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Tales of the Iron Kingdoms I

“Mateo Gone Missing”


Plot Synopsis how much of a threat the investigators are (the cultists'
A Llaelese Priest of Cyriss, Mateo di Fiscani, who greatest worry is discovery by Protectorate and Khadoran
was also working as a scientific advisor for the Ordic forces, since they are building parts of a nexus generator
aristocrat, weapons merchant and mercenary Arlessio that they are busy installing at the bottom of Drek Lake).
Sinadora, was starting to become worried about both If the investigators seem like a threat, the villagers
Khador and the Protectorate encroaching on his country, attempt to lure them into the forest by telling them a
and when push came to shove he was a patriot, not a hunter has disappeared recently and otherwise drawing
religious fanatic. In order to pay for Sinadora's supplies their attention. In the forest, the cultists from the temple
to the Resistance, he stole records and mechanika from a attempt to kill the players or at least convince them that
hidden workshop of the Maiden of Gears in the area just whoever they are looking for may have fallen prey to
short of the southern Llaelese border, on the banks of beasts of the forest, but if this fails and the players follow
Drek Lake. However, upon his second visit there, he got the cultists' tracks to the workshop, the surviving
caught, and has not been heard from since. Cyrissists will panic. If the players can assure them of
Sinadora, unwilling to simply let this prime source of their intention not to betray them to any officials, the
advanced technology go and ignorant of di Fiscani's true cultists may consider releasing di Fiscani, though this
vocation, has decided to investigate. He knows that di requires some shrewd bargaining (the cultists' true
Fiscani was travelling to a private workshop, but he interest is installing the nexus generator at the bottom of
neither knows its exact location nor its true nature. Since Drek Lake, so as long as they can distract investigators
Sinadora expects to be under some scrutiny, possibly from this aim they are willing to compromise). If the
after a betrayal by di Fiscani or competitors pursuing one players assault the workshop, the remaining cultists will
of his employees to a private workshop, he is unwilling fight to defend it, but they will protect the devices they
to send his own assets, and instead hires a group of are working on rather than di Fiscani, who may easily be
unknown faces. He gives them as much information as freed.
he has about the route di Fiscani travelled and a If the player take di Fiscani back to Greenfort, the
description of the man, whom he knows as an engineer villagers, who may not be in on any bargain (if any has
rather than a priest, and sends his investigators on their been struck at all), will likely attack, though they are
way. poorly equipped. If di Fiscani is returned to Sinadora, he
The investigators travel by train to Point Bourne at will know that he is now considered anathema by the
the border of Northforest and the Western Midlunds in cult, and will never again be able to steal anything for his
Cygnar, and then by riverboat up the Black River past employer. He also fears for his life, since the cult may
Corvis to the Llaelese border. They are supposed to leave want to silence him forever, even though he has never
the ship before entering Khadoran-occupied Llael south revealed his true affiliation to Sinadora.
of Merywyn, at the occupied Cygnaran town of
Riversedge west of Drek Lake. From there they travel
east into the Bloodstone Marches, an area that is
officially not part of Cygnar or Llael and which therefore Pay and Pointers
is often used to smuggle men and materiel into the Sinadora provides the investigators with a sketch of
Northern Crusade territory or Free Llael. Mateo di Fiscani and the information he has about his
Their route ultimately takes the investigators to the travels (i.e. that he travelled up the Black River, booking
village of Greenfort on the Llaelese border, either by a passage on the River Dragon of Captain Kaelin Keehan
travelling along the bank of Drek Lake or by crossing it but leaving the ship just shy of Riversedge and getting
(though none of the locals willingly travel on the lake picked up from the eastern bank of the Black River on
these days). If they talk to villagers, they can learn that di the return voyage, for extra pay. The second time around
Fiscani travelled through Riversedge and the villages of di Fiscani failed to be at the pickup point). After having
Ansel's Folly and Grym. The people of Greenfort, steamed past Riversedge while travelling upriver, the
however, deny having seen di Fiscani even though the River Dragon passes Riversedge again a week later on its
information the investigators have gained from Ansel's return voyage south, so di Fiscani probably didn't travel
Folly and Grym suggests he should have travelled to the far while he wasn't on the riverboat. Altogether it has
place. As a matter of fact, all the villagers in Greenfort been nearly a month and a half since di Fiscani set out,
are cultists of Cyriss and know that di Fiscani has been and about three weeks after his expected return.
apprehended. He is still alive and held in the workshop, Sinadora will pay each investigator 100 gc up front,
which is hidden in the forest north of Greenfort. as well as their train and riverboat fares, and he will
If the players keep investigating, the villagers will at provide a basic map of the area and a small amount of
first attempt to stall them, but they will soon attempt to equipment for their travels, like iron rations or travelling
sneak out of the village and get advice from the priest in cloaks and boots. If the investigators return with di
charge of the workshop, who will attempt to first gauge Fiscani's body (or news and proof of his death), they get
another 100 gc each, or 200 gc if they bring him back
alive. If any investigators should die, their pay is
Riversedge
distributed among the survivors. Location: West bank of the Black River
It is possible to negotiate hazard pay. The starting rate Population: 200 (mostly Morridane, some
is 50 gc per character (100 gc for bringing di Fiscani Midlunders), garrison force of 70 Winter Guard
back alive), adjusted by a standard negotiation roll. Description: A tiny fortified waystation for
riverboats, Riversedge has been occupied by Khadoran
forces, though they could not mount more than a token
resistance to attacks if it Cygnaran forces tried to retake
Riversedge. However, in case of attacks or smuggling, it
Lay of the Land is nearly impossible to prevent the local garrison from
Though the territory near Drek Lake is nominally a notifying others through the use of signal rockets or
part of the Bloodstone Marches, it is actually a densely messenger pigeons. Riversedge does boast a battery of
forested area rather than the blasted lands so typical of cannons that can attack any riverboat, as well as two
the Marches. There are few settlers in this area, but Drek heavy warjacks and a capable 'jack marshal. All
Lake, which is nearly 25 miles wide from its travellers passing through here are expected to report to
southwestern to its northeastern banks, is home to three the garrison or be shelled. Even worse, even if well-
villages at its banks – Ansel's Folly on the western bank, equipped attackers manage to elude or escape the
Grym on the southern bank, close to Glimmerwood, and garrison, they will draw more Khadoran forces in short
the Free Llaelese village of Greenfort on the northeastern order.
bank. Travelling: 35 miles to Ansel's Folly, 25 miles to
Grym. Either journey requires crossing the Black River's
arms twice.

