THE ICHTHUS OF LIFE

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THE ICHTHUS OF LIFE Part one of a scenario for Hawkmoon the Roleplaying Game, by Richard Ford.

The blood red sun was slowly setting beyond the Persian horizon as Bull wrenched his scarlet-stained axe from the assassin’s head. Jean hissed at him to follow and turned, dragging Stephane’s bloodstained figure with him. As they fled further into the hills Hargett surveyed the road behind them, his eyes straining in the waning light. It would soon be dark and their pursuers would have a deadly advantage if they didn’t put some distance between them. They ran for what seemed like hours, taking it in turns to pull Stephane along. The young man’s face grew more ashen with every mile and they knew it was folly to hope he would make it. Despite their certainty Jean would not leave him behind. He had travelled for weeks with the young mercenary and he was not about to leave him to the mercy of foreign killers. When the Frenchmen felt they were at a safe distance they stopped to rest. Stephane lay silent in the darkness, he had long since passed out from blood loss. Bull and Hargett took watch as Jean tended to his dying friend. He had tried his best to bind the deep lacerations in Stephane’s body but there was nothing he could do to stem the flow of blood. As he looked at the pale youth before him he absent-mindedly fingered the fish-shaped pendant around his neck. To his amazement it suddenly felt warm to the touch. He remembered the old nomad’s story. At the time he had thought it the fantastical tale old men often told, now he was not so sure. Knowing he had nothing to lose, yet still feeling a little foolish, he took the pendant from around his neck and pressed it to a blood drenched wound on Stephane’s leg. At first nothing happened and Jean chided himself for his naivety. Then, as if stirring from a peaceful sleep, Stephane gave a low moan and his eyelids fluttered open. Without thinking Jean pulled the soaking bandages from his companions leg and saw, to his amazement and confusion, bare skin. There was not even a scar where the wound had been. Without hesitation he pressed the pendant to Stephane’s remaining wounds and tore the bindings away. Each of the lacerations had closed and the Frenchman’s breathing, once shallow and fading, became strong. Jean sat back, staring first at his miraculously cured friend, then at the fish-shaped pendant in his hand. It seemed that the old man had not been a teller of tall tales at all. He indeed held in his shaking hand, the Ichthus of Life…

The Ichthus of Life is for 3-5 players of between Seasoned and Veteran ability. The story centres around the discovery of a sorcerous object that has the ability to heal, and sometimes restore the dead to life. The players will find themselves in

possession of this item, and they are soon the target of those who desire it for their own dire ends. The scenario should be set around the time Granbretan has first invaded Europe and begun its suppression of France. The Dark Empire has encroached on

French soil but has not yet invaded the Kamarg. This way the players have a ready-made enemy, just waiting to scupper their every plan. However, the scenario can easily be adjusted to fit into any time period with a minimum of fuss.

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CHAPTER I Friendly Faces

Use this section to introduce the party to the Ichthus. From early on they should be made to appreciate the artefact’s importance but they will not yet know quite how well coveted it is.

Background and NPC Motives

A group of four French mercenaries are back from an expedition to Persia. They were originally sent on a simple courier mission for a minor noble (the details of this aren’t important but you might wish to create a further background in case the party bring it up) but were soon caught up in a situation which has now grown way out of hand. Whilst there, they were introduced to the Ichthus and immediately spellbound by the legend surrounding it. A wandering hermit who possessed the Ichthus befriended the group (who originally numbered thirty) and told them that the Ichthus, a small fish shaped pendant, was originally crafted by an ancient and powerful sorcerer. Apparently it held miraculous healing properties and was rumoured to be able to return a corpse from the dead. Although they doubted his tale, the mercenaries travelled with the old man for some time, until one night disaster struck. Whilst encamped on the outskirts of a small town the Frenchmen were attacked by a group of black-clad assassins. At first their motive was obscure as they flitted in and out of the darkness, killing indiscriminately. Suddenly the old man grabbed one of the mercenaries, a man named Jean Verre, and thrust the Ichthus into his hand. He implored him to ensure that this seemingly insignificant object was taken to safety.

Before the mercenary could question him further the old man collapsed, a dagger protruding from his back. The remaining mercenaries fled into the night. When they had reached a safe enough distance they stopped to gather their thoughts and tend to the wounded. One of their number, Stephane Serrure, was fatally injured and it was obvious he would soon die of blood loss. With nothing to lose Jean took out the Ichthus and pressed it to Stephane’s wounds. Before their eyes the gaping lacerations healed up and colour rushed back into the injured man’s face. Realising the old man had spoken the truth and they now held an artefact of fantastic power, the mercenaries began to make the long journey home. As they trod the road to France they were perpetually hampered by their black clad assailants, until their number dwindled to the four who now remain. They had quickly realised that the Ichthus was what the assassins were after but Jean refused to relinquish the item, even if it meant facing death. He believed that men who would kill for such a thing must only have evil in mind and he saw his journey as a crusade to keep the artefact from their grasping hands. When they finally reached France the small band was unsure of what to do next. They knew that if they kept the Ichthus they would soon be killed and it would fall into the hands of the enemy. Together they decided it would be best to let Count Brass, Lord Guardian of the Kamarg, decide the item’s fate since he would have the requisite knowledge and the military strength to protect it. Since the mercenaries hold a deep-seated mistrust of Granbretan and its denizens they decided it would be best if they were kept well out of it.

Stephane made the long hard journey to see the Count’s underlings and arrange a meeting with him at Castle Brass. He was told that Count Brass would welcome an audience, and Stephane was told to return in a week’s time. Once he had arranged the meet he travelled back to meet his remaining comrades and they hid out in the wilds of Provence, counting down the days to when they could relieve themselves of their sorcerous burden.

What Happens

Jean, Hargett, Stephane and Bull are now travelling the road south, towards Aigues-Mortes. On the road they will meet up with the Player Characters who will also be travelling, possibly on the way to the village of Petit Greche (see Stop Over). The mercenaries will be reluctant to reveal much about themselves at first but days in the wilderness with only each other to talk to will begin to take their toll and soon they will become comfortable with the party and let them in on their little secret. At this stage do not reveal everything. Let the Player Characters know that the Frenchmen are holding a seemingly mystical item and that they are meeting up with Count Brass to decide its fate but that is all. If the Player Characters try to delve any further the mercenaries will clam up immediately. Eventually Jean will suggest that the group travel together (he believes the more of them there are the less susceptible to attack they will be, but he will not tell that to the Player Characters) and the Party should have little reason to refuse. With their newfound friends the Player Characters will proceed to the village of Petit Greche.

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Alternatives

If the party are reluctant to befriend the Frenchmen then have Jean make the first move. He will introduce himself in a friendly manner although his three companions will remain suspiciously insular. Should the party seem disinterested in hearing the Frenchmen’s tales you will have to force it upon them. The Frenchmen will be only too forthcoming with information. If they are only interested in playing mercenary-type characters then explain the value of the Ichthus to them, this should at least spark an initial interest. Have the Frenchmen persuade the party to travel with them, Jean will be most persuasive as he is almost at his wits end after sleeping rough for months. If the Player Characters remain reticent, throw in an easy encounter that they and the Frenchmen can overcome together. This will build up some camaraderie and trust between the groups. NB: at this stage do not introduce an encounter with the Guardians of the Black Light (see section A Stab in the Dark); they should remain secret for now.

NPCS Jean Verre

Jean is the current bearer of the Ichthus and takes his role very seriously. He sees himself as a crusader on a mission to keep the Ichthus out of evil hands and deliver it to safety. Although he does feed off the power the Ichthus grants, he realises eventually

he will have to give it up, albeit reluctantly. For Jean’s statistics use the Brigand, on page 137 of Hawkmoon the Roleplaying Game.

Stephane Serrure

After Stephane’s healing by the Ichthus and (indirectly) Jean, he has become devoted to both his friend and finding a rightful home for the powerful artefact (which mainly involves keeping it away from Granbretan). He would now follow Jean into the darkest pits of Hades if he so desired and would also lay down his life to preserve the safety of the Ichthus. For Stephane’s statistics use the Peasant, on page 139 of Hawkmoon the Roleplaying Game.

Hargett

Hargett will always be in the background keeping himself to himself. You should use his silent demeanour and the way he perpetually keeps his hood over his eyes to unnerve the party. In reality there is nothing sinister about Hargett, he is simply a serious, reflective individual. He is as loyal to Jean and the Ichthus as the rest of the Frenchmen and will defend it with his life. For Hargett’s statistics use the Brigand, on page 137 of Hawkmoon the Roleplaying Game.

Bull

Bull will initially appear wary and aggressive towards the party. His huge stature and grizzled appearance should be enough to put the party on their guard. However, once the party have earned his trust they will find him the most approachable

and jovial of the Frenchmen. He has a limited intelligence and does not really appreciate the importance of the Ichthus. However, he is loyal to his companions and will follow their lead in any situation. For Bull’s statistics use the Mercenary, on page 139 of Hawkmoon the Roleplaying Game.

The Ichthus of Life

This ancient artefact of unknowable origin contains fantastical healing properties. When worn about the neck it restores 1 hit point to a randomly generated location per Combat Round. It will also restore 1D10 hit points per Combat Round to any wound it physically touches.

STOP OVER

This section will hopefully build up a little trust between the Players and the Non-Player Characters and also build up a little more mystery about the origins and power of the Ichthus.

Background and NPC Motives

Unbeknownst to the party, a Granbretanian patrol is scouring the area in search of the Ichthus. They are under the command of Lord Alcardy, a nobleman and prominent member of the Order of the Fox, who wants the Ichthus for his own dire ends (see Chapter II). Hopefully the party will want to avoid any unwanted Granbretanian attention anyway, particularly if they have had a run in with the Dark Empire before. However, even if the party and the Ichthus are discovered the

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Order of the Fox will not attempt to apprehend them. The soldiers are under orders to report any sightings of the Ichthus or any clues to its whereabouts but under no circumstances should they try to apprehend whoever carries it. If the Granbretanians do gain sight of the Ichthus (and live to report it) Lord Alcardy will send forth Nezzether’s Guardians of the Black Light (see A Stab in the Dark).

What Happens

The party should arrive in Petit Greche around midday. This will give them time to look around the village before they have to find lodgings. There is an inn, which is the focal point for the settlement, an apothecary containing various bits and bobs, and a blacksmith where the party can purchase or repair weapons and arrows (the blacksmith is also a dab hand at fletching). At the edge of the settlement is the small shack where Mad Meg lives. The villagers tolerate her as a harmless old eccentric but if the players disturb her they will receive quite a frightening welcome. As the party are exploring Petit Greche the Order of the Fox will enter the settlement. They will be looking for four men matching the Frenchmen’s description and will question the entire village. Overall the villagers are fairly hostile towards their Granbretanian oppressors. Therefore, if the party and the Frenchmen manage to stay out of sight, the villagers will not give them away. However, even if they are spotted, the Granbretanians will simply ride away towards their master to deliver the news.

The village of Petit Greche is a standard, rural affair with people going about their day-to-day business as usual. Places of interest are as follows: 1. Blacksmith’s The blacksmith’s is a standard affair offering the usual gear and repairs but Jaque (the smithy) is also a very accomplished fletcher. He has a couple of finely crafted longbows (+5% Skill, 250 SP) and a single flame-lance. Jaque himself is a jolly, good-natured man, who will conceal the party and the Frenchmen from their Granbretanian pursuers if they request his help.

The mark of Septimus! You bear his pendant! It must be kept safe, you know it must. There are fell beings abroad that would use it to raise the Corruptor once more. You must all beware, beware and make a solemn oath. You must all swear to protect it with your lives lest the Keeper of the Dark Faith rises once more to take up his demon sword and slay the world! Swear it, swear the oath now!! At this point you may wish to nominate one of the party to be the ‘Chosen One’ (choose any character). This player will be significant in the plot of the adventure but all they need to know at this point is that Meg is overjoyed to see them:

2. Hogwash Inn This spacious and homely inn has a bar stocking various ales and wines (ranging from the very weak to the devastatingly strong) and several rooms for rent. Oswald the Innkeeper is a friendly rosycheeked man with a large handlebar moustache and the biggest beer belly any of the party have ever seen. He will also aid the group against the Order of the Fox if they ask him but will otherwise do his best to avoid any trouble. 3. Meg’s Shack This stinky one roomed hovel is home to the village eccentric, Meg. She is quite harmless and is tolerated by the villagers as a sad old woman. They occasionally give her scraps of food and old rags to wear but otherwise stay out of her way. If the party encounter her she will rant and rave about nothing in particular, until she spots the Ichthus. Upon discovering that the party or the Frenchmen hold this powerful item her ravings will become much more coherent:

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You!! You have returned young Master. Only you can defend us from the Lord of the Black Light. Oh joy! Oh rapture!

not be that keen a salesman, but the party would do well to purchase as many of these items as they can afford.

Meg will carry on her rant, kissing the feet of the ‘Chosen One’ and appears quite mad. The old woman is in fact a sorceress originally from Granbretan who long ago adopted the ‘mad old woman’ façade to avoid persecution at the hands of the Dark Empire. She recognises the Ichthus as a powerful item and will implore the party to see it reaches safety. Meg will not leave them alone until they have solemnly promised to defend the item with their lives. (This might be a good point to introduce the Order of the Fox that will be drawn to Meg’s raised voice and word of the Ichthus).

Alternatives

4. Apothecary The Apothecary is run by a thin, mysterious looking figure by the name of Ronan. His accent is of the Isle of Eire, although his skin is swarthy and tanned like someone from Espanyia. His shop is full of bric-a-brac: tinctures, spell ingredients, herbal remedies etc, that are all pretty much worthless. If the party reveal they have the Ichthus thinking that Ronan might have some sage advice, they will be sorely disappointed. He is not however, a total quack. If the party do engage him in friendly conversation he will offer them some of his ‘under the counter’ offers. These are one healing salve (instantly heals 1D3 hit points if applied to a wounded area, with enough for 5 doses, 600 SP), an ‘Amulet of Divine Redemption’ (which may will come in handy later when facing undead, 850 SP) and a small shrunken-head broach (which looks quite hideous but will come in handy when facing the Guardians of the Black Light, 950 SP). All of these items are grossly overpriced and Ronan will

If the party do not encounter the Order of the Fox then the next section (A Stab in the Dark) will not occur. It is important therefore that the party are made to work hard to avoid being spotted. The Frenchmen (particularly the clumsy Bull) will do their best to blunder into the Granbretanian’s path so the party will have to look after them as well as keeping themselves hidden. The party may not want to avoid the Order of the Fox anyway and might launch an attack themselves. If this is the case then try and allow one of the Granbretanians to escape so he can deliver his message. However, if the party are intelligent enough to allow no survivors they can avoid the encounter with the Guardians of the Black Light.

NPCS The Order of the Fox

A Granbretanian soldier named Oliver leads Lord Alcardy’s search party, consisting of four members of the Order of the Fox. He has a little more experience than his men, although not much, and if they encounter any significant danger he will fight to the end to give his men a chance to flee. They all have the same statistics: Characteristics: STR 15, CON 15, DEX 11, SIZ 12, INT 8, POW 8, CHA 7 Skills: Artillery 40%, Athletics 40%, First Aid 40%, Language (Fox) 80%, Lore (Military Tactics) 35%, Perception 45%, Riding 40%, Survival 35%, Tracking 65%

Armour & Hit Points D20 1-3 4-6 7-9 10-12 13-15 16-18 19-20

Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

AP/HP 3/6 3/6 3/7 3/8 3/5 3/5 3/6

Light Granbretanian Armour: –8% Skill Penalty

Weapons

Type Shortsword

Special Rules

Combat Actions: Strike Rank: Damage Modifier: Movement:

Skill 50%

Damage / AP 1D6+1D2 / 3

2 +10 +1D2 4m

A STAB IN THE DARK

This section will most likely see the party take possession of the Ichthus and introduce them to their assassin pursuers.

Background and NPC Motives

If the Granbretanian patrol discovers the Ichthus they will return to Lord Alcardy with the news. He will then have Nezzether (see next month)

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despatch his assassins to retrieve it. The Guardians of the Black Light will be ordered to bring back the Ichthus at all costs but if they are confronted with any opposition they are to capture rather than kill the enemy, if at all possible. Nezzether requires discretion to carry out his diabolical plans and wishes to question the current holders of the Ichthus and discover how much they have told other people of its powers.

