TEXT: Adventure Locations
  
  Järnringen:
  Martin Grip, Mattias Johnsson,  
  Mattias Lilja
  Author (#1):
  Mattias Johnsson
  Author (#2&3):
  Paul Baldowski
  trAnslAtion (#1):
  Niklas Lundmark
  Cover:
  Martin Grip
  lAyout:
  Mattias Johnsson
  MAps:
  Tobias Tranell
  Adventure Locations
  Copyright Nya Järnringen AB 2018
  
  Introduction
  understAnding whAt is really afoot at the Black 
  Pitch Mire requires in-depth knowledge of the 
  history of the Davokar region, and particularly 
  about the Iron Pact’s efforts to combat the effects 
  of Symbaroum’s collapse. Of course, one also needs 
  some insight into more current power relations 
  and conflicts.
  This section recounts the relevant parts of the 
  eras in question, before concluding with sugges-
  tions on how the characters can be drawn into the 
  plot. However, depending on who the characters 
  are and what goals they pursue, individually and as 
  a group, the Game Master must be ready to adjust 
  the information below – and also to improvise, 
  should the players suddenly take unexpected, or 
  even unwise, actions.
  the FAte oF the lindworMs
  After the fall of Symbaroum, Prince Eneáno and 
  his army of warriors and mystics were forced to 
  battle many powerful monstrosities wreaking 
  havoc among the ruins of the empire. But the ones 
  that proved most difficult to defeat, and claimed 
  more ironsworn lives than any other, were the 
  beasts known as Fofar the Destroyer and Sakofal 
  the Slaughterer.
  In their unquenchable thirst for power, these 
  dragons had made pacts with Symbarian priest-
  hoods and willingly been exalted into gods – or, 
  in other words: let themselves be killed and resur-
  rected as thoroughly corrupted abominations. 
  Moreover, they surrounded themselves with hordes 
  of drakworms and other beasts they had enslaved 
  and corrupted, which is why the leaders of the Iron 
  Pact soon reached a drastic decision: the dragon 
  life-cycle had to be truncated! 
  Naturally, this was highly controversial and led 
  to heated arguments between the Prince and his 
  commanders; as a matter of principle, the elves in 
  general, and the Iron Pact in particular, are firmly 
  Lord of the Bog
  lord oF the Bog is an adventure location mainly designed to introduce the 
  lindworms’ reawakened ability to evolve into drakworms and, eventually, full-
  fledged dragons. In its original form, the story takes place at the Black Pitch Mire 
  with the legendary Skaramagos as the main character. But both the setting and 
  the central characters can easily be replaced, if the Game Master so desires. 
  Either way, the player characters are invited to a place where the main conflict 
  is between the Iron Pact and representatives of Queen Korinthia, and where 
  they – like everyone else on site – are forced to choose sides.
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  opposed to all attempts to cultivate and violate the 
  natural order. But exceptions have been made, and 
  will be made, in situations where the end seems to 
  justify the means. In this case, the combination of 
  humans and dragons was considered dangerous 
  in itself; two destructive forces which together 
  threatened to destroy all of creation. By curtailing 
  the dragon life-cycle, the threat could be handled 
  without either race being completely annihilated, 
  and furthermore, the decision could be repealed 
  if it was later deemed unjustified or turned out to 
  have undesirable consequences – a compromise on 
  which the leaders could finally agree.
  From that day forward, additional melodies were 
  weaved into the hymns sung by the ironsworn as 
  they wandered the ravaged land, lulling the dark-
  ness to rest and planting what is now the forest of 
  Davokar. And ever since, all dragons in the region 
  have been trapped in their larval stage, known to 
  humans as Lindworms, which is also their repro-
  ductive phase. But roughly two decades ago, shortly 
  after the Ambrians’ arrival to the Promised Land, 
  Prince Eneáno had a dream sight that fueled the 
  Iron Pact’s already considerable concern about the 
  decreasing number of ironsworn and the already 
  discernible darkening of the forest.
  Whether it was an act of genius or lunacy 
  remains to be seen, but the Prince had his sing-
  ers compose new hymns that would restore the 
  dragons’ natural rhythm of life. The Iron Pact had 
  already forged successful alliances with many of 
  the older creatures of Davokar, including ten or so 
  lindworms, and Eneáno was convinced that similar 
  agreements could be reached with older serpents as 
  well – serpents that could actually play a decisive 
  role in the struggle to halt the human onslaught. But 
  this could only be achieved if the ironsworn were 
  there to watch over and safeguard the serpents 
  during their transitional hibernation and, soon 
  after the awakening, start fueling their mistrust 
  of humans and gratitude toward the Iron pact.
  As a side-effect of the old truncation, the 
  life-cycle of today’s lindworms have accelerated. 
  Over the last twenty years, more than a hundred 
  individuals have fallen into their first hiberna-
  tion, and about thirty of them have survived the 
  transitional phase – less than six months long, 
  possibly as a result of the ironsworns’ influence 
  on the process. Eight individuals have also entered 
  their second hibernation – two of these have died, 
  another two have woken up as dragons, while four 
  are still asleep.
  With very few exceptions, the Iron Pact now 
  believes that it has successfully recruited awakened 
  drakworms as well as dragons to their cause, but 
  some of its more cynical members emphasize the 
  need for caution. All beasts are capricious, prone to 
  valuing their own urges and desires over any pact 
  or alliance, which is why this apparent stroke of 
  genius may very well lead to complete disaster...
  skArAMAgos the greAt
  Skaramagos has ruled the Black Pitch Mire for 
  hundreds of years. His subjects have been beasts, 
  goblin tribes, and trolls; he has managed to retain 
  his power by playing different groups against each 
  other in a game of terror, where they enjoyed his 
  protection but lived in constant fear of losing it. 
  When the woods started buzzing with rumors 
  that the lindworm’s disrupted life-cycle was being 
  restored, Skaramagos expected that he would soon 
  feel the imminent transformation burn in his body. 
  But it never did, which he took as an insult and a 
  sign that he was not yet powerful enough to deserve 
  the exaltation.
  When the first Ambrian expeditions set off along 
  the river Malgomor, Skaramagos saw a chance to 
  prove his greatness. The humans were regarded as 
  intruders, and butchered to the last cabin boy. But 
  even though they kept coming, better equipped and 
  in greater numbers, and even though he slaughtered 
  them all, the lindworm was denied the glorious 
  blessing of exaltation. Increasingly beset by the 
  humans, he decided to adopt a different strategy: 
  to accept their invitation to negotiate.
  This proved to be a wise move. Not only were the 
  intruders willing to recognize him as lord of the 
  Black Pitch Mire; they also promised to honor him 
  with princely gifts, and offered to pay tribute for 
  all discovered valuables and harvested resources. 
  Skaramagos was so pleased with the arrangement 
  that he even had his armies come to the humans’ 
  defense, for instance when the Iron Pact tried to 
  put an end to Ordo Magica’s damdra plantations, 
  and when the warriors of the Sovereign’s Oath 
  were attacking Ambrian outposts in the area. 
  And whether it was due to the humans’ strategic 
  submission or simply the course of nature, after a 
  long and impatient wait, he could feel the glowing, 
  tingling call telling him that the time had come.
  As soon as the lindworm had burrowed into the 
  ground on one of the central isles of the mire, the 
  ironsworn arrived – ten late summer warriors along 
  with six mystics of the same age, commanded by 
  two autumn elves named Eliriel and Aláoan. Their 
  mission was to protect and care for the hibernating 
  serpent, and they immediately made it clear to 
  visitors and inhabitants alike that they would not 
  tolerate any disruptions. All who go near the area 
  are first met by an unarmed late summer elf telling 
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  L O R D  O F  T H E  B O G
  
  them, in elvish (and with gestures), to turn back, 
  after which she sinks into nature’s embrace. If 
  someone does not comply, a warning shot is fired, 
  followed by genuine attacks.
  the plAyer ChArACters
  When, for some reason (see below), the player charac-
  ters arrive at the adventure location, we suggest that 
  roughly five months have passed since Skaramagos 
  fell into slumber. During that time, the tensions 
  between local inhabitants have slowly deteriorated, 
  and there is a great risk that the situation will soon 
  erupt into bloodshed, which you can read more about 
  under the Groups & Factions heading on page 5.
  There are various reasons why the player cha-
  racters might want to visit the Black Pitch Mire 
  – some that make them directly involved in the 
  main conflict, and others that make the presence 
  of the Iron Pact a complication. The latter might be 
  more interesting, as they would arrive unaware of 
  the attritional war between the Ambrians and the 
  Iron Pact. But as always, the Game Master knows 
  what is best for the gaming group, and perhaps 
  your players will appreciate the guidance that a 
  clear, faction-based mission provides?
  Reinforcements
  If the Game Master wants the player characters to 
  be thrown right into the action, they could be sent 
  to the mire as reinforcements for the Iron Pact or 
  some Ambrian faction. In the latter case, they could 
  constitute a task force sent by the army or the Royal 
  Sekretorium, depending on what contacts they 
  have. Another possibility is that they have been 
  sent by a senior representative of the Sun Church, 
  who have heard of the conflict and wants to make 
  sure that the champions of Prios play a decisive 
  role in the unfolding drama. 
  Regardless of which side they end up on, a lot 
  of things can happen once they arrive and begin 
  to understand what is going on. Perhaps they 
  have come to participate in attacking or defen-
  ding Skaramagos’ island, but learn that there is 
  something else they would rather do. Meetings 
  and conversations with representatives of various 
  factions open up for a number of different goals 
  and strategies.
  Peacemakers
  Another alternative is that the player characters 
  have been sent there as peacemakers. Perhaps 
  some clan witch, or even the Huldra herself, has 
  deemed them a capable bunch, well-suited for the 
  task of reducing tensions between Ambrians and 
  elves? Or maybe it is Sarvola, Deseba, or some other 
  reformist within the Sun Church, who fears that the 
  conflict at the Black Pitch Mire will lead to open war 
  between the Queen’s people and the woodland folk?
  In this case, the player characters’ first job will 
  be to speak to everyone involved, in order to calm 
  the waves. But here, too, their goals might change as 
  they gain a deeper understanding of the situation.
  Treasure hunt
  Should the gaming group have a particular fondness 
  for making unexpected discoveries, the location 
  could very well be the final destination of a trea-
  sure hunt. If so, the Game Master should work out 
  what kind of treasure (artifact, knowledge or gems) 
  might entice the player characters to arrange such an 
  arduous excursion; information about the treasure 
  can be bought from a reliable source in Thistle Hold, 
  or be found during a completely different adventure.
  Of course, the treasure they seek turns out to be 
  located in or near the ruin on Skaramagos’ island; 
  they could be aware of this from the outset, or 
  figure it out after having searched the ruins on the 
  surrounding islands. In any case, it soon becomes 
  clear that they will not be able to reach the treasure 
  until the conflict between the Iron Pact and the 
  Ambrians has been resolved, one way or another.
  Friends and family
  Last, but certainly not least, it is possible that a 
  friend or relative of the player characters has been 
  reported missing, and that the evidence clearly 
  points toward the Black Pitch Mire. Once on site, 
  they might learn that the missing person has joined 
  either side of the main conflict, or is determined to 
  mediate between the warring parties.
  With this entry point, the location could also 
  become the scene of a murder mystery – the individual 
  is found dead in the mire and the Ambrians blame the 
  Iron Pact, who in turn claim that they have never seen 
  the person in question. How the situation develops, 
  and who is really to blame for the death of the friend/
  relative, is entirely for the Game Master to decide.
  Scalding Damage
  Falling into scalding water inflicts 1D6 damage 
  per turn, ignoring armor. People who are heavily 
  clothed or wearing thick leather armor do not 
  sustain any damage for the first turn in the wa-
  ter, but keep taking damage after getting back 
  on land, for four turns or until their clothes and 
  armor have been removed.
  4
  
  The Black Pitch Mire
  Aside FroM the main stream, kept open by the 
  river Magomor, the Black Pitch Mire is muddy, 
  partially overgrown, and therefore not very 
  traversable. It is possible to row or punt through 
  the waters, but one should expect to spend a lot 
  of time hacking, sawing, or burning one’s way 
  forward. In fact, some areas are so overgrown 
  that predators and other antagonists can cross 
  the quagmire on foot, to run between islands or 
  reach boats that have gotten stuck. It should also 
  be said that the water temperature varies due to 
  the hot springs and gas pockets that are scattered 
  across the mire; in some places, the temperature 
  is so scalding hot that a person who falls in might 
  be badly injured.
  What still makes the mire a very attractive 
  destination are three essential features – the ruins, 
  the tar, and the damdra bushes. Ordo Magica has 
  concluded that there was once a large city in the 
  area, and though its buildings have been reduced 
  to dust, one can still make amazing discoveries on 
  the islands and the muddy bottom of the swamp.
  As for the tar, it occurs in both crystalline and 
  thick, liquid forms, the latter being concentrated 
  near the hot springs. Much of the substance is 
  harvested by the goblins of the Hurrularbbakk 
  tribe and shipped to Ambria, to be used as joint 
  and sealing compound in the construction of hou-
  ses and fortifications. Finally, the damdra bush, 
  which for the past years the Ambrians have not 
  only harvested but also cultivated in the mire. Its 
  seeds can be eaten just as they are, or pressed in 
  order to extract a golden, energy-dense oil to be 
  used as lamp fuel or for cooking.
  This section provides an overview of the central 
  parts of the mire, just east of the wide channel. It 
  focuses on a number of notable locations, the groups 
  currently operating in the area, and a handful of 
  interesting individuals. The Game Master should 
  of course feel free to add, subtract from, or adjust 
  the environment according to his/her own, and 
  the gaming group’s, preferences.
  groups & FACtions
  In addition to the elves stationed on Skaramagos’ 
  island, there are three important factions in 
  the area – the Ambrians with their outpost, the 
  goblin tribe of Hurrularbbakk, and the liege troll 
  Golangarg who intends to conquer the Black Pitch 
  Mire in Skaramagos’ absence.
  The following is a brief description of what 
  the factions want, what forces they have at their 
  disposal, and how they relate to one another.
  The Iron Pact
  Eliriel and Aláoan’s orders are clear – to protect 
  and nourish the hibernating Skaramagos, and 
  once he awakens, gain his trust at the Ambrians’ 
  expense. They have sixteen late summer elves at 
  their command; ten with stats like a Late Summer 
  Elf on page 205 in the Core Rulebook, six with their 
  abilities switched to Witchcraft (master), Storm 
  Arrow (master), and Entangling Vines (master).
  The autumn elves will never compromise 
  Skaramagos’ safety, but will gratefully accept any 
  help that is offered, for example in exchange for free 
  access to the ruin on Skaramagos’ island. The latter 
  is therefore a possibly way forward for those who 
  wish to infiltrate the elves in order to assassinate 
  the snake or spy on behalf of someone else. 
  The ironsworn feel beset on all sides. Diplomatic 
  negotiations were held between them and the 
  Ambrians until roughly one moon ago – negotiations 
  which became increasingly heated and eventually 
  broke down, turning into hostile silence. Golangarg 
  has sent his minions on a couple of probing attacks 
  which were easily fended off; they still do not know 
  exactly what he is after, but have assessed that 
  the trolls can be handled as long as they do not 
  join forces with someone else. As for the goblins, 
  Eliriel has negotiated both a peace agreement and 
  a contract stipulating that the hurruls are to report 
  on the other groups’ activities in the swamp, in 
  exchange for valuables for the goblins to trade with 
  the Ambrians. However, none of the ironsworn 
  trusts Chieftain Ilfolusk to honor the agreement if 
  he ever feels threatened by someone else.
  The Ambrians
  South of the island lies the Ambrian outpost of 
  Bogstead, which is usually inhabited by about 
  twenty people, but has grown as a result of the 
  conflict with the elves. The Ambrians have seve-
  ral interests in the area, one of which is directly 
  threatened by the forbidden zone established by 
  the Iron Pact – namely, the ongoing excavation of 
  the ruin on Skaramagos’ island.
  The project is led by Odella, a Master of the 
  Order from the Kurun Chapter, and she currently 
  has two clear objectives: to resume the excavation 
  before the elves can steal or destroy the wealth of 
  knowledge stored in the lower levels of the ruin, and 
  to slay the sleeping serpent before it wakes up and 
  makes further exploration of the Black Pitch Mire 
  impossible. Despite numerous letters to the Grand 
  Master, and then directly to the Queen’s council, 
  she has not yet received permission to order the 
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  6
  Damdra 
  Plantations
  Hurrularbbakk
  The Liege’s Camp
  Skaramagos’ 
  island
  The Little Dark
  Standing Stones
  
