Adventure Pack 2

August 25, 2018 | Author: Bardic | Category: Hunting, Elves, Witchcraft
Share Embed Donate


Short Description

adventures! woo!!...

Description

 Advent  Adve nture ure Pack Pack 2  TWO MYTHIC ADVENTU RES FOR SYMBAROUM

 Adveenture Pa  Adv Pack 2   ����������: Martin Bergst röm, Mattias Johnsson, Mattias Lilja

������: Mattias Lilja ������ � �����������: � ����������: Mattias Johnsson

������� ������:  Johan Nohr Christian Granath ������������:  John-Micha el Warkentin  John-Michael

�������������: Martin Bergström

����:  Johan Nohr Lars Strömqvist

�� ����� ���� ������ ��: Paul Baldowski, Martin Englund, Meredith Gerber, Aline Gladh, Ulrika Haake, Garry Harper, Tomas Härenstam, Magnus Lekberg, Andreas Marklund, John Marron, Kina Nyman, Tobias Ohls, Per Pettersson, Sigita Varniene and all our friends at Rollspel.nu and /r/Symbaroum

�������: �.��

����: ���-��-�����-��-�

���������: Nya Järnringen �� ����

Thus spoke Aroaleta

 And the gaunts charged charged forth, thirsting and hungering, thousand and thousand again through the night-colored woods Clan-folks fell and perished, Clan-folks trampled and booted, women, men and spawns, dead then drained and wolfed But grand was Adina’s bell, flawless and vibrant, filled by a differen differentt thirst, it chimed the gaunts to ruin

FEVER OF THE HUNT 1

������������



Player Characters ................... ....................................... .................................. .............. � The Legend o the Wild Hunt ................... .................................. ............... �� Treasure Hunting Player Characters ...................... ��

2 ��� ���������

��

Salindra’s Hope .................. ...................................... ...................................... ..................�� �� Non-player Characters ............................................ ��

3 ������

��

Developments .................... ........................................ ...................................... .................. �� Surrounding Factions............................................. Factions ............................................. �� Possible Endings ................. ..................................... .................................... ................ ��

������� ���� ����� ...



THE BELL TOLLS FOR KA STOR  4 ������������

��

Player Characters .................. ...................................... ................................. ............. �� Background.................. Background ...................................... ........................................ ....................... ... �� Scholarly Matters .................. ...................................... .................................. .............. ��

5 ��� ���������

��

The Town o Kastor .................... ........................................ .............................. ..........�� �� Non-player characters............................................ characters ............................................ ��

6 ������

��

A State o Emergency .................... ........................................ .......................... ...... �� Initial Investiga Investigations tions .................... ........................................ .......................... ...... �� Developments ................... ....................................... ...................................... .................. �� Complications ................... ....................................... ...................................... .................. �� Climax: In the Serpent’s Lair ................................. ��

APPENDIX 

7 ��������

��

New Rules .................... ........................................ ........................................ ....................... ... �� Artiacts .................. ...................................... ........................................ ............................ ........ �� Map: Salindra's Hope .................. ...................................... ............................ ........ �� Map: Kastor................... Kastor....................................... ........................................ ......................�� ..��

 Legends come alive… t his book. The world o Symbaroum … ���� ��� ��� ���� ���������� ������ eatured in this is built on layer upon layer o defining events. Some o these had an obvious and immediate effect on whole continents continents or regions, like the t he death o Alberetor; others were more limited but with a proound impact on the local area. However, there is no clear distinct distinction ion between these two: depending on the outcome, outcome, what first appears as a local crisis can c an in the t he end lead to widespread widespread death and destruction. destruct ion. ����� �� ��� ���� revolves

around a conlict between two powerul orces o nature: a predatory winter el, and an ancient orest spirit spir it in the shape o a giant aboar. According to legend, the t he two orces clashed about three centuries centur ies ago; ago; both were injured and the el ound shelter in an old Symbarian serpent temple. Since then the Elder Sow Gylta has been circling the site waiting or the battle to continue, and now humans are digging their way into the temple, threatening to provoke the winter el into action. The final conrontation is drawing near... The second adventure, The Bell Tolls or Kastor, Kastor, is set on the t he plains along a long Davokar’s Davokar’s southern edge. Again, there is an a n old legend that to some extent can explain what is happening – the tale o a greedy dragon and the artiact that made it possible or a witch, a chiefain and a sorcerer to deeat the beast and banish it to the Yonderworld. But in this case,

the most acute threat thre at comes rom a cult o monster worshippers who recently recently managed to outsmart outsmar t and deeat a rival sorcerers’ cult. The cultists have taken ta ken control o Kastor and are now brutally searching or inormation that can help them return their monstrous dragon lord rom the world beyond. In both these adventures, the characters can have a number o reasons or getting involved. The suggestions offered should be regarded regard ed as a point o departure and inspiration, but in the end each �� must adjust what is written to suit his or her gaming group. As in most roleplaying games, the t he motivation can always come rom finding treasure treasu re and bashing monsters, but in the case o Symbaroum the characters’ incentives can also als o be rooted in belies, morals and relations to powerul actions. How to handle this is not or us to say; in the end Symbaroum  is Symbaroum is what you and your riends want it to be.

 Fever of   Fever  th  Hunt  he muddy hill stands in desolate majesty amidst the woodlands o Davokar. At its oot some hundred hundred treasure hunters are crammed behind a simple palisade, seeking shelter rom the dang da ngers ers o the orest; wild animals, an imals, elves, and worse. You are met by muddy daythalers staggering towards their t heir shacks or some sleep, sleep, while a ew prospectors celebrate their findings on “the Main Street” – a couple o jerry-built houses with ostentatious exteriors in the middle m iddle o the camp. Suddenly, the bellow o a wounded beast echoes through the woods. “Did the sow righten you?” A rugged woman in a leather apron approaches, holding a repeating crossbow in her arms. arm s. Hal her ace is covere coveredd by a mask ma sk o blackened blackened silver. “You better get used to it; the old lady reuses to die and keeps bothering us with her wailings.” She adjusts her mask and continues: “They call me Silvercheek. I am the one to see, i you are to purchase a claim. Come, this way.” On the path to her office you pass a wooden pole sticking up rom the clay, dressed in withered flowers. “There lays Salindra, hoping,” grins Silvercheek. Prayers have been carved into the rough wood, and the ground g round below is strewn with copper coins; meager offerings to appease the ancient orces o the orest, untamed and hungry ...

T

 Introducion  Int roducion prospectors are digging or treasure in a hill o clay. Hoping to ulfil their dreams, they challenge the region’s barbarian clan, Karohar, or whom whom the place is taboo. The player player characters arrive as treasure t reasure hunters – or under the guise o being treasure hunters. Soon they realize that these dreamers cannot all be right about the area; the objects o their desires are too diverse to be ound in the clay o a single hill, but they are seemingly blind to this obvious act. ���� ������ �������,

Great orces are in motion. The real threat to a ll o their lives comes rom two directions. In the deep o the hill hides an ancient and bloodthirsty hunter, on the run rom a past prey, an Elder Sow circling the hill, waiting to finish what she started. star ted. To both o them, the prospectors are mere tools in their age-long fight or supremacy in the region; a fight which afer centuries o attacking and retreating now approaches its climax. The prelude to the final battle begins, as it ofen does, with a murder. Fever o the Hunt is Hunt is designed as a combination o an adventure landscapes and a cla ssic adventure. adventure. In the spirit o the landscape, we present a setting (Salindra’ss Hope), some non-player characters with (Salindra’

their own ambitions (a ew driven people in the treasure hunter’s camp and, in the background, the two ancient orest gods), and a dramatic event (Handelo’s murder) that sets the ball rolling. From there on, the players may do as they please. There is also an a spect o classic adventure Hunt, as it ollows a set chain o to Fever o the Hunt, events comprised o �� scenes. This event chain describes what happens i the player characters do NOT act to change its course. Sure, even with the players’ involvement some outcomes are more likely than others (see Possible Endings, page ��), but it is important that the players eel that their actions have consequences, making their adventure unique.

Player Characters Charac ters ��� ��������� ��� be played using any charac-

������ �� ��� ���� ����

ters with reason to travel to a peri lous and remote place like Salindra’s Hope, together as a group or on their own. There can be several reasons or the characters to head or the digging site; and when they have arrived there are many ways to start the adventure (or suggestions, see Other reasons to visit Salindra’s hope below).

The Iron Pact has placed an infiltrator infiltr ator in Salindra’s Hope, to keep a watchul watch ul eye on the place and promptly learn i the situation grows into a threat against the surrounding area. are a. The player characters can be sent as backup, since the infiltrator Semel ha rdly is a man o action. I so, their mission is to make sure that t hat the situation is not aggravated, that is, to maintain status

quo. The mission is worth ��� thaler; ��� with a passed Persuasive test. Hal o the money is paid up ront, the rest upon the player characters’ return. The leader o the group group gains an additional �� thaler or the road by the secretive employer in Thistle Hold; the veiled woman does not hide the act that she is Ironsworn and that t hat the player characters are acting act ing on the Pact’s behal. She is, however, unwilling to reveal r eveal her identity. To make sure that the player characters charac ters receive the rest o the payment, the employer allows them to choose one person in Thistle This tle Hold to keep the money or them until the t he mission is completed. The leader leader also receives an iron ring, beautiully engraved, to show Semel in Salindra’s Hope. The woman is Lysindra Goldengrasp, a ormer treasure hunter who has had a change o heart and rea lized what man’s ventures into Davokar will cost them, and what it has cost already. a lready.

����� ������� ��� �������� ���������� ���� Here are a ew alternative reasons or the player characters’ presence. They might suit the players better than working or the Iron Pact. I t he group is indeed hired by the Iron Ir on Pact, one or a ew player characters charac ters could have additional motives or going to Salindra’s Hope. Should that be the case this may complicate the main mission in interesting ways, without compromising the quest as a whole.

Consultants Rumors o the place’ place’ss eerie ability to influence one’ss senses have att racted the curiosity o some one’ organization (most likely the Sun Church or Ordo Magica). Thus, they send reliable consultants to study the phenomen phenomenon, on, but with no e xpressed orders to inter vene in any way. The player characchar acter receives �� thaler in travel unds, or personal expenses, bribes, and so on. Dreamers Player characters with obsessive tendencies tendencies or personal goals o a kind that in theory might be hidden within a hill hil l in the woods, could themselves be dreaming o the place and think it worth investigating. Rescue mission The meek and passionate dreamer Gidjabolgo has influential parents. His mother Felega is married to a wealthy merchant in Thistle Hold, and would pay fine silver to have her son brought back – with or without his approval. The last time she heard rom him, he told her about a breakthrough in his treasure hunt and claimed Salindra’s Hope to be

the next stop on his journey. Felega has offered a reward o ��� thaler, and another ��� i the t he player character succeeds with a Persuasive test during the negotiation. Haggling Haggling aside, the travel unds will w ill be �� thaler, or bribes and other expenses.

Let the players decide The player group should

Sorcerer wanted Player characters who are Black Cloaks, witch hunters or Templars have, while interrogating cultists, heard o a ski lled sorcerer residing in the prospectors’ camp. Or maybe one o the player characters is a sorcerer himsel, a nd has heard the same rumors rom his or her own network.

agree on what reason (or reasons) their characters have for visiting the site. Certain player characters may of course have their own highly personal incentives, but it is often helpful if

◆ I the play player er characters characters are witch witch hunters, hunters, they have heard about a Black Cloak named Neerena who went to Salindra’s Hope and then vanished. Caution is advised! ◆ In the latter latter case, case, the character characterss either either have have a problem that, supposedly, only a sorcerer can solve, or one o them is in need o a dark master and rumors r umors suggest that the sorcerer in the camp could prove to be just that.

Whatever their reason or seeking the sorcerer, the playerr characters know nothing about him, other playe than his supposed whereabouts whereabouts and that the ma n called himsel Vendal while in Thistle Hold (he no longer does, see Khenad/Handelo/Vendal among the Non-player Characters).

��� ��� ���������� ���� The characters can finish t he adventure in several different differe nt ways. The ollowing are a number o possible endings avorable to the player characters. ◆ They They prevent prevent Sikander Sikander,, a allen Master Master o Ordo Magica, rom reaching the Eternal Hunter. Although it merely delays the battle between the orest gods it is still a victory o sorts. ◆ The Theyy realize that that the final battle would would leav leavee the Eternal Hunter corrupted by darkness, and convince him lay down arms. ◆ They realize that Gylta Gylta is about about to get her her own herd killed, and make her see the danger in fighting. Then she will not interere with the Eternal Hunter, as they go their separate ways. I – and in that case, where – the two will meet again, is another story. ◆ They deea deeatt the Eternal Eternal Hunter Hunter inside inside the the Serpent Temple below the hill, or during the final battle – the Dance o Death – on top o the hill. ◆ They deeat Gylta, protector o the aboars; a mighty task, as she is constantly surrounded by members o the herd.

the group settles on a common goal. The game master should present the possible reasons for the group’s presence in Salindra’s Hope, and let the players discuss what option suits them best.

 The Legend Lege nd of the Wild Hunt

Where is Salindra’s Hope? In this scenario, the treasure hunter’s out-

The legend o the Wild Hunt is significant or the adventure’s backstory. The legend is widely known in Davokar, in broad strokes, but also has a very specific meaning to the area surrounding surround ing Salindra’s Hope. The two levels o the legend, general and specific, are briefly presented below, along with what it takes or the player characters to know o them. ������ �� ��� ���� ���� ���������: Who:: Player characters with the ability Loremaster. Who

post Salindra’s Hope is located along the river Eanor,, in the territory Eanor of clan Karohar. But the camp could be placed anywhere in Davokar, as long as it is reachable by water and surrounded by barbarians isolating the place with strict taboos.

The barbarians o Davokar tell different versions o the legend. It all centers on a hunter and his savage band o ollowers – sometimes a hunting god, other times a bloodthirsty winter el or an undead Symbarian lord who even in death indulges in his avorite avocation: hunting. The hunter’s prey is usually some other mythological creature, such as a lindworm, an aboar or another winter el. Perhaps the tale is but a thrilling way to explain the storms t hat sometimes shake Davokar, orcing barbarians to cower in their huts or seek reuge in the halls o their t heir chiefains; perhaps it is an attempt

to define the nameless horrors that run ra mpant through the nights? There is also a moral version o the story, where people are hunted or having broken the witches’ taboo.

��� ������ �� ��� ���� ���� ��������� �� ��� ���������� ������ ����:: Who: The witch Girind, and player characters with Who: the ability Loremaster Loremaster who  who successully passes a Cunning  test. In the region where the adventure takes place the myth actually has a historical basis. The witches o clan Karohar tell it as ollows: the hunter is one o the ancient gods o Davokar, who has orsaken his duties as a shepherd or the more pleasurable activity o hunting. The local witches know him as the Eternal Hunter. His prey is the Elder Sow known as Gylta, the t he mighty protector o the region’ reg ion’s aboars. Having tired o pursuing easy game, the Eternal Hunter decided to go afer the Elder Sow. About three centuries ago they ought in this very place. The Eternal Hunter slaughtered the aboars and their piglets, and in turn the sow stomped and

gored his ollowers. It was a vicious battle, raging all over the region so that men, beasts, and even elves were killed or orced to flee or their lives. Eventually, the hunting god and the sow aced each other upon a muddy hill among the r uins o an old temple. The hunter was all but killed by the sow’s terrible tusks and fled deep into the hill. Mad w ith lingering rage, the Elder Sow has circled the hill ever since, grunting and snorting, killing indiscriminately.. And within the hill the wounded hunter minately still licks his wounds. Both await await an opportunity to finish the battle. The witches declared the hill and its surroundings taboo, hoping that the two gods would keep each other at bay and that none o them would gain the upper hand. hand . Should that day come, it would be a bloody one or all living in the area – according to the prophecies spoken by the witches o Clan Karohar.

The Fever of the Hunt The title of the adventure refers refers to the particular obsession linked to the clay hill and to the fierce battle between the two forest gods, the Elder Sow Gylta and the winter elf known as the Eternal Hunter. The Fever Fever of the Hunt is not a direct consequence of any ritual or power that these gods use. The obsession arose in the meeting between the powers and the limitless passion of the seekers, which on the slopes of the hill form a certain kind of alchemy. This is Davokar, and here one can experience curious, dreadful and wondrous things that seldom occur anywhere else. It is entirely up to the game master to make use of, or discard, this sort of effect in other places of the forests. In any case, upon the hill, under the special circumstances of the scenario, the Fever of the Hunt is very much a reality reality..

 Treasure  Treas ure Hu Hunt nting ing Player Chara Character cters s �� �� �������� possible or the player characters to

purchase a claim or themselves and start digging, believing that there really are treasures hidden inside the hill. And t here are indeed things to be ound, i nothing that would secure t heir uture. Use the ollowing guidelines or the player characters’ activities in the claim. ◆ Settin Settingg up the the claim and and beginning beginning to dig takes one day. No dice need to be rolled and no treasures can be ound. ◆ Afer the first first day, day, every every ull day o o digging grants a roll against Vigilant. A successul roll grants one roll on table �. I there are several player characters digging, they m ake separate rolls. I several characters d ig or only part o the day d ay,, the game master m aster lets them roll when the total time amounts to one day. ◆ I the ro roll ll again against st Vigilant results in ��, some disaster occurs. Roll ���:

�. River of mud: Muddy water bursts through the clay wall, hauling the digger along with it i he or she does not succeed with a Quick test. Failure does ��� damage, dam age, ignoring armor.

�. Collapse: A Quick test is needed not to avoid being buried. A digger drowning in the mud takes ��� damage each turn tur n (ignoring armor), armor), and it takes ta kes a Strong test to rescue him or her (both the buried one and possible rescuers m ay roll). �. Snakebite: A kanaran slithers through the mud and attacks the player character, who counts as being Surprised Surprised.. The serpent tries to constrict its victim and drag it urther into the hill… For the serpent’s stats, see page ��� in the Core Rulebook. �. The ground gives way, leading to the temple

where the Eternal Hunter is waiting...

Table 1: The player characters’ claim ����

����

1–10

Nothing

11–14

Pieces of mosaic, black and white (worth 1D10 shillings to a collector)

15–17

A religious offering (worth 1D10 thaler to a collector), roll 1D4: 1. Bronze censer 2. Silver box of myrrh 3. Obsidian serpent figurine 4. Wooden box box containing an embalmed finger, finger, painted like a snake

18–19

A Symbarian gold coin, value 10 thaler a piece (15 to a collector)

20

Serpent jewelry, a jade snake in a chain of gol d, once worn by the priests of the temple (20 thaler, worth double to a collector)

Te Ldscape the adventure is a muddy, treeless hill in the middle o Davokar. Davo kar. Not ar rom there t here flows a river r iver,, giving givi ng passage to those who do not want, or dare, to challenge the barbarians along the orest paths. To clan Karohar the place is taboo; they will hunt down anyone travelling there or trying to leave. But the Karits will not enter the area itsel. ��� ����� ��

Salindra’ Salindr a’s s Hope �. Palisade and gate The palisade is little more than three meters high and sturdy enough to withstand even a raging aboar. The gate, roughly five meters wide, is the weakest point o the palisade.

�. The cluster of daythaler shacks A crude array o shacks giving shelter to the many daythalers. When they are not resting here or toiling on the hill, t hey dawdle around the Great Fire. �. The hill and its claims

�. Salindra’s tomb A simple wooden pole in the mud, surrounded by modest offerings such as dried flowers, a wooden cup o ale, and a dozen patinated ortegs. �. The gambling den �:� (the sign depicts a pair o dice, a five and a two) People: Silvercheek Price for a claim:  �� thaler (� i [Persuasive –�]) �. The Prospector’ Prospector’ss Friend Here Semel sells equipment or twice the price +�]]). listed in the Core Rulebook (×�,� i [Persuasive +� �. The Great Fire The Great Fire burns every night, and continues to glow until the next one. Its embers constitute a meeting place or unemployed daythalers, who ofen roast river rats and other rodents while singing melancholy songs about their araway homes. Now a massive aboar piglet rotates over the fire, eeding many; a gif rom Silvercheek to bolster morale in the camp. The treasure hunter Handelo made himsel known to the t he camp’s camp’s prospectors as he sea rched the piglet’s entrails or “alchemical substances”, which the daythalers love talking about as the news o Handelo’s death arrive. (see The Murder o Handelo, page ��).

�.�. Sikander’s excavation �.�. Gidjabolgo’s Gidjabolgo’s cla im �.�. �. �. Ha ndelo’s excavation �.�. Arkali’s grave digging �.�. Neferena’s search for saints

�. The Elder Sow’s tracks around the hill The wide tracks o a great beast having paced the orest in circles, round and round, or ages.  and the ability Beast lore: the tracks Vigilant and Vigilant were made by an exceptionally huge aboar. �. The witch Girind’s lookout A wooden platorm up a tree on the hill, with a small camp o tents where Girind and her bodyguards reside. The Serpent Temple Made o adobe bricks, the temple is sunken into the hill. The crawlway walls are ull ul l o holes, where serpents once slithered across devotees crawling towards the center o the shrine. Most o them are long gone, gone, as is their guardian, guard ian, a sacred lindworm to whom disobedient believers were ed by the priests. Its withered carcass can still be ound at the heart o the temple.  A. Crawlways: The Serpent Priests built their temples so that worshippers would have to crawl their



�� �

7.1

7.2

7

7.5

7.3 7.4 1 4

3

2

5

8

6

9

way to that which was most holy. Some serpents still slither inside the temple walls, and those entering the crawlways have a one-in-six risk o encountering one. I so, it takes a successul roll against Resolute  not to be overcome by claustrophobia. A terrified person may still continue, but gets a second chance at ailing every test while staying inside the hill.