Locations and People of Note

Dragonfish Inn
The surprisingly large Dragonfish Inn, run by the
matronly Lacy Finnegan, caters mainly to riverboat crew.
She maintains a cool relationship with the Khadorans,
but is unwilling to take sides, since she feels she would
only end up losing no matter which side comes out the
victor. She would rather warn smugglers, spies or
saboteurs and send them on their way than betray them,
but if they insist on staying and make trouble she will
report them to the Kapitan.
When asked, Lacy Finnegan cannot recall ever
having seen di Fiscani (unsurprisingly, since it has been a
long time since he passed through the area. Ever since
the Cyrissist nexus at the bottom of Drek Lake has been
in the works, he has tried to keep a low profile by getting
off riverboats outside Riversedge).

Harbourmaster Quinn Bartley


The elderly Bartley sees fewer responsibilities these
days than he used to, since all traffic is passed through
the garrison forces and he is only called in when any
dockside labour needs to be organised. Sullenly resentful
of the changes in Riversedge, Quinn makes liberal use of
the gossip about his failing eyesight and hearing to aid
smugglers and fugitives when he can. As a matter of fact,
his senses aren't as dull by far as he makes them out to
be.
Unless he is being questioned by characters he
suspects of working with Khadorans, Quinn can be
helpful (standing up to the Kapitan goes a long way
towards earning Quinn's trust, but he isn't a fool and
always wary of agents putting on an act). Quinn
remembers di Fiscani passing through, though the last
time he saw him was months ago, and he was travelling
south. When asked about smugglers or other clandestine
travellers, Quinn circumspectly points out that such
travellers should rather take a boat or swim ashore before into the wilderness (this is also why the inn serves as a
coming to Riversedge these days, indicating that this is shop of sorts). It is run by Anson Scarrow, a bear of a
the route he expects di Fiscani to have taken. man who nevertheless has good business sense – good
enough to rat out spies or smugglers as long as the
Kapitan Jachemir Gorashevich Khadorans (or whoever comes along next) pay up and
A less than impressive officer, Gorashevich oversees make sure to only apprehend their marks well outside the
this unimportant outpost, all too aware that it is either a village limits. If this became known, Scarrow's life
dead end or a noose to hang himself with, considering expectancy could be measured in days.
that any major incursions or smuggling via the Black If approached in the right way, Scarrow remembers di
River will be laid at his doorstep. Fiscani passing through the village irregularly, the last
Gorashevich tends to bully any riverboat captains and time being about a month ago. He always stayed at his
their crew when he can, unless they are Khadoran, whom inn.
he treats with sullen deference unless they are military.
At the same time Gorashevich is unwilling to show too Three Corners Inn
much force, lest the people of Riversedge decide they Unusually tall, thin and cadaverous-looking, Stevka
would fare better by fighting rather than acquiescing. As Akinova is the somewhat forbidding proprietess of the
a result, the garrison is both full of bluster as well as Three Corners Inn (if asked about her appearance, she
distinctly lacklustre. will at first ignore the question, but if pushed, she will
Attempts to learn about di Fiscani from the Kapitan say that she was ill as a child and leave it at that). The inn
will only be met with pointed questions (or with what is very plain and not in a very good state of repair, but
Gorashevich thinks are pointed questions). If nevertheless the four rooms facing the lake are almost
investigators aren't careful, they will invite pursuit by a always taken. Stevka is a devout Menite and suspects
unit of manhunters if Gorashevich thinks he can gain Scarrow of violating the laws of hospitality, but there is
anything from it. little she can do about that.
Gorashevich does not know anything about di If asked about di Fiscani, she can give the players the
Fiscani. same information as Scarrow, though she is significantly
more hesitant and unwilling to accept payment for her
information (the best way to get her to talk would be to
be honest and say the adventurers want to rescue di
Fiscani). Stevka also knows that di Fiscani didn't travel
around the lake in the same direction, heading out in the
Ansel's Folly northern direction but returning from the south when he
Location: Western bank of Drek Lake came back.
Population: 120 (Morridane, Midlunder)
Description: Composed of fourteen sturdily built Mayor Ansel Bancroft
wooden houses huddled inside wooden fortifications, Elderly and infirm of body, Ansel Bancroft is the
Ansel's Folly is an unimpressive village that nevertheless grandson of the founder of the village. He is somewhat
has started becoming of great interest to smugglers and concerned about the way his village is slowly becoming
spies alike (in fact, at any given time there are probably embroiled in the conflicts between Cygnar, Khador and
at least three people – Cygnaran, Khadoran, and Llaelese Llael, but he is simply helpless to do anything about it.
scouts mostly – watching the lake to spot smuggling Mayor Bancroft cannot tell the adventurers anything
operations or troops. Everybody encourages belief in about di Fiscani, since he doesn't travel from his home
dangerous predators in the lake to discourage clandestine often these days.
operators, though none of the spies believes in this). The
villagers mostly live off fishing and farming, as well as Potentate Rosalyn Annalevna
serving as a waystation for traders. Despite the name, the Unusually for a formerly Cygnaran village, the
village is actually much safer than the other two Drek village priest is a Menite, not a Morrowan, though
Lake villages, since those are close to the forests. Rosalyn actually is a member of the Old Faith rather than
Travelling: 25 miles to Greenfort, 20 miles to Grym, the Protectorate version. She is well-respected in the
35 miles to Riversedge (crossing the Black River twice), village both as a physician and as a protector, and while
10-15 miles to the Black River she makes no secret of her belief that Morrowans are
misguided, she seeks to convert people by pointing out
the gifts Menoth provides, rather than by invoking the
penalties for forsaking the Creator.
Locations and People of Note
Rosalyn remembers di Fiscani, especially because he
did not pay respects at the Menite shrine, nor at the
Landbridge Inn
(unattended but well-kept) Morrowan one. She is wary of
One of the two buildings facing each other in the
revealing anything about the traveller because of the laws
village square, this is the slightly more prosperous-
of hospitality, but she is more willing to talk to Menites
looking one (though the lake cannot be viewed from any
