Tsr09189 - IM2 The Wrath of Olympus

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Immortal Game Adventure

by Robert J. Blake

Table of Contents

Editor: Mike Breault


Cover Artist: Keith Parkinson
Interior Artist: George Barr
Cartographers: Dennis Kauth, Dave LaForce,
Dave and Diane Sutherland
Typographer: Betty Elmore
1987 TSR, Inc. All Rights Reserved. Printed in U.S.A.
DUNGEONS &DRAGONS, D&D, PRODUCTS OF YOUR
IMAGINATION and the TSR logo are trademarks owned by
TSR Inc.
Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd
Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR (UK) Ltd.

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter 1: Athenas Refuge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter 2: Earths Heart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

11

Chapter 3: Tempus Fugit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

15

Pull-out Section for DM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

.19-30

Pregenerated Player Characters . . . . . . . . . . . . . . . . . . . . . . . .


.19, 20, 29,30
21, 22, 27
Astral and Ethereal Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . .
Table 1: The Identities Statistics ................................
26
23
Table 2: The Immortals of Mount Olympus .......................
2425
TalithasPlaque . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Immortal Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
28

Chapter 4: When Legends Come to Life . . . . . . . . . . . . . . . . . . . . . . . . . .


Chapter 5: Thunder Over Olympus ..........................

34

, . . . 42

This adventure is protected under the copyright laws of the


United States of America. Any reproduction or other
unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of TSR Inc.

TSR (UK) Ltd.


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PROOUCTS OF YOUR IMAGINATIONm

ISBN 0-88038-387-9

9189

PROLOGUE
The overriding goal of all Immortals is the
preservation of the Prime Material Plane, a
tenet that is not subject to interpretation or
negotiation.
But there are some Immortals who choose
not to heed such dictates, regardless of the
logic involved. Seven such descended to the
Prime and declared themselves the Olympians, patterning themselves after the Pantheon of ancient Greece. Immortals
impersonating gods? Unheard of and, as will
be seen, the dangerous consequences of their
deed caused turmoil throughout the multiverse.
The day the impostors arrived on the
Prime, they appeared before the bewildered
populace of Corunglain, in the Republic of
Darokin. They demanded worship and tribute, claiming it as their due right. And who
could deny them, these god-like beings encased in dazzling white light and speaking
with ringing voices?
So worship was made and tribute offered.
In keeping with the roles they were assuming,
the Immortals ascended a mountain in the
Broken Lands, dubbed it Mount Olympus, and set about making it a permanent
home. The summit was sheathed in rolling
thunder and billowing clouds, through which
Zeus would occasionally hurl a thunderbolt at some hapless mortal. An enterprising
cleric was always handy to rationalize this divine retribution against the sins of the victim,
no matter how trivial or insignificant those
sins were.
The ruler of Darokin made obeisance to
the gods and consulted the oracles, seeking a
reason for this calamity and guidance as to
the best course of action. The gods remained
silent. Sure in his heart he was being tested by
his deities, he dispatched his army to drive off
the intruders. Fully 3,000 armored elite
marched off to do battle with the Gods of
Mount Olympus.
Incensed by the effrontery of these mortals, the fraudulent gods blasted the host with
all their Immortal might. The flanks of the
mountain were covered with slain warriors,
like dead leaves drifted by wintry winds. Few
lived to spread the news of the crushing defeat.
But the use of so much power on the Prime
attracted the attention of other Immortals.
Night, Hierarch of Entropy, and three Eternals of Entropy (Masauwu, Orcus, and Talitha) had long desired to hasten the
advancement of their sponsored mortals to
Immortality. To make room in the ranks of
Immortals, they sought the removal of at
least seven Immortals.
Their new Initiates would be brought

along, eventually to replace the Immortals so


removed. Since this would be a simple replacement, Night sees the project as furthering the goals of his sphere.
The dangerous tampering by the band of
renegades calling themselves gods proved a
stroke of good fortune for Entropy. They
moved speedily to incarcerate the Immortals,
but instead ofbringing them to the Hierarchs
for discipline, they made a few modifications
to Olympus. It is now apparent that Night is
intent on eliminating the Olympians directly
on the Prime.

The Imprisonment of the Gods


Demons descended on the mountain and,
with the help of a gluttonous jumper (see
page 46), erected an encircling barrier composed of Time and Air around part of the palace. Inside, the impostors found their magic
would not work, and all, save Athena, were
quickly overwhelmed. She was not within the
area enclosed by the barrier and fled, followed by Orcus and Talitha in hot pursuit.
The foolish Immortals were bound with
chains to the mountain. The metal of the
chains was unknown to them and they could
not break it. A feeling of weakness and lethargy overcame them, as if the rock to which
they were chained was sucking the power
from their bodies.
Before leaving, Talitha released a tormentor upon them, a winged fury bearing the
grinning visage of the Titan Prometheus.
The demon repeatedly attacked the Immortals, ironically visiting on the Olympians the
eternal punishment the real Zeus prescribed
for the Titan.

The Flaw in the Plan


The Immortals of Entropy made a serious
error in judgment in their haste to elevate
their mortal candidates to Immortality. The
Hierarchs ruled that open slaying of Immortals on the Prime, to be witnessed by mortal
eyes, would eventually jeopardize the replenishment of the ranks of Immortals. What
mortal would aspire to Immortality after observing such a thing, or even just hearing the
tale? Clearly, this course of action is dangerous and must be halted.. ..

Player Background
Having answered Terras summons, it is
puzzling that she now ignores your presence.
The Hierarch of the Sphere of Matter
restlessly scans the void for.. .what? Fear
not, she murmurs. In the troubles that
have befallen you. I will lend what aid is
possible. I sense you now realize the enormity of your actions, and I will protect
you if you are sincere in your repentance.
But I must know your refuge.
And then, ever so briefly, like a vague
thought, a pinpoint of light flares in the
vast expanse of blackness. Terra smiles,
then turns to you. Her features reflect the
solidity of Earth, the bloom of health, and
the lack of any expression of apology for
keeping low-ranked Immortals waiting on
her doorstep.
I desire that you put aside your personal projects for a time. An Empyreal
calling herself Athena has been chased
across the emptiness by someone or something. Though incredibly drained, she
was able to send a plea, a call for help.
Whatever pursues her is strong, totally
shielded from my probes.
Be aware that her flight is part of
strange and ultimately dangerous occurrences on the Prime. Her claim that she is
Athena is false, but she is at least showing
some repentance for her actions by making her whereabouts known to me with a
Last burst of power.
The errant Empyreal has sought sanctuary on the planet Coriopt in the Outer
Plane of Kryla. However, Kryla cannot be
reached astrally. It is necessary to first go
to the adjoining plane of Rylum to seek
the boundary with Kryla. Find this pretender and bring her to me for censure.

Notes for the


Dungeon Master
The Characters
This adventure is designed for four or five
Temporals, levels one or two. There should
be one from each sphere. There are six pregenerated characters in the Reference Section (center pull-out) who may be used to fill
out the party if you do not have enough PCs
of Immortal status in your campaign.
If five PCs are desired, an extra Immortal
of Thought could prove useful.

Prologue

Travel
The PCs will probably travel in their normal forms (physical forms are necessary to
complete all phases of the adventure) and remain visible (to keep their Anti-Magic in effect). The walking rate is 120 (40) and the
nonmagical flying rate 360 (120). Your players may choose other means, and you may
have to adjust the details of some encounters,
reactions, etc. to account for the characters
actions.

Astral and Ethereal Travel


The player characters must travel to many
planes to complete this adventure. The adventure begins on the Home Plane of Terra,
the Hierarch of the Sphere of Matter. The
first leg is another outer plane called Rylum.
From there the party may travel to yet another outer plane (Tempus in part 3) or to the
Elemental Plane of Earth (part 2).
From the Plane of Earth, the adventure
leads to either a PCs Home Plane, or to Tempus (part 3), if they have not been there yet.
The final destination is the Prime Plane.
For the purposes of this adventure, it is assumed that none of the characters have ever
visited any of the outer planes involved in this

adventure (except, of course, a PCs Home


Plane). The best means of travel in the Astral
Plane is to use astral teleport, which all Initiates learn before becoming Novice Temporals. However, the characters only have a
general knowledge of the location of the outer
planes they seek, so astral teleport will only
get them close. Some nonmagical travel is
still required.
The Astral and Ethereal Planes exhibit a
neutral bias to all spheres, thus the regeneration of Power, ability scores, and hit points all
occur at the rate of 1 point per turn.
Random encounters in the Astral and
Ethereal Planes are covered in the Pull-out
Section. You should spend some time before
the adventure to create the parties of mortal
adventurers that may be encountered. If at
all possible, these should be keyed to your
campaign (i.e., the adventuring parties are
composed of actual NPCs in your world).

Getting Started

aware that you journey to unusual and


dangerous planes of existence. Rylum is
tetraspacial, thus you may not use your

power to create magic. Those of you who


could cast spells as mortals may do so on
Rylum, but only by the mortal means of
memorization. Magic does not function
on Rylum as you might expect, therefore
the aid of a native mage might prove helpful. Other aspects of your Power and Aura
will still function.
Of greater concern is Kryla. It is a
trispace, and magic simply does not work.
Be careful, lest you be trapped there. The
impostor Athena must have used a gate
between Rylum and Kryla. Find this
gate, then guard it in some fashion to ensure your return.

Travel to Rylum
Terra provides complete directions for astral travel to Rylum. Once there, the characters are on their own.
Consult the Astral Random Encounter Table for possible encounters en route. Make
three checks (at start of travel, near the middle, and at the end).

Chapter I: Athenas Refuce


Magic Use

The Isiidi

Random Encounters on Simoom

Rylum is tetraspacial, thus only memorized magic functions here. This means that
characters who were capable of using magic
as mortals may do so in the standard way of
memorizing spells. The players of these characters should refer to the sheet that lists the
mortal characters last level and statistics before becoming an Initiate.
As stated earlier, planar access spells do not
work here, as the characters will discover if
they cast gate. Access points to planes that
bound with Rylum are physical portals created by the magic of this place.

These humanoids are the dominant race


on Simoom, but they are little known outside
Rylum since they do not have the means to
leave. Only stray references to Isiidi may be
gleaned from Immortals who have traveled
widely in the outer planes.
The fiery nature of their home plane, and
Simoom in particular, has caused the race to
evolve into creatures capable of surviving extreme heat. They are taller than humans, averaging seven feet in height. Their skin is a
thick, brownish hide equivalent to AC 0.
All Isiidi have the following innate abilities: produce fire (as the druid spell on page
15 of D&D@Companion Set Players Book,
once per turn), fire breath (as the artifact
power [page 52 of D&D Master DMs Book],
three time a day), and blasting (as the artifact
power [page 51 of D&D Master DMs Book],
once per day).
The society of the Isiidi is similar to that of
some human enclaves on the Prime. The government may best be described as a Confederacy, though relations between the states are
as fiery as the planet.
Foodstuffs are the primary commodity, the
most important of these being the grain of the
blaze plant, the staple food of the planet.
Water is very scarce on Simoom. Most
states have a few well-guarded community
wells, though these occasionally go dry, resulting in public unrest. The state of Pyros,
however, enjoys unlimited water from a massive underground lake. Pyross treasury is
well maintained by selling water to states experiencing water shortages. Water also figures prominently in all matters of diplomacy,
and is frequently a major cause of interstate
wars and intrastate power struggles.
Adventuring Isiidi are limited to the
fighter, magic-user, and thief classes. Fighters
and thieves operate as their human counterparts. The high natural Armor Class of Isiidi
forced metalsmiths to develop an alloy capable of cutting their tough hide. The weapons
carried by Isiidi are more than razor sharp;
all Isiidi fighters who face non-Isiidi receive
+ 3 to hit and + 6 to damage.
Magic-users cannot cast any spells based
on water; that knowledge is simply not available. However, they have developed firebased spells to a high art, capable of adjusting
the range and area of effect of fire ball and
similar spells to a fine degree.

Check every other turn for a random encounter. The PCs need information about
this place, so it is to be expected they will interact with the beings they meet.

The Situation
Terra was correct in that Athena used a
gate between Rylum and her chosen sanctuary, the planet Coriopt in the Plane of Kryla.
However, Athena did not cast the spell
gate. The normal planar travel spells (other
than to the Astral Plane) simply do not work
on Rylum. Having visited here before, she
knew exactly where a portal to Kryla existed.
Unfortunately for Athena, Orcus also
knew of this gate. H e is aware of another
plane adjacent to both Rylum and Kryla, a
very nasty place called Pyts. Orcus found the
door to Kryla and concealed it by piling an
entire volcano on top of it. Then he opened
one to Pyts in the same location. Orcus is trying to force anyone going to Kryla to pass
through Pyts first. Thus Orcuss followers
have ample time to enter Kryla and remove
Athena to the Prime for Nights brand of Immortal Justice.

Arrival on the Plane of Rylum


Viewed from the Astral Plane, Rylum is a
large, pinkish bubble, indicating that its
dominant element is Fire. Bias is standard
(friendly to the Sphere of Energy, neutral toward Matter and Time, hostile to Thought).
It is daylight on the planet Simoom in the
Plane of Rylum. The sun is a huge ball of
fire: very close, very bright, and very hot.
T h e PCs arrive in the middle of a dry lake
ringed by volcanoes. (Refer to the map on
Page 5.)
A wish indicates the proper direction of
travel, but it is not necessary. There are two
roads-actually
dry stream beds leading
from the extinct lake-both of which lead to
the same place. The characters may walk or
use nonmagical flying abilities for movement; gaseous form does not function.

Simoom Random Encounter Table

Book
D20 Creatures
Roll
1-6
7-12
13-17
18-19
20

Encountered
Merchant Party
l d 4 Red Dragons
l d 4 + 1 Isiidi Adventurers
l d 4 Helions
l d 6 Fire Elementals

and
Page

B28

C 40
C 40

Random Encounter Explanations


Isiidi merchant party: The group is composed of ld3 merchants guarded by 2d4 + 2
men-at-arms. The goods are carried in wagons pulled by two lizards, the equivalent of
oxen. The merchants are neutral in their attitude toward strangers, but quite willing to
answer any questions the PCs may ask.
Red dragon: AC - 1; H D 10; M V 90
(30) Flying 240 (80); AT 2 clawdl bite; D
ld8/ld8/4d8; Save F10; M L 10; Int 9; AL C
Small red dragons are quite common on
Simoom. The Isiidi are partially immune to
their breath (maximum of 10 points, save for
half damage). There are large and huge specimens, though they stay far removed from
settled areas and are so seldom seen as to be
solely a matter of legends. The small ones are
considered a nuisance.
Any red dragons encountered cannot talk
and therefore cannot use spells. They are
only interested in food and treasure, but will
not attack anyone who puts on a show of
force.
Isiidi adventurers: If more than one
group is encountered, the first is a mixed
group of fighters, magic-users, and thieves.
Their intent is to take the PCs for whatever
they can. The magic-users refuse to divulge
any information about magic use on this
plane. The thieves are surly and the fighters
openly antagonistic.
The second group is of similar makeup,
though these NPCs act very differently. The
magic-users are willing to explain how they
cast tiny fire balls, but they have no knowledge about traveling to other planes. They
suggest the PCs find a mage named Wotan,
who has always been interested in such matters.

01987 TSR, Inc. All Rights Reserved.

Chapter 1: Athenas Refuge


Helion: AC 1; H D 9; M V 90 (30); AT 1
grasp; D 2d8; Save F9; ML 9; Int 15; AL L
These are friendly creatures appearing as
rings of flame 20 feet in diameter. They move
by rolling like a hoop. They get along quite
well with Isiidi and salamanders, but detest
red dragons.
If questioned about magic and gates, they
freely tell the PCs where the portal to Kryla
is, directing them to the gate Orcus destroyed, then re-opened to Pyts (the helions
do not know of the change). If the characters
work some magic based on water, the helions
are very impressed, almost as if the PCs used
Awe Aura. The creatures are hard to get rid
of in any event and try to tag along after the
characters.
Fire Elemental: AC 5 to 2; H D 1 to 8;
M V 360 (120); AT 1; D ld2 to ld8; Save F1
to F8 (as HD); ML 9; Int 3-6; AL N
These are the clowns of Simoom. None are
known to be dangerous, but that is because
the Isiidi are totally immune to their heat.
They are the gypsies of the planet, even practicing a little thievery if the opportunity exists.

Simoom Encounters
Salamanders of a Different Color
Shortly after passing the path junction, 10
flame salamanders are seen approaching
from the northwest.
The flame salamanders of Simoom are
quite different from their counterparts on
other planes in that they can be highly intelligent. All speak the common tongue of this
planet and use first- through third-level
magic-user spells, though none that are
water-based.
Because they are intelligent, the salamanders will not attack unless the PCs attack
first. They act very much like learned men
and are very curious about where the characters came from and what they are doing on
Simoom. If asked where a magic-user could
be found, they mention Wotan by name and
give his location (see below), grossly exaggerating his prowess as a magic-user and savant.
If asked about a portal on Simoom that
might allow passage to another plane, the salamanders become more guarded. It is obvious they know something of this, but are
reluctant to reveal its location. These portals
are the exclusive province of the intelligent
salamanders on this planet and they guard
the portal locations jealously.
The PCs may want to explain that they are
on a mission of mercy in an effort to persuade
the salamanders. Aura use (Awe) will not

grant the knowledge the Y L s seek, but the


salamanders will lead the PCs to the portal.
Even while under the Aura effect, they act
troubled by what they are doing, so strong is
their resolve to keep their knowledge from
others.
Flame salamander: AC 2; H D 8; M V
120 (40); AT 2 claws/l bite; D ld4/ld4/ld8;
Save F8; M L 8; Int 3-18; AL N

Wotan the Firemage


This encounter gives the characters a
chance to enter Kryla directly, rather than
taking the door constructed by Orcus. After
traveling 20 miles, an Isiidi and six flame salamanders step from behind a small volcanic
cone.
While impressed by the characters apparent comfort in the extreme heat, the Isiidi
shows no fear. Wotan is very territorial and
boldly blocks the PCs path, arms akimbo.
The salamanders cluster about him, expectantly watching the characters. Small wisps of
smoke wreath their features. Wotans voice
crackles like flame when he speaks.
H o now. You walk the lands of Wotan,
Firemage of the Isiidi, without his permission. Your intentions and a tithe you shall
freely give to travel farther, or face his
wrath.
Aside from being a bit gruff, Wotan is very
good natured and friendly. H e willingly relates what life is like on Simoom if asked. H e
is very curious about the PCs, astutely observing they are not of this world, even if the
characters have by now disguised themselves
as Isiidi or other native creatures.
Wotan is favorably impressed if the characters perform some magic. Ice magic is best of
all, for none is known on this plane. The best
impression would be to teach Wotan an ice
spell of some sort. Some tinkering may be
needed to adapt it to this plane (base 50%
chance of success, modified by + 10% for
each subsequent attempt).
If the characters openlv state their busi-

The Dances of the Salamanders


The salamanders of Simoom have many
dances that produce magical effects. Either of
two of these may be used here. Decide on the
salamanders and Wotans attitudes toward
the PCs. If the meeting has proved unsatisfactory, the creatures perform Earthshaker. If
the encounter has been friendly, and the PCs
have given good reasons for wishing to reach
Kryla, the salamanders perform the Road of
Flame, but only after much coaxing from
Wotan.
The Earthshaker dance involves the salamanders frantically thumping the ground
with all their feet. There is a definite rhythm,
essentially creating a harmonic within the
planets crust. After two turns, a crack appears, widening rapidly in the direction of the
characters. Great qouts of flame burst
through, showering lava in a band 30 feet to
either side of the creirasse (make a Dexterity
Check for each PC, rolling 3d20-half damage if save fails, no damage if it succeeds).
The Road of Flame dance is more elegantly choreographed, if salamanders can be
called elegant. When Wotan gives the command, the salamanders refuse, a look of desperate concern on their reptilian faces. But
the Firemage is adamant.
The Road of Flame opens a corridor across
the fifth dimension, a door appearing at its
end for each boundary that exists within the
plane.
Slowly, reluctantly, the creatures join front
claws, standing on their hind legs while forming a circle around Wotan. The circle moves
clockwise, the dancers bending low then
standing tall, the circles diameter pulsing
from large to small, then large again. The
Firemage begins a keening cry, the salamanders supplying a basso counterpoint.
The dance quickens, and a ring of flame
forms within the circle. T h e fire grows
brighter, more intense. The dance ceases as
Wotan is obliterated by a sheet of white hot
fire. If the characters peer into this fire, they
see a short, flame-lined corridor. At its end
are three doors: one gray, one silver, and one
:mains
d haphstand
re into
s obvi)se loss
amanacters.
so wolad re-

-Chapter 1:

Athenas Refuge

II

here, doing whatever they can to comfort the


salamanders, perhaps even recovering Wotans remains for resurrection, or proper burial if none of the characters have raise dead.
(Raise dead magic works on Isiidi, and Wotan will indeed come back to life.)
If the characters take the Road, it is a short
walk to the doors. They are a type ofgate; the
gray door is Pyts, the brown is Kryla, and the
silver is the Astral Plane (see page 7).

The Doorway of Orcus


There is another interplanar portal available besides the Road of Flame. The characters may be directed here by helions (see
Random Encounters) or find it on their own
if the salamanders with Wotan were not convinced to perform the Road of Flame dance.
Tucked away in the mountains, amid smoking volcanic cones, a cave opens into the side
of a volcano. The heat is more intense in the
cave than outside, more than even Isiidi can
tolerate, though it poses no problems for Immortals.
A passageway leads downward on a steep
incline toward the center of the cone. The
heat builds, and the PCs should consider
some kind of fire protection if the necessary
spells are available. Anyone unprotected
takes 2d6 points of damage each round they
remain in the tunnel.
After three turns ofmovement, the passage
is almost totally blocked by rubble. Right before the debris is a grayish colored door. The
door is indeed gray, not just discolored by
ash.
If the players feel the cave-in is concealing
another door, the characters must make an
average Wisdom check ( + 30 bonus). To
move the rubble requires another Ability
Score check (Strength) with a +10 bonus.
After the rock is removed, another gray door
is revealed. This one is coated with ashbrushing it reveals the doors true, light
brown coloring.
Proceed with the appropriate section depending on which door the characters open:
the gray leads to Pyts while the brown leads to
Kryla.

The Plane of Pyts


This plane is of the Sphere of Entropy, and
the bias is hostile to all spheres except Entropy. Pyts is a pentaspace, so all powers may
be used.
Any wishes the characters make here are
not grant ed, but magic is not necessary to
open a g:tte. One is readily visible from the
entry poi1nt from Rylum (either the Road of
Flame or Orcuss Door). The portal is occasionally cibliterated, as if a veil were being
whipped 1:o and fro by the wind.
But the air is calm, and it is very dark here.
Natural f ires from several crevices provide
enough li!;ht to see two queues of humanoids
winding steadily down paths that twist
through r ocky rubble at the base of a shat+
A
,
L.3
LLllru
uuLlding.
The queues end before the gate, where
somethinc
slithers forward and wram the
lead humanoid of each queue in an audibly
slurpy embrace.
The creature is a protean that is draped
over the gate and being fed undead. Perched
nearby are two screaming demons that are
overseeing the operation.
The protean is almost ready to divide, but
that will take 30 turns and the encounter
should be resolved before then. The screaming demons assignment is to protect the protean until it has divided. They will do so by
using their control undead ability to interpose a mass of undead between the characters
and the amoeba.
The demons want to avoid fighting the
PCs, but if this is not possible they use Power
and Ability Score attacks to suck a PCs
Strength while engaging him in physical
combat.
Undead can drain levels from Immortals at
the rate of 1 H D per level drained. Such
losses can be easily recouped by using
restore. T h e undead are equivalent to
wraiths and attack in waves of 20.
Two hundred wraiths may seem an overwhelming force, but consider that at worst an
Immortal of the Sphere of Thought, by expending 112 Power Points, can turn undead
as a 24th-level cleric for three turns (30
rounds) and can turn 6d6 Hit Dice of undead
each round (average 21 Hit Dice or four
wraiths). Four Immortals can, on the average, destroy 16 wraiths each round.
This does not consider the possibility of the
characters expending an additional 12 to 96
Power Points to create a bonus to the turn of
an additional 3d6 Hit Dice (average 10 Hit
Dice or two wraiths). Even if only two of the
characters did this they could turn four more

wraiths per round on the average, thus eliminating each wave as it attacks.
Protean: AC 8; H D 30 (hp 240); M V 120
(30); AT 1; D 3d6; Save F7; M L 10; Int 2;
AL N
Two screaming demons: SP Entropy; R K
Temporal A-M 50%; AC 0; H D 20 (hp 100);
M V 120 (40) Flying 180 (60); AT 2 claws/2
talons/l bite; D ld4 each/ld8 each/ld6; Save
as Novice; M L special; AL C
200 wraiths: AC 3; H D 4; M V 120 (40)
Flying 240 (80); AT 1 ; D ld6 + energy
drain; Save F4; M L 11; Int 7; AL C

The 1

If Kryla

Bias is b r a u u a i u u l lKryla (friendly toward


Immortals of the Sphere of Matter, neutral to
Energy and Thought, hostile to Time).

