TEXT: Written by Shane Cherry     Developed by Eddy Webb     Edited by Carl Bowen     Layout by Brian Glass     Art: Misty Coats, Andrew Hepworth, 
  Imaginary Friends Studio, Aaron Nakahara, Pasi Pitkanen, Mark Taduran, Joshua Gabriel Timbrook, UDON and Melissa Uran
  An adventure for Exalted 
  using the Storytelling Adventure System
  White Wolf Publishing, Inc.
  2075 West Park Place Blvd  
  Suite G
  Stone Mountain, GA 30087
  “People crushed by law have no hope but from power.”
  – Edmund Burke
  StorytElling AdvEnturE  SyStEm
  mEntAl 
  ooooo
  PhySicAl 
  ooooo
  SociAl 
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  XP LeveL
  35-70
  SceneS
  15
  
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  trademarks of CCP hf. All rights reserved. The Compass of Celestial Directions, Vol. IV the Underworld, the Compass of Terrestrial Directions, Vol. V the North, the Manual of Exalted Power the Abyssals, the Books of Sorcery, Vol. I Wonders of the Lost Age, the Books of 
  Sorcery, Vol. II the White and Black Treatises, the Books of Sorcery, Vol. V the Roll of Glorious Divinity II, Scroll of Heroes, Dreams of the First Age, Lords of Creation, the Contagion of Law, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. 
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  Check out White Wolf online at http://www.white-wolf.com
  Written by Shane Cherry 
  Developed by Eddy Webb   
  Edited by Carl Bowen 
  Layout by Brian Glass  
  Art:Misty Coats, Andrew Hepworth, Imaginary Friends 
  Studio, Aaron Nakahara, Pasi Pitkanen, Mark Taduran, 
  Joshua Gabriel Timbrook, UDON and Melissa Uran
  White Wolf Publishing, Inc.
  2075 West Park Place Blvd  
  Suite G
  Stone Mountain, GA 30087
  “People crushed by law have no hope but from power.”
  – Edmund Burke
  An adventure for Exalted 
  using the Storytelling Adventure System
  StorytElling AdvEnturE  SyStEm
  mEntAl 
  ooooo
  PhySicAl 
  ooooo
  SociAl 
  ooooo
  ScEnES
  15
  XP lEvEl
  35-70
  
  1
  Introduction
  Gethamane, a city buried under stone and ice, has been the target of evil 
  entities for centuries. Ancient beings lie entombed in the deepest recesses 
  of its tunnels, marauding predators claim the flesh of anyone foolish enough 
  to seek the treasures below, the gods spread their centuries-fostered insanity, 
  and now even Deathlords seek to control this refuge of civilization in the 
  vastness of the North. The people of Gethamane keep to themselves, fearing 
  outsiders only slightly less than they fear the monsters that live in the ancient 
  hollows beneath them.
  Yet, this frozen region holds not only dangerous monsters, but also great 
  treasure. Some secrets will lie buried for ages, but one treasure, a crown ca-
  pable of ruling nations, is about to be uncovered. Will it fall into the hands 
  of Solar Exalts or become the property of the many evils that plague the city 
  under the mountain?
  What’s Inside
  The Contagion of Law is a complete story for any Exalted series. Contained 
  within is everything needed for even a novice Storyteller to run the entire 
  tale. It can be used as part of a longer series, or as a smaller one-shot game—
  though it might be difficult for newly Exalted characters. Characters will be 
  pushed to their limits as they fight to recover lost artifacts and prevent the 
  spread of a death cult across Creation. It should present a challenge to five 
  experienced Celestial Exalted. Characters will rarely have a spare minute to 
  breathe between braving horrible tempests and fighting colossal jade war-
  riors.
  Also included are several new elements for existing games, from new 
  creatures to new Charms to a plethora of new artifacts that can be added to 
  your own series.
  Recommended Books
  Although The Contagion of Law can be run with only the Exalted 
  core rulebook, the following supplements are also recommended 
  to ease game play:
  • The Compass of Celestial Directions, Vol. IV—The Underworld
  • The Compass of Terrestrial Directions, Vol. V—The North
  • The Manual of Exalted Power—The Abyssals
  • The Books of Sorcery Vol. I—Wonders of the Lost Age
  • The Books of Sorcery, Vol. II—The White and Black Treatises
  • The Books of Sorcery, Vol. V—The Roll of Glorious Divinity II
  
  2
  Treatment
  The story opens as the players’ characters’ circle arrives in Getha-
  mane, a city buried within a mountain in Creation’s northernmost 
  recesses. Shortly after their arrival, the characters are ushered into a 
  meeting with Merek Loshan, the Captain of Gethamane’s Guard. A 
  Ghost-Blood by the name of Iridescent Nightmare has been terror-
  izing the city and retreating into the underground network of caverns 
  called the underways. Dangers have festered there unseen since the 
  First Age, but if the circle is willing to face them, Loshan is willing to 
  bet on expendable mercenaries.
  After negotiating payment, the circle heads underground with 
  a small group of soldiers from the Guard. There the characters en-
  counter a unit that has been wandering the caverns for days. These 
  wanderers are actually simulacra created by an ancient entity, Vodak, 
  and they attack the circle. After the circle defeats the simulacra,  
  the search continues.
  Eventually the characters find the haven of Iridescent Nightmare, a 
  room filled with human bodies. They do battle, and although Iridescent 
  Nightmare claims that all is not as it seems, he will likely be dispatched. 
  The characters have the option of sparing him, but they might decide 
  he doesn’t deserve such mercy. In either case, they examine his quarters 
  and find some strange notes. Iridescent Nightmare had been searching 
  for something before the circle put a stop to his plans.
  The circle, attempting to report to Loshan, returns up the passage 
  to find that the entire path has changed. The tunnel is now much 
  longer, and when it eventually ends, the characters see a dull, clouded 
  sky, nowhere penetrated by moonlight. They have emerged from the 
  safety of the mountain into a storm of elements to which they are 
  unaccustomed. They are in the Underworld. Worse, although there 
  is a path before them that leads to Iridescent Nightmare’s goal, it is 
  quickly being destroyed by the storm. Their only option is to press 
  forward despite the hazards.
  The trail leads the circle to an ancient Underworld city. Once inside, 
  the storm fails to strike anyone, even under open air. The characters 
  search through the city and find that it consists entirely of temples 
  to various gods. This city is an Underworld reflection of the City of 
  Altars—a lost temple-city in Creation built by a First Age Solar named 
  Granite Archetype.
  Entering the temple at the center of this Underworld city, the char-
  acters are overwhelmed by the smell of bodies piled against the walls. 
  Iridescent Nightmare, they find, has sacrificed mortal after mortal to 
  disable the temple’s defenses. Unfortunately for the characters, the 
  Ghost-Blood had not been able to deal with the final defense, and 
  they are greeted by the grave-goods version of an artifact automaton 
  left behind to protect the treasures buried here. The automaton attacks 
  relentlessly upon seeing them, and the characters have no choice but 
  to fight it.
  After they best their foe, the characters proceed into the final cham-
  ber. They find many grave goods, the vestiges of Granite Archetype’s 
  life that were created for him in the Underworld when he died and 
  his panoply was buried with him. These shadow artifacts give the 
  circle clues about what type of man Granite Archetype was. More 
  importantly, the characters find among his possessions the Contagion 
  of Hate, an artifact crown capable of manipulating the emotions of 
  an entire nation.
  What aRe GRave Goods?
  Ideally, Creation’s dead succumb to the natural cycle of 
  reincarnation. Many souls linger, however, descending into the 
  Underworld instead. There they exist as ghosts until either they 
  find the peace needed to move on or a worse fate befalls them. 
  To help a loved one who has become a ghost, the bereaved in 
  Creation sometimes sacrifice mementos of his life, as well as money 
  and any other useful tools that come to mind, as part of his burial 
  rites. Exceptional-quality copies of these sacrificed items appear 
  in the Underworld with the newly deceased. Such items are called 
  grave goods.
  Technically any item involved thus in the deceased’s death rites 
  is a grave good, but generally the term refers to artifacts of power 
  that served the deceased in life. The ghost of a dead Exalt might 
  open his eyes for the first time to find a dark reflection of his 
  daiklave in his hands, even though the true daiklave remains in 
  Creation, entombed with his body. Grave goods are practically part 
  of the ghost who owns them, and they are tied to the Underworld. 
  Any grave good that is touched by the light of Creation’s sun is 
  immediately destroyed. They are essentially dead artifacts, and just 
  like ghosts, they cannot permanently exist in Creation.
  For more on grave goods, see The Books of Sorcery, Vol. V—The 
  Roll of Glorious Divinity II, p. 105.
  The characters have two options open to them. First, they can use 
  what they learned in the Underworld to seek out the lost City of Altars 
  
  3
  in Creation (without reporting to Loshan first). In this case, they are 
  trailed by the Silent Inquisitor of Wayward Souls, a Day Caste, who has 
  been secretly manipulating them the whole time. The Silent Inquisi-
  tor killed Merek Loshan and now uses Loshan’s identity and power to 
  seek out the Contagion of Law, Granite Archetype’s most powerful 
  and dangerous artifact. When the Solars arrived in Gethamane, the 
  brazen deathknight decided to use them to his own ends as well.
  Alternatively, the characters can report to the man they know as 
  Loshan. In so doing, they complete their mission, but unwittingly give 
  their enemy all the information he has been seeking.
  If the characters do inform the Silent Inquisitor of where to find 
  the City of Altars, they are visited by Iridescent Nightmare—likely a 
  fully dead ghost at this point. He explains that he was trying to get to 
  Granite Archetype’s panoply before the deathknight could. He even 
  explains the nature of a grave good, if the circle has not yet figured 
  it out. Realizing the deception, the circle will likely start off after the 
  Silent Inquisitor, and the chase is on.
  Despite extreme cold and harsh winds, the characters push past 
  various hazards en route to the City of Altars. What the circle finds 
  on arrival depends on who showed up first. If the characters skipped 
  the return meeting with Loshan, they barely find evidence of the city 
  and must dig it out themselves. If, however, they have allowed the 
  Silent Inquisitor to arrive first, they find that he has excavated a large 
  portion of it using a workforce of zombies and hateful souls… which 
  promptly attack.
  Upon arrival, the characters find all of the city’s traps active, meaning 
  the circle must fight through the central manse’s defenses. The first trap 
  is a series of four statues, each representing one of the Unconquered 
  Sun’s arms. If the characters stop and pray to the Unconquered Sun 
  at an altar in the room, they can pass without harm. If not, the statues 
  come to life and pursue them.
  The second puzzle seems to be an impenetrable door. It has a single 
  lock on it, but all attempts to open it (even magical ones) fail. Worse, 
  the lock attempts to destroy any character who tries to break in. The 
  only way to enter is by simply knocking on the door.
  The characters must then face the Sentinel, the artifact automaton 
  set to guard the heart of the temple. It challenges the circle to select 
  a champion for a one-on-one duel—which the circle can choose or 
  refuse to accept. After defeating the Sentinel, the characters enter the 
  final chamber, where they engage the Silent Inquisitor.
  The fight with the Silent Inquisitor happens one of two ways. If the 
  deathknight arrived first, he has the opportunity to raise the corpse of 
  Granite Archetype to fight at his side. Otherwise, he attacks one of 
  the characters from surprise. All-out combat ensues either way, and 
  he is a very difficult opponent, but if the characters can defeat him, 
  they can prevent his evil ambitions.
  Theme: Solar Dominance
  The Contagion of Law is a story about the unstoppable force the 
  Solar Exalted represent. At first, every turn yields one more surprise, 
  each one deadlier than the last. But as the characters explore ancient 
  relics and reconnect with the past, they will likely find their own way, 
  guided only minimally by a handful of clues. As the story progresses, 
  the circle has more options and blazes its own trail through the re-
  maining hazards, defeating the harshest opponents and triumphantly 
  seizing victory. Only the Chosen of the Sun could break the reins of 
  the many forces that seek to manipulate them. Solars choose their 
  own destiny.
  Mood: Hope and Defiance
  The structure of The Contagion of Law is designed to take control 
  away from the players’ characters in the beginning, only to return it 
  in time for them to dictate the end of the story. The characters are 
  given a seemingly simple situation, but they quickly find themselves 
  in a nightmare. They are plunged into the Underworld without any 
  means of preparation. They are forced to deal with every problem that 
  comes their way regardless of whether they are ready for it.
  When they reach a vast city connected to the ancient past, the 
  characters explore it on their own terms. They begin to find clues 
  themselves rather than allowing others to dictate their actions. By 
  the end of the story, they are acting on their own, and anyone who 
  attempted to control them falls by the wayside.
  A Chapter in Your Series
  The Contagion of Law could be the catalyst of a lot of change in 
  the North. If you run a series based in the North, you might wish to 
  integrate it. Characters could be drawn to the city as treasure hunt-
  ers, potential traders or even simple refugees. Gethamane’s policies 
  regarding Solars and other Exalted are no secret, and being one of the 
  few places in Creation without a Realm presence makes Gethamane 
  particularly appealing to Celestial Exalted.
  
  4
  The characters should have had time to grow in wisdom and experi-
  ence before The Contagion of Law begins, lest they find this story 
  particularly difficult. That said, take note that The Contagion of 
  Law is actually set slightly prior to the status quo established in The 
  Compass of Terrestrial Directions, Vol. V—The North. A gruff 
  man called Merek Loshan is the Captain of the Guard when this story 
  begins. The adopted icewalker Golden Stag will not assume the rank 
  of Captain until the end of the story. If, however, your characters have 
  been in Gethamane for a while and Golden Stag has already been 
  introduced as Captain of the Guard, simply introduce Merek Loshan 
  as a high-ranking officer who has been charged with the task of cap-
  turing Iridescent Nightmare. That cosmetic change should eliminate 
  any continuity concerns.
  A Story by Itself
  The Contagion of Law can also be run as a single adventure. As it 
  is a particularly difficult story, it is not recommended that novice play-
  ers attempt to tackle it without the benefit of artifacts and treasures 
  gained in earlier stories. But keeping its difficulty in mind, there is no 
  reason your gaming group could not enjoy The Contagion of Law as 
  a one-shot. Further, there are several potential hooks for continuing 
  the story, should you later decide to continue.
  chosen of anotheR type
  This story is designed for Solar Exalted, but the circle doesn’t 
  have to be limited to Solars. The circle could contain a mix of 
  Exalt types. Circles that consist wholly of other types of Exalted 
  have their place in The Contagion of Law as well. Lunar Exalted 
  have the same interests in protecting the city as Solars do. A circle 
  of Sidereal Exalted could have known of the crown’s power and 
  been dispatched to remove the threat it could cause to Creation. A 
  circle of Abyssals could be working for a rival Deathlord. A group 
  of Infernal Exalted might even want to use the Contagion of Law 
  to spread the propaganda of their Yozi masters. Terrestrial Exalted 
  could be trying to ferret out the Ghost-Blood Anathema, Iridescent 
  Nightmare, to make a case for why the Immaculate Order should 
  be fully accepted in Gethamane. (Players of Terrestrials should 
  keep in mind, however, that the story is designed to challenge 
  Celestial Exalted.)
  History
  A millennium ago, a Zenith king by the name of Granite Arche-
  type ruled a nation now lost to time in Creation’s frozen North. He 
  was known for being a just and righteous ruler, but his people were 
  a reflection of their king, whose very nature was law. All empires 
  crumble, however, and time eventually ended Granite Archetype’s 
  reign. Now, buried somewhere under the glistening snow is Granite 
  Archetype’s final resting place, and within its walls is the Contagion 
  of Law, an orichalcum crown that helped him spread his influence 
  over his people.
  Recently, somewhere in the Underworld near the modern city of 
  Gethamane, an Abyssal Exalt calling himself the Silent Inquisitor 
  of Wayward Souls has been seeking the Contagion of Law for his 
  master, the Bishop of the Chalcedony Thurible. In his employ was a 
  Ghost-Blood called Iridescent Nightmare. The Ghost-Blood learned 
  of the Silent Inquisitor’s plot, stole his notes and went to search for 
  the Contagion of Law on his own. The Silent Inquisitor would have 
  taken action on his own, but when his master’s astrologer spies in 
  Creation reported that a circle of Solar Exalted would make their way 
  to Gethamane, he hatched a new plan. Killing and impersonating the 
  Captain of the Guard, Merek Loshan, the Silent Inquisitor laid his 
  plans to have the Solars defeat Iridescent Nightmare and lead him to 
  the Contagion of Law themselves.
  Set-Up
  The heart of the story begins when the characters enter Merek 
  Loshan’s office. Coming up with an excuse to get a circle of armed and 
  armored outsiders to the office of the Captain of the Guard should be 
  no problem. Plus, as outsiders, the characters are considered easily ex-
  pendable and generally assumed to be poor refugees. This combination 
  of qualities will make it relatively easy for the Silent Inquisitor, posing 
  as Loshan, to send a messenger to the circle with a formal invitation 
  to a meeting.
  Setting
  When the current society of Gethamane was founded, the refugees 
  who founded it thought they had finally found a place of solace, where 
  they could hide from the ravages of both winter and marauding tribes 
  of Wyld mutant scavengers. Led by Bethan Redeye, the group found 
  
  5
  the mountain hollowed out, an entire intact city crouching within. 
  The refugees slowly moved inward, hesitant of their fortune, taking 
  each step with caution.
  The city seemed perfect. The mountain cradled the refugees from 
  the cold and hid them from their enemies. Fresh air was swept un-
  derground with the help of spirits bound there long ago. But the city 
  itself hid a bevy of dark secrets. Every building was made of hollowed 
  stone, carved from the heart of the mountain itself. The only light 
  came from glowing crystals embedded in the walls. Houses were found 
  completely intact with stone plates resting on empty slab tables. The 
  previous people had simply vanished an era ago, leaving behind their 
  entire culture.
  The early explorers’ caution was soon validated as the darker influ-
  ences over the city began to show themselves. Three large temples the 
  refugees discovered had to be maintained to appease the gods of the 
  mountain. Yet, those who stayed in the temples would often become 
  deeply disturbed, either fanatically serving the temples’ patron deities 
  or frantically fleeing the city, the mountain and (if they lived long 
  enough to cross the tundra) the entirety of the North.
  Moreover, the group discovered the underways, a network of tunnels 
  that spread out from under the city in every direction. These caves at 
  first seemed as polished as the city itself, but quickly deteriorated into 
  passages worn by the movements of various creatures over hundreds 
  of years. The monsters of the underways took quick notice of the 
  fresh meals that had returned to the mountain. All Bethan could do 
  was establish a border guard to protect the city from anything that 
  would find its way up from the underways, and to tell her people that 
  if any fools dared to enter them, she would give no condolences to 
  their family.
  Years after the founding of the city, representatives of the Guild hap-
  pened to find their way to the mountain. Welcomed by some of the 
  hunters, they were accepted into the city and began wresting control 
  from Bethan by controlling trade. This was the first of Gethamane’s 
  interactions with outsiders, and it began a long tradition of mistrust for 
  those not born under the mountain. From this mistrust, an increased 
  familial structure formed and a nobility class emerged. Children were 
  raised knowing nothing of the world beyond the mountain, and the 
  distrust of outsiders was fostered to modern times.
  Now there remains a tumultuous balance between the powers of 
  the city. The current ruler of Gethamane, Mistress Katrin, governs 
  the city with her councilors. The Guard can strong-arm the nobles 
  into bending to its will. (After all, without the Guard, nothing 
  would protect the city from incursions from the underways.) The 
  Guild remains a power because it has become the only major con-
  nection to the outside. If any one of the powers were to falter, 
  the city could collapse, swallowed by the hounds outside or the  
  hellhounds beneath.
  When the Scarlet Empress took control of the Realm and declared 
  herself Empress of Creation, she included Gethamane in that procla-
  mation. The children of the mountain, however, were unwilling to 
  give control of their city to an outsider, and she was too far away to 
  send any forces to collect her demanded tribute. Although the Em-
  press has failed to gain any actual control, a handful of Immaculate 
  supporters springs up from time to time. Fortunately, they have never 
  managed to actually cause any harm to the city, being outspoken 
  missionaries at worst.
  The key to Gethamane’s survival is a program of socialist food 
  regulation called the Dole. Consisting mainly of an edible but some-
  what bland fungus grown in the Gardens and wild game retrieved by 
  gatherers, the Dole is a government-issued meals program. Individual 
  families are allocated an amount and quality of food befitting their 
  station, though additional portions of the Dole can be bartered for 
  relatively easily. Trading away a portion of one’s Dole can fetch a 
  high price and is common practice when it can be spared. Outsiders 
  can also trade for portions of the Dole, but they usually find the price 
  higher than they would like. Exorbitant local costs force outsiders 
  to rely on Guild trade for their meals, the price of which is only low 
  enough to look like a deal by comparison.
  Without a major Immaculate presence, Gethamane remains some-
  what amicable to Anathema, at least as much as any other outsiders. 
  They are mostly permitted free rein for a period of a few months, 
  which can be renegotiated later. Any outsider who wishes to become 
  a permanent resident must be formally adopted by a family, an ardu-
  ous goal. For more information on Gethamane, see The Compass of 
  Terrestrial Directions, Vol. V—The North, pp. 34–50.
  
  6
  The Cast
  Iridescent Nightmare, 
  Ghost-Blood Scavenger
  Quotes: I am Iridescent Nightmare, the last dream you shall ever have.
  A hundred lives for a million. It’s a good trade.
  We’re all bad people. At least I recognize it.
  Background: Iridescent Nightmare’s mother was ostracized for her 
  love affair with a ghost. She left her family, forsaking the Bethan 
  name, and sought refuge among the Guild, who will shelter any refu-
  gee for the right price. There she gave birth to a son, Col, and raised 
  him secretly. Col watched his mother worked to death by the masters 
  of the Guild, and he noticed the hate in their eyes as they looked at 
  him. It was obvious he was a tool to them and nothing more.
  As a boy, Col spent most of his time trying to better himself. He 
  practiced with a spear daily and studied in secret, finding he had a 
  penchant for the occult. When he was old enough to begin formal 
  work, the Guild sent him on the most dangerous missions they could 
  find. It was during one of these missions that Col encountered a 
  death cult dedicated to the Shining One. He eagerly joined their 
  ranks and took his new name. Iridescent Nightmare became an adept 
  necromancer and began working on a project within the cult—to 
  find the Contagion of Law, a First Age crown capable of showing all 
  nonbelievers the way.
  Working under a deathknight called the Silent Inquisitor of 
  Wayward Souls, Iridescent Nightmare aided in the search for the 
  Contagion of Law. After learning that the cult’s true purpose was to 
  lead all of Creation into Oblivion—which they consider the only 
  means of escaping the pain of life—Nightmare decided to leave the 
  cult, for he had not finished getting his revenge against those who’d 
  slighted him. He vowed to take the Contagion of Law for himself 
  and make his own cult.
  Realizing the resting place of the Contagion of Law was somewhere 
  near Gethamane, Nightmare covertly returned to the city to find 
  it, setting up a base in a secret area of the underways that he had 
  learned during his youth was marginally safe. The legends indicated 
  the city would be hidden somewhere under the snow, so he began 
  to search for its reflection in the Underworld instead, hoping to ex-
  trapolate its location in Creation thereafter. For ease of access into 
  the Underworld, he needed to create an access point. He dragged a 
  number of Gethamane’s citizens into the underways and slaughtered 
  them to create a shadowland. When he eventually found the magi-
  cally protected Underworld city, he continued his project, further 
  slaughtering men, women and children—any who came close enough 
  to the tunnels for him to kidnap—to slowly work his way through 
  the city’s defenses.
  
