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Act Two: Get the Gauntlet!

Scene One: Trenna's Offer

After the celebration in Scene Seven on Act One, Trenna asks the heroes to accompany her to the Tower of High Sorcery at Wayreth.

Overview

Trenna doesn't tell the heroes the exact truth about herself, but explains that she seeks to have a curse removed.

Getting Started

The Narrator should study Trenna's story in Chapter One before playing this scene. In addition, the Narrator might review Chapter Three, in case the subject of Tests of High Sorcery arises.

The scene takes place at the site of the villagers' celebration on the following morning.

First Impressions

The heroes awake feeling a bit groggy, plagued with aches and pains from the exertions of the previous day.

Those who celebrated a little too heartily the night before can add light heads and wooden tongues to their lists of ills.

A number of townsfolk arc up and about before you. A lone man chops firewood outside one cottage, and a team of rowdy youngsters apply themselves to clearing away the debris from last night's festivities.

The villagers have laid out breakfast for you. Trenna - the woman who drew unwanted attention from the young blacksmith last night - is seated already, though she doesn't seem to have touched her food.

The Story Continues

In fact, Trenna seems more interested in speaking with the heroes than in eating her breakfast. There's nothing wrong with the food, it's just that Trenna has very little appetite (This sentient magical artifact does need to eat while in human form, though.)

Trenna would like to know how the heroes came to be in this part of the world and whether they have any important errands to complete. She listens attentively to their reply. If the heroes launch into any detailed stories of their exploits, they soon draw an audience - the kids who've been cleaning the area would rather listen to stories than do their work. If the heroes pay them any attention, the kids beg for more stories and ask for demonstrations of magic or swordplay as well. This sort of thing continues for quite a while until the heroes send the kids packing or one of the villagers appears and sets the kids back to work.

When Trenna has the heroes' attention again, she explains that she is trying the reach the Tower of High Sorcery at Wayreth. She claims to suffer from a curse that makes her ill when she uses magic. "Part of me dies each time I cast a spell," she laments. She hopes the sorcerers at the Tower can help her. She also adds, blushing, that she would very much like to meet the Master of the Tower.

Trenna might reveal any of the following points in response to questions or comments from the heroes:

- The Tower lies many leagues away, but the-trip could be very short nonetheless, as the Tower tends to move around and might actually be closer that it seems.
- The trek to the Tower could be a bit dangerous - that's why Trenna seeks some companions. Dark Knights, banshees, green dragons, and who knows what else lie in wait for vulnerable travelers such as lone women.
- Trenna comes from Sanction and has been journeying for weeks already. She found the matter of the mysteriously appearing Dark Knights (from Act One) interesting enough to delay her only a while.
- If the heroes ask Trenna about the spell she cast in Act One, Scene Five, she just shrugs. "Sorcery is a matter of feeling magic flow through you." she says. "I don't know how I do these things - I just do them. Except now, casting spells makes me ill."
- Trenna says she acquired her curse from an ancient temple she found beneath the city of Sanction. She apparently went some place where she wasn't welcome.
- If the heroes want to hear the tale of Trenna's adventures on her journey, she shrugs again. She took a ship from Sanction to the island of Schallsea, where she met a captain who wanted to sail her back to Sanction again - it seemed he wanted a spellcaster to help fend off dragons. The fellow wouldn't take no for an answer, and eventually she used a spell to "convince" him. She eventually fond another ship to the mainland and wound up here.

Trenna isn't really suffering from a curse, and she didn't come from Sanction (though she did pass through the city). The rest of her tale is true enough.

Regardless of the result of their discussion with Trenna, the heroes are free to remain in the village for a bit, resting and healing their wounds before continuing with the adventure.

Atmosphere

Trenna is insistent but not desperate. If the heroes seem reluctant to help her, she won't try to magically compel them, nor will she offer them wealth or magical rewards. If they refuse, she does wonder aloud what the heroes might have to do that's more important than lending aid to a fellow traveler - and visiting one of the most mysterious sites in Ansalon to boot.

Should the heroes refuse Trenna's request, some of the villagers scowl at them-they expected a little gallantry from the party.

Actions

A hero who can cast spells of any sort might wish to "talk shop" with Trenna. If he succeeds in an average Reason (Presence) action, he notes that Trenna doesn't seem to know much about sorcery at all.

