Beyond the Crystal Cave - adapting to Torchbearer 2e

pemerton

Legend
P13: The room is inside a hemispherical dome. The dome, and the floor, are perfectly transparent from the inside, and the view of the garden from here is superb. In the centre of the floor is a white stone slab, approximately 10 feet on a side and 3 feet high. On top of this slab lie a pair of life-sized statues of a man and a Half-Elven woman, as if asleep.

Around the sides of the slab is writing in letters of gold.


The slab is the tomb of Caerwyn and Porpherio. A fine crack reveals the join between the lid and the base (Ob 2 Scout test to notice). To open the tomb requires an Ob 3 Health test or Ob 2 Labourer test.

The gold letters are an old-fashioned form of Elven (Scholar Ob 5 to read, with +1D for an Elf; or Elven Remembering Nature vs Ob 3). Written in these gold letters are the lines:

O stranger, whom fate hath brought nigh,
Leave us within in peace to lie.
If thou deign grant our request,
Then fate will move at they behest.
This gift from the contented dead,
We swear to grant by heart and head.​

Each party member will, on placing their hands on the heart and head of either of the recumbent statues, be granted one wish. Characters will be made aware of this gift by a soft female voice audible only to them. The voice will inform them that the wish must be used before returning to the outside world, and will also warn them that this return will be soon. Characters may only gain one wish in this way; those who re-enter the garden and who have already had a wish granted (even if not used) will not gain another. Characters on whom the Fountain All Heal has worked its magic will have no desire to gain a wish, and if forced to go through the motions then no wish will be granted to them.

If a wish is used to erase any misdeeds committed since entering the garden, it will affect time such that the unfortunate events concerned never actually happened. The removal of the effects of the Fountain All Heal require the use of a wish for each person concerned.

The enchantment of the garden and palace is quite capable of forgiving other acts of violence carried out since entering the garden. But opening the tomb (or any other violation of the tomb) cancels immediately any wish that has already been granted, and no further wishes will be granted to any party member. Characters on who the Fountain All Heal has worked its magic will fight to the death to prevent any desecration of the tomb. If the tomb is opened it will be found to contain the perfectly preserved bodies of Caerwyn and Porpherio, lying in each other’s arms as if only sleeping. She is wearing a plain gold ring (worn/hands or pocket, 1D) while he wears a fine gold chain around his neck (worn/neck or pocket, 2D). There ae no other items of value.

If the lovers are contacted by means of Communion of the Black Gate (Ob 7 – bones, peaceful death, sanctified grave) or otherwise, they will state that they have no wish to be returned to life, and will speak no more. If any attempt is made to return them to life (eg by use of a wish) they will simply stir momentarily before returning to the sleep of the dead in which they have found contentment.

Two hours after one or more of the party first enter this domed room, every party member (except those who have succumbed to the Fountain All Heal) will fall into a deep sleep. There is no way of preventing this. When they awake, they will find themselves and their possessions (including anything they may have acquired from the garden, and any weapons etc left in the entrance porch P4) in the Cave of Echoes. The same effect will apply to Julian and Orlando if they have been induced to leave the garden: they will fall asleep at the same time as the party, and awaken with them. Upon awakening, a character’s memory will be affected as described above under Porpherio’s enchantments. Those on whom the magic of the fountain still holds will not leave with the party.
 

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Eyes of Nine

Everything's Fine
What did they say about it? In the OP I commented that I can't see how it would be run in AD&D - did they have solutions to that?


Tell us more? (I've heard of UVG but don't know much about it.)
UVG the original adventure/setting is all about a caravan going from one end of a very long map to another. The caravan becomes your base of operations. But you also encounter towns along the way. There was a bit of confusion on whether the Town phase happened at the caravan or in the actual towns. We played it that the Caravan was where Town phase happened; but it got a bit confusing. That said, the GM did good work in adjusting some of the life-path stuff and traits to better fit the setting; and the one UVG "dungeon" type adventure we did had a bunch of weirdness that very much reminded me of the Tower of Stars that comes with the basic TB2e Cartographer book
 

pemerton

Legend
Twist encounters can include the inhabitants of a particular area, or any of the following animals:

● A giant porcupine (as big as a cow) (M3, N5, quills count as leather armour, shoots quills as a vs to Attack)

● A giant skunk (M3, N4, squirts musk in a drive off or flee conflict; it will require time and effort to remove any odours from clothing)

● Two giant badgers (the size of large dogs, ♀ and ♂) (M3, N5)

● Three stags (M3, N5)

The lairs of these creatures cannot be found, and if followed they will not return to their lair.

