Friday, August 27, 2021

Nor Gloom of Night - Chapter 3

[EDIT 10/01/2022: There is now a fully revised version of this solo adventure available as a FREE PDF DOWNLOAD. Get it here on RPGGeek.com! The following is the rough and ready first draft exactly as it first appeared here on the Thaumaturgical Workshop. The revised version is better, and has pics.]

Well, here it is, the long-awaited, much-clamoured-for conclusion to the exciting solo adventure "Nor Gloom of Night"! If you are new, you need to start at Chapter 1 here. Questions, feedback and outraged complaints are all welcome. If you think you can do better (and assuredly someone can!) please be inspired and encouraged to share your own creations - I will be very happy to link to your Talisman Adventures content. 

There's a lot of actual official (and properly written, edited & playtested!) material due out for the game this year (or as soon as the challenging publishing environment allows), but we all know that (haphazardly written, unedited & unplaytested) fan-created material is the heart and soul of a vibrant game system. Or maybe not - I'm just pleased as anything to finally be finished with this - or finished in its current format at any rate - it's possible I will revisit and clean it up for an improved version at a future date (for which any comments and criticism will be extremely helpful and gratefully received).

If for some reason you enjoyed this peculiar adventure, you can also check out my previous solos written for Tunnels & Trolls and linked in the sidebar. 

So, if you have dusted off your character sheet, you should find that your adventure continues with you reading either #57 (taking refuge at Gladden Hall) or #58 (attacking the black-hatted stranger):

#57

You have arrived at Gladden Hall, pursued by a sinister gentleman in a tall black hat. Something has caused the heavy oak door now behind you to shudder, but it holds firm, and you are able to catch your breath and look about.

You stand in a hallway, dimly lit by candles guttering in brass sconces. The walls are of cut stone, and there are no windows. Two shields decorated with dusty coats of arms face each on either wall across the hallway, and there is another stout oak door at the far end. Standing between you and the far door is the person who let you in: An aged troll wearing a tatty robe, carpet slippers, and a look of mild curiosity.

“Welcome to Gladden Hall,” he intones in a deep and gravelly voice.

There is another thump on the door behind you.

Will you hold up the letter, and tell this Troll that you bear an important missive from Magistrate Cannock for the Lady of the house? Read #59

Or do you feel it would be wiser to conceal your purpose for the time being, and simply ask for shelter from whatever menace the gentleman in the black hat represents? Read #62


#58

You launch a sudden attack on the sinister black-hatted stranger!

If your character is an Assassin, read #60. If a priest, read #63. Otherwise, read on.

Firstly, regardless of the nature of your attack, you must determine if you surprise your enemy (see p.39). This is a Stealth (Agility or Insight) test; if you don’t have the Stealth skill, your roll will be unmodified. Your attack is sudden, but Black Hat is on the alert, so the Difficulty of the test is 17.

A failure will mean that Black Hat is not surprised, and will react normally to your attack. A standard success will mean that Black Hat is partially surprised and you will be able to add +2 to your subsequent attack test. If a Great Success is rolled, you will add +2, and Standard Successes become Great Successes, Great Successes however do not become Extraordinary Successes. If you roll an Extraordinary Success for your surprise test, read #69.

Having determined if you have surprised Black Hat, decide what type of attack you are making (Ranged, Melee, Psychic Assault or Spell - each depending on whether you have the appropriate skill or weapon, and read #61


#59

You brandish the letter and announce that you bear an important message from Magistrate Cannock for the attention of Lady Gladden.

“Indeed,” says the troll. “Well, hand it over then.”

He holds out one slab-like palm, and raises a craggy eyebrow expectantly.

If you hand over the letter, Read #64.

If you instead insist that you must deliver the letter in person, Read #70.

If you wish to charm, flatter, intimidate or in any other way influence Lady Gladden’s hulking lackey, Read #67.


#60

Sudden, unexpected attacks are of course your specialty. You have been waiting for your moment and readying yourself to attack, and as a result can add +2 to the Surprise roll. You will also be able to apply the Treachery special ability (see p.68) if the attack is successful. Return to #58, and resolve the encounter.


#61

The stranger’s yellow eyes flash and flare, and he seems to swell and distort. You are filled with an overwhelming sense of malice and power. It flashes across your mind to wonder if you can even harm such a foe…

Your enemy is The Black Hat Devil, an evil spirit, against whom ordinary weapons are ineffective. If your attack was made using a non-magical ranged or melee weapon, then even if successful, it will only inflict damage equal to your character’s Psychic Damage modifier (i.e. your Craft score).

If you attacked using the Psychic Assault special ability, you will be able to inflict psychic damage as usual (see Psychic Combat, p.41 - 42).

The Black Hat Devil is immune to the majority of spells that target him directly, except Lightning Bolt, Hex, and Dark Binding. If you cast anything else at him (eg Sleep or Weakness), he will laugh and strike at you with a retaliatory psychic bolt.

His Threat score is 16, he has 12 Life, and his attack is a psychic bolt which causes 1d6+5 damage. If the Kismet die is a 1, he will unleash a Dark Power, Read #80.

After resolving the first round of combat, you may wish to rethink your strategy. If you wish to escape, read #68. If you wish to fight on however, you may now chose to fight using Psychic Combat, even if you don’t have the Psychic Assault special ability. This is because you are fighting an incorporeal foe. Your attack will be unskilled, unless your character has the Psychic skill. Successful attacks will inflict 1d6 damage plus your Psychic Damage modifier - note that standard successes or failures will result in your character becoming disoriented and penalised accordingly (see p.41).

If you defeat the Black Hat Devil, read #66.

If the Black Hat Devil defeats you, he draws your soul into a silver flask and dances away to realms unfathomed, singing his high and and lonesome song. The End.


#62

You attempt to apply your guile/charm/menace to the elderly troll servant.

The troll servant’s default Attitude (see p.152) is Suspicious, meaning that there will be a -2 penalty to your Persuasion attempt. Please note that this will be modified if your character has a feature that affects attitude (for example, the Human special ability “We’re Friends”).

The Difficulty of this test is 14. If you fail the test, read #65. If you achieve a Standard Success, read #70. For a Great or Extraordinary Success, read #73.


#63

Your holy vows would normally preclude you launching a sudden attack on an Enemy, and yet in this case, your instincts have proven correct: this is no mortal foe, but an Evil spirit - the Black Hat Devil!

If you have Light Fate and at least 1 Spell Point available, you can attempt to Banish the Black Hat Devil. This is a Psychic (Insight) Test at Difficulty 16. If you are successful, read #66 (Remember, if you rolled a [6] on the Kismet die, you will also regain 1d3 Spell Points).

If you are unsuccessful you will suffer a psychic bolt from the Black Hat Devil, for 1d6+5 damage.

If you fail to Banish the spirit (or don’t have the Spell Points to try), you may engage in Psychic Combat, in which case read #61. If you prefer, you may flee for your life, in which case read #68.


#64

You hand over the letter, which the troll takes and unceremoniously slips into one of the grubby pockets of the tatty robe. “Wait here,” he orders, pointing at an uncomfortable-looking chair, close by the front door (which still periodically vibrates from the force of blows from outside).

If you change your mind and insist that the Troll lets you accompany him, read #67.

If you shrug and take a seat, read #72.


#65

The elderly troll is unmoved by either threats, promises or pleading. He seizes you by the scruff of the neck, opens the front door, and boots you out before you have the chance to say another word. The door slams behind you, and before you stands the sinister Black-Hatted stranger… Read #61


#66

With a sudden, unearthly, chilling howl, the evil spirit is vanquished! Nothing remains but a gold ring, and the Devil’s tall black hat. (You earn 2 x.p. for your efforts).

If you wish to slip the gold ring onto your finger, read #74.

If you wish to pick up the hat and place it on your head at a jaunty angle, read #80.

If instead you prefer to back away from these accursed accoutrements in horror, and hasten to complete your task at Gladden Hall, read #77.


#67

The troll servant’s default Attitude (see p.152) is Suspicious, meaning that there will be a -2 penalty to your Persuasion attempt. Please note that this will be modified if your character has a feature that affects attitude (for example, the Human special ability “We’re Friends”).

The Difficulty of this test is 14. If you fail the test, read #65. If you achieve a Standard Success, read #70. For a Great or Extraordinary Success, read #73.


#68

You flee from the Black Hat Devil, in fear for your very soul.

