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Mythras - Thennla Adv - Khakun Shrugs

Khakun Shrugs is a Mythras adventure set in the Taskan Empire, where players embark on a quest to stabilize the unstable Mount Khakun and reopen the Mountain Foot Temple. Led by Tarsen priest Michel Tob, the expedition faces challenges from Sheng nomads and must perform rituals to appease the giant Khakun, whose unrest threatens the safety of the silver mines. The adventure features a linear structure with opportunities for character development and exploration of the rich history of the region.

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Gorka Diaz
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0% found this document useful (0 votes)
252 views19 pages

Mythras - Thennla Adv - Khakun Shrugs

Khakun Shrugs is a Mythras adventure set in the Taskan Empire, where players embark on a quest to stabilize the unstable Mount Khakun and reopen the Mountain Foot Temple. Led by Tarsen priest Michel Tob, the expedition faces challenges from Sheng nomads and must perform rituals to appease the giant Khakun, whose unrest threatens the safety of the silver mines. The adventure features a linear structure with opportunities for character development and exploration of the rich history of the region.

Uploaded by

Gorka Diaz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Kh akun

S hrugs
A Thennla Scenario for MYTHRAS

By
Bruce Turner
Cartography by Simon Bray
Cover by Jethro Lentle

Playtesters
Patrick Davis, Paul Dawson, Douglas Dea,Ben Engquist, Chris Kanute,
Ernest Mueller, Jim Pope, Paul Richmond, Tim Rudloff

The Taskan Empire, Shores of Korantia, Korantia and Thennla copyright © 2014 by Jonathan Drake and Used by
Design Mechanism with Permission

Mythras is a trademark of The Design Mechanism.


All rights reserved. This edition of Khakun Shrugs is copyright © 2017.

This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except
as quoted for purposes of illustration, discussion and game play. Reproduction of the material in this book for the purposes of
personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.
Thennla

Kh akun
S hrugs
T
he Taskan Empire has embarked upon a massive cam-
paign to reconstruct Further Tarsenia following the
devastation wrought by the Sheng savages twenty years
Adventure Structure
ago. Part of this is the reopening of the silver mines at Seppesh. This is a straightforward adventure, moving from one scene to
The Sheng left the old city a blackened ruin and earthquakes another in linear fashion:
buried the old mines shortly afterwards. Now the mines are run-
◐◐ The Ruddy River Association Meets
ning again and the city of New Seppesh is a ramshackle fron-
tier settlement of colonists and misfits from across the Taskan ◐◐ The expedition travels to the base of Mount Khakun.
Empire, eager to get rich from the mines. Last month, miners Along the way they find some interesting ruins, and a
heard rumbling underneath Mount Khakun; then, last week, woodcutter who can tell them that there are Sheng
the mountain gave a massive shrug. Today, the miners refuse to nomads in the area.
go underground. The Tarsen priest, Michel Tob, is organising
◐◐ The characters encounter the Drumming Camp the
an expedition into the long-abandoned Mountain Foot shrine
Sheng nomads have been using to inflame the giant Kha-
to see if it can be reopened and the mountain appeased.
kun’s dreams. They drive off the nomads and stop the
Khakun Shrugs is a Mythras adventure set in the world of drumming.
Thennla, detailed in the Shores of Korantia and the Tas-
◐◐ The characters finally reach the base of Mount Khakun.
kan Empire supplements. If using pregenerated characters, the
A strenuous climb is needed to reach the Mountain Foot
characters are colonists and residents of New Seppesh. They are
Temple. A short-faced bear mother and her two cubs
linked to a local priest of Tarsen through his Ruddy River Asso-
occupy the temple and must be cleared out before safe
ciation (a combination of magical cabal and drinking club), but
access is possible – it is evident that the nomads have
originally hail from all manner of lands both inside and outside
attempted access, as the bears killed one of them and
the Taskan Empire.
wounded some others.
While intended for Thennla, the scenario can fit into world
◐◐ The characters enter the inner sanctum of the Moun-
where magic is reasonably common and myths are powerful. It
tain Foot Temple. With Michel Tob’s help, they start the
will make a good addition to The Realm, as found in Book of
ritual and evoke the Nightmares of the giant Khakun.
Quests, with the mountain located in the range bordering the
The Nightmares completely possess a convict Michel Tob
Long Riding, south west of Cylder.
brought along to serve in the role of opponent. Addi-
tionally, nomads who have embodied the Nightmares
attack the rest of the group (primarily the Taskan militia
brought along as escorts) outside the temple. By the end,

2
Khakun Shrugs

the giant Khakun has been sent back to sleep, the Night- ramshackle place of hastily-constructed buildings behind a
mares have been driven off, and the characters have been wooden palisade. Only the twin temples of Tarsen and Zygas
able to reestablish the propitiation ritual that keeps the Taga show any permanence – they were constructed from stone
mountain stable. blocks dragged from the original city site, including some pieces
of the original buried temples. The colonists were supported by
There are a number of ways the adventure could deviate from
the Empire and concerned themselves primarily with re-estab-
this path. Most obviously the characters could either bypass, or
lishing agriculture on large land grants along the river, and with
be defeated by, any number of the opponents they encounter.
rebuilding the city.
They could also fail to locate the shrine. The simplest approach
to dealing with this kind of mischance is to allow the charac- Three years ago miners returned to New Seppesh to reopen the
ters to become somewhat lost on the slopes of Mount Khakun, silver mines. Last year, they found the ruins of the original mine
whereupon either they find the shrine, or a rift in the side of the shaft and were able to bring up a small quantity of silver ore.
mountain spewing foul vapors that can serve in the same role It was only a month ago that the rumblings in the mountain
as the shrine. started; nobody has been harmed yet, but there are survivors
from the original city among the miners and they have per-
suaded their fellows that the old rituals must be reestablished or
History & Mythology disaster will follow.

