FCARTHDAWN
Barsaive In _Barsaive In.
CHAOS
LIVING ROOM GAMESVV VV VV VES ai CTT TY
Table of Contents
INTRODUCTION S$ _ OTHERADVENTUREIDEAS
‘GAMEMASTERING NOTES 6 War With the Legion
Making Tests 6 “TheNew Bazaar
HOW TOUSE THIS BOOK 6 __LOOSEENDS
‘Adventure Frameworks 2 THE MARCH OF THE UNDEAD
PREPARING ADVENTURES 7 ‘THEEXODUS BEGINS
Threat Level 2 BACKGROUND
Awarding Lagend Points 7 VIVANE: CITY OF THE DEAD
RUNNING BARSAIVEIN CHAOS 8 “The Monster Who Wouldbe Queen
“TheEventsof Prelude to War 8 TheRebuidingoP Vivane
“The Events of Barsave at War 8 Thettidlen War
The Events ofBarsaivein Chaos 8 The Wealthof Vivane
Using the Eventsin Campaigns 8 ‘Ambassadorsofthe Dead
BARSAIVEINCHAOSANDYOURCAMPAIGN 10 “Travelin Vine
‘THE HORROR STALKER CRUSADE Ol Landmarksofthe New Vivane
‘AGAINST THE UNENDING SCOURGE 12 —_EVENTSYNOPSIS
BACKGROUND 12 IMPORTANT CHARACTERS
EVENTSYNOPSIS 8 ‘Admiral Khorden Reise
TheSeythen Cansade 8 ‘Adal Raglond Hartmallen
Soya 8 Diherabyes-of Straw
IMPORTANT CHARACTERS 8 Gooden
Grathusthe Unyilding 8 Haclos Aerdane
Leader ofthe Sythan Crisade 8 Lord Goorme
Lithen Tremous 4 Lucian Naemonicus
Alaina Dakstider 4 Queen Twicebom
‘Taranusthe Serie 8 Scalor Baodros
RUNNING THE SCYTHAN CRUSADE 8 “Tolemy Foer
Introducing the Event 8 Torgple
‘Adventure Frameworks 6 “TheFlamoof Purity
“The Road toSoytha 16 JocthDrawne
Joiningthe Crusede 19 Herod Wolfkind
OTHERADVENTURE IDEAS 2 BrauthisEnnder
SeythenCraders, 2 Renf tteron
ArtfactEscort a KoelynSwitbreeze
LOOSE ENDS 2 “TherolBetrox
‘TO STRAIN AGAINST THE SHACKLES 23 Korben Ezermuna
PROLOGUE 24 RUNNING THEMARCH OF THEUNDEAD
BACKGROUND Py Ineroducingthe Event:
EVENTSYNOPSIS 24 ‘Adventure Frameworks
IMPORTANT CHARACTERS a Somethingis Rttenin Haven
Cordla m4 Agents ofthe Queen
Pheargus One-Fye 3 Strange Fmisaies
Rahestra Leader ofthe Underground 25 OTHERADVENTUREIDEAS
Sherk and his guards 2 Meettthe New Boss
Starlehena 8 ‘The OtherSideof the Coin
Threash 8 “TheFree Vivane Import-Export:
Wain % “Trading Company
Zarasleethought 2 “The Guided Tour
RUNNING TOSTRAINAGAINSTTHESHACKLES 27 ‘The Governor's Taxes
Introducing the Event 2 TheSecond March
Adkentore Frameworks 2 TumAbout
Welcometo Cara abd 28 TheQueeris Court
“The Underground 29 FoolsRushln
ToZaras’Aid 38
2 EARTHDAWN
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TheEndls Near
How 8adDoYouWant Him?
LOOSE ENDS
‘THE DEATH OF A DENAIRASTAS
BACKGROUND
EVENT SYNOPSIS.