G1: You find yourself standing in the middle of a 20 foot diameter ring of large toadstools. The ring stands in a small grassy clearing in idyllic woodland. Seated on five of the larger toadstools, grinning at you, are five diminutive figures with pointed hats, bright cheerful clothing, and red cheeks.

The leprechauns are delighted to see new people to tease with their silly rhymes – the other garden inhabitants have long wearied of them. If spoken to, they chant the following limericks in unison and at random, continuing until each has been recited at least once; gales of laughter follow each recital (NB the leprechauns may become indiscreet if plied with wine).

G2: The leprechaun’s woods are a lovely pace with many trees (ash, elm, beach, willow, linden and birch), flowering shrubs, and many delightful plants and small animals. Their home is inside a hollow tree of immense proportions: it is the only oak tree in this area [the GM should reveal its species, and scarcity, only if asked]. The entrance is disguised by an illusion to appear as part of the tree’s natural outer bark; it is a small wooden door 3 feet high and 1 foot wide (only halflings and dwarves may enter here normally). It is as written from the bottom of p 12 (the crock holds 2D of gold; the small leather bag holds a pink and green gem (+1D to Orator tests) and a pearly white spindle-shaped gem (+1D to recover from Exhausted or Injured, but its magic fades on a failed test); there is no horn).

G3: As written, but there is no carp dragon, but rather a giant goldfish (M3, N5).

G4: Ash, elm, birch, flowering shrubs and grass are the dominant flora here. The fauna is as varied and colourful as other woodland areas.

Two dryads live in this area, elemental spirits that hail from Elfland, remote forests or sacred groves. They will not be encountered together: They will be hostile to intruders, and will try to persuade party members to drink from the Fountain All Heal (or beguile beautiful men to live with them).

M3, P1, N5 (Hiding, Singing, Sprouting) Instinct: persuade interlopers to drink from the fountain

[Pathfinder 4, Healer 3, Orator 3, Persuader 3, Lore Master 2, Scout 2, Weaver 2; Forest-wise]

These dryads are unarmed and unarmoured, but have two magical abilities:

Beguile: Your voice and movements are so graceful and captivating, mortals will fall under your spell: make a Nature test against your target's Will. You suffer a -1s penalty for each rank by which the target’s Might exceeds your own, and this spell only affects mortals of Might 5 or lower.

Success causes the victim to fall in love with you for the duration of the beguilement, with all the benefits that entails. Beguiled mortals are not mind controlled and will not harm themselves or others. They will defend you from harm, bestow gifts upon you and grant you favours, but if they recover their senses they will realize that they were charmed and cannot be beguiled again.

Record the margin of success when beguilement is performed. At the beginning of each phase after the victim was beguiled, they roll their Will, +1D for each rank by which their Might exceeds your own. The obstacle is equal to the margin of success. Success frees the victim from beguilement. If the obstacle is 0, the effect ends at the end of the phase. If within your tree, raher than once per phase they may test to become free of beguilement only once per respite. (And one to four years in the garden is 735 to 2940 years outside.)

Heartwood: You may step into the trees and instantly disappear from sight (if seeking to escape, test Nature vs opponent’s appropriate ability). You may take a beguiled mortal with you.

While within the trees, you cannot be detected except through supernatural means and you are unaffected by the Grind. You may take actions or offer help; any tests to recover use Nature instead of Will/Health. Banishment, spells and spell-like effects can force you from your hiding place.

Hit Points:Convince 11Banish 6Drive Off 4
Other weaponConflictADFM
Beguiling voiceConvince, Convince Crowd, Banish+1D+1s
Heartwood stepDrive Off, Flee/Pursue+1s+1D

The first dryad carries no treasure, but wears a green cloak, and wears the key to her casket around her waist. The second dryad wears a shimmering grey Elven Cloak (human sized, +1D to Hiding).

