Barking Up The Wrong Tree

An Introductory HârnMaster Adventure

By Michael Johns and Cassandra Hocutt

Introduction (read to players)

All of you have heard the story of the beast that lurks in darkness. It is a tale told around the campfires. Many years ago, the Utcin tribe of the Kuboran people were being terrorized by a beast. This beast nearly destroyed the tribe. The people learned to fear the nights of the full moon, and no one would willingly go abroad during those nights. In order to save the tribe from extinction, the tribal shaman, Oorlag, created a talisman to protect the tribe. The Lykosian Talisman was in the shape of a wolf sitting on its haunches. Oorlag performed prayers and rituals for a full month before the talisman was completed.

On the last night of the next full moon (17 Agrazhar), Oorlag and several warriors awaited the coming of the beast. Just after midnight, the beast leapt out of the shadows and ripped the throat from one warrior as the others piled on to hold it down. Oorlag brandished the talisman in front of the beast while the tribal champion, the legendary Zardon, dealt the killing blow with his sword, Mirk Reaver. In order to insure that the beast would never return, Oorlag had the beast's body buried, and a standing stone was placed over the grave with a niche carved in it. Into this niche, Oorlag placed the Talisman. Oorlag then gave orders that, under no circumstances, was the talisman to be removed.

You have all seen the talisman in the standing stone. Some of you still remember Oorlag, and Tarlon now carries Mirk Reaver. Tomorrow night is the anniversary of the slaying of the beast. The Shaman, Quarag, plans to lead the annual tribal visit to the burial sight of the beast to make offerings to Kemlar for the continued safety of the village.

Day #1, Agrazhar 18, 721 TR

Quarag led the tribe to the burial sight early in the evening. When the tribe arrived, they found, to their horror, that the grave had been unearthed, and the standing stone had been knocked over. Within the grave, they saw the mouldering remains of a distinctly human corpse. After a few hours of frantic, futile searching, they realized that the talisman had been stolen. During this time, the tribe found a clue (a distinctive boot print unlike the soles of Kuboran footwear) concerning the adventuring party that stole the talisman. The pattern in the heel was the distinctive mark from the boot of a Thardic legionnaire. The chief ordered everyone back to the village and called for a meeting of the tribal leaders early the next morning. Hrothda also told Marlena to attend the meeting as an advisor on the lands to the south.

During the night, Marlena has a precognitive dream. In her dream, she is being chased through the forest with a full moon rising in the sky. A sudden flashing of claws and teeth rake her, and she awakens, bathed in sweat.

Day #2, Agrazhar 19, 721 TR

At the meeting of the tribal leaders, Quarag announced that he had had a vision. The talisman must be returned to the standing stone before the next full moon, or the beast will return to the village. Hrothda decided to send a group of tribesmen after the talisman. Hrothda selected Tarlon and Murklen -- the two best warriors in the tribe, Marlena and Gaelen who know of the lands to the south, and Narla -- the tribe's best hunter. Hrothda also selected Rafla, who is not the tribe's best trapper, but is competent and trustworthy. When Hrothda asked Quarag to suggest someone as a spiritual leader, Quarag chose Kail. When Marlena was asked if she could think of anyone else who would prove valuable in the cities, she chose Zukar. Hrothda also gives the party horses for their journey. Provisions were packed during the meeting. Some of the elders voiced concerns during the meeting that Hrothda was not sending all of the tribe's best people, but Hrothda reminded them that they would need people to stay behind for the protection of the tribe.

Notes: Everything is prepared and ready to go at noon. If the characters think to ask for funds, they will receive the following furs:

	Type & Number		Highest Value		Lowest Value
	10 Beaver		   15 ea /150		   3.0 ea / 30
	 6 Otter		   12 ea / 72		   2.5 ea / 15
	 4 Ermine		   15 ea / 60		   3.0 ea / 12
	 8 Deer		 	    3 ea / 24		   0.5 ea /  4

The Lykosian Talisman - A fist-sized figurine of a wolf sitting on its haunches with firey red eyes. The figurine is made of solid silver with two small rubies for the eyes. Oorlag the shaman believed the magic he summoned would create a talisman which would enable the beast to be killed and to bind the beast to its burial site to prevent its return. In reality the only magical quality of the Lykosian Talisman is to never tarnish. Monetary value of the Talisman is approximately 1100 sp.


The Lykosian Talisman was taken by a group of adventurers led by Marius of Asarn. Marius is the son of the Coranan mason Jorak of Asarn (See #74, Coranan). Marius is also a knight of the Agrikan fighting order, Demon Pameshlu the Insatiable (See #29, Coranan). Demon Pameshlu is the fighting order of the Order of the Octagonal Pit, which runs the Pamesani Games in Coronan. Marius often uses treasure gained from adventures as tithes to the Order who in turn uses many of them as prizes in the Pamisani Arena. However, this piece struck his fancy and he has added it to an extensive collection on display at his father's estate.

Marius' party includes the following individuals:

Start of Roleplaying

Narla and/or Rafla can use their skills to track the bootprints to the hoofprints of the horses of the adventuring party. The players will have time to travel to the first river that intersects the road on their route.

Notes: Allow party to experiment with their foraging or other skills if they wish. A rusltling in the bushes at night will catch the attention of Gaelen. If he investigates on his own, he will find a skunk -- 35% chance of being sprayed.

Day #3, Agrazhar 20, 721 TR

They should be able to track the horses to the tin mine at Quarien where they will need to make camp for the evening. Or they can decide to continue for as long as there are no branches on the trail. If they choose to continue, they will reach the crossroads around midnight.

Notes: If the party indicates they wish to try tracking by torch light, reduce ML by 50%. In no event will the party catch up to Marius and his group until Coranan. If the party heads north in the darkness, they will encounter some peasants poaching deer. If they head south, they will reach the village of Galven at about 2:00 am. The inn keeper will not take kindly to being awakened at such an hour and will charge an extra 5 pence for the inconvenience.

Day #4, Agrazhar 21, 721 TR

They will need to travel to the crossroads if they camped at the tin mine. At the crossroads, they will have to decide whether to travel north or south by using tracking.

If they travel north, they will lose a minimum of four hours time. At the village of Homaty, they will quickly learn that no Thardic legionnaires have been through the village. Have a woman nearby say with a gap-toothed grin that she has seen no Thardic legionnaires in several months, but the characters should feel free to send any that they find her way, and she will give then a tussle they shan't soon forget. This greatly amuses her rustic companions who reply "Gaawd Marta, you make me want to join the legion."

Notes: Nothing further of use can be learned in Homaty. From this point on, days should be tracked carefully because encounters will cause the travel time to vary. Encounters will be described by location or event. The farthest the party should be able to reach by the end of the day is Geshtei.

Senun Keep

When the party arrives at Senun keep, they will not be able to distinguish one set of tracks from another. Just across the river is the Agrikan chapter house in the village of Cinar.

Rumors at Senun Keep: 1d4

  1. T: Marius Asarn of Coranan was recently seen hereabouts.
  2. F: Them boys up in the hills north of Kovind done found themselves a gold mine.
  3. T: Ol' Slick Sally over at the Boar's Head done caught the pox from one o' those Legionaires what headed south t'other day. Mind yuh, don't tell her I tol'ja.
  4. F: Boris swears up and down that he saw a dragon pick up those two sheep and fly off north with 'em. Course that jug in his right fist didn't have nuthin to do with what Boris seen.
Notes: Marius and his party crossed the bridge and are traveling south along the Gomisen river towards Themeson keep where they plan to turn east. If the party ask all together, they will not find anyone willing to tell them the direction in which Marius went. However, if Gaelen or Marlena ask around on their own, they will find out that Marius' party crossed the river on the bridge. In order to avoid trouble with the chapter house, the group will either need to disguise themselves somehow, sneak across at night, or find someplace to hire a ferry further downstream. Zukar may decide to steal a boat. Once past the chapter house, the party should have little trouble until they reach Themeson.

Lymory Manor

A fortified Manor House and farming village. As the party travels through the village, they witness the hanging of a crippled serf accused of striking the Lord's young son. The man's wife is screeching and begging the Lord for mercy, and the Lord's son appears to be ill.

Notes: This is to demonstrate the willingness of the Lord to harshly dispense justice on his lands while not wasting a viable field hand. If the party decides to get involved with this situation, it will cause them to be hunted, just as they are tracking Marius.

Themeson Keep

Because Themeson is a crossroads, the party will need to do some investigation to discover which way they need to go. The party can see a chandler shop, a hideworker shop, a pottery shop, several food vendors, and the Wobbly Wench tavern on the main street. They can also see a man in the stocks on the side of the street just past the tavern. There are several dirty children playing with sticks in the mud.

