Miasma

Descent Into Darkness


Prologue

A cold wind blows across the land. It rustles the few leaves left on the twisted trees of Blood Wood, shakes the dusty, barren land that makes up the Badlands and cuts straight through the thick, woollen hides worn by the trolls of Twilight Peaks. Aras Sea can not take the bite out of it, Death's Sea cannot warm it and it is even felt high up in Skypoint.

A warm wind is said to proceed good times. A cool wind, bad times.

When a cold wind blows across the land . . . it is a dire omen indeed.

Beginning the Adventure

Most of the previous adventures I have written for Earthdawn, the eight adventures making up the Chronicles of Barsaive series, have all commenced in Vors or have followed on from the previous volume. At the same time, I have tried to make it clear that this wasn't the only way to start the adventure, but the way I did when I ran them myself.

To start Miasma, flexibility is the key. The characters must be drawn to Parlainth in such a way that they don't feel like they are being drawn into something obvious. Of course there is no way of getting around the fact the characters are being drawn to Parlainth, but try to make it seem as innocent as possible (harder than it sounds). If you have a method in mind, by all means use it. It is better customising the start of an adventure suited to your characters, rather than thrusting them into something without explanation. What is to follow is a suggested method for drawing the characters into Parlainth using Ceren and Nybik from Chronicles of Barsaive.

Wherever the characters are, they receive a message from Ceren and Nybik sent via an obsidian messenger. They have stumbled across information which suggests that the Blood Circle, also from Chronicles of Barsaive, are alive and well. They ask that the characters return at once to Vors, so they can pass on the information at once. If the characters are in Vors at the time, then this first step is unnecessary.

Nybik has a few friends in Haven, also trying to set up a 'Traveller's Lodge' (see Liaj Jungle). They have noticed there has been an unusual influx of visitors in Haven over the past few months, and all of them seem to have set up shop in an old, abandoned inn that was knocked out of competition by Torgak. Being the curious types, Nybik's friends tried to play 'good neighbours' and welcomed the new arrivals in town. They were flat out ignored them, though the visitors did keep an eye on the friends. After a few weeks, a few rumours started floating about a new occult starting up in Haven, practicing blood magic. Nybik's friends aren't sure if the two events are related, but Ceren believes no chances can be taken and asks for the characters to investigate. If the characters completed Throal Mountain, have them under a contract with the king that states they must investigate further Blood Circle rumours, with the throne footing the bill (which will make the characters very happy).

A few hints for unruly characters. If they decide not to investigate the rumours, then knock the apple cart over. Have the characters stalked by a mysterious creature of shadow, or the place they are staying covered in bloodied circles. Harass them until they comply. If your group doesn't respond well to pressure, lead them by the nose. Grab one of the adventure hooks from another Earthdawn product, flesh it into a mini-adventure and make it lead to Haven. They'll clam down after a while.

Getting Around : From Vors to Haven

The distance from Vors to Haven is approximately 975 miles as the crow" flies. Using the scale on the map from the Barsaive Campaign Set, the journey will take approximately twenty-one days on foot. This route will involve the characters skirting Blood Wood, assuming they don't want to pop in for a visit, and skirting both the Scytha and Caucavic Mountain ranges. This route is cheap, but the characters are more likely to meet hostile creatures as they will be travelling over some of the less friendlier parts of Barsaive.

An easier route may be to take a river boat along the Serpent River to Syrtis or Tansiarda, and take the Old Theran Road up to Parlainth. The river leg is about 860 miles and the land leg is about 90 miles. The river leg will take about ten to fifteen days of travel, depending on wether the boat travels in sixteen or eight hour shifts respectively. The land leg will take ten to twelve days, depending on conditions and the exact route they take. All up, that makes the trip a minimum of five days and a maximum of twenty-two. This journey is quicker unless the characters run into problems, has fewer chances of encounters but is more expensive because the characters are going to have to buy passage.

No encounters have been suggested as it is up to the Games Master's discretion to what happens to the characters on the way to Haven. As this is only the first stage of the journey, it would be prudent to make this part of the journey a little less challenging. The characters have a long way to go, and it isn't a good idea to dishearten them at such an early stage in the game.

