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The text describes an introductory adventure for a roleplaying game called Torchbearer. A village called Skogenby has been plagued by mysterious killings after a girl named Jora discovered an ancient crypt under a stone.

After Jora excitedly told her friends about discovering treasure in the crypt, she was pulled back inside screaming. Her friends fled in terror.

Something evil has been stalking the village at night, killing villagers but leaving no visible marks other than a look of terror on the victims.

The Dread Crypt of Skogenby

A starting adventure
by Thor Olavsrud
Credit Due
Torchbearer Concept
Thor Olavsrud
Torchbearer Design
Thor Olavsrud and Luke Crane
Skogenby Concept
Thor Olavsrud
Skogenby Design
Thor Olavsrud
Skogenby Development
David Turner, Luke Crane
Art
Jordan Worley: Cover
Rebekah Bennington: Barrow
David Petersen: Haathor-Vash
Ben Morgan: Map
Playtesters
David Turner, Topi Makonnen, Bret Gillan, Alexander Newman, Andy Action, Jared Sorensen, John Carimondo,
John Stavropolous, Hans Otterson, Adreanna Smith, Max Temkin and Matthew Baldwin
Editing
Margot Atwell

Torchbearer © 2013 Thor Olavsrud.


This game is based on previous work by Luke Crane.
All previous work is used with kind permission.

The Dread Crypt of Skogenby is © 2013 Thor Olavsrud.

Published by the Burning Wheel, New York, NY 11102

Digital Edition | First Release | Fall 2013

www.TorchbearerRPG.com | www.burningwheel.com

This game is based on and derived from:

and

Mouse Guard
roleplaying game
The Dread Crypt of Skogenby

H orror stalks the ill-fated village of Skogenby. Just a few


days past, some youths clearing a new field for planting
managed to move a stubborn boulder only to reveal an
Setup
Usually the character who dug up the lead for the next
adventure assumes the leader role for that adventure. But
ancient rune-covered dolmen that framed a narrow tunnel
if this is the group’s first game of Torchbearer, the players
into the earth. Jora, the bravest among them, dared to crawl
need to choose a leader for this adventure now. Everyone
through the narrow passage and disappeared down the
in the group should offer suggestions and participate, but if
tunnel, only to return a short time later. From the far side
there’s ever a disagreement about how to proceed during the
of the narrow passage she excitedly told her friends a tale of
adventure, the leader has the final say.
moldering crypts rich in grave goods, tossing out a set of fat,
heavy silver arm rings as proof. But as she was crawling from Tell the party leader that the village elders of Skogenby
the tunnel, she was abruptly pulled back into the crypt with have explained the problem: After Jora disappeared, Marius
a bloodcurdling scream. told the village elders the story of what happened and gave
them one arm ring. The others he left on the ground at
Jora’s companions fled as quickly as their legs would carry
the entrance of the tomb. None of the villagers were brave
them. But horror followed them, for now some dread thing
enough to enter the crypt to find out what had happened to
haunts the village at night, slaying but leaving no marks save
the girl. Then something evil began to stalk the village at
a look of terror.
night, breaking into homes and leaving the inhabitants dead,
The people of Skogenby are desperate. Perhaps you can seemingly of fright. Each time it has been the family of one of
help them appease the ancient evil that stalks them. Or the children that was with Jora that day. The elders give the
perhaps the lure of treasure is stronger. Whatever your goal, party the arm ring Jora had found and beg them to destroy
the Dread Crypt of Skogenby awaits. or appease the awakened evil before sending you off with
directions to the crypt.
Introductory Adventure Take note of which character takes the silver arm ring.
The Dread Crypt of Skogenby is an introductory adventure
It is hand (worn) 1 or pack 1 and worth 2D of cash. The
for Torchbearer. It is designed for novice players and GMs,
character carrying the ring may be at risk of possession
but should provide enough challenge to make it interesting
once the monster at the crypt’s heart becomes aware of the
for veteran dungeoneers & dragonslayers. It’s designed
adventurers in her domain.
for three to five players and a GM to complete in one to
two sessions. A cleric, elf and/or magician would be very
Goals
useful in this adventure—clerics especially offer a number of
Instruct the players to write their goals now or choose from
useful options—but none of them are strictly necessary. It’s
our examples:
possible no one in the party will have skills like Lore Master
I will discover what happened to Jora.
or Theologian, but there’s always Beginner’s Luck!
I will bring Jora or her remains back to her parents.
As the GM, you’ll want to read the adventure through at least
I will determine the sou rce of the evil that stalks
once before running it.
Skogenby.

I must drive out the evil spirits from the crypt.

I must appease the spirits of the dead.

I will loot this place for all it’s worth.

I will impress my companions with my bravery.