Rumors at Themeson Keep: 1d4

  1. T: I telled you I seed that man travelin' with Sir Marius afore. Twas over in Shiran bout seben month back. I seed 'im slip up 'hind dis fella in de Rafter's Inn and give 'im anuther smile from ear to ear. Everbody else 'tended dey din't see nuthin, so I kep my hole shut an got my rusty arse outa dere.
  2. F: Did you hear about that assassin at Tashal who killed the King of Kaldor? Burst into flames he did while making his getaway over the bridge. Some say it was an act of god, but I wouldn't want to guess which one would pull a stunt like that.
  3. T: The pro-republican Consolidation Faction claims they are going to clean up the Hefiosa bandits as well as the Gozyda and Tulwyni barbarians.
  4. F: Heard those Rethemi finally drove those lousy barbarians out of Kustan. Of course it'll take 'em six months to air the place out. (Looks over shoulder and sees party.) Uh, I've got corn, beans, and cows to plant. I'd better get back to work now.
Notes: The party might decide to fight with the locals concerning rumor #4. If they win, they will have fifteen minutes to gather their belongings and leave town before having to deal with the garrison of the local lord. If the garrison becomes involved, the party must pay for damages and will be escorted to the edge of town. Or become hunted as an outlaw band.

Nafid Village

In Nafid the Party will chance upon Chola, a female Kuboran who has been traveling around Tharda for some time. Although Chola is not able to help the party recover the Lykosian Talisman, she will warn them about the Agrikan Chapter House in the village of Ernoll. Chola will recommend that the party go around by way of Indral and rejoin the main road at Sitarny.

Notes: If the party asks about Marius, Chola will let them know that Marius is the son of Jorak, a mason in Coranan. Jorak and one of the Senators of the Thardic Republic are partners in ownership of the Telen quarries. Additionally, Chola will tell the party that Marius has a reputation for adventuring and usually gives a considerable portion of the treasures he collects on his travels to the Temple of Agrik, in Coranan. Taking the route suggested by Chola is the safest, but if the party passes through or sleeps in or near the ruins on the road, they will see some ghosts (no real danger). Should the party disregard Chola's advice, they will be searched by an Agrikan patrol. Unless the party resists, the search will only last ten or fifteen minutes. None of the other villages or keeps will present obstacles or opportunities until the party reaches Geshtei. However, allow the party as much Role-Playing and skill testing as they wish.

Geshtei

As the party enters the village of Geshtei, they will see a very heavy military presence. A couple of polite inquiries will reveal that Geshtei is home to the Gerium Legion, a company of the Cohorts of Gashang (Agrikan) and a company of the Checkered Shield (Laranian). Also evident will be the very busy market in Corthir Square. Marlena is approached by a minstrel, who attempts to engage her in conversation (pick her up).

Rumors in Geshtei: 1d4

  1. T: Sir Marius and his party came through on their way to Coranan for the Pamesani games.
  2. T: There's another pleasure party up at the castle tonight. So what else is new?
  3. F: Before Geshtei surrendered to the Balshans in 564 TR, a large sum of money was hidden by some of the nobles, but because the nobles were killed by the Morgathians, the treasure was never recovered. The treasure is probably hidden somewhere in the building being used by the Courtesans' Guild: hence the name "Portal of Gold."
  4. T: Don't get too deep in your cups when gambling over at the Honey Badger Inn, or you might lose your pants and find yourself poling a barge on the Thard river.
Notes: As long as the party members behave themselves, they will have little trouble in Geshtei. Should Gaelen visit The Honey Badger Inn, he will be recognized and the word will spread that he has been seen, which way he is traveling, and with whom he is traveling. Geshtei will be the first market where the party's furs may be sold for a reasonable price. This is because of the size of the market and its lack of a full time hideworker. If Marlena has a meaningful encounter with the minstrel, have her open the lovecraft skill. Unless the party's Role-Playing initiates something, nothing further of interest will happen until they reach Coranan.

Marlena's Lovecraft SkillBase = 14, OML = 42 (14x3)

Coranan

Note: The soonest that the party should reach Coranan is the evening of Agrazhar 22nd. Coranan is broken down into additional encounters and events.

Impaler's Gate

Twenty feet from the gate, there is a wooden wall with scraps of paper and parchment tacked or nailed to it. This is a board of public notices. On this board can be found a notice that the next Pamesani Games will be on Agrazhar 30th. There are numerous legal notices concerning mundane matters, a few notices concerning mercenary work, and a large ornate poster proclaims that "The Thardic Legion Wants You! See your local Legion recruiter today." The party will need to give the guards at the gate a reason for wanting to enter the city.

Notes: This is the first real opportunity for the characters to learn that reading is not an automatic skill. The most expedient answer for passing the guards is 15 sp and a mention of the Pamesani Games as the reason. If the party mentions that they have been following an influential citizen of Coranan, they will be escorted to a waiting area (a cell), while someone is sent to make inquiries. The runner sent to the Asarn estate will make a few side trips on the way there and back. The runner will not return before the next day. The party will not be searched well, and Gaelen will still have his picks. Their equipment is in the adjoining room, and because they were not going to be there long, a guard was not left to watch them. Should the party escape, they will be forgotten by the guards until they try to leave (assuming they try to leave by the same gate).

Once inside the city, the party will have to locate Marius, determine where the Talisman is, and come up with a plan to retrieve it. Initially, allow the players to explore, but do not let them forget that they are outsiders (people stop and stare, or whisper and point). Because of the unlimited possibilities of character action, the following text will outline the movements and actions of Marius.

Agrazhar 21st

Marius and his party arrive in Coranan at 10:00am and procede to Marius' father's estate (#74A). After a day of cleaning up and relaxation, they spend the evening at the Palace of the Yellow Moon (#106).

Agrazhar 22nd

Marius' party splits up to run their respective errands. Marius, Patrell, and Erlance visit the arena to check on the upcoming games, and Marius makes his tithes. Marius will be in the vicinity of the arena until noon, at which time he and Patrell will go to visit Marius' father's shop (#74). Osric and Utleena will visit the Lia-Kavair headquarters to pay their dues and catch up on guild business. Yourgis will spend the next two days in the Chantry of Arcane Lore (#21) studying some writings he found on the adventure. Garth and Korwis go tavern hopping.

Agrazhar 23rd

Marius spends the first half of the day sizing up potential purchases at the House of Usel the Swift (#107). Utleena is with Marius. Osric is reconnoitering a target for assassination. Garth and Korwis are still hopping (hic). Erlance tends Marius' horse and then spends the rest of the day tending one of the serving girls of the estate.

At approximately 5:00pm, a barge that was leased by Jorak collides with the center support of the Kobar Bridge and capsizes with thousands of silver pieces worth of Telen Marble. Marius will assist his father in organizing recovery operations. Jorak will bring charges against the barge owner for dereliction of duty in order to recuperate the costs of recovery. Recovery operations will occupy Marius for the next two days.

Notes: If the party attempts to locate Marius at his home on this day, it will appear that no one is home. There is a private security service patrolling the street. If persistant, the party may learn of the recovery operations and try to find Marius there. If successful, Marius will be too busy to talk about their problem now, but if the party throws in to help finish the recovery, Marius will get finished faster (and less expensively). There will probably be one or more accidents during recovery operations.

Agarazhar 24th

Marius and his group are still busy (see 23rd). At 11:23am on Tarpamen Street outside the arena complex, a wagon is wrecked and an Aklash escapes. One man is killed and a child is terribly wounded before the Aklash tears open a sewer grate and disappears into the tunnels. The Aklash was to be a prime event for the arena.

Note: If the party is present or even nearby, the commotion will be obvious. It will not be possible for the party to act in time to stop the escape of the aklash. The teamsters and the animal handlers from the arena are arguing and trying to blame each other. The daughter of a wealthy and influential merchant is injured by the Aklash. If the party chooses to assist the child, the merchant will intercede on their behalf, giving the party the option of capturing the Aklash instead of fighting in the arena (this is an opportunity for Rafla and Narla).

Agrazhar 25th

Zukar witnesses a mugging and becomes involved when the victim is hit and falls into Zukar thrusting his sword into Zukar's hand. Unless Marlena already knows about the Chantry, she will learn of it today. Agents of Usel the Swift are looking for Tarlon. Usel has heard of Tarlon's size and wants to talk to him about becoming a gladiator. Marius finishes the recovery operations around 1:00pm and heads home. Osric finds his man (aarhg!). Yourgis has determined that the papers he found are a dissertation on a high level Savoryan spell, and he intends to start researching the spell after checking in with Marius. Murklen is insulted (duck everybody) in a tavern by Garth and Korwis (hic).

