OVERLAND
SPECIAL PLACES
I
shuffled into Altar Glade, my feet heavy. I have entered a small glade, the
earth bare.
I am
standing in a small glade. Though it is in the middle of the woods, nothing
grows here, the ground being bare of all plant life. In the middle of the glade
is a circle of old, rough looking stones. In the centre of these is a large
marble altar. To take a closer look at the stones use 'L 2 0'. To take a closer
look at the altar use 'L 5 0'. (see mysteries of Bereny Page 21)
The
weathered stone stand in a circle around the marble altar. The stones look old
and weathered, much older than the altar does. These standing stones look a
little like those erected by druids.
The
altar is a large block of white marble that could have been carved yesterday. A
copper bowl sits on top of it. The altar is a perfect cube and one face of it
is carved. There is a sun carved there, a sun with eyes, nose and moth. Two fat
looking babies, cherubs perhaps, hold the sun up and, below the sun, is a
demonic face, as if peering up out of the ground. I feel somewhat reticent
about approaching this altar and so have not gotten too close. To approach it,
use the order 'L 20 0'.
I
approached the altar. As I did so, a flame sprang from the copper bowl and the
eyes on the sun opened and stared at me. The mouth of the sun moved and spoke:
'Make your offering and be thou bold' it boomed. I had no idea what sort of
offering the face wanted and hesitated. As if sensing my bemusement the face
spoke again: 'place ten thousand pieces of gold in the copper pot and I will
give you a mighty gift.' The face fell silent and the eyes and mouth shut. The
copper bowl does not look like it would hold 10,000 gold. To try anyway, use
the order 'L 100 0'.
I
moved cautiously into some Barrow Mounds.
I am
standing in the Barrow Realm amongst the ancient barrow mounds. Row after row
of tombs are here, filled with the Necromancers warriors who wait in storage
for the next war, waiting for the sirens call of the Necromancer. There is
little life here, only a few crows and the scampering of rodents. There are a
large number of barrow mounds here and I could try and break into one. In order
to try and break into or explore a mound use the order 'L' '10'. You can do
this as often as you like: there are hundreds of mounds here.
L 0
0
I am
standing on bare soil. The ground here is stained heavily with old, dark blood.
Nothing grows in this area: it is as if the soil has been poisoned by the
blood. There is no obvious source of this blood, but tales tell of such places.
It is said that in the reign of Tobias Bloodaxe there were many mass executions
and, where these executions were held blood forever soaked the soil. These
places are often the haunts of vengeful ghosts and revenants and the church has
had no luck in purifying them.
MP: 1
Vis
Adj: 0
Attack
Adj: 0
Defense
Adj: 0
L 0
0
I looked around this area of hills. They are as cold and bleak as any other set of hills in Frost Ward and looked like they were carved by the wind. This area of hills has many shallow caves in it, each of which looks like it might have been enlarged long ago. Whatever lived there looks to be long gone, though. I could mount a more thorough search using the order ‘L 2 0’.
L 2
0
I made a good search around the hills and caves and found nothing at all: no signs of habitation, no caves that headed deeper into the hills. As I was about to give up, a voice came from nowhere. 'Do not be alarmed,' it said, 'I am the alchemist Zinizan. I do not choose to show myself to you, but I may have use of your services. There are many ice goblins in these hills and they inhibit my work. Bring me their scalps and I will reward you: a healing ointment for an ice goblin scalp, a cold resistance potion for an ice troll scalp or a pouch of Snowflower seeds for a black icicle. Leave the items you bring in plain sight. ' With that, the voice faded away. I could find no trace. Use the order 'L 10' in this sector to leave an Ice Goblin Scalp in the hopes of a reward, use the order 'L 20' to leave an ice troll scalp, use the order 'L 30' to leave a black icicle. You must have the items and be in this sector.
L
10 0
I left an ice goblin scalp draped over a rock and waited. Nothing happened for a while, then a voice from nowhere said 'Walk away, I will deliver your reward.' I walked away as indicated, as it seemed I may as well be trusting, and sure enough I soon found a small bottle of healing ointment on a rock.
L 20 0
Player’s Note: Result unknown yet, but information coming in so far indicates that doing this gives a Light Blue Potion.
L 30 0
I took the black icicle and lay it on the ground. It started to melt. I thought I heard something behind me and, turning, saw a pouch of seeds left for me on a rock.
MP: 1
Vis
Adj: 0
Attack
Adj: 0
Defense Adj: 30
M ? 0
I stepped into Centaur Meadows, trying to stay silent. This is a peaceful glade where the sun always seems to shine. The grass is lush and tall. The area is speckled with pretty flowers. And, if you look very, very closely, you might even see a faerie fluttering amid the wild reeds or over the ripe berry bushes. This is the Centaur Meadows, an area used as a meeting place for members of the Centaur Council. It is their tender care, and that of their faerie friends, which keeps the place healthy and full of glorious life. For information about services which are available in the Centaur Meadows use the order 'L 2 0' while standing on the meadows square.
The
Centaur Council offers the following services to its members while in the
Centaur Meadows: Full Groom, Feed and Water, Free to members. Use the order 'L
20 0' to get the centaur equivalent of a really good pampering. This will make
any centaur feel fully-rested, fed and will heal small injuries too. Centaurs
can purchase Equus Chain, a specially designed padded chain barding which (in
addition to its usual defenses) grants a point of damage reduction when worn.
This costs 417 GPs to Members, or 751 GPs to non-members. The order for members
to buy is 'L 30 0'. The order for non-members to buy is ‘B 1098 0’. An
instructor resides here to teach the special skill Haute Ecole, which involves
equine based battle skills involving elaborate leaps, kicks, pivots and turns
in combat. To learn the skill issue the order 'L 40 0' and it costs 300 XP and
300 GP. Penalties of 30 XP and 30 GP are charged if the attempt to learn is
failed. Higher levels of the skill are also available, but cannot be learnt
until the lower level has been achieved. Level 2 costs 1000 XP and 1000 GP to
learn, using the order 'L 41 0'. Penalties of 100 XP and 100 GP are charged if
the attempt to learn is failed. Level 3 costs 2500 XP and 2500 GP to learn, using
the order 'L 42 0'. Penalties of 250 XP and 250 GP are charged if the attempt
to learn is failed. Any member of the Centaur Council can use the tranquility
and peace of this place to make use of an ancient centaur technique known as
'Communicative
I wish
I was a member of the Centaur Council and could have this service... but I'm
not.
A
pretty little chapel stands before me. Although it looks very quaint and
attractive I can see that the walls and structure are actually rather strong.
Marriages and other services are performed here. To find out more issue the
order ‘L 2 0’ while standing on the Chapel square.
In
order for a couple to be married they must BOTH purchase a marriage license.
The cost of a marriage license is 50gp, so the total cost of the wedding is
100gp. To purchase a marriage license you can issue the order ‘L 20’ while
standing on the Chapel square. When both partners have a license they can issue
the order ‘F 1 <target id>’, where the target is the partner who they are
to marry. Both characters must issue this order on the same turn, targeting the
other, and both must be standing on the Chapel, although the order does not
need to be issued on the same phase. They will then be married.
MP: 1
Vis
Adj: 0
Attack
Adj: 0
Defense
Adj: 50
CRUSADER
KEEP (Located outside various dungeons and cities)
A
large and impressive keep stands here, a center of organisation for the six
Crusader branches. Here, Crusaders can attempt to ascend to a higher level of
skill and import in their own arm of the faith.
GMs
Note: - The
1st, 2nd and 3rd Circle skills can be learnt here by issuing the orders shown
in the rulebook. Tax Liens are collected here by the Crusaders of Merl. A
reward of 83 GPs is given for each tax lien. To cash in a tax lien issue the
order 'S' '573'. Healing Ointments can be purchased here for 4 GPs each, while
healing potions cost 155 GPs, both using the normal buy orders.
