Gamebook store

Showing posts with label Tirikelu. Show all posts
Showing posts with label Tirikelu. Show all posts

Friday, 20 September 2024

When to go all-in

John Whitbourn, author of the wonderful Binscombe Tales and many other first-rate fantasy stories, has the knack of finding out about a wide range of interesting curiosities. "Perhaps you've seen this," he'll say, pointing me to an obscure book or a movie or a game that is absolutely right up my street and yet that I'd never heard of before that moment. If I try it in reverse, telling him about a little-known Nigel Kneale SF drama, say, or a 1960s Soviet folk horror movie, or a seminal work of English apocalyptic fantasy, it usually turns out he already knows all about it.

I've given up looking for an explanation. The universe just looks favourably on John while I'm its red-headed stepchild. But I'm grateful to be kept abreast of news that otherwise would have passed me by. For instance, he recently dropped me an email about an OSR game called Slay. This line jumped out:

Slay has a unique d6 combat system. Roll a red effort die along with your white task dice. Make a decision to either add the effort die to your attack or convert it to a dodge die and keep it to improve your defence. This makes every attack roll a decision: do you go in for damage but potentially leave yourself open? Do you play defensively even though you could potentially deal damage?
That made me think of Tirikelu, another RPG where you can trade off attack against defence. But there are differences worth pondering. In Slay, you roll the dice and then decide how to share out your zanshin. In Tirikelu, you set your priorities first, then you roll. You also get the chance to alter your tactics as the round progresses. Say you get initiative and you start off with a half-value attack. That leaves you with the option later in the round of either using the other half-value action to parry, or letting your opponent strike at you unopposed and then at the end of the round you can use the remaining half-action to attack again.

One system gives more tactical choice, the other is super-quick. Which you opt for depends on your playing style and preferences. In fact, since Slay is pay-what-you-want and Tirikelu is free, why not try both? And now that autumn is here, and Halloween barely a month away, the perfect reading matter as the nights draw in is the aforementioned Binscombe Tales. Tell a friend about them and you'll soon have a reputation for spooky synchronicity.

Friday, 24 November 2023

A sense of shame


These rules for enhancing Tsolyáni role-playing with rules for loss of face were originally published in The Eye of All-Seeing Wonder issue 4 (spring 1995). The rules can be used with Tirikélu or any other Tékumel roleplaying systems

Tsolyáni culture strongly values honourable behaviour. Ignoring this aspect of the culture in role-playing means that the game becomes little more than D&D with interesting monsters. These new rules help encourage players to act more like real Tsolyáni. Players are given the choice: observe the Tsolyáni code of honour and get to the top of the heap, or disregard it and remain a free agent.

The rules measure any blemish against a character as Discredits. Too many Discredits will hinder promotions, and may even result in the character losing rank and social prestige. A new attribute, Honour, is introduced. Characters with high Honour are often forced to act whenever they acquire Discredit; characters with low Honour have more freedom of choice, but may find themselves passed over for promotions.

Honour

A character’s Honour attribute is rolled for on 2D10. (Players can just decide their own Honour score.) Honour indicates the degree to which the character feels obligated to act according to the unwritten code of correct behaviour that pervades Tsolyáni life.

A character with high Honour finds it difficult to compromise their ideals of duty and propriety. They are likely to take offence at any remark that might cause himthem to lose face. A character with low Honour is what 20th Century psychologists call "unscripted": a person motivated by free will rather than by the sense of shame and duty that forces the actions of most Tsolyáni.

Having low Honour does not necessarily mean that the character is a scoundrel. He or she might indeed be a Machiavellian schemer hiding behind a facade of noble action, but they could just as easily be simply amoral. Such a one could be an enlightened Adept of Dra, for example.

Stung into action

An unmodified Honour check is made whenever a character incurs a Discredit. If the 2D10 roll is less than or equal to Honour, the character is obliged to settle the Discredit (for example by duelling one who has insulted him). A roll higher than Honour leaves the character free to accept the Discredit without being forced to take action.

Players are free to settle Discredit burdens voluntarily without making an Honour check. If they do this they have the option to increase or decrease their Honour score by 1. This represents the fact that the Honour check indicates the character’s careful weighing-up of the exact limits of his required behaviour. A person who acts without this careful consideration is demonstrating that he is a free agent whose actions are not necessarily dictated by the need for public respect.

Burden of duty

Any duty carries with it a Discredit, the value of the Discredit indicating the loss of face the character will suffer if he fails in the duty.

Example: Lieutenant Vajra hiMichashin is ordered by her captain to carry a message past enemy lines, but she stumbles into an ambush and loses the message while retreating. Vajra makes an Honour check. Success means she must suffer the full weight of the Discredit burden. A failed check means her lack of honour allows her to ignore the shame. (She may still be punished for her failure, but that is a separate matter. The Honour check merely determines if she personally feels compelled to atone for it.)

Discredit where it’s due

A Discredit is any burden of obligation, and one who allows himself to build up a large debt of Discredit will lose the respect of others. This is no slight matter in a society as status-conscious and bound by tradition as Tsolyánu. A lord who has a large Discredit and does nothing about it will find his retainers drifting away. A merchant will lose his customers. A priest may lose the favour of the gods.