B. The heart of the temple: Hal a dozen kanarans, along with the withered remains o the lindworm that was once both god and guardian o the temple can be ound here. Furthermore, there is the Eterna l Hunter, resting on his back inside the lindworm’s skeleton, staring at the ceiling, his eyes glowing red (see the Eternal Hunter on page ��). � �).

2×2 m²

A

A

B

A

A

���������� What is today a muddy hill divided into claims was once a Symbarian Symbaria n serpent temple, now buried deep in the mud. Throughout Symbaroum the Cult o the Serpent wa s held in high esteem beore losing ollowers as the Symbarians went on to worship other, darker powers. The temple was abandoned and slowly began to sink into the muddy grounds. Afer the all o Symbaroum, the t he elves planted the orest o Davokar over the land, but nothing would grow on the hill; it remained a pile o clay. Much later, the desolate hill became the scene o a duel between two gods o the orest: the Elder Sow Gylta and the bloodthirsty winter el known as the Eternal Hunter. The sow won the first round, sending the hunter fleeing down the crawlways o the serpent temple. These were too narrow or the sow’s sow’s tusks to reach very ar, so the morta lly wounded winter el could slumber at a sae distance rom his enemy. With the passing centuries, the temple slowly sank deeper into t he clay, and was in time completely hidden rom the world. But Gylta did not orget The Elder Sow, grunting and rummaging as she circled the hil l, obsessed with the t hough houghtt o finishing what she started, posed a great th reat to the region’s region’s barbarian clan, Karohar. Ka rohar. This caused the witches to declare the hill taboo, along with its immediate surroundings.

������� ��� The clay hill has rapidly grown into a prospecting camp with simple entertainment establishments and a tired bailiff who, on orders o local merchants, attempts to keep some degree o order among the many dreamers and ortune seekers attracted to the place. O the almost two hundred people present, about about twenty are qualified qua lified dreamers, smitten by the Fever o the Hunt. The rest are daythalers, toiling or those with the means to pay or their services. Most o these daythalers are destitute barbarians who, desperate with hunger and against their better judgement, dey the taboos. It is hard work, but so is the work available in the south. Furthermore, tasks t hat would be worth an orteg on the plains can here earn you a shilling. The river and the monthly stops made by a ew river merchants are the l ieline o the camp. Travelling by land is d angerous, bordering on suicidal. In the orest surrounding the hill roams a grunting and bellowing she-beast, wounded by a hunter’s hunter’s spear and filled w ith hate or all things living. The sow leads a herd o aboars, who has

not yet attacked the camp itsel. But those heading out to collect firewood and hunt smal l game ofen end up disappearing; i t hey are ever ound, it is a gruesome sight: the remains o dismembered bodies and gear stomped into a shallow pit, rummaged through the ground by raging tusks and mighty hooves. The barbarians o the region, the Karits o Clan Karohar, will never enter the area because o ancient taboos, but they observe the camp rom among the trees o a distant hi ll. For all who have broken the taboo, leaving the area by land is punishable by death – at least according to what is said among the inhabitants o the ca mp.

������ �� ���������� ���� There are many anciul and contradictory rumors floating around the camp regarding what lurks in the orest and what is really hiding inside the hill. Here are some samples or the Game Master to use as he or she sees fit, either when the player characters ask around the t he camp or pass small gr oups o prospectors loudly discussing the matter. Rumors regarding the hill: c rawlways, s, I ◆ ”The hill is a giant maze o narrow crawlway have seen them!”  ◆ ”Several diggers have suffered nasty snake bites, many of them lethal.”  ◆ ”Several diggers, at least a dozen, have disappeared inside the hill, not just in a collapse, but without a trace.”  ◆ ”I heard the cr y of children from within the hill, both of infants and older kids.”  ◆ ”I saw an alluring light down there. It was green. Or blue-green. Spooky ...”  ◆ ”I could feel the clay pulsing, as if a heart was beating in the dirt.”  ◆ “I got clay in my mouth yesterday, and I swear, it tasted like blood.”  ◆ “I tell you, I could hear someone humming from inside the hill!”  Rumors regarding the creatures of the forest: ◆ ”An enormous abomination wanders the forest.”  ◆ ”The elves butcher those venturing too far into the forest, leaving only shreds of flesh.”  ◆ ”Someone downed a piglet earlier, and the sow was injured – she is still out there, wounded and vengeful.”  ◆ ”The barbarians are watching us rom the woods.”  ◆ ”This place is taboo for the barbarians, but that does not stop the witches from sending their tamed aboars to kill us!” 

Non-player Characters o the non-player characters relevant to the setting sett ing and the adventure. ���� ������� ������������

Khenad/Handelo/Vendal, the sorcerer Khenad, or Handelo as he called himsel in the prospectors’ camp, is not jus t any sorcerer. He was once a disciple o the Dark Lords in the ar south, and just barely escaped alive as t hey were deeated in the Great War. Since then he has lived in the shadows, cultivating the da rk wisdoms he acquired rom his masters: mast ers: that the end o the world is imminent, that the t he corruption cannot be stopped, but may well be utilized – and that only the bravest o seekers will manage to escape this world beore it is too late. Paradise was (as ar as Khenad was concerned) a new world, innocent and ree  rom corruption, to be exploited and depleted – and then abandoned, when it too had been consumed by the spreading darkness. At the end o his lie, ”Handelo” was sure t hat a vital clue on how to escape t he Eternal Night could be ound within the hi ll. Handelo is murdered by another treasure hunter, the demented ormer Master o Ordo Magica, Sikander. He is killed, not because o his sorcery, but because Sikander believes him to be his most da ngerous rival in the search or the hill’s treasures.

Gidjabolgo, Gidjabol go, treasure hunter The charming char ming but simple-minded Gidjabolgo Gidjabolgo comes rom a prominent amily, yet chose at an early age a lie o adventure and partying partyi ng over managing his amily’s estates. Gidjabolgo Gidjabolgo is convinced that the hill h ill is the tomb o “The Emperor o Symbaroum” and, as such, filled with gold and artiacts. Which emperor this would be, or how Gidjabolgo ever heard o his tomb, is unclear even to Gidjabolgo himsel. himsel . But he certainly does not lack convictio conviction. n. With a more patient temperament and a skilled master, Gidjabolgo could probably have been a competent mystic; so proound are Gidjabolgo’s convictions, that he spontaneously uses his trait Mirage trait  Mirage on  on things he finds inside the hill; shards o clay turn into complete vases in his hands, pieces o metal become Symbarian gold coins. This occurs more or less without him realizing what he is doing, and he is most likely ooling himsel more than anyone else. Should Gidjabolgo’ Gidjabolgo’ss stats st ats be needed, use Fortu nehunter (page ��� in the Core Rulebook) with the traits  (new trait, page ��) and Privileged  Mirage  Mira ge (new Privileged.. Also, switch  and Persuasive  � (+�) Strong and Strong Persuasive:: Gidjabolgo has Strong Strong � and Persuasive  �� (–�). Persuasive ��

Sikander, former Master of Ordo Magica Sikander was once a Master o Ordo Magica in Agrella, one o t he Order’s brightest brightest stars a nd, according to some, a possible successor to Grand Master Seldonio. This view was shared by Sikander himsel, as he happily tells people afer a ew glasses Urtal. But that was beore he began studyi ng the orgotten arts o artiact-crafing, and came across the legend o Oromal the Suppressor – and the lindworm skin he created; a skin that is said to provide hypnotic powers. Having searched or a long time, Sikander ound proo that Oromal had been laid to rest in what is today known as Salindra’s Hope and that, i Sikander was correct, the mighty skin would still be buried with its maker. With the artiact in his possession, Sikander hopes to contribute to reestablishing the art o artiact-crafing within Ordo Magica. He has now lost himsel completely to the Fever o the Hunt and will, in his obsession, mistake anything anyth ing or hostility. hostility. At the start o the adventure, Sikander murders Handelo, as the paranoid ormer Master o the Order considers him to be his number one rival.

The importance of (over)powerful opposition The two forest gods looming in the background of this adventure (the Eternal Hunter and the Elder Sow Gylta) are powerful adversaries. In other words, it is probably not reasonable for the player characters to fight them.* The purpose of their presence is to bring about dramatic roleplaying in the form of negotiations and uncomfortable alliances, or at least force the players to try other strategies besides fighting. For that reason, there are no scenes where battle against these creatures is inevitable. It is expected that the players will feel small in the landscape, as if they have walked right into an older and grander world, a world which once was and which threatens to rise agai n. As Game Master you should try to describe how massive, dark-minded and powerful the creatures are. Also, a successful Cunning test Cunning  test with the ability Beast Lore will provide the stats of the creatures – on condition that they are in sight. When the Game Master has done his or her best to portray the danger it is up to the players to make their choice, whether that means running away, trying to negotiate or engaging the enemy in brave (foolhardy?) combat. *If the adventure is played using highly experienced player characters (at least a hundred Experience Points above above beginner level), who also have access to one or more artifacts, it is possible to defeat both the Eternal Hunter and Gylta in battle, albeit with difficul ty.

When Sikander inally reaches a brick wall inside the hill, he spends his last bit o money on hiring all available workers (see scene �, page ��). Then he stands by the entry to his claim, g uarding it rom those trying to prevent him rom finding his coveted artiact. Should he succeed, the daythalers will extingu ish the Eternal Hunter’s thirst, in which case the da nce o death will surely ollow (see Scene ��: The Eternal Hunter Initiates... I nitiates... on page ��).

Abilities

Bodyguard (master), Iron Fist Bodyguard (master), (master), Two-handed Force (adept)

Weapons

Burning heavy sword 10, if the first attack misses he gets another try, damage 6

Armor

Glowing, oozing full plate 4 (flexible)

Defense

+1

Manner

Forced For ced speech, quick to anger

Toughness

15

Race

Human (Ambrian)

Equipment

None

Resistance

Strong

Shadow

Traits

Contacts (Ordo Magica)

Glowing, like fire reflected in a spotless copper mirror (corruption: 0)

Accurate  9 (+1), Cunning Accurate 9 Cunning 11  11 (−1), Discreet Discreet 5  5 (+5), Persuasive 10 Persuasive  10 (0), Quick Quick 13  13 (−3), Resolute Resolute 15  15 (−5), Strong 7 Strong  7 (+3), Vigilant Vigilant 10  10 (0)

Abilities

 Alchemy (novice), Brimstone Cascade (master), Cascade  (master), Flame Wall (master), Loremaster Loremaster (master),  (master), Ritualist (adept: Clairvoyance , Flaming Servant, Servant , Tale of Ashes A shes), ), Wizardry  (master)  (master)

Weapons

Sword 4

Armor

Order Cloak 2 (flexible)

Defense

–3

Toughness

10

Equipment

1D10 thaler

Shadow

Blackened silver (corruption: 5)

Pain Threshold

4

Tactics: Sikander raises a Flame Wall around Wall  around himself and his flami ng servant. Anyone entering through the wall of fire encounters Brand in melee while Sikander maneuvers so he can cast a chain of Brimstone Cascades at the enemy. He is prepared to die for his claim and during the fight he accuses the attackers of wanting to “steal his precious treasure”.

”Brand”, Sikander’s flaming servant Brand is the flaming serva nt o the allen wizard Sikander, and together they have endured ma ny horrors and survived many dangers. Brand is never more than a ew paces behind his master, and his ull set o smoldering armor and glowing two-handed sword commands the respect that becomes the bodyguard o a Master o Ordo Magica. Resistance

Challenging

Traits

Contacts (Ordo Magica)

Accurate  13 (−3), Cunning Accurate 13 Cunning 7  7 (+3), Discreet Discreet 9  9 (+1), Persuasive 5 Persuasive  5 (+5), Quick Quick 11  11 (−1), Resolute Resolute 10  10 (0), Strong 15 Strong  15 (−5), Vigilant Vigilant 10  10 (0)

Pain Threshold

8

Tactics: Brand protects his master by attacking an enemy in full force. Also, Brand will defend his master from all attacks an d make counterattacks against any attacker within range of mel ee, damage 8 (see the ability Bodyguard Bodyguard at  at master level).

Arkali, the widower Arkali is a treasure treasu re hunter rom Thistle Hold, and a widower since a year ago, when his wie disappeared during an expedition exped ition in Davokar. The widower Arkali is on a quest to find his lost wie, Berelin, whom he absolutely and wholeheartedly believes is trapped inside the hill. The act that she va nished in an emergent sinkhole is irrelevant to Arkali, as he strongly senses that Berelin is down there, calling or him thr ough the clay. clay. He will first be saddened, then angry, ang ry, i someone keeps pointing out the absurdity o his wie being trapped inside the hill. I Arkali’s stats are needed, use those o the Fortune-hunter (page ��� in the Core Rulebook).

Neferena, Black Cloak The Black Cloak Neerena is certain t hat the lightbringer Agani, a legendary Templar rom the Great War, lies buried inside the hill. Neerena grew up with heroic tales rom the war, and developed an early ascination with the brave Agani, who with his inner light and burning hammer broke through the enemy lines and slayed the Dark Lord Mala k. The Templar disappeared on a holy quest into Davokar almost a dozen years ago. Neerena came to Salindra’s Hope to find and destroy a notorious Dark Lord, Vendal. But as she arrived, she realized that finding the sai nt was much more important, and has spent every waking moment digging into the clay o the hill hi ll ever since. I Neerena’s stats are needed, use those o the Black Cloak (page ��� in t he Core Rulebook).

Roughneck, bailiff, ogre, and the witch Girind’s ears in the area As the camp’s bailiff, the ogre Roughneck is paid by Silvercheek and Semel to keep some degree o order in Salindra’ Salind ra’ss Hope, a job she is well suited or, with her calm, her imposing presence, and firm hand ha nd when the situation demands it. Roughneck is also a double agent working or the witch Girind. The witch and the ogre go back a long time, since the ogre was ound by Girind’s teacher, who lef it to Girind to raise the ogre and teach it the language and customs o the barbarians. Since then, Roughneck and Girind have shared a series o adventures, both in Davokar and northern Ambria. The witch sent Roughneck down river to Salindra’s Hope to report on serious events. She has given the ogre a collection o fire dyes as a means o communication; when thrown into the Great Fire, the flames shif shi f color and Girind receives simple messages regarding what happens on the hill. As the situation deteriorates deteriorates around the camp, Roughneck will pass the details on to Girind. Since the ogre cannot leave the camp without abandoning her post and raising suspicions, she will ask the player characters or help – i they have given impression o being o the conscientious persuasion. When not on patrol, she sits in her little shack, spelling her way through a volume o Ambrian love poems written by Taubio, as a lesson rom Girind in the ongoing effort o educating the ogre. Roughneck’ss stats are the same as t hose o a Roughneck’ Plunderer (page ��� in the Core Rulebook).

Silvercheek, tavern owner Silvercheek is the closest thing there is to a central authority in Salindra’s Hope. It is she alone who sells the prospecting claims (unofficially – or there will be accidents; see the gang o non-player non-player characters called cal led The Legbreakers below) and she also manages the gambling den �:�, where most people spend their hard-earned ortegs and shillings. Silvercheek is a middle-aged woman who ofen polishes the silver mask covering hal her ace, while holding her repeating crossbow in the other hand. She never shows her disfigured ace to anyone, and i someone asks about what happened, she speaks evasively eva sively about a ailed attempt to enter a tomb in Davokar, where the acid o booby-traps put an end to the th e expedition. expedit ion. The tone o her voice suggests that Silvercheek got off lightly, compared to the treasure t reasure hunters accompanying her. Silvercheek has the stats o a Sel-Taught Witchhunter (page ��� in the Core Rulebook ), but with the abilities Marksman abilities Marksman (novice)  (novice) and Sixth sense (novice). (novice ). She is armed with w ith a repeating repeati ng crossbow that is reloaded like li ke a bow (see the Appendix, page ��). ��).

Acquiring Girind’s help It is entirely possible to persuade Girind that either the Eternal Hunter or the Elder Sow Gylta, or even both, must be stopped. With a passed Persuasive test, Girind will hand her el ixirs over to the player characters to help them on their way. The witch strongly advises that the player characters settle the situation through negotiation or by outsmarting the enemy; not because she necessarily wants to keep the forest gods alive, but because she has had their power described to her by older witches, making her less comfortable with the player characters facing them in battle, in what she would regard as a suicide mission. If the player characters have not already tried to contact Gylta, Girind will encourage them to do so. Gylta was wounded by the Eternal Hunter and Girind has seen the Elder Sow’s hatred ravage ravage the herd of aboars. Maybe there is something to be gained from speaking to the forest goddess?

The Legbreaker L egbreakerss The Legbreakers is the small gang o barbarian thugs led by the boisterous Dvarak. They do Silvercheek’s dirty work, and the gang’s loyalty to her is such that most people regard them as her goons. However, it happens that they act on their own accord and get into trouble with Bailiff Roughneck; something that bothers Silvercheek, as she is also paying the bailiff to m aintain order. The number o Legbreakers is ��+�, and they have the stats o a Robber; their leader Dvara k has the stats o a Robber Chie (both on page ��� in the Core Rulebook).

Girind, the region’ region’ss witch Girind is a young witch, but as a close riend to the local chiefain Basuma she was asked to oversee the guarding o the hill hil l and the taboo area. Girind is deeply worried by what is happening in the t he camp, knowing that there is truth t ruth behind the myth myt h o the Wild Hunt. Since the witch hersel cannot enter taboo grounds, she has – with some slight bending o the rules – sent “her” ogre Roughneck to the camp. This proved to be a smart move, as the spy also al so came to shoulder the role o bailiff, enabling enabli ng her to meddle in most matters matters without raising suspicion. On the contrary, it is expected o Roughneck to investigate things. Girind keeps watch rom her treehouse on a hill in the outskirts o the a rea. She has a good view o the clay hill, but aside rom a ew roofops over the edge o the palisade she does not see much o the camp below. She has provided her spy with wit h fire dye, an alchemical alchemica l salt that makes fire shif colors. Using it, Roughneck may send simple messages to Girind.

Manner

Listening, speaks slowly

What Semel knows

Race

Human (barbarian)

Semel suspects more

Resistance

Ordinary

Traits

Bushcraft

than he actually knows, but believes that what is happening in the area (the dreamers and the Fever of the Hunt) is connected to the

Accurate 9 (+1), Cunning Accurate 9 Cunning 10  10 (0), Discreet Discreet 11  11 (−1), Persuasive 13 Persuasive  13 (−3), Quick Quick 5  5 (+5), Resolute Resolute 15  15 (−5), Strong 7 Strong  7 (+3), Vigilant Vigilant 10  10 (0)

Abilities

myth of the Wild Hunt (see Legend of the

Karitian warriors

Curse (adept), Leader (novice), Curse (adept), Ritualist (novice: Borrow Beast), Beast), Witchcraft (adept) Witchcraft  (adept)

Weapons

Spear 4 (long)

Armor

Witch Gown 2 (flexible)

Defense

+5

a hill, and that a wild

Toughness

10

beast circles the place,

Equipment

3 doses Elemental Essence (acid), 1 dose Elixir of Li fe, 1 dose Concentrated Magic, Field Equipment, 1D10 shillings

Shadow

Green like baby leafs with single black spots from parasitic infestation (corruption: 1)

Wild Hunt (general)). He knows that a witch oversees the area from

waiting for something. Something terrible.

Pain Threshold

4

Tactics: The witch stays behind h er guard warriors and leads them to victory. If the battle takes a turn for the worse she will order retreat and assemble a larger group of warriors before returning.

Girind’s bodyguards Girind is accompanied by ive Karitian guard warriors, see page ��� in the Core Rulebook. Rulebook. They do however fight with Karitian battle claws instead o a double-axe, double-axe, and has the ability Natural war rior (master),, giving them the ollowing stats: (master) Weapons

Two Battle Cl aws 7 (deep impact).

Negotiation Negotia tion with the Eternal Hunter There is a chance of negotiating with the Eternal Hunter (social chal lenge, see page 172 in the Core Rulebook) Rulebook) by slaying Gylta and returning the spear that is stuck in her side. Player characters who manage to acquire the spear during negotiations may try to bluff, claiming that Gylta is dead, just as player characters possessing the ability Witchsight  may try to convince the Witchsight may Eternal Hunter that fighting Gylta would not be worth it – corruption awaits the hunter should he go through with his plan. It is recommended that the Game Master lets the characters speak to the Eternal Hunter (telepathically) and – whatever the outcome of the challenge – leave the hunter as the Dance of Death is about to begin. Engaging the Eternal Hunter in combat is close to suicidal, and it must be left to the players to (slightly desperately) decide whether or not to do so.

I the player characters decide to escape the taboo area by land, they will be pursued by the clan warriors o Karohar. They hunt and fight in groups made up o Village Warriors [as many as the ���], led by a Guard Warrior (same stats as Girind’s bodyguard).

Semel, vendor and agent of the Iron Pact Semel is a low-ranking ally o the I ron Pact, and has yet to become a real agent; this is part o his final test. Semel is painully aware that his uture depends on what he demonstrates in the camp, in terms o wisdom and loyalty. One thing is certain: there is nothing wrong with Semel’s convictions, as he is convinced that the treasu re hunters sooner or later will awake the evil evi l lurking within the hill. He has sent a message to his employer in Thistle Hold, stating those exact words, and is deeply troubled by the act that the Pact has not yet taken action. I the player characters arrive at Salindra’s Hope on orders rom the Iron Pact (they must show their engraved iron ring in order to convince him), he thanks t hem with a sigh o relie. I Semel’s stats are needed, use that o a Village Warrior (page ��� in the Core Rulebook), Rulebook), but with (+�), giving givi ng him Deense Persuasive �� (–�) and Quick � (+�), +� instead.

