Hazphar is proud of his noble lineage, but joined the army to escape the constant webs of bickering and intrigue that plague the Empire. He had particular success in the Lunar Colleges of Magic, before being assigned to the Marble Phalanx. He now hates his choice of career, having been tied down in Pavis for too long. He met Dalamides at a party in the Silk'n'Plume, and decided to join his venture merely for the excitement.
Characteristics
STR10
CON10
SIZ14
INT18
POW19
DEX20
APP14
Move3 (10 on horse)
Hit Points12+12=24
Fatigue20-14=6
Magic Points19+14
DEX SR1
Power Spirits Total MP38
| Location | Melee | Missile | Armour | AP | HP |
| Head | 19–20 | 20 | Cuirboulli + Soft Leather | 4 | 9 |
| Left Arm | 16–19 | 17–19 | Cuirboulli + Soft Leather | 4 | 9 |
| Right Arm | 13–15 | 16–17 | Cuirboulli + Soft Leather | 4 | 9 |
| Chest | 12 | 10–15 | Ringmail + Soft Leather | 6 | 11 |
| Abdomen | 09–11 | 07–09 | Ringmail + Soft Leather | 6 | 9 |
| Left Leg | 04–08 | 04–06 | Cuirboulli + Soft Leather | 4 | 9 |
| Right Leg | 01–04 | 01–03 | Cuirboulli + Soft Leather | 4 | 9 |
Note: Hazphar is also protected by a Damage Resistance intensity 5 spell.
Weapons
| Weapon | SR | Attack | Damage | Parry | AP |
| Scimitar | 5 | 50 | 1D6+2(+5) | 39 | 10 |
| Hatchet | 6 | 43 | 1D6+1 | — | 6 |
| Medium Crossbow | 1 per 3 | 70 | 2D4+1 | 20 | 8 |
| Hatchet (thrown) | 1/4 | 30 | 1D6 | — | — |
| Buckler | 6 | 21 | 1D4 | 49 | 8(+5) |
Spirit Magic 86 · Ceremony 84 · Enchant 89 · Summon 93 · Amplify 72 · Combine 85 · Distance 58 · Prolong 78
Spirit Magic Spells: Heal 1, Protection 1, Bladesharp 1, Befuddle (2), Multimissile 1.
One Use Divine Magic: Mindlink 4, Madness x3, Spirit Block 3.
Skills: Climb 43, Dodge 24, Jump 50, Ride 72, Fast Talk 62, Orate 80, Animal Lore 42, Evaluate 60, First Aid 37, Human Lore 54, Plant Lore 38, R/W Pelorian 92, R/W Tarshite 68, R/W Pavic 30, World Lore 60, Devise 51, Listen 48, Scan 45, Search 51.
Languages: Pelorian 100, Tarshite 65, Trade 42, Pavic 40.
Equipment: Hazphar wears a bezainted hauberk, with cuirbouilli armour elsewhere. He carries his scimitar and buckler, while his crossbow, 15 bolts, and two hatchets are within easy reach on his horse. He wears a string bracelet with a bow string wound into it — the bow string holds his Speedart matrix, very difficult to detect even with Soul Sight. The Light, Disrupt, and Mindspeech matrices are on a knucklebone in one of Hazphar's earrings. The Mobility matrix and a 14 MP store are on a silver button on a chain around Hazphar's neck. He also wears a bronze torc binding his three Power Spirits and two Magic Spirits. Spell matrices (except Speedart) are usable only by Seven Mothers Initiates; the torc only by Lunar College members. A bronze bell buckle fashioned into a grimacing face houses a bound pain spirit. His horse carries three 5 litre water skins, basic equipment, and the items mentioned above. Hazphar's Ritual Spell matrices are back in Pavis at the Seven Mothers' temple.
Hazphar has Cast Back and Damage Resistance at Intensity 5 every week, renewed by his Magic Spirit. For this adventure the same spirit has cast Damage Boosting on the scimitar and Damage Resistance on the buckler — both Intensity 5, one week duration. In melee he casts Befuddle at each foe (using Combine), Amplifying if few targets, then Protection 4 on three allies. If mounted he casts Mobility on his horse and an Amplified Speedart on a hatchet. In missile exchange he uses Amplified Disrupts and probably Protection on himself.
Magic Spirit One — INT 18, POW 15, Magic Points 15
Sorcery: Duration 86, Intensity 72, Multispell 65, Range 60. Damage Boosting 81, Damage Resistance 90, Cast Back 80.
Free INT: 15
Magic Spirit Two — INT 14, POW 15, Magic Points 15
Spirit Magic 100: Protection 2, Detect Enemy, Detect Gold, Second Sight, Heal 4.
Matrices: Light, Speedart, Disrupt, Mobility 4, Mindspeech.
Free INT: 12