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THE SHIFTING RUINS

The Shifting Ruins Setting

An Exploration into the God Learners

By Steve Marsh

For use in any campaign that is set in Dragon Pass or that connects with that area.

An amateur production. Please feel free to consider, add, subtract and dissect individual parts to your heart's content.

Copyright 1992 by Stephen R. Marsh

License to copy for non-profit use granted from the fourth of September, 1992 to December 31, 1996.

Commercial copiers may charge a reasonable profit for their service in making and providing copies.

All other rights reserved.

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SCENARIOS

The Horn of the Bull--Scenario I

Background

Yvnar Bull's Breath was rash even by Storm Bull standards when he braved the forbidden ruins and carried away a powerful antichaos tool (a rune magic matrix that cast counter-chaos & fearshock at a range of 120m against chaos creatures at the cost of 1 mp per use). Ignoring the warning feelings, he used it time and time again to purge a chaos nest.

Finally, as he stood in triumph over the broken body of a dead chaos warped shaman, his doom came for him. (He had over 20 doom factors when he made his check). As the sun blotted out and a tower of darkness began to fall over him, he called on the Storm Bull. Amazingly, the Bull answered, trampling the gigantic shade that seemed to fill the earth.

Yvnar's sins were hidden and his doom was put at abeyance for a time by the power of the Bull. However, the time has come for his doom to find him. The Bull has one last task for him and if he succeeds, though his doom will destroy his body, the Bull will take his spirit home. He sinned, but he sinned for the sake of destroying chaos.

In order to fulfill his geas he needs a great artifact -- the Horn of the Bull. This is a greatsword that was literally forged from a part of a horn of the Storm Bull by the god learners. For game purposes it is a greatsword with the Anti-Chaos Rune 9 on it, a POW of 90 and AP of 90.

The sword is in the Shifting Ruins. Yvnar Bull's Breath cannot return there so he has been looking for someone to perform the task of obtaining the sword for him. Yvnar will only approach a party that has been bragging, that includes Lightbringers or Storm Bulls (or other individuals who have geas that force them to fight chaos), that is strong and that has been acting like Storm Bulls.

Assuming you have PCs who fit this description, Yvnar has approached your party to perform the task for him.

If the party succeeds, each member who survives will receive a token of the Bull from Yvnar before he departs (see the tokens in Berserkergang in Tales of The Reaching Moon #7).

If the party refuses to accept the fight against chaos, tales are spread far and wide on every wind of their cowardice and they will stink of the urine of the Bull to any Storm Bull who passes downwind of them. Their glory/fame (RQI, RQII CHA) will drop. They hear rumors of the fantastic successes others achieved on this quest. Most gods will be displeased. (The stink will wear off as the party fights chaos or is otherwise absolved).

If the party says yes, then tries to run off with the sword, worse will happen. They will inherit Yvnar's 26 doom factors. Divide the factors equally among the party members, rounding up on any fractions (so that if you have 9 party members, each would receive 3 factors). They will make a factor check for retribution and doom every storm. When they've finally been blasted, the Bull will come for his horn and will take it and Yvnar physically into Valhalla.

Going on to what happens if the party says yes ....

"Yvnar breaths on each of you. For the duration of this quest a skill spirit takes up covert possession of your body, giving you the skill of Traveling Bull Dance." The PCs gain this skill of 25 + 4xDEX + manipulation bonus % + 1/10 of the character's highest Dance skill (if any). The dance will be detailed below. The spirit is INT 13 POW 45 if any POW v. POW tests are required.

"Yvnar also gives you a three point true stone containing the spell "mass face chaos," a map to the ruins and some advice."

//////////////Begin Box/////////////////// MASS FACE CHAOS

Availability: Only to Storm Bull Rune Lords. Cost: 3 points. Not reusable.

This spell allows all persons within the sound of the caster's bellow to face chaos without suffering any adverse affects from active chaos powers (e.g. a ghoul's howl) or the passive affect of chaos that tries the sanity and minds of Gloranthans. Any passive (i.e. those caused by appearance, etc.) impact of chaos will not have any mental effect. Any active effect (i.e. natural fear causing forces or magic used by a chaos creature) will result in either no effect or in fanaticism.

In addition, all those facing chaos who are within the sound of the bellow and who do not make their saving throws will have Fanaticism +3 for the next 15 minutes (i.e. if they cast Fanaticism 3 on themselves, it will affect them like Fanaticism 6, if Fanaticism 6, like Fanaticism 9. If they do not use a Fanaticism spell or something similar, then they will act as if under Fanaticism 3). ////////////////end box////////////////////

The ruins are quite large. The outer layer consists of a huge area of broken stone buildings behind a 40' x 15' wide wall with many breaks.

The outer area, also known as the lesser ruins or the broken city, smokes constantly from the steam from hot springs, the fumes from volcanic vents and the slow fires that consume the stone in places. The outer ruins are bare except for an occasional plant growing in windblown dirt or the random rat, wild dog or lizard. In the Dragon Pass wars armies have occupied this area of the ruins without mishap.

The great ruins are surrounded by a seamless wall and unbroken gates. "You are warned. Do not approach the gates. Each side of the gates swarms with the wraiths. One the one side the wraiths of those trying to flee inside when the gates were locked and on the other side the wraiths of those who tried to flee outside when doom fell." Grapples will set easily in the top of the wall or a sylph can carry the party over the wall."

(if appropriate, have the truestone also contain a summon small sylph spell or two for the purpose of helping the party over the walls). The party should bring pack animals for inside the walls and camping gear as the search may take several days.

Once inside the inner wall, the party should begin to dance. The dance allows fatigueless travel and guides the party's steps towards their goal. A failed Dance roll means that the failing party member suffers a loss of fatigue. A fumble by any dancer means that the entire party has wasted a three hour segment.

The travel goes in fits and starts. The dance will lead the party for an hour and they will then find themselves in a triangle section. They have two hours to search that section. After two hours the city will shift and the party should begin the dance again to travel to the next site.

Searching is simple -- it consists only of entering each of the buildings in the zone to see if they have found the right site. The Bull's bellow of approval and confirmation will identify the correct building.

To determine if the party has found the right building, have each party member roll a d6, +2 for each zone searched. As soon as an 11 is rolled, the party will have found the right building.

The party should have three zone searches on the first day and find the building in the first zone search during the second day. During the night, guardians should slay or afflict all the pack animals.

Once the party has the sword it will take them d3 hours of dancing to reach the wall where they came down. If they summoned a sylph, it will still be waiting for them there (time passes differently in the city and out of it).

"The Building" -- the place where the Bull Spirit gives a bellow of recognition!

The building is 900' x 300' x 90'high. It is 30' thick and three stories tall. Each long side story is made of 30'wide x90'long rooms, 30' high. Each corner has stairways up. 3/4 of the rooms have broken doors. Each of these will have 2d6 rubble runners in it.

The back story is 30' deep but made of solid stone except for the top story which is one long open room. Giant vultures roost there and feed off the rubble runners. They may attack the party's pack animals if the animals are left unguarded in the open.

The front story has the sole entrance way in the front left corner. Hanging open is a portculus with red spears 20' in the air. (these are actually small lunes stolen out of time. Touching them will release them and they will attack once and then dissolve). The opening is 60' tall x 30' wide. The bottom two stories are one open room, the top story consists of many slots and is currently empty.

The exit is at the opposite end of the front by a similar large opening. The gate here is broken. Between the entrance and exit is a shimmering zone. The zone is defended by a fearshock zone of POW 16. A successful roll will result in a 50+d50% roll for results (the party will not have any instant deaths from fear).

Entering the Courtyard the party will see four "small" 60'x30'45' buildings (a storehouse, a bakery, a stable and a slave pen). The bakery still magically turns out fresh burned bread. 2d6 rubble runners will be outside the bakery, 4d6 inside.

The other buildings are empty.

At the end of the Courtyard is a great tower, stretching into the sky.

The tower is reached through a depressed entrance way that reaches several floors below ground level. The paving stones that lead to the entrance are slick and covered with algae and other slime. The rubble runners have worn paths in the stone going down for drinks. Here and there are marks where one has lost its footing and slid into the water. Above the tower a strangely frozen mass seems stopped in mid motion, frantically seeking to enter the top.

|-----------------------------------------|

|X X| | TOWER | | | | | | | | | | | |Storehouse |

| | | | | Pens | | | | Stable | | | | | | | | Bakery | | |

| | | | |X X|

|---------------------------------Exit ---|

Entrance | ---------------------------------|

X--stairway

#################### |__________________| | | | Sword **** | |__________________| | empty | |__________________| | gargoyles*** | |__________________| Tower entrance: | maze** | |__________________| \ | X wraiths° | \ |_XX_______________| \ | X| \~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~X| \___________|_________*_______XX|

* Encounter 1: Tower Entrance

A water soaked entrance way requires the characters to swim for it. Unfortunately, the water is the only source of water for all the rubble runners. Something lives in the depths, feeding on the rubble runners who slip on the slime that coats the entrance way. See detailed description in dramatic personae.

° Encounter 2: First Trial

The household sorcerers died here and their wraiths remain. See detailed description in dramatic personae.

** Encounter 3: The Maze (Second Trial) (Respite).

up stairs ÚXXÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³ ³ ÚÄÄÄÄ´ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ÃÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄ¿ S ³ ³ ¿ Ú ³ ³ ³ ÃsÂÄÄÄÄÄ ³ ÃÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄÄÁÄÄÁÄÄ´ ³ ³ Á Â ³ ³ ³ ÚÄÄÄÄÄÄ´ ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ³ ³ ³ ³ ³ ÄÄÄ¿ ³ ³ ³ ³ ³ ÀÄÄ ÚÄÄÄÄÄÄÄÙ ³ ³ ÀÄÁÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄXXÙ down stairs

Zombie guards stand here, desiccated into piles of dust. There is the dust of over a hundred zombies here. To pass, the party must only negotiate the maze and find the secret door or break passages through the 1d3' thick interior walls. This area makes a good rest stop.

*** Encounter 4: The ways of stone.

Three gargoyles and two medium gnomes are bound here as guardians. See detailed description in dramatic personae and in the appendix (copies from RQII). The time in bondage has rendered them mindless creatures of simmering rage. While sustained magically, they will also be hungry.

**** Encounter 5: Final Encounter.

Here is where the Horn of the Bull is hidden, locked in a sealed casket. The Lord of the Hall stands here also, sealed against his doom which still claws away at the top of the tower seeking entrance.

The Lord of the Hall is a Giant Ghoul. He is armed and armored and has two giant zombie retainers that regenerate (he survives by eating their flesh). See detailed description in dramatic personae.

