TEXT: A scenario for Stormbringer. By Alan Morgan
  "Three brothers in a windy land
  Far beyond death's cold hand
  Serving their sister tall and grand-
  Who waits high on the hill
  When shall she vacate her nest?
  Only when one brother is laid to rest.'
  -first verse from the Song Of Loeul
  Background:
  A complex psychological look at the
  lore of the Dharzi in the world of the
  STORMBRINGER game, this scenar-
  io is of a straight-line plot, ie the play-
  ers should be encouraged to stay
  within the plot as far as possible. Ex-
  perienced referees should be able to
  improvise if the players digress from
  the plot, but it is by no means an easy
  task!
  When the armies of Melnibone laid
  waste to the area now known as the
  Silent Lands during the wars with the
  Dharzi, they left the work incomplete:
  several small bands of the tall, thin,
  wicked Dharzi survived through the
  use of sorcery. They lived on through
  pacts with chaos, use of arcane pow-
  ers, herbs and such, and with the
  dawn of the Young Kingdoms, many
  lived on still. Chaos is now on the slow
  downward slide, and with the lessen-
  ing of chaos, the reduction in sorcer-
  ous power followed; without this pow-
  er the Dharzi must find another way to
  extend their survival. This scenario is
  a tale of the fight by three members of
  the Dharzi; Asrogag, Lathuzial, and
  Naztragath, three brothers in a windy
  land.
  Referees Notes:
  There are several possible scenario
  openings for the characters, some
  suggestions follow, but the author
  wishes to stress that referees are en-
  couraged to integrate this scenario
  into their own campaign. It may pro-
  vide a welcome diversion from the
  usual campaign adventure, or parts of
  it may be incorporated into a larger
  adventure.
  Scenario Openings:
  "I.The Church Of Law: The Church
  has received disturbing reports of an
  increase in the amount of wild magick
  in the Silent Lands, and intends to
  send a small team to investigate. The
  mission is primarily one of investiga-
  tion, although if the cause is isolated,
  the team are to subvert it. The church
  will provide a bounty of 150 LB on the
  head of "each creature of chaos" re-
  vealed, plus a booty thereof (aside
  from all taxes/tarriffs for importing
  foreign wealth of course...). The
  church will provide passage on board
  The Dream of Kirsty', a merchant
  craft to pass Serpents' Teeth and
  send along a noble, Lady Catherine
  De Medichi as leader.
  2. Mercenary measures: Queen
  Yishana of Jharkor has been worried
  by the increased piracy of her sloops
  around the Serpents' Teeth area
  (Map A). She has also heard reports
  of sorcery. The following notice has
  been seen in all major towns and cities
  throughout Jharkor:
  "Be it hereby known that our royalle
  highness, Queene Yishana is funding an
  expedition to the wycked south to stop
  grayve acts of pyracy and pillage upon our
  country. Pay negotiable.
  Apply: Palace, Dhakos in 2 weeks."
  The pay for the complete mission is 50
  LB, though clear-minded characters
  may negotiate with dramatic effect.
  Passage is again secured aboard
  'The Dream of Kirsty' and Lady
  Catherine is the royal representative.
  3. Sorcerous means... It is widely
  known that the Dharzi have many
  ancient and powerful artefacts, and
  Jason Ha'aarkna of PanTang is great-
  ly interested when he learns of the
  apparent resurgence of the Dharzi. To
  this end, he is sending his disciple,
  Catherine De Medichi with a small
  party of adventurers to 'recover' a few
  items for his studies. The party will be
  contacted and led to Jason's small
  house, where the deal may be struck.
  Ha'aarkna will forward great sums of
  money and suggest the party buy a
  ticket on The Dream of Kirsty', sea-
  bound this evening. He adds that his
  personal valet, Catherine, will be there
  to accompany them at all times. (Re-
  feree: Jason does not want anybody
  to tell of their discoveries, and on their
  return, the players may well have diffi-
  culty getting out of Dhakos.)
  Dream of a Lady:
  The Dream Of Kirsty' is a fair sized-
  ship in typical Jhakorian 'box' style,
  over 20' greater in length than the
  standard merchant vessel; it holds
  only 2 passenger cabins. Catherine
  will insist on having one cabin as her
  own- she has hired 5 mercenary
  marines from the Purple Towns to
  back up any decisions she makes.
