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Finn

Cullen
Writing &
Art

FIVE LIGHTS
An adventure for Barbarians of Lemuria

The God of Five Lights


Background and GM Notes
The heroes are employed by a minor
nobleman in a beleaguered outpost to rescue
his daughter who has succumbed to the wiles
of a cult in a nearby city. The cult preaches a
doctrine of universal acceptance and
tolerance for all which, to this nobleman,
seems like a weak and diminishing faith. He
wants them to go to the cult centre and bring
his daughter back whether she will or no. For
this he will reward them either with riches,
with a position in his army, or with the
remission of whatever dreadful sentence they
would otherwise have upon their heads.
In fact this autocratic old warrior is right to be
suspicious, but for the wrong reasons. The
cult that his daughter has joined is all
sunshine and love on the outside but they
secretly serve a dreadful ancient monster that
they regard as a deity. On the night of the
upcoming Five Lights Festival the new temple
maidens will be offered to the monster and in
return the cult will obtain magical power.
As a final complication that the GM can use in
various ways, one of the other Temple
Maidens is actually an infiltrator, an impostor.
Shes a notorious thief whose goal is to gain
access to the inner sanctum of the cult in
order to steal the five jewels in the temples
idol. She may prove a nuisance, raising
security and alarms, or a convenient
distraction or even an ally when things go
wrong.
Feel free to tinker with the names of people
and places to suit your own campaign of
course.

The Hook
The Heroes find themselves in the mountain
fortress of Jarek Thal a warrior lord whose
lands are in a region plagued by hostile tribes.
The tribes are rising more than usual this year
and his forces are committed to keeping them

pacified in the approved manner which


consists of Thals troops raiding troublespots
and any settlements near them and turning
the place over to find troublemakers.
Funnily enough the more they do this the
more troublemakers there are to find. In his
defence the hostile tribes were pretty
damned hostile even before this policy, but
the whole region is tense with the threat of
violence and upheaval.
Why Jarek Thal wishes to employ the Heroes
is an open question with many answers.
Perhaps he has simply heard of their prowess
and wishes to make use of it. Perhaps he has
witnessed them in action against the
tribesmen in the area and they have
impressed him. Perhaps they have heard he
has a need for heroes and have sought him
out. Perhaps they have earned a place on his
headsmans block and he is willing to remit
their penalty if they carry out a task for him.
His own men are too committed here to be of
use so he is called upon to recruit outsiders.
Tailor the reasons to suit your campaign and
your players.
The interview will take place in Jarek Thals
own fortified hall in the Tower of the Eagle,
his ancestral home. Partially ruined and
standing on a flinty crag the Tower is a
forbidding sight, a raised fist above the slopes
and valleys that are his domain. There is no
luxury in the Tower of the Eagle all is stone
and flickering lamplight, iron gates and
warriors in helms with forbidden blank faces.
Jarek Thal himself is a veteran warrior a man
of average height but stocky build, his hair is
short and grizzled, his face scarred with many
old lessons.
The job he wants the Heroes to undertake is
the rescue of his daughter. The catch is that
she may not want to be rescued. Six months
ago a pair of priests came through the lands
of Jarek Thal. Priests of some cult unknown
to the locals. While they would normally
have been strung up with spikes through their
limbs, Thal tells the Heroes, these men

demonstrated gifts of healing that were of use


to both the general population and to Thals
own warriors. In gratitude (For what is a
Lords word worth if he cannot richly reward
those who do him good?) he gave them
shelter in his own fortress.
But then the white faced dogs began to
preach and whisper words of weakness. I will
not have anyone soften the hearts of my
warriors, of my people. They spoke of their
god and how he would gather all people to
him in peace. Even the tribesmen of the
Upper Rifts. Even those cannibal dogs of the
Grey Passes. Pah! I had their necks twisted
as I should have done at first and threw their
bodies to the dogs. But Aleyna had already
been bewitched!
Aleyna is Jarek Thals daughter, and by all
accounts a wonderful girl. Shes in her late
teens, fair of face, wealthy in virtue and
kindness. Her father paints a sincere but
perhaps idealised picture of her. She was, he
says, taken in by the words of the priests and
they appealed to the childish kindness in her,
she who had no idea of the realities of the
world.
Shortly after the deaths of the priests she ran
away with a pair of servants loyal to her. In
disguise she crossed the southern slopes of
her fathers land and made her way to the
great city of Daroketh. There she sought out
the temple of those priests and offered
herself to be a Temple Maiden there.
A daughter of mine serving those palelivered weaklings. It burns my bowels with
fire to think of it! She is of a line of warriors,
of rulers! She should be birthing new
warriors of the blood, not tending the sores of
cripples and beggars.
He has learned all this from one of the two
servants who accompanied Aleyna to
Daroketh, who lost his nerve and returned
home to bring news of Aleynas whereabouts
and throw himself on the mercy of Jarek Thal.

