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Special Thanks to the Artists

Black Hand Source for stock images. Jeff Preston for the fantastic character portraits. Grant Train for pages 13, 19 !" and the front co#er $and also to %allhalla &irsoft for use of their image'. (ousef Tu)an for page * $find him on +lickr for more fantastic ca#erns'. ,att Tomlinson for page -..

And to the Playtesters

/had 0ood1ard, Jason Harne2, Pa3lo Gam3o, 4ick ,2ers, &ndreas +antioch, 5oss 6li#er, /hris Ta2lor /raig ,c7nall2.

About the Adventure

(ou are free and encouraged to redistri3ute this ad#enture as much as 2ou like. This ad#enture can 3e used as part 1 of a campaign setting or on its o1n. 7f 2ou en8o2 it, sa2 hello on +ace3ook 9 if people like it then 7:ll release more parts. 7f an2one 1ants to 1rite their o1n ad#enture se)uels, send them along and 7:ll see a3out pu3lishing them as free ad#entures. +or 3est use, 7 recommend printing the ad#enture in 3ooklet format, 1ith t1o pages per sheet on each side. :Health ,anne)uins: ha#e 3een added to allo1 2ou to keep track of enem2 health le#els 32 scoring off hit;locations.
This ad#enture is propert2 of the &ndonome /oterie.

Plot Overview
T1el#e prisoners must 8ourne2 do1n the deadl2, a3andoned d1ar#ish mines to find the 3loodstone. <ach pla2er 1ill recei#e t1o to four of these ill; e)uipped prisoners to pla2, and the2 1ill need them. The mines are dangerous and unpredicta3le. The2 1ill 3e hacked at, maimed, shot at, 3urned and insulted. 6n top of this, the prisoners are largel2 useless in com3at, 3ut perhaps some fe1 1ill sur#i#e to retrie#e the 3loodstone in one piece if the2 1ork together intelligentl2. &t the clima= of the ad#enture, the sur#i#ing characters 1ill 3e confronted 1ith the realisation that each of them has one di#ine parent from the 4orse pantheon ; perhaps e#en the 3ig pla2ers> T2r, Brunhilda or Th?r. 6nce the2 3ecome full2 a1are of this, the2 manifest their o1n god;like po1ers and e=it the dungeon 1hile 3lasting through the creatures from 1hom the2 pre#iousl2 ran. This ad#enture runs off the Pol2morph s2stem, 1hich costs e=actl2 1hat 2ou 1ant to pa2. The printed #ersion 1ill 3e here soon.

The Big Bid

&t the 3eginning of the game, take 1! @uck points $perhaps in the form of poker chips or pennies' and di#ide them as e)uall2 as possi3le 3et1een the pla2ers. Auring the introduction $3elo1', descri3e the setting, the guards 1ho are taking them to the mine in the mountain, the cages in 1hich the2 are all 3ound, and some of the characters. 0hen a character is mentioned, pull out the character sheet and tell the pla2ers to 3id on it 1ith their @uck points. 0hen someone sets a 3id, the2 lose that man2 @uck points $regardless of 1hether the2 1in or lose'. 6nce someone has a character, sie is no longer allo1ed to 3id until e#er2one has the same num3er of characters. +or instance, in the first description, a druid character is descri3ed talking to the guards. Pla2er & 3ids a single token. Pla2er B 3ids 3 tokens, 8ust to sho1 that sie is serious. Pla2er B then takes the character, 3ut pla2er & still loses the single token. 4o pla2er can take more than hir share of characters 9 if there are four pla2ers then the2 are limited to three characters. Pla2ers are free to 3id . tokens in order to o3tain a character.

Luck Points
&t the 3eginning of pla2, each pla2er keeps hir unspent @uck points 3ut must go do1n to the usual ma=imum. +or the purpose of this game, the ma=imum should 3e 3 @uck points each for 3 pla2ers or B @uck points for ! pla2ers or 1 @uck point for - pla2ers. This num3er remains constant ; so e#en if characters die, a pla2er 1ith B characters left still has the same num3er of @uck points. &lternati#el2, the narrator ma2 1ish to a1ard each pla2er 1ith a num3er of @uck points e)ual to the a#erage @uck points of each character. This 1orks 3est 1hen there are four pla2ers, as the a#erage num3er of @uck points 1ill tend to B.

Pronunciation Some of these 4ordic names ma2 look a little odd, 3ut the pronunciation is )uite straight for1ard. :Ah: is pronounced like the #oiced :th: in :the: or :this:. :J: is pronounced like :2:, as in :2ello1:. :(: is pronounced like the :i: in :pip: and :i: is pronounced like the :ee: in :3eep:. :E: is pronounced like the :oo: in :loop:. 7f an2thing has a diacritic, such as F or G, 8ust pronounce it a little longer than a normal #o1elH or ignore it if languages aren:t 2our thing.

Keeping Track of the Characters

(ou ma2 1ell ha#e a group in the ha3it of sa2ing things like :7:ll tr2 the door: or :,2 character readies an arro1:. This 1on:t 1ork so 1ell 1hen the group has three characters in front of each pla2er. Ha#ing three characters ma2 seem like a lot of 8uggle, 3ut narrator:s do it all the time, and the pla2ers 1ill soon get used to it. The trick is to make each one memora3le. Just make a fe1 re)uests from the pla2er each time the2:re unclear a3out 1ho e=actl2 is checking for footprints in the sand or 1hate#er C 5emem3er to ask pla2ers to state the name of the character, as in :Blekka is going to cast a spell:. &sk the pla2ers to gi#e each action 1ith a single piece of information a3out the character. This could 3e a description of hir face, hir a3ilities or could e#en 3e an opportunit2 to fill in some of the characters: 3ackstor2. 7f the pla2er 1ants to gi#e each character a distincti#e accent, all the 3etterD This ma2 3e a 4orse setting, 3ut that:s no reason not to use a generic upper;class <nglish accent for no3le characters and a doric accent for the druids. !

4one of the characters ha#e histories 1ritten do1n. There:s little point in getting to kno1 the allies and pet hates of someone 1ho:s pro3a3l2 going to 3e dead 3efore long. Ho1e#er, the pla2ers are free to stick in an2 Histories the2 1ant. &s usual, each character has 3 Histor2 points and can take up to 3 points of Trou3les to 3oost their Histor2 points. 7f the2 e#er make it out of the mines ali#e, it could 3e )uite useful.

The characters are rather useless and fighting against the odds. Half of them ma2 3e dead 3efore actuall2 reaching the d1ar#en citadel. /onsider a1arding e=perience points for each section of the ad#enture 9 outside the citadel, the lo1er citadel and the upper citadel 9 instead of at the end of the session. These are 3asic characters, so the2 should gain 3 e=perience points at each 8unction, 1hich is enough to pick up a le#el in Strike or Aodge.

Iing S#Fnanda has recentl2 taken the land 32 coup. The old king 1as killed at sea, tra#elling to GrGr &udhn. S#Fnanda entered the castle as an honoured guest and soon 3egan to recei#e letters from #arious am3assadors. He pinned them around the castle for all to see ; promises of armies and plentiful crops, all at his disposal. Soon, he 1as in po1er and decided that he 1as sta2ing. He had half the 3arons in the +rG3ar 5Fki to count on as allies ; some 3ecause the2 1ere old friends and some 3ecause S#Fnanda had 3lackmail material on them. 6f course, politics is ne#er so eas2. The druids of the land did not recognise the 3lessings of the king on the rituals, and 1arned e#er2one that a terri3le curse ma2 3efall the land if a lo1;3lood king 1ere to sit upon the throne. S#Fnanda attempted to start a rumour that he 1as descended from T2r, the no3le god of duelling and e#en commissioned #arious 3ards to 1rite songs to that effect. Ho1e#er, the songs did not stick and no3od2 3elie#ed him. He feared that a druid in his presence could cast a spell to re#eal his 3loodline, sho1ing his lo1;3orn ancestr2. This, coupled 1ith the earlier slights the druids had gi#en him, pushed him finall2 into outla1ing all druidr2 and ordering the troops to hang an2 druids the2 come across. ,ost are unhapp2 a3out this order, 3ut S#Fnanda has still had some limited success in enforcing the la1. &nother desperate attempt to ha#e e#er2one to 3elie#e the stor2 of his high 3irth came 1hen he learned that the great A1ar#ish /it2 Banum S#eppum, in 5Fki Jotna, 1as destro2ed and the m2stical 3loodstone lost 1ith -

it. The 3loodstone is an o38ect reputed to sho1 the ancestr2 of an2one 1ho touches it. 7n the hopes of con#incing e#er2one of his good intentions, he made a great sho1 of sending his finest knights to fetch the stone, and 3ring them 3ack out 6f course, the king kne1 that no3od2 could actuall2 find it, so he sent a suicide s)uad do1n the mines in order to find it. He gathered together a full platoon of men armed 1ith the 3est armour, all of 1hom 1ere unhapp2 1ith his rule or 1ere kno1n for speaking out. He then pushed them up the hill and sent them do1n the last kno1n entrance to Banum S#eppum. The2 1ere ne#er heard of again. &fter that, S#Fnanda decided to cut do1n on the e=penses of prisoners 32 sending them do1n the mines. So far he has sent t1o 3atches of prisoners do1n to find the 3loodstone and neither ha#e returned. &ll in all, heJs rather pleased 1ith himself. 4e1s of his plans to find the 3loodstone ha#e con#inced a num3er of people that he reall2 is descended from the &esir $other1ise, 1h2 1ould he tr2 so hard to find the 3loodstoneK'. He has also relie#ed his 8ails of a num3er of political prisoners 1ithout the 3urden of guilt that comes 1ith e=ecuting strong fighters and innocent li3rarians and others.


The Story
0ooden cages. Guards chat. The characters are taken, 3ound in 1ooden cages and tied 1ith t1ine until the2 can 3arel2 feel /haracters their o1n hands. The cages are loaded onto introduced and horse;dra1n carts and pulled a little 1a2 up the 3idding. great mountain. The horses ha#e to stop at the 3ase of the great mountain, and e#er2one is taken out and pulled. <ach guardsman carries three 1eapons. The2 8oke a3out the s#art alfar 3eing in the area, and 1arn the characters a3out them 1ith a chortle and a prod :Remember, the svarts know no pity, only fun and games! So you all watch that you don't look like you're the entertaining sort if you know what's good for you : The march up is tiring, 3ut once the2 get to the top the characters are gi#en one last meal, and the guards e=plain that the2 must get the 3loodstone out, and to the 3ase of the mountain, in order to recei#e a pardon. The2 1ill 3e 1aiting at the mountainJs 3ase, and ha#e sealed up an2 entrances the2 ha#e found on the outskirts. There ha#e, so far, 3een three shipments of peoples into the mountain. 4one of them ha#e returned, and the fear is gro1ing that the king has effecti#el2 3een feeding fresh meat to 1hate#er is in that ca#e, allo1ing it to gro1 strong, perhaps producing children. Still, traitors to the criminals are no great loss, so no3od2 has complained a3out prisoners going inside the mountain and do1n the deep mines. 0hile 1andering up the mountains on foot, the head of the guards, &rfar#egi, complains aloud to the other guards a3out the lack of druids. He tells them that the land 1ill 3e cursed 3efore long. 6f course, this 3elief 1ill not prompt him to release an2 druids in the part2 ; merel2 suggest that their kind should e=ercise a little more political control ne=t time the2 speak against the king. Half 1a2 up the mountain, e#er2one finds the spot. The2 must clim3 t1ent2 feet up a sheet cliff;face 1here the ca#e opens, then do1n into a 1ide pit.

The2Jre gi#en a rope for the task, and told that once the2Jre in the other side, the2Jll 3e gi#en 1eapons and food. The first to go up must make a clim3ing check $&gilit2 and &thletics'. &fter that, clim3ing 1ith a rope re)uires Sur#i#al or &thletics 1, or a single hit 1hen rolling &gilit2. &n2 character 1ho doesnJt make it must either 3e )uickl2 helped or the guards 1ill take him 3ack, to return to prison to rot fore#er.

The Outer "ines

The Cave "outh
This cave mouth was never the main entrance, but a side-passage, originally accessed from above. Thro1n 1eapons. T1o spears, a mace, an a= and a 3roads1ord.

