ENTRY TO DORATON.

GM: Each room once served a specific function, but now most places are like a vacated house - empty in most respects.  The ENTRY map shows the kaers design:

A.

'This room appears to have served as a makeshift alchemy laboratory hundreds of years ago, possibly belonging to an experienced elementalist.  Tomes, gadgets and bubbling pots are scattered around the room.  Strangely, the cauldrons which were once used in this room, still appear to be active after all this time.  Bubbles pop and hiss from the cauldrons which sit on small 1' pillars resting on the floor.  An archway covered by a dust ridden and rotted old cloth, sits on the northeast corner of the room.'

GM:  There is nothing of any real value in this room.  Some small creatures (horror constructs) are sitting in each of the cauldrons.  They resemble roughly dog sized Jehuthra.  If the players get too nosy in the cauldrons, the spider creatures will attack:

'Cauldron Spider' (horror construct)

Str:	3 (d4)	Wil:	5 (d8)       Physical Defense:  6
Dex:	3 (d4)	Per:	4 (d6)	        Spell Defense:  5
Tou:	4 (d6)	Cha:	2 (d4-1)	      Social Defense:  4

Initiative:	2 (d4-1)
No Attacks:	2
Attack:	6 (d10)
Damage:	6 (d10)

Spell casting:	9 (d8+d6)
Effect:	<venom> 4 (1d6)

UR:	25	Armour:	4
WT:	6	Mystic:	2
DR:	30	Knockdown:	3 (d4)

Karma Step:	n/a
Powers:		n/a
Lp Award:	75

B.

'Kneeling over an old but solid book, a short balding dwarf chants a throaty tune.  He is surrounded by a circlet of bones and strange markings on the floor.  This room, separated from the last by only a ragged cloth, is roughly square, ending on the north wall in a semicircle.'

GM:  The dwarf is actually not living any more, like many of this kaers inhabitants.  He is now a cadaver man, acting out instructions passed out by the 'Despair thought' in room Z.  However the horror does not bother using him for much else other than creating the small spider creatures in room A.  The 'Despair thought' has it in mind to create more powerful horror constructs with the dwarfs aid, who works day and night in the previous room.  The dwarfs name is Delarna 'of the short stick'.  If attacked treat him as a normal cadaver man (see ED p., 288).

Delarna (of the short stick):  He is quiet man who is driven and dedicated to his work.
~ If asked about what he does here he will avoid the subject, simply saying 'work'.
~ If asked where he is from he will say 'here' - meaning this kaer.  He will elaborate if pressed.
~ If asked about how to get to the lower regions (the deeper and more infested kaer), he chants a rhyme in ancient dwarven.  This rhyme tells a tale about a boy who was afraid of the dark.  The boy in the rhyme overcomes his fear by closing his eyes during the daytime and trying to fulfill his normal daily tasks.  Each verse describes a task he performs.

NB about the rhyme:  This rhyme is used to get the demiwraiths in room D to open the door.  A character may try to memorize this rhyme or inscribe it onto paper so they can read it later (if they happen to speak ancient dwarven).  Ancient dwarven requires a character to roll a 4 on a language test (speak/read and write language talents).  Substitute PER step for the test if a player tries to interpret the rhyme using their knowledge of the Dwarven language alone, without talents.   As a GM, make the characters hang around with the old bastard trying to learn the rhyme for at least half an hour.  The rhyme is long and monotonous.

C.

GM:  Only read the below description the first time they enter here - through the secret door from room N.  From then onward treat this area as a corridor.

'The wall behind the painting appears to shuffle clumsily upward.  The moving slab continues to rise a few feet before you see the bottom of the wall.  Clearly the designers of the hidden passage ahead have taken extra precautions by making the sliding wall cover area beyond the floor level.'

