Subject: Yet Another Silly Title, Volume 6, Number 9 RQDIGESTV06N09 First Distribution: July 6, 1991 This issue: Escape from Quackford John H. Castellucci ====================================================================== ESCAPE FROM QUACKFORD A RuneQuest II Scenario (C) 1991 John H. Castellucci (firstname.lastname@example.org) INTRODUCTION This scenario is set in the Gloranthan Kindom of Sartar sometime after the Lunar Invasion and sack of Boldhome, but before the Crimson Bat arrives in Prax. It is designed for experienced Initiate characters accompanied by one or two low level Rune Level characters. This adventure is set up to allow characters from several different temples to team up together for a mission that is another small blow against the Lunar conquest of Sartar. The referee is assumed to have access to the Apple Lane Scenario Pack as it provides the setting as well as essential background for a great deal of this adventure. The Judges Guild scenarios Duck Pond and Legendary Duck Tower can also be worked in as part of an existing campaign revolving around this portion of Sartar and continuing the vein of Duck adventures. As ever, FOES is also very useful for modifying and adding encounters on the fly. Referees should feel free to modify the encounters to suit their own campaigns. I used this as an early part of my Sartar Campaign. The referee should give life to the personalities herein to fit their campaigns. I had Flatulus as a fat slob who could change his mind on a whim, Ugla Khan is frustrated at everything, Gar is cunning and crafty - he'd sell his own mother for a sack of bolgs, and Bolgor is the school bully type who'd steal your lunch money! SCHEDULE OF EVENTS I. The Mission II. Bear Hunt at the Dew Drop Inn III. Apple Lane, Flatulus Maximus the tax collector and Quackjohn IV. Broos at Black Altar. V. Dinosaurs at the Creek VI. Refugees at Quackford VII. Tuskers Eat Ducks, Don't They? VIII. Delecti Detour IX. Lunch at Larnaste's Table X. Return to Apple Lane THE MISSION Word has reached your temple of a small band of Ducks that have holed up at the abandoned village of Quackford on the Creek in central Sartar. Fear abounds that the Lunars will hear of them and try to carry out the death sentence that has been pronounced on all Ducks in Dragon Pass by Lunar Governor General Fazzur Wideread. A band of adventurers is being formed by a coalition of temples to escort the Ducks from Quackford to Apple Lane, thereby thwarting the Empire in its attempt to tighten its grip on the hill people. From Apple Lane the Ducks will be smuggled into Holy Country. The characters are to proceed to Apple Lane at once and meet up with the Orlanthi Duck warrior Quackjohn, who will be their guide over the Elder Hills to Quackford. From Quackford the party is to return to Apple Lane with the refugee Ducks, which will complete their part of the adventure. There is no set time table, but some haste is necessary as the Lunar government could get wind of the Ducks at any time. In reward for their efforts, the characters will be granted free training at any temple that is involved with this mission. It is up to the Referee to decide how much training is appropriate for the characters as well as any other bonus that their temples will bestow upon them. The characters will also gain a more favorable reaction from Ducks that they encounter in the future (treat as +2 Charisma) as the word of their deeds