The old Tarsen city of Seppesh was established along the Ruddy
River in large part due to the discovery of silver deposits in the
roots of Mount Khakun. Mining the silver was complicated Khakun the Silver Belted
by the fact that the mountain was notably unstable, prone to The great giant Khakun the Silver-Belted was hun-
frequent earth tremors that collapsed mine works and buried gry. He looked about and saw a herd of sheep grazing
settlements. Tarsen discovered that the mountain was actually in the pastures below his seat. He gathered them up,
the sleeping giant Khakun the Silver-Belted, and that the silver roasted them whole upon a fire built from a thousand
mine was drawing ore out of the links of his belt. He was able trees, and gobbled them all down. His hunger sated, he
to negotiate with the giant, and drew upon the old story of settled upon his stony couch but could not find sleep.
How the Giant’s Daughter Calmed His Sleep to work out an His daughter, Okonia the Raven Tressed, knew that his
arrangement that would keep the giant slumbering, stabilise the unrest was caused by the struggles of the sheep in his
mountain, and allow the miners to work. The cult of Tarsen belly and sought to ease his torment. First she brought
established the Mountain Foot Temple to carry out the neces- him fine delicacies to settle his stomach. The kicking
sary rites every year. and thrashing of the sheep diminished, yet he still could
not sleep. So Okonia sang to him, a pleasant song that
When the Sheng nomads rampaged through Further Tarsenia
drove wakefulness away. Yet silver-belted Khakun’s
twenty years ago, Seppesh was not spared. The nomads put the
sleep was still not restful, he turned and tossed. Oko-
city to the torch, killing or carrying off most of the popula-
nia looked in his ear and saw that he was troubled by
tion. The annual rituals failed and, not long after the nomads
awful nightmares. She brought out a brazier and placed
departed the area, Mount Khakun shuddered in a protest that
coals from the fire into it. Upon them she laved scented
buried the old mines, half of the city, and the Mountain Foot
oils and placed exotic incense. The heavy smokes and
Temple. The few survivors fled down the Ruddy River, looking
steams drifted into silver-belted Khakun’s nose and ears
for refuge in the coastal settlements.
and pulled out the Nightmares. The Nightmares fought,
Ten years ago the Taskan Empire sent the first colonists up the but raven-tressed Okonia was ready for them. She cast
river to reconstruct the city and reopen the mines. New Seppesh her silken shawl over them, holding them in place with
has since become a significant settlement, though it still lacks its tight weave. She drew out her bright-edged dagger
any of the grace and sophistication of the original city. It is a and stabbed them, and then flung them into the coals to
burn away. And when the last of the coals turned to ash,
her father breathed easily and settled into pleasant sleep.

3
Thennla

The Ruddy River The Expedition


Association Several pregenerated characters are provided and these are all
members of the Association. If the characters are outsiders, or
Michel Tob is a ranking priest of Tarsen in New Seppesh, and newly arrived in New Seppesh, it doesn’t take long for word to
the leader of the Ruddy River Association. He established the reach them that Michel Tob is looking for help in stablising
Association shortly after his arrival in New Seppesh as a way to Mount Khakun. Tob hoists the association flag on top of his
bring some of the more unusual members of the new commu- house and sounds the bell in the plaza in front of the Tem-
nity into the congregation of Tarsen, and as a way to ensure that ple of Tarsen – the usual signal for the Association to meet.
appropriate worship was given to the lesser-known members of When everyone is assembled, he explains the situation: Mount
the Tarsenian pantheon. The Association meets in the courtyard Khakun is obviously unstable and the miners are refusing to go
of Tob’s home next to the new Temple of Tarsen, and the priest into the mines. Even the people of New Seppesh are concerned,
makes a point of ensuring that there is always beer available for because the last time the mountain had a severe quake, the land-
the meetings. slides buried half of the old city.

Today the Association has a membership of eight people. Few of Tob tells the members of the Association that he has been
them are prominent members of the community in the normal reviewing old records recovered both from the ruins of the tem-
sense, but all of them pass the priest’s judgment as being worthy ple in Seppesh (which took some digging) and sent to him from
of notice. His informal requirements for membership are: the Imperial Library of Ralmyra (which drew most of its hold-
ings from scrolls unearthed from that city’s ruins). He has found
◐◐ At least one skill of any kind at 70% or higher both the story of the Giant’s Daughter and information on how
the original priests of Tarsen at Seppesh propitiated the giant
◐◐ At least 40% skill in spoken Tarsenian
Khakun. He tells the members that he is organising an expedi-
◐◐ At least 20% Literacy tion to the site of the old Mountain Foot Temple. The goal is to
reopen the buried temple and perform a ritual to calm the giant,
Two members of the Association (Michel Tob and the Thesh
reestablishing the propitiation rites that kept the original city
priest Ulvikus Ekaloon) are able to teach Tarsenian Rites and
and mines safe. He asks that the members of the association,
some folk magic spells:
or any willing adventurers, accompany him on the expedition.
Bladesharp, Bludgeon, Calculate, Disruption, Heal, Ignite,
Michel Tob’s expectation is that all of the members will be will-
Lock, Repair
ing to join the expedition. The only exception is old Ulvikus
The Association demands a payment of 50 taskeens for each Ekaloon: even though he is a survivor of Seppesh, he is now of
spell taught (half of which goes to the teacher). It also requires quite advanced age and lost a leg in the original disaster. Michel
dues of 10 taskeens every season (most of which Michel spends Tob does not offer financial payment to anyone for the trip,
on beer). though he is willing (if asked) to provide provisions for the day
or so it will take to reach the original temple site. If any charac-
ters are reluctant to join him, he tries to appeal to their (possibly
nonexistent) sense of duty to New Seppesh, to their loyalty to
Emperor Zygas Taga, to their sense of adventure, to the fact
that not going is base cowardice, and finally to the fact that they
(may) have property in or around the city whose value could be
harmed by an earthquake. If none of that is enough to convince
a character of the worth of the expedition, or if he can be per-
suaded with a Hard Influence roll opposed by Tob’s Willpower,
he grudgingly agrees to pay 2 Taskeens per day if a character
succeeds, and 3 Taskeens per day if the success is critical.

4
Khakun Shrugs

Terceris Yando may be known to some of the characters as an


Composition inveterate hard luck case, a man who doesn’t have a straight
The entire group that is heading to the Mountain Foot Temple bone in his body. He has been caught stealing many times, and
is quite large. It includes: is usually sentenced to working the mines as punishment. This
time, he was apprehended for attacking a local landowner and
◐◐ Michel Tob, the priest of Tarsen and nominal leader of
stealing his elegant walking stick, and he’s clearly not going to
the expedition. have the opportunity to work off his crime breaking rocks.
◐◐ The characters The militiamen are mostly labourers from New Seppesh or small
◐◐ Captain Varhalle Eghis, an officer from the Taskan army landholders from the outlying settlements. They are equipped
and leader of the militia with the required minimum kit (spear, shield, dagger). Most of
them have at least a leather breastplate (2 points of armor on
◐◐ Habalbus Narassia, a Taskan military sorcerer attached
chest and abdomen). Few have any more than that. They are
to the militia drilled, but lack discipline.
◐◐ A dozen Taskan militia from New Seppesh, armed with
spears and shields
◐◐ Terceris Yando, a convicted thief from New Seppesh. He The Road to the
Mountain Foot Temple
has a role to play in the ritual to calm the giant.