'Taking a precautionary step forward into the gloom of this dark passageway, you see a form ahead.  A young female troll in her teens runs down the corridor before you around the bend ahead, and thus beyond your immediate vision.  She makes a strange chant in a language resembling dwarven, only more thickly accented and with words you do not quite recognize.  You hear that her voice is hastened by your presence, as she desperately continues her rhyme.  She waits, having finished whatever it was that she had to say, and you hear her pace from side to side as she realizes that she is now cornered.'

GM:  This young girl will not speak to the adventurers at all.  She is now a cadaver, but continues to attempt to live her old life out, arguing with her family in one of the rooms in area O, and keeping her area of the garden in room Q neat and tidy.  If clearly obstructed and cornered in the passage she will attack.  For attributes treat her as a cadaver man (see ED p., 288).

The locked door at the end of this room will be unlocked by the demiwraiths on the other side in 3 turns, given that she was able to complete her rhyme successfully and unimpeded.  If it is clear that she has been defeated (i.e.., too much noise), the demiwraiths will not open the door.  Treat the door as a barrier with a physical armour of 11 and a damage rating of 35 (see ED p.209 for breaking down barriers) - it is reinforced with a thin sheet of metal.  If the door is picked, treat it as a difficulty of 12.  If the door is bashed down or picked, the demiwraiths on the other side will be ready to ambush the party.  Allow the demiwraiths the benefit of surprise in this case.

D.

GM:  If the players tried to pick the lock or bash down the door, the demiwraiths will be ready for them.  They will have surprise (a free attack) before rolling initiative.  If the players have not excited the demiwraiths, read the below paragraph:

'The door opens to a square room, 12 yards east to west and 8 yards north to south.  On both the east and west corners of the north wall, are small enclosed areas with tiny slots allowing a person within to view the people who enter and exit this room.  On the south wall lie two doorways, side by side.'

'A thick fog hangs by the bottom of this room, very slightly unsettled by your movement into the room.  Standing in the center of the room, looking straight towards you, are two dark humanoids.  A chill goes up your spine telling you that all is not right in this place.'

GM:  The demiwraiths (see ED p., 290) will attack if the adventurers make any movement towards them or the doors on the south wall.  The room is bare in all other respects.  The door locked door is heavily braced with shiny silver coloured metal interlacings.  Treat this as a stone wall barrier for bashing down purposes (see ED p., 209).  This door may be picked on a roll of 12.

E.

GM:  This room is bare.  It appears to have been a small meeting room.  A podium sits in the center and the remnants of chairs lie scattered around the room.  A single door leads out of this room to the SW.

F.

'Laying helpless on the floor are the bodies of three adventurers.  Blood and red hand prints are splattered across the walls.  Kneeling over the bodies are several disfigured creatures that probably once resembled human beings.  They feast savagely on the carcasses of these hapless adventurers.'

GM:  The ghouls will attack the party as soon as they see them (see ED p., 295).  There are 2 ghouls.  The largest one with the biggest teeth clenches its fangs together before hissing at the most threatening party member.  At this signal the other will attack immediately.  The leader holds a cloaksense brooch in its left hand.  When it dies the hand will clench shut and will require a STR test versus a difficulty of 13 to open.  The other ghoul carries the key to the locked door on the south wall in room D, in a pouch .  The bodies of the other adventurers have little of value - mundane objects such as smoking pipes, weed, empty containers etc.  They have already been looted.

G.

'The rotted old doorway creaks open, the hinges squealing from rust and degradation.  Opening this door reveals a small quiet room, with a single bed resting in one corner.  Strangely, a candle flickers - like the sunshine early in the morning - emanating beautiful light from the NE corner of the room.'

