A L BER ETOR
The Haunted Waste
T H E F IF T H EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS
We are the rock, the foundation upon which walls shall be built. We are the thoughtful observer, who shall watch, understand, and guide but not construct, not manage, not lead. You shall build, but also listen – or the walls you raise around the flame of life shall be a prison that smothers and darkens.
A L BER ETOR
The Haunted Waste T H E F IF T H EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS
Construction & Project Lead
Cover
Mattias Johnsson Haake
Contributions by
Martin Grip
Graphic design Johan Nohr
Erik Hylander Mattias Lilja
Layout
Mattias Johnsson Haake Christian Granath
Illustrations Gustaf Ekelund Aline Gladh
Translation
Niklas Lundmark
maps
Proofreading
Tobias Tranell Johan Nohr
Brandon Bowling Kosta Kostulas
A very special thanks to: Paul Baldowski, Rolf Boehm, Gavin Call, Claus Bo Christensen, Justin Crowther, Benjamin Fabian, Viktor Falck, Mattiaz Fredriksson, Harry J J Gardner, Phil Geraghty, Aline Gladh, Ulrika Haake, Andrew Hurley, Máté Jegenyés, Christer Malmberg, John Marron, Andrzej Miszkurka, Edgardo A Montes Rosa, Tamas Papp, Krister Persson, Jeff Scifert, Isak Ström, Christian Trondman, Cato Vandrare, Sigita Varnienė, Matthew Wallace, Mikael Åkesson, and our friends over at Rollspel.nu and /r/symbaroum
Version: 1.00
ISBN:
978-91-89143-34-0
Copyright:
Fria Ligan AB 2021
Symbaroum is a registered trademark of Fria Ligan AB.
Onwards to the Lost Land!
For once this preface is the first thing we write, before the adventure and its locations, challenges, and characters. It is not without trepidation that we now turn our gazes south, to the once flourishing sister realms of Alberetor and Lyastra, now devastated by war and darkened by corruption. Sure, we have an idea of what awaits in the ashen deserts, dead forests, and raging opal storms. But we have not yet been there, not really, so this will be a journey of discovery for us as well – one that we are looking forward to with excitement and dread in equal measure. You who are reading this should therefore view us as forerunners, an advance unit sent to scout the darkened, corruption-oozing terrain. And the book we are about to put together will hence be based on our observations and analyses, which will inevitably be subjective in nature. While following in our footsteps you may well discover flaws in our report, caused by a lack of perception, clarity, or understanding. Remember, then, that the region south of the Titans, like the one to the north, exists in as many parallel dimensions as there are gaming groups in the world, and that you and your friends should always base adventures on your own experiences and preferences. At the end of the day, what awaits in the Lost Land, and in the ravaged vassal state of the Dark Lord, is something we will have to discover together. Enjoy! Free League Publishing Ps. Just got home. Have to rest, lick our wounds, tend to our ravaged souls. Hopefully your journey will be as successful as ours. Best of luck.
the South is Calling...
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WA R & B L O O D 1 Victory at Any Cost
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2 The Civil War
20
3 Adventure Introduction
27
4 Game Opening
35
5 Journey Across the Titans
51
Background .............................................................. 11 Factions in the Adventure........................................15 Other Factions..........................................................16
The Course of the War............................................. 20 The State of the War ................................................ 24 Adventure Set-Ups ...................................................25
This Has Happened.................................................. 29 The Structure of the Adventure.............................. 29 The Player Characters..............................................32
The Missing Queen...................................................35 The Battle at the Hills of Belgaro............................. 36 The Guardian’s Cliff................................................. 45
The Twilight Monastery...........................................51 Through the Mountains.......................................... 56 The Cliff of Korinda................................................. 59 Planning & Preparation ..........................................64
THE LOST LAND 6 Introduction
68
7 Alberetor
71
The Player Characters’ Journey...............................69
Overview ................................................................. 72 People and Places..................................................... 74 Journeys in the Darkened South............................. 78
8 Castle Brigo
87
Introduction ............................................................ 87 The Landscape.........................................................89 Non-Player Characters............................................94 Events ......................................................................99
9 The Darkness of the Convent 105
Introduction............................................................105 The Landscape........................................................107 Non-Player Characters............................................111 Events ..................................................................... 114
10 Wonders of the Veiled Library 120
Introduction............................................................120 The Landscape........................................................ 122 Non-Player Characters........................................... 127 Events .....................................................................129
I N TO T H E S TO R M 11 Lyastra
136
12 Bright Haven Stronghold
144
13 Showdown
153
14 Aftermath
164
Overview ................................................................138 People and Places................................................... 140
Introduction ...........................................................145 The Landscape....................................................... 146 Non-Player Characters...........................................149 Events .....................................................................150
Introduction ........................................................... 153 The Landscape........................................................ 154 Non-Player Characters........................................... 157 Events ..................................................................... 161
The Journey Home..................................................164 Developments.........................................................166 What Comes Next?.................................................. 167
The South is Calling ... for you and your friends! Over the past decades, very few have paid much attention to the lost homeland of the Ambrians. It occasionally pops up in the nightmares of war veterans, the imaginations of the young, and the more or less unbearable childhood memories of the elderly. But for all intents and purposes, the Ambrian people have put Alberetor behind them, and with good reason: their once lush and prosperous homeland has been twisted into a region of devastation and death that makes even the depths of Davokar seem welcoming.
Yes, it should be said here and now: although there are still rare glimpses of light and relative safety south of the mountains, your time there will be marked by darkness, distress, and constant danger. You will experience the repercussions of The Great War on humankind and the world, and be forced to endure both heartrending encounters and acute threats to your lives. And if you ever come to understand why things are as they are, your view of the world and its inhabitants will change forever. You may be wondering whether it would not be better to stay home? The Ambrian civil war between
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Loyalists and Reformists is in full swing, and you and your friends might be able to tip the scales to your benefit. But… sometimes the stakes are so high not even a full-scale war seems like the most pressing concern, even though it is something many people do not understand or refuse to acknowledge. It is still there, in the depths of Davokar, the Throne of Thorns – naked but trembling with power; power many believe could decide the outcome of the war and the future of the entire region; power that, in the wrong hands, would drown the world in the darkness of The Eternal Night. Could you really let that happen?
Rolfo’s rolling inn wagons en route to the Cliff of Korinda for supplies.
This book is structured differently than the previous episodes of the Throne of Thorns. There is no player’s section; instead we head straight into the background and factions of the adventure. The first section also contains a chapter on the civil war, before the adventure itself is introduced and begins with a battle scene set in Ambria. The section concludes with some guidelines for the journey south, as well as a number of scenes set in the caravan camp called the Cliff of Korinda on the border of the Lost Land. The second section begins with an introduction of Alberetor along with guidelines for traveling through the neighboring countries south of the Titans. After that we present three substantial adventure landscapes, each focusing on different types of challenges: Castle Brigo (diplomacy/social challenges), the Convent School of Luminous Laws (horror mystery), and the Cathedral of Sacred Fire (problem solving/combat). After visiting these places, the player characters will hopefully know
enough to continue their hunt into the corrupted lands of the Dark Lords. Following a description of Lyastra and its defining features, the third section introduces two legendary adventure landscapes. First the player characters must sneak into the massive fortress known among Ambrians as the Dark Lords’ Stronghold – the place where Queen Korinthia was once imprisoned, deep within enemy territory. The journey then continues to Othelia’s Arboretum, named after the priestess of Dakothnic who took the thorn plant Rosáe from Symbaroum’s Throne of Thorns and thereby rendered it unusable. The third section, and hence the book, ends with a chapter that addresses the journey back to Ambria and looks ahead to the final episode of the adventure chronicle – a module where everything comes to a head, where the future of the Davokar region will be decided; a book which has been given a most appropriate name: Davokar Awakens.
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he ripples caused by the weepers’ tears, spreading across the surface, were now only a hair’s breadth away from flowing over the smoothly worn edge of the well. The moment drew near, as relentless as a tidal wave. “There is room, isn’t there? For interpretation, I mean.” Prince Elori asked the question out loud, but as expected there was no reply, not from his advisors, not from the four figures that sat leaning over the surface. Deep inside he knew that it did not matter anyway – regardless of whether Ainara’s prophetic whispers were true, regardless of what they actually meant, Davokar’s message was loud and clear: the darkness of Symbaroum had nearly eaten through the Iron Pact’s fetters. An echo from the time before the hibernation made him blink: “Hope for the dream to come true, plan for the nightmare to become reality.” He could not remember who said it, but probably one of the two human rulers who recently sent their respective followers to war against each other, Ynedar or Korinthia. Plan for the nightmare… He needed the humans, their capacity for action, their collective strength. But in the nightmare mankind used their advantages to strengthen the darkness even further, unwilling to listen, unable to understand. The nightmare… After a few more blinks it finally dawned on him, something he should have realized long ago: he and his allies were already living the nightmare.
t
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SECTION 1:
WA R & BL O OD
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Victory at Any Cost The kingdom of Ambria is barely two decades old, and yet it finds itself on the verge of ruin. Its people, both leaders and subjects, long for peace, rest, and safety. But the wars are neverending – a fact that has followed the Ambrians from Alberetor: first came centuries of aggressive expansion and violent uprisings, followed by the calamitous war against the Dark Lords; then the annexation of Lindaros, the annihilation of the Jezites, numerous battles against the woodland clans and later the Blood-Daughter. And now, civil war. A bloody, unreasonable war that at best will leave the people divided and hateful. Before we continue, it must be said that the contents of this book are nothing but suggestions and inspirational guidelines. The Haunted Waste is the fifth episode of the Chronicle of the Throne of Thorns, and by now the situation in the Davokar region may differ greatly from gaming group to gaming group, depending on what alliances the player characters have formed and what different Game Masters have decided to emphasize, alter, and develop. We have done our very best to design and present this adventure in a way that
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takes this potential variation into account, but it is obviously impossible for us to cover (or even imagine) all possible variants. For this reason, we would formally like to hand over the power to decide what has actually happened in Davokar, Ambria, and beyond, to respective gaming groups – or more specifically, to you who are reading this: the Game Masters. Those who have read the previous episodes of the chronicle will recognize the introduction of this first section from what in previous books has always
VICTORY AT ANY COST
been the second – the Game Master’s Section. This chapter explains the background and historical context of the adventure, describes the situation between and within the factions of the game world, and provides information and adventure set-ups related to the current civil war. The contents of the second chapter may seem familiar as well – a summary of the whole adventure, along with suggestions regarding the player
characters: how experienced and powerful they should be, and what incentives might motivate them to make the journey to the Lost Land. Then, in the section’s third chapter, the adventure begins. The exact details of the game opening and the lead-up to the player characters’ journey south will soon be revealed in full horror. But let us first make one thing clear: the battle for control over the Throne of Thorns’ power is far from over!
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The Battle at Oralak’s Winter Dunes colored the cotton fields red with Loyalist blood.
Background Ambria may be a young nation, but one sprung from layer upon layer of historical soil. Not only do the Ambrians themselves have a long and rich history, rooted in the devastated region they were forced to abandon, but the country they now inhabit has a colorful past as well, which can be understood thanks to writings, images, and remarkable objects left behind by generations of previous inhabitants. The background to the events of The Haunted Waste
can largely be found among objects excavated from the remnants of the city state Lindaros. A considerable number of these artifacts have over time ended up in the possession of the Royal Sekretorium and, indirectly, the Queen. Master of the Order Marbela (see the Core Rulebook, page 58) has no formal right to refuse when Sekretorium agents come to claim items of particular interest. Furthermore, a not insignificant amount of material
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The History of the Region A detailed account of the history of humankind and the Davokar region can be found in the book Symbar – Mother of Darkness, page 59–64.
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has gone missing, often lost on the way to another order chapter for analysis, and eventually picked up by servants of the crown. It is by analyzing this material that Korinthia has gained knowledge of the historical links which she is now acting upon; links related to the history of Lindaros and the Order of Dakothnic.
THE ORDER OF DAKOTHNIC
As the elves and their allies fought their way closer and closer to Symbar, high priestess Othelia of the Order of Dakothnic fled south with a dozen of her most loyal followers, but not before they had destroyed every last vine covering the emperor’s Throne of Thorns – vines of a plant called Rosáe, without which the throne’s power cannot be harnessed. They fled with the emperor’s blessing, taking with them seeds and cuttings of Rosáe, hoping to reach the area south of Karvosti and the nomadic clan that lived there – a people that called themselves Lindarians. The Lindarians were one of few groups who remained committed to the laws that were stipulated shortly after humankind crossed the Ravens from the dead land in the east – laws dictated by the council in the lost city of Ambal Seba, led by its ruler Cidriana; laws that, like Dakothnic’s teachings, called for caution and awareness of how human actions affect the world around them. The nomads worshiped a god known as the Guardian, whose priests were called Nairs, and believing it was their god’s will, the nairs proclaimed moderation in all things except the defense of the Sacred Fire: the life flame of mankind. Shortly after Othelia’s arrival, the Lindarians were forced to leave the ravaged and darkened land left behind by the Symbarians. Instead they settled down in the river valleys by the northern slopes of the Titans. After a trial-period, the newcomers were accepted into the nairs’ order. Several of Othelia’s followers adjusted well and won the love and trust of the Lindarians, but the former high priestess herself kept a low profile. She established a smaller branch within the priesthood, called the Mothers of the Black Root, whose main purpose was to nurture and nourish Rosáe, and keep the true nature of the plant secret – something that was easily achieved, as the right to personal secrets was sacred in the eyes of the Guardian. After Othelia’s death the leadership of the Mothers of the Black Root, including the truth about Rosáe, passed to her closest subordinate, a nair named Sanoval, who had to swear to do everything in her power to keep the flourishing artifact far away from the darkened heart of the fallen Symbaroum.
So it was that the Lindarians and what was left of the Order of Dakothnic remained in the south when others who had fled the downfall of the empire started to return to their native lands. For centuries they clung to their nomadic way of life – as the forest of Davokar expanded and the clans were established in the north; as the spider king Angathal Taar declared war on humanity and the first High Chieftain was appointed; as the elven prince Eneáno took it upon himself to establish the Iron Pact.
THE LINDARIAN ERA
Life in the river valleys was good and continued to improve as fewer and fewer abominations were driven south by the Iron Pact and the growing forest. Eventually several Lindarian campsites seemed so safe and bountiful that permanent homes started to appear, next to rich fishing and hunting grounds, and soon farms that took advantage of the fertile soil along the rivers appeared beside them. Progress was slow, but almost exactly five hundred years ago the construction of permanent housing took off in a certain area, about the same time as the nomads received word that the Spider King had been defeated by their sister people in the forest. The place was ideal for a larger settlement, just downstream from the inlet of the river Noora into the thunderous Doudram, with an easily defended hill surrounded by fertile lands. There were also ruins left behind by settlers who had returned north, which could be rebuilt or harvested for building materials. The interpretation of the Guardian’s will and message changed as well – defending the Sacred Fire did not necessarily mean armed combat and constantly moving around; it could also be secured with thick walls and robust fortifications. Roughly four hundred years before the Ambrians came running from their dying homeland, a council was held at the hilltop which is today crowned by the palace of Yndaros. In attendance were the people’s twenty-one heads of family, as well as the most senior nair of each family – representatives of an order that had come to accept parts of what was once the customs and rituals of Dakothnic’s priesthood: observation as the path to knowledge, meditation as the path to insight, and conversation as the path to understanding. It was decided that all Lindarians were to gather on the beach of Doudram and together carry out the sacred duty to raise walls and defenses to keep the people safe. Nair Sanator, the priesthood’s top interpreter of the divine, declined when the
VICTORY AT ANY COST worldly leaders offered her the position of the future city’s chieftain: ”We are the rock, the foundation upon which walls shall be built. We are the thoughtful observer, who shall watch, understand, and guide, but not construct, not manage, not lead. You shall build, but also listen – or the walls you raise around the flame of life shall be a prison that smothers and darkens.” The city that was given the name Lindaros would instead be governed by a council of twenty-one members, with three nairs present at every meeting to provide knowledge and guidance. The order of the Guardian raised their own temple in the east, about a two-day march from the walls of Lindaros.
THE ESCAPE TO LYASTRA
Page 43 of Yndaros – The Darkest Star describes the direct source of Lindaros’ demise – the bleeder’s disease caused by the alchemically manipulated grain called King’s Corn. But the core reason that everything went so wrong can, as always, be found in humankind’s longing for more, bigger, and better. With time, the twenty-one chairs of the Lindarian council grew fewer, to reduce the lengthy disputes, streamline the decision-making process, and accelerate developments. The same thing happened to the spiritual advisors: they went from being three, to two, to one, until they were excluded altogether. Few protests were heard; the pace of progress quickened, the abundance grew, and no one doubted that they were the Guardian’s chosen people. Only the priesthood would question what was going on, and the more they questioned, the more people turned their backs on them and their god. Eventually the nairs’ role was reduced to a purely ceremonial one – administering blessings, preaching truths, and issuing warnings that no one took seriously anymore. What saved the priests from the bleeder’s disease was that they would not plant the “refined” king’s corn in their fields. They observed its ravages from a distance and quickly decided to leave – fearful that the darkness Lindaros had awoken would consume both the order and the artifact they were sworn to protect. The artifact in question meant that traveling north was out of the question; instead they went south, to put even more distance (not to mention a mountain range) between them and the dark heart of Symbaroum. In order to hide their secrets without completely destroying their legacy, they performed a half-forgotten symbolism ceremony: around the
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settlement’s temple area they carved runes that, when activated, raised the ground into the sky, and the temple with it. There it would remain for more than two hundred years.
FORGETTING
After fleeing Lindaros, the Guardian’s priesthood split into several groups, each establishing itself in a different place south of the Titans – a joint decision, based on personal contacts and preferences, with the common goal of spreading their god’s teachings and gifts to different peoples. The Mothers of the Black Root, the branch that held the legacy of Symbar in highest esteem and was responsible for Rosáe, sought out the twin temple in Bright Haven, dedicated to the god Eo, Lord of life and death, also praised as the protector of the living and the dead. Having come to the clan-based society with knowledge from a more cultivated and organized Lindaros, it did not take long before the nairs won the trust of both the people and their rulers, and eventually their love. After only a couple of decades they had representatives in leading congregations and great influence over the interpretation of Eo’s teachings as well as the priesthood’s rites and directives. As their inf luence and knowledge brought greater prosperity, the priests’ popularity grew to such an extent that the rulers started to feel threatened. But instead of reacting with violence and force, the worldly and spiritual leaders forged an alliance where the former were declared representatives of Eo: rulers in the name of god. And so the religiously influenced nomenclature was adopted, with ruling titles such as Patriarch (equivalent to Monarch), Apostles (similar to dukes) and Judges (similar to counts/barons). The century that followed was marked by dramatic changes. Largely thanks to the nairs’ involvement, the already strong realm of Bright Haven grew into the greatest beacon of prosperity in the region, and as its importance grew, its religion spread far and wide. The name Lyastra arose when the realm started to expand geographically, initially because a handful of neighboring city states and clan communities allowed themselves to be annexed in the hope of greater prosperity for leaders and subjects alike. In order to merge the different belief systems without causing division, the Patriarch proclaimed that all gods worshiped in different provinces (Eo included) were in fact different interpretations of the same source, one that was given (on the nairs’ request) the name Dakothnic. Exactly when and why the order of Dakothnic started to forget its origins and the warnings Othelia
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carried with her from the dying Symbaroum is difficult to say; some would probably point to the order’s organization, where leading representatives were also rulers in a worldly sense. But whatever the case, the nairs’ principles of moderation and consideration were relentlessly
The Intelligence Reports The two reports that brought Korinthia closer to Rosáe are available as handouts on page 171, but their content is also included here for reference. Apart from explaining the Queen’s actions, the may become known to the player characters, depending on which prelude the Game Master decides to use (see page 36). Report 22:16:21b Upon further consideration (and in addition to the reasoning on the term “Nair” and the existence of the symbol we now know is associated with the Symbarian deity Dakothnic), we deem it highly probably that the headquarters of the Guardian’s priesthood was located somewhere outside Lindaros. Note that this is also suggested by the conclusions presented in Report 21:04:4 and 22:03:27f–h, which cover the alienation of the priesthood and their disputes with local authorities. Based on our current understanding, we have good reason to assume that the main temple (or temples) was located two to three days’ march east from Lindaros. We believe that this calls for a more thorough investigation and analysis of Stone Oak Castle on House Arobel’s estate – it was constructed much earlier, but there are clear indications that the castle was renovated and used in Lindarian times. Report 22:24:9 In reality it is too early to say anything about the text on the glass cylinders that (according to Ordo Magica’s records) were found in the chamber next to what is referred to as the Guardian’s Crypt. There is still much work to be done before all the pieces can be put together, and the text appears to contain symbols of more ancient origins. However, the enthusiasm over the fragments we have been able to decipher is so great that a preliminary report should be in the Queen’s interest. Everything suggests that the cylinders recount important events in Lindarian history, perhaps especially ones associated with the order of the Guardian. Thus far we have merely conducted an initial analysis of one text fragment; there is much uncertainty, but we can with reasonable confidence make out the words “imperial seat” (likely Symbar), “throne’s thorns” (possibly vines), and “Nairs’ ancestors/predecessors.” With a lesser degree of certainty, we can arrange the words into a sentence, with the following approximate meaning: “the throne’s thorns were brought to safety from the imperial seat by Nairs’ ancestors.” We should of course refrain from drawing any conclusions whatsoever from such insufficient material. But unless the analysis is completely invalidated by future insights, we should soon be able to establish a clear link between the order of the Guardian (the nairs) and the priesthood of Dakothnic. A complete analysis will be delivered before the next meeting.
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and almost imperceptibly replaced with an unbridled pursuit of improved living conditions – a pursuit that was essentially about making life more pleasant for everyone, but which ended in pitch-black terror when Patriarch Kalthar and his apostles challenged life and death in search of a shortcut to The Pure Magic.
NIGHTBANE’S NIGHTMARES
In the late summer twenty-two years after the victory against the reign of terror that the Dark Lords’ arrogance had created, Queen Korinthia saw her promised land threatened by an equally devastating calamity. The civil war broke out and grew ever bloodier as time went on. The Church splintered after a coup orchestrated by Anabela Argona, the person Korinthia herself had appointed as First Mother. The Sovereign’s Oath captured Karvosti and forced her former ally to flee, an ally she had betrayed so hideously that their relationship was ruined forever. With the approach of autumn, she stopped listening to her advisors – those who had always indulged her, who never voiced their objections, who never did anything but obey her commands. She clearly could not trust herself, but she had no one else; if she could not find a way to salvage the situation it would mean years of agonizing civil war, most likely followed by a brutal annexation once the Sovereign’s Oath grabbed what was left of her sundered realm. It would also see Korinthia’s legacy shattered as she went from hero queen Nightbane to the blackest sheep in the regnal list – Korinthia Nightspouse. For the past month, the Queen has only listened to two voices who were never afraid to challenge her reasoning. First and most important is Kalthar, the Dark Lord. Secondly, she has lately grown closer to her half-sister, Esmerelda, Duchess of Kasandrien – the only family she has left, now that most of her relatives have taken up arms against her.
A QUEEN ON THE HUNT
What Korinthia finally decided to do was met with strong objections from Kalthar and compassionate approval from Esmerelda. Perhaps the former is right; perhaps she is so fixed in her thinking that she cannot see any other way forward. But in Korinthia’s mind, the Throne of Thorns remains the only way to save both Ambria and her own good name. Now she knows that it really exists and that it is linked to an immensely potent source of power. Furthermore, she knows where to start looking for that which will allow her to control the power of Symbar’s legendary seat.
VICTORY AT ANY COST Ever since she stopped listening to her advisors, all reports from the Royal Sekretorium have been delivered directly to her. Anything of relevance to the kingdom at large is forwarded to her subordinates, but she has also kept a great deal to herself, including many analysis reports regarding Symbar, the Throne of Thorns, and the region’s ancient history. As she and Esmerelda went through these documents, Korinthia eventually found a possible lead – one that might take her to the miraculous thorn plant Rosáe, and thus to the power of the Throne of Thorns.
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The Dark Lord’s Death When writing The Haunted Waste, we assumed that Dark Lord Kalthar is alive and remains Korinthia’s voluntary prisoner. If this is inconsistent with how the adventure The Darkest Star played out around your gaming table, he can be replaced by his longtime advisor, the philosopher Morhak, who was captured by the Sekretorium’s agents in the south or turned himself in to Korinthia to pick up where his friend left off.
Factions in the Adventure Although there are guest appearances from representatives of other factions, The Haunted Waste is mainly focused on two: House Kohinoor and the Sacred of the Old Blood. It is they who have clues about the location of Rosáe and are competing to get there first, with the possible addition of a faction or individual who encourages the player characters to seek out the Queen.
HOUSE KOHINOOR
No matter what happened when you and your friends played Mother of Darkness (or whether you play it at all), it should be clear that the Queen’s expedition, led by Sekretorium agent Ralgai Melion, did not achieve its goals: it could not establish dominance over Symbar, nor stop all the other groups from returning, and even if the Throne of Thorns was located, it is likely known that sitting on it would be fatal. In short: Korinthia Nightbane went for broke and came up short. But it is not over yet! The queen of Ambria has not abdicated, but has left it to her subordinates to defend Yndarien and other loyalist-dominated duchies against the armies of Duke Ynedar. Meanwhile, she herself has left to seek the artifact that can make the Throne of Thorns whole once more: the plant called Rosáe. Resources At her side Korinthia has the Dark Lord Kalthar, her half-sister Esmerelda (page 158), and the only dear friend she has always been able to count on in times of need: Revina Kalfas (page 157), former colonel of the Queen’s Rangers. Initially they are also accompanied by Field Marshal Beremo Herengol and twenty pansars (page 158), but this force is soon reduced considerably (see This Has Happened, page 29). The expedition has nothing to worry about in terms of resources. They carry with them a small
fortune in various assets (gold and gems in addition to hard thaler), and what is more, the Queen has many allies among those still living in Alberetor. However, Korinthia is neither willing nor able to call for military assistance from Ambria – on the one hand, she is determined to manage on her own and not weaken the Loyalists’ defensive capabilities; on the other hand, it does not take long before those she has left in power start acting as if she has disappeared for good.
tween the queen and the
SACRED OF THE OLD BLOOD
her captor is complicat-
In the shadow of the war, the Sacred of the Old Blood is putting their plan to seize power into action. But unlike Duke Ynedar and his allies they will not resort to armed conflict; no, the noble blood cult still favors other methods: lies, manipulation, extortion, and assassination. The civil war could not have come at a better time. The cult has members and loyal followers in all corners of the realm, who thanks to the war can act more or less freely while putting the blame on one of the warring parties. But initially they must restrain themselves, for if they proceed too quickly the other factions within Ambria might begin to suspect that they have a common enemy. So far, since the month of Konelia, in year 22 after the Victory, roughly a dozen rulers of counties and baronies have fallen away and ceded power to family members loyal to the cult – some appear to have succumbed to disease; others to have died in various accidents; a couple have gone missing without a trace; still others have been killed, either by “enemy assassins” or by a stray arrow on the battlefield. The leaders of the cult, Duchess Esmerelda and her father Sesario Karnak, have over the summer become bolder in their actions. They are no longer afraid to introduce followers to one another if that would make them more effective as agents; they do not hesitate to infiltrate, kidnap, and blackmail in
Kalthar & Korinthia The relationship beprisoner who was once ed to say the least – a kind of love-hate situation based on respect and contempt in equal measure has arisen. As for the search for Rosáe, Korinthia is convinced that the old Dark Lord has always known where to find the much-desired artifact, but also that he would rather die than reveal it to her. Kalthar, on the other hand, has come with the Queen because she would have dragged him along by the beard if she had to, but also because it gives him more time to talk sense into her. You can read more about their history and relationship in Yndaros – The Darkest Star, page 42–43.
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order to slowly seize positions of power and valuable information. The reason for this does not only have to do with the civil war and its distracting effect. Equally significant, if not more so, is the fact that they are descending deeper and deeper into the darkness of corruption. While not completely lost, they are both balancing on the brink of being thoroughly corrupted, and their thirst for power now overshadows everything else. Aside from seizing power in Ambria, their plan has another key objective. A couple of weeks before the start of The Haunted Waste, they realized that Abesina, the mother and wife they had fought so long to save from the degeneration of undeath, does not need saving after all. Being undead, and therefore completely immune to the effects of corruption, she is in fact the perfect candidate to mount the Throne of Thorns, just as it is, without the dampening and channeling sheath of Rosáe. So when the Queen told her half-sister Esmerelda that clues regarding the missing artifact had been uncovered, it was clear that the cult had to act – to stop Korinthia from obtaining the power of the Throne of Thorns, and to destroy Rosáe once and for all. The Plan Upon realizing that the Queen and a small escort were setting out to find Rosáe, the leaders of the cult devised a plan in corruption-fueled euphoria: to seize this opportunity to end Korinthia’s life and then continue the search for Rosáe. The operation would naturally be led by Esmerelda herself – partly because no other member of the cult could gain a place in the expedition, partly because she wanted to be the one to thrust the blade into her sister. In light of the failed assassination attempt on the Guardian’s temple isle (see This Has Happened, page 29), the cult leaders will revise their original plan, although the goal remains the same. More about Esmerelda’s intentions and how they evolve over the course of the adventure will be revealed when it is relevant to understanding her actions, particularly during her encounter with the player characters on page 49.
The Goroth Sesario and Esmerelda knew how dangerous such a mission would be: the risk that something would go wrong, before leaving Ambria or in the hunt that followed, was considerable. The Esmerelda who joined Korinthia’s expedition and is later encountered by the player characters is actually a Goroth (see the text box to the right) – a perfect copy, created through a half-forgotten sorcery ritual, completely controlled by the real Esmerelda from a ceremonial circle in Agrella; a creature that carries in its flesh a crystal cylinder made of sand from the Yonderworld, to be used at a later stage as a focus for the ceremony Daemonic Tunnel (see the Game Master’s Guide, page 116). Resources The Sacred of the Old Blood have vast financial resources at their disposal, especially since many cultists have attained positions of power and influence. They have also found a new ally in the Daemon Prince Saarufag who is described in detail on page 113. Though their collaboration has so far been tentative and marked by suspicion on both sides, the daemon has already proven his worth – not least by creating the daemon troopers which Esmerelda and Sesario hope will spearhead their future army (see page 160). Regarding activities in Alberetor, the blood cult has long had both cultists and hired agents stationed there, to rob the Lost Land of any valuables, knowledge, and artifacts left behind. Much of the operation is run from the Cliff of Korinda caravan camp, under the leadership of Erdald Mirelda, active in the trading house known as the Agrella Guild. Erdald has a whole network of capable people reporting to him – individuals and groups who, voluntarily or otherwise, have remained south of the Titans. None of them knows that they are working for a blood cult, but would probably not care very much anyway – they are loyal to whoever is paying them, and their life situation leaves little room for scruples.
Other Factions The summaries in this section are brief and mainly relevant in a larger perspective. For example, the information might be useful if the Game Master wants to create an adventure set in the middle of the Ambrian civil war or someplace affected by the conflict between the Sovereign’s Oath and the southern barbarian clans.
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Besides addressing the current situation, goal, and resources of the respective factions, the descriptions offer some insight into how their leaders relate to the Throne of Thorns, Rosáe, and Korinthia’s expedition (provided that they know, or will learn, about it). The latter might be relevant if the player characters have a close relationship with one or
V I C T O R Y AT...
1
Create Goroth, new ceremony Tradition: Sorcery Those who are not prepared to sacrifice life and limb, and are not concerned about the darkening of their soul, can create a flesh-and-blood copy of themselves and through meditation use it as their vessel in the world. The creation process is conducted during a five-day ceremony and requires at least a dozen corpses of recently deceased cultural beings. Ceremonial focus: Nothing but the goroth Half effect: If the ceremony is stopped prematurely, the half-finished creature collapses in a pile of flesh, bone, and bodily fluids that quickly starts to decompose. New corpses must be obtained and the ritual must be repeated from the beginning. Full effect: The ceremony master gains complete control of the created creature; by putting herself into a trance, the master can share the creature’s experiences and control what is says and does. Whenever the master is not meditating the creature appears to be asleep; it cannot be woken by any means, but the master is always vaguely aware of what is happening to or going on around it and can at any time resume her trance and let the goroth wake up. In terms of appearance and physical needs the creature is normally a perfect physical copy of the ceremony master, except that it completely lacks a spiritual shadow. It is possible to modify the creature if so desired – changing hair/eye color, removing unsightly scars/birthmarks, and so on. Hiding such changes from people who know the master well requires a successful [Discreet←Vigilant] test, but may be impossible if major adjustments have been made (the Game Master decides). Unique side effect: Create Goroth will never give rise to more than one side effect in the place where it is performed. Instead the ceremony master is at constant risk of corruption as long as the goroth remains active. Once per hour a Resolute test is made, which if failed inflicts 1D4 temporary corruption on the master. The corruption subsides if the meditation is paused for more than an hour, but it might of course force the master to stop meditating Lavendra Gorinder
and render the creature unconscious at an
succeeds her newly
inconvenient time.
departed father Gorolai as leader of the barony.
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The Blood Cult and the War The leaders of the regions that make up the Sacred of the Old Blood’s growing network have no choice but to participate in the civil war, but are doing everything they can to conserve troops and resources without raising suspicion. Their troops “encounter problems” and cannot make it to the battlefield in time; their storage buildings are “plundered by robbers” or “burnt down by the enemy”; and so on.
The Church of Dead Prios Assuming that you have followed our suggestion (see Symbar – Mother of Darkness, page 156), no one will have seen or heard from any followers of Dead Prios since before the turn of the year. The reason for this is that they all went to Symbar for their final battle and did in fact die there. Then again, death at the hand of Symbar’s darkness is not necessarily permanent; the First Revenger and his punishers will take the stage once more, when Davokar awakens...
more factions, or if the Game Master wants to use a specific faction as the characters’ quest giver.
THE LOYALISTS
The motley group of people calling themselves Loyalists have little in common except their determination to defend the current regime: they have all agreed to fight for the Queen and the Lawgiver. But they have different reasons for doing so. Some fear that their privileges will be challenged if Duke Ynedar ascends the throne; others hold the religious conviction that the world will plunge into The Eternal Night if the people were to abandon “the true Prios”; still others are eager to gain or regain the Queen’s favor, and believe that she will emerge victorious from the war. The latter category includes Korinthia’s uncle, Duke Alesaro Kohinoor. As soon as the war broke out the Queen summoned her relative from his residence in faraway Sevona. He now serves as her deputy and war coordinator, in addition to commanding the Yndarian regiments – tasks for which his knowledge and experience make him more qualified than any other living Kohinoor. The indisputable fact that he wants the throne for himself is, in Korinthia’s view, a good thing. He will undoubtedly make every effort to vanquish the traitor; what happens next is a problem for another day, but the math seems relatively simple: either Korinthia will have access to the Throne of Thorns and enough power to maintain her rule over Ambria, or everything will be lost anyway. The Loyalists’ main objective is to defend the duchies of Yndarien, Mervidun, and Kasandrien, as well as the recently invaded Prios’ Domain – those were Korinthia’s last orders to her deputy before she went off on her search. But over the course of the adventure Alesaro will start to act on his own initiative, in response to major developments but also to strengthen his own position. For more information, see The Civil War on page 20. Regarding Korinthia’s expedition, Alesaro and some of his closest advisors know the reason for her absence, but no specific details. Officially, they are all hoping that she will succeed and be the one to harness the power of the Throne of Thorns, but if the Game Master so desires her deputy may well hope for something very different … The Duke of New Berendoria can be used as a quest giver, in which case the objective is to hunt down and kill the Queen and bring Rosáe to him.
THE REFORMISTS
On the surface, the Reformists’ goal is easy to understand: they believe that Ambria no longer
18
has to be the judging and controlling power that Alberetor became during the war against the Dark Lords, with a Church dedicated to the exalted Prios as its close ally. But underneath this overarching objective are many different opinions on what should replace the current order – a theocracy serving Prios in the form of the Lifegiver (Sarvola); a return to the pantheon of the Young Gods without a strong central authority (Deseba); or if the Crown Duke himself gets to decide: a kingdom that remains strong, but leaves more room for different religious beliefs and ways of life, including the varied cultures of the clans. As the war drags on, the Reformists will of course be joined by nobles with less religious motives, such as Counts Alkantor Argona and Arnon Melion – under the guise of supporting the change of rulership they really hope to see House Kohinoor dethroned and ultimately claim the crown for themselves. Crown Duke Ynedar is the face of the Reformist movement, but the faction is in all essential respects governed by the so-called Sun Council, initially made up of another five individuals: Father Sarvola, Deseba the Old, Ynedar’s sister Korthena, the barbarian witch Kathman of clan Vajvod, and the exceptionally wealthy Count Arnon Melion who has grown tired of Korinthia’s unwillingness to pay interest on the immense loans she has taken out from him. Their primary focus is to place Ynedar on the Ambrian throne, and not only by military means – while their armies are advancing on Templewall, their diplomats are doing everything they can to convince counts, barons, and other powerful people to join their cause, or at least withdraw their troops and put down their weapons. As for Korinthia’s search for Rosáe, Reformist spies at the palace can quickly inform the Sun Council that the Queen is missing, though they may never find out why – they are completely focused on the war and do not expect the “unusable Throne of Thorns” to have any impact on the country’s political future. But if the Game Master wishes, the Sun Council, the Crown Duke, or someone else could get their hands on the Sekretorium’s report (see page 14) and act as the player characters’ quest giver. Their mission would then be to capture Korinthia and bring her back, and to either retrieve (Ynedar and Count Arnon) or destroy (the others) Rosáe.
THE SOVEREIGN’S OATH
The Blo o d-D aug ht e r a nd t wo c h ie f t a i n s Razameaman and Rábaiamon have had to put their plans for Symbar and the Throne of Thorns on hold for now. They were preparing a grand campaign to drive the Iron Pact from Symbar and make
VICTORY AT ANY COST themselves the new masters of the ruined city, but when the Ambrian civil war broke out they turned their focus to Karvosti. The battle against the High Chieftain’s allies was bloody and brutal, but did not last more than a few weeks, and their victory was complete when the Blood-Daughter personally captured and decapitated the High Chieftain Tharaban and let his head fall over the edge of the plateau. Shortly thereafter she was declared Empress in Exile of the resurrected Symbaroum. However, at the start of The Haunted Waste, the Sovereign’s leaders still have much work ahead of them. The High Chieftain’s death did not in any way convince the southern clans to lay down their weapons; they may be divided and uncoordinated, but it takes significant resources to defend Karvosti and crack down on rebel strongholds. With the main army stationed in the south and their remaining troops spread out quite thinly across the northern regions, it is becoming more common for freedom-yearning Goeds and Yedes to cause blood-soaked trouble in their old provinces. On top of that, winter is steadily approaching. All this means that the Sovereign’s Oath is focusing on establishing their dominance over clan territories, and that their efforts to conquer Symbar will have to wait. But then again, if the Blood-Daughter were to gain knowledge of Korinthia’s expedition, she would probably want to take advantage of the opportunity. She could have a representative seek out “agents of well-attested competence” (meaning the player characters, unless they have been branded enemies), or if the Game Master prefers, send a group of warriors to complicate the characters’ mission. Her agents’ assignment will be to capture and bring back or, failing that, kill Korinthia, and bring Rosáe to her on Karvosti.
Yeleta’s Collaborators Exactly who is accompanying Yeleta in the bowels of Karvosti may vary depending on what has happened around your particular gaming table. We have assumed that both Gadramon and Eferneya are there, along with most of the keepers listed in Table 14 on page 88 of Karvosti – The Witch Hammer. Who the wrathguards are is less important, but if he is still alive, First Guard Farvan will probably be trapped there as well.
1
THE WITCHES & THE IRON PACT
Yeleta and her Keepers, like the elves of the Iron Pact, play a peripheral role in The Haunted Waste, and for clear reasons. The Huldra is trapped in the hollows of Karvosti along with her assistants, surviving Keepers, and a group of Wrathguards. The Sovereign’s Oath is watching every exit with enough soldiers to make any attempt at escape a horrifically bloody affair. Besides, Yeleta does not want to leave her dear cliff in the hands of the Blood-Daughter. Instead they are biding their time, waiting for the enemy to let her guard down and leave an opportunity to strike at her heart. The Iron Pact has lost its leader, Prince Eneáno (see Symbar – Mother of Darkness, page 222). His successor is the winter elf Elori, formerly the elves’ envoy in Yndaros and a close ally of Crown Duke Ynedar. He has recently woken from his third hibernation and still has lots to learn about the capability and will of his subordinates. During his early days in the Halls of a Thousand Tears he works diligently to unite all remaining members, and even though a handful of independent warbands are still hunting down servants of Wratha in Davokar, he has still done much better than his predecessor. Unlike Eneáno he has also noticed and accepted that the wellspring that lent its name to the underground complex is close to overflowing. And as prophesied by Ainara, the first weeper:
Count Arnon’s Goal New Beretor is incredibly rich in untapped natural resources, not least in the form of promising ore deposits in the mountains and the nearby marshes. The agreement between Duke Ynedar and Count Arnon Melion stipulates that the latter will take over the rule of the duchy once the war is won – something that would turn the already wealthy count into a superrich duke.
”When the spring of a thousand tears is filled to its brim, when each tear that ripples its surface pushes another over the edge, then the drums of war shall sound, against the raging darkness we lulled, against the raging blackness we bound.” Elori is not oblivious to what is going on in the world of humans – the civil wars in Ambria and Davokar – and realizes that, if the weepers are correct, he will need the humans on his side. But until that day he and the Iron Pact must do whatever they can to slow down, maybe even stop, the dark development. His first priority is therefore to protect Symbar, the Mother of Darkness, and prevent any human from ever again coming into possession of the Throne of Thorns and its infernal power. Nothing can ever be allowed to awaken the darkest of the dark, that which rests beneath Symbar. If the player characters are already allied with the Witches or the Iron Pact and are able to contact their friends in the early stages of The Haunted Waste, see The Nightmare of the Throne of Thorns on page 33.
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The Civil War This chapter is meant to provide the Game Master with enough information about the Ambrian civil war to portray it to the players and use it as a backdrop for homebrew adventures, directly or indirectly. You are of course free (as usual) to add, remove, and alter things as you see fit – what happens between the start of the war and its abrupt end (see the month Verion under The Course of the War) is of no great importance to the adventure chronicle at large. We begin with a closer look at the course of events, from the invasion of Templewall to the cries for help coming from the border regions of Davokar. After that we will discuss what the situation is like at the beginning of The Haunted Waste, before the chapter
concludes with a handful of adventure seeds that can be developed into short scenarios to be played before The Haunted Waste, or incorporated into the player characters’ journey from the hills of Belgaro to the northern stretches of the Titans.
The Course of the War For reasons of brevity the following description focuses on the major events and turning points of the civil war, but you are of course welcome to add both individual confrontations and major strategic maneuvers to the timeline. Perhaps the Loyalists take the opportunity to dethrone and replace the rebellious Baron Mergai Dekanor, who is quick to declare his support for the Crown Duke? Perhaps other nobles (or even some clan chieftain) sees the Duke’s absence as a chance to seize crown lands in New Berendoria, around its major cities Sevona and Berenda? The summary below is broken down by months. For exact dates, see the timeline on page 22.
YNEDAR
Suitably enough, the war breaks out in the month of Ynedar, when but a dozen days have passed of year
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23 after the Victory. Menacingly but peacefully, a pressured Korinthia establishes a garrison in the holy city of Templewall, fearing that it will soon be completely dominated by Reformist, and therefore of Duke Ynedar’s, followers. This move provokes the Crown Duke and the rest of the Sun Council to put their plans into action. They first make sure that the other nobles in New Beretor are ready to back them up; the only one who needs persuading is Count Arnon Melion, who in return is promised a seat at the council and a position as the region’s duke once the war is won and Ynedar relocates into the royal palace in the capital. In great secrecy the Sun Council uses its newest member’s considerable fortune to muster and equip an army, initially stationed in the hilly landscape northeast of Ravenia.
T H E C I V I L WA R
2
Table 1: Months of the Ambrian Calender
Order
Season
Month
Young God
Alternative
#1
Summer
Ynedar
Earthmother
High Summer Month
#2
Fall
Olandan
Hostess
Harvest Month
#3
Fall
Andonia
Wildling
Wither Month
#4
Fall
Tomol
Pathfinder
Slaughter Month
#5
Winter
Serliela
Pathfinder
Rain Month
#6
Winter
Morangal
Guardian
Darkness Month
#7
Winter
Ofelya
Executioner
Midwinter Month
#8
Spring
Agani
Executioner
Indigent Month
#9
Spring
Elisial
Arch Builder
Thaw Month
#10
Spring
Verion
Lifegiver
Sowing Month
#11
Summer
Konelia
Lifegiver
Blooming Month
#12
Summer
Leandro
Earthmother
Luscious Month
OLANDAN
Naturally the Queen’s spies learn about the enemy’s military build-up, and during the latter part of Olandan Month a mighty army of soldiers from Mervidun and a platoon of Pansar cavalry begin to establish a military camp near Furia, south of the river Rava. A diplomatic delegation from Yndaros under a white flag is granted an audience with the Crown Duke, to whom they deliver a decree signed by Queen Korinthia. It says nothing about Father Sarvola or anyone else in the Sun Council; she only demands that their army disband effective immediately and that Duke Ynedar makes the journey to the capital to pledge fealty to his aunt. Just before Olandan transitions into Andonia, the Queen loses patience waiting for a reply. She declares open war – not on any faction within the Church, but on the traitors Ynedar (in first name only, due to his mother’s common background) and Arnon Melion.
ANDONIA
Before declaring war Korinthia had sent an army marching east across the rolling farmlands of Seragon, composed of soldiers from Yndarien interspersed with ten sellsword companies. At the vast cotton plantations called Oralak’s Winter Dunes they stumble upon a small force of mercenaries, sent directly from Melion. The first gory battle of the war is fought in the beginning of Andonia and leaves the Winter Dunes crimson red. At first the outcome seems certain, but soon after the Loyalist army sounds the charge, nine of their sellsword companies break formation and
turn their weapons against the Loyalists, having been promised double their pay by Count Arnon Melion’s infiltrators. After fourteen hours the battle is over and the Reformists have won. The Loyalists suffer another setback when Duke Gadramei of Seragon (the Queen’s cousin) shortly after the battle declares his support for the Crown Duke. This happens under pressure from Ravenia but also from the Duke’s own region, where more and more people have gone back to embracing the Young Gods and therefore have a profound hatred for “the Prios of War”.
TOMOL
The autumn month when The Haunted Waste (as a suggestion) begins is marked by the same developments: victories for the Crown Duke and setbacks for the Loyalists. Not only does the army that won the Battle of the Winter Dunes march into Prios’ Domain to lay siege to Templewall; another army of soldiers and sellswords from Seragon, commanded by the Crown Duke’s field marshal Eliana Nidel, marches into Narugor. After crushing all resistance in the Loyalist-dominated barony of Loramon they continue to Gorinder, where they are welcomed as heroes by the new baroness – Lavendra Gorinder, former palace manager in Yndaros, member of the Sacred of the Old Blood, and of course responsible for her father Gorolai’s premature demise. Meanwhile, Alesaro Kohinoor orders his Mervidun army to cross the calm autumn waters of the river Rava and attack the center of the Reformist movement: Ravenia. It goes very badly indeed. The Crown Duke’s spies know what they are doing, so while the bulk
21
The Course of the Civil War, Year 23 after the Victory Ynedar Day 12
Day 21 Queen Korinthia establishes a
Loyalist troops arrive in Salamos to secure the ports.
garrison in Tempelwall The Crown Duke makes a deal
Morangal
with Count Arnon Melion
Day 3
Istaros sweeps across Ambria
Day 23
The Reformists start muster-
Day 7
The Loyalists’ Mervidun army
ing their army near Ravenia
Day 20
crosses the frozen Rava and conquers the town of Parfas
Olandan Day 17
The Queen’s Mervidun army
Ofeliya
establishes a camp in Furia
–
Istaros reigns supreme
Day 23
The Queen’s letter of demands reaches the Crown Duke
Agani
Day 29
The queen declares war on
Day 5
The Hunger Wolf Winter
Ynedar and Count Arnon
Day 19
Talks in Sunflower Village
Day 28
The Sunflower Massacre
Andonia The queen’s invasion force
Elisial
enters Seragon
Day 3
Ynedar liberates Parfas
Day 5
The battle at Oralak’s
Day 6
Eliana Nidels’s army joins
Winter Dunes
forces with the sellswords who
Day 11
Duke Gadramei of Seragon
spent the winter in Kaldel; a
Day 3
declares support for Ynedar
new siege of Templewall begins Day 14
Tomol
Locals rejoice as Loyalists from Yndarien liberate Kaldel
GM's call The Haunted Waste begins Day 7
Ynedar's sellswords cross the
Verion
border into Prios’ Domain
Day 1
Day 9
Eliana Nidel marches into
Day 10
The barony of Loramon falls
Day 5
Day 12
The Queen’s Mervidun army
Day 9
Narugor with her army
in Kaldel, one in Salamos.
fails to cross the Rava Day 15
The siege of Templewall
Day 21
Eliana Nidel is welcomed as
tative begins secret negotia-
tions with Alkantor Argona
Word is spreading that a havoc in New Berendoria
Day 13
Both factions receive reports that a horde of undead has
army establishes a base The Crown Duke’s represen-
The storming of Templewall primal blight beast is wreaking
a savior in Gorinder where her Day 28
Alesaro Kohinoor orders the mustering of two armies, one
been seen near Heranor Day 16
Templewall falls and
Day 27
After new attacks along the
Reformists take the city border of Davokar, Alesaro
Serliela Day 6
Kohinoor and Ynedar, meet at Duke Junio Berakka is killed;
Sunflower Village.
looks like anaphylactic shock Day 9
The Crown Duke declares
Konelia
Narugor annexed and appoints
Day 2
Alkantor Argona as its duke. Day 13
Troops from New Berendoria
Day 3
reinforce the town of Kurun Day 18
army retreats into Kaldel.
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Ynedar accepts Alesaro Kohinoor’s demands; negotia
Loyalist troops breaks the siege on Templewall; Ynedar's
The Loyalist delegation leaves Sunflower Village
tions are resumed Day 5
Thepeacetreatyissigned;the civil war is over.
of the Loyalist army is still trapped on the northern riverbank or out on the water, they strike – with heavy showers of projectiles, with devastating cavalry charges and barbarian divers from their friend in the north, clan Vajvod.
SERLIELA
In late autumn, secret negotiations between the Crown Duke’s representative and Count Alkantor Argona allow the Reformists to strengthen their grip on the Narugor region. Duke Junio Berakka does not see the danger he is in, and the count’s assassins strike as the hero general is leading a well-drilled force from Kurun in the west towards Gorinder in the east. The news of Count Junio’s death spreads fear among his troops. And when it is announced that the soldiers have a new commander-in-chief in the form of Ynedar Kohinoor, and that he has appointed Alkantor Argona as the region’s new duke, a third of the army decides to desert and f lee south to Kasandrien. The Crown Duke orders his men to let them go. Roaring celebrations are held in Ravenia, but the approaching winter brings news that puts a damper on their festive spirit. First, deserters and other fugitives from Narugor join with regiments from Yndarien and Kasandrien to break the siege of Templewall and force the Crown Duke to retreat into Kaldel. Secondly, the Loyalists capture two important cities on the eastern bank of the river Eblis. Before the army led by Eliana Nidel and the recently elevated Duke Alkantor can get there, troops from Duke Alesaro’s New Berendoria come to reinforce Kurun’s defenders, who are still loyal to the Queen. The same thing happens in the city Salamon, except that the reinforcements are made up of soldiers from Kasandrien backed up by a sellsword unit from the city state Koral in the far west. This way the Loyalists establish control over every major port on the river Eblis.
MORANGAL
While both sides are preparing moves to strengthen their positions before the cold and snow make all operations more difficult, Istaros strikes with full force – a ruthless winter, worse than anything the Ambrians have ever experienced, with lashing blizzards and temperatures so low even the roaring rivers freeze over. The Loyalists use the latter to their advantage, albeit with limited success. Alesaro Kohinoor orders the Mervidun army to make a circumventing maneuver across the frozen river, with the aim of
T H E C I V I L WA R
invading and waiting out the winter in the town of Parfas, which is little more than a large village. The maneuver succeeds, but at great cost in human life.
OFELIYA
Between brief moments of thaw, Ambria remains in Istaros’ grip throughout Ofeliya Month. The war comes to a halt and no significant troop movements are possible.
AGANI
The final days of Ofeliya and the beginning of Agani are mild, spurring the warring parties to prepare for new campaigns. However, in the fifth day of the new month, Istaros returns with renewed strength. In the five days that follow, many of the already tormented civilians die in droves, during what will later be called The Hunger Wolf Winter. By the end of Agani, partly as a response to the cold and famine, a tentative attempt to find a peaceful solution to the conflict is made. A delegation of Loyalist nobles under sapper colonel Elberdo Herengol meet with a similar group of Reformists, led by former First Mother Anabela Argona in Sunflower Village in southwestern Prios’ Domain. The fruitless negotiations go on for nine freezing nights before the disaster, later known as the Sunflower Massacre, takes place. Within less than a quarter’s hourglass all sixteen delegates start showing symptoms of acute Ink Soot, and soon thirteen of them have literally coughed themselves to death around a blood-soaked negotiating table. All survivors are Reformists, Anabela Argona
included, which leads their enemies to accuse them of employing murderous, unreliable witchcraft – unreliable because five of their own are among the dead. The truth is of course that the deed was committed by agents serving the Sacred of the Old Blood, to pave the way for more cult members to climb the ladder within their respective houses.
2
Consumed by fear and despair, Anabela Argona beholds the victims of the Sunflower Massacre.
ELISIAL
As soon as the climate permits, the Crown Duke sends a large force to strike at the winter-weakened Loyalist post in Parfas. The latter do not lose heart, reassured by the knowledge that reinforcements from Mergile, Erast, and Kirte are on their way. But these forces, who could have helped maintain a Loyalist foothold in New Beretor, do not make it in time. The battle of Parfas does not last long; Ynedar’s troops quickly manage to breach the village’s feeble palisade and after two brutal days the battle is won. Most of the Loyalist soldiers are captured or killed, in battle or drowning while trying to swim across the fast-flowing and freezing cold Rava. At about the same time, Eliana Nidel sets course for Templewall (liberating Kurun and Salamos is considered a lesser priority). She leaves a large military force to defend Argona Village, the future seat of Narugor, but thanks to new allies she musters a powerful force that can rendezvous with the mercenary army that has spent the winter in the hills of Kaldel. Before the last snows melt, a second siege of Templewall begins. With the mercenary army on the move and in search of a new stronghold in enemy territory,
23
The Blood Cult’s Counties and Baronies
the Loyalists set their aim on the capital of Kaldel County, convinced that the local populace and aristocracy are still loyal to the crown. And sure enough: the small garrison left behind by the Reformists is easily overpowered, largely thanks to Loyalist sympathizers on the inside.
swarming ghosts – corrupted monstrosities slaughtering everything in their path. Civilians flee in panic, which draws the danger further south. The war is already put on hold, but by the end of the month both the Crown Duke and Alesaro Kohinoor are forced to the negotiating table, once again in Sunflower Village.
Listed below are
VERION
KONELIA
the counties and baronies that at the start of the adventure are governed by cult members. They may be more or less loyal to the cult’s leaders, but whatever the case, they are not fully committed to either side of the civil war.
Yndarien Harl Karella Kasandrien Agrella Karnak Galeia Narugor Gorinder Patio Seragon Elvelin New Beretor Starak Mervidun Mergile Erast Kirte New Berendoria Berenda
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The ground is thawing, vegetation slowly sprouts from the ground, and the snow beneath the foliage of Davokar has all but melted. But the situation in and around Templewall remains the same. It is only when Eliana Nidel hears news of the Loyalists’ military buildup outside Salamos in the west and Kaldel in the southeast that she orders the storming of the walls. The holy city is taken after eleven days of tireless, ruthless pushes. The casualties on both sides number in the thousands. But then something happens that changes everything. Shortly after the Reformists take Templevall, both factions are shook by terrible news: one or possibly two different abominations are wreaking havoc in the barony of Mederen in New Berendoria; at the same time a horde of several thousand undead warriors has come swarming from the forested mountain area in the Tivra region, headed towards more populated lands. The news forces Reformists and Loyalists alike to reassess their plans. Before the end of the month, reports tell of another dozen incidents along the border of Davokar: single primal blight beasts, death princes, and furious arch trolls; hordes of undead, bestial abominations, and
The negotiations are tough. After a few days Alesaro leaves Sunflower Village with the words: “You and all your ungodly traitors might as well be consumed by the darkness of the forest!” The crux of the matter is that the Queen’s deputy refuses to give up the Salamos region, as a bridge between the duchies of Kasandrien and New Berendoria. After a day’s thinking the Crown Duke is forced to give in, and a rider is sent to call back the Loyalist delegation. When a peace treaty is finally signed, the soldiers and commanders of both parties have already started working together against the darkness of Davokar. The treaty effectively splits Ambria into two realms: the southern Kohinoor consisting of Mervidun, Yndarien, Kasandrien, New Berendoria, and the former county of Salamos; and the northern Korianland (named after King Ynedar’s father) consisting of New Beretor, Seragon, Prios’ Domain, and the rest of Narugor. The civil war is over, but the Ambrian people have stepped out of the frying pan and into The Eternal Night. How the story develops is described in detail in the sixth and final episode of the Throne of Thorns, titled Davokar Awakens.
The State of the War Our starting point is that The Haunted Waste begins in the month of Tomol, when a long and warm autumn is slowly giving way to bitter winds. The following paragraphs describe what the balance of power looks like at that point, what happens among the general population, how the Sun Church’s two major factions react, and what the situation is like for other factions in Ambria.
BALANCE OF POWER
In late autumn the situation still looks bright for the Loyalists and their supporters. Sure, the Battle of Oralak’s Winter Dunes was a heavy blow, and it came as a nasty surprise when the Duke of Seragon declared his support for the rebels. But they still outnumber the enemy and have some allies left in the two duchies Ynedar lays claim to – such as Kaldel in Seragon and Starak in New Beretor. We suggest that the player characters’ adventure begins just as two pieces of news reach the
Yndaros region: the Crown Duke’s armies have crossed into Prios’ Domain and Narugor, where they quickly conquered the barony of Loramon. And so the balance of power is about to shift in the Reformists’ favor, which means that the war could become a very long and bloody one!
THE AMBRIANS AND THE WAR
In the prelude to the war, most of the Ambrian population is highly critical of Queen Korinthia; many are also convinced that the person behind the porcelain mask is not really her, but an agent of the Dark Lords. But this is not to say that most people would like to see a young, heretic noble on the throne. And when Korinthia summons her uncle and welcomes him as a hero of The Great War, well, the pendulum swings the other way – people used to glare at you for praising the Queen, but now you are seen as a traitor for criticizing her or expressing your support for the Crown Duke. In
T H E C I V I L WA R fact, the Loyalists’ initial setbacks during Andonia Month only accelerate this development. But the above is mainly true in cities and more heavily populated, prosperous areas. People in rural areas are overwhelmingly against the war; they believe their lives will be the same no matter who sits on the throne, which means that their sons and daughters would die in vain. Moreover, support for the Young Gods is rising dramatically outside the major cities – a trend that is much more evident in the north than in the south. Those who have made this transition associate Queen Korinthia’s regime, quite rightly, with the exalted Prios, “the Prios of War”, whose laws forced people to abandon their once beloved gods. So it is no wonder that these people view the Crown Duke’s initial triumphs with great hope and confidence, especially as he has the new First Father Sarvola and the legendary Deseba the Old by his side. In short: to say that everyone in the southern and western duchies are united in support of Korinthia, while everyone in the north is rooting for the Crown Duke, is a gross over-simplification. There are several secret groups and factions in Yndaros who use leaflets and graffiti to propagate the Crown Duke’s cause; there are northern nobles who stubbornly oppose the Reformists even though their subjects are siding with Sarvola; there are villages on both side who refuse to send their sons and daughters to fight for a regime they no longer support. And there are even small areas, particularly in the south, where the civil war is raging on a local level – Loyalist village against Reformist village, or between different factions in the same area.
THE SUN CHURCH REACTS
The faction still preaching the Lawgiver’s word sees the civil war as a chance at redemption. The very day that Queen Korinthia signs her declaration of war, Father Peonio, First Theurg at the Cathedral of Martyrs in Yndaros, pronounces Prios’ blessing upon Korinthia and her reign. He vividly describes the Crown Duke as “led astray by witches and elves, seduced by the wild evil of Davokar.” Even though many within the Sun Church already subscribe to the Reformist credo, where Prios is worshiped as the Lifegiver (not the Lawgiver), this
development is not as pronounced among the general population. So, the Queen and First Theurg make an agreement where all followers of Prios as the Giver of Laws must commit themselves to undermine Ynedar and praise her as Warrior Queen Nightbane. Korinthia refuses to officially endorse one version of Prios over the other, which is why she instead returns the favor by releasing the imprisoned Jeseebegai, former First Father – as a “champion of the Sun in the spiritual war against the arch heretic Sarvola!” As for the Sun Church’s Reformists, Father Sarvola has been appointed First Father, since First Mother Anabela Argona shortly after her own elevation abdicated in his favor – all according to a carefully devised and well-executed plan. Discussions, or rather heated debates, are still underway between the First Father and his confidants. There are many questions that need answering, for example:
2
Ordo Magica and the War Officially, Ordo Magica is neutral in the conflict between the Queen and the Crown Duke, and most of its members choose not to get involved in the war. But there are of course many individual wizards and scholars who actively take sides, aiding one faction or the other with both advice and direct action – which, according to current
◆ Should the new Church be dedicated exclusively to Prios as the Lifegiver, or to the whole pantheon of the Young Gods? ◆ In case of the latter, should one, several, or all barbarian deities be included in the pantheon? ◆ How should the Church relate to Davokar and its inhabitants? ◆ Should the Church primarily be for the nation’s leaders or their subjects?
regulations, does not constitute grounds for expulsion.
The answers are far from clear, but virtually all followers of the Lifegiver agree on two points: the heretical interpretation of Prios described in the book The Lightbringer must be consigned to the backwaters of history, and Queen Korinthia Kohinoor must be dethroned. Although she has long supported Deseba the Old’s reform efforts in both word and deed, she has proven herself incapable of publicly denouncing the Prios of War. That she also accepts the support of Father Peonio and releases Jeseebegai is viewed by the Sun Council as evidence that all she has ever cared about is securing her own position of power. Sure, a civil war would cause suffering and death, but both Sarvola and Deseba are confident that the alternative would cause a lot more of it in the long term. The heretics and the power-hungry Queen must be defeated, with faith and with steel!
Adventure Set-Ups The Ambrian civil war could serve as a framework for a wide range of adventures. Below are four suggestions on themes or objectives that may be used as a basis for homebrew scenarios, regardless of the player characters’ relations with respective factions.
