Professional Documents
Culture Documents
Advent
Adventure
ure Pack
Pack 2
TWO MYTHIC ADVENTU RES FOR SYMBAROUM
Adveenture Pa
Adv Pack 2
����������:
Martin Bergst röm, Mattias Johnsson,
Mattias Lilja
1 ������������ �
Player Characters ...................
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The Legend o the Wild Hunt ...................
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Treasure Hunting Player Characters ...................... ��
2 ��� ��������� ��
Salindra’s Hope ..................
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Non-player Characters ............................................ ��
3 ������ ��
Developments ....................
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Surrounding Factions.............................................
Factions ............................................. ��
Possible Endings .................
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4 ������������ �� 7 �������� ��
Player Characters ................................................... �� New Rules ............................................................... ��
Background............................................................. �� Artiacts .................................................................. ��
Scholarly Matters .................................................... �� Map: Salindra's Hope .............................................. ��
Map: Kastor.............................................................��
5 ��� ��������� ��
The Town o Kastor ..................................................��
Non-player characters............................................ ��
6 ������ ��
A State o Emergency .............................................. ��
Initial Investigations .............................................. ��
Developments ......................................................... ��
Complications ......................................................... ��
Climax: In the Serpent’s Lair ................................. ��
�
Legends
come alive…
… ���� ��� ��� ���������� eatured in this book. The world o Symbaroum
is built on layer upon layer o defining events. Some o these had an obvious and
immediate effect on whole continents or regions, like the death o Alberetor; others
were more limited but with a proound impact on the local area. However, there
is no clear distinction between these two: depending on the outcome, what first
appears as a local crisis can in the end lead to widespread death and destruction.
����� �� ��� ���� revolves around a conlict the most acute threat comes rom a cult o monster
between two powerul orces o nature: a predatory worshippers who recently managed to outsmart and
winter el, and an ancient orest spirit in the shape deeat a rival sorcerers’ cult. The cultists have taken
o a giant aboar. According to legend, the two orces control o Kastor and are now brutally searching
clashed about three centuries ago; both were injured or inormation that can help them return their
and the el ound shelter in an old Symbarian ser- monstrous dragon lord rom the world beyond.
pent temple. Since then the Elder Sow Gylta has been In both these adventures, the characters can
circling the site waiting or the battle to continue, have a number o reasons or getting involved. The
and now humans are digging their way into the suggestions offered should be regarded as a point o
temple, threatening to provoke the winter el into departure and inspiration, but in the end each ��
action. The final conrontation is drawing near... must adjust what is written to suit his or her gaming
The second adventure, The Bell Tolls or Kastor, group. As in most roleplaying games, the motivation
is set on the plains along Davokar’s southern edge. can always come rom finding treasure and bashing
Again, there is an old legend that to some extent monsters, but in the case o Symbaroum the charac-
can explain what is happening – the tale o a greedy ters’ incentives can also be rooted in belies, morals
dragon and the artiact that made it possible or a and relations to powerul actions. How to handle
witch, a chiefain and a sorcerer to deeat the beast this is not or us to say; in the end Symbaroum is
and banish it to the Yonderworld. But in this case, what you and your riends want it to be.
�
�
Fever of
th Hunt
he muddy hill stands in desolate majesty
T
amidst the woodlands o Davokar. At its oot
some hundred treasure hunters are crammed
behind a simple palisade, seeking shelter
rom the dangers o the orest; wild animals,
elves, and worse. You are met by muddy
daythalers staggering towards their shacks or some sleep,
while a ew prospectors celebrate their findings on “the Main
Street” – a couple o jerry-built houses with ostentatious
exteriors in the middle 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. Hal her ace is covered by a mask o blackened
silver. “You better get used to it; the old lady reuses 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 below is strewn
with copper coins; meager offerings to appease the ancient
orces o the orest, untamed and hungry ...
Introducion
���� ������ �������, 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 the place is taboo. The player characters arrive as treasure
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 their own ambitions (a ew driven people in the
o their lives comes rom two directions. In the treasure hunter’s camp and, in the background,
deep o the hill hides an ancient and bloodthir- the two ancient orest gods), and a dramatic event
sty hunter, on the run rom a past prey, an Elder (Handelo’s murder) that sets the ball rolling. From
Sow circling the hill, waiting to finish what she there on, the players may do as they please.
started. To both o them, the prospectors are mere There is also an a spect o classic adventure
tools in their age-long fight or supremacy in the to Fever o the Hunt, as it ollows a set chain o
region; a fight which afer centuries o attacking events comprised o �� scenes. This event chain
and retreating now approaches its climax. The describes what happens i the player characters
prelude to the final battle begins, as it ofen does, do NOT act to change its course. Sure, even with
with a murder. the players’ involvement some outcomes are more
Fever o the Hunt is designed as a combination o likely than others (see Possible Endings, page
an adventure landscapes and a cla ssic adventure. ��), but it is important that the players eel that
In the spirit o the landscape, we present a setting their actions have consequences, making their
(Salindra’s Hope), some non-player characters with adventure unique.
Player Characters
��� ��������� ��� be played using any charac- ������ �� ��� ���� ����
ters with reason to travel to a peri lous and remote The Iron Pact has placed an infiltrator in Salindra’s
place like Salindra’s Hope, together as a group or Hope, to keep a watchul eye on the place and prom-
on their own. ptly learn i the situation grows into a threat against
There can be several reasons or the characters the surrounding area. The player characters can be
to head or the digging site; and when they have sent as backup, since the infiltrator Semel ha rdly
arrived there are many ways to start the adven- is a man o action.
ture (or suggestions, see Other reasons to visit I so, their mission is to make sure that the situ-
Salindra’s hope below). ation is not aggravated, that is, to maintain status
�
quo. The mission is worth ��� thaler; ��� with a the next stop on his journey. Felega has offered a
passed Persuasive test. Hal o the money is paid up reward o ��� thaler, and another ��� i the player
ront, the rest upon the player characters’ return. character succeeds with a Persuasive test during the Let the
The leader o the group gains an additional �� negotiation. Haggling aside, the travel unds will be players decide
thaler or the road by the secretive employer in �� thaler, or bribes and other expenses.
Thistle Hold; the veiled woman does not hide the The player group should
act that she is Ironsworn and that the player charac- Sorcerer wanted agree on what reason
ters are acting on the Pact’s behal. She is, however, Player characters who are Black Cloaks, witch (or reasons) their cha-
unwilling to reveal her identity. hunters or Templars have, while interrogating racters have for visiting
To make sure that the player characters receive cultists, heard o a ski lled sorcerer residing in the the site. Certain player
the rest o the payment, the employer allows them to prospectors’ camp. Or maybe one o the player characters may of cour-
choose one person in Thistle Hold to keep the money characters is a sorcerer himsel, a nd has heard se have their own highly
or them until the mission is completed. The leader the same rumors rom his or her own network. personal incentives,
also receives an iron ring, beautiully engraved, but it is often helpful if
to show Semel in Salindra’s Hope. The woman is ◆ I the player characters are witch hunters, the group settles on a
Lysindra Goldengrasp, a ormer treasure hunter they have heard about a Black Cloak named common goal. The game
who has had a change o heart and rea lized what Neerena who went to Salindra’s Hope and master should present
man’s ventures into Davokar will cost them, and then vanished. Caution is advised! the possible reasons for
what it has cost already. ◆ In the latter case, the characters either have a the group’s presence in
problem that, supposedly, only a sorcerer can Salindra’s Hope, and let
����� ������� ��� �������� solve, or one o them is in need o a dark the players discuss what
���������� ���� master and rumors suggest that the sorcerer option suits them best.
Here are a ew alternative reasons or the player in the camp could prove to be just that.
characters’ presence. They might suit the players
better than working or the Iron Pact. I t he group Whatever their reason or seeking the sorcerer, the
is indeed hired by the Iron Pact, one or a ew player player characters know nothing about him, other
characters could have additional motives or going than his supposed whereabouts and that the ma n
to Salindra’s Hope. Should that be the case this may called himsel Vendal while in Thistle Hold (he no
complicate the main mission in interesting ways, longer does, see Khenad/Handelo/Vendal among
without compromising the quest as a whole. the Non-player Characters).
�
The Legend of the Wild Hunt
The legend o the Wild Hunt is significant or the to define the nameless horrors that run ra mpant
adventure’s backstory. The legend is widely known through the nights? There is also a moral version
in Davokar, in broad strokes, but also has a very o the story, where people are hunted or having
specific meaning to the area surrounding Salindra’s broken the witches’ taboo.
Hope. The two levels o the legend, general and
specific, are briefly presented below, along with ��� ������ �� ��� ���� ����
Where is what it takes or the player characters to know ��������� �� ��� ����������:
Salindra’s Hope? o them. Who: The witch Girind, and player characters with
the ability Loremaster who successully passes a
In this scenario, the ������ �� ��� ���� ���� ���������: Cunning test.
treasure hunter’s out- Who: Player characters with the ability Loremaster.
post Salindra’s Hope is In the region where the adventure takes place the
located along the river The barbarians o Davokar tell different versions myth actually has a historical basis. The witches
Eanor, in the territory o the legend. It all centers on a hunter and his o clan Karohar tell it as ollows: the hunter is one
of clan Karohar. But the savage band o ollowers – sometimes a hunting o the ancient gods o Davokar, who has orsaken
camp could be placed god, other times a bloodthirsty winter el or an his duties as a shepherd or the more pleasurable
anywhere in Davokar, as undead Symbarian lord who even in death indulges activity o hunting. The local witches know him
long as it is reachable in his avorite avocation: hunting. The hunter’s as the Eternal Hunter. His prey is the Elder Sow
by water and surroun- prey is usually some other mythological creature, known as Gylta, the mighty protector o the region’s
ded by barbarians such as a lindworm, an aboar or another winter el. aboars. Having tired o pursuing easy game, the
isolating the place with Perhaps the tale is but a thrilling way to explain Eternal Hunter decided to go afer the Elder Sow.
strict taboos. the storms t hat sometimes shake Davokar, orcing About three centuries ago they ought in this very
barbarians to cower in their huts or seek reuge in place. The Eternal Hunter slaughtered the aboars
the halls o their chiefains; perhaps it is an attempt 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. The Fever of the Hunt
Eventually, the hunting god and the sow aced each
other upon a muddy hill among the r uins o an old The title of the adventure refers to the particular obsession linked to the
temple. The hunter was all but killed by the sow’s clay hill and to the fierce battle between the two forest gods, the Elder Sow
terrible tusks and fled deep into the hill. Mad w ith Gylta and the winter elf known as the Eternal Hunter.
lingering rage, the Elder Sow has circled the hill The Fever of the Hunt is not a direct consequence of any ritual or
ever since, grunting and snorting, killing indiscri- power that these gods use. The obsession arose in the meeting between
minately. And within the hill the wounded hunter the powers and the limitless passion of the seekers, which on the slopes
still licks his wounds. Both await an opportunity of the hill form a certain kind of alchemy. This is Davokar, and here one
to finish the battle. can experience curious, dreadful and wondrous things that seldom occur
The witches declared the hill and its surroun- anywhere else. It is entirely up to the game master to make use of, or
dings taboo, hoping that the two gods would keep discard, this sort of effect in other places of the forests. In any case, upon
each other at bay and that none o them would gain the hill, under the special circumstances of the scenario, the Fever of the
the upper hand. Should that day come, it would be a Hunt is very much a reality.
bloody one or all living in the area – according to the
prophecies spoken by the witches o Clan Karohar.
��
Te Ldscape
��� ����� �� the adventure is a muddy, treeless hill in the middle o
Davokar. Not ar rom there flows a river, giving 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’s Hope
�. Palisade and gate �. The cluster of daythaler shacks
The palisade is little more than three meters high A crude array o shacks giving shelter to the many
and sturdy enough to withstand even a raging daythalers. When they are not resting here or toil-
aboar. The gate, roughly five meters wide, is the ing on the hill, t hey dawdle around the Great Fire.
weakest point o the palisade.
�. The hill and its claims
�. Salindra’s tomb �.�. Sikander’s excavation
A simple wooden pole in the mud, surrounded by �.�. Gidjabolgo’s cla im
modest offerings such as dried flowers, a wooden �.�. Ha ndelo’s excavation
cup o ale, and a dozen patinated ortegs. �.�. Arkali’s grave digging
�.�. Neferena’s search for saints
�. The gambling den �:� (the sign depicts a pair o
dice, a five and a two) �. The Elder Sow’s tracks around the hill
People: Silvercheek The wide tracks o a great beast having paced the
Price for a claim: �� thaler (� i [Persuasive –�]) orest in circles, round and round, or ages.
Vigilant and the ability Beast lore: the tracks
�. The Prospector’s Friend were made by an exceptionally huge aboar.
Here Semel sells equipment or twice the price
listed in the Core Rulebook (×�,� i [Persuasive +�]). �. The witch Girind’s lookout
A wooden platorm up a tree on the hill, with a small
�. The Great Fire camp o tents where Girind and her bodyguards
The Great Fire burns every night, and continues reside.
to glow until the next one. Its embers constitute
a meeting place or unemployed daythalers, who The Serpent Temple
ofen roast river rats and other rodents while sin- Made o adobe bricks, the temple is sunken into the
ging melancholy songs about their araway homes. hill. The crawlway walls are ull o holes, where
Now a massive aboar piglet rotates over the fire, serpents once slithered across devotees crawling
eeding many; a gif rom Silvercheek to bolster towards the center o the shrine. Most o them are
morale in the camp. long gone, as is their guardian, a sacred lindworm to
The treasure hunter Handelo made himsel whom disobedient believers were ed by the priests.
known to the camp’s prospectors as he sea rched Its withered carcass can still be ound at the heart
the piglet’s entrails or “alchemical substances”, o the temple.
which the daythalers love talking about as the
news o Handelo’s death arrive. (see The Murder A. Crawlways: The Serpent Priests built their temp-
o Handelo, page ��). les so that worshippers would have to crawl their
��
� �� �
7.2 7.1
7
7.5
7.3
7.4
1
3 5 8
2 6
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���������� not yet attacked the camp itsel. But those heading
What is today a muddy hill divided into claims out to collect firewood and hunt smal l game ofen
was once a Symbarian serpent temple, now buried end up disappearing; i t hey are ever ound, it is
deep in the mud. Throughout Symbaroum the Cult a gruesome sight: the remains o dismembered
o the Serpent wa s held in high esteem beore bodies and gear stomped into a shallow pit, rum-
losing ollowers as the Symbarians went on to maged through the ground by raging tusks and
worship other, darker powers. The temple was mighty hooves.
abandoned and slowly began to sink into the The barbarians o the region, the Karits o Clan
muddy grounds. Afer the all o Symbaroum, the Karohar, will never enter the area because o anci-
elves planted the orest o Davokar over the land, ent taboos, but they observe the camp rom among
but nothing would grow on the hill; it remained the trees o a distant hi ll. For all who have broken
a pile o clay. the taboo, leaving the area by land is punishable
Much later, the desolate hill became the scene by death – at least according to what is said among
o a duel between two gods o the orest: the Elder the inhabitants o the ca mp.
