end of the east branch you see a stone archway lit from behind. Travel North {066}, South {006}, or turn East {146}.\ [119] You get a creeping feeling being back in the bastion of the smugglers' lair. If you've been at this entry before, the room's been cleared away and you pass through {135}. You've surprised a human fisherman in a kilt, who's been pacing waiting to show someone the oddity he's caught, toward which he gestures at the hex marked 4. Slung there under a carrying pole improvised from an oar which is now set between two supporting legs of a table that's been turned over, is a heavy net holding a writhing olive- skinned beast the size of a walrus. The man, seeing visions of silver pieces, excitedly tells you he's captured a "baby dragon". Just then, the creature spills out onto the floor through a rent it seems to have eaten away in the netting, and the fisherman, with eyes wide for a different reason, speeds out of the room. Loch Lizard: ST13(2) DX11 IQ5; tail swipe, bite 2D6-1; scales 2/0, compartmented. Its scaly skin gives it the appearance of a dragon- like beast, but it has the spraddled limbs of a 'gator. It isn't as big as the usual 2- hex figure, such as that of a horse, but its uncoiled length with its lashing tail is greater than a hex so it uses a 2- hex marker. It can make two Strike attacks at its action: the tail swipe can hit, with a DX-2 penalty, targets adjacent to its rear hex who must pass 3/DX or Trip; and the bite can then hit targets adjacent to its head hex (including grapplers in its rear hex), with an added D6-1 damage against any fallen or grappling target. When it takes damage it is treated as being compartmented, such that no more than 8 total damage points can be inflicted on its front hex, and no more than 5 total damage points can be inflicted on its rear hex; and an attacker must specify which hex he's targeting. It's said to eat almost anything, and be able to live in harsh environments. The party may flee through area 2 to {048}. If you defeat the Loch Lizard, the party gains XP+1 and may recover 1 fatigue. On D6= 1..2 you find a gleaming chunk in its stomach: make a note to return to this entry and turn to {028}. There's a wheeled dolly propped against the wall at the lowermost hex of area 4. Roll D6 and on 1..2 (or 1..4 if no chest was here previously) it has a chest aboard in this instance: make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise there's nothing more to find. To complete your search of the room, turn to {135}.\ [120] The old goblin displays a plaited, false beard as it turns to face you, and eyes you narrowly in disdain before it acts to defend itself. Goblin "Korpul": ST9(3) DX13(12) IQ10; Herbalist+1, Common+1; Parasol Club D6+1, Cloth 1/1, Parasol Shield 2/0. The Goblin shaman's metal- ribbed parasol holds up as a shield until it has blocked against 3 Strikes, after which it is shredded, but may still be used as a club. Held in both of its hands, the Goblin can manipulate it open and closed swiftly: as a shield during the party’s phase, and as a club during its own. The Goblin will try to flee from the room. If the party flees {143}. If you defeat the Goblin, the party gains no XP, but may recover 1 fatigue. Then you may open the chest {133}, or leave {143}.\ [121] 2D6+1 Rats - When a passel of rats like this is encountered, they could be migrating as a community, having been driven out of somewhere else; but even if they're only foraging en masse they present a redoubtable hazard. Tunnel Rat: ST1 DX10 IQ4; gnaw D2-1. As the rats approach, you may avoid them by having a random party character pass 4/DX (with automatic fail on 17 or more) to deflect them. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. To resolve combat with them on the map, treat them as a single multihex creature with a 3- hex (triangular) footprint, which can move into any hex regardless of its occupation by party members. They'll move to place themselves in the hexes of as many of the party as possible, and aren't subject to Counterattack or considered Grappling. A character who enters or exits one of their hexes must halt its movement. Tunnel Rats swarm like movie rats (a la Ben), over walls and floors (which is why their marker fills the passage), and no spells (eg Invisibility, Flight, etc.) can deter or affect them. To attack them, a character may Strike into one of their hexes to hit a rat, but if the hex is occupied by another character, there's a 50% chance of hitting the character instead. When the Rats act they'll attack: pick a party member randomly from those in their hexes & roll 2D for the number of Rats accosting him or her this turn. If the roll is greater than the number of Rats in the encounter, use the lesser number; if there are Rats and party members remaining, pick another and roll again in the same fashion. If a target is attacked by less than 3 Rats, they can be fended off for the turn without rolling. Otherwise, just roll D6 per Rat for them to hit (on 1..3), then roll a damage die for each hit. If the combined damage rolled versus one party member is zero, those Rats will break off and leave. If it's 3 or more and the target's protection would stop it all, the target must win an IQ check against their combined IQ (=4 times #damage points), with the Rats rolling dice equal to the number of damage points, to avoid taking 1 damage (not affected by armor or spell). If there are fewer than 3 Rats remaining at the start of a turn, they all run off. The party gains no XP for defeat of the rats, and recovers no fatigue. Return to your noted entry.\ [122] You are in an east- west tunnel that divides with an offshoot to the north: where cast- off scraps littering the way indicate a frequented spot. Go North {103}, East {151}, or West {147}.\ [123] You have the option to take a look down into the well {152}. The clasp of the chest isn't locked, but the hex signs marked about its surface are an obvious indication of a trap of some kind. If you haven't as yet tried or managed to get inside the chest, choose whether you'll try to jimmy it open or just bash it apart; then turn to {158}. When you've finished, pass out of the room {122}.