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Land of the Khur

Scene One: Hevar's Secret

After an uneventful but tiring journey through the Pashin Gap in the southern Khalkists, the heroes can rest a bit in the tiny town of Pashin, then continue east toward Ak-Khurman.

Overview

This encounter with warlike Khurrish nomads who have a score to settle with the heroes' guide, Hevar Tarn, forces the group to choose between caution and honor.

Getting Started

The Narrator can refer to the section on Khur in Chapter Three of The Magic Within for helpful details on the tribal warriors in this scene. Those wishing to add an extra scene describing the heroes' trip through the mountains of Blade may want to have the heroes run across a group of ogre sentries in the mountain pass.

First Impressions

For several days, you followed the dry eastern bank of the east branch of the Thon-Thalas River - little more than a trickle this far into Khur. Your long trek is almost over now, for you have just left the comfort of the river behind to venture across the Burning Lands, the final step in the journey to Ak-Khurman. As you climb one last, dusty hill, you can actually see the seaside city, barely visible on the eastern horizon.

The Story Continues

A war party of thirty tribal nomads has just spotted the heroes' party - a fact that the group may or may not have detected. These horsemen circle the travelers, cutting off any chance of retreat. If the heroes heard the riders approach and managed to find some sort of cover (see "Actions"), the nomads draw up before them. The barbarian leader sends six of his horsemen around to the high ground behind the heroes to prevent any escape.

The first thing unsuspecting heroes will see is six more of the barbarians that broke off from the others to approach the group. Four flank the two apparent leaders, two to each side of them. One of the leaders wears chain mail and carries a variety of wicked-looking weapons. He has a vicious scar running down the left side of his face, across the eye (which appears undamaged). He looks upon the party with obvious hostility. The other figure in the center wears no armor. She carries a horse bow slung on her mount, but the only other weapons visible are a pair of daggers. Tattoos and ritual scars covering her face and arms suggest the markings of a tiger. She gazes at the heroes calmly, steadily, a hint of explosive power barely beneath the surface.

As the six riders approach, Hevar Tarn edges behind some cover, obviously nervous about the horsemen. The male leader shouts some words at the heroes in a variant on the common tongue that is difficult to understand (although the heroes may get the gist of it). He demands a tribute - all their horses and any weapons he chooses - from the heroes for passing through his tribe's lands. The warrior is Bor Tavlik, chieftain of the Mayakhur tribe, but he does not deign to give his name unless asked with the proper respect. The woman beside him, the tribe's shaman or seer, is Agra Varran.

Should the heroes agree to this outrageous demand, the barbarians allow them to walk away, throwing insults about their courage after them. It is obvious that these nomads seek a fight. If the heroes attempt to negotiate, Bor listens, but he drives a hard bargain. This shrewd and cunning man is not easily tricked (see "Actions"). In the middle of the talks, Bor stops suddenly and looks the heroes over, demanding that they all step forward so he can see them. One of the heroes' group has disappeared, he announces (his scouts counted them earlier). When the heroes step forward, they note that Hevar Tarn had attempted to hide from the tribesmen. Now he steps forward with them, however, a look of resignation on his face. As he sees Tarn, Bor's eyes widen, then narrow viciously. The woman beside him smiles; it is not a pleasant sight. The negotiations are over, Bor informs the heroes: They will take Tarn and let the group go on its way.

Old Wounds

The scar on Bor's face was given him by Hevar Tarn several years ago. The two clashed when Hevar was leading a small force of Legionnaires through the lands of the Mayakhur to Ak-Khurman. Sand storms had caused them to stray off course, and they ended up crossing the lands of the Mayakhur tribe. His demand for tribute was rebuffed by the Legion's detachment commander, and in the ensuing battle, Tarn slashed the chieftain's face, nearly blinding him. If the heroes do not do something, Bor's revenge will likely be terrible.

Of course, Hevar had no idea that Bor's tribe had expanded the range of the Mayakhur lands so far south; if he had known, he would have led the heroes around it. The guide can only guess that Bor and his warriors destroyed or chased off one or two of the southern tribes. If the heroes manage to prevent Bor from taking his revenge, Hevar will be grateful, promising them his aid if ever they need it.

A Dilemma

At this point, it may seem that a battle against overwhelming odds is imminent. The heroes have three basic options:

- Give Hevar to the barbarians;
- Hand Hevar over, then rescue him at night under cover of darkness; or
- Fight the nomads.