Arrival
Regardless of the gate used (from Pyts or
the Road of Flame), the characters arrive on
the surface of the planet Coriopt on a narrow
stretch of beach bordering a lake. Though it
is night, the twin moons provide ample light
(slightly brighter than the full moon the players are familiar with). Whatever creatures
populate this area, none are to be seen now.
If they entered from Pyts, the PCs face a dilemma. They should be very much aware
that certain unsavory creatures may follow
them through the gate. Unfortunately, they
have no way of closing it now that they are in
Kryla.
But suddenly the problem disappears. A
protean pops through the magical portal in a
slithering charge. The gate snaps shut (closed
by one of the screaming demons) and disappears, stranding them in a place where magic
is ineffectual.
If the characters walked the Road of
Flame, that portal still exists. However, the
screaming demons on Pyts, peeking through
the gate, see the characters and prod the protean through, closing the gate behind it.
To battle the protean, the characters must
use physical means or Power attacks.

Athena
Athena has taken shelter in a small cave
near the gates. She is a handsome lady,
though obviously a warrior. Her dented armor and torn raiment indicate that her flight
from the Prime to Rylum was not without
peril and even her sanctuary isnt safe. At her
feet lies the lifeless form of a whispering demon.
She prides herself in her warrior abilities,

Chapter 1: Athenas Refuge


and feels fully capable of protecting herself.
Hearing the approach of more footsteps, she
levels her spear, still dripping with hot
demon-ichor, at the characters. Her expression is weary but defiant.

So there are more of you! Come on,


then. Your demons may have my friends,
but you will never have me!
T h e PCs should not fight Athena; after all,
they have been charged by Terra to bring her
back. And this lady doesnt seem repentant
in the least. The PCs must be extremely persuasive to get Athena to lower her guard
(consider all she has been through).
If the PCs are not persuasive enough (or if
they lose patience), then some form of unarmed combat would be best here, just
enough to overpower and disarm her.
Once this is done, the characters must convince Athena they are not demons and indeed
have been sent by Terra to aid her. She is very
distrustful, but can be persuaded by detailing
their conversation with Terra and also swearing on their honor they mean her no harm.
Once the PCs have gained Athenas trust,
she may tell the PCs the following in answer
to appropriate questions. You may want to
prompt the players to ask questions-they
should get this information now.
The band of Immortals masquerading as
gods went back to the Prime on a lark, ignoring all the admonitions they had received as
Novices. Such a hands-off attitude made no
sense to them; would it not be more expeditious for Immortals to take the course of the
Prime into their own hands to insure that
foolish mortals could not damage it?
They chose to emulate, at least in appearance and name, gods they had admired, gods
that would be respected ...and feared. The
scope of the project? To eventually control all
of the Prime.
They had expected some remonstrance
from other Immortals, especially the Hierarchs of their Spheres. They were prepared
for a summons, confident the logic of their
project would justify their actions. But they
had not foreseen such swift retribution from
fellow Immortals, and they were most surprised that Night himself would come after
them.
The palaces they had so laboriously constructed on their Mount Olympus were laid
waste by demons seemingly beyond number.
A strange, colorless barrier was erected. Suddenly the Immortals magic no longer
worked. Then came the bindings, with
chains that sapped power. And finally the

winged fury, to provide torment and entertainment while the Immortals died.
Athena was not within the area compassed
by the barrier when it was erected. Hiding
amongst the remnants of the palace, she witnessed the events described above, trying to
decide if she should flee or fight. The appearance of Orcus decided the question, and off
she flew through the planes. She had a reasonable lead, and as the chase progressed
through many planes, Orcus and another
Immortal named Talitha gave up and left her
in peace.
This explains the intentions of the maverick Immortals and the strange events on the
Prime that Terra alluded to, but it certainly
does not account for Entropys behavior.
Why has Night taken matters into his own
hands, when a crime of this magnitude is
surely a matter for all the Hierarchs?

Talithas Arrogance
When the characters are through questioning Athena, a chuckle is heard from the direction of the gate. A tall brunette strides
purposefully towards the cave mouth, and,
though carrying a double-bitted axe, shows
no intention of using it. From Athenas blanched features it is apparent that she knows
this being. Addressing the PCs she says:
I am known as Talitha. Ive no quarrel
with you, though your interests and mine
are doubtless different. I have come for
the whimpering girl, so step aside.
Thats right, Lokena. Hide behind
your friends! Tis a wonder you ever
slipped your diapers, let alone attained
the rank you have. What a fool your sponsor was. What poor taste! Come now with
me. Your shackles await, as ordered by
your Hierarch, Terra.

Talitha: SP Entropy; R K Eternal 2; PP


7,000; A-M 80%; AC -7; H D 37 (540 hp);
MV universal; AT 1 + Power or Magic; D
14d6 + special; Int 80; AL C
Lokena is Athenas real name. The
characters should not allow her to go with Talitha. They should also surmise that Terra
would never make such a pronouncement.
Talitha has no intention of fighting a superior
force, so if she cannot cajole the characters
into releasing Lokena, she will acknowledge
they have won a tactical victory.
But Talithas haughtiness knows no
bounds. In a rash act of defiance, she pulls a
hand-sized metal rectangle from a pouch and
hurls it at the characters feet.

Never let it be said that we Immortals of


Entropy do not give other spheres a sporting chance. Ponder this, striplings, and
decipher it if you can. If you are good, you
may solve the puzzle and perhaps even foil
our project. But I heartily doubt it.
Show the players the illustrations on pages
24 and 25. One side of the plaque is engraved
with the depiction of a solar system unknown
to the PCs. O n the reverse is the following.
The eater of Time lies indentured to the
night,
The feasters meal contains the wind of mortal life.
Immortals strive against chains of metal
bright
For nought; the power dies midst futile strife.
Times Times enemy, soiled breeze a cancelled thing.
The shield lies sundered, the eaters bond is
done.
Breath of the rainbow and heartearth this can
bring,
But at the end beware the night, the fire, the
evil sun.
While the characters look at the plaque Talitha regards them with a smug, leering expression.
You look perplexed. But then, Temporals usually do! If you are not up to the
task, find something more within your
grasp, like tending sheep.
But if you should to come to the Prime
to stop us, bear in mind mlord Night intends to eliminate these ruffians to make
room for his own sponsored mortals in our
ranks. Should you appear on Olympus,
you will meet your doom.
Turning to Lokena she says, You are
saved for now. But I will be watching and
waiting, Lokena, and will have you yet.
Talitha turns and heads for the gate she
opened from Pyts. It is not advisable for the
characters to follow her. Lokena argues
against such a course of action; the fight with
the whispering demon has left her very weak.
Everything seems quiet for the moment,
and the PCs may turn their attention to deciphering Talithas challenge so they have some
idea of what to do next. It is of course reasonable if they wish to return to Terra and work
on the puzzle there. If they choose this option, they must first get back to Rylum (see

Chapter 1: Athenas Refuge


Return to Rylum on page 10).

Solving the Puzzle


The puzzle is up to the PCs to decipher,
though they may be given clues if they cannot
solve it on their own.
To learn clues, the characters must make
an average Intelligence check ( + 3 0 modifier). Each character gets one check, which is
roughly only a 50% chance of success (Intelligence of 20 plus 30 = 50). Two characters
can combine their Intelligence scores to boost
this to approximately 7076, and three would
be around 90 % .
The problem facing them is that if three
characters participate in one check to be
fairly certain of success, they may only get
one clue. If this is too severe, you may allow
them to make Wisdom checks as well. Also, if
they correctly interpret part of the rhyme on
their own, you may allow them a free clue if
they get stuck later on.
It is very important that they understand
the rhyme completely before continuing the
adventure, otherwise they will not understand what they have to do. Solving puzzles is
a fun part of the game, but if your players become easily frustrated with such things, help
them along so everyone (the D M included!)
can have a good time.
The following is an explanation of each line
in Talithas poem, and you may use it as
guide when giving clues. You may use ld8 to
determine what line they get a clue for, but it
is suggested that you use this order, from
most important to least: 5-2-7-1-6-8-3-4.
Line 1: The eater of Time is a jumper
in service (indentured) to Night (Hierarch of
Entropy).
Line 2: The feasters meal is Time, the
skin of the Barrier. It contains the wind of
mortal life, Air.
Lines 3 and 4: These refer to the chained
Immortals and that their Power is being
drained despite their efforts to save themselves.
Line 5: This is the most important clue for
it tells how to break the barrier. Times
Times enemy should be read as Time is
Times enemy, indicating that two entities of
Time have opposite effects. Soiled breeze
refers to the mixture of Earth and Air. Earth
has dominance over Air, thereby canceling it.
Line 6: The barrier can be broken, and
when it is, thejumpers service is ended and it
is freed.
Line 7: Breath of the rainbow refers to
the snort of a repeater. The logic is that a repeaters repeating effect on Time coupled
with the jumping effect of a jumper essen-

tially neutralizes Time for a moment, long


enough to destroy the fabric of the barrier.
Following the Dominance Theory,
Thought should cancel Time. But a wish was
used to exempt the barrier from this law.
Heartearth refers to elemental earth,
but the key word is pure. This implies that
ordinary elemental earth is insufficient to the
task-something very special is needed.
Line 8: This dire foretelling is a warning
from Night not to meddle in his affairs.
Fire and evil sun refer to the possibly
cataclysmic effect of channeling Immortal
Power into an ordinary mountain (see Chapter 5).

Return to Rylum
The PCs must return to Rylum first in any
event. If the Road of Flame was used, that portal still exists. If they entered from Pyts, there is
no apparent way out. Lokena can lead them to
the portal through which they entered, but it is
blocked by much stone, as if a whole mountain

10

or volcano had been piled atop it.


Though magic will not work here, the PCs
still possess decent Ability Scores. Moving
the mountain requires an Ability Score check
(Strength) with a + 10 bonus.
Once back on Simoom, the characters may
wish to avoid wasting the time and Power it
would take to return to Terra. They may contact her using communication, explain the
situation, and ask permission to be off on the
quest. She will grant it if Lokena swears an
oath to go to Terra of her own free will, to
which the errant Empyreal agrees.
The players should realize that their characters cannot simply go to the Prime; some
preparations must be made to ensure their
success. Discourage them if they insist on going now. They must obtain pristine elemental earth and the snort of a repeater; these
tasks may be done in either order. The engraved star system shows where to find a repeater, but its location may require a wish, or
the aid of an Immortal of the Sphere of
Thought (who would desire a service in return, of course).

Chapter 2: Earths Heart


The Elemental Plane of Earth is in a state
of upheaval caused by the actions of Immortals on the Prime Plane. The Elemental
Rulers have called a general council to debate
the situation and decide on appropriate countermeasures.
The PCs are to collect a small quantity of
pristine elemental earth for use in the fabrication of an artifact. This is not ordinary elemental material and is only available from
one source. Considering the situation when
the characters arrive, a simple request will be
flatly, perhaps violently, refused.
The task is one of diplomacy: to convince
the council that the PCs and Hierarchs are
moving to correct the unbalance caused by
the foolish Immortals on Prime.

Entering the Elemental


Plane of Earth
The characters must cross three planar
boundaries (Rylum- or Terra-Astral, AstralEthereal, Ethereal-Earth).
Check normally for random Astral and
Ethereal encounters (see the charts in the
Pull-out Section). T h e Astral-Ethereal
boundary appears as the expected dull gray
line. Some magical means of travel @lane
travel, etc.) must be employed to cross it.
A large, rich brown bubble appears in the
grayness of the Ether, heralding the PCs arrival at the Elemental Plane of Earth. Some
form of magical entrance (gate, plane travel,
etc.) must be employed, or a simple expenditure of 50 PP, to cross the boundary.
The PCs arrive on the surface of a small asteroid near the edge of the plane, for the ether
is still very near. Some searching reveals that
it is a lifeless chunk of matter, perhaps broken
from a planet. Several large planets the hue of
freshly turned soil gleam in the starscape.
They discover that the plane is hostilely biased to all spheres except Matter when they
must regenerate Power, Hit, or Ability Score
Points.

Where to Go?
The characters know they are seeking new,
untrodden earth, but do not know where to
find such stuff; it certainly isnt here! A wish
would be appropriate at this point to locate a
likely starting point. The wish is granted.
They should be encouraged to teleport to
their destination, as other means require
greater expenditures of power than need be,
as well as several years of travel time, which
cannot be spared. Incorporeal travel is not a
viable alternative; the PCs need their forms
to complete this task. The distance is 71,672

miles, requiring 10 years of travel in gaseous


form.

Random Encounters
Check every two turns for a random encounter by rolling ld6; a 1 indicates an encounter. Then roll ld20 on the following table
to determine the creature encountered.

D20
Roll
1-8
9-12
12-15
16-18
19-20

Creatures
Encountered
ld20 Elementals
lOdlO Hordes
ld20 Krjsts
id4 Medusae
Id8 Diaboli

Book
and
Page
C40
C41
C42
C42
I37

Random Encounter Explanations


Elemental: AC 5 to - 10; H D 1 to 32; M V
360 (120); AT 1 blow; D by HD (ld2 to
10d8); Save F1 to F32 (as HD); M L 9; Int
3-18; AL N
If the characters have not assumed the
form of some native creature, all encounters
with earth elementals are hostile, given the
contentious atmosphere of the present situation. The characters should avoid actual
combat if at all possible, because if the Council is informed of violence against others of
their race, the mission is in extreme jeopardy.
If local forms are magically adopted, the
encounters still occur, but they are not necessarily hostile. The elementals answer questions, but keep coming back to the subject of
the upcoming Council. They become suspicious if the characters ask silly questions or
exhibit ignorance on subjects that any creature of this plane should know.
Horde: AC 3; H D 10 (45 hp each); M V
150 (50); AT 1 bite or special; D 2d6; Save
none; M L 12; Int 13; AL L
All horde creatures encountered are of the
same life force. The consciousness of the life
force is currently investigating the great
movement of the elementals, wondering
what this means while checking the possibility that the small settlements may have been
stripped of defenders. Always searching for
more territory, the time may be right for the
horde to expand.
The life forces bodies are gathering this information, and it does not wish to be discovered doing so. It will warn the characters
away, making threatening gestures to show it
means business.
If the characters continue on their journey
rather than force a confrontation, they notice
the hordes insect-like forms following at a
discreet distance and watching their every

11

move. This may prove unsettling, but it


poses no danger to them whatsoever.
The characters may surmise the hordes intent. If so, they can scare the bodies away by
eliminating one or more of them. The life
force does not want to attract attention to its
actions and will withdraw the other forms. If
the characters do this and report this to the
Council, it could help their cause because the
elementals view the horde as a nuisance.
Kryst: AC 2; H D 9; M V 240 (80); AT 3
spikes; D ld12/ld12/ld12; Save Elf9; M L 9;
Int 10; AL L
Any krysts encountered are on their way to
the Council. If they appear when a horde
creature is in sight, they urge the characters
to attack but will not do so themselves because of the importance of the impending
business.
They are very courteous and polite and are
interested in why the characters are visiting
here. If asked, they also discuss why all the
earth creatures are gathering. The krysts
generally oppose the closing of the vortices
(see page 13), but fear they are in the minority and their influence cannot sway the opinion of the elementals.
Medusa: AC 4; H D 8; M V 180 (60);AT
1-10; D paralysis + 2d8 per bite; Save F4;
M L 9; Int 9; AL C
These monsters simply attack, lying in
wait behind any convenient hillock or boulder. Any character hit by a tentacle must
Save vs. Power Drain to avoid the paralysis
and the subsequent bite damage.
Diabolus: AC 5 (or 0 ifparrying); H D 6-9;
M V 120 (40) Cartwheel 240 (80); AT 1
weapon/l tail + special; D ld10/ld4 + paralysis; Save = class and H D ; M L 12; Int 318; AL C
Any group of diaboli encountered is an adventuring party, similar in makeup to a human party. They have come to the elemental
plane seeking knowledge and adventure and
pose no real threat to the PCs.
It may be assumed that, while the characters may be initially repulsed by the appearance of the diaboli, this is merely an
ingrained reflex from their mortal lives. Now
that they have attained Immortality, they can
control this and in essence deal with diaboli
like any other interesting life form.
Stress the diabolis different outlook on life
whenever possible. They are fun-loving and
jovial, emphasizing the individual above all
else. Thus kryst appear silly to them, and any
comment about the need of the group seems
absurd and of no consequence.
If informed about the upcoming Council,
they are eager to go see it. While unable to
comprehend the need for a consensus of opin-

Chapter 2: Earths Heart


ion among a gathering of this size, they express a great interest to see how it is done and
express relief that they are not so mentally
fettered.

Urtson, Immortal Kryst


T h e teleport places the PCs on the surface
of a huge planet, at the rim of a massive but
narrow depression stretching toward the horizon. Other such roads score the landscape,
and all are packed with elementals on the
move, muttering in a language that recalls
the grinding of rock on rock. The tone is of
doom and upheaval.
Several towns are visible from this vantage
point. They are devoid of all life except for
herds of gorgons grazing peacefully on the
outskirts. The constructions of the normally
industrious creatures stand abandoned, as if
a n irresistible call has gone forth for the ele-

Earth Elementals
#APP
10
AC
2
HD
8
MV
360
(120)
AT
1
D
ld8
Save
F8
ML
10
Int
9
AL
N

5
-1
14

360
(120)
1
2d10
F14
11

9
N

1
4d8
F20
11
10

1
-8
27
360
(120)
1
8d8
F27
12
11

4
-4

20
360
(120)

The characters should not combat these


creatures; a fight here will be reported to the
Council and prove most damaging to the
PCs purposes ( - 6 to reaction dice).
The elementals initiate combat. If the
characters respond with physical or Power attacks, the melee is on. Aura attacks automaticallv work (the elementals fail their savinp

whirling, the kryst ticks down the slope, a


swirl of golden crystal. H e stops on the
packed area near 40 very large earth elementals, apparently rulers. Several more krysts
are also in attendance, gravitating toward
Urtson.
A hush falls over the crowd as a deep vibration gently shakes the earth, causing small
chunks of rock to fall from the plateau. Then,
10 miles distant, a form becomes visible.
Even that far away, the arms and legs of the
huge creature can be seen distinctly.
T h e vibration is now more rhythmic:
BOOOOM .....BOOOOM .....BOOOOM .
More rock falls, knocking a few unfortunate
elementals from their seats. The approaching
juggernaut can only be Land, and his demeanor is not conducive to peaceful talk and
apologies.
And so Land joins the Council. The ire in
his glance is a palpable thing, a scathing
beam of anger and defiance. Almost lost in
his grip is a terrified humanoid; beyond terror in all likelihood, for he must have counted
himselfdead when Land captured him. Land
speaks and the sound is like glaciers grating
on mountains:

I have returned from the Prime, that


place Immortals now use for their playground. It reeks of their power, and they
make sport of the older races. You will
note that the Ruler named Ground is not
with us. It is with much sadness and anger
that I tell you of his death.
I journeyed to visit Ground on the
matters we were to discuss here, but found
him gone. A wormhole had formed in his
dominion and, not desiring such a connection with the Prime (a Rulers right),
Ground walked the wormhole to its end. I
followed some distance behind.
And there, on the planet that we
named, Immortal hellions blasted
Ground as he emerged, never giving this
reasonable Ruler the chance to speak.
The smell of Power was strong, the force
such that the wormhole collapsed. Unable
to mete out proper punishment to the
murderers, I was able to grab this puny
thing to bring back for your sentence.
Lands tale at first stuns the listeners, then,
little by little, their anger is kindled until the
mountains reverberate with their shouts.
The situation is worse than Urtson described. The characters must be very careful
not to draw attention to themselvesjust now.
If the players wish to use Power for some reason, caution them that this may be noticed.

Chapter 2: Earths Heart


Any Power expenditure over 8 PP will alert
Land to the presence of Immortals.
I n an amazing show of bravery, Urtson
rolls toward Land and inspects the mortal
now lying near his feet. After touching the
man gently with one of his spikes, Urtson
asks permission to speak.
Land quiets the frenzied mob of elementals
with the wave of an earthen arm.
My Lord and Master, Provider for and
Protector of these wide lands, we all grieve at
the passing of Ground. But I perceive the
captive is mortal. Did I mishear you? Was not
Ground slain by Immortals?
That he was. What this fellow was doing
there I do not know or care. He was there,
and thats enough!
Urtson withdraws, rolling back up the
slope toward the PCs. It is obvious that
Ground was somehow slain by mortals, perhaps with an artifact if Land indeed smelled
the Power, but a blind rage is on Land and I
am sure he cannot be dissuaded from executing this unlucky fellow. Do not interfere with
what is about to happen. Perhaps when this
lust is sated, you will learn what you need to
know and can approach in safety.
Urtson rejoins the Rulers as Land raises
both arms in a call for absolute silence. My
subjects, you have heard the charge. What is
your verdict? T h e resounding cry of
Death! echoes from the palisade. And in
what manner shall this thing join his ancestors? The gathered elementals bellow an unintelligible phrase that brings a grin to Lands
features.
So be it! he rumbles. Land plunges a
massive hand into his chest, pulling out a
clump of writhing dirt. Bending almost lovingly over the condemned, he buries him in a
mound 10 feet deep.
Buried alive. A terrible death, but almost
mundane compared to the expectant, leers of
the assemblage. Suddenly an ear-splitting
screech issues from the mound, as loud as any
Immortal voice.
Great plants spring from the earthen cairn,
as if expending their entire lifespan in one
brief moment. Indeed they do die. Again the
shriek, the growth, the death. And again.
And again. Peering closely at the plants, the
PCs can see that each bears the features of the
poor soul within the mound.

The Deliberations of the Council


As the kryst surmised, the tension is relieved by the horrid, continuing execution.
The Council now convenes to discuss its
proper business, the abolition of all connections with the Prime. The shrieks from the
mound gradually weaken, then stop.
Lands manner is now very businesslike;
the fever of his rage has been slaked. After a
few hours, it is obvious what the decision will
be: to close off all vortices with the Prime for
an indeterminate time. This is potentially
more damaging to the future of Immortals
than the proposed project on the Prime begun by Lokena and her cronies. The Prime is
the only area in the multiverse where the elements exist in harmony. If the ebb and flow of
Earth is stopped, the Prime will become unbalanced, inevitably halting the rise of mortals to Immortality.
Land: SP Matter; R K Empyreal 2; PP
3,500; A-M 70; H D 32 (hp 340)
Now is the time for the characters to act.
They should be diplomatic in the extreme,
treating Land as if he were the most important being in the multiverse, with all due
courtesies and honor. They should also assume their own forms. The previous suggested restrictions on Power use are no longer
necessary.
Land will not slay them out of hand. H e
will listen to any reasonable argument as to
why the vortices should remain open, but
these must be couched in terms of the benefits
for his plane, not for the Prime or Immortals.
Such arguments should appeal to Lands
sense of pride, his station within the Plane of
Earth, and his rank among Immortals.
Though Land may appear arrogant and selfimportant, he really is an important personage, his actions affecting untold numbers of
beings in the Multiverse.
The logic of the situation says that for the
present problems on the Prime to be solved,
the PCs require pure elemental earth. If they
were playing close attention, they may have
deduced that the substance pulled from
Lands chest is the heartearth they seek. A
wish, commune, or choose best option may
be used to verify this.
If they cannot convince Land, Urtson will
step in to keep negotiations alive. In his
speech he will drop subtle hints to the PCs on
how to deal with Land (as detailed above).
H e will also suggest, if the characters have
not done so already, that perhaps the PCs
could perform a service for Land to show
their sincerity.

