The Sorcerer's Manor

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Legends of the Ancient World – The Sorcerer’s ManorLegends of the Ancient WorldpresentsThe Sorcerer'sManorStory by: Bret WintersCover:Ted CheskyArtwork:Suzanne WintersDario CoralloPlaytesters:George DewKaren DukeAlec GroathouseSean GroathouseTony GroathouseTodd JohnsonAaron KeischSean MathewsJerry Meyer Jr.Kat ShultsCopyright 2011 Dark City Gameswww.DarkCityGames.com - Page 1

Legends of the Ancient World – The Sorcerer’s ManorRedpoint 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 incampaigns to the south of the city-state.With King Gomar’s attention focused elsewhere,several groups have gained power. The slaversguild has doubled their traffic through the port; arise in illicit trade has generated two additionalthieves guilds to compete with the ancientoriginal; killers in dark robes have been spottedall over the city; and hideous beings terrorizeneighborhoods neglected by the watch.The Maul is an old region of the city, in thecommon 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 yourwits. 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 isfairly a fortress. But the central doors hang ajar,and with the first light you will enter.THE ADVENTUREEntriesThe adventure comprises a series of numberedentries. Do not read the entries sequentially, theyare intentionally scrambled. As you play, you willbe directed to the different numbered entries.OptionsWhile reading an entry, you will find optionsdirectly followed by numbers in parentheses. Ifyou decide to take an option, turn immediately tothe corresponding entry number. Continueplaying from that point.Plot WordsOccasionally, an upper case word inparentheses follows a sentence or phrase. Thisindicates that you have now acquired this plotword. Retain all plot words until specificallyinstructed to discard them. Plot words have animpact on your fate.Game BoardLetters correspond to locations on the gameboard. For example, you might read that “Youare at A in a Type III room.” Find the Type IIIroom on the game board and place yourcharacters on the hexes marked A. If all A hexesare full, place your characters immediatelyadjacent.Making ObservationsAny option preceded by a tilde ( ) requires thatone character in the party attempt a 3/IQ check.If the character passes, turn immediately to thecorresponding entry. If the character fails, theoption is not available.EncountersWhenever the party selects the attack option,the party has the initiative. Whenever the partyselects the talk option, players must decide whatthey will say before proceeding. Unlessotherwise stated, adversaries fight to the death.Dead adversaries do not rejuvenate uponsubsequent visits. Only once all adversaries aredefeated can the party loot bodies, search thelocation or leave through a different entrancethan the one used to enter.Checking at EncountersWhen the party is asked to pass a check at anencounter, 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 BehindA party may leave companions behind, but uponreturning to that entry, one player rolls one die.On a one or two, the companion is still there inthe same condition as before. Otherwise thecompanion is gone, never to be heard fromagain.www.DarkCityGames.com - Page 2

Legends of the Ancient World – The Sorcerer’s ManorEconomicsMoney 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.TimeSince the adventure takes place over the spanof one day, there is no opportunity for woundrecovery.Special NotesThe 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.BeginGo to (000) and begin.passing 3/ST CLIMBING (016). However, eachfailure results in the character taking 1D6damage, no armor.000005The pre-dawn cold chills you to your bones. Theeastern glow brightens to reveal the timeravaged 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 ofa Tigran; she has been eviscerated. Weaponsand spells ready, you push aside the remains ofa once stout portal, and enter the sorcerer'smanor through the North door (001).At one time, this was probably an opulentbedroom. Now it is burned, but not by fire. Analchemist will recognize acidic action on theancient furniture and the walls. Holes eatenthrough the paneling let light pour in. But at thecenter of the room lies a pool of shadow. As youenter the room, two slimy worms, each over ameter in length, crawl out of this darkness andflail toward you.You are at B on the board; two worms areadjacent to “column” Y, which is the pool ofshadow. A is north. Every five turns, if the wormslive, two more sewer-worms emerge from thepool. If you survive, you may search the room (008) or depart to the east (025). Sewer-worms (2): ST6 DX11 IQ3; Acidic Bite2 damage (no armor); Hide 1/0. Missile weaponsare -2 to hit these writhing worms.001This is the entrance hall to the sorcerer's manor.Light-beams, stabbing through rotted holes in thewalls, reveal a once-regal room decayed by timeand violence. In the middle of the room lie manybodies: a dwarf, two humans, three Orcs, andfive unidentifiable. You can tell these are victimsof different combats, given the range ofdecomposition. Reddened rats scurry away asyou enter.You can go down hallways leading east (020) orwest (045). To the south a hallway extendsbeyond a pair of open doors (011). If this is notyour first time here, you can leave the manorthrough the north door (049). You may alsosearch the room (018).002There are several bodies cocooned here. Nowdrained husks, they have long ago been looted.As you look up, you see a backpack webbed tothe ceiling. There seem to be enough handholdsin the decayed wall to reach it.You may leave down the stairs (011), go north(025) or you may try and retrieve the pack by003“The Worm God hungers, my loves,” one ofthem states. “We are the Dwargs. You peoplecall us ‘sewer dwarves.’ We will fight for ourrightful place in the world--and you must knowwhat that is. Softening the Earth with blood, forits return. Surely you recognize our might, andsee your destiny as worm food.” The Dwargsattack with initiative (014).004There is a gas canister behind the panel thatactivates the secret door. Now that you havefound it, it is an easy task to disarm it.You may head south, down the short hallwaybeyond the secret door (010), or leave to theeast (040) or west (001).006“And jusst what would we have to ssay?” Hehisses 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.www.DarkCityGames.com - Page 3