3
A Note for the GM Skogenby Laws
In crafting this adventure, I have attempted to imagine the  All inhabitants of Skogenby must work Lady Gry’s
actions players are likely to take and provide appropriate lands 2 days out of every 7 (Ob 2 Peasant test)
obstacles and possible failure consequences if the rolls fail.  At the conclusion of the adventure, Skogenby will
I have drawn from the Ability & Skill Factors chapter to set enact a new law: Defiling a tomb is a capital crime,
these obstacles. However, the obstacles are not a checklist; punishable by public execution
they’re merely some of the possibilities. Invariably, your Hidden Information
players will attempt some action I haven’t anticipated. When There’s a lot of hidden information in this scenario, like the
that happens, consider which ability or skill is likely to cover fact that the whole crypt complex is a temple intended to
that action and use the Ability & Skill Factors chapter to set help an ancient hero ascend to become an Immortal Lord,
an appropriate obstacle and ask the players to roll the dice. or the ways in which the Chamber of Ablutions and the
It’s easier than you think! Chamber of Vigils can be used. The information has been
If the roll fails, give the characters a condition and let them put there for players to discover, but only if they are cunning
succeed, or go with a twist—I’ve provided some Wandering or lucky. None of the information is necessary to complete
Monsters below to guide you, but you could also use the the adventure. I urge you not to give the information away for
Wandering Monsters chapter in Torchbearer to guide you or free. Let it be a reward for clever and inventive play.
simply go with your gut.
Background on the Crypt
Death and Danger The tomb discovered by Jora and her friends is ancient. It
It’s possible for you to kill the characters in the first conflict.
was crafted a thousand years ago or more by a people long
Cavalier players will often charge heedlessly into a pack ofsince forgotten. It is the tomb of Haathor-Vash, a barbarian
skeletal tomb guardians and try to destroy them. That is a hero who entombed herself alive, along with her consorts,
kill conflict. And even though the tomb guardians are Might slaves and bodyguards, as part of a ritual to make herself a
2, they can still kill the characters if they reduce the players’
Lord. Whether she succeeded or not is left to you, the GM,
disposition to zero. to decide. But at least a part of her spirit lingers here in her
That said, play conservatively in early conflicts. Stick to spirit house and enforces a terrible curse on any who would
Attacks and Maneuvers, don’t bust out tricky Feint actions rob it.
on the third action just yet. That’s where Jora comes in. By taking the arm rings, she
Once the players confront Haathor-Vash, unleash your inner brought the curse upon herself. And worse, her friend Marius
evilness. Play that conflict to win. There’s nothing like slaying picked up one of the rings when she tossed them from the
all of the characters in a glorious final confrontation! tomb, unwittingly carrying it with him back to Skogenby and
spreading the curse there.
Skogenby Jora still lives, for now, but has been possessed by the spirit
The lonely village of Skogenby sits on an infrequently used of Haathor-Vash. Whether Haathor-Vash is an evil scourge or
byway connected to the Post Road, about a day’s travel from merely vengeful is also left to the GM to decide. Regardless,
the House of the Three Squires. It butts up against the verge the spirit is using the possessed girl’s body to leave the tomb
of a vast spruce forest in the foothills of the Iron Mountains, at night to search Skogenby for her missing treasure, draining
and its stoic, hardworking people eke a meager living from the life of any villagers that disturb her search.
the stony earth. Skogenby is the fief of Lady Gry, a vassal-
In the meantime, Haathor-Vash has done little to care for the
knight in the service of Earl Jermond the Lame. She is largely
body she has possessed. It has been several days since Jora
an absentee landlord, leaving the village to fend for itself.
last ate or drank, and she will not survive much longer.
Regardless, the focus of this adventure is the crypt. Don’t
linger in the village, and certainly don’t let this turn into Dealing with Haathor-Vash
an investigation scenario. The villagers tell all they know The players have several options for resolving this mess:
and willingly hand over anything the characters ask for—
Slaying Jora will bring the murders to a halt for a time,
including the silver arm ring.
though the spirit of Haathor-Vash will remain awake and her
anger and need for vengeance will grow. Any skeletons she
has animated will remain. Perhaps her vengeance will erupt
again many adventures later—skeleton apocalypse, anyone?

4
The Dread Crypt of Skogenby
The players may capture Jora and drag her into the purifying Creeping Ooze
light of the sun, breaking Haathor-Vash’s hold upon her. The Might: 4 Nature: 6
spirit will flee back to the tomb. However, much like slaying Descriptors: Creeping, Dissolving, Smothering
Jora, this will leave Haathor-Vash’s spirit awake, restless and Conflict Dispositions Conflict Weapons
Drive Off: 10 Drive Off Weapons
plotting vengeance.
Attack: +2s, Mindless Hunger
Returning the stolen ring may allow the players to attempt Defend: +2D, Hydra
to appease the spirit with a Convince conflict if they are Trapped: 13 Trapped Weapons
willing to leave behind any items they may have stolen from Attack: +1s, Pseudopods
Defend: +1D, Unflinching
the dead themselves. If successful, Haathor-Vash will release
Maneuver: +2D, Oozing Mass
Jora and return to a fitful slumber until some other grave
Flee: 6 Flee Weapons
robber chances upon her spirit house. None
The players may banish/abjure the spirit from the tomb, No other conflicts allowed
Instinct: Creep into a crevice and drop down on unsuspecting prey.
breaking the curse and allowing them to abscond with the
Special: Bladed weapons count as fighting unarmed against this
grave goods. creature. Creeping ooze attacks when characters are trapped and
can’t flee. See below.
The players may come up with a completely different plan!
You’ll have to decide whether it can work and what will be Corpse Candles
required to enact it. These ghostly lights, the spirits of Haathor-Vash’s slaves,
You’ll find stats for Haathor-Vash at the end of the scenario. flicker in and out of existence in the darkness of the crypt,
ready to lure trespassers to their doom.
Wandering Monsters Trigger
 Tomb Guardians. 1d3+2 skeletons armed with spears
Simply gazing at a corpse candle is enough to snare an
and shields. One of them wears chain armor
unwary adventurer.
 Damaged gear. Some important bit of gear—rope,
a grappling hook, a lantern, a backpack—is broken, Trap
ripped or otherwise damaged as a result of the failed Anyone who looks upon a corpse candle must make an Ob 3
test Will test.
 Eerie wind. A stray gust of wind extinguishes torches
Suggested Will failure result (choose one):
and candles
Twist: The character is entranced by the ghostly fire and will
 Creeping Ooze. An alien slime, drawn by the
follow the corpse candle, which either:
necromantic energies in the tomb, drops on the unwary
 Corpse Candles. These ghostly fires wink in and out of  Lures the character into an ambush of the tomb
existence guardians in areas 3 or 7
 Draws the character to the basin in area 4, where
Tomb Guardians
the character attempts to drown himself or herself. If
Might: 2 Nature (Undead): 3
you invoke the drowning twist, drowning characters
Descriptors: Guarding, Watching, Pursuing
Conflict Dispositions Conflict Weapons must pass an Ob 4 Health test. Success indicates
Kill: 5 Kill Weapons the character breaks free of the compulsion before
Defend: +2D, Shield suffering harm
Maneuver: +1D, Spear
Suggested Health failure results (choose one):
Drive Off: 8 Drive Off Weapons
Defend: +2D, Shield
 Condition: afraid and the character breaks free of the
Maneuver: +1D, Spear corpse candle’s enchantment
Flee: 4 Flee Weapons  Condition: The character becomes sick from sucking
Feint: +1s, Heavy Tread down a lungful of water but breaks free of the
Armor: The leader wears chain armor, the rest are unarmored. enchantment
Instinct: Never leave the tomb unguarded.
Special: Some tomb guardians also use swords. All are immune to Resisting the Corpse Candles
magic that affects the senses or the mind. Can only be engaged A character who successfully resists the lure of the corpse
with the listed conflicts. They are immune to or ignore all others.
candles may attempt to restrain a companion who has been
entranced. This is a dangerous proposition, as entranced
characters will fight tooth and claw to follow the corpse