Zokar's Sword Skill = 17, OML = 51 (17x3)

Notes: If possible, manuever Zukar into a position where he must use the sword. City guard will arrive within ten minutes. Marlena will see subtle signs around the market which indicate there is a chantry of arcane lore in Coranan. If Marlena goes to the chantry, she will be questioned about her activities and what she has learned while living among the tribesmen. A local alchemist will want to ask her about any rare herbs she may have found during her travels. Usel will make Tarlon an attractive offer to join his gladitorial school as a free agent. Usel will use slave girls during the meeting to entice Tarlon. Murklen will need to roll his psyche to maintain control during the argument/fight. Any other party members may become involved in the brawl if they get too close (or they may choose to). After the fight is over, the city guard will arrive to help determine who gets to pay for the damages (can you say, "the barbarians started it!",?). If the party helped the little girl, the father may pay their damages, but that will be the extent of his gratitude.

Agrazhar 26th

Gaelen is kidnapped by the Lia-Kavair (if possible). Narla is propositioned for a position at the Palace of the Yellow Moon. Murklen is invited to go to the Halean temple by one of the women who saw him fighting yesterday (Pearlima of Bethwys).

Notes: Gaelen will be kidnapped if he can be found alone or with little help nearby. Narla's proposition may be too vague for her to understand at first. Murklen has found a nice church-going girl. The hunt in the sewers may be continuing. Gaelen will have to talk his way out of this one or somehow escape (play by ear).

Agrazhar 27th

If all else fails, Marius will contact the party and offer to meet them at the Palace of Penticles (#22). All of Marius' adventuring group will be present. During the meeting, Marius will notice Marlena's beauty and make a private invitation for dinner at his father's estate.

Notes: Marius will listen to the party's explanation of their problem and express regret at having caused the Utcin tribe such a hardship. Marius is not really paying attention to what is being said. He is too busy appreciating Marlena's beauty and wondering if she looks as good out of those clothes. If Marlena accepts Marius' invitation, he tells her that an escort will arrive at 8:00pm to conduct her safely to his father's estate. During dinner, Marius will be the perfect host. If Marlena relaxes too much, a serving girl will spill a glass of wine and stare at Marius with a horrified expression even though he dismisses the incident as an unfortunate accident. If observant, Marlena may notice shackle scars on the wrists of the girl. At some point in the evening, Marius will show Marlena the house. If she looks, Marlena may spot the Talisman. If Marlena can distract Marius, she may be able to steal the Talisman or at least note its location and the security of the house before leaving.

Give Gaelen an opportunity to escape the Lia-Kavair by having Utleena release him in the hopes that he will help the party finish their business and leave before Marius dumps her. Should Gaelen contact her with a plan to steal the Talisman, she will try to help.

The hunt continues and the Ilvirian priests are trying to help the Aklash escape by spoiling any traps set. An Ilvirian acolyte may be caught in one of the traps.

Agrazhar 28th

Marius invites the party (especially Marlena) to the arena to watch a training session and preparation for the games. The party in the sewers has a close call with something that attacks Terkla of Kmeryne, one of the volunteer helpers. They will hear a scream down a dark tunnel. When they arrive to investigate, they will find Terkla sitting in water up to his neck with a horrified expression on his face. Terkla will not respond. On closer examination or if someone touches him, they will discover that the only thing left of Terkla below the neck is a skeleton with tatters of flesh hanging onto the bones.

Rumours in Coranan

  1. F: I heard that a Aklash was set free by a bunch of them damn Ilvirian rattle pates.
  2. T: The Lia-Kavair are looking for some beggar that killed one of their men over in Golotha. I heard there is a 50sp bounty just for spotting him.
  3. T: Marius Asarn just got back from another adventure in the north. I hear tell he's going to donate some of his booty for prize money at the games. Yep, he's a pious one, he is.
  4. T: Jorak of Asarn is said to be pretty upset about that barge of his that capsized. Dumped a whole load of the Telen Stone right in the River Thard, but at least the slaves didn't drown. Good slaves aren't cheap.
  5. F: The great prophet, Urlon, has spoken! Coranan will be consumed in dragon fires during the month of Morgat. Repent while ye may!
  6. T: It's a good thing Marius got back when he did. His father will need his help organizing the salvage of the barge.

Character Profiles for Barking Up The Wrong Tree

Marlena of Darus

You were born in the city of Aleath, in the kingdom of Kanday. From an early age, you knew you were different from the other children with whom you played. When another child was sick or injured, you felt compelled to help.

One day your closest friend was hit by a runaway cart. As you knelt beside her, you were overcome with grief, for she was terribly injured. Someone rushed to fetch the physician, but you knew he would get there too late. Holding your friend, you felt a warmth spread through your chest and arms; you could feel where the broken ribs had been pushed through her lung. Somehow you were able to shift the rib's position and seal the damaged tissue. When the physician, Norlen of Hirken, arrived, the crowd was standing away from you gesturing and muttering about unnatural events. Norlen, a Fyvrian mage living as a physician in the city, recognized your talent for sorcery. He removed you and your friend from the scene and finished the healing process you had started. Taking you home to your parents, Norlen explained to them what had happened and requested that you become his apprentice as a Fyvrian. After much consideration, your parents agreed.

After your apprenticeship was finished, you travelled for a while and learned a couple of spells from other convocations. During your travels, you heard of a Shaman in the Kubora barbarian tribes who was very talented with natural medicines. After much searching, you located him and determined that he had innate Fyvrian abilities that you did not understand. You have spent the last year and a half observing his abilities and trying to gain the trust of the Kuborans so as to learn from the Shaman. This quest to retrieve their talisman is the opportunity you have been waiting for!

Other party members:

Tarlon: Tribal champion. Easily the largest man you have ever seen. His size alone should help the party avoid trouble. He seems very level headed and steadfast.

Murklen: A sad case. Until he was injured in the head, Murklen was a fine young man. Now, his berserker fury makes him very dangerous. Should we encounter trouble, he will prove invaluable.

Gaelen of Selvos: Saving the life of this young thief from Golotha almost cost you what ground you had gained in earning the trust of the tribe. You are unsure why you convinced the Kuborans to spare him. You hate to see others suffer, but he is a thief. Perhaps, this was a sign from Peoni that he was needed. He is a likable fellow, but you will have to keep your eye on him.

Zukar: When Hrothda asked if there were anyone else in the village you thought might be useful on this quest, Zukar came to mind. He might not be the tribe's greatest warrior, but you have noticed that he is a clever, resourceful man. You hope he lives up to your expectations.

Rafla: Rafla is a good trapper and a competent warrior, but he sure can be a nuisance. His antagonistic attitude toward women in general and Narla in particular make it difficult for you to be nice to him.

Kail: Having the shaman's apprentice along is a stroke of good luck. Perhaps you can find out more concerning the shaman's abilities.

Narla: This woman is the object of much village gossip. She is unique. Women of the tribe are considered second class beings by the men, yet here is a woman who is rumored to be the finest hunter in the village. There must be something to the rumors, or Hrothda would not have sent her on this quest.

HARN CHARACTER PROFILE

NAME: Marlena of Darus
OCCUPATION/STATUS: Shek-Pvar Fyvrian

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Female       STRENGTH: 11
BIRTHDATE: 10 Nuzyael            ENDURANCE: 15
SUNSIGN: Ulandus                 DEXTERITY: 14
BIRTHPLACE: Aleath Kanday          AGILITY: 12
PARENT OCCUPATION: Perfumer          SPEED: 13
SIBLING RANK: 2 of 6              EYESIGHT: 10
ESTRANGEMENT: Favorite             HEARING: 12
CLANHEAD: Father               SMELL/TASTE:  8
                                     TOUCH: 13
MEDICAL                              VOICE: 14
23 Years Old
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 15
HEIGHT: 4' 10"                        AURA: 17
FRAME: Average                        WILL: 13
WEIGHT: 118 lbs                   MORALITY: 17
COMPLEXION: Medium                  PSYCHE: Acrophobia
HAIR COLOR: Black
EYE COLOR: Green                     DEITY: Peoni
COMELINESS: 14/Attractive            PIETY: 14

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......14/57   Awareness......10/47   Healing........16/32
Jumping.......12/48   Intrigue.......15/45   Telepathy......16/32
Stealth.......13/42   Oratory........14/28   Prescience.....16/16
Throwing......12/49   Rhetoric.......14/42
Swimming......13/22   Ritual.........14/22
                      Singing........13/41

