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  1 | Living Arcanis - Espionage 
   
  PRESENTS A 
   
   
  Espionage 
  4-hour Introductory Adventure 
   Intro #7 
  When nations play games with one another, they are often played with the lives of their citizens. When 
  such games involve Canceri, everyone involved usually loses. Now, a Milandisian agent is held captive in 
  the necropolis city of Kielmun, under threat of execution. Do you think you can arrive in time?  
  “When in the field, one should be willing to receive intelligence from one’s agents at any hour, for the 
  fate of an army can change on a single report.” Menisis val’Tensen 
  An Introductory adventure optimized for 3rd level characters. 
  Premier Date: 10-18-16; General Release Date: 10-18-16 
  Version 1.2 10-08-18 
  ARCANIS, SHATTERED EMPIRES and LIVING ARCANIS are trademarks of Paradigm Concepts, Publishing, LLC. Adventure detail is © 
  Copyright 2016 Paradigm Concepts Publishing, LLC. All rights reserved. Visit us on ParadigmConcepts.com 
   
   
  
   
  2 | Living Arcanis - Espionage 
   
  Credits 
  Author: Lucas Amodio 
  Editor:  Jeff Huston, James Vacca 
  Cartographer: John Bellando 
  Special Thanks: Scott Carter & Cody Bergman 
  Campaign 
  Introduction  
  Campaign Staff 
  Team Paradigm: Henry Lopez, Nelson 
  Rodriguez, Pedro Barrenechea, Jim Beck, and 
  James Zwiers. 
  Author Liaison: Cody Bergman 
  5e Rules Manager: Pedro Barrenechea 
  Living Arcanis Liaison: Henry Lopez 
  Running an 
  Arcanis Adventure  
  When you run an Arcanis adventure you are 
  charged with bringing the world to life. We 
  pride ourselves on delivering a deep world 
  where a player’s actions are just as, if not more, 
  important then their die rolls.  
  We ask our GMs to be familiar with the location 
  the adventure is set in and the cultures the 
  players may encounter.  But we also understand 
  that during convention play some GMs may be 
  forced to run an Arcanis adventure on short 
  notice. When cultural details come into play we 
  will do our best to call them out in “Arcanis Cliff 
  Notes” side bars. 
  Beyond that, the important job you have as a 
  GM is to make the table as fun as possible by 
  engaging players and drawing them into the 
  story. 
  Pay close attention to the player’s actions, not 
  character’s, players. Are they on their cell 
  phone or tablet? Do they seem disengaged? 
  Distracted? Don’t be afraid to engage them or 
  shift the spot light to their character a little. 
  To facilitate this, you are empowered to adjust 
  and modify the adventure in a number of ways: 
  • 
  You may make on the fly adjustments 
  to the adventure if the players find a 
  clever way to tackle a problem, 
  especially when out of combat. As long 
  as the idea is reasonable, run with it! 
  When you must say “no” always try and 
  say “no, but,” This keeps the game 
  moving and makes it fun for everyone,  
  • 
  Don’t be an adversarial GM.  Some 
  tables like to be challenged, but there is 
  a difference between being adversarial 
  and offering a challenge. At the same 
  time, don’t make an adventure so easy 
  that the players become bored. 
  • 
  Keep the pace going in order to keep 
  players engaged. Switch the spot light, 
  have them make some rolls, ask them 
  what their character is doing. If the 
  party is stuck, nudge them though some 
  ability rolls or improvise some details, 
  just keep the game going.  
  • 
  During conventions and game days be 
  aware if you are going short or long on 
  time while running an adventure. Skip 
  some encounters if necessary, but try 
  and tell the entire story. Give the 
  players closure, even if you need to 
  fudge the numbers. 
  • 
  Read-aloud text may be adjusted as you 
  see fit, but make sure you give the 
  players the appropriate hints and clues 
  needed to keep the story going. 
   
   
  
   
  3 | Living Arcanis - Espionage 
   
  Adjusting 
  Encounters 
  Before you begin play you should determine the 
  average strength of the party and compare that 
  to the base level of the adventure.  Each 
  combat encounter has a box titled Adventure 
  Difficulty guiding you on how to adjust the 
  encounter to the party’s power level. 
   
  These adjustments are suggestions; if a party is 
  having an easy or hard time don’t be afraid to 
  adjust the difficulty.   
  To set the adventure difficulty you must first 
  determine your tables Average Party Level. 
  Add up all the levels of all the characters, then 
  divide by the number of players. Round up 
  fractions to the nearest whole number. This is 
  the Average Party Level 
  Consult the table below to set the adventure 
  difficulty based on the APL. 
  Adventure Difficulty   
  This adventure has been optimized for a table 
  of 5 players playing 3rd level characters.  
  # of Players 
  APL to BL 
  Adventure 
  Difficulty 
  3-4 
  Equal  
  Easy  
  3-4 
  Greater than 
  Normal  
  5 
  Less/Equal 
  Normal 
  5 
  Greater than 
  Difficult  
  6-7 
  Less/Equal 
  Difficult  
  6-7 
  Greater 
  Perilous  
  Spellcasting 
  Services  
  While in a settlement, town, or city, characters 
  may visit a temple or shrine to request spell 
  casting at the cost of a substantial donation. 
  You may only utilize these spell casting services 
  three times per adventure. Any spell casting 
  provided through the story of the adventure, 
  such as an NPC casting a spell for the party, 
  does not count against this limit. 
   Shrines do not house clergy with which to 
  attend to the needs of the faithful. Instead, one 
  or two itinerant priests tend to the shrine and 
  the needs of the people.   
  Temples and churches are larger structures 
  attended by full staffs of the faithful, including 
  Templars. 
  The following services are common to all 
  temples, with additional options available at 
  specific temples as noted in each adventures.  
  Shrines, regardless of their deity, may only 
  provide players with cure wounds and lesser 
  restoration.  
  General Spell Services  
  Spell 
  Cost 
  Cure wounds (1st level) 
  10 gp 
  Greater restoration 
  450 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
   
  Initiate of the Gods background/Acolyte 
  background/divine spellcasters receive one 
  free spell as long as it is from a church or 
  temple of the same religious faction (Mother 
  Church for example) 
  If they worship the same god as a particular 
  temple but are part of another religious 
  faction, they can get a onetime 50% discount 
  instead. 
  
   
  4 | Living Arcanis - Espionage 
   
  Adventure Related 
  Information   
  This adventure begins in the city of Ashvan and 
  ends in the city of Kielmun, both located in 
  Canceri.  
  Goods and Services 
  While in Canceri, the Heroes are able to 
  purchase standard items but only with Canceri 
  currency. To do otherwise would attract 
  attention and most Canceri merchants will not 
  accept any other currency but their nation’s.  
  A successful DC 15 Charisma (Persuasion or 
  Deceit) ability check will allow the Heroes to 
  find a somewhat reputable moneychanger who 
  will offer to exchange their gold and silver for 
  Canceri currency. The moneychanger will 
  charge a 50% fee for this service, although 
  through good role-playing and ability checks the 
  Heroes can haggle that down to 30%. 
  Temples and Shrines 
  No temples are available in Ashvan during this 
  mission.  There are several in Kielmun; see 
  Scene Three for more details. 
  Organizations 
  The Orthodoxy and Mourners in Silence have 
  secret missions for this adventure.  
  Portals of Anshar 
  Not available for this adventure. 
  Adventure 
  Background 
  From the point of view of the outside world, 
  Canceri has been a bastion of evil since its 
  founding.  The Cancerese have unleashed 
  plagues, Infernals, and numerous other horrors 
  on the nations around them.  Many have tried 
  to invade and wipe this blighted place from the 
  map, notably numerous attempts by Milandir.  
  Most recently, in 1026 I.C., the Swords of Nier 
  tried to conquer the land, but eventually failed.   
  Kielmun, which sits near the Milandisian-
  Canceri border, has been the first step in many 
  of these invasions.  The city has been taken 
  many times in the past and used to protect 
  supply chains.  The city was always vigorously 
  defended by its people who would take guerilla 
  actions against the invaders.   
  The Swords of Nier decided that instead of 
  occupying the city, they would raze it to the 
  ground.  With the help of the Sisters of Nier, the 
  Swords were able to wipe out most of the 
  population, finding and destroying many of the 
  undead that were living in the catacombs.   
  Despite this, Kielmun has resurged once more.   
  Three men worked hard to rebuild the city.  
  Paluos val’Mordane, a vampire, became the 
  Nihang, and appointed Keirig Kajal and Zartel 
  val’Mordane as his two Akali.  
  Kajal banded together a large gang of survivors 
  and other toughs displaced by the war.  He 
  called this gang ‘Kielmun’s Militia’ and used 
  them to enforce his will on the ruins.  For a 
  while he tried to set himself up as the King of 
  Kielmun, but that didn’t last.   
  Zartel val’Mordane, a priest of Neroth, came to 
  the city after the re-ascension of the Dark 
  Apostate Hegrish val’Mordane.  He animated 
  the dead to help clear away ruins and rebuild 
  the city.  It was slow work, but he attracted 
  followers and slowly the city began to rise from 
  the ashes.  He established trade with other 
  Cancerese cities and even with the Haina 
  Empire.  This influx of trade helped to rebuild 
  city. 
  Forty years of relative peace followed.  Until 
  recently Milandir has been too busy with the 
  Infernal Horde to bother Canceri, while for their 
  
   
  5 | Living Arcanis - Espionage 
   
  part, Canceri has done nothing to draw their 
  attention.   
  With his region of Tralia abutting Canceri, Duke 
  Konrad val’Holryn has watched closely for any 
  signs of trouble.  He regularly sends spies to 
  watch and see what the Cancerese are up to.  
  His efforts have headed off at least two 
  nefarious plots, though nothing on a nationwide 
  scale. Still, Duke Konrad believes in being 
  prepared, and he knows that the Cancerese 
  have spies in Milandir as well. 
  Whenever one of his spies is caught, the spy is 
  tortured and executed.  Duke Konrad does the 
  same to Cancerese spies and the game 
  continues on. 
  Four days ago, one of Duke Konrad’s agents was 
  captured; unfortunately, this time the spy is 
  someone important to his wife. So to keep 
  things quiet on the domestic front, he is 
  planning on sending a rescue party. 
  Enter the Heroes. 
  Adventure 
  Breakdown 
  Introduction: The Heroes are hired to rescue a 
  Milandisian spy in Canceri.   
  Scene 1: The Heroes travel through the Mire 
  and encounter the dangers of the area. 
  Scene 2: The Heroes attack the Reavers to 
  rescue the young man. 
  Scene 3: The Heroes make it to Kielmun and 
  explore the city trying to figure out their plan of 
  rescue.  
  Scene 
  4-A/4-B: 
  The 
  Heroes 
  meet 
  with 
  Grandfather who makes them a deal. 
  Or 
  Scene 4-C: The Heroes are rescued from the 
  Reavers and meet with Grandfather who makes 
  them a deal. 
  Scene 5: This is the battle for the condemned.   
  Scene 6: Grandfather collects part of his due. 
   
  Introduction 
  Key Concepts: The Heroes are hired to rescue a 
  Milandisian spy in Canceri.   
  You are resting in Ashvan, in northern 
  Milandir, when a page arrives at the inn at 
  which you are staying. In a tremulous voice 
  on the edge of manhood, he announces, “His 
  Grace, Duke Konrad val’Holryn, is seeking 
  able-bodied adventurers and heroes for an 
  urgent matter. If you are interested, please 
  let me know immediately and I will take you 
  up to the keep.” 
   
  For those who agree to attend the meeting, 
  continue with the following: 
  You are led to the castle by the page and 
  asked to wait in an antechamber with several 
  other individuals.  
   
  Allow the Heroes to introduce themselves and 
  RP a bit here. Encourage them to speculate on 
  what they think the mission is going to be. 
  It seems that Duke Konrad’s comment about 
  this matter being urgent is true; as soon as 
  you finish introducing yourself to your 
  compatriots you are being ushered into the 
  Duke’s presence. 
   
  The room you are led to is large, though not a 
  throne room.  It has full size windows along 
  one wall that overlook the countryside.  As 
  you enter, the Duke is staring out the 
  window, his back to you.  On each wall is a 
  pair of guards, one human and one ss’ressen.   
   
  
   
  6 | Living Arcanis - Espionage 
   
  The page announces you, and then leaves the 
  room.  The Duke turns around and says, 
  “Welcome.  I appreciate you answering my 
  call on such short notice.  It seems that I have 
  an emergency situation and need some 
  special individuals to handle it.  Please, let us 
  sit and talk.” 
   
  The Duke seats himself at the middle of the 
  table where he can see the party. After 
  everyone is seated (or standing if they wish), 
  continue with the following.  
  GM’s Note: The guards will ensure that 
  everyone sits on the side of the table 
  opposite of the Duke. 
   
  Role-Playing Duke 
  Konrad val’Holryn 
   
  Duke Konrad is generally an agreeable ruler.  
  However, at this point in time he is under a time 
  crunch and needs the Heroes help and needs 
  them to agree to his mission quickly.   
   
  What Duke Konrad can tell the 
  Heroes: 
  • 
  He needs the Heroes to rescue one of his 
  agents that was captured. 
  • 
  The agent was captured four days ago 
  in the Canceri city of Kielmun. 
  • 
  Her execution date is four days in the 
  future. 
  • 
  Kielmun is two days north, just on the 
  other side of the Canceri border. 
  • 
  Canceri is a dangerous and evil place 
  that has been a thorn in the side of 
  Milandir for centuries. 
  • 
  To get to Kielmun in time, the Heroes’ 
  will have to cross the Blighted Mire on 
  the Cold Road. 
  • 
  He has an agent in Kielmun named 
  Parag Rarzi.  Parag is a merchant on the 
  outskirts of the city and can help the 
  Heroes get into the city itself. The 
  passphrase is “Uncle Tapel sent us to 
  talk.” 
  • 
  The Heroes will probably have to hide 
  their religious affiliations to not draw 
  attention. 
  • 
  Secret Police are everywhere in Canceri! 
  • 
  The Heroes need to be very careful 
  about 
  breaking 
  any 
  laws 
  and/or 
  drawing attention to themselves. 
   
  Give the players Player Handout 1. 
  “I will answer any questions that you may 
  have, but remember that we are running 
  short on time already.”   
   
  What else can you tell us 
  about Kielmun? 
   
  “It was last destroyed over 40 years ago by 
  the Swords of Nier.   The Swords went 
  through and wiped out most of the living 
  population.  Then they cleared out the 
  catacombs of all the undead that they could 
  find.  But somehow, with the help of the 
  Nerothians, the city recovered.  Although it 
  does not have a standing garrison, it is 
  defended zealously by its citizenry and an 
  active militia.”   
   
   “What else can you tell us 
  about the Blighted Mire? 
   
  “Old stories suggest that there used to be a 
  city there, a predecessor to Ashvan; then 
  something truly evil happened.  The city fell 
  into ruin and the land around the ruins 
  became corrupted.  One story goes that the 
  land sank in an effort to get away from the 
  wickedness of the city.” 
   
  Can you give us horses? 
   
  “I could, but they won’t do you any good.  
  This time of year, there are places on the Cold 
  Road that may be flooded out, and a horse 
  
   
  7 | Living Arcanis - Espionage 
   
  would only slow you down.  Horses don’t do 
  well traveling through the swamp, and I 
  would advise against taking them.” 
   
  What is the pay? 
   
  “Don’t worry; I will compensate you well 
  based on your level of success.” 
   
  What was your agent spying 
  on? 
   
  “I find that having agents in the various cities 
  help me to keep an eye on the Cancerese.  I 
  like to watch out for troop movements near 
  our border and other things that may affect 
  Milandir.  This particular agent was looking 
  for division in the church of Neroth that we 
  might be able to exploit.” 
   
  This is a lot of trouble for 
  one person. Why are we 
  rescuing her? 
   
  “I would like to claim nobility and say that I 
  am doing this because I never leave one of 
  my own behind.  However, that is not the way 
  of things.  Normally I would let my agent be 
  executed as I have done in the past.  We treat 
  the Canceri spies that we catch no differently.  
  It is the way that things on the border are 
  done and it keeps things from escalating into 
  open hostilities.”   
   
  “Elsie Krause, my agent, is the daughter of a 
  distant cousin of my wife.  It seems that my 
  wife has found memories of playing with 
  Elsie’s mother when they were children and 
  asked me to intercede.”   
   
  “But there is another, more practical, 
  consideration.  Elsie has been deeply 
  undercover for a couple of years and last I 
  heard, she said she might have uncovered 
  something important.  I want to find out 
  what she has learned.  It may prove useful to 
  us.  As much as I want to know what she 
  knows, however, it was ultimately my wife’s 
  intervention that pushed me to hire you for 
  this mission.” 
   
  What supplies can you give us? 
   
  “All I can give you is Cancerese traveling 
  robes, so that you don’t stand out.  As for 
  anything else, I need you to head out as soon 
  as we are done talking, so there really isn’t 
  time for you to go shopping.” 
   
  How do we rescue her? 
   
  “I don’t know.  You will have to get there and 
  figure out what the situation is.  I am paying 
  you to use your best judgment and 
  creativity.” 
   
  When the PC finish asking questions:   
  “So I take it you will all assist 
  me?”   
  (As long as they say yes, continue.) 
  “Thank you.  I wish you every success.  Report 
  back to me here when return.  But be very 
  careful and remember, everything wicked 
  comes from Canceri.”  With that the Duke 
  gets up and leaves the room. 
   
  Allow the Heroes to figure out what gear they 
  wish to take with them and maybe purchase 
  some minor supplies.  If they want to take an 
  extended shopping trip, remind them of the 
  time crunch that they are under. 
  At this point, give Members of the Orthodoxy 
  and Mourners in Silence their secret orders to 
  learn and report everything that they can about 
  an individual in Kielmun called Grandfather. See 
  Secret Orders Handout, Appendix B. 
  Development: Proceed to Scene 1. 
  
   
  8 | Living Arcanis - Espionage 
   
  Scene 1: Mired 
  Down 
  Key Concepts: The Heroes travel through the 
  Mire and encounter the dangers of the area. 
   
