the sorcerer's manor

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    Story by: Bret WintersCover:Ted Chesky

    Artwork:Suzanne Winters

    Dario Corallo

    Playtesters:George DewKaren Duke

    Alec GroathouseSean GroathouseTony Groathouse

    Todd JohnsonAaron Keisch

    Sean MathewsJerry Meyer Jr.

    Kat Shults

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    Redpoint is in upheaval. Gomar has brokenfrom Demetrian rule and declared himself to beking. A series of alliances with certain uplanddespots and beast-man nations has given himpower, which he is now consolidating in

    campaigns to the south of the city-state.With King Gomars attention focusedelsewhere, several groups have gained power.The slavers guild has doubled their trafficthrough the port; a rise in illicit trade hasgenerated two additional thieves guilds tocompete with the ancient original; killers in darkrobes have been spotted all over the city; andhideous beings terrorize neighborhoodsneglected by the watch.

    The Maul is an old region of the city, in the

    common district and swept by decades of slavesand other immigrants. It is now a series of slums,and a low priority of the city watch.

    There is a new evil with the Maul as its home.Murders and abductions are at an alarming high,and those responsible seem to be the robedmen, perhaps aided by grotesque minions. It isbeneath the notice of the government, and thepeople are powerless and scared.

    You are raw adventurers, ready to make yourway through the world with your steel and your

    wits. Despite all the martial and criminal activityongoing throughout the city, it is seeminglyimpossible to find work as independent blades.But then you hear old rumors of a sorcerer'streasure somewhere in the Maul. Consideringyour lack of prospects, you decide these areworth investigating.

    You learn the location of the Sorcerer's Manorfrom Honest Alzander, a crazy map-seller in thebazaar of the Maul. It is an ancient structure thatpre-dates the current civilization in Redpoint, thatat one recent time housed a strange man ofgreat power. He has not been seen in decades,but none who have tried to burgle or collect taxesfrom the manor have returned. Now it is therumored home of ghosts and demons. And someodd comings and goings

    Even though you are inexperienced, you areconfident in your abilities. So it is in the pre-dawndarkness that you climb over the wall and drop tothe courtyard beyond. The great stone house is

    fairly a fortress. But the central doors hang ajar,and with the first light you will enter.

    depict an encounter area. One hexagon (hexequals roughly one meter to five feet.Adventures

    An adventure is designed to be played eithesolitaire or with other players. If played wi

    others, one player should be the Game Maste(GM), reading the instructions aloud and keepinclose track of game time and the party's curreprogress.

    CHARACTERSEach character possesses three attribute

    Strength, Dexterity and Intelligence.Strength (ST): Strong characters inflict an

    survive more damage.Dexterity (DX): Agile characters hit enemie

    and dodge blows with greater success.Intelligence (IQ): Smart characters are bette

    able to notice clues and apply skills.New Characters

    Create a new character with 32 pointallocating a minimum of ST8, DX8 and IQ8Distribute the remaining eight points as desireDecide if your character is normal or a magNormal characters begin with three points oskills (see Skills); magical characters begin witthree points of spells. Record your character

    attributes, skills, capabilities, weapons anbelongings.

    RESOLVING UNCERTAINTYA character hits a foe by passing a three-d

    DX check (3/DX). The player rolls three six-sidedice (3D6) and totals the results. If the total is hcharacter's DX or less, he hits; otherwise hmisses. For example: Ajax (DX11) rolls 2, 3 an5 for a total of 10. This is his DX or less, so hhits Hector and rolls for damage (see Damage).

    A ST check (3/ST) can be required for physic

    feats or an IQ check (3/IQ) for mental ones. four-die check is abbreviated 4/DX, 4/STor4/IQWinning a Check

    Each player rolls one or more dice. The highetotal wins, provided it does not exceed thcharacter's attribute (+skills). On a tie, the higheattribute wins. If both totals exceed their relativattributes, both characters fail.

    SEQUENCE OF PLAYLegends is played in turns. The side wit

    initiative moves first. Sides then alternate turnuntil only one side survives.Initiative

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    Player's TurnThe player moves each of his characters, in

    any sequence, one at a time. He must completeone character's turn before proceeding to thenext. When all his characters have taken a turn

    or passed, the player's turn is over and the nextplayer begins his turn.Character's turn

    A character can move up to his movementallowance (MA) and execute ONE action. Hemust move before acting. A character may pass.

    MOVEMENTA character's MA is half his DX, rounded down.

    A character may move up to his MA in hexesbefore executing an action. For example: Ajax(DX11) moves five hexes and attacks.Space

    Only one character can occupy a space,unless grappling an enemy. A character muststop upon entering an enemys space.

    ACTIONEvery character can execute ONE action per

    turn. An action is shooting, striking, grappling,etc. A character cannot move after an action.Reaction

    A defender can act out of sequence,

    immediately reacting to ONE of his attackers.However, the defender gives up his followingturn. A reaction is counterattacking, dodging orentering the attacker's space.

    If an attacker passes adjacent to a defenderand does not attack, the defender cancounterattack or enter the attacker's space.Shoot/Throw

    An attacker with a missile or throwing weaponhits an unobstructed defender by passing 3/DX.If he passes, roll for damage; if he fails he

    misses. If the defender survives, he mayimmediately counterattack. If adjacent, he maycounterattack or enter the attacker's space.

    A shooter cannot move in the turn he shoots,but a thrower can. Missile range exceeds theplaying board. Throwing range is the thrower'sST in hexes. A thrower must recover his weaponfrom the target hex before throwing it again.Counterattack

    A defender surviving an attack may

    immediately counterattack by shooting or strikinghis attacker. The defender hits by passing 3/DX.If he hits, roll for damage; if he fails he misses.

    DodgeA defender dodges a strike by passing 3/DX.

    he fails, he is hit. On passing, he must retreone hex away from the attacker into a vacaspace. If no such space exists, he is hit. He ma

    view the attacker's hit roll result, but not damagroll result, before deciding to dodge. A defendecannot dodge a missile or thrown weapon.Entering an Enemy's Space

    Entering an enemy's space counts as an actio(or reaction). If used as an action, the defendecan execute a preemptive counterattack. Thdefender hits by passing 3/DX; otherwise hmisses. If the defender hits, roll for damagadding an additional die. Both characters drotheir weapons/shields and are now grappling.