If challenged, Trenna casts a simple (5-point) spell, such as lighting a fire or temporarily turning a fly into a songbird. The effort reduces her sorcery point total to 253 points and causes her to lose 1 point from one ability score of the Narrator's choice. When she loses the point, she seems to age slightly right before the heroes' eyes.

Characters

Though Trenna looks human, she actually is an item of magic - not a living being at all. Mystical spells, including works of sensitivity, reveal nothing about her.

Outcome

From here, the heroes can choose one of two possible paths.

- If they agree to accompany Trenna to the Tower of High Sorcery, the adventure moves on to Scene Two.
- Should they decide not to accompany Trenna, the Narrator may turn to Scene Three.

Scene Two: Gotcha!

If the heroes accept Trenna's offer, they set out together for the Tower. The sorceress seems to know the way.

The group hasn't gone far when a trio of dwarves hails them.

Overview

When the dwarves catch up with the party, they accuse Trenna of stealing a magical gauntlet known as Ventyr from Thoradin's treasury.

Getting Started

The section on dwarves in Chapter Two of the Book of the Fifth Age should help Narrators portray the mountain dwarf characters vividly and effectively. Chapter Two of Dusk or Dawn describes the realm of Thoradin, while Chapter One of this book offers the truth about the artifact the dwarves seek.

The scene takes place in fairly open terrain, plains, rolling hills, or a road.

First Impressions

If the heroes took time to rest after the celebration in Act One, Scene Seven, all their wounds have healed fully.

You've been on the trail tor a week now, and Trenna says many miles still lie between you and the Tower - unless it decides to come and find you. So far, the Tower hasn't shown any signs of rolling out the red carpet.

Something seems to have found you, however. A figure standing on a low rise ahead seems to he waving a scarf or cloak at you. It must see you looking its way, because it begins bouncing up and down and waving all the harder. The figure seems a tad shorter and perhaps a hit broader than a human. As vou sludy it, two similar figures come to join the first one. Now the whole trio seems to he waving at you.

The Story Continues

The three figures are a scouting party from the faraway realm of Thoradin. Although the dwarves regard Ventyr as one of their national treasures, they remain unaware of its power to take human shape. When Ventyr assumed the form of Trenna and was spotted fleeing, the dwarves naturally believed a human woman had stolen the gauntlet.

As the scene begins, the dwarves stand at visual range but want to approach and speak to the heroes. At that distance, they don't even recognize Trenna. When they draw closer, however, the sight of the sorceress excites them. The mystic in the trio casts a quick spell on her (a sensitivity spell to read her mind from near missile range), but it has no apparent effect.

The dwarves quickly explain that they suspect "that woman" (pointing at Trenna) of stealing a very powerful item of magic from them. They wish to search the party's belongings. If the heroes refuse, Trenna encourages them to cooperate but doesn't press the issue.

Should the heroes forbid a search, the dwarves stalk off, muttering angrily.

Assuming the heroes agree to the search, the dwarves find nothing of interest to them. Protesting her innocence, Trenna lets them search her as well; she carries only her staff, a few clothes, some coin, and a few rations.

The dwarves, if asked, tell the heroes that the gauntlet they're seeking has only weak powers but remains a valuable asset nevertheless. This claim brings a snort from Trenna.

While his two companions search,the mystic asks if he can try some more spells. Trenna happily agrees. None of his magic works on Trenna, however, because she's not really alive. The mystic is puzzled by his lack of success, and his two comrades are equally puzzled when they find nothing, though they insist on examining every glove and gauntlet they find on the heroes.

After being searched, Trenna demands that the dwarves present their equipment for her to examine. It's only fair, she points out. After initial protests, the dwarves agree, to Trenna's delight. She invites the heroes to help her search the dwarves' belongings.

When Trenna finishes, the dwarves apologize for their arrogance in presuming her involvement in the theft. They ask the heroes if they can join the group for a while, as a patrol of Dark Knights passed this way recently. Actually they just want to keep an eye on Trenna, in case she has hidden their gauntlet or passed it to one of the heroes when they weren't looking.

Atmosphere

The three dwarves try their best to remain friendly, but still manage to be a little pushy. They act a bit like policemen warning a motorist about a traffic violation, even through they don't intend to issue a ticket.