spread. BEAR HUNT AT THE DEW DROP INN The Dew Drop Inn (located 25 kilometers east of Apple Lane along the trade road) is the start-off point for this adventure. This is where all the characters will gather and plan out their tactics. Role playing and character interaction is encouraged. On the day of their departure the keeper of the inn, Volmar Featherbed, will burst into the common room and hurriedly ask the characters to come outside. Once in the street they will see a crowd of people gathered around a young villager who is trying to calm an ox which has been horribly mauled. She pleads with the party to heal it. After a quick examination, a village elder will declare this to be the work of a feared chaos horror, a Jack-O-Bear! Volmar will then frantically offer the party a week's worth of food if they will track down this creature and slay it. This is a good opportunity for the party to see how well they work together. The two Jack-O-Bears have come down from the hills in search of food. They have yet to settle in a lair. They will be encountered in a dry creekbed in a small sheltered valley. They are are a mated pair, and will not abandon each other. Their favorite tactic is to have the female harmonize a victim while the male rips it to shreds! JACK-O-BEARS (female/male) R Leg (01-04) 3/5 3/6 HP: 13, 15 L Leg (05-08) 3/5 3/6 Move: 10 Abdom (09-11) 3/6 3/7 Pow: 12, 11 Chest (12) 3/6 3/7 Def: 0% R Arm (13-15) 3/4 3/5 Claw x 2 (d6+d6) 55% SR 8 L Arm (16-18) 3/4 3/5 CHAOTIC FEATURE: Harmonize SR 3 Head (19-20) 0/5 3/6 Treasure: None APPLE LANE ---------- Things are rather subdued in Apple Lane at the moment due to the presence of Flatulus Maximus, a Lunar tax collector. He and his three guards are shaking down the local populace. He is a classic example of the abuse of power. Because of his presence, Quackjohn is in hiding in the cellars of Gringle's Pawn Shop. If Flatulus finds him, he will order his soldiers to execute him on the spot. Flatulus is a balding, pot bellied son of a minor noble who thinks he's more important than he really is. He is accompanied by three Peltasts, who are experienced enough to handle themselves in a fight if one arises. The Lunars are planning on staying in town for at least another week. Flatulus has gotten wind of something, and is determined to find out what going on in this little hamlet. The characters have three main options after entering the hamlet due to the pressing needs of their mission. 1: Murder the Lunars. Flatulus is not that important, but a squad of Lunars will be sent out to investigate his disappearance if he doesn't report in at the end of the month. The investigators will track him down to Apple Lane and there is a good chance that they will find out what happened and cause the players to become labeled enemies of the Empire, with all the troubles of that status! 2: Run Flatulus out of town. The Lunars are smart enough to turn tail and run if greatly outnumbered. Flatulus will return in three weeks with a force from Furthest strong enough to capture the party, but if the players have left the Apple Lane area they will not be pursued or labeled outlaws. The Lunars will then return to the north. 