    GrappleEnemies in the same space are grappling, an

    can only attack each other. A grappler can onattack if he begins his turn grappling. Attackautomatically hit; roll for damage. If the defendesurvives, he can immediately counterattack.Drag

    A grappler drags his opponent into anadjacent unoccupied space by winning a Scheck. A grappler with twice or more the ST ohis opponent suffers no mobility penalty nor mu

    he attack only into his own space. When movinghe carries his opponent with him.Escape

    A grappling character escapes into any empadjacent space by winning a ST check. If he failhe remains grappled. A character with twice omore the ST of his opponent may freely exit thgrappling space and move/act normally.Change Weapons

    A character takes a turn to change weaponHe cannot move in the same turn.Cast Spell

    A character casts a spell by passing 3/IQ. Hcannot move in the turn he casts. If casting directspell, the caster must win an IQ check, othe spell fails. A caster can only cast a spell inta hex with an unobstructed line of sight.

    INJURY & EXHAUSTIONInjury is measured in damage point

    exhaustion is measured in fatigue points. Botare cumulative. When a character accumulates

    combination of damage and fatigue equal to hST or more, he immediately falls unconsciouand is completely helpless until he recovers

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    FatigueFatigue counts towards falling unconscious but

    not death. Each fatigue point delivered to anunconscious character is a damage point.

    A character recovers one fatigue point after

    each encounter and recovers all his fatigue witha full night of sleep. If his sleep is interrupted, herecovers only one fatigue point.Recovery

    Between adventures, all characters recoverfully. However, during an adventure, every weeka character spends resting with warmth, waterand food, he checks 3/ST. His margin of successis the number of damage points he recovers. Acharacter recovers a minimum of one damagepoint/week.

    WEAPONSDamage (D)

    A character hitting an opponent rolls thenumber of dice indicated by his weapon'sdamage rating. He then adds or subtracts anymodifiers. This total is the number of damagepoints he delivers. For example: Ajax hits Hectordoing 2D6-1 damage. He rolls a five and a two,inflicting six damage points (5+2-1=6).Heft (H)

    Each weapon has a heft rating. This is theminimum ST required to use the weapon.Reach/Range (R/R)

    Used in advanced rules only.

    UNARMED D H R/rUnarmed (U)

    D3 (U) - 1-

    SWORDS D H R/RDagger (G,D,T)

    D6

    - 1-/2

    Rapier D6 9 1

    Cutlass 2D6-2 10 1

    Short Sword 2D6-1 11 1Broad Sword 2D6 12 1Bastard Sword 2D6+1 13 12-Handed Sword (2) 3D6-1 14 1CLUBS D H R/RClub (T) D6 9 1/2Mace 2D6-1 11 1Morningstar 2D6+1 13 1Maul (2)

    2D6+2 14 1

    AXES D H R/R

    Hatchet (T) D6+1 9 1-/1Axe D6+3 12 1Battle Axe (2)

    3D6 15 1

    MISSILES D H R/RThrown Rock D6-4 6 -/2Sling D6-1 8 -/4Bow (2) D6 10 -/5Longbow (2) D6+2 11 -/7

    Crossbow (2,R) 2D6 12 -/6Arbalest (R3) 3D6 14 -/8(2) Two-handed weapon; cannot use

    shield.

    (D) A dagger does D6+2 grappling.(G) Can be used grappling.(R) Reload takes one turn.(R3) Reload takes three turns.(T) This weapon can be thrown.(U) Unarmed attacker deals D3 fatigu

    Stronger character deals additional fatigue point

    ARMORArmor (A)

    When a character is hit, reduce the damagpoints he suffers by the cumulative rating of tharmor he wears. For example: Hector suffers sdamage points, but his total armor stops threpoints. Therefore, he suffers only three damagpoints (6-3=3).Restriction (R)

    Adjust a character's DX downby the restrictio

    of the armor he wears. This also affects MA. Foexample: Hector (DX12), wears cloth (1) ancarries a large shield (1). He has an adjusteDX10 (12-1-1=10). His MA is half of DX10 or fivhexes.

    TYPE A/RCloth 1/1Leather 2/2Chain 3/3Plate 5/4

    Small Shield 1/0Large Shield 2/1Tower Shield 3/2

    CAMPAIGNINGExperience Points

    Characters use experience points (XP) to buskills, magic and attribute points. After eacencounter, every character contributing to victogets one XP if all enemies are killed, captured o

    routed. Characters get no XP if they fleeAdditionally, when a party acquires a plotwordeach character gains one XP

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    attribute at any time, provided he spends XPsequal to the next higher level. For example: anIQ13 character can spend 14XP to get IQ14.Karma/Wish

    During an adventure, a character may acquire

    karma and wishes. A character expends a karmapoint to re-roll one set of dice. A characterexpends a wish to negate all accumulateddamage, even if the character has just been"killed." A wish can be used as a karma point. Akarma point can be used as one XP. Savedkarma and wishes roll over to other adventures.Curse

    During an adventure, a character may acquirea curse. The cursed character adds one to allhisrolls (making it harder to succeed). He only

    returns to normal when the curse is lifted. Acharacter expends five karma points to lift acurse. Curses are cumulative.

    MAGICA magic user casts a spell by passing 3/IQ. He

    can only cast spells that he knows. A charactercan only learn spells rated his IQ or less. Acaster must be either empty handed; holding onlya staff/wand; or holding only a book/scroll.Spells

    Spells are either dynamic or static. Dynamicspells are single-use; static spells remain in playfor the duration of the encounter. Spells cannotbe stacked; casting the same spell on a targetyields no additional effect.Direct Spells

    A direct spell is a spell cast directly upon abeing. The caster succeeds by winning an IQcheck. A magic user having an enemy move intohis space can cast a direct spell as hispreemptive counterattack.