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......14/44   Harnic.........13/73   Perfumery......10/10
Staff.........15/54   Lakise.........14/84   Herblore.......15/47
Riding........14/23   Kuboran........14/72   Alchemy........13/31
                                             Cookery........10/30
                                             Physician......14/34
                                             Hideworking....13/37
                                             Foraging.......13/39
SPELLS (Lvl/SB/ML)
Fyvria                          Neutral
Syncope of Shalor....2/17/73    Store................4/06/32
Focus................3/16/48    Attune...............2/08/28
Eye of Perfection....2/17/52
Favrin's Bar.........3/16/67    
Touch of Ptaris......7/12/27

Odivshe                         Peleahn
Yavari's Spoon.......1/11/49    Shere of Shanakar....1/06/19

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Staff           4       11     4/3  4 - -  * -10 lh; -20 rh magic
Hand            -       --     0/3  0 - -    -5 rh
Foot            -       --     1/1  1 - -    -5 rf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 5 / 0.9
Description      Weight  Quality  Coverage
Cloth   Tunic      2.6     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Leather Leggings   6.2     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Vest       3.7     Sup    Sh, Tx, Ab
Leather Shoes      1.0     Avg    Fo

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      0  0  0  0  0  0    Thorax     4  7  5  7  2  6
Eyes       0  0  0  0  0  0    Abdomen    4  7  5  7  2  6
Face       0  0  0  0  0  0    Hips       3  6  4  6  1  5
Neck       0  0  0  0  0  0    Groin      3  6  4  6  1  5
Shoulders  4  7  5  7  2  6    Thighs     3  6  4  6  1  5
Upper Arm  1  2  1  2  0  2    Knees      2  4  3  4  1  3
Elbows     0  0  0  0  0  0    Calves     2  4  3  4  1  3
Forearms   0  0  0  0  0  0    Feet       4  8  6  8  2  6
Hands      0  0  0  0  0  0

Total Weapon Weight =  4       PHYSICAL PENALTY
Total Armour Weight = 13.5     Encumbrance  = 2
      Potions       =   .7     Fatigue      =
Total               = 18.2
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 65      _____________________________
DODGE  (Agility x 5) = 60      _____________________________
INITIATIVE           = 67      _____________________________
FATIGUE RATE         = 1       _____________________________

EQUIPMENT
Weapons and Armour
Staff - Focus

Potions: Berilik (disinfectant) 8 oz
         Kargele (healing drug) 6 doses

Other equipment gathered during play

Tarlon

Although you are not the most experienced warrior in the tribe, you are certainly the largest. In fact, your size is one reason you don't have more experience. When you were growing up, the other youngsters in the tribe were intimidated by your size and tended to let you have your way. As a result, you spent much of your time in solitary practice with weapons. Only your cousin Murklen was not intimidated by your size. He was the only youngster in the village who did not hesitate to disagree with you if he thought you were wrong. For this reason, you have always felt close to him.

Five years ago, you were on a hunt with the chieftain Hrothda and several others when a wild boar charged through the underbrush, catching everyone by surprise. The boar disemboweled the chieftain's champion and was preparing a charge towards Hrothda. Leaping upon the beast, you broke its back after a brief and furious struggle. Since that hunt, you have been the tribal champion.

You might be content except for the calamity that has befallen your cousin Murklen. Murklen was struck in the head by an axe while raiding the Urdu for women and livestock. Since that time, Murklen sometimes loses control during a fight. If there are no more enemy to fight he will attack anyone in sight until his rage has expended itself. You are the only person in the village to whom Murklen will listen during these fits of rage. You have used your position as champion to persuade Hrothda that these fits may pass in time, but it has been almost a year now.

Other party members:

Marlena: A female magician that has been living with the tribe for the last year and a half. She has proven herself skilled at healing. She might be able to help your cousin Murklen, but he will not let her near him.

Murklen: Your cousin and your best friend.

Gaelen of Selvos: You are not sure why Hrothda agreed to let this man live. Not only is he an outsider, but a thief as well. Until the talisman was stolen, you were sure that Hrothda would order his death one day. Now you wonder if Marlena's request to spare him was more than just squeamishness.

Zukar: Why did Marlena ask for Zukar when Hrothda asked if anyone else should go? He's a good enough fellow, but he's just a fisherman.

Rafla: Rafla is a good trapper and a competent warrior, but if he doesn't control his tongue, Narla just might remove it.

Kail: Not only a competent warrior, but a holy man as well.

Narla: Beautiful and deadly with a bow. It's not proper for a woman to be a warrior, but Hrothda says to let her be and that's good enough for you.

HARN CHARACTER PROFILE

NAME: Tarlon
OCCUPATION/STATUS: Warrior

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 19
BIRTHDATE: 3 Agrazhar            ENDURANCE: 16
SUNSIGN: Angberelius             DEXTERITY: 14
BIRTHPLACE: Kubora Tribe           AGILITY: 11
PARENT OCCUPATION: Trapper           SPEED:  9
SIBLING RANK: 2 of 6              EYESIGHT: 10
ESTRANGEMENT: Average              HEARING: 11
CLANHEAD: Father               SMELL/TASTE: 13
                                     TOUCH: 13
MEDICAL                              VOICE: 13
29 Years Old
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 14
HEIGHT: 6' 6"                         AURA: 10
FRAME: Massive                        WILL: 14
WEIGHT: 241 lbs                   MORALITY: 14
COMPLEXION: Medium                  PSYCHE: No Traits
HAIR COLOR: Brown
EYE COLOR: Brown                     DEITY: Kemlar The Guide
COMELINESS: 10/Average               PIETY: 19

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......15/60   Awareness......11/52   None
Jumping.......13/52   Intrigue.......11/37
Stealth.......13/52   Oratory........12/24
Throwing......14/56   Rhetoric.......14/42
Swimming......15/32   Ritual.........13/15
                      Singing........12/36

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......15/45   Kuboran........14/74   Tracking.......11/27
Bastard Sword.20/83                          Survival.......16/48
Spear.........16/64                          Foraging.......12/41
Shortbow......12/36                          Fishing........14/42
Dagger........16/64                          Weather Lore...12/24
Riding........13/13                          Hideworking....13/19
Club..........16/64                          Woodcarving....14/38
Roundshield...16/68

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Bastard Sword   6       12     4/2  5 8 5  * Heavy -10 rh; -20 lh
Spear           6       10     4/2  5 - 9    Heavy -10 rh; -20 lh
Short Bow       3       10     n/a  - - 8  * Heavy
Dagger          1       10     1/1  1 3 5  * Heavy -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 9 / 1.3
Description      Weight  Quality  Coverage
Cloth Tunic        3.8     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Ring Shirt        19.5     Avg    Sh, Ua, Tx, Ab, Hp, Gr
Leather Leggings   9.0     Avg    Hp, Gr, Th, Kn, Cf, Ft
Kurbul Halfhelm    1.4     Avg    Sk
Leather Boots      4.3     Avg    Kn, Cf, Ft

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      5  5  4  4  4  5    Thorax     4  7  4  6  2  6
Eyes       0  0  0  0  0  0    Abdomen    4  7  4  6  2  6
Face       0  0  0  0  0  0    Hips       6 11  7 10  3  9
Neck       0  0  0  0  0  0    Groin      6 11  7 10  3  9
Shoulders  4  7  4  6  2  6    Thighs     3  6  4  6  1  5
Upper Arm  4  7  4  6  2  6    Knees      4  8  6  8  2  6
Elbows     0  0  0  0  0  0    Calves     4  8  6  8  2  6
Forearms   0  0  0  0  0  0    Feet       4  8  6  8  2  6
Hands      0  0  0  0  0  0

Total Weapon Weight = 10       PHYSICAL PENALTY
Total Armour Weight = 38       Encumbrance  = 6
Total               = 48       Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 45      _____________________________
DODGE  (Agility x 5) = 55      _____________________________
INITIATIVE           = 64      _____________________________
FATIGUE RATE         = 3       _____________________________

EQUIPMENT
Weapons and Armour
Mirk Reaver - Magical Bastard Sword
Other equipment gathered during play

Murklen

Up until a year ago, nothing in your life heralded you as different, except your cousin Tarlon. Everyone else seemed to avoid Tarlon when you were growing up, but you never let his size bother you. When Tarlon was wrong, you told him so. The resulting fights gave you much experience as a warrior.

A year ago, you were on a raid for women and livestock when you were struck in the head by the axe of an Urdu warrior. You remember being hit and becoming enraged. You fought as you had never fought before. None could stand before you. When your rage subsided, you learned that you had slain two of your own warriors. You killed them when they tried to stop you from killing the women that you had come to steal.

