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FAS14411 Earthdawn 4e - Legends of Barsaive 09 - Once Bitten, Twiceborn (2021!07!11)
FAS14411 Earthdawn 4e - Legends of Barsaive 09 - Once Bitten, Twiceborn (2021!07!11)
Additional Development
Josh Harrison, Morgan Weeks
Editing
MIchael S. Allegro II, Karol Rybaltowski, Debbie Seale, Andi Watson, Morgan Weeks
Art Direction
Josh Harrison
Layout
Anna Urbanek, Josh Harrison
Cover Art
James Higgens, Larry MacDougall
Interior Art
Tom Baxa, Jeff Laubenstein, Larry MacDougal, Tony Szczudlo
Maps
Monika Auraya Czyzowocz
Playtesters
Russell Ahrens, Lisa Bullen, Pat Bullen, Drew Caldwell, Cheryl Pritchard, Dan Pritchard, Bryan
Townsend
$2.99 Internet: http://www.fasagames.com
ISBN 978-1-938869-99-0 Contact: LegendsOfBarsaive@fasagames.com
50299> PDF Release - July 2021
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Earthdawn and all associated trademarks and copyrights are
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Published by FASA Games, Inc. All rights reserved.
9 781938 869990
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Table of Contents
What is Legends of Barsaive?.4 The Dragon’s Domain .........23
Using this Adventure.............. 4 Overview....................................23
The Story So Far....................... 5 Setting the Stage.....................23
Chapter Overview................... 6 Themes and Images...............23
Vardeghul’s Business ............ 7 Behind the Scenes..................24
Overview.......................................7 Troubleshooting......................26
Setting the Stage........................7 Circling Back...........................26
Themes and Images..................8 Overview....................................26
Behind the Scenes.....................8 Setting the Stage.....................26
Troubleshooting.........................9 Themes and Images...............26
Leaving Town .........................10 Behind the Scenes..................26
Overview....................................10 Troubleshooting......................27
Setting the Stage.....................10 Side Jobs...................................27
Themes and Images...............11 Overview....................................27
Behind the Scenes..................11 Setting the Stage.....................27
Troubleshooting......................12 Themes and Images...............28
Entering the Earth.................13 Behind the Scenes..................28
Overview....................................13 Troubleshooting......................29
Setting the Stage.....................13 Loose Ends...............................29
Themes and Images...............14 Cast of Characters.................30
Behind the Scenes..................14 Opponent Groups...................30
Troubleshooting......................18 Half-formed Brute .................31
A Message for the Queen ....19 Average Cadaver Men...........32
Overview....................................19 Gronk...........................................34
Setting the Stage.....................19 Twiceborn..................................35
Themes and Images...............19 Dova and Grun.........................35
Behind the Scenes..................20 Vestrial Cultists .......................36
Troubleshooting......................22 Unforgivables ..........................37
3
WHAT IS LEGENDS OF BARSAIVE??
Legends of Barsaive is meant to be a “living” campaign setting, where a particular
character builds their legend across many tables. A character in Legends of Barsaive
begins at First Circle, created using the standard rules listed in the Earthdawn 4th
Edition Player’s Guide or the alternate rules presented in the Legends of Barsaive:
Characters packet. Alternately, players may use any of the pre-generated characters
in the Player’s Guide and transfer over the rewards they earned to a character created
later.
As Legends of Barsaive progresses, the players adventure in and around the
frontier town of Haven and become embroiled in the politics of the ruined city.
Further background details about this setting can be found in the Legends of Barsaive:
Haven Guidebook.
4
THE STORY SO FAR...
When Parlainth was constructed as the provincial capital, it was built with four
districts. The eastern section became the Smalls. Packed with the destitute working
class, the Smalls were home to thousands of Namegivers scratching out a living only
slightly better than an average Theran slave. In contrast, the northern section is dubbed
the Vaults. Here the elite of Parlainth stored their accumulated wealth in ostentatious
buildings. Underneath both districts, access tunnels conveyed the poor of the Smalls
north to work in the homes of the wealthy. As the Scourge neared, more passages
deeper underground were constructed. Some were designed as hidden passages into
private storage chambers, and others led to secret workshops for experiments.
After Parlainth returned from its astral pocket, these foundations were still usable
and creatures moved in to re-purpose the fallen city. Beneath the Smalls, the Cadaver
Queen Twiceborn made her lair. Risen Namegivers from the Theran underclass
formed the core of her forces. Her cadre grew as unfortunate treasure hunters died
in her domain. The wealth of the Vaults attracted the black dragon Charcoalgrin and
with her came an army of sycophantic “Unforgivables.” This army consisted mostly of
renegade Namegivers, but among their number were more exotic creatures: ogres,
wyverns, even a naga or two were reported in the northern quarter. Deeper beneath
the earth, in the blind tunnels and lost workshops, some Horrors lie in wait for their
chance to strike.
Over the past decade, Twiceborn’s army of the dead has grown proportionally
with the population of Haven. In LoB102: Lip Service a small group of cadaver men
were caught retrieving and converting some of the marginalized people of Haven. The
end goals of these cadavers and whether their plan was part of a grander scheme
was never uncovered. This issue was high on the priority list of Haven’s cooperating
Adventuring Companies. That is until, the Companies tied their hands with mistrust.
In the aftermath of LoB108: Brain Scratch, it is clear the higher echelons of the
Adventuring Companies were twisted towards unleashing a great evil in the ruins.
Infiltrated by impostors, the Companies had no choice but to thoroughly investigate
their members before they could consider trusting anyone. It will take that much
longer before they are comfortable enough to openly cooperate.
With the Companies sidelined, it falls to the upstanding citizens of Haven to
protect their interests. Reluctantly, Vardeghul has stepped up to fill this role. She is
aware of the threat the cadavers could pose to the surface if they coordinated an
attack and hopes to formalize a truce between the living above and the dead below.
Vardeghul turned to a mixed group of adventurers to act as her intermediaries in the
negotiations. She hopes any conflicting loyalties among her recruits will keep them
honest with each other and focused on the mission.
5
CHAPTER OVERVIEW
The adventure begins in Vardeghul’s Business. The charatcers arrive at the
Lore Exchange in the middle of a downpour, prepared to embark on a job. They are
informed of Vardeghul’s desire to forge a truce with Twiceborn and warned not to stir
up too much trouble in the catacombs. The group is reminded that anyone could carry
a Horror’s mark and no one should be trusted, even members of their own group.
With a sealed letter promising payment to Twiceborn, the group is dismissed with
only vague directions on how best to approach the Cadaver Queen.
In Leaving Town, the group is approached by Bermon of the Lawbringers and
Elora of the Last Cause. These two are already aware of the group’s mission and have
“opportunities” the charatcers may wish to explore. Bermon warns of a potential cell
of questors of Vestrial (who happen to be guarding the nearest Catacomb entrance).