Three passages. 6nce in, the ca#e is onl2 illuminated 32 a single shaft of light. 7n the distance, it 0oman:s corpse. descends in t1o directions and rises in one. Great stones are littered a3out, and a single /ramped goatJs skull can 3e seen. 7f the characters passage. ha#e made friends 1ith the guards, the2 &cid. raise the 1eapons up and allo1 a character on the ca#eJs lip to thro1 them do1n. 7f the guards ha#e made no friends among the characters then the2 1ait until all characters are in the ca#e 3efore chucking the 1eapons o#er. The2 literall2 thro1 them, and donJt 1orr2 a3out maces and s1ords impaling the characters on the other side. The2Jre dead an21a2, so 1hatJs the 1orr2K

The characters make an &gilit2 Aodge roll to a#oid falling 1eapons. The 1eaponsJ #olle2 is 1orth B scatter damage. T1o spears, a mace, an a= and a 3roads1ord all fall do1n onto the character, follo1ed 32 t1o shorts1ords and a dagger. This 1ill arm some, 3ut not all, of the characters. &n2 characters 1ho did not dodge, or thought to gra3 a 1eapon as the2 fell gets first pick, follo1ed 32 the others in order of ho1 ast the2 are. 6nce the 1eapons ha#e settled, a final 3ag full of food and 1ater canteens, comes hurtling o#er the ca#eJs lip. &fter that, a single torch follo1s. 7t hits the ground and the pitch on the end is co#ered in the dirt2 lea#es and animal shit l2ing all o#er the ca#ernJs floor. &s the characters look do1n, the2 notice that the ground is onl2 artificiall2 high due to piles of mud and animal shit, all of 1hich must ha#e fallen from a3o#e. ,ost of the rest of the ca#e slides )uickl2 do1n, 1hile a 1ide and tall passage tra#els up1ards, co#ered in massi#e 3oulders. There is a nast2 smellH death sits in the stagnant air in the lo1er tunnel. The t1o passages do1n1ards 3ecome graduall2 smaller until the characters can no longer fit into either. The onl2 interesting thing in them is a 2oung 1omanJs corpse ; the cause of the nast2 smell. 6ne person from a pre#ious group refused to go do1n the mines, so she sat at the top, 3a1ling and pleading 1ith the guards to take her 3ack rather than let her 1ander into the 9

darkness under the mountain. The2 refused, and after the2 left she hoped that the other prisoners 1ould come 3ack up 1ith the 3loodstone and she 1ould 1alk a1a2 to freedom 1ith them, 3ut the2 ne#er did return, and the guards had gone, so she star#ed to death, alone in the ca#e, una3le to clim3 3ack out. 7n the up1ards passage, large 3oulders are dotted a3out like a toppled pile of 3ooks, one on top of the other. 6n the other side of one of the 3oulders is a sheer drop. 7tJs a3out fifteen feet do1n, and at the 3ottom it is impossi3le to see an2thing due to the 1inding 1a2 the 1all 1ea#es. Still, that is the onl2 option, and is indeed 1here the characters must go. &t the 3ottom, is a lo1 tunnel. /haracters carr2ing spears 1ill ha#e a difficult time. The passage changes 3et1een t1o and three feet 1ide ; on occasion more ro3ust characters 1ill ha#e trou3le pulling through it. &s the characters go through the tunnel, a slim2 undergro1th starts to s)uelch through their fingers, 8ust as the last hint of da2light is lea#ing them. &n 1.

acidic, mo#ing 8ell2 ; a creature a little like a mo3ile fungus ; has recentl2 mo#ed to the entrance of the ca#e and is doing 1hat comes naturall2> hiding 32 sticking along the ceiling. 7t secretes a second, clearer ooMe onto the floor, through 1hich it can feel tremours. &n2 time someone touches that transparent ooMe, the great, green acidic creature drops onto hir and 3egins to dissol#e hir. 7f the characters ha#e continued through the slim2 floor, the middle three are hit 32 the 8ell2. 7f the2 ha#e pressed on hard and fast, onl2 the last three are hit. 7f the2 ha#e pulled 3ack, the first three in are hit. &t this point, it is a good idea to remem3er the rations: 3ag ; 1hoe#er carried them has also lost e#er2oneJs food and the onl2 tinder 3o= to the acidD

Acidic Jelly
6nce it hits an2 character, it deals ! scatter damage. &rmour $or an2 t2pe of good clothing' 1ould defend against the 3urns as usual. 4one of the characters are 1earing more than 3are prisonersJ clothing, offering 1 die of protection. 6nce on a character, it 1ill cling to them, like a #enus fl2 trap. The character 1ill need B hits on an &gilit2 Aodge roll to get a1a2, and 1hile inside a small tunnel 1ith people on either side 1ill suffer a ;B dice penalt2. 7f the2 succeed in the dodge check, the2 can get the acid off them and make sure not to suffer an2 more 3urns. 6ther1ise, the2 1ill suffer another B scatter damage per turn. &fter it has suffered 1 damage from fire or ! damage from people attacking it and pulling it apart, it 1ill stop holding onto people, and dissol#e. 7t 1ill still 3e highl2 acidic, 3ut can 3e 32passed, so long as no3od2 touches it. 6f course, this 1ill 3e difficult in a small ca#e. 6nce the acid creature or its pre2 are dead $or possi3l2 once 3oth are dead', an2 characters 1ho 1ere 3ehind it 1ill ha#e a hard time pressing on. 7t and the 3odies of its pre2 3lock the passage. Still, 1alking on large rocks or the upturned 3odies of their fallen comrades 1ill help to a#oid the acid. &n2 characters making contact 1ith it should suffer an additional B dice of scatter damage.


The "ineshaft
The tunnel continues for another twenty feet or so before emerging in a mine-shaft. The walls have obviously been e!cavated here, but there"s nothing interesting in them, so they were left alone by the dwarves. This shaft is a tunnelled shelf through a wall by a sheer drop. The characters emerge from the tunnel onto a Tin2 shelf. 1 foot 1ide passage1a2 leading left and right. Three s#arts. &head of them, and follo1ing the foot 1ide path, is a sheer drop do1n to an unkno1n @ight;up 3o1s. depth, studded along the 1a2 1ith sharp rocks. The first character out 1ill almost fall to their death, and must make an &gilit2 %igilance check not to falter do1n the pit unless the pla2er has specificall2 re)uested that the character go e=tra slo1 do1n the pit. The far side of the mine shaft leads into a corridor, ten feet 1ide and si= feet high. /rouching in that corridor are three tall and slender M#art alfar. The2 ha#e learned that the 3loodstone is in the mines and are here to scout the area. The2 gained entrance through a separate underground tunnel.

Zvart Alfar x 3
The #varts" tall bodies are wiry and have a perpetual stoop, even when not in dwarvish tunnels. They pad about on slender two-toed feet, their backwards-$ointed knees allowing them to tread carefully and run like a horse when they wish. Their faces resemble some cross between a man and a hairless cat or perhaps a fo! - longish, with small noses and long, thin ears. Their eyes resemble nothing if not a goat"s - two pupils sit in the centre, staring at everything in a sideways manner. Principle> Jo2ful Attributes: ,ind B $%nsightful', Bod2 3 $&gile, ast', Grace 1 Skills: Strike B, &rcher2 B, &thletics B, +acade 1, Stealth B, %igilance 1 a!ic Skills: +ire 1, &ir 1, 7llusion 1 "alismans: The M#art alfar ha#e laid an enchantment into their 3o1s, making them light up like a lantern an2 time the2 knock an arro1. The light is enough to accuratel2 see pre2 for up to t1ent2 2ards and goes out as soon as the arro1 flies. E#uipment: Short3o1 $N1O NB', knife $N1' 1B

; $mark off health le#els on these'

The M#art alfar ha#e a real sense of pla2 and a lo#e of 1atching things die in hilarious and une=pected 1a2s. Picture a group of ps2chotic children, armed 1ith 3o1s and arro1s, and a little magic. The2 fire a couple of shots at the characters, hoping to 3ack them up so much that the2 lose their position. The characters cannot dodge, 3ut ma2 3e a3le to s1ing do1n and hold onto the ledge. 7f the characters think to charge the s#arts then the2 1ill run a1a2 )uickl2, laughing to themsel#es. The2 do not fear the characters, 3ut the2 do think it funn2 to run a1a2, snickering. 7f the characters do not charge them, the2 1ill 8eer at them and fire a fe1 arro1s, 3ut the2 1ill not kill more than three 9 the2 ha#e hopes of stealing the 3loodstone if the characters reemerge 1ith it. &s the characters enter the corridor, the2 can smell the stench of death from a corpse, at least three 1eeks old.


The Corridor

,an2 tunnels.

Ten condemned prisoners walked these P marks tested tunnels for some time before finding the tunnels. correct one. Some passages came into dead ends, others seemed to $ust go on forever, into increasingly impossible terrain. 'henever they found a passage which went nowhere, they carved an ( onto the side of the passageway, so remind themselves and warn anyone else who entered the mine-shafts. )espite the presence of undead dwarves, what finally took them was a hungry cave bear who had wandered too far into the mountain from one of the long tunnels. They fought, and some ran, but few made a proper escape. Those who did were soon attacked by a wandering horde of undead dwarves. The bear died soon after from hunger and bloodloss. The lich followed soon after, when a spirit servant informed him of the battle. *e turned into a fog and came to the site of battle, then with a sewing needle, a lot of twine and some magic, he put everyone back together. *e stitches the heads of two corpses onto the bear's shoulders, and then took off the bear's legs. our human legs replaced its lower section and two human arms were grafted onto its underside. %ts teeth were nicely filed down to a point with a dwarvish chisel and finally, a small but courageous soul was placed inside in return for its eternal allegiance to the lich. %t stands there still + the *errafnykur + a monster in the dark which waits for people to approach the front door. The great corridor opens up to a doMen mine shafts. ,ost go a3solutel2 no1here, and one leads to the d1ar#en citadel. The corridors 1hich go no1here ha#e alread2 3een marked 1ith an :P: 32 pre#ious prisoner groups 1ho ha#e searched them some of the 1a2 and returned empt2 handed. The2 are mostl2 safe, e=cept for one group of undead d1ar#es 1hich inha3its the area. The2 1ill 3e coming for the characters 3efore long. &nother corridor contains a num3er of dead criminals from a pre#ious incursion, and a final corridor contains a great undead creature, crafted to guard the entrance to Barnum S#eppum 9 the d1ar#en citadel.


The "ine Shafts # $

Aead ends.

The #arious doors 1hich are marked 1ith PJs all <ight sham3ling e=tend for mile upon mile. The2 1ander into old d1ar#es. gold seams, dead ends and occasionall2 ha#e rela2 points 1here d1ar#es 1ould make semi;comforta3le lodgings 1ith stra1 3eds, torch sconces, a ta3le for games and a fe1 cots to rest in. The #arious shafts are sometimes circular tunnels, three feet 1ide and four feet tall. Sometimes the2 enter natural ca#erns 1hich open into grand ceilings or massi#e drops. The drops 1ere pre#iousl2 tra#ersed 1ith large rope;3ridges 1ith tough fungi for 3ridge;girders, 3ut most 3ridges ha#e since rotted to nothing or remain in such a tattered state that the first character to cross it 1ill drop to the uncompromising rocks 3elo1, or the cold underground 1aters. The necromancer entered through one of these 3ridged tunnels some time ago, and his legac2 can 3e seen 32 the dead and dismem3ered d1ar#es. Ho1e#er, there are no complete d1arf corpsesH an2 corpses 1hich 1ere 1hole after the 3attle 1ere risen again, to fight for the necromancer. 4o map is supplied for the complete tunnels. 7f the characters insist on checking them all, the2 )uickl2 3ecome fatigued from 1alking. &t most, the2 1ill encounter the remains of some dismem3ered d1ar#es, acidic 8ell2 or the Mom3ified 3od2 of an old group of prisoners 1ho still 1ander the halls, unsure of 1here to go and ho1 to get out. &n2 Mom3ified characters encountered 1ill attacked if approached, 3ut other1ise ma2 onl2 look at the characters in a mournful 1a2, remem3ering a time 1hen the2 too could talk and eat and en8o2 the solid 1orld rather than look at it from inside a rotting, dead shell of a 3od2. +urther, if the characters 1ander #er2 far into these tunnels the2 1ill #er2 )uickl2 3ecome confused a3out ho1 to get out of the spra1ling, root;like tunnels. 7f the characters 3ecome completel2 lost, consider guiding them 3ack 1ith the death;curdling scream of a s#art as it encounters the Herrafn2kur. The s#arts ha#e 1andered 3ack into the mines to e=plore. The2 donJt think much of the PJs $though the2 ha#e noticed them' and think it 1ise to head a1a2 from the stench of meat that emanates from the Herrafn2kur. Ao1n one of these tunnels is a group of eight undead d1ar#es. The2 1ander these tunnels for as far as the2 can, going in and out, looking for intruders to the dead citadel on 3ehalf of the lich, their master. Gi#e the characters a 1hile to look around the corridor and perhaps to e=plore a little 3efore 2ou send the hordes of dead d1ar#es after them. The2 should 3e eas2 to spot, the2 do not tr2 to )uieten their footsteps. 7f 2ou are using the optional horror rules, their appearance 1ill 3e ne1, 3ut 1-

not a surprise, so 2ou should roll ! dice against the pla2er:s ,ind &ttri3ute $NB for 3eing )etermined'. &n2 characters 1ho run should lose a single point of Sanit2. &n2 1ho 1ant to sta2 should roll to see ho1 )etermined the2 can 3e, and that roll must e)ual or 3est 2ours. 7f a character gets fe1er hits than 2ours then for each hit 3elo1 2ours sie should lose 1 point of sanit2, though the2 do not need to run, regardless of the result. ,ake sure e#er2one declares 1ho is running and 1ho is sta2ing 3efore 2ou make 2our roll. (ou ma2 also ask them to put the character sheets of those 1ho are fleeing the scene a1a2, or underneath other character sheets so that there is no confusion a3out 1hich characters are still present. $ndead %&arves x ' Attributes: ,ind 1, Bod2 B $Slow> ;1. to 7nitiati#e' Skills: Grapple 1 E#uipment: Pick;a=es, pro#iding N1 to attack. The d1ar#es: tactics are rather straight;for1ard> attack the characters. Then attack more. The2 ma2 3and together to pro#ide more damage to a single character. 7f unsure a3out 1hich character to attack first, choose the pla2er 1ith the most remaining @uck points and la2 into hir 3iggest character. 5emem3er that 1hen attacking as a group, each d1arf recei#es ;1 and each d1arf 3e2ond the first gi#es the group ;1 to the T4. &fter that, their dice are pooled together. +or instance, if 2ou 1ant a group of ! d1ar#es to 3and together, each of 1hom ha#e 3 dice to attack 1ith at T4 ", the2 1ould 3e left 1ith * dice at T4 3. (ou could make t1o groups of ! d1ar#es, each 1ith * dice, and the dicepool can still 3e split 3et1een multiple characters. This limits the dicepool 1hich keeps the com3at easier and smoother to run.

