The Kaer of Tardim


The Adventure:

Welcome to the adventure. This adventure is called "The Kaer of Tardim," and takes the characters inside the kaer of a small village. The characters have traveled to the village of Tardim, and are asked by the village leader to enter Tardim's kaer to discover what killed the village's magician. This brief adventure is designed to give you and your friends a sneak preview of the world of Earthdawn.


WARNING:

No one except the gamemaster should read the following. If you are going to play a character in this adventure, we suggest you STOP READING NOW. What follows is meant specifically for the gamemaster. Reading it will spoil the adventure for you, because you will know what can happen during the adventure. The fun of roleplaying is discovering the story as you play it.


Gamemaster Information


The following information provides the gamemaster with the overall story of the adventure in the form of the Adventure Background and Plot Synopsis. The Adventure Background for this story explains how and why Strathem (the magician for the village of Tardim) was killed. This is the setup for the adventure, designed to help the gamemaster understand the hows and whys of the adventure. This information allows the gamemaster to explain, if necessary, why the kaer is the way it is, and why Strathem died in this particularly horrible way.

The Plot Synopsis describes the most likely series of events in the adventure. It sets up the order in which the encounters of the adventure were written to take place, and what happens in each. This summary helps the gamemaster remember the order of events in the adventure.

Adventure Background-

During the time known as the Scourge, the Horrors roamed the physical world, leaving behind a path of destruction and corruption. Many Horrors penetrated the defenses of kaers and citadels, destroying their inhabitants. While many of the Horrors breached the physical barriers of the kaer, others entered the minds of the residents of a kaer, controlling their victim's actions and thoughts. Still other Horrors found entry into kaers along passages through astral space opened unwittingly by careless magicians, allowing the Horror to penetrate the kaer and destroy its captive victims. Such was the case in the kaer of Tardim.

One of the people who settled in the kaer of Tardim was a hero named Farliss. Farliss fought the Horrors for several years before the kaers of Barsaive finally closed themselves off from the rest of the world. In the process he became a legend in the province of Barsaive, and particularly in the region that included Tardim.

During the years he fought the Horrors, Farliss engaged in a running battle against a Horror named R'Ishann. Every time they met, each of them became more determined to destroy the other. After one of his final encounters with R'Ishann, Farliss acquired a magical dagger created to slay Horrors. But before Farliss could use the dagger to slay R'Ishann, the Scourge began in earnest, forcing Farliss to enter the kaer of the village of Tardim.

During the Scourge, the Horror R'Ishann devoted nearly all its energy to penetrating the kaer of Tardim in order to destroy his nemesis Farliss. But the magical protections laid on the kaer remained strong, thwarting R'Ishann's every attempt. Many years after the kaer was closed, Farliss died and was laid to rest in a small tomb within the kaer. The townspeople immortalized him as a hero of Barsaive, continuing to tell tales of his bravery to keep his memory alive until they could emerge from the kaer.

While most of the kaers in Barsaive opened nearly 100 years ago, Tardim remained closed until only 35 years ago. Following the advice of their wizard Strathem, the residents of the kaer agreed to remain inside until Strathem was sure that it was safe to venture outside. This caution nearly caused the kaer's destruction.

Five years before the people of Tardim opened their kaer, the Horror named R'Ishann finally found a way to enter the home of its old enemy. It managed to enter the kaer during an experiment in which Strathem opened a passageway between the physical world and astral space. R'Ishann siezed this chance to travel through the passageway from its home plane and attack Farliss. When it discovered that Farliss was long dead, the Horror attacked Strathem, planning to make the wizard the first victim of a campaign of terrible, endless pain and suffering. R'Ishann believed, as a result of some twisted logic, that if it sufficiently terrorized the people of Tardim, the spirit of Farliss would feel the agony of the Horror's attacks across hundreds of years. The wizard fought off the Horror, and using a powerful spell, imprisoned it in one of the many secret rooms he had built in the kaer. Because Strathem's secret rooms also served as his wizard laboratory and study chambers, the rooms carried strong magical protection. Strathem had created this area of the kaer as a shelter of last resort should the Horrors ever break in. Using powerful blood magic, Strathem strengthened the spell to keep the Horror imprisoned for 40 years.

Strathem kept the secret of the Horror from the villagers, and spent the next forty years searching for a way to destroy the Horror forever.

Even after the kaer opened and Tardim rejoined the world, Strathem continued his work, still keeping the presence of the Horror a secret from the villagers. As he neared the completion of his work, the spell that imprisoned the Horror grew weak. R'Ishann was able to enter Strathem's mind and periodically take control of the wizard. Using this ability, the Horror planned.

Each time the Horror took control of Strathem, it would force the wizard to lead a villager into the kaer's secret rooms, then force Strathem to kill the villager, releasing its hold on the wizard just as the victim died. When Strathem realized what he was being forced to do, the knowledge strengthened his resolve to destroy the Horror once and for all. Over a period of five weeks, the Horror continued to take control of Strathem and use him to kill the people of Tardim, one per week. During this horrible time, Strathem discovered that it was his secret experiments that had led to this disaster. But he still could not bring himself to reveal what he had done. He would destroy the Horror himself and be done with it.

At long last, Strathem's research led him to a method of destroying R'Ishann. Unfortunately, this method required Strathem to possess a magical weapon that had drawn the Horror's blood. On the brink of despair, and panicking because the spell holding the Horror captive was becoming weaker every day, Strathem suddenly remembered that the tomb of Farliss held the hero's legendary magical dagger. Strathem broke into the tomb and ransacked it until he found the dagger, laid within the coffin of the great hero.

The dagger in hand, Strathem prepared to use it to destroy the Horror. But even as Strathem prepared to destroy R'Ishann, the Horror once again entered the wizard's mind and learned of his plan. The Horror used its power to kill Strathem before the wizard could destroy him. Desperate to warn his villagers of the danger lurking within their former refuge, Strathem struggled to leave the kaer as his life ebbed away. He made it only as far as the main gathering-chamber of the kaer before he died.