Elora presents a contract she would like Twiceborn to sign so members of the Caravan
may traverse the Eastern Catacombs unmolested.
Finally out of Haven, the group finds their way to the scene Entering the Earth,
where the party meets a “family” of dwarfs charging a toll for entrance into the
catacombs. These are servants of Vestrial, though their desire to trick and charm the
players makes that difficult to determine. The charatcers may investigate the family
and their home to uncover the truth about them, or they may ignore the cult and
possibly find themselves at its mercy later when leaving the catacombs.
In A Message to the Queen, the group easily find their way in Twiceborn’s domain.
After talking their way past a cadaver patrol, they end up in the throne room of the
Queen of the Dead. As long as the group follows Vardeghul’s directions, they should
be able to avoid joining the Queen’s court. Unfortunately, Twiceborn refuses to strike
a deal if she cannot gain access to the Northern Catacombs. She needs room to expand
and, without assistance, claims Charcoalgrin is a more difficult opponent than the
people of Haven. Twiceborn is happy to send the party north to handle the dragon’s
minions on her behalf.
The Dragon’s Domain offers characters the option of a difficult combat or another
complex negotiation. The ogre in charge of the chamber’s defense is a formidable foe
with a poor grasp of Throalic. The group can either strike a deal or kill the ogre and his
Unforgivable followers. Either way, they secure the passage in Twiceborn’s Name. In
the chamber, the group uncovers a mural that seems linked to the badges discovered
in LoB105: Games of the Hungry.
The characters eventually return to Twiceborn’s throne room in Circling Back.
They might need to request lost circlets to finalize negotiations with the ogre, or they
might be there to report a job well done. In either case, Twiceborn intends to send
the players to the Southern Catacombs to uncover the truth about her lost patrol of
cadaver men.
Finally, in Side Jobs, the players find themselves ambushed by a brute,
a conglomerated mass of corpses assembled by a now deceased wormskull. Evidence
indicates the wormskull was slain by an even greater threat deeper in the catacombs.
With the circlets taken from the fallen brute, the group can finalize their deals with
the more reasonable denizens of the Catacombs and escape with their legends intact.
6
VARDEGHUL’S BUSINESS
(15 Minutes)
Overview
The group is called to Vardeghul’s Lore Exchange. Vardeghul is taking it upon
herself to postpone the cadaver threat. She isn’t happy with the resources she is
spending, but knows an important investment when she sees one. If the players are
not familiar with LoB102: Lip Service, LoB103: Separation Anxiety, or LoB108:
Brain Scratch, Vardeghul can fill them in on the salient details. What is critical is she
needs a team willing to negotiate with Twiceborn. She hands over a package, explains
the plan, and sends the group on their way.
7
herself the Cadaver Queen, and who are we to argue? She has hundreds, at least,
wrapped around her finger. Probably more every day. If she decides to move her army
to the Smalls, the gangs there wouldn’t last a day. Then they would be on our doorstep,
at our gate.”
With a flourish and a sigh she rocks back on her cushioned chair, “Normally I
wouldn’t care about her macabre little army. The Cadaver Queen coming out to play
would galvanize the village. Mayor Torgak would lead the charge, we’d go to war, and a
long standing threat would be... well... not standing anymore. But if Twiceborn were to
march now? We wouldn’t unite like we should. In fact, I bet those corpses would be over
the walls faster than a Last Causer cheats, get me?”
Vardeghul reaches under her chair and pulls out a large envelope sealed with
Torgak’s sigil. “I need someone to go down and talk to that... ‘woman’ before she gets
the wrong idea. She’s a prickly one, and prefers to use intermediaries for the small stuff.
But this is a big deal. Present this letter, say it and the item inside are for her hands only.
Twiceborn is many things, but she considers herself a lawful ruler. If she keeps her forces
out of the Smalls for a year and a day, she can have the other half of the set. That should
buy us time to root out whatever is going on in this town. If she likes the bait and takes
the deal, we can trust her until the transaction is complete.”
Her fingers loosen on the envelope slowly, clearly unused to parting with her wealth.
She grimaces then summarizes the job, “You go down. You get the parcel into her hands
only. You get her to agree to our terms. You come up. You get paid. Any questions?”
8
Other relevant knowledge skills may be used to help characters who missed any
of the previous adventures get a rough idea of what has happened around town. They
could easily know about Garlen’s Alms, the independent schemes of Torgak’s deputy,
and the dopplelgangers exposed at the end of LoB108: Brain Scratch.
If the group was involved in LoB102: Lip Service and either publicly revealed
the investigation or accepted Archiana’s offer, Vardeghul notes the AUE isn’t stepping
up to handle the cadaver problem, implying this job will get the characters back
into Torgak’s good graces. She avoids outright lying to the group, but if she senses
they might walk away from her offer she makes whatever claims are necessary. An
Interaction (12) test to sense deceit notices any lies Vardeghul is forced to tell.
If the group worked for her in LoB103: Separation Anxiety, Vardeghul tells
them this is their chance to make up for the botched retrieval of the Sextant. However,
she reluctantly admits the artifact retrieved in LoB108: Brain Scratch could—one
day—allow the damaged artifact to be repaired.
Anyone handling the envelope can make a Perception (7) test to notice there
seems to be a few pieces of paper in the package as well as a small box. Any extra
successes reveal the box seems to be a simple, hinged variety typically used to hold
jewelry. If asked about the contents of the package, Vardeghul eyes the character
suspiciously then states it is an earring. The object is valueless without its mate and
she sternly warns the party against any “bright ideas.”
If the group asks Vardeghul how to enter Twiceborn’s domain, she shakes her head
and mutters that she hopes she isn’t sending lambs to the slaughter. She offers to sell
a map to the nearest entrance for a “mere” five silver per character, even generously
offering to take the price out of the future payment for a cash-strapped group.
If asked about Twiceborn in general, Vardeghul says the woman’s brains have
been rotting away for some time. “Twiceborn is a despot who demands respect, and
when you’re in her domain you’d damn well better give it! She has dozens of soldiers
on hand. Try to open negotiations with the envelope, hand over the shiny inside. Play
up the pomp if it feels right—the woman loves ceremony. That should at least get
her to hear you out. If she decides she doesn’t want to treat with a surface envoy, she
should give you a chance to leave peacefully. ”
Vardeghul offers 200 silver to each character just to go down and return with
Twiceborn’s response, no matter the result. Securing Twiceborn’s agreement is the
real task though, and worth an additional 300 silver per character.
Troubleshooting
Any attempts to rob Vardeghul should be shut down quickly by the shrewd
t’skrang’s glare. She is in her element here and notices anyone disturbing her clutter.
Adventurers might be apprehensive about speaking with Twiceborn directly.
Vardeghul pushes them toward accepting using every trick in her book. She mentions
Haven needs heroes to step up and protect them at a time like this. She also says how
restricted by law and ceremony Twiceborn is, almost always returning respect once it
is given. The gamemaster can also emphasize jobs are few and far between since the
events of LoB108: Brain Scratch and turning one down now is a poor career move.