3: Sneak Quackjohn out of town: The players should, through discreet hints and clues, be able to make contact with their guide and devise a plan to sneak him out of town. In any case, the players should interact with Flatulus and some of the more notable residents of Apple Lane. If the Lunars are out of the picture, the Gringle's Pawn Shop adventure can be run with the characters at this time. FLATULUS MAXIMUS R Leg (01-04) 1/3 HP: 9 L Leg (05-08) 1/3 Move: 10 Abdom (09-11) 1/3 POW: 13 Chest (12) 1/4 Def: 0% R Arm (13-15) 0/2 Dagger (1d4) SR 10 30% (8AP) L Arm (16-18) 0/2 Parry 15% Head (19-20) 0/4 Spells: Detect Gems(2), Detect Silver, Invisibility(3), Healing(2), Disruption Treasure: 2100L, Silver Belt Buckle(40L), Fancy Boots(30L) sz 11 NIOESTES, THEIUS & CATON - Lunar Peltasts R Leg (01-04) 2/6 2/3 2/4 HP: 15, 10, 12 L Leg (05-08) 2/6 2/3 2/4 Move: 8 Abdom (09-11) 3/6 3/3 3/4 POW: 11, 15, 11 Chest (12) 3/7 3/4 3/5 Def: 0%, 15%, 0% R Arm (13-15) 3/5 2/2 2/3 1H Shortsd (d6+1) SR 7 35% 40% 40% (20AP) L Arm (16-18) 3/5 2/2 2/3 Parry 15% 30% 20% Head (19-20) 4/5 4/4 4/4 Self Bow (d6+1) SR 2/9 40% 20% 35% (6AP) Small Shield Parry 50% 45% 70% (6AP) Spells: NIOESTES - Healing(3), Mobility, Bladesharp(4) THEIUS - Countermagic(3), Bladesharp(4), Spirit Shield(3), Spirit Detection CATON - Demoralize, Repair(2), Bladesharp(4) Treasure: 41L, 16CL BROOS AT BLACK ALTAR Due to the trouble with Whiteye, the notorius Troll bandit, Quackjohn has chosen to take the trail to to east of Apple Lane and avoid the feared Rainbow Mounds. The trail turns north at Redbird Fort and proceeds north through the Elder Hills and past Black Altar. Unfortunately for the travellers, there are some dark deeds happening at that hellish locale. The Broo gang leader Ugla Khan is meeting with the Ogre trader Gar Slough at the altar to discuss the trading of a Power Crystal for the granting of a Chaos Feature. Ugla's one weak spot is his lack of a powerful chaos ability, and this is a source of ridicule of him from the Broo community. The two will be alone at the altar clearing and haggling somewhat over the deal when encountered. Ugla will warn the adventures that he is the leader of a powerful gang of Broos that are just outside the clearing (they are!). He will demand 10L tribute per party member not to call them to battle. Gar remains quiet and unobtrusive (remember - he looks human!) and claims to be a poor Issaries trader being robbed by this horrible creature. If attacked, it will take the Broo gang two rounds to come to the aid of their leader. Gar will try to flee from the battle. He should be allowed to escape because he will reappear in a later encounter. The Broos are not the best tacticians, and rely mainly on the brute force of Broozilla to win battles. One or two of the Broos should escape and join Gar's band at the end of the adventure. GAR SLOUGH - Tough Ogre Trader R Leg (01-04) 2/6 HP: 17 L Leg (05-08) 2/6 Move: 8 Abdom (09-11) 2/6 POW: 16 Chest (12) 2/7 Def: 10% R Arm (13-15) 3/5 Fist (d6+d4) SR 8 90% L Arm (16-18) 3/5 Sling (d8) SR 2 30% Head (19-20) 4/6 1h Broadsword (d8+d6+1) SR 6 75% Parry 60% (20AP) Med Shield Parry 60% (12AP) Disguise 70%, Pick Pockets 80% Spells: Glamour(2), Ironhand(4), Disruption, Detect Life, Mobility Healing(4) Rune: Grant Chaos Feature (2 uses), Chaos Feature: Undetectable by means of magic Treasure: 5Wheels, 240L, 70Clacks, Gold Earring(15L), 5 Silver Rings(3L each), Fur Cape(20L), Gold Tooth (5L), Scroll (+10 to Disguise - in Sartar), Letter that will get 500L blackmail from businessman in Jonstown UGLA KHAN - Broo Leader R Leg (01-04) 3/6 HP: 16 L Leg (05-08) 3/6 Move: 9 Abdom (09-11) 3/6 POW: 17 Chest (12) 3/7 Def: 10% R Arm (13-15) 3/5 