TEXT: Welcome to the Lejendary Adventure™ Fantasy Role-
  Playing Game. The latest creation of Gary Gygax, the 
  game allows players to engage in all manner of fantasy 
  play, limited only by their imaginations.
  This special preview of the game offers an overview of the system, sample game 
  characters, and an adventure that can be played in an evening. We hope you like what you 
  read, and that you will continue to examine the whole Lejendary Adventure™ line from 
  Troll Lord Games.
  
  Fantasy Role Playing Game
  Quick Start Rules
  Gary Gygax
  Copyright © 2005 Troll Lord Games. All Rights Reserved. Troll Lord Games and the Troll Lord Games
  logo are Trademarks owned by Chenault & Gray, LLC. All Rights Reserved. Text is Copyright © 2005 Trigee
  Enterprises Company. All Rights Reserved. Lejendary Adventure, Lejendary Adventure Essentials,
  Lejendary Adventure Essential Bestiary, Living the Lejend, Trigee Enterprise Company, and the Lejendary 
  Adventure logo are Trademarks owned by Trigee Enterprises Company. All Rights Reserved. 
  Cover Art: Peter Bradley
  Interior Artist: Bryan Swartz, Peter Bradley
  Titles & Cover Design: Peter Bradley
  Layout & Design: Stephen Chenault
  Production Manager: Stephen Chenault 
   
  Editors: Gary Gygax
  Troll Lord Games
  PO Box 251171
  Little Rock, AR 72225
  or on the web at
  www.trolllord.com
  troll@trolllord.com
  Design Team
  Visit us on the web at http://www.lejendary.com/
  
  Reference Index
  Subject Page
  Abilities……………………….............................................................................. …............. 4,  5,  6
  Activation Energy Points (AEP)…...........................................................................................4, 5, 6
  Armor Protection………..................................................................................……………...........7
  Avatars………………………..........................................................................….....…...........4, 5, 6
  Base Ratings……………………..............................................................................…................ 4
  Combat……………………...............................................................................…….................6,  7
  Dice……………………...............................................................................…………..............4, 7
  Disaster Avoidance……...............................................................................……………............ 4
  Harm………………………………............................................................................................6, 7
  Initiative………………...............................................................................…………….............. 6
  Lejend Master….............................................................................………………………........... 4
  Movement……………………....…..............................................................................…............ 6
  Merits………………….................................................................................……………............7
  Memory Tablets………….............................................................................……………............ 5
  Powers………………………...............................................................................……..............5,  6
  
  4
  Lejendary Adventure
  The Lejendary Rules
  The Lejendary Adventure game rules are designed to facilitate 
  the creativity of the participants without shouldering them with 
  a weighty body of rules and restrictions. The rules presented 
  herein are streamlined and focused to provide you with a general 
  understanding of the system and how it works. They will allow 
  you to understand the features of the game characters and play the 
  included adventure.
  WHAT YOU WILL NEED TO PLAY
  You will, of course, need to gather a group of players, each of 
  whom should be provided with one of the game characters included 
  herein. Each of them will need a pair of 10-sided dice (referred to 
  hereafter as Percentile dice or d%) and a 20-sided die. It will also 
  be useful to keep on hand a complete set of dice: a 4-sided, 6-sided 
  8-sided and a 12-sided die.
  THE LEJEND MASTER
  Before play begins, one member of the group must assume the 
  mantel of Lejend Master, or Game Master. This person will serve as 
  storyteller, referee and arbitrator of the game. He or she will need 
  to be versed in these materials and familiar with the adventure. The 
  Lejend Master’s task is to be the players’ eyes and ears in the game. 
  He or she relates the imaginary action of the game to the player so 
  their game characters can react accordingly.
  THE AVATARS
  The game characters of Lejendary Adventure are called Avatars. 
  Avatars are heroes of the fantasy world, and it is up to the players 
  to direct their actions. From the mundane to the marvelous, the 
  Avatar is the vehicle used to enjoy the fun and excitement of play. 
  This set contains four Avatars, ready for adventure; these should be 
  distributed between four players before play begins.
  UNDERSTANDING AVATARS
  While some characteristics of the Avatar are selfexplanatory 
  (history, appearance, personality), there are key game-related 
  details that require some degree of explanation. These are the 
  Avatar’s Base Ratings and Abilities.
  BASE RATINGS
  Base Ratings signify the Avatar’s mental andphysical qualities. 
  All Avatars have three Base Ratings: Health: the Avatar’s physical 
  body and its operation, including the mind and will. Health is the 
  highest of the three Base Ratings, ranging from 40 to upwards of 
  100. Precision: the ability to perform actions that requireaccuracy, 
  whether physical or mental. Speed: the Avatar’s physical and 
  mental ability to act, react and generally move. Speed is the lowest 
  of the three Base Ratings, ranging from 6 to 14 at the start.
  ABILITIES
  Abilities are best described as skill bundles. Each is based on one of 
  the three Base Ratings. They are broad based and cover a wide range 
  of aptitudes. The degree of breadth varies between the individual 
  Abilities. There is some overlap between them. An Avatar’s degree 
  of specialization within a particularAbility is dependent solely on 
  your conception of that Avatar.
  Avatars begin with 5-6 Abilities, ranked in order of importance and 
  skill. The Ability with the highest score is ranked as the Avatar’s 
  First Ability.
  OTHER CHARACTERISTICS
  Activation Energy Points (AEP): This is a measurement of the energy 
  the Avatar generates, necessary to energize magical conjurations, 
  powers and rites, called Powers. (see Using Extraordinary Abilities 
  and Powers, p. 5)
  Disaster Avoidance: These statistics are used when the Avatar is 
  attempting to avoid a hazardous situation, such as diving out of the 
  path of falling rocks or resisting the effects of an Activation. If the 
  Avatar has been taken by surprise, than an Avoidance check against 
  Speed x2 or even the Speed BR should be called for, otherwise a 
  check against Speed x3 or x4 is appropriate.
  USING BASE RATINGS AND ABILITIES
  Many times during play the Lejend Master will need to check to 
  see if the player’s Avatar, or some LM-controlled character, can 
  perform a specific action. Base Rating and Ability scores are the 
  numbers used for checks of this sort. While Ability scores are used 
  in most instances, some occasions Lejendary Adventure™ Quick 
  Start Rules 3 will require that a Base Rating serve to establish the 
  odds of successfully completing the action, such as when the Avatar 
  lacks the required Ability. A d% roll is used for all checks. A roll 
  equal to or less than the score indicates success on the part of the 
  Avatar. This chance may be adjusted for those situations involving a 
  greater or lesser challenge. An unadjusted roll of 100 (00) indicates 
  an automatic failure. Likewise, a check resulting in a roll of 01 
  indicates the Avatar has performed the taskperfectly and with the 
  maximum efficiency possible.
  ABILITY DESCRIPTIONS
  The Abilities described herein are limited to those possessed by the 
  Avatars available within these Quick Start rules. The Base Rating 
  on which the Ability described is based appears in parentheses. 
  Arcana (Speed): All having to do with forbidden lore, arcane 
  knowledge, ancient mysteries, lost information, hidden and secret 
  things, etc. For every five points in this Ability, the Avatar gains +1 
  point to his Activation Energy pool.
  Archery (Precision): All having to do with bows, crossbows, 
  footbows, hand catapults, fletching, bow and crossbow weapon 
  mending and making, etc. (see Archery, p. 6 for more information 
  on using this Ability).
  Chivalry (Health): All having to do with courtly behavior, 
  manners, diplomacy, persuasion, precedence, castles, fortification 
  and siegecraft, siege engines, command, management of lands, 
  livestock, riding, mounted combat, etc. For every five points in this 
  Ability, the Avatar gains a +1 bonus to her Weapons Ability and a 
  +1 harm bonus to all armed attacks.
  