Land agrees that this would be acceptable,


and would do much toward mending the developing rift. He suggests a task that, if satisfactorily completed, will square all accounts
and gain the characters a sample of his heartearth.
The task is this. A natural vortex between
Earth and the Prime exists in Lands domain.
He would like it closed. Though this seems as
if he is asking the PCs to do the very thing
they wish to avoid, Land assures them he will
reestablish the vortex later (though he privately doubts that they can close it).
The Ruler strides off across the plain, in a
direction perpendicular to that from which he
approached the Council. Urtson rolls along
beside the PCs, tacitly acknowledging an affinity for these Immortals.
After a journey of five miles or so, the vortex becomes visible. A vast, loose area of
earth swirls slowly in the plain. The suction is
downward, indicating that elemental material travels to the Prime from here.
The obvious means to close off this vortex
is to cast close gate. Not only does this not
work, it opens another vortex nearby. This is
because Land has cast a carefully worded
wish that the effect of close gate be reversed.
Also, the vortex cannot be wished closed.
The structure of vortices and wormholes
resembles a tree. Usually the trunk of the tree
can be visualized as being in the elemental
plane, while the branches contact the Prime
at many locations. Closing a branch, then,
merely affects that wormhole, not the entire
vortex.
This structure is reversed in this case; the
branches are on the elemental plane and the
trunk on the Prime. Every time a gate, close
gate, or wish is cast, another wormhole is
added to the system.
Only the elemental end is thus protected.
T h e PCs must figure this out, journey
through the wormhole to the Prime, then
close the vortex there.
I t appears that Lands setup is weak in that
a close gate cast on the Prime, where Land
has little control, will destroy the vortex. But
it really is protected, in that the vortex will reopen of its own accord in a year and a day.
Anyway, the PCs cannot wait that long, so after closing the vortex, they have to cast gate
again to get back to Land and claim their
prize.

13

-________

-___l_l_______

----

---

--

Chapter 2: Earths Heart


Wormhole Encounters
The distance to the Prime is only about
three miles. Check every hour for an encounter. If the characters are traveling in
gaseous form, they reach the Prime in four
hours; if flying, they get there in seven
hours; if they are walking, they arrive in 22
hours. Flying and gaseous form are not very
feasible due to the many twists and turns in
the route.
These encounters occur only if the PCs are
walking.

DZO

Creatures
Roll Encountered
1-11 i d 6 Elementals
12
ld6 Basilisks
13-14 l d 4 Medusae
15
id6 Cockatrices
16-18 ld6 Krysts
10-20 i d 4 Giant Plasms

Book
and
Page
C40
X46
B34
x47
C42
C42

While you were away, Land chortles,


your friend Urtson informed me of what
you came here seeking. You have been
good sports, so I freely give what you so
deeply desire.
The massive hand plunges once again
into Lands chest and withdraws a clump
of dirt. Land pauses momentarily, then a
queer grin creases his face as he flings the
heartearth at you as a shower of fine soil.
Simultaneously, Urtson shouts Beware!
You are not immune to its effects!
The characters must react very quickly.
The heartearth looks like simple soil, but it is
much, much more. It feeds on rock or earth,
and flesh or plant material provides humus
for fertility. It causes immediate plant growth
from anything it touches (including Immortal forms), then rapid decay.
The characters must catch the heartearth

counter Explanations
Slemental: AC 5 to - 10; H D 1 to 32; M V
1 (120); AT 1 blow; D by H D (ld2 to
18); Save F1 to F32 (as HD); M L 9; Int
8; AL N
3asilisk: AC 4; H D 6 + 1; M V 60 (20);
1 bite/l gaze; D id10 + petrification;
re F6; M L 9; Int 2; AL N
kledusa: AC 8; H D 4; M V 90 (30); AT 1
kebite + special; D id6 + poison; Save
( + 2 vs. Spells); M L 8; Int 9; AL C
2ockatrice: AC 6; H D 5; M V 90 (30)
ing 180(60); AT 1 beak; D ld6 + petrifiion; Save F5; M L 7; Int 2; AL N
Cryst: AC 2; H D 9; M V 240 (80); AT 3
ces; D ld12/ld12/ld12; Save Elf9; M L 9 ;
10; AL L
lasm, Giant: AC -4; H D 12; M V 120
); AT 2 claws; D 3d6/3d6; Save F12; M L
Int 8; AL C
lasms enter the wormholes from the
ter, so they always have initiative on the
t round as they pop through the wall of the
rmhole.

nds Gift
Yhen the characters return to the ElemenPlane, Land is in a jovial mood. He freely
nowledges that the PCs indeed closed the
rex, but is so very pleased with himself bese they had to expend Power to open it
i n . The gathered elementals titter appre:ively at the jest, a sound like gravel clatng down a slope.

14

before it strikes them or the ground, but must


not physically touch it. Some kind of magic is
required, like force field in the shape of a
hemisphere or container of any size.
If the characters do not react in the first
round, the heartearth may strike them. Each
character must make an easy Dexterity check
( + 55 % modifier) to dodge the shower. Any
character who fails the check suffers 2d10
points of damage per round until a remove
curse or cure disease is cast.
If the heartearth falls to the ground, it is
useless. If this happens, Land grudgingly
gives them another sample, all the while
berating them for their stupidity and incompetence.
A probe used on heartearth indicates that it
contains some Immortal Power (100 PP).
The PCs do not know the amount, only that
some power is present. As Temporals can illafford a permanent expenditure of 100 PP to
make an artifact, this is just the spice needed.

ChaDter 3: TemDus Funit


The PCs need a wish or the aid of an Immortal of the Sphere of Thought (Celestial or
above) to determine what solar system is depicted on Talithas plaque. If they seek Immortal aid, that NPC will require a future
service as payment. This is not within the
scope of this adventure; make the task reasonable for the characters levels and appropriate to the Sphere of Thought. The mission
itself should be handled within your campaign either now or after this adventure is
completed.
In either case, the PCs are directed to the
Outer Plane of Tempus. It is the Home Plane
of Fugit, a Level 4 Empyreal of the Sphere of
Time. Fugit seldom strays far from Tempus,
or from the planet Eon.
He stays very busy working on his pet project: the raising of days and years.
These living creatures composed of Time are
used on new worlds as seeds for establishing a
time cycle, if none is present already.
Days resemble huge cattle and are fed on
crops of seconds and minutes, plant-like
growths capable of extracting Time from the
oceans of Eon. Several breeds of days have
been developed: sunny, windy, cloudy, etc.
There are even good days and bad days.
The fattened days are then fed to the years.
Years look like large aardvarks. They feed by
grasping the days in their claws and using
their tongues to extract the Time essence, flavored by the particular breed of day. Fugit is
careful to feed his years a balanced diet of
days, so that most turn out about the same.
Occasionally though, a maverick year gorges
too freely on a particular type of day, thus receiving more than its share of bad days,
sunny days, wet days, or whatever breed the
year liked best.
Fugit works closely with a storm giant
named Epoch. Epoch and his clan till fields of
minutes and seconds and tend great herds of
days.
Fugit has endowed the giants with the
power to cast certain spells of the Sphere of
Time. These are close gate, dispel magic, dissolve, ice wall, life drain, lower water, and
magic lock.
O n Tempus, dissolve turns 3,000 square
feet of cloud earth into normal cloud, dropping anyone standing in the area into the
ocean. The caster may choose the dimensions
of the area at the time of casting for maximum effect.

Arrival

Random Encounter Explanations

Remember to apply the appropriate Power


Point travel costs for the PCs to reach Tempus. The bias of Tempus is friendly to those of
the Sphere of Time, neutral toward Thought
and Energy, and hostile toward Matter.
Tempus appears as a long, twisting, light
green line in the Astral Plane. The characters
arrive 200 miles above the surface of a small
planet named Eon. The vista is breathtaking,
even to an Immortal. Eon is entirely covered
with water, the shimmering, greenish wetness suggesting that while here, one has all
the time in the Multiverse.
Small islands dot the surface of the limitless
ocean, though even from this height it is apparent that they are not composed of earth.
Their edges seem as tenuous as clouds and
constantly change shape.
The PCs may choose anywhere to descend
to Eons surface. Most likely they would want
to choose one of the cloud islands. Whether
by wish or random chance, start them on or
near the Isle of Epoch. If they choose to drop
into the ocean first, place them about 20 miles
off the shore of Epoch. Determine random
encounters at double the normal frequency
(see below) as long as they remain in the water.

Elemental, water: AC 5 to - 10; H D 1 to


32; MV 360 (120); AT 1; D by size; Save F1
to F32 (as HD); ML 9; Int 9; AL N
Water elementals feel right at home on
Eon. They visit here often and consider it a
delightful place to rest. For the most part they
are not hostile, but they may bat playfully at
the PCs. There is a 10% chance that they can
tell the PCs something useful about the
planet (other creatures, the cloud islands,
etc.), but they know nothing about repeaters.
Hydrax: AC 2; H D 5 to 12; MV Swimming 180 (60); AT 2 claws or special; D
ld10/ld10 or special; Save F10 to F24 (as
twice HD); ML 9; Int 9; AL L
Any hydrax encountered attack first and
talk later. No information can be gained from
these surly beasts.
Sea giant: AC 0; H D 12; MV 120 (40);
AT 1 spear or special; D 4d10 or special; Save
F12; ML 10; Int 12; AL N
Sea giants are very reclusive and protective
of their holdings. If any are encountered, it
may be assumed their lair is nearby. They
want nothing to do with the characters and
use their ability to create a moving wall of water to drive them off.
Waterdrake: AC 0; H D 6; MV 120 (40)
Flying 30 (10); AT 2 clawdl bite; D ld3/
ld3/3d10; Save MU12; ML 9; Int 10; AL N
Waterdrakes are playful and will surround
the party and try to steal something. If they
are successful, they return the item(s) and
joke rather insultingly about what easy marks
the characters are.
Dragon turtle: AC - 2; H D 30; MV 30
(10) Swimming 90 (30); AT 2 claws/l bite;
D ld8/ld8/10d6; Save F15; ML 10; Int 5;
AL C
This is trouble, pure and simple. The creature is always hungry and attacks using all its
abilities. Whether the characters fight or not
is up to them; they can easily get away.
Shark: AC 4; H D 8; MV 180(60); AT 1;
D 2d10; Save F4; ML 7; Int 2; AL N
A school of sharks is another menace easily
avoided. They attack without warning and
fight to the death once the feeding frenzy is
upon them.
Jumper: SP Time; Status Mortal; PP 5/
HD; A-M 100% (0% vs. Time magic); AC
- 7 (body) or - 2 (arms); H D 11; MV 450
(150); AT 12 (max 5/target); D 2d6 each +
special; Save as Initiate; ML 8; Int 20; AL N
These small jumpers are quite common on
Tempus. They attack silently and are always
hungry for Time. Power attacks can drive them
off; a jumper reduced to 20 Power Points or less
flees rather than risk using all its Power.

Random Encounters on Tempus


Check every other turn for a random encounter. If one is indicated, roll ld20 or ld8
(depending on the environment) to determine the creature encountered.
Ocean
D20
Roll
1-5
6-9
10-13
14-16
17-18
19-20

Creatures
Encountered
ld6 Elementals
1 Hydrax
ld20 Sea Giants
1d4 Waterdrakes
1 Dragon Turtle
ld4 Great White Sharks

Book
and
Page
C40
C41
M30
M29
C31
C36

Island
D8
Roll
1-4
5-6
7
8

Book
and
Page
I42
I48

Creatures
Encountered
ld8 Jumpers
ld4S00
1 Decade
1 Century

15

Chapter 3: Tempus Fug.it


Soo: SP Time; Status Mortal; PP 10/HD;
A-M 50%; AC -5; H D 10; M V 180 (60);
AT 1 envelop/l magical effect; D special/by
effect; Save T36; M L 10; Int 10; AL N
So0 do not necessarily attack, preferring to
strike up a conversation instead. They are definitely interested in why Immortals have
come to visit Tempus (they use probe on the
characters; even if blocked by a shield, they
know the characters are Immortal). If they
find out the PCs are looking for a repeater,
they send them to an island 100 miles from
Epochs Island. If the characters believe them
(a small chance, but it might happen if the
conversation is handled skillfully), they end
u p in the middle of eight so0 who attack. After the encounter, the characters must travel
100 miles to Epochs Island.
Decade: AC 5; H D 20; M V 90 (30); AT
1; D 4d4 + special, Trample 4d10; Save F20;
M L 9; Int 12; AL L
Decades are maverick beasts, a result of
Fugits experiments with Time. These creatures gorge on years, plus anything else that
gets in their way. They prefer to trample their
prey if possible (Save vs. Power Drain for no
damage), then return to feed on the victim.
The special damage of a decade is similar to a
jumpers except the victim is aged 10 to 40
years. This is assessed only if the decade
scores a normal melee hit with its snout. For
Immortals, the effect is a permanent loss of
Power instead of years. A Saving Throw vs.
Power Drain is allowed for half damage.
Century: AC 3; H D 40; M V 120 (40);
AT 1; D 4d6 + special, Trample 8d10; Save
F36; M L 9; Int 13; AL L
Centuries are also experimental aberrations. Their attacks are similar to decades,
but their special damage is a loss of 20-80
years for mortals or a permanent loss of 20-80
Power Points for Immortals. A Saving
Throw vs. Power Drain can halve the damage.

The Isle of Epoch


The Dayherders
This cloud island is home to a clan of
magic-using storm giants. Their purpose is to
tend great herds of days, feeding them on seconds and minutes. The days are then delivered to Fugit.
Seconds and minutes are varieties ofplants
that are grown as fodder for the days. They
are transparent and colorless, so a field of either at a quick glance looks empty.
Epoch and his brother giants shun outsiders. Indeed, strangers are seldom encountered on Eon. They guard their flocks
jealously, assuming any intruders are day
thieves.
The most feared menace is roving packs of
jumpers. They feed on the Time contained in
the days. A day may be completely drained
by a jumper and die. Most such attacks occur
at night. Fences have little effect on jumpers,
for they have learned to vault over them with
their tentacles.
T h e characters arrive on a stretch of
coastal beach. As was seen from high overhead, the shoreline does indeed move. Wherever the substance forms it has the same
solidity as earth. But when it vaporizes, there
is nothing beneath ones feet except green water. About a hundred feet inland, the cloud
seems much more stable, though there are
holes, like ponds. But the margins of the
ponds are stable, like lightly tinted green
clouds frozen in motion.
About a half mile from the beach is a herd
of several hundred odd, cattle-like animals.
They are much larger than normal bovines,
standing about 10 feet tall at the shoulder
with an overall length of 20 feet or so. They
are enclosed within a fence 20 feet high.
This group comprises many different
breeds. Their bearing and manner can best
be described in terms of weather the characters experienced on Earth in their mortal
days: cloudy, sunny, gloomy, dark, stormy,
windy, etc. Each breed is very clannish, tending to gather with those of their own kind
within the herd.
Two 24-foot-tall humanoids dressed as
farmers step from behind a hillock of cloudearth. They approach rapidly, with menacing
looks on their faces. They carry no weapons,
but they evidently mean to attack. The sky is
darkening and thunder booms in the distance.
These are Moment and Instant, two of the
islands storm giants. They are the dayherds
for this flock and think the PCs mean to steal
their days. The characters can easily escape

16

by using gaseous form, etc., but they will


gain more through interaction than running
away.
Lightning reflects off the giants bronze
skins as they pause 20 feet from the party.
You thieves have become very bold, committing your crimes now in broad timelight,
says Instant. But we are here to foil you this
time. Begone!
Moment: AC 2; H D 15 (70 hp); M V 150
(50); AT 1 + special; D 8d6 + special; Save
F15; M L 10; Int 16; AL L
Instant: AC 2; H D 15 (68 hp); M V 150
(50); AT 1 + special; D 8d6 + special; Save
F15; M L 10; Int 17; AL L
The PCs may use their Auras to influence
the storm giants. If they use Terror, Moment
and Instant flee straight to the holt (Epochs
stronghold), telling Epoch of the terrible new
threat that has invaded their island. The
characters will find the holt barred against
them.
If Awe is used, the giants must Save vs.
Spells (unmodified). If the save is made, they
proceed with their attack (see below). If they
fail, the giants stop dead in their tracks and
think of the PCs as the most superb beings
they have ever met.
T h e thunderstorm has come u p very
quickly; forked lightning streaks from cloud
to cloud-ground. The herd creatures mill
about frantically, seeking shelter of some sort
(except for those that seem to be the stormy
type of days). These have become as frolicsome as calves, thoroughly enjoying the violence of the weather
If no Aura was used, or Moment and Instant failed their saving throws, they pause
with arms uplifted to the sky, ignoring any
friendly or peaceful gestures the characters
may be making. An attack is imminent.
While thunder rattles and booms through the
cloud valleys, the entire herd goes berserk.
The giants turn at the distress calls of the
days, then head off in a loping run. The need
of the herd overrides even Immortal Aura.
Barely visible through slashing torrents of
rain are several tentacled creatures tumbling
down the sides of the surrounding hills. The
characters recognize them as jumpers.
The jumpers gather speed as they roll
down the slope. Then, bunching their tentacles beneath them at just the right moment,
they vault the fence and land amid the days.
One of the jumpers enfolds a sunny day in its
tentacles. The creature emits a piteous howl,
then becomes limp. .4s the jumper releases its
grip, the dead days form dissolves into wisps
of smoke as fleeting as Time.
Soon the giants enter the fray, hurling
lightning bolts from the thunderstorm at the

Chapter 3: Tempus Fugit


jumpers. T h e characters, of course, may join
in. It is plainly to their benefit to do so, for Instant and Moment would certainly feel less
inclined to view the PCs as low-life poachers.
The jumpers concentrate their attacks on
the days, avoiding the giants and PCs when
possible. Any jumper reduced to half its hit
points flees, using its fly ability to get over the
fence this time. (Why didnt they f l yin in the
first place? They were on a raid and did not
want to give forewarning of their approach.
Rolling over the surface of the cloud-ground
is silent, therefore enabling surprise.) This
jumper habit has never been seen before and
will be a welcome piece of knowledge for
other Immortals.
Six jumpers: PP 55 each; A-M 100% (0
vs. Time magic); AC - 7 (body)/ - 2 (arms);
H D 11 each (50 h p each); M V 450 (150);
AT 12 (max 5 per target); D 2d6 + special;
Save Initiate; M L 8 (vs. mortals) or 11; Int
21; AL N
After the jumpers have been slain or forced
to flee, Moment and Instant ask the party to
accompany them to meet their chief. Their
demeanor is haughty if the characters did not
help defeat the jumpers and they treat the
PCs like poachers caught in the act. If the
characters did help out and Aura was not
used, the atmosphere is one of camaraderie
among like-minded people who have respect
for each others battle skills. These two giants
are very fun loving and friendly once you get
to know them.

made, the cloud giants attack, throwing


chunks of condensed cloud at the characters
(treat as normal rocks). The other cloud giants and all the storm giants (except Epoch),
likewise attack on the following round.
A fight here is certainly not conducive to
friendly relations. The giants remain inside
the stronghold, content to defend themselves.
The characters can, of course, enter the holt
by any of several methods, completely bypassing any defenses. This avails them nothing. The giants surrender in the face of
superior power, but refuse to divulge any information about anything.
If the meeting with Moment and Instant
went well (the PCs helped in the jumper attack or they used Awe Aura), the storm giants
vouch that the strangers are friendly and
should be admitted within the cloud walls.
The holt is a very large, walled affair. Five
storm giants live here, as do 10 cloud giants.
All constructions are made of cloud-earth;
apparently no wood or stone is to be found on
Eon. If the characters check, they learn that
magic holds the buildings and walls together
and compresses the cloud material into a very
solid stuff akin to limestone.
The holts functions are attuned to the
agrarian purposes of its owner. Large pens,
half protected by lean-tos, line one entire
wall. Most are occupied by varying numbers
of days. Six cloud giants are busy forking fodder into the pens from transparent haystacks
of harvested seconds and minutes.

Epochs Holt

Epoch

The Gate

Moment disappears into the main house to


summon Epoch. While the characters cool
their heels in the barnyard, they have a
chance to observe the inhabitants. All the giants wear rough smocks and high boots made
of semi-transparent leather. They are
friendly but not very talkative, preferring to
answer questions with an unelaborated yes
or no.
After a short time, Epoch appears in the
doorway of the main house. H e is very tall,
even for a storm giant, as he stands a full 26
feet. In every way he is superior to the others
of his clan, and there is no denying he is their
leader.
Brushing a shock of bright yellow hair from
his eyes, he peers briefly at the characters,
taking their measure. If the PCs helped drive
off the jumpers, Epoch thanks them for their
help, though in a manner that suggests that it
was really unnecessary. (These are proud giants.)
If the characters used Awe on Moment and
Instant, Epoch is vexed. Fugit made Epoch

Refer to the map of Epochs Holt on page


18. The gate is protected by a contingency
spell that triggers the spell-like effect spell
turning. Any magical attack (spell or spelllike effect) cast by a creature other than a giant is reflected back on the caster. The trigger
point is 120 feet away from the gate, affecting
a n area in a radius of 120 feet around that
point.
The PCs could arrive here before Moment
and Instant if they use their fly or gaseous
form abilities. Two cloud giants guard the
holts gate, and respectfully ask the strangers
business while firmly denying them entrance.
T h e characters are not admitted until the two
storm giant dayherds arrive.
If the characters used Terror Aura, Moment and Instant cry an alarm when they see
the characters and the guards parleying at the
gate. If the cloud giants are under the influence of the characters Awe Aura, they get
another saving throw at + 4 . If this save is

17

immune to the effects of Immortal Aura, but


seeing it used on his people makes him anqry.
H e will still talk with the PCs, though the use
of Aura will be reported to Fugit.
Epoch explains the strange beasts and
plants if the characters ask. The leather is
made from the carcasses of days after their
time has been sucked out, but before the form
dissolves; a tricky bit of tanning, the details of
which he does not reveal. Despite its unusual
source and appearance, it functions as normal leather.
The characters are on Tempus to capture
the snort of a repeater, and it is expected they
ask Epochs advice. H e knows of the beasts
and fears them. None have been seen on the
island for some time, and he feels that Fugit
may have the creatures contained in one area
so they do not disrupt his project.
Epoch describes Fugit as a wise and kindly
man of great power, though not an Immortal.
H e gives them directions to Fugits Island
and bids them leave. They have already disturbed the routine, and the bawling of hungry days demands that all the giants resume
their work.
Epoch: AC - 6; H D 19 (106 hp); M V 150
(50); AT 1 + special; D 8d8 + special; Save
F19; M L 10; Int 18; AL L
Chrono: AC -2; H D 17 (80 hp); M V
150 (50); AT 1 + special; D 8d6 + special;
Save F17; M L 10; Int 19; AL L
Timer: AC 0; H D 16 (75 hp); M V 150
(50); AT 1 + special; D 8d6 + special; Save
F16; M L 10; Int 17; AL L
Ten cloud giants: AC 4; H D 13 (60 hp
each); M V 120 (40); AT 1 weapon; D 6d6;
Save F12; M L 10; Int 16; AL N

The Isle of
Fugit-on-Tempus
The Island Beneath
Travel to this point in the ocean must be by
flying or gaseous form, unless the characters
choose to take a dip.
Fugits Island rises majestically from the
green waves. It is quite different from Epochs in that it consists of an island above an
island. That is, there is a normal cloud island
on the surface of the ocean, but levitated 200
feet above it is another island. The space between the two is dark, as if a heavy rain is always falling there.
It must be real rain, or something that
looks like it, because many rivers and waterfalls pour off the margins of the lower cloud
into the surrounding sea. The run-off is the
same dark blue color as the area between the

I I

,?I

\ I \

Pregenerated Player Characters


Finidel
Mortal
Sphere
Status
Power Points Anti-Magic Class
Cleric
Armor Class 9
H D or Level L36
Hit Points
83
Move
120 (40)
Attack
1
Damage
See below
Save as
Cleric 36
Align
Neutral
Weapon (Skill)
War Hammer (B)
Mace (M: + 6vP)
Defense
Sling (M: + 6vP)
Defense
Special

Immortal
Time
Temporal 1
600
50

0
21
I10
TJniversal
Any
As attack mode
Temporal 1
Neutral

Damage
id6
2d4 + 4
H : - 3AC/3
P:3d4 S:d8 + 2
H: - 3AW3
Stun (s/m)

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

15
(16)
(18)
11
16
14

18/+3
171+ 2
20/+4
131 + 1

17/+2
17/R + l/A-1

Description: Finidels mortal form is that


of a human male about 50 years of age. H e is
5 9 tall and weighs 160 pounds. His eyes
are brown and his hair brown with streaks of
gray. His Immortal form is that of Finidel at
age 30, slightly leaner with no gray in his
hair.
Background: Finidel chose the path of a
Dynast and sought an Immortal sponsor
when he reached 31st level. In the midst of a
raging storm atop Mount Grimm, a Celestial
of the Sphere of Time spoke to the cleric and
accepted his petition.
H e quested after the Cap of Mala, reputed
to allow time travel. The quest was arduous
and nearly deadly on several occasions, but
Finidel persevered and succeeded. Upon his
return he struck off into the wilderness to create a new kingdom from a land of forested
hills infested with green dragons. One by one
the great lizards were slain or forced to flee
Finidels power. When all was safe, colonists
arrived in droves. A new city called the City

of the Five Hills was built as the capital of the


new kingdom.
Finidel married and sired two daughters
and a son. His kingdom thrived, and three
invasions from neighboring nations were
smashed in turn. A sorrowful occurrence was
the discovery of an assassination plot involving several of Finidels old adventuring companions. Since the evidence against them was
irrefutable, Finidel sadly signed their death
warrants to preserve his kingdom.
In the eighteenth year of Finidels reign,
his son fathered a male child. Now that the
dynasty was established, Finidel became
moody and withdrawn, sometimes not seen
for days.
After three such disappearances his mood
brightened. H e abdicated the throne to his
son, donned his old adventuring garb, and
walked off into the wilderness toward Mount
Grimm. H e passed into history on Earth, but
began a new life as an Immortal.
Personality: Finidel is given to inexplicable moodiness every now and then, the
change lasting for several days at a time. Normally he is cheerful and optimistic, a responsible individual from his years as a ruler. H e
is very tolerant of other points of view and
feels that constant change is the natural state
of the Multiverse.