Varhalle Eghis is a stern-faced officer with experience leading


Taskan regulars against Thennalt barbarians. He seems some- The Mountain Foot Temple is about a day’s travel from New
what bitter about being stationed in the northern reaches of the Seppesh. At one time there was a moderately-marked road
Empire, leading ill-equipped militia. between the temple and the old city, but it hasn’t been used for

5
Thennla

twenty years and, except for the sections buried by landslides, effort. Progress is based upon the results of the three characters’
is heavily overgrown. The overall experience is an overland trek, skill rolls:
except that the characters occasionally encounter ruined build-
1. The Navigator starts the sequence. Success gives +25%
ings (small hamlets, way stations, inns) as long as they are close
progress towards the goal and reduces the Scout’s dif-
to the original path.
ficulty grade by one. Critical success gives +50% and
There are three important roles for the journey: Scout, Naviga- reduces the Scout’s difficulty grade by two. A fumble
tor, and Trailbreaker. The key skills for each are: increases the difficulty grade by one.
◐◐ Navigator: Navigate or Locale (Hard) - Determine loca- 2. The Scout follows the Navigator. Success gives +25%
tion and destination progress towards the goal. Critical success gives +50%
progress towards the goal. Failure gives +0%, and a fum-
◐◐ Scout: Locale or Perception - Identify promising routes
ble reduces progress by -25%.
◐◐ Trailbreaker: Brawn or Endurance (Hard) - Clear obsta-
3. The Trailbreaker follows the Scout, and may only roll
cles from the route
if the Scout succeeded. Success increases the progress
Reaching the base of Mount Khakun and the path up to the gained by +25%. Critical success increases the progress
Mountain Foot Temple is an extended task requiring a score of gained by +50%. A fumble forces the Trailbreaker to
100% or higher to succeed. Each attempt requires six hours of make an Endurance or Evade roll or suffer 1d6 damage
to a random hit location (no armor).

6
Khakun Shrugs

After two attempts, all members of the party must make an


Endurance roll or lose a fatigue level. Resting for three hours The Drumming Grounds
regains the loss. Once the party reaches 100% progress, it has As the characters draw near to the foot of the mountain, the
reached the foot of Mount Khakun. sound of drumming is detectable. The drumming gradually
becomes too loud to ignore, and the source becomes obvious:
The Woodcutter a clearing on the slope, surrounded by three bonfires, with a
group of Sheng nomads milling about, mostly on foot. Their
Not long after setting out the characters meet a local woodcut-
horses are tied up around the edges of the clearing, and the
ter. He is adjusting a substantial load of cut boughs and explains
nomads form three groups:
that he and his cousins are assembling a charcoal burn nearby.
If the characters offer to help him with the load, he warns them ◐◐ Sentries on foot, ranging around the edges of the clearing.
that he has seen Sheng raiders around. Even worse, late at night, There are as many sentries as there are characters.
while watching the charcoal burn, his cousins have seen fear-
◐◐ Eight drummers, hammering away at four huge drums
some black spirit-shapes drifting through the woods. As he
made from horsehide.
describes the shapes, he makes a gesture of blessing and touches
a necklace carved in the likeness of Tarsen. ◐◐ The leader, Draubalhut, overseeing the ceremony

Tob and Varhalle Eghis are reluctant to pause and help this ◐◐ Several onlookers, exhausted former drummers waiting
woodcutter, but the information he has is genuine and useful. their turns and otherwise uninvolved nomads who are
Tob petulantly tells the characters they can pause if they want cheering their comrades on. There are four exhausted
to, but will need to catch up with the rest of the expedition drummers, plus as many onlookers as there are Taskan
because he does not intend to divert. He may even threaten to militia with the characters.
deduct any delay from the characters’ pay, if they have negoti-
The Sheng nomads’ task is to unsettle the giant Khakun with
ated a financial settlement from him. The woodcutter is grateful
their drumming ritual, which recalls the myth The Giant Visits
for any offer of help and assures the characters that he can man-
age his load; his gratitude is the information
about the Sheng and the spirit forms.

The Ruined Inn


Midway through their progress the expedition
reaches a ruined inn, only its exterior walls,
made of strong stone, remaining. Searching
the ruins uncovers the below items, with one
successful Perception roll required for each
item:

◐◐ Three pots of old wine, somewhat vine-


gary but still quite drinkable.
◐◐ A small gold statuette of an eagle, worth
50 taskeens.
◐◐ A broken spear haft of Sheng construc-
tion, quite recent in construction.

Even in its broken state, the inn is sheltered


from the elements and is a good place to rest.
Friendly spirits lived here once (the remains of
a shrine are visible in a corner) and still visit
from time to time. Staying here for at least an
hour restores a fatigue level and a Magic Point.

7
Thennla

the Valley, describing how thunder annoyed silver-belted Kha- The militia and their Captain are unwilling to enter the temple.
kun, enough that he stomped his way down among the valley Varhalle Eghis insists that the priest and the characters are the
people who were talking to the Thunder Ram. ones who signed up to negotiate with a mountain. The mili-
tia is there to keep nomads away and act as a lay chorus (to
If the characters and the expedition decide to intervene, the
donate Magic Points if the priest needs them), not to venture
Sheng nomads are not interested in a violent confrontation.
into abandoned temples. This may cause some friction with the
They have a few Alarm spells set on the approaches to their
characters, and Tob is disgruntled at Varhalle Eghis’s reluctance,
camp, and the characters’ group is large enough that someone
but for the sake of expediency agrees the can remain outside,
will trip at least one of them. With forewarning, the nomads
guarding against the return of the Sheng nomads.
mount up and ride off, leaving their drums and bonfires
behind. If the expedition opts to engage the Sheng in daylight, Searching the area outside the entrance can be carried out
the Draubalhut and 1d6+2 additional nomads remain close with either Perception or Track rolls. Either uncovers signs of a
enough to take parting shots at the expedition, firing from long struggle, and, not far from the entrance, what are clearly human
range. Even in darkness, Draubalhut fires twice at the characters remains (part of an arm, seemingly torn-off at the elbow, teeth,
after casting his Twilight Sight spell (limiting darkness penalties and scraps of bloody clothing). A Track or Lore (Animals) roll
to one grade – the characters will be able to see his eyes burn reveals the tracks as those of a large bear, and the remains are
with pale fire). After one volley, the nomads ride off around the part of a recent meal. The tracks clearly lead into the temple.
mountain. Characters with bows are welcome to return fire. If
There are double doors at the back of the temple leading to a
the characters force an engagement, Draubalhut and his imme-
carved, sloping passage. The passage leads to the inner shrine
diate retinue are prepared to fight.
where Michel Tob must perform his ritual.
The nomads have not spent long at the Drumming Ground.
The four drums consist of horsehide stretched over an open The Bear Family
wooden frame, easy to put together and carry on horseback.
The major risks in the outer temple are the short-faced bear and
The other items left behind are mostly small personal effects
her two cubs, who have taken up residence. They spend much
and bits of food.
of their time relaxing in the dark corners of the half-collapsed
structure, especially now that they have something to eat. Two