If a character receives a very large Discredit (25 points or more) from a single action and then fails to discharge it, they may feel obliged to "do the decent thing"—either resigning or (in extreme cases) sacrificing themselves to the gods. The character can avoid this by failing an Honour check.

Example: Shazir and Khiro are told by their clan elders to escort a clan-cousin from another city and see that no harm comes to him. Unfortunately, while passing through a forest their group is attacked by Dzor and the man is killed.

Both must make Honour checks. Shazir’s Honour is 12 and, rolling 7 on 2D10, his check is successful. He immediately incurs a Discredit of 25 points value. If he is not excused by his clan elders, Shazir will have to lose his life to atone for the shame of having failed in his duty.

Khiro’s Honour is 4 and he rolls a 6. A narrow scrape, but he manages to find some loophole that lets him squirm out of having to immolate himself. He must still tally the 25 point Discredit on his character sheet. The disgrace is such that he is automatically demoted from 10th to 9th social Circle, as a 10th Circle character must not have an outstanding Discredit of more than 20 points. Still, as he notes the preparations for Shazir’s sacrifice to Vimuhla, Khiro reflects inwardly that life without honour is better than honour without life.

Discredit values

When a character incurs a Discredit, the referee should tell them the value of the Discredit based on the guidelines given in the table. The maximum Discredit a character can safely have at any one time depends on their Circle. If they go above this maximum they will find it difficult to hold their head up among their peers. Their influence will decline and they may even be demoted within their profession. No one in Tsolyánu has respect for a man or woman who does not repay their Discredit.

The following sections provide guidelines for you to determine Discredit penalties. You may also decide to enforce smaller Discredit penalties for minor matters, and these can often act as a spur to move the game-action along when players are being a little sluggish.

When two actions conflict and a character is liable to incur a Discredit either way, the proper course is to undertake the action with the larger potentional Discredit. The other action then incurs no Discredit. This is because the character has behaved correctly, and no-one can think ill of him because he was forced into a dilemma. (If ordered by your fathers to refuse a challenge to duel, for instance, you should obey; there is no Discredit penalty for refusing the challenge in this case.) This only applies if both sides of the dilemma are publicly known, though. Discredit represents public shame, and even a character who behaves correctly must accept a Discredit if the reasons for his action are not clear to others.

For most Tsolyáni the paramount duty is one’s duty to family. Bringing the family into disrepute or causing the death of a relative incurs a Discredit of 25-30 points. Failing to defend the family or avenge a relative’s murder incurs a Discredit of 20-25 points. Taking no action when your family is insulted brings a Discredit of 1-25 points (depending on the source and severity of the insult). Disobeying the heads of family incurs a Discredit of 10-15 points. In all cases the heads of family can grant a dispensation which absolves the character of any Discredit.

Next comes duty to the clan. Discredit values for transgressions against clan-cousins of other lineages are 90% of the values given above for family.

A character who joins a legion or temple is expected to give the same loyalty to his superiors that he or she would give their lineage elders. In practice, however, the moral imperative is not quite so strong. Discredit values for transgressing against one’s superiors in the army, priesthood or bureaucracy are about 75% of those listed above for family. Large undischarged Discredit in these circumstances will result in dismissal from the legion, temple or Palace.

Characters are not very likely to receive a direct command from the Emperor, but it could happen. The Emperor’s command should be treated as carrying a potential Discredit just 1 or 2 points less than the command of one’s clan elders or liege lord. A powerful lord could thus countermand an Imperial order given directly to a vassal, but would be uncomfortable if he received the order himself.

Insults

It is tremendously important to Tsolyáni that they avoid losing face in front of others. Any disgrace that falls upon a character’s good name, or the name of his family, must be avenged.

When you insult someone, you place a Discredit on them that can only be removed by a payment of Shamtla or a duel. If you succeed in an Etiquette check (with a modifier of -1 to -5, depending on the insult) then the other person has no redress and cannot demand Shamtla. They can challenge you to a duel, but you are perfectly within your rights to refuse. If you fail the Etiquette check, on the other hand, you cannot legitimately refuse Shamtla or a duel without taking a 10 point Discredit yourself.

Wiping the slate clean

It is possible to reduce your accumulated Discredit by outstanding actions that bring strong public approval. Such actions include great bravery, making a good marriage, lavish spending on a family banquet, etc. The referee will permit such actions to reduce accumulated Discredit by 1 to 5 points.

How soon they forget

A character’s accumulated Discredit is reduced by 1 point in any month in which the character has not gained any further Discredit.

Friday, 21 May 2021

Cut and thrust


Assuming your roleplaying campaign involves combat, how long should fights go on? In Sagas of the Icelanders, a fight is usually just one dice roll, which is just how quickly it would be resolved in the sagas:
"A great sheet of ice had been thrown up by the flood on the other side of the river as smooth and slippery as glass, and there Thrain and his men stood in the midst of the sheet. Skarphedinn took a spring into the air, and leapt over the stream between the ice banks, and did not check his course, but rushed onwards with a slide. The sheet of ice was very slippery, and so he went as fast as a bird flies. Thrain was just about to put his helm on his head. Skarphedinn bore down on him and hewed at Thrain with his axe Rimmugýgur, the 'battle-witch', and smote him on the head, and clove him down to the teeth, so that his jaw-teeth fell out on the ice. This feat was done with such a quick sleight that no one could get a blow at him; he glided away from them at once at full speed. Tjorvi, indeed, threw his shield before him on the ice, but he leapt over it, and still kept his feet, and slid quite to the end of the sheet of ice."
Contrast that with games of Runequest (I'm talking about v2 here; more recent editions may have fixed it) where battles between two reasonably skilled fighters became a case of slash, parry, slash, parry, and rinse and repeat until eventually somebody fumbled. And in GURPS a combat is like a slow game of county cricket. (Imagine replicating Skarpedinn's feat at the frozen river using GURPS 4e -- we'd still be here next Christmas.)

