Beyond the Building Wall scenario published in Tales of the Reaching Moon issue #13
Copyright © 1995 by Michael O’Brien
Permission is freely given for personal gaming use.
Due to a error in production, we inadvertently left out the NPC statistics for the Capratis party in my scenario Beyond the Building Wall in issue #13 (The West special). Here then is the omitted information.
NPC Stats: The Capratis Party
The Lord
Guillam Capratis
Male, 37; Rokari Lord caste STR 15
CON 12
SIZ 14
INT 16
POW 12
DEX 10
APP 12
Move: 3
Fatigue: 27
Hit Points: 13
Magic Points: 12
DEX SR 3
19-20 Head 20 13/5
16-18 L.Arm 18-19 6/4
13-15 R.Arm 16-17 6/4
12 Chest 11-15 6/6
09-11 Guts 07-10 6/5
05-08 L.Leg 04-06 6/5
01-04 R.Leg 01-03 6/5
Arms and armour: Total encumbrance 22, soft leather everywhere, ringmail everywhere except head (AP6, Enc. 12.5). Enchanted plate helm (AP 12, Enc 2.5) Broadsword and Kite shield in melee (enc 7)
Broadsword SR-7 A-97% (1d8+1+1d4) Parry (12) -47%
Kite Shield SR-8 A-12% (1d6+1d4) Parry (16) -73%
Dagger SR-8 A-53% (1d4+2+1d4) Parry (6) -34%
Fist SR-8 A-71% (1d3+1d4) Parry (arm) -34%
Sorcery [Free INT 11]: Enhance Strength 44, Treat Wounds 22 , Sense Magic 26, Resist Damage 31, Neutralise Magic 21
Bonuses and Skills
Communications +8: Speak Tradetalk 24, Speak Esrolian 38, Speak Seshnelan 87, Fast Talk 91, Orate 85, Bargain 61
Agility -1: Ride 96, Throw 73
Manipulation +9:
Knowledge +6: Evaluate 63 Human Lore 81, World Lore 78
Perception +8: Scan 45
Stealth -6:
Magic +8: Intensity 41 Ceremony 24
Special Items
Helmet is a family heirloom, magically enchanted (12 AP) and finely engraved with the family crest. Signet ring contains a matrix for Enhance APP intensity 6. It has a condition that only those of the Lord caste may use it. Guillam has not dared use the ring lest it fail to work for him.
Distinctive traits
Ambitious: his claim to the title of Don is tenuous, but that just means he must try all the harder to achieve what is his by right.
Devious: honest men and fools seldom succeed, but he must not fail, so so therefore must use cunning.
Tenacious: an old campaigner, is used to setbacks and delays, and takes them in his stride.
Personal Connections
Guillam thinks that Father Teoberdt is extremely useful, and tends to rely on him and keep him close. He is careful not to encourage any ambition, to keep him reliant on the Capratis family: Guillam has even gone so far as to sabotage Teoberdt’s standing in the Church, to make him more reliant on his favour. They do get along well though, and make a good team. He finds Sir Pegulen to be sometimes irritating, and his squire Estang to be very much so, but he is tolerant of them because of their usefulness. He does have great gratitude for Sir Pegulen’s service, and fully intends to reward him when able. Guillam is quite attached to Ciscard and Luitbrand, and would be very upset if either was killed. He would seek vengeance if it did not interfere with his own ambitions.
Other Notes
While self interest is Guillam’s guiding principle, do not assume that he is ruthless. He does not condone pointless viciousness or violence. He has a reputation as a duellist, which he encourages in the hope it will scare off challenges and make people afraid of him. If he knows violence is coming, he will attempt some magical enhancement. He disdains directly offensive magic, and relies on Teoberdt as magical support.