Pregenerated Player Characters


Tourlain
Players Background
Mortal
Sphere
Status
Power Points Anti-Magic Class
Thief
Armor Class 9
H D o r L e v e l 33
H i t Points
82
Move
120 (40)
Attack
1
Damage
See below
Save as
Thief 33
Align
Chaotic

Immortal
Thought
Temporal 1
600
50

0
21
110
Universal
Any
As attack mode
Temporal 1
Chaotic

Weapon (Skill)
Nrml sword (B)
Bljack (S: + 2vP)
Defense

Damage
Id8
ld3 + 1
Knockout
(Save - 1)
Sht swrd (E: + 4) l d 6 + 4
H: - 2ACl2
Defense
Special
Deflect (2) Disarm
(Save + 2 )
Dagger (E: + 4) 2d4
H: - 2ACl2 Dbl dam
Defense
(19-20)

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

12
(14)
(12)
18
15
10

13/+1
161+ 2
15/+1
201 + 4
161+ 2
111R + OIA + 0

Description: Tourlains mortal form is


that of a short (5 2 tall), wiry (100 pounds)
man aged 55. The shortness is partly due to a
genetic deformity of the spine. The skin is
dark and swarthy, the eyes a secretive black.
His Immortal form is quite similar except
that its spine is straight and perfect, adding
three inches to the height.
Background: Tourlain was head of the
Thieves Guild in a major city when he felt
the call of Immortality. While climbing the
craggy slopes of Deaths Tor he failed every
test and felt sure he was unworthy of his ultimate desire. But an Empyreal of the Sphere
of Thought felt otherwise and accepted his
petition with pleasure.
Tourlain was quested to fmd the Plume of Fidias, a pen that enables its owner to write in any
language, plus summon the thoughts of any
person to be written down on paper. The quest
was successful after many years of searching.
H e then set off in search of a sword rumored to possess many destructive and tor-

turous powers. Tourlain found it in the hands


of a high-level fighter and was nearly slain.
Only by guile and wit was he able to trick the
warrior into destroying the sword.
Returning to the city of his birth, he took an
orphan girl into his care and trained her in his
profession. She rose to fame within the guild
and was unanimously named Tourlains successor when he resigned the position.
The Eternal appeared again and suggested
that for Tourlain to complete the road to Immortality, he must move a mountain. Almost
demoralized by the task, he applied himself
with renewed vigor and sought the aid of magicians and sages. Using their advice and a
few magical items, Tourlain completed the
task alone in seven years. As the last rock was
moved, he heard the Eternals voice a third
time saying, You have succeeded!
Personality: Tourlain is crafty and clever,
but is loyal to his friends and is a person one
can count on. H e attacks a problem directly,
constantly searching for a solution and ignoring temporary setbacks. H e chooses to live
away from others, disliking any regimentation in his lifestyle.

Arnelee
Immortal
Thought
Temporal 1
600
50

Mortal
Sphere
Status
Power Points
Anti-Magic
Class
Armor Class
HD o r Level
H i t Points
Move
Attack
Damage
Save as
Align

Fighter
9
36
112
120 (40)
u p to 4
See below
Fighter 36
Neutral

Weapon (Skill)
Bst swd (E: + 4vP)
Defense
Special
Spear (M: + 6vP)
Btl axe (E: + 4vP)
Defense
Special
Hnd axe (S: + 2vP)
Defense
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

0
21
110
Universal
Any
As attack mode
Temporal 1
Neutral

Damage
ld6+5
H: - 2ACl2
Deflect (1)
2d4 + 4
ld8+4
M: - 3ACl2
Delay
ld6+2
M: - 1AC11

18
(14)
(14)
14
10
10

20

18/+3
161+ 2
16/+2
161 + 2
11/+0
121R + OIA + 0

Description: Arnelee is a female warrior.


Her mortal form is that of a well-muscled
woman, 6 1 tall, 160 pounds, and 50 years
of age. She is still a very capable fighter despite her age. She wears her chestnut hair
long. Her eyes are a vivid sea blue with a
dreamy quality, though she is all business in
her actions.
Background: The daughter of well-to-do
parents, she chose an adventuring life over a
life of safety and boredom. Arnelee fell in
early with loyal companions, and they became close and life-long friends. Though
many offers came her way, Arnelee never
married.
While adventuring in a wilderness far from
her home, Arnelee met an Immortal. The
chance meeting fired her imagination and
created a drive to seek Immortality herself.
She chose the path of an Epic Hero. Her
petition was at first denied, but was later accepted, her sponsor delighted with her tenacity. She quested for the Tome of Gambia, a
magical book that contains all the knowledge
of mankind in a single volume. She rescued it
from the hands of a cleric who sought to destroy it as an evil thing.
She then sought the world over for the
Gloves of the Demon, gauntlets that change
their wearer irreversibly into a demon in the
service of Entropy. She finally found them
and destroyed them in the fires of a volcano.
As her successor in her adventuring group
she chose a young girl, like herself in many
respects. She proved a natural with bladed
weapons, and was readily received into the
group as an equal, though Arnelees friends
were saddened by her departure. Arnelee
forged a new sword, one with the ability to
tame any energy attack it touched. Her final
task was to count all the grains of sand on the
seven islands in the harbor of her home town.
This she accomplished with the aid of a clever
scale of her own devising that counted as well
as weighed. The task took 10 years, but when
it was over Arnelee was allowed to join the
Immortals.
Personality: Brisk to the point of gruffness, Arnelee can easily alienate new acquaintances until they get to know her. She is
loyal to her few true friends, and has learned
over the years to be careful before making
commitments. She is tolerant of others iftheir
actions do not interfere with her own designs.

Astral and Ethereal Encounters

Astral & Ethereal Encounter Frequency


D12 Roll

# of Encounters

1-5

Time of Encounters
Midpoint of astral travel
As 10-11, b u t a second encounter occurs while the party

is busy with any one encounter (DM's option)

Astral Encounters
DlOO Roll
01-09

Type of Encounter
Immortals

Number App
1 d6

Encounter Range
360'

Book & Page


I41

24 miles

I38

Number App
1

Encounter Range
60'

Book & Page


I3 7

2d4

1LU

CL 2

Ethereal Encounters
D20 Roll
01-04

I
i5
13

Type of Encounter
Party, Diaboli
t',asm, biant
Plasm Normal

21

a1987 TSR, Inc. All Rlghts Resewed.

Astral and Ethereal Encounters

Encounter Details (Astral and Ethereal)


Apparition: AC 0; H D 10; M V 180
(60); AT 2 claws; D 3-8/34; AP 1; Save
MU10; M L 10; Int 11; AL C ; X P 3,000
This creature is an annoyance, easily destroyed or avoided. Each round, all within
the mist it creates must save vs. Spells or be
entranced, unable to take any actions. The
phantom gets a save vs. Spells to resist clerical turning; if successful, the character producing the turn must also save vs. Spells or be
paralyzed for 2d6 rounds.

Blackball: SP Entropy; S T Temporal 5;


PP 1,000; A-M 50%; AC 10; H D 11; M V
60 (20); AT 1; D disintegrate; M L NA; Int
20; AL C ; XP 1 7 PP
The blackball is attracted by Power, and
will home in on any PC using Power for any
reason. It can easily be avoided, but it will
follow through normal planar shifts. Using
astral teleport is the only way to prevent it
from following.

Brain Collector: AC 2; HD 10; M V 180


(60); AT 1 bite or spell; D ldlO or by spell;
Save F10; M L 10; Int 11; AL C ; X P 2,500
This creature does not notice the party in
the first round of contact. If the characters
use invisibility or some other means to mask
their beings, it will cruise on by.

Draeden: SP Thought; S T Empyreal 2;


P P 3,030; A-M 9 9 % ; AC -20; H D 101;
M V 18 miles (6 miles); AT up to 40; D ldlOO
each; M L 11; Int 55; AL C; XP 756 PP
The fearsome draeden will not attack the
party. It will communicate with them, asking
them if they have recently been to the Stellar
Cluster of Goanth. Assuming the characters
plead ignorance, the draeden snorts in exasperation from all 40 of its mouths and streaks
off into the blackness of space.

Efreeti, Greater: AC -2; H D 20; M V


120 (40) Flying 360 (120); AT 2; D 3d10/
3d10; Save MU36; M L 11; Int 14; AL C ; X P
5,450
This amir is on a mission of his own, and
seems very angry, though not at the party. He
will ignore them completely as he flies on his
way. Ifthe characters stop to talk with him, he
complains that his master has asked for the
fruit of the golagola bush, a strange plant
found only on a particular planet in one of the
Outer Planes. The PCs can accompany him
if they wish, and if you wish to run a side adventure of your own devising.

Elemaster: SP Earth; S T Hierarch 2; PP


12,000; A-M 90%; AC -18; H D 42; M V
universal; AT 4; D up to 100 (each); M L special; Int 90; AL N; X P 953 PP
The Earthmaster is en route to the Plane of
Earth after conferring with Terra. If the characters have already been there (Chapter 2)
they may report to him what they saw and did
on his plane. If they have not been there as
yet, he will hint to them of the danger and tell
them they enter his plane at their own risk.

Hydrax, Immortal: SP Time; S T Temporal 3; PP 800; A-M 50%; AC - 1; H D 23;


M V universal; AT 2 claws or spell; D ld10/
id10 or as spell; M L 9; Int 20; AL L; X P 31
PP
The hydrax are seen at a distance, floating
purposefully through the stuff of the Astral
Plane. The party may avoid them if they
wish. If approached, the hydrax are angry at
having their journey interrupted. Puffed up
with their own self-importance, they may
even attack.

Immortals
Set up any Immortals you desire, definitely including any NPCs who may already
be operating in your campaign. This would
be an ideal place to tell the players of some
project that needs attention (some idea for an
adventure that you have in mind).

Nightwing: AC -8; H D 19; M V 240


(80); AT 1 + special; D id6 + 6 + special;
Save F19; M L 12; Int 16; AL C ; X P 1 PP
This gigantic bat is cruising the Astral
Plane, looking for victims. It will attack by
surprise if at all possible.

Nippers: AC 0; H D 1 (1 hp); M V 240


(80); AT 1 swarm; D 1 + special; Save F1;
M L 11; Int ?; AL N; X P 1 PP per swarm
These dangerous vermin attack a random
character if not incinerated by a fire ball as
they approach. Use the attack chart for 1 H D
creatures. The number of nippers attackins
is the hit roll number; cross index to the AC
hit. The difference hetween the AC hit and
the victims AC is the number of creatures
that hit. Each does 1 point of damage as it
burrows in and reproduces 2d10 young on
the first round and id10 more on the fifth. All
young do 1 point of damage and reach maturity in 1 turn. Also, the character must make
a Constitution check for each nipper born in
his body or permanently lose i d 4 points of
Constitution.

Notions: SP Thought; S T Initiate; PP


250; A-M 40%; AC -12; H D 25; M V 72
miles (24 miles); AT 2 thoughts; D special;
M L 9; Int 25; AL N; X P 10 PP
These are white notions, spreading
thoughts of pleasure, joy, fondness, peace,
etc. Each character may make an average Intelligence check ( + 30 modifier) to avoid the
effect; if this fails, he may make a save vs.
Spells each round, success indicating the effect has abated.
The flavors of these notions are of medium
intensity, strong enough that any character so
affected would rather float peacefully on the
Astral Plane and ignore his mission.

22

Table 2: The Immortals of Mount Olympus


Hermes

Athena

Brissard

Sphert
Status
hwer
Anti-h
Armor Class
Hit Dice

11 4

-2

-5

-4

Croaking
Demons
Entropy
Temporal 3

Winged
Fury
Entropy
Temporal 2

-1

Ability Scores/Modifiers
Str
Int

141 + 1
231 + 5

351 + 8
281 + 7

201 + 4
21/+5

201 + 4
231 + 5

191 + 4
201 + 4

Con
Char

171+2
171+ 1

251 + 3

19!+4
181 + 2

231 +5
91+0

17/+2
71-1

Zeus

Hera

Phpollo

Aphrodite

Ares

Time
EmDvred 5

Energy
Empyreal 4

Thought
Celestial 3

Energy
Temporal 4

Energy
Temporal 4

-8

-4

-1

-5

Any
1Od6

Any
7d6

Any
3d6

4d6

511 + 10
721 + 13

301 + 7
431 + 9

18/+3
241 + 6

191+4
241 + 6

33/+11

321 + IU

451 + Y

501 + 10

701 + 12

661 + 6

701 + 6

351 + 8
381 + 4

251 + 6
231 + 3

251 + 6
221+3

Sphere
Status

Armor Clar

Attacks
Damage

Con
Char

Any
12d6

23

O1987 TSR, Inc. All Rights Reserved.

Table 1: Statistics for the Mortal Forms of the Identities

AC

Balthac
9

Sinan
9

Ascalon
9

Aurum

Special

Special

-6

SDecial

2d8 + 2
Plus Special

Str

18

17

12

NA

Con
Char

17
16

17
16

14
16

NA
NA

First
Second

NA
NA

5
4

8
7

5
5

Fifth
Sixth
Seventh

NA
NA
NA

1
NA
NA

6
5
5

NA
NA
NA

Spells

Base Saving Throws


DR/Poison

26

Ethereal Encounters
'arty, Diaboli or Normal
A normal party is composed of adventurers
-om the Prime Plane and includes humans
nd demi-humans. While laborious, you
hould construct a typical party and invent
3me reason why they are adventuring in the
:thereal Plane (just exploring, journeying to
n Elemental Plane, etc.). If at all possible,
lake this group up from mortal NPCs in
our own campaign to tie this adventure and
ie characters into your world.
Diaboli are handled in much the same way.
nember that they are just as Chaotic as
st player characters are Lawful, and will
ke rude, perhaps coarse, jests if the PCs
ak of duty, mission, honor, etc. They
i n no disrespect, it's just that they cannot
Ierstand the need for rules and regulaIS, and duty and honor are virtues for
leone else.

'lasm, Giant: AC - 4 ; HD 12; M V 120'


'); AT 2; D 3d6/3d6; Save F12; M L 11;
8; AL C ; XP 1,900 each
'lasm, Normal: AC 0; H D 6; M V 120'
'); AT 2; D 2d6/2d6; Save F6; M L 9; Int
4L C ; XP 500 each
'hese creatures attack without hesitation.
1 randomly to see of which element each
eton is composed (ld4, 1 = air, 2 = water,
fire, 4 = earth). An attacking group can
If mixed types.

These creatures air: u l l l y ualllagcu U Y


magic. A punch attack delivers points of
damage equal to the Strength modif ier for
that character. A magical weapon likewise
does damage equal to its pluses. If at tacked
by a spell that would benefit it (like fire ball
cast at a fire plasm), it absorbs the energy before the attack can affect any other Dlasms in
its group and adds the number of
the attack to its own total.
This causes the creature to gro
hit points and the ability to do mor
For every 5 hit dice absorbed, it c
more points of damage per attac
spondingly, its THACO becomes Detter
grows larger (consult the monster hit r
charts and find the new H D total to de
mine the new THACO).

n u u l d s : AC -2; H D 5; M V
+ special; Save F5;
M L 112; Int 2; AL C ; X P 250 each
upecrra

__."
". _-"
150' (50'); AT 1; D 2d6

Soo: SP Time; S T Mortal; PP 100; A50%; AC - 5; H D 10; M V 180' (60') ; A T 1


envelop/l magical effect; D special/by effect;
Save Th36; M L 10; Int 10; AL N; X P I15,250
each
These so0 are cowardly and run awz~yif at
all possible. There should be no reason tn
.-~ t - tack them.
I

T h e hounds track down and attack the


party . If a character is bitten, he must save vs.
..
3pells or suffer a dimensional shift every six
hours. After four such shifts the character enI

X.
1 way for the character to preting; a magic-using nightmare
cast dimension door on the
ich stops the shifts immediately.
1 that if any character is bitten,
introauce an Immortal diabolus into the
counter to fix things up. Then you need to
lain this new wonder to the characters.
1

Spirit, Druj: AC -4; H D 14; M V 90'


0'); AT 1 or 4; D special + poison; Save
F14;ML l l ; Int 14; AL C ; XP 5,150 each
The d ni j are being summoned by Brissard,
an Emmairtal of Entropy (see Chapter 4).
They igncire the party completely and fly on
their way, Even if they are destroyed, Bris' c n r r l ran f3nd more to complete his task.
I _ _ _

_-._

Immortal Character Sheet


Player Name:

Weapons

Character Name:
Game Date Character Began Adventuring:

Weapon (Skill)

Game Date Character Attained Immortality:

Damage

Sphere:
Status:
Power Points:
Anti- Magic:

Mortal

Immortal

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Armor Class
H D or Level
Hit Points
Move
Attacks
Base T H A C O
Damage
Save as
Alignment

Saving Throws
Death Ray/Poison:
Magic Wands:
ParalydStone :

Pregenerated Player Characters


Iliric
Immortal
Energy
Temporal 2
700
50

Mortal
Sphere
Status
Power Points Anti-Magic Class
Magic-user
Armor Class 9
HDorLevel 32
Hit Points
69
Move
120 (40)
Attack
1
Damage
ld4
Save as
MU32
Align
Chaotic

Universal
Any
As attack mode
Temporal 2
Chaotic

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

12/+0
21/+5
1:3/+ 1
131 + 1
1!3/ + 4
20/R + 2/A - 4

9
(18)
(10)
11
16
17

0
22
1:20

Description: Ilirics mortal form is that of

a wizened old man. He stands 6 tall, though


he walks with a pronounced stoop and requires a staff or cane for support. His head is
bald, but his face is adorned with a full white
beard. The eyes are a milky, hazel color. His
Immortal form remedies all the deficiencies
of age, appearing as a young man of 30 years
in all the vigor of young adulthood.
Background: Iliric always dreamed of being an Immortal and knew he could make it if
hetried hard enough. His first three petitions
were denied because of his haughtiness, but
perseverance paid off. He was quested to find
the fabled Carpet of Millicent, a weaving
possessed of extraordinary powers. This was
recovered, though at the cost of the life of one
of Ilirics companions. Iliric shed not a tear.
He pondered long over the creation of a
new magical item. He finally chose to prepare a gauge that combined the powers of
several detection spells. With it he could immediately tell the alignment, experience,
class, intelligence, etc. of any creature he
chose. It was dubbed Ilirics Nose, and gave
rise to the saying taking the gauge of some-

one.
Settling down, he opened a school of magic
and attracted many bright students. For all
his faults, Iliric was a brilliant magic-user. H e
pock-marked the land around his castle with
lakes placed as if on a grid. In the center of
each was an island, and on each island grew a
different tree. His collection included a specimen of every known variety of tree, some of
which should not have been able to grow in
this climate.
And then came the endless duels, for Iliric
lusted after Immortality at the expense of all
who stood in his way. All other magic-users
within a 1,500-mile radius were destroyed,
including many of Ilirics former students. So
Immortality came to Iliric.
Personality: Grasping and insensitive, 11iric is a man to be reckoned with. Nothing
stands in his way, and any who call him friend
are badly mistaken or deluded. Iliric can be
charming if it serves his purpose, but he is
prone to lying and has a reputation for reneging on his word. Honor seems a silly notion to
him.

Pregenerated Player Characters


Lornasen
Mortal
Sphere
Status
Power Points Anti-Magic Class
Elf
Armor Class 9
H D or Level 10IG
Hit Points
49
Move
120 (40)
Attack
1 or2
Damage
See below
Save as
Elf 10
Align
Chaotic

Immortal
Energy
Temporal 2
700
50
0
22
120
Universal
Any
As attack mode
Temporal 2
Neutral

Weapon (Skill)
Lg bow
(GM: +8vP)
Defense
Special
Nrm swd
(M: + 6vP)
Defense
Special

Disarm(Save + 2)

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

Damage
P:4d4+2
S:ld10+6
H : - 2AC12
Delay(s1m)
P:2d8 + 4 S:2d6 + 4
H: - 3AC13
Deflect(2)

17
( 1 8)
(11)
12
15
17

18/+3
201 + 4
13/+1
151+ 1
19/+4
201 + 4

Description: Lornasen is endowed with the


timeless beauty of elves. She is 5 5 tall and
weighs a mere 90 pounds. Her hair is blond and
worn short-cropped. Her eyes are either gray or
hazel, depending on the light and her mood.
Seeing no way to improve upon natures work,
her Immortal form is the same.
Background: Lornasen could never fully explain why she sought Immortality. The best explanation was her zest for life, to see what new
things the morrow would bring. Having
reached the pinnacle of her race, she simply
thought there should be something more.
Atop Catspaw Mountain an Empyreal of the
Sphere of Energy accepted her petition. She
was quested to find Gilgraves Bow, an artifact
capable of shooting bolts of fire instead of arrows. This she did, freely giving the artifact to
her sponsor as a token of respect.
Lornasen created a magical ointment with
the power to give life to any plant or tree. The
ingredients were very rare; some, like the
Breath of Spring, were nearly impossible to
find. But she succeeded, and her forest was
adorned with magnificent, hardy trees. She

had no difficulty finding young elves to apprentice under her. She imparted to them her
love of the forest and all living things as well
as her knowledge of magic.
The ointment had already transformed her
forest into a garden spot, a place of perfection
that Lornasen was loathe to change. In the
end she decided to appeal to her sponsor, and
the Empyreal answered that the perfection
she had created satisfied this requirement of
the Paragons path.
As for being acknowledged the superior
magic-user of the land, this was easy. The duels were fought, of course, but her fellow
mages lost gladly and Lornasen accepted
their homage with good grace.
Personality: Lornasens behavior is the epitome of goodness, as can be seen from her
actions on the path to Immortality. This does
not mean she is Lawful. To the contrary, while a
mortal she was considered most Chaotic, a free
spirit of the earth not to be bounded in any way.
O n becoming Immortal, her views changed.
She is avid to learn all she can, drinking in new
experiences like fine wine and acknowledging
and supporting the rights of all creatures who
inhabit the Multiverse.

