The Lost Kingdoms
Room: Firechasm &
Choose a Random
Warrior. This character will be the "Main Character"
for this adventure.
On the road, the
"Main Character" shows the other Warriors a curious
artefact consisting of a small, lidded vase with the figure of
a Slann-Mage Priest crafted into it's design, which he found in
the last adventure and pocketed while the other Warriors were
searching elsewhere for treasure. Just when the others are about
to question him as to why he didn't reveal this earlier, he says
that the vase is filled with the ashes of a well known, ancient,
Slann-Mage priest. He goes on to say that while at the last Settlement
he set up a meeting with some Cathayans who were interested in
the artefact which is too take place at a large Cathayan settlement
that lies just ahead. Here he will swap the ashes for a precious
diamond, supposedly worth 1000 gold. The people he is trading
with are unknown, so he warns the others to be on guard. The other
Warriors, eager for there share of the gold that the diamond will
bring them soon forget this little hiccough about the Warrior
not telling them beforehand and follow the Warrior towards their
The Warriors reach
the city of Shan-Kia by nightfall, just before the designated
meeting. Entering the posh tavern Koki-Wan, and moving up the
stairs to the second floor, it takes little time to spot the trading
group. There are four of them, which are seated around one side
of a large circular table. The obvious leader of the group, a
beady eyed Cathayan, beckons the Warriors to sit down adjacent
to them. As the Warriors sit, a song and dance stage act starts
up at one end of this huge tavern, the singer being a dazzling
A wooden turn table
lies in the centre of the table where the Warriors are seated.
The leader of the Cathayans produces a huge diamond from a waist
pouch and places it on his end of the turn table. He then looks
into the Main Character's eyes and says "Now, you give me
Ku-Hachi." Placing the vase of ashes on the turn table the
Main Character spins it and collects the diamond, allowing the
Cathayans to take the ashes, which they quickly stash. Soon a
bar-maid comes around serving all at the table a fine goblet,
filled with wine. The weary travellers and the Cathayans drink
to seal the exchange.
Then the Cathayan
leader says "Now, you give me the diamond."
The Main Character
replies with "Either your developing a sense of humour or
I'm going deaf!"
With that the four
traders laugh boisterously, almost drowning out the stage act,
and the leader takes out a small purple bottle.
a Random Warrior asks.
The Cathayan replies smugly.
another Warrior asks, already suspecting the answer.
"To the poison
you all just drank!" he states, again erupting into laughter.
The Warriors feel
they are already feeling the effects of the poison and weigh up
the odds of jumping the Cathayans and taking the antidote by force.
They decide it is too risky because the antidote may be destroyed
in the fight, especially with them starting to feel light headed
and their vision blurring. The Main Character, slamming the diamond
down on the turntable, spins it again, awaiting the antidote.
At this the Cathayans
stand and chuckling, say "Oh I don't think so, no loose ends
you know," thinking that they would be dead from the poison
within seconds. But the Warriors are a lot tougher than expected,
and a Random Warrior throws over the table, as the others lurch
at the Cathayans, clutching for the antidote. Falling into a heap
the antidote skittles across the floor, as does the diamond, as
the rest of the taverns posh patrons are sent into a panic at
the rough scene. One of the patrons knocks over a bucket of fake
diamonds inconveniently being used in the performance, which spread
out across the floor, engulfing the real diamond!
Now Roll 2D6 for
the light headed Warriors as they try desperately to get the antidote
and / or the diamond. Keep rolling until told otherwise.
struggle continues on and one Random Warrior almost grasps the
antidote but a Cathayan runs up behind him and stabs him in the
back for 3D6 Wounds.
of the Cathayans grabs a nearby large skewer, stuffed with flaming
meat which he hurls at a Random Warrior for 2D6 Wounds.
4 A Random
Warrior has a stand up punch out with one of the Cathayans. Roll
1D6 and add Will Power, Strength, and Initiative. If the result
is below 12 then the Cathayan has won and inflicts 1D6+4 Wounds.
If the result 12 or above then the Warrior beats the Cathayan
senseless. The next roll on this table has a +1 modifier.
effects of the poison hits one of the Warriors extra hard, making
his vision blur. He stumbles and falls into a group of the female
dancers. The next roll on this table has a -1 modifier.