The Wizard
Father Teoberdt
Male, 51; Rokari Wizard, former Aeolian, Capratis family retainer and priest
STR 8
CON 13
SIZ 11
INT 17
POW 14
DEX 15
APP 10
Move: 3
Fatigue: 21
Hit points: 12
Magic Points: 14 + Biskin 14 + spirit 12 = 40
DEX SR: 3
19-20 Head 20 4/4
16-18 L.Arm 18-19 4/3
13-15 R.Arm 16-17 4/3
12 Chest 11-15 4/5
09-11 Guts 07-10 4/4
05-08 L.Leg 04-06 4/4
01-04 R.Leg 01-03 4/4
Arms and Armour: total encumbrance 10.5. Cuirboulli and linen padding everywhere (AP4, total enc. 8.5) Carries sword on campaign (enc 2)
Broadsword SR-7 A-65% (1d8+1) Parry (12) -62%
Staff SR-7 A-36% (1d6+1d4) Parry (8) -38%
Fist SR-8 A-56% (1d3) Parry (arm) -31%
Sorcery [Free INT 14] Fly 97, Mystic Vision 81, Neutralise Magic 61, [known by Biskin] Neutralise Damage 44, Spell Resistance 61, Spirit Resistance 63, Protective Circle 66, Dominate Sylph 72, Summon Sylph 88, Damage Resistance Int 4<amulet> 72, Palsy 78 Int 4 <ring>
Bonuses and Skills
Agility +3: Ride 41, Throw 66, Dodge 32
Knowledge +7: World Lore 40, First Aid 54, Human Lore 77, R/W Seshnelan 34, R/W Sartarite 77
Manipulation +11: Devise 32
Communication +9: Sing 44, Speak Tradetalk 36, Speak Esrolian 52 , Speak Seshnelan 22, Speak Sartarite 72, Speak Stormtongue 78, Fast Talk 68, Orate 98
Perception +11: Scan 72
Stealth 0:
Magic +14: Summon 54, Ceremony 86, Intensity 81, Multispell 78, Range 82, Duration 41
Special Items
He wears two arm rings, created during his time in the Aeolian church, that are Sylph binding enchantments. Both are currently filled. He also has an amulet enchanted with the sorcery spell Damage Resistance Intensity 4, and a ring enchanted with Palsy Intensity 5. He also has a bound POW spirit in another arm ring, POW 12
Distinctive Traits
Pragmatic: his loyalty applies only as long as he is treated well.
Unprincipled: whatever it takes to get the job done, no matter how nasty.
Calculating: he is always aware of those around him, and always analysing the situation.
Personal Connections
The Capratis treat him well and have not let him down yet, so they have his loyalty for the moment. He gets on particularly well with Guillam: they understand each other, so he would need a very good offer to leave. He finds Sir Pegulen and Estang rather irritating. He generally avoids them socially.Other Notes
The rather rough and tumble approach of the Aeolians has left Teoberdt with more weapon skills than most sorcerers, and he makes use of sylphs (it is unusual for sorcerers to make much use of such spirits at all). He tries to talk his way out of a situation first, but when he must fight he responds with powerful magical attacks. Generally his major duty in combat is to neutralise enemy magicians, and use multispelled Palsy or Stupefy against large groups. If he knows an attack is coming and he has the time, he will probably prepare a Protective Circle. Teoberdt only began learning the Duration skill once he joined the Rokari Church, so he relies on it less than other sorcerers might.
Biskin
Shadow cat (alynx), Teoberdt’s familiar
STR 6
CON 9
SIZ 3
INT 6
POW 14
DEX 18
APP 14
Fatigue: 15
Hit Points: 6
Damage: -1D4
Move : 3
Dex SR : 2 + Siz SR : 3 = Melee SR : 5
01-20 Body 01-20 0/6
Claw SR-8 A-35% (1d4-1d4)
Bonuses and Skills:
Agility +13: Dodge 88, Jump 96
Knowledge -4: Human Lore 07
Manipulation +2:
Communication +0:
Perception -2: Scan 85
Stealth +11: Hide 92, Sneak 104
Magic +4:
Notes
Teoberdt never lets Biskin get anywhere near a fight.
Father Teoberdt’s Sylphs
SIZ 4m2
STR 33
POW 14
HP 23
Move 10
SIZ 4m2
STR 21
POW 11
HP 14
Move 10
Notes
If possible, he keeps the first sylph in reserve for emergencies, as it is a distinctly superiour specimen. He always casts Damage Resistance on sylphs when they are loosed.