GM:  Under the pillow on the bed there is a silver key (unlocks the central door on the east wall in room I.  The light is actually the astral presence of the horror 'Artimus', the despairthought that lives in room Z.  It will try to lure the characters into tracing its pattern onto their flesh, thereby horror marking themselves.  If the characters inspect the light read the following passage:

'A voice appears to come from the candle.  The voice sounds as if it was being spoken by a weak and elderly old woman:  "Help me please...I have been entrapped to this candle - I need your help, please don't leave me!  Your my only hope!"  The lady's voice appears to be sobbing in sadness.  It is obvious that this entity fears the loneliness of being left alone in this abandoned place.  "Please", begs the weary voice, "The demon Artimus has trapped me here because I am a sorcerer.  I was battling the wretched creature when it struck me down and forced my soul into this candle.  Please don't leave me." '

GM:  The voice will plead for the most compassionate character to copy a pattern onto their palm, which it will describe to them in detail.  It claims that when the pattern is drawn, she can use her sorcery to free herself from the candle.
If the characters do not agree to perform the task, the voice will try to keep them engaged in conversation so that it can send Jehuthra and cadaver men to the room to ambush the party.  In this case, a Jehuthra (ED p., 304) and 3 cadaver men (ED p., 288) will arrive in 3 turns.

H.

'This room appears to be a sorcerers study.  On a table in the middle of the room sits a crystal ball.  Hanging from the west wall is a mounted head of a moose'

GM:  There is little of interest here.  The crystal ball is worth around 500 sp, but is extremely fragile.  Keep note if somebody picks it up.  It will break if the characters do anything too dramatic (e.g., get knocked down, do a few too many acrobatic strikes...).

I.

'This plain round room is a junction leading off to other chambers.  In the center of the ceiling hangs a chandelier.  Three doors exit to the east, one door exits to the west.'

GM:  The chandelier is worthless as it has seen the ravages of time.  The central door on the east wall is locked.  The characters can unlock the door with the key under the pillow in room G.  If not, treat it as a barrier with a Physical Armour of 12 and a Damage Rating of 40 (see ED p., 209).  This door is very powerfully bound shut, because it leads to Artimus' lair.

J.

'This oddly shaped room once housed a small kitchen.  The stove set into the wall  has long since lost all capacity to cook food.  The chimney leading upward lies smashed beyond repair on the floor, destroyed by vandals, looters of maybe something else.'

GM:  Nothing of any real interest is in here.  Occasionally a cadaver man may wander in, as they live out their previous lives as denizens of the kaer.  Since the horror has brought them back to life they have been trying to reconstruct the stove, but with little success.

K.

'In the middle of this rectangular room sits a antique table with legs crafted into sharp angular patterns.  On to p of the table sits knives and forks, all sparkling as if polished recently.  On the northernmost corner of the room is an archway covered by a once elaborately patterned silk sheet.  At the head of the table sits a tall throne, obviously meant to seat somebody of great importance'

GM:  The silk sheet looks worthless now.  The forks are very valuable cutlery crafted from silver.  They are worth1d20 x100 sp.  If the characters have been in room V, they will notice a stark contrast in the quality of dining provisions - Why would anyone dine in room V when they could dine in this room?  The throne is worthless.  The table cannot be moved out of this room - it is too long to fit around the corner.

If the characters look behind the sheet read the following paragraph:

'A smaller dining hall lies enclosed from this small room, housing tapestries, flags and fine works of Astendar (passion of art etc.).  This room draws a stark contrast to the last one, in that everything appears to be of even greater opulence and material worth.  Whoever dined here, dined in luxury and excess.'

GM:  The flags and works of art are of sentimental value to the people of Doraton.  These things in principle should be returned to the people free of charge as they are worthless to anyone else.  If the characters do not allow the people to have these things without cost, then their good names will be tarnished.  To represent this, deduct at least 200 LP - more should be deducted if the GM feels the characters are being exceptionally unreasonable.

L.

'Sitting on the floor of this plain square room, are three humans bound and gagged and looking worse for wear.  Examining them from a distance you note a particularly Theran appearance to their clothing.  At the moment they appear to be unconscious and in a starved state.'