\ [124] Roll D6 and on 5..6 it will happen that the unvented burning in the brazier of peat dug out of the far- off moorlands has caused a heavy, knee- height, swirling misty layer of bogy- infused bog smog to cover a part of the tunnel floor. Note on your map of areas 5 & 6 that the hex above the hex marked 6 and all hexes adjacent to it are affected for the duration of the upcoming random encounter. A character entering one of these hexes must end its move as clammy, ghostly arms enwrap his legs. The character must pass 3/ST+Bard, Leadership or Unarmed, or the searching tentacles will pick a random unreadied item not worn or contained in a pack off its person. The character would have to remain in the hex and pass 3/DX+Swimming, Thief or Tracker to grope for and recover the item on the following turn, otherwise when it's picked up on a subsequent turn it will have been disenchanted of any magical properties it might have had by eldritch, druidic influences. Then continue to {042}.\ [125] Annex room: Comprising map area 7. The party starts in any of the leftmost hexes of the area. The front of the room is only poorly lit by two large candles, one to either side of the entrance, but it's enough to see the many dog houses & cages therein, improvised out of crates and casks. For positions on the map (taking the leftmost hex column & the uppermost hex in each column as firsts), none are in the leftmost/ first column, but place one in each odd hex of all even columns and in each even hex of all odd columns (ie. in 2 hexes of each even column and 1 hex of each odd column). It's hard to say how many dogs are alert & milling about at your approach, some jumping atop their cages as they begin to notice that your appearance is unfamiliar. You can attack {155}, talk {134}, or slip back out {161}.\ [126] In checking through the opening, pass 3/IQ+Stealth, Thief or Traps to examine the entrance quickly & quietly without making yourselves obvious, or the party will automatically lose initiative for the first turn on any encounter within the room. Then, whether you pass the check or not, you may take whatever precautionary measures you wish prior to your further apprisal of the situation {102}.\ [127] You see a rough barricade of wooden rails set across the other side of a wide entrance into an open chamber which is crammed with odd paraphernalia beyond its entryway. The room is lit up by the running flame of an elevated, narrow- gauge trough of slit metal tubing burning a flammable liquid. Choose to move up to the barricade for a better look {115} or depart the place {163}.\ [128] 2D2-1 roistering Orc(s) - Roll for the number required from the Random Orc table (ref: 200), but for each one, decrement its DX-1 and IQ-1 and increment its ST+1. Then, as a group, roll 1D to determine their attitude: 1..2) belligerent, 3..4) selfimportant, 5..6) dejected. If they're belligerent (hurrahing/ shooting up the place, or in a paranoid rage prowling the halls fighting imaginary enemies), they have their weapons ready, and a random party member must pass 4/IQ-2 to avoid them by keeping on the lookout. If they're selfimportant (swaggering here & there looking for someone to bully or dominate), a chosen party member must pass 3/ST to avoid them by shrugging them off. If they're dejected (moping around bemoaning life in general), a chosen party member must pass 3/DX+2 to avoid them by walking to pass them by. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. The party gains no XP for defeat of the orcs, and recovers no fatigue. Return to your noted entry.\ [129] Besides being laid out as a pitch for some gruesome game, this room also appears to be used as a provisional mast or kangaroo court site, and most likely a venue for duels and imposed trials of rights. You find a secret door located in a section of the South wall, only nominally concealed by a hanging tapestry. It opens but slowly on a counterweight, into a short, dark accessway to the south that runs to another apparently disguised portal which is tightly closed, but not locked. The party may pass through the secret doors, where in place of the given start position instructions there, it would start in the hex marked 3 or any adjacent hex, and be granted surprise at {114}. Or, you may leave by the main archway {118}.\ [130] You hear the striking of a ship's bell you'd thought was broken. You come into the room to see an hourglass rocking on its side, and checking that the skeletons have gone, you note 4 pearls that've been laid on to the wreckage fragment in the depressions where the skeletons' skulls had been: two apiece. The party starts at any hex of area 3 when a young girl in bedraggled dress steps out from behind some clutter at the uppermost hex of area 4, followed by what is obviously a dupe Image of the selfsame girl at the hex adjacent to that and the hex marked 4. Sea Nymph "Eona": ST10 DX12 IQ11; slug 2D6-4, Sleep Knell, Image-1, Magic Fist-3. A Sea Nymph is akin to a peaceable marine counterpart of a Valkyrie. Nymphs witness and applaud courageous deeds at sea and honor the remains of any who fall in their particular demesnes. Contrary to the Norse warrior maidens, and much like the Ents, Nymphs are chary of taking individual actions, and prefer to act as aides when they feel they might be imposing on other beings; but they will react authoritatively if crossed. Even on dry land, a Nymph's hair and strips of straggling dress seem buoyed up as though by immersion. Which of the Nymph's figures is the Image will have to be discovered at random. She'd used up a held charge to power the Image and takes no initial ST reduction. The Nymph rolls two dice for opposed checks, and when casting her Sleep Knell spell (equivalent to a Sleep-3 targeting 3 contiguous hexes at a cost of 3F) wins automatically if doubles are rolled (except double sixes). Her strike attack is as a 2- dice Magic Fist without cost, and with the ususal addition if someone tries to enter her hex. Unless the party members leave, the Nymph will feel her work is threatened and take them on (roll for initiative). If the Nymph is alive at the end of the encounter, she will see to it that no party member is left incapacitated. Then she'll stand up on the coral- encrusted fragment of wreckage where her form will begin to waver and finally disappear entirely. If you defeat the Sea Nymph, the party gains XP+1 and may recover 1 Fatigue; and you may take the pearls whose value is 5D6S (Silver pieces) each. Leave at {163}.