The Devil blasts you with a psychic bolt (1d6+5 damage). Make a Psychic Defense Test against this attack, at Difficulty 15 (see p.44 - remember, the roll is unmodified if you do not possess the Psychic skill). If you fail the test and roll a [1] on the Kismet die, read #69. If you roll a Standard Success you will take half damage, for a Great Success or better you will take no damage. If you roll an Extraordinary Success, read #66.

If you survive, and run screaming to Gladden Hall, pound on the door and beg for shelter, read #55.

If instead you fling the Magistrate’s letter at the Devil, and scarper far from this accursed place, read #71.


#69

You have acted in such a manner as to completely befuddle the Black Hat Devil. Though he is a sinister and powerful being, your actions have inflicted a staggering blow to the evil spirit’s greatest weakness: his pride. Read #66.


#70

The troll eyes you shrewdly. “Very well,” he says, “follow me.”

The troll leads you through a succession of poorly-lit corridors and dusty chambers. Stuffed animals, old brass weaponry, and other trophies indicate that an enthusiastic huntsperson lives or lived here. You see a few other servants: the occasional maid or page boy, dressed in handed-down gowns and faded livery. The old building echoes with the blows being struck against its doors, and there is a hushed sense of dread.

Finally, at the top of a wide stair, the stone steps worn almost to a smooth and treacherous chute, you reach set of double doors. There is no guard, and one the doors stands slightly ajar. The troll raises a hand to indicate that you should wait.

“M’lady,” he intones, “visitor.”

There is no audible response, but at length the troll nods.

“In you go,” he says.

If you stride in to present yourself to Lady Gladden, read #75.

Or if instead you are unsettled by this house, and wish to ask her servant frankly what is going on, read #73.


#71

In a final act of defiant resignation, you hurl Magistrate Cannock’s letter at the Black Hat Devil, and turn to run for the hills. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring and your temple throbs. Then an unexpected calm ensues. You turn slowly, and see that the devil is gone. On the ground is nothing but a gold ring, his tall black hat, and the magistrate’s seal. (Gain 2 x.p.)

If you pick up the seal and examine it, read #84.

If you slip the gold ring on your finger, read #74.

If instead you decide to put on the tall black hat, and set it at a jaunty angle, read #80.


#72

You sit on the uncomfortable wooden chair and wait. You find yourself jumping involuntarily each time the door shudders to a blow from without. From somewhere you think you can hear the maddening echo of a ticking clock. The door shakes again. There is no sign of the troll.

If you patiently continue to wait, read #76

Or if the pounding at the door has become more than you can bear and you charge out into the open to confront the sinister stranger, read #61.


#73

For a moment something in him resists, and then the old troll lets out a sigh.

“Traveller,” he says wearily, “this is a cursed house. Truly, that devil outside may be the least of the troubles at Gladden Hall.”

If you say that may be, but you have been asked to deliver a letter to Lady Gladden, and would very much appreciate being able to discharge your responsibility, read #75.

If you have had enough of ominous mystery and foreboding, and would frankly prefer to leave this household to face their own demon, then bid the troll adieu and read #96.


#74

The gold ring is warm to the touch, and, holding it to the light, you note it is finely engraved with delicate, swirling lettering. You slip it on. It is a perfect fit. You admire the way the light plays on it, and are about to try it on a different finger, when to your surprise and consternation, you find that you cannot remove it. It isn’t tight as such, it simply will not move. You have a sense of foreboding that there is something evil about the ring, and a part of you desperately wishes to see it gone.

If you wish to get out a knife and cut off the finger to be rid of it, read #88.

If you shrug, and carry on your way, make a note that you are wearing the Golden Devil Ring. Now you may either put on the black hat (read #80), or stride to Gladden Hall to announce yourself and deliver (what remains of) Magistrate Cannock’s letter (read #95).


#75

You are standing in what you suppose is Lady Gladden’s estate office. As well as assorted hunting trophies, there are old maps on the wall, showing the locale and, you suppose, the Gladden holdings. There are shelves of dusty ledgers and tomes, and a great oak desk piled with a teetering assortment of parchments, more books, empty and half empty bottles, and much else besides.

In front of the desk sits an immense and immensely impressive woman. Her broad and powerful shoulders are hunched, and she sits cradling an empty leather case, hanging her head. Her florid cheeks, broad nose and powerful jaw seem more accustomed to mirth and sport than dejection and introspection. She does not look up when you enter, but her barrel-like chest heaves with a long, slow sigh.

If you present the letter from Magistrate Cannock, read #85.

Or if you put your own affairs on hold, and instead ask what is the matter, read #79.


#76

The troll does not return. A small boy wearing the faded livery of the Gladdens does, however, make his way cautiously towards you. Glancing in fear at the front door, whenever it shakes, and in uncertainty at yourself.

If you smile and encourage the boy to approach and speak, read #81.

If you merely continue to wait, read #72.


#77

At Gladden Hall, the door is answered by an aged troll wearing a tatty robe and carpet slippers. “Suddenly got very quiet out here,” says the troll, which you half think may be intended as a complement to you for dealing with the Black Hat Devil.

If you ask the troll to take you to see Lady Gladden, read #83.

If you ask the troll to acknowledge that you have just defeated a powerful servant of Evil, freeing Gladden Hall and its environs from a terrible menace, read #78


#78

“Oh yes, very well done madam,” says the troll mildly, and then squints. “Or sir. Misplaced the old spectacles. Well done, anyway. Splendid. Defeated the Black Hat Devil you say? Any relation to that chap over there?”

The troll points behind you, and you see the Black Hat Devil rapidly approaching, his eyes burning yellow, and a murderous smile on his lips.

If you charge back into combat with this implacable foe, read #61.

If you beg the troll to let you take shelter, read #83.


#79

The dejected noble lets out a great sigh. “For all my might, I cannot defeat the devil that is plaguing me. He lurks outside my gates and taunts me. I bested him with the Truespear, and barely had I returned to this hall in triumph when the fiend returned, stronger still to taunt me. I sent out pigeons to an old ally carrying a plea for aid, but alas I believe they must have failed, for no aid has come. Has it?”

She looks at you with an expression not quite daring to verge on hope.

If you now deliver the letter from Magistarte Cannock, read #85.

If you first prefer to ask what price Lady Gladden would be prepared to pay to be delivered from this evil, read #90.


#80

You place the tall black hat on your head, and skip delightedly, hopping from foot to foot, and trilling a merry song. A small dog approaches you from down the lane.

If you smile and pat the dog, read #82

If you tear the hat from your head, read #92.


#81

“Gladden Hall has been cursed by the terrible Black Hat Devil,” says the servant boy, “and no one can defeat it. Lady Gladden killed it with the Truespear, and everyone cheered, but before their cheering had ended the Black Hat Devil returned, and ate Simpsim the gardener! It was horrible.”

If this terrible tale has you quaking with fear and you wish to escape from this accursed place, read #97.

If you boldly decide to leave the hall and confront the Black Hat Devil, read #61.

If you decide you must first speak with Lady Gladden, and seek out the troll to demand he present you to her ladyship, read #98.


#82

You reach out to pat the dog. Then, grasping it firmly by the scruff of the neck, you hoist the whining animal above you, distend your lower jaw, and consume the terrified little beast.

If you decide to take a short rest, read #86.

If you instead tear the Black Hat from your head, read #92


#83

“Indeed,” says the troll, “follow me.”

The aged retainer leads you through a succession of poorly-lit corridors and dusty chambers. Stuffed animals, old brass weaponry, and other trophies indicate that an enthusiastic huntsperson lives or lived here. You see a few other servants: the occasional maid or page boy, dressed in handed-down gowns and faded livery. Some point at you as you pass and whisper hushed comments to each other. There is a general sense of expectation in the hall.

Finally, at the top of a wide stair, the stone steps worn almost to a smooth and treacherous chute, you reach set of double doors. There is no guard, and one the doors stands slightly ajar. The troll raises a hand to indicate that you should wait.

“M’lady,” he intones, “visitor.”

“WELL?” booms a powerful voice from within. “Don’t dillydally, old fellow. Send them in, send them in!”

Read #87.


#84

The seal is all that remains of the letter that Magistrate Cannock entrusted to you. Make a Lore Test at Difficulty 15, using either Wits or Insight as modifier if you have the Lore skill.

If you fail, you see nothing in the marks and squiggles on the wax to deserve your attention, and may either deliver the seal to Lady Gladden, as all that remains of Magistrate Cannock’s letter (read #95), or be happy to leave this sorry incident behind and take your leave of Gladmeadow

If you roll a Standard success, read #93.