GM:  These people are Theran spies, who have come to this place having heard news that people were still trapped below the surface.  They hoped to save the people and make a deal with them to join the Theran Empire.  This would give Thera an allied city that is only a days ride from Bartertown and Throal.  They obviously did not succeed.  The Therans are all second circle characters - this was only a probe party used by Thera to gauge whether Doraton was worth the effort of sending a larger party.

They will claim that they are adventurers from the far south who have come looking for fame and fortune, when they were sprung upon by a pack of zombies (cadaver men).  They have since been captured and claim that the horror will sacrifice them very soon.  They have been stripped of all weapons and valuables.  Their names are Rowan, Delmora and Olim.  Treat them as having the following attributes:

Discipline:  Scout (from ED Companion, but the relevant attributes can all be found in the ED book)
Circle:  2
Race:  human.

Dex:  6 (d10)    Per:  7 (d12)    Physical Defense:  8
 Str:  4 (d6)      Wil:  6 (d10)          Spell Defense:  8
Tou:  4 (d6)     Cha:  5 (d8)          Social Defense:  7

Initiative:	6 (d10)

TALENTS:

Melee Weapons:  8 (2d6)  -  just in case they wrestle a weapon from a player character
Maneuver:            8 (2d6)
Avoid Blow:          9 (d8 + d6)
Silent Walk:         8 (2d6)  -  if they get away.
Climbing:             8 (2d6)  -  if they get away.

UR:	21	Armour:  0
WT:	7	Mystic:	 2
DR:	30	Knockdown:	4 (d6)

Karma Step:	5 (d8)

NB ~ as noted above, if these guys get away from the party they will use their other talents to observe or possibly kill the characters.

M.

'Seated asleep behind a rickety old desk, is an elderly man.  A wooden plaque bearing dwarven characters, hangs from the wall behind him.  At your entry he sits up abruptly - shocked at your arrival.  He pulls out a stick from under the desk and points it in your general direction threateningly.  His dwarven dialect is different from your own, but he continues to gabber away at you menacingly.  You get the general idea that you are not welcome here.'

GM:  This old man is not a cadaver man, like many of this kaers inhabitants, although he could easily be mistaken for one.  Get the characters to make a perception roll.  If they get below 7 they mistake him for a cadaver man, seeing that cobwebs line his clothing and dust has settled on his head and shoulders.  If they get 7 or above, they realise he is a tired old man, who has spent too long in this room, probably defending himself every day from the evil things that lurk outside.

If a character uses an ability such as 'Speak Language', or if they have picked up Ancient Dwarven language already, they will understand the old man:  "Get away foul beasts, I don't want to hurt you!  Yarrgh!  Be off with you.  I will send you back to the dust in the earth if you come any closer" (the old man believes that the characters are zombies - minions of the Despairthought on this level.  The old man knows intimate details about how to get from A-Z on this level, but he is too scared of the place.  He will beg to be taken to the surface, and if the characters do not comply he will try to run outside on his own.  He is terrified.  If taken outside this place, he will agree to draw the characters a map leading to the Despairthought.  Once this is done, he will show them how to get to the lower levels.

In the event that the players decide to kill the old man, deduct 500 LP for each player who contributed to his fatality.  Killing innocents is not a legendary thing to do.  To keep the plot going in this situation, say that  there is an old diary on the desk (which has no drawers).  The diary is in Ancient Dwarven also and contains all the knowledge that the old man would have given them (but the characters must first be able to understand Ancient Dwarven first.  If none of the characters decide to learn how to read Ancient Dwarven, then the characters will need to take the book to Chief Thormallyn (location iii on the surface map).  He will translate it for them in return for the party destroying the Despairthought on this level before moving on to the next section.  This book contains all the knowledge the old man would tell them.

What the old man has to say:

Get the sparkling gold gem from the demon and put it into a rock in the wall in room Y (this will either be verbally told if the old man is alive, drawn if they convince him to, or drawn by the GM if the players get Chief Thormallyn to translate the old man's diary).  Doing this opens a stairway leading to the deeper kaer.