    FatigueA magic user suffers fatigue upon successfully

    casting a spell (see Injury & Exhaustion). Fatiguecosts appear in parenthesis following each spell.Multi-Hex Spells

    A character with a multi-hex spell automaticallyknows all lesser hex versions of that spell.Likewise, a character learning a lesser-hex spellautomatically knows the greater-hex versionwhen his IQ gets to the appropriate level.Staffs/Wands

    A magic user can carry a staff or wand, whichcan be any piece of wood (treated as a club incombat) The staff/wand provides a reserve of

    point of capacity. A magic user can only increasthe capacity of his staff/wand up to his IQ.Metal

    Excessive metal interferes with magic userability to cast spells. As a result, magic use

    wearing metal armor cannot cast spells.CREATION

    Creation magically creates physical objects target hexes. Creation is static.IQ 9 Spells

    Fire-1 burns two damage points on anyone or passing through the target hex. Armor doenot protect. Wild animals will not enter fire. (1F)IQ 10 Spells

    Flashcreates a blinding flash. Everyone on thboard except the caster suffers DX-2. Nocumulative. (3F)

    Shadow-1 creates a one-hex shadow in thtarget hex. All attacks into or out of the hex are a4/DX. (1F)IQ 11 Spells

    Destroy Created Objectdestroys any createobject that the caster could cast. Costs (F) original cost of the creation.

    Rope: is used for entanglement or climbinFor entanglement: character in target spac

    cannot move and must pass 4/DX instead 3/DX for all actions. If character passes 4/DXrope vanishes. Works only on characters ST2or less. (2F)

    Wall-1 creates a 1-hex solid wall that blockmovement just like a real wall. Cannot be cast ooccupied space. (2F)IQ 12 Spells

    Fire-3:three-hex contiguous fire. (2F)Shadow-3:three-hex contiguous mist. (2F)

    IQ 13 Spells

    Wall-3:three-hex contiguous wall. (4F)IQ 15 Spells

    Super Rope:Same as rope spell, but works ocreatures up to ST40. Includes Rope. (5F)

    Shadow-7: seven-hex contiguous shadow(3F)IQ 16 Spells

    Fire-7:seven-hex contiguous fire. (4F)Wall-7:seven-hex contiguous wall. (6F)

    ENCHANTING

    Enchanting affects the properties or behavioof objects and beings. Enchantments are static.IQ 8 Spells

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    Clumsinessdrops the target's DX-1 for everyfatigue the caster spends.

    Confusion drops the target's IQ-1 for everyfatigue the caster spends.IQ 10 Spells

    Speeddoubles subject's MA. (2F)Slippery Floor-1 Characters in affected hexfight at 4/DX and must pass 3/DX or they will falland lose their turn. (1F)IQ 11 Spells

    Reverse Missiles:all missiles aimed at targetattack the shooter, not the target. (3F)

    Slippery Floor-3: three-hex contiguousslippery floor. (2F)IQ 12 Spells

    Freeze freezes the target for the duration of

    the encounter (does not prevent a magic userfrom casting spells). (4F)

    Invisibility: target becomes virtually invisible.Target is DX-4 to hit, unless grappling. (4F)

    Mage Sight: see through any visualobstruction, both natural and magical. (3F)IQ 13 Spells

    Flight:target flies 12 hexes per turn. Target is4/DX to hit while flying. (4F)

    Slippery Floor-7: seven-hex contiguousslippery floor. (3F)

    Stone Flesh stops four damage points eachtime the subject is hit. Cannot be stacked withother armor spells. (3F)IQ 14 Spells

    Remove Enchantment removes anyenchantment the magic user could cast. Cost (F)= original cost of enchantment.

    Spell Shield protects the subject from anydirect spells on him. (4F)IQ 15 Spells

    Iron Fleshstops six damage points each timethe target is hit. Cannot be stacked with otherarmor spells. (4F)IQ 16 Spells

    Death:gives the target one damage point foreach fatigue point the magic user expends.

    HEALINGHealing facilitates rapid recovery of injury.

    Healing spells are dynamic.IQ 10 Spells

    Heal Wounds:target heals one damage point

    per fatigue point expended. Can treat self.IQ 14 Spells

    Reverse Death revives a character killed in the

    passing 3/IQ by a margin greater than or equal tthe caster. Cost (F) = points transferred+3.

    ILLUSIONIllusion creates imaginary objects and min

    manipulations. Images disappear upon touc

    illusions do damage until disbelieved or killedAny character can use his action to disbelieve aimage or illusion by winning an IQ check againthe caster. Illusions are static.IQ 8 Spells

    Image-1 creates a one-hex object that looksounds and smells just like real. (1F)IQ 11 Spells

    Illusion-1 creates a one-hex object acting julike real; exists until disbelieved. (2F)

    Sleep-1: target immediately falls asleep. Hwakes when attacked or shaken for a turn. (3F)IQ 13 Spells

    Image-4:four-hex contiguous image. (2F)Mind Control: Target will do as instructe

    unless suicidal. Target cannot act on the turn hmind is taken over. (5F)IQ 14 Spells

    Dispel Illusionscauses all illusions within 1hexes of caster to vanish. (5F)

    Illusion-4:four-hex contiguous illusion. (3F)

    Sleep-4:four-hex contiguous sleep. (4F)IQ 15 SpellsImage-7:seven-hex contiguous image. (4F)

    IQ 16 SpellsIllusion-7:seven-hex contiguous illusion. (5FSleep-7:seven-hex contiguous sleep. (8F)

    KINETICSKinetics is the ability to move remote object

    Magic strikes (Fist, Fireball, Lightning) act amissiles and cannot be resisted as direct spellKinetic spells are dynamic.

    IQ 8 SpellsMagic Fistdoes XD6-2 damage for X fatigu

    spent (max=2).Drop Weapon target drops any object he

    carrying. (1F) or (2F) if the target has ST20+.IQ 9 Spells

    Avert-1 causes one character to end his movtwo hexes farther away from the magic user thawhen he started. Static spell. (3F)IQ 10 Spells

    Tripknocks victim down. (2F) or (4F) if targehas ST30+.Shock Shield D6 damage to all othe

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    IQ 12 SpellsBlastdoes D6 damage to other characters in

    the caster's hex and every hex adjacent. Armordoes not protect. (2F)

    Break Weapon shatters the target weapon.