The Eternal Hunter, bloodthirsty Winter Elf  The Eternal Hunter was once a mas ter huntsman who ought ought or the Iron Pact against t he growing darkness o Symbaroum. He watched Symbaroum all, and saw the elves plant the irst seeds o Davokar. When the trees were still young he entered the winter o his h is lie, and emerged rom it as the Eternal Hunter. But something went horribly wrong. Maybe there was once a higher pur pose to the hunt, to clear the way w ay or new lie to rise. Or perhaps the lingering darkness was already taking root at the start o his wi nter, and the hunt hunt had a purpose in itsel: killing or sport and pleasure. His stay in the Serpent Serpe nt Temple has not alleviated matters, matter s, and what hope there once was or the hunter to find harmony is now gone. The hunt is all that remains. The first step is to heal his wounds. Step two is to arrange arr ange a new Wild Hunt using any creature he can ensnare w ith the entrancing Dance o Death. Death. With the Elder Sow Gylta put down, Davokar will experience a new hunt, wilder and darker t han ever beore.

Manner

Careless and playful even in the midst of carnage

Race

Elf (winter elf)

Resistance

Mighty

Traits

Bloodlust (III, see p. xx), Long-lived, Manifestation (III), Spirit Form (III)

Accurate 5 (+5), Cunning Accurate 5 Cunning 10  10 (0), Discreet Discreet 10  10 (0), Persuasive 7 Persuasive  7 (+3), Quick Quick 11  11 (−1), Resolute Resolute 16  16 (−6), Strong 9 Strong  9 (+1), Vigilant Vigilant 18  18 (−8)

Abilities

 Acrobatics (master), Beast Lore (master; specialized on Beasts), Exceptionally Resolute  (master), Exceptionally Vigilant  (master), Marksman (master), Ritualist (master: only relevant is Dance of Death, new ritual), Sixth Sense (master), Steadfast (master)

Weapons

Longbow 5 (precise), +3 on Beasts

Armor

None

Defense

–8

Toughness

10

Equipment

None

Shadow

Greyish yellow like winter leaves, with broad streaks of black threatening to become dominant (corruption: 15)

Pain Threshold

5

Tactics: The Eternal Hunter moves among the death dancers, shooting single ar rows for encouragement. When a worthy opponent emerges, the hunter begins his own, personal hunt. He alternates between firing deadly arrows and trying to charm and drink warm, delightful blood from the victim, saturated with the sublime taste of desperation and fear. As soon as Gylta’s herd becomes occupied with fighting the death dancers he takes the opportunity to commence his fight against the forest goddess.

Weapons

Single-handed weapon 4

Armor

Leather 2

Defense

+1

Toughness

15

Equipment

“Protective amulette” amulette”,, “Lucky dice”, 1D10 ortegs

Shadow

Green intertwined with black cords (corruption: 2)

Pain Threshold

8

Tactics: The average daythaler would normally flee from anything but a proper brawl with nothing but fists and boots as weapons. However, when caught up in the Dance of Death they will fight to thedeath, alternately weeping and laughing.

Gylta, the Elder Sow Gylta is the holy protector o her people, an ancie nt orce that has willingly relinquished the circle o lie o being born, giving li e, and dying. She will never bear piglets, but compensates that grie with the pride o leading and protecting her kind rom danger. Her greatest challenge yet was acing the Wild Hunt and its leader, the Eternal Hunter. She still keeps the hunter’s broken spear (artiact, see page ��) stuck in her side as a painul reminder o the battle, and now spends her time brooding on vengeance; in her eyes, the Eternal Hunter is a grave threat to her people and, in her obsession, she has orsaken them to such a degree that all that rema ins o the once proud tribe is a weak and dwindling herd, gathered around Gylta hersel. The Eternal Hunter is a potential threat, but right now Gylta is a greater one. The one who makes her see thi s will receive rece ive her help – assuming that he or she also agrees to wipe the Eternal Hunter rom existence. I someone promises Gylta to put an end to t he Eternal Hunter, she will turn her wounded side to the person and ask or the spear to be ext racted.

Death Dancing Daythalers (about ���) I the Eterna l Hunter manages to get loose and initiate his Dance o Death, the majority o the daythalers working on the clay hill will be consumed by the intoxication o the da nce, and orm the hunter’s own little army.

The corruption of the Eternal Hunter Hunter The corruption of the Eternal Hunter is imminent, and if the Dance of Death were to take place at the end of the adventure, this would ultimately push the Winter Elf into everlasting darkness. Such an event would be disastrous

Manner

Weeping, laughing, yowling

Race

Human (barbarian)

would bring about the birth of a dark prince, a lord of horror l eading his

Resistance

Weak

growing number of death dancers through the woods, laying waste to bar-

Traits

Bushcraft

barian villages and burning Ambrian colonies.

Accurate  10 (0), Cunning 7 (+3), Discreet  9 (+1), Persuasive  10 (0), Quick 11 (−1), Resolute  5 (+5), Strong 15 (−5), Vigilant 13 (−3) Abilities

None

to the surrounding area; eventually, maybe maybe even to the entire region. It

What would happen if the blight born hunter were to reach Thistle Hold or some other town and invite i ts people to dance, is almost too terrible to imagine...

Manner

Sad, full of suppressed anger

Race

Beast

Resistance

Strong

Traits

 Armored (III), Natural Weapon  Armored (III), (III), Robust Robust (III)  (III)

Accurate 7 (+3), Cunning Accurate 7 Cunning 10  10 (0), Discreet Discreet 10  10 (0), Persuasive 5 Persuasive  5 (+5), Quick Quick 13  13 (−3), Resolute Resolute 11  11 (−1), Strong 15 Strong  15 (−5), Vigilant Vigilant 9  9 (+1)

Abilities

Berserker (master), Iron Fist (master)

Weapons

Tusks 16 (long

Armor

Thick skin 10

Defense

−3

Toughness

15

Equipment

Wedged in her side is the Eternal Hunter’s spear, other than that nothing

Shadow

Deep red, with roses of rust and ashen grey (corruption: 5)

Pain Threshold

8

Tactics: Gylta leads her herd straight for the enemy and her target is to reach the Eternal Hunter to finish what she started so lo ng ago. The fools standing in the way have themselves to blame.

Gylta’s herd of aboars Gylta’s herd consists consis ts o t welve aboars, plus some thirty thir ty younger or smaller wild boars. The herd is all that remains remain s o Gylta’s once proud tribe, the largest aboar tribe in all a ll o Davokar. Now Now the beasts are a re ew, ew, weakened and scraggy rom Gylta’s lack o care. I she does not let go o her obsession with the Eternal Hunter,, the entire herd will soon have perished, Hunter and Gylta will linger on as the lone guardian and indirect killer o her dead kin. Note that the Elder Sow will only take the dozen ully grown aboars with her into the battle with the Eternal Hunter, should it come to that. For the stats o the aboars, see page ��� in the Core Rulebook. Rulebook .

Persuading Gylta Persuading Gylta of the danger she poses

that it follows from Gylta’s obsession, or

dense roleplaying scene with a minimum

to her own herd is a social challenge

that the spear stuck in her side belonged

of dice rolls a nd success tests.

(page 172 in the Core Rulebook), Rulebook), where

to the power of the hill and could be an

few or no rolls are recommended; dice

essential weapon in the fight.

rolls may be needed to recognize the deterioration of the herd and conclude

In other words, the GM is advised to turn the negotiations with Gylta into a

Gylta communicates telepathically with the player characters, which she is able to do as long as she maintains eye contact.

 Events adventure ollows �� ��� ������ characters do not change its course through their actions, the adventure

a series o predetermined events. It begins with the murder o Handelo on the t he day o the player characters’ charac ters’ arrival, arr ival, and concludes a ew days days later with the t he two orest gods acing each other in urious battle, a battle that evokes a burning bloodlust within most creatures present, causing panic and mass slaughter. However, the player characters have every opportunity to change the course o events – to a certain extent, and not without taking risks.

Developments events transpire ollowing the characters’ arrival to Sa lindra’s Hope. Hope. They are all connected to the backstory o the two orest gods, though it may very well take the players a while to figure that out. The initial, and most obvious, incident is a murder (scene �). Less obvious, but o even greater importance, is a disappearance (scene �). Both o these take place on the hill. � ������ ��

����� �: ������� ��� ������������ ���������

���������� � �����

The player characters are greeted by Silvercheek, who is always on the look-out or new customers; the claims claim s are her main source o income. She actively seeks out the player characters, and a litt le later on she sends the Legbreakers on some reelance treasure hunters who “orgot” to pay her or the right to dig into the hill – just to demonstrate what happens i the characters decide to do the same. Claim: Claims are purchased  rom Silvercheek who keeps a ledger ledger with the names n ames o all treasur e hunters in the camp. The price is �� thaler, which with a [Persuasive –�] may be reduced to � thaler. Clairvoyance: During the conversation with Silvercheek, the wizard Sikander Sika nder will be spying on �:�, paranoid para noid as he is when it comes to newcomers. The ability Witchsight and a successul [Resolute +�] gives +�]  gives the player character a eeling o being watched. I the character – or a ny other player player character made aware o t he situation – has either Wizardry or Ritualist, and succeeds with a Cunning

test, he or she realizes th at another mystic is using the ritual Clairvoyance on their location. Silvercheek believes there may be three Mystics in Salindra’s Hope: the Black Cloak Neerena (Silvercheek calls her “the anatic”), the ormer Masterr o Ordo Magica Sikander (whom Silvercheek, Maste with ill-concea led ear in her voice, reers to as “the fire worshipper”), and Handelo (whom Silvercheek calls “the alchemist”, because o his search or salt inside the aboar piglet above the Great Fire). She also speaks o “the witch spying rom the hill” (Silvercheek does not know her name). Silvercheek can point out the hill where the witch has her camp.

Tale of Ashes Player characters possessing the proper rituals may quickly gain clues as to who committed the mur-

����� �: ������������ ���� ����� While in t he characters’ presence, Gidjabolgo Gidjabolgo pays Silvercheek a gold coin. He buys ood, a jar o fine fi ne blackbrew,, and uses the rest as credit or uture purchases. brew A successful Vigilant with Loremaster:  the coin is a Symbarian gold coin. A successful Vigilant with Witchsight: the coin is a piece o metal (a rusty hinge) surrounded by the illusion o a gold coin.

der, or solve it at the scene of the crime. The cooled-down knife and the scorched parts of Handelo’s clothes and body are enough to cast the ritual Tale of of  Ashes and  Ashes  and have a vision of Sikander and his flaming servant killing

����� ��: ��� ������ �� ������� There is an ongoing conlict between two prospectors who believe each other to be rivals in the search or the hill’s treasures. On the day o the player characters’ arrival at t he camp, Handelo is murdered, which can be used as a trigger to start off the adventure.

Handelo. Sikander is heard screaming: “it is mine, mine, mine!” in rhythm with his stabbing.

Confronting the ogre If the player characters confront Roughneck about the fire dye, two things can happen: If they are being inquisitive

Handelo is ound inside his claim by a dayt haler supposed to deliver ood to the alchemist. He screams about what has happened while running aimlessly through the camp. The voice of the fire: Roughneck casts red fire dye into the Great Fire when she thinks no one notices, and its flames rise in blazing crimson – signaling that a murder has t aken place. The player character with the highest Vigilant may roll to detect the signal. He or she then gets another roll [Vigilant +�] to notice that Roughneck is leaving the place alone.

but diplomatic, the one with the highest

Persuasive may roll a [Persuasive –1] –1] to make the ogre admit that she is communicating with someone outside the camp. She confesses that it is the witch on the hill, Girind, and has a suggestion. Roughneck can only pass on simple messages, as more complex ones demand direct contact. Perhaps the characters could go to the witch and give her the details regarding the camp? If they behave threateningly, Roughneck acts the same: the roll against Per-

 suasive has a second chance of failing. If the ogre realizes that the characters mean well, for example by how they handle Handelo’s murder, she will tell them about Girind and ask the characters to seek her out and give the witch her regards.

����� ��: ��� ����� �� ��� ������ Handelo’s shack contains a bunk bed, an alchemy table, and a gaping pit in the clay leading down into the hill, all hidden behind a leaky wooden door. The body: The body has a warm (once glowing hot) knie between its shoulder blades. The ability Alchemy:  The knie is hot rom being smeared with a burn ing elemental essence. The ability Medicus: He was stabbed a dozen times in neck and chest, and there are no signs o deensive wounds on his arms. The wounds are scorched around the edges, barely bleeding at all. There are bruises on the upper arms, as i someone was holding the man as he was being stabbed. (Sikander did the stabbing while his flaming servant, Brand, held Handelo). Hande lo’ss claim is about The shaf: The shaf o Handelo’ seven meters deep; its bottom can be reached by a rickety wooden ladder. There are spades in various sizes lying around, as well as hal a dozen buckets. A single bucket dangles rom a hoist above the pit. The bottom is covered by a meter o dirty water. The alchemy equipment: A number o alchemical tools and ingredients are ound on the table. The ability Alchemy: it is a portable port able laboratory, a set o alchemical tools giving +� on rolls against  Alchemy (value: �� thaler). On the table is a crumbly rock that any alchemist would recognize as a bezoar, an extremely potent ingredient o antidotes. The bezoar rock comes rom the belly bel ly o the Elder Sow’s piglet now roasting over the Great Fire. It is a mixture o salts, ats and vegetable fibers accumulated within the piglet, and can be used to craf powerul antidotes. Adding bezoar makes antidotes count as one tier higher than normal: norma l: weak antidotes become moderate, and moderate ones become strong. Strong antidotes are unaffected, but a master alchemist may o course create more doses o moderate antidotes and turn them strong using the bezoar. The sleeping quarters: Handelo’ a ndelo’s sleeping place consists o a camp bed with a wooden crate or a

bedside table, on which stands a kerosene lamp and a tome, “So Sayeth Almegaster”, an apocrypha apocryphall text rom beore the recognition o Prios as “the One and Most Exalted”. The tome claims that Prios was actually a knight and theurg named Priosander who, having ound his light, expelled a plague rom the long since allen empire beyond the Ravens in the east. ea st. Priosander preached mercy, love and orgiveness. The author, Almegaster, was burned in Alberetor or his heretical belies, and t hose seen carrying the tome in Ambria risk suffering the same ate. To a collec tor o orbidden tomes, however, it is worth ���+����� thaler. A successul roll against Vigilant  reveals what Vigilant reveals might be more interesting: a wrinkled letter chipped into the laths o t he bed, addressed to an “Agathara” and signed “Khenad”. “Khen ad”. The envelope is not sealed, and aside rom the letter there is a single smooth, grey rock inside. The letter reads: ”Agathara, sister o the night, hearing that you are alive brings me hope, here in the shadows o the new world. It pains me that you must struggle to get by; you who possessed such insight into the twilight. Oh, what did we all not leave behind in the ashes of our beloved Lyastra; what did we not sacrifice for our dreams of a better world? Earlier, Demereka crossed my path, inorming me that Kheltran hides in Thistle Hold among the wizards o Ordo Magica. And I know that Flavus was slain by the dwarves o Yndaros over a gambling debt. I think no one ever realized what dark wisdom was lost with him. There are ew o us lef, and i the enemy finds out that we are alive, we shall be fewer still. I you still dare to dream, as I do, hold the rock in  your hand and think of me. me .

Disciple Khenad”  Conclusions drawn from the letter: The ability Loremaster:  The rank ”Disciple” was the lowest among the now extinct – or at least vanished – Dark Lord s o the south. It is equivale equivalent nt to Ordo Magica’s ”Novice”. I the players cannot figure the ollowing out themselves, the game master may allow player characters characte rs to do so by passing a test against Cunning Cunning:: With the phrase “sister o the night”, the letter suggests that this Agathara carries the same rank as the letter’s author; in other words, that she too was a low ranking Dark Lord. The author o the letter is most likely Handelo himsel, which can be confirmed by comparing its handwriting with, or example, the signature

The return of the Dark Lords? As indicated by the letter, Handelo was a

as well as Ordo Magica and the Church

Dark Lords commences with renewed

sorcerer schooled by the Dark Lords; the

of Prios, would be anxiously grateful a nd

intensity. Should the player characters

nefarious foes from the Great War, War, who

offer a reward of 100 thaler, should the

spread the news far and wide, there will

even in defeat managed to drive the Am-

owner of the letter demand compensa-

soon be wild rumors floating around

brians north. Evidence of the Dark Lords

tion (100+1D100 in case of a successful

regarding “the return of the Dark Lords”, Lords”,

– or at least their disciples – being ali ve

 test). Persuasive test). Persuasive

followed by a brief increase of pitch-

This insight has no immediate conse-

and operating in Ambria, is worth a lot to many organizations. The Queen’s legates,

quences, but in secret the hunt for the

in Silvercheek’s ledger where Handelo signed or the ownership o his claim.

The rock inside the letter: The letter also holds a clue regarding the rock that came with it – “Hold the rock in your your hand and think thi nk o me”. The ability Loremaster Loremaster and  and a successul roll against Cunning: The rock is a lesser artiact arti act called a Meeting Stone. It was made with a specific s pecific person in mind, and when that th at person touches it, the recipient immediately knows where the sender will be at a certain point in time. As the rock was made or Agathara, it will not show the player characters where or when Handelo wished to meet with her. One guess is that he wanted wa nted her to come to Salindra’s Salindra’s Hope, something a clever use o rituals such as Oracle  or Fortune-telling can reveal. ����� �:

����������� ������ ���������� The characters witness how Silvercheek shoots Gidjabolgo in the leg with her repeating crossbow – the gold coin has aded into a rust y piece o metal! Gidjabolgo seems to be genuinely upset, claiming claim ing that he has done nothing more than payed with what he believed to be a gold coin he had ound in h is claim. ����� � ���������: ������ �������, ���� � ��������� ����������� � ���������� As a consequence o Arkali bursting through the wall o the t he Temple (see (see Arkali’s Arkali ’s Disappearance to the right), the Eternal Hunter rips off the dreamer ’s head and drinks his h is blood. Powers Powers are then released, transmitting trans mitting a vision to sensitive minds in the area. A successful Vigilant with Witchsight:  The player character receives the ollowing vision – “Blood gushes rom rom the claims o the hill and streamlets o blood reach the camp by its oot. In the orest, a great, wounded beast raises its head, roaring ur iously at the heavens.” heavens.”

fork-wielding mobs and people burned at the stakes.

���������: ����������� ���������� ���������: ����������� A group o muddy diggers is complaining loudly about not having been paid by Arkali, and him now being gone – a bit too convenient, the d iggers think, thin k, since the old man spoke gleeully about how close he was to a breakthrough and t hat all laborers would soon be paid or their trouble. Suddenly he was gone, and the claim abandoned. aba ndoned. The loudest o the diggers are convinced that the man has struck gold and then lef without paying them. Others ar e not as convinced. Some mutter audibly: “Where would the old man go w ith all that t hat gold, as crooked and rail as he is?” Someone else bluntly says: “I think the hill took him, we wil l probably never see neither him nor a ny payment.” The voice of the fire: Roughneck casts white fire dye into the Great Fire when she thinks no one notices, and its flames rise like a whirling blizzard – signaling t hat someone has gone missing. missing. Like beore, the player character with t he highest Vigilant may roll to detect the signa l. He or she then gets another roll [Vigilant +� +�]] to notice that Roughneck is leaving the place alone.

����� �: �������� ������������� Breaking down a stone wall down his claim, the digger Arkali reaches reac hes the crawlways near near the heart o the Serpent Serpe nt Temple. As the clay collapses behind him, he is orced to dive into the nearest o them. Afer a bit o crawling, he encounters encounters the Eternal Eterna l Hunter.. Arkali approaches the slumbering el, Hunter thereby becoming the Eternal Eterna l Hunter’s first victim in a long time. The hunter awakes, but he is rail. From now on he has but one goal: to quench his thirst and g row strong enough to gather his allies beore the battle against Gylta. Arkali’s claim The claim o Arkali consists o a tiny palisade raised around a pit in t he ground. Next to the pit

What happens if/  when the player characters stop Sikander? It is likely that the player characters will go after, and stop, Sikander. If so, the Eternal Hunter’s freedom is postponed – until other dreamers break through. To prevent the hunter from ever being set free, one must stop

is a canvas set up above a rickety camp bed and a small stove. By the gaping pit there is also a small pile o bricks. Loremaster : The bricks are made  rom adobe, reinorced with reed or horsehair, which were ofen used in ancient Symbaroum. Back then, bricks were used even in minor constructions, as wood was less common beore the expansion o Davokar. The pit has collapsed about five meters into the hill, and one can see a boot stick ing out rom the clay, as well as a spade and a pickaxe. It would take five days to dig back in; three i there were two people digg ing. There is not enough room or more than two people, but i pairing up and working in shifs one would reach the wall in a day, and find a hole through which to enter the Serpent Temple. (see The Serpent Serp ent Temple, page ��). ��).

Sikander and make sure that no one else digs any furthe r. With Sikander stopped, Gidjabolgo will be the first to break through if left unchallenged. Next in line to find a way into

����� �: �������� ����� ��� �����

����� �������

With the help o the many d iggers iggers,, Sikander wil l soon break into the heart o the Temple where the Eternal Hunter awaits, still weak. The hunter kills Sikander and quenches his thirsts with the blood o both him and the diggers who ail to escape.

the Ser pent Temple, where the Eternal Hunter is waiting, is Neferena.

���������: ������ �� �����

������ �� ����������

����

Sikander’s diggers break through Sikander’s th rough the brick wall inside the hill and reach the heart o the Serpent Temple, Templ e, where the Eternal Hunter quenches his thirst t hirst and initiates the ritual Dance of Death. This incident releases a vision perceived by all who succeeds with a Vigilant test. ”Blood gushes rom the claims o the hill, like ountains o blood. A wave o blood reaches the camp at the oot o the hill, knocking over people and buildings alike. In the orest roams an army o beasts, led by a massive aboar sow. She raises her head and bellows uriously at the top o the hill.” ����� �: ������ ��� ���������

�������� ���� � ���� �� ���� ������ ��� ����� ���� Girind is also haunted by the d ream o blood, and acts on it by summoning her kin to the area. About three hundred village warriors rom Clan Karohar, led by some fify clan warriors, orm a guard around the borders o the taboo area. The witch Girind and chiefain Basuma stand on the hill with their bodyguards. Also, there are three other witches present. The ogre Roughneck joins them, i she can, and takes her place by Girind’s side. They do not interere in the area, but will act orceully to keep what happens in there isolated.

