LA TOILE D'ELDAW

Une aventure introductive pour Warhammer Jeu de Rôle
par Rick Priestley (1985)

The Good Games Guide (Issue 1)
http://www.rpgarchive.com/

 

INTRODUCTION

Ce scénario est conçu pour le système de Warhammer et peut être joué avec Warhammer Jeu de Rôle ou les règles de Warhammer Battle (ou même les deux). C'est une aventure de donjon, au plus profond de la Toile d'Eldaw, un système de cavernes labyrinthique.

Le scénario peut être joué en utilisant n'importe quel système de jeu, du moment que vous adaptez les caractéristiques et autres détails. Les caractéristiques pour Warhammer Jeu de Rôle et Battle sont fournies. Notez que les deux valeurs sont fournies pour la caractéristique de Blessures, ie 1/10. Le premier nombre est pour Warhammer Battle, le second pour le Jeu de Rôle. Les autres caractéristiques sont identiques [C'était avant la sortie de WJRF].

Il peut se jouer par 2 à 4 joueurs prenant les rôles des personnages décrits, plus le MJ. Si deux ou trois joueurs tentent l'aventure, les personnages de Giltbrook et Mickelson peuvent être joués par l'un des joueurs, ou par le joueur de Rolando comme "hommes de main".

BACKGROUND

Le background donné ci-dessous devrait être lu par le maître du jeu (MJ). Le MJ peut ensuite décrire la situation aux joueurs ou juste les laisser lire cette section.

La rivalité de Grimgag et Rynn

Pendant des années, Grimgag et Rynn O'Flynn furent des ennemis jurés, depuis leurs jours à l'université. La rumeur veut que le Prince Rynn ait dénoncé Grimgag comme l'étudiant responsable de plusieurs farces fatales et actes de vandalisme divers dans les laboratoires d'anatomie; et bien que rien ne fut jamais prouvé (publiquement en tous cas) Grimgag fut forcé de fuir en Albion du Nord sous la protection de sa famille, les Thanes de Lucanfell.

Par la suite, Rynn O'Flynn hérita du trône de son père et devint le Roi d'Albion du Nord. La famille O'Flynn possède le trône depuis plusieurs siècles, depuis que le grand Flynn d'Eldaw arracha le titre à Lufric le Maudit,dernier des Vieux Rois du Nord. Grimgag hérita également de son titre, Thane de Lucanfell, une province sombre et montagneuse d'Albion du Nord; mais sa position féodale inférieure ne servit qu'à l'aigrir. Grimgag ne cachait pas son hostilité, et n'était pas seul dans sa jalousie du Roi Rynn.

L'aventure commence par la fin. La rébellion de Grimgag fut un succès. Une année de guerre civile fut la fin du Roi, avec un nombre de plus en plus grand de Thanes et autres nobles se retournant contre lui. Cependant, tout cela aurait été bien différent sans les alliés démoniaques de Grimgag, féroces créatures de la fosse, invoqués pour combattre aux portes de Château Eldaw.

Maintenant Flynn pourrit dans son propre donjon, avec les restes de son armée prisonnières des cavernes d'Eldaw. Le Roi autoproclamé Grimgag n'épargna pas leurs vies en raison de sa bonté, mais parce que leurs âmes étaient le prix demandé par ses alliés démoniaques en échange de leurs services. Ces êtres immondes devaient revenir d'ici une semaine pour leur paiement.

Le fils unique de Flynn, Rolando O'Flynn, était toujours absent, et les hommes de Grimgag cherchaient son cadavre sur le champ de bataille. Plusieurs capitaines rebelles prétendirent avoir tuer le Prince, et Rynn fut informé que son fils était mort; mais comme nous allons le découvrir, c'était loin d'être le cas.

Ronaldo, malgré ses blessures, combattit vaillamment jusqu'au massacre final, où son cheval prit peur et galopa hors de contrôle jusqu'aux Bois de la Sorcière à proximité. Trop gravement blessé pour arrêter sa monture, Ronaldo fut finalement désarçonné et resta à terre, perdant son sang. Les hommes de Grimgag aurait put le trouver, mais le sort lui donna un coup de main : quand le Prince se leva, il n'était pas dans les donjons d'Eldaw, mais dans un lit propre et confortable dans la maison de Raglann, la Sorcière des Bois.