  5
  Quick Start Rules
  Enchantment (Speed): All having to do with the activation of 
  enchantments, enchanted objects, enchantment effects, etc. (See 
  Using Extraordinary Abilities and Powers, p.4) 
  Evaluation (Health): All having to do with the type and threat of 
  a person or other creature, the type of an object and its value, and 
  situational evaluation. This is one of two Abilities commonly used 
  for “perception” checks.
  Hunt (Precision): All having to do with hunting afoot and/
  or mounted, woodcraft, survival, the chase, riding, tracking, 
  recognition of flora and fauna, concealment and camouflage in 
  woods, etc.
  Learning (Health): All having to do with knowledge, learning, and 
  information, astronomy, geography, history, language, law, literacy, 
  mathematics, medicine, philosophy, religion, etc.
  Mechanics (Health): All having to do with mere tinkering and 
  repair all the way to building, carpentry, constructing, design, 
  engineering, forging, invention, materials, metals, etc.
  Physique (Health): All having to do with endurance, fitness, 
  muscular development, physical power and strength, etc. For every 
  ten points in this Ability, the Avatar gains a +1 Harm bonus to all 
  melee attacks.
  Planning (Health): All having to do with command, leadership, 
  preparation for action, exploration, mapping, logistics, supply, 
  attacking, siege machinery operation, riding, military ambush, 
  defending, and so on.
  Ranging (Health): All having to do with hazardous travel, riding, 
  scouting, scavenging, smuggling, swimming, andalso outdoors 
  craft, survival in the outdoors, camouflage, concealment, deadfalls, 
  pits,  poaching, traps and trapping, etc.
  Scrutiny (Precision): All having to do with examining, observing, 
  searching, and watching, as well as researching and tracking down 
  information. This is one of two Abilities commonly used for 
  “perception” checks.
  Stealth (Precision): All having to do with access, escape, evasion, 
  lurking, silence, skulking, sudden unexpected attack, being unheard 
  in approach or departure, being hidden from view, undetected by 
  watchers, and so forth.
  MODIFIERS TO ABILITY USE
  Condition 
  Modifier
  Severe Constraints 
  +31 to +51
  Constraints 
  +10 to +30
  Enhancements 
  -1 to -15
  Special Enhancements 
  -16 to -30
  Extraordinary Enhancements 
  -31 to -50
  Theurgy (Speed): All having to do with belief and deities, 
  dedication and faithful service, the summoning of good spirits, 
  power deitial aproval, upholding the faith, protection of the faithful. 
  (See Using Extraordinary Abilities and Activations below.)
  Weapons (Precision): All having to do with personal weapons, 
  small arms used to strike or send missiles, and even normal unarmed 
  strikes as well as defensive accouterments of armor and shield. This 
  includes the knowledge of craftsmanship, construction, and repair 
  of all from armor, axes, and arrows and bows to swords and even 
  whips. However to construct or repair items the Mechanics Ability 
  is also required.
  USING EXTRAORDINARY ABILITIES 
  AND POWERS
  Extraordinary Abilities afford the Avatar a certain election of 
  Powers: spells, charms, conjurations, rituals and the like. Employing 
  one successfully requires, as with all other Abilities, a check against 
  your Avatar’s Ability score.
  Enchantment: Wizards and Thaumaturgists deal in the mystical 
  arts, including the employment of shadow magic and illusion. 
  Enchantment is perhaps the most multi-faceted and ever present of 
  the Extraordinary Abilities.
  Theurgy: Priests and their minions are common throughout the 
  civilized world, and use this Ability to the benefit of all. There 
  are two Orders of Theurgy: that of Hallowing and Glory -- whose 
  agents battle demonic forces and evil unliving spirits, and Service 
  and Care -- who employ this Ability as healers and care-givers. 
  Those who study this Extraordinary Ability do so in the service of 
  a deity or pantheon.
  ACTIVATION ENERGY POINTS
  All Activations and Powers require energy. These energies are 
  measured in terms of Activation Energy Points (AEP). An Avatar’s 
  AEP are based on his Speed BR. When a Power is activated, its cost 
  in AEP is deducted from the total. 
  Many Activations may be augmented or enhanced by spending 
  additional AEP.
  An Avatar’s base AEP are equal to her Speed BR multiplied by four. 
  They regenerate at a rate equal to the Avatar’s Speed BR every two 
  hours. Four or more hours of uninterrupted sleep doubles this rate 
  of regeneration.
  MEMORY TABLETS
  To use any Activation or Power, the Avatar must first inscribe it on 
  a Memory Tablet. A Memory Tablet is a small sheaf of vellum or 
  thin beaten metal (copper), about 4”x5” in size. These devices form 
  a metaphysical link to the Avatar. This link can be broken if these 
  tablets come into the possession of another individual and handled 
  or destroyed. 
  A single tablet can support four individual Powers.
  POWER GRADES AND COSTS
  Each Power is listed according to a Power Grade, ranging from 
  Very Minimal to Extreme. These grades offer a general impression 
  of the power of the conjuration, illusion or rite. Regardless of 
  their Ability score, no Avatar is restricted from employing any 
  Activation regardless of grade so long as he has inscribed it on one 
  of his Memory Tablets. 
  
  6
  Lejendary Adventure
  The greater the grade of the Activation, the more AEP it costs 
  to employ, and the longer it takes to complete. Very Minimal 
  Activations, for instance, cost the Avatar only 2 AEP, and are 
  completed in one second. At the other end of the spectrum, Extreme 
  Activations cost 12 AEP and require 20 seconds to complete. In 
  some special circumstances, additional time and AEP costs are 
  called for.
  POWER GRADES AND COSTS TABLE
  Grade 
  Time
  Power
  Very Minimal, I 
  1 seconds
  2
  Minimal, II 
  2 seconds
  3 
  Low Moderate, III 
  3 seconds 
  4
  Moderate, IV 
  4 seconds
  5 
  Good, V 
  5 seconds
  6
  Very Good, VI 
  7 seconds
  7
  Strong, VII 
  9 seconds
  8 
  Very Strong, VIII 
  12 seconds
  9
  Major, IX 
  16 second
  10
  Extreme, X 
  20 seconds
  12 
  POWER DESCRIPTIONS
  Among the Avatars included with this adventure there are Tamyra, 
  a mage, and Hamund, an ecclesiastic dedicated to the Order of 
  Service and Care. Only the Powers known to these Avatars are 
  listed here.
  Hundreds more are detailed in Lejendary Adventure game rules.
  COMBAT
  Combat is broken into segments of time called Activity Blocks 
  (AB). One AB is 12 seconds long. AB’s are further segmented into 
  four 3-second segments called Counts (ABCs).
  INITIATIVE
  Before combat begins, all parties must determine Initiative. This 
  will set your Avatar’s “turn” in battle. Initiative is determined 
  by rolling a d10 and adding your Avatar’s Speed BR. Actions 
  then proceed in order from highest to lowest score. Initiative is 
  determined at the beginning of each
  ABC.
  POWERS AND INITIATIVE
  The time costs for many Powers are out of sync with ABs 
  and ABCs. Since each ABC is comprised of 3 seconds, a –3 
  initiative penalty is applied for every second into the ABC 
  the activation takes. For example, a Very Minimal Activation 
  has a time cost of 1 second, which amounts to a –3 Initiative 
  penalty in the ABC the activator initiates the action. A Very 
  Good Activation has a time cost of 7 seconds, which amounts 
  to a –6 Initiative penalty in the second ABC following its 
  initiation (7 seconds = 2 ABC+1 sec). 
  Rolls against your Avatar’s Ability are made at the time of 
  completion, not initiation.
  MOVEMENT
  An Avatar’s range of movement is generally listed in feet per ABC. 
  This indicates the maximum range the Avatar can cover in a given 
  ABC.
  ABILITY CHECKS
  Unless a situational matter prohibits it, all combatants may act 
  each ABC. Combat is handled like any other Ability. The Weapons 
  Ability handles all melee weapons, while the Unarmed Combat 
  ability handles brawling, boxing and martial arts. The Archery 
  Ability is a slightly special case (see Archery, p.6).
  ARCHERY 
  Unless it has a higher score, you do not use your Archery 
  Ability to attack with a bow or crossbow. Rather, for every 
  10-points you have in this Ability, you get to add one point 
  to your Weapons Ability when using those missile weapon. 
  You likewise get to add one point of Harm for every 10-points 
  in Archery. So what happens if you don’t have the Archery 
  Ability? Crossbow attacks are then made at 75% of your 
  Weapons Ability, bow attacks at 50%! 
  As with any Ability check, the Lejend Master can impose modifiers, 
  positive or negative, if he feels the situation mandates it. Don’t 
  hesitate to describe your actions in detail, your method of attack, 
  defensive movements, whatever. Not only will it make the game 
  more enjoyable for you and your friends, but it will give the Lejend 
  Master a better idea of what sort of modifiers might apply.
  PRECISION BONUS
  A lot of weapons offer a Precision Bonus to the Avatar that wields 
  them. This is a reflection of how easy they are to use. This bonus is 
  added to your Weapons Ability before your dice roll, giving you a 
  better chance of hitting your opponent.
  HARM
  Harm is counted against your Health BR. All weapons do an amount 
  of Harm ranging from around 1-20 points. A 20-sided die is used to 
  determine the amount delivered by your Avatar’s weapon. In some 
  cases, weapons have a higher minimum Harm. In these cases, a roll 
  below the minimum always does the minimum. 
  There are two ways for your Avatar to do more than standard Harm 
  to an opponent. If you roll 10% or less of your Weapons Ability, 
  your hit ignores your opponent’s armor. He takes the entire amount 
  of Harm with no protection! If you roll a 01, your attack not only 
  ignores your opponent’s armor, but does maximum Harm as well!
  Some Abilities (Chivalry, Physique) provide both a Harm bonus 
  and/or a special Precision bonus applied to your Avatar’s Weapons 
  ability. 
  When rolling Harm, a roll of 20 indicates your Avatar is entitled 
  to roll for additional Harm. This is done by rolling a “half-die.” If 
  you roll a natural 20 for Harm, you get to add a d10 of Harm on 
  top of that. If you roll a10 there, you get to roll another d5. This 
  additional Harm is still limited by the Min/Max Harm potential of 
  your weapon, however. 
  
