calisander adventure - old hrolmar

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    CALISANDER

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    T

    CALISANDERWaters of the sea, thou gave us birth

    And were our milk and mother both

    ELRIC OF MELNIBON, II, 1

    HIS SCENARIO IS DESIGNED for noviceadventurers, and serves to introduce them tothe Vilmirian city of Old Hrolmar and its

    inhabitants (details of which are available in on theStormbringerrpg.com).

    Calisanderwas first run as a tournament at thegaming convention Conquest in Melbourne,Australia in 1992. This expanded version is writtenin such a way that Gamemasters can include the

    adventure into any Stormbringer campaign, andwhere desired, expand upon the plot so as todevelop it into the opening chapter of a longercampaign.

    It opens with the adventurers arriving on thedocks of Old Hrolmar shortly before dawn on afoggy autumn morning. Here they discover a youngwoman, Calisander Trammel, lying naked on thebeach. The daughter of a Purple Towns merchant,she has apparently been beaten and robbed. Sheimplores the adventurers to help her recover her

    stolen property. If a financial impetus is needed, shewill offer to pay them well for their assistance.

    The young woman is not what she seems, nor isCalisander her real name, which is, in fact,unpronounceable by human tongues. She is a

    Sealkin: a member of a shape-shifting race that reliesupon magical garments to facilitate their changingfrom seal to human form and back again. It is thiscloak that has been stolen from Calisander andwhich she desperately needs returned.

    The thief is a young beggar in fear for his life,Eodwulf of Ramasaz, who has only recently arrivedin Old Hrolmar. Unbeknownst to the adventurers thelocal representatives of the Beggar-King of Nadsokor

    are on his trail, intent on punishing Eodwulf for hisinfractions of the beggar code.

    In tracking down the thief the adventurers alsofind themselves embroiled in the affairs of a secretivesorcerer, whose Chaos-fuelled magicks have alertedhim to the existence of a potentially powerfulartefact Calisanders enchanted cloak - beingtraded on the streets of Old Hrolmar. As theadventure unfolds the party soon finds itself caughtbetween the needs of the Sealkin, the sorcerer andthe beggars. Furthermore, they will also have thechance to save Old Hrolmar from the vengeance ofCalisanders shape-shifting cousins, who threaten thecity with destruction unless their sister is returned tothem unharmed.

    It is estimated that this adventure will only takeone and two sessions to complete, and that it will

    CLEAR CREDIT

    CALISANDERwas written by Richard Watts and is copyright 1992, 2008.Authors dedication - With thanks to Carl Pates, Nick Middleton, Dom Mooney and Lawrence Whitaker

    All artwork (Calisander& Eodwulf) 2008 Lawrence van der Merwe (see http://www.extact.hostrocket.com).

    This article was sourced from the Stormbringer! website (see http://www.stormbringerrpg.com)

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    unfold, from dawn to dusk, over one game day. Itfocuses on role-playing and investigative work by theadventurers, although there are also opportunities forswordplay, and is designed in such a way that theplayers can for the most part direct the course of the

    plot. Like most Stormbringer adventures published todate, Calisander is nominally set 12 months beforeElric is crowned 428th Emperor of Melnibon, in theyear 399 YK, although with minor changes, the storycan be set at any time, and in any coastal city in theYoung Kingdoms.

    Introduction

    Our story begins shortly before dawn on a chillyautumn morning, as the adventurers disembark fromtheir ship or ships in the Quayside district. Theadventurers may already be companions, or perhapsthey are strangers to each other, in which case theevents to follow willbind them together ascompanions inadversity. Perhaps theyhave known each otheronly for the length of

    time it took their ship tosail to Old Hrolmar.

    Once they havedisembarked, they findboth themselves andtheir luggage standingupon the rough woodenplanking of the wharf,surrounded by fog andthe dimly visibleoutlines of numerous

    ships from the fourcorners of the YoungKingdoms. Waves soband sigh upon theshingle, and muffledcurses are heard fromthe labouring sailors onthe quayside. Elsewhereall is cold, silent andstill. Here and thereother people can beseen: a querulous Vilmirian merchant and hisbodyguard, a barbarian from the Sighing Desert,sailors bound for home and women and children

    headed to the markets. Ahead, dimly visible throughthe pre-dawn mist, are the towering sandstone wallsof Old Hrolmar. Closer, outside the city, faint lightsgleam through windows of glass and parchmentupon the shore. The citys Quayside district is

    already stirring, although the city itself still seems tosleep.

    As the adventurers take stock of theirsurroundings, perhaps debating whether to seek theshelter of an inn or to venture directly into the city, afaint red glow begins to penetrate the fog and thefirst sliver of the rising sun rises above the easternhorizon. It is welcomed by a blare of trumpets fromthe citys watchtowers, announcing the imminentopening of the city gates in half an hours time. As ifechoing the brazen blasts, a womans muffled

    scream suddenly rings out from the nearby shore,and then just as suddenly as it is uttered, stops, cutominously short.

    Successful Listen rolls will allow theadventurers to pinpoint the spot from whence the

    scream came: some 30yards along the beachto the east. If they donot succeed at such aroll, Search rolls can betried, but due to the fog

    and the poor light, mustbe made at 20%.

    As the adventurershurry off the pier anddown across the shale,a sudden gust of windtears away a swathe offog to reveal a nakedwoman lying on theshingle beach beneaththe citys walls. She issprawled awkwardly,limbs outstretched.Above her squawkinggulls circle, while thewaves of the bay lap ather ankles as if trying torevive her but she doesnot stir.

    Successful Physikrolls soon brings thewoman round. Her

    eyelids flutter open to reveal deep brown eyes.Appearing to be in her late teens, she is soaking wet,and her waist-length, sandy-coloured hair is matted

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    with blood from a heavy blow to the back of herhead. Her pale face is wide, with a broad, flat noseand the hint of a downy moustache above her fulllips, which curve in a hesitant smile as she looks upat the adventurers. A successful Young Kingdoms roll

    will suggest from her appearance that she hails fromthe Purple Towns, as she possesses the pale skin anddark hair of the Temeric people. Idea rolls will noteher smooth hands, allowing astute adventurers toreason that she is from a well to-do family.

    Although not badly beaten save for the blowthat knocked herunconscious, the youngwomans injuries haveleft her shaken. It isevident to all that she

    has been robbed andstripped, for as well asbeing naked, her feet arebare and she carries noluggage. As soon as sheis bought to her senses,she looks around herdesperately, scrabblingat the shingle uponwhich she lies, beforeclutching her face in herhands and bursting intotears. Between tears sheexplains that she hasbeen robbed.

    Successful Trackrolls will discover thefaintest of footprintsleading away from thebeach where the girl liesin the direction of the South Gate. A critical Trackwill reveal that the footprints are those of a manfavouring his right leg, perhaps limping from an

    injury or partially crippled.Should the adventurers look for the young

    womans footprints upon the shore they will not findany, even with a Critical success. It is almost as if shehad walked up onto the shore from the sea, althoughin all likelihood it is just that the incoming tide haswashed her footprints away.

    Presumably the adventurers take pity upon thegirl and take her to an inn where they can speed herrecovery. This gains the adventurers checks to boththeir Law and Balance allegiances.

    The Girl from the Sea

    Once refreshed, with her wounds tended, the youngwoman gives her name as Calisander Trammel ofMenii in the Purple Towns. Idea rolls for adventurersfamiliar with the politics of the Isle of the PurpleTowns allow them to identify the Trammel clan asone of the most important of the Isles merchant

    families. A successfulYoung Kingdoms roll willalso result in an adventurerknowing this sameinformation.

    She claims that shewas attacked and struckunconscious while walkingalong the shore as shewaited for the city gates toopen, having arrived inport earlier this morning. Ifpressed, she says that shecannot remember the nameof the ship she travelled on,only that they left thePurple Towns three days

    ago and made good time toOld Hrolmar. Physik rollssuggest that memory loss isnot uncommon following ahead wound such asCalisander has suffered.Insight rolls will not revealany indication thatCalisander is dissembling,

    as she is skilled at concealing the truth about herorigins from mortals.

    As soon as she has been made comfortable, theyoung woman begs the adventurers to discover herassailant and recover her stolen property. Thisconsists, she says, of:

    A coral ring carved in the shape of twointertwined dolphins bearing pearls in theirmouths, one white, one black;

    A sea-green dress of fine Melnibonan silk, cutin the Jharkorian style (wrapping around thebody and tied in place with a broad sash);

    And a leather satchel containing an ivory comband a silver mirror.

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    Concerning Sealkin

    A Song From The Purple

    Towns (Trad.)

    An island maiden sits and sings,

    To the babe she nurses at her breast,

    She does not know the fathers name,

    Far less the hearth he takes his rest.

    For he came one night to her bed feet,

    And a grumpy guest, I'm sure was he,

    Saying "Here am I, thy babe's father,

    Although I be not comely.

    I am a man upon the land,I am a seal within the sea,

    And when I'm far and far from land,

    The briny deep my home shall be.

    And he had taen a purse of gold,

    And he had placed it upon her knee,

    Saying: "Give it to my little young son,

    And take thee up thy nurse's fee."

    "And it shall come to pass on a

    summer's night,

    When the moon shines bright on every

    strand,

    I'll come and fetch my little son,

    And teach him how to leave the land."

    "And ye shall wed a huntsman good,

    And a right fine hunter I'm sure he'll be,

    And the very first prey that he e'er slays,

    Will be both my young son and me."

