Stormbringer - 6th Ed - A Dead Gods Dream
Stormbringer - 6th Ed - A Dead Gods Dream
Stormbringer - 6th Ed - A Dead Gods Dream
A
DEAD GOD’S DREAM is an backgrounds of the characters to explain
Elric of Melniboné scenario for 4-5 their arrival in Dhoz-Kam and to facilitate
Veteran characters or equivalent, one their involvement into the story. Games
of which must be a sorcerer. Masters may wish to reward characters who
This story assumes that Yyrkoon still dwells act upon these story hooks with an extra hero
in Melniboné plotting Elric's demise. He has point at the conclusion of the story.
not fled Imrryr, acquired the Mirror of
Memory and conquered Dhoz-Kam. Games TO SAVE A LOVER
Masters who wish set this story after
The character's affair with a royal concubine
Yyrkoon flees through the Shade Gate can do
named Arazadi led the woman to suffer a
so with ease. In the wake of Elric’s attack and
terrible punishment. The angered lord sold
pursuit of Yyrkoon, the current pirate-lord of
his unfaithful lady to slavers who fetched a
Dhoz-Kam took the opportunity to seize
fine price for the girl in Dhoz- Kam. The noble
power. Of course, if one of the player
woman loved the Player Character. A love
characters is a Melnibonéan, this will cause a
letter intercepted by agents of the suspicious
stir among the locals after their recent
lord revealed her betrayal. The character must
troubles with Melnibonéan sorcery. The
save her from this dreadful fate. Dharijor
Games Master may chooses to have a few
makes an excellent choice for the origin of the
lingering Immryians in the city, perhaps
concubine. In fact, this story assumes that
former loyalists of Yyrkoon who survived
Arazadi was a concubine of King Sarosto of
Elric’s attack and the destruction of the
Dharijor; a dangerous cuckold as any in the
Mirror of Memory. A temporary exile of
Young Kingdoms.
Melniboné, this character might be a
mercenary readably available for hire or a
possible background for a new Player DREAMS OF WEALTH
Character introduced into the existing group. The character is a merchant down on his luck
whether through a stolen cargo, poor
decisions, the success of a rival or some other
THE HOOKS calamity. Agents of a pirate lord of Dhoz-Kam
approached the character with a proposition.
The pirate lord Azarn wishes to unload a
Games Masters should incorporate one or
precious cargo in Imrryr. The PC merchant
more of the following story hooks into the
stands to make a fortune in the transaction, if
-1-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
-2-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
spread word of the dream trader in Dhoz- capture or kill the corsair. Azarn fled north to
Kam in the hopes of luring a sorcerer capable Ilmiora and found safe harbour in Ilmar.
of bringing havoc to Azarn’s plans. Her While in Ilmar, his path crossed with the
madness is in constant tension with her enchanting Si’ule and though he tussled with
passions for Azarn. She’ll do her best to many women before the sorceress, none stole
defeat and even slay her rival sorcerer while his heart like Si’ule. His decision to allow the
endeavouring to ruin Azarn's dreams. The sorceress to board the ship was unpopular but
mind of Si’ule is complex and contradicting once again, proved right . Si’ule’s aid proved
which pleases her patron goddess. invaluable and Azarn drew more pirates to his
Si’ule intends to influence a direct cause. When he arrived in Dhoz-Kam, he
confrontation between the Player Character developed an alliance with the local barbarian
sorcerer and Azarn over the imprisoned chiefs and his fellow buccaneers who called
Dream Thief. She’s added suggestive the city their home port. In a few short years,
‘prophecies’ to further mislead and sow with the sorcerous aid of Si’ule, Azarn
Azarn’s distrust of anybody that inquires usurped the hold of the city from its former
about the Dream Thief. Her efforts were so Oinish despot.
successful that several companions of Azarn The affairs of the pirate lords remained
were murdered when he believed they unchanged and all the pirates profited.
conspired against him. She knows that when Azarn’s power and wealth, however,
the Player Character sorcerer arrives and outstripped that of his fellows. As his wealth
begins to inquire about the Dream Trader, accumulated, his Oinish and Yurite allies
Azarn’s spies will bring the news to Azarn grew greedier; demanding more of a share in
and all her foes will stumble into her trap. the loot. Unwilling to shoulder the burden
alone, Azarn made his first crucial mistake-
AZARN ARAMANES, he decided to demand a tithe of the loot from
his fellow pirate lords to pay the barbarian
PIRATE KING OF DHOZ-KAM chiefs. The other pirate lords moved against
Azarn is a native of Filkhar, born to a him but were thwarted thanks to Si’ule’s
courtesan in Raschil. He grew up in a brothel sorcery. Their strength depleted, they bitterly
and was inducted at a young age into the cult conceded to his demands.
of Arnara. He took to the streets at an early
Azarn’s success led to his hubris and folly.
age. His street fights and duels earned him
He refused to honour Si’ule as she had hoped,
wealth and a reputation among his fellow
and insulted her further when he spent more
criminals. Unfortunately, after a botched
time among his harem of slaves than he did in
robbery of a local merchant, Azarn was forced
her arms. Only his ambitions dwarf his ego,
to flee the city. He joined a pirate crew to
and he’s not content with just Dhoz-Kam and
make his fortune on the seas.
the plunder of merchant ships. Drunkenly
Most of the crew liked Azarn's natural confiding in Si’ule of his desire to rule a
charm and wit. When the captain of their kingdom that dominates the seas, the
vessel fell in battle against a pursuing sorceress manipulated Azarn into capturing
Lormyrian warship, Azarn used the the Dream Thief Sarda, leading Azarn to
opportunity to take command. Through believe the dreams in the possession of the
intelligence, good planning and a healthy dose Dream Thief would provide Azarn with the
of luck, Azarn engineered their escape and knowledge and power he needs to build his
began his infamous career. Azarn and his crew kingdom.
played havoc with the trading routes of the
The Dream Thief, however, refuses to give
southern continent, leading to a serious effort
Azarn what he wants. Si’ule promised to
by the Sea Kings of the Purple Towns to
-3-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
-4-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
-5-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
Along the waterfront, audible above the aroma of spilled ale completes the olfactory
waves slapping against the docks and assault.
crawling over the rocky beaches, is the Crowded wooden tables and benches play
sound of music and the muffled cacophony host to sweaty, bare-chested, tattooed men
of conversation and laughter from the large, of Oin and Yu. Their distinctive body art
squat slate-roofed building ahead of you., proclaim their tribal heritage to other
Ocean spray and sea salt have weathered the barbarians but not to foreign eyes. Curved
walls grey. It bears a faded sign of a black swords and knives hang from their belts.
seahorse. Men in garish clothing, leather tunics and
Welcome to Dhoz-Kam bits of jewellery drink to excess and
drunkenly grope at the barefooted, half-
naked serving wenches and courtesans.