  Two days out of harbour, slightly
  NW of Sorcerer's Isle, the players will
  be alerted by the shouts of the watch
  in the stern and Crow's Nest of the
  ship: visible to the port side is a large,
  
  scaled back! One of the crew will
  make the sign of Law in the air and cry
  "Sea-Wyrm!". The wyrm is one of the
  lesser dragons that used to infest the
  northern Dragon Sea. Now, she is
  only one of a pack of three, and her 6
  cubs are camped almost directly be-
  low the ship...
  The Sea-Wyrm is 25' in length and
  will attempt to sink the ship by
  smashing it's head into one side. Roll
  d6. A 1 means she has succeeded;
  2-4 means the ship is damaged and
  no doubt taking on water; 5-6 means
  the wyrm glanced off the side of the
  ship. The best method for defeating
  this monster is to strike between the
  eyes with missile weapons, or to jump
  (heroically) onto it's flat head and
  strike 2-3 times with a large axe be-
  tween the eyes. Eventually, the wyrm
  will sink below the waves (causing
  problems for anybody attempting to
  mount it!). Murmers of "ill-fate" begin
  rumbling around the superstitious
  crew. To add fuel to these beliefs, a
  ferocious storm will beset the voyage
  that night, causing the ship to be
  driven onto the cruel rocks at the
  southern end of the Serpent's Teeth.
  The Hollow Land:
  The characters will awaken after a
  severe battering on the grey gravel
  shores of the Silent Lands. There is no
  animal life in evidence, and apart from
  the players and Catherine, there
  doesn't seem to be any survivors.
  - Sitting cross-legged on a stone slab
  on one side of a hillside sits a hooded,
  cloaked figure. His light grey leggings
  and boots, the tip of a shortsword and
  his lute are the only visible signs to
  suggest that there is more beneath the
  cloak...calmly he will look at the play-
  ers and with a giggle recites the first
  verse of the Song of Loeul, and intro-
  duce himself as Naztragath. He is ab-
  out 4 feet in height; a dirty, twisted
  beard and long greasy hair hides
  much of his grubby face. Players
  should be allowed Music-lore rolls to
  see if they can remember anything of
  the Song of Loeul, and sorcerers of
  rank 3 or above should be allowed an
  intelligence roll to see if the name
  Naztragath triggers anything; a suc-
  cess will recall a long-dead Dharzi lord
  £y that name.
  Naztragath will offer the players the
  hospitality of his home for this evening
  and the night, and they should be en-
  couraged to agree (if not, Naztragath
  will warn them of the dangers of the
  place they have arrived at...). The
  w§|k to the 'house' is in fact very short,
  but constant twists and turns confuse
  the trail somewhat. The path consists
  of loose grey grass in blue clay, cold
  bleak swamp stretching in all direc-
  tions and a cold, old wind whistles
  through the clothes and freezes the
  spirit. Not before time, a final hill will
  be breached and there lies the
  house...
  The House of Darzi:
  The house is a 3-storey, tower-de-
  sign surrounded by a large mass of
  blue swamp. The only method of entry
  seems to be across a dark, baroque
  bridge between the tower and the
  main gate a short distance away. A
  light blue-grey smoke swirls around,
  disrupting the landscape. It smells of
  dead vegetation. Through the mist, a
  distant hill can just be made out. Gaily,
  Naztragath skips down the pathway
  towards the little bridge. He turns to
  look at the party, giggles, and dis-
  appears through the gates. On the
  other side (if the party chooses to fol-
  low), a Hunting Dog lurches to its feet,
  tied to the wall with stout red-rope. It's
  head, instead of the usual canine vari-
  ety, is that of a vulture! The rope is
  strong, however, and the players quite
  safe.
  A large door opens inward to a tall
  fluted hall. An open fire rages and
  three high-backed chairs rest nearby.
  On one of these, Naztragath is seated,
  his cloak now removed. His giggling
  increases as he bows in a mock theat-
  rical manner to any ladies present,
  and kisses each on one hand. Looking
  around the room, players will notice
  several large volumes on one shelf
  with titles in High Melnibonean
  ("Bestiary of the Beasts"; 'Tome of
  the Enchantment of the Minor
  Beasts"; "Herb Lore and the Art of
  Age Regression" and so on). Paint-
  ings on the wall show four people with
  "Naztragath. Asrogag, Lathuzial and
  Loeul" inscribed in Low Melnibonean
  underneath. It may be noticed that all
  four have thin white faces, golden
  almond eyes, slightly scarlet flecked
  eyelids and long creamy hair. The pic-
  tures look very old indeed. Naztragath
  will show the players to their rooms,
  informing them that dinner will be
  served "whenever it is ready".