The %irst &n'arked Corridor ( roo' A

Ao1n the corridor 1here the last group of prisoners died, their 3odies still lie, 3ut ha#e 3een ransacked 32 the lich in order to make the Herrafn2kur. The characters 1ill find fi#e heads, si= sets of arms, a great man2 legs and t1o 1"

Aismem3ered 3odies. Possi3le am3ush 32 undead d1ar#es. rusting spears. Those 1eapons are usa3le, 3ut 1ill shatter if the2 achie#e B hits in a single 3lo1 $1hether the 3lo1 is dodged or not'. The characters ma2 find themsel#es fleeing to this corridor once the2 encounter the group of eight d1ar#es, or ma2 find themsel#es 3o=ed inside after the group of eight undead d1ar#es follo1 them in. &cid 8ell2 on ceiling $doesn:t attack'. Herrafn2kur.

)ntrance to the !warven *eal' ( *oo' B

5iddle of the Ao1n this tunnel, the a3omination created 32 door. the lich stands read2 to defend Barum S#eppum from an2 intruders. 7t stands at the &cid 8ell2 main door to the citadel, thirt2 or so 2ards prompts the do1n the rough, dark passage1a2. &long the characters 1a2, an acid 8ell2 has formed on the corridorJs for1ards. ceiling, 3ut it does not ha#e an2 feelers on the ground, so it 1ill not drop unless the characters stand underneath it for a long time, 1ith a flaming torch pointed at it. 7f the2 do not attack it or don:t notice it, it 1on:t attack them. &fter the2 3attle 1ith the Herrafn2kur 32 the door, it 1ill slo1l2 drip do1n and follo1 them. &s the characters mo#e do1n the corridor, re)uest 1home#er is holding the torch and the heads of the part2 to roll 1ith %nsightful %igilance.


"he (errafnykur 7n front of the door to the d1ar#ish citadel lies the Herrafn2kur. This undead creature is an amalgamation of a dead ca#e;3ear and #arious dead prisoners 1ho died in area &. Heads, lim3s and those useful thum3s ha#e 3een tacked on at uncomforta3le angles all around the 3ear, allo1ing it to haul people to1ards itself to 3e mauled. &ll the lim3s are rotten and dripping ooMe as it degrades. The stench is a3omina3le and can 3e smelt from a mile a1a2 in an2 corridor. The herrafn2kur stands eight feet tall, gi#ing an2 character 1ho attacks it a ;1 penalt2 to attack dice. Attributes: ,ind 3 $)etermined', Bod2 3 $Strong ! ,' Skills: Strike B, Grapple B a!ical Skills: %itamanc2 1, The Herrafn2kur has an additional health location ; an2 successful roll of ! hits the set of human arms. The loss of either pair of arms gi#es the usual ;B penalt2 to the stench lord. 7n addition, 3 hits are re)uired to destro2 an2 location 9 e#en the head. B hits 1ill irritate it 3ut 1ill not damage it nor gi#e it an2 penalties.

"he Exit Behind the Herrafn2kur is the great door of stone. Epon itJs entrance are instructions 1ritten in d1ar#ish runes. 7f an2 of the pla2ers 1ant to sa2 that the2 are familiar 1ith the d1ar#ish culture, let them 1rite that do1n under their Histories section $it costs 1 of their 3 free Histor2 points'. 7f not, an2 character 1ith &cademics can make a roll and understand 3 1ords for e#er2 hit on a /reati#e &cademics roll. 7f 3oth of these fail, the characters ma2 ha#e to hunt do1n a M#art. The s#arts 1ill help if the2 are captured and threatened, or ma2 help 8ust to see the characters ad#ance, though speaking 1ith them 1ithout 3eing shot or other1ise killed 1ill 3e difficult. <#en once the deciphering is complete, the message is onl2 poorl2 understood 32 the characters> -pen. to enter. say back. move. good The phrase is a com3ination of t1o statements $1hich makes perfect sense to a nati#e speaker of d1ar#ish' ; QSa2 RopenS 3ack1ards and mo#e properl2J.


The pass1ord is QnepoJ, or the d1ar#ish e)ui#alent. 6nce spoken, the doors are meant to s1ing open. 7n this case, the2 1ill merel2 s1ing a8ar and then

stop ; the spell is old and needs maintenance. The doorsJ hinges are also damage from repeated 3eatings from con#icts 1ho ha#e tried to pass through here 3efore. & group of con#icts ha#e alread2 learned the ans1er and passed through these doors 3efore.

"he Acid Jelly

&fter the characters 3egin to ponder the riddle of the door, the acid 8ell2 drops to the ground and #er2 slo1l2 mo#es to1ards them. 7t spreads out like a great puddle, en#eloping the entire corridor then mo#ing into the ca#ern 1ith the door. /haracters 1ill 3e a3le to run around it once it enters the room and flee


to safet2, 3ut the2 1ill not 3e a3le to access the door again, onl2 look at it from a distance. 7f the characters start to 3urn it 1ith fire, the2 1ill find it much more difficult 1hile it is on the ground. 7t 1ill 3urn for a 1hile, recei#ing B hits as most of its :3od2: is 3urned, 3ut an2 further use of the lantern 1ill simpl2 put out the flame, as too much contact 1ith the ooMe 1ill put out the flame, lea#ing a torch 1ith stick2 residue all o#er it. The ooMe is not directl2 suscepti3le to fire magic $3ecause it is not flamma3le, like 1ood or clothing' 3ut can 3e 3urned indirectl2 32 putting 1ood or clothes on top of it. ,ost likel2, the characters 1ill run a1a2 from it 32 guessing the door:s pass1ord and running into the Aark 5oom.

The !ark *oo'

Good s)uares, /ong ago, the dwarves held this space as 3ad s)uares. their primary defence against intruders. The lich attacked it, not from in front, but 0ooden 3o= in from behind, coming up the secret stairs. the centre. The room was littered with traps all over, Hidden passage e!cept in a little alcove where guards could do1n1ards. sleep and from where they could shoot intruders with arrows. 0ust for good &cid /hase measure, a little bo! was left with a trap1 anyone opening would glow after opening it for some time to come. 2ven if they got passed the guards, all in the citadel would see them coming from across the great bridge. Through the doors, the ne=t room is dark, and di#ided into s)uares. Some of the s)uares are made of 3rick and others are traps. Some of the traps are empt2 chasms, others are lined 1ith spikes and some contain nast2 de#ices similar to a 3ear trap. <ach s)uare $and pit' is around t1o 2ards 1ide ; )uite 1ide enough to comforta3l2 stand on, or to fall into. Some of the trapped s)uares are open pits 1ith the illusion of a tile crafted o#er the top. 6thers are holes 1ith 1eak stone or ceramic o#er the top. &t the far end is a large alco#e o#er t1ent2 feet 1ide 1hich once ser#ed as a 3arracks. A1ar#es could not 3e directl2 attacked 3ecause an2one charging for1ard 1ould fall into the pit. 7nstead, the2 1ould fire arro1s at intruders 1hile hiding themsel#es 3ehind massi#e self;supported shields 1hich ha#e long since 3een plundered and rotted to nothing.


The 3o!
7n the centre of the large room is a single 1ooden 3o= on an ornate pillar. The pillar stands onl2 three feet high and the 3o= is 3eautifull2 car#ed from 1ood 1ith sil#er inlaid around the edges, making it gleam. The 3o= is empt2, 3ut should gi#e the impression that it contains precious 8e1els. &n2one opening it 1ill hear a d1arf mutter a curse in the d1ar#ish tongue, 1hile accusing the character of 3eing a thief $the #oice is created 32 an illusion spell'. 4e=t, a floating or3 of light appears on top of the 3o=. The second the character mo#es to1ards it, the 1erelight 3acks off. 6nce the character mo#es 3ack, the 1erelight chases him. The 1erelight 1ill follo1 the character 1here#er sie goes, al1a2s sta2ing 8ust out of reach and a3o#e the character 1hene#er the siMe of the room allo1s. This 1erelight can 3e a great 3lessing to a group 1hich has lost its last torch. Ho1e#er, it 1ill also alert an2one in the area to the characterJs presence. Sie 1ill no longer 3e a3le to hide from the creatures in the citadel or the mines. 7f the character dies, the or3 #anishes. Entil that point, nothing short of a darkness spell can affect it, and e#en that 1ill onl2 dim the light until the spell 1ears off. 0hen descri3ing the room, don:t dra1 too much attention to the tiles. (ou might sa2 something like this> The door opens slowly into an immense room, shrouded in darkness. The lantern light plays against the tiled floor + each tile nearly two yards across. -ne under your feet depicts a dwarvish symbol of unknown meaning, surrounded by various mushrooms. &head of it is another tile, depicting a dwarvish 4ueen, giving a speech to her sub$ects, and to the left of that a tile displaying a dwarf loudly farting at a dinner table,as various other creatures back away from him. &s you look ahead, you can see that the entire room is filled with these ornate tile1 the wall is covered with them, and as you look up, almost brushing your head are more tiles, all with individual patterns worked carefully into the stone, depicting line drawings, symbols and even writing. %n the very centre of the room is a small pillar supporting a small wooden bo!. 5othing but darkness sits behind it. There is a pattern to the stonesH those 1hich depict honoura3le and good d1arf 3eha#iour are safe. Those depicting shameful acts are traps. Honoura3le things might include certain t2pes of hard2 mushrooms, deep underground 1ork, gi#ing speeches to one:s famil2, ale;drinking competitions and polishing one:s a=e. Bad 3eha#iour includes speaking 1ith the s#artGlfar, drinking 1ine, looking up1ards to a tall person, trading su3standard goods $32 d1ar#ish standards', 3eing on one:s knees in front of a non;d1arf, collecting certain t2pes of mushrooms or farting in pu3lic. 7t should not B1

al1a2s 3e o3#ious to the pla2ers 1hich stones depict good 3eha#iour and 1hich depict 3ad. 7f a pla2ers asks if sie can detect an2 pattern among the stones and sie has the &cademics Skill then sie can roll hir /reati#it2 1ith it. ) hit * hits The character notices that some of the poetr2 is rude #erse and some is classic d1ar#en lore. 7t is noticed that some stones depict sacred e#ents, 1hile other onl2 depict fairl2 mundane and unimportant things, such as fungi or a meeting 1ith a mortal king. The character clearl2 percei#es that each important e#ent is surrounded on four sides 32 unimportant or offensi#e ones, and that e#er2 sacred tile is surrounded 32 non sacred ones.

3 hits

7f the characters 1alk onto a 3ad s)uare, it ma2 3e a pitH it ma2 3e a 1eak tile made of poor )ualit2 stone ; read2 to 3reak at an2 moment. &n2 time the characters 1alk onto a 3ad stone, ha#e them roll 1ith &gile 6 Aodge in order to e#ade ! dice of scatter damage, then craft a 3asic pit; trap around the result. +or instance, if the Aamage is B, *, -, - and the character rolls for 1 the dodge, then tell hir something like this> :The pit gives was beneath you, and instinctively you reach for the side. 7ou grasp it fast but still manage to bang the underside of your chin on your arms as they hold onto the hard stone floor. /ooking down, you can see a deep cut in your leg from a metal spike beneath the tile. %f you had not caught on, the spike would have travelled through your kneecap by now.: 6nce the characters enter the dark room, the M#arts come, dra1n 32 the pre#ious sounds of 3attle, and 1atch the characters. Since the characters ha#e gotten past the Herrafn2kur, the2 are dul2 impressed 32 them, and 1ill not confront them directl2, though if man2 characters are left, the2 ma2 shoot an arro1 if all of the characters are at the other end of the room $from 1here the2 cannot run 3ack to entrance )uickl2 1ithout the danger of falling into the pit; traps'.