Ce n'était pas en soi source de réconfort pour Rolando, car les Sorcières des Bois et les O'Flynn sont des ennemis traditionels. Parfois, les Rois d'Albion du Nord persécutaient les gens des bois, bien qu'ils soient maintenant laissés tranquilles depuis de nombreuses générations. En tous cas, les sorcières s'étaient toujours prouvés trop rusées et trop puissantes pour les guerriers maladroits que le Roi envoyait contre elles. Cependant, Raglann avait sauvé Rolando, et l'avait emmené chez elle pour soigner ses blessures. Elle l'avait protégé avec sa magie et guérit ses blessures presque fatales avec d'étranges potions et enchantements. Rolando était confus et pas qu'un peu effrayé; mais ses peurs furent rapidement secondaires quand il apprit le sort de son père et de l'armée royale.

Le marché de Raglann

Désespérés de sa condition, Rolando supplia Raglann de l'aider, lui promettant tout ce qu'elle voulait en retour. Après trois jours de réflexion, Raglann accepta de l'aider à remettre le père de Rolando sur le trône. Comme paiement, elle demanda deux choses de Rolando : premièrement, que Rolando tue lui-même l'usurpateur; et deuxièmement, qu'elle et Rolando soient mariés dès qu'il aura hérité du trône, afin qu'elle puisse régner à ses côtés.

Les deux demandes semblaient étranges à Ronaldo, mais il accepta, malgré ses réticences à marier une sorcière. Cette nuit, le pacte fut scellé par le sang, avec de nombreux charmes qui laissèrent Rolando affaibli de corps et d'esprit.

La compagnie est complète

Avant que Rolando et Raglann ait eu le temps de monter un plan, deux voyageurs vinrent du sud. Rolando les identifia comme Mickelson et Giltbrook, deux amis de ses jours à l'université, vivant actuellement dans le sud d'Albion. Raglann eut peu de difficultés à attirer le duo vers sa maison (car ils étaient simplement saouls). Ils expliquèrent qu'ils avaient longuement chevauché depuis le sud dès qu'ils avaient entendu de la guerre imminente. Malheureusement, ils furent retardés, en plusieurs occasions, à diverses tavernes sur la route. Maintenant qu'ils étaient arrivés, cependant, ils étaient d'accord pour aider à remettre le Roi Rynn sur son trône.

PROFILS DES PERSONNAGES

 There are four major characters in the scenario, plus Raglann's familiar - a Demon toad capable of changing size. Characteristics are as follows:

PROFILS

M
CC
CT
F
E
PV
I
A
Cd
Int
Cl
FM

Rolando O'Flynn

4
5
5
4
4
2/15
5
2
8
8
8
8

Raglann

4
3
3
4
4
3/20
6
1
9
9
9
10

Mickelson

4
4
4
4
3
1/11
4
1
7
7
7
7

Giltbrook

4
4
4
4
3
1/11
4
1
7
7
7
7

Toad (small)

4
0
0
1
1
1/3
3
0
10
10
10
10

Toad (large)

4
5
0
4
4
2/17
6
3
10
10
10
10
 
RESUMES POUR LES JOUEURS

The GM should present each player with his/her own personal brief. This outlines their motives, gives special point bonuses and details of skills and equipment. The specific character skills refer to Warhammer Role-Play, but can be ignored for the Battle Rules. Note: it is important that players remain ignorant of the details concerning their fellow players. 

Rolando O'Flynn

You have agreed to Raglann's bargain in exchange for her aid. You are a man of your word (in most circumstances), and willing to meet the witch's terms in full.

Armour : You wear your knightly armour and carry a shield. Saving throw (Battle Rules) is 4,5, or 6. This is plate mail over mail plus shield in Role-Play (2 armour points all round plus 1 point for the shield).
Weapon : You carry a long-sword and a dagger in scabbards from your waist-belt.
Equipment : For the dungeon adventure Raglann has provided you with an oil burning lantern, a spare flask of fuel-oil, and a flask of water.
Experience : In addition to normal experience you gain 50 points if your father is rescued safely.
Skills (Role-Play only) : Acute hearing, Charm animal, Disarm, Dodge blow, Luck, Read/Write, Ride, Specialist weapon: double handed weapons, Swim.