  7
  Quick Start Rules
  So do I get to roll a d10 automatically if I roll 01 on an attack roll? 
  Not exactly. You still roll for Harm as usual, and if you roll a 20 you 
  can start rolling half-dice. If not, you just do 20 points of Harm (or 
  your weapon’s maximum potential Harm if that is lower) plus any 
  bonuses.
  ARMOR PROTECTION
  When you are hit, your opponent’s Harm roll is compared against 
  your Armor Protection. The difference is subtracted from your 
  Current Health. Also remember, armor has Health too; it takes 
  Harm just like your Avatar, and when it runs out, it’s useless. 
  Many Avatars will carry a shield. Shields can be very effective at 
  blocking Harm, but are only effective against a particular number of 
  opponents. This is based on the size of the shield. When an Avatar 
  fights with a shield for protection, Harm first accrues to the shield, 
  then armor, in that order. 
  Remember that since armor protection only absorbs damage, 
  weapons designed to subdue and restrain your Avatar can be quite 
  potent. They can leave you defenseless against other opponents’ 
  attacks. Caution is advised.
  INJURY AND RECOVERY
  When an Avatar accumulates Harm equal to his normal Health BR, 
  he is unconscious, and at a negative value equal to 10% (rounded 
  up) of Health, death occurs. For example, an Avatar with Health 
  Base Rating of 53 is slain when total Health reaches - 6 points. 
  Anytime before then, Health may be restored by Extraordinary 
  means or through normal healing.
  Avatars normally recover Harm at a rate of 1 point per day.
  CONVENTIONAL DICE TERMS
  In the majority of cases, you will be called upon to roll a d% (BR 
  and Ability checks) or a d20 (Harm). In some instances however, 
  irregular dice rolls are called for. When this is the case, the term 
  XdY is used, X being the number of dice rolled and Y being the type 
  of die. For instance, 1d4 would call for the roll of a single 4-sided 
  die, while 4d6 would call for the roll of four 6-sided dice. 
  In some cases, the terms d3 or d5 are used. To determine these rolls, 
  use a d6 or a d10 and just halve the roll.
  MERITS OF PLAY
  With each adventure, your Avatar becomes more formidable. This 
  is done through the expenditure of Merits earned through play. 
  Merits are rewards granted to each Avatar for solving puzzles, 
  outwitting or defeating opponents, and for the player’s skill 
  at roleplaying. From 250 to 300 merits should be awarded for 
  an average four hour session of play, though in exceptional 
  circumstances, the award could be much higher. 
  The Lejend Master can also award special Ability-specific merits 
  for outstanding use of that Ability in play, should she so desire. 
  These awards typically range from 10 to 25 points per award. These 
  awards can be used to encourage creative solutions to problems and 
  “outside the box” application of Abilities.
  Players may spend accumulated merits to raise their Ability or Base 
  Rating scores or learn new abilities. Ability-specific merits may 
  only be spent to raise that ability.
  
  8
  Lejendary Adventure
  Marzellinus Sorkin 
  Gladesfreid
  Male Human Noble
  Marzellinus is second son and third child to Earl Rolek Sorkin 
  Gladesfreid of the Principality of Itherland. He is fiercely loyal to 
  his family’s name and honor, and would never willingly besmirch 
  it. He is young, only 17, and has the quick temper of youth. Still, 
  he is quite capable and has been well trained, surpassing even his 
  eldest brother, Himmel, in ability.
  When Himmel’s abduction became known, Marzellinus demanded 
  the honor of bringing vengeance to his brother’s kidnappers. Were 
  it not for his exceptional abilities, Earl Rolek would no doubt have 
  denied his son, fearing yet another loss to his family. Instead, 
  Marzellinus was teamed with a band of capable adventures and 
  offered the blessings of Odin on his quest.
  Marzellinus clings viciously to the hope he will find his brother 
  alive. He will not be deterred from this view, despite the cynical 
  beliefs of Master Dralrof, who he respects as a warrior. Marzellinus 
  is tall with dark brown hair worn long. He has broad shoulders and a 
  boyish face. He is optimistic and determined, headstrong and short 
  of temper. He values his family’s honor above all things.
  Weapon   
   
  Base Harm  
  Precision Bonus
  Lance    
   
  1-20+19/1-40+19* 
  +0/+10*
  Cutting/Thrusting 
    Sword    
   
  4-20+19  
   
  +10
  Heavy Cutting 
    Sword    
   
  11-20+19  
   
  +0
  Long Dagger  
   
  -20+19  
   
  +10
  Fist (unarmed)   
  1-4+3  
   
  +20
  Kick (unarmed)   
  1-6+3  
   
  +5
  *when charging.
  Armor    
   
  Protection   
  Health
  Steel, Plate Full   
  12   
   
  660
  Shield (Standard)  
  8 (vs. 2 opponents)  
  80
  KNACK
  • Instinctive Riding – will never take a tumble from a mount; able to 
  induce any mount to reach a speed 10% faster than normal.
  QUIRK
  • Impatience – during times of stillness or inactivity, the Avatar is 
  likely to do something active to relieve his impatience, perhaps 
  something annoying.
  BASE RATINGS
  Health 81
  Precision 39
  Speed 11
  ABILITIES
  Chivalry 81
  Weapons 31 (47*)
  Hunt 23
  Physique 32
  Scrutiny 10
  *includes bonus from Chivalry
  DISASTER AVOIDANCE
  Speed x2 22
  Speed x3 33
  Speed x4 44
  MOVEMENT
  Walking 10 ft./ABC
  Trotting 30 ft./ABC
  Run 60 ft./ABC
  EQUIPMENT
  • Cash: $15,000 (30 gold coins of $500 each)
  • war horse, charger
  • pack mule
  • saddle, tack, and saddle bags
  • sword, cutting & thrusting (with belt and scabbard)
  • sword, cutting, heavy (with scabbard, horse secured)
  • dagger, long (with sheath)
  • food and wine for six days on pack mule
  • a water skin with a shoulder sling
  THE NOBLE ORDER
  The nobility, from the great lords to the petty gentry, are 
  found in most, although not all, states of the world. They are 
  recognized, sometimes perforce, by all in such states, and 
  even elsewhere, as they are the masters of much.
  Tamyra
  Female Ilf Mage (Odylan)
  Tamyra’s people have long called the March of Froekenberg home, 
  even before it was so named by the Principality of Itherland. They 
  are a gregarious, forest dwelling folk, and willing subjects of the 
  Prince. 
  One of a long line of Odylans, Tamyra is respected among her 
  people. An accomplished enchantress and sage, her father was aid 
  to the tribal chieftain. She has no such aspirations, much to her 
  family’s irritation. Tamyra prefers the quiet isolation of the forest 
  and the peace it brings. Tamyra is well versed in the dark legends of 
  the Fahrland Valley, a place her people once hunted but now avoid. 
  When her people learned of the disappearance of a Himmel Sorkin 
  Gladesfreid, they called upon her to assist in his rescue, as a guide 
  to the band Earl Rolek was sending.
  Tamyra is lithe of body, with wide eyes that miss nothing. She has 
  an inquisitive nature and often asks questions with no consideration 
  for prudence. She is more reserved than others of her kind and 
  enjoys a certain sense of privacy.
  Weapon   
   
  Base Harm   
  Precision Bonus
  Long Thrusting 
    Sword    
   
  3-20  
   
  +20
  Long Dagger  
   
  1-20  
   
  +10
  Fist (unarmed)   
  1-4   
   
  +20
  Kick (unarmed)   
  1-6   
   
  +5
  
  9
  Quick Start Rules
  Armor    
   
  Protection   
  Health
  Leather Half  
   
  6  
   
   
  80
  RACIAL CAPACITIES AND HANDICAPS
  • Natural Affinity with animals – normal animals may be called, 
  calmed or controlled so as to prevent attack or flight (check against 
  Speed x4)
  • Enhanced Vision – able to see in darkness as if dim twilight.
  • Ilf tend to be disorderly in thinking and actions, gullible, 
  judgmental and rash. They lack self-discipline.
  • Ilves are quite attractive by human standards.
  BASE RATINGS
  Health 59
  Precision 65
  Speed 16
  AEP 74( includes bonus from Arcana)
  ABILITIES
  Enchantment 64
  Arcana 51
  Weapons 46
  Hunt 39
  Stealth 33
  Learning 10
  DISASTER AVOIDANCE
  Speed x2 32
  Speed x3 48
  Speed x4 64
  MOVEMENT
  Walking 14 ft./ABC
  Trotting 43 ft./ABC
  Running 86 ft./ABC
  EQUIPMENT
  • Cash: $1,000 (2 gold coins of $500 each)
  • Sword, thrusting, long (with scabbard)
  • Dagger, long (with sheath)
  • food for three days in a shoulder pouch
  • a water gourd with a shoulder sling
  • Memory Tablet, 2; with 8 Powers
  THE MAGE ORDER 
  The company of enchanters are known as Mages in their 
  own circles. Mages are found in cities, towns, and even in 
  more rustic locales. However, only larger communities have 
  organized guilds.
  TAMYRA’S ENCHANTMENT POWER
  Disrupt Power (Very Minimal)
  Time Cost: 1 sec. Power Cost: 2 AEP
  By activation of the energy of this Power the enchanter attempts 
  to cancel the effect of the energy of another Power of any Ability 
  that has been placed upon a subject of animal, mineral, or vegetable 
  nature by another individual so able. If the energy to be deactivated 
  is of a Grade higher than Very Minimal, extra AEPs must be 
  invested at the time of activation of this Power for it to have any 
  chance of success. If AEPs invested in the disruption equal or 
  exceed those of the Power to be effected, chance for successful 
  activation are normal. However, if more than one Power is present, 
  the Disrupt Power enchantment will have to have energy equal to 
  or in excess of all Powers so active, and it will then only deactivate 
  the least potent of the two or more Powers active. Thus, this is not 
  an effective means of negating Extraordinary objects.
  Phantom Self (Very Minimal)
  Time Cost: 1 sec. Power Cost: 2 AEP
  This Power creates a seemingly substantial duplicate of the 
  enchanter. This phantom image can sustain harm equal to 20% 
  of the enchanter’s health before the energy fades and it is gone; 
  furthermore, it has what amounts to -16 armor protection as regards 
  harm inflicted upon it. The phantom self can, as the enchanter wills, 
  do one of three things, variation possible during the time the energy 
  lasts: 1) walk (rather stiffly) away at up to normal speed, 2) stand 
  relatively motionless and gesture or point, or 3) collapse and lay 
  prove without moving. The energy of the enchantment lasts for 
  10 to 20 ABCs of time. Until it fades, however, the Phantom Self 
  seems real, will appear as a corpse if appropriate.
  Shooting Stars (Very Minimal)
  Time Cost: 1 sec. Power Cost: 2 AEP
  This Power enables the enchanter to direct a cloud of shimmering 
  sparks of energy five-feet in radius in the direction indicated by 
  pointed finger, is within sight of and up to 240 feet distant. There 
  are 10 such energy sparks in the cloud, and each target within the 
  radius indicated will be impacted by one or more of them, with the 
  central target being struck by one-half (five) of these glowing energy 
  missiles. Each bit of energy delivers 1d2 points of harm ignoring 
  any and all forms of armor protection, supernatural forms included. 
  For each additional three AEPs expended by the enchanter at time 
  of activation, two more “shooting stars” are created in the cloud. 
  Regardless of the total number engendered, one-half will always 
  strike the central target subject pointed to by the activator.
  Flame Fan (Minimal)
  Time Cost: 2 sec. Power Cost: 3 AEP
  This Power causes a tongue of flame to sprout from the air in front 
  of the enchanter’s hand and shoot out to up to 20 feet distance, 
  striking an area one foot height and depth, five feet width; all targets 
  that are within the strike area suffer 1d4+8 points of harm while 
  any easily inflammable material therein (including bristles, light 
  cloth, fur, hair, paper, thin bits of wood, etc.) will catch fire. If the 
  subject is set afire thus, an additional 1d3+5 points of harm occurs. 
  A fire with sufficient fuel started thus will burn for not less than four 
  minutes realtime, and in burning create thick smoke in a moderate-
  sized underground area.
  Pass Barring Force (Low Moderate)
  Time Cost: 3 sec. Power Cost: 4 AEP
  By means of this Power the enchanter is able to so attune body 
  and all things normally worn and carried so as to pass through 
  some barring Extraordinary force field. Slipping through thus 
  does not affect the energy otherwise protecting an area. For each 
  additional 2 AEPs invested at time of activation, one other living 
  subject of around man-sized (a horse, for instance is about the size 
  of four men) can also be attuned to pass through some barring 
  Extraordinary force field.
  