B 0 0 |
||
| The
following items are for sale here:-
|
||
| [B 30 Healing Ointment cost 4] | [B 7768
Crusader's Plate +5 cost 1755]
|
[B 130 Potion of Healing cost 155] |
| [B 7769 Crusader's Plate +7 cost 3180] | [B 7770 Starlit Crusader's Plate +7 cost 3360] | [B 7771 Crusader's Plate +10 cost 4750] |
| [B 7772 Crusader's Plate +13 cost 6350] | [B 7773 Crusader's Plate +15 cost 8050] | [B
7774 Crusader's Plate +16 cost 10065]
|
| [B 7775 Crusader Shield +5 cost 300] | [B 7776 Crusader Shield +7 cost 1198] | [B 7777 Crusader Shield +10 cost 2015] |
| [B 7778 Crusader Shield +13 cost 3001] | [B 7779 Crusader Shield +15 cost 5869] | [B 7856 Crusader's Scale Mail +10 cost 2425] |
| [B 7857 Crusader's Scale Mail +12 cost 4003] | [B 7858 Crusader's Scale Mail +14 cost 5006] | [B 7859 Crusader's Scale Mail +16 cost 7196] |
S 0 0 |
||
| This is a list of items which can be sold here showing
the item name and the price which will be paid for it.
|
||
| [ Tax Lien bought at 83] | [ Crusader's Plate +5 bought at 1100] | [ Crusader's Plate +7 bought at 2200] |
| [ Starlit Crusader's Plate +7 bought at 2575] | [ Crusader's Plate +10 bought at 2350] | [ Crusader's Plate +13 bought at 3275 |
| [ Crusader's Plate +15 bought at 4850] | [ Crusader's Plate +16 bought at 7004] | [ Crusader Shield +5 bought at 150] |
| [ Crusader Shield +7 bought at 792] | [ Crusader Shield +10 bought at 1375] | [
Crusader Shield +13 bought at 2158]
|
| [ Crusader Shield +15 bought at 3966] | [ Crusader's Scale Mail +10 bought at 1518] | [ Crusader's Scale Mail +12 bought at 2199] |
| [ Crusader's Scale Mail +14 bought at 2888] | [ Crusader's Scale Mail +16 bought at 3592] | |
I am standing in a Druid Grove: an area of truly ancient trees dotted with small stone Menhirs. The Druids that maintain this place are peaceful folk, as long as the sanctity of the woods is not disturbed. These groves form a network of 'ley lines' around Bereny that druids can use to transport themselves. A Druid can meditate in this location and discover the secret name of the Grove using the order 'U 3'. To talk to the druids, use the order ‘L 2 0’. For an explanation on how to use the Ley Lines to transport, use the Order 'L 25'.
I spoke to some of the Druids, who are a peaceful and friendly folk. The woods are always in danger though, especially from the demon lords Yain and Mallis. Mallis brings disease to the forest and the druids occupy themselves trying to cure it, whilst Yain corrupts and drives mad the animal life. Many of these creatures have to be put down. The Druids offer missions to those who want them (use the order 'L 20' to get details of how to apply for a mission). In addition, they will freely use their powers to heal all who visit this place. This is free of charge and uses the order 'L 100'.
L 999 0 (Sample
Mission)
I asked the Druids
for a mission.
Poacher Hunt.
This mission is
offered by the Rangers.
Reward is 50xp and
a piece of amber.
I spoke to one of
the rangers in charge of patrolling the woods: 'We have a constant problem with
poachers invading our lands and find we cannot deal with all of them. We would
like you to slay one such poacher who has been sighted in the area.' If you
wish to accept this mission use the order 'L 99' while standing on this square
and before you have been offered any other missions.
The completion
order for this mission, which must be issued here, is 'L 194 1' (use three
order boxes)
L 99 0 (Sample
Mission Accepting)
I spoke with the
Ranger once more: 'Good job. The poacher we need killed is called Strachen the
Fickle (964).'
L 194 1 (Sample
Mission Completed)
I spoke with the
ranger: 'Well done, here is your amber.'
50XP awarded.
(Player’s Note: A piece of amber appeared in the character’s backpack. Sells
for 50gp. The character also received +3 Fame.)
(Sample Mission Failed)
Unfortunately, It is no longer possible to
complete my mission. (964) has died and my mission is now cancelled.
L 999 0 (Sample
Mission)
I asked the Druids
for a mission.
Sickening Man.
The mission is
offered by the Archdruid.
Reward is an Oaken
Staff and 150 XP.
I spoke with
Linden, the archdruid, who shares his name with the first ever Archdruid. He
said that one of the Groves is being assaulted by a sickening man, a servant of
the Demon Mallis and he wants me to arrange for the creature's destruction! If
I accept this mission, he will tell me the secret name of the grove under
assault so I can transport myself there. If you wish to accept this mission use
the order 'L 99' while standing on this square and before you have been offered
any other missions. The completion order for this mission, which must be issued
here, is 'L 194 44' (use three order boxes)
I spoke to Linden
once more: 'Good, thank you for your aid in this matter. The creature that must
be destroyed is a Sickening Man named Carlis of Lionel. These beings corrupt
the woodland they walk across, so please destroy it as soon as possible and, if
you can, use your powers to restore the woodland afterwards, lest more of the
creatures be created.' (Name and code of the Grove withheld for Druid Security)
Player’s Note: Character accepting this mission gained +2 class reputation.
L 194 44 (Sample
Mission Completed)
I spoke to Linden
once more: 'Bravely done, ' he said ' Shanna's blessings, and my thanks, be
with you. Here is your promised reward, though I know you need no reward to do
Shanna's will.' 150 XP awarded. Player’s Note: The promised Oaken Staff
appeared in the character’s backpack. The character also received +5 Fame and
+14 class reputation. Second report indicates only a gain of +10 class
reputation.
I asked the Druids
for a mission.
Corrupted Creature.
Mission offered by
the Druids.
Reward is 100 XP a
healing potion, a healing ointment, and a piece of amber.
I spoke with one of
the senior druids: 'The demon Yain constantly seeks to corrupt the local
wildlife. A local creature has been so corrupted and it is sadly neccessary to
have him killed. We would like you to aid us in this.' If you wish to accept
this mission use the order 'L 99' while standing on this square and before you
have been offered any other missions. The completion order for this mission,
which must be issued here, is 'L 194 3' (use three order boxes)
I spoke to the Druid once more, agreeing to
hunt the creature. 'It is sad that this must be done,' he said, 'the creature
is a Yain Bear and has been dubbed Kergon the Asp. It is in the local area.'
I look around. I am standing at the entrance to the
reknowned Mirrormane Dungeon. Legend has it this was once the home of a
powerful mage. Since the driving out of the forces of darkness by the royal Tredach
family it has been little more than a hellish place of foul creatures and
darkness. There is said to be a fortune to be made here for adventurers of
brave heart, yet many have died pursuing this dream. To descend to the
Courtyard entrance of the Dungeon use the order ‘L 2 0’.
L 0 0 (Hell’s Deep Dungeon)
I Look around. I am standing at the entrance to a
Dungeon. Large brass letters on the heavy double doors clearly read "Hells
Deep". Beneath that is a letter tacked to the door reads, "The King
thanks any adventurers who will brave this dark place." To descend into
the Dungeon stand on this square and issue the order ‘L 2 0’.
I am standing before the entrance to a dungeon. A wooden
board nailed to the heavy iron doors states that this is 'Red Mountain Keep'.
High above me to the west I can see the mountains, the nearst of which has an
ominous flat top … a volcano! So the dungeon must lie beneath that! To enter
Red Mountain Keep issue the order ‘L 2 0’ while standing on the dungoen
entrance square.
I opened the iron door and entered, descending some
steep steps that trailed a long way into the hot, smoky gloom of Red Mountain
Keep. At the base of the stairs they opened out into a bustlng dungeon
courtyard where traders plied their wares and adventurers prepared for their
quests.
I Look Around. I am standing at a small rocky mound into
which a very heavy oak door is set. Somebody has scratched the words “Dungeons
of Drax“ on the wood in bold letters. There is a charter on the wall to the
side of the door which reads, “His Royal Highness bids adventurers welcome to
this Dungeon. Plunder and booty obtained while destroying the evil creatures
which infest this underground labyrinth are not subject to tax. Good hunting.“
To enter the Dungeon use the order ‘L 2 0’.
I walked through the heavy door into a small chamber and
began descending the long flight of stairs into the darkness. I walked for some
time, deeper and deeper, until I could hear sounds ahead of me, the merry
hustle and bustle of life in the Dungeon courtyard. As I entered the area I was
pleased to see the usual traders, merchants and peasants who infest such places
as well as the obvious uniform of the royal guard, protecting the area from the
dangers that lurked deeper in the Dungeons of Drax.
L 0 0 (Caverns of Hasjan)
I am standing beneath the blazing sun of Summer Ward,
staring at the ominous entrance to the Caverns of Hasjan. Although I know that
the dungeons themselves spread deep beneath the city of Hasjan itself, this
entrance is outside the city walls. To descend, issue the order 'L 2 0' while
standing on the Dungoen Entrance square.
L 2 0 (Caverns of Hasjan)
I opened the creaky old door and made my way down into
the Caverns of Hasjan. The stairs, while steep, were cut deep into the stone
and easy to negotiate. I found myself thanking the good work done by the King's
forces to make the way safe. After a long descent I emerged into the bustling
courtyard of the dungeon, aware of the entrances all around me that would lead
from the relative safety of this area into the dangers of the dungeon proper. I
checked my pack and gear again, just to be safe.