Raglann

You are the leader of the witches of Eldaw. Your people have lived in woods ever since the last witch-king, Lufric the Doomed, was deposed by Flynn of Eldaw. You are the last living heir of Lufric. As such you are no friend of the O'Flynns. The present situation presents you with the ideal opportunity for revenge. You have secured two promises from Rolando: to slay the usurping king, and to wed yourself upon his own succession. The usurping king is, of course, not Grimgag but Rynn O'Flynn, Rolando's own father. The oaths made by Rolando are binding; failure to implement them will result in a lasting and agonising demonic vengeance upon him and all his descendants. Whether you reveal any of this immediately is up to you. You might easily wait several years befire demanding the rights afforded you by the pact. The true nature of his promise will undoubtedly cause Rolando some personal grief - it may even drive him insane! (10 + d20 insnaity points); this would please you immensely.

Armour : You carry a long-sword which is magical with the following abilities: Strength +1, Breathe Underwater and Resist Fire. You also have a dagger.
Equipment : Before setting off you prepare a sack containing 6 iron spikes, 6 wooden wedges, a tinderbox, 6 candles and a flask of oil. In addition you have an oil burning lantern and a 6' pole. You have prepared two potions of healing for use by the company - although you may prefer to keep this fact a secret.
Experience : In addition to normal experience you will earn 50 points upon the death of King Rynn and 50 points should Rolando be forced to perform the deed himself. You will also gain 50 points if Rolando fails his insanity roll.
Magic : You are a third level elementalist wizard with a magic level of 30 points and the following spells :

Battle 1 Aura of Resistance
Elemental 1 Breathe under water
Elemental 1 Magic Light

Battle 2 Zone of sanctuary
Battle 2 Smash
Elemental 2 Resist Fire
Battle 3 Curse of arrow attraction
Elemental 3 Flame sheet
Elemental 3 Breathe Fire

Skills (Role-Play only) : Animal car, Animal training, Arcan Language - Magick, Astronomy, Cast spells, Demon Lore, Dowsing, Drive cart, Hawk trainer, Herb lore, Identify magical artifact, Identify undead creature, Make potions, Magical awareness, Magical sense, Meditation, Prepare poison, Read/Write, Ride, Rune lore, Scroll lore, Secret language (classical), Secret signs (elementalist), Seductions, Swim.

Toad : Raglann's toad is a special demonic familiar that has the ability to change shape into giant form (about 6' long) 3 times a day. Each time the toad remains in giant form for 1d6 turns before returning to normal. The familiar will obey Raglann absolutely and normally resides in her pocket. It is immune to psychological effects except those caused by greater demons and gods.

Mickelson

You and Giltbrook are experienced adventurers and old time friends of Rynn O'Flynn. You will help to rescue the King in any way you can. Unfortunately you share a common problem with Giltbrook in that you are both alcoholics (subject to Alcoholism). This has made your adventuring career a not entirely successful one.

Armour : You wear a metal breastplate over a suit of chainmail and carry a shield which gives you a 4,5 or 6 save (Battle Rules). The shield also counts as 1 point of armour all round, and 2 to the chest (with one more for the shield in Role-Play).
Weapons : You have a hand-axe, a short sword, a silver dagger, a crossbow and a quiver with 20 bolts. In addition you have two throwing knives - one in each boot. You are very fond of weapons!
Equipment : You carry two sacks, one empty inside the other, 10 metres of rope, a lantern, a flask of fuel oil, a tinderbox, a mallet and 6 iron spikes. Giltbrook has two potions of healing which technically belong to you both, but which he looks after.
Skills (Role-Play only) : Ambidextrous, Disarm, Dodge blow, Scale sheer surface, Secret language (battle tongue), Silent move (urban), Specialist weapon (throwing knife), Street fighting, Strike mighty blow, Strike to stun, Swim.

Giltbrook

You an Mickelson are experience adventurers - old time friends of Rynn O'Flynn. You will help to rescue the King in any way you can. Unfortunately you share a common problen with Mickelson in that you are both alcoholics (subject to alcoholism). This has not only hindered your career, but has resulted in you being rather overweight.