    Cannot be used on magical weapons. (3F)Fireball does XD6-1 damage for X fatiguespent (max=3); ignites flammable objects.IQ 14 Spells

    Lightning does D6 damage for every fatiguespent (max=4).IQ 15 Spells

    Avert-7causes characters in seven contiguoushexes to end their move six hexes farther awayfrom the caster than when they started. (4F)

    MORPHINGThe magic user assumes the shape, abilities

    and DX of a creature, but retains his IQ. TheMagic user returns to human form when willed orif unconscious. Characters cannot cast spellswhile morphed. Morphing is static.IQ 11 Spells

    Werewolf:Wolf: STx1 DX13 MA8; bite D6+1;fur 1/0. (2F)IQ 13 Spells

    Werebear: damage points taken as a bear

    count as 1/3 damage point rounded up whencharacter returns to normal. Bear: STx3 DX11;bite/claws 3D6; fur 2/0. (4F)IQ 15 Spells

    Weregoyle: damage points taken as agargoyle count as 1/2 point rounded up whencharacter returns to normal. Gargoyle: STx2DX11; claws 2D6; skin 3/0; MA16 flying. (4F)IQ 17 Spells

    Weredragon: damage points taken as adragon count as 1/3 point rounded up when

    character returns to normal. Dragon: STx3 DX13;breathe fire 2D6+2, bite/claws 2D6+2; scales 3/0;MA16 flying. Treat breathe fire as shooting. (5F)

    SEEINGSeeing is the ability to be cognizant of events,

    objects and conditions in different times orlocations. Seeing spells are dynamic.IQ 9 Spells

    Reveal Magic:detect all local magic. (1F)IQ 12 Spells

    Read Mind: player can read one talk optionahead without having to take the option. (1F)IQ 14 Spells

    A caster can maintain only one summonecreature at any time. The being disappears if thcaster goes unconscious or wills the being awaSummoning is static.IQ 9 Spells

    Summon Wolf: ST10 DX13 IQ6 MA8; bit1D6+1; fur 1/0. (3F)IQ 10 Spells

    Summon Warrior: ST12 DX12 IQbroadsword 2D6, shield 1/0. (3F)IQ 11 Spells

    Summon Bear: ST30 DX11 IQ6; bite/claw3D6; fur 2/0. (5F)IQ 13 Spells

    Summon Gargoyle: ST20 DX11 IQ8 MA1flying; claws 2D6; stony skin 3/0. (5F)

    IQ 14 SpellsSummon Giant: ST30 DX9 IQ8 MA8; clu

    3D6+3. (5F)IQ 15 Spells

    Teleport: teleport any character to anothehex. Cannot teleport into solid object. (1F)

    Summon Small Dragon (4-hex):ST30 DX1IQ16 MA16 flying; breathe fire 2D6+2, bite/claw2D6+2; scales 3/0. Treat breath as missile. (6F)IQ 16 Spells

    Summon Dragon (7-hex): ST60 DX14 IQ2

    MA20 flying; breathe fire 4D6, bite/claws 4Dscales 5/0. Treat breath as missile. (9F)IQ 18 Spells

    Raise the Dead:summon the spirit of a deacharacter. To remain alive, there must be a livinhost. The spirit retains his DX, IQ, skills anmagic and adopts the ST of the host. Host resisby winning or tying an IQ check. Costs fatigue IQ of the spirit.

    SKILLS

    To successfully use a skill, a character muroll less than or equal to his attribute plus hskill. Otherwise, he fails. For example, Aja(ST12 SWIMMING+1) must roll 13 or less swim ashore. There are two kinds of skill checkrequiredand assisted.Required Skill Checks

    A character can only attempt a required skcheck if he already knows the skill. Adventurecall for required checks by using the termagainst. For example: "on passing 3/ST again

    SWIMMING, the character swims to shore."Assisted Skill Checks

    Any character can attempt an assisted sk

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    ATHLETICSAcrobat:jump/fall without injury on 3/DX.Climbing:scale obstacles on 3/ST.Riding:ride large animals on 3/DX.Swimming: swim on 3/ST.

    SOCIALCharisma: control non-hostile non-player

    character by winning an IQ check.Diplomacy:on 3/IQ, replace your "talk" option

    with a different "talk" option without suffering theconsequences of the first.

    Leadership: leader sacrifices turn to add hisleadership rating to one character's check.

    Dwarvish:speak Dwarvish on 3/IQ.Elvish:speak Elvish on 3/IQ.

    Orcish:speak Orcish on 3/IQ.Sorcerer's Tongue:speak Sorcerer's Tongueon 3/IQ; costs magic users 10XP.

    Literacy:literacy in specific language on 3/IQ.

    SURVIVALLand Navigation:navigate the wilds on 3/IQ.Stalker: at the beginning of a combat, the

    character (not party) gets a free turn by winning aDX check against the opponent's IQ.

    Stealth: evade detection by winning a DXcheck against enemy's IQ.

    Survival:live off land on 3/IQ.Tactician: in an encounter, the character can

    steal initiative by winning an IQ check.Tracker: track quarry across the wilds on

    winning an IQ check.

    THIEFLocks:pick locks on 3/IQ.Streetwise:negate surprise by winning an IQ

    check against the enemy's DX.Thief:steal objects on 3/DX.

    Traps:detect/remove traps on 3/IQ.TRADES

    Alchemist:create potions on 3/IQ; costs 10XPfor magic characters.

    Animal Handler: prevent animal attacks bywinning an IQ check.

    Bard: gives one member in his party onekarma point in the current adventure, per level ofbard on 3/IQ. Bard must be alive to use.

    Crafts: carpenter, farmer, mason, smith,

    weaver; earns daily skilled labor rate on 3/DX.Herbalist:use herbs and plants on 3/IQ.Jeweler: craft metals and gems on 3/IQ.