L 0 0 (Icehaunt Catacombs)
I Look Around. I am standing at a grassy mound into
which a crumbly old door is set. There is a stone sign over the door. Some
words have been chiselled into the granite which clearly read, “Icehaunt
Catacombs“. Below that there is a wooden sign which has the King's seal upon
it. The sign reads, “know ye who are adventurers, that His Royal Majesty would
be pleased to extend his adventurers license to those who would enter this
place and destroy what evil lurks herein. Tax will not be applied to ye who
gain your wealth in this place. The King has provided the sanctuary of a
'courtyard' below for your journey's supply and your good health.“ To descend
the old stairs beyond the door down into the Dungeon courtyard use the order 'L
2 0'.
L 2 0
I stepped through the crumbly old door and made my way
down into the darkness below. The stairs were rough and care was needed to
descend them safely, a danger which was compounded by the presence of ice in
many places because of the cold Southern temperature that plagues this region.
It seemed as if I were descending the stairs forever. I must have gone down at
least a quarter of a mile beneath the ground. Finally, I could see light and
feel the warmth of the Dungeon courtyard below me. I walked down some grand
steps into the area itself which was busy with the usual hustle and bustle of
life in such places. Traders all around me plied their wares. I was now in the
Icehaunt Catacombs!
Note: It has been discovered that the dungeon entrances
in the overland act as courtyards/Market Places/Magical Traders. It was
originally discovered at the Dungeon of Drax dungeon entrance and it will be
tested at the entrance to Red Mountain Keep shortly.
Aware of possible dangers, I trudged cautiously into a
Farmstead.
I am standing near a small farmstead. This is a squat
stone built building housing an extended family of ten or so. They work the
fields around the house and raise pigs and goats. The folk here are a little
bit wary of me: they live out in the middle of nowhere, and strangers can be
dangerous. However, they seem friendly in a guarded way and will sell me
rations for 5 gold each (use 'B 124')
This huge circle of standing stones could only have been
built by giants, or magic. these are indeed the remains of the tomb of a Forest
Giant. Such constructions are rare and old. Many of those that have been found
have had hidden passages that lead to the tombs. Only the smartest have ever
found them as attempts to demolish the stones have always had fatal accidents.
The hidden passages however lead to places that mortal man was not meant to
find. Issue the order 'L 10 0' to try and open the tomb.
L 10 0
I searched around the standing stones, tracing the
strange markings on the weathered stones and trying to figure out some way to
enter the tomb. Somewhere there is a way in. But I cannot find it, there is
some scheme to this which I cannot fathom. Player’s Note: Presumably the
character wasn’t intelligent or wise enough to figure out how to enter the
tomb. This was reported by a character with Wisdom 15 and Intelligence 8.
L 10 0
I searched around the standing stones, tracing the
strange markings on the weathered stones and trying to figure out some way to
enter the tomb. I spent several hours looking at the stones from every
direction, examining the various markings and even climbing to the top of them.
Making some notes I managed to combine some of the lesser markings to make some
of the greater markings and several of the greater markings pointed the way to
one individual marking. Pressing this marking there was a grinding sound as a
section of stone covered by moss shifted and opened to reveal a set of stairs
leading down into the Forest Giants Tomb. Making my way down the vast stairs I
came into a chamber the size of a small village. Lying on a slab of granite is
the sleeping form of an Ancient Frost Giant! I am confused, or I must have
deciphered the runes wrong. I thought there would be a Forest Giant here, not
an Ancient Frost Giant! I'd better leave here quickly.
On a small table by the slab is
a small bag and a large bronze key. AS I made my way towards the table a
terrible shriek resounded around the tomb, followed by the ringing of dozens of
gongs. An icy wind blew through the tomb as the protective spirits of the
Ancient Frost Giant detected my presence and began to wake their master.
Running up the stairs I could sense the Giant awakening and breaking free from
it's tomb. This is a real giant, age old, dangerous, and just woken up from a
very, very long sleep. He is bound to be angry.
Player’s Note: This appears to
be a successful entrance of the tomb, but it results in an Ancient Frost Giant
appear on the same square as the character who was successful and the Forest
Giant Dolmen becoming a Smashed Dolmen. A look order will be attempted to see
if this is the same as the Smashed Dolmen encountered outside of Meldora
Castle. Another reported presumably attempted the same turn, and maybe on the
same phase, resulted in the same result except:
On a small table by the slab is
a small bag and a large bronze key. Taking the key and the bag of gold I
started to make my way out when a terrible shriek resounded around the tomb,
followed by the ringing of dozens of gongs. An icy wind blew through the tomb
as the protective spirits of the Ancient Frost Giant detected my presence and
began to wake their master. Running up the stairs I could sense the Giant
awakening and breaking free from it's tomb. This is a real giant, age old,
dangerous, and just woken up from a very, very long sleep. He is bound to be
angry.
This character found a Forest
Giant Key in his backpack and 117 additional gold (presumably the contents of the
bag). The Intelligence of the character making this second report was 15. It is
unknown what the Intelligence of the character making the first report had or
what wisdom either had and whether or not it was a matter of timing or
statistics of who recovered the items. Both attempts seemed to have released
two ancient frost giants.
Successive attempts to enter the
dolmen by this second character resulted the below message. It is unknown if
this is related to it being a smashed dolmen now because the character already
gained access earlier in the turn.
L 10 0
I have already explored the Forest Giant Dolmen. There
is an aura around the Dolmen that seems to deter me from entering again.
They are monstrous, each higher than ten men. In the middle
is a single huge stone slab: perhaps an altar of some kind. I see no obvious
way to damage the stones, nor what connection they may have with the forest or
the giants that seem to infest it. The stones look very old: they are covered
in a greenish moss.
Just as I was about to leave I
noticed something on the top of the central stone. Closer inspection revealed
that the top of the stone has a hole in it, though this was difficult to spot
because the moss covers the hole almost completely. The key intended for the
hole is clearly very large. If you get hold of the Forest Giant's Key then use
the 'X' order with the number of the key(the item will tell you its number) in
this sector to try it in the keyhole.
I edged into the
Hasjan Road. My shadow stretched long behind me.
I am on the Hasjan Road, a well maintained route running
east to west.
HOLY GROUND
I have entered an area of holy ground. There is an aura of peace here and I feel violence would be unlikely to succeed and perhaps attract the ire of the gods of light! There is a small church here and a number of priests live here also. To take a closer look at the church use the order ‘L 2 0’. To talk to the priests use the order 'L 3 0'.
L 0 0 (gives
the reason the site exists and sometimes other information)
Example: I am standing on holy ground, made holy during the Time of Thunder when a priest called Andon Gralicker was martyred by a pack of demons. (Along the road north of Hell’s Deep)
Example: I am standing on Holy Ground, a place sanctified within the last 100 years to lay the 'Winsome Lover' ghost to rest. This has not yet succeeded, but the priests continue with their prayers. (On the North Road East of the ‘Inn of the Winsome Lover’.)
Example: I am standing on Holy Ground where, it is said, the Crusader of Merl Soobart Hantarsis fought off the attentions of the succubus Lislia, though in the end he had to take his own life to resist her. (On the road South of Hasjan.)
L 2 0
I entered the tranquility of the small, stone built church. All is peaceful within and there are shrines to each of the gods of light, each with offerings on them. Several priests, all friendly, are busy at their prayers. To talk to the priests use the order 'L 3'. To pray at the Selador altar use the order 'L 10', to pray at the Marial altar use 'L 20', to pray at the Bethseline altar use the order 'L 30', to pray at the Cambron altar 'L 40’, to pay at the Merl altar use 'L 50' and, finally, at the altar to Shanna use 'L 60'. A collection box sits by the door: to make a 1 gp donation use 'L 70', to make a 10 gp donation use 'L 80'. If you have a church candle you can have it blessed here for 50 gold using the order 'L 500'.
L 3 0
I spoke to some of the priests who serve the church and this area of Holy Ground. They were friendly and explained that this is a place of peace and that there should be no violence here: a decree supported by the god's themselves. Various sites around Bereny are sacred in this manner and this is but one. each is important in its own right. The priests said I should feel free to pray within the church, or to attend services if I wish. They offer mana bread here for a small donation of 5 gp and healing for free. To take them up on the offer of healing use the order 'L 90'. To attend services use 'L 100'. Use the order 'B 73' to purchase mana bread. They are worried about the growth of the cult of Dissolution, followers of Yobosh, and pay 30 gold for icons of this faith.
L 10 0
I prayed before the altar of Selador, father of the Gods. Such piety can only help me in the trying times which are no doubt to come. My prayers finished, and feeling much better for my piety, I rose to leave.