Armour : You wear a metal breatplate over a suit of chainmail and carry a shield which gives you a 4,5 or 6 save (Battle Rules). The shield also counts as 1 point of armout all round, and 2 to the chest, with 1 more for the shield in Role-Play.
Weapons : You carry a longsword, a dagger and a short bow with a quiver of 20 arrows. The longsword is magical with a Warp Attack and +2 attacks.
Equipment : You have a large sling bag containing 10 metres of rope, a lantern, a flask of fuel oil, a tinderbox, and two potions of healing (all that remains of the spoils of your previous adventure.) You may wish to keep the latter a secret from the rest of the company, although Mickelson knows of its existence.
Skills (Role-Play only) : Disarm, Luck, Read/Write, Scale sheer surface, Secret language (battle tongue), Silent move (urban), Street fighting, Strike mighty blow, Strike to stun.

GAMEMASTER'S NOTES

Giltbrook and Mickelson are great friends and comrades in arms. The death of either causes 1d6 insanity points upon the other.

The Web of Eldaw is protected by various magical sealed doors. These cannot be opened by a standard open spell but requires a smash spell. A smash spell normally causes considerable damage; but in this case merely opens the door inquestion. A non-magical door assaulted with a smash spell is struck as normal and will probably shatter.

THE PLAN

The players must somehow gain entry into castle Eldaw, free Rynn and make their escape. The castle is well protected; trying to force entry would simply be suicide. Whilst the search for Rolando goes on, the area will be swarming with Grimgag's men. The only feasable way in lies through the Web of Eldaw - a system of underground tunnels whose existence is known only to members of the O'Flynn family. It is time for Rolando to share this ancient secret.

Rolando can provide the following information - how much he reveals is up to the player controlling his character:

Flynn of Eldaw once invited all of his Thanes to a lavish feast in a great underground chamber. During the feast Flynn called his soldiers and had every single guest slain, claiming that they were all conspiring against him. The hall was sealed off, but the ghostly moaning of the murdered guests can still be heard, pathetically proclaiming their innocence.

Flynn of Eldaw had a great treasure, which he guarded jealously, fearful that anyone might steal it. This he hid somewhere deep within the caverns beneath Eldaw, where it remains to this day.

Ragnar O'Flynn, the tenth of his line, was obsessed by the treasure of Flynn and searched the Web of Eldaw for it. One night he went alone into the depths and did not return. Ragnar had the whole area sealed off by various physical and magical barriers in order to prevent unauthorised access.

THE WEB OF ELDAW

1. The Gate is overgrown with ivy and weeds, but can be cleared with a little hacking, taking no longer than 1d6 minutes. This will reveal a tall double door made from bronze. It is badly coroded. Through the thick crust of verdigris Rolando will recognise the ancient arms of Flynn - identifying this as the entrance to the Web of Eldaw. The gate will open only by use of a smash spell, which will automatically cause it to open undamaged. Once opened the gate will remain so unless closed manually from the inside. The gate leads straight into a broad, short corridor some 5 metres wide which opens out into the Guardian Hall.

2. The Guardian Hall is a rougly hewn, square room approximately 10x10 metres in size. It has two doors in the NE wall - both are closed. In the centre of the room, seated on a great brass throne, sits a foul looking demon. This is Bakasha - the Guardian of the Web of Eldaw. Bakasha will challenge anyone attempting to pass him, but will otherwise speak only if spoken to. Bakasha will identify himself to the party and reveal that he is the Web's Guardian. He was placed here by King Ragnar O'Flynn with the command that no-one but a true heir of Flynn might enter the maze beyond. If Rolando identifies himself as the heir of Flynn the will let him (but no-one else) pass.

Bakasha is polite and apologetic but will slay anyone who tries to pass uninvited, although he is very sorry about this and wishes that is were not so. There is nothing he would rather do than go home to his demonic planes. This, however, he cannot do unless released from his bondage by an heir of Flynn (such as Rolando). Bakasha appears reasonable and helpful - this is of course, merely a sham.

The party have the choice of releasing or fighting the demon. If released, Bakasha will instantly attack the party. He is very powerful, but, as a Demon, can be kept at bay by a suitable protective zone spell. In this case Bakasha will circle the zone in a threatening manner, laugh insanely and vanish.