    ---

    Legends told in the Purple Towns,and the Vilmirian Protectorates, speakof the Sealkin, a shape-shifting racepart seal, part human whoserelationships with humanity areambiguous at best. Whether they arechildren of Straasha who have beencorrupted by Chaos, or creatures ofChaos who have turned against theSea King is unknown, but they arecertainly capricious, wild, and morethan capable of interbreeding withhumanity (although relationships

    between mortal and Sealkin rarely last

    long).In the Purple Towns it is said

    that the Sealkin were once a race offisherfolk who, when attacked by PanTangian pirates, prayed to Straasha forsalvation and by his magic weretransformed into seals and escapedinto the sea. In the Protectorates thestories say that the Sealkin were atribe of greedy fishermen who turnedto the worship of the Chaos Lord

    Pyaray, and who for their sins werecursed by the Lords of Law andcondemned to live as seals thereafter.What the Sealkin say about theirorigins none but they can say.

    For most of their lives theSealkin live in the sea, but at certaintimes of the year they come ashore,although their reasons vary. Somecome to walk among humanity solelyout of curiosity, to see how their land-

    bound cousins live; while otherscome because they have seduced orhave been seduced by a mortal. Fewstay long upon the land, unless theyare trapped or ensnared.

    All Sealkin, male and femalealike, possess an enchanted garmentthat allows them to change from sealto human and back again. Usuallythis takes the form of an apparentlyunremarkable cloak of soft leather.The Sealkin can no longer transformitself back into seal form if this cloakis destroyed or stolen. Mortals whowear a Sealkin cloak gain no magicalpower, and cannot shape-shift with it,and although it may be possible for avery wise sorcerer to utilise thetransmogrifying powers of a Sealkincloak, the means of doing so is notgenerally known.

    According to legend more thanone Purple Towns fisherman has

    found himself a Sealkin wife bystealing her cloak while she walked

    upon the land, although in such

    stories her children usually discoverthe missing cloak several years laterwhile playing, thus allowing theirmother to return to the sea oncemore. Male Sealkin are equally likelyto father children upon mortalwomen, although they rarely lingeronce the deed is done, returning onlyto teach the child their Sealkinheritage some years later beforeleaving once more.

    A Sealkin appears as a large sealmost of the time and save for itsobvious intelligence cannot bedistinguished from normal seals in thisform. They grow to a maximum of 10feet in length and weight up to 700lb.Male Sealkin are dark with lighterspots, while the females are lighterwith dark spots. As humans they aregenerally dark-haired, dark-eyed, andof slightly less than average height.

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    At the last minute she adds, almost carelessly, thatshe has also lost a long leather cloak made of supplekidskin. While worth little, it is of sentimental valueto her, and she would cherish its return. SuccessfulInsight rolls will suggest that Calisander is attemptingto conceal the true value of the cloak, although shewill deny this if asked, and will laugh at anysuggestion that the cloak is enchanted. It was givento me by a boy of whom I am fond, that is all, shesays, if pressed on the matter.

    Calisander can offer little in the way ofvaluable information about her assailant. As she wasstruck from behind she did not see them, and socannot provide any physical description save thatshe distinctly heard limping, and that they stankquite strongly. Here she pauses for a moment. If

    pressed, she blushes deeply, and murmurs that theystank strongly of urine.

    If any of the adventurers possess the skill Craft(Leatherworking) they will know immediately,without having to attempt a skill check, that urineplays an important roll in the tanning process as ithelps remove all fatty tissues from the hide. Withoutthis specialist knowledge adventurers will need to

    succeed at Idea, Potions or Young Kingdoms rolls tocome to the same conclusion. This fact may suggestto the adventurers that either a tanner or leather-

    worker, or perhaps a beggar or a similarly unsavourycharacter for whom hygiene is not anaccomplishment, assaulted Calisander. Beyond thisshe cannot offer any other information that wouldhelp the adventurers discover her assailant.

    Should any adventurer possessing Witch Sightas an innate ability, or as a spell, use it successfullyupon Calisander now or at any future stage of theadventure, will discover that she is surrounded by apowerful aquamarine aura. This suggests not onlythat she is magically powerful, but that her magic is

    something wild and elemental, and neither Lawfulnor Chaotic as the adventurer understands theseforces. With this in mind the adventurers may beeither more suspicious or more nervous in theirdealings with Calisander, although her own attitudetowards them will not change.

    If asked for a reward in return for theadventurers aid, Calisander says that her father is avery rich man who would be sure to look favourablyupon anyone who aided her. Conversely theadventurers may wish to aid her out of a sense of

    moral obligation or chivalry. It is hereafter assumedthat the adventurers elect to aid Calisander for one

    reason or another in order for the adventure toprogress as written.

    CALISANDER TRAMMEL,

    Calisander is a female sealkin (see above), who in human form

    looks around 19 years old.STR 13 CON 16 SIZ 8 INT 15 POW 21 DEX 16 CHA 18

    HIT POINTS: 12 ARMOUR: 1 point hide and blubber(seal form only)

    DAMAGE BONUS: None

    Weapon Skill Damage

    Bite (seal form) 65% 1D6+1

    Brawl (human form) 40% 1D3

    Crush (seal form) 50% 2D6+2

    SKILLS: Dodge 60%, Insight 55%, Listen 90%, Natural World65%, Own Language 65%, Other Language (Common) 55%,Scent/Taste 70%, Search 70%, Swim 100%, Witch Sight 75%.

    SPELLS: Bounty Of Straasha (4), Breath Of Life (1), Chain OfBeing (4), Heal (2), Summon Elemental (1).

    NOTES: In human form Calisander uses all weapons at 10%less than the normal base chance. Her crush attack is rarelyused, and involves her rearing up and body-slamming anopponent. A crush attack cannot be parried, only dodged.

    Staying With CalisanderAdventurers who chose to stay with Calisanderwhile their compatriots are out and about in OldHrolmar will have numerous chances to study herclosely, and may soon be witness to some of her

    curious behaviour. She seems strangely unfamiliarwith eating utensils and crockery, attempting to eatprawns unpeeled and lapping ale out of a mugunless otherwise corrected; nor does she displaymuch knowledge of the Purple Towns despiteclaiming to live there.

    Calisander will try and laugh off such events,claiming that the blow to her head must have addledher senses, or try and turn the conversation toanother topic, such as asking the adventurers abouttheir own homelands instead of discussing her own.

    The Sealkin woman is a quick learner, and she willnot make such mistakes again. Astute adventurerssucceeding at Insight rolls notice the fascinationCalisander has for everything around her, no matterhow insignificant or everyday.

    For the most part Calisander will keep to herroom, pleading weakness after her ordeal in order tominimise her interaction with the adventurers andother humans. If the adventurers have elected tohave Calisander stay at the Scales of Goldar, she willat some stage venture into the underwater bar. On

    the first such occasion several seals will swim pastthe bars window in a stream of bubbles while she is

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    present. One, more curious than the rest, will brieflypress its whiskered nose up against the glass andpeer in with mournful and inquisitive eyes beforegliding gracefully away. Other encounters withCalisander should be devised by the Gamemaster at

    their leisure. (See also Defending Calisander at theconclusion of the adventure for an additional sceneinvolving the Sealkin.)

    Seeking the ThiefOnce the adventurers have agreed to assistCalisander, they have a number of options open tothem, including inquiring at the South Gate after herassailant, and seeking witnesses to the attack in andaround Quayside. Suspicious adventurers may alsowish to investigate Calisanders background. Theseand other additional leads generated by theadventurers queries are detailed below, withinformation tied to specific locales and individualsaround the city. Each lead can help them flesh out amore detailed portrait of the man they seek,although it is unlikely that the adventurers willdiscover every clue as given.

    Not that as the adventurers progress about thecity a number of strange events begin to plague theparty as they investigate Calisander assault. Theseare detailed below in Strange Happenings.

    The South Gate

    The Captain of the South Gate is the dashing ToemasSatigo, tall, tanned and strong-jawed. He wears thegrey tabard of the city guard over burnished armour.Captain Satigo is a close friend of the Harbour-master, and these two Hrolmarians can potentially

    become valuable allies for the adventurers if theymanage to get them onside. Queries about a limpingman attempting to gain entry to the city via theSouth Gate at or before dawn will be directed to theCaptain, with interviews taking place in the messhall on the third floor of the northern gatehousetower.

    Any mention to Captain Satigo of an attack ona defenceless woman is answered by a furrowing ofhis brows and a quiet assurance that the will ofDonblas will be exacted upon the guilty party. Afterconsulting the log of the morning watch, he presentsthe following information.

    Twenty-five minutes before the opening of the

    gates, a blonde-bearded man, reputedly of OldHrolmar but speaking with a Lormyrian accent,

    hailed guards at the South Gate requesting entry.When advised that the gates would not open until

    the proper time, he swore at the Watch and walked

    back towards the Quayside district, favouring hisright leg.

    Although he can arrange an interview with theguard in question, few other details are forthcoming,save that the Lormyrian was of average build,blonde, and appeared to be aged in his early 20s.

    Once he has finished with the adventurers,Captain Satigo will dispatch guardsmen to speakwith Calisander, given that she has been the victimof a robbery, although his opinion that she is aninnocent victim may change should he hear about

    the suspicions of his friend Harbour Master AmlisArrago. The outcome of these actions is describedsee Defending Calisander at the conclusion of theadventure. If statistics for the captain are required,use those of the Captain of the Guard in the YoungKingdoms Digest in the Stormbringerrules.

    Quayside

    The bustling Quayside district of the city is a likelyplace for the adventurers to begin their inquiriesabout the limping man who attacked Calisander.Questioning the districts inhabitants will be alaborious task, with only a small chance of success.With questions asked in the right places theadventurers will have some luck. While present inQuayside the adventurers might be witness to thefirst of several events caused by the Sealkin inrevenge for the attack on their sister (see the sectionThe Angry Seain Strange Happenings).