  7
  ImpRovIsInG necRomancy
  If you do not have a copy of The Books of Sorcery Vol. II—The 
  Black Treatise, you can improvise Iridescent Nightmare’s necromancy. 
  Give him at least one power that slows enemy movement rates so 
  he can single out his foes, and allow him to cast Death of Obsidian 
  Butterflies (Exalted, p. 252) as a necromancy spell. You may opt 
  to have it deal aggravated damage. You can even allow him to 
  use Demon of the First Circle (Exalted, p. 252) as a substitute for 
  Bone Puppet Dance. Make it a simple action spell that targets one 
  of the members of the circle. If successful, he controls the victim’s 
  next three actions in addition to taking his own actions, but the 
  victim can use reflexive Charms to defend himself, and Iridescent 
  Nightmare cannot force the victim to activate Charms to attack 
  his comrades.
  a fully dead nIGhtmaRe
  If Iridescent Nightmare is killed, he automatically rises as a ghost, 
  and is granted six Arcanos Charms. One such Charm is Pyre Smoke 
  Form, which allows him to become incorporeal. For more on the 
  Arcanoi and their Charms, see The Books of Sorcery, Vol. V—The 
  Roll of Glorious Divinity II, pp. 126–160.
  Pyre Smoke Form
  Cost: 2m; Mins: Temperance 2, Essence 2;
  Type: Simple (Speed 6, DV -0)
  Keywords: None
  Duration: Six ticks per success
  Prerequisite Charms: None
  In their natural environs, ghosts are just as materially solid as 
  mortals are in their homes in the living world. With this Charm, 
  however, a ghost can make herself incorporeal even in locations 
  where she should naturally be solid (such as the Underworld). 
  Activating this Charm requires a (Stamina + Temperance) roll. If it 
  succeeds, the ghost remains incorporeal for six ticks per success. 
  Although she is incorporeal, the character remains as visible as she 
  normally would be in that location.
  A ghost who is incorporeal can move through solid objects at 
  will. She can dive through walls or doors or startled onlookers, or 
  pull herself up through ceilings with all the grace her (Dexterity + 
  Athletics) pool allows. The only surfaces that prove impenetrable 
  to incorporeal ghosts are the solid ground beneath their feet and 
  ones that are specifically warded against such behavior.
  Description: As a Ghost-Blood, Iridescent Nightmare has quite a 
  bit of gray in his mien. His eyes are dull and his skin pale, but his hair 
  is dark. He maintains a firm demeanor over his sharp features, trying 
  to remain as intimidating as possible, like a dog bearing his teeth.
  Storyteller Hints: Iridescent Nightmare learned at a young age 
  that most of Creation is worthless. Moreover, death is not a pun-
  ishment in his eyes, so he feels no remorse in using Gethamane’s 
  citizens as his objects. He knows what death brings, being half-dead 
  himself. The strong will cling to Creation and become ghosts (not 
  that he’ll treat them any better), and the weak will move on to Le-
  the. Similarly, he does not fear death, knowing he is guaranteed by 
  his parentage to rise again. Nightmare does, however, see a definite 
  difference between embracing the afterlife and embracing Oblivion. 
  He wants vengeance against those who brought him pain, not the 
  cool release of nothingness. In his mind, Creation doesn’t deserve 
  to end its suffering.
  Notes: If Iridescent Nightmare dies, he can shuffle off his body 
  and become a ghost immediately. When he does, he gains a few basic 
  Arcanos Charms. The only way he can be prevented from this form 
  of revival is if a Zenith Caste forcibly destroys his body before his 
  ghost can physically exit it. Additionally, Iridescent Nightmare has 
  an artifact spear and well-made armor, both of which are listed on his 
  character sheet.
  
  8
  Merek Loshan, Captain of the Guard
  Quotes: I’m not gonna lie; you outsiders are completely expendable.
  The pay’s as high as the mortality rate.
  Elk shit is elk shit. I didn’t get this job by hiding it with pretty words.
  Motivation: (Formerly) 
  Bring glory to the Loshan 
  family name.
  Background: Merek 
  was born into a militaris-
  tic family of Gethamane 
  nobles and quickly learned 
  the value of power. Not 
  caring for the façades and 
  games of political life, he 
  knew his only other option 
  was to join the Guard. He 
  enlisted at a young age, 
  and through tactical prow-
  ess, physical power and a 
  few dirty tricks, he rose steadily in rank until the Council recognized 
  him as the Captain of the Guard. He still makes backroom deals now 
  and then to make sure no other up-and-comers can seize his post. That 
  is, he did until his death.
  The Silent Inquisitor of Wayward Souls recently assassinated Merek 
  Loshan and took his visage. The Silent Inquisitor portrays every detail 
  of Merek’s life almost perfectly. Moreover, any of Merek’s closest of-
  ficers who could notice the nuances that the Silent Inquisitor can’t 
  seem to master have already been sent to their deaths or thrown into 
  the cold beyond the mountain on trumped-up charges of treason.
  Description: Loshan is best described as an honest brute. He has a 
  gruff visage and a blunt demeanor. His face has grown worn, but he 
  covers it with a scruffy silver beard. He always seems a little distracted, 
  and his breath chronically smells of alcohol. Nevertheless, expectations 
  of him are exactly what he likes—that he’ll get the job done by any 
  necessary means. His men respect him for his blunt effectiveness and 
  feel like he’s as much their drinking buddy as their commander.
  Storyteller Hints: Be an asshole. Merek never appears to be trying 
  to subtly manipulate any situation, because he lays all the cards on 
  the table as quickly as possible. He’s a proponent of straightforward 
  talk, brazenly stating the fact that he dislikes outsiders such as the 
  players’ characters. Because Merek has been replaced by the Silent 
  Inquisitor—who is actually quite fond of subtle manipulation—the 
  Storyteller should hint at cunning undercurrents beneath “Merek’s” 
  blunt demeanor. The characters might assume that there is more to 
  Merek than meets the eye, never guessing how right they are.
  The Silent Inquisitor 
  of Wayward Souls, 
  Day Caste Assassin
  Quotes: Surrender yourself, and I shall grant you peace.
  You claim to save, but on the day you fail, will you accept it?  
  Or will it fester, Sun-spawn, until even your righteous shoulders  
  cannot bear the pain?
  The only true peace comes when all things end.
  Background: The Silent Inquisitor was also born a native of Geth-
  amane—not that he remembers it. He retains only a blurred vision of 
  his past. He knows he was a poet, though perhaps not a good one. He 
  also remembers he once loved a woman, and they could not be together, 
  but he has forgotten her name and her face. Still, he is haunted by the 
  ideal that his few memories of her represent. He knows it was his love 
  for her that somehow got him banished from the city, forcing him to 
  wander the Northern snows.
  He cursed her visage. He cursed the city. He cursed the mountain. He 
  cursed life. This is why the 
  Bishop of the Chalcedony 
  Thurible thought he was 
  a perfect convert to the 
  path of the Shining One. 
  As the scorned lover’s legs 
  gave way beneath him 
  and he felt his lungs too 
  frozen to draw breath, he 
  was visited by the Bishop, 
  who offered him wrath 
  to replace his pain. The 
  scorned man rose again 
  as the Silent Inquisitor of 
  Wayward Souls.
  
  9
  The Silent Inquisitor found his talents lay in deception and martial 
  prowess, so he was often sent on assassination missions, targeting 
  influential individuals across the North who opposed the cult. After 
  eliminating the threat, he would pose as his target for long enough to 
  absorb their resources into the cult’s coffers or make trade agreements 
  and other laws that just happened to allow for easier operation for the 
  death cult. It was during one of these missions that the Silent Inquisitor 
  learned of Granite Archetype and the Contagion of Law.
  The Silent Inquisitor organized a search for the vast city-like as-
  sortment of temples in which Granite Archetype was buried. His task 
  force included the cult’s prominent Ghost-Blood Iridescent Nightmare. 
  Nightmare betrayed him, however, stealing all the notes they had as-
  sembled and fleeing just as they were on the cusp of a breakthrough. 
  The Silent Inquisitor was prepared for it, but before pursuing Irides-
  cent Nightmare, he consulted living astrologers loyal to the Cult of 
  the Shining One and learned that a circle of Solar Exalted would be 
  coming to Gethamane. He decided that the Solars could do all his 
  work for him.
  Description: The Silent Inquisitor doesn’t show his true form often, 
  as he spends most of his time wearing someone else’s visage to further 
  the goals of the cult. In fact, he spends the majority of this story wearing 
  the visage and portraying the personality of Merek Loshan. He enjoys 
  wearing his own face while fighting, though.
  His true skin is a canvas of white, and the only color comes from 
  frozen blue of his veins and lips. Even his eyes are frozen over. Despite 
  looking like a frozen cadaver, he keeps a noble bearing about him and 
  dresses in the finest luxuries.
  Storyteller Hints: Although very few followers of the Shining One 
  are capable of believing the insanity that makes up the cult’s tenets, 
  the Silent Inquisitor manages it. The arrogance that supports his 
  belief makes him dangerous. He strives to make his victims suffer, so 
  they can know that life is pain and only by embracing death will true 
  peace come. He arrogantly lords this belief over the mortal populace, 
  rationalizing his torture of the “unenlightened” as a good deed. He 
  welcomes his own death and the sweet embrace of nothingness. His 
  only reason to live now is to spread his philosophy.
  Notes: The Silent Inquisitor is a relentless opponent and a vicious 
  murderer. He holds several artifacts, listed on his character sheet 
  (p. 57), including two new artifacts. He also has a few hearthstones, 
  some Underworld and some within Creation, that you may feel free 
  to define. Shortly after the Silent Inquisitor’s death, his Deathlord 
  master will alter the geomancy of the manses just enough to destroy 
  the hearthstones and allow new ones to form.
  a slIGhtly sunnIeR aByssal
  If you don’t have a copy of The Manual of Exalted Power—The 
  Abyssals, you can still use the Silent Inquisitor of Wayward Souls. 
  The Silent Inquisitor is incredibly good at Thrown and Dodge, 
  as well as anything required for infiltration. He is also quite 
  stubborn. Give him the majority of the Thrown, Integrity and 
  Dodge Charm cascades, as well as a smattering of Investigation, 
  Larceny and Stealth Charms. Aim for Charms that cripple or 
  assassinate; nothing needs to be excessive or flashy. The Silent 
  Inquisitor might slash tendons, but will never take off limbs. He 
  favors efficiency in combat first and dramatic flair only through 
  his efficient devastation. Finally, be sure to give him the ability to 
  recover motes in combat somehow, and include that Charm in any 
  Combos you design for him.
  neW chaRm
  Oblivion’s Jowl Postulation
  Cost: —; Mins: Integrity 5, Essence 4; Type: Permanent
  Keywords: Avatar (3), Mirror (Undaunted Wrath of the Sun)
  Duration: Instant (Story)
  Prerequisite Charms: Freedom in Slavery Understanding
  The Abyssal knows that all of life is pain and revels in the joy of 
  knowing that Oblivion will end it all. The first time in any story the 
  Abyssal is brought to a new wound penalty, he gains a number of 
  Willpower points equal to that penalty. This effect cannot increase 
  his Willpower points above his permanent rating, and he cannot 
  gain this benefit again until a new story begins. Charms that 
  increase a character’s wound penalties do not grant the Abyssal 
  more temporary Willpower points. Only by suffering levels of 
  damage that genuinely injure him does he gain the Willpower, 
  though such damage may be self-inflicted.
  New Solar Charm: Undaunted Wrath of the Sun (Prerequisites: 
  Transcendent Hero’s Meditation; Exalted, p. 201). This Charm 
  functions identically to Oblivion’s Jowl Postulation, except that 
  the Solar fortifies himself with tenacity and determination to live. 
  His cause revivified, his retaliation is swift and brutal. The Avatar 
  Keyword is ignored in the Solar variant; however, the Solar’s primary 
  Virtue must have a rating of at least 3.
  
  10
  Shakan, 
  Head Intelligencer to Mistress Katrin
  Quotes: It would be a shame if the authorities found out about your 
  indiscretion…
  What happened is inconsequential. What does the situation look like?
  Perhaps we should heed reason’s call.
  Motivation: Protect Gethamane from political incursions by gather-
  ing and controlling information.
  Background: Since the 
  entire Bethanite family se-
  cretly gathers information 
  for Mistress Katrin, even 
  the most socially inept citi-
  zen of Gethamane watches 
  what he says in front of a 
  Bethanite. That being the 
  case, Mistress Katrin was 
  forced to search outside 
  her family for a network 
  of informants. Her cur-
  rent Head Intelligencer 
  is a man known only as Shakan. Unfortunately for this enigmatic 
  emissary, even this fact is relatively common knowledge, and Shakan 
  finds himself plagued with a certain inescapable celebrity. Yet, Sha-
  kan manages to continue his work unimpeded with his most frequent 
  weapon—blackmail.
  Shakan’s blackmailed agents are instructed to locate further potential 
  informants by seeking even more leverage. According to the rumors, 
  Shakan is guilty of slander and fraud as he crafts situations to blackmail 
  potentially useful informants. He does so only rarely, but his reputation 
  for it is an effective scare tactic.
  Description: Shakan has very hawkish features. His eyes are sharp 
  and he seems to be always looking for something. He wears dark, simple 
  clothes far beneath his station in order to foster a persona of mystery—
  on the off chance someone he speaks with is unaware of who he is.
  Storyteller Hints: Shakan primarily uses blackmail and deceit to 
  get the information he needs, but he thinks he is perfectly honor-
  able. He holds his duty to Gethamane above all else. Keeping that 
  in mind, he is aware that losing his own life is likely to do little good 
  for Gethamane. The secrets he keeps could quickly quiet a number 
  of potentially ambitious merchants who might be willing to deal with 
  the Guild or the Immaculate Order, and he has learned the value of 
  this control in keeping the city stable. He talks down to individuals 
  when he is agitated.
  Notes: Shakan has been aware for a while that something strange is 
  going on within the Guard. Two of his informants within the Guard 
  were recently sent into the underways on a mission—an uncommon 
  practice—and did not return. Their deaths were called accidental, but 
  Shakan found the situation suspicious and investigated. He now knows 
  that Merek Loshan either has been replaced by an Exalt or is under 
  the control of one, and he is aware of the competition with Iridescent 
  Nightmare. He has even learned the legend of the Contagion of Law. 
  Still, he’s not prepared to act without a legitimate plan. Throwing his 
  life away will do Gethamane little good. He makes his presence known 
  only if Iridescent Nightmare is dead and the circle has led the Silent 
  Inquisitor to the Contagion of Law.
  Given his passive role in this story, no character sheet has been 
  provided. If you need traits, you can use those of a mortal hero (Ex-
  alted, p. 280) as a basis, increasing Abilities such as Investigation and 
  Larceny as necessary.
  
  11
  Scene Flowchart
  UNUSUAL WELCOME
  PASSAGE OF THE DAMNED
  THE STAGNANT DEN
  Plotting
  This story can be fast paced. Characters will only rarely have an 
  opportunity to rest. The scenes should move quicker as the story 
  continues, becoming an avalanche that can end only with the circle 
  crushing its foes. Don’t give the characters the luxury of rest too often. 
  This will heighten the drama.
  During scenes of exploration such as “Passage to the Damned” and 
  “The City of Altars,” the pace can slow down a bit. Let the characters 
  breathe in deep when you are building ambiance. Feel free to describe 
  at length the caverns of the underways to develop an eerie feeling and 
  extrapolate on the ghostly temples of the Underworld’s City of Altars 
  to instill a sense of awe.
  It can also be worthwhile to slow the story slightly in moments with 
  deadlines such as “Treasure Hunters.” Taking a few extra minutes to 
  describe the scene could foster a feeling of urgency as the characters 
  know that the Silent Inquisitor is ahead of them and getting away. 
  Don’t take too long with it, however, lest you make it seem like there 
  is no urgency and flush the drama out of the situation entirely. Try 
  to find a balance, and when in doubt, always push forward. It is bet-
  ter to let the players feel rushed as their characters are trapped in a 
  desperate situation than to slow down the story and risk the players 
  losing interest.
  RIGHTEOUS DESCENT
  RELIC OF KINGS
  REPORT
  TREASURE HUNTERS
  BENEATH THE SNOW
  ARMS OF THE SUN
  THE LOCKED DOOR
  THE SENTINEL
  THE CONTAGION OF LAW
  A CHANCE FOR REDEMPTION
  THE STAGNANT DEN
  GOING UP
  THE CITY OF ALTARS
  
  12
  Unusual Welcome
  MENTAL • 
  PHYSICAL – 
  SOCIAL •
  Overview
  Although Gethamane does not warmly welcome outsiders as a whole, 
  it finds them distinctly expendable. The Captain of the Guard, Merek 
  Loshan, has sent messengers to the group to see if they will aid with 
  a problem: A Ghost-Blood calling himself Iridescent Nightmare has 
  been raiding the edges of the Outer Ring, the area of residence for 
  Gethamane’s middle class. Nightmare has been attacking members 
  of the Guard and anyone foolish enough to go near the underways 
  gates, kidnapping them and dragging them into the underways. None 
  have returned.
  Merek reveals that the Guard has narrowed the location of Iridescent 
  Nightmare’s haven down to a small portion of the underways. Although 
  the Guard does not traditionally enter the underways for any reason, 
  the threat was so great that Merek has already sent several teams to 
  ferret the Ghost-Blood out. They haven’t returned. Therefore, Merek 
  has decided to offer mercenary work to those he assumes are willing 
  to take it, making the offer to outsiders first.
  Merek needs the circle to find Iridescent Nightmare’s haven, discover 
  why he is slaughtering the citizens of Gethamane (if he even has a 
  reason) and put an end to his evil. He is willing to send the charac-
  ters with a small cadre of guards to guide them through the tunnels. 
  Iridescent Nightmare is a powerful necromancer, so the job should 
  not be taken lightly, but Merek is able to offer suitable compensation. 
  He has arranged for the circle to register for the Dole as lower class 
  citizens upon completion of the job—something not typically avail-
  able to outsiders.
  Unbeknownst to the characters, the man they are talking to is not 
  actually Merek Loshan. The real Merek has been killed and replaced 
  by the Silent Inquisitor of Wayward Souls, a deathknight working for 
  the Bishop of the Chalcedony Thurible. He has received a tip from 
  his master’s Creation-side astrologers that a circle of Solars has arrived 
  in Gethamane, and he is actually sending the characters to go do his 
  dirty work as part of his plan. His disguise, however, is almost perfect, 
  and the characters should have little reason to suspect his deceit at 
  this point.
  Description
  The office is sparse, with little decoration other than the faint light of glowing 
  crystals embedded in the wall. Behind a wooden desk sits Merek Loshan, his 
  boots kicked up over the edge. He rubs his stubbled chin as you enter and, 
  barely acknowledging your presence, flicks his hand in the direction of a couple 
  of shabby wooden chairs. He takes a swig from a bottle and smiles in your 
  direction, showing his yellow teeth in a crooked smile.
  Storyteller Goals
  Give the characters enough exposition to launch them into the story. 
  Additionally, try to hint slightly that Merek might know a little more 
  than he’s telling them.
  Character Goals
  Work out a deal with Merek Loshan that is beneficial to the 
  circle.
  I’m not an outsIdeR
  This story assumes the characters are from various parts of 
  Creation, meaning they would be outsiders in Gethamanian eyes. 
  Some players, however, might wish to portray characters from 
  Gethamane itself. In that case, work out a reason with the player 
  why the character has been included with the circle in this meeting. 
  The character could be a spy for the Council to make sure the rest 
  of the circle does not betray the city, or he could be a member of 
  the Guard sent to guide the others through the caves. If a character 
  is from the city, he can negotiate for a larger portion of the Dole, a 
  favor from the Council or a position within the Guard. Alternatively, 
  he could be an outsider who has lived in the city for some time, 
  seeking formal adoption into a major family.
  Actions
  An Odd Aroma
  There is a strange smell in the air, but it is light and difficult to notice 
  because the room has been aired out.
  Dice Pool: (Perception + Awareness), difficulty 3
  Action: Reflexive
  Hindrances: None
  Help: The character is addicted to bright morning (two bonus dice)
  12
  
  13
  Roll Results
  Botch: The character is agitated by the smell and overcome by a 
  sneezing fit. This causes him to look like an idiot and take an external 
  penalty of -2 on any social combat rolls this scene.
  Failure: The character fails to notice the odd scent and continues 
  the scene normally.
  Success: The character notices the faint aroma of bright morning 
  in the air, a drug smoked to allow an individual to perceive spirits and 
  Essence flows.
  Negotiating a Price
  Negotiating the price is a standard social combat, but it might not 
  need to be rolled. The players might wish to simply talk out the situ-
  ation or accept the opening offer. The Silent Inquisitor (as Merek 
  Loshan) starts by offering the characters a portion of the Dole for 
  one month and an accompaniment of two guards on the mission as 
  compensation. Although this offer is already quite generous, he can be 
  driven as high as one year of the Dole and a dozen guards. Anything 
  further requires unnatural mental influence, or he will simply laugh 
  at the characters.
  The Silent Inquisitor does not care if the characters know that he 
  considers them expendable. In fact, he tries to use it to his advantage. 
  He makes it clear that he does not expect the circle to return (though 
  in reality he not only expects them to, but is depending on it for his 
  plan to succeed). He claims that they are his last resort and will gladly 
  pay anyone who manages to survive. He is very blunt, and gives the 
  impression of someone who takes life for what it is and deals it back 
  with a shrug.
  Hindrances: None
  Help: The Silent Inquisitor is distracted by keeping his true motives 
  secret (-2 internal penalty). He has smoked bright morning and feigns 
  failure depending on the Essence he finds (1–3 motes, he yields slightly; 
  4–6 motes, he hesitantly accepts; 7+ motes, he instantly accepts). The 
  Silent Inquisitor spends Willpower to resist unnatural mental influence, 
  but accepts the terms of the offer in order to maintain his disguise.
  Useful Charms: Any Excellency Charm for Bureaucracy, Perfor-
  mance, Presence or Socialize will be useful during social attacks to 
  manipulate the scene. Any Investigation Excellency could be useful 
  in reading Merek’s motives, while an Integrity Excellency could be 
  used to defend against the Silent Inquisitor’s attacks. Also, Irresistible 
  Salesman Spirit will double a character’s successes when haggling.
  Roll Results
  Botch: Apply a -2 external penalty to further rolls by the character, 
  as the Silent Inquisitor views him as a complete idiot.
  Failure: Social combat continues.
  Success: Merek reluctantly pays the characters what they ask for. If 
  a character spends more than six motes, he quickly agrees to whatever 
  the circle asks.
  Piercing the Disguise
  The Silent Inquisitor’s disguise is a conglomeration of various 
  Abyssal Charms resulting in a perfect unnatural Illusion effect. This 
  includes the appearance of his Essence being changed to match Merek 
  Loshan’s. Only if a character is using Eye of the Unconquered Sun is 
  the player able to roll to pierce the disguise (in which case, she adds 
  twice her Essence rating in automatic successes). A truly suspicious 
  character, however, can spend four Willpower points to break the 
  mental influence. The Storyteller should be very careful to allow only 
  the truly suspicious this benefit. It is unlikely the characters will have 
  any legitimate reason to suspect him.
  a plot aveRted
  The likelihood of the players’ characters seeing through the Silent 
  Inquisitor’s disguise is very low, but it is there. If it does happen, 
  the deathknight sighs, “Pity,” and launches into attack posture. 
  Regardless of how the fight goes, it changes the course of the 
  story beyond the scope of this SAS. You can use the other scenes 
  as potential inspiration for future stories, however.
  Consequences
  The price agreed, a time is set the following night for the circle to 
  head into the underways accompanied by several of Merek’s men. 
  Alternatively, the Solars might decide to investigate on their own, 
  which could include them searching the tunnels during the day. The 
  guards at the tunnels will not stop them from doing so. Either way, 
  move to “Passage to the Damned.”
  