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  L O R D  O F  T H E  B O G
  Bogstead
  The Great Dark
  Damdra 
  Plantations
  N
  0
  200 M
  
  ranger and army troops on site to attack. Odella 
  grows more desperate by the day; soon she will 
  disregard the political discretion of her superiors 
  and take matters into her own hands!
  She has her regular guard force of twelve hired 
  warriors from clan Odaiova at her disposal, along 
  with two Adepts of the Order (see the Symbaroum 
  Monster Codex, page 125) and ten or so workers 
  (stats like a Fortune Hunter, page 215 in the Core 
  Rulebook). In addition, she has been reinforced by a 
  squad of Queen’s Rangers, consisting of one captain 
  and eight soldiers (page 212 in the Core Rulebook).
  Bogstead has long been using the Hurrularb-
  bakk tribe as labor, and also expects the goblins to 
  fight in the front line during the impending attack. 
  Furthermore, the newly arrived liege troll is not 
  entirely opposed to an alliance, though in return 
  he demands to be recognized as Skaramagos’ 
  successor as lord of the bog, under the same con-
  ditions that previously applied to the serpent. In 
  other words, it seems that the Ambrians have 
  two options:  either collaborating with an exalted 
  lindworm, or having a liege troll to deal with later 
  on – not exactly an easy choice …
  The Goblins
  For a long time, the Hurruls have lived in Skara-
  magos shadow as his loyal subjects. It has not been 
  a bad life, compared to what other goblin communi-
  ties must sometimes endure in Davokar. The snake 
  has protected them, made sure that the humans 
  give them work in exchange for food, and left them 
  whatever was left of his prey after his own hunger 
  was satisfied.
  With the snake in hibernation, the whole tribe 
  feels lost. Chieftain Ilfolusk tries to keep up appea-
  rances, even though the humans are demanding 
  much harder work for less and less compensation. 
  The arrival of Golangarg and the Iron Pact did not 
  improve their situation. The former is already 
  demanding tribute as lord of the bog, making 
  the already dire food shortages even worse. The 
  elves are forcing them to spy on the others, which 
  terrifies the Chieftain; should the liege troll or the 
  Ambrians ever find out about it, it would most likely 
  be the end of the tribe. 
  What Ilfolusk needs most is advice, and since 
  he is not a skilled diplomat or strategist by any 
  means, he tends to trust any outsiders who give the 
  impression of being friendly. His forty able-bodied 
  subjects all have stats like Robber on page 211 in the 
  Core Rulebook, and could probably be very useful in 
  battle, if they are provided a suitable strategy – such 
  as splitting up into several smaller groups in order 
  to ambush an (hopefully) unexpecting enemy.
  Regarding relations, Ilfolusk and his people 
  are terrified of everything and everyone. They 
  would rather not bite the hand that feeds them, 
  but they are also afraid to flee the area and risk 
  ending up in an even more precarious situation. 
  No, for now they will try to stay on good terms 
  with the bog’s more powerful groups, and hope 
  that Skaramagos, once awakened, will resume 
  his place as their protector.
  Golangarg
  Golangarg has been banished from a troll kingdom 
  in the Underworld, and is determined to establish 
  his own realm on the surface. When he heard that 
  Skaramagos had gone into hibernation, he saw a 
  chance to seize the serpent’s territory, but with the 
  Iron Pact nearby, this seems very hard to achieve. 
  He has not given up. He has already subdued the 
  local goblin tribe and made his presence known to 
  the human curs cowering behind their palisade. 
  And he keeps luring in more subjects in the form of 
  beasts and rage trolls, with the aim of soon having 
  amassed a force large enough to attack.
  For the time being, Golangarg can boast a force 
  of 12 group-living rage trolls (page 207 in the Core 
  Rulebook), five goblin outcasts from other tribes 
  than Ilfolusk’s (see the Symbarum Monster Codex, 
  page 130), and three tame hunger wolves (see the 
  Symbaroum Monster Codex, page 146). They all obey 
  his every command – unless the Game Master wis-
  hes otherwise, that is. Perhaps there is a potential 
  defector among the rage trolls who might be willing 
  to betray its liege, if the price is right…
  In Golangarg’s case, the only interesting relation 
  is the one with the Ambrians. They have come to 
  speak, and brought gifts that pleased him, but so 
  far, it appears that they are not ready to offer him 
  the same arrangement as they currently have with 
  Skaramagos. Golangarg will not budge one inch 
  from his demands!
  loCAtions
  The Lord of the Bog focuses on a limited part of 
  the Black Pitch Mire, located just east of the more 
  navigable channel of the Malgomor River. The Game 
  Master is free to expand on the relatively superficial 
  description of the mire’s notable sites, depending 
  on what best suits the gaming group and the player 
  characters’ incentives.
  Bogstead
  The Bogstead outpost is currently overcrowded, 
  because of the nine rangers and the fact that the 
  tense situation is scaring visitors from spending the 
  night on their ships or camping outside the palisade.
  8
  
  The outpost consists of five houses and a tower 
  overlooking the marshlands. One of the buildings 
  serves as a dining hall and an infirmary, two as 
  bunkhouses, and one as a chapel, managed by the 
  young sun priestess Almertina. The central buil-
  ding is occupied by Odella and her adepts, Ranger 
  Captain Mandarol, and the outpost’s severely near-
  sighted liturg and Medicus, Kralga; it is also where 
  administrative duties take place and meetings are 
  held. The barbarian commander, an axe-wielding 
  warrior named Husk, lives with his soldiers in one 
  of the other houses.
  Hurrularbbakk
  Ilfolusk and his people are scattered across three 
  islands in the northwestern part of the area. The 
  tribe consists of almost one hundred and twenty 
  individuals, many of them children or elderly. 
  The chieftain resides in a somewhat larger, dome-
  shaped patchwork hut at the northern end, always 
  surrounding himself with twenty or so capable 
  hunters. Not far from Ilfolusk lives the tribe’s 
  shaman, Algulff, who has no mystical powers 
  whatsoever and barely knows how to concoct an 
  effective herbal cure.
  The Liege’s Camp
  The liege troll Golangarg is currently based on a 
  smaller island northwest of Skaramagos’ resting 
  place, but does of course have his eye on the relati-
  vely well-preserved ruin where the ironsworn have 
  set up camp. He lives in a cave that his subjects were 
  forced to build by gathering and stacking boulders, 
  filling in the cracks with gravel, and covering their 
  creation with soil. The other trolls sleep on the 
  ground outside, unconcerned by weather.
  Skaramagos’ island
  The island where the hibernating lindworm’s 
  mound is located, alongside Master Odella’s former 
  excavation object, is completely dominated by the 
  Iron Pact. They take turns resting, keeping watch 
  around Skaramagos, and patrolling the island in 
  pairs, including its surrounding islets. They sleep 
  inside what must once have been a Symbarian 
  palace, but is now a decrepit ruin, partially swal-
  lowed by the swamp. The excavation focused on its 
  lower levels, and the entrance hole, with its rope 
  ladder and winch, is still there in the largest and 
  best preserved of the main building’s halls.
  The Great Dark
  In the northeastern parts of the swamp is a vast 
  stretch of corrupted wilderness. In this case, 
  the location in question is plagued by a thick, 
  corrupting mist (see the Symbaroum Monster 
  Codex, page 22), which oozes from the ground at 
  irregular intervals, but always emerges whenever 
  living creatures are moving through its waters and 
  islands. Sometimes the mist drifts over to other 
  islands as well, which seems to occur regardless 
  of other weather conditions. The last time it swept 
  across Bogstead, it brought with it abominations 
  that killed a handful of people, and maimed just as 
  many, before Husk and his warriors could finally 
  restore calm at the outpost.
  The Little Dark
  The other severely corrupted area in the vici-
  nity is generally referred to as the Little Dark, 
  even though it is almost as vast as the Great 
  one. Some unspeakable crime against Creation 
  must have been committed on these islands, 
  judging by its exceedingly vengeful wildlife 
  (see the Symbaroum Monster Codex, page 110). It 
  mainly concerns Gobbling Gnomes and Choking 
  Undines, but there have also been reports of the 
  ground opening up, spewing enraged Hunger 
  Furies – something that has repeatedly forced 
  Ordo Magica to postpone their mapping of the 
  islands’ overgrown ruins.
  The Standing Stones
  In the north of the area are a handful of standing 
  stones of the kind that can mainly be seen in the 
  more northern parts of the Black Pitch Mire. They 
  were being examined by one of Odella’s adepts when 
  the Iron Pact arrived, forcing her to abandon the 
  project. And as Golangarg has now seized the 
  island where she was working, it seems she will 
  not be able to resume her studies any time soon. 
  The main question – whether the standing stones 
  are sculptures, or some form of giants turned to 
  stone – remains unanswered, though persistent 
  rumors suggest the latter.
  The Damdra Plantations
  Ordo Magica is running two damdra plantations 
  in the area, one of them grown on the larger island 
  where Bogstead Outpost is also located. They have 
  no problem accessing their own plantation fields, 
  which still produce good yields, but alas, the same 
  cannot be said for the wild variety growing on one 
  of the island in the Iron Pact’s taboo area.
  The adept Malkomo is deeply concerned that the 
  bushes have not been grafted in a long time and that 
  corrupted weed seeds might have blown in from 
  the Great Dark. If only someone would come with 
  him, Malkomo would gladly try to reach the island, 
  preferably without being detected by the elves.
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  Other Ruins
  There are plenty of ruins in the Black Pitch Mire, 
  and due to the alliance between Skaramagos and the 
  Ambrian Crown, visiting fortune hunters have had 
  a hard time reaching them. However, the current 
  situation offers an opportunity to sneak onto the 
  outer islands, and maybe even reach more central 
  ruins if arrangements can be made with the Iron 
  Pact or the liege troll. In fact, a deal with Odella 
  can also give the player characters access to areas 
  which she considers less interesting.
  There are ruins all over the islands, although 
  some are hidden underground. Furthermore, 
  much of the area’s Underworld is flooded and 
  difficult to reach. But there are exceptions where 
  many interesting finds can be made. As Game 
  Master, you are free to use the guidelines in 
  Adventure Pack I or the more in-depth rules fea-
  tured in Karvosti – the Witch Hammer, unless you 
  would rather lay the foundations for the player 
  characters’ treasure hunting yourself. Either 
  way, table x.x can be used to randomly determine 
  what they find, or serve as inspiration for the 
  Game Master’s own ideas.
  the BrAzier oF eldred, ArtifAct 
  There is a rarely told legend about the Symbarian 
  city of Dakovak that features the mystic and 
  interrogation leader Eldred, or possibly Eloderad. 
  It is said that he could force the truth out of 
  anyone, even truths which the respondent had 
  repressed, forgotten, or been forced to forget. 
  He who binds to this brazier gains access to the 
  mystic’s ancient secret.
  Table 1: Treasure table
  1d20
  type
  desCription
  vAlue
  1–5
  Debris
  Damaged object
  1D10 thaler
  6
  Curiosity
  Tray of blackened silver covered with cuneiform, with an engraving of a goblet.
  1D10+10 thaler
  7
  Curiosity
  Crimson gem the size of a fist, cracked, with black veining.
  1D10+10 thaler
  8
  Curiosity
  Iron-clad leather gauntlet with signet rings on all fingers.
  1D10+10 thaler
  9
  Curiosity
  Neck ring of pure gold, engraved with winding snakes.
  1D10+10 thaler
  10
  Curiosity
  Thin rod of blue-glazed stone with a silver cat’s head on one end and a dog’s head on 
  the other.
  1D10+10 thaler
  11
  Curiosity
  Lantern of smoky glass, continuously shifting colors in the light of a flame.
  1D10+10 thaler
  12
  Curiosity
  Small jug of facial oil that gives the skin a youthful glow for one day, after which it 
  becomes terribly flushed.
  1D10+10 thaler
  13
  Curiosity
  Tankard of troll horn which, when full, miraculously turns out to contain twice the 
  amount of liquid that was poured into it, though with a vapid aftertaste.
  1D10+10 thaler
  14
  Curiosity
  Gelatinous, colorless, fist-sized lump that mirrors the appearance of its beholder, 
  though viciously ugly and rugged.
  1D10+10 thaler
  15
  Mystical  
  treasure.
  Palm-sized medallion of a snake, whose head seems to be alive. When held against bare 
  skin, the head bites, but nine times out of ten it excretes a weak antidote; in the tenth case 
  a moderate poison. Roll 1D10 every time it is used; an outcome of 1 means poisoning.
  1D100+100 thaler
  16
  Mystical  
  treasure.
  Bronze belt buckle shaped like the grinning face of a bear with black opals for eyes. If 
  worn visibly over the armor, it may have a confusing effect on beasts. Once per scene 
  the wearer may attempt a [10←Resolute] test; if it succeeds, the beast cannot use 
  active abilities/traits during the next turn.
  1D100+100 thaler
  17
  Mystical  
  treasure.
  Silver headband with pearls painted like eyes, which gives its wearer a premonition 
  of imminent danger – a second chance to avoid being Surprised by ambushes and 
  stealthy foes.
  1D100+100 thaler
  18
  Mystical  
  treasure.
  A pendant in the form of a golden owl with spread wings, which can distort the wea-
  rer’s shadow. Whenever someone uses Witchsight to view the shadow, 1D10 is rolled. If 
  the outcome is 1–2 the shadow makes it seem like the person has +5 total corruption, 
  3–4 reveals the true shadow, and at 6–10 the shadow makes it seem like the wearer 
  has –5 total corruption.
  1D100+100 thaler
  19
  Artifact
  The Brazier of Eldred , see text box
  1D1000+1000 
  thaler
  20
  Artifact
  The Chain of Algsar-Mara, see text box
  1D1000+1000 
  thaler
  10
  