6 A Random
Warrior makes a dazed punch at the leader of the Cathayans. Roll
1D6: On an odd number the Cathayan dodges the blow and delivers
one of his own inflicting 1D6+3 Wounds. On an even number the
Warrior manages to punch him square on the jaw knocking him over
and (if it hasn't happened already!) sending the vase to the ground
where is smashes, releasing the ashes of Ku-Hachi the Mage-Priest
across the floor. The next roll on this table has a +1 modifier.
lead singer of the dancing girls was watching the group closely
and is now searching for the real diamond throughout all the other
fake ones. Roll 1D6. On a 6 she finds it (if it hasn't been taken
already) and stuffs is down the front of her dress. If she did
find it roll 1D6 for each Warrior. On a 6 the Warrior sees the
dancer take the diamond in a fleeting glance, throughout the action.
of the Warriors is thrown down into the mass of fake diamonds.
Roll 1D6. On a 6 he sees the real diamond (if it hasn't been taken
already) throughout the fakes and takes it quickly.
9 A Random
Warrior, thinking fast, grabs a serving tray and throws it with
all his might at the Cathayans. Roll 1D3 to see how many of the
Cathayan's heads it bounces off and hits, knocking them to the
ground. This value is the number added to the next roll on this
another group of Cathayans charge into the room holding crossbows.
The Main Character sees a huge gong at the back of the room. He
also sees the main female singer grab the antidote and put it
down her dress. Grabbing her, he starts calling out to the other
Warriors to head for the gong. Each Warrior is hit with 1D3 crossbow
bolts before they can get behind the gong. Each bolt inflicts
1D6+2 Wounds. Once the Warriors are all behind the great gong
the Main Character cuts the ropes attached to it and it falls
to the floor where it begins to start rolling toward the window.
Running behind it the Warriors and the dancer are protected from
the crossbow bolts. It reaches the window and smashes it, but
the window is too small for the gong fit though. Seeing they have
little choice they jump through the window.
a cloth veranda they fall onto the back of a cart with slates
of building wood. At the carts helm is a young kid around twelve
years old who is very surprised at this group of people that have
The Main Character
shouts "Get moving!" and the very surprised Cathayan
child, fearful of his new arrivals, agrees. He takes the cart
at full speed to the outskirts of the town and beyond, escaping
their pursuers. In the meantime the Main Character grabs the antidote
from the singer, (Ignoring her statements of "I'm not that
kind of girl!," and "I broke a nail!") Sharing
the antidote between them the Warriors neutralise the poison,
although it still leaves them feeling groggy and causes them to
When they awaken
it is late morning and they see two Cathayans directing the horses.
Also they see they are on an edge of a huge cliff, and moving
at a dangerous speed. The boy, in the back now, whispers to the
Warriors that he was jumped and the cart has been hi-jacked! Hearing
this the Warriors move to grab the hi-jackers from behind but
they see it coming and turn sharply, directing the back of the
cart to the edge of the cliff. The sudden movement also dislodges
the top slate of building wood, sending it slipping off the cart.
The boy, the singer and the Warriors are on the raft like slate,
and hang on for dear life as it begins its merciless decent down
the cliff's slope. Roll 1D6+1; this is how many rolls the Warriors
must make on the following table before they reach the bottom
of the cliff.
wooden slate careers down the cliff at murderous speeds, bouncing
off huge rocks and foliage. Suddenly a huge boulder appears in
front of them and they are headed straight for it! Unable to jump
clear in time, the group impacts on the boulder. The singer and
kid are killed and the Warriors take 4D6 unmodified Wounds each.
They must now head back to a Settlement, this adventure sadly
ends now. Still, if one of the Warrior managed to pick up the
diamond from their time spent at the Koki-Wan, they may sell it
for 1000 Gold. If one of the Warriors saw the singer take the
diamond, then they may take it off her crushed corpse.
group hurtle downwards past trees and rocks. Soon they are hit
by thick thorn bushes that cut into their skin. Each Warrior takes
2D6 unmodified Wounds. The singer and the kid take Wounds but
down the cliff at speeds not intended for men, the group come
to a thickly wooded area. The branches of the trees are very low
and a Random Warrior doesn't see one in time and is hit square
in the face for 2D6 Wounds. The other Warriors manage to grab
him before is knocked from the slate.
the group traverse the cliff at breakneck speeds they see a large
leopard up ahead. As they pass him, he makes a swing for a Random
Warrior with his mighty claws. The leopard hits on a 4+. If the
leopard does hit then it inflicts 1D6+5 Wounds.
group speed though some light foliage, which whips across their
bodies, inflicting 1D6+2 Wounds.
they hurtle down the slope they pass under many trees. Throughout
some of the trees are moneys who can't resist using the moving
target below as target practice. Each Warrior is hit with 1D3
rocks, each inflicting 1D6 Wounds.
group pass though a boggy area of the cliff that releases toxic
fumes as they pass over it. Each Warrior must roll under their
base Toughness on 1D6 or are effected but the fumes for 1D3 unmodified
Wounds, which is fatal damage. The singer and the kid cough and
splutter but they are relatively fine.
group moves down the cliff at amazing speed, going pass
large rocks and trees.