8hecking the loor

7f characters decide to 3ang on tiles 3efore 1alking on them, this 1ill help to unco#er illusions of tiles, 3ut it 1ill pro3a3l2 not help to unco#er 1eak tiles. The sound of 3anging tiles 1ill attract the acid 8ell2, outside. So unless the


characters ha#e completel2 destro2ed it, it 1ill start to slo1l2 mo#e to1ards them.

The &cid 0elly

7f the characters ha#e not killed the acid 8ell2 1ith fire then it 1ill start to mo#e to1ards them after 3eing a1akened 32 the sound of 3attle 1ith the Herrafn2kur. Banging on tiles to check for traps 1ill speed it up and allo1 it to more easil2 locate the characters. The acid 8ell2 1ill not fall into the traps 3ecause 1hen spread out upon the floor, it is four 2ards 1ide $so it 1ill not fall into illusor2 tiles' and #er2 light $so it 1ill not 3reak trap tiles 1hich are designed to shatter'. The characters 1ill almost certainl2 see the acid 8ell2 coming up 3ehind them if the2 ha#e an2 light;source at all. 7t 1ill 3e eas2 to a#oid, so long as the characters can mo#e. Ep to nine characters can fit onto a single tile, though it 1ill not 3e a comforta3le fit, so the characters ma2 3e a3le to mo#e together. 7f the2 are 3eing chased 32 the acid, tr2 descri3ing a fe1 random tiles, deciding 3eforehand if the2 are trapped or not. 7f a pla2er guesses correctl2, sie can mo#e to safet2. 7f not, sie 1ill fall into a trap.

The Stair !own

Breaks in the

stairs. The alco#e contains no o3#ious e=it. 7n fact the Ao1n1ard route do1n is hidden under one of the tiles at the far end of the room. 6ne of the tiles that shooting s#arts. 1ould normall2 3e trapped has four handles car#ed into the outside. Grasping them allo1s the 3lock to 3e lifted up, re#ealing a stone stair1a2 that leads do1n. 6n the face of the tile is a l8osGlfar 3an)uet 1here d1ar#es are merril2 drinking 1ine 9 not a proper d1ar#ish drink at all. The stair1a2 spirals do1n around a central hole. The entire shaft 1as a straight drop until the d1ar#es enlarged it and added a stair1a2 around the outside. There is no handrail, and character 1ill ha#e to 3e careful not to fall o#er the edge as the stairs are onl2 1ide enough for a single character to 1alk at a time. The hole in the centre, ho1e#er, is se#en feet 1ide, and 3ig enough for a num3er of characters to fall into at once. Time has taken its toll on the ston2 stairs, and some parts ; 1edged in 1ith 1ood and held together 1ith magic ; ha#e degraded and collapsed. &s the characters approach, the2 1ill ha#e to 8ump o#er these 3roken patches. There are three of them in total, each slightl2 larger than the last.


&s the characters start to descend, the s#arts follo1 from afar. Their keen e2es can function 1ell enough 32 the limited light of the charactersJ torch. The2 1ill follo1 )uietl2 and then shoot at the characters as soon as the2J#e crossed the first chasm. /rossing a chasm, 1ith some time and a run;up, is a sure thing if the character has &thletics 1. 7f not, sie can roll to see ho1 ast sie is ; onl2 a single hit is necessar2. Ho1e#er, once the characters are 3eing chased 32 the three s#arts, the2Jll ha#e to mo#e much )uicker. The dim light and the staircase su3tracts ! dice from the s#artsJ archer2 attempt, lea#ing onl2 3. The s#arts 1ill ha#e to take time to aim, allo1ing them each to fire one arro1 e#er2 four turns. Select 1hiche#er pla2er has the most @uck points and roll to hit one of hir characters. /ontinue this until all of the characters are do1n safel2. &s long as the characters are running, the s#arts 1ill need t1o hits to the same location to hit them. &fter a fe1 rounds of 3eing taunted 32 the s#arts and shot at, the characters 1ill 3e a3le to e#ade them 32 running, and the s#arts 1ill let them go. The2 do not 1ant to kill all of the characters ; merel2 make sure that 32 the time the2 get to the 3loodstone, there 1ill 3e fe1 enough of them that the2 1ill not pose a threat. 7deall2, the2 1ill kill a fe1 characters again and again, until a single maimed, mad, unhapp2 person returns 1ith the 3loodstone, at 1hich point the2 1ill step out of the shado1s and approach to take it from the character. The stair1a2 is eas2 to 8ump do1n, 3ut S2m3ols> <arth, 8umping 3ack up one of the gaps is a challenging 1ater and air. task, and re)uires B hits instead of 1.

The "isty Path

/haracters 3lo1n from 3ridge.

0hen the pla2ers come out of the door at the @ocked front 3ottom of the staircase the d1ar#en citadel is onl2 door. fift2 feet from the pla2ers. 6nce the2 open the door, there is a 1alk1a2, three 2ards 1ide, leading into the distance. The d1ar#en citadel 1as 3uilt in an immense natural ca#ern and the d1ar#es ha#e e=panded natural ca#erns, creating a drop around it on all sides. The onl2 1a2 to access it is through one of the four 3ridges that stem from inside. The characters stand on the edge of one of those 3ridges no1. The great stone arches underneath 3ut is solid and flat on the top. Belo1 the 3ridge and all around the d1ar#en citadel is a massi#e drop, a3out si=t2 feet 3elo1. &t the 3ottom are #arious moulds, 8ellies and small creatures 1ho can sustain themsel#es 32 eating them. The2 are not as plentiful as the2 used to 3e


; man2 fed off the remains of the d1ar#en citadel, taking sustenance from 1hate#er 1aste the d1ar#es thre1 off the side. The characters cannot see the d1ar#en citadel from the 3ridge, 3ecause a hea#2 fog o3scures the #ision of an2one on the 3ridge. The fog does not e=tend far past the 3ridge, 3ut 1hile standing upon it, all one can see is that mist. The 3ridge, like the room 3efore, is co#ered in great stone tiles. These tiles onl2 contain elemental s2m3ols. &t the start, the2 ha#e nothing 3ut a repeated s2m3ol of earth magic ; a series of triangles inside more triangles. +urther on, other s)uares ha#e 1ater s2m3ols, and later, s2m3ols for air. The earth s2m3ols are there to keep the 3ridge strong. Aestro2ing those stone tiles 1ill 3e difficult, 3ut it is possi3le. 6nce destro2ed, the 3ridge 1ill 3reak and fall into the darkness 3elo1. The 1ater s2m3ols appear onl2 once the characters are half 1a2 along the 3ridge. The2 1ill summon 1ater onto the 1hole 3ridge as soon as someone steps onto them, making it a little slipper2. +ortunatel2, the rough car#ings in the tiles pro#ide some traction. The air s2m3ols, once stepped on, summon a might2 1ind. The mist 1ill scatter to re#eal the grand d1ar#en citadel 1ith empt2 3ut still shining 1indo1s. The2 1ill suddenl2 3e a3le to see the drop of fift2 feet 3elo1. The2 1ill feel the harsh 1ind pushing them off the 3ridge. 6f course, the d1ar#en 1atchmen kne1 the positions of those tiles and a#oided them. 6ccasionall2 the2 1ould step on the 1ind tiles on the 1a2 out to illuminate the path, 1hile a#oiding the 1ater tiles 1hich make the 3ridge slipper2. ,ost 1ould simpl2 use another 3ridge. 7n order to hold onto the ground 1hile the 3ridge is 1et and the 1ind is 3lo1ing, the characters 1ill need B hits in an &gile &thletics task. 7f the ground is not 1et or the 1ind is not 3lo1ing then onl2 1 hit is necessar2 to get to the other side. &n2one failing this task is shunted into the darkness 3elo1. 5emem3er 1hich characters are carr2ing torches and 1hich are carr2ing food at this point as the group ma2 lose 3oth.


Beneath the Stone Citadel

,adman at the

3ase. 7f most of the characters sur#i#e the 3ridge and arri#e at the other side safel2, then 2ou ma2 1ish Stream. to assume that an2 1ho ha#e fallen off are dead. 0andering 3rood This is a safe assumption, 3ut it doesnJt ha#e to 3e mother. the case. 7f most of the characters fall off the side of the 3ridge then 2ou need onl2 continue 1ith the <ntrances> sur#i#ors $if an2' for a single scene 3efore telling se1age pipe and the pla2ers that those 1ho ha#e landed, sur#i#ed. lo1er gate. Beneath that 3ridge is a giant, natural fungal garden gre1. ,an2 of the fungi reached up to eight feet high, and ha#e a great man2 mosses and other fungi gro1ing 3eneath them. 0hen the characters land on this immense fungal 3ed the2 1ill each recei#e B scatter damage from the impact, 1hich is softer than e=pected 3ut still a nast2 landing. 7f the2 ha#e an2 light, the2 1ill 3e a3le to look around and see the great natural fungal garden. 7f not, the2 1ill ha#e to cra1l, 3lind, around the to1er. The follo1ing locations might 3e of interest around the d1ar#en citadel.

"he +itadel
The citadel is e#er21here ; the entire ca#ern is 8ust an empt2 ring 1hich circles the 3ase of the citadel. The ground mo#es up and do1n and is usuall2 nothing 3ut a desolate, rock2 floor. The 1alls up to the citadel are steep and almost a3sent of handholds. Ho1e#er, someone attempting to clim3 up could succeed 1ith ! hits on an &gile Sur#i#al task. There are t1o entrances to the citadel from the ground ; one is a se1age pipe and one is an actual gate. "he Se&a!e Pipe The se1age pipe is se#en 2ards up, and is nothing more than a three feet 1ide hole. /haracters can attempt to clim3 up and 1ill need onl2 B hits in &gile and Sur#i#al. 6nce inside, the se1age pipe is fine to 1ander through ; it has not 3een in use in man2 2ears, and al feces ha#e 3een replaced 1ith underground fungi. The se1age pipe connects to man2 small pipes ; too small for characters to enter ; 3ut also connects 1ith the kitchen as a pit in the ground 1here kitchen 1aste could 3e discarded. B"

"he ,o&er -ate The gate 1as 3uilt on the off;chance that the d1ar#es 1ould e#er need to enter the lo1er regions, 3ut 1as ne#er used. Through man2 2ears of neglect it slo1l2 rusted. Through this gate, the lich that de#oured the mines entered. The gate is rusted, and 1as smashed open 32 the lich, 3ut he later attempted to fi= it 1ith magic. 7tJs still rather 3usted, and can 3e 3roken 32 an2one 1ith a Strong score of 3 or more, 3ut not 32 someone 1ith less. 7n addition, he car#ed a spell of deca2 on the ground ; an2 e)uipment made of 1ood or leather that enters through the gate 1ill deca2 and turn to mulch. The spell is car#ed into the inside of the gate and 1ill continue to function e#en if the gate is 3roken. 7t 1ill affect all such items in the area $perhaps 1eapons or talismans' 3ut 1ill onl2 1ork once. The stairs up1ards lead to a trapdoor in the d1ar#ish 1orkshop.

"he Stream
The greatest source of life in the area is the stream that gathers through #arious holes and drips from a3o#e, and then 1anders do1n the mountainJs intestines, finall2 emerging outside through holes too small for a person to enter. &s it goes through the ca#e, it feeds man2 underground plants ; mostl2 fungi, 3ut some mosses and spong2 plants that li#e onl2 in the deep underground. The plants are edi3le, and the characters 1ill 3e a3le to rest and recuperate here. 7n fact, there is enough for e#er2one to li#e off fore#er. Enfortunatel2, the characters: light 1ill not last fore#er, assuming the2 still ha#e it at all. .r/0ladhur Auring the pre#ious mission, 8ust under t1o 1eeks ago, one person sur#i#ed. He fell off the mist2 3ridge a3o#e, 8ust as the characters ha#e done, and onto the fungal 3ed. He then 1andered in the dark, fearing for his life, and finall2 found the stream. He has li#ed here e#er since, li#ing off the fungi. He has e#en found a little cre#ice in the 1all ; difficult to clim3 to and eas2 to defend ; 1here he sleeps. He sta2s there most of the time and goes 3ack to the stream on rare occasions to gather more food. He ne#er spends long a1a2 from his cre#ice, 3ut if the characters spend a da2 1ith the stream, the2 1ill encounter him. 7f he hears them speaking, he 1ill listen for a long time, silentl2. 7f he thinks that the2 are friendl2, he 1ill approach them. 6ther1ise, he 1ill lea#e them alone.