  The Blighted Mire is even worse than Duke 
  Konrad described.  A mist covers everything 
  with a perpetual, grey gloom and prevents 
  the sun from reaching this vile place.  
  Occasionally, through the haze, you can make 
  out old statues and ruins partially sunken in 
  the mire.  A couple of times you have seen 
  clusters of wooden buildings raised up on 
  poles.  In most places, the swamp reaches the 
  narrow, cobbled road on both sides.  At night 
  you hear strange noises, not natural to any 
  swamp you have ever been in, and as you 
  walk, you have the itchy sensation between 
  your shoulder blades of being watched.  The 
  monotonous trudge down the road has been 
  broken up a couple of times by flooding over 
  the road, where you and your companions 
  had to ford your way through the water until 
  the road resurfaced.  There also have been 
  occasional groups of travelers that you have 
  passed by.  They have all stayed out of your 
  way and moved to the side of road as you 
  went by.  Last night, you had to camp on the 
  road itself.  It was a soggy night, as fuel for a 
  fire is extremely scarce in this bog. 
   
  At this point have each Hero make a DC 13 
  Constitution saving throw to see if they have 
  contracted the disease mire blight. Additionally, 
  every time the Heroes take a long rest while in 
  the mire they must a Constitution saving throw 
  to avoid becoming infected. 
  Mire Blight - The most common ailment of the 
  Blighted Mire is the disease named after it.  
  Affecting all who breathe in the mists, it 
  weakens its victims, killing them over the course 
  of a couple of weeks.  
  As soon as the creature contracts the disease, 
  they are overcome with dull aches and fatigue. 
  The infected creature gains one level of 
  exhaustion that cannot be removed until the 
  disease is cured. While infected with mire 
  blight, a creature cannot remove levels of 
  exhaustion with a long rest. 
  At the end of a long rest, the infected creature 
  must make a DC 11 Constitution saving throw.  
  If they fail, they gain another level of exhaustion 
  and the DC for all subsequent saves increases 
  by 2. If they succeed, they do not gain a level of 
  exhaustion and the DC for all subsequent saves 
  decreases by 2.  
  Once the save DC is reduced to 0 the disease 
  has run its course and the creature can recover 
  levels of exhaustion normally.  
  A lesser restoration spell will remove this 
  affliction.  
  It is now late in the hazy morning on your 
  second day of travel.  You expect to arrive in 
  Kielmun this evening.  However, nothing is 
  sure as there are no distance markers and no 
  landmarks to tell you how far you have 
  traveled.  As you approach what looks like a 
  refuse pile on the side of the road, a voice 
  calls out to you. 
    
  The voice is speaking in Cancerese and says, 
  “Excuse me, good masters, could you please 
  help us?”  If none of the Heroes respond, it will 
  repeat in Cancerese.  If there is no response at 
  that point, and any of the Heroes are obviously 
  val (grey or clear eyes, not hidden), the voice 
  will switch to High Coryani.  If there aren’t any 
  val, the voice will instead switch to Low Coryani.   
  The pile of refuse slowly begins to rise up and 
  resolves itself into a humanoid figure dressed 
  in heavy traveling robes that look like they 
  have been through the swamp multiple times.  
  The entire figure is covered by the robes, 
  except for the face, which is instead covered 
  by a cracked and filthy porcelain mask.  The 
  figure stands hunched over in a pose of 
  supplication. 
  
   
  9 | Living Arcanis - Espionage 
   
   
  At this point the Heroes can make Intelligence 
  (Investigation) and Charisma (Persuasion) 
  checks if they wish. 
  Wisdom (Perception):   
  • 
  DC 10 Those robes are absolutely 
  disgusting! 
  • 
  DC 12 The robes are Cancerese 
  • 
  DC 14 The robes look like they were 
  finely made and you see no weapons on 
  the figure. 
  • 
  DC 16 The robes look like they were 
  repeatedly patched at one point and 
  you are sure the figure has no weapons. 
  During the conversation 
  • 
  DC 25 Ramu is not breathing!  
  Charisma (Persuasion)  
  • 
  DC 13 – Many members and some of 
  the servants of the val’Mordane family 
  in Canceri generally wear porcelain 
  masks in public. 
  If anyone thinks to check (via spell or ability), 
  the figure in front of the Heroes is undead! 
  If attacked, Ramu will defend himself, pleading 
  “I’m sorry, I mistook you for heroes.”  He will 
  jump off of the road into the water and 
  disappear under the murky water, never to be 
  found.  Detect evil and good has a 30’ radius 
  area and Ramu is moving out of range as quickly 
  as possible.  Ramu’s stats are in Scene 2. 
  If not attacked, the figure will wait for the 
  Heroes to speak before he will continue.   
  GM’s Note: Roleplaying Ramu  
   
  Ramu is the obsequious servant in this 
  encounter.  He will do his best to ingratiate 
  himself with the Heroes, but is not above 
  using sarcasm, persuasion, and guilt to get 
  the Heroes to help him.  For example, if a 
  Milandisian knight talks against rescuing his 
  master, Ramu will ask if the stories of 
  Milandisian honor are just stories and not 
  real.  He will only use these tactics if the 
  Heroes appear disinclined to help him.    
    
  The figure speaks with a slightly creepy voice, 
  “Good Masters, could you please help me?  
  My young master and his companion were 
  taken by foul creatures in the swamp and I 
  am trying to find someone to rescue them 
  before they are eaten and killed.”   
   
  Who are you? 
   
  “I am Ramu.  I am just a humble servant of 
  my Master, Rahat val’Mordane.  He tasked 
  me with caring for his son, Daiwik, who is in 
  need of rescue.” 
   
  Are you a slave? 
   
  “No, I serve my master willingly.  As I did his 
  father, his father before him, his father before 
  that, and so on.” 
   
  Why do you wear a mask? 
   
  “It is the custom of the family of my master, 
  the val’Mordane, to wear such masks.  Many 
  times servants such as I will wear them as 
  well.” 
   
  Can we see your face? 
   
  “If you wish, but many do not find it pleasant.  
  Are you sure?”  
   
  If they say yes:   
  Ramu removes the porcelain mask to reveal 
  his face, which is a skull with green pinpoints 
  for eyes.  He looks at each of you and seems 
  to grin.   
   
  
   
  10 | Living Arcanis - Espionage 
   
  Are you undead? 
   
  “Yes, I am happy to be so blessed.  But, do not 
  worry; I am not one of those mindless ones.  
  One of my good masters saw fit to give me 
  thought and speech, for which I am very 
  grateful.  As should you be; can you imagine 
  me trying to explain everything about 
  rescuing my young master in pantomime?” 
  Who took your young master? 
   
  He makes a spitting noise. “Reavers, foul 
  creatures that live in the swamp.  They prey 
  on travelers that cross the Mire.  I told young 
  master not to travel this way.  I could not 
  properly protect the two of them, but he did 
  not listen.  The very young are often foolish.” 
   
  What are these reavers? 
   
  “Stories say that they are the descendants of 
  those that used to live here before it became 
  a swamp.  It is said that they were corrupted 
  by the swamp itself.  Now they hunt in packs 
  and capture travelers and eat them alive!   
  Oh, my poor master.”     
   
  Are they like the dwarven 
  reavers? 
   
  “No they are not related to dwarves, 
  although they are short.” 
   
  What happened? 
   
  “My young master and his lady were running 
  away from home to be together.  Although I 
  disagreed, I followed them to keep them safe 
  as a good servant should.  Early this morning, 
  we were travelling down the road when those 
  vile creatures popped out of the water all 
  around us.  I tried to fight them off while my 
  master ran, but another group jumped out of 
  the water and grabbed my young master and 
  his lady, Faiza, and took them off into the 
  swamp.  I followed them back to their camp 
  in a ruin a little way off the road to know 
  where they are.  Then I came back to the road 
  to find help.” 
    
  Will there be a reward? 
   
  “I know that Daiwik’s father is a priest of 
  Neroth and will be happy to have him back 
  safe.  And his Grandfather is a powerful man 
  in Kielmun, who might reward you.  But I am 
  just a humble servant and cannot make 
  promises or commitments for such powerful 
  men such as them.” 
   
  Is the lady important? 
   
  “She is just a serving wench from the Dying 
  Note tavern.  Nobody important.  Just a 
  mushkenu, which is not nice to say, but 
  Daiwik is of the awilu caste and the son of a 
  priest to boot.  She does not deserve him, 
  though it is not for a humble servant like me 
  to say.” 
   
  How many Reavers were there? 
   
  “I didn’t get close enough to count, but I think 
  around six or so.” 
   
  Why did they take them? 
   
  “To eat them, of course!  Oh, my poor 
  master.” 
   
  Where did the Reavers take 
  the young master? 
   
  “The Reavers took them to a lair in some 
  nearby ruin.” 
   
  How far away is it? 
   
  “Just a little way away that way.”  He points 
  behind where he is standing. 
    
  
   
  11 | Living Arcanis - Espionage 
   
  Is your master undead? 
   
  “I should think not; he is far too young to 
  have missed out on life before hopefully 
  receiving the Blessing of Neroth.” 
   
  Where did this attack take 
  place? 
   
  “Right here, good masters.  I followed the 
  route back from the ruin to this exact spot.”   
   
  A DC 13 Intelligence (Investigation) check will 
  show that there was a struggle here a few hours 
  ago and that the ambushers were waiting in the 
  water and then popped out. 
  If the Heroes go off into the weeds on their 
  questions, Ramu will point out that he doesn’t 
  know how long it will be before the reavers get 
  hungry again and decide to eat his “poor young 
  master”. 
  If the Heroes make a DC 14 Wisdom (Insight) 
  check, on Ramu, they will not be able to 
  ascertain any deception in him.  
  If they agree to help, he will thank them 
  repeatedly and lead them off into the swamp.  
  Also give each Hero a Fate Point.   
  “Oh, thank you, thank you, thank you, good 
  masters.  This humble one appreciates your 
  willingness to help rectify this problem.  
  Please just give me a second to get ready.”  
  With that he reaches into the swamp and 
  pulls out a large scythe.  “I am ready now, let 
  us go.”  He calls out to the distance, “We are 
  coming, master!”  
   
  Development: If the Heroes help Ramu then 
  proceed to Scene 2. 
  If the Heroes do not agree to help Ramu or 
  attack him, then proceed to Scene 3. 
  Scene 2: The Devil is 
  in the Details 
  Key Concepts: The Heroes attack the Reavers to 
  rescue the young man. 
  Ramu leads you east through the swamp.  Or 
  at least you think it is east.  You are not sure 
  how he knows which way to turn and where, 
  but he does seem to be leading you much 
  deeper into the swamp.    
   
  If anyone asks how far it is to the ruin:  
  Ramu looks at you and says, “Not far from 
  here.  I remember that knot in the tree; see 
  where I scored it with my Soul Reaper to 
  remember the way.    
   
  DC 12 Wisdom (Religion) check: Soul Reaper is 
  the official title for Neroth’s scythe, and many 
  Nerothians name their scythes similarly in his 
  honor. Any worshipper of Neroth will know this 
  automatically. 
  Ramu continues to lead you for what seems 
  to be an eternity through the bog, though the 
  trip was probably only two hours long.  You 
  trudge through water and muck that is 
  usually knee high and sometimes chest deep, 
  requiring you to hold your gear above your 
  head to keep it dry.  Eventually Ramu stops 
  and you hear inhuman, raucous laughter in 
  the distance.  He points, and you can just 
  make out a ruin jutting out of the swamp in 
  the distance.   He whispers, “I scouted earlier 
  and found an approach that we can take so 
  that we won’t be seen coming up on the ruin.  
  The ruin is up at an angle, and we can come 
  in on the blind side if you wish.”   
   
  Ramu will sketch out a drawing of the ruin on 
  the trunk of a tree to show the Heroes what is 
  there.  Give them a crude drawing of Map 1.  
  Ramu will leave all of the planning and the set-
  up of the attack to the Heroes.   
  
   
  12 | Living Arcanis - Espionage 
   
  If the Heroes wish to surprise the reavers, have 
  them make Dexterity (Stealth) checks against 
  the reaver’s passive perception – 13.  If the PCs 
  approach from the north side so that they can’t 
  be seen, give them advantage on the stealth 
  checks.  It is a Strength (Athletics) check DC 10 
  to reach the top of the platform.    
  When the Heroes approach the ruin read the 
  following: 
  Part of some former platform sticks out of the 
  swamp at an angle.  Only 40 feet of it are out 
  of the water.  You can see how to get up onto 
  the platform without being seen by those on 
  it, but you will need to be careful on the 
  platform because at that angle the footing 
  could be treacherous.   
   
  When the Heroes first clearly see the reavers: 
  These small and muscled hairless humanoids 
  have blotchy green and black skin marred by 
  red welts. Their wide milky-white eyes, set 
  high on amphibian features, search the area, 
  while their hideous blue tongues jut, serpent-
  like, from their mouths, perhaps tasting the 
  air.  Their long arms end in slender fingers 
  with filthy black nails. 
   
  When the Heroes step onto the platform: 
  The stone floor of this ancient platform tilts 
  at a bad angle for fighting.  At one point 
  there may have been inscriptions in the stone, 
  but that has worn away over the countless 
  ages.  A large pile of bones lies next to the 
  edge of the water.   
   
  A group of reavers is surrounding two 
  huddled figures on the platform.  From the 
  reavers’ body language they seem to be 
  taunting the huddled figures.  As you step 
  onto the platform, the reavers stop and turn 
  to you, claws extended.   
   
  Combat 
  In all this combat consists of  
  • 
  Two (2) Cancerese reavers per hero 
   
  See Combat Appendix 1 
   
  At the beginning of combat, half of reavers are 
  in the pool beneath the platform. They will only 
  join the fight to replace a fallen companion.  
  Tactics: The reavers will group up and 
  concentrate on one or two Heroes until they 
  fall, then move on to another target. They will 
  not kill any unconscious foes; they consider 
  helpless prey to be fun to torture, and they 
  prefer their meals living when they start to 
  consume them. 
  Their poison comes from their saliva, and they 
  are constantly licking their hands to spread it. 
  After a creature falls unconscious, the reavers 
  will be careful not to expose that creature to 
  their poison so as to preserve their meal. 
  When there are only a quarter of the reavers 
  left, the remainder will flee into the swamp.   
  Special Notes:  
  It takes half a Hero’s movement to get onto the 
  platform from the swamp.  If the Heroes figure 
  out a way to be stealthy, let them.  Since the 
  platform is at an angle, the Heroes will have to 
  move at half speed or make a DC 13 Strength 
  (Athletics) or Dexterity (Acrobatics) check not 
  to fall prone. The reavers have clawed feet and 
  will not have any problem moving on the 
  platform. 
  Daiwik is curled up on one side of the platform 
  (the highest edge) cradling Faiza’s partially 
  eaten body.  The reavers ate her bottom half 
  and then gave him back the top to torture him.  
  They plan to eat the top before they eat him.  
  Daiwik has 1 hit point and 5 levels of exhaustion 
  which reduces his speed to 0.  He will not 
  participate in the combat even if healed as he is 
  in shock.   
  
   
  13 | Living Arcanis - Espionage 
   
  Ramu will wait until after the Heroes attack, 
  then he will join the fight, putting himself 
  between his young master and the nearest 
  creature.  He will always remain adjacent to 
  Daiwik, remembering his previous failure.   
  Aftermath: 
  If the Heroes are defeated, then proceed to 
  Scene 4-C.   They aren’t out of the module yet; 
  help is on the way! 
  If the Heroes win: 
  As the last reaver swims away, Ramu kneels 
  in front of his charge.  “Young Master, I am 
  very happy to report that I was able to find 
  these fine people to rescue you.  We really 
  should take you back to Kielmun for you to 
  recover.  Your parents will be concerned once 
  they find that you went missing.”   
   
  If no one says that they are 
  going to heal Daiwik,  
   
  Ramu turns to you and asks, “Would 
  someone please help heal him so that we can 
  get out of this accursed place?” 
   
  Daiwik, a young man of maybe 16, turns to 
  Ramu weeping incoherently: “You weren’t 
  fast enough.  They killed her.  Ate her right in 
  front of me and I could hear her screaming as 
  they bit into her legs.  They told me that they 
  were going to finish her off from the bottom 
  up and then eat me.  It was horrible!!  They 
  told me that our love would be reunited, IN 
  THEIR BELLIES!!!” 
   
  Searching the platform, the Heroes find the 
  remains of two explorer’s packs. There is also a 
  cache of small coins and baubles next to the 
  bone pile.  The cache contains 160 gp worth of 
  valuables and 40 gp in Cancerese baht. 
  It will take Daiwik a couple of minutes to 
  recover, but kind words from the Heroes will 
  help.   
  Once you manage to calm him down, Daiwik 
  is actually a very polite, well-spoken young 
  man. “Thank you for my rescue.  I owe you a 
  debt which I do not know how to repay, but 
  you will at least have the hospitality of my 
  father’s house.  I would like to take Faiza’s 
  body back to Kielmun to be properly interred.  
  However, I am afraid that I am too weak to 
  walk back.  If you will give me a moment to 
  summon some helpers, we can leave before 
  the reavers return with more friends.” 
   
  Allow the Heroes to ask him what he means. 
  “Well,” he says, pointing to the bone pile, 
  “We have plenty of components. I will just 
  create some helpers quickly and they can 
  make me a litter to carry me.”   
   