How long should fights go on? As long as suits the setting and the players. Sagas of the Icelanders is true to the literary reality of the original stories. For all I know, the presumably saga-length combats in RQ Vikings are nearer to how they played out in reality. If you're playing a game that's trying to recreate the feel of a kung fu movie, you'd feel cheated if every fight was over in a single strike. And even when it is, the manoeuvring beforehand tells a story in its own right:


A combat should be a little story, with a beginning, middle and end. But it's only worth playing out the beats of those mini-stories if they're going to be interestingly different each time. We'll tolerate combat mechanics that take longer to resolve if they generate dramatic outcomes. I've found Tirikelu hits the sweet spot, being both quick and cinematic, but after all it would be pretty surprising if I wasn't satisfied by a system I devised. You'll have to judge it for yourself.


Tekumel is a good place to look for the emergent story possibilities of combat. One-on-one fights are often formal duels held under the terms of the Manifesto of Nobel Deliverance. The beginning of the story is the quarrel or insult that instigates the duel. The middle is the negotiation between the seconds as to the form of the duel. And, as in any good story, the decisions made at that stage almost always set up the denouement which is the fight itself.


Duels make for interesting fights because the stakes are clear (honour, sometimes life too) and there are all kinds of ways it can turn out. Somebody might win by resorting to inelegant or even dirty tactics (use of Warrior skill rather than just Weapon skill, in Tirikelu). In pistol duels, one of the combatants might choose to fire in the air, or otherwise pull something unexpected; look at the duels in Scaramouche or The Duellists for inspiration.

If combat is frequent in your games and simply functions as an obstacle you throw in front of the players to prevent them from smoothly achieving their goals -- hordes of orcs in a dungeon, say -- then a single roll to decide the fight is probably enough. If the characters are samurai, Spartans, musketeers, or kuruthūniyal, then it's quite likely that the minutiae of each battle comprise a significant part of their story. Gun battles in a noir setting will be decisively shorter than in special ops adventure. The rules should put the focus on whatever matters in the campaign, and generate just enough blow-by-blow detail to fuel the kind of stories you want to emerge.

Friday, 16 February 2018

"The Temple of the Doomed Prince" (scenario)



I vividly remember the evening I ran this scenario. It was in 1982 or ’83. Mike Polling and Mark Smith had been in my Tekumel campaign at Oxford, and on moving to London I started a new game that included their school friend Jamie Thomson as well as Oliver Johnson, who also role-played with me and Mike at college but only in my Medra campaign.

I can even tell you where we played. It was Yve Newnham’s flat in Edgeley Road, Clapham, and I can remember how Mark read out the entries from the temporal codex and then concluded grimly, “A brave man…”

Nomikaru, who appeared in the published scenario as an NPC, was Jamie’s character before he began playing the much more esteemed and exalted Baron Jadhak hiVriddi. I don’t recall what system we used. This was years before Tirikelu with its tactical choices of full- and half-attacks. I think we must have used was a modified form of Mortal Combat that I’d adapted based on what Prof Barker revealed in correspondence about the (then) forthcoming Swords and Glory rules. We used to use hit location back then, which made the conversion to RuneQuest less arduous than it might have been.

The RQ and AD&D stats included in the White Dwarf version of the scenario were a sop to ensure I could get away with including Empire of the Petal Throne stats too – even though Games Workshop had no interest in EPT, and neither did TSR by then. Because I had the Rune Rites column and an instalment of Castle of Lost Souls running in that issue of White Dwarf (#54, June 1984), this scenario went out under the byline “Phil Holmes”.

The Jalush was inspired by Steve Ditko, by the way, as so many of my ideas have been. On Dr Strange’s first foray into the world of Nightmare he was threatened by the spinybeast, and obviously that left a powerful impression on my young mind because fifteen years later this thing leapt out of the unconscious. It gave the players quite a scare, if for no other reason than that a monster you couldn’t find in the rulebook might be capable of anything.

THE TEMPLE OF THE DOOMED PRINCE
by Phil Holmes

An adventure for five to eight Dungeons and Dragons or EPT characters of 4th-6th level or RuneQuest characters of 45%-65% weapon skills. Tirikelu characters should have main skills around 8-10th level.

Referee’s introduction
This adventure is based on Professor M A R Barker’s fantasy world of Tekumel described in Empire of the Petal Throne. For AD&D or RuneQuest just assume that the adventure is located in some distant part of your campaign world. Where EPT monsters are used I have reinterpreted these for AD&D and RQ use. I apologize in advance for having to reduce the complexity of Tsolyani religion and moral philosophy to D&D’s simplistic alignment system.