  14
  Passage to the Damned
  MENTAL •• 
  PHYSICAL •• 
  SOCIAL •
  Overview
  The circle will presumably enter the tunnels at night, accompanied 
  by several members of the Guard, but if the characters attempt a day-
  time venture, the Guard at the access point will not bother to stop 
  them. (Anyone foolish enough to enter the tunnels deserves what he 
  gets, and these outsiders are no different.) They search for Iridescent 
  Nightmare’s lair.
  As the characters delve lower under the mountain, any accompany-
  ing guards strike up a conversation to end the silence. They discuss the 
  possible fates of the last team to challenge Iridescent Nightmare—a 
  team that never returned. As discussion waxes, a group of ragged men 
  appears in the tunnel. These men composed the last party to be sent 
  below. They claim to have been trying to find their way back since 
  encountering monsters.
  In reality, however, those soldiers were killed and replaced with these 
  simulacra by the monster Vodak. (See The Compass of Terrestrial 
  Directions, Vol. V—The North, p. 153–155). They begin attacking 
  the circle and its allies mid-sentence. They try to drag the characters 
  deeper into the caverns, where Vodak can absorb them. When defeated, 
  they turn into a fine silvery powder.
  Description
  While walking:
  The tunnels under the city start as smooth and perfect as the city’s caverns, 
  but they soon become scarred with the marks of claws and corrosives. The air 
  grows stale and the cool breezes cease, subtly replaced with a stagnant heat. 
  The gems that line the wall here are broken. Soon the line of gems peters out 
  altogether, leaving torches or anima banners as the only source of light. A 
  sense of foreboding emanates perpetually from deeper below.
  Soon all the ambient noise falls subservient to the clacking of your heels on the 
  polished stone. The echoes linger briefly before the unnerving twists and turns 
  of the passages swallow them. Occasional movement can be seen flittering off 
  to the side while a skittering noise clicks away above your heads. Every twist 
  of tunnel and side passage hides the potential for a painful death.
  As the simulacra 
  approach:
  From the passage 
  before you, the sound 
  of labored breathing 
  can be heard. A 
  shadow moves, 
  s h a m b l i n g 
  against the wall.  
  It approaches 
  slowly, and it’s 
  not alone. It 
  enters the light, 
  revealing a 
  pale face worn 
  down by stress 
  and panic—a 
  man wearing 
  the uniform of 
  the Gethamane 
  Guard, leaning 
  against his spear 
  for support. “By the 
  gods…” escapes his 
  lips as the rest of his 
  unit slowly comes into 
  view behind him.
  14
  
  15
  Storyteller Goals
  This scene helps put a face to the story. Allow the characters to 
  interact with their escorts so they have some human element to feel 
  responsible for defending. Although the members of the Guard might 
  not survive this scene, to say nothing of the remainder of the story, try 
  to build a connection between them and the circle so the characters 
  have additional motivation to see out the entirety of the events.
  Also, emphasize suspense. The underways are among the most notori-
  ously dangerous locales Creation has to offer. Take extra time to describe 
  the eerily vacant caverns and strange noises or movements. It will make 
  the characters seem more triumphant when they wrest control of the 
  situation from their manipulators later if they are frightened now.
  Character Goals
  Defeat any monsters and make it to Iridescent Nightmare’s lair.
  Actions
  Navigating the Trail
  The characters must plot the way to Iridescent Nightmare’s lair based 
  on information given to them by Merek Loshan.
  Dice Pool: (Perception + Survival), difficulty 3
  Action: Dramatic. Only the character leading the search needs to 
  make this roll.
  Hindrances: There is no natural light, and caverns often lack iden-
  tifying characteristics (-2 external penalty).
  Help: The guards have some clues gathered by previous teams (+2 
  bonus successes).
  Useful Charms: Hardship-Surviving Mendicant Spirit can prevent 
  the character from suffering the external penalty due to poor terrain 
  and conditions. Unshakeable Bloodhound Technique can perfectly 
  find the lair by tracking Iridescent Nightmare.
  Roll Results
  Botch: The character leads the circle near an unstable vein of raw 
  Essence. The vein explodes, dealing two levels of lethal damage to the 
  character. At your discretion, the circle can be attacked by a pack of 
  hungry ghosts (Exalted, p. 317) or cthritae (The Compass of Ter-
  restrial Directions, Vol. V—The North, p. 156) before the roll can 
  be attempted again.
  Failure: The circle wanders through the underways for a while. At 
  your discretion, the circle can be attacked by a pack of hungry ghosts 
  (Exalted, p. 317) or cthritae (The Compass of Terrestrial Direc-
  tions, Vol. V—The North, p. 156) before the roll can be attempted 
  again.
  Success: The character eventually leads the circle and its allies to 
  Iridescent Nightmare’s lair.
  Talking with the Guards
  In order to break the tension, the members of the Guard will strike 
  up conversations with the circle. Give them names and personalities 
  befitting a group of young soldiers. Most are below the age of 30, and 
  none of them has ventured into the underways for any more than a 
  few minutes at a time. They mention that they looked up to the last 
  group, a veteran troop led by a Lieutenant Reinhart. None of those 
  veterans returned, and the current unit of soldiers is not in high spirits. 
  It could become clear that the men of the Guard are, perhaps subcon-
  sciously, relying on the Solars to protect them from any dangers they 
  encounter.
  Dealing with the Simulacra
  When the group of six simulacra arrives, the Gethamanians in-
  stantly recognize and hail Lieutenant Reinhart. Reinhart explains 
  that he and his men were ambushed by monsters and dragged farther 
  into the tunnels before they managed to get away. They have been 
  looking for the way out ever since. As soon as the characters let their 
  guard down, Vodak commands the simulacra to attack, trying to drag 
  the characters and their allies down to its lair so it can absorb them. 
  During the combat, the veteran simulacra use the traits of elite sol-
  diers (Exalted, p. 280) but the novice Guardsmen accompanying the 
  circle use the traits of a regular troop (Exalted, p. 279). Further, the 
  Guardsmen have trouble attacking the visages of their superiors, suf-
  fering a -2 internal penalty to attacks. If any of the simulacra become 
  incapacitated, Vodak removes his committed motes, turning them to 
  a pile of quicksilver dust.
  Consequences
  The characters and any remaining members of the Guard reach the 
  haven of Iridescent Nightmare. They should prepare for battle. Move 
  to “The Stagnant Den.”
  
  16
  The Stagnant Den
  MENTAL – 
  PHYSICAL ••• 
  SOCIAL •
  Overview
  When the circle descends deep enough into the caverns, the path 
  opens into a large chamber with walls decorated in human remains. In 
  the center of this charnel house stands a throne of crudely piled rocks; 
  on it sits Iridescent Nightmare. It is important to note that Iridescent 
  Nightmare is not there if the characters have decided to search for him 
  during the day for any reason. This room is a shadowland (though the 
  characters are unlikely to notice it), and he is not foolish enough to 
  leave the safety of the Underworld until just before nightfall.
  Iridescent Nightmare was expecting Guardsmen and is happy to 
  discuss their obvious desire for death before engaging the characters. 
  He has mastered a few necromantic spells, and will start the battle by 
  casting Field of Fell Dreams while his opponents are still too far away 
  to disrupt him. After that, he intends to whip his spear into the skulls 
  of his enemies or unleash more death magic, intentionally aiming to 
  be gruesome in his blows. If he is killed in battle, he immediately rises 
  as a ghost and uses his new Arcanos Charms to make a hasty escape.
  If Iridescent Nightmare recognizes his foes as Solars (if, for instance, 
  an orichalcum weapon is shoved in his face, a character spends periph-
  eral motes, or an Obvious Charm is used to attack him), his tactics 
  immediately change. He screams, “This isn’t what you think!” and 
  attempts to beg for his life.
  After the battle, the circle searches Iridescent Nightmare’s lair. 
  If the characters let the Ghost-Blood live, he can help them do so 
  or give a few clues while he decides how much the circle can be 
  trusted. He might even take his own life, knowing he will rise as a 
  ghost immediately.
  Description
  With every breath, the stagnant air seems to rot inside your lungs, and 
  you recognize the smell of old meat. The odor comes from a deceptively large 
  chamber decorated with the bodies of soldiers and treasure hunters impaled on 
  their own blades. Even the walls are packed with splayed organs, blood and 
  flesh. They pulse now and then with the movement of a few maggots sturdy 
  enough to live this far below the mountain.
  In the center of the room is a man with gray skin and hair of obsidian 
  cascading down his back. His features are as sharp as bone, but his smile is 
  like smooth alabaster, offsetting his otherwise harsh visage. He stands before 
  a throne of rocks and bone, holding a soldier dressed in Gethamane colors 
  by the scruff of the neck. As he notices you, he thrusts his black jade spear 
  through his victim. The soldier lets out a short scream before the alabaster 
  man wipes the remains off the spear and points it in your direction. “It’s about 
  time they sent more for my collection,” he says, his smile widening.” That 
  one was beginning to bore me. I am Iridescent Nightmare, the last dream 
  you shall ever have.”
  Storyteller Goals
  The characters have met their quarry, so the battle needs to be 
  cinematic, but Iridescent Nightmare is simply no match for a circle of 
  Solar Exalts. This scene is an opportunity for you to hint that there 
  is more going on than the characters were led to believe. Allow the 
  characters to feel dominant for a moment, but hint that maybe it was 
  a little too easy.
  When he becomes aware of the fact that he is fighting Solars rather 
  than members of the Guard, he attempts to convince them to put 
  down their weapons. He’ll explain that he’s been trying to locate 
  an artifact called the Contagion of Law to prevent it from falling in 
  the hands of a deathknight called The Silent Inquisitor of Wayward 
  Souls. The Silent Inquisitor himself is working for an even greater 
  evil, the Shining One, who intends to bring all of the North (and 
  possibly all of Creation) into the fold of his death cult. Iridescent 
  Nightmare offers to send the characters in the right direction to find 
  it if they spare his life. He is not willing to reveal anything further 
  until his safety can be guaranteed, so he leaves out the remainder of 
  the story. He explains the décor of the room as what he considers 
  necessary sacrifices.
  If the characters stop to talk to Iridescent Nightmare, the story 
  could take a drastic turn. Nightmare has only two major goals: to 
  survive and to prevent the Silent Inquisitor from getting the Con-
  tagion of Law (by getting it for himself, of course). Keep these goals 
  in mind as you decide whether Nightmare is going to work with the 
  circle or not.
  Character Goals
  Face the enemy of Gethamane and search his haven.
  16
  
  17
  Actions
  Noticing the Shadowland
  Usually, noticing a shadowland is automatic. Trees are always barren 
  as though it were winter, the air is cold and stagnant and so on. Such 
  signs are unnoticeable in the depths below Gethamane, however. A 
  character will only be able to notice that she is about to enter the shad-
  owland if she has some means of seeing Essence flows, such as smoking 
  bright morning or using All-Encompassing Sorcerer’s Sight.
  Dice Pool: (Perception + Occult), difficulty 5
  Action: Reflexive
  Hindrances: The player cannot attempt the roll if her character 
  cannot see Essence flows.
  Help: None
  Roll Results
  Botch: The strange Essence overwhelms the character’s eyes, like 
  staring directly at the sun. She suffers a -1 penalty to Awareness rolls 
  for the rest of the scene.
  Failure: The character does not notice anything wrong prior to 
  entering the shadowland, and continues unaware.
  Success: The character recognizes before entering that the circle is 
  about to cross into a shadowland.
  Combat
  Iridescent Nightmare is a strong melee combatant as well as an ac-
  complished necromancer. He knows he is less likely to slaughter the 
  characters if he allows everyone to attack him at once, so he will try 
  to separate them. He prefers to open with Field of Fell Dreams (The 
  Books of Sorcery, Vol. II—The Black Treatise, p. 28) to help him 
  control the battlefield and limit attacks made against him. After that, 
  he uses his spear to excavate organs from bodies, saving his motes 
  for a final necromancy blast if he needs the extra force in his attack. 
  He is also unafraid of death, assured of his rise as a ghost (though, of 
  course, he’d rather stay alive if given the choice), so he is willing to 
  intentionally botch a necromancy spell in order to do as much damage 
  as possible if he is assured he will lose.
  If the Solars kill Iridescent Nightmare, Nightmare can shuck his body 
  and rise as a ghost, unless his body is completely eradicated through 
  use of the Zenith caste ability before his next action. Failing his de-
  struction, Iridescent Nightmare becomes a ghost, but hides in his body 
  long enough to activate the Arcanos Charm Pyre Smoke Form (see 
  p. 7). Doing so allows him to become temporarily incorporeal, even 
  when that would normally be impossible, such as in the Underworld. 
  He flees into a secret passage (without opening the door) and hides 
  while he formulates his next plan.
  If he escapes, Iridescent Nightmare can return in “A Chance for 
  Redemption.”
  heaRthstones In the shadoWland
  Although Terrestrial hearthstones function properly in 
  shadowlands, the geomancy of a shadowland is too different 
  from that of Creation for any Celestial hearthstone to function, 
  except during Calibration. The characters gain no benefits from 
  Solar, Lunar or Sidereal hearthstones. This effect might prompt 
  the characters to notice something is amiss if they use particularly 
  noticeable hearthstones, such as the Gem of Perfect Mobility.
  Searching the Room
  After defeating Iridescent Nightmare, the characters might wish 
  to search through his lair. They automatically succeed at finding his 
  black jade dire lance (Exalted, p. 386) and perfect reinforced breast-
  plate (+8L/7B soak, no fatigue or mobility penalties), as those are on 
  his body.
  
  18
  Dice Pool: (Perception + Investigation), difficulty 4
  Action: Dramatic
  Hindrance: The character has Compassion 3 or greater and is dis-
  gusted by the bodies lining the walls (-1 external penalty).
  Help: The character is already aware of the shadowland’s presence 
  (2 bonus dice)
  Useful Charms: Any Investigation Excellency could be useful in 
  discovering the false wall that hides the secret door.
  Roll Results
  Botch: Searching through the innards of a former scavenger, the 
  character cuts her hand on a sharp surface. Although this abrasion 
  does not deal damage, the character is exposed to leprosy and must 
  roll to resist it (see Exalted, p. 350).
  Failure: The character finds nothing of note under the sludge of 
  human waste that paints the room.
  Success: The character finds a secret door in the rear of the cav-
  ern. The door leads to a smaller side room with a makeshift bed and 
  some food that tastes like charcoal. Iridescent Nightmare also kept a 
  variety of papers littered with occult symbols here. There is a map of 
  unrecognizable terrain with many locations marked off and a single 
  area circled. Scribbled on the map are the words, “If not in Creation, 
  search the Underworld and extrapolate. The avalanche couldn’t have 
  covered the dead altars. If the deathknight gets there first, the Shining 
  One will be unstoppable.” The room is attached to more tunnels that 
  go farther down into the dark.
  If the characters came during the day, the secret door leads only to rock, 
  because the side room exists only in the Underworld. As it is just outside 
  the shadowland, it is just a part of the mountain during the day.
  Consequences
  Failing to defeat Iridescent Nightmare likely means he has killed 
  the entire circle. It’s possible to work around this problem, using the 
  circle as more means for Iridescent Nightmare to get through the traps 
  of Granite Archetype’s tomb, but this significantly changes the story, 
  making this product more of a guideline.
  More likely, the circle will defeat Iridescent Nightmare and begin 
  a trek back to Gethamane, unaware of the fact that they entered a 
  shadowland on the way to Nightmare’s Haven. Leaving it will result 
  in their being caught in the Underworld. Move to “Going Up.”
  Alternatively, the circle might continue to descend (using the tunnels 
  in the secret room) to a path to the Labyrinth, the underground means 
  of travel in the Underworld. Doing so leaves the scope of this SAS and 
  is incredibly dangerous (see The Book of Celestial Directions, Vol. 
  IV—The Underworld, p. 111). Allow characters who begin exploring 
  the Labyrinth the chance to backpedal quickly. If the characters insist 
  on delving into the twisting chaos of the Labyrinth, however, they can 
  reemerge inside the tomb city of “The City of Altars.”
  If Iridescent Nightmare survives at all, either as a Ghost-Blood or 
  a full ghost, he sneaks into the Labyrinth to escape. Mark off any 
  remaining points of temporary Willpower he has, as well as several 
  Virtue channels to represent the harrowing experiences he has there. 
  He escapes to the Underworld where he waits for day so he can return 
  to Gethamane and check the circle’s progress. Depending on the 
  characters’ actions, he might meet up with them again in “A Chance 
  for Redemption.”
  
  19
  Going Up
  MENTAL •••• 
  PHYSICAL ••••• 
  SOCIAL –
  Overview
  The characters begin to make their way back to Gethamane, unaware 
  that they have entered a shadowland. The path up is strangely unfa-
  miliar to them, and signs of a struggle are evident. The circle travels 
  for several hours longer than expected.
  The circle emerges from the side of the mountain in the middle of a 
  supernatural storm. A trail made from the remains of Iridescent Night-
  mare’s victims highlights a path away from the safety of the mountain, 
  but the storm threatens to eradicate it. The characters are forced to 
  brave the hazards of the violent weather while following the trail, lest 
  they forever lose the chance to investigate the path and discover what 
  Iridescent Nightmare sought.
  Description
  Walking through the tunnel:
  As you follow the path back, the tunnel seems somehow different, as though 
  it shifted silently when you weren’t paying attention. Occasional patches of 
  dried blood on the wall or floor, chips in the stone, shards of weaponry—these 
  are the only signs life has ever been here, forming a desperate trail up through 
  the intestines of the mountain.
  As the circle reaches the opening:
  You should have come to the city long ago. Finally, the tunnel opens, 
  revealing a vast field of ashen snow. Frozen blood cascades in a torrent from 
  tumultuous clouds stretched across a pitch-black sky. The wind howls the last 
  screaming prayers of dying warriors as it kicks debris, rocks and ash into your 
  faces. A trail extends into the distance. It is a path ingrained by repetitive 
  conflicts, but it is quickly being demolished by the screaming tempest. The 
  footprints, blood and human remains that compose it are sinking deep below 
  the ash tundra.
  Storyteller Goals
  In the tunnels, you might want to use a slow reveal. Let the characters 
  talk to each other. When they reach the opening, take care describing 
  the landscape and the storm. Try to instill a sense of both awe and fear. 
  Also, keep in mind that this long 
  walk is the closest to a rest the 
  characters will have in a while. 
  Remember to award them the 
  motes their hearthstones allow. 
  The exact number of hours that 
  pass during the walk depends on 
  how much you want to refuel 
  them before their next set of 
  challenges.
  Once outside, the action can 
  play out as a mad dash through 
  a deadly storm or as a stoic en-
  deavor against the erosion of the 
  tempest, but it should feel stress-
  ful. It seems like the characters 
  are acting of their own volition, 
  but at this point, they are still 
  being manipulated by the Silent 
  Inquisitor. Put pressure on them 
  now so they can feel all the more 
  triumphant when they eventu-
  ally defeat him.
  heaRthstones In  
  the undeRWoRld
  Due to the difference in 
  the geomancy, Terrestrial 
  hearthstones regenerate 
  motes at half their normal rate 
  in the Underworld. Solar, Lunar 
  and Sidereal stones cease to 
  function entirely, allowing no 
  mote regeneration and not 
  offering any of their unique 
  powers. This will occur until 
  the characters leave the 
  Underworld, so keep it in mind 
  when awarding motes for 
  time passing, such as marching 
  through the storm.
  19
  
  20
  Character Goals
  Characters will likely initially wish to return to Gethamane to report 
  Iridescent Nightmare’s death. As the scene progresses, however, their 
  concerns become surviving the storm, investigating the trail and find-
  ing a way to return to Creation.
  Actions
  Bearing the Storm
  The characters have the option of either following the trail or seeking 
  shelter from the storm in the mountain. If they follow the trail, they 
  expose themselves to the fury of a supernatural storm. The effect of 
  the storm requires a roll to determine what kind of damage they take 
  as they are battered by blood hail, pyre flame lightning, and—quite 
  literally—the screams of the wind.
  Dice Pool: (Stamina + Resistance), difficulty 3
  Action: Reflexive. The players must roll for every 15 minutes their 
  characters are exposed.
  Hindrances: Because this is an environmental hazard, Charms that 
  perfectly dodge or parry attacks are inapplicable.
  Help: A Twilight’s anima ability can protect her from damage, even 
  if the player botches the roll.
  Useful Charms: Infinite Resistance Mastery allows the characters 
  to continually use Excellencies without much mote cost. Element-
  Resisting Prana makes a character perfectly immune to the damage 
  of the storm.
  Roll Results
  Botch: The character is struck directly with a blast of pyre flame. The 
  character suffers three levels of aggravated damage while she scrapes it 
  off. If she has a natural soak against aggravated damage, she may soak 
  the damage to a minimum of one level.
  Failure: The character takes three dice of aggravated damage from 
  the storm’s screaming winds, frozen blood hail and pyre flame light-
  ning. This damage can be soaked by any natural aggravated soak to a 
  minimum of one die.
  Success: The character stands tall against the storm. She suffers three 
  dice of lethal damage, and she can soak with her natural lethal soak.
  Navigating the Trail
  Dice Pool: (Perception + Survival), difficulty threshold of 2. This is 
  an extended roll requiring a total of 15 successes beyond the difficulty 
  threshold.
  Action: Extended. Rolls occur every 15 minutes.
  Hindrances: The storm is erasing all evidence of the trail (-2 ex-
  ternal penalty).
  Help: Only one individual needs to roll. The members of the circle 
  can trade off who is leading.
  off the Beaten path
  The characters have been thrown into unusual circumstances, 
  and it can be difficult to predict how they will react. This SAS 
  assumes they will brave the storm and follow the trail left by 
  Iridescent Nightmare, their only clue. Your characters, however, 
  might decide to take other actions. You have several options for 
  dealing with this.
  First, you could initially opt to have a lightning bolt striking the 
  cave entrance or have a variety of monsters to chase the characters 
  forward. Doing so forces them into the scene as written, but could 
  make the players feel like they have no control over the story. 
  Although the characters are being manipulated, the players should 
  always feel like they are in control.
  Alternatively, you could allow the characters to wait out the 
  storm and let them rely on Iridescent Nightmare’s map to find 
  the way. This tactic increases the difficulty of the (Perception + 
  Survival) roll to 4, as the area has been significantly distorted 
  since the time the map was made. It also negates the aid of 
  Hardship-Surviving Mendicant Spirit, as the difficulty is not due to 
  any ongoing environmental hazards. As the characters decipher 
  the map, they are attacked by several packs of ghostly animals. 
  Use traits of animals such as claw striders and strix in Exalted, pp. 
  346–350, except that they are susceptible to Holy attacks and deal 
  aggravated damage. Also, allow them to automatically coordinate 
  their attacks as they attempt to pick off a single target.
  As a final solution, characters who wait until morning and return 
  all the way to Merek Loshan can suffer one of two fates. Either 
  Merek sends them back (possibly for higher pay) or, if they still 
  refuse, they leave the scope of this SAS as the Silent Inquisitor uses 
  the information they provided to find the Contagion of Law on 
  his own. The Bishop of the Chalcedony Thurible uses it to vastly 
  expand his death cult, possibly gaining complete control of the 
  North, if not all of Creation. This outcome could be the turning 
  point of an entire series.
  