If the heroes simply let the Mayakhur take Hevar prisoner, the nomads seize him gladly, but they treat the heroes with contempt for such a betrayal. The look in Hevar's eyes tells all but the densest heroes that they have just made a mortal enemy, assuming he manages to escape Bor's revenge.

Should the heroes choose the second option, Hevar has the same reaction described above. If they somehow let him know that they plan to rescue him (perhaps using a language the barbarians are not likely to know), then the reaction is purely for show, so the nomads do not become suspicious. If he is not told of the plan, however, Hevar's anger is real. Assuming the heroes rescue him later, he thanks them but will have as little conversation with them as possible for the rest of the trip. He will leave them immediately upon fulfilling his obligation to get them to Ak-Khurman, and the heroes will not be able to find him anywhere in town.

The Battle

Heroes who choose to fight find themselves at a noticeable disadvantage, but a clever group might still prevail. Should they engage the two barbarian leaders and their escort in melee combat, the other Mayakhur waiting at farther range cannot risk firing at them. The heroes also have the advantage of some cover among a stand of trees just down the hill (see "Actions"), to offer them some protection from enemy missile fire and mounted charges.

Furthermore, if the heroes have access to sorcery and unleash a visibly dazzling spell, especially one that causes physical damage, the barbarians break and run; they fear sorcery a great deal. Hevar remembers this fact and shouts it to them over the din of the battle. The only drawback to using sorcery is that the Mayakhur will regroup and counterattack - and when they do, they fight ferociously, their fear driving them into a frenzy.

The barbarians have two distinct advantages: numbers and Agra Varran. The seer will attempt to use her mystic magic to transform herself into a great tigress or other predatory cat, increase her Physical scores, then attack. This extremely dangerous foe fights utterly without fear or remorse.

Atmosphere

This meeting with the Mayakhur is a very hazardous situation for the heroes. If they act belligerently toward the short-tempered barbarians, Bor Tavlik will order his archers to kill them and leave them for the vultures. The calm gaze of Agra Varran can unnerve nearly anyone. Add to that the barbarians' demands for Hevar Tarn, and the situation is likely to explode at any minute. The Narrator should work to maintain that sense of tension throughout the scene - or until battle erupts.

Actions

As the Mayakhur approach, the party scout may make a challenging Perception action to notice the sound of hoof-beats before the horsemen arrive. This gives the heroes a chance to find cover before they arrive. If the Narrator allows the optional interpretation of the sensitivity sphere to generate a "danger sense" ability (as described in Chapter Four of The Magic Within), this would be a good chance for a hero who spent his daily 9 mysticism points to discover the approach of danger. Assuming no one sensed the coming danger, the Narrator can choose whether Hevar notices the drumming of horses' hooves in the distance in time to warn the heroes (or make a random draw to decide the matter).

A successful average Perception action reveals the perfect temporary defensive position: Down the hill from the heroes is a draw (a shallow valley between two small ridgelines) with a sheltering stand of trees. This spot allows enemy horsemen access only from the front. Enemies on foot can climb up the sides of the ridgeline and come at the heroes from the sides or the rear, but this will take some time.

Heroes may attempt a challenging Reason action to understand and converse with the barbarian leader. Negotiating with him requires that they succeed at an average Presence (Reason) action to convince him to leave with relatively few of their belongings - as the Mayakhur are an independent tribe with no love for Malys and the other Great Dragons, they might prove sympathetic to the heroes' cause. If the heroes succeed at a challenging Presence (Reason) action, Bor and the nomads leave before he realizes that one of their number (Hevar) is missing. Once he sees the guide, however, there is no more negotiation.

Characters

These tribal warriors can serve as models for others the Narrator may care to create for the heroes to meet in Khur; their trip takes them near the lands of the Mikku and the Tondoon tribes.

Bor Tavlik: Human barbarian male adult, belligerent demeanor, Champion. Ag 8C, Dx 6D, En 7D, St 7C, Re 7X, Pe 6B, Sp 4D, Pr 6B, Dmg +7 (scimitar of distinction) or +9 (light lance), Def -6 (chain mail/target shield), also missile weapon (horse bow/+4), acute hearing.

