By Dave Dollar
Art by Chris Myers
The door to this area is wide open and looks into a 30' long hallway with a similar, closed door at the. far end. A brass plaque on the inner door simply reads "Peace." GameMaster How much the characters actually see of this room depends on how quietly they approach the inner door. The room of Peace is the home of Frack, who doesn't know many words, but if he did, "peace" would not be among them. Frack is about 7' tall, 350 pounds, and no brains. He has stringy, greasy, black hair (all over his body), four- inch tusks and grungy fingernails that are similar to the blades on a modern rocksaw. For clothing he wears a ratty leather kilt which quite possibly smells worse than he does. In his matted hair is a greasy but definitely white feather. The feather glows with a dim, magical light. In Frack's bony- knuckled hand is a human thighbone, gnawed to a ragged point by his own hideous teeth. Frack knows his orders: He may rage and roar and growl and scream at the adventurers all he likes, but. he may not attack anyone - until someone brings a weapon (i.e. a knife) into his room. If this happens he will viciously attempt to impale the offending character on his thighbone and chase the rest of them all .the way back out to the main hallway. He is not permitted to pursue further than the outer door. When he has chased the adventurers off, he will return to his room. If any character asks him nicely for the feather, he is to hand it over without a fuss. Frack is an ogre. If the party makes an effort to approach the inner door silently they will catch Frack snoozing. It is possible to steal the feather from his hair while he sleeps. Frack is a light sleeper. If you happen to be playing with exceptionally powerful characters, you may wish to magnify Frack's statistics to give him a better chance, should a fight ensue. Score Chart +5 For politely asking Frack for the pretty feather. +5 For best role player. +4 For stealing the feather from Frack's hair. +2 For suggesting to approach the inner door quietly. -3 For entering the room with a weapon and being chased out. -10 For entering the room with a weapon and being killed. -11 For anyone performing an unprovoked attack on Frack. More Code of the Rats Introductory Fantasy Adventure
Adventure Set Up 1. Entry Room 2. Room of Abstinence 3. Room of Peace 4. Room of Forethought 5. Pit Trap 6. Wolves and Sheep 7. Dank and Dark 8. Room of Humor and Wisdom 9. Room of Caution 10. The Lone Plaque 11. Hall of Consistency 12. Mud-Filled Room 13. Room of Questioning 14. The Portcullis 15. Room of Reversal 16. Room of Trust 17. Room of Power 18. Room of Disunity 19. The Darkened Hallway 20. Room of Mindlessness 21. Room of Acceptance 22. The Rotating Tunnel 23. The Refreshments 24. Lemmings Leap 25. If Left is not Right 26. Room of Day 27. Room of Cogitation 28. A Locked Door 29. Room of Illogic 30. Room of Dishonesty Epilogue Map of the Dungeon Back to Shadis #21 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1995 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |