Perchance: An adventure module accompaniment to the Paper Wealth scenario's treasure tables using The Fantasy Trip RPG rules complex. In a deep- forest standoff with an outlaw band, you've allowed yourselves to be peaceably waylaid, conditioned upon some mutual recognizance. After being conducted to a sheltering glade, you find that the leader and a few of the gang's number had been criminalized by a charge of blood guilt in the killing of socman Parish's brother Andrewe at a mob brawl during a rescue attempt by a collected group of peasants to free the handmaid Amelie of Mistress Lucia when she'd been convicted of conspiring against overlord Runcorn. You are advised, somewhat apologetically, that the robberies committed have been primarily attempts at accumulation against an exorbitant weregild. As Amelie herself arrives a little later, she relates the story of how the prelates in the remote Krater Abbey adjudged her innocent of the charge after a searching examination, and she'd hurriedly brought word that in consequence they'd be drafting a decree of Chance- Medley pertaining to incidents surrounding her captivity and abduction: not affixing blame on either hand. However, before any such decree could be published, the abbey was overrun by a raiding force of garishly- garbed demihumanoids, and it has since been rumored that the socman may have instigated the assault with invaders raised at the overlord's behest. The socman continues to protest his unreadiness to commit to driving off the untold remnant of those raiders left in possession of the site after the carrying away of its loot by the bulk of the attacking force, as he accuses the monkish community of having brought the curse upon themselves by engaging in their obnoxious antiauthoritarian practices, and claims that a redoubled pall of evil pervades the site. No attempt has yet been made to search the abbey looking for documentary evidence of this decree. Though they're forest denizens in their own right, the marked men are leery of the occupying forces' mutatedly- manlike creatures who appear to have issued from some transylvan fastness; and superstitiously wary of provoking any curse that might devolve upon fighting conducted within the abbey grith. Plus, even those who are literate among them have had little conception of, or ability to recognize what they would be seeking. Their talk then descends into a grim description of those invaders still seen by scouts to inhabit the abbey: monkey- featured Vanaran simiands or ape- men, and bug- eyed Myridion sectares or ant- men, along with the very dregs of savagery; all apparently captained by a staghorn- crowned Bogey- Man (spoken of as: "bucky man"). 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. Chamber encounter setup stats use the pchX0Px.jpg map's legend key coordinate pattern for hex position references. Chambers as depicted on the map are aligned to the freely available Melee map's default orientation in its .pdf file (end up), to use for a mega- megahex layout of a chamber encounter. Chamber entries list first a fixed and second a random opponent description. The fixed opponent(s) appear automatically upon the party's first visit to a chamber, and may be accompanied by the randomly- occurring opponent, per the indicated die probability. A defeated fixed opponent never reoccurs. Once a chamber's occupants have been determined, that condition will persist, with accounting for inflicted losses, until all chamber occupants have been defeated. Then when the party reenters the cleared chamber, its random opponent's encounter probability would be checked for again, but with no more than two instances of appearance per chamber. Fleeing from a remaining fixed monster through a doorway that leads out of the abbey (away from the central M chamber) causes all random encounter probabilities to be increased by +1 (only, not @+1 per flight) for the remainder of the mission. Opponents in a chamber won't leave it to pursue a fleeing party. If all opponents in a chamber are defeated after an encounter, the chamber may be searched by referring to the search entry noted in the instructions for that chamber. Only one search of any given chamber will prove fruitful, and may be put off to a later visit in the event that the party fears some disturbance, or the search entry instructions provide for the attempt of an option that the party would prefer to postpone. After checking a search entry, refer