  If any of the Heroes object, he will ask why. To 
  him this is a natural thing to do.  There is no 
  sacrilege in it.  The corpses are just raw 
  materials to be animated.  After all, their souls 
  are already long gone and will not be destroyed 
  in the process.  Remember, Daiwik has 5 levels 
  of exhaustion; that reduces his speed to 0 and 
  camping out in the swamp isn’t an option. He 
  will argue with the Heroes a little, but if they 
  come up with another solution where he does 
  not have to walk in the muck, he will accept it.  
  He will still act as if they are crazy though.   
  If allowed to continue, he will cast animate 
  dead and command them to make him a litter.  
  They will lash bones together to make the litter 
  that will carry him, Faiza’s body, and any gear 
  the Heroes don’t want to carry themselves. 
  On the trip back Daiwik begins to recover and 
  starts to ask the Heroes about themselves.  He 
  presumes they are adventurers and wants to 
  hear about their journeys.  He will also get all of 
  their names.  He is 16 and thinks that the life of 
  an adventurer sounds exciting.  If the Heroes 
  talk to him, they can find out the following: 
  
   
  14 | Living Arcanis - Espionage 
   
  • 
  He is the fifth of eight children of Rahat 
  val’Mordane of a priest of Neroth in 
  Kielmun.   
  • 
  His mother, Asha val’Mordane, is a 
  stonemason and sculptress, a very 
  prestigious job in Nerothian lands.  She 
  is currently working as a consultant 
  with other stonemasons in Ventaka.  
  Daiwik is very proud of her.  
  • 
  He has been raised mainly by Ramu, 
  who is his primary companion and 
  friend. 
  • 
  His father wants him to become a priest 
  of Neroth, but he doesn’t want to.  He 
  has been talking about running away to 
  become a priest of Illiir (talk about 
  teenage rebellion!). 
  • 
  He met Faiza about six months ago at 
  the Dying Note tavern where she 
  worked.  She was 18, worldly and 
  exotic.  They fell in love and decided to 
  run away together.   
  • 
  Last night he and Faiza took money 
  from his parents and the bar owner and 
  headed out to run to Milandir.  They ran 
  into the reavers on the way, and though 
  Ramu tried to protect them, there were 
  too many to fight off.   
  • 
  His grandfather is one of the Akali in 
  Kielmun. 
  “Everyone 
  calls 
  him 
  Grandfather, but he actually is my 
  grandfather.” 
  • 
  The other Akali is Kajal Keirig, but 
  everyone calls him King. 
  • 
  He doesn’t know anything about an 
  execution.  He doesn’t pay attention to 
  politics. 
  • 
  He does know of Parag Rarzi; the man is 
  an apothecary in the marketplace 
  outside of town.  Daiwik and some of 
  the other boys have bought drugs and 
  potions from him in the past. 
  • 
  He is no longer upset about Faiza’s 
  death, now that he is away from the 
  reavers and had time to recover.  If 
  asked, he will just say that suffering is 
  good for the soul. 
  Development: If the Heroes rescued Daiwik 
  then proceed to Scene 3. 
  If the Heroes were defeated, then proceed to 
  Scene 4-C. 
  Scene 3: A Strange 
  New World 
  Key Concepts: The Heroes make it to Kielmun 
  and explore the city trying to figure out their 
  plan of rescue.  
  When you finally emerge from the Blighted 
  Mire it is early afternoon and the walls of 
  Kielmun are in sight.  As you approach, the 
  scars of the last time the city was razed are 
  visible.  Scorch marks still appear on the walls 
  where the fires of the Swords of Nier were so 
  hot that the stone melted.  The walls have 
  since been rebuilt and patrols are visible atop 
  them.  It takes about an hour of travel to 
  make it to the outskirts of the city. 
   
  Near the walls of the city there is a collection 
  of tents and small buildings.   It looks like a 
  small marketplace and some taverns are set 
  up. 
  If Daiwik is with them: 
  Daiwik sighs and looks towards the gates.  “I 
  tried to escape this place, but I guess there is 
  no getting away from here for me.  I have 
  imposed on you good people long enough.  
  Thank you again for rescuing me, but now I 
  need to accept the consequences of my 
  actions.  Later, I would like you to come by 
  my house.  No matter how angry my father is 
  with me, I know he will want to reward you 
  for saving me.  I live at 44 Black Rose Road.  
  Time to face my fate.”   
   
  With all the courage of a knight heading off 
  into battle, Daiwik turns towards the gates. 
  
   
  15 | Living Arcanis - Espionage 
   
   
  Ask the Heroes what they want to do now.  If 
  they ask around about a temple to heal up a 
  disease or two that are festering in their bodies, 
  they will find out that the temples are inside the 
  city.   
  If they want to find their contact, then read the 
  following: 
  You ask around in the marketplace and are 
  directed to the stall of Parag Rarzi.  Most of 
  the stalls that you pass sell food, though 
  others sell all manner of weapons, armor and 
  charms.  Parag’s stall is a nestled in an 
  aromatic section of the market where the 
  spice merchants are situated.  The sign over 
  the tent says Parag’s Apothecary.  A dusty 
  man of indeterminate age beckons you closer 
  to look at his fine wares.  “Come my friends 
  and look at some of the finest herbs and 
  poultices to be found in Canceri.” 
   
  If the Heroes look around there is a dizzying 
  selection of ground spices and herbs.   
  A DC 12 Wisdom (Medicine or Herbalism kit) 
  check will reveal that many of these spices can 
  be used for both healing and poisoning 
  purposes.   
  The Heroes can buy healer’s kits, herbalism kits, 
  poisoner’s kits, potions of healing, and 
  alchemical potions.  
  All of the other goods in the market are 
  standard issue, and the only weapons and 
  armor available are those that are regional to 
  Canceri.  There are no slaves at this market.  
  The charms are merely trinkets designed to 
  separate the foolish from their money. Parag is 
  one of the few merchants who will accept 
  coinage from outside of Canceri, almost all the 
  other merchants will only accept Cancerese 
  baht for their wares. 
  When the Heroes mention that Uncle Tapel 
  sent them: “Oh, Uncle Tapel.  I always enjoy 
  hearing how he is doing.  You must tell me 
  what he is up to these days.  Let me wrap up 
  my business here and I will buy you a drink at 
  the Rotting Wench.  I swear the beer is better 
  there than the name implies.” 
   
  If anyone tries to talk to him more he will say,  
  “Not here. There are ears everywhere, and I 
  don’t want my competition to get the jump 
  on me.” 
   
  Let the Heroes finish any purchases that they 
  want, and then he will call out his assistant to 
  man the shop while he takes the Heroes to the 
  bar.   
  The sign outside the tavern to which Parag 
  leads you depicts a bar maid showing a lot of 
  cleavage holding out a flagon of beer.  Unlike 
  in Milandir where a sign like this might have a 
  healthy looking woman on it, on this sign the 
  woman looks emaciated with a haunted look 
  in her eyes.  
    
  When you get inside the bar, Parag tosses a 
  few coins at the owner and says, “We need to 
  discuss business; give us the back room and a 
  round of that swill you call beer.”  The 
  bartender winks and the coins disappear. 
   
  Parag leads you into a back room with one 
  table that you can all sit around.  A few 
  moments later a living bar maid comes in and 
  serves a round of drinks.  After she leaves, 
  Parag locks the door and takes a deep quaff. 
   
  After finishing his beer Parag begins, “If we 
  speak quietly we won’t be overheard.  Please 
  do not use Uncle Tapel’s actual name 
  because that will draw a lot of attention.  So 
  why are you here?” 
   
  If any Hero tries the beer themselves:  
  The beer is passable, although it does have a 
  cloyingly sweet aftertaste.   
   
  
   
  16 | Living Arcanis - Espionage 
   
  When the Heroes explain their mission: 
  “I confess I am a little surprised that anyone 
  was sent to help with this matter.  It is not the 
  usual method; he usually lets things run their 
  normal course.  Hmmmm…” 
   
  “I will tell you what I can.  The execution is to 
  take place two hours after dawn tomorrow in 
  the Square of Suffering.  Right now the 
  condemned is in Akali Kajal Keirig’s prison, 
  under the Halls of Justice.  She will be brought 
  to the Square before dawn and displayed out 
  there for people to see before the execution.  
  At the appointed time, she will be tortured to 
  death in front of the crowd.  What do you 
  have in mind?” 
   
  If the Heroes ask about the 
  prison: 
   
  “Well, I suppose you could assault that, but it 
  is very well guarded by “King” Keirig’s thugs.  
  If we knew where in the prison she was, we 
  might 
  be 
  able 
  to 
  do 
  something.  
  Unfortunately, I do not have any way to get 
  that information quickly. However, if that is 
  what you desire, we can go into the city and 
  scout the place out.”   
   
  If the Heroes ask about the 
  route from the prison to the 
  square: 
   
  “The prisoners are usually transported 
  underground and come out of the Doors of 
  Justice in the square.  That way there are no 
  interruptions on the route, such as last 
  minute rescues.”   
   
  If they ask about the Square 
  of Suffering 
   
  “It is a very large square.  There are plenty of 
  hiding 
  places, 
  and 
  you 
  could 
  always 
  disappear in the crowd.  There is usually a line 
  of guards between the crowd and the 
  condemned, to prevent the crowd from killing 
  the condemned too quickly.”   
   
  How can we get her legally 
  released?  What about justice?  
  Etc. 
   
  “Right now there are only two ways that she 
  can be released.  The Nihang can order the 
  Akali to release her, or Keirig can decide to 
  release her on his own.”   
   
  Can we bribe someone? 
   
  “You could try to bribe any one of three 
  people:  Akali Keirig, Akali Zartel, or Nihang 
  Paluos.  I don’t know how much it would be, 
  but I can imagine it would be very expensive.” 
   
  Is there a resistance?  Any 
  dissent we can appeal to for 
  help? 
   
  “Unfortunately there isn’t.  Although some 
  may dislike one of the Akali and side with the 
  other, no dissenters are allowed to flourish 
  here.  There is a very strong fear that if you 
  speak up then your neighbor will report you 
  to the secret police, and there is a lot of truth 
  to 
  that. 
   
  People 
  generally 
  keep 
  to 
  themselves.” 
   
  Who is King/Akali Keirig?  
  What is an Akali? 
   
  “The Akali are our Administrator-Priests.  
  They run the city.  Akali is a position for life, 
  although the position can be inherited. They 
  report to a Nihang, who rules the city-state 
  like a governor.  The Nihang here is Paluos 
  val’Mordane, a vampire who leaves most of 
  the day-to-day operation to his Akali.” 
   
  “Keirig is one of the two Akali that we have 
  here.  He is nicknamed King because he tried 
  to set himself up as the King of Kielmun after 
  
   
  17 | Living Arcanis - Espionage 
   
  it was destroyed by the Swords of Nier.  He is 
  a monster and runs a very large gang that he 
  calls ‘Kielmun’s Militia.’” 
   
  “The other Akali is Zartel val’Mordane, 
  though everyone calls him Grandfather.  He 
  and Keirig are bitter rivals, and the Nihang 
  wisely plays them off each other so that they 
  don’t gang up on him.  Their hatred of each 
  other goes back forty years.” 
   
  If the Heroes point out that 
  they just saved Grandfather’s 
  grandson: 
   
  Parag looks quite surprised at you.  “You 
  saved his grandson?  That is great news! He 
  definitely owes you a favor that you can go to 
  try and cash in on.  Exchanges of favors are 
  the way that everyone does business around 
  here.  No one reneges on a contract, oral or 
  written.  Too many Sarishans around.” 
   
  How do we get into the city? 
   
  I will pay the guards to get you passes that 
  will allow you to go into the city as my 
  associates. 
   
  Do you know where the 
  temples are? 
   
  Yes, I can take you to them, but don’t forget; 
  you are not allowed in them unless the priest 
  invites you in. 
   
  In fact, one of the temples might offer you a 
  slim chance of success in your mission, if you 
  elect not to approach the Nihang or one of 
  the Akali. The Confraternity of the Just Death 
  is an order of Illiirite monks who preach that 
  a meaningful death can absolve the stain of 
  an ill life. They seek to convert those on their 
  deathbed to the embrace of Illiir, that they 
  might be not be Judged so harshly by Nier. 
    
  Hah! The more fool they. Still, who am I to 
  judge the beliefs of another? The order is 
  barely tolerated, and generally executed 
  when they make too much of a nuisance, but 
  many of them are native Milandisians, and 
  might be willing to assist you. 
   
  When the Heroes are finished:  
  “My best suggestion for our next step is to go 
  into the city and see what we can figure out.  
  I will be happy to guide you wherever you 
  want to go.  Please, try not to draw attention 
  to yourself.  Our ways are not your ways, and 
  many things may seem strange to you.  If you 
  do things that draw attention, we may well 
  attract the notice of the secret police.  They 
  are paid to be very suspicious of everyone.   
   
  Before we go anywhere, you need to clean 
  yourselves up.  You still smell like you came 
  from a swamp.  I will pay for a bath for you 
  all, and then please change into clean 
  clothes.  Your current smell is overpowering, 
  especially in such close quarters.” 
   
  He will pay for them to wash in the bathing 
  room of the tavern, and will get the Heroes 
  Cancerese travelling robes, if they don’t have 
  clean ones.  They do need to pay him back for 
  the robes at the cost of 1 gp each. 
  When they are ready to go through the gates 
  read the following: 
  As you near the gates of the city, you notice 
  that there are no buildings or tents within a 
  hundred feet of the walls.   No grasses or 
  other vegetation grow in this area either and 
  you don’t even see any dogs or cats 
  approaching the city except on the path to 
  the main gate.  Before the gate is a line of 
  people waiting to get in.  It looks like the 
  guards are talking to everyone before letting 
  them pass.  When it is your turn, Parag leans 
  in to whisper to the guard and money quietly 
  changes hands.  The guard waves you on into 
  the city.  
  
   
  18 | Living Arcanis - Espionage 
   
   
  Kielmun seems to be bustling just like any 
  other city, but then you see something that 
  you would never see in a city outside of 
  Canceri.  A devil, with the mark of Sarish on 
  his forehead, walks down the street with a 
  group of schoolchildren wearing porcelain 
  masks on their way home from their lessons. 
  Down another street, a zombie loaded down 
  with bags shuffles behind a lady returning 
  home from a shopping trip.  
   
  The architecture is impressive; every available 
  surface is carved with some kind of 
  decoration.  The death motif is everywhere, 
  from the drinking fountains to the rain 
  gutters, even the bar, restaurant, and shop 
  names.   
   
  A lot of men and women have shaved heads 
  and wear dark clothing.  Most of the men 
  have beards, some of which are capped with 
  glinting metals.  You also see several people 
  of indeterminate gender wearing identically 
  painted porcelain masks. 
   
  One other major difference between this city 
  and most that you have visited is the smell.  
  Everyone here, even the slaves, seems to be 
  clean and perfumed with scented oils. 
   
  GM’s Note: There are many places that the 
  Heroes can explore. Keep an eye on how 
  careful they are about hiding their identities.  
  If they aren’t too careful, give them the 
  Secret Police scene.  Also give them the 
  Funeral Scene between their first and second 
  stops. 
    
  The Square of 
  Suffering 
   
  The Square of Suffering is a large square with 
  several raised platforms.  On each platform is 
  someone 
  being 
  whipped 
  or 
  otherwise 
  tortured.  One woman is walking on broken 
  stones and leaving a bloody trail.  Another 
  man is whipping his own back so roughly you 
  can almost see the muscle.  Most of the 
  victims appear to be there voluntarily.  The 
  square is lined with balconies and recessed 
  alcoves, allowing plenty of places to watch 
  and listen to the suffering.  The acoustics of 
  the square are such that each sigh, moan or 
  scream carries, echoing throughout the area. 
  The Square is deep within the city and getting 
  out of the city after a rescue and past the 
  guards appears to be impossible.  The militia 
  could easily overwhelm any group traveling 
  through the streets. 
   
  A successful DC 13 Intelligence (Investigation) 
  check lets the Heroes identify the lay of the 
  land in the Square including possible patrol 
  routes, the best hiding spots and shadowy exits 
  to use. Any Hero who succeeds on this check 
  will gain advantage when rolling Dexterity 
  (Stealth) checks at the Square. 
  Temples 
  The Heroes can visit the temples to get healing.  
  Remember, that they cannot enter a temple 
  without an invitation, and they won’t get one 
  for the temples of the Dark Triumvirate. 
  However, each temple has a small chapel next 
  to it where petitioners can visit. 
  Asking around for a temple will get the Heroes 
  directed to the Temple of Neroth.  There are 
  also chapels to Sarish and Nier in the city that 
  they can visit.  All three of them can supply 
  spells as listed under ‘Spell Casting Services’ in 
  the front text of this adventure (p. 3). The 
  Temple of Neroth will give any val’Mordane one 
  free spell with a successful DC 11 Charisma 
  (Persuasion) check. 
  If any hero asks, they can find a temple of Cadic 
  behind a bar with a successful DC 15 Charisma 
  (Persuasion) check (clerics of Cadic and 
  val’Borda gain advantage on this roll). This 
  temple is secretly part of the Milandric Church 
  
   
  19 | Living Arcanis - Espionage 
   
  and can offer services to acolytes and clerics of 
  that religious faction as per the normal rules. 
  The Confraternity of 
  the Just Death 
  The Heroes can find the Confraternity with a DC 
  15 Intelligence (Investigation) while looking for 
  temples. This is reduced to DC 13 if they are 
  looking for the Confraternity specifically or 
  heard about it from Paraj Rarzi. Unfortunately, 
  contacting the Confraternity will trigger a visit 
  from the Secret Police when they leave (pg. 23).  
  Hidden in a cellar dug from the earth beneath 
  an abandoned warehouse, the Confraternity 
  of the Just Death maintains a small, well-kept 
  temple to Illiir. Candles flicker all around you, 
  pale in comparison to Illiir’s brilliance, but still 
  a light in this dark place. The poor and the 
  enslaved who have no taste for the lash come 
  here, quietly, to have their wounds tended. 
   
  The abbot of the order, an older Milandisian 
  monk, greets you as you enter. 
   
  Healing and curing any remaining swamp 
  affliction will be done free of charge, though 
  the order would appreciate donations if 
  possible. They will not discriminate based on 
  race or religion, though they will be very careful 
  to make it clear that this healing comes from 
  Illiir so as to give worshippers of other faiths a 
  chance to gracefully decline the healing. 
  Chronicler’s 
  Note: 
  The 
  abbot, 
  Erich 
  Stutterheim, 
  can 
  supply 
  any 
  of 
  the 
  information in Appendix 3 to the Heroes 
  while speaking to them, but ensure that it 
  happens organically as conversation, rather 
  than as an information dump. 
   
  The abbot knows Grandfather quite well, 
  though he will NOT divulge this. If the Heroes 
  ask for help in staging a rescue, the abbot’s 
  first recommendation will be to talk to 
  Grandfather:  
   
  “We have no real power here, and though we 
  will help you if you ask it of us, it may go 
  better for all involved if you were to talk to 
  Akali Zartel. His rivalry with Kajal is well 
  known, and he has often proven himself to 
  be an honourable individual; a rare thing 
  indeed, in Canceri. 
   
  If the Heroes insist on not going to Grandfather, 
  Erich will agree to assist them directly. The 
  Confraternity will arrange something similar to 
  what Grandfather could as far as an escape into 
  the catacombs, the timetable of the execution, 
  and a map of the square, but they will not be 
  able to delay the Nerothian priest. 
  Kajal’s Prison 
  The prison is a small building, just two stories 
  tall.  The building itself has no windows, and 
  only one set of doors which are guarded by a 
  dozen guards in the uniform of the Kielmun 
  Militia.  Parag leans over and whispers, “The 
  cells are beneath the building.” 
   
  The Heroes can approach the guards, who will 
  ask them for papers before allowing them 
  entrance.  With this many other guards, none of 
  the guards will accept a bribe to allow the 
  Heroes entrance, since there’s no way of telling 
  if one would rat on the rest.   
  DC 12 Wisdom (Insight) or Intelligence check – 
  This prison is impregnable without knowing the 
  layout of the underground tunnels. 
  Kajal’s Palace 
  Kajal’s Palace is an extremely large building.  
  It is covered in ornamentation and gilt past 
  the point of ostentation.  The palace is 
  surrounded by expensive looking gardens 
  filled with trees and bushes that are not 
  native to Canceri.  Fences around the gardens 
  are made of wrought iron, allowing those 
  who pass to see the wealth of the owner.  
  Inside the fence, groups of guards patrol the 
  grounds with demonic-looking dogs on tight 
  leashes. 
  