5
candle. Restraining an entranced character requires a versus players successfully deal with this twist, make sure to roll on
Fighter test. The GM rolls for the entranced character, who Loot Table 2 (Torchbearer page 144) to determine what loot
does not gain a test for advancement from the roll. they’ve won. Note that unless weapons or armor come up on
the Loot roll, the tomb guardians’ weapons and armor are
Suggested Fighter failure result:
useless, rusted junk.
 Condition: Angry, but you successfully restrain the
entranced character until he or she snaps out of it Damaged Gear Twist
Damaged gear is another excellent general-purpose twist. It’s
Using the Wandering Monsters especially relevant any time the players fail a test that relies
Use this list as inspiration if you need a twist for a failed
on a useful bit of gear.
test, but don’t hesitate to use a twist of your own if you have
a better idea! Treat these potential twists as a guide rather Eerie Wind Twist
than as a prescriptive list. Also, make sure to throw in a The eerie wind is a useful twist for extinguishing the
few conditions here and there. Conditions often hurt, but group’s light, but save it for when the party has gotten
they keep the action moving by allowing the characters to wet, is attempting to outrun an enemy or otherwise in a
continue making progress. Try to find a healthy balance tense situation that wouldn’t allow them to simply stop for a
between twists and conditions. If you focus too much on moment and rekindle their light.
conditions, players will feel that they’re constantly getting Creeping Ooze Twist
beat up and ground down. If you focus too much on twists, The creeping ooze makes a great and horrific—if dangerous—
players will feel that they never make any progress. encounter, but it really only works once. I suggest using it in
Tomb Guardian Twist a failed test involving the font in area 4, but don’t hesitate to
The tomb guardians make great general-purpose twists, use it in some other place if you think it would be fun or if
especially if you and the players are hungry for a bit of action. the characters manage not to encounter it in area 4. If the
You can use them multiple times if necessary. Keep in mind players successfully deal with this twist, make sure to roll on
that tomb guardians have a Might of 2, so adventurers will Loot Table 2 (Torchbearer page 144) to determine what loot
receive +1s to tied or successful tests against them. If the they’ve won.