Mountain Foot Temple Sheng nomads (part of the group responsible for the Drum-
ming Ground) attempted to explore the temple some time ago.
At one time the Mountain Foot Temple was a magnificent The bears killed one of them and wounded the other, who man-
structure; a great stone building surrounded by columns, and aged to reach the inner shrine where the two shades killed him.
raised-up on a stone platform with a broad stairway to the main The bears have dragged the body of the nomad they killed into
door. Inside, a huge statue of Khakun was flanked by a slightly their nest and have eaten most of it.
smaller statue of Tarsen. The priests of Tarsen in charge of pro- The bears regard anyone entering the temple as a potential
pitiating the mountain would address those selected to partic- threat, and definitely a meal. If the characters simply blunder in
ipate in the ritual from the altar beneath the giant’s feet, and with limited preparation, the mother bear attacks from surprise
then descend into the inner shrine for the secret portions of the with her two cubs on her flanks. The ground within the tem-
ceremony. ple is broken and rough, imposing a level of difficulty on any
The temple was partially spared destruction at the hands of fighter who does not have the Excellent Footwork combat style
the earthquakes and landslides that devastated the old city of trait. The bears are sure-footed and pay no heed to the unstable
Seppesh. Much of the structure is buried beneath stone and conditions. The back of the temple is tight and closed, applying
rubble, and part of it is collapsed. The statue of Khakun is another difficulty level to any fighter attempting to use a Long
buried and the statue of Tarsen is completely shattered. Until or larger weapon. The two cubs retreat from combat if they are
recently the access to the inner shrine was blocked off by rubble, wounded and have a path of escape; however, wounding a cub
but the recent tremors have cleared the way again. enrages the mother who, in her ferocious state, gains the modi-
fiers listed below. The mother bear retreats if she believes she has
driven-off the invaders, and her cubs are safe. If she is cornered

8
Khakun Shrugs

200 taskeens. The bear cubs’ hides are


less valuable, only 50 taskeens each.
◐◐ Some of the bas-reliefs along the
walls of the temple survived the earth-
quake. There are four of them. Each is
heavy enough that a strong man is needed
to carry it (call the militia!) but is worth
400 taskeens or the profound gratitude
of the Temple of Tarsen in New Seppesh.
A Tarsenian Rites, Lore (History) or Lore
(Art) roll is necessary to identify them.

The Inner Shrine


The inner shrine of the Mountain Foot
Temple is a (mostly) natural cave reached
through the back of the external temple.
Until recently, debris from the old earth-
quakes closed off access to it, but the
recent tremors have unsettled the debris
enough that there is space for a man to
slip through.
The inner shrine itself is remarkably
undamaged. It is dark, but otherwise
or one of her cubs is hurt or trapped she goes berserk, gaining
much as it was when the temple was active. Several massive
the following modifiers:
brass braziers stand at the edges of the cavern. To one side, a
small spring flows into a basin that, in turn, empties into a jag-
◐◐ Increase in Damage Modifier by one step
ged rift running through the back corner of the cavern. An altar
◐◐ Increase in Action Points by one stands at the edge of the rift. A large guardian statue stands on
◐◐ Weapon size increased by one step either flank of the altar.

◐◐ Immune to the detrimental effects of Serious Wounds The rift extends an unknown distance both above and below
and Fatigue. the main cavern. The air in the rift is tainted by poisonous
vapors (POT 80, resisted by Endurance; onset time is 1d6+3
rounds; failure causes Asphyxiation). The body of a nomad,
Valuables & Rewards large wounds visible upon his body, lies half in the rift. And two
In spite of being a crushed wreck there are some items of worth
desiccated skeletons wearing tattered priestly robes lie close by.
remaining in the Mountain Foot Temple.

◐◐ There are a lot of gold and silver fragments scattered The Fallen Priests
through the temple, the remains of the statues and sacred The two skeletons were once Lakadal and Werach, two priests
objects once held here. An hour of searching and a Per- of Tarsen who presided over the Mountain Foot Temple. Their
ception roll uncovers 3d6x10 taskeens worth of pieces. A shades are still present in the inner shrine and manifest to any
critical Perception roll finds double the value. After three living creature that enters. They originally died of starvation
successful Perception checks there are no more easily-ac- and are very hungry – they respond favorably to worshippers
cessible fragments. of Tarsen, and to offers of food (which in their case means the
◐◐ Bear hides are quite valuable and prestigious. If it is recov- odor of food burnt as an offering). They can fill in details about
ered in good condition (for example, through a Craft the rituals needed to propitiate Khakun, and can provide Magic
(butchery) roll) the mother bear’s hide is worth at least Points for the propitiation (they do not regain Magic Points

9
Thennla

when Manifested, but regain them at a rate of one per week lock (opposed roll against the craftsman’s 85% skill) or by
while they lurk in the spirit world). They can also explain that breaking it open (the chest has AP 6, HP 12).
they killed the nomad when he entered, by driving him into the ◐◐ Incense: The locked chest contains six jars of incense,
poisonous fumes.
each jar worth 50 taskeens.

Valuables Michel Tob, the two dead Tarsen priests, and any right-thinking
The inner shrine of the Mountain Foot Temple still contains Tarsen worshipper will not be in favor of looting any of these
several items of significant value: items. However, there are some items of value that they will not
object to characters taking:
◐◐ Boulder Claw: This is the sacred axe of the Mountain ◐◐ The Lost Body: Some unfortunate explorer climbed
Foot Temple. It has a blade of excellent quality and an down into the rift behind the altar, where he succumbed
intricately carved haft decorated with gold and silver to the vapors. His body is still down there, clad in a bronze
inlay. It inflicts +1 damage, has AP/HP 6/9, and is worth breastplate (AP 5, enc 8, covering chest and abdomen,
at least 500 taskeens. worth 200 taskeens) and bearing a high-quality bronze
◐◐ Silver Ritual Items: A locked chest contains a variety of broadsword (1d8 damage, siz M, Reach M, enc 2, AP/HP
silver ceremonial objects – circlets, chalices, jewelry and 8/12, worth 100 taskeens). Spotting his body requires a
insignia – worth a total of 1000 taskeens. The original hard Perception roll. Retrieving his goods requires some
key is long-lost, so it can be opened either by picking the ingenuity. The rift is 8 metres deep, and quite narrow –
only someone of SIZ 11 or less can now squeeze into it.
The body lies awkwardly at the bottom of the rift, and