Both live in oak trees of immense size. There is no normal door to either home, so entrance can only be effected by invitation from the dryad, by the use of appropriate magic, or by main force (the use of force to damage the trees will upset the Green Man, who will appear immediately to stay the action). Both homes are two circular rooms 12 feet in diameter and 10 foot high, set one above the other and connected by stairs.

The first dryad’s home (X); if discovered at home, the dryad will be seated at her wheel, spinning:

Lower room: Light in this room is provided by a small cage of fireflies suspended by a short chain from the ceiling. In the centre of the room is a circular wooden table with a wood chair set against it. On the table is a wooden bowl containing apples, pears and grapes. A cloth upholstered armchair is set against the wall; beside it is a spinning wheel with several hanks of wool across it. Opposite the wheel is a cupboard set into the wall (it holds crockery and cutlery). Beneath the cupboard are two small casks, one with a small dipper beside it (that one is full of water; the other contains mead).

Upper room: This room contains a bed (against the wall opposite the stairs), a chest (at the foot of the bed) and a cupboard. In this are a red cloak, a green cloak and a pair of soft boots. If the cloaks are disturbed, a small iron casket (carried 1, pack 2, 2 slots) will be revealed. It is locked and trapped (to disarm, turn the key in a trick motion, or Sapper Ob 4) with a sleeping ointment needle (Ob 3; suggested twist: fall asleep until end of the next camp phase). It contains four 2D gems (8D total).

The second dryad’s home (Y):

Lower room: This room is illuminated by a small cage of fireflies hanging from the ceiling (the cage has a false bottom; in it is a key that opens the other dryad’s treasure chest). Under the cage, in the centre of the room are a table and chair. The table bears a wooden bowl of fruits (apples and figs), and a stoneware jug (3 draughts capacity; half full of wine). Wooden shelves, holding cutlery and platters, are set into the wall. Beneath these stands a small cask (4 draught capacity, contains 2 draughts of wine), a larger cask (8 draughts capacity, containing 3 draughts of water), a wooden bin (containing apples), a small sack (containing raisins) and a wooden box (containing figs).

Upper room: This room contains a bed, a folded yellow cloak across it, and a chest of drawers (full of clothing; behind sundry clothing at the rear of the third drawer is a roll of red cloth (1D, pack 3)).

G5: This is a normal wooded parkland with many trees, flowering shrubs, short grass, bees, butterflies, and other mundane but beautiful flora and fauna.

Four satyrs live in this area. They will be extremely hostile to all intruders, although will refrain from physically attacking Elves unless the latter first attack them in some manner. They will attempt to charm away beautiful women. They do not carry any treasure on their persons.

Their home is a small clearing surrounded by flowering shrubs, in the centre of which stands a large elm tree. Beside the elm tree is a cask (containing good quality wine) and on top of the cask are two earthenware mugs. There are four separate heaps of dried grass under various of the flowering shrubs that encircle the glade: these are the satyrs’ beds. One top of one heap is a dagger in its scabbard, lying beside another is a spear, and beside each of the other two is an earthenware mug.

Their treasure is hidden in a cavity among the roots of the elm tree; the cavity is trapped with a magical snare (Ob 2 Scout to find the cavity, Ob 3 to detect the snare; if triggered, Ob 5 Health: suggested twist, magically snared until the end of the next phase). A locked wooden box (carried 2, pack 4, 3 slots) holds a small bottle with 2 doses of Faerie Wine (pack 1) and 4D of gold coins.

If caught unawares at home, the satyrs will be seated in a circle around the wine cask, three drinking while the fourth quietly plays on his pipes. If not surprised they will conceal themselves in the shrubbery, using the pipes in preparation for an ambush of the party.

M4, P1, N6 (Hiding, Frolicking, Butting) Instinct: drive away interlopers

Their horns are improvised weapons; one of them has a set of magic pipes and wears a key on a fine chain around his neck, which unlocks their treasure box.

