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THREE FOR THE ROAD

THREE SCENARIOS FOR THE


WARLOCK! ROLEPLAYING GAME

Written by Greg Saunders


Cover art by Midjourney, design Paul Bourne
Internal art by Midjourney
Contents
Folk of the Kingdom 63
Dark times 4
Scene One: Hopeful
Involving the characters 4
followers 64
Game Statistics 6
Scene Two: Scornful locals 64
Scene Three: The lady 65
The Skratburg Rot 7
Part Two: Dark Times 68
Rotten times... 8
Scene One: The fire 68
Themes 10
Scene Two: Death on the
Skratburg 12
road 69
The Horror! 14
Scene Three: The riot 69
Dark comedies 16
Part three: Puppets 72
Red herrings 18
The child 75
Adventure Hook 18
A diversion! 77
All the world’s a play… 20
Ending the Child 79
Part One: Out and about 22
Aftermath 81
Dieter, The Mayor 23
Hilda, The Healer 25
The Sun King 83
Greta, The Gossip 25
A Sad Tale 84
Heinrich the ratcatcher 26
Introduction 85
Investigating the Rat Men 28
Scenes 86
Investigating the Wizard 30
Scene One: Moonken and
Part Two: Here ratty rat! 32
Curonis 88
Part Three: The wizard 36
Scene Two: The Attack on the
Part Four: Mad as a Ratter 40
Company 89
Conclusion 46
Scene Three: Yarkleburg
Village 89
The Blessed Child 47
Scene Four: Finnel 91
Blessed is the Child 48
Scene Five: The Dark Wood 92
Introduction 49
Scene Six: The Sun King 94
Themes 50
The Sun Stone 96
Life’s a journey… 51
Characters 97
Spectral wake 53
Aftermath 98
Fever dreams 54
The King’s Guard 56
The Skratburg Rot Stats 100
Blinded fools 57
The Blessed Child Stats 100
Never easy... 59
The Sun Stone Stats 100
Part One: Strange Tales 60
Rumour has it 61
On the road 61
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Dark Times
DARK TIMES
Dark Times

The following three the player characters will


adventures for the need to negotiate a cast
Warlock! roleplaying of non-player characters,
game focus on horror and locations and scenes to
mystery, and on travel – achieve their goals.
first to a new town they’ve
never visited, and then
across the Kingdom’s INVOLVING
countryside, and finally to
the wilderness. In the first THE
adventure, the Skratburg CHARACTERS
Rot, the player characters
will need to find the source Both adventures assume
of poison in a well that that the player characters
has caused a horrific have at least a desire to
rotting disease to spread, help their fellows, and
in the second adventure, make the Kingdom a
the Blessed Child, the slightly better place. Of
player characters are on course, this isn’t always
the trail of a mysterious the case, so they may need
child capable of working a little encouragement.
miracles, or so his What form could that take?
followers say, and in
the third, the Sun King • Duty calls. If you have
they must recover a lost the Blight Catchers book
valuable from a crazed and the player characters
new owner... take on the roles outlined
within or even follow those
In all adventures, combat careers, then getting them
should take a back seat involved is simple. Either
to investigation and they will take on a desire
social interactions. Both to investigate themselves,
adventures show the good or they will be told to do so
and the bad in people, and by a superior in whatever

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Dark Times
Dark Times

organisation they work. escape is difficult, as the


This is the simplest way King’s Guard block the
to get the characters roads. It’s only a matter of
involved. time before they succumb
to the rot unless they
• Money talks. Another tried act. In the Blessed Child,
and tested way of drawing the boy’s followers clog
player characters into the the roads and draw the
adventures is them being adventures along towards
hired by someone close an inevitable conclusions.
to the action. Perhaps a Working against that flow
merchant of Skratburg is going to be difficult,
wishes to find a cure to the especially with the King’s
disease before their family Guard bringing up the
fall, or a noble is sick and rear… And those trolls are
tired of the Blessed child’s still on the look out for an
followers causing trouble easy meal...
in their town, and the
elves are willing to pay for
the recovery of their lost GAME
treasure...
STATISTICS
• I couldn’t help but get
involved… Finally, both Game statistics for all of
scenarios can draw the the key protagonists n the
player characters in adventures is collected
through just plain bad luck. together very end of the
Once they are in Skratburg, book for ease of reference.

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THE

ROT
SKRATBURG

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The Skratburg Rot
The Skratburg Rot

ROTTEN TIMES...
As the sun rose over the the King’s Guard. The
horizon, our small group guards were stopping all
of adventurers rode into travellers from entering or
the town of Skratburg. We leaving the town, and they
had been travelling for seemed on edge and ready
days, and were looking to use force if necessary.
forward to a hot meal and We managed to slip past
a comfortable bed. the roadblock undetected,
but we knew that they
But as we rode through the would have to be careful
streets, we quickly realized in order to avoid being
that something was wrong. caught.
The town was eerily quiet,
and the few people we We dismounted from our
saw on the streets were horses and made our
haggard and sickly. Some way to the inn. The Jolly
of them were disfigured Marauder was a small,
and hid their faces, others rundown inn located in the
were missing limbs or had centre of Skratburg. It was
grotesque deformities. a popular stopping place
for travellers, but I could
We exchanged worried tell that business had been
glances. They nor I had slow lately. The innkeeper,
ever seen anything like this a gruff man named
before. Something terrible Karl, was haggard and
was happening in this exhausted, and he seemed
town, and we knew that we to be struggling to keep the
had to find out what it was. place running.
Before we even reached
the town, we had to avoid The common room was
a roadblock set up by dim and quiet, with only

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The Skratburg Rot
a few other travellers Karl came over to take
huddled around the their order, and I asked him
fireplace. The air was thick what was going on in the
with the smell of smoke town. Karl hesitated for a
and sweat, and the sound moment, then lowered his
of coughs and sneezes voice and told us of the
echoed through the room. strange disease that was
We made their way to a plaguing Skratburg. No one
table in the corner and sat knew where it had come
down, trying to stay out of from, or how to stop it, and
the way. the town was on the verge
of panic…

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The Skratburg Rot
THEMES wary of. Not everyone in
Skratburg is what they
The main theme of this seem, and the player
adventure is mystery and characters will need to be
investigation. The player careful not to be deceived.
characters are tasked
with discovering the cause • Compassion: The player
of the strange disease characters will encounter
plaguing Skratburg, many people who are sick
and they must use all or suffering, and they will
of their skills, abilities, need to decide how to
and resources to gather help them. Do they have
information and solve the the skills and resources
mystery. to provide medical aid,
or should they focus on
This adventure is more finding a cure for the
investigative than combat- disease?
oriented. While there
may be some combat • Power and corruption:
encounters along the way, The player characters
the player characters will may uncover evidence of
primarily be relying on corruption or wrongdoing
their wits and their ability in Skratburg. They will
to gather and interpret need to decide how to deal
clues. They will need to with this, and whether
talk to people, search for they should try to bring the
evidence, and use their perpetrators to justice.
powers of deduction to
piece together the puzzle. Overall, this adventure
Other themes that might is a challenging mystery
emerge in this adventure that will test the player
include: characters' skills and their
sense of purpose. It is a
• Trust: The player great opportunity for them
characters will need to to use their brains and
decide who they can trust, their bravery to make a
and who they should be difference in the world.

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The Skratburg Rot
The Skratburg Rot

SKRATBURG
Skratburg is a small town experience a resurgence.
nestled in the rolling hills New businesses have
of the Kingdom. It has a opened up, and the town
long and storied history, is starting to thrive once
dating back hundreds of again. Still, it is a quiet and
years. In the early days of peaceful place, known for
the town, Skratburg was its fertile farmland and
a bustling center of trade friendly inhabitants.
and commerce. It was
located at the crossroads The town is surrounded
of several major trade by fields of wheat and
routes, and merchants corn and is home to a
from all over the Kingdom number of small farms
came to sell their goods and homesteads. At
and services. The town the center of town is a
grew and prospered, and it bustling marketplace,
became known for its fine where farmers come to
craftsmen and artisans. sell their produce and
local craftsmen display
Over time, however, the their wares. Skratburg
trade routes changed and is also home to a large
Skratburg lost much of its ornate church and a town
importance. The town went hall, where the town
into a decline, and many of council meets to discuss
its residents left in search local issues and make
of better opportunities decisions on behalf of the
elsewhere. Skratburg community.
became a quiet, forgotten
place, known more for its Recently, Skratburg has
quaint charm than for its been plagued by a strange
prosperity. disease that has affected
some of its citizens. The
In recent years, however, disease causes strange
Skratburg has begun to physical symptoms

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The Skratburg Rot
such as rotting skin and might visit the Town Hall
limbs falling off and has to speak to the Mayor
caused panic and fear or other officials about
among the townspeople. the disease, or to gather
To contain the spread of information about the
the disease, the King's town's history and politics.
Guard has sealed off the
town and is not allowing • The Church of the Thrice
anyone to leave. Despite Blessed: The Church of the
the presence of the Thrice Blessed is a large,
disease, life in Skratburg ornate temple located on
continues as usual for the outskirts of town. It
many of its citizens, with is dedicated to the Thrice
the marketplace and Blessed, the god of the
farms remaining open for Kingdom, and it is where
business. However, the the town's healers and
town is on edge, as the priests work to tend to
source of the disease and the sick and the dying.
a way to cure it remain a The player characters
mystery. might visit the Church
of the Thrice Blessed to
Here are three notable seek help or guidance, or
buildings that the to learn more about the
player characters might town's spiritual beliefs and
encounter in the town of practices.
Skratburg:
• The Jolly Marauder: The
• The Town Hall: The Town Jolly Marauder is a small,
Hall is a grand, imposing rundown inn located in
building located in the the center of town. It is a
center of town. It is the popular stopping place for
seat of local government, travelers, and it is where
and it is where the Mayor the player characters
and other officials hold might stay while they are
meetings and make in Skratburg. The inn is run
decisions about the town. by a gruff man named Karl,
The player characters and it is a good place to

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The Skratburg Rot

gather information or meet under-equipped to deal


other travelers. The player with the crisis. Some of
characters might also find the patients are screaming
themselves drawn into the in pain, while others are
inn's dark and dangerous barely conscious.
underworld, where they
might encounter all sorts • The player characters
of dangers and secrets. come across a small
cottage on the outskirts of
town, where an old woman
THE HORROR! is barricaded inside. She
is ranting and raving about
As the player characters "the monsters" that are
investigate the strange coming to get her, and she
disease plaguing begs the player characters
Skratburg, they might to help her. When they
encounter several scenes investigate, they find that
that reinforce the horror of the woman's family has
the situation: all been killed by the
disease, and she is the only
• A group of screaming survivor.
townspeople are gathered
around a fountain, where a These are just a few
young boy has just started examples of the kinds
convulsing and foaming of scenes that the
at the mouth. The boy's player characters might
parents are frantically encounter as they
trying to get help, but no investigate the strange
one knows what to do. disease in Skratburg. As
they move deeper into the
• A team of healers are mystery, they will have to
tending to a row of sick confront the true horror of
and wounded patients in what is happening in the
the town square, but they town and do everything
are overwhelmed and they can to stop it.

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The Skratburg Rot
The Skratburg Rot
DARK from rare herbs, another
COMEDIES is advocating for leeching,
and a third is convinced
Here are a few examples that the disease is caused
of darkly comic scenes that by an imbalance in the
could be used to lighten body's "humours." The
the tone in the midst of the player characters must
strange disease plaguing navigate the squabbling
Skratburg: healers and try to find the
one with the actual cure.
• The player characters
come across a group of • The player characters
townspeople who are stumble upon a secret
trying to exorcise the underground gambling
disease by holding a wild den, where a group of
and chaotic "dance-a- desperate townspeople are
thon." They are spinning betting their life savings
and leaping around in on games of chance. The
circles, chanting and stakes are high, and the
singing at the top of their player characters can
lungs, convinced that either try to stop the
they are driving out the gambling or join in and try
evil spirits. The player to win big.
characters can either join
in or try to talk some sense These are just a few
into the dance-crazed examples of darkly
townspeople. comic scenes that could
be used to lighten the
• The player characters tone in the midst of the
are confronted by a group strange disease plaguing
of bickering healers, each Skratburg. The player
of whom is convinced characters must use their
that their own particular wit and humor to survive
remedy is the only way to in this grim and dangerous
save the town. One healer world.
is pushing a potion made

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The Skratburg Rot
The Skratburg Rot
RED HERRINGS player characters might
investigate the goblin
As the player characters traders, only to find that
investigate the strange they have no idea how
disease plaguing the disease started and
Skratburg, they might are just as puzzled as
come across a couple of everyone else.
red herrings that could
make their lives more These are just a couple of
difficult: examples of red herrings
that the player characters
• A group of townspeople might encounter as they
claim to have seen an elf investigate the strange
skulking around the town disease in Skratburg. They
at night, and they insist must be careful not to
that the disease is being get side-tracked by false
spread by the elf as some leads and stay focused on
sort of curse. No one trusts finding the real cause of
the elf, and they believe the disease
that he is up to no good.
The player characters
might spend a lot of time ADVENTURE
and resources trying to
track down and confront HOOK
the elf, only to discover
that he has nothing to do Here are three different
with the disease and is just adventure hooks that could
an innocent traveller. draw the player characters
into the mystery of the
• A group of goblin strange disease plaguing
traders came through Skratburg, once they are
the town a few weeks already in the town:
ago, and some people
believe that they might be • The player characters
responsible for bringing are staying at the Jolly
the disease with them. The Marauder inn when they
hear rumors of a strange

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The Skratburg Rot
disease spreading through are concerned about the
the town. They are curious strange disease spreading
and decide to investigate, through Skratburg. They
hoping to help the people want the player characters
of Skratburg and perhaps to find out what is causing
even earn a reward. the disease and stop it, so
that they can resume their
• The player characters trade with the town. The
are traveling through merchants offer the player
Skratburg when they characters a generous
come across a group of reward for their help.
townspeople who are If the player characters
sick with the strange try to leave Skratburg,
disease. They are moved they are stopped by the
by the suffering of the King’s Guard and told that
townspeople and decide they are not allowed to
to help, even though they leave the town in an effort
have no experience in to contain the spread of
medicine or magic. the disease. They have no
choice at this point than to
• The player characters return to the town…
are hired by a group of
wealthy merchants who

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ALL THE
The Skratburg Rot

WORLD’S A
PLAY…
The adventure is split into group of child thieves in
four parts: disguise. The children have
been using the hoax of
Part 1: The player the rat men to distract the
characters begin to townspeople and cover for
investigate the disease, their thievery.
speaking with townspeople
and gathering clues. They Part 3: The player
learn that the well has characters decide to
been poisoned, and that investigate the wizard, and
there are several possible after a tense confrontation,
suspects, including a they discover that the
group of rat men who have wizard is innocent and
been seen lurking around had nothing to do with the
the town, and a rather poisoning of the well.
unsavory-looking wizard
who has recently arrived in Part 4: The player
Skratburg. characters must continue
to search for the true
The player characters culprit behind the
must decide which lead to poisoning. They eventually
investigate first, so parts 2 discover that the poison
and 3 can be played in any was introduced to the
order. well by the ratcatcher and
rogue alchemist Heinrich,
Part 2: The player hired by the town council
characters confront the to rid the town of a rat
rat men, only to discover infestation. The alchemist
that they are actually a is an agent of the cult

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known as the Withered leave the town and never The Skratburg Rot
Hand, and has been using return? Do they work with
the poison to sow discord the town council to find a
and fear within the town. way to cleanse the well
and help those affected
Conclusion: The player by the disease, or do they
characters must decide leave Skratburg to its own
how to deal with the devices?
rogue alchemist and the
aftermath of the poisoning. The adventure ends when
Do they turn the alchemist the player characters have
over to the authorities, resolved these issues
or do they let them go in and brought some form of
exchange for a promise to justice to the situation.

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The Skratburg Rot

PART ONE: OUT


AND ABOUT.
The player characters use their persuasion
begin to investigate the or intimidation skills to
poisoning of the well, extract information from
speaking with townspeople people, or they could use
and gathering clues. their stealth or deception
skills to spy on people or
There are many different overhear conversations.
methods that the player
characters could use to • The player characters
gather information from could offer to help the
the townsfolk of Skratburg. townsfolk in some way, in
Here are a few examples: exchange for information.
For example, they could
• The player characters offer to repair someone's
could simply ask questions roof, or to defend
and listen to what the someone's property from
townsfolk have to say. This thieves, in exchange for
can be a good way to get information about the
a sense of the general strange disease.
mood and concerns of
the town, and it can also • The player characters
help the player characters could use magic or other
learn about any rumors supernatural abilities to
or gossip that might be gather information. For
circulating. example, they could use
divination spells or other
• The player characters magical abilities to uncover
could use their skills secrets or learn about
and abilities to gather hidden knowledge.
information more covertly.
For example, they could Ultimately, the player

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The Skratburg Rot
characters will need to use for his own interests than
a combination of these and in serving the needs of
other methods to gather all the townspeople. Dieter is
the information they need greedy and corrupt, and he
to solve the mystery of the is known to take bribes and
strange disease plaguing engage in underhanded
Skratburg. dealings in order to further
his own agenda.
Below are the major
townsfolk that the player Despite such flaws, Dieter
characters could meet is a skilled politician, and
to learn more about the he is good at manipulating
poisoning and potential others and playing both
suspects. sides of an issue. The
player characters might
have to deal with Dieter
DIETER, THE during their investigation of
the disease, and they must
MAYOR be careful not to be swayed
by his smooth talk and lies.
Dieter is a thin, nervous
man with a perpetual look
Mayor Dieter can provide
of worry on his face. He
information on the rat men
is balding, with thinning,
and the itinerant wizard, as
greasy hair cut short.
well as any other suspects
Dieter has beady, shifty
that the player characters
eyes that are constantly
might uncover. If asked
darting around, and he is
about the rat men, he
known for being evasive
mentions that the town
and untrustworthy.
council hired a ratcatcher,
named Heinrich, to rid the
As the mayor of Skratburg,
town of a rat infestation.
Dieter is supposed to be
He speculates that the rat
the leader of the town and
men might have arrived
the voice of the people.
in town in response to
However, he is more
Heinrich’s actions against
interested in looking out
their smaller brethren.

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The Skratburg Rot

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The Skratburg Rot
HILDA, THE the poison and noticed
HEALER patterns or symptoms
that could help the player
Hilda is a kind and characters narrow down
compassionate woman the possible causes of the
with a no-nonsense poisoning. She will tell
attitude. She is middle- them that all those who
aged, with short graying have been struck down
hair and a practical, used the town well in the
efficient demeanor. Hilda last three days - it seems
is a skilled healer, and she that it takes a day or so for
has a reputation for being the disease to manifest.
able to cure almost any Hilda believes that the well
ailment. has been poisoned, and
that the poison is causing
Regardless of her many the strange mutations.
responsibilities, Hilda is She finds this terrifying
always willing to help - everyone in town uses
those in need. She has a the well. She warns the
soft spot for the sick and player characters that by
the suffering, and she will her reckoning, they have
go to great lengths to help only three days to find
them recover. Hilda could the source of the poison
become a valuable ally to and stop the disease from
the player characters, and manifesting before the
she will be able to provide whole town is struck down.
them with information and
assistance as they try to
solve the mystery of the GRETA, THE
disease. Ultimately, once GOSSIP
they have identified the
poison, Hilda will be able to Greta is a plump, middle-
concoct an antidote. aged woman with a love
of gossip and intrigue.
Hilda has treated some She is always on the
of the people affected by lookout for the latest news

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The Skratburg Rot
and rumours, and she HEINRICH THE
is quick to spread them RATCATCHER
around town. Greta has a
round, friendly face and a Heinrich is a thin, wiry
perpetual smile, but she is man with a wild, unkempt
also nosy and is not above appearance. His hair
poking her nose into other is long and greasy, and
people's business. his beard is patchy and
unkempt. Heinrich's eyes
Greta is a good source of are dark and sunken, and
information for the player there is a manic gleam in
characters. She is well- them that hints at a deep-
connected in the town, seated instability.
and she knows all the
latest gossip and rumours. Heinrich was once a skilled
However, the player alchemist, but his reckless
characters must be careful and unpredictable nature
not to take everything she led to his downfall - his
says at face value, as Greta
experiments led to the
is known to exaggerate death of an apprentice
and spread false rumours. and got him chased from
If the player characters the Fesselburg University.
are able to win Greta's Drinking to hide the guilt,
trust, she might be able tonow he merely retains
provide them with valuable enough knowledge to
clues and leads as they trymake the poisons he uses
to solve the mystery of thein his role as rat catcher.
disease. At least that was all he
used the poisons for
Greta has heard rumours before he became a pawn
about the rat men - of the Withered Hand.
disgusting monsters! She’s The Withered Hand are a
also full of gossip on the secret cult that seeks to
wizard - you can’t trust spread chaos and discord
their sort! throughout the Kingdom,
and it was their urging

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The Skratburg Rot
The Skratburg Rot
(coupled with his own rumours that rat men have
sense of injustice) that led been attempting to poison
Heinrich to poison the well the well as part of a ritual
as part of a plot to spread to summon a powerful
the disease and create rat man deity. The player
chaos in the town. characters might gather
this information through
Heinrich is a drunkard and further investigation
a liar, but he is intelligent and questioning of
and resourceful, and not townspeople, or through
to be underestimated. A the following clues:
dangerous and cunning foe,
and the player characters • Witness testimony: Some
will have to be careful townspeople have seen
in order to outwit him the rat men lurking around
and bring an end to his the well at night, usually
schemes. in ones or twos. Sure it
was dark and they didn’t
When the characters find actually see the creature’s
him, Heinrich is about the face, but it was definetly
town with his ratter dog, rat men...
Pinch. He’s been charged
with catching the rats. He’s • Footprints: The player
heard the rumours of rat characters might find
men, and says he saw one footprints near the well
near the well two nights that match the distinctive
ago. He says he firmly clawed feet of the rat men.
believes they exist.
• Evidence of the
summoning ritual: The
player characters might
INVESTIGATING
find strange symbols
THE RAT MEN etched into the ground
near the well, or strange
As the player characters artifacts that are
continue to investigate, associated with the rat
they discover clues and men’s deity.

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The Skratburg Rot
The Skratburg Rot
Ultimately, the player or acting suspiciously. He
characters might decide apparently arrived in town
to confront the rat men a few days ago
first in an effort to gather
more information about • Suspicious behaviour:
their motives and possible Wilhelm has been
involvement in the observed doing things
poisoning. Dealing with that the folk of Skratburg
the rat men makes up the consider out of the
next part of the adventure, ordinary, such as gathering
although it is equally likely unusual ingredients in the
that the player characters meadows around the town
might decide to investigate and spending long periods
the wizard first... of time alone in his room.

The player characters


must decide whether to
INVESTIGATING
investigate the rat men
THE WIZARD or Wilhelm first, weighing
the potential clues and
The player characters evidence they have
will also learn during discovered to decide a
the course of their course of action.
investigations that an
‘evil-looking’ wizard, If the player characters
called Wilhelm, has been choose to investigate
seen near the well and Wilhelm first, they might
may have had a hand in try to gather clues and
the poisoning. The player evidence of his involvement
characters might gather in the poisoning. The player
information about Wilhelm characters must be careful
through the following not to underestimate
methods and clues: Wilhelm, as he is more
dangerous than he
• Witness testimony: Some appears. Part 3 of the
townspeople might have adventure deals with the
seen Wilhelm near the well wizard...

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The Skratburg Rot

PART TWO: HERE


RATTY RAT!
In this part of the with all sorts of junk and
adventure, the player debris, and it smells of
characters confront the rotten food and filth. On
rat men, following the first appearances, it seems
clues and evidence they to be as described – a
have gathered. rat man den, a lair where
the creatures have been
The den is relatively easy preparing their summoning
to locate. The strange ritual. The den is cluttered
clawed footprints lead and dirty, with strange
to a side alley and a artifacts and offerings
sewer grate. Failing that, scattered about.
witnesses have seen the
hunched and shrouded As the player characters
figures of the rat men explore the den, they will
scurrying down this alley come across various clues
at night… and evidence that reveal
the true nature of the "rat
The den of the fake rat men." Hidden under some
men is a small, cramped piles of rags are some
space hidden beneath children's clothes and
the town, built into the toys – the urchins’ prized
sewers. It is accessed possessions. On close
through a sewer grate in inspection the supposed
an alleyway, the entrance "rat man" artifacts are
partially concealed by actually just cleverly
piles of garbage and crafted fakes. Assuming
debris. Inside, the den is the player characters
dark and cramped, with come into this area with
low ceilings and narrow their eyes open, it should
corridors. It is cluttered become obvious that all is

32
33
The Skratburg Rot
The Skratburg Rot
not as it seems. the fake magical symbols
and "evidence" of the rat
In truth the rat men are man deity themselves, in
actually a group of children an attempt to make their
in disguise. The children, hoax more believable.
named Hans, Fritz, and However, they insist that
Greta, are a group of they had nothing to do
thieves who have been with the poisoning of the
using this den to hide their well. This is true, they are
ill-gotten gains. When they innocent of this crime.
were spotted leaving, the
witness swore it was rat The player characters must
men, and since then they decide whether to release
have been fuelling the hoax the children and continue
of the rat men to distract their search for the true
the townspeople and cover culprit, or to turn them
for their thievery. They over to the authorities.
are not here by day, but If the player characters
by night they loiter here, choose to turn the children
sharing their acquisitions over to the authorities, they
and boasting of their must decide how to deal
cleverness. Should the with the aftermath of the
player characters surprise hoax and the theft. Do they
them, it is easy to scary, work with the town council
intimidate or even charm to compensate the victims
the children and question of the theft, or do they
them about their motives leave the town to deal with
and suspected involvement the situation on its own?
in the poisoning of the well. The adventure continues
as the player characters
The children admit that navigate these choices and
they have been stealing bring some form of justice
from the townspeople to the situation.
and using the hoax of the
rat men to distract and
mislead them. They also
confess that they created

34
35
The Skratburg Rot
The Skratburg Rot

PART THREE:
THE WIZARD
If the player characters The player characters
decide to investigate might uncover evidence of
the evil-looking wizard, Wilhelm's true identity in a
Wilhelm, can choose might number of ways:
confront him directly or
gather more evidence in • A hidden badge or
order to build a stronger insignia: The player
case against him. As they characters might find a
delve deeper into his hidden badge or insignia
activities, they discover that indicates Wilhelm's
that Wilhelm is actually affiliation with the King's
a member of the King's secret service.
secret service, working
undercover to investigate • A letter or message
rumours of a rat man from the King: The player
infestation in the area. characters might find a
letter or message that was
Wilhelm is a tall, slender sent to Wilhelm from the
man with piercing blue King, outlining his mission
eyes and a hooked nose. in Skratburg.
He has long, thinning white
hair and a thin moustache, • A witness: Someone
and is often seen wearing who has seen Wilhelm
a dark cloak and carrying interacting with a member
a staff. Despite his sinister of the King's secret service
appearance, Wilhelm is might be able to provide
a skilled and dedicated the player characters with
member of the King's more information about
secret service, dedicated to Wilhelm's true identity.
rooting out threats to the The player characters can
Kingdom. find Wilhelm at the inn,

36
37
The Skratburg Rot
The Skratburg Rot

where he has been staying in Skratburg are a hoax,


while in town. The inn is a but that he has not acted,
cosy, warm place, with a but left the hoax in place
fireplace and comfortable to draw out any real rat
chairs. Wilhelm can be men. He insists that he
found in a private room, had nothing to do with the
studying a map of the area, poisoning of the well. In
and making notes in a fact, Wilhelm is shocked to
small journal. learn of the poisoning and
offers to help the player
Wilhelm is not to be trifled characters track down the
with, but he’s not going to true culprit.
start a fight for no reason
and is a shrewd judge It they are clever, the
of character. Should he player characters can
manage to persuade the persuade Wilhelm work to
player characters he is with them to uncover the
innocent, and also become truth behind the poisoning
convinced of their good and bring an end to the
intentions, he will reveal strange disease that has
himself as he’s looking plagued Skratburg.
for allies. Likewise, if
confronted with the truth
he won’t deny it. Wilhelm
admits that he has
discovered that the rat men

38
39
The Skratburg Rot
The Skratburg Rot

PART FOUR: MAD


AS A RATTER
As the player characters • Poisoned rats: The player
continue to investigate, characters might find rats
they should by now have that have been killed by
eliminated the wizard the ratcatcher either on
Wilhelm and the ‘rat his pole or in his traps,
men’. So who is left to sporting the same rotting
question further? The only ailment that afflicts the
other person they have townsfolk.
encountered connected
to the rats in the town is • Poison bottles: The
Heinrich… player characters might
find bottles of poison in
In this part of the Heinrich's workshop and
adventure, the player near the well, linking him
characters discover to the crime. He’s not being
that the ratcatcher and very careful (he is drunk
(unbeknownst to them) most of the time).
rogue alchemist Heinrich
is responsible for the • Eyewitnesses: Someone
poisoning of the well. who saw Heinrich near
They might uncover this the well on the day of
information through the poisoning might be
further investigation able to provide the player
and questioning of characters with valuable
townspeople, or by information.
confronting Heinrich
directly. The player characters
should easily find out
The player characters where the ratcatcher is
might find evidence of staying, either from the
Heinrich's guilt in a number town gossip of the mayor.
of ways: His home is located in

40
41
The Skratburg Rot
The Skratburg Rot
a dingy alleyway on the move heavy objects with
outskirts of town. Within ease, and doubling any
the building is a workshop, damage caused. After five
a small, cramped space minutes, the drinker is
cluttered with all sorts of render weak as a kitten.
strange and dangerous-
looking alchemical • Elixir of Invisibility: This
equipment. There are potion makes the drinker
shelves lined with bottles completely invisible for
and jars of strange potions a short period of time,
and compounds, and a allowing them to sneak
workbench covered in past enemies or escape
beakers and flasks. from danger. Or at least
When he’s not out and it should. Actually, the
about this is where the potion only works for a few
player characters can moments, but the drinker
find Heinrich. He’ll also doesn’t know that…
flee here if threatened. In
his workshop, Heinrich • Elixir of Healing: This
is a dangerous and potion rapidly accelerates
unpredictable individual, the body's natural healing
and he will stop at nothing process, allowing the
to achieve his goals. drinker to recover from
He might try to use his injuries more quickly. All
strange potions and lost stamina is restored,
elixirs against the player but the breath smells
characters, either by terrible for three days.
throwing them at them or
by drinking them himself in • Elixir of Poison: This
order to gain an advantage. potion contains a deadly
Some examples are toxin that can kill the
below… drinker or anyone else who
consumes it. It can also be
• Elixir of Strength: This thrown at a target – best
potion imbues the drinker test luck to avoid a sip!
with superhuman strength,
allowing them to lift and • Elixir of Madness: This

42
The Skratburg Rot
potion drives the drinker his guilt. About the room
mad, causing them to is a piece of evidence that
behave erratically and proves his guilt...
unpredictably. Actually,
it’s just badly made On the floor by the table is
grain alcohol, and highly a parchment. It contains a
flammable... written note from ‘X’ telling
Heinrich to poison the
These are just a few well, for the grater good
examples of the kinds of of ‘our wonderful cause’.
elixirs that Heinrich might Scribbled on the note is
have in his workshop. The a sign of a hand within a
player characters must circle, the hand twisted and
be prepared for anything clawed. There’s a similar
and use their wits and sigh tattooed on his back,
resources to outsmart that Wilhelm will look for
Heinrich. should he get the chance.

If the player characters Wilhelm can also confirm


successfully subdue that this is the sign of the
Heinrich, they must Withered Hand, a shadowy
decide how to deal with organization that seeks to
him. Heinrich might claim spread chaos and discord
that the poisoning was throughout the Kingdom. It
accidental, and that he had seems that Heinrich was
been trying to kill the rats working on their behalf
that had been plaguing when he poisoned the well.
the town. The player He doesn’t know who it
characters must decide came from, he just mutters
whether or not to believe of the ‘secret masters’.
him. They might consider The player characters must
the evidence they have decide how to deal with
gathered and decide that the situation. If he lives, do
Heinrich is telling the truth, they turn Heinrich over to
or they might suspect that the authorities and try to
he is lying and try to gather bring down the Withered
more information to prove Hand, or do they try to

43
The Skratburg Rot

44
The Skratburg Rot
gather more information
about the cult and its
activities before taking
action? The adventure
concludes as the player
characters bring an end
to the crisis and restore
peace to Skratburg.

45
The Skratburg Rot

CONCLUSION
If the player characters Guard will allow the
discover that Heinrich player characters to pass,
was responsible for the grateful for their help in
poisoning, they bring bringing an end to the
an end to the crisis in crisis.
Skratburg. They might
present the evidence of If the player characters
Heinrich's guilt to the are unable to uncover the
authorities, or they might true culprit behind the
confront him directly and poisoning, the disease will
force him to reveal the continue to spread, and
details of his plot. the town will be in grave
danger. In the end the
Once Heinrich has been player characters might
dealt with, the player decide to flee the town at
characters will be night, sneaking past the
approached by the healer, cordon in order to escape
Hilda, to create an antidote the contagion. They must
for the poison. It turns out make their way to safety,
that Hilda might has the using all of their skills
necessary ingredients on and resources to evade
hand, and with the help the guards and outwit the
of Hilda and Wilhelm, the spreading disease. The
player characters can work adventure concludes as the
to distribute the antidote to player characters escape
the affected townspeople Skratburg and seek help
and help them recover. in finding a cure for the
If the player characters mysterious disease.
are successful in creating
an antidote, Wilhelm has
the authority to help them
leave the town through
the cordon. The King's

46
THE

The Skratburg Rot


BLESSED
CHILD

47
The Blessed Child

BLESSED IS
THE CHILD
It was a foul night, and the We approached the group,
wind was howling through and asked if we could join
the trees as I made my them, and if we could share
way through the forest their fire and their food.
with my companions. We The group welcomed us
were a weary and battered and offered us a seat
group, having travelled far and a bowl of stew. They
in search of fortune. We introduced themselves
resolute and determined as travellers and pilgrims
but also tired and hungry, who were following the
and we were looking for a blessed child, a young
place to rest and to warm boy who was said to be a
ourselves. messenger of the gods.
They told us that the child
As we walked, we saw a had performed miracles,
faint light in the distance, such as healing the sick
and we followed it, and the injured, and
hoping to find shelter and reviving the dead. They told
hospitality. We soon came us that the child had also
across a small inn, nestled prophesied great things,
in a clearing, and we made such as peace, prosperity,
our way to it, imagining a and salvation, and that he
warm bed and a hot meal. had called upon them to
As we entered the inn, follow him, and to spread
we saw a group of people his message.
gathered around the fire,
huddled in blankets and We listened to the group's
cloaks. The people were stories with interest and
talking and laughing, and curiosity, but also with
they seemed happy and scepticism and caution. I
content, despite the cold for one am not new to this
and the darkness outside.

48
The Blessed Child
world – if there was such we had a choice to make,
a child, I wondered about and that our decision
his true nature and his would have consequences.
motives. We knew that we could join
the group, and follow the
As the night went on, and blessed child, or that we
the storm raged outside, could continue on our own
we debated and discussed way, wherever that might
our options. We knew that lead…

INTRODUCTION
Rumours of a blessed child kingdom and restore order.
traveling the countryside
and performing miracles This adventure is
have reached the ears presented as a sandbox
of the player characters. of possible scenes and
Drawn by curiosity or situations that unfold as
perhaps a sense of duty, the characters track the
the characters set out blessed child. This is ideal
to investigate. As they for the games master
journey, they discover who is happy with a little
that the child's followers improvisation, as it is
are causing riots and possible to weave scenes
destruction in their wake. from the information
When the players finally presented which help to
catch up with the child, make the blessed child
they uncover a sinister your own. The actual route
plot by a necromancer to taken and the villages,
use the child's popularity towns or even cities caught
to incite rebellion and up in the madness is left
destabilize the kingdom. to the games master, so
The players must now they may easily adapt the
confront the necromancer adventure to their own
in a race to save the game.

49
The Blessed Child
THEMES The necromancer himself
is a terrifying and
The major themes of the malevolent villain, using
adventure are travel, dark magic to achieve his
horror, madness, and goals. On their journey,
greed. Here are some the players might also
examples of how these encounter other horrors
themes manifest during along the way, such as
the adventure: cursed ruins, haunted
forests, or mad cultists.
Travel: The players will
need to move across the Madness: The
countryside in search of necromancer's plan
the blessed child, travelling to incite rebellion and
in the wake of his destabilize the Kingdom
followers and encountering involves driving some of
various towns and villages the child's followers to
along the way. This allows madness with dreams
for exploration as well as and an evil miasma,
encounters with locals causing them to lash out
and other travellers. The and destroy everything
games master could also in their path. On their
leverage the journey itself journey the players might
to introduce challenges encounter individuals who
and obstacles, such as have been driven insane
harsh weather, dangerous by the child's influence,
terrain, or hostile or who are suffering from
creatures. hallucinations or delusions.
The players themselves
Horror: The revelation could also be affected
that the blessed by the madness, either
child is actually a through supernatural
corpse controlled by a means or through the
necromancer should be a stress and danger of the
shocking and disturbing situation, although they will
moment for the players. have some protection...

50
The Blessed Child
Greed: The promise of closer, and encountering
miracles and blessings towns and villages that
attracts some followers have been devastated by
of the blessed child who riots and looting. They
are motivated by greed. interact with various NPCs,
They are seeking wealth, gather clues as to the
power, or other material child’s nature, and face
gain, and are willing to do challenges and encounters
whatever it takes to get it. along the way.
The players might even be
tempted by the prospect • Part three: The players
of the child’s promises finally catch up with
themselves… the blessed child and
discover that he is a
corpse animated by a
LIFE’S A necromancer. They learn
about the necromancer’s
JOURNEY… his plan to incite rebellion
and destabilize the
Below is an outline for the kingdom. The players must
acts in the adventure: now decide how to deal
with the necromancer.
• Part one: As they travel
the player characters hear • Part four: The players
rumours of the blessed confront the necromancer
child and ultimately decide and his minions in a final
to investigate, or at least showdown. If they succeed,
to follow. This part of the they are hailed as heroes
adventure serves to hook and rewarded for their
the characters into the bravery. If they fail, the
narrative. kingdom may be plunged
into chaos, and the players
• Part two: The players will have to find a way to
follow the trail of the set things right.
blessed child, drawing ever

51
The Blessed Child

52
The Blessed Child
SPECTRAL possessed or controlled.
The local folk attribute
WAKE the deaths to natural
causes, such as illness or
During the adventure, the
accidents, but the player
evil presence of the child
characters might suspect
and the necromancer stirs
that something more
up undead emanations
sinister is at work as the
in their wake, that get
wight of evidence builds.
stronger the closer one
gets. Here are some
• Unnatural occurrences:
examples of supernatural
The player characters
echoes that the player
might witness or
characters can see the
experience unnatural
child leave in his wake,
occurrences, which seem
which are unsettling and
to be related to children.
horrific but not obvious,
The occurrences might
hinting at something
involve strange childlike
deeply amiss rather than
noises, such as whispers,
revealing it outright.
laughter, or screams,
which seem to come from
• Mysterious deaths: As
nowhere and everywhere.
they travel, the player
As they draw closer to
characters come across
the child the occurrences
a series of mysterious
also involve strange
deaths, which are all
visions, such as ghostly
related to the child's
apparitions of children, or
presence. The deaths
supernatural phenomena,
involve people who have
such as lights or shadows.
opposed or challenged
For some the occurrences
the child, or who have
might be dismissed as
refused to join his cause.
hallucinations, or as tricks
The deaths also involve
of the mind, but from
people who have displayed
their persistence and
unusual or abnormal
consistency the player
behaviour, or who have
characters might suspect
shown signs of being
that something more

53
The Blessed Child
malevolent is at play. them in a language they
Suspicious behaviour: The don't understand. They
player characters observe could dream of a child
or encounter increasing as a harbinger of doom,
numbers of people who who predicts or causes
are exhibiting strange disasters, such as fires,
and extreme behaviour, plagues, or wars. They
which seems to be related might even dream of
to the child's presence. children as a demonic
People become excessively presence, who tempts or
devoted, fanatical, or corrupts with promises
paranoid. of power, wealth, or
knowledge.

FEVER DREAMS • Dreams of manipulation:


The player characters
As they draw closer to the might dream of children
child, the player characters as figures of manipulation,
will also experience who use their charisma to
ominous and foreboding control and deceive people.
dreams related to children. They might see a child
At their most powerful, as a puppet master, who
these could manifest more pulls the strings of their
as waking hallucinations. followers like dolls, or as a
con artist, who uses tricks
• Dreams of despair: and illusions to deceive.
The player characters Perhaps they dream of
dream of children as children as manipulators,
figures of despair, who who twists thoughts and
bring darkness and feelings, or as liars, who
hopelessness wherever feeds false information.
they go. They might dream
of a child as a blackened • Dreams of possession:
shadow, a twisted The player characters
corpse, or a ghostly might dream of children as
wraith, who whispers to figures of possession, who
take over their bodies and

54
The Blessed Child
their minds. They might as a possessive force,
dream of a child as an who demands complete
invader, who enters their loyalty and obedience, or
bodies through their eyes, as a destructive force, who
their mouths, or their ears, destroys everything they
and who takes control encounter.
of their actions and their
thoughts. It might seem These dreams are
that a child is a parasite, disturbing and unsettling,
who feeds on their life and can be used by the
force, or as a virus, who games master to ramp up
spreads their influence the feeling of horror and
to others. Perhaps they impending doom.
have a vision of a child

55
The Blessed Child
THE KING’S him. They are forced to
GUARD retreat, to negotiate, or
to compromise, in order
Throughout the adventure, to avoid confrontations
the player characters or escalation. The King's
might wonder why the Guard are also unable
army and King’s Guard to gather intelligence or
are not able to stop the evidence against the child,
destruction caused by as they are denied access
the child. In truth King's to the child's followers, or
Guard are unable to deal to the child's locations or
with the child as they are activities. They are left in
the focal point for the the dark, and are unable
wrath of his followers. The to understand or predict
child's followers see the the child's movements or
King's Guard as enemies, intentions – they are also
oppressors, and heretics, subject to the child’s dark
and they attack or oppose influence.
them whenever they
can. Outnumbered and Only a smaller group, such
outmatched by the child's as the player characters,
followers, who are more has a chance to get close
passionate, more fanatical, to the child, as they are
and more willing to fight not bound by the same
or die for their cause, rules or restrictions as the
the King's Guard are also King's Guard. The player
unable to use force or characters can use their
violence against the child's stealth and their cunning to
followers, as they are infiltrate the child's ranks,
protected by the public's and to gather intelligence
sympathy or support. or evidence. They can
also use their skills, their
As a result, the King's resources to neutralize or
Guard are unable to disable the child's powers,
get close to the child, or to expose or defeat the
or to capture or detain necromancer. The player

56
The Blessed Child
characters can take the tricks, illusions, and lies
risk and the initiative, and to conceal the truth.
can act where the King's These followers are be
Guard cannot. hypnotized, charmed, and
brainwashed by the child's
voice and presence. They
BLINDED FOOLS might see what they want
to see, or what they are
Despite the obvious danger told to see.
that surrounds the child,
followers still flock to him. • Fear: For some, it is a
Why? The child's followers fear of challenging or
might not see what he confronting the child that
really is for several makes them follow him –
reasons: they fear the consequences
of not doing so. They might
• Ignorance: Some be afraid of losing their
followers do not know faith, their hope, their
or understand the true status, or their lives. They
danger of the child, or are afraid of the child's
might not want to believe supposed powers, or his
it. They are be blinded by ardent follower’s wrath.
their faith, their hope, their They are afraid to speak
desperation, or their greed. out, or to question.
They believe that the child
is a divine messenger, a • Loyalty: Some followers
saviour, a prophet, and feel a sense of loyalty
a miracle worker. They to the child, and might
ignore or dismiss any be willing to overlook or
evidence that contradicts defend his actions and
their beliefs. those of his more fanatical
followers. They might see
• Deception: Other the child as their leader,
followers are deceived their mentor, their friend,
by the child or the or their god. They might be
necromancer, who uses willing to do whatever it
takes to please them.

57
The Blessed Child

58
The Blessed Child
NEVER EASY... might become very scarce.
They might have to rely on
It is worth noting that their wits, their skills, or
depending on how much their charm to get what
emphasis the games they need. If this is the
master wishes to give case, they might also have
it, the player characters to make difficult choices
might have to deal with about what to prioritize or
limited resources, such sacrifice. Be aware though
as money, equipment, that some players find
or supplies, which could inventory management
make it harder for them very dull, so the games
to complete their mission. master is encouraged to
The child’s wake is full look at their group and
of destruction, and even assess whether this aspect
something a simple as food of play will be fun.

59
The Blessed Child

PART ONE:
STRANGE TALES
The adventure begins challenges and encounters
with the players hearing along the way, such
rumours of a blessed child as harsh weather and
with miraculous powers. dangerous terrain. They
These rumours come will also increasingly
from various sources, encounter towns and
such as general gossip villages that have been
amongst otherwise normal affected by the child's
travellers on the road, or influence, either positively
personal encounters with or negatively. In some
the child's followers. As a cases, they might witness
result, the players might first-hand the violence and
decide to investigate out of destruction caused by the
curiosity, a sense of duty, child's followers.
or for personal gain.
Act One will also involve
To prepare for their the players interacting with
journey, the players need various NPCs, including
to gather information about followers of the blessed
the child's whereabouts. child, local authorities,
Initially this might and other travellers.
be difficult, involving These interactions could
questioning those they provide opportunities for
pass, but as the child’s roleplaying, as well as the
influence grows then chance to gather clues and
the streams of followers information about the child
should be easy to follow. and his plans. The players
might also encounter
As they set out on their potential allies or enemies,
journey, the players who could help or hinder
will encounter various them in their quest.

60
The Blessed Child
RUMOUR HAS • A small town that has
been abandoned by most of
IT
its residents, who have all
joined the child's followers.
Here are some example
The players encounter a
rumours that the players
few stragglers who are too
might hear about the
old, sick, or poor to leave,
blessed child as the
and who speculate on the
adventure begins.
child's whereabouts or
motivations.
• The child is a holy
messenger sent by the
• The player characters
gods to heal the sick and
encounter a group of
bring peace to the world.
bandits who have been
preying on the child's
• The child has miraculous
followers, stealing their
powers that can cure any
money and possessions.
illness, raise the dead, or
The players might be
even turn water into gold.
hired by the followers for
protection, or might decide
• The child's touch can
to join forces with the
bring good fortune and
bandits to turn a profit.
blessings to those who
believe in him.
• The characters encounter
a large crowd of followers
• The child is a prophecy
camped out by a river,
come true, heralding a
waiting for the child to
new age of prosperity and
come and perform a
enlightenment.
miracle. The players hear
of the child healing a
sick person, while others
ON THE ROAD mutter that the miracle
was a hoax, leading to
Here are some encounters tensions and perhaps even
that the players might a fight.
experience on their journey
as the adventure begins:

61
The Blessed Child

62
The Blessed Child
• The player characters • Ulrike, a tough adventurer
pass a group of unhinged who is searching for the
followers who worship the child for her own gain.
child as a deity, and who
are willing to attack anyone • Gisela, a wise old woman
who challenges their who believes she knows
beliefs. The players might the truth about the child,
be attacked themselves, but keeps it hidden.
or witness an attack on
another who casts doubt • Dieter, a charismatic
on the child. leader of the child's
followers, who will stop at
nothing to spread the word.
FOLK OF THE
• Gunther, a local
KINGDOM blacksmith who has stayed
behind in an abandoned
Here are some example town, and who knows what
NPCs that the players really happened to the
might encounter on the child's followers.
road in the first part
of the adventure. The • Ingrid, a tavern keeper
games master should who has seen the child's
feel free to drop these followers pass through,
characters in, to give the and who has heard
players a feel of what is rumours of their activities.
happening to the folk of the
Kingdom. It should become • Karl, a former soldier
increasingly clear that all who has joined the child's
walks of life are drawn to followers, but who is
the child. starting to have doubts
about their true motives.
• Lord Hemdall, a nobleman
who has set out to receive • Helga, a fanatical follower
a blessing from the divine who worships the child as
child. a deity, and who is willing
to attack anyone who

63
The Blessed Child
challenges her beliefs. believe have been blessed
by the child. The player
characters can also hear
Here are three scenes the group talking about
that occur in the first part the hardships and the
of the adventure. The first problems that they have
two help to set the scene, left behind. The group
and the last is important invite the player characters
to the progression of the to join them. The player
adventure: characters will have to
decide whether to join the
group, or to continue on
their own way alone.
SCENE ONE:
HOPEFUL
FOLLOWERS SCENE TWO:
SCORNFUL
The player characters are
traveling through a rural LOCALS
area, when they come
across a small group of The player characters
people who are following are staying in a tavern,
the child. The group is when they overhear a
made up of a mix of ages group of people talking
and professions and is about the child. The group
excited and enthusiastic is made up of a mix of
about the child's message locals and travellers, and
and his powers. The is sceptical and cynical
player characters can about the child's message
hear the group talking and his powers. The
about the child's miracles, player characters can
his prophecies, and his hear the group talking
teachings, and can see about the child's lies, his
them showing off their manipulation, and his
tattoos, their amulets, or hypocrisy, and can see
their relics, which they them laughing and mocking
the child's followers. The

64
The Blessed Child
player characters can also are fanatics, half-starved
hear the group talking and feral, and they do not
about the dangers and the take kindly to interruptions.
risks of following the child. The player characters
can try to persuade or
intimidate them to leave,
SCENE THREE: but any failure will result
in attack. Luckily, these
THE LADY followers are weak and
poorly armed, and should
The player characters are two of the die the rest will
traveling on a lonely road flee into the woods.
through a forest, when
they encounter a lone Assuming they save the
elven lady on the road. lady, she thanks them
She is being accosted by a profusely by name. She
group of five of the child’s then gifts each of the
followers, who call her an player characters a flower,
unbeliever and a heretic a small and delicate bloom,
before pushing her to the golden and bright. She
ground. explains that this is a good
luck charm, a talisman,
The lady is a beautiful and that it will shield the
and radiant, dressed in player characters from evil
plain white and carrying a influence and reveal dark
basket of flowers. One of magics. She begs them to
the followers pulls a dirty wear the flowers against
knife from their belt. the heart, as she feels they
will need this protection
The player characters soon, as dark times are
have a choice here. They ahead.
can ignore the situation
and pass on, or they can After gifting the player
interject and try and save characters the flowers, the
the lady, who looks on the lady bid them farewell, and
newcomers beseechingly. carries on into the woods,
The followers of the child soon lost in the trees.

65
The Blessed Child

66
The Blessed Child
She ignores any offers to gift – they grant the player
accompany her, and should characters protection from
anyone do so, she soon the child’s influence as
loses them in the dark of long as they wear them,
the wood. All that remains lasting until the last petal
is a memory of flowers falls. When protected by
and a feeling of peace and the flowers, the characters
inspiration. The player will only experience the
characters are left with the dreams as previously
feeling that they have been described. Without them,
blessed by a higher power, the dreams are far
and that they are protected stronger, and characters
on their journey. run the fisk of falling under
the influence of the child.
The flowers are a magical

67
The Blessed Child

PART TWO:
DARK TIMES
In part two of the followers walking through
adventure, the players the village, offering
continue their journey comfort and assistance
in search of the blessed to the survivors. The
child. As they travel, they player characters can
encounter various towns hear stories of the child
and villages that have performing miracles, such
been affected by the child's as healing the sick and
influence, and see the the injured, and reviving
danger and damage the the dead. The player
child represents. characters can hear the
Here are three scenes child's followers thanking
that the player characters and praising him, and can
encounter when following see some of the villagers
the child in part two of the joining his cause. However,
adventure: all is not as it seems. Who
started the fire? No one
seems to want to say, but
SCENE ONE: one old lady say it was
the child’s followers. Also,
THE FIRE there are signs that people
died here, but no bodies to
The player characters be seen, just splashes of
come across a small crimson blood. Where did
village that has been the corpse go?
devastated by a fire. The
villagers are mourning In the forest near to the
the loss of their homes, village, the corpses lay
their possessions, and slumped as if they have
their loved ones. The just fallen, walking the
player characters can direct path that the child
see the child and his

68
The Blessed Child
took (the road take a SCENE THREE:
detour at this point). The THE RIOT
necromancer’s power
raised them as undead, The player characters
and they followed their come across a large town
master but were too slow that is in the midst of a
– now he has passed they riot. The streets are in
have returned to death. chaos, with people fighting,
looting, and destroying
property. The player
SCENE TWO: characters can see the
DEATH ON THE followers of the child in the
centre of the riot. Some
ROAD are trying to calm the mob,
restore order and disperse
The player characters the mob to protect the
come across a group innocent. However, the
of bandits who have player characters can also
ambushed a caravan of see that another faction of
merchants. The bandits the child’s followers are
are demanding a ransom, the main cause of the riots.
and are threatening to The player characters will
kill the merchants if their have to decide whether to
demands are not met. The help the city officials, or
player characters can see slip away before the town
the followers of the child burns.
approaching the bandits,
negotiating with them, and Here are some optional
trying to peacefully resolve scenes that could be used
the situation. However, to extend or build on the
when the bandits disagree, feelings of tension and
the followers turn on them horror that permeate part
in a frenzy, declaring them two of the adventure.
heretics. If left unchecked, A large town that has been
their numbers soon turned into a makeshift
slaughter the bandits, and hospital, as the child's
the merchants with them.

69
The Blessed Child

70
The Blessed Child
followers offer healing violence to overthrow the
and assistance to the sick existing order. The player
and injured. The players characters might choose
discover from the healers to confront the reformers
in attendance that the and their followers, or even
child’s so-called miracle decide to join them.
healings are fake – no one In a village the player
has survived. Followers characters encounter a
of the child hearing this group of rebels who are
are likely to confront the fighting against the child's
healers, leading to a tense followers, either because
stand-off or even another they disagree with their
riot. beliefs or because they
want to protect their own
The player characters interests. The players
encounter a group of might have to choose
radical reformers who which side to support, or
believe that the child is a might try to broker a peace
revolutionary leader, and between the two factions.
who are willing to use

71
The Blessed Child

PART THREE:
PUPPETS
In part three of the where the child’s followers
adventure, the players have passed, or the
begin to catch up with the signs of bodies killed
blessed child and start to in a sacrificial manner.
uncover the truth about The flower talismans the
his nature. Here are some player characters hold also
possible clues that the reveal something of the
players might discover necromancer’s influence,
on their journey that hint as a dark miasma that
at the true nature of the floats over the towns and
blessed child: villages, the followers and
rioters.
• Strange and increasingly
inhuman behaviour by Finally, as the player
the child’s followers, characters approach the
including as a lack of town where the blessed
emotion, uncharacteristic child is rumoured to be,
aggression, and sudden they see a large crowd of
changes in personality. people gathered on the
Reports of undead or other outskirts, waiting to enter.
supernatural activity in The players can hear a mix
the child's wake, such of voices, some excited and
as ghostly apparitions, hopeful, others anxious and
spectral possession, or the fearful.
reanimation of corpses
The player characters can
• Clues that point to see a variety of people in
the involvement of a the crowd, from all walks
necromancer, such as of life and all parts of the
arcane symbols scratched Kingdom. Some are sick
into the walls of towns and injured, hoping to

72
The Blessed Child
be healed by the child's When they enter the town,
miracles. Others are poor they can see a large square
and desperate, hoping to in the centre, surrounded
find salvation or prosperity. by buildings and streets.
Still others are wealthy The square is filled with
and powerful, hoping to people, all crowded
gain favour or influence. around a small figure on
a makeshift stage. The
The characters can also child is surrounded by a
see a number of vendors halo of light, and his face
and merchants, selling is angelic and serene. His
food, drink, souvenirs, and followers are chanting his
other goods. The players name and throwing flowers
can hear the vendors and coins at his feet. The
calling out to the crowd, players can feel a sense
trying to entice them with of awe and reverence in
their wares. The players the air, as if the child is
can see the greed in the a divine messenger or a
vendors' eyes. prophet.

As the players get closer The players will have to


to the town, they can decide how to approach
see a number of guards the child and his followers,
and officials trying to either by joining the crowd
control and regulate the or by trying to get closer to
crowd. The players can the stage.
hear the guards’ shouting
commands and warnings, The players can also see
trying to keep order and the child's followers, a
prevent chaos. As they motley group of people
approach the player from all walks of life. Some
characters can see a are sick and injured, others
mixture of authority and are poor and desperate,
corruption in the guards' still others are wealthy
eyes, a mixture of duty and and powerful. The players
abuse. can see a mixture of hope

73
The Blessed Child

74
The Blessed Child
and despair in their faces, child is dressed in simple
a mixture of faith and and dirty clothes, white
desperation. tunic and trousers, with
a pair of sandals on his
The child's guards, a group feet. He wears a crown
of muscular and well- of thorns on his head, a
armed men, are watching symbol of his suffering and
the crowd with suspicion sacrifice.
and vigilance. The players
can sense that the guards As the players get closer
are not just there to to the child, the flower
protect the child, but also talismans they carry
to control and intimidate reveal something of the
the followers. true nature of the child.
They can see the wounds
and scars on his body,
THE CHILD the marks of torture and
death. They can see the
The child appears to be cold and empty gaze in his
a young boy, around the eyes, the lack of emotion
age of ten or so. He has a or humanity. They can
thin and frail frame, with see the aura of darkness
pale skin and dark circles and decay that surrounds
under his eyes. He has him, the smell of death
long black hair, tangled and decay that emanates
and matted, and his eyes from him. The players will
are bright. Despite his realize that the child is not
sickly appearance, the a blessing, but a curse,
child exudes a sense of a puppet raised from the
power and authority. He dead. A wispy tendril of
stands tall and straight, black smoke links the
with a calm and confident child to a talisman worn
demeanour. His voice is around the neck of a tall,
soft and melodious, but intimidating man at the
it seems to carry a great back of the stage – this
weight and conviction. The dark magic is revealed by
the blessed flowers that

75
The Blessed Child

76
The Blessed Child
player characters hold. cast curses, hexes, and
Geltzen is a powerful and other dark spells, which
ambitious necromancer, can cause pain, suffering,
who has devoted his life and death. A ruthless and
to the study and practice calculating strategist,
of dark magic. He is a tall Geltzen will stop at nothing
and slender man, with to achieve his goals. He is
pale skin and black hair, willing to use any means
which he keeps tied back necessary, including
in a ponytail. He has sharp deception, coercion,
and angular features, with intimidation, and violence.
a long nose and a thin He is also willing to make
moustache. His eyes are a sacrifices, including his
deep and seem to sparkle own followers and allies,
with intelligence and if it serves his interests.
malice. He is dressed in a Geltzen is driven by a thirst
long and flowing robe of for power and a desire
black and purple, adorned for domination, and will
with intricate patterns. He do whatever it takes to
wears a pair of gloves and achieve it.
boots of soft and supple
leather, and a belt of silver
and onyx. He carries a staff A DIVERSION!
of ebony, which he uses
to channel and focus his To make it easier for the
magic. player characters to reach
the stage, they could try
Geltzen is a skilled and to sow panic amongst the
cunning magician, who child's followers. They
has mastered the art could use deception, such
of necromancy and the as by pretending to be
manipulation of undead. agents of the authorities,
He can raise and control or by spreading rumours of
the dead, animate and a threat or a danger. They
empower them, and use could use intimidation,
them as his servants such as by threatening or
and soldiers. He can also

77
The Blessed Child

78
The Blessed Child
attacking the followers, or to the child, his undead
by using their reputation puppet. Geltzen would be
or status to scare them. a formidable opponent,
They could also use however, at this time
persuasion, such as by Geltzen is vulnerable. The
appealing to the followers' magical talisman Geltzen
emotions, or by using uses to control the child
logic or reason to change takes up much of his
their minds. The games concentration, leaving him
master is encouraged to very susceptible, so the
look favourably on any player characters will only
scheme that tries to add a really have to deal with his
diversion. A simple option four bodyguards. If they
could be starting a fire, get to Geltzen and break
but in the towns of the his concentration or can
Kingdom, that is a very destroy the talisman, the
risky proposition indeed child will be reveal as what
– the burnt-out villages it really is – a corpse. At
the player characters this point, without Geltzen’s
have already passed are a influence, the child swells
testament to that! and bursts with dark
negative energy, driving the
crowd into a mad frenzy.
ENDING THE Geltzen takes this moment
to escape into the crowd, if
CHILD he still lives.

However it is done, when


the player characters
reach the stage, they will
need to face off against
the necromancer, Geltzen,
who is standing behind

79
The Blessed Child

80
The Blessed Child
AFTERMATH
The player characters will well as navigating toward
now need to get out of the simpler and safer
the town. The crowd are routes from the town
wild, like an unleashed Hostile factions: The
animal, and soon flames rioters are not united in
are rising from buildings their madness and may
and destruction is rampant. form factions with different
The crowd is however goals and ideologies –
mindless, driven by the some for the child, some
energies unleashed, (seeing what became
and unless the player of him), no against him.
characters wish it, they The adventurers must be
should be able to escape careful not to get caught
the area without major in the crossfire between
confrontation. The games these factions or become
master can add a few targets themselves.
encounters however if
they wish to extend or • Blocked exits: The King’s
complicate the escape. Guard may have blocked
off certain exits from the
• Crowd control: The town to trap people inside,
adventurers must navigate in an attempt to curb
through the chaotic streets the spread of the child’s
filled with panicked followers. This could be
citizens and frenzied roadblocks or lines of
fanatics. They must avoid armed men. Also, if the
getting caught up in the town is burning, fires
mob and find a way to could prevent an easy
safely escape the town. escape. The adventurers
This could involve trying must find a way to clear
to keep together and fend these obstacles or find an
off any unwanted attention alternate route out of the
that comes their way, as city.

81
The Blessed Child
Burning buildings: As the • City guard: The city
riots rage on, buildings guard themselves rather
may catch fire, creating than being overwhelmed
additional hazards for the by the riots, might even
adventurers to navigate be participating in the
through. They must avoid violence. The adventurers
getting trapped in burning may need to fend off
buildings or overcome the attacks from the guards or
flames to escape. find allies among them to
help them escape the city.
• Looters and bandits: In
the chaos of the riots, Regardless of how the
opportunistic looters player characters fair, once
and bandits may take the child is exposed his
advantage of the situation cult of followers’ withers
to prey on the vulnerable. and dies. What becomes
The adventurers must of Geltzen, should he
be on the lookout for have escaped, is up to the
these threats and defend games master…
themselves if necessary.

82
THE SUN KING
A SAD TALE
The Sun King

We trudged through the "We need help to recover


dark and forbidding wood, it," he said, his voice low
our footsteps muffled by and urgent. "We have no
the thick layer of leaves one else to turn to."
and branches that littered We looked at each other,
what passed as a road in weighing our options.
these parts. The air was This forsaken part of
heavy with the scent of the Kingdom was full
decay and the ominous of danger, and we had
creaking of trees added to already encountered their
our unease. fair share of perilous
creatures. But something
Suddenly, a flash of in the elves' desperate plea
movement in the woods to stirred us.
our left, and two figures
emerged from the shadows "We'll help you," one of us
- a male and a female elf, said, his voice firm. "If you
their faces twisted with are paying."
fear and desperation.
The group tensed, hands The elves' faces lit up
moving instinctively to with gratitude, and they
their weapons. showed us a bag of golden
coins. I know that some of
"We are in great need," the us considered attacking
female elf said, her voice them and taking the coins,
trembling. "Our company to our shame. But we
was attacked by vile didn’t, and the elves led us
creatures, and we have deeper into the wood, their
lost something dear to us." steps quickening with a
newfound hope.
The male elf stepped
forward, his eyes glinting As they moved through the
with a fierce determination. dark and twisted trees,

84
we felt a growing sense beyond the edge of our

The Sun King


of unease. The air grew vision. Wolves. I hoped.
thicker, and a cold breeze We pressed on, their
began to blow. We heard weapons at the ready, our
whispers on the wind and resolve unbroken. For now.
saw shadows moving just

INTRODUCTION
The Sun King is an Eventually the passage
adventure for the Warlock opened onto a ledge
roleplaying game set in over a large dark cavern
the forests of the Kingdom. wide enough to sleep on.
This adventure could be Despite the unpleasant
placed intoi an existing smell that permeated the
campaign by the games air, Balzic was exhausted
master. and soon fell asleep. He
was not alone. Two trolls
Three weeks ago, a village also made the cave their
thief called Balzic was home, and returning from
caught stealing from the their hunting at dawn they
homes of his neighbours set about eating the skinny
and was expelled from his deer they had caught.
clan village, Yarkleburg, Balzic lay hidden on his
fleeing into the depths of rocky ledge above their
the perilous woods of the cave listening to their
around the village. That harsh talk. Amidst their
night, fearing for his life, curses and vile words, the
Balzic crawled inside a trolls discussed where
narrow cave opening in they would go that night
the side of a small hill. A to find food. Suddenly,
narrow tunnel twisted and almost giddy with fear in
turned deep underground. the darkness, Balzic was

85
The Sun King

overcome by a strange trolls raid a village for


notion. Despite the danger, food, Balzic raises the
he suggested out loud alarm—too late for the
where the trolls should villagers to act, but leaving
next attack. Near blind enough time for him to rob
with rage at the presence the homes of what little
of an intruder, the trolls they have. This scheme
searched the cave but has been working well.
could not reach the ledge. However, last night, during
Still, in the depths of a heavy storm, as the trolls
their dark minds they walked back to their cave
heard his words, and for they blundered into a group
want of a better idea they of elves, who fought the
followed Balzic’s advice trolls. During the fight,
and raided his old village, Balzic saw an opportunity
catching three fat goats for gain and robbed the
in the attack. Slowly, with elves. Amongst some small
time, the trolls grudgingly trinkets he stole the Sun
learned to trust the ‘voice Stone, an item vital to an
from the above,’ and have elvish wizard’s quest. Two
profited greatly from his of the elves have remained
words. For his part, Balzic behind to find others who
has been using the trolls will help them seek out the
as a diversion. When the valuable jewel.

SCENES
The following scenes make lengthen the scenario if
up the adventure. The desired.
games master could also
add alternative scenes to

86
87
The Sun King
SCENE ONE: the pair and the company
The Sun King

MOONKEN AND they travelled with. They


fought the trolls off but
CURONIS discovered that in the
confusion they had been
The adventure opens as the
robbed. Many items of little
player characters travel
worth were stolen, but
through the woods on a
among them something of
lonely, rutted road (The
great value: the Sun Stone.
reason the characters are
Constructed in ancient
travelling here should be
times, the item is a stone
decided by the characters
which carries within it a
and games master). During
tiny glimmer of the light
the journey, two figures
of a distant star. They
step from the nearby
were taking the stone to
woods and approach the
the elven wizard Glomis
party. They are elves and
who was to use it in her
from their bearing and
research into the secrets
demeanor clearly of noble
of the Goletham empire.
birth. A male and female,
Unfortunately, the rest of
they introduce themselves
the company refused to
as Curonis and Moonken,
tarry and so the pair are
a brother and sister. Both
now alone.
are distressed; underneath
his haughty demeanour
They do not know where
Curonis is simmering with
the trolls came from and
anger. The two have been
are too conspicuous to
watching the characters
interact with the local
for some time from the
people, so they beg the
shadows of the trees.
characters’ help in locating
the stone. In return they
Moonken has seen the
can pay a small number
good in the party and
of golden coins, clearly
thinks they may be able
ancient in design Assuming
to aid her. She tells the
the characters agree,
characters that the night
Curonis and Moonken lead
before two trolls attacked
them to the location of the

88
troll attack. the Sun Stone was taken.

The Sun King


The tracks are light, as if
SCENE TWO: the person making them
was moving very carefully.
THE ATTACK
ON THE A navigation test indicates
COMPANY that the trolls were
travelling north. A spot test
Curonis leads the reveals that to the south of
characters to a stand of the clearing, some miles
trees containing a wide distant, a wisp of smoke
clearing which is almost curls into the air. This is
impossible to see from the the village of Yarkleburg.
outside. The weather last Attempts to track the
night and today is foul and passage of the trolls prove
water drips down from the fruitless; the awful weather
leaves and branches. There has seemingly washed
are no signs of the passage away even the tracks of
of the elves—they do not these large creatures.
mark even wet ground However, a final spot test
with their passing—but reveals that someone has
the wreckage left by the successfully hidden the
trolls is plain. A successful Troll’s tracks.
appraise test by one of
the party shows that there
were two trolls (neither SCENE THREE:
of the elves can confirm YARKLEBURG
this). A further spot test
by another of the party VILLAGE
reveals the presence of
another set of tracks, made Yarkleburg is a typical
by a humanoid, that lead Kingdom village of the
into the clearing and then wilder lands, a collection of
back out again. Moonken wooden and stone houses
confirms that these tracks surrounded by a ditch and
lead to the spot from which earth wall. The people here
survive by hunting through

89
The Sun King

90
the winter and gathering if the characters hold their
roots and berries during

The Sun King


ground, the Headman,
the rest of the year. The soil Curotal, appears. He
is too poor to support many answers any questions
crops, but they do keep with non-commital
goats for making cheese. grunts. The more the
characters attempt to
The trolls attacked get information from the
Yarkleburg last night, Headman, the angrier he
climbing the walls, becomes. Eventually the
breaking into the pens, and villagers effectively drive
grabbing four goats. Balzic, the characters out of the
hooded and keeping out of village because of their
the light, raised the alarm. unwillingness to cooperate.
During the confusion he
broke into the Headman’s
house searching for
valuables. However, before
SCENE FOUR:
he could find anything FINNEL
of real worth he was
disturbed by the Headman’s When the characters leave
daughter, Finnel, and forced the village a successful
to retreat to the woods. He spot test indicates that
was shadowing the trolls someone is following
back to the cave when they them, trying to keep out
stumbled on the elves. of sight. Only snatches
of a moving figure are
The villagers are extremely seen. It is Finnel, the
upset about the raid even Headman’s daughter, who
though no lives were is following the characters.
lost, and this has made She wants the characters
them even more hostile to help her because the
to strangers than normal. ‘thief’ she discovered in
Any of the characters her house stole a broach
who enter the village are her late mother gave to
subject to hard stares and her. Her father believes
a stony silence. Eventually, she imagined the intruder

91
SCENE FIVE:
The Sun King

and has lost the broach,


but she is adamant it was THE DARK
stolen. She is too shy and
scared to approach the
WOOD
characters directly, but
As the hunter leads the
assuming they don’t terrify
heroes along the hidden
her when the catch her,
paths of the woods, a spot
she asks the characters
test reveals that the trolls
to help her find it. If the
passed this way. The wood
characters take the child
lies roughly ten miles
back to the village, the
from the village. Dark and
near-frantic Headman
foreboding, the trees are
rushes out to hug her. If
old and the undergrowth
the characters have been
thick. A wide passage has
kind to her, the Headman
been beaten through the
helps them, grudgingly
brush and the signs of
telling them that he has
trolls are much clearer
heard of trolls attacking
here. In the centre of the
villages to the north of
wood is a small, low hill.
this area for many weeks.
The trolls dwell in a cave
However, as last night was
in the side of the hill.
the first time the trolls
Scattered on either side
have come to this area, the
of the path as it winds
village was unprepared. He
into the wood are the
says that last night one of
bones of large animals the
his hunters followed the
trolls have dropped. Many
trolls to a small wood to
wolves dwell in the woods
the northeast of the village
and they can be seen
but was afraid to enter. On
slinking through the trees.
a successful persuasion
Although they only attack
test, he directs the hunter
if provoked, they add to the
to lead the characters to
tension in the darkness of
the wood.
the wood.

92
93
The Sun King
SCENE SIX: THE at bay. Should anyone fall
The Sun King

in they are in for a very


SUN KING
unpleasant time. Further
down the passage the
The characters find that
tunnel is littered with the
the path leads to a wide
skulls of animals, and
cave opening with many
passing over this area
bones scattered around the
without making a noise
mouth. Inside (providing it
requires a stealth test.
is daylight), the two trolls
rest. Balzic also rests on
3. Cavern: Wide and with
his customary ledge above
the roof on average 30 feet
the trolls’ den. A map of
high, the trolls have made
the cave, with descriptions
this their home. Scattered
of each of the locations
around the cavern are the
depicted, follows.
remains of the trolls’ food,
in various states of decay.
1. Cave Mouth: Bones litter
During the day the one of
the entrance to the cave.
the trolls sleep noisily in
The tunnel itself is ten feet
the cavern whilst the other
wide and 15 feet high, a
toys with their ‘treasures’
squeeze for the trolls. A
(see below).
breeze coming from the
cave carries with it the
4. Waste Pit: The trolls tend
stench of the trolls and
to fling most of the bones
their decaying food.
of their food into here. A
group of large rats have
2. Water Pit: The trolls
also made the decaying
have dug out a pit here and
waste their home.
filled it with water to stop
animals from wandering
5. Treasure Hole: Here,
into the cave. The pit itself
behind a pile of rubble, the
is 15 feet wide, but since
trolls keep their ‘hoard.’
the trolls have taken to
Mostly rubbish, amongst
filling the pit themselves,
the trash are ten silver and
the stench itself is enough
two gold coins and a short
to keep most living things
sword of high quality, made

94
for a ancient chieftain, here, disguising much of

The Sun King


and is very beautiful. The the trolls’ stench to those
sword, however, is very on the ledge.
distinctive and clearly of
Hillman origin; it could 8. Passage: A narrow
cause problems should passage winds away
the characters encounter into the hill, eventually
locals, who would likely opening near the hilltop.
want to know why (The entrance requires
outsiders have one of their an Observe TN 15 test to
masterworks. During the spot from the outside,
day one of the trolls will be should the characters
found here, fingering the search for it). Balzic can
dross. be found here during the
day. The passage is over
6. Larder: Here the trolls 200 feet long and splits
store their food. Currently many times, forming a
the larder holds three dead maze. On average three to
goats and the remains four feet wide and five feet
of a hunter the trolls high, Balzic can quickly
came across (he was the hide himself here, though
original owner of the sword there is only one exit. If the
in location 5, a family characters try to penetrate
heirloom). the maze, the games
master should describe
7. Ledge: This stone ledge a sufficiently confusing
is difficult to spot (spot test selection of passages. In
required in poor light). It is the small cave next to the
25 feet above the cavern ledge Balzic keeps his loot,
floor, just out of the trolls’ a collection of jewellery
reach. Climbing up to the and money summing up
ledge is difficult (TN 15, to about five gold pieces,
modified by poor light if and Finnel’s broach. In
applicable). Balzic sleeps the small cave around
and addresses the trolls the corner from the ledge
from this ledge. A breeze Balzic spends his time
enters the cavern from

95
The Sun King

gazing into the Sun Stone. THE SUN


Killing the trolls in the cave STONE
during the day is difficult.
One is awake at all times This jewel of light holds
and silently approaching within it a glimmer of
the cavern, past the water ancient starlight. The
pit and animal skulls, is ancient elven smiths made
not easy. Furthermore, it as their might and craft
the trolls fight with some were waxing. However,
intelligence, trying (for over the long years
example) to restrict the corruption has affected
number of characters that the stone. To the pure of
can get into the cave. By heart, the light of the stone
night the cave is empty has a clear golden hue, but
of both trolls and Balzic, greedy men can become
and could be used as an unwittingly ensnared by
ambush site. Dealing with the stone. Those who are
Balzic is no easy task. If enchanted are trapped,
the characters engage the unable to look away, and
trolls in combat his obvious will not suffer anyone else
course of action would be to gaze upon the stone.
to flee, but since he found As this malady grows
the Sun Stone he has not the bearer will even fight
been thinking clearly. He friends to keep hold of
considers himself the lord the Jewel. In such cases
of this place and is loath to the light of the stone is a
leave it. Instead, he is likely reflection of the heart of
to hide in his passages and the holder—in Moonken’s
wait for the characters to hand the light in pure, in
leave. Should they climb up Balzic’s the light is tainted
to the ledge he tries hiding red by his bitterness.
in the maze of passages. If
cornered, he defends the
Sun Stone to the death.

96
97
The Sun King
CHARACTERS
The Sun King

Moonken is beautiful, tall, challenging Balzic in the


and graceful, with long Headman’s house, despite
dark hair and shining blue the danger. She follows the
eyes, a truly an imposing characters after hearing
Elf. Her brother Curonis them talk of the Trolls to
is a tall, dark haired elf. try to get them to retrieve
Impetuous and haughty, her broach—left to her by
Curonis suffers from the her dead mother it is her
vanity that has afflicted most prized possession
many of his people. He and she would do anything
is quick to anger and the to get it back. The trolls in
only person who can cool the cave are marginally
his passion and keep more intelligent than their
him in check is his sister brethren, and can speak.
Moonken. They have been occupying
the cave for several years,
Typical of his people, mainly eating wild things
Curotal is mistrustful from the woods. Under the
of strangers and rather influence of Balzic the fat
xenophobic. The Troll goats of the surrounding
attack was a bitter blow, villages have proved a
but he is determined welcome change in diet.
that the villagers will Normally, they would
deal with it in their own not dare to attack the
way—by ignoring it and camps of men, but Balzic
carrying on as normal. reconnoitres the villages
The only thing he loves for them and selects
more than his village villages that are relatively
is his daughter Finnel, undefended.
especially since his wife,
Lavel, died five years ago. Balzic is a robust man
Finnel is, short and skinny with a lined face and
and very inquisitive. She full beard. He is a hard
felt no apprehension in and uncompromising

98
man always looking to King’, claims the stone

The Sun King


get ahead, who thinks of as his own possession,
no others bar himself. and spends most of his
Recently, however, the waking hours gazing into
Sun Stone has affected its light. He dreams of
him strongly. The stone become a lord over men
has twisted his grasping and imagines the caves
nature, twisting his in which he resides as a
personality so that he now mighty fortress.
fancies himself the ‘Sun

AFTERMATH
Retrieving the Sun to her earns her heartfelt
Stone and returning it thanks, and freeing the
to Moonken wins her village of the trolls allows
gratitude and blessing, and everyone to sleep easier at
a bag full of ancient coins. night.
Returning Finnel’s broach

99
Game Statistics

THE SKRATBURG ROT


Name/Type Notes Career Act/rnd
Peasants - Peasant 1
‘Rat men’ Children Urchin 1
King’s Guard - Soldier 1
Henrich Rat catcher 1
Hilda Healer 1
Wilheim 1d6 scrolls Wizard 1

THE BLESSED CHILD


Name/Type Notes Career Act/rnd
Peasants - Peasant 1
Followers - All manner 1
King’s guard - Soldier 1
The child Undead Corpse 1
Geltzen 1d6 scrolls Necromance 1

THE SUN STONE


Name/Type Notes Career Act/rnd
Trolls Regenerate Troll 2
Balzic Maddened Thief 1

100
Game Statistics
Weap/Skill/Dam Arm. Cr. Skill Ad. Skills Stam.
Club/6/1d6-1 None 9 4 10
None None 7 4 8
Sword/8/2d6 Mail 1d6 8 6 16
Ratpole/10/1d6+2 Leathers 1d3 12 10 18
None None 14 9 15
Staff/12/1d6 Robes 1d3 13 10 19

Weap/Skill/Dam Arm. Cr. Skill Ad. Skills Stam.


Club/6/1d6-1 None 9 4 10
Any/6/any None 10 7 14
Sword/8/2d6 Mail 1d6 8 6 16
Claws/8/1d6+3 None 7 4 27
Staff/13/1d6 Robes 1d3 14 9 22

Weap/Skill/Dam Arm. Cr. Skill Ad. Skills Stam.


Claw, fang/8/1d6+4 Hide 1d6 - 6 22
Dagger/9/1d6+2 None 12 8 19

101

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