Once
they leave the Magician's garden the party will find themselves back in
the meadow. About a mile away to the South they can see a large marble
building, fantastically intricate in design. It is standing on a small
island surrounded by a wide, fast-flowing river. There is no bridge and
the PCs will have to find their own way across. Beyond the building, on
the other side of the river is a vast forest.
When they have forded the river the party will be presented with a wide
set of steps rising about twenty feet up to the open entrance to the
temple. Inside there is a plain ante chamber with a curtained exit from
behind which the PCs can hear the sound of rushing water.
Passing beyond the curtain the PCs find themselves in a dimly lit room
where Gimel the High Priestess sits on her throne with a stream of
water flowing over her feet. She sits between two immense pillars, the
one on her left is silver, inscribed with a 'J' the other is jet black, inscribed with a 'B'. The tops of these
pillars are lost in the gloom way above the PCs heads. On her lap Gimel
holds a half opened book, a perception roll of 7+ will notice the word
TORA written on its spine. The Priestess wears a flowing robe of pale
blue and silver and a head dress in the form of a crescent moon. Behind
her is a second doorway in front of which hangs a curtain decorated
with embroidered pomegranates.
Gimel
is a young woman of surpassing beauty yet she radiates an air of wisdom
beyond her apparent age and a feeling of mystery surrounds her. When
she speaks it is in a soft and gentle voice that falls on the ear like
music but also gives the impression that she is a being of immense
power. Her expression is always happy but her smile seems to imply that
she knows far more than she's telling, which of course, she does. She,
like many people in this land, will not tell the PCs either her name or
anything about the Four Kingdoms other than the fact that they are the
birthplace of all magic. Her full name is The Priestess of the Silver
star but she will only ever refer to herself as The Priestess.
Smiling at the party she will produce two keys, one black, the other silver, from beneath the book on her lap and say:
'Welcome Aleph the Fool and welcome also to
your companions. I am The Priestess and I hold here the keys that will
unlock the two paths of Heaven and Hell. To earn the right to pass
beyond me through the veil of the temple you see before you, you must
travel the two paths and return here to consult my book. Only when you
have accomplished this will you be able to part the veil and proceed
with your quest.'
She then offers the keys to the party. Each
key will fit a small lock on one of the pillars. The black key will
open a portal in the black pillar leading to the Path of Hell and the
Silver key will open a portal in the silver pillar leading to the Path
of Heaven. When a key is used a portion of the pillar will change to
become an area of swirling smoke about the size of a normal doorway
which the PCs can step through.

The Path of Hell
Stepping through the portal in the black pillar the party find
themselves standing in a large dark cavern. In front of them is a vast,
still, inky black lake and behind them is a solid rock wall.
By the shore of the lake is a large, black barge on which Charon the
boatman stands ready to transport the party across. The PCs must pay
one copper penny each for their fare, except for Aleph and Igack who
are exempt. All must go together or none. If the PCs cannot pay they
are stranded here forever. However, it should not be too difficult for
them to create a few pennies. The coins must be copper and there must
be one for each character.
The crossing takes about half an hour during which Charon methodically
poles the barge with slow, deliberate movements. He will not speak to
the PCs or answer any questions. Should someone decide to attack him
they will have no effect on him and he will tip the offending character
from the barge with his pole. The icy waters of the River Styxx will
drag the character down to a watery death. Charon will graciously
refund the dead character's penny to the remainder of the party.
The Second Cavern
On the far side of the river is a narrow stone jetty which leads to an
ominous looking passage in the side of the cavern. The passage slopes
downwards and a Perception roll of 9+ will allow a PC to hear moans and
cries faintly emanating from it.
The passage has many twists and turns in it and descends for a
considerable distance before emerging into a second large cavern. This
cavern is thronged with the shades of the dead.
These shades are insubstantial and cannot harm the party in any way.
However, they all reach out and try to grab the party members as they
pass, perhaps in an attempt to steal back the lives that they have
lost. Their cries and moans are incoherent yet, if a character stops
and concentrates, he can almost make out the words. Any character who
has lost friends or relatives will see them here. Stopping here for too
long could prove fatal. Every turn a random character (not Aleph of
course) will lose one Body level without noticing. If a character loses
three levels he will collapse into a coma which will last until the
party leaves this cavern.