The demon's throne is brass and immovable. Underneath is a small brass chest which opens easily, and contains two keys - one of silver and one of gold. Both keys are needed to open the iron gate.

 

PROFILS

M
CC
CT
F
E
PV
I
A
Cd
Int
Cl
FM

Bakasha - Greater Demon

6
10
10
7
7
10/60
10
10
10
10
10
10
Causes : Fear in all living creatures. Terror in creatures uner 10' tall.
Immune to: All psychological effects, Non-magical weapons.
Attacks count as magical.
Cannot be forced from combat/routed.

Door A. Opens by latch revealing a northward corridor 2-3 metres in width.

Door B. Opens by latch revealing an eastward corridor 2-3 metres in width. 

3. The Iron Gate blocks the corridor to further passage. This is made from vertical iron bars, corroded but still firm. The bars are bounded by the remains of an ancient mouldering vine. The gate will open to a smash spell causing no damage once the vines have been removed (these form part of an ancient blocking spell instigated by Ragnar O'Flynn). Otherwise the gates can only be opened by the keys. Locks are positioned in either wall; each lock requires a successful search roll to be found.

Beyond the gate the corridor is strewn ankle-deep in silver coins. There are approximately 1d6000 of these shilling coins. Theses coins were a further part of the binding spell placed on the complex by the obsessive Ragnar O'Flynn. They present no obstacle to the adventurers. Note, however, that the Beast of Eldaw cannot tread upon silver nor touch it. Finally the corridor twists east and ends in a door.

Door C. Opens easily by latch and leads directly into the Star Chamber. As the adventurers push the door they will encounter a certain resistance on account of the body of D'Eric slumped against it on the other side.

4. Rock-fall. The eastward corridor from door B is a dead-end blocked 20 metres along its length by a massive rock-fall. This is the deliberately sealed entrance to the Hall of Lost Souls.

5. The Star Chamber is shaped like a six pointed star with doors C, D and E at the apex of three points. In front of the door C, and presenting a minor obstruction to entry, is the corpse of D'Eric - the King's Fool. D'Eric has been torn apart in a fairly horrendous manner, and his jester's motley, cap and bells all lie amongst a pile of bloodied rags. The corpse is about a week old, and the stench is sufficient to cause a turn's vomiting on a failed test against WP. In his mutilated hand, D'Eric clutches a length if fine silk; Rolando will recognise the ribbon, and it belongs to Cassandria's favourite gown.

Door D is a normal looking door but is in fact magical and can only be opened normally during the night. It has a moon carved upon it. It can be opened by use of a smash spell at any time causing no damage.

Door E is also a normal looking door and is also magical. It can only normally be opened during the day and has the image of the sun carved upon it. The door can be opened by a magic smash spell at any time, causing no damage.

6. The Gate to the Hall of Lost Souls. Door D leads into a SE corridor 2-3 metres wide. After about 15 metres it joins another similar corridor coming from the north. This north corridor is blocked 15 metres along its length in the same way as 4. The united corridor continues SE for a further 5 metres and ends at a large double-gate. The gates are wooden, ancient, but still functional. They can be pushed open easily and offer surprisingly little resistance.

7. The Hall of Lost Souls is where Flynn enticed and then slew many of his enemies at what was supposed to be a celebration of new-found unity and friendship. Many guests were poisoned or butchered, and, as a result of the carnage, the whole area was sealed off from the main castle. Any magician entering the hall will be aware of the magical aura that fills the place; however, at first all will seem peaceful. The hall is large, about 30x12 metres, with the long sides running SE - NE. There are doors on the SE and NE walls. The hall is empty, but is in fact haunted by the spirits of various guests. Onve the players have entered the room they will be attacked on any subsequent turn if a d6 die roll yields a 6. Each attack will be from d6 spectres, who materialise directly into combat causing Surprise. The spectres scream, gibber and laugh insanely - some carry visible knife wounds, or have faces bloated and blackened by poison. The spectres will not leave the hall or weapon chamber beyond.

Door F. This leads into a corridor which curves round to the SW for about 15 metres and is then blocked by a rock-fall as in 4.

Door G. Leads directly into the weapon chamber and open readily by latch.

