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Written by Greg Saunders, addtional content Tristan


Jusola-Sanders
Cover art by Carlos Castilho,
design Paul Bourne
Internal art Maciej Zagorsk of the Forge Studios,
Carlos Castilho, Barandash Karandashich and Greg
Saunders

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CONTENTS

Introduction 4 Confessors 27
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The traitor's legacy 4 Blight catcher badges 28
On demons 5 Sanctioned acts 28
Greater Demons 6 Justice 29
Gojoral, the Black Magicians and Blight
King 6 Catchers 29
Zentis, the Prince of Blight Catcher
Spears 7 organisations 30
Vork, the Fire 7 Golden Crown 31
Falanis, the Maker 8 The Pyre 32
Minor Demons 8 Inquisition of Flame 33
Hounds of Gelsan 10 Blight Catcher spells 34
The Fleshy Men 10 Reveal blight 34
Gore Snakes 11 Incandescence 34
The Dark Flock 11 Shame 35
Teeth 13 Snake's tongue 35
Demon summoning 13 Blight Catcher player
Blighted objects 15 characters 36
Tainted by blight 15 Involving player
Cults of the Kingdom 16 characters 37
The Circle of Ash 16 Press ganged into
The Tenebrous Heart 17 service 37
The Glittering Eye 19 Blight Catcher
The Broken Chain 19 characters 37
The Sacred Brotherhood Blight Catcher 38
of the Blood of the Firebrand 40
Beast 20 Seeker 41
The Equestrian Order of Advanced career
the Red King's Mercy 20 Confessor 43
The Undertaker's Guild
of Pomperburg 21 Whispers from the dark 44
The Order of the Games master advice 45
Massacred Saint 22 Horror 45
The Secret Friends Mystery 46
of John Brinkwood 22 Investigation 46
The Upright and Decent The night market 48
Folk of Weissenhal 23 Hedge Merchants 48
The Painbringers Doctor Phelias 49
Below 23 Miri's Bizarre 50
The Coven of Sisters 24 The Grotto 50
The Onyx Hand 24 Four winds 51
The Holy Men of the Occult Informants 51
Wood 25 Roan Black 51
Sigmus Olsen 53
Blight catchers 26 Jey Coombe 53
Blight Catchers 27 Scenario ideas 54
The stolen book 54

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G What is happening? 54 Filbus Reech,
psychotic cultist 73
Possible scenes 55
The bloody fan 56 Hella Tremell, city
What is happening? 57 watch investigator 75
Possible scenes 57 Tomas Wistel, homeless
The dwarven stone 59 witness 75
What is happening? 60 Saran Hale,
Possible scenes 60 Inquisition of Flame 76
The Fallen King 61 The Scar, a demon 78
What is happening? 62
Possible scenes 62 Location Vorn's
The Dark 63 house 80
What is happening? 63 Location The
Possible scenes 64 city watch house 80
Scene Talking to
The Whispering Blade 66 the Night Market 81
The Story 67 Scene Finding Tempis 82
Hooks 68 Scene Investigating
A blighted knife 69 the House 82
Where is the Whispering Scene Questioning
Blade now? 70 Wistel 84
Characters, Locations Scene The Temple 84
and Events 70 Aftermath 86
Brothers of Nightfire 70
Davos Tempis, cultist
gone to ground 71

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Introduction
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This book outlines the Blight Catchers who protect
the Kingdom from the cults and demon-obsessed fol-
lowers of the Traitor. The activities of Blight
Catchers, Confessors and their organisations and
goals are outlined, along with player characters
careers and ideas for incorporating Blight Catch-
ers into your game of Warlock. Finally, a sandbox
investigative adventure is presented which can be
used in a regular Warlock campaign or to kick off
a game focused on Blight Catchers and their prey.

The traitor's legacy


The war against the Traitor was a long and bitter
one, and it brought the Kingdom to its knees. How-
ever, in the end, the King triumphed and the trai-
tor disappeared. Now the Kingdom is embarking on
the slow road to recovery. The common folk of the
Kingdom rejoice at the passing of the darkest time
even as they toil amongst the ruins of a society
ravaged by war, however those in the know under-
stand that even if the traitor is gone for now,
the evil he wrought spreads still like a blight, a
cancer at the heart of the Kingdom..

The Traitor's followers are called the corrupted or


the blighted, and they are often powerful magicians
in their own right. Those that oppose them are the
Blight Catchers and their servants.

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On demons

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Greater Demons
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There are rumours among magicians that the barriers
that separate realities do not shield the mundane
world from the attention of powerful entities in-
cluding those often called Greater Demons. These
beings are singular entities, drawn to the mundane
world by a lust for change and alteration. Delock
of the Deeps and Pazaali are examples of such be-
ings. While most magicians try their very best to
avoid the attentions of Greater Demons, rightly
believing that anything that comes from beyond is
best avoided, the Corrupted form cults that court
the attention of Greater Demons and feed off the
power they can grant. There follows some examples
of the many named greater demons that have been
recorded in the annals of the Kingdom.

GOJORAL, THE BLACK KING

A blackened skull, grinning and terrible, is all


the description anyone in magical circles has of
the dreadful being known as the Gojoral, the Black
King. Apparently, this power occasionally crosses
to the mundane world, drawn by blighted cultists
that seek its power. The Black King exists for de-
struction and chaos, seeing beauty in the collapse
of civilisation and the growth of madness. Serv-
ants of the Black King are killers and monsters,
willing to put all to the sword. However, not all
is lost - these cultists have to act carefully, as
the agents of the Kingdom most easily thwart their
violent acts. The cults of the Black King instead
sow discord and unrest in the heart of the Kingdom,
seeking to foster destruction through the manipula-

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tion of unwitting vessels. Some say the Black King
itself stalked the field of battle at Pomperburg
when the King's forces clashed with the maddened
armies of the Traitor. Who can know for sure?

ZENTIS, THE PRINCE OF SPEARS

The entity known as the Zentis, the Prince of Spears


is often described as a beautiful man around twenty
years old, with a forked tongue that is only re-
vealed when he speaks in a sibilant, rasping voice.
What the Prince offers is secrets, and all he wants
in return is blood. How much blood is usually the
sticking point, and the Prince is said to not take
rejection well. Rumour has it that the Prince last
manifested in Honheim, as the city collapsed to
the ministrations of unmen hordes from the Cragtop
Mountains. Cults of the Prince of Spears are insid-
ious, offering secrets that can help advance posi-
tions as tools to lure in the unwary. Blight Catch-
ers believe the Prince represents a real threat to
the stability of the Kingdom, as it is often the
most powerful that fall to such whisperings.

VORK, THE FIRE

The dreadful entity known as Vork, the Fire, is


terrible to behold. Burning with an iridescent,
multicolour flame of furnace-like heat, the Fire
sweeps through buildings destroying all it can.
When not active, the Fire appears as a young girl
around twelve years old. The Fire seems to want to
destroy places of worship to other faiths, and its
cults are the most fervent and fanatical of those
that serve the Greater Demons. The church of the
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Thrice Blessed, patron of the Blight Catchers, isG
especially active in unravelling the mad schemes of
those that seek inspiration from The Fire.

FALANIS, THE MAKER

Falanis the Maker makes blighted objects, or so


it is said, and is therefore one of the most in-
teresting beings from the point of view of demon-
ologists. Those that whisper of the Maker even go
so far as to say that all the blighted objects in
the Kingdom are the result of the its activities,
though that is hard to prove. Either way, having
something capable of making such corrupted items is
very dangerous indeed. There is only one problem
for the demonologists that follow the Maker - the
power has a price, and it is usually terrible. How
the Maker manifests is the topic of much debate
among those cultists that dedicate themselves to
its service and those seek to locate and bargain
with this entity. The Maker was last rumoured to
have visited the dwarven holds of the Black Spine
Mountains around fifty years ago. No one has man-
aged to find evidence of a further visit from the
being since then.

Minor Demons
Myriad are the demons that claw at the edges of
reality, and legion are their forms. As well as
the Greater demons such as Delock, Pazaali and the
aforementioned beings, there are countless oth-
er entities, some of which have had many names
throughout the centuries. These demons are often

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the focus of local cults, who worship them and
gain power from their dark regard. Such entities
manifest in many different ways, with many signs
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and signals indicating their presence to seasoned
Blight Catchers. Some examples of demons recorded
to have manifested in the Kingdom are given below.
In game terms, the general statistics of demons
from the core rules can be used, but each demon
should have at least one special ability that de-
scribes its nature and how it acts.

HOUNDS OF GELSAN

The demons known as the Hounds of Gelsan resemble


large dogs, hence the name, however in most reports
they can only pass as a mundane creature in poor
light. The most obvious and disgusting difference
between the Hound and a real dog or wolf is the
creature's head. Instead of a head, this demon is
reported to have nothing more than a neck that ends
in an ugly, gaping maw. Other witnesses speak of a
head of sorts, but with broken, weeping skin, and
always a large and horrific mouth with too many
teeth.

THE FLESHY MEN

The demons called the Fleshy Men are an abomina-


tion, as much for the fact that they almost pass
for a normal if horribly deformed people as any-
thing else. Fat and bloated, with stretched skin
beaded with sweat, a Fleshy Man looks almost normal
- almost. Dirty yellow eyes, clawed fingernails and
a tendency to lick its lips with a white tongue
reveal its abnormality. Fleshy Men often pose as
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people, wearing clothes and hiding their strange
eyes in the depths of cowled hoods. Surprisingly,
the creatures can move very fast when they want to,
usually at the moment when they reveal themselves.

GORE SNAKES

Tunnelling through flesh in a grizzly violation,


the demons called Gore Snakes seize their hosts,
then they lie in wait. The host themselves have no
recollection of the attack, only a memory of being
tremendously unwell for a few days. Soon they feel
almost normal, except for a very upset stomach. The
Gore Snake bides its time, using the host's body
as camouflage and waiting for the optimum moment
to cause the most harm, usually when the host is
in a crowded place. When the host is surrounded by
people the Gore Snake bursts from its host's mouth
in a shower of blood and vomit, before seizing upon
and tearing through the flesh of horrified onlook-
ers.

THE DARK FLOCK

There are stories from the early days of the King-


dom of a demon that appears as a flock of individ-
ual bird-like creatures. They swirl through the air
like a twisting murmuration of birds, wheeling and
diving in an intertwining swarm of creatures, and
appear quite normal from a distance. Only when they
finally descend on their victim does their nature
become apparent. Formed like crows, the heads of
these 'birds' are bare of feathers and are beakless.
Instead, each face is slashed with a jagged mouth
replete with teeth and a tiny, questing tongue.
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The demon known as the Flock has been encountered
several times throughout the Kingdoms history, and
seem to favour feasting on the most corrupted of
magicians. Their targets are especially suscepti-
ble outside, and many is the magician that fears
the open skies.

TEETH

This demon manifests in animals, and seems able to


transfer itself from one body to another. The out-
ward appearance of the creature is unchanged, at
least from a distance, but when such a beast comes
close to a victim, a transformation takes place. A
large, jagged mouth opens in the side of the crea-
ture just as it approaches close enough to attack.
The mouth mutters and chatters to itself, and even
calls the victim by name, seeming to whisper se-
crets even as it attacks.

Demon summoning
When demons are summoned or communed with, the act
requires a magical object, a conduit attuned to the
particular demon in question. This blighted object
could be a sword, cup, staff, or anything else,
but is always dark and corrupted. This acts as an
anchor, allowing the demon to manifest in the mate-
rial world. Opening the conduit with such an item
requires an incantation test. If successful, the
demon knows of the opening and can converse with
the summoner. The demon can also manifest if the
summoner allows it. This usually happens only after
a bargain has been struck between summoner and de-

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mon, where such terms as the length of the demon's
stay and the acts it may perform in this world are
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agreed in a contract. However, when the demon does
manifest, it may enter into an opposed incantation
test with the summoner. If the demon wins, it is
free to act as it will, although it may not move
far from the anchor point. If the summoner wins,
the contract is binding and the demon may only do
as permitted. The summoner typically gains a bonus
to this test from the magical object they are using
to draw the demon, and also from any magical wards
they may have placed around the summoning point, as
detailed below.

Incantation test bonus from the blighted object


acting as anchor: +3 to +5

Incantation test bonus from a correctly drawn sum-


moning circle: +7

To draw correctly the summoning circle, the summon-


er requires instructions, typically from a book or
scroll, and salt, ash or other powder to make the
circle. Once it is finished, the summoner makes an
incantation test to determine if the circle has been
completed properly. For the summoner, the effec-
tiveness of the circle only becomes apparent when
the demon is summoned, so should a player character
attempt this, the games master makes the test for
them... Even if the circle is completed correctly,
dangers remain - many demons are adept at exploit-
ing loopholes in agreements to their benefit.

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Blighted objects
Many demons seek a place in the material world,
and for this they need an anchor, a physical ob-
ject that can tether them to this reality. Such
items are often those prized by magicians such as
staffs, amulets and other objects, but blighted by
the otherworld, twisted and warped, and capable of
corrupting any who use them... Blighted objects are
imbued with the stink of demons, and their corrup-
tion is nigh palpable. Any who regularly use them
become similarly blighted.

TAINTED BY BLIGHT

Whenever a character uses a blighted object to


summon an associated demon, they must roll 1d6. On
a result of 1 to 4, nothing untoward happens and
the item produces the desired effect, allowing the
summoner to converse with the demon in question.
However, on a result of 5, the summoner suffers
minor corruption, which takes the form of a minor

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physical mutation, such as hair colour changes,
or a weeping eye or elongated teeth - something
cosmetically debilitating and potentially visible,
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but which may with luck be hidden or just consid-
ered strange. If the 1d6 roll results in a 6 howev-
er, the corruption is much more visible and hard to
conceal, like a cloven hoof, a small horn or goat's
eyes with rectangular pupils. Needless to say, us-
ing such a blighted item is a very risky prospect.
See mutations in Warlock Compendium I, page 89.

Cults of the Kingdom


One consequence of the Traitor's actions is that
again, like so many times in the past, those who
understand such things have seen that demons offer
much to those willing to treat with them. As with
the Spider Kings of old, the corrupting influence
of the demon realms can turn even the most righteous
to evil. The Traitor has vanished but the seeds of
blight spread across the Kingdom, and strange cults
blossom in the slums and the houses of the rich
alike, some venerating demons, others revelling in
the chaos the Traitor left. The following are some
examples of bizarre cults thriving in the Kingdom
that are currently a focus of the Blight Catchers,
but there are many more scattered about the realm.

THE CIRCLE OF ASH

The Circle of Ash are a cult that embrace the dark


whisperings of Gojoral, the Black King, and who use
their impressive resources to seek lost magical
artefacts - they have deep and tangled connections

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to both the bankers of the capital and the various
noble houses. The group's many temples are often
located in the depths of the merchant quarters of
cities and towns, where the banks hold sway. The
mysterious 'Magister Talok' heads the group and di-
rects their acts of insidious destruction, and is
rumoured to be an accomplished dark magician. The
Circle seeks knowledge, hoping to root out the lo-
cation of blighted objects hidden by history. Their
ultimate goal is that of their demonic master, un-
settling the Kingdom and sowing change through the
path of least resistance - war and destruction.
Talok himself is ruthless - some whisper that he
has a long term wasting disease, and desperately
seeks life-extending gifts from his dark masters
before his body dies. Rumours of the Circle have
reached the ears of Blight Catchers, but defeat-
ing the cult is no mean feat - their resources are
great, and many a Kingdom citizen unwittingly works
to progress their ends.

THE TENEBROUS HEART

A cult dedicated to the Zentis, Prince of Spears,


the Tenebrous Heart is an insidious cancer at the
core of the upper echelons of the Kingdom's nobil-
ity. Nobles are already addicted to gossip and ru-
mour, and spend as much time discussing each other
as tending to their estates, so it is an easy task
for adherents of Zentis to worm their foul whispers
into open ears. The cult sows discord at the high-
est ranks of the Kingdom, turning the great fami-
lies against each other and ultimately fermenting
war and strife. Blight Catchers believe it was the
Tenebrous Heart that lured so many great and pow-
erful families to the Traitor's cause. The master
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of the Tenebrous Heart is called the Preceptor, but


nothing else is known about this individual. Just
as the cult trades in secrets, they are adept at
keeping their own.

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THE GLITTERING EYE

Adherents of Vork, the Fire, the Glittering Eye


want to see the world burn. Full of arsonists, an-
archists and revolutionaries, the Glittering Eye
wishes to burn the Kingdom down figuratively and
literally, building a new order from the ashes.
They see themselves not as a cult of demon wor-
shippers, but as freedom fighters and idealists,
dedicated to destroying what they see as a bloated
and corrupt aristocracy and the weak institutions
of the Kingdom. They follow the mad ramblings of
the Witch, a flame-haired zealot from Westerboss
apparently responsible for the grain fires that
burned half the city.

THE BROKEN CHAIN

These cultists believe that change and ultimately


their ascension to the ranks of power will come
about through creation, typically of weapons and
insidious traps and devices. Adherents to the ways
of Falanis the Maker, the Broken Chain are in many
ways like a religion, with cultists believing that
the act of creation is the ultimate goal of man-
kind. Of course, to create you first need to clear
the way of the misguided attempts of others... The
mistress of the cult is known as the Architect, and
is said to have a grand plan for the whole of the
Kingdom. Needless to say, those not essential to
the plan are deemed expendable.

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THE SACRED BROTHERHOOD OF THE BLOOD OF THE BEAST

This vile group are city doctors and wealthy prac-


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titioners who believe that the end of the world
will be a return to savagery. Hordes of beasts
will roam the Kingdom and devour men as all their
advances in magic and science fail them. Only by
becoming like the creatures of the new world will
they find salvation. These wretched men hire power-
ful occultists to sacrifice human lives and summon
magical creatures. They then chain and bind the
creature and ritually sacrifice the moster. They
gather its blood in silver chalices and prepare a
special 'medical' mixture which they drink like a
rich, dark wine, hoping to become like the beasts
they prey on...

THE EQUESTRIAN ORDER OF THE RED KING'S MERCY

Some say the god called the Red King has fallen si-
lent. They preach that the sins of man have burdened
his divine soul, and for every day inequity still
rules the streets, the King suffers. The Equestrian
Order of the Red King's Mercy ride the Fesselburg
night on horseback, wielding sharp instruments of
the Red King's will. Any caught on the street are
ridden down and killed, and may your soul be spared
if they catch you in an act of sin. Theft, for-
nication, partaking of liquor or narcotics - all
are punishable by torture and death to the purity
cultists of the Equestrian Order of the Red King's
Mercy. Yet they do not act without guidance. Some-
one is pulling their strings, and commanding their
every move for selfish and cruel ends...

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THE UNDERTAKER'S GUILD OF POMPERBURG

What is, by all 'official' records, a tradesman's


association of gravediggers, embalmers, and so on;
the Undertaker's Guild of Pomperburg hides a grim
secret. Each working-class member of the guild is,
in fact, a spy for a wealthy patron who meets be-
neath the funerary hall. These secret meetings are
held in service to one agenda - that war shall
never end in the Kingdom. Each secret member of
the Undertaker's Guild is a wealthy noble, banker,
knight, or other influential lord who travels from
all over the Kingdom to meet in secret. They ap-
point an undertaker as their representative in the

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city, sending missives and keeping tabs while they
spread war all across the Kingdom. They then return
once a season to meet in secret and plan their next
moves. War is the only thing that proves the King-
dom's strength, and they believe that if they trig-
ger an eight-generation war, the day will come when
the Red King returns to put all their enemies to
the sword. That this never-ending war lines their
pockets is a small but enjoyable bonus...

THE ORDER OF THE MASSACRED SAINT

This group of traveling monks revere the body of


Saint Van Owen the Fearless, who must be reunited
with his head. Once Saint Van Owen is made whole
again, his loyal followers will ascend to the heav-
ens under the object of their worship's care. How-
ever, reuniting the head with the body will require
special conditions - the touch of a necromancer
who is broken and brought to the light of the Red
King's faith, who will complete the ritual with
his dark powers (now turned to the light). It is
said when the Saint's light touches his faithful, a
thousand-thousand sinners shall burn as the blessed
one returns to the heavens...

THE SECRET FRIENDS OF JOHN BRINKWOOD

The Secret Friends of John Brinkwood started in the


deepest dungeon in Westerboss. John Brinkwood was
not a man but was, in fact, the name the prisoners
gave to the door to the gallows outside the prison
yard. Before their mass breakout, it is said the
Secret Friends found something vile in the bottom
of the prison. Members are criminals who have es-
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caped from Westerboss prison. They retrieve corps-
es of men hanged from the gallows and work dark
rituals. When they emerge, it is always with more
members than they started with...

THE UPRIGHT AND DECENT FOLK OF WEISSENHAL

The Upright and Decent Folk of Weissenhal are a


charitable organization with a sinister agenda. For
every charitable gift they give to the community,
they hold a sermon - sermons which serve to indoc-
trinate the poor and needy into cruel and sadistic
ways of thinking. They sow distrust of foreign-
ers and outside influences from beyond Weissenhal.
Claiming that the wicked and untrustworthy foreign-
ers will bring about the end of the Kingdom, it
is their intention to raise up their leader - Olaf
Rickert, a bullying and sadistic but dim-witted
demagogue - as the absolute ruler of Weissenhal.
His rule is sure to bring an age of regression and
xenophobia, only to worsen when he pledges his loy-
alty to the Traitor...

THE PAINBRINGERS BELOW

A radical and callous sect of demon-summoning tor-


turers, they gather in the belly of Westerlan pris-
on to perform profane rites. Their membership is
made up of priests and their most devout follow-
ers, who have all been deceived. The Painbringers
have pledged fealty to Gessk the Seer, a demon who
claims that the Thrice-Blessed is dead and that he
is the next incarnation of godhood. He demands the
religious followers bring him men from the prison
who claim innocence, and have them tortured in vile
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ways prescribed by the a demon residing in a mir-
ror. Using a mixture of dogma, force, and cunning,
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Gessk the Seer has arranged the Painbringers Below
as a devout order who would come under no suspicion
for their extreme ways, even if caught in the midst
of their vile deeds...

THE COVEN OF SISTERS

This sisterhood of witches is led by the ghost of


a great sorceress from a bygone age - or so they
believe. The are told that it is their duty to hold
back the end of days and lead humanity to a new age,
through lascivious magics and eye-widening public
displays. The truth is that there is no end of
days, and the ghost has formed a true cult around
itself. The spirit is not of a witch, but of a man
named Christoph Vanmer, a shady huckster who was
conjured to earth after death by a necromancer in
the pay of his wife when she sought to make him pay
for his ways, even after death. His spirit escaped
her snares and vanished. Now his ghost derives a
sick pleasure from watching women dance and display
themselves on his orders, and will not be banished
from this earth without taking his desired harem
with him. He senses time is short and his wife is
closing in, so he has begun seeking otherworldly
pacts...

THE ONYX HAND

A marauding mercenary band of god-hating warri-


ors who ride in the name of blasphemous demons.

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Strangely, the demons and gods they name on their
banners are gods and demons they claim to have
killed. They seek to bring about the apocalypse by
killing all gods and demons, destroying the fiber
of the universe so that it can be re-molded in an
age of strength for humanity. They will take any
job for any price as long as it is against devout or
faithful enemies. However, their rage is not lim-
ited - they are merciless to those who stiff them
on pay or disrespect their ways...

THE HOLY MEN OF THE WOOD

Once homeless and destitute, these former beggars


from Tresselback have fled west to the Forest of
Helmsby, into a grove of hallucinogenic fruits.
Setting up a simple wooden hut, they have become a
shrouded order of nature-fanatics who claim to have
seen the day that the song of nature shall end. The
hallucinogens they curate in the woods are said to
be the finest in the land, and particular priests
and bishops who consider themselves 'in-tune with
the heartbeat of the land' often enter the woods to
seek the Holy Men's counsel. However, some Tressel-
back clergymen consider them apostates, and seek to
do them harm...

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Blight
Catchers

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Blight Catchers
Blight Catchers have again risen to prominence in
the battle against the Traitor's legacy. Appended
to the church of the Thrice-Blessed but operat-
ing as agents of various sub-organisations, some
official and some not, these zealots are charged
with hunting out subversive cults and finding the
blighted magical objects that are used to summon
demons. By removing, hiding or destroying these
items, Blight Catchers hope to save the Kingdom
from incursions by beings from the demon realms.
They typically work alone or in small groups, us-
ing subtlety and subterfuge to achieve their ends
rather than brute force. This is because their mas-
ters, the Confessors, wish to keep their activities
hidden, lest the general population learn of the
dangers in their midst. Blight Catchers are also
condemned by association in the eyes of the gener-
al population they protect. No one likes a Blight
Catcher, so much more is achieved if they keep
their activities relatively hidden, at least until
the time comes to act.

CONFESSORS

High-ranking Blight Catchers are called Confessors,


as they represent the church of the Thrice-Blessed
in a much more official capacity than their under-
lings do. Confessors are seen as dangerous lunatics
by most of the population, who find their zeal and
vigour in seeking out and crushing any hint of sub-
versive activity disturbing. Unlike the rest of the
Blight Catchers, Confessors do not feel the need
to hide among the masses - theirs is a much more

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visible face of the orthodox faith Thrice-Blessed.

BLIGHT CATCHER BADGES

The badges used by Blight Catchers have similar


esoteric designs, depending on which organisation
they are working for. Skulls, swords and flames are
all common motofs on Blight Catcher badges. Typi-
cally, Blight Catchers carry this as a metal badge
issued by their organisation, which may be revealed
to call on local aid when needed and to show the
bearer's authority to act. Most of the citizens of
the Kingdom are not familiar with the heraldic em-
blems of their own lords, but the triangle and rose
is famous across the land. Blight Catchers tend to
only show the badge in dire need - once revealed,
news of their presence spreads fast and anything to
be gained by the element of surprise is lost.

SANCTIONED ACTS

Blight Catchers are sanctioned operatives, offi-


cially representing both the crown and the church
of the Thrice Blessed. They ultimately have a huge
amount of authority, and can act independently of
local law enforcement. In principle. In reality,
Blight Catchers are often lone operatives with a
small entourage that has to act either in concert
with or more commonly separated and hidden from the
local city watch and road wardens. Once their badge
has been revealed, the Blight Catches are official-
ly authorized to perform the roles of judge, jury,
and executioner. However, in reality, the situation
is more complex. Most local jurisdictions treat
even known Blight Catchers with suspicion, and can
28
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make it difficult to them to act by continuously
demanding that the Catch proves their authority. So
most Blight Catchers work alone in bringing justice
to bear, avoid complications of involving external
law enforcement. Of course, this does little to
build trust with the populace they are trying to
protect.

JUSTICE

The justice meted out to the blighted at the hands


of Blight Catchers tends to be of the fatal kind.
Hangings and burnings are preferred but rarely per-
formed except in the direst cases - local authori-
ties tend to hamper such acts. Instead, most Blight
Catchers prefer to tip their hand to local law en-
forcement for practical justice, as typically they
lack the resources to act on their own. Many is
the city watch that has received an 'anonymous' tip
off of a cult cell and brought them to the King's
justice.

MAGICIANS AND BLIGHT CATCHERS

There is an uneasy relationship between Blight


Catchers and magicians. At their worst, Blight
Catchers tar all magic users with the same brush,
and consider magicians are barely better than the
corrupted souls they seek. For their part, magi-
cians distrust Blight Catchers whom they see as
zealots viewing the world in black and white and
missing the nuance of the grey. Still, the two
groups do interact - it is in the interest of ma-
gicians to have corrupted sorcerers and cultists
brought to light and destroyed, so that they can
29
carry on their activities without stain or judge-
G
ment. Still, most magicians do their best to avoid
Blight Catchers, especially when they gain magical
power and move out of the sphere of influence of
mere law enforcement.

Blight Catcher
organisations
There are many organisations that employ Blight
Catchers - some ultimately report to the King and
his court, others to the major religions, some
report to hidden masters. ll Blight Catcher or-
ganizations are affiliated with the church of the
Thrice-Blessed, or at least claim so officially.
What they all have in common is a desire to root
out cults and demonologists and destroy the magical
items they possess, cutting off routes of entry for
demons into this world. They also all share a mu-
tual distrust of one another, and are often found
plotting against each other with a fervour that
almost matches the zeal with which they hunt the
blighted. The following groups all have an interest
in cults, secret and mystical societies and the
corrupted magical artefacts they hold. These groups
spend their time trying to weed out real cults from
the charlatans, imposters and fakes that litter the
edges of the magical world. Their ultimate aims
are identical, to root out blight, but all work to
their own agenda, and covet their discoveries from
other Blight Catchers.

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GOLDEN CROWN

The organisation known as the Golden Crown, or just


the Crown, is a young group charged by the King
with rooting out cults left by the Traitor and de-
stroying the Blighted magical objects these demon-
ologists possess. The organisation took hold after
the actions of the Traitor showed how vulnerable
the Kingdom was to demonic magical power. Unsur-
prisingly, the Crown has noted the actions of the
many secret cults, and now cultists, their tools
and their temples have become the major focus of
the royal court. However, despite royal patronage,
the Golden Crown often acts in secret, knowing full
well that revealing too much of the evil rot that
the Traitor left behind could destabilise the frag-
ile unity of the Kingdom. Blight Catchers often act
alone or in small groups, recruiting others as they
need, armed only with the badge of their office and
a firm resolve. Many of the guards and soldiery of
the Kingdom have never even heard of the Golden
Crown.

31
THE PYRE
G

It is unclear if the Pyre reports to an individ-


ual or an organisation, and its ultimate goal is
unknown. It seems that the Pyre tenaciously seeks
out cults and cultists and marks them for assassi-
nation, typically by sending a single individual to
perform the task. Bizarrely, the Pyre announces the
coming attack in a polite letter to the individual
in question. Some of those that have heard of the
organisation believe it is backed by a powerful
conclave of wizards, keen to remove negative magi-
cal influences, which serve to give all spellcast-
ers a bad name.

The Pyre likes to keeps things clean and simple,


often using local 'professionals' to perform the
hit. One of the rules that the Pyre follows is that
if a cult survive an attack, they are left alone,
at least until something else occurs that raises
the cultist's prodigy again significantly.

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INQUISITION OF FLAME

Unlike the other government agencies, Inquisition


of Flame is staffed exclusively by practicing ma-
gicians. Supposedly working with other agencies to
control the spread of sedition and secret socie-
ties, in truth Inquisition of Flame is really more
like a cult itself, albeit one with powerful back-
ing. Why does the government allow Inquisition of
Flame to act in this way? Because some in the halls
of Fesselburg believe if there are such things as
demons, the government needs to make sure their men
and women at least have access to and understand
these powers.

Inquisition of Flame seek out corrupted magical


artefacts, and claim them for their own ends. They
also 'acquire' cultists. However, they have to be
careful; they do not want too much exposure, as
most in their own government would not look kindly
on their activities. Therefore, they use subter-
fuge, cunning and guile to get what they want.

33
Blight Catcher spells
G
Although not true wizards, many Blight Catchers use
spells to aid them in their investigations, and
have some skill in incantation. Those who seek to
uncover the blight hidden in plain sight often use
the following spells to aid their endeavours. The
stamina cost to cast each spell is listed after the
spell name. These spells follow the usual rules for
spell casting from the core rules.

REVEAL BLIGHT - 3

This spell allows the caster to 'see' those affect-


ed by blight. For the next five minutes, all those
who have some taint by association to blighted
creatures and objects, for example, cultists and
their minions, glow with a sickly greenish light
only the caster can see. However, should a powerful
manifestation of blight such as a demon appear, the
caster is effectively blinded by the effect until
the spell ends.

INCANDESCENCE - 5

This spell causes the caster to burn with the light


of his convictions. Any blighted individuals such
as cultists who look at the caster are blinded,
unless they avert their gaze or flee. The effect
lasts 1d6 rounds, however powerful creatures such
as demons are unaffected by this spell.

34
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SHAME - 3

Corruption is against the law of the Thrice Bless-


ed, and all blighted creatures know it. This spell
reveals to a corrupted creature the error of its
ways in the eyes of the Thrice Blessed, and the
shame causes the creature to freeze in indecision
for 1d3 turns. During this time, the creature can
defend itself if attacked, but will not inflict
damage if it successfully wins the opposed skill
test when it is itself attacked. Nor will it ini-
tiate its own attacks. The spell does not work on
demons and other manifestations of pure corruption.

SNAKE'S TONGUE - 3

Once successfully cast, any person who directly


lies to the caster will appear to them to have a
snake's forked tongue. The effect lasts 1d6 min-
utes, but the games master should roll this - the
caster never quite knows when the spell has ceased
to function...

35
Blight
G
Catcher
player
Characters

36
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INVOLVING PLAYER CHARACTERS

Player characters can become involved with Blight


Catchers in two ways (assuming they are not cult-
ists themselves!). They could be press-ganged into
helping a Blight Catcher who needs assistance, or
one or more of the player characters could have the
Blight Catcher career. These options are described
below.

PRESS-GANGED INTO SERVICE

Many of the organisations that employ Blight Catch-


ers have little manpower, so when something needs
doing and the Blight Catcher is unable to do it
themselves, they will enlist likely sorts to help
out. This is typically done with a flash of the
badge and a word of command - Blight Catchers may
not be popular, but (depending on their organisa-
tion) they represent authority, and if they wish,
can use the city watch or guard to back up their
demands. A Blight Catcher, who for their own rea-
sons is unable to take care of the situation them-
selves, perhaps through injury, could draw Player
characters into an adventure facing rumours of a
cultist threat.

BLIGHT CATCHER CHARACTERS

The other option is for one of the player charac-


ters to have a Blight Catcher career. They could
then be the lone representative of that profession
in the party, or all of the other player characters
could be their associates. Some groups may not like
the idea of one player character being 'in charge'
37
be allied to (but not in command of) the rest of
the group, who just happen to be acting to further
G
of the rest, in which case the Blight Catcher could

similar goals to the Blight Catcher. In any case,


there follows some examples of Blight Catcher ca-
reers that could be adopted by player characters.

BLIGHT CATCHER

Command 10, Incantation 10


Diplomacy 12, History 12, Stealth 12

No one knows it, but the Kingdom is awash with rank


evil. Demons, horrors from beyond the world, gnaw
at the edges of society, and there are plenty of
folks sick enough to listen to the offers they make.
Your job is a simple one - find the evil, and root
it out. Claim those poisonous artefacts that draw
demons like flies to a carcass, and destroy them.
However, tread carefully - you are outnumbered and
feared by those you are trying to help.

Equipment: Impressive hat. Mail and breastplate


(medium armour), crossbow and twenty bolts, volu-
minous cloak and a book of catechisms and prayers.
One of the Blight Catcher spells described previ-
ously.

Where have you served? (roll a d6)


1. Pomperburg, ripe with corruption.
2. Honheim, wrecked and burning.
3. Fesselburg, in the rotten court.
4. In the town and villages, filthy and rank.
5. Why do you ask? Hiding something?
6. Places best forgotten.

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What have you seen? (roll a d6)
1. Demons eating their followers
2. Children with too-wide smiles.
3. A wizard burn in hellfire.
4. A town put to the cleansing sword.
5. Skin blacken and rot.
6. The horror...

39
As well as Blight Catchers themselves, various in-
dividuals often work with them in hunting out cor-
rupted cultists in the cities and towns of the
G
Kingdom. As well as many of the careers in the core
rules and expansions, the following new careers
could be used to represent this entourage.

FIREBRAND

Blunt 10, Brawling 10


Intimidate 12, Spot 12, Streetwise 12

The boss leads, and you follow. Why? Because it is


the right thing to do. You are the right hand of
the Blight Catcher, trusted and true. You do what-
ever they say, and hit whomever they say. Can't say
you don't enjoy it. However, you have seen some
things.. Best not to dwell on it. Move on. Hit who,
boss?

Equipment: Club, leather jerkin and helm (light ar-


mour), knuckle-dusters, bedroll and camping gear,
small statue of a god, worn smooth in fervent prayer.

Why do you serve? (roll a d6)


1. It is legal violence. Fun!
2. The Thrice Blessed decrees it.
3. It is this or jail.
4. You need to do something to atone.
5. It's exciting! Dangerous, but exciting.
6. Shut up, fool.

What can't you forget? (roll a d6)


1. A village put to the flame
2. What that'thing did to Canto.
3. A man swollen with rot.
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4. The look in your master's eyes.
5. A demon. Madness!
6. The horror...

SEEKER

History 10, Spot 10


Appraise 12, Diplomacy 12, Stealth 12

Your boss wields the authority, and others wield


the weapons. Your job? To spot what others don't.
To find out hidden things, often from times long
past, and to spy on those that your boss is inter-
ested in. Dangerous work for sure, but weeding out
people's secrets is fun!

Equipment: Non-descript clothes. A dagger in your


sock. A book of history, so you get the facts
right. A simple disguise kit and some faked letters
of introduction.

What have you seen (roll a d6)


1. The mayor looking shady.
2. Secrets bought for money.
3. The boss burning folk.
4. A lunatic burn a town.
5. Nothing. I chose to forget.
6. Too much. Far too much.

What have you learned (roll a d6)


1. The history of the Spider Kings.
2. That nothing lasts.
3. The location of Fenness.
4. Lord Knull's secret.
5. To keep quiet.
6. Wouldn't you like to know...
41
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42
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The most senior Blight Catchers are called Confes-
sors. These impressive individuals represent the
true power of the King and the Church of the Thrice
Blessed, and are greatly feared by the population -
some say they are as bad as those they are charged
with catching. For many confessors, the means jus-
tifies the end, and it seems that close contact
with the blight can have a terrible effect on even
those most dedicated to its eradication.

ADVANCED CAREER - CONFESSOR

Appraise 14, Diplomacy 14, Intimidate 14


Large blade 16, Ostler 16, Persuasion 16

Such is your zeal to punish the corrupt that now


others follow you, and fire the torches at your
command. You are an instrument of the pure, a ham-
mer of the darkness. It is just a pity you can't
burn the horrors from your mind, or sleep without
the dreams...

Required equipment: Really impressive hat, with


wilted feather. Smart uniform, ornate sword and
heavy cloak. Torches, many torches.

43
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Whispers
from the
Dark

44
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Games master advice
Games of Warlock that revolve around Blight Catch-
ers, cultists and demons can introduce new themes
to games of Warlock such as horror, mystery and
investigation.

HORROR

Naturally, dealing with demons, monsters and the


crazed cultists that deal with them is a perfect
opportunity to introduce horror into a game of
Warlock. Terrors stalk the world in the form of
demons, cultists and twisted magicians. This theme
focuses on the horror of these otherworldly beings,
concentrating on power, the hidden world beyond
the mundane, and the moral bankruptcy of cultists.
There are plenty of horror novels and films that
feature occultism and magic, or feature the quest
for power at any cost. Games that feature a strong
horror theme might feature trips to decayed ru-
ins overrun with twisted beasts in the search for
Blighted magical artefacts before they fall into
the wrong hands, the defence of the innocent from
ravenous demons, or conflicts with dysfunctional
cultists who wish to steal ancient dark magical
items for their own nefarious ends. Horror as a
theme can also be used to concentrate on the cor-
ruption that can result from the quest for power,
and a theme that focuses on the expression of human
decay is a powerful story element.

45
MYSTERY

The magical world is a mysterious and strange


G
place. Wizards practice rival schools of magic,
using weird, esoteric rites and rituals to gain
power. Shadowy government agencies work to forward
their own mysterious agendas. The truth that cult-
ists infest the land is kept hidden from the mass-
es. Manifestations from beyond such as demons take
on strange and otherworldly forms. This sense of
hidden mysteries pervades this kind of game of War-
lock. It is the same sense of hidden knowledge just
out of reach that characterizes the secret socie-
ties and occult groups. Mystery should always be a
part of a Warlock game focusing on Blight Catchers,
and may form the backdrop of any session.

INVESTIGATION

Games featuring Blight Catchers can focus on inves-


tigative play, aimed at solving mysteries, be they
as simple as who's been seen spying on the local
magician's guild or as complex as the location of
the Stone of Unlife, a Blighted magical item lost
to antiquity. Here we are less concerned with con-
flict and confrontation and more with mystery and
discovery, so aggressive action is likely to be
far less prominent. This kind of play suits Blight
Catcher focused gaming as a direct confrontation
with the forces of the dark is generally a bad
idea - Blight Catchers are usually acting alone or
in small groups, and demons are powerful, deadly
foes. Much better to steal the Blighted magic that
anchors them to this world than to attempt to fight
them.

46
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47
The night market
G
True wizards are powerful and mysterious, as dif-
ferent to common folk as lords or ladies. However,
there are many on the edge of the true magical world
who dabble in the mysterious without ever gaining
great power. This community makes up the periphery
of the magical world, and often overlaps with the
criminal underworld. Blight Catchers call it the
Night Market. Members of the Night Market are not
powerful wizards, indeed true wizards often eschew
such company preferring the rarefied air of their
own company, but the members of the Night Market
can be useful to Blight Catchers all the same as
sources of information. For player characters in-
teracting with or acting as Blight Catchers, these
people are good to know as allies around the pe-
riphery of the magical and criminal worlds who can
help and support them when they need assistance.
For the games master, these allies can be used to
provide information, clues and plot hooks that help
to bring player characters into scenarios and ad-
ventures.

Hedge Merchants
There are plenty of individuals who trade in mag-
ical paraphernalia. These folk do not sell true
magical items - such things are rare and beyond
value. Instead, they sell ingredients for potions,
illuminated books, feathers, staffs, and all man-
ner of non-magical but magic related equipment.
They are known dismissively as Hedge Merchants.
They may have some inkling of the true nature of
magic, but they could equally be very ignorant of

48
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the true powers that wizards have at their command.
However, one common thread that links them is that
while they may not know much of true magic, they
recognise the value of magic-related information
to certain clientele. All magicians who take their
progress seriously will have some allies of this
kind they can rely on to supply information about
their competitors in the magical world. For the
games master, these individuals provide possible
plot hooks - perhaps these merchants can provide
news of magical occurrences worth following up.
The following examples of magical merchants that
could be dropped into a campaign to provide in-
formation and assistance and to act as persistent
characters in a game of Warlock, helping to bring
a long running campaign to life.

DOCTOR PHELIAS

The good Doctor was a medical professional, until


a dark and fatal calamity forced him to leave the
profession. However, he still calls himself a Doc-
tor. Jarred Phelias now works in the shadows around
the night market. He is an informant and a fence -
someone who peddles magical secrets and stories of
mystical items. He is not a magician, and he does
not really know exactly what such folk do, but he
does know that people value information, especial-
ly about magical objects, and that such people are
often willing to pay for information on others that
share their passion. A shabby and unkempt man, Phe-
lias is a hard man to like. However, he is useful,
and so many magicians know him or at least know of
him, and turn to him when they need a little infor-
mation or a little assistance. For his part, he is
often out and about, touting what he knows.
49
MIRI'S BIZARRE
G
Miri is an old dwarf, small and slight. She runs
the Bizarre, a well-known shop of esoteric nick-
knacks, books and all sorts of strange parapherna-
lia. Most of Miri's clientele are everyday people
with some interest in old books and strange bits
and pieces, but some are magicians worthy of the
name. The Bizarre does not really have any items
of worth on its shelves, but Miri is a mine of
knowledge about the magical world, especially cults
and wizards of days gone by. She also knows a lot
of lore regarding magical items. Miri is in many
respects like a favoured aunt - she is warm, kind
and open and just wants to see the best in people.
She offers her information free to those she likes,
which is why so many magicians know her. In a world
of magical greed and infighting, Miri is an example
of a better kind of person.

THE GROTTO

In the basement of an old warehouse is The Grotto.


Ostensibly, a drinking den, most of those that come
throughout the evening are here to relax and drink
in the somewhat gothic atmosphere that permeates
the place. However, in the backrooms of The Grotto,
many a shady deal is done, and many magicians see
the place as a kind of 'neutral ground' where they
can meet and discuss without the cutthroat magical
aggression that typifies the true magical communi-
ty. Items are traded in the depths of The Grotto.
The proprietor, Sulas, is well known and somewhat
fearsome - some say she is a magician herself.

50
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FOUR WINDS

The Four Winds is a tavern. It is clean and mod-


ern, and attracts a young noble demographic. It
is also the primary hang out of magical merchants
from across the area, who come here to barter in-
formation and goods. Why they choose a place where
they seem so incongruous is as much a mystery as
who really owns the bar. But it's here that wizards
can meet a wide number of traders in one go, and
find out a little of what's going on in the night
market, as long as they behave well and can afford
to buy a few drinks.

Occult Informants
As well as the merchants who deal in magical par-
aphernalia and information, some people make it
their business to find out secrets that they can
sell. These informants are not part of the night
market as such, but they recognise that some people
will pay good money for information about others of
their kind. Most magicians do not like these peo-
ple despite how useful they are - if they find out
something about you, they will happily sell it to
the highest bidder.

ROAN BLACK

Black is a scholar, a man of letters, or so he styles


himself. In reality, he is a gossip who loves a
secret, and loves showing off how much he knows to
those he feels appreciate him, i.e. willing to pay
his price. Tall, thin and permanently dressed in

51
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52
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black, Reginald spends his time studying books and
other repositories of ancient law, digging up what
he can about the night market. This he then sells
to his clients, 'consulting' for them. If you want
to know the history of an object, or where it might
be found, Black could be your man.

SIGMUS OLSEN

When it comes to magical informants, Olsen is in


a league of his own. He is a businessman pure and
simple, and he uses a network of his own to find
out what he knows. Business-like and professional,
Olsen collects what he can through his spies, cre-
ates dossiers, and then presents them to the client
he feels is most suited to the information. He also
works on commission, scouting out targets for cli-
ents willing to pay the price. Given the dangerous
nature of many magicians and cultists, the price
can be quite high. Who his spies are is not known,
but everyone agrees that Olsen has an efficient and
active network and that you do not want to end up
the subject of one of Olsen's studies.

JEY COOMBE

When you think of magical informants, Jey Coombe is


about as far away from the stereotype as you can
imagine. A Halfling in her mid-twenties, bubbly,
pretty and sociable, Coombe has zero interest in
the information she sells. What she is though is a
great researcher, with a knack of finding what she
needs, especially in libraries. The fact that she
sells magical secrets is just that the work pays
quite well, for what is required. Many magicians
53
like Jey for the lack of interest she has in their
secrets - it can make her seem a 'safe' partner.
Do not take advantage of her though, she has two
G
brothers who spent time inside and are not nice
people.

Scenario ideas
The following adventure hooks give the games master
some starting points to construct their own games
involving Blight Catchers. They can be elaborated
on as written, modified to suit the groups taste in
play, or simply used as a springboard for creating
scenarios.

The stolen book


An old friend, Elwin Wallan, contacts one of the
player characters. One of their relatives has passed
away, and left them some items in an inheritance.
One of the items is an old book in elvish. Elwin
says that the book might be of interest to the
player characters 'as they are into all that kind
of stuff'. He promises to meet the player char-
acters and hand it over. However, at the meeting
place, Elwin is a no-show...

WHAT IS HAPPENING?

Before Elwin told the player characters of the


book, he took it to a curio shop to try to get a
value for it. Unknown to Elwin, the shop is run by a
cultist, Hilarn Parr, from a cult called the Secret

54
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Voice. She tried to buy the book from him, but he
would not sell and left. When Hilarn told the rest
of the cult about the find, they resolved to get
the book by any means - They did some leg work to
find out where Elwin lived, and then turned up one
evening when Elwin was out and ransacked the place
in search of the book. When Elwin later returned
with the book, they took the book and rather rashly
him as well, as he recognised Hilarn from the shop.
Now he is at the shop, and the cult are wondering
what to do with him...

POSSIBLE SCENES

Elwin makes an appointment to meet the player char-


acter at a place they both know, but he does not
show. The player characters know where he lives, so
the most likely action from this point is to check
out Elwin's home. Back at Elwin's place, the door
is ajar. Inside, the rooms have been ransacked,
although nothing obvious has been taken. A careful
investigation of the front door reveals what ap-
pears to have been a struggle. Elwin's coat lies
on the floor - he was carrying it when he was am-
bushed. In the inner pocket is a scribbled note for
Parr's shop 'the Cave'. If the player characters
miss this clue, Elwin also told a neighbour that he
was going to 'take the old stuff to the Cave.' As
the characters investigate, the Watch arrive. How
the scene ends could very much depend on how the
characters interact with the Watch.

The Cave is a shop in the Merchant's quarter. The


player characters are likely to want to investi-
gate. Hilarn is inside - she is a helpful, friendly
woman, but she will do her best to put the player
55
characters off spending any time at the shop. The
shop itself is stuffed through with occult para-
G
phernalia, but player characters can see that it is
all junk. At the back of the shop is a door howev-
er and there's the faintest trickle of sound com-
ing through it... Behind the door is an old stair
leading to the Temple of the Secret Voice, where a
badly beaten but very much alive Elwin is trussed
up while the rest of the cult try to work out what
to do with him. The book is also here, on the lec-
tern in the main hall. The underground Temple of
the Secret Voice is half-ruined, dark and dirty,
and seems to echo to the faintest of whispers that
permeate the dark. Some of the cultists have spells
that focus on the voice and communication.

How the adventure plays out depends very much on


the actions of the characters. The cultists of the
Secret Voice are dangerous, but they are not kill-
ers, and they made a big mistake bringing Elwin
here. There are four cultists present, all armed,
so taking them on in a direct confrontation is
risky, and guile might be a better option. If the
player characters do nothing, the cultists even-
tually take Elwin, kill him, and dump him on the
outskirts of town. Unless the player characters end
the cult, the Secret Voice could be used as recur-
ring foes in a continuing campaign.

The bloody fan


The Night Market is full of rumours about a treas-
ure-hunting noble funding expeditions into nearby
ruins. Apparently, he has uncovered the tomb of an
elvish lord. Several artefacts have been uncovered,

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including (so the rumour goes) a blood-red bone fan
covered with carved script. The expedition returned
three days ago, and the noble, Lord Gravit, is now
displaying the finds at a series of high-society
parties. However, the rumours have it that more
than just uncovering artefacts happened on the ex-
pedition. Three members died, apparently from de-
hydration, and an air of despondency hangs over the
noble's entourage when they return...

WHAT IS HAPPENING?

The fan and the other more mundane treasures of the


tomb were not left unguarded. A demon known as the
Thirst was bound by the priest of the original lord
to watch over their dead master. Now that entity is
also being brought home, as it is bound to a small
wooden box originally used to hold incense that now
makes up part of the collection. The Thirst cannot
manifest except in the dark, and opens the box when
it does so. When it is released, the Thirst drains
the moisture from its victims, engulfing them and
effectively dehydrating them. The Thirst is bound
to ensure that all the grave goods remain together
- it only seeks victims if the collection is broken
up in some way.

POSSIBLE SCENES

This adventure could play out in a variety of ways.


No doubt, the player characters would be keen to
try to get to one of the parties and possibly see
the fan and the rest of the collection before it
goes on show. Here they might hear details of the
strange occurrences on the expedition, and the pall
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58
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of gloom that hangs over the group. During this in-
vestigation at least one further member of the team
dies - a magician who took part of the collection
to investigate for magical powers. This brings the
Watch to the scene, and perhaps an agency like the
Pyre. Unsurprisingly, the player characters are not
the only ones who also show up looking for the fan…
The Thirst will attack anyone who tries to break
up the collection, doing so after dark and prefer-
ably, when the victim is alone. Strong light holds
the being at bay. Written in ancient elvish on the
inside of the lid of the box where The Thirst is
bound is a ritual that can be used to banish it.
Can the player characters translate the ritual and
dispel the demon before it kills them, all the
while avoiding confrontation with other cultists
that seek the fan?

The dwarven stone


While researching occult practices, one of the play-
er characters uncovers a link to a supposed magical
stone whilst reading some obscure poetry. The dusty
tome speaks of The Ending Stone, a mystical object
with the power to end suffering and pain, and to
grant mystical abilities to those that touch it.
Corroborating with several other histories in the
library, the player character finds that the stone
was apparently integrated into the upper battle-
ments of Castle Forlon, the ancestral home of the
dwarven Clan Grist. Investigations find that the
castle still stands, but is currently up for sale.
Worth a visit, surely?

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WHAT IS HAPPENING? G
The stone really is in the battlements of the cas-
tle, high above the main entrance, and the castle
is for sale. However, the asking price is high. The
reason is that the current occupant of the castle,
Gunther Grist, is seriously in debt to some rath-
er unscrupulous individuals and needs cash fast.
Unfortunately, he is not aware that one of the re-
maining staff, the groundskeeper Orlom Havelock, is
a cultist, part of the Bleeding Brotherhood that
use some of the abandoned cellars of the castle as
their temple. Needless to say, Havelock and his
associates are not happy about the sale, and are
pressuring Grist to stop.

POSSIBLE SCENES

This adventure supposes that the player characters


make their way to the castle to try to secure the
Stone of Ending. Assuming the travel is uneventful,
the opening scenes would involve the player charac-
ters arriving at the castle. Certainly, the easiest
way to see the Stone would be to pose as possible
buyers. Grist is eager to sell, so he will happily
see any viewers if they can assure him that they
have the wherewithal to make a purchase.

At the castle, the player characters are shown


around the building but not up to the battlements
- Grist says that they are not safe for casual
visitors. He also gets his groundskeeper Havelock
to show the player characters around the estate.
Havelock will do his best to dissuade the player
characters from interest in the castle. He will
also try to ascertain what their motives for the
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'purchase' are. At the end of the visit, the play-
er characters will be shown the exit and escorted
to the nearby village of Bothy. At this point, the
Bleeding Brotherhood will set an animal servant to
watch the player characters.

Where the adventure then heads is dependent on the


actions of the player characters. If the Broth-
erhood feel that there is something more to the
visitors than they let on, or if the servant re-
veals something of the player character's goals,
the cultists at the castle will move to try to free
the stone. Unfortunately, this will knock off part
of the battlement but leave the Stone in place. At
the same time, the crime lord who is owed gambling
debts from Grist will show up and try to claim what
is theirs.

Can the player characters remove the stone, a fist-


sized piece of rock and spirit it away without the
Brotherhood or Grist learning of their actions?
What will the crime lord do? In addition, what will
Grist do, desperate for cash and with apparently a
group of wealthy potential buyers staying in the
village?

The Fallen King


A blighted object known as the Fallen King, once
the property of reclusive seer Jelost, has come up
for sale at auction. A statue recovered from an
ancient tomb, the Fallen King depicts a god of fer-
tility and war. A powerful family owns the piece,
and trying to stop the sale through 'legal' means
will be difficult... At the auction are several

61
interested parties, looking to purchase or acquire
the Fallen King for themselves, or watching those
G
that do. This gives the player characters plenty of
opportunities...

WHAT IS HAPPENING?

The Auction has brought out a range of cultists and


their enemies. Some wish to purchase the Fallen
King, others wish to see who else might be pur-
chasing the Fallen King. At least two government
agencies, the Inquisition of Flame and Pyre attend,
each pursuing their own agendas. Finally, the Dead
Stars, Jelost's own cult, are also present, annoyed
that they did not manage to secure the Fallen King
before Jelost was slain by the demon it contains.
How can the player characters profit from this col-
lection of occultists?

POSSIBLE SCENES

It is unlikely that the player characters have the


wherewithal to purchase the Fallen King - several
of the other cultists present (which could be any
from this book) could outbid them. Instead, if they
are present at the auction, they could see exactly
who is bidding. Importantly, others could note the
player characters presence as well.

The first scene of such a scenario would be the


auction room itself. Do the player characters have
a way of disguising themselves? How many attend? It
is here that the other players in the drama will be
revealed. Where the adventure goes after that is
really up to the players. Several of the cultists
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present will descend on the winner of the auc-
tion, eager to acquire the Fallen King however they
can, but you can be sure that the winning bidders
have ways to protect themselves. The Inquisition of
Flame agents will be looking to identify cultists
before beginning their grisly work, while many oth-
er cultists will be trying to find out what they
can about those who attend, eager to locate enemies
they can target. How such a complex web plays out
is up to the players to some extent - will they risk
the danger of discovery to identify rivals they can
overcome?

The Dark
The player characters find out about another cult
relatively near to them (an on-going antagonist
perhaps) that has been seemingly destroyed - appar-
ently the building that housed their temple was set
on fire and the occupants died of smoke inhalation.
It seems that one survived the attack, and the Watch
has shut off the area. There is no mention of what
might have happened to any objects in the temple,
so perhaps they are still in situ... If the player
characters could get a chance to investigate, maybe
they would be able to find something...

WHAT IS HAPPENING?

Unbeknownst to the player characters, the cult was


destroyed by the Dark, a supernatural demon from
beyond. It takes the shape of a tall man, who is
able to change into a living, moving black smoke at
will, and it attacks by suffocating its victims.

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It was drawn to the cult when they recovered the


Scrolls of Bathos, a set of writings on the Priests
of the Spider Kings. The Dark seeks out Spider King
relics and hides them, trying to keep them from
the eyes of magicians - why is not known. The Dark
was inactive while the Scrolls were in the library
of the Thrice Blessed, but when they were stolen
by the cult, the Dark became active once more. If
the player characters recover the Scrolls, they
will unwittingly become the focus of the Dark's
attention. However, not all the cultists died, and
the Watch cannot understand why everyone died of
smoke inhalation but there appears to have been no
fire...

POSSIBLE SCENES

The first scene in the adventure is most likely to


take place at the cult headquarters as the player

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characters go to investigate. They will find the
structure surprisingly intact with no signs of fire
damage, although cordoned off by the Watch. Snoop-
ing around is likely to draw the attention of the
Watch who will want to know what the player char-
acters are doing here. However they deal with the
Watch, if they get inside the building, they will
find a set of Scrolls (the others were not stored
here). These are the Scrolls of Bathos, and the
player characters will no doubt steal them.

Once they do, they will become the focus of the


Dark, which will begin to hunt them. As it does,
the player characters will begin to snatch glimpses
like waking dreams of the Dark, and eventually of
the Scrolls. The being is trying to communicate,
and to tell the player characters that they must
abandon the Scrolls. At the same time one of the
cultists who survived the attack, perhaps someone
they have met before will make their move. They
are unaware of the connection between the Scrolls
and Dark, so they will seek to recover the Scrolls
themselves. The Dark does not intend to let the
player characters keep the Scrolls. The Dark cannot
handle the Scrolls, but it does not kill for pleas-
ure, it simply wishes the Scrolls discarded, and
it seeks to convince the player characters through
dreams, eventually showing them glimpses of the
fate of the cult. At this point if the hints have
not been enough, the Dark attacks. Will the Dark
manage to persuade the player characters to give
up the Scrolls, or will it attack them? Will the
surviving cultists manage to steal the cursed items
before the player characters suffer this fate?

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The
Whispering
Blade

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Here follows an adventure that features Blight
Catchers and sandbox-style investigations into a
cult and the blighted object they possess. This
scenario centres on a murder, one with a very pe-
culiar twist - it was committed with a blighted
dagger, the so-called Whispering Blade. News of the
murder has spread, and now there are a number of
interested parties circling the crime and looking
to gain the blade for themselves. Rather than just
being a series of predefined scenes, the scenario
is instead a sandbox - a collection of characters,
locations and events related to the murder and the
Whispering Blade. The games master can use these
details to flesh out their own adventure as the
scenario progresses, giving great latitude to di-
rect the adventure in response to the actions and
desires of the players.

The Story
The scenario is presented as a number of characters,
investigations, locations and scenes that can be
intermixed and linked as the games master sees fit.
Most relate to parties that have an interest in the
blade, or an interest in the kind of people that
might do. The Whispering Blade, a weapon reportedly
made in distant past, has been for some considera-
ble time in the hands of a cell of the Brothers of
Nightfire, a cult group with links to the Prince of
Spears. The cell had just three members. Just two
weeks ago, one of those members suddenly left on a
mysterious journey to Pomperburg, and the other two
in their shock had taken to bickering over their
cult's prized possession - the Whispering Blade.
In a fight that resulted, one of the cultists was

67
killed with the Blade. Now the town watch have theG
murderer, but the blade is missing, and no one seems
to know where it is. In the Kingdom magical items
are rare, hence the interest of the Blight Catchers
- what was the dagger, and where is it now? To make
matters worse, spilling blood with the blade has
summoned a demon, who is now tied to the weapon and
looking to spread havoc and destruction...

The adventure is set out as a sandbox - there are


numerous factions, locations and clues that the
player characters could interact with to locate the
missing Whispering Blade. The scenario consists of
a few locations, scenes and characters, which are
mostly necessary to complete the adventure and un-
cover the Whispering Blade, although not all are
needed depending on the actions of the player char-
acters. As with any sandbox, you'll need to adapt
and alter what occurs so that the story makes sense
as the players progress. There's no real rule of
how to do this, but the rule of fun is if everyone
is enjoying themselves, you are doiung it right!

HOOKS

There are a few ways the player characters might be


drawn into the scenario. Most simply, one or more
of the player characters could be a Blight Catch-
er, or even better, the group decides that they
represent both a Blight Catcher and the entourage
that accompanies them. If this is the case, they
could simply be asked to investigate by a superi-
or to investigate, or be contacted by a member of
the Night Market - sold the information that draws
them to the first scene, or passed it on as a fa-
vour. Alternatively, the player characters could
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be press-ganged into service by a Blight Catcher,
and ordered to investigate on the Blight Catcher's
behalf.

Whichever way the player characters are told of the


murder, their informant has one piece of interest-
ing information - although the murder victim isn't
known (he was new to the area), the weapon involved
in the murder was said to be a strange, ritualistic
knife, which the informant has reason to believe
was magical. This should be enough to get the play-
er character's attention.

A blighted knife
The Whispering Blade is a curved single-edge knife
around a foot long. The blade is made of steel and
has script set into it - so far, this script has
defied translation, although it resembles some of
the early writing of the elvish Golethan Empire,
where some text texts say the Whispering Blade was
made. Stories connect the blade to Nabissus, one of
the famed astrologers to the elven Lady Arsessus.
It has been proposed that the blade was original-
ly used as part of a ritual to 'reveal the heav-
ens' - but if that was the case, the ritual is now
lost. Whatever the case, the blade is now blighted,
linked to an insidious demon known as 'the Scar';
a demonic entity is drawn into the mundane world
by blood. It is said that the blade was corrupted
when Golethan fell, but how or why is not known.
For more of the Scar, see later in this adventure.

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WHERE IS THE WHISPERING BLADE NOW? G
The Whispering Blade is in the Temple of the Broth-
ers of Nightfire, underneath the house of Vorn, one
of the cultists. The problem is that the only per-
son that knows this is Davos Tempis, who picked up
the knife after the murder and rushed into the man-
sion to hide it. The scenario will culminate with a
scene at the Temple where the Whispering Blade will
be revealed, but by who? That depends on what the
player characters do...

Characters, Locations
and Events
The following characters, locations and scenes make
up the scenario, and may be encountered by player
characters. Some of the characters may end up as
allies, some as enemies, and some the characters
will hope they never have to encounter again... the
various main locations are also key in the unfold-
ing story, and the events listed could happen at
various times depending what the player Characters
do.

BROTHERS OF NIGHTFIRE

The Brothers of Nightfire is a lesser cult of the


Prince of Spears. The leader of the cult is Jonas
Vorn, who worked with three other members, Filbus
Reech, Silas Drent, and Davos Tempis. Two weeks
ago, Vorn received word from his superiors in Pom-
perburg that he was to travel there for further
'advancement', and in his glee at being chosen

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for preferential treatment, he left with hardly a
word to the other cultists, effectively abandoning
them. The remaining three cultists spent many an
hour discussing what to do next, when in an argu-
ment in their temple about what to do next, the
violent and somewhat psychotic Reech stabbed Drent
with the Whispering Blade, the blighted dagger the
cult used to commune with demonic servants of the
Prince of Spears. The wounded man ran from the
building out onto the road, clutching the bloody
dagger, which he dropped at the mansion's doorway.
Once he reached the middle of the road, he col-
lapsed and died. Reech, in a state of shock, fol-
lowed him out (ignoring the Whispering blade) and
sat with him, and it was not long before the city
watch picked him up along with the body of Drent,
and cordoned off the Vorn's mansion. However, when
the city watch arrived the murder weapon was not
discovered - Tempis had picked it up and taken it
back inside, before securing it in the hidden tem-
ple within. Since then the cult's headquarters in
Vorn's house has been sealed up, but although it
looks empty, it is not - the Inquisition of Flame
have moved an agent into the building. So far, she
has not discovered the temple, and the Whispering
Blade remains out of her reach. As to Tempis, he
fled the scene after securing the blade and his
location remains a mystery...

DAVOS TEMPIS, CULTIST GONE TO GROUND

Tempis was Vorn's favoured minion - someone he saw


as 'after his own heart'. After the departure of
Vorn (which Tempis missed), Davos witnessed the
breakdown in the sanity of Reech and Drent. When
the murder took place Tempis was in the Brother-
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hood's temple, and he fled the scene after securing


the dagger in the hidden temple before the city
watch arrived. He is now hiding out at his sister's
house, trying to work out what to do next. Temp-
is is a young man, intelligent looking but rather
bookish. He is quite distinctive in appearance - he
always wears rather bright and garish robes, as if
he is trying to look like a wizard. Davos Tempis
knows the Whispering Blade is magical, but he has
no idea how to use it. However, he does know of
the Temple and the hiding place within, which is
where he left the knife. He is currently at his
sister's house, plotting how to get back to Vorn's
mansion. The temple is in the basement, Tempis
thinks there is a good chance the watch will have

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missed it and he can get back to search it. He has
no idea that Saran Hale of the Inquisition of Flame
is in the house, waiting for such a move. In this
turn of events, Tempis is just like any other cult-
ist - cunning, ruthless and dedicated to his own
advancement. It is possible the player characters
could persuade or coerce Tempis to tell them of the
Temple and the hiding place, depending on how they
interact with him.

DAVOS TEMPIS

Type Civilized
Actions/round 1
Weapon/skill/damage Knife/6/1d6
Armour None
Skill Scholar, 8
Stamina 12

FILBUS REECH, PSYCHOTIC CULTIST

Reech is unhinged, that much is obvious - he is


the focus of a minor demon called the Scar, and
its presence has sent him mad. He is also suffering
from blight - his left eye is yellowed and sticky
with mucus that runs down his cheek. He will not
talk, just mutters to himself. The city watch are
going through the process of trying to decide what
to do with him. Currently, he resides in the cells.
It is possible for the player characters to see
Reech, especially if they have some kind of medical
or law enforcement background. They could also say
that they know him, although that might be danger-
ous. There are some suggestions later about how
such an interaction might take place. However, when
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Reech escapes from custody, the situation will be


very different. Eventually Reech will break free,
and if he gets to the Whispering Blade, the demon
will manifest. How that plays out and where Reech
goes next, assuming he survives depends on the ac-
tions of the player characters.

FILBUS REECH

Type Civilized
Actions/round 1
Weapon/skill/damage Unarmed
Armour None
Skill Docker, 9
Stamina 14
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HELLA TREMELL, CITY WATCH INVESTIGATOR

The investigating officer in the murder case is


Hella Tremell. She is completely confused as to
what is going on. She has a psychotic who apparent-
ly murdered an associate with some kind of weird
knife, in the house of a missing person. She has no
idea how the three are linked, or what the cause of
the falling out may have been. She does think they
are working alone however, so she is not expecting
to find anyone else linked to the murder. She is
hard working, conscientious and has a family.

HELLA TREMEL

Type Civilized
Actions/round 1
Weapon/skill/damage Sword/10/2d6
Armour Breastplate and mail, 1d6
Skill City Watch, 11
Stamina 15

TOMAS WISTEL, HOMELESS WITNESS

Although the Whispering Blade is missing, the de-


scription of it came to the Watch via Tomas Wistel,
who saw the murder take place. He was the only
witness, and he saw the Whispering Blade, but he
didn't see where it ended up - after seeing the
dying man burst from the house pursued by Reech he
ran, only coming back to collect his meagre pos-
sessions some hours later, which is when the Watch
questioned him. Since then, Saran Hale has been
trying to find him, but to no avail - he told his

75
on the other side of town. Several of the other
G
story and has since moved into a doss house he uses

homeless in the area know him, and could say where


he probably is, if they could be persuaded to talk.
Wistel is an old man with an alcohol problem. He
has a friendly if somewhat wild demeanour, and is
very dirty and unkempt. He was once a courtier be-
fore alcohol claimed him. Unfortunately, Saran Hale
from Inquisition of Flame suspects that Wistel has
the blade, and the watch suspect he has the murder
weapon, so he is being watched. Eventually he will
return to the Vorn house - he knows the place is
empty and he will be looking for something to sell
for cash.

TOMAS WISTEL

Type Civilized
Actions/round 1
Weapon/skill/damage Cudgel/6/1d6
Armour None
Skill Begging, 7
Stamina 13

SARAN HALE, INQUISITION OF FLAME

An elf, the agent of Inquisition of Flame (or an-


other similar organisation if the Inquisition is
whom the player characters are working for) is
Saran Hale. She is a competent warrior, and her
mission is clear - close down any strange cults and
obtain any magical items they may have had. She is
not prepared to fight, and will retreat from any
encounter that endangers her or threatens to re-
veal her activities. Saran is an imposing woman who
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stands tall and moves with a particularly martial


grace. She is somewhat academic and aloof, which
does not help her get the information she needs
from the homeless and the like. The games master
can give her whatever spells seem appropriate to
keep her out of trouble - Hale is a good example
of a long running persistent character with whom
the player characters can interact over a campaign.
Hale has been part of Inquisition of Flame for
years, quietly collecting items and closing down
cults. When she heard about the murder through her
contacts, she made her way to the house of Vorn.
The Watch had already been to the scene and carried
out their investigation, but they did not find the

77
Blade in the house, in the hidden temple, before
fleeing to his sister's house. Hale has not found
G
Whispering Blade. After the murder, Tempis hid the

the entrance to the temple, which she assumes is


elsewhere. So she is waiting for Vorn to come back,
not knowing that she is feet away from her goal
already...

SARAN HALE

Type Civilized
Actions/round 1
Weapon/skill/damage Sword/10/2d6
Armour Breastplate and mail, 1d6
Skill Blight Catcher, 11
Stamina 17

THE SCAR, A DEMON

Unknown to Reech, he is being haunted by a demon


known as the Scar. When he killed with the blade,
the spilled blood summoned this being. The ethe-
real demon is picking and clawing at Reech's mind,
trying to find a way in. If he is reunited with the
Whispering Blade, it will succeed, and manifest in
all its blighted glory.

The Scar manifests as a black slug-like being


with horns and black stained feathered wings. As
it moves it leaves a black ichor that stains the
ground. Tiny flies accompany the being, along with
a terrific stench. When the Scar manifests, it com-
pletely dissolves the body of the host. The demon
is very hard to kill, but it moves slowly. However,
it is possible to cast it back from whence it came.
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When it manifests, the Whispering Blade is lodged


into it's back. If the blade can be knocked from
their grasp, the demon will instantly dissolve.
This requires a called action (the player character
must state they are attempting this), and then a
roll with a melee attack skill at a penalty of -10.
This is not an opposed roll, but a standard test.
On a success, the blade is dislodged and the demon
dispelled.

THE SCAR

Type Otherworldly
Actions/round 3
Weapon/skill/damage Claw and fang/10/2d6
Armour 1d3 hide
Adventuring skills 6
Stamina 28
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LOCATION - VORN'S HOUSE G
The house of Jonas Vorn is large and grand. He was
a well-heeled merchant, and made the majority of
his money in his youth. The house is nondescript
inside and out - just another somewhat gentrified
town house, furnished in a style that suggests the
owners were following some vague understanding of
style rather than their own sense of taste. Vorn
never married and lived alone; so much of the house
has an air of never being occupied. Since the mur-
der, the house seems deserted. The city watch have
been trying to locate Vorn, but obviously with no
success. They have no idea what lies in the base-
ment. Also in the house is Hale, trying to stay out
of sight and waiting for the cultists to return.
If anyone other than the watch try to gain entry,
she poses as Vorn's housekeeper and tries to shoo
them away.

LOCATION - THE CITY WATCH HOUSE

The city watch building is going to be a tough


place to get any information. Reech is being held
in a cell, but getting any access to him will be
difficult. The only way that the player characters
are likely to get to see Reech is if they can call
in a few favours. Reech has little to reveal in any
case, as detailed in his description. Asking ques-
tions at the city watch station is likely to draw
the attention of Hella Tremell. She is not going to
push the player characters too hard, but she will
want to know what they are up to.

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SCENE - TALKING TO THE NIGHT MARKET

A bit of research in the night market, especially


if any of the names of the antagonists are men-
tioned, reveals that they were deeply into the ar-
cane, especially Vorn. There are rumours that Vorn
was head of a group and that some of his associates
had died (two cultists died the previous year when
the Scar first manifested). It seems no one knows
what happened to Vorn, although there is some in-
sinuation that he has 'moved on'. If a merchant of
the underground is questioned, they will be able to

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say that Vorn had some interesting ancient curios,
but not exactly what they were. He also hung around
with a kid, sort of his protégé, but no one knows
who he is - this is in fact Davos Tempis.

SCENE - FINDING TEMPIS

The easiest way to find Tempis is by observing him


checking out Vorn's house. He can then be followed
back to his sister's place. Failing that, the play-
er characters could be tipped off by an associate
in the night market, giving them a debt that they
will have to pay in later adventures. Tempis is
scared, but he is also curious - he knows someone
else is at Vorn's house. Therefore, depending how
the player characters approach him, he will talk
to them. What he reveals is dependent on what the
characters say. What he is looking for is for some-
one to help him get into the house and the temple
-he hopes to get the Whispering Blade while whoever
he is with deals with whoever else is at the house.
To that end, he has a key to the house and can let
everyone in, where Hale will be waiting. If this
is the first action of the player characters, it
might be worth suggesting that they scope the house
out first before moving in. He will not talk to the
city watch, or say anything about Reech, although
he obviously knows him. Tempis knows nothing of
Wistel apart from the fact that someone has been
talking to the Night Market.

SCENE - INVESTIGATING THE HOUSE

If the player Characters go to Vorn's house to


snoop around, then they will see that it is a nice
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building in a quietly prosperous district, which
has now been closed off by the city watch. There
are a few noticeable things about the place, de-
pending on what the player characters do. A search
will find the remains of blood on the street from
where the murder took place. Faint traces lead to
the back door of the house. Hanging about and ob-
serving the house will reveal that the front of
the house is being observed (the city watch), and
a flash of a face at the windows reveal that there
may be someone in the house (this is Hale). The
games master should not let the player characters
enter the house at this point - if they try to, Hale
will open the door, feigning to be the housekeeper,
and threaten to call the city watch. She will only
do this if the player characters try the back door
(the front door is on a relatively open street so
breaking and entering is not an option). Hale will
say she knows nothing of the murder, and has only
just returned from family outside of town. She will
do everything she can to get the player characters
to leave, even threatening to call the city watch.

Inside the house, a trail of blood leads from the


back door down to the cellar, where it stops. Hale
has not removed it in case the city watch show up
again (she does not want to alert them that some-
one has been in the place since their last visit).
However, unlike the last time the city watch were
here, Hale has left the door to the Temple slight-
ly ajar, so she can hide down there if they do
come back. If the player characters investigate the
house later in the scenario, they may notice a dark
skinned man appearing to watch the place from sev-
eral angles as if considering whether it is safe to
approach. This is Tempis, and he is easily followed
from here back to his sister's house.
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SCENE - QUESTIONING WISTEL
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The player characters could find out about the wit-
ness to the murder from any merchant tavern - the
killing is hot gossip about town. Alternatively,
they may learn about Wistel from the city watch.
Once the player characters know of Wistel, he is
not that hard to find - just ask the homeless peo-
ple around the area. The doss house he is staying
in is on the other side of town, but easy to find.
Wistel is happy to tell his story again if the
player characters pay him (or use an appropriate
skill, but he's really after money). The big dif-
ference is that in the hostel Wistel has to stay
sober, so he can remember more of what happened.
Specifically, he can remember 'the other man', the
one who came out of the house, stooped over and
picked up the weird blade, then rushed back inside.
This was not Reech - this person was much younger
(it was of course Tempis).

SCENE - THE TEMPLE

The Temple of the Brothers of Nightfire lies under


Vorn's house, and is accessed from the basement.
One of the cupboards set against a wall has a false
back; when it is emptied and two small knobs are
turned, the back can be removed, leading into the
temple. The Temple of the Brothers of Nightfire is
a small, domed space. The floor is boarded, swing-
ing lights cast some illumination. A riot of roots
twist through the walls, making the chamber seem
like the bole of some huge tree. A close inspec-
tion shows that the roots are marked by intricate
script, cut in with a knife. One of the floorboards
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in the corner of the room is loose, and underneath
is the hiding place of the blade. Depending on how
the adventure has panned out, the player charac-
ters should eventually find themselves in the Tem-
ple. They may be joined here by Hale, depending on
whether they are working together, or led here by
Tempis. Reech will also make his way here when he
escapes the Watch. Finally, if the city watch see
anyone enter the building, they will also attend...

This is the chance for the player characters to


seize the blade for themselves. This scene should
be more of a negotiation rather than a fight. The
player characters will probably outnumber anyone
else, so they should have the upper hand. What
happens to everyone else is really up the play-
ers. Hale will try to claim the Whispering Blade,
but she will avoid conflict if possible, instead
slipping away if things get out of hand - if so,
the player characters will have made a powerful
enemy. Tempis will also try to take the knife, but
the player characters should be able to overpower
him depending on their actions. Reech, if he gets
here and gets his hand on the blade will immediate-
ly manifest the Scar, and things could get out of
hand very quickly indeed... The most likely outcome
if all of these characters are in attendance is a
standoff between the cultists and representatives
of the law until the Reech makes his move and is
either defeated or claims the knife summoning the
Scar. If this happens Hale, seeing things are not
in her favour, disappears, and Tempis runs into the
night. The player characters must escape the demon.
At this point, survival is the best outcome.

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Aftermath
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The knife is a blighted object - it needs to be
handed to the authorities in the form of the Blight
Catcher organisation that has been dealing with the
player characters for disposal. Any of the cultists
who survive the affair will either be shipped off
to a prison cell, or burned at the stake, depend-
ing on how they behaved during the encounters with
the player characters. The Scar will vanish as the
knife is taken out of the hands of the cultists.

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