The worship of Lord Ksarul
Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie, is the god of those who seek knowledge for the sake of power. Long ago, when gods still walked among men, Lord Ksarul gathered his forces and brought these against the other gods in a war for supremacy of the Universe. He was aided by his monstrous servant, the minor deity Gruganu, the Black Sword of Doom. Together these two came close to attaining the ultimate victory they sought, but at last the other gods joined together and defeated Lord Ksarul at the fabled Battle of Dormoron Plain. They stripped him of much of his power and then imprisoned him in a place between the planes of existence – a chamber of flickering azure light where Ksarul is sunk in deep stasis-sleep. Even the dreaming mind of Ksarul is still powerful, however, and thus he guides the loyal Gruganu (who escaped his master’s fate) in an effort to find the Ten Keys of the Blue Room which will free him to wreak vengeance on all the gods.

The priesthood of Lord Ksarul (who wear smiling masks of silver, black velvet robes and a mortarboard-shaped head-dress) is very highly organized and secretive. But despite their theoretically ‘evil’ aims, many of the priests are simply dedicated men of learning, respected scholars and physicians. In D&D terms most of the Doomed Prince’s followers are thus Lawful Neutral in alignment - although there is a small inner clique of zealots, the Ndalu Society, who devote their lives to the search for the Ten Keys and whose methods and alignment are definitely Evil. [Ugh – how it pains me even after all these years to have to leave those lines in! – DM]

The Goddess of the Pale Bone
This should be revealed at the appropriate time only to clerics, Lhankor Mhy Initiates or EPT characters with the scholar skill. The Goddess of the Pale Bone is one of the Pariah Gods, an utterly inimical and Chaotic deity whose worship is almost universally proscribed. Her few followers are the sort of psychotic outcasts who give Chaotic Evil a bad name; human sacrifice is the least appalling of their activities.

PLAYERS’ INTRODUCTION
By chance one of you discovered some information concerning a temple to Ksarul located in the Do Chaka Protectorate, a region far to the west. The records you have looked at show that the temple was founded in the year 2157. (The year is now 2361). Another brief reference, dated 2270, states that the temple was abandoned during the reign of the Emperor Heshtuatl (sometime between 2168 and 2234) and that the priests’ exodus was apparently so hurried that most of the temple relics and treasures had to be left behind. You set out at once.

Your journey west has brought you over a thousand miles – much of this along the Sakbé roads, huge raised causeways twenty feet or more in height and up to fifty feet across. You left the Sakbé road three or four days ago and travelled north along the River of Red Agates towards the mountain range known as the Atkolel Heights. Through a pass you have come to the village of Mandir, nestled at the foot of impressive cliffs. Somewhere beyond – only a few miles away now – lies your goal

REFEREE’S NOTES

The Village of Mandir
The sun is low over the western hills as the party approach Mandir. In the north, storm clouds gather. The village consists of about thirty houses - low wooden buildings with many-sided totemic pillars at each corner supporting roofs of black tile.

The party are greeted formally by Tulkesh hi-Nraga (surnames carry the ‘hi-’ prefix.) Tulkesh, a slightly-built man about forty years old, is village headman and senior member of the Clan of the Advancing Shadow, a foresters clan which traditionally reveres Lord Ksarul, to which more than three-quarters of the villagers belong. He is quite affable towards strangers – particularly if the party includes Ksarul worshippers – and will invite them to dine with him and stay for a few days. No payment is expected unless the party presume too much on the villagers’ hospitality.

Also at dinner is a strange young man called Nomikaru hi-Teteli, the local priest of Lord Ksarul. As soon as the meal has begun he starts to chew hnequ weed (a narcotic) and becomes by turns either vague or abstractly argumentative. He is in fact a disgraced member of the Ndalu Society, who chafes at his demotion to lowly village priest.

Tulkesh will freely answer any questions. Mandir was settled by pioneers from the east two hundred years ago. The temple that the players are interested in was founded at about the same time, but it appears to have become deserted only a half-century later. Tulkesh is not sure of the details – just that the priests abandoned the place after a number of unexplained events. One story he has heard is that the priests were later attacked and killed by outlaws as they made their way back to the Sakbé road, so a full report was never made. From time to time since then there have been mysterious disappearances, and nowadays people try to give the temple a wide berth.

Nomikaru adds that there are probably Hra and Vorodla (see below) guarding the temple compound, and will relish describing these creatures to the ignorant. The party may choose to look around the village before heading for the temple. If so, they will certainly encounter Major Chengath hi-Lantau, a retired army officer who carves and lacquers decorative wooden screens. He will carve a screen to order for 200 kaitars / 100gps / 200 lunars.

Getting There
The trail from Mandir into the hills is steep and overgrown, and now quite arduous after a recent storm. There is a steady, grey drizzle and the skies threaten further storms, for this is Shapru, the month of rains.

The whole trek takes about seven hours for a moderately-burdened party. This assumes ten minutes’ rest each hour. The last part of the journey involves trudging up a particularly steep and muddy path, and characters who don’t take a ten minute break at the top will fight at -1 for the next hour owing to fatigue.

Temple background (for the referee only)
Although founded ostensibly as a centre of worship for the people of Mandir, its major value to the priesthood of Lord Ksarul must have been as a spiritual retreat; an isolated monastery where priests could conduct their studies and research without disturbance from the factional disputes common within city temples. A number of Hra and Vorodla were provided by the funders of the temple, the Society of Blue Light, a faction devoted to pure scholasticism and opposed to the Ndalu Society.