Agra Varran: Human barbarian female adult, calm demeanor, Champion. Ag 7X, Dx 6D, En 8X, St 7D, Re 5D, Pe 7A, Sp 8A (64), Pr 8B, Dmg +2 (dagger), Def 0 (no armor), also missile weapons (horse bow/+4), acute hearing and smell, mysticism (spiritualism, channeling, alteration).

Tigress: Agra Varran in altered form with channeled Physical scores. Ag 16, Dx 6, En 20, St 20, Re 5, Pe 7, Sp 8, Pr 8, Dmg +10 (claws), Def -2 (far).

Thirty Mayakhur horse warriors: Human barbarian adults, aggressive demeanor, Adventurers. Co 5, Ph 6, In 5, Es 4, Dmg +5 (scimitar) or +9 (light lance), Def -5 (leather armor/target shields), also missile weapons (horse bows/+4).

Hevar Tarn: Human barbarian male adult, cunning demeanor, Master. Ag 10X, Dx 8A, En 8D, St 5C, Re 6D, Pe 9A, Sp 7A (49), Pr 6c, Dmg +5 (scimitar), Def -2 (leather), also missile weapons (great bow/+8), acute senses of smell and sight, mysticism (sensitivity, animism, healing).

Outcome

If the heroes manage to prevent Hevar Tarn from becoming victim of Bor Tavlik's great thirst for vengeance, they can continue their journey - and will have made a friend for life, especially if they saved him through battle. The barbarians will pursue them, but only for one day, for as the heroes flee east, they enter the protected lands of Ak-Khurman, whose warriors the Mayakhur have no wish to fight.

Once the heroes exit the area known as the Burning Lands (see poster map), they will be in territory directly under the stewardship of Ak-Khurman. The rest of the trip to that fortified city should be relatively uneventful. However, if they arrive there without Hevar, they will have to answer some difficult questions. The letter they bear from Silver Claw mentions their guide, and Hevar is known to many of the Legionnaires in town who will want to know the details of his death or disappearance.

Scene Two: In Al-Khurman

This scene begins as the heroes arrive at the gates of Ak-Khurman.

Overview

In addition to describing a major seaside town, this scene gives the heroes a chance to capture a Dark Knight spy.

Getting Started

The region of Ak-Khurman is covered in Chapter Three of The Magic Within.

First Impressions

The Narrator will have to alter this passage if Hevar is not with the heroes.

The glittering waters of the Khurman Sea ahead seem to welcome you, though it is a hot breeze that blows from the water. "At last!" Hevar whispers as you approach the stout city gates. "Ak-Khurman!" This fortified town, he goes on to explain, has grown up around an old lighthouse, Khurman Tor. It offers protection to local independent folk when tribes allied with Neraka step up their raiding. It also serves as a hub of Legion activities in the East.

The Story Continues

This section describes the areas of town shown on the map opposite. Heroes can wander the city in this scene if they wish, though Hevar reminds them that he is expected at Legion headquarters.

The City Gates

Set in a twenty-foot high wall, the solid, iron-bound wooden West Gate and East Gate are manned by three Legionnaires on either side, with three more on the wall above, as well as other wall patrols.

The Legion is concerned about the threat of Dark Knight spies and saboteurs entering the city. Known visitors or those carrying credentials (like the heroes' letter from Silver Claw) are passed through immediately but ordered to check very heavy weapons with the guards. Belligerent heroes are held in the gatehouse until a ranking officer arrives to interrogate them.

Residences and Businesses

Most of the buildings in Ak-Khurman are constructed from rock, as trees are scarce here. Although they stand close together on cramped, dusty streets, many residences are fairly large, with enough rooms and beds in each so that six people could live there comfortably. The town is not that crowded yet, but the Legion knows that a major offensive by the Khur tribe and their allies against the local independent peoples will spur sudden growth. It is best to be ready.

The businesses here cater primarily to seafaring and warrior types. Others, such as butchers and bakers, provide no-frills, basic services. Adventurers and explorers can be outfitted here, and common folk will find what they need to live. However, those used to royal treatment find Ak-Khurman lacking.

Legionnaires patrol the streets singly during the day and in pairs at night.

Legion Headquarters

A small fortress stands just off the eastern waterfront. An open plaza surrounds the Legion headquarters where, on most days, members of the Order conduct weapons practice. A garrison of two hundred Legionnaires lives here, as does cell leader Kenat Three-Lives and his second, Lionel uth Dartan.