  10
  Lejendary Adventure
  Personal Armor 3 (Low Moderate)
  Time Cost: 3 sec. Power Cost: 4 AEP
  This enchantment endures for 1.5 to 2.5 hours. During this period, 
  the enchanter has low moderate armor protection provided by 
  Extraordinary energy. 6 points of Harm delivered to the subject so 
  protected are negated. The enchantment will absorb up to 90 points 
  of harm thus before it is exhausted. It works only alone, without 
  other like enchantment or other Extraordinary activation, and any 
  similar personal protection enchantment placed upon the subject 
  after this is in place cancels its protection. No buckler, shield, 
  or any Extraordinary item of protection and be used by a subject 
  in conjunction with this Power. Only non-metallic body armor, 
  ordinary or Extraordinary in nature, that is worn will be effective.
  Leduc’s Inescapable Drowsiness (Moderate)
  Time Cost: 4 sec. Power Cost: 5 AEP
  This preternatural Power enables the one activating it to select any 
  one living subject in sight and within 40 feet distance. Following 
  activation, the activator must stare at the subject and murmur under 
  his or her breath a continual chant of droning sort to direct the 
  enchantment’s energy so that within one ABC of time, the subject 
  falls into a drowse, eyes shut, and unalert. Only a very loud noise, 
  strong odor, or touch will rouse the drowsing subject during the 
  next 10 ABCs. If the subject of the Power is truly sleepy, and 
  left undisturbed, that individual will then fall into a deep, near-
  comatose sleep for from 1-100 minutes additional time. Any attack 
  upon the subject drowsing or sleeping is made at the most favorable 
  adjustments, of course.
  Counterpower Contingency (Strong)
  Time Cost: 9 sec. Power Cost: 8 AEP
  This supernatural Power does nothing unless the enchanter who 
  brought it into being is directly the focus of a baneful Power aimed 
  directly at him or her by a hostile individual. In such case it is then 
  triggered and negates the energy and effect of the Power so aimed at 
  its activator. Note that any Grade of Power is negated thus, but in so 
  negating the activation, this Power is itself expended and gone. Its 
  energy lasts until negated by an attacking Power or for one hour of 
  time has elapsed after its activation, whichever first occurs.
  Hamund
  Male Human Ecclesiastic
  Order of Service and Care
  A devotee of Bragi and follower of the Tenoric pantheon, Hamund 
  is an outgoing man, quick with a song or a story. While his attempts 
  to play the harp lack the skills of a true skald, his tales have a 
  captivating presence.
  Hamund is a healer by trade and respected within his order. When 
  Marzellinus Sorkin Gladesfreid organized an expedition to find his 
  missing brother, Hamund was sent by the temple elders to join the 
  band. He is not accustomed to such close dealings with the noble 
  class, but is no less enthusiastic for the chance to journey into such 
  untamed wilderness as the Fahrland Valley.
  Hamund is in his mid-forties, balding with narrow features. He is 
  not especially tall or formidable in appearance. He has a musical 
  voice that demands attention. While Hamund prefers simple robes 
  and sandals to hard boots and armor, he does not shy from conflict, 
  especially in causes he believes in.
  Weapon   
   
  Base Harm   
  Precision Bonus
  Short Thrusting 
    Sword    
   
  2-20+4  
   
  +20
  Long Dagger  
   
  1-20+4  
   
  +10
  Fist (unarmed)   
  1-4+4  
   
  +20
  Kick (unarmed)   
  1-6+4  
   
  +5
  Armor    
   
  Protection   
  Health
  Steel Mail Half   
  8  
   
   
  260
  PATRON DEITY
  • Bragi (Tenoric Pantheon) – The god of poetry, eloquence, and 
  harp playing. He is the patron of skalds. Bragi is the son of Odin. 
  His symbol is the harp and cup.
  KNACK
  • Story-Telling – can spin a yarn that adds 10% to his chance 
  to convince others of some assertions; 90% likely to be able to 
  captivate an audience of listeners for as long as he keeps speaking, 
  but each minute requires an avoidance check to see if the listeners’ 
  attention is lost.
  QUIRK
  • Nature Loving – believes in keeping things “the way nature 
  intended;” he puts ecology ahead of other considerations and wishes 
  to protect flora and fauna from harm, even at his own expense.
  BASE RATINGS
  Health 77
  Precision 44
  Speed 13
  AEP 52
  ABILITIES
  Theurgy 52
  Scrutiny 35
  Physique 46
  Learning 31
  Weapons 10
  DISASTER AVOIDANCE
  Speed x2 26
  Speed x3 39
  Speed x4 52
  MOVEMENT
  Walking 12 ft./ABC
  Trotting 35 ft./ABC
  Run 70 ft./ABC
  EQUIPMENT
  • Cash: $5,000 (10 gold coins of $500 each)
  • mule
  • saddle, tack, and saddle bags
  • sword, thrusting, short (with scabbard and belt)
  • dagger, long (with sheath)
  • food for three days in a shoulder pouch
  • a water gourd with a shoulder sling
  