Interlude: The Theran Behemoth

The following description and accompanying piece of music has been designed to foreshadow events that will occur in Prelude to War, an Earthdawn epic designed by FASA and what Miasma has been designed to proceed. It is not concrete nor revealing, but gives the characters a taste of what is to come.

The Great Seraph Jungle, a teeming reserve of flora, fauna and primitive tribes. The jungle dominates the skyline, formed of palms, plants and trees with drops of dew on every leaf. The cool water escapes the grasp of huge trees to sustain a gurgling river. Birds with a rainbow of colours, fly gracefully through the trees, dodging thick vines. Only a few rays of sunshine could weave through the canopy, making the jungle dark . . .

Buried deep with this hive of life, a group of tribal warriors take a break beside a stream. The stream runs through the clearing where they are resting, and is in one of the few places within the jungle where one can see the sky, the bright light of the sun above.

A shadow starts to eat up this last bastion of sunlight, starting from the south end of the clearing and moving towards the north end like an eclipse. The warriors all stare into the sky, wondering what sort of beast could cast a shadow over a clearing which has a radius five miles long.

Their eyes squint in the darkness, and what they see makes their hearts beat a little faster.

They run in terror, screaming prayers to their gods . . .

It has arrived . . .

Haven

Haven: Arrival

The following description should be read on the characters arrival to Parlainth not only to add atmosphere, but to strike a little terror into their hearts . . .

Parlainth lies huddled on the plains to the north of the Caucavic Mountains. Its ruined body is nothing more than a bitter shade of its former glory, proud jewel of the north. Huge edifices of Theran pride have succumbed to the ravages of time, and once bustling lanes of epic proportions are now northing more than wind tunnels for the souls of the dead.

Within the south-east corner of the bastion of magic, lies Haven. It looks more like a small child trying to avoid the glare of an angry parent. Home for thousands, some say it is the first stopping place of fool, madmen and suicidal maniacs . . .

Setting up the Action

The first part of the adventure is designed to immerse the characters into the web which is Haven. Ceren and Nybik's lead was nothing more than a hook to get the characters into Haven and start them exploring their surroundings. This part is designed to fulfil the latter part of the deal.

There are a number of characters the players must meet, and places they must go, and the rest of this episode is designed to immerse the characters in the daily life of Haven, as well as lay the foundation for the rest of the adventure. The important characters have been listed below including pointers to information and events surrounding them.

Haven's Heart: Torgak

Torgak rules Haven, so it is only natural that the characters are going to bump into him sooner rather than later. When the characters arrive in town, the best place to find accommodation will be The Restless Troll. For more information about the inn, see page 20 of P1. When the characters talk to the innkeeper, he will refer them to Torgak who runs Torgak's Supplies and Goods if they want information or supplies. Torgak also controls what passes for the local constabulary in Haven, so if the characters get into trouble they're going to bump into him. For more information on Torgak, see pages 24 - 25 of P1.

If the characters come after him asking for information about Blood Circle activity he will pass the characters on to Vardeghul, a t'skrang who collects information. He will get one of his deputies to keep a close eye on the characters, as he too has heard rumours of the Blood Circle, and wants to be aware if they are operating in his town. As long as the characters keep out of trouble, and aren't part of an organisation, Torgak will leave them relatively alone.

A Well of Information: Vardeghul

The characters best source of information about Parlainth and Haven will be Vardeghul. For more information on Vardeghul, see page 26 of P1. Vardeghul runs a Lore Exchange, and sells documents For more information on Vardeghul's Lore Exchange, see pages 20 - 22 of P1, and for a price list see pages 47 - 48 of P1 Though most of her information generally deals with the ruins, she may be able to pass on a few hints or point the characters in the right direction. If the characters want more current information she will suggest they talk to Torgak, or the innkeeper of The Restless Troll.

Throal's Hand : Cleotha Splayfoot

The characters are eventually going to find that their best source of information about the local situation about Haven isn't from Torgak or Vardeghul, but the inns in Haven. Gossip is the lifeblood of any community, and is the only uncontrolled source of information they will have. Torgak promotes Torgak, and Vardeghul wants to sell information, not rumours (the difference being academic).