The entrances are guarded, but heroes in the company of Hevar Tarn or carrying a letter of introduction are admitted to see local Legion leaders. Kenat, a desert barbarian and ranking Legionnaire in Ak-Khurman, meets the heroes in a small conference room. Lionel is clearly of Solamnian heritage. If a hero should press him for details on his background, he admits, his back stiffening, that he was drummed out of the Knighthood for cowardice and that he has joined the Legion in an effort to regain his lost honor. Lionel will not discuss the details of the incident.

Kenat asks about the heroes' mission, then promises his support to help them get to Dimernesti. He will ready the Narwhal for them, a small cog the Legion frequently uses for special missions. He does caution the heroes that he has received reports of Dark Knight ships in the Bay ofBalifor to the south.

During this conversation, perceptive heroes may note a shadow moving behind a curtain: Someone has been eavesdropping. Should they move to intercept the figure, they take him by surprise. He was no longer paying attention to the conversation in the room, but was in the process of releasing a carrier pigeon out a window. Despite the heroes' efforts, the bird gets away.

The eavesdropper, who identifies himself only as Wort, immediately surrenders. At even the slightest hint of violence, he begs for his life and confesses to being a Dark Knight spy. He claims he was forced into this duty, because the Knights have his family hostage. The pigeon he released is headed to the Dark Knight fleet, which is coming to attack, with the goal of halting the heroes' mission. Wort does not know how the Knights knew to expect the heroes, only that he was to watch for them and alert the fleet as soon as they met with Kenat or Lionel.

Kenat thanks the heroes for noticing the wretch. He offers his hospitality while their ship is prepared for departure and orders Lionel to organize the cell's fleet for deployment.

Market District

The dusty local marketplace bustles with activity and rings with the cries of barbarian vendors and foreign merchants. Traders bring newly arrived stock up from the docks, and local folk operate out of rude stalls and tents to sell their wares to passers-by.

The Docks

As in most Krynnish port towns, Ak- Khurman's waterfront features warehouses and docks for mooring ships of varying sizes. The port here can accommodate galleons and other deep seafaring vessels, but the approach is treacherous, due to the dangerous shoals surrounding the peninsula. Vessels that stray from the narrow approach to the docks do so at their own peril. Khurman Tor, the lighthouse that commands the inland skyline, was built long ago to warn approaching ships of the treacherous surrounding waters.

The Narwhal is docked here, along with a dozen other sailing ships. The Legion's favored vessel takes her name from her unicorn figurehead with an unusually long - and sharp - textured bowsprit (a spar extending from the bow, to which rigging lines are tied). The captains who put into port at Ak- Khurman are brave, rough merchants. Their crews are either busy with routine work, offloading cargo, or lounging in waterfront taverns.

Atmosphere

This bustling port looks and feels much like Cairo as depicted in Raiders of the Lost Ark. It's one of the more cosmopolitan places in the lands of the Khur - though that's not saying much. A constant feeling of tension hangs in the air, for locals know they live only through the good graces of Malys.

Actions

During their conversation with Kenat at Legion headquarters, heroes can attempt challenging Perception actions to notice the eavesdropper. The hero who dreamed of the dog barking at the curtain in Act One can make a challenging Reason action to recall the dream and interpret it in this context. However, the heroes are too late to stop him from releasing the carrier pigeon. Any attempt to shoot it down or otherwise hinder its flight should fail (they lose it in a flock of other birds). It is key to the story that the pigeon get away.

Any mystic hero with sensitivity can determine, after an easy Spirit (Presence) action, that the prisoner is lying about being forced to eavesdrop. This well-paid spy serves the Dark Knights willingly but concocted a sympathetic story in the hopes of avoiding torture at the hands of his enemies.

Finally, a hero who dreamed of a sea unicorn in Act One can attempt a challenging Reason action to figure out its meaning, when he sights the Narwhal.

Characters

The heroes may interact with the following characters during their stay.

Legionnaires: Humans and half-elves of varied age and demeanor, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +7 (long swords), Def -6 (chain mail/ target shields).

Locals: Human barbarians and half-elves of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 4, Es 5, Dmg 0 (unarmed), Def 0 (common clothing).