  11
  Quick Start Rules
  • devotional object (harp)
  • devotional symbol (a silver charm worn on a necklace)
  • propitiatory materials
  • votive materials
  • Memory Tablet, 2; with 7 Activations
  THE ECCLESIASTIC ORDER 
  The priesthood, clergy, and religious society from the humble 
  monk to the high prelate are found all states of the world, 
  although not necessarily in formal hierarchy. They are 
  recognized, sometimes perforce, by all in such states as their 
  deities are honored, and elsewhere, possibly respected or 
  dishonored, as their pantheon has renown or not.
  HAMUND’S THEURGY POWERS
  Invocation of Service (Extreme)
  Time Cost: 20 sec. Power Cost: 12 AEP
  This is a necessary Invocation of the Supernatural that is enacted 
  prior to any Rite of this Order. Without first activating it, no Rite 
  will have any meaning, for through the Invocation an energy 
  channel is opened and through it comes the force for the completion 
  of a Rite. After Propitiation and Votive preparations, activation of 
  the Invocation requires only the normal 20 seconds time.
  Save from Evil Rite (Major)
  Time Cost: 16 sec. Power Cost: 10 AEP This Rite of mass 
  sanctification enables the Theurgist to channel benign force so as to 
  bless all people and creatures before him or her. It confers upon all 
  assembled believers, and their animals, an immunity from attacks 
  by Living Dead or spirit creatures that affect Health, Precision, 
  Speed, or any Ability through an agency other than direct physical 
  attack and Harm. The protection lasts for a period of one week. The 
  cost in Activation Energy Points added at time of activation is one 
  per seven subjects.
  Armor of Faith (Very Minimal)
  Time Cost: 1 sec. Power Cost: 2 AEP
  Through the agency of this Power the theurgist is able to confer 
  to himself or herself and a number of assembled others of like 
  faith a preternatural armor providing -2 protection against all 
  physical Harm, and even Harm caused by evil/malign living dead 
  creatures and spirits seeking to draw some form of Health, Speed, 
  or Precision from the protected individual, up to 44 points total. 
  The armor lasts until it has absorbed 44 points, then the energy is 
  dissipated. For each 5 AEPs expended at the time of activation, one 
  additional individual can be so protected.
  Confer Health Benison (Moderate)
  Time Cost: 4 sec. Power Cost: 5 AEP
  This Power enables the theurgist to remove any and all physical 
  Harm to Health inflicted upon or suffered by another during the 
  previous four Activity Block Counts, up to a maximum of 20 such 
  Harm points, as long as the subject is touched by the theurgist and 
  is not dead. Harm removed includes that from acid, cold, disease, 
  electricity, fire, flame, heat, poison, toxin, venom, etc.
  Divine Evil Focus (Very Minimal)
  Time Cost: 1 sec. Power Cost: 2 AEP
  The theurgist employs this agency to discover the focus or lair of 
  any creature of spirit of intense evil/malign sort such as one of the 
  living dead, restless dead or even nether spirits. Upon activation 
  it will immediately point the theurgist towards the strongest evil 
  within a radius of 70 feet underground or indoors, 700 feet above 
  ground and outdoors. Thereafter, the theurgist must continue to 
  expend an additional 2 AEPs per 12 seconds time (one AB) to keep 
  the Power active and thus continue to provide the direction of the 
  evil/malign focus/lair. Upon coming to a place where the site is 
  in view, and it being no more that 12 feet distant underground or 
  indoors, 120 feet distant above ground and outdoors, the theurgist 
  will perceive a dark and sinister emanation of vapor-like sort 
  arising from that spot.
  Dismiss Influence (Minimal)
  Time Cost: 2 sec. Power Cost: 3 AEP
  This Power enables the theurgist to remove any single evil or malign 
  energy from one subject he or she touches while activating the 
  Power, or who is then subsequently touched within the following 
  ABC time. The energy of this Power dissipates the effect of any one 
  (the weakest if there are two or more) evil or malign energy then 
  active on the subject, removing it instantly. Any form of dementia, 
  insanity, lunacy, madness, etc. induced by sight is removed thus, 
  but that caused by a Power of any sort requires the subject of 
  the Dismiss Influence activated upon him or her to subsequently 
  succeed in a check against current Speed BR x6, failure indicating 
  the mental malady remains undismissed.
  Heal (Low Moderate)
  Time Cost: 4 sec. Power Cost: 5 AEP
  The energy conveyed by the activation of this Power returns 4d4 
  points of Health Base Rating lost by the subject touched. For each 
  added AEP invested at time of activation, to a maximum of six AEPs 
  additional (10d4 total healing), the theurgist restores an additional 
  1-4 points of Health to the subject. The points of Health lost can be 
  from any sort of Harm, and restoration is immediate. This Power 
  may be used no more than once per day upon the same subject. No 
  Health total above full normal Base Rating can be gained thus.
  Dralrof Craigennbrow
  Male Dwarf Soldier
  The Hall of Craigennbrow has long held court below the peaks of 
  the Olpian Mountains. For many years, they have been on friendly 
  terms with the Gladesfreid family.
  Dralrof has come to serve his people as something of an 
  ambassador, living among humanity as an aid and counsel to Earl 
  Gladesfreid. While he may grouse and pine for the windswept 
  peaks of his homeland, he finds no lack of fulfillment in his current 
  service. A friend and mentor to young Marzellinus, he demanded 
  the right to accompany the young lord on his journey. Dralrof has 
  advised Marzellinus that the chances of finding his brother alive are 
  slim, but these words have fallen on deaf ears. Standing only 3 1/2 
  feet tall, though nearly twice as broad, Dralrof’s dark leathery skin 
  stands in sharp contrast to his red hair and beard.
  His build is barrel shaped. Dralrof is a skilled warrior and veteran 
  of many campaigns. He has a cynical mindset and is naturally 
  distrusting. He is nonetheless an excellent judge of character.
  
  12
  Lejendary Adventure
  Weapon   
   
  Base Harm   
  Precision Bonus
  Battle Axe  
   
  7-20+4  
   
  +5
  Long Dagger  
   
  1-20+4  
   
  +10
  Belt Axe   
   
  2-20+4  
   
  +10
  Fist (unarmed)   
  1-4+4  
   
  +20
  Kick (unarmed)   
  1-6+4  
  +5
  Armor    
   
  Protection   
  Health
  Steel Mail Half   
  9  
   
   
  260
  Shield (Buckler)   
  6 (vs. 1 opponent)  
  100
  RACIAL CAPACITIES AND HANDICAPS
  • Fast Healing – recovers lost Health at a rate of 2 points per day.
  • Enhanced Vision – able to see in darkness as if moderate 
  twilight.
  • Enhanced Scent – olfactory senses are five times that of humans.
  • Enhanced Hearing – can hear sounds pitched below human 
  hearing range, but have difficulty hearing high-pitch sounds.
  • Toxin Resistance – contact/inhaled poisons inflict only half Harm, 
  ingested/insinuated poisons always inflict maximum Harm.
  • Dwarves have a decided tendency to exhibit the traits of greed, 
  gluttony, avariciousness
  and covetousness.
  BASE RATINGS
  Health 67
  Precision 61
  Speed 11
  ABILITIES
  Weapons 61
  Ranging 54
  Physique 47
  Planning 40
  Mechanics 34
  Evaluation 10
  DISASTER AVOIDANCE
  Speed x2 22
  Speed x3 33
  Speed x4 44
  MOVEMENT
  Walking 10 ft./ABC
  Trotting 30 ft./ABC
  Run 60 ft./ABC
  EQUIPMENT
  • Cash: $2,500 (5 gold coins of $500 each)
  • Horse, stallion
  • saddle, tack, and saddle bags
  • Axe, Battle
  • Dagger, Long (with sheath)
  • Axe, belt
  • food for three days in a shoulder pouch
  • a water gourd with a shoulder sling
  • Wound healing salve, 7- applications (doubles rate of healing/
  day)
  • Armor repair tools
  THE SOLDIER ORDER 
  The military society is pervasive virtually everywhere 
  for defense of home, people, country. Soldiers (or at least 
  warriors) are recognized by all, and as they attain rank are 
  accepted in the upper class groups to a greater or lesser 
  extent.
  
  13
  Quick Start Rules
  “The Red-faced Devils” is a short scenario designed to be played 
  in an evening. A band of Avatars racing to rescue the heir of a 
  prominent noble must confront a hidden evil in the wilds of that 
  lord’s hunting lands. Play requires five people, four to play the 
  Avatars provided in these Quick Start rules and a fifth to assume 
  the role of Lejend Master. The adventure is divided into a series 
  of encounters. Each presents the Avatars with a different series of 
  challenges and, at the same time, will allow you to explore different 
  facets of the rules.
  What follows is for the Lejend Master’s eyes alone. If you will 
  be participating in this adventure as an Avatar, STOP READING 
  NOW. Otherwise, you will spoil many of the surprises in store for 
  yourself and your fellow players.
  LEJEND MASTER INFORMATION
  This scenario is designed to be playable with the Lejendary 
  Adventure Quick Start rules. It should require an evening of play 
  to complete, though with minimal effort and some improvisation, 
  you could expand it to last multiple play sessions. In some cases, 
  additional rules may be necessary to adjudicate an encounter. In 
  these cases, the rule in question is presented in a special sidebar. 
  The material presented in boxed text is to be read aloud to the 
  players.
  The adventure is divided into a series of encounters. Each present 
  the Avatars with a different series of challenges and, at the same 
  time, will allow you to explore different facets of the rules.
  BACKGROUND
  The March of Froekenberg is a wild and scarcely populated 
  province of the Principality of Itherland. Many of the lords of 
  Itherland possess small estates and hunting lodges on the border of 
  the province, as the unspoiled wilderness is full of game.
  Recently, Lord Rolek Sorkin Gladesfreid was awarded additional 
  lands and title in the Principality, including some pristine lands in 
  a hilly valley in Froekenberg. Two weeks ago, Lord Gladesfreid’s 
  eldest son and heir, Himmel, set off with a small hunting party to 
  explore his father’s new lands. 
  A few days ago, word was sent to the lord that a member of his 
  son’s party had wandered into a nearby village, wounded and 
  disoriented. He claimed savage little people with bloody red faces 
  had ambushed Himmel’s camp in the night. None but he escaped. 
  The rest were taken. 
  To avenge the wrong done to his family, Marzellinus has 
  volunteered to lead a small band into the valley in search of his 
  brother. They are accompanied by an ilf Odylan – an enchantress 
  – whose people have long dwelt on the lip of the valley. She is both 
  guide and protector, for her people have long feared something evil 
  and otherworldly had gained a foothold in the valley. 
  The adventure begins as the Avatars arrive at the valley, a day’s ride 
  from the village of Sallton, where Himmel’s man was found.
  PLAYER INTRODUCTION
  You arise from your camp at the edge of Fahrland valley, 
  rested from a hard day’s ride. As the morning sun creeps over 
  highlands to the east, it illuminates the deeply forested vale 
  below, wrapped in the embrace of the lowlands of the Olpian 
  Mountains. The pristine wilderness, unmarred by civilization, 
  seems radiant in the newborn light, as a chorus of birds offer 
  praise to their unknown gods. 
  But the beauty is deceptive. Somewhere below lie the remains 
  of Lord Gladesfreid’s hunting party, and the devilish fiends that 
  ambushed them. 
  Each of you has taken it upon yourself to seek out and rescue 
  Lord Gladesfreid from his vile captors, or avenge him in the 
  case of his death. Duty permits you but a moment to take in the 
  beauty of the vale before reality must tarnish your view. Your 
  mounts have begun to grow anxious, anticipating the adventure 
  that lies ahead.
  GETTING STARTED
  Before progressing farther, give the Player Handout: Tamyra’s 
  Dream to the player of that Avatar. 
  The Valley itself is perhaps 3 miles deep and 10 miles in diameter, 
  with the interior filled with trees. These fan out to encompass the 
  foothills and lowland mountains along the far ridge. The lip of the 
  valley where the Avatars have camped is only lightly forested. 
  The woodlands are populated by a broad variety of game. A few 
  predators hunt here as well, but these can be easily avoided. Those 
  Avatars able in Hunt or Ranging can navigate the forest.
  ENCOUNTER ONE: POACHERS
  Shortly after the Avatars begin their trek down into the valley, call 
  for all the players to make an Ability check against their Hunting 
  or Scrutiny Abilities. Those who succeed will detect the presence 
  of the poachers before they can be seen, either through tracks, the 
  blood trail of a dead animal, or voices echoing through the forest. If 
  none succeed, they will be oblivious to the presence of the poachers 
  and are likely to come upon them by complete surprise.
  At the same time, you should make a check against the poachers’ 
  Speed BR. If any of them succeed, they have detected the 
  approaching Avatars and will attempt to hide in the foliage to set 
  an ambush, which requires another check against the poachers’ 
  precision. 
  If they have detected the poachers, the Avatars can likewise attempt 
  to surprise them. This requires a successful Hunt or Stealth check by 
  THE ADVENTURE
  The Red-faced Devils
  