L 30 0
I prayed to Bethseline, goddess of Love in all its myriad forms. As the old song goes, all you need is love, love is all you really need. My prayers finished, and feeling much better for my piety, I rose to leave.
L 40 0
I prayed at the altar of stern, judicious Cambron and hoped that justice would always be on my side! My prayers finished, and feeling much better for my piety, I rose to leave.
L 60 0
I prayed long and hard at the altar of the lovely Lady Shanna, who has blessed us with the wonders of the natural world! My prayers finished, and feeling much better for my piety, I rose to leave.
L 60 0 (Alternate result)
I prayed long and hard at the altar of the lovely lady Shanna, who has blessed us with the wonders of the natural world! As I prayed some mana bread appeared before me, which I took, as it was obviously a gift to me from the gods.
L 80 0
I dropped ten gold coins, one after another, through the top of the collection box.
L 90 0
I requested that the priests tend to my injuries, which they gladly did, calling on the gods to heal me and channeling their prayers through the holiness of the location. I felt warmth suffuse me and my wounds heal. 5 health regained.
L 100 0
(Various Results)
Example: I attended services at the Church and listened to a sermon delivered with some style for several hours. The priest heatedly spoke of the evils of heresy and how there are six true gods and anything else worshipped is a demon!
Example: I attended services at the Church and listened to a sermon delivered with some style for several hours. The sermon was of a practical nature, dealing with personal hygiene and eating habits and many references were made to the teachings of Marial.
L 500 0
You offer your church candle to the priests who bestow their blessings upon it. Burnt in certain unholy places this candle may now banish away dark powers.
B 73 0
I bought 1 x Mana Bread for 5 GPs.
HYASINCK PATCH
L 0 0
Around me grow the green shoots of Hyasinck Plants. These are known for their health enhancing properties. If one can find a ripe root. I can dig for roots using the order 'L 5'.
L 5 0 (Unsuccessful)
I dug up some plants looking for decent quality Hyasinck Roots ........ I found a few roots, but they were either immature or they rotted as soon as the daylight touched them.
L 5 0 (Successful)
I dug up some plants looking for decent quality Hyasinck Roots ........ and I managed to find a decent quality root. Better hurry and do something with it, these rot quickly in the sun.
L 5 0 (Unsuccessful)
I dug up some plants looking for decent quality Hyasinck Roots ........ as I dug around I heard a squark behind me. 'Leave that where it is,' giggled a malevolent voice. Player’s Note: Presumably, a malis imp appeared. It appeared to attack the digger immediately. One was there at the end of the turn.
Player's Report: Mallis Imps attacked using 'poison dripping claws' and 'spitting poison'. 3-4 pts of damage taken but no sign of any poisoning.
ICE WARDENS
KEEP
L 0 0
A large, well-fortified building stands before me, its grey stone walls thick and strong to keep and danger... and the cold! To find out more about Ice Wardens and what they do issue the order ‘L 2 0’ while standing here.
L 2 0
Ice Wardens work for the Berenian Crown and act in three capacities. They are a rescue service for commoners who have become imperilled upon the ice. Also They are a garrison for smaller units of the royal army when travelling. Finally, they operate 'Ice Skiffs', huge bladed wind-boats which can 'sail' upon the surface of the ice. These are the ONLY way to cross into the Southern Glacier 'proper' because of the treacherous nature of the Northern glacier area, which is impassable due to constantly shifting and breaking ice. Passage across the 'Shifting Ice' by Ice Skiff costs 50 GPs per head. It can be purchased by doing an 'L 10' order here.
L 10 0
I paid over my 50 gp and boarded one of the great' Ice skiffs', sailed ships with metals blades on the base that slide across the unstable ice between Bereny and the Southern Glacier. The journey was not long , though the ships master and pilot seemed to know their business well and skirted the more dangerous parts of the ice. Before long, I had arrived at my destination. This is the gateway to the Southern Glacier, and the Gateway to the north for those Barbarians that travel there. Here, the great 'ice skiffs' come and go, bringing people backwards and forwards. The place bustles with activity.
INN
I noted an inn in this area, and entered. Inns in the wilds of Bereny are almost fortifications! A wall surrounds a central courtyard, off of which are several stout buildings which serve travellers: a small shop, a tavern, a inn offering accomadations for the night and a stables. Lastly, another stout looking building houses several guards and bouncers who protect the place against trouble. To take a closer look at the shop, use the order ‘L 2 0’, at the tavern 'L 3', at the inn 'L 4', and lastly at the stout building 'L 5'.
L 0 0 (gives
the name of the inn and sometimes other information)
Example: 'The Faun', the faded wooden sign proclaims. This old and run-down Inn is a strange sort of place. There seems to be very few folk staying here, all of them getting on in years and looking grizzled and tired. Nobody is very talkative, but the place doesn't actually seem hostile. Creaking wooden beams and sagging thatched roof complete the picture of a tavern long past its prime. To see what services are available here use the order 'L 2 0'. (An inn on the road south of Hell’s Deep.)
Example: I am standing at the Inn of Summer's Rest in summer ward. (An inn on the road north-east of the Sulfur Flats.)
Example: Inn of the Winsome Lover, so named for the lost love of the first innkeeper who owed the place, over 200 years ago. The lady is said to still haunt the area. (An inn on the north road between Jobollah and the Mines of Miasma.)
Example: A well-kept, strong inn stands at this junction in the road, its name proudly proclaimed to be 'Crossroads'. A haven of sorts, the Inn is home to many weary travelers and other folk who are in the middle on long journeys across Bereny. Conversation is positively buzzing within and the atmosphere is rather exciting. A friendly, if a little slow, barman by the name of 'Benny' welcomes all who enter with a free beer and bowl of chow. (Last Eaten Stat reset). To see what other services are offered, issue the order 'L 2 0'. (An inn where roads from Hasjan, Crownheart, and Hell’s Deep meet. Northeast of Summer’s Rest.)
Example: The Inn which stands by the side of the road looks to be a recent construction. A sign above the door proclaims this place to be 'The Open Grave', which seems to be a rather depressing name for a tavern. Inside, the people are a maudlin bunch, quiet and taciturn, hardly the life and soul of the party. It seems that death is an all-too-common visitor in this area and the folk who live here, or are passing through, are given good reason to be ill-humored. To see what other services are available here, issue the order 'L 2 0'. (An inn on the road East of Central Dungeon.)
L 2 0
I look around the shop. It is small, but well provisioned. Most of what it stocks is for the trail and, amongst the goods here, the most likely thing that I would want to buy would be rations at 3 gold per packet. The shop does not buy huge amounts of goods and so little can be sold here: all it really deals in is food, fodder, blankets, and the like. However, the innkeeper does sell something intriguing called 'Lionsbane', which is supposedly an herb that can drive cave lions away! Use the normal buy order 'B 124' to buy rations or 'B 1713' to buy a bunch of lionsbane for 25GPs.
L 3 0
I strolled into the tavern. Considering the inn is not to near a major town, the place was pretty full. Truth is, these places get used by all sorts of persons of dubious character as hang outs whilst looking for work, especially if the law in nearby towns might want a word with them! There seems to be little trouble here, though. To have a few drinks in the tavern use the order 'L 10'. This will cost a gold. For five gold you can drink to excess: use the order 'L 20'. The tavern also sells food, a big plate of black bread a stew costs a gold, whilst a decent meal will cost 3 gold. Use the order 'L 50' to eat common fare, 'L 60' for a good meal. As these taverns are used as hiring halls by all sorts of folk, and places where jobs are offered you can try and hire on a low life using the order 'B 1001'. This cost 30 gold hiring fee. GM note: these sub-characters cost gold to upkeep and an extra turn fee to run, 10 pence.
L 4 0
I take a look at the Inn. A sturdy looking building, it boasts a few private rooms on the second floor and two communual ones on the ground floor. Crash space on the floor of a communual room, with free blanket, cost 1 gold, space in a private room costs 3 gold. Use the order 'L 30' to sleep on the floor with commoners, or the order 'L 40' to take a private room.
L 5 0
I took a look in the stout building, which has a sturdy wooden door and narrow slits for windows, plus access via the roof to the walls around the courtyard. This place inhabited by the Inns, guards, who keep the place safe from the many perils the Kingdom has to offer. The guards are friendly, and several are bored with their jobs here. Men at arms can be hired here using the order 'B 1002'. GM note: Men at arms cost gold to upkeep and an extra turn fee to run, as normal sub characters.
L 10 0
I had a few drinks at the bar, which made the world seem a much better place. The drink is making me feel merry.