The exit is on the far wall, about 800 yards away. It cannot be seen
from the entrance that the party have used due to the poor light in the
cavern. If the party choose to follow the cavern wall they will have to
walk nearly a mile to reach it, pushing through the crowded shades and
losing Body levels the whole time.
Waiting near the exit is a strange glowing shade. It appears as a human
sized woman with an indistinct face. Once it sees the PCs approaching,
which will be when they are about 50 yards from reaching the exit, it
will move towards them to attack. A Perception roll of 7+ will spot it
coming, a roll of 5+ will spot the exit itself.
Shade
1st Attack
| Attack
| Damage
| Defence
| Soak
| Body levels
|
+10
| +20
| 1 Body drained
| Only magic affects it
| 15 +1 per level gained during combat
| It begins with body levels equal to those lost by the PCs in the cavern and gains 1 every time it attacks successfully
|
Special
The Shade's attack can only be dodged not parried as it only needs to
touch its victim. Corporem and Mentem spells have no effect. Taking
damage does not affect its combat rolls in any way but as it loses
levels it slowly shrinks and cannot attack once it has three or less
remaining. At this point it still resembles a human, although it is
only about 3' high. As it takes more damage it will curl up until
finally, as it loses its last Body level, it will resemble a glowing
orb about 6 inches in diametre. This orb may be picked up without
causing harm to a character and feels like water although it keeps its
shape. The silvery light it gives off is quite pleasant, not unlike
moonlight. The party should take the orb with them as they will need it
later.
Once the Shade has been defeated the PCs will no longer lose Body
levels for being in the cavern and there is nothing to stop them taking
the exit passage. Once the party is in this passage any characters that
fell into a coma may be revived with healing spells or potions or
whatever. The passage slopes steeply upwards for a short distance
before it emerges into a room. This room is empty except for a row of
doors on the far wall. There is one door for each character including
Aleph and Igack.
The doors are wooden and open easily into the room but each will allow
only a single character through before closing and disappearing from
the wall. Looking through any of the open doors will show a 6ft passage
with the same dimensions as the door itself apparently cut through
soil. Beyond this the characters can see only a star-filled firmament.
As a character goes through a door he will feel it close behind him.
Immediately after this he will experience a moment of vertigo and
dizziness followed by the realization that he is lying on his back in a
hole and looking up at the night sky. (There is no Moon but this will
only be noticed if a player actually asks about it.)
When they stand up the PCs will see that they are in graves. All about
them stretches a vast cemetery. Just visible in the distance, a large
mausoleum stands brooding on a hill.
As they get closer to the mausoleum the PCs will be able to see it has a
crescent moon on its roof. At about the same time the graves around the
party will start to erupt as their inhabitants struggle to the surface
to begin their shambling attack on the party.
The undead are mostly zombies with rusted weapons and only the barest
remains of armour and clothing. Amongst these are also some skeletons
in the remains of far older armour who brandish bronze weapons. The
undead should attack in enough force to make the party consider running
but there should not be so many attacking at once that the players are
overwhelmed. The undead will keep coming however, in wave after wave if
the characters insist on standing their ground. About two undead per
character is usually sufficient, with a new wave arriving each round.
The only place of refuge is the mausoleum. It will take the party about
three turns to run to it from where they are first attacked and the
undead will rise to block them at every opportunity. Once the party
starts running it will easily outdistance the pursuing undead and will
only have to contend with the ones that climb out of the ground in
front of them.
Zombie
1st Attack
| Attack
| Damage
| Defence
| Soak
| Body levels
|
+3
| +6
| +9
| +5
| +17 vs. Puncture
+12 vs. Other
| 0 -3 D
|
Skeleton
1st Attack
| Attack
| Damage
| Defence
| Soak
| Body levels
|
+2
| +4
| +6
| +3
| +17 vs. Puncture
+12 vs. Other
| 0 D
|
Special: All the undead are immune to Mentem spells.
The Mausoleum
The mausoleum is entered through a single door which is unlocked, once
the PCs are inside the undead will mill around noisily outside but will
not try to force an entry. Inside is a single room containing a
massive set of silver weighing scales. These scales are presently
unbalanced because a heavy black rock sits in one of the containers
weighing it down. This rock has a strangely disturbing appearance,
almost a malevolence about it.
The rock is a lump of pure ignorance and any character who touches it
will lose 1 point of Intelligence permanently. If this should happen a Perception roll of 9+ will spot the rock grow in size a little. The rock
is too heavy to lift.