\ [131] You are shocked to discover that when you evince an intention to communicate, the orc pauses and demonstrates a telepathic capacity through its use of the Read Mind spell. In this way it's revealed to you that the orc is female and a magic user. She conveys to you, while continuing to manipulate her two improbable minions, that she'd prefer not to have to fight you, but isn't sure she ought to allow you to remain in the band's stronghold. You can either express your intention not to do any great harm while you're here and to leave just as soon as you can, or your assertion that anyone who stands in your way had better look out for himself. Pass 3/IQ+Leadership, highest weapon skill bonus, or IQ+2 if female, or 4D if you chose intimidation (with an automatic fail of 16 or more in either case). If the check fails proceed to the attack, and apply -1 fatigue to her ST {101}. If passed, she motions you in and gives you to know that she'll leave you in possession of the room. If you had chosen intimidation, she also presents the one who made the check with a "familiar": a little snake that sheds its skin from time to time (say at the end of any adventure of the owner), and when it does, roll D6 and on 1..4 one curse or disability that may be afflicting its owner is removed, but on 5..6 the snake dies. Then she departs by the west entrance and the two beings she controlled collapse back to their original positions in the room. You keep a watchful eye on them, but they show no further signs of life as you search {109}.\ [132] Siren "Lornal": ST11 DX14 IQ13; Summon Ghost Wind, Fireball-1, Flight, Stone Flesh, Sorcerer's Tongue+1, Common Literacy+2; Staff D6 (5 charges). The Siren is a humanoid creature who has fallen in thrall of witchcrafts, abandoned to association with the supernatural. Those such as Circe, the witch of Endor, and she of the gingerbread house show a jealous callousness toward most of the mundane, yet a yearning to be envied for the exoticism of their appurtenances. She has her staff to hand without the necessity to Change Weapons. It's made of a stingray spine, and when she scores a hit, if the dice in her Strike hit roll are either all odd or all even, she'll expend 1 staff charge and the target takes a minimum of 1 damage not stopped by anything, and all weapon skill bonuses the target possesses are reduced to zero for the remainder of the encounter. The staff starts with 5 charges. The Ghost Wind is a static spell with a fatigue cost of 3 that causes a rushing, rumbling or keening disturbance to fill the location along with what appears to be a crowd of spectral figures who come & go. Starting the turn after it's cast, the Wind constitutes a third side for initiative purposes and the Siren may choose to act as though on its side if advantageous. At the time it's cast and on turns thereafter when the Wind acts, every character must individually win a ST check against a psychic nudge from an opponent of ST13 who rolls three dice. The Siren won't be affected, but all others will be. All who fail to win the check will be moved to random adjacent unoccupied hexes, as though being Dragged By A Grappled Opponent, and will be considered as grappling with the ghosts for the remainder of that turn; though, as they're just ghosts, if one then wins another ST check to Escape From Grappling at his action, he may move and act normally for that turn. It must be powered with fatigue from her personal ST when cast. The party may flee through area 2 to {048}. If you defeat the Siren, the party gains XP+1 and may recover 1 fatigue. The pages which the Siren was examining are sections of a collection of written material called the Undead Sea Scrolls. Those here form two separate parts known as the Moon Tide & Sea Change chapters. Each chapter, if whole, may be carried and used by a magic- user as a spellcasting magic scroll (ie one use each only) without fatigue cost or IQ level requirement. Roll D6 for each chapter, and on 1..4 it's whole and usable. Along with the item's name on your character's record sheet you may record this entry number as a reference to allow you to look up information about the item's use. Moon Tide scroll - This scroll targets a hex designated by the caster and all hexes adjacent to it. Any undead figure within the target area is affected individually as follows. The figure is covered by a mobile "moon" Shadow which moves with it and modifies all attack rolls into and out of the hex as given in the Shadow spell. At the beginning of all subsequent turns each affected figure rolls D6 and is immediately destroyed on a result less than or equal to the number of turns since the scroll's casting, as that Shadow lifts. The figure is also destroyed if its Shadow is removed somehow. It is rumored from some accounts that in the unlikely event an undead target figure is not destroyed within 5 turns, it may be beneficially influenced by the scroll. Sea Change scroll - This scroll is more of a defensive type and is cast at a single target character, who becomes surrounded with swirling bubbles which move with him and are effective against any undead as a Blur. In addition, when an undead figure successfully attacks the protected character by any means, it must reroll the lowest die in its hit or check dice, and the attack will miss or fail if the revised roll exceeds its DX or IQ as appropriate. Furthermore, in any case and even if the attack was at a range, if the rerolled die result is a 5 or 6 the attack fails and on a 5 the attacking figure loses its next turn, while on a 6 the attacker is immediately destroyed. An undead figure is destroyed as well if it enters the protected character's hex. It's unproven what effect this scroll may have if cast upon an undead figure, though it may be expected that upon performing any attack action such a target would destroy itself. There's a wheeled dolly propped against the wall at the lowermost hex of area 4. Roll D6 and on 1..3 it has a chest aboard to help transport miscellaneous items: so make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..8 turn to {001}, otherwise there's nothing more to find. Continue to look about the room itself {135}.