DRAMATIC PERSONAE

Extra Potent Wraiths:

1. Wraith Zellantis

CON 43 INT 14 Attack SR 1 vs STR Successful attack -d3 to STR d6 to random hit location Spirit Combat 120%

2. Wraith OEveratis

CON 21 INT 21 Attack SR 1 vs INT Successful attack -d2 to INT d3 to random hit location 6 pts of armor Spirit Combat 95%

3. Wraith Ellantis

CON 12 INT 24 Attack SR 1 vs CON Successful attack -d6 to CON -d3 to overall hit points 3 Points of armor Spirit Combat 89%

Crocodillian: Hunger

1. STR 65 CON 34 SIZ 76 INT 2 POW 13 DEX 7 Armor 12 pts scales Bite: d10+7d6 Tail: 5d6 (no knockdown in water)

Hide 20% Sneak 10% Hear (splash) 85%

Hunger eats the rubble runners when they slip into the water when drinking. Keeps the population down. Cannot negotiate the slippery slope up out of the water. Usually hides just inside the underwater entrance way. Is instantly alert if it hears splashing. Is able to use its "hear" (listen) skill even while sleeping.

Alternative:

Three Crocodillians, each of STR 29, CON 15 and SIZ 18. Armor would be 7 point scales. The bite and tail attacks would do considerably less damage bonus. The choice of the terrible fierceness of the giant crocodillian or the smaller ones depends on the intensity of your campaign.

Gnomes:

These are standard gnomes from the magic book. They manifest in patterns in the floor (it is a special magical mosaic that supports them and allows them to manifest and attack as gnomes do normally.).

Gargoyles

Standard RQII gargoyles. One of these is black marble in color and one is white marble in color. The third looks as if made from crystal.

GIANT GHOUL: ZAGAN

STR 120 CON 54 SIZ 110 (16m) INT 18 POW (34 capacity) 0 Magic Points 34 DEX 09 APP 01

Maul 82% 3d6+15d6 Claw 78% 2d12+12d6 Armor 6+15 (15 points are chaos skin. The Storm Bull Mass Face Chaos rune/divine spell will cause this to be disregarded on a special hit).

Chaos Gift/Taint: ghoul howl MP vs INT, resist or demoralized. The Storm Bull spell will counter this howling.

Chaos Gift/Taint: 15 point skin armor (see above).

Chaos Gift/Taint: poison bite: potency equal to CON. (see rules. This poison will be countered by the Storm Bull Spell if the party has saved it until now).

Sorcery (all skills at 95%): (will not use for first 6+d6 melee rounds, keeping all of its magic point strength to back up the howling):

Venom 85% Animate wood 95% (none available in room) Apprentice Bonding 195% Create Vampire 75% Fly 46% Immortality: ghoulism 195% Mystic Vision 35% Neutralize Magic 25% Palsy 85%

(Even in stasis, the magical skill of this creature have begun to fade).

Other than the two giant zombies (each is half the size of the giant ghoul) and the casket with the horn locked and shielded away, the room is empty, everything else having succumbed to chaos rot.

When ZAGAN is slain, the roof tears open and his doom reaches down and pulls him up in a swirling maelstrom of color, screams and ripped flesh. The doom takes him and the two giant zombies if they are still moving when it breaks through. The Spirits of the Storm Bull (remember the earlier covert possession) protect the characters.

The Horn of the Bull will call forth from the casket and can be released by inflicting 30 pts of damage on the wood of the casket.

GIANT ZOMBIES

STR 60 CON 04 SIZ 40 (6m) INT 01 FIXED POW 1 Magic Points DEX 02 APP 01

Maul 45%; Fist 20%/Fist Parry 30% Maul 34%; Fist 40%/Fist Parry 30%

Horn of the Bull

A stoneiron greatsword with an Anti-Chaos (manifestation of the Storm) Rune of 9 points on it. It has a POW of 91, an INT of 13 and slumbers. It will not awaken as long as the Bull's Breath (those covert possession spirits) rests upon the character handling it.

Also in the casket are 3d6 yellow sapphires worth 2d3*1,000 lunars each, two hundred golden giants (coins that have a giant's face on them = wheels), and three sour anti-chaos potions.

Drinking a potion does 2d6+6 points of damage to hit points and removes one chaos gift/curse (taint). Excellent for use against the Curse of Thed or similar magic.

There are also sixteen lore volumes -- all dread and tainted god learner stuff. The characters will feel loathing and dread from the Bull at them. If touched, the volumes "burst into flames" (disruption spell cast by book at POW 29 vs any who touch the books and who aren't within its limits of being a friend or apprentice of their master or a ghoul).

The Bull spirits will whisper dire counsel to burn the books. It is good advice. If read the books are -d6% and double chances of fumbling to the particular lore studied by the character. Also add d2 doom factors per book read. Each book also has a sorcery spell in it (roll randomly for each person who reads the book to determine which spell they find.) Bad stuff all around.

Yearquest--Scenario II

This is a shaman's story. The characters are hired or promised favors if they will escort a shaman into the ruins on the one day of the year the ruins do not shift.

The adventure has its geneses in a gate to the spirit world which was splintered by the god learners. A working portion of the gate still remains in the ruins where Daka Fal shaman make use of it for the Year Quest.

The trip is fairly straightforward. The party guards the shaman to the city, helps climb the wall (the shaman will have equipment to help), goes 1+.d6 hours into the city. They come upon a mausoleum looking building that sits under a large cloud shot through with lightening.

The shaman crosses into a building nearby. Passing many levels of warding he steps up to a man who hangs suspended in a web of light and cuts two finger joints from that man.

The shaman then steps out into the street and throws one of the joints far away from the building. The cloud pounces on it.

The shaman breaks down the front wall of the building (of unmortared bricks), enters and arouses a "sleeping" shaman from a trance. That shaman prepares to leave and the party's employer commends them to him and he to them. He also gives the ex-sleeper the other joint.

The party's employer lays down where the sleeper was. The wall is built back up and the ex-sleeper casts the finger joint next to it. The cloud pounces on top of the building and consumes the joint.

The party then leaves the ruins. They should have a random encounter on the way out.

In a complete outline, the adventure should go something like this for most characters and most shaman. This is a part of one of the shamans' heroquests.

A. Party approached by shaman's representative. They then meet with shaman and agree to the job. (if they don't agree to do the job, take the adventure up with another party). None of the party members will know the shaman (an important ritual requirement).

B. Party begins traveling to the city. They encounter Baboon party led by a shaman. The two shaman converse and the baboons give way without a battle.

C. Party encounters broos led by a shaman. The two shaman converse and stand aside as the party fights with the broos. Neither shaman is of any help. There should be 2+d3 broos in the chaos party aside from the broos shaman. The escorted shaman will command the party not to attack the broos shaman if the party turns to attack him after the melee.

D. Enter the city.

E. Roll d2 random encounters for the city. Note that all random encounter creatures should be ones that can be avoided, run from, talked away, etc.

F. Party reaches the crypt. Fights a great fight (a RQIII jabberwock with a chaos gift or some such "unknown" monster of great fierceness) against chaos.

G. The above described interchange with the building occurs. One party member is asked if he or she wants to come along for the journey. (if the person answers yes, they are gone for a year. Treat it as a year training spirit speech, spirit sense, spirit travel and spirit combat. NO POW gains inure to the benefit of the character, but they do have a chance of an extraordinary result (roll d3+1):

1. gain allied spirit from Daka Fal (if they currently do not have an allied spirit. See the details below. This is actually an associated spirit in that it acts pretty much like an ally but does not share cult orientation, etc. with the character).

2. gain 1 pt improvement in maximum POW. (The character will not gain any POW on this journey as all gained POW goes to the shaman, but the journey may raise the character's maximum POW).

3. gain extra MP each day. (The character will regenerate and/or regain magic points more quickly than a normal person does. The extra MP can be found by adding POW + CON and dividing by 3).

4. GM special (e.g. Dayzatar gift and geas, etc. See the details below of some specials).

The Year Quest Details.

The shaman (and an "innocent" if he can find one) enters the spirit plane. (The "innocent" is along to benefit the shaman. All POW gain rolls the innocent makes go to the shaman). The then goes on the traditional journey. The elements of that journey are sketched in below.

Gate One: Sea Season

The Sea Shore, the River, the Rapids/Hills, the Canyon, the Mountain/Cliffs, the City (the City will have multiple spirit encounters per day. The innocent will be asked by at least one of these to carry a token with him to the end. If he does so, the spirit carried in the token will be freed from the City and will ally with him at the end of the trip), the spring/depths, the trial. Vision of the great tree by the side of the river.

For the innocent: 1d3 spirit travel and spirit combat experience checks per week. 1d2 trait checks (character's choice) per week.

Gate Two: Fire Season

(Possible side trip to stars. If the innocent is not tied to a rune or a god, may meet a Fire God at this point, espc. one of Dayzatar's proxies. This is a good place for a GM's special). The stream of fire (seriatim meeting of every spirit type), the waste and the lonesome journey, the crowd and the lesser tree. Whirlwind and flood (the trials). Vision of the Tree in the Sun.

For the innocent: 2d3 spirit travel and spirit combat experience checks per week. Trait checks on Proud, Chaste and d3+1 other traits (character's choice). May also move Chaste +1 if desired.

Gate Three: Earth Season

Encounters of self (trait tests, left hand column), the dark man, encounters of self (trait tests, right hand column) the dark man of terror (trial), Vision of the Tree rooted in Earth.

For the innocent: 1d3 spirit travel and spirit combat experience checks for the season (note that checks are in addition to training assigned).

Gate Four: Dark Season

Dismemberment (by the Dark man), the search and revitalization, the descent to hell (trial), judgment (vision of the Tree at rest).

For the innocent: 3d3 spirit travel experience checks per week. Trait checks on Secretive, Enduring and Optimistic and d3+1 other traits (character's choice). May also move Secretive and Just +1 each if desired.

Gate Five: Storm Season

The journey through hell, the path of the sun, "lightbringing," Chaos encounter (trial), the vision of the fruit of the Tree.

For the innocent: 1d3 spirit travel and 2d3 spirit combat experience checks per week. Trait checks on Brave and d3+1 other traits (character's choice). May also move Brave +2 if desired.

Sacred Time: the final gate:

Rebirth on the world tree. The shaman finds a place on the world tree. The shaman's benefits are determined by the points of POW sacrificed on the journey (obviously the shaman wants the "innocent" to have lots of encounters...).

//////////begin box//////////// The World Tree Branch Level Pts Sacrificed Branch Level 1: 0-5 pts of POW Branch Level 2: 6-10 pts of POW Branch Level 3: 11-15 pts of POW Branch Level 4: 16-20 pts of POW Branch Level 5: 21-25 pts of POW Branch Level 6: 26-30 pts of POW Branch Level 7: 31-40 pts of POW Branch Level 8: 41-50 pts of POW Branch Level 9: 51-55 pts of POW

Each level grants the Shaman xd2 pts of crystal intestines. This internal organ is literally turned into a power crystal with the following characteristics: +1 to maximum characteristic POW per 2 pts. +1 to mp gained per day per pts. +1 to CON per 4 pts (round down). +1 to POW/mp total for determining strength in spirit combat.

