TEXT:  
  1 | Living Arcanis – To Die Alone  
   
  PARADIGM CONCEPTS 
  PRESENTS A 
   
  ADVENTURE  
  To Die Alone 
  4-hour Introductory Adventure 
   Intro #5 
  Almeric is a bleeding nation full of petty Princes and Princesses. One of them, now in the twilight of his years, 
  wants help. It’s not immediately clear if he wants your help for himself, his heirs, or his town - Maren. This Prince 
  promises rewards to those who provide aid …But even given your special abilities, what meaningful assistance can 
  a few travelers give over a handful of days?  In Almeric, whether you stay or try to walk away, it’s a good bet that 
  trouble will find you. 
   
  A Note for Players 
  Heroes that are naturally meddlers and proactive will probably do better in this module than more passive 
  personalities. While all tables should face significant combat twice (or more…), this module is primarily an 
  investigation and the Heroes will be called upon to interact socially with lots of NPCs. 
   
  An Introductory adventure optimized for 3rd level characters. 
  Premier Date: 10-16-2016; General Release Date: 10-27-2016 
  Version 2.7 03/16/2018 
  ARCANIS, SHATTERED EMPIRES and LIVING ARCANIS are trademarks of Paradigm Concepts, Publishing, LLC. Adventure detail is © 
  Copyright 2016 Paradigm Concepts Publishing, LLC. All rights reserved. Visit us on ParadigmConcepts.com 
   
   
  
   
  2 | Living Arcanis – To Die Alone  
   
  Credits 
  Author: Eric Gorman 
  Editor: James Vacca, Lucas Amodio 
  Cartographer: John Bellando 
  Campaign 
  Introduction  
  Campaign Staff 
  Team Paradigm: Henry Lopez, Nelson 
  Rodriguez, Pedro Barrenechea, Jim Beck, and 
  James Zwiers. 
  Author Liaison: Cody Bergman 
  Chief Editor: Joe Cirillo 
  5e Rules Manager: Pedro Barrenechea 
  Living Arcanis Liaison: Pedro Barrenechea 
  Running an Arcanis Adventure  
  When you run an Arcanis adventure you are 
  charged with bringing the world to life. We pride 
  ourselves on delivering a deep world where a 
  player’s actions are just as, if not more, 
  important then their die rolls.  
  We ask our GMs to be familiar with the location 
  the adventure is set in and the cultures the 
  players may encounter.  But we also understand 
  that during convention play some GMs may be 
  forced to run an Arcanis adventure on short 
  notice. When cultural details come into play we 
  will do our best to call them out in “Arcanis Cliff 
  Notes” side bars. 
  Beyond that, the important job you have as a GM 
  is to make the table as fun as possible by 
  engaging players and drawing them into the 
  story. 
  Pay close attention to the player’s actions, not 
  character’s, players. Are they on their cell phone 
  or tablet? Do they seem disengaged? Distracted? 
  Don’t be afraid to engage them or shift the spot 
  light to their character a little. 
  To facilitate this, you are empowered to adjust 
  and modify the adventure in a number of ways: 
   
  You may make on the fly adjustments to 
  the adventure if the players find a clever 
  way to tackle a problem, especially when 
  out of combat. As long as the idea is 
  reasonable, run with it! When you must 
  say “no” always try and say “no, but,” 
  This keeps the game moving and makes 
  it fun for everyone,  
   
  Don’t be an adversarial GM.  Some 
  tables like to be challenged, but there is 
  a difference between being adversarial 
  and offering a challenge. At the same 
  time, don’t make an adventure so easy 
  that the players become bored. 
   
  Keep the pace going in order to keep 
  players engaged. Switch the spot light, 
  have them make some rolls, ask them 
  what their character is doing. If the party 
  is stuck, nudge them though some ability 
  rolls or improvise some details, just keep 
  the game going.  
   
  During conventions and game days be 
  aware if you are going short or long on 
  time while running an adventure. Skip 
  some encounters if necessary, but try 
  and tell the entire story. Give the players 
  closure, even if you need to fudge the 
  numbers. 
   
  Read-aloud text may be adjusted as you 
  see fit, but make sure you give the 
  players the appropriate hints and clues 
  needed to keep the story going. 
   
   
  
   
  3 | Living Arcanis – To Die Alone  
   
  Adjusting 
  Encounters 
  Before you begin play you should determine the 
  average strength of the party and compare that 
  to the base level of the adventure.  Each 
  combat encounter has a box titled Adventure 
  Difficulty guiding you on how to adjust the 
  encounter to the party’s power level. 
   
  These adjustments are suggestions; if a party is 
  having an easy or hard time don’t be afraid to 
  adjust the difficulty.   
  To set the adventure difficulty you must first 
  determine your tables Average Party Level. 
  Add up all the levels of all the characters, then 
  divide by the number of players. Round up 
  fractions to the nearest whole number. This is 
  the Average Party Level 
  Consult the table below to set the adventure 
  difficulty based on the APL 
  Adventure Difficulty   
  This adventure has been optimized for a table of 
  5 players playing 3rd level characters.  
  # of Players 
  APL to BL 
  Adventure 
  Difficulty 
  3-4 
  Equal  
  Easy 
  3-4 
  Greater than 
  Normal  
  5 
  Less/Equal 
  Normal 
  5 
  Greater than 
  Difficult  
  6-7 
  Less/Equal 
  Difficult  
  6-7 
  Greater 
  Perilous  
   
    
  Spellcasting  
  Services  
  While in a settlement, town, or city, characters 
  may visit a temple or shrine to request spell 
  casting at the cost of a substantial donation. You 
  may only utilize these spell casting services three 
  times per adventure. Any spell casting provided 
  through the story of the adventure, such as an 
  NPC casting a spell for the party, does not count 
  against this limit. 
   Shrines do not house clergy with which to 
  attend to the needs of the faithful. Instead, one 
  or two itinerant priests tend to the shrine and 
  the needs of the people.   
  Temples and churches are larger structures 
  attended by full staffs of the faithful, including 
  Templars. 
  The following services are common to all 
  temples, with additional options available at 
  specific temples as noted in each adventures.  
  Shrines, regardless of their deity, may only 
  provide players with cure wounds and lesser 
  restoration. 
  General Spell Services  
  Spell 
  Cost 
  Cure wounds (1st level) 
  10 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Greater restoration 
  450 gp 
   
   
  Initiate of the Gods background/Acolyte 
  background/divine spellcasters receive one 
  free spell if it is from a church or temple of the 
  same religious faction (Mother Church for 
  example) 
   
  If they worship the same god as a temple but 
  are part of another religious faction, they can 
  get a onetime 50% discount instead. 
   
  
   
  4 | Living Arcanis – To Die Alone  
   
  Adventure Related 
  Information   
   
  This adventure takes place in the country of 
  Almeric. Heroes will arrive in the walled town of 
  Marengart. Marengart has a population of about 
  4,500 people. 
  Temples and Shrines 
  Maren has public shrines to Hurrian, Illiir, 
  Saluwé, and Yarris. The Shrines of Hurrian and 
  Yaris are tended by clergy. Father Albrecht 
  Meesner has divine casting ability at the Shrine 
  to Yarris.  None of this will likely be relevant to 
  the adventure. 
  Goods and Services 
  Marengart has a thriving market district where 
  all core items are available for purchase at 
  normal cost. 
  Organizations 
  The tavern the Fisherman’s Rest has an 
  understanding with “Lord Schmidt” of the Silver 
  Chalice. 
  Portals of Anshar 
  There are no known Portals of Anshar in Maren. 
  There is a Portal of Anshar in Naeraanth where 
  the action starts, and an Ansharan could attune 
  to it, but it is otherwise not involved in the 
  adventure. 
  Adventure 
  Background 
  Roughly 40 years ago the val’Tensen family 
  strove toward unification after 300 years of 
  division. This could have been the beginning of a 
  bright new age, but events have ended in 
  tragedy. Two hideous assassinations derailed the 
  final negotiations on who would reign as King. 
  The followers of these two men blamed each 
  other. In the recriminations that followed 
  violence broke out. In the ensuing chaos, just 
  about every noble of consequence in the 
  val’Tensen family eventually declared himself or 
  herself the rightful ruler of the land. They have 
  taken the title of prince or princess. 
  Each city or walled town is now ruled by a self-
  styled monarch answerable to no one else...and 
  in conflict with everyone else! In the countryside 
  anarchy and lawlessness are the norm.  This 
  conflict has endured for over a dozen years. No 
  end is in sight. 
  One petty prince in this mess was Dephus 
  val’Tensen who died in an opening skirmish. 
  Dephus left his wife Sophia val’Tensen with two 
  underage children, his ambitious brother named 
  Rophus, and many dangerous neighbors. Sophia 
  responded pragmatically and married her 
  husband’s arms-master, Sir Walder Gelbächen 
  with what some found to be unseemly haste.   
  Walder is “merely human” and started out as 
  regent for the young children…though given 
  time he has amassed power, fathered children of 
  his own (one a val’Tensen!) and claimed the title 
  of Prince for himself. Many of the val’Tensen 
  nobles are scandalized and outraged by this 
  “preposterous claim.” However, their efforts 
  against Walder have been hamstrung by his skill 
  on and off the battlefield. Still, Walder’s position 
  is especially precarious and one of his greatest 
  strengths is also potentially a fatal weakness. In 
  addition to skill at arms, Walder has the Gift and 
  has very quietly used his sorceries to keep 
  himself and Maren secure.  
  Walder was an older man when he wed, and now 
  a dozen years later his health is failing, not least 
  because the Gift is consuming his body. As he has 
  come to face his death, Walder worries over who 
  should be his heir. Many of nobles in Maren want 
  to enhance their own position, and are 
  indifferent to the cost to the Town. Some also 
  nurse grudges. Walder has made many tough 
  
   
  5 | Living Arcanis – To Die Alone  
   
  choices and in some instances might even be 
  said to have “done evil” in the course of keeping 
  Maren secure. Such things at least are said by his 
  detractors. 
  Walder knows he will need help from skilled and 
  powerful parties if he is to pull off a bloodless 
  transition of power. No one in his current orbit 
  except for Milky fits that bill. This is where the 
  Heroes should normally enter.  
  But though Walder is going to summon the 
  Heroes, he won’t be there to meet them or set 
  them “on the rails.” Walder is going to be 
  murdered before the Heroes arrive. Who is 
  responsible for the killing varies among 4 
  different individuals each time the module is 
  played, based on a fortune card reading. 
  The Heroes will be dumped in a small personal 
  mess that mirrors the much larger mess that is 
  Almeric. They will be faced with several 
  problems they can choose to solve. Or not.  
  Hopefully the Heroes will consider putting 
  several unquiet shades to rest, find out who 
  killed Walder, and play “Princemaker.” Although 
  it’s unlikely, Heroes might also decide to throw 
  up their hands and leave. Sailing out of Almeric 
  is possible, but not without risking attack along 
  the coast. 
  Author’s  
  Note to GMs:  
  It would be great if every time this module was 
  played it ran differently for the players and the 
  characters that are playing it. 
  After running a lot of tables as a GM and writing 
  half a dozen modules for conventions I’ve 
  noticed a curious thing. I never quite run a 
  module the same way twice. Or for that matter, 
  I never quite run modules exactly the way they 
  are written … even when they’re my modules 
  that I’ve written. 
  I think the reasons for that are simply the players 
  and their characters. They always bring 
  something to the table and try to do things that 
  aren’t quite covered in the module. In good 
  modules there’s enough information to make a 
  decent extrapolation and “wing it.” Even in a 
  poorly written module you still have to wing it. 
  So it’s my opinion that a good GM helps the 
  module to “meet the players.” I always find I take 
  a little shortcut here or linger awhile there, or 
  even put a slightly different spin on an NPC. 
  In 
  other 
  words, 
  players 
  encounter 
  my 
  interpretation of the module; and more broadly, 
  players encounter their GM’s interpretation of 
  the module. 
  That’s something I wanted to play and 
  experiment with in To Die Alone. It’s a murder 
  mystery. It’s always going to be a murder 
  mystery. But there are 12 permutations of 
  killers/motives and fight scenes. And a little bit 
  of trouble with the Ghosts as well. So players are 
  never going to experience this module exactly 
  the same way regardless of the GMs. Since that’s 
  going to be true, then there is also lot of room to 
  for you to “tinker” in the margins as a judge. The 
  only real rules are making sure your players have 
  an enjoyable experience, and portraying some of 
  the themes of Almeric … here I’ve focused on (A) 
  the breakdown of law and order and (B) the 
  potential of violence lurks everywhere. 
  So please, when you run this mod, feel free to 
  take whatever small liberties you need to answer 
  PC questions I haven’t covered, or make the 
  NPCs your own. Please also try to make 
  connections between the NPCs and PCs so that 
  they care about the fate of Maren.  
  One concern I’ve heard repeatedly from GMs in 
  past modules with lots of NPCs is that they say 
  they can’t make that many NPCs appear as 
  unique individuals. And that’s totally okay. The 
  players will remember the NPCs you nail. If you 
  make someone memorable, but it’s a little bit 
  
   
  6 | Living Arcanis – To Die Alone  
   
  “off” from the text of the mod that’s fine too. 
  This module should be different each time its 
  run. If you do nail 4-6 NPC’s, then the others 
  probably only have to be functional. 
   
  
   
  7 | Living Arcanis – To Die Alone  
   
  Introduction 
  Key Concepts: The stage of the adventure is set 
  as the characters receive invitations to sail to 
  Maren. 
  Spring. A time for renewal. Fresh shoots and 
  flowers push up from the bare earth. Winter is 
  past. It’s finally drying out and getting 
  warmer.    
   
  As the condition of the roads improves, and 
  overland trade swells, you received a letter 
  from Maren - one of the many walled towns in 
  Almeric. It is an appeal for aid. 
   
  Pass out Player Handout #1. Also pass out secret 
  orders, EXCEPT for the secret orders from the 
  Silver Chalice. The opportunity for those orders 
  comes later at the Fisherman’s Rest. 
  Information about Maren, or Walder, is not too 
  hard to come by. If people are curious they can 
  learn a little more by utilizing skills. It takes a DC 
  13 Intelligence (History) check to learn that the 
  town of Maren is on the Gulf of Yaris and was 
  formerly part of the Province of Ulfia before 
  “unification” with other val’Tensen lands. 
  However geographically it is closer to the 
  Milandisian city of Yarvek than Nevanne (or 
  other locations that were once part of the 
  Coryani Empire). As a result, Maren has strong 
  Milandisian influences. A DC 17 Intelligence 
  (History) check reveal that there has was some 
  smuggling between Maren and Yarvek bypassing 
  the taxes and tariffs of Milandir and Coryan. This 
  has dried up with economic contraction since 
  Almeric gained independence. 
  The Heroes technically don’t have to respond, 
  but it’s going to be a really short adventure if 
  they stay home! Continue with:
   
  You find the West Wind in port and make your 
  way down the coast in a relatively small trader 
  ship. Accommodations are crowded and 
  modest. It’s cramped on board and the food is 
  certainly nothing special. If you’re prone to 
  seasickness, you might spend a couple of days 
  in misery; otherwise it’s not so bad. 
   
  If necessary, this is the spot for the Heroes to 
  introduce themselves to each other. Continue 
  with … 
   
  The West Wind never leaves sight of land and 
  makes many short stops along the way to 
  trade in this town or that village. The crew 
  starts out relaxed. When you cross into the 
  territory of Almeric, they become more 
  vigilant. A dedicated lookout is assigned, and 
  she keeps a wary eye on the horizon searching 
  for trouble. 
   
  For a country that is supposed to be trampled 
  down into a quagmire of mud and blood, the 
  rocky coast is strangely tranquil. Even 
  picturesque in a stark way. You can see new 
  growth amid high grasses and inland you can 
  just make out green buds growing on 
  windswept trees. But you see very very few 
  people. Every once in a while you see the 
  remains of an abandoned farmhouse. 
   
  Your captain’s name is Yan. As you continue 
  sailing south he waxes philosophic upon 
  seeing a burned out barn. “You always know 
  it’s going to be miserable in Almeric, but you 
  never know exactly how miserable it will be,” 
  he explains. “Sometimes it’s a seller’s market 
  because some minor prince has a little extra 
  money in his pocket. And he’s desperate for 
  half a dozen things he can’t get locally. More 
  often though, everyone’s just broke. And if 
  that weren’t bad enough sometimes the odd 
  band of savages somehow gets a real boat and 
  they play at pirating.” 
   
  
   
  8 | Living Arcanis – To Die Alone  
   
  The captain spits overboard, “Thank Yarris the 
  sell swords down here barely know the first 
  thing about sailing. Yeah. Almeric’s a 
  headache. But I’ve dealt with Prince Walder 
  before and his coin is good. When he 
  contacted me asking for certain goods I didn’t 
  have to think too long before I said yes.  
   
  [pauses a beat and looks at the Heroes] “But 
  this is the first time he’s asked for armed 
  people to come down. You mind telling me 
  what he wants you for?” 
   
  Players can answer whatever they wish. Yan is a 
  tough old salt and a little gruff. He doesn’t like 
  (and 
  is 
  nervous 
  around) 
  dark-kin 
  and 
  “sorcerers.” Players might ask Yan questions 
  about Maren, The Fisherman’s Rest, and/or 
  Prince Walder. (They can ask him other 
  questions but he doesn’t have much to offer that 
  they 
  can’t 
  already 
  find 
  out 
  from 
  the 
  background). If they don’t have any questions 
  and you need to watch the clock in a convention 
  setting, move on past the bullet points to the 
  final bit about Walder. 
   
  We don’t know why he wants us. 
       “Hmmm. Well I guess that’s not too 
  surprising. I can’t claim to know him well. He 
  definitely keeps his own council. But I’ve 
  learned some things about him over the years 
  while doing business in Maren.” 
   
   
  What can you tell me about Maren? 
  “Lots of fishermen mean they usually get 
  enough food even when the crops get 
  trampled by soldiers. They keep a pier in 
  working order. They also got a big keep called 
  Stonecrest 
  that 
  they 
  keep 
  expanding. 
  Stonecrest overlooks the walled town and I’ve 
  always thought it serves as much to keep the 
  locals in line as guard against outsiders. For 
  Almeric I guess it’s pretty well off.” 
   
   
   
  What is the Fisherman’s Rest? 
      “Maren is stable enough to get some trade, 
  local or otherwise, so there is a watering hole 
  that also has halfway decent rooms for rent. 
  It’s called the Fisherman’s Rest. Usually I 
  sleep on my ship.” 
   
   
  What cargo are you carrying? 
       “A bit of this and a bit of that. Raw iron 
  ingots. Tubs of dried beans and potatoes. 
  Barrels of dried pears from Sylvania…bought 
  those cheap with spring coming on. A few 
  luxury items. Some small casks of brandy & 
  glass panes for Stonecrest. A few bolts of 
  decent cloth. Good olive oil and garum. 
   
   
  What can you tell me about Odette? 
      “Hmmmm. Never met her proper, but I seen 
  her once. A real beauty. They say she and 
  Walder are…real close. I kinda wonder what 
  his wife thinks about that, but not enough to 
  actually ask anyone. [grins] I heard Odette’s a 
  Larissan Priestess, but whether that’s true or 
  just meant as a bit a slander… [shrugs] I don’t 
  know. I’d be careful around her though; they 
  say she has the Prince’s…ear.” 
   
   
  What can you tell me about Walder? 
      “Hmmm. Walder is a tough one to pin down. 
  I’ve met him a couple of times. He honors his 
  word. Seemed patient and decent enough, but 
  I’m guessing that image has to be incomplete.  
   
      Let me tell you a story. There’s a sort of 
  small Barrier Island that protects Maren from 
  the elements and there used to be a fort on it. 
  The troops there turned against Walder. 
  Maybe because he wasn’t of the val’Tensen 
  blood. Maybe they got paid to do it by another 
  Prince. Anyway, they seized all the local boats 
  and 
  started 
  demanding 
  tribute 
  from 
  fishermen and passing merchants they could 
  catch.” 
   
  
   
  9 | Living Arcanis – To Die Alone  
   
      “They didn’t last long. Prince Walder and a 
  couple of handpicked men swam out there at 
  night with some sort of raft loaded with 
  enough pitch to burn the garrison down. Way 
  I heard it he personally crept up and nailed the 
  garrison shut before he lit it up. People say 
  they could hear the screams back on the 
  mainland. A few have gone out there looking 
  for buried treasure, but the Islands supposed 
  to be haunted now by the shades of the burned 
  men. If you believe in that stuff. Shades or not, 
  the ruins are real. I’ve seen them while sailing 
  by.”   
   
  Again don’t waste a lot of time here unless the 
  Heroes are interested. It helps paint a picture of 
  Walder if the players get the story about the 
  Island, the rest is somewhat less important. 
  Continue with: 
  Eventually you make it into Maren in late 
  afternoon. A pier projects out into the water. 
  Several small vessels are tied up. They’re 
  mostly local fishing boats. A wooden tower 
  caps the shore end of the pier and offers 
  protection from man made threats. The coast 
  here is protected from natural threats by a 
  small Island offshore that helps block the 
  larger swells of the Gulf of Yaris. 
   
  Maren itself is inland a bit, though you can see 
  its wooden walls clearly. The town’s walls are 
  … well they’re a long bowshot from the surf. A 
  fortified stone keep or castle seems to be part 
  of the far side of the town’s wall. It looks like 
  there might be construction going on to 
  expand it. 
   
  A row boat with men armed with crossbows 
  leaves the pier and meets you as you pull in. It 
  doesn’t take long for the representatives of 
  the Harbor Master to sort out paperwork. The 
  West Wind gets a pass to tie up. You get a pass 
  to travel into town; and a writ from Prince 
  Walder himself to bear arms and armor within 
  his demesne. 
   
  Development: Heroes should proceed to 
  Encounter 1.  
  Heroes might also chase the red herring of the 
  burned down fort out on the barrier Island. See 
  the DM Aid on troubleshooting the mod.  
  Scene I:  
  Unquiet Neighbors 
   
  Key Concepts: The Heroes make the exposed 
  walk from the Pier toward the town of Maren. 
  Along the way they are accosted by the restless 
  shades of people who were burnt at the stake 
  under Prince Walder’s justice. 
   
       The four hundred feet or so that separate 
  the walled town of Maren from the pier are 
  completely exposed. You can see plenty of 
  bowmen on the walls watching you as you 
  approach. They don’t move too much. Then a 
  bell starts ringing somewhere in town. 
  Suddenly there is a commotion. The guards are 
  waving at you and a small gate in the wall 
  opens. Two men at the gate are trying to yell 
  something to you. They’re just shouting and 
  shouting and it’s hard to make out what 
  they’re saying. But following where they are 
  pointing you see mists swirling up out of the 
  ground. Ethereal figures of women are 
  forming. The mist moves around them, almost 
  in the images of flames. 
   
        And then you feel a cold breeze that blows 
  in from them and passes you. It’s the kind of ill 
  wind that raises the hair on the back of 
  people’s necks. With its passage you also hear 
  a hate filled whisper, “Why should you live, 
  when we were burned? Is there no blood on 
  your hands?”    
   
  
   
  10 | Living Arcanis – To Die Alone  
   
  Please initiate combat. 
  Combat  
  In all this combat consists of  
   
  Three (3) Witches of Marengart  
   
  See Combat Appendix 1, Scene 1  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Witch 
   
  Difficult: Add 1 Witch  
   
  Perilous: Add 2 Witches   
   
  Tactics: The shades of the witches emerge in the 
  crossroads and (all things being equal) move to 
  attack Hurrianites, Illirites and spellcasters in 
  preference to other targets. The Witches cannot 
  engage people who make it into town or onto 
  the pier. 
  The shades try to engage in melee with multiple 
  heroes. 
  At first, the shades of the witches hang back and 
  use ranged spells on heroes. They are 
  “conservative” in their 
  casting, 
  generally 
  focusing on cantrips. 
  When the heroes engage in melee they will try 
  setting up flanks and overlapping attacks on the 
  same hero with “waves” of attacks every chance 
  they get. They absolutely do not fear “death.”  
  When all three Witches have lost more than half 
  their hit points, the last witch unleashes a 
  hazardous trial (which they are immune to) in 
  the form of a wave of icy wind that chills the soul. 
  The Witches are intelligent and hateful; if other 
  tactics would lead to a hero being defeated, 
  pursue those instead. 
  GM’s Note: 
  The Witches are bound to the crossroad in this 
  fight and can’t enter the city. Heroes that 
  choose to flee off the map are not pursued. 
  Heroes that cast flashy arcane magic in this 
  fight gain the Noticed by Ymandragore 
  “reward” at the end of the adventure. 
    
  When the fighting ends continue with: 
  Scene 2:  
  It’s all in the Cards 
   
  Key Concepts: The Heroes receive a fortune 
  reading that determines key elements of the 
  module This encounter works best if you 
  physically bring a deck of cards. 
   
  Heroes should go looking for the Fisherman’s 
  rest. It’s just inside the main gate and to the left. 
  “Passing inside the Sea Gate you get a chance 
  to see Maren properly. Most buildings are two 
  stories high and made of wood though there 
  are exceptions. The people of the town seem 
  weathered. As they walk by they generally 
  avoid eye contact with your group. Their plain 
  woolen clothes have been mended many 
  times. At least no one looks like they are 
  starving. 
   
  The Fisherman’s Rest is off to one side almost 
  immediately as you enter the town. There are 
  a number of tables in the room. The bar runs 
  along one side, with a man polishing a large 
  pewter pitcher at one end. He nods toward you 
  as you enter. 
   
  It’s not hard to spot Odette inside. Amid all the 
  fishermen there is one table where a woman 
  in a low cut Milandisian gown sits alone. A 
  large leather book and a deck of cards sit on 
  the table as her only company. She puts the 
  book down and looks up as you enter.  
   
  “Ah. Please join me. The wine here is 
  passable.” 
   
  
   
  11 | Living Arcanis – To Die Alone  
   
  Odette is a priestess of Larissa and a “special 
  friend” to Walder. By prim Milandisian standards 
  Odette is “naughty”, and in other situations 
  perhaps a flirt, but she mostly follows the 
  oracular aspect of the Goddess. Those expecting 
  a Coryani temptress in “barely-there silk” are 
  likely to find her fairly reserved.   
   
  Odette has been quietly crying just 
  before the heroes arrive. Heroes who 
  ask may attempt a DC: 15 Wisdom 
  (Insight) pick this up her melancholy.  
   
  If caught and asked about it she says, “I 
  hate endings is all.  Still new beginnings 
  are buried in endings. It’s the way of the 
  world” 
   
  If anyone asks the book next to her is 
  “Managing an Orchard” by Abbot 
  Aldemerius Biriglo. If anyone looks, the 
  book is exactly what it sounds like. 
  Odette claims it is reading material for 
  her upcoming journey. 
   
  If anyone mentioned they were attacked 
  by the “witches” she is shocked. “That is 
  terrible, and a bad omen for the city. Is 
  their activity is expanding? Continue 
  with: 
  “Walder has sent me on what might be a final 
  mission for him, but before I depart he wanted 
  me to read cards for you and explain who’s in 
  residence at the Keep. To start we need a total 
  of three cards placed face down in a row. 
  Ideally the cards should be chosen by different 
  people.”  
   
  Odette tries to defer complicated or detailed 
  questions till after the reading. 
  GM’s Note: 
  There is a ton of box text following. My 
  apologies to my fellow DMs! 
      Read this section beforehand so you can go 
  to the right parts. You only need to use ¼ of it 
  for each reading based on suit and number. 
           There are many forms of Tarot decks. 
  Odette uses the following suits: Coins 
  (diamonds. Associated element is earth), Cups 
  (hearts. Element is water), Staves (clubs. 
  Element is air) and Swords (spades. Element is 
  fire).  
            Though having real cards handy adds a 
  great deal of atmosphere they are not 
  absolutely necessary. If cards are not 
  available, use dice. For each card that would 
  be drawn roll a d4 to determine the suit (1 = 
  Coins, 2 = Cups, 3 = Staves, 4 = Swords) and a 
  d12 to determine the card’s number (1-10 = 
  the number rolled, while an 11 = the Queen, 
  and a 12 = the King). 
         Cards should be dealt all face down in a 
  line and then flipped over one at a time (or 
  Dice rolled one card at a time).  
    
  “The first card is for your collective past and 
  how it affects the present.”  
   
  “The second card is to help show you the 
  person or people who are moving against Lord 
  Walder.”  
   
  “The third card represents a clue to where or 
  how you might prevail against adversity.”  
   
  “If you wish it, you may each draw a final card 
  to offers a clue to your own greater destiny.” 
   
   
   
  
   
  12 | Living Arcanis – To Die Alone  
   
  The First Card:  
  YOUR PAST 
   
  “You have drawn the [card’s number] of 
  [suit]. Hmmm. This card represents your past 
  and how you’ve gotten here. [The suit] most 
  likely refers to [see bellow] ...   
   
  Coins/diamonds:  
  “…a desire for wealth. You are earning your 
  own way in the world and are not the 
  beneficiary of great inherited wealth. Or it 
  could be you are working for a mission that 
  deals with wealth and trade. Not too 
  surprising since most adventurers are often 
  desirous of greater wealth…” 
   
  Cups/Hearts: 
  “…you are following your own sense of 
  purpose. In the end each person is responsible 
  for following their heart or filling their own 
  cup. Cups, or the Chalice as the suit is 
  sometimes called, also refers to the healing of 
  hurts and the rapprochement of adversaries. 
  We can certainly use such services here.” 
   
  Staves/Clubs: 
  “…fate. Staves are the suit of the Arcanum and 
  their presence here suggests that other forces 
  - Greater Forces - have touched your destiny. 
  You must tread very carefully” 
   
  Swords/Spades:  
  “…a history of violence. Forgive me I do not 
  mean to question your character but the cards 
  say you are no stranger to violence. You are 
  here either to prevent harm to someone or 
  inflict it where it is needed. Poor Walder, this 
  is his suit too.” 
   
  You also drew …[see below] …” 
   
  Number of Players (?):  
  “[#]…the same number as of all of you. Your 
  destinies are entwined. I advise you to stay 
  together – you are meant to support each 
  other in events that lay in the future.”   
   
   
  Low Number (1-5):  
  “…low number. That suggests the tale is really 
  just getting started. The low number suggests 
  there is much ahead of you.” 
   
  Middling Number (6-10):  
  “…middling number. It suggests that your 
  beginning has landed you in the middle of 
  someone else’s tale. You’ll have to be 
  perceptive to learn what’s really going on 
  around you.” 
   
  High Number (J, Q, K): 
  “…high number. It suggests that you path will 
  become important to the great folk of the land. 
  Perhaps sooner than you would like.” 
   
  The Second Card:  
  THE ADVERSARY: 
   
  “The second card! Lord Walder knows that 
  enemies are converging on him. This card will 
  help inform you on which of them to focus on. 
  You have drawn the [card’s number] of [suit]. 
  Uh oh I have a bad feeling about this card. 
  [The suit] tells us… [see below]. 
   
  Coins/diamonds:  
  “…that greed stirs the heart of Walder’s foe. 
  Someone within his house has been paid 
  money to cause him trouble.  Hmmm.  Or 
  perhaps is avenging an old debt. I’m sorry I 
  wish I had better news.” [Winfred is the killer, 
  paid by Dominic val’Tensen. She poisons him] 
   
  Cups/Hearts:  
  “…someone, deep in their heart wishes Walder 
  ill. I already knew that. But this heart is filled 
  with pent up rage. Even if this person manages 
  to hide their hatred behind a mask of 
  friendship or indifference, in the end you will 
  see that hatred has choked their soul. This 
  antagonism is deeply personal. I’m sorry; I 
  wish I had better news.” [Sophia is the killer, 
  avenging the infidelities of her husband. She 
  kills him with a scarf] 
   
  
   
  13 | Living Arcanis – To Die Alone  
   
  Staves/Clubs:  
  “…that the invisible stirrings of pride and 
  ambition move someone to seek the scepter of 
  power. It fills the heart of Walder’s adversary. 
  Staves may also mean that they will use blunt 
  force in their efforts to harm Walder. I’m sorry; 
  I wish I had better news.” [Victor is the killer, 
  using the candelabra. He plans to replace his 
  brother as prince]. 
   
  Swords/Spades: 
  “…that violence is going to descend upon 
  Walder in the near future. And you. As the suit 
  of fire I see an old rage, poisonous and 
  smoldering as well. This adversary is acting 
  upon an old grudge real or imagined. I’m so 
  sorry for such dire tidings, but the cards seem 
  to be saying you’ll all soon be fighting for your 
  lives. Please protect Walder if you can.” 
  [Rophus is the killer and used a stiletto]” 
   
  THE THIRD CARD:  
  A Sign of the outcome: 
   
  “Alright this is the final card. It represents the 
  outcome and perhaps a clue over where or 
  how you might overcome adversity in your 
  path. You drew the [card’s number] of [suit]. 
  This card represents …” 
   
  Coins/diamonds:  
  “…profits in the end. If all goes well you will be 
  financially rewarded for your efforts. This is a 
  very positive card for you.” 
   
  Cups/Hearts:  
  “…a triumph of purity and true hearts over 
  those motivated by baser considerations. If 
  you count yourselves as heroes this is a 
  positive sign. For those with mercenary hearts, 
  less so.” 
   
  Staves/Clubs:  
  “…the triumph of magic. Or ideas, or long 
  range planning. I don’t know if this is a good 
  sign for you or not. Many of these elements 
  could just as easily be arrayed against you.” 
   
  Swords/Spades:  
  “…might triumphant. You know how to handle 
  yourselves in a fight I hope. The cards say the 
  toughest are the ones left standing.” 
   
   
  You drew a…” 
   
  Low Number (1-4):  
  “…low number. I think this is a literal reading. 
  If there is a serious confrontation where things 
  come to a head, most likely it is not going to 
  happen on the roof or tower ramparts. I hope 
  that helps you.” [Final confrontation takes 
  place in the wine cellar] 
   
  Middling Number (6-10) 
  “…a middling number. I think this is a literal 
  reading. If there is going to be a final 
  confrontation with someone it will be in 
  centrally 
  located 
  somehow.” 
  [Final 
  confrontation takes place in the middle of 
  the Garden Maze] 
   
  High Number (J, Q, K) 
  “…a very high number. I think this is literal. If 
  there is a serious confrontation it is not going 
  to take place in the basement. I hope that 
  helps you.” [Final confrontation takes place 
  on the rooftop] 
   
   
  A GREATER DESTINY  
  (players may choose one  
  more card) 
   
  “Alright. If you are interested, you may each 
  choose to avail yourself to a final card. Such a 
  card may illuminate some area of your future.  
   
  You drew …” 
   
  Coins/Diamond:  
  “…from the suit of wealth. Perhaps you are 
  destined to acquire money in the near future.”  
   
  Cups/Hearts:  
  
   
  14 | Living Arcanis – To Die Alone  
   
  “…from the suit of the heart. Perhaps romance 
  is in your future.” 
   
  Staves/Clubs:  
  “…from the suit of magic and fate. You are 
  destined to become involved, repeatedly, the 
  affairs of the powerful and alter the balance of 
  their plans.” 
   
  Swords/Spades:  
  “…suit of conflict. I hope you can handle pain. 
  The next year sees you as both the executor 
  and recipient of violence.”  
   
  After the reading (and any questions the Heroes 
  have about the reading) continue with: 
  “That’s not as clear as I might have wished, 
  but with the time available to us it will have to 
  do. Walder also wanted all of you to have this 
  before you reached Stonecrest. It’s a list of 
  who is in residence. I am convinced at least 
  one of them is actively plotting against him 
  and is an imminent threat.” [Pass the Heroes 
  Player Handout #2.] 
   
  “If you have questions for me, ask me now. I 
  have a boat to catch. If not, then I believe you 
  are wanted at Stonecrest Keep.” 
   
  Heroes may have lots of questions for Odette or 
  may be content with the fortune telling. Some 
  following 
  answer 
  may 
  help 
  guide 
  your 
  responses.  
   
   
  Tell us about Walder 
  “Walder is a strong and proud man, 
  and the only person in Almeric 
  claiming to be a prince without being 
  of the val’Tensen blood. A lesser man 
  would have been overwhelmed years 
  ago by the neighbors. But despite 
  adversity Walder has kept this town 
  on a relatively prosperous track. Even 
  in winter there has been no famine 
  here.” 
  There is a note of pride and approval in 
  Odette’s voice if the Heroes ask for an 
  Wisdom (Insight)check (no roll needed). 
    
   
  What’s your relationship with Walder? 
  “I’ve known and assisted Walder for 
  the last 5 years as his advisor. Walder 
  has many skills but has alienated most 
  of his family.” 
  A DC 10 Wisdom (Perception) or 
  Wisdom (Insight) skill check lets the 
  Heroes notice that she blushes a little as 
  she says this.  
   
   
  What does Walder want with us? 
  “Walder hasn’t fully confided in me 
  what he wants. I know he wants help 
  putting his affairs in order. I believe he 
  has concerns with succession and who 
  becomes the next Prince of Maren. I 
  don’t know who that is supposed to 
  be. Perhaps the Prince will want you to 
  help advise him on that issue.” 
   
   
  Who might have a beef with Walder? 
  “More names than not on that list 
  have one or more grudges against 
  Walder or have their own private 
  ambition. Milky doesn’t, that I know 
  of. But he’s also a mercenary. I would 
  be very careful about trusting anyone 
  there.” 
   
   
   
  How much are we going to get paid? 
  “I don’t know but Walder has been 
  very generous with me.” 
  A DC 10 Wisdom (Perception) or 
  Wisdom (Insight) skill check lets the 
  Heroes notice that she blushes a little as 
  she says this. 
   
   
  Where are you going? 
  Back to Sweet Savona. 
  A DC 15 Wisdom (Insight) check detects 
  determination 
  and 
  a 
  firmness 
  of 
  
   
  15 | Living Arcanis – To Die Alone  
   
  purpose. Odette doesn’t elaborate on 
  her plans there. 
   
   
  What do you think is going on? 
  “The cards show grave danger to the 
  Prince. And he is slowing down with 
  age. Without help I fear he will not live 
  out the month. He has forbidden me 
  to look directly at how he might meet 
  an end. He has ordered me instead to 
  find some way to help him secure a 
  peaceful legacy. He doesn’t have 
  many years left to him …please do all 
  you can to protect him.” 
   
  Development: Members of the Silver Chalice 
  secret society can gain their secret orders here 
  by looking in the pewter pitcher. 
   
  When they are done Odette wishes the Heroes 
  well and leaves to get on a boat bound for 
  Savona. The Heroes should be eager to meet 
  their host and head to Stonecrest. If the Heroes 
  want to explore the town first, see the DM aid on 
  troubleshooting the module. 
    
  Go to Scene #3. 
  Scene 3:  
  Entering Stonecrest 
  Key Concepts: Players discover Walder is already 
  dead and start to meet the people at his court. 
  “You make your way to Stonecrest, which is 
  built into the far wall of the town. It is four 
  stories tall on high ground, and has the town’s 
  bell tower. Stonecrest dwarfs the other 
  buildings in Maren. Three men are outside; 
  one much older and two younger. They are 
  putting black bunting up along the main 
  entrance and windows. The old man seems to 
  be quietly weeping.” 
   
  The old man is Tobias. Prince Walder was found 
  dead no more than half an hour ago. Bells were 
  rung for his death, (when the Heroes were 
  attacked by the witches) and his body has been 
  placed in the Great Hall. It is only just now 
  starting to become real to Tobias that the Prince 
  is really dead. He doesn’t notice or react to the 
  players until they choose to speak to him. 
   
   
   
  Who are you? 
  “I am Master Tobias. The Master of the 
  Estate for Prince Walder. Or I was. Forgive 
  me, you have come at a difficult time.” 
   
   
  Who has died within? 
  “This is a terrible day for the town. I fear 
  our lord, Prince Walder is no longer with 
  us. May his soul travel quietly to the 
  Paradise of the Gods and know peace.” 
   
   
  What happened? 
  “He was in his study. I didn’t see what 
  happened, but his wife and daughter said 
  … he fell and hit his head on the edge of 
  his desk. A terrible thing ... He was getting 
  on in years… the Prince had seen almost as 
  winters as I.” 
  A DC 10 Wisdom (Insight) skill check shows 
  Tobias seems to grow thoughtful as he says 
  this. DC 15 Wisdom (Insight): by the end you 
  realize he has stopped crying and his face is 
  composed. DC 20 Wisdom (Insight), Tobias 
  has become very guarded.  
   
  What do you think really happened? 
  “I’m not sure what you mean sir [lady].” 
   
   
  We’re here to meet with Prince Walder. 
  “Oh dear. I heard earlier in the week we 
  would have special guests. I don’t quite 
  know what to … well, since you are here, I 
  should take you to see Princess Sophia. 
  We’re all a little bit in shock. But at the 
  least you should pay your respects. If you 
  follow me I will take you to see her. Did 
  you know the prince?” 
  
   
  16 | Living Arcanis – To Die Alone  
   
  Tobias doesn’t entirely care about the 
  answer. He is on auto-pilot while trying to 
  decide how to treat the heroes. 
  When Master Tobias leads the Heroes in 
  continue with: 
  “Master Tobias leads you through the massive 
  oak door. Large stone walls and narrow 
  windows are excellent for fortifications but not 
  for illuminating the interior. It is dim inside. 
  Some light filters in from outside but just as 
  much comes from candles and oil lamps. Inside 
  is a pair of guards. They glance at each other 
  and then the one on the right speaks, “I’m 
  sorry no outside weapons are allowed in the 
  keep. We’ll be happy to store them in a locked 
  room for you.” 
   
  Heroes can simply surrender their weapons. If 
  so, they can get them back any time they flash 
  their writ from Walder or make a compelling 
  argument (or deceit check). Most likely they 
  flash their writ now. If so continue with:  
  With a confused glace at each other they 
  shrug. Then they step aside to let you pass. You 
  travel down a well-furnished hallway, past 
  some heavy doors, and into the Main Hall. 
   
  The main hall must be intimidating to normal 
  people. Pole arms are set in three circular 
  patterns along the ceiling and swords and 
  shields line the walls. It’s a clear display of 
  martial power. At the far end of the hall you 
  see what must be Walder. An old man with 
  sparse white hair is laid out in state 
  surrounded by candles and flowers. Two 
  women stand near him. A younger one seems 
  to be comforting an older one. A few servants 
  also move in and out. It looks like they have 
  only just finished placing candles around the 
  departed prince.  
   
   
  “Your Highness,” Tobias starts, “we have … 
  guests. The men [and women] your Husband 
  sent for have arrived.” 
   
  The older of the two woman looks up and you 
  can see, even in the bad light, that her eyes are 
  red. She looks very angry for a moment. But 
  she seems to calm herself and then greets you.  
   
  “I see. Please be welcome in my home. I will 
  ask your indulgence and forgiveness if our 
  hospitality is somewhat lacking at present. As 
  you can see there has been a great tragedy 
  today. I am not entirely myself. [pulls herself 
  up straight and exhales] Whom do I have the 
  honor of addressing?” 
   
  Heroes can answer as they wish. 
  “We are met. I am of course Princess Sophia. It 
  is ill luck that has brought you here now. Tell 
  me, what business did you have with my late 
  husband? Was it vitally important or can it 
  wait a few days?” 
   
  The Heroes will presumably answer that they 
  don’t know why they were summoned. Heroes 
  could also invent a lie or dissemble. Sophia is not 
  well pleased to hear any mention of Odette. 
  Assuming that what the Heroes say isn’t 
  somehow so outrageous that she calls the 
  guards continue with: 
  “This is all terrible and the timing could not be 
  worse. I wish you had arrived sooner so that 
  you might have talked with him. Or later after 
  things settle back down. Still I can see you 
  have travelled at time and expense to reach 
  here. I would be remiss if I did not offer you 
  rooms tonight.” 
  A DC: 13 Wisdom (Insight) skill check reveals 
  that Princess Sophia feels obligated to offer the 
  Heroes rooms, but it is also true that she would 
  actually be happier if the Heroes were almost 
  anywhere else. 
  
   
  17 | Living Arcanis – To Die Alone  
   
  The younger woman cuts in. “We can put them 
  under the bell tower.” She turns to you quickly, 
  “Please be welcome despite these sad 
  settings. I am High Lady Maria. If you will 
  follow me, I’ll take you to rooms where you can 
  refresh yourselves.” 
   
  It looks for a moment as if Princess Sophia 
  might say something. Then her lips press 
  together. She nods once and turns back to 
  Walder’s corpse. Maria grabs a lamp as she 
  heads for stairs leading up.  
   
  Development: Clever Heroes might realize that 
  it’s odd that a noble of the house is seeing to 
  their needs herself. Hopefully the Heroes are 
  quick to follow Maria. It’s possible that they will 
  try to ask questions of Princess Sophia. If they 
  are polite she’ll entertain a few questions before 
  retiring, but she’ll stick to the party line: Walder 
  hit his head on his desk, it’s a great tragedy, she 
  is emotionally wound up and hopes that Heroes 
  will not expect much from her at present etc. 
    
  Go to Encounter #4.  
  Scene 4:  
  A Plea for Help 
  Key Concepts: High Lady Maria’s goal is to 
  persuade the characters to look into the 
  circumstances 
  of 
  Prince 
  Walder’s 
  death 
  (hopefully with discretion), and report back to 
  her before proceeding further. 
          High Lady Maria takes you upstairs to the 
  third floor and stops in front of two rooms. It 
  doesn’t seem as if there is anyone else about, 
  but she darts what can only be described as a 
  nervous glance down the hallway you just 
  travelled. 
   
  “Please. I don’t want trouble. But,” she lowers 
  her voice, “I know my step-father didn’t die 
  because he hit his head on his desk. That 
  is…unbelievable.” She bites her lip. “May I 
  speak with you in private?” 
  Assuming the Heroes say yes, Maria ducks into 
  one of the rooms with them. If not, she still 
  continues in the hallway, but thinks a little less 
  well of the Heroes. 
  Continue with: 
  “I don’t know what to do. My mother found 
  the body in his study and alerted the guards. 
  She declared it was an accident. But Milky 
  must not think so. He saw to it that the study 
  was locked up undisturbed and then gave me 
  the keys. I don’t know why he gave them to 
  me, but he went immediately to the armory. 
  He said he couldn’t investigate and,” she 
  pauses a moment, “…and slow down the 
  bloodbath at the same time.”  
   
  “I…I don’t want people getting hurt. I don’t 
  want trouble. But it’s wrong that someone 
  murdered my stepfather. Please, Prince 
  Walder must have believed in your abilities to 
  bring you here. Will you at last try to do 
  something?” 
   
  High Lady Maria will not come out directly and 
  say it, but she believes that not only was her step 
  father who was killed, but it was a member of 
  her family who did it as the first step toward 
  seizing 
  control 
  of 
  Maren 
  and 
  declaring 
  themselves Prince or Princess. This may or may 
  not be true based on what cards were drawn. 
  Further Maria is scared that more of her 
  relations, possibly including herself, may be hurt 
  or killed in any consolidation of power. 
  Maria doesn’t know who is to blame and hasn’t 
  thought out what to do about it. Depending on 
  who did the deed she might tacitly support them 
  (like if the murderer turns out to be her mother), 
  or with the support and encouragement of the 
  Heroes she might also oppose the murderer. 
  High Lady Maria should be played as someone 
  who is smart but scarred and grabbing at the 
  unexpected opportunity of having an armed 
  party of “wildcards” arrive in the castle. 
  
   
  18 | Living Arcanis – To Die Alone  
   
  Some possibilities of give and take with 
  characters: 
   
  What do you want us to do? 
  “I don’t want to borrow trouble! More 
  trouble. Our house has seen enough 
  trouble. But someone needs to know what 
  really happened.” 
  A DC 12 Wisdom (Insight) skill check reveals 
  she is frightened when she says this. A DC 15 
  Wisdom (Insight) skill check reveals she is 
  also saying a variation of, “I’m afraid if this 
  goes badly there will be a bloodbath in the 
  keep and I don’t want you to trigger that.” 
  (i.e. I don’t want this to end like Hamlet). 
   
  Why are you so sure it wasn’t an 
  accident? 
  “My step-father, Prince Walder … he … 
  was a competent man. Aged, true, but he 
  was the former arms master of Maren. 
  Before marrying my mother and becoming 
  Prince. Falling and hitting his head? 
  Impossible. No, that didn’t happen. He 
  was not a bad man. To me. But not many 
  within these walls loved him.” 
  A DC 12 Wisdom (Insight) skill check reveals 
  she is sad when she makes this admission. 
   
  Why is the Princess/your mother saying 
  it was an accident? 
  “I … am not sure. Perhaps she wishes it 
  was so. Or perhaps … I don’t know … 
  perhaps she somehow thinks it’s the best 
  that she says so...” As she finishes Maria’s 
  voice trails off. 
  A DC 15 Charisma (Persuasion) skill check 
  causes Maria to add, “maybe she is afraid of 
  crossing whoever killed Prince Walder. 
   
  What’s in it for us? 
  “I don’t have access to the family’s 
  treasury, but I am not without my own 
  personal wealth.” 
  If pressed for a specific cash amount High 
  Lady Maria will offer each Hero 50 gp. There 
  are no potential guilt trips to manipulate the 
  heroes. Maria grew up in Almeric and has 
  few illusions about heroism. Maria also does 
  not forward them any money. As above. 
   
  Who do you think did it? 
  “Please, I don’t want to borrow trouble. Or 
  make false accusations. But,” her voice 
  drops a little, “most of my male relatives 
  could have done it.” 
  A DC 11 Wisdom (Insight) skill check reveals 
  she is frightened when she says this. DC 15 
  Wisdom (Insight) reveals she fears for her 
  own wellbeing.  A DC 25 Wisdom (Insight) 
  skill check reveals she is also saying a 
  variation of, “I’m afraid if this goes badly 
  there will be a bloodbath in the keep and I 
  don’t want you to trigger that.” (i.e. I don’t 
  want this to end like Hamlet). 
   
  Where do you think we should start? 
  “Where ever you think best.” If the Heroes 
  really look like they need to be nudged on 
  the right track, “This key unlocks my step-
  father’s study. Milky locked it up quickly so 
  there is a chance nothing was disturbed. 
  It’s … awkward, but you might also learn 
  something from looking at his body.” 
   
   
  Tell us about Milky? 
  “Milky? He’s an albino Ss’ressen. Milky 
  worked closely with my step-father. My 
  step-father called him his valet, but we all 
  know he is really the assassin of his court.” 
  A DC 15 Wisdom (Insight) skill check reveals 
  she says this matter-of-factly. Milky is a 
  boogey-man to some people here, but he 
  only threatened those who threatened 
  Walder. Maria has never been a threat. 
   
  Why did Milky give you the keys? Could 
  he have done it? 
  “I don’t really understand Milky very well. 
  He doesn’t exactly go out of his way to 
  make friends with anyone. But he’s stood 
  by my step-father for more than a decade. 
  I would be surprised if he was to blame.” 
   
   
  Who do you fear the most?  
  
   
  19 | Living Arcanis – To Die Alone  
   
  Requires a DC 20 Charisma (Persuasion) 
  check. 
  Otherwise 
  she 
  mumbles 
  something about not really being sure 
  where things stand in the castle. 
  Ever so softly she says, “My uncle. And 
  perhaps Berius.” 
   
   
  How do you feel about your Step-
  Father?  
  Requires a DC 13 Charisma (Persuasion) 
  check for more than a perfunctory “I 
  respected him.” 
  “I don’t know. Berius always said that 
  he hated us. I don’t think that’s true. 
  But he was hard and distant. 
  Still…there was a time right after my 
  real father died when Uncle Rophus 
  wanted me sent away to the Balin 
  family. I don’t have the val’Tensen 
  bloodline. I think it’s an old argument. 
  Anyway, I was maybe 12 at the time 
  and no one would talk to me about it 
  directly. Not even my mother, she’d 
  just pat my hand and tell me not to 
  worry about it. You know, “that they 
  would do what was best for me.” I 
  would, you know, hear snippets of 
  whispers when I’d enter a room.”  
   
  “I remember Walder came to me just 
  before bedtime one night. He was so 
  serious looking. I was always a little 
  bit scared of him but all he did was ask 
  me what I wanted... I said I wanted to 
  stay. He nodded and patted me on the 
  shoulder. [pause a beat] Awkwardly.” 
  Maria smiles a little bit at that then 
  looks at you. “The whispering stopped 
  the very next day. The matter was 
  dropped. Just like that. I’ve never 
  forgotten that.” 
   
   
  Give us a writ saying we are working 
  under your authority. 
  “I don’t want trouble. That ... Listen, with 
  your invitation from Walder and this key I 
  doubt that the guards at the study will 
  make an issue of your entry. I don’t … I 
  don’t want to be seen as … taking sides. 
  Please if you feel you need some kind of 
  written authorization, then go see Milky.” 
  A DC 11 Wisdom (Insight) check reveals she 
  is very wary and scared as she says this. 
  Development: Some Heroes will invariably have 
  other questions for Maria. Use the information 
  above and in Encounter 6 to come up with 
  reasonable answers for them. 
   
  The Heroes don’t have to accept Maria’s 
  patronage…there will be others eager to secure 
  their services. They don’t even have to stay in 
  Maren...if Heroes want to leave at any time they 
  can go to Optional Encounter A: Sailing Away.  
   
  Most Heroes should decide to meddle/ 
  investigate.  
  Investigating the study leads them to Encounter 
  5A. Investigating the body leads them to 
  Encounter 5B. Heroes who wish to meet with 
  other members of the court including Milky may 
  do so by going to Encounter 6.  
  Scene 5:  
  Two Sites of Interest 
  Key Concepts: Two locations are of interest in 
  any investigation. The study is covered in Part A: 
  The Study. Viewing the body is covered in Part B: 
  Walder’s Corpse. Information on people whom 
  the Heroes want to interview is contained in 
  Encounter 6.  
  Encounter 5A: The Study 
   
  Walder’s study is on the second floor. So it’s a 
  quick trip down a different flight of stairs. 
  Moving down a dim hallway you see two 
  guards up ahead standing at attention at 
  either side of the door. They share a glance at 
  each other as you approach, and one says, 
  “Can we help you?”  
  
   
  20 | Living Arcanis – To Die Alone  
   
   
  The guards are somewhat reluctant to let the 
  Heroes pass and do not have a key to open the 
  door. They make token protests such as, “I’m not 
  sure you are supposed to go in there.” However, 
  this is meant as a minor impediment. Assuming 
  the Heroes have the key, they can gain entrance. 
  With even modest role playing no roll should be 
  necessary. When the guards see the key they 
  know the Heroes, at a minimum, represent a 
  faction within the keep and that Milky has tacitly 
  condoned their presence. These two guards are 
  trying to keep their head down and stay out of 
  trouble. 
  Walder’s study is fairly substantial. It’s maybe 
  20 feet long and a little more than 15 feet 
  wide. It is illuminated by many candles, some 
  now burning low. Very narrow windows line 
  the back wall. Bookcases cover the wall to the 
  left. The wall to the right is covered by maps of 
  the surrounding areas. A large desk and 
  several chairs dominate the other end of the 
  room. The chair behind the desk is tipped over. 
  On the desk there is a book and a knocked over 
  cup. A bare sword, presumably Walder’s, lies 
  on the floor by the desk. 
   
  Heroes will no doubt wish to look around at 
  different areas. Some of the most likely areas: 
  The Bookcase:  
  Is fairly substantial. Walder has perhaps 100 
  large books in his study, a very healthy library for 
  a modest Prince in Almeric. The Heroes should 
  conclude the former Arms-Master either liked to 
  read or wants others to think he’s well read. A 
  successful DC 11 Intelligence check reveals that 
  the shelves are organized by topic with larger 
  sections dedicated to agriculture, astronomy, 
  engineering, history, mathematics (some rather 
  esoteric and of potential of use as a primer for 
  the arcanum), and finally warfare. A DC 13 
  Wisdom (Perception) check reveals there is a 
  missing book from the agriculture section and a 
  couple from the mathematics section.  
   
  The Chair:  
  The chair is knocked over. A DC 15 Intelligence 
  (Investigation) skill check can reveal that it 
  seems unlikely that the chair would have 
  toppled to where it is if Walder had simply 
  gotten dizzy and stumbled. Failing the DC 15 
  check causes the hero(s) to infer that someone 
  might have tipped it back that way if they 
  stumbled and fell toward the left side of the 
  desk. If the murder weapon was either the 
  stiletto or the candlestick, there are also tiny 
  traces of blood on the chair that can be seen 
  with a DC 13 Wisdom (Perception) check. 
   
  The Desk:  
  The desk is set just far enough into the room so 
  that someone sitting at the desk could get up, 
  stand behind the chair and look out the narrow, 
  almost arrow slit sized, windows. There are 
  several interesting things about the desk. First 
  and most important is the journal. If anyone 
  searches the desk give them Player Handout #3. 
  A DC 13 Wisdom (Perception) skill check shows 
  faint nicks on the right edge of the desk as if a 
  sword has been set there many times. There is 
  also a small “wooden disk” that the point of a 
  sword could be rested in on the floor below the 
  scratches. The sword was always where it could 
  be grabbed. But currently it is on the floor, either 
  from the desk being jostled or knocked out of the 
  way. There is also the tipped over cup of tea. A 
  DC 13 Wisdom (Perception) or Intelligence 
  (Investigation) check reveals there is some kind 
  of residue in the tea. There has been something 
  added to it. A DC 16 Intelligence (Investigation) 
  or Alchemist Tools proficiency check reveals it 
  to be something similar to the drug known as 
  Silver Foil.  If the murder weapon was poison, a 
  DC 25 Intelligence (Investigation) or Alchemist 
  Tools proficiency check also reveals a poison like 
  Wight Tears.  
   
  The Maps: 
  There are a number of maps present. Most of 
  them are of Maren and the surrounding area. 
  There are also several of Nevanne and of Treslau. 
  
   
  21 | Living Arcanis – To Die Alone  
   
  There is also a heavily annotated map of a walled 
  town called Hesselburg. 
   
  Candles and illumination:  
  There are a lot of them. Mostly tallow around the 
  keep, but in here they are beeswax (which 
  produces less smoke). Anyone who asks about 
  the lighting can notice this for free. It’s a sign of 
  modest luxury in this room.  If the murder 
  weapon was a candlestick, a DC 12 Wisdom 
  (Perception) check reveals that all the candles 
  are in paired holders except for one on the 
  bookcase. There are signs from spilled wax that 
  there used to be a second candle holder there. 
  These candle holders are large enough to be a 
  little bulky and brass. 
   
  Encounter 5B: Walder’s Corpse 
    
  Working your way through several corridors 
  and another trip on a staircase brings you back 
  to the ground floor and the main hall. You pass 
  a few guards and servants as you go. They look 
  at you as you pass and a few whispers, but no 
  one seems to be eager to get in your way.  
   
  Inside the Great Hall things are much as you 
  left it. Candles burn. Prince Walder lays in 
  state. However Princess Sophia has left. In her 
  place however is a young man in elegant 
  attire. He seems to be staring at Walder, 
  almost blankly. Then he looks up at you as you 
  enter and smiles, “You know I almost thought 
  the old buzzard would live forever. Now look 
  at him. Hmph. Not so impressive now is he? 
  Have you seen my mother? I really need to talk 
  with her about my upcoming coronation.”  
   
  The Heroes have the dubious honor of meeting 
  Count Berius. Berius is well pleased by the 
  current situation. He thinks he’s going to be 
  crowned prince and everything will be easy. 
  Berius has the potentially annoying habit of 
  changing thoughts and topics midstream to 
  come back to his favorite topic…himself. Heroes 
  will need to talk with him first if they wish to 
  examine Walder’s body. 
   
  Who are you? 
  “Who are you, milord. You have to say milord 
  when you address me.” 
   
   
  Who are you milord? 
  “I am currently Count Berius val’Tensen. But 
  that will change when we have the coronation. 
  Will you be here for my feast?” 
   
   
  I’ll call you what I like punk 
  “I beg your pardon! Don’t you know that I’m 
  Count Berius val’Tensen? I’m going to be the 
  next Prince of Maren! Then you’ll need to call 
  me your highness. It’s the way court works.” 
   
   
  May we examine your Step-Father’s 
  body? 
  “What do you want to see. He’s dead.” 
  Berius actually stops for a moment to poke 
  the corpse with one finger.  
  “See? He’s dead.” 
   
   
  We don’t know where your mother has 
  gone. Do you have any ideas? 
  “I guess maybe she’s distraught. Maybe she 
  went back to her suite. I guess I’ll have to send 
  someone to look for her there.” 
   
   
  What did you think about Prince 
  Walder? 
  “Gods, I hated the man. I don’t know why 
  mother ever married him. Honestly, the man 
  never listened to me and knew nothing about 
  statecraft. But then how could he? He wasn’t 
  a val’Tensen. What could he really know about 
  Almeric. I’ll do much better.” 
   
   
  How do you feel about … 
  [Berius doesn’t like his uncle Rophus who has 
  a “funny” smile. He thinks Milky is creepy and 
  more of a monster than a “man.” Milky needs 
  to be run out of the castle as soon as he’s 
  crowned prince. He claims to love and be loyal 
  
   
  22 | Living Arcanis – To Die Alone  
   
  to his mother. He rarely thinks about his sister, 
  and thinks his two other half siblings are 
  “spoiled brats”]  
   
  Count Berius naturally assumes everyone thinks 
  he’s wonderful. If the Heroes are sufficiently 
  belligerent, Count Berius goes off to find guards 
  loyal to his cause. This should be a rare event. 
  While this gives the Heroes access to Prince 
  Walder it also triggers Optional Encounter B:  
  Guards Guards! at some point when the Heroes 
  are moving from one place to another. I suppose 
  it is just possible some table somewhere will 
  decide to assassinate him. Berius fights as a 
  Veteran Guard from stat blocks in the Appendix. 
  No one comes in time to help him, though this 
  also triggers Optional Encounter B: Guards 
  Guards! 
  Getting access to the body should not be difficult 
  for the Heroes. Count Berius doesn’t really care 
  what happens to his stepfather’s corpse as long 
  as he can prove that he’s dead. Also Berius isn’t 
  the most insightful fellow, so he swallows 
  plausible lies hook line and sinker. Berius can 
  also be gotten rid of by encouraging him to go 
  look for his mother Princess Sophia. 
  When the Heroes finally examine the body: 
  The late Prince Walder looks peaceful. Sparse 
  white hair and a strong hawkish nose lend him 
  a dignified air. He was a large man. His body is 
  covered by a pale-yellow blanket. There seems 
  to be a small wound on the right side of his 
  temple. 
   
  Head wounds are tricky things. Still a DC 11 
  Medicine (Wisdom) skill check suggests that the 
  lump on his temple is an unlikely cause of death. 
  If a character rolls a successful DC 13 Medicine 
  (Wisdom) or more they can receive more 
  information. 
   
  If Walder was killed by the candlestick: 
  A DC 13 Wisdom (Medicine) or Wisdom 
  (Perception) skill check shows that there is a 
  little blood at the back of the head. A little 
  further probing reveals a serious injury to the 
  back of his head that has a small bit of cloth 
  packed underneath to staunch the bleeding. The 
  skull seems to be fractured, from several blunt 
  force impacts. A DC 13 Wisdom (Medicine) skill 
  check or DC 16 Intelligence (Investigation) skill 
  check shows that the wound is too narrow to be 
  from a regular mace or club. 
  If the Heroes examine the body a DC 13 Wisdom 
  (Medicine) or Wisdom (Perception) check 
  shows the right wrist is partially broken. A DC 15 
  Intelligence 
  (Investigation) 
  or 
  Wisdom 
  (Medicine) skill check confirms that this is a 
  defensive wound from someone who tried to 
  defend himself.  
   
  If Walder was killed by poison: 
  A DC 13 Wisdom (Medicine) or Wisdom 
  (Perception) skill check shows that there is slight 
  discoloration 
  around 
  the 
  lips. 
  Further 
  investigation shows slight swelling around the 
  lips and throat. If anyone checks, his eyes are 
  bloodshot. A DC 15 Wisdom (Medicine) skill 
  check confirms that this is a sign of being 
  drugged or poisoned. 
  If the Heroes examine the body a DC 13 Wisdom 
  (Medicine) or Wisdom (Perception) check 
  shows that there are faint signs of blotchiness on 
  both arms. A DC 20 Wisdom (Medicine) or 
  Intelligence (Alchemist’s tools) skill check 
  reveals that the former prince was poisoned with 
  some variant of midnight tears that was either 
  impure or a cheaper copy/derivative. 
   
  If Walder was killed by a scarf: 
  A DC 13 Wisdom (Medicine) or Wisdom 
  (Perception) skill check shows that there is 
  bruising around the throat that is just visible 
  above the blanket. If anyone checks, his eyes 
  bulge a little and are bloodshot. A DC 13 Wisdom 
  (Medicine) check or a DC 15 Intelligence 
  
   
  23 | Living Arcanis – To Die Alone  
   
  (Investigation) skill check confirms that he was 
  most likely strangled. A DC 15 Wisdom 
  (Medicine) skill check reveals that the ligature 
  marks (bruising pattern) is too regular to have 
  been someone’s hands. 
  If the Heroes examine the body a DC 13 Wisdom 
  (Medicine) or Wisdom (Perception) skill check 
  shows that there is a fiber of yellow wool under 
  a hangnail on his right thumb.  
   
   
  If Walder was killed by a thin stiletto: 
  A DC 11 Wisdom (Medicine) or Wisdom 
  (Perception) skill check shows that there is a 
  little bit of blood under Walder’s head. A little 
  further investigation shows that Walder was 
  stabbed in the neck. Cloth was packed into the 
  wound to staunch the bleeding. A DC 13 
  Intelligence (Smith’s tools) or a DC 16 
  Intelligence (Investigation) skill check shows 
  that the wound is too narrow to be from a 
  normal dagger from Almeric (or from Milandir or 
  the Pugio from Coryan for that matter) and was 
  most likely caused by a slim Savonan dueling 
  stiletto. 
  If Heroes ask, the angle of the wound suggests 
  that the attacker was above and behind Walder 
  (no roll needed).  
  If the Heroes investigate, there are no other 
  wounds on the body. 
  Development: Heroes will likely have a good 
  idea of how Walder was killed if they go to both 
  of these scenes. But not who. They’ll need to talk 
  to some people. Probably Lady Maria, but others 
  as well. The people that they can talk to are listed 
  in Scene 6. 
   
  Encounter 6: A 
  Divided Court 
  Key Concepts: Players start asking people what’s 
  what. There is no absolute map of the keep. 
  Ultimately it was too difficult to plot out each 
  and every room for what should be role-playing 
  encounters. Players can go looking for people or 
  locations and should be assumed to reach there 
  going down corridors and up and down stairs.  
  Entries are listed alphabetically by first name of 
  the NPC and have a note in parenthesis on where 
  they are in Stonecrest. 
  The people the Heroes should interact with 
  include …  
   
  Aldo val’Tensen 
  Aldo is in his rooms, on the 3rd floor; there is a 
  guard outside the door, who lets the Heroes 
  pass. He is basically a decent person, but not 
  above partisan interests. He doesn’t like 
  s’sressen Heroes. Aldo has heard of the death of 
  Walder. He’s worried about what will happen 
  next...not everyone in Maren is as restrained as 
  Walder was. He has concerns for his life. 
   
   
   Walder is dead. 
  I’ve heard... 
  …Who are you? Have one of the others sent 
  you to kill me? In the chaos, so to speak? 
  A DC 11 Wisdom (Insight) check shows it’s 
  meant as jest with a strong confident front. A DC 
  20 Wisdom (Insight) check shows fear being 
  concealed. 
   
   
  How did you feel about Walder? 
  I won’t lie. I wish I could have killed him on the 
  field of battle. He and my father, Prince 
  Dominic of Hesselburg have ten years and 
  more of bad blood between them. Under these 
  circumstances though I miss him. I mostly 
  knew where I stood with Walder. Now I 
  
   
  24 | Living Arcanis – To Die Alone  
   
  wonder if there will be trouble for me tonight. 
  I don’t suppose any of you are interested in 
  leaving and escorting me from Maren? My 
  father would reward you. 
   
  A DC 15 Wisdom (Insight) check shows a certain 
  dry humor. Count Aldo doesn’t know the 
  characters and doesn’t really want to leave with 
  heavily armed strangers…still these are the 
  words that leave his mouth and they reflect a 
  deep desire to no longer be a prisoner. If the 
  Heroes actually seem to take him up on the offer 
  Aldo gets cold feet. 
   
   
  Did you kill him? 
  Me? We were still dickering about the terms of 
  my parole; I’m not even allowed to carry a real 
  weapon except for a dagger. So - it wasn’t an 
  accident then… Someone killed the old man. 
  Hmm. Under the circumstances I would be 
  indebted to one of you if you loaned me a 
  broadsword for night - in case I have to defend 
  myself. 
  A DC 13 Wisdom (Insight) check shows Aldo 
  doesn’t take the question seriously initially but 
  grows more serious as he finishes speaking. If 
  pressed Aldo will swear by Sarish he had nothing 
  to do with the planning or murder of Walder. If 
  asked somehow about behaving himself with the 
  sword, he’ll sarcastically reply he can hardly fight 
  his way out of the castle alone.  
   
   
  How did you come to be held here? 
  I was captured while leading a raid. I was 
  getting ready to sleep in when that lizard man 
  just materialized in my tent. Like a phantasm. 
  I thought he was a monster come from my 
  nightmares and he knocked me out before I 
  could react. I woke up once when he dragged 
  me through a stream and he knocked me out 
  again after a brief struggle. I woke up here as 
  a “special guest.” I have no idea how that 
  thing evaded my pickets and soldiers. 
   
  A DC 15 Wisdom (Insight) skill check shows first 
  embarrassment and then at the end, distaste. 
   
   
  Would you consider marrying XXX? 
  Really? You realize I am the youngest of 
  Dominic’s sons and will not inherit on my own. 
  Of course, I’d consider it...Prove to me this 
  could work. 
   
  A DC 15 Wisdom (Insight) skill check shows a 
  certain disbelief of the Heroes offer. Still Aldo 
  would be crazy to refuse such a windfall if it 
  seems like it would work. 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but the scarf] “Nothing I’m 
  afraid.” [For the scarf] “It’s moving out of 
  scarf weather. Still everyone in Stonecrest 
  owns at least one. During Shadowfast last 
  year several people received yellow scarves 
  from Prince Walder as a gift including Olivia, 
  Maria, Sophia and Winifred. 
   
   
  May we see your dagger … 
  [Aldo is willing to show the Heroes his dagger, a 
  stiletto of fine Savona steel. It’s the right kind of 
  weapon to produce the wound on Walder, but 
  Aldo has been under guard in his room the whole 
  time. The guards outside can confirm this. No 
  one has been to see him except the Heroes…so 
  his dagger wasn’t handed off to someone 
  either.] 
   
  What do you think of … 
   [Aldo doesn’t like Rophus who he thinks is a 
  sociopath. He thinks he could manipulate Berius 
  who he thinks is a twit. But his real fear if for 
  Milky who he thinks of as a “boogey man” with 
  virtually supernatural powers of stealth and 
  movement. “If he wanted too, he could be here 
  in the room with us.” He thinks Princess Sophia 
  is cool to cold. He isn’t kept in a cell but Aldo has 
  had restricted access to the rest of the Keep and 
  hasn’t interacted much with anyone else.]  
   
  
   
  25 | Living Arcanis – To Die Alone  
   
  Berius val’Tensen 
  (In the Main Hall or being a pest looking for 
  people in the hallways). [Berius just can’t wait to 
  be prince and is busy trying to set up his 
  coronation mostly, but not totally, oblivious to 
  the dangers that are circling. Most Heroes should 
  probably dislike his sense of entitlement]. 
   
   
   Milord, may we ask you a few 
  questions? 
  If you’re quick. I need to find my Uncle Rophus 
  and talk with him about taking over as 
  commander of the military. As soon as I’m 
  prince we’re going to sort out some of our 
  neighbors. 
   
   
  Did you kill Walder? 
  Haven’t you been paying attention? He wasn’t 
  killed. The silly fool hit his damned head. 
  A DC 13 Wisdom (Insight) check shows Berius 
  seems irritated by the question. 
  Of course, I could have killed him if it had come 
  to that. But then there wouldn’t have been a 
  bump on the head – there’d be my sword 
  sticking out of him now wouldn’t there? Of 
  course, my mother would never have let that 
  go. Gods, she can go on and on sometimes. 
  Look, was there something important? I’m 
  busy. 
   
   
   
  How do you feel about … 
  [Berius doesn’t like his uncle Rophus who has a 
  “funny” smile...still the man knows how to fight! 
  He thinks Milky is creepy and more of a monster 
  than a “man.” Milky needs to be run out of the 
  castle as soon as he’s crowned prince. He claims 
  to love and be loyal to his mother. He rarely 
  thinks about his sister, and thinks his two other 
  step siblings are “spoiled brats”]  
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but the dagger] “Nothing I’m 
  afraid.” [For the dagger] “A Stiletto? Normally 
  those are worthless weapons unless they are 
  made of high grade steel. I know the lizard has 
  one from his travels. So does our prisoner Aldo. 
  That’s all my late stepfather would let him 
  keep. Rophus and Victor probably have one in 
  their collections. Maybe Karch? Why do you 
  care so much about knives? Focus man 
  [woman]! There are important events that will 
  have to be planned. 
   
   
   
  I hear you have access to the herbarium? 
  “I shouldn’t, but you should see Janos. All that 
  simpering and handwringing. It’s a little funny 
  watching him as you wind him up. I just like to 
  make the man squirm. If you get the chance 
  you should try it sometime. No one ever went 
  broke adding a little extra basil to his meals. 
  Did I catch your names and titles?” 
   
  Eustace and Francine 
  (Near the kitchen, on a spindle, spinning wool 
  into yarn). [Eustace and Francine know better 
  than to go talking to strangers about the stuff in 
  the castle. Their first line of responses is a lot of 
  “yes mi’lords” or “I wouldn’t know sirs”. Eustace 
  is a bit of a romantic dreamer. Francine is the 
  level headed one. A DC: 13 (Charisma) 
  Deception, Intimidation or Persuasion skill 
  check gets them to open up a little if the Heroes 
  role-play appropriately]. 
   
   
   Who do you think murdered Prince 
  Walder? 
  [E] Sir (Lady), I can’t even really believe he’s 
  dead. He’s usually so clever, sometimes you 
  worry some enemy is becoming threatening 
  only you realize Prince Walder saw it coming 
  last month and already has precautions in 
  place. Do you think it possible he’s faking it 
  somehow? 
   
  [F] Don’t be daft Eustace. Of course he’s dead. 
  (lowers voice to a whisper). Only the lizard 
  could have beaten him in a fair fight, or 
  ambushed him unseen. But please be quiet, it 
  could be here listening for all I know.  
   
  
   
  26 | Living Arcanis – To Die Alone  
   
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but poison] “That’s not 
  something I would really know about sir. I’m 
  sorry I can’t help you.” [For poison] “Have you 
  thought about who has access to the 
  Herbarium? Besides Janos and the Princess, 
  Count Berius and Mistress Winfred sometimes 
  access it. Count Berius loves Basil in 
  everything. Mistress Winifred doesn’t care for 
  Janos’ cooking and re-seasons lots of dishes. Is 
  that helpful sir?” 
   
   
  How do you feel about … 
  [The maids will say Walder was a right and 
  proper Prince. And mean it. They might admit to 
  disliking Milky and Rophus who they think are 
  both more than capable of killing someone who 
  angers them. They think the world of Princess 
  Sophia and Winifred Balin and should refuse to 
  help the Heroes against them under most 
  circumstances. Eustace thinks Captain Quentin 
  Balin is quite handsome and has something of a 
  crush on him.]  
  Lord Gustavus and 
  Countess Henrietta  
  (Lord Gustavus and his sister Countess Henrietta 
  have a suite of room in the SE corner. They are 
  intelligent and somber. They are guarded by Sea 
  Marshal Olivia val’Ossan who is outside their 
  room. Before the Heroes can actually speak with 
  the kids they have to persuade Olivia to let them 
  in. See the OLIVIA entry). 
   
   
  Do you know what happened to your 
  father? 
  [The two share a look and then Gustav speaks]  
  “Yes we know. Someone finally found a way to 
  kill Father.” 
   
   
  Why aren’t you with your Mother? 
  Henrietta looks like she might cry and bites her 
  lower lip. But Gustav looks angry. He looks 
  right at you and answers, “If Berius is crowned 
  Prince I don’t think she could protect us.” 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For Poison and the Stiletto] “Nothing. Sis?” 
  The Girl shakes her head. “Nothing.” [For the 
  Candlestick] “Everyone carries something 
  most of the time. Janos and Tobias carry large 
  ones all the time.” Henrietta chimes in, “Now 
  that you’ve mentioned it I think I saw that 
  Priestess with a large candlestick. Uncle Victor 
  had one too right before he sent me up here to 
  the room.” 
   
  [The kids hate Uncle Rophus and think Berius is 
  an idiot. They love their Mom the Princess, and 
  think Olivia is very strict. Milky and sister Maria 
  are “Okay.” Janos sometimes gives them treats 
  and is a favorite.].  
   
  Janos, the cook 
  (In the kitchen, preparing food). [Think of Janos 
  as a fat cook played by C-3PO.] He is a coward at 
  heart and should be played for gags by the judge 
  as he crumbles under even mild intimidation. 
  Janos steals a little from the larder and the guilt 
  he feels for it has morphed into fear he’s going 
  to be blamed somehow for the death of Walder. 
  He’s completely innocent. If it was poison, he is 
  still innocent, but can point the finger to three 
  people who had access to the locked stores of 
  medicinal herbs. The poison actually didn’t come 
  from the herb locker, but one of the people he 
  names is guilty anyway as luck has it]. 
   
   
  Who do you think murdered Prince 
  Walder? 
  M-m-m-murdered?!? I, uh, I thought. That is. I 
  was told. By the Princess! That he was, uh, that 
  he had an … accident … He hit his head. Right? 
  A DC 12 Wisdom (Insight) skill check shows great 
  fear on Janos’ part and that he is looking to the 
  Heroes for cues on what they want him to say. 
   
   
  Who has a motive? 
  Not me!!! No sir! [And Lady!] Nope! No one 
  here more loyal… [bites knuckles] Oh gods … 
  they’re going to blame me aren’t they? Nobles 
  
   
  27 | Living Arcanis – To Die Alone  
   
  are ALWAYS blaming the cooks. “This goose 
  pie is poisoned,” they’ll shout. But I didn’t dooo 
  anything…Oh gods, Berius hates my goose pie. 
  He’ll throw me out for sure!  
   
   
  There was something in Walder’s tea 
  Uh…was that the Silver Foil? Walder took a 
  little Silver Foil sometimes. For … the pain in 
  his side. But he didn’t like it. He said it made 
  him feel sluggish and tired.  
   
   
  There was something ELSE in Walder’s 
  tea. 
  Uh…was that the Silver Foil? No I uh. I Guess 
  not. Oh my… 
   
   
  Who has access to the herbs? 
  I’m not sure I should say. That is … I mean … I 
  do. And Princess Sophia! And Mistress 
  Winifred. And his brother Victor for the healing 
  herbs he sometimes uses on wounded men. 
  And Berius, though he’s not supposed to go in 
  there, he likes extra basil and pepper on most 
  dishes, so he sometimes goes in and out on his 
  own. I … I’ve tried to stop him. 
   
   
   
  Blah 
  Blah 
  Blah 
  (Other 
  Murder 
  weapons)? 
  “I don’t really know what to say. It sounds like 
  anyone could have one of those here in the 
  keep.” 
   
   
  Did you hit Walder with a Candlestick? 
  “I did take this one when I had to run an 
  errand…but surely you don’t think I would 
  have hit the prince. Don’t you?!? Oh PLEASE – 
  surely you believe me!” 
  There is a large candle stick, but its wooden. If 
  Heroes ask it doesn’t match any of the candle 
  sticks from the library, has a tallow candle and is 
  probably the wrong shape for the head-wound.  
   
  Sir Karch val’Tensen 
   (Pacing the halls, with three other armed men). 
  [Sir Karch is direct and no non-sense. He’s trying 
  to quietly count noses and find out which way 
  the wind is blowing. He wants to make sure he’s 
  on the winning side. He also wants to avoid 
  unnecessary violence. Likely he’ll ask as many 
  questions of the Heroes as they do him]. 
   
   
  Who do you think murdered Prince 
  Walder? 
  Murdered? That’s a very charged term. I’d be 
  very careful saying that in front of certain 
  people here were I you. [he lowers his voice] If 
  the old Prince was murdered, how was it 
  done? And what’s your interest? Who are you 
  for? 
   
  A DC 13 Wisdom (Insight) skill check shows Sir 
  Karch is grim and not surprised at all by what the 
  Heroes say. 
   
   
  Would you consider marrying X? 
  Mariage? That’s strange talk coming before a 
  funeral. 
  I 
  am 
  unmarried. 
  Under 
  the 
  circumstances I am unwilling to say more 
  without speaking to the principals involved 
    A DC 13 Wisdom (Insight) check suggests 
  ambition and wariness light up in Sir Karch’s eyes 
  in equal measure. 
   
   
  Who do you think should be the next 
  Prince? 
  I doubt very many people are going to ask me 
  for my opinion. I’m just one of Lord Victor’s 
  deputies. [More forcefully] I do hope things 
  are resolved without bloodshed. I hope you 
  have the same view. 
  A DC 12 Wisdom (Perception) check shows Sir 
  Karch is giving the Heroes the hard eyeball.  
   
   
  We aren’t committed to any faction. 
  If you don’t have a dog in this fight, I’ll pay you 
  to leave right now. The castle needs fewer 
  armed people about, not more. I’m hardly a 
  rich man but I can give each of you 10 gold 
  right now to walk away from Stone Crest and 
  let us sort things out. 
   [Hopefully no one takes him up on this, but it’s 
  a logical offer for Karch to make. If the Heroes do 
  accept then go to Optional Encounter B] 
  
   
  28 | Living Arcanis – To Die Alone  
   
   
   
  Blah Blah Blah. What do you think of the 
  various residents of Maren? 
  I hope you’ll forgive me, but right now 
  answering that question honestly would be 
  absurd. Don’t press me to dissemble, and I will 
  return the courtesy to you. 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but the Candlestick] “Nothing. 
  I’d like to know the truth myself. But I’m afraid 
  I have to take care of the living before 
  worrying 
  about 
  the 
  dead.” 
  [For 
  the 
  Candlestick] “It is dim in here. Everyone has 
  something. Janos and Tobias sometimes carry 
  large 
  candlesticks. 
  Now 
  that 
  you’ve 
  mentioned it I saw that Priestess Xandra with 
  a large candlestick. Maybe Lord Victor too”. 
   
   
   [Can we see your dagger?]  
  “If you’re brief.” 
  Sir Karch does have a thin dagger of Savonan 
  Steel, but it’s a little wavy like a kris dagger and 
  would not have made the right kind of wound.  
   
  Blah blah blah, No thank you we’re 
  staying. (or at 
  the 
  end of the 
  conversation).. 
  Fine. Will you at least keep your fingers 
  crossed that this doesn’t end in violence? Have 
  you seen Captain Quentin recently? He’s not in 
  his quarters and I wish to speak with him.  If 
  you see him tell him I’m looking for him. 
   
  Lady Maria Balin 
  (Hiding up in her room). [Lady Maria is fretting. 
  Fearful for what is to come yet hoping for a good 
  outcome. Many things she might say are also 
  listed in Scene 4. As the probable patron for the 
  Heroes there is a lot of ground that you may be 
  called on to cover]. 
   
   
  We’ve found evidence that Walder was 
  murdered. 
  “I cannot say I’m surprised. Please. The 
  thought of further conflict frightens me. Still, I 
  would know who you think did it.” 
   
   
  What do you want us to do? 
  “What do I want? So few have ever asked that 
  of me. I want this terrible event to not have 
  happened. I want stability here at Maren. 
  What can you do?” 
   
   
  Why did Milky give you the keys? Could 
  he have done it? 
  “I don’t really understand Milky very well. He 
  didn’t exactly go out of his way to make 
  friends with anyone. But he’s stood by my 
  step-father for more than a decade. I would be 
  surprised if he was to blame.” 
   
   
  Tell us about Milky? 
  “Milky? He’s an albino ss’ressen. Milky worked 
  closely with my step-father. My step-father 
  called him his valet, but we all know he was 
  really the assassin of his court.” 
  A DC 15 Wisdom (Insight) skill check reveals she 
  says this matter-of-factly. Milky is a boogey-man 
  to some people here, but he only threatened 
  those who threatened Walder. Maria has never 
  been a threat. 
   
  Do you know some of your relatives are 
  major jerks? 
  “Life here in Maren is better than in many 
  other places in Almeric, but still it’s been 12 
  hard years. Some of us have born it and the 
  disappointments of life better than others.” 
  A DC: 13 Wisdom (Insight) check reveals 
  embarrassment on her part. 
   
  Who do you fear the most?  
  Requires a DC 15 Charisma (Persuasion) check. 
  Otherwise she mumbles something about not 
  really being sure where things stand in the castle 
  Ever so softly she says, “My uncle. And perhaps 
  Berius.” 
   
  
   
  29 | Living Arcanis – To Die Alone  
   
   
  Would you be willing to marry [X] and/or 
  rule here? 
  A DC 12 Wisdom (Insight) check reveals 
  something like stage fright. As if she’s thinking 
  ‘Oh gods they really asked me that.’ 
  “I don’t want trouble. I. I would do that if it was 
  the right thing... I don’t want to make more 
  bloodshed.” Softly, “Would it work? I don’t 
  want to be a target either. What would 
  happen with my male relatives? Some of them 
  seek to rule.” 
  Lady Maria never puts herself forward as a 
  candidate, but if the Heroes put a plan to her 
  that seems reasonable (decent chance of success 
  and stability, no unnecessary bloodshed) she 
  doesn’t object either. 
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but knives & candlesticks] 
  “I’m sorry I can’t help you. Everyone just about 
  always carries a knife/light source. I haven’t 
  noticed anything odd in that sense.” [For 
  poison] “There are things in the herbarium 
  that are potentially poisonous. Besides Janos 
  and my mother … Berius loves basil in 
  everything and so is always pestering Janos. 
  Mistress Winifred knows a lot about herbal 
  lore as well, but surely, she wouldn’t be 
  involved. Is that helpful?” 
   
   
  May we see your yellow scarf? 
  “Of course. Is it important in some way?” 
  Maria’s scarf is free from snags. 
   
  Milky 
  (In the Armory in the basement, sealed behind a 
  heavy barred door).  
   
  Milky is trying to do one final service to a man he 
  respected by slowing down any dash for 
  weapons, hopefully limiting the bloodshed 
  coming with the sorting out process. When role 
  playing Milky don’t rush his words. Take a 
  moment to enunciate everything with a languid 
  cadence. Milky will be intrigued by the presence 
  of the Heroes. Milky is naturally deferential to 
  female ss’ressen Heroes. Everyone else runs 
  second. As a Ghost Scale he really doesn’t have 
  anything emotionally invested in twitting elorii. 
   
  GM Note: Reading a normal ss’ressen isn’t 
  easy and Milky is far from ordinary as such all 
  non-ss’ressen heroes suffer disadvantage on 
  their Wisdom (Insight) skill checks. 
   
   
  Uh, Hello? Knock Knock? Is anyone in 
  there?  
  [Through the Door] “Who iss it outside? I don’t 
  recognize your voice.” 
   
   [After the first round of hero introductions]   
   
  “Iss that everyone there?” 
   
   
  We’re the people Walder sent for. 
  “Well well well. Walder ssspoke of you coming. 
  You picked an interesting night to arrive at 
  Stonecrest. Better if you had come yesterday. 
  Or tomorrow. Tell me, has anyone died yet in 
  the succession?” 
   
   
  Do you mind opening the door?  
  [Through the Door] “If you give me your oath 
  you will take no weapons from thiss room, nor 
  attack me I believe I can accommodate that 
  request.”  
  [Assuming the Heroes do this they can hear 
  some shuffling around and then the sound of 
  the bar being removed] “Alright, pleasse open 
  the door slowly and avoid fast movements.” 
  Inside the doorway you see a white Ss’ressen 
  behind a table polishing a bastard sword. Two 
  loaded crossbows are on the table next to him. 
  Another guard with a prominent holy symbol 
  of Hurrian is in the room with him looking 
  nervous. “So. Here we are. A good evening to 
  you all.” [Ss’ressen Heroes automatically 
  realize Milky is of the Ghost Scale egg clutch] 
   
   
  I know you are Milky. Who is your 
  friend? 
  “Him? He’s Hans. Unless we’re going to fight 
  ignore him.” 
  
   
  30 | Living Arcanis – To Die Alone  
   
   [Hans is effectively the priest of Stonecrest and 
  has been buttonholed by Milky. The Hurrianic 
  Temple has been famous for not taking sides in 
  the conflict in Almeric, but Hans is “just” a 
  Templar and minds the chapel in Stonecrest. 
  Hans nods to the Heroes but doesn’t have much 
  to say other than he doesn’t want to see more 
  bloodshed than necessary and so is helping 
  Milky]. 
   
   
  You are polishing steel while the chaos is 
  breaking out upstairs. What are you 
  doing? 
  “Walder did want the armory cleaned and 
  inventoried before the fighting ssseason truly 
  getss under way. I’d like to think of it as 
  honoring the memory of talented man.” 
  A DC 15 Wisdom (Insight) check reveals a little 
  amusement as he says this. With a DC 20 roll 
  revealing Milky is sizing the Heroes up. Still the 
  Heroes should be able to guess without rolling 
  that this isn’t nearly the whole story even if 
  technically true] 
   
   
  What did Walder want us to do? 
  “I had assumed that he planned on cleaning 
  house and wanted muscle that would go 
  away. He never exactly said sso though. It’s 
  also possible he wanted you to arrange an 
  accident for one of his relations. Though that 
  is much less likely since he wouldn’t let me do 
  it. There is also an outside chance he had 
  something in mind that he didn’t tell me 
  about. Maybe thosse damned sshades.” 
  A DC 20 Wisdom (Insight) suggests calmness as 
  he says this. 
   
   
  Who wouldn’t Walder let you dispose 
  of? 
  “It hardly matters now.” 
  On a successful DC 15 Charisma (Persuasion) 
  check, he admits it was Berius…too dumb to 
  understand the difference between prey and 
  predator. 
   
  Do you support anyone? 
  “A sword sshouldn’t choose the hand that 
  wields it. I need to at least pretend to sstay out 
  of the ssuccession. Though I won’t sserve 
  someone who is clearly sself destructive. That 
  means Beriuss. If he ssomehow ends up on top, 
  I plan to leave unseen.” 
  A DC 14 Wisdom (Insight) check suggests anger 
  at the possibility of Berius ruling. 
   
  What do you want us to do? 
  “If you find out who killed the Prince I would 
  very much like to know.” 
  Milky is willing to promise some kind of reward 
  if need be, though he is vague and unspecific. If 
  pressed Milky will say he doesn’t forget debts 
  but also doesn’t know what resources, he will 
  have access to after everything shakes out. 
   
  Why did you give the keys to Lady 
  Maria? 
  “There was no one else to give them to. Sshe 
  was there and I thought sshe would be too 
  timid to go in and disturb the evidence. When 
  I discharged this last duty to the Prince I 
  wanted the ability to go look at my leisure and 
  ssee what I could ssee.” 
  A DC 17 Wisdom (Insight) check suggests 
  surprise at the fact that Lady Maria has gotten 
  involved enough to enlist the Heroes 
   
   
  How did you capture Aldo? 
  “The Ghost Scale are hard to ssee when we 
  don’t want to be sseen. The pup is not 
  incompetent. But neither he nor his guards 
  were ready for someone like me. It might not 
  have mattered even if they were.” 
  A DC 14 Wisdom (Insight) check shows 
  contentment 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but the dagger] “Is that how 
  he was slain. Not the death he would have 
  expected.” [For the dagger] “A Stiletto? How 
  odd. I have one. So does our prisoner Aldo. 
  Karch and Rophus also have a one, though 
  they don’t always carry them.” 
  
   
  31 | Living Arcanis – To Die Alone  
   
   
   
  May we see your stiletto/Did you do it? 
  “Here take my stiletto. I know it’s not the 
  murder weapon. I knew Walder was worried 
  about trouble coming with his physical 
  deterioration but am surprised this happened. 
  I had nothing to do with his death.” 
  Heroes can believe what they like. Milky’s 
  stiletto is close to the right size and shape to 
  cause the wounds. If Heroes want to spend a 
  Fate point they can tell it’s a little too short, 
  otherwise they can live with ambiguity. 
   
  Sea Marshal Olivia 
  val’Ossan 
  (On the second floor, in the hallway, guarding a 
  suite of rooms. She is loosely wearing a yellow 
  scarf).  
  Fans of the author Jim Butcher might model 
  Olivia on “Murphy,” tough on the outside and a 
  “law and order” kind of person. Olivia has 
  bonded with the youngest of Walder’s children 
  and is grim. She assumes Rophus or Berius will 
  seize power and imprison or kill Gustavus and 
  Henrietta. Among her duties was keeping a 
  maritime escape route open for Walder. She 
  plans to use it to take the children to Gelbachen 
  relatives in Milandir…if a ship can be readied 
  before someone moves in force. Though she 
  commands the marines, at the moment they are 
  mostly outside Stonecrest. 
   
  Why are you out in the corridor? 
  “The air here suits me.” 
  A DC 10 Wisdom (Insight) check suggests a 
  challenge to contradict her 
   
   
  We’d like to speak with Gustavus & 
  Henrietta. 
  “Leave a message with me. I’ll relay it.” 
  A DC: 15: Wisdom (Persuasion) check, along 
  with some good role-playing works if the Heroes 
  also offer a compelling reason why they should 
  be allowed in to see the kids. Like finding the 
  murderer. Any Heroes let inside will need to 
  leave their weapons with Olivia. 
   
   
  You don’t say much do you? 
  “I don’t need any distractions right now.” 
  A DC: 15 Wisdom (Insight) or (Perception) check 
  shows her eyes keep sweeping the corridor as 
  she talks to the Heroes. 
   
   
  Walder was Murdered? 
  “No kidding. Still, plenty of people are saying 
  he fell. Let’s be frank. No one will say that 
  about Gustav or Henrietta.” 
  A DC 12 Wisdom (Insight) skill check suggests 
  she’s ready to jerk steel and go at it with the 
  Heroes if need be. 
   
   
  Do the kids know their dad was 
  murdered? 
  “I haven’t said anything. On the other hand, 
  they’re far from stupid. They must at least 
  suspect.” 
   
   
  We’re not a threat to you or the kids. 
  “Be nice to believe that. As long as we’re all 
  here just talking, everything is fine.”  
   
   
  What is a val”Ossan doing in Almeric? 
  “Walder brought me in 9 years ago. I’m from 
  a minor branch of the family. I wouldn’t have 
  the chance to run things in Milandir.”  
   
   
  Ever 
  have 
  any 
  trouble 
  with 
  Ymandragore? 
  “Let’s focus on today.” 
   A DC 14 Charisma (Persuasion) skill check along 
  with a second Inquiry by the Heroes elicits a 
  response that while no Black Ships have ever 
  pulled into port, suspicious individuals have 
  entered Almeric through Maren. Maren lacks 
  unlimited resources and can’t afford to let the 
  pier get destroyed in either a fight with wizards 
  or in retaliation by a Black Ship. 
   
   
  Nice scarf. 
  
   
  32 | Living Arcanis – To Die Alone  
   
  “A gift from Walder. I wanted it for the dock as 
  evening comes on. If I had time, I’d ditch it in 
  my room.” 
  No signs of snags on her scarf 
   
   What do you know about [Murder 
  Weapon]? 
  [For everything but the dagger] “Nothing I’m 
  afraid.” [For the dagger] “A Stiletto? No 
  shortage of knives in the Castle. Still A stiletto 
  is pretty specific. Aldo. Karch. Milky. Rophus. 
  Those are only ones I’ve ever seen wearing 
  one. I’d be easy to hide one though. 
   
  Dame Paulina Scipio 
  val’Tensen 
  (On the third floor. A Legionnaire from Nevanne 
  stands at attention outside her door. He’ll enter 
  with Heroes unless they want to leave their 
  weapons with him.).  
   
  Paulina is well trained as a minor 
  member of the court of Nevanne. She absolutely 
  doesn’t take sides in the coming trouble in 
  Maren’s Court, deflecting questions with non-
  answers. She often pretends to be a sunny ditz, 
  so people will underestimate her. Think Margery 
  Tyrell from HBOs Game of Thrones.  
   
   
  You are a long way from Nevanne. What 
  are you doing here? 
  “Why, Papa thought it would be a good 
  experience for me to see more of Almeric 
  before I settle down and wed. He is a High 
  Count within the court of Nevanne. And Maren 
  is usually a fairly stable corner.” 
  A DC 13 Wisdom (Insight) skill check suggests 
  unhappiness under a sunny exterior as she says 
  this 
   
  Most val’Tensen hated Walder 
  “Well yes, that’s somewhat true. Okay. That’s 
  actually true. Still, even though Papa said 
  Walder’s rule of Maren was bad for certain 
  narratives, he thought I might learn about 
  power and how a court really works here. 
  A DC 16 Wisdom (Insight) skill check suggests 
  this is a practiced answer delivered by rote. 
   
  Walder is dead. 
  “Yes I’ve heard. Such a tragedy.” 
  A DC: 15 Wisdom (Insight) skill check suggests 
  she’s saying what’s socially expected.  A DC 14 
  Wisdom (Insight) skill check suggests she’s trying 
  to read the Heroes looking for clues how best to 
  respond. 
   
   
  Walder was murdered. 
  “Really?” A hand goes to her mouth. “Who did 
  it? Are you sure?” 
  A DC 13 Wisdom (Insight) skill check shows no 
  real sign of surprise. 
   
   
  Did you have anything to do with it? 
  “Me?” She giggles nervously. “Are you 
  serious?”  
  A DC 13 Charisma (Persuasion) skill check or 
  Charisma (Intimidation) check gets a firm denial. 
  A DC 13 Wisdom (Insight) skill check shows 
  surprise at the question. 
   
   
  Would you marry one of Walder’s kids? 
  “Me?” She turns serious. “Which one? The 
  younger? There would need to be an … 
  understanding between me and Princess 
  Sophia. Who has talked with her?” 
   A DC 12 Wisdom (Insight) check shows alertness 
  and interest. Her body language changes as she 
  leans forward and looks hard at Heroes. 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For everything but the scarf] “Nothing I’m 
  afraid. I’ve only been here a few weeks and 
  barely know what’s normal and expected.” 
  [For the scarf] “It’s moving out of scarf 
  weather. Still I was talking with Maria about 
  her lovely Yellow Scarf just the other day. I 
  think she said it was a gift. Many of the other 
  women here have one including Olivia, 
  Princess Sophia and Winifred. 
   
   
  
   
  33 | Living Arcanis – To Die Alone  
   
  Sir Quentin Balin  
  (On the third floor. He’s not in and the Heroes 
  don’t find him until the final fight. Heroes can 
  enter his room by picking the lock on his door 
  with a DC 15 Dexterity (Thieves’ Tools) 
  proficiency check. They can also break the door 
  down, though servants come to look and run off. 
  This approach triggers Optional Encounter B: 
  Guards Guards!).  
   
  You enter a decent sized room. There is the 
  expected desk, bed and foot chest. Thick 
  carpet covers the floor. Instead of tapestries 
  covering the walls there are number of shields 
  with crossed swords behind them. Perhaps 
  trophies from past battles? There are a couple 
  of blank spots on the where one could either 
  add additional weapons...or where weapons 
  have been removed.” 
  Heroes could grab a long sword if they wanted to 
  … or a shield.  
  Sir Rophus val’Tensen  
  (On the first floor. If Rophus is the killer, he isn’t 
  available and the Heroes won’t see him till the 
  final encounter. Otherwise he’s at his desk 
  writing when the Heroes find him). 
  Rophus is the most egotistical resident of the 
  castle with all the empty charm of a serial killer. 
  However, unlike Berius he is grounded enough to 
  grasp reality.  
   
  Walder is dead. 
  “Yes. Things have changed rapidly. I hear he 
  wanted 
  to 
  hire 
  you. 
  Obviously, 
  your 
  contractual obligations to him are nullified at 
  this point. Are you available for taking on a 
  new assignment?” 
  A DC 12 Wisdom (Insight) check reveals Rophus 
  is quite happy 
   
   
  You want hire us? 
  “Yes. I could use a few more swords. I’ll pay 
  each of you 35 gold coins in either Milandisian 
  or Coryani currency for a few days’ work. One 
  way or the other I intend to see things settle 
  down by week’s end.” 
  A DC 12 Wisdom (Insight) check reveals Rophus 
  already assumes the Heroes will say yes. 
   
   
  Settled Down? 
  “Once I’m Prince of Maren then yes things will 
  settle down.” 
   
   
  Walder was murdered. 
  “Of course. Pity really. He died much too 
  quickly. A worthy revenge would have been 
  more protracted. Well. On to the future.” 
  A DC 12 Wisdom (Insight) skill check reveals 
  Rophus is barely paying attention to this 
  exchange, turning back to his desk to check 
  something. 
   
   
  We’re in. What do you want us to do? 
  “If I secure the armory it’s over. Go down there 
  and kill the lizard for me. But be careful. Milky 
  is the most dangerous combatant in the castle. 
  And gifted at stealth. Pin it down in one room 
  and kill it.” 
   
   
  What do you know about [Murder 
  Weapon]? 
  “I couldn’t care less who killed Walder. It’s true 
  might also want the title of Prince, but they’ve 
  done me a favor. I need to secure the House. 
  The mystery can wait.”  
   
   
  We’re out. We want nothing to do with 
  your plans. 
   
  “Don’t be hasty. I am sure if you think about it, 
  you’ll realize Maren needs a strong hand on its 
  tiller. We have the ongoing problem of 
  Hesselburg to the north. Anarchy to the East. 
  Reports of piracy from the South. And who else 
  is there? Berius? My sister? Take an hour to 
  speak with the also-rans. I think you’ll come to 
  agree. It has to be me. 
  A DC 12 Wisdom (Insight) check reveals Rophus 
  seems fervent in his assertions. And confident. 
  He really does think the Heroes are going to join 
  him if they “think it through.” 
  
   
  34 | Living Arcanis – To Die Alone  
   
   
   
  What about XX as Prince/Princess? 
  “Don’t make me laugh. That barely rates a 
  comment.” 
  A DC: 12 Wisdom (Insight) skill check reveals 
  Rophus seems displeased at the suggestion and 
  thoughtful. His expression hardens a little bit. He 
  might add in response that Berius might as well 
  have been dropped on his head as a child. His 
  sister Sophia has no ambition. Maria and Victor 
  aren’t val’Tensen. The other kids are too young. 
   
  Princess Sophia 
  val’Tensen 
  (On the second floor. A maid tries to keep the 
  Heroes away saying the Princess is indisposed. If 
  Sophia is the killer, then the maid is lying and 
  she’s not in at all. The Heroes won’t find her until 
  the final fight. Female Heroes (and only female 
  Heroes) can enter his room by making a DC 15 
  Charisma (Persuasion) or Deception (Cha) skill 
  check. You can grant advantage to the roll to 
  reflect women who are nobles versus (say) a 
  filthy female gnome. They can also physically 
  bypass the maid and break the door down. This 
  approach triggers Optional Encounter B: Guards 
  Guards!). Assuming she isn’t the killer and is in: 
   
   
  We are sorry to disturb you in your time 
  of mourning? 
  “You’d think we would be used to the funerals 
  by now in Almeric. Still no one of consequence 
  has died in Maren since my first husband 
  Dephus was killed in battle so many years ago. 
  Speak. What is so important.” 
  A DC 12 Wisdom (Insight) skill check suggests 
  resignation. 
   
   
  We think Walder was murdered 
  “I’m sure you’re wrong. I wouldn’t speak of 
  such things.”  
  A DC 12 Wisdom (Insight) check or Wisdom 
  (Perception) check shows she locks eyes with 
  the HERO who says this. Her mouth presses into 
  a very thin line] 
   
   
  Berrius/Rophus is planning to take over 
  as prince. 
  “Walder’s body is barely cold. You would think 
  if they had ANY respect for me he would wait 
  a day or two so we could have a decent 
  funeral.” 
  A DC 12 Wisdom (Insight) check reveals her eyes 
  water a little though no tears fall. 
   
  Hiding in here puts your children at risk. 
  “How many of you have children of your own? 
  In Almeric? I’ll take your parenting advice 
  under due consideration. Was there anything 
  else?” 
  A DC 12 Wisdom (Insight) check reveals her 
  cheeks color substantially and her eyes narrow. 
  At this point Heroes get one more question 
  before being asked to leave. 
   
   
  What do you know about [Murder 
  Weapon]? 
  “WaIder fell. But if he was murdered? They 
  may have done me a favor. Does that shock 
  you? I couldn’t care less.  I am still Princess of 
  Maren. I endured 5 years with that woman in 
  this house. She’s left hasn’t she. I am done 
  answering questions; you should go too. Good 
  day.” 
  Tears leak from Sophia at this point. Baring 
  extraordinary effort from a sympathetic female 
  hero, the interview is over. 
   
  Tobias 
  (On 
  the 
  main 
  floor 
  overseeing 
  funeral 
  preparations. Tobias is melancholy that at his 
  advanced age there is going to be bloodshed 
  here in Maren. He had thought he’d die before 
  the Prince). 
   
   
  We think Walder was murdered 
  “Surely that can’t be right. Princess Sophia has 
  said otherwise.” 
  A DC 12 Wisdom (Insight) check shows his face 
  sags as he says this. With a DC 15 Wisdom 
  (Perception) check, he can be persuaded to 
  elaborate 
  
   
  35 | Living Arcanis – To Die Alone  
   
  “I am an old man. To have to see what follows 
  at my age. It won’t be pretty. When Walder 
  took over everyone was terrified about 
  external threats and Walder consolidated his 
  power fairly quietly. Now no one is really 
  worried about external threats. And too many 
  members of the court want power for 
  themselves. 
   
   
  Who might have murdered Walder? 
  (Requires 
  a 
  DC: 
  20 
  Charisma 
  (Persuasion) or Charisma (Intimidation) 
  skill check.) 
  “The obvious choices are the most ambitious 
  and the most dangerous. Berius, Milky and 
  Rophus. Doesn’t mean any of them would 
  have done it. Someone could also have been 
  paid to do it by an outside Prince. If that’s true 
  you couldn’t even rule me out of the list of 
  suspects.” 
  A DC 12 Wisdom (Insight) check shows his body 
  sag and almost grow older. 
   
   
  Berrius/Rophus is planning to take over 
  as prince. 
  “That does not terribly surprise me. Hopefully 
  no one will oppose him. If someone does I hope 
  the staff can stay out of the way till it is over.” 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For stiletto and candlestick] “Nothing I’m 
  afraid.”  
  [For the scarf] “Everyone in Stonecrest owns 
  scarves. It gets cold in winter. Colder for those 
  of us who are older. During Shadowfast last 
  year several people received yellow scarves 
  from Prince Walder as a gift. All the prominent 
  women. Olivia, Maria, Sophia and Winifred. 
  [For poison] “There is a stocked herbarium. 
  Janos might know something about that. I’d 
  try a few directed questions there first.” 
   
   
  We want to see the Candlestick you are 
  carrying. 
  “Of course. My eyes aren’t what they used to 
  be. I need the light to get around.” 
  Too small and wooden. Obviously not the 
  murder weapon. 
   
  Lord Marshal Victor 
  Gelbächen 
  (If Victor is the murderer, then the Heroes don’t 
  find him till the final scene. Otherwise he is on 
  the main floor overseeing funeral preparations 
  and talking to guards. Victor is grim and angry. 
  He’s always been in Walder’s shadow which 
  complicated his relationship with his brother. 
  But now he’s seen the body and knows he’s been 
  murdered, blood is thicker than water). 
   
   
  We think Walder was murdered 
  “Keep your voices down. No need to start a 
  panic. Have you figured out who did it?”  
  A DC 12 Wisdom (Insight) check shows concern 
  as Victor looks around 
   
   
  You don’t seem surprised 
  “With this lot? No, I am not surprised. I 
  suppose the Princess is hiding in her rooms? 
  Bloody perfect.” 
  A DC 12 Wisdom (Insight) check shows concern 
  as Victor looks around 
   
   
  You’re the Lord Marshal, can you do 
  something? 
  “That may change presently. Neither Berius 
  nor Rophus is likely to keep me on. And doesn’t 
  everyone know it. Half the guards won’t look 
  me in the eye. If I try to do something with the 
  people I think I can still trust, I may only make 
  it bloodier. Still. I’d shed blood for a chance at 
  his murderer.” 
  A DC: 15 Wisdom (Insight) skill check shows 
  bitterness 
   
   
  Berrius/Rophus is planning to take over 
  as prince. 
  “If he is responsible I’ll find a way to cut off his 
  head before his men drag me down. Let him 
  try to rule without a head.” 
  A DC 12 Wisdom (Insight) check shows Victor is 
  looking around as he says this. 
   
  
   
  36 | Living Arcanis – To Die Alone  
   
   
  What do you know about [Murder 
  Weapon]? 
  [For the scarf or poison] “I could tell you about 
  swords. Or crossbows. But I don’t know about 
  that. Keep looking!”  
   
  [For the stiletto] “I know Aldo has one. So does 
  Milky. Maybe Rophus. I did have one but I 
  broke the tip fighting against a stubborn 
  soldier of Princess Gitta.” 
   
   
  Do you have access to the herbarium? 
  Did you poison your brother? 
  “I use several herbs there to help fight 
  infection and swelling when guards get 
  injured. None of which would kill someone. 
  You’re not really insinuating I poisoned my 
  brother are you?” 
  A DC 12 Wisdom (Insight) check shows Victor is 
  angry at this line of questioning. 
   
  Winifred Balin 
  (If Winifred is the murderer, then the Heroes 
  don’t find her until the final scene. Otherwise 
  she is on the third floor sewing to occupy her 
  hands. Judges familiar with the Wheel of Time by 
  Robert Jordan might portray her with the calm 
  confidence of the Aes Sedai. If she is the murder 
  Heroes can unlock her door with a DC 15 
  Dexterity (Thieves’ tools) ability check. Or they 
  can break down the door, which provokes 
  Optional Encounter B: Guards Guards!). 
   
   
  We think Walder was murdered 
  Winifred looks at you coolly. “That opinion is 
  unlikely to help the situation here. If you would 
  like some free matronly advice, I’d say poor 
  Prince Walder hit his head. No need to stir 
  Victor or anyone else up.”  
   
   
  Don’t you care about justice?  
  “I care a great deal about the children and 
  poor Sophia. And in avoiding more spilled 
  blood than is absolutely needed. Maren is in 
  Almeric. We aren’t secure enough to buy 
  luxuries like justice. It’s only during relatively 
  good times we can even afford to buy 
  security.”   
  A DC 12 Wisdom (Insight) check shows that is 
  watching the Heroes very closely for their 
  response. 
   
   
  You think Victor wants to be Prince? 
  “No more than several other people. Victor 
  has more sense than some but lacks Walders 
  sense of the big picture. And is unmarried. No 
  one well born wanted to be married to a 
  relative of Walder’s. But the example has been 
  set for an arms master to seize control. It 
  won’t end well if he tries. If you get him stirred 
  up with talk of murders or seizing power, he’ll 
  probably try.” 
  A DC 12 Wisdom (Insight) check shows distaste 
  as she says this. (She has some sympathies for 
  Victor but is really worried about Maren as a 
  whole). 
   
   
  Berrius/Rophus is planning to take over 
  as prince. 
  “Yes, that seems like a plausible scenario.” 
   
   
  Who would make a good next Prince or 
  Princess? 
    
  “Whoever it is would need a connection to 
  Walder for a sense of continuity. And troops 
  that are loyal to them. The val’Tensen name, 
  of course, would be useful. And in a best-case 
  scenario some connection with other external 
  powers. That would cover the basics. It would 
  also help if they were competent and decent 
  human beings. I hope you aren’t planning 
  something.” 
  A DC 15 Wisdom (Insight) check shows she has 
  real interest in the Heroes for the first time when 
  they ask this. Despite the last thing she says, 
  she’s definitely intrigued if the Heroes have an 
  idea that could work beyond “catching the 
  murderer”. 
   
   
  Can you do something? 
  “No soldiers obey me. I could try to persuade 
  Sophia to something, but much as I love her 
  
   
  37 | Living Arcanis – To Die Alone  
   
  she’s a little unsteady on good days. And I 
  don’t know how many of the guards would 
  obey her either.  
   
  I see this ending in steel and blood. Hopefully 
  the interval of violence is brief. No, I’m afraid 
  there is nothing direct that I can do.” 
   
   
  What do you know about [Murder 
  Weapon]? 
  [For stiletto] “I am sorry to my eyes a knife is 
  a knife. I have no idea who has one. Well, 
  certainly the Ghost Scale does. He collects 
  weapons. I admit the idea that Milky 
  assassinated the Prince is a frightening one. 
  But that seems unlikely.”  
   
  [For the scarf] ““Everyone in Stonecrest owns 
  scarves. It gets cold in winter. Colder for those 
  of us who are older. During Shadowfast last 
  year several people received yellow scarves 
  from Prince Walder as a gift. All the prominent 
  women. Olivia, Maria, Sophia and I do.” 
  Her scarf has no snags. 
   
   
  [For the Candlestick] “Janos and Tobias were 
  both moving around the castle at that time 
  with large candlesticks. Though they seem like 
  unlikely killers. I think I saw Xandra and Victor 
  too with especially bulky ones. There could 
  easily be others. The keep is defensible. But the 
  natural lighting suffers for it. 
   
  Xandra val’Mehan, 
  Anointed Priest of 
  Sarish 
  (Xandra is up on the Fourth floor starting to pack. 
  She doesn’t take the Heroes as business 
  opportunities or dangerous rivals and as a result 
  her guard is mostly down. When the Heroes 
  knock they are invited to enter). 
   
   
  Walder is dead. 
  “Yes. A great tragedy for Maren.” 
  A DC 11 Wisdom (Insight) check shows this a 
  perfunctory response. Xandra is packing dresses 
  in a travel pack as she speaks. 
   
   
  Are you leaving? 
  This 
  tragedy 
  for 
  Maren 
  is 
  also 
  an 
  inconvenience for me. I came all the way from 
  Grand Coryan to the edge of civilization. And 
  now I will need to figure a way back home. 
  Hopefully I can find a ship in the next couple of 
  days.” 
  A DC 12 Wisdom (Insight) skill check shows more 
  animation when talking about her problems than 
  the tragedy of Maren 
   
   
  Xandra doesn’t sound like a Coryani 
  name. 
  “If you must know my parents fled Canceri 
  when I was very young. Milandir was not 
  welcoming. Eventually we found distant kin in 
  Grand Coryan. Where I’ve grown up and 
  thrived. I promise you any children of mine will 
  be named Scipia or Caenis or something more 
  suitable.” 
  A DC 12 Wisdom (Insight) check clearly shows 
  irritation, but not at the Heroes 
   
   
  Walder was murdered. 
  “Really? Hmmm. No one is fighting in the halls 
  yet. Are you sure? That’s not a charge to throw 
  around lightly” 
  A DC 12 Wisdom (Insight) check shows that she 
  looks somewhat concerned as she pokes her 
  head into the halls for a quick peek. 
   
   
  You’re not going to try and serve 
  Walder’s last wishes? 
  “Walder wanted me to make a Sarishian Oath 
  for him. He’s now dead, so I can’t do that. I 
  also have no idea what the specifics of the 
  Oath were. He greeted me yesterday and told 
  me that we’d wait for some special assistance 
  to arrive till he talked of business. I take it 
  that’s you?” 
  A DC 12 Wisdom (Insight) check shows that she 
  looks away when she mentions that she doesn’t 
  know what the specifics of the oath were before 
  
   
  38 | Living Arcanis – To Die Alone  
   
  looking back at the Heroes. A DC 15 Wisdom 
  (Insight) check suggests she thought for a 
  moment before adding the last question (she is 
  trying to divert the Heroes from her lie). 
   
   
  C’mon. Really, what did Walder want of 
  us? 
  “Alright, he wanted a loyalty oath…from some 
  people in the Castle who are now much more 
  prominent than they were prior to Walder’s 
  accident. I don’t see why I’d want to get 
  involved. Or you” 
  A DC 15 Charisma (Deception), Intimidation, or 
  (Persuasion) check squeezes the names Berius, 
  Milky, Rophus, Sophia and Victor from her. The 
  Loyalty Oath would also require obedience to 
  Walder’s named heir … Xandra doesn’t know 
  who was going to be named heir. 
   
   
  Will you craft a Sarishian Oath for us? 
  “You want an Oath do you? You’ll shield me 
  from violence and bring the parties to me? If it 
  isn’t something foolish, then very well. 
  Payment will be 50 gold coins.” 
   
   
  Blah Blah Blah Murder Weapons? 
  “I am recent guest here much as yourself. I 
  can’t tell you anything about who might have 
  used what. I can only tell you that I would look 
  to Berius or Rophus as likely suspects.” 
  A DC 12 Wisdom (Insight) check shows a strong 
  dislike for these two. If anyone asks about this, 
  she turns the question around and asks if the 
  Heroes have spent any time in their presence 
  implying that the reasons for her opinions are 
  obvious. 
   
   
  We’d like to look at your Candlestick. 
  “Go head. It’s over there. You’d think there 
  would be a portable one in the room. 
  Instead I had to lug that huge thing 
  around earlier.” 
   
  Though brass it doesn’t match the candlesticks in 
  the study. It’s really too big to use handily as a 
  weapon. 
   
  Development: Heroes may bounce between a 
  lot of different people in the Castle. Presumably 
  the Heroes conclude who is the Murder is in this 
  scene and try to track them down. Proceed with 
  Scene 7. It’s also possible the Heroes skip back to 
  Scene 5 to revisit the crime scene or body. If they 
  throw their hands up in the air and sail away go 
  to Optional Encounter A: Sailing Away 
   
  Scene 7: The 
  Conspiracy Acts 
  Key Concepts: Players go looking for the killer, 
  whom they haven’t been able to meet yet in the 
  castle. Heroes are given an ultimatum to leave. 
  Combat probably ensues.  
  You go hunting for [xxx] but at first seem 
  unable to find [him/her]. They are not in their 
  rooms. Many servants and guards scurry out 
  of your way as soon as they see you coming. 
   
  The Heroes need to come up with some way to 
  get information from people. It could be clever. 
  Or they could literally run an older servant down 
  and corner him or her. No roll will be needed. 
  Everyone is scared at this point that events are 
  moving towards fighting. People want to avoid 
  being at ground zero as things come to a head. 
  Finally, you button hole someone. Eyes wide 
  with fear, gulping air like a fish out of water 
  they stammer. “I thought I saw [Rophus, 
  Sophia, Victor, Winifred] heading off with 
  several of the guards. It looked like they were 
  going to the [Wine Cellar, Garden Maze or 
  Roof Top … as determined by the card 
  reading].” 
   
   
  The Heroes hurry to the area indicated. Go to the 
  appropriate version of the following: 
   
  Wine Cellar: 
   
  
   
  39 | Living Arcanis – To Die Alone  
   
  Heading down through the foundations leads 
  to a radical change in architecture. It looks like 
  the keep of Stonecrest rests on the foundation 
  of a Coryani villa. There is a basement and 
  then a sub-basement. You end up deep 
  enough underground to be worried about 
  some forgotten dungeon…but there are no 
  cells down here. Instead you hear movement 
  and low voices as you come upon a 
  surprisingly big wine cellar. 
   
  Garden Maze: 
   
  Hurrying outside you enter a formal garden 
  under overcast and dark skies. You can hear 
  movement and low voices coming from within 
  the hedge maze. It sits in the center of the 
  garden. Cultivated thorny vines and foliage 
  block line of sight. Entering you sort through 
  the many turns of the maze until you come 
  close to the center where hear low 
  conversation. 
   
  Roof Top/Battlements: 
   
  You go up several small winding staircases 
  where you have to pass single file. The stairs 
  spiral up clockwise and the steps are of uneven 
  heights. This would be a terrible place to do 
  battle. Fortunately, you pass through them 
  and emerge under a darkening overcast sky. 
  The wind blows, and you discover you have 
  disturbed several people who were speaking. 
   
  It is not my intention as an author for either side 
  to ambush the other…but if the Heroes, AHEAD 
  OF TIME, make a display of great stealth, (or 
  magic of some kind) then as a judge you can give 
  the Heroes surprise against the conspiracy. Then 
  continue with: 
  You can see [Rophus, Sophia, Victor, 
  Winifred] surrounded by armsmen. Their lips 
  press together into a firm line at your 
  appearance. “I had hoped to complete this 
  process before having to turn to affairs outside 
  the court. I suppose it’s too much to hope that 
  I can persuade you to turn around and leave 
  Maren to work things out on its own.” 
   
  The Heroes can say pretty much whatever they 
  want. Unless they are willing to join with this 
  group in “cleaning house” and exiling or 
  executing the other contenders then combat 
  breaks out.  
  The one piece of conversation that should come 
  out either before initiative is rolled or during 
  combat is the Reason/Motive why the Killer 
  struck at Prince Walder. This either comes out 
  with conversation with the Heroes or while 
  cursing them for meddling as part of an attack. 
  The brief speech is: 
  [Heroes]:  
  Blah Blah Blah, Why did you kill Walder? 
  [ROPHUS, snapping] 
  “Damn you all and that old man! I’m by far the 
  better swordsman! But he always had his 
  damned wizardry to fall back on. I could have 
  called in the Ymandrakes to deal with him, but 
  then it wouldn’t have been my revenge! No 
  longer! The House of Maren is coming to me! 
  As it always should have!” 
   
  [SOPHIA, in indignation] 
  “How DARE you! I’ve spent the last five years 
  with Walder and that … Larissan TROLLOP … 
  under MY roof! The embarrassment ends! The 
  shame ends! And if you won’t help me then it 
  can END for you too!” 
   
  [VICTOR, coldly] 
  “My brother stepped from the periphery and 
  seized power here in Maren when the 
  opportunity presented itself. And he left me in 
  his shadow. Whatever I owed him I paid for 
  over the years with my service. I’ve paid my 
  dues. His health was already failing. His time 
  was over. Now my time has come and I’m 
  seizing power. Nothing more. Nothing less. I’m 
  a far better choice than Berius and if need be I 
  can face down Rophus. Stand down.” 
   
  
   
  40 | Living Arcanis – To Die Alone  
   
  [WINIFRED, pretending to reason]  
  “Walder ended up with too many external 
  enemies. It’s this or be invaded. Be reasonable. 
  Henrietta, with firm guidance, will eventually 
  make a fine val’Tensen Princess.” 
  If Heroes ask a DC 12 Wisdom (Insight) check 
  reveals that Winifred looks away when she 
  utters this bald lie. If vanquished or killed Heroes 
  discover correspondence with Prince Dominic 
  promising to advance her nephew Drake in his 
  court in exchange for eliminating Walder. 
  Please initiate combat. 
  Combat  
  In all this combat consists of  
   
  Four (4) armed servants 
   
  Four (4) veterans of Maren 
   
  One (1) murderer 
  o Fighter: Rophus or Sophia  
  o Mage: Victor or Winifred  
   
  See Combat Appendix 2, Scene 7 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 2 veterans 
   
  Difficult: Add 2 armed servants and 1 
  veteran of Maren 
   
  Perilous: Add 2 armed servants, 2 
  veterans of Maren and 1 murderer 
   
  Development: Heroes should emerge victorious. 
  After the Heroes deal with the conspiracy no one 
  else in the Castle is really going to want to go 
  directly head to head with them. The other 
  factions will attempt to lay low till the Heroes 
  leave. Go to Encounter 8. 
  It’s just possible that somewhere a table will 
  throw in with the conspirators. Run an 
  impromptu encounter where the Heroes are 
  sent to take out either Rophus or Victor. Use 
  double the stats from Optional Encounter B: 
  Guards Guards!!! plus the stats for the murder 
  (fighter). 
  If the Heroes are somehow all defeated, go to 
  Conclusion: It Ends Badly for You.  
  Scene 8:  
  Prince Makers 
  Key Concepts: No one else in the castle is 
  interested in directly challenging the party’s 
  might. The Heroes have a chance to parlay this 
  moment of power into the coronation and 
  succession of the ruler(s) of their choice. For 
  good or ill.  
  As the last of your adversaries fall there is a 
  brief moment of silence filled only with the 
  sound of your own breathing. Perhaps the 
  remains guards in the keep could overwhelm 
  you with numbers, but they are relatively 
  scattered and disorganized. It would seem, at 
  the moment that you are the greatest 
  concentration of force within the Castle. The 
  question is, what are you are going to do now?  
   
  Where the Heroes go from here is somewhat 
  free form. Heroes can just sail away if they want. 
  If there is time in the slot go to Optional 
  Encounter A. But hopefully if the Heroes come 
  this far they are invested in a decent future for 
  Maren. They need to put a ruler (or married 
  couple) on the throne. How much time is left in 
  the slot will help govern how much role playing 
  should be put into this. At home you should let 
  the Heroes sort things out at their own pace. In 
  a convention setting it is okay to give some 
  nudges if time is running low. There is no one 
  “right” solution. 
  The Heroes shouldn’t be explicitly told this, but 
  Maren needs 3 things for a chance to thrive.  
  ONE: Maren needs a leader who can navigate 
  the battlefield, because Almeric being Almeric, 
  the walled town will face external challenges. 
  The people who are experienced in leading 
  
   
  41 | Living Arcanis – To Die Alone  
   
  troops are: Aldo, Olivia, Victor, Karch and 
  Quentin. 
  TWO: Maren needs legitimacy and a sense of 
  continuation; otherwise internal dissatisfaction 
  develops. Maria, Henrietta, Gustavus and Victor 
  fulfil this requirement. (Technically Berius, 
  Rophus and Sophia would too. But given their 
  personalities, despite initial acceptance, they 
  can be counted on to eventually cause 
  everything to run off the rails in time). 
  THREE: There needs to be a val’Tensen ruler (or 
  co-ruler) lest there be even more trouble with 
  the neighbors. 
  No one individual fulfills all three requirements 
  for a chance at prosperity. But there are several 
  couples that could work. If there is time in the 
  slot let the Heroes role play a bit with their 
  choices. Some might be more eager to be part of 
  the next rulers, (Aldo, Paulina, & Quentin). 
  Others less so (Olivia for example really isn’t 
  interested). 
  FINALLY, the issue of Princess Sophia & Berius 
  comes up. If she survives the module she is the 
  current Princess; but she isn’t well suited to rule 
  and in some tables will be a murderess. She 
  either needs to step down and swear a Sarishan 
  Oath of allegiance to the new rulers or go into 
  exile. If Sophia is the murderess she won’t swear 
  the oath, otherwise she swears if one of her 
  children is the next ruler. Berius won’t swear an 
  oath to “usurpers” and either needs to be 
  executed, imprisoned or sent into exile. Maria 
  and Sophia are against his execution or 
  imprisonment. 
  If the Heroes jump through all these hoops to 
  create a stable outcome go to Conclusion: A 
  Chance for Prosperity. Other key NPC’s will also 
  swear oaths if demanded of them 
  If the Heroes come up with a solution that is 
  missing one or more of the necessary elements 
  go to Conclusion: A Truce for Now. Other key 
  NPC’s will not swear oaths and leave or go into 
  exile. 
  Optional 
  Encounter A: 
  Sailing Away 
  Key Concepts: Heroes decide it’s not their 
  problem and wait on board the West Wind to 
  sail. They’re attacked by pirates or Ymandrakes 
  on the way back north.  
  You decide that either this is just not your 
  problem or that the perceivable rewards are 
  not worth your effort here. You leave 
  Stonecrest and return to the docks to wait the 
  sailing of the West Wind in two days’ time. The 
  first day passes without incident. Captain Yan 
  is surprised to see you, but eager to hear the 
  latest scuttlebutt from Stonecrest now that 
  the Prince is dead. “Who is going to succeed 
  him, do you know?” 
   
  Yan is not eager to get directly involved and 
  congratulates the Heroes on showing “some 
  rare common sense in keeping your heads 
  down.” After the Heroes role-play their answer 
  continue with  
  The second day, just as you are leaving the 
  docks there is some kind of commotion with 
  most of the Marines rushing to Stonecrest en 
  mass. Captain Yan mutters under his breath, 
  “What a mess. We’re getting out of here just 
  in time.” 
   
  Your hoist sails and get out before trouble 
  comes to the dock. And sail away. Your return 
  journey is just like the one that brought you to 
  Almeric, but perhaps a little less exciting since 
  you’ve now seen this stretch of coast before. 
  It’s the same drill as before. A lookout keeps 
  watch for trouble.  
   
  
   
  42 | Living Arcanis – To Die Alone  
   
  But late in the day a fog rolls in from the Gulf 
  of Yaris and your Captain starts cursing under 
  his breath. “Damn unseasonable. I don’t like 
  the looks of it, I don’t at all.” 
   
  But there’s not much you can do. The wind has 
  died down to almost nothing and the whole 
  coast gets blanketed in white. You can’t see 
  more than 20’ clearly. And no more than 40’ 
  poorly. A claustrophobic hour goes by with the 
  Captain periodically shushing everyone to 
  listen for the surf. To make sure that you aren’t 
  drifting towards shore. Then he cocks his head 
  to one side, “Did anyone else hear that?  
   
  Another ship looms out of the fog and shouts 
  emerge as people start swinging over and 
  onto the West Wind. It seems you’re not 
  getting out of Almeric quite yet… 
   
  Please initiate combat. 
  Combat  
  In all this combat consists of  
   
  Four (4) scallywags  
   
  Four (4) pirates  
   
  If the any of the characters were casting arcane 
  spells in public add the following 
   
   
  1 Harvester (CR 2)  
   
  Adventure Difficulty 
   
  Easy: Remove one scallywag  
   
  Difficult: Add one scallywag 
   
  Perilous: Add one scallywag and one 
  pirate  
   
  Tactics: The scallywags hang back and shoot 
  across the ships with their crossbows until 
  someone goes over there to deal with them. The 
  pirates then jump the gap at the front of the 
  ships and lays into the first people they meet.  
  If the Heroes have attracted the attention of the 
  Harvesters then this isn’t a case of pirates, but 
  instead is an attempted abduction. The poor 
  Heroes who triggered the event is the primary 
  target of the Harvester and boarding party. If 
  they can knock that Hero unconscious they try to 
  drag them away. 
  The Ymandrake spellcaster tries to disable the 
  target or otherwise nukes clusters of Heroes. 
  Development: Heroes should emerge victorious. 
  If everyone is somehow defeated, then they’re 
  either killed by pirates and dumped over the side 
  or taken to Ymandragore as slaves. Either way 
  it’s time to create a new character. Try not to let 
  this happen. 
  After the Heroes deal with the combat they can 
  loot the enemy ship. There are 5 captives that 
  are grateful for their freedom, explaining that 
  they were either taken by pirates or by 
  Ymandrake slavers scouring the coast of Almeric. 
  Heroes gather a reward from then and a share of 
  plunder worth a total of 50gp  
  Conclude with Conclusion: Sailing Home.  
   
  Optional 
  Encounter B: 
  Guards! Guards! 
  Key Concepts: Heroes anger people who have 
  guards who are loyal to them. The Heroes get 
  ambushed as they are moving down a corridor.  
  There are lots of people in the keep of 
  Stonecrest besides the main people of the 
  court. Servants bustle. Groups of guards warily 
  eye each other. And you. But they all hurry to 
  get out of your way as you walk by. 
   
  Except this time. Two guards stand blocking 
  the hallway you were walking down. Their 
  mouths are firm. “We have a message to 
  deliver to you from one who is in power. Your 
  presence is no longer welcome.” 
   
  
   
  43 | Living Arcanis – To Die Alone  
   
  The players have a moment to make some kind 
  of response then continue with. 
  As steel gets drawn more guards emerge from 
  side doors. “For what it’s worth, if you survive 
  the beating we’ll put you back on a ship.” 
   
  Please initiate combat. 
  Combat  
  In all this combat consists of  
   
  6 veterans of Maren 
   
  See Combat Appendix 2, Scene 7 
   
  Adventure Difficulty 
   
  Easy Mode: Remove one veteran of 
  Maren 
   
  Difficult: Add one veteran of Maren 
   
  Perilous: Add two veterans of Maren 
   
  Tactics: The guards accost the Heroes in a 10’ 
  wide corridor with several closed doors on the 
  side that potentially enter into 20’x40’ room. 
  Two guards come in the front and two come in 
  from behind. 
  The guards demand the Heroes leave the castle 
  immediately or draw steel and attack if the 
  Heroes have killed someone (like Berius). The 
  guards have high morale but may surrender 
  when proven to be out classed if their lives are 
  spared. 
  Development: Heroes should emerge victorious. 
  If everyone is somehow defeated, then they’re 
  taken by the guards and put on a boat back to 
  Milandir. Go to Conclusion: Sailing Home and 
  modify the text as appropriate. 
  Conclusions & 
  Endings 
  There are four main ways that the module can 
  end. Pick the right ending and adjust if necessary 
  for the unusual or unanticipated events of your 
  table. There is also a separate piece to read if the 
  Heroes permanently free the shades.   
  Conclusion: A Chance for 
  Prosperity 
   You do your best to find a stable ruler for 
  Maren. At the very least you have found 
  someone who can command Maren’s forces in 
  battle, someone who provides some continuity 
  with the past, and the val’Tensen name. 
  Maybe Maren has a chance to prosper even 
  within Almeric. 
   
  The betrothal and coronation takes place two 
  days later after a flurry of chaos to organize 
  everything and of course you are guests of 
  honor. Most smile, certainly to your face, but 
  it’s a safe bet that not everyone in the 
  audience is as happy as they are pretending to 
  be. Still, the threat of all out fighting seems to 
  have ended, at least for the moment. You can’t 
  promise an end to future challenges, but 
  you’ve secured the safe passage of Maren’s 
  court through a moment of crisis.  
   
  [NPCs name/s] greet you in their first official 
  audience. “We have a great deal to thank you 
  for. As does Stonecrest and the town as a 
  whole. Things might have become much more 
  unpleasant but for your timely assistance. 
  Please, how might we show our gratitude to 
  you? In addition to our thanks and fond wishes 
  you will also leave here with a tangible 
  material reward to remember us by. Even 
  though the town has only modest wealth I 
  believe we can safely fill your purses with silver 
  or send you off with a special piece of castle 
  forged steel. As best pleases each of you.” 
   
  “And we will hope to share your friendship in 
  the years to come. Safe sailing to you! And 
  good fortune in all your future endeavors.” 
  See also Conclusion: For Some a Final Peace if 
  applicable. 
  Conclusion: A Truce for Now 
    
  
   
  44 | Living Arcanis – To Die Alone  
   
  You do your best to find a stable ruler for 
  Maren. You have not been totally blessed with 
  good choices to pick from. Still, one can only 
  do their best and hope. 
   
  The [betrothal and] coronation takes place 
  two days later after a flurry of chaos to 
  organize everything and of course you are 
  guests of honor. Most smile, but it’s a safe bet 
  that not everyone in the audience is as happy 
  as they are pretending to be. It’s also a good 
  bet the next regime in Maren will have to 
  watch its back carefully as several powerful 
  people go into exile, voluntarily or at swords 
  point.  
   
  [NPC’s] greet you in their first official 
  audience. “There is a great deal to thank you 
  for. Which brings us to finding a suitable 
  reward for your exemplary service. Depending 
  on your desires or needs we would be proud to 
  either fill your purses with silver or send you 
  off with pieces of castle-forged steel. And of 
  course should you ever come this way again in 
  the 
  future, 
  Maren 
  looks 
  forward 
  to 
  entertaining you.  
   
  Safe travels to you in your future endeavors!” 
  See also Conclusion: For Some a Final Peace if 
  applicable. 
  Conclusion: Sailing Home 
   
  You don’t come across any further difficulties 
  on the sail home. The boat is even more 
  crowded with the captives you’ve rescued, but 
  your pockets are heavy with extra silver coins 
  as your share of the liberated booty. 
   
  When the West Wind pulls into Naeraanth you 
  find that plenty of news is filtering north from 
  the new season of fighting in Almeric. Maren 
  is just one town of many that gets mentioned.  
   
  From what you can hear, if you listen, there 
  was a three-way war between Berius, Rophus 
  and Olivia who represented the younger 
  children. Olivia is dead but the younger 
  children escaped the keep. Count Aldo was 
  also accidentally or purposefully been killed in 
  the fighting and now Maren is being assaulted 
  by his father Prince Dominic from Hesselburg. 
  It’s a mess and will probably be years before 
  everything gets sorted out. 
  Thank the Gods you didn’t get sucked in. The 
  best 
  thing 
  about 
  Almeric 
  from 
  your 
  perspective? You can leave it behind you.  
  See also Conclusion: For Some a Final Peace if 
  applicable. 
  The End 
   
  Adventure Rewards 
  After the adventure, fill out an Adventure 
  Chronicle for each player. Note the experience 
  gained, the treasure reward received, any favors 
  or boons received and any other pertinent 
  information. Hand it to the player before signing 
  so that they can add in any gold or fame they 
  spent during the adventure and make any 
  choices required on the Chronicle. Once the 
  player is done, sign the Chronicle. 
  Experience Rewards 
  Arcanis adventures do not necessarily reward 
  experience points for winning combats. Instead 
  Arcanis adventures reward experience for 
  achieving particular tasks or reaching important 
  story points. 
  Story point  
   
  Total Exp Award. 
  300 Exp 
       
  Found Items 
  Players may keep any item without an Item 
  Certificate that they find during the adventure. 
  Remember that carrying a flintlock without the 
  right to do so is a crime. 
  When a player keeps an item, the item’s sale 
  value is removed from the shared treasure 
  
   
  45 | Living Arcanis – To Die Alone  
   
  reward the party splits at the end of the 
  adventure. If the amount removed is greater 
  than a player’s share of the coin, the player in 
  question must make up the difference or the 
  other players can chip in from their shares.  
  The number and distribution of items found in a 
  Living Arcanis adventure is always calculated 
  using the base level of the adventure and a table 
  of 5 players. Even if the party goes through the 
  adventure at a higher difficulty and fights more 
  enemies, any items beyond what is listed here 
  are unsalvageable, lost or confiscated. This helps 
  the Campaign Staff have a better grasp on 
  campaign economy.  
  Scene 7 
  The Heroes are not allowed to keep any of the 
  gear from the murderer or their guards. It is kept 
  by the new ruler(s) of Marengart. 
  Optional Encounter A 
   
  Scimitar (8) – 25 gp each 
   
  Leather armor (8) – 25 gp each 
   
  Light crossbow (8) – 10 gp each 
  Total for Optional Encounter A – 480 gp 
  Optional Encounter B 
  The Heroes are not allowed to keep any gear 
  from the guards. That would be theft and being 
  incarcerated would be detrimental to their 
  murder investigation.  
  Fame  
  Arcanis is filled with secret societies and 
  powerful organizations that constantly scream 
  and maneuver behind the scenes. Players may 
  be part of these organizations or even attract the 
  attention of organizations they are not part of, 
  for good or ill.  
  Task, Achievement  
   
  Laerestri or  
  Mourners of Silence 
  if all ruling parties are 
  human 
  Members Only 
  +1 Fame 
  Mother Church of Coryan 
  or Milandir 
  Achieve either A Chance for 
  Prosperity or A Truce for 
  Now as the conclusion. 
  Clerics or Holy 
  Champions 
  +1 Fame 
  Nation of Almeric 
  This reward comes from 
  Conclusion: A Chance for 
  Prosperity. 
  Anyone 
  +1 Fame 
       
  Story Awards 
  Individual Story Rewards 
  The new ruler(s) of Marengart give each Hero 
  either 100gp or an item as described below.  
  Castle Forged Steel: In lieu of a cash reward the 
  smiths of Maren create an item for you. The 
  smith knows his craft, and the castle forged item 
  has 10 extra hit points.  You receive one of the 
  regional weapons and armor from the Kingdom 
  of Milandir (except plate): 
  Item Chosen:   
   
   
   
   
  Total Cost of item:   
   
   
   
   
   
   
   
   
  Notice of the 
  Harvesters 
  This only pertains to characters who cast Arcane 
  magic, every time during the adventure an 
  arcane caster casts spells in a public place or 
  within sight of common people there is a chance 
  that they had been spotted by a harvester or a 
  harvester informant.  
  Unless the caster goes out of their way to hide 
  such spell casting, news of their abilities will, 
  eventually, reach the ears of the “wrong” 
  people.  
  If the hero was open about their spell casting in 
  public or failed two consecutive attempts to 
  disguise it, they get 1 point of harvester notice. 
   
   
  
   
  46 | Living Arcanis – To Die Alone  
   
  Combat Appendix 1 
  Scene 1 
  In all this combat consists of  
   
  Three (3) Witches of Marengart  
   
  Tactics: The shades of the witches emerge in the 
  crossroads and (all things being equal) move to 
  attack Hurrianites, Illirites and spellcasters in 
  preference to other targets. The Witches cannot 
  engage people who make it into town or onto 
  the pier. 
  The shades try to engage in melee with multiple 
  Heroes. 
  At first, the shades of the witches hang back and 
  use ranged spells on heroes. They are 
  “conservative” in their 
  casting, 
  generally 
  focusing on cantrips. 
  When the Heroes engage in melee they will try 
  setting up flanks and overlapping attacks on the 
  same Hero with “waves” of attacks every chance 
  they get. They absolutely do not fear “death.”  
  When all three Witches have lost more than half 
  their hit points, the last witch unleashes a 
  hazardous trial (which they are immune to) in 
  the form of a wave of icy wind that chills the soul. 
  The Witches are intelligent and hateful; if other 
  tactics would lead to a hero being defeated, 
  pursue those instead. 
  Hazardous Trial 
  2nd level evocation 
  Casting time: 1 action 
  Range: Self (60-foot radius) 
  Duration: Instantaneous 
  This spell radiates a wave of icy cold, exploding 
  outward from the caster’s location. 
  Each creature within the 60 ft. radius must make a 
  Dexterity saving throw versus the spell’s DC. A 
  creature takes 2d6 cold damage on a failed save, or 
  half as much damage on a successful one. Any 
  creature who fails their save also has their speed 
  reduced by 10 feet. 
    At higher levels: When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d6 for each slot level above the 2nd. 
    
  Witches of Marengart 
   Medium undead (shade) 
  Armor Class 14 (natural armor) 
  Hit Points 33 (6d8+6) 
  Speed: fly 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  12  
  (+1) 
  13  
  (+1) 
  12  
  (+1) 
  16  
  (+3) 
  Damage Resistances: acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities: necrotic, poison 
  Damage Vulnerabilities: radiant 
  Condition 
  Immunities: 
  charmed, 
  exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses: Darkvision 60 ft., Passive Perception 11 
  Languages low Coryani (common) 
  Challenge 2 (200 XP) 
  SPECIAL TRAITS 
  Sunlight Weakness. While in sunlight, the witch has 
  disadvantage 
  on 
  attack 
  rolls, 
  as 
  well 
  as 
  Wisdom(Perception) checks that rely on sight. 
   
  Incorporeal Movement. The witch can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10 force damage if it ends its turn 
  inside an object. 
   
  Spellcasting. The witch’s spellcasting ability is Charisma 
  (spell save DC 13; +5 to hit with spell attacks).  
   
  Cantrips (at will): chill touch, eldritch blast, ray of frost 
  1st level (4 slots): charm person, hellish rebuke, 
  protection from evil and good 
  2nd level (3 slots): ray of enfeeblement, hazardous trial 
  (see below) 
   
  ACTIONS 
  Spectral Claws – Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 9 (2d6+2) necrotic damage. 
   
   
   
   
  
   
  47 | Living Arcanis – To Die Alone  
   
  Combat Appendix 2 
  Scene 7 
  In all this combat consists of  
   
  Four (4) armed servants 
   
  Four (4) veterans of Maren 
   
  One (1) murderer  
  o Fighter: Rophus or Sophia 
  o Mage: Victor or Winifred 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 2 veterans 
   
  Difficult: Add 2 armed servants and 1 
  veteran of Maren 
   
  Perilous: Add 2 armed servants, 2 
  veterans of Maren and 1 murderer 
  Tactics: The servants hang back and shoot 
  arrows into melee with their short bows. The 
  veterans gang up to gain advantage, maximizing 
  their ability to bring the hurt to people. 
   
  The murderer deals with whoever seems to be 
  causing the most trouble. 
   
  Armed Servant 
  Medium humanoid (human) 
  Armor Class 13 (leather armor) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  15  
  (+2) 
  10  
  (+0) 
  11  
  (+0) 
  11  
  (+0) 
  Skills Perception +2 
  Senses: passive Perception 12 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
  Shortsword – Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
   
  Shortbow – Ranged Weapon Attack: +4 to hit, range 
  80/320 ft.., one target. Hit: 5 (1d6+2) piercing damage. 
   
   
   
   
  Veterans of Maren 
  Medium humanoid (Human) 
  Armor Class 14 (ring mail) 
  Hit Points 18 (3d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16  
  (+3) 
  12  
  (+1) 
  14  
  (+2) 
  12  
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  Skills: Intimidation +3, Perception +3 
  Senses: Passive Perception 13 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
  Long Sword– Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d8+3) slashing damage or if 
  wielded two handed 8 (1d10+3)   
   
  Shortbow – Ranged Weapon Attack: +3 to hit, range 
  80/320 ft.., one target. Hit: 4 (1d6+1) piercing damage  
   
   
   
   
   
   
  
   
  48 | Living Arcanis – To Die Alone  
   
  Murderer (Fighter) 
   Medium humanoid (human or val) 
  Armor Class 18 (plate armor) 
  Hit Points 45 (6d8+18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18  
  (+4) 
  14 
  (+2) 
  17  
  (+3) 
  10  
  (+0) 
  12  
  (+1) 
  12  
  (+1) 
  Skills Intimidation +5, Perception +3 
  Senses Passive Perception 13 
  Languages Low Coryan (Common) 
  Challenge 2 (450 XP) 
  ACTIONS 
  Multiattack. The villain makes two attacks with his 
  greatsword. 
   
  Greatsword – Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6+4) slashing damage. 
   
  Shortbow – Ranged Weapon Attack: +4 to hit, range 
  80/320 ft.., one target. Hit: 5 (1d6+2) piercing damage. 
   
  Murderer (Mage) 
   Medium humanoid (human or val) 
  Armor Class 12 (14 with mage armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  10  
  (+0) 
  18  
  (+4) 
  13  
  (+1) 
  13  
  (+1) 
  Skills: Arcana +6, Perception +3 
  Senses Passive Perception 13 
  Challenge 2 (450 XP) 
  Spellcasting. The villain’s spell casting ability is 
  Intelligence (spell save DC 14; +6 to hit with spell 
  attacks).  
   
  Cantrips (at will):  fire bolt, minor illusion, shocking grasp 
  1st level (4 slots): color spray, mage armor, magic missile  
  2nd level (3 slots): acid arrow, hold person, misty step 
  3rd level (2 slots): dispel magic, slow 
   
  ACTIONS 
  Dagger – Melee or Ranged Weapon Attack: +4 to hit, 
  range 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
   
   
  
   
  49 | Living Arcanis – To Die Alone  
   
   
  Combat Appendix 3 
  Optional A 
   
  In all this combat consists of  
   
  Four (4) scallywags  
   
  Four (4) pirates  
   
  If the any of the characters were casting arcane 
  spells in public add the following 
   
   
  1 Harvester (CR 2)  
   
  Adventure Difficulty 
   
  Easy: Remove one scallywag 
   
  Difficult: Add one scallywag 
   
  Perilous: Add one scallywag and one 
  pirate  
   
  Tactics: The scallywags hang back and shoot 
  across the ships with their crossbows until 
  someone goes over there to deal with them. The 
  pirates then jump the gap at the front of the 
  ships and lays into the first people they meet.  
  If the Heroes have attracted the attention of the 
  Harvesters then this isn’t a case of pirates, but 
  instead is an attempted abduction. The poor 
  Heroes who triggered the event is the primary 
  target of the Harvester and boarding party. If 
  they can knock that Hero unconscious they try to 
  drag them away. 
  The Ymandrake spell caster tries to disable the 
  target or otherwise nukes clusters of Heroes. 
   
  Scallywag  
  Medium humanoid (Human) 
  Armor Class 13 (leather armor) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  15  
  (+2) 
  10  
  (+0) 
  11  
  (+0) 
  11  
  (+0) 
  Skills Athletics +2, Intimidation +2 
  Senses: passive Perception 10 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Scimitar – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage. 
   
  Crossbow, light – Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8+2) piercing 
  damage. (10 bolts)  
   
  
   
  50 | Living Arcanis – To Die Alone  
   
  Pirate (Thug) 
  Medium humanoid (Human) 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 
  (+2) 
  11  
  (+0) 
  14  
  (+2) 
  10 
  (+0) 
  10 
  (+0) 
  11 
  (+0) 
  Skills: Athletics +2, Intimidation +2 
  Senses: Passive Perception 10 
  Challenge 1/2 (100 XP) 
  Pack Tactics: The pirate has advantage on an attack roll 
  against a creature if at least one of the pirate’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  ACTIONS 
  Multiattack: The pirate makes two melee attacks. 
   
  Scimitar – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage. 
   
  Crossbow, light – Ranged Weapon Attack: +2 to hit, 
  range 80/320 ft., one target. Hit: 4 (1d8) piercing 
  damage. (10 bolts)  
   
   
  Harvester 
  Journeyman “Ordainer”  
   Medium humanoid (Human) 
  Armor Class 12 (14 with mage armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  10  
  (+0) 
  18  
  (+4) 
  13  
  (+1) 
  13  
  (+1) 
  Skills: Arcana +6, Perception +3 
  Senses Passive Perception 13 
  Challenge 2 (450 XP) 
  Arcane Precision. Ordainers add their casting ability 
  bonus to spell damage when casting single target spells.  
    
  Spellcasting. The Ordainer’s spell casting ability is 
  Intelligence (spell save DC 14; +6 to hit with spell 
  attacks).  
   
  Cantrips (at will): chill touch, dancing lights, fire bolt 
  1st level (4 slots): mage armor, magic missile, sleep 
  2nd level (3 slots): hold person, mirror image, misty step 
  3rd level (2 slots): counterspell, lightning bolt 
   
  ACTIONS 
  Fire Bolt  – Ranged Spell Attack: +6 to hit, range 120 ft., one 
  target. Hit: 7 (1d10+4) force damage. 
   
  Staff – Melee Weapon Attack: +4 to hit, range 5 ft., one target. 
  Hit: 4 (1d6+2) bludgeoning damage. 
   
  REACTION 
  Absorbed Magic - As a reaction the Ordainer may absorb one 
  spell directed at them, gaining a spell level slot equal to the 
  level the spell directed at them as cast at. The Ordainers 
  cannot absorb area effect spells, only spells directly targeting 
  them. Once the Ordainer uses this ability he cannot do so 
  again until completing a short rest. 
   
   
  
   
  51 | Living Arcanis – To Die Alone  
   
  Combat Appendix 2 
  Optional B 
   
  In all this combat consists of  
   
  6 veterans of Maren 
   
   
  Adventure Difficulty 
   
  Easy Mode: Remove one veteran of 
  Maren 
   
  Difficult: Add one veteran of Maren 
   
  Perilous: Add two veterans of Maren 
   
  Tactics: The guards accost the Heroes in a 10’ 
  wide corridor with several closed doors on the 
  side that potentially enter into 20’x30’ room. 
  Two guards come in the front and two come in 
  from behind. 
  The guards demand the Heroes leave the castle 
  immediately or draw steel and attack if the 
  Heroes have killed someone (like Berius). The 
  guards have high morale but may surrender 
  when proven to be out classed if their lives are 
  spared. 
   
   
  Veterans of Maren 
  Medium humanoid (Human) 
  Armor Class 14 (ring mail) 
  Hit Points 18 (3d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16  
  (+3) 
  12  
  (+1) 
  14  
  (+2) 
  12  
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  Skills: Intimidation +2, Perception +3 
  Senses: Passive Perception 13 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
  Long Sword– Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d8+3) slashing damage or if 
  wielded two handed 8 (1d10+3)   
   
  Shortbow – Ranged Weapon Attack: +3 to hit, range 
  80/320 ft.., one target. Hit: 4 (1d6+1) piercing damage  
   
   
   
   
  
   
  52 | Living Arcanis – To Die Alone  
   
  MAP #1 Maren and its surroundings 
   
   
   
  Stonecrest 
  MAREN 
  Pier 
  Farmlands 
  Coasta
  l Road 
  GULF OF YARRIS 
  Barrier Island  
  wood
  s 
  NORTH 
   
   
   
   
   
   
   
   
  Farmlands 
  Hills 
  Coast Line 
  Farm Road 
  West Road 
  
   
  53 | Living Arcanis – To Die Alone  
   
   Map 2 – The Crossroads Battle  
   
  PCs Start Here 
  Witche
  s 
  25’ Feet 
  To Maren 
  It’s perfectly possible to 
  move and fight outside the 
  intersection of the two 25’ 
  wide roads. However moving 
  in the weeds and uneven 
  terrain reduces movement 
  by 1/2 for each move action 
  that passes through those 
  squares.  
   
  The roads continue off in 
  each direction beyond the 
  shown cross shape. 
  25’ ft 
  
   
  54 | Living Arcanis – To Die Alone  
   
  MAP #3A: The Final (Basement) Battle  
  The tables, crates and barrels are all under 5’ tall, jumping up on one is a DC: 10 Strength (Athletics) skill 
  check. 
   It’s possible to attack people through the 5 wine racks, but someone on the other side has cover. 
  Barrels can be kicked over or rolled at an opponent with a DC: 15 Strength (Athletics) check. If successful, 
  the victim needs to make their own Athletic or Acrobatic check with a DC equal to the roll used to send a 
  barrel at them. A barrel deals 1d10 (5) damage and knocks the target prone if they failed their Athletics 
  or Acrobatics check. 
  At DC: 20 Strength (Athletics) check can topple the 5 wine racks. Anyone underneath is automatically 
  knocked prone and takes (10) 2d10 bludgeoning damage. It takes an action to crawl out. 
   
  
   
  55 | Living Arcanis – To Die Alone  
   
  MAP #3B The Final (Garden) Battle  
  The hedges provide concealment against opponents anyone directly on the other sides and total 
  concealment for all other opponents. Pushing through/climbing over is difficult but possible. It takes an 
  action and a DC 13 Strength (Athletics) skill check to cross from one side to the other.  
  There is 1 tree is this section of the garden. Climbing it requires a successful DC 10 Strength (Athletics) 
  skill check, which rises to DC 15 if they only have one hand free. Once in the tree the PC can see over the 
  first obscuring hedge wall. 
  Standing in the fountain is possible, but when first stepping into one of the squares anyone doing so must 
  make a DC 10 Dexterity (Acrobatics) check balance check or slip and fall prone. 
   
  
   
  56 | Living Arcanis – To Die Alone  
   
  MAP #3C The Final (Rooftop) Battle  
  The bell tower rises another 30 feet, and the central shaft descends through the keep. By using the stairs 
  (considered difficult terrain) the heroes gain access to the roof from a different location and discover the 
  conspirators around the Bell tower. The tanks (Red) move up to engage while archers (orange) and spell 
  casters potentially play ring-around-the-rosie, moving to keep the tower between them and the heroes. 
  One group of ranged combatants could enter the Bell Tower and shoot out the door at Heroes.  
  The most dangerous possibility is falling. The roof is roughly 40 feet above the ground. Because of the 
  crenellations, someone who would be pushed off the roof can choose to fall prone as a reaction instead 
  of fall to the ground.  
   
  
   
  57 | Living Arcanis – To Die Alone  
   
  MAP #4 Naval Combat  
  The Heroes start on the ship to the left. The attackers start on the ship to the right. Minion attackers, and 
  any Ymandrake spell casters, fire ranged weapons at the PCs. The other warriors leap across and look for 
  more prisoners. 
  Hoping across from forecastle to forecastle is a DC 11 Strength (Athletics) check which can be made as 
  part of any move. Leaping from the deck to the forecastle is a lot harder at a DC 15 Strength (Athletics) 
  skill check. A failed check means the character is across but prone.  Failure by 8 (or more) deposits the 
  character in the ocean (hope they can swim). There are plenty of lines around and can be tossed down 
  into the water as a bonus action.  Someone trying to climb out need to make a DC 12 Strength (Athletics) 
  as an action.  
  Cages represent holding cells for prisoners. There are people in them currently and they are 
  vanquished/killed if heroes target the squares they occupy indiscriminately…  
   
   
  
   
  58 | Living Arcanis – To Die Alone  
   
  Players Handout 1 
  The following letter reached you either at your home or in your travels. It is addressed to you by name.  
  My Dear [Insert PCs Name] 
  Have you ever contemplated growing old? Probably not. I admit I haven’t given it much thought 
  until recently. I focused instead on the issues of the day. In Almeric that is polite speech for the whole process 
  of us trying to kill each other. Issues of the day. We really mean soldiers. Logistics. Assassins. Politics … 
  Power.  
  One benefit from focusing on the issues of the day is that I am still here and alive at the twilight of my 
  life. Plenty of my contemporaries are not. The last thirteen years have not been kind to us. However, having 
  reached this point, where my body begins to fail me, I am forced to confront new issues I have not prepared 
  for. Regrets. Disappointments. Failures. And especially, several difficult relationships.  
  I do not have much longer in this world. Rather than spend my last months executing old plots, I 
  wish to ameliorate what ills I can and secure a future for Maren that is less wretched and squalid than that of 
  Almeric as a whole. Not all of my court will be pleased. I don’t doubt that some salivate anticipating my 
  demise. They will have their own plans. Even surrounded by my kin, I might as well be alone. 
  Pox on that. You would think Maren the center of the world for the angst wasted on our local 
  concerns. You should be disinterested in our petty rivalries. Able to perceive and execute decisions for “the 
  greater good!” Assuming anyone can even recognize what that is. My companion Odette has looked deeply 
  into her cards and made suggestions about what kinds of people I need to call upon if I am to bend fate toward 
  a better future. From what I hear, you fit her descriptions nicely.  
  Even if you do not place as much faith in Lady Fortuna as I do, I am sure you would agree it is 
  advantageous to have strong and clever people by your side in any season. If you will help me, then find a ship 
  called the West Wind which will be waiting for you in Naraenth. Sail south to me and meet Odette at the 
  Fisherman’s Rest. She will orient you on the local situation. I can be a generous patron. I will see that you 
  are rewarded for the services you render in proportion to the rendering. Come to me. Come!  
   
  Prince Walder Tensen-Gelbächen    
  [Attached is the impressive looking wax seal of the Prince of Maren.] 
  
   
  59 | Living Arcanis – To Die Alone  
   
  Player Handout 2 
  Odette of Savona has given you this list of the people. It includes everyone present at Stonecrest, the 
  Main Keep of Maren. She has strongly implied that not all residents are “benign” but has resisted actually 
  pointing the finger at anyone, deferring to any future judgments by Prince Walder. 
  NAME  
  CONNECTION to WALDER TENSEN- GELBÄCHEN  
  NOTES 
  Prince Walder Tensen-Gelbächen 
  Your Patron 
  Age 67 
  Princess Sophia val’Tensen 
  Wife of Walder. Mother of Maria, Berius, Henrietta & 
  Gustavus 
  Age 46 
  (Dephus val’Tensen) 
  Former prince of Marengart. Former husband to Sophia. 
  Deceased 
  Sir Rophus val’Tensen 
  Brother to Dephus val’Tensen. Uncle to Maria & Berius 
  Age 60 
   
   
   
  High Lady Maria Balin 
  Eldest stepdaughter of Walder. Daughter of Sophia and 
  Dephus 
  Age 24 
  Count Berius val’Tensen 
  Step-son of Walder. Son of Sophia and Dephus 
  Age 20 
  Countess Henrietta val’Tensen 
  Daughter of Walder & Sophia.  
  Half Sister to Maria & Berius. 
  Age 11 
  Lord Gustavus Gelbächen 
  Son of Walder & Sophia. Half brother to Maria & Berius 
  Age 10 
   
   
   
  Milky 
  Albino Ss’ressen. Officially Walder’s … “Valet” 
  Age ??? 
   
   
   
  Dame Paulina Scipio val’Tensen 
  Fostered daughter of High Count Pulius Gnaeus 
  val’Tensen of Nevane 
  Age 17 
  Count Aldo val’Tensen 
  “Honored Guest” & son of Prince Dominic val’Tensen of 
  Hesselburg 
  Age 19 
   
   
   
  Templar Hans 
  Guardian of the private shrine, acting religious official 
  Age 27 
  Sea Marshal Olivia val’Ossan 
  Responsible for Coastal defenses. Commands Marines 
  Age 31 
  Various Marines 
  Lord Marshal Victor Gelbächen 
  Youngest Brother to Walder. Commander of the Maren 
  Guards 
  Age 50 
  Sir Karch val’Tensen 
  Captain in the Maren Guards under Victor 
  Age 23 
  Sir Quentin Balin 
  Captain in the Maren Guards under Victor 
  Age 31 
  Various Guards 
  Janos 
  Head of the Kitchens 
  Age 39 
  Master Tobias “the Old Man” 
  Master of the Estate, effectively head of the domestic 
  staff 
  Age 71 
  Other Footmen & Staff 
  Winifred Balin 
  Friend of Sophia, former Governess to Maria & Berius, 
  leads maids 
  Age 42 
  Eustace 
  Maid under Winifred 
   
  Francine 
  Maid under Winifred 
   
  Other Domestic Staff 
  Priestess Xandra val’Mehan 
  Invited Guest. Arrived yesterday. Anointed Priest of Sarish 
  Age 29 
   
   
   
   
   
  
   
  60 | Living Arcanis – To Die Alone  
   
  Player Handout 3:  
  Walder Tensen-Gelbächen’s Journal 
   
  TYPICAL EXCERPTS ON WALDER’S FAMILY: 
  (1)…my “beloved” brother-in law Rophus. If you and Berius had ever joined causes I would have fallen 
  from my position by now. Gods bless your ego; and may they help the citizens of Maren if you ever claw your 
  way to the top… It would have been much better if I had just killed you when you challenged my right to 
  marry Sophia. Sometimes I dream it’s not too late to correct that oversight. Idiot! 
  (2)…why am I saddled with Berius? Sophia, it’s for my love for you alone that’s kept me from arranging 
  a “hunting accident.” He came to me again arguing for launching an attack on Hesselburg. Damned ego. 
  He’ll throw away everything I’ve built up for that whore called “Glory!” Or he wants me killed in battle. 
  That would be clever… No, too clever for him. The child just expects everything to fall into his lap. Alone in 
  Almeric, the dumb pup doesn’t know what war really looks like. 
  (3)…Maria. So dutiful. But quiet. What am I to do with you? I would do well by you if I only knew what 
  you really wanted. Almost I could name you heir. But do you have the reserves of steel it would take? Your 
  uncle would move against you. Your brother too? When the knives come out would you just bleed and die 
  uselessly? And of course your bloodline is no better than mine. Perhaps if wedded to someone to serve as your 
  champion? …But who? And do you want that? Again, what do you want in this life? 
   (4) My own children. Gustav I see so much potential in you…Sophia. Damn you, none of this private 
  plotting would be necessary if I trusted you to rule firmly on your own. I am alone in this. Do I ask  so much? 
  Still, if you could fend off the others, would you have ever married me? Perhaps not. 
   
  SOME EXCERPTS ON NEIGHBORS: 
  (1)…Damn the Ymandrakes. And the val’Tensen. I hope they all burn in the Cauldron… 
  (2)…the val’Tensen will never accept me and Dominic is the worst. Why am I saddled with such neighbors? 
  They can’t do anything about me. Now. At the moment. But years can change things. That Milky captured 
  Aldo is a boon. As long as I hold his son hostage, Dominic is neutralized…too bad for Aldo. He seems like a 
  decent man. He must take after his mother’s side. Somehow I’ll have to marry the family advantageously so 
  my heir is not so handicapped. But there are so few viable candidates...  
  
   
  61 | Living Arcanis – To Die Alone  
   
  (3)…Olivia says the representative of the Isle was back. They want to move in and out from my dock - I 
  can’t possibly say no directly. Do they suspect I have the Gift or is this just terrible luck? I’ve tried so hard 
  my whole life to be careful. Do I give up on the dock all together? It would be relatively easy to fake it being 
  destroyed by a rival. But then, they don’t show any interest in coming into the town…and the dock represents 
  a lifeline to trade and a sane future for Maren. I have to protect it from the insanity ripping apart the interior. 
  And trade will help me hold off Dominic and the others over the long term. There must be a way to get rid of 
  the Harvesters and still keep it… 
  SOME EXCERPTS ON SUCCESSION: 
  …the best solution I can hope for is a union of this house with one more powerful. If Dame Paulina would 
  agree to wed Gustavus, then over the long haul we might achieve the best of all possible outcomes. But the short 
  term – SUCH RISK! Who would command in battle? With their age difference would she treat him 
  well? If Milky could be persuaded to serve Gustav he might hold the local wolves at bay for a time through 
  fear. But if pushed, would fear turn to hatred? Dangerous! Too dangerous? Should I find a safer way? Is 
  there a safer way? What’s best for Maren? I alone am navigating these deep waters. 
  AN EXCERPT ON THE “WITCHES”: 
  …It’s done. I don’t know how I should feel for working with someone like Cassilda.  There are fell stories 
  about this “Woman in Red.” Then again it was a fell thing I’ve had done.  If the girls shades are trapped at 
  the crossroads as intended, then the Ymandrakes may suddenly find my dock a lot less attractive. I can only 
  pray it works out. If my prayers are still fit to be heard. What a terrible price for them to have paid. I’ve 
  seen the sisters sometimes at the edge of my reflection in the mirror. It appears I will be haunted too. Do they 
  understand the depth of my crime against them? I should feel more ashamed.  
  AN EXCERPT OF WALDER’S DECLINING HEALTH… 
  The pain in my side worsens and it seems my appetite is failing me. Eating has become a repugnant task. I 
  have consulted with three physicians now. None of them have been useful. Nor the rites of the church. 
  Apparently there is no cure for my infirmities, short of the Isle. A journey I will not take. While I still have 
  my strength I must put my affairs in order - before the wolves scent my weakness. I have heard of an herb 
  called silver foil that eases nausea. I will have to procure some. It may buy me time to find outside help.  
   
   
   
  
   
  62 | Living Arcanis – To Die Alone  
   
  THE LAST EXCERPT… 
  I’ve decided what to do with your book. Aldemerius. “Managing an Orchard.” How droll. I’ve probably 
  been a fool for housing the works of “the Mad Abbott of Rell.” But I have enough stains upon my honor, 
  without also cheating history. Honestly I doubt your scribblings about the Fourteenth Imperial House are 
  right, but I never burned it. It pains me to send away Odette - my last comfort – and I will again be alone. 
  No one here knows what a palimpsest is or would see past the covers. That might keep them safe but it might 
  also bring Maren trouble in time. Better to give it to the Dovitoni in Savona. Aldemerius, I raise a glass of 
  tea to your memory. I still grapple with thorny issues on your behalf. I’m sure you’d like that. Put in a good 
  word for me with The Judgment of Nier. My position is weakening. Soon my enemies will draw their knives 
  and make their opening moves. In their shoes, I know I would. 
   
   
  
   
  63 | Living Arcanis – To Die Alone  
   
  Secret Orders 
  Recognized “Priests & Holy Champions” of the Mother Church (excluding the Temple of 
  Hurrian). And a message for val’Tensen characters 
  What troubled times we live in. We hear you may be 
  travelling to Almeric. It is troubled there too.  
  Religious issues are unsettled in Almeric; it can barely 
  be said to be within either the Mother Church or the 
  Milandisian Orthodox Church. We believe it would be 
  desirable for organized faith in Almeric to be 
  strengthened – and for the people of Almeric to stay 
  within the auspices of the Mother Church. The 
  integration of former Milandisians might be of great 
  help in eventually opening a dialogue with their 
  Primarch and King to the ends of reunification and 
  reconciliation. At present the city of Nevanne is our 
  best hope for this region.  
  GOAL: If the chance comes please support Nevanne’s 
  interests. 
  A val’Tensen courtier approaches you in Naeraanth: 
  “It has come to my attention that the usurper of Maren 
  has written to you recently. By all means go to that poor 
  town. But I urge you, look for a way to depose or 
  destabilize that foul bandit who poses as a prince. 
  Maren suffers under the rule of a pretender, and the 
  fact that he is not of val’Tensen blood makes politics 
  even more unstable. Find a way if you can to support a 
  true heir of the family, so stability and prosperity may 
  ultimately return. The favor Prince Dominic shows to 
  his friends is no small thing.” 
  -Arch Baroness Janetta val’Tensen 
  In the service of Prince Dominic val’Tensen 
  (she flashes a large expensive signet ring of the Prince) 
  GOAL: Put a val’Tensen of the Throne of Maren 
  What troubled times we live in. We hear you may be 
  travelling to Almeric. It is troubled there too.  
  Religious issues are unsettled in Almeric; it can barely 
  be said to be within either the Mother Church or the 
  Milandisian Orthodox Church. We believe it would be 
  desirable for organized faith in Almeric to be 
  strengthened – and for the people of Almeric to stay 
  within the auspices of the Mother Church. The 
  integration of former Milandisians might be of great 
  help in eventually opening a dialogue with their 
  Primarch and King to the ends of reunification and 
  reconciliation. At present the city of Nevanne is our 
  best hope for this region.  
  GOAL: If the chance comes please support Nevanne’s 
  interests. 
  A val’Tensen courtier approaches you in Naeraanth: 
  “It has come to my attention that the usurper of Maren 
  has written to you recently. By all means go to that poor 
  town. But I urge you, look for a way to depose or 
  destabilize that foul bandit who poses as a prince. 
  Maren suffers under the rule of a pretender, and the 
  fact that he is not of val’Tensen blood makes politics 
  even more unstable. Find a way if you can to support a 
  true heir of the family, so stability and prosperity may 
  ultimately return. The favor Prince Dominic shows to 
  his friends is no small thing.” 
  -Arch Baroness Janetta val’Tensen 
  In the service of Prince Dominic val’Tensen 
  (she flashes a large expensive signet ring of the Prince) 
  GOAL: Put a val’Tensen of the Throne of Maren 
  
   
  64 | Living Arcanis – To Die Alone  
   
    
  Secret Orders 
  Laerestri and Mourners in Silence 
  We hear that there is a city state in 
  Almeric called Maren and that it is ruled 
  by a pragmatic human rather than by the 
  val’Tensens. 
  This 
  is 
  an 
  interesting 
  development. And it should be given 
  discreet 
  support. 
  Anything 
  that 
  undermines the rule of the val can only 
  help us come a day of reckoning. Perhaps 
  other city states will follow. 
   
  It has been learned by us that you will be 
  invited to meddle in Maren by its prince. 
  Do what you can there to ensure that 
  humans continue to rule in that city.  
  We hear that there is a city state in Almeric called 
  Maren and that it is ruled by a pragmatic human 
  rather than by the val’Tensens. This is an 
  interesting development. And it should be given 
  discreet support. Rulers should be chosen for their 
  enlightenment, skill, and commitment to the 
  people. Not because their ancient bloodlines link 
  them to power structures of corrupt churches and 
  outmoded beliefs. 
   
  It has been learned by us that you will be invited to 
  meddle in Maren by its prince. Do what you can 
  there to ensure that humans continue to rule in that 
  city. 
  We hear that there is a city state in 
  Almeric called Maren and that it is ruled 
  by a pragmatic human rather than by the 
  val’Tensens. 
  This 
  is 
  an 
  interesting 
  development. And it should be given 
  discreet 
  support. 
  Anything 
  that 
  undermines the rule of the val can only 
  help us come a day of reckoning. Perhaps 
  other city states will follow. 
   
  It has been learned by us that you will be 
  invited to meddle in Maren by its prince. 
  Do what you can there to ensure that 
  humans continue to rule in that city. 
  We hear that there is a city state in Almeric called 
  Maren and that it is ruled by a pragmatic human 
  rather than by the val’Tensens. This is an 
  interesting development. And it should be given 
  discreet support. Rulers should be chosen for their 
  enlightenment, skill, and commitment to the 
  people. Not because their ancient bloodlines link 
  them to power structures of corrupt churches and 
  outmoded beliefs. 
   
  It has been learned by us that you will be invited to 
  meddle in Maren by its prince. Do what you can 
  there to ensure that humans continue to rule in that 
  city. 
   
  
   
  65 | Living Arcanis – To Die Alone  
   
  Gm Aid #1: Questions from Playtesters:  
   
   What do I say if the PCs ask a question that isn’t covered? 
  Probably going to happen to you at some point. Either the NPC doesn’t know or you 
  make something plausible up and run with it.. 
   How many troops are there in Stonecrest? 
  50 real soldiers at any given time plus some servants who would take up arms. Half of 
  them want to keep their heads down and avoid picking a looser in the coming 
  succession crisis. The remaining 25 are divided between multiple factions. This is out of 
  maybe 400 permanent soldiers…not quite 10% of the town’s population. There are 
  maybe another 150 guards and Marines keeping order in the city. The rest is out on 
  patrol in the countryside. If things don’t get resolved quickly then its worse when 
  fighting breaks out. 
   Why do the NPCs care who the PCs choose to rule Maren? 
  In the short term they care because the PCs beat the tar out of one of the toughest 
  factions and no one wants to mess with them. Even if they win they’ll be weakened and 
  potentially pulled down by someone else. Better to wait till the PCs leave. In the long 
  term the NPCs don’t care who the PCs choose to rule. If the PCs don’t pick winners then 
  it’s safe to say their rule is cut short soon after the PCs leave. 
   Why do the PCs care who rules Maren? 
  Hopefully the PCs either want to help continue a pocket of stability, or like the power of 
  choosing. But if they don’t, they certainly don’t have to. Assume Rophus claws his way 
  to the top if the PCs refuse to intervene. Eventually this leads to conflict with his young 
  nephew and niece and fighting breaks out between his loyal troops and the Marines 
  under Olivia. 
   What should I do if the PCs go to the Island? Try to explore the Town? 
  Run the Witches encounter on the Island and modify the boxed text. They still “flee” 
  after 30 minutes of fighting. The PCs can hear distant bells in the city.  
  If the PCs try to explore the town it’s not that exciting. 4,500 people cram behind the 
  walls because it’s not safe to live in the countryside. Farmers get up before dawn to go 
  tend fields and return home after dusk. Lots of people own chickens in the city. Not 
  much in the way of livestock, which means no horses to pull plows. Fish is a big part of 
  the town diet. It’s a struggle to feed everyone, but under Walder’s management no one 
  has starved. There are some craftsmen who sell goods, but no armor or weapons to the 
  public. Nothing fancy or expensive here either. 
   Who brought Walder his tea? 
  
   
  66 | Living Arcanis – To Die Alone  
   
  Well if Winifred is the killer then obviously she did it…but I wouldn’t give that away 
  unless the PCs are stuck. Janos might name a couple of people including Winifred who 
  have been in and out of the kitchen that day. If Winifred is not the killer then it doesn’t 
  really matter. It could be Janos, Winifred, Sophia or part of the help. I personally like 
  role-playing the cringing Janos so I’d lean towards him. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paradigm Concepts/Arcanis 5e Introductory Season/LA Intro 1-5 To Die Alone/LA Intro 1-5 To Die Alone.pdf