6
The Dread Crypt of Skogenby
Corpse Candles Twist Reading the Runes
Finally, corpse candles make for a nice creepy twist, If a player wishes, they can examine the runes themselves
especially as twists for tests that involve magic or miracles. using the Scholar skill (Ob 2, weird inscriptions). Success
Corpse candles carry no loot—they’re a trap, not a monster. indicates that the character recognizes the runes as an
Also, note that corpse candles can eat up turns in a flash. A ancient dead language—that can only be read by an elf or
failed Will test could lead to a versus Fighter test leading to a through magic.
Health test—that’s potentially 3 turns! The runes upon the standing stones are in a tongue so
ancient that the Wisdom of the Sages spell (Ob 3 for a dead
Map Key language) is required to read them. Elves may also attempt
1. The Rune-Covered Dolmen to remember the tongue with an Ob 4 Nature test. Success
The sky is dark and overcast, threatening rain. Two rune- reveals that this is the resting place of Haathor-Vash, a
scrawled standing stones capped with a table stone, all chieftain, hero or priest—it’s not clear—entombed alive with
covered in crumbling soil, frame a narrow, forbidding her consorts, slaves and bodyguards as part of a ritual to
passage into the earth. A tortuously twisted yew tree become a Lord. None know whether she succeeded or failed.
squats above the passage, its serpentine roots visible along The runes describe a potent curse that will fall upon any who
the ceiling of the low tunnel. A chill seems to emanate from plunder the crypt or disturb Haathor-Vash’s meditations.
the stones.
Suggested Scholar, Nature or Arcanist failure result:
Inspecting the Tunnel  Twist: A lightning bolt blazes from the heavens
A cursory inspection down the tunnel to the crypt reveals and strikes the rune stone, cracking it asunder and
scratch marks in the earth underneath the dolmen, as if destroying its message.
someone struggled mightily but was dragged inside. There is
Taking a Grave Rubbing
also a broken fingernail, torn at the root.
A savvy player may choose to take a rubbing of the runes
If a character looks for tracks or other signs of recent and research them in the town phase after obtaining access
disturbance, ask the player to make an Ob 2 Scout test. to a library. Making a rubbing is a Good Idea and doesn’t
Success reveals that while there are signs of a number of require a test. Deciphering the runes with access to a library
individuals in the area, most of the tracks are older. However, is an Ob 1 Scholar test.
there are also more recent signs that something or someone
has emerged from the crypt and returned several times. Suggested Scholar failure result:
 Condition: Afraid and the character is able to decipher
Suggested Scout test failure results (choose one): the runes.
 Condition: Afraid and the character is able to read the
signs Searching the Area
 Twist: A chilling rain begins to fall and obscures the If an enterprising player wishes to search the area around
tracks. The rain is now a factor in any tests made out of the crypt, skip ahead to area 10, the Hidden Stair and the
doors and anyone attempting to act out of doors must “Examining the Exterior of the Crypt” heading.
make an Ob 2 Health test or take the exhausted or sick
2. A Tight Squeeze
condition (GM’s choice). Note: The rain factor is already
A narrow passage descends into the earth, tight enough
included in the Ob 2 Health test, so don’t increase the
that you have to crawl on your belly to snake your way
obstacle to 3
through. The air is dank and chill, redolent with the scent
Inspecting the Dolmen of decay. You can see scabrous, white lesions upon the yew
If a character attempts to determine who made the dolmens roots that penetrate the ceiling above you.
or discern what they signify, call for an Ob 3 Lore Master
The Blight
test (enchanted places and magical phenomena). Success
If someone investigates the white lesions on the roots of the
reveals that dolmens such as these are extremely old and
yew tree, explain that it seems to be suffering from a blight.
typically signify a passage grave—a tomb for some ancient
Determining the cause of the blight calls for an Ob 2 Lore
hero or chieftain—often sealed with potent wards to protect
Master test (curses and halfbreeds). It’s a rot caused by the
the treasures interred within.
charnel magic that suffuses this place. Such energies are
Suggested Lore Master failure result: often encountered where the undead lurk.
 Condition: Hungry and thirsty and the character recalls
the lore
7
Suggested Lore Master failure result: tomb guardian. Exceeding the obstacle affects a number of
 Condition: Hungry and thirsty and give the players the additional tomb guardians equal to the margin of success, but
information limited by the number of tomb guardians the cleric intended
to affect. Affected tomb guardians must attempt to flee the
Crawling Through the Passage
cleric’s wrath.
As long as the characters aren’t under any time pressure,
crawling through this passage into and out of the tomb is Suggested Ritualist failure result:
an arduous process but does not require a test. However, if  Twist: An eerie wind extinguishes candles and torches
the characters are being chased or otherwise have to escape Fighting the Tomb Guardians
the tomb in a hurry, call for a Dungeoneer test. It’s an Ob 4 If the players try to destroy the tomb guardians, it’s a kill
Dungeoneer test for a single character to make the passage in confl ict. Use the stats in page 5. The tomb guardians will
a hurry. It’s an Ob 6 Dungeoneer test to get the entire party have a disposition of 8 (5 base, +3 for the three helpers).
through in a hurry. Don’t forget to apply a factor (+1 Ob) to
If the players want to stand their ground and force the
anyone wearing a backpack. If a player is making a test for
tomb guardians to retreat, it’s a drive off conflict. The tomb
the entire party, only apply the factor once. Don’t add +1 Ob
guardians will have a disposition of 11.
for every character who’s wearing a backpack.
Keep in mind that tomb guardians have Might 2. Since
Suggested Dungeoneer failure results: adventurers have Might 3, the PCs will have +1s to all tied
 Condition: Exhausted, afraid or injured are excellent and successful actions against tomb guardians in kill, capture
results for failure in this test; give them the condition or drive off conflicts.
and allow them to escape
Two of the tomb guardians wear silver torcs about their
 Twist: Losing gear (that backpack gets ripped right off
necks. If the players successfully destroy the tomb guardians,
your shoulders!) or being grabbed from behind and
the torcs can be recovered. They are worth 2D each (neck
dragged back into the tomb
1 or pack 1). Their armor and weapons are useless, rusted
3. The Vault of Skulls junk.
The walls of this long, narrow passage are honeycombed
Fleeing the Tomb Guardians
with small niches, each set with a skull, yellowed with age.
If the players decide to run from the tomb guardians, it’s a
It radiates menace and a low, nearly inaudible hum tugs at
flee conflict. The tomb guardians will have a disposition of 7.
your senses, as if the thousands of skulls are whispering
If the players win this conflict with a major compromise, I like
to each other. You see the opening of a passageway in the
to bring in the Tight Squeeze from area 2: The characters
northern wall, followed by four shadowy alcoves in the
have momentarily broken away from the tomb guardians
southern wall, each an arch formed from human thigh
and must hurry through the passage if they want to complete
bones with a skull as the keystone. Just at the edge of
their escape.
your light, beyond the alcoves, you can make out another
passageway in the northern wall at the far end of the Run Skeleton, Run
corridor. If the players drive them off or otherwise force them to flee
(with the Fury of the Lords of Life and Death prayer, for
A tomb guardian lies at rest on a bier in each of the alcoves.
instance), the torcs go with the skeletons. Tomb guardians
They animate as soon as the characters approach. They
driven off in this manner will attempt to flee to the Secret
burst forth from their alcoves, form in rank and begin to
Vault of Haathor-Vash in area 8. This will alert Haathor-Vash
march in formation toward the characters, pale necromantic
to the adventurers’ approach.
fire burning in their eye sockets.
If the players don’t react immediately, prompt them to choose Following the Tomb Guardians
a course of action, but don’t let them spend too much time Astute adventurers who follow fleeing tomb guardians will
debating. learn the location of Haathor-Vash’s secret chamber. Note:
While they aren’t truly sapient beings, the tomb guardians
A cleric may attempt to invoke the Fury of the Lords of Life
know how to operate the secret door in area 6 without
and Death prayer against the tomb guardians. It is an Ob 2
setting off the trap. Adventurers who watch them will also
Ritualist test to affect a single skeleton with the prayer, +1 Ob
discover the secret.
for each additional tomb guardian. If the cleric seeks to affect
all four skeletons with the prayer, it’s an Ob 5 Ritualist test.
Successfully meeting the obstacle of the prayer affects one

8
The Dread Crypt of Skogenby
Possession, Riding You Hard Suggested Ritualist failure result:
Two turns after Haathor-Vash is alerted of the presence of  Twist: The character has singled himself or herself out
intruders, she will attempt to use her possession ability to for retribution by Haathor-Vash. Her symbol, a rearing
take control of a character that has stolen from her (anyone horse breathing flame, appears in blue, heatless flame
who is carrying the silver arm ring or a torc from a defeated upon the character’s forehead. It provides dim light
tomb guardian). She can only possess one character at a for the character, but also grants Haathor-Vash +1s to
time. Roll Target’s Will vs. Haathor-Vash’s Nature. Success Attack and Feint actions in kill, drive off and banish/
indicates the character fights off Haathor-Vash’s attempt abjure conflicts
at control and she may not attempt possession against the
Can I drink that water?
character again.
It is an Ob 1 Survivalist test to determine that the water in the
Suggested Will failure result: font is potable. However, there are only four draughts worth
 Twist: The target loses free will. The GM directs the of water in the basin. Once drunk or used to refill skins, the
character’s actions, though the player still rolls the dice water in the font will replenish at a rate of one draught every
if rolls are required. Exposure to sunlight will break five turns.
Haathor-Vash’s hold over the character
Suggested Survivalist failure result:
4. The Chamber of Ablutions  Twist: You may have assumed the slow trickle from the
A wide, shallow stone font, about waist high, dominates spout was due to mineral deposits clogging the pipes.
this chamber. Water trickles into it from a spout shaped Not so! A clear Creeping Ooze has been slowly oozing
like a dragon, and spills over the edge onto a floor slick with through the pipes and has hidden in the waters of the
slime. A dull black metallic ewer rests on the lip of the font. basin. The next person to attempt to get water from
Statues, some of them whole, some of them crumbled and the basin will find themselves in a Trapped conflict with
broken, stand in recessed niches along the walls. Another the ooze!
large recess in the western wall holds a large, flat-bottomed Examining the Ewer
copper tub intricately etched in a strange and somewhat Anyone who looks closely at the ewer will realize that it
disturbing manner. A small niche at the southern end of is highly tarnished silver (it’s not enough to simply handle
the eastern wall holds what appears to be a pitted and it; don’t reveal the nature of the ewer unless the players
blackened brazier, similarly etched. specifically ask if they can tell what it’s made of). The ewer is
Assessing the Chamber of Ablutions Pack 3 and is worth 3D of treasure.
Ascertaining the purpose of this room requires an Ob 3 A cleric who fills the ewer with water from the font may then
Theologian test. This chamber was a place of purification, turn the water into holy water with an Ob 2 Ritualist test. The
where those who would approach the Lords might take a water must be kept in the ewer (one effective use) to maintain
ritual bath to lave away the pollution of mortal life. Postulants its holy nature; pouring it into a waterskin or other container
would use the ewer to fill the tub with purified water from the will nullify its properties.
font before bathing with the aid of ritual attendants. They
Suggested Ritualist failure result:
would then stand in the holy smoke emitted by the brazier
while reciting purification prayers.
 Twist: The font is defiled and the water turns inky black
before the characters’ eyes. It is now poison
Suggested Theologian failure result:
Examining the Statues
 Twist: A strange gust of wind extinguishes the lights
Determining the nature of the statues in the chamber
and corpse candles flicker into existence in the room
requires an Ob 2 Theologian test. These are the Lords of
The Purification Ritual Fate, the Lords of Life and Death, the Lords of Silence and
Reenacting the above purification ritual with the items here the Two-Faced Lord—primal, unaffiliated powers. However,
prior to a confrontation with Haathor-Vash would count as their appearance and symbolism are strange; these ancient
a weapon in a banish/abjure conflict. The purification would people depicted the Lords very differently.
provide +2s to a successful Defend action once during the
Suggested Theologian failure result:
conflict. Reenacting the ritual requires an Ob 3 Ritualist test.
 Condition: Hungry and thirsty and the character
discerns the nature of the statues