Legends of the Ancient World – The Sorcerer’s Manor“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 Myseere’s death.You leave the room (001) (MYSEERE).008You find a small metal case that has survivedthe 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 smalllightning bolt 1D6 zaps the attacking characters.“Please be careful my friends, there is no point inviolence here.” The apparition pauses and says“Now, 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 avariety of tortures and perversions. The scenesare uncannily graphic. You are repulsed--butthere is a hideous, hypnotic power here. From apainting at the opposite end of the room, ashadow emerges and drifts toward you.Each character must win an IQ check againstIQ11 to resist a Mind Control spell. If they fail,they are initially helpless during the upcomingfight, until hit in combat the first time, when theyregain their senses.You are at A on the room board; the shadow isat C. The stair in the middle of the room isactually a bench; it cannot be moved through,though you may fire missile weapons or spellsover it. The shadow has initiative. If you survive,you may search (023) or leave to the north(020). Shadow: ST12 DX9 IQNA; Unholy Touch 1D6(no armor); Shadow Form 3/0.011This dim area stinks of decayed flesh, and youhear low noises. You come to a large room witha staircase in the center, leading upward. Youreyes momentarily water as you step into theroom. When your eyes adjust, you see madness.Two gore-spattered, degenerate dwarves arehunched over a gasping, vivisected humanoid,feasting. The humanoid quivers in its deaththroes. The dwarves look up at your entrance,and emerge from red pools and clumps. Youmay talk to them (003), or attack with initiative(014).012It is difficult to tell whether the tunnel is roughlyhewn or crumbling with age. There are cagedfire-bugs in sconces along both walls. It goes onfor 100 meters or so before you come to a roomreeking of mud and venom. It appears empty atfirst, but then you make out a form slitheringupright. “Vissitorss,” it says. “Good.”You may flee back down the tunnel (040), attackthe serpent-man (017), or try to talk with him(006).013You have shown the small, strange idol toseveral sages, but none are able to ascertainanything about its origins. On a tip, you visit awise woman among the Shod, a local humanethnic group that still maintains a sense ofidentity. She is cold and uninterested until youdisplay the idol.“By Thanatos’ grim scythe! That is arepresentation of Bosk, an ancient hero.” Shetouches it with trembling fingers. “So much ofwhat we were as a people is gone, first throughenslavement and then assimilation.” A few tearsrun down her age-seamed face.“Obviously, we are poor and I cannot pay youfor this. But I will instead give you a half-dozenvials of Mashu (a concoction made by the Shod,healing 3 hits per vial), and I will sing yourpraises to our people.” You may accept ordecline (049).014They yell and charge you, with froth, blood, andcurses flying from their lips.You are at A on the room board; the enemiesare at C. A is north; the stairwell in the middle ofthe 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 ofthe 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 optionwww.DarkCityGames.com - Page 4