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 There are many anciul and contradictory
o the serpent temple. These were too narrow or rumors floating around the camp regarding what
the sow’s tusks to reach very ar, so the morta lly lurks in the orest and what is really hiding inside
wounded winter el could slumber at a sae distance the hill. Here are some samples or the Game
rom his enemy. With the passing centuries, the Master to use as he or she sees fit, either when
temple slowly sank deeper into t he clay, and was in the player characters ask around the camp or pass
time completely hidden rom the world. But Gylta small gr oups o prospectors loudly discussing
did not orget the matter.
The Elder Sow, grunting and rummaging as
she circled the hil l, obsessed with the t hought o Rumors regarding the hill:
finishing what she started, posed a great th reat to ◆ ”The hill is a giant maze o narrow crawlways, I
the region’s barbarian clan, Karohar. This caused have seen them!”
the witches to declare the hill taboo, along with its ◆ ”Several diggers have suffered nasty snake bites,
immediate surroundings. many of them lethal.”
◆ ”Several diggers, at least a dozen, have disap-
������� ��� peared inside the hill, not just in a collapse, but
The clay hill has rapidly grown into a prospecting without a trace.”
camp with simple entertainment establishments ◆ ”I heard the cr y of children from within the hill,
and a tired bailiff who, on orders o local mer- both of infants and older kids.”
chants, attempts to keep some degree o order ◆ ”I saw an alluring light down there. It was green.
among the many dreamers and ortune seekers Or blue-green. Spooky ...”
attracted to the place. O the almost two hundred ◆ ”I could feel the clay pulsing, as if a heart was
people present, about twenty are qualified drea- beating in the dirt.”
mers, smitten by the Fever o the Hunt. The rest ◆ “I got clay in my mouth yesterday, and I swear, it
are daythalers, toiling or those with the means tasted like blood.”
to pay or their services. ◆ “I tell you, I could hear someone humming from
Most o these daythalers are destitute barba- inside the hill!”
rians who, desperate with hunger and against
their better judgement, dey the taboos. It is hard Rumors regarding the creatures of the forest:
work, but so is the work available in the south. ◆ ”An enormous abomination wanders the forest.”
Furthermore, tasks t hat would be worth an orteg ◆ ”The elves butcher those venturing too far into the
on the plains can here earn you a shilling. forest, leaving only shreds of flesh.”
The river and the monthly stops made by a ◆ ”Someone downed a piglet earlier, and the sow
ew river merchants are the l ieline o the camp. was injured – she is still out there, wounded and
Travelling by land is d angerous, bordering on vengeful.”
suicidal. In the orest surrounding the hill roams ◆ ”The barbarians are watching us rom the woods.”
a grunting and bellowing she-beast, wounded by ◆ ”This place is taboo for the barbarians, but that
a hunter’s spear and filled w ith hate or all things does not stop the witches from sending their
living. The sow leads a herd o aboars, who has tamed aboars to kill us!”
��
Non-player Characters
���� ������� ������������ o the non-player Sikander, former
characters relevant to the setting and the adventure. Master of Ordo Magica
Sikander was once a Master o Ordo Magica in
Khenad/Handelo/Vendal, Agrella, one o t he Order’s brightest stars a nd,
the sorcerer according to some, a possible successor to Grand
Khenad, or Handelo as he called himsel in the Master Seldonio. This view was shared by Sikander
prospectors’ camp, is not jus t any sorcerer. He himsel, as he happily tells people afer a ew glas-
was once a disciple o the Dark Lords in the ar ses Urtal. But that was beore he began studyi ng
south, and just barely escaped alive as t hey were the orgotten arts o artiact-crafing, and came
deeated in the Great War. Since then he has lived across the legend o Oromal the Suppressor – and
in the shadows, cultivating the da rk wisdoms he the lindworm skin he created; a skin that is said
acquired rom his masters: that the end o the world to provide hypnotic powers.
is imminent, that the corruption cannot be stopped, Having searched or a long time, Sikander
but may well be utilized – and that only the bravest ound proo that Oromal had been laid to rest in
o seekers will manage to escape this world beore what is today known as Salindra’s Hope and that,
it is too late. Paradise was (as ar as Khenad was i Sikander was correct, the mighty skin would
concerned) a new world, innocent and ree rom still be buried with its maker. With the artiact
corruption, to be exploited and depleted – and then in his possession, Sikander hopes to contribute to
abandoned, when it too had been consumed by the reestablishing the art o artiact-crafing within
spreading darkness. Ordo Magica. He has now lost himsel completely
At the end o his lie, ”Handelo” was sure t hat a to the Fever o the Hunt and will, in his obsession,
vital clue on how to escape t he Eternal Night could mistake anything or hostility.
be ound within the hi ll. Handelo is murdered by At the start o the adventure, Sikander murders
another treasure hunter, the demented ormer Handelo, as the paranoid ormer Master o the
Master o Ordo Magica, Sikander. He is killed, Order considers him to be his number one rival.
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.
��
When Sikander inally reaches a brick wall Abilities Bodyguard (master), Iron Fist
inside the hill, he spends his last bit o money on (master), Two-handed Force
hiring all available workers (see scene �, page ��). (adept)
Then he stands by the entry to his claim, g uarding Weapons Burning heavy sword 10, if the
it rom those trying to prevent him rom finding first attack misses he gets
his coveted artiact. Should he succeed, the daytha- another try, damage 6
lers will extingu ish the Eternal Hunter’s thirst, in Armor Glowing, oozing full plate 4
which case the da nce o death will surely ollow (see (flexible)
Scene ��: The Eternal Hunter Initiates... on page ��). Defense +1
��
Roughneck, bailiff, ogre, and the
witch Girind’s ears in the area
As the camp’s bailiff, the ogre Roughneck is paid by Acquiring Girind’s help
Silvercheek and Semel to keep some degree o order
in Salindra’s Hope, a job she is well suited or, with her It is entirely possible to persuade Girind that either the Eternal Hunter or the
calm, her imposing presence, and firm hand when Elder Sow Gylta, or even both, must be stopped. With a passed Persuasive
the situation demands it. Roughneck is also a double test, Girind will hand her el ixirs over to the player characters to help them on
agent working or the witch Girind. The witch and their way. The witch strongly advises that the player characters settle the si-
the ogre go back a long time, since the ogre was ound tuation through negotiation or by outsmarting the enemy; not because she
by Girind’s teacher, who lef it to Girind to raise the necessarily wants to keep the forest gods alive, but because she has had
ogre and teach it the language and customs o the their power described to her by older witches, making her less comfortable
barbarians. Since then, Roughneck and Girind have with the player characters facing them in battle, in what she would regard as
shared a series o adventures, both in Davokar and a suicide mission.
northern Ambria. The witch sent Roughneck down If the player characters have not already tried to contact Gylta, Girind
river to Salindra’s Hope to report on serious events. will encourage them to do so. Gylta was wounded by the Eternal Hunter and
She has given the ogre a collection o fire dyes as a Girind has seen the Elder Sow’s hatred ravage the herd of aboars. Maybe
means o communication; when thrown into the there is something to be gained from speaking to the forest goddess?
Great Fire, the flames shif color and Girind receives
simple messages regarding what happens on the hill.
As the situation deteriorates around the camp,
Roughneck will pass the details on to Girind. Since
the ogre cannot leave the camp without abandoning The Legbreakers
her post and raising suspicions, she will ask the The Legbreakers is the small gang o barbarian
player characters or help – i they have given thugs led by the boisterous Dvarak. They do
impression o being o the conscientious persuasion. Silvercheek’s dirty work, and the gang’s loyalty
When not on patrol, she sits in her little shack, to her is such that most people regard them as
spelling her way through a volume o Ambrian love her goons. However, it happens that they act on
poems written by Taubio, as a lesson rom Girind their own accord and get into trouble with Bailiff
in the ongoing effort o educating the ogre. Roughneck; something that bothers Silvercheek,
Roughneck’s stats are the same as t hose o a as she is also paying the bailiff to m aintain order.
Plunderer (page ��� in the Core Rulebook). The number o Legbreakers is ��+�, and they
have the stats o a Robber; their leader Dvara k has
Silvercheek, tavern owner the stats o a Robber Chie (both on page ��� in the
Silvercheek is the closest thing there is to a central Core Rulebook).
authority in Salindra’s Hope. It is she alone who
sells the prospecting claims (unofficially – or there Girind, the region’s witch
will be accidents; see the gang o non-player cha- Girind is a young witch, but as a close riend to the
racters called The Legbreakers below) and she also local chiefain Basuma she was asked to oversee the
manages the gambling den �:�, where most people guarding o the hill and the taboo area. Girind is deeply
spend their hard-earned ortegs and shillings. worried by what is happening in the camp, knowing
Silvercheek is a middle-aged woman who that there is truth behind the myth o the Wild Hunt.
ofen polishes the silver mask covering hal her Since the witch hersel cannot enter taboo grounds,
ace, while holding her repeating crossbow in the she has – with some slight bending o the rules – sent
other hand. She never shows her disfigured ace to “her” ogre Roughneck to the camp. This proved to be a
anyone, and i someone asks about what happened, smart move, as the spy also came to shoulder the role o
she speaks evasively about a ailed attempt to enter bailiff, enabling her to meddle in most matters without
a tomb in Davokar, where the acid o booby-traps raising suspicion. On the contrary, it is expected o
put an end to the expedition. The tone o her voice Roughneck to investigate things.
suggests that Silvercheek got off lightly, compared Girind keeps watch rom her treehouse on a hill
to the treasure hunters accompanying her. in the outskirts o the a rea. She has a good view o
Silvercheek has the stats o a Sel-Taught the clay hill, but aside rom a ew roofops over the
Witchhunter (page ��� in the Core Rulebook ), but edge o the palisade she does not see much o the
with the abilities Marksman (novice) and Sixth sense camp below. She has provided her spy with fire dye,
(novice). She is armed with a repeating crossbow that an alchemical salt that makes fire shif colors. Using
is reloaded like a bow (see the Appendix, page ��). it, Roughneck may send simple messages to Girind.
��
Manner Listening, speaks slowly Karitian warriors
I the player characters decide to escape the taboo
What Semel knows Race Human (barbarian)
area by land, they will be pursued by the clan war-
Semel suspects more Resistance Ordinary riors o Karohar.
than he actually knows, Traits Bushcraft They hunt and fight in groups made up o Village
but believes that what Accurate 9 (+1), Cunning 10 (0), Discreet 11 (−1),
Warriors [as many as the ���], led by a Guard
is happening in the Persuasive 13 (−3), Quick 5 (+5), Resolute 15 (−5), Warrior (same stats as Girind’s bodyguard).
area (the dreamers and Strong 7 (+3), Vigilant 10 (0)
the Fever of the Hunt)
Abilities Curse (adept), Leader (novice),
Semel, vendor and agent
is connected to the Ritualist (novice: Borrow Beast), of the Iron Pact
myth of the Wild Hunt Witchcraft (adept) Semel is a low-ranking ally o the I ron Pact, and
(see Legend of the
Weapons Spear 4 (long)
has yet to become a real agent; this is part o
Wild Hunt (general)). his final test. Semel is painully aware that his
Armor Witch Gown 2 (flexible)
He knows that a witch uture depends on what he demonstrates in the
oversees the area from Defense +5 camp, in terms o wisdom and loyalty. One thing
a hill, and that a wild Toughness 10 Pain Threshold 4 is certain: there is nothing wrong with Semel’s
beast circles the place, Equipment 3 doses Elemental Essence convictions, as he is convinced that the treasu re
waiting for something. (acid), 1 dose Elixir of Li fe, 1 hunters sooner or later will awake the evil lurking
Something terrible. dose Concentrated Magic, Field within the hill.
Equipment, 1D10 shillings He has sent a message to his employer in Thistle
Shadow Green like baby leafs with single Hold, stating those exact words, and is deeply troub-
black spots from parasitic in- led by the act that the Pact has not yet taken action.
festation (corruption: 1) I the player characters arrive at Salindra’s Hope
Tactics: The witch stays behind h er guard warriors on orders rom the Iron Pact (they must show their
and leads them to victory. If the battle takes a turn engraved iron ring in order to convince him), he
for the worse she will order retreat and assemble a thanks t hem with a sigh o relie.
larger group of warriors before returning.
I Semel’s stats are needed, use that o a Village
Warrior (page ��� in the Core Rulebook), but with
Girind’s bodyguards Persuasive �� (–�) and Quick � (+�), giving him Deense
Girind is accompanied by ive Karitian guard +� instead.
warriors, see page ��� in the Core Rulebook. They
do however fight with Karitian battle claws instead The Eternal Hunter, bloodthirsty
o a double-axe, and has the ability Natural war rior Winter Elf
(master), giving them the ollowing stats: The Eternal Hunter was once a mas ter huntsman
who ought or the Iron Pact against t he growing
Weapons Two Battle Cl aws 7
darkness o Symbaroum. He watched Symbaroum
(deep impact).
all, and saw the elves plant the irst seeds o
Davokar. When the trees were still young he
entered the winter o his lie, and emerged rom
Negotiation with the Eternal Hunter it as the Eternal Hunter. But something went
horribly wrong.
There is a chance of negotiating with the Eternal Hunter (social chal lenge, Maybe there was once a higher pur pose to the
see page 172 in the Core Rulebook) by slaying Gylta and returning the spear hunt, to clear the way or new lie to rise. Or perhaps
that is stuck in her side. Player characters who manage to acquire the spear the lingering darkness was already taking root at
during negotiations may try to bluff, claiming that Gylta is dead, just as the start o his wi nter, and the hunt had a purpose
player characters possessing the ability Witchsight may try to convince the in itsel: killing or sport and pleasure. His stay in
Eternal Hunter that fighting Gylta would not be worth it – corruption awaits the Serpent Temple has not alleviated matters, and
the hunter should he go through with his plan. what hope there once was or the hunter to find
It is recommended that the Game Master lets the characters speak to harmony is now gone.
the Eternal Hunter (telepathically) and – whatever the outcome of the chal- The hunt is all that remains. The first step is to
lenge – leave the hunter as the Dance of Death is about to begin. Engaging heal his wounds. Step two is to arrange a new Wild
the Eternal Hunter in combat is close to suicidal, and it must be left to the Hunt using any creature he can ensnare w ith the
players to (slightly desperately) decide whether or not to do so. entrancing Dance o Death. With the Elder Sow Gylta
put down, Davokar will experience a new hunt,
wilder and darker t han ever beore.