Finally they reach
the bottom and slip into a calm moving stream, which takes them
gently along as they recover. The Singer introduces herself as
Skilly Wott, and the boy says he is Small Rounder.
If any of the Warriors saw Skilly take the diamond at the tavern
they may take it off her now; it is theirs after all!
Before long they
drift to the bank of the river and Small Rounder asks where they
are. The Main Character looks up and sees an old Pygmy watching
them from the bank, and says "Pygmy country."
They soon find
the Pygmy be part of one of the few friendly tribes that inhabit
Lustria's jungle regions. He takes them to his village which seems
to be in much turmoil. The old Pygmy explains to the other Warriors
that the evil Pygmies that live in a deserted Slann temple to
the north are dabbling in dark arts and worshipping an ancient
evil god. They go on to tell them that they came to their village
and stole their children from them. They also tell the Warriors
of a magical rock, called a Cankara stone, that was also stolen
from the village. It is one in a set of five and the evil Pygmies
are searching for the others. They will have great power if they
were to succeed, even power that will rival the Slann Mage-Priests
They implore the
Warriors to help them and return their children and their Cankara
stone. If the Warriors decide to help the Pygmies read on. Otherwise
they must return to a settlement as usual, much to the relief
of Skilly Wott. If one of the Warriors has the diamond, they may
sell it for 1000 Gold at the nearest Settlement.
The trip to the
evil temple takes 1D3 rolls on the Lost Kingdoms Hazard Table.
The boy comes with them willingly, for what he calls "fortune
and glory," and Skilly decides she must stay with the Warriors
for protection, although she complains a lot. At anytime (in between
events) any Warrior may challenge Small Rounder to a game of cards.
The Warrior can bet up to 200 gold, and Small Rounder will match
his bet. Then the Warrior rolls 1D6 and Small Rounder roll 1D6.
The highest number wins, re-roll doubles.
Once the rolls
are completed they finally reach Jan-Kok Temple. It looms above
them like a shadow that can not be shunned by the sun. As they
approach, they notice that a regiment of Bretonnians are also
present! Their presence make the Warriors unsure of the tales
told earlier by the Pygmies, until one of the Warriors recognises
one of the guards. He tells the others that he knows the Bretonnian
to be a good man whom he met once in Brionne, so they make their
way towards the Temple's entrance, ready for the worst. But instead
of being attacked they are greeted by one of the Pygmies by a
hand shake. He tells them to come inside and spend the night,
for they must be weary from their travels. Because the Bretonnian
forces are so close and because they need a closer look, they
decide to play along.
Soon begins a great
feast. Seated on cushions they gaze upon one of the longest tables
they have ever seen! Up and down it sit many Pygmies, the Warriors,
Skilly, and Rounder, as well as some of the Bretonnians, including
the man known to the Warrior. At the table's head sits a younger
Pygmy who apparently is their current Prince. Before long the
food begins, and every dish seems more disgusting than the next.
The Warriors must put up with the food so they can keep their
For each Warrior
roll 1D6. This is the amount of times he must roll on this chart,
which represents which dishes he is served and must partake of.
For each result add the number under the Number column up.
fat Wingless Beetles.
ball soup (human eye balls).
Carpet Snake, filled with live Eels.
The end result
for each Warrior is to see how much of this disgusting stuff he
can endure, (Skilly passes out at a serving of chilled monkey
brains). Each Warrior must roll 2D6 and add their Will Power.
If the result is higher than the total of all the foods he had
to eat, then he has stomached the food. If the result is lower
then the disgusting foods prove too much for the Warrior and he
runs over to the corner of the room clutching at his mouth as
he vomits up the vile sustenance. Also the Pygmies find it very
strange that the Warrior would do this and watch him like a hawk;
For the remainder of the adventure he has -1 Luck.