While the characters are staying at The Restless Troll, Cleotha Splayfoot will try to make contact with them, especially if the characters have had dealings with the Throalic government (such as in Throal Mountain, the finale of Chronicles of Barsaive). The only reason she would avoid them if she knows they are Theran agents. If they are free agents she will try and win them to her sign.

For more information on Cleotha Splayfoot, refer to pages 35 - 36 of P1.

Thera's Eyes : Omag Bastabus

What Throal does, Thera does. If Omag believes the characters are Throalic agents, he will keep a close eye on them and try and find some pattern to their activities. If the are free agents, he will try and win them to his side or even buy their services. If he knows they are Theran sympathisers or Theran agents, he will make contact with them and reveal himself to the characters. Omag is the only one who knows the true nature of the 'Blood Circle' agents the characters are tracking (except for Fafedriel, but that's another story), and will not reveal their nature to anyone.

For more information on Omag Bastabus, refer to pages 36 - 37 of P1.

A Thorn in my Side : Fafedriel

If the characters have participated in Blood Wood, the seventh part of the Chronicles of Barsaive, Fafedriel will introduce himself to the characters and then leave. If not, he will hover around the character's periphery vision, but make not effort to introduce himself or leave the characters alone. The characters are, in Fafedriel's eyes, an unknown quantity and he does not like unknown quantities.

For more information on Fafedriel, refer to page 37 of P1.

Blood Remembered : The Attack

Once the introductions are over, the characters are attacked by a group of obsidimen working for the Blood Circle . . .

As you make your way back to the inn, you feel the hairs on the back of your neck stand up. You turn around and find yourself alone, but can not shake that feeling . . .

"Kesnok has not been forgotten."

The voice rumbles from in front of you, and you notice three obsidian warriors that weren't there before.

"We remember."

A Case of Mistaken Identity

The truth about the 'Blood Circle' group is that they are actually a group of Theran wizards attempting to locate a Theran magical stronghold in the ruins of Parlainth with the aid of blood magic. The characters will be able to get their identities (ie. Theran) and activities (ie. blood magic users) fairly easily but the specifics are a highly guarded secret. Both Torgak and Vardeghul know something is afoot but they're not sure what, and that makes both of them very uneasy. Omag, of course, knows exactly what is going on as he masterminded the whole scheme, and Cleotha suspects that the Therans have found something important (which isn't unusual as she always suspects that something important has been found). Fafedriel is around to make sure the Therans don't step over the line in their use of Blood magic, but what that line is and how he intends to stop them will be revealed later.

The Blood Circle is around, but they're here for only one reason. To wipe out the characters once and for all.

There are three important events that must occur before the desperate search for the Theran magical stronghold can begin, and they are outline below as three 'carrots'.

Carrot : Haven Besieged

Parlainth is inhabited by some of the most hostile creatures Barsaive has ever seen, and under no circumstances should the characters believe that getting through Parlainth is going to be a walk in the park. Haven Besieged is an adaptation of a suggestion that appears on pages 43 - 45 of P1, entitled Assault on Haven. If you wish to use the entire adventure idea, that is fine, but the key here is to give the characters a taste of what its like in the ruins.

First of all build up the atmosphere as suggested in Setup, with rain, thunder, dark storm clouds and strange events to your taste. Build up the foreboding atmosphere and use the track suggested above to its full effect. The characters have to feel like something is going to happen.

Once the characters have decided wether they are going to man the walls or barricade themselves inside, let the assault run free (unless you wish to draw out the encounter as suggested). Have them assaulted by a largish group of fairly minor creatures from the ruins, such as cadaver men (p. 64), ghouls (p. 65), ogres (p. 65), strawmen (p. 67), waxmen (p. 68) or foul folk (p. 70). If the characters are fighting at the wall, give them a final battle to secure the gate with a few, more powerful creatures such as stonemen (p. 69) or steelmen (p. 69). Similarly if they barricade themselves in, a final battle to save what ever establishment they are in.

The intention of this part of the adventure is to shake the characters, and give them a taste of what is to come.