  The brazier is the size of a soup bowl, made of 
  cracked ceramic with iron threads weaved into it. 
  When used, the oil must be ignited and the artifact 
  held in the cupped hand of its master, who suffers 
  corruption when the powers are activated.
  The Liar’s Penance: The master may ask some-
  one a question (open or yes/no). When it has been 
  answered, the person’s hand is forced into the flame. 
  If the respondent did not tell the truth, his/her 
  hand is severely burned (1d4 damage); otherwise 
  the fire feels cool and pleasant.
  Action: A whole turn
  Corruption: 1D4
  Evoke memory: The master can light the brazier 
  in order to evoke memories which the respondent 
  has forgotten or repressed, in response to a question 
  or a request to describe a certain situation or event. 
  The person sticks his/her hand into the fire and 
  takes 1d4 damage, but will then remember the 
  event/answer with perfect clarity.
  Action: A whole turn
  Corruption: 1D4
  the ChAin oF AlgsAr-MArA, ArtifAct 
  As far as anyone knows, Algsar-Mara is only men-
  tioned in a single verse, accredited to Aroaleta, 
  which only refers to his craftiness, murderous 
  disposition, and “biting chain”. Who this person 
  really was, and what made him worth mentioning, 
  is as big a mystery as the question whether this 
  chain really belonged to him. Or her.
  With its thin but immensely strong links, the 
  chain is almost two meters long, but as light as a 
  rope of equal length, and it seems that a hunge-
  ring – even ravenous – power has been instilled in 
  its metal. In addition to the powers below, it can 
  be swung as a Long Whip with the qualities Deep 
  Impact, Ensnaring and Jointed.
  Entwine: Having bound to the chain and while at 
  an Advantage, the master can pass an attack test to 
  throw the artifact at an enemy. No matter how it is 
  thrown, the chain immediately wraps itself around 
  the victim, completely restricting its movements 
  during the next turn. A [10←Strong] test is then 
  required each turn to maintain the effect; if the 
  test fails, the enemy breaks free.
  Action: Active
  Corruption: 1D4
  Creeping trap: The artifact’s master can place it 
  somewhere as a living trap, covering a larger area 
  (a palace ruin, a clearing or a campsite). The chain 
  will automatically seek out approaching creatures, 
  except those who have already been in contact with 
  it, and wrap itself around them as described above 
  (up to two creatures within melee distance of each 
  other). The chain rattles loudly enough to alert the 
  master even if he or she is asleep [Vigilant].
  Action: Active
  Corruption: 1D4
  non-plAyer ChArACters
  The four people below are of particular interest 
  to the player characters, regardless of why they 
  are visiting the location. If stats for additional 
  creatures or individuals are needed, they can most 
  likely be found in section two of the Symbaroum 
  Monster Codex.
  Odella
  “Now! It must be done NOW!”
  Master of the Order Odella is the same age as her 
  chapter master, the famous Argoi, and has always 
  lived in his shadow. With the excavation at the Black 
  Pitch Mire, she expects this to change – that she will 
  finally win the fame and recognition she thinks she 
  deserves. Her entire future is at stake, which may 
  be a mitigating factor for those who are forced to 
  endure her anger, frustration and verbal abuse.
  Manner
  Irritable, flushed face
  Race
  Human (Ambrian)
  Resistance
  Challenging 
  Traits
  Contacts (Ordo Magica)
  Accurate 5 (+5), Cunning 13 (–3), Discreet 10 (0), 
  Persuasive 9 (+1), Quick 10 (0), Resolute 15 (–5),  
  Strong 7 (+3), Vigilant 11 (–1)
  Abilities
  Anathema (adept), Brimstone 
  Cascade (adept), Loremaster 
  (master), Ritualist (master: 
  Break Link, Clairvoyance, Magic 
  Circle, Sanctum, Seven-league 
  Stride,  Tale of Ashes), Unnotice-
  able (adept), Wizardry (adept)
  Weapons
  Accurate
  Quarterstaff 3 (blunt, long)
  Armor
  Order cloak 2
  Defense
  0
  Toughness
  10
  Pain Threshold
  4
  Equipment
  Field library, Excavation tools, 
  Pipe and tobacco
  Shadow
  Glossy reddish-yellow with thin, 
  dark streaks, like a polished 
  yet scratched plate of copper 
  (corruption: 2)
  Tactics: Odella does not fight. In a combat 
  situation, she uses Unnoticeable to reach a safe 
  distance, from which she will, at most, support 
  her allies with Anathema.
  11
  1
  L O R D  O F  T H E  B O G
  
  Golangarg
  “You are small, you are weak; I’m in charge!”
  Golangarg challenged the ruler of a minor troll 
  kingdom in the Underworld, and lost. The regene-
  ration has healed the scars on his body, but the ones 
  on his soul will not heal until he has established a 
  realm of his own, strong enough to attack and crush 
  the weaklings who banished him. He will succeed, 
  or die trying. Golangarg only speaks troll tongue, 
  so the player characters need Loremaster (adept) 
  in order to speak with him.
  Ilfolusk
  “No, not! Or … Maybe yes? No?”
  The increasingly gaunt Chieftain Ilfolusk is beset 
  on all sides, not least by his own self-image, which 
  demands that he provides food and shelter for his 
  people. He is terrified of entering agreements that 
  might displease other factions, but at the same time, 
  he realizes that he will soon have to pick a side – 
  without a strong ally, the tribe will perish.
  After many long years of collaborating with 
  Bogstead, Ilfolusk speaks decent Ambrian
  The Autumn Elves
  “Contribute, or leave. Or die!”
  Both Eliriel and Aláoan stand tall and proud, ready 
  to do whatever it takes to defend Skaramagos and 
  win his trust. They belong to the bellicose faction 
  within the Iron Pact, but are ready to swallow their 
  wrath until they know whether Prince Eneáno’s 
  plan to enlist the dragon’s support will succeed. 
  If they are attacked, they will not hesitate to slay 
  anyone who endangers their mission.
  Manner
  Composed, suspicious
  Race
  Troll (liege troll)
  Resistance
  Strong 
  Traits
  Armored (I), Long-lived, Natural 
  weapon (I), Regeneration (III), 
  Robust (II)
  Accurate 13 (–3), Cunning 10 (0), Discreet 5 (+5), 
  Persuasive 11 (–1), Quick 9 (+1), Resolute 10 (0),  
  Strong 18 (–8), Vigilant 7 (+3)
  Abilities
  Berserker (master), Exceptio-
  nally Strong (master), Feat of 
  Strength (novice), Iron Fist (mas-
  ter), Two-handed Force (master)
  Weapons
  Strong
  Warhammer 16 (blood-letting, 
  massive, unwieldy)
  Armor
  Troll skin 7 (regenerates 4 Tough-
  ness/turn, except damage from 
  fire or acid)
  Defense
  +4
  Toughness
  23
  Pain Threshold
  9
  Equipment
  Jewelry and trinkets (10 thaler)
  Shadow
  Mottled black and gray, like wet, 
  dark granite (corruption: 0)
  Tactics: Golangarg does not care much about tactics 
  or strategies; he trusts that the massive stone ham-
  mer will get the job done, even if he is banged-up a 
  little in the process. He enjoys a good beating!
  Manner
  Drifting eyes
  Race
  Goblin
  Resistance
  Ordinary 
  Traits
  Pariah, Short-lived, Survival 
  Instinct (II)
  Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0), 
  Persuasive 13 (−3), Quick 11 (−1), Resolute 7 (+3),  
  Strong 9 (+1), Vigilant 15 (−5)
  Abilities
  Leader (adept)
  Weapons
  Accurate
  Spiked club 4
  Armor
  2 (Survival Instinct)
  Defense
  0 (shield)
  Toughness
  10
  Pain Threshold
  5
  Equipment
  Chieftain’s cloak made of grey and 
  black feathers, four almond biscu-
  its which he strictly rations out.
  Shadow
  Maroon, like the wood of a rotten 
  tree stump (corruption: 0)
  Tactics: In battle, Ilfolusk fights at the forefront 
  with his club and shield, ready to die for his pe-
  ople. He will not even consider surrendering until 
  he stands alone in a sea of fallen subjects.
  Manner
  Terse, uncompromising
  Race
  Elf (autumn elf)
  Resistance
  Strong 
  Traits
  Long-lived, Pariah
  Accurate 10 (0), Cunning 10 (0), Discreet 7 (+3), 
  Persuasive 5 (+5), Quick 13 (–3), Resolute 11 (–1),  
  Strong 9 (+1), Vigilant 15 (–5)
  Abilities
  Acrobatics (adept), Arrow Jab 
  (master), Man-at-Arms (adept), 
  Marksman (master), Rapid Fire 
  (master), Sixth Sense (master)
  Weapons
  Vigilant
  Mastercrafted longbow 6 (pre-
  cise, deep impact), fires three 
  arrows/combat action, ignores 
  Armor
  12
  
  Developments
  the ideA with this setting is of course that the 
  development should largely be governed by the 
  player characters’ strategies and interactions with 
  other people involved – factors which, in turn, may 
  vary considerably depending on who the characters 
  are and what they hope to achieve. The Game Master 
  simply has to build on what he or she knows about 
  the gaming group’s characters, and prepare as much 
  as possible for situations that might emerge as they 
  take on the Black Pitch Mire – combat, negotiations, 
  treasure hunts, or visits on corrupted islands.
  Should your players have difficulty taking their 
  own initiatives, it may be wise to let them be guided 
  by one of the area’s authority figures – most likely 
  Odella or the ironsworn autumn elves. In general, 
  the Game Master should expect the other inhabi-
  tants of the mire to move between the islands, and 
  that they can therefore be used to start scenes or 
  complicate the characters’ activities.
  Below are some suggestions regarding the sce-
  nario’s negotiations and resolution. Apart from 
  that, the Game Master must be perceptive and 
  try to present the gaming group with interesting 
  challenges. The important thing is that everyone 
  is having fun!
  AlliAnCes Are ForMed
  Regardless of why the characters have come to the 
  Black Pitch Mire, they will sooner or later become 
  involved in the conflicts surrounding the hiberna-
  ting lindworm. The moment they make themselves 
  known, the groups involved with see them either 
  as a threat or as potential allies.
  If the gaming group has access to Karvosti – the 
  Witch Hammer, the rules for Scheming (see page 58) 
  can be very helpful in making the social game both 
  interesting and challenging. That way, the cha-
  racters’ previous relations with for instance Ordo 
  Magica and the Iron Pact will also affect the outcome 
  of the negotiations. But if the gaming group prefers 
  the scheming to be handled in summary, it can easily 
  be conducted with unmodified [Persuasive←Resolute] 
  tests, or without any die rolls whatsoever.
  As a general guideline, it can be said that Odella 
  and the autumn elves want the player characters on 
  their side, while Golangarg would rather see them 
  dead or join the ironsworn – the latter because an 
  alliance between the player characters and the 
  Ambrians could later mean that Odella would not 
  have to negotiate with him at all. Ilfolusk and his 
  people will probably be mere pawns in the game 
  between the others, even if (with the player charac-
  ters’ assistance) they could actually free themselves 
  of the liege troll’s oppression.
  the serpent AwAkens
  It probably goes without saying that, eventually, 
  Skaramagos will wake up. There are two main 
  ways in which the Game Master can handle this 
  dramatic event.
  If the gaming group is mostly focused on explo-
  ration and scheming (rather than combat), it could 
  happen when the player characters are not even 
  around; perhaps they are in the middle of a nego-
  tiation or busy digging in some ruin when a mighty 
  roar is suddenly heard from the island guarded 
  by the Iron Pact. In this case, the awakening of 
  Skaramagos becomes a turning point in the story, 
  when the factions stop focusing on each other 
  and instead try to win the drakworm’s favor. The 
  social playing field is changed, and soon the player 
  character will also have to kneel before the lord of 
  the bog, or ally themselves with the trolls or the 
  goblins in an attempt to slay the tyrant.
  But for gaming groups who enjoy combat, the 
  awakening should probably be used differently – in 
  conjunction with some ongoing confrontation between 
  the defenders of the island and their attackers, per-
  haps after a few turns of battle. Should the player 
  characters find themselves on the attacking side, they 
  must choose between focusing on the snake or the 
  ironsworn, and if they have joined the defenders, 
  the newly awakened snake might very well attack 
  everyone within reach, at least initially.
  Regardless of how you and your gaming group 
  decide to introduce the awakening of Skaramagos, 
  he has the stats of a Drakworm, page 37 in the 
  Symbaroum Monster Codex. The Game Master is of 
  course free to adjust the serpent’s capacity based 
  on the player characters’ abilities, but if so, we 
  recommend a pause for reflection: Skaramagos is 
  the Lord of the Bog, and his abilities, traits and other 
  stats should definitely reflect his awesome power.
  Armor
  Lacquered silk cuirass 4  
  (flexible)
  Defense
  –5
  Toughness
  10
  Pain Threshold
  5
  Equipment
  20 arrows, 3 herbal cures, 2 
  doses Elixir of Life
  Shadow
  Green, shifting between bright 
  and dark, like a swaying leaf on 
  the lower branches of a tree 
  (corruption: 0)
  Tactics: The autumn elves prefer to keep their 
  distance, but can also use their bows in melee 
  combat if need be, fighting back to back to avoid 
  being flanked.
  13
  1
  L O R D  O F  T H E  B O G
  
