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  1 Castle Saroklaw
  2 Haman’s Catacombs
  3 Baoan’s Fruit Orchard 
  4 Caravan Station
  5 The West Gatehouse
  6 Onar’s Mansion 
  7 The Shri ne of Sahan
  8   The Pond of Dalia
  9   Prison of the  
   
    Deformed
  10   The Rotunda 
  11   The Embalmatory
  12   Institute of  
   
    Higher Gods
  13   Bestiary 
  14   Davan’s Bone Clinic 
  15   Medicinal  
   
    Manufactory
  16   The Crystal Park 
  17   Arolo’s Winery
  18   The Rodra Matha 
   
    Society  
  19   Samana’s Guild
  20   Hanalis’ Harmony 
  Ruin Map of
  Symbar
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  1500 m
  
  Ruins of Symbar
  Text: Mattias Johnsson Haake Map: Tobias Tranell Translation: Niklas Lundmark
  The RoTunda
  Ruin: Cylinder-shaped arena (150 meters 
  in diameter) that reaches the root cover; 
  galleries all around and a crumbled stage 
  of stone at the center (12 × 12 meters).
  Creatures: The newly woken wrestling 
  master Frankar in exalted form (Primal 
  Blight Beast with human features).
  Treasure: 1d4 random Curiosities.
  Trophy: The misty white diamond Ice Fist 
  which Frankar wore at the time of his exal-
  tation; buried in the abomination’s flesh, at 
  the jugular notch.
  The embalmaToRy
  Ruin: Well-preserved ruin of a once mag-
  nificent, round building with a vaulted roof 
  and broken chimney; a place where only 
  the worthy were embalmed.
  Creatures: Three woken and two easily 
  awakened Cryptlords who were never 
  brought to their crypts.
  Treasure: 3d8 Curiosities in the form of 
  the burial gifts of the embalmed.
  Trophy: Two of the cryptlords carry an 
  artifact (the GM chooses or designs).
  InsTITuTe of hIgheR gods
  Ruin: Fortress behind a strong wall; two 
  remaining stories above ground and three 
  below; mostly cells and observatories.
  Creatures: The emperor’s sister Kraia’s 
  exalted quadruplet; four strong abomina-
  tions who have slaughtered everyone else.
  Treasure: 1d4 random Curiosities.
  Trophy: Three long chains (artifact) whose 
  power weakens Beasts and Abominations.
  besTIaRy
  Ruin: Once a vast, rolling parkland with 
  various beasts in cages and enclosures; now 
  blackened and broken down.
  Creatures: The blight born forest god Xeol 
  roams the area, huge and relentless. 
  Treasure: 1d4 random Curiosities.
  Trophy: Xeol’s brow horn which if remo-
  ved (Cunning with Beast Lore) has healing 
  properties (the GM designs).
  davan’s bone ClInIC
  Ruin: Small but well-preserved two-story 
  building; contained an office and storage 
  rooms, and residence on the second floor.
  Creatures: Davan’s last client – a gravely 
  bone-sculpted woman, now blight born.
  Treasure: 1d8+1 Curiosities (upper floor).
  Trophy: Two sets of bone-sculpting tools 
  (worth: 900 thaler).
  medICInal manufaCToRy
  Ruin: Walled area with six smaller buil-
  dings positioned in a series of crop fields.
  Creatures: Three colonies of Black Plague 
  Termites.
  Treasure: 3d6 Curiosities, half of which 
  are dried decoctions which can be made 
  consumable ([Cunning –5] with Alchemy).
  Trophy: Mystically preserved recipe book 
  containing accelerants that enhance com-
  mon elixirs.
  The CRysTal PaRk
  Ruin: Park with well-preserved, human-sized 
  sculptures of glass, overgrown with blacke-
  ned mycelium.
  Creatures: The undead members of a 
  previous Symbar expedition, injured and 
  therefore hungering for warm flesh.
  Treasure: 2d6 Curiosities and 1d4 Mystical 
  Treasures, carried by the undead.
  Trophy: An artifact carried by the expe-
  dition leader (the GM decides or designs).
  aRolo’s WIneRy
  Ruin: Three-story building with a cellar 
  that had a bar on the ground floor, private 
  salons on the second, and a residence on 
  the now collapsed third floor.
  Creatures: The building is overgrown with 
  undead Killer Shrubs, 1d4+5 individuals 
  per room.
  Treasure: 2d6 random Curiosities.
  Trophy: Six ceramic jars of delicious wine 
  (preserved by the mycelium roots) scatte-
  red across different parts of the building’s 
  cellar.
  The RodRa maTha soCIeTy
  Ruin: Low, elongated building dominated 
  by a colonnade, partially open to the sky/
  root cover.
  Creatures: Flock of jakaars who have been 
  lapping tainted decoctions; they have become 
  undead, huge and ferociously hungry.
  Treasure: 2d4 Curiosities and 2 Mystical 
  Treasures which are useful when combined 
  with the Alchemy ability.
  Trophy: Unwieldy book of cooper plates, 
  with instruction on how to enhance the 
  effects of certain mystical rituals by means 
  of alchemy (the GM designs).
  samana’s guIld
  Ruin: Well-built but otherwise modest 
  three-story villa; the top floor is penetrated 
  by the root cover.
  Creatures: An unusually patient and 
  devious Scorner.
  Treasure: 3d8+3 Curiosities in the form 
  of simple stolen goods, most of it strewn 
  around the basement.
  Trophy: A robe (artifact) and a tool case 
  that makes the user a better burglar (the 
  GM designs). 
  hanalIs’ haRmony
  Ruin: House shaped like a semicircle 
  around a courtyard with a cracked plat-
  form of stone (stage), on which grows a huge 
  pillar of purple-black ettermite.
  Creatures: A blight born ettermite colony.
  Treasure: 2d8 curiosities connected to musi-
  cal instruments and instrument-making.
  Trophy: The ettermite pillar (each piece 
  worth three times as much as regular 
  ettercopal).
  CasTle saRoklaW
  Ruin: Huge, overgrow palace ruin. The 
  Saroklaw family residence; three stories 
  above ground, two below.
  Creatures: A flock of undead spiders, 
  harshly dominated by the shelob once 
  known as Araxax.
  Treasure: 3d10 Curiosities in the form of 
  decorative/everyday objects, many made 
  of precious metal and produced with great 
  craftmanship.
  Trophy: The crowns of four rulers from 
  different eras, one of them stemming from 
  the time in the Yonderworld, kept behind 
  a mystically sealed door in the basement 
  (worth: 1000+1d1000 thaler a piece).
  haman’s CaTaCombs
  Ruin: Mystically sealed door in the 
  basement of a collapsed ziggurat temple; 
  opens if touched by someone with 4+ total 
  corruption.
  Creatures: Two world serpents (wrecker) 
  have claimed the catacombs as their territory.
  Treasure: 2d10 Curiosities, 1d4 Mystical 
  Treasures, most of them connected to 
  Haman Dakh.
  Trophy: Urn of assorted gemstones (worth: 
  6000 thaler).
  baoan’s fRuIT oRChaRd
  Ruin: Orchard with a dilapidated storehouse 
  for growing and processing corrupted fruits 
  and berries; the dead trees still bear fruit.
  Creatures: Flock of blight-born violings 
  defending their larder.
  Treasure: 1d10 Curiosities in the form of 
  seeds and cuttings which can be sold to 
  alchemists/cultists.
  Trophy: Jug (10 liters) of black sludge; can be 
  applied to weapons as a poison (1d4 tempo-
  rary corruption per damaging hit).
  CaRavan sTaTIon
  Ruin: Robust, overgrown storage building 
  and a wagon stable with a high ceiling, 
  divided into multiple section.
  Creatures: A dozen blight-born, horned 
  horses (as Blight Born Elk).
  Treasure: 2d10+2 Curiosities in the form 
  of stocked goods; mostly everyday items 
  of porcelain or metal.
  Trophy: Wagon with a rusty chest contai-
  ning coins in rotted leather bags (worth: 
  2300 thaler).
  The WesT gaTehouse
  Ruin: Forty-meter-tall fortification whose 
  double gate has been bashed in; thousands 
  of combatants were killed around the 
  gatehouse.
  Creatures: Two guard captains (Cryptwalker) 
  and their twenty soldiers (Wraith).
  Treasure: 2d20 Curiosities and 1d6 Mystical 
  Treasures in the form of the dead’s belong-
  ings; must be dug up.
  Trophy: Artifact in the form of a weapon 
  (the GM decides or designs).
  onaR’s mansIon
  Ruin: Overgrown but well-preserved 
  merchant palace complete with servant’s 
  quarters and stables.
  Creatures: The illgoblin Squamalgo (pact 
  with a Necromage) and the goblin tribe 
  that will help him salvage treasures from 
  Symbar.
  Treasure: 1d4 random Curiosities.
  Pokal: The bone staff (artifact) Squamalgo 
  received from his master (the GM designs).
  The shRIne of sahan
  Ruin: Square building of stone with a quadra-
  tic courtyard (50 × 50 meters) for mental and 
  physical training.
  Creatures: A blight born King Toad is resting 
  in the shallow pool of the courtyard, which 
  is full of black, corrupting sludge.
  Treasure: 2d6 curiosities in the form of items 
  connected to Sahan-worship.
  Trophy: Staff belonging to the high priest 
  of Sahan (artifact) hidden in the pool; can 
  sometimes be seen when the king toad is 
  moving.
  The Pond of dalIa
  Ruin: A small kidney-shaped pond with 
  clear water, despite the inflow of dark ooze; 
  located in a twisted, blackened part.
  Creatures: Six Choking Undines keeping the 
  water clean and defending their dwelling.
  Treasure: 1d4 random Curiosities hidden 
  in the sludge at the bottom of the pool.
  Trophy: The powerful but also unusually 
  corrupting artifact Nightbutcher whose 
  master died in the Battle of Symbar; can 
  be seen from the shore (the GM designs).
  PRIson of The defoRmed
  Ruin: Here people with disabilities were 
  imprisoned for life, convicted of debasing 
  the divinity of humankind.
  Creatures: Vengeful undead spirits; like 
  Frost Light, but with all traits at level III.
  Treasure: 1d6 Curiosities in the form of the 
  interns’ personal belongings.
  Trophy: None.
  Guidelines
  The twenty ruins described here can 
  be developed and used by the Game 
  Master during the player characters’ 
  movements in and exploration of 
  Symbar – particularly if the gaming 
  group enjoys hunting for treasure.
  Each ruin is presented with four 
  headers. The first one gives a general 
  introduction to the place while the 
  following two offer suggestions 
  regarding what adversaries and tre-
  asure the explorers may encounter. 
  The final header, Trophy, proposes 
  an especially desirable object (or 
  many) which the characters can 
  claim if they manage to overcome all 
  challenges in the ruin.
  
SOURCE: textdata/thevault/Symbaroum [multi]/Symbaroum - Ruins of Symbar.pdf