back to the map to proceed with the abbey exploration. The abbey's labyrinth of 13 chambers, whose text entries are labelled A.. M in correspondence with their map references, has a 14th hidden chamber underneath one of the 13 (to keep from comprising an unlucky number), accessed at entry N when located. When the party is given an entry instruction of finding a 'clue' in any chamber, roll d7 for the number of the clue to record, and upon two recorded clue rolls of equal results, the secret chamber's upper access has been located as in one of the like- numbered chambers (each x2 but for #7) on the Abbey legend in the lower right of the map, and no further clue rolls need be made. Upon searching one of the appropriate chambers after the secret number has been discovered, a passed SV 3D: IQ by any party member will lead to the 14th N chamber, or if all fail the access will be automatic in the alternate clue numbered chamber or in #7, but with a penalty in either case of a 1- point Curse (added to low goal rolls, subtracted from high goal rolls) applied to all party actions in the N chamber. Experience points may be awarded by entry instructions in the course of play, but otherwise figures' only experience adjustments overall for this adventure will be evaluated and assigned at the end of the mission. Items found during play may be appropriated and adopted for player figure use. Chamber entries are denoted by their alphabetical desigators on the map. Doorways position party members in any of the two interior plus the two exterior hexes of the crossing megahexside. Start in the outside doorway hexes at either the front door {B}, or the back door {E}. [A] Refectory. Lectern `, Hanging Multi- wick Lamp , Corpse . Communal dining hall. To search {1}. 1 Human male inquisitor (standing `) "Chary": ST 11, DX 13 (12), MA 10, DA Hammer 1D +1 Mace 2D -1 (slung), HA Cloth armor 1. `hammering on a chain securing a book to the lectern. Clue found if `. (4 /6) 1 Myridion male procurer (standing `): ST 12, DX 10, MA 8, DA Broadsword 2D, HA Carapace 1 Small Shield 1 (slung). `stands over body, sword in hand.\ [B] Gatehouse. Window Lighting, Stool 44, Porter's Kit 65, Two loose palisades of bristling spears racked out at 415 & 463 engage as do figures to require a standing mover's SV 3D: adjDX -(# steps moved that turn) against 1D damage stopped only by a shield. Public access and formal reception vestibule. To search {2}. To pass around the abbey and enter at the back door {15}. To exit and return to the outlaws' encampment {16}. 1 Vanaran male brachiator (dangling 134) "Maak": ST 11, DX 11, MA 10, DA Spear 1D +1 Small Ax 1D +2 (slung). Itself draped upon the shaft of a spear laid across two projections in the wall up over door height, it drops into its floor hex with automatic IT on the first turn and Defends with the spear, to gain unstoppable damage points up to its (adjDX -hit roll) differential on its next attack. Additionally, it can make use of the spear as a vaulting pole in a Shift or Disengage, allowing it to pass along a vertex- joining hexside (in between 2 hexes) as a step on a SV 3D: adjST. It can use its Small Axe in HTH. (2 /6) 1 Hobgoblin male bowyer (seated 443): ST 10, DX 10, MA 10, DA Horsebow 1D Hammer 1D +1 (slung). May fire and reload without standing, but must stand to move on the following turn. If its line of sight to a target passes through one of the two rack hexes, its ranged option must wait until last in the Combat phase and can't be made at all if it lost IT for the turn. A ranged attack's line of sight against it that passes through a rack hex is penalized by adjDX -1 if it's standing or -2 if it's seated.\ [C] Hostelry. Bedsteads 11.. 2 & 41.. 2, Grindstone 23, scattering of rounded stones 03.. 06. Guest room. To search {3}. 1 Human female grindler (standing 203) "": ST 11, DX 11, MA 10 (8), DA Small Ax 1D +2, HA Leather Apron 1 (from front, MA -2). `at grindstone with ax in hand, % for friendly. (4 /6) 1 Vanaran female stonesetter (standing 001): ST 11, DX 11, MA 10, DA Spear 1D +1 Small Ax 1D +2 (slung). `stacking up a rough model of a temple edifice or cromlech, ready -> throw as club/ strike as mace or throw 2 readied stones per turn.\ [D] Infirmary. Cots `, Fireplace `. To search {4}. 1 Goblin female purgator () addicted to drinking blood. Clue found if `. If it's left to remain on ward in this chamber, `n vials of blood- based healing potion w % sickening. (2 /6) 1 Dwarf male casualty () adjusting splint or prosthesis\ [E] Trades Portal. Window Lighting, Vegetable Debris overgrowing an indoor herbarium 50.. 