The Knights
Sir Pegulen “du Voi”
Male, 33; Rokari ‘Knight’ (actually born into the Farmer caste)
STR 16
CON 13
SIZ 15
INT 13
POW 14
DEX 14
APP 13
Move: 3
Fatigue: 29
Hit Points: 14
Magic Points: 14
Dex SR : 3
19-20 Head 20 5/5
16-18 L.Arm 18-19 6/4
13-15 R.Arm 16-17 6/4
12 Chest 11-15 6/6
09-11 Guts 07-10 6/5
05-08 L.Leg 04-06 6/5
01-04 R.Leg 01-03 6/5
Arms and armour: total encumbrance 24.5 Ring mail everywhere, with linen padding (AP6, Enc. 13.5) Carries sword and shield, and 2-H sword (total enc. of all weapons 11)
2-H Sword SR-6 A-71% (2d8+1d4) Parry (12) -63%
Bastard Sword SR-7 A-106% (1d10+1+1d4) Parry (12) -59%
Kite Shield SR-8 A-22% (1d6+1d4) Parry (16) -99%
Dagger SR-8 A-74% (1d4+2+1d4) Parry (6) -42%
Fist SR-8 A-69% (1d3+1d4) Parry (arm) -33%
Mounted Lance SR-3 A-92% (2d6+horse)
Sorcery (Free INT 10): Treat Wounds 37, Spell Resistance 28, Enhance Strength 41
Bonuses and Skills
Agility +2: Ride 45, Throw 77
Knowledge +3: First Aid 79, Human Lore 64, World Lore 34
Manipulation +10: Conceal 36, Devise 33
Communication +7: Speak Seshnelan 41, Speak Esrolian 28, Speak Tradetalk 13, Orate 34, Sing 43
Perception +7: Listen 74, Scan 78, Search 56
Stealth -5: Hide 23
Magic +9: Ceremony 33, Intensity 24
Distinctive traits
Brash: subtlety is just not his style.
Assertive: he likes being a knight, and getting lots of respect from everybody.
Self-confident: he is a superior physical specimen, and he certainly knows it.
Personal Connections
Pegulen is very fond of Estang, not least because Estang feeds his ego. While he is not a close personal friend of Guillam’s, he is loyal, and not just because Guillam has offered to arrange a knightly marriage for him once his own position is assured. He prefers simple physical pleasures, drinking, wenching and the like, and does not really understand those (like Teoberdt) who do not. In combat he may attempt an Enhance Strength spell, but generally just wades straight in. Pegulen generally only worries about protection from magic if he has already seen magic in action. He regards himself as very valorous.
Estang
Male, 16; squire to Sir Pegulen,(but born into the Rokari Farmer caste)
STR 9
CON 13
SIZ 16
INT 11
POW 12
DEX 11
APP 12
Move: 3
Fatigue: 22
Hit Points: 15
Magic Points: 12
Dex SR : 3
19-20 Head 20 3/5
16-18 L.Arm 18-19 2/4
13-15 R.Arm 16-17 2/4
12 Chest 11-15 2/6
09-11 Guts 07-10 2/5
05-08 L.Leg 04-06 2/5
01-04 R.Leg 01-03 2/5
Arms and armour: total encumbrance 13 Wears tough leather (AP 2, Enc 6) and carries sword and shield (Enc 7)
Broadsword SR-6 A-34% (1d8+1+1d4) Parry (12) -28%
Kite Shield SR-7 A-07% (1d6+1d4) Parry (16) -31%
Dagger SR-8 A-74% (1d4+2+1d4) Parry (6) -42%
Fist SR-8 A-69% (1d3+1d4) Parry (arm) -33%
Mounted Lance SR-3 A-22% (2d6+horse)
Sorcery (Free INT 7): Damage Boosting 20, Neutralise Damage 22, Enhance STR 14, Enhance DEX 12
Bonuses and Skills:
Agility -5: Ride 31
Knowledge +1: First Aid 23, Animal Lore 13
Manipulation +2: Devise 23
Communication +7: Speak Seshnelan 34, Speak Esrolian 34
Perception +4: Scan 31
Stealth -7: Hide 35
Magic +4: Ceremony 20, Intensity 19
Distinctive traits
Attentive: wants to learn all there is to know about being a knight.
Willing: always looking for a chance to improve himself in others eyes, and not sensible enough to refuse.
Hero-worshipping: Sir Pegulen is all a man should be, and he wants to be as much like him as possible.