Attributes: ,ind 3 $1 due to madness' $8reative9, Bod2 B $ ast', Grace B Skills: /raft B, Aodge 1, Socialise B, Sur#i#al 1, a!ical Skills: +ire 1, &ir B, 7llusion 1, E#uipment: +lint, three short s1ords. Br8aladhur trained as a mage in the ro2al college, and hoped one da2 to 1ork for the king. His dream came true a little earlier than e=pected, and he 1ent to 1ork as a magical 8ester for the king. Enfortunatel2, 1hen the ne1 king 1as appointed, he put on a terri3le sho1, 3ursting into tears half 1a2 through it 3ecause he 1as so loathe to perform for the usurper. He 1as 3anished to the prison, and has not performed since. He has a particularl2 dishe#elled appearance, e#en for a 8esterO mageO con#ict His 8ester:s trousers and hat are in tatters, he is co#ered in dirt and his hair has a num3er of centipedes and lice in it 1hich he can ne#er )uite get rid of, no matter ho1 much hair he tears out. 7f the characters seem trust1orth2, he 1ill tr2 to 8oin them. He has some 3asic magic skill $including the a3ilit2 to make light', 1hich can make him useful, 3ut he is also paranoid and skittish. He 1ill likel2 flee from the undead, possi3l2 1hile screaming, at the first sign of trou3le. He ma2 3e taken on 32 an2 pla2er, 1hich allo1s that pla2er to use hir @uck points for him.

"he Exit
There is one crack in the outer 1all 1here the mines enter the 3ase of the citadel. The characters 1ill not ha#e noticed it, as it is a long 1a2 up a 1ind2 tunnel, 3ut if the2 follo1 the crack, through 1all clim3s and slipper2 surfaces, the2 1ill e#entuall2 emerge in the room 1ith t1el#e tunnels and the main door, detailed a3o#e under QThe /orridorJ.

"he .rood1


The lich, a3o#e, entertained himself for a short time 32 com3ining creatures that he found in the dungeon 3efore mo#ing onto more serious matters. 0ith a 3ear skull, stored as an artifact in a d1arfJs room, he managed to create a cross 3et1een a 3eetle and a 3ear. The product is a magical creature 1hich 1ill fade and die 1ithin a fe1 generations if it is not around magic. &t the moment, there is onl2 a single large mother and her 3rood of maggots. The2 are hidden under a rock 1here she returns to feed them 1ith fungi e#er2 da2 or so. The male is no longer around as he has 3een eaten 32 B*

the mother. 7f the characters find the maggots or 1ander around the stream for too long, the2 are 3ound to encounter the 3rood mother. She suffers no penalties from 3eing in the dark due to her e=cellent sense of #i3ration through the ground. She 1ill attack immediatel2 upon seeing the characters. 6nce one is dead or seriousl2 1ounded, she 1ill stop attacking $3ut 1ill defend herself' and 1ill attempt to carr2 the character 3ack to her maggots ; perhaps 1hile still ali#e. Attributes: Bod2 3 $Strong' Skills: Grapple B Enhancements: &rmour $3 diceJ 1orth' The 3rood mother 1ill run a1a2 if 1ounded more than once, and 1ill remain 1ith her 3rood for a month, at 1hich point she 1ill ha#e healed completel2. She 1ill ne#er lea#e her maggot2 offspring, e#en 1hen facing certain death. 7f the characters eat the maggots, the2 find that the2 are particularl2

nutritious and tast2. B9

The Outer Citadel

<#er2 room in the citadel 1as made 1ith runes of light, car#ed into it. The light is not 3right enough to read comforta3l2, 3ut it 1ill allo1 e#er2one inside to see 1hat is happening at all times.

The +ates of the Citadel

@ocked door.

@e#er. The outer gate at the end of the 3ridge is e=actl2 like all of the others ; 3locked 32 a massi#e iron door 1hich opens onl2 from the inside. The doors are three 2ards tall and three 2ards 1ide. 6n the front is an engra#ing of the d1ar#ish king @ongskegg PP%777, famed for his #alour in attacking the ,idgard serpent $though man2 sa2 that he merel2 kicked it and then ran a1a2'. &t each side $and a3o#e' the door are murder holes, 8ust under a foot 1ide and t1o feet high, designed so that d1ar#es could shoot arro1s out of them and kill an2 in#ading armies as the2 stood at the door. 6n the other side of the completel2 impenetra3le door is a massi#e le#er ; three feet long ; 1hich 1as used to open the door. 7t is still in reasona3l2 good condition and 1ill function 1ith a 3it of a push do1n1ard. 6f course, the characters cannot reach the other side of the door, so the2 cannot push it, or so it 1ould seem. The characters ha#e t1o o3#ious means of accessing the s1itch. +irstl2, if an2 of them ha#e Bod2 1 and do not ha#e the Strong +lair, the2 can claim to 3e skinn2 enough to fit through the murder hole. Secondl2, an2one 1ith long arms can attempt to push the le#er do1n 32 reaching through the murder holes. The d1ar#es had not considered this tactic 3ecause the2 imagined that the2 1ould strike an2 intruding arms 1ith a s1ord, and also had trou3le considering the possi3ilit2 of an arm so long that it 1ould reach up to the murder hole and o#er to the le#er. 6nce the le#er is pushed, the great doors s1ing open, re#ealing a room, glo1ing 1ith a soft light inside. & single group of prisoners has alread2 come through here, 3ut the2 decided that it 1ould 3e 3est to shut the door 3ehind themsel#es. Their footprints 1ill


still 3e #isi3le in the dust inside if the characters look for them or ha#e the %igilance Skill at B.

5usted 1eapons. @o1 roof.

The South Barracks

7nside this main room are the 3arracks 1here the d1ar#ish soldiers sta2ed. The roof is onl2 fi#e and a half feet tall ; fine for a d1arf, 3ut not so good for an2one taller. There are also rooms to the side in 1hich d1ar#ish soldiers slept. &n2one o#er fi#e and a half foot $most characters' 1ill suffer a ;1 penalt2 to all com3at tasks 1hile in this corridor and the surrounding rooms. 0ithin these 3arracks are #arious 1eapons ; all are a little rusted, 3ut the2 still function. The rusted edges 1ill 3reak a1a2 once the2 hit something, 3ut the remaining edge of rust can still hurt. 7f an2 rusted 1eapon inflicts B or more hits in a single round then the2 1ill snap completel2. &mong the rusted 1eapons are s1ords $short s1ords to the characters', spearheads $the 1ood has since rotted a1a2' and flails.

The +reat all

7n the great hall, the room raises to the grand heights of si= 2ards high. There is a 3alcon2 ring around the outside of the rooms 1hich is accessi3le onl2 through the stairs. & little stream of 1ater runs do1n the stairs and across the great hall, then into the 1orkshops and out the <ast 3ridge. "he ,ittle %ead %&arves &round the outskirts are #arious corridors. Ao1n each of them are d1ar#es 1ho ha#e died and 1ere implanted 1ith semi;sentient and malicious spirits so that their corpses could rise and 1alk again. The2 all ser#e the lich for fear of 3eing destro2ed. The2 arenJt entirel2 sentient, 3ut the2 do ha#e enough killer instinct to shuffle to1ards the characters and tr2 to kill them. 0hat 1ith all the d1ar#es guarding the area and those that li#ed here, there are around 1.. undead d1ar#es in total. &s the characters 1alk, their mo#ements and noise 1ill 3e heard 32 all of the little d1ar#es. Gi#e them some time to e=plore the area 3efore launching the encounter upon them. 5emind them that it is a )uiet place, and that the2 feel that the2 are 3eing 1atched. Tell them a3out the stench of rotting meat all around 3ut donJt spring death on them too soon, Stench of death. Small stream. Broken stair1a2. Sea of d1ar#es.


or too rapidl2. The d1ar#es should start to shuffle slo1l2 at first, and then in larger groups. 7f the characters tr2 to sta2 lo1, the2 can e=plore for some time ; the shuffling, dead d1ar#es arenJt #er2 alert. The2 can alert each other through the spirit 1orld if the2 see an intruder. 6nce one of them sees a character, the2 1ill all start to 1ander out and attack.

8ombat with the )warves

/om3at 1ith the d1ar#es is simpl2 a matter of realising that the characters cannot 1in the 3attle and then finding a good route to retreat. 7f the2 retreat up the stairs, the2 1ill enter the upper le#el, and ma2 3e a3le to destro2 part of the stairs, making sure that the d1ar#es donJt follo1. 7f the2 enter the kitchen then the2 can e=it through a hole in the side 1hich leads do1n to the outer ring. 7f the2 enter the 1orkshopsthe2 can escape through a hatch in the ground, leading to an a3andoned prison and then out at the 3ase, 8ust like the kitchen:s pit. 7f the2 enter the li#ing )uarters, the halls 1ill )uickl2 fill up 1ith the 1alking dead. Ho1e#er, the li#ing )uarters ha#e #arious paths in and out, and the characters ma2 3e a3le to gi#e the d1ar#es the runaround or ma2 3e a3le to cra1l out of one of the fe1 1indo1s 1hich look to the outside. 7n the li#ing areas, little dead d1ar#es 1ander out from almost e#er2 room to greet them. Ho1e#er, if the2 are )uick, the2 1ill 3e a3le to a#oid all damage for a time. /haracters 1ith <arth magic ma2 also 3e a3le to pass 3et1een 1alls, or e#en to the le#el a3o#e, some of 1hich is the roof, 1hile other sections of the ceiling lead to the upper le#el. 7f the pla2ers 1ant to gi#e the d1ar#es the runaround, ask them 1hom the2Jre follo1ing. That characterJs pla2er can then make a 8reative &cademics check, re)uiring B hits $this can 3e done e#en 1ithout &cademics'. 7f sie succeeds then the character has correctl2 figured out a direction 1hich 1ill allo1 minimal contact 1ith the d1ar#es. 7f sie o3tains onl2 1 hit then the characters 1ill 3e 3locked 32 si= d1ar#es 3efore e=iting. 7f the roll fails then the characters 1ill 3e 3o=ed in 32 t1ent2 d1ar#es on one side and another one hundred and fift2 slo1l2 approaching from the other. Attributes: ,ind 1, Bod2 B $Slow> ;1. to 7nitiati#e' Skills: Grapple 1 E#uipment: Some of the d1ar#es still ha#e s1ords, daggers or a=es, 3ut most ha#e to simpl2 grapple their opponents. "alismans: Some fe1 of them ha#e special necklaces around their necks, formed 32 the 3ones of little animals. 6nce the2 ha#e 3een sta33ed in the chest the character 1ho has sta33ed them 1ill transform into a mouse. <ach turn a die is rolled, and if -;* comes up then it is treated as a hit location, and 3B

that location transforms to resem3le a mouse and 3ecomes unusa3le until the transformation is complete.

The d1ar#es ha#e no 1eapons. The2 onl2 ha#e B attack dice to roll each, and 1ill use it to grapple at the characters. The2 ma2 also form groups, pooling their dice together and lo1ering the difficult2, as per the d1ar#es in the hall1a2 outside the citadel. Generall2, the2 1ill all go for a single target. +or e=ample, if there are four characters and fi#e sham3ling d1ar#es, the d1ar#es 1ill ha#e fi#e dice rolled for them. <ach one that comes up as a B or more is a hit and 1ill negate the characterJs die pool 32 1 for all future rolls $3ecause the2 are grappling, not striking'. 7f t1o come up as the same num3er then the d1ar#es ha#e gra33ed that part of the characterJs 3od2 and taken a health2 3ite out of it. <ach pla2er 1ho successfull2 attacks $and therefore stuns a d1arf' 1ill take a1a2 a single d1arfJs attack. 0ith a hundred d1ar#es on the loose, the onl2 1a2 to destro2 them all 1ill 3e to lure them into one of the traps on the 3ridges. The South 3ridge $upon 1hich the characters arri#ed' has a suita3le trap 1hich 1ill thro1 all of the d1ar#es off the 3ridge $though some ma2 sur#i#e the fall'. &s to the other 3ridges, see their indi#idual descriptions. A1ar#en

Living ,uarters

artifacts. <ndless corridors and rooms. Aark.

The #arious staff, tradesmen, tra#ellers, academics and a num3er of other d1ar#es and 1ho used to li#e in the citadel mainl2 3edded in the halls of li#ing )uarters. These halls look


a little like a ston2 hotel 1ith room after room. The map is pro#ided for illustration, 3ut 1hen descri3ing the stor2, it ma2 3e easier to forget a3out it and think in #er2 general terms a3out long corridors and a man2 different turn;offs, 1ithout tr2ing to stick to the e=act image gi#en. The rooms contain nothing 3ut standard items for these people ; pick a=es for miners, lists and maps for the cartographers, cooking e)uipment and miniature kitchens for #arious families, 1eapons for the guards and e#en childrenJs to2s $such as small a=es and 1ooden dolls of d1ar#ish heroes'.