\ [133] Opening the chest results in the bubbling of mud in area 2 to amplify into a chaotic roiling as a monstrous form erupts out of the sludge. A demonic Naga with the body of an enormous serpent, but with a distorted human head, flails free of the mud without a trace of muddiness. Its oversized face changes by morphing repeatedly into different features and complexions, and it's crowned with a pair of large, goat- like horns that intertwine. Humours Naga: ST22 DX11 IQ10; variable vulnerability; butt (half A)D6, constrict +D3/turn. The Naga uses a 2- hex marker, and gets 2 attacks per turn: it can sinuously move to enter the hex of a target in a hex adjacent to its rear hex and make a grappling attack by constriction on the same turn for normal damage of a number of D3 equal to the number of turns that target's been grappled, and the target can't dodge away if the Naga makes its part of the 3D/DX check, even if it's lower than the target's roll; and it can butt a target in any hex adjacent to its front hex as if it were a battering ram for damage of a number of dice determined by taking half of the target's Armor value from any means (rounded down). However, it can't butt a figure in its rear hex. The Naga has a mystical immunity that may change each turn, conditioned by its overriding humour. The Naga's humour for the turn will be rolled for after it is first struck by any attack in a turn (and since its humour determines what attacks can damage it, the first attack thus might not be effective against it); or, at the start of the party's phase of a turn, pass 4/IQ+Farmer, Medic or Scholar to recognize its humour for the turn by die roll, as: D6= 1) Blood - only weapons, 2..3) Phlegm - only nonmagical weapons, 4..5) Bile - only nondamaging spells, 6) Choler - only spells can affect it that turn. In the confines of this room, stalactites may be cracked off by its gargantuan thrashings to fall in fragments on party members. At the end of its action, any figure which is in one of the lowermost hexes of any column in area 3 and is also adjacent to the Naga must pass 3/DX+Survival, Thief or Acrobat or be hit by damage of 2D6-3. The party may flee to {143}. If you defeat the Naga the party gains XP+1 and may recover 1 fatigue. When you look within the chest, make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. Then leave {143}.\ [134] The party makes an attempt to mollify or overawe the hounds; as one character tries to pass 3/IQ+Animal Handler, Leadership or Tracker. If the check succeds, you may reduce the pack by removing the nearest 2 dogs. If the check fails, the character suffers an attack by which on D6= 4..6 he takes 1 fatigue point unless the roll is 6 when he takes 1 damage point (not affected by armor or spell) instead. Then the party may decide to attack {155}, or leave {161}.\ [135] This open hall with its wide doorway sited directly across from the main entrance is a feature of some fortified constructions known as a "murder room", where impetuous invading forces could be contained and ambushed. You find a secret doorway closed by a well- hidden, covered section of the rock face at the hex marked 3, that requires the use of a prybar or weapon blade to wedge it open from this side. Beyond is an accessway to a counterweighted slab of stone at the other end, which would be slow to open from either side. The party may pass through the secret doors to where when it enters the room beyond, in place of the given start position instructions there, it would start in the hex marked 5 or any hex in that column. After you've passed to a new location, this door will reseal itself. Choose to move on into the room beyond the secret doors {102}, pause for a check around the mysterious jointed slab at the far end before you go {126}, or leave back out the great double doors {048}.\ [136] Piled at what seems to be something like a shrine positioned to one side of the western entranceway are a few radiant rocks, whose glow is subtler than the moondust of the room but imparts a sinking feeling of corruption and decay to those who pass. If this is your first time at this entry, there's only 1 rock, otherwise roll D3 for the number you find at this visit. For each party character, roll 5D6 and take away all dice that show a number greater than the number of rocks. If no dice remain, the character may pass with no ill effects. If more than 1 die remains, reroll the remaining dice in the same manner. Either way, if but 1 die remains, the character gets a sickness which may be cured as though it were removal of a curse, but just lasting until the end of the adventure, and which prevents the recovery of any fatigue by the character. Then you may leave by the West entrance {157}, or the North doorway {140}.\ [137] In your address to them, they can't work out just who you might be; and their innate suspicion of each other causes both of them to feel that you are there on the other's behalf. Have one party member win 3/IQ+ Tactician, Streetwise or Bard, against their mutual 3 dice and score of 11, to keep them guessing so that should you disable one of them in combat, the other will surrender in confusion or relief. Otherwise, they'll act in concert. If you won the check you may choose rather to stand them off and leave if you like {122}, or else turn to engage {107}.\ [138] As the chest opens and the mud pit begins to stir, the Fakir, agog, cries: "Oh my stars!", and boldly wades into the seething mud with his arms outstretched in restraint. Roll 2D6 and if either die shows 1..3 the horror won't be able to emerge, and you can plunder the chest before deciding to release the monster for combat or to flee; but in any case the Fakir won't be able to help the party as he collapses exhausted {133}.\ [139] 2D+1 squabbling Orcs - Roll for the number required from the Random Orc table (ref: 200), but for each one, decrease its ST-D3. Then, as a group, roll 1D to determine their conflict level: 1..2) chasing, 3..4) tangling, 5..6) arguing. If they're chasing (out after each other in murderous fashion), they have their weapons ready, and a random party member must pass 4/DX-2 to avoid them by altering course. If they're tangling (snarled up in a duel), they have their weapons ready, and a chosen party member must pass 3/IQ to avoid them by watching for an opening. If they're arguing (accusing one another heatedly), a chosen party member must pass 3/ST+2 to avoid them by scowling them away. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. The party gains no XP for defeat of the orcs, and recovers no fatigue. Return to your noted entry.\ [140] The doorway leads into a short access tunnel that soon broadens and widens out into an irregular back room that has obviously been appropriated for a kennel - as keen eyes and noses from inside & outside of scratch- built cages covering the floor can be observed eagerly monitoring your approach. Move back to the commandery {161} or keep on ahead {125}.\ [141] The junk scattered around the room doesn't impede movement into any hex, but crossing the barricade between areas 2 & 3 reduces a character's MA to half its normal value for that turn, and gives the Orc time to tip over the vat while crying out: "Hands action starboard!" Orc "Azul": ST11(3) DX13(10) IQ12; Deep Freeze, Alchemist+1, Merchant+1, Common+1; Mace D6+2, shell armor 3/3. 