Kenat Three-Lives: Human barbarian adult male, dedicated demeanor, Champion. Ag 7C, Dx 7A, En 8C, St 8B, Re 7C, Pe 8C, Sp 7C, Pr 6A, Dmg +6 (battle axe), Def -6 (chain mail/target shield), also missile weapons (great bow/+8).

Lionel uth Dartan: Human adult male, distant demeanor, Champion. Ag 7A, Dx 7C, En 8C, St 8A, Re 7C, Pe 8C, Sp 9C, Pr 6B, Dmg +8 (two-handed sword), Def -5 (plate mail).

Wort: Human middle-aged male, cowardly demeanor, Novice. Co 5, Ph 3, In 6, Es 4, Dmg +2 (dagger), Def -2 (leather).

Captains: Humans of varied age and demeanor, Adventurers. Co 6, Ph 7, In 7, Es 6, Dmg +5 (sabres), Def -2 (leather).

Sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Outcome

After completing their talk with Kenat and seeing u much of town as they care to, the heroes move on to Scene Three.


An Alternate Route

After their visions at the Grandfather tree (Act One, Scene Two), the heroes may disregard their guide's advice and take a southerly route toward the sea. Hevar grudgingly accompanies them, reminding them again of the dangers of the journey across the eastern Plains of Dust.

Instead of heading toward the Pashin Gap via the City of Morning Dew and Sable's swamp, the heroes may take the King's Road east across Splendor's realm, then head southeast toward the Missing City. Narrators can modify the scenes in Acts One and Two as follows to handle this alternate route.

Splendor's Realm

The trek from the Grandfather tree toward the King's Road takes the heroes dangerously dose to the realm of Thunder. The blue dragon, believing that his brass nemesis covets his territory, has been launching unexpected forays into her realm to stave off her supposed aggression. The Narrator can adapt the events of "Friend or Foe?" to the drier, more barren Plains of Dust. The scene will be more straightforward, however, as Sloss would become a minion of Thunder instead of a mutant rebel.

The heroes make good time along the high road through Splendor's barren realm. Along the distant eastern horizon they can see a strip of green - the Silvanesti Forest. The events of "Hevar's Secret" can take place along the high road (the Mayakhur tribe becoming native to the Plains of Dust), and "The Slow Death" can take place after the group has left the road and is traveling near the Silvanesti Shield.

The Mirage

As the heroes approach the small port known as Missing City on the southeastern coast of the Plains, they spy the phenomenon that gave the town its name: a shimmering vision of a city, which vacillates between opaque and semitransparent. The flickering but permanent mirage is of unknown origin and should fill the heroes with wonder.

Traveling through this strange site is disorienting. The illusion of a city is complete: walls, buildings, streets, trees - even people and animals wandering the streets. None of these images take notice of the heroes, but they otherwise behave like real people. No matter how long the group stays in the phantom city, no element of the illusion repeats itself, save for the ebb and flow of activity that comes with night and day. The place feels like a true city - one that doesn't quite exist in the real world.

The Missing City

A Legion-sponsored port settlement, the Missing City has the air of a frontier town. It has grown from the ruins of an older port that once existed here, the elven city of Gal Tra'kalas, built to facilitate trade between Istar and the Silvanesti. It was sacked by Istaran legions in the final years before the first Cataclysm, though, and the shattered ruins of stone buildings surround the newer settlement. The wall around the Missing City and most structures within it have been built with stones culled from these ruins. In some cases, builders have arranged the stones to recreate the frescoes from the original buildings, but on others, fragments of Silvanesti art and inscriptions appear haphazardly on walls (often upside down). The only thing that has been built from scratch in Missing City are the docks, for nothing remained of the ancient elven pier. Iyesta herself dredged the harbor to allow even the largest of ships to dock here.

The Narrator may set the events of "In Ak-Khurman" and "Blockade!" in the Missing City with only minor changes. Instead of meeting Kenat Three-Lives, however, the heroes speak with local cell leader Falaius Taneek (desert barbarian middle-aged male, tough demeanor, Adventurer).


Scene Three: Blockade!

A mass of red sails appears on the horizon as dawn breaks over Ak-Khurman. The Dark Knights are setting up a blockade, and their wicked, dragon-prowed galleys head straight for the harbor.