N.

'In the center of this long rectangular room sits a sturdy wooden table stretching E to W with enough seats for 12 people.  Around the outside walls of this room hang paintings of various designs.  Cloth hanging from the walls signifies that this room was some kind of meeting hall, probably used to make decisions of social importance.'

GM:  There are 5 paintings hanging from the walls.  There are three round paintings on the N wall, and two square shaped paintings on the S wall.  The round paintings denote average life in the kaers.  One shows men digging tunnels, another shows wizards studying books in an underground library, and the last shows a family eating at a round table, enjoying a feast.  The square paintings depict life on the outside.  These paintings are obviously very old - painted before the scourges and kept intact through various spells and the like (none of these spells are currently active).  One shows a picturesque view of the old city of Doraton - the one that the denizens of this cavern would have lived in  before the horrors came, and the other shows the great mountain that this kaer was built into.  Atop the mountain is a golden stallion standing on its hind legs and rearing against a sunset.  All the paintings are worth sentimental value to the villagers outside.  The chief will pay the characters 500 sp for retrieving them intact.

Behind the painting with the mountain and the rearing horse, is a wire attached to a pin which is attached to the paintings frame.  When the painting is turned to the right, a secret door will open.  If the painting is take off the wall, the characters will notice this wire (because it attached the painting to the wall),  It will be easy to break free.  This will leave a round pin in the wall which, if turned to the right, will still open the secret door.

If the characters do not catch on to the secret door being there, they may make a perception test Vs 7.  If they succeed they will know a secret door is behind the mountain painting, but will have to figure out how to open it on their own.  There is nothing else of value in the room.

O.

GM:  These caverns hold the old residential dwellings of the denizens of the kaer.  They are all dead now, so they have been enslaved by the horror.  All cadavers (cadaver men/women) have the standard attributes as listed in the Earthdawn book (page 288). The following list gives a very basic description of what is going on in each room:

(i)

GM:  Two children (both of which are cadaver men) play with small wooden toys on the floor.  Both of them are boys and the toys are figurines carved into the likeness of yellow horses.  Treat the kids as normal cadaver men for the purpose of combat if it ensues - the end of their lives has granted them the strength of the undead.  The kids will contentedly play on the floor unless the characters interfere with their game too much.

(ii)

GM:  An old lady, who is now undead, pokes at a stove set into the wall with a metal rod, as if stoking a fire.  The stove is not running, but she believes it is.  She is clearly a cadaver woman, as her flesh is torn off in areas, and she has empty sockets where her eyes should be.  If provoked or kept away from the stove, she will attack violently.  While she has the normal attributes of a cadaver, she is always enraged, and always attacks four times in one round.  She will stay enraged like thins until she dies.  When she deals damage give her a damage step of 10 (d10+d6) - she uses the metal rod to strike at people.

(iii)

GM:  A man, his wife and the family cat are sitting on chairs facing an open section of the cave on the N wall, which once used to be a fireplace.  All of these entities, including the cat, are cadavers.  These three cadavers will attack if anyone goes near the fire (on the rounded north wall) or if someone tries to get them up.  They will defend themselves savagely if provoked.  The husband and wife are normal cadavers, while the cat has the following limitations:

Death Rating:  26
Wound Threshold:  6
Unconsciousness Rating:  N/A

P.

GM:  This area was once a yard and stable area for livestock and horses.  There is nothing here now.  On the walls are two wooden buildings which are now empty, they were once supply rooms (tack rooms) for horse care.  On the SE corner of the room is a broken wagon.

As a note, this room was used to supply cavalry mounts for the once powerful cavalry troops of Doraton.  The horses that dwelt here were all Palomino breed (light brown fur and shiny golden manes).  This is important for the plot if someone uses magic or talents to see the history of this room (see lower caverns).

Q.