2 Coral Skeletons: ST10(1) DX11 IQ4 (imputed); mind reflection; Club D6+1, coraled bones 1/0, nonClub half dmg. The Orc proctor wields a stone- headed mace, and has on its armor of giant tortoise shell to protect it from the fires and allow for spell casting, though it has no staff nor fatigue charges available beyond its personal ST. Its Deep Freeze spell is treated as Freeze-1, except it also prevents the target from casting spells on the turn it's cast as well as the next, while on the following turn the target may cast spells, the turn after that the target may make a weapon attack, and the turn after that the target may move normally. The target may be freed of any effects if shoved out of its hex by an adjacent character who uses an action to do so; however on D6= 5..6 the adjacent character's attempt fails and it is placed in the same state as the one it's trying to help. A Frozen character shoved out of its hex is treated as Tripped. The Skeletons' bones have been meticulously excised and freed from the coral- covered shipwreck fragment, and when summoned they lurch up from their resting place to attack the party (can move on turn 1). Not all their joints have been unblocked, however, so they can only strike every other turn (one can't attack on the turn after it makes a strike). Their weapons are used onehanded, and are so overgrown with coral that they act more like clubs, yet if a Skeleton's hit roll is 8 or less, some of the sheathing will crack off and its damage will be increased by another D6+1 reflective of the weapon owner's original power. They are immune to Drop Weapon for the same reason, and Break Weapon merely limits them to their rated D6+1 damage. They would continue to attack the party even if the Orc is incapacitated. Skeletons are creatures of the undead. They are a lower form whose actions are not mind- controlled, and whose appearance is intended to impact upon the reason of the viewer, so that whenever they are required to win an IQ check they do so with the same number of dice and score to succeed as the opponent. Coral Skeletons, besides having Armor value 1 for bones strengthened by their attachments, also have the usual trait of taking but half damage from any missile or weapon not of the Club variety, and additionally such weapons lose half their damage capability permanently if a Strike roll against these Skeletons' stony bones includes any 6 and then a D6 check for the weapon results in a 6. The overturned vat tipped toward the party creates Fire hexes in the hex below the hex marked 2, and the hex adjacent to that and the uppermost hex of area 4. Although these have the same effects as the spell, they are not Creations but physical in nature. On turn 2, two more Fire hexes will be created by rolling for a random nonFire hex adjacent to each of these in sequence, as the greek fire spreads. The Skeletons are not affected by entry of a Fire hex. The barricade will be considered to have been burned by the intense conflagration so that it has no effect on MA after 5 turns. If you flee back out of area 2, go on to {163}. If you defeat them, the party gains XP+1 and may recover 1 fatigue, then search the room {156}.\ [142] You have found the band's treasure vault! Well, such as it is. Smugglers naturally have a paucity of accumulated wealth, but they can have acquired attractive items; although they're prone to keeping them close to their own hands when they don't have to lock them up. You see a pallet where a chest would generally be set, but there's a chance it might be away at the moment. If this is your first time at this entry, or if there was no chest in the treasure vault the last time you were here and you've visited any room beyond the Commandery in the interim and you hadn't broken down the door or part of the wall to get in, roll D6 and on 1..4 the chest is here: make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..9 turn to {001}, otherwise there's nothing more to find. If you found a chest, the party gains XP+1. If no chest turns up, roll D6 and on 5..6, or if you weren't allowed a roll to find a chest, you'll find that the room has been cleared out & there will be no further chances of finding anything in here. Search the rest of the Annex {149}.\ [143] You are in a north- south tunnel that divides with an offshoot to the east. From the eastern passage you feel relative warmth and a moist vapor. Proceed to the North {043}, to the South {048}, or East {154}.\ [144] The Goblin, which speaks in the Common tongue, casts a critical eye over each of the party members and offers to try to heal any damages they might have suffered, by employing its own unconventional techniques. Once apiece, each character in the party who allows the Goblin to minister to him, rolls D6 and on 1 a damage point is healed, on 2..3 a damage point is converted to a fatigue point, on 4..5 a damage point is converted to 2 fatigue points, or on 6 an additional damage point is taken (goblin needles are tricky). Then choose another option {108}.\ [145] D3 rover Orc(s) - Roll for the number required from the Random Orc table (ref: 200). Then, as a group, roll 1D to determine their status: 1..2) responders, 3..4) patrollers, 5..6) loungers. If they're responders (alerted to a mission), they have their weapons ready, and a random party member must pass 4/ST-2 to avoid them by bundling the rest of the party out of the way. If they're patrollers (following a route, not guarding anything specific), on D6= 5..6 they have their weapons ready. A random party member must pass 3/DX to avoid them by giving them the road. If they're loungers (untroubled, but careful of their own protection), a chosen party member must pass 3/IQ+2 to avoid them by remaining incognito. If the party passes the avoidance check, it may ignore the encounter, and if it then chooses to fight anyway the Stalker skill may be tried; otherwise set up the map, and due to the failed check, initiative for each turn will be determined solely by die roll. The party gains no XP for defeat of the orcs, and recovers no fatigue. Return to your noted entry.\ [146] You see through a built- up arch into an arena- like gravel yard lit with flaring bronze oil sconces mounted on walls to either side. You can view down the length of an apparent playing field to where on both sides a carved stone ring of about a foot inner diameter set vertically juts out from the top middle of each wall. Choose to search into the archway and/or look to try to disbelieve the scene on the other side {126}, move ahead into the room {102}, or retreat {118}.\ [147] You are in the bend of a spacious passage curving north to east. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {038}. Then, go North {045} or East {122}.