9
It’s a Trap (for the undead) Examining the Statues
This chamber is a shrine to the Immortal Lords of Fate, Life Determining the nature of the statues requires an Ob 2
and Death, Silence and the Two-Faced Lord. A clever cleric Theologian test. The statues behind the altar are the Lords
player may lure undead creatures like the tomb guardians (or of Law and Chaos. The other niches show similar struggles:
even Haathor-Vash!) into this chamber to call upon the Lords between the Lords of Valor and the Lords of Terror, the
of Life and Death to combat the perversion of their order. Lords of Plenty and the Lords of Want, the Lords of Battle
Invoking the Fury of the Lords of Life and Death prayer and the Lord of Shields and the Lords of Creation and the
before their shrine grants +2D to the Ritualist test if the cleric Lords of Entropy. However, their appearance and symbolism
has recognized the statues. are strange; these ancient people depicted the Lords very
differently.
5. The Chamber of Vigils
The walls in this room are wrapped in rotting blue silk Suggested Theologian failure result:
draperies, some of which have fallen from their hooks  Condition: Hungry and thirsty and the character
and now lie piled upon the floor, revealing bare marble discerns the nature of the statues
walls. What appears to be a large, circular copper-lined pit,
6. The Altar of Ascension
perhaps a foot deep, takes up the center of this chamber
The walls and ceiling of this narrow, vaulted chamber are
like a massive bowl. Fine, powdery-gray dust—or maybe
shaped entirely of bones. An aisle runs along the center of
ash—half-fills it, and a thin coating of the stuff seems to
the room, flanked by two narrow sideboards, about waist
lie upon everything else in here as well. Statues, some of
high, which bear a variety of amphorae, kraters and goblets.
them whole, some of them crumbled and broken, stand in
On the far side of each sideboard, running the length of
recessed niches along the walls. Another large recess in the
the walls, is a wide raised shelf, or possibly a couch, upon
eastern wall contains a waist-high block of marble draped
which many bones lie as if their owners had died while
in more rotting silk, behind which are two statues with
reclining there. A series of seven strange symbols are
many faces locked in a titanic struggle. A small niche at the
etched into the floor, running up to an elaborately carved
southern end of the western wall holds what appears to be
marble sarcophagus that bears upon it the image of a stern
a pitted and blackened censer.
and magisterial woman. A number of urns and jars sit on
Examining the Chamber of Vigils the floor around the sarcophagus.
Ascertaining the purpose of this room requires an Ob 4
Examining the Symbols
Theologian test. A postulant intending to press a claim to
The symbols in the floor correspond to no known language.
become an Immortal Lord will spend days in meditation
Interpreting them requires an Ob 4 Lore Master test (magical
before an altar such as this, while attendants feed the fire pit
and arcane symbols). The symbols represent seven grades
in the center and burn incense in the censer.
of illumination that are part of the path to becoming an
Suggested Theologian failure result: Immortal Lord. A sage or powerful hero would pay a great
 Condition: Hungry and thirsty and the character deal for this knowledge—it’s worth 6D of cash. They can be
discerns the purpose of the chamber transcribed onto paper using the Scholar skill (Ob 1 for weird
Praying at the Altar inscriptions). They are, however, only useful to 10th level
Spending a night in vigilant prayer before the altar of the characters who are supported by massive cults and who are
Lords of Law and Chaos prior to a confrontation with on the path to immortality themselves.
Haathor-Vash counts as a weapon in a Banish/Abjure Suggested Lore Master and Scholar failure results:
conflict. Doing so requires an Ob 3 Ritualist test. Successfully  Condition: Sick (the knowledge unhinges the
performing the ritual provides +2D to an Attack once during character’s mind) but the character is able to decipher
the conflict. the seven grades of illumination
Suggested Ritualist failure result:  Twist: The symbols flow up from the floor like a living
 Twist: Your fumbling prayers anger the Lords and they thing and seep under the reader’s fingernails, entering
curse you; the curse counts as a factor in all tests until the body. The runes can be seen rippling across the
you go to a town with a shrine, make an offering and character’s skin and eyes, but they don’t stay still long
pray enough to be read. Perhaps they would cease their
movements if the character were killed and flayed. A
sage or powerful hero would pay a great deal for the
resulting skin...
10
The Dread Crypt of Skogenby
Opening the Sarcophagus If someone opens the door incorrectly, it activates a bellows
This is a false tomb intended to confuse any who seek to loot above the door that blows the dust into the hallway. Anyone
Haathor-Vash’s treasures. The urns and jars are filled with in the hall must pass an Ob 4 Health test. Success indicates
sand. Attempting to open the sarcophagus triggers a hidden the character managed to avoid breathing the dust.
spear trap.
Suggested Health failure results (choose one):
Hidden Spear Trap  Condition: Exhausted but the character manages to
Eight spears have been hidden in the ceiling around the avoid a full dose of the gas
sarcophagus. Detecting the trap requires an Ob 3 Scout test.  Twist: The character falls into a deep slumber that
lasts a number of turns equal to the margin of failure;
The spears are launched from small holes in the ceiling.
sleeping characters can be awakened earlier with a
Moving the lid of the sarcophagus triggers the trap. Disarming
series of hard slaps, but anyone awakened this way
it requires an Ob 4 Dungeoneer test, which involves rotating
gains the exhausted condition
the lid off but leaving one corner in place so the stone nodule
there remains depressed. Should the pressure on the nodule 7. The Vault of Bone Flowers
be released, it rises about a half-inch from the surface of the The walls of this long, narrow passage are decorated with
edge of the sarcophagus. There’s a gentle sliding sound as elaborate bone flowers—each a skull with bones radiating
the trap works are triggered, and then the spears fall down out from it to form intricate and beautiful if macabre
from above. patterns. There is a funereal silence here. A set of oak
Clever players may instead seek to block or cover the holes, iron-banded double doors open to the north. There are
perhaps by tearing up a cloak and jamming strips into the four shadowy alcoves in the southern wall, each an arch
holes. They’ll need a way to reach the holes (perhaps one formed of skulls and thigh bones stacked one atop the
character stands on another’s shoulders), but consider it a other. Sitting in each alcove is an ancient skeletal warrior,
Good Idea if the description seems plausible. If you don’t finger bones clasped about the haft of an iron axe.
think it’ll work, shrug your shoulders and squint, “It might
You’re Not Thinking of Leaving, Are You?
work, but I don’t know….”
These four skeletons are also tomb guardians. They animate
If the trap is triggered, anyone who was attempting to help as soon as the characters move down the hallway toward the
lift the lid of the sarcophagus must make an Ob 5 Health test. rockfall. Each of the skeletons wears chain armor and carries
a battle axe. They burst forth from their alcoves, form in rank
Suggested Health failure result:
and begin to march in formation toward the characters, pale
 Condition: Injured. You manage to jump clear of the
necromantic fire burning in their eye sockets.
spears but are injured in the process. Anyone who
already has the injured condition lifts the lid off of the If the players don’t react immediately, prompt them to choose
sarcophagus and is killed in the process a course of action, but don’t let them spend too much time
debating.
Secret Door
The entrance to Haathor-Vash’s actual burial chamber has Tomb Guardians
been hidden behind a secret door. Discovering the secret Might: 2 Nature (Undead): 3
door into area 7 requires an Ob 3 Scout test. It consists of a Descriptors: Guarding, Watching, Pursuing
Conflict Dispositions Conflict Weapons
circular portal that sinks into the wall and rolls aside when a
Kill: 5 Kill Weapons
skull and certain thigh bone are depressed.
Attack: +1s, Axe
Suggested Scout failure result: Defend: -1D, Axe
Drive Off: 8 Drive Off Weapons
 Condition: Angry and you spot the door
Attack: +1s, Axe
Sleeping Dust Panel Trap Defend: -1D, Axe
The door has been trapped with a sleeping dust reservoir, Flee: 4 Flee Weapons
Feint: +1s, Heavy Tread
which can be detected with an Ob 5 Scout test.
Armor: Chain armor
The skull and thigh bone must be depressed at the same Instinct: Never leave the tomb unguarded.
time to safely open the door. Pressing only one or the other Special: All are immune to magic that affects the senses or the
mind. Can only be engaged with the listed conflicts. They are
activates the trap. Disarming the trap requires an Ob 3 immune to or ignore all others.
Dungeoneer test to remove a false panel and disconnect the
trigger that opens the reservoir.