The Game Master and the players should discuss how much emphasis to put on this aspect of the game world’s developments. Perhaps the war is merely a backdrop against which the player characters can take on more pressing issues, connected to
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The Haunted Waste? Or maybe you believe the violent confrontation between the kingdom’s main factions is too important to be left in the background. In the latter case there are different alternatives to consider. One is of course the possibility to play a war-related one-shot or two before The Haunted Waste begins; another is to let one or more incidents surprise the player characters on their journey from the Guardian’s temple isle to the southern border of Ambria. You could also take a more radical approach: creating a second group of player characters for a separate campaign, focused entirely on the civil war. Here the guidelines for Troupe Play, starting on page 29 of the Game Master’s Guide, might come in handy – perhaps combined with the same book’s rules for Pitched Battle (page 67) and Managing a Domain (page 76).
THE COURIER
The player characters are sent to capture one of the enemy’s couriers, who is said to be hiding in a town or village along with an armed escort. The mission is to retrieve a bundle of documents naming and describing large parts of the enemy’s spy network, and to capture the courier alive and bring him/her to some major outpost for questioning. The courier and her entourage have lived in said town under false identities for two weeks, awaiting new orders. The characters must first identify the target, which can be done in different ways – infiltration using false identities of their own, interrogating and threatening people who might know something, or maybe sneaking into town and watching from the shadows. The next step is to neutralize the entourage without killing the courier, for example by arranging a nighttime kidnapping or through the use of sedatives. Many complications could arise. Perhaps the courier escapes and has to be pursued; perhaps the player characters are discovered and ambushed; perhaps they learn that the courier has already left and that there are clues pointing to a nearby castle ruin?
THE DEPOT
The position of a hidden enemy depot containing provisions and medical equipment (herbal cures, bandages, etcetera) has been revealed during an interrogation. It is located deep within enemy territory, but the characters’ quest givers are very eager to get their hands on its contents or, failing that, destroy it. The position is approximate, so the first step is to locate the depot based on some landmark (e.g. a road junction, village, army camp). The characters must then find a way into the heavily guarded, underground storage building; if any of the guards are allowed to escape, reinforcements from a nearby garrison will arrive within one hour.
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Player characters who come prepared with horses and wagons will be able to seize part of what is stored in the depot, but not all of it. In any case, they must then figure out how to destroy the supplies without attracting attention from enemy posts in the area. Obviously, this is particularly important for characters who intend to travel through enemy territory on slow-moving wagons.
PROPAGANDA
The enemy is spreading lies about the player characters’ faction, especially about its leader. For gaming groups who enjoy social challenges and/or sneaking maneuvers, the characters may well get involved in the propaganda war. It could be a matter of using threats, blackmail, or bribes to persuade important enemy figures to defect. Fabricating and disseminating evidence of the enemy leader’s rotten personality or behavior could be another mission. A third alternative could involve more or less violent crackdowns on the enemy faction’s propaganda machine – their best agents, most resourceful spies, and so on. Another angle on this theme is to counter the enemy’s efforts. Perhaps some noble or commander needs to clear his or her name after a particularly effective smear campaign? Perhaps it turns out that the person in question really is guilty, which forces the player characters to make a moral decision: should they destroy the evidence, simply forget what they know, or even see to it that their quest giver is court-martialed?
BEHIND BESIEGED WALLS
The player characters are trapped in a castle, village, or outpost, surrounded by enemies; it could be a siege aimed at conquering the position in question, or a threat meant to force the surrender of something – perhaps a person, important information, or supplies. On the player characters’ side is a defensive force that is barely strong enough to withstand a storming attempt, so facing the attackers on the battlefield is not an option. Perhaps the characters can get past the enemy to bring reinforcements? Or maybe the enemy can be weakened through alchemy or disinformation? Perhaps a negotiation takes place where the characters speak on behalf of the besieged, and the enemy commander demands a favor in exchange for letting the inhabitants go unharmed? In an alternative scenario the player characters could find themselves on the outside of a siege, with some pressing need to get into the besieged post – perhaps to extract an important individual or some secret documents.
ADVENTURE INTRODUCTION
3
Adventure Introduction Many were certain that Crown Duke Ynedar’s rebellion was destined to fail, that Queen Korinthia’s armed forces would make short work of the traitor’s little army. But after the battle of Oralak’s Winter Dunes, even the most stubborn pundits begin to worry that the civil war is serious – that it could be long and bloody, and open wounds of division from which the people of Alberetor might never recover. A people that stood united against the threat of the Blood-Daughter’s hordes, that came together in the pursuit of subjugating Davokar, that felt safe from outside threats, has now been split into two camps that make every effort to forcibly subdue one another. The dream of The Promised Land, until recently so vivid and alive, suddenly seems like a fading illusion.
In the run-up to The Haunted Waste, most of Ambria’s people have started to realize that the “little insurrection” will escalate into a full-scale civil war. Forces large and small are mustered, equipped, and marched toward the army camps emerging near central crossroads and settlements. Fear glows in the eyes of the conscripted youths, despite their best efforts to hide it. Anxiety also
spreads among those not called into service – the children, the old, and the infirm. Amid all of this, a rumor is spreading and quickly reaches all corners of the realm: Queen Korinthia has gone missing! Some say she was kidnapped, others murdered, while many believe she has abandoned her people, out of shame or to return to her true allies in the land of the Dark Lords.
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The Guardian’s Cliff descends through the clouds, to the tones from the Key to the Temple Isle.
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It is perfectly possible to play The Haunted Waste as a standalone adventure, separate from the other parts of the Throne of Thorns – all it takes is that the player characters care about the fate of the Queen or the mighty artifact Rosáe. However, you will probably have a more intense and memorable experience if one or several player characters (or at least their players) were there when the sinkhole opened in the middle of Thistle Hold, when Karvosti became the starting point in the hunt for the fortune hunter Elmendra, when fire rained over Yndaros, and when the factions’ expeditions clashed in the legendary city of Symbar. The events that are most important for playing The Haunted Waste are probably the audience with the Queen described in Karvosti – The Witch Hammer, and the meeting with Duchess Esmerelda in Yndaros – The Darkest Star: having already stood
face to face with Korinthia and her half-sister will likely have a positive impact on the players and their characters’ experience as their paths cross once again. This chapter introduces the background and structure of the adventure, followed by a number of tips regarding the player characters – how experienced they are assumed to be, which abilities will be of special importance, and how they could become involved in The Haunted Waste. Next comes two chapters describing the first act of the adventure: one ending with the characters encountering Esmerelda and one dealing with their journey south, through the Titans, to the caravan camp called the Cliff of Korinda. That is where the first act ends and the second begins, in which the player characters head out into the Lost Land.
ADVENTURE INTRODUCTION
3
This Has Happened Eight days before the start of the adventure Korinthia left Yndaros with her armed escort, disguised as a Yndarian infantry platoon. They traveled along small country roads and across roadless lands, arriving a day or so later at Stone Oak Castle, where they immediately demanded access to Adept Girisel’s excavation. By combining the adept’s findings with information from the Royal Sekretorium’s intelligence reports, they could soon determine where the Guardian’s temple must have stood and recreate the musical key required to lower the temple area from its place in the sky (see The Excavation, page 42). The temple ruins held information about what had happened to the priests and, more importantly, to Rosáe – not their exact resting place, but clear clues to follow in the continued search, down in Alberetor (see The Keys on page 50 for more information). But the joy and hope felt by Korinthia soon turned into bleak despair… With all clues gathered in one place, the Sacred of the Old Blood struck. A group of cultists who had waited among the hills sent a dragoul horde to attack, while Esmerelda snuck up on Korinthia with a poisoned stiletto. But the traitors had underestimated their prey – Field Marshal Beremo Herengol and his Pansars fought the undead with great success; the Queen noticed the danger in time to react – as she turned her head, the knife hit her porcelain mask which cracked and fell to the ground; she dodged a second strike and knocked her half-sister down with a punch to the temple.
With Esmerelda (or rather her goroth) knocked down and large parts of the horde destroyed, the cultists started running away, but Korinthia assumed they merely retreated to call in reinforcements. She tried to force herself to kill Esmerelda, but could not do it. Instead she left her half-sister to die in one of the temple ruins. After returning the temple cliff to its place in the sky, the Queen headed south, determined not to trust anyone but Kalthar, Revina, and the eight Pansars who were still alive and had proved their loyalty in battle against the traitor. Back in Agrella, servants and henchmen suffered the consequences of Esmerelda’s disappointment during a day full of furious tantrums and spontaneous acts of violence. But after spending ten hours passed-out from corruption-fueled rage, she finally dealt with the situation. She contacted her father in Mervidun and instructed him to free and bring down the goroth from its sky cliff – she suggests using the elixir Transformation Brew, rather than trying to infiltrate the excavation at Stone Oak Castle. But Sesario’s tainted mind was focused elsewhere – on blood spilt in the civil war, on schemes to elevate more cult members to barons and counts, and on his own dark studies. So, three days after the failed attempt (i.e. the day before the adventure begins) Esmerelda sent her most trusted agents traveling east from Agrella: the siblings Dorota, Vilmina, and Fredek of the lowborn Ausel family. You can read more about them and how they get drawn into the player characters’ adventure under The Dark Guardians on page 57.
The Structure of the Adventure Unlike the previous episode of the chronicle, Mother of Darkness, the adventure in this book follows a more linear structure, where the player characters have clear paths to follow and good reasons not to waste time on long detours. The second act does have room to choose in what order certain places are visited, and the characters are of course free to decide how to handle the challenges and non-player characters of the various adventure locations. But for the most part the adventure puts external pressure on the player characters to do things in a certain order – namely what is presented in the text box Timeline on page 31. What allows different gaming groups to still have very different experiences are the journeys between the main locations. In The Haunted Waste the player characters will travel long distances
through landscapes that are challenging to say the least – first through an Ambria plagued by civil war, across the Titans and their autumn-colored mountain passes, through the barren wastes of the Lost Land, and finally deep into the Dark Lords’ realm, the devastated Lyastra. Each of these journeys comes with more or less detailed suggestions on how to turn them into memorable side-adventures. The Game Master can let chance decide what the characters encounter on the way, or use the lists on pages 81–82 as inspiration for creating scenes and scenarios of their own. The summary of the adventure’s three sections (or acts) presented below should be read with these conditions in mind. It focuses on the adventure’s main locations and major turning points, which will most likely be of relevance to
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all gaming groups who go searching for Queen Korinthia, Rosáe, or both.
ACT I: WAR & BLOOD
The adventure opens with the siege of, and attack on, the ancient Stone Oak Castle in the barony of Arobel – if the player characters are Loyalists the castle is defended by Reformists believed to have kidnapped Queen Korinthia; if the characters are Reformists their allies’ goal is to capture the Queen. Either way it turns out that Korinthia is no longer at the castle; she and her guards have gone to the site of the floating temple isle which in the Lindarian days was managed by the Order of the Guardian, into which the priesthood of Dakothnic was incorporated after their escape from Symbar. As the player characters call the floating cliff down from the sky, they are met with carnage. Fallen Pansars and massacred undead lie scattered amidst the temple ruins; soon they also find Field Marshal Herengol dead next to the shattered remains of the Queen’s famous porcelain mask. In Beremo’s satchel is a map of Alberetor, with three recently marked locations (see Act II). Exploring the temples will among other things give the characters an idea of what really happened to Lindaros; more important still is the information that the Guardian’s priests emigrated south and brought “the artifact Othelia stole from Symbar” – Rosáe – to its new home (see Symbar – Mother of Darkness, page 215). Eventually they come across a survivor, the Queen’s half-sister, Duchess Esmerelda, badly wounded and cowering in a root cellar. Esmerelda explains that Korinthia has been bewitched or even turned by the Dark Lord who for decades has been her prisoner. Once this became clear, she and Field Marshal Beremo confronted her sister who responded by summoning undead, striking her down, and leaving her to die. During this confrontation Korinthia revealed her plan: she has given up on her ungrateful, rebellious people; she will find Rosáe, take the Throne of Thorns, and use its power to dominate the people into submission, both Ambrians and barbarians alike. The party that almost a week ago left for the dead kingdoms of the south consisted of Korinthia, the Dark Lord, Colonel Revina Kalfas, and a handful of loyal Pansars. The player characters are presented with a number of good reasons to hunt down the Queen, and the Duchess is coming with them. After a stop at the abomination-infested Twilight Monastery, the journey continues through the high passes of the Titans, with a number of encounters that give
30
the characters an idea of what awaits them in the Lost Land, after which the act ends at the Cliff of Korinda caravan camp. There they become targets of a deadly poisoning attempt; a flayed skin left behind by the assailant indicates that sorcerers were involved. Around the same time, Esmerelda disappears under unclear circumstances – has she been kidnapped, or was she involved in the attack on the player characters?
ACT II: THE LOST LAND
The second act focuses on gathering pieces of information that together can reveal the location of Rosáe, and therefore where Queen Korinthia has gone. The player characters are free to decide in which order they should visit the locations identified on the temple isle: Castle Brigo in the west, in the shadow of the legendary Oracle’s Rock; the Convent School of Luminous Laws near the capital city Kandoria; and the Cathedral of Sacred Fire, on the border to the Dark Lord’s realm. In each of these places they will find traces of, and information about, Korinthia and her destination, but finding those traces will be a challenge. Not only are these adventure locations challenging in themselves; the Sacred of the Old Blood have agents in place, searching for the same sources as the player characters and eager to eliminate all competition. The more the characters succeed, and the more information they gather, the less painful their adventure will be during the final act. No matter the order in which the characters visit said places, they have no chance of catching up with Korinthia, but eventually they will have enough information to follow her all the way into Lyastra.
ACT III: INTO THE STORM
The information gathered by the player characters indicates that Rosáe can be found somewhere near Lyastra’s old capital, Bright Haven, in what is called Othelia’s Arboretum. But in order to learn the exact location of the arboretum they must first visit the fortress where Korinthia was once imprisoned, which since the end of the war has been inhabited by Apostle Joab and his four Judges. The roughly fourteen-day-long journey from the Alberian border becomes a fight against darkness, corruption, and ravenous abominations, one that might come to a head as they reach the fortress – unless careful planning and large doses of luck allow them to avoid the ruin’s inhabitants. If they survive, the characters will be able to identify the destination of their journey – an island in what was once Lake Farshine, now thoroughly corrupted and full of blight. The characters will need a vessel
ADVENTURE INTRODUCTION
Table 2:
3
Timeline
The following is intended for gaming groups who are used to having the actions of their characters steered by quest givers. The timeline is only an estimate, but hopefully it can still be of use to the Game Master. As for quest givers, there is a large number of candidates to choose from. For example, the section titled Other Factions (page 16) mentions Alesaro Kohinoor, the Blood-Daughter, and members of the Sun Council. The player characters may also have other contacts within the Sun Church, Ordo Magica, the Iron Pact, or some barbarian clan, who have an interest in the Queen and/or Rosáe. If an external quest giver is used, it is of course important that this person is in contact with the player characters throughout the expedition. The artifact called a Mind Stone (see Thistle Hold – Wrath of the Warden, page 111) can be used as inspiration in this regard. Note that such a solution
13–16
35–40
Journey to Castle Brigo,
Journey to the Dark
with random and/or
Lords’ fortress, with
selected events.
random and/or selected events.
could give rise to interesting situations if the quest giver fails to answer when the player characters are in urgent need of advice, or makes contact when they are in the middle of a chaotic action scene. Note that the scene numbers below are a rough estimate and may vary depending on how in-depth the gaming group
17–21 The adventure landscape Castle Brigo; gathering clues.
want the journeys to be.
41–43 Infiltrating the fortress and creating diversions; gathering clues, followed by the journey to
22–23
Othelia’s Arboretum.
The journey to the
1
5–8
The player characters
Journey to the Cliff of
partake in the storming
Korinda, via the Twilight
of Stone Oak Castle,
Monastery and other
to free or capture the
events taking place in
Queen.
the mountains.
Convent School, with random and/or selected events.
Opal Storm, negotiating
24–28 Exploring the Convent School of Luminous
2
9–11
Investigating Ordo
Arrival at the Cliff of
44–47 Passing through the
Laws; gathering clues.
Magica’s excavation at
Korinda, followed by
the castle, and speaks
assassination attempt
to the adept Girisel.
and Esmerelda’s
Journey to the Cathe-
disappearance.
dral of Sacred Fire, with
29–30
with Queen Korinthia and Duchess Esmerelda, and collecting Rosáe.
48 Final battle!
random and/or selected
3–4
events.
Journey to and the
12
exploration of the
Preparations for travels
Guardian’s Temple Isle,
in the Lost Land, in-
followed by conversa-
cluding news about the
tion with Esmerelda.
Queen.
49+ Journey home, with or
31–34
without the Queen, with or without Rosáe.
Exploring the Veiled Library under the cathedral; gathering clues.
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Game Master Material At Free League's Symbaroum page [www. freeleaguepublishing. com] you can find a document titled GM Resource – The Haunted Waste, which contains all the maps, handouts and portraits relevant to the adventure.
to reach the island, across the crashing waves or through the air. As they approach the island it turns out to be surrounded by a raging opal storm, and a firm layer of ice specked with black veins covers the water around it. The characters climb ashore at the edge of the storm and press through its lashing, corrupting gales, before they (more or less lacerated) finally reach its eye. Daylight reflects across a breathtaking landscape of ice-glazed herbs, trees, and flowers. At the center of the rocky island is a temple, it too with a layer of ice covering floor, walls, and ceiling. Here Korinthia and her party are waiting, unable to go back across the water on their own.
In the arboretum the characters also find Esmerelda along with Apostle Joab, who has agreed to help the Duchess find Rosáe in exchange for the Dark Lord. Esmerelda is also prepared to negotiate, but only to buy time while her cultists weave a daemonic tunnel in order to summon reinforcements. Depending on whether they are allowed to complete the ceremony, and whether the player characters can come to an agreement with Korinthia, the final battle will be more or less challenging. No matter how things turn out for those involved, one thing is certain: representatives of at least one of the factions will escape the island with specimens of the thorn plant Rosáe.
The Player Characters
Witchsight If none of the player characters have the ability Witchsight when the game begins, maybe
The Haunted Waste is written and balanced for player characters who have made it through the previous four episodes in the adventure chronicle, and thus achieved a considerable capacity for combat as well as other forms of problem solving – they are nearing Hero level, as defined in the guidelines for balanced combat resistance (see the Symbaroum Monster Codex, page 179). It must also be said that we have tried to design the adventure in a way that allows the player characters’ goals (as a group and individuals) to vary, like their alliances with the game world’s various factions. The latter means that we do not assume the characters to be on one side or the other of the civil war, or to have a specific purpose for seeking Korinthia and/or Rosáe. It is up to the players to specify their own goals and motives, with support and guidance from the Game Master – a discussion that can be held as a group or one-on-one. To facilitate such a conversation we present a few suggested incentives, to be used as inspiration and a starting point. But first, here are some bullet points explaining what capabilities we had in mind for the player characters during the design process, followed by a few words on playing The Haunted Waste with freshly created characters.
one of them can “develop it” on the road – for instance as an effect of encountering corrupted nature or creatures, and possibly at the cost of the burden Mystical Mark (see page 57 in the Advanced Player’s Guide)?
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◆ The player characters have earned approximately 300 Experience (beyond the starting level) from previous adventures and spent roughly 250 of these on abilities/boons that make them more proficient in combat. ◆ Each player character has at least two abilities at master level, owns at least one artifact, and has weapons/armor with qualities. ◆ As a group the player characters have the Loremaster ability at master level and Witchsight at novice level.
◆ The player characters (individually or collectively) have ample resources in the form of silver thaler or items that can be sold or used as payment. ◆ The player characters are known to most of the game world’s factions, by name, appearance, and ability – they have made friends as well as enemies. If new player characters are created specifically for The Haunted Waste, we recommend that they be provided with 200 Experience beyond the starting level, and encourage the players to use these to become an effective combat unit. It would also be a good idea to give them backstories that make it easy to involve them in the adventure – so that they all have strong reasons for wanting to pursue Queen Korinthia, whether it is to save or stop her.
FOR THE QUEEN
This adventure is based on the premise that the player characters’ initial ambition is to either capture or rescue the Queen – the former if they are allied with the Reformists, the latter if they as Loyalists believe that Korinthia has been abducted against her will. Their motives for continuing the pursuit could also vary after hearing Esmerelda’s description of how her sister has been brainwashed by the Dark Lord and that the two of them are seeking Rosáe; they may wish to free Korinthia, release her from the spell and help her find Rosáe; they could also want to do everything in their power to capture her and secure “the key to the Throne of Thorns” for someone else.
DREAM OF THE THRONE OF THORNS
Another possible opening is that the player characters (or one of them) wants Rosáe for themselves,
ADVENTURE INTRODUCTION either to personally take control of the Throne of Thorns or to gain the power to decide who will. After the events of Mother of Darkness, they will probably know that seeds and cuttings were brought south by members of the Order of Dakothnic, who sought refuge with the Lindarians. It is perfectly possible for enterprising player characters to obtain the same information as Korinthia has access to, in the form of the two reports (see page 14) filed by the Royal Sekretorium after analyzing finds made beneath Old Kadizar – information that first points to Stone Oak Castle, where it is possible to learn the location of the Guardian’s Temple Isle. Exactly how this happens is for the Game Master to decide, but bribing Sekretorium employees or breaking into their offices in the Palace District (see Yndaros – The Darkest Star, page 137) are two possible approaches.
MOVING UP THE LADDER
Game Masters who prefer the player characters to have clear quest givers will find many to choose from. Representatives of Ordo Magica, the Sovereign’s Oath, or some faction within the Sun Church may have come across the information detailed in the Sekretorium reports and want to send reliable and capable agents to track down the Queen – either to stop/rescue Korinthia or get their hands on Rosáe, according to the two suggestions above. It could even be a coalition of Loyalists or Reformists who enlist the characters’ services, in the hope that access to the Queen or Rosáe will be their way to victory. Or maybe the characters are hired by one or several neutral individuals, hoping that the leverage they would gain could bring an end to the war?
THE NIGHTMARE OF THE THRONE OF THORNS
Player characters who sympathize with or are allied to factions such as the Iron Pact and the Witches will probably want to stop anyone from ever getting their hands on the Throne of Thorns – just look what happened the last time a human wielded its power! They could receive news (possibly through some agent belonging to one of the previously mentioned factions) that Korinthia has gone looking for Rosáe, and that the queen “went missing” because she is leading an expedition to retrieve the artifact. The player characters could take the initiative themselves to seek out the reports from the Royal Sekretorium (see The Dream of the Throne of Thorns above) and go after the Queen. Another alternative is that an agent from the Iron Pact or the Witches has already obtained copies of the reports
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and hands them over along with the mission: to find and destroy Rosáe before Korinthia can get to it. Not even a civil war is more important than preventing the power of the throne from awakening!
PEACEMAKERS
Ambria is in a state of all-out civil war – people are being killed, the rifts between different factions are growing into terrifying chasms, and soon winter will bring the added threat of starvation and poverty. The player characters (or a quest giver, as described above) might think that the war could be decided by other means than weapons. If Korinthia can be captured and clapped in irons, her allies might feel more inclined to negotiate a peaceful transition of power? Or perhaps the artifact Rosáe could be the deciding factor – maybe the group or individual who possess the power of the Throne of Thorns can force the warring factions to the negotiating table? It will not be easy, but what would one not sacrifice in order to end the suffering brought about by the war?
THE LOST LAND
It would hardly be a good enough reason to leave the war-torn Ambria behind, but for some player characters the thought of going to Alberetor could be a motive in itself. Perhaps someone still has relatives down there and hopes to persuade them to leave the dying country? Perhaps someone wants to visit a darkened childhood home or the abode of some famous figure from the time of the war against the Dark Lords, to search for documents, artifacts, or valuables left behind when the former inhabitants fled north? It might even be the case that learned characters are tempted to visit the Lost Land for purely academic reasons – to learn more about its history or geography, or about corruption’s darkening effect on humans and nature.
The Throne of Thorns – Campaign Overview You can download an eBook called The Throne of Thorns – Campaign Overview free of charge at Free League Publishing’s Symbaroum page [www. freeleaguepublishing.com]. There you can read more about the factions and what happens to them during the years in which the Chronicle of the Throne of Thorns takes place. It also includes more information about Wyrtha, Wielda and Wratha, the three forces which, according to the elves and barbarians, describe the world’s most fundamental conflict – the one between civilization and nature (see next page).
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THUS SPOKE AROALETA
"… and at the dawn of days was Wyrtha, the power that creates. Where Nothing had reigned supreme, Wyrhta gave life to All; shaped here and there, spawned now and then, formed the one and in chorus the other. And where attraction arose, the wild thrived and multiplied… … but out of the untamed Wielda appeared, the power that rules: the power of willful violence, that bends here and there, that curves now and then according to ideals and cravings; that harvests the one and rejects the other. With time, Wielda’s appetite grew, and the birth was inevitable… … because violence begets hate begets Wratha, the power that reacts. Born of Wielda’s hunger for Wyrhta’s design, Wratha is everywhere and nowhere, always close where mother meets mother, always mounting in strength with the force of the violence. The arrival of the black fruit is fated, as inescapable as terrible… … and it happens, has happened, will happen again, that Wratha grows boundless, furious, blind in her hunger. It happens that the blackness grows flesh and spirit and the sharpest of claws, that the fruit sheds seeds that poison the first, in the aim to suppress the second. Then dies All…”
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GAME OPENING
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Game Opening The warm and windy autumn is coming to an end, but the war is just beginning. People in the capital and its surrounding regions stand by their Queen, but new rumors of unrest in other parts of Yndarien are arising every day. Some also say that the Crown Duke’s incredibly wealthy ally, Count Arnon Melion, is contributing resources to insurrectionists in duchies that have sided with Korinthia, possibly even to rebel groups in Yndaros. The war is near, there is widespread concern and fear is rising. That the capital’s garrison has grown fivefold, and that four platoons have been assigned to guard the boundary between the eastern districts (from the Monger’s Square to the Dome) and the rest of the city, only seems to confirm that the danger is real. However, for the past few days the main topic of conversation in the Yndaros region has been the Queen’s disappearance. One rarely hears any solid arguments for it being a lie, but there is much disagreement on several other issues: the reason for her absence, whether she is alive or dead, and what her disappearance will mean in the short and the long term. Naturally, there are many rumors that Korinthia has been sighted in various parts of the realm, or on her way out, headed towards the forest in the north or the Titans in the south. What most people do not know is that both the Sun Council and the Loyalist war council have
obtained reliable information regarding the Queen’s whereabouts – namely that she is heading towards Stone Oak Castle, a couple of days’ march east from the capital. Our suggestion is that the adventure starts there, at the ancient castle in the hills of Belgaro, and that the player characters are part of the siege force that is preparing to storm (or otherwise get past) the walls. However, this assumes that the characters have clearly sided with one of the warring factions and that their incentives have to do with the hunt for Korinthia. Should they have other motives for getting involved in the adventure, see the text box titled Alternative Beginning.
The Missing Queen Before we take a look at the castle and the challenges waiting there, this section will focus on how the situation may vary depending on whether the player characters are allied with the Loyalists or the Reformists.
If your particular gaming group should consist of characters who do not take either side in the war, but have other reasons for seeking the Queen or Rosáe, you are free to adopt whatever approach seems best to you.
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LOYALIST PLAYER CHARACTERS Alternate Beginning For player characters who on their own initiative or on behalf of a quest giver have learned about the two reports from the Royal Sekretorium and are searching for Rosáe, the Game Master should plan at least one (preferably two) scenes before it is time to handle the challenges at Stone Oak Castle. There must of course be a scene where the characters get to read, analyze, and discuss the reports in question, possibly alongside an external quest giver. But before that you may also need a scene about the characters getting their hands on the secret reports.
The county of Arobel is governed by Count Hastorio who is officially allied with the Queen, but for a long time has been playing both sides – he and his immediate family belong to a cult worshiping the Earthmother (see Adventure Pack 3, page 85) and are all hoping to see Korinthia replaced by her nephew. The mistress of Stone Oak Castle is Hastorio’s sister Flavila, also a follower of the Earthmother. When Korinthia and her entourage arrived at Stone Oak, Flavila quickly sent a pigeon to the Count, who passed on the information to the Sun Council in Ravenia. At the same time the Queen’s representative in the castle sent a pigeon to the palace with a short message: “The Queen sighted at Stone Oak Castle, situation unclear. Will report shortly.” But a second message never came, as the representative was put in chains by order of the Count. Korinthia left after only one day; Flavila demanded that she stay at the castle, as her brother had instructed, but did not have enough soldiers to follow through. When Count Hastorio arrived with reinforcements from the county capital, the siblings realized that they had given themselves away: the movement of troops, combined with the imprisoning of the Queen’s representative and their own failure to report on the Queen’s visit was enough to rouse the suspicion of Alesaro Kohinoor – an army of regular soldiers, sappers, and siege experts was already marching from Yndaros. This is the force which the player characters arrive with, or join. Exactly what their role is must be allowed to vary depending on who they are, but as experienced problem solvers they probably answer directly to the young commander Varonia Brigo (unless they themselves are in command). The objective is to free the Queen, arrest the Count and all the other treacherous members of House Arobel, and pave the way for the loyal Arangai Arobel (Hastorio’s son) who has been appointed as the region’s new ruler (for more on him, see below). That the defending forces keep repeating that Queen Korinthia is no longer at the castle is viewed by Captain Varonia as an obvious lie. Not that it matters: the castle must be stormed either way!
REFORMIST PLAYER CHARACTERS
If the player characters are allied with the Crown Duke the situation in Arobel will be quite different – then Hastorio has already been assassinated by the Sacred of the Old Blood while his son Arangai, a member of the cult, has taken his place, appointed by Duke Sesario. Formally, for the time being, the young Duke is prepared to defend the Queen’s right to the throne. In this case Korinthia was of course warmly welcomed on her arrival, five days prior to the start of the adventure. One of the Sun Council’s spies did however manage to send a short message: “The Queen sighted at Stone Oak Castle, situation unclear. Will report shortly.” The message was smuggled out by a servant and reached Ravenia two days later, delivered by rider and carrier pigeon. But when the spy was about to send a more thorough report, by pigeon directly from the castle, she was discovered, captured, and shortly thereafter, killed. At this point Korinthia and her entourage had already moved on, with a direct order to Arangai not to mentioned her visit or departure to anyone. In order to stall anyone following her, the new count was also told not to let anyone, friend or foe, through his gate until ten days had passed. Arangai obeyed without question, especially as the Sacred of the Old Blood’s leader, Esmerelda, was standing next to the Queen, nodding agreement. On the other hand, the Sun Council immediately reacted to the brief intelligence report they had received. That very same day a small but strong division was dispatched from the army camp in Ravenia, and before nightfall it had boarded ten or so ships. Thanks to the turbulent autumn waters of the Doudram they reached Arobel in two days, after which they marched swiftly on Stone Oak Castle. The player characters could be on board the ships, or join the host from Yndaros after having been summoned there by the Sun Council, as its capable champions. They (or one of them) could also be commanding the troops or serving as Colonel Belalia’s (former adjutant, see Adventure Pack 3, page 57) right hand. In any case, their objective is to storm the castle and hopefully capture Korinthia, before marching north to join the main force reprovisioning in Kaldel, in preparation for its journey to Templewall.
The Battle at the Hills of Belgaro This section provides a detailed description of Stone Oak Castle and its surrounding area. It includes a number of suggestions on how to
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handle the challenge facing the player characters, whether they seek to rescue or capture the Queen. Aside from storming the castle, there are other
GAME OPENING ways for resourceful characters to accomplish their objective – through diplomacy, guile, or sneaking maneuvers.
THE CASTLE’S HISTORY
The oldest parts of Stone Oak Castle were built while Symbaroum was still in blighted bloom, about the same time as the ruin in Old Kadizar and the foundations of the fortress in Ravenia. Ordo Magica’s scholars believe that the name Belgaro has to do with its construction, but there are different views as to whether it refers to the chieftain who resided there, an ancient ruler’s title, or an entire clan or family. However, judging by what little remains of the original structure, its inhabitants appear to have met a brutal demise – probably crushed by a superior enemy (most would say Symbaroum); possibly consumed by a blazing inferno, if one is to believe the scholars who have studied the surface and cracks in the base of the wall. Whatever the case, little more than the foundation must have remained when the Lindarians took over the place. The wall, moat, and castle that exist today were built between three and four hundred years ago, probably to be the heart of an agricultural area that provided the city state with grain and root vegetables. A small chapel dedicated to the Guardian also appears to have been raised in the courtyard, but all that remained when the Ambrians arrived were its underground levels. Why the Lindarians razed their own chapel is one of the questions Ordo Magica is most eager to answer. House Arobel made the castle fit for residence roughly ten years ago, mainly to be used as a secret meeting place for worshipers of the Earthmother, led by Count Hastorio’s sister Flavila, priestess and mistress of the castle. The builders only had to patch up the Lindarian structures, while the three wooden buildings in the courtyard were created from scratch. A new gatehouse with a drawbridge was also constructed on the site.
SURROUNDINGS
The castle is located in the western part of what is known as the Hills of Belgaro, by a stream that feeds its moat with water. The surrounding landscape is undulating but not very hilly – the hills nearest the castle are gently sloping and never reach higher than the wall. The only exception is the one south of Stone Oak Village, which rises roughly twenty meters above the farmlands, but its highest point is more than five hundred meters away from the gatehouse.
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The village boasts a well-kept inn called Belgaro’s Embrace, a poorly equipped general store, a smithy, and a small marketplace where the locals gather to trade with each other. Its central figures are the innkeeper couple Radval and Viola who, like everyone else in the area, are members of the Earthmother’s cult. The latter explains why the village’s little sun temple is crowned by a patina-mottled copper dome and has vines climbing up its walls. A player character with Medicus or Alchemy who passes a Vigilant test will notice a strange plant growing in small patches along the road and on the slopes: a wild-growing grain plant that resembles barley, but with buttery-yellow and unusually large kernels. A subsequent Vigilant test with the Witchsight ability reveals that the kernels are surrounded by a deep black aura of corruption. See the text box below, and page 43 of Yndaros – The Darkest Star for more information on the crop called King’s Corn.
MAP OF STONE OAK
The following description of the castle and its various buildings focuses mainly on things that are relevant to the adventure, particularly ones that affect the player characters’ chances of getting past the wall. Moat The moat is roughly ten meters wide and five meters deep, and its inner side consists of a two meter tall rock wall where it is difficult to find a grip; climbing it with one’s bare hands requires the Acrobatics ability or a successful [Quick –3] test. Water from a nearby stream feeds into the moat. At the outlet to the west is a floodgate that can be adjusted to raise the moat’s water level when the stream itself is low. The floodgate is overlooked by the wall’s two towers in the southwest.
King’s Corn and Alchemy If the Game Master so desires, King’s Corn can be used as an accelerator in the creation of Waybread. One loaf will then be enough to feed one person for fourteen days, and increases the rate of natural healing to 2 Toughness per day. But this comes at a cost: when eating the bread you must make a test against Strong or Resolute (the player decides) – on failure you suffers one point of temporary corruption which remains until you have lived solely on corruption-free food for one week.
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4
5
7 8
2
6
3 1
9
11
10
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GAME OPENING Wall The sturdy wall surrounding the courtyard is eight meters high, in addition to the rock wall that rises from the moat, and its towers measure another three meters. It is an impressive structure, most of it raised by the Guardian’s best and most pious stonemasons; if the rules for Damage on Buildings from the Advanced Player’s Guide (page 106) are employed, it has Toughness 360, Breakpoint 180, and Fortification 25. But the foundations from Belgaro’s time have weaknesses that a skilled combat engineer could exploit, provided that this person can get close enough to examine the struccture in detail – something that requires clever use of mystical powers such as Confusion, Unnoticeable, or Teleport, or elixirs like Spirit Friend, Smoke Bomb, or Transforming Draught. Should this be followed by a successful Vigilant test with Siege Expert, the Game Master chooses two spots along the wall; in these particular places the wall has Toughness 50 and Breakpoint 25. Gatehouse To enter the courtyard the traditional way, an intruder must pass two gates – one in the smaller bridge house where the winch to the drawbridge is also located, and a more massive one on the far side of the gate yard. The outer wall that connects to the bridge house is five meters high, rather than eight. If someone manages to reach the lower wall, it takes a full turn and a successful Quick test with the Acrobatics ability, or two tests against [Quick –3], to get over the top of the wall. On failure the climber plunges into the moat. Any intruders on the surface between the two gates are shot at by castle guards in the gatehouse and on the wall (see page 40): 1d4–1 crossbow bolts per person each turn. Getting to the top of the inner wall requires the Acrobatics ability and a successful Quick test; climbers who lack that ability must use rope and a grappling hook or siege ladders.
N 50 m
STONE OAK CASTLE 1. Moat 2. Wall 3. Gatehouse 4. Castle 5. Stable and barn 6. Servants’ quarters 7. Tool shed 8. Shack
Castle The tall and narrow main building is 20×30 meters at its base and is 25 meters tall, with six floors. The castle’s turrets rise another eight meters; four castle guards armed with arbalests will rush to its top in moments of danger, seeking cover behind a onemeter-high crenelated wall. The castle’s interior is decorated with furniture made of leather and wood in various nuances – tasteful without being ostentatious. The decor varies depending on the player characters’ alliances; if Arangai has taken over the castle his love for Korinthia and
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the Lawgiver can be seen all over, with paintings, patterned tapestries, sun symbols, etcetera; if Flavila is still mistress of the house there are barely any decorations to speak of – except in the hidden basement’s underground shrine to the Earthmother. If the player characters visit the castle at all, it will probably be for a meeting or negotiation in the audience chamber on the third floor, with a colonnade leading up to a low platform where a throne-like armchair is standing. Whether it is the master or mistress of the castle who is sitting there, or a victorious commander, is something for the Game Master to decide. Stable and Barn This wooden two-story building, containing both stables and spacious storage areas, was built shortly after House Arobel moved in. Something that may come in handy are the ten large pots of heating oil located in the area: excellent to be used as a diversion for anyone wishing to direct attention away from, say, the sheds at the excavation (#8). Servants’ Quarters This two-story building is not only home to the servants, but also the castle’s guard force, commanded by Captain Undia. Undia is a member of the Earthmother’s cult, but will keep this secret and stay on her post even if Arangai takes over. Weapons and Tool Shed In here are racks for spears, swords, shields, and projectiles, along with tools and workbenches for the castle’s craftsmen. The only thing of interest for the adventure is the secret escape route that begins in the building’s cellar. Hidden under a sturdy wooden hatch is a shaft with a diameter of about 1.3 meters and with carved-out steps for easier climbing. The shaft is 10 meters deep and followed by a roughly cut tunnel through the mountain, not more than a meter wide and only 1.5 meters high. After 80 steps towards the southwest the pathway turns into a steep upward slope, before leading out some twenty steps later into a natural cave whose narrow opening to the forest (see #9 on the map) is hidden among a moss-covered heap of rocks, about fifteen meters in diameter and half as high. You can read more about the possibility of finding the opening on page 41, under the heading Other Ways In. Shack This small shack was put up five years ago when an Adept of the Order named Girisel arrived with
9. Heap of Rocks 10. Belgaro’s Embrace 11. General Store
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Castle Guard
Captain Undia
Human (Ambrian), Challenging resistance “The captain’s orders are my law.”
Human (Ambrian), Strong resistance “Stone Oak will never fall, not on my watch!” ACC
CUN
DIS
PER
QUI
RES
STR
VIG
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
+3
−1
+5 −5
−3
+1
−5
+1
+5
−3
−1
+3
Defense
Armor
Toughness
Pain Threshold
Defense
Armor
Toughness
Pain Threshold
−5
4
10
5
−4
4
11
6
Weapons Persuasive
Sword 7
Weapons Accurate
Halberd 6 (deep impact, long) Crossbow 6
Traits
−
Traits
−
Abilities
Dominate (master), Leader (master), Man-at-arms (master), Shield Fighter (master)
Abilities
Acrobatics (novice), Polearm Mastery (adept), Quick Draw (novice)
Integrated
Integrated
Iron Fist (adept), Contacts (army)
Man-at-arms (adept), Marksman (novice), Contacts (Army)
Equipment
Chainmail armor, Shield
Equipment
Chainmail armor
Shadow
Icy gray with deep gray gashes, like a scratched steel sword (Corruption: 0)
Shadow
Furrowed bright gray, like a wellused spearhead (Corruption: 0)
Tactics: Gives an inspiring speech and then directs her troops in battle, pointing out important targets while she herself goes after the enemy’s leaders.
a letter bearing the Queen’s seal, signed by Colonel Ralgai Melion of the Royal Sekretorium. The letter stated that the castle’s history could be of relevance to better understanding remnants from both the Symbarian and Lindarian eras, and demanded that Girisel be allowed to study all underground cavities inside the walls. Since the mistress of the castle did not want to let her inside the castle’s basement levels (because of the shrine), it was decided that the adept would get a small house of her own, and assistance in digging her way down to her object of study. The shack consists of two small rooms: one with a pullout sofa, a pantry, and a small table; the other with a few shelves, a workbench, and a meter-wide hole with a stepladder leaning against its edge. More information about the adept and her investigations can be found under The Excavation on page 42.
THE ASSAULT
Why not begin the adventure with a storming of the walls? In the Game Master’s Guide (page 67-73) there are rules for pitched battles that introduce modifications for fortifications and fortresses. The following description of Stone Oak Castle and the two factions clashing there refers to these rules, and partly to Damage on Buildings on page 106 in the Advanced Player’s Guide. Combat points: Whatever faction the player characters side with, we suggest that the attacking force
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Tactics: Fire their crossbows from the top of the wall or keep the enemy at bay with their long weapons, standing in disciplined ranks; use Acrobatics to retreat and gain a new free attack against anyone coming within reach.
consists of 280 soldiers with a combined total of 900 Combat Points. The defenders are only 76 people worth 228 Combat Points, but as long as the walls hold that number is tripled to 684 Combat Points. Initially the battle odds are rounded down to 1:1. Breach in the wall: If the attackers manage to breach the wall, as described on page 39, it counts as a temporary fortification with a ×2 multiplier. In other words, the defenders’ Combat Points are reduced to 456 (Battle Odds 2:1). If the attackers manage to create another breach the multiplier is gone completely, and the defenders’ Combat Points drop further to 228 (Battle Odds 5:1). The player characters’ combat scenes: Depending on the duration of the battle, the player characters may have to deal with a number of combat scenes. Suggestions on places where such scenes can take place are the top of the wall, at a breach in the wall, in the gate or courtyard, and the castle entrance stairs. Stats for opponents appearing in the scene can be taken from the Core Rulebook or the Symbaroum Monster Codex, sorted by level of resistance in Table 3. The player characters deviate: Note that the player characters may choose to deviate from the battle once they reach the courtyard, for example to investigate the excavation under the shack. The
GAME OPENING Game Master decides how this affects the attacking side’s Combat Points. Outcome: Given all the things mentioned above, the odds are already in the attackers’ favor, particularly if the player characters decide to act heroically. But the defenders might actually prevail and fight off the characters’ allies. If the characters retreat with the others, there are still ways to get into the castle (see the next section), but the Game Master can let the players sense which way the wind is blowing and give their characters a chance to deviate as described above. In the latter case, the way out of the enemy dominated fortress can be turned into an interesting challenge – a negotiation or a desperate escape, unless they learn about the escape tunnel in building #7.
OTHER WAYS IN
Not all gaming groups (or player characters for that matter) will find the thought of storming the castle very appealing. For these people there are other ways to obtain the information that can lead them closer to the Queen and Rosáe. Negotiation The person in charge of the castle’s defense, whoever that is, is no doubt feeling pressured by the impending assault. If the player characters approach the defenders under a white flag, they will be granted an audience. As always with social challenges, it is important to consider a) what the other party wants to achieve, b) what resources/ methods they have at their disposal, c) what compromises they are willing to make, and d) what risks they are prepared to take. (For more details, see page 82–85 of the Game Master’s Guide.) If the characters are allied with the attacking forces, the defenders will hardly surrender without a fight, but the characters may be allowed to search the castle to confirm that the Queen is no longer there – which they can then report to their allies. However, should the player characters handle the negotiation poorly, there is a risk that the defenders will imprison “the enemy’s heroes” and threaten to execute them if their allies should attack. If the player characters are neutral or sympathize with the defending faction, a negotiation about gaining access to the excavation should be easier. In exchange, the other party might want information about the attacking army, or the characters’ help in calling for reinforcements. A more challenging version could be that the characters’ request is denied until they bring the enemy leader’s head on a platter.
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Table 3: Defenders of the Castle
Opponent
Resistance
Reference
Farmhand
Weak
Monster Codex, p133
Treasure Hunter
Weak
Core Rulebook, p215
Squire
Weak
Monster Codex, p129
Archer
Ordinary
Monster Codex, p133
Infantryman
Ordinary
Monster Codex, p134
Queen’s Ranger
Ordinary
Core Rulebook, p212
Pikeman
Ordinary
Monster Codex, p135
Officer
Challenging
Monster Codex, p135
Ranger Captain
Challenging
Core Rulebook, p212
Castle Guard
Challenging
The Haunted Waste, p40
Pansar
Strong
Monster Codex, p135
Veteran Pansár
Strong
The Haunted Waste, p158
Knight
Strong
Monster Codex, p128
Captain (Undia)
Strong
The Haunted Waste, p40
Note that an attacking Loyalist army will always storm the castle sooner or later, regardless of negotiations, while a Reformist army might retreat north if they are convinced that Korinthia is no longer at the castle. Sneaking maneuvers Competent player characters should be able to enter the castle unnoticed. Mystical powers/rituals could of course be helpful in this regard, as could certain elixirs and mystical artifacts. Another opportunity arises if the characters somehow learn about the escape tunnel between the tool shed (#7) and the heap of rocks in the woods west of the castle. Characters who are neutral or allied with the Reformists will definitely be able to persuade one of the villagers to tell them about the tunnel. The same person can reveal the existence of the escape route if threatened or blackmailed, in exchange for a considerable bribe, or as an effect of interrogation-related rituals. Climbing the wall without due preparation will cost the player characters dearly; unless their Discreet tests turn out miraculously well, the characters should be detected and surrounded by a large group of soldiers once they reach the courtyard – all with loaded crossbows pointed at their chests. How such a scenario develops is for the Game Master to decide. Manipulation As always with problem solving situations, the Game Master must be flexible and improvise based on the player characters’ actions – rewarding clever ideas and turning foolish ones into difficult
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challenges. If the characters are as experienced as we assume them to be (see page 32) they will surely have plenty of skills and resources that can be used to manipulate the defending forces into surrendering. Perhaps they can summon daemons, cause storm clouds to gather over the defenders, create frightening illusions or other things that will cause the enemy’s courage to waver. Another viable approach is to bribe the master/mistress of the castle and/ or their troops with shining silver thaler, fine promises, or desirable resources/items. Here the Game Master must try to see the situation from the defenders’ perspective to determine how they will act – whether they will see through the attempted manipulation or fall for it, possibly after demanding a challenging favor or something similarly important in return (perhaps a friend/ ally of the player characters as a hostage until they have made it to safety?).
THE EXCAVATION
The ladder in adept Girisel’s shack leads down into a network of crypts belonging to a chapel that was both built and demolished during the Lindarian era. Girisel has so far only uncovered three small chambers aligned by the entrance, all 5×5 meters in size with a ceiling height of three meters, connected by half-meter long corridors. In the innermost room are two corridor openings, one to the right and one straight ahead, but they are both blocked by rubble – which is probably also true for the chambers they lead to. Aside from the details described below, all chambers have shiny black marble floors with rusty red veins and smoothly polished stone walls that have been painted white (where they are not covered by murals). Most of the furniture has been brought to the Triplet Towers in Yndaros for further analysis, but the two sarcophagi located in the first and third chamber could not be moved – each is large enough to fit a fully grown ogre, more than 1.5 meters high and with the topside of the lids chiseled in their dead occupants’ image: both female, wearing the clothes and jewelry of high office, with opals symbolizing their open eyes. The player characters will not have to do any hard work themselves; they can just follow Girisel. There is also a good chance that the adept will be down there, particularly if there is a battle being fought on the surface. Conversation with Girisel The archaeologically interested adept is probably situated underground, most likely fuming with
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rage – either because of the battle going on with total disregard for the site’s historical relevance, or because of the player characters’ unauthorized intrusion. She is also furious about Queen Korinthia’s careless handling of excavational finds, and is more than eager to articulate her frustration. In other words, the player characters will not have to use threats or flattery to have their questions answered. What she has to say can be summarized as follows: ◆ Five days ago, the Queen came to see her. She and three others forced their way down into the excavation, while she herself had to wait on the surface with the Queen’s escort. ◆ The three people who followed the Queen underground were a gray-bearded old man with his faced shrouded by a hood (Kalthar), a brusque middle-aged woman all dressed in black (Revina), and a younger woman who was far from cocky, but rather shy and subservient (Esmerelda). ◆ The escort consisted of twenty soldiers in sooty field armor, possibly the Queen’s guard – Pansars. She definitely recognized their leader: Field Marshal Beremo Herengol. He looked very old and tired. ◆ They behaved very disrespectfully down there! Not only did they smash a perfectly innocent urn; they also stabbed the wall with knives, knocked over an oil lamp, and threw around some tapestries Girisel was cataloging before their shipping to Yndaros. ◆ They were down there for hours, until nightfall. The next morning the woman in black came down again, staring at the mural of the region (see Area Map below) and asking questions about all kinds of things – pointing at some of the landmarks and asking whether they were still there or had been razed. The excavation beneath
Area Map The wall behind the sarcophagus in the room with the ladder is a painted map of the Hills of Belgaro, with several landmarks marked out. What is now Stone Oak Castle is seen to the left (west), easily recognized by the shape of the wall and the surrounding moat. Several village centers are seen near the edge of the landscape, represented as signposts with Lindarian names, most of them positioned in deep yellow areas that probably depict farmlands. Other symbols resemble towers, mining equipment, watercourses, and ruins covered in greenery.
Stone Oak Castle still holds a few treasures of knowledge.
GAME OPENING
A successful Vigilant test by someone inspecting the wall: A specific symbol catches the viewer’s eye. A deep, narrow notch in the porous wall suggests that someone recently stuck a knife or spear tip next to the symbol, which depicts a cluster of various-shaped buildings around a sign which the player character may well recognize: the symbol for the Order of Dakothnic. Just south of there is what looks like a lone tower. If asked, Girisel can inform the characters that (as far as she knows) there is nothing at all in the location marked by the symbol, but that there really is a collapsed tower ruin on one of the hills just a kilometer or so away.
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The Tapestries In the second room is a workbench with the finds Girisel is cataloging and analyzing. Most of them are irrelevant (see Other Finds), but there are four rolled-up tapestries, roughly 1×1 meter in size, still dirty and partially moldy. The religious motifs can be described as follows: ◆ A priest-like figure in black robes appears to be preaching to three kneeling individuals; the priest is holding a stonemason’s trowel in one hand and a fiery red rhombus in the other. ◆ An incredibly high tower whose base is surrounded by three defensive walls rises
Dakothnic's symbol
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toward the heavens; an oversized window opening in the upper part of the tower reveals the same fiery red rhombus. ◆ An androgynous human figure is standing with outstretched arms in a golden yellow field; the person is covered from top to bottom by a transparent veil; its white robe is also transparent in the place where a fiery red rhombus (probably representing a heart) can be seen. ◆ A person in profile is holding some form of vessel to its lips; in the background is a rolling grassland over which floats an island with ten or so buildings, as if a large chunk of the ground has been detached and raised into the sky. With a successful Vigilant test the viewer spots a faint symbol among the buildings: a standing rhombus – the symbol of Dakothnic. A successful Cunning test with Loremaster: The fiery red rhombus depicted in several of the motifs is a later version of the Guardian’s symbol, the Flame of Life. If the player characters are already familiar with the Symbarian symbol for the Order of Dakothnic (the standing rhombus), they can also deduce that the latter probably inf luenced the changes made to the former. But the tapestry of greatest interest to the player characters is the last one, which of course depicts the priesthood’s sacred temple town. If they fail to see the connection between the tapestry’s motif and the Dakothnic symbol on the area map, a non-player character can help them out; another solution is that someone with Loremaster passes a Cunning test.
The Key
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The Tune of the Ocarina Lying on the floor in the same room as the workbench are shards from a broken urn, recently hurled against a wall. The glazed urn is black (the color of Dakothnic) with golden decorations and signs, including the Symbarian symbol for Dakothnic. It takes a successful Cunning test to piece the shards together correctly; each attempt takes half an hour. The mystical ritual Restore will of course get the job done as well. Reading the Lindarian text that emerges and understanding the motif as a whole requires the Loremaster ability at master level and another successful Cunning test; no test is needed if the scholar also possesses the Musician boon: the urn provides specifications for crafting a nine-holed ocarina, a type of vessel flute called “the Key to the Temple Isle”; the upper and lower sections of the urn display musical notes to two different melodies.
With access to a hot hearth (for example in a smithy) a person with either the Blacksmith or Artifact Crafting ability can follow the instructions and create the glazed porcelain instrument. It requires a successful Cunning test and each attempt takes one hour. Other Finds The sarcophagi have already been plundered and only contain bones resting on molded cloth, but by the workbench in the second room the adept has gathered some items. Most of them can be classed as debris, but there are also 1d4 objects of greater interest, so-called curiosities. Let one of the players roll the die, then consult the list on page 100 in the Game Master’s Guide – you can either pick a number of items from the list or let the players decide with dice rolls. It should be noted that the other catacombs can be uncovered as well, but doing so would take a long time and is probably not compatible with the characters’ current goals and ambitions. If they nevertheless decide to waste a few days on digging up history, the Game Master gets to decide what they find and how this impacts the adventure.
AFTERMATH
No matter who rules over Stone Oak Castle once the dust settles and the blood has soaked into the ground, the player characters must continue their hunt for the Queen alone. If the castle is controlled by Reformists, they are of course disappointed that Korinthia slipped through their fingers, but they still have to march north to avoid the larger army that according to spies is already on its way from Yndaros. If the characters reveal what they have learned to the Reformist commander, he or she will wish them good luck and offer assistance in the form of supplies and simple equipment – but also the services of a skilled blacksmith, should the characters need one to craft the ocarina. On the other hand, if Stone Oak is under Loyalist rule, the local commander responds that he or she has clear orders to stay at the castle. The leadership in Yndaros mentioned nothing of the Queen and/ or the Field Marshal in their instructions, which is why they appear to be in full control of the situation. But the commander can still provide supplies, simple equipment, and expertise as described above. The order to ignore any trace of the Queen was of course issued by her deputy, Alesaro Kohinoor. He is the only person in Yndaros who fully knows what Korinthia is up to, and he believes her endeavor is doomed to fail. He will not waste any energy helping or looking for her; on the contrary, he is growing increasingly hopeful that she will never return to her throne.
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GAME OPENING
The Guardian’s Cliff The history of the Guardian’s Cliff and its cluster of temple buildings is described on page 12–13. This section focuses on the player characters’ journey to and investigation of the floating island, culminating in their encounter with Esmerelda and the realization that Queen Korinthia is on her way south in search of Rosáe. The characters should have no trouble finding the hollow left by the temple isle as it rose to the sky, even though centuries of rain and wind have made it less distinct. Since the journey winds its way between the hills, rather than over them, it will be about twenty kilometers long. Using the worn-down tower ruin a few kilometers south of the place as a landmark, a character with the Bushcraft boon can discern the general path to the location without making any tests. The specific place is identified with Bushcraft and a Vigilant test: an area of 200x500 meters between four hills almost seems to have been hollowed out, and the vegetation in the hollow appears to have recently been crushed under an immense weight (when the island touched ground a few days ago).
BESET BY UNDEAD
Low, rolling thunder clouds fill the sky as the player characters feel certain that they have come to the right place. In order to call down the temple isle they need a correctly crafted ocarina and the musical notes from the lower part of the smashed urn. Anyone with the Musician boon is automatically able to play the melody and keep it alive during the half hour it takes for the cliff to descend to ground level; if there is no such character, someone must have received a brief lesson (perhaps from Girisel or someone in Stone Oak village) and pass a Cunning test. On failure the person makes several mistakes, which means that the procedure takes almost an hour. This affects the challenge the other player characters are facing in the meantime. Two of the cultists who participated in the attack on the Queen have, on orders from Duke Sesario, remained in the area where the temple isle touches ground; they are monitoring the place, waiting for other cult members to produce or otherwise procure a few doses of Transforming Draught (see text box). They have also visited several farms in the region and used the ritual Raise Undead to replace some of the dragouls that were slain in the attack. They detect the player characters as soon as the tunes of the ocarina soar through the area and sneak close enough to listen, hiding in a grove of deciduous trees some fifty meters north of
where the characters are standing. Those who explicitly say that they are watching their surroundings and also pass a [Vigilant –3] test can notice something moving in the grove, but not pick up any details. Should the player characters attack, the two cultists will f lee towards the dragouls waiting behind the next hill and call the entire force to them with shrill whistles. With the undead standing between them and the player characters, they turn around and join the fight. The undisciplined dragouls attack in waves of 1d6+2 per turn, and their total numbers are [pc+4]. If they remain undetected, or if the characters leave them be, the cultists will sit back long enough to transcribe the winding melody. But just before the cliff appears above the characters, they unleash a first wave of dragouls (pc in numbers), mostly to assess the characters’ strength. Shortly thereafter they order the rest of the undead to charge: [pc×3] dragouls arriving in three waves, two turns apart. The cultists themselves also enter the fray! If the player character playing the melody has the Musician boon or passes the Cunning test, the cultists will only have time to send forth the first wave before the temple isle touches ground. The larger wave advances as the player characters start making their way to the plateau (see the next section), and so long as the climbing does not fail miserably the dragouls’ masters will call off the attack for now – better to wait for a more opportune moment than let the enemy cleave the undead one by one as they pop their heads over the edge of the cliff.
Ways to Heaven Those who know about the temple isle’s landing place will have several possible ways of getting up there. The Flesh Craft ritual can be used to give a human the monstrous trait Wings, and the same effect can temporarily be achieved with the elixir Transforming Draught (see the Advanced Player’s Guide, page 122). In both cases one requires Wings at level III in order to fly all the way up the cliff and back – a distance of roughly three kilometers.
MAP OF THE GUARDIAN’S CLIFF
No matter how the encounter with the cultists turns out, it is quite a sight when the sky rock finally breaks through the swirling, black clouds and descends toward the place where it once belonged. The hollow in the ground has been partially filled up, so when the cliff lands it creates inward slopes which on the northern side reach a height of between twenty and thirty meters. Experienced player characters should have no problem getting up there – a person with Acrobatics can climb to the plateau without success tests and throw down a rope for the others to use. The Game Master deices whether a Quick test is in order, but truly clumsy characters can always be hoisted up with the rope. The temple isle’s plateau was once part of the rolling landscape surrounding it, but since the
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3
5 7
2 6 4
1
N 60 m
THE GUARDIAN’S CLIFF 1. The Battle 2. The Field Marshal 3. The Convent 4. The Veiled Library 5. The Cradle of the Black Root 6. The Twin Temples 7. Monument to Lindaros
place where it has been hidden for two hundred years is very cold, there is barely any vegetation to speak of – only grass that flourishes during the summer months but has already dried into a crisp, yellow-brown mat. A set of crumbling temple buildings in various shapes and forms are scattered between three low hills. The largest ruin (#3) is also the most well-preserved, while the others often lack roofs and sometimes part of the walls. They are all made of stone, but of different types and with different-sized blocks. And then there are the corpses covering parts of the landscape. As soon as the player characters have climbed up over the edge, a successful Vigilant test can let them notice irregularities and color variations on the ground between them and the nearest ruins, about a hundred meters from where they first climbed (or flew) up – these could very well be dead humans, wearing the partial remains of armor… The Battle This, between the ruins and the northern edge of the cliff, is where most of the Pansars and dragouls collided. Nine of the Queen’s guards lie dead here,
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most of them more or less buried under heaps of the roughly eighty undead they slew. Successful Cunning test with the Tactician ability: Judging by how they fell, it seems that they tried to maintain a straight line but were forced back when the enemy killed them one by one on the flanks. Eventually the remaining Pansars were surrounded and formed a circle, back to back – and so the last five fell. Successful Cunning test with the Loremaster or Medicus ability: The fallen dragouls show large variation in terms of clothes, armor, and physical features; how long they have been undead seems to vary as well – ranging from a few days to several years. Successful Vigilant test with the Medicus ability: The corpses are frozen to the bone, which makes it difficult to determine the time of the Pansars’ demise. Anyone looting the bodies can scrape together 2d20 thaler’s worth per Pansar, in coins and valuables. Their weapons and armors are of course worth a lot more than that (see description on page 158). The Field Marshal A smaller skirmish has taken place in the open area between the ruins. Three Pansars and their
GAME OPENING commanding officer lie dead here; it takes no success test to recognize the latter as Field Marshal Beremo Herengol – the second most senior military leader in Ambria, outranked only by the Queen herself. Successful Vigilant test aimed at the scene: Mostly hidden under a Pansar and some dragouls are the shards of a porcelain mask. For those who have seen Korinthia Nightbane fairly up-close there is no doubt about it: this is the Queen’s mask. Successful Vigilant test aimed at Beremo Herengol: Besides a coin pouch with 37 thaler and 16 shillings there are some interesting documents in the inside pocket of the Field Marshal’s coat: copies of the two reports from the Royal Sekretorium (page 14) and a rolled-up map of Alberetor where three places are marked with a standing rhombus (page 170): Castle Brigo, the Convent School of Luminous Laws, and the Cathedral of Sacred Fire. Castle Brigo has also been circled with black ink, and next to it someone has drawn a crenelated tower followed by an exclamation mark. Successful Cunning test with Loremaster: The “crenelated tower” is part of House Brigo’s coat of arms and is also the symbol of deity The Guardian. The Convent The largest and seemingly best-preserved ruin on the island is the two-story building where the nairs (i.e. priests) had their residences, and where they gathered for ceremonies and meetings. The bottom floor mainly consists of vast halls – it housed the library, the dining hall, as well as a large chapel. The many smaller rooms on the second floor appear to have been bedrooms and studies. All the furniture is still there, on both floors, but the nairs took most of their personal belongings and valuables with them as they fled. Player characters who search the entire building and pass a Vigilant test each get one roll on Table 31 on page 100 in the Game Master’s Guide. The only thing of real importance to the characters is in the root cellar, under the kitchen in the southwest corner of the building. Even at the entrance clear tracks can be seen in the layer of soil covering the floors; a successful Cunning test leads to the realization that two people have dragged a third one, struggling and wriggling, through the halls. In what was once the convent’s kitchen the tracks lead up to a 1×1 meter large hatch in the robust wooden floor – one that is sealed shut under the weight of a massive, overturned oak cabinet. Moving the cabinet and opening the hatch is no problem if the player characters work together. In the darkness below, down a steep ladder, someone is lying curled up under a deep red cloak. The player
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characters have found Duchess Esmerelda, or rather her goroth (see page 16). She is unconscious, and someone with the Medicus ability can automatically conclude that she is in a critical condition – severely dehydrated, with a barely noticeable pulse. You can read more about the characters’ encounter with Esmerelda on page 49. The Veiled Library Although the roof has collapsed along with parts of the northern and eastern walls, this building made of black, polished marble must clearly have been very beautiful. The entrance is still there, with black stairs leading up to a four-meter-wide double gate of black oak. On the arched top of the gate is an inscription in Lindarian (Loremaster at master level): “The Veiled Library.” Player characters who have the Witchsight ability or possesses any mystical power automatically sense that the air behind this gate is charged with mystical energies. Other than that, the ruin is completely empty, except for rubble from the roof. Successful Cunning test with the Loremaster ability: Alberetor also had a holy site called the “Veiled Library,”, dedicated to the Veiler who was (and is) an aspect of the Guardian, “the Keeper of Secrets”. The shrine was located in eastern Alberetor, and with the exaltation of Prios it was rebuilt into the Cathedral of Sacred Fire, in order to establish a religious center near the enemy’s border. Successful Vigilant test with the Witchsigh ability: The player character’s gaze pierces the veil and sees the place as it really is – crumbling book shelves of black wood are crammed along the walls, and at the center of the open space is a wide staircase leading down to one of several underground levels. But there are no books anymore, nor any other items. The Cradle of the Black Root Parts of this cylindrical building’s unusually low ceiling have collapsed, but otherwise it is more or less intact. The wooden benches and other furniture that once stood here have long since rotted away, but there are three things of interest: the construction of the ceiling, the murals running all along the walls, and the raised garden bed in the middle of the building, now covered in brown-yellow grass. A Cunning test aimed at the ceiling: Apparently one could open hatches around the top of the conical ceiling, to let in light and rain. The garden bed whose planting surface (2 meters in diameter) is raised about one-and-a-half meter from the floor should have seen sunshine through much of the year.
