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Advent
 Adventure
ure Pack
Pack 2 
TWO MYTHIC ADVENTU RES FOR SYMBAROUM
 Adveenture Pa
 Adv Pack 2 
 ����������:
Martin Bergst röm, Mattias Johnsson,
Mattias Lilja

������: ������� ������:


Mattias Lilja  Johan Nohr
Christian Granath
������ � �����������:
� ����������:
Mattias Johnsson ������������:
 John-Micha el Warkentin
 John-Michael
�������������:
Martin Bergström ����:
 Johan Nohr
Lars Strömqvist

�� ����� ���� ������ ��:


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

�������: ����: ���������:


�.�� ���-��-�����-��-� Nya Järnringen �� ����
 Adveenture Pa
 Adv Pack 2 
 ����������:
Martin Bergst röm, Mattias Johnsson,
Mattias Lilja

������: ������� ������:


Mattias Lilja  Johan Nohr
Christian Granath
������ � �����������:
� ����������:
Mattias Johnsson ������������:
 John-Micha el Warkentin
 John-Michael
�������������:
Martin Bergström ����:
 Johan Nohr
Lars Strömqvist

�� ����� ���� ������ ��:


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

�������: ����: ���������:


�.�� ���-��-�����-��-� Nya Järnringen �� ����
Thus spoke Aroaleta

 And the gaunts charged


charged forth,
thirsting and hungering,
thousand and thousand again
through the night-colored woods

Clan-folks fell and perished,


Clan-folks
trampled and booted,
women, men and spawns,
dead then drained and wolfed

But grand was Adina’s bell,


flawless and vibrant,
filled by a differen
differentt thirst,
it chimed the gaunts to ruin FEVER OF THE
HUNT

1 ������������ �
Player Characters ...................
.......................................
..................................
.............. �
The Legend o the Wild Hunt ...................
..................................
............... ��
Treasure Hunting Player Characters ...................... ��

2 ��� ��������� ��
Salindra’s Hope ..................
......................................
......................................
..................��
��
Non-player Characters ............................................ ��

3 ������ ��
Developments ....................
........................................
......................................
.................. ��
Surrounding Factions.............................................
Factions ............................................. ��
Possible Endings .................
.....................................
....................................
................ ��

������� ���� ����� ... �


THE BELL TOLLS APPENDIX 
FOR KA STOR 

4 ������������ �� 7 �������� ��
Player Characters ................................................... �� New Rules ............................................................... ��
Background............................................................. �� Artiacts .................................................................. ��
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 proound 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 conlict the most acute threat comes rom a cult o monster
between two powerul orces o nature: a predatory worshippers who recently managed to outsmart and
winter el, and an ancient orest spirit in the shape deeat 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 inormation 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 conrontation 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 belies, morals
dragon and the artiact that made it possible or a and relations to powerul actions. How to handle
witch, a chiefain and a sorcerer to deeat 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 reuses to die
and keeps bothering us with her wailings.” She adjusts her
mask and continues: “They call me Silvercheek. I am the one
to see, i you are to purchase a claim. Come, this way.”
On the path to her office you pass a wooden pole sticking
up rom the clay, dressed in withered flowers. “There lays
Salindra, hoping,” grins Silvercheek. Prayers have been
carved into the rough wood, and the ground 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 watchul 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, beautiully 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 Neerena 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).

Consultants ��� ��� ���������� ����


Rumors o the place’s eerie ability to influence The characters can finish t he adventure in several
one’s senses have att racted the curiosity o some different ways. The ollowing are a number o pos-
organization (most likely the Sun Church or Ordo sible endings avorable to the player characters.
Magica). Thus, they send reliable consultants to
study the phenomenon, but with no e xpressed ◆ They prevent Sikander, a allen Master o Ordo
orders to inter vene in any way. The player charac- Magica, rom reaching the Eternal Hunter.
ter receives �� thaler in travel unds, or personal Although it merely delays the battle between
expenses, bribes, and so on. the orest gods it is still a victory o sorts.
◆ They realize that the final battle would leave
Dreamers the Eternal Hunter corrupted by darkness,
Player characters with obsessive tendencies or per- and convince him lay down arms.
sonal goals o a kind that in theory might be hidden ◆ They realize that Gylta is about to get her own
within a hill in the woods, could themselves be drea- herd killed, and make her see the danger in
ming o the place and think it worth investigating. fighting. Then she will not interere with
the Eternal Hunter, as they go their separate
Rescue mission ways. I – and in that case, where – the two
The meek and passionate dreamer Gidjabolgo has will meet again, is another story.
influential parents. His mother Felega is married ◆ They deeat the Eternal Hunter inside the
to a wealthy merchant in Thistle Hold, and would Serpent Temple below the hill, or during the final
pay fine silver to have her son brought back – with battle – the Dance o Death – on top o the hill.
or without his approval. The last time she heard ◆ They deeat Gylta, protector o the aboars; a
rom him, he told her about a breakthrough in his mighty task, as she is constantly surrounded
treasure hunt and claimed Salindra’s Hope to be by members o the herd.


 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 successully 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 reuge 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.

 Treasure Hunting Player Characters


�� �� �������� possible or the player characters to �. River of mud: Muddy water bursts through the
purchase a claim or themselves and start digging, clay wall, hauling the digger along with it i he or
believing that there really are treasures hidden she does not succeed with a Quick test. Failure does
inside the hill. And t here are indeed things to be ��� damage, ignoring armor.
ound, i nothing that would secure t heir uture.
Use the ollowing guidelines or the player �. Collapse: A Quick test is needed not to avoid being
characters’ activities in the claim. buried. A digger drowning in the mud takes ���
◆ Setting up the claim and beginning to dig damage each turn (ignoring armor), and it takes a
takes one day. No dice need to be rolled and no Strong test to rescue him or her (both the buried one
treasures can be ound. and possible rescuers m ay roll).
◆ Afer the first day, every ull day o digging
grants a roll against Vigilant. A successul roll �. Snakebite: A kanaran slithers through the mud
grants one roll on table �. I there are several and attacks the player character, who counts as
player characters digging, they m ake sepa- being Surprised. The serpent tries to constrict its
rate rolls. I several characters d ig or only victim and drag it urther into the hill… For the
part o the day, the game master lets them roll serpent’s stats, see page ��� in the Core Rulebook.
when the total time amounts to one day.
◆ I the roll against Vigilant results in ��, some �. The ground gives way, leading to the temple
disaster occurs. Roll ���: where the Eternal Hunter is waiting...