  Introduction
  dAvokAr ConsuMes; dAvokAr provides. For the 
  common traveler that can mean both danger and the 
  promise of plenty. Of the ruins in the great forest, 
  that can mean the difference between absence or 
  access, as is the case with Erdugald, which has lain 
  beneath the loam and moss for a decade, a part of 
  the trolling Underworld. Davokar never rests and 
  quakes send ripples through the ground that force 
  the darkness into the light.
  A few months ago, a part of what was Erdugald 
  re-emerged from the abyss. This place might have 
  been part of an outpost or some distant branch of 
  the Underworld, but the quake carried it to the 
  surface in the depths of Davokar. The rise from 
  beneath carried other stray structures with it, 
  including the nest of the Spite.
  The survivors continued, aware from centuries 
  of experience that these things happen. The trolls 
  The Chasm  
      of Erdugald
  the greAtest dAngers and most treacherous secrets of Davokar come not from 
  the dark and trackless undergrowth or the twisted spires of ancient ruins, but 
  from the unexpected and ever-changing features that seem to materialize from 
  nothing and vanish without trace or warning. Any treasure-seeker worth their 
  salt will never venture out lightly nor ill-prepared, and none will fall foul of the 
  tricksters and charlatans who claim to have reliable maps to untold riches. The 
  few landmarks that persist with certainty have been cleaned out of their easily 
  accessible wealth. Those relics of ages past that have wealth to plunder have yet 
  to be discovered or have only become accessible and may not stay open long. 
  And occasionally, something more dangerous still will well up from the depths, 
  offering the rarest of opportunities to those willing to risk their lives.
  14
  
  continued to study, to live, to discover – but the 
  Spite had other plans. The parasites stalked the 
  halls, using the infestation of Tricklesting to cover 
  their activities. They preyed upon the cocooned, 
  seeking the strongest host – killing some, nesting 
  in others. The poison turned once studious and 
  mature trolls to fits of rage unbecoming of their 
  stature, no better than the starved and desperate 
  kin who often stalked the surface.
  Those not affected tried to do something about 
  it, but the fury of the infected burned bright and 
  the trolls realised the source of the ‘disease’ could 
  as easily infect them.  They could sense that their 
  friends and associates were sick, but not lost…
  And then one of the Spite found Ahaxrys, the 
  Arch Troll. Once infected, all hell broke loose.
  plAyer ChArACters
  Scholars and travellers who have come across the 
  name of Erdugald disagree absolutely over the 
  origin and identity of the individual, or indeed if 
  it is a person at all. Could it perhaps be the name 
  of a place, a claim of possession, or even a cryptic 
  warning. Below are some suggestions on how the 
  player characters might become involved in finding 
  and delving into the truth of Erdugald – though 
  discovery may still only reveal part of the story.
   
  Erdugald the Grey
  One story claims Erdugald was an early colonist, 
  one of the very first who crossed the Titans from 
  Alberetor, even before the Great War had poisoned 
  the land. She might have been a spy or a member of 
  the King’s expeditionary forces; whatever, Erdugald 
  is said to have compiled dozens of reports and draf-
  ted many maps of her travels before meeting an 
  untimely end in the depths of a rift within the dark 
  woods, taking her journals with her to the grave.
  The master of Thistle Hold or one of the Dukes of 
  the northern regions would pay a handsome sum for 
  the discovery of those journals, and an inebriated 
  treasure-seeker recently returned from expedition 
  claims to have uncovered Erdugald’s resting place 
  in a virgin site on the edge of Dark Davokar.
  Erdugald the Blight
  Another cautionary tale states the Erdugald was, 
  and still is, an elvish curse set upon a store of tre-
  asures lost within the depths of what was once a 
  key outpost of the Symbarian Empire. This fortress 
  survived the first great purge that laid waste to 
  the greater bulk of the empire. As a result, the site 
  became the target of a coordinated and brutal strike 
  from forces that sealed and warded it for all time 
  with an artefact of unprecedented potency.
  The theurgical scholar Tello has uncovered 
  evidence that part of the lost treasures included 
  artefacts sacked from the Sun Temple. Tello believes 
  the Word of Prios, a flame-colored gem the size of 
  a human fist that is manifest of the essence of the 
  god himself, lies within the bounds of a recently 
  discovered ruin, said to bear the marks of the sun. 
  The scholar has every reason to believe that the 
  Elves will protect such a location, with force and 
  magic, but the reward should the Word be uncove-
  red would be significant for all involved.
  Erdugald the Wise
  A further account, of questionable authority, says 
  that Erdugald references a site of mystical signi-
  ficance that predates any history that Ambrian 
  scholars have found access to. It refers to a gateway 
  of sorts that drills deep into the nether realms, an 
  ancient abandoned cache, or simply forgotten one, 
  filled with untold lore.
  Ordo Magica in Thistle Hold has an open remit 
  to encourage expeditions into Davokar to confirm or 
  strike out rumours that consistently surface around 
  the wealth of lore in the forest depths. Amongst the 
  many shreds of lore, Erdugald remains an unfulfilled 
  hope, the promise of knowledge that recalls a time 
  from before any of the known peoples of this age.
  The matter may surface through a contact in 
  the Ordo Magica or as a job pulled from the pile by 
  Mother Mehira that matches the talents the player 
  characters have to offer. Reports of a recent quake in 
  the depths of Davokar has raised interest in scouting 
  of the virgin territory in pursuits of any artefacts or 
  lost lore the site might offer. Return with something 
  of value and standard contract rates apply.
  Scholarly Survivor
  When travelling through Davokar, the player charac-
  ters come across Damaka – a troll that has collapsed, 
  weak and delirious from lack of sustenance, looking 
  like someone who has wandered aimlessly through 
  the forest. While most would avoid a famished troll, 
  Damaka wears an outfit of remarkable quality mar-
  ked with strange glyphs and ornamentation.
  With water and a morsel of food, he recovers 
  his senses and a little of his strength. He pleads for 
  help, explaining how he fears that a terrible fate 
  has claimed his companions; a curse perhaps or 
  some strange malady of the senses, something that 
  warrants the involvement of someone with skills 
  in mystical arts, herb lore, or medicine.
  If all else fails, he needs help to rescue his compa-
  nions and he can pay in gold. He wants to rescue them 
  alive, as they are scholars not soldiers, their worth 
  counted in their wealth of knowledge and expertise.
  15
  2
  T H E  C H A S M  O F  E R D U G A L D
  
  Erdugald
  in the distAnt past, the part of the Underworld 
  now exposed to the surface served as a foundry of 
  rare arcane artifice. The trolls here sought to find 
  a means to store their wealth of knowledge and 
  lore, but not in a form recognizable to Ambrians. A 
  great long-stepped tower dove deep into the earth 
  with radial corridors leading off at regular and 
  precise intervals. The exacting construction and 
  location of the places created a perfect resonance 
  within the foundry, that allowed the trolls to craft 
  remarkable works of crystal. Within each, they 
  stored a fragment of the catalogue of troll-song, 
  each fork of exquisite crystal a personal record of 
  ancient lore. Whatever talents of stone crafting 
  built this place, they used materials and expertise 
  that rendered the acoustics of the interior perfectly 
  balanced. The artificers and scholars who worked 
  within the foundry could create these records with 
  absolute crystal clarity. 
  The trolls most recently residing here were 
  seeking to revive access to the catalogue, each set-
  ting to a methodical record and cross-reference of 
  all the material held therein. However, a great quake 
  from below raised the entire structure, impaling it 
  with and through others, both from above and below 
  it. Many of the crystals have been lost; many of the 
  learned trolls, too, lost their lives, or lost their way, 
  in the great upheaval. And the careful crafting of 
  the location itself became permanently disrupted.
  What remains appears like a mess of styles and 
  architecture, all surfaces riddled with cracks or 
  skewered by shards of other structures, above or 
  beneath. Vents and rifts in the walls reveal soft 
  earth, searching roots, bottomless reaches, or 
  gathering pools of blue-green water. No two surfaces 
  appear at angles comfortable to the eye or the inner 
  ear, such that movement through the passages and 
  halls requires careful attention, whether to avoid 
  rubbles or sudden drops, or simply to keep balance.
  The massive disruption of the structure now 
  also means the natural clarity of the place instead 
  generates strange echoes and reverberations, every 
  footstep setting off weird dissonance, each word a 
  queer discord. Calls or cries for assistance or help 
  do not necessarily carry the distance one would 
  expect or end with an abrupt suddenness rather 
  than echo.
  strAngled gAtehouse
  The natural flow and curve of the forest breaks 
  suddenly with the appearance of a squared column 
  of stone rising at an angle. The column consists of 
  two complete levels, like a tower, the upper level 
  narrower than the lower. The upper part sports a 
  Damaka, the Gatekeeper
  “I would ask that you look past mere appea-
  rance and understand our plight…”
  Under normal circumstances most would think 
  twice before approaching Damaka, a Rage Troll of 
  significant size, thick hide scored and criss-cros-
  sed with scars. However, Damaka has been into 
  the Chasm beneath the Gatehouse, trying des-
  perately to rescue those within and a mesh of 
  faint scars to show for it. He suspects that the 
  infection might be contained and controlled if 
  the hive infection can be disrupted. Worse yet, 
  he fears that he might have been responsible for 
  the catastrophe that befell the outpost and that 
  paranoia gnaws at him constantly.
  Manner
  Sad eyes, protective
  Race
  Troll
  Resistance
  Strong 
  Traits
  Armored (I), Long-Lived, Natural 
  Weapon (I), Night Perception, 
  Regeneration (II), Robust (II)
  Accurate 10 (0), Cunning 13 (−3), Discreet 5 (+5), 
  Persuasive 11 (−1), Quick 9 (+1), Resolute 10 (0),  
  Strong 17 (−7), Vigilant 7 (+3)
  Abilities
  Artifact Crafting (adept),  
  Berserker (adept), Blacksmith 
  (novice), Exceptionally Strong 
  (adept), Loremaster (adept),  
  Natural Warrior (master), Ritualist 
  (novice: False Shape)
  Boons/ 
  Burdens
  Archivist (I), Dark Secret, 
  Nightmares
  Weapons
  Accurate
  Claws 10 (short), 2 attacks at the 
  same target 10/7
  Armor
  Troll skin 7 (regenerates 3 Tough-
  ness/turn, except damage from 
  fire or acid)
  Defense
  +8
  Toughness
  17
  Pain Threshold
  9
  Equipment
  Writing materials, Meeting Sto-
  ne, Spark Stone, weak antidote, 
  heavy cloak, hand-crafted jewel-
  ry and trinkets (20 thaler)
  Shadow
  Deep red with faint streaks of 
  rust (corruption: 2)
  Tactics: In social interaction, Damaka will use a 
  Meeting Stone, a trinket and a written note to att-
  ract interest with a proposal and a hint of wealth. 
  In person, he will use False Shape initially to ap-
  pear less threatening but will not hold off with the 
  truth of his origins for too long, knowing that such 
  trickery will not serve the needs of his people.
  16
  
  crown of flourishing trees bedded in layers of loose 
  earth and undergrowth, from which hang copious 
  roots that twist and bind around the lower level, 
  almost drowning the pale stone surface in a web 
  of green and brown. At the foot of the structure, a 
  doorway, large enough to admit the largest of trolls, 
  opens like a yawning maw, partially obstructed by 
  hanging roots and chunks of splintered masonry, 
  like giant’s teeth.
  A test of Vigilant (or experience with siege craft 
  or castle defence) identifies points at the summit 
  that suggest fortification, elements that might be 
  used by archers. Anyone with at least Adept level in 
  Loremaster or Artifact Crafting, identifies elements 
  of more than one culture apparent in the stone 
  work, utterly at odds with common sense. A test of 
  Cunning by someone with Bushcraft or Green Thumb 
  pinpoints the new growth of the twisted roots, as 
  something like a reaction to the presence of the 
  column. The tower has not been here long and may 
  not remain long, either.
  There are Elflings nearby, cautious of intru-
  ders, curious of the recently surfaced structure, 
  but inexplicably and deeply afraid of what lies 
  beneath. A late Summer Elf, Oranhai, leads the 
  group. The gatehouse gives him strange feelings, 
  setting his senses on edge like fingernails scraped 
  down a blackboard.
  The Elflings do not yet understand the true 
  danger of the parasites that infest this part of 
  the Underworld, particularly in relation to their 
  species. Oranhai has set a watch on the Gatehouse 
  awaiting the return of his companion, Thenak, and 
  a small scouting team. They have been gone for a 
  couple of hours.
  The player characters have a 50–50 chance of 
  finding an Early Summer Elf scout checking in 
  at the Gatehouse. The Elf has orders to check the 
  surroundings, make a brief survey of the interior, 
  and then report back. Oranhai and a few others 
  have spread out seeking alternate means of access 
  into the Underworld, while others have gone to 
  secure reinforcements. If the player characters 
  draw attention to themselves, the scout will sound 
  an alarm to draw the other Elflings back. When the 
  player characters emerge from the depths, they 
  may find Oranhai and the Elflings waiting for them, 
  furious of the trespass.
  weeping steps
  Inside the gatehouse, a hollow core reaches down 
  into utter blackness. A stair curls both to the left 
  and right from the door, one up, the other down. 
  The left upward spiral rises into the second level 
  of the structure, tree roots impaling the walls. 
  Moisture drips from these growths like a steady 
  shower, coating the inner walls and cultivating a 
  growth of fungus. Fine streams of light slice down 
  from on high.
  The location could provide a perfect point for 
  an ambush, as the light offers illumination for the 
  attacker but nothing like enough for those defen-
  ding. Player characters engaged in these conditions 
  attack and defend as if Blind-fighting, opening 
  torches fizzing and sputtering in the steady shower 
  of moisture. Magical light or a hooded lantern will 
  help, though the lantern would need to be held high 
  to cut through the gloom above.
  An herbalist going up in the root skewered eaves 
  of the building might find raw ingredients for an 
  elixir or herbal concoction amongst the damp 
  growth in here. Alchemists make any Cunning 
  test here at +3.
  The rightward spiral of the stairway sinks down; 
  the steps run deep and wide, clearly crafted by and 
  for creatures of trollish dimensions. A Vigilant test 
  at –3 will pick out the queer lack of correct feedback 
  as the structure gathers and stretches sounds in 
  an odd way. Neither footsteps nor the patter of 
  moisture echo and the effect, once perceived, 
  sounds distinct and strange. Anyone rushing up 
  or down the stair must make a Quick test at –1. And, 
  yes, their strangled cry as they miss a step and fall 
  will sound queer, too.
  At the base of the stair, several dark passages 
  lead away. Only one has a clear trail, presumably 
  left by the Elfling scouting party. Any investigation 
  of the other passages may lead to disappointment 
  at a dead end, fruitless searching for a time, or a 
  roll on the Trails of the Underworld table.
  the sundered hAll
  Between the Weeping Steps and here a fair dis-
  tance of abandoned halls, musty passageways, and 
  earth-caked chambers. The air smells like freshly 
  dug dirt, heady and slightly sharp. The empty pas-
  sages lead into a vast room with ruptured walls and 
  shattered pillars, plant-life leaking through the 
  cracks and floors leaning at odd angles.
  Anyone determined to investigate these pas-
  sageways should have an encounter, rolled on the 
  Trails of the Underworld table.
  The site’s structural and audible oddities appear 
  more noticeable here. The Sundered Hall gives 
  the impression of a fractured mirror held up to 
  an elegant vault, the floor and walls rippled and 
  broken, with strange tides of marble and finely 
  crafted stone. Moving through the corridors that 
  surround the hall feels like navigating the twisting 
  and broken shafts of a forgotten mine, with some 
  17
  2
  T H E  C H A S M  O F  E R D U G A L D
  
  parts turned through 90 or 180 degrees, such that a 
  treasure-seeker might find the wall beneath their 
  feet or chequered and elaborate floors hanging 
  above their heads.
  The hall has elaborately crafted walls and 
  majestic pillars rising into the gloom above. Roots 
  and cobweb reach down from the darkness like 
  rippling curtains, robbing the chamber of the 
  true sense of scale. Thick cords of webbing may 
  serve as makeshift bridges across the rifts in the 
  floor, while in other parts thick roots dangle from 
  out of the shadows like emaciated fingers. The 
  Hall deadens sound, with shouts cut short and 
  whispers all but lost.
  Tiles of varying colour spill strange and scintilla-
  ting patterns across the floor. Some ancient quake 
  has ruptured the surface turning it into jagged and 
  uneven waves interspersed with sinks and chasms 
  in darkness.
  Hundreds of stray cocoons scatter the chamber, 
  around the walls and floor, like abandoned diapha-
  nous statuary. A Vigilant test finds that while many 
  of these cocoons lie torn and empty, some contain 
  twisted and maltransformed corpses, with slashed 
  flesh and throats ripped open. The damage looks 
  intentional; some of the wounds look more like 
  burns or bites, evidence of the many Tricklesting 
  that have opted to make this ready larder their new 
  underground home.
  Travelling across the Hall demands some thought 
  or consideration, as no surface sits quite right, and 
  the weird baffling effect of the surroundings causes 
  a natural imbalance of the senses. Whatever the 
  plan, players roll tests at –3 and failure causes a 
  fall that inflicts 1d6 damage.
  Careful investigation halfway across the hall, 
  with a Vigilant test, will find torn webbing and 
  evidence of conflict, along with two Elfling corpses 
  at the bottom of a hole in the floor.
  Tricklesting make their nests in the hall, fee-
  ding upon the carrion that remains. Worse yet, 
  the Sundered Hall provides the first opportunity 
  to present the explorers with a Spite enraged 
  troll. Skane will approach from behind them, 
  emerging from amidst the cobwebs and roots, 
  and requires a Vigilant test at +5 to notice. If 
  unnoticed, the troll free attacks with Advantage 
  before initiative kicks in.
  Skane has blood smeared on his hands and 
  face, as well as viscera spattered across his ragged 
  clothing. Treat Skane as a Rage Troll, Famished (see 
  the Core Rulebook, page 207). 
  The conflict with the troll demands a Quick test 
  each turn just to remain upright on the uneven 
  ground. Skane stumbles every even numbered 
  round. Anyone failing the test stumbles and fall 
  to their knees or take a tumble, losing their Active 
  Action for that turn.
  A character taking the time to watching the 
  troll and make a Cunning test can see evidence of 
  sickness, a sheen of sweat, a discoloration of the 
  flesh, and the distended sac beneath the chin. Only 
  after killing or subduing the troll will the horrible 
  truth become clear, the larvae sliding within the 
  opaque sac between the oddly deformed wishbone 
  of material driven through the neck. A character 
  with Beast Lore of Adept or higher recognises the 
  wishbone as the barb of a sting, though even a 
  Master will struggle to associate the evidence to 
  a known beast.
  If left undisturbed, the larvae will continue to 
  feed on the corpse. Use of fire or an antidote will 
  eventually kill them.
  the sheer
  A passage set at an unnerving and steep angle, 
  which once served as a vertical shaft driving deep 
  into the trollish Underworld. Masses of fallen rock, 
  masonry and loose earth fill gaps in the Sheer, 
  which make it possible to traverse the angular 
  route with pace, if not necessarily in absolute safety.
  The whole shaft smells of damp earth, as if 
  freshly dug, sweet and heavy in the lungs. Anyone 
  close to the Sheer can always smell that tang of dirt 
  getting stronger (removing any penalty on Vigilant 
  tests to get back there).
  At the upper entrance, beyond the Sundered 
  Hall, the Sheer extends a short way upward, with an 
  elaborate balcony rammed full of earth and roots. 
  At this point, characters can see this was once 
  an upright, circular shaft. Ten paces down shaft, 
  fractures line the walls, the walls angling beneath 
  that point. Every ten paces or so, the effect grows 
  worse, the walls more skewed and the damage more 
  obvious and dangerous. Beyond a hundred-and-
  fifty-meter mark, should anyone push on that far, 
  the angle of the Sheer becomes vertical again, the 
  balcony sections sheered off completely, dropping 
  off into darkness.
  Player characters entering the Sheer will notice 
  the loose dirt shows signs of something dragged, 
  with smears of blood spattered here and there. 
  The trail impossibly leads down the ragged sides 
  of the Sheer for more than a hundred paces, before 
  disappearing into a rubble-strewn side passage. The 
  descent seems to have been more like a controlled 
  fall or bruising roll than a controlled descent. Player 
  characters can use the roots and jutting masonry 
  along with a standard length of rope to complete a 
  controlled descent.
  18
  
  19
  2
  T H E  C H A S M  O F  E R D U G A L D
  Gatehouse
  N
  0
  50 M
  Weeping 
  Steps
  The 
  Sundered 
  Hall
  The Sheer
  The Choke
  The Nest
  
  Here follow half a dozen suggestions regarding what 
  the characters may encounter while investigating 
  Erdugald. The Game Master can let chance decide 
  (roll 1d6) or choose from the list depending on 
  gaming style and preferences.
  1. The Scout
  A member of the Elfling scouting group, wounded 
  but alive. She may react in self defense and panic, at 
  first, firing off a warning shot; she had no expecta-
  tion of rescue. She can tell the player characters 
  that a massive and raging troll took Thenak and 
  another Elfling prisoner. She can offer a herbal 
  cure, should anyone need one; she has already used 
  one upon her own wounds.
  2. The Treasure Hunter
  The corpse of an Ambrian treasure-seeker, per-
  haps a month old and chewed upon by vermin. 
  The characters might find a curiosity, or perhaps 
  a leading cryptic note, upon his person, as well as 
  a serviceable one-handed sword. 
  3. The Spite Infected
  An infected troll scholar trying desperately to shrug 
  off the creeping psychosis caused by the Spite larvae 
  inside him. He warns anyone approaching to stay 
  away – in troll or broken sentences in a language 
  they do understand – holding his hand out to ward 
  them off. If administered with suitable medication 
  – any antidote or some mystical power, perhaps 
  – he will pass out from the pain, but ultimately 
  survive. Otherwise, after two game minutes, he 
  will attack with the same stats as the enraged troll 
  in the Sundered Hall.
  4. The Carcass 
  The carcass of a troll slumped face down in a pool 
  of oily liquid and vomit, surrounded by several 
  empty and broken bottles, flasks and phials. An 
  Alchemy test (or simply a character with Master 
  level in Alchemy) will identify the distinct odour 
  of several familiar herbals and preparations used 
  in the treatment of toxins, diseases and maladies 
  of the gut. Likely, the frenzy to consume them all 
  poisoned the troll. Any detailed investigation – tur-
  ning the corpse over and inspecting closely, giving 
  time for a quick ambush by some other creature 
  of the Underworld – reveals the partially liquified 
  and clearly dead larvae of the Spite parasite in the 
  dead troll’s neck. 
  5. Dragouls
  A horde of Dragoul, recently emerged from the 
  depths of the Sheer, feasting on a corpse – either a 
  troll or an Elfling. The horde should number suffi-
  cient pestilential deadwalkers to challenge but not 
  overwhelm the player characters.
  6. The Chamber
  A closed and secured door, which needs a Strong test at 
  –3 to open – or some other suitable plan of approach to 
  deal with the barricade set behind it. The sparse room 
  beyond, which looks like the remains of a workshop, 
  contains a lone troll corpse huddled in the corner, 
  pale and cold to the touch. It would appear the troll 
  died for lack of provisions. Its possessions contain a 
  weak poison, a weak antidote, a ball of twine made 
  from some form of hair, and a fork of clear crystal 
  wrapped in a fold of cloth (worth 1d6 thaler, intact; 
  at least twice that to a troll).
  Trails in the Underworld
  20
  
  A Vigilant test or someone with Pathfinder notes 
  a trail separate to the blooded one leading into one 
  of the many side passages accessible, with difficulty, 
  through the mess of rubble and debris choking the 
  balcony.  Should the player characters investigate, 
  roll on the Trails in the Underworld table.
  the Choke
  An elaborately decorated passage with troll-acces-
  sible alcoves a couple of meters deep. Each alcove has 
  evenly spaced depressions that once contained the 
  delicate crystal rods and forks. The quake shifted and 
  splintered the hall and all the contents, scattering 
  the floor with shards of knife-sharp crystal under 
  loose rock, hunks of masonry and root-riddled earth. 
  In places the passage narrows and twists, though 
  never so tight that a troll (or ogre) couldn’t squeeze 
  through. In fact, a close inspection of the narrows 
  finds fresh, wet blood in several places.
  The quake undermined the structure of the pas-
  sage here – and all the radiating corridors from the 
  Sheer – such that player characters moving through 
  the clutter risk the floor giving way beneath them 
  or the weight of their passage dropping loose stone 
  down from above. Have the players roll 1d10 for 
  their characters – with any roll of one (1) indicating 
  a drop and a two (2) indicating a collapse.
  In either case, the character can make a Quick 
  test to save themselves. If a drop, modify by –2 for 
  each level in Robust; for a collapse, modify by +2 for 
  each level in Robust. In either case, the character 
  suffers five (5) damage on a failed test or two (2) 
  damage on a success, minus Armor.
  As the map suggests, narrow branch passa-
  ges lead away from the Choke and if the Player 
  Characters investigate them either roll or choose 
  an option from the Trails in the Underworld table.
  The nature of the passageway also makes this 
  an ideal spot for an ambush by an enraged troll – or 
  even an enraged Elfling from the missing scout 
  party. If the party has already encountered the 
  Dragoul and left some alive, they may also choose 
  to use the Choke to their advantage.
  the nest
  A robust and mostly intact chamber furnished in 
  the fashion of a home of sorts, with space to study, 
  to rest and to prepare food. The smell suggests that 
  whatever food might have been stored here went off 
  some time ago. There are buckets of stale water, a 
  couple of slender crystal ornaments on a desk, and 
  the remains of a cocoon adhering to the wall. In the 
  back wall, a great slab, with frame and elaborately 
  carved lintel, suggest a door onward, but without 
  any obvious means to open the way.
  Just outside this door there is a long and narrow 
  crack in the floor, through which the Spite has entered 
  Erdugald. One way of stopping more of them from 
  entering is to block this rift, with enough stones and 
  gravel to make it impossible for the insects to get 
  through. Of course, then they must clear out all intru-
  ders remaining inside the structure’s many nooks 
  and corners before Erdugald can be considered safe.
  The task of closing the rift is made complicated 
  by the fact that Ahaxrys calls the Nest his home. The 
  characters will likely meet him here, unless they 
  made enough noise in the Choke to draw attention 
  to their approach, in which case he attacks them as 
  they squeeze through one of the narrower sections 
  of the passage.
  Of all the trolls encountered so far Ahaxrys 
  looks furthest along, his green-tinged black flesh 
  distended horribly beneath the chin, like some 
  abominable toad. Maggot-like larvae as thick as 
  an ogre’s finger squirm and wriggle between the 
  stretched skin.
  Ahaxrys, the Fury
  “Raaaaaaaaaaaaaaargh!”
  The Cunning Value
  Normally Cunning 13, 
  the Spite have deprived 
  Ahaxrys of his intel-
  lect, which will return 
  once released of the 
  influence with medical 
  attention and a suitable 
  antidote. Without 
  help, he will dwindle to 
  almost nothing before 
  losing his life to the 
  larvae inside him.
  Manner
  Insane fury
  Race
  Troll
  Resistance
  Mighty 
  Traits
  Armored (III), Crushing Embrace 
  (III), Long-Lived, Natural Weapon 
  (III), Night Perception, Regenera-
  tion (III), Robust (III)
  Accurate 10 (0), Cunning 5 (+5), Discreet 5 (+5), 
  Persuasive 9 (+1), Quick 7 (+3), Resolute 13 (−3),  
  Strong 18 (−8), Vigilant 10 (0)
  Abilities
  Alchemy (master), Berserker 
  (adept), Exceptionally Strong 
  (master), Exceptionally Resolute 
  (master), Iron Fist (master)
  Burdens
  Bloodthirst, Nightmares
  Weapons
  Strong
  Claws 16 (long)
  Armor
  Troll skin 10 (regenerates 4 per 
  turn, except from fire or acid)
  Defense
  +9
  Toughness
  18
  Pain Threshold
  9
  Equipment
  None
  Shadow
  Bluish red, like the anoxic blood of 
  the deepest veins (corruption: 0)
  Tactics: Driven by rage and pain, Ahaxrys can 
  only seek to feed, survive, and remain for as long 
  as his parasitic offspring need him. A well-respec-
  ted scholar once, somewhere deep inside Ahaxrys 
  desperately seeks to wrestle back control.
  21
  2
  T H E  C H A S M  O F  E R D U G A L D
  
  Introduction
  eAst oF Mergile, in the territory of Mervidun, a 
  rough but serviceable trail follows the northern 
  shoreline of the Noora. Compared to the westward 
  road, the trail appears like an afterthought – for 
  who would care to travel away from Yndaros? 
  Sparse trees across low hills to the north and the 
  still waters to the south make travel a less stressed 
  and edgy process, though bandits make it their 
  business to ravage caravans too complacent even 
  to post a guard.
  Hills quickly become low peaks, then snow-cap-
  ped mountains as the trail cuts deeper into the 
  Ravens. Occasional outposts, most little more than 
  wooden dens or stone cabins, provide shelter along 
  The Raven’s Beak  
    Massacre   
  the hArsh deMAnds oF trAvel through any stretch of wilderness mean that 
  traders and caravan leaders alike constantly seek out new routes and opportunities 
  to ease their passing.  As much as the treasure-seeker might make their coin in the 
  ruinous depths of dark Davokar, pathfinders furnish their existence through the 
  mapping of practical and viable routes. Amid the mountains or the depths of the 
  forest, the lead of a capable pathfinder can make all the difference; the prudence 
  of securing a route while expensive at the outset can reap reward over the course 
  of time. Alas, an inviolable route through any wilderness does not exist and rogue 
  dangers persist. Despite the best guards, the swiftest transport, and the most 
  thorough preparations, the curious current of events can quickly turn trade into 
  tragedy. And worse still, there are dangers that even the greatest pathfinder cannot 
  foretell or know how to avoid – especially where the facts fall silent.
  22
  
  the way – and rumor has it that dwarves crafted 
  those stout structures that have weathered the 
  passing years without failing. Compared to a night 
  spent out in the open amidst the towering peaks, the 
  chill wind cutting to the bone, a traveler welcomes 
  any shelter, no matter how crude.
  At the east end of the lake, before the trail divi-
  des – one continuing directly east toward the lands 
  beyond the Ravens, the other angling south through 
  the Fell Pass toward Küam Zamok, ancient fast of 
  the dwarves – a scattering of ancient stones winds 
  a breadcrumb trail, over considerable distance, to 
  a ruin stood upon the water’s edge. A tower rises 
  a dozen paces tall, clad in stone with a green cast 
  that glistens with dark seams and flecks.
  The ground around the tower for many paces 
  shows signs of other structures, long gone. The 
  tower seems to have once sat at the center of a 
  settlement or a fort. Or it might have been just 
  a part of a larger structure, as sections of wall 
  divide the land between mountain and lake. Odd 
  stones show patches and blemishes that allude to 
  fire or conflict.
  A mountain peak looms to the south, the cap 
  strangely twisted and bent, cracked and battered 
  as if shattered by some ancient magic or struck by 
  some impossible giant in a fit of rage. The odd shape 
  has earned the landmark the moniker of the Beak. 
  The eastern body of Lake Gile ripples cold and grey 
  to the north, the surface twisting and distorting 
  the peaks beyond the northern shore.
  BACkground
  Something from the Yonderworld lingers in the 
  fracture between realities beneath the shores of 
  Lake Gile. Melok, a demon of great power, laid waste 
  to the fortification and settlement that once stood 
  guard over the pass before a cabal of Symbolists 
  found a way to expel it. Now Melok has found a way 
  to return. Like a loop of loose thread on a garment’s 
  hem, the entity kept picking and clawing, until the 
  encounter when it finally got a hold of something. 
  Melok could make a connection with strong nega-
  tive emotions, the trauma of loss, defeat and similar. 
  Desperate people seeking lost relatives, haunted 
  veterans of the Great War, frightened travelers 
  fleeing their shattered homesteads – each provided 
  Melok with a little more strength and a firmer hold 
  on the real world.
  Beneath the surface of Lake Gile lies an ancient 
  rock, once known as the Lock-stone. The stone lies 
  at the heart of a maze of passages carved out in a 
  time long forgotten. The presence of the Lock-stone 
  has served as a barrier between worlds, established 
  by practitioners of the Symbolist tradition in the 
  distant past; and, for the longest time, Melok has 
  prodded and poked at this point seeking freedom.
  Simple erosion of the stone has weakened the 
  ward enough to allow Melok influence upon the 
  world beyond. Now, Melok grazes upon the exqui-
  site sustenance of people’s nightmares and finds 
  strength within the darkness, summoning creatu-
  res called Glimmers into the real world. Whenever 
  travelers have passed, Melok has reached out for 
  those plagued with negative emotions.
  Most often, Melok uses the Glimmers to weaken 
  the targets and once diminished it ensnares them. 
  Lone travelers simply vanish, while those traveling 
  in company walk away in the night or disappear in 
  a midst of an ambush by the Glimmer. Melok feeds 
  on the captured, building its strength, working 
  toward the day it has harnessed enough power to 
  pry open the rift between worlds and return.
  plAyer ChArACters
  While the core problem at the eastern edge of Lake 
  Giles lies with the machinations of the daemon 
  Melok, the reason for venturing out this way is 
  unlikely to center on it. Below are some suggestions 
  on hooks and situations that may draw the play-
  ers characters in to visit the Post – situations at a 
  tangent within their own challenges and practical 
  solutions. A further alternative to any of these 
  would be for a player character to lose contact with 
  a personal connection, colleague, mentor or loved 
  one, someone with a strong tie who chose to head 
  out across the Ravens.
  Tainted Water
  The door to the establishment frequented by the 
  player characters swings open and a blood-dren-
  ched figure slops across the threshold, face stre-
  aked by gore and tears. Or at least that’s how it 
  seems in the first instant of the arrival. On closer 
  inspection, the stain comes from discolored water, 
  but the smell lingers somewhere between earth 
  and blood, like wet rust.
  She is Anora, a preacher of Prios (use the stats 
  of a Black Cloak, page 214 in the Core Rulebook), and 
  she went down to the Noora for her ablutions to find 
  the river running red. She dived in to help someone, 
  a local who lost their balance while stricken with 
  fear. Now she feels certain that this is a bad omen 
  and seeks aid and support – she plans to follow the 
  Noora to the east and discover the truth of this sign.
  The facts might well show that the source of 
  the discoloration comes from a collapse in part 
  of the clay mines along the southern shore of the 
  Lake, east of the Noora; but, the evidence might 
  suggest blood isn’t far from the truth. Anora 
  23
  3
  T H E  R A V E N ’ S  B E A K  M A S S A C R E 
  
  wishes to uncover the source of the ill-omen and 
  make certain to return to show that the Light of 
  Prios prevails.
  Glories of Old
  The Guild of Engineers has been tasked by Duke 
  Sesario with drawing up plans for a strengthening 
  of the roads and martial support in Mervidun. 
  Careless whispers would hint that the Duke seeks 
  to make the domain not only the heart of commerce 
  for Ambria but also a stronghold from which the 
  whole nation might be governed, should anything 
  ever happen to Yndaros. The Guild has tasked 
  various engineers with the presentation of plans 
  and projects, dividing the land into patches and 
  slivers upon which each can focus.
  The journeyman engineer Bergo found himself 
  engaged along the southern shores of the Lake to the 
  east of Mergile and set off in the company of section 
  of soldiers departing for attachment in the east. He 
  had found old maps, from the earliest scouting trips 
  into Ambria, that hinted at ruins in the mountains 
  and hoped to find something that might have the 
  potential for reclamation. That was weeks ago, and 
  nothing has been heard from him since; worse still, 
  the local commander in Mergile can’t account for the 
  unit the engineer departed with. The Guild offers 
  a reward for Bergo’s return, while the commander 
  offers a favor for anyone who can provide informa-
  tion on the unit he traveled with.
  The section of soldiers fell to the Glimmers on the 
  lake shore, all taken prisoners by Melok, and now 
  amongst those in the cells or the channels. Bergo 
  (use the stats of a Fortune Hunter, page 215 of the 
  Core Rulebook) lost his mind during the attack and 
  can be found wandering, babbling and incoherent. 
  The experience itself might be enough for Melok 
  to target the engineer himself, drawing him in to 
  The Places Beneath. 
  Glimmer of Despair
  Leria, the wife and business partner of an old 
  merchant called Fortha, seeks willing parties to 
  seek out her husband. He left Mergile a week ago 
  and this morning a message arrived by homing 
  pigeon. Leria fears for the wellbeing and sanity 
  of her husband given the message, filled as it is 
  with incoherent rambling, vague and oozing 
  with dread.
  leria wife love hate 
  despair cage blood stone fear 
  dark ordeal loss
  Leria fears for the worst, not simply because of the 
  nature of the message, but because while certainly 
  his pigeon and signed in his name, this painful 
  scrawl is not written in his hand. Something seems 
  terribly wrong and Leria will pay for the safe return 
  of her husband.
  Raven’s Beak
  the post
  The Post lies some 120 kilometers east of Mergile. A 
  rectangular tower of stone, as tall as five Ambrians, 
  with two levels inside and narrow windows that 
  face north toward the lake on both floors. Arcing 
  buttresses at the mid-level support stones that form 
  the floor of the second level. A narrow slot in the 
  floor and upper ceiling on the south side allows a 
  small fire to be built and smoke channeled up and 
  out without weakening the defenses.
  A stone door, with an intricate hinge mecha-
  nism, swings inward with the means to wedge it 
  closed – though never so thoroughly or completely 
  as to make the inside inaccessible permanently. 
  The crafters clearly intended the tower to serve as 
  a shelter and a defense, but never to be permanently 
  and irrevocably occupied.
  A Cunning test notes that the external walls show 
  evidence of points where the tower once adjoined to 
  other structures. The grass around the base shows 
  clear discoloration where passages and other walls 
  once stood – and a Vigilant test finds a stone stair 
  littered with long grass and chunks of rubble, but 
  showing clear sign of recent passage, whether from 
  footprints in mud or broken grass stalks.
  The composition and crafting of the rock within 
  the structure of the Post works like a Banishing 
  Seal against Abominations, as if cast at Master 
  level with a Resolute 15. The effect radiates from 
  the whole tower; broken elements will not retain 
  the beneficial effect (i.e. a player character cannot 
  take a stone from here and use the effect remo-
  tely). However, Symbolists can use a pouch of dust 
  from the Post as the physical component to cast a 
  Banishing Seal themselves.
  stABles
  An open wooden lean-to that faces the back of the 
  Post, intended to provide shelter to mounts and 
  other animals. Animals will be safe here, from 
  the elements and the Glimmer. The basic animal 
  mind doesn’t provide the same rich potential for 
  24
  
  manipulation, unless they have suffered mistreat-
  ment or witnessed violent acts enacted upon oth-
  ers. If either case applies to the player character’s 
  animals, they will bolt at the earliest opportunity. 
  Attempts to calm animals unnerved by the Glimmer 
  should test as Hard (–3).
  the distAnt tower
  Stones and rubble lie scattered along the waterfront, 
  occasionally presenting as a spine of crumbling rock 
  or a shattered masonry pillar. About a half mile 
  from the Post, at a bend in the trail, another tower 
  remains, sturdy and intact. Physically, it matches 
  the appearance of the Post, but the Distant Tower 
  has a cellar and the interior has been fitted out for a 
  degree of comfort and long-term use. On approach, 
  player characters will smell fragrant firewood or 
  the tantalizing odors of cooking meat around meal 
  times. The ground around the tower has been cleared 
  of any natural cover or debris to about fifty paces.
  The robber leader Kenan and his band of fol-
  lowers have made this valley their own, tending to 
  the track like a farmer tends to cattle. Not wanting 
  to scare anyone away, Kenan often pretends to be 
  a guard stationed here with a few others as an 
  outpost of the Queen’s territories. He wears the 
  uniform and insignia of the Mervidun division of 
  the Queen’s Army.
  A master of persuasion and a pillar of confidence 
  amongst his followers, the strange presence around 
  the shores of the lake both scares and excites him. 
  In the past, Kenan and his band have preyed on 
  travelers with sword and subterfuge, but in the 
  past few months people have gone missing without 
  explanation and left behind possessions for the 
  taking. Unfortunately, the missing have included 
  some of his own people, but that’s a price Kenan 
  willingly pays. It feels like the place has become 
  haunted, but the potential presents too good an 
  opportunity to pass up.
  Kenan’s allegiance has flexibility if the player 
  characters can offer him enough to make it worth 
  his while. As it stands, the robbers number three 
  times the size of the player character group, with 
  statistics per the Robbers and Robber Chief (Core 
  Rulebook, page 211). The tower holds stores and 
  gains from caravan raids in the cellar and sleeping 
  arrangements on the upper floor. The Robbers have 
  shillings instead of ortegs in their purses, while 
  Kenan has thaler instead of shillings; the band have 
  done well and often take the time to travel east, or 
  back west to Mergile, to spend their ill-gotten gains.
  As well as possessions and food, the cellar also 
  has a post and manacles for holding prisoners 
  and a barricaded iron-shod door that accesses the 
  tunnels beneath. This tower, like the Post, has a 
  lean-to stable, but there’s a 50–50 chance it’s empty, 
  with horses and robbers out on a patrol, as diligent 
  members of the Queen’s Army. They can provide 
  convenient reinforcements if player characters 
  start a fight or might not return if you feel the need 
  to ramp up the tension and sense of danger.
  Mine heAd
  Partially obscured by a collapse of rock and a 
  growth of scrub, the entrance to the mine falls 50 
  paces east of the Post. Long disuse means many 
  tunnels have collapsed, flooded or become unsafe. 
  A Cunning test identifies the tunnels as part of a 
  clay pit, the likely source the building materials 
  of the ruined keep.
  The lower flooded levels of the mine provide a 
  means of access into the caves beneath Lake Gile, 
  but while unprotected this route easily represents 
  one of the most dangerous approaches. Anyone 
  attempting to navigate the flooded tunnels would 
  need to be no larger than average Human size, unar-
  mored, and would need to make three successful 
  Strong tests to hold their breath long enough to get 
  through to open air unharmed – otherwise, they 
  get in but suffer 3 points of Toughness damage per 
  failed test, which armor will not prevent.
  the stAir And the Cells
  Searching the ruins and rubble piles around the Post 
  finds a stone stair, littered with tall grass, weeds 
  and debris, leading down to a passage of restrictive 
  dimensions, ribbed with slender stone supports and 
  floored with packed earth. While ogres and trolls can 
  fit down this way, all tests for activities requiring 
  rapid movement suffer from the disadvantage of a 
  second roll, always taking the worst result.
  The floor of the passage becomes increasingly 
  like slurry, water dripping down the walls. Strange 
  echoes carry along the tunnels, sounds like the 
  conversation or cries of distant voices raised in 
  alarm or heated exchange.
  The passage adjoins rooms, side tunnels, stairs 
  and shafts, a labyrinth that requires focus and con-
  centration to avoid injury. The player character 
  with the lowest Resolute should make a test to avoid 
  a 1d4 Toughness injury – armor protects at half the 
  value rolled (round down), because the knocks and 
  injuries are many and varied.
  The passageways spread all the way along the 
  shorefront across multiple levels, accessed via 
  sloped tunnels, stairs and channels once serviced 
  by ladders. If the player characters have visited 
  the Distant Tower, the door in the basement also 
  accesses this labyrinthine area.
  25
  3
  T H E  R A V E N ’ S  B E A K  M A S S A C R E 
  
  26
  7
  8
  6
  2
  3
  4
  6
  
  27
  3
  T H E  R A V E N ’ S  B E A K  M A S S A C R E 
  N
  0
  100 M
  1
  5
  RAVEN’S BEAK
  1. Massacred Caravan
  2. The Post
  3. Robbers’ Tower
  4. Mine Head
  5. Guard Tower
  6. Submerged Cave
  7. Lightless Channels
  8. Cave of the Lock-stone
  
  1. A nest of Tricklesting (see page 219 in the Core 
  Rulebook) in a room containing a dozen small 
  cocoons full of the decomposing remains of vermin, 
  most sucked dry of their inner nutrients. Anyone 
  searching the room will find (roll 1d6): 1 A silver belt 
  buckle, 2 A battered flagon with a lindworm motif, 
  3 A clay figurine of a proud dwarf warrior, 4 A gold 
  brooch depicting two elf-like figures grappling, 5 
  A Spore Bomb, 6 A purse containing 1d6 thin gold 
  coins of questionable origin.
  2. 1d4 robbers from Kenan’s group patrolling the 
  corridors. They attempt to escape and warn Kenan 
  of the player characters presence, if not known 
  already. They fight to take advantage of the narrow 
  tunnels. They have sufficient natural cunning to not 
  reveal where they come from, using the story that 
  they’re part of a mission from Mergile to restore 
  and reclaim the fortification.
  3. A Kanaran strikes from the darkness, out of a 
  flooded side-tunnel, or from amongst the debris 
  in a cluttered room.
  4. A Glimmer blossoms from the shadows, claiming 
  surprise if the most Vigilant member of the player 
  character party fails a Hard (–3) test.
  5. Old food store, now thick with mold and fungal 
  growths. Anyone investigating must make a Hard 
  (–3) Quick test to avoid the equivalent of a Spore 
  Bomb attack.
  6. Wine passage with a multitude of vinegary alco-
  ves holding corked or shattered bottles, much of the 
  glass in shards on the floor. Sticking around and 
  making a thorough search finds a bottle of wine 
  worth 10 thaler to a collector or connoisseur but 
  demands to successful Hard (–3) Discreet test to 
  avoiding attracting attention. Roll 1d4 on this table 
  to find out the type of attention attracted.
  7. Twisting funnel of passages containing Moderate 
  Mechanical Traps (1d10 damage) intended to 
  catch unsuspecting trespassers and requiring a 
  Demanding (–1) Vigilant test to avoid and a Hard 
  (–3) Cunning test to disarm.
  8. Collapsed passage or room, requiring that the 
  player characters double-back on their route to find 
  an alternative way. Inspecting the collapse requires 
  a normal Accurate test to avoid accidentally bringing 
  more of the walls or ceiling down on the character; 
  failure inflicts 1d6 damage from falling stones (adju-
  sted for armor), while success finds an interesting 
  curiosity (roll on the Curiosities table in Adventure 
  Pack 1 or use the choices in the Tricklesting entry).
  9. Cells (1d4 of them) containing prisoners of Melok. 
  Once past the unlocked door of a cell, the player cha-
  racters find the prisoners alive but malnourished 
  and unresponsive. They stink of sweat and ordure, 
  and blood trickles from between the lips. Inspection 
  by a player character with Medicus identifies livid 
  bruises and the suggestion of internal injury, which 
  appears quite fresh. They also appear to have many 
  old injuries and scars, suggesting they have all ser-
  ved time as soldiers, mercenaries or similar martial 
  pursuits. They’re kept unconscious by Melok’s 
  influence and in thrall to the dreams created by 
  the Glimmers. If carried back to the Post or subject 
  to a Break Link ritual, they recover consciousness 
  long enough to recount they were traveling along 
  the shoreline of the Lake when something overcame 
  their senses. Since then, they have been trapped in a 
  living nightmare, prisoners inside their own heads.
  10. (or higher) Access to the Submerged Cave.
  Beneath the Keep
  28
  
  You can use the entries from Table 1 to engage 
  the characters in encounters while they search 
  the passages or roll randomly. If the latter, roll 1d8 
  and adjust by a cumulative +1 after every roll. If 
  the player characters have a useful Boon, Ability 
  or Mystical Power, adjust by an additional +1 after 
  the first roll.
  suBMerged CAve
  An air trap cavern, accessible from the lake (by 
  swimming), the passages accessed from the Stair, or 
  by diving through the flooded tunnels of the clay pit 
  via the Mine head. Stalagmites pierce upward from 
  thigh deep water that fills two-thirds of the floor, 
  while stalactites hang from above like blood-soaked 
  fangs. Characters wading in the pool cannot see 
  anything beneath the surface, the water opaque 
  from the crimson sediment. Singing Eels live in 
  the pools subsisting on vermin that, like the player 
  characters, cannot see their approach in the cold 
  and cloudy pool.
  the lightless ChAnnels
  A shaft leads down a dozen yards and then slopes 
  northward into a circular maze of interconnecting 
  stone passages beneath the lake. Cool and dry, the 
  channels curve gently and anyone with Loremaster 
  or a heritage in the craft of a mason can tell that 
  much time and effort went into creating these pas-
  sages. Even lightless, the relatively smooth floor 
  makes travel, at a reasonable pace, safe. With a light 
  source, those walking the channel can see patterns 
  of concentric circles, lines and other symbols carved 
  into every single surface.
  An Adept or Master Loremaster will not under-
  stand the patterns as a language but can confirm 
  that these are not the signs of elves, trolls or the 
  Symbaroum Empire. However, a Master Loremaster 
  might discern certain commonality with runic 
  works by Symbaroum’s sorcerers on theories of other 
  planes of existence. Equally, a practitioner of the 
  Symbolist tradition will recognize forms and shapes.
  As the player characters traverse the channels, 
  the cool air becomes cold and all should make a 
  Resolute test. Anyone who fails feels a pervasive 
  presence poking at the outer edges of their mind and 
  experiences flashes of violent personal memories.
  This is Melok seeking out fresh anchors to esta-
  blish a beachhead in the player character’s world. 
  It’s possible that any of the player characters who 
  have experienced events more traumatic than 
  Fortha will be of interest to the daemon.
  The twisting passages present a maze of curving 
  passageways, open caverns, and occasional dead 
  ends. Connecting tunnels and passages display the 
  same patterns and characters as the channels. Here 
  and there, hunkered down and almost invisible 
  in the shadows, the characters will find more pri-
  soners of Melok, all in a desperate state. They all 
  appear malnourished and catatonic, unresponsive 
  even with medical attention. Some mutter half-in-
  telligible oaths or brief mumbled words, their eyes 
  darting back and forth behind closed lids.
  loCk And QuAy
  As the player characters reach the end of the 
  channel they feel the temperature drop and hear 
  the rhythmic dripping of water. The channel 
  terminates in a cavern, roughly circular, with a 
  shallow pool of opaque water on the ground fed 
  by an irregular cascade of dripping water from 
  above. A couple of hairline cracks, in the center 
  of the ceiling, allow the slow passage of water 
  from the lake above.
  Several flat stones stand proud of the surface of 
  the expanding pool, each elaborately carved with 
  the same circle and line patterns. At the very center 
  of the chamber, a larger stone, balanced like a table 
  on a couple of smaller rocks, has a simple pattern 
  of three whorls side-by-side, spanned by a line that 
  expands beyond either side. It appears like a small 
  fragment of a chain, the whorls the links. 
  The water dripping from above strikes this 
  central stone and, on inspection, anyone can see 
  that the steady stream has left the surface pitted, 
  breaking a vertical line between the second and 
  third whorl.
  The chamber has an unnatural stillness about it 
  and any character with an Accurate below 9 will expe-
  rience a sensation of mild vertigo within the space. 
  After entering the chamber, a character suffering 
  this effect must make a Resolute test to perform any 
  Active Action until the end of the Scene or they exit 
  the Lightless Channels, whichever comes sooner.
  The symbols on the stones match those seen 
  in the Lightless Channels. The damage could be 
  repaired easily if the player characters have clay 
  with them or go back to fetch some. A combined 
  Strong of 50 would suffice to slide the whole upper 
  stone from its supports and out of the stream of 
  water, an action that would not disrupt the ward 
  generated by the symbols.
  Any attempt to destroy the stone or deface it 
  further will compound the current problem and 
  the Game Master can freely take such acts as an 
  opportunity to throw a few Intruder Daemons at 
  the player characters (see page 173 in the Symbaroum 
  Monster Codex). The group might escape the location, 
  but they will have set in progress a far greater and 
  immediate threat to Ambria.
  29
  3
  T H E  R A V E N ’ S  B E A K  M A S S A C R E 
  
  Incidents
  whAtever hook drAws the player characters in, 
  they find themselves set with a trip to the east, along 
  the Noora into the heart of the Raven Mountains. 
  They will find that while several trade caravans 
  head east, most take routes further north to cross 
  the mountains, while others only visit local sett-
  lements on this side of the Ravens, supplying the 
  workers in lumber and quarrying.
  Beyond Mergile the weather turns, and the 
  temperature drops noticeably (whatever the time 
  of year). A day beyond Mergile, the state of the road 
  deteriorates with a persistent fine rain. The trail 
  becomes muddy and potholed, slowing progress as 
  the peaks of the Ravens rise all around.
  The player characters encounter local traffic in 
  the first half of the journey, with the inhabitants 
  of a small settlement in the foothills searching for 
  wood or hunting for food, but nothing much once 
  they enter the midst of the mountains proper. There 
  are many other routes across the mountains, most 
  further north, so the player characters will find 
  few travelers approaching from the east.
  the lAst post
  Within a kilometer of the Post, the player characters 
  see wreckage on the trail. What looks like the remains 
  of several carts litter the ground, as well as several 
  bodies, all Ambrian. The remains have already been 
  picked over by carrion birds and predators making 
  it tough to identify any of the dead. Predators might 
  remain at the site when the player characters arrive 
  and in numbers could be protective enough of their 
  food to make a half-hearted fight before fleeing.
  A simple test against Vigilant, or anyone with 
  Medicus, can ascertain that all the bodies have been 
  torn and blooded after death. None of the corpses 
  show any signs of injury inflicted with a weapon, 
  just the desecration of the predators that soon 
  followed their demise.
  A character with Tactician, experience as a 
  Hunter, or a history of time spent on the battlefield 
  can make a Cunning test to realize that the ground 
  shows no signs of conflict, more of panic or flight. 
  The footprints appear muddled and loop back upon 
  themselves, as if the travelers had become gripped by 
  confusion or hysteria (the attacker was a Glimmer, 
  page 42 in the Symbaroum Monster Codex).
  In the distance, the player characters can see 
  the squat tower of the Post and a few clear trails 
  fleeing the field of battle in that direction. Heading 
  toward the Post, the going becomes muddier and a 
  successful test against Vigilant reveals the mess of 
  stones that suggest the remains of some ancient, 
  abandoned structure.
  surprise And sAnCtuAry
  About 50 meters from the Post, streams of sun-
  light dance off the surface of the lake, as if cutting 
  through the cloud, catching the eyes of the cha-
  racters – but there is no break in the cloud. The 
  Glimmer has emerged, drawn by the presence of 
  the travelers, frustrated by the inability to reach 
  those hiding within the Post.
  Fighting the Glimmer feels like striking out at 
  many enemies while facing into the blinding light 
  of the sun, things only half seen snatching and 
  striking. The presence of the abomination invokes 
  an inexplicable sense of dread.
  If someone runs for the Post, the door will open 
  at the last moment of approach and no sooner. 
  Within the tower, the player characters will find a 
  scene of squalor and despair, a dozen desperate and 
  weakened survivors of the caravan, all suffering 
  from dehydration for lack of water. Half of them 
  are asleep, too tired to do anything else.
  The most vital and vocal are Birtas, a barbarian 
  warrior, and Aranja, a preacher. Birtas feels certain 
  that their assailant is an abomination, a creature of 
  corruption, and that there must be a source that can be 
  stemmed or destroyed. Aranja fears that the avenging 
  light has come as a manifestation of the ill-will of Prios 
  toward the faithless. Both explain that members of 
  the caravan they journeyed with have disappeared, 
  vanished during the attack that assaulted their cara-
  van or walked off during the night. Among the lost 
  are, of course, any individual that the characters may 
  have come looking for, for instance Bergo or Fortha.
  Before exploring further, the travelers will 
  welcome the sharing of supplies, the acquisition 
  or offering of clean water, and any offer of healing 
  assistance. With any attempt to revive the occupants 
  of the Post, the player characters may get assistance 
  from those travelers who have remained consci-
  ous, including the three named caravan members. 
  Otherwise they will struggle, weak from their forced 
  imprisonment. The players can make use of the 
  named characters as assistance, but without supplies 
  they make all tests with a second chance to fail.
  developMents
  What happens at the location is solely up to the 
  players and their characters, partly depending 
  on why they are there. If they have come in search 
  for someone missing, they will of course have good 
  reasons to contact the robbers (the people hiding 
  in the Post have seen them from afar and believe 
  they have a camp site somewhere in the vicinity) 
  and find their way to the places beneath. Should 
  they arrive for some other reason, they must decide 
  30
  
  for themselves if solving the situation is in their 
  interest – helping those in need, battling corruption 
  and/or making a name for themselves might be 
  reason enough for some; others might be motivated 
  by the information that Duke Sesario is willing to 
  pay handsomely for securing and strengthening 
  of the roads through the Ravens.
  While moving around, the threat of the Glimmer 
  is always present – even if they always show up 
  one at a time, the number of Glimmers haunting 
  the area are precisely as many as the Game Master 
  needs them to be. However, the Game Master should 
  be mindful not to overuse this threat. Keeping the 
  characters on their toes by now and again having 
  them notice the gleam of light from a piece of 
  metal or glass is a good thing, but between the first 
  encounter and the climax of the adventure further 
  confrontations with the abomination should not be 
  more than a couple – and always possible to retreat 
  from. Our suggestion is that the Glimmer emerges 
  if/when the characters find themselves in a heated 
  discussion with Kenan and his band.
  The robbers are meant to function as a compli-
  cating factor. The leader balances between being 
  thankful and absolutely terrified of the Glimmer. If 
  the characters admit that they aim to find a way to rid 
  the area of the murderous blight beast, Kenan’s first 
  impulse will be to try and stop them, threatening to 
  kill them if they don’t leave the area at once. Very 
  good arguments or promises of a hefty reward may 
  change his mind, and possibly even convince him to 
  lend a helping hand. But chances are that he is only 
  pretending to help, hoping to lure the characters to 
  an encounter which will leave them dead, and all 
  their belongings for him to salvage.
  Whatever the characters decide to do, make 
  sure they feel haunted and unsafe while they are 
  exploring the location – from the moment they 
  discover the massacred caravan, until they reach 
  the center of the Lightless Channels!
  old wounds, Fresh sCArs
  When close to the Lock-stone, the player characters 
  find themselves exposed to a place between worlds, 
  fueled by their own nightmares. The slosh of water 
  and the pitter-patter of droplets resolves into the 
  clash of distant steel and the trudge of exhausted 
  soldiers. No longer in the underground cavern, 
  they are standing on a twilit battlefield.
  The characters find themselves in the middle of 
  the most savage encounter of their recent adventures, 
  whatever experience tested them most, especially if 
  that battle resulted in serious injury or the loss of a 
  companion. The nightmare reruns the same battle, 
  set against an eerie recreation of the same conditions, 
  but filled with the sense of foreboding and horror that 
  comes from knowing the outcome. If a character has 
  a tragic loss buried in the background, that too could 
  be a prime target for Melok to exploit.
  If the characters have not experienced any such 
  defeats, they find themselves in nightmares of 
  another, like Fortha – waging war on the battlefields 
  of Alberetor against the Dark Lords – or Birtas – 
  battling abominations in the shadows of Davokar. 
  Whatever the nature of the encounter, the challenge 
  should be increased by the presence of Melok itself 
  – a fragment of the daemon’s manifest power that 
  pushes on the tattered fringes of the real world.
  If the characters have convinced any of the non-
  player characters to join them in their search of the 
  tunnels beneath the lake, they may assist them on 
  the battlefield. The Game Master should play on the 
  fears of the player characters, knowing that this 
  battle went badly before. If the battle comes from 
  the memories of a non-player character, play upon 
  what knowledge the player characters have of The 
  Great War or the horrors experienced in the face of 
  rampaging abominations. The experience should 
  be as much an opportunity for narrative conflicts 
  as one for straight combat with a sword and shield.
  In mechanical terms, the specifics of the con-
  flict depend on the experience level of the player 
  characters, but to use the terms laid down in the 
  Balanced Combat Resistance guide, this should be 
  a Hard Combat. A fair assumption should make the 
  fragment of Melok at least a Strong opponent, with 
  the other antagonists of the nightmare filling out 
  the numbers to make up the challenge accordingly. 
  If Melok were truly present, it would be a Legendary 
  opponent; this manifestation within the nightmare 
  world is simply a reflection or echo of that greater 
  power. Use the stats of a Lindworm (page 223 of 
  the Core Rulebook) or the Scorner (page 90 in the 
  Symbaroum Monster Codex).
  Defeating the nightmare – and most importantly 
  Melok – drives its reach back into the Yonderworld. 
  In the shared dream-like experience this should 
  manifest as Melok’s form being sucked through a 
  dark gash floating in the air. The gash oozes and 
  bubbles with black corruption, then knits shut – 
  preceded by a scream of despair from Melok. The 
  Lock-stone manifests this closure as an uneven 
  black scab filling the hole in the surface. The 
  Glimmers will vanish; the prisoners will regain 
  their senses, but require assistance, support and 
  sustenance in short order to recover.
  Closing the door
  While the actions of the characters in the nightmare 
  confrontation drive Melok back, the daemon continues 
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  to persist on the periphery of the Yonderworld. Melok 
  pokes and prods at the schism between the worlds 
  and starts over, infecting the nightmares of passing 
  travelers to restore the bridge across the divide.
  The only way the characters can stop Melok 
  from exploiting the weakness in the reality is in 
  repair of the eroded Lock-stone in the chamber 
  beneath the lake. This act represents no simple 
  deed, as the powers that created the Lock-stone have 
  long since passed. The nearest equivalent would 
  be for a master artisan to prepare clay from the 
  nearby mine with Artifact Crafting. The casting of a 
  master level Anathema within a Spell Trap ritual will 
  prepare the rarefied clay as raw material to repair 
  the pattern. Working the clay into the Lock-stone 
  as part of a Sealing Rite would sever the link and 
  close the way for Melok through this path.
  Of course, seeking to bar Melok permanently 
  may draw the attention of Demonologists who seek 
  to harness the daemon’s might or worship it as a root 
  to eternal life and power. These schemes will find 
  their root within inexplicable dreams, sent by the 
  daemon itself and fulfilled only for so long as needs 
  must to complete an escape from the Yonderworld. 
  How such a chain of events develops is up for the 
  Game Master to decide.
  Non-Player Characters
  Birtas, Vajvod pathfinder
  “Every dawn brings both sadness and 
  celebration.”
  The sole survivor from amongst his siblings, after 
  an abomination laid waste to his tribe, Birtas 
  of Clan Vajvod vowed to cleanse the land of all 
  corruption. His skill with his father’s double-axe 
  and keen senses have made him invaluable as a 
  guide and a sellsword, most recently engaged on 
  retainer by Fortha.
  Despite his stern exterior, Birtas has a confused 
  and troubled mind, haunted by the loss of his family. 
  He believes that he can still speak with his father 
  through the double-axe that he carries, and his 
  father carried for many long years before. When 
  asleep, he argues with unheard voices, pleading 
  forgiveness for his failure to save his family and 
  his tribe – something not hard to understand given 
  that Birtas must have been a child at the time, but 
  he cannot forgive himself.
  Birtas finds matters of the spirit world fasci-
  nating and would give up everything to reach out 
  to his family. If he could find some way to fight 
  that battle again, he would pursue it doggedly. It’s 
  possible that the Lock-stone would be something 
  that might give him such power, though whether 
  that means protecting or destroying it likely won’t 
  be clear to the barbarian.
  Long-limbed and athletic, Birtas has a short 
  mop of orange hair and features bunched up in a 
  constant scowl. Birtas survival bothers his sense of 
  worth and honor, feeling that, somehow, he let his 
  tribe down; now, he acts as if each new gathering 
  of travelers he guards were his family to keep.
  Note that Birtas’s Nightmares and Soulmate are 
  linked, as the troubled barbarian continues to hear 
  the words of his father, Gand.
  Fortha, aging merchant
  Fortha has been a trader since the time of King 
  Ynedar and the life on the road has always suited 
  his temperament. He loves his wife and extended 
  family dearly, trusting his three daughters to 
  handle his business while he travels, but he rarely 
  32
  Manner
  Scowling, keen to assist
  Race
  Human (barbarian)
  Resistance
  Challenging 
  Traits
  Bushcraft
  Accurate 7 (+3), Cunning 10 (0), Discreet 11 (–1), 
  Persuasive 5 (+5), Quick 10 (0), Resolute 9 (+1),  
  Strong 15 (–5), Vigilant 13 (–3)
  Abilities
  Cheap Shot (novice), Iron Fist 
  (novice), Man-at-arms (novice), 
  Steel Throw (novice), Two-handed 
  Force (adept)
  Boons/ 
  Burdens
  Code of Honor, Nightmares, 
  Pathfinder, Soulmate 
  Weapons
  Strong
  Double-axe 7 (deep impact), 
  throwing spear 4, cheap shot 3
  Armor
  Laminated Armor 5 (reinforced)
  Defense
  0
  Toughness
  15
  Pain Threshold
  8
  Equipment
  Hunting traps, 2 Precise 
  throwing spears, father’s double-
  axe Rib Cleaver, 5 thaler
  Shadow
  Green as sun-dappled under-
  brush (corruption: 0)
  Tactics: Birtas will let loose a throwing spear 
  first and then barrel in to skirmish, relying on 
  the savage bite of Rib Cleaver. He mutters words 
  that sound like prayers during battle. He keeps 
  an intense and intimidating eye contact with his 
  enemy, something prone to unnerve any but the 
  most robust of civilized opponents.
  
  stays home for long and rejoices in the open air 
  and fresh trails. Perhaps, thirty years younger, 
  Fortha would have been a daring treasure-seeker; 
  here and now, he clings vigorously to the trailing 
  threads of his youth, though some mornings treat 
  him better than others. Melok found the old warrior 
  an easy target and his body now lies insensate in 
  the chamber of the Lock and Quay. 
  White-haired and well-tanned, Fortha sports a 
  waxed mustache and a braided beard. Sinewy to a 
  point where he seems to have no excess fat to burn, 
  Fortha nevertheless seems a wellspring of energy. 
  An elderly man, he has good days and bad, but if 
  backed against a wall or faced with a certain end, 
  he will always take up his blade.
  Use the stats of a Cult Follower (page 211 in the 
  Core Rulebook), with the addition that Fortha has 
  the Burden of Elderly. If he fails in his first test, 
  he suffers a –1 on all tests for the remainder of 
  that scene.
  Aranja, gloomy missionary
  “All I ask of you is to believe!” 
  Aranja appears to be one of the faithful of the 
  Lawgiver, zealous in her belief and focused on 
  spreading the Light. Once a potter, eking out a 
  meagre existence on the north-eastern edge of the 
  Southern Artisans’ Quarter in Yndaros, Aranja had 
  an epiphany. She struck her head while moving 
  stock from storage and didn’t wake for a week. Upon 
  recovery, Aranja explained, in confidence, that she 
  had been lost in darkness until she spied a distant 
  light. She felt certain of what that light meant and 
  that understanding transformed her. 
  Or so she says. In fact, while she recites the 
  story with ease and accuracy, it isn’t remotely true. 
  Aranja has good reason to be part of this caravan 
  and her eyes on a prize greater than the rescue of 
  a few misbegotten souls. Aranja has been hired 
  to investigate accusations by the Queen’s Army 
  that Fortha is a deserter and collaborator with “the 
  enemy”, smuggling contraband and information 
  across the Ravens to a contact of the beleaguered 
  power to the east. His association with the likes of 
  Birtas simply compounds these suspicions, given 
  the chaotic beliefs of the Vajvod clan influenced by 
  those who dwell beyond the mountains.
  singing eel
  Race
  Amphibian (beast)
  Resistance
  Challenging
  Traits
  Amphibian, Armored (I), Blood-
  lust (I), Natural Weapon (II), 
  Night Perception, Sturdy (I)
  Accurate 11 (–1), Cunning 5 (+5), Discreet 15 (–5), 
  Persuasive 7 (+3), Quick 9 (+1), Resolute 13 (–3),  
  Strong 10 (0), Vigilant 10 (0)
  Abilities
  Opportunist (novice)
  Weapons
  Accurate
  Snapping bite 4 
  Armor
  Rubbery hide 2
  Defense
  +1
  Toughness
  15
  Pain Threshold
  5
  Shadow
  Pale green like pond slime  
  (corruption: 0)
  Tactics: Singing Eels make best use of darkness 
  and the element of surprise to catch their prey 
  off guard. Most vermin have comparable vision 
  in darkness to the Eels, but player characters 
  likely won’t, so the beasts will make those 
  carrying torches early targets. Once darkness 
  returns, they continue to strike while their prey 
  panic; the only evidence of their presence is a 
  warbling, airy ‘song’ they make as they circle 
  the waters and which reverberates around the 
  chamber.
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  Manner
  Soft spoken, constant frown
  Race
  Human (Ambrian)
  Resistance
  Challenging 
  Traits
  Contacts (Ambrian Army)
  Accurate 5 (+5), Cunning 9 (+1), Discreet 10 (0), 
  Persuasive 13 (–3), Quick 15 (–5), Resolute 10 (0),  
  Strong 7 (+3), Vigilant 11 (–1)
  Abilities
  Acrobatics (novice), Knife Play 
  (master), Man-at-arms (novice), 
  Steadfast (novice)
  Boons/ 
  Burdens
  Con Artist (I), Manipulator (I)
  Weapons
  Quick
  Butcher’s Bite 3 (blood-letting, 
  concealed, short)
  Armor
  Supple leather vest 3 (flexible)
  Defense
  –5
  Toughness
  10
  Pain Threshold
  4
  Equipment
  Poison Candle, Strong Antidote
  Shadow
  Bruised copper (corruption: 0)
  Tactics: Aranja will always seek the best position 
  and strike unexpectedly, bypassing the efforts 
  of her enemy to do the same to her with a quick 
  sidestep or sudden dive. Once fully engaged in 
  combat, the whole appearance of Aranja the mis-
  sionary seems to melt away and it becomes clear 
  that she probably spent her time fighting in the 
  alleyways of Yndaros rather than hawking pottery 
  from them.
  
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  36
  
  his sCenArio ColleCtion consists of 
  three limited adventure landscapes 
  involving creatures from the 
  Symbaroum Monster Codex. They 
  are sites located in the wilderness, 
  plagued by conflicts between two or 
  more factions which are closing in 
  on the decisive moment. The player 
  characters may arrive at these areas for various reasons, or even 
  by chance, but no matter how and why they get there it will not 
  be long before they are involved in the conflicts.
  The first two locations can be found in the depths of Davokar 
  while the third is in one of the southern vales of the Ravens. 
  Of course, the Game Master is welcome to place the scenarios 
  at some other locations in the Davokar region; nothing is ever 
  more important than the gaming group making the necessary 
  adjustments to make the experience of playing as thrilling, 
  entertaining and memorable as possible!
  t
  
SOURCE: textdata/thevault/Symbaroum [multi]/Symbaroum - Adventure Locations.pdf