  The players' rooms are all pretty
  much the same; a large bed, chair,
  table, shuttered windows. Although
  the linen is fresh, the beds do not look
  as though they have been slept in for
  years, the air is stale and stagnant.
  The trunk is full of old clothes, fresher
  than the rest of the room, of several
  sizes, qualities and fashions. There
  are one or two weapons in the bottom
  of the trunk. If any player chooses to
  leave his room, the dinner bell will
  sound from above the rooms, and
  Naztragath will shortly arrive to escort
  the players to dinner.
  Descent into Dinner...
  The stairway twists at an awkward
  angle, not allowing the characters to
  see into the hall until the last moment.
  Two figures clothed in dusty cloaks
  and heavy hoods and cowls greet the
  players with silence. The first is dres-
  sed in brown robes with black boots
  and gloves inscribed with runes of sil-
  ver thread. The second, slightly taller,
  is dressed in a white tunic and light
  grey garments, a delicate thin blade
  wrapped in a black scabbard. The
  scabbard is decorated with raised gold
  runes. As the characters approach,
  the two will pull back their hoods to
  show thin faces covered by filigree sil-
  ver masks. They dust themselves
  down and stalk to the next room,
  where large plates of vegetables (no
  meat..) are laid. Naztragath will intro-
  duce them as his brothers Asrogag
  and Lathuzial, giggling slightly as he
  does so. The swordbearer, Lathuzial,
  angrily stalks over to his small brother
  and hits him sharply about the head,
  pours himself a large goblet of wine
  and toasts the party with "eat and be
  damned!". Pouring more wine, he
  laughs and stalks off outside. The
  players will no doubt feel a little un-
  easy about his behaviour, but Asrogag
  (the third brother) will comment that he
  "is merely attending to his hound-
  s...rather like the old days!". Naztra-
  gath leaps up to follow his brother
  shouting "You'll pay, Lathuzial. It's
  almost time now, Little Lu is coming
  back to me Lathuzial!! just you wait,
  big brother!"
  He leaps onto the table and sings in
  a lilting tone the first verse of the Song
  of Loeul. Asrogag hurries out of the
  room, calling for Lathuzial and Naztra-
  gath adds, "But what of the bodies he
  has raised. How then shall these
  bodies be stayed? Why only with the
  heart fathers blade!"
  At this, Lathuzial will re-enter with
  his sword drawn, blue flame burning
  from its edge, and pointing it at Naz-
  tragath shouts "No more of your evil
  sorcery brother! Come with me!" Naz-
  tragath is hustled out into the cold
  beyond. Characters attempting to fol-
  low will find a Hunting Hound barring
  the door.
  If questioned about the above mat-
  ters, Asrogag will apologise, explain-
  ing that his brother had a serious acci-
  dent several years ago, causing his
  obvious severe mental illness. Bidding
  the characters to be seated, he
  glances nervously at Catherine. For
  her part, she has been responding
  very anxiously at the proceedings,
  having drawn her weapon at one
  point. Asrogag, in a bid to ease the
  atmosphere, asks if the party have
  any concerns; most questions can be
  answered by the referee, although
  Asrogag will endeavour not to give too
  much away. His replies to specific
  questions which, if the players do not
  ask, Catherine should ask (or hint at
  asking), are as follows:
  Q) Who are you?
  A) I? I am Asrogag the third Lord of
  
  the Cold Lands. Our father decided
  that his four children should have
  equal shares in the power that lies in
  this valley.
  Q) What means your brother when
  he says 'its almost time now?'
  A) I believe he means the day of
  conjunction is almost upon us; he has
  strange beliefs which I do not share...
  Q) Where is Loeul; your sister I be-
  lieve?
  A) I would rather not talk about her
  my...friends. (If asked again) Very
  well, since you are obviously anxious
  to know. Loeul was our sister. She
  possessed great power and when the
  Dragon-lords came to raze our race
  and release our hostages, she tried to
  stop them. Naztragath was caught
  when an accident happened high on
  the Tor... Now, if you have finished
  with these tiresome questions, I would
  prefer to retire to bed.
  With this, Asrogag escorts the play-
  ers to their rooms to retire. Protesta-
  tions will be met with a cough, in re-
  sponse to which the hounds will howl.
  Once his duties as host are complete,
  he will return downstairs to study one
  of the books in the hall.
  Sweet Dreams...