    Asking About the Limping ManIdea rolls will allow the adventurers to recollectpassing several people on the docks at dawn in theminutes before they heard Calisanders scream, whomay have seen or heard something useful to theirinvestigation. These included a tall, grim barbarianfrom the Sighing Desert, clad in ornate wood andleather armour, who made almost immediately forone of the local taverns; and a fussy merchant andhis heavily-tattooed Pikaraydian bodyguard whoappeared to be waiting for cargo to be unloadedfrom one of the ships. The adventurers can find one

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    of these witnesses scattered about Quayside witheach successful Luck or Idea roll they make.

    THE BARBARIAN

    Dimoun Bakra of the Sarangli is a strikingly tall and

    handsome young man of the Nomad Nations, whohas been banished by his tribe for certain shamefulinfractions of their intricate codes of behaviour. Hisskin is a deep black, and he has the thin lips, noseand high cheekbones common among his tribe. Hewears richly embroidered robes of flowing crimsonsilk sewn with glass beads over his intricatelyfashioned armour of wood and leather, while hisglossy black hair is tied in intricate braids. Unusuallyfor one of his race, he is clean-shaven. Dimoun canbe found in a tavern near where the adventurers last

    saw him, drowning his sorrows (although given hisstrong constitution it will take him a full day ofdrinking before this tormented young man can findthe peace he craves).

    If asked about a limping man, he says thatshortly after taking his seat at the bar, a little afterdawn, he was approached by a limping, foul-smelling Southerner who spun him a story abouthaving a sick relative in Jadmar and needing to leaveon the first available caravan. He said he neededmoney desperately to help pay for the journey, and

    tried to sell me a ring bearing two pearls, one blackand one white; a beautiful thing, Dimoun saysslowly. I told him that I needed no jewellery, andthat is he was so eager to leave then he should askafter caravans in New Hrolmar. He swore at me andleft, and I saw no more of him.

    THE MERCHANT

    Fodric Helforth and his bodyguard can be foundarguing with the captain of a newly docked shipfrom Ilmar over an underweight bale of flax. To hiscredit the Ilmioran captain refuses to be intimidated.The adventurers will probably be led to themerchant by his loud complaints, which can beeasily heard above the crowded docks. Clad inrespectable black linen jacket and trews and whitecotton shirt, Helforth is constantly mopping hissweaty face with a scented handkerchief and fanninghimself with his broad-brimmed black hat. He isbald, but sports an impressive beard. Behind him,tattooed arms folded across his broad chest, isRongo, his dark-skinned and dreadlockedPikaraydian bodyguard, who is clad in a kilt and

    sleeveless jerkin with a heavy sword slung by hisside.

    Provided that the adventurers can get a word inedgeways to ask about the limping man, Helforthcan tell them that he did indeed see such a manearlier this morning. The smelly little Lormyriantried to sell me a cheap green dress, claiming it was

    Melnibonan silk, he sniffs. It clearly wasnt, andbesides, it was ruined; as far as I could tell the cretinhad tried to wring it out after washing it in salt water.I told him that I dealt in only the best quality goods,and suggested that he try Pawnbrokers Street in NewHrolmar. Someone there might be gullible enough tobuy it from him. Thereafter, the merchant says, heordered his bodyguard to send the man on his way.Rongo can add gruffly that the Ilmioran was last seenlimping away in the direction of the Jadmar Gate,but has little else to say.

    OTHER INFORMANTS

    The adventurers may also simply choose to spend anhour or two making inquiries in the fish-market andtaverns of Quayside. Information should be gainedat the Gamemasters discretion, but luckyadventurers may well meet someone whoremembers seeing a shabbily-dressed, limpingLormyrian man, hardly more than a youth,hanging around the Quayside district for the last fewdays and begging for food and alms. They willdescribe him as unwashed, hungry-looking, andwalking with a distinct limp.

    Anyone who has spoken with the Lormyrianremembers that he had a distinctly haunted lookabout him, and that he was constantly looking overhis shoulder. The informant says that they have onlyseen him once or twice in the last 24 hours,suggesting that he has perhaps found somewhereelse to live: No doubt in the Foreign Quarter. Eventhe most impoverished visitor can find some kind ofdwelling there, although I have to say Im sure itwouldnt be up to mystandard!

    Asking questions about the thief means that theadventurers run the risk of alerting the Eyes, Ears andHands of Old Hrolmars beggar-lord Ramirez thePustulant to their mission. See Shadowed in StrangeHappenings for details about the consequences ofthis.

    Asking About CalisanderIt is entirely likely that the adventurers might wish tolook into Calisanders story and background. If this is

    the case, they can spend several fruitless hoursasking among the 20 or so ships of various

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    nationalities that are currently moored in theharbour about passengers fitting Calisandersdescription. Most of the ships can be eliminated by aquick question to a crew-member, as only fourvessels currently docked came to Old Hrolmar via

    the Isle of the Purple Towns this morning.These four ships are the Purple Towns brigs

    The Breath of Lassa and The Pride of Kariss, theHMS Justice from Lormyr, and the Vilmirianprivateer The Wrath of Tovik. The logical individualsto speak to about passengers aboard each ship arethe captain or first mate. Adventurers should attemptLuck rolls when asking to speak to either of theseparties. If Luck rolls are failed, the captain and firstmate will be either ashore (on business or pleasure)or too busy to answer the adventurers queries.

    Fumbled rolls mean that the adventurers havesomehow managed to be insulting and are driven offthe ships. While with successful Luck rolls, theadventurers are told, after the captain has scratchedhis head or the first mate has sucked upon his claypipe, that they carried no maidens by the name ofCalisander from the Purple Towns today, nor indeedany young women fitting her general description.On those ships where the captain and first mate areeither busy or away, patience and persistence willeventually garner the same information.

    A quicker way of gathering the same news is byvisiting the Harbour-Masters office, where all cargoand passenger manifests for the port are kept, assuccessful Sailing or Idea rolls will suggest.

    Adventurers may also think to hire a town crierto spread news of Calisanders plight in order to findpeople who can identify her. Such a plan, althoughworthy, will have no success, save for gold-diggerswho see the young womans plight as a possibleroute to riches. Adventurers who take this optionwill find themselves having to deal with conmen andthe curious in equal measure once news ofCalisander spreads through the city.

    THE HARBOUR-MASTERS OFFICE

    This small office is situated in the tower room of awattle and daub building constructed upon a lowhill in Quayside. The floors below are occupied byan array of importers, exporters and insurance firms.The harbour masters office is a circular room withlarge, diamond-paned windows offering sweepingviews of the harbour and the bay. An array of mapsare tacked to the walls and spread out on every

    available surface, while lists and ledgers ofmanifests, shipping lines, and charts of tides and

    currents are piled everywhere. A detailed model of aMelnibonan battle-barge stands on themantelpiece, while a large and loud parrot from theUnmapped Continent sits on a perch by the door. Itshrieks loudly whenever strangers enter the room,

    and is likely to be a marvelous novelty to theadventurers.

    Harbour Master Amlis Arrago is a stout,bearded man aged in his early 50s. His hair andbeard are white, his face red, and he sports awooden leg where his left leg should be (the limbwas lost to a shark after the ship he once captainedwas sunk by Pan Tangian pirates). Arrago owes hisposition to Duke Avan, who he served with assecond mate many years ago, and he will hear no illof him. He is also a close friend of Captain Satigo of

    the Grey Defenders, and the two can often be foundof an evening sharing news over a bottle of wine inone of Quaysides better establishments. Arrago is afamiliar site in the district, hopping about the streetswith his peg leg and a crutch.

    Provided that the adventurers present areasonable story, the Harbour Master can quicklylook up the information they need. He can tell themthat only four ships docked this morning that saileddirectly to Old Hrolmar from the Purple Towns, andprovides their names (see above). After quickly

    consulting his records, he says that no passenger bythe name of Calisander Trammel was aboard any ofthem.

    Insight rolls from the adventurers will notice aflicker of concern cross Arragos face as he mentionsCalisanders name. If asked, he explains that thename is definitely familiar to him. Should they beghis indulgence, it takes the Harbour Master onlyanother few minutes before he can find the recordhe needs in a passenger manifest from last year. Itrecords that one Calisander Trammel, aged five, wasswept overboard during a storm and lost at sea.

    If this is the same girl, she has apparently agedremarkably, not to mention had a stunning recoveryfrom her drowning, Arrago says flatly. Id bestspeak to the Grey Defenders about this. He will notbe persuaded otherwise, and will arrange to meetwith his friend Captain Satigo shortly thereafter.

    If the adventurers return at some later stage toinquire about Eodwulf of Ramasaz, they can learnthat he arrived in Old Hrolmar exactly one weekago, aboard The Black Falcon, a disreputable vessel

    manned by Dharijorians and others, the scum ofthe Young Kingdoms growls Arrago. Its home portis listed as Dhoz-Kam, while the Lormyrians

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    occupation is listed as tanner. No other details areprovided for him.

    New HrolmarSeveral leads point the adventurers in the directionof Old Hrolmar. The merchant Fodric Helforthnamed the districts Pawnbrokers Street, whileDimoun Bakra of the Sarangli mentioned NewHrolmars many caravans in conjunction with themysterious Lormyrian.

    Pawnbrokers Street is a narrow but busy dirt-paved street within a block of the stockyards. It is

    lined with small shops and stalls doing a busy tradein second-hand items. The desperate pawn theirgoods for coins in the hope of redeeming them insome prosperous future, while those departing oncaravans often sell their unwanted and unnecessarygoods here in order to lighten their loads.