Your wound has healed, but occasionally the rage resurfaces and you lose control. Only Tarlon can stop you, but it is just a matter of time before his luck runs out. Tarlon has convinced the chieftain, Hrothda, that the fits may pass -- but how much time will it take?

Meanwhile, Hrothda has found a place for you in his retinue. You are not the official champion, but you have fought for him several times in blood feuds with other Kuboran tribes -- the issue at hand being decided by single combat. Generally, other chieftains will accept blood feuds only on the condition that Hrothda will not be using his official champion, the giant Tarlon. Their tactic has not worked well. Several chieftains have learned the hard way that the largest champion is not always the fiercest.

Other party members:

Marlena: A female magician that has been living with the tribe for the last year and a half. Tarlon thinks she might be able to dispel this curse of rage, but what she does is unnatural and could make matters worse.

Tarlon: Your cousin and your best friend.

Gaelen of Selvos: If this man makes one wrong move, he's dead!

Zukar: Why did Marlena ask for Zukar when Hrothda asked if anyone else should go? He's a good enough fellow, but he's just a fisherman.

Rafla: Rafla is a good trapper and a competent warrior, but you wish he would shut up about women and their proper place.

Kail: Not only a competent warrior, but a holy man as well. Maybe if you do well on this quest, Kemlar will help remove your curse.

Narla: Beautiful and deadly with a bow. Although no other woman from the village has ever been a hunter or warrior, it doesn't bother you to see a woman doing a "man's work," as long as she can actually do it.

HARN CHARACTER PROFILE

NAME: Murklen
OCCUPATION/STATUS: Warrior

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 13
BIRTHDATE: 5 Morgat              ENDURANCE: 18
SUNSIGN: Lado                    DEXTERITY: 14
BIRTHPLACE: Kubora Tribe           AGILITY: 15
PARENT OCCUPATION: Ostler            SPEED: 14
SIBLING RANK: 8 of 10             EYESIGHT: 12
ESTRANGEMENT: Popular              HEARING: 10
CLANHEAD: Uncle                SMELL/TASTE: 11
                                     TOUCH: 10
MEDICAL                              VOICE:  9
31 Years Old
Scar on left side
of forehead
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 13
HEIGHT: 5' 9"                         AURA: 12
FRAME: Average                        WILL: 10
WEIGHT: 157 lbs                   MORALITY: 13
COMPLEXION: Medium                  PSYCHE: Violent Temper
HAIR COLOR: Black
EYE COLOR: Grey                      DEITY: Kemlar The Guide
COMELINESS: 12/Average               PIETY: 17

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......14/56   Awareness......11/44   None
Jumping.......14/56   Intrigue.......12/36
Stealth.......12/48   Oratory........11/22
Throwing......13/52   Rhetoric.......11/33
Swimming......18/42   Ritual.........10/10
                      Singing........ 9/27

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......16/79   Kuboran........11/71   Tracking.......11/27
Broad Sword...13/81                          Survival.......13/43
Spear.........14/71                          Foraging.......12/38
Shortbow......12/41                          Fishing........13/39
Dagger........13/76                          Weather Lore...12/24
Riding........13/13                          Hideworking....12/19
Roundshield...16/68                          Horse Craft....11/31


COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Broad Sword     3       12     3/2  3 5 3  * -15 lh
Spear           6       10     4/2  4 - 7    -10 rh; -20 lh
Short Bow       3       10     n/a  - - 6  *
Round Shield    6       11     1/R  2 - -  *
Dagger          1       10     1/1  1 3 5  * -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 6 / 1.0
Description      Weight  Quality  Coverage
Cloth Shirt        2.2     Avg    Sh, Ua, El, Fo, Tx, Ab, Hp, Gr
Leather Tunic      8.6     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Leather Leggings   6.9     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Boots      3.3     Avg    Kn, Cf, Ft

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      0  0  0  0  0  0    Thorax     3  6  4  6  1  5
Eyes       0  0  0  0  0  0    Abdomen    3  6  4  6  1  5
Face       0  0  0  0  0  0    Hips       5 10  7 10  2  8
Neck       0  0  0  0  0  0    Groin      5 10  7 10  2  8
Shoulders  3  6  4  6  1  5    Thighs     4  8  6  8  2  6
Upper Arm  3  6  4  6  1  5    Knees      4  8  6  8  2  6
Elbows     1  2  1  2  0  2    Calves     4  8  6  8  2  6
Forearms   1  2  1  2  0  2    Feet       4  8  6  8  2  6
Hands      0  0  0  0  0  0

Total Weapon Weight = 12       PHYSICAL PENALTY
Total Armour Weight = 21       Encumbrance  = 4
Total               = 33       Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 70      _____________________________
DODGE  (Agility x 5) = 75      _____________________________
INITIATIVE           = 71      _____________________________
FATIGUE RATE         = 2       _____________________________

EQUIPMENT
Weapons and Armour
Other equipment gathered during play

Gaelen of Selvos

You were born in the city of Golotha in Rethem. Your mother was a prostitute who died when you were about eight years old, and you never knew who your father was. From the time of your mother's death, you took care of yourself any way that you could, legitimate or illegitimate. While you were young, you managed to look pitiful enough to catch the attention of a local group of beggars who taught you what you needed to know to survive.

The beggars not only taught you the proper methods of begging, they also taught you how to extract money from the purses of people too hard-hearted to give money to homeless waifs such as yourself. Although this activity supplemented your income nicely, it was a dangerous practice because it infringed upon the province of the Lia-Kavair, the thieves' guild.

This extra activity led to your current problem. You were picking the purse of a traveler new to Golotha when you were noticed by a Lia-Kavair operative. He followed you to a secluded area in order to teach you a lesson, but some fool came to your rescue and killed the man, causing the Lia-Kavair to put a price on your head for something you didn't do. Because of this, you fled Golotha and have been hiding in the wilderness hoping to return to old haunts when the excitement has died down.

In the wilderness, you came across a hunting party of Kuboran tribesmen. You thought it was the end, but a woman named Marlena talked the tribesmen into sparing your life. For the past couple of months, you have been having a fairly easy time of it living with the Kuborans. All things considered, it could have been much worse.

Marlena turned out to be an extraordinary woman. Not only did she convince the Kuborans to spare you, but you have seen her do things that only a sorcerer can do. This has made you decidedly nervous. Why did she spare you? What does she want? Perhaps she needs you for some arcane ritual that will tear your shrieking soul from your lifeless corpse and fling it into the gaping jaws of whatever demonic forces she worships. Then again, maybe she just wanted somebody around who didn't grunt while eating.

In any case, you have a place to sleep and food to eat without resorting to thievery. Perhaps you can learn a legitimate trade from the Kuborans before you return home.

Other party members:

Marlena: A female magician who saved your life. All the Kuboran warriors wanted to kill you, but she convinced them to spare you. The least you can do is help her on this quest.

Tarlon: A giant! You hope he doesn't offend easily.

Murklen: This is the most dangerous man you have ever seen. Hrothda, the chieftain, uses him to trick other chieftains into agreeing to single combat for settling disputes. The way he tore out the throat of that last man with his teeth makes you nervous.

Zukar: Zukar's a good guy. He is one of the few Kuborans who doesn't seem to mind having you around. It has become obvious to you that he is infatuated with Narla -- a dangerous pastime -- but no one else seems to realize how he feels.

Rafla: Rafla is fun to drink with, but he has a lot to learn about women.

Kail: The Shaman's apprentice has never caused you any problems.

Narla: Beautiful and deadly with a bow. If you didn't think she would slit you open from neck to navel, you would like to...