Table 1: The player characters’ claim


���� ����
1–10 Nothing
11–14 Pieces of mosaic, black and white (worth 1D10 shillings to a collector)
15–17 A religious offering (worth 1D10 thaler to a collector), roll 1D4:
1. Bronze censer
2. Silver box of myrrh
3. Obsidian serpent figurine
4. Wooden box containing an embalmed finger, painted like a snake
18–19 A Symbarian gold coin, value 10 thaler a piece (15 to a collector)
20 Serpent jewelry, a jade snake in a chain of gol d, once worn by the priests of the temple (20
thaler, worth double to a collector)

��
Te Ldscape
��� ����� �� the adventure is a muddy, treeless hill in the middle o
Davokar. 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 platorm 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

way to that which was most holy. Some serpents 2×2


m² A
still slither inside the temple walls, and those
entering the crawlways have a one-in-six risk o A
encountering one. I so, it takes a successul roll
against Resolute  not to be overcome by claustrop-
hobia. A terrified person may still continue, but B
gets a second chance at ailing every test while
staying inside the hill.

B. The heart of the temple: Hal a dozen kana- A


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

��
���������� 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 beore 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 anciul 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 sae 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, dey 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 ieline 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 beore he began studyi ng
south, and just barely escaped alive as t hey were the orgotten arts o artiact-crafing, and came
deeated 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 beore 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 artiact
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 artiact-crafing within
spreading darkness. Ordo Magica. He has now lost himsel completely
At the end o his lie, ”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.

Gidjabolgo, treasure hunter The importance of (over)powerful opposition


The charming but simple-minded Gidjabolgo comes The two forest gods looming in the background of this adventure (the
rom a prominent amily, yet chose at an early age Eternal Hunter and the Elder Sow Gylta) are powerful adversaries. In other
a lie o adventure and partying over managing his words, it is probably not reasonable for the player characters to fight them.*
amily’s estates. Gidjabolgo is convinced that the hill The purpose of their presence is to bring about dramatic roleplaying in
is the tomb o “The Emperor o Symbaroum” and, as the form of negotiations and uncomfortable alliances, or at least force the
such, filled with gold and artiacts. Which emperor players to try other strategies besides fighting. For that reason, there are no
this would be, or how Gidjabolgo ever heard o his scenes where battle against these creatures is inevitable.
tomb, is unclear even to Gidjabolgo himsel. But he It is expected that the players will feel small in the landscape, as if they
certainly does not lack conviction. have walked right into an older and grander world, a world which once was
With a more patient temperament and a skilled and which threatens to rise agai n. As Game Master you should try to describe
master, Gidjabolgo could probably have been a com- how massive, dark-minded and powerful the creatures are. Also, a successful
petent mystic; so proound are Gidjabolgo’s convic- Cunning test with the ability Beast Lore will provide the stats of the creatures
tions, that he spontaneously uses his trait Mirage on – on condition that they are in sight.
things he finds inside the hill; shards o clay turn into When the Game Master has done his or her best to portray the danger it
complete vases in his hands, pieces o metal become is up to the players to make their choice, whether that means running away,
Symbarian gold coins. This occurs more or less without trying to negotiate or engaging the enemy in brave (foolhardy?) combat.
him realizing what he is doing, and he is most likely
ooling himsel more than anyone else. *If the adventure is played using highly experienced player characters (at
Should Gidjabolgo’s stats be needed, use Fortu ne- least a hundred Experience Points above beginner level), who also have ac-
hunter (page ��� in the Core Rulebook) with the traits cess to one or more artifacts, it is possible to defeat both the Eternal Hunter
 Mirage (new trait, page ��) and Privileged. Also, switch and Gylta in battle, albeit with difficul ty.
Strong and Persuasive: Gidjabolgo has Strong � (+�)
and Persuasive �� (–�).

��
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 artiact. 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

Manner Forced speech, quick to anger Toughness 15 Pain Threshold 8

Race Human (Ambrian) Equipment None

Resistance Strong Shadow Glowing, like fire reflected in a


spotless copper mirror (corrup-
Traits Contacts (Ordo Magica)
tion: 0)
Accurate 9 (+1), Cunning 11 (−1), Discreet 5 (+5), Tactics: Brand protects his master by attacking
Persuasive 10 (0), Quick 13 (−3), Resolute 15 (−5), an enemy in full force. Also, Brand will defend
Strong 7 (+3), Vigilant 10 (0) his master from all attacks an d make counterat-
Abilities  Alchemy (novice), Brimstone tacks against any attacker within range of mel ee,
Cascade (master), Flame Wall damage 8 (see the ability Bodyguard at master
(master), Loremaster (master), level).
Ritualist (adept: Clairvoyance ,
Flaming Servant, Tale of Ashes),
Wizardry  (master) Arkali, the widower
Weapons Sword 4 Arkali is a treasure hunter rom Thistle Hold, and a
widower since a year ago, when his wie disappea-
Armor Order Cloak 2 (flexible)
red during an expedition in Davokar. The widower
Defense –3 Arkali is on a quest to find his lost wie, Berelin,
Toughness 10 Pain Threshold 4 whom he absolutely and wholeheartedly believes is
Equipment 1D10 thaler trapped inside the hill. The act that she va nished
Shadow Blackened silver (corruption: 5)
in an emergent sinkhole is irrelevant to Arkali,
as he strongly senses that Berelin is down there,
Tactics: Sikander raises a Flame Wall around
calling or him thr ough the clay.
himself and his flami ng servant. Anyone entering
through the wall of fire encounters Brand in
He will first be saddened, then angry, i someone
melee while Sikander maneuvers so he can cast a keeps pointing out the absurdity o his wie being
chain of Brimstone Cascades at the enemy. He is trapped inside the hill.
prepared to die for his claim and during the fight I Arkali’s stats are needed, use those o the
he accuses the attackers of wanting to “steal his Fortune-hunter (page ��� in the Core Rulebook).
precious treasure”.