    Mistress Salazars PawnshopThis shop is operated out of the front room ofMistress Fausta Salazars humble abode. Thehorizontal shutters of her front window swing open

    to form an awning and a counter, behind which theplump and smiling shopkeeper, her hair tied up in adaringly colourful headscarf, trades. Faustaspecialises in second-hand clothes, and sellseverything from shoes to wedding dresses at areasonable price. A worshipper of Goldar, MistressFausta thinks the changes the Duke has wrought inthe city are good for trade although she expressessome concern about the influx of foreigners in recentyears and their strange ways.

    Only a few hours have passed since a poor

    Lormyrian sold her a dress of sea-green silk. It washis mothers the poor lamb. He said she died onthe voyage over, and while it broke his heart to sellit to me, a man has to eat, doesnt he? The dress fitsthe description of the one stolen from Calisander,and it is indeed hers. Mistress Fausta will ask 200bronzes for the dress, although a successful Bargaincan fight her down to 100 bronze. As she only paid50 bronze for it, this still represents a tidy profit forher.

    If asked for details of the seller, Fausta

    describes him an unwashed and slightly unsavouryyoung Lormyrian, aged about 20. He had fineblonde hair and a wispy blonde beard, and walked

    with a distinct limp, favouring his right leg. He gavehis name as Eodwulf, and mentioned living in theForeign Quarter, although he did not say exactlywhere. He struck her as nervous and highly-strung.

    After she purchased the dress from him, theLormyrian then tried to sell her a beautiful ring twocoral dolphins, each with a pearl in their mouths.As she could not offer him a fair price for it, sherecommended he try a friend of hers in theMerchants Quarter, Rogelio Zagosa the jeweller, atwhich point he thanked her and left. If theadventurers ask for directions to Zagosasestablishment Mistress Fausta is happy to providethem.

    Insight rolls will suggest that the shopkeepersuspects she has purchased stolen goods; if the Grey

    Defenders are present, or if the adventurers are inany way connected with the Vilmirian authorities orthe duke, Fausta will not mention the ring, althoughadditional Insight rolls will suggest that she iswithholding information.

    THE DRESS

    A lustrous and shimmering long-sleeved dress of the finestMelnibonan sea-green silk, cut in the Jharkorian fashion anddesigned to be wrapped around the wearer and tied at the

    waist with a broad sash. Sadly the dress shows signs of beingtwisted or wrung out while wet, which has damaged thefabric. It is also water-spotted. New, this dress would be

    worth 1000 B (as a successful Evaluate roll reveals). In itscurrent state the asking price of 200 B is slightly excessive.Adventurers possessing or casting Witch Sight who examinethe dress will detect a faint magical aura about it, a lingeringtrace of its supernatural owner.

    The adventurers will not be the only potential customersinterested in the dress (see Meeting the Baron, in the StrangeHappenings section below - although if appropriate theGamemaster can present this scene at Master Zagosa the

    jewelers).

    CaravansAll manner of goods are transported by caravan

    across Vilmir, including spices of various kinds andof great value; gold and silver; cloaks of silk;variously-ornamented apparel; arms and weapons ofdivers forms; coats of mail; costly cushions,pavilions, tents, biscuits, bread, barley, grain, meal,and a large quantity of conserves and medicines;basins, bladders, chess-boards; silver dishes andcandlesticks; pepper, cinnamon, sugar, and wax;and other valuables of choice and kind.

    Some caravans consist of heavily laden horses,others of ox-drawn wagons. In the Sighing Desert

    caravans of camels are common, although thesehumped beasts are largely unknown beyond thedeserts fringes. Adventurers can easily find

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    employment riding with a caravan as a casual guard;once arriving at the destination the guards aredismissed and their wages paid (although not alwayspromptly).

    The adventurers may wish to ask after theirthief among the many caravans which are preparingto leave Old Hrolmar in the coming days. Sadlythere is no central point at which caravans arecoordinated; instead they spring up over discussionsin taverns, or are hired by merchants preparing tomove stock. The adventurers best bet is to inquirearound the saleyards where horses, cattle, oxen anddonkeys are bought and sold, or to make themselvesknown at New Hrolmars array of inns and taverns.

    Any questions about the limping Lormyrianthief increase the possibility that the adventurers will

    attract the attention of Old Hrolmars beggars, whoare also searching for Eodwulf (see the StrangeHappenings section below). Luck rolls, or thegoodwill of the Gamemaster, mean that theadventurers will not have to look long before theyencounter someone with information about theLormyrian.

    Mariano Arrieta Barandiarn is a bold andflamboyant caravan master. When a merchant needsto transport their goods they come to Mariano, andhe coordinates the hiring of trustworthy guards, the

    purchase of suitable transport and supplies, and soforth. He always asks for a set fee and unlike someof his peers who prefer to take a percentage of thesales from the caravan after it has reached itsdestination, he would rather take a definite fee asopposed to an uncertain figure. As a result, while heis not rich, he is successful and well-respected.Having just overseen a caravans journey fromBakshaan in Ilmiora to Old Hrolmar, he is nowrelaxing and drinking in any one of several inns inNew Hrolmar.

    Yesterday Mariano was approached by a thinand frightened-seeming Lormyrian youth who soughtpassage out of Old Hrolmar on the first availablecaravan. His description of the youth tallies with thecomposite description of the thief compiled by theadventurers so far. As the youth could not affordpassage, he was hoping to sign on as a guard, butMariano was not impressed by his character. Helooked like the sort who would either run at the firstsign of trouble, or who would be stealing themerchandise instead of guarding it. I sent him awaywith a flea in his ear although judging by his apparelI suspect that it will not want for company.

    Jadmar GateAnother company of Grey Defenders guards theJadmar Gate, led by Captain Artimio Guerrero, aminor Vilmirian noble. Guerrero is a tall, thin man

    in his early 30s with light brown hair, brown eyes,and cruel, thin lips. Both his moustachios and hisbeard are waxed. An old-fashioned Old Hrolmarian,he considers the liberal changes introduced sinceDuke Avan took the throne a sign of decadence, andhe does not welcome foreigners. He is alwaysperfectly turned out, with his armour burnished to amirror-like sheen.

    Captain Artimio has his work cut out for himmonitoring the flow of foreigners through the JadmarGate, but he has trained his men to record the

    movements and details of anyone they considersuspicious. Their constant interrogation, in somecases, borders on harassment.

    Artimio will only consult his records with goodreason. A successful Insight roll from the adventurerswill suggest that their best course of action might beto lie to the Captain Artimio about their reasons forwanting to track down the Lormyrian. If theadventurers explain that they are seeking the suspectin a crime, the captain insists that this is a matter forthe Grey Defenders and tersely informs theadventurers that they should the leave the matter inhis hands. As the alleged robbery took place inQuayside it is out of his jurisdiction, but he willinform his fellow officer, Captain Satigo, about theaffair.

    If the adventurers are successful in asking theVilmirian to look at his records, they will learn that aLormyrian fitting the thiefs description, and goingby the name of Eodwulf of Stagasaz has beenrecorded entering and exiting the city through theJadmar Gate several times a day for the last week.He is recorded as being an unemployed tanner of

    no fixed abode. Captain Artimio proposes that he isa resident of the Foreign Quarter, which lies justwithin the gates, and warns the adventurers if theyare thinking of looking for the Lormyrian there. It isas wretched a hive of villainy as exists in Vilmir, hesnarls. Had I my way I would drive every last oneof them out of that warren, but apparently ourforeign visitors contribute much which is good to thecity, or so our masters now say.

    Should the adventurers appear to have theirhearts set on exploring the Foreign Quarter, the

    captain will resignedly suggest that they start theirsearch at The Champions Arms, a small tavern that

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    is the focus of Old Hrolmars Lormyrian expatriates.It is one of the less vile establishments in theForeign Quarter, he acknowledges with somedistaste.

    Merchants Quarter

    By day the narrow streets of the Merchants Quarterresound with the din of hawkers and peddlers.Heavily laden carts rumble across the cobblestonesand pickpockets ply their subtle trade among thecrowds of harried servants and idle nobles. Aftersunset the empty streets are patrolled by thewatchful Grey Defenders, who will stop andquestion anyone they deem suspicious. Thosemerchants who do not live in or above their shopsare known to hire private guards to ensure the safetyof their businesses overnight and after hours.

    Rogelio Zagosa, Master JewellerThe shop of Rogelio Zagosa is located on the cornerof the Street of Gems and Silversmiths Street. To allintents and purposes the tall, plump and pale Zagosais a successful merchant who specialises in fine

    jewellery and precious stones, but he is actually oneof the less reputable merchants in Old Hrolmar, andis known among the citys criminal element forturning a blind eye to stolen goods. If theadventurers have been sent here by Fausta Salazarthey will have reason to suspect that Zagosa mayhave purchased Calisanders stolen ring; otherwisethey may find it, and Zagosas shop, through trialand error (and perhaps successful Luck or Searchrolls).

    As is usual in the Young Kingdoms, the only

    gems in the establishment to have been cut are ofMelnibonan origin; otherwise they are simplypolished and mounted. If the adventurers have notalready crossed paths with Baron Vadrigal in NewHrolmar they may encounter him here (see Meetingthe Baron below). Other visitors might include awell-dressed noblewoman accompanied by herbodyguard and maidservant, or a scruffy, suspicious-looking character who Zagosa quickly ushers intohis private rooms behind the shop, before returninga short time later with a new ring or golden braceletwhich he fussily arranges in a display case. If the

    adventurers have not already made this connection,an Insight roll will suggest that Zagosa is trading in

    stolen goods

    If the adventurers inquire about it, Zagosa isquick to display the pearl and coral ring hepurchased this morning for 1000 bronzes from aforeign gentleman. His asking price is 4000bronzes, and he will not haggle. If the adventurersinquire about the seller, the merchant explains thathe was a nervous young Lormyrian who went by thename of Eodwulf of Ramasaz. Zagosa knows littleabout him, save that the youth let slip that he was aresident of the Foreign Quarter, although not formuch longer.