   
  20 | Living Arcanis - Espionage 
   
   
  If the Heroes approach the palace or try to get 
  in: 
  The guards direct you to a smaller though 
  equally decorated building across the street.  
  Inside the building an officious looking 
  woman asks you to state your business with 
  King Keirig. 
   
  Whatever the Heroes do, they will be asked to 
  wait before being sent to talk with an official in 
  a side room.  If asked about the spy and 
  releasing her, the official will tell them it will 
  cost 5000 baht (gp).  The high cost is because of 
  the late date and the loss of face that Keirig 
  would suffer because he has already announced 
  the execution date.  This price cannot be 
  negotiated.    
  Speaking with the official will cause him to warn 
  Keirig that there may be trouble, as they are 
  now aware there are individuals interested in 
  securing the spy’s release.  This means that 
  there will be 2 more guards at the execution. 
  These are in addition to any extra’s added by 
  attempting to visit the Nihang’s Palace. 
  Nihang’s Palace 
  The Nihang’s palace is an unadorned black 
  stone block with no windows.  It is guarded 
  by a mix of Kielmun Militia and Death’s Head 
  guards.   
   
  When you approach the guards, you are 
  escorted to a receiving room, a large empty 
  room free of ornamentation.  A porcelain-
  masked individual sits behind a desk at the 
  far end.  “Yes?”   
   
  Whatever the Heroes do, they will be asked to 
  wait, before being sent to talk with an official in 
  a side room.  If asked about the spy and 
  releasing her, the official will tell them it will 
  cost 10,000 baht (gp).  The high cost is because 
  of the late date, and the fact that there is no 
  real motivation for the Nihang to get involved in 
  this issue.  This price cannot be negotiated.    
  Speaking with the official will cause him to warn 
  Keirig that there may be trouble, as they are 
  now aware there are individuals interested in 
  securing the spy’s release.  This means that 
  there will be 2 more guards at the execution. 
  These are in addition to any extra’s added by 
  attempting to visit the Keirig’s Palace. 
  At Daiwik’s House 
  GM’s Note: Heroes can only go here if they 
  rescued Daiwik. 
   
  44 Black Rose Road is a town-house in a row 
  of nice town-houses.  If it wasn’t for the skulls 
  and scenes of death covering everything (and 
  the two infernals patrolling as guards) this 
  street could be right out of a Milandisian city.   
  The knocker, shaped like a skeletal hand, 
  causes a loud booming noise when it hits the 
  door.  A few moments later a small panel 
  slides to the side and the top half of a 
  porcelain mask peers out at you.  A familiar 
  voice calls out, “Who are you and what do 
  you want?” 
   
  Once the Heroes explain who they are: 
  “Wait here,” the voice replies, and the panel 
  slams shut.   A couple of minutes later, a 
  figure in a porcelain mask and black formal 
  clothing opens the door.  “It is good to see 
  you again, masters. It is I, Ramu.  Daiwik was 
  hoping that you would come by and visit him.  
  He will be sorry that he missed you.” 
   
  Where is he?  Is his father 
  here? 
   
  “Daiwik and his father are currently speaking 
  to Grandfather in the Administrator’s Hall.  
  Master Rahat told me that if you came by, 
  you were to go there and talk to Grandfather.  
  But I wouldn’t head right over.  With how 
  well I know those three, you will have to wait 
  
   
  21 | Living Arcanis - Espionage 
   
  at least an hour or two more while they talk 
  before they will be ready to speak with you.  I 
  would suggest you go and see some of the 
  city.  It will be more interesting than sitting in 
  a reception hall for hours.  Trust me, I do it all 
  of the time.” 
   
  Ramu can give the Heroes directions to the 
  temples and other locations on their list if they 
  ask him.  He will also suggest visiting the 
  Monument to the Rebuilding of the city. 
  Monument to the 
  Rebuilding 
  On one end of this square is a burnt-out, 
  rubble-strewn ruin, with crumbled stone 
  everywhere and nary a soul in sight.  On the 
  other end is a well-built area with outdoor 
  restaurants and shops and the bustle of 
  people going about their daily business.  In 
  between these two sides is a large mural 
  carved in stone and inlaid with different 
  colored stones and metals.  The mural tells 
  the story of the fall of the city to the Swords 
  of Nier and then the alliance between three 
  men to rebuild it; Paluos val’Mordane, Kajal 
  Keirig, and Zartel val’Mordane.  Each one 
  provides one of the three pillars that Kielmun 
  is built on; faith in Neroth, a strong military 
  force, and trade with the outside world. 
   
  A Funeral Procession 
   
  GM’s Note: The scene should happen 
  between the Heroes’ first and second stops. 
   
  You hear the sound of bells and low chanting. 
  The noise gradually gets nearer and a funeral 
  procession turns the corner ahead of you, 
  coming in your direction. About a dozen 
  pallbearers support a huge glass casket and 
  are led by two priests carrying smoking 
  censers. A train of relatives follows in the 
  casket’s wake. Apparently, the deceased was 
  someone of importance.  
   
  As you step aside to let the procession pass, 
  you see that the casket contains more than 
  one body. Through the glass you see what 
  appears to be a married couple, dressed in 
  their wedding clothes, locked in a final 
  embrace. Then, to your horror the groom, a 
  young man in his early twenties, looks up and 
  meets your gaze, his eyes red from weeping. 
  He pounds on the glass of the coffin, to no 
  avail.  His fists leave bloody smears on the 
  inside of the glass. 
   
  The procession winds its way toward a newly 
  built crypt. Obviously, they intend to bury the 
  man alive with his wife. 
   
  If the Heroes stand by and do nothing, read the 
  following: 
  As the coffin is interred, an old man attempts 
  to brush past the priests. You hear a muffled 
  cry from within the coffin, and the old man is 
  seized and brought to his knees. A black-
  cowled crow of a priest looms over him. "Do 
  you defy our traditions?" 
   
  The old man’s voice trembles, "I did not 
  consent to this. This marriage was not our 
  choice. Please, spare him." 
   
  "Silence," the priest scowls, "The union 
  brought your house honor and money. Now 
  Neroth has called the mistress of this house 
  to him and the dutiful husband must follow." 
  The crypt is sealed and the old man is left 
  discarded on the steps, like a puppet whose 
  strings have been cut. 
   
  If the Heroes move to interfere: 
  A very round and rich looking man with a 
  shaved head moves imperiously in front of 
  you.  “What do you think you are doing?  
  Have you no respect for the dead?  This is my 
  mother’s funeral and it will not be disturbed 
  by the likes of you!” 
   
  
   
  22 | Living Arcanis - Espionage 
   
  Why are they burying that man 
  with your mother? 
   
  “That is her latest husband.  As is our custom, 
  when one spouse dies, the other is interred 
  with them.  This insures that the line of 
  inheritance is upheld.  He is a pretty man 
  from a poor family.”  The man shakes his 
  head in disgust.  “Mother married him as a 
  plaything in her old age.  He got well taken 
  care of while he was married to her.  But now 
  he has to honor the other part of the 
  marriage contract.  It is a shame for his sake 
  that he didn’t take better care of her.”   
   
  What will happen to him? 
   
  “He will most likely die in there of thirst.  
  Although my mother could be blessed by 
  Neroth and arise as an undead.  If that 
  happens, then she will free them and they will 
  ‘live’ in the catacombs together.  Unless when 
  she awakens she decides to eat the little 
  pretty boy.”  With that he chuckles gleefully. 
   
  That’s barbaric! 
   
  “Is it any worse than feuds that go on for 
  generations about who should inherit what?  
  Gold diggers who marry for their money?  Or 
  people who kill their spouses for their money?  
  Like all customs there are reasons for it.  All 
  know that it is how the marriages end in 
  Neroth’s eyes. He knew as well.” 
   
  Why wasn’t she buried with 
  your father? 
   
  “Because my father is still alive, he is that 
  man over there.  They got divorced long ago.”   
   
  “Now excuse me, while I see to the 
  disposition of my mother’s remains.  Good 
  day!” 
   
  If the Heroes insist on interfering, move on to 
  the Secret Policemen scene. 
  After the man and the corpse of his wife are 
  sealed up in the crypt, the people disperse. Two 
  guards and a priest remain behind to perform 
  last rites, and then stand on vigil to make sure 
  the groom’s relatives do not try to rescue the 
  man. 
  Secret Policemen Have a 
  Ball 
   
  Chronicler’s Note: Use this encounter if the 
  Heroes have not been too circumspect; 
  letting people know where they are from, not 
  hiding their country of origin or deity of 
  preference, 
  asking 
  around 
  about 
  the 
  Confraternity of the Just Death, not using 
  Cancerese currency, or if they interrupted 
  the funeral. 
   
  Walking down the street, you see a group of 
  four Kielmun militia headed in your direction.  
  Looking to the sides and behind you, the 
  streets are clearing of people as more militia 
  members are coming in to surround your 
  group 
   
  Allow the Heroes a moment to panic.  If they 
  talk about running, point out that they will have 
  to get past a ton of guards at the gate.  To be 
  honest, if they are talking about running, then 
  they are delaying and that will give the militia a 
  chance to completely surround them.  If one of 
  the Heroes says that they take off immediately, 
  then let them get away. 
  The Kielmun militiamen have completely 
  surrounded you.  They all have their clubs out 
  and are looking at you menacingly, but don’t 
  make any moves towards you.   A few 
  moments later, the guards part to allow two 
  men to come through.   One is very round and 
  overweight, but his well-tailored yet stained 
  uniform still fits.  His skin and brown hair are 
  very greasy, but he smells pleasantly of herbs.  
  His partner is a slightly taller and very skinny 
  gentleman with blonde hair and a perpetual 
  squint.   
  
   
  23 | Living Arcanis - Espionage 
   
   
  The larger one rasps, “Well it’s about time.  
  I’m very happy to meet you folks.  My name is 
  Rajeet (Ra-zhi-t) and this is my partner Anu 
  (A-new).  We are here on behalf of the 
  Kielmun militia investigating a report of a 
  group of suspicious, out-of-place characters 
  who might be trouble.”  He leers at your 
  group, “Have you seen anyone meeting that 
  description?” 
   
  Rajeet will ask questions of the Heroes and 
  there are a few samples listed below.  Feel free 
  to come up with more invasive questions based 
  on the Heroes’ answers.  Anu will walk around 
  the Heroes, looking them up and down and 
  trying to make them nervous.  He may point 
  things out to his partner, poorly hidden holy 
  symbols and the like.  Anu’s passive Perception 
  is 14.  In general, these two are here to try to 
  shake the Heroes down for some money.  They 
  are very corrupt and usually blackmail non-
  Cancerese visitors to Kielmun.  They don’t take 
  much, or their behavior would be reported.   
   
  Role-playing the secret police:  Try to make 
  sure that the slime drips off of these two, 
  while keeping the Heroes off-balance.  The 
  Heroes are supposed to be scared.  There are 
  plenty of stories of the Cancerese secret 
  police disappearing people in broad daylight.  
  Ask a couple of questions of one Hero, and 
  then ask different ones of the second Hero.  
  Then start over when you get to a third; see if 
  you can get them to mix up their stories.   
   
  Some of the questions that may be asked:   
  • 
  So what is your purpose in coming to 
  Kielmun? 
  • 
  How long are you planning on staying? 
  • 
  Do you have a permit for that flintlock? 
  • 
  What is in that bag? 
  • 
  Why are you wearing <insert symbol> 
  out in the open? 
  • 
  Are you spies for an invasion force? 
  • 
  Who do you work for? 
  • 
  How much to buy <pick an attractive 
  Hero, male or female>? 
  • 
  Let me see your papers of passage into 
  the city. 
  • 
  Do you have any controlled substances?  
  (No such thing in Canceri.) 
  • 
  Do you have any banned magic items?  
  (No such thing in Canceri.) 
  They will be completely unbelieving if the 
  Heroes say that they rescued Grandfather’s 
  grandson.   
  The secret policemen really won’t answer any 
  questions, except that they are trying to figure 
  out if this well-armed group is dangerous. 
  If a Hero succeeds on a DC 15 Wisdom (Insight) 
  ability check (Heroes with a criminal-type 
  background gain advantage) will figure out that 
  this a shakedown.  The Heroes can be abrupt or 
  sly about asking the two policemen how much it 
  will take to get them to go away.  They won’t 
  actually say outright that this is what they are 
  here for.  That would be too crude. 
  The bribe they are looking for is 2 gp per Hero.  
  However, it will be 10 gp if one of the Heroes 
  ran, whether they escaped or not.   
  After the two receive their bribe, “Well, it is 
  very nice to see such clever businessmen like 
  yourselves in this area.  We of Kielmun 
  appreciate your business and trade here.” 
  The Heroes can fight them, although this is a 
  tough fight and will draw lots of attention – 16 
  militiamen and 2 elite secret police, plus 6 new 
  militiamen and a secret police every round until 
  the Heroes are beaten into unconsciousness. If 
  this occurs, continue to Scene 4-C and adapt as 
  necessary. Basically, Grandfather rescues them 
  
   
  24 | Living Arcanis - Espionage 
   
  because they were causing problems for Keirig’s 
  militia. 
  Shopping in Kielmun 
  The Heroes are able to purchase standard items 
  but only with Canceri currency. To do otherwise 
  would attract attention and most Canceri 
  merchants will not accept any other currency 
  but their nation’s.  
  A successful DC 15 Charisma (Persuasion or 
  Deceit) ability check will allow the Heroes to 
  find a somewhat reputable moneychanger who 
  will offer to exchange their gold and silver for 
  Canceri currency. The moneychanger will 
  charge a 50% fee for this service, although 
  through good role-playing and ability checks the 
  Heroes can haggle that down to 30%. 
  There are no magic items available.  One shop 
  does have a set of Cancerese Gothic plate 
  adorned with skulls for sale, but that is 1500 
  Baht (gp), and the players can’t try it on, or 
  even touch it.   
  Gossiping in Kielmun 
  The players may want to gather information by 
  gossiping with the locals at a bar or the like.  
  This is fine.  Refer to Appendix A for what they 
  can learn about based on their rolls.  Buying 
  drinks will be helpful. 
  Development: If the Heroes decide to go see 
  Grandfather, proceed to Scene 4-A (if they 
  saved Daiwik), or Scene 4-B (if they did not even 
  attempt to rescue Daiwik). If the Heroes got in a 
  fight with the Secret Police, proceed to Scene 4-
  C. If the Heroes are taking the aid of the 
  Confraternity of the Just Death, proceed to 
  Scene 5. 
  Scene 4-A: A kindly 
  Grandfather, sort 
  of 
  Key 
  Concepts: 
  The 
  Heroes 
  meet 
  with 
  Grandfather who makes them a deal. 
  The Administrator’s Hall is a large and 
  ornately carved stone building off the Main 
  Square.  It is a tall building reaching up out of 
  the city so as to look over it.  The guards at 
  the doors are dressed in Cancerese Gothic 
  plate and wielding wicked looking scythes.  
  Their faces are obscured by death’s head 
  helmets.  
    
  After a cleanly shaven acolyte at the front 
  door takes your names, a guard leads you up 
  a couple of flights of stairs past a set of very 
  large bronze double doors, covered in motifs 
  of Neroth as the Lord of Tombs.  You come to 
  a stop in a receiving room with chairs and not 
  much else.  The guard hands you off to a 
  woman in tan robes with a shaven head and 
  a wooden symbol of Neroth around her neck.  
  “The Akali asked that you wait here.  Would 
  you like some refreshment?”   
   
  A few moments later a breathless acolyte 
  also in tan robes appears carrying a tray of 
  cheeses and meats and a pitcher of what 
  smells like mead.   
   
  The woman keeps an eye on the Heroes, but 
  won’t answer any questions.  She will say 
  “The Akali is very busy and told me to tell you 
  to wait here until he is ready.”   
  About half an hour later; at no signal you can 
  see, the woman says, “The Akali will see you 
  now.” 
   
  You are led into a large office decorated with 
  an eclectic collection of bric-a-brac.  The room 
  has floor to ceiling windows that overlooks 
  the city.  In front of the window is a very large 
  
   
  25 | Living Arcanis - Espionage 
   
  black desk.  Behind the desk is a well-tanned 
  val man with a shorn head.  He wears plain 
  tan robes and a silver holy symbol of Neroth 
  around his neck.  He looks to be in his late 
  twenties.  In a deep voice he says, “Welcome, 
  please make yourselves comfortable.  I am 
  sorry for the wait, but I wanted to make sure 
  that I got the complete story of your 
  adventures from more than one source.”   
   
  “Allow me to introduce myself.  My name is 
  Zartel val’Mordane, but you may call me 
  Grandfather. Everyone around here does.  I 
  am one of the Akali here in Kielmun and 
  Daiwik really is my grandson. 
   
  On that note, thank you for rescuing him.  He 
  is a rash boy; reminds me of myself when I 
  was young and alive.  And I am happy that he 
  is safe.”   
   
  “Now, 
  would 
  you 
  please 
  introduce 
  yourselves?” 
    
  A successful DC 25 Wisdom (Perception) check 
  will discern an odd feeling, as though the 
  Heroes are not alone with Grandfather in the 
  room. 
  GM’s Note: This is intended to be next to 
  impossible to discern. There are three 
  members of the Obsidian Order—a group of 
  Cadican assassins—in the room, shrouded in 
  shadows. They are Grandfather’s personal 
  bodyguards, and they will not hesitate to kill 
  anyone who threatens Grandfather. 
   
  Allow the Heroes to introduce themselves. 
  When they have, continue: 
  “I am quite sure that Ramu did not meet you 
  on the road by chance.  There has to be a 
  reason a group of adventurers is traveling 
  along the Cold Road from Ashvan to Kielmun.  
  What dangerous mission are you on and for 
  whom?” 
   
  Role-playing Grandfather:  Grandfather is 
  very relaxed with the Heroes.  He has heard 
  about them from both Daiwik and Ramu and 
  is very grateful to them.  He is not worried 
  about being attacked because he has 
  bodyguards hidden in the room. 
   
  He will let the Heroes squirm a little, but if they 
  are honest and upfront with him, he will be 
  pleased. 
  If the Heroes seem hesitant to talk to him: 
  “Do not be afraid to speak to me about 
  anything. As my guests here, you have my 
  protection and nothing you say will leave this 
  room.  I owe you a debt for recovering my 
  grandchild and will not hold anything that 
  you say against you.  Now what did you come 
  here for?” 
   