If you roll a Great or Extraordinary success, read #89.


#85

As you present the letter from Magistrate Cannock, a perceptible change comes over the woman. Her eyes brighten, her shoulders lift, and she grabs the letter from you eagerly, with a disbelieving laugh. She walks over to a window and opens it, tears the magistrate’s seal from the letter, then throws the letter unread out of the window. As she walks towards you, positively beaming with delight, you hear a muffled explosion from somewhere below the window, which Lady Gladden (for assuredly this is she) entirely ignores.

“Well stranger, or indeed, I should say friend, you have done me and my house a great service indeed. For weeks, my land has been plagued by the Black Hat Devil. Nothing could defeat him - and if any sorcerous means or force of will destroyed the evil being, he would return unharmed, and ready to wreak further vengeance.”

As though in response to her words, you shiver to hear a ghastly howl from without, a cry you recognise as that of the Black Hat Devil. Lady Gladden flinches too, then grins and holds the seal aloft.

“This seal will send the devil back to the infernal realms, and free my house from its curse. Magistrate Cannock chose well in sending you here, and I thank you deeply for your sevice.”

She beams, and shakes your hand vigorously. (You earn 2xp)

If you ask what then of your reward, read #91.

If you offer to use the seal to vanquish the Black Hat Devil, read #96.


#86

You take a seat beneath the old yew tree at Gladmeadow, to sit and wait for the foolish adventurer that you know will soon be travelling this way. On your head is a very fine hat, and in your pocket a silver flask. Nothing will avail them when they face the evil of the Black Hat Devil!


#87

You are standing in what you suppose is Lady Gladden’s estate office. As well as assorted hunting trophies, there are old maps on the wall, showing the locale and, you suppose, the Gladden holdings. There are shelves of dusty ledgers and tomes, and a great oak desk piled with a teetering assortment of parchments, more books, empty and half empty bottles, and much else besides.

In front of the desk sits an immense and immensely impressive woman. Her broad and powerful shoulders are hunched, and she sits cradling an empty leather case, hanging her head. Her florid cheeks, broad nose and powerful jaw seem more accustomed to mirth and sport than dejection and introspection. She does not look up when you enter, but her barrel-like chest heaves with a long, slow sigh.

If you present the letter from Magistrate Cannock, read #85.

If you first announce that you have defeated the Black Hat Devil, read #94.


#88

You take a knife, and cut off the finger bearing the ring. Crikey! Gain 1xp for your bloody determination. For the time being, your character is now wounded (see p.). Furthermore, for the next month, your character will face an additional -2 penalty at any test using the injured hand (eg, climbing, combat rolls, lock-picking, piano playing, etc). Fortunately, heroes are pretty good at getting used to minor maimings, so after the month, your character adapts, and no longer suffers the penalty (unless your character has previously lost a finger, in which case there will be a permanent -1 penalty - the penalty doubles for every two fingers lost - see Exponential Finger-loss Penalty in the main rulebook for further details). If a troll, the finger will have fully regenerated after the month is up - no big deal.

You may pocket the ring (and the finger, should you wish - maybe it can be used as bait of some sort if you don’t happen across an extraordinarily-skilled chiurgeon or magic healing stone) - make a note that you are carrying the Golden Devil Ring. You estimate that it may be worth 10gps as an item of jewellery to any not put off (or perhaps attracted?) by the ring’s palpable aura of evil.

Having dealt with the ring, if you now cheerfully place the black hat on your head, read #80.


#89

The seal is a magical artifact of great power, the Sigil of Binding. It captures and holds the essence of any demon it comes into contact with. If the seal is broken, the demon will be released…

As it now holds the Black Hat Devil, it cannot be used again (except finally, to free the devil), but may well be of value to some nefarious sorcerer or collector of arcana. You may keep the Sigil with the intention of selling it, in which case assume that your character is able to get 100 gold for it from a shady dealer. A standard Success at Bargaining will increase the price to 110, Great to 120, Extraordinary to 150, failure will result in you being incarcerated for dealing in forbidden relics, which will be a whole other adventure… The End.

Alternatively, you can take the Sigil to present it to Lady Gladden, as later delivery of what remains of Magistrate Cannock’s missive. Read #95.


#90

You negotiate a price with Lady Gladden for deliverance from the evil that besets her. Doubtful of your ability to deliver on this, Lady Gladden is prepared to offer 50 gold. You may use Bargain (Resolve) at Difficulty 12 to negotiate a better price - a Standard Success means she will pay 60 gold, Great Success 75 and Extraordinary 100. Failure means that she is unimpressed by your haggling, and will not promise anything in advance of seeing your doubted success. Make a note of the reward you have negotiated - Lady Gladden will honour that price in place of any gold reward given in the text (should you succeed…).

Now you have a reward fixed, you may steel yourself and face the Black Hat Devil, read #61.

Or perhaps you should first deliver the Magistrate’s letter, and read #85

If the reward hardly seems commensurate to the risks and you prefer to leave Lady Gladden and her people to their fate, read #97.


#91

Lady Gladden is perhaps a little put off by your mercenary attitude, but forces a smile, and takes 20 gold from her purse. Throwing the window wide open, she draws a catapult from her back pocket, places the seal in the band, draws it back, squints, aims somewhere below and lets fly. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring, your temple throbs, and the whole building shakes. Theshaking subsides, and a great calm follows. 

Lady Gladden thanks you for your service, and says that Grunethodder (her troll servant) will be happy to write a letter of recommendation for youi to present to any future employer.

Perhaps you have had enough of any dealings with letters, or perhaps you will patiently wait while Grunethodder pens it. Either way, this adventure has now ended. You can take a further 1xp for reaching the only paragraph in the adventure where Grunethodder is named, but otherwise may be left with a nagging doubt that you could have done better, somehow. The End.

 

#92

You reach up and caress the hat. It fits you so well, you determine never to remove it. Laughing with delight, you skip through Gladden Meadow, drawn to the old yew tree. Peasants run from you making the sign of the evil eye, and you grimace at them, hop from foot to foot, and roar. Read #86.

  

#93

Undoubtedly, the magistrate’s seal has some kind of magic which has dealt with the Black Hat Devil, and you are certain that a dark power remains within it. If you carefully place the seal on the ground and make your exit from these parts, read #.

If you prefer to deliver it to Lady Gladden, read #95


#94

You boldly declare to Lady Gladden that you have defeated the terrible Black Hat Devil.

“Oh yes?” she asks, with a wan smile.

There is a horrible roar from outside, and you feel the building shake.

“The demon returns when it is slain, and each time the remaining fragments of hope are diminished.”

If you present the letter from Magistrate Cannock, read #85.

If you declare that by hook or by crook you will defeat the Black Hat Devil, and will face the demon again, read #61.


#95

Having defeated the Black Hat Devil, you present Magistrate Cannock’s Seal to Lady Gladden. Read #99.



#96

Lady Gladden smiles, impressed by your bravery.

“That won’t be necessary,” she says, motioning for you to follow as she walks over to a window. Throwing the window wide open, she draws a catapult from her back pocket, places the seal in the band, draws it back, squints, aims somewhere below and lets fly. There is an unearthly shriek, and a peculiar, instantaneous flash of darkness. You stagger, barely able to keep to your feet, as your ears ring, your temple throbs, and the whole building shakes. Theshaking subsides, and a great calm follows. Read #99.


#97

You have decided to flee Gladden Hall and leave its inhabitants to their terrible curse. The Black Hat Devil lurks outside, so unless you wish to confront it directly (in which case read #61), you must try to sneak out and take to the hills.

This can be achieved by making either a Stealth (Agility) or Survival (Insight or Mettle) Test at Difficulty 16. Failure means you that the Black Hat Devil sets upon you while your back is turned whereupon he draws your soul into a silver flask and dances away to realms unfathomed, singing his high and and lonesome song. The End.

A Standard Success or greater will enable you to escape from this accursed place - though you will lose your weapon in your flight unless you achieve a Great Success or better.

Surviving at all will enable you to garner a further 1xp for your troubles, though you had better find some far corner of the land to try to rebuild something resembling a heroic reputation.


#98

The servant boy takes you to the troll’s quarters, where he is stretched out on an enormous, broken down armchair, with a glass of sherry in one hand, and your letter still visible poking out from his pocket. The troll raises an eyebrow.

If you snatch your letter from this back-sliding lackey and demand to be taken to see Lady Gladden, read #83.