The Kitchen

5otting food

stench. This great kitchen once fed o#er a thousand d1ar#es. 7t contains all the necessar2 and usual %odka 3arrels. cooking e)uipment, though almost all of the food Pit leading to is rotten and sour. There are three 3arrels of ale lo1er se1age 1hich are still in good condition, and t1o 3arrels pipe. of #odka. The kitchen also contains a large pit 1hich connects later to man2 small chutes that go up to toilets in the li#ing )uarters. 7t is three feet 1ide and connects to the lo1er le#els, e=iting t1ent2 feet a3o#e the ground. /haracters trapped in the kitchens 32 d1ar#es can attempt to enter this tunnel and e=it to the lo1er regions. Hammers and

The -orkshops


Trapdoor to The fi#e 1orkshops 1ere kept a1a2 from the prison 3elo1. li#ing )uarters of the d1ar#es in order to make sure that the2 did not keep e#er2one in the normal li#ing )uarters a1ake. Their 1alls are also made of e=ceptionall2 strong stone, and cannot 3e penetrated easil2, e#en 32 magic. 7nside are tongs, fires, fire1ood, an#ils, s1ords of all manner of )ualit2, a=es of e#er2 concei#a3le shape and siMe, cla2 moulds, stone moulds, cooking utensils and so on. 4e=t come a storage room for finished products on the 0est side and a storage room for tools on the 4orth. The storage room for tools dou3les as an office, and has a desk 1ith a num3er of shel#es 3ehind it for parchments 1hich detail 1ho made 1hat and 1here things come from.


The %our Bridges

6f the four 3ridges, three lead into mines. <ach one has doors identical to the pair the characters ha#e alread2 gone through. & fourth 4orth 3ridge used to connect the citadel 1ith the great d1ar#en cit2, 3ut since the coming of the lich, the d1ar#es ha#e retreated and ha#e collapsed most of the cit2. "he East .rid!e This 3ridge is 3roken. The mines that la2 on the other side are fore#er completel2 unreacha3le, as the gap 3et1een the door and those mines is o#er si=t2 feet. The little stream of 1ater that runs through the great hall has 3uilt up here and co#ers most of the ground leading up to this area 3efore falling off the edge of the 3roken 3ridge. 7f the doors are e#er closed, it 1ill start to 3uild up $the doors are 1atertight' and e#entuall2 the 1ater 1ill reach the le#el of the murder holes $- feet off the ground'. 7f the dead d1ar#es follo1 the characters to this 3ridge, the characters had 3etter turn 3ack )uickl2 ; there is no 1a2 for1ard and the drop 1ill kill an2one. 7t is possi3le for the characters to step onto the 3ridge and ha#e someone close the door 3ehind them $there is a le#er on the inside, 8ust as 1ith the first 3ridgeJs door'. The person on the inside 1ill ha#e to step out of the murder hole or 3e killed 32 the mass of d1ar#es, 3ut it 1ill keep the characters safe for a 1hile. 6f course, the dead do not )uit, and the characters 1ill pro3a3l2 star#e to death 3efore long or hurl themsel#es off the edge in despair. +inall2, it is possi3le to push the d1ar#es off the edge. 7f the characters can get the d1ar#es to this door, a total of ! hits on a grappling task $from an2 num3er of characters com3ined' 1ill push the d1ar#es off the edge. 7f there are man2 d1ar#es, most 1ill file into the 3arracks 3efore 3eing pushed off, 3ut once the 3arracks are full, the rest 1ill simpl2 tum3le to the harsh stone 3elo1 and 3reak. "he 2est .rid!e The 0estern 3ridge leads into further mines, though a recent ca#e;in has sealed off the mines to an2one 1ho doesnJt ha#e a small complement of d1ar#ish miners. Still, the lich fears attack from this side, so it has stationed thirt2 d1ar#ish Mom3ies on the 3ridge and closed the door 3ehind them. The 3ridge has a #er2 slight slant ; 3arel2 noticea3le at first. 6nce half 1a2 along the 3ridge, ice 1ill 3egin to form on it, and an2one standing on it 1ill fall to their death unless the2 )uickl2 gra3 onto the upright edge $&gile &thletics roll re)uired 1ith a ;B dice penalt2'. 7f the characters manage to lure the sham3ling hordes of d1ar#es to this 3ridge then once the spell acti#ates the d1ar#es 1ill fall to their death. 3-

The2 are not so stupid that the2 1ill follo1 their 3rethren once the2 see danger, 3ut the spell 1ill not acti#ate until a hundred or so are on the 3ridge, 3ut 1hich time it 1ill 3e too late for all of them. "he 3orth .rid!e This 3ridge is not merel2 a 3ridge ; it is an artificial tunnel. 7t is a 3ridge 3uilt 1ith t1o 1alls and a roof so that no3od2 ma2 enter it from a3o#e or 3elo1, 3ut onl2 from the citadel. 7t lead, long ago, to the d1ar#en cit2 in the rocks. The citadel stood at the heart of all the mines, read2 to guard against an2thing that might come from the depths to attack the great d1ar#en cit2 of Stegon BlegTd. The cit2 has since 3een purposefull2 ca#ed in 32 the d1ar#es to a#oid the lich reaching an2 further.

The Prisons
& hatch, placed at the end of the great hall1a2 in the 1orkshop, leads do1n to a fe1 rooms set aside for prisoners. The2 ha#e reinforced doors and are entirel2 3arren, 3ut are other1ise similar to the li#ing )uarters a3o#e. 6ne door, 1hich 1as locked and 3arred from the inside 32 a rotten piece of 1ood leads do1n a long set of 1inding stairs to a gate at the citadelJs 3ase and out into the great depression 1hich surrounds the citadel. 7t 1as here that the lich first entered the citadel, killed all the prisoners and used their corpses to create an undead platoon. See a3o#e for a description of this entrance 9 it is trapped 1ith a spell 1hich rots all 1ooden items.

The .nner Citadel

& large flight of stairs leads to the upper 3alcon2, and from there to a num3er of different locations. Auring the great 3attle, 1hen the lich 1as coming up these stairs 1ith a small arm2 of the d1ar#en dead to destro2 Iing @ongskegg PP%777, the d1ar#en guards smashed the stairs and made a hast2 retreat. The2 are still 3roken, and so no Mom3ies ha#e 3een a3le to make it to the upper le#el. The staircase mo#es up1ards in 8utting straight lines and the gap is onl2 si= feet 1ide. The characters 1ill 3e a3le to 8ump to the other side and pull themsel#es up if the2 ha#e &thletics 1 or if the2 achie#e a single hit on an &gile roll. 6nce up, the pla2ers 1ill ha#e successfull2 run a1a2 from the d1ar#es in the area.


Ep on the 3alcon2, the characters 1ill 3e a3le to see 3elo1 to the grand hall1a2. 7f the d1ar#es ha#e 3een alerted to their presence then the2 1ill 3e congregated 3elo1, and 1ill start to s1arm around the staircase.

0ith enough time and enough d1ar#es, it 1ill 3e possi3le for the little rots to clim3 up. The first t1ent2 or thirt2 1ill fall do1n the hole, 3ut their 3odies 1ill soon fill up the gap in the staircase, allo1ing the others to clim3 up to the 3alcon2. 6f course, this 1ill take them a long time, during 1hich the characters ma2 3e a3le to attack them. 7f the rotting d1ar#es are in a 3ad position, the2 1ill 3ack off after ten or so of their num3er ha#e 3een taken out of action $the2 1ill take a 1hile to figure out that the2 do not ha#e the upper hand'.


The Servants/ ,uarters

<=pensi#e items The kingJs ad#isors, some of the higher Ghoulish stench. ranking ser#ants and the kingJs famil2 li#ed in these rooms. The2 are large and e=pensi#el2 Three ghouls in furnished and all of them ha#e their o1n light hiding. spells cast 1hich start to come on as soon as an2thing li#ing enters the room. The 3ooks are mostl2 on ancient d1ar#ish poetr2 and technical 1orks on minerals. 6ne of them deals 1ith the forming of the 1orld and #arious theories on ho1 d1ar#es came into 3eing $d1ar#es uni#ersall2 re8ect the human tail that the2 1ere formed from the maggots 1hich 1rithed around the feet of a giant'. The 8e1eller2 is mainl2 male ; rings to tie into oneJs 3eard, thum3 rings, ornate a=es studded 1ith gems, coloured cr2stal collections, medallions featuring #arious d1ar#ish heroes and man2 more trinkets. &ll in all, there is enough 1ealth for e#er2one in the part2 to accumulate the Histor2> 0ealth B, or for someone in the part2 to accumulate 0ealth 3. "he -houls The lich captured the last group of prisoners, or at least, captured 1hat 1as left of them. He selected three and force;fed the other prisoners to them 3ite 32 3ite. <ating human flesh damages the soul, 3ut it strengthens the 3od2. The resulting men 1ere ghouls ; the2 are strong and )uick, 3ut also half dead. The2 do not need to 3reathe more than once an hour and onl2 re)uire to eat once e#er2 fe1 2ears, though the2 are constantl2 hungr2 for human flesh. The2 ha#e sat in the throne room, coming to terms 1ith their ne1 condition, for some time. The2 are trul2 cursed. The2 ha#e an a3omina3le stench, and can 3e smelt from o#er a hundred 2ards a1a2 32 an2one $though once the doors are locked, nothing can 3e smelled from outside'. Their touch is so painful that is 1ill freeMe someone 1here the2 stand 1ith shock. The2 are intelligent, 3ut so far ha#e pro#en diso3edient. Their minds ha#e 3ecome 1arped and the2 are #er2 arrogant a3out their ne1found a3ilities. Attributes: ,ind B, Bod2 3 $ ast', Grace . $:anipulative' Skills: Strike B, Aodge 1, Grapple B, Stealth B Enhancements: <ach time a ghoul makes a successful strike against a character, that character 1ill take a ;B penalt2 to all Bod2 actions for the rest of the scene.


The ghouls, are lightning;)uick, and the2 kno1 it. The2 1ill assume that the characters are their food, and then 1ill attempt to kill a single character, and then run a1a2 to safet2. 7f the group chases them then the2 keep running until one of the faster mem3ers of the group gains the lead. &t that point the2 1ill attack hir on hir o1n. 6nce someone has 3een struck, the2 1ill lea#e hir alone and focus on the others. The ghasts 1ill al1a2s attack 1home#er looks strongest 1hen gi#en the option. 7f the characters let them run a1a2, the2 1ill follo1 them, remaining 8ust out of reach 3ut ne#er so far that the characters forget that the2 are there ; follo1ing them. The2 1ill 1ait until the characters 3ecome tired, or until the2 encounter another monster. &t that point the2 1ill attack the characters 1hile the2 are engaged 1ith the other monster. The ghouls 1ill 3egin the encounter together, and 1ill all hide 3ehind a curtain in one of the ro2al suits. 7f the characters are searching around for 8e1eller2, the2 1ill rush them une=pectedl2 from 3ehind. The smell ma2 3e e#er21here, 3ut the characters still donJt kno1 1hat it making it or 1here to e=pect attack from. 5oll a stealth task for the ghouls and ask the characters to roll 1ith %nsightful %igilance.

The +arden

5otting plant smell.

This grand garden is 1here the d1ar#es gre1 Gong of light. some meagre plants and fungi for the troops S1amp up to the 1ho li#ed here and the tra#ellers 1ho 1ere knees. passing through. 7n addition, the2 gre1 #arious hard2, underground #ines 1hich The s1amp giant. could 3e used to make ropes and #arious ,agic riddle for other tools. +ar a3o#e the citadel is a ca#ernous the throne;room. stream 1hich drips onto the citadel:s roof and then meanders through a trough in the stone until it reaches a hole in the roof placed a3o#e the garden. The streaming 1ater pours into a 3asin in the guarden and pro#ided 1ater for all of the plantlife and for the d1ar#es. There 39

1as ne#er an2 1orr2 a3out it o#erflo1ing 3ecause 1ater 1as in constant demand, and 1ithout an2 da2 or night in the deep mountain, the d1ar#es ne#er stopped coming for 1ater. Since the d1ar#es: death, the 3o1l has o#erflo1n, the entire garden has 3ecome a murk2 s1amp and a stead2 earth2 stream flo1s across the hall, do1n the stairs, through the grand hall and out o#er the 3roken <ast 3ridge. & spell 1as set upon the 1alls 1hich lit up e#er2thing in the garden as clear as da2H this helped the #arious plants to gro1. 7n order to replicate da2light, the light 1ould onl2 come on 1hen a gong 1as sounded. That gong is sitting 3eside the entrance to the garden, and the light spell is currentl2 inacti#e. Ho1e#er, if an2one 1ere to hit it, the light 1ould come on and the entire room 1ould 3e illuminated. &s a result of the light spell, the fungi, #ines, #egeta3le shoots and the fe1 trees in the garden all lean to1ards one of the t1o 1alls. &ll e=cept those in the middle. This has the effect of making the garden look rather like a haircut 1ith a centre;parting and a 3ad moha1k in the middle, though the d1ar#es considered it a rather natural state for a garden to 3e in. The garden:s front doors ha#e 3een cast open and remain open still ; the characters 1ill smell it as soon as the2 are on the upper le#el and can 1alk in 1hene#er the2 please. 6n the right hand side the2 1ill see a 3right, 3rass gong 1ith the striker at its hand side. ,agical s2m3ols representing fire has 3een car#ed into the 1alls all around, and into the gong. Striking it lights up the room. &s the2 step into the s1amp, it 1ill co#er them to their knees. The s1amp inflicts a ;B dice penalt2 to an2one attempting to mo#e or dodge. The sludge can ne#er stop someone mo#ing entirel2, 3ut it can slo1 them do1n a lot.