When the festivities
are over the Warriors adjourn to their room. A Random Warrior
stays on guard while the others sleep. Soon he is attacked by
five Pygmies! Fight a battle using a room board section as the
bed room. Roll 1D6 for how many turns it takes for the other Warriors
to wake up and help. Once the battle is over work out treasure
a normal. The Warriors then see a secret passage in the wall where
the assassins came from. Curious of what lies before them they
Shuffle 6 Dungeon
Cards, and add an extra final card, being the being the Firechasm
Objective Room. When all the Warriors reach the end, read the
section entitled "Ceremonial Chamber". Play this dungeon
layout as any other, although if there are any T-junctions, Intersections
or the Hall of Death draw another card to replace it. Skilly and
Small Rounder take to the shadows and need not be placed on the
board; it is assumed that they are in the same board section as
the leader. If there are any rooms entered, roll 1D6 once all
the Warriors have finished moving. If any room has a Crushing
Ceiling Trap or Bugs, then there is nothing else in the room.
Do not draw an Event Card also.
slabs roll in front of the door ways and the ceiling begins to
slowly move down onto the Warriors! The ceiling also has sharp
spikes attached. Any Warrior standing outside the room (adjacent
to the doorway) may make an Initiative Test (roll 1D6 and add
Initiative) of 7 or more to deactivate the trap and return it
to it's dormant state. If there are not any Warriors outside the
room then they must try to find a secret lever within the trapped
room itself. An Initiative roll of 8 will succeed in finding the
lever. Roll 2D6 to see how many turns they have to find a lever
before they are crushed to death. Every Warrior may make 1 attempt
at this per turn.
This whole area
is infested with bugs! Any model (apart from Undead) are effected
and suffer a -1 penalty to all to hit rolls.
- Play as normal room.
The group moves
onto a balcony like area, overseeing a huge ceremonial chamber
bathed in a red glow emanating from torch light, and a chasm filled
with lava. In the centre of the room stands a priest with his
army of devoted followers. The priest is babbling about the resurrection
of Bali-Mar, an ancient evil god, which whips them into
a chanting frenzy. The Warriors look on as the Pygmy priest, calling
himself Yoler-Ram, tears the still beating heart from a
screaming sacrifice. Their eyes widen as they see that the man
still lives and his separated hart still beats! He is then attached
to human sized cage and lowered into the lava filled chasm to
his death. Just when the Warriors are pondering their chances
against the followers they spot a huge sculptured skull behind
the priest that holds thee of the Cankara stones, including the
one for the village of Pygmies that the Warriors are trying to
find! They glow with a magical power. A few moments pass and the
priest leaves after his ritual, and this prompts the followers
to leave also through a network of tunnels. Deciding to seize
their chance the Warriors edge down the rocky side of the chamber,
leaving Skilly and Small Rounder on the balcony. Before long they
make it down to the chamber, and the Main Character manages to
grab the stones. Suddenly they are ambushed buy Bali-Mar followers
determined to protect their stones.
Fight a battle
on the Firechasm Board Section. Any model adjacent to the lava
chasm rolling a 1 to hit must roll another 1D6. On a 1 they fall
into the chasm, and are melted to death. Before the battle begins,
place the Warriors on random squares, on the far side of the board
section, because they were surprised. Then place the 1D6 Pygmies,
per Warrior, as normal. Treasure is as normal, except for the
gaining of an Objective Room Treasure Card, of which there is
none. Do not roll for Objective Room Monsters. The only combatants
the Warriors must fight are the 1D6 Pygmies each.
Once the battle
is won they decide they can't go back without the lost children.
Bringing down Skilly and Rounder, they venture off into the catacomb
tunnels in a hope to find them.
The Prison Mines
Make a dungeon
deck as normal with only 8 Dungeon Cards and an Objective Room
shuffled within the last 4 cards, using the Idol Chamber. Play
the dungeon as normal, but when entering a room roll 1D6 on the
next chart as well as the normal rule for the room. Record the
amount of children rescued. Keep track of many children are rescued.
Warriors find a child's bones next to a pick and shackles.
Warriors find no children here.
the Warriors see one young boy mining at the wall. Once the room's
events have been completed they rescue him and he runs off to
the Warriors see two young children mining at the wall. Once the
room's events have been completed they rescue them and they runs
off to freedom.
the Warriors see three young children mining at the wall. Once
the room's events have been completed they rescue them and they
runs off to freedom.
the Warriors see four young children mining at the wall. Once
the room's events have been completed they rescue them and they
runs off to freedom.
Once the Objective
Room is reached place a miniature to represent the Pygmy Boy Prince
at the back of the room. He is holding a voodoo doll for each
Warrior. The two columns of squares running from the doorway to
the idol are actually a conveyer belt moving towards a large rolling
cylinder of stone made for crushing rocks. At the end of the turn
any model on the belt is moved one square towards the grind stone.