Paarkum
Mortal
Sphere
Status
Power Points Anti-Magic Class
Fighter
Armor Class 9
H D o r Level 36
Hit Points
120
Move
120 (40)
Attack
u p to 4
Damage
See below
Save as
Fighter 36
Align
Lawful

Immortal
Matter
Temporal 2
700
50
0

22
120
Universal
Any
As attack mode
Temporal 2
Lawful

Weapon (Skill) Damage


2hd swd
P:3d6 + 3 S:2d8 + 3
(M: + 6vP)
Stun +
Defense
Deflect (2)
Lt xbow
P:ld8+6
S:ld4+6
(M: + 6vP)
M: - 2ACl3
Defense
Stun (s)
Special
H v xbow
P:3d6+2
S:ld12+4
(M: + 6vP)
M: - 3ACl2
Defense
Stun (slm)
Special

30

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

18
(1 1)
(11)
17
17
16

211 + 5
131+ 1
14/+1
201 + 4
201 + 4
181R + 21A-3

Description: Paarkums mortal and Immortal forms are that of a human male of approximately 60 years of age. At 6 6 tall and 250
pounds, it is apparent he has taken good care of
himself over the years. His hair is still jet black,
as are his eyes. His skin is weathered to a nutbrown from years in the sun and wind.
Paarkum has accepted age gracefully and
refuses to succumb to the vanity of youth.
Background: Paarkum looked upon Immortality as a duty, as a way of furthering his
work for Law. His sincerity of purpose
greatly impressed his sponsor, and he set
Paarkum on the Polymaths Path.
Starting a new life as a 1st-level cleric,
Paarkum found he enjoyed the service of the
church he chose. As he advanced in power, he
was quested to find the Ivory Plume of Maat.
The Plume was recovered after a search of two
years, and none of his companions were lost.
As a thief, Paarkum was exposed to a differing point of view and way of life. The skills
of a thief came easily enough, but Paarkum
did not enjoy the work at all. This time the
quest took four years, and one of his companions had to be resurrected. Paarkum paid all
expenses, which greztly enhanced his reputation with his followers.
As a magic-user, Iaarkum was amazed at
the power and knowledge of mages. H e studied hard, but the academic aspect of magic
use always troubled him. The Plume proved
an even greater task this time, for it was well
hidden and well guarded. The Plume was finally obtained, and this time Paarkum was
allowed to keep it. In the country of his birth
Paarkum erected a simple obelisk. The base
was engraved with scenes of his battles and
listings of the lawful deeds he had done and
places where he had replaced chaos with order.
Then Paarkum set out alone into the wilderness, in a final trst of his mastery of the
skills of all classes. He experienced many adventures in his wanderings, and he mused
long on the order of things and the balance of
the Multiverse.
Personality: Paarkum is unable to understand how anyone can live without laws or regulations, or how anyone can be indifferent to
such things. He cannot tolerate injustice, taking
it upon himself to right any wrong he finds.

Chapter 3: Tempus Fugit


clouds, indicating the darkness there is not
simply a lack of sunlight. At the edges of the
island where the run-off and sea water mix,
the ocean is a vivid blue-green, qradually fading to green farther offshore.
The characters discover that an extreme
form of Anti-Magic is in effect on both island
and the surrounding ocean. Flying characters
plummet into the Ocean when within 100 feet of
the edges of the islands. Those using gaseous
form suddenly find themselves in their physical
forms and they also crash into the Ocean. To
their dismay, their Power does not work either
(though the cost of any attempt is marked oft).
The characters are temporarily reduced to their
physical abilities and their wits.
Fugit wished this setup into being to protect
himself from unwanted callers. There is an invisible stairway in the center of the island that
he can lower after his guardians on the lower island have questioned the visitors to ascertain
their business and their worthiness.
T h e only way to get onto the island is to
swim. Make one check for a random encounter on the swim to shore.
The surface of the lower island is dark and
dismal, continuously drenched by the dark
blue rain from the island above. After sloshing 100 feet or so inland, the characters are
met by three blue waves.
Three water elementals: AC - 2; H D 16
(72 h p each); M V 60 (20) Swimming 180
(60); AT 1; D 3d8 + special; Save F16; M L
10; Int 12; AL N
T h e elementals are in the form of standing
waves eight feet tall and 32 feet wide. The
rain is so heavy and the cloud-earth so wet
that for all practical purposes they use their
swimming movement rate. They quickly surround the party, then stop, waiting expectantly.
A wet, whispery voice issues from one of
the waves. The Empyreal known as Fugit bids you welcome to his home. We who
ward the Island Beneath also welcome
you, and would have you know we mean
you no harm as of now.
O u r purpose is simple. We test all visitors to the island. If you pass you may
continue; if you fail, then you are ours.
Thus we riddle you:
Lover to the maiden, landlord to the
crone,
Never seen til reflected in memory.
A cloak worn and tattered in an old mans
hands,
Yet he holds nothing more dear than that
which has fled.

The correct answer to the riddle is time.


If the players cannot come up with the solution, each of the characters may make an average Intelligence check ( + 30 % modifier) to
gain a clue. This check is made by rolling
ld100; if the roll is equal to or lower than the
characters modified Intelligence score, he
gains the clue (the clue is Its all around
you! ).
At this level of play, the chance for success
is only about.50%. You may want to suggest
that the players combine their characters Intelligence scores to increase the chance for the
clue given above.
If the players cannot solve the first riddle,
you may have the elementals attack (see below), or pose them a second riddle:
The blood of life for mortal coil,
The enemy of trusted foil,
The end and aid to a long days toil,
I am what lies beneath the oil.
The answer, of course, is water. The elementals give the same clue as for the first riddle. If the players answer a riddle correctly,
the waves graciously part so the characters
may exit the circle. A narrow corridor has
been opened through the rain, leading to a
stairway in the center of the Island Beneath.
The steps disappear into the cloud above.
If the characters do not answer the riddle,
(or either riddle, at the DMs option) the elementals attack. This is straight Physical
Combat, so the characters will be using
Punches in the usual manner (ld6 per plus a
modifier for Strength). If an elemental hits,
the characters are allowed a Saving Throw
vs. Physical Blow to take half damage.
An elemental retreats when reduced to half
or fewer hit points; its purpose is to guard,
not die. The remaining elementals, if still
above halfhit points, spread to reclose the circle. Once a second elemental is reduced to
half, the contest is over. The elementals retreat, possibly flinging a bit of spray after the
characters in a show of poor sportsmanship.
Fugit has been watching the match with
much amusement. In his mind the characters
played the game as best they could. H e
lowers the staircase as previously described.

The Island Above


The stairs lead to the surface of the upper
island. The change is startling-the
sun
shines brightly and there is not a cloud in the
sky.
An ageless man stands a few feet away. H e
is clad in a white robe, giving the impression
that he has sprung from the clouds. H e is
smiling and holds up his right hand, palm
forward, in the multiversal sign of peace. Be-

31

hind him is a modest structure made of the


same magically compressed cloud the characters saw on Epochs Isle.
Fugit: S P Time; RK Empyreal 4; P P
4,700; A-M 70%; AC - 10; H D 34 (hp 400)
In the distance are extensive holding pens
for the days fattened by the giants. Roaming
freely about the area are even larger fourlegged creatures with long snouts and actively flicking tongues (these a r e the
aardvark-like years). They look at the PCs
curiously, though they do not seem at all hostile or aggressive. One casually approaches
one of the pens and flicks its tongue at a day
that is standing close to the fence. The day
shrivels immediately, its Time essence sucked
into the year.
The wish also extends to this island; the
characters are still unable to use Power or
Magic. Fugit is under no such constraint, but
he is good and has never taken advantage of
any Immortal. This is his Home Plane, after
all, and such protections are reasonable.
Welcome to Eon in the Plane of Tempus.
As you may surmise, I am Fugit. Epoch, a
most trustworthy giant, informed me of
your coming. I trust you have not been
too inconvenienced by my protections nor
by my watery friends on the Island Beneath. I have found these precautions necessary not only to protect myself, but also
to ensure I may work uninterrupted.
I sense you have come here for a specific purpose. Always glad to see young
Temporals busy at some project. Please,
rest yourselves in my house while we
talk.
Fugit has been informed if the characters
used their Auras in the encounter with the giants. If applicable, he issues the following admonition.
My young friends, Aura is a tine tool but
it must be used properly. Mortals are so
impressionable, you know. Never use it
merely to escape a confrontation. While it
may seem more humane than hurling
Power and magic, in the long run it tends
to clutter up a plane with a lot of messy
legends that need to be erased at a later
date. M y advice to you is to rely on your
wits and physical prowess when dealing
with mortal creatures.
If the PCs treated the giants badly, Fugit
sternly rebukes them. After this, his anger is
spent and he cordially beckons the PCs to follow him into the building behind him.

Chapter 3: Tempus Fugit


Fugit leads the way into his home, through
seemingly endless rooms, halls, and chambers. It certainly did not look this extensive
from the outside. Exquisite works of art are
displayed throughout the house. The most
interesting are vivid paintings of strangely
beautiful landscapes and sculptures that
could only be made from water. Fugit leads
the way onto a porch providing a splendid
panoramic view of his domains.
Refreshment appears, though no servant
entered the room. The food and drink are
odd, but delicious. If asked, Fugit explains
how the years feed on the days and the years
are transported to worlds without a time cycle. H e takes great satisfaction in his work,
obviously pleased with the way he serves his
sphere.
But he is intensely curious as to the characters purpose in coming to Tempus and asks
them outright if they do not volunteer the information
~

The snort of a repeater? Gads! that will


be most difficult! I have a truce, of sorts,
with the beasts: I dont bother them and
they dont bother me. Being creatures of
Time, I suffer them to exist on this plane,
of course, and can direct you to one. Be
extraordinarily careful in your dealings
with the beast. H e is treacherous and always hungry!
But getting there is the easy part. Tell
me, how do you propose to capture the
snort?
The players may have been wondering the
same thing. Force field seems a reasonable
choice, possibly coupled with a wish. Fugit
agrees that this is a sensible approach. If the
PCs ask him directly for aid or suggestions,
they find Fugit very eager to help.
H e leaves the porch with a promise to return shortly. When he does, he holds his arms
in front of him as if something is draped over
them. As far as the characters are concerned,
its an impressive act of mime for there is
nothing to be seen.
Isnt this gorgeous? The finest workmanship Ive ever seen anywhere in the
Multiverse. And I guarantee it will help
you if used properly.
You look perplexed. Ah yes, with your
powers temporarily suspended, you cannot see what I hold. Once you leave my island all will be plain. Take this gift and go
in peace. I wish you success with your project, to whatever worlds you may visit.

And remember, even though you possess


powers that surpass those of many creatures, great dangers lie in wait everywhere. Do not forget that you have
brains!
Fugit hands them the bundle. The object
may as well be thin air, for there is no discernible weight or volume to it. It is clear their audience is at an end. Fugit gives them
traveling directions to Dittos Key, home of a
repeater named Redux. He warns the PCs to
be very respectful of the creatures Immortal
rank. The stairway is let down, and Fugit is
kind enough to clear a path through the perpetual rain of the Island Below.
At the shoreline, the characters experience
a brief rush of vertigo, then find themselves
on a small island about a quarter mile away.
Fugit telekinesed them to the small island. If
the characters look back, they see the wake of
a dragon turtle crossing the area through
which they would have swum. Fugit can also
be seen in the distance, standing at the edge
of the Island Above, smiling and waving.
The PCs powers have returned. A detect
invisible or truesight allows them to see Fugits gift: a net of strands so fine it seems an
impossible construct for even the most accomplished weaver. The width of the mesh,
though, is about two attoplanes, seemingly
much too wide for the task at hand. But a detect magic cast on the net registers positive,
so maybe it will work as Fugit promised.
The Net is the creation of Ninfangle, an
Eternal of the Sphere of Matter. Ninfangle
was intent on capturing things generally considered incapable of being held. Below are
the statistics for the artifact, determined by
the guidelines in the D&D@ Masters Set,
pages 46-50.
Magnitude: Lesser artifact
Power Limits: 2fA, IIB, 2fC, 3D
Sphere: Matter (Fighters, earth)
Suggested Powers (PP 200):
10
A3
Web
B3
Haste
30
D3
Invisibility
20
80
D5
Force Field
D1
Raise Dead
60
The Net of Ninfangle can be any size the
owner desires. The possessor knows the
powers of the Net once he sees it. The item is
used like a casting net, invoking the desired
power while the Net is in the air.
The only handicap is Magic Error. Any
time the owner attempts to use spells or spelllike effects, there is 25 % chance of error. For
Immortal users, calculate the percentile

32

chance of this occurrence based on Ninfangles Intelligence of 80 (80 minus the


users Intelligence, the difference multiplied
by 5). If this handicap takes effect, the Power
Points for the aborted magic are deducted,
but no effect occurs.

Dittos Key
This is potentially the most dangerous part
of the mission on Tempus. You may want to
remind the players to consider taking precautions if they seem to be getting careless.
The purpose is not to destroy the characters forms; similarly, they should not be allowed to kill the repeater. Some damage
should be inflicted, the characters should get
what they came for, then they should escape
by a hairs breadth. It should be tense and exciting, but not deadly.
Fugit directed the characters to yet another
cloud island. While Eon is pretty to look at,
the terrain is very monotonous. This island
has many valleys and hills, but one cloudmountain dominates the island. It is obvious
that the repeater should be found somewhere
in the vicinity.
Redux lairs in a cave in the mountain. H e
is aware of the characters arrival on his island. He is invisible, for the moment. He
probes each of the characters in turn, if possible.
If a probe is countered with a shield, Redux is very irritated. This is his island, after
all, and he expects all visitors to be open, not
sneaking around or hiding information from
him.
If the probes are allowed, Redux uses ESP
on a PC of the Sphere of Time or Thought,
attempting to ascertain their intentions. Assuming these are not hostile (they shouldnt
be), he drops the invisibility and flies towards
them. The PCs see a six-winged creature
shimmering like a rainbow. If for some reason the characters are purposefully thinking
hostile thoughts, he attacks immediately. Be
very careful with this; you might want to give
the players a chance to reconsider.
Redux is a magnificent creature and is
proud of his Immortal stature. The characters should compliment him on his appearance and rank and abilities, more or less
paying homage to a being far mightier than
they are. If they cater to his vanity, they are
well on their way to getting what they want.
The repeater, on the other hand, is very
abrasive and condescending in his speech and
manner. Where Fugit congratulated the PCs
on attaining Immortality, Redux belittles the
achievement. As far as he is concerned, Temporals are little better than bugs.

:r 3: Tempus Fugit
After
the char
hand, e s p w a l y b i m e rneir presence ooviously annoys the repeater.
There being no practical way to trick a repeater into snorting, the characters must ask
for it. Surprisingly, Redux readily agrees, but
only if the PCs can offer him some remuneration for the trouble. The price is Power. The
characters may protest, saying they do not
have the ability to give him Power, but Redux
just smiles and says he has faith, that they do.
Redux is treacherous. If the characters
think about it, they might realize that the repeater means to slay them for the Power
Points he can gain-and he gets a satisfying
meal to boot!
Redux tells the characters to make whatever preparations they desire. Since the Net
is naturally invisible, he does not notice its
presence, unless the owner makes a great
show of readying it to cast. If Redux suspects
something, he can use detect invisible to see
the object. It doesnt frighten him, but rather
makes him angry.
Redux: SP Time; R K Empyreal 5; PP
5,000; A-M 75%; AC -13; HI) 25 (hp 400);
M V Flying 360 (120); AT 6 clawdl bite + 1
snort; D 2d10 each/8dl0 + special; M L 11;
Ability Scores all 75; AL L
Redux attacks; the Net poses no physical
threat as far as he can determine. Launching
himself into melee, he also makes a slam attack at a random character (preferably someone of the Sphere of Energy or Matter). His
seven melee attacks are divided equally
among all characters. At the end of the round
he obligingly snorts.
If the characters are going to do it, now is
the time! When the Net is thrown, no Hit roll
need be made. The caster of the net should
invoke the force field power. This effectively
closes the mesh, containing anything within.
It is also portable, unlike a normal force field.
It is possible the PCs may not need the
Net. Through a combination of force field,
permanence, and wish they could duplicate
the effect, but they simply do not have the
time, even on Tempus.
As soon as the snort is obtained, it is time
to leave. Redux can make mincemeat of the
characters if they stay more than two rounds.
Escape can be effected in a number of
ways. Wish, the old standby, can whisk the
party off to some other place on Eon. Teleport
would be equally effective. A gate is not a
good choice, since Redux will definitely follow. Simple movement is likewise unsatisfactory, since a repeater can fly as fast as the
characters.
Redux will not enter the ocean, however,

quiring at least I Z turns to get tnere. i n e y


must stay submerged for the first six turns because Redux is watching. If they surface, he
flies out to attack once again.

Conclusion
Once the characters have escaped from
DittosKey, their business on Eon is finished.
They may go to the Elemental Plane of Earth
(if they have not done so already), or to the
Home Plane of one of the PCs to combine
their two treasures into an artifact.
If Terror Aura was used on any giant, Epoch communicated this fact telepathically to
Fugit. Fugit is highly respected by the Hierarchs and he passed the information on to Father Time (Hierarch of the Sphere of Time).
If the characters treated the giants badly, they
got a stern admonition from Fugit for such
shoddy behavior and, in addition, any PC
from the Sphere of Time will be castigated by
his Hierarch, resulting in no PP gains from
this adventure in Tempus.

Making the Artifact


Once the characters have pure elemental
earth and the repeaters snort, they can make
the artifact. The DM should consult the
D&D@Masters DM Book, pages 45-56, for
guidelines on the procedures.
This would be considered a minor artifact
of 100 Power Points. The PC creator should
consider the task the object is to perform before assigning powers, but he also must keep
in mind that the barrier was erected by Entropy and may therefore only be affected by
magical effects usable by Entropy. You may
wish to hint at this to keep the players from
creating an artifact ill-suited to the task. Disintegrate or obliterate are therefore obvious
choices. These cost 80 and 90 Power Points
respectively, so there is not much left to play
with.
A Temporal should not really be expending
Power permanently on an artifact, but they
have help if they check for it. The sample of
elemental earth contains the necessary 100
Power Points. A probe reveals that some
power is present; a wish or choose best option
can confirm that it is enough for the purpose.
Handicaps and penalties are up to you. As
a suggestion, consider recharging costs, the
Power coming from the wielder (if an Immortal). This loss would be temporary-the Immortal regains these lost points at the rate of 1
per turn, regardless of the planes bias.
As for penalties, one should be sufficient.

33

be the first artifact these


tndom spell effect on the
caster would be appropriate to simulate a
less-than-perfect attempt. Refer to the tables
in the D&D@ Masters D M Book; use any
spell effect of less than 50 Power Points from
tables A l , A3, or A4.

A Hierarch Speaks
After the artifact is made, one of the four
Hierarchs (DMs choice, from any of the
PCs spheres) contacts a random character.
~

~_______

You have done well. The confidence of


your sponsors when you were mortals was
not misplaced, and, though you be only
Temporals, we feel you are worthy of the
remainder of the task before you.
You must now enter the place of your
mortal homeland, the Prime Plane. Be
aware that the situation there is most delicate. Your entry into the situation cannot
be in your normal forms-the change into
your mortal forms is automatic as soon as
you cross the boundary. It is just as well,
because the inhabitants of Corunglain in
the Republic of Darokin have been too
greatly traumatized by Immortal power to
comprehend another such invasion.
Consider, then, the wisdom of using
Identities familiar to Darokins, useful
tools to help you finish this project. Such
are available for your use.

Leqends Come to Life


m

..

sought out the evil red drag:on (2alor. From


c
.. .
one rull moon to the next, fire and the clang of
steel filled the air over the mountains, then all
was quiet.
Balthac was never seen again, and Calor
never again raped the lands of men or dwarf
or elf. Many years later a group of adventurers went to the mountain. Calors bones lay
bleaching in the fierce sunlight, an elvish
blade protruding from the monsters breast.
Nearby a cairn had been raised as a monument. The scent of sanctity in the thin air prevented the explorers from disturbing the
cairn. Assuming the Champion lay within,
they paid homage to Balthac and left all as
they found it.
But it is said that in some future time of
trial, Balthac will come forth again with
Sinan at his side, called from the Mists of
Time to wage battle with chaos and evil.
The Fact: Many parts of the legend are
true. Balthac was a 36th-level Fighter and
was very close to attaining Immortal status
when Calor caused his untimely death. His
sponsor, though saddened by the heros
death, was proud of Balthacs accomplishments. H e created a form identical to the
Fighters (not much was left of the original
body) and hid it and Camb in the cairn Sinan
built, near the site of the epic battle with Calor (Hex #3410). Thus Balthac could still
serve the Immortals interests on the Prime
as an Identity, should such ever become necessary.
The legend was not implanted in the minds
of men by a wish. Balthac was revered by all
who knew him, more so by those who only
knew him through the tales of his deeds. His
passing was deeply grieved, his role of Champion of Men never filled. Sometimes hope
and justice springing unaided from within
the minds of men are more powerful than Immortal magic.
Camb: This two-handed sword was constructed by an Eternal of the Sphere of Matter specifically for Balthac. It has no magical
bonus to hit, though this is offset by its tremendous damage potential.
Magnitude: Greater artifact
Power Limits: 4/A, 3/B, 3/C, 4/D
Sphere: Matter (Fighters, earth)
Suggested Powers (495 PP):
30
A1 Cause Serious Wounds (14hp)
50
A5 Leap 601 + 4 to hit (DR 1T)
90
A5 Triple weapon damage
80
A1 Disintegrate (R 60 EF 1 cr)
B2 Predict Weather (DR 12h EF 40m) 10
50
B2 Truesight (DR 5 T EF 120)
50
B3 Teleport (R 10)
35
D1 Cure Critical Wounds (21hp)
100
D 3 Luck (DR 1 T EF choose 1 result)
I

34

. . _ . The sword is active when acActivation:


quired. In addition, the owner feels compelled to forswear all other weapons and is
obsessed with caring for the sword.
Use of Powers: All powers become known
to the mortal user the first time it strikes an
evil creature (Immortals know all the powers
immediately). Powers a r e called forth
through concentration.
Suggested Handicaps (3; 20% chance any
time the luck ability is used)
1. Recharge Costs: The sword must be fed
100 gp of treasure per P P used.
2. The user becomes five to 10 years younger.
3. Magic error: 75 % chance the next power
called on will not function.
Suggested Penalties (5; 20% chance whenever a power is used. equal chance for each)
1. Wounded: User suffers 2d10 points of
damage.
2. Magical destruction: Any other magical
weapon touched by Cambs owner becomes permanently nonmagical.
3. Saving throw penalty: - 1 to - 12 penalty
on next saving throw.
4. Flesh to stone: The next humanoid the
user looks at must save vs. Turn to Stone
or be petrified.
5. Weak Leap: The next time Cambs owner
tries to leap, 75 PP are drained and the
leap is only 10 feet.