    If the adventurers can prove that the ring isstolen, or threaten to call in the Grey Defenders,Zagosa will be only to quick to hand overCalisanders property, as he is loathe to attract the

    attentions of the authorities, although he will firstattempt to sell the adventurers the ring at a reducedrate. Use the merchants statistics from theStormbringerYoung Kingdoms Digest if statistics areneeded for Rogelio Zagosa.

    THE RING

    Carved of sea-pink coral into the form of two intertwineddolphins, each bearing a lustrous pearl in their mouths. Onepearl is white, the other black. Successful Evaluate rolls willprice the white pearl at 1000 bronzes, the rare black pearl at2000 bronze. In combination with the delicate carving of thering, its overall worth is at least 4000 bronzes, although

    given its unique nature, it might be worth twice that much tothe right collector. Witch Sight will reveal that a faint magicalaura clings to the ring, though it is not in itself enchanted,suggesting that it has been in close contact with somepowerful enchantment or magical creature for a considerablelength of time.

    Other Businesses in the MerchantsQuarterIt is possible that the adventurers may seek for thethief among those businesses trading in leather andhides, given that Calisander described him smelling

    strongly of urine and urine is commonly using inmanufacturing leather. Due to the stench involved inthe manufacturing process, Old Hrolmars tanneriesare located in the Industrial Quarter, where theprevailing sea breezes usually carry the stink away,but there are several businesses in the merchantsquarter associated with the tanning trade wherecurious adventurers may seek to advance theirinquiries.

    THE STREET OF SCRIBES

    As well as being home to an array of learned menand women who write letters and other documentsfor their illiterate customers (as well as translate texts

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    for a small fee), the Street of Scribes also houses anumber of merchants who specialise in sellingparchments (animal skins which have been washed,limed, stretched and scraped, then smoothed withpumice and whitened with chalk) and vellum (the

    finest quality parchment available, made from theskins of calves and kids). The best parchments andvellum from the Young Kingdoms are manufacturedin Ilmiora, although the finest in the world aremanufactured in Melnibon. Queries in the Street ofScribes will be generally unproductive, although onehelpful merchant can suggest that the adventurers trytheir luck in the Street of Leatherworkers, a fewblocks over.

    THE STREET OF LEATHERWORKERS

    While the manufacturing of leather is doneelsewhere, this crowded street houses thosemerchants and artisans who work with the endproduct. All manner of leathergoods can be foundhere, from belts and boots to cloaks and tents.

    Luck rolls, or the Gamemasters discretion, willallow the adventurers to speak with one GasparBernardino, who remembers a young Lormyrianclaiming to be a skilled tanner asking about thepossibility of temporary employment only a few daysago. Bernardino sent him to his brother-in-law, Vil

    Vilchez, who owns a tannery in the industrialquarter, and is only too happy to provide theadventurers with directions.

    As with other businesses, queries here aboutthe Lormyrian thief run the risk of alerting OldHrolmars beggars that the adventurers are alsoseeking Eodwulf.

    The Industrial Quarter

    Comprised of slaughter-yards, dyeworks, mills andtanneries, as well as the homes of the industriouspoor, the Industrial Quarter is a polluted and filthydistrict into which few residents of the city venturewithout good cause. The adventurers may have beensent here by Gaspar Bernardino, or they may havecome here of their own volition in search of clues tothe identity of the stinking thief among the districtsmany businesses. If they are seeking the mill ownedby Baron Vadrigal, see The Dark Chaotic Mill in

    the Strange Happeningssection.

    Vilchez TanneriesStanding on the southern shore of the Hrol, withinearshot of the falls, is a tannery owned by VilVilchez. He is a grim and religious man, and dresses

    at all time in dark and severe clothing. If askedabout the Lormyrian, he says that a young foreignernamed Eodwulf of Ramasaz did indeed comelooking for employment only a few days ago.Vilchez put the youth to work, but as soon as he hadreceived his first two days pay he disappeared, andhas not been sighted since. Damn lazyLormyrians, snorts Vilchez. I should never havetrusted him. The pay offices records show thatEodwulf is listed as living at 210 By-The-Wall Streetin the Foreign Quarter.

    The Foreign Quarter

    The adventurers should not enter Old HrolmarsForeign Quarter without preparation, for it is adangerous place for the unwary. Search and Insightrolls can suggest the unsavoury and menacing natureof many of its residents, and violence is never faraway. The better class of new arrivals to the Foreign

    Quarter quickly attempt to find the money withwhich to move to better homes elsewhere in thecity: only the desperate or the depraved stay in thisdistrict for long.

    The Champions ArmsThis tavern is one of several businesses in theForeign Quarter serving a specific nationality, in thiscase expatriate Lormyrians. It is located on the outerfringes of the district, and so is one of the betterestablishments hereabouts. Its swinging sign depicts

    the Champion of Humanity, Earl Aubec of Malador.Its patrons are mostly ruddy-featured men with hugemoustaches wearing the embroidered smocks andhigh boots of their homeland, as well as broad-hipped and buxom women with red cheeks and longplaits, and the occasional Vilmirian or foreigner fromother lands. Its walls are painted in detailed frescoesdepicting the broad rivers and peaceful lands itspatrons have left behind, and a potent cider isserved from the central bar.

    Beggars are discouraged from drinking here,

    and consequently the adventurers can safely askafter Eodwulf of Ramasaz. It may take several rounds

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    of drinks before one or more patrons recall a newarrival by that name, whose bad habit of begging fordrinks but never repaying the favour has quicklyearned him the enmity of most of the tavernsregulars. The adventurers can easily learn that he

    lives somewhere on Behind-The-Wall Street, whichtrue to its name flanks the northern wall of the city.

    Behind-The-Wall StreetThis narrow street is in almost permanent shadow.The great sandstone wall of the city rises on oneside; to the other are row after row of crumblinghouses, their windows gaping and doors ajar. Few ofthe residents of Behind-The-Wall Street willwelcome questions from nosy strangers, andalthough a coin might gain an answer, flashingmoney around in these parts might also earn theadventurers attention of a different sort. Nonethelessthey should be able to determine the location of thehouse in which Eodwulf resides with time andpersistence.

    210 By-The-Wall Street is a ramshackle anddecayed tenement building, once the home of awealthy family but long since divided up intonumerous residences. Its inhabitants include a deafold crone on the ground floor who will mistakevisitors for the children she has not seen in 40 years;

    a nervous gang of forgers on the first floor who aresuspicious of any visitors; and a friendly Ilmioranassassin whose fourth floor residence is filled withcanvas dummies leaking sawdust from an array ofingeniously inflicted wounds. Any of thesecharacters can tell the adventurers about the shyLormryian resident who lives in the attic apartment,although obtaining this information might be anadventure in itself.

    For more information about the garretapartment see the section entitled The Thief is

    Cornered below.

    Strange Happenings

    This section details certain key events that unfold asthe adventure progresses. While some occur atspecific times or in specific places, others can beintroduced by the Gamemaster when and whereverthey feel it best fits the flow of the adventure.

    ShadowedFor every person in Old Hrolmar the adventurers askabout the limping man, there is a cumulative 10%chance that they are overheard by the Eyes, Ears or

    Hands of Ramirez the Pustulant (more informationabout whom can be found in The Old HrolmarGuidebook). Once this occurs, the adventurers willbe discretely followed thereafter by one or more ofthe beggars in the hope that they will lead them toEodwulf of Ramasaz.

    The Eyes, Ears and Hands are no fools, and willnot blatantly follow the adventurers about the city.One of the beggars might wait outside a shop whilethe adventurers are inside speaking to a merchant,with another of the beggars discretely picking up the

    trail once the adventurers move on, to reduce theadventurers chances of noticing the same personfollowing them everywhere they go. The beggarswill also take turns in shadowing the adventurers, sothat for one block the Hands is on their trail, and thenext, the Ears, and so on.

    The Gamemaster should make a single D100roll for each beggar, the result of which is matchedagainst the beggars percentages in both Hide andMove Quietly. A critical result for either skill negatesany successful Search roll from the adventurers(although a critical success means that the beggarsare still seen), and allows the beggars to safelyfollow the adventurers everywhere they go. A failureon one of either skills means that the beggar willonly be noticed with successful Search rolls from theadventurers. Failing both skill checks means thatonly an Idea roll will be needed from an adventurerfor them to realise that they are being followed.

    Once the adventurers realise they are beingfollowed they may chose to confront the beggars, orperhaps try and lose them. Given that the majority ofOld Hrolmars streets are laid out on a neatly

    ordered grid this is not as easy as it seems, especiallyas the beggars know the city so well. Only in theForeign Quarter, where decades of neglect haveallowed a maze of sidestreets, alleyways andillegally constructed buildings to change the layoutof the citys blocks, is it easy to lose a tail, but as theForeign Quarter is the beggars home ground, losingthem here will be even harder for the adventurers.

    For details on what transpires should theadventurers discover where Eodwulf is living onBehind-The-Wall Street and unwittingly lead the

    beggars to him, or if the adventurers chose toconfront the beggars trailing them, see the section

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    entitled A Filthy Horde, below.