11
Fury of the Lords of Life and Death its arms cradled possessively around her. The girl wears
A cleric may attempt to invoke the Fury of the Lords of Life a suit of mail several times too big for her and clutches a
and Death prayer against the tomb guardians. It is an Ob 2 leaf-bladed sword in her hands. There is a gleaming silver
Ritualist test to affect a single skeleton with the prayer, +1 Ob arm ring on her right arm. Her eyes are lit with a strange,
for each additional tomb guardian. If the cleric seeks to affect lambent flame. Biers lie to the east, west and north. Upon
all four skeletons with the prayer, it’s an Ob 5 Ritualist test. each lies a skeletal warrior clad in mail, each holding a
Successfully meeting the obstacle of the prayer affects one sword to its breast.
tomb guardian. Exceeding the obstacle affects a number of Haathor-Vash is described in her own section at the end
additional tomb guardians equal to the margin of success. of this scenario. Read about her and her tactics to better
Affected tomb guardians must attempt to fl ee the cleric’s understand how she can confront the adventurers.
wrath.
Possessed of the Best of You
Suggested Ritualist failure result: Here is Jora, possessed by Haathor-Vash herself (though
 Twist: An eerie wind extinguishes candles and torches. note that Haathor-Vash may only possess one character at a
Fighting the Tomb Guardians time; if she has possessed one of the adventurers, Jora is free
If the players try to destroy the tomb guardians, it’s a kill and terrified). If the characters have previously driven off (or
conflict. The tomb guardians will have a disposition of 8 (5 successfully used Fury of the Lords of Life and Death upon)
base, +3 for the three helpers). any tomb guardians, they are here waiting with the spirit of
Haathor-Vash. Any tomb guardians that have fled the Fury
If the players want to stand their ground and force the
of the Lords of Life and Death will only join in a conflict if
tomb guardians to retreat, it’s a drive off conflict. The tomb
they are attacked first. Otherwise they merely bear witness
guardians will have a disposition of 11.
to the ensuing struggle. The three skeletons lying upon the
Keep in mind that tomb guardians have Might 2. Since biers here are the skeletal honor guards (note that they are
adventurers have Might 3, the PCs will have +1s to all tied Might 3). They will also join the fight.
and successful actions against tomb guardians in conflicts.
Honor Guard
Two of the tomb guardians wear a jeweled torc about the Might: 3 Nature (Undead): 3
neck. The torcs (neck 1 or pack 1) are worth 3D each. Their Descriptors: Guarding, Watching, Pursuing
weapons and armor are useless, rusted junk. Conflict Dispositions Conflict Weapons
Kill: 5 Kill Weapons
Fleeing the Tomb Guardians Attack: X, Sword
If the players decide to run from the tomb guardians, it’s a Defend: X, Sword
flee conflict. The tomb guardians will have a disposition of 7. Drive Off: 8 Drive Off Weapons
Attack: X, Sword
Where Are You Going? Defend: X, Sword
If the players drive them off or otherwise force them to flee Flee: 4 Flee Weapons
(with the Fury of the Lords of Life and Death prayer, for Feint: +1s, Heavy Tread
instance), the torcs go with the skeletons. These creatures Armor: Chain armor