Or if you are disgusted by this craven household and prefer to face the Black Hat Devil, read #61. Or indeed, to flee Gladden Hall and leave them to their doom, read #97.

 

#99

The noble warrior is impressed by your fortitude, and delighted that Magistrate Cannock entrusted you with her deliverance. As a reward, she pays you 20 gold, and presents you with a fine riding horse (which with its saddle and bridle are probably worth double the gold she has paid).

“You will always find a welcome here at Gladden Hall,” she declares, shaking your hand vigorously with both of hers.

The household is soon alive with the knowledge that the Black Hat Devil has finally been defeated, and you are celebrated for your part in this happy event. The feasting goes on long into the night.

The next day you ready your new horse for the journey, to seek out fresh adventure. Having proved yourself reliable, however, Lady Gladden has a small task in mind that she would be very grateful to have your assistance with, if you aren’t needed immediately elsewhere…


Congratulations! Your hero has successfully reached the end of “Nor Gloom of Night”. Further adventures may possibly be forthcoming, although you might hope I have learned not to promise weekly episodic release.


Friday, August 6, 2021

Tales of the Realm: Briar Rose

Newsflash! Pegasus Spiele have just released a new adventure for Talisman Adventures: "Tales of the Realm: Briar Rose", and have kindly provided me with a copy. Written by Brian "Chainsaw" Campbell (one of the development team behind the game and a veteran RPG designer with a bunch of credits for Star Wars, Cthulhu and Werewolf), the adventure is aimed at a party of 1st or 2nd level characters.

"The dismal town of Greymist seems endlessly mired in despair, perhaps echoing the sorrowful fate that has befallen one of its most beloved youths. In this tale of love, both true and spurned, the heroes must overcome dread magics and undead perils to reunite a devoted pair before a terrible curse ends their fabled romance—permanently" 

The adventure follows the solid Three Act structure recommended in the GM's guide, and is another strong example of the Talisman Adventures school of adventure design (as already seen in Death's Messenger, Toads & Diamonds and The Corpse Watchers). The encounters and situations take into account the game's core "Test & Outcome" system (see previous profound thinkings on this subject), but are written with a strong narrative feel and including direction and suggestions for the GM - so that play doesn't have to be merely determined by dice.

My favourite element of the adventure is the first act, set in the town of Greymist. There's good fleshing out here of a location in the game world, but more significantly this is the first town location to feature in any of the adventures - which should play well for heroes (and Followers) who thrive in the urban environment. 

Of least use? Probably the sole tactical map provided. It isn't exactly a location that is difficult to picture from the description, the map doesn't add anything in fact I would say detracts from the verbal description as it isn't really very striking. However, if you use tactical maps in play (maybe particularly if you play online with certain formats?) you may be happy enough to have it than not. The inclusion of the tactical maps in "Death's Messenger" baffled me for the same reasons - so if you liked those, you can disregard this opinion. There are no other maps, which though I am a cartomaniac I generally accept as a feature (rather than flaw) of the adventures we have had from Pegasus so far - see my previous bletherings on the subject.

I haven't run the adventure (just cast my hasty eyes over it for this preview/review/plug), but it seems as though it would be possible to run in a single session, comfortable to stretch out a bit longer if the players get stuck in and have fun with the various locations and NPCs. 

The back of the adventure contains descriptions for the monsters - this is a useful reference, but the majority are just taken from the core rules. The creatures that are added are interesting though, and have some neat dark fate abilities for the enjoyment of GMs.

I don't want to put out any spoilers, but there are a good number of classic fairy tale elements in the various encounters and in the central plot, which is something I really like, and think is extremely well-suited to the game. All topped off by the charming and moody cover art.

Summary: Solid design, big plusses for the town details and fairy tale elements. Good introduction to the game, good "second quest", fairly plunderable for GMs just looking for parts.

OUT NOW as pdf-only, available on DriveThruRPG for $7.99, or bundled with the (recently-revised, including the desperately-needed apostrophes for the Thieves' and Merchants' Guilds that some pedant tipped them off to...) core rules for a special offer price of $24.99. Bargain.

POST-SCRIPT: That's a complete original unofficial GM Adventure and review of a new official GM Adventure you've had from me in less than a week, so don't come all "Where is the over-promised & over-due 3rd instalment of "Nor Gloom of Night"?" with me. Though as it happens, I really am almost finished, and expect to have it out right soon, honest.


Tuesday, August 3, 2021

UK Games Expo 2021: The Dread Wyrm Egg Hunt!

That UKGE21 happened at all was a delight - like many, I had doubts and trepidation about whether the event would take place and what it would be like, but I did find the organisation and communication from UKGE to be reassuring, and in the end am very happy to report that managed to pull off an enjoyable and safe event. The highlights were John Robertson's Dark Room -which gets better every year, and is definitely a prime high-energy comedy act as antidote to the last 18 months - the general good vibes, the vast, well-spaced open gaming area, talking to a lot of very enthusiastic designers promoting their games, and best of all my first opportunity to GM two actual in-person games of Talisman Adventures RPG. This has left me with a more-or-less finished version of the scenario that I first saw play at Beer & Pretzels Online last year, and various other conventions since.

Thus, while the now long-overdue and over-promised third instalment of Nor Gloom of Night is still forthcoming (soon! soon!), here instead is a complete GM scenario for Talisman Adventures RPG "The Dread Wyrm Egg Hunt". Many thanks to the many players of previous iterations of the adventure, particularly for forcing me to rethink and revise following your various ruses and general shenanigans.

[EDIT - You can get a revised and spiffy pdf of The Dread Wyrm Egg Hunt by visiting Talisman Island's Resource page, or from RPGGeek. Text below remains for the curious - but you will be much better served by the PDF]

THE DREAD WYRM EGG HUNT 

An introductory adventure for Talisman Adventures RPG by James Fallows 

(with special thanks to the many players who have endured versions of this Quest, continually challenging me with new and unexpected approaches to egg theft) 

OUTLINE OF THE ADVENTURE: 

This scenario has been designed to throw a new group of players playing first level heroes straight into a quest, that should be playable in a single 3-4 hour session, though there is scope to make it a much longer experience if desired. The heroes are hunting for a Wyvern's Egg. Initially, they only know that it is “The Dread Wyrm's Egg” that they seek, and should not be discouraged from imagining that the Wyrm in question is the most terrible of dragons, or indeed a lowly earth worm... 

They start out approaching Perlew Crag, where a Wyvern has a nest at the peak, and a large band of Goblins have a den at the base. En route, the players will have an opportunity to learn that the Goblins have been in the habit of stealing the Wyrm's eggs, and will likely face the decision to risk stealing from the Wyrm themselves, or the perhaps safer option of stealing from the Goblins. 

There will be plenty of opportunities for the heroes to show off their combat skills, but the final challenges (whether stealing from the Wyrm itself or the Goblins) are such that some kind of scheme, trickery or mad-cap dash will be required. As an Epilogue, the heroes may face off (or simply claim their reward) from the Sorcerer who employed/ensorcelled them. 

1. INTRODUCTION 

Never trust a Sorcerer. Everyone knows that. They are devious and crafty, and usually quite Evil. But Melkor, well, an exception must be made for dear old Melkor. Yes, he has mastered magics and incantations which inspire wonder and dread. And yes, the dark hooded cloak and glowing red eyes can be off-putting. But Melkor has a certain... charm you suppose. Ever since you first wandered into his Emporium, idly browsing his wares, wondering at the many strange artifacts, drowsily listening to the tinkle of silvery bells and breathing the gentle waft of a peculiar fragrance... And then, hm, something you can't quite remember. But everyone likes Melkor. 

“I want you to do me a favour,” he said, and how could you possibly refuse? Nothing is too much trouble if its for your good friend Melkor. 

“Bring me the Egg of the Dread Wyrm,” Melkor said. “You will find it at Perlew Crag.” 

Good old Melkor: if he wants an Egg, you’ll bring him an Egg. As for the Dread Wyrm – pfft! You fear it not. 

The next thing you know, you find yourself tramping across a blasted heath, miles from the City, in the company of quite the oddest collection of misfits to ever make your acquaintance. Find this Egg, and bring it back to Melkor. After that you'll doubtless share an ale together at the Six Fates Inn - which is where you were headed before you stepped into Melkor's Emporium, actually. 

Hm, strange. You banish all thoughts of the comforts of the Six Fates, and questions about exactly how you ended up on this quest: these aren’t important now, as you tramp across the desolate moorland. The sun hangs low in the sky, turning the ragged clouds a cold, golden red. Ahead is a dark, jagged peak: Perlew Crag. If you press on, you should reach it by nightfall. 