The villagers learned of Strathem's death when a young man named Fornan entered the kaer in search of the wizard. Fornan discovered the wizard dead, and in that moment of shock, R'Ishann entered Fornan's mind and took control of him. Fornan struggled against the Horror, but the Horror won out. Now under the Horror's influence, Fornan left the kaer and immediately began to kill his fellow villagers. He killed four before being killed himself, and since that time, no one from the village has dared enter the kaer.

Plot Synopsis-

Strathem and Fornan died two weeks prior to the characters' arrival at the village of Tardim. When the characters arrived in the village, the leader invited them to stay and join in the evening gathering. During the gathering, the village leader asked the characters to enter the kaer and free it from whatever killed Strathem. Each of the characters agreed to help.

The next morning, the characters learn what little information the villagers have about what lives within the kaer. The villagers tell the characters about the five people who entered the kaer and have not been seen since. They also describe Fornan going to search for Strathem in the kaer, and his subsequent attack on the villagers. The characters receive a map of the kaer and a healing potion.

The villagers lead the characters to the entrance of the kaer, but will venture no farther, and quickly retreat to the relative safety of the village.

Once inside the kaer, the characters can explore it using the villagers' map. When they reach the kaer's central chamber, the group will discover the tomb of Farliss. They will also come across the Strathem's dead body. Clutched in the wizard's decomposing hand is a rolled piece of parchment. This is a map of the kaer that shows all of Strathem's secret rooms. Strathem's body also yields Farliss' dagger, which closely resembles the dagger etched on the outer wall of the tomb.

Using Strathem's map as a guide, the characters discover a secret door which leads to the hidden rooms within the kaer, where the characters find the bodies of four of the victims. As soon as the characters discover the bodies, the Horror animates them and uses them to attack the player characters. As they pass through the first secret room, the characters find Strathem's study and his journal, which reveals the story of how he allowed the Horror to enter the kaer, and how it has since forced him to kill members of the village. The journal also describes Strathem's moment of inspiration, when he realizes that he must take Farliss' dagger from the tomb. The characters realize that the dagger they found on Strathem's body is this dagger. By studying the dagger and the journal, the characters learn the weapon's name, and that it can be used to destroy the Horror. It must first be powered by a magical thread, and then plunged into the Horror. Now the characters must find the Horror, power the dagger, and destroy R'Ishann forever.

When the characters find the Horror, they also face the last victim and the horribly re-animated body of Strathem.


Running the Adventure

How do you go about being a gamemaster and running this adventure? To begin with, the gamemaster must perform the following tasks.

Serve As The Referee-

First, as the gamemaster, you are the one who determines if the characters succeed at their actions. In general, the rules describe how actions are performed, and how to determine whether or not they are successful. But players will often ask if their characters can do something not covered in the rules. For example, if a player wants his character to attempt to climb the wall of the kaer, how does he do it? There are no rules for climbing in this flyer. (Unfortunately, we couldn't fit all the rules of Earthdawn into these few pages. We're hoping that after playing this adventure, you'll want to play more Earthdawn, and will go out and buy the game.) Until then, how does a character climb a wall, or take any other action not covered by the rules?

When this very likely event happens, follow these steps:
DIFFICULTY NUMBER TABLE:
Difficulty of Task Difficulty Number
Easy2
Average7
Hard12
Heroic15
Here's an example of just how this process works.

After entering the kaer, the player running Me'gana's character wants her to try to climb the wall of the kaer. (We don't know why, she just does). You decide that Dexterity is the Attribute that a character would use to climb a wall. You also decide that climbing the wall is a Hard action. Looking at the Difficulty Number Table, you see that the Difficulty Number listed for a Hard action is a 12. This means that Me'gana's player has to roll a 12 or higher with her Dexterity dice in order to successfully climb the wall.

We told you it was easy. Even though the above process is a simplified version of the actual rules, for purposes of this adventure it will work fine. Trust us.

Describe The World To The Players-

Next, keep in mind that you, as the gamemaster, describe the world of Earthdawn to the players. That means that you need to try to answer all their questions about what the characters see, hear, touch, smell, and taste. If the players ask questions about these things, you should try to provide them with answers. In the adventure, we provide many descriptions of the interior of the kaer, what it looks like, what it smells like, and so on. If needed, simply use these descriptions. But you can also elaborate by describing the scenes in greater detail. For example, instead of saying "The room is empty," you might say, "Dust lies thick and undisturbed on the floor, muffling your footsteps. Cobwebs hang from the ceiling, and even for an underground room the air smells close and musty."

Find Out What The Characters Are Doing-

After you describe a new scene to the players, ask, "What do you do?" This puts the action into their hands. By telling you what they want their characters to do, the players are helping to tell the story. As the players take actions based on what they see, hear, and learn, the story of the adventure unfolds.

For example, when the characters enter the kaer, they may want to try to find Strathem's body as quickly as they can. Once they find the body, they discover Strathem's map, and learn that the kaer contains secret rooms. They will probably decide to investigate the secret rooms. As they investigate these rooms, describe what they see and find there, and so on, until they find the room with the Horror in it, and fight it. This adventure has been designed so that the players can easily figure out the next step they should take and follow the given sequence of events. Of course, not all adventures are this easy. We designed this one to be easy enough for roleplayers of all levels of experience to use.

Keep The Story Going-

The last guideline is to keep the story going. This means nudging the players in the right direction if they start to wander away from the story. For example, if the characters want to go back to the village after each encounter, you should probably suggest that they continue searching the kaer until they find the creature that killed Strathem and the others. That is, after all, why they are in the kaer.

Sometimes the players may not pick up on the clues given in the adventure. For example, they may not think of using their talents and skills to study the dagger when they find it. Or they might decide not to investigate the secret rooms in the kaer. If the players make these choices, drop hints to encourage them to do what the adventure expects, but be subtle! Your suggestions should simply get the players back on track-your function is not to tell them what to do.

Are you ready? Of course you are! Let's move on to the adventure.


Encounters


The following encounters below make up the adventure. Each encounter begins with a section that briefly describes what happens in the encounter, followed by a section of boxed text for the gamemaster to read out loud to the players. This is the information the characters discover as they progress through the adventure. The next section contains all the information needed for the gamemaster to run the encounter. The final section of each encounter is called "Where to Next?" and tells the gamemaster which encounter should happen next. This section also includes advice for the gamemaster to follow in case the players do something unexpected.