��
Manner Careless and playful even in the Weapons Single-handed weapon 4
midst of carnage
Armor Leather 2
Race Elf (winter elf)
Defense +1
Resistance Mighty
Toughness 15 Pain Threshold 8
Traits Bloodlust (III, see p. xx), Long-lived,
Manifestation (III), Spirit Form (III) Equipment “Protective amulette”, “Lucky
dice”, 1D10 ortegs
Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0),
Shadow Green intertwined with black
Persuasive 7 (+3), Quick 11 (−1), Resolute 16 (−6),
cords (corruption: 2)
Strong 9 (+1), Vigilant 18 (−8)
Tactics: The average daythaler would normally
Abilities Acrobatics (master), Beast Lore
flee from anything but a proper brawl with nothing
(master; specialized on Beasts),
but fists and boots as weapons. However, when
Exceptionally Resolute (master),
caught up in the Dance of Death they will fight to
Exceptionally Vigilant (master),
thedeath, alternately weeping and laughing.
Marksman (master), Ritualist
(master: only relevant is Dance
of Death, new ritual), Sixth Sense Gylta, the Elder Sow
(master), Steadfast (master) Gylta is the holy protector o her people, an ancie nt
Weapons Longbow 5 (precise), +3 on orce that has willingly relinquished the circle o
Beasts lie o being born, giving li e, and dying. She will
Armor None never bear piglets, but compensates that grie with
the pride o leading and protecting her kind rom
Defense –8
danger. Her greatest challenge yet was acing the
Toughness 10 Pain Threshold 5 Wild Hunt and its leader, the Eternal Hunter. She
Equipment None still keeps the hunter’s broken spear (artiact, see
Shadow Greyish yellow like winter leaves, page ��) stuck in her side as a painul reminder o
with broad streaks of black th- the battle, and now spends her time brooding on
reatening to become dominant vengeance; in her eyes, the Eternal Hunter is a grave
(corruption: 15) threat to her people and, in her obsession, she has
Tactics: The Eternal Hunter moves among orsaken them to such a degree that all that rema ins
the death dancers, shooting single ar rows for o the once proud tribe is a weak and dwindling
encouragement. When a worthy opponent herd, gathered around Gylta hersel. The Eternal
emerges, the hunter begins his own, personal
Hunter is a potential threat, but right now Gylta
hunt. He alternates between firing deadly arrows
and trying to charm and drink warm, delightful is a greater one. The one who makes her see thi s
blood from the victim, saturated with the sublime will receive her help – assuming that he or she also
taste of desperation and fear. As soon as Gylta’s agrees to wipe the Eternal Hunter rom existence.
herd becomes occupied with fighting the death I someone promises Gylta to put an end to t he
dancers he takes the opportunity to commence Eternal Hunter, she will turn her wounded side to
his fight against the forest goddess.
the person and ask or the spear to be ext racted.
Abilities None
��
Manner Sad, full of suppressed anger
Race Beast
Resistance Strong
Traits Armored (III), Natural Weapon
(III), Robust (III)
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), where to the power of the hill and could be an Gylta communicates telepathically
few or no rolls are recommended; dice essential weapon in the fight. with the player characters, which she
rolls may be needed to recognize the In other words, the GM is advised to is able to do as long as she maintains
deterioration of the herd and conclude turn the negotiations with Gylta into a eye contact.
��
Events
�� ��� ������ characters do not change its course through their actions, the adventure ollows
a series o predetermined events. It begins with the murder o Handelo on the day o the player
characters’ arrival, and concludes a ew days later with the 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 cha- test, he or she realizes th at another mystic is using
racters’ arrival to Sa lindra’s Hope. They are all the ritual Clairvoyance on their location.
connected to the backstory o the two orest gods, Silvercheek believes there may be three Mystics
though it may very well take the players a while to in Salindra’s Hope: the Black Cloak Neerena
figure that out. (Silvercheek calls her “the anatic”), the ormer
The initial, and most obvious, incident is a Master o Ordo Magica Sikander (whom Silvercheek,
murder (scene �). Less obvious, but o even greater with ill-concea led ear in her voice, reers to as “the
importance, is a disappearance (scene �). Both o fire worshipper”), and Handelo (whom Silvercheek
these take place on the hill. calls “the alchemist”, because o his search or salt
inside the aboar piglet above the Great Fire). She Tale of Ashes
����� �: ������� ������������ also speaks o “the witch spying rom the hill” Player characters
���������� � ����� (Silvercheek does not know her name). possessing the proper
The player characters are greeted by Silvercheek, Silvercheek can point out the hill where the rituals may quickly
who is always on the look-out or new customers; witch has her camp. gain clues as to who
the claims are her main source o income. She acti- committed the mur-
vely seeks out the player characters, and a litt le later ����� �: ������������ ���� ����� der, or solve it at the
on she sends the Legbreakers on some reelance While in t he characters’ presence, Gidjabolgo pays scene of the crime. The
treasure hunters who “orgot” to pay her or the Silvercheek a gold coin. He buys ood, a jar o fine black- cooled-down knife and
right to dig into the hill – just to demonstrate what brew, and uses the rest as credit or uture purchases. the scorched parts of
happens i the characters decide to do the same. A successful Vigilant with Loremaster: the Handelo’s clothes and
Claim: Claims are purchased rom Silvercheek coin is a Symbarian gold coin. body are enough to
who keeps a ledger with the names o all treasur e A successful Vigilant with Witchsight: the cast the ritual Tale of
hunters in the camp. The price is �� thaler, which coin is a piece o metal (a rusty hinge) surrounded Ashes and have a vision
with a [Persuasive –�] may be reduced to � thaler. by the illusion o a gold coin. of Sikander and his
Clairvoyance: During the conversation with flaming servant killing
Silvercheek, the wizard Sikander will be spying on ����� ��: ��� ������ �� ������� Handelo. Sikander is
�:�, paranoid as he is when it comes to newcomers. There is an ongoing conlict between two pro- heard screaming: “it
The ability Witchsight and a successul [Resolute spectors who believe each other to be rivals in the is mine, mine, mine!”
+�] gives the player character a eeling o being search or the hill’s treasures. On the day o the in rhythm with his
watched. I the character – or a ny other player player characters’ arrival at t he camp, Handelo is stabbing.
character made aware o t he situation – has either murdered, which can be used as a trigger to start
Wizardry or Ritualist, and succeeds with a Cunning off the adventure.
��
Handelo is ound inside his claim by a dayt ha- bedside table, on which stands a kerosene lamp and
ler supposed to deliver ood to the alchemist. He a tome, “So Sayeth Almegaster”, an apocryphal text
Confronting screams about what has happened while running rom beore the recognition o Prios as “the One
the ogre aimlessly through the camp. and Most Exalted”. The tome claims that Prios was
The voice of the fire: Roughneck casts red fire actually a knight and theurg named Priosander
If the player charac- dye into the Great Fire when she thinks no one who, having ound his light, expelled a plague rom
ters confront Rough- notices, and its flames rise in blazing crimson – the long since allen empire beyond the Ravens
neck about the fire signaling that a murder has t aken place. in the east. Priosander preached mercy, love and
dye, two things can The player character with the highest Vigilant orgiveness. The author, Almegaster, was burned
happen: may roll to detect the signal. He or she then gets in Alberetor or his heretical belies, and t hose
If they are another roll [Vigilant +�] to notice that Roughneck seen carrying the tome in Ambria risk suffering
being inquisitive is leaving the place alone. the same ate. To a collec tor o orbidden tomes,
but diplomatic, the however, it is worth ���+����� thaler.
one with the highest ����� ��: ��� ����� �� ��� ������ A successul roll against Vigilant reveals what
Persuasive may roll Handelo’s shack contains a bunk bed, an alchemy might be more interesting: a wrinkled letter
a [Persuasive –1] to table, and a gaping pit in the clay leading down into chipped into the laths o t he bed, addressed to
make the ogre admit the hill, all hidden behind a leaky wooden door. an “Agathara” and signed “Khenad”. The envelope
that she is communi- The body: The body has a warm (once glowing is not sealed, and aside rom the letter there is a
cating with someone hot) knie between its shoulder blades. single smooth, grey rock inside.
outside the camp. The ability Alchemy: The knie is hot rom
She confesses that being smeared with a burn ing elemental essence. The letter reads:
it is the witch on the The ability Medicus: He was stabbed a dozen ”Agathara, sister o the night, hearing that you are
hill, Girind, and has a times in neck and chest, and there are no signs alive brings me hope, here in the shadows o the new
suggestion. Rough- o deensive wounds on his arms. The wounds world. It pains me that you must struggle to get by; you
neck can only pass are scorched around the edges, barely bleeding who possessed such insight into the twilight. Oh, what
on simple messages, at all. There are bruises on the upper arms, as i did we all not leave behind in the ashes of our beloved
as more complex someone was holding the man as he was being stab- Lyastra; what did we not sacrifice for our dreams of a
ones demand direct bed. (Sikander did the stabbing while his flaming better world?
contact. Perhaps the servant, Brand, held Handelo). Earlier, Demereka crossed my path, inorming me
characters could go to The shaf: The shaf o Handelo’s claim is about that Kheltran hides in Thistle Hold among the wizards
the witch and give her seven meters deep; its bottom can be reached by a o Ordo Magica. And I know that Flavus was slain by
the details regarding rickety wooden ladder. There are spades in various the dwarves o Yndaros over a gambling debt. I think
the camp? sizes lying around, as well as hal a dozen buckets. no one ever realized what dark wisdom was lost with
If they behave A single bucket dangles rom a hoist above the pit. him. There are ew o us lef, and i the enemy finds out
threateningly, Rough- The bottom is covered by a meter o dirty water. that we are alive, we shall be fewer still.
neck acts the same: The alchemy equipment: A number o alche- I you still dare to dream, as I do, hold the rock in
the roll against Per- mical tools and ingredients are ound on the table. your hand and think of me.
suasive has a second The ability Alchemy: it is a portable laboratory,
chance of failing. If the a set o alchemical tools giving +� on rolls against Disciple Khenad”
ogre realizes that the Alchemy (value: �� thaler).
characters mean well, On the table is a crumbly rock that any alchemist Conclusions drawn from the letter:
for example by how would recognize as a bezoar, an extremely potent The ability Loremaster: The rank ”Disciple”
they handle Handelo’s ingredient o antidotes. The bezoar rock comes was the lowest among the now extinct – or at least
murder, she will tell rom the belly o the Elder Sow’s piglet now roasting vanished – Dark Lord s o the south. It is equivalent
them about Girind and over the Great Fire. It is a mixture o salts, ats and to Ordo Magica’s ”Novice”.
ask the characters to vegetable fibers accumulated within the piglet, and I the players cannot figure the ollowing out
seek her out and give can be used to craf powerul antidotes. Adding themselves, the game master may allow player
the witch her regards. bezoar makes antidotes count as one tier higher characters to do so by passing a test against Cunning:
than normal: weak antidotes become moderate, and With the phrase “sister o the night”, the letter
moderate ones become strong. Strong antidotes are suggests that this Agathara carries the same rank
unaffected, but a master alchemist may o course as the letter’s author; in other words, that she too
create more doses o moderate antidotes and turn was a low ranking Dark Lord.
them strong using the bezoar. The author o the letter is most likely Handelo
The sleeping quarters: Handelo’s sleeping place himsel, which can be confirmed by comparing
consists o a camp bed with a wooden crate or a 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-
and operating in Ambria, is worth a lot to This insight has no immediate conse- fork-wielding mobs and people burned at
many organizations. The Queen’s legates, quences, but in secret the hunt for the the stakes.
��
is a canvas set up above a rickety camp bed and a ����� ��: ��� ������� ������
small stove. By the gaping pit there is also a small ��������� ��� ����� �� �����
�����
What happens if/ pile o bricks. The Eternal Hunter emerges on the hill, accompa-
when the player Loremaster : The bricks are made rom adobe, nied by a dozen death dancers (Sikander’s ormer
characters stop reinorced with reed or horsehair, which were ofen employees). The dance rapidly spreads among the
Sikander? used in ancient Symbaroum. Back then, bricks were other daythalers. Hal o them are affected and
used even in minor constructions, as wood was less gather around the hunter at the top o the hill; the
It is likely that the common beore the expansion o Davokar. rest seek shelter in the camp, but dare not flee into
player characters will The pit has collapsed about five meters into the the woods.
go after, and stop, hill, and one can see a boot stick ing out rom the The voice of the fire: Roughneck casts black
Sikander. If so, the Eter- clay, as well as a spade and a pickaxe. fire dye into the Great Fire when she thinks no one
nal Hunter’s freedom It would take five days to dig back in; three i notices, and its flames rise in ominous purple-black
is postponed – until there were two people digg ing. There is not enough – signaling that the hunter is awake.
other dreamers break room or more than two people, but i pairing up The player
player character w ith the highest value
through. To prevent the and working in shifs one would reach the wall in in Vigilant may roll to detect the signal. He or she
hunter from ever being a day, and find a hole through which to enter the then gets another roll [Vigilant +�] to
+�] to notice that
set free, one must stop Serpent Temple. (see The Serpent
Serp ent Temple, page ��).
��). Roughneck is leaving the place alone. I t he one with
Sikander and make the highest Vigilant ails, other player
Vigilant ails, player characters
sure that no one else ����� �: �������� ����� ��� ����� may give it a try.
digs any furthe r. With ����� �������
Sikander stopped, With the help o the many d iggers
iggers,, Sikander wil l ����� ��: ��� ����� ��� �����
Gidjabolgo will be the soon break into the heart o the Temple where the �������
������� ��� ����
��� �
first to break through if Eternal Hunter awaits, still weak. The hunter kills The Elder Sow appears at the edge o the orest,
left unchallenged. Next Sikander and quenches his thirsts with the blood o and as she bellows, more aboars gather
gathe r by her side.
in line to find a way into both him and the diggers who ail to escape. Stomping into the ground, they storm the ca mp.
the Ser pent Temple, Gylta blows open one o the gates, tra mpling her
where the Eternal ���������: ������ �� ����� ���� way through daytha lers and others, closely ollowed
ollowed
Hunter is waiting, is ������ �� ���������� by a dozen grown aboars. Lef at the orest
or est edge are
Neferena. Sikander’s diggers break through
Sikander’s th rough the brick wall some thirty young animals and piglets, looking
inside the hill and reach the heart o the Serpent scared and conused.
Temple,
Templ e, where the Eternal Hunter quenches his thirst
t hirst Gylta is not looking to fight anyone other than t he
and initiates the ritual Dance of Death. This incident Eternal Hunter and his
hi s howling death dancers, but
releases a vision perceived by all who succeeds with people located outside when the assault commences
a Vigilant test. must succeed with a [Deense –�] not to be hit by
”Blood gushes rom the claims o the hill, like the many charging
charg ing aboars and be dealt �� damage
ountains o blood. A wave o blood reaches the (armor protects as usual).