In addition, shaman gain status and other benefits per their specific traditions. //////////End Box///////////////

The innocent is enlightened (+10% to all spirit skills, +1 to INT characteristic, and this is also a good place for a GM special. If a GM special is indicated, the GM may wish to give the innocent a nature gift ~ to a roll on the chaos gift table but without any of the taint or wrong of chaos with that gift.).

The Giant's Child -- Scenario III

In the wastes the party encounters a Giant (90m tall) in armor. He offers to parley. He has been seeking some adventurers to recover something for him from the shifting city. The magic of the place still prevents his entry so he needs someone to do the work for him.

He offers to pay the party well if they will help him recover his missing toy. He has been looking for it a long time.

If the party says no he probably won't eat them...

If the party agrees to help, he carries them to the current location of the shifting city. He will also toss grapples up or lean tall trees against the walls to allow the party to pass over the wall.

The giant also gives the party a pair of dice marked with the disorder rune, a potion that he wants poured over his toy and instructions. The dice, once tossed inside the city, will not stop rolling until they come to the location of the toy. If the party has at least 5 points of warding available he will tell them to save it until they are leaving the city, at which point they will need it. If the party does not have at least five points of warding available, the Giant will give them a bag of old bones. The bones will provide the equivalent of warding x (the points the party has +y = 5). (The bones are god learner bones, the use of the bones will finish the destruction of those particular god learners who were taken at Robcradle).

Three hours and three random encounters after the dice toss, the party comes to the described location. The dice have led them in an erratic but true path. The location will look exactly as described and is uniquely different from anything else in the city.

It is a large cradle/boat (exactly like the one described as the giant's cradle in River of Cradles. This encounter takes place about d3+1 years before that one. Since the scenario did not fit in the new release, this is an excellent place to add that material).

The party then enters the cradle which is a "safe" area (i.e. safe from the doom guardians in the city, though not from other things). They should begin to search.

The party searches the cradle until they find the toy -- "golden dancer" the giant called it. They will also encounter a party of Broos searching the same boat for loot. If desired, the GM can make the search of the cradle a multi-day, multi-play session event.

When the potion is poured the "dancer" comes to life, spinning away and singing. Then, a water elemental seeps out of the earth and begins to carry the boat towards the wall -- towards the gate.

A huge cloud of wraiths can be seen in the distance, covering the gate. From that evil omened cloud, three Shinatar manifest and come towards the boat. The party must fight them.

Shinatar Demons

The Shinatar are similar to elementals. They are the unnatural remnants of chaos and the god leaners. Shinatar might be summoned by use of twisted chaos magic, but if so, the secret is lost.

These Shinatar were created by the existence of major twistings or unnatural actions as a side effect of god learner activities in the city as the god learners attempted to use chaos to escape their dooms. They have the following characteristics:

SmallMediumLargeExtraordinary

STR 9 12 15 18

SIZ 6 12 18 24

INT 4 4 5 5

POW 3d6 3d6+33d6+63d6+12

DEX 12 16 18 20

APP 21 32 42 51

Move 6; hit points = POW Armor = «POW Damage = 1d6 in acid per 10 points of POW, plus damage bonus. Attack at DEX * 3%. (attack is a hard form of engulf -- it drills into the target). Chaos gifts = 1 per 6 points of SIZ Special Ability, may convey one chaos gift per six points of SIZ consumed in conveying gift (also does d6 permanent damage. In giving the chaos gift the Shinatar loses 6 points of size permanently and the receiver loses d6 hit points permanently).

Choose the size of Shinatar appropriate to the party. In the alternative, if you hard key everything, use two medium and a large -- that was the original keying.

After the Shinatar, the boat continues to move forward. The party will recall that this is the time they were warned to use their warding. At this point the characters should protect themselves with a barrier made from their warding. 5 points will be enough for them to hide "safely" inside, though d2 (badly wounded) wraiths should manage to break through .

Then the gate bursts open before the boat and the elemental casts the boat through as a conflagration of wraiths consume each other in a mad flurry as the gate slams shut, leaving the howling hordes swirling before and behind the gate.

As the boat flies through the air, the Giant catches it. Each character will gain 2 successful skill checks from this adventure or one successful POW gain (in addition to the usual checks). They will each be paid d3*100 wheels by the Giant or they may choose to be giant friends (applies only to the extra large type -- no impact on the "normal" giants and this is the only one of the extra large type that they've ever heard of).

Expect a cradle to set float down the River of Cradles once more.

Sorcerer at Work -- Scenario IV

The party is hired to guard a Malkioni Sorcerer on a trip to gather herbs. He has a dousing rod that will draw the proper part of the city to him if he keeps moving. It takes him d3 shifts of the city (d3*3 hours) to reach the place. The sorcerer has the necessary block and tackle gear to make crossing the wall with the pack animals easy.

Because of the time of arrival, he will want the party to find a safe place in the triangle zone where the herbs are and he then will search for the herbs in the morning. The party must enter, explore and barricade themselves into a building. They must then survive the night.

Note that the party may lose its pack animals in the night.

Come morning, the herb search begins. However, there is a mad Hag, d3+1 small elemental animals and a wraith (with d3+1 sorcery spells at 50+d50% each) in the wild garden.

The Hag, her pet wraith and the animals will fight to keep the garden undisturbed. The sorcerer will not participate in the fight -- that is what he hired you for.

The party then leaves (if they survived). It takes them d3+1 hours to collect the herbs, d3 hours to leave the city. It takes d2 hours to search for any treasure that the wraith may have had (roll as if room contents) if the party wants to look. Each party member will each have to carry 30lbs of herbs (in place of the missing animals -- if the animals were killed in the night). This is a large enough bundle to make the party members feel like badly abused pack animals themselves.

The sorcerer should pay enough to cover the cost of the lost pack animals lifted over the wall. He may pay a bonus and the party gets to keep any loot they found.

In the alternative, each party member gets d3 doses of a healing herb.

The Bat Roost -- Scenario V

This scenario takes place in the mist...

The party is approached by a lunar official. (Treat as a Master Official from RQIV career path with d3+1 optional skills. He has ceremony 97%). He needs a body guard outside the usual political circles. He can pay well and also offers licenses, etc. in return for confidential and discrete body-guard work. The official hides behind a masking spell of some sort.

His associate is rumored to be a consort of Sar-Eel. (She has APP 19, Intrigue 97%, Courtesan 98%, Bat Mastery 97%). He has a map.

The Map leads to a concealed postern gate that opens into a channel in the mist. An occasional skeleton stumbles out of the mist, but nothing else. The mist is filled with twisting wraiths being pulled apart. None of the wraiths is able to leave the mists, but the mists do not look like a place that the characters would long survive.

After an hour of slowly and carefully following the winding path, the party reaches a temple in the otherwise featureless mist. At this point, d3+2 zombies stumble out of the mist and engage the party in a fight.

The zombies are very, very old. Their skin has petrified.

Ancient Zombies STR 17 CON 17 SIZ 12 POW 1/9 DEX 7 APP 2

17 hit points corroded cuir bolli and chain armor for a total of 1 pt of protection from armor and 3 pts from the hardened flesh (total armor 4 pts). On any non-critical hit, the weapon hitting the zombie takes d2 pts of damage.

Weapon Maul SR 7 Attack 65% 3d6 Parry 35% 15 Pts Resists magic as if POW/MP = 9

d3+3 melee rounds into the fight, d3+2 ghouls will stumble out of the mist and attack any zombies left standing. The ghouls will try to avoid living creatures, but will attempt to pull any dead bodies into the mist with them. They will only howl if attacked. The ghouls will avoid the two lunar officials that the party is bodyguarding into the mists. If allowed, the ghouls will take the zombies, any other dead bodies, and flee.

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ê = shrine to a chaos god manifest as a form of primal chaos (an unusual shrine format one would note):

1Ompalam 2Porchungo 3Seseine 4Vivamort

ìì = gate

éé = a large roost

The entrance is walled over, but each of the shrines stands open. The compound appears that it must be entered through one of the shrines which is where the lunar officials head. At the shrines the characters may make an offering (if any of them think to do so. The lunars would advise against it). If they do, they lose d3 points of POW and gain a chaos gift.

They are also stamped with the distinctive sign of that chaos god.

In the temple interior the characters must search for the various items that are described in a riddle. The riddle also warns of muted dooms and strange twists of fate.

Upon searching, the party will find: robes, mire, cap, hat, gown, tassel, staff, bell, clogs, an ear clip and a book of ritual. In finding these while they search through the ruined temple they will encounter d6+1 zombies and a weakened (mp = 6) vampire with two ghouls as bodyguards and aids. The vampire speaks spirit speech 75% and trade 30%. It only wants to eat and will attack if not offered a party member to consume.

When all the equipment and the items are gathered, the official and his "aide" will then command the party to wait outside the gates. If the party wants, they can also earn some money breaking the wall down outside the gates. It is a surprisingly easy job to break down the wall blocking the gates. The party members will feel uneasy as they begin the search for the items. Each item found makes the party feel worse. Breaking down the gate makes them feel much, much better. They should notice their feelings.

While the party waits, the official and his aide engage in various acts of obscene worship. The party can see them somewhat by peeking through the closed gate. The party is instructed to wait on the other side of the gate with the pack animals and told that the party's only remaining duty is to prevent any ghouls or zombies from coming through that gate and disrupting the rituals. As soon as the rituals are finished the party is free to leave and is not expected to stay.

At midnight, as the rituals reach their peak and conclusion, a huge bat like creature descends. With the creature comes a deep, cold, dark (the mist is gray, though it obscures the stars). The official and his aide rise to meet it, intoning a hideous chant and using the found items in a ceremonial greeting.

Anyone with any ceremony skill who is also watching can tell that the official has done everything right. Then the bat-shaped Shade suddenly eats him and the aide. The mist falls over the scene and begins to fill the temple. In the mist the party can see literally hundreds of wraiths twisting in hunger and pain. There is nothing to be done for the lunar officials -- and they have discharged the party besides. The mist draws closer and closer to the gate as it fills the temple.

The party is advised to flee down the tunnel while it remains. Any attempt at divine of any type (initiate, rune lord, rune priest, lay member, etc.) intervention will succeed (and cost only 1 pt POW) and will give seeker the same advice (regardless of what was actually asked for). The party flees, older and wiser, one step ahead of the cold mist that fills the temple and then spills down the shrinking corridor. They should barely escape after several fumbles and near disasters.

The map is a trap for god learners in case any escaped. It draws those who seek god learner knowledge to a site patrolled by the chaos hating forces of darkness. There potential god learners are surprised and consumed. The Shade is patient. It was greatly wronged and still hungers for a complete vengeance.

The official thinks he has found a clue to the other self of the Bat. He thinks that the Bat must have a fetch and that this shrine is the key to master that fetch. By mastering it, he expects to gain instant hero status and to further his faction in lunar politics.

The party's involvement should come as a penal matter, as part of an important bribe or in some other way where the party should not expect to make a profit and is not aligned with the official. It is perfectly acceptable for the party to be hired by one of his enemies "to watch as well as escort" and told that while they can't pat to make him "disappear" (the spirits watch him too closely), certain parties will pay well to know what he finds.