  14
  Lejendary Adventure
  any Avatar who is attempting to do so. Failure does not immediately 
  alert the poachers, but will foil their chance for surprise.
  If any of the Avatars come up with an inventive method to detect or 
  surprise the poachers, you should award them with a –10 bonus to 
  their Ability roll. If, on the other hand, they disregard the signs of 
  the poachers’ presence, award those characters a similar bonus on 
  their ambush attempt. After all this is done, read the following text 
  aloud to the players:
  As you move to cross a dry-gully, filled with tangled briars, you spy 
  the corpse of a large stag. Quick examination reveals it to be in the 
  process of being field-dressed.
  If the poachers have been surprised, they are in the process of 
  field-dressing the stag as the heroes arrive. If not, they will spring 
  their ambush from the surrounding foliage and rush to attack the 
  Avatars.
  POACHERS (5): Health 25, Precision 30, Speed 10.
  Weapon   
  Harm   
  Range (ft.)  
  P Bonus
  Light Bow  
  1-20  
   
  50/150/300  
  +5/0/0
  Long Dagger  
  1-20  
   
  --  
   
  +10
  Belt Axe   
  2-20/3-20  
  --/30  
   
  +10/--
  Armor    
  Protection  
  Health
  Cloth full   
  6   
   
  66
  Possessions: Cloth full armor, long dagger, light bow (10 arrows), 
  belt axe, $200 (20 silver coins) each.
  The poachers will fight until three of their numbers are dead, at 
  which time they will flee into the forest. The Avatars could attempt 
  to track them to their camp, in which case you should proceed to 
  the Special Encounter: The Poachers’ Camp. Otherwise, continue to 
  Encounter Two: The Crone.
  MOUNTS
  Three of the Avatars possess mounts. These have the following 
  statistics:
  War Horse, Charger: Health 70, Precision 25, Speed 28.  Attack: 
  Kick for 1-20+1 Harm. Defense: Hide affords the horse 2 points of 
  armor protection.
  Horse, Stallion: Health 50, Precision 25, Speed 28. Attack: Kick 
  for 1-12+2 Harm. Defense: Hide affords the mule 2 points of armor 
  protection.
  Mule: Health 55, Precision 10, Speed 16. Attack: Kick for 1-
  12+3 Harm. Defense: Hide affords the horse 2 points of armor 
  protection.
  
  15
  Quick Start Rules
  FOR THE PLAYERS: TAMYRA’S DREAM
  You emerge from the deep woods into a sunny glen. The light 
  is cold and stark, as if in winter. You turn your face to the sky, 
  hoping for warmth but find none. 
  “What you seek is near,” a voice behind you says. It is a 
  woman’s voice, deep and wise. You turn quickly but find no one 
  -- only the deepening shadows of the forest.
  “The gaunt man is famished.” Again you twist about. Standing 
  at the center of the glen is a cloaked figure. Despite the light, her 
  features are hidden from you.
  “The ritual of blood grows nigh,” she says. Though you cannot 
  see her face, you have the distinct impression she is smiling. 
  “Once he has taken his fill he will call the shadows to his 
  command.” She points to her left. A forest is burning. You 
  awake with a start!
  SPECIAL ENCOUNTER: 
  THE POACHERS’ CAMP
  It will take a good three hours to track the poachers to their campsite. 
  If there are survivors  from Encounter One present, then the camp 
  will be on alert and ready for the Avatars. If not, it is possible for 
  the Avatars to take them by surprise. The camp is fairly small, with 
  the remains of a fire surrounded by bedrolls. Nearby is a post where 
  pelts have been hung to cure. Some fifty yards from the camp is a 
  pit where remains have been buried.
  POACHERS (3 plus any survivors): Health 25, Precision 30, 
  Speed 10. 
  Weapon   
  Harm  
  Range (ft.)  
  P Bonus
  Light Bow  
  1-20  
   
  50/150/300  
  +5/0/0
  Long Dagger  
  1-20  
   
  --  
   
  +10
  Belt Axe   
  2-20/3-20  
  --/30  
   
  +10/--
  Armor    
  Protection  
  Health
  Cloth full   
  6   
   
  66
  Possessions: Cloth full armor, long dagger, light bow (10 arrows), 
  belt axe, $200 (20 silver coins) each.
  LEAD POACHER: Health 40, Precision 35, Speed 11. 
  Weapon   
  Harm   
  Range (ft.)  
  P Bonus
  Javelin    
  1-20 3  
  0/75/180  
  --
  Heavy Knife  
  3-20  
   
  --  
   
  --
  Short Thrusting 
    Sword    
  2-20  
   
  --  
   
  +20
  Armor    
  Protection  
  Health
  Leather half 
  6   
   
  80
  Possessions: Leather half armor, heavy knife, javelin, short 
  thrusting sword, $1,000 (10 small gold coins of $100 each), Bright 
  Bubble.
  The players can attempt to recruit the poachers to their cause. 
  Once their numbers are depleted, their leader killed and if there 
  is no escape, this rabble will agree to anything to save their hides. 
  A check against an Avatar’s Chivalry or Planning could be made 
  with an appropriate bonus or penalty depending on how the Avatar 
  in question handles the matter. Note that while she lacks either of 
  these Abilities, Tamyra’s attractiveness would make it easy to bend 
  the poachers to her will.
  ENCOUNTER TWO: THE CRONE
  As the Avatars forge deeper into the wood, following the trail of 
  Lord Gladesfreid’s hunting party, they come across the rustic home 
  of an old hag.
  Under the shadow of the canopy the trail twists and turns, following 
  the game trails as Lord Himmel was so want to do. As you near the 
  center of the vale, you spy among the trees an old cottage of wood 
  and clay with a thatched roof. A thin trail of smoke rises from the 
  chimney.
  If the Avatars approach the cottage they will find it unlocked. The 
  air within smells of warmed spices. 
  Upon command the item will instantly cease shedding light, shrink, 
  and fly back to the possessor’s hand. However, when it is enlarged 
  and illuminated, the Bright Bubble is vulnerable to Harm. It has 
  protection of –20 but any single attack inflicting more than 20 
  points of Harm upon it at one time will utterly destroy it.
  Bright Bubble (Minimal Grade Item) This is an egg-
  shaped sphere of brass upon which some magical sigils 
  have been engraved. When the possessor utters the words 
  indicated by the sigils and hurls the sphere where desired (up 
  to 90 feet), the object swells in size to become as large as a 
  person’s head. The Bright Bubble then float twenty feet in the 
  air or ceiling level, whichever is lower. It emanates a soft but 
  bright illumination that spreads to a radius of 30 feet in all 
  directions, and anything with a distance of from 31 to 60 feet 
  will also be partially illuminated in light and shadow.
  QUESTIONS AND ANSWERS
  These are just some of the questions that might be asked and the 
  answers provided. You will have to improvise with other questions. 
  Be prepared for the players to be creative.
  Is Lord Himmel Gladesfreid still alive? Yes.
  Did the gray skinned men abduct him? Yes.
  Does this have to do with the gaunt man and the rite of blood? Yes.
  Are the gray skinned men friendly? No.
  Is the gaunt man human (ilf, dwarf, etc.)? No.
  MONSTERS AND COMBAT
  To keep things simple, most monsters and NAC (Non-Avatar 
  Characters) do not need a complete list of Abilities. Instead, just use 
  the Precision BR for all combat related Abilities. Harm still detracts 
  from Health, and Speed is used in determining Initiative as usual. 
  A kettle simmers over a low burning fire in the fireplace. The 
  contents are an eclectic mix: old moth-eaten quilts thrown over 
  haggard furniture and copper pots and kettles about the kitchen. As 
  
  16
  Lejendary Adventure
  the Avatars investigate, the owner of the cottage returns. She is an 
  old hag of a woman, tall and heavily cloaked with pasty wrinkled 
  flesh and smelling faintly of earth. Her limbs are fine and long, 
  almost spidery. Her name is Gorka, and Tamyra will immediately 
  recognize her as the woman in her dream.
  Gorka: Health 20, Precision 35, Speed 18. Possessions: see below 
  for noteworthy possessions.
  Powers:
  • Three times each day, Gorka can perform a Divination. With 
  this power, she can ascertain a “yes” or “no” answer to any one 
  question.
  • Gorka can, at will, reduce herself to a glowing wisp. In this form, 
  she can fly at three times her normal movement rate and has an 
  effective Speed BR of 27.
  • Gorka can, at will, create a magical barrier that bars the door of 
  her house. The barrier has effective armor protection of 20 and 
  80 points of Health. It can be affected by mundane items. When 
  the barrier’s Health is reduced to zero, the energy maintaining it 
  dissipates.
  Weapon   
  Harm   
  Range (ft.)  
  P Bonus 
  Staff  
    