What Happens

As the party are bedding down for the night, most likely in the Hogwash Inn, the Frenchmen will be attacked. If the party have stayed up drinking with the Frenchmen (who despite their important mission still enjoy a few ales) adjust their skills accordingly to account for the thick heads they will have. After the party have fallen asleep the following will awake them: Your sound sleep is broken in the dead of night. As your eyes slowly open you are sure you were disturbed by a shuffling noise although you can no longer hear it. All that remains is the faint swaying of trees in the midnight wind. As your ears strain through the pitchblackness, the air is suddenly pierced by a scream. This is followed by harsh cries and the unmistakable sound of battle. As the party run to help they will find one or more of the Frenchmen already slain and the others desperately fighting for their lives. Jean will hand over the Ichthus and order the party to flee with it. At this point the overwhelming numbers of the enemy should be enough persuasion for the party to run like the wind, the Frenchmen will also implore the party to escape and deliver the Ichthus to safety.

Alternatives

If the party managed to avoid the Granbretanian patrol then Lord Alcardy will have no clues as to the Ichthus’ whereabouts and will be unable to despatch his assassin allies. The party will consequently sleep well and set off refreshed with the Frenchmen. It may well be that your party do not race to aid the Frenchmen but may prefer to save their own skins. If this is the case Jean will find one of the party before they flee and thrust the Ichthus into his hand, demanding they protect it. He will then dive into a vicious melee with the Guardians of the Black Light, giving the party time to make their escape. Rather than flee into the night, the party may take the suicidal option and stand to fight the swell of assassins. If all of the party are overcome (the assassins have orders to subdue rather than kill their enemies) the survivors will be transported, along with the Ichthus, towards Alcardy’s castle. On the way they will be intercepted by Count Brass (see Run Away!!). If the party are split up and some flee as others are captured then there will be a chance for the escapees to track and free their allies.

NPCS Guardians of the Black Light

This ruthless band of assassins was recruited and trained by Nezzether. They are the warrior branch of a forgotten religion devoted to their deity Abbassyn and are willing to do anything to see him rise once more from the infernal pits of Hell. Nezzether is their leader and mentor and they remain fanatically loyal to him having been

educated from an early age in the gruelling ways of the warrior-assassin. There are a total of ten of these warriors currently pursuing the Ichthus, with the following statistics: Characteristics: STR 10, CON 11, DEX 16, SIZ 10, INT 12, POW 10, CHA 6 Skills: Acrobatics 50%, Athletics 40%, Dodge 40%, Evaluate 40%, Sleight 50%, Stealth 75%

Armour & Hit Points D20 1-3 4-6 7-9 10-12 13-15 16-18 19-20

Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

AP/HP 0/5 0/5 1/6 1/7 1/4 1/4 0/5

Leather Shirt: –4% Skill Penalty

Weapons

Type Skill Scimitar 75% Throwing Dagger 75%

Special Rules

Combat Actions: Strike Rank: Damage Modifier: Movement:

Damage / AP 1D6–1D2+1 / 4 1D6–1D2 / 4

3 +14 –1D2 4m

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RUN AWAY!!

Here the party will (hopefully) be fleeing for their lives through the thick woodland surrounding Petit Greche, rather than facing the insurmountable power of the Guardians of the Black Light.

Background and NPC Motives

The Guardians of the Black Light will pursue the party relentlessly through the dense terrain. If they capture and overcome any of the party they will try to return them to Nezzether for questioning. Their main priority however is the Ichthus, if they manage to retrieve this they will retreat rather than risk losses. Unbeknownst to the party, Count Brass and some of his warriors were on their way to intercept the Frenchmen and transport them safely to Castle Brass in time for the meeting. As the party flees into the night Count Brass (who will be closing in on Petit Greche) will overhear the commotion and move to investigate. Count Brass and the Guardians of the Black Light are on a collision course.

What Happens

As the party flee through the woods they will come upon a clearing. Describe as follows: Through the dawn haze you can see a clearing up ahead. As you approach you notice it is an old graveyard, long since forgotten and shrouded in dead leaves and vines. As you quickly pass through the burial ground you notice that some of the crude stones bear carvings and inscriptions whilst

others are left blank, leaving no clue as to whom they stand for. Hear and there are dotted pillars and statues that look to be of ancient origin but they are so eroded it is impossible to tell for sure. Suddenly you hear a noise from up ahead, then in quick succession, one to the left and then the right. A throwing knife cuts the air without warning and ricochets harmlessly off a pillar in front of you. This is closely followed by two more but like the first, these also miss. Before you can move any further you see two black shapes emerge from the dense wood up ahead. These are followed by more figures on both your flanks. Spinning round you see yet more of your pursuers, all advancing like hungry wolves bent on rending your flesh to the bone. The party will be surrounded and have to fight for their lives. If one of the party members purchased the shrunken-head broach from Ronan the Apothecary and has it on display, they will find their black clad attackers strangely fearful and unwilling to engage them in combat. The broach hails from Nezzether and the Guardian’s homeland and is regarded as a talisman of imminent doom. If the bearer gets close to one of the Guardians they will scream in terror and try to get as far away as possible without actually fleeing the scene. Nezzether’s assassins will outnumber and outclass the party, and the combat will last up until one of the party is close to obtaining a Serious Wound or the Ichthus is taken. Just when all looks lost the following will occur: A bellowing cry pierces the air making your black clad assailants falter for an instant. Horned horses suddenly burst from the surrounding woodland

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their hooves cracking some of the graveyards ancient flagstones. The horses carry heavily armoured knights all bearing shields and keen broadswords. Their livery is white, bearing the clenched fist of Count Brass. With grunts of fury and the dawn light glinting from their blades, they smash into the assassins.

without having to fight for their lives. In these circumstances, have them bump into Count Brass when they think they are safe (this is a good opportunity to build up the tension).

The strength of the warriors’ attack should be enough to rout the Guardians of the Black Light. Once the battle is over Count Brass will dismount and introduce himself, apologising for his tardiness. He explains that he was on his way to intercept the Frenchmen and bear then to safety and apologises for his late arrival. If all of the Frenchmen have been killed he will show deep sorrow and regret.

Count Brass

Count Brass will offer to accompany the party to the Castle Brass where the meeting to decide the Ichthus’ fate will soon take place. If the party refuse he will insist that it is for their own safety, persistent refusal will see him lose patience. Count Brass will not try to take ownership of the ancient artefact and allow the party to continue to bear it. When all this is done Count Brass will allow the party to climb onto the back of his warriors’ steeds and proceed on to The Gathering…

Alternatives

If your players have Veteran characters you may wish for them to fight the Guardians of the Black Light alone. Count Brass can then appear when the fight is over to guide the party back to his castle If the party is nimble enough and one or more of them knows enough about forest lore, they may be able to escape from the Guardians altogether

NPCS For a complete description of Count Brass, see page 127 of Hawkmoon the Roleplaying Game.

Guardian of the Kamarg

For a complete description of the Guardians of the Kamarg, see page 138 of Hawkmoon the Roleplaying Game.

THE GATHERING

This will introduce the party to an array of European nobles and allow them to rest a little before the real fun begins.

Background and NPC Motives

Nobles and scholars from across Europe have congregated at Castle Brass to discuss the fate of the Ichthus of Life. They are to decide whether it would be better to destroy the artefact, use it for good or hide it away in case it is one day retrieved by the evil that once held it and used it for foul deeds. Little do they know that one of the nobles is a spy who even as they speak, plots to return the Ichthus to an evil order of knights, older than any of the nations of the Tragic Millennium.

What Happens

The party will be transported to Castle Brass, a large foreboding construction, and allowed to rest and heal awhile. Count Brass will introduce them to Bowgentle (see Hawkmoon the Roleplaying Game, page 129), and he will show the party around and answer any questions they may have about the arriving delegates. As they sample the meagre pleasures of Count Brass they will notice the delegates begin to arrive (see Non-Player Characters below). When all the nobles are assembled the meeting will be held; there is no time for niceties as the problem of the Ichthus must be resolved as soon as possible. Bowgentle will approach the party at some stage and inform them that the Seneschal has demanded their participation in the meeting. He will then lead them to the monastery’s meeting hall. As you walk through the dark brick tunnel which leads towards the main hall you can hear harsh, raised voices echoing from up ahead. Bowgentle seems suddenly concerned and beckons you to follow him whilst raising a finger to his lips. The voices grow louder and you realise that the meeting has already begun. It appears that the nobles are far from an agreement on how to deal with the Ichthus. As the party enter the meeting hall Count Brass will raise a hand to calm the bickering nobles. He will introduce the party as the bearers of the Ichthus, suddenly piquing the assembled noble’s interest. For the benefit of the party he will explain the legend of the Ichthus and reveal why so many are willing to fight and die to possess it.

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As you all know this seemingly insignificant trinket is fabled to restore life itself. Over the years its reputation has grown and the healing powers it possesses made legendary. Rather than take Jean Verre’s word for its healing properties we have taken the time to test it and I can assure everyone here that it is quite genuine. The story behind the Ichthus however, is not one of purity and good deeds. As with all things pure there are those who would attempt to warp and pervert the Ichthus and it was Abbassyn the Corruptor, who first attempted this. Before the Tragic Millennium, Abbassyn discovered the Ichthus’ existence and began to formulate his plans. He realised that by tainting the Ichthus with his own infernal lifeblood he could corrupt the holy artefact and make it a force for evil. With it he would be able to spread disease and pestilence across the land, simply by the force of his will. Before he could complete his dire plans he was confronted and slain by a brave warrior named Septimus. Abbassyn and the warrior fought for three days until Septimus finally slew the Demon with its own sword, the only thing that could defeat it. The warrior later died of his wounds but his remains were encased in a solid lead cross in honour of his services to the goodly powers. Abbassyn meanwhile was banished to another plane to contemplate his next move. Over the centuries his hatred and yearning for revenge festered. Years passed and the Ichthus was protected until the events of the Tragic Millennium. After that the Ichthus was never heard of again until it was recently discovered by a group of French mercenaries. Through them and the men you see here before you, we have found the Ichthus in our care. At the moment it is safe but we do not know for how long.

If the party was rescued from the Guardians of the Black Light, Count Brass will continue: Only yesterday we encountered a group of assassins intent on recovering the Ichthus. These warriors were obviously bent on using it for evil, they were prepared to employ any means to recover the item and fought fanatically to retrieve it. It appears that Abbassyn’s envoys are abroad once more and we have little time to make our decision. Once Count Brass has finished his telling of the Ichthus’ legend the debate will resume. Count Brass, although trying to remain as a neutral mediator, wishes to hide the Ichthus away, considering it an artefact too important to destroy but too dangerous to use openly for good. Manuel of Catalonia will advocate the Ichthus’ healing properties and argue for its open use. He believes that it could easily be protected by the united might of the nobles, along with the Red Church, and argues that its uses for good far outweigh its potential for evil. Dieter of Sahbruck will demand that the Ichthus is destroyed immediately. He will loudly protest at what he sees as needless debate and argue that the Ichthus is not a holy relic but an infernal tool for the summoning of demons. Outwardly the Mermian League will side with Count Brass and ask that the Ichthus be protected. Their leader, Stelios, will request that the Ichthus is put in their care and would be best protected by the Mermian Unity. Secretly he wishes to take the ancient artefact and study its powers. Blind ambition and the potential to gain more power are

the only reasons the Mermians are here. Hoping to gain a quick resolution to the meeting, the Knights of Aragon will side with Count Brass (who they see as the next most powerful, after themselves) and call for the Ichthus’ to be hidden. Once demand for the secretion of the Ichthus has been made Count Guntha will step forward and implore the assembled nobles not to simply throw away such a valuable item. He (for reasons revealed below) wishes the Ichthus to remain intact, at least for the time being. The debate carries on for some time with all the nobles split and no resolution in sight. Eventually Count Brass will call for an adjournment of the meeting and suggest the nobles relax and continue their debate the next day.

Alternatives

The party can join in or sit back as much as they please as the proceedings unfold.

NPCS

Count Brass hosts the meeting and watches the proceedings in silence, ever watchful and suspicious of his noble counterparts from other countries.

Duke Manuel of Catalonia

Probably the most humble and altruistic of all the nobles, Manuel is an ageing, austere duke with a weathered yet kindly face, but who is still powerfully built despite his years. He is a devout of the Red Church of the Redeemer, and truly believes it is a force for good. However, Manuel

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has no appreciation of how little power the Church truly holds, and his opinions are generally ignored by his fellow nobles. For Duke Manuel’s statistics use the Noble, on page 139 of Hawkmoon the Roleplaying Game.

Dieter Von Rechtsburg of Sahbruck

This well disciplined and militaristic noble is a powerful Germanian duke. He is a rival of Count Vincent, the ruler of Sahbruck and a man who would gladly see the Ichthus in the hands of his allies in Granbretan. Dieter is an arrogant noble, despite his resentment of the Dark Empire, and he treats everyone with an air of contempt. His strong, square jaw and severe haircut echo the stern disciplined attitude of the Teutonic Knights, of which he is one, and he wanders everywhere in full armour, constantly vigilante and ready for anything. He is accompanied by a contingent of five knights. They will only talk amongst themselves and never interact with any of the other orders or the party. For Dieter’s statistics use the Soldier, on page 140 of Hawkmoon the Roleplaying Game.

Mermian League

The Mermian contingent appears all smiles as they arrive at Castle Brass. They appear peaceful and serene but beneath this façade they are devious and merciless. Their leader is Stelios Kastapolis, a jolly bearded man whose mouth is a perpetual grin, but whose unsmiling eyes survey everything.

He will gladly mix with the party and answer any questions they may put to him but after being enchanted by his silver tongue the party will find they have gleaned little, if no information of any true worth. For Mermian statistics use the Soldier, on page 140 of Hawkmoon the Roleplaying Game.

Knights of Aragon

Hailing from Espanyia, the Knights of Aragon are led by a bullish, broken nosed man named Benito Calzhage. He and his contingent are a serious weather-beaten crew, fresh from their battles with raiders from Afric. Benito considers the Ichthus an inconvenient distraction from his country’s conflicts and will want the proceedings to end as quickly as possible. He has little time for what he considers a triviality.

For Guntha’s statistics use the Noble, on page 139 of Hawkmoon the Roleplaying Game.

A Traitor in their Midst

Guntha is a secret agent for the Black Knights. They have promised him a cure for his potentially fatal disease in return for his services as a spy (of course there is no chance that they will fulfil their side of the bargain). The Black Knights are a secretive mystical order whose roots lie in the worship and conjuration of evil spirits and demons from other planes. They require the Ichthus for their own ends and have sent Count Guntha to try and retrieve it. If the diseased Count fails in his mission they still have Lord Alcardy in their control as a contingency.

The Knights of Aragon are a stern and serious bunch, quick to anger and loyal to none but the Count of Aragon and one another. For Knight statistics use the Mercenary, on page 138 of Hawkmoon the Roleplaying Game.

Count Guntha of Vien

Count Guntha leads the delegation from Osterland. He is swathed in bandages, which hang limply from beneath his antiquated armour. His face is mostly concealed to hide the disfigurement brought on by the advanced stages of leprosy. Despite his obvious illness he remains a noble figure and handles himself with all the lordly pride of a true count.

And so ends part one of THE ICHTHUS OF LIFE Come back next month for thieves, chases, and yet more legions of assassins!

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THE ICHTHUS OF LIFE Part two of a scenario for Hawkmoon the Roleplaying Game, by Richard Ford.

CHAPTER II A Thief in the Night

In this section the Ichthus will be stolen and the party will possibly encounter one of the most dangerous NPCs they have ever had the misfortune to come across.

Background & NPC Motives

Nezzether has despatched his daughter, Isabella of Qatar, to retrieve the Ichthus since his elite assassins have failed him. She will stop at nothing to serve her father and complete her mission.

and useless by his side. If the party overlook his now even more hideous appearance and try to speak to him he will tell them that he tried to stop the burglar but he was not strong enough. He will point in the direction the burglar fled, imploring the party to go in pursuit. (In reality, Guntha himself tried to steal the Ichthus and deliver it to the Black Knights. He would have succeeded if it were not for Isabella who, seeing him steal the ancient artefact, waited until he was almost out of Castle Brass and then accosted him).

What Happens

If the party race off in pursuit of Isabella they will catch up to her near the roof of the castle. She will do her best to escape and the party will find her a formidable foe. When Isabella or one of the PCs is near death she will make her escape using a primitive gas grenade to shield her escape route.

If they rise to investigate they will see that the all hell has broken loose in the monastery, Guardians and nobles alike run here and there desperate to discover what has happened or to intercept the intruder. Of course, as the party run through the dark corridors of Castle Brass, it is they who will discover the thief.

