Symbaroum - Copper Crown #1 - Promised Land

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The

Promised
Land
Pre-made Player Characters and Tutorial Adventure

An Adventure for
THE PROMISED LAND

The Promised Land


Welcome to the Promised Land, the tutorial adventure for Symbaroum. Our
aim is that it should provide a balanced introduction to the rules and setting
of Symbaroum, suitable for experienced role-players and beginners alike. The
adventure deals with a perilous journey through the Titans. The player characters
can be Ambrians about to make their first contact with Queen Korinthia’s new
realm or travelers from the north who so far have kept some distance to the newly
established civilization. In that way none of them know much more about Ambria
than what is detailed in the first section of the Core Rulebook.

This initial chapter includes a narrative tuto- controlled. Naturally, the player characters may act
rial meant to illustrate how the communication in a way which is not covered by the manuscript,
between a player and the Game Master may flow in which case the Game Master must be prepared THUS SPOKE AROALETA
during two sequences of play. The text can be read to improvise and gently guide them back to the
by both players and Game Masters, but it is pri- main path of the adventure.
“… and king upon king
marily written for the latter as it is based on scenes The chapters of the Promised Land may be sent his people to die,
from this adventure. Hence, the players should not summarized as follows: in wave upon wave
be given access to the text before their characters over rolling plains;
have made it through the mountain pass. Chapter 1: Onwards to Yndaros men and women on
After the narrative tutorial, nine premade When the game begins, the player characters are whose broken hulls,
characters are presented, for the players to copy or held up south of the Titans, in a caravan camp
an imposing realm
use as inspiration when filling out their character full of stragglers looking for traveling compan-
was built. Such was
sheets. Among them there are both individuals who ions to accompany them on the journey over the
originate from the Davokar region, and some who mountains. The chapter introduces the mood of the foundation of
have never set foot north of the Titans. the setting as well as the basic rules of combat. Symbaroum: built
The adventure that follows after the premade Furthermore, the player characters are given a with flesh and blood.”
characters is divided into three chapters, in turn reason for why they are leaving the south and a
broken up into a number of scenes. For the benefit hint of what they are headed for: the ample fields
of inexperienced Game Masters, the Promised and swaying forests of Ambria.
Land has been constructed as a linear story with
scenes that follow each other like pearls on a Chapter 2:
string – something which delimits the options of In the Company of Thieves
the player characters and thereby makes the task Chapter 2 is focused on teaching the rules of
of the Game Master less complicated. However, problem-solving. The players will also receive a
role-players are of an unruly breed and not easily deeper understanding of the setting, not least of

2
INTRODUCTION

the hardships associated with traveling: newly north, as age-old conflicts meet up with them on
made player characters are competent but far from the mountain road. Ambria is both beautiful and
full-fledged heroes who can do whatever they like fertile, especially compared to the dead lands they
without risking their lives. The world will prove have left behind. But it is nonetheless wise to keep
to be bigger and darker than they imagine, despite your hand close to the hilt of your sword.
previous encounters with the hordes of darkness. It is revealed that two of the player characters’
traveling companions have angered the Iron Pact by
Chapter 3: pillaging ruins in Davokar. The elves are far from
The Toll of the Mountains delighted. In fact, they are prepared to slaughter a
In Chapter 3 the adventure reaches its climax, whole caravan of innocents to make the plunderers
with scenes where the rules of combat and prob- pay and to stop the blight from spreading. What
lem-solving are mixed with pure roleplaying. slumbers in the murky deep of Davokar must not
The player characters are harshly greeted by the be awakened!