SCENE ONE: Mismatched jewellery and tattoos decorate
the women’s bare, sun-browned skin. Most
THE SABLE SEA HORSE allow their long, dark hair to flow freely, a
few tie it back with crude clasps of bronze.
Presumably, after a long ship journey the A minstrel plays his lute, one foot on the
characters will seek hot food, cold drink and ground and another placed upon a bench,
perhaps lodging. The Sable Seahorse is the tapping the beat of his song. The music is
only establishment that offers all three and strong clear, rising over the din of laughing
entertainment. The characters with the and arguing drunks. A few patrons listen
Dreams of Wealth story hook in his idly or clap their hands to the music. In the
background knows that an agent of the pirate corner, left of the main door, a small throng
lord he or she intends to do business with of barbarians and foreigners wager over
frequents this establishment. The contact’s Yurite scorpion fights. The mottled blue
name is Sarshan, a Jharkorian. The other scorpions are common in the arid lands of
Player Characters might reason that they can Yu, and the males of the species are known
learn a bit about the city and possibly learn to fight when placed in close proximity.
more regarding their own interests at the Colourful stone pebbles, debased coins and
tavern. Some players might decide to ply the the occasional silver Gilder are wagered on
streets of Dhoz- Kam without a guide and the outcome.
without making an inquiry at the Sable A few of the foreign customers, Dharijoirans
Seahorse. If that’s the case, see the scene by the looks of them, hold whispered
Stand and Deliver below. conversations and glare in stony silence at
The Sable Seahorse is frequented by travellers anybody who interrupts. The serving
and locals. A long time ago it was the great wenches are careful around these men and
hall of an Oinish chief. It’s usually crowded seem to pay no heed to their conversations.
and tonight is no different. Only non-human Games Masters should decide if there are
foreigners garner attention from most of the available tables or open seats at the bar.
guests. There are inhabitants, however, who Regardless of where the characters sit, or
are on the lookout for the Player Characters. whether they are discreet, they’re watched by
The tavern is filled with smoke from incense a few of the patrons. The sorcerer among
lit to cover the odours of the harbour, the them is noticed by one of the courtesans. Her
cooking fires and the smell of the unwashed name is Vashi of Oin. Vashi is a spy for Si’ule
guests. The fragrant incense mingles with and an initiate in the cult of Arnara the Six
the distinct odour of roasted pork and the Breasted. She is young, barely out of her teen
oppressive scent of fish stew. The pungent years but possessing impressive potential and
-6-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
A clever character might notice Vashi slip Ride 29%, Seduction 79%, Sing 60%, Sleight 64%,
into the night, and may elect to follow her. Stealth 71%, Streetwise 56%, Unarmed 22%, Witch
Stand and Deliver if any characters leaves to Runes, Summonings, Magic: Pact Arnara 14%
follow Vashi.
GIFTS & COMPULSIONS
Perfection (CHA): Vashi is extraordinarily beautiful.
VASHI OF OIN Self-Pitying: If threatened with death, Vashi oscillates
Vashi has long black hair, brown skin and elegant between begging for mercy; pleading and promising to
tattooing along her arms. She is short and graceful, debase herself to the whims of her new master to utter
with a smattering of crude jewellery around her self-loathing; begging for death so that she may know
wrists, neck and ankles. She wears little in the heat of the only real pleasure, the comfort of her goddess.
Oin and Yu, typically, a shift of light blue silk around
her waist and sandals. She is also a student of Si'ule,
and shows potential towards learning sorcery.
HAREK OF YU, THE BARKEEP
Harek is knowledgeable of the illicit dealings
STR 10, CON 11, SIZ 11, INT 15, POW 13*, in Dhoz-Kam but tends to mind his own
DEX 13, CHA 19 business. He has a discreet arrangement with
*1 POW dedicated to Arnara Si’ule and several of the courtesans who work
Combat Actions: 3, Damage Modifier: Nil in the Sable Seahorse as spies for Si’ule. In
Strike Rank: +13, Magic Points: 12, exchange for money, Harek allows Si’ule’s
spies to operate freely and says nothing of the
Movement: 8m
bargain even if threatened. Harek does not
meet with Si’ule and instead conducts his
-7-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
business through Vashi. He loathes doing so, unless of course, they’re wise enough to pay
because he finds Vashi tempting but he’s wise him extra for his silence.
to her machinations. He knows a few fools Characters who wish to sleep at the Sable
became shark bait after being enticed to fight Seahorse may purchase a spot on the floor for
over her affections and dying in the duel. If a a single bronze. If the character pays a silver
Player Character manages to befriend Harek, for better lodgings, he’s provided with a
the barkeep may warn the characters about courtesan, one of the few rooms and a hot
trusting Vashi but will not divulge her bath - a rarity in Dhoz-Kam.
connection to Si'ule.
A character with the Dreams of Wealth
Harek is not averse to earning a few extra story hook, who asks about Sarshan, are
coins, especially if it’s valuable, foreign directed towards a Jharkorian gambling on
currency. He can be bribed if the price is the scorpion fights. Sarshan is a pirate in the
right. For a modest sum, he’ll inform the service to Lord Aramanes. He’s with several
Player Character where he might purchase companions wagering on the scorpion fight.
quality opiates: He’ll not take kindly to interruption. He
See Emrit Rul, in the market near the river looks more favourably upon a character who
front, the Shazaarian’s parlour offers the participates in the gambling prior to talking
best lotus and other fine pleasures. business. After losing a few more coins and
If the characters offer enough silver coins, drinking several more tankards, Sarshan is
he’ll be glad to share information regarding inclined to talk business. After he ascertains
the struggles of the pirates: the identity of the character, he agrees to
arrange a meeting with Lord Azarn Aramanes.
Austos Hue and Yish Vossian are both from
If any of the Player Characters make reference
Cadsandria, and stand opposed to Lord
to the ‘Dream Trader’ Sarshan informs Lord
Aramanes. But Aramanes has the loyalty of
Azarn and gains a few gold for his troubles.
Alzarea the Queen of the Yellow Coast and
Barhat of Shazaar. The Dharijorian, Zordek A character with the Justice’s Blood
Pran, he’s yet to pick sides, though I’ve Money story hook might be interested in
heard he’s cobbled together an alliance with accompanying his companion to learn more
Gwyll of Tarkesh. Nobody is really sure about Aramanes. Sarshan is drunk enough to
were Sinquo the Sea Dog stands. talk a little too much, and if the character is
careful, he can learn about the location of
He can also inform characters of a few
several of the pirate lords and the location of
dens of entertainment:
the Meeting of the Eight, a monthly gathering
Emtoro is the pit master, he hosts pit fights
where the eight pirate lords reach accords
every night near Rurlat’s smithy. Follow the
and decide on other matters of business. It’s
road outside, turn left up the second alley
possible that Sarshan might not recall his
way, listen for the crowd. If one of the lasses
conversation with the Player Characters, if
you see interests you, you can have a room or
he’s had too much to drink. If the character
head up the tanner’s row and look for the
does something foolish such as revealing he's
sign of the golden lass.
working for the Sea Kings or inquiring about
Harek knows that Lord Aramanes a Dream Trader, no matter how much Sarshan
imprisoned a magician of some sort but after has to drink, he remembers those discussions
hearing some terrible tales about demon and informs Azarn.
women, only enough gold to fill both of his
thick palms will garner any mention of the
Dream Thief Sarda of Eshmir. Harek isn’t shy
about selling the information he learns about
the Player Characters to interested parties,
-8-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
Combat Styles: Two-Weapon Fighting 77%, 1H Sword 'The only magician is the sorceress Si’ule. If
77%, 1H Axe 65% you value your lives, you'll not mention such
things again.'