  Once the Heroes explain their mission: 
   
  “And you figured that I might be willing to 
  help you?  Either by interceding with the 
  Nihang or helping you to rescue this spy?  Is 
  that what you had in mind?” 
   
  Wait for acknowledgement. 
  “Hmmmm.  This is an interesting proposition 
  that you have handed to me.  A chance to 
  bloody Kajal’s nose, possibly even embarrass 
  him in front of the people, and be completely 
  above suspicion?  <Pause> I like it.  I suppose 
  you have a plan?” 
   
  If not:   
  “Adventurers without a plan?  Why, in my 
  day we always had a plan or two up our 
  sleeves.”  He shakes his head; “Standards 
  must be slipping. 
   
  He will listen to their plan, murmuring little 
  words of encouragement. 
  
   
  26 | Living Arcanis - Espionage 
   
  “Ahh, this brings me back to when I was a 
  young, living adventurer. We had such a 
  great time. Oh well, that life is more than 
  forty years gone; I am an administrator now.” 
   
  “You have some interesting ideas, though you 
  lack some necessary information. I can show 
  you what the layout in the Square of Suffering 
  will be like tomorrow so you can plan your 
  tactics. I would suggest your best option 
  would be to attack once the torture has been 
  set up, as many of the militia will be engaged 
  in holding back the citizens. You’ll have to 
  come up with your own plan of course, one 
  that complements your unique skills.  Then, 
  more importantly, after you recover the 
  agent I can get you out of the city through 
  the catacombs.  I am sorry that I can’t 
  provide you with more direct help, but I don’t 
  want to tip my hand.  Would that work for 
  you?” 
   
  Wait for acknowledgement.  Grandfather needs 
  two things in exchange for his help. 
  First, he needs the information that the spy has 
  learned.  She hasn’t talked yet. 
  Second, he will have a letter for the Heroes to 
  deliver to Duke Konrad. 
  These are non-negotiable. 
  “Do you have any questions?” 
   
  A successful DC 15 Wisdom (Medicine) check 
  will reveal that Grandfather has not breathed or 
  blinked during the entire audience. 
  Are you undead?   
   
  “Yes.  I have been one of the Blessed of 
  Neroth for over forty years now.”   
   
  Why don’t you look undead? 
   
  “My servants are very skilled in the various 
  arts of disguise.” 
   
  Why do you hate King Kajal so 
  much? 
   
  “He is a mindless thug and a brute.  We have 
  been rivals for power here for over forty 
  years.  He thinks the way to rule is by 
  strength and uses strong arm tactics to get 
  his way.  I think that he is a fool and does not 
  have the best interests of the city in mind.  
  The city would be much better off without 
  him, but he does keep that rabble he calls a 
  militia in line.” 
   
  Why don’t you have him killed? 
   
  “I have all the time in the world to wait.  He is 
  mortal and getting closer to death every day.  
  Besides, going around murdering people who 
  get in your way isn’t very effective in the long 
  run.  What kind of place do you think Canceri 
  is?” 
   
  Why does everyone call you 
  Grandfather? 
   
  “When I started working here in Kielmun, I 
  took the orphans created by the Swords of 
  Nier attack under my protection.  I treated 
  them well and protected them from Keirig 
  and his men.  I looked old to them and they 
  started calling me Grandfather.  The name 
  stuck.  Now that I have grandchildren of my 
  own, I am very happy with the title.”   
   
  Why do you want the 
  information the spy has? 
   
  Grandfather looks at you askance and says, 
  “Every invasion of my country by the 
  Milandisians has come through this city.  If 
  this agent has found out something that 
  might convince the Milandisians to attack us, 
  I want to know.  I may be able to deal with it, 
  or find a way to assuage their fears before it 
  
   
  27 | Living Arcanis - Espionage 
   
  comes to an invasion. If the information 
  pertains to Keirig specifically… well, let’s just 
  say I wouldn’t be sad to have some more rope 
  with which to hang him.” 
   
  What is in the letter? 
   
  “I don’t know; I haven’t written it yet.  But it 
  will be a good way to open the lines of 
  communication to keep the tenuous peace 
  along our border.  After all, with the Infernal 
  Horde out of the way the Milandisians will 
  soon be itching for another Crusade, and I 
  don’t want us to be the target again.” 
   
  Your grandson wants to be a 
  priest of Illiir 
   
  Grandfather chuckles.  “I’m not sure if he 
  really knows what that entails.  I think that he 
  is just saying that to annoy his father.  And it 
  is working quite well.  Rahat can be quite 
  inflexible.  Daiwik, on the other hand, is a 
  restless soul.  I think he will make a good 
  adventurer someday, but he needs to grow 
  up a little more before he is ready.” 
   
  Why do you care about your 
  grandson so much?  You have 
  so many grandchildren. 
   
  “I care about all of my grandchildren, both 
  those of my body and those I have adopted.  
  Family is very important.  What kind of 
  monsters do you think we are?”   
   
  How can you have children? 
   
  “My wife got pregnant before I became 
  undead.  I only have two children of my body, 
  the rest are adopted.” 
   
  Are you still married? 
   
  “No, sadly my wife and I parted ways decades 
  ago.  I stayed here to rebuild Kielmun and she 
  disappeared long ago.  Now I am married to 
  Kielmun.” 
   
  What does an Akali do? 
   
  “We are the administrator-priests of the 
  cities.  Each of us has a district to deal with.” 
   
  If one of the Heroes makes an aggressive move 
  towards Grandfather: Grandfather holds up a 
  hand and says, “Are you sure you want to do 
  that?” 
   
  If the Hero continues then subject them to the 
  following:  
  Note: There are three (3) members of the 
  Obsidian Order hidden in the room who will 
  target the offending Hero.  
  An arrow speeds out of a pool of shadows, 
  inflicting 5 (1d6+2) piercing damage.  If the Hero 
  persists in their attack, the next assassin will fire 
  an arrow made of pure shadow dealing 5 
  (1d6+2) poison damage and forcing the victim 
  to succeed on a DC: 14 Dexterity saving throw 
  or become immobile as strands of shadow 
  erupt from the room, restraining them for 1 
  minute.  If the Hero still persists, the third 
  assassin will fire an arrow made of pure 
  shadow, dealing 23 (5d6+2) poison damage. If 
  the Hero still continues the assassins no longer 
  hold back and will deal full damage and 
  entangle the attacking Hero, focusing all attacks 
  on one target at a time if necessary. For 
  practical purposes, Grandfather has more than 
  enough hit points to survive any successful 
  assaults to his person. 
  REMEMBER THE ANCIENT CORYANI PROVERB: 
  STUPIDITY LEADS TO CHARACTER CREATION. 
   
   If the Heroes agree to the plan,  
  Grandfather says, “Thank you.  I’m glad that I 
  could help you.  Now I have other things to 
  attend to.  My assistant will provide for all of 
  
   
  28 | Living Arcanis - Espionage 
   
  your needs.” 
   
  Then he will have them escorted to a smaller 
  room to iron out the details.  They will be given 
  a map of the Square of Suffering (Player 
  Handout 2) and the time table for the execution 
  (Player Handout 3).  They will also be given 
  access to a suite of rooms to rest until morning.  
  If any of the Heroes are suffering from mire 
  blight, then the assistant will heal it by casting 
  lesser restoration on them. 
  Allow the Heroes to figure out where they are 
  going to be and do some planning.  They can go 
  out and explore the city more if they want and 
  visit any of the places from Scene 3. When they 
  are ready proceed to Scene 5. 
  Development: When the Heroes are ready, 
  proceed to Scene 5 
  Scene 4-B: 
  Grandfather v. 
  Bigots 
  Key 
  Concepts: 
  The 
  Heroes 
  meet 
  with 
  Grandfather who makes them a deal. 
  Chronicler’s Note: Only use this scene if the 
  Heroes did not attempt to rescue Daiwik. 
   
  The Administrator’s Hall is a large and 
  ornately carved stone building off the Main 
  Square.  It is a tall building reaching up out of 
  the city to look over it.  The guards at the 
  doors are dressed in Cancerese Gothic plate 
  and wielding wicked looking scythes.  Their 
  faces are obscured by death’s head helmets.   
   
  At the front door, a cleanly shaven acolyte 
  takes your names and asks your business with 
  the Akali. 
   
  Allow the Heroes to tell her whatever story they 
  wish.  She will let them in because they are 
  foreign visitors and well-armed, thus potentially 
  interesting and useful to the Akali. 
  A guard leads you up a couple of flights of 
  stairs past a set of very large bronze double 
  doors, covered in motifs of Neroth as the Lord 
  of Tombs.  The double doors swing open to a 
  large receiving room.   
   
  In the middle of the room is a large throne 
  carved of black rock and covered in carvings 
  of bones.   The throne is flanked by ten more 
  guards in the Death’s Head helmets.  As you 
  approach, you can see a man seated on the 
  throne with his hands steepled.  He is a well-
  tanned val with a shaven head.  He wears the 
  plain tan robes and a silver holy symbol of 
  Neroth hangs around his neck.  He looks to be 
  in his late twenties. 
   
  Parag steps forward and bows deeply before 
  him. 
  Ask the Heroes how they react to the val. A 
  successful DC 10 Wisdom (Insight) check will 
  suggest that bowing would probably be a good 
  idea. 
  A deep voice emanates from the man on the 
  throne. 
   
  “Parag, 
  please 
  have 
  your 
  companions introduce themselves.  They have 
  the hard looks of a group of adventurers.”   
   
  Allow the Heroes to introduce themselves.   
  Role-playing Grandfather:  Grandfather does 
  not know these people and does not have 
  any reason to trust them.  This is why he is 
  cold and aloof to them.  He is handling a 
  business transaction and doesn’t have much 
  time for pleasantries.  He is currently 
  investigating what happened to one of his 
  grandsons. 
   
  “And I am the Akali Zartel val’Mordane.  You 
  may call me Grandfather if you wish, 
  everyone else does, and I do not mind.  Do 
  not be afraid to speak to me about anything. 
  
   
  29 | Living Arcanis - Espionage 
   
  As my guests here, you have my protection 
  and nothing you say will leave this room.  If 
  we decide not to do business, you will not be 
  harassed about in any way about what you 
  have said.  Now how can I help you? 
   
  Once the Heroes explain their mission: 
  “And you figured that I might be willing to 
  help you?  Either by interceding with the 
  Nihang or helping you to rescue this spy?  Is 
  that what you had in mind?” 
   
  Wait for acknowledgement. 
  “Hmmmm.  This is an interesting proposition 
  that you have handed to me.  A chance to 
  bloody Kajal’s nose, possibly embarrass him 
  in front of the people, and be completely 
  above suspicion?  <Pause> I like it.  I suppose 
  you have a plan?” 
   
  If not:   
  “Adventurers without a plan?  Why in my day 
  we always had a plan or two up our sleeves.”  
  He shakes his head, “standards must be 
  slipping.” 
   
  He will listen to their plan, murmuring little 
  words of encouragement. 
  “Ahh, this brings me back to when I was a 
  young, living adventurer. We had such a 
  great time. Oh well, that life is more than 
  forty years gone; I am an administrator now.” 
    
  “You have some interesting ideas, though you 
  lack some necessary information. I can show 
  you what the layout in the Square of Suffering 
  will be like tomorrow so you can plan your 
  tactics. I would suggest your best option 
  would be to attack once the torture has been 
  set up, as many of the militia will be engaged 
  in holding back the citizens.  You’ll have to 
  come up with your own plan of course, one 
  that complements your unique skills.  Then, 
  more importantly, after you recover the 
  agent I can get you out of the city through 
  the catacombs.  I am sorry that I can’t 
  provide you with more direct help, but I don’t 
  want to tip my hand.  Would that work for 
  you?” 
   
  Wait for acknowledgement.  Grandfather needs 
  three things in exchange for his help. 
  First, he needs the information that the spy has 
  learned.  She hasn’t talked yet. 
  Second, he will require the Heroes to owe him a 
  favor to be redeemed at a future date. 
  Third, he will have a letter for the Heroes to 
  deliver to Duke Konrad. 
  These are non-negotiable. 
   “Do you have any questions?” 
   
  A successful DC 15 Wisdom (Medicine) check 
  will reveal that Grandfather has not breathed or 
  blinked during the entire audience. 
  Any personal question not outlined below will 
  be responded to with the following: 
  “I don’t think we know each other well 
  enough to talk about that.” 
   
  Any other question not outlined below will be 
  answered with: 
  “I am a very busy man. Do you wish to make 
  the deal with me or not?” 
   
  Are you undead?   
   
  “Yes.  I have been one of the Blessed of 
  Neroth for over forty years now.”   
   
  Why don’t you look undead? 
   
  “Good unliving.” 
   
  
   
  30 | Living Arcanis - Espionage 
   
  Won’t your guards speak or 
  tell what they see? 
   
  “They are a loyal to me.” 
   
  Why do you hate King Kajal so 
  much? 
   
  “He is my rival for power in Kielmun.  He is 
  nothing more than a thug and a brute, when 
  there are so many more elegant ways to get 
  things done.  He has one of the major failings 
  of the living:  always in a rush because he 
  feels the hand of death slowly closing on 
  him.” 
   
  Why don’t you have him killed? 
   
  “I have all the time in the world to wait.  He is 
  mortal and getting closer to death every 
  day.” 
   
  Why does everyone call you 
  Grandfather? 
   
  “When I started working here in Kielmun I 
  took the orphans created by the Swords of 
  Nier under my protection.  I treated them well 
  and protected them from Keirig and his men.  
  I looked old to them and they started calling 
  me Grandfather.  The name stuck.” 
   
  What kind of favor will you 
  ask us to do? 
   
  “I will send you on a dangerous mission; it is, 
  after all, what you adventurers do.  It is what 
  you are doing for Duke Konrad at this very 
  moment.” 
   
  Why do you want the 
  information the spy has? 
   
  Grandfather looks at you askance and says, 
  “Every invasion of my country by the 
  Milandisians has come through this city.  If 
  this agent has found out something that 
  might convince the Milandisians to attack us, 
  I want to know.  I may be able to deal with it, 
  or find a way to assuage their fears before it 
  comes to an invasion.” 
   
  What is in the letter? 
   
  “I don’t know. I haven’t written it yet.  But it 
  will be a good way to open the lines of 
  communication to keep the tenuous peace 
  along our border.  After all, with the Infernal 
  Horde out of the way, the Milandisians will 
  soon be itching for another Crusade, and I 
  don’t want us to be the target again.” 
   
  If one of the Heroes makes an aggressive move 
  towards Grandfather: Grandfather holds up a 
  hand and says, “Are you sure you want to do 
  that?” 
   
  If the Hero continues then subject them to the 
  following:  
  Note: There are three (3) members of the 
  Obsidian Order hidden in the room who will 
  target the offending Hero. 
  An arrow speeds out of a pool of shadows, 
  inflicting 5 (1d6+2) piercing damage.  If the Hero 
  persists in their attack, the next assassin will fire 
  an arrow made of pure shadow dealing 5 
  (1d6+2) poison damage and forcing the victim 
  to succeed on a DC: 14 Dexterity saving throw 
  or become restrained as strands of shadow 
  erupt from the room entangling them for 1 
  minute.  If the Hero still persists, the third 
  assassin will fire an arrow made of pure 
  shadow, dealing 23 (5d6+2) poison damage 
  (sneak attack + shadow arrow). If the Hero still 
  continues the assassins no longer hold back and 
  will deal full damage and entangle the attacking 
  Hero, focusing all attacks on one target at a 
  
   
  31 | Living Arcanis - Espionage 
   
  time if necessary. For practical purposes, 
  Grandfather has more than enough hit points to 
  survive any successful assaults to his person. 
  REMEMBER THE ANCIENT CORYANI PROVERB: 
  STUPIDITY LEADS TO CHARACTER CREATION. 
   
  If the Heroes agree to the plan,  
  Grandfather says, “Thank you.  I’m glad we 
  could do business.  Now I have other things to 
  attend to.  My assistant will provide for all of 
  your needs.” 
   
  Then he will have them escorted to a smaller 
  room to plan.  They will be given a map of the 
  Square of Suffering (Player Handout 2) and the 
  time table for the execution (Player Handout 3).  
  They will also be given access to a suite of 
  rooms to rest until morning. 
  Allow the Heroes to figure out where they are 
  going to be and do some planning.  They can go 
  out and explore the city more if they want and 
  visit any of the places from Scene 3. When they 
  are ready proceed to Scene 5. 
  Development: When the Heroes are ready, 
  proceed to Scene 5. 
  If the Heroes don’t agree to Grandfather’s 
  terms, the module is over. Proceed to 
  Conclusion D. 
  Scene 4-C: 
  Adventurers in 
  Peril 
  Key Concepts: The Heroes are rescued from the 
  reavers and meet with Grandfather who makes 
  them a deal. 
  Chronicler’s Note: Only use this scene if the 
  Heroes tried and failed to rescue Daiwik. You 
  can also use this scene if the Heroes come to 
  blows with the secret police although you will 
  need to adapt it appropriately. 
   
  The paralytic effect of the reaver’s poison 
  running through your veins takes hold as you 
  fall to the ground.  For the next few hours, all 
  you can do is moan and move your eyes as 
  the reavers roughly secure you and your 
  companions on the platform.  They taunt you 
  about the effectiveness of your rescue 
  attempt, and continue to mock Daiwik with 
  the failure of the rescue.  Of Ramu, there is no 
  sign. 
   
  You must have dozed off, because loud noises 
  of fighting and screams of pain awaken you 
  in the darkness.  It is over soon and you can 
  make out a large group of black-clad 
  individuals in heavy armor disposing of the 
  bodies of the dead reavers.  One of the 
  individuals approaches and kneels over your 
  body.  When the helmet is taken off, you are 
  staring into the face of a man with a large 
  beard and a shaven head.  He says in Low 
  Coryani, “Well it looks like we found them all. 
  Let’s get them back to Grandfather.”  With 
  that darkness retakes you. 
   
  You wake up lying on a bed in a well-lit room.  
  The walls and ceiling are made of stone and 
  are decorated with carvings of skulls and 
  bones.  A young man with a beard and a 
  shaved head wearing a tan robe is learning 
  over you, removing a damp cloth from your 
  head.  As you look around you find that your 
  companions are all in the room on other beds 
  being tended to by similar individuals.  “Ah, 
  you are awake.  Good.  Sir, this one is 
  recovered.”  An individual with tan robes and 
  wearing a porcelain mask walks through the 
  room 
  and 
  looks 
  over 
  you 
  and 
  your 
  companions.  A male voice says, “Good, let’s 
  get them ready for their audience.” 
   
  You look yourself over, and see that your 
  wounds are healed and you feel well-rested.  
  The masked man says, “You are all safe here 
  
   
  32 | Living Arcanis - Espionage 
   
  in the Temple of Neroth in Kielmun.  You were 
  just rescued from those reavers by the 
  Nerothian Reapers.  Although we appreciate 
  you 
  trying 
  to 
  rescue 
  young 
  Daiwik 
  val’Mordane, maybe next time you should 
  leave heroics to the professionals.  However, 
  in recognition of your bravery, if not your 
  intelligence, one of the High Priests here 
  would like to meet with you.  Please use the 
  chamber next door to clean yourselves up.     
   
  The Heroes can now clean up.  Their gear will be 
  in the room with them.  All of it is there except 
  their weapons.  The bags and persons have 
  been thoroughly searched.  If asked where their 
  weapons are, Maikel will say “I was not told 
  that.”   
  If the Heroes ask how long they were out, “You 
  came in a couple of hours ago.”  If they ask the 
  date or time, it is 3:00 am the night that they 
  fought the reavers.  She will direct them to the 
  towels, oils, etc. The robes have no markings on 
  them, and are made of a nice fabric.  If asked 
  who they are going to meet, she says, “The High 
  Priest of Neroth.”   
  When the Heroes are ready: 
  Maikel leads your group down a corridor with 
  doors on each side to a waiting room.  At the 
  far end of the waiting room is a set of very 
  large bronze double doors, covered in motifs 
  of Neroth as the Lord of Tombs.  The double 
  doors swing open to a large receiving room.  
  In the middle of the room is a large throne 
  carved of black rock and covered in carvings 
  of bones.   The throne is flanked by ten more 
  guards in the death’s head helmets.   
   
  As you approach, you can see a man seated 
  on the throne with his hands steepled.  He is a 
  well-tanned val with a shaven head.  He 
  wears plain tan robes and a silver holy symbol 
  of Neroth hangs around his neck.  He looks to 
  be in his late twenties. 
   
  Ask the Heroes how they react to the val. A 
  successful DC 10 Wisdom (Insight) check will 
  suggest that bowing would probably be a good 
  idea. 
  A deep voice emanates from the man on the 
  throne.  “From what I have been told, you are 
  a group of adventurers that decided to rescue 
  one Daiwik val’Mordane from a group of 
  reavers, but it proved to be a little more than 
  you could handle.  Is that correct?” 
   
  Role-playing Grandfather:  Grandfather does 
  not know these people and does not have 
  any reason to trust them. But he is handling a 
  business transaction and wants to make it 
  work out so he is positively disposed to them. 
   
  Wait for a response. 
  “The attempt at least was very heroic of you. 
  Many in Canceri would not act in the interests 
  of a stranger.  Please introduce yourselves.” 
   
  Allow the Heroes to introduce themselves.   
  “Good, it is very nice to meet you.  I wanted 
  to meet you and thank you for trying to 
  rescue my grandson.  It is a good thing that 
  Ramu ran into you, although I am sorry that 
  you weren’t quite up to the task.”   
   
  “I suppose I should introduce myself.  I am 
  Zartel val’Mordane, one of the Akali here in 
  Kielmun. But you may call me Grandfather; 
  everyone else does.”  
   
  “So what brings a group of adventurers from 
  Ashvan along the Cold Road heading to 
  Kielmun?  What dangerous mission are you 
  on and for whom?” 
   
  Grandfather already knows their mission, as his 
  own spies in Tralia have already reported to 
  him.  He wants to see what they will tell him.  
  The Heroes probably will not trust him; after all, 
  
   
  33 | Living Arcanis - Espionage 
   
  at this point they do not know that he isn’t the 
  Akali that is executing the Duke’s agent.  But let 
  them squirm a little bit, and see how creative 
  they are.   
  If they lie: 
  “I see.  And your mission is this, rather than 
  heading out on the word of Duke Konrad 
  val’Holryn to rescue one of his agents from 
  the clutches of the vile Cancerese?” 
   
  If they tell the truth: 
  “Ahhh, it is nice when people are wise enough 
  to know when to tell the truth and when to 
  lie.”   
   
  He continues. 
  “I will make this easy on you, since you tried 
  to rescue my grandson.  The Duke’s agent is 
  being held by Kajal Keirig, the other Akali 
  here in Kielmun.  I would like to take 
  advantage of the opportunity that you have 
  presented.  Keirig and I are rivals for power 
  and I would like to use you to humiliate him.  I 
  will set you up so that you can rescue your 
  agent, and you give me a chance to bloody 
  Kajal’s nose, possibly embarrass him in front 
  of the people, and be completely above 
  suspicion?  Does this sound good to you?” 
   
  Wait for agreement. 
  “Alright, I think your best option would be to 
  attack during the execution, which will be in a 
  few hours.  I can show you what the layout 
  will be so you can plan your tactics.  Then, 
  more importantly I can get you out of the city 
  through the catacombs.  I am sorry that I 
  can’t help you with more direct help, but I 
  don’t want to tip my hand.  Would that work 
  for you?” 
   
  Wait for acknowledgement.  Grandfather needs 
  three things in exchange for his help. 
  First, he needs the information that the spy has 
  learned.  She hasn’t talked yet. 
  Second, he will require the Heroes to owe him a 
  favor to be redeemed at a future date. 
  Third, he will have a letter for the Heroes to 
  deliver to Duke Konrad. 
  These are non-negotiable. 
   “Do you have any questions?” 
   
  A successful DC 15 Wisdom (Medicine) check 
  will reveal that Grandfather has not breathed or 
  blinked during the entire audience. 
  Any personal question not outlined below will 
  be responded to with the following: 
  “I don’t think we know each other well 
  enough to talk about that.” 
   
  Any other question not outlined below will be 
  answered with: 
  “I am a very busy man. Do you wish to make 
  the deal with me or not?” 
   
  Are you undead?   
   
  “Yes.  I have been one of the Blessed of 
  Neroth for over forty years now.”   
   
  Why don’t you look undead? 
   
  “Good unliving.” 
   
  Won’t your guards speak or 
  tell what they see? 
   
  “They are a loyal to me.” 
   
  Why do you hate King Kajal so 
  much? 
   
  
   
  34 | Living Arcanis - Espionage 
   
  “He is my rival for power in Kielmun.  He is 
  nothing more than a thug and a brute, when 
  there are so many more elegant ways to get 
  things done.  He has one of the major failings 
  of the living:  always in a rush because he 
  feels the hand of death slowly closing on 
  him.” 
   
  Why don’t you have him killed? 
   
  “I have all the time in the world to wait.  He is 
  mortal and getting closer to death every 
  day.” 
   
  Why does everyone call you 
  Grandfather? 
   
  “When I started working here in Kielmun I 
  took the orphans created by the Swords of 
  Nier under my protection.  I treated them well 
  and protected them from Keirig and his men.  
  I looked old to them and they started calling 
  me Grandfather.  The name stuck.” 
   
  What kind of favor will you 
  ask us to do? 
   
  “I will send you on a dangerous mission; it is, 
  after all, what you adventurers do.  It is what 
  you are doing for Duke Konrad at this very 
  moment.” 
   
  Why do you want the 
  information the spy has? 
   
  Grandfather looks at you askance and says, 
  “Every invasion of my country by the 
  Milandisians has come through this city.  If 
  this agent has found out something that 
  might convince the Milandisians to attack us, 
  I want to know.  I may be able to deal with it, 
  or find a way to assuage their fears before it 
  comes to an invasion.” 
   
  What is in the letter? 
   
  “I don’t know. I haven’t written it yet.  But it 
  will be a good way to open the lines of 
  communication to keep the tenuous peace 
  along our border.  After all, with the Infernal 
  Horde out of the way, the Milandisians will 
  soon be itching for another Crusade, and I 
  don’t want us to be the target again.” 
   
  If one of the Heroes makes an aggressive move 
  towards Grandfather: Grandfather holds up a 
  hand and says, “Are you sure you want to do 
  that?” 
  If the Hero continues then subject them to the 
  following:  
  Note: There are three (3) members of the 
  Obsidian Order hidden in the room who will 
  target the offending Hero.  
  An arrow speeds out of a pool of shadows, 
  inflicting 5 (1d6+2) piercing damage.  If the Hero 
  persists in their attack, the next assassin will fire 
  an arrow made of pure shadow dealing 5 
  (1d6+2) poison damage and forcing the victim 
  to make a successful DC: 14 Dexterity saving 
  throw or become restrained as strands of 
  shadow erupt from the room entangling them 
  for 1 minute.  If the Hero still persists, the third 
  assassin will fire an arrow made of pure 
  shadow, dealing 23 (5d6+2) poison damage 
  (sneak attack + shadow arrow). If the Hero still 
  continues the assassins no longer hold back and 
  will deal full damage and entangle the attacking 
  Hero, focusing all attacks on one target at a 
  time if necessary. For practical purposes, 
  Grandfather has more than enough hit points to 
  survive any successful assaults to his person. 
  REMEMBER THE ANCIENT CORYANI PROVERB: 
  STUPIDITY LEADS TO CHARACTER CREATION. 
   
  If the Heroes agree to the plan,  
  
   
  35 | Living Arcanis - Espionage 
   
  Grandfather says, “Thank you.  I’m glad we 
  could do business.  Now I have other things to 
  attend to.  My assistant will provide for all of 
  your needs.” 
   
  Then he will have them escorted to a smaller 
  room to plan.  They will be given a map of the 
  Square of Suffering (Player Handout 2) and the 
  time table for the execution (Player Handout 3).  
  They will be brought all of their equipment, 
  including weapons.  They will also be given 
  access to a suite of rooms to rest until morning. 
  Allow the Heroes to figure out where they are 
  going to be and do some planning.   
  Development: When the Heroes are ready, 
  proceed to Scene 5. 
  If the Heroes don’t agree to Grandfather’s 
  terms, the module is over. Proceed to 
  Conclusion D. 
  Scene 5: Suffering 
  Through a Rescue 
  Key Concepts: This is the battle for the 
  condemned.   
  There are four balconies that the Heroes can 
  use for sniping or dropping down from.  There 
  are two barricades that the Heroes can climb 
  over and several alcoves that they can hide in 
  before anyone gets there.  So this will be quite 
  an ambush if they do it right.  They don’t need 
  to clear the board, just get the prisoner to the 
  exit and discourage anyone from following.  
  Heroes hiding in the balconies will not need to 
  make Stealth rolls as they can be fully 
  concealed.  There is a 20-foot drop to the 
  ground from the balconies.   
  Heroes hiding in the alcoves will need to make a 
  Dexterity (Stealth) checks and record the 
  results.  If they cased the Square earlier and 
  succeed on their Intelligence roll, they receive 
  advantage when they hide. 
  Spellcasting will be noticeable because the 
  crowd is hushed to hear every moan, cry, and 
  whimper. 
  The Heroes can set-up at any hour, but past 
  5:00 am they will be seen entering the Square 
  unless they are stealthy. 
  GM’s Note: The following box text is a list of 
  the events that will occur.  The Heroes are 
  welcome to interrupt you anytime that they 
  wish and act.  Pause between each paragraph 
  to give them a second.  However, they can 
  act at any time and make sure that they 
  know that. 
   
  At 5 AM, four pairs of guards dressed in the 
  uniform of the Kielmun Militia remove the 
  two people collapsed on the northeast 
  platform.  They look around the area and 
  peer into the different alcoves.   
   
  Roll the guards’ active Wisdom (Perception) 
  checks against the Heroes’ Dexterity (Stealth) 
  for the alcoves. If found, the Heroes will be 
  presumed to be citizens and roughed out 
  beyond the barrier unless they start a fight then 
  and there. 
  The guards begin to set-up a wooden barrier 
  with slots for people to see through.  The 
  barriers fit into holes in the street and limit 
  the public’s approach to the platform.   
   
  The barriers are 10 feet tall and require a DC 12 
  Dexterity (Acrobatics) or Strength (Athletics) to 
  climb.  They have slits in them for people to see 
  through, which make for great climbing holds.  
  Read each section as appropriate, give the 
  Heroes a change to interrupt and intervene 
  whenever they want. 
  At 5:30 AM, a group of four workers show up 
  and scrub down the platform and the 
  surrounding area.  The workers also install a 
  
   
  36 | Living Arcanis - Espionage 
   
  table onto the platform. 
   
  At 6:00 am, a crowd starts to wander in and 
  look for places to stand.  There are several 
  food vendors out there that are peddling their 
  wares.  The crowd is rather subdued. 
   
  At 7:00 am, as the sky begins to lighten, there 
  is a murmur through the assembly as the 
  prisoner appears.  She is shackled hand and 
  foot and is being carried by two burly guards.  
  The prisoner is wearing a grey shift and looks 
  unmarked.  The three of them are in turn 
  surrounded by another eight guards who use 
  clubs indiscriminately to keep the crowd 
  away from the prisoner.   
   
  The guards carry her to the platform and the 
  two men attach her manacles to the table.  
  Then the guards tilt the table up and point it 
  towards the crowd.  The crowd cheers briefly. 
   
  At 7:15:00 am, the doors to the Torturer’s 
  Guild open behind the platform and two men 
  walk out.  One is a very large and smiling 
  man; the other is a mousy man who looks like 
  an official.  The mousy man steps out onto 
  the platform and says, “I would like to 
  present to you, your torturer for today, the 
  merciless Nigus Castavail!!”  The large man 
  steps out onto the platform where the crowd 
  can see him and raises his arms above his 
  head.  The crowd cheers loudly.  With the 
  acoustics of the square, the noise is almost 
  deafening.  The official signals for quiet and 
  the crowd silences instantly. 
   
  Then two other men exit the door carrying 
  large wooden boxes.  When they get to the 
  front of the platform they open the boxes 
  which are display cases of instruments of 
  torture.  The crowd applauds.  Nigus grabs a 
  tool from one of the cases and makes a 
  complicated series of movements in the air, 
  like he is using the instrument on an invisible 
  victim.  The crowd forgets itself and cheers 
  again, quickly silenced by the official.   
   
  Nigus takes his time directing the two men on 
  how to set up the boxes.  He makes a show of 
  looking at the condemned and carefully 
  picking and choosing his tools.  At one point 
  he holds a tool up to her face and then puts it 
  back in the box as if something about it is not 
  right.   
   
  If the Heroes went to the Confraternity for aid 
  instead of Grandfather:  
  A priest in the robes of Neroth comes out of a 
  doorway behind the platform with his escort 
  of skeletons.  He must be there to raise her 
  body when the time comes. 
   
   
   
  
   
  37 | Living Arcanis - Espionage 
   
  If the Heroes accepted Grandfather’s aid: 
  Nigus is just finishing up his preparations 
  when the chime sounds 7:30. The official takes 
  out a large piece of paper and starts to read. 
  “On behalf of his greatness, Akali Kajal Keirig.”  
  To which the crowd shouts “KING!”  “And on 
  behalf of his illustriousness Nihang Paluos 
  val’Mordane. We bring forth this prisoner who 
  has been convicted of the vile crimes of 
  espionage against the state and praying to 
  false gods.  For these crimes she has been 
  sentenced to death by torture.  Once she has 
  expired, her remains will be reanimated and 
  auctioned off to you.  In this way she may 
  serve the people of Kielmun for an eternity to 
  make up for her crimes.” 
   
  He turns to the prisoner, “However Akali Keirig 
  is not without mercy.  He states that if you 
  admit to these crimes, disavow your former 
  comrades and false gods, and beg for his 
  mercy.  He will grant it, and when you expire, 
  your body will be burned to ashes.  What say 
  you?” 
   
  Elsie looks defiantly ahead in reply.  The 
  official says, “She is all yours Nigus.” 
   
  Nigus reaches onto a small table set-up next 
  to the prisoner.  He grabs a set of pliers and 
  holds it up for the crowd to see.  They applaud.  
  He then grabs the prisoner’s mouth and holds 
  it open as he puts the pliers deep into her 
  mouth.  With a quick tug he pulls the pliers out 
  and shows the crowd the molar that he 
  removed.  They applaud. 
   
  At this point the Heroes should be fighting.  If 
  they aren’t then something is wrong with them.  
  This will be an epic battle and may take a while.   
  Combat 
  In all this combat consists of  
  • 
  One (1) torturer 
  • 
  Two (2) apprentices 
  • 
  Four (4) guards 
  • 
  One (1) priest of Neroth* 
  • 
  Four (4) skeletons* 
   
  * If the Heroes either rescued or tried to rescue 
  Daiwik, then the priest of Neroth and his 
  skeletons will not be in attendance as they were 
  delayed.  
  See Combat Appendix 2 
   
  Adventure Difficulty 
  • 
  Easy: Remove 1 guard 
  • 
  Difficult: Add 1 guard 
  • 
  Perilous: Add 2 guards 
   
  Tactics: The torturer and his apprentices will 
  work together, focusing on the most heavily 
  armed fighters first.  
  The guards will focus on locking down any 
  casters, particularly healers, forcing them to 
  waste time on movement. 
  The priest will direct his skeletons to attack 
  anyone trying to free Elsie. He himself will focus 
  on healing and using his spells. 
  Special Notes: 
  The manacles are locked, requiring a DC 16 
  Dexterity (Thieves’ tools) ability check.  There 
  are four of them, one on each leg.  One of the 
  two guards that locked her up has a copy of the 
  key.  Nigus does as well.   
  The manacles can also be pulled out of the table 
  with two DC 16 Strength (Athletics) checks, one 
  for the arms and one for the legs.  The difficulty 
  is so high to prevent harm coming to the 
  prisoner.  Note that in this case, she really can’t 
  run because she is still manacled and will have 
  to be carried.  But if released from the 
  manacles, she can run on her own. 
  There may be additional guards if the Nihang’s 
  official, Keirig’s official, or the secret police 
  know that the Heroes were interested in the 
  spy, up to a maximum of 10 total guards.   
  
   
  38 | Living Arcanis - Espionage 
   
  The crowd itself will become an environmental 
  danger.  There are guards blocking the crowd 
  from getting to the platform.  That is their 
  orders no matter what happens, and thus they 
  are not included in the fight.  Consequently, the 
  crowd will start to throw things, like bottles or 
  stones, every other round. The crowd will be 
  very 
  angry 
  at 
  the 
  rescue 
  since 
  their 
  entertainment is being taken away. 
  The door that Grandfather said would be open 
  is.  It leads into a small room with a staircase 
  down.  After the last Hero passes down the 
  stairs, there will be a small cave-in to prevent 
  anyone else from following. 
  Development:  If the Heroes succeed with 
  Grandfather’s help, proceed to Scene 6. 
  If the Heroes when to the Confraternity instead 
  of Grandfather, proceed to Conclusion C. 
  If the Heroes fail, they are summarily killed. 
  Grandfather will recover their bodies and have 
  them sent back to Duke Konrad with a note of 
  apology. Not that this helps the Heroes. 
  Scene 6: Dead 
  Information 
  Key Concepts: Grandfather collects part of his 
  due. 
  Chronicler’s Note: If the Heroes opted to 
  request the aid of the Confraternity of Just 
  Death instead of Grandfather, skip this Scene 
  and continue immediately to Conclusion C. 
   
