The Daitran Ascension

 

 

 

GM Synopsis

 

This is a short adventure for 3-6 100-125 point characters. It involves combat, thieving skills, puzzles, and the ability to comb the city for information.  While set in the world of Trathna as an operative of Lleng Mors Information and Detective Services, this could be set in any fantasy city.

 

To GM this adventure you’ll need:

 

  • GURPS Basic set
  • GURPS Wizards
  • GURPS Fantasy Bestiary
  • GURPS Magic
  • GURPS Fantasy Folk

 

Book references are in bold red

 

The world of Trathna is copyright Naji Norder, this story is copyright Bobby Lewis. All other trademarks for GURPS, AD&D, etc. are copyright their respective owners.

 

Summary

 

The group is at the market center, keeping an eye out for unusual behavior. The Festival of the Amber Moon, a week of celebrations, ceremonies and more is going on. A strange faerie creature and her entourage attraction attention.

 

Soon, the group is attacked and the PCs may choose to help. Likely the enemy will kidnap Shara, the faerie creature and escape.

 

The group is then beseeched to track Shara down. They must investigate who would do such a thing.  Shara is a wild elf Gaitra, a magical construct from Daitran (natural) magic. She is to ascend to a more powerful plane to help her wild elven people in their battle with the mysterious Southern Empire.

 

Once they track her down, the group must rescue Shara. Before the enemy can react, they must escort her quickly to the Daitran guild hall and help her through the trials she faces there.

 

 

Background information

 

The Wild Elves of the Forest of Canterra

 

Knowledge available on a Local area knowledge roll crit. Success, or a regional roll success.

 

The Elves have many nations. The high elves, proper and ancient. The wood elves, simple and peaceful. The mountain elves, unpredictable and mysterious. The wild elves that live in the far southern regions occupy marshes, plains, and wood. They are nomadic and less advanced than other elves. High elves would say less civilized.

 

They have more beliefs in natural powers, and focus their magic through charms and potions and tribal magic involving the entire community to perform great acts. Their lives are simple, but they have a rich oral tradition dating back further than some of the other elves.  Generally they align themselves, if necessary, in war with the more morally right side.

 

Only on a regional area knowledge with a high success, or research in a library, or knowledge of politics.

 

Lately their land has been encroached on and some of their tribes attacked by a new menace far to the south. There is a new nation forming in the midst of a crumbling older kingdom. Many dark forces including a contingent of nomadic ghouls, a small coven of powerful bales, and many power hungry human nobles are banding together and making their own law in the area.

 

In defense the wild elves have worked with several of the other native human communities, other faerie folk, gnomes, and others to ward off this attack. Lately they have been using their powerful, but slow tribal magic to form great creatures. They work closely with the Daitran Guild to build these magics. Daitra is more formal and practiced typically by fauns,  and human and elven scholars and mages intent on understanding the world more than shaping it. Their beliefs in natural magic are not exactly the same as the wild elves, but close enough they feel that what the southern empire is doing is wrong and so have chosen to help.

 

 

The Festival of the Amber Moon

 

Old myths tell of the great gods that began all things. Once they were joyous and content with one another. But over time, they envied the others’ powers. Wars broke out and tore the land asunder. The moon, their mother, wept tears of amber and her face became a pale yellow. The gods stopped their fighting when they saw this and had great sorrow, they wept for those they had slain and celebrated the lives of those who remained.

 

Once every few years the moon can be seen a pale yellow. The astrologers predict this and there is a great celebration in remembrance of the old tale, though few believe it.

 

These days, many merchants use it as an excuse to push their wares, temples hold rituals, and many guilds and nobles hold great feasts.

 

 


The Adventure

 

Introduction

 

During the Festival of the Amber Moon, several of Lleng Mors’ clients are concerned there may be trouble. He’s had groups assigned through out the town. The PCs are assigned to the market square to keep an eye out. If something suspicious comes up, the PCs should stay on top of it.

 

Shara’s Entourage

 

In the midst of the hustle and bustle of the market, the PCs hear a few gasps and admiring oohs and aahs coming from a short distance away just outside of a bladesmith’s stand. The crowd has started to part, and the loud fishmonger crying out his prices for fresh cod and trout has even shut up.