9
LEAVING TOWN
(15 Minutes)
Overview
The Adventuring Companies are busy rooting out their own corruption and
incapable of taking decisive action. Still, those who care about Haven’s future know
what Vardeghul is up to and two interested Company leaders come out of the
woodwork to offer the group information and silver. Bermon of the Lawbringers has
received conflicting reports that suggest a cabal of Vestrial worshipers have moved
into the nearby catacombs. Additionally, Elora of the Last Cause Caravan wants to cut
an extra deal with Twiceborn and tries to recruit the players. She wants to negotiate
with Haven’s dead for access to Twiceborn’s tunnels to secure safe trade routes for
those bearing an agreed-upon insignia.
10
Shouted above the storm you hear a commanding male voice, “Hold please, if
you will! You’re the heroes Vardeghul hired, correct? I would like a moment of your
time.”
Bermon’s Gang
Bermon doesn’t enjoy the idea of entreating with a creature like Twiceborn,
but he acknowledges Haven’s need to stall for time. He sought out Vardeghul’s hired
group of adepts so he can size them up for himself. He also wants to offer them a
warning about the tensions in Haven and what guidance he can.
As soon as the group acknowledges him, Bermon wishes them luck in their
task and any who do not are “no true citizens of Haven.” He also says whatever the
Horrors are up to, ruining these negotiations would certainly be to their benefit. With
that being the case, he recommends the players take anything they hear with a grain
of salt. The deal with Twiceborn is the most important task and anything putting it in
jeopardy should be cast aside.
Realizing he just warned the characters against taking unsolicited information,
Bermon wants to share information he has about the entrance to the Eastern
Catacombs (this entrance is the same one the group learns of if they made the earlier
Knowledge test or purchased the map in the previous scene). The Lawbringers know
a “gang” has moved into the building that houses the Catacomb entrance. While they
11
may appear pleasant at first, this group of dwarfs are reportedly servants of Vestrial,
the Mad Passion of trickery. However, Bermon is suspicious of this information and
thinks the group might be nothing more than a neighborhood protection scheme.
While the Lawbringers frown on gangs operating out of the Smalls, those who
help their neighborhoods are generally ignored and allowed to operate. Bermon wants
the group to prove the innocence of the dwarfs, collect their Names, and determine
their relationship with the Passions. He points out any questors are unlikely to claim
reverence for a Passion other than their own. Should the party prove the gang’s
innocence, Bermon is willing to pay the players as though they slew cultists.
Of course, if the gang proves to legitimately be followers of the Mad Passion, there
is a standing bounty on their head. Along with proof (typically a tattoo or religious
symbol is sufficient), the Lawbringers will pay. Whether guilty or innocent, a report
with proof nets each character 250 silver.
Bermon acknowledges that attacking the gang is a risk. So long as the group
keeps their guard up, they will likely be allowed to pass peacefully. He leaves it up to
the group to decide what to do with the offer and information.
Elora’s Deal
Once Bermon concludes his business, he will lead his militiamen on into the
guardhouse. Elora stays behind and offers the group an opportunity to increase the
scope of Vardeghul’s negotiations.
Elora has a sealed letter proposing an agreement between Twiceborn and the
Last Cause Caravan. The Caravan wants safe passage through the Eastern Catacombs
for up to a dozen Namegivers in the company of someone bearing an agreed upon
insignia. In exchange these groups would provide some of Haven’s executed criminals
to Twiceborn.
Elora is willing to pay the group a fee of 350 silver each if they successfully
negotiate the contract with Twiceborn, and also promises the group will be allowed
access to the chosen insignia.
She does not enjoy the thought of more cadaver men wandering beneath the earth,
but believes Twiceborn will fill her ranks one way or another and would rather the
Queen of the Dead take executed criminals than fallen heroes. If the players balk at the
deal she reminds them very few crimes in Haven are punishable by death. The short
list includes: knowingly assisting a Mad Passion or Horror, slaving, and “unjustifiable”
homicide—all crimes that prove the perpetrator an irredeemable danger to society.
Troubleshooting
The group should recognize Bermon before things come to blows. It is possible
the characters will flee from the Lawbringers, though that likely means pushing on to
the gatehouse. The gatehouse holds six of Torgak’s deputies, who become nervous if a
group of agitated adventurers barges in on them.
While Bermon and Elora are concerned some of these guards may work for a
sinister force, they are still willing to enter the gatehouse and ask for a private meeting
with the group before they venture into the ruins.
12
ENTERING THE EARTH
(45 Minutes)
Overview
Using the Catacomb entrance pointed out by both Vardeghul and Bermon, the
charatcers come across a group of dwarfs blocking their path. They may pay a simple
toll or decide to investigate the group as Bermon requested. If the group learns of
other entrances they prefer to use, they can circumvent this scene entirely and take a
different way below, skipping straight to A Message for the Queen.
13
If the group sneaks and peers into the windows:
Smoke emerges from the open window before being scattered by the rain. Peering
in you see four dwarfs gathered around a fire. Two are middle-aged, the other two are
younger adults by dwarf reckoning (though only barely).
A pot of deep-red stew sits on the fire, which one of the younger dwarfs stirs every
few minutes. The group is sitting in comfortable silence. One of them polishes a sword,
another idly flips through a tattered book.
14
any who take up residence on this block to be their responsibility. Unfortunately, all
six dwarfs are skilled liars devoted to the Passion of trickery. While the dwarfs act
friendly, their initial Attitude is Hostile.
All six dwarfs are skilled combatants. Due to the blessing of the Trickster Passion,
determining any one of them is lying requires a successful Interaction (13) test to
Detect Deception (this is Mother’s Social Defense, see p. 146 of the Gamemaster’s
Guide). Even if the group is unable to discern the lie, the characters have plenty of
reasons to suspect the dwarfs of foul play.
The dwarf that challenges them at the door is Named Dova, though she is more
frequently referred to simply as “Mother” by the others. She acts as though she has a
soft heart, allowing the characters into her home with any cover story that is remotely
believable.
15
The “father,” Grun, maintains a grumpy demeanor. As the group enters he pulls his
(entirely cosmetic) monocle from a pocket and inspects them. He grunts his approval
to the group if they are marginally polite and returns to polishing his sword. The faux
parents, Dova and Grun, are questors of Vestrial, while the others are merely cultists.
The “crazy uncle,” Schwidt I, is asleep in the corner. An Awareness (7) test is
required to notice the dwarf among the piles of construction materials. He barely stirs
when the group enters, though he does awaken and prepare for trouble. With two
extra successes on the Awareness test, a character notices Schwidt’s breathing and
overall demeanor indicates he is merely pretending to be asleep. If the group disturbs
him he grumbles, waves his hand, and rolls away from them, continuing his ruse.