You can find Beremo's map on page 170, and in the PDF GM Resource – The Haunted Waste
You can find the reports on page 171, and in the PDF GM Resource – The Haunted Waste.
Korinthia's Mask
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The four murals – painted in black, white, red, and green – seem to have served as both decoration and documentation. The motifs are crowned by a curved, stylized text written in the Lindarian tongue, which can be read by someone with the Loremaster ability at master level who makes a successful Cunning test. ◆ A black throne covered in winding greenery that grows from urns by its foot; blood appears to be dripping from the leaves and running down stalks, into the urns. The text above reads: “The high seat/throne of Symbar.” ◆ A person dressed in red and wearing a white crown is handing a simple urn to a bowing figure in black; a scrawny seedling is sticking out of the urn. The text above reads: “Othelia is entrusted with the Black Root.” ◆ A figure in black is shaking hands with a person in white while holding the urn, now with a somewhat bigger shoot, behind his/her back. The text above reads: “Othelia befriends Nair.” ◆ Five figures in black, facing the viewer but with their heads bowed, are standing in a semicircle around what is probably the garden bed in the middle of the room; the bed is covered in winding greenery that falls over its sides. The text above reads: “Mothers of the Black Root.” The Twin Temples With the fall of Symbaroum, the region’s inhabitants were scattered far and wide. Some, like the Lindarians, chose to stay near the dying empire; others fled farther away in search of a new beginning and richer living conditions. Because of the long distances, the mountain ranges, and other reasons, there was little contact between different refugee groups, but it was there, between relatives and not least between members of the same religion. As for the nairs, they maintained close contact with three other settlements that worshiped the Guardian, and they mainly met through educational tours and pilgrimages. The three small chapels at the edge of the temple area (roughly 3×3 meters in size, with 4 meters high ceilings) are dedicated to each of these places of pilgrimage, decorated with details that visitors would recognize. As usual it takes a successful Cunning test with the Loremaster ability at master level to read the texts. The southern chapel: Inscribed above a rusty, halfopen iron door are the words “the temple town of Erganota”, written in old Alberian characters. Inside is an altar shaped like a meter-high crenelated
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tower, and the wall behind it is decorated with a mosaic depicting a walled group of buildings next to a river. Successful Cunning test with the Loremaster ability: The temple town of Erganota was razed shortly after the exaltation of Prios, except for the convent dedicated to the Lawgiver; it was renamed the Convent School of Luminous Laws. The middle chapel: Above a doorless opening it says “The Eye of the Watcher” in old Alberian characters. The chamber is adorned with a human-sized statue of the Guardian in the aspect of the Watcher – androgynous, leaning forward into a wind that tears at the figure’s robes, its right hand raised to the forehead to shade its eyes. The mosaic behind it depicts a lonely, barren cliff rising high above the surrounding plains; a tiny building can be seen not far from the foot of the cliff. Successful Cunning test with the Loremaster ability: The Eye of the Watcher is unfamiliar, but the shape of the cliff along with its surroundings brings to mind the Oracle’s Rock on House Brigo’s land, in northwestern Alberetor. The north chapel: Above the arched opening is a series of cuneiform signs that not even a loremaster can read. The altar against the far wall is made of human skulls and femurs, and on its undulating surface is a spherical silver lantern with frosted glass, burning with a greenish flame. The mosaic on the wall behind the altar depicts a huge stone block standing in a majestic glade of pine trees; the flat side of the stone is covered with red signs similar to those above the doorway. Successful Cunning test with Bushcraft or Loremaster: Pine trees are everywhere south of the Titans, but central Lyastra is known precisely for its vast pine forests. Monument to Lindaros It was not obvious for the nairs to leave the terminally diseased Lindaros; the wheels of discussion ran hot and no one made the decision lightly. But in the end the members of the priesthood agreed that their flock had long abandoned them, and that the people through their lack of respect were to blame for their own undoing. Before leaving they gathered to say farewell to Lindaros, to beg the future to forgive their failed efforts to teach humanity the value of restraint, and to promise to never stop trying. Their farewell, plea for forgiveness, and promise were carved into a cylindrical gray stone monolith the size of a man, placed high up the slope to the
GAME OPENING
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east of the temple and surrounded by five stone altars where they left their parting gifts. The gifts, in the form of expertly crafted but severely weatherworn bricklayer’s and builder’s tools, are still there, littered across the surrounding area. The monolith is there as well, but after being struck by lightning numerous times its surface is badly damaged – chunks large and small have been completely blown off, and cracks and discoloration also make the signs difficult to read. A player character with the Loremaster ability at master level who passes a Cunning test can identify the following lines: “… forgive us our failure, see it not as a betrayal …” “… with heavy hearts we journey … south and east to … new walls …” “… together we flee, divided we search … will listen, learn, be guided …” “… and the Mothers of the Black Root with the child in their arms …” With a successful Vigilant test the expert Loremaster can guess what some additional parts of the last two lines might mean: “… together we flee, divided we search, among brothers and sisters in the Land of Many Gods, for those who will listen, learn, be guided…” “… and the Mothers of the Black Root with the child in their arms, carrying Rosáe to safety, to the depth of the cliff, far away from insatiable beasts.”
THE ENCOUNTER WITH ESMERELDA
The player characters find the goroth in a deep slumber, but also near death, just as the real Esmerelda would have been in its place. Had it not been for the water trickling down the cellar wall during the first days, which she was able to collect in some empty urns, it would have been dead already. The duchess is in Agrella, but as soon as the characters carry “her” out of the root cellar she senses it like a shiver up her spine. Before putting herself into a trance and allowing the goroth to open its eyes, she takes a moment to come up with different strategies, based on whom she might encounter. Whether it is a remorseful Korinthia, the Sacred of the Old Blood, or someone else entirely, the goal is the same: to make her way down to her allies in Alberetor and continue the hunt for Rosáe. Exactly when “Esmerelda” wakes up is for the Game Master to decide, but you should let it take a while after she has been saved from captivity. Her
The gentle Duchess hides an abyss behind her crooked smile and glittering gaze.
reaction is basically the same whether they have met before or not (see Yndaros – The Darkest Star, page 99): after a long moment of wide-eyed staring, her eyes darting all around, she twitches and says something like: “My sister, she… you, your queen, she is… I don’t know, but he is in charge now. He, Kalthar, the Dark Lord. He deceived her, all of us. He has done something to Korinthia! I knew something was wrong, that she had changed, but not…" When the player characters ask what happened, she blurts out: “Don’t know, can’t remember… When I realized I told Beremo. I confronted her and then… She was furious, knocked me down, hitting and hitting and hitting. The last thing I saw was Beremo ordering his soldiers to help me; the last thing I heard was the Dark Lord shouting something… something evil, like pure blackness. Then… darkness…” Esmerelda is a master manipulator, but a player character who explicitly tries to analyze her behavior and passes a [Vigilant –4] test will sense that she is not only frightened and stressed, but also nervous, as if she is lying or holding something back. Should this be pointed out, Esmerelda responds with a disappointed, slightly condescending look and declares: “You must excuse me, but I am neither allowed nor inclined to reveal everything I know, think, and feel – not to the likes of you. Not yet, anyway, until I know for sure that you can be trusted.”
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Esmerelda will demand that they get moving as soon as possible, to the south. They can talk more on the road; she has no time to lose and needs a capable and discreet escort, a job she offers the player characters since she does not dare to trust anyone she knows: “They could be traitors wanting to use me as leverage in the war, or have been duped by the Dark Lord, like Korinthia and Revina.” If the characters hesitate or decline, she asks them to at least escort her to the Twilight Monastery in the Titans – there she has friends that can be trusted, who definitely understand that the hunt for Korinthia is more important than the outcome of the miserable civil war. Sooner or later (for example when they set camp for the first night on their way to the Titans) she will finally be ready to answer the characters’ questions. The Game Master can improvise her answers based on the following points; whenever there is a question she does not want to answer she simply says: “I can’t talk about that, not right now. I hope you will accept that.” ◆ The goal of the expedition Esmerelda set off on with her sister was to find Rosáe. She thought it was about ending the war, but now realizes that Korinthia is a puppet of Kalthar, who wants the Throne of Thorn’s power for himself – to enslave and take revenge on the Ambrian people. ◆ Korinthia and the Dark Lord are joined by Colonel Revina Kalfas, who clearly has also been snared by the lies. Perhaps she was the first to be turned and then helped mislead Korinthia – after all, they have been virtually inseparable for the past five years. Any surviving Pansars might also have been turned by Kalthar and gone with them.
Lacking a Shadow Any character with the Witchsight ability will likely want to have a look at Esmerelda’s shadow. If the [Vigilant –4] test succeeds, that person is in for a
◆ Esmerelda is terrified, but knows what she must do: hunt down Korinthia and stop her by somehow breaking the spell. If that fails, she and her dark master must be stopped by any means necessary – otherwise the war-torn Ambria will be an easy target for the Dark Lord! ◆ She needs someone to help her get to Alberetor; if the characters demand payment for their services, she promises to do everything in her power to fulfill even their wildest dreams. When they arrive in the south, she will tell them more about what she knows and what must be done, and the characters can decide whether to keep helping her or not. ◆ If the characters decline, she begs them to at least escort her the 100 kilometers to the Twilight Monastery in the Titans: there are still Black Cloaks who will do their duty to protect the Ambrian people from domestic darkness. Stats for Esmerelda/the goroth can be found on page 159, with the exception that the goroth does not have a shadow (see text box on the left).
THE KEYS
After investigating the temple area, the player characters will (like Queen Korinthia) be sure of the following: ◆ The Order of the Guardian brought Rosáe with them on their journey south. ◆ There is a branch within the Guardian’s priesthood that is dedicated to nurturing Rosáe and keeping it secret. It is called the Mothers of the Black Root, founded by none other than Symbar’s last high priestess of Dakothnic: Othelia. ◆ With their emigration the priesthood went separate ways, and different groups settled in different locations south of the Titans.
surprise: the Duchess either lacks a shadow or has found a way of concealing it from prying eyes. If asked about it she pretends to be taken aback and baffled by what it could mean: “What do you mean? Is it unusual? Is it dangerous?” She explains her ignorance by saying that she has never had to deal with things like magic; as the duchess of Kasandrien she is working closely with Ordo Magica’s headquarters. Her best guess is that the Dark Lord has done something to her, after she fainted or maybe long before then.
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◆ Places in Alberetor that are mentioned, referred to, or hinted at among the temples are the Eye of the Watcher, which is probably the so-called Oracle’s Rock on House Brigo’s old estate; the temple town of Erganota, whose only remnant is the Convent School of Luminous Laws; and the Veiled Library, which was rebuilt into the Cathedral of Sacred Fire after the exaltation of Prios.
JOURNEY ACROSS THE TITANS
5
Journey Across the Titans Overgrown stalks of grain, bowed low and abandoned; supply columns on their way to some frontline; groups of people running from strife or persecution – the war is leaving its mark along the road the player characters are traveling. A village they pass has set up a gallows in the square where the bodies of five suspected defectors are hanging, in various stages of decay. Another village center they pass or spot from a distance is on fire after the locals turned on each other, Loyalists against Reformists – hundreds have died: women, men, and youths. Ambria is at war, brother against brother and sister against sister, and everybody suffers for it.
Whether the player characters agreed to escort the Duchess to the Twilight Monastery or all the way to Alberetor, the first leg of the journey goes through a troubled Yndarien. The Game Master can use the narrative above to create a memorable scene or two, or draw inspiration from the adventure setups on page 25 to design a shorter scenario (neither
Esmerelda nor the player characters themselves are likely to accept tasks that take more than a couple of hours). This section describes two scenes that take place on opposite sides of the Titans, as well as a series of scenes that can be used to make the journey itself intense and memorable.
The Twilight Monastery Based on what is said above, it may not be absolutely necessary for the player characters to pass the Twilight Monastery on their way south,
but if the Game Master thinks this scene adds something to the story, it is certainly possible to lead them there.
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The scene mainly focuses on the handling of some nasty abominations that have been set loose, but social challenges will also arise if any Reformist Black Cloaks at the monastery realize whom the characters are escorting…
BACKGROUND
The Sacred of the Old Blood has started to take action against its enemies. Their main adversary is, and has always been, the Twilight Friars – the part of the Church whose task it is to hunt down heretics and abominations within the borders of Ambria. The cultists have taken advantage of the fact that the Black Cloaks pay less attention to heretics within their own ranks, and that they have long been sitting on a potential source of their own destruction. Over the past year or so, three young cult members of noble birth have wormed their way into the monastery – two as initiates and one as an assistant to the Queen’s observer there. Through lies, manipulation and charm, one of the initiates has gained access to the dungeons deep in the mountain and learned how to open them: that she herself was killed as a result, despite her noble soul, came as a great surprise. Initiate Maariel was able to open ten cells before falling victim to a blight-born liege troll, and she naturally made sure to leave the way to the underground complex’s main shaft open. First up to the ground level were a motley bunch of blight-born cultural beings – humans, goblins, trolls, and an ogre or two; these were slain by the Black Cloaks, but not before they had massacred most of the monastery’s residents. Towards the end they were aided by the group of blood elves that now control the courtyard, and by the Dragon, a primal blight beast who has made the monastery’s atrium its new territory. The player characters could visit the place to leave Duchess Esmerelda in safe hands, but they might want to go there anyway. The safest route through the Titans goes through the village of Prios’ Pass and passes the Twilight Monastery on the way south, and the characters will likely run into people fleeing the massacre (see the text box To the Rescue). No matter how or why they arrive, they are met by a monastery drenched in blood…
THE MAP AND THE WRIT OF DEBT
The player characters are unlikely to explore the entire monastery, particularly as the remaining Black Cloaks (see the next header) will not allow them to wander freely. Should there be a need for more information besides what is shown by the map to the right, the Game Master will have to improvise
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on the basis that the place is ascetically decorated and, apart from the blood, colorless. The only thing that needs a detailed description is the fake lead that the Sacred of the Old Blood left in the light yard, in order to incriminate the Queen’s regime. Ten black cloaks lie scattered across the f loor and carpet of the great hall. A successful Vigilant test reveals something strange: hidden under the left hand of a Black Cloak lying face down to the right of the entrance, killed by repeated predator bites in the neck and shoulders, is a rolled-up scroll bound with a purple ribbon. Initially the characters will probably have other things to do (see Abominations below), but if they eventually get a chance to examine the document it turns out to be a writ of debt (see the Core Rulebook, page 185). The paper is of excellent quality, as is the handwriting, but it is the details that catch the characters’ attention: the letter is signed and stamped by Queen Korinthia Kohinoor, and the letter’s owner is promised a payment of twenty-five thousand thaler. The forgery is extremely well made, under Esmerelda’s supervision, and no one can see through it. But the enormous sum and the convenient position of the letter may of course raise reasonable suspicion…
THE BLACK CLOAKS
When the characters approach the monastery there is little sign of the massacre, other than black smoke rising from a few sections that caught fire as a result of the abominations’ rampage. It does not take long before an arrow thumps into the ground roughly ten meters in front of them. The angle of impact makes it easy to determine where it came from, and as their eyes turn they see someone waving in warning from behind a boulder some hundred meters up a rocky slope.
To the Rescue There are about twenty kilometers between the Twilight Monastery and Prios’ Pass. The village is described in Adventure Pack 3 and could be the setting of a scene where the characters hear about the massacre, perhaps from a badly injured stable girl who escaped on her horse – her description of what happened is incoherent and confusing, except on one point: “The Eternal Night has consumed the Twilight Monastery!” The player characters are free to choose whether to go there or take a detour. In the latter case, the Game Master should make a note of their decision; if they ever return from Alberetor the characters will likely hear heartrending stories about what the abominations have done to the region’s already war-ravaged people.
JOURNEY ACROSS THE TITANS
5
2
4
2
3
1 2
◆ Up until a day ago there were between fifty and a hundred children and victims of the Eternal Night locked up deep beneath the monastery; not only to study and understand them, but to help them. ◆ He does not know how or why they escaped, but they were most likely set free on purpose and with malicious intent – quite possibly by the Queen’s agents, to punish the Twilight Monastery for showing more and more support for First Father Sarvola. ◆ Hundreds have been killed; it is a massacre in there. But many abominations have been slain as well, maybe all of them except those prowling the courtyard. ◆ Argaton asks for help destroying the blightborn elves and getting inside to look for survivors, sisters and brothers who may have found somewhere to hide or barricade themselves. ◆ This has to be done now, before they disappear into the wild; he does not even want to think about what would happen if they started rampaging through southern Ambria.
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If the gaming group has played Karvosti – The Witch Hammer, and provided that he is alive, it is time for the characters to be reunited with Father Argaton Soleij; should he be out of the picture, the informal leader of the Black Cloaks is a man named Father Emui (whose stats are identical). Argaton hopes and believes that some person or people have been able to hide in there, and with the player characters’ assistance he is convinced that the abominations in the courtyard can be slain. But he does not know exactly what awaits inside… The group crouching higher up the slope is composed exclusively of Reformist sympathizers, [pc×2] of whom count as seasoned Black Cloaks, four as less seasoned, and ten or so as initiates. A handful of them have minor injuries while two people lie passed out on the ground: an older woman whose right arm seems to be broken in several places and whose skin has started to turn greenish-yellow, and a boy about ten years old convulsing on the ground, his teeth chattering as if in a fever, emitting a pungent odor of rust and sulfur (both are blight marked). Father Argaton has the following to say:
50 m
TWILIGHT MONASTERY 1. Gate House 2. Court Yard 3. Entrance Hall with Audience Room 4. The Light Yard
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THE BLACK CLOAKS & ESMERELDA
If Father Argaton somehow finds out that the player characters are accompanied by Duchess Esmerelda he immediately becomes very serious. After a moment’s thinking he calmly says: “You do realize that you must turn her over to us? Such a prisoner, such leverage, it could shorten the war considerably; it could save countless lives and tremendous amounts of suffering.” If the player characters sooner or later agree to this, see the text box Leaving Esmerelda Behind. However, they are more likely to refuse, in which case they must explain to the dark-eyed theurg why they need her, without sounding like agents of the Queen. The Game Master can have the players make a Cunning test to realize this: that they must either make it appear as if their goal is to capture Korinthia on behalf of the Reformists, or avoid mentioning her at all while explaining that their mission is secret, but for the benefit of the Ambrian people. Should they fail miserably, in their arguments or success tests, Father Argaton will consider them enemies and wait for an appropriate time to get rid of them – for example by retreating just as the characters engage the abominations in the courtyard, barring the gate, and maybe even attack with ranged weapons once most of the blood elves are dead.
Father Argaton Soleij
“I believed I knew; now I know that I believe…” The Confessor Argaton experienced The Great War from the medical tents; he witnessed horrendous suffering, and often had to intervene when his patients rose as ravenous undead. He longs for the loving Sun God of his childhood, the warm Lifegiver, and is now openly fighting to consign the Prios of War to oblivion.
The civil war is costly, but necessary: Korinthia must be dethroned and replaced by someone who has the people’s interest at heart – including all barbarian clans who wish to live in peace under Prios’ heaven.
Father Argaton Soleij
Human (Ambrian), Strong resistance Mumbling, often coughing ACC
CUN
DIS
PER
QUI
RES
STR
VIG
+1
−3
−1
+3 −8
+5
Defense
Armor
Toughness
Pain Threshold
+2
2
10
3
Weapons Accurate
Sword 5 (deep impact)
Traits
−
Abilities
Lay on Hands (master), Medicus (master), Prios’ Burning Glass (master)
Integrated
Exceptionally Resolute (master), Ritualist (master: Command Confession, Exorcism/Atonement, Holy Smoke, Judging Bonds, Purging Fire, Sanctifying Rite), Theurgy (master), True Form (adept), Contacts (Sun Church)
Equipment
Blessed robe (flexible), Prios Symbol (mystical focus), a copy of The Lightbringer, 14 thaler
Shadow
Whitish yellow, like the broiling summer sun (corruption: 0)
Leaving Esmerelda Behind Should the player characters conclude that they would manage just as well without bringing Esmerelda along to Alberetor, it is perfectly possible to leave her in the custody of the Black Cloaks. She will then be freed three days later when the group is on its way north to hand her over to the Sun Council. This will have little impact on the adventure, but certain adjustments will have to be made during the characters’ stay at the Cliff of Korinda. For inspiration, see the text box Without Esmerelda on page 60.
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Tactics: Argaton surrounds himself with allies, while letting the might of Prios incinerate his enemies (Prios’ Burning Glass) and heal his friends (Lay on Hands). He will not use the sword unless he has no other choice.
JOURNEY ACROSS THE TITANS Seasoned Black Cloak (pc×2)
“May Prios have mercy on you, heretic!” Argaton is accompanied by a group of seasoned Black Cloaks with experience hunting both witches in Ambria and abominations in the Titans. They are all ardent Reformists and long to do their part in securing victory for the Crown Duke. If Argaton regards the player characters as enemies, all seasoned Black Cloaks will join him in the courtyard, otherwise half of them will stay behind to protect the young and wounded.
Seasoned Black Cloak
Human (Ambrian), Challenging resistance Scrutinizing eyes ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−3
−5
−1
+1
+3
+5
Defense
Armor
Toughness
Pain Threshold
−4
3
10
4
Weapons Discreet/ Accurate
Fencing sword 5 (precise) Crossbow 5
Traits
−
Abilities
Feint (master)
Integrated
Beast Lore (novice), Loremaster (novice), Ritualist (adept: Heretic’s Trail, Holy Smoke, Judging Bonds), Shield Fighter (novice), Witchsight (adept), Contacts (Twilight Friars)
Equipment
Shadow
Shield, Chainmail, Mastercrafted fencing sword (precise, deep impact), 1D4 herbal cures Matte silver with streaks of black (corruption: 3)
Tactics: When needed, the Black Cloaks use rituals to reveal abominations. Once an enemy’s inner darkness becomes clear, they will first fire their crossbows, then draw their fencing swords. They would rather kill an innocent than let an abomination live.
ABOMINATIONS
All that remains of most of the abominations that were released are pools of steaming black goo and deformed skulls – skulls from cultural beings with horns, fangs, abnormally large eye sockets and the like; skulls from twisted beasts and daemonic creatures. We recommend that the Game Master lets the player characters come across several of these on their way to the light yard, preferably one or two as they head for the gaping gates of the Gatehouse, killed by retreating Black Cloaks.
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The two groups of abominations that still remain are the blight-born blood elves and the primal blight beast called the Dragon, who starts out alone but will likely receive daemonic assistance. The Game Master is free to adjust their numbers/capacity to suit the gaming groups’ experience level and play style.
Blood Elves
Blood elves (or night elves) were once members of the Iron Pact who long ago sacrificed themselves in order to close a chasm that was spewing corruption deep within Davokar, in what was once the great city of Dakovak. They were thoroughly corrupted in the process and are now bursting with hatred and bloodlust, although they have retained some capacity for reason and thought. They are all pale and emaciated, with deadly fangs and eyes as red as blood. This particular group is composed of [pc×2] individuals who were captured in the year 15 after a tip from hunters in the barony of Mekele – a force of Templars, Black Cloaks, and theurgs were, after taking heavy casualties, able to put them in irons and bring them all the way to the Twilight Monastery for further study. Watching them from afar could result in the insight that they are scattered across different
Blood Elf
Abomination (elf), Strong resistance Chattering and whistling ACC
CUN
DIS
PER
−3
+3
−1
+5 −6
QUI
RES
STR
VIG
+1
Defense
Armor
Toughness
Pain Threshold
−6
15
5
Weapons Accurate
Claws 8, two attacks at the same target; gets two free attacks if the target takes damage, otherwise one (damage 8) + 1D4 corruption per damaging hit
Traits
Corrupting Attack (I), Regeneration (III)
Abilities
Acrobatics (adept)
Integrated
Exceptionally Quick (adept), Natural Warrior (master), Natural Weapon (II), Sturdy (I), Swift (II)
Shadow
Flickering black, like a storm of soot flakes (thoroughly corrupted)
Tactics: The blight-born elves dance acrobatically in and out of melee, using their enemies as shields. Every time their attack deals damage (and corruption) they follow up with both free attack at the same target, to pick them off one by one.
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Deadly Breath, Grandmaster The Dragon was so named because of the scorching white fire flowing from its mouth: the grandmaster level of Deadly Breath works as level III, but the damage increases to 4 if the target passes a [Quick←Accurate] test, or 8 if the test fails. The target also catches fire and takes 1D4 damage for 1D4 turns, starting from the turn after the initial hit. The burning victim can extinguish the fire by spending a whole turn rolling on the
parts of the courtyard. The player characters must deal with some of them while Father Argaton and [pc number of] seasoned Black Cloaks take care of the rest (the others stay behind to protect the initiates and the wounded). The Game Master decides whether the enemy is shared evenly between the groups or whether the player characters must handle more or fewer of them. Either way, the outcome of the Black Cloaks’ fight mirrors that of the player characters’.
The Dragon
The prison guards call it the Dragon, but it looks more like a huge, green and purple larva with hundreds of tiny legs and a crown of horns around its alligator head. It has serious trouble moving (halved movement speed), but is able to twist its body enough for its jaws to point in any direction. The daemonic Intruders it summons are humanoid in form, but recognized by their oily, greenish purple skin and their reptilian skulls. They have stats as noted on page 173 in the Monster Codex, but with Natural Warrior at master level, thus dealing 9 damage with their claws.
The Dragon
Abomination, Mighty resistance Bobbing its head, fuming from its mouth ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−3
+3
+5
−1
−5
+1
Defense
Armor
Toughness
Pain Threshold
+3
8
45
8
Weapons Accurate
Bite 8
Traits
Colossal (I), Deadly Breath (IV), Summoner (III)
Abilities
−
Integrated
Armored (III), Natural Weapon (II), Robust (III), Sturdy (III)
Shadow
Flickering black (thoroughly corrupted)
Tactics: The enormous primal blight beast is reluctant to move. It begins each turn by trying to summon a companion, before exhaling a storm of white fire towards every enemy around – in random order during the first turn, but it soon learns to start with those who have the lowest Quick.
ground and passing a Quick test.
Through the Mountains If the characters do not think of it themselves, Esmerelda will demand that they get a roofed wagon for the journey through the mountains – a wagon that can be loaded with supplies and offer shelter from extreme weather. Both draft animals and a suitable vehicle can be purchased in the many villages they pass on their way from Arobel to the mountains, but because of the civil war such things are in high demand. The price is triple that in the Core Rulebook (page 154), but a successful [Persuasive←Resolute] can cut it by half. With all the twists and turns and variations in altitude, the journey from the Twilight Monastery to the Cliff of Korinda is about 120 kilometers and can under normal circumstances be traveled in six arduous days. Exactly how many sessions will be devoted to the journey will inevitably vary from gaming group to gaming group, depending on preference, but we recommend that the characters get to experience at least two exciting scenes where nature or the winter-starved beasts of the mountains offer unpleasant challenges. After two sections about matters to do with the Duchess and her servants we present a number of suggestions on what could happen on the journey. The Game Master is free to pick and choose between them, and develop them to suit the gaming group.
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ESMERELDA ON THE ROAD
Duchess Esmerelda will spend practically the entire journey in the wagon. The characters note that she sleeps an awful lot – almost all the time, with short breaks for taking in “the autumn beauty of the mountains” from the driver’s seat or sitting with the characters around the campfire. Sometimes she interrupts herself in the middle of a sentence, excuses herself and curls up in the wagon for a few hours’ sleep. Questions about this are met with a deep sigh, followed by something along the lines of: “I don’t know, or… Well, I’m exhausted, I suppose. Drained. There has been so much trouble, so much tension, for a long time. And now the war… But I’ll pull myself together once we get there, I promise.” The truth, of course, if that the goroth is sleeping while Esmerelda is active in Agrella, getting more cult members closer to power and with Sesario’s help formulating strategies for the cult’s involvement in the civil war. Curious or suspicious characters who are explicitly studying her habits and behavior can be instructed to make a test against [Vigilant –4]; on success a number of observations are made that correspond to the degree of success – one per day, in the following order: ◆ She is an incredibly heavy sleeper; neither loud noises nor direct contact is enough to
JOURNEY ACROSS THE TITANS
◆
◆
◆
◆
wake her – she has to be shaken hard. One might almost think that she is only pretending to be asleep. She sleeps very peacefully; never snoring, talking in her sleep, or twitching from a dream. Outside the wagon her eyes often wander to the surrounding landscape, but it seems she does not want anyone to know that she is looking. After a few days her hygiene (like everyone else’s) starts to suffer, but there is something different about her odor: it is sort of sweet and acidic rather than musty and pungent. She rarely eats very much during their meals together, but a closer look at the food supplies suggests that she is stuffing herself quite a bit while alone in the wagon.
Exactly what conclusions (if any) the player characters draw from this is up to them, and if confronted Esmerelda always has a response: yes, she has always slept as a baby; yes, she is fascinated by the beauty of the mountains; what she smells like is her business; and, yes, she feels famished most of the time, but is too well-mannered to gulp down food in front of others. However, the observations alone will probably be enough to give the characters (and their players) a gnawing feeling that something is not right with the Duchess…
THE DARK GUARDIANS
As of the third day of travel, when the wagon has plodded its way to the highest passes, the unsuspecting party has got company, albeit at a safe distance. Three days after the goroth was trapped on the temple isle, when her father proved unable to come to its rescue, Esmerelda sent the siblings Dorota, Vilmina, and Fredek Ausel from Agrella. They barely made it halfway before the player characters showed up and Esmrelda chose to accompany them rather than waiting for the siblings, who were instead asked to meet her at the Cliff of Korinda. But the siblings find it hard to not be of use to their beloved leader, so from the moment they catch up with Esmerelda and her escort they decide to keep an eye on the slow-moving wagon. They must not get too close, their leader was very clear on that point: her current traveling companions are capable enough to keep her safe, and probably more than capable of killing the siblings if such a situation should occur – which it very well might, since it has become hard for the Ausels to conceal their alliance with the sacred power of corruption.
The characters have three chances to detect or suspect their presence. The Game Master decides whether (and if so when) these situations should arise, but it might be a good idea to weave them into one of the scenes involving nature and/or enemies. Shadows in the Distance The siblings decide to pass the wagon by traveling in a semicircle outside the path. A player character who passes a Vigilant test thinks she sees something moving through the light but swirling snowfall, on a ridge a few hundred meters to the east: two or three riders, moving east, or possibly south. A moment later this feeling has passed. Characters wanting to look into it will have to scale down a steep cliff, then swim across a freezing, raging mountain stream. Finding any tracks will be hard as well; the ground is still warm enough for the snow to melt as quickly as it falls.
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The Sibling’s Stats If you already want a more detailed description and stats for the three siblings, you will have to skip ahead a bit. They will play a key role in the second act of the adventure, each responsible for their own group of agents. See page 97 for Vilmina, page 112 for Dorota, and 128 for Fredek.
The Predatory Massacre Once ahead of the wagon, the siblings keep an eye out for potential threats against their beloved leader, which means death for a family of kotkas (see the Monster Codex, page 151). A player character who passes a Vigilant test can hear pitiful whimpers from behind some bushes; it is coming from a dying kotka cub who appears to have dragged itself there. A successful Cunning test with the Medicus or Poisoner ability: the animal is dying from poison. Despite the lack of snow, curious characters are able to follow the drag marks (Vigilant test) to a grove of slender birch trees, about two hundred meters from the wagon trail. There the rest of the kotka family – an adult female, three adult males, and seven cubs – are lying around the carcass of a winter buck. As above, the characters can conclude that the cause of death was poison. A successful Vigilant test with the Medicus or Poisoner ability aimed at the winter buck: turning the carcass over reveals puncture wounds in its skin and traces of a greenish-black salve in the wounds. A subsequent Cunning test identifies it as a Strong poison of unknown type. A successful Vigilant test with Buchcraft aimed at the ground around it: human bootprints can be identified – two or three, maybe four different pairs. But the ground is too hard and barren to follow them very far. Screams in the Night On the night before the last day of the journey, an hourglass or so before dawn, the player characters are roused from their slumber. Sleet is falling thick over the mountains, and the air between the half-frozen
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snowflakes is filled by a chilling shriek and the clash of steel against steel. The source of the screams must be several hundred meters away, and the way that sound travels in the valley makes it difficult to identify its direction. Furthermore, the final wail dies out before all the characters are ready to go. It is possible to find the place in question, roughly four hundred meters southwest of the characters’ camp. Scattered across the rugged mountainside are the remains of a robber band led by the blightmarked former caravan guard Holme – four humans, four goblins, and an ogre. Some were clearly slain by arrows, others by blades or blunt weapons. A successful Vigilant test with Beast Lore or Medicus: some crush injuries seem to have been caused by the two-handed hammer with a spiked striking face that the dead ogre is still clutching. (Game Master: Dorota controlled the ogre using Bend Will) A successful Vigilant test with Bushcraft: Tracks from three horses and their riders can be seen at the edge of the scene. A subsequent test makes it possible to follow the tracks to the wagon trail, heading south, where they disappear among other tracks in the soggy ground.
EVENTS IN THE MOUNTAINS
The following three events are suggestions which the Game Master can develop to add excitement to the journey. They can also be combined with each other and with the scenes described in the previous section. For example, the Earthquake could be combined with Shadows in the Distance, so that a player character catches a glimpse of the Ausel siblings while trying to fix the wagon. Landslide The persistent autumn rain has left the mountainsides unstable, which the characters are at risk of finding out first-hand. At some point when the wagon passes through an old ravine, with a precipice on the east side and a mountain wall on the west, the ground trembles and deep rumble rises from below. The characters must act fast, before a waist-high torrent of rocks and mud sweeps both wanderers, riders and their mounts into the ravine. A successful Vigilant test with Bushcraft: the trembling and rumbling suggest that a landslide might occur. If someone succeeds with this and cries out a warning, all player characters have two chances to succeed with subsequent tests. A successful Quick test just as the earthquake strikes: the person takes 1d6 damage from boulders flying through the air, but is not caught up in the landslide.
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A successful Quick test with the Acrobatics ability (or [Quick –5]) by someone caught up in the landslide: the person takes 1d8 damage but manages to grab hold of a protruding rock or root and avoids being swept down into the bottom of the ravine. Anyone who fails both these tests suffers a 12-meter fall and takes damage accordingly (see the Core Rulebook, page 177). The characters’ wagon remains on the trail, but has sustained damage to its wheels and is buried under earth and stone; the draft animals also have injuries that need tending to. The Game Master decides how long it takes to dig out the wagon and whether dice need to be rolled. Those in Need A covered wagon is standing sideways in the middle of the trail and a young couple is screaming at each other, holding a broken wheel between them. A girl and a boy in their early teens are watching the argument from up on the driver’s seat. As the characters approach, the adults stop talking and turn to them with a wave. A successful [Vigilant –1] test focused on the surroundings: Movement behind a rock, a glimpse of something hiding behind a tree – this is an ambush. If the player characters keep going, they will be attacked by the relatively infamous band of robbers called the Millwood Hatchets. pc number of bandits with stats as Archer (Monster Codex, page 133) have positioned themselves around the area, while pc number with stats as Infantryman (Monster Codex, page 134) are hiding inside the wagon. On top of this, there are the four robbers the player characters have already seen; after one turn they get hold of swords and shields and therefore count as Infantryman. If the aforementioned test fails, the characters count as Surprised. On success they might get robber chief Uddi to hesitate by introducing themselves and recommending that she put down her weapons. For this to succeed the player characters must have achieved a certain renown, and the person talking must pass a Persuasive test. Note that if the characters hope to use Duchess Esmerelda to talk themselves out of the ambush, they will come to regret it. Uddi and her outlaws are as gutsy as they are greedy: attacking a party of such prominent individuals could definitely be worth risking one’s life! The Prisoner Transport On a late afternoon when the sun is beginning to set between the mountaintops, the player characters run into an encounter. A prisoner transport in the
The Dark Lord Warosh en route to the Twilight Monastery at a leisurely pace.
JOURNEY ACROSS THE TITANS
form of a massive, black iron cage on wheels pulled by four oxen is slowly coming towards them. The strange part is the lack of coachmen and guards… As they come closer, they can see a prisoner between the bars: an old man in a black robe, bald, with milky white skin and big hazel eyes. He is standing up with his hands free, but is clearly chained to the floor of the cage. This is Judge Warosh, one of the legendary Dark Lords. He was captured by Black Cloaks near Haaras and was supposed to be taken to the Twilight Monastery for questioning and examination. But as a result of simple-minded negligence, the power of the Judging Bonds around his ankles was allowed to run out, after which he used Black Bolt and Bend Will to take out the five Black Cloaks escorting him. Unfortunately, they all died before he could force someone to release him. A successful Vigilant test with Witchsight: the prisoner is clearly thoroughly corrupted! A successful Vigilant test aimed at the prisoner: there are black veins on his bald head and hands, and his fingers have three joints.
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Warosh will wait for the right moment, for example until a player character comes near the door of the cage. The plan is to bend that person’s will, make her unbolt the door (no lock), come inside the wagon, and use her weapon to break the bolt that is keeping him shackled to the floor (requires a successful Strong test). Once the first person is under his control he attacks the others with a chain of dark bolts to keep them at bay. How the situation turns out depends on the die rolls and the player characters’ actions, but Judge Warosh’s primary objective is to break free and get back to Lyastra; he has no interest per se in killing the player characters. A few kilometers down the road is the place where the Judge got rid of his jailers, and if the Game Master so desires, one of the injured Black Cloaks could still be alive and maybe even able to be saved. That person can then explain who the prisoner was and where the prison transport was headed. For Judge Warosh’s stats, see Judge on page 149, though he lacks weapons and armor.
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The Cliff of Korinda Without Esmerelda If the player characters, for whatever reason, arrive at the Cliff without Esmerelda, she will likely have even more reason for wanting to get rid of them – as revenge, in addition to her not wanting any competitors in the hunt for her sister and the artifact. In that case she has sent the Ausel siblings ahead to the Cliff of Korinda, and the assassination attempt can be played without any major adjustments.
After a laborious journey the player characters arrive at the Cliff of Korinda, a caravan station that over time has grown into something like a palisaded village. Here the characters can finally get some peace and quiet and a nice hot meal. They probably also expect to get some more information and answers from their fellow passenger, before preparing themselves for the expedition into the Lost Land. But Duchess Esmerelda has other plans for their immediate future… After a brief introduction to the situation at large, we describe the events that are relevant to The Haunted Waste. Game Masters who wish to delve into the location and develop the course of events can find a more detailed description of the Cliff of Korinda in Adventure Pack 4 (page 14–18).
MISSION ACCOMPLISHED
Esmerelda no longer needs the player characters. On the contrary, she needs to get rid of them – they already know so much that they could pursue Korinthia and Rosáe on their own, and she does not want any competitors. The Sacred of the Old Blood has had agents at the Cliff of Korinda for the past two years, involved in the trading house known as the Agrella Guild, which is an association of smaller actors. The person running the operation, which mainly consists of procuring and smuggling items and documents of interest to the cult across the mountains, is Erdald Mirelda, nephew of Baroness Ingra. He has established a large network of agents and underlings who do not know what organization they are actually working for, and he has prepared them for great and important tasks to come. The Ausel siblings have arrived as well, ready to serve their mistress. As soon as they arrive at the Cliff of Korinda, Esmerelda asks the characters to drop her off at the Agrella Guild building, where the siblings are also staying. She has barely removed her coat before the plan to dispose of the characters begins to take shape: the poison maker Vilmina will brew an exceptionally potent poison, before Dorota uses the Blood Shrouding ritual to disguise herself as one of Master Chef Hubert’s assistants and put the poison in the player characters’ food. For more information, see The Assassination Attempt on page 62.
INTRODUCTION TO THE CLIFF
By the southern foothills of the Titans, and the first steep slopes rising toward the snow-laden mountaintops, lies the Cliff of Korinda. The place was named after the adventurer and caravan leader
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Korinda, right at the beginning of the colonization of Ambria. Korinda herself is long gone, eaten by wild beasts according to the stories, but her name lives on. Today the Cliff is not only a camp for caravans crossing the mountains, but also a trading post, a military outpost, and not least the first stop for refugees hoping to leave the dying Alberetor for a place in The Promised Land. Following a turbulent time of conflicts between various trading houses, the Cliff has for the last ten years or so been controlled by the Queen’s Rangers, supported by a contingent of regular army troops. The Queen has made sure to maintain a link to the strongholds and powerful factions that still remain in Alberetor. In addition, she and other factions are of course keen to receive reports and early warnings in case the southern blight should begin to spread further north. The Cliff’s garrison decides which caravans are allowed to continue towards Ambria – an issue of considerable economic impact for the realm – and with assistance from a group of Black Cloaks they also inspect the travelers to weed out the most severely blight-stricken. Otherwise the caravan leaders, merchants and other groups are allowed to live their daily lives on the Cliff as their see fit – as long as there are no serious disturbances threatening public safety or too many refugees crowding the plateau, the military keeps its distance. Overview The Cliff of Korinda is a flat plateau roughly 200 paces in both width and length, with a natural boundary to the west in the form of a steep mountainside and a slight downward slope in all other directions. Except for the garrison by the keep to the northwest, there are only three permanent buildings inside the palisade, each owned by one of the camp’s three trading houses: Galeia, Melion, and the Agrella Guild. While there are no inns or taverns around, those who would rather not cook their own food can always seek out the former master chef Hubert. He has more or less taken over one of the fire pits and serves “authentic Alberian cuisine at affordable prices” every evening; customers willing to pay extra can even get a table in one of his wonderfully cozy pavilions. The Rampart Raised one year after the Cliff of Korinda was taken over by the Ambrian military, the fortification
1
J O U R N E6 Y A C R O S S T H E T I T A N S
3
5
4 2
7
6 5
now encloses the entire plateau, except the west side facing the mountain. It comprises a fourfoot-high, tightly packed rampart reinforced with stone, topped with wooden spikes and fronted by an external ditch, connected at the north end to the garrison’s keep. There are two entrances through the wall, one in the south and another in the east. The Refugee Camp Southwest of the Cliff, by a small stream winding down towards the valley, there is a semi-permanent refugee camp. It is inhabited by the poor souls who failed to secure a place in one of the caravans headed for Ambria and either cannot or will not pay what the trading houses are demanding from people wanting to pitch their tents inside the rampart. Occasionally, the camp is also visited (if they can slip past the watchful gaze of their neighbors) by people who were not allowed to pass into Ambria. The camp disappears during the winter months and re-emerges in springtime, growing larger as the summer approaches. Inhabitants come and go at a rapid pace, and there are usually no more than
40–50 people at any given time – more during the summer, fewer during the spring and fall. Life in the camp is hard, and unlike in Ambria, there are no alms from the Sun Church or the Queen to rely on. It is not uncommon for people to perish due to the harsh living conditions.
ARRIVAL
We suggest that the player characters arrive at the Cliff in early afternoon. A couple of bored gate guards welcome them and direct them to a wagon space in the southern part of the camp. Esmerelda asks them to drop her and her luggage off at the Agrella Guild building before they park; she will ask to stay the night with her childhood friend Erdald Mirelda who works there. If challenged she assures that Erdald can be trusted – he is a distant relative of Baroness Mirelda, an aspiring merchant prince who has no interest in the intrigues of nobles. She leaves them with the following words:
N
150 m
KORINDAS KLIPPA 1. The Garrison 2. The Rampart 3. Trading Houses 4. Tent Camp 5. Refugee Camp 6. The Caravan Trail 7. The Ambush
“I’m just getting settled in, but we should probably meet up later, shouldn’t we? If I am not
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Soldiers of the Garrison The Game Master can use Table 4 on page 41 to pick suitable stats for the Cliff’s officers and soldiers. Most of them count as Ranger Captain, Queen’s Ranger, Archer, or Infantryman.
mistaken, the old master chef Hubert Fuste is serving food somewhere around here. Why don’t we meet at his place, at nightfall? We have much to discuss and I’d like to treat you to something special, as a token of my gratitude. If you go there before then, see if there’s somewhere for us to sit in private, somewhere secluded. And have yourself a nice drink. You sure have earned it!” The player characters can spend the afternoon listening to stories about the situation in Alberetor (see page 64 for inspiration) or visiting the marketplace. Master Hubert’s fire pit is not hard to find, but he does not accept guests until food is ready to be served. However, the player characters can talk to him while he is there chopping root vegetables. He is visibly irritated and does not even raise his gaze, but says that they can reserve a table in the small tent at the price of two thaler – if they pay up right away! The reason for Hubert’s annoyance is that his assistant Jorun is late for her shift, but he will not comment on that, even if they ask.
THE ASSASSINATION ATTEMPT
Blood Shrouding, ritual The mystic flays a dead person and dresses in its skin, one sliver at a time. After that, the mystic looks exactly like the dead person but has his own voice and his own eyes, which limits its uses. To trick an individual who was acquainted to the diseased and who talks to the mystic, a test against [Discreet←Vigilant] must be made. The effect lasts for 24 hours, then the dead skin falls off.
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Just after dark, Hubert is ready to start serving. Three rows of seating logs are filled by guests, spirits are high, and a wonderful smell is coming from the pots and pans. The player characters are shown to the small tent where a table has been set with fine china and real crystal glasses on a somewhat stained and slightly wrinkled tablecloth. The waiter is a handsome young man named Inofer, and once they are seated he asks whether they would like to eat right away or start with something refreshing. Either way, Inofer brings with him a sealed letter when he returns with their orders; the characters recognize Esmerelda’s seal (“Three flowers”, see House Kalfas in Yndaros – The Darkest Star, page 61). The simply reads: “Sorry for the delay. Speaking with a friend who has information. You start without me.” The player characters have to wait a long time (and in vain, since Esmerelda has already left the Cliff of Korinda heading for the abandoned farm where the Sacred of the Old Blood has its base in northern Alberetor). If they keep postponing their meals, Dorota – now in the guise of the kitchen assistant Jorun – will instead poison their next order of drinks. The Game Master decides what is more appropriate. A successful [Vigilant –6] test with the Alchemy or Poisoner ability at the first bite/sip: the food/beverage is laced with a strong poison! All
Hubert’s Menu Deep-fried goat cheese balls
2 shillings
Spiced flatbread cake
1 shilling
Stew of the day
2 shillings
Meat with mashed turnip
5 shillings
Fish paté of today
1 thaler
Tankard of Stut
5 ortegs
Cup of Urtal
4 shillings
Tankard of Kurun’s Honor
8 shillings
Bottle Southern Slopes (new)
4 thaler
Bottle Southern Slopes (aged)
22 thaler
who are warned immediately only suffer the effect of a weak poison. A successful [Cunning –6] test with the Alchemy or Poisoner ability: If they examined the poisoned kotkas (see page 57), the characters can conclude that they have been poisoned with the same substance. If the attempt at detecting the poison fails, Vilmina’s poison strikes with full effect: ◆ The victim must pass a [Strong –5] test or immediately be paralyzed for 1d6 turns. ◆ The victim takes 1d8 damage for 1d8 turns. ◆ Antidotes work as usual; they require a successful Cunning test to take effect; gulping down a dose yourself costs one Movement Action; administering it to someone else is an Active action.
asking for Esmerelda
Before moving on to the hunt for the murderer, we should say a few words about what happens when the player characters (sooner or later) decide to go looking for Esmerelda. The noble Erdald Mirelda takes plenty of time opening the door and does not react the way the characters might have hoped: “Who are you, and what right do you have to ask about the Duchess’ comings and goings?” It takes a successful [Persuasive +1] to convince him not to call for help from the nearby garrison. On success he has the following to say: ◆ “The Duchess is no longer here. She stayed but an hour, had afternoon tea and cake, and then she left.” ◆ “We spoke only of everyday matters. Well, she wanted to speak about the war, but frankly… I am completely and utterly disinterested.” ◆ “She thanked me and said goodbye.”
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JOURNEY ACROSS THE TITANS It takes a successful test against [Persuasive –4] for Erdald to let them search the building; or [Persuasive –1] to convince the garrison’s duty officer that the trading house must be searched despite strong protests from Erdald. The player characters find nothing of interest no matter how carefully they search the building. Furthermore, the knowledge that they have survived prompts the bored noble to also leave the Cliff of Korinda as soon as possible – wearing the skin of one of the trading house’s servants (the body is hidden in a basement closet). Esmerelda’s trail is hence stone cold.
tracking the poisoner
Provided that the player characters survived the poison attack, regardless of whether they detected the poison in time, they will probably be in a hurry to catch the person responsible. Inofer comes running as soon as he hears that something has happened; he cannot be of any help and only gets in the characters’ way, who may have to help each other with antidotes and healing. He does not have any answers either: “I d-d-don’t understand! I swear, I only went to get the food/beverage directly from Jorun!” As they exit the tent, they immediately see that something has happened around the fire pit. Two guests are helping a dazed Master Hubert to his feet; he is rubbing the back of his head. Jorun… is gone. In response to the obvious question, everyone present can tell the player characters which way she went, pointing towards the southern gate: “She went that way. She hit Hubert with a pancake pan and ran off like a crazy person!” If player characters get moving right away, a successful Vigilant test with Bushcraft can reveal that someone has recently run across the soft, grassy ground south of the gate, heading towards the refugee camp. It takes another successful test to reach the place where the next scene takes place (see below); each attempt takes a quarter of an hour.
the ambush
Lying amid a bunch of rocky boulders, about halfway between the Cliff and the tent camp (see #7 on the map, page 61), is something that at first glance looks like a bundle of clothes. And some of it is indeed Jorun’s clothes, but also her skin, shredded into long slivers. A successful Cunning test with the Loremaster or Sorcery ability: this must be the remains of someone who has used the Blood Shrouding ritual. A successful Vigilant test aimed at the surroundings: The player characters are not alone; at least ten people are hiding nearby.
Goon
Human, Ordinary resistance “Knock‘em deeead!”
Veiled Poison
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−5
+3
+5
+1
−1
−3
Defense
Armor
Toughness
Pain Threshold
−3
3
13
7
Weapons Accurate
Crossbow 5 One-handed weapon 5
Traits
−
Abilities
Recovery (novice)
Integrated
Man-at-arms (adept), Shield Fighter (novice)
Equipment
Crossbow, Shield, One-handed weapon, Reinforced leather armor, Jug of liquor (for the nerves), 5 thaler and 1D6 shillings
Shadow
Scratched, dented, and stained copper (corruption: 1)
Tactics: The goons have seen plenty of combat and will not back down from a fight. They know to flank the enemy, but lack finesse and might well surrender – cursing bitterly – if they believe the opposition to be too great.
The rare herb known to Ambrians as Ratmint is toxic in itself, but can also be used to conceal the taste and scent of other poisons. The problem is that it must be pre-chewed by a skilled alchemist (successful Cunning test with at least adept level in the Alchemy ability), who as a result takes 1D4 damage for 1D4 turns and suffers 1D4 points of temporary corruption that slowly wears off (one point per hour). A poison veiled in this manner is harder to detect and identify: it adds
Just as they have identified the bundle as a pile of cloth and skin, [pc×2] goons attack in the moonlight, hired in case the player characters survived the attempted poisoning, to finish the job or at least give Dorota some time to escape. The goons are hired by a third party through contacts at the tent camp and consist of a variety of former soldiers, hunters, and caravan guards, all hardened by harsh lives in Alberetor. They have been promised an easy target, and even though they have already received five shining thaler in payment, they will not hesitate to run away in the face of adversity (e.g. once half of them have fallen). The attack begins with the firing of [pc×2] crossbow bolts, with Advantage if the player character did not spot the danger in time. Then they draw their melee weapons and charge with the aim of flanking the player characters one by one. Should the characters survive and capture one of their opponents alive, it only takes a Persuasive test and a promise to let her go for the goon to start talking: “I saw her. She took off the skin and… well, she had another one underneath. Disgusting! Her skin was like… pink and slimy… but I noticed she was incredibly pale. Black hair and dark eyes and… well, she was crying. Weeping. Tears kept pouring from her eyes, making white lines in the goo.”
a modification of –3 to the victim and taster’s Vigilant or Cunning, respectively.
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Planning & Preparation Without Map Even if the characters never found the map carried by Field Marshal Beremo Herengol, they should have no problem identifying Castle Brigo, the Convent School of Luminous Laws, and the Cathedral of Sacred Fire as important places to investigate. However, if the Game Master so desires, Beremo’s map can be reproduced through conversation with someone like Adept Mirala or Adelio Blackwalker – all because Korinthia and Revina also asked for their help before they left. The two women never introduced themselves, but if the player characters can describe them reasonably well – perhaps mentioning the burns on Korinthia’s face – and are willing to pay extra (50 thaler, or 25 with a suc-
Sooner or later it should become clear to the player characters that Esmerelda cannot be found; it may even occur to them that she could have been involved in the attempt to poison them. So, if they believe they have reasons to continue their hunt for the Queen and or/ Rosáe, they must prepare their own expedition into the Lost Land, possibly all the way to the devastated realm of the Dark Lords. Thanks to findings from the temple isle ruins, and possibly the late Field Marshal’s map, they know of three places that might provide more information about where the artifact was taken – three locations that will also be visited by Queen Korinthia. Luckily, the player characters can find almost everything they need at the caravan camp and among the tents in its shabbier suburb to the south. Detailed guidelines for handling expeditions can be found in the Game Master’s Guide (page 87–103), with focus on Davokar. But the same rules can apply to journeys in Alberetor and Lyastra, with the following additions and clarifications.
Rumors and Advice
The people they talk to at the Cliff of Korinda have plenty of stories to tell about Alberetor, whether they are experts or just ordinary visitors. The Game Master can sneak a few of the points below into answers to the player characters’ questions, regular conversations by the campfire, or comments made while bartering. Generally speaking, everyone agrees that Alberetor is extremely dangerous, that the situation is only getting worse, and that the greatest threats come from nature which “the Dark Lords poisoned with their death magic”. The roaming packs of undead are also well-known, as are the plunderers moving further and further east and south in search of abandoned valuables – plunderers that may come from Freetown, the Realm of the Order, and the city states as well as from Ambria.
cessful Persuasive test), the person they are talking to can reveal which locations the two were interested in. Their exact route is unknown, however; they asked about a number of different alternatives.
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◆ “A new shadow is rising in the southeast. Rumors claim that it is the Apostle Joab who has picked up where his fallen master left off. He is evil incarnate!” ◆ “Make sure to bring food for the whole journey and plenty of waterskins; potable water is in short supply, so fill up your skins every chance you get.” ◆ “Sure, there are still a few permanent residents left in the south, but I would stay away from them if I were you – they are all blight-stricken, and worse: they’re contagious!”
◆ “Dragouls are the least of your worries. Just stick a dagger in the ground in each direction around your camp at night. That’ll keep them away, I swear.” ◆ “All that’s left in Alberetor are selfishness and distrust. No one will help you, no one!” ◆ “Watch out for black rains. A single drop touches the skin and you’re dead. Or worse!” ◆ “They say the master magician Karlamander is out there, wandering the darklands. Be careful. He’s so drunk and drugged, he can no longer tell friend from foe.” ◆ “The waters, watch out for the waters, the tainted waters. There are Death Water and Blight Water, but worst of all is the Midnight Water. It’ll deform you, turn you into an abomination, in the blink of an eye!” ◆ “Don’t trust what anyone says, only what you see. Places that were said to be safe just a few days ago could now be covered in black mist full of ravenous blight beasts.” ◆ “Yes, I’ve heard about the monsters in those woods up north. Child’s play! The beasts and abominations here in the south are much worse, invulnerable even. They literally can’t be hurt.” ◆ “Stay away from the old battlegrounds, they’re the worst – monsters, undead, ghosts… even nature itself is murderous in those places. But, of course, they’re not always easy to identify, since they’re often covered with sand and dust…”
Map
Once the player characters have settled on a destination, or plotted an entire route, they can seek guidance from people who have actually traveled around today’s Alberetor. Among the Cliff’s caravan drivers and the refugees at the tent camp there are plenty of people who can provide information about the routes passing through Devastated Alberetor or Lyastra, equivalent to level I of the trait/boon Bushcraft. For information about more aff licted areas, marked as Darkened on the map and equivalent to level II of Bushcraft, the player characters can turn to Ordo Magica’s pavilion, which is currently manned by Adept Mirala and her three novices. Another option is to seek out the four Black Cloaks who have their own quarters in the garrison building; under the leadership of Brother Iaustus they keep detailed records of stories picked up from caravans and travelers on their way north. As for the areas called Twisted Alberetor/ Lyastra, there is only one person at the Cliff that can
JOURNEY ACROSS THE TITANS help them: Adelio, often referred to as Blackwalker, colleague and possibly partner of Korinda who for unknown but hotly debated reasons has spent his entire life traveling his lost homeland. He sometimes comes to the Cliff to stock up on provisions, seek medical care, or rest, and he always stays at the tent camp. The player characters could hear about him by asking around among Master Hubert’s guests or at the garrison. Not only can he (for a handsome fee) help them analyze the dangers of their chosen route, but also share a bunch of rumors and advice (as set out in the previous section).
Written Sources
There are only two forms of archives at the Cliff of Korinda: the trading houses’ logbooks and the Black Cloaks’ witness reports. However, they contain enough information about locations and events to serve as a basis for the player characters’ research, in accordance with the rule on page 95 in the Game Master’s Guide.
Guide
According to the expanded rule for Bushcraft that was first introduced in Symbar – Mother of Darkness and recounted on page 96 in the Game Master’s Guide, the person’s experience of a certain environment affects his or her capability as a guide. This means that even player characters who have been in Alberetor before will probably need to hire a guide; or better still, two, to be on the safe side. Table 4 describes five individuals available at the Cliff of Korinda or the tent camp. If the Game Master wants to flesh them out a bit, or even provide them with full stats and let the players handle them as extra player characters, inspiration can be drawn from the Wilderness Guide on page 132 of the Symbaroum Monster Codex.
5
Note that there is almost always strong competition for the best guides. Among the guests of the caravan camp there are several groups who have come to stage an expedition into Alberetor, in search of lost knowledge, heirlooms, treasures, or insights into the reasons behind the devastation. On page 96 of the Game Master’s Guide there are tips on how securing a competent guide can be turned into a challenge.
Equipment
Although the Cliff of Korinda was originally established as an outpost for travelers crossing the Titans and later turned into a military post, it has become a significant marketplace as well. Caravans on their way to and from Ambria will inevitably make a stop there, and for the Alberians still inhabiting the southern slopes of the mountains, the place offers a chance to trade valuables for important equipment and supplies. But commerce is irregular and follows the caravan season, reaching its peak during the summer months and coming to a halt during the winter. During the caravan season, most forms of ordinary equipment (standard weapons, simple amor, wilderness gear, waybread, etcetera) can be purchased from some traveling merchant at the Cliff (1–8 on 1d10). Things like mounts, alchemical elixirs, and lesser artifacts are harder to come by and often outright impossible to find (1–2 on 1d10). A scarcity of resources in the area drives up all prices, particularly for people trying to trade in coin. ◆ Food: ×3 the prices in the Core Rulebook ◆ Other wares: ×2 the prices in the Core Rulebook Trading in goods is somewhat easier. Food will only cost twice as much, while other wares are sold at the same rates as in the Core Rulebook.
Table 4: Wilderness Guides
Name
Bushcraft Level
Vigilant
Description
Rovah
III
15
Woman born in Lyastra who fled to Alberetor before the war; sad and cynical; looking for a lost brother.
Garam
III
13
Elderly widower faithful to the Lawgiver; experienced hunter who has dedicated his life to spreading light in the darkness of Alberetor.
Karisto
III
11
Orphaned young Ambrian obsessed with the Lost Land; seeks evidence to prove his noble lineage.
Anamara
II
15
Secretive Karit rejected from her clan; came to the south as a caravan guard, became a plunderer, now works as a guide.
Efasion
II
13
Changeling with an irresistible attraction to and fascination with the darkening of Alberetor; greedy and reckless
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i
t must have happened recently, no more than five or six days ago. And it must have happened without warning. Even before Flora reached the square along with her fellow travelers, Master Erveral and Novice Dana, the signs were clear – rotting food on laid tables, tools obviously dropped in a hurry, abandoned animals either hitched or tied to wagons, slowly moving around in search of edible vegetation. “That one…” Dana raised a trembling index finger. She pointed at a bundle lying in the shade of a giant tree with over a dozen bodies dangling from its branches, all as dead as the tree itself. “That one’s moving… It’s getting up.” “Ah, splendid!” Master Erveral rubbed his hands in delight. “Let her come. You two, grab her and wrestle her down.” “But… what if it’s contagious!?” “My dear little Flora, that is what we’ll have to find out, you see.” The Master of the Order had already started rummaging through the satchel for his notebook. “That and anything else we can find out. Something tells me that what we’ll learn from this place will raise an eyebrow or two among the gutless old fools at the Triplet Towers!” Flora swallowed hard and took a step forward. Her greatest worry was not the undead coming towards her; it was more of a feeling than something she had seen, but she could almost swear that several of the hanged bodies were twitching…
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SECTION 2:
THE LOST LAND
67
Introduction Few travelers dare to move against the diminishing flow of refugees. Those who do are mostly the kind of people often seen in the border regions of Davokar – the desperate, those with nothing to lose, whose survival depends on an employer’s wage or the scavenging of forsaken valuables. Others have their aims set on specific targets. An abandoned family residence. A battlefield of historical significance. Or maybe a place they believe holds clues about the nature and causes of corruption. What they all have in common with those traveling the Davokar region up north is that their chances of survival correlate with two factors: how well-prepared they are, and how familiar they are with the warning signs of the terrain. But there is also one clear difference between Davokar and Alberetor – the forest generally becomes more dangerous the deeper one goes; in the Lost Land one never knows where the deepest darkness lies.