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 Up on the hill the ar mies collide, one
one aboar against
head and bellows uriously at the top o the hill.” 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
Girind is also haunted by the d ream o blood, and the Hunter is over.
acts on it by summoning her kin to the area. Note that i the player characters are ar e within a
About three hundred village warriors rom Clan hundred meters o the Eternal Hunter they risk
Karohar, led by some fify clan warriors, orm a being affected by the Dance o Death (see
Death (see the new
guard around the borders o the taboo area. The ritual on page ��). Gylta and her aboars count as
witch Girind and chiefain Basuma stand on the direct enemies o the Eternal Hunter; the same
hill with their bodyguards. Also, there are three is probably true about the characters – i the
other witches present. The ogre Roughneck joins players consider the hunter to be the enemy, the
them, i she can, and takes her place by Girind’s criterion is met. Enemies o the Eternal Hunter
side. They do not interere in the area, but will act get a second chance to resist or break ree rom
orceully to keep what happens in there isolated. the Dance o Death.
Death.
��
Surrounding Factions
Some o Davokar’s actions – the Iron Pact and they do not mind i the g ruesome deaths o greedy Echoes through
the witches – are interested in the cl ay hill and treasure hunters serve as a clear and deterring the game world?
the conl ict revolving around it. Their views on example to others o their kind.
the matter are described here. The Iron Pact agent in Thistle Hold, the ormer The events at Sa-
treasure hunter Lysindra Goldengrasp, is not as lindra’s Hope are of
��� ���� ���� convinced as her elvish allies – maybe or senti- such importance that
The two opposing orest gods may be dangerous mental reasons; she will not let people die in vain. rumors will spread
to humans, but to elves they are just that; gods, That is why (should the Game Master decide that far and wide. Whether
or spirits, o the orest, whose
whose conflict does not the characters are act ing on orders rom the Iron the stories portray
yet impinge on their interests. The elves keep out Pact) Lysindra sends reinorcements, just to be sa e. the characters as
o their way, as they always do when t he elder heroes or villains
creatures o the woods fight t heir battles. ��� ������� �� ������� depends entirely on
However, the Iron Pact does have an agent in For a long time, the barbarians have regarded the the outcome, but if you
place (see Semel among the Non-player Characters) area as taboo, which is why they will not enter continue to play with
to monitor how things develop; part ly because the it. As previously mentioned, the barbarians will the same characters
Iron Pact is aware o the Symbarian ruins located guard the area rom people approaching by land, they should be granted
in the area
are a (such as the Serpent Temple),
Temple), partly and hunt down those leaving it. The witch Girind a modification to rolls
because these kinds o conflicts attract the cor- has been charged with overseeing the area, and against Persuasive
ruptive powers o Davokar. It would be a terrible has been slightly bending the rules o the taboo; during the subsequent
thing indeed i either Gylta or t he Eternal Hunter she has recruited an agent (see Roughneck in the season; +1 if the player
were to become blight born – but as long as there Non-player Characters’ section) rom the south. characters acted nobly
is no sign o this happening, the Iron Pact will not The agent now acts as bailiff o Salindra’s Hope and –1 if they acted
take direct
dir ect action in the area. The elves aim to fight and uses an alchemical powder called fire dye to out of self-interest.
corruption, not to keep the peace in general. Also, conveyy important happenings to Girind.
conve The collective memory
does not last more
than a season, as other
Possible Endings events will have seized
����� ��� ������ characters will interere with rumors o a Serpent Temple being hidden within people’s attention
the story, the last scene in the chain o events – the hill, and there
t here must surely be treasures!
the carnage on the hill – will probably not occur;
at least not in the manner described above. The �. The player characters flee the slaughter
game master may plan or the ollowing versions, The player
player characters t hink the situation to be
since playtesting have proven them to be probable hopeless, or in any case not worth the risk, and
consequences o the players’ actions. decide to run. They either flee by river on an i mpro-
vised raf, or take their cha nces sneaking through
�. The Eternal Hunter prevails the territory o clan Karohar.
The Eternal Hunter deeats Gylta and her aboars, Since the player characters through their act ions
with or without the player characters’ assistance. do not determine the outcome, the game master
The Winter El is corrupted and turns into a L ord may choose who – i any – o the two orest gods
o Horror, the leader o a growing band o death will prevail in the final battle.
dancers participating in their master’s wild hunt
throughout Davokar. His ollowing brings death �. The player characters evacuate prospectors
and destruction wherever they go, and will return and daythalers before the final battle
as a serious threat to barbarians and Ambrians. The player characters flee the area, as described
above, but not beore trying
tryi ng to save as many o the
�. The Elder Sow Gylta prevails daythalers as possible. Basically,
Basically, this requires lea-
The Elder Sow Gylta stomps the Eternal Hunter ving the area by oot, which in turn cal ls or some
into the mud, bringing the Dance o Death to an kind o agreement with Clan Karohar.
K arohar. There is such
end. Salindra’
Salind ra’ss Hope is abandoned by the survivors, an opening; when Girind and her likes realize that
daythalers and treasure hunters alike. The hill o the two orest gods are about to clash, they may
clay stands deserted, as a bleak unerary monument consider the player characters’ pleads. Here, too,
to the Eternal Hunter
Hunter.. But Ambrians have a short the game master
maste r may determine which – i any – o
memory.. Soon, some will surely return – t here are
memory the orest gods will prevail in the fina l battle.
��
e Bell Tolls
for
Kaor
ou are finally approaching Kastor, the
y
inamous jewel o Seragon. There is the stone
wall, thick and high, to guard against elven
arrows and barbarian war claws; the sun
temple with its shimmering dome; the tower
with its renowned bell. 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 earully, 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 their service coats: “Murderers struck in the
night, killing our members o the council, the mayor being
one o them. But you are in sae hands. The new mayor has
strengthened the town’s deenses.”
You head onwards towards the sun temple; there you will
find the one you seek, whom you know and trust. Further
north stands the Bell Tower; tall and mighty, built by the
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 …
Introducion
��� ��������� ���� �� ������ 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 still remember the mass slaughter
o year ��, when a cryptwalker prowled the streets searching or an artiact and the treasure
hunters who stole it.
Now the bell has not tolled or a long time, and people have begun to take their saety or
granted, not noticing the agents o darkness operating 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 witchburning three years earlier, but soon it is
shown to go even deeper – all the way back to the very creation o the town. And, as so ofen
beore, the seed o creation is marked by death.
��� ���� ����� or Kastor is an adventure or the orward – should the player characters not act
role-playing ga me Symbaroum. The first section to change its course.
addresses ways to make the player characters The events are divided into Developments
(��) interested and invested in the adventure. (actions that the characters are likely to undertake),
Then the background o the adventure and the and Complications (incidents the Game Master may
town o Kastor are int roduced, ollowed by des- use to make the adventure more interesting). The
criptions o central non-player characters (���) chain o events ends with a presentation o the
and the chain o events that drive the adventure story’s most probable climax.
Darda’s time in
Thistle Hold Player Characters
��� ���� ����� or Kastor may be played using �� ��� ������ �� �����
Should it seem wrong any �� s with reason to visit the town, either with The easiest way to start the adventure is to mak e
for the player charac- each other or on their own. the ��� Darda (see page ��) a close riend or ormer
ters to have met Darda I new player characters are created or the lover to one o the �� s. In that case, Darda enlists
in Kastor, she could as adventure, t hey should either receive an extra a proessional courier to deliver a message to one
well have spent time in �� in Experience in order to stand a cha nce, or the or more o the ��s. The message comes in a sealed
Thistle Hold, or some Game Master could reduce the number o enemies metal tube, containing the letter and a capsule o
other place, and met the to achieve reasonable odds in battle. Either way, vinegar. Should the tube or its lock be orced open, a
player characters there. the �� s should have good reasons or caring about needle breaks the capsule and the letter will wither,
what happens, or at least have an interest in the becoming unreadable. On the cylinder it reads: “The
continued existence o Kastor. moons in the Sun Tower – Darda”.
��
This text (which may be construed by a close characters present, they soon learn what Darda is A delegation of temp-
riend who has grown up in Kastor along with reerring to. lars from Templewall
Darda) reers to the nights the riends spent in the was present at the
copper dome o the sun temple, watching the moon ��� ��������� �� ��� ��������� burning of Kastor’s sor-
through its lead-ramed windows. To the riends it The Bell Tolls… is a combination o an Adventure cerers.
seemed like a hundred and one moons were dancing Landscape and a Classic Adventure. In the spirit
on the glistening marble floor. “���” later became a o the adventure landscape a setting (Kastor) is
secret code or meeting in the sun tower by nightall, presented, along with a collection o non-player
when the priests o the church had gone to sleep. characters harboring their own ambitions (primarily
I it seems inappropriate or someone to have the Teratomancers and their leader Kagliostro) and
grown up with Darda, t heir relationship could be o a dramatic incident to set the story in motion. This
some other nature – close riends or lovers – and the incident – the murder o the council members and t he
story o the ��� moons could have been something new order rising as a consequence – has already tra n-
Darda told the �� in confidence, perhaps as a code spired when the player characters arrive in Kastor.
word, so that they will always be able to trust letters From there on, the players may do as they please.
or messages rom each other. But there is also a n aspect o classic adventure
The letter can be ound as a handout at the back to The Bell Tolls…, as it ollows a certain chain o
o this book, page ��. When reading it, note that events. Note that the cha in o events describes
Darda thinks the �� s know about the witch-bur- what happens i the player characters do NOT
ning almost three years ago, when in act they do act to change its course. The adventure has many
not. The news did not travel ar beyond the border s possible endings, the most likely one being a final
o Seragon and never reached the player charac ters’ battle inside an abandoned mine. But the player
ears. Let it be a mystery to them until they arrive at characters may as well conront Kagliostro at
Kastor where, in conversation with the non-player another time and place.
��
Background
��� ����������� ��������� can be divided into and the innocent Sister Garala – were burning at the
Let the players three parts. First, the legendary time when the stake. The Spawn o Symbar’s remaining members
decide Bell o Kastor played a part in deeating a mighty fled the town, were murdered in Kastor’s alleys, or
The players should lindworm. Secondly, the more current struggle disappeared without a trace.
agree on what reason, between two sects, Terato’s Dawn and the Spawn o Now, three years have passed and the terato-
or reasons, the cha- Symbar, in which t he ormer emerged victorious. mancers have plotted and schemed, infiltrating
racters have for being Lastly, as a consequence o their victory, Terato’s Kastor’s ruling class. The dawn o monsters is imm i-
in Kastor. Individual Dawn took over Kastor, right beore the start o nent, in Kastor’s case taking the orm o the Great
player characters may the adventure. Awakening. The teratomancers’ goal is to find a lost
of course have their own The legend o the Bell and the Dragon is summa- mine outside Kastor, and there ree the shackled
highly personal reasons rized in the Scholarly Matters section (see page ��). dragon (actually the lindworm) Margu mal.
(perhaps a previous love The battle o the cults and the takeover in Kastor In order to reach this goal, they require the
affair with Darda?), but are described below. Chiefain’s Axe (see page ��) and someone to guide
it is always helpful for them on their journey. They must also maintain
the group as a whole to �������� ���� ��� control o the Bell Tower and the bell at its top; not
strive towards a com- ��� ����� �� ������ to use it, but to prevent it rom being used against
mon goal. The Game For a couple o years, the town o Kastor wa s the the dragon. The axe can simply be taken, while
Master should present scene o a battle between two rival cu lts; the dark- acquiring a guide calls or a rigorous interrogation
the possible reasons for seeking sorcerers o the Spawn o Symbar and the o people who might hold inormation regarding the
the player group’s pre- monster cult Terato’s Dawn, led by monster mages mine’s whereabouts. Controlling the Bell Tower is
sence, and then let the known as the teratomancers. basically a military matter, requiring control over
players discuss which At first, the two cults worked together, but over the Town Watch.
alternative seems most time they bega n to compete or the authority over, This is not impossible to achieve, at least not
suitable to them. and revenue rom, Kastor’s shadow world, as well to a resourceul and re lentless group o monster
as the infiltration o the town’s various offices and worshippers. But not even Terato’s Dawn is able to
organizations. One drastic move, made three years subdue the town or long; a ew days at the most.
ago by the ruthless leader o the teratomancers, led The leaders o Terato’s Dawn are aware o th is, and
to ultimate victory or the monster cu lt. will do anything – literally anything – to realize
Afer months o planning, t hey planted evi- their ambitions within that timerame. That this
dence proving their opponents to be darkseekers would most likely mean the death o countless
and sorcerers – which they were, but had always citizens, and possibly the ruin o Kastor itsel, is
managed to keep secret. The teratomancers seized considered a small price to pay or the rebirth o
the opportunity to rid t hemselves o yet another their monstrous god.
enemy: Garala, the snooping Sister o Prios rom
the town’s sun temple. Evidence was planted so ��� �������� �� ������
that the inamously callous black cloak Baumelo About a month ago, the council member Grendol
would find it, and soon no ewer than five daemon began to have dreams about the destruction o Kastor,
worshippers – our leaders o the Spawn o Symbar, watching it emerge in the orm o a roaring dragon
(“death on rusty wings!” he wrote in his journal). But
it was actually 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
Fever of the Hunt his side. Kagliostro later contacted Grendol in person,
The adventure Fever of the Hunt can end in many ways. One ending results openly threatening him with the town’s – and more
in the survivors of Salindra’s Hope travelling south, reaching Kastor and importantly, his own – destruction.
eventually settling down in its slums. The player characters could have Shaken by his dream s, Grendol decided to coo-
gone with them for their protection, or simply because they too yearned for perate. He allowed assassins to enter the Town Hall
the relative safety of Kastor. Whatever the reason for the PCs’ presence, in and kill Mayor Selima. At the same time, two other
The Bell Tolls… it is assumed that the survivors of Salindra’s Hope (most antagonistic council members were murdered – the
being of barbarian heritage) are there as well, making their mark on the town’s highest ranking theurg was attacked in the
town’s poorer areas. sun temple and the Treasurer on the way home
rom her avorite tavern. Lastly, another member o
the council was thrown in one o the cells beneath
the Town Hall.