HARN CHARACTER PROFILE

NAME: Gaelen of Selvos
OCCUPATION/STATUS: Thief

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 10
BIRTHDATE: 30 Navek              ENDURANCE: 11
SUNSIGN: Masara/Lado (cusp)      DEXTERITY: 17
BIRTHPLACE: Golotha Rethem         AGILITY: 14
PARENT OCCUPATION: Prostitute        SPEED: 15
SIBLING RANK: Orphan              EYESIGHT:  9
ESTRANGEMENT: N/A                  HEARING: 11
CLANHEAD: N/A                  SMELL/TASTE: 10
                                     TOUCH: 13
MEDICAL                              VOICE: 11
Ambidextrous
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 16
HEIGHT: 5' 4"                         AURA: 12
FRAME: Light                          WILL: 12
WEIGHT: 123 lbs                   MORALITY: 11
COMPLEXION: Medium                  PSYCHE: None
HAIR COLOR: Brown
EYE COLOR: Brown                     DEITY: None
COMELINESS: 10/Average               PIETY: 

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......14/56   Awareness......10/40   None
Jumping.......13/52   Intrigue.......13/63
Stealth.......13/52   Oratory........12/43
Throwing......12/48   Rhetoric.......13/71
Legerdemain...14/68   Ritual.........13/13
Acrobatics....13/75   Singing........12/36

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......14/56   Harnic.........13/63   Lockcraft......14/63
Club..........15/60   Kuboran........13/53   
Spear.........15/45
Dagger........16/64
Riding........14/14

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Spear           6       10     4/2  4 - 7  * -10 one handed
Club            3       10     3/1  3 - -  * 
Dagger          1       10     1/1  1 2 4  *
Hand            -       --     0/3  0 - -   
Foot            -       --     1/1  1 - -  
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 6 / 1.0
Description      Weight  Quality  Coverage
Cloth Tunic        2.6     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Cloth Leggings     2.0     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Shoes      1.0     Poor   Ft
Cloth Hood         0.3     Avg    Sk, Nk

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      1  2  1  2  0  2    Thorax     1  2  1  2  0  2
Eyes       0  0  0  0  0  0    Abdomen    1  2  1  2  0  2
Face       0  0  0  0  0  0    Hips       2  4  2  4  0  4
Neck       1  2  1  2  0  2    Groin      2  4  2  4  0  4
Shoulders  1  2  1  2  0  2    Thighs     2  4  2  4  0  4
Upper Arm  1  2  1  2  0  2    Knees      1  2  1  2  0  2
Elbows     0  0  0  0  0  0    Calves     1  2  1  2  0  2
Forearms   0  0  0  0  0  0    Feet       2  5  2  5  0  4
Hands      0  0  0  0  0  0

Total Weapon Weight =  9       PHYSICAL PENALTY
Total Armour Weight =  5.9     Encumbrance  = 3
Total               = 14.9     Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 75      _____________________________
DODGE  (Agility x 5) = 70      _____________________________
INITIATIVE           = 69      _____________________________
FATIGUE RATE         = 1       _____________________________

EQUIPMENT
Weapons and Armour
Belt Pouch
10 Silver Pennies
Lockpick Set (6)
Other equipment gathered during play

Zukar

You are a fisherman. You have always been a fisherman. Your father was a fisherman, and his father was a fisherman. You were conceived in the bottom of a flat boat during an overnight fishing trip, and born in another flat boat on another overnight trip. You have been catching, cleaning, and preserving fish since you were old enough to stand. By Kemlar, it's time to do something else!

If only you could do something important, you could change your life. Look at Tarlon -- he doesn't have to do this stupid stuff every day. He waits for trouble, deals it a nasty blow when it comes, and then goes to get something to eat. You could do that as well as he does!

If you could prove yourself, maybe Narla would notice you. She is a fine one, but how can you approach one of the tribe's best hunters if all you do is catch fish? She would laugh in your face before the whole tribe. Oh well, maybe some day...

Other party members:

Tarlon: Tribal champion. His size alone should help the party avoid trouble.

Murklen: His berserker fury makes him very dangerous. Should we encounter trouble, he will prove invaluable.

Gaelen of Selvos: You are glad that Hrothda, the chieftain, let this man live. You enjoy his company. He tells of many strange things in the cities to the south, and he listens well.

Marlena: When Hrothda asked if there were anyone else in the village she thought might be useful on this quest, she suggested you. You are not sure why she did so, but you are overjoyed at the opportunity for recognition. You hope that you live up to her expectations.

Rafla: Rafla is a good trapper and a competent warrior, but he won't leave Narla alone.

Kail: Having the shaman's apprentice along is a wise decision.

Narla: This woman is the object of much village gossip. Although women are considered second class beings by most men of the tribe, they recognize Narla as the finest hunter in the village and the most beautiful. If only she would notice you. It would be worth all the jokes that would come your way, if she would only be yours.

HARN CHARACTER PROFILE

NAME: Zukar
OCCUPATION/STATUS: Fisherman

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 13
BIRTHDATE: 28 Larane             ENDURANCE: 15
SUNSIGN: Angberelius             DEXTERITY: 15
BIRTHPLACE: Kubora Tribe           AGILITY: 11
PARENT OCCUPATION: Fisherman         SPEED: 11
SIBLING RANK: 1 of 4              EYESIGHT: 11
ESTRANGEMENT: Unpopular            HEARING: 17
CLANHEAD: Grandfather          SMELL/TASTE: 15
                                     TOUCH:  9
MEDICAL                              VOICE:  7
21 Years Old
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 13
HEIGHT: 5' 4"                         AURA: 10
FRAME: Average                        WILL: 17
WEIGHT: 137 lbs                   MORALITY: 13
COMPLEXION: Medium                  PSYCHE: None
HAIR COLOR: Black
EYE COLOR: Brown                     DEITY: Kemlar The Guide
COMELINESS: 9/Average                PIETY: 14

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......13/55   Awareness......14/56   None
Jumping.......12/51   Intrigue.......13/39
Stealth.......12/48   Oratory........10/20
Throwing......13/57   Rhetoric.......12/36
Swimming......13/65   Ritual......... 9/ 9
Seamanship....13/58   Singing........10/30

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......13/41   Kuboran........16/76   Tracking.......14/28
Net...........11/55                          Survival.......14/42
Spear.........14/56                          Foraging.......13/41
Shortbow......12/41                          Fishing........14/68
Dagger........15/60                          Weather Lore...12/82
Riding........14/14                          Piloting.......11/47
                                             Cookery........13/52
                                             Woodcarving....14/62

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Net             4        9     4/0  2 - -  * -5 rh; -10 lh
Spear           5       10     4/2  4 - 7  * -10 rh; -20 lh
Short Bow       3       10     n/a  - - 6  *
Dagger          1       10     1/1  1 2 4  * -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 6 / 1.0
Description      Weight  Quality  Coverage
Cloth Tunic        2.9     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Cloth Leggings     2.3     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Shoes      1.1     Avg    Ft

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      0  0  0  0  0  0    Thorax     1  2  1  2  0  2
Eyes       0  0  0  0  0  0    Abdomen    1  2  1  2  0  2
Face       0  0  0  0  0  0    Hips       2  4  2  4  0  4
Neck       0  0  0  0  0  0    Groin      2  4  2  4  0  4
Shoulders  1  2  1  2  0  2    Thighs     2  4  2  4  0  4
Upper Arm  1  2  1  2  0  2    Knees      1  2  1  2  0  2
Elbows     0  0  0  0  0  0    Calves     1  2  1  2  0  2
Forearms   0  0  0  0  0  0    Feet       3  6  4  6  1  5
Hands      0  0  0  0  0  0

Total Weapon Weight = 12.0     PHYSICAL PENALTY
Total Armour Weight =  6.3     Encumbrance  = 2
Total               = 18.3     Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 55      _____________________________
DODGE  (Agility x 5) = 55      _____________________________
INITIATIVE           = 69      _____________________________
FATIGUE RATE         = 1       _____________________________

EQUIPMENT
Weapons and Armour
Other equipment gathered during play

Rafla

You were trained to be a trapper by your father, and you are a damn good one! You have been providing meat and furs for your family since your father was killed by a bear when you were seven. Many warriors have fallen to your weapons during raids on the Urdu tribes and on the border villages of Rethem.

You like trapping and take great pride in what you do, but it's fun to forget trapping sometimes and get together with some friends for some strong drink. It was even more fun before your best friend took a wife. That woman's tongue could take the hide off a dragon if she were mad at it. To make matters worse, she isn't even good to look at. Men need to take the upper hand with them, or women never learn to behave. That she-wolf, Narla, -- trying to hunt and fight like a man, of all things! -- is proof enough of the trouble it causes when women aren't put in their place.

It is obvious why the chieftain, Hrothda, has asked you to go on this quest to recover the stolen talisman. If anyone in the tribe stands a chance of guiding the party to success, it's you. The only thing you can't understand is why Hrothda sent women. Granted, Marlena can do things that no one else you know can do, but Narla is just going to be a nuisance. Even if Hrothda thought that you couldn't provide enough meat for the party by yourself, does he really think one of the lesser people, a woman, can help?

Perhaps something will happen on this trip that will prove to Narla that she isn't a man. It's high time she stopped hunting and started acting like a woman -- gathering nuts and berries, preparing hides, cooking, noticing up-and-coming young men like yourself.

Other party members:

Tarlon: Tribal champion. His size alone should help the party avoid trouble.

Murklen: His berserker fury makes him very dangerous. Should we encounter trouble, he will prove invaluable.