10
Khakun Shrugs

retrieving any of the items requires a Formidable Athlet- character fails the initial roll, they may reattempt but the cost
ics roll for each item retrieved. in Magic Points increases by one for each failed attempt (2 on
the second attempt, 3 on the third, and so on). In all cases,
◐◐ The Dead Nomad: The Sheng nomad the two shades
one other person may use Tarsenian Rites skill to augment the
killed was carrying the standard armaments of a Sheng
character rolling. The augmenting character must also spend 1
warrior (short spear, stone mace, compound bow, leather
Magic Point, but does not need to make a skill roll. The benefit
armor, and 20 arrows) plus a bronze and silver torc worth
is that the primary character’s chance of success is increased by
30 taskeens.
one-fifth of the augmenting character’s Tarsenian Rites skill. If
a character fumbles their roll, their reattempt and the roll of the
Driving Out The Nightmares next character are both one difficulty grade harder.
When the characters have some level of control over the inner The steps of the ritual are:
shrine, Tob prepares to perform the ritual to calm the giant; the
characters are integral to the process. The ritual has eight roles, 1. Okonia calls upon her father, the giant Khakun. (invoke
each of which depends upon a skill: the giant with a Taskan Rites roll)
2. Bring delicacies upon a Platter to the giant to settle his
◐◐ Okonia, Raven-tressed daughter of the giant Khakun stomach (burn some food upon the altar with a Customs
(Taskan Rites) roll)
◐◐ The Platter that bears delicacies to the giant (Customs) 3. Sing a pleasing Song to settle the giant to sleep (sing an
◐◐ The Song that lulls the giant’s sleep (Singing) old song, a simple Singing roll)

◐◐ The Nightmares that trouble the giant’s rest (special, see 4. The Nightmares rage and disturb the giant’s sleep (the
below) convict Terceris Yando is brought to the altar; he must
scream and yell out)
◐◐ The Incense that draws the nightmares from the giant’s
ear (Deceit) 5. The Incense draws the Nightmares from the giant’s ear
(burn incense upon the altar and persuade the convict to
◐◐ The Silken Shawl that tangles the nightmares’ flight step away from the altar – Michel Tob intends to do this
(Unarmed) with a rope, but the character playing the role must make
◐◐ The Bright Dagger that pierces the nightmares through a Deceit roll)
(Combat Style, bladed weapon) 6. The Silken Shawl tangles the Nightmares (bind the con-
◐◐ The Fire that scorches the nightmares away (Willpower) vict with a shawl with an Unarmed roll)

Someone must be assigned to each of these roles. One char- 7. The Bright Dagger cuts the Nightmares (draw blood
acter may occupy more than one role, if necessary. Tob may from the convict with a bladed weapon and a Combat
also fill one role (Platter and Fire are most suited to his skills). Style roll)
There are two roles that have special requirements. The char- 8. The Fire scorches the Nightmares (burn the convict with
acter who takes the role of Okonia must be a woman, or at a coal drawn from the altar, with a Willpower roll needed
least dressed like one and must have black hair. Finally, Tob to hold the coal properly)
has brought the convict Terceris Yando along for the purpose of
playing the Nightmares. That role does not require the death of Once the ritual is complete the giant Khakun is calmed and
the participant, but it does require that he be captured, cut, and Tob (or any other Tarsen worshipper who knows the Propiti-
burned. Tob very naturally assumes that an involuntary partici- ate spell) can negotiate with the giant’s spirit to determine an
pant would be preferable for such a role. annual price in Magic Points to keep the mountain stable. The
annual ritual required is a simpler version of the ritual the char-
acters carried out.

The Ritual Emergence of The Nightmares


At each stage of the ritual, the designated character must
The ritual goes according to the guidelines above up to the point
make an appropriate skill roll and spend a Magic Point. If the
where the Nightmares rage. At that point, Yando is transformed

11
Thennla

and actual Nightmares emerge from the rift. At the same time,
a force of Sheng nomads attacks the Taskan militia outside the
temple.
Conclusion & Rewards
If the characters are able to defeat the Nightmares, Khakun is
As he transforms, Terceris Yando breaks any bonds the charac- settled and remains stable for a year. Tob (or the two shades, if
ters might have placed upon him. His features become mon- Tob did not survive) are able to construct an appropriate Propi-
strous and distorted. His body becomes shadowed and indis- tiation ritual for the following year. The base cost for the ritual
tinct, growing and shrinking erratically with the play of the is 50 Magic Points, plus 10 Magic Points for every character
light and darkness within the cavern. One Nightmare for each killed in the fight against the Nightmares.
character flies out of the rift, plus one for Tob and one for each
of the Tarsen priests’ shades. The Nightmares are of moderate If the characters were defeated by the Nightmares, either all
size, with distorted heads and clawed hands. Their bodies trail killed or driven out of the inner shrine, then no Propitiation
away into wisps of darkness. They attack with claws and with of the mountain is possible for at least a year. If the silver mine
their Fear and Horrifying Dreams powers, alternating from remains open, there will be an earthquake strong enough to col-
one to the other. Although they are essentially spirits, the ritual lapse it at some point over the coming year. If the characters
has leant them physical form, and they engage in physical, not suffered a complete defeat (all of them were killed), the earth-
spirit, combat. quake is powerful enough to also devastate New Seppesh. The
Dragomir Sheng nomads who incited the mountain with their
The conflict outside between the Taskan militia and the nomads drumming rituals are on hand when the earthquake comes and
parallels that of the characters and the Nightmares – if the char- able to capture and enslave hundreds of the colonists.
acters easily defeat their foes, the militia do similarly well. If the
characters suffer losses or are defeated, the militia are overpow- The characters may have picked up some items of value during
ered by the Sheng. the adventure. If he survives, Michel Tob insists that half of the
value be turned over to the surviving Taskan militia and their
Depending upon the roles they took within the ritual, the char- officer. He does not complain if the characters think of this
acters gain specific benefits when fighting the Nightmares. In before he mentions it. If the characters refuse, then Tob is dis-
particular: appointed, and the enmity of the Taskan militia and its captain
is guaranteed: life in New Seppesh could become very difficult
◐◐ Okonia: The character’s defense rolls against Nightmares for them.
are one difficulty grade easier
◐◐ The Platter: The character gains 3 additional magical
Armour against Nightmare attacks. The Armour Points
are applied to every Hit Location
◐◐ The Song: Nightmares must pay an additional Action
Point to attack the character
◐◐ The Incense: The character gains a free action to defend
against Nightmares, and may pay 1 Magic Point to force
a Nightmare to attack them
◐◐ The Silken Shawl: The character automatically gains the
Stun Location Special Effect against Nightmares
◐◐ The Bright Dagger: The character’s cutting weapon gains
a True (weapon) benefit when attacking Nightmares –
roll damage twice, taking the best result
◐◐ The Fire: The character automatically gains the Bleed
Special Effect against Nightmares

If the characters are able to defeat the Nightmares, the effect is


the same as a successful finish to the planned ritual.