    Meeting the BaronBaron Zamoro Vadrigal has been alerted to the

    existence of a powerful enchanted artefact beingtraded somewhere in Old Hrolmar, and withdemonic assistance is attempting to track it down.The adventurers will likely meet him fingeringCalisanders silken dress at Mistress Salazarspawnshop in New Hrolmar, although they mightalso encounter him at Rogelio Zagosas jewellerystore in the Merchants Quarter. He may even bemet in both locations should the Gamemaster wishto impress upon the adventurers the threat that thebaron presents.

    Although he carries himself as just anotherVilmirian noble, the baron travels without a guard orretinue, which will strike any adventurer who makesa successful Young Kingdoms roll as odd. SuccessfulInsight rolls during any encounter with the baronwill suggest that he possesses a cruel temper barelyheld in check, while Witch Sight reveals his highPOW and perhaps the demon broadsword hangingby his side.

    Using Witch Sight, Baron Zamoro detects theenchantment lingering about Calisanders dress andring, and knows that he is on the trail of that whichhe seeks. Although the baron does not know he islooking for a Sealkin cloak, he hungers for itanyway, hoping that whatever form the enchantedobject takes, it will aid him on his quest to becomethe leader of the cult of Slortar in Old Hrolmar.

    At first Baron Zamoro will haggle over the dressor the ring with the adventurers, claiming that hewishes to purchase them for his wife, but if theadventurers are persistent he draws himself up to hisfull height and sneers Take the blasted thing then. Itis but a trinket anyway. Thereafter he stalks off,

    retreating to his mill in the Industrial Quarter wherehe sets about summoning a demon to find the cloakfor him. The success of this venture is discussedbelow, in the section Terror From the Skies. Shouldthe adventurers elect to follow the baron, they willbe turned away at the door of his mill by a burly pairof guards. More guards patrol the mill and its a-joining warehouse, while additional reinforcementscan be quickly called upon from neighbouringfactories should the adventurers attempt to fight theirway inside.

    The Angry SeaThe attack upon Calisander does not go unnoticedor unpunished by her Sealkin brothers and sisters.Calling upon their seal cousins to aid them at first,

    and then upon Straasha, the Sealkin will turn theforce of their fury upon Old Hrolmar and its citizensuntil Calisander is safely returned to them. Eventsrapidly escalate until the entire city is imperiled.

    Empty NetsMid-morning, a rumour spreads through the city thatthe fishing fleet has returned to Quayside with nocatch. It transpires that their nets had all been torn orchewed open when hauled in, and that every fishthey might have caught has escaped. Adventurers in

    Quayside when the fish fleet comes in might witnessthe return of the despondent fleet first hand, and seethe frightened faces of the fishermen and the hungryfaces of their families who must now go withoutfood. If any of the fisherman are asked about thismissing catch, they will blame the loss upon thegreat many seals which this morning were swarmingin unnatural numbers in the bay. Should theadventurers chose to investigate further, perhaps byhiring a row boat, they will indeed see that a vastnumber of seals are swimming in the bay. Whether

    the seals turn against the adventurers and seek to tipover their rowboat and cast them into the ocean isleft to the Gamemasters discretion.

    A Strange RainShortly before midday an ominous crack of thunderechoes out above Old Hrolmar, after which it beginsto rain from a clear blue sky. This is no ordinaryautumn shower however: it is a rain of fish. Fromtiny whitebait to large bream and even larger sharks,a glittering, wriggling piscine shower falls upon Old

    Hrolmar for several minutes. At first the rain mayseem slightly comical or simply strange, but soon theadventurers will see people struck unconscious orinjured by the heavier fish, and at least one person isbadly bitten by a large tiger shark as it flops andsnaps upon the cobblestones where it has fallenbefore it dies.

    The shower lasts for no more than five minutes,and ends as suddenly as it began. Understandably,the citizens of Old Hrolmar do not take this strangeshower well, although some simple-minded

    worshippers of Goldar see it as a good omen andrace around collecting a free dinner.

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    LARGE TIGER SHARK, AQUATIC PREDATOR

    STR 27 CON 19 SIZ 28 POW 12 DEX 12

    HIT POINTS: 30 ARMOUR: 1D4 skin

    DAMAGE BONUS: 3D6

    Weapon Skill DamageBite 40% 2D6+DB

    NOTES: Although it will expire after 1d6 rounds without theadventurers interference, the shark will remain dangerousafter it is dead. Its automatic nervous response to stimulus

    will mean that the shark can bite one last time the round afterits hit points have been reduced to zero. Thereafter it will flapabout one last time before finally lying still.

    The Gathering StormIn the early afternoon dark ramparts of cloud race upfrom the south and the wind turns bitterly cold.

    Although Natural World rolls suggest that storms arenot uncommon in Old Hrolmar at this time of year,Idea rolls will indicate that this particular stormfrontis moving with unnatural speed. Within the hourswollen black and indigo clouds have occluded thesun over the city. The day turns to a sick greenishtwilight. For a brief moment a single shaft of sunlightbreaks through the clouds to gleam upon thePyramid of Law, suggesting that the storm might yetbe averted. Then all hell breaks lose. The sunlightdisappears, an icy wind blasts down upon the city,and the clouds burst. Lashing sheets of rain and

    driving hail drive people indoors, howling winds ripshutters off windows and tiles from rooftops, andsporadic bolts of lighting flash overhead.

    Flood TideBy late afternoon the storm has reached its peak andthe city is as dark as night. Lashing waves 10 feet tallpound the Quayside district, driven by the fury ofthe shrieking winds. The river and the sea begin torise, flooding the low-lying streets of the city. Piersand bridges shudder beneath the waves, and mayeven collapse in a roar of foam and falling stone justafter the adventurers have staggered across theirspans. Here a millwheel breaks free; there a shipsnaps its moorings. Sizzling bolts of lighting lashdown at rooftops and towers, turning them intoflaming beacons and lighting up the skyline. Theferocity of the storm threatens the entire city. TheGamemaster should aim to time the climax of thestorm as the adventurers prepare to confront Eodwulfof Ramasaz.

    Adventurers with Witch Sight will hear the

    shriek of elementals in the wind and the waves, andglimpse them flickering and dancing at the edge of

    their sight, while from the bay they will hear aconstant low keening. Adventurers who are powerfulsorcerers or of Melnibonan origin might attempt tocommune with the elementals via magic. Thesuccess of any such venture should be determined

    by the Gamemaster, but only a high priest ofStraasha would be able to halt the storm. The mostan average adventurer could do is learn that theelementals have been called upon to revenge anattack upon their cousin, and that their anger knowsno bounds.

    Anyone trying to manoeuvre through the stormmust succeed at STR x 5 rolls to stay standing, whileall missile weapons are used at 50%, due to thefierce and unpredictable gusts of wind that buffet thecity. Adventurers failing Luck rolls, or without

    shields to hold over their heads, lose 1D2 hit pointsfrom the grapefruit-sized hailstones which pelt down(armour can absorb this damage). More hail shatterson the cobblestones, making those streets which arenot flooded slippery and treacherous, andoccasionally striking down an unwary citizen.Anyone moving faster than a slow walk or makingany sudden movement (such as drawing a sword orspinning about to look behind them) must succeedat DEX x 5 to keep their footing. Elsewhere thestreets are up to a foot deep in seawater. Perceptionrolls are made at 20% because of the poorconditions.

    A Filthy HordeIt is entirely likely that once the adventurers realisethey are being followed they will seek to confrontthe beggars. Should this be the case, the beggars willgrovel and cower, begging the adventurers pardonand explaining that they have been commanded bythe beggar-lord Ramirez the Pustulant to use anymeans possible to track down Eodwulf of Ramasaz.

    When they realised that the adventurers weresimilarly on his trail, the beggars elected to followthem in the hope that they would lead them to him.

    The Eyes, Ears and Hands of Ramirez do notknow the reason that their master seeks theLormyrian. If the adventurers wish to know thebeggar-lords reasons they must accompany thebeggars into the Foreign Quarter, to the Rats Palace,and speak with Ramirez themselves. The beggarsmight also confront the adventurers themselves oncethey are sure that they are truly on the Lormyrians

    track, and issue their masters invitation for anaudience. Regardless of whether they initiate theaudience themselves or do so at the beggars

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    request, any adventurer who meets with Ramirezgains an automatic point of allegiance towardsChaos as a result of their actions.

    Should they agree to accompany the beggars,who will issue the invitation with forced civility andappear visibly startled should the offer be accepted,the adventurers will be lead deep into the ShadowCity via a maze of lanes, cellars, tunnels andadjoining hovels. Eventually they will enter a refuse-strewn courtyard and behold the crumbling pile thatwas once the monastery of Theril. It is an outpost ofNadsokor, a debauched and vile hell on earthpopulated by the murderous, the depraved, thedeformed and the insane.

    In its echoing and partially flooded cellars theadventurers can meet with Ramirez the Pustulant,

    whose skin squirms with excitement as he parleyswith them. In the shadows around them, theunwashed and vile assemblage of beggars creepsever closer. Few outsiders enter the Rats Palace andsurvive, but the adventurers might be able to do so,especially if they are able to bargain with Ramirezusing their knowledge of Eodwulfs location as astake.

    In a hoarse, phlegm-choked voice, Ramirezwill demand to know why the adventurers seek thetraitor Eodwulf of Ramasaz. Only after he is satisfied

    with their story will the beggar-lord explain that aprice was placed upon the Lormyrians head by KingUrish after Eodwulf failed to hand over all of hisweekly tithe to Nadsokor. Let his impending deathby a lesson to you, that King Urish knows all, andwill not be cheated, Ramirez gurgles at hisassembled court. Astute adventurers succeeding atInsight rolls may note the flicker of mirth in hisbloodshot and rheumy eyes as he issues thispronouncement.