can’t flee to their master’s tomb, so they will flee to the Instinct: Never leave the tomb unguarded.
Special: All are immune to magic that affects the senses or the
rock pile and immediately (and incessantly) attempt to mind. Can only be engaged with the listed conflicts. They are
dig themselves out. They’ll continue in this manner until immune to or ignore all others.
personally rallied by Haathor-Vash or until they’re disturbed
Looting Haathor-Vash’s Crypt
at their labors.
Looting Haathor-Vash’s vault turns up gold coins (2D,
8. The Secret Vault of Haathor-Vash pack 1), silver coins (3D, pack 1 per 1D), a silver arm ring
The great oak doors creak open. A large, diamond-shaped (2D, hands (worn) 1 or pack 1), a set of antiquated chain
chamber stands before you. Urns, baskets, arms and armor and an ornate but otherwise normal sword.
shields lie scattered about on the floor or lean against the
9. The Rockfall
walls. The skeleton of a horse, propped up with a wooden
The tunnel has collapsed here, filling the area with earth
frame, stands against one wall. A great throne sits at
and rocks. A faint and eerie whistling sound seems to
the center of the chamber on a raised dais. A skeleton,
emanate from the wall of earth.
regal even in death, sits upon the throne and a young girl,
seemingly flesh and blood, sits upon the skeleton’s lap,

12
The Dread Crypt of Skogenby
Strong Breeze Dwarven Bandit “Beronin” (Leader)
If anyone is carrying a candle, it goes out as the characters
Raw Abilities Rating Town Abilities Rating
get near the collapsed section. Torches flicker wildly but
do not go out immediately. Anyone who investigates the Nature 4 Resources 2
Will 3 Circles 3
whistling realizes that it comes from a faint breeze making its
Health 5
way through the rocks!
Skills: Scout 4, Fighter 5, Manipulator 3, Hunter 2
Dig Me Out Wises: Shrewd Appraisal-wise, Forest-wise, Crossroads-wise
Excavating a way through the earth and rock requires an Traits: Born of Earth and Stone (1), Bitter (1), Driven (1)
Ob 3 Laborer test. Gear: Leather armor, helmet, sword, dagger
Suggested Laborer failure result: Haathor-Vash
 Condition: Exhausted and the character excavates a Haathor-Vash is a disturbed spirit. Either she’s an Immortal
passage. trapped in transition from one form to the next, she’s the
 Twist: Tomb guardians attack. product of a failed quest for Immortality or she’s the residue
 Twist: The tunnel collapses, blocking the exit more left behind after a powerful hero ascended to Immortality.
completely. The exact source of her power is up to you, the important
aspect is that she’s a trapped, powerful and angry entity.
10. The Hidden Stair
A worn stone stair leads up into painfully bright sunlight As a spirit, she cannot materially affect the world around her.
atop a rocky scarp that overlooks the village of Skogenby! In order to have her will done she must have her servants do
It’s cunningly placed so you’d probably never find it unless it or use her power to possess the body of another.
you knew where to look. While the spirit is Might 5, in physical tasks it takes on the
Emerging Through the Rockfall Might of those whom it possesses, but it infuses its victim
If the adventurers discover the Hidden Stair from within with its own Nature.
the tomb, they are now free of the dread crypt! Finding a The spirit of Haathor-Vash has possessed the body of Jora.
way down the cliff and back to Skogenby requires an Ob 3 She is Might 5, but because she inhabits the body of the
Pathfinder test (it’s nearby, but an infrequently traveled path). young girl (Might 2), the players may still choose to engage

Suggested Pathfinder failure result:


 Condition: Exhausted and the characters safely make
their way down.

Examining the Exterior Area of the Dread Crypt


Finding this hidden entrance into the crypt from the outside
is extremely hard. It was designed to be secret! Characters
that hunt for this entrance must make an Ob 5 Scout test.
Success indicates they find the entrance.

Suggested Scout failure result:


 Twist: The adventurers run into 1d3+2 bandits who
have ventured from their hideout near Skogenby to
investigate the rumored treasures of the crypt. They’re
just as happy to rob the living as the dead.
Human Bandit
Raw Abilities Rating Town Abilities Rating