"he S&amp +reature

The lich has spent some time in the garden, and has en8o2ed the changes 1hich ha#e come o#er it since the flooding. 7t has cast a spell on a set of #ines so that the2 grasp at an2thing li#ing 1hich 1anders too close to them. 0hen a group of prisoners 1andered too close to them and 1ere 3ound, he decided to magicall2 3ind them to the plants 1ith a com3ination of necromanc2 and earth magic. 6ne 1as selected as the Q3aseJ. His lim3s 1ere stretched and an additional humerus 1as added to each arm, gi#ing him t1o 8oints in the arm 3elo1 the shoulder. <=tra ri3;3ones 1ere added and another 8oint in the legs. &dditional 8oints 1ere added to his hands and the end fingers 1ere filed do1n to make sta33ing cla1s. He is no1 nine feet tall. The #ines are no1 a part of !.

him ; the2 are rooted into the earth that is stuffed into his enlarged ri3;cage. & little flesh still hangs from him, 3ut it is 3arel2 noticea3le under all the s1amp much 1hich slides o#er his outers. The #ines act independentl2 of the s1amp creature, and 1ill grasp and attempt to kill people all on their o1n. Attributes: ,ind B, Bod2 3 $Strong' Skills: Strike 1, Grapple B, &thletics B Special: &n2one attempting to strike the s1amp creature suffers a ;1 penalt2 due to its immense siMe. &n2one in close pro=imit2 takes an additional ;1 penalt2 to all actions due to the terri3le stench. +inall2, the #ines that surround him ha#e 3 dice 1ith 1hich to grasp at an2one $their T4 is -'. The2 cannot kill an2one, e#en 1ith B hits to the same location, unless the2 manage to gra3 the head, 3ut once an arm or leg is completel2 restrained, the #ictim 1ill suffer the normal penalt2, 8ust as if the lim3 1ere crippled. The characters 1ill first encounter the giant s1amp creature #ia its #ines. 7t spends most of its time l2ing do1n in the s1amp, lea#ing the #ines to trail off this 1a2 and that 1here the2 can gra3 an2 passers;32. The characters 1ill feel the #ines across their legs, 3ut the #ines don:t feel an2 different from the other foliage 1ithin the great garden, so the2 1ill 3e ignored. &t this point the #ines 1ill gra3 one of the characters 32 the leg and pull them under $roll for the #ines, re;rolling for another target if the2 fail to grapple the first character', then the s1amp creature 1ill stand up and grasp at the other characters. 7f an2 of the characters dodge, remem3er to take B dice a1a2 from them 3efore the2 roll, 3ut do not let them change action ; the charactersJ first instinct 1ill 3e to dodge 8ust as much as the pla2ers:, and the characters can 3e 8ust as surprised a3out ho1 futile it is.

"he -ate
&t the far end of the garden is a large magical s2m3ol, dra1n in d1ar#ish 3lood upon the 1all. The lich 1rote a riddle to the stone of the mountain to allo1 him to pass. The riddle is part of the spellJs s2m3ol, and 1as tied to the mountain 1ith the focus of the king $3ecause the d1arf king, @ongskegg PP%777 is a focus for the entire mountain realm 1hich he o1ns'. This spell allo1s the lich to part the stone an21here around the citadel ; he simpl2 states the name of the mountain in the old tongue and it parts for him. Ho1e#er, !1

1hen first drafted the spell 1as merel2 meant to allo1 him to pass into the throne room of the king, and so that part of the spell 1ill allo1 an2one to 1alk through the stone so long as the2 are standing ne=t to the s2m3ol and speak the old 1ord for QmountainJ. The language is an old fashioned #ersion of the common tongue of %anaheimr, and an2one 1ithout the &ncient /ulture Histor2 1ill ha#e to take a 8reative &cademics test in order to read itH each hit pro#ides three lines of the riddle. Stand at my foot and see my thigh. Stand at my shoulders and youll be high. On my chin rolls a big white beard, My crown by the wise is always revered The top of my head is completely bald Still I keep a heart of gold My boots are buried deep, beyond all need. Say my name and Ill let you proceed. &ns1er> & mountain 7f an2 characters guesses the ans1er, the stone 1ill mo#e a1a2 like hot 3utter from a flame and allo1 the characters to enter the throne room 1here the lich sits. 7t 1ill shift 3ack 3efore long, 3ut the command 1ord 1ill allo1 e=it as 1ell as entr2.

The Throne *oo'

'hen the lich came, ;ing /ongskegg ((<%%% turned and locked himself in his throne room along with his three best guards. This move was not popular among his sub$ects or his guards, but it also wasn"t terribly important, as it was not ten minutes before he and his guards were killed by the lich. The great door is well made and the lock is not easy to pick, but the lich found little problem in parting the stone wall from the garden, where the wall is thinner. %t walked through the garden and approached a wall which $oined up with the throne room, then opened the stone wall with a ritual of stoneshaping. Iing @ongskegg PP%777 is still in the throne room, co#ered in official plate armour and the famil2 em3lem $an a=e and a hammer crossing each other'. He sits still on the throne, 1hile the lich is standing upside do1n on the ceiling.


The three guards are sat around the lich and the king. 7n the centre of the room is a large 3ucket of 1ater 1hich the lich has had fetched from the kitchens. 7t contains t1o sentient 1ater golems ; pools of 1ater 1hich can take the form of men and mo#e a3out the room. &t the roomJs side are t1o suits of d1ar#ish plate armour, filled 1ith coals. The lich has animated them so that the coals can mo#e a3out as the2 please and strike at people. The2 each ha#e an a=e, 3ut cannot 1ield it #er2 1ell. 7nstead the2 prefer to grasp at people and then enflame themsel#es, shooting out fire and coal;sparks in e#er2 direction.

2ater -olems
Attributes: ,ind B, Bod2 3 $&gile' Skills: Grapple B a!ical Skills: 0ater 3 Special: The 1ater golems are insu3stantial, so the2 are difficult to damage and cannot damage or grapple others. Ho1e#er, the2 can also turn into ice 9 this means that the2 can 3e damage and can:t mo#e, 3ut all their attacks retroacti#el2 inflict damage. 0hen insu3stantial, the2 do not ha#e an2 hit locations. &n2 total of four hits 1ill kill them. Ho1e#er, 8a3s and sla3s 1ill not hurt them 9 onl2 hea#2 strikes of B or more Aamage $i.e. t1o dice on the same num3er' affect them 9 hits of 1 Aamage are ignored entirel2. The2 can still grapple areas as usual, 3ut their grapples cannot kill or restrict the target:s dice. Ho1e#er, as a free action the2 can turn to ice and make all grapples or Aamage real. +or e=ample, a golem rolls B, ", 3 9 it 1raps around a character:s 1aist, 3ut doesn:t ha#e much effect. 6n the ne=t turn, it rolls *, *, 1 9 t1o hits on the head. 6n the same turn it then turns to ice, completel2 incapacitating the character. 6ther characters can hit the ice golem 1hile in this state 8ust like an2 prone target, ho1e#er, the character 1ho is 3eing grappled 1ill recei#e half the Aamage that the ice golem recei#es. The golems kno1 that the lich can resurrect them once their souls are thro1n from their 1ater2 3odies, so the2 do not fear death and 1ill not 3ack a1a2 from a target 8ust 3ecause the2 are 3eing struck.

+oal -olems
The coal golems appear as full suits of d1ar#en armour, filled 1ith 3urning coals. The2 can mo#e and attack as if the coals 1ere muscles and tendons. Attributes: ,ind 1, Bod2 B $Strong' Skills: Grapple B !3

a!ical Skills: +ire 3 E#uipment> Plate armour $3 dice of protection', 0arhammer $NB attack' Special: The golems can e=plode in a torrent of flame 1hile grappling someone. This onl2 occurs on the turn after the2 ha#e latched onto them. The 3urns cause ! scatter damage to the target and B scatter damage to an2one 1ithin - feet.

Armoured $ndead %&arven -uards

These elite d1ar#en guards ha#e taken their e=ceptional strength into death. The2 ha#en:t lost their superlati#e armour either. &side from that the2 are standard dead d1ar#es. Attributes: ,ind 1, Bod2 B $Slow, Strong' Skills: Grapple 1, Strike 1 E#uipment: Broads1ord $NB to attack 1hile doing nothing 3ut attacking', plate armour $3 dice of protection'. Special: Being dead, the2 can take an additional hit to an2 location e=cept the head. 7t 1ill take 3 hits to destro2 their arm as usual $inflicting a ;B penalt2' 3ut B hits 1ill do nothing to them.


"he 4in!
The king still sits on his throne, no1 dead. The lich has reanimated him, 1ith his original soul. 7n a manner of speaking, he:s still ali#eH or at least sentient. 6f course, 3eing dead he has had nothing to do for some time, and the lich has told him that if he destro2s himself then his soul 1ill 3e 3ound to the nearest toilet instead of his old 3od2H so the king 8ust sits there, gathering age and deca2. He 1ill defend himself if attacked, 3ut 1ill not mo#e to attack. To the king:s right, The Bloodstone stands upon a podium. Attributes: Bod2 B, ,ind B Skills: Grapple 1 E#uipment: Plate armour

"he ,ich
The lich has a 8oint of metal around his neck, keeping his head in place. 7n his left hand is a 1ooden staff. He uses his kno1ledge of +orces magic to stand upon the ceiling. He has a serious people pho3ia, and doesn:t 1ish to go near an2 of the characters. &s a result of his ill;fitted and rust2 neck;3race, a single point of Aamage to the head releases the lich from his 3od2. His spirit 1ill almost certainl2 return, 3ut for the time 3eing he 1ill no longer 3e a threat to the characters. Attributes: ,ind ! $)etermined, %nsightful', Bod2 B $Slow, Strong', Grace 1 $*ideous' Skills: &cademics B, +acade 1, %igilance B, Stealth 1 a!ical Skills: &ir 1, 0ater B, <arth B, +orce 1, +orm 3, 4ecromanc2 B "alismans: Staff of Smoke @e#itation $once 3roken, the 1ielder transforms into smoke. The 1ielder can 1alk up 1alls and across ceilings', Skull pendants $the necromancer:s arms and hair are co#ered in the skulls and 3ones of small animals, each of 1hich is enchanted to turn an2one 1ho strikes them into an animal. 5oll for the result> 1;3> 5at, !;-> Aog, -;L> Ha1k, *> !-

Toad'. 7f a character strikes the lich on the head or arms for a single hit $3ut not a dou3le' then one of the pendants is struck, and the character 3egins to transform into the chosen animal, as per the Pol2morph spell.

"he 4in!5s 6oom

&t the side of the throne room sits a series of rooms 1here the king and his ad#isors slept and kept their personal possessions. The king:s 3ed is ornate, 3ut small and practical. The 1alls contain car#ings of him attacking the ,idgard Serpent 1ith an a=e. The store;room contains some e=pensi#e food and ornate a=es $completel2 impractical, 3ut 1orth a lot'.


The Bloodstone
The 3loodstone does indeed re#eal the ancestr2 of an2one touching it. 6nce it is held 32 someone, a 3linding light emanates from it, and #isions appear in the light of the ancestors of 1home#er is touching it. & normal #ision ma2 look something like this> There are some people setting the mud for an old house1 they rear cattle and have a child in it then when trouble comes over the hill they flee to the forest and the woman has a child but when the child grows up and the men from across the hill come again the child fights and the parents are killed so he $oins the army and fights some more with the men over the hill1 stopping only when an arrow lands in his thigh and though it never properly heals he finds the strength to till the soil and transport the pigs so that he can raise his own family then your father"s face - the younger of the four boys, though his face never look 4uite right until the beard forms and he meets your mother in the local tavern while too drunk to stand up yet sober enough to dance so they move in together and have more children and e!pand the boundaries of the farm after all the neighbours die from disease or from going to war. &fter the 3lindingl2 )uick famil2 histor2, the gem goes )uiet, and 1ill ne#er acti#ate for that person to see again. 7t is so 3right and strange a #ision that an2one in the area 1ill immediatel2 stop 1hat sie is doing and look to1ards the 3loodstoneJs sho1 until it finishes. 6f course things are going to 3e different for most characters. The first character to touch the 3loodstone 1ill find that sie is descended from a god. The usual stor2 of traders and farmers 1ill 3ecome e#ident, 3ut sie 1ill also see a strange feast taking place on top of a mountain 1hen it comes to one of hir parents. 4o3od2 seems to feel the cold and strong men thro1 lightning from the mountain top, 3ack onto the #illage 3elo1. There are 3eautiful 1omen, making the men laugh, and a man as tall as a 2oung oak kicking stones o#er to a near32 mountain. <ach of the characters has some descendent from this same feast ; the feast at 1hich @?ki enticed the gods of #allhalla and other places and a num3er of mortals all drank from the fermented nectar of the enchanted tree and dance together. The moment a single character touches the 3loodstone, the scene stops and the characterJs histor2 flashes 3riefl2 3efore hir e2es. The entire room stops fighting and stares in a1e at the lightsho1 $assuming that the2 1ere fighting'. &sk the pla2er 1hat kind of god hir character 1ould 3e !L

descended from. 7t could 3e one of the classics ; Th?r, T2r or Brunhila ; or one of the less popular gods ; Hel, Hermodhr or %ali ; or a god that the character 1ishes to make up. 7t could 3e a great 3eing from %anaheimr or a po1erful 3eing from 4iflheim $an2one is appropriate, e=cept for 6dhin $1ho 1as not present' or @?ki'. Take a 3rief note of the characterJs proposed ancestr2 and tell the pla2er to name a fe1 po1ers that hir character should ha#e. 0rap these suggestions around the enhancements in the Pol2morph core 3ook and gi#e the pla2er four points of enhancements. +or e=ample, the pla2er ma2 sa2 that sie 1ants a character descended from a giant 1ho 1as a master of illusion. The narrator suggests 3eing super;tall $for B<P' and ha#ing an &ffinit2 for 7llusion magic $3<P'. The illusion skill is re)uired for the &ffinit2 to 1ork, so the pla2er 1ill ha#e to take it later in order to use the &ffinit2. ,ean1hile, the pla2er has o#erspent 32 1 point, so the +la1 Q7 canJt turn it offDJ is taken, and signifies that the character 1ill fore#er 3e tall, 1ith no a3ilit2 to shrink do1n to normal siMe, and as soon as the illusion spells are created, the2 1ill dance around the character, changing hir appearance randoml2. 0hen assigning po1ers to pla2ers, remem3er the follo1ing points>