L 20 0
I settled myself by the bar and started to drink and drink. I am sure I talked to people and made some good friends, but I cannot remember who they were, or what was said! I dimly remember singing at one point. Did I dance on a table? (Player Note: Causes the special condition, Drunk)
L 30 0
I paid over a gold and got shown to a common room and given a blanket. I have slept in far worse places and got a good night's sleep, disturbed only by the comings and goings of my fellow travelers.
L 40 0
I rented a private room. It was not huge, but had a clean bed in it, bedding, a wash basin and it smelt fresh. I have slept in far worse places and few better. I got a very good sleep and awoke refreshed. GM note: 1 Health Recovered.
L 50 0
I settled myself down and consumed a large plate of stew with some relish, dipping good (ifa little stale) black bread into it. Common fare, but good!
L 60 0
I settled down for a good meal of roast meat, thick gravy, vegetables and fresh bread. A good meal certainly makes the world look a much better place! A few of the folk in the inn looked me over as I ate, perhaps wondering just how much money I have! GM note: 1 health recovered.
L 200 0
Bards can learn various specialist skills here. The list of them, their cost and the order to learn is as follows:
Lullaby, 200 XP 200 GP, 'X 7573 1'
Busk, 200 XP 200 GP, 'X 7573 2'
Advanced Drummer 1, 200 XP 200 GP, 'X 7573 3'
Advanced Drummer 2, 500 XP 500 GP, 'X 7573 4'
Band Member 1, 200 XP 200 GP, 'X 7573 5'
Band Member 2, 400 XP 400 GP, 'X 7573 6'
Band Member 3, 800 XP 800 GP, 'X 7573 7'
Band Member 4, 1600 XP 1600 GP, 'X 7573 8'
Advanced Lute Player 1, 200 XP 200 GP, 'X 7573 9'
Advanced Lute Player 2, 500 XP 500 GP, 'X 7573 10'
Fame Magnet 1, 200 XP 200 GP, 'X 7573 11'
Fame Magnet 2, 400 XP 400 GP, 'X 7573 12'
Fame Magnet 3, 800 XP 800 GP, 'X 7573 13'
Fame Magnet 4, 1600 XP 1600 GP, 'X 7573 14'
Cacophony, xxx XP xxx GP, 'X 7573 15'
Player’s Note: The experience and gold cost was missing in the look order for the Cacophony skill. Future look orders will be observed to see when this is fixed.
B 0 0
The following items are for sale here:
[B 124 Rations Portion cost 3] [B 1713
Lionsbane cost 25]
B 1001 0
I asked around the low life types in the tavern, looking for someone who was willing to hire on with me. I found a likely lad, a tough and nasty thug who I feel will serve me well! (Thug sub-character {hireling} added to character sheet.)
Following
my path, I trudged into Lal's Tower. Standing amid a strange cloud of pale grey
mist rises the ghostly form of Lal's Tower. There is an ethereal quality to the
tower, as if its presence is only tangible on a very temporary basis. As if it
is not entirely ... real. To enter the tower issue the order 'L 2 0'. The tower
can only be entered when it is fully tangible. While it looks ethereal, it is
not yet of this plane of existence.
I look
around. I am standing out in the open, in the Kingdom of Bereny, in the lands
of Myriad. The sky is clear and blue and the air is fresh.
LAVENDER
FIELDS
Lavander
grows all around me. It would be very easy to pick some, just using the order
‘L 2 0’ to do so and Lavender is fairly valuable. It has its value because it
is said that Lavender Faeries get very annoyed with fold who steal it.
I
picked some Lavender. Some times accompanied by: A girlish cry of outcry
came from nowhere and a Lavender Faerie, hands on hips and looking both cute and
annoyed, appeared. (Player’s Note: A lavender faerie appears on the square).
Aware
of possible dangers, I trudged cautiously into a Midnight Arch. The Midnight
Arch stands in the woods in a dark clearing. It appears to be a stone archway covered
in many glyphs and runes. The archway appears as if it could be walked through,
but it is shrouded in a curtain of blackness.
I took
a look around. The archway stands in the middle of a clearing, high trees all
around. The arcgh is free standing and I can walk all the way around it. I
could walk through it, too, but that way is shrouded with what looks to be a
curtain of night. The archway is of dark stone and covered in strange runes and
glyphs. To examine the runes and glyphs use the order ‘L 2 0’, to throw a stone
or something through the arch, use the order 'L 3'. To walk through the arch
and thus the curtain of darkness, use the order 'L 4'.
I
studied the runes and glyphs and made sense of many of them. They seem to be of
a corrupted eleven nature, probably midnight elf, I would think. The glyphs
seem to bind the power of the void into the archway, which would allow
instantaneous (if painful) transportation from place to place. However, this
archway is only a 'receiver': you cannot use it to travel elsewhere unless one
has personal knowledge of void magics.
I
tossed a stone through the curtain of darkness. It came out of the other side
covered in frost. As it hit the ground, it shattered.
I
edged quietly into a Mission House. I entered a small wooden building with a
large sign on the door that clearly read 'Missions'. This is a place for the
Crown, Church and other organizations to post missions for adventurers,
mercenaries and bounty-hunters. There will be a number of missions available
here at any given time. For more information on how to apply for a mission, use
the order 'L 2 0' while standing on the mission house square.
Mission
Houses are fast-moving and busy places. They receive warrants and commissions
to grant to adventurers and suchlike from the Crown, the Church, the Military,
plus a number of independent bodies. There are no 'brochures' to peruse for
missions, you get offered what they have available. To apply for a mission use
the order 'L 999 0' while standing in the mission house square. If you like the
mission you are offered you can accept it using the order 'L 99 0' on the
following turn. Until you have issued the order 'L 99 0' you are not actually
on the mission, so there is no need to do anything if you do not like the
mission you are offered. If you try and do more than one 'L 999 0' order on the
same turn only the LAST mission you were offered will apply (so its really not
worth doing more than one per
turn.)
You can keep issuing one 'L 999 0' order per turn until you find one you like,
but this is a slow process. The best bet is usually to give the first mission
offered a try. Once you have completed a mission you can return to the Mission
House where the mission was given and declare it complete. You will then be
given whatever reward you were offered. Each mission has a specific order you
must issue to complete the mission, which you are told when you are given the
mission in the first place. Make a careful note of that order, because if you
forget it or lose it for any reason you can never claim the mission complete.
(In this instance, a letter to your GM will get you some help, but your
character will lose 100 GPs as a 'paperwork' fee from the Mission House.) You
can ONLY be on ONE mission at a time.
If you
try to join extra missions you will not be allowed to do so until the first
mission is complete. If a mission ever becomes impossible to complete for any
reason, you will be told that. If you wish to drop a mission before completion
you can issue the order 'L 99 0' again at any time.
Player’s
Note: Missions
to defeat named monsters from mission houses (and this applies to Watch Towers,
Druid Groves, etc.) are difficult to complete when there are large numbers of
characters around. Auto attacks with ranged weapons from other characters,
including other of your own characters, will often kill the monster target
before you can get close and/or even find the monster. Still, the rewards
appear interesting. Player’s interested in these reward should work together.
I
asked for a mission.
Outlaw
Hunt.
This
mission is offered by the Royal Commission.
Reward:-
50 GPs, 50 XPs.
Brave
Adventurers Hear This. You are required to go forth from this place and hunt
out a criminal who has fled to a nearby location. While all monsters are
enemies of the land, this criminal in particular has a bounty placed upon its
head for killing and robbing folk in a nearby village. You must slay the
miscreant to claim your bounty. If you wish to accept this mission use the
order 'L 99 0' while standing on this square and before you have been offered
any other missions. The completion order for this mission, which must be issued
here, is 'L 188 1' (using all three slots as shown.)
The
Mission Master shook my hand, saying, “Thank you for accepting this important
mission. The murderer is a Gutter Goblin that goes by the name Tempter the
Untrue (14344). When you have killed this criminal, return here for your
reward.“
(Sample
Mission Failed)
Unfortunately,
It is no longer possible to complete my mission. (14344) has died and my
mission is now cancelled. Player’s Note: This message is found at the end of
the last reported order when the target of the mission was killed by another
player.
I
asked for a mission.
Outlaw
Hunt.
This
mission is offered by the Royal Commission.
Reward:-
50 GPs, 50 XPs.
Brave
Adventurers Hear This. You are required to go forth from this place and hunt
out a criminal who has fled to a nearby location. While all monsters are
enemies of the land, this criminal in particular has a bounty placed upon its
head for killing and robbing folk in a nearby village. You must slay the
miscreant to claim your bounty. If you wish to accept this mission use the
order 'L 99 0' while standing on this square and before you have been offered
any other missions. The completion order for this mission, which must be issued
here, is 'L 188 1' (using all three slots as shown.)