Any model actually pulled into and under the grind stone is killed.
Monsters one square away from the grind stone will try and move
away from it into an adjacent square, if they are pinned by a
Warrior they can't move, alas. The Prince has the attributes of
a Pygmy Witchdoctor, and at the start of the Monster's Phase he
grabs a Random Warriors voodoo doll and stabs it with his dagger.
The effect of this is gained by rolling 1D6 on the Pygmy Witchdoctor's
Voodoo special rule table, which can be found under the Pygmy
Roll for Objective
Room Monsters as usual. Collect Objective Room treasure as usual
as well. Although Skilly hides in the shadows, Rounder sees the
threat of the Prince and his voodoo doll and tries to make it
there to stop him. At the end of each turn roll 1D6 for Rounder
(remember don't place Skilly or Rounder on the board)
doesn't manage to get to the prince.
and weaving through the battling combatants Rounder gets closer
to his target. Add +1 to any future rolls on this table (cumulative).
roll on this table again) Reaching the Prince, Rounder jumps on
him and tries to over power him. Roll 1D6 and add 2 (Rounder's
Strength). Now roll 1D6 and add the Prince's Strength of 2. If
Rounder's total is higher he over powers the prince and knocks
him out with a flurry of punches. If the Princes total is higher
he throws Rounder of and Rounder must try to over power him again
next turn! The Prince continues to stab the voodoo doll as normal
this turn. If the results are the same, roll again.
Obviously, if the
Boy Prince is killed by the other Warriors, Rounder returns to
the shadows and does nothing more to help this combat.
Once the room has
been completed the Warriors find a group of 3D6 children mining
in a cave behind them. They set them free and they run to safety.
The Warriors are about to follow them but are cut off by a mass
of Pygmies with blow pipes. They are forced to retreat back into
the Idol Chamber. Looking around desperately, the Warriors see
a mine cart sitting on some tracks leading of into the darkness.
They immediately leap into it and push off down into the darkness.
Even as they move off, they see 1D3 Pygmies leap into a mine cart
of their own and pursue them.
The Mine Cart
To symbolise the
tracks shuffle up a normal dungeon deck. Before you shuffle make
sure there are at least 6 non room board sections. Place a passage
way down to begin and place the Warrior's mine cart (2x2 squares)
at the front of the tracks, and place the Pygmies mine cart at
the back of the tracks. There is no need to roll the Power dice
during this chase scene.
Every turn the
Warriors roll 1D6 to see how far they travel, and then the Pygmies
do also. When the Pygmies are within 4 squares of the Warriors
they use their blow darts (roll to hit as usual, with a -1 modifier).
The Warriors are two busy holding on and adjusting their balance
to strike back. A Room card represents a break in the tracks over
a chasm; draw the next card also (if it is another room, discard
it and replace it with another card. Keep doing this until the
card is another passageway). Each Warrior must roll 1D6. If all
the results are the same number then they have fallen down the
chasm to their deaths. (If only one person left, on a 1 then)
Otherwise they jump the tracks and land safely on the next ones.
The chasm does not take any movement. The Pygmies must also roll.
Once the 6th board section has been cleared by the
Warriors, the Head Priest opens up the flood gates of a massive
water supply within the mountain filling the tunnels with merciless
water. Roll 2D6 at the end of each turn to see how far the water
has reached (begin at the start). Use a counter to represent the
position of the water. If the water covers or surpasses the Warriors
they are cruelly thrown against the walls of the mines and eventually
spewed out of the mountain to fall to their deaths.
When the Objective
Room is reached, the end of the tracks are reached and the Warriors
leap from the mine cart and to a nearby exit. Unfortunately the
exit is in the side of a cliff and the Warriors are forced to
cling around the edge of it as water spews out of the exit with
murderous force. The Main Character is separated from the others
and must climb up a different route in order to reunite him with
his adventuring companions. The other Warriors and company climb
easily up to a large rope bridge spanning a great chasm. At the
bottom of the chasm is a river filled with crocodiles. They begin
to move across it and reach the end but are surprised by a group
of Pygmies and their leader Yoler-Ram. Before they have a chance
to react Yoler-Ram blows a strange powder at them, which assails
their nostrils and causes them to become dizzy and docile for
a few moments. By this time the Main Character has run onto the
bridge and made it half way across when he looks up and sees the
rest of the group captured at the other end. Glancing back he
also sees pygmies moving up behind him. They come from both sides
and start closing in!