Emphasize the danger, the lack of any expected reward (outside discharging punishment or the salaried payment) and warn the party that any gift or benefit found in the city is too dangerous to take. (No one with a right mind should sacrifice at a strange chaos altar).

You may wish to add a dark troll encounter in the area just outside the gate as the party flees out into possible safety. The dark trolls will release anyone not marked by chaos -- but will purify any chaos tainted characters by eating them.

Feather on the Wind -- Scenario VI

There is a feather of the Amber Phoenix in the city. The various phoenix were legendary creatures that dwelt in Yelm's Empire of Splendor. They are no longer seen, though some individuals have gone on heroquests to seek their feathers.

(A god learner who lived in the city collected twenty such feathers. If only ten more are found, and released by being burned, this particular Phoenix will be free again).

Someone learns of the location of one of the feathers in a dream. The feathers of the Amber Phoenix have several well known (to those of Fire Lore 87% and above) features.

1. They can grant sudden inspiration. E.g. the lunar general who brought caltrops into Prax learned of the idea and the methods by using a feather.

2. They can transform chaos into nature. If a person has a chaos gift(s) and Nylasor Illumination, burning a phoenix feather will make (all such) the gift(s) "natural" (and not a source of pain and discomfort in the natural world, nor detectable).

The procedure may also impose one or more Dayzatar/Humakti type geas as a result of the transformation (failure to keep the geas removing the gift's power for a season). It depends on which feather is used, the purity of the ritual, various traits and GM whims, campaign power balance, etc.

3. The feather can be used to found a Fire based shrine (for any fire god the character is aligned with) in lieu of other methods. Perpetually burning, it is the same as constant worship by 15 initiates.

4. The feather can be burned to rejuvenate (restore to age 16+2d6) 3d« (between 1« and 3) people.

5. The feather is good for one Rune Lord Divine Intervention for any fire initiate or priest (at half the POW cost).

6. The feather can summon the Phoenix (under the right circumstances -- the knowledge of those have been lost, but the potential and the lore that it is possible remains).

Obviously most of these benefits are priceless to the right person.

This scenario is simple.

The dreamer is the party's patron. He/She provides the party with a magic fire/truth mote. After climbing the wall, the party follows that fire mote to where the feather is kept.

The party will have d3+1 encounters with hostile dark and/or water creatures (Dark Trolls, Timnits, etc.) on the way there. These will not be serious tests. (e.g. the party encounters a solitary, but very cranky, great troll. He swears and bluffs but does not attack).

At the crypt the way is blocked by a guardian. An Extraordinary Shinatar would do as would a Stoorworm. After a significant melee, the Party enters.

There the party has to win three tests (riddles, traps, mechanical sorts of things). They retrieve the feather and have d3 hostile random encounters on the way out of the city.

They return with the feather to their employer's temple and collect the payment there in escrow.

THE SHIFTING RUINS SETTING

This is a setting that details some old god learner ruins. Any characters that investigate the setting will discover why such ruins are best left to themselves. The ruins are unusual in that they are a hexagonal city surrounded by an unbroken 50' wall. The hexagon is broken into six internal zones, each shaped like a triangle. Three triangles are filled with mist, three are filled with ruins. The location and shapes of the ruins shift constantly, more or less every three hours.

Terrain:

Ruins

In each 900' x 900' x 900' (triangle) area there will be 2d4 terrain features. The remaining area will be 30% open park land (overgrown with wild scrub) and 70% marble paving (the paving will have writing on them). Paved roads will separate each area.

Roll on d20 for type of ruin encountered in each of the triangle subsections of the three ruin filled triangles. (Each major triangle is 3600' to a side).

1-2 Manor with open court and 1d4 fountains

These are two [ten foot] story houses in a 60' x 90' rectangle with an open court on the inside. The rectangle is one room thick, all rooms open onto the court or onto a second story open walkway. Stairs on the corner. The single opening to the manor building is a 10' deep by 20' high x 60' room in one of the 90' sides. The rest of the rooms are 10' deep by 10' high by either 10', 20' or 30' -- randomly arrayed.

The courtyard will have ruined trellises and 1d4 fountains, 10% for one that is still flowing. If a fountain flows, it will be producing:

1) blood (50% human, 30% Aldryami, 10 troll, 10% misc. animal).

2) wine (30% red, 20% white, 20% sour/vinegar wine, 10% pine rosin wine, 10% salt water and mixed wine, 10% misc. berry wines).

3) water (40% salt water, 30% fresh water, 20% alkaline water, 10% acid water).

4) magical potions (d6 potency magic, 3d6 potency poison -- one dose per hour).

5) organic ooze (similar to slimes, roll d6 for which runic elemental color the ooze is in).

6) aerated sticky fluid (50% pepper flavored, 40% bitter flavored, 10% misc. sweet flavors).

3-4 "Craft Hall" of 3d6 floors in height.

The craft halls consist of 3d6 floors (10' internal, 14' external in size), each 90' x 180' in size (not necessarily on the same orientation. Craft hall floors often look like a stack of badly stacked cards). Each floor will be jumbled with broken equipment -- mostly verdigris bronze and crumbled wood.

5-6 Large Religious Cathedral

The churches all have an open area at least 200' on its longest axis. At the head of the open area is a large altar. The short axis will be approximately 50' to 70'. The open area around the altar will have an inlaid tile pattern in the shape of a rune at least 60' across.

The open "worship" area will contain benches sized for humans and will be 3d6-d3 stories tall inside (yes, some will be basically flat, having only a crawl space). Flanking the long axis will be d4x10' wide x 10' deep by 6+2d6' tall rooms (offices, storage, etc.). All will be locked and filled with rubble.

7-8 Cult buildings (similar to an American High school in layout.).

Roll randomly against the chart in Gods of Glorantha for which Cult the buildings belong to. These are similar to an American High school in layout (though smaller) and GMs are advised to borrow high school floor plans for the building(s). Generally they have assembly rooms, training areas, etc.

9-10 Warehouses.

(Large buildings 90+d6x10 x 60+2d6x10 x d3+1 stories tall). These will mostly be filled with dust, decay and rust.

11. Slave kennels.

12-14Rubble.

75% broken sandstone rubble (there are no standing sandstone structures), 25% concrete/marble/granite rubble (the stone that the remaining structures are made from).

15 Shattered tower.

Broken by great violence, such towers will have 2d3 stories still remaining and will extend 2d4+1 stories below the ground.

16 Round tower.

3d6 stories above ground, d3 stories below, mostly intact.

17. Tomb/monument.

This will be a solid geometric shape.

18. Decayed hovels.

These areas will look similar to rubble except that some will have intact rooms, etc.

19. incomprehensible building.

Roll twice on this chart and combine the appearance generated to produce something bizarre.

20. large open market area.

Part of the defense spells remains. Add +3 to POW for all defensive purposes when in market area). 1% chance of a found item.

Most of these areas have rooms.

Room Interiors:

01-90%Room can be seen into and is empty to see. 91-00% the room cannot be seen into without trying the door or a window (if appropriate).

01-60%Empty room, no guardian, no contents not scoured clean by the wind, elements and the doom guardians.

61-69%Room has a protection built into the door. Room may have contents (1 out of 6 chance).

Roll 2d6 for protection:

1-2 Guardian in door.

01-50% small elemental, 51-62% medium elemental, 63-64% large elemental, 65-90% small elemental animal (see appendix for elemental animals), 91-98% medium elemental animal, 99% large elemental animal, 00% doom guardian.

Guardians are bound creatures that attack those who attempt to enter the room without the owner's permission. They will attack until destroyed. Touching the door summons the guardian who then attacks the person who touched (and all others in LOS until all movement ceases or the guardian is defeated. Guardians resist dismissal as if two sizes larger).

Elemental animals were a god learner creation or finding that combined the trainability and intelligence of an animal with the raw power of an elemental. They were commonly used as guards for various places. They may or may not be an offense against nature (depending if the god learners found them some place or "found" them as they normally -- i.e. created them through mythic searches.)

3-4 Wraith in door. The binding object is the door. The wraith will manifest whenever anyone comes within 3' of the door without speaking the protective phrase. The wraith may attack anyone within 12' of the door. The Wraith's POW will be 4d10-d6 (minimum of 1).

5-6 Gargoyle Animal. This guardian appears as a statue of an animal. It will have the characteristics of a gargoyle, but the attack damage of the animal it is shaped as. Common designs are of lions, griffins, bulls, panthers and crocadillians.

7-8 Trap. The door has a lock, the failure to pick the lock springs a trap.

Trap's bite is:

1. 2d6 intensity venom sorcery spell, cast at 190%, three times for each person within 12' of the lock.

2. 4d3 rune disruption (like disruption spell, but does 4d3 to one location). Attacks up to 2d3 within 12' of lock.

3-5 Cage/net drops 10' around lock. 4 pt hinder/slow spell woven into trap.

6-7 10' pit opens up under door.

8-9 2d3 darts are launched. They strike as javelins (1d10 each, 90% skill for impale/to hit).

9-10 Broken 1 pt warding spell (only makes noise).

11 Working warding spell (1 pt remains active. Regenerates every fifteen minutes).

12-13Lock cannot be picked (delay trap. One must break the door open).

70-71Room is lair for undead group. 01-25% contents belonging to undead, 26% both undead and Jrustelli, 27-28% Jrustelli contents, 29-99% no contents, 00% special.

01-50% chance the undead are not home. Roll on undead table for type of group laired there, xd3 for the total number. 51-90% half will be home. 91-00% chance all will be home.

72-95Room contains d3+1 sorcerer wraiths (wraith also knows d3 spells at 95% and can use them). 10% chance of contents.

The wraith's binding object will be the contents if there are some. Otherwise it will be the dust/rust on the floor and the wraith is freed by disturbing the dust spot it is bound to.

96-98%Room contains d6+1 Lesser Revenir. 15% chance per Lesser Revenir of special contents.

Lesser Revenir: These are the wraiths of sorcerers bound to their bodies. The bodies do not die or age, but hunger as do ghouls.

A revenir has its body and physical powers calculated as that of a ghoul's. It also has the powers of one type of wraith (determine randomly) and 2d6 sorcery spells at 123%, d6 sorcery spells at 84%, d3 sorcery spells at 45%. All skills at 111%. INT will be 15+d6, POW will be 18+2d6, Magic Points will be 12+2d6.

Note that a greater revenir is similar to a giant ghoul with a vampire-like fetch for a spirit instead of a wraith. They often employ ghouls as servants and will hunt lesser Revenir for food.

Each Revenir will have misc. coins, spell books (with d3 useful pages remaining), and d2-d2 misc. typical magic items.

They are generally accompanied by zombies or skeletons.

99% Room contains bound elemental or other magical creature. 0% chance of contents. Creature is probably crazed and mindless.

00% Special.