The adventurers have each been placed under an enchantment by Melkor, the Sorcerer who runs the Emporium in The City. The effect of the enchantment is to compel them to do Melkor's bidding, and to cause them to view this as a request that they want to fulfil. Given what adventurers are like, you may or may not need to explain this to players, though in all likelihood they will be cheerful to proceed on their quest. 

GMs who have more time to play, or who want to work the quest into an existing campaign, might want to adapt the introduction to the adventure. Maybe your heroes will be prepared to undertake the quest without being charmed and compelled, or maybe some other series of events draws them in – you might want to play through the encounter with Melkor, or have some other personage put the heroes to the task. The design intends 1 st level heroes, so that some of the challenges will not be overwhelming, and others not too easy. It's always possible to adjust difficulty for groups (upgrade the Wyvern to a Dragon for example...) 

2. APPROACHING PERLEW CRAG 

The adventure starts with the heroes having come somewhat to their senses from Melkor's enchantment - still compelled to seek the Egg, but perhaps now asking themselves exactly what they are looking for, and who each other are. Different players are likely to take a different approach, but as GM you might want to encourage the players to ask each other these questions, have a bit of fun with the situation, before concluding that whatever has led them here, they now need to head to the crag and Find The Egg. 

The players are likely now to decide whether they wish to press on and reach the Crag by nightfall, or if they instead prefer to make camp. Either option should be open to them, though you may wish to encourage a nagging sense of urgency. (If they are at an immediate loss, you may wish to begin with an encounter with wolves to chivvy them along, or the Goblin ambush). 

In practical terms, the encounters they will face will mostly be no different whether during daylight or in the night – though you may wish to penalise some checks for characters not suitably equipped with light or night-vision appropriate to their activities (a -2 penalty on checks) in accordance with rules for Dimly Lit lighting (p. 27). By the same token, sneaking may be easier to achieve at night, or less likely to succeed in daylight. Both camping for the night and travelling to the crag can be resolved using the Exploration and Camping rules (p 212 & 213), for which a standard Difficulty of 14 should apply. 

This can be a good opportunity to introduce a group of new players to explain how tests work, and mechanisms such as Assist or various character skills and special abilities. The outcomes of the Guide, Watcher or Camping tests will therefore result in one or other of the following encounters: Successes may result in speedier travel, safety, or an encounter with a friendly Stranger, possibly giving the opportunity for acquiring a Follower - but you can also choose which encounters and outcomes to apply based on how the narrative of what the players chose to do unfolds. 

It's recommended to play the encounter with the Goblin Bandits (2e below) regardless of the outcome of any test from the heroes – though if they made a successful Watcher test, the heroes should be forwarned of the ambush. This would be particularly helpful in moving the adventure along if you are short on time for the session. 

If your players absolutely insist on not following out Melkor's instructions, you can always have them teleported right back to the Sorcerer and face his wrath there (see 7. Epilogue below for details...) 

2a The Prospector: (Suggested for daytime, perhaps following a great success on Guide test) 

Travelling towards you is an old woman leading a mule. The woman wears stout leather boots, a much patched coat, and a broken down hat. The mule is burdened with bundles and blankets, ropes, picks and axes. The woman stops, removes a briar pipe from her mouth, and eyes you appraisingly, before turning her head to one side and spitting. 

The old woman is a Prospector (p. 158), heading for the City to trade some uncut gemstones, and if she takes to the heroes can give them some helpful information about the lie of the land and the caves and mining prospects here about. This will give them a benefit at your discretion of +2 or +4 on Lore, Notice and similar tests where the knowledge might be deemed to apply. She keeps clear of Perlew Crag itself – knows there are many goblin folk thereabouts, and a terrible wyrm that nests on the peak. She hasn't heard about The Egg – “but wyrms lay eggs now, don't they? Hehe – that'd make a fine scramble, yessir!” 

2b The Tormented Soul: (Night time, possibly following a successful Watcher or Guide test) 

The Moon lights the land almost as bright as day. Your watch is disturbed by an unearthly howling, and you witness a peculiar scene: the spectral figure of a headless man staggers from one side to another, arms waving in the air, as two laughing Hobgoblin's throw the tormented soul's head from one to the other. 

If the heroes intervene and defeat or chase off the Hobgoblins (p. 186), the ghost will be extremely grateful and gladly become a Spirit follower (p. 172). If the party significantly outnumber them, you might want to bolster the Hobgoblins with a couple of wolves. This would be a good encounter to throw in for a small group of heroes who don't already have a Follower who possesses a Scouting ability. 

2c Wolf Pack: (Night time, after failed Camping or indeed Watcher or Guide test) 

There is a distant howl which you cannot mistake – wolves, without a doubt. You shiver and pull your cloak tight, glad that the howling is distant... And then it is answered, by a most blood-curdling cry that splits the air, scant metres from where you stand! As though freshly lit, a half dozen yellow, unblinking eyes appear in the darkness, fixed on you. With a snarl, the creatures leap at you! 

The party (camped or marching) are attacked by 3 Wolves (p. 183). Remember they can summon 1d6 more Wolves if you have a Dark Fate to spend. The Wolves are fierce, but will not fight to the death if things are going against them and reinforcements are not enough, but instead will flee back in the darkness, perhaps to attack again. 

2d Glympse of the Wyrm: (Day or night, great success on a Watcher test) 

You hear a terrible cry from the direction of Perlew Crag, a sound which chills your blood. Can it be the Dread Wyrm? 

An extraordinary success or an appropriate Lore or Survival check (suggested Difficulty at least 14) might identify this as a Wyvern's call. You could let the heroes know (if you deem their character might have learned this and that the information is pertinent to the players' style of play) that although a Wyvern might be the least of the Wyrms, it is still a fearsome creature – though you may prefer to keep the players in suspense about exactly what kind of enemy the Wyrm is for the time being. If the cry is heard during the day, a hero might catch a glimpse of the Wyrm flying around the peak of Perlew Crag (or if at night, see something flit in front of the moon). 

2e Goblin Ambush (Day time, following failed test (as an Ambush) – can be following a successful test as an opportunity for the heroes to bushwhack the bushwhackers) 

Your way passes through a narrow point between a rock-strewn shoulder of land. Suddenly, a black arrow whistles through the air, and you hear the high, triumphant crowing of Goblins, who come swarming over the rocks. 

The party are ambushed by two more Goblins (p. 186) than the number of players. At least one will stay up behind the rocks firing arrows. The Goblins will not wish to fight to the death, but rather to inflict some harm, and if possible to filch some small items (using their Dark Fate-triggered Small and Sneaky special ability), and escape with their lives. They are from the Perlew Crag Clan, and therefore know about the Ogres' fondness from Scrambled Wyrm Eggs – one has even previously been involved in a daring Egg Theft (they are the sole survivor of that expedition...). If taken prisoner, or otherwise somehow befuddled, befirended or beguiled, this information might be forthcoming. They will not voluntarily give information about their home, but you should reward deviousness from the players by giving some information. Of course, if the heroes pursue any fleeing Goblins, they are going to be able to follow them all the way back to Perlew Crag. 

3. A GOBLIN IN PERIL 

Once the heroes get closer to the crag, they will find a rough but clear track to follow, leading straight to the dark, towering rock. As when crossing the moors, you may wish to determine which encounters occur by resolving Guide and Watcher tests, taking into account failure and success. However, regardless of any tests, the heroes should first encounter Grurt the goblin at the rock bridge. 

The land rises, and is strewn with large boulders, which the path weaves between, climbing towards the peak. After half an hour of strenuous climbing, your way is crossed by a deep, rocky ravine. The path crosses the chasm on a narrow, arched bridge that appears to perhaps be a natural formation, if two long shafts of stone could have fallen into that position by chance. Beyond the chasm, a track leads up the Mountain to the left, and down into the chasm to the right. 

Suddenly, the air is broken by a cry of alarm! You see a goblin is dangling above the chasm from the middle of the bridge, just barely holding on with the fingers of one hand, arm stretched to a socketpopping extreme. 

“Help!” it cries. Under the other arm it clutches some kind of bundle tightly, apparently unwilling to drop whatever it contains, even though death is now but a slipped-grasp away. 

The unfortunate goblin is Grurt, a peacable chap as goblins go, who was pushed off the bridge by the much nastier goblins of the Perlew Crag Clan. It's expected that the players will probably suspect that the precious bundle might be an egg, and will be inclined to either rescue the goblin, or possible capture or otherwise torment or aid it. 