  Your escape from an angry mob and the 
  guards was a narrow one, but successful.  
  Now as the dust settles from the ceiling 
  collapsing after you, a light approaches from 
  further down the corridor.  A figure wearing 
  familiar armor with a death’s head helmet 
  beckons for you to follow.   
   
  Ask if they do.  If they hesitate, point out that 
  they have no real idea where they are and 
  cannot go back the way that they came.   
  The guard leads your group through several 
  chambers filled with sarcophagi and shuffling 
  forms in the darkness.  After going down a 
  couple more staircases, you are finally led 
  into a large round room with eight exits all 
  around.  In the middle of the room stands 
  Grandfather, surrounded by about two dozen 
  of his death’s dead guards.   
   
  Grandfather’s tone depends on how he dealt 
  with the Heroes before, so paraphrase if 
  necessary. He will be very harsh if they try to go 
  back on their deal. 
  “I see that you were successful.  I look 
  forward to hearing what happened.  While 
  you tell me, allow my assistants to tend to 
  your wounds.”  Two women with shorn heads 
  in the robes of priests of Neroth step out from 
  the group of guards. 
   
  If allowed, the two priests will heal the party.  
  They will also remove any poisons that the 
  Heroes are suffering from.  They will not heal 
  any diseases unless specifically asked to. 
  Grandfather will stand in rapt attention as the 
  Heroes tell of their tale of glory.  He will be 
  suitably impressed with their bravery, prowess, 
  and/or cleverness and will make comments to 
  that extent.   
  Once the tale is over, he will say, “Well, all 
  that remains is for us to finish our bargain. 
  Here is the letter I composed to Duke Konrad 
  val’Holryn.  I would ask that only he open it, 
  but I know about Milandisian paranoia, so I 
  have made sure that it contains no surprises.”  
  Hand them Player Handout 4, folded closed.  
  “I thank you for taking it to him.  And now, 
  for your part, I need to know what the 
  woman found out.”   
   
  
   
  39 | Living Arcanis - Espionage 
   
  Elsie will be very hesitant to tell her 
  information.  The Heroes will have to convince 
  her but remember that she had kept from 
  telling anyone even while being vilely tortured.  
  They will have to role-play this out.  Make sure 
  that they have time to do this, and make sure to 
  not make it too hard to do.   
  Arguments that would help to persuade her 
  include: “We just rescued you from being 
  tortured,” Speaking to her in Milandisian, 
  mentioning why the Duke ordered her rescue, 
  pointing out that this is a part of the deal for 
  her escape (but her telling her sources is not 
  required).  Other creative ideas will work as 
  well.  It just requires one argument that you 
  think is good.  Or the Heroes can just do a die 
  roll. 
  If the Heroes want to roll, then it will be a DC 15 
  Charisma (Persuasion) check.  This will be 
  harder if she is still in chains (DC 20).  
  Intimidation will not work in this case. 
  Grandfather will be extremely patient during all 
  this and will not say anything except to confirm 
  that he cannot let them leave until he has the 
  information.  And even if they were to run 
  away, where would they go.   They are deep 
  within the catacombs of Kielmun and it is 
  unlikely that they will make their way out 
  without running into the undead that live down 
  here. 
  If they get her to tell, then read the following: 
  Elsie says, “In six months’ time, all of the Akali 
  and Nihangs of Canceri are having a meeting 
  to discuss the future of Canceri.  I found out 
  that one of the items on the agenda was the 
  invasion of Milandir!  We have to get back to 
  the Duke and warn him!”   
   
  At this point you hear a loud and booming 
  laugh reverberate throughout the chamber.  
  Grandfather is standing with his hands on his 
  hips laughing hard.  A large smile covers his 
  face, and he speaks as the laughter subsides.  
  “Oh yes, please warn Duke val’Holryn.  And 
  while you are at it, I will let you in on a secret.  
  That item has been on the agenda of every 
  meeting of the Akali and Nihangs since the 
  founding of Canceri!”  
   
  He laughs a little bit more at his own joke 
  before coming back under control.  “Thank 
  you for that.  I have not laughed like that in 
  over a decade.  Kajal is humiliated in public, 
  and all over intelligence that is centuries old!  
  But yes, we are having a meeting to discuss 
  the situation in Canceri and advise the Dark 
  Apostate on which direction Canceri should 
  take in a post-Infernal Horde world.  Some of 
  my more militant fellows will try to bring up 
  the idea of an invasion, while Milandir is 
  recovering from the Crusade.  But more 
  patient heads will prevail, they always have.  
  That is, unless Milandir does something 
  stupid and tries to invade us again!”   
   
  “Well I must be going now.  These two will 
  show you the way out.  It was a pleasure 
  working with you.  I may call on your services 
  in the future.”  His laughter continues to echo 
  down the hallway as he walks away. 
   
  Two of Grandfather’s guards lead the way 
  through the catacombs.  You walk for a long 
  time before finally coming to a door where 
  cracks of light seep through.  The door exits a 
  small mausoleum that is a couple of miles 
  away from Kielmun.  One of guards gives you 
  a small map that notes how to go around the 
  Blighted Mire on the eastern side and then 
  get back to Ashvan.  It is a longer route, but 
  much more traveled and safer than back 
  through the swamp.  Without a word, the 
  two guards go back through the door and 
  disappear into the darkness. 
   
  Proceed to Conclusion A. 
  If they don’t get her to tell, then they can run.  
  Although Grandfather said it was unlikely, they 
  will not run into any undead because most of 
  
   
  40 | Living Arcanis - Espionage 
   
  the residents of these catacombs were killed by 
  the Swords of Nier and there hasn’t been time 
  to refill the catacombs. 
  You rush through one of the exits of the 
  room.  Running as quickly as you can to avoid 
  the inevitable pursuit, you stumble around in 
  the dark, traveling through room after room 
  of sarcophagi.  Some intact, some smashed 
  open and the remains of the former 
  occupants still strewn around the room.  You 
  are always on alert listening for sounds of 
  pursuit or undead occupants.  Eventually you 
  find a shaft of sunlight coming through a 
  collapsed ceiling in one of the rooms.  You are 
  able to clamber out of the hole in the ground 
  and emerge into the sunlight.  Off in the 
  distance you can make out the walls of 
  Kielmun.  But you know you are now free to 
  make your way back to Ashvan and the Duke. 
   
  Proceed to Conclusion B.  
  Development: If the Heroes got the agent to 
  tell Grandfather the information, proceed to 
  Conclusion A. 
  If the Heroes ran, proceed to Conclusion B 
  Conclusions 
   
  Conclusion A 
  When you reach the gates of Ashvan, you are 
  immediately ushered into the presence of 
  Duke Konrad val’Holryn.  Unlike last time you 
  are in a formal receiving room and there are 
  around a dozen guards protecting the Duke.  
  “I see you have brought Elsie back with you.  
  Very good.  So tell me what happened.” 
   
  When they mention the note from Grandfather. 
  Interesting, please show me the note.   
   
  When the Heroes produce it,  
  He waves to a guard who takes the note and 
  quickly moves out of the room. 
   
  When the Heroes are finished: 
  “And Elsie, what do you have to report?” 
   
  Elsie takes a deep breath and says, “Sir, 
  before I was captured, I learned that the 
  Akalis and Nihangs of Canceri are having a 
  meeting in six months in Nishanpur.  I 
  managed to look at the agenda, and saw that 
  one of the items on it was the invasion of 
  Milandir.”  The Duke sits up at this news.  
  “However, Grandfather also knows that we 
  know.  He stated that this agenda item has 
  been on the agenda since the first meeting.  
  He said that it would not come to pass as 
  long as we don’t make any threatening 
  moves toward Canceri.”  The Duke sits there 
  for a minute and says, “Thank you, all of you, 
  for your service.  You all have done very well 
  for me and I will reward you well.”  With that 
  you are dismissed to wash the reek of Canceri 
  off of you. 
   
  Conclusion B 
  When you reach the gates of Ashvan, you are 
  immediately ushered into the presence of 
  Duke Konrad val’Holryn.  Unlike last time you 
  are in a formal receiving room and there are 
  around a dozen guards protecting the Duke.  
  “I see you have brought Elsie back with you.  
  Very good.  So tell me what happened.” 
   
  When they mention the note from Grandfather. 
  Interesting, please show me the note.   
   
  When the Heroes produce it,  
  He waves to a guard who takes the note and 
  quickly moves out of the room. 
   
  When the Heroes are finished: 
  
   
  41 | Living Arcanis - Espionage 
   
  “And Elsie, what do you have to report?” 
   
  “Elsie takes a deep breath and says, “Sir, 
  before I was captured, I learned that the 
  Akalis and Nihangs of Canceri are having a 
  meeting in six months in Nishanpur.  I 
  managed to look at the agenda, and saw that 
  one of the items on it was the invasion of 
  Milandir.”  The Duke sits up at this news.  
  “This is very disturbing news indeed.”  The 
  Duke sits there for a minute and then says, 
  “Thank you, all of you, for your service.  You 
  all have done very well for me and I will 
  reward you well.”  With that you are 
  dismissed to wash the reek of Canceri off of 
  you. 
   
  Conclusion C 
  The monks of the Confraternity of Just Death 
  have done their jobs well. They obtained the 
  information you needed, they provided you a 
  way out, and they even ensured safe passage 
  through the catacombs. You walk for a long 
  time before finally coming to a door where 
  cracks of light seep through.  The door exits a 
  small mausoleum that is a couple of miles 
  away from Kielmun.  You can see the city in 
  the distance in the noonday sun. The monk 
  gives you directions to follow Sarish’s 
  Crescent, a road that skirts the outside of the 
  Blighted Mire that will return you to Milandir. 
   
  When you reach the gates of Ashvan, you are 
  immediately ushered into the presence of 
  Duke Konrad val’Holryn.  Unlike last time you 
  are in a formal receiving room and there are 
  around a dozen guards protecting the Duke.  
  “I see you have brought Elsie back with you.  
  Very good.  So tell me what happened.” 
   
  When the Heroes are finished: 
  “And Elsie, what do you have to report?” 
   
  “Elsie takes a deep breath and says, “Sir, 
  before I was captured, I learned that the 
  Akalis and Nihangs of Canceri are having a 
  meeting in six months in Nishanpur.  I 
  managed to look at the agenda, and saw that 
  one of the items on it was the invasion of 
  Milandir.”  The Duke sits up at this news.  
  “This is very disturbing news indeed.”  The 
  Duke sits there for a minute and then says, 
  “Thank you, all of you, for your service.  You 
  all have done very well for me and I will 
  reward you well.”  With that you are 
  dismissed to wash the reek of Canceri off of 
  you. 
   
  A few weeks later, you each receive a letter, 
  bearing the seal of Neroth. 
   
  The letter is not trapped. Presuming the Heroes 
  read it:  
  “Your actions, though well-intentioned, have 
  cost the lives of many good men. The 
  Confraternity of the Just Death has been 
  discovered as a result of the aid they offered 
  you, and deemed to be more than a mere 
  nuisance. They were executed to a man. I am 
  most displeased with this. It may be wise for 
  you to avoid Kielmun in the near future. – 
  Akali Zartel val’Mordane.” 
   
  Conclusion D 
  Despite your protests you are forcefully 
  escorted out of the city until late morning the 
  next day.  You are led to the road called 
  Sarish’s Crescent.  From there your escort 
  accompanies you south on the road to return 
  to Milandir.  
   
  Your mission has failed and Duke Konrad 
  val’Holryn does not see you in Ashvan.  But 
  his messenger thanks you for trying.  He says, 
  “It was a longshot to try and recover her.  I 
  guess next time we need to go with more 
  experienced people.” 
   
  The End 
  
   
  42 | Living Arcanis - Espionage 
   
  Adventure Rewards 
  After the adventure, fill out an Adventure 
  Chronicle for each player. Note the experience 
  gained, the treasure reward received, any 
  favors or boons received and any other 
  pertinent information. Hand it to the player 
  before signing so that they can add in any gold 
  or fame they spent during the adventure and 
  make any choices required on the Chronicle. 
  Once the player is done, sign Chronicle. 
  Experience Rewards 
  Arcanis adventures do not necessarily reward 
  experience points for winning combats. Instead 
  Arcanis adventures reward experience for 
  achieving particular tasks or reaching important 
  story points. 
  Story Point  
   
  Total Exp Award. 
  450 xp 
       
  Found Items 
  Players may keep any item without an Item 
  Certificate that they find during the adventure. 
  Remember that carrying a flintlock without the 
  right to do so is a crime. 
  When a player keeps an item, the item’s sale 
  value is removed from the shared treasure 
  reward the party splits at the end of the 
  adventure. If the amount removed is greater 
  than a player’s share of the coin, the player in 
  question must make up the difference or the 
  other players can chip in from their shares.  
  The number and distribution of items found in a 
  Living Arcanis adventure is always calculated 
  using the base level of the adventure and a 
  table of 5 players. Even if the party goes 
  through the adventure at a higher difficulty and 
  fights more enemies, any items beyond what is 
  listed 
  here 
  are 
  unsalvageable, 
  lost 
  or 
  confiscated. This helps the Campaign Staff have 
  a better grasp on campaign economy. 
  Scene 2   
  • 
  60 gp worth of baubles and Milandisian 
  coins. 
  • 
  40 gp worth of Cancerese coins.   
  Total possible treasure: 100 gp 
  Scene 5 
  The Heroes are not able to salvage anything 
  from this encounter because they have to flee 
  with the spy into the tunnels. 
  Individual character awards  
  For successfully rescuing his agent in Canceri, 
  Duke Konrad val’Holryn gives you your choice of 
  either 150 gp or a silvered weapon or set of 
  ammunition.  
  Fame  
  Arcanis is filled with secret societies and 
  powerful organizations that constantly scheme 
  and maneuver behind the scenes. Players may 
  be part of these organizations or even attract 
  the attention of organizations they are not part 
  of, for good or ill.  
  Task, Achievement  
   
  Orthodoxy 
  Enlisting the aid of the 
  Confraternity of Just 
  Death and getting them 
  killed in the escape. 
  Members Only 
  -1 Fame 
  Orthodoxy 
  Reporting everything 
  learned about 
  Grandfather, specifically 
  about his rivalry with 
  Kajal Keirig. 
  Members Only 
  +1 Fame 
  Mourners in Silence: 
  Enlisting the aid of the 
  Confraternity of the Just 
  Death and getting them 
  killed in the escape. 
  Members Only 
  +1 Fame 
  Mourners in Silence: 
  Reporting everything 
  learned about 
  Grandfather, specifically 
  Members Only 
  +1 Fame 
  
   
  43 | Living Arcanis - Espionage 
   
  about his rivalry with 
  Kajal Keirig. 
       
  Story Awards 
  Favors, Boons, Curses  
  Conclusion A or B: 
  Favor of Grandfather – One of the Akali of 
  Canceri owes you a favor.  This favor can be 
  used to get out of jail in Canceri.  Other uses 
  may appear in the future. 
  If the Heroes failed to rescue Daiwik (or didn’t 
  try):   
  A Favor Owed to Grandfather – You owe one of 
  the Akali of Canceri a favor and you never know 
  when he will collect. 
  Notice of the 
  Harvesters 
  This only pertains to characters that use arcane 
  magic.  
  Every time during the adventure an arcane 
  caster casts spells in a public place or within 
  sight of common people there is a chance that 
  they had been spotted by a Harvester or an 
  informant.  
  Unless the caster goes out of their way to hide 
  such spell casting, news of their abilities will, 
  eventually, reach the ears of the “wrong” 
  people.  
  If the Hero was open about their spell casting in 
  public or failed two consecutive attempts to 
  disguise it, they get 1 point of Harvester Notice. 
   
   
  
   
  44 | Living Arcanis - Espionage 
   
  Combat Appendix 1 
  Scene 2 
  Cancerese Reavers 
  Small Humanoid 
  Armor Class 14 (natural armor) 
  Hit Points 27 (5d8+10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  (+1) 
  14  
  (+2) 
  14  
  (+2) 
  11  
  (+0) 
  12  
  (+1) 
  8 
    (-1) 
  Skills Perception +3 
  Senses passive Perception 13 
  Challenge 1/2 (100 XP) 
  Amphibious. The reaver can breathe air and water. 
   
  Pack Tactics. Reavers have advantage on attack rolls 
  against a creature if at least one of the reaver’s allies is 
  within 5 feet of the creature and isn’t incapacitated.  
   
  ACTIONS 
  Multiattack – The reaver makes two attacks with its claws. 
  Claw – Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Poisonous Claws – If the reaver makes two successful claw 
  attacks on the same creature, the target must make a DC 
  12 Constitution saving throw or suffer an additional 2 
  (1d4) poison damage. 
   
  Combat 
  In all this combat consists of  
  Two (2) Cancerese reavers per hero 
  At the beginning of combat, half of reavers are 
  in the pool beneath the platform. They will only 
  join the fight to replace a fallen companion.  
  Tactics: The reavers will group up and 
  concentrate on one or two Heroes until they 
  fall, then move on to another target. They will 
  not kill any unconscious foes; they consider 
  helpless prey to be fun to torture, and they 
  prefer their meals living when they start to 
  consume them. 
  Their poison comes from their saliva, and they 
  are constantly licking their hands to spread it. 
  After a creature falls unconscious, the reavers 
  will be careful not to expose that creature to 
  their poison so as to preserve their meal. 
  When there are only a quarter of the reavers 
  left, the remainder will flee into the swamp.   
  Special Notes:  
  Daiwik is curled up on one side of the platform 
  (the highest edge) cradling Faiza’s partially 
  eaten body.  The reavers ate her bottom half 
  and then gave him back the top to torture him.  
  They plan to eat the top before they eat him.  
  Daiwik has 1 hit point and 5 levels of exhaustion 
  which reduces his speed to 0.  He will not 
  participate in the combat even if healed as he is 
  in shock.   
  Ramu will wait until after the Heroes attack, 
  then he will join the fight, putting himself 
  between his young master and the nearest 
  creature.  He will always remain adjacent to 
  Daiwik, remembering his previous failure.   
  Ramu 
  Medium undead 
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d8+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16  
  (+3) 
  15  
  (+2) 
  15  
  (+2) 
  11  
  (+0) 
  12  
  (+1) 
  10  
  (+0) 
  Skills Perception +3 
  Senses Darkvision 60 ft., passive Perception 13 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Languages Common 
  Challenge 1 (200 XP) 
  ACTIONS 
  Scythe – Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 9 (1d12+3) slashing damage. 
   