The time has come for an in-depth exploration and presentation of the devastated fatherland of the Ambrians. Although Adventure Pack 4 offers an introduction to the region along Alberetor’s northern border, we have not yet described the country as a whole – its geography, remaining inhabitants, and many symptoms of disease. This section focuses on the player characters’ hunt for information about Rosáe and therefore, directly or indirectly, for Queen Korinthia. Below you will find guidelines for the journey between the main adventure locations, including tips on how they can be adjusted to suit the preferences
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of different gaming groups. This is followed by a chapter that presents an overview of Alberetor, as it is in the year 23 after the Victory. It covers individuals and locations that can be used to create standalone adventures or challenging stops along the way, as well as tables to be used along with the rules for wilderness expeditions featured in the Game Master’s Guide (page 87–92). The section’s three remaining chapters describe the adventure landscapes of interest to Korinthia, the player characters, and the Sacred of the Old Blood: Castle Brigo with its nearby Oracle’s Rock, the haunted Convent School of
6
INTRODUCTION
Luminous Laws, and the monster-infested Veiled Library. Each chapter presents the landscape’s conflict, locations, non-player characters, as well as a number of suggested events that can occur
irrespective of the player characters’ actions – in line with the way adventure landscapes are designed in Symbaroum (see the Game Master’s Guide, page 25–28).
Master of the Order Erveral and his novices happens upon a macabre find in southeastern Alberetor.
The Player Characters’ Journey As with the journey across the Titans and the later one into Lyastra, the gaming group is largely free to decide how much emphasis to put on the time spent traveling between the main adventure locations. Preparations for the expedition have already been covered in the previous section (see page 64), so here we will instead take a closer look at the player characters’ route, events that might arise along the way, and the transition into the third act of the adventure, as the evidence points towards the heart of Lyastra.
ROUTE & TIMING
As was stated in the first act, the Queen’s party will probably have a considerable head start in the hunt for Rosáe – at least five days, possibly more depending on what happened to the player characters between the Guardian’s temple isle and the Cliff of Korinda. Our suggestion is that she maintains her lead throughout the second act. The players and their characters are of course free to decide in what order they should visit Castle Brigo, the convent school, and the library. The
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question is in what order Korinthia and company will do so, and our premise is that she chooses the same route as the player characters (which means that her party is always one step ahead). But the Game Master can also decide in advance how the Queen’s expedition moves through Alberetor: perhaps starting in the west, at House Brigo’s castle, before heading east to the convent school, and finally to the Veiled Library. That way, depending on the player characters’ chosen route, there is a chance that the two groups will run into each other, at one of the destinations or while traveling between them. Perhaps that is precisely what the player characters hoped and planned for? How such a situation develops is for the Game Master to decide, but our suggestion is that Korinthia is cautious and that the player characters never get more than a glimpse of their prey; they may come close or sense her presence, but never really catch up with her. Perhaps a blight-marked vagrant admits that the group they describe left her hideout only a few hours ago, but before they can continue the hunt, the hideout is overrun by a horde of contagious undead, which forces them to lay low? Perhaps a suspicious Korinthia discovers that the characters have arrived at the place where she herself is headed and decides to set up camp a safe distance away and wait for them to leave?
EVENTS
Starting on page 81, we present tables that are meant to make journeys in Alberetor both exciting and challenging, while playing The Haunted Waste or as a basis for homebrew adventures. The basic idea is that the players will roll on these tables to decide what happens to them, but you as Game Master can instead pick a number of events that seem interesting to you, or use the tables as inspiration for creating your own scenes.
The Location of the Documents If your gaming group’s characters choose a completely different route than the suggested one, there may be reason to swap or adjust the contents of some of the documents leading to the third act. One example is Document 9
However, one thing that must be decided in advance is how often the characters will risk running into unexpected and challenging situations. According to the guidelines in the Game Master’s Guide, the players should roll on each table once a day, or once per hex that the characters enter, if the area map’s grid is used (see page 73). But for some gaming groups, who are short on time or want to focus entirely on the main story, this could be way too much. We suggest that the members of your group discuss the matter before the gaming begins. If you have already played Mother of Darkness, your experiences from that adventure will probably be a good starting point – was the journey between Thistle Hold and Symbar too uneventful, too long, or just right?
ONWARDS TO LYASTRA
By exploring the adventure landscapes of the second act, the player characters obtain solid clues to finding Rosaé’s resting place and information that can help them survive the many dangers of Lyastra. They will probably not find all of it, and no matter how much they find, they will never feel fully prepared to enter the corrupted realm of the Dark Lords. At each adventure location they must eventually decide when it is time to move on – something each respective landscape will help them with by imposing an external pressure. Only three clues are absolutely necessary for the Game Master to feel comfortable leading the player characters into the third act, namely the following ones: Document 1 (Castle Brigo, page 102): Second Lieutenant Faramei Daal’s spy report that mentions “Othelia’s arboretum” and that “the Master” has “marked a number of places worth protecting on the wall map.” Document 6 (The Convent School, page 118): Personal letter from Second Lieutenant Daal to a relative, saying that Rosáe is “alive and well,” and that “its location is marked on a map of protected areas, hidden where neither apostles nor judges can reach it.”
– if the characters (and hence the Queen) pick the Veiled Library as the first stop on their journey, they will have no reason to seek information about Faramei Daal’s posting. In that case it is better to swap Document 1 and 9, even if it seems a bit strange to find a list of Alberian spies in Castle Brigo’s Tower of Omens.
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Document 9 (The Library, page 132): List of “Sekretorium agents, posts, and assignments”, which shows that Second Lieutenant Faramei Daal was posted at the “Fortress” to “assist Baron Oramei Haaras, Master Kalthar’s closest advisor on Alberian culture and military power.”
ALBERETOR
7
Alberetor All is quiet. The gentle westerly breeze has no leaves to rustle, no blades of grass to bend, let alone any skins to brush. It has spread far now, both north and west – the blight known as the Gray Death, which turns fertile soil into barren, ashen land. Although autumn has come to the Lost Land, there is a clearly visible boundary only a day’s ride southwest from the Cliff of Korinda – one moment there are groves of trees with crowns of red, yellow, and brown leaves, full of birds and small game; a hundred meters later, after a stretch of gradual decay, everything is dead. Completely dead. There are few signs of corruption, but countless witnesses attest that they are more obvious further south and east. How anyone can still live in this godforsaken realm is impossible to fathom…
It is not easy to give a brief description of an entire country, at least if the summary is meant to reflect some form of reality rather than superficial platitudes. In this chapter we will attempt to paint as nuanced a picture as the limited space will allow, focusing on the differences between Alberetor and today’s Ambria. The Game Master will have to pay attention, for though the contrasts between the former and current homeland of the Ambrians are painfully obvious, you will later have to differentiate between Alberetor and Lyastra – and be able to convey the differences to the players and their characters. Even at this early stage you can get an idea of the contrasts between them by reading the overview below and then skipping ahead to the overview of Lyastra on page 138. This chapter is not only supposed to lay the foundation for The Haunted Waste; it should also
be useful as inspiration for homebrew adventures taking place south of the Titans. After the overview describing some of Alberetor’s general features comes a section that presents a few specific individuals and locations that the Game Master can place anywhere on the map; if you do not use them to spice up the player characters’ hunt for the Queen and Rosáe, you will probably find a use for them later on. The final section of the chapter corresponds to the instructions for Expeditions in Davokar featured in the Game Master’s Guide, and contains four tables created specifically for journeys south of the Titans: Locations, Encounters, Adversaries, and Terrain. In addition, there is a list of Misfortunes that might befall the characters if their guide makes a mistake, as well as new lists of items that can be found – so-called Curiosities and Mystical Treasures.
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Messengers of Truth Two of the adventure locations described in this section hold information clearly indicating that the Queen and other prominent Alberians knew the risks of ceremonial magic (see Document 4 on page 104 and Document 10 on page 133). If brought to someone like the Crown Duke or Father Sarvola, that information could paint a dark portrait of Queen Korinthia and her regime, and by extension strengthen popular support for the Reformists – in both a political and ecclesiastical sense. For more on this, see page 168.
Overview Before The Great War, Alberetor was as rich a country as Ambria is today, with lifegiving rivers winding their way through fertile farmlands; with forests full of game, berries, and nuts; with lakes and seas teeming with life. But that was then. Now the land is dead and vengeful. Today the Lost Land is mostly covered by gray, lifeless soil, like dusty deserts, unable to soak up water from rain or streams. In some parts, particularly in the north and west, there are areas where the flame of life still flickers ever so faintly, where you can find abandoned, sparsely leafed orchards still producing shrunken, discolored fruits; behold scrawny, feral cattle grazing on brown and yellow grass. Even rarer are the oases where nature looks almost like it used to – oases that are always inhabited by people who would do anything to defend their right to be there; oases that without exception are growing smaller by the day. The resident population is shrinking as well – the elderly are dying, those who originally refused to leave are giving up and heading north, and many are falling victim to the dangers of the darkened land. It is less common for people to die in conflicts between human individuals or groups. In disagreements over resources or encounters with strangers, the sword stays in its sheath and the arrow in its quiver, even if the situation turns hostile. For who is to say that the person who is killed will not rise as undead, if not immediately then maybe a moon later? The Alberians have all learned the hard way that a growing number of undead is in nobody’s interest. However, they are completely wrong about the reason why the country is dying and the dead are rising…
THE TRUTH ABOUT THE COUNTRY’S DEATH
Almost everybody attributes the slow death of Alberetor to the Dark Lords – convinced that they maliciously poisoned the land, infecting its soil and waterways to quench their thirst for death and destruction. But the truth is very different, and if brought to light, particularly if it can be proven, it would cast not only House Kohinoor but also factions like Ordo Magica and the Sun Church in a completely new light. That the country’s mystics rallied behind the noble’s armies is well known, as is the fact that they used powerful magic to combat the enemy’s hordes. But that it was this magic that killed Alberetor is something those responsible never speak of, something they have done everything to forget. Since the
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move to Ambria and the general prohibition that was imposed a couple of years after the victory, no one really talks about what caused the terrible state of their fatherland: ceremonial magic. It was the theurgs of exalted Prios and the masters of Ordo Magica who at the imperious request of the War Council performed ceremonies that drained Alberetor of its vitality and afflicted the country with its devastating side effects – ceremonies that healed the Queen’s troops or filled them with ferocious courage, bombarded the enemy with firestorms and earthquakes, and ripped and tore at Creation. Perhaps it really was a price that had to be paid for victory; perhaps the entire population would have been massacred if the War Council had taken a more moderate approach. But that does not change the truth: it was not the Dark Lords who brought ruin to the Ambrians’ beloved homeland, but their own leaders.
DESOLATE SETTLEMENTS
The country’s buildings may be falling into disrepair, but due to the tainted soil they have survived relatively well since the end of the war roughly twenty years ago – there are no plants creeping into their foundations and chimneys, no moss, and no vermin infesting their walls, floors, and wooden beams. As a result, the towns, villages, and farms of Alberetor seem eerily well-preserved. In many places, particularly in the east and south, it is as though time has stood still. A thick layer of undisturbed dust covers the floors and furniture, but most of the textiles are fairly untouched, and some root cellars and storehouses still contain foodstuffs in various stages of decay. It should be said that it is very hard to search the buildings without leaving tracks in the dust, except through the use of rituals; by the same token, one can be fairly sure of being alone in a house whose layer of dust is untouched.
THE GRAY DEATH
In battle against the Dark Lords, the mystics of Alberetor used ceremonies so frequently that the soil along the battlefront and in the heavily populated south literally died. And not only that – the land fell sick with vengeance, tormenting and devouring the healthy ground around it so the lifeless desolation slowly swept through the country. The waterways were affected as well, both directly and indirectly through the vengeful soil – all life and vegetation in the lakes and rivers died, and the sickness spread downstream as well as
1
ALBERETOR
7
2
4
3
Devastated Nature Darkened Nature
N
Warped Nature 100 km
up. Fresh, untainted water still exists, but mostly in isolated areas that are not yet completely dead. Finding stretches of healthy water in the rivers is possible but increasingly difficult; instead, a careless wanderer risks being afflicted by the water types that the locals have come to call Midnight Water (corrupting), Plague Water (infects), and Death Water (poisons). Details about the tainted soil and water can be found under the heading Expeditions in the Darkened South (page 78).
THE Blight
Although most of the fighting took place on the front and in the south, battles large and small raged all over Alberetor, and ceremonies were used everywhere. Anyone who has read the chapter
on ceremonial magic in Yndaros – The Darkest Star (page 68–72) or the expanded version in the Game Master’s Guide (page 108–117) will already know that such immensely powerful, collective rituals always have side effects. In this case we are not talking about small doses of temporary corruption or a bit of discolored vegetation. No, the side effects of ceremonies harm and pervert Creation at its core, often causing permanent wounds in the very nature of the world. The tables of misfortunes and events at the end of this chapter are based on the effects listed on page 111 in the Game Master’s Guide, but also on the unique side effects of specific ceremonies, described on the pages that follow. As Game Master you are of course welcome to draw upon the same horrific source when creating your own scenes and scenarios.
ALBERETOR 1. Cliff of Korinda 2. Castle Brigo 3. Convent School 4. Cathedral
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People and Places Aside from the adventure landscapes that are described more thoroughly in later chapters, the player characters can encounter both living and undead individuals during their stay in Alberetor. The following five locations come with adventure set-ups that can be used as-is or as inspiration for creating homebrew adventures, during or separate from The Haunted Waste.
ROLFO’S INN WAGONS
The chronically miserable, life-weary widow Rolfo has refused to leave the country where his wife and nine children lie buried. To support himself, the old caravan driver has established a mobile inn that moves around in the country’s less devastated areas – sometimes at random, sometimes taking requests from his guests. Every fortnight the eight wagons visit the Cliff of Korinda or some other camp in the north to stock up on food and pick up new passengers, but otherwise the days are spent on the road and at night the wagons form a corral. Traveling with them costs five shillings a day, but that includes a sleeping space on the floor, breakfast porridge, and two meals. Supper is prepared by Miss Ella, the elderly gourmet cook from the legendary Evenbloom restaurant in Kandoria, who still knows her stuff (even though her mind is starting to go a bit). Aside from temporary guests and Rolfo’s weatherworn drivers, there are five people who have installed themselves there on a more or less permanent basis. They care little for one another, but even less for everyone else. Challenge: The wagons’ permanent guests may actually be able to help the player characters if needed (for example by performing rituals or analyzing clues), but the mobile adventure location can also be turned into the scene of a murder mystery. Some time ago a naive group of missionary liturgs from the Realm of the Order happened to drink from a corrupt wellspring; they all fell hideously ill, but for one of them it got even worse: he developed the monstrous trait Bloodlust at level III (Monster Codex, page 165). Stats for the liturgs can be found in the Symbaroum Monster Codex (page 123), but the challenge here will not be a direct fight, but identifying the murderer and turning him in. The first murder could have taken place even before the player characters make their entrance, in the night, without anyone hearing anything (since the victim was
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hypnotized). The victim was found drained of blood through a cut on the right forearm. Our suggestion is that a new victim gets the same treatment a night or two later; it could even be a player character who is targeted and left on the verge of death with only foggy memories of what happened, like from a chilling nightmare. Rolfo asks the characters to investigate, which gives them a chance to familiarize themselves with the permanent guests. The bloodthirsty murderer is finally caught thanks to something simple, like a blood-stained undershirt, after which the player characters must scare him into confessing, despite outraged protests from the other liturgs.
RAVMARO’S OASIS
The player characters come across a gorgeous little oasis around a small lake surrounded by autumnleafed woods. Better still, there are untainted bushes and shrubs whose branches are laden with berries. But it does not take long before the characters notice how still and quiet everything is around the lake. Deadly quiet… The lake is home to the undead war hero Master Ravmaro, whose ceremonies eventually got him killed and then raised him from the dead. He was given a hero’s funeral, but clawed himself out of his dark grave a few months later and has been on the hunt ever since, his hunger perverted by the powers of corruption. The oasis is actually an illusion, created with the ritual Fata Morgana (see the Advanced Player’s Guide, page 90) to attract living prey. In interactions with cultural beings, the undead illusionist also tends to use the False Identity ritual to get
ALBERETOR
7
Table 5: Rolfo’s Guests
Name
Stats
Description
Miss Ella
None
Legendary, slightly senile cook with many stories of Kandoria before The Great War
Karlamander
Master of the Order, Monster Codex, p126
Drunken and anguished arch mage; can after some coercion confess to having used ceremonial magic during the war, with horrific side effects
Mother Iberia
Theurg, Monster Codex, p124
Disillusioned theurg worried that her powers draw upon the same source as the Dark Lords’ did
Slugger
Robber, Core Rulebook, p211
Lost ogre with a hero complex searching for his “mother’s” killer; suspects everything and everyone; does not give anyone the benefit of the doubt
Laelia
Autumn Elf, Core Rulebook, p205
Called for Prince Eneáno to be dethroned and was banished for it; now she wages a lonely fight against the darkness of Alberetor, in search of vindication
close to his victims and lull them into a false sense of security. Challenge: Shortly after their arrival, the player characters hear someone giggling and see a small human girl coming towards them, wearing a simple yellow cotton dress – the most innocent figure Master Ravmaro’s corrupt mind can imagine. The girl welcomes them and asks them to sit down on the shore, maybe dip their tired feet in the lake’s untainted water - it is wonderfully fresh and invigorating!
Master Ravmaro
Human (Ambrian), Strong resistance “Please, stay a while. I’m scared.” ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−3
+3
+1
−5
−1
+5
Defense
Armor
Toughness
Pain Threshold
+1
−
11
−
Weapons −
−
Traits
Undead (III)
Abilities
Anathema (master), Bend Will (master), Unnoticeable (master), Wrestling (novice)
Integrated
Illusory Correction (master), Ritualist (master: Clairvoyance, False Identity, Fata Morgana, Life Extension, Magic Circle, Sanctum), Wizardry (master)
Shadow
Dirty black, like sludge on the bottom of a pond at night (thoroughly corrupt)
Tactics: Tries to force his prey into the water using Bend Will and keep them there with the same ability or Wrestling. Since he is already thoroughly corrupt, Ravmaro can use Illusory Correction each turn and thereby force an enemy to reroll a successful test.
Successful Vigilant test with the Witchsight ability: The girl is thoroughly corrupt! Ravmaro says that her parents had to go looking for medicine because her father is ill, but that they should return the next day; he will do his best to convince them to stay and keep the girl company. Perhaps he waits until they are asleep or have split up, before using Bend Will to lure one of them into the lake. If no such situation should arise and the prey risks slipping through his fingers, Ravmaro himself jumps into the water (in the guise of the girl), stands on the bottom of the lake, and uses Bend Will. He can also use the power Unnoticeable to conceal both himself and a character affected by Bend Will from the others.
BEOSKARG’S LIVING FORTRESS
After a time of nature studies under the witches of Davokar, the wizard Beoskarg returned to his homeland confident that he would be able to cure the tainted soil. So convinced was he that he embarrassed himself in front of his colleagues at the Triplet Towers and swore not to return without proof of his success. For this reason he has spent more than eight years alone in his fort of trees and thorns (see the Living Fortress ritual in the Advanced Player’s Guide, page 91), with an almost suffocating yearning to see Yndaros again and a mind that has gradually unraveled. While traveling through Alberetor the player characters could spot a scrubby fort of thorns perched on a grassy hill, and if they approach it, they will (after a quick glance) be welcomed inside without any fuss. The problem is getting out of there. Thirsting for company, the extremely energetic Beoskarg will take care of them like a loving grandparent and shower them with nonsense about him being close to solving the riddle of the blight: all he needs is some bold individuals who can help him with the last crucial stage!
Drowning, optional rule Characters who end up underwater or otherwise risk drowning or suffocating can automatically hold their breath for Toughness/2 turns, rounded up. After that it takes a successful Resolute test not to pass out, up to Toughness number of turns. Unconscious characters must roll Death Tests and can be saved in the same way as others in that predicament.
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All are welcome to visit Beoskarg, but leaving his fortress can be a challenge.
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Challenge: If the characters turn him down, Beoskarg becomes furious but does not throw them out. Instead, his deranged plan is to trap them while they sleep using Entangling Vines (without dealing damage) and sending pc number of thorn beasties to bind their hands and feet with tough roots that can be torn apart with a successful [Strong –8]. The thorn beasties (Advanced Player’s Guide, page 123) need one turn to tie their knots. On the other hand, if the characters agree to help out, it soon turns out that they have a long series of pointless, time-consuming tasks ahead of them. These
may include “digging a deeeep hole out in the yard, since the miracle infusion must be prepared at a cool but stable temperature” or dividing the elixir into pc number of cauldrons where it must be “whisked at the rhythm of ‘three quick, three slow, three stirs’ for at least two hours to achieve the right viscosity.” When the characters finally have had enough, see the paragraph above. Note that if the player characters harm him, the thorn beasties, or his fortress, Beoskarg may be so offended that he makes them his arch enemies. He will then follow them (usually in animal form) and do things to harm or obstruct (but not kill) them.
ALBERETOR
ground, risk being thrown out or even clapped in irons.
Beoskarg
Human (Ambrian), Strong resistance “I’m so close, sooo close!” ACC
CUN
DIS
PER
QUI
RES
STR
+5
+3
−1
−5
+3 −3
VIG
Defense
Armor
Toughness
Pain Threshold
2
10
4
Weapons Accurate
Quarterstaff 3 (long)
Traits
−
Abilities
Entangling Vines (master), Nature’s Embrace (master), Shapeshift (adept)
Integrated
Alchemy (master), Loremaster (master), Ritualist (master: Bewitching Landscape, Break Link, False Terrain, Living Fortress, Magic Circle, Quick Growth), Witchcraft (master), Wizardry (master), Contacts (Ordo Magica)
Shadow
Bright green with golden tones, like sunshine falling through a curtain of vines (corruption: 0)
Tactics: Beoskarg is mainly interested in restraining opponents and getting away, as he does not like to hurt or kill anyone. If someone breaks loose and gets angry, he usually sinks into Nature’s Embrace until they have left.
BARON MENON’S ESTATE
7
There is light coming from the windows of a grand estate, surrounded by sturdy old walls with a robust iron gate. The player characters have come to the base of the Saviors of the Fatherland – a growing group of war veterans having come from Ambria to use their last bit of strength to combat “The Dark Lords’ curse”. If the Game Master wants, and they are still alive, this group could include old acquaintances like Serex Attio and Roia Garlaka from Wrath of the Warden (page 128) or some of those who attacked the High Chieftain’s stronghold in The Witch Hammer (page 80). The player characters are welcome to stay the night, and the veterans’ leader proudly recounts the great deeds of his group – how they cleansed Oldburg village, slew the Dark Lord Koarath’s death prince, banished the ghost of Father Engust. If the characters can prove that Alberetor’s death was in fact caused by the defenders’ ceremonial magic, it could spark heated debates in the estate’s old council chamber – the characters are accused of forging the document and, if they stand their
Challenge: The veterans are planning an attack on a horde of undead that has been spotted nearby. Concerned that the enemy’s numbers are somewhat on the large side, the group’s leader may request the player characters’ assistance. Once again the rules for pitched battles introduced in the Game Master’s Guide (page 67) can be used to determine the outcome. In that case the battle starts out with an even balance of power (Battle Odds: 1:1); the bulk of the enemy’s forces have stats as Dragoul (Core Rulebook, page 230), but there are stronger adversaries as well: Necromage (Core Rulebook, page 232) and Crypt Lord (Monster Codex, page 145). If the characters decline to take part in the battle, they might run into the veterans at a later stage – now undead and part of a growing horde thirsting for warm blood.
ALUIN’S INSPECTION
Aluin, son of Father Sarvola and the forest spirit Ala, is described in detail on page 153 of Symbar – Mother of Darkness. If the Game Master has been following our recommendations, the strange and constantly cheerful boy has met the player characters before, in Thistle Hold, out in Davokar, and possibly in the legendary city of Symbar. It is not inconceivable that he will also cross the characters’ path on their travels in Alberetor, in one of the locations described above, one of the upcoming adventure landscapes, or somewhere else entirely. In that case Aluin will be just as happy as always – even if he is walking carelessly through a horde of undead or splashing around in a stream whose water has turned into black, tainted sludge, he greets the characters with a blissful grin: “You there! Who are here. And a bit all over, really. Well met!” Conversations with Aluin will always test one’s patience and sanity. If asked why he has come to the place in question, he replies with something like: “Because why not? See how wonderfully strange everything is, unlike anywhere else, but with tired colors that weren’t always this yellow, were they?” Should the characters lack food and water or be in some sort of trouble, Aluin can help them with that, as described in Mother of Darkness. But they cannot expect him to actively help out with specific missions – Aluin always has, has always had, and will always have more interesting (and therefore more important) things to do.
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Journeys in the Darkened South This section is based on the chapter on Expeditions in Davokar in the Game Master’s Guide. All rules and guidelines can be found in that book, while the text below introduces tables and lists that reflect the strange environment south of the Titans. The only thing you must remember is that the environmental levels previously referred to as Bright, Wild, and Dark have other names in Alberetor and Lyastra: Bright is called Devastated, Wild is called Darkened, and the equivalent of Davokar’s dark areas is called Warped.
OVERVIEW MAP
The map on page 174–175 gives an overall picture of Alberetor and Lyastra, in the year 23 after the Victory, while the region maps on pages 73 and 139 go into more detail. Besides pointing out a number of adventure locations, the latter maps are divided into color coded hexes. The colors represent the three levels of the Bushcraft trait/boon, just like in the Game Master’s Guide (page 91). White hexes symbolize areas that are not yet completely dead, where there are still patches of withering life, here referred to as Devastated. Yellow and red hexes stand for Darkened and Warped areas respectively, which show increasing degrees of blight and corruption. Finally, there are the black hexes, which represent normal nature – there the players may roll on the tables for Encounters and Settlements, if the Game Master so desires. According to the guidelines in the Game Master’s Guide, the different color codes are directly related to the levels of darkening, which in turn add different modifications to rolls on the tables for Misfortunes and Events. As an optional rule, in order to illustrate the changing nature of the south, we propose that the color codes (except black) work differently here, so that the players can never really be sure about their route. Whenever the players enter a new hex (or at the start of a new day of travel), the Game Master makes a secret roll to determine whether the land ahead of the characters is characterized as Devastated, Darkened, or Warped Albretor/Lyastra. Table 6 demonstrates how the odds shift depending on
Table 6: The Changing Nature of Alberetor and Lyastra
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1d20
Devastated
Darkened
Warped
White
1–14
15–19
20
Yellow
1–4
5–15
16–20
Red
1
2–6
7–20
the color of the occupied hex, and the outcome is then used to determine what modifications apply – for example, if they are in a yellow hex and the Game Master rolls a 2, the area’s nature is currently characterized by Devastated Alberetor.
ORIENTATION AND MISFORTUNES
The rules for orientation and misfortunes are found in the Game Master’s Guide, page 92. However, when it comes to the regions of the south we should add that a successful orientation test means that the guide succeeds in securing access to fresh drinking water, while a failure could cost the characters dearly (see the outcomes 6, 12, and 24 in the list of misfortunes). 1. The Campsite The player characters find an abandoned campsite. Who camped there, and are they still around? 2. Carcass The player characters come across the carcass of a large animal; a horse, or maybe an ox. The question is, where is the thing or things that killed it? 3. A Sad Song A sad song echoes through the area; soon it is heard again, closer this time – now it sounds more hateful than sad. How do the members of the expedition react? 4. A Growing Rumble What sounds like the rumble of a rockslide or distant thunder rolls across the landscape – which is flat, without a cloud in the sky. What is it that comes thundering towards the player characters, on the surface or underground? 5. Stuck in Mud One of the expedition’s carts or horses gets stuck in mud. Two player characters must work together and pass one Strong test each to remedy the situation; if one test fails, it takes more time and the party travels ten kilometers shorter that day; if both tests fail it takes a whole day before they can continue. 6. Death Water Contrary to their guide’s assurances, the water the characters are drinking turns out to be poisoned. Someone with the Poisoner ability must pass a Vigilant test to realize the danger in time. On failure the symptoms manifest themselves one-quarter hour after ingestion, at which point each character
ALBERETOR must pass a challenging (–3) test against Strong or suffer the effects of a Strong poison. 7. Thorns of Stone The expedition stops at the edge of a vast field whose dense thorn bushes have turned to stone. They can go around it, thereby cutting the distance covered that day by half. If they try to force their way through, all members must roll two tests against Discreet – each failure deals 1d4 damage (ignoring Armor). 8. Mosquito Swarm During the day’s walk, the characters are harassed by a swarm of mosquitos. What they do not know is that the insects are exposing them to a disease. See the rules for Disease in Symbaroum (page 169 in the Monster Codex) and roll 1d6, 1–4 Weak Disease; 5–6 Moderate Disease. 9. Black Rain A jet-black rain falls on the expedition. The characters can choose to test Strong or Resolute; on failure the character takes 1d4 temporary Corruption and also catches a chill, suffering –3 to all success tests until he or she warms up by a fire. 10. Lost The characters have to admit that they have lost their bearings. As usual, the guide rolls one Orientation test per day, but with a –5 modification. On failure the group wanders in circles and makes no progress at all; on success they progress at normal speed. It takes three successful tests with a –5 modification before they escape the bewildering area and hence are free from the negative modification. What makes the terrain so difficult to navigate? 11. Sick Animals The animals of the expedition seem exhausted and throw up everything they eat. A character with Beast Lore can help them by passing a Cunning test – one test per day and animal. If the company travels with one or more sick animals, they only move a quarter of the normal distance. Maybe they have to leave some animals behind? 12. Plague Water Contrary to their guide’s assurances, the water the characters are drinking turns out to be contaminated. Someone with the Medicus ability must pass a Vigilant test to realize the danger in time. On failure the symptoms manifest themselves one-quarter hour after ingestion, at which point
7
all characters are exposed to a disease whose vigor is determined by rolling 1d6, 1–2: Moderate Disease, 3–6: Strong Disease. 13. Ambush Hostiles in the area are planning to ambush the characters, which can be noticed with a [Vigilant –5] test. Who are these enemies and what is their goal? 14. Spoiled Food The characters discover that their food has gone rancid or been invaded by blight-stricken vermin. The expedition loses 1d20 rations of food. 15. Lightning Strike Without warning, a bolt of lightning strikes in the middle of the expedition. Each character must pass a Quick test or take 6 damage. Those who succeed take 3 damage. The damage ignores Armor. Any mounts or draught animals must be calmed with a successful Persuasive test – otherwise they break away and bolt towards the horizon. 16. Night Fog No matter the time of day, a black, humid fog comes drifting against the wind, haunted by tormented victims of The Great War who hunger for revenge on the living. The characters must pass a Resolute test or be infected by the anguish of the dead and only be able to perform reactive actions until the fog leaves them alone, which happens after 1d20 hours. While followed by the fog, the characters must pass a Resolute test every hour or take one point of alternative damage to Resolute. 17. Bad Omen The characters encounter signs of a clear and present danger. What kind of signs – footprints, cadavers, mucus, blood? And how fresh are they? The next success test each player character makes has a second chance to fail. 18. Corrupted Soil The environment suddenly feels twisted and sick; soon it can be seen on the dark veins and black leaves of the vegetation. The area is blight-stricken; the characters can turn back and choose another way (lose one day), or proceed and roll a Strong test each – on failure they suffer 1d6 points of temporary corruption that do not wear off until they have left the corrupted area behind. 19. Ravaged by Storm A blight storm has swept by and blasted the area. The ground is covered with razor sharp shards
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of glass and stone; all members of the expedition must pass a Quick test or have their shoes shredded, which also deals 1d4 damage (ignoring Armor). Walking carefully through the area will take twice as long, but gives everyone a second chance to pass the Quick test. 20. Sabotage During the night a lone saboteur tries to access the expedition’s members, provisions and/or animals. Who is the saboteur? What is the target? Can the characters thwart the attempt? 21. Bad Weather The still, humid heat takes its toll on the characters’ vitality and resolve. Everyone must pass a test against Strong and another against Resolute, or take 1d4 damage to the respective Attribute. It takes a full day’s rest to recover any lost points. 22. Lair of Enemies The characters pass near a lair of enemies. Roll twice on Table 9: Enemies (page 82) and pick the worst outcome. What is attracting these creatures to the area? 23. Delirium The characters start hearing and seeing things that are not there – horrifying figures from their personal history. If a character openly questions what he or she sees and hears, the player can roll a [Resolute –3] test; on success the hallucinations stop. It takes half a day to resume the journey. Is the delirium caused by something they have eaten, or by something in the air or water? Or is someone using mystical powers against the characters? In what way do the hallucinations become personal? 24. Midnight Water Contrary to their guide’s assurances, the water the characters are drinking turns out to be blightstricken. Someone with the Witchsight ability must pass a Vigilant test to realize the danger in time. On failure the symptoms manifest themselves one-quarter hour after ingestion, at which point all characters must roll 1d6 to determine how much blight got into their system and hence how much temporary corruption they take, 1: 1d4, 2–3: 1d6, 4–5: 1d8, 6: 1d10. 25. Disappearance An expedition member (character, companion or animal with supplies) suddenly disappears, as if swallowed by the ground. Was it transferred to
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another place, time, or world? Who or what caused the disappearance, and why? 26. Possession A restless spirit tries to possess a member of the expedition (see the monstrous trait Haunting, page 168 in the Monster Codex). Start with whoever has the lowest Resolute and roll for each character until somebody fails. That person is possessed. Who is this spirit and what does it want? 27. Blight Mist A thick mist sweeps in from the Yonderworld and with it come murderous abominations. To escape the mist, the characters must find their way out (see the misfortune Lost). They must also avoid the attention of a Primal Blight Beast, which requires a successful Discreet whenever an Orientation test is rolled. Rolls are also made on Table 9: Enemies. These enemies are trapped in the blight mist as well – perhaps they like it there, perhaps they do not. Either way, they are coming for the characters. 28. Blight Storm A howling blight storm is coming. It is time to act fast – any creatures that remain in the storm risk having their flesh ripped to pieces and their bones stripped clean. Are there any ruins nearby, and will they provide enough shelter for the entire expedition? The storm follows them for a full day. 29. Lost in the Yonderworld Tears have opened in the fabric of creation, and the expedition walks through one of them, straight into the Yonderworld (see the Game Master’s Guide, page 41–44). The characters are lost and must find a way back to their own world; with every failed Orientation test comes one event in the Yonderworld, see table 6: Events in the Yonderworld on page 43 of the Game Master’s Guide. It takes one hour to get back – roll for corruption on Table 5: Corruption in the Yonderworld (page 42) to see how badly affected the characters are by their time on the other side. 30. From Bad to Worse Roll two times on this table and use both outcomes.
EVENTS
The following tables replace tables 26–29 in the Game Master’s Guide (page 98–99) and have the same names, with one exception: Table 26: Ruins in Davokar, is here renamed Settlements. However, the various buildings can be searched for treasure just like the ruins of Davokar.
ALBERETOR
7
Table 7: Settlements
1d20 +Mod.
Ruin
Max number of finds
1–7
Nothing but dead fields as far as the eye can see
–
8–10
Broken-down cottage, 1D4 dead bodies are sitting mummified at a table
–
11–12
Shack, abandoned, sleeping space for 1D6+3 people if they squeeze together
1
13–14
Execution site, a dozen rotting corpses have dropped through the nooses and are lying on the ground
2
15–16
Farm, almost intact, except for the dried-up carcasses of 1D6 farmyard animals
1D4
17–18
Village, burnt down and ravaged
1D6
19
Bridge with a guardhouse over a dried-up river
1D8
20
Village, covered in ash, abandoned but otherwise intact
2D6
21
Open-pit mine turned into a mass grave, with hundreds of decomposed corpses and carcasses dropped into the pit
2D8
22
Fancy hunting lodge, fire-damaged and with clear signs of a battle
2D10
23+
Fort, a torn regimental flag flaps in the wind, the fort looks worryingly intact
3D10
Table 8: Terrain
1d20 +Mod.
Terrain
Effect
1–10
Nothing noteworthy
–
11–12
Ash desert
The group sinks into the bone-dry, porous ground and has to wade through it, like in a dust-filled desert. Their movement speed is reduced by half.
13–14
Mud field
The ground is inexplicably sludgy and grabs at boots, hooves, and wheels. Movement speed is reduced by half.
15–16
Fire field
The group enters an area where the ground is steaming. Fiery energies risk flaring up. All members of the expedition roll 1D10; 1 means that they are hit by a gust of fire that deals 1D8 damage (ignoring Armor) and ignites clothes and equipment.
17–18
Insect infestation
The area where the group is traveling is home to colonies of flying, blight-born bugs. All living creatures moving in the terrain must pass one Discreet test per day or attract 1D4 insect swarms (see the Game Master’s Guide, page 114).
19–20
Trembling ground
The ground where the group travels is restless. Anyone moving in the area must roll 1D10; 1 means that a series of 1D6 quakes occur, each with the same effect as the Quake ritual (see the Advanced Player’s Guide, page 92).
21
Diseased land
A virulent disease rests latent in the area through which the group is passing. Everyone traveling there must roll 1D10; 1 means that the character is exposed to a Strong disease, airborne or transmitted through touch (see the Monster Codex, page 169).
22
Vengeful land
The group has an uncomfortable feeling of being watched. During one of their stops, nature’s hatred and hostility materialize in the form of [PC×2] furious representatives of Vengeful Terrain. The Game Master chooses one or more types from the Monster Codex (page 113).
23
Battlefield
The group spends much of the day crossing a vast old battlefield (or several interconnected ones) whose victims dig their way up from the ground around them, mad with undead hunger. The majority pose no threat, but the group’s movement speed is cut by half. There is also a risk that a Primal Blight Beast (Core Rulebook, page 228) of melded war victims will awake, if the least discreet member of the group fails a Discreet test.
24
Corrupted nature
The group travels through an area sick with corruption. Roll or choose three times from Table 2 in the Monster Codex (page 25) to determine how it manifests itself.
25
Severely corrupted nature
Like #24, but roll or choose five times.
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Table 9: Enemies
Different Adversaries Note that the table of enemies mentions specific monsters and not only their Resis-
1d20 +Mod.
Enemies
Stats as …
Notes
1–8
None
9–10 11–12
PC giant undead lizards
Vearon, Monster Codex, p157
Add Undead (I)
PC Robbers led by a blight-marked Robber Chief
Core Rulebook, p211
Add 1–2 stigmas
13–14
PC ghosts dressed in Alberian surcoats
Wraith, Monster Codex, p148
Weapons: Sword
15–16
PC undead warriors, led by an undead commander
Dragoul, Core Rulebook p230, Crypt Lord, Monster Codex, p145
17–18
PC undead, Alberian fanatics
Flagellant, Monster Codex, p123
Add Undead (II)
19–20
[PC×2] undead mountain warriors led by a Death Prince (or Mal-Rogan from The Promised Land)
Village Warrior, Core Rulebook, p216, Monster Codex, p30 (Core Rulebook, p248)
Add Undead (II)
21–22
PC huge, blight-born attack dogs
Hunger Wolf, Monster Codex, p146
Add Corrupting Attack (I) and Regeneration (II)
23
PC undead templars in search of heretics, led by their blight-born grandmaster
Experienced Templar, Monster Codex, p122, Primal Blight Beast, Core Rulebook, p228
Add Undead (II)
24
[PC×2] monstrous felines attack after dark
Blood Cat, Monster Codex, p145
Replace Companions with Undead (III)
25
[PC×2] raging daemons that have ripped through a tear from the Yonderworld
Skullbiter Queen, Monster Codex, p94
Replace Companions with Regeneration (III)
tance level, unlike Table 28: Enemies in Davokar, in the Game Master’s Guide. Here it might be appropriate to keep the stats referenced but change the appearance of certain creatures, so that this new environment really feels different to the Davokar region.
Table 10: Encounters
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1d20 +Mod.
Encounter
Numbers
Modification for Detection
1
Ambrians searching for their ancestors’ graves, to bring their bones back home
1D6+2
±0
2
Group of stubborn lingerers who have finally given up and are on their way to Freetown or Ambria
PC+1D6
+3
3
Robbers from Freetown looking for abandoned farms
PC+1D6
+1
4
Treasure hunting goblins from Ambria
PC+1D20
–1
5
Monster hunters from Freetown
[PC×2]+1D6
+3
6
Master of the Order with novices on a field trip
PC+2
±0
7
Platoon of undead Alberians marching towards a distant destination, they only fight if attacked
1D20+20
+5
8
Knights and squires from the Realm of the Order, hunting undead in the name of the Young Gods
PC+1D10
±0
9+
No encounter
–
–
ALBERETOR
TREASURES
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Table 11: Type of Item
The finds listed below, presented in tables named Curiosities, Mystical Treasures, and Artifacts, are things that can be found in the more or less well-preserved buildings of Alberetor or Lyastra. If you want a greater selection of items, look up page 100–103 in the Game Master’s Guide).
Devastated
Darkened
Warped
Category
1–5
1–4
1–2
Debris
6–15
5–13
3–11
Curiosity, Table 12
16–19
14–18
12–17
Mystical treasure, Table 13
20
19–20
18–20
Artifact, Table 14
Table 12: Curiosities
1d20
item
1
Fine riding boots with a secret compartment in the right heel
2
Elegantly decorated battle horn
3
Comb shaped like a monster’s jaw, with thirty teeth
4
Leather tube containing half a dozen maps of Alberetor before The Great War
5
Wooden chest with a muddy skull inside, painted in bright colors
6
Bundle of five bronze measuring cups of different sizes
7
Patinated bronze mask depicting a roaring demon, meant to be attached to an open helmet
8
Silver arm ring with a love message etched on the inside
9
Three throwing daggers on a rack of bone
10
Gold box with a charcoal stick, a brush, and 1D6 pieces of parchment
11
Chamber pot made from mother of pearl and silver
12
Hardwood box with a mineral collection from Alberetor and Lyastra
13
Part of an encyclopedia, volume three out of twenty-one
14
Golden birdcage with its former captive dead and withered inside
15
Incorrectly calibrated astrolabe of silver, for calculating latitude using the position of the sun and the stars
16
Ebony figurines of a family, inside a box of ivory
17
A black idol made of ice-cold obsidian
18
A doll of an unknown man, pierced by 1D6 long golden needles
19
A bridle decorated with gold and gems
20
A thick silver chain with a palm-sized medallion of black glass that encloses the symbol of Dakothnic formed from silver threads
Table 13: Mystical Treasures
1d20
item
1
A small cast iron pot that never boils over, adds +1 to tests for Alchemy when creating elixirs.
2
Velvet bag with 1D4 acorns that grow into full-sized oaks in one day after being planted. They grow regardless of soil type, but will quickly die unless they are standing in a life-giving environment.
3
Quill that takes dictation and writes down what is said in impeccable cuneiform. Can also provide one clue per day to a mystery, but getting it to do so requires that the questioner pass a Cunning test.
4
A set of candles wrapped in canvas, which when lit spread emotions to everyone in the room. Each candle represents an emotion: Anger, Sorrow, Curiosity, Compassion, Fear. Each candle can be used 1D6 times; lighting a relevant emotion candle adds +2 to Persuasive tests.
5
Treasure map that leads its owner to what she needs, rather than what she wants.
6
A silver ring shaped like a coiled demon. The demon’s name, “Akra”, can be read on the inside. The demon can be summoned by speaking its name and will grant its wearer three simple favors, before the ring crumbles into ash. The demon is two feet tall and cannot do anything that requires success tests or abilities. Each summon costs 1D4 temporary Corruption.
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7
Reading glasses that allow their wearer to read any hidden text, no matter what method was used to conceal it.
8
Shoulder bag with a face embroidered on it; the face screams loudly whenever an unauthorized person opens the bag.
9
A broom that cleans on command; however, it is a real cheat and stops cleaning if left alone in the room.
10
A witch braid that allows its bearer to pass three Death tests, after which it crumbles.
11
A bell that can summon a mount; the mount suits whoever rings the bell, in terms of type and size, and arrives within 1D6 minutes. It stays until it is either sent away or killed.
12
A greenish-black cup that duplicates a dose of elixir that is poured into it, if its owner passes a Resolute test; on failure the dose is ruined. The procedure can only be performed once a day.
13
A gauntlet from a suit of black plate armor that gives its wearer +2 to Strong when rolling success tests where arm strength is needed, though not in combat.
14
A mourning veil that makes its wearer immune to 1D10+5 temporary Corruption; once the veil has absorbed that amount of corruption it erupts in cold, white flames.
15
A locket with a staring eye. While the locket is open the wearer has a second chance to pass Vigilant tests for detecting danger, but also a second chance to fail all other Vigilant tests.
16
A bronze urn containing an air spirit, which swirls around the urn’s bearer. This means that all projectiles fired at the bearer have a second chance to fail; the same also goes for projectiles fired by the bearer. The miniature whirlwind whips up dust and leaves which also gives the bearer a second chance to fail when rolling Vigilant tests. The spirit can only swirl for one scene per day, before it must rest in its urn.
17
A mandala embroidered on a carpet. Whoever sits on the carpet has a second chance to pass all tests for performing rituals. Rolling 20 during such a test causes an aggressive daemon to materialize.
18
A small elephant inside a green stone, which can turn into a real elephant once a day. It is temperamental and will only obey commands issued with Persuasive. The elephant goes back to being a statue once three commands have failed.
19
Invisible ink in a small glass vial, only visible to whoever the writer is thinking of while penning the message.
20
A bestiary of the world’s monsters and the Yonderworld’s daemons. With a successful Resolute test, the reader gains 5 Exp to use on the Beast Lore ability; on failure the reader is forced to make a pact with a being agreed upon by the player and the Game Master.
Table 14: Artifacts
1d6
Artifact
1
Avalu’s Hammer and Teldaga’s Anvil
2
The Four Rings of Minorba
3
The Traitor Skin from Kvalgum
4
Prios’ Light Bombs
5
Mharghuddzs’ Tentacle Whip
6
Xaga’s Serpent Tunnel
Avalu’s Hammer and Teldaga’s Anvil
Stories tell of the rival artifact crafters Avalu and Teldaga, who both wished to create the finest forging artifact that ever was, and that Avalu created a hammer and Tedaga an anvil. Their city was under attack by an abominable spider beast, and with
84
their respective artifacts they tried to craft an item powerful enough to destroy the monster. A local street child suggested that the two of them should work together to create a supreme weapon, but the rivals refused, and so they went to their separate deaths. The orphan took up their hammer and anvil and forged a blade that easily clove the spider monster’s ravenous heart. At least that is how the story goes, and it is clear that the two artifacts named after Avalu and Teldaga can together create powerful things. Quality Crafting: With the Blacksmith ability at Adept level, the master of the artifact can add two qualities besides Long or Short to a weapon or armor. Action: Special Corruption: None
ALBERETOR Mystical Crafting: Bound to a person with the Blacksmith ability at master level, the artifact allows its master to create adept items without success tests and craft master items with two chances to succeed. Action: Special Corruption: None
The Four Rings of Minorba
The Prios worshiping monk Minorba decided to forgo weapons and combat the darkness with her bare hands and feet; “a weapon can be used against you” was her famous motto. Besides being a natural warrior, she had four rings to help her: one around each wrist and ankle. With her faith, her physical strength, and the power of the rings, she single-handedly took out half a dozen undead bodyguards and broke the back of Judge Aralda himself. Alas, Minorba also perished in the battle, and her rings were lost.
page 226) and use its stats in combat, rather than her own – except armor, which remains the same. When the fight is over the wearer returns to her original form; the same happens immediately once the blight-form’s Toughness reaches 0 – then the wearer takes half the abomination’s Toughness in damage. The wearer cannot cancel the transformation during combat, but can be forced out of it with the mystical power True Form. Action: Active Corruption: 1D4
The Unity of the Rings: The master of the artifact can activate the rings to defend herself, and get a second chance to parry incoming attacks. The power only works if the master is unarmed.
Final Form: The master of the artifact can assume the form of a Primal Blight Beast (Core Rulebook, page 228), at great personal risk – turning into a Primal Blight Beast is easy, but turning back is not. To resume her original form, the master must pass a test against [Resolute –1 per turn spent in abomination form] – and only three attempts are allowed. The transformed can be forced, or helped, out of her abomination form with the power True Form, until all three attempts have failed. Then the wearer is lost forever, and the world has gained another primal blight beast.
Action: Reaction
Action: Active
Corruption: 1 per attempt to parry
Corruption: 1D4
The Dance of the Rings: A master with the Natural Warrior ability can make the rings dance and thus get an additional unarmed attack per turn.
Prios’ Light Bombs
Action: Free Corruption: 1 per turn that the power is active
The Traitor Skin from Kvalgum
Legend says that the daemon hide known as the Traitor Skin comes from the city of Kvalgum, crafted by an unknown creator. Its function is as simple as it is horrible: the skin allows its wearer to temporarily transform into a daemon. The wearer remains unaltered, but everyone else – abominations included – sees that bearer as one of their own and will not attack unless the bearer draws first blood. According to the story, the skin was created by a desperate mystic trying to flee a city invaded by abominations. It did not end well, as the mystic remained in daemon form and was later slain by Templars; only then was the transformation lifted and the story of the skin became known. The Traitor Skin is a flexible, reinforced leather armor (Armor 1d4+1, not Impeding) that appears to be made of oily, greenish-black skin from some unknown beast. Demonization: The master of the artifact can transform into a blight-born human (Core Rulebook,
7
The pot containing Prios’ Light Bombs is brimming with prayers to the sun, and so is its lid. A person bound to the pot can open it, and will then find 1d4+1 glass orbs inside, each pulsating with sunlight. These can be used as throwing weapons, blinding and burning their target proportionally to their amount of corruption. Every morning at dawn 1d4+1 is rolled to determine how many light bombs are in the pot – this is the new amount regardless of how many bombs there were the night before. Those who touch a light bomb take damage equal to their permanent Corruption; the light bomb does not detonate, but is thrown as usual despite this. Only those without any permanent Corruption can bind themselves to this artifact. Light Throw: The master of the artifact can use light bombs as throwing weapons, with damage equal to 1d6+half the target’s permanent Corruption (ignoring Armor). Thoroughly corrupt creatures take 1d6+half their own Resolute in damage with each hit. Action: Free Corruption: 0
Cleansing Light: The master of the artifact can let a light bomb burn away one point of permanent
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Corruption from herself or another willing creature (who cannot be thoroughly corrupt). This destroys the light bomb, after which the pot creates one light bomb fewer per day (i.e. 1d4 the first time, 1d4–1 the second time, down to 1d4–3 at which point the pot is depleted).
Free Loader If the Game Master so desires, Xaga’s Serpent Tunnel could already contain a captured
Action: Free
creature when the player characters find it. It
Corruption: 0
is up to the Game Master to decide who this
Mharghuddzs’ Tentacle Whip
This severed demon tentacle is constantly moving in its storage bag, and it takes both conviction and a strong grip to wield it properly. It is said that Mharguddzs fought with the whip in one hand and a sacrificial knife in the other, using the tentacle both to pull suitable victims closer and keep others away – all while swinging his blade again and again. The dagger is lost, but the whip still writhes in its bag.
person is, but it could be someone of use to the player characters: a guide, an enemy with important information – or why not a new player character, to replace a fallen one?
a slimy passage through it; the bearer or its allies must crawl through the bowels of the snake to get through, which is harmless but mentally taxing. The snake can create a passage up to ten meters long. Action: Active
Whip Crack: The master of the artifact can use the whip to perform a normal attack, which when it hits causes a thunderous crack. On a hit the attack deals +1d6 damage and the victim is thrown one movement back if the bearer passes a test against [Strong←Strong], where Robust gives the victim +2 per level. Action: Active Corruption: 1D4
Lashing Summon: If the master of the artifact has the Whip Fighter ability, the tentacle whip can be used to grab enemies within sight and pull them in. This requires a successful attack and a [Strong←Strong], where Robust adds +2 to Strong per level. If the action succeeds, the target is snatched from its current position and ends up in front of the whip’s bearer, who gets a free attack if he or she is holding a weapon in the other hand (i.e. not with the tentacle whip). Action: Active Corruption: 1D4
Xaga’s Serpent Tunnel
Xaga was one of the Dark Lords’ foremost assassins, and she used this artifact to get to her victims – through walls, roofs, or floors. That one must crawl through the insides of a daemon snake in order to achieve this did not bother Xaga. It is also said that it was this artifact that allowed her to capture the girl-queen Korinthia, and carry her as if in a sack to her dark-souled masters. Slimy Passage: The master of the artifact can throw the serpent tunnel against a solid surface and create
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Corruption: 1D4
Trapping Snake Sack: A master with the Ensnare ability can use the serpent tunnel to trap enemies. A normal melee attack is then performed with the serpent tunnel, and the victim is caught if the snake tunnel’s bearer passes a test against [Quick←Strong], where the victim gets +2 per level of Robust. Captured victims cannot do anything to free themselves, and must get help from outside. The victim does not need to eat or drink inside the snake, and can therefore be kept there indefinitely. Action: Active Corruption: 1D4
Whip Fighter, ability
It is not uncommon for witch hunters and black cloaks to fight with a sword in one hand and a whip in the other. This is an effective and deadly combination; in the hands of someone with the proper training, it can even bring down well armored opponents. Novice
Active. Attack with a whip in one hand and a one-handed weapon in the other. If the whip attack hits, the character gets a Free Attack with the one-handed weapon, regardless of whether or not the whip deals damage.
Adept
Active. As Novice, but the whip hinders the enemy’s movements so that the Free Attack hits automatically.
Master
Active. As Adept, but the whip fighter pulls the enemy toward himself/herself so that the Free Attack also deals +1D6 damage.
CASTLE BRIGO
8
Castle Brigo It casts its shadow over the surrounding wasteland – the Oracle’s Rock, towering on a ridge, with its plateau more than two hundred meters above the river that runs along the foot of the ridgeline. But its shadow has never reached the seat of House Brigo, roughly two kilometers to the east. Not until now. Sure, the waters of Lake Clearwater are still miraculously fresh, the hillsides still laden with living forests, with heavy ears of grain swaying in the fields below the castle cliff, ready for harvest. But the Oracle’s Rock now casts a different type of shadow, made up of thousands of dying and undead who have formed an iron ring around the castle walls… This relatively complex landscape consists of three main locations (Castle Brigo, the Oracle’s Rock, and the Chamber of the Node) and four factions of non-player characters with different goals and means (the castle’s inhabitants, the oracle cult, the rescue party, and the Sacred of the Old Blood). The characters arrive in the hope of gaining access to Castle Brigo and its famous Tower of Omens, but find the place besieged by a horde of oracle cultists – some dying from starvation or wounds, others already undead.
The player characters are largely free to choose whatever allies or strategies they like, but the clock is ticking: the mystical power node warding off the blight and weakening the undead is about to burst and unleash its darkness in a wave of corruption. The structure below follows the guidelines for landscapes in the Game Master’s Guide (page 25–28). The first section describes what the landscape is about, before the subsequent ones present its locations, non-player characters, and suggested events.
Introduction The main conflict plaguing Castle Brigo and its surrounding area is basically a matter of survival. Below is a summary of the historical background, followed by a description of the current situation and what is likely to happen when the characters arrive.
BACKGROUND
In the days of Alberetor, there were few who paid any attention to the barony of Brigo, or had even heard of it. While prosperous and well-managed, it
was situated far from the kingdom’s center of power and had only one notable feature: the Oracle’s Rock, which for centuries had been home to a monastic order worshiping the Watcher, an aspect of the Guardian. From their place up on the rock, the monks claimed to be watching all of Alberetor, but not only that – they could gaze into the future as well as the past, and even into the world beyond death. Apart from a few early monarchs and a group of disreputable scholars, the country’s rulers never
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cared about the oracles; their insights and prophecies were deemed too vague to be taken seriously. But House Brigo honored and supported the monks, not least because they and their guests from far away contributed to commerce in the region. Malmar Brigo, the great-great-grandfather of the castle’s current mistress, even started hiring clerks to record the oracles’ visions, and set aside one of the castle’s towers to store these texts – something that continued until the exaltation of the sun god Prios, when the monastic order was declared heretical and dissolved. Ten years later, five years after the end of the war, Brother Oreago and his followers returned to their beloved rock. A friendly collaboration was reestablished; the region still produced good crops and the threats slowly drawing closer from the south and east still felt comfortably distant. But no peace lasts forever. As the oracle cult grew with the addition of Alberians who were unable or unwilling to move north, the tainted soil crept closer and closer, and House Brigo’s generosity turned into selfishness. Nothing has grown there for a year now, except in the area around Lake Clearwater, but Oreago’s increasingly desperate pleas for help on behalf of the thousands of people living around his rock have fallen on deaf ears. Finally, he could no longer bare to watch the women, men, and children succumb to starvation, only to rise again as equally famished and hopeless undead – all while a few nobles and their servants lived in luxury behind their walls. So, he walked down to the tent camp at the foot of the cliff and told a willful lie: “We have foreseen a new era of security and abundance, an era on the inside, not the outside. You shall gather at the walls of Brigo and see them open, inviting you in from the cold, to eat and be safe. What was theirs will be shared by all – so we have seen, so it shall be.”
Rumors about the Oracle Cult Practically all information that reaches Ambria about Oreago and his followers comes from House Brigo’s representatives, who (for fairly obvious reasons) have come to demonize the “growing threat”. In all communications with relatives and allies they make sure to exaggerate, to gain sympathy and support for denying “the corrupt cult of heretics” any form of aid. This is also the prevailing image in places like the Cliff of Korinda, while a few widely traveled individuals (such as Adelio Blackwalker and Innkeeper Rolfo) take a more nuanced view.
The hopeful followers made their way to the castle, but even before they arrived, many undead started to feel the effect of the power node – they grew weak, nauseous, and dispirited. What could have been an intimidating demonstration of pent-up anger was interrupted as more than half the crowd collapsed on the slope of the castle hill, spread out in a circle around the walls.
THE SITUATION
By the time the player characters arrive, Castle Brigo has been besieged for four days by a motley crowd demanding that its gates be opened – until that happens, no one is getting in or out of the castle. Alevia Brigo (who after the Queen f led to Ambria decided that her region was in fact a duchy, and she a duchess) is furious. To the very end she refuses to risk the lives of her remaining military forces, while her court mystic Aluia has reported that the presence of the undead might darken or even destroy the power node. But there are two circumstances that give her hope. The most important one is that her grandson Iasogoi is on his way with a force that might be able to break the siege. More confusing was the recent visit by Queen Korinthia, just before the cultists surrounded the palace. On the one hand, the monarch promised to inform her allies in Ambria about the situation in the “barony”; on the other hand, Alevia does not know whether Korinthia can be trusted – the fact that the queen left her war-torn realm is enough to make anyone question her motives, and that she spoke incoherently and secretively only reinforced the impression that she was up to something. Iasogoi Brigo has arrived in the area, but is yet to make himself known to his grandmother. He is accompanied by a small cavalry unit – all that could reasonably be spared from the war effort, and much too small to take on “the besieging horde of undead cultists.” He needs to know more about the situation before he acts. Vilmina Ausel has also arrived on behalf of the Sacred of the Old Blood. She brings with her a group of cultists and a codex for the mystical ceremony Pest Wind, with the intention of wiping out the castle’s defenders and inhabitants so that she can search its archives in peace. However, in order to perform the ceremony she must smuggle its ceremonial focus – a piece of contaminated meat – into the castle.
OPENING SCENE
No matter what time of day the characters arrive, the first thing that strikes them is the sharp
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CASTLE BRIGO contrast between the tainted lands they leave behind and the lush nature that characterizes the area around Lake Clearwater. There are birds singing! A group of rabbits rushes from some bushes by the side of the road, towards a grove of trees in autumn colors. Suddenly the air is filled with a strange noise, faint but impossible to miss – like a shrill, discordant yet clear clang, followed by a vibrating aftertone that is more felt than heard. Successful Vigilant with Witchsight when the faint clang is heard: A sense of unease and imminent danger spreads through the body. The air seems to tremble, the light flickers, while the shadows are dancing playfully, triumphantly, as if the darkness is chained but sees that help is coming. Successful Cunning with Loremaster when the faint clang is heard: It resembles the sound of thick crystal cracking, only much stronger and more dissonant than expected. After this, the player characters will probably want to get a picture of the situation. If it is bright outside they will of course be able to see
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the besieging horde: half of them sitting on the ground, the others standing like motionless statues, except for a few individuals moving through the croplands to the east. A successful Vigilant test reveals that many of those sitting down seem to be children or youths. After nightfall, characters in an elevated position might notice the light from the cabin Iasogoi Brigo has occupied, in the woods north of the lake: it looks like the sparse foliage is lit from below. A successful [Vigilant –3] test at night from a position overlooking the area: Another campfire can be spotted south of the castle, in a grove beyond the river. (Note that the characters’ fire can be spotted in the same way, should they decide to light one.) Having established these circumstances, it is time for the players and their characters to take the reins, and for you as Game Master to turn their initiatives into exciting challenges and use the landscape’s other actors to move the story forward. Some advice regarding the latter can be found in the Non-Player Characters section below.
The Landscape Hidden inside a rock in Lake Clearwater is the reason why House Brigo’s old estate has not yet been consumed by the blight – a mystical node holding death and corruption at bay by absorbing the dark powers. The node also has a weakening effect on abominations and undead, and mitigates the darkness’ impact on the area’s defenders (for details, see below). But the question is how much more it can take. Dissonant clangs indicating that another crack has emerged in the crystal cut through the region with increasing frequency. This adventure landscape takes place in an area stretching all the way to the towering rock that rises from a ridge about two kilometers west of the castle. The Oracle’s Rock itself is described in detail under the overview map, while Castle Brigo and the chamber of the node get their own descriptions.
OVERVIEW MAP
If the player characters can get an overview from one of the hills around Lake Clearwater, and provided there is enough light, the Game Master should introduce the player’s to the layout of the adventure landscape. Nature There is a strong contrast between life and death in the area surrounding Lake Clearwater. The land
shielded and nourished by the power of the node is abnormally fertile, with beautiful woods and farmlands that never lie fallow. With the spread of the blight, this has become a refuge for birds and beasts; the Grand Duchess’ gamekeeper keeps the predators away and controls the size of the herbivore population so that the area is not overgrazed – at Castle Brigo not even the servants have to go without freshly caught game. Outside the node’s protective circle, the soil is now utterly lifeless, covered in black grass and dead forests. The boundary between life and death lies one and a half kilometers away from the node at the center of Lake Clearwater, and is no more than twenty meters deep. Successful Cunning test with Bushcraft aimed at the boundary: It appears as if the tainted soil is gaining roughly one meter per week, but also that its spread has accelerated lately. Successful Cunning test with the Loremaster ability: By mapping the outer edge of the living area, it should be possible to identify the source of the protective power, located at its center. Waters The water in the rivers is tainted, with patches of corruption, poison, and disease. But water near the lake undergoes a miraculous purification, which starts as soon as it enters the node’s area in the
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CASTLE BRIGO AND SURROUNDINGS 1. Castle Brigo 2. Croplands 3. Arch Bridge 4. Rock of the Node 5. Way to the Oracle 6. The Oracle’s Rock 7. Plateau
northeast. The lake itself is clear and healthy, as are both the stretch of river passing to the west of Castle Brigo and the moisture in the protected soil. The channels in the area are between seventyfive and a hundred meters wide, and with few exceptions around ten meters deep. In autumn the current is not particularly strong, but strong enough that whoever tries to swim across it must pass a test against [Strong +5]. On failure the swimmer sinks beneath the surface and is in danger of drowning (see page 75), unless there are others to help her (for example with mystical powers or a safety rope tied around the waist). Using some form of raft eliminates the risk of drowning, but the person will drift about three hundred meters downstream before reaching the other side.