12
Khakun Shrugs

Non-Player Characters
Captain Varhalle Eghis, Taskan Officer, Zygas Targa Initiate
Captain Eghis looms over his men like an ill-tempered bear. He
has served the Empire for years, fighting against Sheng, Soribisi,
Marangians, and many others. And for all that, he finds himself
Michel Tob, Flamen of Tarsen, Zygas Targa Initiate
stuck in a backwater. He has unusually high loyalty to his men
Michel Tob is a small man with more fat than muscle on his and does not want them to die under his command.
frame. He is very loyal to the Emperor and to his adopted city,
but in a cheerful way that does not play well with the staid for-
Eghis Attributes
mality of his superiors. His formal robes are decidedly informal,
STR: 16 Action Points: 2
and his gear has the flavour of age to it.
CON: 9 Damage Modifier: +1d4
Tob Attributes SIZ: 16 Magic Points: 12 (11)
STR: 8 Action Points: 3 DEX: 8 Movement: 6 metres
CON: 13 Damage Modifier: -1d2 INT: 13 Initiative Bonus: 11 (6)
SIZ: 12 Magic Points: 15 (14) POW: 12 Armour: Ring
DEX: 8 Movement: 6 metres
CHA: 13 Magic: Folk Magic, Sorcery
INT: 17 Initiative Bonus: 13 (10)
Skills: Athletics 70%, Brawn 60%, Endurance 70%, Evade 60%, Invoke
POW: 15 Armour: Ring & Leather
(Soldier’s List) 50%, Lore (Strategy & Tactics) 60%, Oratory 60%, Shaping
CHA: 14 Magic: Folk Magic, Theism 40%, Tarsenian Rites 40%, Willpower 54%

Skills: Athletics 36%, Brawn 30%, Endurance 36%, Evade 36%, Craft Passions: Loyalty (Emperor) 50%, Loyal (Soldiers) 70%, Hate (Sheng) 80%
(Brewing) 70%, Customs 90%, Influence 70%, Literacy 70%, Locale 70%,
Magic
Tarsenian Rites 90%, Willpower 60%
Sorcery (Intensity 5) Damage Boosting, Damage Resistance
Passions: Loyalty (Emperor) 70%, Love (Beer) 60%, Loyalty (New Seppesh)
60%
1d20 Location AP/HP
Magic 1–3 Right Leg 4/5

Folk Magic 40% (Bladesharp, Blessing, Bludgeon, Calculate, Disruption, Heal, 4–6 Left Leg 4/5
Ignite, Lock, Repair, Sanctify, Worship (Tarsen), Worship (Zygas Taga) 7–9 Abdomen 4/6
10–12 Chest 4/7
Theist Magic – Tarsen (Devotional Pool 12) Consecrate, Inviolate, Propitiate,
Tongues 13–15 Right Arm 4/4
16–18 Left Arm 4/4
1d20 Location AP/HP
19–20 Head 4/5
1–3 Right Leg 2/5
4–6 Left Leg 2/5
7–9 Abdomen 4/6 Combat Style: Taskan Hoplite 70% (Spear, Battleaxe, Hoplite Shield; Shield
Wall), Taskan Peltast 60% (Javelin, Shortsword, Peltast Shield; Skirmish)
10–12 Chest 4/7
13–15 Right Arm 2/4 Weapon Size/Force Reach Damage AP/HP
16–18 Left Arm 2/4 Spear M L 1d8+1+1d4 4/5
19–20 Head 4/5 Battleaxe M M 1d6+1+1d4 4/8
Hoplon H S 1d4+1d4 6/15
Javelin (x3) H M 1d8+1+1d4 4/4
Combat Style: Taskan Swordsman 60% (Broadsword,Target Shield;
Formation Fighting)

Weapon Size/Force Reach Damage AP/HP


Dagger S S 1d4+1-1d2 6/8
Broadsword M L 1d8-1d2 6/10
Target L S 1d3+1-1d2 4/9

13
Thennla

Habalbus Narassia, Taskan Sorcerer, Zygas Taga Initiate Taskan Militia Member
Habalbus Narassia has a lazy sort of ambition. He recognized These men are weathered and tough, but they are not profes-
long ago that being a sorcerer attached to the Taskan army was sional soldiers. Their equipment is old and mismatched, a mix
a good way to get the cachet of the military without the risk of salvage, military surplus, and whatever they could buy on
(or most of the work) of actually being a soldier. And a posting their own. They are farmers, miners and labourers and very
like New Seppesh is even better – Imperial money is good, the much look to Captain Eghis for guidance.
colonists keep out of his way, and it is rare that he has to actually
exert himself. Militia Attributes
STR: 11 Action Points: 2
Narassia Attributes CON: 10 Damage Modifier: None
STR: 8 Action Points: 3 SIZ: 12 Magic Points: 11
CON: 12 Damage Modifier: None DEX: 10 Movement: 6 metres
SIZ: 16 Magic Points: 14 (13) INT: 12 Initiative Bonus: 11 (10)
DEX: 12 Movement: 6 metres POW: 11 Armour: Leather
INT: 16 Initiative Bonus: 14 (11) CHA: 11 Magic: None
POW: 14 Armour: Ring & Leather
Skills: Athletics 50%, Brawn 50%, Endurance 40%, Evade 20%, Perception
CHA: 12 Magic: Folk Magic, Sorcery 50%, Willpower 22%
Skills: Athletics 32%, Brawn 24%, Customs 60%, Endurance 50%, Evade Passions: : Loyalty (Emperor) 60%, Loyalty (Militia) 50%
24%, Invoke (Workings of Bountiful Earth) 60%, Shaping 60%, Tarsenian
Rites 60%, Willpower 54% 1d20 Location AP/HP
1–3 Right Leg 0/5
Passions: Loyalty (Emperor) 70%, Loyalty (New Seppesh) 50%
4–6 Left Leg 0/5
Magic
7–9 Abdomen 2/6
Folk Magic 60%, (Bladesharp, Disruption, Heal, Protection) 10–12 Chest 2/7