\ [148] A pair of large, double entrance doors is just slightly ajar, enough so that you can peer into a moderate- sized room that looks bare from what little you can see, apart from a glowing candle on a little table in the far corner of the room. You may pull open one or the other of the doors and enter for a better look {114}, or walk away {048}.\ [149] You may carry one or both of the candles into the room as you search, and you'll discover that the back wall is a screened- off section comprising map area 6: separated by a fence- like wall of grimy planking that reaches from floor to ceiling, with a chained and locked makeshift door in the hexside adjacent to the hex marked 6. If you've been here before and unlocked this door previously, you may open it; or you may try to unlock the door (may only try once per visit) by passing 3/DX+Locks (with an automatic miss on 16 or more); or you may opt to break down the door or make a similar breach anywhere in the wall. Then if you gain access to the hidden area you may enter it {142}. Whilst you are about searching the room, you will also be given the option to go through the dogs' kennel sites to make an inspection of the walls for other exits, and to check for anything secreted in and around the dog cages; but only to the extent that you can pass 3/IQ+Animal Handler, Charisma or Medic (try once per visit) to gentle them hounddogs {117}. Once you've done all the searching you can, the party leaves {161}.\ [150] Well room: Comprising map area 4. The party starts at the hex marked 4 or any adjacent hex. The well is in the center hex of the rightmost column but one. A water bucket attached to a length of rope lies nearby. In the lowermost hex of the room, there is a seachest set on the floor which has its lid covered with stubby candles stuck to it by drippings of melted wax, along with other votives of small wilted flowers, doll- like figurines and scraps of paper. If you've been here before and you've visited any other room in the interim {111}. Otherwise, nothing much's changed {122}.\ If this is your first time at this entry, you'll observe movement over by the well. Crouched down and craning an arm around one end of the wall beside the well is a dark- haired man wearing a kerchief tied around his neck and an open embroidered vest, who probes down into the shaft holding onto the end of what looks like a staff made of some white material. Without taking his eyes away from this activity, he starts to speak, saying: "About time..". However, at that moment, another figure enters at your back to start in the first unoccupied hex of the 2 leftmost columns of area 4. It's an orc who's cradling a large conch shell in the crook of one arm, and who regards the party darkly as it swivels its head between you and the figure at the well. You may choose to talk {137} or attack {107}.\ [151] You are in an east- west tunnel that divides with an offshoot to the north. Standing in the intersection is a tall metal brazier stacked with fuel whose slow burning gives a meager light to the connecting passages. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {124}. Then, go East {091}, West {122}, or take the branch North {157}.\ [152] The party members may refresh themselves at the well. Looking into the well shaft, you see some snails with their crisscrossing slime trails glistening by the soft glow of a luminous starfish stuck to the rock of the shaft above the waterline. Once at this entry upon a visit to the Well room, one character who has not done so before may make to gaze into the water's surface. If the well- gazer chooses to disbelieve, by a disinclination to submit to the decrees of fate, the image that would develop pass 3/IQ+highest noncombat skill bonus number, minus the number of Karma points now possessed, to gain one Karma point. If the check isn't made or fails, you get a glimpse of another time & place. To reveal the image, make a note of this entry number and return here after viewing the next entry rolled, ignoring its directions: roll D6 and on 1) {089}, 2) {025}, 3) {081}, 4) {149}, 5) {015}, 6) {131}. Then proceed {123}.\ [153] A Blast spell seems to emanate from the bat stand, but it causes only D3 damage (not affected by armor or spell) to any characters who occupied hexes adjacent to the hex marked 3. Go on {157}.\ [154] Looking in through a jagged aperture in the natural cave wall, you can see a long, narrow cavity which is hot & humid and backlit from the far end by a most unusual flare at the top of a metal tube with a stopcock driven into the floor that acts like a gas jet. The party may edge its way in {108}, or pass on {143}.\ [155] In this room setting, it's somewhat more difficult for hounds to effectively get at the party than they could in confined passageways, but their larger numbers enable a pack attack. It's perilous for a character to fall or be pulled down. Guard Dog: ST5 DX12 IQ5; worrying bite D6-3. Two dogs may occupy one hex, and for simplicity the Dogs start with 1 in every cage hex (9 of them). They must roll 4D to hit with a strike attack vs a standing/ flying character, or 3D vs a fallen one; and if a Dog rolls 8 or less to hit in either case it hits automatically regardless of modifications to its DX and if it rolls 4..6 on its damage die (before the -3 reduction for the attack type, or any other reduction) inflicts a minimum of 1 damage point (not affected by armor or spell). Every time a character who isn't fallen takes any damage from a Dog's strike attack he must pass 3/ST (with automatic fail on a roll of 15 or more) to remain up, and should he fall must pass the same check to stand. Dogs attacking a fallen character aren't considered grappling, but are still striking from adjacent hexes: so a fallen character would have to stand to take an ordinary strike action against them, and can't use reaction. To fight them off, you need to incapacitate three of the nine. If this is your first time fighting the Dogs, you find that two of them have been maddened by eating some questionable mushroom growths (the two in the farthest 2 adjacent cage hexes) and they must be included in the 3 (minimum). If you fight them off the others will retreat to their kennels; and some stay there tied or chained anyway (there are more here than just those you fought). If you fight them off and this is your first battle with them, the party gains XP+1, and may recover 1 fatigue. If you flee {161}, otherwise the dogs still eye you balefully as you search the room {149}.