Hit Points:Drive Off 12 [13 w/ pipes]Capture 6 [7 w/ pipes]Trick 3 [4 w/ pipes]
Other weaponConflictADFM
Pipes (fear)Drive Off+1D+1s
Pipes (sleep)Capture+1s
Pipes (charm)Trick+1D+1D
 

pemerton

Legend
G6: as written, but the shield is not magical.

These creatures will leap from their lurking places at the rear of their cave:

Nature 3Might 3Precedence –Instinct: Attack if threatened
Lurking, Leaping, Devouring
Hit Points:Drive Off 7Kill 4Flee/Pursue 3
Weapons and Armour: –
Other weaponConflictADFM
TongueKill, Capture+1D+1s
Large bodyDrive Off+1s
Powerful leapFlee/Pursue+1D+1s

G7:
Between the edge of the woods and a rocky outcrop (adjacent to the time barrier) is a clear area of grass bespeckled with flowers. A small ravine, about 20 feet wide, penetrates northward into the outcrop. The ground within 50 feet or so of the ravine mouth is bare of vegetation; so is the ravine floor. The ravine’s sides rise nearly vertically to a height of about 30 feet. After running north for 100 feet it makes a sharp turn eastwards, and ends after a further 30 feet at a roughly circular cave mouth, about 15 feet across. The cave beyond is irregular in plan, although roughly circular, and about 50 feet across at its widest point. The floor is very dusty, and the air inside the cave is hot and dry. To your right are two winged, dragon-like creatures, each about 4 feet long. Behind them is a shallow alcove. In this recess is a small pile of sand, about 2 feet high.

The outside of the pile is warm to the touch; the sand becomes warmer towards the centre, where it is burning hot (Ob 3 Health test to pull away without being burned: suggested condition, injured). Hidden in the pile of sand are 3 semi-precious gems (2D each) which are very hot, and also two eggs, each about 6 inches long. If uncovered the eggs will cool rapidly and the young inside will die within one turn. If kept hot (eg by covering over again: Labourer Ob 2, suggested condition: exhausted) the eggs will hatch after two weeks (ie during the next town phase). When hatched, they are Might 1 and gain one Might per respite (year) until becoming fully adult (Might 4), when they also gain the ability to breath fire. With care a young dragonet can be reared as a pet, but upon attaining adulthood it is likely to leave its owner in order to seek a mate (no matter how well it has been treated).

The dragonets are bad-tempered. They will always fight if they believe themselves or their eggs to be threatened; otherwise, test Orator vs Ob 3(+1D if call out on entering the ravine to warn of approach; +3D if garden inhabitant who calls out) to avoid being “told” to go away (if outside the cave) or being attacked (if entering the cave), in either case by a gout of fiery breath.

Dragonet (Type: Dragon)​
This small (4' long or thereabouts), semi-intelligent creature resembles a miniature red dragon in appearance if not in temperament: if it is disturbed, even with peaceful intent, it is likely to attack; and it does not hoard treasure​
It is found only in rocky areas, and it has a short lifespan compared with its larger cousins, the dragons.​
Its claws are not used in combat.​
Fiery breath: When used as a weapon, the dragon fire cannot be stopped by armour, helmets or shields unless otherwise noted; it also counts as a versus test against other Attack actions if the dragonet so chooses, once per conflict.​
Fiery blood: The dragonet's blood burns fiercely in air (the breath weapon is in fact a jet of blood) though it is inert if kept in a container under water: weapons may be dipped in the blood to become flaming for a conflict, though there is a chance that the heat will cause the weapon to break when a blow is struck with it​

Nature 6 (Terrorising, Nesting, Burning)Might 4Precedence 1
Instinct: Attack if disturbed
Hit PointsDrive Off 14Flee 7Kill 6
Other weaponConflictADFM
Fire Breath​
Kill, Capture, Drive Off+1D
Leathery Wings​
Kill, Capture, Drive Off+1D
Fierce bite​
Kill+1s
Dragon Flight​
Flee/Pursue+1D
 


pemerton

Legend
G9: As you approach the fountain, you notice a small animal drinking from it, which scurries rapidly away at your approach.