  
   
  45 | Living Arcanis - Espionage 
   
   
  Combat Appendix 2 
  Scene 5 
  Combat 
  In all this combat consists of  
  • 
  One (1) torturer 
  • 
  Two (2) apprentices 
  • 
  Four (4) guards 
  • 
  One (1) priest of Neroth* 
  • 
  Four (4) skeletons* 
   
  * If the Heroes enlisted Grandfather’s help, 
  then the priest of Neroth and his skeletons will 
  not be in attendance as they were delayed.  
  Adventure Difficulty 
  • 
  Easy: Remove 1 guard 
  • 
  Difficult: Add 1 guard 
  • 
  Perilous: Add 2 guards 
   
  Tactics: The torturer and his apprentices will 
  work together, focusing on the most heavily 
  armed fighters first.  
  The guards will focus on locking down any 
  casters, particularly healers, forcing them to 
  waste time on movement. 
  The priest will direct his skeletons to attack 
  anyone trying to free Elsie. He himself will focus 
  on healing and using his spells. 
  Special Notes: 
  The manacles are locked, requiring a DC 18 
  Dexterity (Thieves’ tools) ability check.  There 
  are four of them, one on each leg.  One of the 
  two guards that locked her up has a copy of the 
  key.  Nigus does as well.   
  The manacles can also be pulled out of the table 
  with two DC 16 Strength (Athletics) checks, one 
  for the arms and one for the legs.  The difficulty 
  is so high to prevent harm coming to the 
  prisoner.  Note that in this case, she really can’t 
  run because she is still manacled and will have 
  to be carried.  But if released from the 
  manacles, she can run on her own. 
  There may be additional guards if the Nihang’s 
  official, Keirig’s official, or the secret police 
  know that the Heroes were interested in the 
  spy, up to a maximum of 10 total guards.   
  The crowd itself will become an environmental 
  danger.  There are guards blocking the crowd 
  from getting to the platform.  That is their 
  orders no matter what happens, and thus they 
  are not included in the fight.  Consequently, the 
  crowd will start to throw things, like bottles or 
  stones, every other round. The crowd will be 
  very 
  angry 
  at 
  the 
  rescue 
  since 
  their 
  entertainment is being taken away. 
  Environmental Hazard: 
  Debris Rules 
  Every other round, the crowd will throw stuff at 
  the Heroes.  Each creature out in the open on 
  the Square must make a DC 11 Dexterity saving 
  throw or suffer 2 (1d4) bludgeoning damage 
  from flying debris. 
   
  
   
  46 | Living Arcanis - Espionage 
   
  Nigus Castavail 
  Medium humanoid 
  Armor Class 14 (leather) 
  Hit Points 22 (4d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  (+2) 
  17  
  (+3) 
  13  
  (+1) 
  11  
  (+0) 
  12  
  (+1) 
  10  
  (+0) 
  Skills Intimidation +4, Perception +3 
  Senses passive Perception 13 
  Challenge 1 (200 XP) 
  ACTIONS 
  Multiattack – Nigus makes two attacks, one with each 
  dagger. 
   
  Dagger – Melee or Ranged Weapon Attack: +5 to hit, range 
  5 ft. or range 20/60 ft.., one target. 
  Hit: 5 (1d4+3) piercing damage 
   
  Apprentice 
  Torturers (2) 
  Medium humanoid 
  Armor Class 14 (leather) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12  
  (+1) 
  15  
  (+2) 
  13  
  (+1) 
  11  
  (+0) 
  10  
  (+0) 
  10  
  (+0) 
  Skills Intimidation +3, Perception +2 
  Senses passive Perception 12 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Dagger – Melee or Ranged Weapon Attack: +4 to hit, range 
  5 ft. or range 20/60 ft.., one target. Hit: 4 (1d4+2) piercing 
  damage.  
   
  Guards (4) 
  Medium humanoid 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13  
  (+1) 
  12  
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  11  
  (+0) 
  10  
  (+0) 
  Skills Perception +2 
  Senses passive Perception 12 
  Challenge 1/8 (25 XP) 
  ACTIONS 
  Spear – Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing 
  damage. 
   
   
   
   
   
  
   
  47 | Living Arcanis - Espionage 
   
  Priest of Neroth 
  Medium humanoid 
  Armor Class 13 (leather) 
  Hit Points 33 (6d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12  
  (+1) 
  14  
  (+2) 
  12  
  (+1) 
  10  
  (+0) 
  13  
  (+1) 
  14  
  (+2) 
  Skills Deception +5, Religion +2 
  Senses passive Perception 11 
  Challenge 2 (450 XP) 
  Spellcasting. The priest’s spellcasting ability is Wisdom 
  (spell save DC 11; +3 to hit with spell attacks).  
   
  Cantrips (at will): resistance, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): blindness/deafness, hold person 
   
  ACTIONS 
  Multiattack – The priest makes two melee attacks. 
   
  Sickle – Melee Weapon Attack: +4 to hit, range 5 ft., one 
  target. Hit: 4 (1d4+2) slashing damage. 
   
   
   
   
   
  Skeletons (4) 
  Medium undead 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  15  
  (+2) 
  6 
  (-2) 
  8 
  (-1) 
  5 
  (-3) 
  Senses darkvision 60ft., passive Perception 9 
  Vulnerability bludgeoning 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Shortsword – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
   
  Shortbow – Ranged Weapon Attack: +4 to hit, range 
  80/320 ft.., one target. Hit: 5 (1d6+2) piercing damage 
  
   
  48 | Living Arcanis - Espionage 
   
  Combat Map #1: Reaver’s Ruin 
   
   
   
  
   
  49 | Living Arcanis - Espionage 
   
  Combat Map #2: Square of Suffering 
   
   
   
  
   
  50 | Living Arcanis - Espionage 
   
  Appendix 3 – Gossip in Kielmun 
   
  Gossip Topics 
  These details can be found out using Charisma (Persuasion) or Intelligence (Investigation) depending 
  on approach.  Some of these items, marked with *, can be found out using Intelligence (History).   
  Kielmun (Persuasion or History only) 
  DC 10 - It is a city on the border of Canceri and Milandir. 
  DC 12 - It is a trade hub between Canceri and the outside world 
  DC 13 - The Swords of Nier destroyed the town forty years ago. 
  DC 15 - It is the first stepping stone of every invasion into Canceri. 
  DC 16 - It is run by Nihang Paluos val’Mordane.  He has two Akali under him, Kajal Keirig and Zartel 
  val’Mordane. 
  King Kajal Keirig 
  *DC 10 - Everybody calls him King, because he tried to set himself up as the King of Kielmun after the 
  city fell to the Swords. 
  *DC 13 - King runs the militia with an Iron Fist.  If you cross King, he will send the militia after you. 
  DC 16 - King is a priest of Nier, but no one has ever seen him lead services. 
  DC 20 - King is getting old, and is planning on putting his son up to replace him.  The son is as ruthless as 
  he is. 
  The Kielmun Militia 
  *DC 10 - The Militia is both a police force and the city’s army. 
  *DC 13 - The militia is made up of toughs, mercenaries, former prisoners, and other nasties.  King keeps 
  them in line because he is a very tough individual and not afraid to make examples of people who don’t 
  obey his orders. 
  *DC 16 - King’s militia is very corrupt and can sometimes be bribed into looking the other way. 
  DC 20 – The militia will sometime abduct people for their own pleasures.  Not many survive. 
  Grandfather/Zartel val’Mordane 
  *DC 10 - Everyone calls him Grandfather, but no one remembers why. 
  *DC 12 - He is a priest of Neroth. 
  *DC 13 - He worked to set-up trade with the rest of Canceri and the outside world to rebuild the city. 
  DC 15 - He was an adventurer before he came back to Kielmun to help rebuild it. 
  
   
  51 | Living Arcanis - Espionage 
   
  DC 16 - He hasn’t aged a day since he came to Kielmun.  He must be undead. 
  DC 18 - He is ruthless and has been known to reanimate some of his opponents after they die, so that 
  they can serve him.   
  DC 20 - It is rumored that he has this fate in mind for King. 
  Paluos val’Mordane 
  DC 13 - He is the head of the Church of Neroth in Kielmun, a position that he uses to annoy Grandfather 
  and keep him in line. 
  *DC 15 - He lets King and Grandfather fight among themselves as long as it doesn’t interfere with the 
  running of the city. 
  DC 16 - He is a vampire. 
  DC 18 - He is absolutely ruthless and will eat people who cross him. 
  Rahat val’Mordane 
  DC 13 - I think that he is a priest of Neroth, one of Grandfather’s favorites. 
  The Church of Neroth 
  DC 10 - The church here was rebuilt by Paluos val’Mordane. 
  DC 13 - The Church of Neroth is the main church in Kielmun and a temporary temple to Neroth was the 
  first building that was set-up when the city started to rebuild. 
  DC 20 - I hear that they know about the Confraternity of Just Death in the city, but leave them alone. 
  Current Happenings 
  DC 10 - King captured a Milandisian spy and they are going to execute her tomorrow at the Square of 
  Suffering.   
  DC 12 - Tensions between King and Grandfather are very high right now. 
  DC 13 - Fights have broken out between their followers.  I hear one of King’s patrols was found dead. 
  DC 16 - Garv’s wife just passed away.  I know that she was rich, but jeez marrying a woman that old is 
  asking for trouble.  I hope that he enjoyed living the life of luxury, because now it is over.   (Garv is the 
  one in the funeral scene.) 
  DC 20 - I hear that in an effort to make peace between Grandfather and King.  King is talking about 
  offering one of his granddaughters to marry Grandfather.  DC 15 Intelligence (History) – sometime the 
  living will marry the undead, to continue family lines and the like.  The children are engendered by third 
  parties but considered to be part of the family line. 
  
   
  52 | Living Arcanis - Espionage 
   
  Handout 1 (Introduction) 
   
  The Laws of Canceri 
  It is forbidden to abuse another, except in your own defense.  
  Combat in urban centers is illegal.  If a fight breaks out, and the combatants arrested, whoever has the 
  greatest number of eyewitnesses supporting his claim is innocent. The instigator receives a flogging, or 
  imprisonment if death or mortal injury results. In cases where there are no witnesses, they drop the 
  case, and levy a small fine against both combatants. In Nerothian lands, this law extends to undead. 
  Destroying undead is a crime, and the penalty is always execution and animation as a zombie or 
  skeleton to replace the lost resources. 
  It is forbidden to strike a priest of the Church of the Dark Triumvirate.  
  The priesthood, including all Val nobles and the practicing clergy, is careful to set protections for their 
  order. With the threat of death, or years of torture in Nerothian lands, most priests are safe in Canceri’s 
  cities. The ecclesiastical courts do not recognize self-defense as a reason for violence against the 
  priesthood. Other possible punishments include slavery, entombment, and slow death. 
  It is forbidden to enter a temple without the consent of that temple’s priest.  
  The populace can enter the temple on holy days, when the priests throw the door open wide. All other 
  times, the temple’s doors stand shut. 
  It is forbidden to deprive a priest of his belongings.  
  Thievery in Canceri’s cities is a way of life. If one allows himself to be robbed, he deserves to suffer. 
  However, as part of the ruling estate, the state affords priests and nobles special protections. A thief 
  caught in the act of robbing a priest faces terrible punishments, like entombment or slow death. 
  It is forbidden to interfere between a slave and his master.  
  Slavery is legal in Canceri; it is a way of life. Interference in slavery, including liberating slaves, carries a 
  hefty penalty, including a 5 gp fine, and liberating a slave imposes a fine equal up to the three times the 
  slave’s replacement cost. The exact penalties vary from city to city, and some have laws forcing the 
  interfering party to serve as slave until they meet the cost of the slave. 
  It is forbidden to approach a city’s walls except to enter its gates.  
  All cities prevent any entry into the city by any means other than the main gates by killing anyone within 
  100 feet of the walls.  This prevents smugglers from moving untaxed goods into the city, slaves from 
  escaping, and spies from sneaking inside. 
  A native val is a priest in the eyes of the law. 
  All native vals – the val’Mordane, val’Mehen, val’Mehan, and val’Virdan – have rights under the law as 
  priests, and crimes committed against them carry the same weight of punishment as if committed 
  
   
  53 | Living Arcanis - Espionage 
   
  against the church. This custom stems from the oaths sworn by the noble houses to their respected 
  gods, thereafter consecrating not just those swearing the oath, but the entire family line. 
  The law is binding to natives and foreigners alike; it applies to all.  
  In Canceri, there is no such thing as extenuating circumstances. Ignorance does not grant mercy. 
  Foreigners breaking a law face the same punishments as a native of Canceri. 
   
   
   
  
   
  54 | Living Arcanis - Espionage 
   
  Player Handout 2 
  Map of Square of Suffering 
   
    
   
  
   
  55 | Living Arcanis - Espionage 
   
  Player Handout 3 
  Normal Execution Time Table. 
  5 AM - The corner of the square where the execution is to take place is cleared. 
  6 AM - The prisoner is roused and prepared for the ceremony with oils and rites 
  7 AM - The prisoner is brought out to the square and tied to the table, which will 
  be upright to show her off to the crowd. 
  7:30 AM - The prisoner’s list of crimes will be read aloud and the prisoner will be 
  given a chance to repent and confess all. 
  Immediately after the torture will begin and will continue  
  9 AM - The prisoner will be allowed to die. 
  Immediately afterward the prisoner’s body is raised as an undead and auctioned 
  off to the crowd.  
   
  
   
  56 | Living Arcanis - Espionage 
   
  Player Handout 4 
  To His Grace, Duke Konrad val’Holryn; 
  It is a pleasure to formally make your acquaintance.  I am writing you this letter so that 
  we may open a line of communication between ourselves to allow for unofficial 
  communications.  With the tension on our mutual border I feel that it would be wise to be 
  able to talk and avoid misunderstandings that may prove disastrous to our respective lands. 
  I will not apologize for the actions of any of my countrymen, whether or not I knew or 
  approved of their actions, just as I will not expect you to apologize for your countrymen’s 
  incursions or actions in my country.  We come from very different peoples with very 
  different beliefs and I do not see our two countries ever becoming friends, but I would like 
  to avoid outright war.   
  The past forty years of relative peace have allowed us to rebuild from our disastrous 
  civil war, and I would like keep hostilities from breaking out along our borders. 
  To that extent, I propose that we use your agent Parag Rarzi as our messenger.  I will 
  ensure that he is not bothered and kept from harm.   
  I am asking for no concessions, favors, or anything else from you, but just that we may 
  be able to use this as a way to communicate as the need arises. 
  Sincerely 
  Zartel val’Mordane 
  Akali of Kielmun, High Priest of Neroth 
  Humble Servant of the Dark Triumvirate 
  
   
  57 | Living Arcanis - Espionage 
   
  Player Handout 5 
   
  Secret Faction Orders  
  Orthodoxy: It has come to our attention that you are 
  travelling to Kielmun in Canceri.  We are very interested in 
  the state of the Church of the Dark Triumvirate at this time.  
  To this extent we need you to investigate two things. 
   
  Goals: First, we want to learn everything you can about a 
  Nerothian known as Grandfather. 
   
  Second, we would like you to make contact with the 
  Confraternity of the Just Death, an Illiirite monastic order 
  working in the city. 
   
  Report back with what you learn. 
   
  Orthodoxy: It has come to our attention that you are 
  travelling to Kielmun in Canceri.  We are very interested in 
  the state of the Church of the Dark Triumvirate at this time.  
  To this extent we need you to investigate two things. 
   
  Goals: First, we want to learn everything you can about a 
  Nerothian known as Grandfather. 
   
  Second, we would like you to make contact with the 
  Confraternity of the Just Death, an Illiirite monastic order 
  working in the city.  
   
  Report back with what you learn. 
   
   
  Mourners in Silence: It has come to our attention that you are 
  travelling to Kielmun in Canceri.  We are very interested in 
  the state of the Church of the Dark Triumvirate at this time.  
  To this extent we need you to investigate something. 
   
  Goals: You are requested and required to learn everything you 
  can about a Nerothian known as Grandfather. 
   
  Mourners in Silence: It has come to our attention that you are 
  travelling to Kielmun in Canceri.  We are very interested in 
  the state of the Church of the Dark Triumvirate at this time.  
  To this extent we need you to investigate something. 
   
  Goals: You are requested and required to learn everything you 
  can about a Nerothian known as Grandfather. 
   
   
  No Orders: Congratulations, you don't actually have any 
  secret orders at this time. Your faction or secret society doesn't 
  have any specific plans for you to carry out. Just carry on as 
  normal, everything will be fine. Just fine. Trust me. Wing it. 
  You'll be okay. Maybe they'll have a mission for you later. Or 
  if you don't happen to have a secret faction or society at this 
  time, that's all right. This missive shouldn't lead you to believe 
  anyone else does either. Secret societies are a myth, just a 
  figment of someone's overactive imagination, right? No reason 
  to be paranoid. No one is out to get you, or has any reason to 
  interfere with your plans, other than the guys you're out to 
  defeat, anyway. Just carry on. Nothing to see here, 
  really…move along...  
   
  Goals: Just carry on as usual. Really. You're doing just fine. 
  (Special Thanks to the Evansville Gaming Guild for this nice 
  tidbit!)  
  No Orders: Congratulations, you don't actually have any 
  secret orders at this time. Your faction or secret society doesn't 
  have any specific plans for you to carry out. Just carry on as 
  normal, everything will be fine. Just fine. Trust me. Wing it. 
  You'll be okay. Maybe they'll have a mission for you later. Or 
  if you don't happen to have a secret faction or society at this 
  time, that's all right. This missive shouldn't lead you to believe 
  anyone else does either. Secret societies are a myth, just a 
  figment of someone's overactive imagination, right? No reason 
  to be paranoid. No one is out to get you, or has any reason to 
  interfere with your plans, other than the guys you're out to 
  defeat, anyway. Just carry on. Nothing to see here, 
  really…move along...  
   
  Goals: Just carry on as usual. Really. You're doing just fine. 
  (Special Thanks to the Evansville Gaming Guild for this nice 
  tidbit!)  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Arcanis 5E/Living Arcanis 5E - Introductory Season 1-7 - Espionage.pdf