Should any of the party wish to follow her it would be useful to use the climbing gear Isabella has already rigged. If however, they ignore this and simply leap off the edge of the castle (as it appears Isabella has done) they will be hard pressed to survive the fall. The party can always race back through the castle and try to pick up her trail outside but once they do she will be long gone. Following the trail or pursuing her from the roof will lead to the same encounter.

The PCs and the nobles will retire to their rooms. During the night the party will be woken by the sound of ringing alarm bells and cries of ‘The Ichthus, the Ichthus has been stolen!’

As they run toward the sound of the alarm they will discover Count Guntha sitting on the ground nursing various wounds, his sword lying broken

horsemen will demand that the party halt in the name of Lord Alcardy and will not allow them to pass. Fighting a group of heavily armed Granbretanians would be foolish but should the party vanquish or avoid them they can pick up Isabella’s trail further on. The trail will lead to Lord Alcardy’s stronghold. If the party fails to find Isabella’s trail they will have to return to Count Brass and report what they have discovered.

Alternatives

Should the party not wish to engage Isabella, or indeed leave their room at the sound of the alarm bells, have Bowgentle inform them of the night’s events. Count Brass will pursue Isabella and run into the Order of the Fox. Not wishing for an unsightly incident he will return to the monastery. If the party manage to stop Isabella on the roof you will have to think of some other way for Nezzether to gain ownership of the Ichthus. He will accomplish this by either sending the Guardians of the Black Light or entering Castle Brass himself. Either way, if his daughter is alive and imprisoned by Count Brass he will make no attempt to rescue her.

As the party race after Isabella they will be intercepted by Granbretanian horsemen. These

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NPCS

Skills: Acrobatics 70%, Athletics 70%, Dodge 90%, Evaluate 40%, Sleight 50%, Stealth 75%, Tracking 50%

Isabella of Qatar

The daughter of Nezzether and an Italian noblewoman, Isabella has been brought up to worship her father and obey his every whim. She has been trained in the same manner as the Guardians of the Black Light but does not follow their fanatical worship of Abbassyn. Nezzether wanted to raise her as a powerful tool but resisted the temptation of giving her soul to his foul master. Despite the necromancer’s evil, he still loves his daughter in his own way.

Armour & Hit Points

Persuaded by Nezzether’s lies, Isabella believes Count Brass and the nobles are planning to use the Ichthus for evil. After witnessing the devastation and suffering caused by the Dark Empire it has not taken much to persuade her that all westerners are evil and power hungry. She believes her father wants to turn the Ichthus over to Queen Frawbra and knows nothing of his real motives.

Leather Shirt, Leather Trews: –6% Skill Penalty

Characteristics: STR 12, CON 16, DEX 18, SIZ 10, INT 14, POW 14, CHA 12

D20 1-3 4-6 7-9 10-12 13-15 16-18 19-20

Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head

Weapons Type Skill Scimitar 90% Throwing (Dagger)85% Special Rules Combat Actions: Strike Rank: Damage Modifier: Movement:

AP/HP 1/6 1/6 1/7 1/8 1/5 1/5 0/6

Damage / AP 1D6+1 / 4 1D6 / 4

3 +16 +0 4m

Gas Grenade Weapon Gas Grenade

Skill Throwing

Damage Special

Range 10m

Load –

STR/DEX –/9

ENC 1

AP/HP 0/1

Cost 900SP

When thrown the gas grenade will explode on contact, unleashing a noxious and blinding cloud. It has a burst radius of 5m and anyone caught in it must make an immediate Resilience skill test or be blinded for 2 minutes and take 1D6 CON damage due to the poisonous fumes.

A Grave Request

This section sees the aftermath of the Ichthus’ theft and the party offered a difficult proposition.

Background & NPC Motives.

Castle Brass is in turmoil and the rest of the nobles fight and argue over what must be done now the Ichthus has been stolen. After discovering who is behind the theft, Count Brass formulates a plan.

What Happens

When the party return to Castle Brass after pursuing Isabella (if they gave chase that is) they will find all hell has broken loose. Dieter seems ready to kill someone, proclaiming loudly that if the Ichthus had been destroyed when he had demanded it, none of this would have happened. The Mermians, the Knights of Aragon and Count Guntha have left, which may seem strange to the party since Count Guntha’s wounds were quite severe*. Duke Manuel and Count Brass are doing their level best to keep cool heads and explore their options. If the party interrupt the commotion to report what information they have then Count Brass will take them aside so as not to excite or inflame the other orders. If they volunteer no information then he will request that they report what they know. When the party have told of the Granbretanian patrol or even of the Alcardy’s stronghold (if they discovered that much) Count Brass will suddenly don a grave expression: It seems that our worst fears have been realised. Lord Alcardy has finally succumbed to the will of the Black

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Knights. This was what I most feared and why I needed the other nobles to make a quick decision on the Ichthus’ fate.

will provide the party with any equipment they need for the mission, weapons, ropes, grappling hooks, dark clothing etc.

some method they may even learn of the Ichthus’ location and attempt to breach the defences of Alcardy’s fortress at the same time as the party.

Lord Alcardy is a Granbretanian noble, at best cruel and brutal, at worst ambitious and cunning. I have suspected for a while that he has been colluding with an order known only as the Black Knights, a secret and diabolical order, devoted to the Demon Lords that control its many factions, and unknown to the Grand Constables of the Dark Empire. Alcardy is too weak and cowardly to gain entry through the normal means of selection, he must have stolen the Ichthus as a way of worming his way into the order. In the hands of the Black Knights the Ichthus would be a very powerful artefact indeed, a force for evil previously unknown, worse even than the Dark Empire.

If the party do not know the way to Alcardy’s fortress Count Brass will order a group of his Guardians to guide them.

Enemy at the Gates

He must be stopped at all costs, if he delivers the Ichthus to the Black Knights we can only guess at what foul demonic creatures will be raised and allowed to stalk the land. There is however a problem we face. None of us may confront Alcardy. Without proof we cannot challenge him, he would simply call upon all the powers of Granbretan. I offer you a mission. It will be perilous and I know you have done more than enough already but I beseech you to help us one last time. We know the location of Alcardy’s fortress and hopefully he will not have taken the Ichthus straight to the Black Knights. Before he has a chance to deliver his prize we need you to break into his stronghold by whatever means and retrieve the Ichthus. With this Count Brass will pause to allow the party to consider their answer. If they accept he

*Guntha will have left Castle Brass eager to return news of the theft to his Black Knight allies. Despite his wounds he is eager to serve. The Black Knights will order Guntha to now retrieve the Ichthus from Alcardy, thinking that he has betrayed them and now wished to use the Ichthus for his own ends. They do not know of Alcardy’s plans to lend the Ichthus to Nezzether for a short time and deliver it to them when the necromancer has finished with it.

Alternatives

There is always the chance that the party will refuse Count Brass’ request to retrieve the Ichthus. In this case offer them a cash reward or whatever else they may desire. Count Brass has almost limitless access to any resource, there should be nothing the party can think of that he cannot procure. If they are still not swayed it will be a very short adventure indeed. If Isabella has been captured neither Count Brass nor the party will be able to glean any information from her. She remains silent, her eyes glazed and unblinking. The first time she is left alone she will inexplicably escape. Rather than have the other nobles side-lined as the party embark on their mission you may choose to have them actively seeking the Ichthus. Through

The party will now have to come up with some method of gaining entry to Alcardy’s heavily guarded keep.

Background and NPC Motives

The stronghold is an old fort that Alcardy has had converted to satisfy his requirements. It is several miles north of Castle Brass, just outside the Kamarg. Players should be rewarded for any particularly ingenious methods of entry that they come up with.

What Happens

The party will arrive at the fortress just as night is falling. They will know the way from pursuing Isabella in the previous chapter or through the Guardians who have guided them to it. As they reach the edge of a nearby copse of trees, Alcardy’s base will come into view: The moon seems unnaturally bright for this time of year and lights up the monolithic construction like a coastal beacon. As you draw closer you can see it’s black stone walls reach up for twenty feet all around, with no obvious means of entry other than a huge drawbridge. Fires burn within the construction giving it an eerie glow. From their light you can just make out the guards as they stalk the parapets, occasionally stopping to survey the surrounding grounds.

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As the moonlight shines down you notice it reflecting on something at the base of the fortress walls. As you strain your eyes in the darkness you see it is a moat encircling the entire building. A pungent aroma seems to rise from the moat’s murky depths and you hope you will be able to avoid taking a plunge in your attempt to gain entry to the fortress. Alcardy must value his security very highly; gaining entry will not be easy. There are various options open to the party despite the seeming impregnability of the fortress. They would all require the party to spend some time staking out the building and working out the patrol patterns of the guards. If the party spend time doing this they should be rewarded with an easy entrance. The first and most obvious method of entry would be to use grappling hooks to scale the walls. To do this successfully the party would have to time their approach and scaling of the walls so as to avoid alerting the guards. Once on top of the battlements it should not be that difficult to silently subdue the guards in the darkness. Another, far more risky, method of entry would be to walk up to the drawbridge, bold as brass, and demand to be let in. This will of course get the party inside but what they do once they are in there is up to them. Donning a disguise of some sort and trying to dupe the guards is one method. The party may wish to use this to cause a distraction and allow their comrades to sneak in when they have made a diversion.

The most unpleasant option can be found, with some investigation, to the rear of the fortress. The party will notice that the moat is part of a stream that runs from southeast to northwest and encircles the huge construction. At the rear of the building there is a stinking hole in the wall used for the expulsion of sewage and other perishable waste. This hole is big enough for a small member of the party to fit through. The tunnel is black and putrid but it will bring the player out in the Kitchen in section xx, see Map XX. If the party simply cannot come up with a good idea a cart making a very late delivery of firewood will arrive. The party my hijack or hide in the cart to gain entry that way. The Order of the Fox who guard the stronghold are familiar with Boris the delivery man, so if the PCs kidnap Boris they will need an excuse as to why he hasn’t turned up. The cart will not be searched if party members hide in the back (there is room for three maximum), as Alcardy’s men know Boris quite well. If the party question Boris they will find him helpful but he will not collaborate in any subterfuge (he is far to old to get involved in any of that adventuring rubbish).

Alternatives

If, in the previous section, you have chosen to have one of the nobles pursue the Ichthus they might turn up as the PCs are attempting to gain entry. This may have one of two results. Either the party will be aided by the distraction caused by the nobles trying to break into an impregnable fortress or they will be hindered by the fact that all of Alcardy’s guards are now alerted that someone is trying to break in. You can make your decision based on how well the party are doing at the time.

Should the party tarry long enough for morning to break they will find they have missed their opportunity altogether. Alcardy, Nezzether, the Guardians of the Black Light and a contingent of Granbretanian soldiers will stream past them on their way to Chapter III.

NPCS Boris

Boris is a kindly old man who minds his own business and keeps his nose clean. He has no love for the Normans but has long since resigned himself to their rule. His long life of drudgery has made him apathetic towards most things and he now only wishes to live out his remaining years in peace. For statistics for Boris see the Peasant on page 139 of Hawkmoon the Roleplaying Game.

Guards

See the stats for the Order of the Fox on page 53 of last month’s Signs and Portents.

The Break In

Once the party have breached the outer wall of the fortress they will have to make their way into Alcardy’s tower. They will ultimately need to find the inner sanctum that is opened via two keys found in Alcardy’s chamber and on the Captain’s belt.

Background & NPC Motives

The party must make their way through Alcardy’s fortress whilst avoiding the Granbretanian patrols.

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1 square = 1.5 metres

9. 8.

3.

5.

The Catacombs 7.

1.

4. 6.

3. 1.

Alcardy’s Keep

2.

4.

5.

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The Order of the Fox within the confines of the fortress will be nowhere near as vigilante as those guarding the outer walls (as they feel it would be madness for anyone to break in).

What Happens

Once they have helped the party breach the outer defences, the Guardians of the Kamarg (if they accompanied the PCs) will go no further. They will silently leave the fortress and return to Castle Brass. When inside, the party will be able to explore freely (as long as they avoid the guards) See Map XX. The Sections are as follows: 1. The Guardroom Alcardy’s men sleep here. Within the large stale smelling room are twenty bunks and a door leading to a foul smelling latrine. Alongside the bunks are small chests, some locked others unlocked, containing the Granbretanians’ personal effects. Fifteen of the bunks are currently occupied by sleeping Granbretanian soldiers, so if the party are not extremely careful in this area they may find their search for the Ichthus comes to a rather premature end. 2. The Stable (Outside) The stable contains twenty-five dosing horses and the usual tools required to care for them. Pitchforks, hay, tools for shoeing and caring for saddles and bridles, grooming equipment, etc all lay around in a seemingly untidy manner. It appears that Alcardy does not see the upkeep of his horses as a major priority.

3. The Kitchen The party may either enter this chamber through the waste hole in the north wall or the unlocked door to the east. This room is a standard kitchen, kitted out with all the usual amenities to cater for twenty Granbretanian soldiers. Utensils of all kinds hang from racks above a dead fire to one corner. The food supply is currently quite low due to Alcardy’s ‘guests’ but if the party feel the need to stock up on rations they may do so. 4. Rec Room This chamber is used by the Order of the Fox for recreation. Despite his ruthlessness it seems Alcardy does realise his men need to entertain themselves from time to time. The room contains discarded tankards of ale, a chessboard with three pawns and a knight missing (the whites are in checkmate), a dartboard and five darts and one sleeping Granbretanian soldier. The soldier is inebriated and the party will find it very difficult to wake him (if they wish to try). 5. Cooks and Stable Hands Quarters Soundly sleeping in plain bunks are Alcardy’s two cooks and two stable hands. The cooks are rather fat greasy men whilst the stable hands are wiry youths. There is nothing else of interest in here. 6. Stairs to the Inner Sanctum Beyond the locked double doors are the stairs running down to Alcardy’s Inner Sanctum. There are two keyholes, one in each of the doors and the party will need to insert and turn the correct keys simultaneously to open them. Above each keyhole is a small sigil, one of a pentagram, the other of a skull. Alcardy is currently in the Inner Sanctum

but he has two spare keys that can currently be found in his chamber and on the belt of Captain Hedrick. 7. Alcardy’s Chamber This is a large, immaculately kept chamber with a plush bed in one corner and a large desk in another. The walls are adorned with shelves containing books of all kinds, though mostly history and poetry. The desk is adorned with papers and writings which, on first examination, will seem like innocent essays on various subjects. On closer examination the party will notice that the writings are those of a paranoid madman. The parchments constantly repeat sentences and ramble aimlessly about prophecies and signs from the heavens. The drawers to Alcardy’s huge desk contain books and manuscripts detailing black witchcraft, necromancy and devil worship. On a hook by the side of the plush bed is one of the spare keys to the Inner Sanctum. The head of this key is fashioned in the likeness of a small, fivepointed pentagram. 8. Captain Hendrick’s Chamber In contrast to the flamboyance of Alcardy’s chamber, Captain Hendrick’s quarters are sparse and minimalist. Hendrick himself is sleeping soundly on his wooden bed, his sword hanging in its sheath at his bedside. Beneath the sheets on his belt is the small key with a skull shaped head that, along with the key from Alcardy’s room, will open the doors to the Inner Sanctum. The party will have to be very careful when approaching Hendrick as he is a dangerous opponent with a loud bellowing voice.

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9. Armoury This chamber contains Alcardy’s private collection of arms and armour along with spare equipment for his men. The party can stock up on weapons and ammunition here but there is a special item they may find of interest: Black Knight Blade: This magnificent sword is covered in a number of mysterious runes. The weapon is light and easy to wield (bestowing the wielder with +10 1H Sword skill). In fact the sword is a weapon of the Black Knights, which Alcardy has procured during his long investigation into the order. If wielded by anyone else other than a Black Knight there are side effects if they deal a fatal blow. When a Black Knight Blade is used by a member of that order it can pass the life force of its victim onto the wielder. This process eventually leads to sword and wielder becoming a symbiotic entity. If used by someone not in the order, the sword has nowhere to pass this life force onto and will grow confused, eventually feeding on its wielder as well as its victim. For every life the sword takes subtract 1 hit point from one random location permanently from the user. These will return at the rate of 1 hit point per week once the sword is discarded.