Random Outdoor Encounters:

Moving Encounters:

d6-d3 per day (5 to -2 -- if -1, modify the dice roll for one encounter by -1, if -2 modify a single encounter by +1) "normal" (these encounters occur while the individuals are moving).

Roll d6

1-2 Undead (roll 2d8)

1 d6 mummies 2 d6 ghouls with short bows 3 d6 ghouls with short bows and chain shirts 4 2d6 ghouls with scythes 5 2d6 ghouls with shaman ghoul 6 2d6 skeletons (POW = 40 to resist magic) 7 2d6 Zombies in bronze plate and with 1« swords 8 1d3 wraiths (unique, also will be able to use d6 sorcery spells at 95%) 9 2d6 Zombies in combat with d6 ghouls 10 2d6+2 Baboon Zombies 11 Vampire and d6 ghouls 12 d3 Vampires 13 d3 Hags and d3 ghosts 14 d2 Hags and d6 Zombies 15 d2 demons (see creatures book page 37) 16 Undead Basilisk 17 d2 Lamia

3-4 Animals (roll 2d4)

1 2d4 giant ants 2 2d3 wild dogs 3 2d3 snakes 4 2d3 wolves 5 2d3 wild horses 6 2d6 wild cattle 7 Stoorworm (and 50% 2d2 horses, 50% 2d4 wild cattle) 8 d2 brown bear 9 d2 grampus 9 d2 crocodilian

5 Sentients (roll 3d4)

1 2d3 harpies 2 Fanchan 3 hunting griffin 4 headhanger 5 2d3 harpies 6 d2 manticore 7 d3 minotaur and 3d6 cattle 8 d3 ogres 9 2d3 Satyr 10 d3 cliff toads 11 Hellion 12 Wyrm 13 jabberwock 14 d2 gorgons

6 Other "men" (roll 2d6)

1 d3 Chonchons 2 2d3 trollkin 3 1d3 trolls and 2d3 trollkin 4 d6 baboons 5 2d3 broos 6 d3 centaurs and 2d3 horses 7 2d3 dragonnewts 8 d3+1 ducks 9 d3+2 dwarves 10 d3+1 men 11 2d3 men 12 2d3 Elves 13 time trapped jrustilli (2d2 master sorcerers per book) 14 sorcerer and body guard (as above + d3 sentient table bodyguards).

Static Encounters:

d3 per "day": Guardian (these encounters occur only while the party is stopped. Often the pack animals will have the encounter at night. This is especially true if the party barricades themselves inside an inner room and leaves the animals in an outer room

Add all doom factors to the encounter roll.

1 FIRE (roll d6)

1 small heat (size small elemental, does 3d6 heat damage, reduce max damage done by damage already done [i.e. damage that penetrates and is suffered by target]. So, on first attack does 12 points, 18-12 = 6, max damage thereafter is 6. Partial elementals consume themselves in attacks) 2 medium heat 4d6 3 large heat 5d6 4 small light blinds 1d6 days 5 medium light 2d6 days 6 large light 3d6 days 7 medium salamander 8-9 large salamander 10-11extra large salamander (add a large and a small salamander together for effects, POW, etc.). 12-13giant salamander (add a large and a medium salamander together).

2 WATER (roll d6)

1 small wave (does d6 to con and d2 to body by dissolving a single drenched target). 2 medium wave (2d6 to CON, 2d2 to body, d2 targets) 3 large wave (3d6 to CON, 3d2 to body, d3 targets 4 small water (does two levels of fatigue choking to d1 targets) 5 medium water (does four levels of fatigue choking to d2 targets) 6 large water (does six levels of fatigue coking to d3 targets) 7 medium undine 8-9 large undine 10-11extra large undine 12-13giant undine

3 EARTH (roll d6)

1 small stone (calcifies one hit location on one target) 2 medium stone (calcifies two hit locations on each of d2 targets) 3 large stone (calcifies three hit locations on each of d3 targets) 4 small rock (adds +d3 false size and -2 to movement to d1 targets) 5 medium rock (+2d3 false size, -d3+1 to d2 targets) 6 large rock (+3d3 false size, -2d3 to movement, d3 targets) 7 medium gnome 8-9 large gnome 10-11extra large gnome 12-13giant gnome

4 AIR (roll d6) 1 small wind (1d6 attack from airborne materials for 2d6 melee rounds. armor protects). 2 medium wind (2d6 attack, 2d6+1 melee rounds) 3 large wind (3d6 attack, 2d6+2 melee rounds) 4 small spiral famine (-d3 false size to one target) 5 medium spiral famine (-2d3 false size to d2 targets) 6 large spiral famine (-3d3 false size to d3 targets) 7 medium sylph 8-9 large sylph 10-11extra large sylph 12-13giant sylph

5 DARK (roll d6) 1 small freeze (d3 freezing damage to d3 hit locations, one target) 2 medium freeze (d6 freezing damage to d3 hit locations, d2 targets) 3 large freeze (d6+d3 freezing damage to d3 hit locations, d3 targets) 4 small fright (attack is the same as the madness attack of a lunar elemental, only the dice roll is 50+d50) 5 medium fright (2d50 for the dice roll) 6 large fright) (d50 for the results roll) 7 medium shade (roll 2d50 for the shock roll) 8-9 large shade (roll d50 for the shock roll) 10-11extra large shade (roll d40 for the shock roll and 1d3 freezing damage from envelopment) 12-13giant shade (roll d20 for the shock roll and 2d3 freezing damage from envelopment)

6 d3 FORM NYMPHETS (roll d8 for type)

These are semi-mindless creatures related to the various runes. Form nymph is really a misnomer, but it is the common usage in the area around the city.

They attack by wrapping themselves about the victim and merging with it. Unless the target is completely severed from the rune the nymphet is linked to, the effect is automatic and basically unstoppable. Only by dispelling or otherwise keeping the nymphet from making contact can the nymphet be stopped. Nymphets are POW 18, DEX 21, all other characteristics 6, in many ways these creatures are very similar to Wraiths.

They are not native or natural to the mundane world and cannot stay in it for any substantial time (they lose d6 magic points and d6 hit points for every movement turn they stay in the natural world). They do not breed on the spirit plane which is their native habitat.

Shortly after linkage with a form nymphet, a wave of pleasure/pain sweeps over the victim, d6 of his or her magic points are consumed and d3 form nymphets spring out and scatter from the area.

(If you deal with heroquesters, minimaxers and some cultists ... if the victim is severed from the rune, the effect does not take place but an alternate does).

1 stasis (-d2 to movement)(if severed from stasis rune, the nymphet is unable to replicate, but the person attacked is unable to gain fatigue from resting from movement until the attack would have worn off).

2 movement (-d2 to siz)(if severed from movement, the nymphet is unable to replicate, but the person attacked is unable to move until the attack would have worn off).

3 harmony (-d2 to app)(if severed from harmony, begins to suffer one disruption from the disorder rune each movement turn until the attack would have worn off).

4 disorder (-d2 to dex)(if severed from disorder is harmonized, as per spell, to the nearest living creature of similar race until the attack would have worn off. The harmonizing effect varies depending on who is closest at any particular time).

5 life (-d2 to con)(if severed from life, as a Humakti Rune Lord or Rune Priest would be, no healing or fertility spells can aid the victim until the attack would have worn off).

6 death (one humakti geas)(if severed from death, no attack magic of any kind will work for the victim until the attack would have worn off).

7 law (-d2 to int)(if severed from law, may not use math or read until the attack would have worn off).

8 chaos (curse of Thed)(if severed from chaos [most Gloranthans not a member of a chaos or lunar cult should be treated as severed from chaos], the victim may cast counter chaos once per season until the attack would have worn off. Yes, this is an advantage, but the chaos presence is a side effect of the way the city was destroyed).

The effect lasts for d6 days after encounter, +1 season per doom factor. (doom factors influence duration rather than encounter's nature).

Found Items

Jrustelli Dooms, magic items and other worrisome notes.

Many god learner artifacts are dangerous as is most god learner knowledge. Any contact with things relating to the god learners invokes a god learner doom factor.

For most normal people, this factor = 0. For all Arkat Malkioni who have partaken of protective temple quests (sealing off god learner areas, etc.) it is -1.

Any initiate or above who is about to engage in an act, attune an item, or otherwise increase their god learner doom factor will on POWx5% roll, feel very uneasy, POWx4% feel danger, POWx3% feel danger associated directly with the action/etc., POWx2% feel a strong warning and POWx1% hear a divine voice warning them.

Certain triggering events require a d6 roll. If the roll is equal to or greater than the factor, nothing happens. If the number is less than the factor, terrible things will eventually fall on the individual.

The following events/times/etc. are "triggering events" and cause a check:

A. Sacred Time each year. Any doom triggered at this time also alerts the character's god to the character's status.

B. Any encounter with an anti-god learner guardian or creature specifically tied into the dooms (this includes Malkioni guardian constructs).

C. Specified acts/events (see individual descriptions of god learner lore and items).

The type of doom that falls upon the individual is determined by the "level" of the doom. The basic method of determining level is as follows. Take the d6 number rolled that resulted in the failed roll. That is the level of the doom.

(E.g. Teraski, ever-curious, devotee of the lunar cat god, has a doom factor of 4. He rolls a 1 during sacred time. He will suffer a level 1 doom. Had she rolled a 3, she would have suffered a level 3 doom. Had she rolled 4 or above, nothing would have happened).

Illumination provides no protection against these attacks.

1st level 1-2 a single attack by a small elemental at the beginning of the elementals season. 3-4 a single form nymphet attacks during sacred time. (effect duration determined as above). 5-6 d2 POW loss occurs during worship on the high holy day. (loss comes first from any divine magic spells, then from requisite POW). The god takes the POW. If the character immediately discards and destroys any god learner artifacts, etc. in the character's possession, their doom factors are reduced by 1 for every 2 points of POW taken by the god.

2nd level 1-2 a single attack by a medium elemental. 3-4 two form nymphets attack. 5-6 2d2 POW loss during worship.

3rd level 1-2 a single attack by a large elemental. 3-4 three form nymphets attack. 5-6 3d2 POW loss during worship.

4th level 1-2 major (extra large) elemental attacks for two melee rounds. 3-4 three form nymphets attack each season. 5 4d2 POW loss. 6 Assault by cult spirit of retribution during high holy day worship.

5th level 1-2 giant elemental attacks. No time limit (e.g. attacks until it wins or loses). 3-4 d2 form nymphet attacks each related time period (disorder day, d2 form nymphets attack). 5 5d2 POW loss. 6 Assault by cult spirit of retribution every holy day.

Those dangerous items (the other stuff is just the usual in metal, items, etc.):

Runic Arm Lacings. Any related one shot divine magic cast while wearing the lacings becomes reusable instead. +« doom factor for every use after the first. d3 runes on each set of lacings.

Rune Spell Candies. Each candy acts just like a spirit magic potion except these allow the casting of a divine magic. For each point of divine magic, +¬ factor if the user's cult does not have the spell, +« factor if the cult does have the spell. So, a summon large salamander candy used by a Yelmite would result in +1« factors. d6 points of divine magic are contained in each set of candies found.