 

Standing in the clearing is a beautiful, tall woman with vast fragile wings behind her.  Her ears and delicate bone structure give her away as an elf, but for one thing, wings.  The transparent wings seem to almost sparkle with a faint luminous green and purple light.  Long, thick black hair flows over her velvet red dress and cape. Adjacent to her is a short, stout bald man in heavy layered robes of yellows, golds, and cream colors who seems very full of himself, enjoying the attention indirectly thrown his way as everyone stares at the woman. She, however, seems taken aback by all the notice and looks every way as if seeing a city for the first time.

 

Obviously the woman’s bodyguards, two large dark skinned men wearing simple brown leather vests and a yellowed cloth skirt of some sort carry spears, and a very menacing look.  One of them has a scar across his face and an arm, as if he took a sword across his whole body. They appear to be half elves, but are more muscular than any elf typically is.  Black tattoos encircle their eyes and mouth.

 

Just behind the woman is a small middle-aged gnome man. His short legs work hard to keep up with the longer pace of the taller company he  keeps. He carries a large backpack that has several pouches and bags tied to it. He has a short trimmed red beard and fiery red hair. Almost in a world to himself, he shakes his head and mumbles as he rushes along.

 

Several yards away, barely noticeable as a member of the entourage is an elven woman. Wearing simple clothes and a grey cloak, she easily blends with the crowd. Her brown hair is cut short, and her green eyes dart around the crowd frequently.

 

The Attack

 

Shara calls out as if seeing the future (she is actually), “Help! We’re going to be attacked. We will need help!”

 

At this point the group will be very close to Shara’s entourage, most likely curious about her. Suddenly, a loud thunderclap occurs and a bright flash of green light sears across the sky.

 

Everyone must make two Health rolls, the first for sound, the second for Vision. +3 for combat reflexes.

 

  • Critical success or make by 6 or more: no effect
  • Success: For 1d6 seconds have a -3 to Vision/Sound (if Vision affects battle)
  • Failure: Cover eyes/ears for 1d6/2 seconds (round up), after that same as above. During first seconds, all actions are at -3 as the person is distracted.
  • Critical failure: Cover eyes as above, afterwards blind/deaf for 1d6 seconds, then penalty of -3 as above.
  • An initiative roll must be made to see which group goes first.

 

 

A moment later, attackers move into the scene.

 

  • Just as the fighting starts a large floating sphere (it’s a balloon) painted in vibrant blue and red swirls comes floating in. Someone atop a building shoots an arrow into it. A sleeping powder explodes out and affects all humans and elves. The gnome smells it and throws an antidote to the nearest person, telling them to take a swig and pass it on. This takes 1 turn per person but takes the gnome 1 turn as well.
    • The powder takes 1 full turn to mix in the air enough to take affect. After that, each human/elf must make this roll:
      • HT roll next two turns. If fail either one, asleep in 1d6 seconds. Each turn til then, at minus equal to seconds. So, if roll 4, -1 first turn, -2 next turn, etc. til asleep.
    • Shara falls asleep right away (so she can’t fly away!)
  • Llewendor Dorallaen on Wizards p. 31 is the archer. He is atop a merchant building (wooden, sturdy). He is 2-3 hexes up, about 4-6 hexes away from the party. He has a Reverse Missiles shield cast on him.
    • Damage:
    • Other notes:
  • Once the area is clear around Shara, a Senmurv (Fantasy Bestiary p. 64) swoops in to get her. It takes the Senmurv one full turn to grasp her and fly away again, it is vulnerable at that time. If it is hit it will fly away and return a later turn, but only if it is at over HT/2.
    • If no clear breaks in the first two turns it will swoop and attack.
      • Senmurv:
        • Damage:
        • Other notes:
  • If one of the ogres gets a clear shot he will try to pick her up and run away.