Alternatives

If the party are spotted the alarm will be raised and they will be left with two options. The first is to try and fight their way out which won’t be easy with twenty Granbretanians after them, angry at being woken in the middle of the night. The second option is surrender, (although not an attractive prospect it will not result in complete disaster) in which case the party will be escorted to the dungeons in the Inner Sanctum.

NPCS Captain Hendrick

dim, carved out hole, which is lit by the occasional torch fastened to the wall. As the party turn the corner south they will see a Granbretanian soldier, dozing beneath a dull, flickering torch.

For Hendrick’s statistics use the Dark Empire Foot Soldier, on page 138 of Hawkmoon the Roleplaying Game, but replace his weapons with the Black Knight Blade (above).

1. The Dungeon The dungeon is currently locked behind a heavy wooden door bound with steel. No matter how much the party try they will not be able to open it. By peering through the door’s metal grille they will see that the dungeon is unoccupied. The dungeon itself is a standard single room affair with manacles attached to both the walls and a central pillar.

This scar-faced rhino of a man commands his men with an iron hand. Hendrick is fanatically loyal to Alcardy and ensures that his men share, at least on the surface, the respect and loyalty that he does.

Inner Sanctum

The party will proceed into the subterranean tunnels beneath Alcardy’s keep and learn more of the plot surrounding the Ichthus’ theft.

Background & NPC Motives

Alcardy and Nezzether are holding a meeting in the large underground chapel Alcardy has erected. Meanwhile Isabella and the Guardians of the Black Light meditate around the Ichthus. At this point it should be difficult (if not impossible) for the party to retrieve the Ichthus and escape.

What Happens

As in the previous section the party are free to explore Alcardy’s Inner Sanctum as they wish, only this time if the alarm is raised they will have the added problem of the Guardians of the Black Light as well as Alcardy’s contingent of Granbretanian soldiers to contend with.

Tunnel Entrance

The stairs from the keep above lead down to a damp and cold tunnel. Air rushes up from the

2. Nezzether & Isabella’s Chamber This bare hole in the ground is lit by a number of candles placed in tiny alcoves in the wall. There are two bedrolls at either end of the room, one slightly larger than the other. On the floor by the smaller bedroll is a locked casket containing several manuscripts in a language the party will not understand. Any characters that are associated with the use of magic will recognise them as sorcerous script but will still be unable to decipher them. Next to the larger bedroll is a second casket somewhat bigger than the first. This casket is also locked and rigged with a spring trap. Anyone who opens the casket will have to make a Sleight skill test to avoid the poisoned arrow or suffer 1 hit point (random location). They will also be infected with the following poison: Name: Red Tar Type: Weapon Delay: 10 Rounds Potency: 61 Effect: 2 hit points, plus paralysis Duration: 1 hour

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Within the casket there are several throwing knives, a vial of poison, a length of twine, a short sword, two smoke bombs (see Isabella’s description on page xx) and a long black sash. 3. Guardians of the Black Light’s Quarters As the party approach this section they will hear a low chanting echoing down the tunnel. As they move closer they will see a large tunnel opening before them containing the remaining Guardians of the Black Light. With them is the thief who earlier stole the Ichthus. They all sit in a wide circle, legs crossed and eyes closed, chanting around a small object in the centre of the room. On closer inspection the party will see that this is the Ichthus. Although the Guardians have most likely had their number depleted they may still outnumber the party and with Isabella at their side it should be obvious that interrupting their group chant would be a foolish thing to do. If the party decide to stay and see what happens they will find the Guardians’ tolerance for chanting lasts for hours. 4. Underground Stream This narrow tunnel slowly slopes downwards to the south until it is suddenly joined by a fast flowing underground stream. The stream is knee high for some time before it widens and becomes too deep to walk in. If the party find themselves forced to follow it they will be swept along in a black underground passage and eventually spat out some distance to the south of Alcardy’s keep. The stream runs past Alcardy’s Chapel and the party will be able to hear Nezzether and Alcardy’s conversation if they follow it.

5. Alcardy’s Chapel This huge cave is lit by a number of lanterns and braziers. Alcardy’s banners hang beside other symbols the party do not recognise along the walls. As they approach they will first see only Alcardy, kneeling before an altar adorned with candles. Then they will hear a chilling voice from the darkness that makes them, and Alcardy, start. ‘Your preparations are completed I hope?’ says a chilling voice. ‘Yes Nezzether, we have discovered the whereabouts of Septimus’ Cross. My men are ready to travel at your command,’ Alcardy replies. ‘Good. There is one final task. You will incarcerate my daughter in your dungeon.’ At this Alcardy looks up, obviously bewildered by the old man’s request. ‘She knows nothing of my plans Lord Alcardy. If she thought we were to use the Ichthus for anything other than altruistic reasons she would not have requisitioned it for us. Now go, and I suggest you use your best men. She may look as sweet as your French wine but she is poison to those foolish enough to taste her.’ ‘Are you sure this is completely necessary? She is your own daughter.’ Alcardy says, obviously taken aback by Nezzether’s request. ‘Isabella knows nothing of my… our plans. She believes the Ichthus an evil charm used to subdue her people. She thinks we are to destroy it. When she finds out our real plans she will do everything in her power to stop us. Isabella is not simply a mindless weapon like the rest of my Guardians, no simple automaton.

She is my daughter, and for her own safety as well as our own, you will do as I ask.’ At this Alcardy will turn to leave while Nezzether remains in the chapel. If the party are in the passage to the north of the chapel the Granbretanian will be heading their way.

Alternatives

If the party are spotted in this section they will have the Guardians of the Black Light to contend with as well as the Granbretanians. The Guardians will be in no mood to capture them as they see the party responsible for their brother’s deaths. Only when the Order of the Fox arrive from the keep above will they attempt to capture the party and incarcerate them in the dungeon. Attacking Alcardy and Nezzether in the dungeon at this point, may have a positive affect although it will alert the Guardians. Nezzether will mysteriously disappear if the party attack although Alcardy will remain and fight for his life, screaming for help all the while. If Alcardy is killed at this juncture the Granbretanians will not accompany Nezzether at the end of Chapter II.

NPCS Lord Alcardy

Having gained his land and title on the backs of less devious nobles, Lord Alcardy is cunning and cruel even for a Granbretanian. He is a thin wiry man with sallow sunken eyes and drawn skin. Despite his lack of physical stature, Alcardy wears his oversized armour with an arrogant pride and when cornered will fight like a wounded animal.

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For years Alcardy has lived in the shadow of Count Renfield of Ael, Grand Constable of the Order of the Fox. He has for years searched for a way to usurp power from beneath his devious leader. Eventually, his chance at real power was stumbled upon by chance when he blundered into an encampment of Black Knights. The patrol of Granbretanian soldiers who accompanied Alcardy were slaughtered without mercy but the Black Knights saw some potential for turning Alcardy and gaining what power he had within the court of King-Emperor Huon for themselves. They spared the snivelling noble, making him promise to return this ‘favour’ by passing on whatever information they requested. At first Alcardy begrudgingly carried out their orders but was eventually captivated by their mystery and sorcerous strength. He realised that by joining the Order of the Black Knights he could harness their power and resource to topple his neighbouring rivals and possibly usurp even Huon’s power for himself. Alcardy attempted to ingratiate himself on his new found ‘allies’ but to no avail. The Black Knights were impressed neither by his physical prowess nor lack of moral turpitude. However, for the past few months they have dangled the carrot of membership in front of Alcardy in case they might require his services. When they heard of the Ichthus’ arrival in Europe, Alcardy was just the powerful tool they needed to acquire it. Desperate to join their order, Alcardy threw himself into the search but was initially unable to find it. That is, until a strange middle-eastern man approached him with a tantalising proposal…

Skills: Artillery 60%, Athletics 50%, Courtesy 60%, Dodge 60%, Evaluate 70%, First Aid 50%, Influence, 90%, Language (Fox) 95%, Lore (Military Tactics) 60%, Lore (world) 70%, Perception 70%, Persistence 100%, Pilot Ornithopter 60%, Resilience 120%, Riding 90%, Streetwise 70%

Characteristics: STR 16, CON 12, DEX 14, SIZ 14, INT 15, POW 14, CHA 15

Little is known of his childhood or upbringing and not even Nezzether himself can remember his true age or where he was born. Years of study and

Armour & Hit Points D20 Hit Location 1-3 Right Leg 4-6 Left Leg 7-9 Abdomen 10-12 Chest 13-15 Right Arm 16-18 Left Arm 19-20 Head Surpassing Granbretanian x2, Bastion, Light): –42% Weapons Type Skill Warsword 80% (Greater, Baleful) Special Rules Combat Actions: Strike Rank: Damage Modifier: Movement:

AP/HP 8/6 8/6 8/7 8/8 8/5 8/5 8/6 Armour (Bulwark

Damage / AP 1D10+1D2 / 4

3 +14 +1D2 4m

Legendary Abilities: Madness of Granbretan

Nezzether the Necromancer

research have turned the ancient Necromancer into a withered and insignificant looking figure but his powers of witchcraft and conjuration are unmatched in Europe and Persia. During his endless readings, Nezzether uncovered the legend of Abbassyn and was captivated by the myriad tales of the Demon’s hunger for destruction. After becoming a powerful sorcerer himself, Nezzether vainly attempted to raise Abbassyn from his planar graveyard. Despite his failure he did manage to contact the demon and soon became encapsulated by promises of unfettered power if he managed to finally set him free. From that day Nezzether has singlemindedly pursued the artefacts that would unbind his malevolent sponsor from beyond and return him to full strength. The old necromancer knew he would need powerful allies to fulfil his task and went about re-establishing the religion that served Abbassyn in centuries past. Intense research into the religion gave Nezzether the skills to reform the Guardians of the Black Light and set about his task in earnest. Not even Nezzether could have envisioned the hindrance that would soon arise. Seduced by a European noblewoman, hungry for the Necromancer’s secrets, he begat a child, his first and only. Not even his fanatical lust for power and worship of Abbassyn could stop the tender feelings Nezzether had for his child. The mother however was surplus to his requirements and when he saw through her fallacious affections, her throat was slit. Isabella was brought up to be as pure as Nezzether could manage. Never before had he owned such an unsullied possession and he was loathe to give her up to Abbassyn as he had done with so many

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other souls. Despite his wishes, the girl grew to be wilful and strong and it was inevitable that she would discover the necromancer’s affiliation with the Guardians. To disguise their true nature Nezzether made the Guardians swear an oath never to speak in front of his daughter but allowed her to be brought up in their company. Over the years Isabella’s skills as a cold killer grew, with Nezzether unable to stop her, but swearing that she would never be lured by Abbassyn’s corrupting charms.

Weapons Type Weapon Skill None – Special Rules Combat Actions: Strike Rank: Damage Modifier: Movement:

Damage / AP –

3 +17 –1D2 4m

Legendary Abilities: Loremaster Characteristics: STR 8, CON 8, DEX 16, SIZ 10, INT 18, POW 16, CHA 10 Skills: Dodge 40%, Engineering 80%, Evaluate 70%, First Aid 60%, Influence 90%, Healing 30%, Lore (Alchemy) 55%, Lore (Animal) 60%, Lore (Plant) 50%, Lore (Theology) 80%, Lore (World) 100%, Mechanisms 80%, Perception 85%, Sleight 70% Sorcery: Animate (Corpse) 60%, Cast Back 50%, Dominate (Human) 90%, Hypnotism 85%, Ignite 75%

Armour & Hit Points D20 Hit Location 1-3 Right Leg 4-6 Left Leg 7-9 Abdomen 10-12 Chest 13-15 Right Arm 16-18 Left Arm 19-20 Head Padded Robes: –2%

AP/HP 1/4 1/4 1/5 1/6 1/3 1/3 1/4

To Catch a Thief

Isabella will be incarcerated by Alcardy’s men, causing a potential conflict between them and the Guardians. This may be a good opportunity for the party to attempt a grab for the Ichthus…

Background & NPC Motives

The Granbretanians and Guardians are extremely suspicious of one another and the alliance of their prospective masters. Therefore the Order of the Fox will be only too happy to incarcerate Isabella who they see as a foreign witch with ideas far above her station. The Guardians will be powerless to stop them so fearful are they of Nezzether.

What Happens

Alcardy will leave the Inner Sanctum and wake Captain Hendrick. If the party have killed him alarm bells will begin to sound and the whole castle will be searched from top to bottom. If the party stole Hendrick’s key while he slept the old Granbretanian will not notice, so flustered is he by his Lord’s request. Hendrick will gather ten of his men and proceed to the Guardian’s chamber where Isabella is continuing her chant.

The low chanting suddenly comes to a close as the Granbretanians enter the high ceilinged chamber. They approach Isabella quickly hoping to take her by surprise but she is far too quick for them. As the first soldier makes to grab for her she swiftly pats his mailed fist away and strikes out for his neck. He crumbles to the floor clutching his throat, a sickly gurgle issuing from his pursed lips. The rest of the Granbretanians suddenly freeze as the Guardians begin to close in around them. You hear the soft scrape of metal as several weapons are drawn from their scabbards. Before the inevitable ring of steel on steel occurs though, a dark shape enters the chamber from an unseen entrance and the Guardians withdraw. Isabella smiles at the sight of Nezzether but it suddenly disappears as the old man signals for the Granbretanians to seize her. Taken aback by his unexpected motion, Isabella is easily subdued. As they pull her away she screams for her father’s help but the old man looks away, his face impassive. Isabella will be led away to the Dungeon in the Inner Sanctum where she will remain, silently brooding over her father’s motives for sanctioning her imprisonment.

Alternatives

At this point the party may simply do nothing and watch the strange events as they unravel before them from the safety of the shadows. Of course there is always the chance that they will be spotted in their hiding place but both the Order of the Fox and the Guardians of the Black Light will be distracted whilst Isabella is led away. If at any point during the proceedings the party wish to intervene they may do so. Now would be a good opportunity to attempt a grab for the

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Ichthus (they will get no better chance until the end of the adventure). Whilst the Granbretanians accompany Isabella to the dungeon, the Guardians and Nezzether will shadow them leaving the Ichthus unguarded. The party will not have long in which to act and will not get far before the theft is spotted. It should be difficult but not impossible to escape. (If they do manage to get away with the Ichthus you may wish to have the Guardians steal it back or Count Guntha dupe them into handing it over to him).

What Happens

As always if they are spotted during this section they will be incarcerated in the Dungeon alongside Isabella whilst Alcardy and Nezzether decide what to do with them. At this stage Isabella will not speak to the party as she remains in deep contemplation.

The Order of the Fox will enter the dungeon from time to time and throw the prisoners scraps of food or douse them in water. This should offer the party the chance they need to make a break for it. The manacles that bind them to the walls are not difficult to pick and they will then be able to lie in wait for an unsuspecting Granbretanian guard. Since the guards are not that bright in the first place almost any plan the party come up with should have a chance of working but you should reward them for their ingenuity.

Incarceration

Should the party find themselves in Alcardy’s dungeon the following will take place…

Background & NPC Motives

At some stage in the game it is highly likely that the party will be captured either whilst they are skulking around Alcardy’s castle or if they are apprehended by the Guardians of the Black Light. If this occurs Alcardy will not wish to dispose of his prisoners immediately but rather incarcerate them in his dungeon so he can torture/interrogate them at his leisure. Since he is on a tight schedule at Nezzether’s behest, Alcardy will not wish to do this until after he has retrieved Septimus’ Cross. This is lucky for the imprisoned members of the party since they will have plenty of time to escape or be rescued.

After their capture the party will be chained to the walls of the dungeon. The Granbretanian soldiers will take great pleasure in taunting them and explaining in graphic detail what will happen to them once Alcardy begins his questioning. Eventually Isabella will be imprisoned with them but the party will not initially be able to glean any help or information from her. Give the party plenty of opportunity to plan their own escape before you engineer some ‘third party’ escape plan.

Alternatives

Should the party’s plans escape you may wish for one or more NPCs to come to their aid. Count Brass, having waited for sign of the PCs, may break in and rescue them. He will of course be annoyed that his plan to appear neutral in this situation has now been ruined, but he cannot allow the PCs to rot. Count Guntha may enter the castle in his desperate search for the Ichthus and stumble across the party. He will set them free but only after they have

answered all of his questions regarding the Ichthus’ whereabouts. Once he unlocks the dungeon he will not stay with them. Isabella may be persuaded to help them. After a while the party may break the ice with her. At first she will be as approachable as a wounded bear but eventually the part may be able to coax her into helping them. Isabella is distraught and cannot understand why her father has done this to her. If the party can persuade her of Nezzether’s motives she will do all she can to aid their escape and apprehend the necromancer.