8. Iasogoi Brigo 9. Sacred of the
Old Blood
10. Crossing
Castle Brigo Alevia Brigo’s castle is described under its own heading, starting on the next page. Croplands To the east of the castle are vast croplands with fields of various grains, root vegetables, and herbs.
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The horde arrived in the middle of the harvest, and Oreago’s followers have since gone to work – gathering turnips, carrots, and anything else that might still their hunger. Meanwhile, the undead have targeted the barns and livestock enclosures. The latter is covered by clean-picked carcasses, and the animals that escaped when the doors opened are now roaming free around the lake. Arch Bridge The mighty arch bridge stretching almost a hundred meters across the clear river is supported by three massive pillars resting on the riverbed, and is today the only bridge within dozens of kilometers. Rock of the Node In the middle of Lake Clearwater is a shallow area that is only visible in the form of a smooth rock, hidden under the surface. Inside this underwater hill there are tunnels and chambers; some flooded, others still dry, and in one of the dry caves is the darkening power node, most of it encased in the bedrock. You can read more about the rock shallow and the node on page 93 and onwards.
CASTLE BRIGO Way to the Oracle All that is left of the riverside roads are the furrows of wagon wheels in the graying soil, except within the protective circle of the node where they are almost completely overgrown. The stretch between Castle Brigo and the Oracle’s Rock is almost three and a half kilometers, and becomes noticeably steeper towards the top. At the foot of the rock is a large area that is completely trampled down, where cultists have left their tents, bedrolls, cooking equipment, and other belongings. At the edge of the abandoned camp, the slope is also littered with hundreds of small burial mounds; many of the graves have clearly been dug up fairly recently and more than half show signs of their former occupants waking up and clawing their way out of the ground. The Oracle’s Rock The rock rises steeply from the camp, but stairs cut into the mountain make it possible to climb the eighty meters toward its plateau. Getting up that way requires no die rolls, but anyone wishing to climb somewhere else will need the Acrobatics ability, or two successful Quick tests. On failure the climber plunges 5+1d10 meters before the fall is broken by a ledge. Plateau The mostly flat top of the rock is roughly three hundred meters in the east-west direction, with about half that distance between its northern and western edge. There are six low stone buildings with wooden, moss-covered roofs where Brother Oreago and the other monks are staying, each consisting of a single room (4×5 meters). The western part of the rock rises another ten meters into the sky, and perched on its summit is the stone plinth called the Eye of the Watcher, from which the oracles gaze across the world, and beyond. The plinth’s center is marked by a human-sized statue of four identical bodies, all fused together, leaning forward with the right hand shading the eyes, each gazing in different directions. Iasogoi Brigo Iasogoi and his mounted warriors have occupied an old gamekeeper’s cabin, with their horses tethered along the northern façade. The log structure with a sod roof and a beaten dirt floor has only one room, 4×2.5 meters large with a ceiling 3.5 meters high. Outside there are two soldiers standing guard at all times; they move around to keep watch in all directions, but the player characters can surprise them with a successful test against [Discreet +1]. Descriptions and stats are found on page 96-97.
Sacred of the Old Blood Vilmina and her party will set up camp in the withering groves south of the castle. They position their two covered wagons as a kind of wall against the north, and set up four tents around a fire pit behind it. Two sellswords are posted on top of the wagons at all times, watching in every direction. Player characters wishing to sneak in undetected must pass two tests against [Discreet +1], one for each guard.
CASTLE BRIGO
House Brigo’s residence is perched on a hill just where the rivers Eron and Garanag converge. It has no moat, but relies on its elevated position, high walls, and its majestic corner towers which have plenty of room for archers to see in every direction. The map on page 93 only shows the bottom floor of the castle’s towers and buildings. This will probably be all you need as a stage for the characters’ activities, but the Game Master must be ready to improvise if they should take unexpected actions – for example going up one of the towers or making their way to one of the upper stories of the main building.
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Surprise the Abominations Note that the mistress of the castle and others will likely lull the player characters into thinking that Brother Oreago and his followers have turned into full-fledged abominations, which might prompt them to launch a surprise attack on the innocent monks. If they are naive enough to take the nobles’ word for it, there is a considerable risk that they will kill one or more of the plateau’s inhabitants before realizing their mistake …
Gatehouse and Gate Tower Anyone riding up towards the castle is met by a sturdy double gate, reinforced with the emblem of House Brigo in blackened iron: the crenellated tower – a symbol loremasters know is also associated with the deity known as the Guardian. The small watchtowers flanking the gate rise two meters above the six-meter-high castle walls, each usually manned by two spearmen and two crossbowmen. Castle Walls The wall running between the towers and enclosing the courtyard is six meters high and much stronger than its relatively thin construction might suggest, blessed as it is by the Guardian’s craftsmanship (Toughness 200, Breakpoint 100, Fortification 30). Garrison The most distinguishing features of Castle Brigo are its massive wall towers: roughly twenty meters in diameter and twenty-five meters high, divided into five stories, with flat roofs surrounded by crenellated walls. These towers are not only fortifications but also serve as the castle’s garrison, with soldiers’ quarters, an armory, a smithy, a mess hall, etcetera. Aside from the soldiers (who are currently only using two floors in the southern tower), the court mystic Aluia had the northern tower all to herself until the siege began. She is not very happy about her new neighbors occupying the levels below
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her top floor, namely the families who lived in the village by the foot of the castle slope. It should be noted that the ground levels have hidden hatches in the stone floor, leading into the castle’s escape tunnels. Ladders fixed into the mountain lead down into well-built corridors, with smooth stone floors, masonry walls, and vaulted ceilings almost two and a half meters high. The corridors have torches mounted on the walls, five meters apart, and the one from the southern tower slopes steeply towards the place where they converge, deep beneath the northern tower. From there the escape route continues north and remains steep until it levels out some two hundred meters later. At the arch bridge the path branches out to the west, leading under the river to a crevice in the ridge. The main tunnel continues straight ahead, once again down a steep slope, underneath the bottom of the lake where it suddenly stops at another wall-mounted ladder that leads up to the node’s chamber. Tower of Omens The northeastern tower has for the last century been known as the Tower of Omens. Since relations broke down between the castle and the oracles, the sole task of clerk Adreano and his two assistants has been to analyze past visions and prophecies – comparing them, seeking hidden meanings, and making “educated guesses” about everything from the spread of the blight to the movement of celestial bodies (for more information, see page 103). The tower’s ground f loor with bedrooms, kitchen, and reception room is divided into five rooms, and the fourth floor into four studies, while the floors in-between are open and filled with bookcases. So far the third floor is enough to hold all the scrolls and books related to the Oracle’s Rock, while level four mostly contains other types of reports, chronicles, contracts, treaties, and so on. If stats are required for the tower’s inhabitants, use Magistrate for Adreano but without Beast Lore and Wizardry, and Farmhand for his assistants with the addition of Loremaster (novice) – both are found in the Symbaroum Monster Codex, page 133 and 126. Guest Tower The square tower to the southeast, with windows facing the confluence of the rivers, has for centuries been reserved for House Brigo’s guests. The ground floor has two separate rooms, the middle floors have three rooms each, and the fourth floor is arranged as a large three-room suite. The suite was for many years home to the Grand Duchess’ mother-in-law, until she passed away at the venerable age of one hundred and twenty-four.
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No one had lived in the guest tower for a long time before Korinthia and her party arrived, but now it has come back into use. Korinthia shared the suite with Revina; Kalthar and the Pansar captain Farian occupied the floor below; while the rest of the Pansars divided themselves between the other rooms. Unless the Game Master wishes otherwise, only Captain Farian’s room holds anything of value, namely the confessional memoirs of the previous court mystic Kamsio (see page 104). Stable & Carriage House Besides the castle’s magnificent carriage there are currently seven horses in this long and narrow building, only two of which are battle-trained. Storages Extensions on the castle walls leave room for four storage spaces around the courtyard, two stories tall, with wooden facades and slanted wooden roofs. Stored in here are everything from grain, slaughtered livestock, and barrels of wine and stut, to tools, heating oil, and firewood.
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0 CASTLE BRIGO 1. Gate Towers 2. Castle Walls 3. Garrison 4. Garrison 5. Tower of Omens 6. Guest Tower
7. Stable & Carriage House 8. Storages 9. Entrance Hall 10. Great Hall 11 Gallery 12. Drawing Room 13. Audience Chamber 14. Kitchen 15. Courtyard
Entrance Hall A marble floor is mottled gray wherever it does not display the crest of House Brigo (the crenellated tower), laid with rust-red marble tiles. Besides the stairs leading to the upper level there are doors to the gallery and the audience chamber, as well as a double door to the Colonnade. Great Hall A great hall with columns supporting the roof, dominated by a table of oiled oak. There are two tower-shaped tile stoves in the northern corners of the hall, but the real attention-grabber is the throne-like armchair facing the double door, on the other side of the table – a high, half-cylindrical back with the crenellated crest of a tower at its top. Gallery Displayed here are weapons, armor, and other objects with stories to tell about the glorious past of House Brigo. Most remarkable is the war hero Meomel Brigo’s war horse Brior standing against the wall, stuffed and equipped with saddlecloth, chainmail barding, and armor details. Drawing Room Alevia Brigo has always been known for loving sports and games, which is apparent in this room where the family and their guests withdraw after supper. Racks of various wooden weapons are lined up against the walls, to be used for friendly duels.
Crest of House Brigo
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There is also a set of pins and polished round-stones for playing pin strike; bows and targets for target practice; blindfolds for night tag; wooden clubs for knock ball, and many other things. Audience Chamber Player characters who come to the castle with peaceful intentions will be shown to this room, kindly but firmly. There they must wait, sitting on beautifully crafted wooden benches with cushioned seats around a sturdy oak table, before the mistress of the castle is ready to meet them. How such a meeting can be portrayed is discussed on page 99.
THE CHAMBER OF THE NODE
No map is needed to portray the player characters’ potential visit to the cave where Brigo’s darkening power node is sitting, sunken into the floor. There are two ways in, one of which is described above: the escape route that can be accessed from both of the northern wall towers (#3 and #4). The other way requires strong swimming and diving
Sports and Games Starved of entertainment, the Grand Duchess may well insist on certain
Kitchen The cooking and serving facilities are equipped to handle large banquettes but are nowadays staffed with just one cook and two assistants.
conditions for handing over the information she possesses, in addition to what is written on page 99. She might demand that two of the player characters face off in a duel; perhaps two of them must defeat her in a contest of archery, pin strike, or knock ball? In the latter case it is best to have at least three characters participate, and to let Alevia beat one of them – otherwise
Courtyard Captain Manofar can be seen in the open courtyard every day, drilling his castle guards. The only things of relevance to the adventure are the two wells where the residents get their fresh water (see the event Harbingers of Pestilence, page 101).
she might get annoyed and still refuse to talk! The Game Master sets the rules for the game, but it should probably be a matter of rolling a test against Accurate (or similar attribute) more successfully than the opponent.
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Brigo’s Power Node Unlike other nodes the characters have encountered, it is impossible to bind oneself to this one – it is simply too busy handling the darkness to share its energy with anyone else. At the moment its only properties are the following: ◆ It counteracts the blight’s attempt to infect the soil in the area – not completely, but enough to significantly slow its terrible advance. ◆ Its energy makes thoroughly corrupt creatures feel faint and dizzy: as long as they are within range of the node, the creatures’ Strong is effectively halved, and they have two chances to fail all actions. ◆ The corruption from mystical powers and rituals performed within its sphere of influence is halved (rounded up), as the crystal soaks up the rest.
abilities; while there are no rules for this, we suggest that it is covered by the trait/boon Bushcraft. In any case, anyone diving around the ridge will see that it is perforated by underwater crevices and natural cave passages, where softer types of rock have been gnawed off by the currents. A successful Vigilant test from someone diving around the cliff: A faint, green-blue shimmer seems to be coming from one of the caverns, roughly two meters below the surface. A person who swims through the mouth of the cavern soon finds that it continues upwards to an
air pocket where what looks like a man-made crawlspace begins, with a rather steep upward slope. After roughly five meters of crawling the tunnel opens into the power node’s chamber, close to the ceiling. An old but durable rope ladder is attached at the opening. The Node Those who have seen the node beneath Thistle Hold or the one inside Karvosti will recognize the large crystal sticking up from the floor. The cavern has an evenly cut floor, but natural walls and ceiling; it is irregular in shape, between five and ten meters in diameter, with a ceiling varying between three and seven meters in height. The part of the node that protrudes from the ground is only one meter high and about 1×1.5 meters wide. It has a purple-blue color, but is now darkened as if a black mist had seeped into the crystal. There are visible cracks in several places, as if it is about to break. A successful Vigilant test with the Witchsight ability: The crystal is groaning, and its aura is weeping shiny black tears; it is as if it is struggling to maintain its grip on the darkness within, while at the same time being forced to absorb more and more from its surroundings; as if it is about to burst. What happens if the Witchsight-wielding character’s worst fears come true is described under the event The Node Shatters on page 102.
Non-Player Characters Besides the characters, four factions will impact the adventure landscape: the inhabitants of Castle Brigo, the Oracle Cult, the rescue party from Ambria, and the cultists sent by Esmerelda. These people are described in this section, with a special focus on what they hope to achieve, what compromises they are willing to make, and what means are at their disposal. Considering how much is at stake for everyone involved, it goes without saying that they are all prepared to take great risks to achieve their goals.
THE CASTLE’S INHABITANTS
Alevia Brigo will never leave her home – not because she does not want to, but because she is too sick to make the journey. Everyone living in the castle is aware of this, but is prepared to defend their mistress to the bitter end, out of loyalty, tradition, professional pride, or because they believe (rightly or wrongly) that they are not welcome anywhere else. As a group their goal is therefore crystal clear: to fight off anyone who threatens House Brigo’s remaining properties south of the Titans! As for resources, they will not starve anytime soon, and the secret escape tunnel allows them to
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supplement their food supply with game from the woods to the west. The castle’s guard force consists of twenty-seven capable soldiers led by Captain Manofar; in addition there are Court Mystic Aluia and about twenty adult servants and workers who can be armed in times of crisis (stats as Farmhand, page 133 of the Monster Codex). As far as compromises are concerned, Alevia is willing to grant access to the Tower of Omens and answer questions about the Queen’s recent visit, but in return she demands the player characters’ help in resolving the situation, as described on page 99.
Court Mystic Aluia
“House Brigo gave me a life; I would give it up in their defense!” The pyromancer Aluia has never forgiven herself for what she did during the final stage of The Great War. Like everyone else involved she never speaks about her responsibility for the murdering of Alberetor, but she knows what happened, and she has stayed behind to atone for her sins – not least the night when she called burning rocks down from the sky to crush
CASTLE BRIGO a horde of undead Alberian warriors who had been turned against their own people by the Dark Lords. At seventy years old, Aluia now thinks she has punished herself enough. She longs to get away, up north, to the Promised Land and the Triplet Towers she has heard so much about. On the other hand, she refuses to abandon Alevia, and the Grand Duchess is not going to leave until the blight has consumed all of Brigo. If she learns that the node is about to explode, she might well be the one who pushes it past its breaking point (see The Node Shatters, page 102).
Aluia
Human (Ambrian), Strong resistance Rubbs her sore, dry-skinned knuckles ACC
CUN
+3 −5
PER
QUI
RES
STR
VIG
−1
+1
−7
+5
Armor
Toughness
Pain Threshold
+1
3
10
3
Weapons Accurate
Quarterstaff 3 (long, blunt)
Traits
−
Abilities
Anathema (master), Brimstone Cascade (master), Firewall (master), Medicus (adept), Unnoticeable (master)
Integrated
Alchemy (master), Exceptionally Cunning (adept), Exceptionally Resolute (adept), Loremaster (master), Ritualist (adept: Magic Circle, Soul Stone, plus False Terrain, Flaming Servant, or Telepathic Interrogation), Wizardry (master), Archivist (III), Contacts (Ordo Magica)
Shadow
Aluia’s Flaming Servant Aluia’s faithful flaming servant Firebolt was recently killed during a brief outing and she was forced to summon
Captain Manofar
a new one (stats as
Human (Ambrian), Strong resistance Firm posture, head held high
in the Core Rulebook, page 142). She calls
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−5
+3
+1
−1
−3
+5
the newcomer Sparkle and often berates it for being useless, telling
DIS
Defense
Equipment
proud of, even if he sometimes feels unworthy of the task. The inferiority complex makes him take every opportunity to brag about his (highly fictitious) feats from The Great War: how he single-handedly scared off an entire horde of undead, or how he shot down the enemy’s airship with an ordinary longbow and then slaughtered its passengers (see page 140 for information about said airship).
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Mastercrafted order cloak (reinforced, flexible), Order medallion, Soul stone, 2D10 thaler, 1D6 Herbal cures, 1D6 doses of strong antidote, 1D4 doses of the following: Elemental essence, Elixir of life, strong Purple sap Shimmering orange, like fire reflected in a golden plate (corruption: 0)
Tactics: Avoids combat unless the duchess orders her to fight. If that happens she stays behind her “useless Sparkle”, further hidden behind a Firewall, and attacks with Brimstone Cascades. In a losing situation she makes herself and an ally Unnoticeable in order to escape.
Captain Manofar
“I am the watchtower that guards House Brigo!” Manofar’s ancestors have served House Brigo for hundreds of years, but he was the first to be promoted to Captain – something he is extremely
Defense
Armor
Toughness
Pain Threshold
−4
5
15
5
Weapons Accurate
2 fencing swords (deep impact, precise), two attacks with damage 8/9 Longbow 5 (precise)
Traits
−
Abilities
Man-at-arms (master), Marksman (master), Recovery (master)
Integrated
Feat of Strength (novice), Iron Fist (adept), Twin Attack (master), Contacts (Ambrian army)
Equipment
Laminated armor (reinforced), 2 doses of moderate antidote, 4 herbal cures, 1 dose of Elixir of Life, 6 thaler and 4 shillings
Shadow
Dull gray with black streaks, like a scratched iron ingot (corruption: 2)
it time and time again how much she misses her Firebolt.
Tactics: Manofar stays in the background if possible, assisting his soldiers with arrows to hamper the enemy’s movements. But he is not afraid to enter melee when necessary, armed with his dual fencing swords and all his experience from The Great War.
Castle Guard
The twenty-seven members of Castle Brigo’s guard force are a motley group of women and men. What they all have in common is that they are past forty, that they fought against the Dark Lords, and that they are either unwilling or unable to join their former countrymen in the new country. Their reasons differ: some are wanted for desertion, theft, or murder; some refuse to break their oath to defend Castle Brigo; and around ten of them have developed blight-marks with which they would never be allowed into Ambria. Captain Manofar’s subordinates have stats as Castle Guard on page 40. Eleven of them also have a darkened shadow (corruption: 8) and will likely be blight-born if the power node explodes (stats as Blight Born Human, page 226 in the Core Rulebook).
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THE ORACLE CULT
Brother Oreago and his companions (as many as there are pcs) are not abominations at all, but for the past year their relations with Grand Duchess Brigo have grown increasingly strained. And maybe it is not so surprising that the castle’s inhabitants believe that the monks have been “twisted by darkness” – the normally peaceful Oreago’s tone has changed with the rising desperation, from diplomatically pleading, via sternly appealing to their humanity, to threateningly roaring about the gods’ punishment and the darkest depths of the soul. If the player characters heed Alevia’s advice to attack without mercy, the monks will defend themselves to the best of their abilities. If they even wake up in time, that is. Normally they are all asleep at night, with the possible exception of some groaning monk who spends half the night limping around the plateau because his gout is flaring up. On the other hand, if they approach with peaceful intentions, the characters will have no trouble securing a conversation with the distraught Brother Oreago. For details, see the event Conversation with Oreago (page 100).
Oracle Monk
These men and women, equal in numbers to the player characters, are as weighed down by the gravity of the situation as their leader. Most of them are older than Oreago and are feeling the various effects of advancing years – from runny noses and poor eyesight, to gout and constipation. For stats, use Liturg (Monster Codex, page 123) but with Ritualist (novice: Oracle) instead of Medicus.
THE RESCUE PARTY
Iasogoi Brigo and his [pc×2] mounted soldiers arrive in the area a few hours before the characters to answer the Grand Duchess’ call for aid, but also because Iasogoi welcomes a reason to leave Ambria and avoid taking sides in the war. The initial goal was to calm Alevia down and persuade her to leave, but upon arrival they obviously realized that the situation was more complicated and dangerous than expected. The group’s function in the adventure landscape is to move things forward and keep the player characters on their toes, but they may also serve as the characters’ allies or enemies. See the event Iasogoi Takes Action on page 100 for more information on how the rescue party might come into play. Given the structure of the adventure landscape, Iasogoi could be the first person the characters talk to; they might see light coming from a gamekeeper’s cabin and decide to take a closer look. Whether they have met before (e.g. during the adventure Mother of Darkness) or not, the characters should suspect that the cabin’s inhabitants are potential allies, or at least not enemies, who can help them understand what is going on. See page 99 regarding the talk with Iasogoi.
Iasogoi Brigo
“Courage and competence will take you far, but without luck you are lost.”
Brother Oreago
The sixty-year-old Brother Oreago would have been an impressive sight were it not for the worried lines on his face and his slouched posture, weighed down by distressed. He wears a simple, black robe, along with a fluffy fur cap and woolly mittens when the evening chill sets in. If stats are needed for Oreago, use Theurg (Monster Codex, page 124) but without mystical powers and with the addition of Ritualist (master: Break Link, Command Confession, Fortune-telling, Oracle, Purging Fire, Sanctifying Rite).
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House Brigo’s position is threatened, to say the least, after Iasogoi’s father and uncle were part of a conspiracy to overthrow Korinthia (see Yndaros – The Darkest Star, page 49). Their holdings in Ambria are currently under Crown control, until Iasogoi has proved himself worthy of the position as Count, if he even wants it – something not even he is not sure about. However, he is determined to defend and eliminate any threats to his family’s old seat in Alberetor, and particularly his grandmother – the only elder relative who is not dead, imprisoned, or disgraced. And he is a reasonable man; if he learns that the oracles have not been blight-born after all, and that Alevia refuses to help the starving, he could certainly be an ally in the attempts to persuade his grandmother.
CASTLE BRIGO On the other hand, if the characters try to let the starving wretches into the castle or otherwise present themselves as enemies… well, then Iasogoi Brigo will take up arms!
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Mounted Soldier
“In the name of Brigo and the Queen!” The men and women of Brigo’s cavalry who have accompanied Iasogoi to Alberetor are all old enough to have served in both The Great War and the fight against the stubborn barbarian clans. If stats are required for the soldiers’ mounts, use those of a Battle Trained Horse (Monster Codex, page 133).
Mounted Soldier
Human (Ambrian), Challenging resistance Scared but proud
Iasogoi Brigo
Human (Ambrian), Strong resistance Speaks slowly, averts his gaze ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−3
+3
+5
−1
+1
−5
Defense
Armor
Toughness
Pain Threshold
−4
4
10
5
Weapons Vigilant
Longbow 5 (precise), +2 with Hunter’s Instinct, +3 against Beasts, ignores Armor or three arrows per turn
Traits
−
Abilities
Hunter’s Instinct (adept), Marksman (master)
Integrated
Beast Lore (master: Beasts), Loremaster (master), Rapid Fire (master), Ritualist (adept: Clairvoyance, Sanctum, Tale of Ashes), Sixth Sense (adept), Cartographer (III), Enduring March, Musician (I), Privileged
Equipment
Lacquered silk cuirass 4 (reinforced, flexible), 2 doses each of strong antidote, strong Purple sap and Herbal Cure, 1 dose each of Spirit friend, Smoke bomb, Protective oil, and Holy water, 5 each of the specialized arrows Hammerhead, Rope cutter, Whistler, and Grappling hook
Shadow
Bright yellow with tinges of lilac, like purple rain in brilliant sunshine (corruption: 3)
Tactics: Iasogoi stays back; he focuses on enemies who seem to be coming towards him and tries to kill them or at least hamper their movement.
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−1
+5
+1
−3
−5
+3
Defense
Armor
Toughness
Pain Threshold
−3
4
15
8
Weapons Strong
Bastard sword 8 (bastard weapon, precise), +3 when mounted, ignores Armor
Traits
−
Abilities
Equestrian (adept), Iron Fist (adept)
Integrated
Man-at-arms (adept), Two-handed Force (master)
Equipment
Scale mail, 2D6 thaler
Shadow
Dull, scratched silver (corruption: 0)
Tactics: Maneuver their battle-trained horses with their legs while striking the enemy with swords.
SACRED OF THE OLD BLOOD
Esmerelda will rely on the Ausel siblings to follow up on the clues she shares with the player characters. She sends Vilmina to Castle Brigo, equipped with a codex containing the mystical ceremony Pest Wind. She is to strike from a distance and then head inside to deal with any survivors. After that she can take her time examining the castle’s rich store of knowledge in peace. See page 91 for a description of the group’s campsite, and the event Winds of Disease for a description of how the ceremony is performed and what effects it may have.
Vilmina Ausel
“Noble blood prevails, even over the darkness.” House Ausel lost most of its power and status because of its treacherous cowardice in the war against the Dark Lords. Now it will rise again thanks to the siblings Dorota, Vilmina, and Fredek, who have been promised both riches and titles once victory has been achieved.
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As the youngest of the bunch, twenty-eight-yearold Vilmina is eager to prove herself and will never back down. Her objective is to wipe out the castle’s inhabitants with the ceremony’s diseased winds and then calmly gather the information Esmerelda needs to track down Korinthia and destroy Rosáe – even though she, like the siblings, is toying with the idea of taking the artifact for herself… Note that Vilmina always brings her gyrfalcon with her and that she has undergone the excruciating Flesh Craft ritual (Advanced Player’s Guide, page 91) which allows her to regenerate 4 Toughness per turn.
Projectiles and Poisoner According to the Poisoner ability, the adept can apply a dose of poison that lasts an entire battle; we suggest that this applies to projectiles as well, so that one skillful application coats all bolts or arrows in a quiver with poison.
Cult Follower
“We will build a brighter future; no darkness can touch us!” Vilmina Ausel never hesitates to test herself; she is a woman of few words but who shines when things get tough.
The six cultists led by Vilmina all come from lesser houses, most of them lacking any kind of significant title. Their ages range between sixteen and twentythree; half are men, half are women. And they are loyal to the death, having been promised gold, power, and influence once Ambria’s true nobles have seized control of the realm.
Vilmina Ausel
Cult Follower
Human (Ambrian), Strong resistance Smiles blissfully, no matter the situation ACC
Sellsword Vilmina is accompanied by [PC×2] sellswords – half of them have never
CUN
+5 −3
PER
QUI
RES
STR
VIG
+3
−1
+1
−5
Defense
Armor
Toughness
Pain Threshold
−5
3
10
5
Weapons Vigilant
Crossbow 6, ignores Armor, poison damage 3 for 3 turns
the rest are fugitives
Traits
Regeneration (III)
from Ambrian justice.
Abilities
Acrobatics (novice), Marksman (master), Poisoner (master), Quick Draw (master), Strong Gift (adept: Ritualist)
set foot in Ambria and
The majority have a military background, while others have honed their combat skills during
Integrated
previous missions assigned by Erdald Mirelda. The sellswords have stats as Infantryman (Monster Codex,
Equipment
page 134), except that their gray shadow lacks luster and has rusty blotches along the edges (corruption: 2).
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DIS
Shadow
Human (Ambrian), Challenging resistance Determined and serious in all they do ACC
CUN
DIS
+5
−1
+3 −5
PER
QUI
RES
STR
VIG
−3
+1
Defense
Armor
Toughness
Pain Threshold
−3
2
10
5
Weapons Cunning
Fencing sword 4 (precise)
Traits
−
Abilities
Channeling (adept), Black Breath or Dark Bolt (adept)
Integrated
Alchemy (master), Ritualist (master: Black Sympathy, Desecrating Rite, Enslave, Exchange Shadow, Possess, Raise Undead), Sixth Sense (adept), Sorcery (novice), Privileged
Loremaster (novice), Ritualist (novice: Raise Undead), Sorcery (adept), Tactician (master), Privileged
Equipment
Concealed armor (concealed, reinforced, flexible), Ceremony book for Pest Wind, 6 doses of moderate poison, 11 thaler and 8 shillings
Concealed armor (concealed, flexible), 1D4 doses each of moderate poison, Shadow tint, and Herbal cure
Shadow
Dark gold, like a gold plate in shadow (corruption: 3)
Shiny, bright silver with black blotches, like a partially sooty silver mirror (corruption: 8)
Tactics: Vilmina never enters melee; if the enemy gets too close she uses Acrobatics to back away and fire poisoned bolts from her crossbow.
Tactics: The cultists were selected partly because of their training with the fencing sword, but that does not make them eager to rush into the heat of battle. They stay behind their sellswords as long as possible, supporting them with mystical powers and only resorting to melee combat if absolutely necessary.
CASTLE BRIGO
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Events Described below is a series of scenes that can be used to force the player characters into action, or that might arise on the characters’ initiative – one or two of them may never occur at all, depending on what the characters get up to. There a no set order in which they must happen, especially in the case of the initial conversations and audience.
CONVERSATION WITH IASOGOI
Provided that the characters have not made a clear enemy of Iasogoi during previous adventures, he might agree to see them in his cabin – albeit with all their weapons left outside and armed soldiers standing at their backs. Two details are worth noting. First, Iasogoi does not want to comment on the civil war and his role in the conflict. Second, he had not yet been initiated into the secrets of his house when the family left Castle Brigo; he is aware of the power node and that there is at least one escape tunnel, but does not know where they are. The tone of the conversation is of course affected by their shared history (if there is one), but the information he has to offer can be summarized as follows: ◆ “I received a call for aid from Grandmother Alevia. It wasn’t the first, but the most desperate.” ◆ “The members of the Oracle Cult have been tainted by darkness; they are abominations threatening to destroy our property with their horde of dragouls – no doubt the one that is now surrounding the walls.” ◆ “We must find a way to communicate with the castle’s inhabitants, perhaps getting close enough to shoot a message in there with a longbow – unless you have a better idea?” ◆ “We might be able to break through the siege on horseback, but in that case the castle guard must be ready to let us in quickly.”
AUDIENCE WITH ALEVIA BRIGO
If the player characters get a chance to see Grand Duchess Alevia Brigo, they are met by a persistently struggling but obviously infirm noble. She is approaching ninety; her body is slouched and bent, leaning heavily on two walking sticks; loneliness and anxiety has made her three times heavier than what is healthy; the plum red dress she wears has seen better days, but at least the color matches her flushed cheeks. Despite her poor health she forces a proud smile; she still has a love of life, takes every opportunity to joke
around, and is truly passionate about games and entertainment (but hates losing). If the player characters manage to enter the castle with the siege going on, she will take a hard line: the characters will have their questions answered and get access to the Tower of Omens if they bring her that odious heretic cultist Oreago’s head on a platter! She can be persuaded to reconsider this [Persuasive –3] if the besieging horde withdraws from the foot of the Oracle’s Rock; such an agreement can be reached without a success test if she understands that the horde threatens to break the node. On the subject of Korinthia’s expedition she can disclose the following: ◆ “To tell you the truth, she looked dreadful under that mask: hideous scars all over her face, pale as salt, with staring red eyes, and not the least bit regal – rather haggard, almost desperate.” ◆ “She came with eight bodyguards and two companions – Count Marok Kalfas’ audacious niece Revina and a grumpy old fart who didn’t say a word, not even to thank me for the meal.” ◆ “They stayed one night in our guest quarters, but spent every waking hour in the Tower of Omens. You will have to ask Adreano what they were doing. They said very little to me, but I’m sure he knows what they were after.” ◆ “This was before those abominable oracles set their monsters on us, but at supper I did of course tell them how bad things have gotten, and I was very disappointed with the Queen’s reaction: she barely listened, totally disinterested, but… well, I finally made her promise to strengthen the military presence down here.”
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◆ “Oreago, he’s an abomination, a prince of darkness and evil! He abuses and torments his followers, feeding them corruption until they die and become abominations like him. Except the children; he and his cultists are eating people, preferably children! To stand a chance you must strike without warning, without mercy – don’t let him utter a single mindtwisting word!”
CONVERSATION WITH OREAGO
As the leader of his order, Oreago has his own stone hut on the plateau, and that is where he receives any peaceful visitors. The decor is austere but sturdy and well-made; the wooden furniture is in good condition despite being more than a hundred years old. The player characters are asked to take a seat at the circular table that runs around an elevated fireplace at the center of the room. Oreago can describe the situation and its background from the monks’ point of view: how Alevia’s unwillingness to provide food and fresh water has doomed his followers to starvation and in many cases death. Besides that, he has the following to say: ◆ “The refugees are absolutely convinced that I, as the Guardian’s representative, will be able to save them. Despite starvation, mass death, and the spread of undeath, they cling to this belief: that I and this sacred rock are their only hope.” ◆ “But I can barely keep myself and my brothers and sisters alive – we can just about prevent the darkness from infecting the small freshwater reservoir and the mushrooms growing inside the rock; it is barely enough for us.” ◆ “Finally, I let the desperation and helplessness get to me; I described a made-up vision to the camp’s inhabitants, which made them march on and lay siege to the castle. Naturally, I hoped this threat would make Alevia reconsider, but…” ◆ “I regret it deeply; I know that I’ve made an already terrible situation even worse. But I don’t know if I can undo it, and I don’t know if any other alternative would be preferable – those poor souls are doomed unless Castle Brigo opens its gates.”
◆ “I doubt anything I say will make them back down; by claiming to have misread the meaning of my vision, I might lose their trust completely.” ◆ “The only solution I can see is that someone convinces the Baro… excuse me, the Duchess, to swallow her pride. The people surrounding her are mostly peaceful; all they want is to survive. If they are promised food and water on a regular basis, they may agree to come back here.” ◆ “Perhaps you could load a wagon with supplies and promise to drive it here, on the condition that the siege is lifted? Then they would back down and follow the wagon, I guarantee it.”
IASOGOI TAKES ACTION
Unless the player characters’ actions impact the course of events, Iasogoi and his soldiers will take two significant initiatives. When the sun is at its highest on the day after their (and the player characters’) arrival, one of the soldiers crosses the river west of the castle and fires an arrow with a message into the courtyard; shortly thereafter the others charge across the arch bridge and assume a wedge formation that plows through the somewhat scattered horde of refugees, towards the castle gate which opens and lets them in. Note that the player characters can take part in the maneuver and thus gain an audience with the Grand Duchess. During the following night, Iasogoi and his men will sneak out through the escape tunnel, make their way up to the oracles’ plateau, and mercilessly slaughter everyone in sight. If the characters followed Iasogoi at dawn, we suggest they are given the task of wiping out the “abomination cult” while Alevia’s grandson reinforces the castle’s defenses.
Terrible Consequences If the player characters follow Brother Oreago’s advice, there might be terrible consequences. Alevia Brigo regards (with some justification) the besieging horde as enemies and may decide to poison all water barrels loaded onto the wagon. There are two principal ways in which such a scenario might develop: either all living refugees are killed and the undead go off into the wasteland, or the poisoned refugees rise as undead and the entire horde returns to the castle to take revenge. The Game Master
Brother Oreago would welcome a chance to negotiate with the Grand Duchess, if the characters suggest it and can arrange a meeting. And if he learns that the presence of the undead threatens to shatter the power node, he falls even deeper into despair:
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decides, but the player characters should probably get time to finish their investigations before anything drastic happens. Perhaps they will witness the attack of the raging horde after leaving Castle Brigo, on their way to the next adventure landscape?
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CASTLE BRIGO
But there is another possibility as well, namely that the player characters spend the night on the plateau after speaking with Brother Oreago. In that case it will take a lot for the agitated and significantly frightened soldiers (including Iasogoi) to abort their attack. Finally, the player characters can persuade Iasogoi and his troops to participate in an attack against the Sacred of the Old Blood; they will then take on half the sellswords and half the cultists while the player characters deal with the rest, including Vilmina herself (unless she is busy officiating the ceremony)!
HARBINGER OF PESTILENCE
On the first day, Vilmina Ausel uses the Possess ritual to inhabit her falcon and map the castle and its surrounding area. A successful Vigilant test with Beast Lore or Bushcraft: The bird of prey is behaving oddly; rather than focusing on the woods where the small game is, it circles the castle hill.
A subsequent Cunning test with Beast Lore or Loremaster: It appears to be a red-tailed hornling, a species of falcon that originated in the northern parts of the Ravens and has (according to reliable sources) never been sighted south of the Titans. The bird can be spotted four times over the course of the day. A person who passes a Vigilant test from an elevated position, or somewhere with a clear view of the area south of the castle, can follow the falcon’s movements and see in which grove it lands (where Vilmina has her camp). During one of these flights (the Game Master decides which one; preferably one the player characters will be able to witness) Vilmina is out on a special mission. The falcon circles in the air, then descends in wide circles, before diving down towards the courtyard and disappearing a moment behind the walls. A successful Vigilant test with Beast Lore, or [Vigilant –5], aimed at the diving bird: It is carrying something in its talons, something irregular in shape and about the size of a rabbit or a weasel.
Iasogoi Brigo with entourage storms to Grand Duchess Alevia’s rescue.
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When the falcon launches itself back into the sky it has dropped the object. Vilmina has thereby delivered the ceremonial focus required to summon the diseased winds, namely a piece of human f lesh, dumped in the courtyard’s northern freshwater well. And so the cultists can put their plan into action (see below).
WINDS OF DISEASE
The player characters have several chances to detect the cultists well before they have completed the ceremony. The characters can spot them on the very first night, thanks to the light from their campfire, or early the next morning when Vilmina goes out on her first flight in the area. However, we suggest that the Game Master refrain from leading the characters to the cultists, and instead let the players decide whether they should react to the fire/falcon or not. An attack on the cultists can be made at any time, with or without back-up from allies (Iasogoi, the castle guards, or even the horde of refugees). If so, draw up a forest scene with two wagons and a handful of tents positioned around a firepit, as described on page 91. The preparations for the ceremony begin on the second day, when the sun is at its highest. A successful Cunning test with training in a mystical tradition by someone watching the preparations: the group is getting ready to perform a mystical ceremony; judging by the symbols and paraphernalia, it is a ceremony from the Sorcery tradition. Two hourglasses to midnight the preparations are complete and Vilmina falls into a trance along with four of the cultists; the rest of the group stands guard along with the sellswords. Initially their chanting is quiet and deep, but the pitch and intensity rises over time. If the player characters still have not acted against the cultists, this is their last chance to do so. A successful Vigilant test by someone outdoors within five hundred meters of the ceremonial site: An unpleasant noise travels through the calm and chilly autumn air; it sounds like multiple voices singing, or rather chanting, a discordant song. The noise is coming from someplace south of the castle, on the far side of the river. A subsequent Cunning test with training in a mystical tradition: It sounds like the tones and rhythm of a mystical ritual, most likely sorcery. Obstacles Along the Way The question is now whether the player characters and their allies (if any) will make it in time to stop the ceremony before it takes effect. The Game Master can follow this simple procedure to determine the outcome of the challenge.
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Obstacle 1: The quickest way to the cultists’ camp is to cross the river just south of Castle Brigo. Swimming is an option, as described on page 90, but there is tainted water in the river: anyone swimming or being pulled through the water must pass a Resolute test or swallow some water, thereby ingesting one of the following (d6): 1–2 Midnight Water, 3–4 Plague Water, 5–6 Death Water. See page 78-80 for the effect. An alternative is to ride or run the long way around, across the ford. That way there is no risk of drowning or being corrupted, but it will take longer. Riders get 1 penalty point; runners get 2 penalty points (PP). Obstacle 2: At the campsite the cultists’ defenders are waiting: [pc×2] sellswords and two cultists. But the most important thing is how long it takes for the characters to interrupt the ceremony, which requires them to either kill the officiant (Vilmina) or break the concentration of at least two of her co-participants (see page 112 of the Game Master’s Guide). Start counting turns from the moment the characters clash with the defenders. For each turn that passes after the third, the player characters get 1 penalty point (PP). The Game Master decides which side effects occur, but the unique side effects of Pest Wind should be considered, as should those called Corrupting Environment, Death Flees, and The Dead Awake (see page 111 of the Game Master’s Guide).
THE NODE SHATTERS
House Brigo’s power node cannot take much more darkness and is about to explode in a wave of corruption. As Game Master you are free to handle its continued darkening as you see fit, but we suggest the following approach. When the player characters arrive in the area, the node has 48 Toughness. Once that number is down to 0 the crystal explodes with the same effect as the ceremonial side effect Wave of Corruption: everyone within its area of inf luence suffers 2d6 temporary corruption; everyone within a fifty-meter radius is also knocked unconscious unless they pass a Resolute test. They remain unconsciousness for one scene. The power node’s Toughness is affected by the following factors: ◆ As long as the undead refugees are within its circle the node’s Toughness decreases by one (1) point per hour. ◆ The node absorbs half of all corruption generated within its circle of influence (rounded
CASTLE BRIGO down), whereupon its Toughness decreases by the same amount. ◆ If the cultists’ ceremony takes full effect, the node’s Toughness decreases by ten points, or five points at half effect. The Game Master decides how a wave of corruption affects the area, but our suggestion is that a third of all living creatures become blight-born (stats as Blight Born Human, page 226 in the Core Rulebook) while the rest develop blight marks. Castle Brigo has suddenly become a very unpleasant place to be…
8
Table 15: The Outcome of the Ceremony
PP
Outcome
Effect
0–1
Failure
The ceremony is interrupted, but the place where it is performed suffers one side effect.
2–3
Half effect
The ceremony yields what in the description is called a Half Effect; the place where it is performed and where it takes effect each suffer one to two side effects.
4+
Full effect
The ceremony yields what in the description is called its Full Effect; the place where it is performed and where it takes effect each suffer one to three side effects.
SECRETS AT THE TOWER OF OMENS
The player characters can gain access to the Tower of Omens in a number of ways and should have no trouble finding the most important documents by themselves. But they will most likely be accompanied by the clerk Adreano, who in that case can show them to the study on the fourth floor where Korinthia and Revina read and analyzed a large numbers of texts, three of which proved relevant to their hunt for Rosáe. If the characters come alone (for example after the castle has fallen to the refugees or the diseased winds) they can still guess where to start looking – the clerks never got around to cleaning the room in question before the siege began; since then they have been cowering in their chambers. Below is a description of the relevant documents as well as an interesting letter that can be found in the guest tower.
Afterwards I spoke briefly and privately with the Baron. He said that they marked a number of locations worth protecting on the wall map. Considering the way he had me swear not to speak of this in front of judges or apostles, and that the word “exalted” was used, I deem it likely that the Dark Lord is conspiring behind the backs of his undead councilors. His reason for doing so remains unclear. Will attempt to gain access to the map. Yours sincerely, Second Lieutenant Faramei Daal
Document 1 A leather cylinder with an open lid is lying on a desk covered with separate sheets of paper, which judging by their shape appear to have been stored in the tube. The sheets are old; many of them black with mold or damaged by moisture. If Adreano is with them, he can explain that these are assorted intelligence reports from The Great War, sent to General Verleia Brigo. Someone has underlined the words “Otilda’s arboretum” and “wall map” on one of the papers. The document is available as a handout on page 172 and reads:
Document 2 On the floor next to a desk is a pile of tomes Korinthia deemed to be irrelevant, with one exception: a small book bound in mother of pearl, at the top of the pile, opened and with the text facing down. If Adreano is not there to point it out, a look at the inside front cover reveals that the book belonged to Moltaro the Mild, Court Mystic at Baroness Sofira Brigo’s council. Further investigation suggests that Sofira’s time as head of House Brigo ended about two hundred years ago. Except for the entry cited below, the book is highly uninteresting and mostly focused on two themes: the ailments of the castle’s inhabitants and “the nature of love”, the latter often accompanied with pretentious poems and vague discussions of “the war between the heart and soul”, where “one wants to soar, the other take root.”
Report A.33.415 Today I escorted Baron Oramei to his meeting with the Master at the top of the central tower. Only the living were in attendance. Could hear bits and pieces through the stairwell. Talk of places that must be “protected from the exalted ones”; fairly certain that Haaras and Fatestone were mentioned, and something that sounded like “Otilda’s arboretum.”
Received word from dear Mother Arelia. The temple city of Erganota had curious visitors from the cold north, displaced after their home was “horrifically annihilated”, whatever that means. It is not their first time in the temple city, but now they have come to stay, worshiping a (according to the abbess) strange form of the Guardian inspired by ancient Symbaroum.
You can find Report A.33.415 on page 172, and in the PDF GM Resource – The Haunted Waste
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More Handouts Note that the handouts that does not fit in this book can be downloaded from Free League’s Symbaroum-page, included in the document GM Resource – The Haunted Waste. Another perfectly good (if not better) alternative is that you create your own handouts, based on the texts we provide.
The newcomers would likely get in trouble with the oracles, and I have no interest in mediating religious disputes. But my curiosity burns bright, like a lover’s yearning for the object of his affection. If the mistress will not let me make the trip, the so-called “mild” will show his true nature! Document 3 A person who passes a Vigilant test can find a piece of paper under the desk, with some twenty archive codes: room, shelf, box, and serial number. They have all been crossed out, which suggests that they have been collected by the assistants. Characters going through the books in the room will find that one is missing (archive code 4:33:3:16) – Adreano can inform them that his assistants over the course of the day returned a volume or two once the Queen was finished with them; he can of course fetch the missing book as well. Should the clerk be unavailable, one of the player characters may try to find 4:33:4:16, which requires the Loremaster ability and either the Archivist boon or a successful Cunning test. The tome turns out to be a journal belonging to General Verleia Brigo from a month before the end of the war, when Alberetor’s army started to advance through Lyastra. It describes the movement of troops, battles, and general occurrences in the Darkened Land, and if the player characters consult the book during their forthcoming journey to the Dark Lords’ fortress, their guide gets a +1 modification when rolling Orientation tests (see page 78). Furthermore, a character who keeps reading will come across an interesting passage regarding Lyastra’s infamous opal storms; a short summary of an interview with a suspected deserter from the Battle of Fatestone: He seemed calm and sincere, but what he claimed was downright mad. When the battle was already over, he found himself hunted by a group of dragouls (three of them wearing Alberian surcoats). Having lost the use of his right arm, trapped between a ravine, a cliff, and an opal storm, there was only one way to escape – into the raging, black storm. He was lashed and scratched, but came out on the other side with nothing more than bruises and flesh wounds. The dragouls, on the other hand, were apparently “ground down like sandcastles in the autumn wind”, destroyed after only fifteen steps. Like I said, mad, a complete contradiction of the War Council’s educated assumptions about the nature of opal storms. It’s the gallows for him, which is not much of a loss. Anyway, with that arm he’ll never swing a sword again.
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Document 4 The final find can be made in the room on the third f loor of the guest tower where Pansar Captain Farian spent the night. Interested in minor (but historically relevant) battles, he borrowed a tome with an account of the almost forgotten Battle of Hunter’s Taft – a village in northeastern Alberetor where an outnumbered platoon only months before the end of the war stopped what would otherwise have been a devastating flanking maneuver from the Dark Lords. One page fell to the floor and disappeared under the bed, and consequently remained there when the other pages were returned. A character who searches the room and passes a Vigilant test will find it pressed against the wall behind the leg of the bed. As well as being interesting in and of itself, the text refers to a collection of documents stored at the Veiled Library. … and there is no doubt whatsoever, that the efforts of the esteemed Artel Vereo made the difference between victory and defeat. The young pyromancer, taught by archmages but untested in the field, appeared to be fleeing with his novices when we received news of the approaching army. However, Captain Seremol was forced to apologize: the esteemed Artel made his way up the mountainside, not for the purpose of deserting, but to secure a better view of the valley. For some time, there has been talk (within limited circles) of potentially negative consequences caused by our mystics’ contributions to the war effort, but this imputation is a disgrace. I have personally had to provide witness statements to the comprehensive investigation that was launched by Archmage Elionara Yellowcat but closed shortly thereafter by the War Council, and I regret it bitterly – especially as the material (according to a reliable source) was never destroyed, but sent to the Council Archives deep beneath the Cathedral of the Sacred Fire. One thing is certain: had it not been for the rifts our pyromancer opened under the enemy’s feet, and the magma that rose from said rifts to consume the dead, well, then the… Player characters who encountered Artel Vereo during the adventure The Darkest Star will be interested to note that this report portrays him as a hero – he who was sentenced to death for the ceremony he performed during a battle near Haaras. It is in fact precisely because of Artel’s involvement that scholars have more or less erased the Battle of Hunter’s Taft from the history of The Great War.
THE DARKNESS OF THE CONVENT
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The Darkness of the Convent The acrid stench of sweat and terror lies heavy over the east wing of the Convent School of Luminous Laws – the only building that remains of the once idyllic temple city of Erganota. Darkness gathers around the premises, and even indoors the shadows seem to grow longer and wilder. Abbot Amfred, head of the convent, has barricaded the corridor to the library, where darkness reigns, and death presides. But hardly any of the thirty-four liturgs, initiates, and secular assistants believe for one moment that the evil haunting the convent can be stopped by stacks of furniture... If the Siege of Castle Brigo was a vast landscape focused on social challenges, the Convent School of Luminous Laws could be described as its opposite – intimate and meant to set the scene for a nerveracking (and preferably terrifying) build-up to a challenging and time-sensitive battle. The player characters will not have to leave the convent building, with the possible exception of a short trip to the nearby farming ruin, and the cast of non-player
characters is limited to a small number of lifegivers and a few capable enemies. However, there is one similarity between this and the previously described adventure landscape: the clock is ticking. Abbot Amfred’s fear will soon get the better of him; when the characters arrive he is already talking about setting the building on fire to cleanse it of darkness, and eventually he does precisely that – without regard for innocent lives…
Introduction The thing that makes the convent school’s humble inhabitants tremble in fear has a name: Dorota Ausel. She alone has been assigned (and
gladly accepted) the task of securing the valuable information hidden away in the building’s famous library.
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BACKGROUND
The Convent School of Luminous Laws is all that remains of the temple city of Erganota, which was one of Alberetor’s most important centers of theological education and spiritual development. With the exaltation of Prios most of the buildings were declared heretical and torn down, but the convent school was allowed to remain since it was already dedicated to Prios (albeit in the form of the Lifegiver). In fact, it was even remodeled: the entire west wing was converted into a library to preserve texts and documents from the buildings that were razed, including those of a questionable or even heretical nature. After the war, the convent leadership decided to resume the operation as “a beacon of light in the valley of darkness.” Through the use of sanctifying rituals they have managed to keep the darkness away from the premises, including the nearby ruin where they grow crops and raise chickens and reptiles for slaughter. Over the years the convent has become a place where noble or otherwise prominent Ambrian families send their more problematic youngsters for education and (perhaps more importantly) confinement, often with the implicit hope that they will never return. Thanks to strict discipline, alms from the north, and a little bit of divine providence, the inhabitants have managed to avoid any major misfortunes through the years. But then Queen Korinthia came to the convent, and darkness descended on the pious congregation. Actually, nothing that has happened is Korinthia’s fault – she and her party made a quick visit, searched the library with the assistance of First Librarian Madar, and left the next morning. The real evil arrived a day later in the form of Dorota Ausel. She was chosen for the task for two reasons: she is schooled in demonology, and both Esmerelda and Erdald Mirelda believed the threat to be minimal, particularly as Dorota was never meant to enter the building herself. In a ruin at a safe distance from the convent school, Dorota performed a ritual that summoned the daemon prince Saarufag, who thanks to previous offerings and services owed a debt to the Sacred of the Old Blood. The daemon was invisible when he entered the building (see the monstrous trait Invisibility, page 170 of the Monster Codex); the task given to him during the ritual specified that the daemon through the use of smell, and without detection, was to seek out and study any texts touched by Queen Korinthia, and report back to Dorota via a mind stone.
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But it was not long before the demonologist realized that her instructions had not been specific enough: Korinthia had touched well over a hundred folders, cases, and tubes, and the irreversible contract obliged the daemon to study them all – while remaining undetected in a library where there are people around the clock. Cursing her own stupidity, Dorota realized that she had to help, not knowing that Saarufag had his own plans to make his work easier. While Dorota snuck up to the farming ruin, murdered the gardener Salvado, and clothed herself in his skin (the Blood Shrouding ritual), the daemon slaughtered the initiate Malkol Kirte, leaving the alcove where he was reading drenched in blood – since he remained invisible and withdrew when other monks came running, the daemon felt that he had not violated the contract. Still, the effect was that the whole convent school was thrown into total panic and the library soon became conveniently empty.
THE SITUATION
The player characters arrive only a day or so after the murder of young Malkol. The convent’s residents have barricaded themselves in the east wing and spent most of the time debating what has happened, how it should be interpreted, and whether it is in fact a sign that Prios has finally abandoned Alberetor. The question of whether someone should try to visit the library and perform a Sanctifying Rite has been discussed, but was quickly drowned in Abbot Amfred’s roars that Alberetor had been swallowed by The Eternal Night and that the building must be cleansed with fire. He, and many others, believe that the Queen is to blame – that she spent her time at the convent studying and reciting heretical texts that drove away what little light had remained there. Meanwhile, Dorota and her invisible helper have struggled to complete their mission. The demonologist has on a few occasions teleported out of the library and blended in with the convent’s inhabitants so that the monks will not start looking for the gardener (and perhaps find the flayed corpse she has hidden away), but also to have access to food and water. Her ability to teleport also proved useful when she, only hours before the characters’ arrival, was forced to do something drastic to speed up the information gathering and replace the blood shroud that was about to fall off. Clothed in the gardener’s skin, she lured the library assistant Gulber aside, teleported him and herself out of the west wing and then into the library, where he was forced
THE DARKNESS OF THE CONVENT to show her which texts the Queen had devoted the most time to. With that done, and with a new skin in place, Dorota was in no hurry; the inhabitants of the convent were clearly too terrified to bother her. First, she scoured the documents for useful information; when some of the older texts proved difficult to interpret, she raised the skinned Gulber from the dead to assist her. Just as the characters come knocking on the convent door, she initiates the Faraway Writing ritual to send a short report to Esmerelda before she leaves. Saarufag is still at the library as well, slavishly bound to study every volume Korinthia touched, at least for as long as Dorota is alive…
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Timeline –54h
Korinthia’s party leaves the convent school
–27h
Dorota summons the daemon prince Saarufag
–25h
Dorota murders Gardener Salvado and clothes herself in his skin
–24h
All monks gather in the mess hall and build a barricade
–7h
Last sighting of Salvado (Dorota in blood shroud), in the mess
–4h
Dorota abducts and kills the assistant Gulber
–2h
Dorota raises Gulber as undead so he can help interpret the
Now
The player characters arrive; Dorota initiates the Faraway Writing
Saarufag slaughters Malkol Kirte and panic breaks out
hall, gulping down bread, meat, and ale.
documents ritual
OPENING SCENE
The player characters arrive from the north, after dark, stopping outside the main entrance of the convent. Bright light shines from the mess hall windows, and a softer glow illuminates several alcoves along the east side of the building – all windows on the upper floor and west of the mess are covered by curtains, or there are no lights burning behind the stained glass. Successful Vigilant test with the Witchsight ability: “As your gaze wanders over the convent school, from east to west, the darkness around the building seems to grow denser and denser, until it almost obscures the west wing.” If the player characters use the door knocker, it takes a while before a slot in the door slides open and a pair of terrified eyes beneath bushy eyebrows peer out at them. They belong to Initiate Egold Harl, who has been shoved forward because of his massive frame. Whatever the characters say or do is followed by a long silence, until Egold blurts out: “What… where… who are you, and why!?” After their response the slot slams shut and a heated discussion is heard from the other side of the door. A moment later the slot opens once again: “You… you’re… you’re no heretics, are you? And you know how to fight, right?” As long as the characters are fairly diplomatic and courteous in their response, the bolt is thrown back and they are allowed into the warmth. The three initiates who currently have the disagreeable job of guarding the door show them through the
corridor and into the atrium. Even from a distance they hear an animated discussion, and a nasal, toothless voice rises over the others: “I’ve said it all along, and now there is proof: our beloved Queen Korinthia, daughter of the sun, died in captivity and was replaced by a dark witch, a servant of the Dark Lords. We poor saps invited the abomination here, gave her access, even to the restricted sections of the library, and now you wonder why The Eternal Night has consumed our light!? You can be sure that…” Abbot Amfred pauses as his eyes fall on the guests, but before he says anything else First Librarian Madar sticks his head out of the doorway to the eastern alcoves: “By Prios, he is gone, Brother Gulber is gone!” As the noise of the crowd rises in the room, Egold Harl is beckoned forward by the Abbot; he soon returns to the characters with an invitation to sit down at one of the tables and help themselves to bread and ale while the senior monks deliberate. Many glances are thrown their way from the chattering crowd of robed fossils trying to swallow their fear and come to a reasoned decision. See the event Building Trust on page 114 for a description of what will likely be the player characters’ first task in the search for the convent’s valuable information.
The Landscape This adventure landscape spans the entire convent school as well as the nearby farming ruin, but most of the story will take place in the mess hall and the library.
The building stands eight meters tall. Its interior is largely composed of halls that take up the entire height, namely the mess hall (#1), the auditorium (#4), and the shrine (#5). The rest of
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the convent is divided into two stories, though only the ground floor is shown on the map. The idea is that the second floor has the same layout of rooms, walls, and doors as the one below, but the Game Master is of course free to adjust this according to preference. Finally, it should be noted that there are cramped attic spaces above the east wing and the lecture halls, which are only used for storage, mostly of old junk.
East Wing
In addition to the entrance hall, the east wing is composed of small alcoves for initiates and visiting students, and slightly larger rooms where the senior brothers can sleep and study in private. When the convent was at its most populated there were two initiates sleeping in each room, but now many of the upper floor alcoves are empty. The same is true for all large rooms on the upper floor, since the number of monks has decreased over the years. The furnishings are austere and the number of personal belongings minimal: both monks and initiates should be without distractions and unnecessary nonsense. Lastly, it should be noted that the entire east wing, including the Mess Hall (#2), is protected by a Sanctifying Rite throughout the characters’ visit – which can be painful for blight-stricken individuals.
Mess Hall
The spacious mess hall, measuring 30×40 meters with a ceiling height of eight meters, has two functions – it is where the convent’s residents both take their meals and gather for mass, under a roof supported by black wooden beams. Various light sources illuminate the room, including four fireplaces along the walls, two oil-fueled chandeliers hanging from the ceiling, and lanterns and candles spread out over the tables. If the purpose is to chase away the shadows, it is not very successful; rather, it makes the hall look like a gallery of shadowy figures looming along the walls, floor, and ceiling. The two long tables nearest the kitchen have been dismantled and along with their benches converted into a three-meter-high palisade in the doorway to the corridor leading past the shrine and the lecture halls to the library. It is barely enough to stop the weakest of goblins (particularly as the pieces of furniture are merely stacked on top of each other, rather than nailed or bound), but it is effective in one respect: it stops the monks from having to see the darkness beyond.
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Auditorium
At the time it was built, the auditorium was one of the temple city’s most famous structures, with its curved outer wall made entirely of stained glass. Today many of the glass panes are cracked while others have shattered and been replaced with bricks, but during the day the auditorium still basks in warm (sometimes scorching) sunshine. The hall slopes upward from its two entrances, with shallow stairs between rows of standing desks, so the initiates look down on a tutor bathed in sunlight.
Shrine
Before the surrounding structures were demolished, the convent’s shrine was a gathering place for worshipers of all the Young Gods, particularly the seven whose congregations founded the temple city. Before the exaltation of Prios there were alters with icons of Prios, the Earthmother, the Executioner, the Wildling, the Arch-builder, the Guardian, and the Hostess in the seven alcoves of the shrine. Now there is only Prios, positioned at the center of the hall, directly under the glass dome which was clad in copper five years before the end of the war.
N
25 m
THE CONVENT SCHOOL 1. Mess Hall 2. Kitchen 3. Lecture Halls 4. Auditorium 5. Shrine 6. Farming Ruin 7. Malkol’s Remains 8. Gulber’s dripping blood 9. Burning Brazier (upstairs) 10. Salvado’s Blood Shroud (upstairs) 11. The Ritual Circles
Farming Ruin
Roughly half of the convent’s food supply comes from the crops and livestock produced in this ruin; the rest comes from caravans carrying alms from the north. The ruin is protected by the ritual Sanctifying Rite, which is renewed every day at dusk, and during the daylight hours there is always an initiate stationed at the top of the sturdy twelve-meter tower, keeping watch for potential threats. The player characters can make three discoveries at the farming ruin; no die rolls are required as long as they bring a light source and state that they are searching the building carefully:
Fire Hazard Even though the building’s facade is made of stone, a fire would spread relatively quickly through the convent school. The ground level floor is made of worn old boards, while the interior framework of columns and beams is both impregnated for durability and painted with oil glaze. Details like stairs, doors, and furniture area also made of wood. And once the fire reaches the attic spaces it will be further fueled by the old furniture, textiles, and other things that are stored there. Not to mention the library…
THE DARKNESS OF THE CONVENT
9
6
10
11 9
5 8 7
1
3 3
2
4
◆ Someone has thrown up behind the chicken coop (the north building). ◆ The ground between two currant bushes is covered with dried blood. ◆ In the tool shed (the south building) lies the flayed corpse of a man, drained of blood and sloppily tucked away under some sacks of chicken feed. Successful Cunning test with the Medicus ability: There is little doubt that the dried blood came from the (meticulously) flayed body. Furthermore, judging by how dry it is, the vomiting took place before the bloodletting (Game Master: the blight-stricken Dorota felt ill because of the holy energies in the area). A subsequent Cunning test with Loremaster or Sorcery: The body may have been flayed one strip at a time, which is proof that someone has used the Blood Shrouding ritual.
A successful Vigilant test aimed at the flayed corpse: The tip of the left ring finger seems to have been severed.