The “brother and sister” are Schwidt II and Hundi. Both are just a few years into
adulthood. Schwidt has a cold and sniffles incessantly while reading through his book.
If asked, he will claim that the text is his deceased grandfather’s journal, though it is a
religious manifesto to Vestrial. Successfully reading enough of the text over Schwidt’s
shoulder requires being stealthy enough to avoid his notice, charming enough to
distract him, or some combination of the two.
Hundi is preparing the red soup and will cheerfully make small talk as she does
so. She asks where the group is headed, if they are adventurers, and to demonstrate
their artisan skills. She tries to get in good with whoever seems the dimmest or most
excitable among them.
Their “grandmother,” Basheer, is up on the second floor monitoring the rain
collection device and preparing to activate the release (see The Apartment Building,
below).
16
The first floor is the dwarfs’ primary living space. There are six obvious bed rolls
(with Schwidt I’s bedroll mixed in with construction materials and harder to make
out). One too many as they have not yet cleared out Dugan’s belongings. A large,
makeshift wooden trapdoor is in the back of the building. A slightly rotten wooden bar
is slotted over the door to prevent creatures wandering up from below (A Strength (5)
test is required to break through). In the front of the building is a fire with a large pot
of deep red soup over it. An appropriate Artisan or Knowledge skill (5) test is enough
to note the meat in the soup looks like pork, though pigs are uncommon in the area.
An extra success on this test reminds the character pork and most Namegiver meat
look similar at first glance.
The trapdoor leads to a mostly empty basement. The northern wall is collapsed,
allowing for access to the catacombs. On the far side of the collapsed wall are three
passages forming a T-intersection.. An Awareness or Survival (7) test is enough to
notice unusual red splotches and clear drag marks in the passage to the west.
The western passage holds a half-dozen corpses in varying states of disfigurement
and decomposition. The freshest was the cult’s seventh member, Dugan, who was
killed earlier today to provide the raw materials for the soup being made on the first
floor.
If the group continues north they will find themselves in a maze of tunnels and
can proceed to the next scene, A Message for the Queen.
The passage to the east (that the dwarfs mention specifically in Dealing with the
Dwarfs, below) is a cistern that contains two feet of quickly moving water while the
rain continues outside. A partially rusted-through grate has become little more than
a collection of sharp metal points. It is large enough for a windling to pass through,
though traveling down it proves very unpleasant. If the cultists are alive when the
group enters this room, they release their water collection device and flood the
chamber. The pressing water requires characters make a Knockdown (7) test or be
knocked down and sucked toward the rusting drain. Any target larger than a windling
suffers Step 8 (2D6) damage from being pressed against the grate. A Strength (7) test
can pull the victim away from the grate and into a standing position. Otherwise they
take damage each round for the next four rounds as the water rushes through.
17
Hundi tries to get the group’s attention and have them join her around the fire.
She attempts to get on their good side before offering them a bowl of “her finest red,”
which is what she has dubbed the soup she is working on. The soup itself tastes hearty
with a good mixture of meat and vegetables. Quick-thinking Hundi slipped some
poison into the soup as soon as the group knocked at the door. The debilitating poison
is Step 8 [Onset: 10 minutes, Interval: 4/1 round, Duration: 2 hours]. The duration
makes it likely to last through the entirety of A Message to the Queen and wear off
just prior to The Dragon’s Domain. More information on poisons can be found in the
Gamemaster’s Guide, p. 171.
If the characters identify themselves as adventurers interested in venturing into
the catacombs, the cultists will tell a well-rehearsed (and entirely fictional) story
about a dangerous threat in the passages below known as “The Collector.” They claim
that you can hear it approaching by the jingling of its pouches full of silver. It is said to
carry along a wicked knife, the better to menace its victims. They spin a tearful yarn
about their grandfather who passed down below while exploring the eastern tunnel.
Dova frowns after telling the tale, then her face brightens as though she has just
had a thought. She tells the group if they could slay this threat, the dwarfs would be
eternally grateful and waive their tolls in the future. Plus, she offers the group can
keep whatever the Collector has hidden away in its lair! The dwarfs are using this false
rumor to bait the flooding trap (see The Apartment Building, above).
If the characters bring up the topic of the Passions and try to get the dwarfs to
self-identify as questors of Vestrial, they find the family evasive. Dova will say that she
believes the Passions are interested in the realm of countries and kings, but claims to
have never seen any of them. She wonders how places like the Smalls could exist if
the Passions truly wished to help the world. If the group continues to push, or make
themselves seem sympathetic to Vestrial, Grun acknowledges he once heard a story
that Vestrial’s “Mad” reputation was merely another one of the Passion’s tricks and the
Passion may well be working to establish confidence with his fallen family members,
seeking to find a cure from the inside. Dova responds to that story with a scowl and
Hundi’s frightened eyes grow large. They refuse to speak further on the subject.
Troubleshooting
If the group is not particularly suited for combat, the gamemaster can weaken
the cultists. For each First Circle character, you may want to have one of the cultists
poison themselves with the soup over the course of the scene in an effort to convince
the players to eat it alongside them.
Detecting the dwarfs’ deception is purposefully difficult. They walk the path
of Vestrial and are very skilled at it. There are other ways to determine deception,
however. The number of bedrolls on the first floor not matching the number of dwarfs,
the body in the basement, the poisoned soup, and the journal Schwidt II is reading are
all clear indications something is amiss. If the characters attempt to investigate, but
find themselves stuck, pushing them toward the catacombs’ entrance can uncover the
body or the trapped cistern, making the truth about the cult clear, though the party
needs to batter down the barred basement door to return for the bounty.
18
A MESSAGE FOR THE QUEEN
(15 Minutes)
Overview
The group finds themselves representing the city in negotiations, and needs to
appear trustworthy and reputable for the talks to move forward. Even if the group
plays their cards right, Twiceborn cannot agree to their terms. However, a good queen
never turns down an opportunity, so the characters find themselves recruited into
one of Twiceborn’s schemes to gain her trust.
19
Twiceborn covers her uncertainty with the smug and royal attitude expected of
the cruel and vile queen. She initially suspects the living delegation is trying to trick
her into giving something away or accepting a terrible deal. For her part, she has
no desire to open hostilities with Haven. As long as the town remains, there is fresh
blood near her domain. All that is living eventually dies, and she intends to take the
resources naturally as opposed to forcing the issue. Whether she decides the group
can be trusted or that they are merely a pack of brutes, she determines they should be
able to handle her border dispute with Charcoalgrin.
Twiceborn and Charcoalgrin have been unable to peacefully negotiate with one
another, instead choosing to ignore each other whenever possible. Twiceborn is loath
to put herself in the dragon’s sights above ground and there are few tunnels large
enough to accommodate the dragon below.
20
A Final Warning
The group of cadavers are the final warning to turn back interlopers. They took
up an ambush position with four obvious guards straight ahead and two others lying
in wait down the other passages of the intersection (see Figure 2: Cadaver Guard).
Their leader is a former human man draped in veils from head to toe and referred
to as the Seneschal. He has a gaping hole in his throat and has difficulty filling his lungs
enough to speak. This causes him to force words out one at a time. The veils keep his
injury concealed, but the rest of his unit are uncovered and in varyingly obvious states
of decay.
If the group is honest (or mostly honest) with the Seneschal he tells his people to
stand down. If the players ask to see Twiceborn directly, the Seneschal warns them
“She. Does not. Like. Visitors. Particularly. Breathing ones.” When the group pushes
the matter, he shrugs and gives them one final warning, “All guests. MUST. Bring. A gift.
To be. Granted. Protection. Even then. Our Queen. Requires. Civility at. All times. A slip.
Of the tongue. May. See. That Tongue. Removed.”
As long as the characters agree to be on their best behavior and acknowledge
Vardeghul gave them a gift to present to Twiceborn, the Seneschal escorts them to the
throne room. He beckons the group forward, he and the three with him leading the
way down a dark tunnel. The four cadavers lying in wait take up an escort position
behind.
21
Twiceborn is willing to swear she will keep her people out of the Smalls for as long
as the passage through that chamber remains available to her. She cares little if
Charcoalgrin’s forces are killed or removed some other way, but she is unwilling to
use her own people to secure the passage, as she does not want to upset her neighbor
to the north.
When the party agrees to her terms, she dispatches the Seneschal to escort the
group to the edge of her domain. She reminds the Seneschal to remain out of sight of
Charcoalgrin’s servants. “If the living wish to get involved, that is their prerogative.
The dragon cannot blame us for what might happen.”
Troubleshooting
The group may become agitated when they run into the Seneschal’s guard, though
they should be reminded they came expecting to find walking corpses. If they attack
the Seneschal and win, they could find their way to Twiceborn’s throne room on their
own and feign ignorance. In this case, Twiceborn is far less amenable to their terms
and the group needs to ensure their lies serve them well.
If any character does not show Twiceborn the proper respect, they may sink the
deal. Twiceborn is interested in the artifacts Vardeghul is offering and makes every
effort to continue the conversation, but she cannot abide loose tongues. Sufficiently
reprehensible behavior sees the guilty individual “ejected from her court” and left to
wait in the tunnels while the negotiations continue without them.
Players who scuttle their chances with Twiceborn must settle for their smaller
payday as any attempts at combat in the queen’s halls are doomed to fail.
22
THE DRAGON’S DOMAIN
(45 Minutes)
Overview
The cavern ahead of the group contains a contingent of Unforgivables led by an
ogre Named Gronk. Gronk is tasked with excavating the chamber and copying down
the enormous mural along its western wall. Negotiations with the ogre are difficult
due to a language barrier. However, if peaceful contact can be made, the ogre allows
the cadavers through if his deceased twin’s prized rings are returned to him. The
players could instead commit to a challenging battle with the contingent. Either
approach serves to fulfill their obligation to Twiceborn.
23
Behind the Scenes
Talking
Gronk is an ogre (Creature Lore (7) to identify). Charcoalgrin told him to warn
away “Namegivers,” but cautioned him to only start a fight if they threaten her people.
On the other hand any “monsters” are to be destroyed on sight. Gronk oversees
protection for the dozen Unforgivables excavating this ruin and he is full of pride at
being one of Charcoalgrin’s chosen.
Gronk must be calmed down with an Interaction (7) test (his Social Defense)
before he is willing to converse. Gronk barely speaks Throalic, though he surprisingly
speaks perfect Windling. Any communication based talent or skill suffers a -2
penalty if communicated to him in Throalic. Additionally, if the speaker enraged the
Unforgivables in LoB104: That Which Was Lost, one of Gronk’s colleagues calls out
the behavior, adding a further -3 penalty.
If Gronk is convinced to talk, he explains his orders. He also slips into Windling
and uses a word that could be translated as either “monsters” or “thoughtless beasts,”
a fact simple for a native speaker to recognize. The simplest strategy for the party
is to convince Gronk cadavers should qualify as “Namegivers” instead of “monsters.”
However, Gronk is resistant to this reclassification because a group of cadavers
ambushed and killed his twin brother Thonk a few months ago. He claims Thonk
was a good soul and “never hurt nobody, not no how.” In Gronk’s mind, this proves
cadavers are monsters and gives him an excuse to smash the creatures on sight.
Gronk can be talked around and convinced the ambush must be some
misunderstanding, but he requires proof the cadavers possess compassion. After
killing his twin, they took his possessions. Gronk wants tokens by which he can
remember his brother, at least his brother’s ten “rings” returned. If Twiceborn
is willing to return the rings, perhaps cadavers can be good and therefore are not
monsters.
Fighting
The room is full of rubble as well as a lot of chaotic and unsafe scaffolding (see
Figure 3: Northern Passage). The Unforgivables keep their distance wherever
possible, preferring to clamber up the scaffolding scattered about the room and
attacking with their slings unless they see a chance to harry and overwhelm an
opponent. Movement on the scaffolding can be accomplished with a Great Leap,
Wound Balance, or Dexterity (5) test to maintain balance, otherwise that section
of scaffolding collapses, sending the character tumbling to the ground, where they
suffer falling damage and end their turn. The scaffolding landings are generally five
yards above ground (Damage Step 10 for those who fall), though there are points
where the framework stretches to twice that high. For more on Falling Damage, see
Gamemaster’s Guide, p. 167.
Gronk is by far the most fearsome foe and attempts to keep the battle on the
cold, firm earth. The ogre bottles up as many of the melee combatants as possible,
protecting his charges. As soon as the ogre falls, the other Unforgivables flee from the
combat, preferring to withdraw up the northern passage.
24
Investigating the Room
One corner of the room has the rubble cleared away, revealing an enormous mural
beyond. An Awareness (5) test recognizes it as a mural of an ornate well surrounded
by Theran lettering, likely a list of names.
If the players have the Bountiful Badges (discovered in LoB105: Games of the
Hungry), they notice the Theran label on the display case the badges were found
in is present on the mural. Anyone who can read Theran, or succeed at a military-
related Knowledge (7) test can identify this is a wall of honor fashioned to remember
Parlainth and the various “Protecting Phalanx” units that fell in defense of the city.
It also lists their awards including the Bountiful Badge’s gemstone assigned to each
25
individual soldier, fulfilling the requirement for the Badge’s next Key Knowledge.
What this item has to do with the well is unclear.
A Knowledge (9) test about magic, spirits, or metaplanes, or a Patterncraft (5)
test identifies the well in the mural is not full of water, but various magical symbols
typically associated with Nethermancy and shadow spirits.
Charcoalgrin wanted to study this mural, and thus her interest in the chamber.
She gathered the information she needed and is no longer particularly interested in
this excursion. However, she has yet to inform any of her workers of this fact. Aside
from the Key Knowledge, there is little the party can glean from this mural. These
facts will be followed up on in LoB114: Thera’s Loss.
Troubleshooting
Groups who do not speak Windling may not come up with the idea of convincing
the ogre to reclassify cadavers. If talks stall at this point, Gronk gets flustered and
angry, declaring how disappointed he is Namegivers become monsters after they die.
And he “don’t know who made that rule, but everyone follow it.”
A group who picks a fight is in for a challenge. This combat is designed to be
difficult for even 4 to 6 Third Circle adepts. For each First Circle Adept in the group
(or if there are fewer than 4 players), Gronk may still have untreated Wounds from a
previous battle, the penalties from these Wounds would make him less threatening
in combat.
CIRCLING BACK
(10 Minutes)
Overview
After either slaughtering Charcoalgrin’s associates or deciding to seek out Gronk’s
lost rings, the group returns to Twiceborn’s hall. Either way, the conversation turns to
a group of cadavers who went missing in the Southern Catacombs and the players are
offered the chance to find their remains and accomplish the rest of their goals.
26
says her station demands that Charcoalgrin’s people send a suitable envoy if they
wish to recover any goods they believe to be “unjustly taken.”
If the group soothes her appropriately, she is willing to acknowledge she is
familiar with the “rings” the ogre speaks of. She clarifies they are truly steel circlet
blood charms of high quality. After she acquired them, she had them engraved and
awarded to a well performing patrol before dispatching them to the southwest. They
are a week late in reporting and not back from their patrol.
She dismissively points out if the characters wish to look into the matter, they
can keep whatever they might find. If the players are interested in this, she will wave
them to the Seneschal so he might provide a map of the patrol’s route.
If the players killed Gronk and his companions, Twiceborn is pleased and
immediately agrees to Vardeghul’s bargain. If she is aware of the side deal proposed
by Elora, she will suggest they “strike while the iron is hot” and negotiate the second
deal on the table.
She announces she is willing to consider Elora’s offer, but there is only one
protective symbol she deems appropriate for the contract, a missing circlet of the
aforementioned patrol. She suggests the group proves their desire to make the deal
work and wave them to her Seneschal to receive the map as above.
Troubleshooting
It is possible the charatcers already closed the Caravan’s deal and secured
Charcoalgrin’s encampment. In this case, Twiceborn might be willing to let the group
go without investigating the missing patrol, ending the mission.
If their business is done, but you want the adventure to continue, Twiceborn
might congratulate the group for being such upstanding citizens and advise them
she knows of treasures in the southwest Catacombs. She sent a group to secure the
wealth, but they failed to report back. If the characters wish to investigate, they may
keep what they find. After all, the group has clearly earned a reward.
SIDE JOBS
(30 Minutes)
Overview
The Seneschal’s map leads to a muddy, stench-filled cavern. Those who enter the
cave awaken a pile of cadaver bodies, brought to twisted life by a fallen wormskull.
Killing the construct and retrieving the circlets should unravel the knot of deals they
have made. The circlets, depending on the group’s previous actions and motivations,
either go to the ogre, Twiceborn, or are kept for profit.
27
here. After following the Seneschal’s map for a few hours, you smell a vile stench coming
from a cavern up ahead. You remind yourself the lost cadavers could have fallen prey to
a simple tunnel collapse. Surely it is time you came across a little luck... right?
28
Investigating the wormskull’s corpse immediately reveals that whatever was
slain was not a healthy Namegiver. While it initially looks like a robed corpse, the robe
itself is mostly empty. Three incredibly large and very dead worms poke out of the
robe, two twisted around another, emerging from an arm hole, another from the neck.
Where the second arm should be, there are instead sharp, scattered pieces of scrap
metal. Where the head of the corpse should be, there is only an unidentifiable mass
of rot with a bronze disk resting atop it. A Nethermancer Half-Magic or appropriate
Knowledge skill (7) test notes the creature in the robe was vile, probably a Horror or
one of their constructs. An extra success identifies the remains as a wormskull (and
all of the relevant information relayed about that creature in Gamemaster’s Guide, p.
500).
Interacting with the pile of corpses, or standing in the room for more than five
minutes, causes the half-formed brute to stir. It battles to the death.
After the construct is defeated, the group can retrieve the ten circlets from the
mess. If the circlets are brought back to Gronk, he emphatically thanks them. He
thinks wearing rings on every finger looks silly though, and only wants to save a few.
He slowly counts out one circlet for each character, and then throws one more onto
the pile, saying they should take them “to ‘member their new friend.”
When the circlets make their way back to Twiceborn, she agrees to use the
circlets as the insignia the Last Cause Caravan Company can use to settle Elora’s
contract. However, she awards the leftover circlets to ‘the envoy of the living’ giving
each character one circlet for their own.
Troubleshooting
A weak group might be outclassed by the Brute. A cautious gamemaster could
decide the wormskull has shifted damage to its morbid creation. For each First Circle
character present, give the construct 10 current damage.
LOOSE ENDS
Vardeghul is true to her word and provides each character 200 silver if they
entered the catacombs and claimed to deliver the message to Twiceborn. This is also
worth 200 Legend Points.
Getting Twiceborn to agree to Vardeghul’s Proposal instead earns each character
300 silver and 300 Legend Points as well as +1 Torgak Reputation.
If Twiceborn agrees to Elora’s proposal, she adds the caveat that a circlet be on the
team’s leader. The circlet protects the bearer and five of their allies from harm if they
bring an appropriate tithe (such as a deceased criminal). Delivering the agreement
and one circlet provides awards each character 250 Legend Points and +1 Caravan
Reputation. Elora offers to pay 250 silver for each additional circlet the charatcers
provide the Caravan.
29
If the group chooses to keep a circlet for themselves, it functions as a Wound
Balance blood charm as well as a token of Twiceborn’s favor and protection in her
domain. Alternatively, they can gift the circlet to any groups with which the character
has a positive reputation. Gifting the circlet to a faction grants +1 Reputation with
that faction. As a final option, they could sell the charm on the open market for 250
silver (due to the circlet’s added benefits with Twiceborn).
A report that (incorrectly) exonerates the dwarf ‘family’ awards each character
250 silver from a pleasantly surprised Bermon. Returning to Bermon with the
journal that proves the cult’s guilt and news of their destruction awards the bounty of
250 silver and 250 Legend Points each, and also grants the group +1 Lawbringers
Reputation.
CAST OF CHARACTERS
Opponent Groups
Some opponents in this adventure are groups of enemies who act as one opponent.
These groups are noted as such in their description (name and challenge). This does
not mean they are an appropriate challenge for a group of player characters, just the
single entry represents a group of opponents. Groups have special rules to make them
easier for gamemasters to handle at the table.
Each instance of a group is approximately the same challenge as an opponent of
the same Circle; a single Unforgiven worker is not a challenge for a group of player
characters, but multiple workers can be an appropriate challenge, or they can support
a more powerful ally (like the ogre, Gronk).
Actions and Movement
While they act as one opponent, members of a group still move and occupy space
individually. This can cause Harried as usual. All group members must remain in the
same general area, but are not required to be directly engaged in combat if there
isn’t enough room. They can use their actions against any target within range of any
member of the group.
Applying Damage
Group opponents do not track Current Damage and do not have Unconsciousness
or Death Ratings. Instead, they only use Wounds. Groups can suffer a number of
Wounds as indicated in their game statistics where their Unconsciousness Rating
is typically listed. If an attack causes Damage but does not cause a Wound, give +2
per Success from the Attack test to the next Damage or Effect test against the group
opponent.
Inflicting a Wound is the equivalent of downing a member of the group and when
the full number of Wounds is inflicted, the group is either eliminated or retreats.
Applying Bonuses and Penalties
Abilities that inflict a penalty on a single target (e.g., Mind Dagger’s Physical
Defense penalty) or abilities that provide a bonus against one opponent (e.g.,
Maneuver, Pack Tactics) require an additional success to be used against the pack.
If the penalty is contingent on dealing damage (e.g., Earth Darts) and there are no
additional success on the test, it inflicts damage, but not the penalty.
30
The group is considered a single target for abilities with a difficulty based on
the number of targets (e.g., Battle Bellow). A knocked down member of the group
automatically stands up and imposes no penalty to the group’s action(s). Group
opponents cannot be Harried due to multiple opponents, but can suffer Harried from
other effects.
Area Effects
Attacks and spells with an area of effect may cause multiple Wounds, with each
full multiplier of the group’s Wound Threshold inflicting an additional Wound. For
example, if a Fireball spell causes 22 points of damage to a group with a Wound
Threshold of 10, the group suffers 2 Wounds. Area of effect abilities must be able to
affect at least two members of the opponent group to reap these benefits.
Powers:
Grasping Limbs: The brute’s limbs have a range of 10 yards and are entangling
weapons.
Immune to Fear
Indomitable: The absolute value of Action test and Defense penalties applied to
the brute are halved (e.g., half of -3 is -2 since the absolute value of -3 is 3 and half of
3 is 1.5, which rounds to 2). This includes penalties from Harried and explicitly does
not include bonuses applied to the construct. This does not include penalties inflicted
from Enrage.
Invincible (Simple): The brute recovers from one Wound. This can be done once
per round.
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Many Hungry Mouths: The brute is not limited to the number of bite attacks it can
make.
Resist Pain (2)
Rot of Ages (8, Free): This is triggered the first time one of the following happens:
The brute has 5 Wounds or its current damage is over 110. The construct’s various
mouths scream and fetid gas is released from them and its various injuries; the
accumulation of corruption and decay from its rotting flesh. All opponents are
Harried until the end of the next round. After this, characters still Harried by Rot of
Ages make a Toughness or Willpower (8) test before Initiative is determined each
round. If successful, they are no longer Harried. This can be used once per encounter.
Unconquerable (Simple): The brute ends an ongoing effect that functionally
prevents it from taking action. These effects include grappling, spells like Crushing
Hand of Earth or Spell Cage, talents like Spirit Hold, etc. This power can also be used
when the construct takes a bonus action, but must make a test as normal. Unflinching
applies to this test.
Undead Horror Construct: The brute is a Horror construct and undead.
Unflinching (1): The brute gains a +5 bonus to any test to resist ongoing effects.
Unrelenting (1): After a character opposing the brute takes their turn, the
construct may take a Standard and Movement action (at half movement rate) against
that character. These cannot be continuations of actions taken on the construct’s turn
(e.g., continuing to weave threads for a spell) and must include the character as a
target (though the action may affect multiple targets). If the brute cannot reach or
affect the character, they may target a different character.
Special Maneuvers:
Crush (Brute, Unarmed): The brute may spend two additional successes on an
Attack test against an entangled opponent to drag the target underneath its extensive
mass. The construct causes Step 5 damage as a Simple action every round until the
target can escape with a successful Strength (10) test (Pry Loose improves this test).
Armor does not protect against this damage.
Grab and Bite (Brute, Unarmed)
Pry Loose (Opponent, Close Combat)
32
magicians do not retain any of the magical abilities they possessed in life, though they
may remember knowledge or other lore. It is not uncommon for cadaver men to be
wearing armor and gain the appropriate benefits and drawbacks from doing so.
Motivation
The cadaver men vary in attitude and personality. Twiceborn seems to have
a method that keeps them saner than other cadavers in the province, and for that
her followers act fanatically loyal. Twiceborn’s Seneschals come and go as various
members of her court please or disappoint her, especially when she is in her more
chaotic moods. Still, the position is respected amongst Twiceborn’s court and most
cadaver men are eager to hold it, even if only for a single day (or even a few brief
moments).
Powers:
Fury (4)
Immune to Fear: Fear effects trigger
Rage.
Rage: When a cadaver man
experiences any significant pain, such
as being affected by the Pain spell or
receiving a Wound, they fly into a manic
fury. When enraged, a cadaver man
makes 3 additional attacks each round
and does not suffer the negative effects
of Wounds (they still benefit from
powers such as Fury). The Aggressive
Attack combat option is often used.
This effect lasts for 10 rounds, or until
the source of the pain is killed. If a cadaver
man cannot determine who caused the
pain, they will attack and kill the nearest
living creature.
Special Maneuvers:
Enrage (Opponent): Using this maneuver on a cadaver
man triggers Rage.
33
Misdirect (Opponent, Close Combat): The attacker may spend two additional
successes against a cadaver man affected by Rage to direct the cadaver man at a
specific target. This may not be used to direct the cadaver man against its allies. If
there are multiple instances of this special maneuver or Provoke, only the most recent
has any effect.
Provoke (Opponent, Close Combat): This maneuver only costs one extra success if
the cadaver man is affected by the Rage power.
Gronk
Unforgiven Ogre
Ogres are large humanoids, standing seven to eight feet tall on average, and
weighing about 400 pounds. Orks claim they look like overgrown dwarfs, while
dwarfs say they resemble large orks. A few even draw comparisons to short trolls
without horns, but wisely do not do so in the presence of trolls.
Ogres have innate elemental earth magic, and a strong desire for gold, silver, and
other precious metals. They often dig crude mines in search of these materials and
may trade for stronger armor and weapons. Ogres normally wield large clubs, which
they believe are magical weapons, but in truth the club’s power comes from the ogre.
Ogres tend to gather in small groups in areas away from settled lands. They are
most commonly found in rocky, mountainous areas, but can be found anywhere.
While sapient, they are not considered true Namegivers. Most scholars dismiss
reports of ogres displaying more advanced magic, though a few entertain the idea
ogres are capable of primitive shamanistic magic, similar to the Cathan tribes in the
Servos Jungle.
Motivation
Gronk wishes to prove his capabilities to the magnificent dragon Charcoalgrin.
While he wishes to impress his master, he is still grieving for the loss of his twin.
These competing drives would be easy to manage for most, but because Gronk cannot
speak Throalic very well and is not particularly bright in the first place means he finds
this quite challenging. He wants to see the cadavers punished, and has interpreted
his orders in the best way to accomplish this. However, he was also told to avoid
unnecessary bloodshed, a task for which he is ill-suited. While Gronk does not
particularly enjoy the idea of getting into a fight, he knows that speaking the language
of violence is far simpler than this odd dwarf tongue.
34
Powers:
Detect True Earth: Ogres can sense True Earth, as well as other precious metals
and minerals. The ogre knows the location of the largest concentration of appropriate
material within 1 mile.
Enhanced Sense [Smell] (2)
Harden Club (5): A club in the hands of an ogre is enhanced by its innate elemental
magic, gaining a +5 bonus to damage. This effect fades if the club is out of the ogre’s
hands for more than one day.
Resist Pain (2)
Special Maneuvers:
Enrage (Opponent)
Provoke (Opponent, Close Combat)
Loot: Ogre club (Size 4, Damage Step 5), hide armor, D6 × 10 silver pieces.
Twiceborn
Queen of the Dead
Twiceborn is an uncommonly canny and powerful cadaver man. In this adventure
she can only be encountered in her throne room where she is surrounded by dozens
of her loyal followers. At best, any attempts to attack her result in the characters
making a hasty retreat and powerful enemy.
Motivation
Twiceborn acts regal and proud, though she returns respect with the same.
Twiceborn is very concerned with the forces of the living above ground and knows
that a concerted effort by the residents of Haven could see her domain destroyed.
She intends to wait a few more centuries, growing her numbers while hoping the
population of Haven levels off. Once her forces ensure her an easy victory over Haven,
she intends to conquer the village, establish control over Parlainth, and found a true
nation of the dead.
35
arrives at their doorstep, they are curious to see what trouble their minions can get
into.
Powers:
Awareness (11, Simple): As the skill, Player’s Guide, p. 130.
Distract (11, Simple): As the skill, Player’s Guide, p. 139.
Stealthy Stride (10, Simple): As the skill, Player’s Guide, p. 170.
Surprise Strike (5)
Tricksy Feetses (7): If the questor is targeted with a close combat attack and the
Attack test does not exceed the Tricksy Feetses Step, the attacker is Knocked Down.
Special Maneuvers:
Flick of the Wrist (Vestrial Questor, Dagger): The questor can spend two additional
successes on an Attack test to conceal their dagger, allowing them to use Surprise
Strike on their next attack with the dagger.
36
Movement: 10
Actions: 2; Dagger: 16 (13)
Powers:
Awareness (9, Simple): As the skill, Player’s Guide, p. 130.
Distract (9, Simple): As the skill, Player’s Guide, p. 139.
Mob Mentality: The cultists cannot be Harried or Blindsided from positioning.
Abilities still cause these as usual.
Resist Pain (2)
Strength in Numbers: The cultists gain +2 to Attack and Damage tests against
Harried targets, and +4 to Attack and Damage tests against Overwhelmed targets.
Stealthy Stride (10, Simple): As the skill, Player’s Guide, p. 170.
Surprise Strike (5)
Teeming Violence: Grappled opponents take Damage Step equal to the number of
adjacent cultists. Armor does not protect against this damage.
Special Maneuvers:
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the Damage
or Effect test, each success gives a +2 bonus to the next Damage or Effect test that
inflicts damage against the cultists. This special maneuver is applied retroactively.
Only additional successes spent to increase damage can be used for this special
maneuver.
Provoke (Opponent, Close Combat)
Pry Loose (Opponent, Close Combat)
Sweeping Attack (Opponent, Close Combat): The attacker may spend two additional
successes on an Attack test to treat the attack as an area of effect attack; they must be
adjacent to at least two cultists to use this special maneuver. This special maneuver
only costs one additional success if the attacker is using a two-handed weapon.
Teeming Attack (Cultists, Close Combat): The cultists may spend three additional
successes on an Attack test to automatically grapple the target. This special maneuver
costs two additional successes if the target is Harried and one additional success if the
target is Overwhelmed.
Unforgivables
This is the name used by Namegivers in Charcoalgrin’s employ, all of whom fear
her enough to follow her orders without question. One such directive is to guard the
Northern Catacombs’ entrances so the inhabitants do not leave. Since they are not
there to prevent entry, those on shift typically charge a toll to any would-be explorers
to supplement their income. They are not particularly impressive by themselves, but
can quickly gather in large numbers should the need arise.
Motivation
The Unforgivables in this adventure have been asked to do a job for the mighty
Charcoalgrin. As long as they continue to excavate the chamber they are provided
with (barely) sufficient food and lodgings, likely a better deal than any others will
give them. Each Unforgivable hopes to be the one to make the remarkable find, though
many have pocketed small (and valueless) shiny rocks and crockery. They do not
37
entirely trust their ogre leader, Gronk, though happily hide behind him if it comes to
blows.
Powers:
Awareness (8, Simple): As the skill, Player’s Guide, p. 130.
Mob Mentality: The Unforgivables cannot be Harried or Blindsided from
positioning. Abilities still cause these as usual.
Resist Pain (2)
Strength in Numbers: The Unforgivables gain +2 to Attack and Damage tests
against Harried targets, and +4 to Attack and Damage tests against Overwhelmed
targets.
Stealthy Stride (8, Simple): As the skill, Player’s Guide, p. 170.
Teeming Violence: Grappled opponents take Damage Step equal to the number of
adjacent Unforgivables. Armor does not protect against this damage.
Special Maneuvers:
Finish Them Off! (Opponent): If the attacker did not inflict a Wound on the
Damage or Effect test, each success gives a +2 bonus to the next Damage or Effect
test that inflicts damage against the Unforgivables. This special maneuver is applied
retroactively. Only additional successes spent to increase damage can be used for this
special maneuver.
Provoke (Opponent, Close Combat)
Pry Loose (Opponent, Close Combat)
Sweeping Attack (Opponent, Close Combat): The attacker may spend two additional
successes on an Attack test to treat the attack as an area of effect attack; they must
be adjacent to at least two Unforgivables to use this special maneuver. This special
maneuver only costs one additional success if the attacker is using a two-handed
weapon.
Teeming Attack (Unforgivables, Close Combat): The Unforgivables may spend three
additional successes on an Attack test to automatically grapple the target. This special
maneuver costs two additional successes if the target is Harried and one additional
success if the target is Overwhelmed.
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Chapter 09: Once Bitten, Twiceborn
Chapter Summary
Date: GM: I.D.
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