Narrative Tutorial
The rules of Symbaroum are easy to use once value that the player must roll against, most often
you have learned how they operate. Basically, the in a way which is directly related to the attribute
player character has eight attributes with a value values of the opponent. In concrete terms: If the
between 5 and 15. When faced with a challenge aforementioned guard has the mediocre value of 10
in the game world, the player must roll a twenty in Vigilant, no modification is made (±0); if the guard
sided dice (D20). In order to overcome the challenge is very absentminded and only has 5 in Vigilant, the
the dice must land on a figure which is equal to or player gets to add 5 (+5) to the attribute he must
lower than the player character’s value in one of roll against; and should the guard be so alert that
the attributes. For instance, if the character tries he has 15 in Vigilant the player must subtract 5 (−5)
to do something which requires him to be quiet from the value he must roll against with the D20.
or cautious the attribute Discreet is used; if he or Now, let us accompany the ogre Grumpa, the
she searches for something or is on his guard then example character in the Core Book, as she tries to
Vigilant is the active attribute. convince the caravan master Argasto that she should
However, there are two aspects that add to the be invited to tag along on the journey over the Titans
complexity. First the Abilities, which represent (see page 11). She is facing a guard, dressed in a scale
the particular skills of a player character. Abilities mail armor and carrying sword and shield. Grumpa
sometimes open up the possibility for the player to is of course equipped with her leather apron and
use another attribute than the one which seems has armed herself with a long staff.
natural in a certain situation. A common exam-
ple occurs when it is time for combat. In order for
the player character to hit an opponent with his
weapon, the player normally rolls the die against
the attribute Accurate. But if the character, for
Relocating the scenario
example, masters the ability called Iron Fist he The basic premise of the adventure – the journey from Alberetor to Yndaros
can choose to roll against Strong instead. In the – is pointless if the player characters are already in Ambria. If that is the
same way, the ability Feint makes it possible to role case, some changes must be made, but it is still possible to keep the core of
against the character’s value in Discreet and the the adventure relatively intact.
ability Dominate against the value in Persuasive. Tentatively the characters could instead depart from Yndaros, with Kar-
To be sure of what applies in different situations vosti or Thistle Hold as the final destination. The mountain pass could be
both the player and the Game Master must study made into a lengthy valley and the snowstorm in Chapter 3 into heavy rains
and learn how the various abilities operate. or a hailstorm. What to make of Chapters 1 and 2 is less evident; the theft of
The other complication has to do with the fact the Sun Stone is less alarming if it does not threaten the caravan. But if one
that many challenges become easier or harder or more characters are tasked with bringing the stone from an Ordo Magica
depending on who or what the character interacts chapter to the destination, some of the narrative pressure still applies and
with. Sneaking past a guard is for instance easier the scenes can run as intended. Chapter 3, which is based on the Iron Pact
or harder depending on how Vigilant the guard is. hunting abominations, is relevant no matter where in Ambria or Davokar
And to hit an enemy with a sword can be more or the characters may be.
less difficult depending on how Quick the opponent
is. Rule-wise this is achieved by modifying the