Starting The Adventure

Farliss The Hero-

This encounter begins the adventure. In this encounter, the characters hear the legend of Farliss the Troubadour, one of Barsaive's legendary heroes and defender of Tardim. By the time the village storyteller ends the story of Farliss' courage, night has fallen. The villagers offer the characters shelter for the night, and urge them to rest before entering the kaer the next day.

Begin the adventure by having each player read aloud the story for his or her character found in Step 2: The Characters. This will help the players get into the roles of their characters, and serve as a refresher on the other members of their character's team. After each of the players has done this, continue by reading the following.

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It is evening in the small village of Tardim. You sit with the villagers in their gathering area, listening to the village leader, who has requested your help. The village wizard, Strathem, has been discovered dead inside the village's kaer. The village leader believes that Strathem was killed by a Horror that now dwells within the kaer, and has asked you to find the Horror and destroy it.

You have each stood and introduced yourselves to the village, telling them of your travels and how you came to this village. After the last of you finishes telling his story, the village leader stands.

"Please accept the heartfelt thanks of every member of our village. As you have each shared your stories, hear now the tale of a legend of our village, The Legend of Farliss."

The village storyteller begins the legend of the village's greatest hero, Farliss the Troubadour.

"Farliss was a renowned hero of the years before the Scourge. Originally from the human kingdom of Landis, Farliss spent many years studying at the Eternal Library on the island of Thera. Though he despised the Theran way of life, Farliss knew that the Eternal Library at Thera was the best in all of Barsaive, and believed that it held the knowledge that could save the world from the coming of the Horrors.

"It was at the Eternal Library that Farliss learned of the teachings of the Martyr Scholar, and of Jaron the Everliving, legends of our land's past. Farliss became determined to ensure that these names be remembered for all time. It was the Martyr Scholar who first learned of the Horrors, and Jaron who followed in his steps to unlock the key to the Rites of Protection and Passage, which allowed the people of Barsaive to survive the Scourge. Thus Farliss traveled the lands, telling stories and sharing the teachings of these two learned, wise men.

"In the years just prior to the closing of the kaers, Farliss fought bravely against the increasing numbers of Horrors appearing on the physical plane. His battles against the Horrors earned him ever greater legendary status in the minds and hearts of the people. Among his greatest battles was a series of confrontations with a Horror known as R'Ishann. Many times did the two clash, and each time they parted, each was more determined than ever to destroy the other. Following one of these confrontations, Farliss discovered a magical dagger, specially empowered to slay Horrors. Our legends say that this dagger can reveal much of the history of Farliss and his battles with the Horrors.

"And so it went. Farliss helped many villages fight off the Horrors before coming to our village, arriving during the last days before our ancestors sealed themselves within the kaer. Farliss joined our village within the kaer, and helped fight off one or two minor Horrors that threatened to enter the kaer from outside.

"Farliss died years later, and was buried within the kaer in a place of great honor. His magical dagger rests with him. His tomb is a sacred place to the people of the village. Though he is many years dead, the legend of Farliss lives within the people of this village. It is our hope that our village will one day spawn a new hero, one whose deeds shall rival that of Farliss the Troubadour."

At the end of the tale, the village leader turns to you again.

"Again, allow me to express our deepest thanks for coming to our aid. But it is late. Please sleep and awake refreshed. Gather your strength, for tomorrow you shall face whatever lies within our kaer." ---------------------------------------------------------------------------------------------------------------------

When the village leader finishes speaking, the villagers disperse, heading for their homes for the night. The village leader escorts the characters to the place where they will sleep.

Where to Next?

When the characters go to sleep, they each dream of what they will encounter in the kaer the next day. Go to the next encounter, entitled Dreams.


Dreams

In this encounter, the characters have dreams that somehow hint at what lies ahead in the adventure.

--------------------------------------------------------------------------------------------------------------------- "You soon find yourselves preparing for a night's sleep. As you drift off toward slumber, images of the legend of Farliss fill your thoughts. These thoughts of courage and heroic deeds almost overcome your concerns about your upcoming journey into the kaer of this village, to confront whatever lies within." ---------------------------------------------------------------------------------------------------------------------

While the characters sleep, they each have dreams about their upcoming adventure. You can simply tell each player the information in his dream. For a more dramatic effect, photocopy the following information, cut the page along the dotted lines, and hand each player his or her character's dream. In this case, the players must decide whether or not to share their characters' dreams with each other.

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Thom Hammerblade

"You are at work in your smith shop, tempering the steel of a new weapon. The comfortable, familiar ringing sounds of your work echo through the low-ceilinged room. As you work, you suddenly feel a "presence" in the room with you. You turn toward the entrance to your shop. Though you didn't hear him approach, standing there is a human male, dressed in bright clothes. He speaks to you in Dwarven, with the slight accent of the human tongue.

"Thom Hammerblade, I ask you to help keep my legend alive in the hearts of all peoples of Barsaive. Within Kaer Tardim you will find the dagger I wielded before the Scourge. Take this dagger, and with your companions, use it to purge the Horrors from this world forever. Do not fail me, Thom Hammerblade. I plead with you to rekindle my legend."

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Ardis Foarr

"You are sitting in a large study, surrounded by walls of books and scrolls. You are researching the legends of the heroes of Barsaive. Your tutor has impressed on you the importance of knowledge, but you would rather practice your spellcasting.

"As you page through tomes of ancient history, you come across a reference to the tiny village of Tardim, and the legendary hero Farliss who died there. Just as you read the reference to Farliss, your tutor enters the room.

"Ah, the legend of Farliss. Yes, 'tis an old one indeed. That legend is one that has nearly faded from the memory of Barsaive. 'Tis a shame. Our world still needs heroes like Farliss. You should endeavor to tell the legend of Farliss, that it may inspire others to become heroes."

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Me'gana

"You are reliving your nightmare yet again. You and your companions are inside the Blood Wood. The Horror lashes out at your friends, slaughtering them one by one, while forcing you to stand motionless and watch them die.