  The characters, rather than sleep-
  ing as they are advised, will doubtless
  spend the night investigating the
  house. Catherine will not be found in
  her room. Opening the other doors on
  the landing will reveal the following
  rooms, in order:
  Library: An imposing doorway and
  large decorated frame, the library is
  locked, but not strongly enough to
  sway a determined picklock. Inside, a
  large room holds great works of litera-
  ture and fiction, are all very old and
  musty, and many are in a bad state of
  repair. Written in a form of High Mel-
  nibonean, they describe ways to con-
  trol the various minor demonic Beast-
  Lords, a great book on Pentagrams
  and Octograms, Signals of Protection,
  ingredients and cures for the state
  known as 'Death', etc. In short, the
  room is a necromancer's joy. Domi-
  nating one wall is a large map, show-
  ing a valley in livid colour, a marked
  house and 2 straight lines crossing
  upon a hill to the north. In high Mel-
  nibonean, the inscription "Weylines of
  Xiombarg" accompanies other formu-
  lae along the frame. These describe
  the conjunction of the planets and the
  stars that signify when a 'gate' will be
  open between this plane and the
  'sphere of Crom Gruach'. A closer ex-
  amination will show that several of the
  books have been removed hurriedly
  and not returned. On the wall, only 3
  portraits are hung, similar to the ones
  downstairs but dated 'In the year of
  6883 of the life of the Bright Empire of
  the Dragon Princes'. They are
  obviously pictures of the 3 brothers,
  but are a lot older than the paintings
  downstairs.
  Laboratory: Also on this floor, in a
  small room without windows, lies a
  great mass of bubbling instruments,
  seemingly extracting the juice from a
  blue apple-like fruit, though this is sev-
  erely bruised. A successful Plant-Lore
  roll wil reveal that the fruit is the 'Keer-
  nai' of the Forest of Troos, with limited
  healing powers. Rumour suggests
  that it has powers of preserving living
  organisms for many centuries. A furth-
  er search of the room will reveal
  several brown robes in a chest in the
  corner. Burn marks on the gowns bet-
  ray acid splashes.
  Stone Chamber: A room devoid of all
  other ornamentation aside from a
  single sorcerous octagram which lies
  on the floor. In the centre of the 'gram
  lies a shattered circlet of dark iron, the
  image of a cat on the frontpiece, now
  cracked in half, and the runes for
  Meerclaw (lord of cats) along the
  edge. A sorcerer should be able to
  establish that this room was the cham-
  ber used for the summoning and bind-
  ing of powerful demons, and the circlet
  would indicate that Meerclaw was
  once held as prisoner, but someone or
  something released him. There seems
  to be little or no traces of the Entropy
  mark in the room, indicating that it is at
  least several hundred years since the
  binding was broken. Of course, the
  only people ever to bind Meerclaw
  were... the Dharzi! That is absurd,
  however, because they all perished-
  ...didn't they?
  A Rude Interruption:
  From downstairs, a scream will
  erupt. Hurrying to investigate, the par-
  ty will see something flash into the
  dining hall from the main room.
  Catherine, dazed, stands clutching at
  her throat in terror, her sword lying
  some distance away. Blood begins
  seeping from her fingers and from her
  sack she attempts to unravel a ban-
  dage, though unsuccessfully. In the
  next room, a confused-looking Asro-
  gag quickly throws a liquid into the fire,
  where it flares up briefly (See rolls will
  inform the players that the liquid is
  blue, not red as they might think).
  The party's reaction to this scene
  will range from slight suspicion to out-
  right condemnation. Asrogag will pro-
  test his innocence, claiming to know
  nothing of the event. A few prompts
  from the players should get him to
  admit that he saw something fly
  through and out of the kitchen. He will
  refuse to say more except "She will
  get me if I say any more". At this point,
  Catherine will begin to moan, clutch-
  ing her neck. Blood starts to flow
  again, and she seems to be suffering
  from a fit. Her eyeballs swivel, and her
  hair stands on her head and blows in
  an invisible wind. The door at the end
  of the hall slams open and the howling
  wind rushes in, tearing shields from
  the walls and tapestries from their
  mountings. Laughing hysterically,
  Catherine takes a short sword from
  the wall and begins dancing around
  the room, singing in a deep, lyrical
  voice:
  '' Poor little piggies lured to death,
  Set to free me from my rest.
  Eternal life, eternal hell.
  Live or die? Whom can tell... ?"
  A hasty 'see' roll will show that on her
  upper right arm is an intricate piece of
  jewelry. As she sings, this will glow
  more fiercely. Laughingly, she will
  walk through the door and into the
  night. If attempts are made to stop her,
  she will fight with demonic strength. If
  followed, the characters will lose her in
  the mist.