Carrot : Blood Magic

The next hook to ravel the characters into the adventure is for them to discover the true nature of the 'Blood Circle' group they were sent to investigate. Depending on timing and wether the characters feel your stretching credibility too far, you may wish to dangle this carrot earlier than the other two. Order is not important, except for the fact the last carrot works best if it is indeed dangled last.

By this stage of the adventure, the characters should have fully realised that the group they have been chasing aren't part of the Blood Circle, but are in fact Theran wizards practicing blood magic. Fafedriel, who has introduced himself to the characters earlier, has been sent by Queen Alachia herself and has been instructed to remove the Therans practicing Blood Magic. The queen also suspected that the Therans were Blood Circle members, but instructed that Fafedriel wipe them out no mater what. Blood Magic is considered by the Blood Elves to be bad news.

If the characters participated in Blood Wood, the seventh part of the Chronicles of Barsaive, Fafedriel will once again approach the characters directly and ask for their help. If they have played any of the other adventures involving the Blood Circle, Fafedriel will also contact the characters directly and ask for the help, stating their reputation as Blood Circle Hunters has preceded (well placed flattery always works). If neither is the case, it is up to the Games Master to get the characters to help Fafedriel.

Fafedriel will be quite honest with the characters, and will explain exactly why he has been sent. Later entanglements will be fated, but it is important that the characters feel they can trust Fafedriel, who will in turn feel quite fond of the characters though his first loyalty will always be to the queen. Fafedriel will tell the characters he knows where the Therans are located and that he needs to put them out of commission. He has no hesitation in killing the lot of them, but if the characters can think of a better solution then they are welcome to try. Fafedriel will offer to take the Therans back to Blood Wood as prisoners if they are feeling squeamish.

The Therans are located in an old, abandoned warehouse in the south-west corner of Haven (that building in the far bottom-left corner of the map on page 22 of P1).

Figure 1 - The Theran HQ
Figure 1 - The Theran HQ

The first two rooms (A and B) have retained their original purposes as main office and storage respectively. The main office has the only entrance into the building other than the huge warehouse doors on the northern side of the storage room (C). There is only a single desk in the main office, and is where Omag conducts meetings with his fellow Therans, thus there are a few chairs scattered around the room as well. The smaller storage room (B) is where the wizards keep their supplies and equipment, so fill the room with appropriate items. The larger storage room (C) is the wizard's lab, where they conduct experiments and sleep (in the bottom, right hand corner).

When the characters get to confront the wizards, using the following piece of music. There are six Theran wizards, and their statistics have been in Appendix A.

Carrot : The Lost Treasure Map

The scene has been set and the players have been introduced. The final carrot is the hook into the adventure and uses the old cliched treasure map. 'X' does indeed mark the spot, but the characters are going to get a lot more than they bargained for. The following description has been designed for the character's return to where ever they are staying. Modify details as need be to suit the layout of their room.

You return to your room, flushed with success It's been a good day. Not only have you determined that it wasn't the Blood Circle doing the dirty work, you also got to kick a few Therans around to boot. Only that incident with the Obsidimen worries you . . .

One of you glances at the table by the beside and notice a piece of paper that wasn't there before. On further investigation, it seems it is some kind of map with a big red X in one area of the map.

'X' marks the spot?

No, only in a cliched novel would something like that happen . . . still.

"It seems that the Therans have discovered something which could shift the balance of power . . . in their favour."

From out of the shadows steps . . . Fafedriel.

"An artefact from pre-scourge Parlainth."

He stops . . . half in light . . . half in darkness.

"It would spell doom for all of Barsaive."

Now would be a good time to break the adventure in two if needs be. The rest will be explained in The Ruins.

Interlude: The King Is Dead!

The following description and accompanying piece of music has been designed to foreshadow events that will occur in Prelude to War, an Earthdawn epic designed by FASA and what Miasma has been designed to proceed. It is not concrete nor revealing, but gives the characters a taste of what is to come."

Its is night, and an ebb has formed in the life of Throal. The corridors are a little emptier, the shadows a little darker. It will be a few hours before Throal wakes itself from slumber, and throws itself at the new day with its normal cheer and vigour.

From a pool of darkness, created by the lack of light, a shadow detaches itself. Sliding down the corridor, it makes its way to the heart of Throal. As it passes houses, children shudder in their sleep. As it passes inns, patrons cling to their glasses a little harder. As it passes shops, shopkeepers make a sign to ward off evil.