To Find the Cross

Nezzether, Alcardy and their men will ride from the castle in search of Septimus’ Cross. They will leave a skeleton crew of Granbretanian soldiers behind to guard it.

Background & NPC Motives

Nezzether now needs the Cross of Septimus to complete his plans. The Cross is hidden in a secret underground monastery and he requires the help of Alcardy and his men to retrieve it. Alcardy, bewitched by the promise of possessing the Ichthus is only too happy to help. Nezzether of course has no intention of turning the Ichthus over once he has the Cross and has a terrifying surprise waiting for Alcardy at the end of Chapter III.

What Happens

Before the pair ride out they will discuss Nezzether’s need for the Cross, allowing the party to hear a little more of his plans.

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Alcardy enters his huge chapel, closely followed by the Necromancer. He is obviously flustered by his experience with Isabella and the Guardians of the Black Light. ‘Once you have the Cross you will hand the Ichthus over to me, we have a bargain Nezzether and I expect it to be honoured.’ ‘There is the small matter of a summoning ritual but once that is completed you will have your prize,’ crows the Necromancer, a smile playing across his lips. ‘Very well,’ replies Alcardy his patience wearing thin, ‘but then our deal is done, I don’t expect to see you are your heathen mob ever again.’ ‘Don’t worry, you’ll certainly never see us again.’ At this Alcardy leaves the great chapel to prepare his men and horses whilst Nezzether mumbles under his breath. The party will not be able to make out what he says as he speaks in a lilting foreign tongue they do not recognise. Once he has finished the Necromancer leaves. Alcardy, Nezzether, twenty Granbretanians and the remaining Guardians ride out of the castle heading north east (taking all of the horses with them). If the party are to stop them they must fly in Pursuit! (see Chapter III).

Alternatives

Before the party leave the castle they may wish to interrogate one of the guards that is left behind. Since Nezzether has not told Alcardy exactly where Septimus’ Cross is, none of the Granbretanians left in the castle will know where they were headed.

The only information the party will be able to glean is that they have taken supplies for a two day journey and they headed north east.

History of the Cross of Septimus

The warrior Septimus was a strong and powerful leader who rose to prominence during the Tragic Millennium, before the days of Granbretan. Although ruthless on the battlefield he was a wise and merciful ruler, allowing clemency to those prisoners who submitted to his rule. When the fabled demon Abbassyn rose to power among the lands of men, Septimus was the man who stood against him. He raised an army to face the Demon but they were cut down like wheat on a ripe field. Not wishing to surrender to such a foul and unholy beast, Septimus stepped forward to fight Abbassyn in single combat. Their brawl was bloody and furious and eventually Septimus managed to wrest the beast’s huge weapon from its hand. Although mortally wounded the warrior had the strength for one final, mighty blow that slew Abbassyn and banished him to from Earth. As the Demon’s body vanished, Septimus fell dead before his remaining men. Septimus was given a secret burial in a place unknown, so that his remains could stay safe should Abbassyn return and attempt to desecrate them. A new leader soon rose to power and as time passed, the legend of Septimus faded into the annals of history.

monument built in his honour and no visitors until one day the keeper of the tomb found it smashed and broken. The contents of the burial chamber were empty, the thieves long gone. It was a group of monks who took the ashes of Septimus. After much study they realised that to raise Abbassyn the remains of his vanquisher would be needed and sooner or later one or more of the demon’s worshippers would come looking for them. Enclosing the ashes in a large, lead crucifix the monks returned to their secret monastery, ever vigilante for the rise of Abbassyn’s followers. As time drew on the monks became more insular and paranoid, protecting their monastery with a series of ingenious traps. Such was their separation from the outside world that they themselves were eventually forgotten. Unfortunately for them, they were not quite forgotten by everyone…

And so ends part two of THE ICHTHUS OF LIFE Come back next month for even more!

And so, the body lay in an anonymous stone sepulchre for a thousand years. There was no

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THE ICHTHUS OF LIFE Part three of a scenario for Hawkmoon the Roleplaying Game, by Richard Ford.

The horses were spattered with mud and panting heavily, their breath a visible mist in the chill of morning. It was doubtful they had ever been ridden so hard, or ever would be again. Nezzether dismounted and walked towards the solid wall in front of them. Alcardy looked on, a frown of frustration spreading across his troubled brow. The old Necromancer glanced from left to right like a crow scanning for worms. Everyone, even Nezzether’s black clad minions, seemed uneasy, afraid that the old man was losing his wits. One of the horses suddenly reared and whinnied, unnerved by the Necromancer’s strange behaviour. Nezzether turned and stared at the startled mare as though it had insulted him in some way. The horse calmed itself and shied away, conceding to his unspoken power. Turning his attention back to the rock wall, Nezzether recommenced his intense scrutiny. Within seconds he stopped dead and let out a long rasping breath. The Granbretanians eyed each other warily; then went back to observing the old man and his curious behaviour. Nezzether was at the wall now, his hands held out at full stretch, his fingers mere centimetres from the rocky surface. He closed his eyes and concentrated. Within seconds he heard a sudden gasp from behind and allowed himself a smile. Opening his eyes he saw the solid oak door materialising from the rock. Alcardy leapt from his horse, his face a picture of glee. He rushed toward the door, reaching for the steel ring to pull it open but stopped dead as Nezzether held up a long, wrinkled hand. The old man scanned the steel fox-masks of the Granbretanians as they sat nervously atop their steeds. When he had found a suitable subject he smiled and gestured for the soldier to dismount. ‘Come, I need a volunteer,’ said the Necromancer. The man gingerly swung his leg over his horse and stepped to the ground. ‘Open the door and tell us what lies beyond,’ he continued.

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The Granbretanian quickly looked from Nezzether to Alcardy, somehow hoping that the noble would intervene. Alcardy looked on blankly, offering no form of amnesty. Powerless to argue the young soldier approached the wooden door. It seemed perfectly normal and if he had not seen it materialise from solid rock he would have had no apprehensions. Slowly he reached for the solid steel ring and grasped it firmly in one hand. He tugged, but the door would not budge. Turning to Nezzether he shrugged as though he were powerless to move the door. Nezzether gestured for him to try again. Realising there could be no pretence he grasped the handle with both hands and wrenched the door open. There was a grinding squeak as the hinges protested at being woken, but the door swung wide nonetheless. Stale air blew in the Granbretanian’s face from deep within the dark corridor but that was all, no foul creatures or insane monks were hidden within to attack the unwary intruder. The young warrior sighed with relief as he felt a huge weight lift from his shoulders. He smiled and began to turn but before he could move two dull blows struck his chest in quick succession. The last thing he saw as he looked down were two quarrel shafts poking out of his mail shirt, blood beginning to seep from where they lay imbedded in his armour. As the Granbretanian fell, Nezzether walked forward. The old man looked at Alcardy. ‘Still eager to lead the way my friend?’ he croaked, his face bereft of mirth. Alcardy turned to his men. ‘You, you and you,’ he barked, pointing at three of his now terrified soldiers. ‘Lead the way. The rest of you behind me!’

Pursuit

The party must follow the trail left by Alcardy and Nezzether in the hope that they may catch them before they have a chance to put their diabolical plans into action.

Background & NPC Motives

The trail will lead the party through a small hamlet, close to the Monks of Septimus’ hidden monastery. Few know of the monastery but some

of the locals deal with the monks, offering them what little food and supplies they can spare in return for medical aid and ‘religious favours’.

What Happens

Alcardy and Nezzether’s trail should be easy enough to pick up, as there are over twenty men on horseback, which will inevitably leave a visible trail. The fact that they are mounted and the party are not should give them a substantial head start.

Once the party have found the trail it will be simple to follow as it heads northeast with no deviation and they will encounter no problems for the first day’s travel. On the second day the party will find the trail leads to the small hamlet of ‘Sticklebone’. The residents here seem a little wary of travellers but if asked they will inform the party that the Order of the Fox rode through the settlement yesterday without stopping. Any more than that they cannot say.

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The hamlet contains the standard fare of stalls and suppliers. Other than this, the village appears fairly nondescript.

If the party ask Gledholme to show them where the monastery is he will agree, but first he offers some information.

Whilst they are in the village the party will be closely watched by Gledholme. He will be very discreet and the party will be hard pressed to notice him observing them. Gledholme has many dealings with the Monks of Septimus (see below) and after seeing the Granbretanians riding towards their monastery he has begun to worry. Being naturally suspicious of the Dark Empire (who wouldn’t?) he is more inclined to trust the party and as they leave the village he will engage them in conversation.

So terrible is this thing the Monks guard they have encased themselves in an underground labyrinth. All manner of tricks and traps stand in between them and the outside world but old Gledholme knows a special way in, a secret way that’ll take you past all that.

You leave the quiet hamlet hoping to pick up Alcardy’s trail just to the south when you hear a questioning voice from behind you. ‘Ho strangers! It’s not often that Sticklebone receives visitors and you’re the second group to pass by here in as many days. Tell me, what’s so interesting around here all of a sudden?’ Since Gledholme is the first person in Sticklebone to show any interest in the party he should be able to make them open up quite easily. If Gledholme manages to glean the truth out of the party he will look gravely concerned. And explain that he may know what the Granbretanians are searching for. There is a monastery close by here, a secret, hidden place. Not many of us know of its whereabouts for the monks have sworn us to secrecy. They hold a very terrible artefact, although I’ve never seen it. I reckon that’s what your quarry is after.

So proud is Gledholme of his secret knowledge that he doesn’t even hear the throwing knife hissing through the air before burying itself in his back. Five Guardians of the Black Light have been left behind at Nezzether’s behest, to take care of any would be pursuers. The party must face them before they can proceed any further. When the battle is done, Gledholme will be on his last legs and unable to speak. Before he dies he will press a small silver key into their hands and breathe his last. Alcardy’s trail can be picked up just north of Sticklebone and will lead the party directly to the monastery’s entrance…

Alternatives

When the party leave Alcardy’s keep they may decide to head back to Castle Brass, instead of pursuing Alcardy immediately. They should be discouraged from doing this as it will waste valuable time. If Isabella accompanies the party she will advocate the need for a swift pursuit. If nothing can deter the party from returning to

Count Brass then they will still be able to pursue the Granbretanians only much later. As the party pursues Alcardy and Nezzether you may wish to spice things up with further encounters. Alcardy may leave a patrol of Granbretanians to guard their route as well as the Guardians. This should be done only if the party are doing particularly well. If the party decide not to talk to Gledholme he will not press them for information. He will eventually leave the party alone and consequently survive his fatal encounter. The result of this will mean the party do not gain their silver key and will have no advanced warning of the Guardian’s ambush.

NPCS Gledholme

Old Gledholme has lived in Sticklebone all his life and gets by on trading to nearby settlements. He is a shrewd businessman but harbours little ambition. Several years ago he stumbled across a group of Septimus’ Monks and engaged them in conversation. Over a number of weeks he gained their trust and began to trade with them. The Monks have allowed Gledholme more access to their secrets than they would most outsiders. The silver key he possesses allows him access to the outer level of the monastery. For Gledholme’s statistics use the Peasant on page 139 of Hawkmoon the Roleplaying Game.

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The Outer Level

The party must traverse the outer defences of the Monks of Septimus’ monastery without succumbing to its traps.

Background and NPC Motives

Granbretanian corpse was made to open the door by Alcardy and received the fatal greeting. Alcardy then ushered Nezzether and the rest of his men through in safety. The party now has to enter. If they use Gledholme’s key they will pass through in safety. Otherwise the

person who opens the door must make a difficult (–20%) Dodge check or be hit by the crossbow bolts (3D6 damage to a random location). When the door is opened the entire party may pass through in safety as long as the door does not close at any point.

Alcardy and Nezzether have already passed this way, sacrificing their men to overcome the Outer Level’s lethal traps. The party might find this useful as the bodies they encounter may offer some clue as to how they might safely traverse the traps.

What Happens

The party will follow the trail of horse’s hooves through increasingly hilly country. Eventually they will be led down a thin gully that ends at a seemingly impassable rock face. The horses of the Granbretanians are tethered here but there is no one guarding them. See Map XX. The Rock Face Lying on the ground in front of the rock face is a dead Granbretanian soldier. He lies face up with two crossbow bolts protruding from his chest. Upon further investigation (and a successful Perception check) the party will discover he lies in front of a closed door made up to blend in with the surrounding rock face. The door to the Outer Level works on a simple mechanism. If the door is opened without first being unlocked, two crossbow bolts are fired from a secret compartment in the frame. This mechanism is set to reload itself every time the door is closed. The unfortunate

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Entryway The door opens into a corridor, which gently turns to the right. Hanging from the ceiling is a bell attached to a length of rope. This is used by any visitors who have access to the monastery to call the monks, who will then arrive and escort them safely through the sequence of traps. On this occasion if the party ring the bell it will not attract the attention of the monks but Alcardy and Nezzether, who are currently ransacking the monastery in search of the Cross of Septimus. Upon hearing the bell Alcardy will beat the monks until they tell him what it means. Suspecting whoever has entered the Outer Level is not an ally, he will send four Granbretanian soldiers to intercept the intruders and stop them at all costs. You may choose where the Granbretanians will meet up with the party, depending on how quickly they make their way through the following chambers. The Chamber of Weights The entrance to this chamber is very narrow forcing the party to walk in single file to enter. A plethora of weights and counterweights hang from the ceiling of this unremarkable room and lead to an unseen system of levers and pulleys beyond. The room itself is around twenty feet by thirty and surrounded on three sides by a metal grille punched with holes six inches in diameter. Opposite the entryway is an equally narrow exit. A dead Granbretanian soldier lies on the metal grille in one corner of the room. He is punctured full of large holes and the blood has long since run from his body. Upon entering the room nothing remarkable seems to happen until the combined weight of the party reaches 700lbs. When that happens the

metal grille surrounding the room will drop to the ground ten feet below. Anyone standing on it at the time must make a successful Athletics check or be impaled on the spikes waiting below (3D6 damage to ALL locations). A gate will smash down over the entrance preventing anyone else from entering the chamber. The gap to the exit will be twelve feet away and anyone wishing to jump it will be required to make a difficult (–20%) Athletics check. At this point the party may wish to tamper with the weights hanging from the roof in the hope it might make the grille raise up. This will have an adverse effect as the gate and the grille are on a simple timer system. Tampering with the pulleys will only delay the timer for as long as they are messed around with. Thirty seconds after the grille and gate drop they will slowly raise again, allowing the party to exit at will (so as long as they are not standing on the grille and do not panic they will suffer no adverse effects). However, if after five seconds the weight in the room is still in excess of 700lbs the grille and gate will drop once more. Chamber of the Gods The players will now enter a circular chamber that slopes down towards its centre. In the middle of the room is a circular plinth that resembles a bird table. Laying some feet away from the globe are a dead Granbretanian and a Guardian, their hands black and charred. Upon closer examination the party will see that the plinth has four dials within its centre, and the outer edge has the manes of the gods known as the Fearsome Four at its cardinal points: Jhone, Jhorg, Phowl and Runga. Each of the dials in the centre of the plinth has a different symbol. One is a drum, one is a four stringed lute and two seem to be lyres of some kind.

By turning the dials so they point to the correct god, then pulling the lever, the party will progress to the next area, the Chamber of Elements. By pointing the lyres at Jhone and Jhorg (either will do), the lute at Phowl and the drum at Runga, the party will correctly progress. Pulling the lever without correctly positioning the dials will send an electric charge through the lever and into the whoever is touching it at the time (2D6 damage to arm location). As they correctly pull the lever, and strange song, the likes of which they have never heard before, will ring out throughout the circular chamber, and the floor will open up, dropping them down to the Chamber of Elements (see below). With the strange song (something about blackbirds) ringing in their ears, the party can progress deeper towards their goal. Chamber of Elements The party must progress through this level by solving four puzzles based around the elements; Earth, Air, Fire and Water

Background & NPC Motives

The Monks of Septimus built this section as a homage to the elements. Their leader at the time, Father Melchiah, felt that earth, air, fire and water were unconquerable and built four traps in honour of their power.

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What Happens

The Hall of Fire After the party have dropped down to the Chamber of Elements they will find themselves in a long hallway around 10x30ft. The hall is dimly lit by a row of ten candles placed a foot apart in front of them. Lining the long edge of the room are twenty poles, each 6ft high. As the party progress towards the exit at the far end of the room they will inevitably step on the pressure pad that runs the width of the hall. When this is pushed (even the slightest pressure will trigger it) a huge gout of flame will ignite in front of them, blocking their escape. The fire billows from a grille 10ft square, so the party will not be able to leap through the flames.