Type Size Reach Damage AP/HP
War Sword M M 1D8 6/10 He’ll refuse to elaborate on the subject unless
Dagger S S 1D4+1 4/4 a character scores a critical on an Influence
Hatchet S S 1D6 3/6 test, in which case Zarovan will explain that
Si’ule is lord Aramanes’s lover, and a
ARMOUR & HIT POINTS
sorceress. Si’ule helped Lord Aramanes
Typical Armour: Heavy Leather Hauberk capture a magician. The rumours claim that
D20 Hit Location AP/HP the magician steals the dreams of others,
1-3 Right Leg 0/5 though Zarovan is not sure to what purpose.
4-6 Left Leg 0/5
7-9 Abdomen 2/6
IN SERVICE TO THE CROWN OF
10-12 Chest 2/7
13-15 Right Arm 0/4 DHARIJOR
16-18 Left Arm 0/4 If the character with the To Save a Lover
19-20 Head 0/5 story hook inquires about the Dharijorians
with Harek or Zarovan, the Player Character
SKILLS
learns that the Dharijorians arrived a few
Athletics 60%, Boating 78%, Drive 35%, Evade 34%,
weeks ago but were forced to remain in port
Evaluate 50%, First Aid 28%, Gambling 60%, Influence
because of a fierce storm that damaged their
22%, Insight 30%, Language (Common) 75%, Lore
ship. The storm levelled a number of shanties
(Regional) 40%, Lore (Young Kingdoms Seas) 54%,
and smashed a few ships against the docks.
Perception 57%, Persistence 45%, Resilience 45%
These storms this time of the year are not
Riding 30%, Shiphandling 65%, Sing 10%, Sleight 35%,
unusual- and most blame the tempests on the
Stealth 45%, Streetwise 50%, Swim 60%, Unarmed
Boiling Sea. The Dharijorians brought a
66%.
prisoner with them and sold her in the slave
market. Word has it, she was of noble blood
and purchased by Lord Aramanes.
ZAROVAN THE ILMIORAN
If the character moves closer to overhear their
The Minstrel is an adventurous fellow named
conversation, he may be spotted by the
Zarovan of Ilmar. He’s been in Dhoz-Kam for
group’s leader. Calek Dhav, a trusted servant
-9-
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
until the following morning. The Dharijorians Dirk or Main Gauche), Rapier 85%, Dirk 80%
organise hunting parties from the ship to Type Size Reach Damage AP/HP
pursue the Player Character and his allies Rapier M L 1D8 3/8
throughout the course of this story if the Dirk S S 1D3+2 6/6
Dharijorians escape the tavern or learn the
ARMOUR & HIT POINTS
fate of Calek Dhav and Captain Vos.
Typical Armour: Leather Hauberk
Ambitious characters, might choose to act
D20 Hit Location AP/HP
against the Dharijorians by arranging
1-3 Right Leg 0/5
ambushes or sending a demon in the night to
4-6 Left Leg 0/5
slaughter the crew and scuttle the ship.
7-9 Abdomen 2/6
Others might choose to exchange their
10-12 Chest 2/7
services to one of the pirate lords for aid
13-15 Right Arm 0/4
against the Dharijorians. If the sorcerer
16-18 Left Arm 0/4
pledges his sorcerous aid against Azarn,
19-20 Head 0/5
Austos Hue agrees to help against the
Dharijorians. With the aid of the pirate lord, SKILLS
the Dharijorians are outmatched and are Athletics 75%, Boating 25 % Drive 30%, Evade 64%,
either forced to set sail or are overtaken by Evaluate 60%, First Aid 30%, Influence 45%, Insight
the Player Characters and their pirate allies. 65%, Lore (Regional) 48%, Lore (Young Kingdom
Games Masters are encouraged to explore this Seas) 55%, Lore (Dharijor) 65%, Perception 70%,
sub-plot. Player Characters with enough coin Persistence 60%, Resilience 60% Riding 60%, Sing
can also hire local Oinish and Yurite 10%, Sleight 55%, Stealth 85% , Swim 70%, Unarmed
mercenaries to assist against the Dharijorians. 56%
Ghan of Yu is one such barbarian mercenary
who can gather a small force of his kinsman
for the right price.
- 10 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
SKILLS DECISIONS
Athletics 40%, Boating 75%, Drive 20%, Evade 40%, Characters have several options to choose
Evaluate 68%, First Aid 30%, Influence 40%, Insight from after they complete their dealings in the
40%, Lore (Regional) 20%, Lore (Slave Markets) 55%, Sable Seahorse. Characters can rent a room or
Perception 50%, Persistence 50%, Resilience 55% a spot on the tavern floor to rest for the night.
Riding 40%, Shiphandling 79%, Sing 10%, Sleight 25%, Some characters might opt to return to their
Stealth 45% Unarmed 50% ship reasoning that’s safer. Other characters
might choose to pursue the leads provided by
the NPCs.
- 11 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
If the characters liberally discussed their getting lost or confused by the narrow alleys,
interest in the Dream Trader or Dream Thief, cul-de-sacs and winding roads of the city.
Sarshan informs Azarn about their inquiries Rogues of all sorts ply the streets, and most of
and Azarn sends men to apprehend the the locals are wise enough to stay indoors
players while they sleep. If need be, they’ll when the sun sets. A lone foreigner
board the character’s vessel and capture it to wandering the streets is a tempting target.
bring the characters to Lord Azarn. If the Games Masters might decide that a
characters thwart this attempt, Austos Hue character who follows Vashi encounters the
will learn of their success from his spies (all ruffians or, if Vashi is aware that she’s being
sorts of riffraff, including serving wenches followed, purposively leads the Player
and fishermen make information their cottage Character into trouble so she can slip her
industry) and quickly seeks to rendezvous pursuer.
with the characters to form a secret alliance.
The rogues in this case, by chance, fate or
It is possible that the characters remain Vashi’s design are in the service of Austos
discreet and elect to gather information and Hue. Their leader is a one-handed Dharijorian
avoid direct contact. Nonetheless, one of the name Tharkan, one of Hue’s more loyal sea
Dharijorians who crew The Mabelrode's Grin dogs. The men demand money and other
may recognise the paramour of Lady Arazadi valuables from the characters. If the character
and alerts Dhav and Captain Vos. It's also complies, Tharkan gives him a slash along his
possible that Si'ule may take a direct role in face, warning the victim not to follow or seek
matters, since her demon oracle informed her revenge, and leads his fellows back to the
of the arrival of the Player Characters. Game compound of Austos Hue. The rogues attack
Masters should decide how Si'ule manipulates if the character refuses to comply.
the circumstances to suit their story. Most
likely, she sends Vashi to infiltrate.
