Almadia
10 kgp
/ 20 kxp Almadia (Fantasia)
Awfulthing: a dragon
Grandad: one of
Bride's priests (m 56)
Hakkum:
Fantasia's god of evil
Bride:
Fantasia's god of good
Toughtokiss: evil
queen of Almadia (f 48)
Grabbin: the
queen's champion (m 24)
Darkeye: a
courageous young woman (f 21)
Torsion
Crowbar: a dwarf with an axe (m 87)
Soloquie
Inbough: a bard with a sword (m 36)
Pedalicious: a warrior
leader (f 26)
Angry
Jack: a skeptical ranger (m 34)
Travis
Traven: a chivalrous ranger (m 25)
Alvin
Primrose: a clever ranger (m 54)
Fantasia
is a game-world of the gods. It
has a couple of land masses a thousand kilometers across, and one large
archipelago. Its maeon wind is
only 0.1 Y (therefore dodging points are one-third the Claran number). It has only three conjunctions, one on
each land mass, and one in the archipelago. Gravity is 0.95 Claran. The days are nineteen hours long and three hundred days to
the Fantasian year. The axis tilt
is twenty degrees. There is one
small moon with a period of fifty days, two very bright stars, and six visible
planets.
Two
gods are playing a game on the world, and have been for three hundred
years. The world's intelligent
inhabitants are almost all sapien, but there are a few elves and dwarves. According to sapien legends, sapiens
have lived on the world for thousands of years. They point to many ancient ruins to back up their
claim. But the people who live
there now are the descendants of people brought to the planet three hundred and
forty years ago. The ruins are the
remains of cultures that arose during previous games staged upon the same
world.
The
current game will run for another two hundred years, assuming no clear victor
emerges before that. The game is
designed to enact a mythical conflict between good and evil. One god, known as Hakkum, stands for
evil and darkness. The other,
known as Bride, stands for goodness and light. Hakkum is male, Bride as female.
Before
the game began, ten thousand sapien colonists were brought to Fantasia. They were left in peace to multiply for
a couple of generations. These
were good times for the colonists and their descendants, which have given rise
to myths about a golden age upon the planet, when Bride was worshipped by all,
even though the truth is that there was no worship during that time of either
Bride of Hakkum.
Fifty
years later, the game began, and a dozen priests of Hakkum and a dozen of Bride
were sent into the world. Each
priest carried a toroidal adamantine talisman with a two-centimeter hole
through the middle. The passage
through the middle is one centimeter long, and houses a bridge doublet. On each end of the passage is a space
bridge to a room on Olympia.
Normally, these bridges have their Olympian halves arranged on either
side of one-centimeter adamantine tube, so that nothing untoward is visible
from Fantasia. The bridge is tuned
always to molecular class, so chemical matter will pass through undisturbed. But the gods can at any time look out
of the talisman, or tune pass things through it by taking their two bridge
halves away from the one-centimeter long tube and working with them
individually.
The
competition is to see which of Bride of Hakkum can have people perform more of
their own type of ceremony. A
qualifying ceremony must involve at least a thousand people, and can occur only
on the spring equinox (good ceremonies) or the autumn equinox (evil
ceremonies). An evil ceremony is
accompanied by at least ten sapien sacrifices. A good ceremony is accompanied by a choir of at least one
hundred singers, singing for an hour.
A qualifying ceremony scores fifty points plus up to fifty more for
style. Five judges on Olympia
observe the ceremony through a talisman and each give a score of zero to ten,
which is added to the fifty point minimum. Evil is judged for the brutality of its sacrifices and the
innocence of the sacrificial victims.
Good is judged for the quality of the singing, and the devotion of the
singers to the lyrics, which are all about goodness and light.
Biological
warfare is forbidden in the game.
Only revenues donated by worshippers on Fantasia, via the talismans, can
be used to fund the contest. The
evil side usually uses its money to hire demons that make appearances during
ceremonies, and nasty creatures to fight in battles. The good side uses its money to buy arms, and, in the case
of this episode, to bring in help from outside in the form of adventurers. There are hardly any wizards on the
island, or sorcerers, partly because the game forbids their use by either side,
and partly because the maeon wind is so weak.
The
priests and priestesses of Hakkum went straight to work trying to set up evil
princes, and staged their first ceremony fifteen years later. Those of Bride remained hidden a few
years and then emerged claiming to be Bride's answer to Hakkum's priests. They held their first religious
ceremony after two years.