Library Overview
The library wing measures 100×50 meters with eight meters to the ceiling, divided into two identically laid-out levels separated by thick, wide-spaced floorboards and connected by five spiral staircases. The walls between the numerous rooms are covered with bookshelves from top to bottom, and there are no signs or numbers indicating that the tens of thousands of titles are organized in any particular order – they are (according to subject, age, and theological controversiality), but even for an experienced archivist it would take days, if not weeks, to decipher the library’s organizational system. When the player characters arrive, the wing is completely dark as the lamps along the corridor
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The Library’s Treasures There are lots of valuable and remarkable texts at the library. The player characters will hardly have time for a thorough search, but if one of them says that he or she is studying spines and scrolls while the others focus on the group’s main task, that person can make a test against Vigilant
dismembered body; the rascal licks its bloody nose and slips away with a hiss through the gap between two bookshelves. A successful Cunning test with the Medicus or Beast Lore ability: Malkol has been both crushed and mauled by claws belonging to some exceptionally strong beast, who appears to have left with (or devoured) parts of the body.
limited by Cunning (i.e. if Cunning is lower than Vigilant the test is made against Cunning). On success the character finds one of the works below; a successful test with a difference of at least five means that two works are found (the Game Master decides which ones). Should the character be stubborn enough to leave the rest of the group and keep searching alone, yet another text is found (two or three in total, depending on the degree of success). The Game Master decides whether anything in particular happens to the lonely searcher (see the event The Assistant, page 114). Codex Viteo Animae: Ceremonial codex for the mystical ceremony Resurrect – containing unique instructions not seen in other such tomes (see the Game Master’s Guide, page 117). The tome is worth 1500 thaler to a collector or twice that if the collector is a theurg or ritualist. Artifact Crafter’s Manual: The legendary manual “The Nature of Artifacts” compiled by the explorer and Master of the Order Siralea Ulm, who made several expeditions north of the Titans some two hundred years before The Great War. That her profound insights came from encounters with trolls is for obvious reasons never mentioned in the book. Anyone who consults The Nature of Artifacts while using the Artifact Crafting ability gets a reroll on the Cunning test. The tome is worth 500 thaler to a collector or twice that if the collector is an Artifact Crafter. The Tongue of Evil: Den The linguistically passionate monk Father Olifar’s three-volume magnum opus “The Tongue of Evil” is a messy and some-
Gulber’s Place of Death A person who passes a Vigilant test can hear the sporadic sound of heavy drops all the way to the room with the spiral staircase. In the middle of the ground level floor is a growing pool of blood, fed by drops from above. Those who look up can see blood running between the cracks in the ceiling in several places within an area whose size and shape suggest that there is a human body up there. But in the room above there is just another pool of blood that has started to soak into the floorboards. Bloody footprints and a series of increasingly spaced-out blood drops lead out towards the room where the staircase comes up, but fade away before they get there (Dorota carried Gulber’s flayed body to room #13). A successful Cunning with the Medicus ability: Judging by the amount of blood on both floors, the victim must have been almost completely drained. A successful Vigilant with Bushcraft: The footprints must have been left by a normal-sized human and can be followed a few more meters, into the room with the spiral staircase, where they turn northward.
times incoherent exposé of different dialects and sociolects within the Symbarian language. Anyone who consults The Language of Evil after studying it for at least a month gets to reroll a Cunning test for reading Symbarian texts and conversing in the Symbarian tongue. The tome is worth 500 thaler to a collector or twice that if the collector is a Loremaster.
walls have run out of oil. Not even the moonlight will help them, since all windows were bricked up to minimize distractions, as well as reduce the risk of burglary and the sunlight’s harmful effect on paper and textiles. Malkol’s Remains This chamber still holds the body of young Malkol Kirte, whose blood and intestines dye the floor, spines, and scrolls brownish-red. The ragged convent cat Wallop glares irritably at the characters’ light source, sitting just next to the
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Burning Brazier In this room on the upper floor is a burning brazier, filled with oil and lit by Dorota. It can be noticed without any tests by characters moving about on the same floor, for example through the middle corridor running in a north-south direction. A person in the corresponding corridors and rooms on the ground floor can also notice the faint light sifting down from above, but here it requires a successful Vigilant test unless the character passes in front of the opening into the room. See the event Insights (page 117) for more discoveries that can be made in connection with the burning brazier. Salvado’s Blood Shroud The stench coming from this room can be smelled from nearby rooms and from the f loor below. Determining exactly where the odor is coming from requires a routine (+3) test against Vigilant.
THE DARKNESS OF THE CONVENT Someone has stashed something behind the rows of books on two shelves placed against the northern wall – a bundle of clothes and strips of skin the player characters will likely recognize from the Cliff of Korinda (see page 63). It is of course Dorota who has stowed away Gardener Salvado’s robe and shredded skin since the latter started falling off. Provided that they have got a description of Salvado (see the event Building Trust, page 114), the characters can draw certain conclusions. If they themselves have found the corpse in the Farming Ruin and noted its shortened left ring finger, no test is required to see the connection between that body and the skin behind the books. A successful Cunning test with Medicus: Judging by the hair color and other physical features, the strips of skin apparently came from the gardener’s body. The Ritual Circles Besides the fact that this room contains two documents described under the event Insights (page 117), anyone peering into the room can see that a ritual has been performed here.
9
The stone floor seems to have been colored with chalk, charcoal, and limestone in multiple smearedout layers of red, black, purple, and yellow – as if someone painted a motif and then wiped it away with a cloth. Even on first sight one also notices candle stumps scattered across the floor (black, red, and white), and many of the multi-colored scribbles seem to be mixed with a sticky fluid. A successful Vigilant test with the Medicus ability: The sticky f luid is blood, as if a bloody corpse has been lying on the floor. A successful Vigilant test with Bushcraft: Despite someone’s effort to wipe out the motif, it is possible to discern three circular patterns with different degrees of distinctiveness, as if each were painted in the same place once the previous motif had been erased. A subsequent Cunning test with Ritualist or training in a mystical tradition: The rituals performed can be identified, but with varying difficulty. Identifying the top one (Faraway Writing) is a demanding (–1) challenge, the middle one (Raise Undead) is challenging (–3), and the bottom one (Blood Shrouding) difficult (–5).
Non-Player Characters Of the people presented in this section, two are adversaries and two are lifegivers, but one of the latter may be used as a potential ally if the player characters are in need of back-up. Monks, initiates, and assistants generally have stats as Liturg from the Monster Codex (page 123), but without the abilities Leader and Medicus. Certain specialists can be given additional learning-based abilities/boons that seem appropriate, or a higher level of the Loremaster ability. A few are also trained in the Theurgy or Ritualist tradition, but only Amfred and Madar have attained a level high enough for it to be useful in combat.
Abbot Amfred
“Ruuun, for your lives; darkness devours us!" Almost seventy years old, the sun priest Amfred has seen a thing or two in his time, but only from a distance – from the convent that has been his home since he as a six-year-old foundling was taken in by the monks. The glorious exaltation of Prios into the One was a euphoric experience for Amfred; he wholeheartedly supported Father Abramar’s reinterpretation of the Sun God’s will and loves his Lawgiver – strict, strong, and unyielding towards the forces of darkness and shadow. These qualities are also
why he inherited his position as Abbot, after his stubbornly heretical predecessor was cleansed in the fires of Prios. But when the player characters encounter him, the old patriarch is shaken to the core. He sees the events of recent days as a sign that his worst fears have come true: he has grown too old and weak to stop the darkness from consuming his beloved convent school. He blames himself for letting the darkness into the building, because
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Scarred by war but strong in spirit, Madar is the senior
An astonishing power is hidden inside the modest
monk most respected by the other friars.
shape of Dorota Ausel, fueled by arrogance and hatred.
he could not see through the abomination who came to the convent disguised as the Queen. In his mind, there is only one thing left to do – cleansing the building and particularly the library, so its forbidden knowledge will not fall into the hands of The Eternal Night. Madar and other senior brothers have managed to hold him back so far, but probably not for much longer. If stats are required for Abbot Amfred, use Theurg (Monster Codex, page 124), but without access to Water of the Dusk.
the convent, so if the characters want to know more about her visit they must first help him find the assistant. Madar too has stats as a Theurg (Monster Codex, page 124), but with the master level in Loremaster and with Medicus instead of Leader. In place of Water of the Dusk he has access to three Herbal Cures, one Elixir of Life and two Ghost Candles.
First Librarian Madar
“I cannot do both – dispel the darkness and keep Amfred in check.” Brother Madar is a tall and lanky sixty-year-old, known particularly for his love of books. In his youth he lived a more eventful life; as a trained theurg he fought in The Great War where he suffered an injury that left a scar across his face and was sent home to a post as library assistant at the Convent School of Luminous Laws. The exaltation of Prios hit him hard, but he decided to keep his mouth shut so he would not be condemned as a heretic, and above all, so he would not have to leave his beloved books. Madar is as overwhelmed by the situation as everyone else, but less frightened and therefore more composed. His number one priority is to stop Amfred from setting fire to the library, but he might be persuaded to help the player characters. Unfortunately, it was not he but Brother Gulber who assisted Queen Korinthia during her stay at
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Dorota Ausel
“The future belongs to those whose blood can tame the power of corruption” As the eldest of the Ausel siblings and the undisputed leader of their little group, Dorota enjoys Esmerelda’s full confidence and displays an arrogance that matches her status. She is a dedicated student of mystical abilities and the power of corruption, and is convinced that her noble blood protects her from the disfiguring effects suffered by ordinary people. Initially her objective is simply to get hold of the information her leader has asked for, and then destroy the sources and report back to Esmerelda as soon as possible, to let her know that the work is done. But when the player characters show up she expands her mandate, convinced that they are no match for her. Read more about her actions under the event The Assistant (page 114). At first glance, Dorota is not a very impressive sight. She is short, pasty, and rarely bothers to comb her disheveled black hair. She was also born without tear ducts, which means that a steady stream of heavy tears is always flowing from her big, dead eyes.
THE DARKNESS OF THE CONVENT Dorota Ausel
Human (Ambrian), Strong resistance Wipes her eyes frequently ACC
CUN
DIS
PER
QUI
RES
STR
VIG
+5
+1
−3
−7
−1
+3
Defense
Armor
Toughness
Pain Threshold
−3
3
11
6
Weapons −
−
Traits
−
Abilities
Bend Will (master), Channeling (master), Curse (master), Steadfast (adept), Strong Gift (adept: Unholy Aura), Teleport (master), Unholy Aura (master)
Integrated
Exceptionally Resolute (adept), Loremaster (adept), Ritualist (master: Black Sympathy, Desecrating Rite, Exchange Shadow, Flesh Crafting, Raise Undead, Summon Daemon), Sorcery (master), Privileged
Equipment
Mastercrafted concealed armor (reinforced), Ritual Codex for summoning Saarufag
Shadow
Glossy white gold with dark red spots, like a silver tray covered in drops from a ripe red wine (corruption: 13)
Tactics: Dorota takes pleasure in using her powers in combat. She starts by activating her unholy aura and putting a Curse (free action) on someone; she then keeps up the aura, curses more adversaries, and uses Bend Will to turn the enemy’s strongest warrior against his friends. When cornered she tries to teleport to a safe distance, but stays within sight of the enemy in order to maintain the effect of the unholy aura.
Saarufag
Deep, twisted moans of pleasure-seeking hunger The daemon prince Saarufag has acquired a taste for human f lesh. He met a lost Sesario Karnak during one of his first visits to the Yonderworld and swallowed one feeling in favor of another: the hunger in favor of the instinct telling him that the little maggot could be his gateway to new, richer hunting grounds. Saarufag made a pact with Sesario and Esmerelda – if he helps them or their underlings when called upon, they will offer him a permanent foothold in the human world, on the condition that he for the next ninety-nine years will never set foot north of the Titans, west of the Ravens, and
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east of the Inland Sea. The daemon is more than satisfied with the contract; the agreed waiting period is a mere blink to him. And besides, he enjoys himself immensely whenever he is summoned to help. Saarufag will largely be ignoring the player characters as long as Dorota is alive and he is bound by the conditions of his current visit. He will probably seek them out a couple of times (see Events at the Library, page 115) to quench his curiosity as well as his appetite, but he will not attack until Dorota is dead. When that happens there is no need for him to hold back; in the unlikely event that his worldly form is killed, it is simply banished back to the Yonderworld. A gruesome figure appears before the person who breaks his invisibility: three meters tall while crouching, covered in matte blue-green scales, with a head reminiscent of an eagle or owl, but with fanged jaws instead of a beak. The oversized torso has three arms on either side, five of which are clawed and no longer than a human forearm, and the sixth is roughly one and a half meter with a knobby lump of bone at the end.
Saarufag
Abomination, Mighty resistance Three tongues playing over sharp fangs ACC
CUN
DIS
PER
+1
−6
STR
VIG
+3 −4 −5
QUI
RES
+5
Defense
Armor
Toughness
Pain Threshold
+7
10
45
8
Weapons Strong
Crushing blow 15 (long)
Traits
Death Struggle (III), Invisibility (III)
Abilities
Polearm Mastery (adept)
Integrated
Berserker (master), Exceptionally Discreet (master), Exceptionally Resolute (master), Iron Fist (adept), Natural Warrior (novice), Armored (III), Natural Weapon (III), Regeneration (III), Robust (III), Sturdy (III)
Shadow
Glossy black with little bumps, like the surface of a cast iron cauldron (thoroughly corrupt)
Tactics: Saarufag is no warrior, but thanks to his invisibility he has never met a group of humans that posed much of a challenge. He uses his abnormally long arm as a crushing polearm and gets a free attack (damage 11) against anyone who comes close. If an adversary has an item or elixir that negates his invisibility, that person will of course be his primary target. After that, he targets enemies that carry weapons with the Long quality.
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Events Darkness, suspense, and horror are the themes of this adventure landscape. It will be important to set the mood with foreboding events and by creating an appropriate atmosphere around the gaming table (see the text box Setting the Mood).
BUILDING TRUST
After their arrival the player characters have to wait a while, sitting at one of the long tables, before First Librarian Madar comes up to them. He asks them who they are, why they have come, and finally, whether they have any experience “doing battle with the forces of The Eternal Night.” Provided that the characters do not mess things up completely, he can tell them the following: ◆ A little more than a day ago, the initiate Malkor Kirte was murdered in the library, in a way that leaves little doubt that an evil force has invaded the west wing of the convent.
Setting the Mood The player characters’ visit to the Convent School of Luminous Laws is meant to be not just exciting, but terrifying. With a few simple means, you as Game Master can contribute to a feeling of unease and dread
◆ Everyone is panicking, Abbot Amfred most of all – he argues that Prios has finally abandoned Alberetor, that the convent must be cleansed by fire, and that everyone must flee north. ◆ The Abbot attributes the invasion of the library to Queen Korinthia’s visit (see quote on page 107). Malkor only met the Queen briefly and did not find her at all threatening or malicious, but his assistant Brother Gulber will probably know more – it was he who helped Korinthia and her companions during their visit. ◆ But Brother Gulber is missing; he was last seen roughly four hours ago, whispering with the gardener, Brother Salvado. ◆ Malkor does not dare to leave the Abbot’s side for fear that he will push through his proposal to set the convent ablaze. He therefore asks that the characters go to the farming ruin and see if the two monks are there. ◆ In return he promises to convince Abbot Amfred that Prios has sent the characters as his champions against the darkness, so that they will have an opportunity to investigate the library, hopefully aided by Brother Gulber’s information about what the Queen was doing there.
around the gaming table. But think carefully before you do so. If you know that one or more of your players do not appreciate when the atmosphere gets too tense, you should tone down the horror-inducing efforts to an appropriate level. The following suggestions apply particularly to the investigation of the library: ◆ Make sure that the room where you are playing is completely dark, perhaps in a basement, or after sundown if windows cannot be avoided. ◆ Light some candles on the table, or better yet, a kerosene lamp whose brightness can be adjusted by turning the wick up or down. ◆ Play instrumental music at low volume in the background, preferably film scores from a genre that fits the setting and situation. ◆ When the players/player characters are discussing something, get up and move around the room, preferably outside the light. ◆ While you are up, perhaps the movements of the invisible daemon can be simulated by fanning air toward the players from your place in the dark, or sneaking closer and blowing gently on the back of a player’s neck? ◆ Perhaps the scratching of the convent cat’s claws can be simulated by scraping your nails against the underside of the gaming table? ◆ With a computer, tablet, or similar device you can find recorded sound effects online, for example to illustrate the blood dripping in room #8.
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The farming ruin and what can be found there are described on page 108. Once the characters have completed their mission, Madar (or one of the other monks) can confirm that Brother Salvado was missing the tip of his left ring finger, as a result of an accident involving a pair of pruning shears. If the rest of the convent’s members find out about the gardener’s death, the panic will rise to new heights, especially if they learn the details of his demise – the pale, weeping monks react in different ways: someone lets out a loud whimper, someone else starts pacing back and forth like a caged animal, many mumble unintelligibly, sing hymns or pray to Prios for divine protection.
THE ASSISTANT
Once the player characters are allowed to pass the barricade and walk into the darkness of the library, Madar or someone else will likely have told them how to find the place where Malkor Kirte was murdered: “Turn right at the first intersection of corridors, then right again, and there it is, in the innermost room.” When the characters are investigating the broken body (see page 110) they could hear a gentle
THE DARKNESS OF THE CONVENT throat-clearing coming from behind: it is Dorota Ausel in the guise of Library Assistant Gulber. The suspicious player characters will likely demand answers to some pressing questions; depending on what questions they ask, Brother Gulber responds as follows, in a surprisingly high voice: ◆ “Someone’s got to do something, otherwise the Abbot will burn down the library! All the books, all those irreplaceable books – I’d gladly give my life to save them.” ◆ “So, I was talking to Brother Salvado. He wasn’t quite himself, but who is these days? He was scared and asked me to come with him to the farming ruin; I followed him halfway there, but then I decided to come here instead, through a window in the lecture building.” ◆ “I must admit… Well, I haven’t searched much of the place. I had just arrived when I heard a sound and… something swept past me, or rather through me. I felt nauseous, terrified really, and… I lost courage. I cowered in one of the rooms, until I heard your voices.”
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Dorota will part ways with the characters if they refuse to come with her, but she does not leave the wing. Instead she will try to kill them, convinced that Esmerelda would reprimand her severely for letting them live. Besides, she is sure that she has what it takes to succeed, particularly if she waits for the right time to strike. If the characters split up, Dorota will likely take the opportunity to attack one or two of them; otherwise she will probably not find an ideal moment until it is almost too late. See the event Everything Burns (page 119) for suggestions on how to orchestrate the final confrontation.
EVENTS AT THE LIBRARY
Here are some suggestions on minor events the Game Master can use to move the story forward during the characters’ visit to the library. They are by no means necessary, but might well send spines tingling and hearts beating if introduced at appropriate times.
Successful Vigilant test with the Witchsight ability: Brother Gulber’s shadow has clearly been corrupted (see Dorota Ausel, page 112), but perhaps it can be explained by temporary corruption from the event he described, when something “swept through” him. Dorota aims to steer the characters toward the southern parts of the library, and convince them that the Queen left with all the documents she found interesting. She leads them to room #14, where there is a lectern that Gulber claims to have cowered behind and where the Queen supposedly spent most of her time.
A Living Legend The now severely senile Father Abramar, author of The Lightbringer, the holy book of exalted Prios, is living out his days at the Convent School of Luminous Laws. To learn more about Abramar’s history, see Adventure Pack 3, page 83–84. As the player characters approach the library they see a ghost-like figure carrying a lantern that emits a faint light through the intersection of corridors, heading left/south. Those who follow him will find Abramar in the room between the two spiral staircases in the south, touching the spines of various books, hissing irritably to himself. He cannot be communicated with; a tap on the shoulder merely makes him turn around and snort angrily.
◆ “The Queen and the other woman, Revina, sat here while I scurried around like a rat, fetching the books they wanted and returning those that didn’t interest them.” ◆ “She asked for books about sacred sites in Lyastra, and I couldn’t find that many. She also wanted convent chronicles from long ago, two hundred years or so.” ◆ “I was quite stressed and didn’t get much sleep, so… Well, I can’t be sure, but I don’t think she returned all the documents. She must have taken anything of interest with her.” ◆ “I’m afraid that Abbot Amfred is right; I’m going back to tell him so, and I suggest that you come with me. There is some evil lurking here and the only thing worse than burning the books would be to see them fall into the hands of agents of Darkness.”
Saarufag Passes By The daemon prince Saarufag is moving around the library, looking for all the books and documents touched by Korinthia – they are many and widely scattered, especially as she brought out and scanned through a huge number of volumes when she first got there. Furthermore, the daemon will seek out the player characters on at least one occasion, just to take in their scent and enjoy the sound of blood pulsing in their veins – though never so close that he risks being detected. The Game Master can let the players and their characters sense the daemon’s presence in various ways. For example, you could have the upstairs floorboards creak a bit or describe how someone suddenly feels a faint gust of wind, inexplicable in the windowless wing. Another tip is to have them
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Blood is dripping on several places in the convent school’s wellstocked library.
roll a Vigilant test, which if successful yields the information that “something feels wrong, but you can’t put your finger on it” or “you have the distinct feeling that someone is moving in the darkness around you.” Beast of Evil The convent cat Wallop who is introduced in room #7 can make additional appearances. Perhaps they only hear him in the distance, sharpening his claws against the spine of some book or knocking over a burnt-out brazier while hunting a mouse? Or maybe he is sitting completely still somewhere, as if waiting for them – after a long hiss the cat blinks and seems to be following something invisible with his eyes. Whenever they get too close he runs away and disappears through a gap between two bookcases.
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The Final Resting Place of Abramar Sometime later, perhaps after the characters have found and examined the paper fragments in room #9, Saarufag starts thinking that they are in his way – it is time to remind the little worms why they should stay away. And he is getting thirsty… Suddenly they hear a loud bang followed by a violent scream coming from the southern part of the wing, and then three more bangs. Characters who rush to investigate will find the living legend Father Abramar smashed to bits, like a bloody rag doll on the floor. The difference from Malkor Kirte’s mangled corpse becomes clear on closer inspection. Successful Vigilant test with Beast Lore or Medicus: What appears to be the marks of fanged jaws can be seen on the body’s torso, and the amount of blood inside and around the body suggests that at
THE DARKNESS OF THE CONVENT
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Sanctifying Rite One way of banishing the darkness from the library is to perform a Sanctifying Rite inside the library wing, but then the ritualist must of course be protected during the hour it takes to perform the ritual. In addition to First Librarian Madar there are two senior monks capable of performing the rite (Enod and Feorno), if the characters agree to stand guard. Saarufag understands that what is happening might prevent him from completing his mission; he sneaks up to the chanting monk, delivers a killing blow to the head, and withdraws again. Player characters who pass a test against [Vigilant –6] can sense the daemon’s presence, but not see it or do anything to prevent the attack. If the person performing the Sanctifying Rite is a player character, or if they have done something to counteract the Invisibility trait (e.g. lit a Ghost Candle), we suggest that the fight against Saarufag takes places in conjunction with the ritual rather than after Dorota’s death.
Madar frown: Brother Gulber sings the bass parts of their chorales, and quite well too. Madar’s sudden appearance will probably make them a bit nervous (who can be trusted when some evil is using the Blood Shrouding ritual?), but he can also be used to aid the player characters before or during the final confrontation. If they mention that an “invisible enemy” is moving around the library, he may give them his two Ghost Candles and perhaps his dose of Elixir of Life. The Game Master can also let him contribute in more direct ways: either as a fighting theurg or with rituals, like in the scenario described in the text box Sanctifying Rite.
INSIGHTS least a liter is missing, as are certain internal organs (which slipped down while Saarufag was drinking). The Librarian Shows Up A little later the characters can hear someone clearing his throat behind them. Standing there is First Librarian Madar with a grim look on his face. He tells them that the Abbot has finally fallen asleep from exhaustion and that he will probably be out for a few hours. When he heard the scream and the bangs, he could not sit back any longer; he fought against evil in The Great War and is prepared to do what he can to help. Note that if the player characters and “Brother Gulber” went their separate ways as described above, Madar can inform them that Gulber never returned to the mess hall. And mentions of the library assistant’s high-pitched voice will make
The convent library no doubt holds a huge number of documents, letters, and books that might be relevant to the player characters. But under the current circumstances and with Abbot Amfred threatening to burn down the convent, the characters have little time to conduct any thorough investigations of their own. What remains to be done is to get hold of the three documents that Dorota has found with the help of Saarufag and Brother Gulber, which also caught the Queen’s attention. The numbering below picks up where Secrets at the Tower of Omens (page 103) left off. Finding the documents is no great challenge in itself; hopefully the library’s other challenges will be enough to keep up the suspense. Document 5 On the second floor, in room #9, is the library’s only burning brazier – a bowl ten centimeters
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You can find Faramei's letter on page 170, and in the PDF GM Resource – The Haunted Waste
deep, roughly 30 centimeters in diameter, filled with oil and standing on a shoulder-high tripod. No test is required to realize that something has been burning in the bowl. Different-sized flakes of blackened paper are resting in the oil at the bottom and there are ashes on the floor around it, as well as bits of thick, charred string. The ritual Tale of Ashes performed on the burnt documents: Since the paper burned so quickly the ritualist gets little more than a snapshot, but can at least see a clear image of a young woman sticking a large bundle of documents into the flames rising from the brazier. The triumphantly smiling woman’s brown eyes glitter in the firelight, framed by black hair that falls over her pasty skin; nothing about her facial expression explains the heavy tears constantly rolling down her cheeks… Successful Vigilant test while examining the floor: Due to its curved shape, a piece of burnt paper has gotten stuck in the wide gap between two floorboards; it takes a successful Quick test to grab the paper fragment before it drifts down to the ground floor. Understanding the Lindarian text requires Loremaster at master level. What the characters have found are the final lines of a letter that was part of a correspondence between a nun named Sister Arelia (see also Document 2, page 103) and the leader of the nairs who after fleeing Lindaros ended up in Lyastra and reestablished the old Symbarian Order of Dakothnic. The surviving part of the letter reads: … is as well as one could hope. Oh yes, glorious Othelia and all the Mothers of the Black Root would have been proud of what we have achieved here in Bright Haven, and we could never have done it without you, dear Arelia. Never has the city’s name seemed more fitting! Yours affectionately, High Priest Alamandor of the Order of Dakothnic Document 6 A short distance from the ritual site in room #11 there is a stack of two books. The one at the top turns out to be a journal kept by Brother Efrim Daal, who taught at the convent school until his death thirteen years ago. It describes and reflects on the author’s educational efforts, with a special focus on the progress of certain students – he does not mince words, referring to the Ambrian youths as “noble scum”, “wealthy imps”, and “squeamish nitwits”. The only thing of some interest is his expressed hatred for “that cursed heretic Sarvola, who seems determined
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to draw the cloak of The Eternal Night over Queen Nightbane’s promised land!” However, resting under the front cover of the book is an envelope containing a highly relevant letter. Before the war, Efrim spent part of his studies in Lyastra at a Dakothnic monastery and among other things got to visit Othelia’s Arboretum, where he developed a particular fascination with the legend of Rosáe. The letter is from his nephew, Second Lieutenant Faramei Daal (see Document 1, page 103) who served as an Alberian spy during the war and also sent private reports to his uncle. The letter is available as a handout on page 173 and can together with Document 1 provide clues as to the whereabouts of Rosáe: Dear Uncle, Must be brief. I leave at dawn, with orders from the baron to observe Judge Morlankor’s attempt to halt the Alberian army’s march to victory. As this journey might be my last, I must urgently inform you that I have finally found an answer to your pressing question: the plant Rosáe is alive and well, in the same place where you last saw it. And as for the future, you need not worry. The site in question is marked on a map over protected areas, hidden where neither apostles nor judges can access it. I hope this news will fill you with joy, and that my own future will prove both richer and longer than I currently fear it will be. With the warmth of Prios, your affectionate nephew Faramei Daal Document 7 Underneath Brother Efrim’s journal lies a thick tome that despite its rather plain exterior is highly remarkable. Seeking fame and immortality, the Alberian botanist Linnea Torrent went in the opposite direction when her family and colleagues fled to the northwest, determined to study the subject that is written in squiggly letters on the book’s cover page: The Nature of Darkness – On the Perverted Flora of Devastated Lyastra. She returned to Alberetor in a bad state and eventually ended up at the convent school, where she lived out her remaining days in quiet madness. The monks never really understood who she was and what she had achieved; the leather-bound book she was clutching was placed in the library after her death, without being read or copied.
THE DARKNESS OF THE CONVENT A player character with Loremaster or Bushcraft who takes the time to study “The Nature of Darkness” (or brings it along from the library) has two chances to successfully detect and/or identify nature-related threats during the journey through Lyastra, such as toxic or corrupting waters, berries, fruits, and nature areas.
EVERYTHING BURNS
When the Game Master thinks it is appropriate, Abbot Amfred has finally had enough, further roused by the agonized screams most likely heard from the library, from Father Abramar and possibly others. The fire could start just as the player characters arrive at room #11 (the ritual circle): the Abbot smashes three oil lamps against the columns of the mess hall and another two against the barricade, while screaming at his students and subordinates to evacuate. It takes a successful test against [Vigilant –5] to hear the tumult that breaks out when the fire is started. A few minutes later a test against [Vigilant –3] is enough to smell the first wisps of smoke, and after yet another couple of minutes a successful Vigilant is all it takes to hear the roar of the fire in the lecture building. Time is running out! The struggle to escape certain death happens in three waves; what follows is based on the assumption that the player characters are in room #11, but the scenario can easily be adjusted to take place in some other part of the library: Brother Gulber The undead Brother Gulber has no choice but to obey his mistress. He charges stark-naked through the opening from the northwest stairwell and attacks the player characters. Use the stats of a Liturg (Monster Codex, page 123) with Weapons: Knuckles 2 (short). Dorota Ausel When her undead servant has caught the characters’ attention, Dorota steps through the opening from the northeast stairwell. She starts by activating an Unholy Aura while casting Curse (adept) on the mystic or ranged warrior she deems most dangerous. On the following turn she tries to Curse another threat and uses Bend Will on the character she believes is best suited to defend her, before positioning that person between herself and the others. Maintaining the aura and the previous curse requires success tests. If pressed she takes a few steps back and teleports south along the corridor; note that characters who follow her suffers the effect of the unholy aura as long as they are within sight and the power remains active.
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The Daemon Prince Saarufag Saarufag will not have failed to notice that a fight has broken out. Dorota’s death would release him from the agreement regarding his current summon and leave him free to pursue his appetites. The Game Master decides how long of a breather (if any) the player characters get before Saarufag descends on them. How their fight with the daemon prince develops depends on whether the characters have something that can make him partially visible or negate his invisibility completely. In any case he uses the same tactics (described on page 113) until his death – or rather, his banishment back to the Yonderworld; once the creature reaches 0 Toughness, a momentary rift opens in the fabric of reality and devours his body. Escape the Fire The Game Master decides whether the approaching fire should be part of the challenge. If not, they manage to escape through a window in the lecture building just before the flames reach the library. If you would rather have the fire affect the final battle, we suggest that the later the player characters discovered the fire (based on the three tests described in the lead paragraph above), the less time they will have. If the first test succeeds and the characters start to make their way out, they have 20 turns to escape the flames; passing the second test gives them 10 turns. Finally, if the characters did not notice the fire until the third attempt, they will have to be quick! They have 5 turns, which leaves little time to do anything but escape the library. Once the time limit elapses, everyone still inside must pass a Strong test every turn to hold their breath or take 1d4 damage from the hot fumes (ignoring Armor). At this point it is impossible to perform any actions other than Reactions or Movement Actions.
Dorota Lives If the player characters escape the library while Dorota is still alive, she too will manage to get out, through a window on the opposite side of the lecture building. The characters can try to track her down to finish the job, otherwise she returns dejectedly to Esmerelda and makes a brief appearance towards the end of the adventure (see page 163).
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Wonders of the Veiled Library It towers high above the surrounding plains, gray-white marble contrasting with sickly black dunes of lifeless soil. Alone, in the middle of the borderland where dead Alberetor meets darkened Lyastra. Alone, with its giant copper dome rising fifty meters above the ground, shining like new in the dwindling afternoon light. Alone, but not uninhabited. It is not statues who are posted there in its gaping gateway, ten on one side, ten on the other. They may be statue-like in their stillness, but their torn clothes flutter in the wind, as do the two flags rising into the sky – tattered banners with an unmistakable symbol: the Alberian royal rune, Labrys. How the visit to the majestic cathedral that was once the Veiled Library develops depends largely on the player characters – it may involve a fair amount of combat, but there might just as well be social challenges in the form of negotiations and an
exchange of favors. But one thing is clear: escaping with the information found at the sight will require cunning and a great deal of luck, so it is probably fair to say that this adventure landscape puts an extra focus on problemsolving.
Introduction The player characters have unknowingly come across the last remaining army post in Alberetor, whose soldiers would give their lives to stop the enemy’s advance. Their ambition and situation may seem crystal clear, but there are two complicating factors: they no longer have any
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lives to give, and they cannot actually remember who the enemy is…
BACKGROUND
Colonel Meralia Arneld and her entire company were wiped out to the last archer during a rescue
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WONDERS OF THE VEILED LIBRARY mission just after the end of the war – having marched deep into Lyastra they were attacked by a biting, tearing blight storm. Roughly half of them were blight-born and soon scattered in all directions; the rest woke up a while later, as undead. But their commander refused to acknowledge what had happened. For two decades the decimated company roamed southeastern Lyastra, on an endless hunt for enemies. Meralia more or less unwittingly led her troops home, at a leisurely pace, massacring everything in their path – mostly other groups of undead, but also several smaller settlements of Lyarian civilians who were trying to build a new life for themselves, free from the Dark Lord’s despotic rule. Two years ago the company marched into the dead plains surrounding the Cathedral of the Sacred Fire, and something clicked in the Colonel’s dusty mind – she recognized the place; she felt it was time to establish a permanent base and reward herself for the great things she had accomplished. She made the majestic building her fortress; a year or so later she started referring to it as her residence, believing that she was actually in the Arneld region and had inherited the title of Baroness from her late father. Since then she has merged completely with her role as a noble and even knighted her most distinguished warriors, who are now part of her honor guard. Over the past weeks Baroness Arneld has been in contact with the outside world on two occasions, which has taken a toll on her already fragile mind and shaken her distorted view of the world. First, one of her patrol units spotted an enemy post northwest of the residence; one of the soldiers “survived” the massacre and return to the garrison to sound the alarm, but when the army had been assembled and launched its attack, they saw nothing but the remnants of battle. It was clear to Meralia that the enemy from The Great War had returned; in reality the threat consisted of Fredek Ausel and the dozen sellswords he had brought to the notoriously dangerous border region. After the incident Fredek returned to the Cliff of Korinda to muster an even greater military force. The second visit took place roughly five days before the player characters’ arrival at the cathedral. A small group of enemy spies arrived with a leader who claimed to be the Queen of Alberetor and demanded access to the catacombs beneath the fortress. A few confusing hours followed where (the presumably dishonest) spies claimed that the war was over, that the country was lost and abandoned, and that the enemy was defeated a long time ago. The baroness refused to admit that she did not
remember anything about a Queen or Alberetor, and so their meeting resulted in a diplomatic transaction: the strangers were allowed to go down and investigate the catacombs, and in return they left one Pansar behind as a hostage – ostensibly to ensure that the spies would not smuggle anything out of there, but mostly because Meralia wanted to show authority in front of her troops. Unfortunately the captors got a bit overexcited, so before it was time for the spies to leave, the hostage was already dead, his throat slit with a rusty blade…
THE SITUATION
By the time the player characters arrive, the Baroness has completely forgotten about Queen Korinthia’s visit, but the hostile advance guard that slew her patrol is still fresh in her diseased mind. The troops of Arneld prepare for the enemy’s expected return and attack – building fortifications inside the doorless entrance of the residence, patrolling the surrounding area, and sending scouts in all direction in the hope of spotting the enemy’s forces in good time.
OPENING SCENE
Goriban’s Return Game Masters whose groups have played the adventure Call of the Dark from Adventure Pack 4 may consider replacing the Baroness of Arneld with Captain Goriban, provided that their relationship with him is not completely hostile after what happened at the barony of Sarli. While reunions with both friends and foes can always make things more interesting, one must be careful to ensure that the player characters’ goals in the adventure do not become impossible to achieve.
Although the player characters risk being discovered by a patrol while they are still two hours away from their destination, the challenges of the adventure landscape itself begin when they are close enough to see the off-white cathedral and its mysteriously spotless copper dome. They are probably a couple of hundred meters from the gateway stairs, crouching behind one of the black boulders in the area, watching the motionless guard force. Successful Cunning test with the Beast Lore ability: No group of twenty living creatures could possibly stand this still; they must be undead! (The same conclusion can be reached with the Witchsight ability and a successful Vigilant test.) No test is required to notice the soldier who suddenly shows up in the blackened landscape, running from the northwest towards the cathedral. When that happens he is already too close to be intercepted, but his companion is not… Successful Vigilant test: A few hundred meters after the runner comes another soldier, Corporal Iasor, slowly stumbling and shuffling across the dunes. The player characters can make a circumventing maneuver, crouching in hollows and dashing between boulders, in order to intercept Corporal Iasor. If the Game Master assesses that there is a risk of discovery, the least discreet member of the
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The Cathedral First In the event that the characters (and therefore the Queen) choose the Cathedral of the Sacred Fire as the first stop in their hunt for Rosáe, we suggest that the Sacred of the Old Blood has monitored the situation for some time. In that case they have not sent an initial smaller force, and no battle has taken place between them and the Baroness’ patrol; but the undead scouts have indeed seen a hostile army closing in, as described in the opening scene. The landscape can then be played without any adjustments, except that there are fewer prisoners in the Atrium (see page 123).
group must pass a Discreet test (remember that undead can see in the dark!). Failure means that a hoarse screech rises from the guard force, and soon a squad of twelve soldiers comes rushing through the gates to hunt down the intruders. How this situation develops is for the Game Master to decide, but it is certainly possible for the characters to surrender. They will then be disarmed, have their hands tied behind their backs, be stripped to their underwear, and escorted to kneel before the Baroness’ throne. If the maneuver succeeds, they will easily be able to overpower the limping Corporal Iasor. Trying to interrogate him with threats of violence or the like is useless – Iasor is not afraid of losing what life he has. Instead they must try to convince him that they are allies in the battle against “the enemy”, which requires good arguments and a successful Persuasive test. On failure he shuts up like a clam; but if they succeed he can reveal the following in crackling Ambrian/Alberian, before allowing them to accompany him to the fortress.
Successful Cunning test with the Loremaster ability: The Alberian barony of Arneld lay far to the south, not this close to the mountains. If they follow the corporal, they are stopped at the gateway stairs. A shriveled captain demands that they state their business, but with Iasor vouching for them, the characters have no trouble gaining an audience. However, they must hand over all equipment down to their underwear and “stand defenseless before the Baroness”, as is the law in Arneld.
The Landscape This adventure landscape is concentrated in one building and the basement levels beneath, and as for non-player characters there are three main parties: the Baroness, Fredek Ausel, and the depth-dwelling bedrock serpents. The player characters will once again be able to follow in the Queen’s trail (unless the Game Master has other plans), but that does not mean that there are no threats left in their path…
THE SURROUNDINGS
The Cathedral of the Sacred Fire is located at the heart of the border region where most of the battles took place during The Great War, and that was badly afflicted by side effects from ceremonies as well as the ruinous sorcery of the Dark Lords. The earth is literally blackened – not moist-black like fertile soil can sometimes be, but dusty matte black and almost salty in many places. Much of the old soil has been swept away by the wind, which has left bedrock and rock formations bare – the terrain sometimes resembles the bottom of a raging river or a windswept mountainside: all rock, without soil or vegetation. It is possible to hide behind the rocks of varying shapes and sizes surrounding the cathedral and move between them without being discovered by the guards at the gateway stairs. The exception is the last fifty meters, where there is nowhere to hide. Approaching the building from the front
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◆ “This is the barony of Arneld, under the rule of Baroness Meralia.” ◆ “I am Iasor, corporal in the scout platoon of the Arneld regiment, on my way to report that the enemy is approaching.” ◆ “The enemy is strong and numerous; they will strike shortly, at sunrise/nightfall (or something similar; the Game Master adjusts)” ◆ “You can come with me. But be careful – our mistress is quick to anger.”
while avoiding detection is therefore impossible, without the use of mystical powers or potent elixirs. However, someone with the Acrobatics ability can get in through the window openings of the half-towers. Since the structure rests on a seven-meter-high base, it is roughly eight meters to the lowest windows, and the facades consist of smooth but weathered blocks of gray-white marble. The acrobat must pass a Vigilant test not to slip and fall. Finally, there are the Baroness’ patrols. As a suggestion, the player characters are at risk of being detected by one of them on their way to the cathedral. Six-man patrols are moving in a wide circle with a radius of 400 meters, watching for movement as well as tracks on the ground. If the characters have expressly stated that they are trying to keep a low profile and not leave tracks, the Game Master can at some point ask the most discreet member of the group to make a test against [Discreet +3], to see whether they are detected. If they did not take any precautions, the least discreet character must do the same. See the opening scene for suggestions on how to handle their detection.
THE CATHEDRAL
The roughly fifty-meter-high temple dedicated to the Veiler is made of white marble with gray streaks, and was converted into a cathedral to Prios in the midst of war. The many wooden stories inside were demolished; a thirty-meter-high and
WONDERS OF THE VEILED LIBRARY
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10
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4
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1 2
6
twenty-meter-wide window of glass and crystal was set into the western wall; and the roof was provided with a huge copper dome, ceremonially carved with symbols to preserve its luster forever. The building is standing on a base of dark gray that is roughly seven meters high, which means that the lowest window openings are about eight meters from the ground. Most of the openings are just narrow slits that let in light, but the two half-towers have normal windows leading into what used to be living quarters or workspaces. The Light Yard The cathedral’s interior is just one gigantic light yard, about 100×100 meters with fifty meters to the ceiling. Four rows of slender columns braced by arches support the roof for the first sixty meters towards the sun podium; after that they transition into more massive columns in just two rows. The sun podium itself is elevated five meters above the floor, and is currently occupied by the throne of Baroness Meralia: an eyesore of irregularly stacked blocks of stone from what was once the wall between the prayer alcoves in the far corners of the hall.
Speaking of which, the alcoves were not all meant for praying. Although the partitions have mostly been razed, to build the throne and more recently the fortifications inside the doorless opening to the entrance staircase, one can clearly see where the walls once stood. Those who move closer can also see that the alcoves nearest the openings to the half-towers used to have some kind of rectangular structures on the floor, like a stone frame, roughly four meters wide, eight meters long, and almost half a meter high. For more information, see the event The Way to the Catacombs on page 130. The innermost, northwestern alcove is where the Baroness keeps her prisoners of war, while waiting for them to join her ranks. Four Ambrian sellswords who were part of Fredek Ausel’s initial escort and a young Pansar named Elbregd Karella are chained both to each other and to a massive block of marble; they are all undead and have only faint memories of their past lives, particularly the recently risen Elbregd.
N
30 m
0 THE CATHEDRAL 1. Entrance 2. Fortifications 3. Light Yard 4. The Throne 5. Prisoners 6. Hidden Stairs
UNDERGROUND
How the player characters can get down to what is left of the Veiled Library is described in the event
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Abandoned Objects Most of the objects in the catacombs were left there because their owners were killed in The Great War and their descendants do not know that they exist. Others were left behind because the move to Ambria made them irrelevant – mostly property deeds or contracts between parties who no longer exist. There are also many items that were abandoned in the hope that they would be buried and forgotten, such as the documents in the War Archive and the Council Archives in the deepest vaults.
The Way to the Catacombs (page 130). Beneath the cathedral they will find six identically laid-out basement levels full of wondrous things, as well as the unfortunate and desperately sociable clerk Brother Aliver, who is described in more detail under the next heading. To those without the Witchsight ability, the underground rooms and halls will appear empty, with neither furnishings nor items. A person with Witchsight must pass one Vigilant test per floor to see through the Guardian’s Veil that is concealing the contents of the rooms from ordinary eyes (multiple attempts are allowed). A success reveals a shadow world of shelves and benches of stone, holding all kinds of items – books and scrolls; papers and documents, rolled-up paintings and tapestries; tools, ornaments, and weapons; chests and other vessels containing gold, gems, or similar valuables; in short, a mixture of things that Alberetor’s rich and powerful for various reasons were willing to pay to keep secret or safe. About two thirds of the shelf spaces are empty after the items were taken from there when the building was converted into a cathedral, or after the war. But much remains, left behind for various reasons (see the text box Abandoned Objects). For each item there is a copper plaque indicating its number along with a brief description in Alberian/Ambrian, placed on the edge of the shelf or mounted on a wooden frame. The above-mentioned Vigilant test gives no corruption, but anyone who has seen through the veil and reaches through it to interact with the objects suffers 1d4 temporary corruption that does not wear off until the person has returned to the surface – something the Veiler’s priesthood could mitigate through long forgotten procedures. Once
Examples of Veiled Items The plaques that accompany the library’s items state their serial number and the “name” given to them by their owners. The Game Master is of course free to describe the items and give them properties if the player characters decide to steal them – at the cost in corruption specified in the Underground section. For guidelines, see page 129–132 of the Game Master’s Guide. ◆ Viviedo’s Sun Mirror
◆ Celinder’s Night Braids
◆ Bordano’s Astrolabe
◆ The Brook Ram’s Crumhorn
◆ House Meledal’s Fire Diamond
◆ The Veiler’s Jewel Box
◆ The Neckbreaker of Onedom
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in the hand of a cultural being, the object is revealed to everyone present, and can be returned without gaining additional corruption. Finally, it should be noted that the characters will not be able to reach the lowest level through the stairwell – that requires a certain medallion which they cannot access. Those trying to go down that way will vanish the moment they reach the middle of the stairs, and immediately appear at the foot of the stairs leading up to the fourth level; this teleportation also inflicts one point of temporary corruption. For more information about the underground levels, see the event Dangers of the Catacombs on page 131.
THE CATALOGING ROOM
There is someone waiting for the player characters directly below the stairs to the top floor of the library. The man is unmistakably undead: his skin is dry and yellow like parchment and has peeled off the cheeks so the cheekbones are sticking out; the eyes are sunken and beady black; and the hands he keeps clasped in front of his chest seem so brittle that the fingers might break at any time. If stats are required for Aliver, use Liturg on page 123 of the Monster Codex but without the Leader ability. After bidding the player characters welcome, coughing and croaking, the man introduces himself as Brother Aliver, priest of the Lawgiver and the only remaining clerk at the Veiled Library. Initially he chuckles with joy: “Oh my, new visitors! What have I done that Prios should bless me with this honor and privilege!” When Aliver calms down he is happy to answer their questions; the Game Master is free to improvise the answers based on the following:
WONDERS OF THE VEILED LIBRARY 12
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Section 4
7
11
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6
8
3 5
11
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◆ He has been alone down here for seven years, since his previous colleagues abandoned the collection and traveled north. There was a vote and he was chosen to stay behind, undead as he already was. He does not know what caused his death, but they said he died in his sleep, of natural causes. (Successful Vigilant with Medicus: the marks around his shriveled neck suggest that he was strangled with a thick rope, like the one he wears around his waist). ◆ A while back he was visited by a whole bunch of people. Several were warriors; those who spoke to him were two women. One claimed to be Queen Korinthia, but could not prove it, wherefore he could not allow them to access the collections. They tried to force him, and when he refused they started rummaging through the card catalog themselves. Perhaps it really was Nightbane, since she seemed to know how the filing system is organized… ◆ Aliver knows exactly which objects the women examined – they handed the index cards to him before they left, as if it was
15 m
his job to put them back. He hesitates to show them the cards, but can be persuaded with threats or lies – let the characters present their arguments and (unless they are completely absurd) make a test against [Persuasive +3]. ◆ He does not want to follow them further in among the collections – partly because it is his job to turn away visitors, but also because he is afraid. If the characters ask about it, he stresses that they must watch out for “security devices installed for deterrence”; unfortunately he does not remember exactly where they are or how they work. And he adds: “Oh… I’m afraid that the lower levels may have… other guests. I have not seen them, but sometimes I hear them, a rumbling, crushing sound that makes the mountain tremble…” ◆ If the characters have read Document 4 (page 104), they might ask about the Council Archive mentioned there, particularly its records of witness accounts regarding the negative effects of mystical powers during the war. In that case Aliver says that he can
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Other Memories The player characters may decide to study the other pedestals as well, in search of other insightful experiences. The Game Master decides what is possible; several skulls could be missing, stolen by someone wishing to eliminate dangerous memories. In any case, the preserved recollections are always linked to events of vital, and often controversial, importance in the history of Alberetor. These may include a secret meeting where the War Council instructs Father Abramar to “have a revelation and author The Lightbringer”; an interrogation where a captured Dark Lord is tortured with holy water and fire; the meeting where Duchess Andarea Parfas and her co-conspirators plotted to assassinate King Ynedar. Others are less sensitive in nature, such as memories of coronations, royal naming ceremonies and deaths.
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try to find the card, but explains that the Council Archive is located on the sixth level of the collection, which no one can enter without a certain key… or medallion… or tattoo… He does not remember exactly. He has been there once, in the northeastern part of the sixth level, but does not have the key anymore. If the player characters persuade Brother Aliver to hand over the index cards, he waves for them to follow him into the four smaller rooms north of the stairwell. He pulls out one card in the first room, before fetching the remaining three from two other rooms. He hands them over with the following instructions: ◆ The first figure of the serial number refers to the level, the second to one of four sections – 1 = northeast, 2 = southeast, 3 = southwest, 4 = northwest ◆ The third figure is the room number, organized clockwise from the stairs and out. ◆ The forth number refers to a shelf or similar; the sorting can vary from room to room. ◆ The name corresponds to the items’ identity in the archive of contracts and more detailed descriptions hidden down in the sixth level. Card 1 – 2:3:9:19, “Memory: The Death of Ynedar Kohinoor” Card 2 – 3:1:8:114, “List: Sekretorium agents, postings, and assignments” Card 3 – 5:4:9:8, “Rosáe” Card 4 – 6:4:10:36–38, “Ceremonial Magic and Its Repercussions”
THE MEMORY GALLERY
An elongated chamber that (after using the Witchsight ability) is revealed to contain thirty-four pedestals lined up along the eastern wall, each with a flat top on which rests a perfectly preserved human cranium. Anyone who places a hand on one of these receives a full-sensory vision of a twelve to fifteen minutes long memory fragment that Ordo Magica’s conservators have isolated and recorded for posterity – an art form that was lost a few years before the end of the war, when the order’s chapter in Berendoria was thoroughly corrupted. Korinthia visited the Memory Gallery for nostalgic reasons; it had nothing to do with her hunt for Rosáe – she wanted to see her beloved, dearly missed father one last time, even though the context is terrible. The impressions that wash over whoever activates the skull are described in the event Treasures of Knowledge on page 132.
THE WAR ARCHIVE
The room labeled 3:1:8 was cleared of its previous contents shortly after the building was converted into a cathedral, to make room for copies of particularly sensitive documents relating to The Great War. There are volumes filled with records of soldiers, equipment, supplies, and troop movements; descriptions of Lyastra’s terrain, military strength and weaknesses, strategic maneuvers; interrogation reports and intelligence materials and much more. What can be found on shelf space 114 is described in the event Treasures of Knowledge on page 132.
THE HERB GARDEN
Player characters walking towards this room will be met by something they probably would not expect down on the fifth level of the collection. During the day they can glimpse a faint light even out in the circular corridor; one that almost becomes blinding when they turn towards room 5:4:9. If it is night outside they must wait until they see starlight and moonlight flowing into the room in front of them. Either way, the air grows warmer and more humid the closer they get, and eventually becomes so soaked that beads of moisture begin to form on the characters’ skin. There are stepped shelves running along the walls of the room, half-filled with plants under fogged-up glass cloches. The room has a ceiling like all the others, but the light seems to flow straight through its layers of rock and earth. Water trickles down from the east wall, towards a small pond in the middle of the room – that is where the steam comes from. One can also see that a bedrock serpent has tunneled its way through the floor near the northwestern corner and continued up through the ceiling. Various types of plants are collected here, all with properties that make them worth protecting. The cloches are keeping them alive and slowing their growth to roughly one hundredth their normal rate. Characters with the abilities Alchemy, Medicus, and Poisoner or training in mystical traditions will recognize the names on several of the plaques, provided that they can somehow see through the veil. Once the characters have identified shelf location 8, they will likely be as disappointed as Queen Korinthia was. Its plaque is still there, but under the foggy surface the cloche turns out to be empty, and a person who takes a closer look at the plaque will notice an addition: “Moved to Othelia’s Arboretum, at the owner’s request.” Successful Cunning test with the Blacksmith ability: Judging by the nuance and luster of the surface, the comment was added many years after the original plaque was made, but not recently – probably more than a hundred years ago.
10
WONDERS OF THE VEILED LIBRARY
THE COUNCIL ARCHIVES
The stairwell at the sixth level of the library is where the bedrock serpents hold court. You will find their stats on page 129, and can read more about the threat they pose in the event Dangers of the Catacombs on page 132. As mentioned earlier, it is not possible for the characters to reach the sixth level through the stairwell, but that does not mean that it cannot be accessed. Thanks to the bedrock serpents there are new, winding tunnels between the levels, which a fairly agile individual can crawl through. Player characters who try the tunnel leading down from the herb garden end up in the room below. From there they can easily find 6:4:10, but unfortunately they find that the Council Archives (including 6:4:11) have mystically sealed steel doors; their only chance of opening them is the ritual Sealing/Opening Rite – which would mean that they have to protect their ritualist from the serpents for an entire hour… However, there are more passages between the levels, and one of them does in fact lead to the very room the characters want to enter. The tunnel slopes down from room 5:4:4, but there are other openings nearby as well, in rooms 8 and 12 in the same section. The Game Master decides where on
Traces of the Serpents The bedrock serpents have left clear traces on the fifth level; they have also made some trips to the forth, but the player characters have probably missed it since none of the items they seek are on that level. Certain rooms are completely wrecked by their crushing movements, and in some places the floor and ceiling open into wide, tubular tunnels running in different directions, about one and a half meter in diameter. Slime and remnants of skin can also be found in the corridors on the fifth level, after the serpents slithered through there. A successful Cunning test with the Beast Lore ability is enough to identify the creature in question, and you can read more about the threat in the event Dangers of the Catacombs (page 132).
the sixth level these openings lead, but perhaps one (if not both) of these tunnels winds its way towards the northwest and opens into the stairwell on the lowest level, where the bedrock serpents have their nest… The contents of the document collection titled “Ceremonies and Their Repercussions” are described in the event Treasures of Knowledge (page 133), if the player characters manage to find (and live long enough to study) it.
Non-Player Characters All non-player characters in this landscape can potentially turn into adversaries of the player characters, except the clerk Aliver. But the more likely scenario is that they reach a peaceful agreement with Baroness Meralia Arneld, and that she becomes their ally in the battle against the Sacred of the Old Blood. But it is a fragile alliance that will fall apart if the characters do not live up to their end of the bargain…
Baroness Meralia
“Arneld shall never fall, Arneld is eternal!” Meralia has thrown herself completely into her role as Baroness. Her life centers around protecting Arneld and its people from an enemy determined to completely annihilate the barony; the fact that she cannot remember exactly who the enemy is or explain where “the people” have gone are topics best avoided unless the aim is to provoke her. The Baroness usually wears a dress made from restitched rags, linen cloths, and the like. With mismatched puff sleeves and quilt frills it looks more like a parodic attempt to imitate the old fashion of the Alberian elite. The same is true of the make-up
of chalk and charcoal that she improves every day, while at the same time adjusting the setting of her thin, rye-colored hair. However, in the event of battle she changes into her steel-reinforced chain mail. The Baroness has stats as a Lord on page 129 of the Monster Codex, but lacks a horse and has Undead (II) instead of the trait Companions. The full plate should also be replaced with chain mail, an heirloom with Armor 5 (reinforced, flexible).
The Baroness’ Knights
The Baroness has had a number of her finest warriors knighted and made them members of her personal guard. They are equal in number to the player characters, plus two who never leave Meralia’s side – half of them women, half men. Like their mistress the knights have been presented with more extravagant clothes. They always wear their breastplates and other armor details, but underneath they have a wide-sleeved puffy shirt and similarly wide-legged pants – made from restitched rags and linen cloths, just like Meralia’s. Their faces are not painted, but hidden behind masks carved from bones they have obtained from
Cloche Thieves With a little forethought, it may occur to the characters that they will probably have to find some sensible way of transporting the living artifact Rosáe. If it is relevant and the players do not think of it themselves, the Game Master can instruct a character or two to make a Cunning test to have a brilliant idea: the herb garden’s glass cloches would serve that purpose perfectly.
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battlefields in the area. They are smooth with big, round (and often unevenly carved/placed) holes for the eyes. If stats are needed for Arneld’s elite, use Knight on page 128 of the Monster Codex, but without the horse and lance, and with Undead (II) instead of the trait Companions. They also wear medium armor in the form of a breastplate and parts of full plate (Armor 4), rather than field armor.
The Baroness’ Army
The undead men and women that make up the Arneld regiment are all wearing chain mail – with holes, tears, and discoloration, but still serviceable. The only exception is the ten scouts who wear leather armor instead. The Game Master is free to adjust their numbers, but we suggest that there are about sixty of them, including ten or so that have suffered permanent injuries (a missing forearm, a broken leg, or the like) which make them useless in combat. If stats are required, use Squire on page 129 of the Monster Codex, but add the trait Undead (I) and the adept level of the Iron Fist ability (damage 6 with the sword).
Fredek Ausel
“You heard what Dorota said. Obey!” Born between his sisters, Fredek has always been a simple man, a man of action and war, who has inherited his father’s loathing of the Queen who saw fit to make his family landless after the move to Ambria. He rarely bothers to think for himself; Dorota’s word is his command and her views are his. If she says that the alliance with Duchess Esmerelda over time can help restore the status of House Ausel, who is he to question her?
Like his younger sister Vilmina, Fredek has subjected himself to flesh crafting, in the hope of being more useful to the family. The painful rituals have left his body scarred, but also tougher, stronger, and bursting with power – he is just over two meters tall with veiny skin that is stretched tight over his bulging muscles. In public he always wears a mask that only shows his eyes, to conceal the grotesque musculature of his face. As for apparel, he often wears flowing black clothes over his custom-made studded leather armor.
Fredek Ausel
Human (Ambrian), Strong resistance Excessively confident ACC
CUN
DIS
PER
QUI
+1
+3
+5 −3
RES
STR
VIG
−1
−8
Defense
Armor
Toughness
Pain Threshold
−3
5
23
9
Weapons Strong
Bastard sword 12 (deep impact, long, precise)
Traits
−
Abilities
Polearm Mastery (master), Two-handed Finesse (master), Two-handed Force (adept)
Integrated
Exceptionally Strong (master), Feat of Strength (novice), Iron Fist (master), Man-at-arms (novice), Privileged, Regeneration (II), Robust (I)
Equipment
Studded leather armor (reinforced, flexible), Sword of Sorrows (see text box)
Shadow
Bright, yellow-tinted steel with occasional shadows, like a blade in the light of the setting sun (corruption: 3)
Tactics: Fredek keeps the enemy at a distance with his sword and uses free attacks (damage 10) to wear them down. If multiple adversaries still make it into melee range, he unleashes a whirling storm of melee attacks.
The Sword of Sorrows, artifact
The slightly curved bastard sword that Umar Ausel carried throughout The Great War has been in the family for thirteen generations, supposedly originating from north of the Titans. Legend has it that an ancestor named Franke got the sword from his king in order to lead the peoples’ escape while the king himself stayed to die in his palace, but who forged the sword and how it ended up in human hands remains unknown. The incomprehensible runes covering the blade were identified as troll runes only a few years ago, by an adept form the Kurun chapter.
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WONDERS OF THE VEILED LIBRARY The Sword of Sorrows is a master level artifact with the added quality Deep Impact. Moreover, a person bound to the blade can activate the following abilities. Deadly Revenge: A master who possesses the ability Two-handed Force at adept level and misses with an attack can activate the sword’s thirst for revenge and deal full damage with the return swing (rather than 1d8). Action: Reaction Corruption: 1
Armor Breaker: A master who possesses the ability Two-handed Force at master level can add additional power to their armor-crushing blows. All attempts to resist the master level’s ability to ignore Armor have two chances to fail.
Bedrock Serpent
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
+3
+1
+5
−3
−1
−7
Defense
Armor
Toughness
Pain Threshold
+1
8
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9
AUDIENCE WITH THE BARONESS
Player characters who opt not to fight their way into the Cathedral of the Sacred Fire can end up before the Baroness in two ways: either as invited guests along with Corporal Iasor, or taken there by force after having approached the guard force without the limping scout. Either way they have no choice but to “appear defenseless before the mistress,” that is to say, without equipment and naked down to their underwear. Meralia Arneld sits on the throne with her two bodyguards standing on the sun podium below, just
through mountains,
Traits
Colossal (I), Devour (III), Tunneler (IV)
per turn. Moreover, its
Abilities
−
Integrated
will penetrate even the
Exceptionally Strong (adept), Iron Fist (adept), Armored (III), Life Sense (I), Natural Weapon (II), Robust (III), Sturdy (II)
each hit ignores Armor
Shadow
albeit at the modest pace of one (1) meter ferocious bite attack strongest plate mail; completely.
Glossy gray-black, like damp bedrock (corruption: 0)
Tactics: The giant serpents try to devour one prey each as quickly as possible, before withdrawing to their provisional nest in the stairwell on level 6.
for years once they have had their fill. Most of their time is spent in hibernation, resting before moving on, but they are easily awakened… Read more about the beasts in the event Dangers of the Catacombs (page 132).
Events This adventure landscape has two clear themes – one underground and one on the surface. The latter can be developed into a series of battles or a social challenge where the characters’ lives are on the line; the former is more about active problem solving to avoid danger. The characters’ actions determine whether there is any time pressure involved; either way, the landscape will likely give rise to a fair number of exciting and atmospheric scenes…
jaws are so tough and strong that it can break
Bite 10
Corruption: 1D4
The two serpents who have their temporary nest at the bottom of the library’s stairwell are about to move north, since Alberetor is now completely dead and their old hunting grounds have no prey left. They made a stop under the cathedral, attracted by the vibrations in the ground caused by the Baroness and her subjects, and are slowly making their way towards the surface – they are not in a hurry; their kind lives for centuries and can withstand hunger
Action: Special. The creature’s crushing
Weapons Strong
Action: Reaction
The Bedrock Serpents
Tunneler, grandmaster
Predator (beast), Strong resistance Multi-toned low-pitched rumblings
Elbregd Karella where the stairs come up. With an eerily melodious voice she demands to know who they are and why they have come. No matter what they say, she sourly replies: “So … The foul enemy is sending spies to the court of Arneld, to sever the Baroness’ head from her body.” It becomes a challenge to convince her that this is not the case. Meralia has already forgotten Queen Korinthia’s visit; she is completely preoccupied with the hostile army marching on the barony. What she currently needs are competent warriors willing to fight for Arneld, and there is an opening for the characters: they can propose an agreement where they are allowed to investigate the residence in return for joining the army of Arneld in the fight against the oncoming horde. In that case the Baroness is careful to point out: “You may move freely. But if you fail to report for inspection when the time comes, you will be considered deserters, an offense which carries the penalty of death by hanging.” Other arrangements could also be possible; for example, she might give them full access to the residence in exchange for a powerful artifact or
If the Game Master so desires, and the characters have good reasons for their request, the baroness could let them speak to the prisoner Elbregd Karella. He is virtually non-responsive and cannot offer any help. A person who persists and passes a Vigilant test can make out words in the hoarse mumble that constantly rises from his throat: “She’ll come back, she’ll save me, she wouldn’t leave me like this…”, over and over.