Pulling the goblin up from the bridge shouldn't be a difficult task – you can make it a task that requires a Test roll (particularly if the players describe an elaborate scheme to effect the rescue) – or you can simply agree that yes, the Troll can confidently grab the goblin and haul him up. If the players have already been ambushed by goblins, they should note that this goblin wasn't one of the ones that attacked them. 

The bundle in fact contains a giant, rubber-leaved Jabbersnatch Cabbage which the goblin Grurt hopes to feed his family with (Tiny Yuggo is very sick and the cabbage broth will surely revive him). Grurt is amiable, and will be grateful for being rescued if the players are anything less than openly hostile to him, though would be distressed if his parcel is taken – indeed, he will protect it with his life if necessary. If the players want to know what it is, he will say it is a great treasure – but clarify that he needs it to save Tiny Yuggo's life. 

Grurt and Tiny Yuggo live in a humble little hut a short distance away from Perlew Crag. Grurt knows of the Wyrm – and knows about the wicked goblins who steal its eggs making the Wyrm so angry. Grurt has nothing to do with those bad goblins, but does know that they live in a nearby cave down in the chasm, and that there are very many of them (though how many Grurt does not know). 

The outcome of this encounter is expected to be that the heroes will now be considering whether to climb the crag and face the peril of the Wyrm (see 4 below), or descend into the chasm (see 6) and seek out a ready-stolen-egg from the goblins. Fear not GMs: this adventure allows for either outcome! As either route could lead to success for the heroes (or a gruesome death...), the best thing to do at this stage is encourage the players in the development of any scheme or plan that might be beginning to take hold. 

Crossing the narrow stone bridge should not generally require a Test – unless the players are attempting some risky action at the time (such as fleeing from an angry Wyvern while clutching an Egg, for example). If there is any kind of risky activity on the bridge, a good outcome for a failed test or even a standard success is to have some unfortunate Follower plummet to their death - we don't want to finish off the heroes in this manner, but there has to be some kind of consequence to their folly. 

4. CLIMBING PERLEW CRAG 

From a distance, Perlew Crag is impressive and sheer. On its flanks, it is no less forboding – indeed, it towers over you blackly, making you feel quite dizzy as you lift your head to spy out some route. There seems to be a route – winding, precipitous, sometimes with the rock cut almost in steps, other times smooth and steeply angled. Already, from where you are standing, you risk breaking bones if you slip. Further up, a stumble could result in plummeting to your death. 

If the players are determined to proceed, you should ask them how they intend, as a group, to manage the ascent. Naturally, the climb holds not even the slightest risk for a Sprite – except perhaps being blown away on a fierce gust of wind – and a Troll ought to be confident here in their natural environment that brute strength will allow them to claw their way up. 

The players should be encouraged to describe how they envisage proceeding, using whatever equipment, skills, followers and sheer ingenuity they can muster. As a default, you can simply allow for a Guide and Watcher check as would normally occur in Exploration, but substituting a skill that relates to mountaineering for the checks. However, give the opportunity for the players to make a suggestion – they may well come up with something ingenious given the chance. 

For example, the players might describe how they will rope themselves together, the Ghoul Assassin leading the way slithering up the rock, the Sorcerer's Raven flying ahead to scout out a path, the Troll at the back carrying the Dwarf on her back, who will give directions from his mountain lore. You may then decide (or the players propose) that the Dwarf will be making the principle check, using Lore (and Wits for the modify), and that the Troll will check against Brawn and the Ghoul against agility to Assist (whichever getting the best roll applies their bonus, if any). You set 15 for the Difficulty. A Failure or a standard Success should result in a hazard. You may decide that this involves a character slipping, resulting in a further check to avoid harm. A great Fail or mixed Success outcome is to have a beloved Follower plummet to their death. Or better, that something goes wrong resulting in one of the hazards below. 

Of course, players might just decide to head up the mountain regardless of any peril wit no particular outcome in mind. In this case, you should require each of them to make a Difficulty 14 test (utilising Athletics or Survival if they have those skills) to pass a challenging part of the way. Failures or standard successes could result in a hero falling but luckily landing on a ledge not too far below (1d6 or 2d6 damage), or more entertainingly narrowly avoiding a fall while a hapless Follower plummets to their demise. 

Regardless of success or failure in any test, you should include at least one encounter on the climb (Harpies are fun). Seeing the silhouette of The Wyrm could happen as the result of a test success, but also can eventually be thrown in for flavour. 

Encounters on the climb: 

4a Mountain Goat: 

The way is steep and perilous. Sometimes you are only able to proceed by clinging to the rock, and your stomach lurches when you catch a glimpse of a dislodged stone tumbling down, down, down… With untold relief, you reach a point where the way widens slightly, and you are able to release the rock and stand, though your knees still shake and you avoid taking in the view. You hear a crunch, and see that ahead, barring your path, a splendidly-horned mountain goat is calmly munching from a tuft of hardy grass, regarding you with a firm, inscrutable gaze. 

The bad-tempered Mountain Goat (p.180) will attempt to buffet a hero (or Follower...) off the mountainside. You could resolve this situation as a combat, but it may well be more entertaining if the players try to befriend or otherwise distract or shoo the goat. The goat might make a useful Follower, helping the heroes to climb (or descend) more safely. 

4b Glympse of the Wyrm: 

Some instinct causes you to look up – and you freeze in alarm! A winged silhouette circles above, then is hidden as it wheels and passes to the other side of the peak. You can't be certain, but it surely was much larger than any eagle or bird. 

As with the earlier glimpse of the Wyrm, this could be an opportunity for a hero to identify that the beast in question is a Wyvern. 

4c Remains of Thief: 

You notice something tangled in the branches of a tough little tree, just below the path and above the precipitous fall of the mountainside. Getting a bit closer, you can see it is the rusted remains of a suit of armour, containing the bleached bones of some hapless adventurer long-since deceased. 

The heroes should be able to recover the body without tumbling to their own demise, though a fail will result in the armour and bones tumbling to inaccessible depths, while they are left with nothing boot a bony foot. If they pull the armour up, they will find rust and scraps of leather, and an amethyst set in a fine gold pendant. 

This is an amulet of bird speech. It should require a 15 on a Lore test to identify (Standard success merely identifying that it is a magical amulet which does not appear to be baneful - Great success needed to identify as an amulet of bird speech, extraordinary success will also value at 100 gold) - you may wish to allow a character who wears it to gradually figure out its use (hearing a vulture commenting to another on how fat he looks, for example). Birds, for the most part, are foolish and singularly fixated on eating, avoiding being eaten, reproduction, and how fine their feathers are. Certainly, if a player tries to find out about The Egg from any birds, they will assume the heroes are after their egg. But you may wish to impart some useful information. 

4d Rockslide! 

Notice check at Difficulty 12 for all characters. Fail – struck by a rock, Success – able to dodge (Difficulty 14 Agility or Melee check), Great Success – able to step beneath the safety as an overhang (no further check), Extraordinary Success – able to pull another character to safety with them. GM can spend a Dark Fate to have a Follower carried away on a fail. A rock strike will do 2d6 crushing damage, with armour having no effect (although a helm or shield can be used for a save – will destroy if not magical). 

4e Mountain Lion Attack! 

A ferocious Mountain Lion (p. 181) leaps out at a character. As with the goat, this doesn't have to be resolved as a combat encounter – it can instead be a hazard requiring a Test, following which the lion nimbly sprints off on its way. It might also send a Follower plummeting to its doom, but you already figured that out by now. 

4f Chill Winds That Blow No Good: 

As you get higher, it gets colder, and as the path turns around the peak, you find yourself exposed to a bitter, howling wind. 

Howling wind: Difficulty 14 Fortitude/survival check to avoid suffering a -2 penalty on checks until have a chance to warm up. 

4g Harpies: 

You hear a sudden call of distress above, the desperate cry of some unfortunate climber? 
“Mercy! Don’t drop me!” 
“Help, no, please! I can’t stand heights - don’t let me fall!” 
“Gah! The claws, the claws!” 
“Stop mocking me! No, foul beasts, no!” 
“The Egg! I must retrieve the egg!” 

Gradually, the players may notice that the voices are coming from above and around them. Then see the foul, flitting shapes of three hideous Harpies (p. 190)! They are mimicking the voices of previous victims, and once seen, the evil, mindless creatures will attack. They will repeat in mocking voices fresh phrases spoken by their latest victims too. Combat should involve some increased peril from the fact that the heroes are on a narrow trail up the side of a mountain. The Harpies won't fight to the death (not theirs, anway...) and will fly away if they are losing the battle (This might result in them returning while the heroes are making their way down the crag with an egg - and possibly hijacked by an enterprising adventurer?)