����� ��: ��� ������� ������

��������� ��� ����� �� ����� ����� The Eternal Hunter emerges on the hill, accompanied by a dozen death dancers (Sikander’s ormer employees). The dance rapidly spreads among the other daythalers. Hal o them are affected and gather around the hunter at the top o the hill; the rest seek shelter in the camp, but dare not flee into the woods. The voice of the fire: Roughneck casts black fire dye into the Great Fire when she thinks no one notices, and its flames rise in ominous purple-black – signaling that the hunter is awake. The player player character w ith the highest value in Vigilant may roll to detect the signal. He or she then gets another roll [Vigilant +�] to +�] to notice that Roughneck is leaving the place alone. I t he one with the highest Vigilant  ails, other player player characters Vigilant ails, may give it a try.

����� ��: ��� ����� ��� �����

������� ��� ���� ��� ���� ��� �

The Elder Sow appears at the edge o the orest, and as she bellows, more aboars gather gathe r by her side. Stomping into the ground, they storm the ca mp. Gylta blows open one o the gates, tra mpling her way through daytha lers and others, closely ollowed ollowed by a dozen grown aboars. Lef at the orest or est edge are some thirty young animals and piglets, looking scared and conused. Gylta is not looking to fight anyone other than t he Eternal Hunter and his hi s howling death dancers, but people located outside when the assault commences must succeed with a [Deense –�] not to be hit by the many charging charg ing aboars and be dealt �� damage (armor protects as usual). ����� ��: ��� ������� �� ��� ���� Up on the hill the ar mies collide, one one aboar against some ten death dancers. Gylta reaches the Eternal Hunter and their final duel begins. During this time, player characters located on the hill will ace either an aboar or ten death dancers. da ncers. Once they have handled ���+� encounters, the duel between Elder Sow and the Hunter is over. Note that i the player characters are ar e within a hundred meters o the Eternal Hunter they risk being affected by the Dance o Death (see Death (see the new ritual on page ��). Gylta and her aboars count as direct enemies o the Eternal Hunter; the same is probably true about the characters – i the players consider the hunter to be the enemy, the criterion is met. Enemies o the Eternal Hunter get a second chance to resist or break ree rom the Dance o Death. Death.

Surrounding Factions Some o Davokar’s actions – the Iron Pact and the witches – are interested in the cl ay hill and the conl ict revolving around it. Their views on the matter are described here.

��� ���� ����  The two opposing orest gods may be dangerous to humans, but to elves they are just that; gods, or spirits, o the orest, whose whose conflict does not yet impinge on their interests. The elves keep out o their way, as they always do when t he elder creatures o the woods fight t heir battles. However, the Iron Pact does have an agent in place (see Semel among the Non-player Characters) to monitor how things develop; part ly because the Iron Pact is aware o the Symbarian ruins located in the area are a (such as the Serpent Temple), Temple), partly because these kinds o conflicts attract the corruptive powers o Davokar. It would be a terrible thing indeed i either Gylta or t he Eternal Hunter were to become blight born – but as long as there is no sign o this happening, the Iron Pact will not take direct dir ect action in the area. The elves aim to fight corruption, not to keep the peace in general. Also,

they do not mind i the g ruesome deaths o greedy treasure hunters serve as a clear and deterring example to others o their kind. The Iron Pact agent in Thistle Hold, the ormer treasure hunter Lysindra Goldengrasp, is not as convinced as her elvish allies – maybe or sentimental reasons; she will not let people die in vain. That is why (should the Game Master decide that the characters are act ing on orders rom the Iron Pact) Lysindra sends reinorcements, just to be sa e.

��� ������� �� ������� For a long time, the barbarians have regarded the area as taboo, which is why they will not enter it. As previously mentioned, the barbarians will guard the area rom people approaching by land, and hunt down those leaving it. The witch Girind has been charged with overseeing the area, and has been slightly bending the rules o the taboo; she has recruited an agent (see Roughneck in the Non-player Characters’ section) rom the south. The agent now acts as bailiff o Salindra’s Hope and uses an alchemical powder called fire dye to conveyy important happenings to Girind. conve

Echoes through the game world? The events at Salindra’s Hope are of such importance that rumors will spread far and wide. Whether the stories portray the characters as heroes or villains depends entirely on the outcome, but if you continue to play with the same characters they should be granted a modification to rolls against Persuasive during the subsequent season; +1 if the player characters acted nobly and –1 if they acted out of self-interest. The collective memory does not last more than a season, as other

Possible Endings ����� ��� ������ characters will interere with

the story, the last scene in the chain o events – the carnage on the hill – will probably not occur; at least not in the manner described above. The game master may plan or the ollowing versions, since playtesting have proven them to be probable consequences o the players’ actions. �. The Eternal Hunter prevails The Eternal Hunter deeats Gylta and her aboars, with or without the player characters’ assistance. The Winter El is corrupted and turns into a L ord o Horror, the leader o a growing band o death dancers participating in their master’s wild hunt throughout Davokar. His ollowing brings death and destruction wherever they go, and will return as a serious threat to barbarians and Ambrians. �. The Elder Sow Gylta prevails The Elder Sow Gylta stomps the Eternal Hunter into the mud, bringing the Dance o Death to an end. Salindra’ Salind ra’ss Hope is abandoned by the survivors, daythalers and treasure hunters alike. The hill o clay stands deserted, as a bleak unerary monument to the Eternal Hunter Hunter.. But Ambrians have a short memory.. Soon, some will surely return – t here are memory

events will have seized

rumors o a Serpent Temple being hidden within the hill, and there t here must surely be treasures!

�. The player characters flee the slaughter The player player characters t hink the situation to be hopeless, or in any case not worth the risk, and decide to run. They either flee by river on an i mprovised raf, or take their cha nces sneaking through the territory o clan Karohar. Since the player characters through their act ions do not determine the outcome, the game master may choose who – i any – o the two orest gods will prevail in the final battle. �. The player characters evacuate prospectors and daythalers before the final battle The player characters flee the area, as described above, but not beore trying tryi ng to save as many o the daythalers as possible. Basically, Basically, this requires leaving the area by oot, which in turn cal ls or some kind o agreement with Clan Karohar. K arohar. There is such an opening; when Girind and her likes realize that the two orest gods are about to clash, they may consider the player characters’ pleads. Here, too, the game master maste r may determine which – i any – o the orest gods will prevail in the fina l battle.

people’s attention

e Bell Tolls

 Kaor 

 for 

ou are finally approaching Kastor, Kastor, the inamous jewel o Seragon. There is the stone wall, thick th ick and high, to guard against elven arrows and barbarian war claws claws;; the sun temple with its shimmering dome; the tower with its renowned bell. But But there are also disturbing elements – jet-black smoke rising rom the annex o the sun temple, and an abundance o town guardsmen. You halt one o the residents. Eying you earully, she asks: “Have you not heard? They murdered our mayor!” She neither waits or your reply, nor answers your question as to who “they” are. You approach a squad o town guards, dressed in filthy clothes with single blue details – armbands, belts or patches – visible beneath beneath their service coats: “Murderers “Murderers struck in i n the night, killing our members o the council, the t he mayor mayor being one o them. But you are in sae hands. The new mayor has strengthened the town’s deenses.” You head onwards towards the sun temple; there you will find the one you seek, whom you you know and trust. t rust. Further Fu rther north stands the t he Bell Tower; Tower; tall and mighty, mighty, built by the t he industrious ancients. At its top hangs the town’s proud bell – not having tolled during the murders, and still just as silent as the cooling corpses …

y

 Introducion  Int roducion has always warned the town’s residents o attacks, and according to myth, its clang will scatter any darkness threatening the town. The citizens o Kastor are no strangers to suffering and catastrophes; numerous are the barbarian assaults that were repelled in the early days o the town, and many ma ny still remember the t he mass slaughter o year ��, ��, when a cryptwalker crypt walker prowled the streets searching or an artiact and the t he treasure hunters who stole it. it . Now the bell has ha s not tolled or or a long time, and people have have begun to take their t heir saety or granted, not noticing the t he agents agents o darkness operating operati ng in Kastor. But when several members o the Town Council are killed in a single night, the citizens are roused rom their slumber . The murders appear to be connected to a witch w itchburning burning three t hree years earlier, but soon it is shown to go even deeper – all the way back to the very creation c reation o the town. And, as so ofen beore, the seed o creation is marked by death. death . ��� ��������� ���� �� ������

��� ���� ����� or Kastor is an adventure or the

role-playing ga me Symbaroum role-playing Symbaroum.. The first section addresses ways to make the player characters (��)) interested and invested in the adventure. (�� Then the background o the adventure and the town o Kastor are int roduced, ollowed by descriptions o central non-p non-player layer characters (��� (���)) and the chain o events that drive the adventure adventure

Darda’s time in Thistle Hold

Player Characters Charac ters or Kastor may be played using any �� s with reason to visit the town, either with each other or on their own. I new player characters are created or the adventure, adven ture, t hey should either receive an extra �� in Experience in order to stand a cha nce, or the Game Master could reduce the number o enemies to achieve reasonable odds in battle. Either way, way, the �� s should have good reasons or caring about what happens, or at least have an interest in the continued existence o Kastor. ��� ���� �����

Should it seem wrong for the player characters to have met Darda in Kastor, she could as well have spent time in Thistle Hold, or some other place, and met the player characters there.

orward – should the player characters not act to change its course. The events are divided into Developments (actions that the characters are a re likely to undertake), and Complications (incidents the Game Master may use to make the adventure more interesting). The chain o events ends with a presentation o the story’s most probable climax.

�� ��� ������ �� ����� The easiest way to start the adventure is to mak e the ���  Darda (see page ��) a close riend or ormer orme r lover to one o the �� s. In that case, Darda enlists a proessional courier to deliver a message to one or more o the ��s. The message comes in a sealed metal tube, containing the letter and a capsule o vinegar. Should the tube or its lock be orced open, a needle breaks the capsule and the letter will wither, becoming unreadable. On the cylinder it reads: “The moons in the Sun Tower – Darda”.

This text (which may be construed by a close riend who has grown up in Kastor along with Darda) reers to the nights the  riends spent in the copper dome o the sun temple, watching the moon through its lead-ramed windows. To the riends it seemed like a hundred and one moons were dancing on the glistening marble floor. “���” later became a secret code or meeting in the sun tower by nightall, when the priests o the church had gone to sleep. I it seems inappropriate or someone to have grown up with Darda, t heir relationship could be o some other nature – close riends or lovers – and the story o the ��� moons could have been something Darda told the �� in confidence, perhaps as a code word, so that they will always be able to trust letters lette rs or messages rom each other. The letter can be ound ou nd as a handout at the back o this book, page ��. When reading it, note that Darda thinks the �� s know about the witch-burning almost three th ree years ago, when when in act they do not. The news did not travel ar beyond the border s o Seragon and never reached the player charac ters’ ears. Let it be a mystery to them until they arrive at Kastor where, in conversation with the t he non-player

characters present, they soon learn what Darda is reerring to.

A delegation of templars from Templewall was present at the

��� ��������� �� ��� ��������� The Bell Tolls… is a combination o an Adventure Landscape and a Classic Adventure. In the spirit o the adventure landscape a setting (Kastor) is presented, along with a collection o non-player characters harboring their own ambitions (primarily the Teratomancers and their leader Kagliostro) and a dramatic incident to set the story in motion. This incident – the murder o the council members and t he new order rising as a consequence – has already tra nspired when the player characters arrive in Kastor. From there on, the players may do as they please. But there is also a n aspect o classic adventure to The Bell Tolls…, as it ollows a certain chain o events. Note that the cha in o events describes what happens i the player characters do NOT act to change its course. The adventure has many possible endings, the most likely one being a final battle inside an abandoned mine. But the player characters may as well conront Kagliostro at another time and place.

burning of Kastor’s sorcerers.

Background Let the players decide The players should agree on what reason, or reasons, the characters have for being in Kastor. Individual player characters may of course have their own highly personal reasons (perhaps a previous love affair with Darda?), but

��� ����������� ��������� can be divided into

three parts. First, the legendary time when the Bell o Kastor played a part in deeating a mighty lindworm. Secondly, the more current struggle between two sects, Terato’s Dawn and the Spawn o Symbar, in which t he ormer emerged victorious. Lastly, as a consequence o their victory, Terato’s Dawn took over Kastor, right beore the start o the adventure. The legend o the Bell and the t he Dragon is summarized in the Scholarly Sc holarly Matters section (see page ��). The battle o the cults and the takeover in Kastor are described below.

it is always helpful for the group as a whole to strive towards a common goal. The Game Master should present the possible reasons for the player group’s presence, and then let the players discuss which alternative seems most suitable to them. them.

�������� ���� ��� ��� ����� �� ������ For a couple o years, the town o Kastor wa s the scene o a battle between two rival cu lts; the darkseeking sorcerers o the Spawn o Symbar and the monster cult cu lt Terato’s Dawn, led by monster mages known as the teratomancers. At first, the two cults cult s worked together, but over time they bega n to compete or the authority over, and revenue rom, Kastor’s shadow world, as well as the infiltration o the town’s various offices and organizations. One drastic move, made three years ago by the ruthless leader o the teratomancers, led to ultimate victory or the monster cu lt. Afer months o planning, t hey planted evidence proving their opponents to be darkseekers and sorcerers – which they were, but had always managed to keep secret. The teratomancers seized the opportunity to rid t hemselves o yet yet another enemy: Garala, the t he snooping Sister o Prios rom the town’s sun temple. Evidence was planted so that the inamously ina mously callous black cloak Baumelo would find it, and soon no ewer than five daemon worshippers – our leaders o the Spawn o Symbar,

Fever of the Hunt The adventure Fever Fever of the Hunt can end in many ways. One ending results in the survivors of Salindra’s Hope travelling south, reaching Kastor and eventually settling down in its slums. The player characters could have gone with them for their protection, or simply because they too yearned for the relative safety of Kastor. Whatever the reason for the PCs’ presence, in The Bell Tolls… it is assumed that the survivors of Salindra’s Hope (most being of barbarian heritage) are there as well, making their mark on the town’s poorer areas.

and the innocent Sister Garala – were burning at the stake. The Spawn o Symbar’s remaining members fled the town, were murdered in Kastor’s alleys, or disappeared without a trace. Now, three years have passed and the teratomancers have plotted and schemed, infiltrating Kastor’s ruling class. The dawn o monsters is imm inent, in Kastor’s case taking the orm o the Great Awakening. The teratomancers’ goal is to find a lost mine outside Kastor, and there ree the shackled dragon (actually (actually the lindworm) Margu mal. In order to reach this goal, they require the Chiefain’s Chief ain’s Axe (see page ��) and someone to guide gu ide them on their journey. They must also maintain control o the Bell Tower and the bell at its top; not to use it, but to prevent it rom being used against the dragon. The axe can simply be taken, while acquiring a guide calls or a rigorous interrogation o people who might hold hold inormation regarding regard ing the mine’s whereabouts. whereabouts. Controlling the Bell Tower is basically a military matter, requiring control over the Town Watch. This is not impossible to achieve, at least not to a resourceul and re lentless group o monster worshippers. worshipp ers. But not even Terato’s Dawn is able to subdue the town or long; a ew days at the most. The leaders o Terato’s Dawn are aware o th is, and will do anything – literally anything – to realize their ambitions within that timerame. That this would most likely mean the death o countless citizens, and possibly the ruin o Kastor itsel, is considered a small price to pay or the rebirth o their monstrous god.

��� �������� �� ������ About a month ago, the council member Grendol began to have dreams about the destruction o Kastor, watching it emerge in the orm o a roaring dragon (“death on rusty wings!” he wrote in his hi s journal). But it was actually actual ly the leader o Terato’s Dawn, the wizard Kagliostro, who sent him these dreams o doom in order to manipulate the council member into taking his side. Kagliostro later contacted Grendol in person, openly threatening threateni ng him with the town’s – and more importantly, his own – destruction. Shaken by his dream s, Grendol decided decided to cooperate. He allowed assassins to enter the Town Hall and kill Mayor Selima. At the same time, t ime, two other antagonistic council members were murdered – the town’s highest ranking rank ing theurg was attacked in the sun temple and the Treasurer on the way home rom her avorite tavern. Lastly Last ly,, another member o the council was thrown in one o the cells beneath the Town Hall.

Grendol justified his actions to himsel: “Better to let these clueless worshippers o light die than allowing them to put up a  utile resistance when the dragon arrives – or that would be the death o us all!” This way, only a oolish ew would lose their lives. l ives. Also, Grendol was appointed mayor, mayor, which is always nice – and potentially lucrative. Kagliostro had made it very clear t hat they sought the riches o the mine as a tribute to their monstrous overlords, and that Grendol would receive a piece o it. However, this was a lie. In reality, the teratomancers intend to wake Margumal a nd let him east on the people o Kastor. Following the murders, the remaining members o the council were summoned to an emergency meeting, where they immediately i mmediately voted or Grendol to be the new mayor – with “special authority” to deal with the current crisis. The assassins made two mistakes. The first was killing the w rong person, allowing their intended victim to escape; the second was leaving a witness, and an import ant one at that. The wineguzzling treasurer Ardetta had lost her distinctive slouch hat in a game o dice and, in the dark, the t he assassins attacked the wrong woman. While hiding, the actual council member watched as

her “doppelganger” was stabbed to death . One o the assassins noticed the witness and tried to silence her with a poisoned knie, but Ardetta managed to escape with her lie. Another victim was First Theurg Karsta k, who at the time o his murder was with his protégé Darda in the annex o the sun temple. A veteran o the Great War, albeit an aged one, the high priest was considered a difficult target; the girl accompanying him was seen as a slight complication. But this proved wrong. Having killed the First Theurg, the attackers were in or a g rave surprise, as their victim’s young protégé had soon killed three o them. The surviving assassins retreated, throwing fire bombs into the annex. Wounded, Darda fled down the church’s church ’s catacombs catacombs to where she elt saest: the Temple o the Many. Ma ny. It is now the morning afer the murders and the meeting where Grendol was declared mayor. The official story is that three members o the council were murdered. Another one has – according to Grendol – disappeared, and Darda Dard a is thought to be dead. Three o the assassins were killed as well, their bodies severely scorched in the burned down annex. This is the situation when the player characte characters rs arrive to town.

Darda and the Temple of the Many Darda showed an early interest in theolog y, particularly in the Temple Temple of the Many, a heretical movement with history in Kastor. Though the Temple of the Many was already forbidden back then, a PC who knows Darda could not have failed to overhear her debating the issue of Prios and the pantheon to which he once belonged – even though the apostles of Prios have condemned the Lawgiver’s former kin. To learn more about the Temple of the Many, see The Kastor Heresy and The Temple Temple of the Many under the heading Scho-

Scholarly Matters largely based on Kastor’s history; a act that player characters with the Loremaster ability may draw d raw conclusions conclusions rom. It mostly revolves around the witch-burning three years earlier and the euding cults Terato’s Dawn and the Spawn o Symbar, but also the legendary bell o Kastor and the “d ragon ragon”” that is said to have once tormented the town. ��� ��������� ��

��� ������ The legend o the bell and the dragon is o great significance to the adventure’s backstory. The tale is widely known in Kastor and its surrounding region, and its two levels – general and speci fic – are recounted below, along with non-player characters who know o them and the requirements or player characters to hold such knowledge. Note that the specific level reveals that the beast is not a dragon, but a lindworm.

larly Matters (page 31).

o the story, the bell is claimed to have been orged by their ancestors in Symbaroum. In the general version o the legend, the mai n characters are a dragon, a witch and a barbarian chiefain. The chiefain established a mine to rob the earth o its iron, thus luring a dragon to the area. His witch then recalled a bell in the deep o Davokar; one that allegedly had the power to repel monsters. The chiefain retrieved the bell, and with its help, the dragon was shackled and slain inside the mine. The chiefain chiefa in ell in battle, but the witch survived, and she hung the bell in a tower to protect against uture monsters. She mounted the chiefain’s chief ain’s axe – still stained stai ned with the serpent’s blood – in the longhouse as a reminder o what awaits those who greedily pursue the eart h’s riches.

��� ���� ��� ��� �������� ��������� �������� � �� ��� ���������� ������ ����:: ���: The teratomancer Kagliostro, Kagliost ro, the sel-taught

��� ���� ��� ��� ������ ���������: possessing the Loremaster  ability. ���: All characters possessing Loremaster ability.

mystic Darda, player characters with the Loremaster ability who pass a Cunning  test.