Unbeknownst to the temple founders, the caverns below the shrine were used millennia ago by devotees of the Goddess of the Pale Bone. In fact this was the root cause of the troubles at the temple, as will become clear.

The abandoned temple
As the party approach, the temple’s ruined state becomes clear. Some time in the past the gatehouse was shattered by lightning, charred, and then rotted by the elements. The stone wall around the temple compound has collapsed at several points. The paving stones within are cracked and subsided, the buildings are tangled with vines and in disrepair.

Dominating the temple is the twenty-foot pyramid on which stands the shrine dedicated to Lord Ksarul. Just as the party pass through the ruined gate, dark, winged shapes rise up from here and the colonnade below, soaring aloft and then swooping down to attack.

These are Vorodla, guardians of the temple. There are seven of them:

VORODLA
RQ: 5-point armour; HP10, 11, 12, 13, 13, 14, 15; Move: 6/12; POW: 13; Sword (1d8+1+1d4 and exposure to Soul Waste), SR7, 45%.
AD&D: AC5; HD4; HP12, 18, 21, 10, 15, 22, 23; Move: 6”/24”; 1 attack for 1-8 +20% chance of energy drain.
EPT: AC5; HD4; HP1O, 14, 16, 9, 12, 18, 19; 20% chance of level drain.
Tirikelu: Melee 19, 1D10+3, hit points 11 [-/-/-], armour 3/2, Evade 8, Mag Res 13.

Notes: Vorodla are winged undead; dead warriors restructured and reanimated by the arcane sorcery of the priests of Lord Ksarul. They fight fanatically until cut apart, and must then be burnt or they will regenerate and rise up within two turns. By night, or in pitch darkness, Vorodla fight at +2 (RQ: +10%). There is a 20% chance that a hit by one of these creatures will lower the victim by one experience level (RQ: exposure to Soul Waste. Tirikelu: a wounded character makes a Psychic Ability check at +4; failed roll costs 1 from Psychic Reservoir and requires another check (this time at +2) after one hour; each failure reduces Psychic Reservoir by 1 and necessitates another hourly check, with the modifier diminishing by 2 each time; stops when the character either succeeds in one of the checks or has had Psychic Reservoir reduced to 0). AD&D: Vorodla are turned as wights by priests of Ksarul and as ghasts by other clerics. (On a ‘D’ result, a priest of Ksarul has a 35% chance of bringing the creature into permanent, if grudging, service.) They are Neutral (evil).

Because it is heavily overcast they attack at + 1 (RQ: +5%) even during the day, unless one of the characters uses weather control or the like to dispel the clouds.

The Library
The roof has fallen in at the western end - many of the books are rotten and worm-eaten, but three sealed Chlen-hide (bronze) chests have preserved the most important books in excellent condi–tion. There is also a scroll of necromancy and the grey hand (AD&D: hold monster and disintegrate; RQ: scroll giving 10% increase in Knowledge skills; Tirikelu: Command Undead and Speak With The Dead spells inscribed by a scholar with +8 in the Necromagy phylum) written in the Tongue of the Priests of Ksarul. The real find, though, is the temporal codex of the temple - the daily record of events. The entries of interest deal with the months Hasanpor and Shapru of the year 2215:

13th HASANPOR, 2215
In the midst of preparations for the coming ceremony, two priests who had climbed down to the forest to collect sauqun flowers for the festivities went missing. One crawled back into the temple compound in the early hours of this morning, bloodied and tattered. His tongue had been ripped from his head. Ministrations proved ineffective and he died without providing an account of what had befallen.

15th HASANPOR, 2215
The Eventuation of Holy Pavar was commemorated. The celebration was more muted than in previous years owing to the absence of four of the six slaves prepared for streblosis. These four must have escaped just a few hours before dawn, but their means of egress from the temple precincts is by no means apparent. None of the other slaves seems to have witnessed the escape - a story which they maintain even under diligent torture. It remains a mystery.

27th HASANPOR, 2215
Archdeacon Ishankoi hi-Reshlan has disappeared – spirited away, so to speak, in the middle of the night. Magical means have been employed in an effort to contact him, to no avail. His Holiness the Archimandrite has sent word via Mandir to the Palace of the Realm in Khirgar. Ishankoi has always seemed a stable fellow, and it is difficult to believe him capable of such dereliction of duty as to go missing only hours before the Returning of the Mantle of Blue.

29th HASANPOR, 2215
Those of us who thought ill of Ishankoi have had cause to revise our judgement since his mutilated form was found in the Lower Shrine shortly after lunch. Who can have performed this horrible deed? Recalling the fate of Shrakan and Elvaru earlier this month, one is forced to the conclusion that some monstrous being has come up from the forests. In spite of the heavy rainfall, Yugao hi-Ludum insisted on taking another message to the runner in Mandir.

3rd SHAPRU, 2215
The heavy storms of the last few days continue unabated. Tekketal hi–Kuroda has gone missing. One can only hope he has not suffered the fate of Ishankoi. Yugao hi-Ludum suggested at dinner that these strange events result from an incursion of Shunned Ones from the forest, and is himself preparing a note to this effect to send to the Omnipotent Azure Legion in Khirgar – though some of us believe it would be more seemly to first inform the Temple at Mrelu.