Sinan
The Legend: Sinan the Anointed was a
great leader of the elven peoples, a gifted
woman wise in the ways of people and attuned to the rhythms of the earth. As Balthacs companion she helped rid the land of
evil, though she was never comfortable in the
company of other humans, feeling most were
too shallow of mind and too hasty in their
actions.
Though not desirous of Immortality herself, she understood Balthacs need and remained his steadfast companion on his
quests. Sinan journeyed to Calors lair with
Balthac and witnessed his heroic death. It
was she who struck Calors death blow and
raised a cairn for her fallen friend. She then
retired to the vastness of Canolbarth Forest,
living in solitude amongst the great trees,
away from the affairs of men and elves.
Sinan last appears in elven legend as a person called the Anointed. A host of orcs lead
by an evil human wizard named Kazad swept
into Canolbarth, their intent to destroy the
forest and enslave the elves. At the bleakest
moment, Sinan rode to battle in a lightship,
challenging Kazad to single combat, the outcome to decide the fate of Alfheim.

Chapter 4: When Legends Come to Life


Confident in his abilities and treachery, the
wizard accepted. Away flew the combatants:
Kazad the bird, Sinan the celestial sailor. Upward they spiraled above the forest, magic
sparking the air, until their combat appeared
as between two angry stars in tlhe heavens.
Then a blackness spread over the sky, completely blocking the sun. Sinans lightship
failed without the light of the sun to sustain it.
At the last she conjured a mighty magic, for a
massive explosion ripped the heavens. Two
objects streaked across the blackened sky like
shooting stars and vanished over the eastern
horizon.
Both orcs and elves stood paralyzed,
dumbfounded by the cataclysm. When it became apparent that both champions had perished, the war ended by mutual consent. The
orcs left Canolbarth, never to return. The
martyrdom of Sinan saved the forest evermore for the elves of Alfheim.
The Fact: Sinan was a 10th-level elf at the
time of the conflict with Kazad Though not
well known in the lands of humans, her memory as a savior is kept alive in all elven lands.
Balthacs Immortal sponsor had, at the
time of the lords death, decided that an Identity based on Sinan would be a fitting companion for Balthac, should the need ever
arise. A form was readied, securely hidden
away in the mountains not far from Balthac
(in Hex #3612). The spot is fittingly marked
by a lone oak tree, now grown to massive proportions.

Aurum
The Legend: T h e wisdom of lawful
dragons is born of the rocks of the Earth itself,
or so it seems. The winged reptiles seem out
of touch in the world of men. Their actions,
perhaps misunderstood at the time, more often than not prove judicious and a benison to
men.
Such is the legend of Aurum, a huge gold
dragon who befriended the race of men that
sailed northward into the rivers of Malpheggi
Swamp: the founders of Darokin.
Aurum lived at that time in the hills west of
the Streel River, west of what is now the city
of Darokin. Glad for the company of men, he
appeared one day in the guise of a fighter,
striding alone from the hills across the river
with two long spears resting casually on his
shoulder. Very knowledgeable of these lands,
he counseled the colonists and helped them
found the city, then but a smalll collection of
huts with few permanent buildings.
Mysteriously, Aurum would disappear at
times, seemingly when his help or advice was
needed most. It was then that a huge gold

dragon would sometimes be seen, winging off


to places unknown.
Such a time came when a great army of
swamp undead, hungrily sensing the fresh
life force on the border of their territory, attacked in the middle of night. Aurums military knowledge was desperately needed, but
he was not to be found.
All hope fled in the face of overwhelming
numbers, but the Darokins fought on with
dogged fatalism. Few heard the rush of wings
from the west, the tumult was so great, but all
saw the blast of flame and those in the front
line felt its searing heat. Wheeling above the
city, its form illuminated by the flames of undead transformed into torches, was a gold
dragon.
Twice more the great dragon swooped,
scathing the host of walking dead with its fiery breath. Most were slain, but the strongest
remained. The dragon landed to finish the
battle and was last seen driving the loathesome creatures back into the swamp.
T h e Darokins set about assessing the
nights business, cursing Aurum for deserting them at such a time. Then, from the
depths of Malpheggi, arose a baleful scream.
The startled people saw a ball of scintillating
golden sparkles hurtle skywards. Ever upward it traveled, as if it would never descend
to earth.
And it never did. When it was but the
merest speck against the black sky, the ball
burst into a shower of golden sparks. For a
week they shimmered in the heavens, coalescing into a new constellation in the night
sky over Darokin.
The day after the battle, a party of Darokins strongest fighters penetrated the
swamp. No walking undead were to be seen,
and in the midst of a knot of twisted bodies
they found Aurums twin spears.
That the fighter and the dragon were one
in the same came as bitter news. Those who
had cursed his name the night before now
sought to do him honor. Contemplating the
new constellation, the wise men of the city
saw a dragon in that collection of new stars
and named it Draco Aurum in honor of their
mentor. And the crossed twin spears of the
fighter became the symbol of the Republic of
Darokin.
The Fact: The Legend of Aurum is surprisingly true to the facts of the situation. His
true form was never associated with the fighters disappearance because the early Darokins, thankful the creature chose not to attack
them, never made the association.
The leader of the Malpheggian undead
was a lich who possessed what she thought
was a staff of wizardry Sensing defeat, she

35

broke the staff. The item was more powerful


than the lich imagined, an artifact imbued
with Immortal power. The detonation, coupled with a travel spell (a side effect of the artifact), exploded Aurum and the lich into the
Ethereal Plane with no way to get back.
Aurum made short work of the lich after
that, the explosion having done a great deal
of damage to her. Severely injured himself,
Aurum floated listlessly in the Ether.
The Star Dragon, Ruler of all Lawful
Dragons, had taken notice of Aurum some
centuries before and had followed his progress with a watchful eye. Seeing him in trouble now, the Star Dragon came to his aid. As
a reward for advancing the cause of Law and
dragonkind, Aurum was made one of the
Rulers attendants The Star Dragon caused
the new stars to appear in the sky over Earth
so that humankind would pay homage to dragonkind and Aurum in particular.
The Star Dragon was so pleased by Aurums deeds on the Prime that he duplicated
the golden dragons form down to the last
scale and stored it safely in Malpheg-gi
Swamp (Hex #2323). H e has made it known
to other Lawful Immortals that the form is
available for their use in the cause of fighting
chaos and evil.

Ascalon
The Legend: Generations ago on the
northern shore of Lake Amsorak lived a man
of peace, a healer called Ascalon. Those in
need of aid were never refused, and the door
of his house was always open to those stricken
in body or spirit. The touch of his staff
brought a magical healing to the ill and lame.
Far to the east lay the village of Corunglain, drowsing peacefully between the forks
of the Streel. But the idyll was not to continue. From the north came a pestilence born
on a bitter wind. The healers did what they
could, but the wind blew relentlessly, darkening the sky and undoing in a n instant their
work of hours.
A plea for aid went out across the land,
reaching Ascalon on the shores of the lake.
Heedless of the warnings of those about him,
he shouldered his pack and, staff in hand,
strode off to the aid of Corunglain so many
miles away
A full month of walking brought Ascalon
into the practically dead town. The north
wind still blew, the disease it carried a palpable thing. Doing what he could to help the beleaguered clerics, Ascalon soon saw it was a
losing battle. Whatever was causing the illwind must be stopped.
Taking nothing but his staff, he struck off

Chapter 4: When Legends Come f:o Life


into the wilderness north of Corunglain. The
last sight of Ascalon was his back, shoulders
hunched against the northern blast as a he
strode into the Broken Lands,
Nothing changed for several days, and the
people of Corunglain felt sure that Ascalon,
though apparently immune, had finally succumbed to the plague. No one really noticed
when the wind stopped; one day it simply
wasnt there. The air and sky cleared, a light
breeze sprang from the west and south,
bringing a gentle, cleansing rain. Those
stricken but not yet dead recovered quickly.
And everyone asked where Ascalon was.
Weeks passed. Then on a fine day a small,
besailed skiff was seen gliding down the east
fork of the Streel. Lying supine across its
seats was Ascalon, his features as composed
in death as they were in life. His staff lay at
his right hand, its heel a splintered wreck.
But in that ship of death there was life, for the
head of the staff sprouted with the new, green
growth of spring.
As the boat rode the current past Corunglain, the last vestiges of the pestilence disappeared. New growth sprang from the earth as
if in response to a call. No one stopped the
skiff on its journey, content to commit the
healers remains to the ocean far away.
The Fact: Ascalon and his staff ofhealing
is a favorite legend of the Darokins, sometimes even confused with earlier myths in
which Ascalon becomes closely associated
with the seasons of the earth as a bringer of
spring and fertility.
In the Broken Lands, Ascalon encountered
a demon whose breath was the cause of the
pestilence. After a battle lasting several days,
Ascalon was triumphant, though he realized
that his own death from the demons poison
was near.
Standing over the demons form, he was
compelled to strike its head a massive blow
that shattered his staff. Startled by his act of
violence, he knelt and prayed to his god. In
answer, a n Immortal servant of the deity appeared as a shining figure amidst the desolation.
Ascalon, you have proven yourself a
healer of your people and your god thanks
you. Your death is nigh, yet I will not halt it.
Be content with the good you have done and
rest .
T h e apparition dissolved and Ascalon was
startled to see his staff start to sprout new
leaves. Thinking them an evil sending from
the demons blood on his staff he tried to pull
them off. But he found the growth wholesome
and pure. Then finally did Ascalon die in
peace.
The Immortal reappeared and put Asca-

lons body in the skiff for its final journey.


The reaction of the Corunglainians to AscaIons mystical reappearance was an additional healing experience, as the Immortal
wished it to be.
The Immortal was much taken with AscaIons devotion to his fellow man. The clerics
body was recovered from the ocean, repaired, and hidden away in the mountains
north of Lake Amsorak (Hex #1811).

Getting Started
Entering the Prime Plane
The PCs must assume their mortal forms
when they revisit the Prime. A gate spell
places the characters about 20 miles above
the surface of the planet. From here they may
easily see all the area that concerns the adventure (see the map on the inside cover).
The Identities were selected because their
saviour images blend so well with the history
of Darokin and the crisis at hand. They may
be attained in any order, though it is suggested that the PCs start with Balthac and
work their way counterclockwise around the
map, picking up Sinan, Aurum, and Ascalon
along the way. Thus all four Identities may
make a triumphal entry into what is left of
Corunglain.
Describe the terrain the PCs arrive in as
befits the situation. If they choose to descend
into a city you should strongly discourage it:
trauma to the natives, etc. There is no one
about when they come to Earth.

Assuming the Identities


Each Identity is magically protected (some
of the methods are alluded to in the explanations of the legends). These protections must
be removed before the form can be occupied
by an Immortal.
To assume an Identity, an Immortal makes
a temporary expenditure of 50 PP. The Immortals own form may then be hidden by
whatever means seems prudent to the player.
It is suggested that all the player characters
forms be left undisturbed so they may be easily assumed at the end of the adventure.

Finding the Identities


Balthacs Cairn
Calors Hump, as the mountain is known,
is quite tall. The peak is perhaps 5,000 feet
above the tree line. At this time of year there
is a dusting of snow on the summit.
Dominating the crag is a huge pile of black-

36

ened rocks. The cairn is majestic in its loneliness, in its mute tribute to a fallen champion.
The mountaintop affords a panoramic view
west and south across Darokin and Alfheim, east toward distant Rockhome, and
north to the steppes of the Ethengar Khanate.
The air is thin and clear as new ice, the sunlight harsh. It is quiet, the silence of a place
that has seen and heard the contest of heroes
and cannot now brook the intrusion of mundane sound.
The peak is scattered with blackened rocks
of all sizes, remnants of a mighty battle. A
huge, reptilian skeleton lies prone on the
granite, a sword protruding from between its
ribs.
The sword should spark some interest if the
players paid attention to the legends. The
blade belonged, of course, to Sinan. After
slaying the dragon, she left her sword, in tribute not only to the fallen Balthac but to the
mighty Calor as well. It is a normal sword + 4
(Weapon Class C). It may be taken without
penalty (Calor will not rise from the dead),
and it will be a useful addition for the P C who
will portray Sinan.
If the players ask if the cairn has been recently disturbed, tell them that one of the
characters must make an average Wisdom
check ( + 30 modifier). If successful, the characters learn that none of the stones appear to
have been recently moved.
A whispering demon has already occupied
Balthacs form. The Immortals of Entropy
are aware of the legends of this land. They
chose to lie in wait to see if any meddlers
would show up.
The form may be occupied without dismantling the cairn. X-ray vision or some
other magical vision enhancement reveals the
form within the cairn. But when a character
attempts to occupy it. his life force is repulsed
by the resident demons. The character must
remain incorporeal or spend 50 PP to reinhabit his own form.
The cairn may be partially dismantled, an
easy enough task using either Strength or
magic. In short order the form of Balthac is
revealed, lying supine in its rocky cradle. It is
the figure of a man 6 6 tall, well muscled
and showing the scar3 of many battles-truly
a fighters fighter. The face has strong, angular features and is wreathed with a full, auburn beard. The great sword Camb lies along
the length of the body, from Balthacs chin to
the toes of his boots.
When a P C makes the attempt to change
forms, the whispering demon attacks. Balthac rises from the rocks and swings Camb at
the nearest target, using one of the swords
powers (suggest cause serious wounds, triple

Chapter 4: When Legends Come to Life


weapon damage, or leap, the last especially if
no one is within melee range). The demon
continues to attack as long as feasible, responding in kind to Power attacks, of course.
Whispering demon: SP Entropy; R K Initiate; P P 400; A-M 70%; AC -6; H D 15 (75
hp); M V 120 (40) Incorporeal 24 mpr; AT
1; D id10 or id10 + 14 or 3d10 (depending
on sword ability used, if any); Save as Initiate; ML; Int 17;AL C
Balthac should not be physically damaged;
the body, after all, is integral to the mission
ahead. By using Power and Ability Score attacks, the demon can be driven from the
form.
Use of spells and spell-like effects is all right
in this desolate area where there are no mortals to observe.
The whispering demons form is hidden
away far down one side of Calors Hump.
When reduced to less than 100 PP, the demon
abandons Balthac by assuming incorporeal
form and reoccupies its normal form. When
this happens, Balthac slumps to the ground
like an empty sack. The demons intent now
is to fly to Olympus and inform its superiors
that other Immortals have indeed come to the
Prime with the intent of assuming Identities.
The characters may pursue, of course, and
should to prevent the spy from completing its
mission. One or more could also become incorporeal and give pursuit, continuing the
Power attack. Another possibility is for two
or more PCs to fly down and around the
mountain, looking for the demons form. The
characters fly twice as fast as the demon.
When the demon has been eliminated or
has escaped, Balthacs form may be occupied
by expending 50 PP. The player may wish to
add a few enhancements through additional
Power expenditures, at his or her option.
Combat Details for Balthac
The statistics for this form are listed on Table l (page 26). Remember to substitute the
values of the PCs Intelligence and Wisdom
(noted by an ? in the table).
Balthac was a Master with the two-handed
sword. Base damage against a primary target
(any creature attacking with missiles or natural weaponry) is 3d6 + 3; any other target is
2d8 + 3. If the target is man sized or smaller,
there is a chance of a stun (save vs. Death
Ray or move at one-third speed, + 2 penalty
to AC, - 2 penalty on all saves) and also the
ability to deflect up to two attacks (save vs.
Death Ray for each).
If Cambs cause serious wounds ability is
used, damage is 3d6 + 1 7 or 2d8 + 17. The triple damage ability causes 9d6 + 9 or 6d8 + 9
points of damage.

Sinans Oak
Sinans Identity lies some 70 miles southeast of Calors Hump. The mountains here
are somewhat shorter, some with tops below
the tree line. In accordance with the legend,
one mountain is crowned with a large oak,
the only such landmark to be seen.
The summit is mostly flat and covers a
roughly circular area 500 feet in radius. The
oak somehow grows from the solid rock close
to the center of the platea.u.
When the characters i2pproach to withir1
100 feet of the tree, it disappears and then re
.
appears one to four rounds later in a random
position at least 100 feet from the nearest
character. The tree persists in this evasive
action regardless of what physical moves
(leaping, etc.) or positions they take.
This protection was devised by the creator
of Sinans form to prevent any mortal adventurer from finding it. Adventurers gave up on
the problem long ago; even wishes do not
seem to work here.
The solution is to realize that the tree travels to the Ethereal Plane when it disappears.
If the players do not come up with this on
their own, they may get a clue by making a
difficult Intelligence check ( - 5 modifier). If
successful you may tell them that. the tree
does not become invisible but rather travels
elsewhere for a short time.
One or more characters may enter the
Ethereal Plane while another character forces
the tree to move. If the tree can be caught
while ethereal, the character(s) may ride it
back. Catching it can be a real problem because the oak can appear anywhere from 100
to 1,000 feet away (ld100 times lo), but it remains in the Ether for one to four rounds.
When one PC is in the Ether, check how far
from him the tree appears and how long it remains. If the character cannot reach it in
time, it blinks back to the Prime.
If more than one character enters the
Ether, plot their positions relative to each
other on a sheet of hex paper. Select one character as a point of reference for the appearance of the oak (it appears 100 to 1,000 feet
from him); roll ld6 to determine in which direction. Now it is apparent how far each of
the characters is from this strange tree. It is a
simple matter to determine if any character
can reach it before it blinks again.
As soon as anyone comes out of the Ethereal Plane in contact with the tree, it stops its
skittish movement and does not blink out
again. Now to find the form. The oaks trunk
seems quite sound and solid, but any magical
detection aid reveals a clever latch and lock
mechanism concealed in the rough bark.

..

37

Opening it reveals a small compartment that


holds Sinans Identity.
Anyone who appreciates elven beauty cannot help but be taken by her features. Lithe of
build, the delicate features belie the strength
of the perfectly toned muscles. Sinans eyes
are a piercing gray reminiscent of forest
mists, her hair a tumble of reddish brown
tresses. Unarmored, she is clad in green leggings and a brown hunting smock.
In the back of the compartment is a pleasant surprise; a long bow + 2.
The character taking Sinans role may now
occupy the form and make whatever magical
enhancements are deemed necessary.
Combat Details for Sinan
Sinan has no special mastery with the
sword the characters may have recovered
from Calors bones. Damage is ld8. Sinan is
capable of all the fighter options, but as an Elf
is limited to not more than three attacks per
round. Smash, Parry, and Disarm are usable
as described in the D&DQ Players Companion Book (page 18).
Sinan is a Master with the long bow.
Ranges are 130/180/240. Damage is 3d6 vs.
Class M opponents, ldlO + 4 vs. any other
target. She can Delay man sized or small targets if hit (save vs. Paralysis or lose initiative
the next round). In addition, she may add a
bonus of - 2 to her Armor Class against up to
two attacks from hand-held or thrown weapons.

The Unmiring of Aurum


Malpheggi Swamp is perhaps the most
desolate and unsavory piece of territory
imaginable. Acre upon acre of mire and
muck stretch endlessly in all directions. Footing is treacherous as in any bog, and there are
the usual number of small, annoying swamp
creatures. A cloying mist constantly rises up
from decaying vegetation, limiting normal
vision to less than half a mile.
The characters can wander here forever
and not find Aurum. A locate objector a wish
pinpoints the Identitys location in the featureless quagmire. A little digging reveals the
glint of golden scales, but as the excavation
widens, the body disappears as if sucked
deeper into the mud.
Aurums form lies in a pool of quicksand;
the jostling of the exhumation is causing it to
sink. A difficult Strength check ( - 5 modifier), telekinesis (enough to lift 20,000 cn), or
the nonspell effect buoyancy to 20,000 cn can
prevent it from sinking. It is important that
all the characters be occupied in freeing the
golden dragons form.

Chapter 4: When Lege:nds Come to Life


.

Silently, in a ring surround ing the characters, undead rise like mist fr om the muck.
Aurum is well known to undead as a menci*r
who practically destroyed all Mal1jheggian
undead. Centuries ago the more iritelligent
undead discovered the form. It looked alive,
yet did not move. They could not Ll oa,.a-l l l l :+
Puzzled, these creatures have been gathering
ever since out of a stranee and fearful fascination with this dragon who slew so many undead. Now that someone is tamDerine. with it.
they are angry. They want to keep Aurum foi
themselves.
45 wights: AC 5; H D 3 (14
90 (30); AT 1; D energy drain
12; Int 5; AL C
35 wraiths: AC 3; H D 4 (18
120 (40) Flying 240 (80); A
energy drain; Save F4; M L 11I ; Int 7; AL C
20 spectres: AC 2; HD 6 (27 hp each);
MV 150 (50) Flying 300 (100); AT 1; D
Id8 + double energy drain; Sav e F 6 ; M L d l ;
Int 8; AL C
This should be a tense, but n ot deadly, situation for the characters. The undead attack
before Aurum is freed from the quicksand. At
least one character must face tlhem, probably
trying to turn them, while the Jrest struggle to
save the form from sinking. Atirum is not capable of movement on his own until he is out
of the muck.
There are many clever wa ys the players
could get Aurum: teleport an)I object, occupying the form and teleportingI, plane travel,
etc. Most anything should WOI-k. You, as the
D M , should keep pressure (in them with
wave after wave of undead. TIle character(s)
opposing the attackers should
to keep them at bay.
Once the dragon is free, the
cupying the form can pretty rnuch have his
way with the remaining undea
paralyzed with terror when Au
first attack, then flee the area a s fast as possible .
The player taking the role of Aurum may
wish to consider assumins h m a n tnrm when
near human habitations
ory of Aurum is revered,
eting to see a great winsred lizard or to heat
the rush of its passage. [f speed is of the essence, Aurum is capable
three characters with no movement penalty.

ralysis at a penalty equal to the damage done


by the Kick or be stunned for one round and
. - .
_
4n.e f w i a t i v eon the next.
The victims of Tail attacks must save vs.
Paralys is as with a Kick (including the pen* alty), Fdus they are disarmed if the save is
+-,.:le-l
iaucu. Disarmed opponents may spend the
round retrieving the weapon or switch weapons. Initiative on the following round is lost
in any event.
The ranpe
s 66
..
.
..Winv
.
.
. attacks i-u of Aurums
-feet. Anyone hit must save vs. Paralysis at a
penalty equal to the damage inflicted by the
or be stunned. The victim cannot attack
concentrate, suffers a penalty of + 4 to his
mor Class, and moves at l/3 his normal
I

_---_*I.-_~.l

,I.

Attzck Options and Damages


Attack
Option
SWOOP

Hover

Crush
(20 r.)

Form Damage
Claw 4d4
Claw 4d4
Bite 6d6 + 8
Claw 4d4
Claw 4d4
Bite 6d6 + 8
Kick 4d4
Kick 4d4
Tail 4d4
6d6 + 8

Ascalon Reborn
The area purported to be the resting place
of Ascalon lies in extreme northern Darokin,
ountains that form the boundary
with Glantri. The vast reach of Lake Amthe plain to the south.
he site is well off the beaten path, located
it is high on a mountain peak. The Immorplaced the form here must have
trusted that the tomb would remain undisturbed, as it is not hidden in any way. A stone
doorway is plainly visible. Upon inspection
.
.
. .
.
. _---- wax
t h e &nor I C c p i l l r r l i n t h P iilmh with
-_-_three
. All are intact, and the threshold is covwith wind-blown debris.
Orcus, whom Night (the Hierarch c)f Enpy) has placed in charge of the elimiriation
e Immortals on Olympus, foresavv that
any Immortals who sought to inte rvene
would assume Identities. H e dispatche:d the
hispering demon to Balthacs cairn, and a
uman Celestial of Entropy named B rissard
Ascalons tomb.
Brissard entered the tomb and took the
taffnfhpnlinu
renlic:
u . _He
_ _ rnnctnirted
____________a-.
-r..-~
of it,
complete with shattered foot and sprouting
top, and gave iIt one power: life trapping. The
1

. .

--__I

Combat Details for Auirum


When attacking from the ground, Auru
may attack with claws,
attacks; from the air, he
Hover or Crush (the iattack farm. ,._.__
these options are listed on this page).
Victims of Kick attacks must save vs. Pa-
7

___

L.