The Dragon and the Bell is a cautionary tale. Various versions o the legend are told amongst the barbarians o south Davokar, and in the dwarves’ account

Between a hundred and a hundred and twenty years ago, the barbarian clan Jezora had a settlement where Kastor is currently located. The clan was

in possession o a mine, providing them with iron, which they orged into weapons to keep rival clans at bay. The chiefain’s chiefa in’s witch suggested sug gested that par t o the iron could be used or trade, not just weaponr y. That way, the clan’s enemies would grow ewer over time. Fearul o his neighbors, the chiefain did not listen. He dug urther into the mine, his zeal even greater than beore. The digging caught the attention o a terrible lindworm – named Marguma l by certain sources – which seized the mine. Iron weapons could not penetrate the serpent’s scales, and the witches’ curses were equally ineffective. The clan’s chiefain had no choice but to yield to the serpent’s supremacy. The chiefain chiefa in asked his advisors or a way out o this dilemma, dilem ma, and the solution came rom someone someone unexpected. A captive sorceress, enchained and awaiting her execution, claimed to have the a nswer: deep within Davokar was an ancient weapon, an alarm bell rom the days o old Symbaroum, an artiact the sorceress said could be used against the serpent. Thus, a group o warriors were sent to find and retrieve the bell. As the decimated expedition returned, the bell was mounted in a tower built or the purpose, and when Margumal came to demand tribute o the chiefain, the sorceress sounded sounded the bell, ridding r idding the serpent o much o its power. The clan warriors charged and drove it back into t he mine. Still not satisfied, the chiefain, his witch, and the sorceress pursued the wounded monster to its lair. There, the chiefain struck struc k it with his axe. The serpent easily deflected the blow and shrieked (i one is to believe bel ieve the legend): “You cannot slay me!”, to which the sorceress answered “th at is true, and why would I?!”. Her magic crashed down on the serpent like a wall o solid rock, and with a loud bang, the creature ell th rough the abric o reality, banished to the Yonderworld. The chiefain arose, leaning on his axe. The sorceress took his hand and grasped the weapon, which still reeked w ith the blood o the serpent. “Here is the key” she said, nodding towards the axe. Then, she struck the chiefain down with one precise blow. According to the most wide-spread version o the tale, as he died, the chiefain looked at her with bewilderment. The sorceress shr ugged: “The rif must be sealed, must it not?” The witch and the sorceress ought each other in the mine, and afer a fer a long battle the witch prevailed. She lef the mine, concealing the place wit h her magic so that no one would ever find it. She passed the chiefain’s axe to his heir, hoping that it would serve as a commemoration and protect uture generations rom choosing the same ate.

��� ����� �� ������ ���:  Anyone

with the abilities Loremaster Loremaster o  orr Sorcery, who passes a Cunning  test. A successul test means the person knows about the cult, recognizes their symbols, and may recall what they stand or: the Spawn o Symbar Sy mbar is one o many darkseeking cults, led by sorcerers who derive their calling and heritage rom the glory days o Symbaroum. As they see it, the elves and their Iron Pact allies ruined something great and beautiul – the ultimate liberation and supremacy o mankind; the divinization diviniz ation o the ettered human being. They regard themselves as children o Symbaroum, dedicated to finish what their ancestors could not.

�������� �� ���� �� ���: People with the abilities Loremaster or Beast

Lore  who pass a Cunning Lore who Cunning test  test possess superficial knowledge o the matter. Those with Loremaster or Beast Lore who Lore who pass a [Cunning –�] test –�]  test may recall urther details regarding the cult.  Terato’ss Dawn is a monster Superficial knowledg knowledge: e: Terato’ cult convinced that mankind mank ind is really a servitor race to monstrous overlords, and that the h ardships o contemporary lie – the death o Alberetor, corruption, the spread o the undead – are a consequence o the hubris that has driven humans into thinki ng otherwise. The cult’s teachings resemble clan Gaoia’ss worship o Grandather Lint, and are not Gaoia’ very different rom those o the Jakaars in Thistle Hold and other groups within the widely unpopular movement known as the Friends o the Forest. O course, the Iron Pact shares a simi lar criticism o civilization, though the elves and their allies a llies do not engage in downright monster worship. Deep knowledge: The leaders o Terato’s Dawn

call themselves ”teratomancers”; monster mages. They speak to monsters and interpret their will. Though it may seem like they are controlling the monsters, such a claim would be rejected by any teratomancer – the monsters simply protect their own, just as the cultists sacrifice themselves or their monstrous gods. The cult has its origin in early Symbaroum, where many worshipped powerul serpents and mighty spiders, as well as other godlike beings and creatures. According to the teratomancers, Symbaroum ell because o mankind’s growing tendency to worship itsel. The worst o these sins was the hunting o dragons; the slaying o these sacred creatures oreto oretold ld the terrible devastation to come.

The cult lacks historical continuity in Kastor. Its recent incarnation stems rom treasure-hunting mystics who ound scriptures in the depths o Davokar and, inspired by these texts, recreated the cult. For a long time, mem bers o Terato’s Dawn were secretly rec ruited among the town’s mystics. Its core consisted o a ew sel-taught mystics, who soon were joined by a small group o wizards rom Ordo Magica. Later they also managed to convert a ew sun priests; something that has its own particular reasons, connected to the so called Kastor Heresy… Here sy…

��� ������ ������

The sorcerers in The

player characters with wit h the abilities ���: People or player

Spawn of Symbar may

Loremaster or Theurgy.

have lost the battle in Kastor, but they are intent

Aside rom the military presence, the town o Kastor was initially inhabited by reugees rom Alberetor who still worshipped the gods within the Temple o the Many.  It was only ater the cleansing o year �� – known by scholars as “the Kastor Heresy” – that the inhabitants joined ranks w ith the ollowers o Prios, or at least pretended to. Today there is still

on winning the war!

an underground reverence or the Temple o the Many, which recognizes Prios as one o the gods, but would never depict him as the One.

��� ������������� who has lived in Kastor or at least three thr ee ���: Anyone who years. Everyone with the Loremaster or Sorcery ability.

Three years ago, five sorcerers were burned at the stake, in a vi llage just north o Kastor. Four o them were lowborn and o little significance; the real scandal was that th at a sister o Prios had been converted converted and had allen to darkness. Her name was Garala, and she maintained her innocence until the very end. Those who pass a Cunning test remember urther details, such as the location o the burned bodies (they were buried in a corner o the catacombs beneath the Sun Temple, where Darda sometimes hides).

��� ������ �� ��� ���� ���: All Ambrians know some o the old gods, just

as barbarian ��s have practical knowledg k nowledgee about the powers o Davokar. The Game Master may assume that the �� s are more or less amiliar with what is described in the “Spirituality” section o the chapter “Welcome to Symbaroum!” (page �� in the Core ). Encourage the players to read this section Rulebook). Rulebook beore the adventure i you think their memories need rereshing, or they could be asked to read it when questions arise during the course o the game. People with the Loremaster ability are amiliar with the most common gods o the Temple o the Many. With With a success ul Cunning  test, they may Cunning test, also recognize their symbols and recall which o the gods have an equivalent among the barbarian deities (see Table � below).

Today, those devoted to the Temple o the Many make up a small par t o Kastor’s citizens. citizens. They are not very prominent amongst the town’s elite, but can be ound there as well. The Temple Temple o the Many Ma ny is one o several religious groups worshipping the gods o Alberetor as a

divine collective. The Temple o the Many was one o the more prevalent churches in the south, even though it was an organization o commoners, rather than one or the elite. el ite. Their main competitors were more specialized mystical c ults, who recognized all gods, but ocused on one, or sometimes a ew o them. The Vestals o Prios were, or example, always popular among Alberetor’s nobles, as was the oracle worship affiliated with the Wildli ng in the city o Berendoria. Which gods are worshipped with in the Temple o the Many, as well as their names and number, varies rom place to place. Sometimes even local heroes have been granted a place among the Many. But most deities are honored wherever there is a temple. People worship the Many, individually and collectively, as gods gods o certain domains. domai ns. Usually one prays to the god o the domain one wishes to affect, but the majority o holy days and religious estivals (the spring- and all equinoxes, and the summer- and winter solstices) belong to them all. These days, people worship in two ways. As mentioned earlier, Prios was one o the gods, and those devoted to the Many thereore visit the sun temple to worship him – albeit in his ea rlier and more diminutive orm (the one represented by Father Sarvola in Thistle Hold). But some people go to secret masses in hidden temples, where the Many are worshipped as a collective. The persecution o all who renounce the word o Prios as interpreted by the Fi rst Father and the Curia has led to bitterness and sheer desperation. Strengthened Strengt hened by the people’s discontent, the monster cult Terato’s Dawn has managed to convert a number o sun priests – clerics who “played “played along with the Prios charade” char ade” while secretly worshipping the Many, and have grown increasingly hateul o how the Curia treats treat s those who ollow the old ways. To these priests, Terato’s Dawn is a paradoxical backlash: i the Church o Prios will not recognize the other Young Gods, they should shou ld suffer the wrath o the Old Ones: the monster gods who ruled mankind beore it ound salvation in the Temple o the Many.

Table 2: Gods prominent in Kastor’s chapel ����� ���

������

������

��������� ����������

Prios (The Sun)

Sun/beams

Sun/life/hearth fire

Lyssa the Sun Cat

The Earthmother

Cup/well

Harvest/safe birth

Uron the World Serpent

The Pathfinder

Triang riangle le of twigs

Luck/hunt/safe Luck/h unt/safe travel

Arex the Hunter Wolf

The Th e Ex Exec ecut utio ione nerr

Doub Do uble le ax axe e (s (sty tyliz lized ed ru rune ne))

Puni Pu nish shme ment nt/ / jus justi tice ce/ /na natu tura rall de deat ath h

Orok Or oke e th the e Sp Spid ider er Qu Quee een n

The Wildling

Braid

Passion/inspiration/visions

The Blood-Daughter (in part)

The Arch-Builder

Arch/open gate

Creation/building/forging

Lamarruk the Elder Dwarf

e Ldsape t he southern shore o River Eanor Ea nor,, a day’s day’s march mar ch rom the t he edge o ������ �� ������� next to the Davokar. The town was raised in Davokar. i n a location where the stronghold o a barbarian chiefain once stood. There is not much lef o the wooden structure; the Ambrian troops who conquered it reshaped it into a military camp o Ambrian design. All that remains is the central stone tower and its bell, engraved with ancient runes. r unes.

 The Tow T own n of Kastor ����� ������ ����� with hope and confidence,

the surrounding duchy o Seragon is a nuisance to the town’s rulers. Kastor is the largest town in Seragon, the duchy governed by the vain Duke Gadramei. He is the youngest o the late king’s many nephews – maki ng him Queen Korinthia’s cousin – and known to be an idle drun kard; characteristics somewhat incompatible with fiscal stability. However, he has made deending against the north a priority, causing many to overlook their duke’s dubious liestyle. Today,, Kastor is the heart o Seragon’s economy, Today economy, but the duke himsel is ever absent, constantly indulging himsel in pleasure and amusement at his palace urther urt her south. He visits the town once a year, enticed by the annual spring estival and its carnival (which is almost solely responsible or Kastor’s reputation as a town o decadence and promiscuity), but with that exception, the Council is relatively ree to govern its town. There are more than twelve hundred people living in Kastor, and its demographics have ch anged in recent years, as conflicts between the barbarian clans o southern Davokar has caused reugees to seek shelter in the town. These people have ormed a more or less isolated settlement within the a lready vast Slum District. As Thistle Hold grows increasingly bureaucratic and difficult to manage, m anage, more and more treasure hunters choose Kastor as the base o t heir expeditions. Another perk o doing so is that ewer ranger patrols are based in Kastor, making it easier to

venture into Davokar Davokar without a license. l icense. This will probably not be the case cas e or long – hence, one should take advantage o the opportunity while it lasts. The treasure hunters bring riches, but also a degree o public unrest to the town. However, they have caused the town’s blighted north-eastern area to flourish and brought an economic surge to other parts o Kastor as well. The ollowing are brie descriptions o places relevant to the adventure. adventure . To aid the Game Master, additional establishments in Kastor are also listed below – while they are not essential to the adventure, they could be helpul in bringing the town to lie, or be used to answer player characters’ questions regarding things th ings not related to the adventure’s central locations.

��� ������� �� ���� ������ ������ Ordo Magica’s Magica’s chapter in Kastor was ounded by the surviving masters m asters rom the city o Berendoria in Alberetor. These masters have now grown old and their leader, Chapter Master Isokles, is near ing death. His imminent demise has led to a conflict o succession between the two masters Myndol and Kyhara. The adventure’s main a ntagonist, the teratomancer Kagliostro, is an established adept at the chapter and, being interested in politics, he has been chosen to represent Ordo Magica at the Town Council – a position no m aster would ever dream o accepting. The tower o the chapter is occupied by the ollowing individuals:

The History of Kastor −500 (approx.) Clan Jezora settles in the area, which according to legend was deserted.

−100 (approx.) The Bell and the Dragon, see the Scholarly Matters section.

−3

Ordo Magica sends a delegation to clan Jezora. They are are the first to describe the settlement and way of life of these barbarians. The Bell Tower Tower is menti oned in detail, even though the wizards

5

are denied entry to it.

��� ���� ��������

The duchy of Seragon is founded, along with the other Ambrian

Many o Kastor’s citizens are poor, and have gathered in one o the town’s shabbier areas. In the Slum District one finds a mixture o ex iled barbarians, reugees re ugees rom civil conflicts in Davokar, and Kastor’s least prosperous. The Town Watch is reluctant to enter the Slum Dist rict. Most people living there get by on the charity o Prios’s soup kitchen, while some work odd jobs in other parts o the town. During Du ring the t he day, the Town Watch tolerates the presence o paupers throughout Kastor, but makes sure to drive them back into t he Slum District by nightall. In the Slum District, order is kept by the newly arrived Legbreakers; goons working or Silvercheek, a middle-aged lady o barbarian descent who runs the gambling den “�:�”. Silvercheek and the Legbreakers are survivors o a ailed treasurehunting excavation deep within Davokar, in a place called Salindra’s Hope. They will not speak o it, but the look on their aces clearly suggests that ew survived whatever horror was awakened by the diggers.

duchies, despite the Jezites’ ongoing rebellion in parts of the new realm. In Seragon, battles rage continually between Ambrians and Jezites.

10

Chieftain Haloban is defeated, and all surviving Jezites are hunted down and executed. The Queen’s Army sets camp in the strategically important area where Kastor is located. The camp is soon transformed into a wooden fort for permanent occupation of the area.

11

The wooden fortification is replaced with a stronghold of stone, enticing many settlers to set up camp not far from its sturdy walls. The town rapidly emerging around the fort is named Kastor.

12

The barbarians of clan Karohar Karohar attack Kastor Kastor,, bursting through its palisade. The town is saved only by the perseverance of its defenders and the legendary power of the bell. This victory has been celebrated annually ever since, with Kastor’s famous carnival.

13

◆ Arastor, Symbolist o the barbarian clan Vajvod, invited by Isokles to urther the exchange o knowledge between Ordo Magica and the Azure Temple o Vajvod. ◆ Kagliostro, Adept of the Order (also leader o the teratomancers) ◆ Kyhara, Master of the Order, Illusionist ◆ Myndol, Master of the Order, Mentalist ◆ Orondo, witch, invited by Isokles to acilitate knowledge exchange. ◆ Isokles, Master of the Chapter, Pyromancer and war hero, currently dying o old age ◆ The Magisters Grego, Haas and Ukoul (an ogre) ◆ Five Adepts ◆ Seven Novices

The Kastor Kastor Heresy takes place – heretics worshipping the Many refuse to convert and accept the pure teachings of Prios. For this offence, on the opening day of the annual carnival, they are executed by hanging.

15

Treasure hunters draw a vengeful and exceptional ly powerful cryptwalker to the town. Hundreds die as this “King Wraith” reclaims its treasures, in the middle of the summer’s harvest festival.

16

Kastor receives the title of town town and is, as such, granted the proper privileges.

20

Five sorcerers, sorcerers, including Sister Garala of the sun temple, are burned outside the town.

��� ��� �������� ���� ������� The sun priests ma nage a soup kitchen to eed Kastor’s poorest, which actually keeps the residents o the Slum District rom star ving to death. The soup kitchen is run in shifs by initiates o the church. One o the most  requent is young Eglio, who eels closest to Prios while helping those in need, and is happy to take other people’s shifs at the soup kitchen. Hence, the other initiates regard Eglio as head o the operation. Eglio does not mind this unofficial designation, although at times he eels burdened by the responsibility it entails. In act, he ofen dreams o heading

west, to Thistle Hold, where Father Sarvola runs his mission house. I he was not so desperately needed needed in Kastor, he would immediately gather his belongings and hope to become one o Sarvola’s initiates.

��� ����������� ����, ��� At the Chiefain’s Bell the Carnival o Kastor never ends; everything the town is inamous or (the drinking, drink ing, the brawls, the debauchery) debauchery) can be ound here, day in and day out, rom beore the sun sets to afer the break o dawn. There are rooms or hire, but i you want wa nt a good night’s rest you should definitely go to some other place. The Chiefain’s Bell is or those who have no intention o sleeping – either because because they returned rom their latest latest expedition laden with treasures, or because they returned with nothing at all. The inn is run by a amily o mixed Ambrian A mbrian and barbarian heritage. The wie Agshela, called “the Comandress” due to her outspoken style, manages ma nages the dining area are a while her husband, Seralo, does the cooking and the dishes. Their three children do what they can to help out.

��� ����� ������, ��� The Rusty Dragon is one o the t he oldest inns in Kastor. Even though its condition has deteriorated over the years, it is still regarded a s the anciest establishment around, and many o the town’s most prominent citizens visit its tavern regularly. The innkeeper, Ramigal, is a di rect descendant o the inn’s original ounder. The inn was named na med afer the legend o the Bell and the Dragon, which many guests – and certainly all personnel – are amiliar ami liar with. They do not know the story in detail, but expect that most learned olk would, and are happy to reer inquisitive ��s to the sun temple or the tower o Ordo Magica. Below the Rusty Dragon, behind a hidden door, is a tunnel leading to the Many’s chapel. It is kept secret, o course, as belie in the Many has been considered heresy or years. Few o the inn’s guests adhere to the Temple o the Many Ma ny,, but Ramigal and his amily do. Yet they keep up the appearance o being god-earing worshippers o Prios, which is mitigated by the act that the Temple o the Many does recognize recogn ize Prios as one o the deities. The inn’s cellar is one o a ew ways leading to the chapel, but most devotees go through the catacombs and sewers, not to draw attention.

on to Kagliostro, and had to be disposed o. For a while, Darda came here to rest, next to her late ellow Sister o Prios. On Garala’s tomb, covered with dust, lies a triangle made out o rat bones. Player characters with Loremaster Loremaster may,  may, with a successul Cunning test, recognize that the symbol represents the Pathfinder, a now heretic antecedent to the Church o Prios. For more inormation, see The Temple o the Many under Scholarly Matters. One o the sorcerers executed alongside Sister Garala has ha s returned to lie as a Necromage Necrom age (page ��� ��� in the Core Rulebook). Darda is protected by Sister Garala’s spirit, but player characters who come there looking or Darda are not given the same protection.

��� ������ ������ The Temple o the Many’s chapel is located below the town, west o the Rusty Dragon, and can only be reached rom either the inn or th rough the sewers and catacombs. It is a small sm all congregation, comprised by some thirty adults; no children a re allowed, as they would risk exposing ex posing the chapel. For more about the Temple o the Many and its intricate relation to Prios, see the sections Scholarly Matters and The Kastor Heresy. In the adventure The Bell Tolls for Kastor, Darda uses the chapel as a hideout, most likely accompanied by a handul o other devotees who have also sought shelter and spiritual guidance in these dark times. The members o the congregation are happy to welcome player characters to their chapel, but

Why won’t the wizards sort out the mess? The wizards of Kastor are old-fashioned scholars, primarily interested in their own research and status among their fellow wizards. To them, minor concerns like the town’s future existence are less of a priority. When required, they are willing to contribute with ritua ls comfortably performed within the walls of the Chapter. But it would take a direct attack on their tower, or a full-blown invasion of the town, for them to leave their sheltered existence. However, there is – or was – one exception: Isokles, the Chapter Master who in his youth was a prominent pyromancer and mili tary commander.. In later years he worked hard to achieve peace and undercommander standing between the mystical traditions, and invited theurgs, witches and symbolists alike to the chapter, to learn from each other. Now, the old man is dying, spending more and more of his time crying and babbling

��� ���������� ����� Here rest the five ”sorcerers” who were burned some years ago. One o them was sister Garala, who had a close relationship with Darda. She was also

about old battles and mistakes that left friends and allies dead on the battlefields of the Great War.

*The long axe may be wiel ded with one hand. If so,

Survivors of Salindra’s Hope

it no longer has the qualities Long and Massive, but

Some of the refugees living in the slums are survivors from the adventure

wielding it may not attack and move on the same turn

Fever of the Hunt. If the player group has not yet played that adventure,

– both the Movement Action and the Combat Action

but plans on doing so later on, or if the adventure ends in such a way that

are spent on the attack. The quality Massive means

the survivors’ presence presence in Kastor would be unlikely, it is recommended

that the weapon’s damage die is rolled twice, and

that the names of Silvercheek and the Legbreak Legbreakers ers are changed.

the highest value determines the amount of damage

If the player characters have played Fever of the Hunt, they probably

is still Slow. The quality Slow means that the person

inflicted. If such a weapon is used against a PC, the

have some form of relation to Silvercheek and her Legbreaker Legbreakers, s, which

armor die is rolled twice and the lowest value determi-

affects what happens in this adventure.

nes the level of protection.

��� ���� ����� will – with the exception o Darda – cover their aces, earing persecution. The Temple o the Many’s high priest is brother brothe r Tamilo, a middle-aged, silver-tongued silver-tongued tinker with w ith a proound love or the Many. He is the first to uncover his ace, should the c haracters prove themselves trustworthy. trust worthy. Then the rest o the congregation will ollow his example.

��� ���� ����

KASTOR

The Town Hall is the mayor’s workplace and, ever since the murders, the well-guarded residence o the surviving council members. Mayor Grendol sits in the great hall hal l on the second floor, constant constantly ly signing arrest warrants. On the wooden wall behind him hangs the axe mentioned in the legend o the Bell and the Dragon. It is a long-shafed bastard axe* with the qualities Bastard weapon, weapon, Long Long,, Slow Slow and  and Mass  Massive ive.. Down in the basement, Kagliostro has gathered all “traitors” who might know the location o the lost mine; one o them being the t he “missing” council member Mullando. For more about the situation at the Town Hall, see Audience at the Town Hal l (page ��) and the complication Captured! (page ��).