This fountain is a natural spring bubbling up from the centre of a rock basin about 4 feet in diameter and 3 feet deep. As it overflows it forms a stream about 1 foot wide and 6 inches deep, which meander across the garden (constituting no barrier to traffic) and eventually runs into a lake.

The fountain basin is decorated by a naturally growing dog-rose. Around the rim of the basin is written, in letters of gold in an old-fashioned script (Scholar test vs Ob 2), “Fountain All Heal”.

The fountain’s water is crystal clear, cool and clean. The water of the fountain is also highly magical when drunk directly from the rock basin, but it loses its special virtue the moment it overflows into the stream, and if bottled and carried away, the water’s magical properties are completely lost:

● It will alleviate all conditions except for death;

● It will lift all curses and enchantments (including restoration of lost memories) except its own;

● Each time a character takes a drink they must make an Ob 3 Will test; if this fails, they become permanently enchanted with the garden and refuse to leave it (this does not give knowledge of the secret weapon store, which must be revealed by one of the garden inhabitants, who will be careful not to let other characters know; the enchanted character will be similarly secretive). An affected character becomes as one with the garden, their one desire being now to dwell forever in this haven of peace: they will wander away from the party looking for some part of the garden where they can settle down as one of the garden’s inhabitants, and will side with the garden inhabitants against the party and assist them in any conflicts with the rest of the party. Nothing can dispel this magic or remove the character’s desire to remain in the garden except for a full wish (any wish to remove the character’s effect must be made by another person on the character’s behalf). If forcibly removed from the garden, an enchanted character will seek to escape and return to the garden. (Note that such removal would have to be by exceptional means, as characters enchanted by the fountain do not leave with the rest of the party after entering the tomb of Caerwyn and Porpherio.)

A person may drink from the fountain as often as they wish, experiencing all of its effects each time.
 

pemerton

Legend
G10: Among the many trees – ash, elm, birch, walnut, yew and beech – are flowering shrubs, close-cropped grass, and many small, harmless woodland creatures. Three pixies live in this area: they will be invisible wherever encountered, and extremely hostile to all intruders, using their powers to confuse, delay and upset the party as much as possible. One of them carries a key to the locked box.

At the bottom of a bank of earth, on the top of which stands a broken stone column entwined with ivy, the entrance to the pixies’ home (a small wooden door 3 feet high and 1 foot wide) is concealed by an illusion that causes it to appear as part of the earth bank. The home is underground, rather like a badger’s burrow, with floors, walls and ceiling of simple rammed earth. All chambers and passageways are 3 feet high, and passageways are 1 foot wide. There are no interior doors, but the chambers are partitioned by hanging curtains.

Room a: In the centre of this 3 foot by 5 foot chamber is a small wooden table with four tiny chairs around it. On the table is a wooden bowl containing mixed fruit and nuts, an earthenware jug half-full of milk, and a stoneware pot (half full of honey). Against the wall near the entry is a small wooden cupboard (that holds crockery). Against the opposite wall is a bench with a chess set upon it. Under the bench is a young badger (M1, N2) that will growl and bark but will try to run away and hide if attacked, and will only fight in self-defence if cornered.​
Room b: This is a simple room containing a bed and a wooden cupboard. In the cupboard, buried beneath a heap of pixie clothing, is a gold ring (2D).​
Room c: This is a simple room containing a bed and a wooden cupboard (with clothes inside). There is a wooden box under the bed. It is locked. It contains a 1st Circle Pearl of Power.​
Room d: This is a simple room containing a bed and a wooden cupboard (with clothes inside). A false bottom in the cupboard conceals a small opening which contains a leather pouch with a 2D gem and a 3D gem.​

(I posted stats for pixies in the OP.)
 

pemerton

Legend
G11: The path through the woods bisects a grove of gnarled oaks. There are 19 of these trees scattered within a roughly circular area about 100 feet across. Mistletoe is growing from each of these trees.

