When the party are near to defeating Lucian...
The Archbishop will flee during the fight. If Lucian reaches 1 vitality, he will also try to escape.
After defeating Lucian, the group must decide what to do: Go to Stonehenge to warn the druids about the evil plans. Go to Lazarus (and perhaps Lucian, if he's still alive) to deal with them... This adventure provides various hooks for the Game Master! The GM might even create a Hack and s***h-style adventure using the Monastery as a dungeon! In the end, they will face the evil Archbishop! Perhaps the group will be targeted, and the Archbishop will initiate a witch hunt against them, accusing them of heresy. They will then have to escape from the Templar knights! The hunters of the Catholic Church! This is not the end! It only concludes the first part of this saga...
Remember that if they used magic with visual effects near regular humans, this may lead to catastrophic circumstances if the church hears about their actions. The heroes might be hunted in the future as witches or other heretical creatures and sentenced to the stake. However, inevitably, they will have to use magical powers during the adventure. This is a hook for a future adventure where the heroes will be hunted by inquisitors of the Catholic Church and might even have to flee to GASNAR, where magic is well-regarded!
C >>...
1 Terran is how the people of Gasnar refer to our world. Gasnar is originally the world of elves (including dark elves and sea elves). Legends say that before the rebellion of the dark elves, elves and eladrin were the same race. Still, with the rebellion, most elves were banished to the world of Gasnar, and only the Gray Elves (another name for the Eladrin race) remained in the Feywild.
(...)
This is the final chapter of this book. Just a few extra rules that can be optional or not, depending on the Dungeon Master:
Extra Rules:
Conflict (clash) of energies: If a mage casts a spell, and there's another mage on the opposite side of the battlefield, they can choose to counter magic with magic as a reaction. When two spells collide, mages can roll their attacks and compare them. WHOEVER OBTAINS THE HIGHEST RESULT INFLICTS DAMAGE TO THE OPPONENT EQUAL TO THIS EXCESS VALUE. If it's a tie, both spells cancel each other out! Just like in anime and video games, lol!
Kharma/Dharma - Suppose you want to create a grand saga across various worlds and historical periods; you can use this optional rule to make the game more interesting. Each player receives Kharma and Dharma points for actions they perform during roleplay. Good actions are treated as Dharma, and bad actions as Kharma. For example, in Chapter 10's adventure, if the group's bard calmed the assaulted girl and convinced her father not to kill the creature growing in her womb, the bard gains 1 Dharma point; if the group took the amulet from Keykepper's deceased wife and returned it to its rightful owner, calming him and bringing peace to her soul, the entire group gains 1 Dharma point. Conversely, if the characters decide to help Lazarus destroy the Stonehenge portals and eliminate the magical creatures from the world, they are "gifted" with Kharma points! In a new adventure (perhaps in the pirate era) with different characters, use Dharma points so that characters start with extra abilities, and if they have Kharma points, they start with disadvantages or reduced special abilities. This way, the game gains a sense of continuity!
The Dungeon Master can remove or add whatever they deem necessary to improve gameplay (and restrictions). Have a great game and
THE END!
... Stay a little bit for an appendix! :-)