��
Grendol justified his actions to himsel: “Better her “doppelganger” was stabbed to death . One
to let these clueless worshippers o light die than o the assassins noticed the witness and tried to
allowing them to put up a utile resistance when silence her with a poisoned knie, but Ardetta Darda and the
the dragon arrives – or that would be the death managed to escape with her lie. Temple of the Many
o us all!” This way, only a oolish ew would lose Another victim was First Theurg Karsta k, who at
their lives. Also, Grendol was appointed mayor, the time o his murder was with his protégé Darda Darda showed an early
which is always nice – and potentially lucrative. in the annex o the sun temple. A veteran o the interest in theolog y, par-
Kagliostro had made it very clear t hat they sought Great War, albeit an aged one, the high priest was ticularly in the Temple
the riches o the mine as a tribute to their monst- considered a difficult target; the girl accompanying of the Many, a heretical
rous overlords, and that Grendol would receive a him was seen as a slight complication. But this movement with history
piece o it. However, this was a lie. In reality, the proved wrong. Having killed the First Theurg, the in Kastor. Though the
teratomancers intend to wake Margumal a nd let attackers were in or a g rave surprise, as their vic- Temple of the Many
him east on the people o Kastor. tim’s young protégé had soon killed three o them. was already forbidden
Following the murders, the remaining members The surviving assassins retreated, throwing fire back then, a PC who
o the council were summoned to an emergency bombs into the annex. Wounded, Darda fled down knows Darda could not
meeting, where they immediately voted or Grendol the church’s catacombs to where she elt saest: the have failed to overhear
to be the new mayor – with “special authority” to Temple o the Many. her debating the issue
deal with the current crisis. It is now the morning afer the murders and the of Prios and the pant-
The assassins made two mistakes. The first meeting where Grendol was declared mayor. The offi- heon to which he once
was killing the w rong person, allowing their cial story is that three members o the council were belonged – even though
intended victim to escape; the second was leaving murdered. Another one has – according to Grendol – the apostles of Prios
a witness, and an import ant one at that. The wine- disappeared, and Darda is thought to be dead. Three o have condemned the
guzzling treasurer Ardetta had lost her distinctive the assassins were killed as well, their bodies severely Lawgiver’s former kin.
slouch hat in a game o dice and, in the dark, the scorched in the burned down annex. To learn more about the
assassins attacked the wrong woman. While This is the situation when the player characters Temple of the Many, see
hiding, the actual council member watched as arrive to town. The Kastor Heresy and
The Temple of the Many
under the heading Scho-
Scholarly Matters larly Matters (page 31).
��� ��������� �� largely based on Kastor’s o the story, the bell is claimed to have been orged
history; a act that player characters with the by their ancestors in Symbaroum.
Loremaster ability may draw conclusions rom. In the general version o the legend, the mai n
It mostly revolves around the witch-burning characters are a dragon, a witch and a barbarian
three years earlier and the euding cults Terato’s chiefain. The chiefain established a mine to rob
Dawn and the Spawn o Symbar, but also the legen- the earth o its iron, thus luring a dragon to the
dary bell o Kastor and the “d ragon” that is said to area. His witch then recalled a bell in the deep o
have once tormented the town. 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
The legend o the bell and the dragon is o great inside the mine. The chiefain ell in battle, but the
significance to the adventure’s backstory. The tale witch survived, and she hung the bell in a tower
is widely known in Kastor and its surrounding to protect against uture monsters. She mounted
region, and its two levels – general and speci fic – are the chiefain’s axe – still stained with the serpent’s
recounted below, along with non-player characters blood – in the longhouse as a reminder o what
who know o them and the requirements or player awaits those who greedily pursue the eart h’s riches.
characters to hold such knowledge.
Note that the specific level reveals that the beast ��� ���� ��� ��� ��������
is not a dragon, but a lindworm. ��������� �� ��� ����������:
���: The teratomancer Kagliostro, the sel-taught
��� ���� ��� ��� ������ ���������: mystic Darda, player characters with the Loremaster
���: All characters possessing the Loremaster ability. ability who pass a Cunning test.
The Dragon and the Bell is a cautionary tale. Various Between a hundred and a hundred and twenty years
versions o the legend are told amongst the barbari- ago, the barbarian clan Jezora had a settlement
ans o south Davokar, and in the dwarves’ account 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 ���: Anyone with the abilities Loremaster or
at bay. The chiefain’s witch suggested that par t o Sorcery, who passes a Cunning test.
the iron could be used or trade, not just weaponr y.
That way, the clan’s enemies would grow ewer over A successul test means the person knows about the
time. Fearul o his neighbors, the chiefain did cult, recognizes their symbols, and may recall what
not listen. He dug urther into the mine, his zeal they stand or: the Spawn o Symbar is one o many
even greater than beore. The digging caught the darkseeking cults, led by sorcerers who derive
attention o a terrible lindworm – named Marguma l their calling and heritage rom the glory days o
by certain sources – which seized the mine. Iron Symbaroum. As they see it, the elves and their Iron
weapons could not penetrate the serpent’s scales, Pact allies ruined something great and beautiul –
and the witches’ curses were equally ineffective. the ultimate liberation and supremacy o mankind;
The clan’s chiefain had no choice but to yield to the divinization o the ettered human being. They
the serpent’s supremacy. regard themselves as children o Symbaroum,
The chiefain asked his advisors or a way out o dedicated to finish what their ancestors could not.
this dilemma, and the solution came rom someone
unexpected. A captive sorceress, enchained and �������� ����
awaiting her execution, claimed to have the a nswer: ���: People with the abilities Loremaster or Beast
deep within Davokar was an ancient weapon, an Lore who pass a Cunning test possess superficial
alarm bell rom the days o old Symbaroum, an knowledge o the matter. Those with Loremaster or
artiact the sorceress said could be used against Beast Lore who pass a [Cunning –�] test may recall
the serpent. Thus, a group o warriors were sent urther details regarding the cult.
to find and retrieve the bell.
As the decimated expedition returned, the bell Superficial knowledge: Terato’s Dawn is a monster
was mounted in a tower built or the purpose, and cult convinced that mankind is really a servitor race
when Margumal came to demand tribute o the to monstrous overlords, and that the h ardships o
chiefain, the sorceress sounded the bell, ridding contemporary lie – the death o Alberetor, corrup-
the serpent o much o its power. The clan warriors tion, the spread o the undead – are a consequence
charged and drove it back into t he mine. o the hubris that has driven humans into thinki ng
Still not satisfied, the chiefain, his witch, and otherwise. The cult’s teachings resemble clan
the sorceress pursued the wounded monster to its Gaoia’s worship o Grandather Lint, and are not
lair. There, the chiefain struck it with his axe. The very different rom those o the Jakaars in Thistle
serpent easily deflected the blow and shrieked (i Hold and other groups within the widely unpopular
one is to believe the legend): “You cannot slay me!”, movement known as the Friends o the Forest. O
to which the sorceress answered “th at is true, and course, the Iron Pact shares a simi lar criticism o
why would I?!”. Her magic crashed down on the civilization, though the elves and their allies do not
serpent like a wall o solid rock, and with a loud engage in downright monster worship.
bang, the creature ell th rough the abric o reality,
banished to the Yonderworld. Deep knowledge: The leaders o Terato’s Dawn
The chiefain arose, leaning on his axe. The call themselves ”teratomancers”; monster mages.
sorceress took his hand and grasped the weapon, They speak to monsters and interpret their will.
which still reeked w ith the blood o the serpent. Though it may seem like they are controlling the
“Here is the key” she said, nodding towards the monsters, such a claim would be rejected by any
axe. Then, she struck the chiefain down with one teratomancer – the monsters simply protect their
precise blow. According to the most wide-spread own, just as the cultists sacrifice themselves or
version o the tale, as he died, the chiefain looked their monstrous gods.
at her with bewilderment. The sorceress shr ugged: The cult has its origin in early Symbaroum,
“The rif must be sealed, must it not?” where many worshipped powerul serpents and
The witch and the sorceress ought each other mighty spiders, as well as other godlike beings
in the mine, and afer a long battle the witch pre- and creatures. According to the teratomancers,
vailed. She lef the mine, concealing the place wit h Symbaroum ell because o mankind’s growing
her magic so that no one would ever find it. She tendency to worship itsel. The worst o these sins
passed the chiefain’s axe to his heir, hoping that was the hunting o dragons; the slaying o these
it would serve as a commemoration and protect sacred creatures oretold the terrible devastation
uture generations rom choosing the same ate. to come.
��
The cult lacks historical continuity in Kastor. ��� ������ ������ The sorcerers in The
Its recent incarnation stems rom treasure-hun- ���: People or player characters with the abilities Spawn of Symbar may
ting mystics who ound scriptures in the depths Loremaster or Theurgy. have lost the battle in
o Davokar and, inspired by these texts, recreated Kastor, but they are intent
the cult. For a long time, mem bers o Terato’s Aside rom the military presence, the town o on winning the war!
Dawn were secretly rec ruited among the town’s Kastor was initially inhabited by reugees rom
mystics. Its core consisted o a ew sel-taught Alberetor who still worshipped the gods within
mystics, who soon were joined by a small group the Temple o the Many.
o wizards rom Ordo Magica. It was only ater the cleansing o year �� –
Later they also managed to convert a ew sun known by scholars as “the Kastor Heresy” – that
priests; something that has its own particular the inhabitants joined ranks w ith the ollowers o
reasons, connected to the so called Kastor Heresy… Prios, or at least pretended to. Today there is still
��
an underground reverence or the Temple o the divine collective. The Temple o the Many was one
Many, which recognizes Prios as one o the gods, o the more prevalent churches in the south, even
but would never depict him as the One. though it was an organization o commoners, rather
than one or the elite. Their main competitors were
��� ������������� more specialized mystical c ults, who recognized
���: Anyone who has lived in Kastor or at least three all gods, but ocused on one, or sometimes a ew
years. Everyone with the Loremaster or Sorcery ability. o them. The Vestals o Prios were, or example,
always popular among Alberetor’s nobles, as was
Three years ago, five sorcerers were burned at the the oracle worship affiliated with the Wildli ng in
stake, in a vi llage just north o Kastor. Four o them the city o Berendoria.
were lowborn and o little significance; the real scan- Which gods are worshipped with in the Temple
dal was that a sister o Prios had been converted and o the Many, as well as their names and number,
had allen to darkness. Her name was Garala, and varies rom place to place. Sometimes even local
she maintained her innocence until the very end. heroes have been granted a place among the Many.
Those who pass a Cunning test remember urther But most deities are honored wherever there is a
details, such as the location o the burned bodies (they temple. People worship the Many, individually and
were buried in a corner o the catacombs beneath the collectively, as gods o certain domains. Usually one
Sun Temple, where Darda sometimes hides). 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
���: All Ambrians know some o the old gods, just winter solstices) belong to them all.
as barbarian ��s have practical knowledge about the These days, people worship in two ways. As
powers o Davokar. The Game Master may assume mentioned earlier, Prios was one o the gods, and
that the �� s are more or less amiliar with what is those devoted to the Many thereore visit the sun
described in the “Spirituality” section o the chap- temple to worship him – albeit in his ea rlier and
ter “Welcome to Symbaroum!” (page �� in the Core more diminutive orm (the one represented by
Rulebook). Encourage the players to read this section Father Sarvola in Thistle Hold). But some people
beore the adventure i you think their memories need go to secret masses in hidden temples, where the
rereshing, or they could be asked to read it when Many are worshipped as a collective.
questions arise during the course o the game. The persecution o all who renounce the word
People with the Loremaster ability are amiliar o Prios as interpreted by the Fi rst Father and the
with the most common gods o the Temple o the Curia has led to bitterness and sheer desperation.
Many. With a success ul Cunning test, they may Strengthened by the people’s discontent, the monster
also recognize their symbols and recall which o cult Terato’s Dawn has managed to convert a number
the gods have an equivalent among the barbarian o sun priests – clerics who “played along with the
deities (see Table � below). Prios charade” while secretly worshipping the Many,
and have grown increasingly hateul o how the
Today, those devoted to the Temple o the Many Curia treats those who ollow the old ways. To these
make up a small par t o Kastor’s citizens. They are priests, Terato’s Dawn is a paradoxical backlash:
not very prominent amongst the town’s elite, but i the Church o Prios will not recognize the other
can be ound there as well. Young Gods, they should suffer the wrath o the Old
The Temple o the Many is one o several religi- Ones: the monster gods who ruled mankind beore
ous groups worshipping the gods o Alberetor as a it ound salvation in the Temple o the Many.
��
e Ldsape
������ �� ������� next to the southern shore o River Eanor, a day’s march rom the edge o
Davokar. The town was raised in 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.
��
◆ 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)
The History of Kastor ◆ Kyhara, Master of the Order, Illusionist
◆ Myndol, Master of the Order, Mentalist
◆ Orondo, witch, invited by Isokles to acilitate
knowledge exchange.
−500 (approx.) Clan Jezora settles in the area, which according to
◆ Isokles, Master of the Chapter,
legend was deserted.
Pyromancer and war hero, currently dying
−100 (approx.) The Bell and the Dragon, see the Scholarly Matters o old age
section. ◆ The Magisters Grego, Haas and Ukoul (an
ogre)
−3 Ordo Magica sends a delegation to clan Jezora. They are the first
◆ Five Adepts
to describe the settlement and way of life of these barbarians.
◆ Seven Novices
The Bell Tower is menti oned in detail, even though the wizards
are denied entry to it.
��� ���� ��������
5 The duchy of Seragon is founded, along with the other Ambrian Many o Kastor’s citizens are poor, and have
duchies, despite the Jezites’ ongoing rebellion in parts of the new gathered in one o the town’s shabbier areas. In
realm. In Seragon, battles rage continually between Ambrians the Slum District one finds a mixture o ex iled
and Jezites. barbarians, reugees rom civil conflicts in Davokar,
and Kastor’s least prosperous. The Town Watch is
10 Chieftain Haloban is defeated, and all surviving Jezites are
reluctant to enter the Slum Dist rict. Most people
hunted down and executed. The Queen’s Army sets camp in the
living there get by on the charity o Prios’s soup
strategically important area where Kastor is located. The camp
kitchen, while some work odd jobs in other parts
is soon transformed into a wooden fort for permanent occupa-
o the town. During the day, the Town Watch tole-
tion of the area.
rates the presence o paupers throughout Kastor,
11 The wooden fortification is replaced with a stronghold of stone, but makes sure to drive them back into t he Slum
enticing many settlers to set up camp not far from its sturdy District by nightall.
walls. The town rapidly emerging around the fort is named Kas- In the Slum District, order is kept by the newly
tor. arrived Legbreakers; goons working or Silvercheek,
a middle-aged lady o barbarian descent who
12 The barbarians of clan Karohar attack Kastor, bursting through
runs the gambling den “�:�”. Silvercheek and the
its palisade. The town is saved only by the perseverance of its
Legbreakers are survivors o a ailed treasure-
defenders and the legendary power of the bell. This victory has
hunting excavation deep within Davokar, in a place
been celebrated annually ever since, with Kastor’s famous carni-
called Salindra’s Hope. They will not speak o it,
val.
but the look on their aces clearly suggests that
13 The Kastor Heresy takes place – heretics worshipping the Many ew survived whatever horror was awakened by
refuse to convert and accept the pure teachings of Prios. For this the diggers.
offence, on the opening day of the annual carnival, they are exe-
cuted by hanging. ��� ��� �������� ���� �������
15 Treasure hunters draw a vengeful and exceptional ly powerful
The sun priests ma nage a soup kitchen to eed
cryptwalker to the town. Hundreds die as this “King Wraith”
Kastor’s poorest, which actually keeps the resi-
reclaims its treasures, in the middle of the summer’s harvest
dents o the Slum District rom star ving to death.
festival.
