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Beyond the Building Wall – Errata

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.

Table of Contents

    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


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    1995, Map, Michael O’Brien, Tales of the Reaching Moon

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