Neferena, Black Cloak


”Brand”, Sikander’s flaming The Black Cloak Neerena is certain t hat the light-
servant bringer Agani, a legendary Templar rom the Great
Brand is the flaming serva nt o the allen wizard War, lies buried inside the hill. Neerena grew up
Sikander, and together they have endured ma ny with heroic tales rom the war, and developed an
horrors and survived many dangers. Brand is never early ascination with the brave Agani, who with
more than a ew paces behind his master, and his his inner light and burning hammer broke through
ull set o smoldering armor and glowing two-han- the enemy lines and slayed the Dark Lord Mala k.
ded sword commands the respect that becomes the The Templar disappeared on a holy quest into
bodyguard o a Master o Ordo Magica. Davokar almost a dozen years ago. Neerena came
to Salindra’s Hope to find and destroy a notorious
Resistance Challenging Dark Lord, Vendal. But as she arrived, she realized
Traits Contacts (Ordo Magica) that finding the sai nt was much more important,
and has spent every waking moment digging into
Accurate 13 (−3), Cunning 7 (+3), Discreet 9 (+1),
Persuasive 5 (+5), Quick 11 (−1), Resolute 10 (0), the clay o the hill ever since.
Strong 15 (−5), Vigilant 10 (0) I Neerena’s stats are needed, use those o the
Black Cloak (page ��� in t he Core Rulebook).

��
Roughneck, bailiff, ogre, and the
witch Girind’s ears in the area
As the camp’s bailiff, the ogre Roughneck is paid by 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 painully 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 Deense
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 lie, 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 lie 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 beore.

��
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 lie 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 (artiact, see
Shadow Greyish yellow like winter leaves, page ��) stuck in her side as a painul 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.

Death Dancing Daythalers (about ���)


I the Eterna l Hunter manages to get loose and
initiate his Dance o Death, the majority o the The corruption of the Eternal Hunter
daythalers working on the clay hill will be consu-
med by the intoxication o the da nce, and orm the The corruption of the Eternal Hunter is imminent, and if the Dance of Death
hunter’s own little army. were to take place at the end of the adventure, this would ultimately push
the Winter Elf into everlasting darkness. Such an event would be disastrous
Manner Weeping, laughing, yowling
to the surrounding area; eventually, maybe even to the entire region. It
Race Human (barbarian) would bring about the birth of a dark prince, a lord of horror l eading his
Resistance Weak growing number of death dancers through the woods, laying waste to bar-
Traits Bushcraft barian villages and burning Ambrian colonies.
What would happen if the blight born hunter were to reach Thistle Hold
Accurate  10 (0), Cunning 7 (+3), Discreet  9 (+1),
or some other town and invite i ts people to dance, is almost too terrible to
Persuasive  10 (0), Quick 11 (−1), Resolute  5 (+5),
Strong 15 (−5), Vigilant 13 (−3) imagine...

Abilities None

��
Manner Sad, full of suppressed anger
Race Beast
Resistance Strong
Traits  Armored (III), Natural Weapon
(III), Robust (III)

Accurate 7 (+3), Cunning 10 (0), Discreet 10 (0),


Persuasive 5 (+5), Quick 13 (−3), Resolute 11 (−1),
Strong 15 (−5), Vigilant 9 (+1)

Abilities Berserker (master), Iron Fist


(master)
Weapons Tusks 16 (long
Armor Thick skin 10
Defense −3
Toughness 15 Pain Threshold 8
Equipment Wedged in her side is the Eternal
Hunter’s spear, other than that
nothing
Shadow Deep red, with roses of rust and
ashen grey (corruption: 5)
Tactics: Gylta leads her herd straight for the
enemy and her target is to reach the Eternal
Hunter to finish what she started so lo ng ago.
The fools standing in the way have themselves
to blame.

Gylta’s herd of aboars


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

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 Neerena
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, reers 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 conlict between two pro- heard screaming: “it
The ability Witchsight and a successul [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 beore 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 belies, 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 successul 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) knie between its shoulder blades. single smooth, grey rock inside.
outside the camp. The ability Alchemy:  The knie 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 deensive 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, inorming 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 powerul 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.

in Silvercheek’s ledger where Handelo signed or ���������: ����������� ����������


���������: �����������
the ownership o his claim. A group o muddy diggers is complaining loudly
about not having been paid by Arkali, and him
The rock inside the letter: now being gone – a bit too convenient, the d iggers
The letter also holds a clue regarding the rock that think,
thin k, since the old man spoke gleeully about how
came with it – “Hold the rock in your
your hand and think
thi nk close he was to a breakthrough and t hat all laborers
o me”. The ability Loremaster  and a successul roll
Loremaster and would soon be paid or their trouble. Suddenly he
against Cunning: The rock is a lesser artiact
arti act called a was gone, and the claim abandoned.
aba ndoned. The loudest o
Meeting Stone. It was made with a specific
s pecific person in the diggers are convinced that the man has struck
mind, and when that
th at person touches it, the recipient gold and then lef without paying them. Others ar e
immediately knows where the sender will be at a not as convinced. Some mutter audibly: “Where
certain point in time. As the rock was made or would the old man go w ith all that
t hat gold, as crooked
Agathara, it will not show the player characters and rail as he is?” Someone else bluntly says: “I
where or when Handelo wished to meet with her. think the hill took him, we wil l probably never
One guess is that he wanted
wa nted her to come to Salindra’s
Salindra’s see neither him nor a ny payment.”
Hope, something a clever use o rituals such as The voice of the fire: Roughneck casts white
Oracle  or Fortune-telling can reveal. fire dye into the Great Fire when she thinks no one
notices, and its flames rise like a whirling blizzard
����� �: – signaling t hat someone has gone missing.
missing.
����������� ������ ���������� Like beore, the player character with t he hig-
The characters witness how Silvercheek shoots hest Vigilant may roll to detect the signa l. He or she
Gidjabolgo in the leg with her repeating crossbow then gets another roll [Vigilant +� +�]] to notice that
– the gold coin has aded into a rust y piece o metal! Roughneck is leaving the place alone.
Gidjabolgo seems to be genuinely upset, claiming
claim ing that
he has done nothing more than payed with what he ����� �: �������� �������������
believed to be a gold coin he had ound in h is claim. Breaking down a stone wall down his claim, the
digger Arkali reaches
reac hes the crawlways near
near the heart
����� � ���������: ������ �������, o the Serpent
Serpe nt Temple. As the clay collapses behind
���� � ��������� ����������� � ���������� him, he is orced to dive into the nearest o them.
As a consequence o Arkali bursting through the Afer a bit o crawling, he encounters
encounters the Eternal
Eterna l
wall o the
t he Temple (see
(see Arkali’s
Arkali ’s Disappearance to Hunter.. Arkali approaches the slumbering el,
Hunter
the right), the Eternal Hunter rips off the dreamer ’s thereby becoming the Eternal
Eterna l Hunter’s first victim
head and drinks his
h is blood. Powers
Powers are then released, in a long time. The hunter awakes, but he is rail.
transmitting
trans mitting a vision to sensitive minds in the area. From now on he has but one goal: to quench his
A successful Vigilant with Witchsight:  The thirst and g row strong enough to gather his allies
player character receives the ollowing vision beore the battle against Gylta.
– “Blood gushes romrom the claims o the hill and
streamlets o blood reach the camp by its oot. In Arkali’s claim
the orest, a great, wounded beast raises its head, The claim o Arkali consists o a tiny palisade
roaring ur iously at the heavens.”
heavens.” raised around a pit in t he ground. Next to the pit

��
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 reinorced 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 beore 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 conused.
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 [Deense –�] 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 interere in the area, but will act get a second chance to resist or break ree rom
orceully 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 conl 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 reinorcements, 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 interere 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 deeats 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 beore 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 
 Kaor 
ou are finally approaching Kastor, the

y
inamous 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 earully, she asks:
“Have you not heard? They murdered our mayor!” She
neither waits or your reply, nor answers your question as to
who “they” are.
You approach a squad o town guards, dressed in filthy
clothes with single blue details – armbands, belts or patches –
visible beneath their service coats: “Murderers struck in the
night, killing our members o the council, the mayor being
one o them. But you are in sae hands. The new mayor has
strengthened the town’s deenses.”
You head onwards towards the sun temple; there you will
find the one you seek, whom you 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 artiact and the treasure
hunters who stole it.
Now the bell has not tolled or a long time, and people have begun to take their saety 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
beore, 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 proessional 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 reerring to. lars from Templewall
Darda) reers 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 nightall, 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 conront 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 deeating 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 beore 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 inormation 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 resourceul 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 timerame. 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 inamously 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 knie, but Ardetta Darda and the
the dragon arrives – or that would be the death managed to escape with her lie. 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 saest: 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 successul test means the person knows about the
time. Fearul 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 beore. 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 beautiul –
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
artiact 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 lie – 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 Grandather 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 powerul 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 reugees 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 ater 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 thereore 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
beore the adventure i you think their memories need go to secret masses in hidden temples, where the
rereshing, 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 hateul 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 beore
ous groups worshipping the gods o Alberetor as a it ound salvation in the Temple o the Many.

Table 2: Gods prominent in Kastor’s chapel


����� ��� ������ ������ ��������� ����������
Prios (The Sun) Sun/beams Sun/life/hearth fire Lyssa the Sun Cat
The Earthmother Cup/well Harvest/safe birth Uron the World Serpent
The Pathfinder Triangle of twigs Luck/hunt/safe travel Arex the Hunter Wolf
The Executioner Double axe (stylized rune) Punishment/ justice/natural death Oroke the Spider Queen
The Wildling Braid Passion/inspiration/visions The Blood-Daughter (in part)
The Arch-Builder Arch/open gate Creation/building/forging Lamarruk the Elder Dwarf

��
e Ldsape
������ �� ������� 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.

 The Town of Kastor


����� ������ ����� with hope and confidence, venture into Davokar without a license. This will
the surrounding duchy o Seragon is a nuisance probably not be the case or long – hence, one should
to the town’s rulers. Kastor is the largest town in take advantage o the opportunity while it lasts.
Seragon, the duchy governed by the vain Duke The treasure hunters bring riches, but also a degree
Gadramei. He is the youngest o the late king’s o public unrest to the town. However, they have
many nephews – maki ng him Queen Korinthia’s caused the town’s blighted north-eastern area to
cousin – and known to be an idle drun kard; cha- flourish and brought an economic surge to other
racteristics somewhat incompatible with fiscal parts o Kastor as well.
stability. However, he has made deending against The ollowing are brie descriptions o places
the north a priority, causing many to overlook their relevant to the adventure. To aid the Game Master,
duke’s dubious liestyle. additional establishments in Kastor are also listed
Today, Kastor is the heart o Seragon’s economy, below – while they are not essential to the adven-
but the duke himsel is ever absent, constantly ture, they could be helpul in bringing the town to
indulging himsel in pleasure and amusement at lie, or be used to answer player characters’ ques-
his palace urther south. He visits the town once tions regarding things not related to the adventure’s
a year, enticed by the annual spring estival and central locations.
its carnival (which is almost solely responsible
or Kastor’s reputation as a town o decadence and ��� ������� �� ���� ������
promiscuity), but with that exception, the Council Ordo Magica’s chapter in Kastor was ounded by
is relatively ree to govern its town. the surviving masters rom the city o Berendoria
There are more than twelve hundred people in Alberetor. These masters have now grown old
living in Kastor, and its demographics have ch anged and their leader, Chapter Master Isokles, is near ing
in recent years, as conflicts between the barbarian death. His imminent demise has led to a conflict
clans o southern Davokar has caused reugees to o succession between the two masters Myndol
seek shelter in the town. These people have ormed and Kyhara. The adventure’s main a ntagonist, the
a more or less isolated settlement within the a lready teratomancer Kagliostro, is an established adept
vast Slum District. at the chapter and, being interested in politics, he
As Thistle Hold grows increasingly bureaucratic has been chosen to represent Ordo Magica at the
and difficult to manage, more and more treasure Town Council – a position no m aster would ever
hunters choose Kastor as the base o t heir expedi- dream o accepting.
tions. Another perk o doing so is that ewer ranger The tower o the chapter is occupied by the
patrols are based in Kastor, making it easier to ollowing individuals:

��
◆ 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, reugees 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 nightall.
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 successul Cunning
At the Chiefain’s Bell the Carnival o Kastor never test, recognize that the symbol represents the
ends; everything the town is inamous or (the Pathfinder, a now heretic antecedent to the Church
drinking, the brawls, the debauchery) can be ound o Prios. For more inormation, see The Temple o
here, day in and day out, rom beore 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 lie 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 wie 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 handul 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 reer 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.

��� ���� �����


The bell-ringers in Kastor are dwarves o the Buruk h
will – with the exception o Darda – cover their amily. They manage the bell with diligence, but do
aces, earing persecution. not ring it until they are ordered to do so. Nor do they
The Temple o the Many’s high priest is brother stop anyone else rom ringing it, although they advise
Tamilo, a middle-aged, silver-tongued tinker with a against it, repeating “the price is high” over and over.
proound love or the Many. He is the first to uncover The Bell Tower is central to this adventure. As its
his ace, should the c haracters prove themselves power threatens the plan o Terato’s Dawn, they keep
trustworthy. Then the rest o the congregation will it under strict sur veillance as soon as they have gone
ollow his example. through with their coup. The sellswords o the Blue
Company make the tower their headquarters, by order
��� ���� ���� o Kagliostro, to prevent it rom being used against the
The Town Hall is the mayor’s workplace and, ever lindworm Margumal afer it has been reed.
since the murders, the well-guarded residence o
the surviving council members. Mayor Grendol ��� ������������� �������
sits in the great hall on the second floor, constantly This is the home o Kastor’s executioner, Segvilla.
signing arrest warrants. She is a middle-aged changeling and a loner, who
On the wooden wall behind him hangs the – when not working – carves intricate wooden
axe mentioned in the legend o the Bell and the figurines, which she then sells to wealthy collectors.
Dragon. It is a long-shafed bastard axe* with the Segvilla remembers the witch-burning very
qualities Bastard weapon, Long, Slow and Massive. well, and can give a detailed account o how it was
Down in the basement, Kagliostro has gathered perormed. However, she is less observant when
all “traitors” who might know the location o the it comes to people, and i someone asks about who
lost mine; one o them being the “missing” council was present at the burning, or what their reactions
member Mullando. were, the changeling simply shrugs and matter-
For more about the situation at the Town Hall, o-actly describes how she picked the fi rewood,
see Audience at the Town Hal l (page ��) and the impregnated it, and placed it so that it would catch
KASTOR complication Captured! (page ��). fire as quickly as possible.
1. Ordo Magica
2. The Slum District
3. The Sun Temple’s Non-player characters
Soup Kitchen ����� ��� ���� find descriptions o the non-player �������, ���������
4. The Chiefain’s Bell characters eatured in t he adventure. Some o the Ardetta is Kastor’s treasurer, and normally quite a
5. The Rusty Dragon recently deceased individuals are also listed, as lively person who enjoys playing dice, having a gla ss
6. The Town Hall they will probably be mentioned during the player o port, and smoking her ceramic pipe. On the night o
7. The Bell Tower characters’ investigations. N�� s who play no signi- the murders she got more drunk than usual, gambling
8. The Executioner’s ficant part in the adventure are instead mentioned away her characteristic slouch hat. This saved her
Cottage in the description o the location where they can lie, as it caused the assa ssins to target the hat’s new
�. Garrison be encountered. owner instead. Afer wit nessing the murder she was
��. Sun Temple Some non-player characters have boons and/ detected by one o the assassins who then th rew a
��. The Crypt or burdens, as introduced in the upcoming Player’s poisoned knie at her. She survived the poison, but
��. The Chapel o  Handbook. Those eatured in this adventure are will never be the same, with scales covering her chest
The Many described in the Appendix. and neck – still spreading – and a strange hunger

��
     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 inamous 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-
uniorms 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 successul 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.