The only light that emanates from the shadow, are two red balls of hate, and the glint off the knife . . .

The Ruins

Are We Having Fun Yet?

Now the real fun starts as the players get to have an extended run through the ruins and meet some of the inhabitants. The 'X' on this map does not indicate where the pre-scourge artefact is, that would be far too easy. It indicates where the home of one of the old Theran wizards is located in the twists (see p. 14 - 19 of P2). If you look at the map located on page 15 of P2, this is an exact copy of the one given to the characters and was mapped by a group of Blood Warders, several who lost their life in the attempt.

Feel free to photocopy the page and hand it out as a prop* (as long as it is for private use). The X is located on the small, hexagonal building in the bottom right hand corner of the map, opposite the semi-circular building. Once again, feel free to but a big X on the photocopy of the map (not the original) for effect.

* If you are really keen, soak the page in coffee, then let it to dry. Once dried, burn the edges of the paper being careful not to set fire to things around you. This will give you an effective looking map with little effort.

Fafedriel will be willing to tell the characters all this information in order to win their trust, including who drew the map in the first place which he considers to be very personal information as he lost three friends making the map.

Once he has convinced the characters to going him on his quest, go to the next section below.

Into the Ruins

Once the characters have agreed to join in the quest it is a fairly simple matter of getting into the ruins, through the main gate that leads into the ruins located in the northern end of Haven. The characters are going to have to agree to pay 100 silver pieces per guard if they run into any trouble, but Fafedriel will be happy to pay the character's expenses.

Before they do enter, the characters are going to want to heal up and buy supplies. Fafedriel will pay for the cost of these within reason (up to the Games Master's discretion).

Though there are other ways of getting into the Twists, the passage through the laneways is safest considering the other options. When the characters enter through the gates, read the following description.

The guards look at you with a strange expression on their faces. Part respect, part amazement and part pity, it sends a shiver down your spine. Once they have your agreement, they pull open the doors . . .

They creak ominously as they are slowed pulled wide, huge stone portals which are the only thing between Haven and imminent destruction.

Through them all you can see is an endless laneway which seems to stretch into infinity. That and the silence. It seems to hand in the air like a threat, a thick blanket ready to ensnare you.

Once the characters have gotten past the gates, they will find themselves in the laneways.

The Laneways

This is the character's first taste of the ruins, so nothing taxing should be done to them at this stage. There are two encounters which are suggested.

Scurriers

Scurriers (refer to p. 77 of P1 for statistics for these creatures) resemble small humanoids with coarse hair. Bits of their brain bulge out of their scull and their saucer shape eyes glow a sickly yellow colour. Have a trio of the creatures (as suggest on p. 13 of P2) tinkering with something on the wall. When they see the characters they scurry off.

What they are tinkering with is in fact a blade trap. If the characters fiddle with it they will find it is broken, though there is a chance they could cut themselves.

Blade Trap

Now the characters are aware of the blade traps, set one off for them. Statistics for the traps are located on p. 12 of P2.

Into the Twists

The characters should be lead into the twists about halfway through the laneway, through a breach in the wall. This should put the in the middle of the right hand side of the map on p. 15 of P2, just above another hexagonal building.

The Twists

When the characters enter the twists, read the following description to give them a sense of what is to come.

You squeeze past the humanoid-sized breech in the wall and enter what the locals call the twists. If anything the silence seems deeper here, more threatening. You'd expect to hear the scurrying sound of small creatures, but there is nothing but . . . silence.

Before you lie the ruins of houses and shops long abandoned. Cobbled paths curve in pleasant geometric shapes from building to building but they too are succumbing to the ravages of time.

You push past the wall and make your way south . . .

Once the pleasantries are over, two encounters have been selected from P before the characters get to ransack the home of the Theran wizard.

The Mad One

This is the encounter suggested on p. 18 of P2 where the characters meet a ragged explorer with a leather-bound book behind his back. The characters should use a Dispel Magic spell to remove this insanity and destroy the book, and Fafedriel will implore the characters to do thus. He says if the book happens to fall into the hands of a Theran spy, the consequences for innocent Barsaivians could be devastating. Of course he doesn't really care what happens to the citizens of Throal, but he is not as heartless as some make out and can not condone any horror written book.