 5. THE WYVERN'S NEST 

At the summit of Perlew Crag is the Wyvern’s nest. If the heroes are trying to proceed stealthily, you ought to allow them an opportunity to approach the nest without being attacked by the Wyvern (as always, encourage creativity!) - but if they got here too easily, or proceed without caution, or merely get a standard success on any attempt to proceed with a skill test, they will be attacked by the beast. If the players are successful in a stealthy approach, have them experience a close shave, and ensure that they are aware that at any moment blade-taloned death might descend on them from above! 

The view from the summit is eerie and awe-inspiring. You are above the clouds, which are lit silvery-grey by the bright full moon and shimmering stars, and are spread across the land like a torn, swirling blanket – here and there beneath the gaps is a small cluster of pinprick lights – some settlement or village – the rest submerged in blackness. The peak is broken, with large boulders that provide some shelter from the wind. Between these boulders is a huge jumble of intertwined tree branches, from which a strong, foul odour carries: the Wyrm's nest, you are certain. 

(If the heroes are attacked:)

The wind howls – and another howling shriek rises above it: Wings outstretched, a great flying lizard descends to attack! Clawing at you with two taloned feet, swinging its long spiked tail, and shrieking from its sharp-toothed maw. 

Somebody may be able to identify (or already have identified) that this is a Wyvern (p. 202). It is a fierce creature, but the degree of challenge will depend on the number of characters – a larger party ought to stand a strong chance of defeating it in combat – though even if strong in numbers it would be very likely that one or more heroes be slain. 

You should allow the players an opportunity to escape if they are out-matched – or possibly, the Wyvern will snatch one character and carry it to its nest. This would give an opportunity (depending on how the players react) for a daring escape or rescue – encourage the players to describe their plan, and agree appropriate check or checks to be made to resolve. For example, a captured player might decide to try to sneak off after playing dead (resolved by a Stealth or Survival check), or a more elaborate scheme might involve somehow trying to win the Wyvern over (maybe deceiving it into treating the captured hero as a baby Wyvern?). 

Encourage creativity! But if the players are stuck on ideas, a basic rescue or escape should provide sufficient adventure. 

There are three eggs in the nest, immediately visible to any hero who climbs in. The eggs are large (about 1/2 metre high), yellow mottled with red. One might hatch a baby wyvern, either now or at a suitable moment. There are also the half eaten remains of various cattle, sheep, horses, goblins, and at least one hapless adventurer – it is a foul mess and searching it will require a strong stomach (no problem for a Ghoul, others must make a Difficulty 12 Fortitude check or be sick. Notice checks at 12 to each find 2d6 Gold worth in coinage and small jewels, Great Success finding an enchanted Rapier (will not break like a regular, and +2 to hit, +1 to damage), Extraordinary Success a Ring of Protection (p.235). 

The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). 

If they have reached the nest without being spotted by the Wyvern, ensure that the players have the sense that they might face death-from-above at any moment. If the Wyvern is slain, you might want to hint that perhaps it has a larger mate... 

Having acquired an egg (or three), now what? If you're playing the adventure as a one-off, the adventure may end here (depending on how short you are on time), but especially if the Wyrm is still about somewhere, the heroes will now need to effect a dramatic escape. This may simply involve descending as quickly as they can, fending off or hiding from Wyvern attacks, or one of the perils from the climb not yet encountered - though if the heroes have a clever or outrageous descent planned (riding Mountain Goats or captured Harpies...) this should be strongly encouraged. For the fast ending, especially if anything risks being anti-climactic for the players, you can have them magically teleported by Melkor as soon as an egg is retrieved (or, for meanspirited tournament play, even just any egg-seizing hero, leaving the rest to face peril on the peak of Perlew Crag). See the Epilogue below. 

6. BENEATH PERLEW CRAG 

For heroes who decide to descend into the cavern, towards the Goblin Lair you may wish to have an encounter with either a mountain lion (see 4e above) or goblin scouts on the way down into the Chasm, depending on how easily the heroes have had things so far. Or you may proceed directly. 

The path descends into the chasm, curls round beneath an overhang, which opens out into a large cavern. There are bones and refuse scattered around this entrance, which heroes may wish to search. a ‘success’ in searching the refuse will identify that goblins live hereabouts, great success identifying the spoor of ogres and cave trolls, extraordinary success finding a blue gemstone worth 20 gold (best not to say where it was found). There is a sign outside the cave “Keep Owt. Danger ov Deff. G’wan, git!” There is no guard. 

6a Entrance Cave: 

Inside, the Cavern can be seen to be large, and largely empty. There is a fire burning low in the centre, some belongings scattered around it. Opposite the entrance to the cave is a large opening which leads into a wide, natural tunnel, which descends on a moderate slope and curves slightly to the left so that the end cannot be seen. Attention paid to this tunnel will note flickering light reflecting from the walls some 30 metres down, and any attentive listeners will hear a echoing hubbub readily identified as the sound of many goblins. 

To the left of the opening, a large wooden door with a brass ring in its centre is set into the cave wall.

The furnishings of this cave are two low stools, a pack of dog-eared, grease marked playing cards, two loaded dice, chicken bones, three tin mugs and an empty jug. The playing cards show suits with pictures of goblin Kings and Queens; there are four suits (Clubs, Spiked Clubs, Brains and Rats) but notably 5 Aces and a number of other cards missing - the aces are quite clearly marked on the back. 

Careful observation should reveal that these belongings have been left here casually, rather than abandoned at some emergency. There are no obvious signs of any kind of struggle taking place here. The goblin guards have either been out on patrol and run into the heroes, or are just goofing off in the Main Cave. If an earlier encounter resulted in goblins fleeing from the heroes, there should still be no one on guard: these goblins are slackers. This ought to allow even only half-cautious heroes a final opportunity for a stealthy approach. 

There are three exits from the cave. The main tunnel leads to 6c Goblin Central. The door (locked, see below) leads through to the ogres’ quarters (6b). The third exit is low down and not immediately visible (should only be found if the heroes carefully search). It leads through to a low tunnel which climbs over above Goblin Central, and also carries on over into the cave troll’s lair. 

6b Ogres' Lair: 

The door from the entrance cave is locked, the lock can be picked using the Tinker skill (Difficulty 12), there are no traps. It is difficult to break down though as it is pretty sturdy - Difficulty 16, failure or normal success will result in injury (or damage to any weapon used). Beyond is a rough hewn corridor. There are some mouldy heads mounted to the wall of the corridor - either warnings or gruesome trophies. They represent an eclectic mix of kindred - human, elf, dwarf, goblin. 

Half way along the corridor, there is a Deadfall Pit Trap. The trap is disabled by pulling down on the head of a dwarf set in the wall just before the trap (and the head of an elf coming from the other direction), which will prevent the trap from springing. If this is not done, the paving stone covering the trap swings away once a hero steps onto it. 

Deadfall Pit Trap: (see p 218-220 of the GM’s Guide regarding Traps) Concealment: 0, Threat 14, Damage: 2d6 Avoidance: Moderate (pressing levers to disable or spotting and leaping over the covering swingstone) Notes: The trap is 1.5m square at the top, and 5m deep. 

At the bottom of the pit are some bones, a broken lyre (containing a gemstone worth 10 gold), and a surprisingly well-preserved old journal titled My Adventures by Lem the Minstrel: Largely an account of wooing various maidens, the journal does include some notes which will give a +2 to Guide checks in the locale of The Tavern at Innsview, and there are 3 Nature Spells in the form of Ballads: ”The Winds of Lameroon” - Gust of Wind, “They Call Me Lusty Legs Lem” (Speed) and “Stop! In the Name of Love” (Immobility). These can be learned by a Nature Spellcaster or cast as scrolls, but the learning or scrollcasting process will involve singing the singularly annoying melodies. (For the curious: the bones are the bones of a goblin, who stole Lem’s journal and lute; Lem met his end elsewhere.) 

At the far end of the corridor is a similar door, unlocked this time. There is some noise from beyond. Listening will hear two loud, uncouth creatures bickering, apparently about poor quality of staff:

Them bloody gerblins, they better get a move on scrambling that egg,” and “They is such lazy swine. Anyone would fink they woz trying to get et by that Wyvern. Next time they better bring us more than one.” 