    Seaman:handle waterborne vessels on 3/IQ.

    WEAPONSEach level is +1DX to hit OR +1 damage

    decide before attacking. Multiple levels cannot bsplit.

    Axe:+1 with an axe, mace or club.Bow:+1 with a bow.Dagger:+1 with a dagger.Pole Arms:+1 with spear/halberd.Sword:+1 with a sword.Unarmed Combat: +1 damage unarmed o

    +1ST to all checks while grappling.

    THE ADVENTUREEntries

    The adventure comprises a series of numbereentries. Do not read the entries sequentially, theare intentionally scrambled. As you play, you wbe directed to the different numbered entries.Options

    While reading an entry, you will find optiondirectly followed by numbers in parentheses. you decide to take an option, turn immediately tthe corresponding entry number. Continuplaying from that point.Plot Words

    Occasionally, an upper case word parentheses follows a sentence or phrase. Thindicates that you have now acquired this ploword. Retain all plot words until specificalinstructed to discard them. Plot words have aimpact on your fate.Game Board

    Letters correspond to locations on the gamboard. For example, you might read that Yoare at A in a Type III room. Find the Type room on the game board and place youcharacters on the hexes marked A. If all A hexeare full, place your characters immediateadjacent.Making Observations

    Any option preceded by a tilde (~) requires thone character in the party attempt a 3/IQ checIf the character passes, turn immediately to thcorresponding entry. If the character fails, thoption is not available.Encounters

    Whenever the party selects the attackoptiothe party has the initiative. Whenever the parselects the talk option, players must decide wha

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    Checking at EncountersWhen the party is asked to pass a check at an

    encounter, the party elects one character. Thatcharacter has one chance to pass the check, orhe fails and the party suffers the consequences.

    CharactersAll characters are fully provisioned with foodand water. Normal characters begin with aweapon, armor up to Chainmail, and either ashield or an additional weapon. Magic charactersstart with a staff of capacity equal to thecharacter's ST. Each character begins with 10S(silver shillings).Leaving Characters Behind

    A party may leave companions behind, butupon returning to that entry, one player rolls one

    die. On a one or two, the companion is still therein the same condition as before. Otherwise thecompanion is gone, never to be heard fromagain.Economics

    Money is denominated into Copper Pennies(C), Silver Shillings (S), Gold Crowns (G) andoccasionally, Gold Royals (R). There are 10C to1S, 10S to 1G, and 20G to 1R, which is more ofa bar than a coin.Time

    Since the adventure takes place over the spanof one day, there is no opportunity for woundrecovery.Special Notes

    The six grey circles on the board denotecolumns. These spaces are completely off-limits.The columns block all movement, sight andmissile weapons fire. Unless otherwise noted,these columns are always in play.

    Conversely, the stairway in the middle of theboard is non-existent unless otherwise noted.Begin

    Go to (000) and begin.

    000The pre-dawn cold chills you to your bones.

    The eastern glow brightens to reveal the time-ravaged manor, an intricate house of gothicsplendor. The weight and scars of time have onlyaccented the dark grandeur. You cross thecourtyard, coming upon a small porch. Before thefractured doors, flies buzz over the putrid body of

    a Tigran; she has been eviscerated. Weaponsand spells ready, you push aside the remains ofa once stout portal and enter the sorcerer's

    the room lie many bodies: a dwarf, two humanthree Orcs, and five unidentifiable. You can tethese are victims of different combats, given thrange of decomposition. Reddened rats scuraway as you enter.

    You can go down hallways leading east (02or west (045). To the south a hallway extendbeyond a pair of open doors (011). If this is noyour first time here, you can leave the manthrough the north door (049). You may alssearch the room ~(018).

    002There are several bodies cocooned here. No

    drained husks, they have long ago been lootedAs you look up, you see a backpack webbed tthe ceiling. There seem to be enough handholdin the decayed wall to reach it.

    You may leave down the stairs (011), go nor(025) or you may try and retrieve the pack bpassing 3/ST+CLIMBING (016). However, eacfailure results in the character taking 1Ddamage, no armor.

    003The Worm God hungers, my loves, one o

    them states. We are the Dwargs. You peopcall us sewer dwarves. We will fight for o

    rightful place in the world--and you must knowhat that is. Softening the Earth with blood, foits return. Surely you recognize our might, ansee your destiny as worm food. The Dwargattack with initiative (014).

    004There is a gas canister behind the panel th

    activates the secret door. Now that you havfound it, it is an easy task to disarm it.

    You may head south, down the short hallwa

    beyond the secret door (010), or leave to theast (040) or west (001).

    005At one time, this was probably an opule

    bedroom. Now it is burned, but not by fire. Aalchemist will recognize acidic action on thancient furniture and the walls. Holes eatethrough the paneling let light pour in. But at thcenter of the room lies a pool of shadow. As yoenter the room, two slimy worms, each over meter in length, crawl out of this darkness anflail toward you.

    You are at B on the board; two worms ar

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    Sewer-worms (2): ST6 DX11 IQ3; Acidic Bite2 damage (no armor); Hide 1/0. Missile weaponsare -2 to hit these writhing worms.

    006And jusst what would we have to ssay? He

    hisses in the common tongue. Ssoon, you willbe dead. All peopless. Praisse Set. You wonderif these creatures account for some of thesightings and violence in the Maul. He pauses asif ready to strike, then speaks. Thiss iss olderthan your race. You are innocent of original ssin,but you musst sstill pay. The serpent attackswith initiative (SERPENT) (017).

    007This is the diary of the elven wizard Myseere.

    Evidently, he came with a companion to searchthe manor for spell books, twelve years agoaccording to last entries. You read the final lines,written with the precise elven characters but by afrail hand.

    Jubal is dead, and I bleed beyond hope in thishall. Such is the fate of Myseere. To whoeverfinds this journal, deliver it to my family in theEverbleak marshes. As a reward for the task, Ihave hidden a spell under a loose floor stone inthe kitchen.