Jarek Thal threw the returning servant down


the Shadowless Gorge for his disloyalty.
The Heroes job is simple. Travel to Daroketh,
find Aleyna, and bring her back home where
she belongs. As for the whimpering mewling
weak priests who have bewitched her, well if
they are willing to die for their faith who is
Jarek Thal to deny them that honour?
He will provide them with sight of a painting
of Aleyna that was made some months before
she vanished so they will recognise her. She
is a dark haired young woman with pale skin,
large innocent eyes and an expression of
peaceful happiness. Her hair is worn in a
long braid in the painting, the braid being
wrapped around with golden hoops.

Pacing and so on
If the GM wants to include an early action
scene to get the adventure going quickly then
the interview with Jarek Thal can be dealt
with as backstory (You have been hired
by) but my preference is to establish what
the man and his people are like to give some
context and perhaps raise the question
among the Heroes of whether or not the
daughter would be better off with the new
cult.
There will be the opportunity for an action
scene as the Heroes travel through Jarek
Thals lands on their way to the city which
may prove a refreshing change of pace from
the scene in the Tower of the Eagle see
Raiders below. Another option may be to
start the session In Medias Res with Raiders
and then after that is resolved run the Hook
as a flashback to show how they got there,
ending the Flashback with the Heroes arriving
in the city. Whatever fits your play style and
group.

If you do plan to skip the Hook and include it


only as a fait accompli then make sure the
following points are emphasised, and use the
details above to flesh out answers to any
questions the players may propose.

Jarek Thal is a warlike, blunt,


autocratic nobleman who brooks no
nonsense.
His lands are a collection of villages in
an area of almost constant threat
from primitive mountain raiders and
he is just as violent and ruthless in
return.
For one reason or another the Heroes
are offered the job of rescuing (?) his
daughter from a cult in a nearby city.
Her wishes are not relevant to her
father.
The cult preaches love and tolerance
to all, even the people that decent
folk like us dont like! That makes the
fanatics and cranks and clearly
dangerous.

Raiders
To establish the sort of life lived in this area
the Heroes will come across a raid being
carried out by a group of hostile tribal
warriors against a small farming village in
Jarek Thals lands. This will take place while
the Heroes are travelling toward the city to
fulfil their task.
As they travel they will hear the sound of a
horn being blown in what any warrior, soldier,
mercenary etc would recognise as an alarm
call. In the distance the sounds of sword on
sword and the distant muffled roar of war
cries and the sounds of conflict. The source
is a small palisaded village on the slopes of the
hillside.
The village is Nurn a small settlement of
shepherds and their families. By happy
chance there was a small group of Jarek Thals
warriors on patrol nearby when the raiders
emerged from the moorland and surged over

the walls of the city. Jarek Thals soldiers


are even now fighting a defensive action
against the tribesmen but they are heavily
outnumbered and the Heroes may be able to
turn the tide of the battle.

Things to Establish
The raiders are actually savage hostile
bastards not downtrodden outcasts fighting
for survival. They fight without mercy and
slay anyone in their path, man, woman or
child. They do not beg for mercy if defeated,
and while they will flee if they are losing they
will not surrender to a challenge. Their
culture treats captives as meat to be toyed
with and they expect the same from their
enemies.
The local villagers are a tough lot, used to
struggle. They will defend themselves with a
stoic resistance and not whine about their lot.
They are loyal to Jarek Thal despite his
warlike mien he is a good ruler to them.
They know Aleyna and love her she was
always welcome in their village and her good
heart was well known. She brought gifts of
food and clothes when winters were hard.
They remember the strange priests who
passed through. They did good things, but
they spoke blasphemy.
The soldiers of Jarek Thal are hard bitten
brutal men. They are loyal to the death to
Jarek Thal for he brings order to this land.
While they mistrust outsiders (probably
including most of the Heroes) they respect a
warrior and anyone who performed well in
the fight against the Raiders will be treated as
an ally. They will share food and drink with
such a one and can confirm the general view
of Aleyna as a fine and honest maiden, one
that would make a good mother to warriors.
One of the surviving soldiers remembers the
two Priests who came to the Tower of the
Eagle. Their words were honey, but in their
eyes I saw nothing but greed.