-.-__
__

38

only handicap of the item is a 75 % chance the


artifacts power is directed at the owner instead of the intended target. Immortals may
make a save vs. Spells at a - 6 penalty to
avoid the effect.
Brissard broke the staff ofhealing into four
pieces and laid them in a shallow depression
in the northeast corner of the cave. Once in
place he made them invisible.
Using a ring of wishes, he wished that the
magical detection aids (truesight, detect invisible, danger, evil, and find traps) would
give false readings here. H e further wished
that detect evil and detect danger would give
benign readings whenever cast in the area of
the artifact, regardless of its location.
H e summoned a druj skull and two druj
eyes. Touching the staff to the skull (eyes in
the sockets), Brissard uttered the command
word. The druj were sucked into the artifact
instead of himself. With a sigh of relief he
placed the staff in Ascalons hand, resealed
the door, and piled the disturbed debris back
in place.
The door opens inward easily after the
seals are broken. The alcove is of natural
rock, like a small, shallow cave. The uncorrupted body of Ascalon lies on a narrow shelf
of rock at the rear of the room, his famous
staff held in his right hand.
Ascalons body is very thin and fraillooking. The face is clean shaven, revealing a
rather weak chin. The eyes are a startling
blue, and the lines around the mouth reveal
that Ascalon smiled easily and often.
The broken staff can be found by using dispel magic to counter its invisibility. But a detect evil will give a positive result since a staff
of healing can be considered good.
Experienced players will expect the tomb
has somehow been tampered with, despite
the appearances and assurances to the contrary. The wishes used by Brissard do not allow the usual safeguards to function. The
tipoff is the doorway. If the debris is searched
with truesight, tiny flakes of wax can be
found. In addition, the doors surface under
the seals is marked with fine scratches, also
visible with truesight.
The characters could also counterwish if
they surmise their detection attempts are being nullified. The wording must be precise.
I wish all magical detection aids to function
normally will not set things right because
the spells do work here, its the results that
are the problem. Reversal, or some similar
word or phrase, is the keyword.
When a PC occupies the form, everything
seems normal. However, the command word
for the staff is Balthac. Listen closely to the
player who assumes Ascalons form. When

Chapter 4: When Legends Come to Life


he says Balthac while in character, roll
ld4. O n any result but a 4, he must save
vs. Spells at - 6 (his Immortal saving throw,
since this is in essence an attack by the Power
in the artifact) or be sucked into the staff.
This effect could be delayed for some time,
depending on the roll of the die and your
players habits in using names.
If a character is trapped, the dlruj skull and
druj eyes are freed. Each character must save
vs. Power Drain or lose initiative. The skull
and eyes attack separately, attacking anyone
who lost initiative in preference to other PCs.
Druj skull: AC -4; H D 14 (63 hp); M V
90 (30); AT 1; D 2d4 + poison; Save F14;
M L 11; Int 14; AL C
Two druj eyes: AC -4; HID 14 (55 hp
each); M V 90 (30); AT 1; D poison; Save
F14; M L 11; Int 14; AL C
Druj poison is of the save or die variety,
so for an Immortal this means he or she takes
l d 6 points of damage per round until the poison is neutralized.
The life trapping ability costs 100 P P and
drains the artifact. It cannot be recharged for
20 turns. A trapped character can only be
freed by trapping another creature in the
staff.

Use of Power and Magic


Once in the new forms, the characters may
want to expend some Power to enhance Armor Class, Anti-Magic, and so m. This is legitimate, and may be safely (done in the
wilderness settings where the Identities are
hidden.
The characters must be very careful when
exercising their Immortal powers in the presence of mortals, especially spell use. Use of
Power is permissible, but it must be done in
such a way that it fits the Identity.
For example, the player portraying Balthac may want to use Power to add a bonus to
his Identitys Hit rolls or weapon damage.
This is just fine, as either effect is within the
keeping of his class, and it is completely believable that a legendary fighter could strike a
formidable opponent with ease and do massive damage.
O n the other hand, a fighter casting a fire
ball is likely to raise more than a few eyebrows and could easily result in exposure of
the Identity as an Immortal. Prudent use of
Power is the key.
The PCs taking the Identities of Sinan and
Ascalon must have been a magic-user and a
cleric, respectively, in their mortal existence.
Sinan must take a spell book along to carry
off the charade of memorizing spells, even if
this is not actually done. When using spells,

both characters must be careful not to exceed


the limits of Spell Progression, lest a mortal
be watching.

Movement
Universal movement is still possible while
posing as the Identities because it is a property of the Immortal life force, not the form.
Obviously, flying and gaseous form should be
used only in extreme emergencies. Movement should be. generally governed by the
forms of the Identities. Since three of them
are human, the walking rate is 120 (40).

Encounters With Mortals


and the Use of Aura
The possibility exists for several encounters with men and elves. How the PCs conduct
themselves in these situations has a bearing
on X P and P P awards at the end of the
adventure-the Hierarchs are most certainly
keeping an eye on the situation!
O n the surface it seems the safest approach
would be for each character to polymorph his
form into humans not so easily recognizable.
Thus in any encounters with mortals the PCs
are just average adventurers.
But consider the Identities themselves.
Balthac in particular is prophesied to return
in the republics darkest hour. Aurum saved
Darokin once, as Ascalon did Corunglain.
The lives of the people of this area are in total
disarray-recall the destruction of Darokins
army when it marched on Olympus. Bordering nations no doubt are casting a covetous
eye on the weakened republic. All this has
been brought on by the ill-advised actions of
Immortals (not only the impostor gods but
Entropy as well) and should be set right if at
all possible.
The morale of the inhabitants can be improved immensely if they could see their legendary heroes going to meet the present
menace. This cannot be accomplished if the
PCs disguise the Identities. If the mission is
accomplished in this manner, the threat may
be removed, but the citizens will have no idea
how, nor any reason to believe these disasters
will not happen again. They will remain
shaken and weak, easy prey for any invader.
When figures of legend come forth to meet
a doom and conquer it, there is a sense of
finality-this menace will never rise again.
The pride of the people in their history and
nation is strengthened, and they work together with newfound strength to repair the
damage and go on. But this can only happen
if they see their legends come to life.
Therefore the players should be discour-

39

aged from altering the appearance of the


forms. Let the people see mighty Balthac and
sylphic Sinan together once more to battle
evil, see magnificent Aurum gliding through
the skies of Darokin like the constellation
come to Earth, see frail Ascalon trudge determinedly once again into the wreck of the Broken Lands to heal the lands woes. The
reward for playing these roles to the hilt is not
the mere neutralizing of the damage caused
by some misguided Immortals, it is the opportunity to save a nation.
In this vein, the players must put aside
their own characters for a time and immerse
themselves in the Identities. When mortals
are encountered, the players should provide
counsel and lift their spirits by showing their
resolve to assume this burden that is too great
for mortals to bear.
Aura should be used sparingly, if at all.
The mere physical appearance of the Identities has much the same effect, though more
one of respect than worship. If Aura is used,
the effect elevates the Identities to godhoodnot desirable at all. The impression should be
that the legendary figures are wholly mortal,
not gods, and that mortals can set this situation right without divine help. This gives the
mortals self-respect and a sense of being in
control of their destinies.
Aura use will cause mortals to flock to see
the new gods come to earth, greatly complicating the situation. Several wishes would definitely be necessary to erase the memory
from mortal minds. meaning the characters
would be penalized Power Points. You should
therefore discourage the use of Aura in most,
if not all, cases.

Traveling Between
Identity Locations
The players may choose whatever routes
they want, of course, but they may have to
visit a city (Selenica or Darokin are likely possibilities) to pick up some necessary equipment. In light of the previous discussion, the
characters should be played openly; any
equipment desired will be freely given, saving the Power required to create the items.
If not all the Identities have been acquired
yet, those characters still in their mortal
forms who are strangers should act subservient to any Identity. Otherwise mortal witnesses will have a difficult time believing that
their legendary heroes have really returned,
instead tending to be believe they are the victims of a cruel joke.

to Life
The chimerae attack in defense of their territory, viewing the PCs as interlopers. They
are unaffected by Aura.
Cleric: AC 2; H D 9 (40 hp); M V 120
(40); AT 1; D ld6; AP 1; Save C9; M L 12;
Int 14; AL L
Acolytes: AC 6 ; H D 1 ; M V 120 (40); AT
1; D ld6; AP 2d10; Save C1; M L 9; Int 11;
AL L
Any group of clerics encountered are en
route to Darokin, Selenica, or Corunglain.
They are well aware of the situation in and
around Corunglain, and bemoan the fate
that the gods have visited upon their country.
The head cleric definitely recognizes any of
the Identities. He wants to spread the news
that there is reason to hope the crisis is at an
end. The PCs may wish to dissuade him of
this if they feel their presence should not be
revealed as yet. The cleric agrees, but appears troubled and starts asking questions.
The characters must give him satisfying answers without revealing their true natures.
Cockatrice: AC 6 ; H D 5; M V 90 (30)
Flying 180 (60); AT 1; D ld6 + petrification; AP 2d4; Save F5; M L 7; Int 2; AL N;
XP 425 each; Book X47
These dumb creatures can be frightened
off by killing half the number appearing. Remember that the characters may choose any
saving throw number they wish if they must
save vs. Petrification, but a 1 always fails.
Black Dragon: AC 0; H D 10 + 3 (large);
M V 120 (40) Flying 300 (100); AT any except wing; D Bite or Crush 2d10 + 4, all others l d 6 + 2 each; AP ld3; Save F21; M L 9;
Int 12; AL C ; XP 3,000 each; Book C29
Red Dragon: AC - 3; H D 15 (large); M V
120 (40) Flying 300 (100); AT any except
wing; D Bite or Crush 4d8 + 4 , all others
ldlO + 1 each; AP ld3; Save F30; M L 10; Int
12; AL C ; X P 4,200 each; Book C29
Any dragon encountered can talk but may
or may not use spells (your option). These are
meant as role-playing encounters, though either type of dragon can be goaded into attacking if insulted. Both types are aware that
many creatures of death are abroad, though
they have no specific knowledge of what is
happening on Mount Olympus-even
dragons are afraid to fly near there.
Elf leader: AC 2; H D 8; M V 120 (40);
AT 1; D ld6; AP 1; Save Elf 8; M L 16; Int
14; AL N; X P 1,200; Book B30
Elf followers: AC 6 ; H D 2; M V 120
(40); AT 1; D ld6; AP 2d12; Save Elf2; M L
12; Int 12; AL N; XP 25 each; Book B30
Elves immediately recognize Sinan, if that
Identity is present, and are worshipful of her.
They pester the character portraying her with
questions about what happened in the epic

40

battle so long ago and where has she been.


The character must give satisfying answers.
The elves want to join the party, which certainly is more of a hindrance than a help.
Sinan (or any other character if the Sinan
Identity has not been occupied) should tell
the elves to return to the forest, giving them a
good reason for such actions and making
them feel they are being helpful in going
away.
Fighter: AC 2; H D 7; M V 120 (40); AT
1; D 2d4; AP ld6 + 5; Save F7; M L 10; Int 8;
AL any; XP 450 each
Any fighters encountered are adventurer
types who ask the characters to join them on
an adventure. If the characters agree, you
may run them with any type of encounter befitting the area. The characters should be
challenged, but must resolve the situation
without using their Immortal abilities.
Hill Giant: AC 4; H D 8; M V 120 (40);
AT 1; D 2d8; AP 2d4; Save F8; M L 8; Int 7;
AL C ; XP 650 each; Book X50
Mountain Giant: AC 0; H D 18; M V 150
(50); AT 1; D 5d10; AP ld20; Save F18; M L
9; Int 11; AL N; X P 3,475 each; Book M30
Any giants encountered want to talk with
the characters rather than fight, inviting the
PCs to their lairs for rest and refreshment.
They want to sit around the fire and talk,
talk, talk, refusing to let the PCs leave. The
characters must figure out away to make an
exit without insulting their hosts. You may
decide if the method they choose is adequate
or whether it enrages the giants and precipitates a fight.
Grab grass: AC 9; H D 20; M V 0; AT 1; D
special; AP NA; Save Normal Man; M L 12;
Int 0; AL N; X P 10; Book C34
This is simply an annoyance for the characters. If you wish, however, an adventuring
party may be stuck in the grass for the characters to rescue. This would also provide another human contact for the characters and
another role-playing opportunity.
Gremlin: AC 7; H D 1; M V 120(40); AT
special; D special; AP 2d4 + 4; Save Elf 1;
M L 12; Int 9; AL C ; XP 16 each; Book C32
More annoyances, but the gremlins do not
hang around long if the characters make
threatening actions or actually slay one of the
creatures.
Griffon: AC 5; H D 7; M V 120 (40) Flying360(120); AT 2 clawdl bite; D ld4/ld4/
2d8; AP 2d8; Save F4; M L 8; Int 2; AL N;
X P 450 each; Book X51
Creatures of such low intelligence persist
in attacking, especially if the characters have
acquired any horses. Otherwise they curiously circle around the PCs, trying to decide
if the characters are good to eat.

Iter 4: When Legends Come to Life


Black Hag: AC 4; H D 15; M V 150 (50);
AT 2 claws or 1 spell; D 2d4 + poison or
spell; AP 1; Save C15; M L 10; Int 12; AL C ;
XP 6,900; Book M31
The hag is similar to the beholder in her
actions, but she tries to get one of the characters alone and then attacks.
Haunt, banshee: AC -3; IHD 13; M V
60 (20); AT 1 touch/l gaze; D age i d 4 x 10
years/paralysis; AP 1; Save special; M L 9;
Int 12; AL C ; XP 5,150; Book C32
This lonely spirit warns of her presence
with a wail before she is actually encountered. The aging effect will affect the human
mortal forms of the Identities, which may be
repaired by expending 2 PP per year of age.
Hippogriff: AC 5; H D 3 + 1; M V 180
(60) Flying 360 (120); AT 2 clawdl bite; D
ld6/ld6/ld10; AP 2d8; Save F2; M L 8; Int
2; AL N; XP 50 each; Book X51
Handle hippogriff encounters the same as
those with griffons.
Giant Leech: AC 7; H D 6; h4V 90 (30);
AT 1; D ld6; AP ld4; SaveF3; M L 10; Int 0;
AL N; XP 275 each; Book X52
Leeches attack by night in the swamp. If
you feel it necessary, you could have some
leeches attack while the characters are trying
to rescue Aurums form from the quicksand.
Mage: AC 6; H D 8 or more; M V 120
(40); AT 1; D ld4; AP 1; Save M U = H D or
Level; M L 10; Int 16-18; AL any
Seer; AC 8; HD 2; M V 120(40); AT 1; D
ld4; AP 2d10; Save MU2; M L 9; Int 14 or
more; AL any
Treat this the same as the cleric encounter.
You may wish to have the mage challenge one
of the characters to a magical duel. The PC
must be careful not to reveal his Immortal
status during the contest.
Merchant: AC 9; H D Normal Man; M V
120 (40); AT 0; D 0; AP 4d4; Save Normal
Man; M L 7; Int 7-9; AL any
Darokins economy is in a shambles because of the upheaval around Corunglain,
which the merchants complain about loud
and long. The merchants have many goods
with them and gladly sell whatever they have
(your choice) if the characters have hard
money. They do not recognize any of the
Identities, being too immersed in their monetary problems to notice whom they are dealing with.
Mystic: AC 0; H D 10; M V 210 (70); AT
3 hands; D 2d10 each; AP ld6; Save F10;
M L 9; Int 12; AL any; X P 4,751) each; Book
M32
Mystics have a 50% chance of perceiving
that the characters are something special, but
not necessarily Immortal. If they do, they are
eager to try their skills against them. This is a

frien
Nome: AL 4; nu 1 ; iviv I L U (4u I; A L I;
D ld8; AP 2d2; Save Class = to HD; M L
10; Int 10 or more; AL any
The nobles encountered can range from
mean and petty to truly noble and concerned
for their subjects. They recognize the Identities, and their reactions can range from exploitation or a sincere desire to aid in
whatever way they can.
Nuckalavee: AC 4; H D 11; M V 120 (40)
Swimming 360 (120); AT 2 claws; D 3d8 +
death (each); AP 1; Save F11; M L 10; Int 9;
AL C ; X P 3,500; Book M37
This creature assumes the characters are
easy victims and it attacks. It tries to flee
when it realizes its error.
Odic: AC -4; H D 16; M V 0; AT 1; D
ld12 + poison; AP 1; Save F16; M L 12; Int
12; AL C; X P 5,150; Book C37
The initial encounter is with leaves animated by the odic. The characters are immune to the charm effect, but they may wish
to locate the odic and destroy it to prevent it
from snaring others.
Ogre: AC 5; H D 4 + 1; M V 90 (30); AT
1; D id10 + 2 ; AP 2d6; Save F4; M L 10; Int
6; AL C ; X P 125 each; Book B35
Snow ape: AC 6; H D 3 + 1; M V 90 (30);
AT 1 club/l hug; D ld6/2d6; AP 2d10; Save
F3; M L 10; Int 5; AL C ; X P 50 each; Book
C36
Ogres and snow apes are very territorial
and challenge the characters but do not actually attack. If the characters ask for information, the ogres tell them anything just to get
them to leave. The ogres and apes may follow
and attack if the characters travel through a
likely ambush spot.
Thief: AC 4; H D 5 or more; M V 120
(40); AT 1; D ld6; AP 2d10; Save Thief =
Level; M L 9; Int 9-14; AL C
Thieves may either try to steal from the
characters or engage in friendly conversation. If the characters use ESE: they discover
that the thieves are employed by an evil mage
with the express mission to discover if any
strange beings have made an appearance in
Darokin. The characters can also learn that
the thieves recognize the Identities, even
though they show no outward sign of recognition and deny it if directly questioned. The
thieves should not be allowed to report to
their employer.
Trader: AC 6; H D 1; M V 120 (40); AT

l;Dld6;AP3dlO;SaveFl;ML9;1nt9;AL
any
Treat traders as merchants for the most
part, except they are not as worried about the
crisis as they serve other lands as well.

41

Corunglain
Once all the Identities are assumed, the
characters are ready to face their final challenge. It is strongly urged that they pass
through Corunglain on their way to the Broken Lands. Recall that this city figured prominently in the Legend of Ascalon, and the
characters should be eager to show themselves to the populace. It is permissible for
Aurum to appear in dragon form as they approach the city.
Corunglain looks disheveled. The streets
are clogged with refuse, most businesses are
boarded up, and few people are on the
streets. The mayor and other important government officials have taken refuge in a fortification ringed by heavily armed guards.
Away to the north, the black bulk of Olympus squats in the Broken Lands. The roiling
black cloud around its summit spreads far
across the northern sky, great bolts of lightning striking fitfully from it to the land below.
It is no wonder Corunglain looks as it does;
surely this is the end of the world.
When the characters enter the city, few
people are abroad to notice them. But, little
by little, a crowd forms. Staring in disbelief,
murmurs of Ascalon, Aurum, Sinan,
and Balthac can be heard. A holy man,
more courageous than most, bravely confronts the characters. You come to us in the
guise of legends. Are you whom you appear
to be, or are you demons sent to destroy us?
The characters should answer firmly that
they are the legends.
The citizens of the city, especially the clerics, act as if affected by Immortal Aura. A
great meeting is called where the two
branches of the Streel join below the city. The
characters are asked to address the assembly.
Here is an excellent opportunity for the players to role play their assumed Identities;
make note ofwhat they say and how they conduct themselves for use in rewarding PP at
the end of the adventure.

Chanter 5 : Thunder Over Qlvmnus


The crowas mom Lorunglain trail me cnaracters as they begin the final leg of their goal.
They insist on following even if the PCs warn
them away-they are irresistibly drawn forward by the events to come. The characters
should maintain the integrity of their Identities by avoiding any incongruous actions or
movement while the townspeople are watching. This restriction applies until the characters enter the cloud over the mountain.
About 10 miles north of Corunglain it is as
if a knife were drawn across the throat of the
land, abruptly dividing the earth into two
wildly divergent landscapes. To the south lies
the fertile lands of Darokin; to the north
stretches the blasted features of the Broken
Lands. The dark bulk of Mount Olympus
dominates the northern horizon.
The black cloud covering the summit gives
the impression that the mountain top has disappeared or has broken off. Occasional flickers and bolts of lightning give shape to the
roiling mass. Farther in the distance, the
earth moans and cracks in protest against the
forces of earthquakes and volcanic eruptions.

The Legends Revisited


As the characters near the mountain, they
can see many moving shapes on its lower
slopes, below the cloud line. Four figures detach themselves from the mob and take to the
air.
These come skimming down the slope and
gliding over the plain toward the characters.
A moan of despair rises from the following
townspeople as the forms of the flyers are recognized: a huge red dragon, a magic-user,
the skeletal frame of a lich, and a human female of unearthly beauty. There is no doubt
in any mortal mind that these creatures are
the banes of their Champions. The citizens of
Corunglain stand as if rooted like trees, terrified at the unfolding spectacle yet incapable
of fleeing.
The creatures are Identities inhabited by
Initiates of the Sphere of Entropy. They stop
a short distance away, pairing themselves off
against their likely antagonists (Calor opposite Balthac, Kazad opposite Sinan, etc.).
They wait in silent mockery, smug expressions of confidence on their faces.
A bolt of light streaks from the cloud
around Olympus to a point between the arrayed enemies. The light transforms into the
figure of a man, who turns and faces the PCs.
The person is Brissard, a 4th-Level Temporal of Entropy. H e was a cleric as a mortal,

sponsorea DY iillitna ror immortill status.


You may recall he also created the artifact
found with Ascalons Identity in Chapter 4.
Brissard is very urbane, speaking with a
unctuous voice that, coupled with his high
Charisma, makes even the most convoluted
logic seem utterly simple and irrefutable. He
regards the PCs with a slight smile on his lips,
then speaks to them in a low voice.
Fellow Immortals, welcome back to your
native plane. I see you have been busy
preparing to battle us on the summit, a
game you are ill-equipped to even play, let
alone win.
While we do not wish you to interfere
with our project here, we are not unreasonable. I am sure you are aware that the
creatures behind me are Identities like
yourselves. I am also sure you appreciate
the exquisitely appropriate touch that
they compliment your Identities so well.
I see the beleaguered people of Corunglain massed behind you, pinning their
hopes on legendary beings who saved
them once before. We wish them no harm
other than death and misery; strange they
cannot accept the inevitable, especially
those who have chosen to live at the edge
of the wilderness.
But I digress. As I said, we are not unreasonable, and will even give you a
chance to face the trial on Olympus. O u r
Identities stand ready to battle yours, in a
re-enactment of the legendary battles that
brought everlasting fame to them.
This is a formal combat, each battle to
be fought individually with no aid from
others on either side. Thus Balthac and
his butter knife must face mighty Calor in
single combat, and so on. All of you must
face your bane in turn, but if even one of
you wins his contest, all may pass our defenses and enter the cloud. Are you agreed
to this?
Good. Remember, you battle in full
view of mortals. I am certain you know by
now how this limits your use of Power.
Sad, but the Time of Legends has passed.
You cannot win.

42

arissara assumes gaseous rorm to return to


Olympus, leaving the characters to face their
legendary nemeses. The challenges may be
met in any order desired. You might suggest
to your players that their characters require
magical protections to survive their duels, if
they do not think of this themselves.
Each encounter is meant to be challenging,
but not necessarily deadly. Part of the challenge for the players is to select magical effects and attacks in keeping with the role of
the Identity each character has assumed.
They are in full view of the Corunglainians,
so they must be cautious not to reveal themselves as Immortals.
Balthac is the most limited in this respect,
since a fighter cannot cast spells. It could be
argued that even Power attacks are included
in this proscription since there is a visible effect. As D M you may disallow this, ruling
that such a detail could easily go unseen in the
general confusion of battle.
Each evil Identity is controlled by an Immortal with the following stats.
Controlling Immortals: SP Entropy; RK
Initiate; P P 362; A-M 100%; Ability Scores
19 each; AL C
Note that each Identity has some additional Anti-Magic effect in force for the next
six turns; the Power for this has already been
deducted. Consider the innate Anti-Magic of
an Immortal life force and any additional enhancement through Power expenditure as
separate things.
If all Anti-Magic is lowered to cast magic,
one or both of the Anti-Magic effects may be
reinstated the following round. For example,
if the lich facing Aurum has 50 % innate magical resistance and a 20% magical enhancement, he can drop this to 0 % for one round to
cast a spell, then become ZO%, 5 0 % , or 70%
resistant the following round as befits the situation. This can be done until the duration of
the magical enhancement expires.
The Initiates are under strict orders not to
lose the forms of their Identities, but they
may use Power as they see fit. If the forms are
in danger of being destroyed or if the Initiate
is down to 50 P P or less, the contest is over
and the Initiate flees at the fastest possible
movement rate for that form. The PC does
not have to pursue; he or she has won and
gains the X P for defeating that creature.
A character may likewise yield if he or she
feels that the Identity will be destroyed if the
contest continues. The watching mortals are
demoralized if this happens, and it will require several wishes to erase the memory of
the event.