\ [156] Underneath the stool on which the fire vat rested you find a chest of materials for the greek fire. If the fire spread to this hex, the contents were ignited & the chest consumed. Otherwise, the party gains a usable Greek Fire Bomb that creates a Fire hex in the hex where it's thrown. If the thrower's 3/DX hit roll misses, it deviates to a random adjacent hex around the target hex. At the end of the turn on which it's thrown, Fires spread to the 3 hexes adjacent to the target hex in the general direction it was thrown, or if it deviated, in the general direction of deviation from the target hex. Along with its name on your character's record sheet, you may record this entry number as a reference to allow you to look up information about the item's use. If the chest survived, make a note to return to this entry, roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..7 turn to {001}, otherwise there's nothing more to find. When leaving, you notice the wet print of a small, naked, human- like foot, but with flattened toes. Go on {163}.\ [157] You are in a north- south tunnel that divides with an offshoot to the east. You see an eerie whiteish halation down at the end of the eastern bend. Roll D6 for a random encounter and on 6, make a note of this entry number and turn to {039}. Then, go North {097}, South {151}, or take the branch East {159}.\ [158] If you chose to try to jimmy the chest, just applying pressure to the clasp or the front face of the chest (even to pry off some wax) can trip it. Pass 4/DX (or 3/DX if you've tried this before)+Traps, Locks or Carpenter or the lid springs open a few inches as a rotating arm inside spins once around laterally; rocking the chest & flinging out shards of the broken glass it's loaded with, then snaps shut and resets. If it's tripped, the character making the attempt (and on D6= 5..6 one other party member at random as well) take D3 damage. If the check fails by 4 or more, or in any case on a total roll of 16 or more, the character making the attempt instinctively throws up his hands before his face and his damage isn't affected by armor or spell and reduces his DX by that amount until he's been healed of that many points of damage. If you chose to bash it open, its remaining tension unwinds explosively: discharging its contents against the walls, into the well and out the entrance, and causing each party member to roll D6-1 sequentially until the last result is greater than or equal to the previous one, when the character takes damage equal to the previous number, which is not affected by armor or spell if that damage number is 1 or 2. If you get into the chest, make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..3 if you bashed it open or 2..6 if you finagled it turn to {001}, otherwise there's nothing more to find. Then proceed {123}.\ [159] As you wend your way down the tunnel you note that there are fluctuations in the glow coming from in front of you, but they appear to even out and cease at your approach, making for a continual soft illumination. That's the only sign of activity though, and there's a brooding silence around you in which you can detect no abnormality. Looks like there's a roomy chamber ahead from which the glow exudes. You may back away {157}, or enter the chamber {161}.\ [160] Without revealing its face it extends an arm toward the party and on D6= 1..2 it beckons you forward, otherwise it motions you away. If it beckoned to you, it then convulsively gathers together the documents it was studying and stuffs them away in its robe, so that it will have them on its person during any fighting that occurs and the likelihood of them remaining intact will be reduced by 1; while the party members may move up to 2 hexes each. Initiative for the first turn is determined solely by an opposed check on IQ+Charisma, Diplomacy or Sorcerer's Tongue. If it beckoned to you, you gain a bonus of IQ+2. When it rolls its 3 check dice, if it beckoned to you its target score is 14, otherwise it's only 10. At this point the party may decide whether to back off and walk out the double doors at area 2 under its lowering gaze {048}, or attack it {132}.\ [161] Commandery room: Comprising map areas 1, 3 & 4. The glow that lights the room comes from some weird phosphorescent "moondust" covering the walls, floor and ceiling. Crowded into the room are garish symbols & totems of the orc band. There's an exit opening in the north wall at the rightmost hex of area 4 adjacent to area 3. If you've been here before and are returning to the west entrance {136}; or if you're back at the north entrance you pass on through {157}. If this is your first time at this entry, you're at the west entrance and the party starts in area 1. Set in the entrance in front of you at the hex marked 3 is a slim, shoulder- high brass ringstand such as is often used for parrots and other pet birds, but hanging inverted from the top of the ring is an ordinary bat. From here you see an Orc of slight build who'd apparently been sitting at a wooden desk set against one wall (at the hex marked 4), but is now standing (at the hex of area 4 adjacent to the desk and to no other area), who seems to have anticipated you and is acting to animate (moves both hands, & fingers as though controlling puppets) a leopard skin from the floor (at the uppermost hex of area 4) and a pumpkin- head wooden scarecrow from the corner (at the hex between the leopard and the desk). The party may choose first turn actions and attack {101}, talk before things start to move {131}, or try to leave {153}.\ [162] 2 aspirant Orc magic- users "Urun", "Nauf": ST10 DX13 IQ8; Drop Weapon, Blur, Magic Fist-1; wand (Staff) D6. Waterspout Gargoyle: ST16 DX11 IQ8 MA16 flying; water spurt, claws 2D6; stony skin 4/0. The Orcs were only practicing against each other to try to develop their nascent spell- casting abilities. They use their wands as staffs and each has 3 charges remaining. The Orcs' Drop Weapon spell has been exercised to such an extent that if it succeeds it acts more as it were launch weapon. Roll for a random hexside direction out of the target's hex by which the item is sent flying. If the hex path intercepts a standing figure, it will be treated as being struck by the weapon for half normal damage as the weapon lands in that hex. If the hex path terminates at a court wall (not a room wall), on D6= 4..6 the item, including a magic item, will be smashed and unusable. The Orcs will roll 2 dice for opposed IQ checks. The Gargoyle will remain as petrified and won't interfere unless one of the Orcs has been attacked by more than one party member, when it would animate and fly to side with the Orcs. It may task one of the Orcs to Blur it if convenient. The Gargoyle can spray a jet of water out of its maw against one target at a range of an intervening hex or