The Main Character
tries to bargain his way out of it by holding the bag of Cankara
stones over the edge. But Yoler-Ram only responds to this by yelling
"Drop them, Mr <Warrior's Name>, they will be found!
You won't!" He then bursts out into fits of laughter. Deciding
on another course of action, the Warrior decides to cut through
the bridge and hang on tight. Every one is now on the bridge and
the Main Character calls out to the group to hang on. Then he
brings his mighty weapon down on the bridge's structure.
The Warrior has
1D6 turns to cut through the bridge. Each turn roll 1D6 and add
the Warrior's Strength. If the total is over 8, or a natural 6
is rolled, then he has cut through the bridge. Once the Warriors
turns have run out then the Pygmies have reached him and they
(there will be two of them) make an attack against him. Work out
the two hits and Wounds as usual. They will attack him each subsequent
turn, after he has tried to cut the bridge. The Warrior may not
retaliate against these attacks. If the Warrior dies, then the
other Warriors must fight a battle with 5D6 Pygmies with one Pygmy
Shaman (Yoler-Ram) , on five corridor board sections to represent
the bridge. If the Warriors win then go directly to the section
entitled "Adventure Completed".
Once the bridge
is cut the two halves swing down and slam into the cliff sides.
Roll 2D6 for each Warrior. On a double 1 they fail to hang onto
the bridge and fall to their deaths, food for hungry crocodiles.
Place 3 board sections
down to represent the bridge hanging against the cliff. Now place
the Warriors, Small Rounder and Skilly (place them on the board
this time!) randomly on the first two board sections, apart from
the Main Character. The Main Character must be placed on a random
square on the last board section. Each board section also has
1D3 Pygmy guards on it, which are also placed randomly. Now choose
a random board section and a random square for the Yoler-Ram.
The Warriors must
make it to the top of the bridge, and can only move 1D3 squares
a turn due to having to climb up the bridge. When beginning to
move every model must roll 3D6, if they all come up with the same
number the subject has lost his grip and falls to his death. Pygmies
need only roll 2D6 to see if they fall off. The Warriors, Skilly,
Rounder and Yoler-Ram can roll 3D6. When pinned by a Pygmy guard
at the end of the turn, roll 1D6 on the following table.
Pygmy kicks the Warrior roughly. He must make a bridge moving
Warrior punches the Pygmy square on the jaw, he must make a bridge
moving roll immediately.
the Pygmy a hard kick, he goes flying of the bridge speeding to
his death below.
When pinned by
Yoler-Ram at the end of the turn, roll on the following table.
Priest punches the Warrior, dazing him for a second and begins
his dark ritual. He moves to tear the Warrior heat out! The Warrior
must roll under his Toughness on 1D6 (1 always fail), otherwise
his heart is torn out of his chest and he falls to his death.
Priest kicks the Warrior harshly, causing him to make a bridge
moving roll immediately.
Warrior punches the Priest square on the jaw, he must make a bridge
moving roll immediately.
Yoler-Ram repeatedly in the face, he looses his grip on the bridge
and falls to the waiting crocodiles below.
After 1D6 turns
1D6 Pygmies with blow pipes begin firing at any Warriors left
on the bridge from the opposed cliff. Roll to hit and Wounds as
normal. Yoler-Ram will head toward the Main Character always,
because he wants the stones. The other guards will move towards
the top until pinned where a roll on the appropriate table is
Once the Warriors
reach the top they find that the Bretonnian forces are up there,
laying waste to the armies of Pygmies that were about to attack
the Warriors. They quickly dispatch the remaining Pygmies and
leave the Warriors to return to the village.
The Warriors are
welcomed back to the Pygmy village as heroes after bringing back
their children and their stone. The old Pygmy Shaman of the village
explains that they only need one stone, and says he may be able
to convert the other stone's power into an item. The remaining
two stones can be burnt into a weapon if the Warriors wish. For
each stone used on a weapon roll on the chart below. Only one
stone may be burnt onto a weapon.
stone's power is wasted.
stone's power surges into the item giving it's user +1 Toughness.
5 The stone's
power surges into the item giving it's user +1 Strength.
6 The stone's
power surges into the item giving it's user +1 Weapon Skill.
The Pygmies also give
the Warrior 1 provision per rescued child each before they depart
for the next Settlement. Oh yeah, and if the Warriors still have
the diamond, don't forget to sell it for 1000 Gold.