Trenna acts something like a cat who's just sneaked a quart of cream and gotten away with it - she knows the dwarves don't have a clue to her real identity. She smiles at them warmly and agrees to their requests with an air of superiority.

Actions

If the dwarves allow Trenna to handle their equipment, any hero watching can attempt a challenging Perception action. Success allows the hero to notice a brief flash of light from the maces she examines, then note that the items seem to have lost a little color.

Heroes who help Trenna search the dwarves' equipment can each attempt an average Perception action. Success reveals normal traveling gear and several hidden caches of money. If the action fails, the hero doesn't note the money. In the event of a mishap, the hero breaks or tears some piece of the dwarves' property.

The dwarves aren't looking for a fight in this scene, but they defend themselves if the heroes attack.

Characters

The three dwarves in this scene are part of a larger group pursuing Trenna.

Given the chance to examine the dwarves' possessions, Trenna drains both warriors' enchanted maces of their magical bonuses and regains 8 sorcery points. The dwarves don't notice their loss unless a hero calls their attention to the weapons.

Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).

Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).

Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).

Outcome

The adventure can proceed in one of several manners from this point. I? If the heroes send the dwarves away without letting them search, the Narrator should turn to Scene Six.

- The adventure also moves to Scene Six if the heroes allowed a search but do not let the dwarves join them.
- If the heroes permitted a search and invited the dwarves to accompany them, the story moves to Scene Five.
- The dwarves withdraw upon discovering Trenna's effect on their magical maces, and the adventure continues again with Scene Six.

Scene Three: To Catch a Thief

The heroes, having decided not to accompany Trenna to the Tower of High Sorcery, have been on their own for a few days. They have not traveled far from the site of their recent celebration (Act One, Scene Seven).

Overview

A trio of dwarves from Thoradin - in pursuit of Trenna, whom they consider a thief - cross paths with the heroes as they continue their journey.

Getting Started

The information in the section on the dwarven race from Chapter Two of the Book of the Fifth Age should help Narrators portray the dwarves. Chapter Two of Dusk or Dawn describes the realm of Thoradin, while Chapter One of this book offers the truth about the artifact the dwarves seek.

This scene begins with the heroes moving along a road through fairly rugged terrain. It can take place almost anywhere, as dwarves are combing Ansalon looking for Trenna.

First Impressions

If the heroes took time to rest after the celebration, all their wounds have healed fully.

You're back to your nice, sate, boring walk down a winding country road. So far, the countryside seems clear of Dark Knights and villagers in distress; all you've seen are a few farmers herding their animals along the road.

The travelers who've just rounded the bend up ahead might be more interesting than farmers, though: It's a threesome of armored dwarves walking along at a determined pace right toward you.

The Story Continues

When they get within speaking range, the dwarves greet the heroes and invite them to share a skin of ale and talk a awhile. If the heroes agree, the dwarves lead the heroes back up the road, where the group can sit comfortably on some boulders.

The dwarves explain that they have pursued a thief all the way from Thoradin and ask the heroes whether they have seen her during their travels. (The dwarves do not understand that Trenna and Ventyr are one and the same.) They might reveal any of the following details in response to questions or comments from the heroes:

- The stolen item is one of a pair of gauntlets Grafted from ivory, silver, and jade plates, all carved with intricate symbols. Dwarf smiths crafted it with such skill that anyone wearing it can move his hand as freely as if he were wearing a supple leather glove. The pair of gauntlets comprises a national treasure.
- The thief is a young human woman, they say - perhaps only a few decades old. She's very attractive by human standards, with flowing auburn hair and a slim figure, and seems to have sorcerous abilities.
- The dwarves know through divinations that the thief is in the area somewhere and that she has not discarded or sold the gauntlet - at least, not as of about a week ago.
- They confess that they are at least as curious to find out how the thief got into Thoradin as they are interested in recovering the gauntlet.

If the heroes tell the dwarves about Trenna, they become excited. They can't be sure Trenna is the thief, but she certainly fits the description. If the heroes tell the dwarves that Trenna claims to have come from Sanction and traveled to this area via Schallsea, the dwarves slap their knees, exclaiming that she must be the culprit. The dwarves quickly offer the heroes a few gems in exchange for helping them track her down. If they actually find the stolen gauntlet, the dwarves promise to give each hero a weapon or shield from Thoradin's armory.