    There is no more. The bodies on the floor areobviously more recent than Myseeres death.You leave the room (001) (MYSEERE).

    008You find a small metal case that has survived

    the acid of the worms. There is nothing inside,but this is a durable container! It is big enough tocontain several documents. In the ruins of thebed, you find a blue metallic torch. There is noobvious way to light it (005).

    009Before you can effectively strike, a small

    lightning bolt 1D6 zaps the attacking characters.Please be careful my friends, there is no point inviolence here. The apparition pauses and saysNow, what may I do for you? (025).

    010You find yourselves in a bizarre antechamber,

    with a host of horrific artwork arranged about abench. These paintings and sculptures depict a

    variety of tortures and perversions. The scenesare uncannily graphic. You are repulsed--butthere is a hideous hypnotic power here From a

    until hit in combat the first time, when they regatheir senses.

    You are at A on the room board; the shadow at C. The stair in the middle of the room actually a bench; it cannot be moved throug

    though you may fire missile weapons or spelover it. The shadow has initiative. If you survivyou may search ~(023) or leave to the nor(020).

    Shadow: ST12 DX9 IQNA; Unholy Touc1D6 (no armor); Shadow Form 3/0.

    011This dim area stinks of decayed flesh, and yo

    hear low noises. You come to a large room wita staircase in the center, leading upward. Youeyes momentarily water as you step into throom. When your eyes adjust, you see madness

    Two gore-spattered, degenerate dwarves arhunched over a gasping, vivisected humanoidfeasting. The humanoid quivers in its deathroes. The dwarves look up at your entranceand emerge from red pools and clumps. Yomay talk to them (003), or attack with initiativ(014).

    012It is difficult to tell whether the tunnel

    roughly-hewn or crumbling with age. There arcaged fire-bugs in sconces along both walls. goes on for 100 meters or so before you come a room reeking of mud and venom. It appeaempty at first, but then you make out a forslithering upright. Vissitorss, it says. Good.

    You may flee back down the tunnel (040attack the serpent-man (017), or try to talk wihim (006).

    013

    You have shown the small, strange idol tseveral sages, but none are able to ascertaanything about its origins. On a tip, you visit wise woman among the Shod, a local humaethnic group that still maintains a sense identity. She is cold and uninterested until yodisplay the idol.

    By Thanatos grim scythe! That is representation of Bosk, an ancient hero. Shtouches it with trembling fingers. So much what we were as a people is gone, first throug

    enslavement and then assimilation. A few tearun down her age-seamed face.

    Obviously we are poor and I cannot pay yo

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    014They yell and charge you, with froth, blood,

    and curses flying from their lips.You are at A on the room board; the enemies

    are at C. A is north; the stairwell in the middle of

    the board is a solid obstacle for this fight. TheDwargs fight to the death. If you survive, youmay search ~(021), leave to the north (001) ortake the staircase to the upper level (030).

    Sewer-dwarves (Dwargs) (2): ST11 DX12(9)IQ8; axes D6+2; Chainmail 3/3, Small Shield 1/0.

    015You discover an odd parchment in a corner of

    the room. It depicts a strange door, andpictographically elaborates on how to open it.

    You investigate the tunnel leaving this chamber,long enough to know that it stretches on for manymiles too many to explore now. You decide toleave (040).

    If you run through the Sewers of Redpoint, youmay use these instructions to open a certaindoor. If you find yourself at instruction (10) duringthe course of that adventure, you have the optionof going to instruction (82) and continuing fromthere.

    016In the backpack you find a stone flask, a bag of

    40 silvers, and an odd blue gem that glowsfaintly.

    Pass 3/IQ against SCHOLAR or ALCHEMISTto determine what is the stone (022). Pass 3/IQALCHEMIST, HERBALIST or MEDIC to identifythe potion (019). You may leave by the hallwayto the north (025) or down the stairs (049).

    017You are at C on the room board; the serpent

    man is at A; A is north. The serpent-man hasinitiative. The first turn, he successfully casts theStone Flesh spell. If you survive, you may searchthe room ~(015) or depart (040).

    Serpent-man: ST14(10) DX11 IQ13; BroadSword 2D6; Hide 1/0, Stone Flesh 4/0.

    018On one of the bodies, you find a purse with 20

    silver pieces. Under a pile of wood and plaster,against a wall, you find a small book. You can

    read it if you are literate in Elvish (007) or youmove on from the room (001).

    019

    020This was a dining hall. The once-elegant tab

    is fractured and decayed, and rotted tapestriestill cover parts of the walls. A long table, ststanding after these years, divides the fou

    smelling room. On the floor, you make out morbodies. There are two fairly recent corpses, ana dozen or so skeletal forms. As you watch in thdim light, some of them stir and begin to rise: twskeletons wielding axes and shields. Their jaware clacking, as if they are taunting, as theadvance upon you!

    You are at D on the room board; the skeletonare at B. A is north; the stairway in the center the table (it cannot be moved through, thougyou may fire missiles and spells over it.) If yo

    survive, you may search the room ~(024), headown the eastern (040) or western (00hallways.

    Skeletons (2): ST14 DX9 IQ9; Axe D6+2Shield 1/0; Skeletal Body 2/0 against piercinweapons, or 0/0 against swinging weapons.

    021On one of the Dwargs bodies, you find

    cameo, with a miniature painting inside, of beautiful woman (CAMEO). There is nothing els

    of note in the room, aside from the precisedissected body (014).

    022This is a power stone. Each day it allows th

    wielding mage an extra three fatigue, in the sammanner as a staff (016).

    023You find the body of an adventurer in th

    corner, stuffed under a hollow pedestal. Theare two stone vials in a pouch at his belt, an

    nothing else of value.If you pass 3/IQ ALCHEMIST, MEDIC,

    HERBALIST, you identify the potion in the stonvial as Mashu, a concoction made by the Shod, local ethnic group here in Redpoint. It heals hits per vial. Otherwise, you deem it a bad ideto sample it now, and save it for later. You noleave the room and head north (020).