Running the Battle


Rather than keep track of every participant in
this chaotic battle, just establish the
following:

There are about six warriors of Jarek


Thal currently engaged with twice
that number of raiders. The warriors
wear leather armour and metal helms
and fight with sword and shield. The
raiders are in light leather harnesses
and fight with long curved knives,
hatchets and short bows. That
engagement is taking place in the
open area of the village in the ruins of
the shattered gates.
Another twelve or so raiders are
rampaging through the town
attacking any villagers they can find.
The men of the village (and some of
the women) are trying to defend
themselves but have little training or
chance.
If the Heroes commit their whole
force to aiding the soldiers then they
can skirmish with a couple of the
raiders each and the soldiers will
make it through the fight with 3 or 4
survivors. The townsfolk will come
off badly in the meantime but then
the Heroes and soldiers can combine
against the Raiders. The Raiders will
flee at this point and the Heroes can
choose to pursue them or not.
If the Heroes commit their whole
force to protect the villagers then
again give them a chance to skirmish
with a couple of raiders for each Hero.
If they are successful then the Raiders
will give up attacking the village and
start to flee. The soldiers will have
been slain except for one man who
will be injured.
If the Heroes split their forces to assist
both the villagers and the soldiers
then give them three raiders to fight
each. Success means that the village

and soldiers will both take moderate


losses and the raiders will be routed.
If the Heroes fail utterly in their fights
against the raiders then either leave
them wounded and licking their
wounds or if you prefer have them
taken prisoner back to some tribal
settlement for slow torture and
possibly cannibalism unless they
find an opportunity to escape of
course.

The City of Daroketh


You can of course substitute any suitable city
from your campaign.
Daroketh is a walled city built across a wide
navigable river, the Adustra. East and west
Darokath communicate with each other by a
large number of ferries crossing from one side
to the other. The rulers palace is on a small
island in the river nearer to the west than the
east and this island is joined to the shore by a
stone bridge. In general the western half of
the city houses the wealthier inhabitants, but
each half of the city has its own no-go areas,
slums, rookeries and the like. Outside the
walls of the city sprawling shanty towns have
grown up to east and west housing traders,
the dispossessed, temporary markets and the
like.
Its a cosmopolitan place and most races of
the world can be found here. Its a good place
to do business and the city watch (The
Wallguard they are called) do an efficient job
of keeping the merchants and their commerce
safe from disruption. The lower orders have
to look after their own justice. So it goes.
The Cult of Five Lights has a temple on the
east side of the city in the heart of one of the
rougher areas. The temple stands alone with
no adjoining buildings and resembles a squat
rectangular slab with ridged columns at each
corner atop each of which a lantern is kept
burning. These, any believer will tell you, are
four of the five lights. The fifth, they will add,

is the light within the observers own soul that


will respond to the light of the faith.
The Cultists of Five Lights are actually well
regarded in the immediate area. They give
food and healing to the poor, indeed to
anyone who requires it, and their brothers
and sisters are often to be seen in their pale
robes moving among the needy.
They seem like a nice bunch of people. Right?
If only.

The Faith of Five Lights


The outer order of the Faith of Five Lights is a
benevolent front that masks a very dark
secret. The worshippers do not know the
truth of the god they worship, they only know
that by joining in the prayers and simple
rituals of the faith at the Temple they feel
empowered to heal and help others. They
believe the doctrines that they have been
taught that Five Great Lights shine in the
darkness of the void and bring hope and give
guidance to those who seek the truth.
The inner order however knows the truth.
The god they worship is a dreadful
otherworldly being named Ogenfijf in old
grimoires. It grants power to the cultists in
order to draw in more converts, because from
the converts it chooses sacrifices.
This is the deal. Most worshippers join the
Faith, hear the platitudes of doctrine, pray
and worship, and receive the ability to heal
and bless others. But when a maiden offers
herself to the Faith she is chosen to become a
Sister of Light and after her initiation she is
sent away to the Great Sanctuary in the
mountains there to serve in prayer and
devotion for a time. In fact there is no Great
Sanctuary. Ogenfijf likes maidens and desires
them as sacrifices. During the initiation of a
group of Sisters the god will manifest and take
them back to his foul realm to serve him for
eternity.