(or people who can convincingly fake being Menites
of its rooms unless somebody climbed on the roof). The
through an appropriate Lore or Deceit roll).
Landbridge Inn mainly serves as a waystation for traders
and slightly better-off people who want to venture forth
the druids).
Grym For a few feet of thin rope or wire, or some nails or
Location: Southern Bank of Drek Lake tools, Gilian will also tell the adventurers she has seen di
Population: 110 (mixed Cygnaran and Morridane) Fiscani, though he has never hired her help. She also
Description: Heavily fortified with stone as well as warns travellers of travelling at night, because there
wood, the circular village consists of ten houses along could be grymkin around that steal equipment, food, or
the walls, with a large central square. A small shrine to sometimes even body parts. She can also tell travellers
Morrow has been erected right next to the one gate about the most dangerous predators of the area, the
leading into the village, which faces north. The village razorbats, devil rats and duskwolves.
population mainly consists of trappers and hunters, and Gilian doesn't really know anything about Greenfort,
no-one ventures outside or lets strangers in after dark – because she has never travelled there.
perhaps unsurprisingly considering the looming
Glimmerwood to the south. Olek Fedorovich, Woodcutter
Travelling: 20 miles to Ansel's Folly, 30 miles to The young and burly Olek knows the Glimmerwood
Greenfort, 25 miles to Riversedge (crossing the Black to the south particularly well, but generally never travels
River twice), 10 miles to the Black River beyond the edge of the forest if he can help it, unless he
is being accompanied by hunters or trappers. He is
definitely not as courageous as his appearance might
Locations and People of Note suggest. He will never abandon fellow travellers when
they are in danger, but if he should be the last man
Fergus Rusling, Hunter standing he will run, even if his travelling companions
Fergus, a wiry young man with prematurely grey hair are not actually dead yet. Olek can also provide travellers
and beard, is one of the best hunters of Grym, hunting with a place to stay for the night.
with a crossbow and a two-pronged spear. From a small Olek does not remember seeing di Fiscani, but he
ritual tattoo on his neck, anyone in the know can see that admits this might be due to him keeping his eyes on the
he is bonded to the Wolves of Orboros (and in fact an woods, while di Fiscani usually travelled at the bank of
entire pack of ten Wolves lives in the village, ready to the lake (as a matter of fact, di Fiscani did this to get
come to Fergus' aid if need be). spotted by the people in Greenfort). Olek has worked for
Fergus knows about the smugglers and any other the people in Greenfort, and considers them reliable but a
goings-on in the area, and readily recalls having seen di tight-knit, close-mouthed community.
Fiscani, who passed several times through Grym coming Olek also warns the travellers about grymkin, and
from the east. He is as much interested in the potential advises to always wear polished silver coins tucked into
trouble that will follow the missing engineer as in any the brims of their caps, so the Grymkin will take the
other news that he might pass on to the Circle. Fergus coins rather than the travellers' souls.
does not accept bribes in money, but in useful items like
spyglasses, metal crossbow parts, or metal blades.
If asked about the other villages, Fergus does not
have much in the way to report – except for saying he
considers the people in Greenfort “odd,” mainly because
they are very isolationist, and certainly never travel to
Grym. They are coolly polite to travellers, but otherwise Greenfort
distinctly unhelpful. Location: North bank of Drek Lake
Population: 130 (Cygnaran, Thurian, Llaelese)
Gilian Duff, Trapper Description: Extremely well-fortified, Greenfort sits
Ageing and grey-haired, the rugged trapper knows the very close to the bank of the lake, with a small pier
area well, and is one of the few people still busying jutting out into the waters (though the boats there clearly
themselves with the lake (her nets do bring in fish, and have not seen any use for a long time). The palisades
she would not say anything has changed at all, except for running around the village are very well-cut and fire-
sometimes seeing an odd glow in the water near the north hardened, and the fifteen timberframe houses, which
bank that quickly fades). She has heard that fishing boats always have two storeys, have heavy doors and arrow
have been holed and sunk and fishers gone missing in slits in the upper storeys that allow archers to fire at
Greenfort (she does not know these are false rumours to targets beyond the palisades. The bases of the palisades
discourage interest in the lake), so few people dare towards the river are clad in stone as a protection against
venture onto the lake now. If travellers ask her to put devil rats coming from the lake.
them up for the night, Gilian agrees to do so, though she All the people in Greenfort are cultists of Cyriss, but
superstitiously watches them in the mirror as they enter masquerade as Morrowans. It would take a close search
the house to spot if they are grymkin. of their homes to find the idols of the Maiden, which are
Gilian's profession makes her intimately aware of the usually concealed in compartments in the ceiling near
passage of smugglers. She knows there are rangers staircases. All the houses have alarm bells, so if the
occasionally patrolling the south bank of the lake, but she adventurers make a nuisance of themselves, the villagers
does not know their schedules. Occasionally, she has are willing to try and stop them (they will not kill them
guided smugglers past the scouts, but she generally steers right away, but will fetch Makarin, who will decide on
well clear of troops (even though she is not a member of what to do with them depending on the severity of their
discoveries. Makarin isn't a killer of men, unlike Tara Yorrik claims comes from one of the lake serpents that
Lowys, but discovery always bodes ill). have recently appeared (a closer look and a Lore (Beasts)
Travelling: 25 miles to Ansel's Folly, 30 miles to roll against target number 12 shows the jaws are fake,
Grym though, having been assembled from deer antlers and
assorted teeth. When this is pointed out, Logan admits
the fraud but prides himself on the looks of the thing,
Locations and People of Note hoping to divert attention).
When Logan is asked about di Fiscani, he will lie
Rosso di Gilfyn, Hunter (INT 4, Deception 2), but if he is found out and pressed,
The young Rosso di Gilfyn, the best hunter of the he claims he did see di Fiscani outside the village and
village, regularly tours the surrounding woods, laying thought he was a Cygnaran spy who was examining the