GM:  This room once contained a garden.  The ground is now just moist fertile earth which has been raked into rows.  Glowstones in the roof must have fed the plants.  Now the stones appear to be useless.  The roof is 10 yards high and carved into a dome.  Other than this the room is bare.

R.

GM:  This room was once a marketplace.  There is a statue of Astendar as a muscled woman blowing into a set of bagpipes.  The statue is wooden, but has not rotted (it is probably blessed).  Busted tables are strewn across the floor.  Other than this the room is bare.

S.

GM:  This room was once a temple dedicated to Astendar.  The walls are uniquely carved into curved hooks in each corner.  The door on the E bears an emblem of a set of bagpipes.  Other than this the room is bare.

T.

GM:  This round room was once a meditation and craft room for the more advanced Questors of Astendar.  A round podium is on the center  of the room.  It bears the emblem of a set of bagpipes.

On the podium is a golden statuette of a muscled woman playing the bagpipes (exactly the same as the statue in room R).  Under the statuette is a piece of paper with large bold writing.  It will change according to who reads the paper.  It will always be in a language they understand.  In the event that the character cannot or will not read the paper, the GM should inform the player that their character just knows what it says.  It read:  'Take this gift'.

If someone picks up the gift (the statuette), they are feel hatred to the demon that lives on this level (room Z).  They have just been affected by the Questor power 'Enchanted Gift' (ED Companion, page 92).  They must roleplay hatred to the demon whenever an opportunity comes up (the GM should reward good roleplaying of this emotion with Legend Points).  Additionally, the characters in the party now receive a +2 step bonus to all interaction steps affecting the recipient of the gift if they support hatred to the demon.  Conversely, any interactions made which oppose or delay hatred to the horror suffer a -2 step penalty when affecting the recipient.

For example, if someone suggest leaving the kaer or moving away from the demon, they will need to convince the character in an interaction test with a -2 step penalty (see ED, page 237).  This item was put here by Astendar, to remove the demons from this temple.

U.

GM:  This room was once a store room.  It is now empty and old contains rotted, and broken cupboards, cabinets and boxes.

V.

GM:  This room was once a dining hall.  It now contains a bare round table, which has recently been polished (the cadaver men inhabiting this cavern are going to use it soon).  If characters stay in here for longer than an hour, several cadaver men will enter and attack (ED, page 288).

W.

GM:  This room was once a kitchen, although it has remained reasonably tidy, there is nothing here of value that has not been ransacked.  The cadaver men in the rooms at O have been eating here regularly.

X.

GM:  A cadaver man lies on a bed in the N room of this area, and watches through the archway for any visitors.  He will attack on sight.  See ED page 288 for his attributes.

Y.

GM:  This is a bare square room.  There is nothing here of value.  On the S wall, beside the entry to this room, is a loose stone.  This may be seen if someone rolls a 5 for a PER test.  If the stone is pulled, it will slide towards them revealing a semicircular impression.  This stone cannot be pulled entirely from the wall, it is reinforced with metal rods.

If the characters insert the round sparkling golden coloured gem from room Z, and push the rock back into the wall, a secret door will open on the N wall.  This leads to the 'City Level'.

Z.

GM:  Note the order of the characters  and where they wish to go through the passage leading to this room.  Give them a verbal description of the areas they are in as they move.

When they reach the last corner  before seeing the main room, a large metal spiked ball in the SE corner of the room will begin to roll SILENTLY toward them.  The archway into this room is magically trapped, and as soon as the characters round the last  corner where they can see the ball, it will come hurtling toward them.  The first 3 in the group will be effected by the trap.  See page 210 in the Earthdawn book for details about traps.  The rolling ball trap has the following characteristics:

Rolling Ball Trap

Detection Difficulty:  12 (it is difficult to detect the mechanism because it is well hidden and magical)
Disarm Difficulty:  10
Trigger Condition:  GM makes spell casting test of step 15 (d20+d6) against Spell Defense of first 3 in order.  If successful the effect dice are rolled for damage.  Physical Armour counts.
Trap Initiative:  25 (d20+d10+d8+d4) - the ball is very fast.
Effect:  step 15 damage (d20+d6).