Overview

As a fleet of Dark Knights attacks Ak-Khurman in this scene, the heroes must flee if they hope to complete their mission. The difficulty of the ensuing sea battle depends on whether the heroes managed to capture the spy the night before. If they did, Lionel uth Dartan has readied the Legion's ships and can engage the enemy fleet effectively to cover the heroes' escape. If not, then two Legion caravels will attempt to escort the heroes' ship to safety, but all three ships will be engaged.

Getting Started

The map of Ak-Khurman from the previous scene might prove helpful in this blockade-running scene, as will the poster map showing the Khurman Sea.

First Impressions

The action begins just after dawn, as a page summons the heroes before Kenat Three-Lives for an urgent meeting.

The halls of the fortress are alive with activity this morning. When the page brings you into Kenat's meeting room, the cell leader and Lionel are fully armed and armored, clearly ready for battle.

"Lockouts spotted red sails on the horizon," says Kenat. "It appears the Knights of Takhisis have chosen this morning to attack. We will have to launch every available ship and engage the Dark Knights on the high sea. I want your band to escape south into the Bay of Balifor. Your mission to Dimernesti is too important to delay."

The Story Continues

If the heroes apprehended Wort the day before, Kenat feels confident of success, for the Legion's ships are ready to launch as soon as the heroes get to the Narwhal.

If the spy went undetected, however, the Legion commanders are presently scrambling to get their ships ready. However, the heroes' craft and two caravels have been given priority, and the crews are ready to launch as soon as the heroes reach the docks. The caravel captains have orders to escort the heroes through the Dark Knight blockade and ensure their escape, even at the expense of their own ships and crews. Lionel commands the escort ships.

Hevar bids farewell to the heroes at the fortress. He must remain behind in Ak-Khurman to help his comrades, for the barbarian would prove far more valuable in town, should the Dark Knights manage to land troops.

All of Ak-Khurman buzzes with activity. Ships are being readied, ballistas moved into position, and homes being fortified. Lionel uth Dartan walks you to your cog, seeming even more withdrawn than usual. The crew on board the Narwhal is silent, clearly tense over the need to sail right into danger.

Whether the heroes' craft launches as part of a fleet or simply as one of three fast sailing vessels, the wall of red sails spread across the horizon should make their hearts sink into their stomachs as the Narwhal casts off.

The wind is strong in their sails, and the Narwhal and the two caravels shoot across the waves. Immediately, two galleys separate from the oncoming wall of red sails and cut east as they pick up speed. Clearly, the Dark Knight commander wants no craft to escape Ak-Khurman. A third, larger galley follows the two lead vessels more slowly.

Assuming the heroes caught Wort the spy the previous day, the Legion has put enough ships to sea to prevent any real Dark Knight interference with the Narwhal's rapid departure east and south. If they did not catch him, however, the Dark Knight attack slows their craft until one of the pursuing ships catches up with them. The Narwhal is boarded, although efforts from the heroes and crew can keep too many boarders from getting onto the deck.

The Battle

Lionel's caravel signals the Narwhal's captain, Lothar Claes, ordering him to catch the wind blowing off the land and sail southeast at top speed, skirting the shoals. Then his caravel banks to port, the other to starboard, and they turn to engage the enemy vessels. As they do, the large Dark Knight galley starts hurling large flaming balls of greek fire from on-deck ballistas. The Narrator should make a random draw from the Fate Deck to see which ships get hit, if any.

- If the card has a white aura, none of the fiery missiles hit.
- If it has a red aura, one of the two caravels gets hit, while another ball of fire splashes harmlessly into the ocean near the Narwhal.
- If the card has a black aura, the Narwhal sustains a hit. The fiery missile impacts on the aft section of the cog, killing Captain Claes and injuring the navigator.
- If the card drawn is from the Suit of Dragons, two fiery missiles hit the Narwhal - one with the effects described above, while the other sets one of the sails ablaze. In the ensuing chaos, one of the pursuing Dark Knight galleys overtakes the heroes' vessel, barring extraordinary measures on their part. (See "Actions.")

Should the Dark Knights catch up with the heroes' ship, they sail alongside it while crossbowmen pepper the deck with bolts, hoping to send sailors and heroes alike running belowdecks for cover. Their initial boarding party consists of fifteen Knights, who rappel down the sides of their larger ship onto the deck of the heroes' small cog. The Narwhal's navigator and helmsman, who survived the fiery attack, think to swiftly steer the ship away (if no hero thinks to order it).