6th SHAPRU, 2215
Tekketal’s corpse has been located in the Hra pit, mutilated if anything even more gruesomely than Ishankoi. To some extent this was due to several of the Hra having mistaken his body for an exotic item of their diet. Further, two acolytes have gone missing.

8th SHAPRU, 2215
Goduku hi-Raitlan has now vanished, along with his personal servant. On the orders of His Holiness, Yugao hi-Ludum used mediumship to communicate our troubles to the Temple at Mrelu. We are assured that investigators have been despatched.

9th SHAPRU, 2215
Like one who is infected with the eggs of the nkek-worm, we have suffered from a traitor within! Yugao hi–Ludum has been uncovered as the source of our woe! Along with two young acolytes he has been worshipping at an ancient shrine to the terrible Goddess of the Pale Bone in the caverns below our temple. After a few minutes of careful questioning he lapsed into a ghastly calm which he retained even when flayed alive. After this his heart was cut out and the corpse flung into the catacombs where he had his shrine. The acolytes were similarly treated, but spoke freely of a baleful influence which called them to the caverns. They died more insane than a Hli’ir. Our troubles are at least now at an end.

10th SHAPRU, 2215
After the Visitation of the Dormant Lord, His Holiness the Archimandrite was found to be missing. A thorough search of the catacombs uncovered his butchered form, treated not unlike that of Yugao. No magic could resurrect him. Moreover, there was no sign of the carrion deposited in the catacombs only yesterday.

11th SHAPRU, 2215
Two more were found dead, and those who remained have been forced to evacuate the temple. Apart from a few slaves only! remain, for l am too infirm to travel far. land the slaves keep to the library now. I have released the Hra and even the Vorodla in the temple precincts, with instructions to attack even those robed as priests of our Supreme Lord. The Vorodla accommodate themselves to such orders with relish, of course, but the Hra seemed dully reluctant. It is tempting to think of this as a sort of loyalty, but I know that the spark of true reason has jaded from their dead minds and it is only the illusion of thought that I perceive in them. The rain is a heavy curtain in the courtyard. Once or twice I thought I glimpsed a figure out there.

12th SHAPRU, 2215
There is food for only two more days, but I do not think it will come to that. I have had an idea for a treatise on the ethology of the Hra. A pity I will never get the chance to write it.

There are no further entries.

The Shrine
 
The roof of the shrine is of a sturdy, black-lacquered wood which has suffered little from time and the elements. There are steps up the south side of the pyramid. The doors are locked.

1. The Outer Shrine. There is an altar stone of blue marble against the north wall, under a silver crescent moon and azure beetle - one of the insignia of Lord Ksarul.

2. Side-chapel. Behind a locked bronze grille is a small shrine to Ey’un, Knower of Skills, the aspect of Lord Ksarul to whom this temple was particularly dedicated. There is a small steel (AD&D: platinum; RQ: iron) statue of the skeletal Ey’un. This is worth up to 150,000 kaitars / 75,000gps / 150,000 lunars, although it would be considered an act of terrible sacrilege if anyone less than a Cardinal of the priesthood of Lord Ksarul were to remove it from the shrine. AD&D players should not be given its full XP value, if it is taken. (It should be worth about 3,000XP).

3. Steps lead down within the pyramid.

4. A landing. The steps continue down and there is an archway to the east, from the chamber beyond which issue forth four Hra:

HRA
RQ: 6-point armour; HP20, 21, 22, 23; Move: 8; POW: 14; Sword (1d10+1+2d6), SR7, 75%; will regenerate unless slain by magic; can detect life at no POW cost.
AD&D: AC4; HD7; HP31,28,28,24; Move: 12”; 1 Attack for 4-11.
EPT:    AC4; HD7; HP24, 22, 22, 20.
Tirikelu:  Melee 22, 1D10+4, hit points 30 [-/-/-], armour 6/2, Evade 5, Mag Res 18.

Notes: These huge (7-foot) undead warriors are sometimes used by the priests of Ksarul as temple guards – but only in the lower catacombs, as they cannot stand the light of day. They are turned as spectres except by priests of Ksarul, who turn them as wights and gain permanent control of the Hra on a ‘D’ result. (Tirikelu: a priest of Ksarul can stop a Hra from attacking by making a -5 Theologian check) Even if completely hacked apart in melee, a Hra will reanimate after two turns (Tirikelu: one hour) and pursue its opponents; it has the tracking abilities of a ranger (RQ: detect life; Tirikelu: 15th level Hunter). In appearance Hra are gaunt and grey, seeming much like a wight. After killing their foes they drain them of all blood and bodily fluids, leaving only a shrivelled husk. If dispelled by a cleric or slain by a paladin with a Holy Sword, the Hra is completely and permanently destroyed.

5. The Lower Shrine. A chamber of black stone, intended for the more sacred and secret rituals. There is a crescent moon symbol inlaid in polished quartz shards into the floor.

6. The stairs end. A locked bronze grille bars the way.

7. Antechamber to the Inner Shrine. Each of the double doors to the east bears the Bound Claw emblem on panels of beaten silver.

8. The Inner Shrine. An effigy of Lord Ksarul, carved of black wood and masked with silver, lies on a couch studded with blue mosaic. He holds a silver staff topped with a large sapphire cut to resemble a beetle. The whole room is faced with blue marble.