The
Mission Master shook my hand, saying, “Thank you for accepting this important
mission. The murderer is a Dark Hand Initiate that goes by the name Ixnal
Slayer (3795). When you have killed this criminal, return here for your
reward.“
The
Crown Officer said, “Congratulations on your successful mission!“ and handed me
a pouch containing 50 GPs. (+ 50 XPs.)
I
asked for a mission.
Goblin
Migration.
This
mission is offered by the Bereny Army
Reward:
a suit of chainmail and 50 xp. I spoke to the local exploring officer, in
charge of hiring on freelancers for the Bereny army. 'Goblins tend to travel in
packs. Sometimes, one will travel alone to a place to see if it is a safe place
for the rest of the clan to come. We have spotted one such goblin and want you
to make sure he does not get back to his clan: we want no goblins moving in
around here. Kill him.' If you wish to accept this mission use the order 'L 99'
while standing on this square and before you have been offered any other
missions. The completion order for this mission, which must be issued here, is
'L 188 14' (use three order boxes)
I
spoke once more with the exploring officer, accepting the mission: 'You had
best get on with it,' he said 'the creature might head off any time and tell
his clan this is good place to come and live. It is A Demogoblin we want killed
that goes by the name of Vertigus the Bad (17135).
I
asked for a mission.
Renegade
Necromancer
This
mission is offered by the Royal College of Magic.
Reward
is 100 xp and a ring of white bone. I spoke with the Magistrum, who seemed
flustered: 'with necromancy legal, it is vital that those who become outlawed
are hunted down as quickly as possible. There is one such in the area: a foul
necromancer who practices his arts willy nilly. we need him....er....stopped.'
If you wish to accept this mission use the order 'L 99 0' while standing on
this square and before you have been offered any other missions. The completion
order for this mission, which must be issued here, is 'L 188 33' (use three
order boxes).
L
99 0 (Sample Mission Accepted)
I
spoke with the Magistrum once more: 'Good, good,' he said when I agreed to his
task 'please get on it right away!". Player’s Note: No indication of a
specific target was given, but as it happened, the target appeared to be in the
accepting characters view. A named Evil Necromancer. Later, when the target
must have been killed by another character or monster, the accepting character
received the ‘Sample Mission Failed’ message indicated above, and the ID report
as been killed match that of the Evil Necromancer.
I
asked for a mission.
Rogue
Undead
This
mission is offered by the Royal College of Magic
Reward
50 GP and 50 XP.
The
local magistrum spoke to me: 'Sadly, not all necromancers are under the wing of
the college and they have a terrible habit of raising minor undead and allowing
them to roam free, slaying the living and causing all sorts of trouble. One
such is in the area. We would be grateful if you would deal with it for us.' If
you wish to accept this mission use the order 'L 99 0' while standing on this
square and before you have been offered any other missions. The completion
order for this mission, which must be issued here, is 'L 188 9' (use three
order boxes)
The
Magistrum spoke to me :'I am very glad you have chosen to help us with this
little problem. The creature that has been sighted is A Zombie which has been
named Imagix Bates (A Zombie). Please end its animated existence.
The
Magistrum said: 'An excellent outcome to a troublesome situation. Here is your
renumeration'. He handed me a pouch of 50 GP (50 xp received). Player’s Note:
The completing character also received +1 Crown Favor, +1 Church Favor, and +5
Fame.
I
asked for a mission.
Evil
Statuary.
This
mission is offered by the Church.
Reward
100 xp.
I
spoke with the local Prefect, a crusader of Selador charged with offering tasks
to adventurers:' Several dark sects have discovered rites which enable them to
animate the gargoyles that decorate our churches. One such gargoyle has been
sighted in the area. For the good of your soul, I ask you to destroy it."
If you wish to accept this mission use the order 'L 99 0' while standing on
this square and before you have been offered any other missions. The completion
order for this mission, which must be issued here, is 'L 188 30' (use three
order boxes).
I
spoke with the Prefect once more: 'You are true of heart,' he said 'many
adventuring folk will only take on tasks for financial reward, rather than the
good of all. The creature that needs slaying is A Greater Gargoyle that we have
dubbed Imagix the Bad(=).
I
asked for a mission.
Ogre
Flesheater.
This
mission is offered by the Bereny Army
Reward
a pair of crimson gauntlets and 100 xp.
I
spoke with the local exploring officer, who hires freelancers for the army: 'An
ogre has been sighted in the area. Few of my lads are willing to go up against
one of these beasts and it has been eating some of the locals. We want you to
kill it. Killing ogres is high prestige in the army and you will be rewarded
with a pair of magical crimson gauntlets if you succeed.' If you wish to accept
this mission use the order 'L 99 0' while standing on this square and before
you have been offered any other missions. The completion order for this
mission, which must be issued here, is 'L 188 27' (use three order boxes).
I
spoke to the Officer once more: ' You are a brave fellow: ogres are no
pushover, but I am sure you will manage. It is An Ogre Lord that has been
spotted by the name of Fiend Hatemonger (An Ogre Lord).
I
asked for a mission.
Spriggan
Child Thieves.
This
mission is offered by the Royal Commission
Reward:
75 GP and 50 xp.
"Spriggan
are a constant problem for villages all over Bereny. They sneak into the places
at night and carry off children, which they then consume. One such Spriggan has
been sighted in the area and we wish you to make sure he never steals another child.
We want you to kill him.' If you wish to accept this mission use the order 'L
99 0' while standing on this square and before you have been offered any other
missions. The completion order for this mission, which must be issued here, is
'L 188 6' (use three order boxes).
The
Crown Officer said, as I accepted the mission: 'Many thanks, we must protect
our children against these vile creatures. This one is Leprechaun going by the
name of Trevale Steadfast (6812).
I
asked for a mission.
Dark
Elf Magi.
This
mission is offered by the Royal College of Magic.
Reward
100 GP and 100 xp.
I
spoke with the local Magistrum: 'The Royal College is constantly set to guard
against Midnight Elves and their foul magics. When one comes to the surface it
is usually for no good and one has been spotted in the area. We would be most
pleased if you were to slay the creature before it can complete whatever task
it has come here to perform.' If you wish to accept this mission use the order
'L 99 0' while standing on this square and before you have been offered any
other missions. The completion order for this mission, which must be issued
here, is 'L 188 16' (use three order boxes)
I
spoke once more with the Magistrum: 'Midnight Elves are dangerous wielders of
arcane power,' he said ' so take care. This one is named Urvon Xxaxx (3539) and
is A Midnight Elf Neuromancer.
L
999 0 (Sample Mission)
I
asked for a mission.
Spider
Horse Eater.
This
mission is offered by the Association of Free Traders.
Reward
100 GP, 50 xp.
I
spoke with the local Trader Spokesman who hires on adventurers. 'A giant spider
in the area has developed a taste for horseflesh. Most distressing, and eating
into our business: horses and mules are expensive! Kill it for us, if you would
be so kind, and we will pay you well." If you wish to accept this mission
use the order 'L 99' while standing on this square and before you have been
offered any other missions. The completion order for this mission, which must
be issued here, is 'L 188 19' (use three order boxes)
I
spoke once more to the spokesman:' Good, I am glad you will help us. Do a good
job and there will be much better work from us in future: we pay better than
any other mission hirer's around here, I can tell you! The creature is A Giant
Splinterback that those who have had their animals eaten by it have nicknamed
Lotus Salandimius (6225).
L
999 0 (Sample Mission)
I
asked for a mission.
Enforcers
Wanted.
This
mission is offered by the Association of Free Traders.
Reward
100 GP and 50 xp.
I spoke with the local Traders Spokesman: 'A man who was part of a gang who raided one of our caravans long ago has been sighted in the area. We never forget such slights and want an example made of this man. Kill him. Have no fear, he is an outlaw and you will not be punished for the slaying.' If you wish to accept this mission use the order 'L 99 0' while standing on this square and before you have been offered any other missions. The completion order for this mission, which must be issued here, is 'L 188 22' (use three order boxes).
L
99 0 (Sample Mission
Accepted)
I met
once more with the Spokesman: 'Track this criminal down in our name. He is A
Brigand going under the name of Jubatus (5103).'
Taking
long strides, I moved into Mountain Way Point.
A very
difficult mountain crosses gives way to a more easily travelled path here. To
venture back across the mountain crossing issue the order 'L 25 0' here. Or
take the path out of the mountains into the mainland.
A very
difficult mountain crosses gives way to a more easily travelled path here. To
venture back across the mountain crossing issue the order 'L 25 0' here. Or
take the path out of the mountains into the mainland.