  Asrogag will break down and sob in
  his mask. Observant players may
  notice that the newer, plundered
  tapestries are left intact; those of the
  Dharzi Lords are now merely frag-
  ments of brown cloth and metal. Asro-
  gag reaches for the nearest character
  and, tearing his mask from his face,
  begs for help.
  Beneath the mask is the face of a
  worm-ridden corpse; no smell and
  barely any movement, the lips fail to
  move when he speaks, yet the voice
  issues (audibly.
  "They are trying to bring back our
  little sister! They think she has the
  power to take them to a world where
  they will live on still. Do something!"
  A giggling erupts from the upstairs
  landing, where Naztragath stands,
  leaning on a silver dagger. If pursued
  (Asrogag will remain downstairs and
  go into the yard to pursue the posses-
  sed Catherine.), he will escape into
  the library. When the door is forced,
  there will be no trace of him inside.
  If any character reads High Mel-
  nibonean, and notices the large heavy
  bound book protruding slightly from
  the shelves, then he/she will be aware
  that it is entitled "Artes of the My ore";
  in fact, it contains the formulae for
  transferring from one room to another,
  the "Fhoi Myore". Removing any
  more books will reveal a large carved
  face in a blue door. It is a demon of
  protection (Con:30 Pow:23), with no
  power of speech. Built into the mouth
  is a small birdcage device; a tiny gilt
  bell suspended in the air. The door will
  open when the command "Fhoi
  Myore" is given. If a question is asked
  of the face, the bell will ring 3 times for
  yes, twice for no, and a single tone
  indicates the inability to answer. The
  players should discover this function
  by experimentation. The demon is
  there mainly as a delaying tactic, but
  
  opening the door will lead to the inner
  chamber (successful characters
  should skip the following paragraph,
  emerging at the passage detailed
  'UNDERGROUND').
  During this time, the dogs have be-
  come restless. If they don't get the
  hint, the sound of Asrogag screaming
  will tell the players that something is
  amiss. Investigation will lead the play-
  ers to the yard and reveal 3 Dharzi
  Hunting Dogs below, ripping the Dhar-
  zi-Lord to shreds. The scent of the
  characters will divert them from the
  dying Asrogag (fresh young mortal
  meat being far more preferable to
  mortified flesh!). They will only give up
  their attack on the players when faced
  with fire or many wounds. However,
  they are trained to go for Melnibo-
  neans or sorcerers; any others just get
  in the way. The only method of getting
  past the dogs is to kill them all (very
  unlikely), or escape to the small door
  across the yard, leading into another
  part of the house.
  Underground:
  A long, winding corridor leads the
  characters through great mounds of
  ash and dust, the recent imprints are
  all too easy to follow...
  The area is obviously old, leading
  downwards through thick-walled corri-
  dors, to an open stone doorway in the
  floor. The passage widens at this
  point, beyond the range of a normal
  candle or torch, though if the area
  beyond is investigated, the party will
  find great rows of dead Dharzi, fully
  armoured and prepared for battle.
  Their dented armour and broken
  weaponry speaks more of the remains
  of battle. The corpses are in fact, corp-
  ses; they have no necromantic power
  of relife in them, and are no threat to
  the party. Of course, the players may
  not be quite so confident... The pas-
  sage levels out and eventually begins
  an upward slope at a steep angle
  (navigation rolls will reveal that they
  are roughly below the hill seen
  through the mist earlier. Intelligent
  players will remember the chart on the
  library wall showing the Tor' and
  weylines, etc.)
  Eventually, a heavy stone door will
  end the route; the footsteps peter out
  at 3' in front of the door. A dripping tap
  is heard from beyond the door. Scuf-
  fling footsteps are then heard, fol-
  lowed immediately by the dousing of
  candles; lanterns smash as stones fly
  at them. A great rush of feet will erupt
  and small hands grasp at the charac-
  ters.
  These are Svarts, the small re-
  mains of the mabden populace that
  once dwelt in the Silent Lands before
  the Melnibonean/Dharzi Wars, and
  fled to the burrows beneath the earth.