"As the last of your friends dies before your eyes, the Horror begins to change, transforming its shape. It grows to a length of seven feet, and now stands on four reptilian legs. Its body grows a torso that sports human arms and facial features.

"As the Horror completes its transformation, it looks at you, laughs, and promises new tortures, saying, 'My games with you are nearly at an end. Soon you will live the terror that your friends suffered so long ago. . .'"

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Targ Boneslicer

"You stand in the corridor of the kaer you and your friends discovered while seeking shelter from a fierce storm. A monstrous Horror towers over you, standing eleven feet tall with four massive tentacles in place of arms growing from a reptilian torso. This ugly body moves on four stocky legs, and begins to walk toward your party. You and your friends try desparately to fight off the creature, but your blows have no effect. For each blow you land on the Horror, one of your friends meets his death. As you launch an enraged, desperate attack against the Horror, it knocks you aside, sending you reeling into unconsciousness.

"As your vision clouds, the Horror begins to change. Its once-reptilian torso becomes human-like, and its tentacles merge into two human arms. The Horror shrinks to only seven feet tall, and its face becomes that of a human male.

"As you struggle to remain awake, the Horror turns towards you and booms out a mocking laugh. 'Soon, troll, very soon, you too shall die at my hands. . .'"

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Where to Next?

After the players read their dreams, go to The Next Morning.


The Next Morning

In this encounter, the characters awake and prepare to enter the kaer. The villagers tell the characters everything they know about how Strathem was killed. They also give the characters a map of the kaer and a healing potion.

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Read this aloud to the players-

It is morning in the village of Tardim. You awake from a refreshing sleep and eat a nourishing breakfast. As you finish your meal, the village leader joins you.

"Before you enter the kaer, I will tell you all I know of what has happened there. It all began seven weeks ago, when a young village woman named Dolia entered the kaer and was never seen again. When we told Strathem about this, he was very disturbed. He explained his suspicion that a Horror had entered the kaer, and said it was most likely the reason for Dolia's disappearance.

"For five weeks this event was repeated: once each week, one of our village entered the kaer and disappeared. We urged Strathem to act against the Horror, but then he also disappeared into the kaer. We learned of his death when Fornan, a young man from the village, entered the kaer to look for Strathem, re-emerging shortly thereafter and obviously nearly insane. He described Strathem's body, and railed about how the creature within him would kill us all. He began to attack our people, and only after killing four of us was he himself killed.

"Two weeks have passed since Strathem and Fornan entered the kaer and were killed. None of us have dared enter the kaer since."

When the village leader ends his story, he hands you a scroll and a vial.

"Here. This is a map of the kaer, to help you find your way around it quickly. And this is a healing potion, the last in the village. Take it. May it aid you in driving the Horror from the kaer." ---------------------------------------------------------------------------------------------------------------------

This encounter gives the players and their characters the basic background information they need to begin the adventure. The Gamemaster's Map and The Player's Map are sketches of the interior of the kaer. The Player's Map does not include the secret rooms which Strathem used for his studying and experiments.

As the characters prepare to go into the kaer, ask the players what equipment their characters will bring. They should probably bring all of their equipment, but especially torches, rope, and weapons.

At this time, ask Ardis Foarr's player to choose which two spells he is going to put into his spell matrices. The player doesn't need to roll dice to do this, he can simply tell you which spells he wants to use. If the player can't decide, suggest that he place Astral Sense and Mind Dagger into his matrices. This gives him a spell that detects magic and an attack spell. After all, he cannot predict what he might encounter!

Where to Next?


Once the players have looked over the map, they are ready to begin the action part of the adventure. Go to Entering the Kaer.

If the players have any questions about what they have heard, go over the information again, and try to make sure they understand it. Also remind them that they now know as much as the villagers. If they want more information, they need to enter the kaer.

See, we told you this gamemastering stuff was easy!


Entering the Kaer

In this encounter, the villagers take the characters to the kaer, and the characters enter the abandoned structure. This encounter also provides the gamemaster with a brief description of the kaer's rooms and layout.

--------------------------------------------------------------------------------------------------------------------- As soon as you announce that you are ready to enter the kaer, the villagers lead you to the entrance. The opening is round, roughly 12 feet in diameter. Sigils and runic carvings decorate the upper curves of the doorway, carved there by the kaer's builders to ward away the Horrors during the Scourge.

As you approach the kaer entrance, the village leader turns and says to you, "May Floranuus watch over you." He and the other villagers then quickly walk away.

As you walk into the kaer, you notice working light quartz, most likely left there by the villagers who reentered the kaer.

You look at the map again and try to plot the best way to find the Horror that lives within the kaer. ---------------------------------------------------------------------------------------------------------------------

Let the characters wander through the kaer, searching for Strathem's body and the Horror. Describe each area as they enter. Most rooms in the kaer are completely empty, because the villagers relocated all their belongings and the community's property into the village. The only rooms with anything of particular interest in them are Strathem's secret rooms, described in Strathem's Secret.

The light sources are all old lanterns lit by light quartz, magical crystals imbued with permanent light spells. These lanterns light the main rooms of the kaer, though some of the peripheral rooms are in total darkness.

The Kaer -

The section below briefly describes the rooms of the kaer. When you describe these rooms to the players, embellish on these descriptions. Try to use words that create a feeling of being abandoned and alone. The halls should echo every sound the characters make. The kaer should look and feel very deserted. The clues for the adventure that will point the characters in the right direction can all be found in the rooms of the kaer, and are described below.

The characters may enter the central chamber and discover Strathem's body soon after they enter the kaer. When they find the body, go the section titled Discovering the Wizard.

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"The corridor leading into the kaer is roughly carved out of rock and has a dirt floor. Many footprints show in the dirt floor, some leading into the kaer, some leading out.

"As you walk along, you see the disarmed remains of several traps, probably created by the residents of the kaer to help protect against invading Horrors.

"Approximately 150 feet along the corridor are two openings, one to the left and one to the right. The corridor continues for another 100 feet and then twists to the right and out of your line of sight."

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Entrance Corridor-

This long corridor is roughly 8 feet wide and 12 feet high. The dirt floor is covered with many different footprints. Most belong to Strathem and Fornan, made on their trips in and out of the kaer. A number of traps left over from the time of the Scourge line the walls. The traps have been disarmed, but are still there.