If the heroes remain silent about Trenna, the dwarves seem disappointed and take their leave.

No matter what the heroes say, at some point during the conversation the dwarven mystic. Blunt Oreseeker, takes a sip of ale and shakes his head. "Ale just doesn't taste as good once it's been hauled along the trail for a couple weeks. Mind if I cast a spell to freshen it up a bit?" If the heroes agree, Blunt asks everyone to hold out their cups.

The spell he casts is actually a work of sensitivity magic to determine whether the heroes are telling the truth. If the heroes don't agree to the spell, Blunt claims he's had too much ale anyway and excuses himself. He moves behind a nearby bush, as if he's going to relieve himself, then casts the spell from behind cover.

Atmosphere

The dwarves put themselves on their best behavior but still manage to sound somewhat curt and impatient. Their manner when they question the heroes might remind Narrators of mystery movies, when the police interview potential suspects.

The dwarves' ale tastes fine, perhaps a little flat. The taste doesn't improve a whit after Blunt's spell. If the heroes point this out, the dwarf coughs and admits that he needs to work on that spell a bit.

Actions

The heroes have the normal chance to resist Blunt's sensitivity spell. If any of them fail, the dwarf knows for sure whether they have seen Trenna or not.

Any hero who doubts that Blunt is really trying to improve the ale with his spell can attempt an average Perception (Spirit) action. Success means the hero suspects that Blunt had to work a bit too hard to explain the casting.

Characters

The three dwarves in this scene are part of a larger group pursuing Trenna.

Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).

Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).

Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).

Outcome

From here, the heroes can choose one of several paths.

- If Blunt casts his spell and learns that the heroes withheld information about Trenna, the scenario continues with Scene Six.
- Should the heroes agree to help the dwarves pursue Trenna, the Narrator may turn to Scene Four.
- Perhaps the heroes tell the dwarves about Trenna but don't join them in their search. Refusing yet another chance to embark upon adventure brings them face to face with the green dragon Iclor (if they didn't already meet him in Act One, Scene Six). After the dragon attacks, the Tower might take an interest in the heroes, which would lead them to Scene Seven. (The Tower also might take an interest in them if any of them have Reason codes of "A.")

Scene Four: The Culprits?

The heroes have agreed to accompany the three dwarves in their pursuit of Trenna. In payment for their services, the dwarves have given each hero a gem, which allows a +1 bonus to one future wealth action.

Overview

Trenna has persuaded Barr, the Legionnaire Anson's apprentice, to accompany her to the Tower. Between Trenna's ill health and young Barr's inexperience, the heroes have little difficulty overtaking them on the trail.

Getting Started

The Narrator can refer to the character information on Trenna from Chapter One in playing this scene.

First Impressions

The dwarves set a rapid pace as the group travels back to the village where you last saw Trenna. A quick talk with the townsfolk reveals that your quarry left several days ago with Barr, the apprentice Legionnaire.

After several days on the road, you overtake the pair at dusk. They sit next to a small campfire: Barr dines on a roast bird, his crossbow nearby, while Trenna drinks from a cup. The two don't seem to be aware of you.

The Story Continues

If the heroes wish to question Anson before leaving the village, the Legionnaire tells the group he gave his apprentice leave to accompany Trenna because he felt the lady needed an escort. He also instructed Barr to speak with the Master of the Tower about the lost Dark Knights - he believes the elves they'd been pursuing might have been headed for the Tower. Anson wonders whether the Tower had something to do with the Knights appearing in this area. Finally, the usually affable Legionnaire warns the heroes sternly not to let his apprentice come to any harm.

The party has little difficulty closing in on Trenna and Barr. The two don't wish to fight, though the apprentice keeps a weapon unsheathed and tries to look fierce.

Heatedly denying stealing anything from Thoradin, Trenna agrees to be searched. She even tells Barr to spread out his equipment for inspection, too. The dwarves don't find their gauntlet among Trenna's things - or anything else of value, except a few coins. Barr doesn't have the gauntlet either. (Actually, Trenna is the gauntlet, but the dwarves don't know that).