After the trap has been set off, the characters may go forward into the room.  The ball will vanish.  When they go into the room, read the following passage:

'The crumbling walls around you are jagged and rough, cut freshly from the belly of this mountain by the zombie slaves of the demon before you.  It sits in the center of this 50 square yard room on a pile of meticulously clean bones, staring down at a carcass which is mutilated beyond all recognition.  A heavy stench wafts from the body which is swarming in flies buzzing in circles around open cuts and torn flesh.  The demon, which stretches above like a tower, stares menacingly down upon you.  Its flesh, covered in a reflective yellow green slime, resembles a huge maggot, with spines and scarcely spread hairs all over its body.  Its face is like a hole full of needles - teeth which could tear the stony flesh off the most sturdy obsidiman, in a mere instant.  A circlet of misshapen, pus coloured eyes, surrounds the beasts ugly mouth.  Although there are no pupils on the eyes, you know it watches you like a hawk watches its unwary prey.'

'The demon rises to its full height at your entrance, making a sickening noise like the sound of an ill man losing his food to a marble floor.  And like a powerful lions growl all at the same time.  It rises and positions its spiny arms into an angular defense, moving swiftly - more swiftly than seems possible for its size.  Its as if nature had forgotten.'

'It croaks out words in a language you know to be familiar - its the voice of your mind.  The voice of your own despair.  "My dinner has arrived, and not a moment too soon".  Its voice is like listening to a helpless child scream for its life.  Its teeth glisten in the low light of your torches as it speaks without moving its jaws.  "I shall enjoy watching you squirm when I tear you limb from limb, and your polished bones will comfort me while I wait for the next group of fools who decide to become a part of me."  Backing up a few feet and twisting its belly, it gestures with its slimy spines at three figures who are bound to the wall on stakes.  "Oh I almost forgot.  Let me introduce you to Malara, Lyona and Ragnor"  The demon makes a sound like saliva smacking against its purple gums, and somehow you just know it is smiling.  "Malara, you see, is the Chiefs niece.  I wouldn't want anything to happen to her".  It jolts forward with supernatural speed and agility, its spines jerking forward like a deadly wave.  Its eyes glow for a moment, and then you hear the terrible screams of its victims chained to the walls.'

GM (despairthought tactics):  Whoever can hear the screams of the three on the wall (Malara and Lyona are female dwarves, Ragnor is a large male troll), must make a WIL test against a difficulty of 12 (the despairthoughts WIL step).  If they fail they are automatically knocked down and rendered incapable of any action until they successfully resist the cries of the despairthoughts victims.  During this time they will 'drown in the agony of all the painful actions..that they have ever committed' (see ED page 301 for a detailed description of this ability).

~ If the victims chained to the wall can resist the demons command during the subsequent rounds (make a roll for each one), then listeners may have a better chance of resisting.  If so much as 1 victims continues to cry out, the character must make a WIL check Vs 12 or continue to be struck with this ability.  During this time the horror will determine what to de next.

~ If the characters are clearly going to kick the demons arse, then the despairthought will let loose some Jehuthras (ED page 305) which have been lurking around.  They will drop from the darkness above in the cavern roof.  Set free as many Jehuthra as will make a good match for the players.  Remember, the idea of a good battle is to bring the characters as close to death as possible, without them being defeated.  They will appreciate your GM'ing all the more for it.  :)

~ If you introduce the Jehuthra's and the characters start to lose badly, make the Despairthought laugh hysterically and silently command the Jehuthra to back off.  Get the demon to say "I am enjoying this...lets just let your lives hang in the balance!"  Remember, despairthoughts thrive on despair itself.