Bride
thought she would win easily, and at first she did far better than Hakkum. But now he is catching up. Bride's score is eighty-three thousand
and Hakkum's is sixty-two thousand.
The struggle has kept the population of the world down to less than one
hundred thousand sapiens.
It
is easy for Bride to find a thousand people willing to perform one of her
ceremonies, especially during the long periods of peace and prosperity that her
leadership cultivates. But Hakkum
can disturb such ceremonies simply by launching an attack upon the choir. A demon or a gang of suicidal murderers
will scatter the singers thus disqualifying the event. Bride has to guard her ceremonies well,
and the choir must be courageous.
Furthermore, even when one of Bride's ceremonies runs to completion, it
rarely gets a high score. The
Olympian judges are very particular about singing and devotion.
To
Fantasia's inhabitants, much of what is said in Bride's hymns is cryptic, and
open to many allegorical interpretations. For example, here is the lyric from
the hymn called Time it Was.
Old
friends,
Old
Friends,
Sat
on their park bench like bookends,
A
newspaper blown through the grass,
Falls
on the round toes,
Of
the high shoes,
Of
the old friends.
Old
friends,
Winter
Companions,
The
old men,
Lost
in their overcoats,
Waiting
for the sunset.
The
sounds of the city,
Drifting
through trees,
Settle
like dust,
On
the shoulders,
Of
the old friends.
Can
you imagine us years from today,
Sharing
a park bench quietly,
How
terribly strange to be seventy,
Old
friends,
Memory
brushes the same years,
Silently
sharing the same fears,
Time
it was,
And
what a time it was,
It
was,
A
time of innocence,
A
time of confidences,
Long
ago,
It
must be,
I
had a photograph,
Preserve
your memories,
They're
all that's left you.
Paul
Simon
Evil
ceremonies, which take place during the brief and brutal regimes cultivated by
Hakkum's leadership, score well.
An attack by Bride's forces tends to add to the bloodshed and raise the
score of the ceremony, rather than disqualify it.
In
the last hundred years, Hakkum's servants have captured and destroyed eight out
of Bride's twelve talismans.
Bride, on the other hand, has destroyed only three of Hakkum's. Since the occurrence of an equinox is
simultaneous around the planet, a talisman can be part of only one ceremony per
year. Consequently, with only four
talismans, Bride cannot possibly score more than four hundred points a year,
while Hakkum can score up to nine hundred points.
On
Olympia, the Fantasia story is one of many followed by the gods. Some gods pay to watch Fantasia's
ceremonies through the talismans, or through other space bridges present upon
the world. Some gods are satisfied
by reading about the ceremonies in the divine newspapers and journals. Bride and Hakkum, who are intermittent
lovers on Olympia, share the profits from such distributions.
The
gods who are most interested in events on Fantasia can pay to take possession
(similar to the wizard spell, effects like telepathy) of demi-god birds on the
world. There are twenty or so such
birds available, with a variety of outward appearances. They tend to gather around pivotal
conflicts. The locals, for whom
the conflicts are a matter of life and death, do not know the true nature of
these birds, but they have come to regard them as omens of great events.
Bride
and Hakkum have made it part of the folk-lore of Fantasia that it is bad luck
to kill the birds. Naturally,
neither Bride nor Hakkum want them killed because both are profiting from their
presence. A few of the birds are
so distinctive that Fantasia's inhabitants have given them names, and there are
stories told about them. The gods
who take possession of these birds take pleasure in perpetuating the
stories. For example, Tammaz is a
red-headed vulture who is thought to be an omen of war. Mylitos is a golden eagle. When he circles overhead, it is an omen
of good fortune. Drago is an
out-sized raven whose presence is an omen of danger. By convention, neither Bride nor Hakkum solicit information
from the possessors of the demi-gods.
Both
Bride and Hakkum keep the inhabitants of Fantasia ignorant of the truth of
their predicament. They do not
know about the game. They do not
know that neither Hakkum nor Bride would have such power over them if they
refused to worship them. They do
not know that Bride and Hakkum are occasional lovers, Bride drawn to Hakkum and
he to her by their struggle in the game.
It is how they fuel their affair, and at the heart of their design.
In
Almadia, a temperate country on one of the large land masses, the evil
priestess Toughtokiss has ruled for twenty years. Every year she has holds magnificently brutal sacrificial
ceremonies (scoring a total of eighteen hundred points for Hakkum). But the cost of keeping the people
subjugated, and enduring the corruption and waste that accompanies evil
government, has diminished her initial captured wealth almost to nothing. The country has a population of ten
thousand. Toughtokiss's standing
army of two hundred and fifty infantry, fifty cavalry, and twenty royal guards
are all she has to keep them in line.