The bell-ringers in Kastor are dwarves o the Buruk h amily. They manage the bell with diligence, but do not ring it until they are a re ordered to do so. Nor do they stop anyone anyone else rom  rom ringing it, although a lthough they advise against it, repeating repeati ng “the price is high” over and over. The Bell Tower Tower is central to this adventure. adventu re. As its power threatens the plan o Terato’s Dawn, they keep it under strict sur veilla veillance nce as soon as they have gone gone through with their coup. The sellswords o the Blue Company make the tower their headquarters, by order o Kagliostro, to prevent it rom being used against the lindworm Margumal afer it has been reed. reed .

��� ������������� ������� This is the home o Kastor’s executioner, Segvilla. She is a middle-aged changeling and a loner, who – when not working – carves intricate wooden figurines, which she then sells to wealthy wea lthy collectors. Segvilla remembers the witch-burning very well, and can give a detailed account o how it was perormed. However, However, she is less observant when it comes to people, and i someone asks about who was present at the burning, or what their reactions were, the changeling simply shrugs and mattero-actly oactly describes desc ribes how she picked the fi rewood, impregnated it, and placed it so that it would catch fire as quickly qu ickly as possible.

1. Ordo Magica 2. The Slum District

The Sun Temple’s Soup Kitchen 4. The Chiefain’s Bell 5. The Rusty Dragon 6. The Town Hall 7. The Bell Tower 8. The Executioner’s Cottage �. Ga Garri rriso son n ��. Sun Temple ��. Th Thee Crypt Crypt ��. The Chapel Chapel o  The Many 3.

Non-player characters ����� ��� ���� find descriptions o the non-player

�������, ���������

characters eatured in t he adventure. Some o the recently deceased individuals are also listed, as they will probably be mentioned during the player characters’ investigations. N�� s who play no significant part in the adventure are instead ins tead mentioned in the description o the location where they can be encountered. Some non-player non-player characters charac ters have boons boons and/  and/ or burdens, as introduced in the upcoming Player’s Handbook.. Those eatured in this adventure are Handbook described in the Appendix.

Ardetta is Kastor’ Kastor’ss treasurer, and normally quite a lively person who enjoys playing dice, having a gla ss o port, and smoking her ceramic pipe. On the night o the murders she got more drunk than usual, gambling away her characteristic slouch hat. This saved her lie, as it caused the assa ssins to target the t he hat’s new owner instead. Afer wit nessing the murder she was detected by one o the assassins who then th rew a poisoned knie at her. She survived the poison, but will never be the t he same, with scales covering her chest and neck – still spreading – and a strange hunger

     N

9



��� �

7

8 2 1

3 4 6 10

11

12

5

Darda as a companion

or the wild w ild (see Terato’s Terato’s Draught in the Appendix). Ardetta has ha s the stats o a Cultist (page ��� in the Core Rulebook), with the ollowing additions: additions :

Manner

Struggles to remain calm

Race

Human (Ambrian)

Resistance

Ordinary Contacts (the Contacts  (the Sun Church)

Manner

Polite and tired

Traits

Should it be needed,

Traits

Privileged

Darda may join the

Boons/Burdens

Bestial (scaly skin), Dark Blood

Accurate 10 (0), Cunning Accurate 10 Cunning 11  11 (−1), Discreet Discreet 5  5 (+5), Persuasive 15 Persuasive  15 (−5), Quick Quick 7  7 (+3), Resolute Resolute 13  13 (−3), Strong 9 Strong  9 (+1), Vigilant Vigilant 10  10 (0)

Shadow

Silver with black lining (corruption: 1)

player group, controlled by one of the players during combat. She

Abilities

Holy Aura (novice), Aura  (novice), Lay on Hands (novice), Hands  (novice), Leader Leader (novice),  (novice), Theurgy  (novice),  (novice), True Form (novice)

��� ���� �������

Weapons

Dagger 3 (short)

The Blue Company is an inamous group gr oup o sellswords, commanded by the charismatic and vicious Captain Tredella. By order o Kagliostro, she has occupie occupiedd the Bell Tower, rom which she commands her troops. t roops. For this particular part icular mission the troops are dressed in the uniorms o the Town Watch. However, all sellswords wear some kind o dis tinct tinctly ly blue-colored blue-colored sign on their clothes or weapons, which may be perceived with a successul Vigilant Vigilant test  test.. The sellswords o the Blue Company – including Captain Tredella – have the stats o a Robber (page ��� in the Core Rulebook), Rulebook), with the addition o Manners: Grinning arrogantly.

Armor

Blessed Robe 2 (flexible)

Defense

+3

Toughness

10

Equipment

Worn copy of The Lightbringer (the holy book), Field Equipment, 1 thaler, 3 shilling

Shadow

Gold shimmering, like sun on a silver vase (corruption: 0)

can also replace fallen PCs throughout the adventure. .

Pain Threshold

5

Tactics: Belago does not fight, he heals. If he indeed finds himself in battle, he shrouds himself in a Holy Aura and asks the attacker to show Prios’ mercy; should that not help, he turns to flee or hopes that his allies will save the day.

������, ��� ������������

Earth Bound &  Absolute Memory Dwarves are protected from corruption, taking physical damage instead. 1 temporary corruption deals 1 damage to Toughness. Dwarves remember anything they see or read; they never write themselves.

The Burukh amily am ily,, and its matriarch Art ak, keep to themselves. They have no connection whatsoever to Yndaros’ dwarven amilies am ilies or the kingdom o Küam Zamok, nor do they practice Dwar Law. Their kin have lived in Kastor or ages; they claim to have been present even beore the reugees who, ollowing the war against the Spider King, established est ablished an outpost in the area about five centuries ago. The dwarves are a quiet lot, and i they have anything to say at all, they gently but firmly reer to their matriarch, Artak, who speaks on their behal. The dwars have the stats o a Sel-taught Witchhunter (page ��� in the Core Rulebook), with the additions o the Traits: Earth Bound and Absolute  Memoryy, and Manners: Quiet.  Memor Artak has stats like a Cult Leader (page ��� in the Core Rulebook). I the Game Master has h as access to the Player’s Handbook, Artak possesses the mystical power Retribution Retribution instead  instead o Curse Curse.. She also has the traits Earth Bound and  Absolut  Absolutee Memor y, and Manners: Muttering.

������,, ��� ������ ������ ���� �� Until recently, Belago was the second highest ranking sun priest in Kastor. When ather Karstak was murdered, Belago took his place as First Theurg. With this sudden advancement and the

chaos ollowing the temple fire, he now ocuses on keeping his people calm and securing the burnt-down annex. Politics, on the other hand, do not interest Belago. Even though he ha s officially inherited Karstak’s place at the Council, he will not take any part in it. However, tenacious player characters may convince Belago that something strange is going on at the Town Hall, prompting him to take action.

�����, ������� Darda was raised in Kastor and has, with the exception o one year in Thistle Hold, spent all al l her lie in the town and its Sun Su n Temple. Temple. That being said, Darda Dard a is an apostate; a heretic devoted to the t he Temple o the Many. Darda’s position as liturg o the t he Sun Temple protects her and provides a place to worship Prios as she deems proper. Darda had a rough upbringing, and ofen stayed close to Sister Garala. As the priestess was accused o sorcery – and burned or it – Darda entered a very dark period in her lie. When she emerged rom it, she started looking into what had really happened. When the characters meet Darda, regardless o when or how it happens, she tells them the ollowing: She is certain that Garala had uncovered some dark cult, and that the evidence o her being

a sorcerer was abricated in order to get rid o her. One important piece to this puzzle is that it was Kagliostro who presented the allegations against the five sorcerers and saw to it that they were burned. While Darda has no physical evidence o this, there are witnesses (Belago, (Belago, Illeva and Purgida) Pu rgida) to confirm it – i they dare, da re, and i the �� s get to them beore they are taken to the Town Hall dungeons. It is an open secret that Darda ofen v isits the catacombs beneath the Sun Temple. She is also said to dwell in the mausoleum where Sister Garala is buried. This is not true, but certainly not something Darda wishes to correct, as she uses the catacombs to reach the Temple o the Many. Manner

Quiet but friendly

Race

Human (Ambrian)

Traits

Contacts (The Temple of the Many

Weapons

 Alchemy  (adept),  (adept), Knifeplay * (novice), Poisoner  (novice), Poisoner (novice), Ritualist (adept: Ritualist  (adept: Borrow Beast, Possess, Quick Growth), Growth), Twin  Attack (novice)  Attack  (novice) Two daggers 3, and poi son 3 for 3 turns

Armor

Blessed Robe 2 (flexible)

Defense

–5

Toughness

10

Equipment

3 doses moderate poison

Shadow

A copper surface with spots of verdigris (corruption: 3)

Pain Threshold

�������, ������ ����� Grendol had only been Mayor or less than a day when he was killed and brought back to lie by Kagl iostro. Now undead, he is at the Town Hall signing arrest warrants with mach inelike motions, motions, and will w ill keep doing so until interrupted. Should someone attack him, or interere with the job at hand, Grendol will deend himsel. He attack s by grabbing and headbutheadbutting his enemy – with the tip t ip o the sword that killed him still protruding rom his eye socket. The undead Grendol has the stats o a Dragoul (see page ��� in the Core Rulebook), but with  Manat-arms (novice) instead o Shield Fighter. Manners: Twitching, repetitive motions. Weapons: Swordtipped headbutt � (short).

Sister Garala and the Necromage The circumstances in the crypt – the necromage being bound to it and refraining from attacking Darda while she is accompanied by the spirit of Sister Garala – is part of the place’s extraordinary magic. If the player characters arrive at the crypt together with Darda, they too gain the protection of

 11 (−1), Discreet  10 (0), Accurate 5 (+5), Cunning Accurate 5 Cunning 11 Discreet 10 Persuasive 7 Persuasive  7 (+3), Quick Quick 13  13 (−3), Resolute Resolute 15  15 (−5), Strong 9 Strong  9 (+1), Vigilant Vigilant 10  10 (0)

Abilities

page ��–�� or more about t he Temple o the Many, Terato’s Dawn, and the Spawn o Symbar).

5

Tactics: Darda really wants to understand what is happening, which is why she hesitates risking her life in combat. If she has no option, she uses her knives to hold the enemy off while looking for an escape route. If she fights together with allies (or a former lover), the combat scene turns into a good test of her true emotions; who is she willing to risk her life for and who will she decide to leave in order to solve the vexing riddle. *The Knifeplay  ability  ability at novice level lets Darda attack using Quick instead of Accur  Accurate ate when using short weapons

������, ������ ������� Garala was Darda’ Da rda’ss protector and riend, and the one who led her to the Temple o the Many. Sister Garala w as on to Terato’ Terato’ss Dawn, which is why Kagliostro planted alse evidence o her being a sorcerer. Sister Garala was burned alongside actual sorcerers affiliated with the Spawn o Symbar (see

���������� ��������� ��� ������,, ������ �������� Harbassas’ Marauders are a band o brigands named afer its leader. The Marauders are hired hi red by Kagliostro to tighten his grip on the t he town; a welcome respite to the goblins, who would otherwise be lyi ng in soggy ditches waiting to rob bypassing paupers. The mystic has also promised them the right to harass and subdue the people o Kastor – quite a tempting offer to the vengeul goblin war riors. Harbassas’ Marauders – including Harbassa himsel – have stats st ats like a Fortune-Hun Fortune-Hunter ter (page ��� in the Core Rulebook). They also have Manners: Nervously giggling.

������� ��� ����� The goblins’ ”own” ”own” ogres obey no-one but Harbassas. They have the stats o a Plunderer (page ��� in the Core Rulebook), Rulebook), with the addition o Manners: Glaring arroga ntly ntly,, muttering.

������, ��������� �� ������ The town’s commander is a tacitu rn veteran, hardened by many battles against monsters and barbarians. She is the firm-handed fi rm-handed leader o Kastor’s Kastor ’s Town Town Watch, although she preers resolving problems hersel. She is ofen seen where order is disrupted and crimes are being investigated. investigated. I Illeva’s stats are needed, use those t hose o a Ranger Captain (page ��� in the Core Rulebook). She also has Manners: Suspicious and worried. �������, ������ �� ��� ��� ������ Karstak Karst ak was a leading political figure in Kastor, and one o Mayor Selima’s strongest allies. Following sister Garala’s execution, he was the one taking care

Garala’s spirit, and the murmuring necromage retreats down its tomb. If the party is followed by enemies, the necromage will attack them instead, which is obviously an unexpected bonus to the player characters. .

o Darda, but their relat ionship was not without riction. In secret, Darda was already worshipping the Temple o the Many, and she blamed Karstak or not having ought hard enough to save Sister Garala rom the fi re. At the night o the murders, Karstak Karst ak was killed in the sun su n temple’s annex, where he was speaking to an upset Darda. She got away – he did not.

��� ���� ����� �� ������ Kastor’s town watchmen are strangers in their own town, outnumbered by Kagliostro’s orces – the Blue Company, Harabassas’ Marauders, and the cultists o whom they are a re not even aware. Formally, all orders come rom Mayor Grendol, though all but the most ignorant realize that something is terribly wrong with the current situation. They trust in their commander, Illeva, but since her complaints have been ignored by her superiors, most watchmen now make as little effort as they possible can without disobeying direct orders. The Town Watch o Kastor has the stats o a Seltaught Witchhunter (page ��� in the Core Rulebook), Rulebook), with the addition o Manners: Demoralized and araid.

��������, ���� �� ���������� Mullando is a modest and thoughtul thoughtu l man, to whom excelling at his job and being appreciated by strong leaders was always important – one such leader being Kagliostro, until the mystic threw Mullando in the Town Hall dungeons or “treason”. Initially, he is said to be one o the murder victims, though no one has seen his dead body; he is simply assumed dead because o his d isappearance. Mullando has actually been imprisoned, as Kagliostro suspects that he knows where the mine is located. Mullando has no significant abilities to speak o beyond the standard stats and Ma nners: Smiling ingratiatingly,, nervous hands. ingratiatingly h ands.

the serpent Margumal is successul, Kagliostro will be able to claim leadership o Terato’s Dawn – and then mankind will w ill enter a new era, ruled by monstrous masters! Kagliostro conceals his growing horns and a nd claws by wearing long gloves and a large slouch hat, and an d covers his spreading scales with cosmetics. An attentive player character may see through all o this with a successul [Vigilant successul [Vigilant –�] test. –�] test. Kagliostro is well aware that his e xalted state cannot be kept secret or long, but soon, such things will no longer matter: when his plan has succeeded, he will display his bestial eatures to the world as a badge o honor. Manner

Grandiose gestures, grand words on exaltation and submission

Race

Human (Ambrian)

Resistance

Strong

Traits

 Armored (II), Bushcraft, Natural  Armored (II), Weapon (I), Weapon  (I), Regeneration Regeneration (III)  (III)

Accurate 10 (0), Cunning Accurate 10 Cunning 10  10 (0), Discreet Discreet 13  13 (−3), Persuasive 15 Persuasive  15 (−5), Quick Quick 11  11 (−1), Resolute Resolute 9  9 (+1), Strong 7 Strong  7 (+3), Vigilant Vigilant 5  5 (+5)

Abilities

Larvae Boil (master), Boil (master), Powerful Gift* Gift * (novice), Ritualist Ritualist (adept:  (adept: Break Link, Raise Undead, Telepathic Interrogation), Interrogation), Unnoticeable (master), ticeable  (master), Wizardry  (adept)

Boons/ Burdens

Bestial (small horns, claws), Dark Blood

Weapons

Claws 3 (short)

Armor

Cloak and scaly skin 5 ( flexible), and Regeneration 4 Toughness Toughness per turn

Defense

–1

Toughness

10

Equipment

Tome of Ceremonies (inc luding Monster Control, Control, see Appendix, page 56), Disguise Kit (+1 on disguises)

Shadow

Lush green with streaks of rotting vegetation (corruption: 3 )

����������, ������������ The son o Ambrian sett lers, raised at the edge o Davokar, young Kaglio watched his amily be annihilated by a beast o the orest, a raging aboar, urious rom being wounded by Ambria n monster hunters. Only Kaglio managed to survive, thanks to his curious cur ious talent or moving unseen. For a ew years he lived on the streets street s o Kastor, stealing to survive, beore his talents were discovered by a passing pass ing member o Terato’s Dawn, who took him in. Kaglio has ha s since advanced rapidly within the cult, and some years ago he adopted the suffix “-ostro”, “-ostro”, thinking think ing it a powerul name more suitable to a man o his potential. I his plan to ree

Pain Threshold

5

Tactics: Kagliostro has no interest in berating insubordinate characters, unless they are an acute threat to his plans; he gladly leaves such activities to his minions. If he has to intervene, he keeps to the background, making himself unnoticeable and his enemies life difficult using Larvae Boil. During the fight in the mine, Kagliostro is consumed by the ceremony until it is completed or interrupted by the characters. *Powerful Gift grants Kagliostro a Corruption Threshold equal to his full Resolute value.

��������, ��������� �������� The lindworm Margumal hatched sometime during the glory days o Symbaroum. The serpent still remembers with horror the huma n lords’ hunt or his kin, and a nd the joy o seeing Symbar crumble to dust. In memory, he can still enjoy his own hunt across the open reaches where t he accursed elves saw fit to plant the orest o Davokar. These memories, and many more, are a re now overshadowed by his long and harsh stay among the abo minations haunting the Yo Yonderworld. nderworld. Margumal has survived surv ived only by alling into hibernation over long periods o time, protected by his great magic; a lesser creature would surely have returned to this world thoroughly corrupted. However, the serpent has not returned retur ned completely unaffected – his horns are glowing g lowing red, his eyes are black as tar, and streaks o rust stretch stretc h over the silvery blue pattern on his body. Manner

Bewildered and furious

Race

Serpent (Lindworm)

Resistance

Mighty

Traits

 Armored (III), Enthrall  Armored (III), Enthrall (III),  (III), Long-lived, Robust (III), Robust  (III), Sturdy  (III, see page 56)

Accurate 7 (+3), Cunning Accurate 7 Cunning 9  9 (+1), Discreet Discreet 5  5 (+5), Persuasive 11 Persuasive  11 (−1), Quick Quick 10  10 (0), Resolute Resolute 18  18 (−8), Strong 16 Strong  16 (−6), Vigilant Vigilant 10  10 (0)

Abilities

Exceptionally Resolute (master), Resolute  (master), Exceptionally Strong (master), Strong  (master), Iron Fist (master), Fist (master), Natural Warrior (master) rior  (master)

Weapons

Bite (short), two attacks at the same target 12/8, or one attack 14)

the player characters: the ambitious adept Purgida. A student o the pyromancer Isokles, she dreams o one day being a master pyromancer hersel. Her fiery disposition makes her less inclined to be reading tomes and scrolls in her chambers; she preers to put her skil ls to the test by, or example, assisting the Town Watch. Manner

Loud and clumsy

Race

Human (Ambrian)

Traits

Privileged

Accurate 10 (0), Cunning Accurate 10 Cunning 11  11 (−1), Discreet Discreet 5  5 (+5), Persuasive 10 Persuasive  10 (0), Quick Quick 13  13 (−3), Resolute Resolute 15  15 (−5), Strong 7 Strong  7 (+3), Vigilant Vigilant 9  9 (+1)

Abilities

Brimstone Cascade (adept), Cascade (adept), Flame Wall (novice), Wall  (novice), Ritualist (novice: Flaming Servant), Servant ),  (adept) Wizardry  (adept)

Weapons

Walking staff 3 (long)

Armor

Order Cloak 2 (flexible)

Defense

–3

Toughness

10

Equipment

Worn copy of Isokles’ memoirs

Shadow

Polished gold mirroring a fire (corruption: 0)

Pain Threshold

4

Tactics: Purgida tries to shield off the field of combat with her flame wall so that fewer enemies reach her allies. After that she offers support, casting brimstone cascades from behind the melee. Her flaming servant is a lways close to her for protection.

�����, ��������� ������� �������

Armor

Scales 8 (flexible)

Accurate 10 (0), Cunning Accurate 10 Cunning 7  7 (+3), Discreet Discreet 9  9 (+1), Persuasive 5 Persuasive  5 (+5), Quick Quick 11  11 (−1), Resolute Resolute 13  13 (−3), Strong 15 Strong  15 (−5), Vigilant Vigilant 10  10 (0)

Defense

+4

Abilities

Toughness

48

Bodyguard (novice), Iron Fist Bodyguard (novice), (novice), Two-handed Force (novice)

Equipment

None

Weapons

Shadow

Pulsing green, like a great mossclad heart with veins a dark and oily purple (corruption: 16)

Oozing double-axe 7 (deep impact)

Armor

Glowing heavy chainmail 4

Defense

+2

Toughness

15

Pain Threshold

8

Tactics: The lindworm is initially confused and prone to regard all creatures nearby as en emies. When it calms down, its goal will be to get free and will avoid any fights which do not further that course. Should it find itself cornered it u ses bites and the trait Enthrall in a deadly combination.

�������, ����� �� ��� ����� Among the wizards o Kastor, squabbling between themselves while leaving external affairs to the sociable Kagliostro, there is but one potential a lly to

Purgida as a companion It is possible for Purgida to join the

Pain Threshold

Equipment

None

Shadow

Blazing like a roaring bonfire (corruption: 0)

8

Tactics: Normally, Ignis walks behind Purgida, but in combat he positions him self in front of her, swinging his enormous axe. Ignis also tries to make sure that the attacks aimed at h is mistress hit him instead (this requires a passed Resolute test, see the Bodyguard ability).

player characters in their fight for the town’s survival; in combat, she is then controlled by a player. Purgida would also make a suitable replacement for any fallen PCs.

The descendants of Margumal rove the shadowy halls of Davokar, expecting to be worshipped and celebrated for their strength and majesty.

