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2.1 Symbaroum-Tomb-of-Dying-Dreams
2.1 Symbaroum-Tomb-of-Dying-Dreams
of Dying
Dreams
The third and final chapter in the Chronicle of the copper crown
An adventure for
TOMB OF DYING DREAMS
Introduction
Welcome to Tomb of Dying Dreams, an adventure for the roleplaying game
Symbaroum. This is the third part of a loosely cohesive trilogy, meant to introduce
players and Game Masters to Symbaroum’s rule set and game world. The first
part (The Promised Land) mainly focused on the core mechanics and the thematic
conflicts characterizing the setting, while part two (The Mark of the Beast) touched
on more advanced methods for problem-solving and gave the player characters
a chance to visit the town of Thistle Hold. In this final episode, the Game Master
is introduced to an example of how an adventure landscape can be arranged and
the players finally get a chance to head out into the forest of Davokar. It will most
certainly be a journey to remember.
This book is divided into three chapters. The first However, the deathblow to Ordo Magica’s
accounts for the adventure’s background and cen- presence on the scene was something altogether
tral figures, and also provides some suggestions different – a creeping darkness swept through
on how the player characters may get involved the headquarters, leaving it empty of life. All that
in the story. Chapter 2 describes the adventure remains is a small outpost by the river, where a
landscape, consisting of Ordo Magica’s outpost and couple of terrified novices are trying to get in touch
Connection to
the ruins being explored. Finally there is a chapter with civilization.
previous adventures
introducing a number of mystical artifacts and Central to the adventure is an artifact that can
additional rules. Tomb of Dying Dreams be found in the mausoleum, the Vile Water. This
is an independent potent power source of almost pure corruption has
awakened the hunger of three mighty monstrosi-
The GM’s Preface
sequel to the adven-
tures The Promised ties: the already mentioned Creeping Darkness, the
Ruins from the lost empire of Symbaroum can Land and The Mark of ancient Thorn Queen Fangafa down in the tomb and
be found everywhere in Davokar. One such site has the Beast. It should be the white spider Xanathâ. The player characters
gained the attention of Ordo Magica, and the exca- fully enjoyable for those will have to tread carefully not to end up in combat
vation and investigations are facilitated by the river who have not played with these, or at least not with more than one of
Malgomor which runs right past the site. The ruins the earlier adventures, them, since they are very powerful opponents.
are spread across a vast area, but hardworking but playing all three as Luckily, it is possible to forge alliances instead,
wizards have mapped and explored most of it. Only a continuous campaign for instance with Xanathâ who is more cunning and
the mausoleum remains – the area’s centerpiece and will undoubtedly add to reasonable than the others. A pact can also be made
its greatest challenge. A whole group of explorers the experience. with the group of cultists that has found the place,
has vanished into the tomb, including the leader led by the charismatic leader Odako (or Landela if
of the expedition, Magister Senia. Odako died when your group played The Mark of
2
the Beast). In short: this adventure is a landscape,
consisting of a perilous setting where several dif-
Adventure Time Line
ferent agents are on the hunt for the Vile Water. It About 10 months ago
is the players and their characters who are meant An expedition led by the treasure hunter Gorak stumble
to determine how to tackle the many challenges of upon the tomb. The plunderers successfully salvage some
the ruins, not some outside force or pre-determined of its treasures, including the mummified cranium of a King,
chain of events. As Game Master you should study before they are chased away by the wardens of the tomb.
the Core Book’s sections on adventure landscapes
(page 190), and try your best to subtly guide the
players through Tomb of Dying Dreams.
Between 8–5 months ago
The members of the expedition start to transform into
raving abominations that run amok until they are slain, the
Player Preface final two by the elves of the Iron Pact high up in the Titans
(see the adventure The Promised Land).
As it is written, the adventure assumes that the
player characters are recruited by Ordo Magica for
a rescue operation, since communication between About 4 months ago
the chapter in Thistle Hold and the expedition has Fangafa comes crawling towards the tomb, enticed by the
been lost. The characters may, however, have other irresistible Vile Water.
reasons for journeying to the location, depending
on previous adventures or what type of incentives Little more than 2 months ago
that suit them best. The following suggestions may The changeling Alahara, Gorak’s friend, starts killing people
function as a point of departure: in Thistle Hold, hunting for glands which might stop Gorak
from becoming Blight Born (see the adventure The Mark of
Treasure Hunt the Beast).
Rumors about the Tomb of Dreams are circulating in
Thistle Hold. The player characters are approached
by a nervous novice of Ordo Magica, who is either Less than 2 months ago
By interviewing a friend of Alahara, Ordo Magica manages
offering to sell them information about the tomb’s
to find the tomb from which the King’s skull was taken.
location or trying to persuade them to accompany
her there (to share in any treasures). The novice
says nothing of what has happened to the order’s 6 weeks ago
expedition; if asked she claims they have left the Ordo Magica establishes the outpost on Malgomor’s shore
tomb to “re-organize and re-supply”. and starts mapping the area.
A worried sibling
A relative (or friend) of a member of Ordo Magica’s 24 days ago
expedition has sold everything he owns to fund Xanathâ arrives and makes herself at home in the sinkhole.
a secret rescue operation headed for the tomb.
The sibling only knows that the chapter has lost 20 days ago
contact with the expedition but has a feeling that The cultists find their way to the area, by following a boat
something bad has happened. headed from Kurun to the outpost with extra supplies.
Regarding the location, he says that he “forced a
novice of the order to disclose it”. If the GM wishes,
16 days ago
the town watch may find the novice dead the next
Magister Senia enters the tomb along with her entourage
morning, meaning that a squad of Queen’s Rangers
will come after the characters, accusing them of
being involved … 14 days ago
The creeping darkness overruns the headquarters of Ordo
A Chance Encounter Magica and Xanathâ corrupts its Magic Circle – contact
The player characters may happen upon the location between the expedition and Thistle Hold is lost.
on their way to or from other adventures. For exam-
ple, they can be travelling on or along Malgomor 10 days ago
when they unexpectedly are hailed by the desperate The tribe Urrbukktur comes fleeing up through the sinkhole
novices in the outpost. Another option is to have and takes over the headquarters, after a bloody meeting
them encounter a survivor on the route between with Xanathâ.
3
TOMB OF DYING DREAMS
V O
K ar vo s t i
of the Beast ended, the characters can have lots of
different reasons for wanting to find the tomb. N
L G
If they are in possession of the King’s Skull O M O R
G
O
they may want to return it, because of the hor- A
L
M
M
rific dreams tormenting them all. And should the
A
Ja k a a r
cranium have ended up in the hands of the Black 0 50 km
Cloaks, the monks may want to hire the player
characters to head out into the forest and find the O d a i o va
rest of the mummy. Finally, it is also possible that
the skull ended up with the cultist Odako, and in
that case it is highly likely that someone (maybe
Lasifor Nightpitch himself) is prepared to promise E
A
the characters a sizable reward to hunt down the N O R
4
INTRODUCTION
from behind twigs and shrubberies. Later on, they The Hunters and the Rebel
will try their best to make the characters split up A squad of Queen’s Rangers (see page 212 in the Core
so they can be attacked one by one. And they will Book) are moving through the woods or riding a
not give up until they have managed to drain at boat along the river. In the latter case the encoun-
T h e C o lu mn s
o f H a g an o r
least one of the intended victims off life and blood. ter is unavoidable, and the rangers will board the
characters vessel and ask to see their licenses.
Blight Born Fairy If the encounter takes place in the forest, the
Giggles slyly, hisses, then giggles again. characters will be discovered if the one who is
the least Discreet fails a [Discreet←Vigilant] test
Tiny, crooked, totally naked creatures with shiny – in that case the rangers prepare an ambush.
black eyes and long claws instead of nails. Their If successful the players may roll again, against
bodies are covered by thin fur and the leader Renn [Vigilant←Discreet]. A second success means that
is surrounded by a pungent sulfur-like stench. the characters detect the rangers from afar, so they
can avoid them or sneak up to them and listen to
Karohar Manner Giggles, squints their conversation.
Race Fairy (Spring elf) The leader of the squad, Edran, is not out to
Resistance Weak
hurt the player characters but will request to see
M e li m a their treasure-hunting licenses. If everything is
Traits Corrupting Attack (I),
in order he will invite them to share a campfire
Long-lived, Natural Weapon (I)
for the night and later tell them about the squad’s
Accurate 10 (0), Cunning 10 (0), Discreet 15 (−5), mission – to hunt down an armed and rebellious
Persuasive 9 (+1), Quick 13 (−3), Resolute 7 (+3),
group of Odavs who disapprove of the chieftain’s
Strong 5 (+5), Vigilant 11 (−1)
friendship with Ambria.
Abilities None The rebel leader (tentatively a young witch) may
Weapons Claws 3 (short) very well cross paths with the characters later on,
Armor None as a potential adversary or future friend and contact
among the barbarians.
Defense −3
Toughness 10 Pain Threshold 3 Homeward Bound
Equipment None The characters bump into a group of fortune
Shadow Black with greenish brown spots, hunters headed back towards Thistle Hold. One
like decaying leaves floating on of them is badly injured and must be carried by
a pond at night (corruption: the others, who in turn are famished, ragged and
Tempelvall thoroughly corrupt) exhausted. The leader of the group says that they
Tactics: Renn and his friends will not attack more managed to break into an unexplored chamber in
than one or two persons at a time. They wait for the western earth tower of the Black Leech Rift.
the opportunity to arise before fearlessly assaul- He will not talk about what was in there but claims
ting the prey.
they had to return empty handed since one of them
Prio
s’ Do was severely hurt by an ancient trap.
m ain If they player characters invite the group to
sleep at their camp site two things will happen.
First, the guests decide to expand their meager
catch by attacking the characters; second, once
U D R A
M Adventure Pack 1 the fight is on the next guest arrives at the camp:
D O
There are countless ruins in the forest, the necromage Omalkun (for stats, see page 232
from different stages in the region’s long in the Core Book) who wants to reclaim his stolen
history. The Game Master is welcome to let sickle, now hidden in the backpack of one of the
Yndari
en the c
haracters stumble upon more such fortune hunters. Omalkun attacks the plunderers
remnants on their journey. Inspiration on how and they focus their attention on the undead, while
V E L O
to design these can be found in Adventure the characters are free to choose sides. The necro-
M A
Pack 1 (more specifically the text Treasure mage will leave as soon as the thieves are dead and
Hunts in Davokar), available for purchase in he has retrieved the artifact.
various download stores. See page 215 in the Core Book for stats on
Fortune-hunters and Plunderers, then give them
all -1D4 in Toughness.
5
TOMB OF DYING DREAMS
The Adventure
Landscape
When the player characters have made it to the adventure landscape, the
chain of future events should be governed by their decisions, based on what
goals they have as individuals and as a group. Of course, the Game Master can
make use of other agents in the landscape if the players have a hard time taking
the initiative, and in some cases it is intended that they should be contacted by
persons and creatures offering alliances or asking for help.
The field of ruins they arrive at spans from the If the Game Master wishes, the grand structure
river a couple of kilometers to the South. Thanks to can be used to expand the adventure and provide
Malgomor the area is extra vibrant. The vegetation the players with further opportunities for explora-
is dense and lush, dominated by tall hardwood trees tion. If not, a quick survey will show that the ruin
with extensive canopies that do not let much sunlight has already been visited by plunderers, most likely
through to the shimmering, moist ground-level air. on numerous occasions. In this case the palace ruin
The ruins are in most cases totally crumbled and is nothing more than a sad reminder of the lost
overgrown with moss and vines, but here and there splendor of the once great Symbarian civilization.
broken stone walls rise from the undergrowth. The disposition of this chapter is based on a
Further in the distance, half an arch can be seen number of locations or creatures that the char-
struggling against winding plants and a few empty acters are likely to meet. First, the outpost on the
towers challenge the surrounding trees as to who shore of Malgomor is described, followed by the
is the tallest. ruin that until two weeks ago was Ordo Magica’s
The biggest ruin in the area is the old palace headquarters. After that you will find some sections
located on the northernmost part of the peninsula describing plausible allies and/or antagonists, along
created by Malgomor’s U-shaped bend. The once with the places where these can be found.
magnificent stone building is completely demol- The chapter ends with a description of King
ished. All that remain are a handful of monolithic Hurian-Lo Apaks mausoleum. Aside from the
structures and a ruined stairwell (see the cover headless mummy king, the tomb contains the
image). Especially curious is that the area closest Vile Water, some glimpses of Symbaroum’s early
to the palace lacks any kind of vegetation and that days and a whole lot of treasure. Unfortunately,
the dead streaks which otherwise run crisscross there are also several difficult challenges to be
through the region cannot be seen in the vicinity overcome for the one who wishes to get in and out
of the palace. of the mausoleum alive …
6
THE ADVENTURE LANDSCAPE 1
M
AL
NW
NE
GO
E
MO
sW
SE
R
S
Ordo Magica's
outpost
The HQ
of the Lost
Expedition
THE
DEAD
FOR
ES
T The Cultists'
Hideout
The Sinkhole
The Tomb of
King Hurian
0 1 2 3 4 5 km
7
TOMB OF DYING DREAMS
3 2
1
2×2 m
4
8
THE ADVENTURE LANDSCAPE 1
tomb. That was about two weeks ago and what a spear, two bows with 20 arrows and a crossbow
has transpired since then they do not know. with 20 bolts. There are also three suits of leather
◆◆ They have no map of the area (that can be armor (light) and one suit of scale mail armor
found at the HQ), but they can make a sketch (medium) in the shed. The novices do not mind if
and pin-point the approximate position of the the player characters help themselves to the stash;
headquarters, the sinkhole and the tomb. they have their own survival to worry about.
If someone actively searches the building for
4. Warehouse hidden valuables and succeeds with a test against
A building consisting of a single large room, filled Vigilant, he or she will find a buried wooden box
with tools (equivalent to three sets of Artisan’s containing the expedition’s emergency funds: 12
Tools) and some weapons: two swords, an axe, thaler, 61 shillings and 14 ortegs.
9
TOMB OF DYING DREAMS
1 2c
2a
2b
2×2 m
THE HEADQUARTERS
1. Palissade and Gatehouse
2. Keep
a. The Antechamber
b. The Hall
c. Side Chamber
3. The Shed
The Troll Trap
2a 2b
10
THE ADVENTURE LANDSCAPE 1
warriors can attack them through the windows welcome the chance to speak to humans and learn
in the Antechamber. The easiest way to get in is more about what has happened in the keep.
probably to lure the tribe to open the gate or to In a negotiation Gabba will consider giving the Speaking to
move in with speed when they open it for other player characters access to the Side Chamber in the goblins
reasons. With the help of various abilities and exchange for tools and/or weapons of a total value
mystical powers, other options are possible too; let of at least 10 thaler (he is not interested in coin or The Urrbukktur
the players be creative and reward any good ideas. jewelry). In other words, parts of the equipment tribe has never
2a. The Antechamber: Past the door is as guard found in the storage area at Ordo Magic’s outpost been in contact
room, about two fathoms high, six paces wide and will suffice as payment. with humans and
three paces deep. Two patrols totaling four goblin cannot speak either
warriors (see page 13) take turns watching through Gabba Bigpaw, goblin chief Ambrian or the
the tall, narrow windows and resting their legs on “You are welcome, to Bigpaw’s kingdom.” barbarian tongue.
the two rough log benches in the room. Conversations with
2b. The Hall: The floors inside the keep were Gabba is not large or strong for being a goblin, the goblins must be
made of wood and are long since gone. Ordo Magica but very sly – therein lays his greatness. He led held in the rough
restored parts of the first two stories, to serve as his tribe up from the Underworld, away from the speech that they
sleeping quarters and workspaces. But aside from trolls that terrorized them. Doing that, he earned share with the trolls
that, the keep consists of only one tall hall, open all the trust of the tribe, even if he has a hard time (understandable
the way up to the log roof more than six fathoms up. feeling comfortable in his role as a ruler; sure, he with the ability
2c. Side Chamber: A single room, about three has always dreamed of becoming chief of the tribe Loremaster at adept
paces wide and deep, and with a ceiling height but the responsibilities that come with the position level) or with sign
equivalent to the one in the guard room. In days are nothing he cares for. language. There is,
long past the chamber was used to store weapons however, one excep-
and equipment, but Ordo Magica made it the place tion: the shaman
Manner Smiles nervously, pats his belly
for their Magic Circle. The large opening high up on Njegg who has done
the eastern wall (one meter high and more than that Race Goblin some trading with
in width, caused by natural erosion) is provisionally Resistance Ordinary barbarians, enough
covered by a curtain made from thick hides. Traits Pariah, Short-lived, Survival to communicate
This room is the only one in the keep that has Instinct (II) reasonably well
living vegetation, in the form of moss and vines on (requires the ability
Accurate 10 (0), Cunning 16 (−6), Discreet 13 (−3),
the floor and walls. It seems like the grayish black Persuasive 10 (0), Quick 11 (−1), Resolute 7 (+3), Loremaster at novice
streak of death for some reason never touched the Strong 9 (+1), Vigilant 5 (+5) level for Ambrians).
Magic Circle. It should also be
Abilities Exceptionally Cunning (novice),
noted that having
Leader (adept)
3. The Shed had no contact
Weapons Spiked club 4
By the keep stands a newly constructed house, with humans, the
built by Ordo Magica and filled with spoiled goods. Armor Leather armor 2 (+2 for Survival members of the
Instinct
Everything organic – bread, meat, fish and fruits tribe show no sign
– looks gray and freeze dried. Defense +1 of striving to adapt
But to the right inside the door the characters Toughness 10 Pain Threshold 5 to human beha-
can find a lot of usable items. Even if much was Equipment A pouch with Lucky Dirt, a
vior. The goblins
lost in the tomb there is a great deal of exploration leather braid made by his of Urrbukktur are
equipment lying on the shelves. There are several diseased crone beastly in their ways
bundles of rope, a handful of lanterns and lots of Shadow Brown like musty humus and share the pack
lamp oil. Furthermore, the characters can piece (corruption: 0) mentality and shy-
together two complete sets of Field Equipment and ness of other small
Tactics: Gabba will try to learn as much as he
get their hands on three grappling hooks, two pick can about the opposition before taking any risks. predators, as well as
axes and four shovels. If the player characters are hostile he will try to their tendency to act
lure them to stand on the troll trap in front of fearlessly aggressive
Negotiating with his throne, and then activate it. After that he will when cornered.
the Goblin Tribe send his bodyguards to attack while adopting
a defensive stance himself. Note that Gabba’s
Characters who wish to negotiate and demonstrates
leadership ability makes his subjects deal +2 in
peaceful intentions can be successful. The Chief, damage when attacking targets appointed by
Gabba Bigpaw, knows that “tallings” (humans) can their chief (namely the character who looks most
be very dangerous, and the shaman Njegg would dangerous.
11
TOMB OF DYING DREAMS
Njegg, goblin shaman When the characters enter the main hall, they
“In a dream sight I saw our salvation; may all make a test against Vigilant. A success
was that you in the mist?” means that they hear muffled grunting and rooting
sounds from somewhere below, deep under the
Njegg is Gabba’s psychic sister and fiercely loyal to wooden floor.
her brother. However, they have different views on Additionally, a successful roll against [Vigilant -3]
the situation at hand. Gabba believes he has found makes them notice that the chief is fingering a detail
the tribes future in the ruin, while Njegg is worried on the throne’s armrest.
about the muttering human in the Side Chamber. Provided that the characters close in on the
What little she understands of his mumblings, throne to talk or negotiate (rather than with weap-
together with the freeze dried bodies inside the ons drawn), the chief and his sister engage in a
keep, gives her the creeps – that which sucked the whispered conversation. With Loremaster (adept)
life out of the previous owners may yet return. and a successful Vigilant test a character can make
Njegg wants to know more and is prepared to out the words:
encourage her brother to trust the characters,
provided that they do not storm in weapons in hand. Gabba: Straight down the hatch, right?
Njegg: You sure? They may know about the
Manner Speaks pensively, head tilted to creeping horror, stuff we need to know.
the side Gabba: You’re afraid of the dark, I’m scared of
Race Goblin their weapons.
Resistance Ordinary Njegg: You know best, brother Bigpaw .
Traits Pariah, Short-lived
If the trap is sprung, characters standing in front
Accurate 10 (0), Cunning 13 (−3), Discreet 11 (−1), of the throne must make a Quick test or fall into
Persuasive 10 (0), Quick 5 (+5), Resolute 15 (−5), the basement. If they are aware that something
Strong 9 (+1), Vigilant 7 (+3)
may be about to happen, the test is made against
Abilities Inherit Wound (novice), Nature’s [Quick +5] instead.
Embrace (master), R itualist The fall to the cellar f loor is 8 meters, then
(novice: Fortune-telling),
the rage troll attacks. The player characters who
Witchcraft (adept)
remain upstairs in the great hall will have to fight
Weapons Wooden staff 3 (long, blunt) the goblin warriors and the chief’s bodyguard. The
Armor None monster in the basement is a Famished Rage Troll,
Defense +5 page 207 in the Core Book.
Toughness 10 Pain Threshold 5
Attacking the Goblins
Equipment Rattle-wand made from a bird
It is fully possible to attack the keep but it may prove
cranium, 1 dose Concentrated
Magic, 1 Ghost Candle to be a grave mistake. If possible, all members of
the tribe will amass in defense of their newly found
Shadow Emerald green like mildew-
home, and together they may prove a challenge
covered moss, tainted with
single dark spots (corruption: 1) even for experienced characters.
If the characters choose to storm the ruin, Gabba
Tactics: Njegg hates to fight, it makes her sto-
mach ache. But if her brother is in danger she will
will do his best to lure them to make a halt in the
do all in her power to keep him safe. As soon as Hall. When they get there, Gabba sits on the throne
the fight is on she sinks into the ground (Nature’s with raised hands while his bodyguards fall to their
Embrace) and helps Gabba by alleviating some of knees and puts their weapons on the ground. Of
the damage he suffers (Inherit Wound. course, the chief ’s hope is that the characters will
abort the attack and end up on the trapdoor. If that
The Troll Trap happens, Chief Bigpaw will spring the trap and
In the floor of the hall there is a hatch, leading to order his subjects to slay the intruders.
what was once a basement pantry. Now the hatch If the player characters are not fooled and con-
has been converted into a trapdoor and the pantry is tinue their attack, Gabba will spring the trap on
housing a famished rage troll. The trap is triggered his initiative. In that case, the characters who have
from Gabba’s throne (free action); hostile player stated that they are running towards the body-
characters are at risk of falling towards a tough guards, the Chief or the shaman will be affected
fight if they are not perceptive. by the trap.
12
THE ADVENTURE LANDSCAPE 1
The Chief’s Bodyguard Abilities None
“To die is to serve.”
Weapons Spear 4 (long), Bow 4
These unusually capable goblins (as many as the Armor Leather armor 2
(+2 for Survival Instinct)
PCs) are Chief Gabba’s personal guard and they
never leave his side. They are fiercely loyal and Defense −1
will fight to the death in order to keep Gabba and Toughness 10 Pain Threshold 5
Njegg alive. Equipment None
Shadow Moss-green and dark brown,
Manner Stands at attention,
like an overgrown tree stump
only the eyes move
(corruption: 1)
Race Goblin
Tactics: Gabba’s warriors obey commands. They
Resistance Weak will use the extra movement action and the extra
Traits Pariah, Short-lived protection that comes from the Survival Instinct
in order to benefit from having Long weapons.
Accurate 10 (0), Cunning 9 (+1), Discreet 11 (−1), Should three of four patrols or Gabba himself fall,
Persuasive 10 (0), Quick 15 (−5), Resolute 7 (+3), the remaining goblin warriors will turn and make
Strong 13 (−3), Vigilant 5 (+5) a run for it.
Abilities Iron Fist (novice)
Weapons Axe 4
Armor Leather armor 2 (impeding) Generic Urrbukk
”Gabba is our champion! I’ve heard …”
Defense −4 (shield)
Toughness 13 Pain Threshold 7 With a few exceptions the twenty goblins of the
Equipment None tribe – the youths, the elderly, the berry and mush-
Shadow Mossy green with specks of room gatherers, the weaklings and so on – keep
yellow and brown, like fallen to the second floor of the tribes new home. They
autumn leaves (corruption: 2) will not enter combat if they are not rallied by the
Tactics: The bodyguards fight in a half-circle warriors or the Chief, for instance in response to
between the enemy and their Chief, and they will a siege.
fight till they drop.
These eight goblins (4 patrols with two warriors in Traits Pariah, Short-lived
each) are not very skilled in combat and not as loyal Accurate 9 (+1), Cunning 11 (−1), Discreet 15 (−5),
as the bodyguards. What speaks in their favor is Persuasive 10 (0), Quick 10 (0), Resolute 5 (+5),
their Survival Instinct, which they make good use Strong 7 (+3), Vigilant 13 (−3)
of when fighting. Abilities None
Usually, two patrols are in the Antechamber Weapons Unarmed 2
(#2a), while one guards the gate in the palisade and
Armor None
the final one patrols the forest around the keep.
Defense 0
Manner Eager to come off as brave
Toughness 10 Pain Threshold 4
and aggressive, in truth real
scaredy-cats Equipment None
Race Goblin Shadow Streaky green, like mossy forest
grounds beset by pale green
Resistance Weak
weeds (corruption: 1)
Traits Pariah, Short-lived, Survival
Tactics: The goblins of the tribe fights as best
Instinct (II)
they can, in other words poorly. If not expressly
Accurate 11 (−1), Cunning 9 (+1), Discreet 15 (−5), ordered to fight they do what they have always
Persuasive 5 (+5), Quick 13 (−3), Resolute 10 (0), done – flee and hope to find safer lodgings
Strong 10 (0), Vigilant 7 (+3) somewhere else.
13
TOMB OF DYING DREAMS
14
THE ADVENTURE LANDSCAPE 1
Tonsel is terrified of the dark and stays in or very (To the GM: The ”plunderer Gorak” is of course
close to the softly glowing Magic Circle. He is proud the blight stricken treasure hunter featured in the
to flaunt the bite mark at the back of his neck, where adventure The Mark of the Beast).
“the Goddess gave me her blessing”. Moreover, he
hands out self-made spider/sun symbols to whoever ”After mapping the whole area, Magister Senia found
wants one. He regards spiders as holy and considers
J
we found
ust like the scouts foretold, tory and
the overgrown ruin
satisfac
there. During
established our base camp had to be ever
the tomb most promising. She also warned us about
we
the hike from the outpost
every aggression against the eight-legged creatures diligent, hacking
greenery which rules the
a path through the dense
area. Everyone took to the
the ruined keep. Outsid
e
the sinkhole. This is hardly necessary since we all know
knife to help clearing out ed, hoping to mask our
in the keep as blasphemous – sending him into a we left everything untouch famished creatures
presence – who knows
what that two patrols have vanished in its vicinity, but it
A
lurk hereabout?
tion is in the chamber, usually lying beside Tonsel curses of the scouts and servants are evidently misdi-
circle will not save from safety and
us if threa the
get advice, and that ts arise. But we can
exposed situation is a very precious thing in an
like
The investigation ours.
inside the circle. The book contains a sketchy map joy and some exasp of the ruins has afforded both
the tomb from eration. Our scouts have located
his tainted artifa
which the plund
ct. The ancient
erer Gorak stole
rected: Magister Senia is far from a “coldhearted slave
of the area and accounts of the time from the arrival driver” and the ruins much more than some “overgrown
mausoleum indica writings on the
te
a person of statur that it contains the remains of
e,
ruled the area durin likely one of the local kings who
the tomb has alreadg Symbaroum’s early days. That
of the expedition up to Tonsel’s encounter with the hopefully the robbe y been breached is evident, but
rs
destroy it completely. did not manage to empty it or meat-grinder”!
Creeping Darkness and Xanathâ. If one finds the
right buyer, the small notebook could be worth
A fter mapping the whole area, Magister
Senia found the tomb most promising.
She also warned us about the sinkhole.
This is hardly necessary since we all
know that two patrols have vanished in its vicinity,
but it demonstrates the greatness of her heart and
her care for all members of the expedition. The
On another note, the scouts have reported seeing
streaks of grayish, black death spreading throughout
quite a lot. Ordo Magica in Thistle Hold are willing the area, radiating out from the sinkhole if the reports
mutterings and curses of the scouts and servants
are evidently misdirected: Magister Senia is far
from a “coldhearted slave driver” and the ruins
much more than some “overgrown meat-grinder”!
to pay 30 thaler for it; other collectors of curiosities On another note, the scouts have reported
seeing streaks of grayish, black death spreading
throughout the area, radiating out from the sinkhole
are correct. What this is and if it will affect our work is
if the reports are correct. What this is and if it will
can pay about half that sum. affect our work is hard to know but very easy to
have nightmares about. hard to know but very easy to have nightmares about.
Magister Senia has ordered the whole expedition
Some excerpts from the journal can be found to start preparing for entering the mausoleum, and
she has deciphered the text on the entry vault,
hunting for clues as to what awaits us inside.
Magister Senia has ordered the whole expedition to
If the streaks of dead nature keeps spreading our
below and as handouts at the back of the book. The time here may soon come to its end, so we have every
reason to hurry. H start preparing for entering the mausoleum, and she
ms echo through
rest of the text consists of less dramatic observa- has deciphered the text on the entry vault, hunting for
rs in pain, screa
T
inventory and equipment. Meticulousness was nature keeps spreading our time here may soon come
a virtue that the notary Tonsel truly embodied.
F rom the heavens
limbs, she embra
sun of simmering Prios be praised.
The savior is here,
nding
a light, like a desce me.
ces
to its end, so we have every reason to hurry."
(To the GM: One of the scout patrols fell victim
”Just like the scouts foretold, we found the overgrown to the spider Xanathâ, the other deserted and ran
ruin satisfactory and established our base camp there. R
off to search for treasures elsewhere.)
During the hike from the outpost we had to be ever
O
M
O
diligent, hacking a path through the dense greenery ”The ground quivers in pain, screams echo through the
LG
MA
which rules the area. Everyone took to the knife to help ruin. I dare not go outside. A deeper kind of darkness
clearing out the ruined keep. Outside we left everything The Outpost
roams the night. I am nearly paralyzed, the cold eats
Headquarters
untouched, hoping to mask our presence – who knows at my soul. By Prios, the darkness is bleeding through
what famished creatures lurk hereabout?” The Sinkhole the walls!
(To the GM: Note that the clerk does not men- ...
tion any gray streaks of death, since the Creeping From the heavens a light, like a descending sun of
Darkness was yet to arrive in the area.) simmering limbs, she embraces me. The savior is here,
The excerpts from Ordo Prios be praised.”
”At the morning assembly, Magister Senia told us Magica’s journal, as well (To the GM: here the clerk Tonsel recapitulates
that she has established a circle here at the keep and as Tonsel’s map of the what happened when the Creeping Darkness passed
completed a first report to Thistle Hold. I notice that area can be found at the through the keep, and his salvation in the form of
others besides me find this reassuring, even if all of us back of this book. the white spider Xanathâ.)
know that the feeling of security was an illusion: we
are a long way from safety and the circle will not save
us if threats arise. But we can get advice, and that is a The Sinkhole
very precious thing in an exposed situation like ours. The sinkhole can be found about a thousand paces
The investigation of the ruins has afforded both joy southwest of the ruined keep. It came about less
and some exasperation. Our scouts have located the than a year ago, namely in conjunction with Gorak
tomb from which the plunderer Gorak stole his tainted and Alahara entering the tomb, thereby disturbing
artifact. The ancient writings on the mausoleum indi- its long slumber. At the surface, the hole has an
cate that it contains the remains of a person of stature, irregular circumference of about 100 paces and it
likely one of the local kings who ruled the area during reaches straight down into the Underworld. The
Symbaroum’s early days. That the tomb has already sinkhole is connected to King Hurian-Lo Apaks
been breached is evident, but hopefully the robbers tomb through a series of cracks (see The Monument
did not manage to empty it or destroy it completely.” Chamber, page 27).
15
TOMB OF DYING DREAMS
For less than a month, the spider Xanathâ has 3. Climbing Route
made herself a home in the sinkhole – something The character who studies the walls and succeeds
that the goblins of Urrbukktur can confirm. They with a Cunning test as above detects not only the
f led the Underworld through the sinkhole and pathway but also a place where it seems possible
encountered Xanathâ, who took the opportunity to climb up and down.
to fill her belly with parts of the tribe. The climb requires a successful Quick test every
twenty paces; if the climber has Acrobatics the test
1. The Sinkhole is [Quick +5]. It is fully possible to abort the climb
The sinkhole is about a hundred paces across and at any time and make it back up or down, without
slightly more than that in depth. The walls plunge rolling a die. A failed test means that the charac-
steeply into darkness and very little vegetation ters falls or tumbles ten meters and takes damage
has gained a hold on the newly exposed rock. The accordingly. The climbing route does not pass in
bottom is filled with sharp-edged boulders and front of the spider’s cave.
near the walls it slopes in a way which makes the
ground unstable. 4. The Spider’s Cave
All who scale down the slopes and who do not The opening to Xanathâ’s cavern cannot be seen
have the Acrobatics ability must succeed with a test from the surface or from the bottom of the sinkhole.
against [Quick +5] or get caught in a slide, dealing The white spider rests behind a dense web woven
damage as a fall from five meters. over a hollow in the rock. The threads sway from
her movements where they are not weighed down
2. Pathway by cocooned bodies.
He or she who spends some time studying the walls If the characters get a chance to examine the
of the sinkhole and rolls a successful Cunning test victims they find both members of one of Ordo
can identify a natural path down into the dark. Magica’s lost patrols and also half a dozen goblins
Moving slowly and carefully up or down the path of the Urrbukktur tribe.
takes about five minutes; if rushing you can make
it in one minute but that requires a test against 5. Tunnel to the Underworld
Quick. A failure means that the character slips or A wandering path leads down into the Underworld
stumbles and falls 1D10 meters, risking damage (see where dark adventures await. For more informa-
page 177 in the Core Book). The pathway passes in tion, see Through the Underworld below.
front of Xanathâ’s cavern.
An Odd Ally
The white spider Xanathâ wants to gain access to
the tomb of the beheaded king, in the hunt for the
dark and primal power she has dreamed is hidden
within – and can smell all the way to her cavern. To
The Underworld reach her goal she needs the assistance of creatures
The Underworld, among barbarians also known as Underhill or the Abyss, is with hands who can read cuneiform writing: she
a dark realm which spreads out below Davokar. Contrary to Ambrian belief has been inside the tomb but could not pass the
it is not totally black down there; in many places florescent fungi and algae King’s Gate. On the other path through the tomb
give off a soft glow to guide the creatures living and hunting in the deep: Fangafa lies in wait, the primal blight beast who is
trolls of course, but also even more abominable creatures than that. Xanathâ’s rival in the hunt for the artifact.
The part of the Underworld directly below the sinkhole is not very cor- Xanathâ will try to contact the player characters,
rupted but dangerous none the less. If the players get the urge to explore preferably through the Magic Circle in the keep's
the deep, the Game Master can either stop them with the help of ravines side chamber, otherwise by searching them out in
and collapsed tunnels, or prepare for the detour. In the latter case the char- the wilderness or waiting for them to climb down
acters may journey through shimmering crystal caves, navigate a network into the sinkhole. Her offer is plain and simple:
of underground lakes, get lost in a forest of massive roots and possibly The characters get her help and can keep every-
stumble upon a sunken Symbarian castle – all the while forced to face thing they find in the tomb, save the Vile Water. To
the creatures of the Abyss (trolls, predators, maleficent spirits and spider aid them, she can describe the outer chambers of the
beasts). If they travel far enough, they soon end up below Davokar’s darker tomb (rooms #2, #3 and #4) and the two entryways:
parts, where primal blight beasts crawl out of puddles boiling with corrup- the westernmost leading to the King’s Gate and the
tion and acidified magic. other leading to the Monument Chamber and the
rift in the bedrock – possible to cross if it was not
for the deeply corrupted creature Fangafa.
16
THE ADVENTURE LANDSCAPE 1
THE SINKHOLE
1. The Sinkhole
2. Pathway
3. Climbing Route
4. The Spider's Cave
5. Tunnel to the Underworld
100 meters
100 meters
17
TOMB OF DYING DREAMS
18
THE ADVENTURE LANDSCAPE 1
The spider recommends that the characters When Symbaroum was young Xanathâ was already
take the path through the King’s Gate or to close old and the venerable spider beast found herself
in on Fangafa through the tunnels leading from the hunted for sports by Symbar’s powerful princes.
sinkhole – that way they can gain an advantage by She fled down into the Underworld but not even
surprising the abomination. Xanathâ herself would there was she left in peace, which is why she used
prefer not to fight, which is why she stresses that the mystical powers to cross over into the Spirit World
westernmost path through the tomb is preferable, where she remained until recently.
especially since she has an idea on how to get the Most things in the Davokar region are new to
King’s Gate open: she saw Magister Senia study her. The forest is much larger and denser than she
the text by the tomb’s outer entrance and heard remembers and the Ambrians are of course a new
her speak of it as “a key to unlock the path to the acquaintance. But much has remained the same
burial chamber”. and her webs tremble from largescale events which
Aside from that, Xanathâ offers to bite the player she means to control.
characters, thereby granting them protection Xanathâ has a playful character and loves to
against the Creeping Darkness – just like she did speak in riddles to confuse and amuse. Regarding
with the clerk Tonsel. Characters who agree take herself she is secretive but says (true or false) that
no damage and will forthwith be immune to the she is the daughter of the spider god Oroke and
Darkness’ passive, gnawing power (the monstrous mother to the infamous Spider King.
trait Gravely Cold). On the other hand, with the In appearance, she is a bone-pale spider with a
bite Xanathâ has established a mystic link to the body as large as an ogre, covered in even paler scars
character. If this link is broken (for instance with from countless battles. Normally, her compound
the ritual Break Link), the protective powers of the eyes are positioned about a meter above ground,
bite also disappears. but her long legs make it possible to lift the body
so high that she can look down on even the tallest
The White Spider Xanathâ adventurer. She speaks telepathically, in images,
“The threads of fate tremble as I weave the meaning that she disregards any language barriers.
future.” She can also express herself verbally, but only in
the form of piercing hisses and at best in a long
Manner Hisses, stands absolutely still forgotten barbarian dialect.
Race Spider
Resistance Strong
Through the Underworld
The bottom of the sinkhole is covered in rubble that
Traits Fleet-footed, Natural Weapon
completely buries the cave which once was there. If
(II), Armored (III), Poisonous (III),
Poison Spit (III), Web (III) one wants to gain access to the tunnels that previ-
ously led in and out of the cave, one would have to
Accurate 10 (0), Cunning 17 (−7), Discreet 11 (−1),
spend several hard-working days moving boulders
Persuasive 5 (+5), Quick 13 (−3), Resolute 7 (+3),
Strong 9 (+1), Vigilant 10 (0)
and shoveling dirt – given that you actually have an
idea of where the openings were located. It is not
Abilities Acrobatics (novice), likely that the player characters will take on such
Exceptionally Cunning (adept)
an endeavor, especially since there is already one
Weapons Bite 4 (+ poison 4 for 4 turns) passable way into the depths.
Armor Chitin shields 4 The quake that created the sinkhole also gave
Defense −3 rise to lots of cracks in the bedrock of the area. One
of these connects the sinkhole to the Monument
Toughness 10 Pain Threshold 5
Chamber in the tomb (room #4). Following the
Equipment None crack from the sinkhole to the tomb or the other
Shadow Radiant with blinding light way around is not difficult, even if the ground and
(corruption: 0) walls are rough and the path is dark. However, it
Tactics: Xanathâ is sly and plans many steps is not free from risks.
ahead. Her goal is to claim the Vile Water. If she In a couple of places the crack runs through or
has to fight, she uses her almost living webs to intersects with tunnels and caves belonging to the
catch her enemies and then she attacks them
ancient Underworld. It was through such openings
with poisonous spit. If that is not enough she will
fall back and alter her strategy. She only uses that Gabba and his subjects came fleeing and that
her bite as a last resort, if she gets backed into a Fangafa closed in on the muffled heartbeats of the
corner. Vile Water.
19
TOMB OF DYING DREAMS
Whether the characters are traveling to or from bony spine and the surface bulging where the shape
the mausoleum, the Game Master can use the moves. Characters with Acrobatics do not have to
following suggestions to spice up the experience: roll to traverse the ledge. All others must make a
test against Quick if they are in a hurry, or against
1. The Hunting Party [Quick +5] if they can afford to take it slow and easy.
The crack runs straight through a natural tunnel. As a suggestion nothing dramatic happens if anyone
As the characters reach the intersection, two gob- fails the test and falls into the water, besides the
lins stand as if paralyzed at the edge of the light character becoming wet and that the hearts leap
from their lantern. They are holding a handful up in the players' throats.
of throwing spears each and are carrying a dead
beast (Beast Lore: Jakaar, see The Promised Land) 3. The Mare Cat Cave
between them. One of them flings a spear towards The crack leads into a vast underground hall, with
the characters before they turn and flee into the the ground covered in stalagmites and a ceiling so
darkness. If the characters chase after them, the distant it cannot be seen. The characters must find
tunnel soon forks and there are no traces indicating the place where the crack hopefully continues, on
which way the goblins went. Should the players the other side of the cave. They walk through com-
persist, the Game Master decides what happens. plete darkness, sliding in-between stalagmites up
to three fathoms high. There is also a pack of mare
2. The Underground Lake cats in the cave, numbering twice as many as the
For some time, the characters must travel along PCs. The beasts have recently killed a huge reptile
a very narrow ledge between the wall and an and are not on the hunt. They will, however, defend
underground lake whose scale is impossible to their quarry if the characters for some (ill-advised)
determine. However, what is evident in the glow reason decide to disturb their feast.
of their torches or lanterns is that something huge For the stats of the Mare Cats, see page 220 in
is moving in the water – all that can be seen is a the Core Book.
20
THE ADVENTURE LANDSCAPE 1
them is riddled with powerful competitors. Maybe Shadow Warm blackness like the inside
the cultists initially ambush the characters, but call of a velvet cape (corruption: 6)
off the attack when they find that the enemies can
Tactics: Odako/Landela is no stranger to
defend themselves – after which a tense negotiation exploiting others, through false promises of
about joining their forces can commence. alliances and favors. In the end he cares about
No matter how a potential alliance is achieved, nothing other than himself. When in combat he/
with or without complications, it is suggested that she tries to Curse the enemy from a distance or
identify weak opponents as targets for his/her
the cultists never intend to honor the agreement.
attacks with the sword.
As soon as the treasures are harvested and the
danger has passed they will turn their swords on
the player characters, demanding that they hand Mal-Rogan/Tanfalls
over everything taken from the tomb, along with “Try dying – it’s larger than life!”
all other valuables they may possess.
The Queen’s Pansar Rogan Gorinder died in battle
Odako/Landela during The Great War. He got his arm chopped off
“Why fear the dark? It is power!” in combat, the wound started to rot and the healers
were powerless against the black infection spread-
Odako spearheads a group of cultists from the ing through his body. But instead of dying Rogan
village Glimmervann on the threshold of Davokar. woke up as undead, with an arm stump dripping
In The Mark of the Beast he came to Thistle Hold pus and blackened veins fanning across his throat
disguised as the Black Cloak Baumelo, hunting the and temples.
ancient cranium that Gorak and Alahara boasted The nobleman has turned into a true robber
about. Depending on what happened during the baron. Previously he ran a band of brigands in the
adventure, Odako can have different reasons for Titans but has now headed north – possibly hunting
having traveled to the area (see The Cultists and the Sun Stone or his macabre talisman, otherwise
Previous Adventures). in the hope to find more worthy companions.
If the characters have not played The Mark of the If Mal-Rogan is out of the picture the former cult
Beast or if Odako died, the suggestion is that Odako/ leader Tanfalls replaces him at Odako’s/Landela’s
Landela has heard gossip about Ordo Magica’s side – murdered by his apprentice and since then
expedition and connected them to rumors about the servant of his murderer.
the King’s Skull. In that case they are in the area
hoping to lay their hands on other dark treasures Manner Speaks in a croaking voice,
from within the tomb. tilting his head back and forth
Race Undead
Resistance Challenging
Manner Points aggressively at the one he
Traits Long-lived, Undead (I)
is speaking to
Accurate 7 (+3), Cunning 5 (+5), Discreet 9 (+1),
Race Human (Ambrian)
Persuasive 10 (0), Quick 11 (−1), Resolute 13 (−3),
Resistance Ordinärt Strong 17 (−7), Vigilant 10 (0)
Traits Contacts (cultists) Abilities Curse (master), Exceptionally
Accurate 7 (+3), Cunning 11 (−1), Discreet 10 (0), Strong (adept), Iron Fist (adept),
Persuasive 15 (−5), Quick 9 (+1), Resolute 13 (−3), Man-at-arms (adept)
Strong 5 (+5), Vigilant 10 (0) Weapons Spiked club 6
Abilities Curse (novice), Leader (novice), Armor Fortified chainmail 5 (Impeding)
Ritualist (adept, Exchange
Defense −1
Shadow, Heretic’s Trail)
Toughness 17 Pain Threshold 9
Weapons Sword 4
Equipment 12 thaler
Armor Scale mail 3 (Impeding)
Shadow Black as pitch (corruption:
Defense +3 (shield)
thoroughly corrupt)
Toughness 10 Smärtgräns 3
Tactics: Rogan lets his followers attack first, while
Equipment Shackles and chains, interroga- he puts a curse on what he believes to be the
tion tools, 12 thaler, (maybe also toughest enemy. When the curse has taken effect
the King’s Skull). he moves in with his spiked club.
21
TOMB OF DYING DREAMS
The Cultists in the Tomb their final abomination for the day? If the char-
If an alliance is out of the question – or if the Game acters manage to break the seal of the treasure
Master would rather use them as pure opponents – chamber, the tomb's protective powers disperse
the cultists will try to sneak into the tomb behind and the Creeping Darkness can get in. If so, the
the player characters. In that case, their strategy Darkness will make its deadly approach over the
is to attack as soon as the characters have opened place where the cult is hiding, with the effect that
the King’s Gate. none other than Odako/Landela and Mal-Rogan/
If that fails, the cultists will try the path over Tanfalls survive.
the rift, leading to a very unpleasant encounter The duo will still try to usurp the player charac-
with Fangafa. It is recommended that half of the ter’s treasures. If they are vastly outnumbered they
remaining cultists survive that encounter and will not attack them right away; instead they turn
that the leaders (Odako/Landela and Mal-Rogan/ into importunate archenemies that the characters
Tanfalls) make it back out alive. will have to deal with again and again – directly
After meeting Fangafa, the cultists position as well as in the form of hired thugs or sellswords,
themselves outside the tomb, waiting for a new poisoning attempts, the spreading of malicious
chance to attack. But maybe they have not met rumors and so on.
item counts as a magic If the Game Master wishes to use the Darkness as Tactics: The Creeping Darkness relies on its
paralyzing and life-consuming powers (the
weapon even if the one a very real threat, we suggest that it is done in the
monstrous trait Gravely Cold). Its only goal is to
wielding it is not bound way described on page 32, in short: unite with the Vile Water, all else is secondary.
to it. If/when the characters break the protective If the cold is not enough to get to the artifact, it
runes in the tomb, the Darkness will be able to pass manifests locally and thrusts at its enemies with
through the walls and head for the Vile Water. What spikes of physical darkness.
22
THE ADVENTURE LANDSCAPE 1
The Creeping Darkness is a living entity, made man- spores and bacteria arrive, for example with the
ifest as a moving field of darkness. It is abysmally winds or carried by wandering animals.
cold and thirsty for life – as witnessed by what Note that if the characters have been bitten
remains of Ordo Magica’s headquarters. Where by Xanathâ, they are protected from the passive
the Darkness moves forth, a fifty paces wide streak damage of the Darkness, but not from its active
of death appears in its wake, as if everything just attacks. Also, engaging the spirit creature in melee
died. And since even the smallest microbe perishes is similar to fighting blindly as described on page
the streaks do not start to decompose until new 161 of the Core Book).
23
TOMB OF DYING DREAMS
24
THE ADVENTURE LANDSCAPE 1
7
N
2×2 m
3 6 4
25
TOMB OF DYING DREAMS
26
THE ADVENTURE LANDSCAPE 1
4. The Monument Chamber The monument left standing is a statue in the
and the Rift northwestern corner and depicts King Hurian-Lo
When the mausoleum was built this chamber Apak fighting a toad monster as huge as a bull. Closer
was filled with sculptures and statues, made to inspection reveals that the monster is mummified
emphasize King Hurian’s many feats. All but one and that only the King driving his spear through
lie smashed at the bottom of the rift that now runs the toad’s crackling dry skull is made of stone.
through the chamber, caused by Gorak and Alahara The characters can reach this chamber from
entering the Burial Chamber. three different directions – from south (the Main
The rift is nearly seven paces wide and the Gate), west (the Hall of the Glowing Guards) or east
bottom cannot be seen. A soft breeze is felt when (the sinkhole). However, no matter which way they
standing next to it, like the breathing of some enter, an encounter with Fangafa is difficult to avoid
enormous creature down in the dark. Five sturdy, for those who find themselves in or are crossing
newly cut logs lay scattered around the gap – three over the rift.
on the northern side, two on the southern – as if
a provisional bridge had been in place but was Fangafa, the Thorn Queen
demolished, most likely from a forceful thrust The clicking and scraping of bone hard spikes
from underneath. on stone is all one hears as she approaches
Below one of the logs on the south side is the
corps of a wizard; at first glance he appears to Fangafa is an ancient being that has lived most
have been crushed to death. However, a successful of its life in the dark of the Underworld. She has
Vigilant test or the ability Medicus reveals that the been dormant for long periods but lately she has
cause of death is something else. The skin on the been kept awake by the corruption that seeps out of
young man’s arms, chest and back is perforated Symbaroum’s ruins at an ever increasing pace. The
from something like a knife tip or robust thorns. corruption has also poisoned her and transformed
Also, the damage suggests that he has been squeezed her previous hunger for flesh into a deeper and
to death, possibly by a very strong serpent. deeper thirst for power.
A second successful Vigilant test, with attention When she heard the distant beating of a black
directed towards the rift, leads to the conclusion that heart (the Vile Water) she was lured toward it. The
something is moving around down there – something solid bedrock stopped her from reaching the heart,
giving off shuffling, rustling, clicking sounds. but it does not hinder her from trying to claw her
way in while waiting for some smaller creature
to bring it out.
Fangafa looks like a bare, enormous thorn bush
Avoiding Combat with slithering, branch-like outgrowths attached
to a lumpy root-body the size of an ox. Eight of the
In Davokar it is not uncommon to come across adversaries which are so outgrowths are much sturdier than the rest, like
powerful that even the most hardened Pansar would find it hard to handle. the arms of an octopus but bark-covered and with
But in almost all such cases there are ways to avoid a bloody confrontation. thorn spikes where the suction cups would have
In the case of Fangafa, the Game Master should keep the following in mind: been. At the far end of these longer arms are narrow
First, the Thorn Queen is after the Vile Water and nothing else – if she cracks that, if opened, reveal huge cat-like eyeballs.
gets the artifact, the characters are quite safe. And should the players forget And close to each of these eyes is a small, dark and
this in the heat of the moment, they could be reminded if one of them has malicious brain.
the ability Loremaster or if someone succeeds with a Cunning test. Not even Fangafa herself knows who she is and
Secondly, Fangafa is slow. By converting a combat action into an addi- where she comes from. But since cultural beings
tional movement action, the characters can sprint past her. Of course, this tend to attach names and origins to all evil they
means that she gets to make a free attack on each of them, but after that encounter, the Thorn Queen has inspired numerous
they should have a good chance to get to safety (according to the rules on legends over the years. Some say she was given
Flight & Hunt on page 33). consciousness, soul and hunger as a reaction to
Finally, the Game Master is encouraged to reward other possible solu- the corrupt, magical waste one of Symbaroum’s
tions that the players may come up with. Maybe Fangafa can be lured to arch mages deposited in his own back yard. At
hunt one (quick) character down the rift, while the rest can cross the Monu- other times, it has been said that she was created
ment Chamber without fear? It should be costly and/or difficult to avoid the by mistake, by the same morphantics who gave
old Thorn Queen, but it cannot be totally impossible! life to the colossi. Other sources have called her a
demented nature god, a thoroughly corrupt arch
troll and a black tumor on Davokar’s soul.
27
TOMB OF DYING DREAMS
Fangafa herself does not care; she only lives to 5. The Forechamber
still the thirst for power that now screams in her The Forechamber was where the relatives and
eight minds. Nothing else matters. friends left their personal gifts, for the deceased
She does not eat anymore; if she kills she does to bring along on his final voyage. The tapestries
so out of frustration or on instinct, not to satisfy and other fabrics that once decorated the walls
some craving. All she desires is power and if she are long since destroyed. And the four stone tables
is not allowed to consume the Vile Water she will that were covered by urns, vases, small chests and
ultimately starve to death, leaving nothing behind similar objects are empty. All that remains after the
but a fermenting and rotting carcass – truly a sad visit by Gorak’s expedition are shards and splinters
monument to the once free and mighty Thorn Queen of the smashed vessels.
who was revered by the troll kings, feared by the The only things left after Ordo Magica’s explorers
princes of Symbaroum and considered holy by each are Magister Senia’s body and the black scorching
and every winter elf. on the wall where her final Brimstone Cascade hit.
The character who succeeds with a Vigilant test
Manner Moves with swaying motions, and has the ability Medicus makes a conclusion:
emits clicking sounds
just like the corpse in the Entry Hall, Senia has
Race Unique been cut numerous times with short swords – if
Resistance Mighty someone bothers to count, there are twenty three
Traits Armored (III), Crushing Embrace individual wounds.
(III, see page 39), Many-headed On the floor close to the corpse lays the Magister’s
(III, see page 39), Natural equipment in a knapsack. No notebook is found,
Weapon (III), Regeneration (I), because all notes were taken by her assistant, but
Robust (III), Slow (see page 39) the characters can find a rolled up paper describing
Accurate 7 (+3), Cunning 10 (0), Discreet 10 (0), the recipe for making Purple Sap along with two
Persuasive 5 (+5), Quick 9 (+1), Resolute 18 (−8), small vials containing medium strong doses of the
Strong 16 (−6), Vigilant 11 (−1) elixir (see page 39). Aside from that, the knapsack
Abilities Exceptionally Strong (master), contains a leather case filled with first class explo-
Exceptionally Resolute (master), ration tools. He or she who uses Senia’s brushes,
Iron Fist (master), Witchsight wire brushes, chisels, magnifying glass, etc. gains
(master) a +1 bonus on tests where the ability Loremaster
Weapons Eight unarmed attacks 8 (Long), is used in order to explore or examine anything.
and when grabbing: Crushing In the northern wall there is a wide, arched
Embrace 4
opening that leads through a short corridor into
Armor Rough bark-like skin 2+2 the Burial Chamber. There is no door but the red
(Armored+Robust modified by stone tablet placed above the archway can hardly
Many-headed
be misread. Carved into the tablet are cuneiform
Defense +5 symbols flanked by armored warriors with swords
Toughness 16* Pain Threshold 8* raised. The text can be read by someone who is a
* Per tentacle. These must be fought one by one; master at the ability Loremaster: “You who enter
when all are vanquished Fangafa dies. here, will be cut to pieces”.
Equipment None
The smaller opening to the south leads to the
Hall of the Glowing Guards. A successful Vigilant
Shadow Purple, so deep in nuance that it
test makes a character aware of a warm breeze
just as well could be pitch black
(corruption: 17) coming from the chamber, a breeze carrying a faint
sent of soot.
Tactics: Fangafa has eight tentacles but uses
four to cling on to the rock and only attacks with
the remaining four. If the latter are incapacitated 6. The Glowing Guards
she withdraws until they are fully healed (the trait The characters can enter this soot-smelling cham-
Regeneration). When she returns, she does so in ber from the Forechamber or through the narrow
full force: she leaves the rift and attacks with all passage found in the west wall of the Monument’s
eight arms. However, if four of them are disabled Chamber. The room is completely bare except for
she will try to make a run for it and recuperate in a
twelve empty, full suits of plate armor, with two
safe place. Also note that the Thorn Queen instin-
ctively follows the Vile Water. One way to get away short swords attached to the steel gloves. They
from her is consequently to throw the artifact in stand in a formation indicating that there once
one direction and then run in the opposite. were thirteen of them.
28
THE ADVENTURE LANDSCAPE 1
Passing through the chamber is possible, but if
the player characters so much as touch the suits, the
Glowing Guards will activate. 1D4-1 guards awaken Dawdling energies
each turn until eight have been activated (one of The mystical power infused in the suits if armor has not lost any of its
the players should roll the dice). potency. However, it is afflicted by a phenomenon also observed at other
But even if no one initially touches the suits of locations in Davokar – it seems as if the power has become unpredictable,
armors they will most likely be activated, namely some might even say indolent or lazy. In short: if someone would have ente-
when the characters set foot in the short corridor red the burial chamber shortly after the Glowing Guards were posted there,
between the Forechamber and the Burial Chamber. they would have reacted immediately and moved to attack. Now, over a
If they have not awoken before they will then, in thousand years later, they are not as quick to respond to trespassers.
the manner described above: 1D4-1 per turn until
eight has been activated.
The remaining four will come alive in a similar
fashion when the characters start to interact with
the runes on the gate to the Treasure Chamber 7. The Burial Chamber
(see page 31). The corridor opens into a short colonnade that
leads up to a podium, three feet high. On a partly
Glowing Guards crumbled throne of stone, once beautifully sculpted,
A muffled roaring is heard, as from a blazing sits the beheaded remains of King Hurian-Lo Apak
fire in an iron stove with his hands on a spear lying over the throne’s
armrests (see the textbox Ramaran’s Bane). And
The guards are waiting to serve their King. They on a pedestal next to the throne is a small carafe
do not react to movements around them – only made from translucent, volcanic glass, containing
to someone entering the corridor to the Burial something that literally radiates blackness.
Chamber, tampering with the gate to the Treasure Exactly what happens when the player charac-
Chamber or if touched. ters meet the King partly depends on if they have
When they wake, the runes on their armor, the played the adventure The Mark of the Beast and,
swords in their hands and the eyes behind the face if so, what transpired during its course (see the
guards start to glow. The short swords become red textbox The King’s Skull in the Tomb). But past
hot, dealing +2 in damage (only if wielded by the events aside, it is clear that King Hurian-Lo Apak
Glowing Guards). will initiate his attempt to possess one of them as
soon as they enter his chamber.
Manner Unyielding, mechanical The spirit’s possession attempts will be made
movements The Rune Covered on one player character at a time. He starts with
Resistance Weak Breast Plates whoever has the highest Strong value, and that
A ritualist who manages player must roll a test against [Resolute -5]. If the
Accurate 13 (−3), Cunning 7 (+3), Discreet 9 (+1),
Persuasive 5 (+5), Quick 10 (0), Resolute 15 (−5), to get away with the roll fails, the King displaces the victim’s own spirit
Strong 11 (−1), Vigilant 10 (0) breast plate from one and assumes control over the body; if successful,
of the Glowing Guards the spirit makes a move on the second strongest
Abilities Twin Attack (novice)
can study it and learn an character, and so on.
Weapons Two glowing short swords 5 older version of the ritual If the King does not succeed in possessing any
(short), two attacks on the same
Flaming Servant. This of the characters his spirit returns to the mummy,
target
type of Flaming Servant waiting for new trespassers to ensnare. In that
Armor Full plate with a rune covered
has the values described case, the characters can move freely through the
breast plate 4
on page 142 in the Core chamber and secure the Vile Water. But should
Defense +3 Book, but is created with any of the attempts succeed, things take a turn
Toughness 11 Pain Threshold 6 one optional ability at for the worse.
Equipment None novice level. If one tries As a suggestion, the Game Master takes the pos-
to sell a rune plate, it is sessed character’s player aside, telling him or her
Shadow Glowing like lava, with layers
of black soot and ash over the worth about 100 thaler that it is time to portray the ancient King, “speech-
burning stone (corruption: 6) to other ritualists, or less” since Hurian-Lo cannot communicate in either
Tactics: The Glowing Guards move towards the
50 thaler to an antique Ambrian or the barbarian tongue. The King’s goal
closest intruder and attack until it is dead. They dealer. is to drink the Vile Water, thereby strengthening
divide between the enemies, but aside from that his new body with its powers. Now, that may sound
they have no common strategy. like a simple task, if it were not for the narrow neck
29
TOMB OF DYING DREAMS
RAMARAN’S BANE
The spear held by the dead
King is Ramaran’s Bane,
depicted in the mosaic in the
Supplicant’s Chamber. It is
not a mystical artifact but a
masterwork weapon, crafted
by the legendary trollsmith
Ogaloum, he who also made
troll mother Vouax’ fabled
cauldron. Ramaran’s bane
is a weapon that besides
the q
uality Long also has
the qualities Deep Impact
and Precise. Hence, it gives
a damage bonus of +1 and
also adds +1 to the attack roll
when used in combat.
30
THE ADVENTURE LANDSCAPE 1
An Alternate Challenge
Under normal circumstances, the character possessed should not have
time to consume more than 1-3 drops before the situation has passed. But if
the Game Master for some reason believes that what is described here does
not suit the gaming group, or if the characters would have a hard time deal-
ing with the challenge (for instance, if they are few or if one character has a
very low value in Resolute but a Strong value which is much higher than that
of the other characters) it may be an idea to modify the design of the chal-
lenge somewhat.
One option is to leave the spirit of the King be, in the firm belief that the
other challenges of the tomb are enough to make it interesting; another
alternative is to let onrushing characters automatically succeed with pry-
ing the flask from the victim (who in that case only has time to swallow the
drops falling before the aid arrives).
1.
The spirit of the victim is displaced but not If the victim loses its grip on the carafe or if it is
destroyed. The character may roll against emptied of Vile Water (10 drops), the King’s spirit
Resolute once each turn. If successful he or gives up and flees back to its mummified body. If
she manages to turn his head enough to avoid the body is burnt, King Hurian-Lo Apak is finally
swallowing the drop which always falls at the annihilated.
very end of the turn. But it is highly questionable if the characters
2.
Up to four other people can try to help the vic- come to think of that before they have opened the
tim avoid the black drops, which is done with gate to the Treasure Chamber, thereby earning
a test against Strong, modified by the victims themselves a new set of problems to handle … (see
Strong. It is enough that one of the companions below) In any case, if table 1 does not state differ-
succeed with its test for the Vile Water to end ently, the victim will soon come around and be
up somewhere else than in the victim’s mouth. ready to press onwards.
3.
The attempt to pry the flask from the victim’s
hand may only be performed by one person 8. The Treasure Chamber
per turn. To succeed a) someone must pass the The gate blocking the way to the Treasure Chamber
[Strong←Strong] test described above, b) while is protected by powerful runes that must be neu-
the one trying to take the flask also triumphs tralized if one wishes to enter. Note that when
over the King’s desperate resolve [Resolute -5]. the energy of the runes is dispersed, the runic
31
TOMB OF DYING DREAMS
protection disappears and the Creeping Darkness flow right through ceiling and walls – the characters
starts bleeding through the walls. When that must decide if they should run their legs off or make
happens, the situation quickly grows critical and a foolhardy stand!
the characters will have very little time to handle The rough room behind the bronze gate contains
an almost unmanageable situation. a lot of cloth, skin and wooden items that probably
had a sentimental value to the King but which with
The challenge is handled in three steps: time have been destroyed beyond recognition.
However, left among the debris are eight treasures/
Step 1: The gate is opened artifacts of real interest (see below). The characters
The sturdy bronze door is opened by destroying have one turn to decide if they will try to grab one
the runes keeping it shut. This can be done in of the alluring objects; a turn later the chamber is
three main ways: a) by using the mystical power ruled by darkness.
Anathema, performed by someone having learnt
it to the master level; b) by using the ritual Break
Link; or c) by simply using sharp tools to destroy THE TREASURES:
the physical representation of the runes on the
bronze door. A warhammer covered in verdi-
It should be noted that the two latter options gris (The Souleater, see page 37)
take about one hour to finish and must be done
while the company is attacked by the remaining A carved wooden box with a bowing
Glowing Guards. dwarf statue on the lid
(Fullangra, see page 36)
Step 2: Entering the Treasury
As soon as the gate slides open, the character who A throwing axe with a glowing, oozing head
succeeds with a Vigilant test or who has the ability (The Burnreaper, see page 37)
Witchsight can sense an increasing cold falling from
the ceiling. It also seems as if all sources of light A hypnotic green-glittering cape
grow dim, or as if the darkness grows deeper. (The Haganor Skin, see page 38)
The ability Witchsight and a successful test
against Vigilant give the character a sudden vision: A buckler, engraved with
a living darkness comes bleeding into the mound, a troll cross
seeps downwards through the tomb, towards the (The Troll Cross of Ella, see page 38)
carafe of the Vile Water.
And as the vision fades away, it starts to come A ritual codex
true. The Creeping Darkness descends into the (Covers the rituals Possess and Break Link)
Burial Chamber, like streaks of black smoke that
A silver chest with Symbarian gold coins
(value 700 thaler)
1. Describe the situation, the Darkness seeping in, the evil amassing. Step 3: The Creeping Darkness Becomes Manifest
The chamber is full of debris but a few attractive items can be seen. The Creeping Darkness comes from above, pouring
2. Give a quick description of the items standing out as interesting. into the Treasure Chamber. The next turn it also
3. Then ask the players to, without coordinating, write down on a piece of rules the Burial Chamber, and one turn later it
paper what item their character tries to grab. envelopes the Forechamber. From the fourth turn
4. If two or more characters go for the same item, it falls to the one who has (five turns after the rune gate was opened) the
the highest Quick value. If Quick is not decisive, move on to the value in whole tomb is shrouded in darkness, except that
Strong and if that is also a tie, let a simple dice roll decide (lowest on a it does not descend down the rift to the Underworld.
D20 wins). All characters who at the start of a turn are in
a room ruled by darkness will be affected. Those
who have not been bitten by Xanathâ are victimized
32
THE ADVENTURE LANDSCAPE 1
by the passive power, namely the monstrous trait about anywhere, even if the characters get the idea
Gravely Cold (III). Secondly, the maleficent abomi- to hide the artifact in populated areas like Thistle
nation will manifest close to one of the characters Hold or Yndaros!
each turn and strike at him or her with its spike
attack – most likely against whomever is carrying New Rule: Flight & Hunt
the Vile Water, if anyone. The character who is When the player characters are trying to escape
attacked can of course choose between retaliating anyone or anything hunting them, it is suggested
or using both of its actions for movement, in the that the Game Master handles it based on the attri-
hope of getting away from danger. bute Quick.
Now, if the characters realize that the Darkness If the characters decide to stick together, he or
is out to get the Vile Water, they can use this to she who has the lowest value in Quick must make
escape. One way is to hurl the carafe down into a test, modified by the Quick of the fastest among
the rift and let the Creeping Darkness battle it out the hunters. Should they split up, all of them need
The Spider Xanathâ
with the Thorn Queen over who gets to consume to make a test, again modified by the Quick of the
the remaining drops in the flask. In that case there fastest hunter. And if it is the other way around, if as Deus Ex Machina
is still the risk that some characters are affected the characters are on the hunt, the same formula If the characters have
by the passive power when the Dark creeps past is used but instead with a modification based on not entered into a pact
them, but the abomination will not attack them the slowest prey. with Xanathâ, the Game
in any other way. During the hunt, one test is made each turn – if Master may still choose
The characters chance to get away with the the prey succeeds it pulls away one step, if the prey to offer them her help
Vile Water is slim but exists. Both Fangafa and the fails the hunter comes one step closer. To finally inside the tomb. If so,
Creeping Darkness have the trait Slow and can be get away, the hunted must reach an advantage of the spider appears like a
outrun, while the white spider Xanathâ is hesitant 3 steps, in other words, he or she must succeed at shining, eight-legged sun
to attack the player characters if they come off as three rolls more than he or she fails. And the prey in the darkness, offering
dangerous prey. who fails at three rolls more than he or she succeeds to bite them in exchange
But it should also be mentioned, that as long as will of course get caught up with. for the artifact. If the
the Vile Water exists, these three creatures will players accept the deal,
continue their hunt for it and all of them can track Example: The barbarian thief Hoska almost got Xanathâ’s bite will pro-
the artifact with their Witchsight. Sure, Fangafa has away free after a burglary in Thistle Hold when a lone tect them as she dashes
a hard time reaching locations not connected to the watchman saw him exiting the building – the hunt is away with the artifact,
Underworld, but both the spider and the Creeping afoot! Hoska has Quick 13 and the guard Quick 9 (+1), closely trailed by the
Darkness can enter any place not protected by mag- meaning that Hoska’s player must roll against 13+1=14 Creeping Darkness.
ical means. And while the white spider is cautious in the attempt to escape the hunter. In the first turn
about taking risks, the Darkness can appear just the player rolls a 7 – Hoska pulls away and has advan-
33
TOMB OF DYING DREAMS
tage 1. The luck holds and the second roll lands on 13: the ritual Sanctum). Protected from the watchful
advantage 2. One more successful roll and Hoska is senses of player characters, other cult followers and
free. But unfortunately, the third roll is 17; the guard hunting abominations they will use the might of
comes closer and the advantage is 1. Hoska’s player the Vile Water to gain power and influence. It is not
sighs nervously. The hunt goes on! unlikely that their doings will become known to
the characters, and in that case they are probably
in for a whole series of adventures trying to bring
Farewell to the them down.
Adventure Landscape
The Spider Xanathâ
Since Tomb of Dying Dreams is an adventure If Xanathâ ends up as the one in possession of the
landscape it is hard to know exactly what will Vile Water it may take a while before the effects
happen as the characters deal with its challenges, start to show. Initially, she disappears into the
and also what the outcome will be. There is, how- depths of Davokar, and from there she makes the
ever, one question of great importance to which leap to the Spirit World.
one can foresee a limited number of answers: who Whether she takes this action to protect the
or what will be in possession of the Vile Water? In world from the artifact or in the hope of being able
this section you will find the most likely answers to use it herself the Game Master has to decide,
to this question described, along with a few hints but the latter option should appear appealing: the
on what they can mean for the future. thought of a black-striped Xanathâ who has fused
with the Vile Water in the hope of gaining strength
The Player Characters enough to fight the evil of Davokar but has become
What the characters do with the highly corrupted blight born in the process. That certainly has a both
artifact is up to them. Will they use it to their own tragic and epic ring to it.
benefit, at the cost of attracting corruption? Will
they take it to Ordo Magica or the monastery of The Creeping Darkness
the Black Cloaks? Or will they make use of their If the Creeping Darkness consumes the Vile Water
contacts within the Iron Pact to have the elves deal it almost instantly grows from spanning about fifty
with the evil? No matter what they choose, it is no paces to ten times as much. The Dark sets root in
doubt an adventure in itself. the tomb and starts to infect the entire area, soon
They will be hunted from the get go, by the crea- known as the Nightmire.
tures and persons who survived this adventure. In time, the Nightmire will expand over and
And should all of them have perished, you can be beyond Malgomor, meaning that all transports
sure that other monstrosities and dark-minded on or along the river are made next to impossible.
cultists will feel drawn to the black might of the Maybe it will take an unholy alliance of witches,
Vile Water. theurgs and even sorcerers to deal with the situ-
ation? In that case, who would be more suited to
The Cultists arrange and lead such a motley crew of agents than
If the cultists end up with the artifact they will the player characters?
bring it back to civilized areas, trying to hide it
behind skillfully crafted magical veils (for instance The Thorn Queen Fangafa
If Fangafa merges with the artifact, the outcome
will be similar to what happens with the Creeping
Darkness as the winner. The abomination is filled
by the corruptive powers and starts to pull the
Affect the Future mausoleum and its surroundings down into the
dark of the Underworld.
If you wish, you are welcome to visit our forum at Reddit and look up the At the bottom of this expanding cavity she makes
post named “The fate of the Vile Water [Spoilers]”. We would very much like herself a nest worthy of the Queen of the Abyss.
to see what you (and others) tell us about how your players handled the She and her offspring will reach out into the river,
Tomb of Dying Dreams and, not least, what became of the Vile Water. We making it very risky to travel the waters. And it does
will definitely have the content of this thread in mind when creating future not take long for the stories to reach civilization –
adventures. stories about creatures looking like slithering thorn
bushes that attack boats on Malgomor, pulling them
down to the bottom.
34
APPENDIX 2
Appendix
In this chapter you can read about the additional rules introduced in Tomb
of Dying Dreams. But first comes a more in-depth description of all the artifacts
featured in the adventure.
Artifacts
Tomb of Dying Dreams is the first official the carafe can radiate with the dark of the Abyss,
Symbaroum adventure to take the characters on a thereby blackening an area even if the sun is high
journey to the depths of Davokar. As a result of this, in the sky. This means that a place (for instance a
the Game Master will get several new examples of room indoors or a forest grove) goes dark for the
how mystical artifacts may be designed. remainder of the scene, dark like a night without
With these new finds, the players who have stars or moonlight.
already bound one artifact or another to their Action: Free “Wisdom like ashes
characters will start to realize that one should not Corruption: None dust on the path of fate
be too hasty to enter into such covenants. Each death will wash you black”
time an artifact is bound to the character he or she Revelations of the Night
must pay with one Experience or suffer permanent The flask contains 10 drops of Vile Water, which The Symbarian writings
corruption, which can lead to problems. The char- can be dripped on living tissue. Each drop grants on the carafe can be
acter who is too quick in grabbing the treasures of 1D12 Experience to be used however the receiver read by a master Lore
Symbaroum will soon end up in a situation where wishes, at the cost of one permanent corruption. master. The learned
additional items must be passed up – for he or she When all drops are used the vial is empty and the one also recognizes
who later down the road finds a very potent artifact, artifact spent. the style and rhythm of
this conclusion may be downright depressing … Action: Active the poem, clearly the
Corruption: 1 permanent corruption/drop hallmark of he who is
The Vile Water called the first court
The Vile Water consists of pure corruption, like an Black Synergy poet of Symbar, Marulu
inverted Water of the Dusk (page 186 in the Core He who bows before the supremacy of the Dark can Dako-Fei.
Book). It looks like black mercury and gives off dark use its blackness to enhance the powers of Sorcery.
fumes of corruption if not contained in a vial. In Once per scene the synergy can add +1 tier to the
King Hurian’s tomb the liquid is collected in a small effect die.
carafe wrought from translucent, volcanic glass. Action: Reactive
To bind yourself to this particular artifact Corruption: None
requires you to accept one point in permanent
corruption. The Vile Water has the following Salvation of Darkness
attributes: The master of the artifact can crush the vial
with a thought, thereby releasing its darkness.
Black-Light All creatures present with at least 1 corruption
In the hands of one who has accepted Darkness, (temporary or permanent) immediately suffer 1d12
35
TOMB OF DYING DREAMS
in permanent corruption. Beings that already have also be noted that she never uses her true name,
permanent corruption are only affected if the out- not even with her master; instead she always calls
come is higher than their current corruption – if so herself Longenuff.
they suffer the difference. If the outcome is equal to Fullangra has the following characteristics and
or lower that the current corruption value, nothing powers, to be employed by her master:
happens. The effect affects the master himself if
he has any corruption; only creatures with zero Faithful Servant
corruption are safe from harm. Fullangra can be ordered to act as bodyguard, guard
Action: Free a place, fetch and deliver, handle a lever or be sent
Corruption: 1D12 (see description) to the nearest town to sell or buy something. She
performs the task dutifully and needs no sleep or
Fullangra food. She takes no initiatives of her own – when
The crooked dwarf Fullangra – or Longenuff, as she the task is completed and she has no orders, she
calls herself – was caught by sorcerers long ago and mystically teleports back to the chest to await the
bound to the carved wooden chest which carries next command.
her image. She has served many masters over the Fullangra always moves at Death March speed,
centuries, warlords and local kings, always loyally without rest. Consequently, each longer journey
but never without whining and complaining. Her requires a D20 roll: the outcome 20 means she is
bad temper made the latest owner, King Hurian-Lo caught by a monster or dies some other way. If so
Apak, grow tired and put the chest in his treasury she teleports back to the box and refuses to leave
instead of making use of her services. Centuries it for a week. If the ordered task puts Fullangra
of lonely sulking in the box have made Fullangra close to the chest, she can be played like a second
soften a bit and she will serve her next master with character by the master’s player.
more mutterings and whispered complaints than Action: Active
loud disapprovals. Corruption: 1
Fullangra speaks in an ancient Symbarian
dialect and can neither read nor write. When some- Fullangra, the King’s Servant
one binds to the artifact, a mystical bond appears “Bury me standing, I’ve lived on my knees.”
between him and the dwarf, meaning that they
Manner Mutters to herself and looks at
can communicate telepathically. For anyone else
the world with a dark gaze
it takes the ability Loremaster at the Master level,
and a successful Cunning test to converse. It must Race Dwarf
Resistance Ordinary
Traits Absolute Memory (see page 39),
Earth Bound (see page 39)
Fullangra and dwarven history Accurate 5 (+5), Cunning 13 (−3), Discreet 10 (0),
Persuasive 7 (+3), Quick 10 (0), Resolute 9 (+1),
Player characters who treat Fullangra with respect can get the otherwise Strong 15 (−5), Vigilant 11 (−1)
taciturn dwarf to share her view on the history of her people – as she remem-
Abilities Iron Fist (novice), Natural Warrior
bers it after centuries in the chest. According to her, the dwarves lot in life (adept), Strangler (novice)
has been a long journey through misery, repression and forced assimilation.
Weapons Unarmed 1D6+1D4 (two attacks
“We were born as worms in the rotting flesh of the Worldserpent, and
at the same target), strangula-
were granted wit by Symbar’s princes to make us better slaves,” she says tion 1D6 per turn
about her people. But there was pride and a longing for liberty too: “We
Armor None
devised a language of our own, with codes and secret double-meanings,
so complex that not even the masters could comprehend. We never wrote, Defense 10
because what’s written can be read, interpreted, deciphered. Our dreams Toughness 15 Pain Threshold 6
were our own, no one else’s.” About their home beneath the city of Dakovak Equipment None
she says: “We built nothing, created nothing, owned nothing so nothing could
Shadow Like fog over Davokar’s ponds,
be taken from us. The masters could kill us, but with each corpse yet another with lonely soot flakes dancing in
secret was lost to them. Not even their death magic could touch us and for the mist (corruption: 3)
that they hated us – and with time they came to fear us as well.” What has Tactics: Fullangra obeys orders, to the point. If
happened to the dwarven people after Symbaroum’s fall she knows absolu- she is killed (reaches 0 in Toughness, no death
tely nothing about. rolls are made) she returns to the box where she
licks her wounds for seven days.
36
APPENDIX 2
Table 2: Fullangra’s chance to successfully assassinate
37
TOMB OF DYING DREAMS
38
APPENDIX 2
New Rules
Absolute Memory, trait Fleet-footed, trait
The individual belongs to a race that traditionally The creature moves at an unusually high speed. In
does not use writing but instead has developed situations where precision counts, the movement
memory techniques to preserve important knowl- is 13 meters per turn. And in connection to the rule
edge. Hence, the person remembers all it has seen on Flight & Hunt, the trait gives a +3 Quick bonus.
and heard, technically meaning that the player may
ask the Game Master about details experienced Many-headed, monstrous trait
by the character during previous adventures. The creature has multiple heads or limbs governed
The Game Master must answer as thoroughly and by separate brains/minds, and can use them inde-
honestly as possible. pendently of each other. Damage is suffered sepa-
rately by each part, so they have to be taken out one
Crushing Embrace, monstrous trait by one. When all are eliminated the creature dies.
The creature’s natural weapons allow it to grip, A drawback is that the traits Armored and Robust
hold on to and crush its enemies. are weakened at the higher levels of Many-headed:
such a massive and simultaneously limber body
I Action: Reactive. When the creature makes a cannot fully use all its protection and strength in
damaging hit with its natural weapon, it may try all directions at once.
to take hold of the enemy. To not get caught, the
target must successfully roll a [Quick←Accurate] I Action: Passive. The creature has two limbs or
test. If the target fails it must succeed with a heads and may act with them separately; the
[Strong←Strong] test to get loose, or take 2 dam- creature has two combat actions per turn.
age each turn as the grip tightens (ignores armor). II Action: Passive. The creature has four limbs or
A held creature may not act, but on the other hand heads and may act with them separately; the
the monster is unable to use the natural weapons creature has four combat actions per turn. The
for additional attacks while maintaining the grip. traits Armored and Robust work as if one level
II Action: Reactive. As level I but the damage is 3 per lower for the creature.
turn. III Action: Action: Passive. The creature has eight
III Action: Reactive. As level I but the damage is 4 per limbs or heads and may act with them separately;
turn. the creature has eight combat actions per turn.
The traits Armored and Robust work as if two
Earth Bound, trait levels lower for the creature.
The spirit of the creature is bound to the flesh,
rather than to the mind, which is why it does Purple Sap, elixir
not suffer from corruption like others. Instead of The Purple Sap is made from a decoction of a purple
becoming tainted and corrupt, all corrupting effects Lily of the Valley, a flower whose cleansing proper-
affect Toughness instead of Resolute. Temporary ties and resistance to corruption were discovered
corruption strikes directly at Toughness as if the by the witches of Davokar long ago. Brewing the
creature suffered a physical injury, and it is normal elixir is hard and only a true master can make the
for such damage to result in internal bleeding or most of the flower’s potential.
even open wounds on its body. A novice alchemist can brew a potion which
Permanent corruption causes a permanent immediately removes 1d4 of temporary corruption
reduction to the base of calculating the creatures from the user, while the potion of an adept heals 1d6
Pain Threshold. The actual Toughness is not reduced and that of a master 1d8. To purchase the elixir is
when the creature suffers a point in permanent expensive, because of the rare ingredient. A dose of
corruption, but the Pain Threshold is affected as if weak Purple Sap costs 4 thaler, the medium formula
its Toughness had suffered a -1 penalty. Practically, 8 thaler and a dose of strong elixir 12 thaler.
this means that the character's Pain Threshold
value is lowered by 1 for every other point gained Slow, trait
in p
ermanent corruption. The creature moves at an unusually low speed. In
If the Pain Threshold reaches 0, the creature dies situations where precision counts, the movement
a painful death because of internal bleeding and is 7 meters per turn. And in connection to the rule
failing organs. on Flight & Hunt, the trait gives a –3 Quick penalty.
39
40
t the morning assembly, Magister Senia
told us that she has established a circle
here at the keep and completed a first
report to Thistle Hold. I notice that
others besides me find this reassuring,
even if all of us know that the feeling of security was
A
an illusion: we are a long way from safety and the
circle will not save us if threats arise. But we can
get advice, and that is a very precious thing in an
exposed situation like ours.
The investigation of the ruins has afforded both
TOMB OF DYING DREAMS
41
42
R
One day’s travel
OMO
N
G
w e
TOMB OF DYING DREAMS
MAL
s
The Outpost
Headquarters
The Sinkhole
The Tomb
APPENDIX 2
ty
T h e R uin C i
Baiaga o f O d ab an
S e r an d s ple T h e C o lu mn s
p y r a mi d Sun Tem
o f H a g an o r
The
ruins
e rs o f
E a r t h To w e c h R
the Black Le if t
V O
K ar v o s t i
N
L G
G
O M O R Karohar
O
L
A
M
M
A
Ja k a a r M e li m a
0 50 km
O d a i o va
E
A O R
N
Thistle Hold
NEW
E
Be
re
B
nd L
or I Kurun
ia S
or
Tempelvall
g
N aru
Prio
s’ Do
m ain
Kasa
nd
ri
Agrella en
M
U D R A
D O
E
B
E L
Yndari
en
Redina
V E L O A
M
43
In the shadowy halls of Davokar
Grandiose treasures lay
side-by-side with items that should not be touched. Unfortunately, it
can be hard to tell one from the other without touching, and by then it is
often too late. Can that simple truth explain why master Cornelio, Ordo
Magica’s Chapter Master in Thistle Hold, has looked so grim lately? Is
his troubled state of mind somehow connected to the reputed Tomb of
Dreams, where his disciples have uncovered a mausoleum riddled with
markings from the early days of Symbaroum?
Rumors are circling among fortune hunters and free explorers.
Some attribute the Chapter Master’s grim face to troubles regarding
how to salvage and transport the treasure from the remote burial
mound; others say that he worries about Mayor Nightpitch’s claims
on transparency and tolls. But the older and more experienced suspect
that there may be other explanations for Cornelio’s dark gaze. And if they
are correct, many more than Thistle Hold’s wizards have reason to fear
what is to come …
Tomb of Dying Dreams is the third and final episode in the adventure suit meant to introduce
players and GMs to the rules and game world of Symbaroum. It is time for the player characters
to embark on a journey into Davokar, taking them to a location with ancient ruins, horrifying
adversaries and secrets which have been buried for centuries.
Among other things, Tomb of Dying Dreams includes a rich adventure landscape set in the depth
of Davokar; a dozen creatures and NPCs to cooperate with or fight against; five full color maps and
as many handouts; five mystical artifacts, six new traits; and the elixir Purple Sap that can wash
your spirit free from the taint of corruption.
Construction: Mattias Lilja och Mattias Johnsson Translation: Mattias Johnsson Proofreading: John Marron, Paul Baldowski
Graphic design and maps: Johan Nohr Illustrations: Martin Bergström