  What the players have stumbled
  across is the remains of their once-
  proud race, which Loeul and Naztra-
  gath buried underground as punish-
  ment for crimes which all have since
  forgotten. Their hands are noticeably
  weak, and fall away easily once hit
  with a hand or weapon. Stones and
  slashing flints will cut the characters
  with remarkable accuracy in this dim
  light, but once a light is made, the
  small creatures will scuttle back into
  the shadows. Crouching in the dark-
  ness, they will defend themselves as
  best they can. If in fear for their lives
  they will beg in a high whining voice
  for mercy, proclaiming "we didn't
  'means to 'tack your royal Darsi
  sirsss!". If pressed, they will open the
  door, but if the Svarts believe the play-
  ers to be acting against the Dharzi,
  they will immediately offer their assist-
  ance, acting as a bunch of 'groupies'
  to their new heros. They really are
  very simple folk. Their leader is
  Myayella, a fairly human-looking
  woman, though totally blind and with
  slightly webbed fingers. Begging and
  grovelling, she will lead the players
  through the doorway and onto a rock
  ledge overlooking the inner Tor, a
  cavern containing an altar, pentagram
  and other paraphenalia associated
  with necromancy, the walls lined with
  upright corpses in open caskets.
  From this vantage point, the players
  will witness Naztragath sneaking up
  behind his brother Lathuzial, who will
  turn and draw his fine sword. This re-
  sponse is too late as the deformed
  dwarf Naztragath clubs his brother un-
  conscious. With great difficulty, the
  smaller brother will haul the uncon-
  scious Lathuzial onto the altar and tie
  him down. Stepping inside the penta-
  gram, Naztragath begins to chant, and
  more and more light floods into the
  room with every chant. From here on-
  wards, events will be described as
  they would happen without interrup-
  tion from the party. As the dwarf
  chants, light will glare off the rock and
  psychadelic patterns will shine off the
  far wall. Slowly, he will bring the knife
  down to his struggling brother's throat,
  then continue to chant. In the back-
  ground a cold wind develops, and ice
  and snow begins to form. A tall, cold
  figure attempts to emerge from the
  shadows.
  When the players do respond (and
  providing she is still around...), the
  possessed Catherine will charge from
  the darkness, sword in hand, the
  armlet still glowing. Myayella will use
  air-elementals to hold back any blows
  aimed at her, but will otherwise be
  only good for hurling rocks and guid-
  ing the players through the darkness.
  As soon as the interruption occurs,
  Naztragath will shower a silver dust
  around the tomb. It is called Liveer-
  'Lass, and with this, several corpses
  will rise to defend their master.
  If his deterrents are overcome, Naz-
  tragath will scream horribly and dash
  to the other side of the altar, raise his
  
  hands and summon 3 tall creatures of
  Limbo, who will walk through the cold
  to aid him. These are Ghouls, and
  whilst they take no damage from nor-
  mal weapons, will retreat before
  Lathuzial's sword (How then shall
  these bodies be stayed? Why, only
  with the heart fathers blade). If these
  are defeated, or retreat, then the dwarf
  will hurl himself at the characters,
  witch-knife raised... he will fight to the
  death. If the dwarf's minions are not
  defeated, Naztragath will plunge the
  knife into Lathuzial, the blood will stain
  the altar and a deep bell will sound. In
  either case, a brother has 'died', and
  out of a tapestry on the rear wall, a tall
  white woman will emerge, soft snowy
  hair falling to her waist.
  If the players fail to stop the dwarf
  from killing Lathuzial, Loeul will assist
  him in bringing about the party's des-
  truction (see stats, below), otherwise
  Lathuzial will react in one of two ways:
  a) Disturbed by the resurrection of
  his dead sister, he is disgusted by the
  perversity of his brother's actions and
  assist the players or
  b) Happy to see his beloved sister
  'alive' again, he will come to her de-
  fence against the party.
  Lathuzial's reaction is based on how
  well he was treated by the party, and
  the discretion of the referee. Whatever
  the outcome, both brothers should
  eventually be killed off, Loeul will pick
  up her dead brothers, and slowly
  chant the complete Song of Loeul:
  "Three brothers in a windy land
  Far beyond death's cold hand
  Serving their sister tall and grand-
  Who waits high on the hill.
  When shall she vacate her nest?
  Only when one brother is laid to rest.
  Four remnants of the Dharzi lore
  Three peers in a musty Tor
  Three to join the old Fhoi Myore-
  The fourth lies stiff and still.
  When shall this eventide be nigh?
  When the Sidhi rise too high...
  And so the Cold Lords rise from Hell
  To wreck what misery, who can tell
  Until by Corum who will fell-
  In ages yet to be.
  How shall the Fhoi My ore come to be?
  When the Dharzi are set free...