The heroes and sailors should be able to defeat fifteen Dark Knights. Any hero on deck finds himself engaged by a Knight. The sailors defeat three Knights every three combat minutes.

Heroes keeping an eye on events around their vessel witness a surprising sight: An enormous dark form swoops down from the sky - a shadow dragon! The wyrm skims the surface of the water, heading straight toward the Dark Knight galley that dropped the boarders, even as the vessel was drawing close again. As the terrified Knights on board scramble to bring the ship hard to port, the dragon zooms in, nearly shaving off the galley's masts before streaking toward the horizon.

Lionel seizes the opportunity to engage the galley in a boarding action of his own, even though the Legionnaires are outnumbered three to one. Lionel looks down upon the heroes' ship. Over the noise of battle, his voice booms to the heroes: "Get the Narwhal to safety, my friends! Do not jeopardize your mission! We'll keep these Nerakese dogs off your tail! Never fear!" Then he joins his boarders on the Dark Knight vessel. He disappears from view, engaging a Dark Knight as bravely as any Solamnic Knight.

It should seem clear to the heroes that they must simply flee the scene. If they want to assist Lionel and his warriors, spellcasters might be able to help.

Atmosphere

Early in this scene, the atmosphere is one of hectic activity. When the heroes board the Narwhal, the crew seems nervous, clearly expecting the worst of this voyage. Further, the sailors should appear somewhat unsavory - a rough bunch, perhaps even pirates.

Once the sea battle starts, the Narrator should make the players feel like an epic engagement is about to take place. They will know that, when dawn breaks the following day, either Ak-Khurman ) will be reduced to a smoking ruin, or the Dark Knight fleet will be nothing more than shattered hulks on the sea floor.

Actions

At the beginning of the battle, the hero who dreamed of the rising sun in Act One can attempt a challenging Reason action to realize its meaning: The Narwhal must head due east, not southeast as ordered; even though it would lose the wind in doing so, it would stay out of the reach of the Dark Knight galley.

Mariners, river pirates, or other heroes with sea-related roles can help the crew sail the ship with an average action based on the appropriate ability - Strength, Agility, or Reason, depending on what niche the hero fills on board.

When the Dark Knight galleys initiate pursuit of the Narwhal, spellcasting heroes can slow them by using aeromancy (changing the direction of the wind in their sails), combining cryomancy and hydromancy (to cause icebergs to form in front of their ship), or applying hydromancy alone (to raise large waves to slow them). Other heroes with shipboard knowledge can help the sailors trim the sails and perform other actions that might speed the Narwhal. However, any heroes near the wheel if and when the fireball hits must make challenging Endurance actions or suffer 5 damage points each.

Should the Dark Knights board the Narwhal, combat proceeds according to the rules in FIFTH AGE boxed set.

Sorcerers can conceivably help Lionel's men by using electromancy or pyromancy to attack the Dark Knights or cause confusion and panic in their ranks. However, any sorcerer who summons himself or others to the deck of the Dark Knight galley is met with angry shouts from Lionel and other Legionnaires: They are fighting a delaying action so the heroes can make good their escape. Anything a hero does to delay the escape of the Narwhal or to endanger the heroes further is considered sabotage, not help.

Characters

A few new characters join the familiar ones in this naval battle scene.

Kenat Three-Lives: Human barbarian adult male, dedicated demeanor, Champion. Ag 7C, Dx 7A, En 8C, St 8B, Re 7C, Pe 8C, Sp 7C, Pr 6A, Dmg +6 (battle axe), Def -6 (chain mail/target shield), also missile weapons (great bow/+8).

Lionel uth Dartan: Human adult male, distant demeanor, Champion. Ag 7A, Dx 7C, En 8C, St 8A, Re 7C, Pe 8C, Sp 9C, Pr 6B, Dmg +8 (two-handed sword), Def -5 (plate mail).

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Fifteen Dark Knights: Humans of varied age, violent demeanors, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-handed swords), Def -5 (plate mail).

Outcome

This scene's finale should leave the heroes with a firm sense of the importance of their mission, as well as a feeling of duty and obligation to fulfill it: Countless men and women are giving their lives to see that they succeed. The story continues in Act Three.

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