������, ������ �����, �����, ��������

Manner

Growls, teeth bared

Race

Human (Ambrian)

Selima was quite popular as Mayor, re-elected on several occasions to continue serving the town. At the night o the murders, she was killed in t he Town Hall by Kagliostro h imsel. Her corpse was burned in the fireplace fi replace,, in the dining d ining room below the Grand Hall.

Resistance

Ordinary

Traits

Contacts (Monster Cults)

Accurate 5 (+5), Cunning Accurate 5 Cunning 13  13 (−3), Discreet Discreet 10  10 (0), Persuasive 7 Persuasive  7 (+3), Quick Quick 10  10 (0), Resolute Resolute 11  11 (−1), Strong 9 Strong  9 (+1), Vigilant Vigilant 15  15 (−5)

Abilities

Poisoner (novice), Sixth Sense Poisoner (novice), (novice), Steel Throw  (adept)  (adept)

Weapons

Throwing knife 3, possibly coated with Terato’s Draught

Armor

Woven Wo ven silk 2 (flexible)

Defense

0

Toughness

10

Equipment

5 throwing knifes, monster mask, 3 doses Terato’s Draught

Shadow

Sooty silver (corruption: 4)

�������� �������� Terato’s Dawn in Kastor Terato’s K astor is comprised o Initiated Cultists and Enlightened Cultists, o which the latter command the ormer and report to Kagliostro. All Enlightened Cultists have willingly subjected themselves to Terato’s Draught, and survived with holy marks (see the Appendix, Elixir: Terato’s Draught, Boon: Dark Blood and Burden: Bestial). Low-ranking cultists have the stats o a Cult Follower (see the Core Rulebook, Rulebook , page ���), plus Manners: Fanatic ga ze and Equipment: Monster mask. Enlightened Cultists have the ollowing stats:

Pain Threshold

Tactics: The enlightened cultists throw their teratogenic knives while chanting dark hymns.

5

 Events ��������� �� ��� the characters decide to approach the situation, the

ollowing events may transpire trans pire or be used as inspiration in describing what is happening. Should they act unexpectedly, the Game Master must (as always) play along, based on what he knows about the goals o other actors.

 A State of Emergen Emergency cy characters arrive in Kastor, it is already obvious that something terrible has occurred: everyone seems to be on edge. Serious-looking guards are posted in street corners and outside important buildings. When aced with questions, they answer curtly, cu rtly, and then reer to the decla red state o emergency, hoping hoping to cover up the act that they t hemselves know very little. However, i the characters pass a Persuasive test, they may provide the ollowing inormation: Four members o the council, including Mayor Selima, were murdered during the night. An emergency meeting was held, where Grendol – the merchants’ representative representative at the council – was appointed mayor. The new mayor is at the Town Town Hall with wit h the rest o the council, protected protected by ranks o grim g uards. Apparently, the murder victims were Selima (ormer mayor), Father Karstak (high priest), ���� ��� ������

Ardetta (treasurer) and Mullando (Fire Chie and Head o Sanitation). The Sun Temple is still smoking rom a fire that recently burned its annex to the ground. The temple is not guarded by the Town Watch, but by rightened laymen and a ew novice priests. When meeting the Town Watch, a successul Vigilant test Vigilant  test reveals that at least some watchmen dier rom the others – they wear blue details among their equipment, indicating that they are sellswords o the inamous Blue Company. Furthermore, a successul [Vigilant –�] reveals that there appears to be a secret elite among the Town Watch. Watch. A ew seemingly ordinary watchmen watch men use secret signs to communicate with each other; signs that neither regu lar watchmen, nor Blue sellswords, seem to notice. The ones using signs are actually actu ally cultists cultist s who, a long long time ago, ago, infiltrated the Town Watch.

Initial Investigations �������� ������� � �� ���� ���������� may gather many

pieces o inormation, but while some are obvious to everyone, others are revealed only to the wise, the perceptive, and the well-connected.

��������� ��������� ����� When the player characters go looking or Darda, no one will answer questions about her, but only reer to Father Belago, who has replaced the late Father Karstak. Belago tells them about the attacks, and that Darda was with the high priest when the enemy burned the church’s annex to the ground – with

her and Father Karsta k still inside. Father Belago thinks aloud: “Darda’s “Darda’s return was most un ortunate; the witch-burning took its toll on her, with Sister Garala and all t hat…” Since the characters probabl probablyy know nothing o this, Belago continues: Sister Garala was, along with our others, accused o witchcraf and collaborating with daemons, and burned at the stake three years ago. Darda did not take Gara la’ la’ss death very well, wel l, and would have succumbed to despair, had ather Karstak not been there or her. But despite his support, she made plenty o poor choices – and her ascination ascinat ion with death did not help. he lp. “And “And now, they are both gone…”

I pressured, Belago admits t hat Darda never seemed happy with being a priest: “She preerred dwelling in the catacombs, with wit h the dead…” Notice that this is misleading: Darda is a member o the heretical Temple o the Many; sure, at first she only visited the catacombs to be near sister siste r Garala’s grave, but later she used it as an excuse or heading underground – to secret gatherings at the Temple o the Many’s chapel.

The purpose o the bell is to warn the town and its surrounding settlements in case o an attack. According to rumors, the bell is an artiact o tremendous power, capable capable o dispelling dispe lling dark magic, that has saved Kastor’s population many times in the past.

�� ��� ������� �������

The number o guards is sur prisingly large or a town o this size; citizens can also confirm that many o them (urther (ur ther investigation proves it to be ��%) are people they have never seen beore (the Blue Company, Company, cultist infiltrators, i nfiltrators, and assa ssins – all in Town Watch uniorms).

Grendol (ormerly representing the merch ants) is said to have been appointed new mayor. Other surviving council members are Illeva (commander o the Town Watch) and Kagliostro (representing the wizards). Who will replace Mullando as Head o Fire and Sanitation is, apparently, unclear (due to him still being alive).

� ���������� �������� ���� �� ��� ��������� �������, ����� ��������� ��� ����

� ���������� �������� ���� ����� ��������� ��� ����

� ������� �� ��� �� �������� �������� ��� �������� ��������, �� ���� �� ��� �������� There is talk o ar rests having been made, and that

There is a remarkable number o guards standing watch around the Bell Tower – or what reason is unclear.

earlier this morning “traitors” were rounded up and taken to the Town Hall dungeons.

Developments what happens when the characters decide to ollow up on certain leads or walk down a particular particula r path. In their eagerness to find out what is going on, it is o course possible poss ible or the players to come up with completely different alternatives, in which case the Game Master must, with discretion and flexibility, bring them back on the right track. ���� ������� ��������

��������� ��� ������ ������ The player characters will probably want to examine what is lef o the burnt-down temple annex, where Darda and Karst ak are supposed to have been. Most o the wooden inner walls were completely incinerated. The scorched remains o our bodies can still be ound where the dining hall used to be, in the middle o t he scene, yet to be dealt with by Commander Illeva and her medicus. The ollowing conclusions may be drawn: ◆ Pa Pass ssin ingg a Vigilant test is enough to realize that only one o the corpses is wearing a priest robe, while the others seem to have worn leather armor beneath thick wadma l clothes. A successul Cunning  test with the  Medicus ability concludes that the dead priest was a man (Karstak). ◆ A suc succe cess ssul ul Vigilant test with the  Medicus ability, directed at the other corpses, shows that they were stabbed repeatedly with a knie. Furthermore, a Cunning  test with

 Medicus  or Poisoner reveals that it was not the blade itsel that killed them, but t he poison with which it had most likely been smeared. A close riend or lover o Darda recalls t hat she ofen carried a pair o daggers, and was a skilled alchemist. ◆ It take takess a succ success essul ul [Vigilant –�] test directed at the leather-armored corpses to notice that their charred ch arred aces appear to have been deormed, or possibly covered by some sort o leathery mask... Selima was murdered murdere d inside the inaccessible Town Hall, and apparently no one knows exactly where Mullando died (since he is not really dead, but merely imprisoned in the Town Hall basement). However, the characters are ree to have a closer look at where Ardetta was kil led. At the scene o her murder, just north o the Town Square, they ind nothing more t han a large stain o dried blood on the ground. But i the characters expressly decide to search the place or clues (hoping to find something related to the murderers) and pass a Vigilant Vigilant test,  test, they notice another dried-up bloodstain in the western part o the square. A successul Cunning  test with the Medicus  ability reveals that the blood ound on both o these locations was spilt around the same time, and the

size o the western one indicates that the victim could still be a live. In other words, there may be a witness to Ardetta’s murder!

Arriving player characters may not be as lucky (or more inormation about the place, see the description o Kastor, page ��).

����� �� ��� ���������

��� ���� ���� Audience: The player characters may seek an audience with the new mayor, Grendol, at the Town Hall. But actually meeting him is d ifficult, as Kagliostro claims him to be “terribly busy”. I the player characters insist (by passing pa ssing a Persuasive test), Kagliostro allows them to see the Mayor – or rather, to walk into a trap in  ront o the undead Grendol. Grendo l. Then, the goblins and their ogres sneak up on the player characters rom behind and attack them – as does Kagliostro – when they approach the Mayor in the Great Hall. Forced entry: Should the player characters try breaking into the Town Hall, t hey are greeted by (��+�) o o Harbassas’ Marauders, M arauders, who will fight until hal o them are injured. Then they flee to gather reinorcements – Kagliostro had promised them power and authority to harass the snooty humans, and they did not expect a ny heavy resistance. The bottom floor o the Town Hall is empty, its basement serving as Kagliostro’s prison (see Captured!, page ��). In the Great Hall on the top floor sits a solitary mayor, signing arrest warrants

Having listened to ather Belago, the player characters might decide to go afer Darda and try to locate her in the catacombs – and the town’s sewers to which they are connected – beneath the Sun Temple. Finding a trace requires that someone with the Bushcraf trait Bushcraf  trait passes a [Vigilant –�] test –�] test – many people have visited the catacombs, particularly near the entrance where the graves o ormer high priests and other deceased are still stil l looked afer and provided with flowers and candles. c andles. Finding Darda’s trace, among all the others, is not easy. Having ound her trace, one must ollow it to the t he correct location. It takes three successul [Vigilant –�] tests to track Darda through the catacombs, to the underground undergrou nd chapel o the Temple o the Many. M any. Should one ail the first test, a second try is granted, but then the trace leads to the Sorcerer’s crypt instead. Darda used to go there or rest, and sometimes still returns to lay flowers by sister Garala’s grave. The problem is that a necromage haunts the place; one that Darda is aware o, but not affected by (as she has sister Garala’s protection).

   N

1

4 m²

2

2

THE TOWN HALL 3

1. 2. 3. 4.

Entance Balustrade The Grand Hall Mayor Grendol

or people singled out by Kagliostro as potential “traitors”.. The Mayor “traitors” M ayor does not respond when spoken to, and when the player characters come closer, they realize something is wrong. By passing a Vigilant test, the player character notice the shaf sha f o a small sword protruding rom t he back o Grendol’s head – yet, he is still moving! moving! He is undead, slain and reanimated by Kagliostro in order to keep doing the necessary paperwork. �������� ���� ����� ��������� Gaining an audience with Illeva, Commander o the Town Watch, is not very difficult, as she already suspects that something is wrong. She thinks the assassins might have had help rom the inside; how else could they know so much about the town’s leaders and where to find them? She has also gotten hold o the cultists’ monster masks, lef behind at the murder o “Ardetta” “Ardett a”.. Illeva has not yet shown it to anyone, but may reveal it to the player characters, should they ask or help and pass a Persuasive test. Illeva also knows that the corpse now lying on a stretcher below t he Town Watch Watch Headquarters is not really Ardetta, but a widow named Gerda – an avid drinker and gambler who had squandered her late husband’s entire ortune. That the assassins murdered the wrong woman, is only known by Illeva and the Town Watch’s medicus, Klarag. I it were to get out, the killers would surely come afer the ormer treasurer, which Illeva would rather avoid. I Illeva is absolutely convinced that the player characters speak the truth and can be trusted, she will ask them or help in finding Ardetta (as she hersel is probably being watched by whoever is behind it all). Later on, she is willing to lead the original hal hal  o the Town Watch Watch against the other hal (the Blue Company, Harbassas’ Marauders and cultists), or example in an attack on the t he Town Hall or the bell tower.

����� ��������� ��������� As the Mayor is never home, but stuck at the Town Hall, breaking into his private residence residence is quite a

Combat in the Great Hall A fight against Kag liostro, the goblins with their o gres, and the undead Mayor, is not easily won. If the pl ayer characters wish to flee, they must either try to  jump through windows (a five-meter fall), concede, or be struck down. In the latter case, they are kept alive for questioning. They are disarmed and placed in the Town Hall basement (see Captured! under Complication s) s)..

simple eat. In the bedroom/office, players who pass a Vigilant Vigilant test  test may find Grendol’s diary, in which his dreams o Kastor’s death and destruction are described in detail. He writes about desperately explaining his concern to the other council members; “the only one who appears to be listening is the wizard K agliostro, but him I do not trust!”. The last entry is dated three days ago: “I have received an anonymous letter; someone wishes to see me a nd present a proposition. I do not know i I can listen to any more o this town’s schemes, or tonight everything was clear to me. Death approaches on rusty wings!”

��� ���������� ���� �� ������ � ����� Darda – or some o the other wizards in the town (such as Purgida) – knows the bell to be a powerul artiact, but has not been able to study it more closely,, as the bell-ringing Bur ukh amily sely am ily has not let her. Now the dwarves dwar ves have been “sent home”, and the guards will not allow anyone but Kagliostro to enter the tower. The Burukh amily home – not ar rom the Bell Tower – is empty. There are clear signs o the amily members having been violently abducted. They are now being held captive in the Town Hall basement, along with the rest o t he “traitors” (see the Captured! complication). The Blue Company has taken ta ken complete control o the Bell Tower, and their leader, Captain Tredella, has turned tur ned it into her headquarters. headquarter s. Its gate is guarded by (��+�) sellswords at all times, and there are an additional (��+�) sellswords sleeping on every one o the five floors. On the top floor – where the legendary great bell is mounted – a single sellsword sel lsword keeps watch. It is possible to climb the tower’s exterior all the way to its top. Player Player characters with w ith the  Acrobatics ability succeed automatically, while others must pass a Quick Quick test  test or every floor (� tests). Failing means the person cannot continue, but must either turn back or enter the nearest floor through a window. A player character reaching the bell may throw down a rope or the others to climb, causing them to succeed automatically, with or  Acrobatics ics . without  Acrobat Holding the top floor against sellswords charging rom within withi n is quite a challenge. chal lenge. However, However, the narrow staircase sta ircase only has room or two enemies at a time, while those holding the high ground may attack rom all directions. d irections. The sellswords sellswords are not interested in suicide missions, and i t hey suffer ten casualties, they will settle or closing off the way down and inorm Kagliostro that there are traitors at the top o the tower.

Complications characters conduct their investigations, many complications may arise. These are described below. ����� ��� ������

������� ���� ��� ���� Council Member Ardetta was lucky enough to escape the attacks. She spots the characters rom her hideout on the Rusty Dragon’s second floor, and as she is unsure i any a ny o Kastor’s permanent residents can be trusted she decides to put her aith in the newcomers. She later contacts them through the innkeeper Ramigal, who offers to help the characters in their search or Ardetta. Should they accept his offer, he will bring them to t o her. She recounts what happened to her on the night o the murders, and wil l answer questions regarding the town and its history. I the player characters ask or details concerning the assassins, she answers thoughtully: “Well, I think they wore monster masks to cover their aces, but… I was rather tipsy, you see, and it was dark, and… And I was quite terrified, so I might have been mistaken.” The skin on Ardetta’s neck has grown scaly, as a result o her being inected with the enemy’s poison. Obviously, this scares her to bits, and she asks medically or alchemically skilled ��s or help. There is no help to be had, but despite the condition o Ardetta’s skin, her actual health is improving. However, she is now being hunted hu nted by both Terato’s cultists and, in the long term, witchhunters. A character learned in alchemy may extract the poison rom her wound (requires passing a Cunning test), and in doing so, learn its orbidden and quite valuable ormula. For more details concerning the poison, see Terato’s Draught in the Appendix.

���������� ������ ���� ��������� Following the attack, Darda fled to the chapel be low the town. There she receive receivedd urther ur ther inormation rom other members o the heretical heretica l movement, and soon it became clear that the attack had nothing to do with the Temple o the Many. To learn more, she uses Borrow Beasts to spy on the local government. She is also l ikely to notice her riend/s – the player player characters – as they will be drawn to the places o interest to Darda. Dard a. The ��s must then pass a [Vigilant –�] test to realize that they are being watched by animals; a difference o at least � also reveals that the animal in question – a dove, crow, dog or cat – has green eyes. For a player character with the Beastlore Be astlore ability, it only takes a successul Vigilant Vigilant test  test to become

aware o the animals watching them, and the strange color o their eyes. A person who knows Darda remembers that she too has green eyes. In addition to this, by passing a Cunning  test, player characters with the Ritualist Cunning test, ability recall the ollowing act: Mystics perorming the Borrow Beast ritual may let the animal mir ror certain aspects aspec ts o the mystic’s appearance, as a way o communicating with the world. In this case, the mystic has given the ani mals her eye color.

��� ���� ������� ���� When the player characters have pursued two or three leads, Kagliostro sends several bands o cultist on raids, supplied with thick bundles o ar rest warrants or “traitors”, signed “Mayor Grendol”. Each group is composed o ( ��) number o cultists, led by an Enlightened Cultist, all wearing Town Watch Watch uniorms. The characters’ n ames are among those listed in the arrest warrants. Belago is captured, as is Ardett a, who is ound and dragged away i the characters do not intervene. I Commander Illeva and Purgida have openly assisted the player characters, they too are a rrested. The captured ”traitors” are hauled to the spacious basement o the Town Hall through th rough a backdoor. There Kagliostro and his thugs question them about the location o the lost mine. For more details, see the complication “Captured!”.

��������� It is possible or or the player characters to be captured capt ured by Kagliostros minions. This could be the resu lt o the �� s either being deeated in combat or ailing in their attempt to break into the Bell Tower or the Town Hall. Captured �� s are taken to the Town Hall basement, where other ”traitors” are already gathered. I the �� s are wounded or dying, their wounds are bandaged – not healing them, but preventing them rom dying. Kagliostro was clear clea r on his point: people caught snooping around are likely to know something, and must be interrogated. Among the other captives are the Burukh amily and the Head o Fire and Sanitation, Mullando, who was imprisoned just afer the takeover as Kagliostro had no urther use o him. The ollowing people may also be ound here, depend ing on how ar into the adventure the player characters end up in the dungeon, dungeo n, and what has transpired beore then: ◆ Ardetta: The treasurer is caught in a raid, i the player characters do not come to her rescue.

◆ Belago:  The sun priest is a rrested, i he draws attention to himsel (or example by helping the player characters) or is believed to know the location o the mine. ◆ Illeva: The Commander ends up in the dungeon, i she openly sides with the cha racters. ◆ Purgida: The Adept is also a rrested, i she displays an abnormal interest in what has happened in Kastor, or i she helps the player characters.

since the murders, she enters the Town Hall. While the �� s are waiting in the dungeon, a green-eyed rat appears, carrying a small pry bar in its mouth. Once they have aquired the tool, they hear a s craping sound rom the other side o the wall, where Darda is digging. I the �� s do not give themselves away in some obvious manner, they may soon cr awl through the opening and meet Darda. She leads them through the sewers, to the relatively sae Temple o the Many. Ma ny.

Kagliostr o resides in a room in the basement, some Kagliostro distance dista nce rom the dungeon, leaving all dirty work to the goblins o clan Harabassas and their ogres. They threaten, beat, and intimidate the prisoners, dragging them up the stairs st airs one by one to K agliostro, who perorms the Telepathic Interrogation ritual Interrogation ritual in order to find out the location o Margum al’s lair. I the player characters cha racters end up in Kagliostro’ Kagliostro’ss dungeon, they will have help getting out o there. Darda has kept her eyes on them, a nd decided to intervene. Through the sewer system , which is connected to the catacombs where she has h as hidden ever

���������� ����� ��� ��� ���� Sooner or later, Kagliostro will learn the location o the mine. Whom he receives this inormation rom is irrelevant in this scenario. When this happens, Kagliostro and his thugs leave the town heading east. Many people watch him go, accompanied by some twenty cultists. They cover their tracks as best they can, a nd someone with the Bushcrat Bushcrat trait/boon  trait/boon (�� or ���) must pass three consecutive Vigilant Vigilant tests  tests in order to track them to the mine, m ine, located located near the low hills a three-hour march east o Kastor.

Climax: In the Serpent’ Ser pent’s s Lair is the conrontation with Kagliostro and his cultist in the mine, where the teratomancer is about to ree the lindworm Margumal Margum al rom his prison in the Yonderworld. Yonderworld. A series o battles take place to stop Kagliostro r om completing the ceremony. � �������� ������

��� ������ The goblins and ogres who have managed to surv ive thus ar are a re planning an ambush by t he overgrown path leading to the mine. Luck ily or the player characters, neither goblins nor ogres are able to keep quiet, constantly squabbling amongst each other. I they pass a [Vigilant +�] test, +�] test, characters approaching the location can hear the sound o bickering and shushing. Should they ail the test, they are surprised by the goblin attack. Those passing the test detect the goblins in time, and can also tell that their argument concerns whether or not to support the “Monster King” (which is what they are calling K agliostro) in reeing the “Killer “Kil ler Snake” (Marguma l) l).. The leader o the clan, Harbassas, is the strongest proponent or completing the mission, as they have not yet been paid. He is supported by any surviving ogres. The rest o the goblins are strongly opposed oppo sed to the idea, stating everything rom chaed eet to ear o both the dragon and the �� s (i they have beaten the goblins beore) as reasons or finding other work.