The openings to either side lead to two living areas. If the group follows the main corridor, it leads to the central chamber, where the group will find Strathem's body.

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"You are in a huge area divided into seven smaller rooms. All the rooms are completely empty. The dirt floors show that tiny burrowing creatures are the only remaining occupants of these living quarters. The room farthest from the corridor is a smaller area divided by what appears to be a dried-up stream. Several low shelves line the walls." ---------------------------------------------------------------------------------------------------------------------

Living Quarters-

These large chambers (150 by 300 feet) are where the people of the kaer lived. Each of these areas consists of seven smaller rooms, each roughly 30 by 40 feet. The only furniture remaining in any of these rooms is the occasional broken bedframe or chair. Each of the large living quarters also contains a washroom area with toilet facilities.

Nearly all the rooms in all the living areas are the same except for the ones used by Strathem and the village leaders. Strathem's room contains furniture. If the characters ask why only this area still has furniture, ask them to roll their Perception dice. Any character with a result of 5 or more remembers that the villagers said that Strathem often entered the kaer, and realizes that this is most likely his room.

NOTE: The secret door to the chamber imprisoning the Horror is in this room, but until the characters find Strathem and his map, they CANNOT find this door.

Food Growth Areas-

These rooms form the outer perimeter of the kaer. This is where the kaer's food was grown during the Scourge. While these areas once produced many types of vegetables and roots, now only moss grows in these rooms.

--------------------------------------------------------------------------------------------------------------------- "You feel compelled to look up as you enter this room. The ceiling is some 40 feet above your heads. The room smells of the forest, its walls covered with thick layers of moss. The room is 20 feet long, and the rock of the far wall is carved into five ledges, one every 8 feet from the ground up. Rotting, rickety ladders still lean against the wall, providing access to each of the platforms. The map refers to these areas as the food growth areas, and you realize that this is where the residents of the kaer grew their food. The light quartz that used to light the upper area of the room has long since gone inert, leaving that portion shrouded in darkness." ---------------------------------------------------------------------------------------------------------------------

All the food growth rooms are connected by corridors. The two corridors in one of the growth rooms lead to the kitchen and the central chamber, while another has a corridor which leads only to the central chamber. Nothing of interest remains in these rooms. If the characters try to climb the ladders, they discover that they were abandoned because they will no longer hold a person's weight-the first rung a character steps on breaks immediately. If a character tries to the climb the wall, use a Difficulty Number of 9. If the characters search the ledges, they may dig up some old farming tools, but that's all.

If you want to give the characters a nasty shock, these rooms could house a number of bats on the upper ledges. If the characters climb up to the ledges, the bats will screech and fly out. The bats will not attack the characters, just startle them a bit.

Kitchen-

This room is the kitchen that served the kaer. Like good cooks everywhere, the villagers of Tardim took all their tools when they left.

--------------------------------------------------------------------------------------------------------------------- "This room is much smaller than the other chambers in the kaer. As you enter, you notice a slightly musty odor and hear the sound of slowly trickling water. This sound comes from a small opening in the far wall, where water drops from an opening into a basin with a small hole in its bottom. The water is murky and dirty. You discover it is also the source of the musty smell.

"This room also contains several large stone tables and benches." ---------------------------------------------------------------------------------------------------------------------

Again, not much is left here. The water was the source used by the kitchen workers when the kaer was populated. The water has since nearly dried up, but a little sludge still trickles out from time to time. This water is not suitable for drinking. It tastes awful, and any character who drinks it will likely retch.

Central Chamber-

This 400 by 750 foot area is the central area of the kaer. During the Scourge, this area housed many shops; the village hall, from which the village leaders administered village affairs from day to day; and the village's meeeting area.

--------------------------------------------------------------------------------------------------------------------- "This room is massive, more than twice the size of the other large chambers you have seen in the kaer. The chamber is dimly lit by several lanterns mounted at strategic points along the walls.

"Three-fourths of this chamber looks like it once housed a marketplace or bazaar, and you realize that this area was probably where the village shops were located when the kaer was populated. The buildings of the marketplace are all small huts and shacks, most dilapidated and falling apart. These buildings form a maze of alleys and streets which wind their way through one side of the chamber.

"Set off to one side of the marketplace is a large building, with a symbol prominantly carved into its face. The symbol is the same as one you saw on a large building in the village, and you assume that this building served as the village hall during the Scourge. The remaining area of the chamber looks like a large amphitheatre, most likely where village gatherings were held.

"This chamber's almost-overwhelming size creates echoes with every sound you make. The area has an eerie, haunted atmosphere." ---------------------------------------------------------------------------------------------------------------------

If the characters explore this area, they will find Strathem's body in a side street near the village gathering-area. Strathem was attempting to escape from the kaer, and this is as far as he got before the Horror killed him. When the characters find his body, go to the next encounter, Discovering the Wizard.

The Tomb of Farliss-

The Tomb of Farliss is located in the "corner" of the central chamber opposite the village gathering area. The tomb is in an isolated niche, set off by itself and protected by a stone door. The simple stone room is barely large enough for the coffin, and measures approximately 10 x 8 x 6 feet. When the characters find the tomb, they notice that the door has been forced open. At the far end of the tomb sits the coffin.

--------------------------------------------------------------------------------------------------------------------- " As you turn down a small alley in the market area of the kaer's central chamber, you spy what looks like a small stone room, its door half-way open. Carved into the stone above the door is the legend, "Here lies Farliss the Great, Slayer of Horrors, and Hero to Tardim."
"Underneath the words is a carving of an ornate dagger with runes inscribed along its blade." ---------------------------------------------------------------------------------------------------------------------

This is Farliss' tomb. The door is open because Strathem broke into the tomb to get the dagger that belonged to Farliss. If the characters attempt to read the runes, have them make a test using a Difficulty Number of 10. If they succeed at the test, they learn that the runes say, "This dagger has drawn the blood of R'Ishann. It shall one day kill him."