Butt (d6+d2) SR 8 55% L Arm (16-18) 3/5 Sling (d8) SR 2 30% Head (19-20) 3/6 Heavy Mace (d8+d2+2) SR 7 45% Parry 50% (20AP) Large Shield Parry 45% (16AP) Set Trap 55% Spells: Spirit Shield(2), Bludgeon(1), Spirit Binding, Farsee, Counter Magic(3), Harmonize(2), Healing(1) Bound Spirit in Mace: Pow 8, knows Disruption Treasure: Power Crystal (Holds 4 Pow), 51L FOOB, GOO-AGH, SPLITEYE & NOSTRIL - Broos R Leg (01-04) 0/6 2/5 2/7 0/5 HP: 16, 14, 18, 14 L Leg (05-08) 0/6 2/5 2/7 0/5 Move: 9 Abdom (09-11) 0/6 0/5 2/7 3/5 POW: 11, 12, 10, 11 Chest (12) 1/7 0/6 2/8 3/6 Def: 0%, 0%, 5%, 0% R Arm (13-15) 6/20 0/4 0/6 3/4 Butt (d6+d2) SR 9 35% 40% 45% 70% L Arm (16-18) 0/5 0/4 0/6 3/4 Rocks (d4) SR 3 20% 25% 40% 60% Head (19-20) 0/6 1/5 2/7 4/5 FOOB: Claw (1d8) SR 9 60% Parry 20% (20AP) Right hand is giant crab claw Carries the Shakes GOO-AGH: Club (1d6) SR 7 45% Parry 40% (8AP) SPLITEYE: Small Shield Parry 40% (6AP), Detect Detection, Capable of Leaping 10m NOSTRIL: 1h Short Spear (d6+d4+1) SR 5 45% Parry 45% (15AP) Befuddle(2) Reflects 1 and 2 point spells back at caster Treasure: 88Clacks BROOZILLA - Broo/Chaos Horror R Leg (01-04) 10/9 HP: 25 L Leg (05-08) 10/9 Move: 12 Abdom (09-11) 10/9 POW: 14 Chest (12) 10/10 Def: -10% R Arm (13-15) 10/8 Butt (d6+2d6) SR 8 35% L Arm (16-18) 10/8 Rocks (d8) SR 4 35% Head (19-20) 10/9 Fist (d4+d6) SR 7 55% Chaos Features: Siz x 2 (28) Breathes Fire d6 times a day 3d10 at one target 3m range Looks very dangerous 10 pt skin Treasure: None DINOSAURS AT THE CREEK As the party comes down out of the Elder Hills and into the valley of the Creek, they then turn east and proceed down the bank toward Quackford. Along the way they come across a couple of hostile dinosaurs just to ruin their day. Remember that dinosaurs are not really dinosaurs, but Dragonewts who have mutated away from the Dragon Path (see White Bear Red Moon). There is a possibility of encurring the emnity of local Dragonewts by being unnecessarily cruel or sacrilegious. They different types should not be encountered at the same time and the referee should adjust the number of encounters and creatures to suit the party. Single examples of each type are given. Any others encountered are assumed to have the same stats. The referee can also save one of the encounters for the trip back from Quackford, when the party has to protect the refugee Ducks. DEINONYCHUS - 2d4 Tail (01-02) 3/4 HP: 14 RH Leg (03-06) 3/5 Move: 12 LH Leg (07-10) 3/5 POW: 7 Abdom (11-12) 3/6 Def: 5% Chest (13-14) 3/6 Bite (1d8+1d6) SR 6 35% R Claw (15-16) 3/4 Freclaw (1d6 - grabs victim) SR 6 70% L Claw (17-18) 3/4 Hind Claw (2d6 - may slash) SR 6 80% Head (19-20) 3/5 Jump 75%, Spot Hidden 50% Treasure: None TRICERATOPS - solitary Tail (01-04) 14/12 HP: 45 RH Leg (05-08) 14/15 Move: 10 LH Leg (09-11) 14/15 POW: 11 Hind Q (07-08) 14/18 Def: 0% Fore Q (09-10) 14/18 Ram (2d10+7d6) SR 7 60% RF Leg (11-12) 14/15 Trample (14d6) SR 8 80% LR Leg (13-14) 14/15 Listen 50% Head (15-20) 28/18 Roll 10+d10 for hit location unless attack by surprise or opponent is Siz 30+ Treasure: None ANKYLOSAURYS - solitary Tail (01-03) 20/10 HP: 28 RH Leg (04-05) 16/10 Move: 6 LH Leg (06-07) 16/10 POW: 10 Hind Q (08-11) 20/12 Def: 0% Fore Q (12-15) 20/12 Tail Club (1d10+4d6) SR 7 60% RF Leg (16) 16/10 Trample (8d6) SR 7 60% LR Leg (17) 16/10 Treasure: None Head (18-19) 16/10 REFUGEES AT QUACKFORD Quackford itself is a shambles. Sometime in the recent past, a Lunar force sacked