Gaelen of Selvos: You don't know why Hrothda, the chieftain, let this man live, but he has not caused any trouble. Also you have had worse drinking companions. Gaelen tells of many strange things in the cities to the south and he understands the proper role women should follow.

Marlena: A woman. She knows magic and that makes her useful on occasion, but still a woman.

Zukar: Zukar is a good fisherman and you like him, but he's not a proven warrior. There can only be one reason why Marlena suggested to Hrothda that Zukar come along, but she could hardly have turned her woman's fancy on a more unlikely fellow.

Kail: Having the shaman's apprentice along is a wise decision.

Narla: This woman is obscene and unnatural. You cannot believe how close you came to asking her to be yours. It's a good thing you found out about her before you made a fool of yourself.

HARN CHARACTER PROFILE

NAME: Rafla
OCCUPATION/STATUS: Trapper

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 13
BIRTHDATE: 2 Larane              ENDURANCE: 12
SUNSIGN: Ahnu                    DEXTERITY: 13
BIRTHPLACE: Kubora Tribe           AGILITY: 15
PARENT OCCUPATION: Trapper           SPEED: 11
SIBLING RANK: 5 of 10             EYESIGHT:  5
ESTRANGEMENT: Popular              HEARING: 15
CLANHEAD: Uncle                SMELL/TASTE: 11
                                     TOUCH: 15
MEDICAL                              VOICE:  9
22 Years Old
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 11
HEIGHT: 5' 10"                        AURA: 13
FRAME: Average                        WILL: 11
WEIGHT: 162 lbs                   MORALITY: 11
COMPLEXION: Medium                  PSYCHE: None
HAIR COLOR: Black
EYE COLOR: Grey                      DEITY: Kemlar The Guide
COMELINESS: 9/Average                PIETY: 20

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......14/56   Awareness......10/50   None
Jumping.......13/52   Intrigue.......12/36
Stealth.......14/56   Oratory........10/26
Throwing......10/40   Rhetoric.......10/30
Swimming......10/23   Ritual.........10/10
                      Singing........11/33

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......14/42   Kuboran........11/71   Tracking.......10/40
Club..........13/65                          Survival.......12/48
Spear.........13/58                          Foraging....... 9/36
Shortbow......11/41                          Fishing........13/39
Dagger........14/56                          Weather Lore...10/30
Riding........13/13                          Hideworking....13/36
                                             Cookery........12/48


COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Club            3       10     3/1  3 - -  * -10 lh
Spear           5       10     4/2  4 - 7    -10 rh; -20 lh
Short Bow       3       10     n/a  - - 6  *
Dagger          1       10     1/1  1 2 4  * -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 6 / 1.0
Description      Weight  Quality  Coverage
Leather Tunic      8.6     Avg    Sh, Ua, Tx, Ab, Hp, Gr, Th
Leather Leggings   6.9     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Shoes      1.1     Avg    Ft

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      0  0  0  0  0  0    Thorax     2  4  3  4  1  3
Eyes       0  0  0  0  0  0    Abdomen    2  4  3  4  1  3
Face       0  0  0  0  0  0    Hips       4  8  6  8  2  6
Neck       0  0  0  0  0  0    Groin      4  8  6  8  2  6
Shoulders  2  4  3  4  1  3    Thighs     4  8  6  8  2  6
Upper Arm  2  4  3  4  1  3    Knees      2  4  3  4  1  3
Elbows     0  0  0  0  0  0    Calves     2  4  3  4  1  3
Forearms   0  0  0  0  0  0    Feet       4  8  6  8  2  6
Hands      0  0  0  0  0  0

Total Weapon Weight = 11       PHYSICAL PENALTY
Total Armour Weight = 16.6     Encumbrance  = 5
Total               = 27.6     Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 55      _____________________________
DODGE  (Agility x 5) = 75      _____________________________
INITIATIVE           = 62      _____________________________
FATIGUE RATE         = 2       _____________________________

EQUIPMENT
Weapons and Armour
Other equipment gathered during play

Kail

You were born in a small cottage just at water's edge. You grew up on the beach and learned to handle boats at an early age since you came from a fishing family. Your father was a stern and pious man. Although your brother was older and larger, your father noticed that you seemed to win most of your sibling squabbles. For much of your youth, you were convinced that the way of the warrior was to be your path.

After your brother was killed while fighting a Rethemi patrol, the desire for battle lessened. It was not fear, but introspection which brought this change. Was fighting and dying the best you could do for your tribe? Was the life of the warrior the one you wanted? These questions caused you to notice the tribal Shaman, Quarag. Quarag is the most important, influential member of the tribe besides the chief. He does things that no one else in the tribe can do, and his words are always carefully considered.

After talking it over with your father, you decided to seek acceptance as Quarag's student. Several other young men of the tribe were also trying to gain Quarag's notice, so Quarag paid no attention to you at first. After all, what was one more youth claiming to want to follow Kemlar's path? Only time could tell if you were serious. After about six months, during which time you spent performing menial duties, you were noticed by Quarag because of your strict code of honor and good judgement in carrying out his orders. Quarag approached you and asked if you would like to join him in his search for the true path of Kemlar. Since that time you have done your best to absorb and understand all that Quarag has tried to teach you.

Other party members:

Tarlon: Tribal champion. His size alone should help the party avoid trouble.

Murklen: His berserker fury makes him very dangerous. Should we encounter trouble, he will prove invaluable. Perhaps his condition is not a curse, but a necessity foreseen by Kemlar.

Gaelen of Selvos: You don't know why Hrothda, the chieftain, let this man live, but he has not caused any trouble. Gaelen tells interesting tales of many strange things in the cities to the south.

Marlena: It is obvious she is some kind of magician, but why is she wanting to study with Quarag? Does she not understand that Quarag's gift for healing and other miracles is a direct result of his devotion to Kemlar? If she truly wants to learn, she must believe. However, Marlena and her knowledge of the kingdoms to the south should prove valuable during this quest to recover the stolen talisman. Perhaps, during this trip, she will finally learn to seek understanding rather than knowledge. Perhaps you can help her.

Zukar: Zukar is a good fisherman and you like him, but he's not a proven warrior. Why did Marlena suggest to Hrothda that Zukar come along?

Rafla: A good trapper and warrior, but irritating when he has been drinking.

Narla: An unusual woman -- to say the least. It is very strange that she wants to act like a man and be a hunter. Only Kemlar knows why she was put on such a path.

HARN CHARACTER PROFILE

NAME: Kail
OCCUPATION/STATUS: Shaman's Apprentice

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Male         STRENGTH: 13
BIRTHDATE: 17 Halane             ENDURANCE: 12
SUNSIGN: Taralius                DEXTERITY: 12
BIRTHPLACE: Kubora Tribe           AGILITY: 10
PARENT OCCUPATION: Fisherman         SPEED: 12
SIBLING RANK: 2 of 2              EYESIGHT: 14
ESTRANGEMENT: Popular              HEARING: 11
CLANHEAD: Father               SMELL/TASTE: 13
                                     TOUCH: 11
MEDICAL                              VOICE: 15
Pox marks
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 12
HEIGHT: 5' 6"                         AURA: 14
FRAME: Scant                          WILL: 17
WEIGHT: 116 lbs                   MORALITY: 15
COMPLEXION: Dark                    PSYCHE: None
HAIR COLOR: Brown
EYE COLOR: Brown                     DEITY: Kemlar The Guide
COMELINESS: 9/Average                PIETY: 58

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......12/52   Awareness......15/61   None
Jumping.......12/48   Intrigue.......15/48
Stealth.......15/60   Oratory........13/32
Throwing......14/58   Rhetoric.......16/48
Swimming......12/12   Ritual.........15/64
                      Singing........14/42

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......13/41   Kuboran........15/75   Tracking.......13/26
Net...........11/55   Harnic.........15/50   Survival.......12/30
Spear.........14/56                          Foraging.......13/41
Shortbow......12/41                          Fishing........13/39
Dagger........15/60                          Weather Lore...14/45
Riding........14/14                          Piloting.......12/12
                                             Cookery........12/43

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Spear           5       10     4/2  4 - 7  * -10 rh; -20 lh
Short Bow       3       10     n/a  - - 6  *
Dagger          1       10     1/1  1 2 4  * -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 5 / 0.9
Description      Weight  Quality  Coverage
Cloth Shirt        2.9     Avg    Sh, Ua, El, Fo, Tx, Ab, Hp, Gr, Th
Leather Vest       3.7     Avg    Sh, Tx, Ab
Leather Leggings   6.2     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Shoes      1.0     Avg    Ft
Plate Halfhelm     2.7     Avg    Sk