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a capable slave (i.e. one of the player characters). The Game Master decides the cost, but it should be something really significant, although a slave might of course escape at a later stage through the use of elixirs or mystical powers… The player characters once again find themselves in a race against the clock. The sellswords of the Sacred of the Old Blood will reach the cathedral four to six hours after the characters’ arrival; if they are not combat ready by them, they have failed to honor their part of the agreement and will be considered deserters. Or worse – the cathedral could be conquered by someone with even more reason to do away with the characters (see Defenders of the Barony, page 133).
THE WAY TO THE CATACOMBS
The map on page 123 shows where the entrance to the underground vaults of the Veiled Library once were. As a matter of fact they are still there, for those able to restore them. The key is the masonry frames that the Baroness’ soldiers broke up to build her throne; they are in fact portals (4×8×0,5 meters) that can be activated through mystical means, if they are restored. A successful Vigilant test aimed at the ruined frame: The places where the frame has retained its full height show vaguely carved symbols with traces of paint on the upper edge of the top stones, as if a pattern once ran all the way around the frame. A successful Cunning test with the Loremaster ability or training in a mystical tradition: Several of the symbols are recognizable to those familiar with mystical rituals and resemble symbolist runes. A viewer who has also studied the writing above the entrance to the little library on the Guardian’s Cliff (see page 47) will recognize certain symbols from there too, as well as the style. Consequently, the characters must find the missing stones and piece them together in the right order. Once they have realized this, the next challenge emerges: persuading the Baroness to let them temporarily dismantle her throne. Their best option is passing a test against [Persuasive –3] to make her believe that they are trying to find a powerful weapon that can help her vanquish the enemy. If that fails, there is only one alternative: to offer slaves or powerful items in return. Restoring a Portal Having secured the Baroness’ permission, the characters must first find the thirty-six rectangular stones (25×50×12 centimeters) with carved symbols that are missing from the portals – seventeen belonging to the north portal and nineteen to the
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Baroness Meralia Arneld would never willfully leave her seat of power
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WONDERS OF THE VEILED LIBRARY south. This is best handled with a Vigilant test – each attempt takes ten minutes, but all player characters can help out. Then it is time to put the pieces together, by rolling a test against Cunning. How long it takes depends on how successful the test is: an ordinary success means that it takes one hour before all the pieces are in place; if the test succeeds with a difference of five or more, it only takes half an hour; and with a difference of at least ten the portal is restored in only fifteen minutes. Each failure consumes one hour of time. Through the Portal When all the stones are in the right place, they must be fine-tuned so that the portals’ lines merge into a single pattern; some lines will probably have to be improved with a sharp tool or a ritual brush. A character with the Ritualist ability can do this without success tests, while someone versed in a mystical tradition must pass two Cunning tests to get it right (each attempt takes ten minutes). Once the portal is complete, someone with the Witchsight ability can automatically sense the power radiating from it. But it takes a Vigilant test with Witchsight to see through the physical illusion concealing the opening of the staircase (similar to the ritual Fata Morgana, page 90 in the Advanced Player’s Guide). A character who succeeds can walk down the stairs, and as long as he or she (or anyone following that person) has a foot on one of the steps, everyone can see that the worn marble floor has been replaced with a stairway leading down into the dark. The illusion is restored once the last person has left the stairs, until someone takes the stairs back up again, in which case it dissolves automatically. Halfway down, the staircase makes a half turn and leads back beneath the cathedral; at the bottom of the stairs is a corridor that goes all the way to the other entrance. In the middle of the corridor, beneath the sun podium, is a flight of stairs leading further down and to the west, to the cataloging room where Brother Aliver is waiting (see page 124).
to robbers and sticky-fingered visitors. These have all been prepared with a variant of the ritual Raven’s Doom (see Karvosti – The Witch Hammer, page 60), which is triggered if anyone but a select few touches them. The effect is as simple as it is terrible: everyone within one movement action immediately suffers 1d10 points of temporary corruption. Player characters who can see through the veil and are explicitly looking for interesting object can with a successful Vigilant test spot one of the following dummies: ◆ Lidless pot, deep blue with a symbol of a golden eagle, brimming with small uncut diamonds. ◆ Simple, bound book with a title on the back: “Dirty Secrets of the Noble Houses.” ◆ Sword with a crosspiece shaped like a double-bitted axe; anyone with the Loremaster ability or the Storyteller boon recognizes it as the lost sword of King Ynedar, the Subjugator. ◆ Gold plated mirror whose surface is engraved with small, mystical symbols. There are three old Alberian runes on the frame, which someone with the Loremaster ability (master) can translate: “Find hidden object.”
DANGERS OF THE CATACOMBS
Staircase Trap All stairs on the top floor of the library are set with powerful, mystically veiled traps that are triggered if someone puts their weight on the wrong step; which step that is varies from staircase to staircase. Detecting the mechanism before someone activates it is a challenge; someone must explicitly state that he or she is looking for traps and then pass a test against [Vigilant –8]. Once warned, it is easier to identify the triggering step [Vigilant –3] in subsequent staircases. Triggering the trap causes four steel spikes to shoot out of a step roughly one and a half meters higher up the stairs, towards the chest or back of the person who triggered it. Anyone in the firing line is hit by 1d3+1 spikes with damage 8; if there are multiple victims the spikes are divided between them at random.
Enchanted Decoys Some of the items in each room are decoys, worthless dummies created to be particularly attractive
Spike Floor Additional traps have been set in strategic places in the corridors of the complex. The Game Master decides how many there are and where they are located – perhaps in places that can be bypassed by taking detours through various rooms. In the Game Master’s Guide (page 62–66) there are a number of variants to use or be inspired by, the simplest of which is called Spike Floor.
Besides the mystical veil and hidden entrances, priests of the Veiler did of course take other security measures against theft and sabotage. In addition there are the two bedrock serpents that have now made a temporary nest in the center of the library’s lowest level.
Guardian Magic The mystical tradition developed by the Order of the Guardian was considered heretical after the Exaltation, and those who preserve it are few and well hidden in today’s Ambria – only in the Realm of the Order is the tradition perpetuated and revered. Most of its practical application takes places in the form of symbol magic (similar to Symbolism) and rituals, but it also includes a series of mystical ceremonies that despite their considerable power have more controlled side effects – linked to preserving, veiling, and protecting purposes.
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More Traps More examples of traps can be found in other, previously published Symbaroum books. One example is the Saw Blade Trap on page 104 of Karvosti – The Witch Hammer; another is the King’s Gate on page 82 of The Copper Crown.
The map on page 125 shows the layout of the library’s levels, and the symbol [ ] marks a number of strategically interesting locations where there might be traps. Before the characters go down to a new level, the Game Master should decide how many traps there will be, where they are located, and how they work. The Bedrock Serpents Stealth is of the essence! Anyone moving through the stairwell towards the circular corridor must pass a Discreet test. The modification is +5, and an additional +5 if the characters expressly state that they are moving at half speed, but the Game Master does not have to tell them that – let the players test Discreet and state whether they fail, and if so, by how much. They must then make a Discreet test every twenty meters. The modification is still +10 when moving at half speed, and everyone makes individual rolls. Furthermore, anyone who performs an action must make a test against [Discreet +5] not to make sounds. Down on the sixth level they must instead pass natural Discreet tests, no matter what they do or how careful they are. If any test fails, a person who passes a Vigilant test can hear, or rather feel, a deep, momentary rumble spreading through the mountain: the bedrock serpents have woken up and realized that there is live food on the level above. The snakes cannot use their Tunneler trait in combat down in the mountain, but the Life Sense trait gives them a good indication of the characters’ movements. They work together trying to attack their prey from different directions, for example from either side of a corridor or from two different tunnel entrances. The goal is to devour one prey each; having done so they return to the nest to digest their food. If attacked there, they will defend themselves to the death. The characters may of course crawl after the beasts and try to save their devoured friends, who take 2 damage per turn and must roll Death tests once Toughness reaches 0. Moving through the tunnels is hard; anyone who does not pass a Quick test every turn has their movement halved (which also clogs up the tunnel for those coming after the person in question).
TREASURES OF KNOWLEDGE
Sooner or later it should be clear to the characters that they better not touch more of the collection’s items than necessary – because of the corruption and the fact that some are protected by rituals. Should they nevertheless be reckless or greedy
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enough to grab more than the items described below (or the decoys above), the Game Master can use the mystical treasures described in this book (page 83) or even the artifacts on page 132–150 of the Game Master’s Guide. What is most important, however, is the following treasures of knowledge; once again the numbering picks up from the previous description, under Insights on page 117. Document 8 The skull on the pedestal in front of the characters comes from a soldier who witnessed the death of King Ynedar before he himself fell to an enemy axe. As usual down here, it costs 1d4 corruption to interact with the skull through the veil. Activating the memories requires Witchsight or training in a mystical tradition, which in that case inflicts another 1d4 temporary corruption that wears off as usual. Note that the memories can only be activated while the skulls are resting on their symbol-covered pedestals. The person who activates the skull is overtaken by the following impressions: “The stench of blood, iron, and wet leather; the noise of steel against steel, cries of terror, and thundering hooves. The battle rages around you. You are lying down with your cheek against the cold mud, pain radiating from your belly, panic creeping through your body. Your eyes fall on a figure in black; its robe is fluttering in the wind, its pale face grinning from the darkness of its hood. It is standing over him, your King – fallen, beaten, defeated, but still drawing breath. As the figure clenches its steel-clad fist, black blotches appear on the king’s cheeks. He screams in agony as they grow into boils and burst in a swarm of ravenous maggots, thick as fingers. Something moves in the corner of your eye. You look up at the axe falling towards your chest…” Document 9 On shelf space 114 in room 3:1:8 the player characters can find a bound tome with handwritten lists of informers and spies that operated behind enemy lines in The Great War, titled “Sekretorium agents, postings, and assignments”. Characters who have studied Document 1 (page 103) and 6 (page 118) will probably know what to look for: information about where Faramei Daal was stationed. In that case it takes no test to find the information. If they fail to make that connection despite having read the above-mentioned documents, someone
WONDERS OF THE VEILED LIBRARY will have to spend an hour studying the book and pass a Cunning test to understand the importance of the information it holds: the characters now know where to find a map to (what is most likely) Othelia’s Arboretum, where Rosáe was “alive and well” just before the end of the war! The passage that speaks about Second Lieutenant Daal reads: 2nd Lt. Faramei Daal The fortress, Bright Haven Assistant of Baron Oramei Haaras, Master Kalthar’s closest advisor on Alberian culture and military power Of crucial importance in identifying the enemy’s plans, resources, and state of mind Characters with the Loremaster ability do not need to roll to understand what “The Fortress, Bright Haven” means: it must refer to the Dark Lord’s fortress on the western edge of Lyastra’s capital city – the place where Queen Korinthia was held during her captivity! Document 10 The document collection titled “Ceremonial Magic and its Repercussions” takes up two and half shelves and comprises a total of two running meters of handwritten texts, divided into twenty-five bound volumes. It contains witness accounts, confessions, analyses, field reports, and a lot of other things that have only one thing in common: it indicates (more or less clearly) that the frequent use of ceremonial magic brings costs that outweighs the benefits. In an obscure passage, the initiator of the investigation, Archmage Elionara Yellowcat, even argues that: “Our efforts to counteract the enemy’s attempts to annihilate our people are clearly counter-productive – we are not counteracting anything, we are aiding the enemy in its endeavor. We are not the defenders of Alberetor, but its destroyers.” Queen Korinthia and most of her allies are of course aware of all this, but her current enemies are not. If the Sun Council in Ravenia gained access to the material, it could in time be used to undermine the most dominant factions and representatives of the Alberian power apparatus: House Kohinoor, the Church of the Lawgiver, and Ordo Magica. If the guidelines for encumbrance in the Advanced Player’s Guide (page 100) are used, each volume counts as one item, which makes the collection comprise twenty-five items in total. Suggestions on specific effects that might arise from the spreading of its contents are found under the heading Journals and Incriminating Evidence on page 168.
10
CHAMPIONS OF ARNELD
Provided that the player characters have not spent an awful lot of time underground (deliberately or due to unforeseen circumstances), we suggest that the impatient Baroness has already sent most of her army to face Fredek on the battlefield, unwilling to let the aggressor into her residence. And so the characters, the knights, and some twenty soldiers are pitted against a decimated band of sellswords and their leaders. The regular soldiers could for instance be posted near the half-towers, to deal with hostiles trying to enter that way, while the player characters are responsible for the largest and centermost gateway; the fully equipped Baroness and her two bodyguards take the smaller opening to the north, and the rest of her knights guard the one to the south. We would also recommend that the player characters must handle the following three waves before the onslaught is over; the waves arrive at three-turn intervals:
Deserters If the player characters deliberately delay their return to the surface, or spend huge amounts of time scouring the library for its most exciting objects, the Game Master should let there be consequences. For example, they might find that the entire population of Arneld has been wiped out and that a new figure sits on the sun podium’s (more
Wave 1: pc number of sellswords (members of the Millwood Kotkas) with stats as Infantryman; led by a squad leader with stats as an Officer, both described in the Monster Codex (pages 134 and 135 respectively).
or less dismantled) throne: Fredek Ausel, juggling the severed head of Baroness Meralia. His surviving sellswords
Wave 2: pc number of sellswords with stats as Infantryman; pc number of combat-trained kotkas (Monster Codex, page 151); led by the sellsword commander Uriger Redhand with stats as Bailiff but without the trait Companions (Monster Codex, page 128).
[PC×4] are spread out across the hall, pointing their loaded crossbows at the characters. How the situation develops is for
Wave 3: The commander Fredek Ausel himself (page 128); pc number of sellswords with stats as Infantryman; and two sorcerers with stats as Cult Follower (page 98)
the Game Master to decide. Fredek will demand any information they have about the Queen
The outcome of the player characters’ battle also determines how the other battles turn out – if they win, so do the knights, and if they fall the cathedral will have a new master. If so, see the text box Deserters for inspiration on how Fredek might act. Finally, it is worth noting that defeating Fredek will stop Duchess Esmerelda from ever getting her hands on the information stored beneath the Cathedral of the Sacred Fire. In that case, this becomes another reason for her to seek out and enter into an alliance with Apostle Joab, as described under the heading The Sisters’ Plans on page 137.
or Rosáe, and no matter how much or how little they tell him, the outcome is the same: young master Ausel orders his sellswords to fire and attack. And he is not slow to follow his own command.
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hey were the only ones left, Jina and him. The leader of the expedition, a noble named Aldina Mekele, had been among the first to die, ground to ashes in a whirling blight storm along with four arrogant sellswords. Then the others dropped off one after the other, falling victim to treacherous nature, corruption-crazed predators, and an extremely unpleasant corrosive disease. The last three had killed each other arguing over which route to take. “This is it. It must be here. Right!? It has to be!” Jina kicked a buckler sticking up from the muddy expanse where they had expected to find their destination – the residence of the legendary Apostle Maladhar. Not thinking about the journey home, they had been really excited the last few days. Almost happy. But the vast fortune they had looked forward to sharing was nowhere to be found; it seemed to have sunk into the mud, if it was ever there in the first place. It was hard to tell in the fog that covered the area, but so far he had not seen any buildings at all. Nileo cleared his throat: “So, Jina… I…” He stopped as what he had thought were trees further into the fog seemed to be moving, first one, then another. “Jina, come here, come with me, now. We have t-” More movement in the fog. To the right. To the left. All round…
t
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SECTION 3:
INTO THE STOR M
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Lyastra After a few days’ ride through the wasteland where the battles between Lyastra and Alberetor raged the hottest, the change starts to show. Single strands of grass sprout from the coat of ashes and dust. What must be orange-leafed woods can be seen in the distance. A glistening silver trout jumps up a rolling stream. Life in the dead and the dark. But something else, too. A whoosh out of nowhere, a howling wind with hunger in its voice that grows stronger as the dead earth starts to tremble and rises into the air like a quivering, black mist. There is life here, too, moving in the sunless bank of dust. Life that does not belong here but which has come to stay, to eat, to gorge, to grow. When the third act of The Haunted Waste begins, the time for mysteries is over. The player characters know that their chances of chasing down Queen Korinthia and finding Rosáe depend on them locating a map that is stored high in the central tower of what was once the Dark Lords’ stronghold. Although it is a gamble, there is a strong possibility that the Queen has decided to take the same risk, so even if the map is no longer there they may at least catch up with the evasive monarch. What is said about Journeys in the Darkened South on page 78 applies to Lyastra as well as Alberetor, so it does not need to be repeated here. However, the two regions differ in several respects, which is why the first chapter of this section presents an overview of Lyastra’s history and characteristics along with a few suggested events that can occur on the journey from the Cathedral of the Sacred Fire to the Dark Lords’ stronghold – situations that are meant to illustrate
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the differences between the realm of Lyastra and darkened Alberetor. This is followed by two chapters that describe one adventure landscape each: the aforementioned stronghold and the island in Farshimmer Lake where Othelia’s Arboretum lies, protected by a roaring opal storm. It is on that island that the adventure reaches its climax, after which the rest of the section is devoted to more forward-looking matters – what awaits the characters back in Ambria and what might happen before it is time for the final episode of the adventure chronicle, when Davokar awakens.
THE CHARACTERS’ JOURNEY
From the now meaningless border between old Alberetor and Lyastra it is about a fifteen-day ride to the once bustling capital city. The Game Master should apply the same principles for events and random encounters as the gaming group agreed on for their travels in Alberetor.
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LYASTRA
Depending on which documents the characters picked up during the second act, they may have some extra help on their journey. The journal of General Verleia Brigo gives their guide +1 to Vigilant when rolling Orientation tests, while Linnea Forsen’s magnum opus “The Nature of Darkness – On the Perverted Flora of Devastated Lyastra” gives the group two chances to both detect and resist the effects of environmental threats during their travels. The latter could be useful when dealing with misfortunes #6 and #12 (page 78) and most of the outcomes on Table 8: Terrain (page 81).
THE SISTERS’ PLANS
A few words should also be said about what Korinthia and Esmerelda get up to before their forces collide in a thunderous final confrontation (see page 163). The Queen’s initial plan is to head to the stronghold in search of directions to Othelia’s Arboretum, but that prospect finally loosens Master Kalthar’s tongue. To avoid the risk of both him and Korinthia ending up in the clutches of the remaining Dark Lords, he reconsiders his own strategy: he reveals the position of the arboretum and leads the expedition there – not because he would let the Queen
win, but because he dejectedly realizes that she will never stop seeking the Throne of Thorns. Kalthar takes her out on the tainted lake, to the isolated island, where he breaks his promise to never again use mystical powers and sinks their boat into the blight-stricken depths. It is time for both of them to die… While the Ausel siblings have been following the Queen’s trail, Esmerelda has taken a potentially straighter path to success. In her arrogance she makes contact with Apostle Joab, one of the remaining Dark Lords who was closest to Kalthar. By following rumors on the Cliff of Korinda, her agents track him to a place near Black Haaras, where he is stubbornly searching for a way past the opal storm raging around the city. The meeting does not go as she had expected, based on her own deluded self-image: the apostle does not even listen to what she has to say, but strikes her down and imprisons both the goroth and its party. After nine days the rest of the party have been consumed by the hunger of the undead, and Joab comes to the goroth’s cell. This time her words register through his hunger and obsessive determination; the news that Master Kalthar and Queen Korinthia have come to Lyastra makes him stop and listen. And when Esmerelda offers to help
Crestfallen, Nileo and Jina must conclude that the ruin they searched for has descended into the mud.
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him find a way past the opal storm, the basis for their agreement is established: Joab swears to help Esmerelda gain possession of Rosáe in exchange for her assistance in overcoming the opal storms and
information leading to the capture of the former Dark Lord. To formulate and witness the agreement, the Duchess summons a third party: the daemon prince Saarufag.
Overview In the borderlands between Alberetor and Lyastra there is little difference between the two realms, but those who continue east will soon realize that the two regions have suffered different fates. Lyastra is not dead, sterile, and darkened; deeper into the country its natural environment is largely the same as it was before the rise and fall of the Dark Lords. But the exceptions are even more terrible… Unlike the Alberian mystics, the Dark Lords never drained their country of its life force, and the side effects of ceremonial magic inflicted upon Lyastra are not nearly as extensive as in Alberetor. However, there are clear and plentiful signs of the apostles’ ripping and tearing at the fabric of creation. Some areas are characterized by environments that scholars normally associate with the Yonderworld, and there are ravaging phenomena and creatures moving freely in the region – once summoned by the Dark Lords, intentionally or otherwise. As for inhabitants, only shreds remain of the once proud people of Lyastra – small groups of living people hiding in the woods and mountains, constantly on the move, constantly on guard. They are hunted by undead who have banded together in decaying cities and villages, where they have started to reestablish some form of society, as twisted as it is tragic. In addition, there are blightborn humans that threaten the living and undead alike, often gathering in large groups that roam aimlessly in search of warm flesh and blood. The above was not what Master Kalthar and his priesthood had in mind when they began their efforts to make the flourishing Lyastra even richer…
THE TRUTH ABOUT LYASTRA
On page 42 of Yndaros – The Darkest Star you can read about the fall of Lyastra, described from the Dark Lord’s own perspective. In short, the country’s demise was caused by the priests in the Order of Dakothnic, who ignored their predecessors’ warnings and challenged the almighty power of Creation. The realization that corruption does not affect the undead inspired the priests to explore a mystical ceremony capable of turning people into undead without destroying their memories, senses, and mental capacity. The goal was to create a backdoor to pure magic in all its power, but it was not long before the black hunger of undeath started clouding
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the minds of the “exalted” – they turned against each other, against the laws of Dakothnic, and against the Dark Lord who for safety’s sake had held off on subjecting himself to the ceremony. The main reason for The Great War was to give the exalted a common enemy while Master Kalthar tried to develop a ceremony with the power to reverse the effects of the treatment that the apostles and judges had undergone. That project was of course doomed to fail, and so nothing could stop the exalted from waging their war, burning with destructive urges and immune to the effects of corruption. They constantly sought new ways to make their armies even stronger, and many of the unnatural elements that characterize modern-day Lyastra were caused by such, more or less successful, experiments (read more under Tears and Blightlands below). Then there are the phenomena which the Royal Sekretorium’s field agents refer to as Opal Storms and Blight Storms. Most of the former were in fact created, or rather summoned, by the Dark Lord when he first realized that he had lost control of his apostles and judges. They are daemonic beings from the Yonderworld, pact-bound to defend a number of sacred or otherwise sensitive locations from the exalted ones (for more information, see Deadly Storms below). But Master Kalthar failed to include a crucial detail in his contract with the daemons, regarding their ability to reproduce. Now their spawn – the blight storms – are sweeping across the land. Although nature in today’s Lyastra is more alive than in Alberetor, it is gravely threatened by blight and daemonic influences. The Yonderworld is breaking through, conquering more and more of the once beautiful land. Perhaps it is only a matter of time before the country turns into an open wound in the fabric of Creation, and a foothold in a war of conquest unlike anything the world has ever seen…
TEARS AND BLIGHTLANDS
Some places in Lyastra are not only darkened, but so profoundly corrupt that they in many ways resemble the Yonderworld. The first of these blightlands emerged when Apostle Maladhar and his three judges performed ceremonies to thoroughly corrupt and take control over the population in several eastern regions. Despite repeated attempts they never quite succeeded – the people were blight-born
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LYASTRA 1
2
3
4
Devastated Nature Darkened Nature
N
Warped Nature 100 km
alright, but became impossible to control and discipline, which made them useless as soldiers. In addition, the ceremonies opened tears in reality, tears that lead to the place from which they drew their corrupting powers: the Yonderworld. The result of similar outcomes and side effects can also be seen closer to the border, where the Dark Lords tried to summon reinforcements from the Yonderworld or produce corrupting rain clouds to send across enemy lines. On page 141–142 is an example of what it might be like to approach and travel through the blightlands of Lyastra. On a general level the Game Master can also draw inspiration from the section titled The Yonderworld in the Game Master’s Guide (page 41–44). Not even loremasters or trained demonologists can say for sure whether these areas are corrupted parts of old Lyastra or whether parts of
the Yonderworld have pushed Lyastra aside and taken its place in the world of the living. Finding the answer to that question would require thorough analyses which the characters will not have time for at this point (see page 168 for further suggestions).
OPAL STORMS 1. Haaras 2. Fatestone 3. Othelia's Arboretum 4. Pillars of Cidrian
DEADLY STORMS
As mentioned earlier, the opal storms summoned by Master Kalthar are bound to serve as guardians under a contract whose terms are irrelevant for this adventure. They look like stationary, swaying tornados of glossy black sand and gravel, about three kilometers high with a diameter that adapts to the object they are protecting. There are always dark clouds boiling above their upper layers, regardless of what the weather is like in the surrounding area. As for their numbers, you will find four storms marked on the map above, but there
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may of course be more of them if the Game Master deems it appropriate. Completely uncorrupted creatures take 2 damage per full turn they spend inside the whirlwind; the attack counts as a magic weapon, but Armor protects as usual. The damage is 3 for blight-stricken creatures, 4 for blight-marked, and 6 for the thoroughly corrupt. But no one is affected more severely than the creatures who specifically underwent the Dark Lords’ exaltation ceremony (apostles, judges, and a number of officials and commanders) – these suffer 10 (1d20) damage per turn, which ignores Armor. You can read more about passing through an opal storm on page 155. The spawn of opal storms are called blight storms and differ from their mothers in several respects: they are free to roam as they please, their appearance depends on the terrain through which they have been moving, and they are not pact-bound – they decide for themselves what to hunt and where to look for prey. Another difference is that they must consume matter in order not to grow weaker and fade away; they prefer living creatures, but can also subsist on undead and abominations. If there is nothing else to feed on, the storm can consume the land itself and live a few more days, which has led to the creation of great swaths of twisted blightland as described under the previous heading. Both opal and blight storms can be fought and defeated, in which case they are banished to the Yonderworld. The former are allowed to defend themselves against attacks; in such situations they have
Blight Storm
Abomination, Mighty resistance Storming, howling, shrieking ACC
CUN
DIS
PER
QUI
−1
+3
+5
STR
VIG
−6 −8
RES
+1
Defense
Armor
Toughness
Pain Threshold
6
54
9
Weapons Strong
Whirlwind 18/14 (long), two attacks at the same target
Traits
Mystical Resistance (III), Regeneration (III), Swarm (III), Wrecker (III)
Abilities
Natural Warrior (master)
Integrated
Berserker (master), Colossal (II), Exceptionally Resolute (master), Exceptionally Strong (master), Iron Fist (adept), Sturdy (III), Natural Weapon (III), Robust (III)
Shadow
Raging black (thoroughly corrupt)
Tactics: The blight storm has no specific tactics, but will of course prioritize enemies that are inflicting the most damage. It basically considers itself unstoppable, with its colossal size, toughness, regenerative ability, and mystical resistance.
stats as Blight Storm and can change form to attack enemies at a distance, for example by bending their “upper body” towards the ground. Storms engaged in active combat do not deal automatic damage based on corruption level as described above.
People and Places The scenes that can be triggered by misfortunes (page 78) and the event tables (page 81–82) are designed to work anywhere south of the Titans. To highlight the differences between the conditions of old Alberetor and Lyastra, it would be good for the players if their characters also get to experience a few of the incidents described in this section. They can of course also be used in homebrew adventures separate from the Chronicle of the Throne of Thorns, just as they are or adjusted according to the Game Master’s preferences.
THE AIRSHIP
In the distance the player characters can see something break through the low clouds and plummet towards the ground – too big to be a bird, falling too vertically to be a meteorite. The characters do not have to make much of a detour to investigate the crash site, located just beyond a rugged ridge. In the middle of a plain with swaying autumn grass is what from afar looks like a demolished shack partially draped in oilcloth. Those who approach it
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recognize the shape of the crushed wooden structure – it looks like a small watercraft. But if the cloth is in fact a sail, it is massively oversized. Someone is moving in the heap of planks; soon it also turns out that a handful of people are sitting around it, while others are lying stretched out on the ground. They are humans. With wings! As soon as they notice the characters, the sitting people spring to their feet, one after the other. After some hesitation they come running, screaming threateningly with raised fists and gaping jaws. They are undead, with stats as Dragouls but without weapons and with flesh-crafted wings, and make no attempt to defend themselves – they want to die, to end their suffering. The player characters can strike or shoot them down without rolling dice. This scene’s challenge is about something completely different… Challenge: Helmsman Lethol who is limping around the remains of his crashed airship is not in the best of moods, partly because of his dislocated hip and
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LYASTRA shoulder. If the characters come close, he meets them with a raised hand and his undead face crumpled into a grim frown: “I’m not saying anything. Nothing!” But beneath the surface Lethol is simultaneously hopeful and terrified. Before the characters arrived, his clouded mind had started to see the crash as a way out, a chance to escape Lyastra; at the same time he is convinced that his superiors will regard him as a deserter and treat him accordingly, condemning him to life in the water pit as punishment for ruining the airship. Characters who choose their words carefully can convince the helmsman that they are not a threat, and maybe even his salvation. The Game Master decides whether it takes a Persuasive test to get Lethol’s toothless mouth talking. He has the following to say and offer: ◆ The crash was caused by the haulers. All eight must have made a suicide pact; they slashed the ship’s gasbag in the middle of the flight. Some broke their necks, the rest saw the characters as a second chance to reach their final rest. ◆ The ship was meant to serve in The Great War, transporting mystics and priests between frontline positions and carrying them into battle. Only a few were built, none of them in time to be put to use, but a handful still remain in the garrison outside Bright Haven, commanded by Apostle Joab. ◆ Not just anyone can make the vessels fly; it takes special training in the mystical arts, both to maneuver the ship and to steer the haulers. ◆ Lethol is sick and tired of war and service, but he does not want to lose what “life” he has left. First of all he needs to eat and drink (see the description of Undead on page 201 of the Core Rulebook); then he wants to leave Lyastra. ◆ If the characters promise to protect him and help him out of the country, Lethol can be persuaded to come with them and be their helmsman, if they can get their hands on an airship. For more information, see page 152.
MERRYTHORPE
Walking through an area of untainted nature, with fresh water and birds in the trees, the characters can suddenly see columns of smoke rising in the sky. Before they get there, they notice people moving around far to the north, as if they were plowing a field – which cannot reasonably be the case this time of year. A successful Vigilant test: There is something strange about the animals pulling the plow; they are not animals at all, but four toiling humans… On a hillside by a large lake lies a village, and between its stone houses with wooden roofs there
is life and activity. Or at least activity. The village of Merrythorpe is now inhabited by a hundred and twenty undead who, despite their lack of basic human needs, are living out a kind of parody of everyday life – plowing fields even though they have no seeds; hunting even though they do not have to eat; cooking, serving, and pretending to eat what looks like food but mostly consists of mud, bark, and leaves, sometimes mixed with insects. Player characters with the courage to approach them are warmly welcomed and brought to Selomo, the Mayor’s right-hand man. If they behave themselves and do not speak ill of the “food” being served, they are offered to stay the night as Selemo’s guests at the largest house in the village, where it among other things turns out that the villagers are keeping undead Alberians as slaves and livestock (for example to pull the plow). Challenge: Of course the people of Merrythorpe are hungry for fresh meat; of course they are thirsty for hot blood. And of course their Mayor wants to satisfy the needs of his subjects. The Mayor is unavailable during the day and any questions about him will bring about an abrupt change of subject. The reason for this becomes clear when he finally appears, in the night, along with the villagers who surround the house where the characters are staying: the proud leader of the village is a Death Prince! The characters must now do whatever they can to escape with their lives. Stats for the death prince Karmaron are found on page 30 of the Monster Codex, while the 88 fighting villagers have stats as Dragoul on page 230 of the Core Rulebook. The challenge can be handled in various ways. Perhaps the characters can persuade the proud Mayor to accept a duel to the death; if Karmaron wins they will put down their weapons, and if the characters win they will all be granted safe passage out of the village. Or maybe they let the enemy storm into the house – first a wave of dragouls equal in number to the pcs sees what they can do; then [pc×2] undead try to soften them up; finally the Death Prince himself along with pc number of dragouls moves in for the kill. If Karmaron falls, the villagers will retreat and let them go.
Lethol’s Stats If the player characters reach an agreement with Helmsman Lethol, use the stats of Archer on page 133 in the Monster Codex, but swap the values of Discreet and Resolute, and add Undead (I) and Ritualist (adept), where all three of his rituals have something to do with maneuvering the airship. Furthermore, it might be a good idea to transfer Lethol’s stats to a character sheet and let a player control him in combat and similar situations.
THE ABYSSAL RAVINE
A several kilometers wide ravine crosses the characters’ path, its bottom covered by swirling, yellowish-white mist. Judging by the steep slopes, roughly a hundred meters high, the subsidence occurred fairly recently, and there seems to be no end to the ravine, to the south or the north.
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Characters trying to go around the ravine will lose a lot of time – two days if they take the northern route, and two and a half if they take the southern one. They also have +5 when rolling on Table 9: Enemies while traveling near the ravine, since the blightland has a tendency to attract, and spew out, all sorts of trouble. If the group possesses some ability or elixir that allows them to reach the other side through the air, the Game Master should allow it – players are seldom happy to learn that they are not able to use their characters’ investments in Experience or thaler. Challenge: Moving down the slope and up the other one is handled, as usual, with Quick tests. In this case it takes three tests per slope, where failure means a 1d12 meter fall onto a ledge. Anyone with the Acrobatics ability succeeds automatically, and the fall can be avoided entirely if the characters use safety ropes or the like. Once at the bottom everyone must make a test against Strong or Resolute (the player decides), where failure gives 1d4 temporary corruption that does not automatically wear off until the person has left the bottom of the ravine. It is 3.5 kilometers to the other side, and on their way there the characters must make two more Strong/Resolute tests as described above. This isn’t the only similarity between traveling down there and journeying through the Yonderworld – distant screams echo between the walls of the ravine; a brief groan comes from somewhere nearby; shadows move around and sometimes above the travelers, flitting just out of sight amongst the mist. The characters occasionally pass open wounds in the fabric of reality – black tears with shimmering silver edges hovering in the air. Once they have made some progress, instruct each pc to make a Discreet test and report the difference of their worst failure. Use that difference instead of a die roll on Table 1 on page 25 of the Symbaroum Monster Codex to determine how many dangers are standing in their way. Then roll on (or choose from) Table 2: Dangers in Corrupt Nature to see what kind of dangers they are.
THE LIVING DEAD
The characters pass through a vast forest of towering pine trees. A successful Vigilant test gives them time to hide behind some moss-covered boulders as a large group of humans comes running between the trees. There are about fifty of them, seemingly alive; women and men, children and elderly; and they are clearly running from something. Some are wounded and everyone is exhausted.
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These people are all that is left of a nomadic clan of Lyarians who have managed to stay alive since the war. But now they have a flock of abominations on their trail; half the clan stayed and fought while the rest fled with the children, the sick, and the old. But several blight-born survived the ambush. If the player characters help the fleeing nomads (see below) they will be eternally grateful. They do not speak Alberian, but some unknown dialect that resembles Old Symbarian; it takes Loremaster (master) and a successful Cunning test to communicate with them, if only in short, simple sentences. The Game Master decides what the characters receive in gratitude for their assistance – if they are short on a certain elixir (such as Purple Sap, page 121 of the Advanced Player’s Guide), 10 or so doses might come in handy; if they have some weakness that needs strengthening perhaps a certain artifact will be useful; the casting of rituals is also an option. Challenge: Whether the characters hid or not, the humans will run straight past them, possibly with warning cries and gestures. A successful Vigilant test reveals that something is moving behind the fleeing, and moments later they appear: a scattered group of raging, blight-born humans, with bulging muscles under their scaly gray skin, created by the Dark Lords’ ceremonies. They are pc×2 in number and the player character decide for themselves how many to take on. The rest will be for the fleeing group’s eight warriors to handle; each abomination facing them will kill two warriors. Any abomination who survives the last of the warriors will start attacking the old and infirm.
Dark Born
Abomination, Challenging resistance Guttural roars of excited hunger ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−5
+1
+5
−3
−1
+3
Defense
Armor
Toughness
Pain Threshold
+7
7
11
6
Weapons Accurate
Claws 13/11, two attacks at the same target
Traits
Acidic Blood (II)
Abilities
−
Integrated
Berserker (adept), Natural Warrior (master), Armored (II), Natural Weapon (II), Robust (I)
Shadow
A storm of blackened silver flakes (thoroughly corrupt)
Tactics: The dark born throw themselves at the nearest target to tear it apart.
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LYASTRA
THE ABYSS RISES
After a few hours of walking across gray-black dunes, the abyss suddenly rises around the characters. It starts as vibrations in the ground that send the fine dust trembling and dancing. Then the particles rise into the air, like a smothering haze that grows higher and higher, denser and denser – finally so dense that it almost completely blocks out the sunlight and limits visibility to a couple of meters. The ground underneath is laid bare, revealing the blackened skeletons of humans and animals, dressed in rags that look more like working clothes than armor. The ground is littered with tools such as scythes, axes, and pitchforks, but very few actual weapons. The characters have stumbled upon the victims of a rebellion where the local population rose up against a Judge in the Order of Dakothnic. The remains are harmless, but the vengeful ghosts are not. Another difficulty is to keep a straight course and thereby getting out of the area, which is roughly
a kilometer in diameter. Someone with the Bushcraft trait/boon must pass three consecutive tests against [Vigilant –3] to reach the outer edge of the area; each failure forces them to stay longer and face more of the massacre’s victims.
They have managed to stay alive in the darkened land for decades, but maybe not much longer…
Challenge: The number of ghosts the characters are forced to confront depends on how long they remain in the haze. Once the scene is set, a roll is made on Table 16, the outcome of which determines what befalls them as they make their way out of there (the Game Master decides when). If they fail to find a way out, another roll is made on the table, and so on, until they either succeed or join the ranks of the dead. Another solution is to use the ritual Sanctifying Rite to (temporarily) force the haze back to the ground. It takes one hour and will no doubt attract unwelcome guests. Let the players roll 1d4 without telling them why; the outcome determines how many rolls must be made on Table 16 before the ritual is complete.
Table 16: Ghosts in the Haze
1d6
Effect
1
Spirits descend upon the characters with the same effect as the power Tormenting Spirits at adept level (Advanced Player’s Guide, page 87). The effect afflicts the characters individually and remains until they pass a Resolute test (though no longer than 1D4 turns per person).
2
A spirit with Resolute 10 (0) and Accurate 13 (–3) bursts out of the darkness and tries to grab the character that looks biggest and strongest. If the grab attack succeeds it uses the Haunting trait (Monster Codex, page 168) in an attempt to possess and turn the character against the others. If that should fail, the spirit retreats and comes back a while later for a second and final attempt.
3
PC×2 dark, floating fields with a core of flickering purple rise from the ground where the characters are standing. They have stats as Frostlight (Core Rulebook, page 230) but with level III in both Spirit Form and Alternative Damage.
4
The characters encounter the noble commander of the peasant revolt, accompanied by PC number of his house troops. The commander has stats as Cryptwalker (Core Rulebook, page 233) while the soldiers have stats as Wraith (Monster Codex, page 148).
5
A glimmer lurks in the dark (Monster Codex, page 42).
6
Roll twice on the table and let the characters face both, at the same time or one directly after the other.
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Bright Haven Stronghold Four massive towers, linked by fifteen-meter-high walls around a courtyard large enough to contain half of Thistle Hold. In the middle of the structure is the central tower, rising towards the cover of rolling, black clouds – about eighty or ninety meters, twice as high as the wall-towers. No lights, no sound, only a few shadows moving on the parapets and a flag swaying from the top of the central tower, so well-preserved that it must either be new or magically protected from the ravages of time and nature. The flag is black with a white symbol in the middle – one that you recognize: the standing rhombus, the symbol of the Order of Dakothnic… It is time for the player characters to infiltrate the Dark Lords’ stronghold – the fortress where Queen Korinthia was held prisoner during the war and from which she was rescued shortly before Alberetor triumphed over their accursed enemy. At first glance it may seem impossible, and a head-on assault could certainly lead to a fate darker than Davokar itself. But there are factors that may play to their advantage, that if properly utilized can allow a discreet person or two to make it all the way to the top of the central tower: after two decades without major incidents the enemy is not particularly alert, and the soldiers and their
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leaders all suffer from immense boredom and a severe lack of impulse control… As long as the player characters do not do anything rash or outright stupid, the landscape’s challenges should be fairly easy to handle – it is not meant to be difficult, but rather suspenseful, with a strong focus on stealth and diversions. It is assumed that the Game Master has used and continues to build on the previously described scene with the airship (page 140), but if flying ships pulled by flesh-crafted undead are something you would rather avoid, that is of course perfectly doable, with minor adjustments.
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B R I G H T H AV E N S T R O N G H O L D
Introduction When the characters arrive in the area southwest of Bright Haven, the fortress’ inhabitants have not had to deal with any threats for several years; the last time was when a horde of blight-born humans swept into the alleys of the capital and soldiers from both the garrison and the fortress had to intervene. Perhaps the characters can help relieve their boredom?
BACKGROUND
The huge fortress that the Ambrians came to know as “the Dark Lords’ stronghold” has been built and re-built over the centuries. The oldest part is the two-story base of the central tower, which was constructed roughly five hundred years ago as a temple to Eo, the god of life and death, worshiped by the people around Farshimmer Lake. The hexagonal addition on top was later added along with a wooden palisade, which a century later was torn down and replaced with a wider stone wall inside which further buildings were erected. The fortress got its current form a little over a hundred years ago when Lyastra, with help from the reestablished Order of Dakothnic, had evolved into a well-functioning, decentralized theocracy. The central tower was home to the Patriarch, while the headquarters of the country’s four major development areas – agriculture, education, theourgy, and defense – each occupied a wall tower. As the exalted apostles and judges (equivalent to Ambria’s dukes and counts) became twisted by the ceremony they underwent, the castle turned more and more into a military garrison. The central tower had for hundreds of years been protected against the darkness (including blight-stricken and thoroughly corrupted creatures) by sanctifying runes, but Patriarch Kalthar still did not feel safe, particularly as conflicts erupted between several apostles and civil war threatened to break out. Shortly after the end of The Great War, Apostle Joab and his four judges took over the fortress, and to this very day it remains under their control. Their goal is to restore Lyastra to its former glory and splendor, but there is no creativity left in their darkened souls, only hunger and destruction. Joab is painfully aware of his own limitations but believes that the hateful traitor Kalthar has hidden something in the opal storm-surrounded city of Haaras, something that could give him and his subordinates their spark of life, if not life itself, back.
THE SITUATION
Apostle Joab is at Haaras when the characters approach the fortress, but all four judges are still there. They
spend their eternal lives in never-ending tedium, with nothing to do, no hope for the future, experiencing neither joy nor hardship. The same goes for the rest of the fortress’ undead. They perform chores when ordered, to avoid shame or punishment, but deep in their hearts they know that nothing they do really matters. For a long time they believed their Apostle’s promises that life would return to the land and its people, but as days turned into week, and weeks turned into months and years, all hope finally died out.
OPENING SCENE
The player characters have just arrived in the capital region; they watch the fortress from a safe distance to assess the situation. They will need sunlight in order to see anything, since there is no light or fires burning anywhere in front of them. The fortress sits alone on the summit of the lakeside slope, about a kilometer from the edge of the city that spreads out along the hilly, northwestern shore of Farshimmer Lake – a city that must once have been as populous as today’s Yndaros, but whose buildings are rarely more than three stories tall. If Helmsman Lethol (see page 141) is with the characters, he can point out the garrison area, a couple of kilometers southeast from the fortress, and answer any questions they may have about the city he knows so well. No tests are required to notice the few guards patrolling up on the fortress walls and standing along the balustrades of the corner towers; the latter are clearly keeping watch over the area. A successful Vigilant test reveals that the guards are carrying spears as well as crossbows. To learn more, the characters must use mystical powers or elixirs, or dare to sneak closer. In the former case it does not matter whether it is day or night – the undead can see just as well either way. But the guards are not very alert, which is why someone crawling up to the fortress through the uneven terrain will not be detected, as long as that person passes a Discreet test. Exactly what this scout finds out is for the Game Master to decide, depending on which method is used and what the character actually does. But one thing is clear: going near the fortress in animal form (e.g. through the use of Shapeshift or Possess) causes great commotion inside the walls. The guard who spots the animal lets out a hoarse cry of excitement; everyone who hears it reacts and follows the pointed finger, before they start loading their crossbows or weaving mystical spells – not because they see the animal as a threat, but because they cannot wait to sink their teeth into warm flesh, even if it is only a bird or a rat!
Without Lethol If Helmsman Lethol did not come with the player characters after the event The Airship (see page 140), or if the Game Master chose not to include that scene, it should be possible for them to find someone else who can answer their questions about the fortress and the city. It could be a lonesome, restless wanderer or maybe a hunter on his way to some hunting ground in the west.
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The Landscape
The Runic Ward Protecting runes have been incorporated into the brickwork from the second section upwards. The effect is the same as with the ritual Sanctifying Rite, except that it affects all thoroughly corrupt creatures, not just abominations. Also, the effect on the blight-stricken is more severe: they have two chances to fail all success tests and their movement is halved due to muscle cramps.
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Having seen heavy fighting during the last year of the war, the area around Lyastra’s capital is as ravaged as the border regions, with blackened, dead soil. The city sprawls along the shallow slope at the water’s edge. The fortress is perched at the top of the slope, where the ground levels out, while the landscape’s second important structure, the Garrison, is located just south of the old Bright Haven harbor. The area holds few living creatures other than insects, but there are plenty of undead – lured or forced there by Apostle Joab in his efforts to rebuild Lyastra, starting with Bright Haven. Most of them roam the city, often aimlessly. Occasionally someone gets stuck in a thought-loop and just stands there; sometimes someone snaps and starts to furiously attack a building or another undead. Every now and then people get caught up in vague memories of their living days and try to perform a certain task – fixing a collapsed house wall without mortar or tools, baking bread with clay and handground gravel in an oven without fire, or shouting out ancient news from The Great War in a voice too hoarse to form actual words. But some individuals do have purpose and meaning in their undead existence, stipulated by Apostle Joab or one of his underlings. Four-mansquads armed with spears patrol the streets of Bright Haven, others are posted outside strategically significant buildings or serve as guards at the fortress; the field west of the garrison is the scene of constant and hopelessly uncoordinated exercises in troop movement, attack formations, and defensive actions against various types of imaginary foes. Since the player characters almost certainly know where to find the information they seek (in the in top chamber of the central tower) and probably wish to avoid detection, the description below only covers things that are directly relevant to their mission. Should they take other initiatives or want to return to the fortress at a later stage, the Game Master is free to add whatever seems appropriate.
THE ORDER CASTLE
The Order Castle of Dakothnic measures 400×300 meters, with sturdy corner towers that are each 100×80 meters wide at their base and 45 meters tall. The central tower is twice as high, and the spire at its top is crowned with a swaying black flag bearing the symbol of Dakothnic in white. The walls between the corner towers and at the gates in the south are fifteen meters high, each section manned by two guards tirelessly patrolling back and forth. On the balconies of the corner
towers there is a guard on each side, watching for threats in all directions. Climbing to the top of the wall or to one of the balconies requires the Acrobatics ability and a successful Quick test; characters without said ability will need a grappling hook with a rope or something similar. The ten-meter-high double gate is always wide open, as is the gate to the inner courtyard. There are two soldiers posted at the main gate and none at the inner one, though there is always a guard beast in the gateyard, walking restlessly in circles (see page 149). As for the courtyard, it is usually quite busy. The judges are rarely seen outside their respective towers, but those of the fortress’ two hundred and eighty soldiers who are not on guard duty or ordered to perform menial tasks often go out there, where they act more or less the same way as the townspeople – most of them just walk around without purpose, a few practice half-heartedly with their spears, one of them digs a pit then fills it in again, over and over, and occasionally someone flies off the handle and kicks a guard beast. The player characters can hopefully clear the courtyard of soldiers by creating a diversion, but the guard beasts are not going anywhere. For details, see the event Stealthy Maneuvers on page 151.
THE CENTRAL TOWER
Over ninety meters tall, the central tower consists of three sections that were built at different times. A wide staircase leads up to a double gate of ironclad oak, locked with three locks that each require a different key. The base of the tower is 100×80 meters in area and ten meters high, divided into two stories. In the days of Dakothnic it served as an administrative center for the Patriarch’s officials, and it is not protected by corruption-punishing runes (see the text box The Runic Ward), which allowed apostles and judges to meet here as well. Today its halls are empty and scorched after Ambrian soldiers set the building ablaze, but the only thing relevant to the adventure is the five-meter-wide corridor that runs straight from the front gate to the stairwell beneath the tower. The second, hexagonal section is twenty-three meters high with five floors. The shaft continues upwards with stairs along the walls and an increasingly chasm-like space in the middle. Here the runic ward is active, initially established to keep the darkness away from the residences and alcoves dominating this section. Here, too, the furnishings have been incinerated.
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B R I G H T H AV E N S T R O N G H O L D
1
2
4 3 5
Section three consists of a nearly seventy meters high, narrowing tower body – thirty meters in diameter at the bottom and about half that near the top. Halfway up the stairs end in a chamber (5×5 meters) with three arched doorways and one remaining door of blackened copper. Its surface is visibly scorched, including the lock, but otherwise it has survived the fire. Unlocking the door requires lockpicks and a successful test against [Quick –5], after which it can be pushed open with a successful Strong test; each attempt takes 10 minutes. Behind the copper door is a smaller stairwell, with a spiral stair winding its way towards the top. The fire never reached all the way up to the Patriarch’s private quarters, which means that all the furnishings there are still intact. Apart from the top two floors, the Game Master must be ready to improvise if a character should take the time to leave the stairwell; most of the floors are occupied by archives, a library, a chapel, a private museum, and bedrooms for the Patriarch as well as his family and closest advisors. The top floor of the tower is described in detail under the event The Map in the Tower Room (page 151), but any character passing by will hardly be able to resist having a look inside Queen Korinthia’s old prison cell, on the floor below.
The Queen’s Floor Calling the suite where Korinthia was imprisoned a cell does not really do it justice. In the stairwell there are three doors of steel-framed copper. Two of them are shut and sealed by mystical means; behind them are studies that contain material relating to The Great War and Master Kalthar’s efforts to develop a ceremony to lift the curse of undeath. That the player characters would be able to get there is, under present circumstances, highly unlikely – they would either have to cut the door frames out of the walls or successfully cast the ritual Sealing/ Opening Rite with a –8 modification. The room that was set up for Korinthia stretches around half the tower body, with a view to the west. It is decorated like a luxurious bed chamber, with a bed, dresser, wardrobe, bookcase, and a desk by one of the windows. The only sign that the Queen was once held in this cell is found in the bookcase. It contains some tomes penned by Lyarian scholars and philosophers, all on a common theme: Creation’s unerring ability to punish those who violate it. At least two of the texts are written in Lindarian. But most interesting of all are ten leather-bound notebooks full of beautiful but illegible handwriting.
N
500 m
BRIGHT HAVEN WITH SURROUNDINGS 1. The Stronghold 2. The Crater 3. Garrison 4. Prison 5. The Harbor
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That these are the journals of Queen Korinthia is indicated by the royal rune Labrys she has drawn on each title page; other than that their contents are impossible to understand, having been written in the code that she at the time of her abduction used in communications with agents of the Royal Sekretorium. You can read more about the journals’
THE CITY
The clustered buildings of Bright Haven stretch more than ten kilometers along the shore of Farshimmer Lake. Aside from a network of wide roads, the city is characterized by densely packed adobe houses with wooden frames and roofs, separated by alleys so narrow it is difficult for two people to walk past each other without twisting their torsos. Much of the furnishings are still there, albeit ravaged by time and, in many cases, frustrated undead. Player characters who take the time to search for valuables may roll once per building on Table 11 (page 83), but can only find Debris or Curiosities. As mentioned earlier, the city is still heavily populated, but that does not mean it is impossible for the characters to slip in among the buildings. The undead are generally introverts by nature and assume that any people they encounter are like them, provided that the characters make an effort to fit in. The Game Master decides whether a Discreet test is required, based on how much they deviate from the following guidelines: ◆ Hooded or masked faces and gloved hands ◆ No noticeable shiny details or obviously newly made garments ◆ No fragrance ◆ No moving in sync as a pair/group, and never in a straight line or with a purpose The event Diversions (page 150)provides two reasons for the characters to venture into the city of Bright Haven: to start a large fire or unleash the abominations held at the Crater. The Crater The arena called the Crater was the city’s most popular venue for entertainment and is located on one of the public squares near the fishing port (see the map on page 147). Its bleachers rise five meters above the ground around an oval-shaped pit that is seventy meters long and fifty meters wide. The pit is roughly ten meters deep, its walls and floor made of massive blocks of granite. There are two openings on both sides down there, blocked by sturdy portcullises.
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On the crater floor there are fourteen blight-born humans shifting between catatonic stillness and hysteric attempts to claw their way up the walls or tear through the bars. They were pushed down there during the latest abomination attack and Apostle Joab ordered that they be kept, to be used as test subjects for his “studies” of the opal storms and later in the search for a cure for blight. More about the abominations and how to release them can be found on page 150.
THE GARRISON
South of the city is a set of buildings where the Patriarch’s personal regiment had their base and training grounds. Apart from the four-story barracks that are arranged in a square, along with stables and warehouses, this was also the site of the region’s prison. Lastly, there is the Harbor – the building where the garrison’s four airships are anchored, with orders to be on constant alert. Apostle Joab’s current regiment consists of roughly three hundred and eighty undead Lyarians, including twenty or so officers. Besides being undead, with everything that entails, they are all tormented by memories of The Great War: how they were part of the horde that washed over the enemy, trampling everything in their path and seeing their fallen adversaries rise again and join their ranks under the control of judges and commanders. Orders from superiors are all that is keeping them from turning into apathetic drones like those in the capital or furious dragouls driven solely by hunger. Two of the buildings in the garrison area might come into play during the adventure: the old prison and the Harbor. The Prison The version of the Order of Dakothnic that re-emerged in Lyastra long held on to their veneration of the Sacred Fire: humanity’s flame of life. Consequently, various forms of death penalty and corporal punishment were reserved for a few particularly serious offenses and prison sentences were introduced, combined with strict spiritual cleansing and schooling. The seven-story prison complex is a relic from that time that now serves a different purpose… A couple of thousand Alberian undead are locked up inside the huge building – prisoners of war amassed over the decades since the end of the war. They move around freely inside the thick double gate of iron, bolted from the outside with three crossbars. Four soldiers are at all times posted outside the main entrance. They are not much of a challenge for bold player characters wishing to use the prisoners
B R I G H T H AV E N S T R O N G H O L D as a diversion (see page 150). The complicating factor is the small bell tower not far from the guards: ringing the bell will cause reinforcements from the garrison to arrive after 1d4+3 turns. The Harbor In a long, narrow building in the far southeastern area are four airships standing on sleds behind huge sliding doors. The building is guarded by a
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ten-man patrol, and inside are the four teams of eight flesh-crafted haulers as well as the airships’ four helmsmen. If stats are needed for the latter, use those of Helmsman Lethol (page 141); they will not fight, however, but run for help. The battered haulers make no attempt to stop the characters or call for reinforcements. For more information, see the event Their Own Airship (page 151).
Non-Player Characters From the very beginning, this adventure landscape will likely seem to be beyond the capacity of most player characters. Things could of course end very badly for them if they try to reach the map in the tower room by storming the fortress. But if they play their cards right, the characters should be able to achieve their objective without getting into a single combat situation.
Joab’s Judges
“Fall to your knees, or fall to my will.” Apostle Joab’s four judges are called Vaana, Morlankor, Fahal, and Olgahar. They all served as commanders during The Great War, but were not in the capital region when decisive battles were about to begin, called home by their apostle who
Joab’s Judges
Undead (human), Strong resistance Bites down to keep the teeth in place ACC
CUN
PER
QUI
RES
STR
VIG
+5 −5
DIS
−1
−5
+3
+1
Defense
Armor
Toughness
Pain Threshold
−1
9
10
−
Weapons Persuasive
Bastard sword 10 (precise, unholy)
Traits
Undead (II)
Abilities
Armored Mystic (master), Bend Will (master), Black Bolt (master), Dominate (master)
Integrated
Berserker (master), Exceptionally Resolute (adept), Iron Fist (adept), Man-at-arms (adept), Sorcery (master), Theourgy (master)
Equipment
Mastercrafted full plate (reinforced, flexible)
Shadow
Grainy matte black, like desert sand at night (thoroughly corrupt)
Tactics: Reluctant to enter melee, the judges stay as far as possible behind a line of allies and attack the enemy with mystical powers.
knew that the end was nigh. Their strong loyalty to Joab is nowadays based on the hope that he will fulfill his promises to cure their undeath and lift Lyastra out of the shadow of death, but internally they have always competed for their leader’s favor. They wear the black robes of Dakothnic, with mastercrafted full plate underneath. Their dried-up, nearly hairless skulls are crowned by simple, silver headbands that mark their status. The risk of having to confront any judges in combat is quite low in this context, but their stats are presented nevertheless, in case the Game Master wants to use them in homebrew adventures or subject the player characters to the event The Prison Transport on page 58.
Guard Beasts
The monstrous beasts called stone boars were long a scourge to people in the mountain province governed by Apostle Joab and his judges. But after the exaltation, the exalted took care of the problem, and not only that – they raised the beasts from the dead and turned them against their own kind. A dozen undead boars are still under their masters’ control, bound to guard their fortress. The stone boars’ stats, description, and illustration are found on page 153 of the Monster Codex, but in this case they also have the trait Undead (I). You can read more about their role in the adventure in the event Stealthy Maneuvers (page 151).
The Population
The undead men and women roaming in and around the capital are a diverse bunch. Some have enough energy to delude themselves into believing that they have a purpose in life, but most of them wander the streets and alleys as if trying to remember what they are looking for. If stats are needed for one or more of these individuals, pick something suitable from the Symbaroum Monster Codex and add Undead (I) – for instance Farmhand (page 133), Thug (page 139), or Innkeeper (page 138).
149
Undead Soldiers
Lyarian Soldier
“Food, food at last; flesh and blood at last!”
Increased Suspense It is likely that the characters will split up to deal with the landscape’s challenges, possibly into as many as three groups – one entering the tower and two trying to clear the fortress of people, one of which will also attempt to steal an airship. Circumstances permitting, it may be a good idea to separate the players to reflect this – game mastering the groups one at a time while the other players are sent out of the room. In this case you must play the parallel stories in fairly short sequences, so that no one has to wait very long for their turn, and make sure that the groups do not inform each other of what is happening to their characters. If handled correctly, this can help create a more immersive and suspenseful experience!
The undead Lyarians guarding the fortress, patrolling the city, and manning the garrison are all seasoned soldiers, skilled with both spears and crossbows. They do not have much vitality left, but their commanders’ orders keep them going, and the mere sight of living prey would stoke their faint spark of life into a blaze. The soldiers wear nasal helmets and chainmail underneath black surcoats, which in most cases are in very poor condition.
Events The fortress and its surrounding area are the kind of adventure landscape where all events are initiated by the player characters. What follows should therefore be seen as suggestions on what the players and their characters might get up to, along with guidelines on how the Game Master can turn their initiatives into well-balanced challenges.
DIVERSION
Once the player characters have gained a picture of the situation (see the opening scene, page 145) it should be obvious that they need to clear the courtyard of people, preferably the entire fortress. As mentioned earlier, Helmsman Lethol or a captured and questioned local can provide information about things like the abominations in the Crater and the prisoners of war at the prison, but the players may of course have their own ideas on how to go about it. In that case, the Game Master should be generous – considering what awaits them in the final adventure landscape, it would not hurt if the players get to feel extra good about themselves in their search for the map in the tower room… Note that all soldiers and judges in both the fortress and the garrison have two things in common: they are bored, and they lack impulse control. Furthermore, the judges are eager to show off and not let any of their colleagues get all the credit, not to mention the gratitude of their apostle. But even so, the characters must stage at least two significant threats to the city for all four judges to react and assemble their respective troops for battle. Pyromania: One option is to start a great fire in Bright Haven. Its buildings can easily be set on fire despite the humid air, but it is still best to start multiple fires just to be sure that it will spread. Besides, there is always a chance that one of the locals will notice the flames and try to put them out.
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Undead, Challenging resistance Famishly staring with open mouths ACC
CUN
DIS
PER
QUI
RES
STR
VIG
−5
+5
+3
−1
+1
−3
Defense
Armor
Toughness
Pain Threshold
+5
6
13
−
Weapons Accurate
Spear 8 (long) Crossbow 6
Traits
Undead (I)
Abilities
Marksman (master), Polearm Mastery (master), Quick Draw (adept)
Integrated
Berserker (adept), Man-at-arms (adept)
Shadow
Matte black like sooty steel (thoroughly corrupt)
Tactics: The soldiers normally carry their spears, but quickly switch to crossbows whenever they detect enemies in the distance. Otherwise, they are too famished and desperate to maintain much discipline.
For each fire they start, the characters must pass two tests for the flames to catch and not be detected too soon: one against Cunning with the Bushcraft trait/boon (alternatively [Cunning –3]), and one against Discreet. The tests can be rolled by the same person or two different ones, and they must establish three fires for a devastating blaze to start spreading through the city. The Abominations: Unleashing the abominations at the Crater is both possible and effective, but also risky. There are two main ways of going about it: either raising the portcullises (see page 148) or giving the creatures something to climb up. The latter could be several ropes attached to the bleachers and thrown over the edge, or the twelve-meter planks that make up the bleacher seats. The lower level where the portcullises are is reached through the stairs in the arena’s nearby administrative building. Exactly how the opening/ closing mechanism works is left to the Game Master to decide, as is the way that the abominations must go to reach the surface. But perhaps the characters must find some place to hide down there after opening the portcullises, and wait until all the monstrosities have run off into the alleys of the city? If stats are needed for the abominations, use Dark Born on page 142. The Prisoners of War: Releasing the almost two thousand Alberian prisoners of war would be
12
B R I G H T H AV E N S T R O N G H O L D enough to draw away the troops of both the garrison and the fortress, but it also comes with risks – despite their nationality, the freed and famished prisoners will show no gratitude to their deliciously living countrymen! There is also a chance that the prison guards will be quick enough to ring the alarm bell, thereby alerting the area’s military forces to the characters’ presence. The Game Master must be flexible and adjust the prison guards’ behavior based on the characters’ actions. One of the undead is standing just next to the alarm bell when they arrive, but if they can take it out in a surprise attack there is a risk that someone else will sound the alarm – it would therefore be best to start by somehow destroying the alarm system. The prison door is easily opened; all they have to do is remove the three bolts. But this also has to be done in a clever way, so that the prisoners do not spot or smell the characters. Perhaps they must get up on the roof and use ropes to lift the bolts? Note that freeing the prisoners will turn the plains around the fortress into a chaotic battlefield where unarmed, desperate Alberians clash with undisciplined Lyarians. It would be virtually impossible for living creatures to pass through that mess undetected.