    024There are a half-dozen more skeletons strew

    about the floor, but none are moving. Among thdebris, you find a pair of silver candlesticks thshould fetch a nice sum at any market (200S).

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    able to continue, you may head south, down theshort hallway beyond the secret door (010), orleave to the east (040) or west (001).

    025You come into a room lit by series of small

    gems set into the ceiling, and at several desksspaced out about the room. Every possibleavailable measure of space along the walls hasbeen covered by shelves, stacks of books andscrolls. There are a trio of recent bodies on theground, and several skeletons as well. Aluminous being appears before you, not quitesubstantial. Yes?

    You may attack (009), reach for one of themanuscripts (038), speak with the being (029),leave to the south (030), the west (005) or theeast (042).

    026That is indeed her likeness, Honest Alzander

    says through his gap-toothed grin. "And I heardof who it was that took her. Maybe even whereshe is--an old church, converted to awarehouse. 20S later you have purchased amap from him of the late Gothic period ofRedpoints architectural history. With Alzanderscommentary, you pinpoint several possibilities.

    That night you get to work, and the first oneyou investigate, belonging to the Drake shippingfamily, is empty. Save for a single prisoner. Asyou approach the bound woman, there ismovement in the darkness about you.

    You are within three hexes of X on the roomboard; two Dwargs are at A and two cultists areat C. A is north. If you survive, you have rescuedfair Saelia! You return her to her father who isnow under house arrest, being held for ransom.Nonetheless, he gives you 500S, and she gives

    you a kiss (049). Sewer-dwarves (Dwargs) (2): ST11 DX12(9)

    IQ8; Axe D6+2; Chainmail 3/3, Small Shield 1/0. Cultists (2): ST12 DX12(10) IQ8; Broad

    Sword 2D6; Cloth 1/1, Large Shield 2/1.

    027You find a sloppily-concealed trapdoor in one

    corner of the room. It is well-oiled; the serpent-men must travel this way. You carefully lift it andsee a short drop to a tunnel running south. Foul

    vapors drift toward you. You may investigate thetunnel (012) or leave to the west (020).

    029It is talkative. I am the sorcerer's libraria

    Very important, you know. Though he hasnasked for my assistance in a while. May I heyou find a spell?

    A magical character may receive a scroll wiany single spell he has the IQ to cast; after thadventure, he may study it and gain that spewithout having to pay experience points. Yohave the plot word (LIBRARY) (025).

    030The stairs from the first floor meet this dan

    moldy room. The ceiling is lost in blacknesthere is an archway to the north, and a hallwabeyond. The room is empty. As you cautious

    pass through, there is movement from abovSpiders big spidersYou are at C on the room board; the spide

    are at A; A is north. The stairway in the middle the board is a solid obstacle for this fight. If yosurvive, you may search ~(002), or exit either the north (025) or down the stairs (011).

    Spiders (2): ST6 DX12 IQ5; Bite 1D6-Special poison: On an attack that penetratearmor, if the defender fails 3/ST, he takes aadditional 1d6-1 poison damage (armor does n

    protect against this poison damage).031

    You place the torches in the appropriatbrackets. They suddenly flare to life, and the wabetween them becomes dark and then opaquas if you are looking through a membrane. Yorealize this is a mystic gate. You may stethrough (035) or leave to the west (025).

    032You find the loose stone. Underneath you fin

    a scroll case. On the scroll is the Rope speAfter the adventure, you may learn the speprovided you have sufficient IQ (040).

    033This does match the description of jewelry sh

    wore. Where did you find this? The sergeaseems earnest about his work. You describe thfight with the Dwargs--including the body, bwithout the vile feasting.

    I see. Well, as long as she has been missing

    it is unlikely they would have just killed her, sthat probably wasnt her body. Dwargs? Thehave been reports in certain areas of the city,

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    034The serpent-mans words about the dark god

    Set resurface on in your mind. You makeinquires and learn of a sage named Moffitt.Interestingthough it may be a hoax. A few of

    those are going around. He glances at yoursword. Nothing personal. He looks at the mapyou recovered. This appears authentic. Some ofthese hieroglyphs I recognize. Hmm Maybeyou could scout one of these locations for me?Yes (044) or no (049).

    035You experience a sudden nausea, but it

    passes and you find yourself in a cold chamberof black stone, the gate to your back. In the

    center of the room is a large, blood-drawnpentagram. Within it, dark forces swirl and seemto be coalescing. On the opposite side of thepentagram from you, a man in black robeschants and gestures, his concentration being onthe events in the pentagram. Beside him are twoskeletons. As soon as you enter the chamber,they come to life and advance upon you. Helooks up, startled at your entry, and he stops hischant. The power that was being concentrated inthe pentagram disperses, but a dark tension

    remains in the room, wanting to integrate.How did you get in here! He thunders. His

    distinct baritone deepens as his black eyes shinefrom under the hood. No matter. Once you aredead, an avatar of my lord, the Worm God, willwrithe forth. I am Ximon, and you have angeredme greatly.

    You are at C on the room board; X and the sixadjacent hexes constitute the pentagram. The sixgrey circles represent solid columns; charactersmay neither move into or fire through those

    spaces. The wizard is directly across thepentagram from you. A skeleton stands at B andat D. Any character stepping into the pentagramis sucked into a demonic world and is consideredkilled. The mage will cast 2F Fireball spells (2D6-1), until he is hit for the first time, in melee or bymissile/spell, whereupon he reacts unexpectedly(028). If you survive, you can look around (047)or step back through the gate (042).

    Ximon: ST14 DX12(10) IQ15; Staff 1D6;Leather Armor 2/2; Spells: Fireball; Teleport.

    Skeletons (2): ST14 DX9 IQ9; Axe D6+2;Shield 1/0; Skeletal Body 2/0 against piercing

    there is some air flow. You eventually come to landing. Several tunnels join here, forming a kinof crossroads chamber. There is a strong odor scales and venom. You can make out distasibilant sounds, though you cannot tell fro

    which tunnel they drift. As you look about, fouserpent-men, two with blades and two with bowwind into the chamber. Humanss are bold, sayone. "But it ssavess uss having to hunt for food.