less upon its action without requiring the use of an action, which causes the target to treat the hex it's in as a Slippery Floor which Trips its occupant upon an attempt to move away on D6=5..6 (fall in hex moved to), and adds Restriction +1 (total) to a character with an Armor rating greater than zero (from any means) for the remainder of the encounter. On the first turn, roll D6 for each of the Orcs and on 1..3 that Orc will try to move to a hex adjacent to the chair in order to don the feathered cloak. After the first turn, however, they'll both ignore it and fight the party. If a party character moves adjacent to the chair hex on the first turn, he may take and ready the cloak himself; but after that the cloak will not be operable for this encounter. Malign Invisibility Cloak - A character who dons this cloak will imagine that it gives Invisibility (as the spell) throughout an encounter. It adds Restriction+1 when worn due to the cloak's length and coverage of the wearer's arms, and must be carried in one hand if not worn. A character wearing the cloak, or who chooses to don it as a Change Weapon action on the first turn only of any party encounter, must roll 5D then and at the beginning of each turn thereafter until the end of the encounter, when the cloak's operation halts and it may be doffed if desired. If the sum of the lowest 3 dice of the 5D roll is less than or equal to the wearer's IQ, the wearer must power the cloak dynamically for the turn with fatigue equal to 4 minus the number of dice in the 5D roll showing a 3 or less. If the IQ check failed, any attack upon the now visible wearer adds D6-3 to DX (or IQ) and damage, as the incautious figure in the flashy cloak makes a good target. If the 5D total is 21 or more, the fragile will behind the cloak falls apart and it may be shed as it's no longer usable. The party may flee through the uppermost hex of area 3 to {118}. If you defeat them, the party gains XP+1 and may recover 1 fatigue. You take down and open the chest from the ledge. If the gargoyle is still perched on the wall over the ledge, it remains inert from now on, though unnerving. Inside the chest are jumbled some hidebound balls of various sizes, of whose composition it would be better not to speculate. Make a note to return to this entry, then roll 2D6 & on a result of 5 if you've not yet found Turq's chest turn to {064}, or else on 2..6 turn to {001}, otherwise the chest offers nothing more. If a party member takes the Invisibility Cloak, along with its name on your character's record sheet you may record this entry number as a reference to allow you to look up information about its use. Then, you search the room as you regroup {129}.\ [163] You are in a north- south tunnel that divides with an offshoot to the east. Wooden planks laid end- to- end along the eastern tunnel provide a more level surface. Pass on North {060}, South {097}, or go East {127}.\ [200] The Pale Moon smugglers crew is not a genuine orc band in that it includes an assortment of races; but for simplicity any member will be referred to as an orc. Should a player desire to do so, the race of a random character may be distinguished, by and large, with D6= 1) Elf, 2..3) Human, 4..6) Orc. For further distinction, on 2D6=3 the character is female. Roll D6 to designate an Orc from the table for each one required by the instructions. Unless noted otherwise in the referring entry, the weapons these Orcs carry are generally not initially readied. Every member of the smugglers' band (not only the random ones here) you might defeat will afford the party what coins it may be carrying as treasure: D6-4 Gold pieces, plus D6-3 Silver pieces, plus D6-2 Copper pieces per individual. In rolling opposed checks, an Orc from the table will typically roll 2 dice, regardless of attribute. Cutlass damage: Orcs of the Pale Moon band undergo a variant of skill training with the band's signature weapon: the cutlass. When an Orc user rolls to hit, his or her Sword skill bonus will be added to DX only if more than 3 dice are rolled, or if modifiers would reduce the 3D hit score below the user's base DX (and in that case the bonus can't raise the hit score above the user's base DX). Also, in all cases when damage is rolled, should the 2D result (before the -2 reduction for the weapon type, or any other reduction) be 9..12, the attack will cause a minimum of the user's Sword skill bonus damage points to the target (not affected by armor or spell), then subtract the skill bonus from the total damage and administer the remainder as is usual.\ Random Orc table: 1) Orc A: ST11 DX12 IQ8; Sword+3; Cutlass 2D6-2, Hatchet D6+1. 2) Orc B: ST10 DX12 IQ8; Sword+1; Cutlass 2D6-2, Bow D6. 3) Orc C: ST11 DX11 IQ8; Sword+2; Cutlass 2D6-2, Longbow D6+2. 4) Orc D: ST10 DX11 IQ8; Sword+2; Cutlass 2D6-2, Dagger D6. 5) Orc E: ST10 DX10 IQ8; Sword+3; Cutlass 2D6-2, Sling D6-1. 6) Orc F: ST10 DX9 IQ8; Sword+1; Cutlass 2D6-2, Dagger D6. Numbered entry gazetteer: 000 = outside atop cliff 034 = climbing down crevice to Arms room 061 = Arms room (enc with seabird) 064 = Turq's chest contents 001 = treasure table 089 = Turq on beach 020 = end of adventure 058 = Arms room (enc with Coates) 053 = curving passage outside (no access to) Arms room 036 = short passage to Landing room area 1 091 = branching passage south of Brig room/ west of Arms room 012 = Rdm Enc check: short passage 065 = Rdm Enc check: curving passage 042 = Rdm Enc check: branching passage 092 = Landing room 048 = branching passage to Guest room & Landing room area 2 002 = Gallery (in Landing room) 054 = at cave mouth 084 = Lookout room 037 = branching passage outside Brig room 059 = Brig room 043 = curving passage east of Cargo room 078 = short passage to Cargo room area 2 062 = short passage to Cargo room area 1 031 = Cargo room 066 = branching passage west of Cargo room 006 = branching passage outside Store room 038 = Store room 060 = branching passage outside Barracks room 073 = Barracks room 097 = branching passage outside Work room 016 = curving passage outside Work room to Muster room area 2 063 = Work room 045 = short passage to Muster room area 1 087 = Muster room 147 = curving passage south of Muster room 151 = branching passage south of Commandery room/ east of Well room 157 = branching passage outside Commandery room 161 = Commandery room 125 = Annex room 114 = Guest room 118 = branching passage outside Court room 102 = Court room 163 = branching passage outside Conservatory room 115 = Conservatory room 122 = branching passage outside Well room 150 = Well room 143 = branching passage outside Spa room 108 = Spa room