--------------------------------------------------------------------------------------------------------------------- "Farliss' tomb is a small, dank room. Barely 10 feet from the doorway lies an open coffin. Jumbled skeletal remains are all that is left of the once-proud hero. Scattered among the bones are small bits of decayed clothing and antique jewelry."

"As you look upon the desecrated remains of Farliss, you ponder what manner of being could have done this." ---------------------------------------------------------------------------------------------------------------------

Of course, it was Strathem who entered the tomb to find the dagger. In his desperation to find a means to kill R'Ishann, he ransacked the tomb, believing in his heart that the end result would justify his disrespectful means.

Setting the Mood-

While the characters explore the kaer, try to capture the mood of a deserted underground city. Mention unexplained noises that might spook the characters. The kaer should be a gloomy, uninviting place with an atmosphere that makes the characters wish they were somewhere else.

Where To Next?

When the characters enter the the central chamber and find Strathem's body, go to the next encounter. If the characters decide they have finished exploring the main rooms of the kaer and did not find Strathem's body, go to the next encounter and read the appropriate information to the players as though they had discovered it on their own. This is one of those situations where you have to nudge the players. In this case, you're pushing them, but it's okay.


Discovering the Wizard

In this encounter, the characters find Strathem's body. On Strathem's body they find a map of the kaer which shows the secret entrance to Strathem's secret rooms, and the dagger that the wizard planned to use to destroy the Horror.

--------------------------------------------------------------------------------------------------------------------- "You find yourselves in the kaer's central chamber, where you discover the body of what must have been the wizard Strathem. The body has begun to decay, but all the parts are still there and in the right place. Strathem wears a robe colorfully decorated with many intricately embroidered designs. His face is contorted in what looks like a grimace of pain and terror.

"Strathem's left hand still clutches a rolled piece of weathered parchment." ---------------------------------------------------------------------------------------------------------------------

The body the characters find in the central chamber is indeed Strathem's. The rolled parchment is his map of the kaer, which shows the secret entrance to his hidden chambers. When the characters find the body, give them a copy of Strathem's map. When the players compare this map to the one given to them by the village leader, they will notice that it shows several additional small rooms. This should tell them that there is more to the kaer than either they or the villagers realized.

If the players don't notice the differences between the maps, have the players roll their characters' Perception dice. A result of 5 or more means a character notices the differences.

Other than the pain-filled, terror-stricken expression on Strathem's face, there is nothing to indicate how he died. He appears to have simply died.

The Dagger-

If the characters move the body, they find Farliss' dagger lying beneath it. The dagger has an ebony handle and a deep blue gem in its pommel. The blade is made of shining steel, with blackened runes etched on either side.

NOTE: It is very important that the characters find the dagger. Without it, they have little chance of defeating R'Ishann and freeing the kaer and the village from the Horror. And because the spell that Strathem used to capture and hold the Horror is due to end any day now, this is another good place to nudge the players.

For example, if they squeamishly decide not to move the body, ask the players to roll their Perception dice. Any character with a result of 6 or more notices a glint from under Strathem's body. This glint comes from the dagger. This should suggest that they need to look more closely. If not, try again, perhaps prompting the players by asking, "Do you want to search the body for clues?"

If Ardis Foarr uses his Astral Sense spell on the dagger, he learns that it has an astral aura. The Spell Defense of the dagger is 8.

Once the characters find the dagger, they should study it to find out what it is and how it works. The characters can use any number of methods to study the dagger. Thom Hammerblade and Ardis Foarr both possess talents and skills that will allow them to discover the nature of the dagger. Any of the following abilities will prove useful: Weapon History, Read and Write Magic, and Read Runic Carvings.

The Difficulty Number for using any of these talents or skills is 8. Using any of these abilities requires at least 10 minutes of study. If the test is successful, the character receives the following information.

--------------------------------------------------------------------------------------------------------------------- The runes on the blade line both sides. One side reads: "This dagger has drawn the blood of "R'Ishann. It shall one day kill him." The other side reads: "Only after this blade is infused with magic can it destroy R'Ishann." ---------------------------------------------------------------------------------------------------------------------

The characters do not need to study the dagger immediately after they find it, as long as they study it before they find the Horror. If they seem reluctant to study the dagger or simply don't think to do it, ask the players to roll their characters' Willpower dice. Any character with a result of 5 or more resolves to study the dagger at the first opportunity, the sooner the better.

When the characters finish studying the dagger, ask Ardis Foarr's player to make a Perception Test. If the result is 7 or more, Ardis realizes that he can infuse the blade with magic through use of his Wizardry Talent.

By using the map they found on Strathem's body, the characters can now explore the kaer's secret rooms. They also have a weapon which they can use to fight the Horror.

Where To Next?

As soon as the characters are ready to enter the secret rooms, go to the next encounter, Secret Rooms and Victims.


Secret Rooms and Victims


In this encounter, the characters search the secret rooms Strathem built in the kaer. During their search they encounter the dead bodies of the villagers the Horror forced Strathem to kill. Now the Horror animates these bodies and uses them to attack the characters. The characters also discover the truth behind some of the story, as well as information about the dagger. This encounter ends when the characters enter the room where R'Ishann is being held. The characters fight the Horror and destroy it forever (hopefully).

--------------------------------------------------------------------------------------------------------------------- "Using the map you found on Strathem's body, you find and open the secret doorway that leads to the secret chambers of the kaer. The tunnel behind the secret door is much smaller than those in the rest of the kaer, roughly 8 feet wide and 9 feet high. Unlike the rest of the kaer, the tunnel is completely dark, showing no signs of any existing source of light." ---------------------------------------------------------------------------------------------------------------------

There are no sources of light in the tunnel or any of the hidden rooms. The characters must use torches in order to see in this section of the kaer. The tunnel runs roughly 50 feet from the secret door to the first room. When the characters reach the first room, go to Secret Room 1: The Meditation Chamber.

Secret Room 1: The Meditation Chamber

--------------------------------------------------------------------------------------------------------------------- "Fifty feet from the entrance to this tunnel is an open doorway that leads into a small room, which is completely dark. As you enter, the light from your torches reveals a triangular-shaped room containing a meditation area and three braziers. As you look around the room, the dim torchlight reveals two decaying bodies, which suddenly lurch to their feet and attack you!" ---------------------------------------------------------------------------------------------------------------------

Here is the first combat scene in the adventure. Are you ready?