Scouting the Field


If the PCs decide to visit the Temple to get an
idea for the layout of the place they can do so
quite openly during the daytime. They will
find a welcoming temple with a number of
small chapels of contemplation. Pleasant
incense burns. Quiet priests and priestesses
move about wearing pale robes and placid
smiles. They will talk of peace, openness,
toleration and brotherhood. Its enough to
make the average barbarian hero sick. These
worshippers would be the annoying sort of
knee-bender who would allow bandits to
pillage their lands rather than pick up a cudgel
to defend themselves.
At the heart of the temple is the Sanctum a
wide room with pillars around the outer edges
supporting a balcony above. The mosaic
symbol inlaid into the floor is a multi-coloured
chaos of lines and curves. Someone with a
magical or occult background looking at this
symbol will realise that most of the design is a
red-herring and that the black lines and
curves taken by themselves inscribe a glyph of
Opening the Way a spell to create a gate to
another realm.
During normal services this whole area will be
half filled with worshippers. One of the senior
priests will lead a ritual of prayer and
response that is as blandly uplifting as you
would expect but most participants who
genuinely take part will feel inspired as a
result and gain a bonus dice to any one task
they undertake in the next 24 hours. This is
the benevolent gift of Ogenfijf that draws in
the crowds.
Among the robed clergy there are a very small
number of young women. Their robes are
trimmed with blue and are modestly cut.
These are the Maidens of the Temple who are
to be dedicated as Sisters of Light. Alayna is
not among them. It will be explained that
most of the Maidens spend their time in
isolated prayer and meditation within the
inner parts of the temple.

A Familiar Face

The Ritual and Endgame

One of the Maidens of the Temple is anything


but devout. At some point during the
adventure one of the Heroes will recognise a
familiar face, a high cheekboned face full of
impish mischief (wearing an unconvincing
pious expression at the moment) beneath a
short mop of dark hair.

Whats presented here is only one likely


outcome. If the Heroes choices lead in other
directions, dont force things a particular way.
If they circumvent the ritual entirely and get
Aleyna out in some sneaky peaceful way you
can always have Ogenfijf appear later,
summoned in the darkness and slithering out
into the city in pursuit of the one that got
away.

The woman in question is Barethra and she is


a notorious thief and adventurer. The GM
should choose one of the PCs who has a
background either in thievery or enforcing the
law and quickly tell that Hero how he or she
knows Barethra. Ask the Hero to help in this
- how did their paths cross, which of them
betrayed the other, how did they part?
The Hero in question will know that Barethra
is not the type to become a pious worshipper
and as for becoming a Maiden well even the
gods themselves couldnt help with that.
Barethra is here to steal the five jewelled eyes
of the god of the Temple. She doesnt know
where they are kept but knows they are
brought out for the initiation ritual for the
Sisters of Light. She plans to join the ritual,
steal the gems and flit away from the city a
wealthy woman leaving behind the wailing
priests of the Temple. Her plans usually go
awry one way or the other.
Shes a good natured thief and bears no
grudges, so shes likely to be happy to discuss
her plans with the Heroes perhaps looking
for a way they can become either scapegoats
or diversions. Shes very happy to work with
them right up to the moment when she
pockets the jewels and flees.
She does have access to the inner rooms of
the temple where only the Maidens are
allowed to go. Shes shared a dormitory with
Aleyna and finds her a pious bore. Beautiful
though, she teases any manly Hero shes
discussing the matter with, we share a
common bathing pool. Shes too delightful to
give to an impotent old god.

But in the spirit of a climactic scene here is


how the Initiation Ritual might go down, at
least until the PCs decide to intervene.
At nightfall the lay worshippers and outer
order members of the faith leave the
Sanctum. The gates of the temple are closed
and the priests and priestesses of the Outer
Order, good people that they are, retire to
their dormitories to pray for the maidens who
are to be elevated in the service of the faith.
Meanwhile the Inner Order priests prepare
the Sanctum. There are twelve maidens
hoping to become Sisters of Light at this ritual
and they will have bathed in scented water
and been robed in flimsy white shifts (to
symbolise simplicity and purity of course, the
fact that their arms and legs are left bare and
the sheer material clings to their bodies is
entirely irrelevant to the sleazy priests and
their loathsome god. Honest). The
maidens kneel around the circular pattern in
the Sanctum. The High Priest then enters
bearing a staff of jet with a blazing gem at the
top. The doors to the Sanctum are guarded
by silent Eunuch Guardians (two for each
Hero).
The High Priest will walk slowly from the edge
of the circle to the very centre of it, chanting
in an obscene and blasphemous language.
Just hearing this dreadful invocation terrifies
the maidens and the air in the chamber seems
to become thickened and tinged with blue
light.
The High Priest will then strike his staff against
the centre of the symbol on the floor and one