    If the adventurers explain that they know where

    Eodwulf is living in the Foreign Quarter, Ramirezwill demand that they allow his agents accompanythem there. He was right under our noses all thetime, titters one beggar, whose own nose has longsince rotted away and is now a gaping, ulceroushole in his face. Accompanied by the Eyes, Ears andHands of Ramirez, as well as by a small retinue ofsome 20 beggars armed with an array of knives,clubs and other makeshift weapons, the adventurerswill be invited to lead the way to Eodwulfs lair.

    An AlternativeAnother scene will present itself should theadventurers remain unaware of the beggars whofollow them. Once the adventurers have climbed the

    rickety stairs of the building in which Eodwulf ishiding, a small army of beggars will sweep silentlyup the stairs behind them, intent on bloody revengein King Urishs name. The first sign the adventurerswill have of this threat is the stink which precedesthe beggars: successful Scent/Taste rolls will alert theadventurers to the foul odour; otherwise Listen rollsmay detect the ragged horde moments before theyburst through the door, weapons at the ready.

    If the adventurers succeed at Scent/Taste rollsthey will be alerted to the impending attack and

    have two full rounds to prepare spells, drawweapons and otherwise ready themselves forcombat. If Listen rolls are made then the adventurershave only one round before the stinking horde burstthrough the doorway into Eodwulfs room. If neitherScent nor Listen rolls are successful, the adventurerswill be surprised by the attack, and unable to act forthe first round while the beggars rush through thedoor and array themselves in a semi-circle about theroom, preventing any escape save through the singlewindow. Before anything else can happen, a secondattack comes from a wholly unexpected quarter: see

    Terror from the Skies below.

    The Thief is Cornered

    Eventually the adventurers will learn the addresswhere Eodwulf of Ramasaz makes his miserablehome. They may have gained these details from VilVilchez the tanner, or alternatively gained the name

    of Behind-The-Wall Street from someone at TheChampions Arms and paid or pressured a residentof the street to point out Eodwulfs abode to them.

    The Lormyrian dwells in a single garret roomon the topmost floor of a ramshackle, six-storeysandstone building in the Foreign Quarter. Thebuilding lists, the wind blows through cracks in thewalls, its floorboards are rotten and its stairs unsafe.Ideally the unnatural storm sent by the Sealkin israging as the adventurers ascend to Eodwulfs room,in which case the whole building trembles and afine drift of mortar showers from the walls with everyclap of thunder.

    From Eodwulfs low-ceilinged room a single

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    window loosely covered by an oiled cloth looks outover the city wall and across New Hrolmar to thenorthern lands. The room is furnished with a straw-stuffed mattress, a moth-eaten blanket, a bedpan,

    and a chipped clay jug.Here Eodwulf hascounted and hidden hiscoins, awaiting for theday when he would haveenough to money to payhis passage from OldHrolmar to Ilmar. Oncein Ilmar he intends totake a ship to theWestern Continent in

    order to get as far as hecan from Nadsokor andthe long arm of UrishSeven-Fingers.

    Now, having soldCalisanders ring anddress, Eodwulf has morethan enough to pay hisway, and if all goes wellhe will leave OldHrolmar on the morrow.

    Unfortunately forEodwulf, Fate has other plans in store for him.

    Eodwulf the ThiefEodwulf was abandoned as a child by a motherwhom he never knew, and raised as a foundling in aLormyrian orphanage. He began work as anapprentice tanner at the age of 15, but after his rightleg was crushed by an ox-cart two years later, he losthis livelihood first, and then his home once he couldno longer afford the rent. Taking to the streets the

    miserable youth was adopted by the beggars ofRamasaz, who taught him their trade and their code.

    Having been embittered by his hard lifeEodwulf always looks after himself first, a trait thatwas to be his undoing. Several months ago he beganto conceal a portion of his earnings each week,intending on scraping enough money together sothat he could leave the beggars life behind him.Sadly for Eodwulf he was discovered, and sentencedto death for breaking the rules of King Urish, whichstate that the concealing of money from Nadsokor is

    high treason.Unsurprisingly, Eodwulf fled on the first

    available ship out of Ramasaz, arriving in OldHrolmar exactly one week ago. In order to pay forhis passage north he first sought work as a tanner,

    but after years of begginghe found the work too

    demanding, and once moretook to the streets. He spentmost of his meagre twodays pay from VilchezTanneries on the rent for asmall room in the ForeignQuarter and the next daystarted begging again. Thiswas, however, his undoing,as he was spotted by theHands of Ramirez, who

    reported him to the localbeggar lord. Ramirez hadbeen warned by Nadsokorthat the Lormyrian wasthought to have made hisway to Vilmir, and keen todemonstrate his loyalty toKing Urish, has orderedEodwulfs death. Asentence which will beswiftly carried out once thebeggars find the Lormyrian

    again.Since his discovery Eodwulf has been too

    terrified to leave his room, but eventually hungerand desperation forced him out under the cloak ofdarkness. He spent much of the night prowling thestreets of New Hrolmar and the Quayside district,where he encountered Calisander walking on thebeach before dawn. He stuck her down with a rockand once he was sure she was unconscious, stoleher cloak, dress, ring and bag. The dress and ring hehas sold, the leather satchel (which contains the

    Sealkins mirror and hairbrush, in addition themoney he has raised so far) are hidden inside hismattress, and her cloak he wears about his narrowshoulders.

    EODWULF OF RAMASAZ,

    Eodwulf is a 22 year old thief and beggar. A gaunt youngman, with greasy blonde hair tied back in a rough plait, and astraggling blonde beard. He is pale, and his blue eyes arelarge in his thin face. His right leg was once badly broken andpoorly set, and he walks with a pronounced limp. Other thanthe ragged smock and trews he wears, as well as a pair oftattered sandals, he owns nothing save that which he hasstolen from Calisander.

    STR 9 CON 11 SIZ 9 INT 14 POW 13 DEX 16 APP 10

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    HIT POINTS: 10 ARMOUR: None

    DAMAGE BONUS: None

    Weapon Skill Damage

    Dagger 45% 1D4+2

    SKILLS: Beg 65%, Climb 50%, Conceal Object 75%, Craft

    (Tanning) 55%, Dodge 65%, Hide 80%, Insight 50%, MovieQuietly 50%, Pick Lock 20%, Search 65%.

    THE CLOAK

    This beautiful hooded cloak appears to be made of the finestdoeskin. It is soft and supple to the touch, lightly furred onthe outside, and is a light brown in colour and dappled withdarker spots. Witch Sight reveals that it shimmers with apowerful magical aura, although it bears no obvious bindingsigns. A full days study will reveal that the cloak is somehowinherently magical rather than enchanted or containing abound spirit or demon.

    THE SATCHEL

    Made of fine and supple leather, this satchel is hidden insideEodwulfs straw mattress. It contains a small mirror ofburnished silver, the back of which is engraved with fluiddepictions of sea-life, and a matching hairbrush, as well as1500 bronze coins. Judging from their diminutive size boththe mirror and the hairbrush are clearly fashioned for a childshand. Search rolls reveal the initials C.T. worked into theengravings of each. These originally belonged to the realCalisander Trammel, who drowned at sea many months ago.Should the adventurers somehow manage to return them tothe girls grieving parents in Menii they will receive a checkto both their Law and Balance allegiances, as well as thegratitude of the powerful Kelgan Trammel, a prince amongmerchants throughout the Young Kingdoms.

    Confronting the ThiefThe door to Eodwulfs room is not locked, and if theadventurers wish they can burst straight in. Caughtby surprise, all Eodwulf can do is leap to his feet, hisback to the flapping oilcloth that covers the window.A flash of lightning from outside throws him intostrong silhouette as he reaches for his dagger, hiseyes wide and his teeth barred.

    If the adventurers are accompanied by thebeggar horde, or perhaps by the Grey Defenders,Eodwulf looks terrified. He will threaten to throw

    himself out the window rather than let the beggarstake him, although secretly he plans to try and climbto the roof and hide there until his enemies have left.

    If the adventurers have come alone Eodwulfwill try and parley with them. Once he learns thatthey are working at the behest of his victim he looksashamed. An Insight roll will reveal his guilt andremorse over his actions, suggesting that Eodwulf isnot an evil man, merely a desperate one. It is at thispoint, if they are not already present, that thebeggars burst into the room behind the adventurers,

    creating a stand off.

    Terror from the SkiesJust as it seems things cannot get any worse forEodwulf, an event occurs which catches everyoneby surprise. The entire side of the room is suddenly

    ripped away, exposing the room and everyone in itto the full fury of the storm. Seconds later, assandstone bricks tumble down to the street belowand rain and wind lash at the startled adventurers, ashrieking demon, spined, winged and hideousswoops down upon the hapless thief from the ragingstorm. It lunges for Eodwulf and tears the cloak offhis shoulders. Much of his back comes away with itin a red explosion of blood and bone. Clutching thecloak in one talon the demon flaps away into thestorm squawking triumphantly.

    Assume that all parties are surprised for twocombat rounds by the ferocity and destructiveness ofthis sudden and unexpected attack. Only if anadventurer succeeds at a roll of POW x 1 they willbe able to react after the first round has elapsed, bywhich stage the demon has already completed itsattack upon Eodwulf. For their part, they beggars fleeat the sight of the demon and, indeed, will be morehindrance than help as the party tries to engage theintruder.

    Adventurers whose DEX is higher than thedemons DEX 20 can attempt to prevent its escape inthe second round, although only adventurers whoseweapons are already drawn or readied can attack inthis round. Drawing or preparing a weapon takes afull combat round; adventurers readying weapons inthe second round will not be able to attack until thethird round, by which time the demon will havebegun to fly away. It will be within missile range inthe third round only, and thereafter will be out ofrange.