Old Adventurers

This is an adaptation of Ghost Battle found on p. 12 of P2, and usually reserved for the laneways. The civil war spread quickly, and some of the fiercest battles were waged in the twists. This encounter is designed to unnerve the characters. If they run in a random direction, make them encounter some of the more unsavoury creatures inhabiting the twists. Even if they survive without falling into a blind panic.

Wizard's Abode

Figure 2 - The Wizard's Abode
Figure 2 - The Wizard's Abode

Once the two encounters have been played out, it is time for the meat of the adventure to be rolled out onto the table.

What Fafedriel will have forgotten to mention to the characters is that the building they are trying to find doesn't actually contain the artefact they are trying to prevent getting into Theran hands, but just the house of the wizard who created the artefact.

Fafedriel is hoping that somewhere in his notes is the location of where the artefact was last stored or where it was built. Unfortunately, Omag got there first with his bunch of Theran thugs and is off to the southern catacombs to find the item.

What neither party realises is that the wizard had a conscience and moved the artefact from storage to his workshop. He then destroyed all notes that would give away the location of his workshop.

Allow the characters to rifle through the house so they can get the idea that someone has been there before them.

  1. Foyer/Lounge

    This is the entrance into the rest of the single story building and is neatly furnished with a lounge on the far wall, to the left of the door as you enter, and two couches on the slopping walls. There is a coffee table in the centre of the room. All of the furniture is old and ruined, and covered in a thick layer of dust. There are scuffle marks on the floor with seem to indicate the presence of someone earlier.

  2. Kitchen/Eating Area

    This is where the wizard ate his meals, as he didn't like to leave his house as he always said he had too much work to perform. There is a bench to prepare food on here as well as a table and four chairs though none of the items are in any state fit for use. Everything is covered in a thick layer of dust and once gain their are scuffle marks to indicate that someone might have been here earlier.

  3. Bedroom

    This is where the wizard slept when his did decide to sleep. There is nothing here except an old rotting bed and a chest of draws that have been cleared out by the Therans. More dust and more scuffle marks should lead the characters to the obvious conclusion.

  4. Study

    This is where the wizard spent most his time, deep in though contemplating the nature of the universe and other things of deep intellectual nature. The room was full of rotting papers, but they have long since been removed, though the rotting desk in still in the centre of the room. The Therans aren't that stupid that they leave a calling card.

  5. Once the characters have realised they are behind the Therans, move on to the next section.

    Deal With A Dragon

    Once the characters realise that the Therans have got here first, Fafedriel will tell them that they have another option. He believes that the wizard put the item in one of the experimentation chambers in the west catacombs, rather than in the storage chambers of the southern catacombs.

    He suggests that instead of exploring the entire structure, talking to Charcoalgrin the dragon might be advantageous.

    The Screaming Fountain

    The characters are going to have to go back into the laneways to get to the vaults where the dragon hangs out. Unfortunately this means the characters are going to have to get past the screaming fountain to get there, so an encounter should be placed at this location.

    Details on the fountain can be found on p. 10 - 11 of P2. I suggest that option two is selected, with the scream varying in strength. Make this attack a lighter one, as you can increase the potency when the characters have to get past the fountain again.

    The following description should be read to give the characters a feel for the fountain.

    Set upon a huge pyramidal base, the fountain used to be Parlainth's centre piece. It filled the square with piped music, as flows of water ebbed into a myriad of colours.

    Now the fountain runs red with blood, its source a mystery. The carved figures around the base are contorted into horrible poses of pain and death.

    And now the fountain screams . . .

    Once the characters get past the fountain, they can enter the vaults through the main entrance.

    The Vaults

    Continuing the tradition of a passage and piece of music to introduce each section of the ruins, the following should be presented as the characters enter the vaults.

    The old administrative section of Parlainth is possible the most impressive out of every other section. Filled with huge, pyramidal buildings it is a demonstration of excessiveness and the ostentatious nature of the Therans.

    Dominating the centre of this huge domain is the palace, a huge pyramid flanked by columns of epic proportions.