But she has been doing a great job. She has three wyverns at her disposal, two dozen dark-hounds
(cross between a boar and a dog), and a deputy who is both her lover and her
champion: Grabbin the Ghastly.
Grabbin
is younger than Toughtokiss, and not ghastly, nor even particularly evil, but
he has a large family that Toughtokiss will torture and enslave if he does not
serve her well, and he is of a pragmatic disposition. She looks only thirty years old, because she takes longevity
drugs supplied by Hakkum. They
lover one another, but are at pains to hide it from Hakkum, who forbids his
servants, especially his priestesses, to become too attached to anyone. He does not know the extent of their
affection. If he did, he would
order Toughtokiss to have him killed.
It has come to the point now, where Toughtokiss has secretly said to
herself that all she wants to do is get away from Almadia and live alone and in
peace with Grabbin.
But
outwardly, Toughtokiss is as nasty as ever. She keeps her army stationed at her fortress on a
plain. Food is brought in from the
land around. Her servants and army
number five hundred in total. She
brings in five hundred more people from the country to attend her annual
ceremonies, which are held in her fortress with the drawbridge up and the moat
full. She has regular attendees of
the ceremonies, evil mayors and civil servants of the nation, but she must also
gather up peasants and force them to come, so as to make up the required one
thousand attendants.
Toughtokiss's
rule is enforced from day to day by her cavalry, who collect taxes and
terrorize the people. Whenever
protest against her tyranny arises, which is several times a year, she sends
out half her infantry to suppress it, leaving the other half to secure the
fortress. She herself rarely
leaves the fortress. But she talks
frequently with Hakkum, who inspires her to take joy in her evil empire and to
be exhilarated by her evil doings.
She has dozens of evil ways to pass the time. She tortures prisoners. She listens to her staff tell her stories about the abject
misery of her subjects. They are
too stupid and cowardly to overthrow her.
After her ceremonies, the women peasants who have been forced to attend
are raped by her soldiers for a couple of days. Toughtokiss likes to watch.
Darkeye
is a young woman chosen by Bride to lead a rebellion against Hakkum. This rebellion is not just an uprising
by a few disorganized and unarmed peasants, but one instigated by Bride. It will make use of the eighty armed
and intrepid renegades who call themselves the rangers. They have roamed around the fringes of
Almadia for the last twenty years, faithful to Bride, waiting for the time for
light to drive darkness from the realm.
Darkeye
is the second daughter of an evil lord in Almadia. There is a prophesy that a beautiful young woman will lead
the people to victory. Toughtokiss
is on the lookout for such a one, because she has heard the prophesy. When she hears of Darkeye's association
with the rangers, she orders her captured and imprisoned, hoping to have her sacrificed at the
upcoming autumn ceremony, which is only five weeks away. But Darkeye is rescued by the rangers
just in time, and flees with two of them.
They are pursued by Grabbin, six other mounted men, and some
dark-hounds. The next day they
think they have shaken the pursuit, but they are wrong, and Grabbin surprises
them with his hounds at lunch time.
Darkeye's escort is killed, and she is about to be captured. At that point the adventurers arrive
and save her. Grabbin is riding
after Darkeye with two dark-hounds.
But he is tired after his fight with the ranger-leader, so he cannot
stand against the newcomers.
(In
the original playing of this adventure, it was Quayam, Thristen, and Gristel
who arrived to save Darkeye. They
were blackmailed by the Brannan Gateway to come to Almadia and `follow the
cause they saw fit' in order to get back to Clarus from Domus with
Lichtenhauer, as described in the adventure Lichtenhauer's Prison.)
It
is the end of summer, five weeks before the Autumn equinox. Toughtokiss is preparing for her
ceremony. The people of Almadia
are dreading it. Farmers are
sending their daughters away into the hills to avoid their being ensnared in
the proceedings, and raped in the fortress afterwards. The leaves are turning red and
brown. To off-worlders it may look
beautiful, but to the Almadians, these are the colors of blood and death.
Darkeye
is beautiful, courageous, realistic and resourceful. Her one problem is that she is a virgin, as is required in
her interpretation of Bride's prophesy (see below). She has been keen to take a lover for several years now, but
has held back with the prophesy in mind.