the village and the damage has never been repaired. About a quarter of the dwellings are burnt, half knocked to the ground, and the rest severely damaged. This damage was the result of the anger of the Lunar commander at finding the village abandoned at his arrival, the Ducks having fled the night before. The refugees are currently hiding in a muddy cave on the banks of the Creek. All of the ducks are hungry, dirty, and in poor health. There are 14 of them. Their only desire is to flee this place and find a place to live in peace away from the Lunar Empire. They will not be of much use in a fight because of their poor health and lack of battle training. Their leader is Quackbeard, an older Duck who has kept them alive for the last few months in the Upland Marsh. There are 2 other male ducks, 4 female ducks, and 7 Ducklings. It will take them about an hour to pack up the meager items that they have scavenged from Quackford and be ready to travel. Average Duck - non-combatant R Leg (01-05) 0/3 HP: 7 L Leg (06-07) 0/3 Move: 5 Abdom (08-11) 0/3 POW: 7 Chest (12-15) 0/4 Def: 10% R Wing (16) 0/2 Rock (1d3) SR 4 20% L Wing (17) 0/2 Club (1d4) SR 9 20% (8AP) Head (19-10) 0/3 Treasure: 5-10Clacks each TUSKERS EAT DUCKS, DON'T THEY? At the worst possible time for the adventurers, in the midst of all the confusion of trying to get the Ducks ready to travel, the toughest encounter of the scenario occurs. Bolgor Badbreath the Tusk Lord and his band have ridden forth from Ivory Plinth in quest of Duck's Blood Ale. They need to slaughter Ducks for their blood in order to make this foul (fowl!) drink in time to return to Ivory Plinth for the next Holy Day. They need at least six Ducks to make their brew. They are a seasoned unit and know how to fight together, relying strongly and the abilities of their Tuskers as well as their own combat skill. Bolgor is a foul tempered mean son of sow just spoiling for a fight. The will accept a bribe of not less than 5000L to leave without a fight, but then will lie in ambush outside of Quackford and attack the travellers as they are leaving! BOLGOR BADBREATH - TUSK LORD R Leg (01-04) 3/6 HP: 18 L Leg (05-08) 3/6 Move: 8 Abdom (05-09) 4/7 POW: 18 Chest (12) 4/7 Def: 10% R Arm (13-15) 4/6 Bite (d6+d4) SR 8 90% L Arm (16-18) 4/6 Lance (1d10+d6) SR 5 90% Parry 90% (20AP) Head (19-20) 6/7 1h Long Spear (d8+d4) SR 6 70% Parry 30% (20AP) Med Shield Parry 57% (12AP) Riding 99%, Tracking 90%, Camouflage 90%, Spot Traps 90% Spells: Irontusk(4), Detect Life, Healing(4), Xenohealing(2), Farsee, Strength(2) Rune: Shield 2, Divination 2 Bound Spirit in Armband: Int 14 Pow 12 Vigor(4), Disruption Binding, Protection(2), Befuddle Treasure: Ivory Horn (see plunder section), 187L, 43Clacks, Scroll +10% Spot Traps(in Darktongue), Iron Lance, digest/digest.06#09 Iron Armband(1000L) ROOT, His Tusker and Allied Spirit RH Leg (01-02) 4/7 HP: 23 LH Leg (03-04) 4/7 Move: 10 Abdom (05-09) 4/7 POW: 20 Chest (08-10) 4/9 Def: 0% RH Leg (11-13) 4/8 Trample (2d6+2d6) SR 8 70% LH Leg (14-16) 4/8 Gore (4d6) SR 8 85% Head (17-20) 4/7 Lance (1d10+d6) SR 5 90% Parry 90% (30AP) Spells: Invisibility(3), Disruption, Mobility, Silence, Shimmer(3), Med Shield Parry 50% (12AP) Rune: Reflection, Shield 2 Treasure: None NIK, GUT, YELLOWTUSK & BART - Tusk Riders R Leg (01-04) 3/6 4/4 4/4 2/6 HP: 16, 12, 13, 16 L Leg (05-08) 3/6 1/4 4/4 2/6 Move: 8 Abdom (05-09) 2/7 1/5 2/6 3/7 POW: 13, 8, 16, 9 Chest (12) 2/7 3/5 2/6 