Spirit Magic Potion has d6+1*range and d6+1*points of impact as the spell would indicate. +« doom factor

Sorcery Salt. When consumed during sorcery, adds +10% to all rolls per gram consumed. 3d6 grams found in any location. No factors.

Wraith Stones. Cast into a wraith they bind the wraith to the stones rather than the binding object. The wraith (if mastered in a POW v. POW struggle) may then be commanded to attack a target. After the combat is finished, the wraith is laid to rest and the stone crumbles. These were stolen from Daka Fal, but he approves of their general use (as a tool for laying wraiths to rest). No factors. d3 stones found.

God Wands. These are consumed during divine magic. Each has d2 divine magic sorcery modifiers at 60+d200%. Thus, with a god wand the character is able to apply sorcery modifiers to divine magic. More than one wand can be used at one time. Common wands are range, intensity, etc. +1 factor for each wand used. Use also triggers an immediate check. d3 found. Each has d2 uses.

Tapping Weapon. Int -3 (being tuned to one reduces free int by 3), POW 18+3d6. These weapons tap d6 points from any target hit. They are attuned like crystals and count against crystal/spirit binding/tuning limits. +2 factors when tuned. -1 factor if discarded. d2 weapons found.

Spirit Traps. Any spirit that contacts these traps is bound into the trap. The person who holds the trap may command the spirit. Enslaves spirits without regard to normal limits. Each trap may hold 2d6 spirits. +1 factor per 2 spirits in trap (round down so that 1 spirit is 0 factors, not «factors). Triggers an immediate check if attuned (in which case it may be used without touching it). d1 traps found.

Anti-Chaos Runes (Sometimes called Dragon Claw Runes. -- the most common ones were made from dragonnewts) No factors. d4 - d2 points of rune.

1-5 on a weapon (95% with a crystal in hilt, 75% with a spirit magic matrix, 30% with a sorcery matrix).

6-7 on an item of armor (fits SIZ 2d6+7).

8 on a sorcery spell book sheet with a spell (attuning the spell is +1 factor).

Almost all runes have an anti-chaos factor. Kigor Litor has Dark and Man for her runes, yet she is strong in anti-chaos. This is because each rune found a way to deal with and overcome chaos or was destroyed. Thus all runes remaining in Glorantha have an anti-chaos factor. The god learners often enchanted or created items that focused this nature.

The use of the rune in this form repels chaos creatures (including otherwise normal creatures with chaos gifts). If the creature powers their way past the rune, it absorbs some of their chaos gifts/powers/taint.

-1 point anti-chaos rune. Salvaged defective enchantment. Absorbs d2 points of power from the user any time it hits a chaos creature and inflicts the curse of Thed on the creature hit. Detects as chaotic, will attract hostile dragonnewt encounters (d2-1 encounters per season).

All of these -1 runes were made from dragonnewts. The rare party of dragonnewts that enters the city is looking for these runes to destroy them and to release the spirit of the dragonnewt bound in order to create the rune.

0 point anti-chaos rune. Salvaged defective enchantment. Allows the holder to cast Counter Chaos at a cost of one point of POW. « doom factor comes with the sword. Note that the effect is not the spell and the POW is permanently consumed by the sword. This item (sword, armor or other item) seems scaly and will attract hostile dragonnewt encounters (d2-1 encounters per season) until discarded by the character.

All of these 0 pt runes were made from dragonnewts. The rare party of dragonnewts that enters the city is looking for runes like these to destroy them and to release the spirit of the dragonnewt bound in order to create the rune.

1 point rune in anti-chaos form, requires 1+1 point of POW to create if a character attempts to duplicate it, (11 points) acts as a counter chaos divine magic spell (once a week) on any creature of chaos the rune touches (i.e. the weapon hits, or the creature connects with the armor item, or the sorcery spell is used against the creature.).

One of these was made for each known rune.

2 point rune, requires 1+4 points of power (22) to create, acts as counter chaos (once a week) and absorbs one gift per blow (etc.) much like a tap spell. The weapon user turns the absorbed gift into d6 magic points.

One of these was made for each known rune.

3 point rune, requires 1+ 27 (33) points of POW to create, absorbs one gift per blow, and acts as a counter chaos spell (twice per week).

One of these was made for each major known rune.

4 point rune, requires 1+256 (44) points of POW to create, absorbs two gifts per blow and acts as a counter chaos spell (twice per week).

There are two four point swords are in the ruins, two three point swords and a handful of two and one point swords. About 2d6 0 and 4d6 -1 swords still remain, mostly well hidden (and searched for by dragonnewts). The rune is also found in its other forms.

5 point rune, requires 1+3125 points of POW to create, absorbs two gifts per blow and acts as a counter chaos spell whenever used.

There is a club (+1 factor unless used by a troll, then -1 factor) with the five point darkness form of anti-chaos. There is also a sorcery spell ("skin of life") with the anti-chaos form of the life rune embodied in it. A shinguard also exists with the anti-chaos form of the earth rune on it.

6 point rune, requires 1+46656 points of POW to create, absorbs three gifts per blow and acts as a counter chaos spell (whenever used).

There is an unusual sword (1« saber, 43" blade, laminar steel) with a 6 pt version of the anti-chaos form of the truth rune on it.

Note that a dragon or a god might be able to create this rune for less POW per point of rune. The Empire of Wyrm's Friends was also able to also craft these rune forms for less points of POW per point of rune. The god learners just burned the POW of others instead of exercising any finese.

The god learners also produced rather similar effects from all the runes, regardless of the "usual" or "normal" effect the rune might have in fighting chaos.

Spell Book Pages:

Spell book pages are attuned as a crystal would be and count against the number of bound spirits available to a character. Each spell has a POW rating, a doom factor, and an initial success ratio.

0 A spirit magic spell. n/a, n/a, n/a.

1-2 a sorcery spell that casts a divine magic for magic points instead of POW. d3 points of divine magic in spell. POW = 3xdivine magic points. Doom factor = divine magic points. Initial casting skill = Intensity +d3, 50+d100%. May be manipulated using sorcery skills.

3-4 a typical sorcery spell of the kind not normally available. na/na/na.

5 A spirit magic spell that can be manipulated like sorcery. Also functions as a 2d3 point matrix for the spell. POW = matrix points. Doom factor = «. Initial casting skill = spirit magic % skill + 3 x magic bonus + d50%.

6 A sorcery spell with its own MP battery and +d6 to intensity. 3d6 magic points for the spell only (recharge on a weekly basis). POW = intensity + ¬ battery. Doom factor = ¬. Initial casting skill = 4 x magic bonus + d50%. Must be attuned and counts against bound spirit limit.

7. A page that when attuned (and studied for 40 + d50 hours), adds 50% to intensity skill. Has a 4d3 POW battery (MP that recharge every 24 hours). Must be attuned and counts against bound spirit limit. POW = battery POW. Doom factor = «. na. Must be attuned and counts against bound spirit limit.

8. A page that when attuned (and studied for 40 + d50 hours) adds 10% to all sorcery skills. Has a 4d3 POW battery (MP that recharge every 24 hours). Must be attuned and counts against bound spirit limit. POW = battery POW. Doom factor = «. na. Must be attuned and counts against bound spirit limit.

9. A Jrustelli grammar. Reading this will attract the attention of Lhankhor Mhy's special guardian spirit who will rearrange the letters on the page, destroying the meaning, as soon as the reader quits reading. If the reader reads all of the grammar straight through, invoke a random divine magic spell and add doom factors = « of the points of spell invoked.

Additional Misc. found items

1 Cloak. +3 to APP. Must be attuned like a crystal. Counts against total bound spirits. POW = 9.

2. Foot clothes (similar in function to socks). Roll d6.

1. +15% to sneak. 2. Sneak matrix d6 points. 3. Mobility matrix d6 points. 4. Clean matrix d6 points. 5. Jump 4 matrix. 6. Protection 6 (for feet only). 7. Spider Climb Matrix 6+d6. First six points of spell free (i.e. the Matrix powers 6 points of the spell itself). Must be attuned, does not count against totals. +1 doom factor, triggers immediate check (offends against Arachne Solara) each dawn. Each point +50% to climb or a completely safe movement rate of 1 per point regardless of angle of surface or type of surface.

3. Archery Bracer. Roll d4 for which.

1. Firearrow matrix. 2. Speedart matrix. 3. Multimissile d6 matrix. 4. Disruption matrix. 5. Sunspear d6 Matrix. Uses MP instead of POW. +POW (the d6 roll) to doom factor. Each use triggers an immediate check.

4. Throwing cord for javelins. Roll d4 for which.

1. Firespear matrix. 2. Speedart matrix. 3. Multimissile d6 matrix. 4. Disruption matrix. 5. Lightening d6 Matrix. Uses MP instead of POW. +POW (the d6 roll) to doom factor. Each use triggers an immediate check.

5. Broadsword Sheath. Roll d4 for which.

1. Self powered locking matrix (i.e. the matrix yields magic points equal to the cost of cast the spell once per day and sustains the spell so that attention is not required to maintain an active spell and so that things that would disrupt a passive spell do not. Affects only a weapon drawn from the matrix item.) Fireblade 4. 2. Self powered matrix Bladesharp 4. 3. Self powered repair 4 matrix. 4. +20% + d20% to fast draw of weapon kept in sheath. 5. Truesword d6 matrix.

6. Rope. Roll d4 for which. 10 + d6*10 feet.

1. «" rope. Will hold up to 1800 lbs. 2. «" rope. Has selfpowered Repair 4 matrix, good only to repair rope, self initiating when rope damaged, POW = 9 (9 magic points per day). 3. ¬"*.01" rope. Weighs ¬oz. per 10'. 4. -30% to any escape attempt by anyone tied with the rope.

7. Gems. Roll d3 for which.

1. 2d6 of d12*1,000 lunar value each. 2. d3 flawed power crystals. 3. d20 of d6*50 lunar value each. 4. gem coins. 2d12 of d6*10 lunar value.

8. Gold chain. -35% to pick pocket attempts.

9. Earing. Roll d3 for which.

1. +30% to listen. 2. Listen rolls are always made as if active, never suffers passive penalty. 3. x3 range to listen rolls. 4. Can hear magic points.

10. Ocular. Roll d3 for which.

1. All scan attempts are treated as active, never suffers from passive modifier. 2. +30% to all scan attempts. 3. Farsee d4+1 matrix. 4. Can see POW.

11. Dwarven Crossbows. Roll d6 for which.

1-5 Normal 6 Repeating 7 With soft matrix (matrix will hold any spirit magic spell cast into it until that spell is replaced with another). d4+2 point capacity.

Also, dwarven compound, composite bows (with pulleys, etc. +20% to skill).

12. Troll tusk necklace. Roll d6 for which.

1. With d3 troll spirits bound to it. 2-3. Darksense 65%. 4-6. d6+1 Troll god specialty spell matrix. 7-9. Drums. Bind troll spirits while still in bodies. Range 100'//POW 24//Capacity d3+1 trolls.