The bodies are two of Strathem's victims, killed while he was under control of the Horror. The Horror turned them into cadaver men and commanded them to attack anyone who enters the room. The creatures continue to attack until either they or the characters are dead. The statistics for the cadaver men follow.

Begin the combat by asking the players to make Initiative Tests. You make the Initiative Tests for the cadaver men. Use the procedure outlined in the rules above to resolve the combat.

Cadaver Men (2)

Initiative Dice: D8
Attack: 7/D12
Damage: 9/D8 + D6

Combat
Physical Defense: 5
Spell Defense: 6
Social Defense: 11
Armor: 0
Mystic Armor: 0

Damage
Death Rating: 36
Wound Threshold: 9
Unconsciousness Rating: 30
Recovery Tests: 2

Movement: 25 yards per round

When the fight is over (and the characters have defeated the cadaver men), the characters might want to look around the room. This is Strathem's meditation chamber, decorated very sparsely with a plain rug in the center and the three braziers, one in each corner of the room. This room contains nothing else. A doorway on the far side of the room leads to the next room.

If the characters ask for information about the cadaver men, describe the bodies of the cadaver men to roughly match the descriptions of two of the villagers who entered the kaer and never emerged. One is a male, the other is female and turns out to be Dolia (from The Next Morning).

If any of the characters took a lot of damage, they can use the healing potion that the villagers gave them. If their injuries are actually less serious than they might think, suggest that they might want to save the potion, in case they encounter more hostile creatures.

When the characters are ready to continue on to the next room, go to Secret Room 2: The Study.

Secret Room 2: The Study

This room is where Strathem kept his journal and spell books. The door the characters enter through is open, though the door opposite is closed. Two more cadaver men await them here, with orders to attack anyone who enters the room.

--------------------------------------------------------------------------------------------------------------------- "A 60-foot tunnel connects the room you just left with another room of similar size. The door to this room is open. As you enter, you see a large desk straight ahead and an old bookshelf filled with tattered volumes standing to its left. Next to the bookshelf is a large wooden door. As you move further into the room, you discover that you are not alone. Two more obviously dead bodies stagger toward you, preparing to attack!" ---------------------------------------------------------------------------------------------------------------------

Here we go. Another combat scene. Use the procedure outlined in the Combat Rules. These two bodies have the same game statistics as those from the previous fight. Use the stats previously provided.

After the fight, the characters might want to look around this room. The only item of particular interest in this room is Strathem's journal. The journal reveals much of Strathem's activities recently and during his time in the kaer, and the circumstances leading up to his death. The following excerpts from the journal will prove useful to the characters. If the characters read the journal, read the following aloud. The dates are provided to give the players the approximate dates on which these events occurred. The current year is 1506 TH. Four similar entries follow this one, each dated one week after the previous one. The last entry in the journal reads as follows.
The entry abruptly ends at the word "sha. . .." This marks the point at which R'Ishann took control of Strathem for the last time, and killed the wizard.

If the characters have not yet studied the dagger, now would be a good time to do so. Once they have completed their study, the next step is to go the last secret room and face the Horror.

The characters might want to use their Recovery Tests or the healing potion at this time. They will need to be as healthy as possible before they face the Horror in the next room.

Leaving the Room: When the characters try to go through the door to the last room, they find it locked. Strathem magically sealed the door as a last line of defense against R'Ishann, in case the Horror broke free of the Imprisonment spell too soon.

If Ardis Foarr uses his Astral Sense spell, he can detect a magical aura on the door. The door has a Spell Defense of 7. In order to open the door, Ardis Foarr must successfully cast Dispel Magic on it. The Difficulty Number for dispelling the magic on the door is a 9. Once the door is dispelled, the characters can open the door and continue on to the next room, the Experiment Chamber.

Secret Room 3: The Experiment Chamber-

--------------------------------------------------------------------------------------------------------------------- "You leave Strathem's study and continue toward the last of the secret rooms in the kaer. The corridor stretches roughly 100 feet before ending at a large, closed, wooden door. There are numerous runes on the door, etched into its wooden surface. The runes are similar to those you saw on the entranceway of the kaer." ---------------------------------------------------------------------------------------------------------------------

This door is also locked, and magically sealed. If Ardis Foarr uses his Astral Sense spell, he can detect a magical aura on this door. The door has a Spell Defense of 7. In order to open the door, Ardis Foarr must successfully cast Dispel Magic on it. The Difficulty Number for Dispelling the door is a 9. Unfortunately, dispelling the enchantment on the door will also dispel the Imprisonment spell holding R'Ishann. While under normal circumstances a wizard of Ardis Foarr's Circle and skill could not dispel the magic of a wizard as powerful as Strathem, in this case he can: the Imprisonment spell has been weakened both by the passage of time and by the efforts of R'Ishann to escape. The Imprisonment spell is so weak that dispelling the magic on the door is enough to completely dissolve it.

Confronting R'Ishann:

--------------------------------------------------------------------------------------------------------------------- "With the aid of Ardis's Dispel Magic spell, you open the door to the last unexplored room of the kaer. You walk into the room and meet the horrendous sight of R'Ishann the Horror. It is 7 feet long and shaped much like a large lizard. It stands on four legs, but has a human torso, arms, and facial features.

"The creature is surrounded by a dim green aura, which begins to fade as you enter the room. You see the creature's mouth move when it speaks, but its voice sounds like it's coming from inside your heads.

"'Ah, freedom at last!! For too long I have suffered within the spell set upon me by that incompetent wizard, unable to feed for so long. Now which of you shall be my first meal?'

"As you try desperately to adjust to the bizarre appearance and voice of the creature, you notice that another animated corpse, like the others you already fought, is moving from behind the Horror to attack you. You turn at a sound behind you and discover the reanimated body of Strathem the wizard, also intent on your deaths." ---------------------------------------------------------------------------------------------------------------------

This is it. The last combat of the adventure, and the showdown with the Horror. Strathem's body and the other humaniod creature are now cadaver men. Use the same statistics as shown above for them, except that Strathem can still cast spells. He can only use Mind Dagger, however, and when he successfully hits a target with the spell, the gamemaster rolls D12 to determine how much damage the target takes.