������, ��� ������������


The Burukh amily, and its matriarch Art ak, keep to chaos ollowing the temple fire, he now ocuses
themselves. They have no connection whatsoever to on keeping his people calm and securing the
Yndaros’ dwarven amilies or the kingdom o Küam burnt-down annex. Politics, on the other hand,
Zamok, nor do they practice Dwar Law. Their kin do not interest Belago. Even though he ha s officially
have lived in Kastor or ages; they claim to have been inherited Karstak’s place at the Council, he will
present even beore the reugees who, ollowing the not take any part in it. However, tenacious player
war against the Spider King, established an outpost characters may convince Belago that something
in the area about five centuries ago. strange is going on at the Town Hall, prompting
The dwarves are a quiet lot, and i they have him to take action.
anything to say at all, they gently but firmly reer to
their matriarch, Artak, who speaks on their behal. �����, �������
The dwars have the stats o a Sel-taught Darda was raised in Kastor and has, with the excep-
Witchhunter (page ��� in the Core Rulebook), with tion o one year in Thistle Hold, spent all her lie in
Earth Bound &
the additions o the Traits: Earth Bound and Absolute the town and its Sun Temple. That being said, Darda
 Absolute Memory  Memory, and Manners: Quiet. is an apostate; a heretic devoted to the Temple o the
Dwarves are protected Artak has stats like a Cult Leader (page ��� in Many. Darda’s position as liturg o the Sun Temple
from corruption, taking the Core Rulebook). I the Game Master has access to protects her and provides a place to worship Prios
physical damage the Player’s Handbook, Artak possesses the mystical as she deems proper.
instead. 1 temporary power Retribution instead o Curse. She also has Darda had a rough upbringing, and ofen stayed
corruption deals 1 the traits Earth Bound and  Absolute Memor y, and close to Sister Garala. As the priestess was accused
damage to Toughness. Manners: Muttering. o sorcery – and burned or it – Darda entered a very
Dwarves remember dark period in her lie. When she emerged rom it,
anything they see ������, ��� ������ she started looking into what had really happened.
or read; they never Until recently, Belago was the second highest ran- When the characters meet Darda, regardless
write themselves. king sun priest in Kastor. When ather Karstak o when or how it happens, she tells them the ol-
was murdered, Belago took his place as First lowing: She is certain that Garala had uncovered
Theurg. With this sudden advancement and the some dark cult, and that the evidence o her being

��
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 lie 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
beore 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 interere with the job at hand, Grendol will attacking Darda while
to dwell in the mausoleum where Sister Garala is deend 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

Accurate 5 (+5), Cunning 11 (−1), Discreet 10 (0),


���������� ���������, ������ Garala’s spirit, and the

Persuasive 7 (+3), Quick 13 (−3), Resolute 15 (−5),


�������� murmuring necromage

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 vengeul goblin war riors. the player characters. .

Armor Blessed Robe 2 (flexible) Harbassas’ Marauders – including Harbassa


himsel – have stats like a Fortune-Hunter (page
Defense –5
��� in the Core Rulebook). They also have Manners:
Toughness 10 Pain Threshold 5 Nervously giggling.
Equipment 3 doses moderate poison
Shadow A copper surface with spots of ������� ��� �����
verdigris (corruption: 3) The goblins’ ”own” ogres obey no-one but Harbassas.
Tactics: Darda really wants to understand what is They have the stats o a Plunderer (page ��� in the
happening, which is why she hesitates risking her Core Rulebook), with the addition o Manners:
life in combat. If she has no option, she uses her Glaring arroga ntly, muttering.
knives to hold the enemy off while looking for an
escape route. If she fights together with allies (or a
former lover), the combat scene turns into a good
������, ��������� �� ������
test of her true emotions; who is she willing to risk
The town’s commander is a tacitu rn veteran, harde-
her life for and who will she decide to leave in order ned by many battles against monsters and barbari-
to solve the vexing riddle. ans. She is the firm-handed leader o Kastor’s Town
Watch, although she preers resolving problems
*The Knifeplay  ability at novice level lets Darda attack hersel. She is ofen seen where order is disrupted
using Quick instead of Accurate when using short weapons and crimes are being investigated.
I Illeva’s stats are needed, use those o a Ranger
������, ������ ������� Captain (page ��� in the Core Rulebook). She also has
Garala was Darda’s protector and riend, and the Manners: Suspicious and worried.
one who led her to the Temple o the Many. Sister
Garala w as on to Terato’s Dawn, which is why �������, ������ �� ��� ��� ������
Kagliostro planted alse evidence o her being a Karstak was a leading political figure in Kastor, and
sorcerer. Sister Garala was burned alongside actual one o Mayor Selima’s strongest allies. Following
sorcerers affiliated with the Spawn o Symbar (see sister Garala’s execution, he was the one taking care

��
o Darda, but their relat ionship was not without the serpent Margumal is successul, 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 successul [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 araid. Strong 7 (+3), Vigilant 5 (+5)

Abilities Larvae Boil (master), Powerful


��������, ���� �� ���������� Gift* (novice), Ritualist (adept:
Mullando is a modest and thoughtul man, to whom Break Link, Raise Undead,
excelling at his job and being appreciated by strong Telepathic Interrogation), Unno-
ticeable (master), Wizardry 
leaders was always important – one such leader
(adept)
being Kagliostro, until the mystic threw Mullando
Boons/ Bestial (small horns, claws),
in the Town Hall dungeons or “treason”.
Burdens Dark Blood
Initially, he is said to be one o the murder
victims, though no one has seen his dead body; he Weapons Claws 3 (short)
is simply assumed dead because o his d isappea- Armor Cloak and scaly skin 5 ( flexible),
rance. Mullando has actually been imprisoned, and Regeneration 4 Toughness
as Kagliostro suspects that he knows where the per turn

mine is located. Defense –1


Mullando has no significant abilities to speak o Toughness 10 Pain Threshold 5
beyond the standard stats and Ma nners: Smiling Equipment Tome of Ceremonies (inc luding
ingratiatingly, nervous hands. Monster Control, see Appendix,
page 56), Disguise Kit (+1 on
����������, ������������ disguises)
The son o Ambrian sett lers, raised at the edge Shadow Lush green with streaks of rot-
o Davokar, young Kaglio watched his amily be ting vegetation (corruption: 3 )
annihilated by a beast o the orest, a raging aboar, Tactics: Kagliostro has no interest in berating
urious rom being wounded by Ambria n monster insubordinate characters, unless they are an acute
hunters. Only Kaglio managed to survive, thanks threat to his plans; he gladly leaves such activities
to his curious talent or moving unseen. to his minions. If he has to intervene, he keeps to
For a ew years he lived on the streets o Kastor, the background, making himself unnoticeable and
his enemies life difficult using Larvae Boil. During
stealing to survive, beore his talents were dis- the fight in the mine, Kagliostro is consumed by
covered by a passing member o Terato’s Dawn, the ceremony until it is completed or interrupted
who took him in. Kaglio has since advanced rapidly by the characters.
within the cult, and some years ago he adopted the
suffix “-ostro”, thinking it a powerul name more *Powerful Gift grants Kagliostro a Corruption Thres-
suitable to a man o his potential. I his plan to ree hold equal to his full Resolute value.