13. Dragonewt Armor. Roll d6 for which.

1-5. Normal. 6. With soft spell matrix. 7. With permanent divine magic spell. (Shield d6). 8. With permanent dragon magic spell. (e.g. Dragon claw rune d6+1).

14. Elfbone arrows. Roll d6 for which.

1-2. x3 damage to elves. 3. x3 damage to dwarves. 4. x3 damage to trolls. 5. x4 damage to hags or nymphs. 6. -3d6 to STR poison. 7. Bound Elf spirit. POW 2d6+6. Adds POW x3% to chance to have a critical hit. Each critical reduces spirit's POW by d3.

15. Items from RobCradle (see River of Cradles, the Giant's Cradle items).

16. 20 brass keys.

17. 10 steel fountain pen nibs.

18. Spices. Roll d6 for which.

1. d3 lbs pepper. 2. 6+d6 oz. marjoram. 3. d3 lbs wolvesbane. 4. 6+d6 oz. tarragon. 5. 6+d6 oz. cloves. 6. 6+d6 oz. rosemary. 7. 6+d6 oz. cinnamon.

19. Misc. divites. Roll d8.

1. d6 platinum coins. 2. 2d6 gold falcon coins. (falcon shaped). 3. d6*20 silver dolphin coins. 4. 2d6 chrome ribbons. 5. d20 agate marbles. 6. d20 colored glass marbles. 7. d2 unbroken panes of glass. 8. d6 small silver bells. 9. d3 small silvered mirrors. 10. unaged hardwood desk.

20. Lore Tomes. God learner lore. +1 doom factor, POW = d6+1, 20+d20% to lore if studied. Roll d8. Attunement to tome occurs as the tome is studied and read. No test required. The Tome will yield magic points = to POW when attuned. Counts as ¬ a spirit towards spirit binding limits.

1. World Lore. 2. Sea Lore. 3. Plant Lore. 4. Weapon Lore. 5. God Lore. 6. Elder Races Lore. 7. Animal Lore. 8. Human Lore. 9. Poison Lore. 10. Sorcery Lore. 11. Spirit Lore. 12. Sorcery Lore + d3+3 spells.

Creatures found in the ruins

Elemental Animals were a favorite guardian creature found/created by the godlearners. The creatures combined the trainability and territorial nature of animals with the elemental force and powers of elementals.

Certain "natural" or obvious combinations did not come about because of the danger of the interactions attached to the combination (e.g. the "natural" spider creatures were not created from darkness because of Arachne Solara. Storm Bull Air Elementals were also not made/found).

Most of these creatures currently have the mindless mental state of an elemental crossed with the territorial instincts and shape of the animal.

FIRE

Eagle Lion Griffin STR 2+2d4 24+2d6 28+3d6 CON 12+d6 12+d6 24+2d6 SIZ 3+d2 20+2d6 24+2d6 2m3 6m3 12m3 INT 7 5 12 POW 18 18+2d6 36+2d6 DEX 6+2d6 6+2d6 18+2d6 APP 0 0 0 view 2/6 pt spirit magic; catseye 2/8 pt rune magic; fireblade 6/+4 pt rune magic

AIR

Cat Breath SpritePanther STR 6+2d6 16+2d6 24+4d6 CON 12+d6 12+d6 24+2d6 SIZ 8+d6 15+2d6 23+2d6 2m3 6m3 12m3 INT 4 6 10 POW 12 24+2d6 36+2d6 DEX 5+2d6 12+2d6 24+2d6 APP 0 0 0 jump 2/6 pt spirit magic; windwalk 4/6 pt rune magic; disruption 6(glance)/+6 pt rune magic

DARK

Bat Lizard Dragon STR 2d4 24+3d6 28+3d6 CON 8+d6 8+d6 16+2d6 SIZ 6+d2 20+2d6 28+2d6 2m3 6m3 12m3 INT 8 6 14 POW 18 18+2d6 36+2d6 DEX 5+2d6 5+2d6 17+2d6 APP 0 0 0 hear 2/+6 pt spirit magic; darkwall 4/6 pt rune magic; shimmer 7/+6 pt rune magic

EARTH

Gargoyle-3Wyrm Shrike STR 12+2d6 24+3d6 36+5d6 CON 12+2d6 12+2d6 24+4d6 SIZ 8+d6 16+2d6 24+3d6 2m3 6m3 12m3 INT 2 8 10 POW 12 12+2d6 24+2d6 DEX 2+2d6 6+2d6 15+2d6 APP 0 0 0 (*usually wingless); stonefist 2/6 pt spirit magic; protection 4/+6 pt rune magic; countermagic 7/+6 pt rune magic

WATER

Snake Shark Leviathan STR 2+2d4 24+2d6 23+2d6 CON 8+d6 16+d6 20+2d6 SIZ 3+d2 16+2d6 32+2d6 2m3 6m3 12m3 INT 9 4 13 POW 18 18+2d6 36+2d6 DEX 6+2d6 6+2d6 19+2d6 APP 0 0 0 countermagic 2/6 pt spirit magic; shimmer 4/6 pt rune magic; protection 7/+6 pt rune magic

Note, if one of these is made into a familiar, the APP must be raised from 0 to at least 3. Being tied to the familiar results in the listed spell affects staying in constant force on the sorcerer. E.g. the snake would provide countermagic 2. In addition, the familiar has access to some spirit magic spells and, sometimes, divine magic.

Details on animalistic elementals:

Fire. The Flame Eagle, other than different characteristics, is the same as a mundane eagle with +d3 to movement rate. The Fire Lion can also start fires with a glance. The Sun Griffin also has a cry (STR+POW vs. CON+POW test, if failed, victim suffers 3d6 SR stun delay in any actions that follow the cry) it can use against any opponent the first round of combat (the cry is only used once per opponent per combat). The cry takes place on SR 1 and has a range of 3m. All do +« damage to creatures of dark.

Air. The Cat looks similar to the standard shimmer cat, with lower POW. A Breath Sprite looks like a cluster of bubbles (a hundred or a thousand miniature hellions all strung together, blowing on the wind). It attacks STR vs. CON of those it melees with, choking them for its damage bonus straight to CON. The Panther bites, claws, etc. the same as a mundane panther. It also has a 3m3 breath weapon that smells of flowers and attacks POW+STR vs POW+CON. For each success, worsen fatigue by one step. All do +« damage to creatures of water.

Dark. The Bat is like a mundane bat, except it is at -25% in bright light as are the Lizard and the Dragon. The Lizard bites and tail lashes like a normal lizard. It has +d2 to movement. The Dragon is the same as a dream dragon of similar requisites. The breath weapon is a stream of cold rather than acid. In absolute darkness all the dark creatures pass barriers as if SIZ 0 (they may pass through most cracks, etc.). All do +« damage to creatures of earth.

Earth. The Gargoyle is a small, stunted creature that looks like a wingless gargoyle. The Wyrm looks like a wyrm with the same characteristics. The Shrike looks like a heavily scaled (AP 9) wingless wyvren. Its tail has a deadly poison equal to CON+STR. If it succeeds in a CON vs. CON attack, it does damage equal to the damage bonus for the number found from CON+STR direct to CON of the target at SR 1 of each round until a CON vs. CON attack fails. All earth creatures heal 1 point per melee round when standing on unworked earth or stone. All do +« damage to creatures of air.

Water. The Snake looks as if it was 2 points of SIZ smaller than it actually is. Its venom, if it succeeds in the vs. CON attack, reduces STR by d6 for CON melee rounds. The Shark is the same as a shark with the same characteristics, +d3+1 to movement. The Leviathan is similar to a water wyrm, only it has heavier scales (+2 AP) and moves faster than a shark (+2d3 to movement). It may also attack as an elemental and use its constriction attack at the same time. Other than the snake, all of these water creatures can move/live only in the water. All do +« damage to creatures of fire.

GREATER REVENIR

A Greater Revenir is a shaman-like undead thing that has the body of a giant ghoul and the fetch of a vampire.

GIANT GHOUL BODY

STR 100+d50 CON 40+d20 SIZ 100+d20

INT 10+2d6 POW (30+2d6 capacity) 0 Magic Points = capacity +d50 -d50 (with a minimum of 2d6) -- only when spirit is in body.

DEX 4+2d6 APP d3

Claw 50%+d100%

Armor: Rune Metal Plate and 6+2d6 pt chaos gift armored skin. Hideously puffy flesh (d2+1 pts of armor vs. blunt weapons).

Chaos Gift: ghoul howl MP vs INT, resist or demoralized.

Chaos Gift: poison bite: potency equal to CON. (see rules. This poison will be countered by the Storm Bull Spell if the party has saved it until now).

VAMPIRE-LIKE FETCH-LIKE SPIRIT

INT 10+2d6 POW (30+2d6 capacity) 0 Magic Points = capacity +d50 -d50 (with a minimum of 2d6)

Magic Item generating and storing magic points of 10+3d6 (will transfer to self before spirit leaves body).

Tap: MP vs. POW for 1d6 drain from POW (creates mp = points drained) Tap: MP vs. CON for 1d6 drain from CON (creates mp = points drained) Consume: MP vs. Body for d3 damage to hit points (from burst blood vessels, shredded flesh, etc.). This is physical damage that can be healed. (creates 1 mp per three points consumed).

d3+1 chaos gifts. If they require a physical body to have effect, then the gift works only when the spirit is in the body.

Range: the mist area the Greater Revenir (a/k/a Revenaunt) is found in. Outside the shifting city range would = 10 meters per point of POW capacity. Note that some Revenir do all their hunting in their bodies.

Special Note: when out of the body the spirit takes damage as would a wraith.

Skills:

Spirit Combat 90+2d20 (If using RQIV rules you can allow the Revenir to attack in spirit combat and do tap damage or consumption damage rather than MP damage, for the same points, etc. as indicated by the chart).

Spirit Travel 90+2d20

"Sorcery:" all skills at 95% (however, all skills modify spirit magic rather than sorcery spells).

Spells: INT + 2d6 points of spirit magic spells (is able to know and cast more than INT in spirit magic spells) -- roll randomly on the chart.

"Extra" magic points per treasure items and above.

Other Misc. Special Magic Items

Full Iron Plate, with full helm. Padding 4 Clothing (permanent Padding 4 spell woven into it). Padding is similar to Protection except it is x« vs edged weapons and x1« vs blunt weapons (thus Padding 4 is 2 pts vs a sword or a spear and 6 pts vs. a club). Iron 1« Sword; has Repair 4 Matrix, Detect Enemies 1, Detect Detection 1 Matrix; Sensitivity Crystal & Spell Resisting Crystal (combination) in Hilt (POW 9). Sandals; (a Medium Shade is bound to these; Pow 13/Int 6); Invisibility 4 Matrix, Sneak 6 Matrix, Mobility 6 Matrix; the shade can activate and power the matrix spells.