    You are at D on the room board; the serpenmen are at B. A is north. The stairway in thmiddle of the board is a solid obstacle. If yosurvive, you search (048).

    Serpent-men (4): ST10 DX11 IQ11; Bow 1Dor Cutlass 2D6-2; Hide 1/0, Small Shield 1/0.

    037You look around the room but find no treasure

    You realize you have come to a dead end. Ayou are about to leave, you look at the wall thathe cultists were standing by expectantly. Abofive meters apart from each other are two torcbrackets, one red and one blue.

    If you have found two torches in yoadventure through the manor and you wish place them in the brackets, go to (031Otherwise, you leave to the west (025).

    038A small lightning bolt 1D6 leaps out from th

    book before you touch it, hitting you on a 12 oless. Next time, the bolt will be substantialmore powerful, if what I have seen previously indicative of what is about to transpire. Thbeing seems to grow in stature a bit. Now, whamay I do for you? (025).

    039You find a silver dagger in the hand of one o

    the statues; it is easily removable, and fit for usYou also find a torch of red metal, though there no apparent way to light it. You do not find thbell you heard. Return to the east (001).

    040At one time, this was used as a kitchen. O

    utensils still hang above splintered counters. Ayour eyes adjust to the new gloom, you sesinuous movement. Hu-manssss, a voichisses from the dark. Alwayss curiouss. Makes

    you vulnerable, for our return. Praisse be to SetTwo serpent-men rise and quickly slither towaryou!

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    041A week later, after you have healed, you look

    to sell the cameo. There are a few reputablejewelers in the Commons, and the one you takethe cameo to, a dwarf, recognizes the woman in

    the picture. That is the daughter of theDemetrian ambassador. I cant touch this; therewill be too many questions for one such asmyself. You can sell it to someone in the streetfor 50S (049) or take it to the constable (033); Idont care. Nice shoes.

    042Once this was a fantastic laboratory, with glass

    and metal tubes, and beakers, and tools. Nowthese are all smashed, and this is apparently a

    rough barracks of some kind. Two armed men inrobes, who appear to be waiting for something,yell at your arrival and draw weapons. You cantell negotiation will not work here, as they chargeyou!

    You are at A on the room board; the cultistsare at C; B is north. If you survive, you lookaround (037).

    Cultists (2): ST12 DX12(10) IQ8; BroadSword 2D6; Cloth 1/1, Large Shield 2/1.

    043When your character wishes to spend XP to

    acquire a spell, he may do so from the librarianhere at the manor, up to three times. On thefourth time, the sorcerer has returned--but that isanother tale (049).

    044All work, no rewardwhy were you doing this

    again? You scout several of the locations Moffittgives you, but they have all so far turned upempty or non-existent. Maybe the map was a

    decoy, or perhaps a plan of what is to be ratherthan what is. Or maybe it marks time-lostlocations?

    You look at the last spot he gave you, an oldmunicipal building. For the last century or so ithas been deserted and used as a refuge by thehomeless. You are somewhat surprised to find ahollow space behind a crumbled wall. You see asinuous rune, nearly faded by time, on the panelfacing you. You push it open, and foul air waftsup from descending stairs. You may continue(036) or leave (049).

    045

    You are at B on the room board; the livinstatue is at Y; A is north. The statue grapples thclosest character. If you survive, you may searc~(039) or leave, back to the east (001).

    Living Statue: ST15 DX10 IQNA; Grapp

    1D6+3; Stone Skin 4/0.046

    The Everbleak marshes are far to thsouthwest of Redpoint, and they are home tMyseere's elvin tribe. Retain this plot word fouse in The Dark Vale(049).

    047There is seemingly little of value in this da

    room. If you pass 3/IQ against JEWELER, yoretrieve a perfect opal (300S). If you pass 3/I

    against SCHOLAR, you find a small, curious idamong others of little worth (IDOL). When readto leave, you step back through the gate (042).

    048You find nothing around the room that seem

    significant, but on one of the serpent-men, yofind an amulet that makes you shudder. Thougrepulsed, you take it with you to show MoffitWhen you return, you describe to him the deecrossroads and he is frightened. But when yo

    produce the amulet, his eyes bulge. These ano mere Set-worshipping serpents. This amuleis known to me as a Venom-mark. As understand it, only those who have sworn thelives to killing all for Set, essentially becoming berserker, are given these by the vile priests. seems we have enemies below our very feet.

    He gives you 40S, and says that he will pursuhis studies, and will try to communicate hfindings to those in Gomars court that would bwilling to listen. He may contact you for furthe

    aid in the future (049).049

    You have survived! Congratulations. This worth an extra XP on its own merits. Likewise, you encountered Ximon and earned his enmitthat is worth another XP. You have put a femore coins in your purse, and have a tale to tell

    You may have acquired some plot words. Yomay rest up to your full strength, and theinvestigate them: CAMEO (041); MYSEER

    (046); LIBRARY (043); SERPENT (034); IDO(013).

    APPENDIX A: RACES

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    There are now only several minor, isolatedkingdoms in the mountainous spines to thepeninsula.

    The Tigrans originate from the grasslandsalong the eastern coast of the peninsula. They

    are numerous, and Gomar has allied with themrather than attack them.Elves are rare in this part of the world, though

    there are two established communities on theStormreach. One is to the southwest in theEverbleak marshes; the other is far upland, in awooded vale to the southeast.

    Orcs were long ago driven to the marshesalong the western coast. Over 50 years ago,hordes swept across the reach, but they wereeventually destroyed, and the war was then

    carried deep into the marshes. The Orcs haveyet to recover, and are rare outside of their dankhomelands.

    Ursans are bear-men. They live in tribalnations in the uplands. Gomar has exploitednatural rivalries to become a power among them.

    Gnomes dwell in hills far away from settledareas. They are generally reclusive, but someyoung gnomes get wanderlust before they retireto their burrows.

    Caprians, or goatmen, were believed to be

    extinct for the last millennia or so; recently, theyhave been encountered in the hills and marshesand western shores.

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