The soup kitchen is run in shifs by initiates o the
church. One o the most requent is young Eglio,
16 Kastor receives the title of town and is, as such, granted the pro- who eels closest to Prios while helping those in
per privileges. need, and is happy to take other people’s shifs at
20 Five sorcerers, including Sister Garala of the sun temple, are
the soup kitchen. Hence, the other initiates regard
burned outside the town.
Eglio as head o the operation.
Eglio does not mind this unofficial designation,
although at times he eels burdened by the respon-
sibility it entails. In act, he ofen dreams o heading
��
west, to Thistle Hold, where Father Sarvola runs his on to Kagliostro, and had to be disposed o. For a
mission house. I he was not so desperately needed in while, Darda came here to rest, next to her late
Kastor, he would immediately gather his belongings ellow Sister o Prios.
and hope to become one o Sarvola’s initiates. On Garala’s tomb, covered with dust, lies a
triangle made out o rat bones. Player characters
��� ����������� ����, ��� with Loremaster may, with a successul Cunning
At the Chiefain’s Bell the Carnival o Kastor never test, recognize that the symbol represents the
ends; everything the town is inamous or (the Pathfinder, a now heretic antecedent to the Church
drinking, the brawls, the debauchery) can be ound o Prios. For more inormation, see The Temple o
here, day in and day out, rom beore the sun sets the Many under Scholarly Matters.
to afer the break o dawn. There are rooms or One o the sorcerers executed alongside Sister
hire, but i you want a good night’s rest you should Garala has returned to lie as a Necromage (page ���
definitely go to some other place. The Chiefain’s in the Core Rulebook). Darda is protected by Sister
Bell is or those who have no intention o sleeping Garala’s spirit, but player characters who come
– either because they returned rom their latest there looking or Darda are not given the same
expedition laden with treasures, or because they protection.
returned with nothing at all.
The inn is run by a amily o mixed Ambrian and ��� ������ ������
barbarian heritage. The wie Agshela, called “the The Temple o the Many’s chapel is located below
Comandress” due to her outspoken style, manages the town, west o the Rusty Dragon, and can only be
the dining area while her husband, Seralo, does the reached rom either the inn or th rough the sewers
cooking and the dishes. Their three children do what and catacombs. It is a small congregation, comprised
they can to help out. by some thirty adults; no children a re allowed, as
they would risk exposing the chapel. For more about
��� ����� ������, ��� the Temple o the Many and its intricate relation to
The Rusty Dragon is one o the oldest inns in Kastor. Prios, see the sections Scholarly Matters and The
Even though its condition has deteriorated over Kastor Heresy.
the years, it is still regarded a s the anciest esta- In the adventure The Bell Tolls for Kastor, Darda
blishment around, and many o the town’s most uses the chapel as a hideout, most likely accompa-
prominent citizens visit its tavern regularly. The nied by a handul o other devotees who have also
innkeeper, Ramigal, is a di rect descendant o the sought shelter and spiritual guidance in these dark
inn’s original ounder. times. The members o the congregation are happy
The inn was named afer the legend o the Bell to welcome player characters to their chapel, but
and the Dragon, which many guests – and certainly
all personnel – are amiliar with. They do not know
the story in detail, but expect that most learned olk
would, and are happy to reer inquisitive ��s to the Why won’t the wizards sort out the mess?
sun temple or the tower o Ordo Magica.
Below the Rusty Dragon, behind a hidden door, The wizards of Kastor are old-fashioned scholars, primarily interested in
is a tunnel leading to the Many’s chapel. It is kept their own research and status among their fellow wizards. To them, minor
secret, o course, as belie in the Many has been concerns like the town’s future existence are less of a priority. When
considered heresy or years. Few o the inn’s guests required, they are willing to contribute with ritua ls comfortably perfor-
adhere to the Temple o the Many, but Ramigal and med within the walls of the Chapter. But it would take a direct attack on
his amily do. Yet they keep up the appearance o their tower, or a full-blown invasion of the town, for them to leave their
being god-earing worshippers o Prios, which is sheltered existence.
mitigated by the act that the Temple o the Many However, there is – or was – one exception: Isokles, the Chapter
does recognize Prios as one o the deities. The inn’s Master who in his youth was a prominent pyromancer and mili tary
cellar is one o a ew ways leading to the chapel, commander. In later years he worked hard to achieve peace and under-
but most devotees go through the catacombs and standing between the mystical traditions, and invited theurgs, witches
sewers, not to draw attention. 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
��� ���������� ����� about old battles and mistakes that left friends and allies dead on the
Here rest the five ”sorcerers” who were burned battlefields of the Great War.
some years ago. One o them was sister Garala, who
had a close relationship with Darda. She was also
��
*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
is still Slow. The quality Slow means that the person
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 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 Legbreakers are changed. the highest value determines the amount of damage
If the player characters have played Fever of the Hunt, they probably inflicted. If such a weapon is used against a PC, the
have some form of relation to Silvercheek and her Legbreakers, which armor die is rolled twice and the lowest value determi-
affects what happens in this adventure. nes the level of protection.
��
N
9
� ��� �
8
2
6
10
11
12
��
or the wild (see Terato’s Draught in the Appendix). Manner Struggles to remain calm
Ardetta has the stats o a Cultist (page ��� in the Core Race Human (Ambrian)
Darda as a Rulebook), with the ollowing additions: Resistance Ordinary
companion Manner Polite and tired Traits Contacts (the Sun Church)
Should it be needed, Traits Privileged Accurate 10 (0), Cunning 11 (−1), Discreet 5 (+5),
Darda may join the Boons/Burdens Bestial (scaly skin), Dark Persuasive 15 (−5), Quick 7 (+3), Resolute 13 (−3),
player group, controlled Blood Strong 9 (+1), Vigilant 10 (0)
by one of the players Abilities Holy Aura (novice), Lay on
Shadow Silver with black lining
during combat. She (corruption: 1) Hands (novice), Leader (novice),
can also replace Theurgy (novice), True Form
fallen PCs throughout (novice)
the adventure. . ��� ���� ������� Weapons Dagger 3 (short)
The Blue Company is an inamous group o sellswords, Armor Blessed Robe 2 (flexible)
commanded by the charismatic and vicious Captain Defense +3
Tredella. By order o Kagliostro, she has occupied the
Toughness 10 Pain Threshold 5
Bell Tower, rom which she commands her troops. For
this particular mission the troops are dressed in the Equipment Worn copy of The Lightbringer
(the holy book), Field Equip-
uniorms o the Town Watch. However, all sellswords
ment, 1 thaler, 3 shilling
wear some kind o dis tinctly blue-colored sign on
their clothes or weapons, which may be perceived Shadow Gold shimmering, like sun on a
silver vase (corruption: 0)
with a successul Vigilant test.
The sellswords o the Blue Company – inclu- Tactics: Belago does not fight, he heals. If he
indeed finds himself in battle, he shrouds himself
ding Captain Tredella – have the stats o a Robber
in a Holy Aura and asks the attacker to show Prios’
(page ��� in the Core Rulebook), with the addition o mercy; should that not help, he turns to flee or
Manners: Grinning arrogantly. hopes that his allies will save the day.
��
a sorcerer was abricated in order to get rid o her. page ��–�� or more about t he Temple o the Many,
One important piece to this puzzle is that it was Terato’s Dawn, and the Spawn o Symbar).
Kagliostro who presented the allegations against Sister Garala and
the five sorcerers and saw to it that they were bur- �������, ������ ����� the Necromage
ned. While Darda has no physical evidence o this, Grendol had only been Mayor or less than a day when
there are witnesses (Belago, Illeva and Purgida) to he was killed and brought back to lie by Kagl iostro. The circumstances
confirm it – i they dare, and i the �� s get to them Now undead, he is at the Town Hall signing arrest in the crypt – the
beore they are taken to the Town Hall dungeons. warrants with mach inelike motions, and will keep necromage being bound
It is an open secret that Darda ofen v isits the doing so until interrupted. Should someone attack to it and refraining from
catacombs beneath the Sun Temple. She is also said him, or interere with the job at hand, Grendol will attacking Darda while
to dwell in the mausoleum where Sister Garala is deend himsel. He attack s by grabbing and headbut- she is accompanied
buried. This is not true, but certainly not something ting his enemy – with the tip o the sword that killed by the spirit of Sister
Darda wishes to correct, as she uses the catacombs him still protruding rom his eye socket. Garala – is part of the
to reach the Temple o the Many. The undead Grendol has the stats o a Dragoul place’s extraordinary
(see page ��� in the Core Rulebook), but with Man- magic. If the player
Manner Quiet but friendly at-arms (novice) instead o Shield Fighter. Manners: characters arrive at
Race Human (Ambrian) Twitching, repetitive motions. Weapons: Sword- the crypt together
Traits Contacts (The Temple of the tipped headbutt � (short). with Darda, they too
Many gain the protection of
Strong 9 (+1), Vigilant 10 (0) Harbassas’ Marauders are a band o brigands retreats down its
named afer its leader. The Marauders are hired by tomb. If the party is
Abilities Alchemy (adept), Knifeplay *
(novice), Poisoner (novice),
Kagliostro to tighten his grip on the town; a welcome followed by enemies,
Ritualist (adept: Borrow Beast, respite to the goblins, who would otherwise be lyi ng the necromage will
Possess, Quick Growth), Twin in soggy ditches waiting to rob bypassing paupers. attack them instead,
Attack (novice) The mystic has also promised them the right to which is obviously an
Weapons Two daggers 3, and poi son 3 for harass and subdue the people o Kastor – quite a unexpected bonus to
3 turns tempting offer to the vengeul goblin war riors. the player characters. .
��
o Darda, but their relat ionship was not without the serpent Margumal is successul, Kagliostro
riction. In secret, Darda was already worshipping will be able to claim leadership o Terato’s Dawn –
the Temple o the Many, and she blamed Karstak and then mankind will enter a new era, ruled by
or not having ought hard enough to save Sister monstrous masters!
Garala rom the fi re. At the night o the murders, Kagliostro conceals his growing horns and claws
Karstak was killed in the sun temple’s annex, where by wearing long gloves and a large slouch hat, and
he was speaking to an upset Darda. She got away covers his spreading scales with cosmetics. An
– he did not. attentive player character may see through all o
this with a successul [Vigilant –�] test. Kagliostro
��� ���� ����� �� ������ is well aware that his e xalted state cannot be
Kastor’s town watchmen are strangers in their own kept secret or long, but soon, such things will no
town, outnumbered by Kagliostro’s orces – the longer matter: when his plan has succeeded, he
Blue Company, Harabassas’ Marauders, and the will display his bestial eatures to the world as a
cultists o whom they are not even aware. Formally, badge o honor.
all orders come rom Mayor Grendol, though all Manner Grandiose gestures, grand words
but the most ignorant realize that something is on exaltation and submission
terribly wrong with the current situation. They Race Human (Ambrian)
trust in their commander, Illeva, but since her
Resistance Strong
complaints have been ignored by her superiors,
most watchmen now make as little effort as they Traits Armored (II), Bushcraft, Natural
possible can without disobeying direct orders. Weapon (I), Regeneration (III)
The Town Watch o Kastor has the stats o a Sel- Accurate 10 (0), Cunning 10 (0), Discreet 13 (−3),
taught Witchhunter (page ��� in the Core Rulebook), Persuasive 15 (−5), Quick 11 (−1), Resolute 9 (+1),
with the addition o Manners: Demoralized and araid. Strong 7 (+3), Vigilant 5 (+5)
��
��������, ��������� �������� the player characters: the ambitious adept Purgida.
The lindworm Margumal hatched sometime during A student o the pyromancer Isokles, she dreams
the glory days o Symbaroum. The serpent still o one day being a master pyromancer hersel.
remembers with horror the huma n lords’ hunt or Her fiery disposition makes her less inclined to
his kin, and the joy o seeing Symbar crumble to be reading tomes and scrolls in her chambers; she
dust. In memory, he can still enjoy his own hunt preers to put her skil ls to the test by, or example,
across the open reaches where t he accursed elves assisting the Town Watch.
saw fit to plant the orest o Davokar. Manner Loud and clumsy
These memories, and many more, are now overs-
Race Human (Ambrian)
hadowed by his long and harsh stay among the abo -
minations haunting the Yonderworld. Margumal Traits Privileged
has survived only by alling into hibernation over Accurate 10 (0), Cunning 11 (−1), Discreet 5 (+5),
long periods o time, protected by his great magic; a Persuasive 10 (0), Quick 13 (−3), Resolute 15 (−5),
lesser creature would surely have returned to this Strong 7 (+3), Vigilant 9 (+1)
world thoroughly corrupted. Abilities Brimstone Cascade (adept),
However, the serpent has not returned comple- Flame Wall (novice), Ritualist
tely unaffected – his horns are glowing red, his eyes (novice: Flaming Servant),
are black as tar, and streaks o rust stretch over the Wizardry (adept)
silvery blue pattern on his body. Weapons Walking staff 3 (long)
Armor Order Cloak 2 (flexible)
Manner Bewildered and furious
Defense –3
Race Serpent (Lindworm)
Toughness 10 Pain Threshold 4
Resistance Mighty
Equipment Worn copy of Isokles’ memoirs
Traits Armored (III), Enthrall (III),
Long-lived, Robust (III), Sturdy Shadow Polished gold mirroring a fire
(III, see page 56) (corruption: 0)
Tactics: Purgida tries to shield off the field of
Accurate 7 (+3), Cunning 9 (+1), Discreet 5 (+5),
combat with her flame wall so that fewer enemies
Persuasive 11 (−1), Quick 10 (0), Resolute 18 (−8),
reach her allies. After that she offers support, cas-
Strong 16 (−6), Vigilant 10 (0)
ting brimstone cascades from behind the melee.
Abilities Exceptionally Resolute (master), Her flaming servant is a lways close to her for pro-
Exceptionally Strong (master), tection.
Iron Fist (master), Natural War-
rior (master)
�����, ��������� ������� �������
Weapons Bite (short), two attacks at the
same target 12/8, or one attack Accurate 10 (0), Cunning 7 (+3), Discreet 9 (+1),
14) Persuasive 5 (+5), Quick 11 (−1), Resolute 13 (−3),
Armor Scales 8 (flexible) Strong 15 (−5), Vigilant 10 (0)
��
The descendants of ������, ������ �����, Manner Growls, teeth bared
command the ormer and report to Kagliostro. All Armor Woven silk 2 (flexible)
Enlightened Cultists have willingly subjected them- Defense 0
selves to Terato’s Draught, and survived with holy Toughness 10 Pain Threshold 5
marks (see the Appendix, Elixir: Terato’s Draught,
Equipment 5 throwing knifes, monster
Boon: Dark Blood and Burden: Bestial).
mask, 3 doses Terato’s Draught
Low-ranking cultists have the stats o a Cult
Follower (see the Core Rulebook, page ���), plus Shadow Sooty silver (corruption: 4)
Manners: Fanatic ga ze and Equipment: Monster Tactics: The enlightened cultists throw their
mask. Enlightened Cultists have the ollowing stats: teratogenic knives while chanting dark hymns.