The mask is worth about 200 kaitars / 100gps / 200 lunars; the staff, 150,000 kaitars / 75,000gps / 150,000 lunars. The same applies as with the statuette of Ey’un in the side-chapel above.

A search of this room will reveal lines of faint scratches on the floor running between the couch and the east wall. If the couch is lifted up slightly it can be slid aside to reveal a pit. This requires a combined strength of 150 (AD&D/RQ: 28).

The Caverns below the Pyramid

These caverns were a centre of worship for the sect of the Goddess of the Pale Bone centuries before the eastern pioneers colonized the area and built their temple to Lord Ksarul. The only worshipper here now is Yugao hi-Ludum, the treacherous priest of Ksarul mentioned in the extracts from the temporal codex.

YUGAO HI-LUDUM
AD&D:
9th level cleric; Str: 16; Int: 11; Wis: 10; Con: 15; Dex: 11; Cha: 13; AC6; HP50.
Equipment: Shield +3*, Lucern hammer +1*, Wand of Fear (2ch)
Spells: 1st - Curse, command, cause light wounds, sanctuary.
2nd - Hold person, know alignment, spiritual hammer (x2).
3rd - Cause blindness, cause disease, dispel magic.
4th - Cause serious wounds, poison.
5th - Commune.

EPT:
9th level priest; Str: 89; Int: 55; Con: 81; Pow: 60; Dex: 52; Com: 1; AC5; HP38; (+2 hit, +2 damage).
Equipment: Shield +3*, Warhammer +1*, Excellent Ruby Eye (6ch), Eye of Allseeing Wonder (31ch).
Spells: Basic MU skills to Nature Control.
I - Fear, plague, shadows.
II - Cold, creatures, the hands of Kra the mighty.
Ill - Doomkill, the silver halo of soul stealing.
(*These items are only magical when used by Yugao.)

RQ:
STR: 16; CON: 15; SIZ: 11; INT: 11; POW: 18; DEX: 11; CHA: 13; HP16; Defence:5%.
Equipment: Medium shield, warhammer (iron); special powered crystal which gives protection 3 at all times.
Spells: Befuddle, demoralize, disruption, bludgeon 3, darkwall, invisibility, (repair, detect life, silence, extinguish, mindspeech 3, dispel magic 2).
Rune Magic: Shattering, blinding, shield 3, summon small shade.
Skills: Combat skills 55%; stealth 55%; perception 80%.
Allied Spirit in bone talisman: INT: 11; POW 15.

Tirikelu:
Melee 16, 1d10+1        HP: 14 [3/5/8]         Mag Res +27
19th level Ritual Sorcerer                        Spellpoints: 300
Ceraunics +7
Guarding +6
Malediction +9
Necromagy +7
Psychethesis +3
Vallation +6

Yugao’s life-force has been sustained all these years by the power of the Goddess. He presents a grisly spectacle, still in the state that his erstwhile comrades left him – flayed to the waist, his skin hangs like a kilt leaving an upper torso of raw flesh and sinew, a skull-like mask of a face with lidless, staring eyes. There is a gaping hole where the priests tore his heart out. Most of his abilities now derive from his deity and so he should be treated as a priest (AD&D: cleric) as indicated above. Outside the caverns Yugao’s life would ebb away at the rate of one hit point a turn.

Besides Yugao the caverns hold another danger – the Jalush, a creature which has guarded the Goddess’ fane for hundreds of years. The Jalush may be a unique, demonic creature or it may be the last survivor of an extinct species. It has six limbs, walking on the back four and using the forelimbs for grasping and striking. It has an outer integument, smooth and ivory-pale, with sharp clusters of spines at its joints. It stalks with the slow, precise movements of a praying mantis and strikes with a scorpion’s vicious speed; any NPC of 4th level (RQ: lay member) or less has a 15% chance of fleeing in terror if suddenly confronted by it.

THE JALUSH
RQ:
HP28; Move 8; POW 20; Talons (1d8+3d6), SR4, 95%
Right hindleg (01)                 10/9
Right foreleg   (02-04)           10/9
Left hind leg   (05)                 10/9
Left foreleg     (06-08)           10/9
Abdomen        (09-10)           10/10
Chest               (11-12)                        10/10
Right arm       (13-15)                        10/9
Left arm          (16-18)                        10/9
Head               (19-20)            10/10

AD&D:
AC0; HP54 (from 11 dice); Move: 12”; 1 attack for 4-24; Neutral Evil.

EPT:
AC1; HP44 (from 11 dice); Move: 12”; Other notes: see below.

Tirikelu:
Melee 30, 1D10+6, hit points 44 [9/16/23], armour 6/3, Evade 9, Mag Res 24.

Any character hitting the Jalush has a chance of being scratched by its poisonous spines: 15% if the character is AC5 or less, increasing by 1% per AC point above 5. If the character fails his saving throw he loses 5 EPT points of constitution (AD&D: 1 point) at once and a further 5 EPT points (AD&D: 1 point) every two minutes. This continues until the character is dead or the poison neutralized. This can only be accomplished with the Ineluctable Eye of Healing (AD&D: Keoghtom’s Ointment or full wish), and even this will not reverse the damage! The poison also causes 1-3 hit points permanent damage whether or not the character makes his saving throw! Nothing short of Divine Intervention will heal its effects. 