  1-8   
   
  --  
   
  +5
  Armor    
  Protection  
  Health
  Cloth full   
  6   
   
  66
  The kettle in the fireplace contains a Dark Amoeboid that Gorka 
  has been keeping as part of an experiment. This creature will only 
  attack if disturbed. For instance, if one of the Avatars were to try 
  and stir the “broth” with a spoon. . . . If an Avatar actually touches 
  the amoebid, no Precision check is needed to determine if the 
  creature’s attack succeeds – the Harm comes automatically.
  Dark Amoebid: Health 40, Precision 50, Speed 5. Attack: An 
  amoebid of this type oozes a strong acid secretion for 1d4+8 points 
  of continuing Harm. The acid ignores armor protection and delivers 
  full and equal Harm to all objects and flesh in contact each ABC. 
  Defense: An amoebid of this type has 10 points of protection 
  against acid, cold, electricity, fire, and Harm from weapons.
  Any attempt to move the kettle in the fireplace has a 20% chance 
  of spilling the amoebid on the Avatar(s) in question. If any of the 
  flaming coals are scattered, there is a 30% chance each ABC of 
  starting a fire that will spread quickly to consume the cottage. 
  Gorka will not take the intrusion lightly, but will not be immediately 
  aggressive towards the party. She has grown used to isolation and 
  is shunned for her wicked appearance. If treated kindly and not 
  threatened, she will respond in kind. 
  The crone has no knowledge of Tamyra’s dream. She is a skilled 
  diviner and mystic and will not discount the possibility that some 
  magic was involved.
  About the “little people with bloody red faces,” Gorka can tell the 
  party that indeed a tribe of little men with gray skin, neither kobold 
  nor boggart, have long dwelt among the southern foothills. She has 
  little contact with them, but does not recall them to be friendly to 
  the likes of man or other civilized races.
  If asked, Gorka will agree to do a divination for the Avatars. She will 
  gather a sack of bones and a mat scrawled with arcane markings.
  Furthermore, if made aware of the nature of their quest, Gorka 
  will provide each Avatar with a draught of Mirana’s Health 
  Restorative. 
  If the Avatars attack Gorka, she will change to wisp form and fly 
  up the chimney to escape. While therein, she will create a magical 
  barrier sealing the doorway of her cottage.
  If killed, she will utter a curse upon the Avatars with her dying 
  breath. Each Avatar must roll a check against their Speed BR. 
  Failure indicates the curse has affected them. Avatars so cursed 
  suffer an automatic +10 penalty to all Ability checks (but not BR 
  checks). Furthermore, their first attack on any opponent will always 
  miss. An Ecclesiastic with the proper Powers can lift the curse. 
  It is beyond Hamund’s capabilities at this time. Counterpower 
  Contingency will guard against the curse as well.
  Mirana’s Health Restorative (Moderate Grade 
  Item) A liquid that, if consumed in a one-ounce draught, 
  imbues the drinker with potent energy that will either destroy 
  any active disease, infection or toxin in the body, or (if he is 
  not affected by any such dangers) supply him with from 21 to 
  40 points of lost Health. Note that Health restored thus can 
  never exceed the full normal Health BR of the individual.
  ENCOUNTER THREE: THE MASSACRE
  Twilight is nearing as the Avatars come upon the remains of Lord 
  Himmel’s hunting party. You are first alerted to the scene by the 
  smell of rot and the buzzing of flies. The corpses of seven men 
  lay amongst the foliage, covered in large black flies. They have 
  been dead for some time. The corpses have been stripped of all 
  possessions and left for the scavengers. Some appear to have been 
  partially devoured.
  A brief examination will reveal this to have indeed been Lord 
  Himmel’s hunting party. His body, and those of at least two others 
  are not amongst the dead here. The ground is littered with tracks. 
  With the confusion of battle, and with the time that has since passed, 
  it is difficult to follow many of them. A check against an Avatar’s 
  Hunt, Ranging or Scrutiny Ability should be made at a +20 penalty. 
  Success indicates they have determined the direction Lord Himmel 
  and his men were taken. True to the forester’s stories, the tracks left 
  by those captors are only half the size of a man’s footprint. There 
  were upwards of ten of these little men involved in the ambush 
  that slaughtered the hunting party. With twilight setting in, you 
  should encourage the party to make camp and establish a watch 
  order. Following the trail in the dark is not impossible for some of 
  the Avatars, but it is still more difficult. The human Avatars will be 
  at a +50 penalty to their relevant Ability checks at night, while the 
  dwarf and ilf will only suffer a +10 penalty.
  
  17
  Quick Start Rules
  ENCOUNTER FOUR: 
  PREDATOR IN THE NIGHT
  This encounter occurs whether the heroes are camped for the 
  evening or roaming through the forest at night. If camped, roll 
  randomly to determine which watch the encounter occurs upon.
  Panther (1): Health 35, Precision 45, Speed 19. Attack: A panther 
  will strike with a paw rake for 1d8+1d3+2* Harm, and can bite for 
  1-20 Harm. Defense: A panther has 7 points of armor due to speed 
  and dodging.
  ENCOUNTER Five: 
  AMBUSH
  Read the following aloud to the players: The new day dawns to 
  find you hot on the trail of Lord Himmel’s captors. You have long 
  passed the nadir of the valley and now find yourself on an uphill 
  course. With captives in tow, the tracks become increasingly easier 
  to follow. Ahead of you, above the treeline, you can clearly see 
  the foothills of the Olpian Mountains looming beyond. At this 
  point, you should secretly make checks against the Avatars’ Hunt, 
  Ranging and Scrutiny Abilities. If any of these succeed, that Avatar 
  will not be surprised with what lies ahead.
  A band of trollkin are waiting in ambush for them. Trollkin are 
  small, slate-skinned humanoids, standing around 3-1/2 feet tall with 
  bullet-shaped heads. Cranial hair grows in a straight shock atop the 
  point of the head. These trollkin wear a red mask of paint over their 
  faces, giving them an almost demonic visage.
  PERCEPTION CHECKS
  There are a variety of Abilities that may be used to observe and 
  notice things out of the ordinary. Foremost among these is Scrutiny. 
  In the forest setting of this adventure, Hunting or Ranging may also 
  be used. If the Avatar does not possess an appropriate Ability, a 
  check against Speed may be made.
   
    
   
   
  Evaluation is used primarily in the observation of people and to 
  assess quality of construction or the value of an object, not the 
  Avatar’s environment. It should therefore not be used as a full-time 
  substitute for Scrutiny.
   
   
  Cave trollkin (12): Health 25, Precision 25, Speed 10. 
  Weapon   
   
  Harm  
  Range (ft.)  
  P Bonus
  Lasso*    
   
  1  
   
  30/3’  
   
  --
  Weighted 
    Throwing Net**  
  1  
   
  10/4’  
   
  --
  Rock Thrower*** 
  1-20  
  5/75/150  
  --
  Belt Axe   
   
  2-20/3-20  
  --/30  
   
  +10/--
  * Target suffers only 1 point of Health loss but is immobilized for 
  as long as the lasso remains in place – until it is cut free of the 
  individual using the lasso is killed.
  ** Target suffers only 1 point of Health loss but is immobilized for 
  as long as the net remains in place.
  *** Rock-throwers are billets with a cup, similar to a short lacrosse 
  stick, which can launch a goose-egg sized stone up to 150 yards
  Armor    
  Protection  
  Health
  Leather half 
  6   
   
  80
  Buckler    
  6 (v. 1 op)  
  100
  The trollkin will attack without mercy. Their aim is to capture as 
  many of the Avatars as possible. If all the Avatars are captured, 
  proceed to the Encounter Five and Ritual of Blood. Those who 
  manage to escape will have to track the trollkin to their lair and 
  penetrate it on their own to rescue their companions. If their 
  numbers are reduced to three or less, the remaining trollkin will 
  attempt to flee.
  Possessions: Lasso and belt axe (x6), weighted throwing nets and 
  rock throwers (x6), small shields, leather half armor, 30 feet of 
  hemp rope, $30 (30 copper coins) each.
  ENCOUNTER SIX: 
  THE TROLLKIN DEN
  The devilish trollkins’ trail leads to a small cave in the foothills on 
  the southern end of the valley. The arch of the cave is marked with 
  strange, wicked totems and seems to give off an aura of malaise.
  The caves are unlit. With the exception of Dralrof, all Avatars will 
  find themselves cramped by the ceiling’s five foot height, forcing 
  them to stoop as they make their way through the rough, winding 
  passages. The walls are decorated with primitive art, depicting vile 
  deeds: murder, devilry, and the consumption of human flesh. One of 
  the images depicts several red-faced trollkin bowing before a taller, 
  red-faced man.
  This encounter is divided into parts, each describing a section of the 
  trollkin cavern according to the map.
  Collapsing Trap
  This passage leads to a dead end. The trollkin have rigged it to 
  collapse. A tripwire, mid-way down the hall, will set the collapse 
  in motion. A successful Scrutiny or Ranging check will spot the 
  tripwire, but only if that Avatar is in the lead. Otherwise, any Avatar 
  that does not notice the trap has a 9 in 10 chance of triggering it.
  Once activated, each Avatar must make a check against their Speed 
  BR, modified by their order of procession. The last Avatar in line, 
  closest to the opening of the passage, makes her check at 4 times her 
  Speed BR. Thereafter, each makes it at one level less, the one who 
  activated the trap making it with no modifier. Any unfortunate soul 
  who fails this check is caught in the collapse and is lost.
  Triggering the trap will alert the Trollkin, who will arrive in mass to 
  deal with the intruders in three minutes time.
  The Perch
  At this point of the cavern is a shelf, providing a lofty vantage point 
  for six trollkin guards. They will immediately attack intruders that 
  reach this point, leaping into melee, hooting and howling in alarm. 
  Their cries will bring other Trollkin warriors in three minutes.
  Cave trollkin (6): Health 25, Precision 25, Speed 10. 
  Weapon   
  Harm   
  Range (ft.)  
  P Bonus
  Rock Thrower* 1-20  
   