Trenna insists that turnabout is fair play and demands to search the dwarves' possessions. If any heroes searched her belongings, she wants to search their things, too. Should the heroes refuse to be searched, the dwarves also refuse. Trenna gives Barr a kiss on the cheek, then vanishes into thin air. If, on the other hand, the heroes agree to the search, the dwarves reluctantly go along with it. Trenna looks over all the items, comments on the workmanship, then hands everything back to the dwarves, even the heroes' equipment. She invites them to look at it, too.

In any case, the dwarves don't know what to do once they've searched Trenna and Barr's possessions. They suspect Trenna is the thief they've been chasing, but can't imagine what she might have done with the gauntlet.

Though not inclined to fight, the dwarves join right in if the heroes attack Trenna and Barr. Barr does his best to shield the sorceress, who vanishes in the first minute of combat.

Atmosphere

Trenna looks haggard when the scene opens. Travel doesn't seem to agree with her, and the Narrator should make her sound weary. Barr does his gallant best to protect Trenna, though his enthusi- asm exceeds his ability. For their part, the dwarves seem excited at first to find their quarry, but a bit surprised that Trenna agreed to a search.

Actions

No mysticism spell (including one from Blunt Oreseeker) affects Trenna, because she is not a living being.

If Trenna handles any equipment, any hero watching can attempt a challenging Perception action. Success allows the hero to notice a brief flash of light from the item as she touches it, then note that the item seems to have lost a little color.

Heroes who help the dwarves search Trenna's and Barr's equipment can each attempt an average Perception action. Success reveals normal traveling gear and several hidden caches of money. If the action fails, the hero doesn't notice the money. In the event of a mishap, the hero breaks or tears some piece of Barr's property.

Should Trenna choose to escape, she uses a spell with an instantaneous invocation time. The only way the heroes can stop her is to close to personal range and grab her with a successful personal range attack.

The Battle

Trenna and Barr are at far missile range when the group sees them. The pair doesn't wish to fight or escape (at least not right away), so the heroes can automatically close to melee range. As the dwarves don't want Trenna hurt, the only long-range attack they will allow is a mentalism spell designed to immobilize the pair.

In a fight, Barr returns fire if attacked with missiles. If attacked in melee, he chooses total defense (makes no counterattack, doubles his Endurance score for the purpose of resisting attack). Trenna attempts no missile attacks and uses a summoning spell to escape if exposed to a melee attack.

Characters

Assuming Trenna handled the group's equipment, she drains the dwarves' two maces of their magical bonuses and regains 8 sorcery points. If the heroes threatened her or hurt Barr, she drains their most powerful item of magic, too. The dwarves don't notice their loss unless a hero calls attention to the weapons.

Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re 8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).

Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).

Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).

Outcome

The story might proceed in one of several ways from this point.

- Should the dwarves catch Trenna draining their items (thanks to the heroes), they attack, but she flees via a spell. The dwarves then take leave of the heroes to report the incident, and the story moves to Scene Seven.
- If Trenna drained some items and nobody noticed or said anything, the Narrator turns to Scene Five.
- If the heroes don't let Trenna search them, or if they try to capture her, she attempts an escape spell. Play then proceeds to Scene Seven.

Scene Five: The Morning After

The heroes' attempt to help the dwarves recover their stolen gauntlet from Trenna has failed. The dwarves searched Trenna's gear and found nothing. Stumped, they decided to make camp and sleep on the problem. Trenna had no objection to the dwarves' company, and the whole group has passed the night together.

Overview

Trenna awakens the next morning much refreshed and looking much younger and healthier. After draining two of the dwarves' items of magic, she has gained a point of Endurance.

Meanwhile, the dwarves awaken to find their arcane items nonfunctional and are fit to be tied. If Trenna also drained one of the heroes' magical items in Scene Four, she has regained even more sorcery points and possibly more ability points, too.

Getting Started

The Narrator should refer to Trenna's description in Chapter One to determine how many points Trenna gained from draining additional items.

The scene takes place wherever the party decided to camp, probably not far from the spot where they all met up in the previous scene (Scene Two or Four).

First Impressions

You awaken to a beautiful morning. A few low clouds roll across the sky on a steady breeze, the sun shines brightly, and the wind feels warm on your face. The fine weather seem to agree with Trenna as well - you'd swear the lady has grown several years younger overnight. Her skin seems smoother and her hair less gray.