set of lines in particular (those formerly black


lines, the Glyph of Opening) will glow a sickly
yellow. The High Priest will then slowly
retreat to the edge of the chamber as Ogenfijf
manifests.
Ogenfijf will appear to be clawing his way up
through the floor itself, though leaving no sign
of his passage, as though clambering
awkwardly from a pit though the floor itself is
solid. He is a being with long limbs ending in
powerful hands and feet with a hint of
amphibian webbing, his body is a parody of a
human form but misshapen, his head is a
bulge of flesh with a wide fanged mouth.
Five shining eyes are arrayed around that
head The jewelled eyes that the thief
sought.
Ogenfijf is a monstrous foe, hard to injure.
His long limbs carry an inhuman strength and
he delivers great slapping blows that can rock
even the strongest man. If he is not impeded
he will seize one terrified maiden after
another and push them through the solid floor
where the glyph shines. Anyone that passes
through that glyph is gone for good. Ogenfijf
does not expect the Maidens to go willingly
and enjoys hunting them around the pillars.
When they are all captured he will return
himself to the world beyond the glyph and
leave behind the astral stink of his presence
that the High Priest will use to power all the
good work the Temple does.
Naturally the Heroes are likely to intervene
before all this plays out and the GM should go
with their actions to make the story end well.

It would be a shame if Ogenfijf didnt get to


make an appearance though so do bear in
mind that the High Priest could always cry
aloud a dying curse to open the glyph, or
blood could be spilled across it or or well
anything that works.

Aftermath
Hopefully the heroes will have rescued
Aleyna. Having seen the god of the Five
Lights shes in no particular rush to dedicate
herself to its cause. She doesnt want to
return home either, which will give our
Heroes a bit of a moral dilemma do they
force this sweet girl back into her fathers
brutal care and claim their reward? Or assist
her escape and make an enemy of a powerful
warlord?
If the High Priest survived he will certainly
seek revenge, though the death of Ogenfijf
will reduce his powers if not his desire for
blood.
If Ogenfijf was not killed then it will certainly
seek to continue its foul cult. If that is
impossible due to the actions of the Heroes
then it will find an opportunity at some time
to reach out its mind and ensnare another
gullible worshipper who will find a way to
open the way and then the God of Five
Lights will emerge and seek revenge for the
wrongs done it.

NPCs and Adversaries


Jarek Thal
Strength +2
Agility +1 (0)
Mind +0
Appeal +1

Brawl: 1
Melee: 2
Ranged: 0
Defense: 1

Lifeblood: 14
Armour: Medium (d6-1, -1 to Agility)
Weapon: Great Mace (1d6+2)

Careers:
Soldier 2
Noble 2

Boons: Fearsome Looks (Intimidating), Hard to Kill


Flaws: Arrogant

Jarek Thal is a solid muscle of a man, broad shouldered and deep chested. He looks far more a
warrior than a nobleman and he is used to leading hard men into dangerous situations and keeping
order. To play him imagine rock solid stability and determination. Speak in clipped sentences and
make definite statements. These priests are weaklings. My daughter will be returned safely. He
is a dangerous man and knows it, but he takes his obligations to his people seriously.

Thals Warriors
Strength +1
Agility +1 (0)
Mind +0
Appeal +0

Brawl: 0
Melee: 1
Ranged: 1
Defense: 0

Lifeblood: 3 (Rabble)
Armour: Leather hauberk, helm (d6-1, -1 to Agility)
Weapon: Sword (1d6)

Brawl: 0
Melee: 1
Ranged: 1
Defense: 0

Lifeblood: 4 (Rabble)
Armour: Leather harness (d6-2)
Weapon: Sword (1d6), Bow (1d6)

Strength +0
Agility +1
Mind +3
Appeal +0

Brawl: 0
Melee: 0
Ranged: 1
Defense: 3

Lifeblood: 10
Armour: None
Weapon: None

Careers:
Noble 1
Physician 1

Boons: Marked by the Gods, Magic Resistance


Flaws: Combat Paralysis

Careers:
Soldier 1

Raiders
Strength +1
Agility +1 (0)
Mind +0
Appeal +0
Careers:
Barbarian 1

Alayna Thal

Alayna is in her late teens, a good looking young woman with straight black hair. She has a kind
heart and is genuinely concerned for the fate of those who cannot protect themselves. When
playing her talk softly, do not make harsh statements, ask insightful questions, look for good to do.