��
Events
��������� �� ��� the characters decide to approach the situation, the
ollowing events may transpire 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 Emergency
���� ��� ������ characters arrive in Kastor, Ardetta (treasurer) and Mullando (Fire Chie and
it is already obvious that something terrible has Head o Sanitation).
occurred: everyone seems to be on edge. The Sun Temple is still smoking rom a fire that
Serious-looking guards are posted in street recently burned its annex to the ground. The temple
corners and outside important buildings. When is not guarded by the Town Watch, but by rightened
aced with questions, they answer curtly, and then laymen and a ew novice priests.
reer to the decla red state o emergency, hoping to When meeting the Town Watch, a successul
cover up the act that they t hemselves know very Vigilant test reveals that at least some watchmen
little. However, i the characters pass a Persuasive dier rom the others – they wear blue details
test, they may provide the ollowing inormation: among their equipment, indicating that they are
Four members o the council, including Mayor sellswords o the inamous Blue Company.
Selima, were murdered during the night. An Furthermore, a successul [Vigilant –�] reveals
emergency meeting was held, where Grendol – the that there appears to be a secret elite among the
merchants’ representative at the council – was Town Watch. A ew seemingly ordinary watchmen
appointed mayor. use secret signs to communicate with each other;
The new mayor is at the Town Hall with the rest signs that neither regu lar watchmen, nor Blue
o the council, protected by ranks o grim g uards. sellswords, seem to notice. The ones using signs
Apparently, the murder victims were Selima are actually cultists who, a long time ago, infiltrated
(ormer mayor), Father Karstak (high priest), the Town Watch.
Initial Investigations
�������� �� ���� ���������� may gather many her and Father Karsta k still inside. Father Belago
pieces o inormation, but while some are obvious thinks aloud: “Darda’s return was most un ortu-
to everyone, others are revealed only to the wise, nate; the witch-burning took its toll on her, with
the perceptive, and the well-connected. Sister Garala and all t hat…”
Since the characters probably know nothing o
��������� ��������� ����� this, Belago continues: Sister Garala was, along with
When the player characters go looking or Darda, our others, accused o witchcraf and collaborating
no one will answer questions about her, but only with daemons, and burned at the stake three years
reer to Father Belago, who has replaced the late ago. Darda did not take Gara la’s death very well, and
Father Karstak. would have succumbed to despair, had ather Karstak
Belago tells them about the attacks, and that not been there or her. But despite his support, she
Darda was with the high priest when the enemy made plenty o poor choices – and her ascination with
burned the church’s annex to the ground – with death did not help. “And now, they are both gone…”
��
I pressured, Belago admits t hat Darda never The purpose o the bell is to warn the town and
seemed happy with being a priest: “She preerred its surrounding settlements in case o an attack.
dwelling in the catacombs, with the dead…” Notice According to rumors, the bell is an artiact o tre-
that this is misleading: Darda is a member o the mendous power, capable o dispelling dark magic,
heretical Temple o the Many; sure, at first she that has saved Kastor’s population many times in
only visited the catacombs to be near sister Garala’s the past.
grave, but later she used it as an excuse or heading
underground – to secret gatherings at the Temple � ���������� �������� ���� ��
o the Many’s chapel. ��� ��������� �������, �����
��������� ��� ����
�� ��� ������� ������� The number o guards is sur prisingly large or a
Grendol (ormerly representing the merch ants) town o this size; citizens can also confirm that
is said to have been appointed new mayor. Other many o them (urther investigation proves it to be
surviving council members are Illeva (commander ��%) are people they have never seen beore (the
o the Town Watch) and Kagliostro (representing Blue Company, cultist infiltrators, and assa ssins
the wizards). Who will replace Mullando as Head – all in Town Watch uniorms).
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 earlier this morning “traitors” were rounded up
around the Bell Tower – or what reason is unclear. and taken to the Town Hall dungeons.
Developments
���� ������� �������� what happens when the Medicus or Poisoner reveals that it was not the
characters decide to ollow up on certain leads or walk blade itsel that killed them, but t he poison
down a particular path. In their eagerness to find out with which it had most likely been smeared.
what is going on, it is o course possible or the players A close riend or lover o Darda recalls t hat
to come up with completely different alternatives, in she ofen carried a pair o daggers, and was a
which case the Game Master must, with discretion skilled alchemist.
and flexibility, bring them back on the right track. ◆ It takes a successul [Vigilant –�] test directed
at the leather-armored corpses to notice
��������� ��� ������ ������ that their charred aces appear to have been
The player characters will probably want to deormed, or possibly covered by some sort o
examine what is lef o the burnt-down temple leathery mask...
annex, where Darda and Karst ak are supposed to
have been. Most o the wooden inner walls were Selima was murdered inside the inaccessible Town
completely incinerated. The scorched remains o Hall, and apparently no one knows exactly where
our bodies can still be ound where the dining hall Mullando died (since he is not really dead, but
used to be, in the middle o t he scene, yet to be dealt merely imprisoned in the Town Hall basement).
with by Commander Illeva and her medicus. The However, the characters are ree to have a closer
ollowing conclusions may be drawn: look at where Ardetta was kil led.
◆ Passing a Vigilant test is enough to realize that At the scene o her murder, just north o the
only one o the corpses is wearing a priest Town Square, they ind nothing more t han a
robe, while the others seem to have worn large stain o dried blood on the ground. But i the
leather armor beneath thick wadma l clothes. characters expressly decide to search the place
A successul Cunning test with the Medicus or clues (hoping to find something related to the
ability concludes that the dead priest was a murderers) and pass a Vigilant test, they notice
man (Karstak). another dried-up bloodstain in the western part
◆ A successul Vigilant test with the Medicus o the square.
ability, directed at the other corpses, shows A successul Cunning test with the Medicus abi-
that they were stabbed repeatedly with a lity reveals that the blood ound on both o these
knie. Furthermore, a Cunning test with locations was spilt around the same time, and the
��
size o the western one indicates that the victim Arriving player characters may not be as lucky
could still be a live. In other words, there may be a (or more inormation about the place, see the
witness to Ardetta’s murder! description o Kastor, page ��).
N
4 m²
2 2
4 ��
or people singled out by Kagliostro as potential simple eat. In the bedroom/office, players who pass
“traitors”. The Mayor does not respond when spoken a Vigilant test may find Grendol’s diary, in which
to, and when the player characters come closer, they his dreams o Kastor’s death and destruction are
realize something is wrong. By passing a Vigilant described in detail.
test, the player character notice the shaf o a small He writes about desperately explaining his con-
sword protruding rom t he back o Grendol’s head cern to the other council members; “the only one
– yet, he is still moving! He is undead, slain and who appears to be listening is the wizard K agliostro,
reanimated by Kagliostro in order to keep doing but him I do not trust!”. The last entry is dated three
the necessary paperwork. 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
Gaining an audience with Illeva, Commander o the town’s schemes, or tonight everything was clear
Town Watch, is not very difficult, as she already to me. Death approaches on rusty wings!”
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 Darda – or some o the other wizards in the town
leaders and where to find them? She has also gotten (such as Purgida) – knows the bell to be a powerul
hold o the cultists’ monster masks, lef behind at artiact, but has not been able to study it more clo-
the murder o “Ardetta”. Illeva has not yet shown it sely, as the bell-ringing Bur ukh amily has not let
to anyone, but may reveal it to the player characters, her. Now the dwarves have been “sent home”, and
should they ask or help and pass a Persuasive test. the guards will not allow anyone but Kagliostro to
Illeva also knows that the corpse now lying on a enter the tower.
stretcher below t he Town Watch Headquarters is not The Burukh amily home – not ar rom the
really Ardetta, but a widow named Gerda – an avid Bell Tower – is empty. There are clear signs o the
drinker and gambler who had squandered her late amily members having been violently abducted.
husband’s entire ortune. That the assassins murde- They are now being held captive in the Town Hall
red the wrong woman, is only known by Illeva and basement, along with the rest o t he “traitors” (see
the Town Watch’s medicus, Klarag. I it were to get the Captured! complication).
out, the killers would surely come afer the ormer The Blue Company has taken complete control o
treasurer, which Illeva would rather avoid. the Bell Tower, and their leader, Captain Tredella,
I Illeva is absolutely convinced that the player has turned it into her headquarters. Its gate is guar-
characters speak the truth and can be trusted, she ded by (��+�) sellswords at all times, and there are
will ask them or help in finding Ardetta (as she an additional (��+�) sellswords sleeping on every
hersel is probably being watched by whoever is one o the five floors. On the top floor – where the
behind it all). Later on, she is willing to lead the legendary great bell is mounted – a single sellsword
original hal o the Town Watch against the other keeps watch.
hal (the Blue Company, Harbassas’ Marauders and It is possible to climb the tower’s exterior all the
cultists), or example in an attack on the Town Hall way to its top. Player characters with the Acrobatics
or the bell tower. ability succeed automatically, while others must
pass a Quick test or every floor (� tests). Failing
����� ��������� ��������� means the person cannot continue, but must
As the Mayor is never home, but stuck at the Town either turn back or enter the nearest floor through
Hall, breaking into his private residence is quite a 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
without Acrobatics .
Combat in the Great Hall Holding the top floor against sellswords char-
ging rom within is quite a challenge. However, the
A fight against Kag liostro, the goblins with their o gres, and the undead Mayor, narrow staircase only has room or two enemies at
is not easily won. If the pl ayer characters wish to flee, they must either try to a time, while those holding the high ground may
jump through windows (a five-meter fall), concede, or be struck down. In the attack rom all directions. The sellswords are not
latter case, they are kept alive for questioning. They are disarmed and placed interested in suicide missions, and i t hey suffer
in the Town Hall basement (see Captured! under Complication s). ten casualties, they will settle or closing off the
way down and inorm Kagliostro that there are
traitors at the top o the tower.
��
Complications
����� ��� ������ characters conduct their aware o the animals watching them, and the
investigations, many complications may arise. strange color o their eyes.
These are described below. 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
Council Member Ardetta was lucky enough to ability recall the ollowing act: Mystics perorming
escape the attacks. She spots the characters rom the Borrow Beast ritual may let the animal mir ror
her hideout on the Rusty Dragon’s second floor, certain aspects o the mystic’s appearance, as a way
and as she is unsure i any o Kastor’s permanent o communicating with the world. In this case, the
residents can be trusted she decides to put her aith mystic has given the ani mals her eye color.
in the newcomers.
She later contacts them through the innkeeper ��� ���� ������� ����
Ramigal, who offers to help the characters in their When the player characters have pursued two or
search or Ardetta. Should they accept his offer, he three leads, Kagliostro sends several bands o cul-
will bring them to her. She recounts what happened tist on raids, supplied with thick bundles o ar rest
to her on the night o the murders, and wil l answer warrants or “traitors”, signed “Mayor Grendol”.
questions regarding the town and its history. I Each group is composed o ( ��) number o cul-
the player characters ask or details concerning tists, led by an Enlightened Cultist, all wearing
the assassins, she answers thoughtully: “Well, Town Watch uniorms. The characters’ n ames
I think they wore monster masks to cover their are among those listed in the arrest warrants.
aces, but… I was rather tipsy, you see, and it was Belago is captured, as is Ardett a, who is ound and
dark, and… And I was quite terrified, so I might dragged away i the characters do not intervene. I
have been mistaken.” Commander Illeva and Purgida have openly assisted
The skin on Ardetta’s neck has grown scaly, the player characters, they too are a rrested.
as a result o her being inected with the enemy’s The captured ”traitors” are hauled to the spaci-
poison. Obviously, this scares her to bits, and she ous basement o the Town Hall through a backdoor.
asks medically or alchemically skilled ��s or help. There Kagliostro and his thugs question them about
There is no help to be had, but despite the condition the location o the lost mine. For more details, see
o Ardetta’s skin, her actual health is improving. the complication “Captured!”.
However, she is now being hunted by both Terato’s
cultists and, in the long term, witchhunters. ���������
A character learned in alchemy may extract the It is possible or the player characters to be captured
poison rom her wound (requires passing a Cunning by Kagliostros minions. This could be the resu lt o
test), and in doing so, learn its orbidden and quite the �� s either being deeated in combat or ailing
valuable ormula. For more details concerning the in their attempt to break into the Bell Tower or
poison, see Terato’s Draught in the Appendix. the Town Hall.
Captured �� s are taken to the Town Hall base-
���������� ��������� ment, where other ”traitors” are already gathered.
Following the attack, Darda fled to the chapel be low I the �� s are wounded or dying, their wounds
the town. There she received urther inormation are bandaged – not healing them, but preventing
rom other members o the heretical movement, and them rom dying. Kagliostro was clear on his point:
soon it became clear that the attack had nothing to people caught snooping around are likely to know
do with the Temple o the Many. something, and must be interrogated.
To learn more, she uses Borrow Beasts to spy on Among the other captives are the Burukh amily
the local government. She is also l ikely to notice and the Head o Fire and Sanitation, Mullando, who
her riend/s – the player characters – as they will was imprisoned just afer the takeover as Kagliostro
be drawn to the places o interest to Darda. The ��s had no urther use o him. The ollowing people
must then pass a [Vigilant –�] test to realize that they may also be ound here, depend ing on how ar into
are being watched by animals; a difference o at the adventure the player characters end up in the
least � also reveals that the animal in question – a dungeon, and what has transpired beore then:
dove, crow, dog or cat – has green eyes. ◆ Ardetta: The treasurer is caught in a raid,
For a player character with the Beastlore ability, i the player characters do not come to her
it only takes a successul Vigilant test to become rescue.
��
◆ Belago: The sun priest is a rrested, i he draws since the murders, she enters the Town Hall. While
attention to himsel (or example by helping the �� s are waiting in the dungeon, a green-eyed
the player characters) or is believed to know rat appears, carrying a small pry bar in its mouth.
the location o the mine. Once they have aquired the tool, they hear a s cra-
◆ Illeva: The Commander ends up in the dung- ping sound rom the other side o the wall, where
eon, i she openly sides with the cha racters. Darda is digging. I the �� s do not give themselves
◆ Purgida: The Adept is also a rrested, i she away in some obvious manner, they may soon cr awl
displays an abnormal interest in what has through the opening and meet Darda. She leads
happened in Kastor, or i she helps the player them through the sewers, to the relatively sae
characters. Temple o the Many.