��
��������, ��������� �������� 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 preers 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)

Defense +4 Abilities Bodyguard (novice), Iron Fist


(novice), Two-handed Force
Toughness 48 Pain Threshold 8
(novice)
Equipment None
Weapons Oozing double-axe 7 (deep Purgida as a
Shadow Pulsing green, like a great moss- impact)
companion
clad heart with veins a dark and
Armor Glowing heavy chainmail 4
oily purple (corruption: 16) It is possible for
Defense +2 Purgida to join the
Tactics: The lindworm is initially confused and
prone to regard all creatures nearby as en emies. Toughness 15 Pain Threshold 8 player characters in
When it calms down, its goal will be to get free Equipment None their fight for the town’s
and will avoid any fights which do not further that survival; in combat,
course. Should it find itself cornered it u ses bites Shadow Blazing like a roaring bonfire
(corruption: 0) she is then controlled
and the trait Enthrall in a deadly combination.
by a player. Purgida
Tactics: Normally, Ignis walks behind Purgida,
would also make a
but in combat he positions him self in front of her,
�������, ����� �� ��� ����� swinging his enormous axe. Ignis also tries to suitable replacement
Among the wizards o Kastor, squabbling between make sure that the attacks aimed at h is mistress for any fallen PCs.
themselves while leaving external affairs to the hit him instead (this requires a passed Resolute
sociable Kagliostro, there is but one potential a lly to test, see the Bodyguard ability).

��
The descendants of ������, ������ �����, Manner Growls, teeth bared

Margumal rove the �������� Race Human (Ambrian)


shadowy halls of Davo- Selima was quite popular as Mayor, re-elected on Resistance Ordinary
kar, expecting to be several occasions to continue serving the town. Traits Contacts (Monster Cults)
worshipped and cele- At the night o the murders, she was killed in t he
brated for their strength Town Hall by Kagliostro h imsel. Her corpse was Accurate 5 (+5), Cunning 13 (−3), Discreet 10 (0),
Persuasive 7 (+3), Quick 10 (0), Resolute 11 (−1),
and majesty. burned in the fireplace, in the dining room below
Strong 9 (+1), Vigilant 15 (−5)
the Grand Hall.
Abilities Poisoner (novice), Sixth Sense
(novice), Steel Throw  (adept)
�������� ��������
Terato’s Dawn in Kastor is comprised o Initiated Weapons Throwing knife 3, possibly coa-
Cultists and Enlightened Cultists, o which the latter ted with Terato’s Draught

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.
reer to the decla red state o emergency, hoping to When meeting the Town Watch, a successul
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 dier rom the others – they wear blue details
test, they may provide the ollowing inormation: among their equipment, indicating that they are
Four members o the council, including Mayor sellswords o the inamous Blue Company.
Selima, were murdered during the night. An Furthermore, a successul [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 inormation, 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
reer 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 preerred its surrounding settlements in case o an attack.
dwelling in the catacombs, with the dead…” Notice According to rumors, the bell is an artiact 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 beore (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 uniorms).
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 successul [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 deormed, 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 successul 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 successul Vigilant test with the  Medicus o the square.
ability, directed at the other corpses, shows A successul Cunning  test with the Medicus  abi-
that they were stabbed repeatedly with a lity reveals that the blood ound on both o these
knie. 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 inormation about the place, see the
witness to Ardetta’s murder! description o Kastor, page ��).

����� �� ��� ��������� ��� ���� ����


Having listened to ather Belago, the player charac- Audience: The player characters may seek an
ters might decide to go afer Darda and try to locate audience with the new mayor, Grendol, at the
her in the catacombs – and the town’s sewers to which Town Hall. But actually meeting him is d ifficult,
they are connected – beneath the Sun Temple. as Kagliostro claims him to be “terribly busy”. I
Finding a trace requires that someone with the the player characters insist (by passing a Persuasive
Bushcraf trait passes a [Vigilant –�] test – many test), Kagliostro allows them to see the Mayor – or
people have visited the catacombs, particularly rather, to walk into a trap in  ront o the undead
near the entrance where the graves o ormer high Grendol. Then, the goblins and their ogres sneak
priests and other deceased are still looked afer and up on the player characters rom behind and attack
provided with flowers and candles. Finding Darda’s them – as does Kagliostro – when they approach
trace, among all the others, is not easy. the Mayor in the Great Hall.
Having ound her trace, one must ollow it to the Forced entry: Should the player characters try
correct location. It takes three successul [Vigilant breaking into the Town Hall, t hey are greeted by
–�] tests to track Darda through the catacombs, to (��+�) o Harbassas’ Marauders, who will fight until
the underground chapel o the Temple o the Many. hal o them are injured. Then they flee to gather
Should one ail the first test, a second try is reinorcements – Kagliostro had promised them
granted, but then the trace leads to the Sorcerer’s power and authority to harass the snooty humans,
crypt instead. Darda used to go there or rest, and and they did not expect a ny heavy resistance.
sometimes still returns to lay flowers by sister The bottom floor o the Town Hall is empty,
Garala’s grave. The problem is that a necromage its basement serving as Kagliostro’s prison (see
haunts the place; one that Darda is aware o, but not Captured!, page ��). In the Great Hall on the top
affected by (as she has sister Garala’s protection). floor sits a solitary mayor, signing arrest warrants

   N

4 m²

2 2

THE TOWN HALL


3 1. Entance
2. Balustrade
3. The Grand Hall
4. Mayor Grendol

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 powerul
hold o the cultists’ monster masks, lef behind at artiact, 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 inorm 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 perorming
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 thoughtully: “Well, Town Watch uniorms. 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 inected 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 deeated 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 inormation 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 beore 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 successul 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 sae
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 inormation
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 perorms 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 Bushcrat 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.

