From: "M.D. HYDE" <BMB4MDH@SOUTH-01.NOVELL.LEEDS.AC.UK>
Subject: The Pillars of Daar Krin
System: Elric!
The Pillars of Daar Krin
(another location on Pan Tang)
In the road approaching the damned city of Hwamgaarl, travellers notice that along a
certain stretch, the sides of the road are large pillars carved from obsidian. Most
travellers ignore these everyday sites (for Pan Tang), and travel onwards. Others may not
be so sensible and will investigate these objects.
Each pillar stands over twelve feet tall, and would weigh several tonnes. All over the
stones are carved depictions of demons and other scenes of Chaos. Magically minded
adventurers may notice, interwoven with the pictures, strange runes. Witchsight reveals a
strong magical aura round the pillars. These pillars maybe treated like a grimoire, and
researched. The spells gleaned from the pillars are mainly demon summonings, and unique
Mabden spell of all sorts. But, as with all seeming gifts of chaos there is a curse.
The Curse of Daar Krin
All adventurers trying to gain spells from the pillars must make a luck roll, and
afterwords must make another at every encounter with the malign stones thereafter.
Failure at any point means the curse manifests itself 1D8 days later. The victim's body
starts to wither at first, causing 1 CON, 1 STR and 1 CHA loss every 1D8 days. After 2
weeks, if the adventurer is still alive, the victims body starts to warp. Long fangs
sprout from its jaw and the hands become talons. The victim can no loonger eat cooked
food, but must consume the blood of mammals to live. The body becomes tougher, gaining 2D8
points in STR and CON. Finally the victim gains a phobia for light.
Typical Child of Daar Krin - description
A victim of the curse of Daar Krin is a skeletal looking creature with a pair of long
fangs and a set of sharp talons. Their skin is dried and torn in places whilst their eyes
are mere vacant pits of darkness. They hunt for mammals in the darkness, to consume their
flesh and blood.
ave
STR 4D8 18 Armour- 4p dried skin
CON 4D8 18
SIZ 3D6 11 Weapons-
claw 45% 1D8
INT 3D6 11
fangs
30% 1D4+ability
POW 3D6 11
DEX 2D8 9
CHA 1D8 4
MOV 2D8 max 12
Abilities-
Exanguinate - 1D6 hp a round.
Create Darkness - 1D10 foot area, centered on creature.
Needs-
Stay in darkness
Consume mammal blood.
(The spell, curse of Daar Krin is noted on one pillar. Those
interested in the necromantic arts may cast it.)
Range: Touch
Mp. Cost: 25 + 1POW
Define children of Daar Krin like other necromants.
There is a runic version of the spell but none know of its
location.