RQ: the character must make his luck roll to avoid the spines. The poison is potency 15, and if it overcomes the character’s CON, he should be considered to have contracted the terminal form of Creeping Chill disease. If the poison does not overcome the character’s CON, he merely loses 1 point permanently in the scratched location. 

Tirikelu: Anyone striking the Jalush must roll their armour value or less on D6 to avoid being scratched by the spines. If scratched the character loses 1 point of Stamina every two minutes until they die or the poison is neutralised with Detoxify, Invigoration, or an Eye of Healing. Lost Stamina is not regained without a Restoration spell or a charge of the Eye of Regeneration.

The Jalush has a saving throw of 6 against all spells, technological devices, etc. It has keen senses and moves almost silently despite its size: it surprises the party on a roll of 1-4 on d6 and is itself surprised only on a roll of 1 on d10.

For any encounter in the caverns, roll d6:
1-3       the Jalush
4-5      Yugao
6          Yugao and the Jalush

Of course, Yugao is always somewhere in the caverns. Have the party encounter him in the Goddess’ fane if they haven’t run into him before then.

9. Low chamber. There is a drop of about twenty feet from the floor of the Inner Shrine down a narrow shaft which opens into the roof of this cave. The climb down is not difficult. A tunnel slopes gently downwards from the south-west part of the chamber. The sound of running water can be heard.

10. Underground stream. This dries up in summer, but at the moment is in full flood. The stream is 4 feet at its deepest point.

11. Secret ‘door’. A boulder conceals the narrow passage. It takes a combined strength of 85 (AD&D/RQ: 16) to roll it back.

12. The Goddess’ Fane. This cave is taller than most of those here and seems to have been enlarged by excavation at some time in the past. The walls have been stained white and covered with squarish crimson designs. There is a rough altar, a natural table of rock, to the south-east. On this is a rough, pitted idol of light grey stone, depicting a globular being with six thick, curving legs and the face of a thin-lipped woman.

Anyone touching the idol will receive a fleeting but horrible vision: a tall, unsmiling woman dissolves into the repulsive apparition of a torn, rotting monstrosity – the woman’s head, shoulder and right arm – flying through illimitable darkness towards the viewer. She wields a great warhammer and seems to be shrieking in rage with her hair streaming as if in a wind. However, there is no sound.

After a moment this vision fades; the idol will not affect a character more than once. Removed from the fane, it loses this power.

13. Skulls and broken bones, the Jalush’s victims over the years. There is a 4’ wide shaft in the floor of this chamber, set with many razor-sharp chips.

If a character manages to get down the shaft he or she will feel a sense of tremendous premonition, as though on the verge of a great discovery. Rather than merely telling the player this, the referee should try to create a mood, to heighten the sense of significance. Describe the dank air at the bottom of the pit, the rasping of the character’s own breath in the stillness, the rough wood of the torch in his hands, its heat on his face... There at the bottom of the shaft lies a 6” sphere with a stylized eye-symbol inscribed into it, seeming to watch the character. When the character picks it up it feels almost icy cold, and remains so even if heated. Though it seems to be made of grey marble, it cannot be cracked or damaged in any way.

This is one of the Ten Keys required to free Lord Ksarul, presumably concealed here by one of the followers of the Goddess of the Pale Bone. It cannot be detected as such by magical means, and only a great scholar could identify it for certain. Nonetheless, anyone who sees it will have some kind of ‘sixth sense’ as to its importance.

14. Cave entrance and waterfall. The stream emerges from the cliff face. The forest is a hundred feet below. From here characters can see Lake Ngusinaa stretching to the west and, mistily through the continuing drizzle, the great mountain peaks in the north. There are a number of ledges and handholds which make the cliff an easy climb.

After the adventure
For those who like to loot, there’s about 900 kaitars/450gps/900 lunars in cash distributed around the temple – mostly in the bursary strongbox in the administration building, but some also in the private quarters.

If the players take the temple relics (the statuette of Ey’un, etc) then they had better be careful about where they sell them if they don’t want the priests of Ksarul as enemies. Even if they return the relics to the priests, the latter may still view the removal of these items from the temple as questionable or even sacrilegious. The optimum course would be to leave the relics in place and bring back a Cardinal from the priesthood to recover them. The priests of Ksarul will give about 25% of the relics’ value as a reward to their discoverer.

If the party show the Key to Nomikaru hi-Teteli, back in Mandir, he may try to get it from them so that he can take it himself to the priesthood. This is not to say that Nomikaru will recognize it as being one of the Ten Keys, merely that it is an interesting artefact which could help him to ingratiate himself with his superiors.
Trivia: This scenario was slated to appear in a different version in Questworld, the supplement that Oliver Johnson and I worked on for Games Workshop. I drew the monastery and a cutaway of the shrine in 3D view, and sketched out some of the book spreads like the one below. The accompanying notes to the artist read:

"The main spread [for this scenario] shows the protagonists' first view of the monastery after climbing up the mountain path. It is heavily overcast and there is a curtain of fine drizzle. Hovering in the sky over the ruined monastery are seven winged creatures ('corposants')." 

So that's what would have been instead of Dragon Warriors, if things had turned out differently.