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      7 10  8  6  6  9    Thorax     3  6  4  6  1  5
Eyes       0  0  0  0  0  0    Abdomen    3  6  4  6  1  5
Face       0  0  0  0  0  0    Hips       3  6  4  6  1  5
Neck       0  0  0  0  0  0    Groin      3  6  4  6  1  5
Shoulders  3  6  4  6  1  5    Thighs     2  4  3  4  1  3
Upper Arm  1  2  1  2  0  2    Knees      2  4  3  4  1  3
Elbows     1  2  1  2  0  2    Calves     2  4  3  4  1  3
Forearms   1  2  1  2  0  2    Feet       4  8  6  8  2  6
Hands      0  0  0  0  0  0

Total Weapon Weight =  8.0     PHYSICAL PENALTY
Total Armour Weight = 15.6     Encumbrance  = 4
Total               = 23.6     Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 60      _____________________________
DODGE  (Agility x 5) = 50      _____________________________
INITIATIVE           = 63      _____________________________
FATIGUE RATE         = 2       _____________________________

EQUIPMENT
Weapons and Armour
Other equipment gathered during play

Narla

Your mother and brother were killed during a raid on the village by some Agrikan knights when you were five. After your mother's death, your father became depressed and lost interest in hunting. Because your father would not hunt to support the two of you, you began to learn about hunting by watching the young men while they were being taught by their elders. The village women took this as a sign that you were sizing up a possible husband, and they made many jokes at your expense. Secretly, you practiced with your father's bow and spear whenever you could. Using the skills you learned, you became competent, in a short period of time, at catching small game, and you were able to support yourself and your father.

Two years ago, you returned late from hunting one night and found that your father was not home. In the morning, you began to track him and realized that he was heading south towards Rethem. You found him the next day. He had been attacked by a bear while travelling and had managed to kill the bear with a rock, but not before being mortally wounded. You gave him a warrior's burial and used the broken skull of the bear to mark his grave. You fashioned a cloak from the bear's hide, and it is your most prized possession.

Because of your beauty, the tribe expected you to wed quickly. Several times, you have found young men sitting outside your hut with examples of their hunting prowess. Knowing the role women were expected to take, you flatly refused all of them. Several of the village women came to ask why you were refusing such attractive offers. "How are you going to live without a man to support you?", they asked. It still fills you with merriment to recall the looks on their faces when you picked up your father's weapons and strode into the forest. When you returned the next day, dragging the carcass of a large stag into the village, you were called before Hrothda, the chieftain.

Hrothda was astounded by your feat. Never had he heard of a woman who would do such things. At first it seemed as if Hrothda might order you to accept a husband, but instead he asked you to demonstrate your skills. You were at least as competent with a spear as anyone in the village, and your dagger drew first blood when Hrothda had you fight one of the young men. But your skill with the bow really caught his attention. You were able to hit a bird thrown into the air while avoiding the charge of another warrior. After this, Hrothda said, "Let her be. She will find her own path with Kemlar's aid". Perhaps if you do well on this quest, Hrothda will allow you to assume a place as a warrior of the village.

Other party members:

Tarlon: Tribal champion. His size alone should help the party avoid trouble.

Murklen: His berserker fury makes him very dangerous. Should we encounter trouble, he will prove invaluable. Murklen doesn't seem to mind that you don't want to be an ordinary Kuboran woman.

Gaelen of Selvos: You don't know why Hrothda let this man live, but he has not caused any trouble. Gaelen tells interesting tales of many strange things in the cities to the south. Some of his stories are rather bawdy. The one about the bald man and the priestess of Halea was very funny.

Marlena: It is obvious she is some kind of magician. Apparently, the women of the south are allowed more freedom in choosing their role in society. Perhaps you can learn more from her.

Zukar: Zukar? Who is this Zukar that Marlena thought should come along? Oh, yeah. He's that fisherman who keeps staring at you when he thinks you aren't looking. He's probably another like Rafla who thinks you need to be put in your place, but at least he's kept his mouth shut so far.

Rafla: A good trapper and warrior, but if he doesn't shut up and leave you alone...

Kail: Having the Shaman's apprentice along is a good idea.

HARN CHARACTER PROFILE

NAME: Narla
OCCUPATION/STATUS: Hunter

BIRTH                         PHYSICAL ATTRIBUTES
SPECIES: Human  SEX: Female       STRENGTH: 12
BIRTHDATE: 26 Azura              ENDURANCE: 13
SUNSIGN: Hirin                   DEXTERITY: 17
BIRTHPLACE: Kubora Tribe           AGILITY: 14
PARENT OCCUPATION: Hunter            SPEED: 15
SIBLING RANK: 5 of 6              EYESIGHT: 15
ESTRANGEMENT: Favorite             HEARING: 16
CLANHEAD: Grandfather          SMELL/TASTE: 14
                                     TOUCH: 15
MEDICAL                              VOICE:  7
23 Years Old
                              PERSONALITY
APPEARANCE                    INTELLIGENCE: 12
HEIGHT: 5' 8"                         AURA:  7
FRAME: Light                          WILL: 14
WEIGHT: 138 lbs                   MORALITY: 13
COMPLEXION: Medium                  PSYCHE: None
HAIR COLOR: Brown
EYE COLOR: Brown                     DEITY: Kemlar The Guide
COMELINESS: 17/Pretty                PIETY: 13

SKILLS (Name..SB/ML)
PHYSICAL              COMMUNICATION          PSIONIC TALENTS
Climbing......14/64   Awareness......17/72   None
Jumping.......16/70   Intrigue.......11/33
Stealth.......16/81   Oratory........12/24
Throwing......17/68   Rhetoric.......11/53
Swimming......15/45   Ritual......... 9/ 9
                      Singing........10/30

COMBAT                LANGUAGES/SCRIPTS      LORE/CRAFT SKILLS
Unarmed.......14/56   Kuboran........13/73   Tracking.......15/75
Shortbow......17/87                          Survival.......14/70
Spear.........15/62                          Foraging.......14/68
Dagger........13/76                          Fishing........15/45
Riding........13/13                          Weather Lore...16/32
                                             Hideworking....15/48
                                             Fletching......18/63
                                             Cookery........14/56

COMBAT PROFILE
WEAPON ANALYSIS
Weapon        Weight  Quality  A/D  B E P  Notes (* = carried)
Spear           6       10     4/2  4 - 7  * -10 rh; -20 lh
Short Bow       3       10     n/a  - - 8  * Heavy
Dagger          1       10     1/1  1 2 4  * -5 lh
Hand            -       --     0/3  0 - -    -5 lh
Foot            -       --     1/1  1 - -    -5 lf
Headbutt        -       --     0/0  1 - -

ARMOUR & CLOTHING
SIZE / FACTOR = 6 / 1.0
Description      Weight  Quality  Coverage
Cloth Shirt        2.2     Avg    Sh, Ua, Ba, El, Fo, Tx, Ab, Hp, Gr
Leather Tunic      8.6     Sup    Sh, Ua, Ba, Tx, Ab, Hp, Gr, Th
Cloth Leggings     2.3     Avg    Hp, Gr, Th, Kn, Cf, Ft
Leather Boots      2.9     Sup    Cf, Ft
Kurbul Vambraces   0.9     Sup    Fo
Bearskin Cloak    11.4     Sup    Sh, Ua, Ba, Hp

ARMOUR ANALYSIS
Location   B  E  P  F  S  T    Location   B  E  P  F  S  T
Skull      0  0  0  0  0  0    Thorax     4  7  5  7  2  6
Eyes       0  0  0  0  0  0    Abdomen    4  7  5  7  2  6
Face       0  0  0  0  0  0    Hips      11 13  9 15  6 12
Neck       0  0  0  0  0  0    Groin      7  9  6  9  2  8
Shoulders 10 11  8 13  6 10    Thighs     4  7  5  7  2  6
Upper Arm 10 11  8 13  6 10    Knees      1  2  1  2  0  2
Elbows     1  2  1  2  0  2    Calves     4  7  5  7  2  6
Forearms   7  9  6  7  6  8    Feet       4  7  5  7  2  6
Hands      0  0  0  0  0  0    Back      10 11  8 13  6 10

Total Weapon Weight =  9       PHYSICAL PENALTY
Total Armour Weight = 28.3     Encumbrance  = 6
Total               = 37.3     Fatigue      =
                               Injuries/Locations     HR  IP
COMBAT FACTORS                 _____________________________
MOBILITY (Speed x 5) = 75      _____________________________
DODGE  (Agility x 5) = 70      _____________________________
INITIATIVE           = 73      _____________________________
FATIGUE RATE         = 3       _____________________________

EQUIPMENT
Weapons and Armour
Other equipment gathered during play