Sorcery (Intensity 6) Abjure (Pain), Rejuvenate, Spell Resistance, Wrack 13–15 Right Arm 0/4
(Nettles) 16–18 Left Arm 0/4
19–20 Head 2/5
1d20 Location AP/HP
1–3 Right Leg 2/6
4–6 Left Leg 2/6 Combat Style: Taskan Hoplite 50% (Spear, Battleax, Dagger, Hoplite
7–9 Abdomen 3/7 Shield; Shield Wall), Taskan Peltast 35% (Javelin, Shortsword, Peltast
Shield; Skirmish)
10–12 Chest 3/8
13–15 Right Arm 2/5 Weapon Size/Force Reach Damage AP/HP
16–18 Left Arm 2/5 Spear M L 1d8+1 4/5
19–20 Head 4/6 Shortsword M S 1d6+1 6/8
Hoplon H S 1d4 6/15
Javelin (x3) H M 1d8+1 4/4
Combat Style: Taskan Hoplite 50% (Spear, Hoplite Shield, Shortsword;
Shield Wall

Weapon Size/Force Reach Damage AP/HP


Spear M L 1d8+1 4/5
Shortsword M S 1d6+1 6/8
Hoplon H S 1d4 6/15

14
Khakun Shrugs

Draubalhut, Sheng (Dragomir) Leader Sheng (Dragomir) Nomad Rider


The Sheng leader is a whirlwind of a man, tall and scarred. His The Sheng riders are short and sinewy, with muscles honed by
hair is long and braided. At night, his magic causes his eyes to long hours in the saddle. Their armour and weapons are dec-
glow with pale fire. He was too young to fight when his father orated with carvings, plumes of horsehair and long feathers.
and uncles overran Far Tarsenia and were driven back by Taskan Those who have been drumming are streaked with sweat, with
blades. He will not see the same fate for himself or his tribesmen smeared decorations from the ceremony across their faces.
– he will wear the city-men down until they cry tears of blood.
Nightmare-Infused Nomad: For 1 MP, inspire Fear in a target
Nightmare-Infused Draubalhut: For 1 MP, inspire Fear in a as an attack Special Effect. The target may resist with Willpower
target as an attack Special Effect. The target may resist with Will- against the original attack roll.
power against the original attack roll. For 2 MP, Darkness Step
as an attack or parry Special Effect –move so target cannot attack Sheng Attributes
next round. STR: 11 Action Points: 3
CON: 11 Damage Modifier: None
Draubalhaut Attributes
SIZ: 12 Magic Points: 10
STR: 13 Action Points: 3
DEX: 13 Movement: 6 metres
CON: 16 Damage Modifier: +1d2
INT: 12 Initiative Bonus: 13 (11)
SIZ: 15 Magic Points: 13 (9)
POW: 10 Armour: Leather
DEX: 13 Movement: 6 metres
CHA: 10 Magic: None
INT: 13 Initiative Bonus: 13 (10)
POW: 13 Armour: Linothorax, Half Plate Skills: Athletics 35%, Brawn 35%, Endurance 32%, Evade 46%, Perception
50%, Riding 60%, Survival 40%, Willpower 30%
CHA: 12 Magic: Folk Magic, Fetishes
Passions: Loyalty (Sheng) 60%, Hate Taskans 60%
Skills: Athletics 66%, Brawn 58%, Endurance 52%, Evade 80%, Perception
85%, Riding 89%, Sheng Rites 70%, Survival 85%, Willpower 46% 1d20 Location AP/HP

Passions: Loyalty (Sheng) 80, Hate Taskans 70% 1–3 Right Leg 2/5
4–6 Left Leg 2/5
Magic
7–9 Abdomen 2/6
Folk Magic 40%, (Bladesharp, Heal, Mobility, Twilight Sight) 10–12 Chest 2/7
Sheng Spirit fetishes) Spell Ward 3, Luck Fetish 13–15 Right Arm 2/4
16–18 Left Arm 2/4
1d20 Location AP/HP
1–3 Right Leg 2/7 19–20 Head 2/5

4–6 Left Leg 2/7


7–9 Abdomen 4/8 Combat Style: Dragomir Archer 50% (Recurve Bow; Mounted Fighter),
10–12 Chest 4/9 Dragomir Lancer 40% (Long Spear, Short Spear, Buckler; Mounted
Fighter)
13–15 Right Arm 2/6
16–18 Left Arm 2/6
Weapon Size/Force Reach Damage AP/HP
19–20 Head 5/7 Long Spear L VL 1d10+1 4/10
Spear M L 1d8+1 4/5
Combat Style: Dragomir Archer 90% (Recurve Bow; Mounted Fighter),
Buckler M S 1d3 6/9
Dragomir Lancer 70% (Long Spear, Short Spear, Buckler; Mounted
Fighter) Bow H S 1d8 4/8

Weapon Size/Force Reach Damage AP/HP


Long Spear L VL 1d10+1+1d2 4/10
Spear M L 1d8+1+1d2 4/5
Buckler M S 1d3+1d2 6/9
Bow H S 1d8+1d2 4/8

15
Thennla

Sheng Horses Short-Faced Bear Mother


Tough mounts trained for battle, Sheng Horses are branded A massive, snub-nosed brown bear with a strong maternal
with tribal and clan fetishes, wear colourful sadfdlecloths, and instinct and desire to keep her cubs fed.
have their tails plaited with leather thongs.
Maternal Berserk: If her cubs are threatened, the bear mother
Sheng Horse Attributes will go berserk. Damage Modifier changes to 1d10+1d8, Action
STR: 22 Action Points: 2 Points go to 5, natural weapon Siz becomes E, she is immune to the
CON: 13 Damage Modifier: +1d12 detrimental effects of Serious Wounds and Fatigue, and has auto-
SIZ: 31 Magic Points: 7
matic success in resisting any Special Effect applied against her.
DEX: 10 Movement: 12 metres Bear Mother Attributes
INS: 11 Initiative Bonus: 11 STR: 31 Action Points: 3
POW: 7 Armour: Hide CON: 13 Damage Modifier: +1d8+1d6
Abilities: Intimidate, Trample SIZ: 44 Magic Points: 7
DEX: 13 Movement: 8 metres
Skills: Athletics 50%, Brawn 85%, Endurance 65%, Evade 40%, Perception
45%, Willpower 35% INS: 13 Initiative Bonus: 13
POW: 7 Armour: Fur
1d20 Location AP/HP
Abilities: Intimidate, Nightsight
1-3 Right Hind Leg 1/9
4-6 Left Hind Leg 1/9 Skills: Athletics 70%, Brawn 85%, Endurance 70%, Evade 45%, Perception
60%, Stealth 65%, Swim 70%, Track 65%, Willpower 45%,
7-9 Hindquarters 1 / 10
10-12 Forequarters 1 / 11 1d20 Location AP/HP
13-14 Right Fore Leg 1/8 1-3 Right Leg 3 / 12
15-16 Left Fore Leg 1/8 4-6 Left Leg 3 / 12
17-20 Head 1/9 7-9 Abdomen 3 / 13
10-12 Chest 3 / 14
Combat Style: Rear and Plunge (Hooves) 60% 13-15 Right Arm 3 / 11
16-18 Left Arm 3 / 11
Weapon Size/Force Reach Damage AP/HP
19-20 Head 3 / 12
Hooves H L 1d6+1d12 As for Leg