3/7 Def: 0%, 0%, 0%, 0% R Arm (13-15) 2/2 2/3 0/3 3/5 Med Shield Parry 15% (12AP) L Arm (16-18) 2/5 1/3 0/3 3/5 Lance (1d8+1) SR 6 25% Parry 15% (20AP) Head (19-20) 0/6 4/4 2/5 4/6 Riding 90%, Tracking 50%, Camouflage 40%, Spot Traps 50% NIK - Healing(4), Demoralize, Binding, Dispel Magic(3) GUT - Healing(2), Demoralize, Detect Gold YELLOWTUSK - Healing(2), Detect Spirit, Fanaticism(1) BART - Healing(2), Disruption, Counter Magic(2) Treasure: 22Wheels, 334L, 456Clacks Their Tuskers RH Leg (01-02) 3/6 3/5 3/7 3/6 HP: 19, 16, 22, 20 LH Leg (03-04) 3/6 3/5 3/7 3/6 Move: 10 Abdom (05-09) 3/6 3/5 3/7 3/6 POW: 8, 9, 7, 8 Chest (08-10) 3/8 3/7 3/9 3/8 Def: 0%, 0%, 0%, 0% RH Leg (11-13) 3/7 3/6 3/8 3/7 Trample (2d6+2d6) SR 8 50% LH Leg (14-16) 3/7 3/6 3/8 3/7 Gore (4d6) SR 8 75% Head (17-20) 3/6 3/5 3/6 3/6 Listen 70%, Scent 70% Treasure: None DELECTI DETOUR After the party finally is ready to set out from Quackford, Quackjohn leads them to the west towards the Upland Marsh and the shortest way back to Apple Lane. After half a day's journey, the party is forced to turn back to Quackford by the seemingly inexhaustible presence of the undead. Keep having Ghouls, Skeletons, and Zombies block their progress until they turn back the way they came. These creatures are ruled by Delecti the Necromancer from his ruined castle somewhere in the Upland Marsh. He has ordered his Undead to seal off the marsh for some unknown reason! His plans are the subject of a later adventure. Typical GHOUL R Leg (01-04) 0/3 HP: 10 L Leg (05-08) 0/3 Move: 8 Abdom (09-11) 0/4 POW: 13 Chest (12) 0/4 Def: 0% R Arm (13-15) 0/2 Bite (1d6) SR 9 25% Roll vs Con 11 or para L Arm (16-18) 0/2 Claw (1d6) SR 9 25% Head (19-20) 0/3 Howl as Demoralize spell Treasure: None Typical SKELETON R Leg (01-04) 0/1 HP: L Leg (05-08) 0/1 Move: 8 Abdom (09-11) 0/1 POW: 1 Chest (12) 0/1 Def: 0% R Arm (13-15) 0/1 Bite (1d6) SR 9 45% L Arm (16-18) 0/1 Claw (1d4) SR 9 55% Head (19-20) 0/1 Treasure: None Typical ZOMBIE R Leg (01-04) 0/5 HP: 16 L Leg (05-08) 0/5 Move: 6 Abdom (09-11) 0/6 POW: 1 Chest (12) 0/6 Def: 0% R Arm (13-15) 0/4 Bite (1d6) SR 9 45% L Arm (16-18) 0/4 Maul (2d8+1d4) SR 7 35% Head (19-20) 0/5 Treasure: None LUNCH AT LARNASTE'S TABLE Heading back up into the Elder Hills, Quackjohn decides that rather than risk another encounter at Black Altar, the party should cut across the small rise that is called larnaste's Table. Unfortunately for the adventures, Gar Slough the ogre has been following the party's progress ever since the left the Creek and climbed into the Elder Hills. He will try to ambush them as they come down the south side of the rise. With him will be any Broos still alive from the previous encounter as well as the creatures listed below. Gar will try to take captives wherever possible and take them to be sacrificed at the Altar to Cacodaemon in Snakepipe Hollow. If things look very bad for the party, they will be aided by a Spirit of Law sent by Larnaste, the Soul Arranger, to whom this area is Holy. The spirit will emit an eerie light that will modify all percentile die rolls 20% in the favor of the players. After the battle, the Spirit(if it was needed), will tell the party what is and ask them to sacrifice one point of permanent Pow each to Larnaste for his aid. This is a test. After all the characters have made a decision, those that have chosen to sacrifice will not loose Pow, but the Spirit will rip one point of permanent Pow