traps and making sure that the path to the workshop is lake to find out about why the waters have recently
always marked and no dangerous predators are around. become extremely dangerous to sail. He will then give
Rosso knows about di Fiscani, of course, but will the characters a room, but the investigators will be
feign ignorance. If his deception is discovered, he drugged with sleeping gas from hidden compartments
attempts to lead travellers on a wild goose chase. near the bases of the walls of their rooms at night (target
number 16 to resist, even on a successful resistance, INT
Friar Godwyn Hurst and PER drop to 1 for an hour). Watchful characters may
The portly and jovial Hurst keeps the small spot Rosso leaving the village in the evening before the
Morrowan shrine in Greenfort. He has his act down pat, gates are closed, as he is on his way to the temple to
but out of concern that he might offend Morrow (Hurst report on the visitors.
knows deities are real, so his fear is quite justified), the If the adventurers investigate the town in daylight,
shrine isn't quite properly set up with all the usual they will not be attacked or draw too much attention
symbols or objects, though this takes a Lore (Morrow) unless they start asking questions, since it is always
roll against target number 14 to figure out. If this is better to arouse no suspicion at all.
pointed out to him, Hurst will either claim he broke the
object out of clumsiness and hasn't been able to get a
replacement, or thanks the characters for the advice, Oddities in Greenfort
playing the humble friar who is faithful but not too well Attentive adventurers can spot some trails left by the
educated. actions of the cult that could arouse their suspicion:
When asked about di Fiscani, Hurst will lie, though
he is one of the best liars in town (INT 4, Deception 2, Heavy Machinery Trail (target number 15)
can re-roll Deception rolls). He will never alert the Though the cultists try to erase any tracks, constantly
temple himself, but tell one of the younger cultists to carrying heavy machinery to the pier has left the soil
send out the message. compacted outside the northern gate of the village, and
In his house, which is next to the shrine and were carved faint runnels into the wood of the pier as well.
Hurst lives together with two families, there is a small Moss and soil have been used to cover the the tracks
alchemical lab where the false friar concocts the towards the woods, but they are not properly rooted.
alchemicals the cult needs to go underwater to install the
nexus generator. Water Trail (target number 14)
Constantly travelling over the pier on their way back
Shannon Burney, Huntress to the village has left a faint greenish trail from lake
Shannon, young and redhaired as well as keenly algae that runs all over the pier to the Razorswarm Inn,
literate, usually hunts together with Rosso when she isn't and is even evident in the hard-to-clean crevices of the
tending the rat traps. She isn't really comfortable with the flagstones.
way the cult has acted recently, so she will attempt to Similarly, the water plants near the pier are clearly
warn travellers off unless she knows they have already not healthy, since there is a noticeable gap where the
talked to Hurst, Yorrik or di Gilfyn. She will not betray cultists drag their equipment into the lake.
the cult, though.
In her house, which is right next to the gate leading to Hunter Tracks (target number 13)
the pier, she keeps eight mechanikal diving helmets as The cultists working in the temple still come to the
well as bottles of an alchemical that make characters less village for some rest and relaxation, and their less-than-
susceptible to cold and thus allow them to operate under expert woodcraft has caused noticeable trails in the
water. forest. Additionally, the hunters of Greenfort mark the
path through the woods with scratch marks on the trees
Razorswarm Inn so the cultists can follow it without getting lost.
The inn appears plain but has an impressive metal
sign of a razorbat, with the tips of the wings sharpened Guide Ropes
like razors. Logan Yorrik spends most of his time If a character should dive into the lake near the pier,
providing the villagers with food and some relaxation, he will find guide ropes that are meant to help the cultists
and also giving them a place to warm up after a night in find their way to the geomantically significant spot
the lake. Many stuffed fish, rats and razorbats adorn the nearly five miles toward the centre of the lake. If the
walls, as well as one hideously huge set of jaws that characters should somehow be able to reach that point,
they will see an already finished pressurised dome with
large caisson entrances. Inside there is the partially set up
The Temple
nexus generator; a cultist of Cyriss or Mechanik could The temple is about half a mile into the woods and
easily deduce the device is close to being finished. straddles another geomantically important site, which
allows the cult to run a nexus generator to power their
mechanika. The temple is not truly underground but
rather a series of low wooden buildings covered with
earth and clods of moss, making it blend nearly naturally
into the landscape except for a faint hum that can be
heard as adventurers approach it. The temple has barred
windows which are normally covered by blinds with
narrow arrow slits. While the workshops are in use, the
arrow slits are closed from the inside so no light escapes.
The area around the temple hasn't been cleared of
underbrush in order not to give away its position.
However, there are concealed pitfalls scattered around
the temple. On a 1 on 1d6, an adventurer has a nasty fall
on wooden spikes unless he can roll PER or AGL
(whichever is higher) against target number 13. An
adventurer falling into a pit takes a POW PHY+STR+2
damage roll. If this inflicts 5 or more points of damage,
the character also loses 1 SPD until the damage is healed.
There are always two guards at the single entrance, as
well as the Galvanizer a little further back. In total there
are fifteen cult engineers working in the temple in
addition to the named characters, though only Makarin
and Mateo are actual priests. The inside of the temple
consists of a central dome of about 12 yards diameter that
houses the nexus generator, with six individual
workshops arrayed around that in a circle (each
workshop is a room about three by five yards big, with a
mechanikal lightsource and cots for the engineers stowed
on the side during the daytime). A short, slanted corridor
leads inside to the main dome, meaning it is impossible
to see the nexus generator from the outside. Anyone who
enters the temple interior will be attacked from all sides
at once, with the engineers easily gaining cover from the
doorways into their workshops.
Mateo's workshop is not barred, but his leg is chained
to the table, giving him just enough freedom of
movement to enter the main dome.