 

  • Two ogres:

 

                                                                    Reaction                                                             Speed            Passive Defense                    Hits

Character Name and Player                     + or -            ST    DX     IQ     HT           SPD   MOV         Armor Shield       DR       Taken

Gra'chk'aa [80]                                              -4, -3              16      11       9       13             6.00       7                  2           0              5

Roog'kschker [40]                                        -4, -3              15      12       8       13             6.25       7                  1           0              3

 

NAME                            DAMAGE

Gra'chk'aa                      Thrust: 1d+1; Swing: 2d+2; Punch: 1d; Kick: 1d+2; Light club: cr 2d+3

Roog'kschker                Thrust: 1d+1; Swing: 2d+1; Punch: 1d; Kick: 1d+2; Axe: cut 2d+3

 

NAME                            ADVANTAGES AND POWERS

Gra'chk'aa                      Barbarian; High Pain Threshold; Toughness 1; Ogre; Racial ST +2; Natural ST +8; Racial DX -2; Racial IQ -3; Racial HT +4; Acute Taste and Smell +1; DR (Everything) 3; Magic Resistance 2; Night Vision; Passive Defense 1; Racial Skill; Racial Weight (675 lbs); Racial Height (8'8''); Appearance (Hideous), Reaction: -4; Inconvenient Size (Over 8 feet tall); Odious Racial Habit (Eat Other Sentients), Reaction: -3; Uneducated

Roog'kschker                Ogre; Racial ST +2; Natural ST +8; Racial DX -2; Racial IQ -3; Racial HT +4; Acute Taste and Smell +1; DR (Everything) 3; Magic Resistance 2; Night Vision; Passive Defense 1; Racial Skill; Racial Weight (650 lbs); Racial Height (8'6''); Appearance (Hideous), Reaction: -4; Inconvenient Size (Over 8 feet tall); Odious Racial Habit (Eat Other Sentients), Reaction: -3; Uneducated

 

NAME                            DISADVANTAGES

Gra'chk'aa                      Primitive (TL 2); Bad Temper; Laziness; Nightmares

Roog'kschker                Primitive (TL 2); Bad Temper; Fear of Fire (Mild); Kleptomania

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  • Two Basidironds crawl in, D&D Monster manual p. 15
    • Basidirond #1
      • Damage taken:
      • Other notes:
    • Basidirond #2
      • Damage taken:
      • Other notes:

 

There are several booths around them that can be used in the combat:

 

  • Swordsmith’s stand
    • Several weapons laid on a deep blue tapestry of heavy velvet, about 2 yards by 4 yards on top of a heavy oak table, 1 yard by 3 yards.
      • 1 Fine broadsword
      • 2 Small knives
      • 1 Poor shortsword
      • 3 bejewelled large knives, blade is of poor quality
  • An apothecary with 2 hex high bookshelves (light wood) full of various shaped bottles containing potions for:
    • Growth: STx2, HeightX1.5 for 2d6 turns, clothes/armor tear and fall off on roll of 9 or less (Orange) Quantity: 22
    • Beauty: Gain two levels of attractiveness for 1 day, -1 distraction to any enemies who would be interested (Red and blue swirled) Quantity: 13
    • Nightmares: Horrible nightmares (pick from Phobia table) assault character for 1d6+2 turns, Fright Check-2 for 2 turns, can’t do anything first turn unless have Combat Reflexes. (Black with pulsing purple) Quantity: 9
  • Menagerie full of exotic animals
    • A trapped weresnake (Magic p. 100)
    • Five colorful pairs of squawking birds, they’ll fly around whoever opens their cage (even accidentally) and distract, -2 to all rolls
    • A dog (Basic set) who will be loyal to whoever frees him
  • A fishmonger’s table and shelves laden with fish on ice:
    • Cod, mackerel…who cares?? ;-)
  • A frightened woman’s fabric store carrying large rolls of heavy woolen and light silk fabrics
  • An empty booth with a rickety table out front

 

The Market

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Optional

 

Either the party joins in and defends her, or they watch and/or leave. If they leave or just watch, jump down to The Rescue, but first Rikzu comes to the agency and asks for help rescuing her. If they will rescue her and take her to the guild hall, they will receive 500 silver each (less because he recognizes them from the battle and realizes they could have helped then).  Also, if they help they may save some of Shara’s group to help them later. Otherwise, they’re on their own. Rikzu does not partake in any combat or adventures, he only finances the whole thing.

 

 

The fight ensues. The monster’s goal is to engage everyone enough so that Shara can be kidnapped. Once she is taken away the creatures retreat, otherwise they fight to the death.

 

At this point, there are two options.

 

Option 1: Enemies succeed in kidnapping Shara

 

If they succeed in kidnapping her, Rikzu begs them to help him save her and take her to the guild hall, and explains their purpose here. He offers 1000 silver each and the help of the remaining entourage, as well as any magical items they have with them when the job is done. Go to The Rescue.