THEIR OWN AIRSHIP
To clear the way to the hangar where the airships are housed (page 149), the player characters must have freed the prisoners of war or arranged some other diversion of that magnitude – releasing the abominations or setting Bright Haven on fire is not enough. If at least two characters are present, one of them could attract the attention of the ten-man patrol and draw them into pursuit, but that would of course require a plan to get away from the tireless undead. Combat is also an option, though there is a risk that someone inside the hanger will run for reinforcements from the garrison. No matter how the characters go about handling the guard force, there are no challenges waiting inside the hanger. The sliding doors are open and a simple braking mechanism is the only thing stopping them from pushing out one of the sleds on which the airships are parked. The player characters cannot maneuver an airship on their own, but if they have brought Lethol with them, or manage to force/persuade one of the helmsmen in the building, they will have no trouble stealing an aircraft. However, they must make sure to destroy the other ships, for example by tearing holes in their gasbags – otherwise they will soon be pursued.
STEALTHY MANEUVERS
Reaching and entering the central tower without clearing the courtyard of undead is very difficult, but not impossible. If the players come up with a well thought-out plan that involves the use of mystical powers, elixirs, or both, the Game Master should not shut them down completely. No matter how they go about it, they will need to handle the following challenges.
The Tower’s Window Openings Facing the crossbowmen in the hope of getting in through the tower’s windows should be tricky. The window
The Guard Beasts: There are always two guard beasts in the courtyard, with Vigilant 11 (–1). They move around erratically and do not hesitate to attack any living prey on sight. A character can wait until both beasts are on the north side of the tower and then try to sneak up to the gate, which requires two successful tests against [Discreet –1]. From there on 1d8 could be rolled to decide the beasts’ movement, where 1 marks north and 5 south; they move about 10 meters per turn.
openings are tall and narrow and fitted with thick crystal glass – a small bird could land on the outside but hardly peck through the glass; if the bird resumes its human form it takes a successful [Quick –5] test to hang on and a successful [Strong –5]
The Soldiers: As long as they stay on the ground inside the wall, the characters do not have to worry about being detected by the soldiers. But if they try to fly in there, shapeshifting or not, they will inevitably attract the attention of the undead. Shortly after being discovered a crossbow bolt is fired their way, followed by 1d4+1 bolts a turn later, when more undead have spotted them and gotten into position (within visual range). Add another 1d4 bolts for each turn that passes, up to a maximum of 8d4+1.
test to break the glass; multiple attempts (under fire) are allowed.
The Front Door: The door is secured with three locks (Difficulty –1) that require three different keys. The locks can be picked one by one, but it must be done discreetly so the guard beasts will not hear. In other words, it takes three successful tests against [Discreet –1], where each attempt takes one turn. On failure the lock remains locked and the guard beasts come running (twenty meters per turn). Also note that the beasts will follow the character into the base of the tower, all the way to the level where the runic ward is active.
THE MAP IN THE TOWER ROOM
The top chamber of the central tower consists of a single room, twelve meters in diameter. All furniture in what used to be the Patriarch’s strategy room is still there: a large, round table at standing height at the center of the room; shelves and cupboards; eight chairs around an ordinary oak table. There are also six braziers on waist-high stands; one of the stands is empty and its brazier lies upside down on the floor – it has been laying there for over twenty
151
The soldiers of Apostle Joab will do all in their power to thwart the theft!
years, ever since Korinthia threw its smoldering coals to stop Demeon Soleij from killing Master Kalthar, burning her own face in the process (see page 42 of Yndaros – The Darkest Star). There are no documents, books, or maps in the room; they were all burned in the north wall fireplace when the Patriarch realized that the enemy was winning. But what the characters seek is not found on paper or cloth, but painted directly on the south wall: an exquisitely beautiful map of Lyastra, hand painted by Kalthar himself, with the names
Their Own Helmsman The Game Master may of course create an opportunity for the characters to get the ship off the ground themselves. If so, note that the ships are mystical constructions, rather than mechanical, and that maneuvering them generates large amounts of corruption (which obviously does not bother the undead helmsmen). The idea is that the characters should not be able to keep the ship and use it for their journey back to Ambria, or while playing Davokar Awakens. But as always, the Game Master/gaming group is welcome to decide otherwise. In that event, the ship could probably get to Othelia’s Arboretum and back without the helmsman becoming thoroughly corrupt. ◆ The person who wishes to steer the ship must bind himself or herself to it like an artifact, and will then understand how the mystical mechanism’s runes and devices work. ◆ The master of the ship must make a Resolute test for each airborne hour; failure results in 1D6 temporary corruption that does not wear off until the voyage is over. ◆ Every order to change course (direction and altitude) and speed costs 1D4 temporary corruption that does not wear off until the voyage is over.
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of all major cities, watercourses, forests, and other landmarks written in white. A successful Cunning test aimed at the map, where Loremaster and Cartographer add +5 each: In some places the artist has painted glossy black vortexes; there are four of them, all provided with text – Haaras, Fatestone, the Pillars of Cidrian, and Othelia’s Arboretum; the latter is located right next to Bright Haven, in the middle of Farshimmer Lake!
TO OTHELIA’S ARBORETUM
How the player characters will make it out of Bright Haven is difficult to say in advance, but it would of course be easiest if they have access to an airship. For example, the person who went to the central tower could knock out a window on the top floor and be hoisted up with a rope – as long as there are no judges around, the fortress guards will not dare fire at one of Apostle Joab’s precious aircraft. Another option is to meet up somewhere and look for a boat. A couple of seaworthy barges are available in Bright Haven’s fishing port, and if that seems too risky they can find several smaller fishing villages along the western shore of the lake. How hard it will be for the characters to avoid confrontations with Ambrian undead, Lyarian soldiers, and/or groups of dark born is for the Game Master to decide, but as long as they are on the ground it would not hurt if they felt followed and pressured. Inspiration for the journey across the tainted waters can be found on page 154, under the heading Farshimmer Lake. It is time for the player characters to catch up with their prey, and be reunited with Duchess Esmerelda – this time her actual self.
SHOWDOWN
13
Showdown The howling, lashing blackness, of the opal storm suddenly dissipates, replaced by a light so dazzlingly bright that it hurts the eyes. Sunlight streams down from the sky, reflecting off a sparkling icescape, in a magnificent frozen garden. There are herbs in full bloom, trees and shrubs sagging with fruit, all encrusted with a thin layer of crystal-clear ice. The ice also covers the building at the top of the island’s highest point – black stone, beautifully chiseled into a small temple whose pointed roof is supported by statues of hooded humans, with their eyes solemnly shut and their hands stretched out towards the world around them. But the four figures standing in the shadow cast by the statues, side by side, with deep-blue cloaks over their armor, are not covered with ice...
The fight for the artifact Rosáe, and by extension the power of the Throne of Thorns, is about to begin. Two combatants have already arrived – the halfsiblings who only six months ago seemed united against the Crown Duke and his heretical cohorts. The third party is the player characters, and they will play a decisive role in how the drama ends.
There is not much in the way of complications in this final adventure landscape. It will most likely be played in three main scenes: two tense negotiations and a thunderous final battle. The characters will get the opportunity to locate Rosáe in between those scenes, but otherwise the landscape is designed for an intense and epic finale.
Introduction The player characters will step into an extremely tense situation – a family quarrel that will likely have a fatal outcome. Whether they take someone’s side or try to stay out of it is entirely up to them, but there is nothing they can do to avoid the coming battle.
BACKGROUND
On page 13 under the heading Forgetting is a description of how the Mothers of the Black Root arrived in and gained considerable influence over the region around Farshimmer Lake. But initially they did
not bring Rosáe with them to their new home; for safety reasons, they entrusted the Veiled Library with keeping the artifact hidden and safe. Othelia’s Arboretum was established half a century later, in the middle of Farshimmer Lake, on a small island with a mystical power node at its heart. The garden was primarily created as a permanent hiding place for Rosáe, but also to be a sacred site where the inner circle of the priesthood could gather without being scrutinized by the people and the authorities, much like the temple city outside Lindaros.
153
As mentioned earlier, Master Kalthar summoned the opal storm to protect the arboretum and its power node from the increasingly blightstricken apostles and judges. With regard to the island’s collection of valuable plants, he realized that further measures had to be taken, since the storm would inevitably shut out much of the sunlight. His solution was to use the power node to weave a ceremony that encased the entire island in perma-ice, to preserve its vegetation in an unchanging state. Since then, Othelia’s Arboretum has been visited by neither living nor undead – the living being deterred by the tainted lake and the undead by the whirling, watching daemon. But about a week ago Queen Korinthia and company arrived, and they are there still, trapped on the frozen island after Master Kalthar sank their ship.
them in combat, and so she sought a diplomatic solution. She asked for reconciliation, claiming not to care about the past; she promised her sister power and status as steward of the plains once she herself had conquered Davokar’s Throne of Thorns. She promised that they would shape the future of Ambria together, and offered to change the line of succession in favor of Esmerelda and her descendants. All lies. The duchess’ goroth played along. It listened seriously, smiled in the right places, but then said that it needed time to think about it. In reality, Esmerelda was simply stalling for time, waiting for her cultists to complete the ceremony, for a mystical shortcut to open between Agrella and Othelia’s Arboretum, and for herself to meet her half-sister in person to watch as the light leaves her eyes.
THE SITUATION
Whether they approach through the air or accros the water, the player characters notice a ship anchored by the edge of the ice north of the opal storm – the ship that carried the goroth and its party to the island. The characters must also go ashore outside the storm; the winged haulers cannot fly in the freezing air at the top of the whirlwind, and neither haulers nor helmsman would last more than a moment in the opal storm. Whether it is day (as in the opening narrative) or night when the characters enter the ice is for the Game Master to decide, but it would be a shame if they did not get to experience the arboretum at its most beautiful, when the sunlight slipping through the eye of the storm makes the frozen garden sparkle in every conceivable color.
Roughly one day before the player characters land on the island, another party arrived at Othelia’s Arboretum – Duchess Esmerelda’s goroth accompanied by Apostle Joab and four cultists (possibly along with any surviving Ausel siblings). By then Korinthia was utterly exhausted by rage and sleep deprivation, exacerbated by a rationed intake of food and water; Master Kalthar was tied to a pillar at the temple, with blood running from wounds left by the Queen’s knuckles, ever unyielding in his convictions. The sisters met on neutral ground, alone, between the temple and the base established by the cultists. Having sized up Esmerelda’s companions, Korinthia was not sure that she could beat
OPENING SCENE
The Landscape The overview map to the right shows where the thunderous climax of the adventure will take place. The most important location is obviously the scene of the battle at the heart of the opal storm, but before we get to that, a few words must be said about Farshimmer Lake in general and the characters’ passage through the arboretum’s daemonic guardian.
FARSHIMMER LAKE
Farshimmer Lake is a relatively large lake, roughly one hundred and twenty kilometers in diameter, comparable to Volgoma which measures a hundred and sixty kilometers at its longest point. At one time it fed large parts of the region’s population with fish, shellfish, and reptiles. But that was then. The ruinous ceremonies that twisted the land during the decisive battles of the war also
154
affected the waters, which in turn infected the lake’s fauna. The surface of Farshimmer Lake has long since lost its healthy luster, and in its depths lurk both solitary abominations and whole shoals of blight beasts, fruitlessly looking for something to relieve their hunger. The island that the characters are heading towards is located almost exactly in the middle of the lake. In daylight when the weather is clear, the opal storm can even be seen from the shore, and out on the lake it is impossible to miss, even in cloudy weather. In other words, there should be no navigational difficulties. It is assumed that the characters manage to avoid any major mishaps on their voyage to the arboretum, but the Game Master may of course decide differently. In that case, anyone who falls
13
SHOWDOWN 1
3 2 3
3 3
N
75 m
into the water must make a test against Strong or Resolute (the player chooses) every turn, where failure gives 1d4 temporary corruption. Stats for the lake-dwelling blight beasts can be borrowed from creatures like Hammer Eel and Vapaya in the Monster Codex (page 150 and 151 respectively), supplemented with one or more of the traits associated with the Abomination category.
THE OPAL STORM
The player characters first real challenge arises when it is time to pass through the opal storm. The whirlwind protecting Othelia’s Arboretum measures roughly a hundred meters from its outer edge to the inner one, which means that it takes five turns to pass through to the eye of the storm. During that time, the characters automatically suffer 2, 3, 4, or 6 points of damage to Toughness, depending on their amount of corruption (see page
140). If any of them are undead, we can only offer our condolences – Master Kalthar did not take that player’s character into account when he made his pact with the guardian daemon (but see the text box Undead in the Opal Storm). Moving through the opal storm is a jarring experience, particularly for tainted individuals. The glossy black, different-sized grains that make up the creature’s body usually travel in circular patterns, at different speeds depending on their respective size – the smaller the grain, the greater its speed. But when any creature steps into the whirlwind, some of the grains start to whirl and dance around them with varying intensity depending on how corrupt the creature is. It is important to shield one’s face with some type of hood and cover the airways, and preferably the eyes, with some transparent cloth. Player characters who do not protect themselves properly can be instructed to make a Quick test that
OTHELIA'S ARBORETUM 1. Vessel of the Goroth 2. Camp of the Goroth 3. Rosáe
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Undead in the Opal Storm Undead player characters will be severely affected by the opal storm; in fact, they will probably be reduced to 0 Toughness before they reach the other side and be forced to roll Death tests. An option is to do what Esmerelda does for Apostle Joab, and protect the undead with the rituals False Life and Exchange Shadow, provided that there is some creature to exchange shadows with. The Game Master can also allow certain creative solutions that provide extra protection for the undead – perhaps the person in question can be carried through the storm wrapped in layer upon layer of leather and cloth, protected with mystical powers and/or curled up in a sturdy chest. But no matter what, the player character should still arrive badly injured on the other side, with a consuming need to replenish itself with raw meat before
side of the island, you can hear a branch snap or a fruit dropping with a clink onto the ice. The crust of ice on the ground makes certain actions more difficult than usual. A character engaged in combat, who lacks the Acrobatics ability and intends to move or perform active actions, must each turn make a Quick test when it is time to act. On failure the character falls to the ground and loses both actions. If there is time and suitable material available, the Game Master can let a character with the Blacksmith ability make a Cunning test to craft one pair of ice grips per hour, which then negates the risk of slipping for anyone wearing them.
the showdown with Esmereld.
applies throughout their passage. Failure means that the character is blinded when he or she emerges from the storm – a condition which takes a full day, or mystical healing, to recover from.
THE EYE OF THE STORM
Within the storm there is an area roughly two hundred meters in diameter, full of trees, bushes, and herbs with flowers and fruits in every color, coated in a layer of ice that sparkles in the sunlight or moonlight. The difference in altitude up to the temple is about fifteen meters, so although it is a small island it is hard to get a good overview from anywhere but the top; even from there much of the area is hidden behind dense thickets and clusters of trees. It is surprisingly quiet in there; the deep roaring of the storm is more felt than heard, while the sounds coming from its eye travel unhindered across the ice. Even if you cannot see to the other
The Island’s Power Node The mystical power node providing energy to Master Kalthar’s preservation magic lies deep within the mountain beneath the temple. A character with Witchsight who passes a Vigilant test can sense its power and realize that it is linked to the perma-ice. Binding oneself to the node is impossible without first performing the ritual Break Link, which would cause the preserving magic to fade within a month. If a character should decide to do so, the nodes described in Wrath of the Warden (page 109) and The Witch Hammer (page 140) can be used for inspiration. Even without using Break Link, everyone on the island can benefit from the node’s passive effect of absorbing half the temporary corruption generated on the island (rounded down).
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The Temple The temple’s exterior measures approximately 12×10 meters in area; the ridge of its pointed roof is fifteen meters from the ground, while the ceiling is barely ten. The structure of black granite with dark gray streaks is situated on a solid stepped podium. Statues of the same material stand along the edge of the podium and support the roof. They can be recognized from Castle Thorn in Symbar: cowled humans with closed eyes and stretched-out hands (see Symbar – Mother of Darkness, page 203). A couple of meters further in on the podium, four smooth granite walls rise around a hall that measures 8×6 meters. The floor is adorned with the symbol of Dakothnic in white on a black background, and there are four pillars holding up the ceiling. Otherwise, the room is totally devoid of furnishings and ornaments, other than what Queen Korinthia and her party brought with them. Master Kalthar sits tied to one of the pillars, unconscious from lack of food and water, but with his mouth curved in a faint smile. The Plants of the Garden The plants planted between the garden’s circular, ice-coated gravel paths all have qualities that make them worth preserving. An alchemist can recognize several herbs with healing or miraculous properties; vital ingredients to all elixirs mentioned in the Advanced Player’s Guide (page 120) can be found in the collection. Other plants are appreciated for practical reasons – being highly nutritious and easy to grow, or simply because their fruits/berries are exceptionally delicious. Specimens of the thorn plant Rosáe have been planted in several parts of the arboretum and are discussed further in the event Harvesting Rosáe on page 163. There you can also read about what it takes for plants to retain their vitality after being freed from their coating of ice.
13
SHOWDOWN
Non-Player Characters
Playing Cards and Apps If you still have not learned Symbaroum’s powers and abilities by heart, help is available. On Free League’s Symbaroum page is a link to the desktop app Symbook, and the app “Symbaroum Unofficial” can be downloaded for free from both the Play Store and App Store. Both of these allow you to prepare non-player characters
The non-player characters who are on the island or show up for the final battle are a distinguished bunch indeed. Whether they will serve as allies or adversaries is entirely up to the player characters, and will be decided based on the encounters described in the Events section.
Korinthia Kohinoor
Korinthia Nightbane likely needs no introduction at this point, and as for her state of mind the desperation, fear, and fading hope are described on page 14. Her capacity as a warrior leaves a great deal to be desired, despite her reputation as a warrior queen, but on the other hand she has nothing to lose – she can either fight or die, and would rather sleep forever than wake up after the battle as someone’s prisoner. In the (unlikely) event that stats should be needed for Korinthia, use Lord on page 129 of the Monster Codex, with certain adjustments. She has no horse and wears mystically blessed, reinforced studded leather armor rather than full plate (Armor 5, flexible, reinforced). In addition, the Game Master can replace the trait Companions with the Loremaster ability (master).
Revina Kalfas
Revina left her position as colonel of the Queen’s Rangers six months ago, to be at Korinthia’s side around the clock. Since then she has honed her skills as a bodyguard and will do everything in her power to keep her beloved queen alive. No matter how dark-minded and irrational Korinthia has become, Revina has always been there to listen, comfort, and offer guidance, and she has no doubt whatsoever that Korinthia is the only person who can save the Ambrian people from destruction.
with specific combina-
Revina Kalfas
tions of abilities, pow-
Human (Ambrian), Strong resistance “If you want her, you’ll have to survive me first!” ACC
CUN
+5 −5
ers, and traits, which can be an excellent
DIS
PER
QUI
RES
STR
VIG
alternative to flipping
−1
+3 −3
+1
back and forth in the
Defense
Armor
Toughness
Pain Threshold
−5
3
10
5
Weapons Cunning
2 Fencing Sword 8/7 (balanced, deep Impact, precise), two attacks at the same target Longbow 5 (precise)
Traits
−
Abilities
Bodyguard (adept), Leader (master), Man-at-arms (master), Marksman (master), Witchsight (novice)
Integrated
Iron Fist (adept), Tactician (master), Twin Attack (master), Privileged
Equipment
Mastercrafted fencing swords, Mastercrafted studded leather (reinforced)
Shadow
Dazzling white, like the midday sun reflecting off a silver mirror (corruption: 0)
books.
Tactics: Revina positions herself between the Queen and the enemy, ready to defend Korinthia to the death.
The Dark Lord
Although he has stooped a bit, Kalthar is still a stately man. The wrinkled face, streams of blood, and unkempt beard cannot do anything to dispel the aura of authority radiating from his unwavering gaze.
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Theourgy The term “theourg” which is mentioned in this text is not to be confused with “theurg”. Sure, both refer to priest mystics, but the former is specific to the tradition that emerged in Symbaroum and was later brought south by the Order of Dakothnic, while the latter is properly used to describe Ambrian worshipers of Prios. Read more on page 191 of Symbar – Mother of Darkness.
The old theourg will not use his considerable abilities to help either side in the fight for Rosáe. To him there is no difference between Korinthia, Esmerelda, the player characters, or Apostle Joab – regardless of morals and ideologies, the result will be the same if anyone gains access to the power of the Throne of Thorns. Of that he is certain. However, should the opportunity present itself, he is prepared to use his powers one last time – to perform the ritual Break Link, in order to correct the mistake he made in choosing to preserve Rosáe for posterity. No other stats will be needed for the old Dark Lord.
Seasoned Pansar
The five Pansars who are all that remains of the Queen’s armed escort are all weathered, scarred, and extremely effective in battle. The two women and three men come from minor noble houses and have at least one older sibling; they were told early on that their mission in life was to win glory on the battlefield, rather than managing the family’s holdings. None of them are related to any of Ambria’s barons or counts, unless the Game Master wishes otherwise. Perhaps one of them even turns out to be a more or less distant relative of one of the player characters?
Seasoned Pansar
Human (Ambrian), Strong resistance Smiling eyes, even in the face of grave danger ACC
CUN
+3
PER
QUI
RES
STR
VIG
+5 −5
DIS
−1
−5
+1
Defense
Armor
Toughness
Pain Threshold
−2
6
15
8
Weapons Strong
Two-handed sword 10 (balanced, long)
Traits
−
Abilities
Bodyguard (adept), Dominate (master), Man-at-arms (master), Polearm Mastery (adept), Two-handed Finesse (master), Two-handed Force (master)
Integrated
Exceptionally Strong (adept), Iron Fist (master), Privileged
Equipment
Pansar field armor, Mastercrafted two-handed sword
Shadow
Scratched and dented silver, like a battered steel shield (corruption: 0)
Tactics: Challenges the strongest enemies on the battlefield, to keep them busy and earn the glory of battle.
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Esmerelda Kohinoor
“The song in my blood can never be discordant.” Even though her father and advisors tried until the very last to dissuade her, the Duchess refused to listen or obey: she travels to the island where her sister and Rosáe are, to stop the artifact from falling into the hands of someone else, but also to personally deliver the fatal stab in Korinthia’s back. The journey back to Agrella will be long and dangerous, but she does not care; what must be done in Othelia’s Arboretum is so important that she does not trust anyone but herself. Besides, she is eager to see her new warriors in action, merged with creatures donated by her ally in the Yonderworld, the Daemon Prince Saarufag. By now Esmerelda is so infected by darkness that she cannot be reasoned with. She is prepared to make a trade, on the condition that the exchange is weighted in her favor, but she will never compromise on her goals. During the final scene in the eye of the opal storm, she intends to kill everyone present, including her sister, before destroying all remaining seeds, cuttings, and plants of Rosáe.
Apostle Joab
“Come on now, cheer up, make me work for my supper.” Lord Joab remembers that he once ruled the prosperous region of Ilmarihn in the shadow of the Wolfer Mountains (the Lyarian name for the Titans); he remembers being happy, beloved by his people, with the predators of the valleys as his only enemies. But he can no longer cling to single memories, form mental images, or recall
SHOWDOWN ESMERELDA KOHINOOR
Esmerelda’s Artifacts
Human (Ambrian), Mighty resistance Murderously grinning ACC
CUN
DIS
+1
−5 −4
13
PER
QUI
RES
STR
VIG
−8
+3
+5
Defense
Armor
Toughness
Pain Threshold
3
10
4
Weapons −
−
Traits
−
Abilities
Black Bolt (master), Channeling (master), Sorcery (master), Steadfast (master), Strong Gift (master, Tormenting Spirits), Tormenting Spirits (master)
Integrated
Exceptionally Cunning (adept), Exceptionally Discreet (master), Exceptionally Resolute (master), Loremaster (master), Ritualist (master: Enslave, Exchange Shadow, Flesh Craft, Necromancy, Phylactery, Summon Daemon), Privileged
Equipment
Mastercrafted concealed armor (reinforced), Diadara’s Bracelet and the Tick of Calodar (see text box)
Shadow
Dark-mottled golden yellow, like shimmering golden cloth in a downpour of black rain (corruption: 9)
Tactics: Defensively, Esmerelda relies on her bodyguards (four daemon warriors), her iron mind, and her artifacts, but when faced with real danger she can use her strong gift to Teleport, become Unnoticeable, or sink into Nature’s Embrace. Offensively, she usually starts with a Black Bolt, followed by Tormenting Spirits aimed at hostile mystics. She never backs down – the worst that can happen is that she is killed and resurrected near her Phylactery in Agrella, more or less furious.
conversations, scents, or warmth. Trying to do so immediately stirs his hunger and it feels like white hot lightning shooting through his head. But he remembers being happy once, and wants to experience it again. His only sliver of hope is that an answer to the riddle of immortality can supposedly be found behind the last opal storm that his treacherous master summoned – over the city of Haaras, known for its distinguished ritualist academy. That is why he made a pact with the necromancer girl, but also because he longs to get his hands on the traitor Kalthar. And because the lightning in his head gives him euphoric pleasure rather than pain when his blade cuts through living flesh…
The Sacred of the Old Blood has long collected dark and useful artifacts, most of them salvaged from ruins deep within Davokar. Esmerelda has taken two of them to improve her chances against those who oppose her.
Diadara’s Bracelet
The fortune hunter who found this artifact claimed to have plundered a palace that once belonged to the legendary priest mystic Diadara, known from a couple of dark verses written (or translated) by Aroaleta. Meant to be worn on the upper arm, the bracelet is shaped like a bull’s head in profile with a stretched-out tongue reaching all the way around to its neck. Binding oneself to the artifact costs 1 permanent corruption and causes the tongue to pull back so that the bracelet clamps onto the arm. Corrupting Salvation: When taking damage to Toughness, the master can activate the artifact to convert half the damage (rounded up) into temporary corruption instead. Action: Reaction Corruption: see above
Corrupting Retribution: Works as an addition to Corrupting Salvation – a master with the Channeling ability has two chances to pass the [Resolute←Resolute] test for transferring the converted damage’s corruption to someone else. Action: Reaction Corruption: see the ability Channeling (master)
The Tick of Calodar
The name (or word) Calodar is carved in cuneiform on the underside of this beetle-like brooch of gold and amber, but the Sacred of the Old Blood has not found any clues as to its history. They know that a fortune hunter took it directly from the skull of a mummified petty king in southeastern Davokar, but the finder would not reveal the exact location. The interrogation that followed ended badly, and so their only chance to learn more about the artifact was lost as well. Binding oneself to the artifact costs 1 permanent corruption and causes the beetle’s short legs to sink into and grab hold of the master’s forehead. If anyone with the Witchsight ability takes a look at the artifact and passes a Vigilant test, its aura gives the impression of being thoroughly corrupt. Unwavering Will: The master of the artifact can activate the tick which then lights up with a faint glow and strengthens its master’s resistance to psychic influences. For one scene the master has a +2 bonus to Resolute when using said attribute to defend against attacks. Action: Free Corruption: 1D4
Mental Headbutt: If the person bound to the artifact has the ability Steadfast (master), the damage of the mental retaliation increases to 1d8, or 1d12 if the master is willing to accept additional corruption. Action: Reaction Corruption: None or 1D4
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Daemonic Trooper
Apostle Joab
The Enemy’s Bodyguards The Bodyguard ability
Phenomenon (human), Strong resistance Eagerly waits for the attack order to come
Undead (human), Mighty resistance Elaborately arrogant ACC
CUN
+5
PER
QUI
RES
STR
VIG
ACC
CUN
DIS
PER
QUI
RES
STR
VIG
+3 −6
−1
−7
+1
+3
+5
+1
−1
−3
−5
DIS
requires a successful Resolute test for the attack to hit the bodyguard instead of the protected person. When
Defense
Armor
Toughness
Pain Threshold
Defense
Armor
Toughness
Pain Threshold
−1
10
17
−
9
40
8
Weapons Strong
the enemy has bodyguards, we suggest that
Executioner’s Sword 17 (deep impact, desecrated, massive, precise, unholy, unwieldy), +2 damage against cultural beings
the player whose char-
Traits
Undead (III)
acter makes the attack
Abilities
Armored Mystic (master), Dominate (master), Larvae Boil (master), Leader (adept), Revenant Strike (master)
Integrated
Beast Lore (adept: cultural beings), Berserker (master), Exceptionally Persuasive (master), Exceptionally Strong (adept), Iron Fist (master), Man-at-arms (adept), Sorcery (master), Theourgy (master)
rolls this test. In the case of Esmerelda and her daemonic troopers, the outcome must be 7 or lower for the attack to hit the Duchess – provided that the attack was aimed at her.
Equipment
Mastercrafted executioner’s sword, Mastercrafted full plate (reinforced)
Shadow
Layered shades of black, like a cloudless sky just after nightfall (thoroughly corrupt)
Tactics: Joab no longer bothers to direct his allies (Leader) or subdue anyone with his gaze (Dominate), and very rarely uses mystical powers in combat – only Larvae Boil if he wants to inflict serious pain. No, he prefers to let his desecrated, unholy two-handed sword do all the work, confident that his undead body will be able to take any wound that might penetrate his plate mail.
Daemonic Troopers
“We obey, we serve, we feast!” The elite warriors of the Wild Wolves’ sellsword company have for the past decade been hired by many prominent Ambrian families. When the Duchess of Kasandrien, the Queen's sister, told the members to sign their ridiculously lucrative contracts in their own blood, they assumed that it was just a strange detail to satisfy an eccentric client – something for her to brag about at the next masquerade ball. But instead they found themselves drawn into a pact they could not break without killing themselves. Many did just that, right before or shortly after the transformation, and among those who remain there are many who have fallen into despair, but also many who have wholeheartedly embraced
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Weapons Strong
Single-handed weapon 15/10/10, three attacks at any targets
Traits
Banisher*, Mystical Resistance (I)
Abilities
Bodyguard (adept)
Integrated
Berserker (master), Feat of Strength (novice), Iron Fist (master), Man-atarms (novice), Shield Fighter (novice), Armored (II), Night Perception, Robust (II), Sturdy (II), Swift (III)
Equipment
Shield and single-handed weapon
Shadow
Shaded light gray, like shiny steel behind a black mist (corruption: 2)
Tactics: The daemonic troopers fight like welldrilled infantrymen or obediently defend what they are ordered to protect.
* Like the master level of the mystical power Exorcize
Cult Follower
Human (Ambrian), Challenging resistance Determined and serious in all they do ACC
CUN
DIS
+5
−1
+3 −5
PER
QUI
RES
STR
VIG
−3
+1
Defense
Armor
Toughness
Pain Threshold
−3
2
10
5
Weapons Cunning
Fencing sword 4 (precise)
Traits
−
Abilities
Channeling (adept), Black Breath or Dark Bolt (adept)
Integrated
Loremaster (novice), Ritualist (novice: Raise Undead), Sorcery (adept), Tactician (master), Privileged
Equipment
Concealed armor (concealed, flexible), 1D4 doses each of moderate poison, Shadow tint, and Herbal cure
Shadow
Dark gold, like a gold plate in shadow (corruption: 3)
Tactics: The cultists were selected partly because of their training with the fencing sword, but that does not make them eager to rush into the heat of battle. They stay behind their sellswords as long as possible, supporting them with mystical powers and only resorting to melee combat if absolutely necessary.
SHOWDOWN
their new lives. The troopers arriving at Othelia’s Arboretum belong to the latter category. Today the sellswords live in symbiosis with a daemon who merged with their flesh during a ceremony in the Yonderworld, orchestrated by the Daemon Prince Saarufag. The daemon strengthens their bodies and grants them supernatural abilities; in return, the parasite gets to satisfy its hunger and lust for destruction in the
Events The player characters’ visit to Othelia’s Arboretum will be brief and intense. Our suggestion is that they have two hours from arrival until the cultists finish weaving their Daemonic Tunnel (see page 163) – enough to speak with both sisters and possibly harvest Rosáe.
world of humans – urges that eventually rub off on the sellsword. The sellswords do not wear armor (the daemon inside them finds it both cumbersome and cowardly), only a short-sleeved tunic under a thick cloak of gray wool. Also, note that the symbiosis, despite the trait Robust, has not made them taller, only more muscular and extremely thick-skinned.
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The final showdown unfolds in one of the world’s most striking sceneries!
CONVERSATION WITH KORINTHIA
If the player characters do not try to signal Korinthia’s Pansars, it will still not be long before Revina Kalfas emerges from the shadows of the temple statues and beckons to them. Should the characters wave for her to come to them instead,
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The Characters Sit Back If the player characters do not side with Korinthia in the battle against Esmerelda, the Queen and her escort will likely be wiped out pretty quickly, while the hostile group remains relatively intact as they turn their attention to the characters – their only casualties are three daemonic troopers and two cult followers. It gets even worse if the characters initially sides with the Duchess. In
Revina will shake her head – if the player characters want to meet for a negotiation they will have to come to the temple. If they approach her, the former colonel raises her hand to halt them when they reach the stairs of the temple, after which she asked them to lay down all weapons. But she is far from adamant on that point: a few well-chosen words and a successful Persuasive test are all it takes for her to see that the request is unreasonable under the current circumstances. Revina takes them inside to Korinthia who receives them standing in the middle of the temple hall; Master Kalthar raises his head and follows them with a darkening gaze. The pleasantries are quickly dispensed with, whether they have met before or not, after which the ice is broken with a simple question: “So, my company and I seek transportation back to the mainland, with the artifact Rosáe kept safe – what is your price?” How the conversation develops depends largely on the player characters. Korinthia has the following to add and explain:
that case the force that is coming for them after defeating the Queen is only missing one warrior and one cultist, so… Good luck with that!
◆ She is unsure what to make of Esmerelda; they have spoken, after which her sister withdrew to consider the offer she received. Korinthia gave her until sundown/sunrise (the Game Master decides) to respond, and she will keep her word. She demands that the player characters give Esmerelda a chance as well; until the time limit expires, any attack on the Duchess will be considered an attack on Ambria. ◆ There is a risk that Esmerelda will decline her offer and resort to violence; she appears to have brought several mystics and a warrior in black to the island. If a combat situation should arise, Korinthia would like to have the characters on her side as part of an agreement between them. But she wants to deal with her sister herself, with the aim of capturing her in the hope that she can be rehabilitated. ◆ There is virtually no limit to what the characters can ask for in return: titles, holdings, access to forbidden knowledge, reformation of laws, the establishment of a broad freedom of religion – she is open to all of it. She would even consider forgiving the so-called Crown Duke, but… Korinthia Nightbane will never abdicate! At some point during the conversation, Master Kalthar hisses: “Leave now, without the artifact,
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leave us here to die. Rosáe is too…”. Suddenly he is interrupted by a resounding punch to the face from Revina Kalfas who knocks him unconscious. Korinthia shakes her head with a brief comment before the negotiation continues: “Pay no attention to him; that is nothing more than a loser’s vain attempt to explain his own failure.”
CONVERSATION WITH ESMERELDA
While waiting for the ceremony to be completed back in Agrella, Esmerelda’s goroth spends its time leaning against an ice-coated tree trunk in the northeastern part of the Arboretum. If the characters pass through the storm from the west (see the map on page 155), the Duchess’ camp will be out of sight. But once they are up by the shrine it only takes a successful Vigilant test to see something moving behind a row of bushes and some trees. Korinthia does not stop them from approaching her sister, but asks them to at least avoid accusations, threats, or other things that might upset her. If they start to go down the slope (or along edge of the storm) towards the shrubbery, Esmerelda stands up and comes walking towards them. Apostle Joab comes along but stops five meters behind her, while three of her cultists stand ready by the bushes (possibly along with an Ausel sibling or two). After sizing them up, she calmly says: “Sorry for using you, and it’s a pity you didn’t just go back home, but… what do you want?” What she has to say to the player characters can be summarized as follows: ◆ She has not yet come to a decision, but Korinthia’s offer is certainly tempting. The question is whether she can trust her deceitful, unscrupulous sister to keep her word in the long run. If the characters have already talked to Korinthia, Esmerelda adds that they should ask themselves the same question… ◆ All Esmerelda asks is that the characters stay out of a conflict between the siblings, should such a situation arise. In return she can offer them more or less the same things as her half-sister, but says that she cannot make any promises about specific legal and religious reforms at the moment. ◆ If they ask about the clearly undead warrior in her party, she answers with a sad smile: “Desperate situations sometimes call for unpleasant alliances, but all he wants is the Dark Lord, nothing more.” She does not mention his name or title.
SHOWDOWN A player character with the Alchemy or Loremaster ability who looks around at the island’s northeastern slope and passes a Vigilant test will notice a patch of Rosáe covering the ground in the shade of a plum tree.
HARVESTING ROSÁE
Rosáe is planted in several places around the island, which are marked on the overview map (page 155); each location holds 1d6+5 plants. The player characters have never seen what Rosáe actually looks like, but identifying it should not be an insurmountable challenge – unlike other plants on the island it has a perceptible shadow, since it is an artifact. Rosáe looks much like a fern, but with five-lobed, purple-veined leaves and thick stems covered in short, hard thorns. A player character with the Witchsight ability who looks around the island and passes a Vigilant test can see a faint but steady glow shining through the ice. A character versed in any mystical tradition can do the same, but with a –5 penalty since its ability to perceive the aura is weaker. Freeing a plant from the ice without killing it can only be done with the ritual Break Link – either for one plant at a time or aimed at the power node, in which case the effect applies to all plants in the garden. Then it only takes a Cunning test with the Alchemy ability per plant to replant them in a suitable vessel, such as the glass cloches from the Veiled Library’s Herb Garden (see page 126). If the characters lack access to the Break Link ritual, a person with Alchemy can still try to free the plants from the ice. In that case it takes a successful test against [Discreet –5] to carefully dig up each plant without damaging its roots, and then [Cunning –5] to replant the frozen plant and provide the necessary conditions for it to survive. Whatever method is used, the alchemist will then have no problem keeping the plants alive, as long as the temperature does not drop below 0 – in that case it takes a successful Cunning test per plant each day.
THE DAEMONIC TUNNEL
This event offers suggestions on how the final battle against Esmerelda and her allies can be portrayed, based on the assumption that the player characters have formed an (at least temporary) alliance with Queen Korinthia. The Game Master must be ready to make certain adjustments if the situation has developed differently. When the time is right, the goroth steps out on one of the paths leading up to the shrine and whistles theatrically for everyone’s attention; she is
13
standing about eighty meters from the temple with her allies lined up roughly ten meters behind her. No matter what Korinthia and the characters do, the creature suddenly collapses onto the ice, and then everything happens very quickly. Each of the points below takes one turn: ◆ “Esmerelda” is launched into the air like a ragdoll, but soon the body is stretched, its arms and legs forming a cross. ◆ A crackling tear opens in the fabric of reality, straight through the goroth, from a meter above her head and down to the ground. ◆ The daemonic tunnel opens wide; one of the cultists (or possibly Dorota or one of her siblings) goes around the opening and runs into the tunnel as the first line of daemonic troops steps out onto the island, three by three. ◆ Another two lines of creatures emerge from the tunnel before it collapses, and a crystal cylinder made of sand from the Yonderworld falls clinking onto the ice. In the middle of the rearmost line walks Duchess Esmerelda, with a murderous smile. She raises her hand and points at her half-sister. The Game Master can decide in advance which enemies will target the player characters. A suitable (meaning difficult) challenge could consist of Apostle Joab and four daemonic troops backed by two cultists. How Korinthia, Revina, and the Pansars fare in battle against Esmerelda and the rest of her minions is only handled summarily and narratively to mirror the player characters’ fight, with one exception: When the last player character has finished their actions in the fourth turn of combat, Korinthia falls, hit by her sister’s thunderous Black Bolt. She counts as dying but gets to roll Death tests like a player character, which should preferably be handled by a player. Revina and the Pansars are hard-pressed and cannot come to her aid; the players must decide whether they can spare a character or not. If the characters lose their part of the battle, everything will be lost: Esmerelda survives and can eventually return to Agrella. If the characters defeat Joab, the daemonic troops, and the cultists, we suggest that Esmerelda is still alive and that she begins the turn after the player characters’ victory by killing Revina with the power Tormenting Spirits. That way the characters get to decide Esmerelda’s fate, though she will try to escape by using her strong gift (see her tactics on page 159).
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Aftermath The hunt for the Queen and the living artifact Rosáe is over. This chapter summarizes the possible outcomes of the hunt, before looking ahead to the sixth and final episode of the chronicle. First, we address what the characters may have learned over the course of the adventure, as well as what their journey home and return to Ambria will be like. The section that follows describes developments after the signing of the peace treaty (see page 24), after which the book concludes with some suggestions on what the characters might get up to until it is time to decide the fate of the Davokar region. Davokar is waking up, but who will stand as its ruler? The Journey Home If the gaming group has followed the timeline on which the adventure is based, Istaros should hit Ambria about the same time that the characters leave Othelia’s Arboretum. The bitter cold will leave its mark south of the Titans as well, not least through the heavy snowfalls that occur where the north winds meet the humid air of the south. The wagon roads up north are filled up in a couple of weeks, while a blanket of meter-deep snow spreads south from the northern regions of Alberetor and Lyastra. Before we reflect on how the characters can handle the adverse weather conditions, a few words should be said about what they might have learned from the events of The Haunted Waste. The starting point for our reasoning is that they have found and been able to interpret all information the adventure landscapes have to offer, which will probably not be the case for all gaming groups.
Insights
As being the penultimate episode of the Throne of Thorns, The Haunted Waste could be said to set
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the tone and stage for the chronicle’s resolution. In this respect there will probably be a great deal of variation between different gaming groups, depending on the characters’ goals and actions, but also as a result of consequential dice rolls. Some will head north as Queen Korinthia’s escort, others as witnesses to the monarch’s death. Another, perhaps more important, question is what happens to Rosáe. If the gaming group follows the suggested structure, at least one person will return to Ambria with the artifact in their possession – the cultist who rushed through the daemonic tunnel as soon as it opened in Othelia’s Arboretum (possible one of the Ausel siblings). This individual will betray the Sacred of the Old Blood in the hope of placing himself/herself on the Throne of Thorns – an initiative that does not end well, but causes one or more plants to go astray. Suggestions on who has access to Rosáe at the beginning of Davokar Awakens will be provided at a later time, but it should be pointed out that additional plants may reach the Promised Land, brought there by Korinthia and/or
AFTERMATH Revina, some power-hungry Pansar, or the player character themselves. What happens to the artifact Rosáe is the most important question for the chronicle’s final episode, but The Haunted Waste does of course hold other knowledge and answers relating to the game world’s developments and the resolution of the story. The player characters may long have suspected that there is a secret, corruption-worshiping cult with ties to the Ambrian noble houses, but now they know for sure that it exists and who its leader is. Another essential insight is the one presented under the heading Journals & Incriminating Evidence (page 168), which among other things may come to affect the Crown Duke’s chances of ruling over the Ambrian people. Guidelines for how the Game Master can adjust the final episode of the Throne of Thorns to the story that has emerged and developed around your particular gaming table will be presented in Davokar Awakens, with the intent that the players and their characters will feel that they have had a real influence on the story’s development and its fateful end.
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Seven-League Stride If any of your characters have invested in the ritual Seven-League Stride and have at least one magic circle in Ambria, they might of course be able to get home in an instant, relatively speaking. But Istaros, the brutal winter north of the Titans, cannot be conjured away, which will probably prevent the characters from acting efficiently until spring (Agani month). Unlike other groups they will quickly hear about (or even experience) the Sunflower Massacre, the final month of the civil war, and the first abominations to invade the plains. If you would prefer your gaming group to remain in the south even though their mystic knows Seven-League Stride, there might be ways to arrange that. Perhaps the building that holds the mystic’s magic circle has been razed or burned down because of the war? Perhaps Esmerelda views the player characters as a threat and has sent cultists to track down and destroy their homes, headquarters, and resources? If so, it is only fair that the player who did not get to use the ritual should be given something as compensation, such as information. During the failed attempt the character could have a vision of the person/people who sabotaged the target circle, or of something else that is happening in the Davokar region – such as the Hunger Wolf Winter, the Sunflower Massacre, the Storming of Templewall, or even how the first primal blight beasts in Davokar rise out of the ground and set their aims on Ambria …
HOMEWARD
As the characters approach the Cliff of Korinda, it becomes clear that their journey home will be a major challenge. With the mountain passes filled with layers of meter-deep snow from north to south, no caravans will be able to travel through the Titans until the sun and warmth has returned. And trying to steer an airship (should they still have access to one) through the cold and the blizzards is impossible – that conclusion can be drawn by their helmsman, or a player character who is accustomed to the wilderness. Their only options are to take the long way around the mountains, or settle in and wait for the snow to melt. The first option is quite the gamble given Rosáe’s sensitivity to cold temperatures, but it is not impossible. Traveling west around the mountain range and reaching Yndaros can take up to three months on skis or snowshoes. They will probably have to go all the way to Kurun to find a passable road, and will also be forced to spend entire days hunkered down in a bivouac to survive the cold snaps. Again, it is not impossible, but risky and maybe not even time efficient. If the players still choose to put on the skis, the Game Master should prepare at least two very challenging sessions to describe the journey home. The second option is to wait out the winter in the south. Depending on what happened during the characters’ visit to Brigo, the self-proclaimed
Grand Duchess might be willing to take them in as guests. The Cliff of Korinda is another alternative, although the food situation may become critical as the outpost is filled with cold and hungry wretches from the surrounding area. Whatever they decide to do, the mountain passes will thaw and become passable at the end of Verion month, which means that the characters will be able to see the fields of Veloma Valley shortly after Crown Duke Ynedar and Alesaro Kohinoor have signed the agreement that temporarily divides Ambria into two realms: Kohinoor and Korianland.
HOMECOMING
What the player characters’ homecoming will be like depends entirely on who they are and how they act. Whether they travel with the Queen, and whether they do so as her captors or her escort, is just one example of factors that will vary between different gaming groups. Those who bring Korinthia back in chains can also choose between taking her to the Crown Duke or her deputy Alesaro, or perhaps make a public spectacle of their royal prisoner. In other words, it falls to the Game Master to set the conditions of the characters’ encounter with the new order north of the Titans. One thing that will not vary much is the news and rumors they come across, probably starting
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with the southbound caravans they run into on their journey north. The section titled The Course of the War on page 20 can provide inspiration for such conversations, and additional information can be found in the next section. Whether they come from the west or south, the characters will not have to travel many days before they realize how radically the realm has
changed since their departure a few months ago. People who were once friends and allies but became enemies in the civil war are now trying to come together again, to face the threats that keep pouring from the forest. Clenched jaws and suppressed anger characterize the Ambrian people, combined with the fear of the menacing dark of Davokar.
Developments Regardless of the player characters’ actions the overall developments in the Davokar region will be marked by certain features, mostly due to the fact that the worst fears of witches and elves are about to come true: the darkness resting beneath the roots of Davokar is waking up. Assuming that the characters’ return plays out as described above, they will soon hear rumors about Sevona being evacuated, that the city has been conquered by spiders or arachs and that beasts and/or abominations are forcing people to abandon all of New Berendoria. And that is just the beginning…
THE AMBRIANS
Eliana Nidel is appointed Supreme Commander of Kohinoor’s and Korianland’s joint forces, and a war council is formed consisting of the Crown Duke, Korinthia (or Alesaro), Father Sarvola, First Theurg Peonio, Chieftain Monovar of Clan Zarek, and the Grandmaster of Ordo Magica, Adelea Arobel. Despite the mutual resentment and hatred brewing underneath the surface, they manage to agree on a strategy to tackle the woodland menace. Their main focus will be to defend the edge of the forest from Kurin in the west to the Ravens in
Supreme Commander Eliana Nidel.
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the east, and to keep the monstrosities west of the river Eblis. Scout units supported by mystics patrol the boundary, often a bit into the forest, sending reports of oncoming threats to one of the twenty military bases established about a day’s march from the treeline. Thistle Hold, Loramon, Kastor, and other border settlements are completely evacuated after a few delayed interventions that resulted in carnage, but overall the Ambrians manage to keep the darkness from advancing further south, at least until the next adventure begins. There are many heroes; it is not only the two realms’ knights, commanders, and soldiers who are fighting, prevailing, and sacrificing their lives. Many volunteer to fight on behalf of humanity. A force of fifty elite warriors from the southern barbarian clans slays several monstrous creatures threatening New Beretor; mercenaries from the city state Koral prevent numerous blight beasts from crossing the Eblis, with a combination of catapults and flaming alchemy; perhaps the Saviors of the Fatherland including Serex Attio (see page 77) survive their time in Alberetor and return home to combat the darkness in and around Thistle Hold.
SACRED OF THE OLD BLOOD
How Duchess Esmerelda and her father act after The Haunted Waste depends largely on the outcome of the battle at Othelia’s Arboretum. If their side won and disposed of all witnesses they have no reason to hide; they stay in Agrella and Mergile and continue to neglect their official duties. If defeated, however, they assume that at least Esmerelda’s secrets will be made public, particularly if Korinthia survived. Most of their noble agents can remain at their posts, but the two leaders will literally go underground once the Duchess is resurrected near her Phylactery. Exactly where they go will be addressed in the final episode of the chronicle. No matter where they are, their activities will be the same: together with Prince Saarufag they keep building their army of daemon warriors, sorcerers, and undead. Among other things they form an alliance with the Beast Clan and expand their
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AFTERMATH command structure by kidnapping a significant number of Ambrian officers and dignitaries (see the ritual Enslave in the Core Rulebook, page 141). The plan remains the same: to bring the undead Queen Mother Abesina to Symbar, where she will be crowned Empress of their new empire.
KARVOSTI
The barbarian clans, particularly the Sovereign’s Oath, were the first to suffer from the awakened darkness. Five days before the first abominations even emerged south of the treeline, Karvosti was overwhelmed by a horde of corrupting shadows, and there was no mistaking what was about to happen. Chieftains Rábaiamon and Razameaman overruled the obstinate Blood-Daughter and ordered the Soverign troops to retreat west, then north back to Saar-Khan’s territory. Half of their forces were killed before they had even left the forest. The executed High Chieftain’s clansmen recognized the danger in time and withdrew to the southwestern parts of Clan Zarek’s land where they established a defensive position with their backs against Volgoma. They held out for a long time as the darkness swept past them towards Sevona, but Clan Chieftain Monovar who had reluctantly assumed the role as Tharaban’s successor contacted the Ambrians in the hope of an alliance and a safe haven outside the forest. When his proposal was accepted, shortly after peace was declared between Reformists and Loyalists, they had already been forced to retreat towards the woods outside Berenda. Hunted, hungry, and with many wounded, they fled across the Eblis and established a joint base among the cliffs of Kurun, northeast of the region’s capital (see Yndaros – The Darkest Star, page 32). But the Huldra Yeleta and many of her keepers remained in the darkness, entrenched in the
What Comes Next? We assume that the final episode of the Throne of Thorns will take place in the summer of year 23–24 after the Victory. Until then the player characters will likely spend most of their time down in Alberetor or on the road, but after returning home they will have about one month to spend on other activities. Below we present guidelines for the distribution of Experience, followed by some suggestions on things the characters can do to pass the time. Some gaming groups may want to head out into Davokar straight away, possibly with Rosáe in their packs and their sights set on the Throne of Thorns, but it would be unwise to rush straight into the darkness without a thorough understanding of the current situation.
tunnels of Karvosti. The power node allows them to hold their ground, but trying to escape would be very risky. Since the retreat of the Sovereign’s Oath, the High Chieftain’s cliff has been flooded with powerful undead and the path to the Underworld is teeming with corruption made manifest. And they can hardly count on Aloéna for help. Her grove remains protected, but she has not been seen for a long time, either there or at the side of the slumbering giant Garavarax. Actually, this is because Aloéna has abandoned her calling and joined what is left of the Iron Pact, in Symbar.
SYMBAR
Prince Elori has left the Halls of a Thousand Tears with what remains of the Iron Pact, which is little more than a hundred individuals. They are currently in Symbar, where Valarai-Aia is still keeping the darkness fettered. Her power over the surrounding forest is limited, and the darkness awaking in the area can clearly sense the threat posed by the Weaver and her powers. The Iron Pact, reinforced by a number of eternity elves whose normal duties have been suspended, are under severe pressure, and it will only get worse before any hope of rescue comes their way. Unconcerned about the dark threat, Emperor Symbar and his spirits continue to restore his old capital – patching, mending, polishing, and cleaning. The Weaver has pulled back the upper root cover from an area roughly five kilometers in diameter, which includes the Palace Rock, the Crown Ship, the Library Spire, and Castle Thorn. The mycelium-looking fetters are still in place, but have sunk into the ground where the spirits have cleaned and restored the ruins. The tireless work continues.
Davokar Awakens What is about to happen in the dark depths of Davokar is described further in the final episode of the Throne of Thorns. Until then the Game Master will have to make do with information on the effects it will have on southern Davokar and outside the forest.
EXPERIENCE
For each scene that contains at least one challenge, the player characters will have earned one (1) Experience. The Game Master has the power to decide what counts as a scene, which in the case of The Haunted Waste can be done based on the events of the adventure landscapes and individual scenes from the characters’ travels between the locations. We recommend that a protocol be established early on, whereby either the Game Master or one of the players records the scenes that the player characters experience over the course of the adventure. As a rough estimate, each player character should earn between 50 and 70 Experience. However, the gaming group is free to change this, should they
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want their characters to progress faster or more slowly than that.
HUNTED PREY
Depending on the characters’ actions during the battle in Othelia’s Arboretum, they will likely have made a powerful enemy or two; even if the sisters themselves were killed, their relatives and allies might find out what happened and use their considerable resources to make their lives as short and difficult as possible. If they were involved in killing Esmerelda, she will be resurrected 1d12 days later near her Phylactery in Agrella and send assassins after them. Or she will use the cultists who have infiltrated other factions to turn the leaders of those factions against them, probably even before they return to Ambria. Depending on who got out of the arboretum alive, word might also get out that Rosáe is in their possession. The same might happen if they talk about or show the artifact to someone they consider a harmless friend, such as Alevia Brigo or some acquaintance at the Cliff of Korinda. Should this information reach any faction leaders allied with the characters, they will demand that Rosáe be unconditionally handed over to them; refusal to do so may well cost them the support and cooperation of the faction. Adversaries will make the same unconditional demand, and use force if the characters should refuse – or even resort to violence straight away.
THE MYSTERY IN LYASTRA
How the situation in Lyastra develops is not a topic that will be covered any further in the Chronicle of the Throne of Thorns, but that does not prevent player characters who are forced to spend the winter south of the Titans from making more excursions in the twisted land. However, it is probably best to leave named locations like Fatestone and the Pillars of Cidrian alone, since we may well return to Lyastra at some point in the future. The guidelines for journeys on page 78 and the people and places described on pages 140-143 should go a long way when it comes to staging one or even multiple expeditions to the east. The Game Master can also assume that Lyastra becomes increasingly twisted over time, so that it looks more and more like the Yonderworld (see the Game Master’s Guide, page 41). In some places it can even be hard to tell whether the living world is being twisted or just outright devoured bit by bit by the Yonderworld. Unless the Game Master really wants to keep working with this theme, we suggest that the
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characters at this stage are unable to find an answer to the mystery or a way of stopping the developments.
JOURNALS & INCRIMINATING EVIDENCE
The player characters may be bringing a fair number of interesting documents back to Ambria, in the form of the Queen’s journals and the volumes describing Ceremonial Magic and its repercussions. At the moment, the Ambrians are united and fully committed to defending themselves and each other against the darkness of Davokar, but this is of course a temporary state. Korinthia’s journals cannot be read until the characters have cracked the code they are written in, which means they will probably have to get the key from the Royal Sekretorium or the Queen herself. Their contents may play a role in the final episode of the chronicle; all that needs to be said at this point is that the journals record her conversations with Kalthar, where the Dark Lord tried to convince her that Creation reacts to the violence itself, not to specific methods or strategies, but where Korinthia heard something else – a brilliant man’s desperate efforts to make sense of his defeat (see Yndaros – The Darkest Star, page 42). The study on the repercussions of ceremonial magic could also prove useful in the diplomatic game that will answer the fateful question upon which this adventure chronicle culminates: who, if anyone, should be allowed to mount the Throne of Thorns?
BACK IN AMBRIA
Regardless of when or by which route the characters return to Ambria, it will be some time before the final episode of the chronicle begins. Even if they are in possession of Rosáe and have decided to claim the power of the Throne of Thrones for themselves, the characters will likely have reason to sit back until they know more about the situation in Davokar. If the steady flow of blight beasts spewed forth by the forest is not enough to deter them, the Sovereign’s Oath’s retreat to the flatland fortress of Saar-Khan and witness accounts from f leeing cultural beings might prompt them to be cautious. A particularly hot topic of conversation is the statements made by the liege troll Xoghux as she asked Count Arnon’s permission to make a permanent home in Melion, along with her three thousand subjects. Filtered through poor translation and the grinding of the rumor mill, she supposedly said: “Davokar has been devoured by evil. Nothing
AFTERMATH can live there anymore – everything that breathes dies, everything that bleeds is drained, all is lost.” But the player characters will obviously not have to sit around waiting for the final battle for the Throne of Thorns to begin. Below are some suggestions on activities they might pursue, on behalf of an ally or on their own initiative. Border Guards Solitary primal blight beasts, hordes of blight-born creatures, and hordes of ravenous undead keep coming from the forest. The player characters could be asked or ordered to lead the defense of a certain area, along with sellswords or Ambrian soldiers. Perhaps it falls to them to keep The Eternal Night from the walls of Thistle Hold or Kastor? In that case, maps and descriptions from Wrath of the Warden and The Bell Tolls for Kastor can be used as a basis for their challenges. The mission could be handled in waves, with the final wave being so overwhelming that enemies pour into the streets. Perhaps the darkness is directed by a fairly clearminded commander – a death prince, or maybe a blight-born arch troll or elf who has established a base a little way into the woods and has to be killed or driven off before the town is consumed by darkness? The Witches’ Saviors The Huldra Yeleta is inside Karvosti. Naturally, Clan Chieftain Monovar argues that a rescue operation is both necessary and beneficial – the combined power of the witches could save thousands of human lives in the defense of the borderlands. Sending an army is out of the question; such a force would inevitably attract the darkness and likely drown in it. No, it must be a small unit that can move swiftly and discreetly through the wilderness. If the characters are not interested in the mission it will be carried out without them, by a group of hand-picked rangers and clan warriors supported by a witch. If so, they will fail and never again see the sun or the open sky. It may prove difficult for the player characters as well. Our suggestion is that they make it to Karvosti through a combination of stealthy maneuvers and challenging combat. But once there they are forced to turn back: the cliff has been “conquered” by a blight-born beast (such as Fofar the Destroyer, see Symbar – Mother of Darkness, page 175) that is attracting other monstrosities, while the tunnels in the Underworld are filled with impenetrable darkness (perhaps the same kind as in the adventure Tomb of Dying Dreams). No matter how the Game Master portrays the rescue mission, the experience should make it
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clear to the characters that long journeys through the forest of Davokar are best avoided for the time being… Abomination Hunters The defense of the frontier is not perfect, and occasionally an abomination, ghost, or undead penetrates deeper into settled areas. Most of them move out in the open and can be taken out by the Queen’s Rangers in collaboration with reformed Black Cloaks, or by courageous civilians like the player characters. Others are more calculating, such as Nightmares, Scorners, and Glints (all described in the Symbaroum Monster Codex). Catching and destroying them requires not only swords and brimstone cascades, but also knowledge and experience from previous encounters. If the characters chose to ignore the cries for help coming from the Twilight Monastery in the beginning of The Haunted Waste, they will of course have to deal with the Blood Elves and/or the Dragon as well. Perhaps they have joined forces and established a reign of terror somewhere in eastern Mervidun?
DOUDRAM RUNS HIGH
The final episode of the Throne of Thorns begins in the high summer when year 23 turns into year 24 after the Victory. It is not a sharp bang, but more like a long rumble, as the river Doudram suddenly rises and rages more furiously than under any spring flood or late autumn storm in living memory. The Marshes swallow most of the flood-wave that comes crashing in, eventually drowning all villages and outposts in the area, but the effect of the water can be seen all the way down to Ebel. Several lowland areas in-between are flooded, and when the muddy water recedes it leaves remarkable objects in its wake… Few understand the significance of the objects and what they suggest, but those who do are astonished. Bits of parchment covered in cuneiform, sealed containers of ceramic and wood, painted and embroidered fabrics – the clues are everywhere and they all point to Ambal Seba, the vale that according to legend does not exists; the site of the society that many scholars describe as Symbaroum’s polar opposite and most hated enemy; the place where, according to Aroaleta, “the truth is spelled in gold, where the keys to the primal power are etched in circles, round and round the thirteen pillars” (see the Core Rulebook, page 29). The player characters are not the only ones hoping that Ambal Seba will hold information and items which can help them subdue the darkness that spreads as Davokar awakens…
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Above: Beremo's map, page 47 To the right: Reports from the Royal Sekretorium, page 14 and 47
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Faramei's report, page 103
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Faramei's letter, page 118
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The aching spine, the knees stiff and tender.
For more than two decades Old Aldaro had known what was responsible for the pains: sometimes the heavy drinking of his daughter-in-law; sometimes the greed of his landlord; most often the inevitable decay of his body. But now… Was it that the civil war had called his only son into service? Perhaps he could blame it on the still unopposed rumor that Queen Korinthia was missing? Or on the nightmares – the recurring dream that took him through Davokar, darkness rising like black mist from moss and mires, or the other one, the dream from last night… “Grandpa, who is the Dark Lord?” His bewildered expression made little Esmerelda explain herself: “You said it when you slept, ‘the Dark Lord’.” He had always kept his dreams to himself, never told anyone how they often presaged the future. Maybe it was time to break the silence, to inform someone of what he had seen: the woman with the porcelain mask chasing through dust and decay; the storms and black rains closing in on her path; the horrible shadow rising, waiting for her at the heart of that haunted waste…
Alberetor welcomes you with open arms, and extended claws! In the fifth episode of the Chronicle of the Throne of Thorns you will find the epic adventure The Haunted Waste, along with support for creating your own adventures in the lost lands of the south and in a war-torn Ambria. The people of the Davokar region are again threatened by war and famine, and this is before an even deadlier aggressor appears, shaded by the tall trees at the edge of the forest…
FEATURED CONTENT ◆ The adventure The Haunted Waste, where the
◆ A chapter on the Ambrian civil war, that accounts
player characters visit the darkened, twisted realm
for its developments and important turning points,
south of the Titans for their most vital and perilous
and that presents hooks for adventures in the
mission to date. ◆ Maps and descriptions of Alberetor and Lyastra, including a dozen specific persons, locations, and events that the player characters may encounter. ◆ Guidelines for traveling through the lost south, along
battle-scarred land. ◆ New tables with curiosities, mystical treasures and artifacts, and a customized list of mishaps which can affect uninformed and ill-prepared adventurers. ◆ Note that this book requires access to the
with tables that can be used to create or randomly
Symbaroum Core Rulebook, and that it does not come
design single challenges as well as smaller adventure
into its own without the Advanced Player’s Guide, the
landscapes.
Game Master’s Guide and the Monster Codex.