3
THE PROMISED LAND

First the turn order must be determined – that Grumpa fails to parry the swing. But that does not
is, which of the two acts first – which is normally necessarily mean that she gets injured…
decided by looking at the opponent’s value in Quick. The Game Master says that the guard’s sword Concerning the ←
In this case both combatants have 10 in Quick, in deals 4 in damage. Luckily Grumpa is well prepared The arrow pointing
which case the order is instead determined by the to handle that – she has the trait Robust which lets leftwards and which is
value in Vigilant. Grumpa has 9 in Vigilant, the her ignore 1D4 damage each time she is hit, and used in the formula for
guard 11. Hence, the latter is first to act. she also has her apron that also protects for 1D4. describing challenges
However, the first turn differs somewhat from Grumpa’s player rolls 1 on the first D4 and 4 on means ”modified by”.
those to come. Grumpa wields a weapon with the the second. When added together (1+4=5) and the Consequently, the for-
quality Long, which means that she first of all gets to result has been subtracted from the damage of 4 it mula [Quick←Accurate]
make a Free Attack on the guard. The Game Master shows that Grumpa is totally unharmed (damage means “Quick modified
tells Grumpa’s player to role a die against Accurate, 4, minus Grumpa’s Armor 5 = less than 1). And now by (the opponent’s)
modified by the opponents Defense which is +1. The it is her time to act! Accurate”, a modification
player picks up a D20 and will try to get a result Instead of going for another swing with the which can be either posi-
which is under or equal to 11 (Accurate 10, modified staff the player wants Grumpa to make use of the tive (+) or negative (−).
by the enemy’s Defense +1). The player rolls 14: the mystical power Confusion. The Game Master says
guard deflects the staff with his shield and it hits that a roll against Resolute has to be made, with a −2
the ground. Time for the adversary to retaliate! modification; sure, the guard has 10 in Resolute (±0)
The Game Master tells Grumpa’s player to roll but her Armor is impeding (−2). Hence, the player
a die against her value in Defense, but modified must roll under or equal to 13 (Grumpa’s value in
by the enemy’s Accurate which is 13 and therefore Resolute). The dice lands on 4 and the confusion
gives a modification of −3. Ouch, the stout ogre is takes effect, but two additional rolls must be made.
in trouble since she only has 6 in Defense. Because First the player rolls 1D4 to determine how much
of the skilled opponent the player must roll under temporary Corruption Grumpa is afflicted by – she
or equal to 3 to avoid being hit (Defense 6, modified rolls a 3 and makes a note of that on the character
by the enemy’s Accurate −3). The die lands on 7 and sheet. Second, the player rolls 1D6 to determine

4
INTRODUCTION

the effect of the Confusion (see page 133 in the Core Core Rulebook). Seeing that Grumpa is really bad
Rulebook). The outcome is a 2 which according to at moving quietly (value 5 in Discreet), the player
the power's description means that the opponent decides to make a run for it. The Game Master says
becomes temporarily paralyzed. that it is time for a roll against [Discreet←Vigilant]
Next turn. This time around the length of to determine if the person or persons inside the
Grumpa’s weapon has no effect, but since the guard ruin take notice of the onrushing ogre. That is
is paralyzed it still is the ogre’s time to act. First the an impossible challenge, since Grumpa only has
Game Master says that a roll against Resolute must 5 in Discreet and the thief Keler has 15 in Vigilant,
be made (modification −2), to see if the Confusion will meaning a modification of −5 (Discreet 5, modified by
last for yet another turn. The die lands on 12 which −5 = 0). But Grumpa still makes it to the wall of the
means that she succeeds. With that done, the ogre lifts ruin; Keler has spotted her but is taken by surprise
her staff into the air and bashes down on the enemy. and unable to react until the start of the next turn.
The guard may be stunned but he gets to defend Just like in the fight against the caravan guard,
himself just the same – the Confusion only makes the values in Quick are not enough to determine the
him lose his active actions, not the reactive ones turn order, but since the thief has 15 in Vigilant he
such as Defense. The Game Master says that the may act first. He leans out through a hole in the
same terms apply as before: the player must roll an ruin’s wall and shoots down at Grumpa.
11 or less with the D20. The die lands on a 6. A hit! The Game Master tells the player to roll a die
The Game Master tells the player of Grumpa against Defense with a −2 modification, because
that the scale mail armor of the guard absorbs 3 in Keler has 10 in Accurate and also an Advantage
damage. Grumpa’s staff deals 1D6 in damage and the over her (see page 162 in the Core Rulebook). The
trait Robust makes it possible for the ogre to deal player must roll 4 or under to avoid being hit by
1D4 of additional damage once each turn. Since the the crossbow bolt fired by Keler. The dice lands on
fight is to be ended at “first blood”, the sum of the an 8. The Game Master says that the bolt deals 7 in
two die rolls must be more than 3 for Grumpa to damage (5, +2 for the Advantage), after which the
be victorious. The player rolls the D4 and gets a 2. player rolls 2D4 to determine the value of Grumpa’s
The tension is rising! The D6 lands on a 5. Hence, Armor – one D4 for the leather apron, and one for
the total damage is 2+5=7, out of which 4 points the trait Robust. The result of the die rolls turns
(damage 7, minus the opponent’s Armor 3) affects out to be 2+4=6. After having subtracted the sum
the Toughness of the guard – a great hit that sends from the damage (7–6=1), it is shown that the ogre
the bold warrior staggering backwards. takes one point in damage, which is noted on the
Attributes Grumpa smiles smugly, looks at Argasto and character sheet before it is Grumpa’s turn to act.
and Modifiers mumbles: “Sorry, I didn’t mean to hit him that hard …”. From up above she can hear Keler starting to
Value Modifier reload the crossbow and how he desperately cries
5 +5 A moment later... (in the voice of the Game Master): “You will regret
6 +4 Later on, Grumpa has been asked to find the thief this! The undead Mal-Rogan will find you and chop
7 +3 who has stolen the caravan’s vitally important you to pieces. Not even death could beat him; you
8 +2 artifact: the Sun Stone (see page 23). A traveling think you are a match for Mal-Rogan, the Master of
9 +1 companion has helped her to track Keler to a ruined Death!?” Since nothing else is stated in the adven-
10 ±0 watermill but is afraid to escort her all the way – the ture, the Game Master tells the player that it only
11 –1 capturing of the thief is a challenge that she must takes one Movement Action to reach the top of the
12 –2 deal with on her own. Grumpa’s player says that the ladder and thereby Keler. Why hesitate!?
13 –3 ogre sneaks her way towards the ruin. The Game Grumpa storms up and the Game Master decides
14 –4 Master tells her to roll a die against [Vigilant −3]; that the cowardly Keler throws the crossbow to
15 –5 consequently the die must land on a number less the ground and raises his arms in the air. The ogre
than or equal to 6 for Grumpa to succeed, since the searches his clothes and finds the Sun Stone in a
ogre has the value 9 in Vigilant. The player rolls a pocket inside the tunic. No die roll is required to
5, and the Game Master informs her that Grumpa find the stone, but the Game Master tells the player
notices a leghold trap hidden in her path under a to roll a dice against Vigilant anyway, modified by −5.
thin layer of undergrowth. The player rolls a 12 which means that the ogre fails.
After having sidestepped the trap Grumpa Hence, Grumpa continues to examine the thief’s
sneaks closer to the watermill ruin. It is located belongings without noticing the sounds from out-
about 20 paces from the forest edge – precisely as side – sounds from the robbers that Mal-Rogan has
far as the ogre can get in one turn by using both sent to scout the watermill ruin and make sure that
her actions for movement (see page 158 in the the coast is clear …

5
THE PROMISED LAND

Onwards to Yndaros
The player characters have for different reasons ended up in a caravan camp
just south of the Titans. The camp spans a vast area, vegetated by slender trees
whose leaves have started to shift in autumnal nuances. About forty wagons are
parked in a random pattern and between them tents have been raised. Most of
the tents are tiny and weathered but a few of them look like small palaces made
of cloth – evidently belonging to some of the nobles who have waited until the last
moment to leave their estates. In a dozen places fires are burning day and night,
some of them surrounded by logs, others by more or less sloppily crafted benches.

Most of the people in the camp give face to a mix-


ture of sorrow, relief and hope. They are sad to have
to leave the place where their family has lived for
The Lost Land generations, where their ancestors are buried and
Player characters who have been raised in some part of Alberetor or have where so much of themselves is tied to the earth,
been there some time all carry dark and haunting memories from the the landscape and the now abandoned buildings.
journey to the camp. They are relieved to finally be on their way, to have
South of the camp the ground has still vigor enough to nourish vegeta- left the ash deserts of the south and reached the
tion, but the crops soon to be harvested are not what they once were. The still living soils of the mountain region. And the
fields are sparsely vegetated by pale stalks with shrunken ears of grain; the hope they feel can be seen in their slightly curved
orchards that used to be full of apples, lemons and sweet plums are all but lips; the hope that the world north of the Titans
naked; and scrawny cattle can be seen everywhere, grazing in the all but shall prove to be as flourishing and welcoming as
naked fields, roaming wild after being left adrift by their previous owners everybody says.
and caretakers.

Scene 0: Beginnings
The ones who come from a place further south or out east have
witnessed even darker scenes. In those places the soil is blackened and
completely lifeless, often transformed into dusty deserts incapable of Whether or not the player characters are
absorbing water from either rains or rivers. Abandoned cities, deserted acquainted with each other, it is suggested that they
residencies and castles, ghostly farms whose livestock enclosures are happen to meet while gathering around the same fire
occupied by nothing other than carcasses – Alberetor is dead and all but at the border of the camp. By the fire is also one or
gone. All that is left is what the people of Queen Korinthia carry with them more of the persons who are to become their traveling
on the journey over the mountains. companions, possibly the talkative coachman Telk,
maybe also the pathfinders Belun and Ludo.
The persons around the fire prepare their supper
and discuss the latest in a long list of bad news: all

10
ON WA R D S T O Y N DA RO S 1
caravan owners have decided to make ready for He stresses that there is a limit to the num-
winter on the south side of the Titans, because of ber of people he can accommodate, and the ones
the rapidly approaching snows. The question is if Manner who receive a spot need to be “individuals of
they are right in assuming that the mountain passes In the descriptions of importance”, meaning persons who improve his
soon will be closed off or if there still is a chance to non-player characters chances to get the wagons across the mountains.
make it through before the winter reigns supreme. and creatures there is If the characters want to tag along they must prove
There is also time to talk about other things. The a characteristic called themselves worthy by participating in a fighting
coachman Telk (or whomever makes the characters Manner. What is written test against some of his loyal caravan guards. He
company) is a curious fellow and is not afraid to there is a suggestion on is not suggesting a fight to the death, only to “first
ask his new acquaintances where they are from how the Game Master blood”. Hence, the combatant who receives 1 point
and where they are going – a great opportunity for can portray the person or of damage or more to his or her Toughness must step
the players to “get to know” their own characters creature in a way which aside and admit defeat.
and introduce them to one another. both says something The fighting test takes place in light of the great
After a while, yet another person joins the circle about the NPC and fire outside Argasto’s tent, and before it starts
around the fire, Telk’s friend Keler. He is visibly makes it easier for the the caravan owner loudly proclaims that he does
exited and leans in to whisper something in the ear players to distinguish not want to see a slaughter. Bruises and cuts are
of the coachman. The character who succeeds with between the figures they acceptable; more severe injuries must be avoided
a roll against Vigilant can make out the essentials: meet. at all costs since he needs everyone fit to travel by
there is one caravan owner who has decided to brave morning! Whatever the outcome of the combat
the danger and dare an attempt to reach Ambria may be, Argasto will accept all player characters
before the snows. as traveling companions – he enjoyed the perfor-
If none of the characters should hear what is mance, even if they were defeated by the guards.
said they will probably still understand what is
going on – Telk brightens up like a midsummer Caravan Guard
sun, excuses himself and rushes to his tent to pack “I’ll be careful, I promise ...”
his belongings. The player characters can either
extort the truth from the weak-willed Keler with A group of women and men (numbering as many
a successful roll against [Persuasive +5], or they can as the player characters +1) of Ambrian origin,
without further ado tag along with the duo as they that all have survived a number of journeys over
walk towards the northern part of the camp. There the mountains. They are tough fighters that never
Master Argasto is preparing to leave, as soon as the back down from a fight, even if they are lacking
next morning comes. somewhat in terms of personal skill.

Scene 1: The Tryout Manner Grins confidently, swings their


swords provokingly
Argasto sits in his pavilion inspecting the inven-
tory befor the trip. At the same time he takes the Race Human (Ambrian)
opportunity to interview potential companions. Resistance Weak
Outside a small line has formed, and in front of Traits Contacts (caravan guards)
the characters stands Telk and Keler, maybe also
Belun and Ludo. Both these couples can brag about Accurate 13 (−3), Cunning 7 (+3), Discreet 5 (+5),
Persuasive 9 (+1), Quick 10 (0), Resolute 10 (0),
having survived a number of trips over the Titans
Strong 15 (−5), Vigilant 11 (−1)
and will consequently leave the tent with bright
smiles on their lips. Then it is time for the player Abilities None
characters to enter the pavilion. Weapons Sword 4
Master Argasto – a plump man in his fifties with Armor Scalemail 3 (Impeding)
rose-red cheeks, dressed in baggy clothes of felts
Defense +2 (shield)
and skins – ogles them briefly before returning to
Toughness 15 Pain Threshold 8
his list of equipment with a short: “Well?”. It is now
up to the player characters to try to convince the Equipment 1D10 shilling, chewing tobacco
caravan owner that they are suitable for a place in Shadow Unpolished copper (corruption: 0)
the traveling company, and that they will prove to Tactics: The player character that seems biggest
be more useful than troublesome. When they have and strongest is initially attacked by two guards.
made their arguments he looks up: “Can you defend Remaining guards move against one character
yourselves? I am not convinced…” each.

11
THE PROMISED LAND

In the Company
of Thieves
The second chapter deals with the hunt for and confrontation with a thief
who is bold enough to steal the Sun Stone – an artifact that the caravan will have
a hard time managing without as the winter takes its hold. Aside from a more
or less challenging combat sequence the chapter also includes various forms
of simpler problem-solving. The characters need to find out who the thief is,
interrogate his acquaintances and finally track the scoundrel through the wilds.
While trailing the thief they are at risk of triggering a trap and when they catch
up to him there is the problem of approaching his hideout without being targeted.

Argasto’s caravan has left the camp and the taken from an inside pocket! With the artifact gone
journey north has begun. The landscape is still the caravan may not be able to keep warm if the
forested, often so densely that the characters cannot worst happens high up in the mountains. Argasto
see more than trees and the wobbling wagons on tells it like it is: “Retrieve the Sun Stone or we must
the road ahead. The journey goes slowly upwards, turn back, favored by Prios or not!”
winding between wooded hills and shallow can-
yons. At times the wagons reach a crest from where
towering mountains can be seen further north. Scene 2: Find the Thief
The sun shines from a clear blue sky, as if the Sun It is easy for the characters to identify the thief,
God Prios has heard the travelers’ prayers for good but harder to catch up to him. The villain is a mule
weather conditions. Even Argasto seems at ease: keeper called Keler who has gone missing. His
“The Lawgiver’s face smiles warmly over the pass; that wagon team does nothing to try to hide his absence,
bodes well.” quite the opposite. However, his best (and only)
At dusk it is time to make camp, and the caravan friend Telk is withholding some information, if
forms a corral. The Ordo Magica novice Bartolom he cannot be persuaded otherwise.
walks off to wash the road dust away in a nearby There are two ways of finding the thief: they
stream and shortly after that a cry is heard. The can either trail him from the crime scene, or they
voice is Bartolom’s: “Thieves, thieves!” can convince Telk to speak up. After all, the Sun
While the novice was bathing someone sneaked Stone may prove to be essential for the survival
up and went through his coat – the Sun Stone was of them all.

12
I N T H E C OM PA N Y OF T H I E V E S 2

Persuading the Thief’s Friend Bartolom left his coat). Keler has made an effort
(Quick solution) to hide the tracks and has also rigged a trap at the
Bartolom as a
end of the trail (the trap is described in Scene 3)
player character
Keler was part of a larger team but he primar- To trail the thief to the watermill ruin takes two
ily confided in another mule keeper, Telk. Telk successful dice rolls against [Vigilant←Discreet]. If Bartolom is under
knows that Keler is a thief and a liar but found Each player gets one try; start with the one who is the control of a player
the friendship heartening; he must be persuaded most Vigilant. Only one successful roll is needed if some adjustments may
if he is to divulge any leads as to the whereabouts Telk gave them the clue. have to be made. One
of Keler. Characters speaking to Telk (many can An alternative to tracking is to try to sense alternative is to have
confirm that he was the one closest to Keler) have the direction to the Sun Stone by mystical means another Ordo Magica
to pass a test against Persuasive to get information (characters with the ability Witchsight or some novice along for the ride
from the mule keeper: “Keler mentioned some kind mystical power may try). In that case they may (Edira) and it is she who
of hideout hereabout; I can point you in the right roll against [Resolute –5] the first time and [Resolute carries and gets robbed
direction”. That being done the trailing will –3] the second to locate the ruin. The attempt can of the Sun Stone. An-
become easier (see below). be made even if the characters earlier have failed other way to handle it
to track Keler. is to have the thief pick
Trailing the Thief When two tests have been successfully made the pocket of the player
(Long Solution) (only one is needed if they have Telk’s information character, maybe when
to go on) the characters arrive at the watermill he is sleeping or when
The thief has left tracks that can be followed from ruin, where the second-rate thief Keler is waiting someone has taken
the crime scene (the place on the riverbank where for his companions. the opportunity to spill
soup on his cloths so

Scene 3: Retrieving the Sun Stone


that he has to change.

Keler has rigged a mechanical leghold trap which In order to prove his superiority Keler decided
is triggered if someone is inattentive enough to step to pinch the artifact and make for the hideout of the
on it. The characters detect the trap if the one who gang of robbers he once was a member of. There he
walks first makes a successful roll against [Vigilant is determined to wait for his former companions
−3]. When spotted, the trap is easily avoided. to arrive, hoping that they will regret kicking him
If the trap is triggered two things happen: The one out when he hands them the Sun Stone. The best
who triggers it must pass a roll against [Quick −3] or plan he has had in years, according to himself.
take 4 in damage, and if damage is dealt the character
gets caught until passing a roll against [Strong –3]. Manner Shifty eyes, stutters
Whether or not someone gets damaged, the trap Race Human (Ambrian)
makes such a loud noise that Keler knows they are Resistance Weak
coming. If so, determine the turn order and start
Traits Contacts (outlaws)
the fight with ranged weapons. Keler is at the top
of the ruin with his crossbow loaded and ready. Accurate 10 (0), Cunning 13 (−3), Discreet 11 (−1),
If the trap is not sprung, the characters may Persuasive 7 (+3), Quick 10 (0), Resolute 5 (+5),
Strong 9 (+1), Vigilant 15 (−5)
try to sneak up to and inside the ruin. For that a
successful test against [Discreet –5] is needed, and Abilities None
remember that some armors may give further Weapons Crossbow 5, Dagger 3 (short)
negative modifications. All who try to sneak must
Armor Leather cuirass 2 (Impeding)
pass or Keler will notice them and start shooting
Defense +2
at them with the crossbow.
Toughness 10 Pain Threshold 5
Keler, Second-rate thief Equipment The Sun Stone, 3 thaler,
“Please let me go, I will never steal again!” lucky charm (dysfunctional),
12 bolts in a quiver
Keler sees himself as a misunderstood genius and Shadow Darkened silver (corruption: 0)
in particular as a misjudged master thief. Due Tactics: Keler fires his crossbow and pulls his
to his curiosity and watchfulness he took notice dagger if backed into a corner. But as soon as
of Bartolom’s treasure, when the novice pulled it is evident that he will get hurt, he throws his
it out of his pocket to warm his frozen fingers. weapons away and pleads for his life.

13
THE PROMISED LAND

If the player characters close in on the ruin Abilities Curse (master), Exceptionally
Keler shouts: “You will regret this! The undead Mal- Strong (adept), Iron Fist (adept)
Rogan will find you and chop you to pieces. Not even Pansar Rogan and Weapons Spiked club 6
death could beat him; you think you are a match for
Ambrian characters Armor Fortified chainmail 4 (Impeding)
Mal-Rogan, the Master of Death!?” He will not enter
into melee. Instead he throws both himself and Player characters like Defense +3
the crossbow to the ground if the characters come Orlan, Bartolom and Toughness 15 Pain Threshold —
close. The Sun Stone is in his pocket. Ansel may very well Equipment His own mummified hand in a
If Keler is brought back to the caravan he will be have met or even been rusty chain around the neck
the target of harsh words as well as of pebbles and friends with Rogan in (artifact, see page 23), 4 thaler
dirt. Argasto will deprive him of food and tools and the past, making for an Shadow Black as tar (corruption:
then send him into the wilderness as punishment interesting reunion… thoroughly corrupt)
for his crime. If the player characters should suggest Tactics: Rogan lets his followers attack first, while
some other form of reprimand, Argasto will concur he puts a curse on what he believes to be the
with the argument since it was they who found the toughest enemy. When the curse has taken effect
stone and captured the villain. he moves in with his spiked club.

Scene 3.1: Mal-Rogan arrives Robbers (as many as the pcs)


If the Game Master is on a mean streak or if the “Your money or your… or you die!”
players choose to wait for Keler’s companions, a
Manner Stares with misty eyes
raggedy band of robbers soon arrives from the south
along the overgrown footpath. A couple of robbers Race Human (Ambrian)
act as scouts and the leader follows behind – Mal- Resistance Weak
Rogan may be undead but he is not stupid. Traits Contacts (thugs & brigands)

Mal-Rogan, undead brigand chief Accurate 13 (−3), Cunning 10 (0), Discreet 15 (−5),
Persuasive 7 (+3), Quick 10 (0), Resolute 5 (+5),
“The Fire Stone is MINE!” Strong 9 (+1), Vigilant 11 (−1)

Abilities None
The Queen’s guard Rogan Gorinder died in the war
against the Dark Lords. He got an arm chopped off Weapons Crossbow 5, Spear 4 (long)
in combat, the wound festered and the healers were Armor Leather cuirass 2 (Impeding)
powerless to neutralize the black blood infection Defense +2
that coursed through his veins.
Toughness 10 Pain Threshold 5
But instead of dying, Rogan arose as an undead,
with puss dripping from his truncated arm and with Equipment 5 shillings, card deck or dice set,
chewing tobacco, 6 bolts in a
blackened veins visible on neck and temples. Why?
quiver
No one knows, but Rogan took it as a dark sign that
he had been chosen for greatness. Nowadays the Shadow Rusty iron (corruption: 2)
robber baron calls himself Mal-Rogan and leads a Tactics: The robbers fire a salvo with their cross-
band of robbers in the mountains where he grew up, bows before attacking with spears. They try to
stay alive while Mal-Rogan kills the enemies one
dreaming of founding a veritable bandit kingdom.
by one.
If the player characters cannot stop the blight-
stricken nobleman he will make a name for himself
throughout the southern parts of Ambria, were he
roams around as a raving horror leaving desecrated
corpses in his wake. Expansion tip
Manner Speaks in a croaking voice, The undead Rogan can be used to complicate the life of the player characters
tilting his head back and forth for a very long time. After the encounter at the watermill ruin he may come
Race Undead to believe that the Sun Stone is vital for the success of his grandiose plans. If
Resistance Challenging so, he will most likely trail the characters, to Yndaros and beyond, and grow
into a remarkably tenacious nemesis. Prior to that he can appear when the
Traits Long-lived, Undead (I)
characters are threatened by the elves (see Chapter 3), offering to help if
Accurate 7 (+3), Cunning 5 (+5), Discreet 9 (+1), they but give him the stone.
Persuasive 10 (0), Quick 11 (−1), Resolute 13 (−3),
Strong 17 (−7), Vigilant 10 (0)

14

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