Near the centre of the grove a large, especially gnarled, oak overhangs the path. Protruding from the roots of this tree is a sheathed sword with a gem encrusted hilt (it has a bloodthirsty, self-aggrandising personality: +1D to Feint actions in kill and capture conflicts, and its bearer gains the Evil trait at L3). This tree is a “sleeping” treant: it may be awakened as a twist, or if a character tries to take the sword. If roused, this treant is very sensitive to evil alignments, and can also detect actions which are contrary to the interests of the garden and/or its inhabitants. It will attack any creatures coming within 20 feet who have performed such actions anywhere within the garden. (While wanton damage to the garden would provoke an attack, simply gathering the plants need to operate the teleport mechanism in the maze would not; attacks on creatures produce more resentment than damage to plants.)

Each of the 18 non-central trees is the lignified form of a hostile adventurer who fell foul of the treants. Most of the gear belonging to these lignified adventurers has either been picked up the garden inhabitants (who understandably left the sword well alone) of absorbed into the substance of the tress. However, a successful Scout test vs Ob 5 looking up into the branches of the trees will notice, hanging from a high branch of the northernmost oak, a black-opal pendant on a gold chain (4D, worn/neck or pocket). Each of the other trees will permit a roll on Coins Table 1, as gems and precious metals carried by the lignified adventurers remain encapsulated (rather than absorbed) by the wood. However, these oaks are now regarded as normal members of the garden’s flora, so damaging them to extract this treasure would be considered a hostile act.

G12: This is an apparently natural limestone ravine, surrounded by typical garden woodland. There are trees, shrubs and creeper plants growing within the valley. These completely obscure the entrance to the cave that is the treat’s home (Ob 4 Scout to notice). What flow of water created this hollow is unclear, as the stream from the lake flows only as far as the cave of the frogs (G6).

The treant who makes his home here regards the entire garden as his own. He was not present in Porpherio’s time, and how he managed to gain access to the garden is a mystery to the other inhabitants. He prefers his own company, and that of his plants, to others’. There is a sense of friendly rivalry between him and the Green Man with regard to gardening skills. (Of course the Green Man could win any serious argument, but he does nothing to upset his curmudgeonly but kindly friend.)

When the party enters this area, the treant will immediately become aware of them, and will observe their progress. If anyone comes near his cave or damages any of the plant life he will approach and ask them to leave; he will attack only if they refuse his requests or attack him, and will not normally pursue the party outside his area.

The treant’s cave: The walls of this cool, dark cave are decorated by vines and creepers. Inside are a large table, a stool (provided for the comfort of the Green Man, his most frequent visitor), and many huge gardening implements. At the rear is a damp patch of broken soil (this is where the treant stands to rest and contemplate).

In the cave’s wall, immediately behind the rest area, is a cavity concealed by overhanging creepers (Scout Ob 1 to discover). It holds a small iron box with 6 2D gems (12D in total).

Treants are be found in the darkest and wildest of forests, protecting groves and wreaking havoc on interlopers, whom they can turn into trees
Armour: Barkskin (protects like leather against weapons except axes, fire, lightning and magic)
Resistance: These primordial, elemental guardians cannot be captured, driven off or tricked
Boulders: Attack vs Attack is a versus test against all weapons except bows and crossbows

Nature 7Might 4Precedence 1Instinct:
Tend the forest
Type: Spirit
Smashing, Throwing, Fleeing Fire
Hit Points:Kill (G11) or Drive Off (G12) 16Flee/Pursue 8Drive Off (G11) or Kill (G12) 6
Other weaponConflictADFM
Boulder TossKill, Capture, Drive Off-1D
Twisted BranchesKill, Capture, Drive Off+1D+1D
Lumbering StrideFlee/Pursue-1D, +1s-1D, +1s-1D, +1s-1D, +1s

(In the module, area 11 has a barkburr. Rather than try and introduce that slightly bizarre creature into Torchbearer, I thought I would write up a slightly darker treant.)
 

pemerton

Legend
G13: This meadow is an area of short grass and wild flowers. This area also includes a small patch of woodland, in which there is a low wooden structure with a thatched roof. Its walls consist of wooden uprights with horizontal boards between them; the west side is completely open, with wooden columns that that support the roof. It is a single storey, and 14 feet high from the floor to the centre ridge pole. The floor is of rammed earth, covered with clean straw.