    Unlike the other sections you have visited so far, you get the distinct feeling that you are being watched.

    There are two encounters the characters must pass before they get to see the dragon. The first is with a bunch of ogres and the second is with the unforgivables.

    Ogres

    As suggested on p. 46 of P2, have the characters encounter a group of ogres who are spoiling for a fight. A description of ogres can be found on p. 307 of ED and their statistics can also be located on p. 65 of P1.

    The characters can talk their way out of a fight, and should receive legends points equivalent to those they would receive in killing the ogres.

    Unforgivables

    Sooner or later the characters are going to bump into a group of Unforgivables, name-givers who have decided to throw their lot in with the ancient dragon. Since the characters are going to want to talk to their master, it is a good idea for them to slaughter them mercilessly. Instead, they should talk their way out of the situation.

    Never Deal With A Dragon

    How the characters get to chat with Charcoalgrin is up to them, but once do get to face this might dragon, they are going to have to sort out two problems. One is how to they get the information they want, and the other is how they leave alive.

    Charcoalgrin boasts that she knows everything about everything, and in the case of the artefact she is misguided. She does know the dead wizard in question, as he was the most famous Theran wizard in Parlainth at the time, Felamore Silvermeet. The characters are going to have to ask where his experimentation chamber is and whether the dragon has a map.

    The dragon does in fact know the answer and has a map, the same on p. 33 of P2. Feel free to photocopy it out and hand it out to the characters (remembering copyright of course). 'A' marks the spot in question.

    The solution to the characters problems is simple, the dragon is willing to give the characters the information and free passage out of the vaults in exchange for one of them. I doubt the characters are going to be happy with the arrangement, but that is where Fafedriel steps in. He knew that the Therans would have probably gotten to the wizards quarters first but he didn't think there would be any valuable information there anyway. He also knew that his second course of action would be talk to the dragon, and he knew what the price of that would be, the rest of his life.

    Charcoal grin loves talking, but tires of the endless chatter of her servants. The characters are obviously adventurers of some repute, and conversations with them will be extremely stimulating.

    Fafedriel will remind the characters of why they are doing all of this, as well as the big picture. He hasn't given up and will be back to see the characters again.

    Backtracking

    To get to the western catacombs, their best bet is to go through the war zone. Though dangerous, the characters aren't going to want to play on the dragon's good nature to get them through the underground catacombs.

    This means going past the screaming fountain again and the intensity of the fountain should be increased. The characters are going to have to pass the fountain one more time which will allow the trilogy to be completed

    The War Zone

    When the characters enter the war zone, read the following description.

    The vast open area is dotted with buildings which are nothing more than low lying piles of rubble. Vegetation has taken the last revenge, covering almost every surface of the area, though dark figures shamble through the vegetation.

    Two encounters have been chosen, one in which the characters get to meet a stoneman and the other in which them may or may not get into trouble.

    Humourless

    This encounter was suggested on p. 30 of P2, but with a few modifications. Allow the characters to save the swordmaster if they wish and they should be allowed to get him back to safety without encountering any other beasts. If the characters stay motionless they won't have to worry about the stoneman nor having to save the dwarf.

    War Trophy

    Allow the characters to stumble on the Espagra head as suggested on p. 30 of P2. If they decide to pick up the trophy, have them be followed by strawmen for the rest of the adventure, just to add another nuisance to compete with.

    Into the Deep

    After the two encounters, allow the characters to find a entrance into the western catacombs. It is up to you where you put them on the map, p. 33 of P2, but remember that 'A' marks the spot.

    The Western Catacombs

    When the characters enter the western catacombs, read the following description.

    You can hear the soft dripping of water, echoing off the walls. Straight walls. Narrow walls. Corridors seem to split off in all directions, and except for the few pools of light cast by cracks leading to the surface, this is the realms of shadows.

    You hear scattering sounds bounce of the walls, but pass it off as another creature making its way through the corridors. There seems to be plenty of life down hear.

    Once again, two confrontations before the climax of the story is reached. The characters should be heading towards the 'A' on the map, so the encounters can be thrown in their way where necessary.