  21
  Useful Charms: Having Infinite Survival 
  Mastery allows the continued use of Survival 
  Excellencies for no additional cost. Hardship-
  Surviving Mendicant Spirit removes the -2 
  external penalty of the storm. Trackless Region 
  Navigation causes a character to automatically 
  succeed at the roll; however, she gains only one 
  threshold success.
  Roll Results
  Botch: The character has somehow led the 
  circle backward along the path. She loses six 
  from the cumulative successes.
  Failure: The character is overcome by the 
  storm and disoriented. She makes no progress 
  and loses a number of successes from the cumu-
  lative pool equal to the difference between her 
  successes and the difficulty threshold.
  Success: The character ignores the storm 
  and marches on triumphantly. Any successes 
  she has beyond the difficulty threshold are add-
  ed to her cumulative total. Once she reaches 
  a total of 15 successes, she leads the circle to 
  a magically warded city. There the circle can 
  find sanctuary from the storm.
  Consequences
  The trail hewn in the snow is consumed as 
  the characters come upon a massive wrought-
  iron gate in a wall that surrounds an empty 
  city. The gate has been forced and then frozen 
  open, so they can enter easily. The power of 
  the mausoleum at the center of the city keeps 
  the storm at bay. The trail leads straight to it. 
  Move to “The City of Altars.”
  
  22
  The City of Altars
  MENTAL •••• 
  PHYSICAL – 
  SOCIAL –
  Overview
  The circle enters an assembly of temples to various gods. There are 
  so many temples that it appears to be a city. The characters have the 
  opportunity to explore the area in depth as they follow Iridescent 
  Nightmare’s trail. Characters who take the time to explore might 
  be able to identify the Colossus Sun Temple, which will help them 
  determine their location. Following the trail leads the circle to the 
  tomb of Granite Archetype.
  Description
  Entering the city:
  As you approach the wrought-iron wall, you can see arcane runes etched 
  firmly in the metal. The gate has been forced upon wide enough for two men. 
  A sudden warmth envelops you as you enter, and you can see an ocean of 
  buildings sprawled out before you. Above, you can see the storm rolling 
  about and breaking upon an invisible dome that holds it at bay. There is clear 
  geomantic power resonating at the heart of the city. Drops of blood and scraps 
  of clothes littler the otherwise pristine road in that direction, beckoning you 
  to follow.
  While walking through the city:
  The only sound that exists in the desolate city is the crunching of snow as you 
  walk. The air, however, is filled with the smell of lavender and sandalwood. 
  Each building you pass seems to center on an altar to an ancient god, and 
  you occasionally find an implement of some ritual prayer lying in the street, 
  having rested there for countless years. Despite this eerie emptiness, the city 
  feels strangely welcoming.
  Upon seeing the Colossus Sun Temple:
  A large temple made of gold and stone adorns the city as its crown jewel. 
  A graven image of the Unconquered Sun stands as a colossus. His four arms 
  reach back and balance the archway to the massive temple on his shoulders. 
  Twin stairways lead up his sides to the doorway. The statue’s face has worn 
  away and the detail in the temple’s design has faded with time, but it has 
  retained its full luster over the ages.
  Upon approaching the central temple:
  The trail of blood and struggle leads you to the center of the city. The 
  mausoleum that rests there stands out for its simplicity. An inscription in Old 
  Realm reads, “Here lies the Inspiration of Law, Granite Archetype, Father 
  of Righteousness. Let none disturb his rest.” The door is ajar. The smells of 
  blood and flesh escape from within.
  Storyteller Goals
  Encourage a lengthy investigation of the city. Provide a sense of 
  connection to the ancient city so the characters can form their own 
  resolutions about how to act as the remainder of the story unfolds.  
  a vIeW of the past
  You might wish to give a past-life vision to a Zenith in the circle, 
  allowing him to remember his time as Granite Archetype, the 
  Inspiration of Law. Alternatively, if no Zenith is in the circle, you 
  could give another character a vision as Granite Archetype’s advisor 
  of financial, sorcerous or even military matters.
  Granite Archetype ruled a small nation (small by First Age 
  standards) in the North of Creation. His people were known 
  for being inflexibly righteous. He abided no crime and inspired 
  that same fervor in his subjects. He was aided in his efforts by 
  the Contagion of Law, a crown of orichalcum ornamented over 
  the brow with a perfect diamond, which had a green jade inlay 
  at its edges.
  The Inspirer died in the beginning of the Usurpation, his 
  steadfastness inspiring several other Solars to stand their ground 
  despite being severely outnumbered. In fact, an entire fang of 
  enemy Dragon-Blooded turned to fight on the side of their 
  former rulers. They were slaughtered along with the Solars and 
  immediately passed to Lethe, but not a single one regretted 
  the decision.
  Well before his death, Granite Archetype had the City of Altars 
  built at the base of the North’s largest mountain. Yet, the City of 
  Altars is actually a misnomer; it is really a vast and sprawling temple 
  to hundreds of gods. The highlight of this construction was the 
  Colossus Sun Temple, a grandiose temple resting on the shoulders 
  of a massive statue of the Unconquered Sun. The city was designed 
  as an eternal monument of prayer to the gods of the North. After 
  his death, the few remaining Dragon-Blooded who knew of it laid 
  Granite Archetype to rest there, but could not bring themselves 
  to destroy the altars that surrounded him. Instead, they brought 
  down a landslide and covered the city in snow from the mountain, 
  presumably sealing it away forever. Yet they could not so easily seal 
  away the city’s Underworld reflection, where the dead kept up the 
  reverence and rituals they had practiced so assiduously in life.
  22
  
  23
  Provide details to help the characters relate: Among the deities wor-
  shiped are gods of harvest, scavenging, peace, law, order, stone, life 
  and wind, as well as many others. Allow characters to find a censer 
  in the snow or a ritual scepter by an altar. These are all grave goods, 
  left behind by the ghosts of mortal priests who were buried within the 
  city but who have since passed to Lethe, leaving these relics behind 
  as they faded away. You can even offer the characters grave goods of 
  talismans that will serve them in the upcoming scenes.
  Character Goals
  Explore the city and discover why it interested Iridescent Nightmare.
  Actions
  Recognizing the Prayer Funnel
  In Creation, the City of Altars serves as one giant altar, functionally 
  funneling prayer to Heaven. Evidence of this design is noticeable in the 
  Underworld as well, in the structures and Essence lines that negotiate 
  the flow of spiritual energy derived from the city’s many temples and 
  shrines. The Underworld city does not funnel Essence to Yu-Shan, 
  however, and it is not clear where any derived Essence would go if the 
  city were still populated by pious ghosts.
  Dice Pool: (Perception + Craft: Magitech + Essence) or (Perception 
  + Occult + Thaumaturgy: Geomancy + Essence), difficulty 5
  Action: Reflexive. (The roll occurs over several minutes as the 
  character walks through the city, and it is not necessary for the players 
  to declare an action.)
  Hindrances: A player cannot attempt the roll if her character is not 
  trained in Craft: Magitech or Thaumaturgy: Geomancy.
  Help: The character is actively using a method to directly perceive 
  Essence (-2 difficulty).
  Useful Charms: All-Encompassing Sorcerer’s Sight allows the 
  character to see Essence. The geomantic ritual Essence Sense has a 
  similar effect.
  Roll Results
  Botch: The contorted Essence of the city interacts poorly with the 
  character, giving her a severe headache. She takes a -2 internal penalty 
  to all rolls for the remainder of the scene and in the next scene.
  Failure: The character cannot determine the purpose of the city.
  Success: The character realizes that the entire city is a funnel of 
  prayer. It is designed to amplify prayers and send them toward Yu-Shan. 
  The character is also aware that the Essence can’t get to Yu-Shan 
  because the city is in the Underworld.
  Noticing the Lack of Residences
  In Creation, the City of Altars only ever housed its servant priests, 
  who lived on cots in the temples. The design of the Underworld city is 
  similar. There are no residential districts, trade centers or bureaucratic 
  buildings. Some temples might appear as parks or other attractions at 
  first, but these missing buildings are noticeable to those attentive to 
  such details.
  Dice Pool: (Perception + Bureaucracy) or (Perception + Craft: 
  Earth), difficulty 3
  Action: Reflexive. (The roll occurs over several minutes as the 
  character walks through the city, and it is not necessary for the players 
  to declare an action.)
  Hindrances: The character has a Motivation related to gathering 
  wealth and treasure (-1 external penalty).
  Help: The character’s First Age incarnation helped design the city 
  (+2 dice).
  Useful Charms: Excellencies are useful to add dice or successes to 
  the character’s roll.
  Roll Results
  Botch: The character passes an altar she recognizes and receives a 
  sudden flashback to a past life in which she pursued dealings with that 
  god. She remembers this only as a fleeting dream, and the distraction 
  causes a -2 internal penalty to all Perception, Intelligence and Wits-
  based rolls for the remainder of the scene.
  Failure: The character does not take special note of the strange 
  architecture and assumes it reflects the design of an average First Age 
  city.
  Success: The character notices the lack of residences and govern-
  ment buildings. She can rightfully assume the design is not typical for 
  First Age cities, and could come to any conclusion she wishes based 
  on that fact.
  
  24
  Recognizing the Colossus Sun Temple
  The Colossus Sun Temple was the grandest of the temples in the 
  City of Altars, and it became a symbol of the city. Characters who 
  recognize its Underworld reflection might remember the legends as-
  sociated with the City of Altars.
  Dice Pool: (Intelligence + Lore), difficulty 4–6
  Action: Reflexive. (The roll occurs upon characters approaching 
  the Colossus Sun Temple, and it is not necessary for the players to 
  declare an action.)
  Hindrances: None
  Help: The character has the Past Lives Merit (add the bonus 
  dice from Past Lives—Scroll of Heroes, p. 61). The character has 
  inherited the Exaltation of Granite Archetype (+Essence rating in 
  bonus dice).
  Roll Results
  Botch: Seeing such an inspiring temple reflected in such a dull and 
  dreary state stuns the character. She loses one channel of her highest 
  Virtue. She cannot attempt again.
  Failure: The character cannot place the grandiose temple in stories 
  of old. She cannot attempt again.
  Success: With four successes, the character recognizes the shape 
  and grandeur of the Colossus Sun Temple, and remembers that it was 
  a relatively famous temple in the First Age built by a Solar known for 
  being very righteous. With six successes, the character realizes that 
  Granite Archetype built the Colossus Sun Temple as the greatest 
  among an entire city of temples. She is also aware that it was said to 
  be lost shortly after the Usurpation.
  Consequences
  Having explored to their satisfaction, the characters enter the tomb 
  of Granite Archetype. Move to “Righteous Descent.”
  
  25
  Righteous Descent
  MENTAL •• 
  PHYSICAL •••• 
  SOCIAL –
  Overview
  The characters enter the mausoleum to find it has been terribly 
  desecrated. The circle must pass three traps to reach the bottom, but 
  Iridescent Nightmare has used his victims to disable two of them.
  The first trap is a group of four animate statues that attack trespass-
  ers. Iridescent Nightmare has sealed them against the wall by piling 
  the flesh of his victims too high for them to move. Next, the circle 
  encounters a locked door that attacks those who try to force it open. 
  Iridescent Nightmare disabled it by forcing his victims to absorb its 
  blows while chiseling a hole through the door. Finally, the circle 
  reaches the final trap: the Sentinel, a white jade warrior.
  Description
  When entering the mausoleum:
  The stench of death is overwhelming as you enter the granite hall. The 
  corpses of a hundred soldiers, mercenaries, mothers and children have been 
  viciously crammed into every crevice in the room. They form four large piles, 
  two against each wall. At the far end of the room is the only relief from the 
  rot: a small altar to the Unconquered Sun with unlit incense, and a stairway 
  leading deeper into the crypt.
  The first time a character passes the altar without praying:
  As your foot reaches the stairs, the grinding of stone on stone can be heard 
  behind you. The four mounds of flesh pulsate and stretch until the noise simply 
  stops. They shrink back into place as though nothing had happened. The rumbling 
  shook loose an object that rolls to a stop at your feet. It is the head of a young 
  woman frozen in her last moments, her eyes staring up at you vacantly.
  When entering the second room:
  Your entrance to the small chamber is heralded by the crunch of broken 
  chisels, knives and hammers under your boots. The entire floor is covered in 
  these relics of desperation. The back wall is a slab door sporting the hanging 
  remains of an ornamental lock in the shape of a lion’s head, but there is a jagged 
  hole through the door’s center large enough for one person to squeeze through at 
  a time. Several emaciated or charred corpses are here, casually flicked against 
  the walls. A few of them lack fingers, their hands ground to the bone.
  When entering the Sentinel’s room:
  You squeeze your way into a long corridor, dimly lit by a trail of glowing 
  Essence along the walls. The trail leads to an ornamental archway over a closed 
  door. A warrior sits calmly before you, seeming to meditate, hazily unaware 
  of the gallons of blood and shreds of flesh splattered in a circle around him. 
  The blood stains the walls, the floor and even his milky white skin. As you 
  enter, he rises gracefully from his position, twirling his halberd into a ready 
  position. In a flash, he is upon you.
  Storyteller Goals
  Be careful to describe this area as fully as you can. Rooms very much 
  like them will be visited again later when the characters find the true 
  tomb of Granite Archetype in Creation. The first two rooms should be 
  used to provide hints at the trials the circle will face later; the latter is 
  the characters’ chance to learn what tactics will be needed when they 
  face the Sentinel again.
  Character Goals
  Defeat the trials and make it to the heart of the Underworld mau-
  soleum.
  Actions
  Solving the Puzzles
  The trials of the mausoleum are capable of being solved, but Irides-
  cent Nightmare had neither the capability nor the patience to do so. 
  Instead, his plan was to cram mortal after mortal into any space avail-
  able to disrupt the manse’s trials from functioning, though he failed to 
  figure out how to get past the Sentinel before the circle stopped him. 
  This effectively makes the first two trials obsolete, as most characters 
  will merely take in the carnage while walking as far into the manse 
  as possible before a trial stops them. There is nothing, however, that 
  actually prevents the circle from spending hours undoing the mess 
  Nightmare has made and challenging the first trap. (The second has 
  been destroyed beyond repair.) For a solution to it, skip ahead briefly 
  to “Arms of the Sun.” The first trap is outlined there in full.
  Investigate the Flesh Mounds
  Dice Pool: (Intelligence + Investigation), difficulty 2
  Action: Dramatic. The characters dig through the piles of bodies to 
  discover what is underneath.
  25
  
  26
  Hindrances: The character has a Compassion rating of 3 or higher 
  (-1 internal penalty).
  Help: Some of the cadavers have fallen due to Iridescent Nightmare’s 
  passing the altar without praying (+1 success).
  Useful Charms: Use of an Investigation Excellency will almost 
  guarantee success. Crafty Observation Method allows the character 
  to complete the investigation in only a few moments.
  Roll Results
  Botch: The character reaches in firmly, but grabs a surprisingly sharp 
  piece of stone, taking one level of lethal damage. As a bittersweet 
  consolation, this gives one bonus success to all other characters.
  Failure: The character firmly rips down several bodies, but fails to 
  discover anything significant. He finds either more flesh or a portion 
  of the mausoleum’s granite wall.
  Success: The character manages to clear away a small patch that 
  uncovers one of the four weapons the statues bear: a lance, a horn, a 
  shield or a laurel branch. The statues still remain thoroughly covered 
  in muck, but about half of the weapon is visible.
  Recognizing the Weapons
  The characters concentrate on the weapons they have unearthed, 
  thinking about the significance. The roll should be given only to 
  characters whose players ask if they recognize the symbols in some 
  fashion.
  Dice Pool: (Intelligence + Lore), difficulty 2
  Action: Dramatic
  Hindrances: The character is loyal to the Immaculate Order (-1 
  external penalty). Fewer than two of the statues are uncovered (the 
  roll cannot be attempted).
  Help: The circle has cleaned away three or more of the statues (-1 
  difficulty).
  Useful Charms: Any Lore Excellency will almost guarantee success.
  Roll Results
  Botch: The character realizes that the statues have something to do 
  with the holiness of the city, but believes the statues to be somewhat 
  blasphemous, perhaps crafted in irony.
  Failure: The character is confused by the odd accouterments that the 
  statues hold, failing to recognize any kind of correlation between them.
  Success: The character realizes that each statue holds an accouter-
  ment typically held in the arm of the Unconquered Sun.
  Removing the Bodies
  The characters might decide to remove the bodies and cleanse the 
  place. This will take several hours, or several minutes if a Zenith uses 
  his caste ability (costing him at least three dozen motes). Yet, doing 
  so frees the trapped statues and allows the trap to activate—reference 
  “Arms of the Sun” (p. 38) for more details. Note that even in the 
  Underworld, the Arms of the Sun statues are a part of the manse (not 
  grave goods), and do not suffer any additional weaknesses.
  Combat with the Sentinel
  Combating the Sentinel is difficult, not only for its sheer physical 
  strength, but also because it calls for Join Battle the moment the first 
  individual enters the room. A diceless, miscellaneous action is needed 
  to squeeze through the hole, and only one person can fit at a time, so 
  the Sentinel can isolate whoever enters first. Additionally, the door 
  cannot be passed through by Charms such as Door Evading Technique 
  (Exalted, p. 229). This gives the Sentinel an immediate advantage. 
  It attacks quickly and devastatingly. This should be a difficult fight if 
  the characters cannot exploit the Sentinel’s weaknesses. The character 
  sheet for the grave good Sentinel is on p. 56.
  What Is the sentInel?
  The Sentinel is an artifact automaton, designed to guard the 
  nearby temple to the Unconquered Sun. When Granite Archetype 
  died, the Sentinel was moved to the bottom of his crypt, to protect 
  its master from grave robbers for all eternity. What the characters 
  currently face is the grave-goods version of the Sentinel, while 
  the true Sentinel remains dormant in Creation. This provides a 
  few advantages to the circle. As a grave good, the Sentinel suffers 
  aggravated damage from Holy attacks, against which it has no soak. 
  In addition, any Charm such as Solar Flare Methodology (Dreams of 
  the First Age: Book Two—Lords of Creation, p. 60) that invokes true 
  sunlight (more than a Solar anima) instantly destroys the Sentinel 
  (and any other grave good in the vicinity). Finally, it is susceptible 
  to the Zenith caste ability.
  Consequences
  After exploring the mausoleum and defeating the Sentinel, the circle 
  opens the grand door at the end of the Sentinel’s chamber. Move to 
  “Relic of Kings.”
  
  27
  Relic of Kings
  MENTAL •••• 
  PHYSICAL – 
  SOCIAL ••••
  Overview
  The circle enters an ornate room holding a black replica of Granite 
  Archetype’s coffin. Several grave goods are arrayed in display around 
  the room. The characters might wish to examine these artifacts, includ-
  ing the Contagion of Hate (the grave-goods version of the Contagion 
  of Law).
  The characters can take and attune any items they desire. If any 
  character touches the Contagion of Hate, however, it discharges a 
  blast of pent-up energy. This is an activation of its power, possibly 
  inflicting a member of the circle with a contagious negative Intimacy 
  toward his compatriots.
  Description
  Despite the chill that pervades the rest of the tomb, every surface in this, 
  the heart of the mausoleum, is warm to the touch. A black coffin lies across 
  the center of the room, a small plume of smoke and the sweet scent of 
  incense burning softly in its center. Attached to the lid is a grand daiklave 
  of milky orichalcum. Other grave good artifacts are arranged decoratively 
  hanging on the wall. The centerpiece is a magnificent crown of orichalcum. 
  Its three points radiate a somber force, but its metal is pallid, its gemstone 
  midnight black.
  Storyteller Goals
  Try to hint to the characters that there is still a larger mystery go-
  ing on. Ideally, the characters will realize on their own that the true 
  artifacts exist in Creation, just waiting for someone to take them. (If 
  they don’t, Shakan or Iridescent Nightmare can explain it later.) Look 
  to instill a sense of lingering adventure when describing the scene and 
  the items.
  Character Goals
  Examine the grave goods of Granite Archetype and make use of the 
  information.
  Actions
  Recognize the Grave Goods
  The characters attempt to determine the nature of the strange, dim 
  artifacts. They contemplate the differences between these artifacts and 
  their own to determine why these artifacts are unusual.
  Dice Pool: (Intelligence + Occult), difficulty 2 or 4
  Action: Dramatic
  Hindrances: A character raised as a Realm dynast or in similar 
  culture (-1 external penalty).
  Help: A character who has significant experience with the dead or 
  funeral rites (+2 successes).
  Useful Charms: The most effective Charm would be an Occult 
  Excellency to gain extra dice or extra successes.
  Roll Results
  Botch: The character mistakenly believes the grave goods are soul-
  steel artifacts.
  Failure: The character does not know what the grave goods are, and 
  is aware that he does not know what is wrong with these artifacts.
  Success: A character whose player succeeds at a difficulty 2 roll 
  realizes that grave goods are Underworld reflections of items buried 
  27
  
  28
  with the deceased to help them in the afterlife, and that these are 
  probably such items. He does not, however, realize what this entails. 
  A character who succeeds at a difficulty 4 roll also knows that these 
  artifacts are dimmer echoes of artifacts that either currently exist or 
  once did within Creation. He understands that their powers might have 
  become warped by their new nature, and that they will be destroyed 
  by Creation’s sun.
  Examine the Artifacts
  The characters begin analyzing the artifacts to discover what they are 
  capable of. Doing so requires handling them firmly as the characters 
  examine them. There are grave-goods versions of a grand daiklave, 
  god-kicking boots, a band of faith, orichalcum hearthstone bracers, 
  an orichalcum reinforced breastplate and the Contagion of Law. Each 
  item requires a separate roll as an individual action. For a fully detailed 
  description of these artifacts, see the cards on pp. 47-50.
  Dice Pool: (Intelligence + Lore), difficulty 2–8
  Action: Dramatic
  Hindrances: A character who fails to realize these items are grave 
  goods can only confuse an artifact for its Creation-born relative. The 
  first character who touches the Contagion of Hate suffers an attack as 
  listed under “Resist Infection.”
  Help: The character inherited Granite Archetype’s Exaltation (+Es-
  sence rating dice). The character commits an artifact (+2 successes to 
  identifying it). The character consulted Iridescent Nightmare’s notes 
  in “The Stagnant Den” (+2 dice).
  Useful Charms: All-Encompassing Sorcerer’s Sight allows a char-
  acter to instantly realize that all the grave goods are artifacts of some 
  kind. The player may additionally roll (Intelligence + Occult) at a 
  difficulty of 2 to determine each item’s Artifact rating.
  Roll Results
  Botch: The character fails to identify any characteristics of the item 
  other than the obvious (such as the fact that the grand daiklave is a 
  weapon) and is too frustrated to make further attempts. The character 
  cannot attempt again at all (instead of the usual cumulative external 
  -1 penalty when re-attempting a roll).
  Failure: The character is incapable of identifying any characteristics 
  of the item other than the obvious.
  Success: Succeeding at a difficulty of 2 allows the character to know 
  the general characteristics of an item. He knows if it has more powers 
  than are standard and can identify its general purpose.
  Succeeding at a difficulty of 5 (3 for the band of faith and hearthstone 
  bracers) allows him to know vague information about every power 
  the item has. He may understand, for instance, that Stoic Voice can 
  aid him in social and physical combat against creatures of the Wyld. 
  If studying Zealotry of Gold, he will realize that in addition to being 
  armor, it reinforces the tenacity of his troops.
  Succeeding at a difficulty of 6 (4 for the band of faith and hearthstone 
  bracers) means the character has additionally heard of the legends of the 
  original artifact, whose grave-goods version he is examining, prior to its 
  being buried. For unique items, he knows the name its original holds in 
  Creation. In addition, he fully understands the capabilities of the grave 
  goods item. He knows exactly how viciously Stoic Voice sears the flesh 
  of its victims or how many motes are needed to activate the Contagion 
  of Hate. Read the grave good’s full description for the character.
  Finally, succeeding at a difficulty of 8 (5 for the band of faith and 
  hearthstone bracers; 6 for the god-kicking boots) indicates the character 
  is knowledgeable beyond all expectations. Not only has the character 
  heard a scholarly reference to the grave good artifact by its new name, 
  but he knows exactly what the grave good artifacts can do, and even 
  how the originals functioned in Creation. Read both the Creation 
  and Underworld versions of the artifact to the player, being certain 
  to note the differences.
  Resist Infection
  The Contagion of Hate’s manifestation in the Underworld captured 
  and warped within itself some of Granite Archetype’s righteous fury at 
  being betrayed and murdered. The artifact unleashes that anger when 
  it is first touched by a living being.
  Dice Pool: None. The character resists with his Dodge MDV against 
  a difficulty of 6.
  Action: Reflexive
  Hindrances: The initial infection is an unexpected social attack, re-
  ducing the character’s Dodge MDV to 0 before applying any Charms.
  Help: None
  Useful Charms: Temptation-Resisting Stance allows a character 
  to add his Temperance score to his MDV against the attack. Elusive 
  
  29
  Dream Defense perfectly defends against the attack. If the character 
  fails to defend himself, Spirit-Maintaining Maneuver will allow him 
  to shake away the effect at a reduced Willpower cost. If already active, 
  Immunity to Everything Technique perfectly protects the character.
  Results
  Botch: It is impossible to botch.
  Failure: The character may immediately spend four Willpower 
  points. If he does not, he is infected with a contagious negative Inti-
  macy toward his traveling companions (not necessarily limited to those 
  in his circle). He may lose this Intimacy normally, but until he does, 
  anyone who physically touches him becomes exposed to the contagious 
  Intimacy and must resist the infection in the same manner, with the 
  exception that it is no longer considered an unexpected attack. It is 
  entirely possible for the characters to continually re-infect each other 
  in this fashion. If the contagious Intimacy travels beyond the circle 
  itself, it is important to note that every infected individual forms a 
  negative Intimacy toward his own companions. This will override any 
  positive Intimacy he has toward them already.
  Success: The character remains uninfected. His Intimacies do not 
  change, and the Contagion of Hate’s attack is expended.
  Consequences
  Armed with knowledge and possibly with new treasures, the charac-
  ters begin their trip back to Gethamane. The return trek will be rela-
  tively uneventful. The mountain can be seen from the City of Altars, 
  and the opening to the caves is easy to find now that the characters 
  know the way and the storm has ceased.
  What happens next depends on the characters’ actions. The Silent 
  Inquisitor of Wayward Souls is waiting for the characters to return from 
  their fight with Iridescent Nightmare. When they return to Iridescent 
  Nightmare’s shadowland haven and reemerge from the tunnels in 
  Gethamane, the guards will alert the Silent Inquisitor of their success. 
  The characters may opt to return to the Silent Inquisitor (who is still 
  undercover as Merek Loshan) to report on the mission and receive 
  payment. In that case, move to “Report.” If they instead leave the city 
  and travel to the location in Creation of Granite Archetype’s tomb on 
  their own, the Silent Inquisitor will track them down through liberal 
  use of Stealth and Investigation Charms, allowing them to lead him 
  to the treasure. In that case, move to “Treasure Hunters.”
  
  30
  Report
  MENTAL ••• 
  PHYSICAL – 
  SOCIAL •••
  Overview
  The characters report to Merek Loshan to inform him of their defeat 
  of Iridescent Nightmare. The Silent Inquisitor, posing as Loshan, wants 
  a very thorough report—thorough enough to allow him to find the 
  real City of Altars in Creation. He presses for every detail he can get. 
  He might even offer to reward the circle for additional information. 
  Once he is satisfied, the Silent Inquisitor sends the circle on its way 
  and seeks out the Contagion of Law on his own.
  Description
  When you are brought into Loshan’s office, he laughs loudly. “I didn’t 
  believe it until I saw it!” he says with a grin. Sitting with his feet on his desk, 
  he waves his fingers at one of his men, who promptly offers each of you a 
  tankard of a fermented gray liquid with moss floating on top. He takes several 
  large swigs from his own monogrammed tankard, and with a satisfied smile 
  asks, “So what did you find?”
  Storyteller Goals
  The Silent Inquisitor is trying to get as much information as pos-
  sible without seeming like he is digging. He knows the characters have 
  likely found clues to the Contagion of Law’s whereabouts during their 
  excursion. “Yeah… wait, what?” is a good way to revisit events to get 
  more specific details. If the circle mentions the map, ask to see it, or 
  claim it is property of the Guard.
  Also, try to hint that something sinister is going on beneath the 
  surface, but don’t be blatant about it. Be just a little too pushy once 
  or twice, or let the Silent Inquisitor’s excitement shine through for a 
  moment when he sees Iridescent Nightmare’s map. When the story 
  comes to a climax, you may have players saying, “I knew we shouldn’t 
  have trusted him!”
  Character Goals
  Report to Merek Loshan and arrange to receive payment. They 
  might also wish to renegotiate their pay based on the hazards of the 
  journey.
  Actions
  Renegotiating
  This is a standard social combat. Loshan’s opening offer is the 
  agreed-upon terms from before. He acts less patient this time around, 
  genuinely annoyed that the circle is trying to change the deal. He 
  needs the information, though, so he’ll reluctantly acquiesce to the 
  circle as long as he can make the show convincing. He can’t watch the 
  characters spend motes—since he hadn’t prepared for their unexpected 
  return by smoking his bright morning—but he still tries to predict it 
  based on their previous meeting. He focuses on portraying Loshan as 
  pissed off and tries to end the scene quickly, while not giving away 
  that it’s rushed.
  The Silent Inquisitor particularly wants to get his hands on the map 
  and notes found in Iridescent Nightmare’s shadowland haven (see “The 
  Stagnant Den”). He had assumed that they were there somewhere 
  since Nightmare had originally stolen most of them from him. The 
  Silent Inquisitor is willing to accept a higher price for them (not that 
  he intends to pay it), as he claims that Gethamane could probably 
  make use of them. In reality, the map will help him find the true City 
  of Altars and the Contagion of Law.
  Recalling the Location
  If the characters are not willing to hand over the notes—specifically 
  the map—or if they refuse to mention them, the deathknight asks 
  about the city. He has an excuse to do so only if they include the city 
  in their report, of course. He claims he wants to send scouts to search 
  for it so it can be properly excavated.
  Dice Pool: (Intelligence + Survival), difficulty 4
  Action: Dramatic
  Help: None
  Hindrance: None
  Useful Charms: As always, any Excellency Charm is exceedingly 
  useful. Trackless Region Navigation, aided by a stunt, can allow a 
  character to instantly succeed.
  Roll Results
  Botch: The character, attempting to convey the location, comes off 
  as completely moronic. Not only does he fail to give the location prop-
  erly, but he also looks like such an idiot that Loshan is at a loss for words. 
  30
  
  31
  Loshan takes back the fermented fungus (which tasted bad anyway), 
  and also docks the character’s pay. The latter can be fixed through a 
  successful social combat, but the former will not be returned.
  Failure: The character either can’t recall the location or can’t con-
  vey it properly.
  Success: The character manages to convey the direction of the city 
  in quantitative terms. He gives an estimated distance and direction, 
  allowing the Silent Inquisitor to find it on his own, even without the 
  map or notes.
  Consequences
  Once he is satisfied, the Silent Inquisitor sets up the characters’ 
  payment and sends them on their way. Or, at least he claims to set up 
  their pay. He gives the Solars just enough access to the Dole to keep 
  them satisfied until he can get the Contagion of Law and escape. He 
  has gotten what he wants and no longer needs the identity of Merek 
  Loshan, though he will keep the identity if the circle simply leaves or 
  otherwise makes it particularly easy to do so.
  The Silent Inquisitor then quickly leaves to seek out the City of 
  Altars. If the characters decide they wish to go to the City of Altars 
  as well, they will beat Silent Inquisitor there, so move to “Treasure 
  Hunters.”
  If the circle spends further time in Gethamane or attempts to leave 
  the city with the intention of going elsewhere, move to “A Chance 
  for Redemption,” which lets them know the job is not yet done. Note 
  that although “A Chance for Redemption” assumes that the Silent 
  Inquisitor has already traveled to the City of Altars on his own, he is 
  forced to follow them if the characters did not give him the informa-
  tion he needs to find it.
  
  32
  A Chance for Redemption
  MENTAL – 
  PHYSICAL •• 
  SOCIAL ••
  Overview
  In the evening after their meeting with Merek Loshan, the characters 
  are approached by Iridescent Nightmare (or, more likely, his ghost). 
  “Are you fools?” he asks, “or did you intentionally doom my city?” He 
  tells the characters the story of Granite Archetype (see “The City of 
  Altars”) and claims that he has been sacrificing individuals for the 
  greater good. He explains that the Contagion of Law can create a 
  contagious ideal, and that he was working to find it before the Silent 
  Inquisitor of Wayward Souls—a deathknight in the service of someone 
  called the Shining One—could acquire it. He hypothesizes that the 
  Silent Inquisitor must have infiltrated the Guard and sent the circle 
  to deal with him (Nightmare). Worse, the Silent Inquisitor likely has 
  already left to retrieve the Contagion of Law. Nightmare tells the 
  circle that the only option now is to chase the Silent Inquisitor down 
  and slay him, a task far beyond his scope, but perhaps not beyond the 
  capabilities of the circle.
  Although it is likely Iridescent Nightmare exists now as a ghost, 
  it is possible that the circle killed him permanently. Even without 
  Nightmare, this scene can still occur. Shakan, the Head Intelligencer 
  to Mistress Katrin, has several spies among the Guard, and he has been 
  watching the situation unfold for some time. He noticed that Merek 
  Loshan had begun to act strangely, but once he figured out what was 
  occurring, he knew that he did not have the might to stand up to a 
  powerful Exalt. He allowed Iridescent Nightmare to continue distract-
  ing the deathknight while he tried to formulate a more reasonable 
  plan. Now that the circle has arrived, he finds himself forced to action. 
  He is more than willing to align himself with the circle if it will keep 
  Gethamane safe and put an end to this madness.
  If Nightmare did survive, however, Shakan’s agents notice Night-
  mare just prior to Shakan revealing himself, so he remains in the dark 
  regarding what unfolds.
  Description
  With a chorus of hushed gaps, the crowd parts as a cloaked figure steps 
  forward, seeming to float gracefully across the ground. The man pushes 
  back his hood to reveal a familiar 
  face—it is Iridescent Nightmare, a 
  pale reflection of his mortal self. His 
  bearing is weaker than it was before, 
  but he still wears an indignant 
  expression.
  Storyteller Goals
  The characters have either 
  missed or not pieced together 
  some important information 
  earlier, so they need a little help. 
  Allow Iridescent Nightmare (or 
  Shakan) to spell everything out 
  and push the circle toward the 
  climax of the story.
  Character Goals
  Determine what Iridescent 
  Nightmare wants. Kill him again 
  if he agitates the circle.
  Actions
  Dealing with 
  Iridescent Nightmare 
  or Shakan
  Both Iridescent Nightmare and 
  Shakan are capable of explaining 
  the majority of what has been 
  going on around Gethamane. 
  Assuming the circle does not 
  attack Iridescent Nightmare im-
  mediately, he explains all of his in-
  volvement and theorizes about the 
  Silent Inquisitor having infiltrated 
  the Guard in some way. Shakan 
  acts similarly; however, he can 
  identify that Merek Loshan is the 
  one most likely compromised.
  32
  
  33
  For the most part, this scene can be roleplayed without  
  rolling any dice. Both Iridescent Nightmare and Shakan are a little 
  indignant—they feel the Solars messed things up. Although Shakan 
  had not been able to do much, things were better with even a hundred 
  Gethamane citizens dying than with the Silent Inquisitor indoctrinat-
  ing everyone in Gethamane into a suicide cult. Iridescent Nightmare 
  feels as though his plan was working just fine until the Solars decided 
  to play righteous exterminators.
  Of the two, Shakan is more respectful—the characters never killed 
  him. Shakan also realizes the difference in power between himself and 
  the Exalts and is able to control himself, whereas Iridescent Nightmare 
  allows his anger to get the better of him if the circle verbally or physi-
  cally antagonizes him. Both are willing to accompany the circle to the 
  City of Altars, but insist that the circle do most of the work. Shakan 
  is willing to loan the characters horses if they prefer to ride.
  As a side note, if Iridescent Nightmare was allowed to live, he is still 
  alive here, and will likely survive as a mortal through the remainder 
  of the story.
  Keeping the Dead Dead
  The characters might decide to destroy Iridescent Nightmare 
  again. In that case, run combat as normal. Choose a few basic Ar-
  canos Charms for Iridescent Nightmare to have, but he should be a 
  pushover. After all, the circle has taken his weapon and armor, and 
  at best, he could have equipped himself with mortal accouterments. 
  He should have Pyre Smoke Form to let him become immaterial 
  and flee, but it is a simple action to activate it and it lasts only a few 
  actions. If the circle does not let him escape (through Charms such 
  as Spirit-Detecting Glance, Exalted, p. 221) within two or three 
  actions, he should reappear physically or activate the Charm again. 
  While immaterial he can’t attack the circle, but he can be attacked 
  with Spirit-Cutting Attack (Exalted, p. 221) or any other effect that 
  allows attacks against the immaterial.
  Even if he is killed, however, he could become a returning antago-
  nist, as he will re-form unless he is killed permanently through the use 
  of Ghost-Eating Technique (Exalted, p. 221). If he is destroyed, you 
  might need to return to this scene a few hours later using Shakan, who 
  tracks the circle down when he realizes he must reveal himself to put 
  the circle on the right track.
  Consequences
  The characters leave for the City of Altars, this time aiming to dis-
  cover the true city, buried somewhere deep under the snow. Iridescent 
  Nightmare can be convinced to strike out with them. Shakan is willing 
  to bring a small cadre of superlative fighters. Any accompaniment is 
  ultimately irrelevant, however, as the characters will enter the mau-
  soleum alone. Move to “Treasure Hunters.”
  
  34
  Treasure Hunters
  MENTAL ••• 
  PHYSICAL ••• 
  SOCIAL ••
  Overview
  The characters begin their trek to the City of Altars. They head 
  out the North Gate and tread a path along the mountain. It is not 
  as perilous as the underways, but the mountainside is not without 
  danger. The scene includes a few vignettes that can occur as the 
  characters travel.
  Description
  The air is frigid, but it feels crisp compared to the stagnancy of the 
  Underworld. The biting wind breaks its fangs upon you. The snow tries to 
  freeze you, but it is simply refreshing. The stars silently sing of your glory. 
  The end of this journey is nearing.
  Storyteller Goals
  Give the characters a sense of their own superiority and pump them 
  up before the final confrontation. Use the vignettes to your advantage. 
  Use as many as you need to highlight the power of the characters, but 
  don’t let the pace drop. If you want to keep the pressure on, though, 
  the vignettes can be used as consequences to failed rolls. Forcing your 
  characters to suffer through the vignettes when they already feel like 
  they are losing ground will add extra angst to the scene.
  Character Goals
  Plot a course to the true City of Altars and get there quickly.
  Actions
  Find the City
  Dice Pool: (Intelligence + Survival), difficulty 4
  Action: Dramatic. The characters must extrapolate from their 
  knowledge of the Underworld city’s location to discover where the 
  true city lies in Creation. Only the character leading the group needs 
  to make the roll.
  Hindrances: The character is tracking at night (-2 internal penalty).
  Help: The character has a way to see into the Underworld (+1 success).
  Useful Charms: Trackless Region Navigation allows the character 
  to automatically succeed at the roll. If the characters are following the 
  Silent Inquisitor, Unshakeable Bloodhound Technique can be used 
  for the same effect.
  Roll Results
  Botch: The character accidentally causes an avalanche—see the 
  “Avalanche” vignette. Additionally, it pushes and disorients the 
  characters. They take a -2 internal penalty on their next Survival roll, 
  and must complete at least one more vignette before being permitted 
  to try again.
  Failure: The characters fail to find their way, but do not significantly 
  impede their advance. They may try again without any penalties after 
  completing at least one vignette. If they fail several times, the Sto-
  ryteller may rule that the Silent Inquisitor finds the city first, even if 
  he is following the circle. Perhaps he not only finds the city, but has 
  time to acquire the Contagion of Law and flee. This outcome leaves 
  the scope of this SAS and could become a major series. The characters 
  might be able to track him down before he returns to the Cult of the 
  Shining One, or they could be forced to challenge the Deathlord head 
  on and wrest the Contagion of Law away from him.
  Success: The characters successfully find a route to the secret loca-
  tion of the City of Altars.
  Vignettes
  These challenges are designed to be mildly intimidating, and are a 
  good opportunity to allow characters to recover motes and temporary 
  Willpower points via stunts. If Iridescent Nightmare or Shakan accom-
  panies the circle, assume they both survive, though they might become 
  injured and any men traveling with Shakan might fall. As a general 
  rule, if a character has earned a name, he should survive. Killing the 
  characters’ new allies will only make them feel less successful. These 
  mini-scenes do not need to occur in any particular order.
  Avalanche
  The characters pull a loose branch or make a loud noise that causes 
  a massive avalanche. It attacks with six successes to hit, but it cannot 
  be parried and can be dodged only if the character can move 20 or 
  more yards in a single tick (such as with Monkey Leap Technique). 
  Charms such as Seven Shadow Evasion and Heavenly Guardian Tech-
  nique perfectly defend against it, though any use of such Charms with 
  the Valor flaw of invulnerability fails. A successful hit deals 10 dice 
  34
  
  35
  of lethal, piercing damage, and the character becomes buried in the 
  snow. It requires a (Strength + Athletics) roll, difficulty 3 to dig out 
  of the snow as a minute-long dramatic action, but there is no penalty 
  for retrying on a failure. Characters who have already escaped may aid 
  their allies at a -1 external penalty. Failure to escape the snow leaves 
  the character subject to one unsoakable die of bashing damage each 
  action as pressure and cold conspire to finish him off.
  Beastmen
  A dozen wild wolfmen (Exalted, p. 282) appear over a ridge and 
  descend upon the circle. Their goal is to kill the circle, eat their flesh 
  and take anything useful. Their leader is exceptionally large from 
  additional mutations; add two dots to each of his Physical Attributes 
  and four -2 health levels. The barbarians will scatter and flee if eight 
  of them or their leader is defeated.
  Hungry Ghosts
  The characters approach a patch of disturbed ground. The sky is 
  blackened and the nearby trees are bare. They are able to discern that 
  it is a shadowland and choose not to enter it. They can skirt around 
  its border, but five hungry ghosts (Exalted, p. 317) emerge from the 
  shadowland and attack. This incident is not without benefit: The circle 
  can use the Underworld geography currently visible in the shadowland 
  as a landmark, adding +1 success to any further Survival rolls.
  Ravine
  The circle comes to a large ravine that did not exist in the Under-
  world. The chasm stretches 12 yards across. Any character with a 
  (Strength + Athletics) total of six or more can leap across. Characters 
  on horseback must make a Ride roll (using an appropriate Attribute) 
  and score two or more successes to spur the steed across. You should 
  also allow creative means of crossing, such as knocking over trees. 
  Characters who fall into the ravine suffer 10 lethal, piercing levels of 
  damage. Climbing back out requires a (Dexterity + Athletics) roll, 
  difficulty 2.
  Wind Herder
  The characters are impeded by severe winds, cutting their movement 
  in half and imposing a -1 external penalty on all physical rolls. The 
  source is a 13-foot-tall bear with white fur, blowing icy breath and 
  snapping its jaws at the wind. A successful (Intelligence + Occult) 
  roll, difficulty 3, identifies the creature as an air elemental, specifically 
  a huraka (Exalted, p. 304).
  The elemental claims the wind has misbehaved and he is moving 
  it back into a valley through which it is supposed to be running. He 
  can be negotiated with, and is willing to accept prayer for his Wind 
  Master in exchange for allowing the wandering wind to continue for 
  a few hours until the characters have found their destination. If the 
  characters agree, the huraka aids them, adding one die to all physical 
  rolls for the remainder of the scene. If they do not strike a deal of any 
  kind, they can continue to struggle with the penalties. If the characters 
  strike a bargain and do not keep their word, it could make an enemy of 
  the Wind Master in subsequent stories, including being cursed by the 
  wind, actively receiving damage or dice penalties when in open air.
  Consequences
  The characters arrive at the true City of Altars. Move to “Beneath 
  the Snow.”
  
  36
  Beneath the Snow
  MENTAL ••• 
  PHYSICAL •••• 
  SOCIAL ••
  Overview
  The characters’ search reveals the location of the City of Altars. 
  Depending on whether or not they reported to Merek Loshan, the 
  Silent Inquisitor has either beaten them here or is following just out 
  of sight.
  If the circle is leading the Silent Inquisitor, the city is covered in 
  snow from an ancient avalanche. The characters must use whatever 
  they can find to clear away the snow and rock before they can enter 
  Granite Archetype’s tomb.
  If the Silent Inquisitor reached the city first, he has had time to 
  enlist some help in entering. Five mortwights and a cadre of zombies 
  helped him dig down to the central tomb. As the characters arrive, 
  they find the mortwights have dispatched the zombies. The fiends 
  then attack the circle.
  Description
  If the circle has arrived first:
  Finally you arrive at your destination. Instead of a glorious array of temples, 
  you find only mounds of ice and snow, which crunch beneath your feet with 
  each step. An auspicious wind blows down from the mountain, shifting a 
  mound of snow before you. A small portion of a golden temple glitters from 
  a newly made hole in the snow.
  If the Silent Inquisitor has arrived first:
  As you reach your destination, you find it desecrated. Ice and rock have been 
  torn away, and the City of Altars is visible. The door to Granite Archetype’s 
  tomb has been thrown open. The once-pristine temple city is covered in the 
  writhing remnants of dozens of cadavers, dismembered and scattered around 
  the ravine. Five lanky shadow-like figures sit sucking marrow from the bones 
  of the corpses. Seeing the circle, they rise, clawed hands and fanged smiles 
  glittering in the sunlight.
  Storyteller Goals
  The characters know that the end of their 
  adventure lies inside Granite Arche-
  type’s tomb, so use this as another 
  opportunity to psych them up. 
  This can also be a chance for 
  them to regain motes and Will-
  power points through the use of 
  stunts, refreshing them for the 
  last leg of their adventure.
  Character Goals
  Enter Granite Archetype’s 
  tomb.
  Actions
  Unearth the City
  The characters find the City of Altars bur-
  ied beneath snow and stone. They must dig a 
  path any way they can.
  Dice Pool: (Strength + Athletics), difficulty 
  1.  The combined successes of the circle must 
  reach 25.
  Action: Dramatic
  Hindrances: The character is digging with no 
  tools (-1 internal penalty).
  Help: Characters who use an appropriate stunt, 
  Charm or spell may substitute any other applicable 
  roll.
  Useful Charms: Increasing Strength Exercise increases the charac-
  ter’s Strength score for the scene.
  Roll Results
  Botch: The character removes a chunk of stone. Moments later, 
  rumbling echoes around the circle, and the removed snow tumbles 
  back onto the characters in an avalanche. The snow attacks with eight 
  successes (cannot be parried) and deals 10 dice of lethal damage. It also 
  cancels any successes garnered by the rest of the group.
  36
  
  37
  Failure: The character’s efforts are not significant enough to aid the 
  circle in removing the snow. If the circle’s total does not reach 25, 
  the ice caves back in. There is enough warning to get out of the way 
  without risking harm, but the characters must start over.
  Success: The characters improvise successfully, removing enough 
  snow to make a path to Granite Archetype’s tomb.
  Combating the Mortwights
  This is a standard combat. The mortwights will not stop fighting 
  until they are all defeated or they slake their thirst with the blood of 
  the circle. If Iridescent Nightmare has accompanied the circle, he will 
  fight to the best of his ability. If Shakan and his men are present, the 
  men encircle their leader and fight defensively.
  Mortwights are far more vicious than they are intelligent. They will 
  fight aggressively, not tactically, and they might turn on each other over 
  their victims if coaxed to do so. Additionally, they taxed themselves 
  slaughtering the zombies, so none starts with more than 15 motes.
  Consequences
  The characters open the mausoleum and enter. If Shakan or Iri-
  descent Nightmare accompanies the circle, he waits outside. Shakan 
  wishes to return to the city and report to Mistress Katrin, while Irides-
  cent Nightmare feels he is better suited keeping watch than entering 
  a direct confrontation with the Silent Inquisitor. Move to “Arms of 
  the Sun.”
  
  38
  Arms of the Sun
  MENTAL •• 
  PHYSICAL ••• 
  SOCIAL ••
  Overview
  The characters begin their descent into the crypt. This time, the altar 
  room has four statues embedded in the wall. Each holds one of the four 
  accouterments commonly depicted in the hands of the Unconquered 
  Sun: a laurel branch, a horn, a shield and a lance. If any character sets 
  foot on the stairs to the next room before lighting incense at the altar 
  and saying a prayer to the Unconquered Sun, the statues come to life 
  and attack the transgressors.
  Description
  Upon entering:
  The entrance chamber is almost eerily spotless. Four golden statues of 
  a powerful male figure stand where there had only been mortal pulp in the 
  Underworld’s City of Altars. Each holds a different tool: a laurel branch, 
  a horn, a spear and a shield. At the far end of the room sits the same quiet 
  altar before the stairs down, unaware of the hell its Underworld shadow  
  has seen.
  When the statues activate:
  With an ominous rumble, the statues come to life. They slowly step out of 
  their alcoves, small pieces of the wall crumbling down their back and dusting 
  the floor. They turn to face you slowly and deliberately. They lack any hint 
  of compassion or fear.
  Storyteller Goals
  Play up the similarities between the current tomb and the Under-
  world echo the characters visited earlier, so as to enhance the charac-
  ters’ victory when they finally defeat the Silent Inquisitor.
  Regardless of whether the characters decide to beat their way through 
  the manse or solve the puzzles, draw it out a little, but don’t let the sense 
  of urgency drop. This, too, will give a bigger payoff during the finale.
  Character Goals
  Best the trials of Granite Archetype’s tomb and make it to the bot-
  tom room.
  Actions
  Recognizing the Weapons
  Dice Pool: (Intelligence + Lore), difficulty 1
  Action: Reflexive. The characters notice the weapons in the hands 
  of each statue and attempt to recall their significance (if they haven’t 
  already done so in a previous scene).
  Hindrances: The character is loyal to the Immaculate Order (-1 
  external penalty).
  Help: Anyone who made the roll to recognize the weapons in “Righ-
  teous Descent” automatically succeeds.
  Useful Charms: Excellencies are helpful, but no Charms should 
  be necessary.
  Roll Results
  Botch: The character mistakenly believes the statues signify several 
  gods significant to the city. This likely causes him to offer an incorrect 
  prayer, if he stops to pray at all.
  Failure: The character is confused by the odd smattering of accouter-
  ments that the statues hold, failing to recognize any kind of correlation 
  between them.
  Success: The character realizes that each statue holds an object 
  typically held in one arm of the Unconquered Sun.
  Offering Prayer
  Granite Archetype refused to allow unworthy prayers to reach the 
  Unconquered Sun’s coffers, and this altar will reinforce that behavior. 
  Prayers that are unworthy are not tolerated by the manse’s defenses.
  Dice Pool: (Charisma + Performance), difficulty 4
  Action: Dramatic. The characters individually pray before the 
  altar.
  Hindrances: The character’s culture does not traditionally pray to 
  spirits (-2 internal penalty).
  Help: None
  Useful Charms: A Performance Excellency adds bonus dice or 
  successes.
  Roll Results
  38
  
  39
  the mausoleum. If the entire circle flees, the statues shut the doors to 
  the temple-tomb and return to their dormancy. If two or more statues 
  have the same intruder within attack range, they will always try to 
  bring down one foe before moving on to the others.
  If the characters flee the Arms of the Sun, the Arms recover any lost 
  health levels at a rate of one per hour while resting in their alcoves. 
  Destroyed statues cannot recover.
  Consequences
  The characters are ready to move farther into the temple. The 
  Silent Inquisitor must offer prayer to pass if he arrived first or if the 
  circle did not destroy the statues for him. Doing so costs him a point 
  of Willpower and earns him a point of Resonance. If the characters 
  destroy the Arms of the Sun, however, he walks casually through the 
  inert trap. In either case, move to “The Locked Door.”
  Botch: The prayer comes off as blasphemous. The Arms of the 
  Sun do not wait for the character to step beyond the threshold; they 
  awaken and attack the heretic immediately. Furthermore, they forgo 
  their normal tactics and prioritize destroying the infidel.
  Failure: The character’s prayer is insufficient to pass. He may try 
  again, though it is unlikely he realizes his prayer was a failure.
  Success: The character’s words are accepted by the manse as wor-
  thy praise to the Unconquered Sun. He is allowed to pass without 
  repercussions.
  Combat
  The four stone statues come to life if any character attempts to move 
  down to the next room without first offering proper prayer. The statues 
  attack whatever target is closest, and will follow characters down into 
  the next room, though they will not pursue any character who flees 
  
  40
  The Locked Door
  MENTAL ••• 
  PHYSICAL ••• 
  SOCIAL –
  Overview
  The characters enter the small room. Here, the door is closed and 
  whole, so they must either break it down or find a way around it.
  Description
  Upon entering:
  The small chamber seems large without corpses cluttering the floor. The 
  sturdy door is little more than a stone slab, this time unmarred, solemnly 
  separating you from your goal. An ornate orichalcum lock in the shape of 
  a lion’s head is the only marking of any distinction. The locking mechanism 
  remains pristine despite the passage of time.
  If the trap activates:
  The lion’s mouth opens in a slow yawn as a click can be heard and the door 
  seems to give way. Suddenly, a flash of light explodes from its mouth. Heat 
  overwhelms you. Afterward, the mouth calmly closes and the door remains 
  tightly sealed.
  Storyteller Goals
  This is actually an opportunity to help illuminate Granite Arche-
  type’s character. Let the circle discover an almost humorous side to 
  the ancient Zenith. This scene should be quick, as the characters press 
  forward in their charge. Taking too long here can dissolve some of the 
  drama. It should also be aggravating, though—just enough to heighten 
  the rewarding sensation at the end.
  Character Goals
  Defeat the next trial and continue.
  Actions
  Opening the Door
  Dice Pool: (Intelligence + Investigation), difficulty 4 (for characters 
  who examine Granite Archetype’s personality) or (Intelligence + 
  Lore), difficulty 5 (for characters who think of it as a riddle)
  Action: Dramatic. The characters contemplate the secret to  
  the trap.
  Hindrances: The door is magically locked and cannot be picked by 
  mundane means or by magical means. Attempting to pick the lock 
  results in the door’s attack (see “Roll Results”).
  Help: None
  Useful Charms: For this particular circumstance, Evidence-
  Discerning Method yields two bonus successes to either roll as the 
  character creates a psychological profile of Granite Archetype. If the 
  character uses Lock-Opening Touch (Exalted, p. 229) to unlock the 
  door or Door-Evading Technique (Exalted, p. 229) to bypass the door, 
  the trap’s geomancy diffuses the Charm and counterattacks. Keep in 
  mind that the character has already used a Charm and cannot apply 
  one to defense.
  Roll Results
  Botch: The character touches the door or lock in some way that the 
  trap considers threatening. It responds with a blast of Essence out of its 
  mouth. This is an Accuracy 8, Damage 8L attack, and it completely 
  negates the character’s Dodge DV.
  Failure: The character fails to solve the puzzle and does not know 
  how to unlock the door.
  Success: The character pieces together the trick to the door: Simply 
  knocking will result in being invited. After the character knocks, the 
  door slides to the side and lets the circle pass.
  Breaking the Door
  If the characters become annoyed with the puzzle, they have the 
  option of smashing the damn thing. The door has a soak of 12L/18B. 
  (For more information on attacking inanimate targets, see Exalted, p. 
  153.) Every time the door is attacked, the lock activates and unleashes 
  another radiant blast, but it can do so only once per action. The door 
  has 40 health levels before it is damaged, but once it has reached this 
  point, the Essence is disrupted enough that it can no longer retaliate. 
  Forty further health levels still remain before there is enough room for 
  characters to slide through.
  Alternatively, any character who decides to attack the lock finds 
  things significantly easier. Though it has a higher soak of 16L and is 
  immune to bashing damage, it takes only 15 health levels of damage 
  40
  
  41
  before it is damaged and can no longer counterattack. 
  A total of 30 health levels of damage will destroy it.
  The characters still need to move the slab door. This 
  requires a combined (Strength + Athletics) rating of 
  11 between anyone helping move it.
  Consequences
  The characters move into the room with the Sen-
  tinel and prepare for combat with it. Move to “The 
  Sentinel.”
  Regardless of whether the Silent Inquisi-
  tor is following or leading, he discovers the 
  method of knocking. He suffers no harm from  
  this trap.
  
  42
  The Sentinel
  MENTAL – 
  PHYSICAL ••••• 
  SOCIAL –
  Overview
  The characters emerge into the Sentinel’s chamber. The Sentinel 
  asks them politely to leave, but if they insist on entering, he chal-
  lenges the circle to provide one opponent for a one-on-one duel. The 
  characters must decide whether or not to honor the Sentinel’s request 
  and confront him.
  Description
  In the center of the pristine room sits a familiar white jade automaton. The 
  warrior slowly stands and raises his halberd. His lips part and a calm voice 
  states clearly, “By order of my master, none may pass. Please depart.”
  Storyteller Goals
  Give the characters a fight. Allow them to stress over the final 
  battle that is about to come. Defeating the Silent Inquisitor will be 
  a greater accomplishment knowing that they have already exhausted 
  themselves against the Sentinel. At the same time, show them a bit 
  of Granite Archetype’s personality through the Sentinel’s automated 
  response system.
  Character Goals
  Defeat the Sentinel and move forward.
  Actions
  Negotiating with the Sentinel
  Although the grave-goods version of the Sentinel had decayed in 
  such a way that it would not speak, the true Sentinel can speak. It 
  does not house an animating intelligence, however. The Sentinel uses 
  a complex program of mindless automated responses. This means that 
  the characters cannot actually engage in social combat against the 
  Sentinel. No matter how well the players roll, the characters cannot 
  change the Sentinel’s responses without reprogramming him.
  The Sentinel will not let the characters pass, but he responds to any 
  such requests by offering an honorable duel. If he wins, he will not 
  kill his opponent, but he asks the 
  trespassers to leave of their own 
  volition. If he is defeated, there 
  will be nobody to prevent the 
  circle’s progress. It is up to the 
  characters whether or not they 
  accept this duel, but the Sentinel 
  will not spare any who fall if it 
  they turn it down.
  Combating 
  the Sentinel
  If the circle accepts the Sen-
  tinel’s challenge, the Sentinel 
  will not make any fatal attacks. 
  He will always opt to maim on 
  his final blow, severing a tendon 
  on the character’s sword hand 
  or otherwise keeping her from 
  being a threat. If the circle does 
  not accept the duel, it has the 
  added benefit of every character 
  being able to enter the room at 
  once. There is, however, no easy 
  way out. The Sentinel they face 
  now is not a grave good, so Holy 
  Charms and sunlight have no 
  extra effect on him.
  Consequences
  The characters are ready to 
  move to the final room. If they 
  followed the Silent Inquisitor, 
  they know he is awaiting them. If 
  not, they expect to find the final 
  treasure beyond the next door. 
  When they are ready, move to 
  “The Contagion of Law.”
  42
  
  43
  The Contagion of Law
  MENTAL •••• 
  PHYSICAL ••••• 
  SOCIAL ••
  Overview
  This is the final showdown with the Silent Inquisitor of Wayward 
  Souls. It can happen one of two ways.
  If the characters came to the tomb without any prodding, they are 
  suddenly ambushed by the Abyssal. He attacks whichever member of 
  the circle he views least likely able to defend herself, attempting to pick 
  off the weakest before the true battle begins. He thanks the characters 
  for their help in locating the Contagion of Law and challenges them 
  to a fight to the death, fully intending to use further dirty tactics.
  If the circle has come to the tomb chasing the Silent Inquisitor, 
  however, they find Merek Loshan attuning the Contagion of Law. 
  He reveals his true identity and reanimates the dead flesh of Granite 
  Archetype. Combat ensues.
  In either case, once their enemies are defeated and dying soliloquies 
  have been had, the characters have access to the artifacts of both the 
  Silent Inquisitor and Granite Archetype. Their mission is complete.
  Description
  If the circle chased the Silent Inquisitor:
  Sitting amidst the possessions of Granite Archetype is the familiar form of 
  Merek Loshan, surrounded by shining orichalcum. The Contagion of Law 
  already adorns his brow and it seems you have interrupted his meditation. 
  “This is unfortunate,” he sighs, standing and crushing a small charcoal skull 
  in his hand.
  The coffin beside him begins to shake violently, and Loshan’s face melts 
  away to reveal that of an eerily beautiful man. His skin is snow white, shot 
  through with veins of sapphire. His lips and eyes are frozen crystals. “I am 
  the Silent Inquisitor of Wayward Souls. I suppose I must quiet you heretics 
  in the name of the Shining One.” With a resounding thud, the lid of the 
  coffin falls to the ground. Granite Archetype—his dead flesh still clinging to 
  bone—rises to face you.
  If the Silent Inquisitor initiates a successfully devastating sneak 
  attack:
  You feel a slight breeze on your neck. You barely manage to catch the 
  light flickering off a small needle flying silently through the air. As it moves 
  away from you, you see it weep a blood tear, which falls to the ground with 
  a miniscule splash. You realize too late that you cannot scream—your throat 
  is filled with blood—and the only sound you make is your knees hitting the 
  ground. Everyone turns in time to see your body crumple to a heap.
  Behind you stands Merek Loshan, his smile gone. The visage tears itself 
  away to reveal that of a white-skinned deathknight. “I am the Silent Inquisitor 
  of Wayward Souls,” he says. His words continue, but you have faded too 
  far to hear them.
  This counts as a stunt worth two dice to the Silent Inquisitor’s sneak 
  attack, but he succeeds only if he reduces a character to Incapacitated 
  with it. (He may split his action, though, taking multiple attacks  
  to do so.)
  When the Silent Inquisitor is defeated:
  As the Silent Inquisitor falls back from the final blow, he seems surprised 
  that his body no longer accepts his commands. After a brief moment, his 
  struggling stops, and he merely looks upon the heroes who have defeated him. 
  His face shows no anger, no sadness, no regret. He closes his eyes, arranges 
  his lips into a smile… and dies.
  Storyteller Goals
  Make the characters earn their victory. The Silent Inquisitor is the 
  most difficult foe they face during this story. Do not pull punches. While 
  the Silent Inquisitor will not bother to finish off any already-beaten 
  foes until after the fight, he will focus on eliminating targets one at a 
  time to the best of his ability. Characters can become seriously injured 
  or die. Use this threat to increase the drama in these final moments 
  of the story.
  Character Goals
  Defeat the Silent Inquisitor and prevent the Contagion of Law from 
  falling into the hands of murderous psychos.
  Actions
  Combat
  The Silent Inquisitor begins the fight having already spent eight 
  motes and one Willpower point, which represents either the cost of 
  Survival Charms he used to track the circle or the Stealth Charms he 
  43
  
  44
  used to bypass the Sentinel. This is in addition to any other appropri-
  ate expenditures on his part, which may be determined by which of 
  the two combat scenarios occurs.
  If the circle has arrived first, the Silent Inquisitor takes his time prior 
  to entering the final tomb to use any Stealth Charms he would like, 
  and a few less obvious combat Charms. He then attacks, attempting to 
  eliminate whichever members of the circle he perceives as the weakest. 
  As he enters sight, he briefly thanks the circle for helping him locate 
  the Contagion of Law while Join Battle is rolled. If the characters argue 
  with him, you can opt to draw out the conversation. In that case, he is 
  descriptive about the circle’s impending demise. The Silent Inquisitor 
  is an expert in causing both emotional and physical torment, and he 
  wants the characters to fully grasp that all life is a form of pain before 
  he gives them the privilege of death.
  Alternatively, if the characters chased the Silent Inquisitor to the 
  tomb, he awakens the zombie of Granite Archetype and faces their 
  full circle. The zombie almost always attacks the closest enemy, pos-
  sibly attempting to grapple opponents who seem to rely entirely on 
  their weapons for combat (especially ranged combatants). There are 
  exceptions to this rule. First, the animated corpse remains sentient 
  enough to prevent itself from foolishly attacking a foe who has badly 
  injured it. Instead, it focuses on protecting itself or attacks a weaker 
  target. Secondly, the zombie instinctively will not attack a Zenith 
  while any other foe stands on the field. Whether this is due to fear or 
  some remaining bit of honor is unclear.
  The Silent Inquisitor fights aggressively, using Charms (or Storytell-
  er-created Combos) to remove enemies from the combat as quickly as 
  possible. Remember to stunt both his attacks and dodges, and to reward 
  him appropriately with motes and temporary Willpower points.
  As he finishes his attacks, he will likely be running low on Willpower, 
  though clever uses of Charms can allow him some mote recovery. Us-
  ing your judgment, consider whether or not using a simple Charm is 
  safe. If he remains confident that it is not a misstep, he uses Infinite 
  Dodge Mastery (Exalted, p. 185) so he can increase his defenses with-
  out relying on his ability to do so perfectly—which would cost him a 
  significant amount of temporary Willpower points. Note any motes he 
  has remaining that he could use with Dodge Essence Flow (Exalted, p. 
  187) when making that decision. Alternatively, for a more aggressive 
  stance, Infinite Thrown Mastery (Exalted, p. 185) would make his 
  attacks more dangerous, but cause him to rely on a smaller defense.
  The Silent Inquisitor remains defensive while recharging 
  motes from Charms and using stunts to refill his Willpower pool.  
  Additionally, when the circle does manage to injure him, he gains 
  the benefits of Oblivion’s Jowl Postulation (see p. 9) to recharge even 
  more Willpower. Through this process, he goes through phases of ag-
  gression, followed by fighting defensively as he attempts to recover 
  his energy.
  Though he holds a walkaway that allows him to negate three levels 
  of damage after they are applied, he waits before using it until it is 
  absolutely necessary, aiming to land himself at his -4 wound penalty 
  to gain the maximum benefit of Oblivion’s Jowl Postulation. He does 
  not use this to flee, however—he will fight until he or his enemies 
  meet the glorious silence of Oblivion. He does not pull his attacks to 
  intentionally maim opponents or otherwise spare them, but he will 
  not bother attacking any opponents who can no longer threaten him 
  (at least while viable enemies remain). It is simply unwise to strike an 
  incapacitated or severely crippled opponent while a dangerous enemy 
  still stands.
  The Silent Inquisitor is definitely a difficult opponent, but the 
  characters must remember that while he is likely to have more motes 
  to fuel his Charms than any of them have individually, together they 
  can overpower him, as long as they are careful not to move into his 
  attacks. They should never be afraid to use stunts. Simply describing 
  how the character moves her sword between the Silent Inquisitor’s 
  needle and her body is potentially worth two motes.
  Identifying the Artifacts
  The characters begin analyzing the artifacts to discover what they 
  do. Doing so requires handling them firmly as the characters examine 
  them. Among the panoply is a grand daiklave, a pair of god-kicking 
  boots, a band of faith, a pair of orichalcum hearthstone bracers, a pair 
  of soulsteel hearthstone bracers, an orichalcum reinforced breastplate, 
  a soulsteel breastplate, a walkaway, a set of throwing needles and the 
  Contagion of Law. There is also a small charcoal skull if the Silent 
  Inquisitor did not raise the zombie of Granite Archetype. Each item 
  requires a separate roll as an individual action. For full details, see the 
  Storyteller cards on pp. 47-50.
  Dice Pool: (Intelligence + Lore), difficulty 2–6
  Action: Dramatic
  Hindrances: None
  
  45
  Help: The character inherited Granite Archetype’s Exaltation (+Es-
  sence bonus dice, usable only on his former possessions). The char-
  acter attunes an item (+2 bonus successes). The character consulted 
  Iridescent Nightmare’s notes in “The Stagnant Den” (+2 bonus dice 
  to identifying the Contagion of Law).
  Useful Charms: Excellencies are most useful here. They can help 
  the Exalt garner more successes or allow a reroll without additional 
  time and higher difficulty. Infinite Lore Mastery will reduce the mote 
  cost of Excellencies for the scene.
  Roll Results
  Botch: The character fails to identify any characteristics of the item 
  other than the obvious (such as the fact that the daiklave is a weapon) 
  and is too frustrated to make further attempts. The character cannot 
  attempt again at all (instead of the usual cumulative -1 external penalty 
  when re-attempting a roll).
  Failure: The character is incapable of identifying any characteristics 
  of the item other than the obvious.
  Success: Succeeding at a difficulty of 2 allows the character to know 
  the general characteristics of an item. He knows if it has more powers 
  than are standard and can identify its general purpose.
  Succeeding at a difficulty of 5 (3 for the band of faith and hearth-
  stone bracers) allows him to know of every power the item has. He may 
  understand, for instance, that Righteous Bellow can aid him in social 
  and physical combat against creatures of darkness. If he is studying 
  Unstoppable Ascent, he will realize that in addition to being armor, 
  it reinforces the tenacity of his troops.
  Succeeding at a difficulty of 6 (4 for the band of faith and hearthstone 
  bracers) means the character has additionally heard of the legends of 
  the artifact he is examining, prior to its being buried. For unique items, 
  he knows its name. In addition, he fully understands the capabilities 
  of the item. He knows exactly how Whispers of Oblivion summons its 
  components or how many motes are needed to activate the Contagion 
  of Law. Read the artifact’s full description for the character.
  Consequences
  With the Silent Inquisitor defeated, the characters are free to take 
  any items from Granite Archetype’s tomb. They might wish to take a 
  moment to rest, though. They have averted a catastrophe capable of 
  sinking the entirety of the North into despair.
  
  46
  Aftermath
  The characters have stopped the machinations of the Silent 
  Inquisitor of Wayward Souls and taken the Contagion of Law for 
  themselves. This does not, however, mean that everything will wrap 
  up tidily. These are just a few possibilities of hooks to start the next 
  story, should you decide to continue.
  The Bishop of the Chalcedony Thurible
  This Deathlord will notice rather quickly that the Silent Inquisi-
  tor has fallen. He is no longer the type to indulge in vengeance, 
  but he does take note of the characters. He wonders how willing 
  they will be to accept the sweet release of Oblivion. He will send 
  agents after the characters to destroy everything they hold dear 
  until the characters come to the independent realization that only 
  Oblivion can release them from their pain. Additionally, despite the 
  fact that he bears no grudge over the loss of the Silent Inquisitor, 
  the Shining One was interested in using the Contagion of Law to 
  spread his various death cults across Creation, and he will work its 
  recovery into his plans.
  Iridescent Nightmare
  If the circle hasn’t permanently killed Iridescent Nightmare, he 
  slips quietly away. He makes plans to return, but he knows he cannot 
  directly confront the circle. As far as he is concerned, he rediscovered 
  the Contagion of Law, and it rightfully belongs to him. He’ll follow 
  the circle’s adventures as best as he can, and when he has the option, 
  he’ll make an attempt to get the Contagion of Law for himself. He 
  doesn’t particularly care who happens to get hurt in the process.
  Shakan
  Regardless of whether or not Shakan made an appearance in your 
  game, he has noticed the circle’s actions. With spies all over the city, 
  it would be hard for him not to. And because he knows, Mistress 
  Katrin does as well. Fortunately, though Shakan is wary of the circle, 
  he will remember the debt Gethamane owes. He is even honorable 
  enough to repay it, should the circle need a favor, though not quite 
  so honorable as to risk his life or the city’s safety in so doing. If he 
  did make his presence known, he pays the characters for their aid by 
  honoring their deal with the Silent Inquisitor, though he does ask 
  that the Contagion of Law be given to Mistress Katrin so it can be 
  kept safely within the halls of Gethamane. If he did not appear, he 
  simply continues watching, waiting and planning.
  The Guard
  Merek Loshan’s body is never discovered. This mystery creates 
  a power vacuum between the two highest-ranking members of the 
  Guard, Gavne Wheelwright and Mindros Yami. Wheelwright is a 
  pillar of justice, but has become somewhat distracted by the death of 
  his wife, taking his fervor to a new extreme. Yami secretly supports 
  the few actions the Realm takes in Gethamane and is a staunch ad-
  herent to the Immaculate Philosophy. The conflict comes to a tenu-
  ous resolution when an adopted outsider, Golden Stag, is suddenly 
  appointed to the position of Captain. This choice unsettles both of 
  the officers, whose ambition gets the better of them (though Yami 
  hides it particularly well). A quiet rift spreads among the Guard that 
  threatens to destroy it, possibly upsetting the balance between the 
  powers of the city or even allowing a swarm of creatures to escape 
  from the underways.
  Scavengers and Gods
  Rumors of the rediscovered City of Altars spread across the North. 
  Scavengers looking to make a quick profit begin searching for the city 
  to continue the excavation. A nearby spirit court sends its own agents, 
  wanting to use the city’s many temples to increase its own power. 
  Several dormant gods awaken to the first prayers they have heard in 
  an era and use their own influence to spread worship of themselves 
  throughout the North, using the City of Altars as a holy site.
  All this turmoil causes an upset of balance among the spiritual powers 
  of the North. Even the three gods of Gethamane become involved, as 
  a temple to one of them is uncovered in the City of Altars. With the 
  sudden influx of prayer, this one god becomes drastically more power-
  ful than the other two, disrupting every aspect of Gethamanian life. 
  Caverns crumble, the Gardens wither and breathable air could even 
  stop flowing into the city.
  The Wyld Hunt
  Word of Solar Anathema travels quickly, even from the city under 
  the mountain. The Immaculate Order will, at the very least, redouble 
  all efforts to secure Gethamane as a tributary, though a full Wyld Hunt 
  could be dispatched to eradicate the scum if the Isle has the resources to 
  spare. The Guild favors any involvement the Isle wishes to have with 
  
  47
  Gethamane. The city is still too far out to be taxed in any significant 
  fashion, but a Realm presence will pay for itself in the trade it brings. 
  Conversely, most other powers of Gethamane are less than interested 
  in the Isle’s presence, but are aware that an open war would severely 
  strain the already limited resources the city has. Of course, the evils 
  of the underways are indifferent to who they slaughter. You may even 
  allow the players to create Dragon-Blooded characters and play the 
  characters the Realm first sends to examine the underways.
  Yurgen Kaneko
  The Bull of the North is actively trying to conquer the North and 
  bring it under his sway. If he hears of the characters’ accomplishments, 
  he might send a messenger to recruit them into his army. In addition, 
  if he were to learn of the Contagion of Law, he might wish to use it to 
  garner a force measurable in nations. This could even result in a major 
  campaign against the Blessed Isle with the circle at the head.
  Experience
  This story is difficult, and the rewards should be commensurate. An 
  easy way to determine experience points is to award characters one 
  experience point for every scene they participate in. Additionally, if a 
  character has done something particularly cool, award an extra point. 
  Finally, give a five-point reward for completion of the story. This should 
  amount to roughly 20 experience points in total.
  Black Jade Dire Lance (Artifact ••)
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Attune 
  Tags
  5 
  +2 
  +8L/12L 
  +2 
  2 
  5 
  2, L, R
  This massive spear is forged of black jade. Its sturdy construc-
  tion allows it to be used to make mounted charges like a lance 
  or be wielded as a long spear in melee. If used as a lance, the 
  dire lance may be used single-handed during a mounted charge. 
  If used as a spear, the dire lance requires two hands to wield. 
  This dire lance has a single hearthstone setting at the tip of the 
  handle. A Dragon-Blood who attunes this weapon additionally 
  reduces its Speed rating by one and adds one to Damage.
  Perfect Reinforced Breastplate
  Soak 
  Mobility 
  Fatigue
  +8L/7B 
  0 
  0
  A breastplate with attached shoulder guards, this armor also 
  includes a skirt that protects the character’s crotch and upper 
  thighs, a pair of greaves to protect the lower legs and a pair of 
  long bracers to protect the character’s forearms. The reinforced 
  breastplate offers excellent protection to the areas it covers, but 
  this protection is balanced by the fact that significant portions of 
  the character are totally unarmored. This item has been forged 
  by a master craftsman.
  Stoic Voice, Orichalcum 
  Grand Daiklave (Artifact ••••)
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Attune 
  Tags
  5 
  +2 
  +12L/4 
  +2 
  3 
  8 
  2, O, P, R
  This is the grave-goods version of Righteous Bellow, Granite 
  Archetype’s noble and righteous grand daiklave. Its creation 
  in the Underworld warps the original’s desire for law into a 
  desire for order, and there is no greater order than the divi-
  sion between life and death. Even so, Stoic Voice remains the 
  ultimate authority in keeping order, capable of pushing back 
  the forces of the Wyld with ease. Stoic Voice deals aggravated 
  damage to raksha and creatures native to the Wyld. When it is 
  in its wielder’s hand, Stoic Voice also allows its wielder to use 
  Enemy-Castigating Solar Judgment (if he knows it) as a non-
  Charm action against raksha and creatures native to the Wyld. 
  When a Solar Exalt attunes the grand daiklave, the Exalt gains 
  an additional +1 to Accuracy, Defense and Rate. Two hearth-
  stone settings lie in the hilt.
  
  48
  Grave Goods Orichalcum 
  God-Kicking Boots (Artifact ••)
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Attune 
  Tags
  5 
  +1 
  +8B 
  -1 
  2 
  6 
  M,P
  Heavy boots shod with plates of orichalcum rather than 
  iron or steel, the god-kicking boots are always worn as a pair. 
  They do not have hearthstone settings. When a Solar Exalt at-
  tunes the boots, the Exalt gains an additional +1 to Accuracy, 
  Defense and Rate.
  Grave Goods Band of Faith 
  (Artifact •)
  It’s difficult to say where the single mote of Underworld Es-
  sence stored within this ring came from. The mote is accessible 
  and fully usable by anyone who wears the ring, regardless of 
  whether or not the bearer could normally use Essence. Once 
  spent, the Essence in the ring recharges after an hour spent 
  outdoors beneath the sky of the Underworld. Only one band 
  can benefit a character at any time.
  Grave Goods Orichalcum 
  Hearthstone Bracers (Artifact ••)
  A common grave good, hearthstone bracers provide powerful 
  defensive bonuses to the Exalts who wear them. These bracers 
  come as a pair, one of which has a single hearthstone setting and 
  the other of which is imbued with magical power. These bracers 
  work only for an Exalt of the appropriate type.
  Hearthstone bracers require a commitment of four motes of 
  Essence to activate them—two motes for each bracer. A bracer 
  must be worn with its mate and will not work otherwise. Re-
  gardless of construction, hearthstone bracers proved a three-die 
  bonus to dodge attempts made by an attuned user.
  These bracers are ornately wrought in homage to the Uncon-
  quered Sun, causing the Solar Exalt who wears them to strike 
  with the surety and power of the Unconquered Sun. All of the 
  character’s attacks have their damage increased by two dice 
  while he is wearing the bracers.
  Zealotry of Gold, Orichalcum 
  Reinforced Breastplate (Artifact •••)
  Soak 
  Hardness 
  Mobility 
  Fatigue 
  Attune
  +10L/+9B 
  8L/8B 
  -1 
  0 
  4
  This is the grave-goods version of Unstoppable Ascent, 
  Granite Archetype’s grand and unmistakable armor. This armor 
  fortifies not only the warrior wearing it, but the will of his entire 
  unit. The entire unit fights with the vicious savagery of zealots 
  who no longer understand human emotion. The fighters will stop 
  at nothing to slay every one of their foes, crush their bones and 
  desecrate their flesh. Their anger will drive them to fight to the 
  very last man in a losing fight. A unit led by the bearer of this 
  armor cannot fail Valor rolls, and therefore cannot be routed, 
  as long as it is an invading force. A single hearthstone setting 
  rests over the solar plexus. When a Solar wears the armor, add 
  two to both the armor’s lethal and bashing soak, and add one 
  to the armor’s lethal and bashing Hardness.
  The Contagion of Hate 
  (Artifact •••••)
  This is the grave-goods version of the Contagion of Law, 
  Granite Archetype’s symbol of temporal sovereignty and divine 
  authority. The Contagion of Hate is an orichalcum crown en-
  graved with the skyline of a First Age city. Just above the bearer’s 
  forehead rests a piece of glowing charcoal, the edges of which 
  are laced with green jade. Anyone wearing the crown who has 
  placed in it a commitment of six motes appears as the ultimate 
  ghastly force, increasing his Appearance by one. In addition, he 
  can activate the crown’s true ability.
  By spending 10 motes and a temporary Willpower point 
  and touching a single person, the Exalt can inflict a plague of 
  hatred upon a nation. The initial victim is subject to a conta-
  gious negative Intimacy, treated as a Virulence 6 disease. The 
  character’s Dodge MDV is used to resist, however, rather than 
  a typical Resistance roll. In addition, a character may spend 
  four Willpower points immediately upon contact to avoid 
  contracting the Intimacy. If the contagious Intimacy directly 
  contradicts a previously existing Intimacy, the older Intimacy 
  is completely overridden.
  An affected individual is considered infected until he loses 
  the Intimacy, which can be removed through social combat as a 
  normal Intimacy. Since the “infection” is not actually a disease, 
  Medicine Charms that target diseases are useless. As long as a 
  character possesses the contagious Intimacy, he can spread it 
  through touch. As a result, the disease remains in social circula-
  tion, as “cured” individuals re-infect each other easily.
  
  49
  Righteous Bellow, Orichalcum 
  Grand Daiklave (Artifact ••••)
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Attune 
  Tags
  5 
  +2 
  +12L/4 
  +2 
  3 
  8 
  2, O, P, R
  This grand daiklave once spread the order of law across Cre-
  ation. Granite Archetype used it to fight against any creatures 
  of darkness that threatened the sanctity of Solar law and order, 
  both physically and socially. All attacks made by Righteous Bel-
  low are Holy. Additionally, Righteous Bellow allows its wielder 
  to use Enemy-Castigating Solar Judgment (if he knows it) as a 
  non-Charm action. When a Solar Exalt attunes Righteous Bel-
  low, the Exalt gains an additional +1 Accuracy, Defense, and 
  Rate. The hilt has two hearthstone settings.
  Orichalcum God-Kicking Boots 
  (Artifact ••)
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Attune 
  Tags
  5 
  +1 
  +8B 
  -1 
  2 
  6 
  M,P
  Heavy boots shod with plates of orichalcum rather than iron 
  or steel, the god-kicking boots are always worn as a pair. They 
  do not have hearthstone settings. When a Solar Exalt attunes 
  them, the Exalt gains an additional +1 to Accuracy, Defense 
  and Rate.
  Band of Faith
  The band of faith is a ring forged of gold with a thin vein 
  of purer orichalcum running through it, and contains a single 
  mote of Essence that can be wielded by anyone who wears the 
  ring. Of small benefit to any Exalt, God-Blood or Dragon King, 
  this mote enabled mortals to activate and operate some of the 
  nearly accessible tools and minor wonders of the First Age 
  without training.
  Finding such a ring in the Age of Sorrows is not difficult. More 
  than one Solar was buried with a panoply of faithful servants, 
  devoted to him and his god.
  Only one band of faith can benefit an individual at a time. 
  Once the mote within is used, the band recharges after a full 
  hour in sunlight.
  Unstoppable Ascent, Orichalcum 
  Reinforced Breastplate (Artifact •••)
  Soak 
  Hardness 
  Mobility 
  Fatigue 
  Attune
  +10L/+9B 
  8L/8B 
  -1 
  0 
  4
  This armor fortifies not only the warrior wearing it, but the 
  will of his unit. The entire unit fights with vigor, motivated by 
  the conviction of its leader. The fighters will stop at nothing to 
  defeat their enemies, even if they must fight to the last man in 
  a losing battle. A unit led by the bearer of this armor cannot fail 
  Valor checks, and therefore cannot be routed. A single hearth-
  stone setting rests over the solar plexus. When a Solar wears the 
  armor, add two to both the armor’s lethal and bashing soak, and 
  add one to the armor’s lethal and bashing Hardness.
  Soulsteel Breastplate
  Soak 
  Hardness 
  Mobility 
  Fatigue 
  Attune
  +6L/+4B 
  2L/2B 
  0 
  0 
  2
  This simple armor provides basic protection against attacks, 
  and can still be concealed under a heavy jacket or cloak. It is 
  designed for ease of movement. Occasionally, a pained face can 
  be seen letting out a low moan in the surface of the soulsteel 
  that enhances the breastplate. An Abyssal Exalt wearing this 
  armor adds an additional +2 to lethal and bashing soak and an 
  additional +1 to lethal and bashing Hardness.
  Walkaway (Artifact •)
  This walkaway used to be the tip to an icewalker’s spear, 
  but when thrown at a priest of the Shining One, it turned its 
  course and shattered against the stone. The spear tip became 
  infused with the power to keep its bearer safe. Once per story, 
  the walkaway can be used to negate a single, life-threatening 
  damage roll up to three damage successes. All of the damage 
  successes must come from the same roll.
  
  50
  Soulsteel Hearthstone Bracers 
  (Artifact ••)
  A common artifact, hearthstone bracers provide powerful 
  defensive bonuses to the Exalts who wear them. These bracers 
  come as a pair, one of which has a single hearthstone setting and 
  the other of which is imbued with magical power. These bracers 
  work only for an Exalt of the appropriate type.
  Hearthstone bracers require a commitment of four motes of 
  Essence to activate them—two motes for each bracer. A bracer 
  must be worn with its mate and will not work unless worn as a 
  pair. Regardless of construction, hearthstone bracers proved a 
  three-die bonus to dodge attempts made by an attuned user.
  These bracers are decorated with weeping faces and shriek-
  ing souls. Soulsteel bracers bring the forces of entropy to bear 
  on their target, decreasing her lethal and bashing soak by two 
  against the Abyssal’s attacks. This effect cannot reduce a target’s 
  soak below 0.
  Whispers of Oblivion, a set of a 
  dozen Soulsteel Needles (Artifact •••)
  Needles
  Spd. 
  Acc. 
  Damage 
  Rate 
  Range Attune 
  Tags
  4 
  +1 
  +3L 
  3 
  20 
  4 
  P
  Whip
  Spd. 
  Acc. 
  Damage 
  Def. 
  Rate 
  Tags
  4 
  +1 
  varies 
  0 
  2 
  C, D, R, M
  This set of needles is a versatile weapon designed for an 
  assassin. For one mote each, the Exalt may reflexively recall 
  any needles she does not currently have with her. The needles 
  will fly back to her hand on their own accord, but if the path 
  is obstructed, they will travel through Elsewhere. In addition, 
  the Exalt may reflexively link any needles she currently pos-
  sesses into a whip that can be used with Melee or Martial Arts 
  for a cost of two motes. Essence jumps between the needles, 
  filling any gaps to create the four-foot long whip. These motes 
  are committed until the character returns the Whispers of 
  Oblivion to its form as needles. As a whip, it deals a base lethal 
  damage equivalent to the number of needles used to create it, 
  but it gains no benefits for being made of soulsteel. Changing 
  the needles back is also a reflexive action. When Whispers of 
  Oblivion is attuned to an Abyssal Exalt, Thrown attacks made 
  with its needles thirst for the blood of their victim, adding two 
  to Accuracy and Damage.
  The Contagion of Law 
  (Artifact •••••)
  The Contagion of Law is an orichalcum crown engraved with 
  the skyline of a First Age city. Just above the bearer’s forehead 
  rests a single diamond, the edges of which are laced with green 
  jade. Anyone wearing the crown who has placed in it a commit-
  ment of six motes gains an aura of ultimate authority, increasing 
  his Appearance rating by one. In addition, he can activate the 
  crown’s true ability.
  By spending 10 motes and a temporary Willpower point and 
  touching a single person, the Exalt can inflict a plague of belief 
  upon a nation. The initial victim is subject to a contagious In-
  timacy, treated as a Virulence 6 disease. The character’s Dodge 
  MDV resists the disease, rather than a typical Resistance roll. 
  In addition, a character may spend four Willpower points im-
  mediately upon contact to avoid contracting the Intimacy. If the 
  contagious Intimacy directly contradicts a previously existing 
  Intimacy, the older Intimacy is completely overridden.
  An affected individual is considered infected until he loses 
  the Intimacy, which can be removed through social combat as 
  a normal Intimacy. Since the “contagion” is not a true disease, 
  Medicine Charms that target diseases are useless against it. As 
  long as a character possesses the contagious Intimacy, he can 
  spread it through touch. The disease easily remains in social 
  circulation, as “cured” individuals can re-infect each other. 
  The crown takes its name from the Zenith Caste Solar, Granite 
  Archetype, who used it in the First Age to instill a great rever-
  ence for the law in his people.
  The Final Mission, a charcoal skull 
  (Artifact ••)
  This small skull carved from a block of charcoal and soaked 
  for three nights in the blood of children is a single-use artifact 
  that, when crushed, raises a single target corpse within a yard of 
  the user. The cadaver retains its Attributes and Abilities from 
  life. It is completely loyal to whoever raised it, until either it is 
  destroyed or a year and a day passes. At that point, the corpse 
  turns to dust and can never be raised again.
  
   mental 
  physical 
  social 
   
  ScEnE:
  h i n d r A n c E S
  h E l P
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
  Pcs
  Sts
   
  Unusual Welcome
  •
  ­••
  An Odd Aroma: The char-
  acter is addicted to bright 
  morning (2 bonus dice).
  Negotiating a Price: The 
  Silent Inquisitor is distracted by 
  keeping his motives secret (-2 
  internal penalty). He feigns fail-
  ure based on target’s Essence 
  (1–3 motes, he yields slightly; 
  4–6 motes, he hesitantly ac-
  cepts; 7+ motes, he instantly 
  accepts). Spends Willpower 
  to resist unnatural mental influ-
  ence, but accepts offer in order 
  to maintain his disguise.
  Give the characters enough exposition to launch them into the story. Addition-
  ally, try to hint that Merek might know a little more than he’s telling them.
  Work out a deal with Merek Loshan that is beneficial to the circle.
  The Stagnant Den
   —­
  ••• 
  •
  —
  Negotiating a Price: Any 
  Excellency Charm for Bureau-
  cracy, Performance, Presence 
  or Socialize, any Investigation 
  Excellency, Irresistible Sales-
  man Spirit
  Navigating the Trail: There 
  is no natural light, and caverns 
  often lack identifying charac-
  teristics (-2 external penalty).
  Passage to the Damned
  Navigating the Trail: The 
  guards have some clues gath-
  ered by previous teams (+2 
  bonus successes).
  Allow the characters to interact with the guards so they have some human 
  element to feel responsible for defending. Also, emphasize suspense.
  Defeat any monsters and make it to Iridescent Nightmare’s lair.
  Going Up
  Navigating the Trail: Hard-
  ship-Surviving Mendicant Spir-
  it, Unshakeable Bloodhound 
  Technique
  Noticing the Shadowland: 
  The player cannot attempt the 
  roll if her character cannot see 
  Essence flows.
  Searching the Room: The 
  character has Compassion 3 
  or greater and is disgusted by 
  the bodies lining the walls (-1 
  external penalty).
  Searching the Room: The 
  character is already aware of 
  the shadowland’s presence (2 
  bonus dice).
  The battle needs to be cinematic, but Iridescent Nightmare  
  is simply no match for a circle of Solar Exalts
  Face the enemy of Gethamane and search his haven.
  Searching the Room: Any 
  Investigation Excellency could 
  be useful in discovering the 
  false wall that hides the secret 
  door.
  Bearing the Storm: Because 
  this is an environmental haz-
  ard, Charms that perfectly 
  dodge or parry attacks are 
  inapplicable.
  Navigating the Trail: The 
  storm is erasing all evidence 
  of the trail (-2 external pen-
  alty).
  Bearing the Storm: A Twi-
  light’s anima ability can pro-
  tect her from damage, even if 
  the player botches the roll.
  Navigating the Trail: Only 
  one individual needs to roll. 
  The members of the circle can 
  trade off who is leading.
  In the tunnels, you might want to use a slow reveal. Once outside,  
  the action can play out as a mad dash through a deadly storm or as a  
  stoic endeavor against the erosion of the tempest, but it should feel stressful.
  Surviving the storm, investigating the trail and  
  finding a way to return to Creation.
  Bearing the Storm: Infinite 
  Resistance Mastery, Element-
  Resisting Prana.
  Navigating the Trail: Infinite 
  Survival Mastery, Hardship-
  Surviving Mendicant Spirit, 
  Trackless Region Navigation.
  ­••••­­
  ••••­• 
  —
  ­••­
  •• 
  •
  12
  14
  16
  19
  
   mental 
  physical 
  social 
   
  ScEnE:
  h i n d r A n c E S
  h E l P
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
  Pcs
  Sts
  Recognizing the Prayer Fun-
  nel: A player cannot attempt 
  the roll if her character is not 
  trained in Craft: Magitech or 
  Thaumaturgy: Geomancy.
  Noticing the Lack of Resi-
  dences: The character has a 
  Motivation related to gather-
  ing wealth and treasure (-1 
  external penalty).
  The City of Altars
  •­••­•
  —
  Recognizing the Prayer Fun-
  nel: The character is actively 
  using a method to directly per-
  ceive Essence (-2 difficulty).
  Noticing the Lack of Resi-
  dences: The character’s First 
  Age incarnation helped design 
  the city (+2 dice).
  Recognizing the Colossus 
  Sun Temple: The character has 
  the Past Lives Merit (add the 
  bonus dice from Past Lives). The 
  character has inherited the Exal-
  tation of Granite Archetype (+Es-
  sence rating in bonus dice).
  Encourage a lengthy investigation of the city.
  Explore the city and discover why it interested Iridescent Nightmare.
  Relic of Kings
  ­••••­
  —­
  ••••
  —
  Recognizing the Prayer 
  Funnel: All-Encompassing Sor-
  cerer’s Sight, the geomantic 
  ritual Essence Sense.
  Noticing the Lack of Resi-
  dences: Excellencies.
  Investigate the Flesh 
  Mounds: The character has 
  a Compassion rating of 3 or 
  higher (-1 internal penalty).
  Recognizing the Weapons: 
  The character is loyal to the 
  Immaculate Order (-1 external 
  penalty). Fewer than two of 
  the statues are uncovered (the 
  roll cannot be attempted).
  Righteous Descent
  Investigate the Flesh 
  Mounds: Some of the cadav-
  ers have fallen due to Irides-
  cent Nightmare’s passing 
  the altar without praying (+1 
  success).
  Recognizing the Weapons: 
  The circle has cleaned away 
  three or more of the statues (-1 
  difficulty).
  Be careful to describe this area as fully as you can. Rooms very similar to these will be 
  visited later when the characters find the true tomb of Granite Archetype in Creation.
  Defeat the trials and make it to the bottom of the mausoleum.
  Report
  Investigate the Flesh 
  Mounds: Investigation Excel-
  lency, Crafty Observation 
  Method
  Recognizing the Weapons: 
  Any Lore Excellency
  Recognize the Grave Goods: 
  A character raised as a Realm 
  dynast or in similar culture (-1 
  external penalty).
  Examine the Artifacts: A 
  character who doesn’t realize 
  these items are grave goods 
  can only confuse an artifact 
  for its Creation-born relative. 
  The first character who touches 
  the Contagion of Hate suffers 
  an attack.
  Resist Infection: The initial 
  infection is an unexpected social 
  attack, reducing the character’s 
  Dodge MDV to 0 before apply-
  ing any Charms.
  Recognize the Grave 
  Goods: A character who has 
  significant experience with 
  the dead or funeral rites (+2 
  successes).
  Examine the Artifacts: The 
  character inherited Granite 
  Archetype’s Exaltation (+Es-
  sence rating dice). The char-
  acter commits an artifact (+2 
  successes to identifying it). The 
  character consulted Iridescent 
  Nightmare’s notes in “The 
  Stagnant Den” (+2 dice).
  Try to hint to the characters that there is still a larger mystery going on.
  Examine the grave goods of Granite Archetype and  
  make use of the information.
  Recognize the Grave 
  Goods: Occult Excellency
  Examine the Artifacts: All-
  Encompassing Sorcerer’s 
  Sight
  Resist Infection: Tempta-
  tion-Resisting Stance, Elusive 
  Dream Defense, Spirit-Main-
  taining Maneuver, Immunity to 
  Everything Technique
  None
  None
  The Silent Inquisitor is trying to get as much information as possible without seeming like 
  he is digging. Also, try to hint that something sinister is going on beneath the surface.
  Report to Merek Loshan and arrange to receive payment. Potentially,  
  renegotiate pay based on the hazards of the journey.
  Excellency Charms, Track-
  less Region Navigation
  ­­•••­
  — 
  •••
  ­••­
  •••• 
  —
  22
  25
  27
  30
  
   mental 
  physical 
  social 
   
  ScEnE:
  h i n d r A n c E S
  h E l P
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
  Pcs
  Sts
  None
  A Chance for Redemption
  —
  ­•­•
  None
  Allow Iridescent Nightmare (or Shakan) to spell everything out  
  and push the circle toward the climax of the story.
  Determine what Iridescent Nightmare wants. Kill him again  
  if he becomes an unbearable nuisance.
  Beneath the Snow
   — 
  ­•­••­•­
  —
  •­•­
  None
  Find the City: The character 
  is tracking at night (-2 internal 
  penalty).
  Treasure Hunters
  Find the City: The character 
  has a way to see into the Un-
  derworld (+1 success).
  Give the characters a sense of their own superiority  
  and pump them up before the final confrontation.
  Plot a course to the true City of Altars and get there quickly.
  Into the Tomb
  Find the City: Trackless Re-
  gion Navigation, Unshakeable 
  Bloodhound Technique
  Vignettes: Avalanche, Beast-
  men, Hungry Ghosts, Ravine, 
  Wind Herder
  The character is digging 
  with no tools (-1 internal pen-
  alty).
  Characters who use an 
  appropriate stunt, Charm or 
  spell may substitute any other 
  applicable roll.
  The characters know that the end of their adventure lies inside Granite  
  Archetype’s tomb, so use this as another opportunity to psych them up.
  Enter Granite Archetype’s tomb.
  Increasing Strength Exer-
  cise
  Recognizing the Weapons: 
  The character is loyal to the 
  Immaculate Order (-1 external 
  penalty).
  Offering Prayer: The char-
  acter’s culture does not tra-
  ditionally pray to spirits (-2 
  internal penalty).
  Recognizing the Weapons: 
  Anyone who made the roll 
  to recognize the weapons in 
  “Righteous Descent” automati-
  cally succeeds.
  Play up the similarities between the current tomb and the Underworld echo the 
  characters visited earlier. Draw it out a little, but don’t let the sense of urgency drop.
  Best the trials of Granite Archetype’s tomb and make it to the bottom room.
  Recognizing the Weapons: 
  Excellencies
  Offering Prayer: Perfor-
  mance Excellency
    •­• 
  ••­•­
   •­•
   •­•­• 
  •­•­•­
  •­••
  32
  34
  36
  38
  
   mental 
  physical 
  social 
   
  ScEnE:
  h i n d r A n c E S
  h E l P
  o t h E r
  Pcs
  Sts
   mental 
  physical 
  social 
   
  ScEnE:
  h i n d r A n c E S
  h E l P
  o t h E r
  Pcs
  Sts
   mental 
  physical 
  social 
   
  ScEnE:
  Pcs
  h i n d r A n c E S
  h E l P
  Sts
  o t h E r
  40
  43
  The door is magically 
  locked and cannot be picked 
  by mundane means or by 
  magical means. Attempting 
  to pick the lock results in the 
  door’s attack.
  None
  The Locked Door
  The Contagion of Law
  ••­•
  •••­•
   —
  ­••
  None
  The character inherited 
  Granite Archetype’s Exalta-
  tion (+Essence bonus dice, 
  usable only on his former 
  possessions). The character 
  attunes an item (+2 bonus 
  successes). The character con-
  sulted Iridescent Nightmare’s 
  notes in “The Stagnant Den” 
  (+2 bonus dice to identifying 
  the Contagion of Law).
  Let the circle discover an almost humorous side to the ancient Zenith.
  Make the characters earn their victory.
  Defeat the next trial and continue.
  Defeat the Silent Inquisitor and keep the Contagion of Law  
  from falling into the hands of murderous psychos.
  ••­•­
  ••­•••­
  Evidence-Discerning Meth-
  od, Lock-Opening Touch or 
  Door-Evading Technique are 
  not useful in this scene.
  Excellencies, Infinite Lore 
  Mastery
  The Sentinel
    — 
         •­•••­•­
  —
  None
  None
  Give the characters a fight. Allow them to stress over  
  the final battle that is about to come.
  Defeat the Sentinel and move forward.
  None
  42
  
  55
  Mortwight
  Attributes: Strength 7, Dexterity 5, Stamina 5; Charisma 2, Manipula-
  tion 4, Appearance 1; Perception 3, Intelligence 2, Wits 4
  Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4
  Abilities: Athletics 4, Awareness 3, Craft (Moliation) 2, Dodge 4, In-
  tegrity 2, Martial Arts 4, Occult 1, Performance 1 (Ghastly Displays +3),  
  Presence 3 (Torture +2), Stealth 2, Survival 1 (Training Hungry Ghosts +3),  
  War 3
  Backgrounds: Followers 2
  Arcanos Charms:
  Common Arcanos Charms: Moon’s Cold Glow, Ox-Body Technique, 
  Scent of Sweet Blood
  Savage Ghost-Tamer Arts: Call the Ravening Hound, Command the 
  Hungry Devil, Diversion of the Savage Hunger, Tame the Wicked 
  Appetite, Taste the Demon Wind
  Terror-Spreading Art: Black Breath of the Abyss, Corpse-Fed  
  Radiance
  Join Battle: 7
  Attacks:
  Bite: Speed 5, Accuracy 9, Damage 8L, Parry DV —, Rate 2
  Claw: Speed 5, Accuracy 10, Damage 7L, Parry DV 6, Rate 3
  Clinch: Speed 6, Accuracy 9, Damage 7B, Parry DV —, Rate 1
  Soak: 3L/5B
  Corpus Levels: -0/-1/-1/-2/-2/-2/-2/-4/Incap
  Dodge DV: 6 Willpower: 7
  Essence: 2 Essence Pool: 59
  The Arms of the Sun
  Attributes: Strength 5, Dexterity 4, Stamina 7, Charisma 0, Manipula-
  tion 0, Appearance 3, Perception 4, Intelligence 3, Wits 2
  Abilities: Archery 4, Melee 4, War 2, Resistance 4, Awareness 3, 
  Dodge 2
  Weapons
  Lance: Speed 5, Accuracy 10, Damage 13L, Parry DV 5, Rate 2,  
  Tags R
  Shield: Speed 5, Accuracy 9, Damage 7B, Parry DV 7, Rate 1,  
  Tags P
  Horn: Speed 5, Accuracy 10, Damage 6L, Range 10, Rate 1
  The horn cannot be blocked, only dodged.
  Laurel: Speed 5, Accuracy 12, Damage 6B, Parry DV 5, Rate 3
  Notes: Any character struck by the laurel increases his mobility penalty 
  by one for the rest of the scene. This effect is stackable.
  Any time two or more statues attack the same target on the same tick, 
  they gain two dice to their attack’s Accuracy for every other statue 
  attacking the target that tick.
  Willpower: 5
  Soak: 12L/16B (stone armor, 9L/9B)
  Health Levels: -0x9/-4/Broken
  Dodge DV: 4
  Virtues: Compassion 0, Conviction 5, Temperance 5, Valor Cannot 
  Fail
  Essence: 2
  
  56
  The Sentinel (Grave Good)
  Attributes: Strength 7, Dexterity 5, Stamina 12, Charisma 1, Manipu-
  lation 1, Appearance 4, Perception 3, Intelligence 2, Wits 4
  Abilities: Melee 5 (+3 Guarding the Tomb), War 2, Resistance 4, 
  Athletics 4, Awareness 4, Dodge 3, Linguistics 1 (Native: Old Realm, 
  Skytongue)
  Charms: Second Melee Excellency (2m/success), Ebon Lightning 
  Prana (3m, 1 WP)
  Weapons
  Halberd: Speed 6, Accuracy 13, Damage 14L/2, Parry DV 11, Rate 2, 
  Tags 2,O,R
  Willpower: 9
  Soak: 0A/20L/24B (metallic form 14L/12B, natural)
  The Sentinel takes aggravated damage from Holy attacks.
  Health Levels: -0x3/-1x6/-2x6/-4x3/Broken
  The Sentinel halves all lethal and bashing damage after damage is 
  rolled, rounded down. This can reduce damage inflicted by an attack 
  to 0 levels.
  Dodge DV: 6
  The Sentinel adds its Essence to its Parry DV (already factored in).
  Virtues: Compassion 1, Conviction 4, Temperance 2, Valor Cannot 
  Fail
  Essence: 4
  Personal Essence: 40
  The Sentinel (Creation)
  Attributes: Strength 7, Dexterity 5, Stamina 12, Charisma 1, Manipu-
  lation 1, Appearance 4, Perception 3, Intelligence 2, Wits 4
  Abilities: Melee 5 (+3 Guarding the Tomb), War 2, Resistance 4, 
  Athletics 4, Awareness 4, Dodge 3, Linguistics 1 (Native: Old Realm, 
  Skytongue)
  Charms: Second Melee Excellency (2m/success), Blazing Solar Bolt  
  (3m, 1 WP)
  Weapons
  Halberd: Speed 6, Accuracy 13, Damage 14L/2, Parry DV 11, Rate 2, 
  Tags 2,O,R
  Blazing Solar Bolt: Speed 4, Accuracy 17, Damage 16L, Range 40, 
  Rate 1
  Willpower: 9
  Soak: 0A/20L/24B (metallic form 14L/12B, natural)
  Health Levels: -0x3/-1x6/-2x6/-4x3/Broken
  The Sentinel halves all lethal and bashing damage after damage is 
  rolled, rounded down. This can reduce damage inflicted by an attack 
  to 0 levels.
  Dodge DV: 6
  The Sentinel adds its Essence to its Parry DV (already factored in).
  Virtues: Compassion 1, Conviction 4, Temperance 2, Valor Cannot 
  Fail
  Essence: 4
  Personal Essence: 40
  
  notes         
  anIma
  stRenGth 
  chaRIsma 
  peRceptIon
  dexteRIty 
  manIpulatIon 
  IntellIGence
  stamIna 
  appeaRance 
  WIts
  WIllpoWeR 
  essence
  vIRtues
  name: 
  caste: 
  concept: 
  anIma: 
  o o o o o o o o o o
  o
  o
  o
  o
  o
  o
  expeRIence
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  soak
  B 
  L 
  A
  dodGe dv
  health
  -0
  -1
  -2
  -4
  IncapacItated
  lImIt BReak
  vIRtue flaW
  compassIon  
  convIctIon 
  o o o o o
  o o o o o
  tempeRance
  valoR
  o o o o o
  o o o o o
  peRsonal 
  |
  peRIpheRal 
  |
  commItted
  essence pool 
       aBIlItIes         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
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  o
  o
  o
  o
  o
  o
  o
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  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
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  o
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  o
  o
  o
  o
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  o
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  o
  o
  o
  o
  o
  o
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  o
  o
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  o
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  o
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  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
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  o
  o
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  o
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  o
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  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Weapons
  BackGRounds
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
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  o
  o
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  o
  o
  o
  o
  o
   
  Speed / Accuracy / Damage / Defense / Rate
  Weapons
  aRmoR
  name 
  o
  o
  o
  o
  o
  The Silent Inquisitor 
   
  Day
  of Wayward Souls  
     
         Infiltrator and Assassin 
   
  A smiling shadow
  Avatar
  Backing (Cult of the 
     Shining One)
  Contacts
  Influence (as Merek)
  Liege
  Manse
  Resources (as Merek)
  Resources
  Underworld Manse
  Underworld Manse
  Whispers of Oblivion
      (Needle) 
  4 
  15 
  8L 
  — 
  20 
  3 
  P 
      (Whip) 
  4 
  11 
  varies 
  8 
  — 
  2 
  C, D, R
  Crypt Bolt Attack 
  5 
  14 
  11L/A 
  — 
  50 
  2 
  —
  Radiant 
      Holocaust Flare 
  5 
  16 
  11L/A 
  – 
  50      Infinite —
  Punch 
  5 
  9 
  3B 
  10 
  — 
  3 
  N
  Kick 
  5 
  8 
  6B 
  6 
  — 
  2 
  N
  Clinch 
  6 
  8 
  3B 
  — 
  — 
  1 
  C, N, P
  Soulsteel Breastplate       Soak: 8L/6B, 3L/3B Hardness, -0 mobility, 0 fatigue
  9 
  9 
  8
  7
  Spend 1 extra mote to conceal 
  Peripheral mote use.  Double cost for 
  Obvious charms.  10m to shroud self 
  in ghostly concealment for scene.
   21
   49
  10
  the sIlent 
  InquIsItoR of the 
  WayWaRd souls
   
  Martial Arts
  Thrown
    (Crypt Bolt +1, Needles +2)
  War
  Athletics
  Awareness
  Dodge
  Larceny
     (Infiltration +3)
  Stealth
  Integrity
  Performance
     (Dramatic Reading +1,
      Impersonation +2)
  Presence
  Resistance
  Survival
     (Labyrinth +2)
  Bureaucracy
  Linguistics 
     (Native: Skytongue, High
      Realm, Old Realm)
  Ride
  Socialize
  Craft: Air
  Investigation
  Lore
  Medicine
  Occult
  Speed 
  Accuracy  
  Damage  
  Parry DV  Range 
  Rate 
  Tags
  The Silent Inquisitor is a relentless opponent and a vicious murderer. 
  He holds several artifacts (The Final Mission, Soulsteel Breastplate and 
  Hearthstone Bracers, Whispers of Oblivion, and Walkaway). He also has 
  a few hearthstones, some Underworld and some within Creation, that you 
  may feel free to define. Shortly after the Silent Inquisitor’s death, his Death-
  lord master will alter the geomancy of the manses just enough to destroy the 
  hearthstones and allow new ones to form. He has the Backing and Followers 
  Backgrounds at 5 dots in his Merek Loshan guise.
  
  notes         
  notes         
  chaRms
  chaRms
  name 
  cost
  name 
  cost
  name 
  cost
  name 
  cost
  First Martial Arts Excellency 
    1m/die
  First Thrown Excellency 
    1m/die
  Ravening Mouth of Thrown 
       3m
  Infinite Thrown Mastery 
  2m+,1WP
  Thrown Essence Flow 
        –
  Aid of Ill Wind 
       3m
  Five Birds, One Stone 
  2m/attack
  Improvised Assassin’s Trick 
       1m
  Crypt Bolt Attack 
       4m
  Radiant Holocaust Flare 
   5m, 1WP
  Wicked Darts of Suffering 
      1m+
     (Destruction, Infection)
  Burrowing Bone Maggot 
       2m
  Eyes Like Daggers Glance  
       — 
  Hungry Missile Technique 
      1m 
  Lightning Clutch of the Raptor 
      4m 
  Second Integrity Excellency       2m/success 
  Integrity Essence Flow  
       — 
  Undying Stagnation Defense  
  5m, 1WP 
  Blood Before Surrender 
  1HL/WP 
  Heart of Darkness 
   
      6m 
  Lesser Horrors Scorned  
      5m
  Freedom in Slavery Understanding 1aHL, 1+WP 
  Oblivion’s Jowl Postulation* 
       — 
  First Performance Excellency  
   1m/die 
  Raiton’s Nimble Perch  
      3m 
  Effortless Unnatural Grace  
      1m
  Spider Pounce Technique  
      3m
  First Awareness Excellency  
    1m/die
  Ominous Portent Method 
       —
  Void Stares Back  
   
      3m
  Second Dodge Excellency           2m/success
  Infinite Dodge Mastery 
       2+
  Dodge Essence Flow   
       — 
  Flitting Shadow Form  
      1m
  Flickering Wisp Technique  
      3m
       (Conviction) 
  Uncanny Impulse Evasion         1 Resonance
  Untouchable Phantom Mien  
  5m, 1WP
  Foe-Shamming Defense  
      3m
  Second Larceny Excellency        2m/success
  Larceny Essence Flow  
      —
  Morbid Fascination Style  
      5m 
  Inescapable Massacre Technique 5m, 1WP 
  First Presence Excellency  
   1m/die
  Presence Essence Flow  
       —
  Poisoning the Will  
                   10m, 1WP
  Broken Heart Triumph  
  5m, WP 
  Lurking Malice Insinuation  
       — 
  Dread Lord’s Demeanor  
      7m
  Killing Words Technique  
    1WP
  Soul-Flaying Gaze  
   
      3m
  Sanity-Eroding Diatribe  
  5m, 1WP 
  Second Resistance Excellency   2m/success 
  Ox-Body Technique x 3  
      — 
  Injury-Absorbing Discipline  
    10m
  Second Survival Excellency      2m/success 
  Infinite Survival Mastery  
      2+
  Survival Essence Flow 
      —
  Dark Paths Found  
   
     7m
  Infallible Barghest Mien  
  8m, 1WP 
  Ghost Leaves No Trail  
      5m
  Maelstrom-Weathering Indifference     10m
  Spirit-Sensing Meditation  
     3m
  Corpus-Rending Blow  
     1m
  First Athletics Excellency  
  1m/die 
  Athletics Essence Flow  
      —
  Face-Drinking Bite   
  10m, 1WP
  False Heart Mien  
   
     1WP
      (Essence, Intuition, Recall)  
  Chains Cannot Hold   
      3m
  Second Stealth Excellency          2m/success
  Stealth Essence Flow   
      —
  Shadow Cloak Technique  
      —
  Unseen Wisp Method   
     4m
  Atrocity Without Witness  
  5m, 1WP 
  First Linguistics Excellency  
    1m/die
  Scathing Cynic Attitude  
      3m
  Infinite Blasphemy Glossolalia      3m
  Second Socialize Excellency       2m/success
  Exquisite Etiquette Style  
      1m
  Imprecation of Ill Manners  
    3m/-1
  Hate-Sowing Bitterness  
   5m,WP
  the sIlent 
  InquIsItoR of the 
  WayWaRd souls
   
  the sIlent 
  InquIsItoR of the 
  WayWaRd souls
   
  *New Charm: See sidebar on page 9 for details.
  
  notes         
  necRomancy spells
  name 
  cost
  name 
  cost
  anIma
  stRenGth 
  chaRIsma 
  peRceptIon
  dexteRIty 
  manIpulatIon 
  IntellIGence
  stamIna 
  appeaRance 
  WIts
  WIllpoWeR 
  essence
  vIRtues
  o o o o o o o o o o
  o
  o
  o
  o
  o
  o
  expeRIence
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  soak
  B 
  L 
  A
  dodGe dv
  health
  -0
  -1
  -2
  -4
  IncapacItated
  lImIt BReak
  vIRtue flaW
  compassIon  
  convIctIon 
  o o o o o
  o o o o o
  tempeRance
  valoR
  o o o o o
  o o o o o
  peRsonal 
  |
  peRIpheRal 
  |
  commItted
  essence pool 
       aBIlItIes         
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Weapons
  BackGRounds
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
   
  Speed / Accuracy / Damage / Defense / Rate / Tags 
  name: 
  heRItaGe: 
  concept: 
  motIvatIon: 
  Iridescent Nightmare 
                Ghost-Blood
        Hateful Avenger 
   
     To be worshiped as the god he is.
  Martial Arts
  Melee (Spear +1)
  Thrown
  War (Gateway +1)
  Integrity
  Presence
  Resistance
  Survival 
     (Underways +2)
  Investigation
  Lore
  Medicine
  Occult
  Athletics
  Awareness
  Dodge
  Stealth
     (Underways +2)
  Bureaucracy
     (Guild +2)
   10 
    9 
    8
  40
  5
  Punch: 
  5 
  8 
  1B 
  9 
  3 
  2,L,R
  Kick: 
  5 
  7 
  4B 
  5 
  2 
  N
  Clinch:  
  6 
  7 
  1B 
   - 
  1 
  N
  Dire Lance 
  4 
  11 
  12L/16L 
  11 
  2 
  C,N,P
  Linguistics
     (Native: Skytongue,
  Guild Cant, Old Realm)
  Ride
  Socialize
  Artifact 
    (Black Jade Dire Lance)
  Resources
    (Murders)
  Bone Puppet Dance  
  16m/1WP
  Field of Fell Dreams  
  16m/1WP
  Flesh Sloughting Wave 
  16m/1WP
  Hungry Creeping Shadow 
  15m/1WP
  aRmoR
  Perfect Reinforced Breastplate       Soak: 8L/7B, -0 mobility, 0 fatigue
  IRIdescent nIGhtmaRe
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Exalted 2nd Edition/7 Adventures/Exalted 2E - Contagion of Law [WW80006].pdf