Your dwarf companions seem a bit edgy this morning. The mystic, Blunt, greets you with a curt nod and holds up a mace lie's borrowed from one (if his fellows. "Our weapons seem to have fared badly during the night," he says. "How is your stuff?"

The mace he holds seems serviceable hut a hit discolored and pitted - hardly an example of dwarven workmanship.

The Story Continues

The dwarves have no idea how it might have happened, but they think their weapons have lost their enchantments.

The heroes' belongings seem fine, except for the item Trenna may have drained in Scene Four; it would also appear discolored and pitted, as though it had lain neglected for years.

The dwarves point accusing fingers at Trenna. "You did this!" they exclaim.

"Come now," Trenna retorts. "Did I steal your precious gauntlet, too?"

The dwarves demand that the heroes assist them in capturing Trenna, who has certainly begun looking even more like the thief they've been pursuing. "Probably a magical disguise that's wearing offl" says Blunt.

Trenna spreads her arms and proclaims her innocence. "I'm no thief." she says with a laugh.

The dwarves reply by once again demanding that the heroes help them capture Trenna.

Atmosphere

Trenna seems exceedingly cheerful during this scene. She casually tosses aside any accusations leveled against her, especially if they come from the dwarves. For example, if someone suggests she damaged the dwarves' items of magic, she laughs and says no sorceress on Krynn could do such a thing. (Perhaps, but then again, she's no sorceress.) She never actually tells a lie, though she doesn't mind misleading others.

Actions

A simple divination spell with a difficulty of 3 points before adjustment for range and invocation time is sufficient to confirm that a drained item is indeed no longer magical. Checking the whole party's items all at once requires a more difficult spell (see Book of the Fifth Age, Chapter Five.)

Another simple divination can reveal that Trenna is under some kind of magical effect (should anyone think to cast one on an apparently living woman). A spell with a difficulty of 6 points before range and invocation adjustments reveals evidence of very powerful enchantment sorcery. Trenna suggests that the divination has revealed her curse, which she explained to the heroes in Scene One.

The Battle

If the heroes attack Trenna or otherwise try to capture her, the sorceress goes on the defensive, as described in Scene Four. (So does Barr, if he's present.) Everyone begins within melee range unless a hero specifically noted that he spent the night sleeping away from the rest of the group or if one party withdraws for a private conference.

The dwarves will not initiate a fight with the heroes but will defend themselves if attacked. If Barr is involved in this scene, he returns fire after being attacked with missiles. After suffering a melee attack, he chooses total defense (makes no counterattack, doubles his Endurance score for the purpose of resisting attack). Trenna attempts no missile attacks and uses summoning to escape if exposed to melee attacks.

Characters

Anson's apprentice, Barr, is present in this scene only if the heroes arrived here from Scene Four. He still feels obligated to protect Trenna, though he's not sure from what.

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).

Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).

Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).

Outcome

- If the heroes refuse to help the dwarves capture Trenna, the three slink away, muttering. Noting that she and the heroes seem to have been reunited, the sorceress renews her invitation for them to accompany her to the Tower. The Narrator should turn to Scene Six whether the heroes accept or not.
- Should the heroes agree to help capture Trenna, she probably flees via a summoning spell. Regardless of whether she escapes, the adventure proceeds to Scene Seven.

Scene Six: Dwarf Attack

The dwarves have not yet recovered their stolen gauntlet - and they blame the heroes for their failure.

Overview

Lying in wait atop a rocky slope, the dwarves have gathered reinforcements and plan to roll a boulder onto the group and start a barrage of spells and missiles.

Getting Started

Before proceeding with this straightforward fight scene, Narrators should review the rules for combat, surprise, and changing the encounter range in the Book of the Fifth Age, Chapter Four.

Game information on Trenna appears in Chapter One of this book.

First Impressions

Narrators may modify the text below to fit the heroes' current destination.

Rocky hills surround you as you press on toward the Tower of High Sorcery. Though the hills around you rise higher than any you've seen so far on this trip, the going is fairly easy as you traverse the valleys between them. You're beginning to sec more trees. Could this be the Forest of Wayreth at last? Trenna says no. Oh, well.