Barethra
Strength +0
Agility +3
Mind +0
Appeal +1

Brawl: 1
Melee: 1
Ranged: 0
Defense: 2

Lifeblood: 10
Armour: Skimpy chainmail (d6-2)
Weapon: Daggers (d3), Slim Sword (d6-1)

Careers:
Courtesan 1
Thief 3

Boons: Escape Artist, Sneaky


Flaws: City Dweller

Barethra is a petite and slim woman with unruly dark hair and a
gleam of mischief in her eyes. Shes made her way in the world
using her wits and her speed at getting out of trouble and by a
disregard for the rules that hold other people back. Known by a
dozen different names in a dozen different cities shes tricked,
fleeced, conned and robbed the high and mighty for the last five
years. Shes always looking for one last big score so she can retire
to a safer life but thats never happened yet.
To play Barethra remember that everythings a game, but that you play to win. People are less
threatening if you can tease them or flirt with them, and theres always a way to win them over so
act like you expect that.

High Priest Fasian Kryp


Strength +1
Agility +1
Mind +3
Appeal +1

Brawl: 0
Melee: 2
Ranged: 0
Defense: 2

Lifeblood: 11
Armour: Bracers and light leather (d6-2)
Weapon: Staff (d6-1)
Arcane Power: 13

Careers:
Magician 3
Priest 1

Boons: Learned (Occult Lore), Detect Deception


Flaws: Unsettling (people mistake this as being due to his piety)
Typical Spells Compel, Evil Eye

Fasian Kryp, the High Priest of the God of Five Lights is a consummate actor. In public he presents a
faade of placid benevolence, smiling, nodding, speaking very little and when he does speak it is in
soothing platitudes (All will be resolved as the god desires, All mankind is as one to me, I make no
judgements.). In private though he applies the same calm resolve to his vile magics and his
devotion to the monster he serves. He is no cackling maniac but a devoted and pragmatic servant
of a power beyond humanity. Everyone is cattle. He is a tall lean man with hollow cheeks and
heavy lidded eyes. His hair is tonsured and white. He appears to be in his middle years despite the
white hair and he his supernaturally health.

Inner Order Acolytes


Strength +0
Agility +0
Mind +0
Appeal +0
Careers:
Priest 1

Brawl: 1
Melee: 1
Ranged: 0
Defense: 0

Lifeblood: 3 (Rabble)
Armour: None
Weapon: Daggers (d3), Staff (d6-1)

Eunuch Guards
Strength +2
Agility +2
Mind +0
Appeal +0

Brawl: 2
Melee: 2
Ranged: 0
Defense: 0

Lifeblood: 4 (Rabble)
Armour: Leather Harness (d6-2)
Weapon: Scimitar (d6)

Careers:
Soldier 1

Ogenfijf
Strength 4
Agility 3
Mind 1

Defense: 4 (No real vital organs)


Armour: Tough unnatural skin (d6+1)
Lifeblood: 30

Attacks:
Grab +4 (no damage but target is held and must make a difficult STR roll as an action to break free)
Bite +3 (+5 against a grabbed opponent), 2d6 damage
Slamming blow +4, 1d6+2 damage
Once per day only the creature will bow its head and the five eyes around its mouth will flare up
with a foul penetrating white light. Anyone it is facing (up to three targets) must make a Mind roll
or be shaken and nauseous, taking an extra penalty dice on all actions for the next 1d6 rounds
If Ogenfijf can be destroyed the shining eyes can be pried out of its head, they are crystalline things
and feel slimy to the touch. Needless to say they have a rarity value. Alchemists will pay a high
price for them as ingredients or if the Heroes know a little of magic they will realise that such
trophies can command an even higher price from wizards. A single eye will count as a rare
ingredient for many Magnitude 2 spells, all five would be suitable as a component for a Magnitude 3
spell.

Afterword
Of course anything and everything in this adventure can be tweaked, changed, altered, spindled,
mutilated, powered-up or powered-down to fit your group, their characters and your preferred style
of play. While Ive included some suggested scenes these are just incidents that could possibly
happen that fit the genre and tropes of Sword and Sorcery and you shouldnt try to force your
players to hit these beats if their actions dictate otherwise. Respond and adapt and remember you
can always bring a bad guy back some other time.
Thanks to Simon Washbourne for creating Barbarians of Lemuria in its many incarnations.
Text and errors are my own, the artwork is my own too using DAZ Studio.

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