56. A service access for field hands and purveyors. To search {5}. To pass around the abbey and enter at the front door {15}. To exit and return to the outlaws' encampment {16}. 1 Wild Boar male tusker (crouching 052) "Hurgh": ST 12, DX 11, MA 12, DA Tusk 3d3, HA Bristles 1. Its strikes at a target's lower torso and legs give a figure's worn armor protection only half (rounding up) the rated value, and if 2 of its d3 damage dice are 3s, the third die's value as ripping is permanently deducted from shield or armor protection after damage is dealt. Treat it as a pole weapon user for its charging damage adjustments, except that charge attacks by or against it don't give any bonus adjDX or priority to either side. (2 /6) 1 Orc male looter (standing 245): ST 12, DX 12, MA 10, DA Pickax 2D -1 Dagger 1D -1 (slung), HA Torch (in offhand as Main- Gauche w/o HTH) 1 Backpack (rear attacks only) 1. A ST 12 Pickax may be used either one-, or two- handed when if one of the rolled damage dice is lower than the other, it gets flipped to its downside value. The Orc's backpack holds d3 bottles of wine, unless it had served to stop any attack damage. Each bottle when opened during an encounter will affect all who Ready it until the encounter ends to remove and prevent any Reactions To Injury until a figure falls to adjST less than zero.\ [F] Chancery. Open Hearth 55 56, Faldstool 61. Muniment room (`re search). To search {6}. 1 Elf male conniver (standing 654) "Teraway": ST 11, DX 13 (12), MA 12, DA Spear 1D +1 Shortsword 2D -1 (slung), HA Cuirass armor 0.. 2. Paces back & forth between 53 & 66, twirling a Spear like a baton. The leather Cuirass he wears (-1 adjDX, no MA penalty) offers no protection against any automatic hits, otherwise acts as though he had 2 Large Shields, one ready and one slung, against nonadjacent attacks, stopping only d3 -1 damage per adjacent attack. (2 /6) 1 Half- Elf male go- between (seated 613): ST 11, DX 11, MA 12, DA Spear 1D +1 Dagger 1D -1 Shortsword 2D -1 (slung). Working to conceal a scroll inserted into the butt of the hollowed- out shaft of a spear having a guidon pennant. Would throw or drop the dagger to attack with the spear. The spear breaks on a hit roll result of 14 or more. The scroll may be valuable on `, the pennant on `.\ [G] Dormitory. `. To search {7}.\ [H] Lavatory. `. With wellhead and drains. To search {8}. `wrung and wadded- up sheets of written pages mixed in with wash cloths\ [I] Day Room. `. Carrels for tuition in chapterhouse meeting area. To search {9}.\ [J] Ambulatory. Firepit 00 02 04 with exhaust vent in roof. Incorporating a calefactory warming room. To search {10}. 1 Myridion male soldier (standing `) "": `ST 12, DX 10, MA 8, DA Broadsword 2D, HA Carapace 1 Small Shield 1 (slung). `Flagella include `flail - Clue found if `. (3 /6) 1 Myridion male worker (standing `): `ST 12, DX 10, MA 8, DA Broadsword 2D, HA Carapace 1 Small Shield 1 (slung). `stoking firepit with some debris that looks to be of interest, including papers.\ [K] Scriptorium. `. Equipment for production of paper from pulp in the oriental fashion. To search {11}.\ [L] Habilery. `. Dressing room with furbishing, cleaning and dyeing facilities. To search {12}. .\ [M] Minster. `. Sanctuary chapel and shrine decorated with a few starburst- like flabella (ornamental feather- topped fan staves) posted in an open circle about a sunken altar. To search {13}. 1 Bogey- Man male captain (standing `) "": `ST , DX , MA , DA 2D, HA (slung).\ [N] Undercroft. `. Subfloor chamber expected to be in use as a cellarium storehouse, but seems primarily devoted to being a reliquary and burial catacomb. To search {14}. `1 (?Giant/ Halfling/ Dwarf) male hermit () "": `ST , DX , MA , DA 2D, HA (slung). A grithman who seems to have derived some partial physical sustenance from his appreciation for the very provision of sanctuary itself, opposes the party with a wild- eyed countenance. `(2 /6) 1 Human male haunt () "": `ST , DX , MA , DA 2D, HA .\ 1 `Refectory\ 2 `Gatehouse\ 3 `Hostelry\ 4 `Infirmary\ 5 `Trades Portal\ 6 `Chancery\ 7 `Lavatory\ 8 `Dormitory\ 9 `Day Room\ 10 `Ambulatory\ 11 `Scriptorium\ 12 `Habilery\ 13 `Minster `restorative/ healing effect of lifting a feathered capital from one flabellum and placing it on the altar\ 14 `Undercroft\ 15 `outside enc\ 16 `return to base camp\