After opening the door: 

The chamber beyond has a kind of rough luxury - the walls are hung with various furs, there’s an iron stove in one corner, and a pile of furs in one corner presumably makes for a bed. A second door stands open, and dominating the room are two powerful, gruesome ogres, wielding hefty spiked clubs. A He and a She, to judge by their build. The she-ogre strikes her mate with a thundering punch on the side of his head. 

“Ow! Wot wos that for?” 

“Look, you fool! Stinkin’ Adventurers. Where woz them gerblin guards, I doesn’t wonder.” 

If the heroes attack Gantosh and Chunn, (and if the GM has a Dark Fate to spend) Chunn (the she-ogre) will raise the alarm: She places two meaty fingers between her lips, and lets out a loud, piercing whistle. 1d6 goblins will arrive in 1d3 rounds, though the open door which leads to Goblin Central (this of course assuming that the heroes haven’t somehow already eliminated or otherwise neutralized the goblins). 

If the players fast talk the ogres, or fight them, beat them and spare their lives, they may well learn that they have one of the Wyrm's Eggs, which the goblins have stolen for them and are due to be scrambling. The goblins are an unruly lot, but the ogres do hold them in thrall, so the heroes may be able to use them as hostages to effect an egg exchange. 

 Beneath the fur bed rugs (searching may require a check against throwing up) are various ogrish treasures - 24 gold worth of coins, gemstones and trinkets. 

6c Goblin Central: 

You find a large cavern, part natural it seems, with stalactites and stalagmites, and part hewn from the rock. Several torches burn in brackets around the chamber, causing shadows to move across its walls, and the whole place echoes with the hubbub of dozens of unruly goblins. In the centre of the cavern, surrounded by the throng, one particularly fat goblin in a dirty white cotton apron and hat clouts a smaller goblin in the back of the head with a spatula, while the unfortunate wretch holds an oversized iron pan over a cooking fire. Next to both, prominent on a wooden rack, is a huge yellow and red mottled egg. 

There could be as many as 30 - 50 goblins – less as many as reinforced the ogres. The actual number is not particularly important – it should be enough to clearly discourage the players from simply charging in and attacking. In a side chamber, not immediately noticeable, a cave troll is sleeping. 

If the goblins are desperate they (or a surviving ogre) may wake the troll who will lazily join them. The goblins will only be disturbed from their various squabbles if the players mount an open assault on them, or if the alarm has otherwise been fully raised (even if the ogres have summoned some, you should allow some time for the whole lot of the goblins to be made aware that anything is going on).

This means that the heroes should have an opportunity to come up with an ingenious (or indeed hare-brained) plan to snatch the egg. Here you should definitely allow players time to propose and execute such a plan, giving scope to inventive use of skills, abilities, and general inspiration. Even a full-on assault might be allowed, though you should definitely make this an opportunity to fight only as many goblins as necessary to reach the egg, after which the heroes would need to flee before being overwhelmed (not all the goblins will be able to reach and attack the heroes immediately, but there are clearly enough for reinforcements regardless of how many get killed). 

The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). This may well interfere with any plan involving spellcasting! If you are feeling generous, rather than nullifying the spell, the effect may be an unanticipated outcome from the spell casting (for excample, finding themself transported to the peak of the Crag after casting Blink...) 

Particularly if they arrive in The Chamber directly from the entrance cave or without any particular plan, as GM you should probably call a time-out, and ask the players how they think they should proceed. If necessary, directly encourage them to outline a plan to get the egg, explaining that you will use the basis of their plan as a test (or likely series of a couple of tests) to determine success. You can ask them what they think is likely to happen if they fail, or merely succeed (without Great Success).

You as the GM have the absolute final word on how the outcome is resolved, but your players may well surprise you with what they suggest. They may have options depending on if they have defeated (or captured) the Ogres, or if they have found the secret way into the top of the cavern (the entrance is directly above the Egg). 

It is possible some players may be absolutely stuck, or choose a plan which you think is not really feasible. You can make suggestions too. The simplest form of plan here might be: “We'll fast-talk the Goblins, and con them into letting us take the Egg.” (You can suggest this if necessary). You should ask further prompts – which character will be doing the fast-talking? (The Elf Bard, naturally) Can they think of anything that'll be the subject of the ruse? (We're here to sell cabbages) Will any character Assist them? (The Troll will glower menacingly) Is there a Plan B? (If it all goes wrong the Troll will grab the Goblin Shaman and use him as a bat to sweep the other Goblins aside, grab The Egg, and make a run for it) 

Once the heroes have the egg, they will need to escape. As outlined in part 5, if you are pressed for time, you may want to have the heroes teleported back to Melkor once they have the egg – but it will likely be more fun to see exactly how they escape from a horde of goblins before dreawing matters to a close. If there is time for a final chapter, or if there may be future adventures for this band of heroes, you may wish to proceed and resolve the Epilogue below. 

7. EPILOGUE 

Whether the heroes return to the City after a trek back across the land, or are summoned there by a teleportation spell, they should eventually reach Melkor, hopefully with an intact Wyrm's Egg. A return to Melkor's Emporium will have them sent through to the sorcerer's inner sanctum:

You stand in a large chamber, dimly lit by light filtering from a source on high. In the dim darkness surrounding you are shelves filled with books and all kinds of difficult to recognise items - but your attention is immediately drawn to a tall and imposing figure who steps from the shadows, throws back the hood of his cloak, and glowers at you with eyes lit with glowing red flame. Dressed in a long robe brocaded with arcane shapes and symbols, he looks down his sharp nose at you, one eyebrow raised, his expression otherwise hidden by a long and flowing white beard. “Well,” he intones, “where is it? Give Me The Egg.” 

If the heroes (voluntary or otherwise) present anything other than a Wyvern's egg (whether plucked from the nest or seized from the goblin caves), Melkor will react with outrage: 

“Gah, you imbecilic fools! Have you any idea what it cost me to send you on this errand - and you return to me without my Egg?” His eyes spark, and a red light begins to glow fiercely between his hands… 

The heroes might run: there is a door, unseen owing to the poor lighting, but not hidden. A flight of steps leads down - there are other doors on the way, though it’d be inadvisable to explore, as they have been summoned to the top of a tower adjoining Melkor’s Sorcerous Goods store in the City. 

Melkor has numerous magical traps, apprentices, guards and charmed monsters, and is himself a very powerful enchanter. So the chances for escape ought to be slim, but surely the heroes deserve a break after all they have been through? They may wish to stand and bluff it out, and you could roleplay this (Melkor is stern, powerful, but not good on detail - hence his significant errors in how he sent the players on this mission in the first place…) 

An alternative resolution to the dilemma any egg-deficient heroes face will be to ask the heroes what they are intending to do and how they expect to achieve it. E.g. do they have anything in mind that might aid them in their escape, to cause a distraction or obstruction; or a particular approach to convincing the Sorcerer to spare or even reward them. Allow a generous test to resolve this, with failure resulting in the players’ capture at worst (perhaps being banished to the far ends of the Realm by a vengeful spell). Great or even Extraordinary success could result in them snatching an item of value on their escape, or convincing the Sorcerer and being inordinately rewarded. If they wish to fight the Sorcerer, you should let them know that he is considerably beyond their abilities (they would have to assume 10th level) - with magical charms and so forth his Threat must be at least 24 (you can let them know this). Failures or standard successes will result in the unleashing of any of your choice of Advanced spell - Destruction, Drain Life, Fiery Retribution, Spell Vortex and of course Toadify! would all make likely choices. 

Snivelling, abject surrender ought to be accepted. 

If they have The Egg, then things will be different. Melkor wants it, and will likely resort to Wizard of Oz level theatrics if it isn’t immediately surrendered. The players may well realise that for some reason he is reluctant to unleash any magics owing to their possession of the Egg - and may already have learned that it will nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). Therefore, they might have the scope to negotiate. 

Again, you may wish to let players roll for the outcome of negotiation. Failure means he will give a flat 30 gold per hero, success means 25 gold and a choice of basic magic item (potion or scroll each), Great Success 25 gold and a minor magical item such as magic sword, ring of protection. 

Melkor nods approvingly, and clutches the Egg close to his chest, stroking the top tenderly. He seems quite distracted, and then notices you all standing there. “Oh, well done, well done. You have no idea how many fools have failed me before this, and I am very grateful, very grateful indeed. Speak to my assistants on the way out, they will give you your reward. Now begone!” 

text (c) James Fallows 2021