The Story Continues

If the heroes feel uncomfortable in the valleys described in the text above, they can march over the hills instead. This kind of traveling makes for rough going, however, and they may suffer an accident (see the "Actions" section).

In addition, the dwarves are much more likely to surprise heroes seeking a higher elevation, for two reasons:

- A hero climbing a hillside is easier to see than one hidden in a valley.
- Clawing one's way up a slope occupies a hero's full attention, leaving little time to maintain a lockout.

In either case, the dwarves attack after the heroes have been marching through the hills for three days.

Atmosphere

Narrators should emphasize the sheer effort the heroes must make to traverse this area, describing the tall hills that jut high above the heroes. If the group climbs out of the valleys, the heroes must use both their arms and legs to cross the hillsides, remaining ever vigilant of occasional rockfalls. One little slip could be disastrous, and the players should feel the pressure every minute.

Actions

If the heroes decide to move along the hilltops, their leader must attempt an average Perception action each day for three days. If the action fails, the Narrator should ask each player to place one card from his Hand of Fate face up on the table. (The Narrator may draw one card from the Fate Deck for Trenna.)

A card with a white aura allows the hero to escape harm. But if the card has a red or black aura, he suffers an accident: He takes a tumble, is struck by a falling rock, or meets some other misfortune. The accident costs him a number of damage points equal to the card's value. If anyone suffers a wounding mishap in an accident (see Book of the Fifth Age, Chapter Four), the ability penalties apply for the rest of the scene.

The Battle

The battle opens at far missile range. To begin their attack, the dwarves shove a large boulder down on the heroes. Because of the range, the rock takes a minute to arrive.

The heroes have the normal chance to avoid surprise if they are marching through the valleys. If players specifically state the heroes scan the hilltops for potential ambushes, the attempt becomes automatic trump. For heroes trying to move along the hilltops, the attempt to avoid surprise is not trump, even if one of them was keeping a special lockout or has a racial or role advantage that normally provides a trump bonus for surprise.

Surprised heroes cannot avoid the boulder.

A group that hears the rock approaching can try to move out of the way by opening the range (opposed by the dwarves' Coordination score of 6), either as a group or as individuals. Success means they got out of the boul- der's path. Note that heroes cannot cast spells or launch attacks while trying to change range.

If the heroes fail to avoid the boulder, or if they don't try to avoid it, the boulder crashes among them after a minute's roll. Each hero must succeed at a challenging Agility action or be struck as the boulder sweeps through the group, along with the dozens of smaller rocks it has dislodged. Failure results in 10 damage points to the hero (defense ratings do not apply). If a hero suffers a mishap, he is knocked down, stunned, for one minute.

After launching the boulder, two dwarf warriors fire their crossbows at the heroes but avoid shooting at Trenna. Two mystics cast mentalism spells. One mystic targets Trenna, but the spells fails (because she's immune to mysticism). The other picks out a likely target from the heroes. If this spell succeeds, the afflicted hero sits down and does nothing for five minutes. The mystics spend one minute invoking. Each spell consumes 27 mysticism points; as each mystic has only 64 points, they attempt these spells only twice each. Afterward, they either heal their wounded comrades or fire their bows at the heroes.

During the battle, attempts to close range carry a -3 action penalty because the heroes must move uphill.

Characters

The dwarf attackers include three warriors and two mystics. If Saiph Rockbreaker, Shanidar Thaneguard, and Blunt Oreseeker survived this act's earlier scenes, they form part of the attacking party; otherwise, new dwarves replace them in this scene. Barr also may be present.

Three warriors: Daewar adults, fierce demeanors, Adventurers, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weap- ons (crossbow/+5).

Two mystics: Daewar adult males, confident demeanors, Adventurers, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

This scene has a number of possible outcomes, all of which advance the adventure to Scene Seven:

- If the heroes seem in real danger of being beaten by the dwarves, Trenna uses a summoning spell to whisk them all to safety.
- The heroes may defeat the dwarves.
- Should the heroes capture and question any dwarves, the prisoners call them thieves and offer them only the information from Scene Three. The heroes can leave them behind or take them along as they proceed to the next scene.
- If the dwarves capture the heroes and Trenna can't engineer their escape, she surrenders. The dwarves render first aid to the heroes and search their belongings. They don't find whatever they're looking for. The victors intend to march their prisoners all the way back to Thoradin, but the Tower intervenes.