THARKAN OF DHARIJOR
OMINOUS WEATHER He’s an ugly, short brute of a man, with multiple scars
on his face, a pug nose, and missing teeth. He shaves
Through the course of the story, the characters should his balding pate and has tattooed his head with
note subtle changes in the weather as the dream of assorted images of Pyaray. He has one hand, the other
Dharnizaan spills into reality. The winds begin to pick was chopped off in a bar fight by a Yurite barbarian
up, clouds can be seen on the distant horizon, maybe a who decided to bring his hatchet into the affair. He
few drops of rain are felt. The effects of the weather straps a buckler to that arm and stump. Tharkan is
are first, dismissed as nothing more than another surly, cruel and lewd. He is extremely loyal to his
storm caused by the Boiling Sea. However, characters master, Austos Hue. If he suffers a minor wound in
with Witch Sight might sense something is amiss. battle, he’ll attempt to flee. If he cannot escape, he’ll
Game Masters should note the weather changes in sputter and beg for his life, promising that he’ll put in
each scene, using it to reflect the rising action of their a good word with Hue and the character will gain the
story. pirate lord’s favour. Of course, he’ll do nothing of the
sort- just the opposite in fact.
- 12 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
7-9 Abdomen 2/6 38%, Driving 25%, Evaluate 36%, First Aid 30%,
10-12 Chest 2/7 Influence 25%, Lore (World) 27%, Perception 35%
13-15 Right Arm 1/4 Persistence 42%, Resilience 52%, Sleight 30%, Stealth
16-18 Left Arm 1/4 38%, Throwing 40%, Unarmed 35%
19-20 Head 0/5
If a character falls in battle but still lives,
SKILLS Tharkan and his rogues are content to rob
Athletics 60%, Boating 67%, Drive 30%, Evade 45%, him and leave him in the mud and filth to
Evaluate 50%, First Aid 40%, Influence 18%, Lore bleed to death. If the character drives them
(Animal) 30%, Lore (Regional) 44%, Perception 50%, off or kills Tharkan, the tale reaches Austos
Persistence 45%, Resilience 56%, Ride 30%, Sing 18%, Hue and he’ll pay a visit to the characters,
Sleight 22%, Stealth 60%, Unarmed 45% unless of course, the characters are already on
their way to see him. In any event, Vashi or
another courtesan spy witnesses the struggle
ROGUES OF THE YOUNG KINGDOMS and can report what she witnessed to Si’ule.
A motley band of assorted Young Kingdoms scum that If the characters in any way demonstrated
ply the seas for plunder and the streets to mug the knowledge of sorcery, Austos Hue wastes
unwary. The Games Master should adjust their little time in arranging a parley in the hope of
numbers based on the strength of the opponent, there employing the sorcerer.
should, however be at least two rogues with Tharkan.
Their morale will break if Tharkan flees or is seriously
wounded. SCENE THREE:
STR 12, CON 12, SIZ 11, INT 10, POW 10, THE BAZAAR
DEX 12, CHA 9
Combat Actions: 2 Damage Modifier: Nil Travelling upriver from the waterfront along
Strike Rank: +11 Magic Points: 10 the muddy roads of Dhoz-Kam, pass the
Movement: 8m poorly constructed dwellings and shops,
leads the characters to the market square. It’s
WEAPONS
the largest market in the two barbarian lands,
Combat Styles: Two-Weapon Fighting 65%, Scimitar
and every day, nomads, city dwellers and
60%, Dirk 60%
foreigners gather in the market place to
Type Size Reach Damage AP/HP exchange raw materials from Oin and Yu for
Scimitar M M 1D8 6/10 the finished goods of the civilised Young
Dirk S S 1D3+2 6/6 Kingdoms, most of which were acquired
- 13 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
through piracy. The city has a bustling slave clothes are shades of green and aquamarine.
market, and the Oinish and Yurite peoples are He wears a large, gold medallion around his
not averse to selling their own kind to pay neck in the likeness a mermaid curled about a
their debts. seashell. Rings studded with gems adorn his
At night, the market place remains open. fingers.
Strange merchants who sell unusual wares A small bribe is enough to convince Thaloros
appear after sunset. Characters might find the into discussing Arazadi. ' I sold Arazadi to
rare grimiore that contains actual knowledge Aramanes only a few months ago. I thought
of Melnibonéan sorcery, an odd or peculiar about keeping the beautiful girl but she was a
trinket from some lost civilization or a rare bit too old for my tastes. Say, are you
map drawn by an ancient cartographer of interested in a fine, blonde haired
some distant location long forgotten by most Shazaarian?'
civilised lands. Most of what is sold, however, If Thaloros is asked about the Dream Trader,
is rubbish and useless trinkets. If the he refuses to discuss it. If pressed or
characters examine the merchant wares, the convinced to divulge what he knows, he will
Games Master should decide beforehand if state that Azarn Aramanes severely punishes
there are any items of possible value. Some those who discuss the matter. With enough
possible merchants are Meshtari of Shazaar gold or other profitable exchange, Thaloros
who claims the scrolls and papers, many of will explain that in fact, it was a Dream Thief
which have suffered from the humidity of the that was taken prisoner and he’s being held in
climate, all possess magical properties. In the palace. The sorceress Si’ule helped
truth, most are frauds, or mundane capture him for Azarn. If asked about a
documents- such as trade agreements written ‘Dream Trader’ he explains that in all his
in Low Melnibonéan. Karsa-Teg of distant years visiting Dhoz -Kam, he’s never
Okara sells oil lamps, goblets and other encountered a merchant who claimed to be a
objects that he claims contain spirits, Dream Trader.
elementals or possess rare magical properties.
Thaloros is a loathsome lout but he hasn't
Of course, the items are bereft of
caused them harm, at least not yet. In the
enchantments unless the Games Master
chance that the characters try to kill him, the
decides otherwise.
slave’s overseers and his guards will come to
In all likelihood, the characters visit the his aid. The overseers and guards are all men
market place while pursuing Vashi, as part of of Oin and Yu, their numbers should double
their jaunt to the old Lormyrians governor’s the number of Player Characters. Clearly,
palace or to learn what they can from the trying to openly hurt Thaloros might be more
slavers of the market about the fate of trouble than it's worth. If the Player
Arazadi. It’s also possible at least one Characters succeed, they risk angering Lord
character is searching for the Dream Trader. Aramanes who doesn’t take kindly to visitors
disrupting the market place and costing him
THALOROS, SLAVER OF PAN TANG extensive tax revenue. Of course, nothing
prevents the characters from being discreet,
The slave market is not difficult to find. The
perhaps murdering him in the night or
slaver, a business associate of Captain Varran
poisoning him when he indulges in a meal.