If the party examine the poles lining the wall they will notice they are hollow and smell of lantern fuel. By lighting the ends of these poles the fire at the end of the hall will recede. When all the poles are lit the floor will be safe to cross and the party can proceed through the exit. If they have no means by which to light a flame, they will somehow need to use the flames that block their exit. The Hall of Water This 10x30ft room is split halfway by an archway closed by a barred gate. Two large hollow tubes around 4ft tall protrude from the floor near to the arch. Buckets are chained to the tubes with enough slack to reach the ground. Beside the barred gate is a lever attached to the wall.

When the party examine the barred gate they will find it solid and immovable. Their only option will be to pull the lever and see what happens. Unfortunately when they do pull the lever it will not leave much time for action. A solid metal door will slam down behind them barring the entryway and water will begin to pour into the hall, quickly filling it. If the party try to pull the lever back up immediately they will find it impossible. However, after ten seconds the lever can be replaced back in its normal, upright position causing the water to recede through vents in the floor and the barred gate to drop down. Nevertheless, the party are not to know this. They will probably have to rely on the bucket method, which will take much longer but have much the same effect. By pouring water into the two metal tubes the gate will slowly open and eventually allow the party access to the second half of the room.

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The Hall of Water should be played up for drama but there is no real danger. Once the water has reached the tops of the metal tubes it will rise no further. Unless the party are under four feet tall and cannot swim they will be in no immediate danger. Thirty seconds after the water has reached this level it will recede and the solid door barring the entrance will open. The party must then pull the lever once more and begin again until they either open the gate fully or lower it enough to crawl through. The Hall of Air Again a 10x30 ft room containing six miniature windmills lining its centre. Pipes of various sizes lie on the floor. If the party listen carefully they will be able to hear the wind howling through a sequence of small holes around eight feet up on the walls. Four of the windmills are white whilst two are black. The body of a Granbretanian soldier lays beside one of the black windmills, an arrow in his back. The windmills hold the key to the door from this hall. The pipes can be fitted into the holes on the wall and will channel the breeze that blows through them. When pointed at the windmills it will cause their sails to turn. When the four white windmills are turning simultaneously the exit to the Hall of Air will open. If either of the black windmills are set in motion a booby trap will be triggered. A single arrow will fire from one of the holes in the wall and a failed Dodge check will result in 2D6 damage to a random hit location. Of course the party may not wish to use the pipes to set the windmill sails moving. If there are more than four members of the party they will find that

moving the sails at the same time by hand will also open the door to the next hall. The Hall of Earth This room has a ledge on one side that is fifteen by ten feet (allowing six people to stand comfortably), which the party will enter on. The rest of the chamber is set ten feet below this ledge and is covered in vicious looking spikes. Impaled on the spikes are two Granbretanians and a black clad Guardian. A bow and arrows lay on a plinth at one side of the ledge. On the opposite wall, thirty feet away, is a large circular wooden board set in ten sections each with a number (numbered 1-10) painted on. Beneath the wooden board is inscribed a message: ‘strike the number of our ward and cross’. To safely traverse the spiked floor the party must use the bow (or a projectile weapon of their own) to strike a number on the board. The ‘ward’ the message speaks of is Septimus himself, whose remains the monks care for. In the ancient languages of the world before the Tragic Millennium, Septimus means seventh, therefore striking the number seven will allow the party safe passage. However, if the party choose the wrong number or miss the target (they will have to make a normal ranged skill check) the ledge they stand on will recede slightly, pushing them a little further towards the spikes below. Successfully striking the correct board will trip a lever releasing mounds of earth from the roof, which creates a bridge across the sea of spikes. The party will have only seconds to cross this mud bridge before it sinks into the floor.

For every missed or incorrect target, a five feet square of earth will fall away from beneath the party. If any of them fall on the spikes they must take 3D6 damage to ALL locations. Inner Level After having traversed the Chamber of Elements the party must now overcome the final sequence of traps to gain entry to the underground monastery.

Background & NPC Motives

In his haste to find the Cross of Septimus and growing impatient with the monk’s traps, Nezzether has freely sacrificed more of his men (who have willingly given their lives). Alcardy, somewhat less of a fanatic, has allowed the Necromancer to lead the way and thus spare his own men.

What Happens

The Chamber of Light and Dark Light streams into this room from vents in the roof, cascading onto a series of strategically placed mirrors. The mirrors then reflect the light, showing a path across the room, which is peppered with pit traps. Guardians lie dead all over the room riddled with arrows or impaled on spikes. The party will be able to safely negotiate this room as the puzzle has already been solved for them (though at great cost to Nezzether’s men). As long as the party are not clumsy enough to knock the mirrors out of position (a standard Perception or Stealth test, whichever the player prefers) or go rooting around in the dark they will not fall prey to any nasty ‘accidents’.

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The door exiting the chamber has been smashed off its hinges so the party will have no trouble progressing from here. However, Sanguinus will still wish to pose his questions to the party before they leave, despite being on the brink of death. The party can choose to ignore him if they wish but they will then find it extremely difficult to progress through the Door of Answers. If they stay he will pose two riddles before his eyes glaze and his breath stops. The first riddle is: ‘At night they come without being fetched, and by day they are lost without being stolen.’ The answer is ‘the stars’. If the party answer this correctly Sanguinus will then ask his next riddle: ‘How many letters are in the bible?’ Before the party can give their answer Sanguinus will die. They are left to ponder this question as they move on.

Chamber of Questions As the party enter this wide hall they see three monks lying on the ground. Blood gushes from various wounds and one is riddled with throwing knives and crossbow bolts. Other than the bodies there is nothing else of interest in the room. On closer examination the party will discover than one of the monks still lives, although barely. At first the monk will think it is Nezzether and his Guardians returning to continue their torture. Shrinking back he will beg for mercy but soon calms himself when he sees it is the party. There is

nothing the party can do for the monk who will be able to tell them his name and answer one or two simple questions before breathing his last. The monk’s name is Brother Sanguinus, he and the other two monks were sent to greet the intruders in the Chamber of Questions (so called because all who enter must answer riddles before they are allowed entry to the monastery). Upon greeting Nezzether and Alcardy the monks were met with a shower of blows and missile fire before they had a chance to put forward their questions.

The Door of Answers The passage from the Chamber of Questions widens to 10ft and is then barred by a large solid steel door. In the centre of the door is an iron handle, surrounding that are twenty metal stars protruding one inch from the door’s surface. On the ground are two dead Guardians, one decapitated, the other with severed legs. Hopefully, Sanguinus’ riddles will give the party a clue as to how to open the door. By pressing in the correct number of stars they will be able to turn the handle and open the door. The correct number is equal to the answer of Sanguinus’ second riddle. The number of letters in the bible is of course eight (‘the bible’ contains eight letters).

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Attempting to open the door with no stars depressed will not get the party anywhere as the handle simply will not budge. If the party depress the wrong number of stars retractable metal blades will randomly shoot from the walls at head, waist or knee height (you may choose which or generate by rolling on the victim’s Hot Location chart). The player nearest the door will have to make a difficult (–20%) Dodge check or suffer 2D6 damage. Every time the handle is tried with the wrong number the stars will automatically reset themselves.

The Monastery

The party must now work their way through the Monastery of Septimus and reach Nezzether before he flees with the cross.

The huge metal door slowly opens before you, revealing a gigantic cavern. The ground beyond the Door of Answers slopes downwards towards a plain stone building, which you assume must be the monastery of the Monks of Septimus. As the party proceed towards the monastery all will seem quiet and still, but as they draw closer they will be able to hear the sound of low cries and smashing furniture from beyond the closed wooden doors. Entrance Hall The doors to the entrance hall are closed but not locked. The dead body of a monk lies directly behind the door and whoever opens it will have

to give a hefty shove to make a gap wide enough to enter. On the other side of the door lie more bodies. The floor is covered in blood and the monk’s habits are stained crimson. Two staircases lead up from the entrance hall to a balcony above. Both sets of stairs are daubed with scores of bloody footprints. From the entrance hall the party can hear the sounds of the Granbretanians’ desperate search even more clearly. Dormitory As the party enter this room they will interrupt a group of five Granbretanians smashing up the monk’s possessions. Caskets lay broken on the floor and their bare beds are upturned.

Background and NPC Motives

Nezzether and Alcardy have reached the monastery well before the party and have set about searching for the Cross of Septimus. None of the monks will reveal the cross’ whereabouts and have been all but slaughtered as punishment. The Granbretanians and Guardians are now in the process of tearing the monastery apart in their frenzied attempt to find the cross.

What Happens

Once the party have managed to open the Door of Answers they will be able to proceed towards the monastery.

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So intent are they on their search that the Granbretanians will not notice the party enter. The party will therefore have the option of slipping away or launching a surprise attack. When the Granbretanians have been despatched the party may search the room themselves but will find nothing of interest other than a rosary or two and spare habits (which the party may put on if they so desire). If they hang around too long in the

dormitory a second group of Granbretanians will enter, searching for their comrades and the party will have to fight their way out. Kitchens Before the party enter the kitchen they will be able to hear the upheaval from within. A group of Guardians are tearing the room apart, flinging pots pans and other utensils around the room, so fearful are they of Nezzether’s wrath if they do not find the Cross of Septimus. Hiding in one of the cupboards is Brother Ignatius, a loyal but cowardly monk. If the party do not enter the kitchen but keep listening they will hear the Guardians discover Ignatius and begin to interrogate him for information. Their methods of interrogation will become more brutal until Ignatius is eventually killed. The party may intervene at any time, much to Ignatius’ gratitude. He will not wish to be left alone and will accompany the party until they leave the monastery. Study The study is where the monks are educated by their elders in everything from history to herb lore. Books line the walls from floor to ceiling and small desks run the length and breadth of the room.

Currently, the monastery’s intruders have not entered the study and it is therefore intact. When the party comes to search for the location of the Sword of Babel (see below) they will need to use the study’s resources. Chapel The party will immediately notice the huge stained glass window when they enter the chapel. This window houses a clue as to the whereabouts of the Sword of Babel, but the party are not to know that yet. Plain benches line the chapel and a wooden pulpit stands beneath the window with a huge tome (which the party may or may not recognise as a bible) resting on top. On the ground in front of the pulpit lay more slain monks. It is obvious from the position of their bodies that they were murdered whilst praying. Although the chapel is currently empty of any living soul, the party will be able to hear harsh voices from beyond the open doors opposite them that lead to the graveyard.

NPCS Brother Ignatius

Unimpressive to look at, even for a monk, Brother Ignatius is overweight and rather red of face despite the harsh regime of abstinence followed by the Monks of Septimus. He cares little for the rigours of monastic life and has long since yearned for the freedom of the outside world but being too cowardly to strike out on his own has never ventured further than the Inner Sanctum.

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Ignatius cares more for his personal safety than the sanctity of the Cross of Septimus, which probably explains why he has managed to survive longer than his fellow monks. Despite this he will suffer long and hard at the hands of his torturers before betraying the monastery’s secrets.

What Happens

The Graveyard

As they exit the monastery’s chapel the party enter a huge cavern. The ground is littered with gravestones and amongst them is Alcardy, watching with glee as his men kick one of the monks around. Nezzether is about to leave, he stands clutching the Cross of Septimus close to his chest, but the party bar his escape route. Alcardy and his men will not notice the party until they attack and Nezzether will not move until the party have moved from the monastery’s exit. If Nezzether is threatened at any time the following will occur:

Background & NPC Motives

As you approach Nezzether he suddenly smiles a thin malevolent smile. Closing his eyes he begins to chant under his breath. His right hand moves in a series of strange gestures and he holds the Cross of Septimus close to his body with his left.

For Brother Ignatius’ statistics see the Sage on page 139 of Hawkmoon the Roleplaying Game.

The party must now stop Nezzether before he escapes with the Cross of Septimus, but little do they know he has a rather nasty surprise for them.

Nezzether has slaughtered practically all of the monks and has beaten his last victim almost to death. Just before the party leave the monastery he will discover the hiding place of the Cross of Septimus. At the back of the monastery is a graveyard, final resting place of the Monks of Septimus. There are many graves, the product of years of diligent commitment, and all are adorned with a simple cross. As Alcardy and his Granbretanians beat a poor monk to within an inch of his life, Nezzether notices one of the graves bears a cross that is slightly more elaborate than the rest. Moving closer he sees it is fashioned from lead and hinged on one side. Smiling to himself he grabs the cross and prepares to sneak out of the underground monastery. Before he has a chance to make his escape the party arrive…

The air suddenly begins to feel thick and heavy, causing Alcardy and his men to stagger back in confusion. Before you can move against Nezzether the ground before you cracks open. From out of the gaping hole crawls a putrid sight that almost makes you gag. The blank and staring eyes of the undead bore into your very soul and it takes all your willpower not to turn tail and run. One of Alcardy’s men panics and makes a break for the exit. Before he can take two steps a decomposed hand grabs his ankle, tripping him. He tries to stand but more bodies wrench themselves from the dirt, releasing a stink you can barely stomach. They are upon him before his screams have begun to echo through the huge cavern.

The zombies will quickly move to bar the exit back into the monastery and protect Nezzether’s escape. If any of the party are determined to reach Nezzether they will have to fight their way through hordes of the undead to reach him. The zombies are not too worried about who they attack and everyone except Nezzether is a potential target. Should any member of the party wear the Amulet of Divine Redemption (purchased from Ronan in Petit Greche) they will find they have a miraculous resistance to the undead. Any zombies that make physical contact with them will crumble, lifeless to the ground, the magic that animates them broken. As soon as Nezzether has escaped, the undead will remain animated for around thirty seconds before collapsing, dead once more.

Alternatives

There is a chance that the party do vanquish the zombies and prevent Nezzether from leaving. In this case it is pretty much up to them how you proceed with the campaign. If they slaughter Nezzether in cold blood the adventure will be over quite quickly, the party can return the Ichthus and the Cross of Septimus to Count Brass and be done with it. If however they choose to keep him alive there will be plenty of opportunity for the old Necromancer to escape and continue his devilish plans. You may or may not wish to kill off Alcardy at this juncture. He has no further part to play in the

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movement of the adventure’s plot but may make a good arch-enemy for the party if he survives. In this case Alcardy may dramatically escape from the monastery, leaving his men behind to die as he slinks away in the darkness.

NPCS The Zombies

Nezzether raises 23 corpses from their graves. Once Monks of Septimus, they are now pawns for him to control. No longer do they bear any allegiance to Septimus, they now serve their necromantic master in his bid to complete his mission. The zombies are in various states of decomposition and the following stats may be taken as an average. You may wish to make them as powerful or as weak as you see fit. The undead are not meant to cause the party any serious damage, merely hinder their attempts to apprehend Nezzether.

Needle in a Haystack

The party must now search through the annals of the Monks of Septimus to find where Nezzether is headed and stop him before he has time to complete his diabolical plans.

Background & NPC Motives

By now Nezzether should have fled the monastery and the zombies will have turned to ash. Alcardy will also have fled, been slain or been captured by the party. Any of his men will either be dead or will

abandon him to his fate (their loyalty runs deep but after their encounter with the undead they will question how far their allegiance stretches). Decomposing bodies lay all around and among them is the broken figure of the monk Alcardy’s men were beating. His name is Brother Ezekiel and he has a clue as to where Nezzether is now headed.