  25/75/150  
  --
  Javelin    
  1-20  
   
  30/75/150  
  --
  Club  
    
  1-20  
   
  --  
   
  --
  Knife  
    
  1-20  
   
  --  
   
  --
  
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  Lejendary Adventure
  * Rock-throwers are billets with a cup, similar to a short lacrosse 
  stick, which can launch a goose-egg sized stone up to 150 yards
  Armor    
  Protection  
  Health
  Leather half 
  6   
   
  80
  Buckler    
  6 (v. 1 op)  
  100
  Possessions: rock thrower and knife (x2), 3 javelins and knife (x2), 
  club and knife (x2), small shields, leather half armor, $30 in coins.
  The Common Chamber
  This large, double chambered cavern serves as sleeping area 
  and den for the trollkins. Mats of straw and similar materials are 
  scattered about the room, along with misplaced bones, totems, and 
  (10%) a copper coin (15 in all).
  The Spaewife’s Den
  The arch of this cavern is carved and painted with profane images 
  of reverence. It is quite obviously the dwelling of a witch-doctor or 
  shaman of some sort. The contents of the cavern are fine compared 
  to the Common Chamber. The Spaewife sleeps atop a comfortable 
  pile of moldy blankets and bedrolls (perhaps those once used by 
  Lord Himmel’s party). The walls are decorated with a myriad of 
  images. Along the far eastern wall is an altar fashioned of bones, 
  human and animal.
  About the base of the altar lay the spaewife’s treasures: $3,000 (in 
  a variety of gold, silver and copper coins), $4,000 in loose gems 
  and crystals, an Eye of Otherworlds and a draught of Vurmund’s 
  Wormseye Hydromel.
  The altar conceals a secret passage that leads up, out of the confines 
  of these caverns. The passage is actually only 2 inches in diameter, 
  leading into a cone-shaped passage that widens to five feet after 
  some 30 feet. If her life is threatened, the spaewife will attempt to 
  use this passage as a means of escape, consuming the draught to 
  do so.
  Eye of Otherworlds (Low Moderate Grade Item) 
  A one-inch diameter, roughly spherical silver object with two 
  smoky lenses imbedded into the surface on opposite sides. 
  When peering through the lenses in the direction of any 
  non-material creature or otherwise invisible object within 60 
  feet distance, the viewer can see it clearly. The field of view 
  is wideangled, covering 60 degrees, so it requires only six 
  separate sightings to view a full 360 degree circle.
  Vurmund’s Wormseye Hydromel (Moderate 
  Grade Item) A liquid that if consumed in a one-ounce 
  draught causes the drinker to diminish in height and weight 
  to five percent of normal. All items that are normally worn 
  and carried in hand are also affected by this Power, so that 
  equipment, weapons, etc., are shrunken proportionately. The 
  affected individual has full normal Health but no attacks with 
  hands, feet, or hand-held weapons are possible against things 
  larger than about five times his size.
  Extraordinary capacities remain unaffected. Movement 
  speed is only halved while so miniaturized, but action speed is 
  double normal base. The effect lasts one hour.
  ENCOUNTER SEVEN: 
  THE RITUAL OF BLOOD
  As the Avatars emerge into the Ritual Room, read the following 
  aloud to the players: This chamber is cavernous as compared to the 
  rest of the caves. Here, the ceiling rises up to height of nearly 20 
  feet.
  Kneeling in a ring around a hole cut in the stone floor are over a 
  dozen trollkin. Their chants echo throughout the chamber. At the 
  eastern edge of the well stands a monolith of stone, sculpted crudely 
  with the image of a large spider atop its seven foot height. Candles 
  set into it illuminate the ritual. Circling the well dances a witch 
  woman, decorated in bones, jewels and talismans and wielding a 
  wicked dagger. She uses this blade to cut and slice the three naked 
  unconscious forms that hang suspended from chains above the pit. 
  In a shock of horror, you realize Lord Himmel is amongst them.
  If any of the Avatars were captured in Encounter Four, they will 
  also be suspended here. Otherwise, these will be men from Lord 
  Himmel’s party. Himmel is clinging to life by a thread, as the 
  trollkin spaewife cuts him, his blood pouring freely into the pit. If 
  the ritual is interrupted, the trollkin will not hesitate to attack!
  Cave trollkin (15): Health 25, Precision 25, Speed 10.
  Weapon   
   
  Harm  
  Range (ft.)  
  P Bonus
  Javelin    
   
  1-20  
  30/75/150 
  --
  Knife 
    
   
  1-20  
  -- 
   
  --
  Armor    
   
  Protection  Health
  Leather half  
   
  6  
   
  80
  Buckler    
   
  6 (v. 1 op)
  Possessions: rock thrower and knife (x5), 3 javelins and knife (x5), 
  club and knife (x5), small shields, leather half armor, $30 in coins.
  Trollkin Spaewife: Health 30, Precision 35, Speed 15. Powers: A 
  spaewife can use special powers, one per ABC, at will:
  • A glare to cause a single subject to act at half normal speed when 
  watched.
  • A stare that can deliver 3-5 points of Harm, regardless of armor, to 
  a single subject (Speed check negates)
  Possessions: Cloth half armor, dagger, jeweled necklace ($5,000), 
  jeweled anklet ($1,000), emerald ring ($2,000), one Very Minimal 
  and one Low Moderate Extraordinary Items
  Weapon   
  Harm   
  Range (ft.)  
  P Bonus
  Short Dagger 
  1-20/1-20  
  --/40  
   
  +5/--
  Armor    
  Protection  
  Health
  Cloth half   
  3   
   
  44
  The chains binding Lord Himmel and his companions (perhaps 
  a few of the Avatars) are thick and heavy, but the locks are not 
  of the finest quality. A check against the Mechanics Ability or, 
  alternatively, a check against the Precision BR at a +30 penalty will 
  suffice to break the lock and free the captives.
  If rescued, Lord Himmel and any of his surviving men will tell the 
  Avatars they were to be sacrificed to the trollkins’ god that dwells in 
  
  19
  Quick Start Rules
  the pit. Their injuries are extensive and their care has not been good. 
  Even with extraordinary healing, they will not be capable of combat 
  for at least some time.
  ENCOUNTER EIGHT: 
  THE WELL
  In examining the well, read the following aloud to the players: 
  Beyond the pit lies a black cavern. The smell of foulness and decay 
  rise from it. In the shadows, you think you might hear the barest 
  hint of laughter. It is a drop of 30 feet from the ritual cavern into 
  the well below.
  The pit is home to the gaunt man – a demon whom the trollkin 
  worship as a god. It has corrupted these savage people wholly 
  and now uses them to capture fresh prey to sate its hunger. It will 
  watch from the darkness of the cave should the Avatars invade its 
  domain. At first, it will approach them in its human guise. It will 
  seek to draw close to the Avatars, discerning their strengths and 
  weaknesses before attacking. If Hamund is still with the party, he 
  will be the demon’s first target. The demon will use its abilities to 
  its best advantage, shape-shifting into its bestial form to attack, and 
  materializing and dematerializing to confuse the party. It will use its 
  possession ability only as a last resort, masquerade as that Avatar to 
  escape destruction!
  Demon (1): Health 100, Precision 66, Speed 13. Attacks: A 
  minor demon can strike with its claws, inflicting 1d4+19 points of 
  Harm that disregards all protection. It will then seize and hold the 
  opponent motionless – unless the victim succeeds in an avoidance 
  roll (+13 penalty to roll) against Speed x4 – for a biting attack the 
  following ABC. That attack delivers 1d3+2 points of Harm and 
  Venom for 1d4+16 Harm, both ignoring all protection.
  Powers:
  • A demon can shape-shift in 1 ABC to the form of a normal-
  appearing human or an unnatural, 80-inch diameter spider. The 
  demon will have the attack capacity of the form assumed, including 
  weapons use in human form, but retaining its Extraordinary armor 
  protection.
  • A minor demon can, at will, dematerialize or materialize in one 
  ABC.
  • A minor demon can, while in non-material form, expend 13 points 
  of Health (as if sustained Harm), and possess the body of any 
  person then touched. This succeeds on a roll of 33% or less – with 
  a penalty equal to the subject’s Speed if the target is intelligent. If 
  successful, only Hamund can evict the possessing spirit with his 
  Dismiss Influence Activation. When evicted, the demon instantly 
  returns to its own realm. Defense: A minor demon has 14 points of 
  armor protection against material attacks, so Harm inflicted must 
  generally accrue through Extraordinary attacks, including Harm 
  added by Extraordinary weapons and Activations. The touch of a 
  sanctified devotional object inflicts 1-2 Harm despite the evil force 
  otherwise protecting the creature.
  COMPLETING THE ADVENTURE
  Demon and rescue of Lord Himmel, the Avatars’ tas Merits, the 
  Lejend Master should give each Avatar 50 more Merits for dealing 
  with the demon, with a special prize of 100 Merits for the Avatar 
  mostresponsible for success in this encounter.
  
SOURCE: textdata/thevault/Gary Gygax's Lejendary Adventure/Lejendary Adventure Quick Start Rules.pdf