IMPORTANT CHARACTERS
BythVesten
Phgyam Tor
Briana Wind-Rder
(Chords Morin
Ferrin Aric
KosSteelaze
MaraConmven
Geld Denarastss
TKothSalleaver
Hurin Durinar
OriaDraneth
lopanSolden/Talcon Guards
Frrescale Raiders
RUNNING THE DEATH OF A DENAIRASTAS
Infrodueingthe Event
Adventure Frameworks
Heartsof araess
FulCrele
‘OTHER ADVENTURE IDEAS
UntProveninnocent
“Titckor Treaties
LOOSE ENDS
ASTORMOF HORRORS.
BACKGROUND.
EVENTSYNOPSIS.
IMPORTANT CHARACTERS
Bohavs
‘Captain ChurgarlgLoud Below
Domek
Fodobargis
Mesthis
Soar
“ThystraSivermane
Captain Vilesthar
Xelertioe
(CREATURES WITHIN FENARIA
Fre Faglsof Fenarta
Hethounds of Fenera
Sane Lonsof nara
RUNNING STORM OF HORRORS
Introdbetng the Event
Adventore Frameworks
‘Ainhip Down
Remember Vivane
‘OTHER ADVENTURE IDEAS
Ina Wy
‘Seen One, Seen‘em ll
Bunda
BRRSEs
BSE
SSSSSSSSAAARRPASNRTYAAYASSBRSVVRLLASRRARRARASSSSS
‘THERE MUST BE CHAOS
BACKGROUND,
TheStateofthe King
‘TheShadow oF Thera
Jems
‘TheCarafahd Embassy
‘TheEarthdawn
Undercurrent
The Hive
EVENTSYNOPSIS
IMPORTANT CHARACTERS
AAldevalen Ueraven
Isom Derr
Ruanen
EndorenOakhaft
‘The Whisperers
Crownbreaker Assasins
Roysl Guard/Crownbresker
Fanatics
Throale Soltiers/Consprators
Theliveof Ashes
‘Thwoal Character Table
RUNNING THERE MUST BE CHAOS
Introducingthe Event
Adventure Frameworks
‘The Caulcron
Preparations and Despair
TheCoup
OTHERADVENTURE IDEAS
“TheHunt forthe Whisperers
‘The Creationof the Huntersof Throal
“The CleansingoFthe Hive
SonsoAir
LOOSE ENDS
‘APPENDIX ONE: HORROR CONSTRUCTS
Ashen Corpse
Black Books
Bloated Ones
BlodGeunts
Blood Shards
Bone Sprite
Dust Men
TheFoj
Ghost Guards
Grinder
Nome-takers
OpreZombies
Quideazor
Rain Riders
Redrmwd
Shadow Withers
‘TheSkeletal Steed
Vornpines
The Wingless
Common Wraith
‘TheWaithsof Vane
EARTHDAWN
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107TTT SEO TTT TTT TT
GHOSTS 110
Leaders 110
Maddening Crowd m
Poltergeists m
Thwead Cutters 112
HORRORS, 112
Seythan Cape m2
‘APPENDIX TWO: LIGHTBEARERS 13
‘ORIGINS 14
ORGANIZATION 16
“THE GREAT PATTERN 15
BECOMINGA LIGHTBEARER 1S
Initiation 18
LIGHTBEARER TALENT 16
LIGHTBEARER ABILITIES 16
Using Lightbearer Abilities 16
Rank Abilities 16
‘APPENDIX THREE: PURIFIERS 18
‘APPENDIX FOUR: HORRORSTALKERS. 11
INDEX 124
Coen Copa on MARAE I CHAOS eT of FAS Crp
opt 224A Conn Re Ree
_BARSAIVE IN CHAOS:
‘AN EARTHDAWN EPIC
Initial Concept
Lou Prosperi
Damon Farley, Gary McBride, Austin Mills, Patrick Quales,
‘Aaron Robb, Mike Williams
ee
Joe Chan, Marco Soro
Earthdawn Line Developer
Mike “Woodchuck” Wiliams
Editorial Saf
‘Senior Editor
‘Scot Greisch
‘Special Thanks
‘Aaron Johnson, Kent Raymond
Production Department
‘Ant Director
‘Shitley Soro
Cover Art
Patrick Keith
Cover Design
Shitley Soto
Interior Itsratons
Oliver Eriksen, Stephanie Folse, Christ Smith Hayden Jason
Ker Mark Mandl, Jacob Minot, Matthew Minor, Melinda
Picard, Luis Corte Real, Shisley Soto, Martin Vellinger, Inge
Vermeylen
Layout
Marco Soro
4 EARTHDAWNINTRODUCTION
a EARTHDAWN 5VON VV VV Voor Oma NTT TTT
‘Thousands of years ago there existed the age of Earthdawn, a
time of magic and adventure. People could draw upon the magic that
flowee through the land ro perform both common tasks and marvelous
feats. However, when the level of magic was tis pak, there came a
plague of beings from deep within astral space called the Horrors.