What Happens

If the party saved Brother Ignatius (and he still lives) he will rush over to the bloody figure of Ezekiel and weep, imploring his fellow monk to speak. Ezekiel will ask him the fate of the Cross of Septimus and grimace at Ignatius’ answer. As the party approach he will thank them for their help and implore that they give further aid. He will recognise the party member you have picked as the ‘Chosen One’ (see Chapter 1) and calm himself a little. You, I knew you would come when the Cross was threatened. My son, you are the only one who can avert the rise of Abbassyn. You must not fail. If questioned Ezekiel will explain that the party member is the human embodiment of Septimus’ soul, possessing the power to destroy Abbassyn if he once again escapes from his alternate Multiversal plane. Further questioning will reveal that to raise Abbassyn, Nezzether must take the Cross of Septimus and the Ichthus to a sacred place, where rests the Sword of Babel. This powerful weapon

was once wielded by Abbassyn and was used by Septimus to bring about the demon’s demise. Nezzether knows a foul incantation that will raise Abbassyn once more, and all he needs do to complete it is bring these three ancient artefacts together. Ezekiel does not know the whereabouts of the Sword of Babel (but he will reveal its legend, see below) as the monks were forbidden from learning it, but he tells the party that the secret is hidden within the monastery. If they examine the stained glass window they will find clues as to which tomes in the study hold the secret. After wishing them Godspeed he will pass out from the pain of his wounds. Ignatius will be of no help to the party other than showing them where the study is; the party will have to locate the Sword of Babel on their own. The puzzle is fairly straight forward but if the players are struggling you may give additional clues if any of them can pass a Lore (World) test. VII is emblazoned above an image representing the Cross of Septimus. This does not represent Septimus’ number (as revealed in the Hall of Earth) but is the chapter of the book that will lead to Nezzether’s destination. In the corner of the window is the word Gatham and the number 975. These are not the name of the craftsman who made the window and the year of its construction. In the study the party will find a book (the tomes are organised alphabetically so there should be no problem locating them) on the town of Gatham. In chapter VII, line 975 is the following statement:

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The hill is approximately four miles south of Gatham, see appendix iii. The statement is part of a nondescript passage detailing the landscape around Gatham. However, by turning to Appendix iii there is a map showing the exact location of the hill in relation to the town that is labelled S O B. This should be more than enough information for the party to continue their pursuit of Nezzether.

Alternatives

There is always the chance that the party will ignore Brother Ezekiel and pursue Nezzether, regardless of the fact they do not know where he is headed. In this case you should make it clear to them that Nezzether is long gone and that tracking him will be extremely difficult. If they are too stubborn to listen to your hints, allow them to follow him but only if they make a difficult (–20%) Tracking skill test.

NPCS Brother Ezekiel

Ezekiel has served the Brotherhood of Septimus all his life and has only left their secret enclave twice in his forty-eight years. He is a stalwart defender of the Cross of Septimus and will prove this beyond the call of duty. When the party meet him he will be close to death and unable to offer them any practical help. If the party are able to heal him he will aid them in their investigations but will not leave the monastery when they have found the Sword of Babel’s location.

For Brother Ezekiel’s statistics see the Sage on page 139 of Hawkmoon the Roleplaying Game.

The Sword of Babel

In the earliest days of man the descendants of Noe migrated south from Armenia along the course of the Tigris, then westward across the Tigris into a plain in the land of Sennar. As their growing number forced them to live in localities more and more distant from their patriarchal homes they decided to build a great city. In its midst would be a great tower that would reach up to the heavens. Before their city could be finished an ancient god confounded their speech so they could not understand one another and they were scattered, never having finished their huge construct. Soon after the deserted city of Babel was visited by Dina, an angel who found herself spellbound by the city’s huge tower. She knew the Tower of Babel had been built to reach the heavens, something her celestial master could not allow, and accepted the lord’s punishment, but it was what the tower stood for which saddened her. Dina was teacher of languages, an inspirer of wisdom, knowledge and learning and it broke her heart to see the great stones of the tower represent confusion and a lack of knowledge. Calling on the aid of her brother Nemamiah, guardian of good causes and enemy of ignorance, Dina set about harbouring some of the towers great stones and manipulating them into a tool for the protection of wisdom and learning. The result was a sword, fashioned from solid stone, which would defeat the weak of mind and turn them towards the divine.

For centuries Dina bore the sword, smiting the weak minded and corrupt, until one day her brother Zadkiel, the angel of mercy, asked to borrow the weapon. He needed to smite down a powerful demon, but was unwilling to destroy him with the fiery might of his god’s vengeance, instead requiring an angel-forged weapon. Dina agreed and Zadkiel flew off with joy in his heart, eager to face his enemy and make him see the light. Unfortunately for Zadkiel, the demon he faced was none other than Abbassyn, Lord of the Black Light. It took little time for Abbassyn to smite down the angel, for the demon could never be beaten by the power of wisdom alone. As Zadkiel lay wounded, Abbassyn took up the sword and whispered his lies, bending the Sword of Babel to his will. Zadkiel would have died if not for his brother Gavreel, the mediator, who bargained with Abbassyn for the angel’s life. In return for his mercy Abbassyn would be allowed to keep the Sword of Babel and the heavenly host would raise no vendetta against him. As well as this he would be forced to leave the surface of the Earth and never return. Of course Abbassyn agreed; until he had mastered his new found weapon. When he eventually returned during the Tragic Millennium, so weak were the seraphim that they could not stop the slaughter he reaped upon the land. It took a humble warrior named Septimus to undo the damage they had sown…

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Ichthus of the Nazarene-Chapter IV of Icthus for Life By Richard Ford Steam rose from the stallion’s hide as it strained under the command of its rider. Hot breath streamed from the horse’s nostrils leaving a visible trail in the early morning light. Nezzether drove his mount onwards mercilessly. The old man resembled the Grim Reaper himself atop the glistening animal, his thin arms and gaunt face all that was visible beneath his dark mud spattered robes. As he closed in on the town ahead he looked over his shoulder, checking his wake. The trail was too clear, any pursuer would easily be able to track him. The Necromancer cursed harshly, sending flecks of spittle rolling down his chin. He had little time left but he would need a contingency in case his pursuers caught up. The townsfolk would have to suffice. *** Shrew darted in and out of the shadows. The morning chill stung his short, bare legs but he knew his exertions would soon warm them. Gatham’s market began early and Shrew knew that he had to begin even earlier if he was to benefit from the rich pickings available. He felt something was amiss even before he rounded the corner to the town square. A kind of silent buzzing hung in the air, the kind that heralded a storm. Turning the corner Shrew froze as he took in the deserted square. Surely this could not be right, surely he was not so early that he had beaten all the stallholders to market?

As he gingerly paced across the cold flags he noticed that some of the stalls were already half set up. The fruit stall was empty but a barrel of apples sat unattended at its side and Hobart the fruit seller was nowhere in sight. Bisby the fishmonger’s stall smelt pungent and alluring as usual but it appeared he had abandoned his only means of income to thieves like Shrew. A sudden noise from a nearby alley made Shrew start. He silently crept towards the noise, using all his skill to avoid being seen or heard. As he looked around the corner towards the source of the noise his jaw slackened at what he saw. An old man in filthy robes was arguing with Bisby the fishmonger. Behind the pair were the rest of the market traders, all standing stock still, their eyes staring and vacant. ‘Calm yourself,’ crooned the old man, though Bisby was having none of it. ‘What have you done to them?’ yelled the fishmonger, ‘you’re a witch, the militia will have your head!’ Bisby turned back towards the market and Shrew saw it to be a fatal error. The old man produced a curved dagger from beneath his robes as soon as Bisby turned his back. Before the fishmonger could walk two strides the old man pounced. With a strength that belied his seeming frailty he plunged the dagger into Bisby’s back. The fishmonger froze, a look of bemusement on his face. As he stared forward a sudden trickle of blood ran from the corner of his mouth. Shrew

was sure Bisby was staring straight at him, his eyes pleading for some kind of help. Another second passed and the fishmonger slumped forward, the dagger still protruding from his bloodstained back. Shrew made to leave. He had seen enough and did not wish to risk being discovered. As he tried to turn he felt his legs suddenly stiffen. Panic began to rise from the pit of his stomach and he looked around desperately for help. ‘Come here boy, you won’t be harmed’. Hearing the voice was like listening to a grating millstone and a soothing lyre all at the same time. Shrew felt the irresistible urge to obey the voice, to abandon his plans for escape and walk towards the old man. Looking up he saw the aged crone was staring at him, the piercing eyes shadowed beneath ancient brows. ‘Come my friend, I have a little favour to ask.’ Without hesitation, doubt or apprehension, Shrew walked forward, eager to fulfil the wishes of his newfound friend…

Flight to Gatham

Nezzether has fled towards Gatham and the party must pursue him, little knowing that he has left yet more surprises in his wake.

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Background & NPC Motives

On his way to the Sword of Babel (which he located well before travelling to the underground monastery), Nezzether has stopped off at the town of Gatham. In case any of his pursuers survived his summoning of the zombie horde he has laid one more trap to cover his escape. Using his most wicked enchantments the Necromancer has bewitched a number of townsfolk with a Hypnotism spell, causing them to fall under his thrall for a limited period of time. These unfortunates faithfully await the party just south of Gatham.

What Happens

The party should be hot on Nezzether’s heels. If they have any sense they will have taken some of the Granbretanian horses, if they do not have mounts of their own. The map they found in the monastery is easy enough to follow and the path it shows to the Sword of Babel’s location will take them close to Gatham itself. As they veer south after passing the town the road will lead into the hills. After some time travelling the party will suddenly find their way barred. You slow your pace a little as you see something blocking the road ahead. In the distance you can barely make out the shapes of several figures. They are crowded together and immobile, seemingly mesmerised by something. As you draw closer you see the figures are simple townsfolk, all from different walks of life, all standing stock still in the middle of the road. Smithies, farmers, seamstresses, even small children block your way forward and your every fibre screams at you that something is amiss.

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At this point the party can choose to leave the path and skirt this living obstruction although this may cost precious time. A Tracking Skill Test will show that Nezzether has definitely passed this way but taking a diversion into the hills may cause the party to become disorientated and lose their way. Should they choose this option they will eventually find the path again (but make the party work for it) but will only reach the Sword of Babel after Abbassyn has been summoned (go straight to Face the Demon). If the party choose to confront the townsfolk they will find that a simple greeting is met with silence. Nezzether has provided his victims with simple instructions: should anyone try to pass they should be stopped; should anyone enquire about him they should be killed immediately. Therefore, if the party ask whether the townsfolk have seen Nezzether they will be set upon by the incensed crowd amidst cries of ‘Protect the Master!’ If the party simply try to push their way past, the townsfolk will restrain them until the party fight back. Obviously the party should be discouraged from killing the good people of Gatham, they are the innocent victims of a foul Necromancer after all. Killing them may not be avoidable, though it will damage the party’s reputation beyond repair. After the party’s encounter with the townsfolk, Nezzether’s spell will slowly wear off. The victims of his enchantment will remember what they have done but will not understand why, some may even retain an unshakeable affection for the strange old man who spoke to them so kindly earlier in the day. If the party fought back and wounded or killed any of them it will be reported to the authorities without delay.

Alternatives

The party once again have the option of reporting back to Castle Brass before pursuing Nezzether. This will have a good and a bad option. Obviously they will have back up when facing the townsfolk of Gatham, as Count Brass will provide a unit of Kamarg Guardians

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to accompany them. The Guardians will restrain the villagers long enough for the party to escape and carry on their pursuit. However, the delay will provide Nezzether enough time to summon Abbassyn (go straight to Face the Demon). Skipping Gatham altogether is also a viable option. The party may wish to ignore the map they find at the monastery and take a direct route to the Sword of Babel. If this is the case they may or may not reach Nezzether in time to stop the summoning. Test the party’s powers of orientation to the full, should they pass they will catch up with Nezzether just in time, otherwise Abbassyn will be waiting…

NPCs Possessed Townsfolk

The townsfolk of Gatham are a usually friendly breed. They live on a kind of frontier between the civilisation of the south and the relative lawlessness of the north. This has bred a hardiness within them coupled with a temperate, outgoing nature. Nezzether’s victims however share none of this for the time being. They will act as automatons until activated by a passer by and then will strike. Due to the mixture of profiles what follows is an average. Feel free to adjust this as you see fit. For statistics for the townsfolk use the Peasant on page 139 of Hawkmoon the Roleplaying Game.

The Summoning

Nezzether now has all the components he needs to resurrect Abbassyn but can the party stop him before he does?

Background & NPC Motives

Having reached his goal with the ingredients for his diabolical spell, Nezzether has readied himself for the effort to come. Before the party arrive, the Necromancer will have meditated and flayed his body with thorny branches to discipline himself for the trials ahead. The Sword of Babel is atop a hill, skewered into the ground. Only six feet of the sword is visible and those stumbling on it by chance would think it a stone monument rather than an ancient holy weapon. Wreathed in vines and other flora the huge weapon blends into its surroundings and would be almost invisible if one did not know where to look. Usually Nezzether would prepare the ground for the summoning but such was his haste that he does not have the candles, salt or iron bars one would normally prepare before casting such a spell. Besides this Nezzether does not believe he needs to be protected against the master he has served for most of his life. Without thought to his own or anyone else’s, safety he will begin his conjuration…

What Happens

The following will take place as Nezzether casts his spell. You may have the party arrive and interrupt Nezzether at any point you see fit. Obviously if the party are too late Nezzether will finish his spell before they arrive and Abbassyn will be ready and waiting. An unearthly mist descends over the hills as though blanketing the wicked deed to come. Before the huge

stone sword kneels Nezzether, the back of his robes lacerated and torn and his back bleeding from a hundred tiny gashes. His arms are splayed outwards, his right hand grasping the Ichthus so tightly that blood runs in rivulets from his palm. Before him lays the Cross of Septimus, the lead bound resting place of a once great hero, soon to be defiled. The hill is silent but for Nezzether’s incessant mumbling, a mumbling which slowly gains volume. As the ancient litany grows louder the air around the hill somehow begins to chill, the mist growing thicker with it. Nezzether’s words are now painfully audible in the cold air. ‘…soter, uiou, theou, christos, iesous, soter, uiou, theou, christos, iesous…’ Repeated over and over again. At first this seems to have no other effect than to fill the atmosphere with a pall of tangible dread until suddenly the Sword of Babel begins to shudder. The huge stone weapon shivers as though some unseen force beneath the ground had grabbed the blade and were pulling itself upwards. The vines and shrubs growing up the blade and wrapped around the hilt wither as though ten years had passed in an instant. Nezzether slowly lifts his head, the ancient face a mask of concentration. His incessant chanting carries on, never wavering or breaking its rhythm. After grasping the heavy lead cross laid out before him, the Necromancer slowly stands, his knees trembling slightly with the exertion. As he approaches the Sword of Babel it continues to shake, sods of earth at its base churn and writhe, something is yearning to rise, something hidden deep, something that is not meant to be resurrected.

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Flipping open the face of the cross the old man stands facing the stone monument. Still grasping the Ichthus in his bloody hand he reaches inside and grabs a handful of Septimus’ ancient remains. Still reciting his canticle he throws the ashes at the Sword of Babel. Again and again he reaches in, defiling the Cross of Septimus and the memory of the great hero of the Tragic Millennium. Again and again he bathes the Sword of Babel in the remains of its final wielder. In response, the sword’s quivering subsides. It seems calmed by the ashes as they bathe the blade and hilt. Soon the sword is still and even the air seems to calm itself, no longer filled with tension and anticipation. Nezzether empties the cross of its contents and ceases his chanting. He staggers back, dropping the now useless lead cross at the base of the sword. The Ichthus still digs into his palm and he slowly raises it to eye level. Tears well in the old man’s eyes and he suddenly seems bereft. With a snarl he hurls the Ichthus aside and drops to his knees, weeping uncontrollably. Before the first tears from his eyes hit the ground Septimus’ ashes begin to dance. The grey powder that now peppers the Sword and lies scattered on the ground moves with a strange vigour. Nezzether suddenly realises what is happening and staggers back his jaw slack and wide. The ashes lift from the ground and begin to swirl. At the same time a distant howling rises like that of an enraged animal or maybe it is the force of the wind. The swirling grows and intensifies as does the hideous whine. Within the vortex of ashes two figures seem to solidify. One is that of a hideous winged beast, the other dressed in the garb of a warrior. Both are locked in vicious combat, clawing and hacking at one another. Eventually the demon is victorious, casting down the warrior who explodes in a grey mess.

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The vortex subsides, as does the howling and Nezzether is left standing alone once more. This time though he does not weep, this time he stands in triumph and waits. Where the Sword of Babel meets the earth sods of dirt billow up once more. The dirt accompanied by a thick tar that oozes out and congeals into a massive black blob. Nezzether drops to his knees and kisses the ground as the black gelatinous mass begins to rise up and take shape. The tar steadily takes form, huge arms, muscular legs, powerful black wings and that face, so malevolent and wicked. Finally the beast opens its eyes and surveys the world for the first time in a thousand years. Abbassyn the Corruptor, Lord of the Black Light, Keeper of the Dark Faith, Wielder of the Sword of Babel, walks in the lands of men once more… By spreading his blood upon the Ichthus, Nezzether is defiling its purity. This, along with reading the Litany of the Ichthus backwards, summons the spirit of Abbassyn from its infernal resting place. To give Abbassyn form, Nezzether spreads the ashes of the demon’s conqueror on the Sword of Babel. Thus reversing the defeat and giving Abbassyn’s spirit the power to take solid form. As the forms of Abbassyn and Septimus fight amidst the vortex of ashes the characters will see that the image of Septimus resembles the party member selected to be his reincarnation. When Abbassyn finally rises this player will feel weakened and fearful (causing them 1D6 CON damage).