<ach pla2er can onl2 ha#e one character 1ho turns out to 3e the child of a god ; the rest are normal mortals. 7t should 3e the pla2erJs fa#ourite character. The first character to touch the or3 must 3e the child of a god. 7f this is not a fa#oured character, then the pla2erJs fa#ourite character 1ill still 3e the child of a god. Ho1e#er, the additional enhanced character 1ill 3ecome an 4P/ at the end of the scene, or perhaps at the end of the ad#enture. &sk the pla2ers to descri3e 1hat po1ers the2 should ha#e then translate their suggestions into po1ers descri3ed in the rule3ook. 7f a pla2er 1ants to think a3out it then lea#e the points unspent. Aon:t allo1 the stor2 and com3at to gro1 stale 1hile a single pla2er makes decisions or hums through the core 3ook as if leafing through a 0inter catalogue 1hile the other pla2ers 1ait. /onsider putting a minute:s timer on selecting po1ers and then mo#e onto the ne=t turn of com3at.

6nce the first pla2er has the 3lood or3 and hir po1ers, itJs time to resume com3at. The lich ma2 ha#e 3een stunned 32 the light 3ut it reco#ers )uickl2 and continues to cast offensi#e spells at the characters. The encounter ma2 go something like this> !*

6ound ) The characters confront the lich and start to shift their positions. 6ne of them thro1s a spear at a fire golem to no effect. 6ound * The 1ater spirits reach the characters. The characters tr2 to hurt them 3ut cannot. Both grapple characters, co#ering their head. The lich opens the ground around the charactersJ feet 1ith an <arth spell, and all ha#e to roll &thletics to attempt to flee. 6ne falls in attached to a grappling 1ater golem. 6ound 3 & part2 mage 1ith access to 0ater magic enacts a )uick spell to thro1 one of the 1ater golems off a character and onto one of the fast;approaching coal golems. The other 1ater golem freeMes itself, incapacitating the #ictimJs arm. The remaining fire golem e=plodes o#er a num3er of characters causing minor 3urns. 6ound 7 The characters 3and together to attack the remaining fire golem and the three dead d1ar#es in plate armour start s1inging their 3roads1ords into the characters. 6ne of the characters 3reaks off from the rest and attempts to gra3 the 3loodstone and the com3at ends for a moment for the #ision to take place. The lich attempts to turn one of the characters into a rodent using +orm magic, 3ut the spell fails. 6ound 8 6ne character, 1ith the ne1found po1ers of a god, thro1s off the dead d1ar#en king and casts a long;range, di#ine 3last of lightning at the lich. The other characters continue to set into the dead d1ar#es in plate armour. C and so on, 1ith further character death, and perhaps some more enhanced characters, all culminating in the lich turning into mist and fleeing the scene.


The *eturn 0ourney

6n the return 8ourne2, the characters 1ill lea#e the 1a2 the2 came. The2 1ill pro3a3l2 face all the creatures the2 ha#e pre#iousl2 run. This 1ill might include the hordes of dead d1ar#es and the s#arts, possi3l2 e#en the Herrafn2kur. The characters 1ill pro3a3l2 not 3e a3le to get through the hundred d1ar#es 1ithout thinking their 1a2 around the pro3lem 9 e#en 1ith their ne1found po1ers a hundred undead d1ar#es cannot 3e taken on 1ith 3rute force along. B2 the time the main 3attle in the throne;room is o#er, the d1ar#es 1ill pro3a3l2 ha#e made it up the stairs 32 standing on those 1ho fall do1n the gap. The characters might 3e a3le to run a1a2 if the2 can lure enough d1ar#es into the upper area and then drop the to the 3ottom floor, fifteen feet 3elo1. 0hether the first group of s#arts 1ere killed or not, there should no1 3e fi#e more 1ho ha#e met up 1ith the scouting group and 1ho 1ish to take the 3loodstone from the characters. The2 1ill remain in hiding and fire upon them of a sudden from a dark mine passage.

The Lich
Ilaus 1as a small child 1ho ne#er pla2ed 1ith the other children. <#en if the2 hadnJt teased him so much, the 1a2 the2 1ould run around and didnJt do 1hat the2 1ere told $32 him or their parents' al1a2s unner#ed him. He 1as a terri3le farm;hand, so he 1as taken in 32 a local magician at a 2oung age and taught magic. He learned )uickl2, 3ut ne#er got o#er his o#erpo1ering fear of people. 7n fact, the more he interacted 1ith magic, the 1orse it 3ecame. 6ne night, he got into a ro1 a3out a particular 1a2 to freeMe 1ater and the s2m3ols that his master insisted on using. Ilaus 3oasted that he could do it 1ithout the need for clums2 s2m3ols, 3ut his master simpl2 hit him across the head and told him to get 3ack to stud2, then took a great deep gulp from his mug of ale. IlausJ cold rage 1as )uick, and he 1as sore after the strike to his ear, so he commanded the 1ater to freeMe 1hile it 1as headed do1n his masterJs throat. His master choked to death, and Ilaus 1asted no time in freeMing the 3od2 completel2 after dragging it into the sno1 outside. He 1ould later tra#el the land, asking for simple ser#ices in return for his spells. 0hen people took him up on his offer he demanded high pa2ment. 0hen the2 refused, he 1ould 3light all the land for miles around. He 1ould al1a2s appear all of a sudden and )uite une=pectedl2 so that the #illagers -.

1ould ha#e no time to think a3out his offer and less time to gather arms against him. He took up ser#ants to make the tra#elling easier, 3ut he 1as ne#er happ2 1ith them. The2 ne#er did e=actl2 1hat he told them and 1ould al1a2s 1ant to stop 1orking for food or sleep or other things that he ne#er cared for ; e#en in himself. Soon, he mastered the magic of forms, and 1ould change his shape into all manner of strange things ; 3ats, 1ol#es and mist. He particularl2 liked 1andering 1here#er the 1ind 1ould take him, high a3o#e the houses and completel2 immune to the cold. 7t 1as not long 3efore he ran into a to1n 1hich 1as prepared for him. & #illage seer had seen his coming and rallied the to1nsfolk. The2 did not approach, as the spirits 1ould 3e 1atching, 3ut the2 did read2 their 1eapons and 1ait for the cr2. 6nce he had started talking to an old lad2 on the outermost section of the house, the #illagers came at him 1ith sniffer dogs, forks and flails. The2 sho#ed him and his manser#ant to the ground and 3uried their farming tools in his neck, then thre1 his 3od2 into a shallo1 gra#e in the ground. Ilaus had alread2 cast a spell on himself 1hich 1ould guarantee that he 1ould sta2 in his o1n 3od2 despite death or dismem3erment. The head 1as 8ust 1ell enough attached that the 3od2 could respond, and to he gathered himself together, 3ound his head to his 3od2 1ith loose rags of clothing and stole a1a2 from to1n in the middle of the night. Since then he has preferred the underground 1here it is al1a2s night. He has searched and searched for a place to make his o1n, 3ut has found no ca#e to his liking, and no1here that he feels is safe. 6#er the 2ears of isolation, IlausJ fear of the li#ing has onl2 gro1n. He sometimes deals 1ith his pho3ia 32 fleeing from people $or indeed an2thing larger than a small rat' and sometimes deals 1ith it 32 killing people. He reacts to most mammals in the same 1a2 that an arachnopho3e reacts to spiders ; fight or flight. +inall2, after 2ears of e=perimenting 1ith magic alone in the dark and getting no1here, he decided to take an underground place. The d1ar#ish citadel looked like the perfect place. The lich prepared a staff that 1ould turn the 1ielder into smoke as soon as it 1as 3roken, and planned to use this as an escape route. Soon after, it turned its 3od2 to smoke using long and la3orious magic to e=amine the defences of the d1ar#en citadel. Then one night, it entered. 7t 3egan 32 casting a spell for a 1ater2 trap to kill a num3er of miners in a deep pit. He raised all t1ent2 of them from the dead to ser#e him, and ga#e the call out to a hundred near32 spirits to come to de#our the souls of those d1ar#es 1ho 1ould 3e destro2ed in the coming hours. 7t 1andered 1ith the undead arm2 through the pit at the 3ase of the d1ar#en citadel. The2 -1

came in through a neglected 3ottom gate. Ilaus stopped 3riefl2 to cast a spell that 1ould 1ard against an2one entering after him. The2 then entered and killed all the prisoners. @uckil2 for the lich, there 1as no3od2 else around to see, and the d1ar#en halls are so thick that the d2ing screams of the prisoners 1ere not heard a3o#e. 0ith the s1elling arm2, it entered the upper halls and 3egan to freeMe up the armour of the d1ar#en troops and then let the dead arm2 de#our them. Sigils had alread2 3een cast upon the dead troops such that an2one 1ho plunged their s1ords into them 1ould change into a little mouse. The d1ar#es 1ere no match for such magic. +inall2, the lich changed its form into smoke 1hile protected 32 the sham3ling hordes and 1ent up to the citadelJs top le#el. 7t could not access the kingJs room 3ecause the great door had 3een locked, and could not penetrate the 1all at the side of the door 3ecause it 1as too thick, so he entered the garden, 1here there 1as a 1all to the kingJs cham3er 1hich 1as thinner than the rest. +rom there it entered and froMe the armour of the guards 1ho protected the king. 7t summoned the fire out of its holder to attack the king and his guards, and once the guards 1ere dead, it summoned spirits into their 3od2 to make them rise again to fight. 0hen the lich had finall2 killed the king it strolled out and met the guards 1ho had 3roken the stairs in an effort to protect the king and seal off the upper le#el of the citadel. 0hen the2 1ere greeted 32 the dead king and 3roken guards, animated like puppets, the2 ga#e up their hea#2 a=es to run do1n the stairs. Ho1e#er, the dead 1ere too man2 for them, and the2 1ere torn apart. Since then, the lich has entertained itself 32 e=ploring the citadel, getting to kno1 its rooms, planning 3attles 32 ordering the troops around in mock 3attle plans and 32 getting to kno1 the #arious d1ar#en te=ts that still hold some interest for the dead necromancer. The #arious prisoners that the king has sent do1n also hold some interest for him. 7t kno1s that the2 1ere sent after the 3loodstone. 7t has no care for the o38ect, 3ut likes to pla2 1ith the prisoners, and has started to pretend, on occasion, that the prisoners ha#e 3een sent to it as a form of tri3ute from the king. 7t has e#en composed a num3er of letters to the king, thanking him for the prisoners, and descri3ing ho1 the2 ha#e 3een impro#ed and modified in the care of the citadel $though he has no 1a2 of sending these letters'. 7n its head, the lich is an orderl2 king 1hose small kingdom is 1ithout crime and kno1s nothing 3ut peace. &ll su38ects are lo2al and there is no unhappiness nor unpleasant da2light or unnecessar2 noise. He is the perfect ruler in the perfect kingdom. Throughout the stor2, the lich 1ill appear in t1o forms. +irstl2, it 1ill appear as the death fog ; a fog 1hich 1anders through an area and raises the dead to -B

fight 1ith the characters. The lich takes a long time to reach this form through spells, concentration and the 3urning of the right kind of oak $something 1hich is in limited suppl2 3ut still present in the d1ar#en citadel'. 7ts presence is not much mentioned in the ad#enture 3ecause it is )uite unkno1n 1hen characters 1ill die. Ho1e#er, 1hen the2 do the narrator should remem3er that the2 1ill rise again, and it 1ill not 3e long 3efore the2 catch up to the other characters. 6f course, the2 1ill pro3a3l2 3e no match for the characters, 3ut the2 can still scare them, and the loss of oneJs peace of mind is a terri3le thing.