    Demiwraith

    To allow the characters to get a feel for the magic infested nature of the catacombs, their first encounter should be with a demiwraith. The statistics for a demiwraith are located on p. 64 of P1. If you wish, you can play the encounter as described on p. 38 of P2.

    Traps

    The catacombs are full of traps, so feel free to throw on or two at the characters. The one on p. 37 of P2 is a good place to start, but illusions and poisonous gas are also other alternatives.

    'A' Marks the Spot

    Once the characters get into the 'A' room, move onto the finale.

    Finale

    This adventure ends in a cliff hanger, with the artefact being destroyed, the return of their companion and their capture.

    You enter to circular chamber and find it is empty save for a circular pedestal in the centre of the room. On top of the pedestal is a single tome.

    Your mind wonders at what kind of knowledge is contained in that volume to warrant its label as doom of Barsaive. As you take a step forward, a shadowy figure appears in front of you.

    "I don't know who you are or what you want, but I cannot let this tome fall into the wrongs hands. I warn you know that you have activated a trap that will collapse the of above you . . ."

    Even as his words finish, boulders tumble in front of you as you back hastily out of the room. But before you can catch your breath . . .

    "It seems that our thorny friend was right. You were trying to steal what was rightfully ours."

    You are surrounded by a band of thirty Therans, and in their lead is Omag. It seems you have landed yourself in hot water . . .

    This is where the adventure ends.

    Dramatis Personae

    Theran Wizards: Fourth Circle Human Wizards

    "You do not truly understand power unless you have used Blood Magic! We Theran wizards aren't scared like you puny Throalic wizards and we will use any means possible to further the Theran empire. This is your failing, and is why we will prevail in the end."

    Quotes

    "Scared of a little blood?"
    "Step back and allow a true wizard to show you the meaning of power."
    "Why is it that you can't find a good vein when you need one?"

    Commentary

    The Therans wizards are blindly dedicated to the empire, and is why they are content to practice Blood Magic to further the causes of their masters. They see Omag as nothing more than a lackey trying to gain recognition of the more powerful figures Thera, and put up with him only because it is necessary to further their path to power.

    Attributes

    Dexterity (11) : 5/D8
    Strength (9) : 4/D6
    Toughness (10) : 5/D8
    Perception (16) : 7/D12
    Willpower (16) : 7/D12
    Charisma (14) : 6/D10

    Talents

    Arcane Mutterings (4) : 11/D10 + D8
    Astral Sight (4) : 11/D10 + D8
    Book Memory (5) : 12/2D10
    Book Recall (4) : 11/D10 + D8
    Durability (4)
    Evidence Analysis (4) : 11/D10 + D8
    Karma Ritual (6)
    Read and Write Language (7) : 14/D20 + D4
    Read and Write Magic (7) : 14/D20 + D4
    Spell Casting (7) : 14/D20 + D4
    Spell Matrix (5)
    Spell Matrix (5)
    Spell Matrix (5)
    Thread Weaving (Wizardry) (7) : 14/D20 + D4

    Movement

    Full : 54
    Combat : 27

    Skills

    Artisan - Embroidery (2) : 7/D12
    Knowledge - Horrors (5) : 12/2D10

    Initiative

    Dice : D8

    Combat

    Physical Defence : 7
    Spell Defence : 9
    Social Defence : 8
    Armour : 0
    Mystic Armour : 0

    Karma

    Dice : 15
    Points : D8

    Damage

    Death Rating : 47
    Wound Threshold : 8
    Unconsciousness Rating : 34
    Recovery Dice : 2
    Recovery Tests Per Day : D6

    Equipment

    Adventurer's Kit
    2 Daggers
    1 Silver Dagger
    Embroidery Kit
    Grimoire
    Mace Wealthy Traveller's Garb
    15 Gold , 12 Silver and 8 Copper Pieces

    Spells

    Astral Sense
    Astral Shield
    Clean
    Combat Fury
    Crushing Will
    Dispel Magic
    Divine Aura
    Dust Devil
    Flame Flesh
    Ignite
    Inventory
    Iron Hand
    Leaps and Bounds
    Levitate
    Mind Dagger
    Quicken pace
    Rope Ladder
    Shatter Lock
    Thorny Retreat
    Vines

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