from all who selfishly refused. HENRY & ROOLDU - Ogres R Leg (01-04) 3/6 2/5 HP: 16, 14 L Leg (05-08) 3/6 0/5 Move: 8 Abdom (09-11) 2/6 3/5 POW: 12, 12 Chest (12) 2/7 3/6 Def: 0%, 5% R Arm (13-15) 2/5 3/4 Fist (d6+d2) SR 9 40% L Arm (16-18) 2/5 3/4 Sling (d8) SR 2 30% Head (19-20) 3/6 1/5 1h Broadsword (d8+d2+1) SR 6 60% Parry 30% (20AP) Sm Shield Parry 50% (8AP) Disguise 50%, Pick Pockets 40% HENRY - Multimissile(4), Protection(4), Silence, Befuddle, Regenerates 3pts per round, Owns 2 pt Pow enhancing crystal ROOLDU - Bladesharp(4), Healing(6), Protection(2) Treasure: 340L, 118Clacks SLIMETONGUE, Spirit Possessed Dragon Snail Shell (01-08) 8/6 HP: 15 and Chaos Horror Abdom (09-14) 4/6 Move: 12! Head1 (15-17) 4/6 Pow: 25 Head2 (18-20) 4/6 Def: 0% Bite x 2 (d6+2d6) SR 7 60% Spells: Harmonize(2), Extinguish(2), Healing(1), Countermagic(4) Chaos Features: Explodes when killed 3d6 to all withing 10' Movement class 12 Stench overpowering - Con x 5 roll or pass out Regenerates 1 pt per location per round After its body is destroyed, the Spirit of Slimetongue will engage its slayer in combat! Treasure: None RETURN TO APPLE LANE The adventure concludes at Apple Lane with the party delivering the Ducks into friendly hands. From this point on it's Quackjohn's responsibility to see the surviving Ducks to sanctuary in Holy Country. Loose ends can be wrapped up here. Remember Flatulus the tax collector. If things are well with the party this is also a good place to start the Rainbow Mounds adventure. The characters are reguarded as minor local heroes and have the opportunity to enjoy the local hospitality before reporting back to their temples or embarking on new adventures. PLUNDER IVORY HORN Description A hunting horn made of a giant ivory tusk. They are usually not fancy in design, and are often yellow with age. Cults Associated - Bloody Tusk Knowledge Automatic; Cult Secret; Few History Early in the Dawn Ages, a great king arose among the first Half-Troll Tusk Riders, and he commanded that these horns be made for all his lieutenants. They have been passed down through the years and at least 10 are known to exist in the Dragon Pass area. Tusk Riders value these greatly and will no allow a non-Tusk Rider to own one and live. Procedure The secret of making these items has been lost to the Tusk Riders for centuries and several unsuccessful Heroquesters have tried to regain this knowledge. Powers An Ivory Horn may be blown once a week. It has the effect of Fanaticism on all forces friendly to the blower, and that of Demoralize on enemies. A Pow vs. Pow roll is still made, but against the horn's power of 18. The user is not allowed a Pow gain roll. Value About 10,000L, but Tusk Riders would prefer to kill for it and drink their victims' blood! SOME OTHER ADVENTURES IN THE SARTAR CAMPAIGN Chaos in Beasts' Valley! Orlanth's Storm Castle The Trouble with Trollkin City in a Dragon's Eye Terror of the Upland Marsh ABOUT THE AUTHOR I work as a full time computer programmer at the world's 4th largest IBM PC software developer. I've been role-playing since the late 1970's. Among my favorite RPG games are RQ, Call of Cthulhu, Villains & Vigilantes and Thieve's Guild. I'm an avid SF/Fantasy reader, collect comic books, play guitar, live right across the Bay from Chaosium HQ, and will probably turn 30 in a few years. ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. 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