Damaging the Nexus Generator


Damaging the generator is a singularly bad idea. The
generator has ARM 16 and 24 damage boxes, and is
considered stationary with no back arc. Any attack that
inflicts 5 or more points of damage risks setting off a
catastrophic detonation, which takes places at once on 5-
6 on d6 or when the generator loses its last damage box.
The explosion deals a boosted POW 16 blast damage roll
to anyone inside the temple, a normal POW 16 blast
damage roll to anyone within 16 yards of the temple's
outside walls, and POW 8 blast damage to anyone within
32 yards of the temple but further away than 16 yards.
People in the temple will also be buried by the collapsing
ceiling, and survivors will surely attract the attention of
the villagers, if not Khadoran, Llaelese, Cygnaran or
Protectorate patrols in the area.
Holding the generator hostage is a sound tactic,
though not one that will endear the adventurers to
Makarin.
Deception Tactics Greenfort temple and leave without killing all cultists, his
The people of Greenfort will first and foremost reputation in the cult will slowly become very black
attempt to divert the adventurers' attention by claiming indeed. Mateo will be quick to point this out once they
they have never seen Mateo di Fiscani. are out of earshot. The character in question will not be
If this doesn't work, they will try sending them on a thrown out of the cult as such, but cannot transcend or
wild goose chase while the temple is alerted; their main otherwise take part in the cult's higher mysteries until he
goal is not to have news of the workshop get to anybody has redeemed himself.
until they have finished their work.
If the adventurers enter the northern woods, possibly
while following the tracks, the villagers will send two
waves after them, one at the front and another further Rewards
back to act as reinforcements and rearguard. The All player characters receive 1 XP for taking part in
villagers will send two hunters per adventurer, unless the the scenario. If they can free Mateo, they get +1 XP. If
adventurers look particularly dangerous, in which case they can leave the village of Greenfort uninvolved (e.g.
they will send three or four. The hunting parties will by clever lying and backtracking so the villagers think
follow the adventurers until they are near the temple and the visitors have left for good), they get +1 XP. If the
then alert the temple by firing rifles, catching the investigators discover at least some of the oddities in
adventurers in a crossfire. Greenfort, they also get +1 XP, though this will
If the adventurers start a fight in the village, the main inevitably mean the villagers are aware of the players'
goal of the villagers is to keep their families safe. They intentions. If the players leave without learning of the
will grudgingly agree to lead the adventurers to the cult's true nature, they get 1 XP, or 2 XP for learning of
temple, but will employ the two-wave tactic mentioned the nexus generator (cultists of Cyriss among the player
above as well unless the adventurers destroy all weapons characters switch the points around, making the whole
before they leave the village. group gain 1 XP for learning of the generator or 2 XP for
If the adventurers are arrested, Makarin is all too steering their friends away from the issue).
aware of the risk of continually making people disappear Forging a compact between Sinadora and Makarin
since his main goal is keeping the temple a secret. adds +1 XP, as well as a reward of 150 gc per adventurer
Depending on the odds, he might let Mateo go but from Sinadora.
attempt to follow and kill the entire party somewhere
else, but if the adventurers are not aware of the full
extent of the Cyrissists' works, he will grudgingly allow
them to go with Mateo (who will keep the cult's secrets,
well aware that he will be in mortal danger for the rest of
his life now).
If the adventurers leave with Makarin's blessing and
knowledge of the full operations of the cult, he will
immediately set about destroying the temple and
removing all equipment to the village, where he dumps it
into the lake far away from the nexus generator. The cult
will attempt to find another way to finish the generator
later, as soon as matters have cooled down, but Makarin,
Lowys and Telloso will be a dire enemies in the future
who will seek revenge for the damage to their reputation
in the cult.
Extremely shrewd adventurers who recall Sinadora's
mercenary nature may be willing to angle for a
cooperation between the cult and the weapons merchant.
If this is phrased well, it could be an interesting option
that Makarin could accept.

“Hey, I'm a member too!”


Even a Cyrissist cultist among the adventurers will
not easily spot more obvious evidence of the village's
nature, but if all adventurers should obviously be
Cyrissists, they will receive a visit by Makarin, who will
invite them to stay and help with the cult's holy works.
In a battle, an obvious Cyrissist among the
adventurers will be exhorted to make his friends
surrender, if not to fight with his true brethren. If an
adventurer Cyrissist should not cease to oppose the
Cost RNG AOE POW UP OFF
Dramatis Personae Guided Blade 1 6 - - No No
+1 MAT and magical melee weapons for target for one round.
Deceleration 3 Self CTRL - No No
+2 DEF and ARM against ranged attacks for all allies in AOE.
Ladimir Makarin Dissolution Bolt 2 8 - 12 No Yes
Umbrean Ranger/Priest of Cyriss Characters hit cannot channel spells for 1 round.
Description: Looking distinctly less like an engineer Electrical Blast 3 8 3 13 No Yes
Electrical damage; target becomes Disrupted.
and more like the weather-beaten ranger, the bald, tall,
Realignment 4 Self CTRL - No No
bemoustached Ladimir strikes an intimidating pose. Worshippers of Cyriss in the AOE can reroll attack and skill rolls
Notes: Ladimir is aware that the highest priority of for 1 round. Realignment can only be cast once per encounter.
the Drek Lake cell is completing the geomantic nexus
generator at the bottom of the lake. He is worried about
Mateo's betrayal, but confident in the defences of the
Physique ▢ ▢ ▢ ▢ ▢ 1
workshop, though he is wary of alerting either
(-2 STR) ▢ ▢ 2
Protectorate or Khadoran forces to the Cyrissists' Agility ▢ ▢ ▢ 3
presence. (-2 attack rolls) ▢ 4
Archetype: Veteran Gifted (Will Weaver) (65 XP)
Feat Points per turn: 1 (2 max.) Intellect ▢ ▢ ▢ ▢ 5
(-2 DEF; no upkeep) ▢ 6
Physique 7 Agility 4 Intellect 5
Speed 6 Prowess 4 Perception 5 In case of odd stats, assign vitality to odd-numbered branch.
Strength 5 Poise 4 Arcane 5 Notable Equipment:
Willpower Defense Optifex Armour (ARM +7, DEF -2; Compensator,
(PHY+INT+Modifier)
12 (SPD+AGL+PER+Modifier)
15(14)
Light; Ambient Accumulator)
Initiative Armour
(SPD+PRW+PER+Modifier) 15 (PHY+Modifier) 14 Repeating Rifle (POW 10, RNG 14, RAT 5, 5 shots)
Command Range Axe (STR+POW 8, MAT 6)
(INT+Command+Modifier)
7
Hand Weapon (PRW) 4 + 2 + 0 = 6
Rifle (POI) 4 + 1 + 0 = 5
Alchemy (INT) 5 + 1 + 0 = 6
Command (*) * + 2 + 0 = * Tara Lowys
Craft (glassmaker) (INT) 5 + 1 + 0 = 6 Umbrean Ranger/Cyrissist Warcaster
Craft (metalwork) (INT) 5 + 1 + 0 = 6
Cryptography (INT) 5 + 1 + 0 = 6 Description: The red-haired Tara Lowys, whose
Detection (PER) 5 + 1 + 0 = 6 mixed ancestry is revealed in her delicate Rynnish
Lore (Cyriss) (INT) 5 + 3 + 0 = 8 features that are incongruous with her wiry Umbrean
Mechanikal Engineer (INT) 5 + 3 + 0 = 8 build, always moves aggressively and fast, and has little
Navigation (PER) 5 + 2 + 0 = 7 patience or sophistication.
Research (INT) 5 + 1 + 0 = 6 Notes: Tara is hotheaded and tends to overextend
Sneak (AGL) 4 + 1 + 0 = 5 herself, counting on her cross-country abilities to extract
Survival (PER) 5 + 1 + 0 = 6 her from danger, if need be. She resents the intellectual
Swimming (STR) 5 + 1 + 0 = 6 superiority of the ones like Ladimir or even Nicolo, but
Tracking (PER) 5 + 1 + 0 = 6 her loyalty to the cause of the Convergence is
unquestionable.
Enigma Cypher Feat point for puzzle-solving
Archetype: Hero Gifted (Focuser) (27 XP)
Camouflage +2 DEF cover/concealment
Feat Points per turn: 1 (2 max.)
Pathfinder Ignore rough terrain
Fast Reload 1 extra quick action for reloading Physique 6 Agility 3 Intellect 3
Choir +1 magic attack roll for choristers Speed 7 Prowess 5 Perception 4
within 1” Strength 4 Poise 5 Arcane 4
Inscribe Formulae Craft rune plates
Willpower Defense
Genius Boosted INT rolls (PHY+INT+Modifier) 9 (SPD+AGL+PER+Modifier)
14(13)
Fast Caster 1 extra quick action for spellcasting Initiative Armour
Magic Sensitivity 250 feet (50”) range (SPD+PRW+PER+Modifier)
14 (PHY+Modifier)
13
Command Range
(INT+Command+Modifier) 4
Warding Circle Protects from undead and infernals
Combat Caster Extra die for magic attacks, discard
lowest die in the roll
Hand Weapon (PRW) 5 + 2 + 0 = 7 Feat Points per turn: none
Great Weapon (PRW) 5 + 1 + 0 = 6
Rifle (POI) 5 + 1 + 0 = 6 Physique 5 Agility 4 Intellect 5
Command (*) * + 1 + 0 = * Speed 6 Prowess 4 Perception 4
Detection (PER) 4 + 2 + 0 = 6 Strength 4 Poise 4 Arcane 4
Mechanikal Engineer (INT) 3 + 1 + 0 = 4 Willpower Defense
Medicine (INT) 3 + 1 + 0 = 4 (PHY+INT+Modifier) 10 (SPD+AGL+PER+Modifier)
14(13)
Initiative Armour
Navigation (PER) 4 + 2 + 0 = 6
(SPD+PRW+PER+Modifier)
14 (PHY+Modifier)
10
Sneak (AGL) 3 + 2 + 0 = 5
Command Range
Survival (PER) 4 + 1 + 0 = 5 (INT+Command+Modifier) 5
Swimming (STR) 4 + 1 + 0 = 5 Rifle (POI) 4 + 1 + 0 = 5
Tracking (PER) 4 + 2 + 0 = 6 Craft (gunsmithing) (INT) 5 + 1 + 0 = 6
Bond x4 Bond to mechanika/vectors Craft (metalworking) (INT) 5 + 1 + 0 = 6
Convergence Warcaster May only bond to vectors Lore (Arcane) (INT) 5 + 1 + 0 = 6
Camouflage +2 DEF cover/concealment Lore (Cyriss( (INT) 5 + 1 + 0 = 6
Pathfinder Ignore rough terrain Mechanikal Engineer (INT) 5 + 2 + 0 = 8
Combat Caster Extra die for magic attacks, discard Research (INT) 5 + 1 + 0 = 6
lowest die in the roll Inscribe Formulae Craft runeplates
Cost RNG AOE POW UP OFF Great Power Upkeep one spell for free
Arcane Strike 1 8 - 8 No Yes University Education Reroll Lore and Research rolls
Jump Start 1 Self CTRL - No No
Spellcaster and battlegroup shake Stationary and Knockdown and Rune Reader
turn to face any direction. Cost RNG AOE POW UP OFF
Reconstruction 4 Self CTRL - No No Arcantrik Bolt 2 10 - 12 No Yes
Remove 1d6 damage from each construct character in the area of Damaged steamjacks become stationary for 1 round.
effect. Aura of Protection 2 Self CTRL - Yes No
Temper Metal 2 6 - - Yes No +2 ARM to all friendly characters in range.
+2 ARM and immunity to continuous effects to steamjack. Inhospitable Ground 3 Self CTRL - No No
Area of effect becomes rough terrain.
Power Field ▢ ▢ ▢ ▢ ▢ ▢ Light in Darkness
Area of effect is lit.
1 Self CTRL - Yes No

Polarity Shield 2 6 - - Yes No


Physique ▢ ▢ ▢ ▢ 1
Target cannot be charged from the front arc.
(-2 STR) ▢ ▢ 2 Protection f. Electricity 1 6 - - Yes No
Immunity to electrical damage and Disruption.
Agility ▢ ▢ ▢ 3
4 Physique ▢ ▢ ▢ ▢ 1
(-2 attack rolls)

Intellect ▢ ▢ ▢ 5 (-2 STR) ▢ 2


6 Agility ▢ ▢ ▢ 3
(-2 DEF; no upkeep)

In case of odd stats, assign vitality to odd-numbered branch. (-2 attack rolls) ▢ 4
Notable Equipment: Intellect ▢ ▢ ▢ ▢ 5
Medium Warcaster Armour (ARM +7, DEF -1, (-2 DEF; no upkeep) ▢ 6
Power Field 6)
Mechanikal Repeating Swordcannon Final Argument In case of odd stats, assign vitality to odd-numbered branch.
(Ranged: POW 10, RNG 10, RAT 6, 5 shots; Melee: Notable Equipment:
STR+POW 7, MAT 7; Accurate, Bond; Clockwork Armoured Greatcoat (ARM +5, DEF -1)
Accumulator) Repeating Rifle (POW 10, RNG 14, RAT 5, 5 shots)
Battle Staff (Reach, STR+POW 8, MAT 4; Critical
Knockout (13))

Nicolo Telloso
Ordic Arcane Mechanik / Arcanist and Cyrissist
Description: Bookish, bespectacled and nervous in Mateo di Fiscani
the face of actual danger, Nicolo Telloso is a good Llaelese Arcane Mechanik/Priest of Cyriss
example of the typical intellectual. Description: Di Fiscani is an unassuming young man
Notes: Nicolo runs the workshop and builds with his blond hair usually kept at shoulder length and
mechanika when Ladimir is not taking charge of any tied back in a ponytail. These days his body language is
works. He pretty much stumbled on the Cult while at full of tics and hesitations, both because of the way he is
university and is now working on becoming an ordained torn between his religious vocation and his patriotism,
member of the clergy. and because of the ceaseless haranguing he has been
Archetype: Hero Gifted (Will Weaver) (6 XP)
getting from the priests at the workshop.
Notes: Di Fiscani will never knowingly hurt his
Thane Arlessio Sinadora
former cult members. At most he will attack vectors and Ordic Aristocrat/Military Officer/Field Mechanik
servitors, or put his fellow Cyrissists in magnetic holds Description: Sinadora wears a black uniform jacket
until they surrender or Mateo has got away. When he has in the style of King Leto. His black beard and moustache
to choose between defending himself or his rescuers and are elaborately trimmed and waxed, and he wears his hair
the cult, he will likely be torn by indecision. shoulder length. Sinadora usually speaks and gestures
Archetype: Hero Gifted (Will Weaver) (27 XP)) flamboyantly, but this often only masks subtle barbs and
Feat Points per turn: none (1 max. through Enigma a condescending attitude, especially towards non-
Cypher) humans.
Notes: Sinadora is a mercenary at heart, and sees the
Physique 6 Agility 4 Intellect 5 occupation as a chance of expanding his fortunes both as
Speed 6 Prowess 4 Perception 5 a mercenary leader and arms producer. He has also
Strength 4 Poise 4 Arcane 4 become extremely curious about new technologies,
Willpower Defense seeing the future of warfare and spying in expertly and
(PHY+INT+Modifier) 11 (SPD+AGL+PER+Modifier) 15 unusually applied force. He has surrounded himself with
Initiative Armour
(SPD+PRW+PER+Modifier)
15 (PHY+Modifier)
6 a staff of unscrupulous but loyal engineers and inventors
and funds their research into new weapons.
Command Range
(INT+Command+Modifier) 5 Archetype: Veteran Intellectual (75 XP))
Hand Weapon (PRW) 4 + 1 + 0 = 5 Feat Points per turn: 1 per round (3 max.)
Rifle (POI) 4 + 1 + 0 = 5 Physique 6 Agility 4 Intellect 6
Alchemy (INT) 5 + 1 + 0 = 6
Speed 7 Prowess 5 Perception 5
Climbing (AGL) 4 + 1 + 0 = 5
Craft (glassmaking) (INT) 5 + 1 + 0 = 6 Strength 5 Poise 4 Arcane -
Willpower Defense
Craft (gunsmithing) (INT) 5 + 1 + 0 = 6
(PHY+INT+Modifier)
12 (SPD+AGL+PER+Modifier)
16(15)
Craft (metalworking) (INT) 5 + 2 + 0 = 7
Initiative Armour
(SPD+PRW+PER+Modifier) 17
Lore (Cyriss) (INT) 5 + 1 + 0 = 6 (PHY+Modifier) 11
Lore (Llael) (INT) 5 + 1 + 0 = 6 Command Range
Lore (Mechanika) (INT) 5 + 1 + 0 = 6 (INT+Command+Modifier)
11
Mechanikal Engineer (INT) 5 + 2 + 0 = 7 Hand Weapon (PRW) 5 + 2 + 1 = 8
Negotiation (*) * + 1 + 0 = * Great Weapon (PRW) 5 + 1 + 1 = 7
Research (INT) 5 + 1 + 0 = 6 Pistol (POI) 4 + 2 + 1 = 7
Enigma Cypher Feat point for puzzle-solving Bribery * + 1 + 0 = *
Engrave Formulae Craft rune plates Command (*) * + 3 + 0 = *
Language (Ordic) Cryptography (INT) 6 + 1 + 0 = 7
Arcane Engineer Re-roll Mechanikal Engineering Deception (*) * + 1 + 0 = *
Bodge Field repairs on warjacks Detection (PER) 5 + 2 + 0 = 7
Genius Boosted INT rolls Etiquette (*) * + 2 + 0 = *
Fast Caster 1 extra quick action for spellcasting Gambling (PER) 5 + 1 + 0 = 6
Combat Caster Extra die for magic attacks, discard Law (INT) 6 + 1 + 0 = 7
lowest die in the roll Lore (Ord) (INT) 6 + 1 + 0 = 7
Cost RNG AOE POW UP OFF Mechanikal Engineer (INT) 6 + 2 + 0 = 8
Arcantrik Bolt 2 10 - 12 - Yes Medicine (INT) 6 + 2 + 0 = 8
Damaged steamjacks become stationary. Navigation (PER) 5 + 1 + 0 = 6
Electrical Blast 3 8 3 13 - Yes Negotiation (*) * + 1 + 0 = *
Electrical damage; Disruption. Oratory (*) * + 1 + 0 = *
Magnetic Hold 2 8 - - Yes Yes Riding (AGL) 4 + 1 + 0 = 5
-2 SPD and DEF; +2 movement to constructs charging target. Seduction (*) * + 1 + 0 = *
True Sight 2 Self - - Yes No
See in darkness, ignore concealment, Camouflage and Stealth.

Physique ▢ ▢ ▢ ▢ 1
(-2 STR) ▢ ▢ 2
Agility ▢ ▢ ▢ 3
(-2 attack rolls) ▢ 4
Intellect ▢ ▢ ▢ ▢ 5
(-2 DEF; no upkeep) ▢ 6
In case of odd stats, assign vitality to odd-numbered branch.
Good Breeding Re-roll Etiquette
Language (Llaelese) Also: Cygnaran, Ordic
Galvanizer
Convergence light vector
Privilege Legal immunities
Special Qualities: Circular Vision
Connections: Nobility
Battle Plan: Call to Action Knocked down allies stand SPD STR AGL MAT RAT DEF ARM
up or go prone 5 7 4 5* 5* 12 16
Natural Leader +2 command range 1 2 3 4 5 6
Team Leader Feat point gains may be
assigned to allies
Connections: Mercenaries
'Jack Marshal May drive steamjacks
Ace Commander 1 extra quick action for
drives
Battle Plan: Go to Ground Allies gain cover, immunity
to blast damage, and do not
H H H H
block LOS until they move M M I I M M
or are engaged
Ironhead May operate steam armour Attacks:
Drive: Assault 'Jack charges and fires at Bash (Melee, MAT 5)
melee range before making Metal Saw (Head, STR+POW 12, MAT 5; Critical
melee attacks Grievous Wounds)
Battle Commander 1 free battle plan per turn
Intellectual +1 to attack/damage rolls;
+1 to allies' attack/damage rolls
while in command range
Genius Boosted INT rolls Diffuser
Feat: Quick Thinking Attack or quick action at the Convergence light vector
start of another character's turn Special Qualities: Circular Vision
once per round SPD STR AGL MAT RAT DEF ARM
5 7 4 5* 5* 12 16
Physique ▢ ▢ ▢ ▢ 1
1 2 3 4 5 6
(-2 STR) ▢ ▢ 2
Agility ▢ ▢ ▢ 3
(-2 attack rolls) ▢ 4
Intellect ▢ ▢ ▢ ▢ 5
(-2 DEF; no upkeep) ▢ ▢ 6
H H H H
In case of odd stats, assign vitality to odd-numbered branch.
M M I I M M
Notable Equipment: Attacks:
Armoured Greatcoat (+5 ARM, -1 DEF) Bash (Melee, MAT 5)
Mechanikal Rapier Wit's Bite (POW 3(4), MAT 9, Homing Ripspike Launcher (Head, POW 11, RNG
Accuracy, Grievous Wounds, Impact; Arcanodynamic 11, RAT 5, 8 shots; targets hit by a ripspike can be
Accumulator) charged or slammed by friendly vectors without a need
Mechanikal Repeating Pistol Shroudfall (POW for spending focus)
10(11), RNG 8, RAT 8, Accuracy, Blast (POW 5(6)),
Silencer; Arcanodynamic Accumulator)
Ironhead Armour Frigate (ARM+9, SPD -0, DEF -3,
STR+3, may run; +12 damage boxes; equipped with a
mechanikal sword (POW 4(5), MAT 9, Accuracy,
Impact, Mechanikal Seizure; Arcanodynamic
Accumulator) and a carbine (POW 10(11), RNG 10, RAT
5, 5 shots)
Cultist Razorbats
Human Cultists of Cyriss Flying Nightmares
Description and notes: The cultists wear cult robes Description and notes: Talon-winged and barb-
while they work in the laboratories, but don light armour tailed, razorbats attack in swarms that take on animals
when faced with enemies. They generally aren't much larger than individual bats. Razorbat colonies live
impressive fighters, and can either be considered in forests, and do not venture far from the treeline
alchemists or field mechaniks for rules purposes. (unfortunately, anybody travelling on the banks of Drek
Lake is fair game).
SPD STR MAT RAT DEF ARM
Special Qualities:
6 4 5 5 13(12) 5(10)
Anatomical Precision
Willpower Initiative Detection Sneak/Lie Circular Vision
9 14 5(4) 3/4 Distracting: Non-razorbat characters in melee
Vitality: 5 range of a razorbat swarm suffer -1 MAT.
Flight
Notable Equipment: Kill Shot: Once per activation, a razorbat swarm
Alchemist's Leathers (+5 ARM (+8 ARM against that has just destroyed an enemy can
blast damage, fire, cold, and corrosion), -1 DEF, includes immediately make one ranged attack.
a gas mask (-1 PER)) Swarm: Immune to free strikes, large base. Non-
Telecoping Staff (STR+POW 7, MAT 5 (collapsed); AOE and non-SP attacks roll one less die for
STR+POW 8, MAT 4, Reach, two-handed (extended)) damage.
Pistol (POW 10, RNG 8, RAT 5; 5 rounds of
ammunition) SPD STR MAT RAT DEF ARM
6 3 6 4 12 12
Willpower Initiative Detection Sneak
8 14 6 6
Vitality: 8
Villagers
Human Attacks:
Slashing Swarm (POW+STR 4, MAT 6, Thresher:
Description and notes: These stats can be used to One attack against every character in melee range)
represent both the villagers of Greenfort and any other Sonic Screech (POW 6, RNG SP6, RAT 4; Critical
villager the investigators might come to tussle with. Stun: Stationary for 1 round)
Crossbows and bows are just as prevalent as are rifles; in
fact, they are a little more common in the wilderness.
SPD STR MAT RAT DEF ARM
6 5 5 5 12 11
Willpower Initiative Detection Sneak/Lie
9 14 5 4/4
Vitality: 6
Notable Equipment:
Armoured Greatcoat (+5 ARM, -1 DEF)
Axe (STR+POW 8, MAT 5)
Rifle (POW 10, RNG 14, RAT 5; 10 rounds of
ammunition)
or
Crossbow (POW 12, RNG 10, RAT 5; 10 bolts)
or
Bow (POW 10, RNG 10, RAT 5; 10 arrows)
Duskwolves Vitality: 8
Pack-hunting predators Attacks:
Description and notes: With the males standing as Bite (STR+POW 10, MAT 6)
tall as a human and the females stealthy to a degree
bordering on the supernatural, the enormous duskwolves
are cunning and extremely dangerous predators. Male Duskwolf:
Most duskwolves in a pack are female.
SPD STR MAT RAT DEF ARM
Special Qualities:
7 7 7 2 15 14
Cull the Weak: +1 to attack and damage rolls
against injured characters. Willpower Initiative Detection Sneak
Flawless Tracker: Tracking skill 6; tracking rolls 9 16 7 5
against living characters gain an additional
die. Physique ▢ ▢ ▢ ▢ 1
Shadow Camouflage (female only): As a quick (-2 STR) ▢ ▢ 2
action, female duskwolves gain Stealth for one
round as long as they are not in brightly-lit Agility ▢ ▢ ▢ 3
areas. (-2 attack rolls) ▢ 4
Unnerving Howl (male only): Once per encounter, 5
the male duskwolf may howl, affecting all Intellect ▢ ▢
living characters within 10” with Terror [16]. (-2 DEF; no upkeep) ▢ 6
The howl does not affect other duskwolves. In case of odd stats, assign vitality to odd-numbered branch.
Female Duskwolf: Attacks:
SPD STR MAT RAT DEF ARM Bite (STR+POW 10, MAT 6, Critical Knockdown)
7 7 6 2 13 12
Willpower Initiative Detection Sneak
8 14 6 6

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