  To join their brothers, Goim and
  Kerenos
  For when Fhoi My ore gain; Dharzi loss
  To destroy trees, plants and moss-
  A world bereft of life
  Millions of lives lost in future days?
  All because of thy murderous ways..."
  Loeul will turn and walk into the
  landscape, trailing her two dead
  brothers behind. Their forms shimmer
  as they pass through the shadow, and
  grow lumps, humps and other defor-
  mities. Unless the characters attempt
  to do something about it, the gate will
  close and leave the characters in
  darkness. Myayella will try to get the
  players to leave, but investigation will
  reveal the corpses of the disappeared
  crews and passengers of the lost
  ships. At that instant, Catherine will
  begin coughing and attempt to stand.
  She looks normal again, the armlet
  and sword have vanished.
  The party now have the problem of
  getting home, to tell their tale and ex-
  plain Catherine's injuries as best they
  can.
  Fin.
  theology and sorcery. Both subjects
  conflict as her 'uncle' Jason Ha'aark-
  na is outlawed by law. Her sympathies
  tend toward Arkyn.
  On this scenario she will be acting
  on behalf of either the church of Arkyn,
  Jason, or the Queen. The Statistics in
  brackets are Catherine when Pos-
  sessed.
  STR: 14 
  CON: 13
  SIZ: 13 
  INT: 16
  POW: 10 
  DEX: 11
  CHR: 14 
  AGE: 29
  HIT POINTS: 14 (32)
  MAJOR WOUND LEVEL: 7 (16)
  ARMOUR: 1D8-1 (Half Plate)
  1D4-1 (Toughened Skin)
  Appendix:
  Catherine De Medichi
  The Daughter of the Duke of Tho-
  kora, Catherine came into her own
  when her brothers and father died dur-
  ing the attack on Menlibone. With no
  one else left to manage the estate and
  with the progressive views on women
  in power brought about by the new
  Queen Yishana, she made a huge
  success of managing the estate. De-
  spite many offers of marriage, she has
  refused all for one reason or another
  (many say it is because she is a sor-
  ceress and consorts with demons-af-
  ter all, how else would a woman make
  such a success of business?). Cather-
  ine has thus developed the estate to a
  point where it is almost running itself,
  and so turned to her other pursuits;
  Weapon 
  %Hit Damage 
  % Parry
  Broadsword 
  72 
  1D8+1+1D6 
  64
  Target Shield 34 
  1D6+1D6 
  59
  Light Lance 
  54 
  1D8+2+1D6 
  NA
  Shadowswathe65 
  1D6+1+3D6 
  65
  Shadowswathe:
  (Daemonic shortsword picked up in
  hall)
  STR: 30 
  CON: 18
  SIZ: 2 
  INT: 2
  POW: 15 
  DEX: 60
  CHA: 20
  COMBAT BONUSES:
  + 15% Attack/Parry
  +3D6 Damage.
  Eclipse.
  (Daemonic armlet of Possession)
  STR: 0 
  CON: 20
  SIZ: 1 
  INT: 15
  POW: 22 
  DEX: 0
  CHA: 30
  
  Demon of possession, provides a
  direct link to the binder (Loeul) so as to
  act through a captured body, was
  slapped onto Catherines upper arm in
  the struggle. Appears as a very
  beautiful piece of thick jewelry, pos-
  sesses the intelligence to sing when
  the binder's life is in danger. After
  Loeul leaves, it needs to be rebound
  to work once again.
  Naztragath
  The youngest of the four children who
  escaped the destruction of the Dharzi
  empire by Melnibone, he and Loeul
  were the pair who made a pact with
  Grome to hide their valley, at the cost
  of his sanity, and the loss of Loeul. His
  trauma has left him only remembering
  that he has to keep the altar fresh with
  sacrifices, and that one of his brothers
  has to die on the altar for his sister to
  be returned to him.
  Whilst his brothers kept themselves
  alive with sorcery and herbs, he
  turned to vampirism on the guests,
  which caused mental instead of
  physical degeneration.
  STR: 17 
  CON: 15
  SIZ:5 
  INT: 19
  ROW: 28 
  DEX: 14
  CHR : 5 
  AGE: ?
  HIT POINTS: 11
  Major Wound Level: 6
  Weapon 
  %Hit Damage 
  % Parry
  Dagger " 
  43 
  1D4+2 
  47
  Shortswprd 
  60 
  1D6+1 
  64
  Notes: After feeding, Naztragath pos-
  sesses inhuman speed; his Dexterity
  is raised by 3 X Victims' Dex for rough-
  ly an hour.