She always believed that she would be the chosen one. She has heard many of the secrets of
sexual enjoyment from her servants, and from books. If she falls for one of the adventurers, she will not be
able to think clearly or act decisively until her affair with him has
begun. After that, she will
rapidly establish herself as leader of the rangers, by sorting out their
disputes, punishing disobedience, and assigning each a role that suits his
talents. She will put the
adventurers to use in the best way she can. If that means making one of them commander-in-chief of her
forces during war, she will do so, provided she is absolutely confident that
this commander will not turn the army against her once the battle is won.
For
the last twenty years, the rangers have taken their advice about Bride's wishes
from a man called Grandad. He is a
druid of sorts. He lives in the
woods, with no fixed abode, and has many animal companions, including two
demi-god greyhounds and a demi-god crow that speaks. One of the services he provides to the rangers is to take
confession. He does not have a
talisman, but he has a space bridge in a small, silver ring, which he keeps
strictly secret. He has already
told the rangers that Darkeye is the woman anticipated by Bride's prophesy. Some believe him, others do not.
A
pure Almadian woman,
Fair
in her youth,
But
wise beyond it,
Will
be my princess.
To
her aid will come,
Three
heroes,
One
a man as from Almadia's legends,
One
a woman with fire in her hair,
And
one an elf, perfect and dangerous.
She
will claim the talisman,
The
will gather swords,
And
she will march to vanquish,
the
scourge that tortures the land.
(The lines
in italics are directed at the adventuring party, these are for Thristen,
Gristel and Quayam.)
The
adventurers show up with Darkeye in the ranger's camp (to which Darkeye knows
the way), and it appears that the prophesy is indeed coming true. Grandad is there. He says that the talisman of Almadia
must be recovered from the dragon named Awfulthing. The talisman was given over into Awfulthing's care by the
last priestess of Almadia, when she was running from Toughtokiss's men. They caught her soon after, and
tortured her to death. In the
course of the torture, they found out where she had taken the amulet. Toughtokiss sent her soldiers on
several efforts to retrieve the talisman that year and the next, both by force
and stealth, but none succeeded.
Even
Bride has tried to retrieve the talisman with her own servants, but she too has
failed. The dragon was told the
prophesy, and will not be tricked into giving the talisman away to the wrong
person. Nor is Bride willing to
interfere with the flow of time by faking a premature fulfillment of the
prophesy.
Grandad
sends his crow to guide Darkeye and the adventurers to Awfulthing's lair in the
mountains to the north-west. When
they get there, they find the base of the staircase leading up to Awfulthing's
cave in a cliff occupied by a dozen of Toughtokiss's cavalry. Among them will be Grabbin, assuming he
survived his first encounter with the adventurers. But he is still tired from his recent fight. He is physically fit, but mentally
drained. Once the talisman has been
recovered, Bride will be able to communicate directly with her priestess, and
the rebellion can begin.
When
the adventurers return from their trip to Awfulthing's lair, they find that the
rangers have moved camp to their favorite place, hidden in the Maze of
Gorges. A ranger is hiding near
the old camp to meet the Darkeye and her protectors. He leads them to the new camp, which is set amidst the ruins
of an old fort, deep within the maze.
In the middle of the fort is a healthy spring. The rangers feel safe there, and even light big fires at night,
cook dinner, and sing.
Singing
is very much a part of Bride's doctrine, as it should be to cultivate the
choirs she requires for her ceremonies.
The rangers begin to coordinate themselves into a choir. Darkeye is a good singer, and a dancer. She performs for them gladly.
On
the third night in the camp, the ranger lookouts on the outskirts of the maze
see a party of twenty armed and mounted women. They are Amazons.
Their leader is Pedalicious, cousin of the queen of the Amazons who live
in the hills several hundred kilometers to the north. Darkeye is expecting them, because Bride has ordered a
contingent to come and reinforce the rangers.
Pedalicious
enters the camp with her followers at a gallop. She is proud and vain.
Proud of her heritage, and pleased with her beautiful feet. The Amazons hold feet to be one of the
most important parts of a beautiful body.
But she is strong and courageous too, and her followers are loyal. She declares that they have come to
fight alongside the rangers, but as a separate unit, not under their
orders. She can be persuaded
otherwise, but it will be a tough negotiation. If she fights on her own, she will be impetuous, but once
she has lost a few of her followers, she will look for an excuse to go home.
The
day after Pedalicious arrives, Darkeye instructs Grandad to take confession
from all the men present, while she takes confession from the women. Aside from the Amazons, there are
twenty other women there, and fifteen children. These are the families of some of the rangers, who they saw
fit to bring out of the low-lands in order to protect them from Toughtokiss's
upcoming ceremony. As mentioned
above, there are a hundred or so rangers.