Varos of the Mabelrode’s Grin, is Thaloros of
Hwarmgaarl. Thaloros is an obese Pan If the characters have not dealt with the
Tangian. His full beard is oiled and scented. Dharijorians or Calek Dhav and Captain
His dark hair trimmed and held back by a Varran Varos are still alive, Thaloros sends a
human bone clasp etched with a Merman. A messenger to inform them of the character’s
scimitar hangs from his waist and his silk inquiries. The Dharijorians arrive about 30
- 14 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
- 15 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
If the characters agree, he leads them back If the characters ask how he can help
to the waterfront to a single storied building them gain access, he explains they could
with heavy shutters over the windows. The accompany him to the monthly meeting of the
roof has makeshift battlements. A few men Eight or if they prefer, to the palace as part of
armed with bows are seen on the rooftop. The his guard at Azarn’s next banquet occurring
Player Characters are invited to join Hue in the following evening. He explains that Azarn
the main hall. Yurite serving girls set the table enjoys parties and plans them regularly,
with a feast of seafood, roasted pork and bestowing the Oinish and Yurite chiefs with
wine. Tharkan is ill-mannered and Hue lavish gifts acquired on the high seas. Azarn’s
corrects him and apologises to the Player parties are debauched affairs and he usually
Characters for Tharkan’s rude behaviour past provides sordid entertainments. Hue has
and present. The servants provide desserts of noticed that when Azarn is drunk and lewd,
puddings, fresh exotic fruits and wine. While Si’ule tends to retire to her own chamber. The
the Characters dine, musicians enter and characters could slip away at that time and
begin to play; they’re accompanied by several kill her. He warns though, they’ll not be
girls who dance to entertain the characters. allowed entrance in full metal armour or with
Among the dancers is Vashi. Unless a bows but otherwise, they could carry their
character managed to determine that Vashi weapons and don leather armour which
works for Si’ule, they will likely assume that would not raise any suspicion.
she was heading to confer with Austos Hue. If the player characters reached agreement
Austos explains that the girls are all with Krosh Lune, they might be aware of
courtesans and the characters are welcomed another means of entrance into the palace –
to their services. After fêting the characters, one that is unguarded. If they share this
Austos discusses business. information with Austos, he’ll be pleased but
Austos is primarily interested in the caution that the characters have not tested
sorcerer and his inquiries will attempt to the path, what if it is sealed? Whatever
confirm which character is a sorcerer. He decision is made, Vashi spies on the meeting,
needs the sorcerer’s ability to counter Si’ule. whether listening behind a curtain, a door or
Ideally, if the characters are willing to while she’s in the room. Once a deal and plan
actually kill Si’ule themselves, he will pledge is reached, Vashi will wait for an opportune
the swords of his men and several of his allies time to return to Si’ule. Suspicious characters
against Azarn Aramanes. He offers payment may expect such a manoeuvre, good for them!
of 50 Gold Gilders each. If the characters Games Masters should allow the characters
bargain for the Dream Thief or certain slaves, an opportunity to catch or follow Vashi.
he readily agrees. He will also agree to betray If Vashi is unimpeded, she returns to the
the other pirate lords. He will provide palace, through the secret tunnel. She will
information regarding the location each of inform Si’ule of the plans of Austos Hue and
their strongholds within the city. The the characters. If she’s apprehended,
individual assassinations of these pirate lords intimidation is unlikely to work but actual
are beyond the scope of this scenario but the torture, if the characters stoop to it, will
player characters will have an opportunity to work. She'll tell them about the secret tunnel
dispatch them as a group later in this but claim she serves Azarn. If the character
scenario. suspects she's lying, and resort to cruelty, it is
If a merchant is looking for a profitable up to the Games Master to decide how much
relationship, Austos Hue is willing to move information she reveals about her true
certain goods through the merchant. In any loyalties and Si'ule's plan.
event, the characters should profit from this
relationship if they agree to eliminate Si’ule.
- 16 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
- 17 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
basement, near the wine cellar of the building. Si'ule is suspects treachery or a ploy by the
Time and the climate eroded the characters, she discreetly but quickly heads to
construction, flooding the part of the tunnel her sea cliff sanctuary to exact her final
that opens along the west river bank. Later vengeance.
governors ordered the tunnel sealed with a The characters might choose to
large metal grate. accompany Austos Hue to the palace. If they
Si’ule discovered the secret passage in the do, they will be restricted in the armour they
basement and followed the tunnel to the wear and the weapons they carry. Nobody in
corroded grate. With the aid of an elemental, armour heavier than leather or armed with
she sent the rusty grate to the bottom of the bows will be allowed entrance and any
river and uses the passage way to sneak from character that attempts to enter so armoured
the palace and communicate with her spies. If and armed will immediately raise Azarn’s
the characters learn of the tunnel either suspicion. Other pirate lords and local Oinish
through Krosh Lune or Vashi, the characters and Yurite chieftains always attend the
can easily sneak into the palace and gain an banquets. Musicians, dancing girls and
element of surprise against Azarn. If they’re acrobats are frequently employed to entertain
only interested in saving the imprisoned the guests. The events are loud and
Dream Thief, the tunnel is the best option to debauched; providing ample opportunity for
rescue him since he’s imprisoned in a the Player Characters to slip away and act
basement cell. before their absence is noted immediately.
If the characters hope to rescue the Once noted, Azarn assumes the worse and
concubine Arazadi, they will have to continue orders his men to find the characters and
through the palace, risking discovery along apprehend them. The pirates and barbarians
the way. If the Player Characters make their will not hesitate to try and kill the characters
move during the banquet, Arazadi is kept in if they resist.
the main hall, chained to Azarn’s chair. If they They should be wise about venturing into
wait until the wee hours of the morning, she the palace and should ensure that they leave
is either still chained in a hall filled with men the main dining hall at different intervals;
in a stupor from their drinking or she is in the otherwise, they’ll be noticed by Azarn, his
bedchamber (along with a few other slaves) guards or his allies. The only member of his
of Azarn depending on the Games Master’s court who will not raise an alarm is Si’ule. If
decision and how difficult he wishes to make the characters strike during the banquet, in
her rescue, if the Player Characters elect not addition to the pirate lords, and the six
bargain for her freedom. chieftains of Oin and Yu who attend, each
If they intend to kill Azarn or Si’ule, pirate lord will have three or four trusted
slipping in through the tunnel provides the retainers. Azarn will also have his Pikaraydian
element of surprise against Azarn but if Vashi mercenaries led by their Captain- Dard of
has not returned to Si’ule, Si’ule will be alert Pikarayd guarding the palace. A dozen
and suspicious. She’s smart enough to know mercenaries guard the main hall, while the
that Vashi, if pressed, could reveal the rest are paired into patrols. Two on the roof
existence of the tunnel. Si’ule will not alert top, two through the palace, two making the
Azarn of a possible intrusion. She hopes to rounds outside and another pair stationed on
punish him for his transgressions and keep the second floor. The third floor does not
the tunnel’s existence secret. Depending on have any guards nor does the basement.