IMPORTANT NOTE:  When the characters give the demon its first wound (and given that it is still alive), read the following passage:

'A force of psychic pain sends all of you reeling backward in agony.  Its as if being in the presence of this horrid creature has given you an empathy to its cruel and sadistic mind.  You feel pain where the demon was struck, as if you had struck yourself.  "Malara!" it yells savagely "prepare the knife..".  She lurches forward and reaches into the pile of bones pulling out a curved bone dagger, runes and mystic markings lining its surface.  You try to get up, but its as if a mad stallion had kicked you in the ribs.  Malara screams at the dagger, horrified at what her arms are doing.  The horror controls her openly, "Wait one moment, my sweet.  Its time I dealt with these mere morsels.  Soon it will be time."  Again, the demon thunders forward, bringing its spines down to rake on your flesh.'

GM:  Remember at this stage all the characters are knocked down.  However, they are now free to get up.  The despairthought victims will continue to scream, in an attempt to incapacitate the party so that the demon can feed off their torment.  Something will look strange though:  Ragnors facial expression has appeared to have changed.  He is still possessed by the demon, and still screams causing torment, but something has changed.

IMPORTANT NOTE:  When the horror is near death, read the following passage.  If the characters defeat the horror (by exceeding its Unconsciousness or Death Rating), give the horror some more points so that it survives, then read the next passage.  Remember, this is a story and no two demons are alike.

'Again you feel a sharp stabbing pain in your ribs and you fall to the floor in agony.  "Malara, do it now!" screams the demon, its body pulsing in desperation.  "Yess!" she squeals excitedly and raises the curved dagger.  Holding one spine upward and directed at Malara's forehead, the demon looks down at the fallen party.  "You would do this to your fellows...you would let them die like pigs for your hatred to me?  Where is this thing you call humanity ?"  The sickening demon relaxes momentarily.  You see yet another change in Ragnor's face.  Its like he's more crazy than the rest of them.  "Leave now, and I will spare your lives.  I will leave this place and move onward.  DO IT OR SHE DIES!"  Silence hangs in the air as you consider the impasse you have reached.'

GM:  There are really only two scenarios that could develop here.  The story will change according to what the party does:

1)  If the characters can kill the demon in 1 round, the demon cannot retaliate by commanding Malara to kill herself.  Once the horror is dead, its minions will die and the victims will break out of their trance falling into a deep sleep.  Everyone is saved.  This is a risk however.  If they don't succeed in killing it quickly, Malara will die immediately.  

2)  If the characters back off slowly for 3 turns (or until they are just about to leave), Ragnor will leap from his position into the bone pile, where he will pull out two sharp snapped bones.  He will use them as swords and kill the horror in a double slice.  He is an 8th circle Swordsmaster and was waiting for the right moment to strike.  This of course, is only the case if the characters decide to back off, otherwise Ragnor really was mad as a hatter.

~ If the characters screw it up, they will have to get Malara to the village quickly to use a 'Last Chance' salve.  No roll is necessary, she will live and everyone will be happy.  If they don't get her back intact, the party will be in deep shit.  Chief Thormallyn loved his niece dearly.  She was the only member of his family who really made something of herself.

LP AWARDS

Additional to killing the Jehuthra and all its minions, there should be a legend point reward of around 4500 - 5000 LP for the deed they have just performed.  This should be changed according to roleplaying on the players part and any additional measures you would normally use. 

TYING IT OFF

If the characters want to leave this place forever (or you dont want to continue GM'ing this kaer), this adventure can be concluded here.  The Chief will be happy that they can now safely use the kaer during the winter.  But the question will always remain...What attracted the horror there in the first place?

There are deeper kaer areas, as the characters will know if they have fully explored the area.  The Chief may have suspicions, and ask the characters to go have a look.  Which ever way you do it, if the characters go through the secret door from room Y (entry map), they will find a flight of stairs leading to a small underground settlement.  Here begins the 'hidden kaer' adventure.