| James Flowers' Elric! Web Resource Object of War: An Elric! Adventure Outline |
| Ilmar: An Introduction | |
| [Ilmiora] : The characters are hired by Saraten Quicksword for a mission to retrieve an object of war for his patron Lord Xiombarg. In order to facilitate this task, it requires a trip to the Forest of Trees to gather some fungus, which must be then taken to the beggar-wife Atrush in Nadsokor, the city of Beggars. Young Kingdoms rolls will remind characters to obtains some perfumed masks for their stay in Nadsokor. | |
| Forest of Troos | |
| [Ilmiora] : [Ilmar to Troos: 200 miles (Foot: 10 days, Riding: 6 days)] : The characters muct locate a fungus. Luck rolls would be appropriate, as would Natural World. Modifiers should apply for appropriate roleplay. The character may also locate some additional herbs -- definitely healing, but may be confused by similar poisonous herbs. On leaving, they are stalked and ambushed by some chaotic forest residents: an insane mutated woodsman, his wife, daughter and sons. They are cannibals, an untainted meat is hard to come by so the adventurers are (to them, anyway) a walking pantry. | |
| Nadsokor | |
| [Vilmar] : [Troos to Nadsokor: 300 miles (Foot: 15 days, Riding: 9 days)] : The characters travel to Nadsokor to meet with the blind beggar-wife Atrush. CON rolls are required for each day spent here (the smell is atrocious). Harder rolls are needed for those without perfumed masks. Locating Atrush requires fending off the attentions of a multitude of beggars, pickpockets and thieves. Atrush prepares the paste from the fungus (Forest of Troos) in exchange for a favor -- she wants a rival beggar-wife (Seldunn) killed. The two beggar-wives argued over Atrush's lover, a legless aged drooling cripple who remains silently in the room with Atrush the whole time. His name is Resk. Atrush doesn't know how to prepare healing preparations: she only knows how to prepare the paste, however she has the resources available for any character who does know how. If the characters do kill the rival beggar-wife, Atrush will be overcome with sudden remorse, albeit too late now, and will turn against the characters, calling for help as she does. A mob of beggars will quickly turn up and attack the characters with sticks and stones, too many for the characters to defeat. They will be forced to flee Nadsokor. Hopefully, someone remembers to retrieve the paste. | |
| Hills of Troos | |
| [Ilmiora] : [Nadsokor to Hills: 350 miles (Foot: 18 days, Riding: 10 days)] : There will be at least two encounters en route. The first is with a dark-haired woman, who is stern, but polite. She travels alone -- strange for a woman in these lands. She is Alondra, an Agent of Law, and she is not impressed if she finds out the characters are on a mission for Chaos. She questions the party intently, asking if they have seen anyone who meets Saraten's description. The second encounter is with an Ilmioran patrol. They are hunting a murderer who killed a noble in Ilmar. The characters are asked to produce papers and a verbal interrogation ensues. Assuming all goes well, the characters are free to continue. Arriving at the hills takes some time, and Luck or Track rolls to find the correct trail. The trail is treacherous and requires Climb rolls to negotiate at several points. Luck rolls are also needed to avoid a sudden slip, failure in which pitches the character(s) down the cliff. Eventually the trail leads to a cave entrance, flanked by old pillars of stone carved with the eight-rayed symbol of Chaos. | |
| The Cave | |
| The interior of the cave is dark. A tunnel extends a short distance into the hill, before opening into a cavern. Listen rolls will detect movement from the chamber. The animated skeletons of those who have died here now guard the tunnel leading further into the hill. There should be two more than the number of characters, though there are more bony remains lying about. A Search will come across old coins and other minor items. The tunnel descends further before narrowing to a single person wide (sliding sideways, that is) gap. No normal metal armor can be worn to get past this point. A short distance in, the walls become gooey with a fluorescent purple-green luminous substance. This will corrode like an acid unless the characters have been liberally smothered with the paste made from the Troos fungus. There is enough paste for only two applications for each character. At the end of the tunnel, it widens into a chamber beyond which is an octagonal archway, from which light flickers (like lamplight). A Demon guards this chamber (quilled, carapaced and ward-pacted against swords). It can distend to cover the archway, preventing access until defeated. It warns openly of its ward-pact, after all, it's only polite to tell it's intended victims. | |
| Beyond the Archway | |
| The Object of War is an old man, toothless and mumbling as he scribbles with a quill-pen in a book. the book, if read, is a mish-mash of rantings in various languages, but if read carefully (taking several months and Language rolls) it will give up knowledge of the spells: Clumsiness from Xiombarg (1-3) and Mabelrode's Shield (8). The old man is a conduit for Xiombarg on this plane, but that isn't obvious to the characters. He is quite frail and openly senile. He has no idea who he is or why he is here, let alone how long he's been emprisoned. He mumbles a lot and drools from toothless gums. Unless a character has perished at the Demons hands, It is unfortunate that there is no paste for use on the old man. So perhaps someone will have to go without? Or find some way to dampen the effects of the acid. Unless all of the bones have been destroyed, the skeletons will need to be defeated again. The return trail will also prove difficult to negotiate. | |
| Return to Ilmar | |
| [Ilmiora] : [Hills of Troos to Ilmar: 150 miles (Foot: 8 days, riding: 5 days)] : En route to Ilmar, the old man wanders off at a most inconvenient time during an attack by a pack of wolves. Hopefully the characters get him back before he gets eaten (he can't defend himself at all). A short distance out from Ilmar the characters are met by Saraten. He asks if the characters met a dark-haired woman (who fits the description of Alondra). If the characters reply in the affirmative, then he suggests that if they meet her again, they would be doing him and his lord a great service if they killed her. He thanks and pays the characters, then takes possession of the old man, before bidding them farewell and riding south in the direction of Bakshaan. | |
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