8. The Weapon Chamber is where guests disrobe and disarm before going to table. It is about 15x10 metres in size and houses a selection of shields and weapons arranged in racks along the long wall opposite the door. These are old and rusted, of no use to the party; althought they may wish to examine the relics to ascertain their use. However, there is one exception, a bright silver blade which remains quite untarnished - although covered in a good layer of dust. This is Flynn's own sword, placed here deliberately by him to be guarded by the souls of his own enemies. This is a magical weapon with +1 Strength Gain, +5 Initiative Gain. It is also the key to Flynn's treasure chamber. Embossed upon the pommel is the sign of the sun, the family crest of the O'Flynn family. This rather heavy and ugly design must be placed against the sun recess of Flynn's treasure chamber to open it.

Door H. Following the northward corridor from door E the players will travel almost 20 metres before arriving at the large brass door H, which is the entrance to the Web of Eldaw proper. The door, and all other doors ot the Web (save the one that leads to the treasure chamber) open easily to the touch and have neither locks, bolts nor latches.

9. The Outer Rooms. The Web of Eldaw is a maze comprising of two series of identical rooms arranged in an octagon. The outer and inner rooms are seperated by a corridor (10) which is itself divided into two halves. The outer rooms are approximately 20x12 metres in size and shaped as indicated. They are formed from natural stone, which is pale in colour and slightly damp. The rooms are connected in a confusing and fairly random manner, making it difficult to keep maps or retain any sense of direction. A strange black moss grows in the web; a fast growing parasite that absorbs most marks or signs of passage within a minute.

Other non-specific encounters are also possible with the maze's various denizens, such restless spirits of the dead, or unfortunate m onsters who have inadvertantly wandered into the system of passages. There is 10% chance of any one such encounter every minute.

A. Cassandria. Always slightly unhinged, Cassandria finally flipped when her pet poodle Mitsy vanished somewhere in the castle. After squeezing her emaciated body through the gates at 16 she stumbled into the maze from the north and has been lost ever since. Several weeks wandering around the Web of Eldaw looking for a poodle has not done a lot to improve her mental stability. During her wanderings she encountered the Beast of Eldaw, who was immediately taken by her cadaverous beauty; the love-struck hulk has been following her about since. Cassandria can no longer be said to be human, not least the unnatural affections of the Beast of Eldaw) have shattered her personality almost totally; she will attack on sight and cannot be driven off. The sight of Cassandria itself causes 1d6 insanity points on Rolando, and her death a further 1d6 points.

PROFILS

M
CC
CT
F
E
PV
I
A
Cd
Int
Cl
FM

Cassandria

4
2
0
3
4
1/10
3
2
2
5
8
8

B. Mitsy: a small poodle belonging to Cassandria. The creature has escaped the hunger of the Beast and calls of its mistress. The dog is dirty and frightened but unharmed, and will recognise Rolando - running towards him baring his little teeth, licking him about the face and doing all those sorts of 'doggy' things. Mitsy will follow the company about yapping irritatingly during moments of high tension and whining peevishly when neglected.

C. Ragnar's Ghost. Still obsessed by Flynn's treasure, the spirit of Ragnar wanders the Web of Eldaw in search of it. If the party does not carry O'Flynn's sword the Ghost will ignore them - merely wafting about in a distracted manner. If the party carries the sword, the ghost will attack the unlucky bearer relentlessly.

PROFILS

M
CC
CT
F
E
PV
I
A
Cd
Int
Cl
FM

Ghost

4
2
0
0
3
3/20
3
1
5
5
5
5

D. The Beast. To protect his treasure Flynn summoned and bound a small Demon. The Beast of Eldaw, as it became known, was doomed to wander the maze forever as its guardian. The creature is humanoid but large and shambling. In fact he is quite peacable by nature - especially since having become love-struck with the enchantingly emaciated and wild-eyed Cassandria. He follows her around the maze, offering chunks of meat, bits of bone and other tokens of his affection. If Cassandria should be slain or captured the Beast will usually turn up within d6 turns. He will, of course fight on her behalf, either to avenge or release her. Otherwise he will attack on sight and cannot be driven off.