Their most respected members are Angry Jack, Travis Traven, and Alvin
Primrose.
Angry
Jack is a violent man. He likes
war because he gets to kill people. He is unafraid because he does not enjoy life. He is suspicious because the people he
meets are usually afraid of him. They
will be obsequious and then betray him.
He gained acceptance among the rangers because his skepticism has saved
them from several of Toughtokiss's plots to trap them, and he is a good man to
have on your side when your backs are against the wall. Jack is tall, heavy-set, and ugly.
Travis
Traven is the best fighter among the rangers. He is tall, lean, steadfast, good-looking, and
kind-hearted. He is also gullible,
and is a poor judge of character, especially when it comes to women. His latest lover is a servant in a
lord's mansion in the lowlands.
Unknown to him, she is a spy.
But he has not brought her here, since she should be safe from
Toughtokiss so long as she retains the favor of her lord. This she does by granting him sexual
favors, which is a source of some personal anguish for Travis.
Alvin
Primrose is one of the older rangers.
He is gay, but he doesn't admit it to himself. He is celibate.
His clothes are always clean.
His face is clean-shaven.
He is handsome, and looks ten years younger than his fifty-four
years. He is of average height and
build. He is astonishingly quick
with a small-sword, and a fine horse-rider. He is one of the few rangers who troubles to keep a
horse. He is a good singer. His prominence among the rangers comes
from his cleverness, his foresight, and his diplomacy. Recently, however, he has been confused
and depressed, and unable to act assertively. He has been dreaming about a boy he saved from the sword of
one of Toughtokiss's soldiers. He
is in love.
We
mention also one of the rangers who died defending Darkeye in the woods before
the adventurers arrived. His name
was Cotery Strongheart. He was the
unspoken leader of the rangers, and his loss is a great blow to them. He was the most experienced, and the
most trusted leader. Once he
entered Toughtokiss's fortress as a member of the audience, with the intention
of freeing his sister from the sacrificial rights. He failed to save her, but he killed six soldiers
trying. He was captured, tortured,
but then escaped thanks to a slave girl who gave him a key. She was killed as they ran ran for the
woods, after they had escaped through a sewer. He was slain by Grabbin and another soldier in hand-to-hand
combat while Darkeye escaped. As
mentioned above, Grabbin was severely under-strength when he first met the
adventurers. He had just gone
several rounds with Cotery.
The
camp in the maze is not a secret from Toughtokiss. Her wyvern spies see it at night. Now they start to fly over during the day, sometimes coming
in very low. They map out the maze
and count the people in the fort as best they can. Based upon what she learns, Toughtokiss has to decide
whether or not to storm the fort.
First
she decides to set a trap for the rangers. She sends her spy, Damaskus, to the maze, begging to be let
in on the grounds that her affair with Travis has been discovered and she is
being hunted down for the sacrifice.
Once she's in the camp, she says that ten young women are being held in
on her Lord's property. They are
to be sacrificial victims. They
are waiting for twenty more women to be brought down from the west of
Almadia. Only five soldiers guard
these poor virgins.
If
the rangers launch a rescue-attempt, they will find that the buildings around
the stone cottage in which these women are being held are filled with a total
of fifty soldiers, including Grabbin.
Toughtokiss's hope is to kill one of the adventurers. She believes that without the
adventurers, the ranger force will not be able to defeat her. Damaskus, meanwhile, has to try to pull
off the feat of being horrified by the ambush.
During
the ambush fight, or during another fight, we introduce Soloquie Inbough the
bard, and his companion Torsion Crowbar.
Torsion is a dwarf from another continent. Soloquie is from a country to the south, but he is known
around here for his occasional visits.
Toughtokiss leaves him alone because Grabbin and he used to be
friends. Now Soloquie joins the
fray on the side of Bride. He
fights on their side to win their trust.
He is a fine singer, and will deliver songs for all occasions,
accompanied by the lute, while Torsion plays the bongos or the fiddle. Many of his favorite songs are written
by Torsion himself. They have
strange lyrics, however, and will not be received well by the rangers. Soloquie is not a believer in the
gods. He has learned, in his
travels, much of the truth about Fantasia. The reason he joins on the side of the rangers here is
because he wants to get off Fantasia with the adventurers.
Here
a popular song to a dead warrior that Soloquie will no doubt be called upon to
sing by the end of the adventure.