New
Day Stable
I
stepped into a New Day Stable. A stables stood before me. It seemed to be
well-manned and open for business. Horses are available for purchase here. To
see full details of what horses can be bought use the order 'L 2 0' while
standing on this square. GMs Note: Horses, like most sub-characters that you
can chose to take control of in the game, cost a small fee each turn in real
money, as well as their gold
pieces
price for 'upkeep'. If you do not wish to pay the additional fee please do not
purchase one. To find out the current fee for sub-characters refer to your GM.
All normal horse gear can be purchased at a stables at the usual price with the
exception of Double Bridles, which must be purchased from a specialist. See the
list in your rulebook under 'Saddlery'.
B 0 0
|
||
| [B 653 Saddle cost 90 ] | [B 650 Horseshoes cost 60 ] | [B 1637 Numnah cost 20 ] |
| [B 1638 Martingle cost 15 ] | [B 1639 Standard Bridle cost 75 ] | [B 1641 Hackamore Bridle cost 175 ] |
| [B 1642 Curb Bit cost 20 ] | [B 1643 Snaffle Bit cost 10 ] | [B
1644 Horse Blanket cost 10 ]
|
| [B 1645 Blinkers cost 10 ] | [B 1091 Leather Barding cost 60 ] | [B 7898 Full Plate Barding +5 cost 3600 ] |
| [B 7899 Full Plate Barding +7 cost 5250 ] | [B 7900 Full Plate Barding +10 cost 6900 ] | [B 7901 Full Plate Barding +15 cost 8700] |
I
paced into The Old Observatory, my gaze intent on all around me.
I
pushed open the huge iron gates and walked into the Observatory grounds.
Pendleton
Keep
L 0
0
There
have long been legends that, long before the Tredachs became the kings of
Bereny, before the time of Thunder, a powerful warmonger attempted to rule
large areas of Southern Bereny. Lord Pendleton was his name. Now, the remains
of Pendleton Keep lie here, including the expansive dungeons below them. To
enter the impressive double doors of the keep issue the order 'L 2 0'. To leave
Pendleton Keep, stand on the door square and issue the order 'L 2 0'.
I look
around. There is a circle of eleven standing stones here, each between five and
six feet tall. One of these stones stands before the others, as if leading
them. Legend has it that the stone that is seperate from the rest: 'The Queen
Stone' used to be the queen of a small kingdom during the times of thunder. She
led her followers against the demons and here, on this hill, she was tuned to
stone for her presumption by Lashwisch, a minor demon of the cold stone. All of
the standing stones are covered with a thin layer of ice. From here, on this
hill, one gets a good view of the land all around. To examine the stones
further, use the order ‘L 2 0’.
I took
a closer look at the stones. They are covered with a layer of ice which. I
think, looks a little too thick to be natural. Perhaps I am wrong, as it is
very cold on this windswept hill. A close look at the stones revelaed that they
almost look as if they could be people tunred to stone: a thinning of the
stones at the top suggests a head, other bulges suggest arms, hips, breasts. If
they were once people, they were all women. The stones have clearly been here a
long time though and I well believe that they date to the time of Thunder.
Around the queen stone has been made offerings of flowers, though all are
faded. All of these are Snowflowers. To make such an offering, had I any
flowers, I shoukd use the order 'L 20' .
L
20 0 (First
Time)
I took
the bunch of Snowflowers and laid them at the foot of the Queen Stone.
Immediatley the ice on the stone started to melt and run off in small rivulets.
As the ice cleared, I could see a small white amulet standing in a niche in the
stone. 'Take it,' a soft female voice seemed to say in my head, ' take it as my
thanks for a moments beauty in an eternity of cold.' I took the amulet and
immediately ice began to form over the stone once more. A chill wind blew
across the hills and as it reached and stirred the flowers laying in the snow
they instantly withered away to nothing.
L
20 0 (Second
Time)
I got
out a bunch of flowers and started to lay them at the feet of the Queen Stone.
Instantly, a wind sprang p around me. The flowers were tugged from my hands and
blown away on the wind. A booming voice in the wind, so loud it stunned me,
cried 'No you will not twart my revenge! The wind chilled my bones and I could
feel the flesh being peeled from my face. I fell down in the snow. (lost 1
health, permanent frostbite scares lower appearance by 1)
Rangers
can learn various specialist skills here. The list of them, their cost and the
order to learn is as follows:
Running
2, 400 XP 400 GP, 'X 7709 1'
Running
3, 600 XP 600 GP, 'X 7709 2'
Running
4, 800 XP 800 GP, 'X 7709 3'
Ranger
Bow Expert, 300 XP 300 GP, 'X 7709 4'
Ranger
Bow Master, 500 XP 500 GP, 'X 7709 5'
Ranger
Bow Marksman, 800 XP 800 GP, 'X 7709 6'
Ranger
Bow Master Hunter, 1000 XP 1000 GP, 'X 7709 7'
Ranger
Bow Grand Master Hunter, 2000 XP 2000 GP, 'X 7709 8'
Flaming
Arrows 1, 300 XP 300 GP, 'X 7709 9'
Flaming
Arrows 2, 600 XP 600 GP, 'X 7709 10'
Flaming
Arrows 3, 1200 XP 1200 GP, 'X 7709 11'.
The
following items are purchased here:
No
items are for sale here.
REFUGEE
CAMP
M ? 0
I trudged into a refugee camp. I entered the refugee camp. Though it looks like it has been here several months, the place has a ramshackle and temporary feel about it. The populace look haggard and worn. Talking to them it seems that they had lived to the north of here for generations next to a forest made up of huge trees. The peace was scattered when forest giants started to emerge from these huge woods and kill and eat them. They were forced to flee their village. The folk here offer a 20 gold bounty for forest giant scalps (use normal sell orders). The King, apparently, has offered a large reward to anyone who can solve the giant problem.
L 0 0
I look around. I am standing out in the open, in the Kingdom of Bereny, in the lands of Myriad. The sky is clear and blue and the air is fresh.
Ruined Village
M ? 0
I stepped into a Ruined Village. I entered the ruined village. Though it looked intact from a distance, it is in fact merely the hollow shell of a once thriving community. Nothing lives here but stray dogs and rats and the place has been thoroughly looted.
L 0 0
I look around. I am standing out in the open, in the Kingdom of Bereny, in the lands of Myriad. The sky is clear and blue and the air is fresh.
This huge circle of standing stones could only have been built by giants, or magic. These are indeed the remains of the tomb of a Forest Giant. However, these ruins have been disturbed. It looks like they have been ripped apart from the inside, almost as if a Forest Giant had risen from the circle. The depths of the tomb have all collapsed in on themselves, making the depths inaccessible.
I
looked around. This whole area is carpeted with flowers. They are called, I
remember, Snowflowers, as I suppose one would expect. They are said to grow
here as a result of tears shed by Shanna for a queen on during the time of
Thunder who was turned to stone by a demon, but I have no idea whether that is
just an old Wive’s tale or not: it is not part of any accepted theology. I
believe the flowers are used in alchemy. The order ‘L 2 0’ can be used to pick
a bunch of snow flowers.
I
picked a bunch of Snowflowers and very carefully stowed them away in my pack,
trying to make sure they do not get crushed.
A
stables stood before me. It seemed to be well-manned and open for business.
Horses are available for purchase here. To see full details of what horses can
be bought use the order ‘L 2 0’ while standing on this square. GMs Note:
Horses, like most sub-characters that you can chose to take control of in the
game, cost a small fee each turn in real money, as well as their gold pieces
price for 'upkeep'. If you do not wish to pay the additional fee please do not
purchase one. To find out the current fee for sub-characters refer to your GM.
A man
came out of the stable and greeted me warmly. He explained the horses that were
for sale here and what they cost. All purchases must be made while standing on
the Stable square.
Mule:
costs 250 GPs to buy, then 12 GPs per turn upkeep. Order to buy is L 10.
Pony,
Timor: costs 500 GPs to buy, then 16 GPs per turn upkeep. Order to buy is L 20.
Horse,
Mustang: costs 900 GPs to buy, then 20 GPs per turn upkeep. Order to buy is L
30.
Horse,
Morgan: costs 1700 GPs to buy, then 22 GPs per turn upkeep. Order to buy is L
40.
Horse,
White Plume, costs 3500 GPs to buy, then 30 GPs per turn upkeep. Order to buy
is L 50.
I was given the V.I.P. treatment when I said that I
wanted to buy a White Plume. The horse was presented to me by a team of stable
boys and grooms, led up along a red carpet that had been hastily rolled out. I
handed over the 3500 GP's, hardly noticing the money, such was my awe at the
spectacular horse. Breathtaking!
I
stepped into Tiny Tiny Stuff, trying to stay silent. There is a shop here that
seems to sell tiny versions of weapons and armor. The generic B and S orders
will reveal the full inventory.