The player characters have several options: attack head-on, sneak up on them or a surprise attack, negotiate with the goblins, or proceed towards the mine – the long way around. goblins are not surprised, surprise d, Head-on attack: The goblins and the fight unolds as usual. Sneak attack: Every person trying to sneak up on them must pass a [Discreet +�] test. Those choosing not to do so start with a ull turn’s Movement Action towards the bushes where the goblins are hiding. Negotiation: Should the player characters choose to negotiate, negotiate, they must persuade Harabassas, Harabassa s, which requires a successul [Persuasive –�] test; –�] test; i

Captivity as a Deus ex Machina It could be useful for the Game Master to use captivity as a Deus ex Machina, rather than letting defeated player characters die. This happened in a play test: the entire player group was beat down during a less successful foray into the Town Hall, and instead of being killed, they woke up in the Town Town Hall basement with 1 Toughness remaining ...

4

3

2 1

     N

THE MINE 1. The Mine’s Entrance 2. The First Chamber 3. The Main Hall



�� �

4. The Portal

the player characters offer to match what Kagliostro is paying them, they will have to stump up ten thaler or every goblin and ogre, and then pass a [Persuasive +�] test instead. I they do, the goblins set off on new adventures (“There is a Sun Temple filled with gold near Karvosti! Come on!”). Should they ail the test, the goblins attack nonetheless. A detour: Taking a detour on the way to the mine requires no tests, but wastes a lot o va luable time, causing events in the mine to skip stage � and begin with stage �: Margumal partia lly reed. The Game Master should explain that the detour will be time-consuming, time-consu ming, but not reveal what consequences it will have.

Leading the ceremony, Kagliostro is utterly entranced. Around him s tand five enlightened cultists, assist ing him in the t he ceremony. ceremony. Another (��+�) initiated cultists have ormed a semicircle around them or protection. protection. The ceremony is canceled i Kagliostro is ta ken out (reaching � Toughness) or i three th ree enlightened cultists lose their concentration [Resolute –Damage]. I the ceremony is canceled it remains in stage �, as described below.

��� ������ ��������

�. Margumal partially freed

The mine’s entrance is guarded by ( ��) number o cultists, led by an Enlighted Cultist. As they are lurking in the shadows, player characters must pass a Vigilant test to detect their leader, but a [Vigilant –�] test to notice the others. Should they ail to do so, they are surprised by attacking cultists. When the cultists are deeated, characters who pass another Vigilant  test can hear the sound o Vigilant test polyphonic chanting coming rom deep within the mine. Player characters with the Ritualist  ability Ritualist ability realize that a ceremony is being conducted; some kind o powerul, collectiv collectivee ritual. The player characters learn what is mentioned about ceremonies in the Appendix. With a successul Cunning Cunning test,  test, the player character may also recall how to cancel a ceremony; by taking out its leader, or by causing enough participants to lose their ocus (harmi ng them would do the trick). t rick).

Duration: 2 turns

�. The Ground Trembles Duration: 1 turn.

The ground is now shaking with enough orce or any player character to notice.

Margumal ’s head and upper body break through Margumal’s the abric o reality. With its terrible angs and claws, the serpent attacks anything in its way way,, but is unable to move. It cannot use its active traits and abilities while still being partially trapped in the Yonderworld. Yon derworld. The serpent can only reach halway through the main hall, ha ll, making fighting it avoidable avoidable by staying close to the lef wall. The enemy is also aware o this, and five cultists position themselves by that wall, deending the ceremony. I the ceremony is canceled at this stage, the ritual goes no urther, and those trying to stop the serpent may exit the mine and destroy its entrance. I so, the last thing heard as the rocks roc ks collapse over the opening is the resounding roar o o Margumal. Marguma l.

�. Margumal reed and disoriented, but in control of himself  Duration: 2 turns

��� ����� ������� (��+�) cultists guard this area, but are completely completely mesmerized by the miracle taking place deeper inside the mine. They do not watch the openi ng, where the player characters enter, but gaze towards the main hall urther in. The player characters automatically surprise them. A successul Vigilant  test: The ground is shaking, Vigilant test: as though something enormous is twisting and writhing inside the mine.

��� ���� ���� Here Kagliostro’s ceremony, meant to ree and assume control over Margumal, Marguma l, is being conducted. It is assumed that the characters arrive at the main hall hal l as the ceremony is reaching its crescendo. Then ollows a number o stages, starting the turn afer all enemies in the First Chambers is deeated.

Marguma l breaks loose, master o his own ate, i only or a moment. Should no-one stop Kagliostro within � turns afer the serpent serpe nt has been reed, the mystic will take control o it. However, However, i Kagliostro is deeated, the serpent remains its own master. While the ceremony is being conducted, the disoriented serpent will not attack except in sel-deense. I the lindworm is harmed, it loses its mind with rage, attack attacking ing whoever is closest. I I there are several people within the same distance rom it, it chooses a victim at random. The player characters must decide whether to ignore the serpent and continue fighting the cultists, attack the serpent (a oolish choice, but the �� s might not realize it), or try to negotiate with it. Should Kagliostro Kagliostro all and a nd the cultists be taken out, the �� s may once again choose to either attack a ree Margu mal or give him sae passage.

Ignoring the serpent: Margumal is disoriented,

growling and roaring, but not fighting unless he is attacked.

The Gratitude of a Lindworm

Negotiation: Those who know the barbarian or

If the player characters manage to convince

elvish tongues are able to calm the serpent down, and convince him that Kagliostro Kagliost ro is the real rea l enemy. This requires a successul Persuasive test, and every attempt consumes the player character’s turn. The serpent will not attack the negotiating character. He or she is granted two attempts; should all o them ail, the serpent does attack, making any urther ur ther negotiation impossible. impossible.

Margumal that Kagliostro is their mutual enemy, and then fights alongside them against the cultists, the lindworm will consider itself in their debt. The serpent breaks off one of its fangs, handing it to the negotiating PC – when the pulp has rotted away or been removed, the fang may be used as a flute. “Blow it, and I shall sha ll appear” appea r”,, the serpent says before leaving the place.

Sae passage: I the ceremony is canceled while the t he serpent is loose, the player characters m ay choose to stand back. I so, the serpent will neither attac k, nor pursue them. Having ed on the corpses o allen cultists, the ree Margumal Marg umal will head out, terrorizing the world until driven dr iven into Davokar (or some other orest) by mightier orces.

It takes the serpent 1D100 hours to reach the person blowing the horn (the Game Master is free to choose a time span more suitable to the adventure). Having Having arrived, Margumal will do the person a favor before disappearing, believing the debt to be paid. The serpent may join the player characters in battle (if it can be won) or teach them one of his mystical powers or rituals.

�. Margumal reed and under Kagliostro’s control

When Margumal has paid his debt, he has

Duration: 3 turns, but only if the ceremony is allowed

no sentimental bond whatsoever with the

to run its course.

player characters; should they ever encoun-

I the player characters ail to stop the ritual, Margumal w ill be bound to K agliostro’ agliostro’ss will. Kagliostro orders it to attack the player characters, char acters, as he himsel attacks along with any surviving members o his cult. This is a battle the player player characters character s cannot win, but they might be able to escape. Kagliostro would rather set his grand plan in motion than chasing afer the player characters. He intends to head or Kastor, carried by Margumal, and t here establish the Capital o the Beast Beast Realm, with Margum al as god and himsel as high priest.

ter him again, it would be as though it was the

������ �� ��� ����� �������� ���� What happens to Kastor under the monster cult’s reign is not part o this scenario, even though it is a possible outcome o the player characters’ ailure. But such inormation might be useul to the Game Master, should it come to pass and the player characters want to continue fighting the menace. Thereore, a possible course o events is summarized in the ollowing: Kagliostro orces the remaining leaders o Kastor into submission, proclaiming himsel High P riest o the Serpent Church. Margumal takes hold o the Bell Tower, staying by the bell at its top afer having demolished the lower floors. Kagliostro takes his place at the Town Hall; soon to be the high temple

first time, except Margumal would recognize their scents and names, and have a clear understanding of their capacity capacity..

o his monstrous order. Monster worshippers are summoned to Kastor, to begin the new era, but those heeding the call are vast ly outnumbered by the people fleeing the town. Soon, Kastor is but a shadow o its ormer sel, its citizens cowering beore the sacrificial monster cult. As this does not go unnoticed by the surrounding civilization, the Duke sends troops to liberate the town. The siege o Kastor becomes a protracted protr acted one, as the cultists are not only protected by the town’s thick walls, but have both Margumal and t he bell at their disposal. Afer a time o guarded attack s and ailed diplomatic initiatives, it becomes clear to the besieging commander that the only hope is storming the town, while simultaneously striking at the heart o the enemy: as they charge, a small group g roup o soldiers move stealthily into Kastor to assassinate Kagliostro and/or take control o the bell. Maybe such a raid would suit the player characters, as they are already amiliar with both the town and the enemy?

 Appendix  ���� ����� ������ ������� � o the book describes the new rules and mystical artiacts eatured in

the two adventures. Among these are three novelties which may require an introduction. First there t here is the concept o Boons and Burdens, a set o positive positive and negative negative characteristics character istics made available or player player characters in i n the Player’s Handbook . Second, The Bell Tolls for Kastor introduces introduc es Mystical Seremonies – a type ty pe o collective collective rituals ritua ls that we will return to and develop in uture modules.

New Rules ���������, ��������� ����� The creature thirsts or war m blood, and with its gaze it can put a victim i nto trance beore easting easting on its lie-giving juices. I

Active. The creature may charm  [Resolute←Resolute]

against Persuasive  to dupe someone into accepting Persuasive to ake goods or payment in the orm o illusory coins, to a maximum “value” o a hundred thaler. Also, Mirage grants +� to Persuasive when the player character threatens someone with “powerul magic”.

and bite its victim in a single Combat Action. The

����� �� �����, ������

bloodsucker then slurps blood, 2 blood, 2 Toughness per

Tradition: Sorcery

turn, ignoring armor. It takes a [Resolute ←Resolute]

The mystic may summon heavy rhythms that seduce people present in the area; the music is heard ar and wide, but only those within a hundred meters are actually affected. Every person neutral to the mystic Resolute or must pass a test against Resolute  or be drawn into the dance. The mystic is immune, but his or her allies are not. The allies, as well a s direct enemies, get a second Resolute (roll chance to pass the test against Resolute  (roll twice, use the best outcome). Death-dancers are not controlled per se, but highly inclined to obey the mystic’s commands; as long as they involve violence against someone not considered a riend, they will attack. Death dancers Resolute every may roll against Resolute  every time they kill a nother creature, and also every time they suffer damage. The Dance of Death is bound to the myst ic, and ollows wherever he or she goes. The dance lasts as long as the mystic wishes, but dancers lose ��� Toughness with every hour. The ritual can be stopped entirely with Break dance rs can be reed with the Link.. Individual death dancers Link ritual Exorcism power  Anathema Exorcism,, but the mystical power Anathema would be more effective.

each turn to maintain th e trance.Damaging trance. Damaging the bloodsucking creature can also break the trance,  [Resolute –Damage –Damage]]. II Active. Like Novice, but the bloodsucking creature

heals as much Toughness as it draws from the victim.

III Active. The creature may charm  [Resolute←Resolute] and bite its victim in a single Combat Action. He then slurps blood, 3 Toughness Toughness per  per turn, ignoring armor. The victim cannot break the trance; thi s requires damaging the bloodsucking creature [Resolute Resolute –  –Damage Damage]. ]. The bloodsucker heals as much Toughness Toughness as  as it draws from the victim.

������, ����� The person has a mystical gif g if and may weave momentary mirages mir ages rom thin air; heatless flames jumping between his or her hands, tiny figures o light dancing in the air, pebbles turning into shiny coins, etcetera. Over time, the mirage will not ool anyone anyone as its effect wears off within minutes. m inutes. However, itit can trick tric k and impress people. With Mirage With  Mirage,, the person may roll

7 ���� ���, ������ Fire dye consists o salts that change ch ange the color o the fire into which it is cast. It can be used u sed or signaling or as entertainment. Every dose produces its own distinctive color. Fire dye is a novice elixir.

��������� ��������, ������ Cost: 40 thaler

The repeating crossbow is a mechanically advanced version o the crossbow. The weapon has a push lever on its underside, or quicker reloading. Only the most skilled blacksmiths are able to construct such technically advanced weaponry. A repeating crossbow is reloaded as a ree action, without losing the striking strik ing power o the regular crossbow crossbow..

�������� ����� �������, ��, ������ To the teratomancers, monsters are sacred and monstrous traits are signs o having been chosen (or example the burden Bestial, which can be used among members membe rs o Terato’s Dawn in the same way as the trait/boon Privileged). One way or the cult members to become exalted is by willingly injecting themselves with a teratogenic poison, which grants the boon Dark Blood along with the burden Bestial. Unortunately, the poison is also very likely to kill the one subjected to it – this is the test; to ascertain whether one will be Chosen by the t he gods or, i unwort hy, die by one’s one’s own hubris. This deadly side-effect has caused the sect to use it as a poison against unbelievers un believers – those who survive, monstrously altered, clearly did not deserve to die, as the powers o monstrosity mark them as Chosen Ones! This Draught is a highly orbidden master elixir. Making it adds ��� temporary corruption, and it can only be bought on the black market or � thaler a dose. Everyone affected by the poison take � damage or � turns, and immediately develops a monstrous trait. With suggestions rom the Game Master, the player chooses a trait suitable to his or her character. See the burden Bestial on page ��. Those who pass a [Strong←alchemist’s Cunning] test are not affected any urther; the bestia l trait ades within ��� days. I ailing the test, the �� will instead take � damage or � turns. Should the ��  be reduced to � Toughness, the player must decide whether to let the character die or accept “exaltation”. “exaltation ”. In the latter case, ca se, no Death test is made – with � Toughness, the ��  heals as usual, but with the boon Dark Blood and Blood and the burden Bestial Bestial,, both being permanent (see the boon Dark blood and the burden Bestial on page ��). Furthermore, the player character suffers one perma nent corruption rom the experience. ex perience.

The player may choose or the �� not to be marked by the elixir, and make its Death tests. I non-player non-player characters are afflicted by t he poison, the �� decides what the outcome will be; Terato’s Draught is not always stable or predictable. pred ictable.

I

Passive:  The monster’s Toughness is based on its

Strong x 1,5. II Passive: The monster’s Toughness is based on its Strong x 2. III Passive:  The monster’s Toughness is based on its Strong x 3.

���� �����, ���� Dark blood flows through the character’s vains, passed down rom an ancestor, or as a result o being cursed. Maybe the player character was simply born in the wrong part o Davokar at the wrong time. The dark blood a lways comes with some orm o physical stigma, represented by the burden Bestial Bestial.. The character may adopt the ollowing monstrous traits as though t hough they were ordinary abilities: abilities: Natural Weapon, Armored, Robust, Regeneration, Wings .

�������, ������ The player player character char acter has a bestial appearance, in the orm o one (or a ew) ew) conspicuous traits – jakaar eyes, aboar tusks, lindworm scales on arms and neck, or something else arousing ear and disgust. Concealing the traits requires the character char acter to pass a [Discreet←Vigilant]  test. I ailing the test, the character cha racter will have a second second chance at ailing all Persuasive  tests concerning help Persuasive tests or protection. However, the bestial exterior grants a second chance to pass all Persuasive tests meant to threaten or intimidate. As soon as they can, ca n, those subjected to the character’s intimidation – whether or not it is successul – will report him h im or her to the Town Watch (or similar authorities)) suspected o being an abomination. authorities

������, ��������� ����� The monster possesses a remarkable vitality, possibly born out o a strong link to the infinite power o nature, or maybe its power stems rom the bottomless source o corruption. The creature’s Toughness  is higher than its Toughness is Strong,, but its Pain Threshold is Strong Threshold is unaffected (based on Strong/�, as usual).

�������� ���������� Kagliostro’s ceremony – intended to ree and Kagliostro’s a nd possess the serpent Margumal – is a kind o magic called Ceremonies: powerul and collectively perormed rituals, able to permanently alter local geographic and the very course o history. Firestorms, earthqua kes, swarms o insect s, ravaging plagues – even volcanic volcanic eruptions and devastating tidal waves – have all been ascribed to brilliant brillia nt mystics and death-worshipping sorcerers. Even though many tales o ceremonial magic are ar rom true, tr ue, ceremonies are ound within all established mystical traditions. It is well-known among mystics that ceremonies were used by the Dark Lords in the Great War, and that perorming or even planning ceremonies long has been orbidden in both Alberetor and Ambria. Ceremonies are intended as a dramatic tool or the Game Master to use. While it is not primarily a player resource, it is theoretically possible or a group o player characters to perorm a ceremony, either by themselves or through an alliance with other actions. However, the mystical ceremony is mainly meant to be perormed by a hostile group or action, which the characters must try to stop.

������� �������, �������� The ceremony that Kagliostro attempts to perorm is described in the tome he carries. The  Mon  Monster ster Control ceremony allows the mystic to summon and possess a living creature, much like demonologists do with daemons, but without having to pass any tests in order to control the beast. The taint o this particular ceremon ceremonyy is moderate: ��� temporary corruption on everyone (and (and everything) everyth ing) within a hundred meters rom the caster.

 Artifa  Ar tifacts cts ��� ������� �������� �����, �������� This weapon is stuck into Gylta’s side. The shaf is broken about a meter rom the spearhead, spea rhead, depriving the spear o the quality qu ality Long, but it is still effective in combat. It will only come into the player characcha racters’ possession i Gylta is deeated in battle, or i an agreement is made with her where the player characters swear a blood oath to use it against t he Eternal Hunter – in combat or negotiations.

Replacing the shaf requires high-quality wood and crafsmanship. I neither o the characters can do it (which is likely), they can hire someone in the prospectors’ camp to do it or them. The job costs them a thaler and takes one day to complete. Finishing Blow When the prey is seriously wounded, the one who wields the spear may summon the powers o death

7 and finish the hunt with a mighty t hrust. The power may be used against an enemy who has lost hal or more o its Toughness Toughness.. Against such a oe the wielder may perorm an extra Combat Action. The power may only be used once per enemy and battle. Handling: Free Korruption: 1D4

��� ���� �� ������, �������� No one knows when the bell was wa s brought to Kastor, or by whom it was orged – only that it is mounted in a tower believed by scholars to be much younger than the bell itsel. In any case, to those bold and knowledgeable enough to use it, the bell is a powerul weapon o deense. One could argue, with good reason, that a sma ll and relatively undeended colonyy such as Kastor ha s the bell to thank colon tha nk or its very existence. The ringing o the bell is said to strengthen the deenders, weaken their enemies, and even dispel corruption. The ormer is true; the latter is a slight misunderstanding – the bell does not in act dispel corruption, but absorbs it. When it is completely compl etely filled with corruption, the next ti me it is rung, it wil l explode in a rain o darkness. The player characters’ battle against Margumal might be what ultimately breaks the bel l, showering the town with corruption. They must decide whether or not the lindworm poses a large enough threat thre at or such a catastrophe to be worth the risk. Today the bell holds such enormous amounts amou nts o corruption, should it absorb �� or more corruption during a single scene, it will break. Its amassed corruption corrupt ion is halved at the end o every scene, and over time, the bell will lose � corruption a week until its breaking limit is once again down to ��. It will never go any lower than that. The Bell o Kastor is extr emely rare, i not unique, in that one may use its powers without binding onesel to it. Anyone may ring the bell and gain its mighty protection. What powers it possesses is revealed to the person ringing it. Someone with the Loremaster  ability must pass a Loremaster ability  test in order to analyze and ully ul ly understand Cunning test Cunning the dangers o t he bell – that t hat it absorbs corruption and will eventually break, resulting in catastrophe. Chiming Courage: A person ringing the bell may invoke its powers in combat, allowing the person and all his/her h is/her allies to re-roll a test o their choosing – be it a success test or an effect test. Further use o Chiming Courage only grants additional re-rolls to those who have already used their previous ones. Action: Active Corruption: 1D6, amassed within the bell

Binding Clangor: A person ringing the bell may

ask its help in harming harm ing a nearby enemy. The player characterr must pass a Resolute test in order to block characte one o the enemy’s traits, abilities or powers or t he duration o the scene. In order orde r to bind it, the player character must know that the enemy possesses the trait or ability in question, and then state the enemy’s name. Passive traits and abilities cannot be bound. Action: Active Corruption: 1D6, amassed within the bell

Swallow Corruption: The bell may also swal-

low the temporary corruption o mystics in its immediate proximity, whom will t hen receive no temporary corruption whatsoever rom using powers, abilities or rituals. All mystics positioned in the Bell Be ll Tower (��s and ���s) may use this ability whenever they please.

Black rain:  When the corruption inside the bell reaches its breaking point, it will – the next time it is rung – explode in a cascade o darkness; pure corruption will wil l rain over Kastor, black and uming like hot oil. Kastor is then tainted to such a degree that one takes ��� temporar y corruption or every day o staying in the town. Each day counts as a new scene – i.e. one test is made per day, unmodified by the day beore. This mea ns that people living in the town always have ��� temporary corr uption, and that those weak in spirit (Resolute ( Resolute �  � or lower) sooner or later will be cor rupted, just rom being in Kastor. Kastor will never be the same, but known as The Town o the Eternal Night; a place where children are born stigmatized, where the dead rise rom their graves gr aves and ravenous beings prowl the streets street s in hunt o warm-blooded war m-blooded prey. Few – except witchhunters and ascinated mystics – will ever want to set oot in the town again. Action: Reactive Corruption: All individuals present inside the walls of Kastor suffer corruption relative to the extent of his/ her own corruption when the black rain begins to fall (see table 3).

Table 3: Corruption from the broken bell ��������� ����������

��������� ���������� ���� ��� ����� ����

0

1D4

1 −3

1D6

4−6

1D8

7+

1D12

7

7

��

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF