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planted the trees, drew the furrows of the rivers and gave the animals their
home – after completing their mission, had their rubies gathered in the royal
crown, Stanengist, the name of which means “The Hanging Stones.” In the
crown they rested deservedly, but at the same time, kept watch over their
creation and gave advice to their descendants.
For a long time, the crown was worn by the kings of the land and granted
them the power to keep the kingdom intact, but sometime right before the hu-
mans arrived in Ravenland, the thief Merigall stole three of the stones from
Stanengist, and the land has been sundered ever since. Whoever re-assembles
the stones in the crown and places it on her head shall according to legend gain
the power to rally all kin and rule over the Forbidden Lands.
The stonesinger Brander of Bynd is said to have received a vision from
the god Huge in which he saw the lost elven rubies set into the scepter of a
king, the jewelry of a queen, and a sword that slays giants.
Raven’s Purge is an epic campaign module for the Forbidden Lands RPG, written by
acclaimed fantasy author Erik Granström. Raven’s Purge is not a linear story and
it has no set goal that the adventurers are expected to follow. Instead, it is a rich
tapestry of legends, locations, characters and events that the players can interact with
r aven’s purge
in a multitude of ways. Contents:
✥✥ A detailed history and description of the Stanengist elven crown and its elven
rubies.
✥✥ A description of the nine key players of the campaign, who all seek Stanengist.
✥✥ Eight complete, illustrated adventure sites, playable in any order you want.
✥✥ An epic campaign finale, giving the adventurers the chance to decide the future
of the Forbidden Lands.
ISBN 978-1-912200-90-0
MUH051557
EDITORS
Tomas Härenstam, Nils Karlén
ILLUSTRATORS
Niklas Brandt, Nils Gulliksson
GRAPHIC DESIGN
Christian Granath, Johan Nohr
COVER ART
Alvaro Tapia
TRANSLATORS
Carl-Johan Svensson, Karin Tidbeck
PROOFREADING
John M. Kahane, Kosta Kostulas
SPECIAL THANKS TO
David Eksell
PRINT ISBN
contents
contents
Merigall stretched an arm into the darkness, but the other half
of the bed lay empty. The Rust Brothers must have taken the
bedfellow away at least a couple of hours ago, as the sheets that
met the fingers were damp and coolly dead.
T
he youngling must not have resisted mountainside, for its own use after the human
nor tried to wake Merigall, in all like- king, Alvagard, had conquered Vond three
lihood due to the priests whispering of hundred and fifty years ago before leaving the
how every action of disobedience would bring region to march to new wars. The clan sign of
harm to his village. The Rust Brothers feared the Crombe dwarves was still carved into each
Merigall, but they feared ravenous Krasylla door, but it had long since lost its meaning.
even more, to whom the boy had now been tak-
en for a final tryst.
The demon rose to correct its face in a
small, silver mirror. The features had slid as The Nightwalker’s fog still embedded the ris-
they were wont to do during deep slumber, ing sun. Even so, the day promised clarity in
but Merigall willfully stretched them to con- cold as well as in view, and beautiful vistas of
ventional beauty, choosing a strict, dark and the scorched valleys of Harga opened up to the
androgynous face above colorless clothes that eye where the demon passed. The passage down
was in keeping with the day’s mood. The eyes the mountain ran along the balustrade above
remained yellow as a cat’s, as always. one of the goddess Hemes’s places of anguish.
Outside the stuffiness of the bed cham- A couple of priests garbed in rusty masks over
ber, the cold stone corridors of the holdfast capes draped in ochre bowed in silence when
of Vond lay deserted. None dared stand guard Merigall passed, but the demon neither rec-
outside Merigall’s chambers and no guard was ognized them behind the iron nor responded
needed anyway. The demon had taken the for- to their greetings. A glance down towards the
mer quarters of the dwarven lord, high on the courtyard revealed that the church’s supply
chapter 1
mercy in vond
chapter 1
mercy in vond
chapter 1
mercy in vond
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chapter 1
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mercy in vond
W
elcome to the Raven’s Purge cam- stone orb that the dwarves had built for the
paign for Forbidden Lands. god Huge. Even before the humans came to
The Raven has every reason to Ravenland, the elves deemed that the creation
purge the Forbidden Lands. The land that the was complete and withdrew so as not to dis-
Raven God allowed men to share with dwarves, turb it. They shed their flesh and had their six
elves and other kin for hundreds of years in an- rubies set into the crown Stanengist, which is
cient times has been ravaged by war and also said to have been worn by the first kings of the
invaded by otherworldly demons. Most of the land. During the wars, several elf stones were
inhabitants of the Forbidden Lands believe stolen from the crown, however, and later it
the humans and their sorcerous offspring with disappeared completely.
elves to be the cause of their current misery, a Now that the Forbidden Lands are acces-
belief that has sown distrust and hatred among sible once again, the legend of Stanengist has
the kin. Now, when the Blood Mist has lifted, begun to stir. The power, knowledge and value
the time has come to purge the land – or to of the elven crown is the key to the Forbidden
decisively claim it for their own. Lands, be it to save the land or to assume con-
The legend tells of how six elves in an- trol over it.
cient times oversaw and protected life on the
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chapter 2
13
introduction
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chapter 2
15
introduction
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chapter 2
It is said that the first six elves of the Forbidden Lands – the ones
who planted the trees, drew the furrows of the rivers and gave
the animals their home - after completing their mission, had
their rubies gathered in the royal crown, Stanengist, the name
of which means The Hanging Stones.
T
he elven crown, Stanengist, and the el- available for download on the Free League’s
ven rubies it has housed are the core of website.
the campaign of Raven’s Purge. This The details of this history not made clear by
chapter first describes in detail the history of the legends are not something that the players
Stanengist. After that come descriptions of the need to know. However, curious players who
crown itself and its abilities, as well as the oth- wish to deepen their knowledge of the crown
er artifacts that carry three of the elven rubies can get more information from the key players
today: the Maligarn sword, the Nekhaka scep- of the campaign (see the next chapter).
ter, and the Blood Star cloak clasp.
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stanengist
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chapter 3
NEBULOS CREATES
THE STILLMIST
The brother, Nebulos, was pleased by his sis-
ter’s gathering of the waters. When he noticed
how the night fog now left tender dewdrops
in the greenery in the morning, he gathered
gift, but both they and Algared demanded them and wove them, mixed with starlight,
that a slot be prepared for Nebulos as well into a lofty sanctuary, the Stillmist, beyond
in Stanengist, so that they could all find fel- the world, so that he and his kin could find
lowship together in time. And so the golden rest from their work within it. Evil whispers
crown, Stanengist, was forged with room for claim that by then Nebulos had grown tired of
six stones. his former friends, the dwarves, finding them
too crude and clumsy, and that he created the
Stillmist just so that he could be free of them
NEYD GATHERS THE WATER from time to time.
The elven sister, Neyd, wanted to plant for-
ests, but found that the ground was either
too dry or too wet, killing her plants. She VIRIDIA’S BATTLE
then sought out the water goddess Flow and AGAINST SCROME
was told by her that the water flowed without At the beginning of this age, a giant named
direction since it lacked will. This worried Scrome raged across Ravenland. He had two
the goddess as well, who was having a hard eyes, placed one over the other, that took
time rallying her domain. Neyd suggested turns sleeping. The giant’s yellow eye was
that the waters should be given names and good and loving, while the green one only
the ability to love, thus giving it the will to harbored rage and a lust for destruction.
stick together. Flow felt that this was a good When the green eye was awake, the giant
idea and soon, the waters of Ravenland no ravaged the land and destroyed what he him-
longer flowed hither and thither, but in riv- self and others had built, and even if he wept
ers that gathered into lakes. Only the waters and tried to set right much of what he had
of the marshes remained unruly, but since wrought while under the influence of his yel-
Flow loved her element in all its capricious- low eye, he was feared by all.
ness, she allowed them to stay that way, even The elven sister, Viridia, was a shield-
though marshes have been considered god- maiden and tracked down Scrome to slay
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chapter 3
ARTIFACTS the Vale of the Dead (see page 231 in the Gam-
emaster’s Guide).
Below, the four artifacts are described with a
legend about each, the abilities of the items in ✥✥ SUGGESTED LOCATION: Stoneloom
detail, as well as suggestions on where the adven- Mines
turers can find them. All four artifacts are found ✥✥ ELVEN GEMSTONE: Viridia
on the playing cards included in the special card ✥✥ PERSONALITY: Rage, cruelty, impatience,
deck sold separately for Forbidden Lands. greed
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stanengist
DRAWBACKS
Gall-Eye infuses the wielder with fervor and
bloodlust, causing them to have –2 at any at-
tempt to PARRY or DODGE. If the wielder Breaks
an enemy with the sword, she must roll for
INSIGHT. If the roll fails, she goes berserk ac-
cording to the rules on page 73 in the Player’s
Handbook. Gall-Eye siphons power from the
vicinity – every time the wielder rolls a Re-
source Die for FOOD or WATER (page 38 in the
Player’s Handbook), she must roll it twice.
APPEARANCE
The longsword Maligarn is significantly more
agile in one’s hands than it appears – almost as THE NEKHAK A
if it swings itself and strives to exist in perpet- SCEPTER
ual motion, a fervor that one can sense like a
vibration through the copper-twined grip. The It is said that Algared, the first king of Alder-
cross-guard set with a single emerald is made land, was so wise and good that the gods turned
from gold, which from the ricasso melds seam- his heart into a ruby after his death. Algadan,
lessly into a silver-white blade of an unknown son of Algared, had his craftsmen carve the
alloy. The forging technique of the alloy is no scepter Nekhaka with three pendants from the
longer known. golden alder trees of the royal palace and set his
24
chapter 3
DRAWBACKS
Algared drains power from its wielder, who
thus suffers 1 point of damage to Agility and
Wits every Quarter Day she is awake.
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stanengist
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chapter 3
PATHY to the wearer each time she Breaks SETTING THE STONES
an enemy in battle, regardless of whether it Detaching a gem from anoth-
occurs in close combat, at range or through er artifact and setting it into
magic. Stanengist demands a suc-
cessful roll for CRAFTING. Failure
doesn’t damage the stones, but
the same person can never try
again. When a stone has been
THE STANENGIST detached from an artifact, the
CROWN artifact immediately loses all
its magical effects. Maligarn,
It is said that the first six elves of the Forbidden for example, becomes a regular
Lands – the ones who planted the trees, drew the longsword.
furrows of the rivers and gave the animals their
home – after completing their mission, had their
rubies gathered in the royal crown, Stanengist,
the name of which means “The Hanging Stones.” chose not to sit in it. Merigall did steal the
In the crown they rested deservedly, but at the crown though.
same time, kept watch over their creation and
gave advice to their descendants. For a long time, ✥✥ SUGGESTED LOCATION: Vale of the Dead
the crown was worn by the kings of the land and ✥✥ ELVEN GEMSTONES: Gemelda, Neyd,
granted them the power to keep the kingdom in- Nebulos as well as three empty sockets
tact, but sometime right before the humans ar- ✥✥ PERSONALITY: Reflection, tranquility,
rived in Ravenland, the thief Merigall stole three creativity, superiority
of the stones from Stanengist, and the land has
been sundered ever since. Whoever re-assembles
the stones in the crown and places it on her head APPEARANCE
shall according to legend gain the power to rally all The crown Stanengist is made of ancient,
kin and rule over the Forbidden Lands. The sto- dwarf-forged gold with some kind of alloy-
nesinger Brander of Bynd is said to have received ing element which makes the metal as hard
a vision from the god Huge in which he saw the as steel. The shape resembles that of winding
lost stones set into the scepter of a king, the jewelry greenery with the rubies as fruits, five in a
of a queen, and a sword that slays giants. row and one above. Only a jeweler can safely
fit the stones into the sockets or remove them
In reality, the missing jewels of the crown without risking damaging them.
27
stanengist
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chapter 3
T
his chapter describes the key players ous. The Rust Brothers in Alderstone propagate
of this campaign – individuals with a the belief that Zytera protects humanity from
strong interest in Stanengist and a de- invading demons as the prophet of the god
sire to use the crown to further their own goals. Rust, a feat that demands human sacrifices.
There is truth in their claims, but it was
Zygofer who opened the passage to the demon-
ic worlds when he was about to lose the war
ZYTERA against King Algarod’s army. The force had
Zytera is a creature composed of the old sor- come from Alderland to end the Spellbind-
cerer Zygofer and his daughter, Therania. They er’s reign. You can read more about this in the
are joined back-to-back through the demonic Gamemaster’s Guide
substance mog on the back of the body of a Zytera is essentially offended by the ingrat-
giant spider. This solution was put forward by itude of the people, but feels that “someone
the bard Merigall, with the purpose of keeping has to do the dirty work so that the rabble can
the aging Zygofer and his knowledge alive. rest easy.” At the same time its hatred of and
Merigall had promised Therania domi- contempt towards the Alderlanders beyond the
nance in the conjoined being, but things didn’t wall grows and Zytera plans to conquer adja-
turn out that way. The parts are equal, usually cent countries in the long term.
at odds with one another, irrational and proba- At times, when the father is asleep, Ther-
bly mentally ill, but very powerful and danger- ania’s ethereal body goes off to be on its own.
29
key players
30
chapter 4
31
key players
32
chapter 4
ing a ritual in which a being of royal breed is GEAR: In thepartially decomposed cloak
worn by the old man, Zygofer, is the parch-
sacrificed to the portal. It would mean that
ment that holds the contract that binds
demons could pass unchecked into the Forbid- Krasylla to Zytera.
den Lands, just as it was during the Demon
MONSTER: Zyteracounts as a monster in
Flood in 874 AS, possibly heralding the doom combat, see page 73 of the Gamemaster’s
of the land. No other key player wants this, but Guide.
Zygofer can begin the ritual without revealing
D6 MONSTER ATTACKS
its purpose. The nexus can only be sealed with
1. CHILLING SCREAM! Zytera stands on its
the crown, Stanengist. Zygofer will attempt to
four hind legs and utters an unnat-
crush Merigall if he becomes aware that the ural, chilling scream. All adventurers
demon helped his wife, Martea, and his second within NEAR distance suffer a fear
daughter, Marga, escape from him. attack with ten dice.
33
key players
THERANIA, SEVERED
SPELLS: Several of Zytera’s monster attacks
are spells. The GM’s pool of Willpower is FROM ZYTERA
not used to power these, and Zytera runs STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4
no risk of suffering a magical mishap.
SKILLS: Lore 2, Insight 4, Manipulation 4
WEAKNESSES: Zytera is a powerful being, but
TALENTS: Path of Blood 3, Path of Death 2
has several weaknesses that the adventur-
ers can exploit:
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chapter 4
35
key players
MERIGALL’S OFFSPRING
Merigall has twelve offspring MEETING MERIGALL
in different locations in the Owing to its ability to teleport (see the boxed
Forbidden Lands, and can tele- text to the left), Merigall can appear anywhere
port directly to them. This is a in the Forbidden Lands, for example, in Weath-
version of the PORTAL spell, but erstone (page 215 in the Gamemaster’s Guide).
requires no roll of the dice and You can allow the demon to act as a travelling
carries no risk for a magical bard that offers to travel with the adventurers to
mishap. The exact locations document their deeds in poems and songs. Mer-
of Merigall’s offspring are not igall is very intelligent, with great knowledge of
set – you can decide during the world, and the demons who dwell in it.
the course of the game to When Merigall isn’t traveling the land,
allow Merigall to appear when the demon can be found in its pavilion on the
it suits you. Once an offspring slope of Mount Ora (read more on page 198
has been placed you should in the chapter on Vond).
make a note of it, however. If
an offspring is killed, Merigall STRENGTH 5, AGILITY 5, WITS 5, EMPATHY 6
can no longer teleport there. SKILLS: Lore
5, Insight 5, Manipulation 5,
Merigall loves all of its off- Performance 5
spring and will hate anyone TALENTS: Path of Shifting Shapes 3, Path of
who kills them. Signs 3, Path of Blood 3, Path of Death 3
REPUTATION: 5
the demon’s designs. Merigall loved the el- assume any humanoid form it desires and
may even imitate specific individuals with
ven woman, Viridia, and hopes to resurrect
great precision. Shifting shapes is a long
her from the emerald Gall-Eye set into the action for Merigall but demands no roll
sword, Maligarn. To that end, it may look for of the dice or expenditure of Willpower.
a suitable body of an elven woman to raise its No matter what form Merigall takes, the
beloved in. demon’s yellow eyes remain.
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37
key players
38
chapter 4
Base Dice and Weapon Damage 1 with nine Base Dice and Weapon
(blunt force). If the attack succeeds, Damage 1 (blunt force). Victims hit by
the victim becomes prone. the attack become prone.
2. TENTACLE EMBRACE! The monster tries to
squeeze the life out of an adventurer
within NEAR distance. Perform an at- KRASYLLA AS SARMOG
tack with nine Base Dice and Weapon
STRENGTH 60, AGILITY 2, WITS 6, EMPATHY 3
Damage 1. If the attack succeeds, the
adventurer is GRAPPLED and will suffer ARMOR RATING: 12 (stone armor)
the same attack in every subsequent
D6 MONSTER ATTACK
round until the adventurer breaks free.
1. STOMP ATTACK! The sarmog attempts
3. CHOKING ATTACK! The demon em-
to stomp two adventurers, like
braces an adventurer within NEAR
insects, within NEAR distance to
distance and attempts to choke her
death. Perform an attack against
by pressing her against his enor-
each adventurer with twelve Base
mous bulk. Perform an attack with
Dice and Weapon Damage 2 (blunt
ten Base Dice and Weapon Damage
force). If the attack succeeds, the
1 (blunt force). If the attack suc-
adventurers are thrown to the
ceeds, the adventurer is GR APPLED
ground.
and suffers a choking attack that
2. BOULDER THROW! Krasylla picks up a
does 1 damage each round until the
adventurer breaks free. giant boulder from the ground and
throws it at an adventurer within
4. THROWING ATTACK! Krasylla grabs an
SHORT distance. Perform an attack
adventurer within NEAR distance
with twelve Base Dice and Weapon
with his tentacles and throws her
Damage 2 (blunt force).
against a wall. Perform an attack
3. DEMONIC ROAR! The demon opens
with twelve Base Dice and Weapon
Damage 1 (blunt force). If the attack his enormous jaws and lets out a
succeeds, the adventurer will addi- demonic roar that echoes across the
tionally become prone and land at land. All adventurers within SHORT
SHORT distance. distance suffers a fear attack with
eleven Base Dice.
5. ADVENTURER MASH! The demon lifts up
4. SWEEPING BLOW! Krasylla lets his giant
two adventurers within NEAR dis-
tance with his tentacles and smashes fists sweep across the ground. All
them together with great force. Per- adventurers within NEAR distance
form an attack with eleven Base Dice suffer an attack with ten Base Dice
and Weapon Damage 1 (blunt force). and Weapon Damage 2 (blunt force). If
If either one of the adventurers is the attack succeeds, the adventurers
wearing a metal helmet the damage are thrown to SHORT distance and falls
to the other increases by 1. prone.
39
key players
WEAKNESSES: Perhaps the only way to kill Kra- made agonizing amends.
sylla is to mark him with one of the Arrows
of the Fire Wyrm from Aslene (see page 128
in the Gamemaster’s Guide). Krasylla was one LEGEND
of the destroyers of Aslene and the volcano
The Ailander Raven Sisters are known as a peace-
god Horn seeks to exact vengeance upon
him. If Krasylla is marked by the arrow, the ful sisterhood. They discreetly help the villagers
Fire Wyrm Erynia will know where he is and with the art of healing and spells for the harvest, but
chase him from below the ground. When the are hunted relentlessly by the servants of the Rust
wyrm finds the demon, the ground will begin Church. Sister Virelda Bloodbeak is not like other
to glow and dissolve into lava at which time
Raven Sisters. With her bushy white hair she is sup-
the gigantic wyrm will devour the demon
with one bite in a spectacular fashion. If Kra- posed to have started out as one of the goddess Heme’s
sylla is fed with one of Merigall’s offspring, Sisters, but is said to have changed sides after an
he will obtain the features of his victim. If epiphany. She is said to have slain tens of the Iron
Merigall sees this, it will want to kill Krasylla Guard and their demons, and some even claim that
and may give one of the Arrows of the Fire
she has faced Teramalda’s burning armor in battle.
Wyrm to the adventurers or to Zertorme.
APPEARANCE
Virelda is characterized by her wild, white hair
which appears to have a life of its own, billow-
VIRELDA ing like seaweed in the wind even though she
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chapter 4
ZERTORME
MEETING VIRELDA Zertorme is Zygofer and Martea’s son, a power-
The adventurers can meet Virelda while jour- ful magician and leader of the eastern regions,
neying through the Forbidden Lands. She is Margelda and Yendra, of the Forbidden Lands.
hunting Teramalda and can ask the adventur- He fled towards Wailer’s Hold with his mother,
ers for help in finding the Ferrale. Virelda can Martea, and his sister, Marga, but left the others
tell them the legends of the Rust Prince Kar- when he discovered that Marga was possessed by
torda and of Zytera. a demon. Zertorme sought out the Elvenspring
41
key players
42
chapter 4
43
key players
LEGEND
The dwarven princess Arvia stands outside the SECRET GOALS
kinship of the clan, for it is told that she was born Arvia of Crombe also wants the stones of
after her childless mother fornicated with a stone Stanengist to secretly use them as raw material
statue and thereafter promised all of her offspring for experiments in stone magic, but she knows
to the god Huge. They say that Huge marked Ar- that the elves would go to war if they found out.
via for feats of war and sacrifice for his own glo- Arvia is reluctantly, and secretly, in love
ry at her birth. Dwarves fear and are terrified with Peyraman, and is jealous and wants to
of the woman, but respect her all the same as one see Viseria dead. Her jealousy has awakened an
chosen by the gods. aversion to humans in general and an unrea-
sonable hatred of love across the borders of kin,
including contempt for all half-elves.
MEETING ARVIA
Arvia is constantly travelling. The adven-
turers can encounter her during a visit to
Stonegarden, to Pelagia, or as a random en-
counter while journeying through the For-
bidden Lands. Arvia can tell the adventurers
of Castle Vond, which the Alderlanders de-
ceitfully stole from the Crombe clan when
they invaded, and of Zytera, Merigall and
K rasylla who now rule the fortress.
APPEARANCE
Arvia is fair-skinned with jet black, braided STRENGTH 6, AGILITY 3, WITS 3, EMPATHY 3
hair and dark eyes. The contrasts almost make SKILLS: Melee 5, Crafting 3, Scouting 3, Lore
it seem as if she shimmers when she gets fired 2, Insight 1, Manipulation 2
up. She’s a muscular and able warrior with a TALENTS: True Grit, Path of The Blade 3, Path
scarred face, armor and axe. of The Shield 2, Melee Charge 2
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chapter 4
SECRET GOALS
EMPRESS Soria strongly dislikes that the elven wom-
SORIA OF URHUR an, Iridne, in the cloak clasp Blood Star (see
page 26) speaks to her husband in his sleep
Soria is wife to the orc emperor Hroka the and will initially want to get rid of the ruby.
First and the Greatest in the fortress of Eye of However, at some point during the game,
the Rose. She is the leader of the Viraga – a co- Iridne will speak to Soria and tell her of
alition of orc females who, behind the scenes, Zytera’s Protonexus, and that the orcs must
are the real wielders of power among the orcs. unite and march on Vond to seal the threat-
ening gate to the demon worlds with the
crown, Stanengist.
LEGEND Soria will then urge her husband to unite
It is whispered among the Isir and the drifters the orcs and to gather an army. Through the
that the orc empress Soria is actually a learned Viraga she will also search for Stanengist,
human female who has nestled herself in with without revealing why. When the adventur-
the Urhur clan in the fortress of Eye of the Rose to ers arrive at Eye of the Rose (see page 92) and
undermine their war-like manhood. With fair perhaps attempt to steal Iridne, Soria might
words and elegant seduction she has ensnared have just received Iridne’s message and is
Emperor Hroka completely, whose warriors have mulling it over. She will then want the stone
even been made to eat leavened bread! The em- returned.
peror is said to have given his spouse an invaluable
cloak clasp in which is set a living elven ruby.
MEETING SORIA
Soria spends most of her time in the fortress
APPEARANCE of Eye of the Rose (see page 92), and the ad-
Soria radiates power and intelligence, and venturers are most likely to encounter her
could be mistaken for a human female of the there.
45
key players
LEGEND
Almost all of the ancient and learned elves are
said to live deep in northern forests of the For-
bidden Lands or even to have retreated into the
46
chapter 4
MEETING K ALMAN
APPEARANCE Kalman Rodenfell, strategist that he is,
Kalman has assumed a minimalistic appear- spends most of his time in Dankwood, but
ance, with features just barely hinted at and may partake in field missions if the need aris-
floating, light hair – a little bit like a beautiful es. Kalman can seek out the adventurers after
statue. The impression he makes may appear their visit to the Eye of the Rose, and he may
frightening, since it looks so unreal. take part in the final battle in Vond.
GEAR: Longsword
(Weapon Bonus +3), long-
bow (Weapon Bonus +3), leather armor
SECRET GOALS SELF-DESTRUCT: In a critical situation, Kalman
Kalman Rodenfell wants to claim Stanengist can choose to detonate himself and his
ruby in a powerful explosion. Everyone
to save the old elfstones to the Stillmist. If
within NEAR distance then suffers an at-
necessary, the crown must be sacrificed to pro- tack with nine Base Dice (Weapon Damage
tect the land and seal the Protonexus in Vond. 2). Of course, this means that Kalman is
This latter goal is disliked by the Redrunners, annihilated.
who’d rather see the crown worn by the com- WEAKNESS: If Kalman meets Merigall they
mander of the elves to reinstate their kin as a will fall head over heels in love with one
power-broker in the Forbidden Lands and to another, which may muddy other goals,
even if Kalman tries to resist the passion.
drive away the humans.
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key players
LEGEND
The leader of the Rust Church is said to live in SECRET GOALS
Vond or Haggler’s House, and is feared across Kartorda and Manderel, together with a
the Forbidden Lands. His two faces, which are couple of other trusted higher up officers,
said to see all and know all, mirror the dual na- began to doubt that Zytera and K rasylla
ture of the prophet Zytera. Some whisper that really are the chosen of the god Rust and
the Rust Prince is the old god Guard incarnate would prefer to be rid of them. The Rust
– the all-seeing guardian of all change, of all that Prince harbors dreams of wearing the
comes and goes, the guide for travel between sleep crown, Stanengist, himself to become em-
and waking, between life and death. It is through peror of the Forbidden Lands.
the agency of Kartorda that the dead are said to The Rust Brothers may scheme with the
live on, and the Rust Brothers have become some- adventurers or Zertorme to get rid of Zytera
thing betwixt humans and demons. and Krasylla, and to make the Forbidden
Lands into an all-human kingdom. Half-elves
may be tolerated.
APPEARANCE
Kartorda is a somewhat obese man in his sixties,
dressed in ochre clothes with draped, rusted MEETING K ARTORDA
chains when he isn’t walking around ritually na- The Rust Prince Kartorda can be found most
ked. His face is often painted in patterns of rust. of the time in Haggler’s House (see page 160)
He would actually be quite handsome or in Vond (see page 175).
if it wasn’t for an additional face on
the back of his head, put there to STRENGTH 4, AGILITY 2, WITS 4, EMPATHY 4
mimic his master, Zytera. Kartor- SKILLS: Melee 4, Lore 3, Insight 5, Manipulation 4
da’s rather slack extra face has, how- TALENTS: Path of Blood 3, Path of Death 3,
ever, suffered a blood clot and Firm Grip 3, Cold Blooded 3, Pain Resistant
drools down the collar of the 2, Steady Feet 2, Sixth Sense 2
Rust Prince, something that REPUTATION: 7
he strongly dislikes. GEAR: Longsword (Weapon Bonus +3),
chainmail
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chapter 4
The forest suddenly opens up onto a lovely view, changed hands. Through the years, the Slaver’s
and from the edge of the forest you see a village, Guild has – along with the Thieves’ Guild – be-
beautifully built on a hill next to a river. Down- come the village’s stewards, bankers and mar-
stream from the village, a mill is ponderously shals, while the actual operation is handled by
paddling its wheels in the river, grating and freelancing slavers and robbers. Approved mer-
creaking unceasingly as if struggling to escape. But chants receive slave certificates from the guild,
neither the mill nor the wretched cadavers nailed agreeing to pay part of their profits to the village.
to its wooden walls or bound to the paddle wheels The tension between the slaver’s and the
are ever going to leave Grindbone. There is a din thieves’ guilds has been intensifying as of late.
from the village behind the palisade. Shouts. Songs Undar “The Duke” Alderman and the Thieves’
mingle with wails and moans. The site would Guild have amassed increasing power and are
have been sweet but for the sounds. the leaders in the village in all but name. Nat-
urally, this has not been looked upon favorably
by Misela Ferrumar, leader of the Slaver’s Guild.
The threat of violence grows ever stronger, and
BACKGROUND this in a place that could hardly be called peace-
Grindbone has existed since the Alder Wars, ful as it were. The only thing stopping the guilds
when scores of prisoners of war and plunder from coming to blows in the open is Captain
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WELCOME TO GRINDBONE
One of the adventurers, a companion, or even
the entire party are kidnapped by the Bone
Ferrets and whisked away to Grindbone to be LOCATIONS
sold on the slave market. To free their friend, Below are sites in and around Grindbone that
the adventurers need to resort to cunning or the adventurers can visit.
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10
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6
5 7
3
10
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AND NPCS
The most important monsters and non-player MISELA FERRUMAR
characters in Grindbone are described below. Misela Ferrumar is a down-to-earth slave
Monsters and creatures not described here trader whose house looks like a filthy workshop
have the same stats as in the Bestiary or the filled with traps, weapons, branding irons,
chapter on Kin in the Gamemaster’s Guide. slave fodder and the like. A steady stream of
slavers, slaves, large hunting hounds and cus-
tomers move about and in the house. The
UNDAR “THE DUKE” ALDERMAN workers lack all refinement, but are skilled in
Guildmaster of the Thieves’ Guild in Grind- their trade and fastidious about their reputa-
bone and self-appointed duke. A thug original- tion. Besides hunting and capturing and de-
ly, the years have made him haughty and lazy livering slaves, the Bone Ferrets take on other
and he believes himself secure in his bustling missions: finding missing persons, hauling
town. The Duke is mostly interested in devot- and hunting criminals, acting as bodyguards
and even carrying out assassinations for mon-
ey. The adventurers can meet their members
all over The Forbidden Lands.
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OTHER NPCS
NAME PROFESSION ATTRIBUTES SKILLS GEAR
The Duke’s Thieves Strength 2 Melee 2, Shortsword, dagger,
Thieves Agility 4 Move 3, leather armor
Wits 2 Sleight of Hand 3,
Empathy 2 Stealth 3
The Bone Slave Strength 3 Melee 3, Broadsword, short-
Ferrets hunters Agility 3 Marksmanship bow, studded leather
Wits 2 2 armor, riding horse
Empathy 2
Kratullos’s Soldiers Strength 4 Melee 3 Long spear, broad-
Comrades Agility 3 sword, studded
Wits 2 leather armor, covered
Empathy 2 helmet
“The Boar” Brewer Strength 4 Crafting 3 Wooden club, leather
Agility 2 apron
Wits 2
Empathy 3
Swine- Demonic Strength 5 Melee 4, DEMONIC BITE: Weapon
hound creature Agility 3 Scouting 3 Damage 2 (slash dam-
age), Virulence rating
5 (see page 114 in the
Player's Handbook)
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ARMOR: None. Ghosts are undead creatures, Thieves’ Guild when the Bone Ferrets are
but immaterial and can only be injured by fire actually doing all the hard work. It would
or magic. Even if the ghost is defeated, it will be great if Alderman could just disappear,
only be banished for a Quarter Day before it allowing her to take control of the village,
returns. The only way to permanently banish
perhaps with the help of some outsiders so
the ghost is the spell PURGE UNDEAD (see
page 124 in the Player’s Handbook). that she can remain blameless. Interested?
Misela can sweeten the deal with a part of
For monster attacks, see page 95 in the
Gamemaster’s Guide. Alderman’s fortune, a percentage of future
profits and a safe haven in Grindbone. The
strangers may even be given the ruins on
THE BLOODLING the Stonefang mountain to construct a fort
A bloodling has taken residence in the eastern there, but they will have to chase away the
part of the castle. It only assumes physical ghosts on their own.
form at night and to attack living creatures so The adventurers can choose to rat her out
as to devour them. to “The Duke” Alderman and receive an equiv-
If the adventurers have read the ledger alent reward from him.
from the Council of Whispers at the “Hag-
gler’s House” adventure site, they can attempt
to contact the bloodling. SHOWDOWN AT ALDERHOME
For game stats, see page 78 of the Game- The slave hunter Vulm has, after a bout of
master's Guide. heavy drinking at the tavern, slain the thief
Sile in the center of the village. He has now
returned to the tavern to carry on drinking
with his friends. To Captain Kratullos, this is
a step too far and he knows that if he doesn’t
act the Thieves’ Guild will retaliate in double
EVENTS measure, and the situation will spin out of
Below are suggestions for events that you can control. Thus, Kratullos gathers his men to go
subject the adventurers to in Grindbone. to Alderhome to confront and arrest the mur-
derer. Preferably, this happens when the adven-
turers are visiting the tavern to quench their
THE SLAVE TRADER’S QUANDARY thirst. Soon after, “The Duke” himself shows
The slave trader, Misela Ferrumar, wants a up with his thieves and demands his bloody re-
word with the adventurers. She orders her venge, and shortly after that, Misela Ferrumar
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You brave the fear and the noise and carefully look doned marble quarry, where they throw wild
down into the quarry, where huge fires have roared and raucous parties every full moon. Seasoned
ever since dusk fell. The ogres seem small from the adventurers are welcome to join in and partic-
vantage of the rim, but you count more than five ipate, perhaps challenging one of the brutes
dozen, each one as tall as a man and a half, at the to determine who is the strongest in all of the
very least. Goblins race on the backs of wolves along Forbidden Lands or to win back something
the quarry’s carriageway, spurred on by the howls that has been stolen. The ogres don’t mind
and rocks hurled after them by their larger friends. the company and brazen orcs and goblins are
On the cliff terraces musicians beat their ket- known to frequent the site by choice. However,
tle-drums warm and claw sheets of metal into song. these great louts are notorious cheaters, well-
Tipsy louts already bounce around on the stone floor, known for their savagery and their brutal sense
chests bumping each other with meaty thuds, though of humor, resulting in lesser creatures seldom
a rhythm has yet to be found. leaving the party with all of their limbs, or
even their lives, intact. Ogres are not attract-
ed to wealth and aren’t deterred by threats or
pain. All they want is to have fun, and every
BACKGROUND challenge posed wins the approval of the mob,
The ogres have taken over the dwarves’ aban- making it impossible for the one challenged
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RECOMMENDED READING
Before playing this adventure THE DECEITFUL OGRE
site, please read the section on The adventurers can encounter the dwarves
ogres and their connection to Murble and Thulman in dire circumstanc-
the dwarves on page 60 in the es a couple of miles from Ravenhole: one of
Gamemaster’s Guide. them is trapped under an overturned wagon,
the other is bound to a tree trunk. The latter
is banging his head against the tree in an-
ger and resignation. It appears that the two
to refuse. They view human flesh as any other were enroute to a local lord with a shipment
meat – filling, but not necessarily better. The of sword billets. They hired an ogre named
ogres of Ravenhole are not on their guard. Paltry to escort them, but he overpowered
They have poor eyesight and are hard of hear- them and rolled the wagon with the ship-
ing, but they can pick up the scent of humans ment towards his kin in Ravenhole. Further-
and dwarves unless masked by filth. more, their dwarven companion, the smith
Elderyd, was captured and is now being held
prisoner in the camp of the ogres. Murble
and Thulman prattle on about being robbed
of great treasures, about betrayal and the ter-
LEGEND rible fact that the ogres can now arm them-
It is said that the dwarves mined all the blue mar- selves with dwarven steel. If the adventurers
ble to be found in the Ravenhole quarry and then can reclaim the sword billets, they will be
left the site, at which time the ogres moved in. One rewarded with ample amounts of gold and
thing is certain: every full moon, a din rises from weapons. However, the dwarves seem to be
the immense stone cauldron, a noise that causes in some kind of disagreement and one can
animals to stampede for miles around. No one in surmise that they aren’t telling the whole
their right mind approaches Ravenhole while the story.
ogres hold their wild feasts.
LOCATIONS
GETTING HERE The most important sites in Ravenhole are
Of course, the adventurers can happen upon described below. Ogres are milling about in
Ravenhole as a consequence of their travels Ravenhole both day and night.
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R AV EN HOLE
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Wrestling and boxing are constantly in progress The rooms of the dwarves are too cramped
on the marble slab, but there also displays of for ogres. Inside the workshop, to the right,
odd prisoners and other kinds of entertainment. there are still some stone carving tools as well
The revelers relieve themselves off the sharp as some lamp oil, acid to etch marble and pry-
rock edge facing the lake, provided they make it cury – a variant of mercury that is poured into
there in time. One can compete at balancing on cracks and which expands substantially when a
the two logs perched above the excrement fur- certain kind of chromium salt is added to the
ther out in the water. In the rapids upstream of mix. The salt can be found in some jars inside
the lake, the water is clear and potable. the workshop.
A successful LORE roll reveals that the
✥✥ CREATURES: A dozen ogres engaged in chromium salt also works well as a soporific
fights or competitions, among them (Sleeping poison with Potency 7, see the Play-
Thumba. er’s Handbook, page 113).
The cages are dwarven wrought and sized for 6. THE QUARRY LEDGES
the trolls that the dwarves used in their min- The quarry is like an amphitheater for giants,
ing operations. The locks are gone, and now the carved in tiers down towards the stone floor. Par-
doors are locked by heavy iron crossbars, that tially broken ladders and stairs run between the
require an ogre or three men to be dislodged (A landings.
Hard (-2) MIGHT roll is required to succeed).
It’s easy to walk along the stone ledges of the
✥✥ CREATURES: Elderyd the dwarf. landings, but they get slippery when it rains
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SKILLS: Lore 3, Insight 3, Manipulation 2, nial labor. Now, he bitterly regrets joining
Performance 3 his brother’s racket. Thulman is trying to
REPUTATION: 1 convince himself that he wanted to help his
brother, but takes every opportunity he gets
GEAR: Shortsword, leather armor, D6 gold
coins, 4D6 silver coins to point out how succesful he is by compari-
son. As a former stone mason, Thulman has
mastered the simpler forms of Stone Singing
ELDERYD HAMMERFALL and knows Ravenhole well. Neither Thul-
The smith, Elderyd, is brawny, scarred by man nor Murble can fight in any capacity
white-hot sparks of metal, and quite pass- beyond self-defense.
able at swinging a great hammer in battle
even though he lacks finesse. Elderyd is a STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 3
contrary misanthrope with a general dislike SKILLS: Melee 2, Crafting 4, Lore 2, Insight 2
for most everybody else, summarily labeling
GEAR: Axe, leather armor, 2D6 silver coins
everyone other than himself as “morons.”
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THUMBA
MURGE The strongest ogre in the circle is called Thum-
Murge is the highly ranked ogre who leads the ba. She is a head taller and twice as strong as
feasts in Ravenhole. He is large, well-spoken any of the rest and often appears in bouts where
and intelligent, with a flair for drama and devil- she takes on several wrestlers at a time. Thum-
ish “pranks,” that frequently costs their victims ba is downright stupid. She wraps a swath of
limbs or lives. Murge likes to dress in boldly cut raw skin around her torso like a sumo wrestler,
leathers, braids his hair and perms his hairdo stinks and is grimy and dirty and as such hard
with animal blood. Murge wants to appear as to grab. Her signature move is to wrap her arms
a leader, but is actually subordinate to a group around her opponent and suffocate him sense-
of taciturn elder ogres who have the real power. less against her voluptuous bust.
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MOLENDER CHEW-CHEW
Molender is a howler, the ogre equivalent of a A gray bear called Chew-Chew is held in a cave
singer, with long, wispy black hair and dressed in the quarry. It is released during feasts in the
in black leather and silver chains – something of quarry to chase about after the attendees, an
an idol among the ogres, with many supporters. event similar to a bull run. Chew-Chew has
They want him to spit in their hair as a kind learned his part in the show well and seems
of autograph. He is tall and lithe, but not as pretty happy with it.
strong as the others. Since he is intelligent, his
advice is also held in high regard. Molender had STRENGTH 8, AGILITY 2
a tragic childhood in which his father beat his ARMOR RATING: 4 (fur)
mother and a couple of his siblings to death in a
FERAL RAGE: When the Strength of a gray
drunken rage and then drowned himself in the bear is halved, it is overcome by a deadly
river. Because of this, Molender has sworn off rage and will attack anything surrounding
alcohol and keeps his wits about him when the it with sweeping paws, at the same time
others get drunk. He can sympathize with Pal- letting out a deafening roar. All targets
within ARM’S LENGTH each suffer an attack
try and his grandfather and tries to help them.
using seven Base Dice, with a Weapon
Damage of 1 (slash wound). This attack is
STRENGTH 6, AGILITY 4, WITS 3, EMPATHY 4 triggered immediately, outside the regular
turn order, and does not count toward the
SKILLS: Melee 1, Stealth 2, Performance 4
bear’s actions during the turn.
GEAR: Wooden club, leather armor
For monster attacks, see page 100 in the
Player’s Handbook.
BALDERDASH
Molender’s main rival is called Balderdash, THE WOLF WAILERS
an aggressive troublemaker who screams and The three swift-riding goblins, Hulmar,
growls as he sings. Balderdash has a shaved Kradd and Grynne, call themselves the Wolf
head and sports bushy sideburns, metal scrap Wailers. They have a habit of racing for mon-
embedded in his face and has carvings all over ey at the feasts and other events. They have
his body. His primary goal is to awaken blood- a wholly professional attitude towards ogres
lust and berserker rage with his art. Balderdash and anyone else who wants to pay, and try to
hates Molender and would love the opportuni- keep their distance from any types of disagree-
ty to get at him on- as well as off-stage. ments. If attacked or dragged into a fight they
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SKILLS: Melee 2, Stealth 3, Sleight of hand pretend to lose, or drag him into savage capers.
2, Move 3, Marksmanship 2, Scouting 2, Women strut shamelessly in front of him,
Animal handling 4 which terrifies Paltry. At the same time, some
GEAR: Shortword, shortbow, leather armor craftsmen start to construct a plonker on the
stage from the dwarven sword billets.
Later in the night, Murgle proclaims that
Paltry the Giant and other guests will soon
have to prove their royal worthiness by facing
EVENTS Chew-Chew in mortal combat. By now, Paltry
Described below are several events that can oc- is so drunk that he doesn’t realize that the bear
cur in Ravenhole. is going to kill him, but Murble understands
this, and starts to cry.
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amber’s peak
RECOMMENDED READING
Before playing Amber’s Peak we
recommend that you read the
passage on Zertorme (see page 41) GETTING HERE
and the text on Aslenes (see page There are many ways in which the adventur-
49 in the Gamemaster’s Guide). ers can find Amber’s Peak. They may have
found a map that leads here, heard the leg-
ends of this place, or encountered one of the
events below.
Zertorme can have different secret agendas
in the campaign, such as killing his father
and assuming control through an alliance THE BLOOD FEUD
with Therania or Merigall. He may also The adventurers happen upon two Aslene
want to accompany the adventurers below riders who silently and slowly ride in circles
Stonegarden in an attempt to tame the drag- around each other, their hands on their hilts.
on Scarne (see page 41 for more information As the adventurers approach, they will stop
on Zertorme; see page 125 for more informa- and direct their attention to the party. It turns
tion on Stonegarden). out that the two warriors, the Quard Gav and
To the Quards, one of the clans of rid- the Aslene Serval, had quarreled over a horse
ers from Aslene, Amber’s Peak has become at the market at Amber’s Peak, and now see no
a place of pilgrimage since a prophet pro- other recourse than a duel to the death. How-
claimed that Zertorme is the chosen savior of ever, they will consider solving the dispute by
the fire god, Horn, who will slay Zytera and selling the horse to the adventurers to save
reclaim Aslene. The other clan of riders, the face. If the adventurers agree to this, and ac-
Galdanes, does not relish the arrival of the company them to Amber’s Peak, they will be
Quards since their clans were sworn enemies thankful and sell the horse for a cheap price.
in Aslene. Now fire-breathing beasts have
begun to show up, and the Galdanes blame
the Quards for having attracted demons to THE DYING WANDERER
the area through their religious jabber. Since The adventurers find a severely burnt farmer
Zertorme depends on both the Quards and who is close to death. It turns out that Aug, as he
Galdanes to fight in his war, he is anxious is called, has been assaulted by one of Zertorme’s
that the clans get along and has forbidden beasts and is fatally wounded. He has asked his
any fighting. He doesn’t mind being regard- brother to go the nearby Amber’s Peak to get
ed as the god Horn’s chosen by the Quards, help, but the brother has not returned. With his
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3 6
5
4
11
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11. GRAVEYARD
Close to the river are a couple of earth mounds.
Thrust into the top of each mound is one or several
weapons.
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D
E
countryside below the stronghold. A small- rinse off her bodily fluids with the water from
er, spiral staircase runs up to the crest of the the cistern, which accumulates in the fish pond
square tower. below and is collected by Zertorme’s pyrotaurs
for the sorcerer’s continued experiments.
✥✥ CREATURES: The demon Brinhelda.
✥✥ TREASURES: Zertorme’s face (invaluable E – OBSERVATORY AND STAIRCASE: A nar-
to Zertorme). row ledge leads out to a small, lonely, round tower
on a cliff. You see a metal tube pointing skywards
D – CREST OF THE TOWER, THIRD FLOOR: through the roof.
The crests of the palace’s two towers blaze in-
tensely with fires of different colors. A narrow The stargazer’s lenses are broken but are still
suspension bridge runs from the square tower to of tolerable use. By a staircase, the adventur-
the round one. On the mountainside above the ers reach an exit towards the plains in the east.
round tower is what looks to be a more recently From here, Zertorme transports demon-grown
built water cistern made of wood. animals across the plains, where he releases
them to gauge how dangerous they are.
The crest of the square tower is empty, save for
the flames. If it amuses her, Brinhelda may lie
sleeping among the flames, pretending to be
imprisoned. By examining the different fires
down in the kitchen, the visitors can figure MONSTERS
out which ones burn and which ones don’t, and AND NPCS
reach the woman “in need.”
The crenellations of the round tower have The most important monsters and non-player
been torn down in the east and an addition has characters in Amber’s Peak are described be-
been built there. This is where Brinhelda goes to low. Monsters and creatures not described here
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amber’s peak
For monster attacks, see page 118 in the ter all, they came to the Forbidden Lands first
Gamemaster’s Guide. while the Galdanes are vermin and intruders.
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STRENGTH 6, AGILITY 4
THE MINSTREL
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The old elven city looks alive from a distance. is hard pressed by more traditionally violent
Smoke rises from fires and creatures are moving groups of orcs. Hroka has installed himself as
among the houses. As you get closer, you notice how emperor in the ruin of the elven fortress of
all of the once beautiful houses are dilapidated, the the Eye of the Rose – one of several construc-
gardens have been cut down or left to grow wild tions given to the elves as a gift of friendship
and the populace isn’t elven but multitudes of orcs by the dwarves.
instead. The fortress of the Eye of the Rose looks As a symbol of his greatness, the emperor
down upon the city from the cliff above, from which has given his spouse Soria the magical cloak
the self-appointed emperor of the orcish clans, Hro- clasp called the Blood Star (see page 26), in
ka the First and the Greatest, is said to rule. which the elven ruby Iridne is set. Iridne is an
elven woman, something the orcs are unaware
of. The elven Redrunners have sent a group of
rangers to rescue her. Should they succeed, Hro-
BACKGROUND ka will most likely fall politically. The adventur-
The ambition of Hroka, leader of the Urhur ers can attempt to retrieve the stone peacefully
clan, is to build an orcish nation and he wants during the night, maybe on their own behalf,
to appear as a wise and strong ruler, but he or take part in the attack at dawn. Iridne’s life
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RECOMMENDED READING
Before running Eye of the Rose,
it is suggested that you read
GETTING HERE the section on orcs and espe-
There are many ways in which the adventurers cially the Urhur clan (see page
can find the Eye of the Rose. They may have 64 in the Gamemaster’s Guide),
found a map that leads here, heard the legends as well as the texts on elves
about this place or encountered one of the and the Redrunners (see page
events below. 56 in Gamemaster’s Guide).
MERGOLENE’S PLEA
The elven druid Mergolene is desperately trying as soon as the deal is struck and two whole
to find a peaceful solution to the conflict be- gold coins if they return Valom to their camp
tween the Redrunners and the orcs of the Eye of some distance away.
the Rose. The strange elf will appear when the
adventurers have set up camp for the night, ask-
ing them to help the elves by stealing Emperor THE MAP
Hroka’s elven ruby and, in so doing, avoiding The adventurers find a map in their travels
further bloodshed. Mergolene has no money across the Forbidden Lands. It can, for exam-
to pay them with, but offers to let them keep ple, be found on the corpse of an orc, elf, or
anything they find in the fortress if they carry another adventurer. The map shows the loca-
out this mission. Mergolene knows of the secret tion of the Eye of the Rose as well as a rough
passage between the Chapel of the Gods and the sketch of the Chapel of the Gods, and contains
library inside the Eye of the Rose fortress. See a poem that shows the way through the secret
the False Ruby event on page 105. passage from the chapel to the fortress (see
Mergolene’s poem on page 99).
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5 3
97
5. THE TOWER OF
THE COMMANDER
Next to the banquet hall stands a rather well-kept
tower, three floors high. The entrance from the necromancer, if a Redrunner catches sight
banquet hall is guarded by two seemingly sober of it he will immediately attack the owner).
warriors.
✥✥ CREATURES: Two orc guards and Ullt, The guards watch the entrance to the court of
the orc commander. audience.
✥✥ TREASURES: Elven skull fashioned into a
drinking horn (worth 2D6 silver coins to a ✥✥ CREATURES: Half a dozen orc guards.
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101
SKILLS: Melee 4, Stealth 4, Move 3, Viraga. He claims to be able to read the re-
Marksmanship 3, Scouting 3 mains of the documents in the library to stay
TALENTS: Path of the Killer 2 alive, but makes things up as he goes along.
Most of all, he wants to be rescued from the
GEAR: Scimitar, short bow, studded leather
armor orcs.
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ORC SERVANT
In the Eye of the Rose are some one hundred
orcs who belong to the court or perform other
services for the clan. These orcs are servants
and take care of the daily chores.
ULMAYA
The elven officer Ulmaya is very old, which
ULLT shows in her skin that resembles aged, polished
The commandant of the Eye of the Rose is a wood even if she shows no other signs of age.
towering orc with a scarred visage that bears She leads the group of the Redrunners with
witness to several bloody battles. Ullt believes the mission of rescuing Iridne’s ruby in Blood
that Emperor Hroka has become much too Star. She’s a dutiful and honorable soldier and
gentle over the years, and views himself as a will attempt to fulfill her duty according to
future replacement. plan. She is no warmonger, however.
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SKILLS: Melee 3, Stealth 3, Move 4, Marks- and many-armed giant gorilla walking on its
manship 5, Manipulation 2 knuckles. The back and the branches are draped
TALENTS: Fast Shooter 3, Path of the Arrow in foliage of the barbed fashion of iron oak.
2, Executioner 2, Cold Blooded 1 With the help of her many arms, Klotinda can
GEAR: Magical longbow (D8 Artifact Die), scale the cliff face to the fortress of the Eye of
broadsword, studded leather armor the Rose like a giant spider, carrying about ten
humanoids among her branches.
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SKILLS: Lore 5, Insight 4, Manipulation 5 each talisman can be unscrewed. If blood from
an orc, dwarf, elf, or human is poured into the
talisman, the wearer will take the shape of the
blood’s owner for a Quarter Day. The owner has
to be alive for the process to work. The wearer
doesn’t gain any additional knowledge or prop-
EVENTS erties, except for the purely physical. If the ad-
Below are suggestions for events that you can venturers are able to discreetly kidnap a couple
subject the adventurers to in Eye of the Rose. of orcs, they can enter the fortress unnoticed in
their shapes. Blood from the same orc can be
poured into several talismans to make copies.
THE FALSE RUBY
Mergolene contacts the adventurers in one
fashion or another, and if they accept offers THE CONDESCENDING ELF
them a task. The druid explains to them the Alsurso blatantly insults one of the adventur-
dilemma of Emperor Hrokas’s position. A ers of a different kin, and will go as far as
dummy of the ruby Iridne has been brought, challenging them to a duel if the adventurer
a dead but valuable stone that can be switched objects to this. At worst, Alsurso can brand
with the original “as if nothing had happened,” the adventurers as inimical to the elven peo-
that will allow everyone to remain satisfied. ple and will view them as outright enemies.
Mergolene gives the stone to the adventurers if
they declare themselves willing to perform the
switch. If they steal both the dummy and the DIPLOMATIC
original ruby, they’ll have a great treasure but MISUNDERSTANDING
enraged elves on their track for all time. The adventurers are mistaken for ambassadors
Mergolene knows of the hidden passage from another ruler by orcish guards and dig-
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As the sun rises from the waves, four tall, mono- creation, closely allied to the elves who raised
lithic cliffs are silhouetted against the great ocean them. Kritre the Caller, holy singer of the dru-
in the east. The wind is brisk. It carries with it ids, converses daily with the sea and sky, and is
the scent of seaweed and a peculiar, wordless tune believed to awaken the winds that are to rule
from the top of the tallest pillar. The cliffs are cir- the land for the day.
cled by razorbills, gulls and the stormriders, who Legend has it that the sea has left gifts at
are said to be missing legs since they are born, live the temple four times in the past. Now it has
and die in the sky. At the bottom of the cliffs the happened again. The gift is the legendary ham-
temple of the druids awakes to a new day along mer Scarnesbane, that has been re-discovered
with the villagers: fishermen load their boats and brought in secret to the temple by the dru-
with nets, shepherds herd their flocks to the hills ids (if the adventurers have already found the
and the temple novices collect clay from the beach.. hammer at another location, you can replace
it with another artifact from Chapter 6 in the
Gamemaster’s Guide). Now they want to legit-
imize their ownership by exploiting the legend
BACKGROUND of the gifts of the sea, otherwise the dwarves
The druids of the Storm Temple are all El- will demand they return the weapon since it’s a
venspring – half-elves responsible for all of relic to them. However, the plan has run into
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The alcoves are thirty-meter-high portals ✥✥ SIGNS: By the rope: “Open door!” Above
that have been sealed with stone resembling the gate are the Maha signs for the four
obsidian. The material can be neither moved, winds: Eurus, Notus, Zephyrus, Boreas
scratched nor cracked. The druids may share (you always start with Eurus, which
that the alcoves are portals from which giants brought the humans to Ravenland).
one day will appear to save the land.
The obsidian stone can only be cracked by the
hammer Scarnesbane found in the Chamber of
the Winds or alternately be scratched by the knife
Scarnesclaw, which is carried by Kritre. Both
are said to originate from Scarne, the mother
of dragons, who according to legend was felled
by the dwarven king Oramund. If an alcove is
cracked, a stone titan made of black obsidian will
emerge. It will perform whatever task has been 5. VISITOR BARRACKS
written on the stone tablet in the Maha lan- Inside the gate to the left is a barracks, where peo-
guage. If no task has been specified, it will wan- ple who obviously aren’t monks dwell.
der in a random direction, destroying everything
in its path and stopping when it reaches the Strangers in the village are housed in the bar-
mountainous barriers of the Forbidden Lands or racks for a small donation. The alternatives are
at most after 60 days. Having fulfilled its task, it to pay for lodging at the inn (#9 on the map)
will remain standing like a normal statue. or pitching ones own tents.
✥✥ CREATURES: Two slumbering stone titans. ✥✥ CREATURES: Byrdel, along with Master
Snidra, and a couple of other dwarves. The
GM may add additional characters here
4. THE TEMPLE GATE as well.
A low stone wall demarcates the temple area on
the landward side, but does not appear to serve
as fortifications. A rope with a bell on the end 6. INFIRMARY
hangs on the right side of the closed gate. Above A longhouse is beautifully situated against the
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✥✥ CREATURES: Rain and Soil along with a ✥✥ CREATURES: Heaven’s White Fire.
couple of druids. ✥✥ SIGNS: Above the door: “Pottery.” Inside,
✥✥ SIGNS: “House of Healing.” there is an assortment of Maha tablets –
give the players the handout on page 124.
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Kritre the Caller lives in the caves with his ✥✥ SIGNS: The signs of the locations can be
novices and is found here most of the time, un- used to direct the titans from Watcher’s
less he is visiting one of the other cliffs to wel- Rest to the location. A location sign
come the prevailing wind. The chapel is larger combined with Go, House and Kill would,
than on the other cliffs. On the cliff are cleats for example, cause a titan to walk to the
for fastening ropes, to allow the collection of location and raze the entire settlement. If
seabird eggs from the outside edge of the cliff. the signs are placed in reverse order, the
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MONSTERS AND
STRENGTH 2, AGILITY 2, WITS 4, EMPATHY 3
SKILLS: Lore 3, Healing 2
NPCS TALENTS: Path of Sight 3
REPUTATION: 3
The most important monsters and non-player
GEAR: The knife Scarnesclaw (ignores
characters in Pelagia are described below. Mon-
armor)
sters and creatures not described here have the
same stats as those found in the Bestiary or the ✥✥ SIGNS: Scarnesclaw has the sign for
chapter on Kin in the Gamemaster’s Guide in “knife” carved into its handle.
the core boxed set.
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HUNTING LYNX
Hunting Lynx quiet and introvert, but very
competent and dutiful druid. He practical-
ly makes most of the decisions in the temple
where no formal leader exists. Hunting Lynx
truly believes that the sea has left a gift and is
determined to let the process run its course. He
often conducts magical rituals, and is consid-
ered to hold the highest degree of knowledge.
Hunting Lynx is a skilled druid magician who, White Cloud’s Flight secretly shares her
among other things, can occupy wild animals grandmother’s opinions and refuses to accept
to make use of their eyes and call living crea- that the sea’s gift should escape the grasp of the
tures to come to his aid. A group of wolves in Elvenspring. She is allied with Heaven’s White
the nearby forest will come to his aid if there Fire, but strives to get to know all strangers
is a fight, and in case of emergency even the in an attempt to explore their intentions and
Pegasus Velakia will show up. hinder them.
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SKILLS: Melee 1, Crafting 2, Insight 2, The dwarf Snidra works for Byrnel, but is from
Manipulation 2 the Canide clan. He is short of stature and
GEAR: Knife, 2D6 copper coins alert, observing and appraising anyone he deals
with. Officially he is a scholar, interested in
the rock formations at the temple, but in real-
ity, he is a skilled thief and assassin whom the
BYRNEL OF THE WATCHER CLAN Crombes have hired as a fail-safe.
Old Byrnel is a noble, elder magistrate and
diplomat of the dwarven Crombe clan. He is STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 2
officially at the temple to pay his respects and SKILLS: Melee 3, Marksmanship 3, Move 2
perhaps try to claim the Gift of the Sea. In re-
TALENTS: Path of the Killer 2
ality, he has become aware that the druids have
GEAR: Battleaxe, crossbow, studded leather
found Scarnesbane, and is tasked to return the
armor
hammer to Scarneshall by any means neces-
sary. This entire business is politically delicate
and Byrnel would prefer to maintain good re-
lations with the Elvenspring. He has brought RAVIL
a servant and a dwarven bodyguard with him A wandering Blood Mage who seeks revenge
who tend to keep to themselves. on the Rust Brothers who slew his brother
Byrnel’s bodyguard is the Crombe princess and torched his farm. Ravil has heard of the
Arvia Hugeheld, who uses the alias Hugefury. treasure at Pelagia, and realizes that it could
Byrnel is aware of the princess’ true identity be the key to granting him the power he needs
but is not aware of the fact that she wants the to exact vengeance. He will stop at nothing
hammer Scarnesbane for her own. to achieve his goals, and can murder druids
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STRENGTH 5, AGILITY 5
KICK: Weapon Damage 2 (blunt force)
BITE: Weapon Damage 1 (slash wound)
THE TITANS
The two stone titans are twelve meters tall and
STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 3 carved from massive slabs of black obsidian.
SKILLS: Melee 2, Lore 2, Insight 3, They lack the ability of higher thought and can’t
Manipulation 4 be manipulated or reasoned with in any way.
TALENTS: Path of Blood 3
GEAR: Dagger, vial of lethal poison (Potency 8) STRENGTH 40, AGILITY 3
For monster attacks, see page 96 in the
Gamemaster’s Guide.
SYLPH: Immune to physical harm. Can only the ocean has placed a mysterious gift in a stone
be harmed by magical weapons. chest high up in a cliff. Instead, he is convinced
Has the same monster attacks as a ghost, that the Elvenspring have found an heirloom
see page 94 in the Gamemaster’s Guide. of the Crombe clan that has been lost for a long
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The path up to Stonegarden winds along an the Canides, the clan of the Iron Hounds,
almost vertical mountainside. Here and there, since time immemorial. From here, King
you see parapets and mobile masonry from Karonax and Queen Sulma rule over the
which appraising eyes observe your arduous proud dwarven clan and guard the descent to
ascent. As soon as you pass through the massive the deeps under the mountain, from whence
stone gates of Stonegarden, in the attendance of the dwarves are said to have risen at the com-
stern dwarven warriors, you are dazzled by mand of the god Huge.
the splendor of the Stone Gardens. Still you are On some occasions, the noble dwarves cel-
told that these are just the guest quarters, for ebrate Veneration of the Earth in the Stone Gar-
only dwarves are allowed to enter the inner dens of Stonegarden, since the grottoes under-
halls of the Canides and even amongst dwarves neath the fortress are said to lead down to the
it’s a rare honor. dwarves’ place of origin in the older layers of
the world – the deep structures – where the clans
are no longer allowed to tread.
The celebration is particularly remark-
BACKGROUND able this year, for all the children of King
The mountain of Stonegarden with its nigh Turik of Belderan have congregated here to
impregnable fortress has been the home of discreetly discuss the succession after their
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THE DESCENT
The adventurers will travel a thou-
sand meters below Stonegarden.
LOCATIONS The GM should try to convey
Below are locations inside and underneath the impression of how they get
Stonegarden. further and further from the
world that they know. The climate
underground changes, as does
1. THE STONE GARDENS the architecture between the
The vaults of the Stone Gardens are covered by layers they pass. A single passage
sparkling gems set into the patterns of the starry is drawn on the map, but the GM
sky so that the flames of the braziers are reflect- can add passages and dead ends
ed a thousandfold. The promenades are lined by as (s)he pleases. The dwelvers
mineral beds where crystals cut like flowers stand have filled most of the layers to
on tourmaline stems in greenery hewn from dark maintain ground stability, but left
green malachite. Here and there clearings with these passages to the overworld.
benches open up among the brilliance, intended Distances and directions on the
for private encounters. map are not important and the GM
can lengthen or shorten areas to fit
The fortress of the Iron Hounds, Stonegarden the adventure.
lies on a mountain with a hundred-meter high,
almost vertical, walls. One gets there along a
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7
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11
13
12
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D6 WHAT INFORMATION
1 Orcs Alarag Elding and his companions.
2 Cave Creatures D6+2 cave creatures (see page 133) hunting for food.
3 Preying Bats A flock of preying bats are drawn towards the sound
of the adventurers.
4 Clanless Dwarf Blind Brenghar, a very old and very eccentric clanless
dwarf, encounters the adventurers.
5 Giant Spider Thick spider webs are blocking the passage ahead.
Soon, a giant spider descends from the ceiling to get
a long-awaited meal.
6 Troll A stone troll is awoken from its slumber by the
pproaching adventurers and is in a very foul mood.
a
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D6 FIND INFORMATION
1 Cup Some kind of cup made of gray rock (“It bestows wondrous
power,” says Arvi). It is actually a dwarven piss-cup, a fact that
jolly dwelvers can point out to any adventurer who uses the
cup for drinking. Worth 1 copper coin.
2 A keg of Very, very old. Anyone who drinks it must roll on the Eating
beer the Mushroom table, below. The effect is similar. Can be sold to
a shifty barkeep for D6 copper coins.
3 Corpse An almost mummified corpse of a human adventurer who per-
ished in the depths. Around the corpse’s neck is a bronze medal-
lion with the simple inscription “Agne.” Worth D6 copper coins.
4 Warhammer A well-forged warhammer. Worth 18 silver coins.
5 Copper A scarred and beaten but very beautifully engraved small cop-
shield per shield. Worth 10 silver coins.
6 Helmet An ornamented great helm of the finest quality. Once belonged
to Kerg of Belderan, a long-lost ancestor of the current royal
family. To the right dwarf in Stonegarden, the helmet is worth
5 gold coins or more. To King Turik, the helmet is invaluable,
and the adventurers will earn the gratitude of the clan if it is
returned.
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✥✥ CREATURES: Giant squid. The ancestors of the dwelvers once lived here
but then abandoned the city, and it stood for-
lorn before the lizard-people settled the site.
7. THE DRY DITCH
Beyond a ledge with other rafts was presumably ✥✥ CREATURES: The cave creatures are pred-
another lake, but you can see how the mountain ators and can attack, but scare easily. They
wall has ruptured further on, causing the wa- have stats like Saurians (see page 69 of the
ter to drain away. The glowing pillars continue Gamemaster’s Guide), but Strength 2.
down into a foggy trench, but are covered with
algae and lack their luster down there, revealing
nothing. There are steps dug into the wall so you 9. THE SUN CAVE
can climb down, but something large moves at the Already on the spiral staircases under the city of
bottom of the abyss. stone, you unexpectedly pick up the scent of flow-
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1 It’s a bitter taste… Poison with seems to be moving as if filled with overgrown bar-
Potency 5 (lethal poison). nacles and coelenterates. Crystals of different colors
2 Your tongue goes numb… Poi- light up the half light here and there.
son with Potency 6 (sleeping
poison). The peculiar sculptures are spider striders – mag-
3 It feels like fairies are dancing ical stone skeletons in the shape of spiders. On the
in my mouth! Poison with Po- back of each is a gondola that seats four people. A
tency 7 (hallucinogenic poison). spider strider moves on its own down the slop-
4 It tastes nothing at all. ing valley once it has been set into motion. Its
5 Refreshing! Today’s need for long legs are able to navigate almost any kind of
WATER is covered, and 1 point of terrain. From the gondola, the spider strider can
Agility is restored.
be steered sideways or brought to a halt through
6 Not bad at all… Today’s need for the use of a steering lever. The magical vehicle
FOOD is covered, and 1 point of
appears heavy but is remarkably light, allowing
Strength is restored.
two people to lug it forward on level ground us-
ing a towing harness. Before disembarking, the
dwelvers fill the tanks on the spider legs with the
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Turik of Belde- The Belderan King Turik, with the moniker “The Shield Louse”, has
ran, King been a careful ruler ever since he ascended the throne, keeping
of the Belder- the gates to the kingdom closed and never unnecessarily sticking
an Clan his nose into the dangerous surroundings. Many are highly critical
of his caution, since it has given the Rust Brothers, orcs, demon
beasts and other villains free reign. Now the king is dying and so
overweight that it requires four strong dwarves to lift him. Several
of his children are eyeing the throne.
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SKILLS: Endurance 3, Crafting 3, Stealth 3, The depths below Stonegarden are home to a
Sleight of Hand 2, Move 3, Lore 2, Survival small colony of mountain trolls. These big,
3, Manipulation 2 stinking creatures subsist on a diet of prey-
GEAR: Battleaxe ing bats and the occasional cave creature, but
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REGENERATE: The troll regains one point of his crew have snuck close to Stonegarden in the
Strength each turn. hopes of killing some dwarves and then brag-
STENCH: All enemies within ARM’S LENGTH ging about the deed.
distance suffer one point of exhaustion each
turn due to the terrible stench of the troll. STRENGTH 5, AGILITY 4, WITS 1, EMPATHY 2
MONSTER ATTACKS: See page 121 in the SKILLS: Might 2, Melee 4, Stealth 2, Move 2,
Gamemaster’s Guide. Scouting 2
REPUTATION: 3
GEAR: Two-handed sword, studded leather
GIANT SQUID
armor, open helmet, D6 copper coins
Where the giant squids in the underground ac-
tually come from is a mystery. Maybe they were
brought here by a whimsical dwarven lord for
protection from the threats of the world above. SCARNE THE DRAGON
The gigantic female dragon Scarne has been
STRENGTH 15, AGILITY 3 trapped beyond a stone grill a thousand me-
For the giant squid’s monster attacks, see ters beneath Stonegarden for fifteen hundred
page 99 in the Gamemaster’s Guide. years. Her prison does not consist of the stone
grill alone, but more importantly, of an elas-
tic, metallic net that covers the entirety of
PREYING BATS the dragon’s body. The net is about to break
The preying bats attacks in swarms, thus their and that is what the dwelvers claim to want
value for Strength is for the entire swarm. If to repair.
the value drops to half. the remaining preying Scarne speaks all of the languages of the
bats will retreat. Forbidden Lands and is highly intelligent.
She’s completely devoid of humor, however,
STRENGTH 6, AGILITY 2 interprets all jokes and attempts at irony liter-
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For the dragon’s monster attacks, see standing the ancestors and being their friend.
page 89 of the Gamemaster’s Guide. Since dwarves who’d follow them to the depths
would lose their clan bonds forever, strangers
are sought to escort them. The death-seeking
Lupendus Firm, however, demands to lead the
ORE-WELLERS journey.
Ore-wellers aren’t living beings but fusiforms, The dwelvers will be unaware of certain
mobile clumps of mineral mass that assault parts of the journey or how certain obstacles
metals, engulf them, break them down and may be bypassed, since they regularly take
reshape them. They have no organs and can shortcuts through cracks in the mountain
only be killed by being completely dispersed, to avoid said obstacles. The GM can allow
for example, through an explosion. They will them to accompany the adventurers or take
cause weapons to rust if one attacks them. The shortcuts here and there to meet them fur-
best means of luring them away is by distract- ther down. The tendency to tag along in-
ing them with a handful of gold coins, their creases if they have become friends with the
all-time favourite snack. adventurers.
The equipment of the expedition, aside
STRENGTH 3, AGILITY 2 from the belongings of the adventurers, con-
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THE SECRET
THE MISSING PRINCE If the adventurers decide to accompany the
Rigalda Raven of Belderan pulls aside one of expedition to the underground, Rigalda Raven
the adventurers in Stonegarden. She wants the as well as the petron Berwyld will take them
person in question to discreetly find her lit- aside and demand that, for a discreet fee, they
tle brother, Trondeval, who has gone missing report back to them and them alone when they
during the succession talks. She pays one gold return. Berwyld also gives them a posion to use
coin, as well as promising three more if the in an emergency, “if anything in the depths
prince is returned. Rigalda is afraid that he has seems to threaten the surface world” (lethal
done something stupid and that he might even poison with Potency 8).
have gone as far as heading into the under-
ground on his own since he wants to be a hero.
THE CHOICE
The ancient dwarves need to take the path
THE UPSTARTS’ DILEMMA across the metal plains to find the red metal
The dwarf Trondeval of Belderan and the orc that they call rose silver. They need the metal as
Alarag Elding both want to assert themselves a component to affect Scarne’s shackles in the
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Warm fumes, reeking of blood and rot like the site. Marga will believe the adventurers are her
breath of a predator, rise from the broken gates of brother. Zertorme can even have given the group
Stoneloom Mines in the mountainside. You know the mission to find out what happened to his
that many have died only twenty paces closer to the mother Martea and perhaps retrieve an artifact
cavern mouth. Every fiber of your being twitches, to use against Zytera, such as Martea’s lock of his
urging you to run. father’s hair. Another option is that the adven-
turers are going into the mines to search for the
dwarf, Milva, and her party, to simply seek to
plunder the mines, or see if it is possible to open
BACKGROUND the mines again.
Zygofer’s and Martea’s demonic daughter, Mar- Apart from Marga and her mother Mar-
ga, haunts Stoneloom Mines. She feeds on any- tea, the mines are home to several minor de-
thing warm-blooded that comes near her and the mons who draw nourishment from Marga, as
adventurers should be equipped with some form well as several more or less demonified reptil-
of magical protection, preferably something like ian creatures and insects that Marga has left
the emerald Gall-Eye or the face of the sorcer- alone since she does not feed on cold-blooded
er Zertorme from the Amber’s Peak adventure creatures.
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3. ANTECHAMBER
The shaft plunges deeper into the mountain, but
the stairs end at a sloped tunnel with slotted tracks ted tracks in the floor. The mining carts were
in the floor. You can see a faint light at the top of hoisted up using a winch mechanism in the
the slope. tracks. The weak light is coming from a venti-
lation shaft that leads up to the surface. There
The mine shaft leads to the oldest cave in the are broken wooden crates spread throughout
mines. All the shafts in the mine have slot- the cave, plundered a long time ago.
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12 8
11
7
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15 16
13
17
18 19
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21
22
20
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D6 ENCOUNTER INFORMATION
1 Rats The tunnel ahead echoes with the skittering of tiny paws.
Soon, the floor is covered in a swarm of large black rats.
2 Saurians D6 Saurians move through the cave.
3 Insectoid D6 human-sized Insectoids.
4 Ghouls D6 gargling and white-eyed dwarf ghouls.
5 Lesser Demons D6 minor demons, sniffing hungrily.
6 Abyss Worm The floor shakes and the stone tiling bulges from the floor.
They shatter, and soon the floor is transformed into a giant
maw!
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6. CART DEPOT
A row of empty carts, some of which have fallen
apart and some of which are whole, stand in a
row. Their wheels are slotted into shallow fur-
rows in the floor, leading towards a gate opening
into a narrow tunnel that slopes downwards.
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SKILLS: Crafting 2, Scouting 2, Melee 3, overall like a spoiled, willful and violent child.
Survival 2 The parts of the creature can be attacked, but
GEAR: Battleaxe, chainmail, D6 silver coins it can only be killed by piercing the girl’s orig-
inal heart in the innermost cavern. Marga can
appear anywhere in the mines, since her mass
wells forth through cracks in the mountain.
LESSER DEMONS
A group of lesser demons STRENGTH 24, AGILITY 1, WITS 3, EMPATHY 2
have settled close to the TOUGH: The demonic mass is very difficult
breach. They live by feeding to damage, and will suffer a maximum of
off the strange minerals but 1 point of damage from a physical attack,
due to their nature, they are regardless of the result.
always looking for blood to THE AVATAR: The avatar that wears the
vary their diet. The little appearance of Marga as a girl (see area 22
above) has Strength 3. If the adventurers
cherub-like demons have
defeat it and give it a COUP DE GRACE, the
black, hungry eyes and creature will die. The demonic mass will,
sharp, cold teeth. however, do anything to stop the adven-
turers from attacking the avatar.
STRENGTH 3, AGILITY 4 IMMUNITY: It is possible to use MANIPU-
LATION on Marga, but she is immune to
SKILLS: Melee 2
damage to Wits and Empathy.
WEAPONS: Bite, Weapon Damage 2 (slash
wound) D6 MONSTER ATTACKS
1. MARGA’S LULLABY. An unpleasant and
unnatural song wells forth from the
demonic mass. Perform an attack on
MARGA – THE DEMONIC MASS all the adventurers within SHORT dis-
tance. This is a fear attack rolled with
Marga is Zygofer’s and Martea’s demonified
seven Base Dice.
daughter. She is an immense, gray-green-
2. TENTACLE ATTACK! A number of tenta-
brown, shapeless mass that can form tentacles,
cles (equal to half the number of ad-
distorted parts of the girl, or grotesque copies venturers, round up) swoop down from
of the adventurers, as she pleases. The creature’s the mass in the ceiling and attempt to
personality still has traits of an eleven-year- squeeze the life out of one adventurer
old, disturbed girl. Marga attacks anything
each. Perform an attack against each
of them with seven Base Dice and
warm-blooded so as to assimilate it. If the ad-
Weapon Damage 1 (blunt force).
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4
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2
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The temple’s catacombs below the main build- The bulkier tributes from the villages such
ing consist of an upper and lower level. Crypts as grain, iron, bundles of cloth and barrels of
that house the dead from the temple occupy the dried fruits are recorded, catalogued and stored
upper level. There are also a couple of chambers in the barracks. The houses are supervised by
that store the restless dead that have been taken “The Singing Merchants,” members of the
or stolen from the villages, but aren’t immedi- Rust Guild that alone could ply their trade
ately needed. The bodies hang from the ceiling, when the Blood Mist covered the land. The
tightly packed like meat in a slaughterhouse, wrecks of a couple of their gigantic iron carts
with hooks threaded through their Achilles’ stand next to the houses.
tendons. The restless dead can’t feel pain, but In the group by the statue are the smith,
the sight of a room packed with dead, writhing Dimir, and the carpenter, Estaga. They are
and flailing human bodies hanging from their village craftsmen, performing their task with
heels is very unpleasant for those not used to it. great gravity, as this means that their village
On the lower level, a central chamber is won’t have to send human sacrifices to the
surrounded by empty passages and caverns. In temple this year. The work is supervised by the
the middle of the chamber stands a stone tub sculptor and slave called “The Hare,” who is
that collects the blood from the earth-beasts kept on an iron leash by the slave trader Punzo.
in the Blood Cauldron. Six niches each hide a Punzo’s plan is to sell the artist when the stat-
Bloodling – creatures that once ruled the For- ue is finished. Punzo is a cheerful brute who
bidden Lands in the form of Blood Mist, but can tell the adventurers that the priests await
are now rare. They feed on the blood from the a visit from the prophet Zytera. The statue,
tub. The Whispering Council tried to under- which is an image of this distinguished guest,
stand why the Bloodlings were weakened, but will be presented when he arrives. No-one re-
the council members have now died or disap- ally knows, however, when Zytera will come.
peared, and their ledger is gone.
There is a hidden passage between the tem- ✥✥ CREATURES: Dimir, Estaga, “The Hare,”
ple and the lower level. Punzo.
✥✥ TREASURES: Mostly baubles; make three
✥✥ CREATURES: Six Bloodlings. rolls on the table for SIMPLE finds.
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AND NPCS
Below are descriptions of the most import-
ant monsters and individuals in Hag-
gler’s House. Monsters and crea-
tures not described here have
the same game data as in the
Bestiary, or in the Kin chapter
in the Gamemaster’s Guide in the
base game box.
RUST BROTHERS
Rust Brothers in metal-clad robes are every-
where in Haggler’s House.
STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 3
SKILLS: Melee 2, Move 1, Marksmanship 2,
Lore 3, Insight 2, Manipulation 1, Healing 2
MISGROWN ABILITIES
D8 ABILITY EFFECT
1 Four Arms Can perform one additional slow or fast action every round
with the extra pair of arms.
2 Multiple Gets a +2 bonus to all attempts to spot a sneak attack or an
Eyes ambush.
3 Fangs Weapon Damage 1 (slash wound) and lethal poison (Potency 6).
4 Claws Weapon Damage 2 (slash wound).
5 Tentacles Bonus +2 to all GRAPPLE attempts.
6 Sores Touch is contagious, Virulence 6.
7 Wings Can fly. Movement Rate 2.
8 Roll Twice –
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RESTLESS DEAD
The corpses of local farmers that haven’t
IRON GUARD found peace, brought as sacrifice by their kin.
Haggler’s House is defended by the armed di- They are demented, feel no pain and are very
vision of the Rust Brothers, The Iron Guard. confused.
Their warriors are heavily armed and armored,
with full iron masks, and are loyal unto death. STRENGTH 2, AGILITY 2, WITS 1, EMPATHY 1
SKILLS: Melee 2
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2
SKILLS: Might 2, Endurance 2, Melee 4, Move
2, Marksmanship 3, Scouting 2
REMBREDO
TALENTS: Path of the Blade or Path of the
Enemy 2, Threatening 1, Cold Blooded 1 The prior of the temple, Rembredo is an ambi-
GEAR: Longsword or flail, heavy crossbow, tious priest who sees himself as the next obvious
chainmail or plate armor, great helm, large Rust Prince. He is a stickler for laws and formal-
shield, combat trained horse, one VALU- ities, but wouldn’t grieve about his predecessor’s
ABLE find
immediate demise. Rembredo is a wiry human,
but his eyes and antlered pate come from a deer.
He is secretly communicating with the demon
CORPSE HERDERS prince Krasylla, but fears Zytera at the same
These are Rust Brothers with a very specific time. In secret, he dislikes the fact that the crea-
task. Dressed in strange garb adorned with ture is half-woman. How could a woman ever be
strings and plates made of various metals. the goddess Heme’s lover?
Their fingers are tipped with feelers, with
which they can deliver shocks designed to di- STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 4
rect demonic animals and walking dead, but SKILLS: Close Combat 3, Lore 4, Insight 3,
also to punish and warn negligent visitors. A Manipulation 2, Healing 3
skilled Corpse Herder can use their feelers to REPUTATION: 3
cause excruciating cramps in a human or even
GEAR: Flail, chainmail
kill them.
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OTHER NPCS
NAME PROFESSION ATTRIBUTES SKILLS TALENTS OTHER
Dimir Smith Strength 4 Melee 2, Crafting 3 Hammer Hammer
Agility 2 Fighter
Wits 2
Empathy 2
Estaga Carpenter Strength 3 Crafting 2 – Saw
Agility 2
Wits 3
Empathy 2
“The Hare” Sculptor Strength 2 Crafting 3, Sneak 3 – Pickaxe
Agility 3
Wits 2
Empathy 3
Punzo Slave Trader Strength 3 Insight 2, – Knife
Agility 2 Manipulate 2
Wits 3
Empathy 2
Centaurs Prisoners Strength 4 Melee 3 – Acquired
Agility 4 spears
Wits 3
Empathy 2
Death Dancers Strength 2 Melee 2, Agility 4 – Dagger
Shadows Agility 4
Wits 2
Empathy 2
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SKILLS: Melee 2, Sneak 3, Sleight of Hand 3, terrogate the adventurers, by order of Rust
Lore 3, Insight 4, Manipulation 3, Healing 4 Prince Kartorda. They subject the adventures
TALENTS: Path of Shifting Shapes 3 to a rough inspection and go through their
belongings.
GEAR: Dagger, magical nut (see Events)
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The old fallen dwarven fortress of Vond at the base The fortress of Vond should be placed in a hex-
of Mount Ora is the scene at which the finale of agon on the map with the terrain type RUINS.
the Raven’s Purge campaign plays out. The head- The obvious choice for the location of Vond is
quarters of the Iron Guard, with its large force of Alderstone, in the southeastern corner of the
troops and the demon Krasylla – the Butcher of Forbidden Lands, the ruins of the greatest
Aslene – is in Vond. Merigall lives higher up on the city in Ravenland (read more on page 23 in the
mountain, and at the top is where the mogarium Gamemaster’s Guide), but if it doesn’t suit your
of demonic creature, Zytera, dwells. campaign, it is okay to place Vond almost any-
The Raven’s Purge campaign is preferably con- where you want.
cluded with the adventurers attacking or infiltrat- The actual adventure site of Vond is split
ing Vond. The final battle doesn’t necessarily have into four parts:
to be a wild slaughter, however, until you reach ✥✥ The City Ruins outside the fortress. This
Zytera at the top of Mount Ora. Many key players area isn’t mapped in detail. Instead, it
have their own agendas and the campaign can end serves as a battlefield where the adventur-
in quite a few different ways. The key players and ers must have gathered enough troops and
their plans are described in detail in Chapter 4, and powerful allies to even reach the fortress.
a large number of possible events are described later Read more below.
in this chapter. ✥✥ The Fortress of Vond. See the map on
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GETTING INSIDE
The fortress of Vond is heavily guarded and
very difficult for the adventurers to enter.
Still, there are many ways to get past the walls: THE BATTLE
✥✥ SIEGE. If the adventurers have gained OF VOND
allies among the key players of the cam-
paign, they can be recruited for a large- Getting through the city ruins and inside the
scale assault on Vond. If all goes well, this fortress of Vond is very difficult and danger-
may even lead to the walls of the fortress ous. The adventurers’ chances increase sub-
coming down. Read more below. stantially if they form an alliance with one or
✥✥ SECRET PASSAGE. A secret passage runs more of the key players in the campaign, and
from a cave on the western side of Mount together with their allies, perform a large scale
Ora (location 1 on the map), leading to assault on Vond.
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DEFENSE RATING
Basic defense +12
Rust Prince Kartorda participates in the defense +1
Corpse Herder Brenziga participates in the defense +1
General Manderel participates in the defense +1
Krasylla participates in the defense as sarmog* +2
*Krasylla’s effect is omitted in case of a thunderstorm
ATTACK RATING
Army of riders under Zertorme participates in the assault +4
Army of dwarves participates in the assault +3
Army of elven Redrunners participates in the assault +2 (+3 with Ents)
Army of orcs participates in the assault +3
King Algarod and his undead participate in the assault +2
Virelda Bloodbeak joins the assault carrying Teramalda’s head. +2
A titan from Pelagia is ordered to destroy Vond* +3 per titan
The dragon Scarne is ordered to assault the fortress* +6
The giant Scrome participates in the assault in its evil form +4
The adventurers themselves participate in the assault +1
The adventurers use the Weathermaster spell to cause a storm +1
The adventurers use the sword Maligarn during the assault +1
The adventurers lead the assault with the scepter Nekhaka +1
The adventurers wear the crown Stanengist with all its stones +2
The adventurers release Blood Mist in Vond +2
Krasylla as sarmog joins the adventurers’ forces** +2
*The dragon Scarne and the titans from Pelagia only participate in the first turn of the battle.
**Krasylla’s effect is omitted in the case of a thunderstorm.
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Technically the battle is handled like an assault ers take losses as per the rules for battles at a
on a Stronghold (see page 175 in the Player’s Stronghold – Attack and Defense Rating de-
Handbook), but the players roll for the attack- crease one step respectively for every x that
ers and you, as GM, roll for the defenders. The the opponent rolls.
Attack and Defense Ratings, however, are cal-
culated in a different way. ATTACKERS: For the attackers, you are free
Vond’s Defense Rating starts at 12, mod- to describe losses as you please, depending on
ified by the adjacent table. The initial Attack who participates in the battle. Assume that the
Rating of the attackers depends on what forces attackers will give up and flee when the total
they have been able to amass for the assault. Attack Rating has been halved, unless the walls
Consult the tables on the previous page and to- of Vond crumble during the same turn. When
tal the modifiers for Defense and Attack. the attackers have fled, the attention of the
defenders is no longer diverted, which makes
it harder for the adventurers to move about in
LOSSES Vond (see below).
The battle is played out in turns, just like
battles at a Stronghold. However, you don’t DEFENDERS: Losses for the defense of Vond
have to roll precisely every Quarter-hour have specific effects, as per the table above.
– instead, roll for the battle when it is dra- Note that the description may need to be ad-
matically appropriate to increase pressure on justed depending on who participates in the
the adventurers. Both attackers and defend- assault.
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4
3
2 6
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15
14 13
9
12
8
11
11
10
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IRON GUARD
A large blood willow that weeps blood-like
sap grows north of the assembly hall. The
roots are exposed around the tree where dead
or living prisoners are imprisoned by the tough
outgrowths. Singular corvids caw among the
branches, sometimes taking a bite out of the
victims. Seneschal Mordarga is the only one
who can command the tree’s roots.
4. KYBOS
Flush to the mountain stands a massive, twen-
ty-meter tall stone cube of red granite. Its single
entrance is flanked by torches on both sides.
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7. DEMONARIUM
From the northern end of the barracks area, one can
hear peculiar snarls, howls and clicks. The scents
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✥✥ CREATURES: Two Iron Guards keeping Controls in the wall over by the spiral staircase
trigger the training mechanisms in the room,
causing them to flail about with blades and
cudgels, shoot spears and so forth. All of it is
powered by hydraulics in the stream. If the ad-
THE DEMON PRINCE’S WISH venturers are chasing someone, he can release
Krasylla is allied to Zytera and wor- all the controls at the same time, turning the
shipped by the order of the Rust Brot- room into a deathtrap. Every person in the
hers as a demon god. But the demon room then suffers an attack with eight Base
isn’t satisfied with the current state of Dice (Weapon Damage 2, roll D3 to determine
affairs – he wants to be free and rule if the attack inflicts slash wounds, stab wounds
the Forbidden Lands alone. Krasylla or blunt force) every round. The attack can be
views the adventurers as enterprising DODGED or PARRIED.
insects that can be used to create An additional mechanism at the top of the
problems for Zytera, and would gladly stairs causes chains with sharpened weights to
make a bargain with them. His ulterior spin around the center of the staircase all the
goal is to find the contract that binds way up. Traditionally, officers must climb the
him to Zytera and then once and for stairs as proof of their abilities once appoint-
all slay the magical beast. Read more ed. If the mechanism is triggered, everyone on
about this on page 37. the stairs suffers an attack with ten Base Dice
(Weapon Damage 2, slash wounds) every round.
The attack can be DODGED but not PARRIED.
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11. ARMORY
10. KRASYLLA’S TOWER Several weaponsmiths work in a generously sized
The wide corridors in the mountain have par- armory with two chimneys under the command
tially caved in, but the dwarven craftsmanship of a blind dwarf. Outside the building are stacked
is plain to see. Peculiar smells and other, some raw materials. The building appears to not only be
visible some not so much, substances drift along a workshop but also to be of religious significance –
stagnant passages as if fear itself has manifested you see soldiers and priests praying outside.
in want of other presences. The tower that has
been built directly against the mountain has nei- Master Tyrser of Vond is a dwarf of the Crombe
ther doors nor windows and doesn’t appear to be clan. He is a very skilled weaponsmith whose
otherwise connected to the fortress, either. Some mind has been clouded by imprisonment with
sticky, organic fluid of indeterminable scent leaks the Urhur orcs, who blinded him and sold him
out between the cracks at ground level. to Vond. He is now completely obsessed with
his work, and harasses his smith apprentices
Krasylla is rumored to be Zytera’s demon prince relentlessly. He doesn’t understand that he is
confidant and a terror from the Alder Wars who working for the enemy, but lives in a world of
is supposed to have single-handedly devastat- his own. Iron Guards and Rust Brothers revere
ed Aslene. None but the selected and prepared the armory as holy since iron is worked in the
priests enter the mountain. They keep to the most exquisite way in the building.
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TALENTS: Path of the Plains 2, Horseback The Raven Sister Virnia, who lies fatally
Archer 2, Fast Shooter 2 wounded and imprisoned by the blood willow,
GEAR: – gets hold of the feather of a raven – either be-
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GRANDMASTER
MANDEREL
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2
MERIGALL’S LAIR
ENTRY LEVEL
7
5
3 4
1
6 7
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SKILLS: Move 2 ing with Merigall, and is also the demon’s lover.
As a teenager, Kardune was forced to join the
TALENTS: –
army when his village couldn’t pay its annual
GEAR: Elegant clothes
tithe. The captain has declined misgrown extra
limbs and the other officers look down on him
because of this. Kardune suspects that the times
EROSIA are changing, and he can turn on the Rust Brot-
Erosia is a demonic creature that Merigall hers if he sympathizes with the adventurers.
has constructed for the sole purpose of am- See the event “The Iron Guard,” below.
orous endeavours at home in the pavilion,
when more exciting company is unavailable. It STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 3
mostly looks like a flesh-colored, shapeless toad SKILLS: Melee 3, Crafting 2, Marksmanship
the size of a horse and is comprised of parts, 2, Scouting 2, Lore 1
mostly human, cobbled together with demon- TALENTS: Path of the Blade 2
ic mog. Erosia may appear grotesque, painted
GEAR: Longsword, dagger, chainmail, VALU-
and attired with a number of limbs and organs, ABLE find
but if one can look past the big picture it is pos-
sible to find a certain beauty and grace in the
individual parts. The creature is always friend- THE REDRUNNER HIZGELE
ly and inviting and won’t defend itself even if Hizgele loved the elf Megonda Mard (see page
attacked, in which case it will cite poetry about 210), who has been kidnapped by Zytera’s under-
the beautiful mortality of life. It has mastered lings. Hizgele suspects that it is already too late
several musical instruments and other arts. to save her and has also allowed himself to be
The personality of the creature changes to suit captured. He plans to detonate his heart ruby in
the visitor. front of Zytera to wound or preferably kill the
creature. Hizgele is lean and wiry with long,
STRENGTH 3, AGILITY 2, WITS 3, EMPATHY 5 fair hair and tatoos that depict winding plants.
SKILLS: Lore 4, Performance 4 He wears only a piece of cloth around his torso,
is bloody, but unmoved by pain or cold.
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THE REDRUNNER
A couple of Rust Brothers are bringing a
EVENTS screaming elven Redrunner through the pas-
Below are a number of events that can occur in sage under the pavilion up towards Zytera’s
Merigall’s lair. mogarium. The elf calls himself Hizgele, and
has been looking for the missing Megonda
Mard (see page 210).
THE PRETEND ADVENTURERS
Morelde and Migalda suddenly surprise the
adventurers, threateningly but playfully, the MERIGALL’S SUPPER
boy with a wooden sword and a shield and Merigall invites the adventurers to supper
the girl dressed up as a fairy with a wand and with it in its chambers. Here they are of-
dress strewn with stars. They live in their fered, more or less bizarre delicacies from
own world, and Merigall has played games both this and other worlds. To accompany
with them where they pretend to be “adven- the food, they are treated with nectar wine
turers”. Neither of them possess any skill in which tastes sweet and lovely and makes the
combat or magic. adventurer discover an intense love both
for life and Merigall (the demon gets +2 to
MANIPULATION against those who drink the
THE IRON GUARD wine). During the meal, Merigall explains its
Iron Guard Captain Kardune arrives at the role in Zytera’s plans, and laments that ev-
pavilion with urgent information for Meri- erything has gone wrong. The demon offers
gall on the state of matters. He is under pres- an alliance to anyone ready to kill Zytera and
sure, and is not amused to find strangers in offers the adventurers the magical weapons
the area. at its disposal (see page 201) to achieve that
goal. The negotiations can sour – if the ad-
venturers choose to decline Merigall’s pro-
THE DAUGHTER’S RETURN posal, the demon will be wroth and BEFOUL
The steward Hirena (see page 194) comes the food in an instant. Merigall will then
to the pavilion with a message for Merigall cast PAR ALYZE and TERROR before fleeing to-
from Grandmaster Manderel, requesting the wards Zytera’s mogarium.
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5
6
7 10
9
8
2 1
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✥✥ CREATURES: Zertorme or Redwing can This is most likely where the final showdown
appear here. See Events. against Zytera will take place. This can happen
in many ways, but read more on that in “The
Final Showdown”, below.
9. THE PILEUM OF THE TOWER
The upper plateau of the tower appears to be cov-
ered by flesh-colored tissue, that has assumed a
varied and lively form. It slithers, pulsates, moves
and thrashes intrusively everywhere. Many ten- MONSTERS
tacles are aggressively curious. Large parts of the AND NPCS
ceiling have caved in so that you can see the sky
overhead. Four thirty-meter-high silver steeples Creatures and non-player characters that can
rise from the four corners of the tower. Every so be encountered in Zytera’s mogarium are de-
often, a deafening crack is heard when lightning scribed below.
strikes one of them from the thundercloud above,
and a shimmering light creeps along the surface.
ZYTERA
Mog becomes so intrusive that the adventurers Zytera is one of the key players in the campaign
must either chop it to pieces with a weapon or and is described in detail on page 29. There you
keep it at a distance with the silver rods from can also find a picture of the creature.
the suite of the silver skeletons (they can be
recharged in the room). The narrow space due
north has a number of hands mounted on it CORPSE HERDER BRENZIGA
that will attack anyone who tries to push past Brenziga is the most distinguished Corpse Herd-
them. The hands act as a swarm (see page 127 er in the Rust Church. She is completely loyal
in the Gamemaster’s Guide) with Strength 7. to Zytera, whom she believes to be the greatest
genius the world has ever seen. She is ruthlessly
dedicated to her research, seeking to animate the
10. PROTONEXUS dead and attach the organs and abilities of the liv-
The center of the tower’s pileum holds an enor- ing to creatures with the demonic substance mog
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SILVER SKELETONS
These undead monstrosities are large skeletons,
perhaps those of ogres, whose bones have been
lined with silver. The fingers taper off to sharp
silver claws and the living eyes of beast or man
under the guidance of her master. Her special- have been mounted in the eye sockets. The eyes
ty is to dissect living creatures and to bring life are wetted by rolling back on a regular basis,
to organs and new creations with the electricity instead of blinking. The skeletons carry silver
that is channeled from the thundercloud above rods in their hands that flash with electricity.
the mogarium. She also oversees the practical These are used to direct mog tissue.
matters when Rust Brothers are equipped with
misgrown appendages in the transformarium. STRENGTH 6, AGILITY 2
Brenziga has severe burns from a multitude of SKILLS: Melee 3, Scouting 2
accidents, but she wears these scars with pride.
GEAR: Claws (Weapon Damage 2, slash
She is accompanied by two Corpse Herders that wound), silver rod (Weapon Bonus +2,
serve as her assistants, and she also frequently Weapon Damage 2, damages Agility in-
makes use of silver skeletons for manual labor. stead of Strength)
BONY: Arrows and POINTED weapons can
STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 3 never cause more than 1 point of damage
in a single attack.
SKILLS: Lore 4, Healing 5, Insight 3, Manipu-
lation 2
TALENTS: Path of Death 3, Path of Blood 2
MARD THE FREAK
REPUTATION: 4
The elven healer Megonda Mard, a peaceful
Melder, was brought as a prisoner to Zytera’s
mogarium about a year ago. Her ruby was torn
STONE GUARDIANS from her chest and shattered so that the sor-
These large statues of stone represent legend- cerer could use the shards as the spark of life in
ary dwarven warriors. They lack Wits and his miscreations. A flake of the ruby fell into a
Empathy and are immune to all attacks that crack, however, and from this the freak Mard
damage these attributes. has been reformed. Mard looks like an abortive
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EVENTS
Below are a number of events that can occur in
Zytera’s mogarium.
MALINA REDWING
The keen-eyed Redrunner Malina Redwing has ZERTORME’S ARRIVAL
a terrible temper and hates and despises every- Zertorme arrives at the tower via the balcony
one who isn’t a full-blooded elf. Hizgele, whom for the showdown with his father and sister.
she harbors an unrequited love for, has tried to Note that Zertorme can be overtly or secretly
convince her to try to rescue Megonda Mard, allied with the adventurers, Zygofer, Therania,
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TENTACLES
Tentacles of mog shoot out from cracks in the
walls when the adventurers pass by and attack
REDWING them with nine Base Dice. The adventurer who
Redwing tries to alight on the balcony (see gets struck by a successful attack is additionally
location #8 on the map), but lands badly and GRAPPLED and suffers 1 point of damage every
damages one of her wings. She asks the adven- subsequent round until she breaks free. A ten-
turers to find Megonda Mard, whom she has tacle has Strength 3.
been sent to rescue from the tower, and also
to keep an eye out for Hizgele. According to
Redwing, Mard is supposed to possess powers
of healing. The adventurers may have caught
sight of a human-sized bat with blood-red THE FINAL
wings near Vond previously, before she lands SHOWDOWN
on the balcony. If Redwing is healed, she can
glide to safety from the mogarium with Mard The encounter with Zytera at the Protonexus
and one other person. is the climax of the campaign. It can happen
in many different ways and may include Me-
rigall, Zertorme, Zygofer and Therania or
MARD others. What happens depends in large part
The freak Mard cautiously approaches the ad- on what has happened previously in the cam-
venturers if their intentions are good. For add- paign, and what alliances the adventurers
ed enjoyment, you can let them glimpse the have formed.
grotesque features of the creature before the Stanengist probably plays a crucial part in
encounter. the finale – Zytera wants Stanengist and by
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A
fter the showdown with Zytera, the the dragon will emerge from the ground –
Raven’s Purge is over – but that mark the location with a crater on the map.
doesn’t mean that the adventurers She will attack the homeland of the Crombe
have reached the end of their journey! Far dwarves and may obliterate the clan’s dwell-
from it! Their actions have big consequences ings, after which she’ll settle down in the
for all of the Forbidden Lands, which can lead mountains north of the Forbidden Lands to
to plenty of exciting new adventures. breed a new tribe of dragons worthy of the
name.
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ZERTORME
KRASYLLA AS SARMOG If Zertorme comes to power, possibly together
If Krasylla has assumed the more powerful de- with Merigall, he will seek to create a human
monic form of sarmog, he leads his own army kingdom in the Forbidden Lands dominated
of demons. Krasylla claims to want to domi- by Ailanders and Aslenes. He will persecute
nate the Forbidden Lands, not to rule it but to and seek to obliterate the Rust Church and kill
be its mightiest creature and to enjoy his domi- all demons. The Raven Sisters will become the
nance. He wants to ravage and hunt humans as central religion, and fire shrines to the Aslene
delicacies, preferrably allied to someone who’ll god Horn will also be erected. In time, Zer-
deal with more tedious chores. torme will want to invade Alderland.
If Zertorme comes to power together with
his sister Therania, they will create a human
kingdom of mixed religions, but Therania will
eventually dominate her brother and twist the
THE KEY PLAYERS development according to her plans in which
The key players that dominate the Forbidden Rust Brothers and demons remain since “they
Lands after the campaign will make their are needed to fight enemies and traitors who
mark on the land. If the adventurers have man- intend to destroy the country.”
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aftermath
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chapter 14
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legends
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legends
MERIGALL
The name Merigall soars like a vague shadow with yellow eyes across the Forbidden
Lands. No one know who the creature is or even if it is a woman or a man. Maybe
there are several Merigalls, for the creature has been spotted in places far and wide
from one day to the next. The young are seduced in castles as well as cottages so that the
yellow-eyed offspring of Merigall can be found in the most distant regions and among
all kin. Some believe the creature to be a demon, others revere it as a god, for the truth
is that it is as likely to help those who encounter it as it is to destroy them.
KRASYLLA
At the end of the Alder Wars the demon prince Krasylla stood bereft of a way home to his
native world of Churmog. They say that Zytera made a deal with the terrible creature
then, giving it sanctuary in Vond in return for guarding Shadowgate Pass against the
Aslene that Krasylla himself had ravaged. It is whispered that the human sacrifices that
the villages are forced to provide to the Rust Brothers become sustenance for Krasylla and
that the demon nowadays lies fat and immobile in the interior of the castle.
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legends
ZERTORME
Zertorme is said to be the sorcerer Zygofer’s very own son. When the father caught Zer-
torme snooping about in his demonic grimoires he is supposed to have torn the face off
his son, as beautiful as he was skilled in magic, as punishment. Zertorme then fled east
to ally with his father’s enemies. From the plains, he is said to lead his armies with a
masked visage and to have gathered the horse clans from Aslene, who believe him to be
the prophet of the volcano god Horn and the future savior of Aslene, under his banner.
ARVIA OF CROMBE
The dwarven princess Arvia stands outside the kinship of the clan, for it is told that
she was born after her childless mother fornicated with a stone statue and thereafter
promised all of her offspring to the god Huge. They say that Huge marked Arvia for
feats of war and sacrifice for his own glory at her birth. Dwarves fear and are ter-
rified of the woman, but respect her all the same as one chosen by the gods.
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legends
K ALMAN RODENFELL
Almost all of the ancient and learned elves are said to live deep in northern forests of
the Forbidden Lands or even to have retreated into the mysterious Stillmist as rubies,
but Kalman “The Aurochs” Rodenfell is supposed to have kept his interest for the living
world to this point. As one of the commanders of the Redrunners, he is said to lead the
fight against demons, humans and other intruders in the land. They say that his feet
are rooted like trees and that he sleeps standing in the blood of his enemies so as to draw
nourishment and knowledge from them.
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legends
RAVENHOLE
It is said that the dwarves mined all the blue marble to be found in the Ravenhole
quarry and then left the site, at which time the ogres moved in. One thing is certain:
every full moon, a din rises from the immense stone cauldron, a noise that causes ani-
mals to stampede for miles around. No one in their right mind approaches Ravenhole
while the ogres hold their wild feasts.
AMBER’S PEAK
It is whispered that the half-elf Zertorme was one of the first generals of the monster
Zygofer, but that he was disgusted by the villain’s tyrannical rule and joined the Elven-
spring of the eastern Forbidden Lands to fight his former master. When the fleeing
horse-people arrived during the wars, Zertorme allowed them to stay on the plains in
exchange for their submitting to his commands during the wars, and because of this, the
riders hold him in the highest regard.
A melancholy has fallen over Zertorme ever since the Blood Mist lifted. He is said to
have retreated to the old ruined fortress of Amber’s Peak, where magical flames burn
ever stronger. People say that the sorcerous Zertorme is trying to tame fire itself in order
to turn it against Zytera, but many villagers are terrified as the number of fires around
Amber’s Peak have increased. On the few occasions when Zertorme has appeared pu-
blicly, he has been wearing a mask that is said to hide a burn that he incurred during his
studies of the fire.
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legends
PELAGIA
The humans are said to have first tread the soil of Ravenland at Pelagia. According
to the druids, here the winds of the land are born between the four holy monoliths to
be loaded with rain so that the clouds can carry water to the fields and forests. In these
days, expectations are high at the temple of Pelagia. The temple is supposed to have
been granted another gift, an occurrence that, according to legend, has only happened
four times before, a gift that only the worthy can claim. What it contains or how it is
claimed is difficult to say.
STONEGARDEN
It is said that the moon, stunned by the beauty of Stonegarden, will stay a while in its
course above Stonegarden. At some time in their lives, most dwarves go on a pilgrimage
there as the site is considered by all except the Crombe dwarves to be the dwarves’ place
of origin in the world. This year’s Veneration of the Earth in the impregnable fortress
of the Iron Hounds looks to be the most extraordinary event in years. It is said that
the royal children of Belderan have come to privately discuss their father’s succession.
Their mute ancestors have risen from the depths, for below Stonegarden lie the forbid-
den grottoes leading to the elder layers of the world.
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legends
HAGGLER’S HOUSE
One does not like to mention Haggler’s House, the goddess Heme’s greatest temple in the
Forbidden Lands, for many have lost their loved ones in its domain. Yet people go on
pilgrimage at the yearly harvest feast to honor the bloody mother, for those whose idols
have not been blessed by the priests can expect failed crops, disease and famine in the
coming year. Survival in the harsh west is paid with sacrifice: crops, silver, young blood
and the bodies of dead kin. This particular year, the 300th anniversary of the birth
of Zytera and the Rust Brothers, is celebrated with an even more lavish sacrifice. It is
rumored that the messenger of the gods will visit the temple in person and speak to the
people about the country’s future.
VOND
The fortress of Vond was once the Crombe dwarves’ strongest fortress in Ravenland.
The largest part of the fortifications is supposed to have been situated below ground,
but was razed by the dwarves when they were driven away. It is rumored that it is
the Butcher of Aslene – the demon prince, Krasylla – that now rules over the fortress
that guards the pass beneath the shimmering metal slopes of Mount Ora. The ruins of
the city of Vond surround the area. The ruins, as well as the fortress, are most likely
crawling with Zytera’s troops, along with the fanatical worshippers of Rust and demo-
nic creatures, but few who have been brought here have ever returned to testify. The
peak of Mount Ora is crowned by Zytera’s living palace, where even demons dare not
venture. Lightning strikes incessantly between the tower steeples and the dark clouds
that circle the area.
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legends