These
mist covered mountains
Are
a home now for me
But
my heart is in the lowlands
And
always will be
Some
day you'll return to
Your
valleys and your farms
And
you'll no longer burn
To
be brothers in arms
Through
these fields of destruction
Baptisms
of fire
I've
watched all your suffering
As
the battles raged higher
And
though they did hurt me so bad
In
the fear and alarm
You
did not desert me
My
brothers in arms
Now
the sun's gone to hell
And
the moon's riging high
Let
me bid you farewell
Every
man has to die
But
it's written in the starlight
And
every line on your palm
We're
fools to make war
On
our brothers in arms
Mark
Knopfler (edited)
This
song comes from a Cult of Mithra that was stamped out after a century of
popularity one hundred years ago on Fantasia. Here's another song that Soloquie might sing, perhaps if
Grabbin is killed, and he speaks of the time he had Coterie in chains in the
fort.
I'm
just an ageing drummer boy
And
in the wars I used to play
And
I've called the tune
To
many a torture session
Now
they say I am a war criminal
And
I'm fading away
Father
please hear my confession
I
have legalised robbery
Called
it belief
I
have run with the money
And
hid like a thief
I
have re-written history
With
my armies and my crooks
Invented
memories
I
did burn all the books
And
I can still hear his laughter
And
I can still hear his song
Well
I have tried to be meek
And
I have tried to be mild
But
I spat like a woman
And
sulked like a child
I
have lived behind walls
That
have made me alone
Striven
for peace
Which
I never have known
And
I can still hear his laughter
And
I can still hear his song
Well
the sun rose on the courtyard
And
they all did hear him say
`You
always were a Judas
But
I got you anyway
You
may have got your silver
But
I swear upon my life
Your
sister gave me diamonds
And
I gave them to your wife'
Oh
Father please help me
For
I have done wrong
Mark
Knopfler (edited)
It
is traditional for a dying man to give confession to a priest before he dies,
if possible. And it is traditional
for a friend of a bard to sing a song once he has died. These are residuals from the days of
Mithra, when the wars between Bride and Hakkum became bogged down because
warriors saw no point in them.
Only after the cult was suppressed by religious ferver could the two
gods continue properly with their games.
Combat
Descriptions of Characters
The
dodging points given are those that apply to Fantasia.
Grabbin: dp=6,
hp=18, +1 scale ap=13, +3 longsword sa=17, sp=25.
Toughtokiss: dp=0,
hp=8, no armor, dagger sa=7, sp=2.
Toughtokiss
Infantry: dp=1, hp=15, leather ap=6, shield and shortsword sa=8,
sp=13, crossbow fa=5, fp=10.
Toughtokiss
Royal Guard on Horse: dp=3, hp=17, plate mail ap=18, shield and lance sa=13,
sp=24 (charging), shield and sword sa=13, sp=18, heavy crossbow fa=10, fp=12.
Toughtokiss
Royal Guard on Foot: dp=3, hp=17, ring ap=10, longsword sa=10, sp=22, heavy
crossboow fa=10, fp=12.
Toughtokiss
Cavalry: dp=1, hp=15, leather ap=6, shield and lance ss=8, sp=24
(charging), shield and shortsword sa=8, sp=13.
Soloquie
Inbough: dp=3, hp=16, leather ap=6, small sword and dagger sa=15,
sp=15, bow fa=13, fp=10.
Torsion
Crowbar: dp=7, hp=22, +2 chain ap=16, +4 battle axe sa=13, sp=27,
heavy crossbow fa=13, fp=12.
Pedalicious: dp=5,
hp=20, leather ap=6, shield and lance ss=17, sp=24 (with horse), shield and +3
smallsword sa=17, sp=13, bow fa=14, fp=10.
Amazon: dp=1,
hp=15, leather ap=6, shield and lance ss=11, sp=24 (with horse), shield and
smallsword sa=11, sp=10, bow fa=8, fp=10.
Ranger: dp=2,
hp=20, leather ap=6, longsword sa=8, sp=20, bow fa=8, fp=10.
Angry
Jack: dp=4, hp=20, leather ap=6, longsword sa=13, sp=25, heavy
bow fa=13, fp=14.
Travis
Traven: dp=6, hp=20, leather ap=6, longsword sa=18, sp=14, heavy
bow fa=18, fp=14.
Alvin
Primrose: dp=3, hp=16, leather ap=6, shield and smallsword sa=20,
sp=10, bow fa=17, fp=10.
Almadian
Peasant: dp=0, hp=10, ap=0, spear sa=-3, sp=13.