Climax: In the Serpent’s Lair


� �������� ������ is the conrontation with The player characters have several options:
Kagliostro and his cultist in the mine, where attack head-on, sneak up on them or a surprise
the teratomancer is about to ree the lindworm attack, negotiate with the goblins, or proceed
Margumal rom his prison in the Yonderworld. A towards the mine – the long way around.
series o battles take place to stop Kagliostro r om Head-on attack: The goblins are not surprised,
completing the ceremony. and the fight unolds as usual.
Sneak attack: Every person trying to sneak up
��� ������ on them must pass a [Discreet +�] test. Those choo-
The goblins and ogres who have managed to surv ive sing not to do so start with a ull turn’s Movement
thus ar are planning an ambush by t he overgrown Action towards the bushes where the goblins are
path leading to the mine. Luck ily or the player cha- hiding.
racters, neither goblins nor ogres are able to keep Negotiation: Should the player characters
quiet, constantly squabbling amongst each other. choose to negotiate, they must persuade Harabassas,
I they pass a [Vigilant +�] test, characters which requires a successul [Persuasive –�] test; i
approaching the location can hear the sound o
bickering and shushing. Should they ail the test,
they are surprised by the goblin attack.
Those passing the test detect the goblins in time,
and can also tell that their argument concerns Captivity as a Deus ex Machina
whether or not to support the “Monster King” It could be useful for the Game Master to use
(which is what they are calling K agliostro) in re- captivity as a Deus ex Machina, rather than
eing the “Killer Snake” (Marguma l). The leader o letting defeated player characters die. This
the clan, Harbassas, is the strongest proponent or happened in a play test: the entire player
completing the mission, as they have not yet been group was beat down during a less successful
paid. He is supported by any surviving ogres. The foray into the Town Hall, and instead of being
rest o the goblins are strongly opposed to the idea, killed, they woke up in the Town Hall basement
stating everything rom chaed eet to ear o both with 1 Toughness remaining ...
the dragon and the �� s (i they have beaten the
goblins beore) as reasons or finding other work.

��
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.

��� ������ �������� �. Margumal partially freed


The mine’s entrance is guarded by ( ��) number o Duration: 2 turns
cultists, led by an Enlighted Cultist. As they are Margumal’s head and upper body break through
lurking in the shadows, player characters must pass the abric o reality. With its terrible angs and
a Vigilant test to detect their leader, but a [Vigilant claws, the serpent attacks anything in its way, but
–�] test to notice the others. Should they ail to do is unable to move. It cannot use its active traits and
so, they are surprised by attacking cultists. abilities while still being partially trapped in the
When the cultists are deeated, characters who Yonderworld. The serpent can only reach halway
pass another Vigilant test can hear the sound o through the main hall, making fighting it avoidable
polyphonic chanting coming rom deep within by staying close to the lef wall. The enemy is also
the mine. aware o this, and five cultists position themselves
Player characters with the Ritualist ability by that wall, deending the ceremony.
realize that a ceremony is being conducted; some I the ceremony is canceled at this stage, the
kind o powerul, collective ritual. The player cha- ritual goes no urther, and those trying to stop the
racters learn what is mentioned about ceremonies serpent may exit the mine and destroy its entrance.
in the Appendix. With a successul Cunning test, I so, the last thing heard as the rocks collapse over
the player character may also recall how to cancel the opening is the resounding roar o Margumal.
a ceremony; by taking out its leader, or by causing
enough participants to lose their ocus (harmi ng �. Margumal reed and disoriented, but in con-
them would do the trick). trol of himself 
Duration: 2 turns
��� ����� ������� Marguma l breaks loose, master o his own ate, i
(��+�) cultists guard this area, but are completely only or a moment. Should no-one stop Kagliostro
mesmerized by the miracle taking place deeper within � turns afer the serpent has been reed, the
inside the mine. They do not watch the openi ng, mystic will take control o it. However, i Kagliostro
where the player characters enter, but gaze towards is deeated, the serpent remains its own master.
the main hall urther in. The player characters While the ceremony is being conducted, the
automatically surprise them. disoriented serpent will not attack except in
A successul Vigilant test: The ground is shaking, sel-deense. I the lindworm is harmed, it loses
as though something enormous is twisting and its mind with rage, attacking whoever is closest. I
writhing inside the mine. there are several people within the same distance
rom it, it chooses a victim at random.
��� ���� ���� The player characters must decide whether
Here Kagliostro’s ceremony, meant to ree and to ignore the serpent and continue fighting the
assume control over Margumal, is being conducted. cultists, attack the serpent (a oolish choice, but
It is assumed that the characters arrive at the the �� s might not realize it), or try to negotiate
main hall as the ceremony is reaching its crescendo. with it. Should Kagliostro all and the cultists be
Then ollows a number o stages, starting the turn taken out, the �� s may once again choose to either
afer all enemies in the First Chambers is deeated. attack a ree Margu mal or give him sae passage.

��
Ignoring the serpent: Margumal is disoriented,
growling and roaring, but not fighting unless he
is attacked. The Gratitude of a Lindworm
Negotiation: Those who know the barbarian or If the player characters manage to convince
elvish tongues are able to calm the serpent down, 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 successul 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.
Sae 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
beore 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 inormation might be useul 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. Thereore, 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 artiacts 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 beore easting a maximum “value” o a hundred thaler. Also, Mirage
on its lie-giving juices. grants +� to Persuasive when the player character
threatens someone with “powerul 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.

�������� �������, ������


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

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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: powerul and collectively perormed
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 perorming 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 perorm 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 perormed by a hostile group
ter’s intimidation – whether or not it is successul – 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 perorm
������, ��������� ����� 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 deeated 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

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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 perorm 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 deense. One could argue, with good immediate proximity, whom will t hen receive
reason, that a sma ll and relatively undeended 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 deenders, 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 beore. 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

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7

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7

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