Chapter 5: Thunder Over Olympus


Balthac vs. Calor
Calor Identity: AC - 8 ; HD 22 (140 hp);
M V 150(50) Flying 360 (120); AT up to 6;
D Bite or Crush 4d8 + 8/Claw, Wing, Kick or
tail ld12 + 2 each/Breath = current hit
points; Save F36
The Initiate controlling Calor is very much
aware of Camb and its powers. H e uses antimagic ray whenever possible to temporarily
suspend the magic. Normal sword damage is
inflicted per hit, in any event. It is to be
hoped that the P C playing Balthac has used
immune to breath weapons.
In the first round, Calor launches a slam
Power attack or, if Balthac is close enough to
use Camb, an anti-magic ray against the
sword to neutralize it. Calor uses another
slam i n response to any Power attack
launched by Balthac. His physical action this
round is to breathe.
In the next round the Initiate is still mindful of the sword, using anti-magicray to neutralize the weapon if there is a possibility of
being struck by it. If not, he makes a change
attack, responding to any incoming attack
with a wrap. Calor also makes a hover attack,
allowing him two claws, two kicks, a bite, and
one tail attack.
The third round, Calor takes to the air to
make a swoop attack (two claws, one bite).

Sinan vs. Kazad


Sinan may create any magical effect using
Power as long as it is within the spell progression of the elf Identity (5-4-3-2-1). Consult
the Magic-Users Spell Lists in the D&D@
Expert and Companion Books, Levels One
through Five, for the spell effects the observing mortals would expect.
This stricture does not apply to protections
or immunities that are invisible, like dodge
directional attacks, protection from
lightning, etc. Remember to double the characters Immortal Hit Dice, not the Identitys,
to find the casters level for any spell effect
that requires level to determine amounts. If
the PC has 21 H D , the casting level is 42.
Thus protection from lightning would negate
the damage of 42 dice, or 7 attacks from Kazads wand oflightning bolts. Of course, the
PC may choose to set all saving throws to 2 at
no cost in Power rather than use those listed
for the Identity, and Anti-Magic can be set at
any level by expending the appropriate
amount of Power.
It would be prudent for Sinan to use wrap
to defend against expected Power attacks, using the Defense Option. Though the P C cannot initiate any Power attacks, she can
completely avoid the effects of any attack at a
lower loss of Power.
O n the other hand, Sinan will find it difficult to close to melee with Kazad and may
wish to use hold or erase in order to pin him
down so she may physically attack.
Kazad will attempt to stay out of melee
range if at all possible, using the wand of
lightning bolts and Power and Ability Score
attacks. H e may attempt an occasional spell
effect, but only every third round or so because of Sinans expected Anti-Magic and the
danger of exposing himself to magical damage. Also, he may approach within melee
range to test for any magical combat enhancements Sinan may have in effect so he
may later use subsequent change Power attacks to dispel them.
Kazad Identity: AC -9; H D 9 (60 hp);
M V 120 (40) Flying 360 (120); AT 1; D
2d6 (staffof striking); Save MU36; S 10, I
18, W 17, D 11, C 15, Ch 11; Magical Items:
staffofstriking, wand oflightning bolts;AL C
In the first round, Kazad launches a hold
Power attack and moves in to swing with the
staff.There is a 50 % chance that he correctly
guesses the nature of any magical protections
or enhancements Sinan has in effect. Kazad
responds with a slam against any incoming
Power attack.

43

In the second round, Kazad drops his


Anti-Magic and uses 40 PP to cast timestop,
gaining three rounds of action. H e uses these
to make hold, slam, and change attacks. If
the change is successful, Kazad selectively
dispels any magical effect he may have deduced. H e moves away at his standard rate
(40).
In the third round his Anti-Magic is back
in force, but at only 50 % . If Sinan has not
closed to melee range, Kazad uses the wand,
otherwise the staff. In this and each subsequent round, Kazad makes an Ability Score
attack against Sinans Intelligence. Consult
the following table for the effects of lowered
Intelligence on spell casting (either memorized or through Power expenditure).
Intelligence Effect
0-2
3-4
5-6

7-8
9

No spell castinq possible


No spells above 2nd level/20 PP
No spells above 4th leveV40 PP
No spells above 6th level/80 PP
All spell levels usable/l60 PP

Aurum vs. the Lich


Lich Identity: AC -7; H D 9 (77 hp);
M V 120 (40) Flying 360 (120); AT 1; D
any effect from staff of wizardry; Save
MU30; Magical Items: staff of wizardry; AL
C
1st level: none memorized
2d level: invisibility (x3), mirror image (x2),
web (x3)
3d level: dispel magic (x3), f 7 haste
~
(x2),
slow (x2)
4th level: dimension door (x2), ice storm
(x3), polymorph other (x2)
5th level: hold monster (x2), telekinesis (xZ),
teleport, wall of stone (x2)
6th level: flesh to stone (x2), projected image
(x2), wall of iron
7th level: delayed blast fire ball (x3), sword
63)
8th level: dance, explosive cloud, force field
(x2), power word blind (x2)
9th level: heal, maze (x2), meteor swarm,
timestop
The Initiate in the lich Identity has chosen
to cast spells in mortal fashion, thus his power
can be used totally for attacks. And yes, that
is a real staff of wizardry-Aurum should be
somewhat concerned. Also, the lichs
Strength must be raised in order to make effective Punch attacks if physical Ability

Chapter 5: Thunder Over Olympus


Scores are to be attacked. Assume a beginning strength of 10 and a n 8 PP expenditure
to raise it to 18 for six turns.
When it is obvious (by gestures and incantations rather than Power use) that the lich is
actually casting spells, Aurum should initiate
Ability Score attacks against the Initiates Intelligence. Better still would be feeblemind,
totally negating the lichs ability to cast spells.
The powers of the staff are fire ball, lightning bolt, ice storm, continual light, telekinesis (2,400 cn), invisibility, passwall, web, and
conjure elemental. Attack spells d o 8d6
points of damage. The staff has 24 charges.
There are many creative tactics the lich
may use with all the spells at his disposal, so if
you have some favorite combinations, you
may feel free to implement them. As a suggestion, maze could be used to send Aurum
to the Astral Plane for i d 4 rounds (the P C
may choose how many rounds to remain in
the Astral Plane since he is Immortal). While
the dragon is gone, the lich casts delayed blast
fire ball at the spot where he thinks the
dragon may reappear (Aurum may choose
the spot), setting the delay for four rounds, or
he could use the extra time to summon undead for Aurum to face.
Timestop is another spell that could be
used creatively. In the extra rounds gained,
the lich could cast l d 4 + 1 spells to take effect
on Aurum when the timestop ends. Web
would also be effective if cast on a flying
dragon; if his wings are momentarily fouled
by the webs, Aurum must land, or crash for
l d 6 points of damage per 10 feet fallen.
It would be inadvisable for game purposes
for the lich to break the staff in a final strike.
Aurum would be slain easily, but more importantly the lich Identity would be destroyed. Entropy considers none of the evil
Identities to be disposable.
Attacks against Intelligence are a good tactic for either opponent. The lich may also
choose to make Strength attacks if forced to
melee. H e uses a Punch attack for 3d6 points
of damage. Aurums strength can be considered as 22 (1 point per Hit Die) a t the start of
the duel.

Ascalon vs. the Demon


Whispering Demon: SP Entropy; RK
Initiate; P P 400; A-M 70%; AC -6; HD 15
(75 hp); M V 120 (40) Flying 180 (60); AT
2 talons; D l d 4 + 4 each + special; Save as
Initiate; S 11, I l l , W 12, D 13, C 13, Ch21;
M L 14; AL C
Ascalon faces a voluptuous female possessed of unnerving beauty. This image is
confusing to the assembled Corunglains,
since the Legend of Ascalon refers to a hideous demon as the source of the pestilential
breath that laid waste to their city.
Some may even step toward the creature,
who stands quietly with arms lovingly outstretched to receive them. The player portraying Ascalon should not be fooled by this
guise of a whispering demon and should warn
the mortals back, telling them of the evilness
of the creature and the danger she represents.
This demons best attack is to physically
contact her opponent in order to drain levels.
However, her charm person abilities are
probably ineffective against Ascalons AntiMagic, and hold monster simply does not
work on Immortals. However, if the magic
resistance does not foil the attempt, Ascalon
must use his Immortal save vs. Spells since
this magical attack is of Immortal origin.
If Ascalon is protected by Anti-Magic, the
. . . . _. .
demon tnes the Yower attack forms hold and
erase to prevent Ascalon from moving out of
physical contact.

The Summit
of Olympus
A Matter of Perspective
After the duels are completed, the characters may continue on to the mountain. The
Corunglains follow no further, being quite astounded and stupefied by the titanic struggles
they just witnessed.
The mountainside is steep and dark, a tortuous trail over great blocks of rock and
worked stone. Apparently the palaces constructed by the gods have been destroyed
and
flung from the summit. An arm pro..._
trudes from beneath one such stone, mutely
telling of the demise of an unlucky mortal
who ventured too close to Olympus.
. . .
Ascending the mountain, the characters
are continually confronted by jeering demons
and the stern, lifeless stares of hordes of undead. But the PCs are not attacked, even
0

44

those who lost their battles with the evil Identities.


The characters finally enter the black
cloud. The air is strong with Power; flickers
of lightning play nervously throughout the
fleecy blackness. All types of evil creatures
crouch amongst the boulders and on soaring
crags, calling to the characters to flee, to join
them in the enterprises of Entropy, etc.
Each character should make an Immortal
save vs. Power Drain or become demoralized
by the overwhelming evilness. No one should
be made to run or retreat. The purpose is to
allow the characters to role play and interact
with each other, to reassure and uplift the
spirit of any characters who failed the save.
After each such a pep talk, each affected character should be allowed another save to remove the feeling of despondency
Once at the top of the mountain, the scene
is one of ...nothing! The mountain peak is
gone, as if sheared off clean and smooth by a
gigantic sword. The roiling, inky cloud caps
the mountain, but at a distance of a thousand
feet on any side. Looking very closely, the
characters are able to see a microscopically
thin vertical line extending upward from the
center of the plateau. Tremors regularly
shake the mountain, and the stone feels hot.
Hollow, evil laughter booms from the throats
of unseen demons, amused at the consternation of the characters. What is going on here?
Night used 200 PP to shift the dimensional
perspective of the mountaintop four times.
Thus the dimensional base is in the fifth dimension instead of the first, and the rest of
the dimensions describing the form is the reverse. The mountain top exists in a 5-4-3 configuration, not 1-2-3. The only dimension
common is the third.
A mortal who perceives dimensions 1
through 3 in effect sees a dot of zero thickness, or, if you will, nothing. Using magical
enhancement to pick up the fourth dimension, he would see a vertical line.
An Immortal perceives dimension 1
through 4, so he sees the mountaintop as a
thin vertical line, like the magic-using mortal. The demons are not invisible. They are
really there, in that line, so truesight and
other sight enhancements reveal nothing that
an Immortal cannot normally see. By spending 50 P P to shift his dimensional perception
one increment (able to view 2 through 5
rather than 1 through 4) he can see the mountain top as it is, a three-dimensional space.
But remember, the dimensional base is in
the fifth dimension. Spells or spell effects do
not function if produced by a character whose

O1987 TSR, Inc. All Rights Reserved.

Chapter 5: Thunder Over Olympus


dimensional base is in the first or second dimension.
If the perspective is changed so that the
base is in the third dimension, visually everything appears normal, but spells and spelllike effects have only length, no breadth
(range) or volume. If all magic has a range of
zero, the implication is obvious that any
spells normally cast at a range detonate or
otherwise take effect on the caster.
If the perspective is further incremented
such that the base is in the fourth dimension,
spells have length and range, but no volume.
Thus a fire ball would have the same appearance and effect as a mortals fire ball does on
the Astral Plane: a thin disc like a circular
saw blade.
If the base is advanced to the fifth dimension, all spells and spell-like effects function
normally.
The players must figure out this puzzle in
order to proceed. As in similar situations encountered earlier in this adventure, they may
make Intelligence and Wisdom checks to gain
some insight into the problem; treat such as
an easy Ability Score check ( + 55 modifier).
The clues you may give them for successful
checks are as follows:
1. Tell them they must get the situation in the
proper perspective.
2. If they have had previous experience with
shifted dimensions in your campaign remind them of the experience.
3. Remind them of the effect on spell casting
while in the Astral Plane.
The characters must expend 200 PP each
to shift the dimensional base to the fifth dimension, which is a substantial Power outlay
for Temporals, especially considering what
lies ahead. Once the characters have determined what the problem is, they may wish
the dimensional orientation to return to normal, or optionally, you may postulate that
one of the PCs Hierarchs made the wish. Either of these is preferable to expending the
Power because it would take 200 turns to regenerate the points. Remember that a wish
may only regenerate 20 PP, thus it is worthless for this use.

Once All Becomes Clear


Once the characters have made at least one
dimensional shift, they see what remains of
the impostors Olympus. Refer to the map on
page 45. The surface of the mountaintop is i r
regular, and the Immortals did not attempt to
level it. They constructed what must have
been a magnificent edifice that conformed to

the natural lay of the land. The palaces white


marble walls, towers, and turrets lie smashed
and scattered all about.
Off to one side is the barrier that Athend
Lokena mentioned when the characters
talked with her on Kryla. It is 40 feet tall and
made of 12 equal-sized panels. These walls
are of indeterminate thickness and the tops
are frayed and swirled, constantly moving
like ocean waves or wheat fields on a windy
day.
The barrier is clear and colorless. The area
it encloses is a piece of barren rock approximately 60 feet across. Easily visible within
are the Immortals, bound to the bare rock
with chains forged from a blue-green metal
streaked with red and black.
The Immortals are a pitiful yet splendid
sight. The form of Zeus is readily recognizable from his powerful physique and carefully
crimped white beard. He lies practically motionless, a quiet sufferer long past physical
struggling, searching deep within himself for
a means of escape.
Hera, on the other hand, is a matronly
woman whose acid tongue hurls invectives in
a constant stream at Zeus, berating him for
the fuc they are in and why doesnt he do
something about it and why did I ever listen
to you! Her wrists are rubbed raw from her
thrashing against the manacles.
Apollo is a handsome youth with curly,
short-cropped blond hair and a graceful, athletic appearance. He ignores his own plight,
seeking more to comfort the lovely woman
chained a short distance away, Aphrodite.
She perhaps is the most pathetic of all, a vision of loveliness torturously stretched across
a sharp ridge of stone. The trail of her tears
marks the dust on her face in tiny rivulets, bespeaking not only pain but hopelessness. She
is very weak, her power almost totally
drained. Immortal death for her is very near.
Ares, the grizzled veteran of many battles,
lies bound with the others. Clad only in a
short war skirt, the tracery of scars on his
body gleams whitely. Large chunks of flesh
have been tom loose by his violent tugging
against the chains, and he still roars defiance
against his tormentor, a winged fury who repeatedly attacks the helpless Ares. The demons form sports a human face; for those
knowledgeable of the real Olympians, the
face is that of Prometheus, the titan Zeus
caused to be chained to a mountain and eternally attacked by an eagle.
Hermess appearance is unmistakable
from his winged helm and the sandals that he
still wears. He is a wiry youth, lean but in

46

good shape. He, like Zeus, does not struggle


nor even talk, rather searches silently within
himself for the power and ability to break
free.
Finally, another woman lies quietly, tumbled hair covering her face. She tugs occasionally at her bonds, as if testing their
strength. Her garments look quite familiar,
and as she turns her head to look at the demon attacking Ares, the characters recognize
Lokena. So Talitha made good on her boast,
and it is plain that more pairs of manacles are
set into the rock, ready for more victims.
The crowds of undead and other creatures
of Entropy the characters encountered on the
slopes crowd around the summit to witness
the demise of these impudent Immortals who
seek to disrupt the project of mighty Night.
At the forefront of the horde are the toad-like
forms of four croaking demons and the Immortal the characters recognize as Brissard.
To those of you who won your duels, I
extend my congratulations. Had your
forms been destroyed by our Identities,
you could have escaped with your lives,
perhaps realizing how woefully illequipped you are to deal with this situation and choosing not to meddle further.
But your triumph simply adds spice to the
game. And that is what all life is, just a
game whose unalterable end is death and
destruction.
Immortals of Entropy are very patient, for we realize that anything you
may do merely postpones the inevitable.
So we will sit here and wait while you try
to discover an answer to this dilemma. It
will not be easy. And when you fail, then
you will be ours.
Unknown to the characters, a jumper is
buried in the center of the enclosure, its arms
radiating underground so that the tip of each
contacts one of the panels of the barrier. Time
from the jumper forms the barriers skin. It
entered into this service for a massive meal of
Time. As a bonus it was promised that,
should the barrier be destroyed, it would be
freed from service and could attack any Immortal in the vicinity not of the Sphere of Entropy.
The chains act as a one-way power conduit, channeling Immortal Power into the
rock. Anyone manacled must save vs. Power
Drain each round or lose 2d10 PP. This is a
temporary effect, so any Power lost may be
regenerated normally once the chains are re-

Chapter 5: Thunder Over Olvmpus


use the artifact they created. Handle this according to the form they created and the
means of discharge they chose. For example,
if constructed in the form of an axe or other
hand-held weapon, the wielder must get close
enough to the barrier to swing it. If it is a missile, it must be discharged or otherwise
hurled, etc. The screaming demon(s) do not
understand the real purpose of the artifact,
and assume it is a weapon to be used against
them. Thus they will not interfere if it is used
against the barrier; they cannot react quickly
enough.

Aftereffects
The barrier disintegrates with a hollow
pop. Air rushes upward with the force of a
gale, and the loosened Time gibbers away
with the sound of a billion conversations.
The top of the mountain cracks open at the
center of the area recently bounded by the
Barrier. Floating slowly upward from the
crumbled rock is a jumper, a huge specimen
of that species. Whipping its tentacles in a
frenzy of anticipation, it dives to the attack.
Jumper: S P Time; Status Mortal; PP 150;
A-M 100% (0% vs. Time magic); AC - 7
(body) or - 2 (arms); H D 30 (135 hp); MV
450(150); AT 12 (max 5/target); D 2d6 each
+ special; Save as Initiate; ML 8; Int 20; AL
N
As was mentioned previously, this is a bonus payoff for the jumper-dl the Time he
can sted from any Immortal in the area not of
the Sphere of Entropy. H e is a very formidable opponent for the characters alone, as a hit
causes a character to lose ldlO PP, plus make
him or her leave the Identity for five rounds.
The character must then expend 50 P P to
reinhabit the form.
But help is available. The Olympians
should be freed as quickly as possible. Zeus,
Hera, and Apollo join in the fight, bombarding the jumper with Power attacks as large as
practical considering their drained state (no
more than 20% of their available power per
attack).
The jumper will wrap defensively in response to these attacks, but this defense is not
a panacea. Consider that five power attacks
against the jumper causes it to lose 50 PP, or
one third of its power. After the second round
of such attacks, or if the jumper is reduced to
50 PP by any means, it gives up and flees.
After the jumper leaves, the Olympians
and the characters face Brissard, four croaking demons, and hordes of undead. Brissards visage is contorted in rage at the

Chapter 5: Thunder Over Olympus


destruction of the barrier, and at being denied the exquisite pleasure of watching the
impostor gods die one by one as their Power
was totally drained while the screaming demon rent their physical forms.
Now you have overstepped the bounds
of my hospitality. Were you not taught as
Novices to respect your betters and not to
interfere in the doings of Immortals of
greater stature than yourselves? You have
spoiled a project of Night himself, the results of which would have aided all Immortals.
But all is not lost. While my liege
would have preferred these gods to
have perished within the barrier, there is
no reason why I and my friends cannot
finish the job. Though not as elegant as
the master plan, it will surely be as effective.
T h e demons and undead converge upon
e characters and the impostors. Raw power
DS the air from massive power attacks.
here must be other Immortals present, beuse 10 separate attacks are directed at the
,fenders (two each on Zeus and Hera, one
c h o n everyone else). The characters are all
u c k by hold attacks; the others can be
iatever you would desire.
Masses of undead creatures attack, intent
I destroying anyone and everything they do
it recognize as dead. For turningpurposes,
:at the undead as wraiths. They are attackg from all sides, so calculate the targets of
y attacks based on this and the formation
e party has assumed.
The croaking demons and Brissard fly over

the heads of the undead, landing in the midst


of the party. They attack only the Olympians.
The screaming demon(s) attack the PCs at
random.
Similar attacks occur on the second round.
But on the third Mount Olympus begins a
continuous, violent shaking. Chunks of rock
blast upwards from the peak, the stone overstressed from the Immortal Power it was
forced to contain. The vibrations intensify,
great cracks opening and swallowing undead
like the maws ofhuge monsters. Spouts of fire
and lava hurtle skyward, to fall back on the
peak or flow down the sides.
T h e characters must make Dexterity
checks ( + 30 modifier) to avoid being struck
by the rocks or lava. The rocks inflict 2d8
points of damage and the lava 3d6.
It should be obvious that Mount Olympus
is about to blow up. If the characters do not
act, Zeus will bellow Save yourselves! Fly
for your lives! The characters may simply
use their Immortal fly ability or climb aboard
Aurum and let him carry them to safety.
The mountain convulses on the fifth round
in a titanic explosion that is seen and felt as far
away as Darokin. Anyone left on Olympus is annihilated, with no saving throw. For
Immortals this means they simply lose their
forms and must return to their Home Planes.
For the characters it means they have lost the
Identities forms, not a catastrophe since no
mortals were about to witness it; even if there
were, they certainly would not escape the cataclysm. But the Hierarchs will be annoyed at
the loss, requiring extra service from the
characters in lieu of Power penalties since
they are only Temporals.

48

Concluding the
Adventure
If the Olympians are freed, they are to be
taken before the Hierarchs of their respective
Spheres. In the meantime, Night is summoned into the presence of a High Council of
the remaining four Hierarchs.
The upshot is that the Council censures
Night for his potentially dangerous exploit,
penalizing him with a permanent loss of
4,000 PF, the cost of the wishes required to
erase the memory of the events from the
minds of mortal witnesses.
The severe penalty causes an uproar in the
ranks of Entropy. Night has been effectively
demoted to a 1st-Level Hierarch, stimulating
a High Eternal and another 1st-Level Hierarch to vie for Full Hierarch status. Night is
kept very busy defending his position, putting him out of action for sometime.
The result on the Prime is a Golden Age.
Without the stimulus of Entropy, mortals turn
from warfare to the arts and greatly expand and
nurture their culture. But this greater level of
learning also results in mortal man questioning
the existence of their gods, thus causing a decline in their worship and replacing them with
other deities. Thus Night, in some measure,
has a victory, though the ranks of the Immortals
have been preserved.
And in the Broken Lands, just north of
Corunglain, a block of basalt rises like an accusing finger from the blasted remains of
Mount Olympus. Rather than reconstructing the mountain, the Hierarchs chose to let
the black tower remain forever as a reminder
to all Immortals of the time when Immortals
tampered with the Prime Plane, and the consequences of their actions.

S'inan

Balthac

Aurum

Ascalon

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