Room a: This open area is the common living room. In its centre is a large trestle table, on which is set the centaurs’ eating equipment and a variety of fruits and nuts. There is a jug on the floor at one end of the table, about two thirds (2 draughts) full of ale. Where there is room against the walls stand a series of casks and tubs: one is two-thirds (5 draughts) full of ale (and stuck under it, with wax, is the key to the chest in room d), and the others have oats and other foodstuffs.​
Room b: The daughter’s room contains a straw mattress on the ground against the north wall, and a wooden locker against the south wall. The locker is unlocked and holds a curry comb and brush, six brightly-coloured ribbons, four ornamental horse brasses, a bag of powdered chalk, and an old rag (humanoid) doll.​
Room c: The son’s room contains a straw mattress on the ground against the north wall, and a wooden locker against the south wall. The locker is unlocked and holds a curry comb and brush, several leather straps, a leather ball, a knife in a scabbard, and a brightly coloured woollen blanket.​
Room d: The parents’ room contains a (double-size) straw mattress on the ground against the north wall, and two wooden lockers against the south wall. The male’s locker contains a curry comb and brush, several leather straps and belts, a plain woollen blanket, and a sword; the female’s has a curry comb and brush, six lengths of gaily coloured ribbon, a bag of powdered chalk, and a neckerchief.​

Thrust into the straw roofing above the bed is an iron chest (carried 2, pack 5, four slots) that is locked and magically trapped: if the phrase “straw withdraw” is not uttered before moving the chest, then the thatch of the roof will attempt to hold fast anyone attempting to move or open the chest (Ob 4 Health test: suggested twist, must be cut free by Labourer Ob 3: suggest condition, exhausted). The chest holds a small sack of 4D of gold coins, and a potion of Lightning Step (drinker’s movements are energised for two turns: they may take two tests per turn rather than one (a conflict counts as a single test for this purpose) and receive +2D to Manoeuvre actions in kill, capture, drive off, and flee and pursue conflicts).

Centaur adults M3, N4 (the male is armed with lance and shield; the female is unarmed (hooves only) and wears a golden neck chain (2D).

Centaur children M3, N3 (the son is armed with a bow; the daughter is unarmed (hooves only)).

G14: This is an area of open grass meadow. It encloses the two rose arbours and the maze.

Two unicorns live here (male and female, both milk white with silver manes and tails, and hooves having the appearance of mother-of-pearl): M4 P1 N6 (Warding, Surprising, Charging), 1x/phase may teleport up to 120 yards (including with a rider); immune to poison (due to horn). They have no lair, and their only possessions are the pearl-encrusted collars that each wears (each 5D, pack 1).

The unicorns will be in the maze when the party first enter the area, but will always know within twenty minutes when party members enter the meadow. They are aggressive, alert (unable to be surprised) and intelligent, and their devotion to Porpherio and Caerwyn is absolute. They will attack any intruders on sight, other than Elves or humans of pure heart (unless these types attack them first; what constitutes pureness of heart is a matter for the consciences of the players and the GM), and even if befriended they will still not assist the party, go with them or leave the garden. Only Elven and human maids of pure heart may tame unicorns for use as steeds.
 

pemerton

Legend
G15: This area is enclosed by a thick thorn hedge (12 feet high, 3 feet thick): to climb it is Dungeoneering Ob 2 (suggested twist: injured). Inside is an arbour with 8 foot high bushes of yellow roses, around which smooth grass pathways wind. The air is heavy and sweet with the perfume of the blooms, while bees and butterflies abound and many exotically coloured birds can be seen and heard among the shrubs. The perfume of the roses is a subtle poison: within a minute of entering this area, a Health test vs Ob 3 is required (suggested twist, which a given character can only suffer once: -1D penalty to tests on Will and Will-based skills until the character leaves the garden, drinks from the Fountain All Heal, or is healed of poisoning, equivalent to being healed of the Sick condition) . There is nothing of value in this area. No garden inhabitant will enter the arbour except for the Green Man.

G16: As G15 but red roses, and a Will test is required with the suggested twist is -1D penalty to tests on Health and Health-based skills.
 

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