Personal Connections
Estang wants to be a knight more than anything in the world, and Sir Pegulen says he can be some day. Currently he is a skinny, gawky lad, not very clever, but he may well make a great knight some day. While Estang is keen to prove himself in combat, Sir Pegulen does not want him hurt and tries to prevent him fighting.
The Peasants
Ciscard, Luitprand, Barmast
Males, servants, Rokari Farmer caste
STR 12
CON 11
SIZ 13
INT 13
POW 11
DEX 11
APP 10
Move: 3
Fatigue: 23
Hit Points: 12
Magic Points: 11
Dex SR : 3
19-20 Head 20 1/4
16-18 L.Arm 18-19 1/3
13-15 R.Arm 16-17 1/3
12 Chest 11-15 1/5
09-11 Guts 07-10 1/4
05-08 L.Leg 04-06 1/4
01-04 R.Leg 01-03 1/4
Arms and armour: total encumbrance 4 Wears soft leather (AP 1, Enc 3.5) and carries a dagger (Enc 0.5)
Dagger SR-8 A-42% (1d4+2) Parry (6) -24%
Sorcery (Free INT 11): Enhance DEX 24, Treat Wounds 31
Bonuses and Skills
Agility -1: Ride (mule) 30
Knowledge +3: Human Lore 21, World Lore 23 [Ciscard: Cookery 43; Luitprand: Animal Lore (horse care) 65, Craft: Armour Care 69; Barmast: Play Pipes 34]Manipulation +5: Devise 33
Communication +4: Speak Seshnelan 34, Speak Esrolian 34, Speak Tradetalk 14 [Barmast: Fast Talk 26, Speak Sartarite 41]Perception +5: Scan 35
Stealth -3:
Magic +5: Ceremony 15, Intensity 15
Distinctive traits
- Ciscard
- Taciturn: speaks little to non-Rokari;
- Deferential: not his place to speak to the nobility unless spoken to;
- Diligent: works hard until the job is done.
- Luitprand
- Fastidious: Guillam’s armour and weapons are always gleaming, his horse always well-groomed;
- Responsible: has been Guillam’s varlet for many years, and he trusts him;
- Loyal: the respect is mutual.
- Barmast
- Sullen: misses his home and does not like Esrolia;
- Resentful: Teoberdt enticed him from his home, and sometimes treats him badly;
- Sly: tries to evade work through cunning.
The Heathens
Morb, Divit, Steef
Esrolite Muleteers, males, Ernalda initiates
STR 13
CON 11
SIZ 14
INT 11
POW 09
DEX 10
APP 10
Move: 3
Fatigue: 24
Hit Points: 13
Magic Points: 9
Dex SR : 3
19-20 Head 20 2/4
16-18 L.Arm 18-19 2/3
13-15 R.Arm 16-17 2/3
12 Chest 11-15 2/5
09-11 Guts 07-10 2/4
05-08 L.Leg 04-06 2/4
01-04 R.Leg 01-03 2/4
Arms and armour: total encumbrance 4 Wears tough leather (AP 2, Enc 5) and carries a club (Enc 0.5)
Wooden Club SR-7 A-42% (1d6+1d4) Parry (4) -38%
Spirit Magic (45 – 6 ENC = 39%): Heal 2, Repair 1
Skills: Throw 43, Ride (mule) 40, Animal Lore 41, Craft Leather 18, World Lore 31, Devise 21, Speak Esrolian 31, Speak Tradetalk 12, Scan 36, Listen 51, Ceremony 10
Distinctive traits: Downtrodden, dullwitted, timid
Wyrms Hold map
Beyond the Building Wall scenario published in Tales of the Reaching Moon issue #13
“Wyrms Hold map” drawn by Michael O’Brien, copyright © 1995
Permission is freely given for personal gaming use.
Map of the Dragonewt Monolith known as the Fort of Wyrms Hold
By Pharaohnic decree, Demesne of Garth du Tumerine, Count of Malkonwal
As drawn by Nihilo of Nochet, 1609
Scale: 1cm = approx.10m
Related Pages
- Gamemaster Notes for the Sun County River Ritual
- Sun County – Errata
- The Lunar Coders – Errata
- The Lunar Coders – Maculus Notes
- The Lunar Coders – Pendragon Pass Personality Traits
Page Last updated: 2022-10-12 17:27:32
Return to MOB’s Glorantha page
This page is part of MOB’s old Glorantha Website