The spell holding R'Ishann in place is fading, but will continue to hold the Horror until the end of the second round of combat. This means that you should run two Combat Rounds before the Horror will attack the characters. After it is free, the Horror immediately attacks the characters, starting with Targ Boneslicer and switching to Thom Hammerblade when the troll is dead. To survive this situation, the characters must kill the cadaver men and the Horror before any of the intrepid adventurers die.

R'Ishann-

Initiative Dice: D12
Attack: 8/D8 + D6 (2 per round)
Damage: 13/D12 + D10

Spellcasting: 13/D12 + D10 (Mind Dagger Spell)
Effect: 11/D10 + D8

Combat
Physical Defense: 9
Spell Defense: 10
Social Defense: 11
Armor: 5
Mystic Armor: 4

Damage
Death Rating: 80
Wound Threshold: 10
Unconsciousness Rating: Immune
Recovery Tests: 5

Movement: 50 yards per round
Spells: Mind Dagger (Damage 11/D10 + D8)

Destroying R'Ishann: If the characters have studied the dagger, they know that it has the power to destroy the Horror. They should also know that in order for it to be used for this purpose, the dagger must be "infused with magical energy." This means that Ardis Foarr must weave a thread into the dagger, then someone must strike the Horror with the dagger. The Difficulty Number for weaving the thread to the spell is a 10. To weave his thread, Ardis must make a Wizardry Test and get a result of 10. If he succeeds, the thread lasts for 3 Combat Rounds before it fades and must be woven again.

After the thread is woven to the dagger, it must be used against the Horror in an attack. The Horror can only be attacked successfully after the Imprisonment spell has faded. That means the characters cannot damage the Horror with their attacks until the third round of combat. Of course, in the third round, the Horror can attack back. Isn't life swell for the characters?

This scene is a good place for the players to use teamwork. During the first two rounds of combat, for example, while Ardis attempts to weave the thread, the other characters can fight off the cadaver men. Once the thread is woven, Me'gana can use the dagger to attack the Horror, while Targ and Thom attack either the cadaver men or the Horror. Successfully weaving the thead frees Ardis to help in the fight as well. If R'Ishann is struck by the dagger while the weapon is powered by a magical thread, the Horror is instantly destroyed in a blinding flash of light. As soon as this happens, the cadaver men fall to the ground, dead bodies once again--the magic that animated them is gone.

What If The Characters Fail?

It is possible that the characters will be unable to destroy the Horror before it destroys all of them. This would be an unfortunate way to end the adventure, but it is possible. The adventure has been structured to give the characters an above-average chance of winning, but one can never predict how the dice are going to roll.

Because we assume you don't want to kill the characters, we offer the following suggestions. When making attacks against the characters, roll the dice in such a way that none of the players can see the results. If necessary, the Horror or the cadaver men can miss attacks, even if the dice results are good enough to hit the characters. This is called "fudging the dice," and allows the characters a better chance of killing the Horror before dying themselves. Don't fudge every roll, but allow the characters time and opportunity to weave the thread and attack and destroy the Horror.

Also, remember that if a character is knocked unconscious, he or she can make a Recovery Test and wake up. While this means you are deviating slightly from the rules (which in itself is okay), it will help even the odds if the characters are getting beaten up badly.

If neither of these suggestions seems likely to resolve the problems of your adventurers, then let the dice fall where they may--let the characters die if the dice say they die. While they may go away disappointed, they will have learned the sad lesson that the world of Earthdawn is indeed a dangerous one, and in dire need of a continuing supply of brave heroes.

After the Horror is destroyed (if the Horror is destroyed), the characters will find the dagger used to dispatch the despicable creature lying on the ground. Even though the dagger is no longer magical, it still represents the legend of Farliss. The legend of this adventure is now part of the dagger's legend, too.


Ending the Adventure


Once the Horror is destroyed, the adventure is over. The characters have freed the kaer of the village of Tardim from the menace of R'Ishann.

When they return to the village, the characters are welcomed as heroes. That evening, the village has a celebration in honor of the characters. During the celebration, the characters are asked to recount their adventure, so that it may be added to the history of the village of Tardim.

---------------------------------------------------------------------------------------------------------------------

Your return to the village is met with great joy and happiness. The villagers plan a celebration that evening in your honor.

During the celebration, the village leader stands to address the assembled villagers.

"The village thanks you most wholeheartedly. You have freed our kaer and village from certain death and destruction, and your deeds will always be remembered.

"Since your arrival, we have shared tales with each other; you of your exploits, and we the legend of Farliss. Now, help us add a new tale to our history. Share with us the tale of your adventure within our kaer. . ." ---------------------------------------------------------------------------------------------------------------------

In this final part of the adventure, you should ask the players to roleplay telling their version of their adventure within the kaer. Each should take a turn in recounting the tale of their confrontation with R'Ishann the Horror.

When retelling the story, the characters may choose not to disclose the entire truth behind Strathem's death, keeping the wizard's faults and errors a secret. The characters may also try to keep secret the fact that they still have Farliss' dagger. If so, that's fine. If they choose to tell the villagers about it, the village leader will insist that the characters keep it, to help them spread the tales of the legend of Farliss the Great. They may also use the dagger to help them build their own legends.

--------------------------------------------------------------------------------------------------------------------- As you finish telling the village about your adventure in their kaer, the village leader stands once again.

"The history of this village contains many tales of heroes, those of Farliss and others of his time, those of the years within the kaer, and now, those of these four heroes. Know that we shall share your stories with all others who come here, and that your tales of adventure shall always be a part of the history of Tardim. May the legends you build of your exploits and adventures one day rival those of Farliss, and all other heroes of Barsaive." ---------------------------------------------------------------------------------------------------------------------

Congratulations!


Your first adventure in Earthdawn may be over, but there are many more in store for you and your friends. Help us continue to explore the land of Barsaive and battle the Horrors. For Now is the Time of Legends. Now is the Time of Courage. Now is the Time of Heroes. The world of Earthdawn awaits you.


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