Kagliostro resides in a room in the basement, some ���������� ����� ��� ��� ����
distance rom the dungeon, leaving all dirty work to Sooner or later, Kagliostro will learn the location
the goblins o clan Harabassas and their ogres. They o the mine. Whom he receives this inormation
threaten, beat, and intimidate the prisoners, drag- rom is irrelevant in this scenario.
ging them up the stairs one by one to K agliostro, When this happens, Kagliostro and his thugs
who perorms the Telepathic Interrogation ritual in leave the town heading east. Many people watch
order to find out the location o Margum al’s lair. him go, accompanied by some twenty cultists. They
I the player characters end up in Kagliostro’s cover their tracks as best they can, a nd someone
dungeon, they will have help getting out o there. with the Bushcrat trait/boon (�� or ���) must
Darda has kept her eyes on them, a nd decided to pass three consecutive Vigilant tests in order to
intervene. Through the sewer system , which is con- track them to the mine, located near the low hills
nected to the catacombs where she has hidden ever a three-hour march east o Kastor.
��
4
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 Leading the ceremony, Kagliostro is utterly
is paying them, they will have to stump up ten entranced. Around him s tand five enlightened
thaler or every goblin and ogre, and then pass a cultists, assist ing him in the ceremony. Another
[Persuasive +�] test instead. (��+�) initiated cultists have ormed a semicircle
I they do, the goblins set off on new adventu- around them or protection.
res (“There is a Sun Temple filled with gold near The ceremony is canceled i Kagliostro is ta ken
Karvosti! Come on!”). Should they ail the test, the out (reaching � Toughness) or i three enlightened
goblins attack nonetheless. cultists lose their concentration [Resolute –Damage].
A detour: Taking a detour on the way to the I the ceremony is canceled it remains in stage �,
mine requires no tests, but wastes a lot o va luable as described below.
time, causing events in the mine to skip stage � and
begin with stage �: Margumal partia lly reed. The �. The Ground Trembles
Game Master should explain that the detour will be Duration: 1 turn.
time-consuming, but not reveal what consequences The ground is now shaking with enough orce or
it will have. any player character to notice.
��
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, Margumal that Kagliostro is their mutual
and convince him that Kagliostro is the real enemy. enemy, and then fights alongside them aga-
This requires a successul Persuasive test, and every inst the cultists, the lindworm will consider
attempt consumes the player character’s turn. itself in their debt. The serpent breaks off
The serpent will not attack the negotiating cha- one of its fangs, handing it to the negotiating
racter. He or she is granted two attempts; should PC – when the pulp has rotted away or been
all o them ail, the serpent does attack, making removed, the fang may be used as a flute.
any urther negotiation impossible. “Blow it, and I shall appear”, the serpent says
before leaving the place.
Sae passage: I the ceremony is canceled while the It takes the serpent 1D100 hours to reach
serpent is loose, the player characters m ay choose the person blowing the horn (the Game
to stand back. I so, the serpent will neither attac k, Master is free to choose a time span more
nor pursue them. suitable to the adventure). Having arrived,
Having ed on the corpses o allen cultists, the Margumal will do the person a favor before
ree Margumal will head out, terrorizing the world disappearing, believing the debt to be paid.
until driven into Davokar (or some other orest) by The serpent may join the player characters in
mightier orces. 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, ter him again, it would be as though it was the
Margumal w ill be bound to K agliostro’s will. first time, except Margumal would recognize
Kagliostro orders it to attack the player characters, their scents and names, and have a clear
as he himsel attacks along with any surviving understanding of their capacity.
members o his cult.
This is a battle the player characters cannot win,
but they might be able to escape. Kagliostro would
rather set his grand plan in motion than chasing o his monstrous order. Monster worshippers are
afer the player characters. He intends to head or summoned to Kastor, to begin the new era, but
Kastor, carried by Margumal, and t here establish those heeding the call are vast ly outnumbered by
the Capital o the Beast Realm, with Margum al as the people fleeing the town. Soon, Kastor is but
god and himsel as high priest. a shadow o its ormer sel, its citizens cowering
beore the sacrificial monster cult.
������ �� ��� ����� As this does not go unnoticed by the surrounding
�������� ���� civilization, the Duke sends troops to liberate the
What happens to Kastor under the monster cult’s town. The siege o Kastor becomes a protracted one,
reign is not part o this scenario, even though it as the cultists are not only protected by the town’s
is a possible outcome o the player characters’ thick walls, but have both Margumal and t he bell
ailure. But such inormation might be useul to at their disposal.
the Game Master, should it come to pass and the Afer a time o guarded attack s and ailed diplo-
player characters want to continue fighting the matic initiatives, it becomes clear to the besieging
menace. Thereore, a possible course o events is commander that the only hope is storming the
summarized in the ollowing: town, while simultaneously striking at the heart o
Kagliostro orces the remaining leaders o Kastor the enemy: as they charge, a small group o soldiers
into submission, proclaiming himsel High P riest move stealthily into Kastor to assassinate Kagliostro
o the Serpent Church. Margumal takes hold o the and/or take control o the bell.
Bell Tower, staying by the bell at its top afer having Maybe such a raid would suit the player cha-
demolished the lower floors. Kagliostro takes his racters, as they are already amiliar with both the
place at the Town Hall; soon to be the high temple town and the enemy?
��
Appendix
���� ����� ������� o the book describes the new rules and mystical artiacts eatured in
the two adventures. Among these are three novelties which may require an introduction.
First there is the concept o Boons and Burdens, a set o positive and negative characteristics
made available or player characters in the Player’s Handbook . Second, The Bell Tolls for Kastor
introduces Mystical Seremonies – a type o collective rituals that we will return to and develop
in uture modules.
New Rules
���������, ��������� ����� against Persuasive to dupe someone into accepting
The creature thirsts or war m blood, and with its ake goods or payment in the orm o illusory coins, to
gaze it can put a victim i nto trance beore easting a maximum “value” o a hundred thaler. Also, Mirage
on its lie-giving juices. grants +� to Persuasive when the player character
threatens someone with “powerul magic”.
I Active. The creature may charm [Resolute←Resolute]
and bite its victim in a single Combat Action. The ����� �� �����, ������
bloodsucker then slurps blood, 2 Toughness per Tradition: Sorcery
turn, ignoring armor. It takes a [Resolute ←Resolute] The mystic may summon heavy rhythms that seduce
each turn to maintain th e trance.Damaging the people present in the area; the music is heard ar and
bloodsucking creature can also break the trance, wide, but only those within a hundred meters are
[Resolute –Damage]. actually affected. Every person neutral to the mystic
II Active. Like Novice, but the bloodsucking creature must pass a test against Resolute or be drawn into the
heals as much Toughness as it draws from the victim. dance. The mystic is immune, but his or her allies are
III Active. The creature may charm [Resolute←Resolute] not. The allies, as well a s direct enemies, get a second
and bite its victim in a single Combat Action. He chance to pass the test against Resolute (roll twice, use
then slurps blood, 3 Toughness per turn, ignoring the best outcome). Death-dancers are not controlled per
armor. The victim cannot break the trance; thi s se, but highly inclined to obey the mystic’s commands;
requires damaging the bloodsucking creature as long as they involve violence against someone not
[Resolute –Damage]. The bloodsucker heals as considered a riend, they will attack. Death dancers
much Toughness as it draws from the victim. 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
The person has a mystical gif and may weave momen- ollows wherever he or she goes.
tary mirages rom thin air; heatless flames jumping The dance lasts as long as the mystic wishes,
between his or her hands, tiny figures o light dancing but dancers lose ��� Toughness with every hour.
in the air, pebbles turning into shiny coins, etcetera. The ritual can be stopped entirely with Break
Over time, the mirage will not ool anyone as its effect Link. Individual death dancers can be reed with the
wears off within minutes. However, it can trick and ritual Exorcism, but the mystical power Anathema
impress people. With Mirage, the person may roll would be more effective.
��
7
���� ���, ������
Fire dye consists o salts that change the color o the
fire into which it is cast. It can be used 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 power o the regular crossbow.
��
The player may choose or the �� not to be mar- I Passive: The monster’s Toughness is based on its
ked by the elixir, and make its Death tests. Strong x 1,5.
I non-player characters are afflicted by t he II Passive: The monster’s Toughness is based on its
poison, the �� decides what the outcome will be; Strong x 2.
Terato’s Draught is not always stable or predictable. 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 Kagliostro’s ceremony – intended to ree and possess
cursed. Maybe the player character was simply born the serpent Margumal – is a kind o magic called
in the wrong part o Davokar at the wrong time. Ceremonies: powerul and collectively perormed
The dark blood a lways comes with some orm o rituals, able to permanently alter local geographic and
physical stigma, represented by the burden Bestial. the very course o history. Firestorms, earthqua kes,
The character may adopt the ollowing monstrous swarms o insect s, ravaging plagues – even volcanic
traits as though they were ordinary abilities: Natural eruptions and devastating tidal waves – have all been
Weapon, Armored, Robust, Regeneration, Wings . ascribed to brilliant mystics and death-worshipping
sorcerers. Even though many tales o ceremonial
�������, ������ magic are ar rom true, ceremonies are ound within
The player character has a bestial appearance, in all established mystical traditions.
the orm o one (or a ew) conspicuous traits – jakaar It is well-known among mystics that ceremonies
eyes, aboar tusks, lindworm scales on arms and were used by the Dark Lords in the Great War, and
neck, or something else arousing ear and disgust. that perorming or even planning ceremonies long
Concealing the traits requires the character to pass has been orbidden in both Alberetor and Ambria.
a [Discreet←Vigilant] test. Ceremonies are intended as a dramatic tool or
I ailing the test, the character will have a second the Game Master to use. While it is not primarily
chance at ailing all Persuasive tests concerning help a player resource, it is theoretically possible or a
or protection. However, the bestial exterior grants group o player characters to perorm a ceremony,
a second chance to pass all Persuasive tests meant either by themselves or through an alliance with
to threaten or intimidate. other actions. However, the mystical ceremony is
As soon as they can, those subjected to the charac- mainly meant to be perormed by a hostile group
ter’s intimidation – whether or not it is successul – or action, which the characters must try to stop.
will report him or her to the Town Watch (or similar
authorities) suspected o being an abomination. ������� �������, ��������
The ceremony that Kagliostro attempts to perorm
������, ��������� ����� is described in the tome he carries. The Monster
The monster possesses a remarkable vitality, Control ceremony allows the mystic to summon and
possibly born out o a strong link to the infinite possess a living creature, much like demonologists
power o nature, or maybe its power stems rom do with daemons, but without having to pass any
the bottomless source o corruption. tests in order to control the beast. The taint o this
The creature’s Toughness is higher than its particular ceremony is moderate: ��� temporary
Strong, but its Pain Threshold is unaffected (based corruption on everyone (and everything) within
on Strong/�, as usual). a hundred meters rom the caster.
Artifacts
��� ������� �������� �����, �������� Replacing the shaf requires high-quality wood
This weapon is stuck into Gylta’s side. The shaf is and crafsmanship. I neither o the characters
broken about a meter rom the spearhead, depriving can do it (which is likely), they can hire someone
the spear o the quality Long, but it is still effective in the prospectors’ camp to do it or them. The job
in combat. It will only come into the player charac- costs them a thaler and takes one day to complete.
ters’ possession i Gylta is deeated in battle, or i
an agreement is made with her where the player Finishing Blow
characters swear a blood oath to use it against t he When the prey is seriously wounded, the one who
Eternal Hunter – in combat or negotiations. wields the spear may summon the powers o death
��
7
and finish the hunt with a mighty t hrust. The power Binding Clangor: A person ringing the bell may
may be used against an enemy who has lost hal or ask its help in harming a nearby enemy. The player
more o its Toughness. Against such a oe the wielder character must pass a Resolute test in order to block
may perorm an extra Combat Action. The power one o the enemy’s traits, abilities or powers or t he
may only be used once per enemy and battle. duration o the scene. In order to bind it, the player
Handling: Free character must know that the enemy possesses
Korruption: 1D4 the trait or ability in question, and then state the
enemy’s name. Passive traits and abilities cannot
��� ���� �� ������, �������� be bound.
No one knows when the bell was brought to Kastor, Action: Active
or by whom it was orged – only that it is mounted Corruption: 1D6, amassed within the bell
in a tower believed by scholars to be much younger
than the bell itsel. In any case, to those bold and Swallow Corruption: The bell may also swal-
knowledgeable enough to use it, the bell is a power- low the temporary corruption o mystics in its
ul weapon o deense. One could argue, with good immediate proximity, whom will t hen receive
reason, that a sma ll and relatively undeended no temporary corruption whatsoever rom using
colony such as Kastor ha s the bell to thank or its powers, abilities or rituals. All mystics positioned
very existence. in the Bell Tower (��s and ���s) may use this ability
The ringing o the bell is said to strengthen whenever they please.
the deenders, weaken their enemies, and even
dispel corruption. The ormer is true; the latter Black rain: When the corruption inside the bell
is a slight misunderstanding – the bell does not in reaches its breaking point, it will – the next time
act dispel corruption, but absorbs it. When it is it is rung – explode in a cascade o darkness; pure
completely filled with corruption, the next ti me it corruption will rain over Kastor, black and uming
is rung, it wil l explode in a rain o darkness. The like hot oil.
player characters’ battle against Margumal might Kastor is then tainted to such a degree that
be what ultimately breaks the bel l, showering the one takes ��� temporar y corruption or every day
town with corruption. They must decide whether o staying in the town. Each day counts as a new
or not the lindworm poses a large enough threat or scene – i.e. one test is made per day, unmodified
such a catastrophe to be worth the risk. by the day beore. This mea ns that people living
Today the bell holds such enormous amounts o in the town always have ��� temporary corr up-
corruption, should it absorb �� or more corruption tion, and that those weak in spirit (Resolute �
during a single scene, it will break. Its amassed or lower) sooner or later will be cor rupted, just
corruption is halved at the end o every scene, and rom being in Kastor.
over time, the bell will lose � corruption a week Kastor will never be the same, but known as The
until its breaking limit is once again down to ��. It Town o the Eternal Night; a place where children
will never go any lower than that. are born stigmatized, where the dead rise rom
The Bell o Kastor is extr emely rare, i not uni- their graves and ravenous beings prowl the streets
que, in that one may use its powers without binding in hunt o warm-blooded prey. Few – except witch-
onesel to it. Anyone may ring the bell and gain hunters and ascinated mystics – will ever want to
its mighty protection. What powers it possesses is set oot in the town again.
revealed to the person ringing it. Action: Reactive
Someone with the Loremaster ability must pass a Corruption: All individuals present inside the walls of
Cunning test in order to analyze and ully understand Kastor suffer corruption relative to the extent of his/
the dangers o t he bell – that it absorbs corruption her own corruption when the black rain begins to fall
and will eventually break, resulting in catastrophe. (see table 3).
Chiming Courage: A person ringing the bell may Table 3: Corruption from the broken bell
invoke its powers in combat, allowing the person ��������� ��������� ����������
and all his/her allies to re-roll a test o their choosing ���������� ���� ��� ����� ����
– be it a success test or an effect test. Further use o 0 1D4
Chiming Courage only grants additional re-rolls to 1−3 1D6
those who have already used their previous ones. 4−6 1D8
Action: Active
7+ 1D12
Corruption: 1D6, amassed within the bell
��
7
��
7
��