 

 

Option 2: Enemies fail

 

The party succeeded in defeating the attack. Rikzu is ecstatic, but the city guard is coming soon, so everyone moves away from the scene quickly. Rikzu explains their purpose here and asks for them to protect her on the way to the guild hall. He gives them each 200 silver for anything they need as well as these magical trinkets:

 

Each person gets a small figurine wrapped about a gem that pulses faintly of green and purple and hangs from a simple leather cord. If the figurine is grasped and held tightly and the user focuses, a single use spell is available to them from the plant college, earth, or movement college. User takes normal fatigue to cast. Roll to randomly select up to 3 spells at the time of usage and let the PC choose.

 

Skip The Rescue and go down to The Guild Hall. If the PCs want to interrogate the survivors of the attack Rikzu insists they must hurry to the guild hall and gets them to move on.

 

 

The Rescue

 

Either the PCs ignored the battle and Rikzu has come for help later on at the agency, or they’ve accepted his offer there on the battlefield after trying valiantly to protect Shara’s group. Rikzu is much more helpful if they help in the battle. If they are on the battlefield and any of the enemy was downed but not killed, they can try to interrogate the survivors.

 

Also, Rikzu will give them one necklace for aid in their quest (see Option 2: Enemies Fail above) and retires to his home. He is not a warrior, he claims, and cannot go ‘galavanting’ off with the youngsters. He is available at his home should they need him.

 

 

  • Ogres
    • The ogres don’t know much (of anything), but if either of their fears are discovered (this is how they were torturously trained), then a little can be coaxed out of them. If the PCs are nice to them and show them respect, they’ll tell more.
      • Fear: Work for the mean pointy ear! (Points to building were the Dark Elf is). He say nothing. We attack, grab girl with wings, be careful with her. Hurt everyone else. Leave when we get her. Will give general directions to Ogres’ House, but the PCs will have to ask around about Ogres to get there once in the area.
      • Respect: Same as above, but will admit to seeing the Elf speak with another person at their ‘camp in the city’. Which is outside the city walls in a run down buiding. The ogre gives somewhat accurate if rather random directions (‘turn by the big house with the pretty bird that sat on the tree branch’,’run further than it takes to kill a deer’) to a run down building in a poor district.  See the Ogres’ House below. The person was wearing a deep blue robe and had a soft, syllabant accent (sounded like a snake).
        • Area Knowledge or other applicable rolls will indicate this is a southerner from the area of Karnesh, a collapsing kingdom to the south.
    • Llewendor Dorallaen
      • He has a poison, it takes him 3 seconds after consciousness (or the battle ends) to take it and die.
      • He will fight interrogation but he is a rich source. He’ll identify the Ogres’ house, the Southern Empire contact’s name, etc. On a critical success he has an image and a partial name of the noble in town who is in charge of the kidnapping.

 

No Interrogation/Rikzu

 

They can interview Rikzu, especially if there are no survivors left. Rikzu knows of few who would do this. He has sponsored Shara here in the city. Someone would do it who hates him, but likely it is more that they hate Shara. It could be someone from the Southern Empire (with some digging around the PCs can jump down to The Southern Empire Spy), or his most recent fierce competition in many areas, including social: the Merchant Viko (the PCs can jump down to him but will have little luck going directly there as everything will be normal at his store and his house, but they might chance on something).

 

Ogres’ House

 

The ogres were trained at run down house in a poor part of town. The neighbors heard screams as the ogres were tortured. Sure it was suspicious, but are you going to pay them enough to care? Every bit of information takes another silver.

 

Roll 1d6: on a 4 or less a young boy pickpockets with a 12.

 

A large, ugly orc female (“Gregel’s my name, pleasure’s my game, sweetie!”) in a brothel nearby will tell all, but for a price.  A dark elf came and went, as well as ogres. Once a man with a soft voice and a blue cape came. One of them Southern boys, wasn’t he?

 

The Southern Empire spy

 

Asking around on the streets about the south will lead them back to the center of town.  More upscale pubs for nobles and merchants, libraries, and other high society contacts will confirm the man with the soft voiced blue-caped man was a member of what is known as the Southern Empire.

 

The Southern Empire is a loose alliance of Dark Elves, Bales, even rumours of Vampires, and power hungry human and dwarven merchants and nobles in the crumbling kingdom of Karesh far to the south that are trying to form a new empire. They are supposedly engaged in a number of struggles as they attempt to kill off power in the area. One of these groups they fight are the wild elves of Canterra.