Alternatives

Depending on whether the party reach Nezzether in time there is a chance they can stop the

Necromancer before he completes his spell. If they manage to attack or subdue Nezzether before he spreads Septimus’ ashes on the Sword of Babel the summoning will be broken and Abbassyn will be unable to rise. If Isabella still accompanies the party you may choose to deal with her in one of two ways depending on the finale you want. She may side with her father, unable to resist his power and either protect him as he finishes his spell or complete it herself (as the party restrain Nezzether, Isabella picks up Septimus’ ashes and flings them against the Sword). On the other hand she may attack Nezzether without warning, furious at having lived a lie all her life.

The Awakening

If the party are too late to stop the summoning Abbassyn will rise and he’ll be in a bad mood…

Background & NPC Motives

Abbassyn is in a weakened state having just taken on material form. However, he is still a formidable opponent, more than a match for most humans. There is a way the party can despatch him but it will be rather unexpected. Nezzether having now completed his task will await his reward but may receive rather more than he bargained for…

What Happens

The huge ape-like demon will rise up, flexing the sinew of his muscles and spreading his leathery

wings. If Nezzether is still alive and the party have revealed themselves, he will beseech his master to destroy those that would intrude on Abbassyn’s rebirth. Combat against Abbassyn will be difficult but not impossible, particularly if the party have gained allies along the way. Abbassyn is quite vulnerable and his energy low but he is powerful in attack. He will wrench the Sword of Babel from the ground and go about slaying his enemies immediately. The quickest and easiest way for Abbassyn to be taken down is if he faces Septimus’ reincarnation. This battle should be played up for drama, with Abbassyn recognising his nemesis and flying into a fiery rage. Unable to resist a second chance at defeating his ancient enemy, the demon will concentrate on attacking Septimus reborn and ignore his other assailants. This battle should be of epic proportions with mighty blows being swung on both sides. If the Septimus player is struck a Major Wound, read the following: Abbassyn lifts you into the air as you fight for breath, skewered on the huge stone blade. The demon smiles at you, rapturous in victory over his age-old enemy, his teeth black, his breath fetid. Your blood runs in a shallow river down the sword’s blood gutter and trickles onto Abbassyn’s giant hand. There is a sudden hiss and a stench of burning. Through delirious eyes you see steam rising from the demon’s hand where your life’s blood has touched it. Abbassyn howls in agony, shaking his arm desperately trying to release the sword but his grip is unbreakable. You feel the sword pulse with raw energy as your blood purifies the ancient weapon. The demon’s howl rises to an ear piercing scream as the irresistible force of purity you

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have spilled on the sword courses through his body. Light, whiter than any you have ever seen shines from his mouth, nose and eyes. His face cracks open, then his chest, revealing more light. As you close your eyes against its intensity you feel yourself fall to the ground, still pierced by the solid stone weapon. When you open them again Abbassyn and his sword are gone, dissolved by the pure energy within you.

roam the countryside until he gains enough power to use the Ichthus and complete his diabolical plans. If the party steal the Ichthus before they escape, Abbassyn will hunt them to the ends of the earth to retrieve it.

The party member will now be dying through blood loss (despite their purity destroying Abbassyn will not heal them). The rest of the party must act quickly to save them. If none have the idea of using the Ichthus then one of their NPC allies will.

Abbassyn – Greater Demon

Having successfully dealt with Abbassyn the party are now free to return the Ichthus to Castle Brass.

Alternatives

There are several ways to deal with Nezzether at this juncture. Obviously the party can simply kill him and have done with it, which would probably give them the most satisfaction. There is also the option of having Abbassyn kill the Necromancer, the old man having served his purpose. The party may wish to capture Nezzether and return him to Count Brass, in which case you may have him escape at a later date and search for revenge. You may wish to have him escape as the party fight Abbassyn, in which case he will shadow the party, a constant thorn in their side in future adventures. There is always the chance that the party will not wish to face a huge malevolent demon and instead, erring on the side of caution, will flee screaming into the night. In this case Abbassyn will be free to

NPCs Abbassyn epitomises evil. He needs no rhyme or reason for his deeds, in his own mind he is all powerful and nobody may question his motives. Years of banishment to a planar limbo have made him even more twisted and he will stop at nothing to remain on Earth. Despite this, seeing his ancient nemesis will drive him into a rage whereby he will forget his personal safety if it means destroying Septimus a second time. When Abbassyn is summoned he will be severely weakened (the following profile reflects this). The demon is confused and may well lash out at the first thing that moves, including Nezzether. Until he has regained some of his strength his spell casting abilities will also be severely impaired and he will not be able to use them for several days. Characteristics: STR 20, CON 20, DEX 20, SIZ 25, INT 30 POW 25, CHA 20 Skills: Athletics 100%, Dodge 70%, Influence 100%, Lore (History) 90%, Lore (Military Tactics) 150%, Lore (World) 120%, Perception 90%, Persistence 100%, Resilience 150%, Survival 150%

Armour & Hit Points D20 Hit Location AP/HP 1–3 Right Leg 8/8 4–6 Left Leg 8/8 7–9 Abdomen 8/9 10–12 Chest 8/10 13–15 Right Arm 8/7 16–18 Left Arm 8/7 19–20 Head 8/8 Demonic Hide: –0% Skill Penalty Type Weapon Skill Sword of Babel 120%

Damage / AP 3D8 / 9

Special Rules Combat Actions: 4, Strike Rank: +25, Damage Modifier: +1D8, Movement: 6m

Out of the Frying Pan

After successfully despatching Abbassyn the party will now be in possession of the Ichthus. Unfortunately an old acquaintance may delay them.

Background & NPC Motives

Count Guntha (if he still lives) will have tracked the party from the Monastery of Septimus. Now accompanied by two Black Knights he is hell-bent on retrieving the Ichthus since it has now become apparent that Alcardy has failed. Still desperate for a cure to his ailments he will now stop at nothing to complete his mission and will take full advantage of the costly encounter the party have just faced.

Sorcery: All 50%

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What Happens

As the party travel back towards Castle Brass, Guntha will choose the right time to hatch his plot, preferably before they have had a chance to use the Ichthus’ healing properties to restore themselves. The party will meet him on the road and Guntha will explain that he was sent by Count Brass to see how the party have progressed. After ingratiating himself in the party he will then decide which method is best to achieve his ends. If the party are severely weakened by their encounter (i.e. have not used the Ichthus to fully restore themselves) Guntha will take the direct approach and attack. After meeting the party he will disappear, soon returning with his Black Knight allies. Before the party can enquire who these two strangers are, Guntha will demand that they hand over the Ichthus or die! Obviously after coming so far the party should be at least a little apprehensive before handing over their prize. The ensuing battle should be vicious and neither Guntha nor the Black Knights will flee or surrender until they have wrested the Ichthus from the party or lay dead in pools of their own blood. If the party are at full strength, Guntha will have to use his cunning to steal the Ichthus. He will request that they allow him to accompany them on their journey back to Count Brass and will pick his moment. If during the journey the party suggest that Guntha use the Ichthus to heal his leprosy he will refuse. He knows full well that the Ichthus will not heal a man with a dark soul such as his and if it is suggested he will avoid the subject. If Guntha and the party are getting close to Castle Brass and there has been no opportunity for him to steal the Ichthus, the stricken noble will resort to his plan B. Using a potent sleeping draught, Guntha will attempt

to drug the party and steal the Ichthus. There is a chance however, that one or more members of the party will resist the draught. When all are camped for the night Guntha will offer to provide them all with his own blend of herbal tea. There may be some who refuse anything from Guntha so hideous is his affliction and they will also go un-drugged. The drug is as follows: Name: Sleeping Draught Type: Ingested Delay: 5 Rounds Potency: 78 Effect: Induces sleep Duration: 2 hours Once the party have been drugged Guntha will take the Ichthus and run or call his dark allies to despatch any of the party who are still conscious. After Guntha and the Knights have been dealt with, the party will be free to return the Ichthus to Count Brass with no further incident.

Alternatives

If the party decide to stop off in Gatham on their journey back, Guntha will intercept them there. The Black Knights will not accompany him into the town but instead wait for him outside. They tend to shy away from built up areas, preferring the concealment of forests and other isolated areas. Guntha will stay with the party until they leave the town, choosing to strike when he is close to his allies. For the purposes of this adventure Gatham is an unremarkable town and the party will not run into anything dangerous there, unless of course they slew the townsfolk in the section Flight to

Gatham in which case the town’s militia will want a quiet word. If through his cunning or strength of arms Guntha succeeds in stealing the Ichthus he will return it to the Black Knights immediately. The Knights have no pressing plans for the Ichthus, which gives the party plenty of time to hatch a plan for its retrieval.

NPCs Black Knights

Guntha’s allies are extremely deadly. Not only are they well versed in the martial arts and swordsmanship but they know something of the black arts too. Clad from head to foot in black armour the knights are silent and mysterious. They say very little to Guntha, considering him something of a bumbling idiot, though they tolerate him for the good of their mission. The Black Knights appreciate the need for secrecy on their mission to retrieve the Ichthus and will therefore not intervene or reveal themselves unless absolutely necessary. Their orders are simple: aid Guntha in his retrieval of the Ichthus; do not return without it. They will obey these orders to the letter, whatever the cost. Characteristics: STR 14, CON 13, DEX 12, SIZ 14, INT 14 POW 14, CHA 12 Skills: Athletics 40%, Dodge 50%, Lore (Military Tactics) 50%, Riding 40%, Survival 40% Sorcery: Boost 60%, Ignite 55%, Neutralise Magic 60%

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Armour & Hit Points D20 Hit Location 1–3 Right Leg 4–6 Left Leg 7–9 Abdomen 10–12 Chest 13–15 Right Arm 16–18 Left Arm 19–20 Head Plate (suit): –42% Skill Penalty Type Weapon Skill 1H Sword 65% Target Shield 50%

AP/HP 6/6 6/6 6/7 6/8 6/5 6/5 6/6

Damage / AP 1D8+1D2 / 4 1D6+1D2 / 8

Special Rules Combat Actions: 2, Strike Rank: +13, Damage Modifier: +1D2, Movement: 4m

Threads

This section details the possible finales and further adventures you may wish to use for Ichthus of the Nazarene.

The party successfully return the Ichthus

If you wish to conclude the adventure and tie up all its loose ends then you should have the party return the Ichthus to Count Brass and he will deal with it accordingly. As a final chapter you may wish to decide what the nobles do with the Ichthus (destroy it, hide it or harness its power for good) and have the party present when they make their decision. If the nobles decide to hide the Ichthus it will be spirited away and the party will never see it again. Should it be destroyed, a ceremony will take place

that will include all of the nobles. Should they choose to harness the power of the Ichthus it will be taken away and examined with representatives of each major country present. For all intents and purposes the party will never see the Ichthus again and their reward for their diligence and bravery will be the gratitude of the nobles. Count Brass in particular will remain a powerful ally of the party.

Betrayal by the Nobles

There is a chance that one of the nobles might decide to take the Ichthus and use it for their own aims. When the party return to Castle Brass they will be greeted as heroes but will soon be met with more tribulation when the Ichthus goes missing once more. Any of the nobles may be to blame but all will have different motives for the theft. If Duke Manuel decides to take the Ichthus it is only because he wishes to use its powers for healing. Dieter Von Rechtsburg will wish to have the Ichthus to increase his power and status. He will defend the item with his life and the party will be hard pressed to retrieve it from him. The Mermians will wish to experiment with the Ichthus and draw as much power from it as possible. If they steal the Ichthus they will disappear underground, somewhere in Europe. The Knights of Aragon will take the Ichthus back to their King in Espanyia and beseech him to use it in the battle against their many enemies. You may wish to run this conclusion as a kind of mystery, with the party investigating each noble to uncover the thief.

Abbassyn on the Loose

If the party fail to destroy Abbassyn at the climax of the adventure he will now be roaming the land planning his next step towards global domination. The demon is in a temporarily weakened state but it will not take him long to regain his strength. Hopefully the party will have managed to steal the Ichthus and made their escape. If this is the case, Abbassyn will be hot on their heels, hell bound on reaping his revenge and reclaiming the Ichthus. The party should be able to reach Castle Brass before Abbassyn finds them and you can then stage a battle between the Kamarg and a very annoyed, Greater Demon. Should the party flee, leaving Abbassyn the Ichthus he will have the object of his desire and be in a very advantageous position. It will not take Abbassyn long to corrupt the Ichthus and the party will need to reclaim it before the demon has a chance to grow in power.

Nezzether’s return

Towards the end of the adventure, Nezzether may make a dramatic escape. Should the party then succeed in their mission to destroy Abbassyn and avert a catastrophe, the Necromancer will be out for revenge. Secreting himself in remote places the Necromancer will set about gathering new followers around him after the destruction of his Guardians. He will do everything in his power to exact a bloody vengeance on the party, plaguing them at every turn, whilst he also plots to raise Abbassyn once more.

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The party would do well to destroy him and save themselves the trouble of facing Abbassyn for a second time.

Gatham’s Vengeance

If the party harmed any of Gatham’s townsfolk in their pursuit of Nezzether there will be all hell to pay. A bounty will be raised on their heads and any popularity they had will be lost.

The Black Knights

The mysterious Black Knights may be further involved in one of two ways. If the party managed to overcome Guntha and his armoured companions then the order of Black Knights will be after their blood. They will hunt the party in search of vengeance for the deaths of their brothers (although the death of Guntha means relatively little) for deep is the fraternal bond within the Order of Black Knights. Alternatively, should Guntha escape with the Ichthus the party will be forced to pursue him and retrieve the artefact. There will be little chance they can track and catch him before he reaches the Black Knight’s base and they will therefore have to launch a surprise attack. As soon as Guntha delivers the Ichthus he will be disposed of in a most gruesome manner – the Black Knights have little time for worthless lackeys – leaving the party to deal with the well-armed and armoured contingent of mystical warriors.

Isabella Turns

After helping the party defeat her insane father, Isabella may have another turn of faith and seek the Ichthus for her own ends. She is distrusting of the European nobles, particularly Count Brass. When the party are about to deliver the Ichthus to the Count she will strike and take the Ichthus (although after all she and the party have been through together she will not wish to harm them). It will then be up to the party to retrieve the Ichthus once more but this time without harming the thief. On the other hand you may wish for Isabella to simply turn murderously against the party in revenge for their ‘murder’ of her father. In this case the party may have no other choice but to kill their former ally.

Abbassyn the Corruptor

Lord of the Black Light, Keeper of the Dark Faith, Wielder of the Sword of Babel

Little is known of Abbassyn’s origins. It is said he has travelled widely throughout the Multiverse for millions of years, building his powers through devious and backstabbing means. Although all demons are said to be cunning and self serving Abbassyn seemed to excel, even whilst possessing relatively little power. His earthly name is thought to have been derived from Latin, though the origin of its meaning has been lost. Abbassyn is said to be an amalgamation of the following: Ab, meaning ‘from’, Basio, meaning ‘kiss’ and Synodus, meaning ‘fish’. The demon’s interest in the Ichthus and the power he could

potentially draw from it have been inextricably linked with the fish aspect of his name but this has never been confirmed. By destroying his demonic brethren or turning them to his will Abbassyn slowly grew in strength. During his younger years a war was struck up between the powerful Greater Demons on another plane. As battles were waged throughout the Multiverse he sat back and watched as his enemies destroyed themselves, only ever rearing his head to cause yet more rifts and feuds. Whispering his poisonous words in the ears of the powerful, Abbassyn gained the trust of his Masters until the time was right for him to destroy them. Throughout the time of his rise from obscurity to might, Abbassyn gained the title of ‘Corruptor’. When the devastating conflict was over, Abbassyn had become a potent force; wicked and wise. He set about gaining followers and starting his own foul religion that spread across the Multiverse into many worlds. After centuries of recruitment Abbassyn had enough acolytes to follow his new religion and make his move: domination of all the Multiversal realms. These ‘Followers of the Dark Faith’ would be his key to victory. Abbassyn has since been trying to spread his contagion across worlds and would have succeeded had he not been banished into limbo by Septimus for a thousand years. Once he is free, Abbassyn fully intends to continue the spread of his cankerous influence throughout the Multiverse.

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