The scales must be balanced by putting the glowing orb that is the
remains of the shade on them. When this is done the scales will tip the
other way and the room will flood with silvery light as the orb grows
and rises through the roof to become the Moon which will take its
rightful place in the heavens.
The mausoleum will then fade from around the party and they will find themselves back in the temple in front of Gimel.

The Path of Heaven
Stepping throught he portal in the silver pillar the party will find
themselves standing on a mountain top. Below them the land is
invisible, hidden by a thick layer of cloud that begins about 50ft
below their present position. Although it is light it is a strange,
dull vista that the PCs survey which has a feeling of lifelessness
about it. There is no Sun in the sky but this will only be noticed if a
character asks about it.
Off in the distance, about a mile away, the top of a golden pyramid can be seen protruding up from the cloud layer.
The clouds will support the weight of a character if they try to walk
on them. This will become apparent if someone tries to climb down the
mountain because they will find that they are unable to push through
the clouds. However, every time a character checks for a weak spot or
hole in the clouds, they will find one. The way across is to trust.
Flying doesn't work here.
The Pyramid
The
pyramid is smooth and slippery and rises 75ft above the clouds. Near
its summit, on the side facing the party, is a dark, rectangular
opening about 9ft square.
Through he opening is a flight of stone steps that spiral downwards
and end in a single, large chamber. In this room, which is about 100ft
to a side, sits a large stone sphinx. Behind the Sphinx is a miniature
Sun in a gold cage. The intense light from this illuminates the room.
The key to unlock the cage hangs around the neck of the Sphinx and is
in the form of an ankh.When the PCs approach the Sphinx it will open its eyes and fix them with its penetrating gaze. It will
ask:'Do you seek the key?' An
untruthful answer such as 'no' will anger the Sphinx and its massive paw will
lash out and kill the offender instantly. The same fate awaits anyone who tries
to take the key. Characters killed this way are too far gone to be saved by
healing.
Once the Sphinx gets an affirmative answer it will continue 'Who amongst you is willing to take the test and answer my
questions three?'
The lucky volunteer must give the answers to
the questions but the part may confer beforehand. The Sphinx will give no
indication as to whether the answer to each question is correct before
continuing on to the next. If three questions are answered correctly in a row
it will give the answering PC the key to the cage and return to its dormant
state. If the party get one or more question wrong it will say 'Return tomorrow, if tomorrow comes.' It will then revert to its dormant state.
Tomorrow will never arrive because the Sun is in the cage. However, after 24
hours the party may try again, the Sphinx will treat them as if they're a new
group. They may repeat this until necessary or they die of starvation or similar.
The Sphinx's Questions
Choose from these or provide others in a similar vein that you prefer:
'I am the barge-rider, the life giver in
chains.' The Sun or Ra.
'I am life but not living, I am
freedom-giving.' The Ankh.
'See how I am three grown from four and
becoming one. I show my faces to the four winds. I contain secrets yet am
obvious to all.' A Pyramid.
'Khat is my body, Ba my soul and Khu my spirit.
Ka is my double, Ab my heart and Khaibit my shadow. Ren is my name and Sekhem
my power. The texts proclaim this and more: Heaven has my Ba and Earth my
Khat.' A Man (these are the Egyptian names for
the parts of a man).
'Iam the four elements. i am the Lion, the Bull, the Man and the Eagle.
Combined are they in me, the embodiment of the fifth and secret element.' The Sphinx.
The character that comes up with the correct answer to each riddle gets 1XP for
each one.
Once the party have the key they can open the cage. When they do this the top
of the pyramid opens like a flower and the freed Sun will rise up to take its
place in the heavens where it will burn away the clouds to let its light shine
on the lands below.
The pyramid will then fade away and the PCs will find themselves back in the
temple in front of Gimel. They will still have the Ankh with them and this may
be used as a healing item that will cure three Body levels per day (total) by
touch.

Back in the Temple
When the PCs have completed both tasks the Priestess will invite each character
forward in turn to look into her book.
Reading the book is an intensely personal moment for each character and is
impossible to describe adequately. It lets them see themselves and the Universe
they inhabit in a new light. In practical terms each character will have their
Perception raised by D4 points.
Once all this is done the Priestess will say:
'You are ready now to continue, use your new
insight wisely it will aid you in the trials to come.'
The party may now pass through the second
doorway behind the veil.
Rewards
Completing the Priestess' quests gains each character 3XP
Answering each riddle gets that player's Mage 1XP