 

In one of the pubs, courts, etc. is a fey, pompous faun whose hair is streaked with blue and green. Many piercings decorate his ears, and several chains hang around his neck in the wide open collar of a sky blue silk shirt revealing a muscular chest. His name is Serris. He is a close ‘friend’ of a minor noble from the south of the kingdom, and everyone says to talk to him.

 

Serris is seated at an opulent table of marble in an upscale bar that will only allow well dressed, attractive, or high status individuals in. He is smoking a hooka when they come in. “Come, come, my pointy ears have been burning!” Serris loves money, fame, and shiny things. He drops his lover’s name a lot.  “Well, I am very, uh, close to Duke Ellef, his highness representative for the Fauns and Elves in the south. He does hear a bit about these Southern Empire types.”

 

After wasting much of their time asking random questions, Serris confirms that there is little Southern Empire activity in the city. Just as the party is ready to leave, “However, the Merchant Viko vas Kreesen has been advancing awfully fast of late, both in the market place and in social circles. He sells very cheaply many fabrics, weapons, and has alchemists to make potions of the style seen only in the far south near Karesh.”

 

Merchant Viko vas Kreesen

 

Viko lives in a nice stone two story in a newer part of town with a small garden and fountain out front. A good area knowledge or history roll will tell the style is very southern. His staff are very polite but insistent the master is busy. Breaking into his house will yield little, although a good roll in his office will yield documents in a hidden drawer. They are messages exchanged with a “Lord Ichigen”. Ichigen seems brash and cruel in his letters, Viko’s messages he has copied down before sending seem to be scared of Ichigen. Ichigen cruelly describes massacring whole towns far to the south to advance ‘their plans’.

 

Viko is nowhere to be found. He has a plaza of stores near the waterfront that are very popular of late. Exploring these yields little as well. Interrogating a worker will reveal that they receive supplies from a warehouse on the far west side of town near the coast.

 

The Warehouse

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


The warehouse is a medium size, generic looking building that appears to be heavily guarded. There is a large watch tower on the far side, with a small cliff wrapping around the base of it (the building is on a small cliff at the edge of the city over a cove).

 

The PCs arrive in early evening as dusk is settling. Thunderheads clap in the distance to the northeast over the sea and lightning occasionally flashes. The area has traffic but it is quieting down as the day ends.  Other buildings flank the warehouse of Viko. His has a large, guarded entrance at the front, and a small side door (no guards outside). The corner is a tower that looks out on the sea. Shara is in the top floor of the tower.

 

Two Southern Empire guards stand outside the front. They wear blue capes and yellow tunics. One of them has his hair wrapped in a dark grey turban. They each have short pointed black beards. 

 

  • Guard 1 (Supporting Cast p.36)
    • Damage
    • Other Notes
  • Guard 2 (see Nduati at end)

 

The side door opens to a small office. A sailor (Supporting Cast p. 33) sits in side at a table, going over maps. He works for Viko but has no knowledge of the kidnapping. The PCs should not kill him, but they won’t know this unless they question him. He grabs his sword and defends the place against what he believes are thieves.

 

  • Sailor:
    • Damage
    • Other notes

 

Laying around the office are various maps, paperweights, notes, etc. Scrounging will reveal one item from the AD&D Dungeon Master’s Guide p.124 (roll to pick random item).

 

The warehouse has boxes of fabrics, food stuffs, wines, and hides. Across the room is a door to the tower. A small staircase winds to the top room.

 

At the top is a small anteroom before they reach Shara. There, they must defeat Ichigen the Great!! His face is pale and gaunt, and he has large green eyes with vertically slitted irises, and long, smooth black hair.  He wears elegant green and gold robes.  He is at a small desk writing papers when they come in. Several plants on stands decorate the small room. A small window is off to one side (Ichigen can be thrown out of it!)

 

He rises and grabs his staff in one hand.  “You will not stop me from taking her body! Come, meet your death at the hands of Ichigen the Great!”

 

Ichigen casts Accelerate Time around himself in 1 second. He can then cast 1 second spells in no time effectively.  Hopefully the group can defeat him. If they step into close combat they will have double turns as well.

 

Once Ichigen is dead they can take his staff with powerstone and use it or sell it.

