Dr. Karl Von Mark Zurans ape-like Vasads Tholan Sarna Misty Ones priests of Uzdon *: Misty Ones – AC 2(6), HD 2*, Move: 90’ (30’), Attacks: 1, Damage: 1-6, No. Appearing 1-8, Save As: CL1, Morale 9(7) Priest of Uzdon – AC 0(4), HD3**, Move: 90’ (30’), Attacks: 1, Damage: 1-6, No. Appearing 1-4, Save As: CL3, Morale 11(9) Mist Cloak (item) – Worn by Misty Ones and Priests of Uzdon. Renders the wearer nearly invisible when moving and almost totally invisible when standing still (5% chance of detection). Bonus of -4 to AC and +2 to Morale unless compromised. Window of Uzdon (item)- Mask worn by Priests of Uzdon. Allows wearer to see invisible objects/individuals. Negates bonuses granted by invisibility. Does not negate bonuses for displacement. Colt M1911 3 7 round clips. May shoot twice to add +2 to attack roll. 1d6 Smith & Wesson Revolver 20 bullets (6 chambers)/ can reload 2 bullets per round. 1d6+1 Browning Auto Rifle 200 rounds (10 20 round magazines). (may attack multiple targets, -2 per target). 2d4+1 Thompson Gun (3 50-round drum magazines) - fires at a 45 degree arc, hitting all targets in area. Save for half damage. (3d4+1 secret) 3 Grenades 2d6 blast save for half damage. 4 Bottles of whiskey (Restore a character's HP to full) 4 Packs of government-issued Lucky Strikes (Restore an Earthman's HP to full/ +1 dex in next encounter) 3 Emergency medkits (Restore a character's HP to full/Recover character with no less than -2HP) M1917 scoped Enfield (1 6 round magazine) - Moving Target, roll under dexterity at disadvantage, stationary target, roll under dex. Instant kill. 1d8 normal. STR 12 12 13 12 10 12 12 11 7 14 15 14 8 16 Dex 17 6 9 15 10 9 10 10 17 8 9 7 14 13 Con 8 16 12 7 11 7 7 15 5 15 10 16 9 11 Int 11 16 15 10 14 10 13 8 16 10 8 10 15 16 Wis 11 13 9 9 7 11 9 5 16 10 14 12 14 12 Chr 15 8 6 10 10 15 11 10 10 10 16 5 11 9 HP 7 10 8 7 8 7 7 9 6 9 8 10 8 8 Rng 2 -1 0 2 0 0 0 0 2 -1 0 -1 1 1 Mel 0 0 1 0 0 0 0 0 -1 1 1 1 -1 2 Ref 12 15 14 13 14 14 14 14 12 15 14 15 13 13 End 13 10 12 13 12 13 13 11 14 11 12 10 12 12 Psy 14 12 13 14 13 14 13 15 12 14 13 14 13 12 Standard Reflex 14 Endurance 12 Psych 14 Spotted Narl: 4HD, attack 2claw/1bite 1d4/1d4/1d8 Jungle Snake: 6HD, attack 1bite/coil 1d6/reflex Vasad: 3HD, fists 2d4 or bow 1d6 Wari tribesmen: 1HD+1 bows/spears/knives 1d6/1d6/1d4 "Greetings, I am Gurn, exile from the walled city of Grath. I am cast out from my own people, as I have said we should not make slaves of the men of other vale. Thus, I live with the Vasad." "Who speaks to Tholon Sarna? Be you hunter or slavers?" "Gurn!" "Is he tall and stron? Has he a bracelet of golden discs?" "My brother said that we should no longer make slaves of the captured Zurans from the other valleys." "I had escaped with other slaves, and we were returning to the vally of Grath, but we swung too close to the Lake of Uzdon. And the Misty Ones from the Temple of the Skull trailed us. I alone escaped." Ud: "You hunt too near the lake. The demons of the water will trap you." Rold: "The new slave is the daughter of Tolon Dist the merchant." Old Slave: "That matters not to the priests of Uzdon. If she be chosen for the sacrifice to great Uzdon her blood will stain the altar no redder than another's." Rold "But it is always the youngest and most beautiful that the priests chose. I wish to mate with a beautiful woman. Tholon Sarna is such a one." Old slave: If your wife be plain, neither master nor fellow slave will steal her love. A slave should choose a good woman-and ugly, my son." Rold: Some night, I'm going over the wall. Even the Misty Ones will not catch me once I have crossed the lake." Old slave: Silence, such talk is madness. We are safe here and the priests of most holy Uzdon and their invisible minions are not unkind. 1st floor: Central altar, metal - gold, silver brass. stone images on the dais of lion-headed male god and wolf-headed woman god. Uzdon & Lornu Guard: None are to see the women until the sacrifice is chosen. Karl Von Mark: I see you have come from the island. With the secret of invisibility, Germany can again conquer Earth and make the Fatherland invincible! Combat: 1 Roll for surpries 2 Roll initiative 3 Side losing initiative declares movement, then winning side 4 Side winning initiative shoots as losers move 5 Side winning initiative moves, and can intercept losing side. Losers who did not move can shoot at moving winners 6 Winning side resolves any remaining attacks 7 Losing side resolves any remaining attacks.