PROFILS

M
CC
CT
F
E
PV
I
A
Cd
Int
Cl
FM

Beast

4
5
5
4
3
1/12
6
2
10
10
10
10

Causes : Fear in all living creatures under 10' tall.
Immune to: Psychological effects except when cause by gods/greater demons.
Special : The Beast cannot be harmed except by magic weapons, magic or silver. Silver weapons have normal effects. The creature cannot touch silver, and doing so causes it intense agony and unconciousness.

10. Corridor. This corridor seperates the inner and outer rooms of the web.

11. Inner Rooms. The inner rooms are identical to the outer rooms except that they are smaller - approximately 12x8 metres.

12. Central Room. This takes the form of an annulus around the solid central pillar. The treasure chamber can only be entered by the secret door.

13. Secret Door. The stone door is overgrown with thick, black moss which covers the walls, making it vey difficult to discover. A successful search roll is needed to reveal it. Once discovered it must be cleared of moss to reveal the sun-shaped recess at its centre. This is the catch, and it can only be opened by using the specially shaped pommel found on Flynn's sword. Even magic can't open the door, for it is specially protected against all enchantment.

14. Flynn's Treasure Chamber. Old Flynn had good reason for hiding his treasure. Many had subsequently sought for it (and died in the process) but no-one really knew what it was. Everyone simply assumed that it had to be valuable, although not necessarily in the way that most people would think. Flynn did not hide his treasure out of choice, but from necessity.

Lufric the Doomed was the last Witch-king of North Albion. These wizard kings were very powerful, not least because they possessed a number of ancient magical artifacts. These were creations of unknown origin and great power. The most important of these was the Crown of Kings. The crown was forged from the black metal adamantine - an indestructable material, impossible to work except by the highest form of magic. Whilst he wore the crown upon his brow he could not age or be slain in any way; he might be mutilated, wounded of aparently killed, but would always return to life after 1d6 minutes. Characteristics are restored to full, but magic points are unchanged, and injuries still apply. Traditionally the Witch-kings passed these crowns on - often after many hundreds of years.

Failing eyesight, decrepitude and constant pain of his wounds made the crown a mixed blessing for the King. The crow was fashioned in such a way that only a direct descendant of the Witch-kings could wear it; anyone else placing it upon their head would suffer blinding pain and possibly death. Save against WP per turn - taking 1d6 wounds per turn on fail results. Once upon the head, the crown could not be removed except by the wearer, or by the wearer's consent; the ornament became a physical part of him.

In his final battle against Lufric, Flynn struck the Witch-king's head from his shoulders. This did not of course slay him, and subsequently the iving head presented something of a problem to Flynn: Lufric could not remove the crown himself, and even if he were willing to let Flynn do do, what would he do with it? Free from Lufric's brow, the crown was of use only to a descendant of Lufric's, and posed a threat to Flynn. So Flynn took the living head and placed it deep within the Web of Eldaw, with a demonic guardian in the form of the Beast of Eldaw. He told no-one of this, and even Lufric's ancestors had forgotten the fate of the legendary crown.

The room is plain and much like any other of the chambers of the inner complex. In the centre of the floor is a table. On the table is a black box. The box is booby-trapped with a sprig-needle. Make any Spot-trap, Search, Disarm and Activation rolls required. The needle is a small one, and the ancient poison which once made it deadly has becom ineffective. In the Battle rules it will cause damage only on the roll of a 6. In Role-Play it causes 1 point of damage if it hits.

The box contains the head of Lufric. It is an ancient and sickening thing; at first it looks more like a brown leather bag, the features have become so distorted and putrefied. It is, however, still alive. If removed from the box, its features will become apparent, but the signs of life only begin to show after a minute. The crown is in perfect condition, but cannot be removed (no matter how hard the players try to do so). Even if they insist on further mutilation, some skin or flesh will stick to it - still alive. At last the eyes flicker and the remains of Lufric will speak in a slow, crackly, indistinct whisper, so quiet that it can only be heard by one creature. Raglann will recognise the crown, and will secretly brief the listener on its background. Raglann will probably insist on speaking to Lufric - although she may have to invent some pretence to forestall suspicion.

In conversation with Lufric, Raglann can reveal her identity and ancestry and claim the crown. Lufric will be only too glad to give it up. If speaking to any other character, Lufric will simply plead for rest, whilst cursing the lineage of Flynn and rambling a great deal. Remember: anyone who spends a few hundred years with his head in a box isn't going to be entirely rational...

Door J. This is identical to door H and leads to a northwards corridor 2-3 metres in width. About 15 metres along its length there is a branch to the right which leads east to the iron gate at 16.

15. The Well. An underground chamber through which flows a small river. There is a narrow stone-cased bank, but no sign of a boat or any way out.

The river plunges beneath an overhang in the east. Although quite deep, the river is not especially dangerous, and any creature with the ability tobreathe underwater could follow it quite easily. A light will reveal that the river bed is strewn with silver coins (another bind on the Beast). The river flows from west to east. If followed west it becomes progressively narrower until, after 20 metres or so, it becomes impassible.

If followed east, the traveller goes under the castle. If followed to its natural outlet the traveller will trek 20 miles into the Witch-wood, at the waterfall of Scala-fen. This is unknown to anyone. However, the adventurers will probably be more interested in the small cavern at 17.

16. The iron gate. Approached from the west the party encounter 1d6000 silver coins scattered upon the floor so as to cover it absolutely. The gate is identical in all respects to the south gate (3) and is opened the same way, either by magic or by the two keys. Cassandria squeezed through the bars here, and a shred of her clothing can clearly be seen. The adventurers are somewhat better built than the unfortunate Cassandria, and will have to open the gate before they can pass (any character Contortionist skill can pass with 1d6-2 wounds). Past the gate the corridor splits into a north and south branch. The south branch is about 90 metres long and is a dead end - blocked in a similar way to 4. The north branch slopes sharply upwards and leads directly to the castle dungeons via door K.

17. The new well. This cavern is the bottom of a deep well, and is open to the air. The well itself is steep-sided and very slippery. It can be climbed by any character with scale sheer surface skill with a Risk test every 25 metres. The well is 100 metres deep - and so will take quite a while to climb. Characters taking sensible precautions, such as using iron spikes, ropes and insuring that they cannot fall far, should have their risk test modified by -1 or 2 accordingly at the GM's discretion. The well leads directly into the dungeon at 18.

Door K. The dungeon. It is barred and sealed from the dungeon-side and will have to be broken down before it can be passed.

18. The Dungeon. The dungeon is a large cavern, with six cell chambers leading off north. To the south there are a number of store rooms and the well room; to the west is the main door leading off into the castle; to the east is the long disused and boarded-up door that leads into the Web of Eldaw.

Eldaw dungeon is not prepared for an attack. There are six guards, with basic human characteristics. They are armed with swords, but wear no armour. The adventurers will have to fight these before exploring the dungeon. The prisoners are retained in 6 large cells, and can be released at the rate of 1d10 individuals per turn. Rynn himself is in cell 3, and is overjoyed to see his son and friends. The store rooms contain assorted weapons and provisions, including a huge butt of wine (Giltbrook and Micelson take note!).

Rynn is a major hero. The remaining prisoners can arm and equip themselves from a stockpile in the dungeon - giving them an aggregate saving throw of 6 (1 point of armour in Role-Play). There are 75 prisoners in total plus Rynn.

 
RETURN OR REBELLION ?

Once Rynn is free the players have accomplished their task. The adventurers will probably want to make good their escape via the Web of Eldaw. The dungeon break is bound to be discovered within 10 +1d10 miniutesm and pursuit is inevitable. 1d10 pursuers become available per turn - starting from the dungeon.

The GM can expand the scenario should he wish in various ways. This depends very much on what the players want to do next.

The players might take advantage of the situation by attempting to enter the castle and assassinate Grimgag. Alternatively, they may favour an open revolt - with all the prisoners rebelling and running amok in the castle. This would make an ideal battle game, with impromptu units clashing in corridors and halls, and everyone trying to gain a vantage point (such as a tower) from where they can see what is actually happening.

Grimgag has 200 men at arms, of which 50 are fully armoured knights, 50 unarmoured missile-men and the remainder mail-armoured retainers. Half are on guard duty throughout the castle. The remainder are sleeping, cleaning or gambling in the barracks in the court-yard. The force includes 2 major heroes, 5 minor heroes and 10 champions.

Grimgag himself is a level 4 demonologist and can be given random spells and a randomly generated magic weapon.