B 0 0
|
||
| The following items are for sale here:
|
||
| [B 4550 Tiny Bark Armor cost 18] | [B 4551 Pixie Sword cost 8] | [B 6854 Tiny Leather Armor cost 40] |
| [B 6855 Tiny Wooden Shield cost 8] | [B 6856 Tiny Chain Mail cost 100] | [B
6857 Tiny Fae Dagger cost 48]
|
| [B 6858 Tiny Scimitar cost 40]
|
[B 6859 Tiny Plate Mail cost 380] | [B 6860 Tiny Wooden Staff cost 16] |
| [B 6861 Tiny Tin Helm cost 16] | [B 6862 Tiny Woollen Cloak cost 4] | [B 6863 Tiny Leather Boots cost 8] |
| [B 6864 Tiny Leather Gloves cost 8] | [B 6865 Tiny Flail cost 100] | [B
6866 Tiny Nunchaku cost 90]
|
| [B 6867 Tiny Wand of Lightning cost 700] | ||
S 0 0
|
||
| This is a list of items which can be sold here showing
the item name and the price which will be paid for it.
|
||
| [ Tiny Bark Armor bought at 9] | [ Pixie Sword bought at 4] | [
Tiny Leather Armor bought at 20]
|
| [ Tiny Wooden Shield bought at 4] | [ Tiny Chain Mail bought at 50] | [ Tiny Fae Dagger bought at 24] |
| [ Tiny Scimitar bought at 20] | [ Tiny Plate Mail bought at 190] | [
Tiny Wooden Staff bought at 8]
|
| [ Tiny Tin Helm bought at 8] | [ Tiny Woollen Cloak bought at 2] | [
Tiny Leather Boots bought at 4]
|
| [ Tiny Leather Gloves bought at 4] | [ Tiny Flail bought at 50] | [ Tiny Nunchaku bought at 45] |
| [ Tiny Wand of Lightning bought at 350] | ||
A small family farm rested here, consisting of a couple
of fields and a strong stone and thatch house. Farmers are notoriously good to
travelers and consequently food and a nights rest are available here for free.
However, it's normal for those using this service to offer a couple of gold in
thanks. For more information issue the 'L 0 0' order while standing on the farm
square.
I asked for travelers refuge from the farm and the folk
who owned it were kind enough to agree. I spent a comfortable night in a
makeshift bed in the barn loft, enjoying a hearty meal of stew and vegetables.
I thanked for farm folk for their food and shelter and
they gratefully accepted my 2 GPs.
Despite careful negotiations, I could not agree a deal
with the farmers.
I walked carefully into Virgin Forest.
This type of untamed wilderness forest has been
carefully protected and nurtured by the Druids: the force of Shanna flows
strongly in this holy woods and I should be careful what I do: the plants and
animals native here are sacred to her!
M ? 0
Heading, I walked into a Wagon Station. A building
stands before me, with a sign advertising it as a Wagon Station. I can buy a
trip on one of the wagons. For information on how wagon journeys work and their
costs you should issue the order ‘L 2 0’. For information on the destination. I
should issue the order ‘L 3 0’. GMs Note: Each Wagon station provides a journey
to only one place, so you will normally see two stations together, one going
one way on the wagon route and one going another.
L 2 0
When you buy a wagon journey you will be given a wagon ticket. At the beginning of the FOLLOWING turn, as long as you have the wagon ticket and are still standing on the wagon square, you will take an 'instant' wagon journey to the destination station, appearing there on phase 1. You can therefore write orders on the basis that you will be in the new location. If you are not standing on the station square at the beginning of the following turn the ticket will expire and no journey will take place. People who are mounted MUST DISMOUNT or will not be allowed on the wagon. Animals, servants, followers and other dependents must have their own tickets in order to travel, but the wagon does have facility for them if they have a ticket. Horses, however, can never ride a wagon. A wagon ticket costs 25 GPs. To buy a ticket issue the order 'L 4 0'. You can only have one ticket at any one time.
L 3 0 (Wagon Station 11 North, 9 West of the Mines of
Miasma)
This is Forest View East Wagon station, part of the
Northern Star Wagon Company. Wagons are leaving, eastward bound for Raggedrock
East.
L 3 0 (Wagon Station 1 North, 1 West of the Village of
Raggedrock)
This is Raggedrock East Wagon station, part of the
Northern Star Wagon Company. Wagons are
leaving, eastward bound for Silver Chalice East.
L 3 0 (Wagon Station 1 North, 2 West of the Village of
Raggedrock)
This is Raggedrock West Wagon station, part of the
Northern Star Wagon Company. Wagons are
leaving, westward bound for Forest View West.
L 4 0
I bought a wagon ticket. I must be standing on this wagon station square at the beginning of the following turn to take my journey. (Player’s Note: The issuing of this order presumably is the cause for the special condition reported below.)
This is a journey ticket that grants you a seat on a
wagon heading out of shortly. When you buy a wagon journey you will be given a
wagon ticket. At the beginning of the FOLLOWING turn, as long as you have the
wagon ticket and are still standing on the wagon square, you will take an 'instant'
wagon journey to the destination station, appearing there on phase 1. You can
therefore write orders on the basis that you will be in the new location. If
you are not standing on the station square at the beginning of the following
turn the ticket will expire and no journey will take place.
(Result at the beginning of the turn after a ticket was
bought)
I climbed on the wagon and took a bumpy journey to my
destination. A building stands in front of me, with a sign advertising it as a
Wagon Station. I can buy a trip on one of the wagons. For information on how
wagon journeys work and their costs I should issue the order 'L 2 0'. For
information on the destination, I should issue the order 'L 3 0'. GMs Note:
Each Wagon station provides a journey to only one place, so you will normally
see two stations together, one going one way on the wagon route and one going
another.
I took a look
around the watchtower. A medium sized stone tower with a wall around it to
create a compound, these towers were erected by the king to act as bases for
the Bereny Army in their attempts to keep the roads safe for travellers. The
patrols are led by King's Knights, minor members of the nobility and officially
officers in the army, though many hardened veterans also make up the garrison
and patrols. The towers are a safe haven where all Bereny citizens are welcome.
The towers offer some services to travellers(use the order ‘L 2 0’ for
details), sometimes employ adventurers to help with their tasks (use the order
'L 4' for details). These missions usually involve killing fairly potent
monsters and are not for the faint hearted. The watchtower also buys and sells
some goods. (use order 'L 6' for details)
The
watch tower is a well supplied place and by the grace of the king offers a
number of free services to travellers in need. The local priest will attend to
the wounds of any who need it here (use the order 'L 10') and anyone is welcome
to eat a simple meal and get some sleep in the barracks (use the order 'L 20').
Both these services are at the King's grace and are free of charge.
L
4 0
The
Knight~Captain of the watch tower some times employs adventurers to take up the
slack and help keep the roads safe, offering them missions, usually to kill
dangerous local creatures. There are no 'brochures' to peruse missions, you get
offered what they have available. To apply for a mission use the order 'L999'
while standing in the mission house square. If you like the mission you are
offered you can accept it using the order 'L99' on the following turn. Until
you have issued the order 'L99' you are not actually on the mission, so there
is no need to do anything if you do not like the mission you are offered. If
you try and do more than one 'L99' order on the same turn only the LAST mission
you were offered will apply (so its really not worth doing more than one per
turn.) You can keep issuing one 'L99' order per turn until you find one you
like, but this is a slow process. The best bet is usually to give the first
mission offered a try. Once you have completed a mission you can return to the
place where the mission was given and declare it complete. You will then be
given whatever reward you were offered. Each mission has a specific order you
must issue to complete the mission, which you are told when you are given the
mission in the first place. Make a careful note of that order, because if you
forget it or lose it for any reason you can never claim the mission complete.
(In this instance, a letter to your GM will get you some help, but your
character will lose 100GPs as a' paperwork' fee from the Mission House.) You
can ONLY be on ONE mission at a time. If you try to join extra missions you
will not be allowed to do so until the first mission is complete. If a mission
ever becomes impossible to complete for any reason, you will be told that. If
you wish to drop a mission before completion you can issue the order 'L99'
again at anytime.
I found the small chapel
to the gods of light within the tower. The priest there happily attended my
wounds, as he does for all the injured folk who pass through here. 3 health
recovered.
(Sample Mission
Failed)
Unfortunately, It is no longer possible to complete my mission. (696) has died and my mission is now cancelled.
L 196 66
(Sample Mission Complete)
I spoke with the Knight Captain: 'Well done, that is one less threat for travellers in these parts to worry about. Here is your reward.' 100 XP awarded. Player’s Notes: The completing character received the 100xp and 100gp as advertised. Also, the adventurer received +5 points of fame, Crown Favor, and Military Favor.