 

Other Options

 

They don’t have to go in guns blazing (although they can!). Here are some alternatives:

 

  • Climb the wall. The wall is stone and rough, with a few slick spots. Two climbing rolls will do it, fail though and a DX roll to avoid falling to the edge of the cliff. At the top is a window to Shara’s room (and Ichigen’s – either they are lucky or they pick one, left is Ichigen, right is Shara). See below for details on her.
  • They can watch the guards. There is a guard change in another few hours, they can sneak in then as the new guards make a perimeter check.
  • If they wait til late,late at night (though they all need to make Will rolls to stay awake and may be at penalties), 50% chance Ichigen is asleep. Likely he is up in the night working on the Exchange Bodies spell, but they have a chance.

 

When they find Shara, she is drugged and nearly asleep on a cot.

  • Everyone must make a Vision/IQ roll. If someone makes it by more than four or has an advantage/ability that might aid them (photographic memory, etc.), they will notice she is wearing a small choker necklace with a blue gem in the front that she was not wearing before. If asked about it she won’t remember having put it on.
    • If the necklace leaves the building, it triggers the summoning of an Silver Golem (Magic Items 3 p. 58).
  • She is chained by a simple chain to the bed (to prevent flying away!). This can be picked or smashed fairly easily.

 

The Guild Hall

 

The Guild Hall is near the center of town in an upscale district full of temples, embassies, and guild halls. The Daitran Hall has a large, ancient wall around it that is crumbling as ivies overgrow it. Within however, the grounds are maintained perfectly and are lush with weeping willows, mounds of alyssum and marigolds, hibiscus and coneflower. Gardens of thyme and elderberry, sage and elfweed are prolific.

 

They are greeted at the main hall by an elder of the Guild, Master Koissu. He is an old Halfling who wears short grey breeches and a silvery tunic. Koissu escorts them in and hears their story, while serving them tea.  Shara recovers from the escape and the drugs during this.

 

Finally, Koissu explains that Shara must enter the Trials beneath the Hall with those she has brought along. She will need their help as she is still weak. She must reach ascension, Koissu stresses. He looks surprised if they ask what ascension is. At this, Shara looks embarrassed and awkward and turns away.

 

Shara must ascend to a higher being to fight off the Southern Empire. Daitran magic can do this, but it must obey ancient laws that are tied to the source of the magic. She must complete the trials in order to ascend.

 

The Trials

 

When they are ready he brings them downstairs to an ancient, dusty hallway. No one has entered for a hundred years he tells them.  Acolytes light the torches in the ornately carved niches along the hall. Finally, they come to a great stone door. Koissu kneels and intones. He stretches out his hands, and vines grow from them and intertwine through hooks on the door and pull it open. He stands, nods to the PCs, and they enter with Shara and what is left of her entourage.  Good luck, he says, as the doors start to close. I hope most of you make it out the other side!

 

Room 1

 

The PCs stand in a large, empty room. The door behind them is sealed and will not open. The room is featureless. A small plaque is engraved in the floor in front of them:

 

The path behind is sealed

Only your destiny lies ahead of you

 

The far wall is actually an illusion, walking straight through it will allow one to pass.

 

Room 2

 

In this room, as in all future ones, once the last member passes through the door, the way back is sealed.

 

This room is dark, lit by only a few torches, and has several niches off of a main room that has several bends in it.  There is a smell of mildew and dampness to the room.  The first time a person looks down and makes a Vision roll, they see puddles of water on the ground.  A faint rattling sound can be heard echoing through the room.  Several statues reside in the room. Closer inspection indicates that they are various individuals, a female elven archer, a gnome rogue, and three human male warriors. Their faces are frozen looks of horror.  The gnome is poised with his hands over a treasure chest, as if he were lifting the lid.  One of the humans has his hands around his neck.

 

An Occult roll or Area Knowledge-5 or similar roll will trigger a memory of Medusas and Basilisks turning people to stone by meeting their gaze.  If they don’t think of this on their own or with a die roll, they will find out soon enough. The PCs must explicitly state they are closing their eyes. If they just say they are looking down, on a 10 or less they look into a puddle when the creatures come.  Also, the ceiling is a vast mirror. The 10 or less rule applies there as well.