Scene Seven: Wipe Your Feet

The heroes are about to enter Wayreth Forest, and the copper dragon Clang is there to meet them.

Overview

Clang decides that a prank should be the first order of business. She uses several geomancy spells to literally bog down the heroes.

Getting Started

Assuming the dwarves captured the heroes in Scene Six, they have confiscated all weapons, shields, and items of magic. They intend to take the heroes back to Thoradin, but wind up in the forest of Wayreth instead, which makes for some angry and confused dwarves.

If Trenna had to cast a summoning spell to extricate the heroes from Scene Six, she has expended 21 sorcery points and lost at least 4 ability score points in the process (as explained in Chapter One). The Narrator must choose which attributes to reduce, but the loss makes Trenna look quite old and unhealthy.

First Impressions

Before you, a forest of hardwood trees spreads as far as you can sec. As the woods thicken, you spot a large sign hanging on a tree. It reads: "Welcome to Wayreth Forest. Wipe your feet before entering. This means YOU!"

The Story Continues

The sign appears courtesy of a mentalism spell from Clang, which produces a hallucination the whole party can see - except Trenna. Even heroes who cannot read or have poor eyesight understand the sign's message.

Those who don't comply with the sign's order find themselves leaving huge, muddy footprints behind whenever they move. Eventually, they start sinking into a pit of quicksand. When they try to leap out, the ground where they land turns to quicksand, too. Finally the whole group becomes mired. As the heroes struggle to free themselves, a huge mound of mud builds in their midst and bursts like a bubble, scattering the group and covering everyone with wet sludge.

If the heroes comply with the sign's request - by wiping their feet on the ground, removing their shoes and trying to clean them, or the like - every move they make causes a pool of mud to spread beneath them. Eventually, they also become mired in quicksand and separated by a bursting bubble.

In either case, by the time the heroes drag themselves free, they have lost most of the characters accompanying them; Barr and the dwarves have disappeared, leaving only Trenna. If Trenna and the heroes had separated, she rejoins the group now, looking as muddy and bedraggled as the others.

Once free of the quicksand, the heroes can continue. However, before they have gone even ten paces, they see another sign, and the whole process repeats itself.

Atmosphere

The quicksand proves exceedingly gunky, horrible, and smelly. Narrators should make slurping sounds as the heroes struggle with it, pointing out how squishy it feels between the heroes' toes as it fills their shoes. After the heroes have crawled out of the mud, the whole group smells like a scummy pond.

Actions

Leaping free of the quicksand initially requires an easy Agility action. Succeed or fail, though, the hero finds himself in deeper quicksand. Those who suffer mishaps fall face first in the muck.

After the first minute of actions, the heroes must attempt average Agility actions, with the same results as above.

After the second minute, the mud-bubble forms. Heroes who succeed at challenging Agility actions escape the bubble to dry land. Those who fail sink chest deep, and any who suffer mishaps disappear into the muck.

After the third minute, the quicksand gets no bigger or deeper. Heroes sunk chest-deep must make challenging Endurance actions to get free; help from a hero on dry land gives the action automatic trump. The heroes must jump into the muck to rescue anyone who has sunken out of sight. Finding a submerged hero requires an average Perception action, while getting him out calls for a challenging Strength action. Both actions are trump if two or more heroes cooperate.

The heroes can make as many attempts at escape or rescue as necessary.

Characters

Because she works her sorcery from a safe distance, the copper dragon Clang makes no actual appearance in this scene. The dwarves' game details vary, depending on the characters involved.

Dwarf warriors: Daewar adults, demeanor established earlier, Adventurers, Co 6, Ph 8, In 7, Es 7, Dmg +11 (+7) (mace of distinction {mace}), Def -7 (scale/target), also missile weapons (crossbow/+5).

Dwarf mystic (s): Daewar adult male(s), demeanor established earlier, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysti- cism (sensitivity, healing, mentalism).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

Narrators should repeat the scene until the players just can't stand it anymore or until the heroes stop trying to escape the quicksand when it appears. Then the adventure proceeds to Act Three.

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