    Due to the ferocious winds all missile weaponsare employed at 50%, although a critical hit can

    still wound the demon badly. All perception skillsare at 20% due to the driving rain and the gloomcaused by the storm, although the demon isoccasionally silhouetted by the flickering sheets oflighting that periodically light up the entire sky.Successful Search rolls allow the adventurers to seethat the demon appears to alight upon the roof of aparticular mill perched on the edge of the Hrol Falls,on the north shore of the river. If the adventurers donot succeed at this roll they will only be able tojudge that the demon has landed somewhere in the

    vicinity of the falls; the exact location of itsdestination will remain unknown.

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    If the adventurers take the time to inspect thestill (and now soaking wet) form of Eodwulf, they aresurprised to find him still barely alive. Lying in anever-increasing pool of his own blood, Eodwulflooks little more that the pitiful and helpless youth

    he is. Examining his tattered and ruin body, it isimmediately obvious that there is little first aid oreven magic can do to save they poor boys life, hisback split open and his bend and broken spineexposed.

    Moments after the adventurers come to his aid,he looks up at them with dying eyes and mumblessomething, which is lost in the wind and rain, beforeexpiring with a grimace of agony. If the Gamemasterso desires, adventurers succeeding a Listen roll canmake out Eodwulfs dying words I

    nevermeant to hurt anyone

    THE WINGED DEMON

    This humanoid demon (Weizlarn breed) has a leathery hide,broad bat-like wings, and multi-faceted insect eyes glisteningin its horned, angular head. Rows of savage spines protrudefrom its backbone and twitching, prehensile tail. It hands andfeet end in wicked claws, and it broad mouth is lined withthree rows of needle-sharp fangs. Its need is to feast on theheart of a human child once per day.

    STR 20 CON 17 SIZ 18 INT 12 POW 14 DEX 20

    HIT POINTS: 18 ARMOUR:1d6+1 Leathery Hide

    DAMAGE BONUS: +1D6 MOV: Run-7, Fly-12 Wings)

    Weapon Skill Damage

    Bite 55% 1D6+DB

    Claw (x2) 55%, 1D8+DB

    SKILLS: See 85%,Fly 80%, Search 95%, Screech 100%.

    ABILITIES: Fly At 50mph, Carry up to half STR in STR

    The Dark Chaotic Mill

    Perched on the edge of the Hrol Falls (where theyplunge 40 feet to the river below), this cavernouscotton mill is where Baron Zamoro works his magicsafe from prying eyes. If the adventurers werepreviously successful in noting where the wingeddemon alighted, or if they have earlier followedBaron Zamoro to the mill, they will have littletrouble in finding the building. Any trip across thecity from the Foreign Quarter to the IndustrialQuarter takes place while the Sealkin-summonedstorm is at its peak, as described above, with all theattendant hazards thereto entailed.

    If the adventurers are unsure of the demonsdestination, save that it alighted somewhere near the

    Hrol Falls, a search of the area will be necessary.Due to the ferocity of the storm only a handful ofbuildings in the vicinity of the falls have their lightsburning, as many of the businesses in the area havesent their workers home and sensible folk are

    cowering in their beds. Those buildings where lightsshine out into the stormy night are a dyeworks,where the toiling workers are desperately trying tofinish a late order, a humble workers cottage in anunlit row of single story terrace houses, and BaronZamoros cotton-mill.

    The DyeworksNone here have witnessed anything untowardtonight save for the ferocious storm that howlsaround the factorys eaves and which threatens totear the shutters from their hinges. Search rolls willuncover nothing untoward here, nor will WitchSight.

    The CottageThe adventurers must knock persistently to raiseanyone here. Successful Listen rolls will hear thesound of prayers coming from within rising over thescream of the storm. Eventually the door opens acrack, and a terrified woman peers out, frightened

    children clustered about her skirts. Enna Esholta is arespectable charwoman, and her husband Leenworks in the nearby dyehouse. She is praying to theWhite Lords for protection, for less than an hour pastsome thing came scratching and sniffing at thewindows, and when she opened the shutters to lookout, a monstrous creature was grinning back in ather, its insect eyes fixed firmly upon her children.Her screams must have startled it, she says, becauseit flapped away on great leathery wings. If asked inwhat direction the creature flew she points with atrembling hand across the narrow street to a factory

    opposite, where a single light burns balefully in anupper storey window.

    Vadrigal Cotton MillHeavy chains lock its wrought-iron front gate,through which can be seen a bare courtyard inwhich only lichen grows. A sign bearing the nameVadrigal Cotton Co. is emblazoned on a brickarchway above the gate. The surrounding brick wallsare 10 feet high. Both the gate and the walls can beeasily climbed, although DEX x 5 rolls must be madeto avoid the vicious iron spikes atop the walls thatsnag clothing and inflict 1 point of damage upon the

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    clumsy. Search rolls reveal no sign of the guardswho the adventurers may have seen earlier today(the baron has dismissed them in order to practisehis sorcery without interruption).

    The mill is constructed of closely fitted blocksof sandstone, with walls 60 feet high. In the centre ofthe building, opposite the gate, is a set of doubledoors fashioned from heavy oak. The doorway is 10feet high and 15 feet wide. The doors are closed, butupon inspection are not locked. Dusty windows ofthinly sliced, semi-opaque horn set within a leadenframe admit light on each floor; these windows aresecurely fastened from within.

    Anyone attempting to climb the wall of the millto the roof or one of the windows would normallydo so at 10%, so closely set are the sandstone

    blocks. The foul weather renders the climb doublydangerous, with the wind and rain subtracting anadditional 10% from the adventurers Climb skill.Three successful Climb rolls are needed to ascend tothe roof. 1D6 damage is incurred for every 10 feetfallen (halved with a successful Jump roll or Craft(Tumbling) roll).

    The roof is tiled, but not steep, although anysudden actions upon the tiles in this weather callsfor a roll of DEX x 5 to avoid slipping. If this roll isfailed the adventurer falls 60 feet to the courtyard for

    a maximum of 6D6 damage, although they mayattempt a DEX x 3 roll to grasp at the gutteringbefore they fall. If successful an additional STR x 5roll will be needed to drag themselves back up ontothe roof. Falling damage can be reduced withsuccessful Jump or Tumbling rolls as above.

    Skylights of oiled canvas which flap wildly inthe storm are set at intervals within the roof. Whilethese admit light to the third floor, they are onlysemi-translucent and cannot be seen through. Theskylights do not open, although they can easily be

    sliced open with a sword or dagger should theadventurers wish to gain entry this way.

    APPROACHING THE MILL FROM THE RIVER

    Particularly brave or foolhardy adventurers mightattempt to approach the mill from the river. Innormal conditions this could be easily achieved, as anarrow path runs along the riverbank behind themill, skirting the millrace and the ponderousmillwheels that power the machines within. A dooropening out onto this path via a short flight of stonesteps provides a rear entrance and exit directly intothe mill, but with the storm raging the river isflooded, and the path is submerged in a foot of

    turbulent water. The door is still accessible, but togain entry through it the adventures must eitherclimb over the mill (60 feet up one side and then 60feet down the other) roof, or successfully navigate aboat downstream alongside the churning mill

    wheels, and perilously close to the roaring HrolFalls. Failed Sailing rolls in these circumstancescould be catastrophic with a chance of any boatspiraling the 40 feet down the falls!

    INSIDE THE MILL

    Once the adventurers gain entry to the mill proper,they will find themselves in a dark and cavernousspace occupied by silent looms and machines forthe spinning and weaving on cotton. The mill is acathedral of industry and a harbinger of the

    impending industrial revolution which will transformthe Young Kingdoms in the coming decades shouldthe Worlds Doom to be avoided. Water from theriver turns the three mill wheels, which, through acomplex series of gears, belts and pulleys, drive theoverhead line shafts on each floor, and in turn theindividual looms. There are three floors within themill, each full of silent machines, as well as storagespace for bales of raw cotton and the resultingthread and cloth. The barons private chambers to befound on the third floor, at the northern end of thebuilding.

    The looms rise up from the floor of each levelinto the gloom; great beams support each floorabove, and eventually the ceiling. The windowsadmit only the faintest light by night, and shadowscluster thickly among the rafters. At the north end ofthe mill a narrow flight of stairs gives access to thefloor above, and eventually to the barons chambers.Although its fury is muffled, the storm rages outsidewithout showing any signs of abating. Unless theadventurers have a light source, the mill is in almostimpenetrable darkness.

    Adventurers employing Witch Sight will see theWeizlarn demon perched in the rafters of the groundfloor, gnawing on the heart of a small child whosebody is draped over a nearby beam. Without WitchSight, the first they know of it will be when thepitifully small corpse drops to the floor at their feet,its chest torn open, followed by the demonswooping down upon them a moment later. It willattempt to carry off the smallest adventurer present,flapping up to the roof before dropping them 20 feetto the floor below for 2D6 damage. With its STR of

    20 the demon can carry anyone of SIZ 10 or less,although to succeed it must first make a successful

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    claw attack, and then overcome the adventurersSTR with its own. Should an adventurer fall into themachinery, at the Gamemasters discretion theimpact will be enough to jar the looms intocacophonous operation.

    Swift in flight and a dangerous opponent, theWeizlarn demon will prefer to harry the adventurersfrom the shadows, swooping down and clawing atthem in passing then retreating back into the gloom,rather than attacking them openly. Although it hasbeen commanded to slay any trespassers who try tointerrupt the barons next summoning,