Combat Style: Ursine Fury (Bite and Claw) 75%

Weapon Size/Force Reach Damage AP/HP


Bite L S 1d8+1d8+1d6 As for Head
Claw H L 1d6+1d8+1d8 As for Arm

The bear cubs are half the size of their mother. Modify their statis-
tics as follows:
Action Points 2
Damage Modifier +1d6
Hit Points, as for the mother but 5 fewer Hit Points per location
Skills: Athletics 50%, Brawn 65%, Endurance 50%, Evade 35%,
Perception 40%, Stealth 45%, Swim 50%, Track 45%, Willpower
35%
Combat Style: Ursine Fury 55% (Bite & Claw)

16
Khakun Shrugs

Lakadal and Werach, Shades of Dead Tarsen Priests Immune to Bleed and Stun Location: This ability does not work
The marks of starvation scar the two ghostly priests. They are against the powers of the characters embodying the Silken Shawl
translucent shapes still clad in fine priestly robes, but bent and and the Fire.
shrunken. Until they are fed their eyes are dark voids. Once
Yondo Attributes
fed, they assume the shapes they had in life – Lakadal is tall and
imposing, Werach barrel-chested and bald. STR: 11 (15) Action Points: 3 (4)
CON: 8 (12) Damage Modifier: +1d2 (+1d4)
Shades Attributes SIZ: 16 Magic Points: 12
INT: 15 Action Points: 3 DEX: 14 (18) Movement: 6 metres
POW: 16 Damage Modifier: +1d2 INT: 12 Initiative Bonus: 12 (15)
CHA: 12 Magic Points: 12 POW: 12 Armour: None (Transformed Flesh - 3)
Movement: 6 metres CHA: 9 Magic: None
Initiative Bonus: 13
Skills: Athletics 60%, Endurance 40% (70%), Evade 40% (70%), Streetwise
Armour: None 70%, Stealth 60%, Unarmed 70%, Willpower 40% (60%)
Abilities: Manifest (1 MP), Psychic Attack (0 MP,
Passions:: Love Money 75%, Hate Law 50%, Hate Work 80
1d8 MP damage), Wraith Form (1 MP, 1d8 physical
damage), Glamour (1 MP, 2 Senses, Magnitude 6)
1d20 Location AP/HP
Skills: Devotion (Tarsen) 90%, Manifestation 65%, Spectral Combat 75%,
1–3 Right Leg 0 / 5 (3 / 6)
Unarmed 60%, Willpower 80%
4–6 Left Leg 0 / 5 (3 / 6)
Passions: Loyalty (Tarsen) 90%, Hunger 90% 7–9 Abdomen 0 / 6 (3 / 7)
10–12 Chest 0 / 7 (3 / 8)
13–15 Right Arm 0 / 4 (3 / 5)
Terceris Yando, Condemned Criminal
Terceris Yando is a big man, his frame ravaged by a life of 16–18 Left Arm 0 / 4 (3 / 5)
debauchery, petty crime and harsh punishment. Nobody has 19–20 Head 0 / 5 (3 / 6)
explained his role in the expedition to him, and he expects the
worst. He glares at all around him with resentful hatred and Combat Style: Basic Thuggery 50% (Dagger, Knife, Club; Improvised
speaks only when forced to. Weapons)

In his Nightmare Possessed form, Yando has the values indi- Weapon Size/Force Reach Damage AP/HP
cated in parantheses, and the abilities noted below. Claw L S 1d8+1d4 As for Arm
Formidable Natural Weapons (Claws), Regeneration (1 hp/round,
every location), Aura of Dread (as below), Horrifying Dreams (as
below), Immune to Bleed and Stun Location
Weapons: Icy Claws, ignore 2 AP)
Aura of Dread: Upon first sight of him, onlookers must make an
unopposed Willpower roll. On a failure, the character cannot act
for one round. On a success, the character may act, but all rolls are
one difficulty grade harder for one round. With a critical success,
the character may act normally. With a fumble, the character may
not act for 1d4+1 rounds.
Horrifying Dreams: This effect costs 1 MP to invoke. Unless the
targeted character succeeds in an opposed Willpower roll he will
suffer 1 point of damage to the head per round until he makes an
unopposed Willpower check or 6 rounds pass.

17
Thennla

Nightmare Spirits
The Nightmares are of moderate size, with distorted heads and
clawed hands. Their bodies trail away into wisps of darkness.
They attack with claws and with their Fear and Horrifying
Dreams powers, alternating from one to the other. Although
they are essentially spirits, the ritual has leant them physical
form, and they engage in physical, not spirit, combat.
Abilities: Formidable Natural Weapons (Claws), Regeneration (1
hp/round, every location), Horrifying Dreams (as below), Immune
to Bleed and Stun Location
Horrifying Dreams: This effect costs 1 MP to invoke. Unless the
targeted character succeeds in an opposed Willpower roll he will
suffer 1 point of damage to the head per round until he makes an
unopposed Willpower check or 6 rounds pass.
Immune to Bleed and Stun Location: This ability does not work
against the powers of the characters embodying the Silken Shawl
and the Fire.

Nightmares Attributes
STR: 14 Action Points: 3
CON: 11 Damage Modifier: None
SIZ: 8 Magic Points: 14
DEX: 14 Movement: 6 metres
INT: 12 Initiative Bonus: 13
POW: 14 Armour: Tough Skin
CHA: 8 Abilities: None

Skills: Endurance 50%, Evade 50%, Stealth 70%, Willpower 60%, Other
skills 25%

1d20 Location AP/HP


1-5 Tail 3/7
6-10 Chest 3/8
11-13 Right Arm 3/5
14-16 Left Arm 3/5
17-20 Head 3/6

Combat Style: Nightmare Claws 50%

Weapon Size/Force Reach Damage AP/HP


Claw L S 1d8 As for Arm

18

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