Live Bow; (long bow, elf spirit Pow 12/Int 12); knows Speedart 3, MultiMissile 4, Xenoheal 5 spells.

Throwing Spear; (has a Large Salamander bound to it; Pow 14/Int 3); Return 6 Matrix; when the spear is thrown and hits a target, the Salamander; engulfs the target and then uses its MP to power the Return Spell; Throwing Spear is only a rune metal tin head when not in use (the shaft is magic). Range x 10 during Storm Season, area damage x 10 on Windday (effects cumulative).

Laminar Medium Shield; (this has a Small Gnome Bound to it; Pow 16/Int 1); Dull Blade 6 Matrix; shield is magically laminated copper/iron; Gnome adds +18 to the protection the Shield gives, has 30 hit points; of its own; the Gnome may automatically cast a dullblade on any weapon that hits the Shield.

Wind Cloak; (Allied Large Sylph; 81 cubic Meters, 30 hit points, 32 STR, Pow 24/Int 6) in addition to the usual powers of a Sylph, it can deflect arrows at POW*5% and lend its Magic Points to Ally; Knows Healing 6, Dismiss Elemental III, Extension III, Spell Teaching I.

Head of the Bull Token; 4d6+6 POW Spirit protects in Spirit Combat.

Spirit Binding Headband

Potion: Healing 6, any type of damage

Potion: Poison Antidote, any type of poison

Potion: Blade Venom 6, does not wear off

Potion: Heal Shakes 12 -- a potent healing potion

Potion: Glamour Spell 6 -- lasts for d6+2 weeks

Potion: Woad (12 Points)

Crystal: Enhances Detect Water Spell (POW 12), has Detect Water 12 spell Matrix. (each point x2 to range. At full points it is x211 range or x 2048 to range).

Silent Spear (POW 16): +60% to Sneak, 1d10 javelin + damage bonus +2d6 fire damage to any hit, Return spell known by spear (& used to return when thrown).

Healing Horn (sand placed into horn becomes fruit that when eaten boosts CON by 3d6 for healing/recovery purposes and any attribute by 2d6 for fighting disease).

Spirit Net (POW 26: when cast over a spirit, it will bind it to the net).

Light Heavy Saber: d8+2 weapon. Has Magic Crystal in hilt POW 18 (yields 18 MP per day). Sustaining Fireblade 5 matrix. Vigor 4 matrix. Bonded item. May be used as a Rapier.

Wind Walk Boots: A small sylph and a small shade are bound to each boot. The boot's wearer may walk or run on air as well as on land as if Mobility 4 and Sneak 4 were active. Protects feet/legs as Protection 4 spell would.

Silk Shirt: White colored. Has a Shimmer 4 matrix. In addition, this shirt has 9pt of armoring enchantment woven into it with brightly colored gold, blue and green threads.

Silk Pants: White. Cleansing 3 Matrix effect. Limited to clothes worn. May only be used once per day.

Medicine Bag: Holds various magical trinkets. Also defends self as if possessed by one of each type of wraith. (roll on d3 for which order defense manifests). Provides 18 MP/day.

Tokens (1 mp to use matrixes that allow the casting of their spirit magic, modified as would be sorcery -- but only at POWx2% chance of success. A non-sorcerer uses the magic at POWx2% chance of success and does not modify or manipulate the basic spell. These tokens both allow manipulation and allow the manipulation of multipoint spells as if they were 1 pt spells). 1 Detect Magic 2 2 Detect Gold 2 3 Detect Spirits 2 4 Invisibility 4 5 Roll on spirit magic chart, a 1 point spell.

Talents (d3 magic point yielding each) 2d1 gold talent (yield 3 pts each per day) 2d2 silver talents (yield 2 pts each per day) 3d2 brass talents (yield 1 pt each per day) 4d2 lead talents (yield 1 pt per 2 talents per week)

Sygnals (each holds a bound spirit of sorts.) roll d1

1 Controls a spirit that can be bound to an animal. Used for scouting and observation. No access to INT or POW. Typical is a hawk with Scan 95%, Spot Hidden 96%.

2 Controls a spirit that can be bound to a Breath Sprite

Wraith Stones With a STR Wraith bound to it. (POW v POW and control, fail and attacked) 2 empty stones

Matrix Stones (May only use one at a time.) Spirit Screen 2 Vigor 4 Spirit Binding 2 Silence 3

Gossamer Tent: Weighs only 2oz. Will cover up to 8'x10' and protect against weather extremes by reducing up to 90mph and 60o F in temperature extremes. (Over the limits, the weather is felt inside the tent).

Feather Bedroll: Weighs only 2 oz. Acts like a full featherbed.

Goldenweave Headband: Woven of magical cloth, this headband doubles the wearers POW for all defensive matters involving the head (e.g. vs. befuddle spells, etc.) and has 8 pts of armoring enchantment on it. It provides second sight (range x 10) 15 minutes per day and allows mystic vision at will (but at cost of 1MP per movement round).

Strengthening Belt: d3 times per day it will add 2d6 to STR for noncombat purposes. Also provides ties for medicine bags, purses, etc.

Strong Belt: d3 melees per day, +2d6 to STR until melee is over.

Purse: Has protective spirit that defends as would a wraith. Roll for type of wraith. Fixed INT.

12 star rubies. 6,000 lunars value each.

60 silvers.

40 pennies

Dew bottle (holds 2 liters of water but looks only 2oz. size). Pulls water from dew.

3 kilos smokeless charcoal (Yelm sub-cult special),

5 gold banded arrows (will do 4d6 fire damage when they hit)

vial potency 15 arrow venom, 10 doses.

Spirit Rattle (Controls Spirits and allows both the INT and the POW/MP of spirits bound to the rattle to be used). 4 Rattles (thus up to four spirits may be controlled with the rattle). May not bind spirits not controlled by rattle.

Iron 1« Sword: Crystal Pommel. 15 pt POW yielding crystal, also causes the person attuned to regenerate 1pt per melee round (limit of 15 pts per day).

Horn & Wood composite Bow with Iron Band. «cost for firearrow spell.

Iron Chainmail (shirt and skirt) with padding matrix, permanent padding 2 spell part of the armor.

Open Iron Helm.

Leather Thigh Boots, +75% to climb, +70% to jump, +65% to move silent. Protection 3 spell woven into them.

Verdigris Broadsword. Oozes 6 pt blade venom in any combat.

Spidersilk clothing (1 pt armor, 2 pt vs arrows).

Silvered Steel Rapier: Named Allinora, it does double damage to undead. It is alive and must be allied and attuned (as a crystal, counts against bound spirits). POW 17 INT 20 Bladesharp 6 (15 minute duration) Speed 2 (-1 to SR) Repair

Crystal Main Gauche POW 18: Is a focus for the Power of Shatter Weapon. Every parry of a non-rune metal weapon, roll POW (of Main Gauche) v. POW (of spirit in weapon parried or the POW of the user if no spirit in weapon). If succeeds, parried weapon takes POW in damage.

Cloak: Woven from three bound sylphs. It provides 3 points of armor, has 45 hit points of its own, creates 30% of "shimmer," can carry up to 30 SIZ points at movement rate 12, and yields up to 50 MP a day.

Iron Chain 1.3 meters. Special (Enc only one third). Can bind spirits to itself (treat as +16 to APP/CHA for spirit binding limits). Link 5, Link 7, Link 23 and Link 27 have bound spirits. Treat the chain as fixed INT 5, POW 21.

Sling: Multimissile 7 Matrix

EXTRA RELATED SETTING

Change Altar -- Nosrse Peak

A God Learner trap. There is, about one to six hexes outside one of the locations of the city, an altar on the highest peak in the hex. It has a direct view down on the city (though, as from all other views, little of use can be seen). (Note that the altar often moves).

Trapped in the altar is the essence of Gbaji's eyeball. Gbaji was the "fetch" of Nylasor that was created and filled with chaos and evil as the counsel attempted to purify their perfect god. Everything the counsel removed from Nylasor went into Gbaji.

Thus Nylasor/Gbaji both had a dual nature and was the "same" being. When he was slain, the eyeballs of the fetch were plucked out. The God Learners used this part of him, dredged out of the Ash Pits of Dorastor, to move the shifting ruins to where they are. It's influence may very well be one of the reasons that under the doom that fell on the city, the various parts began to move about randomly and shift.

One who studies god learner lore will learn of the altar and of the secondary ability of the altar. By touching it, and allowing one point of POW to flow from one (successful spirit combat roll or lose d3+2 points), the altar will "free" one of one geas or limit -- similar in impact to Nylsasor Illumination, but without the downside of being illuminated. This effect is known as Gbaji freedom.

Of course there is a downside. The contact initiates a sacrifice to primal chaos. Just as Nylasor's right hand was able to grant blessings (chaos gifts without the risk), so his left eye cursed. For every geas "freed" the character receives one permanent "curse of Thed" (reverse or negative chaos 'gift'). The effect becomes obvious only some time after the geas is lifted. Generally, only pre-choate god learners would use the altar -- all others being offended by its existance and extremely hostile to it.

The god learners, in their prime, used the spirit world to "stop" time and prevent the downside effect from touching them. Of course time does pass in the spirit world so that many god learners had these "gifts" (i.e. the Curses of Thed) added to them as their dooms arrived. Any character who is a partial godlearner will have some delay in the curse of thed effect taking place.

Any character with a doom factor will automatically fail his or her next check which will coincide with the permanent impact of the reverse gift. Others will experience the arrival of the 'gift' (and will register as chaos tainted or as a chaos creature) at their next holy day.

Special Shrine (Also for Yearquest, above)

DAYZATAR'S GIFTS

During the fight against chaos, each of the Star Captains sent down from the sky had special gifts from Dayzatar. Even now, men can reach through fire and across the distance and obtain those gifts.

The gifts are all paid for in POW. In addition, because of the distance and the strong nature of the Fire used to cross the distance, the gifts limit the obtainer. (These changes or limits are similar to a geas except that one cannot break the change without breaking oneself. E.g. "cannot breath water" is a limit that we all have and that we cannot break the same way that a geas is broken).

Typical changes include limits on armor types and locations (the armor causing steady physical damage if worn) "always tell truth during Fire Season," "unable to stay awake in dark," and similar things. For convenience use a Yelmalio or Humakt geas chart. The cost of the changes is in addition to the play balanced POW cost of the gifts.

The most common gift is a permanent Shield spell. Ariste, the Star Captain had this gift and Dayzatar is reached via Ariste for this gift. For every two points of POW paid, the individual obtains one point of permanent shield spell (compare 3 points of this protection, costing 6 points of POW, with Shield 3 and Extension III).

The POW may come from current attribute POW or from stored divine intervention (i.e. divine intervention points sacraficed for but not yet used -- either by the character or by an ally who is donating the points at this time). At least one point of POW must come from each source. In addition, the character must use at least one point of divination. The individual must be a Rune Lord or Rune Priest of a Fire deity in the Dayzatar/ Yelm pantheon and at least an initiate of Dayzatar.


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