 

A few seconds after they are in the room and looking around, a distinct click is heard. The treasure chests in the niches then open (they open earlier if someone lifts the lid). If a PC is at a chest with their eyes open, they must make a reaction roll and get a 6 or less (9 or less if they have Combat Reflexes or Danger Sense) or be turned to stone by a Basilisk snake.  The snakes roam the room for about three minutes and crawl around the PCs, occasionally choking them. They won’t kill them, just tighten around their neck for a few seconds. Anyone with a Will of 11 or less or anyone with a relevant phobia must make a Fright Check or go running. They’ll either run into something blindly and get knocked down, or, on a 9 or less they open their eyes.  The Basilisks can do basic read minding unless some sort of shield is up. They try to trick a person by taking whatever is important to them. They’ll try to pull Shara’s lucky sash away from her, if someone is greedy they’ll hear their coins being taken. Nothing is removed, just rattled and pulled.

 

The Basilisk snakes are per Venomous Snakes on Bestiary p. 32 but their ‘venom’ is petrification.  They can be killed, if the PCs wish to try.

 

The test here is to keep their eyes closed. After a few minutes, they hear the snakes slither away and the chests click closed. The far door will become unlocked at that point.  Anyone who is turned to stone can be hauled into the next room and revert back to normal. If the bodies can’t be lugged, the necklace given to them (if not used yet) can be used to cure a person of petrification (the gnome has a cure as well, but it makes the person ill and queasy, DX-2 for a few hours).

 

Room 3

 

The first room was about faith, the second about keeping curiousity in check. This room teaches modesty, or, confidence to those who are good (and cocky!) enough. The creature in this room is not meant to be fought. By now the PCs probably think the far door is locked (it’s not!).  The torches brighten as the door behind them locks. This room is shaped like a lazy S:

 

 

 

 

 

 

 

 

 

 

 

 

 

 


The PCs will have little problem dashing at top speed to the far side of the room and going through the door. But, in the bulge, there is a vast pile of treasure on top of a wide column about seven feet high (that is climbable). Guarding the treasure is a Kuchedra, Fantasy Bestiary p. 39.  Be sure to read the description in the first paragraph. If the PCs are foolish enough to fight her they may be killed, but if they can knock her unconscious they will get TONS of treasure (they deserve it…give them numerous random items from the books as well as tons of gold and silver).

 

Room 4

 

A clean, well lit room. The group is jumpy by now most likely, but nothing is to be found here but a door on the far wall. The door does not open, and will not open to any magic or psi power or lockpicking. Beside the door is a small column with a gold rectangular pan inset into the top of it. Around the door small gems of various strange shapes are set. These are easily removable and seem to fit in the pan just right (just the right height, etc.).  Have the PCs complete the following puzzle.  Once the last gem is pulled from the wall, start a real world timer. The PCs have ten minutes to put them into the pan correctly.  The walls to either side of the wide room are slowly moving in and will crush them in ten minutes if they don’t complete the puzzle.

 

Here’s how to do this. Print this box out twice. The players will actually do this in the real world. Appropriate rolls (IQ, some skills?) mean the GM will help with one or more pieces.  Cut the box up into pieces and color them on one side (so you know which side is up). Be sure to take a picture of the pieces put together, or better yet print a third copy and sketch the pieces together so you know which ones go where.

 



When the pieces are all put together, the door unlocks.

 


Room 5

 

The final passage is an ancient hallway. The massive stones are crumbling and vines and loamy earth are tumbling through. As the group approaches the far side of the hallway the vines get thicker. Suddenly, the vines reach out for the PCs. They are Bloodvines, Fantasy Bestiary p. 95.  There are about 3d6+2 of them.  Shara will begin casting spells to control them as the PCs fight their way out.

 

Once the PCs defeat some of the Bloodvines, they will notice an area of the wall that has collapsed and a small area exists off to the side. It is thick with Bloodvines, but if they clear the area they will find a Calabash plant with a single yellowish-purple gourd on it (same page as above).  If the PC uses it ever, roll 1d10 and consult the description of the gourd for the results.

 

Room 6

 

The PCs have completed their quest and guided Shara through the Trials of Daitran Ascension! They come into a large dome shaped chamber carved of massive stones. A small opening to the surface at the top lets in a shaft of light that hangs suspended in the air. A dais at the far end looks as if it once housed thrones of kings. A large passageway to the far back left side has stairs coming out of it.

 

Koissu co