when the characters strike, the palace’s Ambitious characters who somehow learn of
inhabitants might be drunk or otherwise the location of the guards (through a Demon
impaired in their response. In any event, if of Knowledge or other means at the Games
Master’s discretion) might elect to scale the
- 18 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
wall at night, quietly eliminate the two summoning chamber at the first opportunity.
rooftop guards and sneak down into the She calls upon her Pact with Arnara and
building, taking advantage of the lack of summons a demon horde of the Elenoin (page
guards on the third floor, especially if they’re 158 of the Elric of Melniboné Core Book);
unaware of the secret tunnel. ordering the horde to slay everybody and
Lord Azarn is a magnanimous host; immediately leaves for her sea cave sanctuary.
hospitable to all who visit his hall and The Elenoin appear in the courtyard and
lavishing good food, wine and entertainment burst through the main door singing their
upon his visitors without asking anything in dreadful dirge. Chaos erupts as demons
return. He is cautious though, if he suspects a attack any in their reach, as pirate lord turns
visitor is a sorcerer, especially after Si’ule on pirate lord, and the Player Characters fulfil
prophesied that a sorcerer would be his their own ambitions while fighting through
undoing, he will quietly instruct Captain demons and pirates. The Games Master is
Dard to watch the suspected sorcerer’s every encouraged to play up the betrayals,
move. Dard will signal his guards to watch confusion and chaos with servants running
this individual. Characters that detect the about screaming, drunken men hacked down
signal, might over-react, ending negotiations by the demon women, pirates slaughtering
and instead, crossing swords. Characters who one another and the additional mayhem
note this extreme suspicion may learn of caused by the interests of the Player
Si'ule's prophecy that 'A sorcerer will be your Characters.
ruin.' She of course, refers to her own plans.
Azarn is amiable and willing to negotiate. A COMMON CAUSE
In fact, it is possible that they characters
It's possible the various factions join common cause
could negotiate a price for Arazadi. He’s
against the demons hacking them to pieces and eating
willing to sell the concubine for five times the
their remains. Azarn is not adverse to such an alliance
amount he paid for her. A rich character
and proves an honourable ally. If he's convinced of
might have the means to save her from the
Si'ule's treachery, he may accompany the Player
fate of slavery by paying Azarn’s price. Azarn
Characters to the sea caves. This may lead to a final
is a man of his word, he keeps the deals he
confrontation between Si'ule and Azarn. Games
makes. He is a likeable rogue, who willingly
Masters might wish to test the passions of Si'ule,
enters into business relationships with the
which is stronger, her hate or love? If her love prevails,
Player Characters if it’s profitable. He will
after her final words, she throws herself from the cliffs
contract with merchants to deliver raw
into the sea, ending her spell and her life.
materials to other lands (especially Imrryr),
and will offer a fair percentage. If a Games
Master is interested in complicating such an
THE PRISONER
arrangement, one of the pirates could be an
agent of the Sea Kings. Eventually word of Sarda the Dream Thief is within a cell in the
this arrangement reaches the Lords of the basement. He is in poor condition; his body
Purple Towns and the character finds he’s and mind wracked by his last theft. While he
declared an outlaw on the Island. The only succeeded in stealing the dream, his success
thing Azarn will not do is betray other pirate cost him dearly- his death is inevitable.
lords to bounty hunters and assassins. He has He knows the dream is destined for one
his own sense of honour. individual in particular, the Player Character
Once the characters enter the palace, sorcerer. Sarda walked the Moonbeam roads
whether through stealth or invitation, if Si’ule as a servant of the Balance. Through another
is aware of their intrusion, she heads to her agent of the Balance, he was charged with
acquiring the dream of the Dead God
- 19 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
Dharnizaan. The Dream is beyond the ken of STR 13, CON 14, SIZ 13, INT 14, POW 14,
most mortal minds, stretching sanity to the DEX 16, CHA 17
limit. Most souls cannot fathom the Combat Actions: 3, Damage Modifier: +1D2
knowledge bestowed by a god’s dream. Strike Rank: +15 (+14), Magic Points: 14,
Indeed, most wondered if gods dreamed and
Movement: 8m
if such a theft was possible? Sarda proved it
WEAPONS
possible but the cost is inevitably fatal.
Combat Styles: Two-Weapon Fighting 90%, Rapier
The minds of sorcerers are hardier but by
90%, Hatchet 75%, Main Gauche 75%
no means immune to the dangers posed by
the dream. Sarda will inform the characters of Type Size Reach Damage AP/HP
the cause of his ailment. He does not have Rapier M L 1D8 5/8
much time. He must acquire his Dreamstaff in Hatchet S S 1D6 3/6
order to bestow the dream to the chosen Main Gauche S S 1D4 6/7
character. Sarda tells the characters that ARMOUR & HIT POINTS
Si’ule has the Dreamstaff; they must find her
Typical Armour: Leather Hauberk &Leather Shirt
and acquire the staff before it’s too late. She
was careless around him and spoke with D20 Hit Location AP/HP
Vashi of a rite using his Dreamstaff in the sea 1-3 Right Leg 0/6
contain the power of a god's dream. If they do 16-18 Left Arm 1/5
not hurry, the dream may spill into this 19-20 Head 0/6
reality and the line between the two realities PASSIONS & SKILLS
will cease to exist. Sarda accompanies the
Passions: Rule a Kingdom 90%, Love S'iule 75%
characters but is useless in a fight, death is
Hate: The Sea Kings 65%
too close and its by sheer will that he's able to
continue. Skills: Athletics 85%, Boating 78%, Courtesy 45%,
Drive 28%, Evade 85%, Evaluate 70%, First Aid 45%,
The sorcerer may choose to refuse the
Influence 77%, Lore (Regional) 60%, Lore (Seas of the
dream and another character might volunteer
Young Kingdoms) 80%, Lore (Ports of the Young
in his place despite the risks. It's also possible
Kingdoms) 90%, Oratory 85%, Navigate 87%.
that one of the Player Characters is a Dream
Perception 78%, Persistence 55%, Resilience 65%,
Thief. In which case, the storyteller may let
Ride 55%, Shiphandling 88%, Sing 45%, Sleight 55%,
Sarda die after telling his tale, and the fate of
Stealth 55%, Streetwise 90%, Unarmed 78%
the Young Kingdoms rests in the hands of the
PC Dream Thief.
DARD OF PIKARAYD
AZARN ARAMANES, LORD OF DHOZ- Dard is dark haired with thick hair and a beard. He is
KAM broad shouldered and barrel-chested as wide as two
men. He is tall, nearly seven feet. His arms are
The dashing lord Aramanes has curly dark hair, deep
powerful and his skin glistens with sweat and oil from
brown eyes and a broad smile. He wears a black
wearing so much armour in the southern climate.
leather shirt, red sash, high boot and silk pantaloons.
He covers his fingers with gold rings set with precious
STR 16, CON 16, SIZ 18, INT 10, POW 10,
stones. He has several necklaces of silver and gold
DEX 14, CHA 12
adorned with ornaments. His ears are pierced and
decorated with hoops and studs of gold and gems. Combat Actions: 2 Damage Modifier: +1D4
- 20 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
Strike Rank: +14 (+9) Magic Points: 10 Type Size Reach Damage AP/HP
Movement: 8m Long Spear L VL 1D10 4/10
DARD’S MERCENARIES
STR 15, CON 16, SIZ 11, INT 11, POW 12,
These bands of hardened Pikaraydian warriors are DEX 13, CHA 13
dark of hair, tall and broad. They were helmets with
Combat Actions: 2 Damage Modifier: +1D2
nose-guards, chainmail hauberks and carry longspears
Strike Rank: +12 (+10) Magic Points: 12
and short blades for close quarter combat.
Movement: 8m
STR 14, CON 14, SIZ 14, INT 10, POW 10, WEAPONS
DEX 12, CHA 10 Combat Styles: 1H Axe 65%, Two Weapon Fighting
Strike Rank: +12 (+7) Magic Points: 10 Type Size Reach Damage AP/HP
Movement: 8m Battle-Ax (1-H) M M 1D6+1 4/8
- 21 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
Acrobatics 30%, Athletics 55%, Brawn 65%, Boating 16-18 Left Arm 2/5
60%, Culture (Own) 78%, Drive 40%, Evade 65%, 19-20 Head 0/6
STR 14, CON 14, SIZ 12, INT 13, POW 12, Combat Actions: 2 Damage Modifier: Nil
DEX 14, CHA 14 Strike Rank: +11 Magic Points: 8
Movement: 8m
Combat Actions: 3 Damage Modifier: +1D2
WEAPONS
Strike Rank: +13 (+11) Magic Points: 12
Movement: 8m Combat Styles: Two-Weapon Fighting 75%, Scimitar
75%, Dagger 70%, Hatchet 70%
WEAPONS
Type Size Reach Damage AP/HP
Combat Styles: War Sword (Yish) 81%, Rapier
Scimitar M M 1D8 6/10
(Alzarea) 83%, Battle- Axe (Gwyll) 79%, Scimitar
Dagger S S 1D4+1 6/8
(Zordek ) 84%, Falchion (Sinquo) 85%, Dagger
Hatchet S S 1D6 3/6
(all) 55%, Shortsword (all)
Type Size Reach Damage AP/HP ARMOUR & HIT POINTS
War Sword M M 1D8 4/10 Typical Armour: Leather Shirts
Rapier M L 1D8 3/8 D20 Hit Location AP/HP
Battle-Axe M M 1D6+2 3/8 1-3 Right Leg 0/5
Scimitar M M 1D6+1 4/10 4-6 Left Leg 0/5
- 22 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
- 23 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
courtesans: Tegahe, Alpi and Aiyari are STR 12, CON 13, SIZ 13, INT 13, POW 11 (1
initiates into the cult of Arnara. Dedicated), DEX 16, CHA 16
Lone foreigners who arrive in the city and Combat Actions: 3 Damage Modifier: Nil
venture to the brothel never leave. These poor Strike Rank: +14 Magic Points: 13
fools are drugged, fleeced, trussed and Movement: 8m
sacrificed on the new moon to Arnara. These
WEAPONS
abductions are infrequent and the victims
Combat Styles: Dagger 65%
carefully selected- usually scum and villains
from other lands seeking shelter from their Type Size Reach Damage AP/HP
enemies- and are therefore, not missed by Dagger S S 1D4+1 6/8
anyone. Locals and the pirates are never taken ARMOUR & HIT POINTS
in such a fashion, less suspicion land at the
Typical Armour: None
feet of the brothel. The bodies are disposed in
the river for the crocodiles and even a few D20 Hit Location AP/HP
sharks are known to swim up the river and 1-3 Right Leg 0/6
- 24 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
entrances to the cave. The first is a short High above on the ledge of a cliff, Si'ule
rocky path that leads to the mouth of a cave sings in High Speech, tapping into the
which opens to the sea and fills with water seething effluence of Chaos that spills over
during high tide, making passage more the cliff's edge into the sea like an unholy
difficult. It becomes accessible only by a waterfall. She unleashes a powerful
narrow ledge of slick rock. The second is summoning, something only the ancient
commonly used by Si'ule. Si'ule traverses up a Melnibonéan sorcerers dared try and only
rocky slop to an entrance that is difficult to with the greatest reluctance. Accessing the
see from any distance. It is a crevice that dream, Si'ule beckons a greater demon, a
opens up into the caves and is only a little Kyrenee, to the Young Kingdoms.
more than a metre wide. These caverns are a Arrows and thrown weapons are useless
shadowy, strange place where Si'ule conducts in this storm and well out of range. The
her rites and strengthens her pact to her characters have no choice but to enter the
goddess. caves to stop Si'ule and obtain the Dream
The dreams of gods are powerful, Staff.
unpredictable things and it's a risky Ascending the rocky slope to the crevice
proposition to apply logic to an inherently side entrance is the safer of the two ways to
illogical thing. The caverns are no longer enter the caverns. The character must ascend
solely of the natural world. The properties of 20 metres up the cliff. As the characters
the caves are altered by the miasma of Chaos ascend, they are battered by the elements.
as the Dead God's Dream spills into this This requires a Difficult Athletics roll. If the
reality, re-shaping it into a nightmare reality. characters proceed to enter via the sea cave,
The walls within the cave are transformed they must traverse 30 metres and risk being
into an un-natural substance, and scintillate battered and swept out to sea. This pathway
in blues, greens and purple hues- providing a requires a Hard Athletics roll.
soft, unnatural illumination. The walls seem
Regardless of the path chosen, Failure
to flow beneath the surface depicting strange,
means the character does not make progress
swimming shapes. In some cases, the walls
towards the entrance. A Fumble means the
begin to ooze Chaos matter that mingles with
character is bashed against the rocks and
the sea. Life forms are created and dissolve in
tumbles into the sea. Characters who are
an instant. Some of the shapes are eerily
ascending the cliff side risk falling damage
beautiful and resemble Si’ule. Other shapes
from the plunge and the rocks below,
depict horrid, grotesque chaos things from
followed by a danger of drowning and being
the depths of the sea and the dark places of
swept out to sea. Characters who proceeded
Dharnizaan's mind. The reality of the Young
along the ledge to the sea cave risk being
Kingdoms is dissolving as the dream leeches
swept out to sea and drowning. Swimming in
into the plane.
these waters requires a Hard Swim roll.