Legends of the Ancient World – The Sorcerer’s Manorof going to instruction (82) and continuing fromthere.016In the backpack you find a stone flask, a bag of40 silvers, and an odd blue gem that glowsfaintly.Pass 3/IQ against SCHOLAR or ALCHEMIST todetermine what the stone is (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 serpentman 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 20silver pieces. Under a pile of wood and plaster,against a wall, you find a small book. You canread it if you are literate in Elvish (007) or youmove on from the room (001).019This is drang, a powerful but vile concoction ofsome forgotten culture. By drinking it andpassing 3/ST, a character is healed of all poisonand disease, and eight hits of damage. There isenough here for two doses (016).020This was a dining hall. The once-elegant table isfractured and decayed, and rotted tapestries stillcover parts of the walls. A long table, stillstanding after these years, divides the foulsmelling room. On the floor, you make out morebodies. There are two fairly recent corpses, anda dozen or so skeletal forms. As you watch in thedim light, some of them stir and begin to rise: twoskeletons wielding axes and shields. Their jawsare clacking, as if they are taunting, as theyadvance upon you!You are at D on the room board; the skeletonsare at B. A is north; the stairway in the center isthe table (it cannot be moved through, thoughyou may fire missiles and spells over it.) If yousurvive, you may search the room (024), headdown the eastern (040) or western (001)hallways. Skeletons (2): ST14 DX9 IQ9; Axe D6 2;Shield 1/0; Skeletal Body 2/0 against piercingweapons, or 0/0 against swinging weapons.021On one of the Dwargs’ bodies, you find acameo, with a miniature painting inside, of abeautiful woman (CAMEO). There is nothing elseof note in the room, aside from the preciselydissected body (014).022This is a power stone. Each day it allows thewielding mage an extra three fatigue, in the samemanner as a staff (016).023You find the body of an adventurer in thecorner, stuffed under a hollow pedestal. Thereare two stone vials in a pouch at his belt, andnothing else of value.If you pass 3/IQ ALCHEMIST, MEDIC, orHERBALIST, you identify the potion in the stonevial as Mashu, a concoction made by the Shod, alocal ethnic group here in Redpoint. It heals 3hits per vial. Otherwise, you deem it a bad ideato sample it now, and save it for later. You nowleave the room and head north (020).024There are a half-dozen more skeletons strewnabout the floor, but none are moving. Among thedebris, you find a pair of silver candlesticks thatshould fetch a nice sum at any market (200S). Inthe middle of the south wall, you find the outlineof a door in the stones.If you pass a 3/IQ TRAPS, go to (004).Otherwise, as you find the panel that activatesthe door, a jet of dark gas sprays from the wall.Everyone who fails a 3/ST check takes 2 hits ofinternal damage as their lungs are burned! Whenable 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 smallgems 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).026“That is indeed her likeness,” Honest Alzandersays through his gap-toothed grin. "And I heardof who it was that took her. Maybe even wherewww.DarkCityGames.com - Page 5

Legends of the Ancient World – The Sorcerer’s Manorshe is--an old church, converted to awarehouse.” 20S later you have purchased amap from him of the late Gothic period ofRedpoint’s architectural history. With Alzander’scommentary, you pinpoint several possibilities.That night you get to work, and the first one youinvestigate, 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 givesyou 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 Sword2D6; Cloth 1/1, Large Shield 2/1.027You find a sloppily-concealed trapdoor in onecorner of the room. It is well-oiled; the serpentmen must travel this way. You carefully lift it andsee a short drop to a tunnel running south. Foulvapors drift toward you. You may investigate thetunnel (012) or leave to the west (020).028The first wound Ximon takes, he curses you andteleports on his next action. You cannot tracehim. You have made a powerful enemy (XIMON)(035).029It is talkative. “I am the sorcerer's librarian. Veryimportant, you know. Though he hasn’t asked formy assistance in a while. May I help you find aspell?”A magical character may receive a scroll withany single spell he has the IQ to cast; after theadventure, he may study it and gain that spell,without having to pay experience points. Youhave the plot word (LIBRARY) (025).030The stairs from the first floor meet this dank,moldy room. The ceiling is lost in blackness;there is an archway to the north, and a hallwaybeyond. The room is empty. As you cautiouslypass through, there is movement from above.Spiders big spide

a once stout portal, and enter the sorcerer's manor through the North door (001). 001 This is the entrance hall to the sorcerer's manor. Light-beams, stabbing through rotted holes in the walls, reveal a once-regal room decayed by time and violence. In the middle of the room lie many bodies: a dwarf, two humans, three Orcs, and

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