  Hunting Hounds
  The houndsmaster, Lathuzial, had
  only three hounds left by the time this
  scenario took place, the fittest and
  best he had. However, lack of the hunt
  and proper exercise has had it's toll on
  these huge creatures, the only thing
  driving them on is lack of food. Meat is
  scarce in the Silent Lands, where the
  Dharzi long ago caused the loss of
  animal life and it's freedom.
  SIR: 20 
  CON: 18
  SIZ:15 
  INT: 5
  ROW: 15 
  DEX: 18
  CHR: 4
  Weapon 
  % Attack' 
  Damage 
  % Parry
  Claw 
  45 
  1D8+1 
  T6
  Beak 
  60 
  1D6+
  Attacks are by literally jumping on
  characters. Once successful all three
  hounds descend upon the one charac-
  ter and attempt to rip into pieces small
  enough to devour, unless they are dis-
  tracted.
  Svarts
  Once the original Mabden inhabitants
  of the Silent Lands before Melnibone
  rose to prominence, and the Dharzi
  had a great empire away to the West.
  The Svarts were cast into darkness
  when their main cities were covered
  by great waves of earth. The survivors
  were those who got into larger build-
  ings, those with chimneys that still led
  to the surface for air. These survivors
  then built their city. Naztragath found
  this city and managed to get the
  Svarts to burrow a passage to the
  Tor's inner cavern.
  Over the centuries, the generations
  of Svarts have regressed in technolo-
  gy to the stage where metal is trea-
  sured and flint is essential. They have
  adapted in various ways, their eyes
  are extra sensitive to light. The major-
  ity of the race are small, weak crea-
  tures acting on instinct alone to sur-
  vive. I suggest you create your own
  group to suit your needs. Bear in mind
  that the leaders of the community are
  those most human like, the human
  form vaguely remembered as their ori-
  ginal shape.
  STR: 2D6 
  CON: 3D6
  SIZ: 2D6 
  INT: 2D6+2
  ROW: 4D6 
  DEX: 3D6+4
  CHA: 3D6
  Weapon 
  % Attack 
  Damage 
  % Parry
  Flint Weapons 35+ 
  Variable 
  40
  Rock 
  40+
  My aye I la
  The daughter of the current warlord,
  Myayella is a mutant amongst her
  people in that she possesses feline
  eyes that can see in the light and dark
  (though not so well in the dark as her
  peers). Almost human. Myayella is to
  be banished on her 17th birthday in a
  month or so, and when the team come
  along she sees it as a chance to get
  out. Myayella is a product of her
  mother's meddlings in sorcery (she
  died in childbirth), and has thus gained
  a little skill. It should be noted that
  after the scenario, Myayella will stay
  with whomsoever shows her the
  greatest kindness.
  STR: 10 
  CON: 14
  SIZ: 10 
  INT: 14
  ROW: 19 
  DEX: 16
  CHR: 17 
  AGE: 16
  HIT POINTS : 14
  Major Wound Level : 7
  Armour: 1D6-1 (Thick Leathers and
  Fur)
  Weapon 
  %Hit 
  Damage 
  % Parry
  Flint Axe 
  55 
  1D8+2 
  44
  Sling 
  35 
  1D6+
  Other Skills:
  Agility-Climb: 45%, Jump : 45%
  Swim:50%
  Manipulation- Tie Knot: 35%
  Perception-Balance: 60%,
  Listen: 45%, Scent: 60%,
  Track: 43%
  Communication-Sing: 67%
  Stealth-Hide: 33%,
  Move Silently: 68%
  Knowledge First Aid: 30%,
  MusicLore: 53% (Lyre, Flute),
  Plant Lore: 30%,
  Poison Lore: 30%, Painting: 45%
  Summonings-Air Elemental: 50%
  Undead Ancestors
  The long dead ancestors, or rather
  peers, of Naztragath raised by his
  Necromancy to hold off the charac-
  ters. Not very agile, the bodies only
  stop attacking when they have been
  hacked to pieces, under the armour.
  STR : 16 
  CON: 14
  SIZE: 17 
  POW:6
  DEX :8 
  Hit Points: 19
  Major Wound Level: 10 (in this case
  ignore results of 01-50)
  Armour:1D101 Full Plate plus Helm
  (battered)
  Weapon 
  %Hit 
  Damage 
  % Parry
  Various 
  35 
  Various 
  NA
  
SOURCE: textdata/thevault/Stormbringer [multi]/adventures/SB - Adv - The Song of Loeul.pdf