When the characters near the cliffs, the
approaching storm reaches its crescendo. The
wind grow cold and gain the strength of a THE DEAD GOD'S DREAM
gale. Thick roiling purple-black clouds gather Within the substance of the chaos dream, sorcerers
on the horizon, flashing with lightening and gain access to extraordinary magical potential.
booming with thunder. The tormented Sorcerers impose their will on reality and reshape it.
waters rise, toss and swirl; crashing against The cost is usually taxing since any given reality or
the stone, forming towers of spray and foam plane has its own established laws, which the sorcerer
that crash back into the angry sea. in most cases seek to violate. In game terms, sorcerers
expend Magic Points. Within Dharnizaan's dream, the
- 25 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
laws of the physical reality of the Young Kingdoms Once the characters are on the ledge, the
breakdown becoming easily malleable, anything swirling pool's chaos tainted water s erupts
becomes possible. In game terms, the sorcerer has into a towering- half-formed thing that lashes
unlimited access to Magic Points each round. out with crustaceous claws and piscine maws.
There of course, is a terrible cost. If the Game Master Moments later, it collapses back into the pool
is using optional rules for Insanity, then each point dissolving and reforming into the myriad
tapped in this manner risks one point of insanity. This shapes of life that inhabit the multiverse. The
can be resisted with an opposed Persistence Roll thing does not last but its sudden attacks are
against the Potency of the Chaos energy. Each Magic enough to knock the characters from the
Point is multiplied by 5% to determine the strength of ledge to crash into the rocks or pool below.
the Chaos energies. Thus, if the character channels 10 Hard Athletics Skill rolls are necessary to
MP in one round, his Persistence is opposed by a keep from falling. If a character fumbles, he
Chaos Potency of 50%. If he fails the roll, he gains 10 crashes into the rocks 35 metres below. If he
points of insanity. Harsh, indeed, but such is the price fails the test, he falls into the churning chaos
of playing with the unfettered Chaos of a god's dream. waters, which seek to warp and twist the
character. The character must make an
If the Games Master does not use insanity rules,
opposed Resilience check against the Chaos
tapping the dream stuff takes a physical toll on the
Waters' Potency of 65%. If the character Fails
character, reducing a random hit location by one Hit
this test, he suffers a chaotic change before he
Point per Magic Point. The character may resist this
can climb from the pool. If he Fumbles the
loss by making an Opposed Resilience roll in the same
roll, the unfortunate character is grabbed by
manner as noted above. Should the character suffer the
the many strange limbs of half created things
equivalent of a Serious Wound in any location, the
which warp, stretch, tear asunder and finally
location is mutated by Chaos. The Game Master
assimilated the poor wretch into the dream
should roll on the Chaotic Features Table of the Core
stuff of chaos.
Rulebook and apply the results.
After the characters deal with the dangers
If the character should Fumble the Persistence or
of the swirling pool and ascend back up, they
Resilience Roll, he suffers double the insanity points
enter into a cave that opens and forms the
or physical damage and should roll twice on the
ledge where Si'ule summons the Kyrenee. In
Chaotic Features Table. Some Game Masters may wish
the centre of the chamber floating half way
to apply both the mental and physical costs to the
between the floor and ceiling is the
character. Sorcerers instinctively know they can draw
Dreamstaff. The staff warps the air around it
upon the power of the dream. The Games Master may
and an alien plasma seeps from it, forming
allow an appropriate Lore roll or Insight roll for the
into the raw Chaos stuff flowing from the
character to guess at the risks. There is no limit to how
staff. Sarda warns the characters back and he
many MP the character can tap in a round but going
plunges into Chaos to retrieve the staff. He
mad with power is sure to reduce the character to a
tells them to stop Si'ule before the demon
mindless, maddened chaos thing.
fully forms on this plane.
Si'ule is using the energies of the dream to
THE SWIRLING POOL summon the demon to this world. It has not
fully manifested. It will take Sarda ten
If the characters succeed in entering the
combat rounds to obtain the staff and to
caverns via the sea cave, the must ascend a
temporarily cut off the flow of the dream
mystical hewn stair case that spirals along the
that's allowing Si'ule to power her
edge of the cavern to end at a ledge that opens
summoning. If the characters hope to hold
into a large chamber. Characters who enter
back until Sarda obtains the staff, Si'ule
from the cliff side crevice begin on the ledge.
Commands the demon to kill Sarda, which it
does easily. If Sarda is slain, the characters'
- 26 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
temporarily seal the dream back in the staff. 1-3 Right Leg 0/6
The dream is only safe once its bestowed to a 4-6 Left Leg 0/6
sapient being's mind. In the meanwhile, his 7-9 Abdomen 0/7
companions must survive against the Kyrenee. 10-12 Chest 0/8
13-15 Right Arm 0/5
If the characters slay Si'ule or stop her
16-18 Left Arm 0/5
summoning, such as knocking her off the
19-20 Head 0/6
ledge into the sea below, the characters
successfully disrupt the summoning. The PASSIONS & SKILLS
Kyrenee continues to pose a threat for one Passions: Love Azarn 80%
combat round before returning to its hell.
Hate: Azarn 95%
Once the dream is sealed in the staff, Si'ule
defeated and the Kyrenee banished to its own Skills: Acrobatics 25%, Athletics 48%, Boating 25%,
plane, the storm breaks, the seas calm and the Courtesy 65%, Command 90%, Dodge 45%, Driving
stuff of chaos dissipates and becomes sea 25%, Evaluate 65%, First Aid 55%, Influence 77%,
Si’ule hides her face behind a gossamer veil like the Summoning Rituals: Demon of Desire 90%, Summon
ladies of her homeland. She is scantily clad in purple Elenoin 90%, Demon of Knowledge 77%, Demon of
silks beneath her hooded cloak. Si’ule's hair is usually Protection 75% Demon of Combat 75% Water
hidden beneath her conical cap. Her hair is long, Elementals 70%, Earth Elementals 60%
straight and black, decorated with clasps of gold. She Runes: Alarm 80%, Chaos 75%, Earth 75%, Man 75%,
is a beautiful woman, but her mind is tortured, and she Protection 75%, Water 80%, Woman 75%
can be provoked into revealing the true depths of her
GIFTS & COMPULSIONS
madness.
Sanctuary: 1 POW
STR 13, CON 15, SIZ 13, INT 17, POW 21 (11 Horde: Elenoin (10 POW)
Dedicated), DEX 15, CHA 18
Jealousy (Compulsion): A desire to doom her lover-
Combat Actions: 3, Damage Modifier: +1D2 destroying all he values
Strike Rank: +15, Magic Points: 10,
Movement: 8m Hero Points: 4
THE KYRENEE
WEAPONS
The description and abilities of the Kyrenee are on
Combat Styles: Two-Weapon Fighting 85%, Scimitar
pages 165-166 of the Elric of Melniboné Core
85%, Dagger 85%
Rulebook.
Type Size Reach Damage AP/HP
Scimitar M M 1D6+1 6/10
- 27 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
- 28 -
A DEAD GOD’S DREAM – AN ELRIC OF MELNIBONÉ SCENARIO
- 29 -