Nature 4 Resources 1
Will 2 Circles 3
Health 5
Skills: Scout 5, Fighter 4, Manipulator 3, Hunter 2
Wises: Forest-wise, Crossroads-wise
Traits: Bitter (1), Driven (1)
Gear: Sling, hand axe
13
in a kill confl ict. Victory means that they have successfully If the characters choose to kill the possessed and win that
killed Jora, but not Haathor-Vash. However, it will impede fight, then there’s not much that can be done. Abide by the
Haathor-Vash’s ability to act for a time. Killing Is My Business rules and carry on.
Keep in mind that even though Haathor-Vash is Might 5, if If the players are a bit squeamish about murdering one of
she is fighting through Jora she’s Might 2. If she’s fighting their friends, suggest to them that they can negotiate with
through a possessed character, she’s Might 3. the spirit or even attempt to banish her with a ritual conflict.
Might: 5 or special Nature (Disturbed Spirit): 6
Haathor-Vash and Her Retinue
Descriptors: Possessing, Punishing Transgressors, Seeking Knowledge
Haathor-Vash leads her honor guard in any kill, capture,
Conflict Dispositions Conflict Weapons
Kill: 8 Kill Weapons drive off or flee conflicts. If it makes sense, you can also add
Attack: +2D, Ancient Fury some of her tomb guardians as well.
Maneuver: +1s, More than Human
The spirit (personified through whomever she is possessing)
Convince: 13 Convince Weapons
is the boss monster. Use her conflict values for disposition.
Attack: +1D, +1s, Unyielding
Defend: +1s, Secrets of Death Add one for each of her helpers.
Flee: 4 Flee Weapons If fighting haathor-vash and her honor guard, they
Feint: +1s, Inhuman Cunning start with a disposition of 13 for kill, 16 for drive off,
Maneuver: +1D, More than Human and Nature +3D + base Nature for capture.
Banish: 10 Banish Weapons
She takes one action per round while she has two or more
Attack: +1D, +1s, Immortal Fury
Defend: +1s, Ritually Prepared Bones bodyguards standing. If her guards are knocked out of the
Armor: Chain armor fight, Haathor-Vash can take two or even all three actions per
Instinct: Always take revenge on those who disturb my rest. round. On her action, her guardians will help (if appropriate).
Special: Haathor-Vash is immune to mind-affecting spells and And on their actions, Haathor-Vash and the other guardians
though she can be defeated in a kill conflict, doing so only slays her
will help the acting skeleton. This can result in a giant pile
host. The disturbed spirit may be destroyed by dragging her bones
into sunlight. of dice!
Possession: Haathor-Vash acts in the physical world through those
Also note that on the spirit’s action, she gains +2s to her
she possesses. When doing so, use the Might of that creature. If
the possessed dies, the spirit is unharmed and may seek another actions in kill, capture and drive off conflicts against the
host in the next phase. characters unless they’re protected by the Destiny of Heroes
spell or something similar.
Haathor-Vash’s Possession
She may possess those who have stolen from her, but only In a banish or abjure conflict, Haathor-Vash must act on her
one at a time. Roll Target’s Will vs. Haathor-Vash’s Nature. own. Her guardians are of no use to her in that kind of a
Success indicates the character fights off Haathor-Vash’s fight.
attempt at control. Two different types of monsters can be a part of the same
Suggested Will failure result: group. In this case, Haathor-Vash can lead a team of Skeletal
 Twist: The target loses free will. Exposure to sunlight Honor Guards and tomb guardians.
will break Haathor-Vash’s hold over the character. Outside of a confl ict, use the Nature of the highest order
monster (in this case, Haathor-Vash). If the other monsters
Killing One of Your Own
can help, they may do so.
It’s possible that Haathor-Vash has possessed one of the
player characters. If that is the case, it’s possible the others Hit Points
must fight one of their own! You can break the rule that says you must distribute hit points
The possessed will fight with abandon and without regard evenly among all of the creatures. With Haathor-Vash, you
for his or her own safety. If the GM is feeling particularly can assign her the bulk of the hit points and give the lesser
evil, he can allow the possessed to captain the fight on his creatures one or two points each. Furthermore, you can
side—choosing actions and rolling dice for Haathor-Vash. In ignore the rule that states the acting character absorbs the hit
this case, the possessed uses the spirit’s Nature 6, but her on that action. In this case, the minions eat up the damage
Might is only 3. and the boss monster remains standing.

14
The Dread Crypt of Skogenby
What Drives Haathor-Vash? Rather than risk a confrontation, it’s better if the characters
Haathor-Vash is a powerful enemy, but she’ll only become a slip quietly out of the village and not return. If they do risk
compelling villain if she wants something from the players. a confrontation, Gry gathers her warband of 12 sturdy
Described here are a number of suggestions. Use those you warriors and attempts to capture the interlopers and extort
like and discard the rest: them for all they’re worth.

First and foremost, she wants her treasures returned. Freeing Jora
This means the silver arm band that Marius grabbed, plus Did the players free Jora but leave Haathor-Vash? Haathor-
anything the characters have taken while in the dungeon. Vash will eventually lure a new victim into her clutches—
If the wizard has wound up with the sigils of illumination perhaps Marius. Jora will be first on the list to feel her wrath,
flowing across his skin, then she wants that too (i.e., either but the adventurers who freed her will be next!
flaying his skin or just keeping the wizard). She would prefer
Jora’s parents will be ecstatic at her safe return. They’ll gift
to wreak vengeance upon those that defi led her tomb, but
the group with fresh rations for all and a silver ring (hand/
can be convinced to give in on that point with a conflict. If she
worn 1, 1D cash) of a serpent coiled on itself. It’s an heirloom
gives up her vengeance, she will demand abject apologies.
and was to be Jora’s own wedding band when she came of
She wants her tomb resealed and protected from other age.
defi lers. Perhaps the villagers must swear to keep anyone
Appeasing the Spirit
who would disturb her away, on pain of being cursed.
Did they appease the spirit by returning her stolen grave
Perhaps she wants the village to hold a regular religious goods? Sooner or later, some other grasping soul will rob
festival in her honor...effigies, processions, sacrifices, etc. the tomb. Perhaps Haathor-Vash calls upon the adventurers
in their dreams to be her agent in the mortal world, hunting
Where to Go from Here down her stolen treasures. She may become a potent ally in
After a brief interlude in town to rest and reequip, we time.
recommend taking your now veteran adventurers for a tour
Under the House of the Three Squires (in the Torchbearer The Secrets of the Immortals
core book). However, depending on how the players handled Did the adventurers uncover some of the secrets to ascending
The Dread Crypt of Skogenby, there may be opportunities to become an Immortal Lord? The secrets are useless to
for further adventure down the road: them, but many powerful men and women covet those
secrets, and not all of them have the best of intentions…
Slaying Jora
Did the players slay Jora but leave Haathor-Vash? More and
more undead begin to stir in the region. In time, Haathor-
Vash’s physical strength grows and she takes the form of a
full-fledged wight (TB p.151). She will form a band of tomb
guardians and ghouls under her banner and begin to raid
the land as in days of old. Perhaps she even seeks a ship to
return to her homeland—but not before raiding the coast and
blighting the land, of course!
If the players slew Jora, it will be plainly obvious to the
villagers that she did not die in the same fashion as the
others. She didn’t die of fright like the others—she died of
violence. The leaders of Skogenby will reluctantly treat the
characters as saviors, but truly they wish for this episode to
be over.
If Jora is dead and the characters demand compensation
from the villagers for their efforts, the villagers will seek aid
from their lord and protector, Lady Gry, a petty noble (an
inveterate raider herself). Gry will in turn demand that the
characters pay her reparations (4D cash) for the death of
Jora, since she was her chattel!

15
16

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