‘Drawn to the Earth by the magic they needed to survive, the Horrors
consumed everything in their path. For four hundred years, during a
time chat was later known as the Scourge, the people of Each hid from
the Horrors. Now, asthe levels of magic have started to subside, the
people of Earth are coming out of their sealed kaers and citadels to
restore their word, while protecting their people from both the Horrors
and the oppressive yoke of the Theran Empire. Ina land known as
Barsaive, heroes strive to explore their workd, search for treasures lost
long ago, and slay the remaining Horrors that plague the land.
Spellcasters weave the threads of magic to hares the mystical energies
of the universe, while Adepts use ths same power to enhance their
‘natural abilities. Armed with magic, skill, and courage, the people of
Barsive step out from the shadows left by the Scourge and into the
light ofthe age of Earthdawn to rebuild their homeland,
Barsaive in Chaos is a campaign supplement that introduces a
series ofsignificant events that wil change the face of Barsve forever
‘Taken together, the events in Barsaive in Chaos form an epic-syle
Earthdawn campaign, one in which the player characters take a central
role. The adventures and events in each section of Barsaive in Chaos
‘ean stand alone; they also form part ofa much larger picture. As the
‘characters progress through the Barsaive in Chaos adventures, they
participate in events that an shape the future direction of Barsaive, for
better or for worse. More to the point, the adventures in this book
place the characters atthe center ofthese events. The characters success
or failure in these adventures can havea serious impact on the future.
‘The goal ofthis producti to place the player characters in the staring
rolesin an epic ale of heroism and adventure, tale in which the Furure
of Barsive is forged by the actions of heroes.
GAMEMASTERING NOTES
Asnoted above, the events in Barsaive in Chaos are designed to
take place in a particular order. The gamemaster should feel fee t0
adjust this order to suit his or her individual campaign. Before
incorporating any ofthese events in his campaign, the gamemaster
should be thoroughly familiar with the contents ofthis book, and
both the players ancl gamemaster should be falar with the Earthdaven
‘Second Edition rulebook (ED2) and the Earthdawn Second Edition
‘Companion.
MAKING TESTS,
‘Whenever player characters attempt to take ations such as casting
spell, swinging a sword at an opponent, tracking a Horror, or fiting
‘with a barmaid, the Gamemaster or the player rolls dice against a
Difficulty Number to determine the actior’s outcome. These dice rolls
are called Tests. To make a Test, the player or Gamemaster rolls the
appropriate Action Dice based on the Step Number of the ability
being used (sce the Step/Action Dice Table, p.36, ED2). Ifthe dice
roll result sequal to or greater than the Difficulty Number, the Test
suceeds andthe character accomplishes hisaction. Ifthe results lower
than the Difficulty Number, the Tet fils and the character does not
6 EARTHDAWN
accomplish his action. In Tests that deal with magic the dice rol result
often determines the duration ofa magical effect as well.
Frequently, a Test esul determines not only success o failure, but
also the evel of succes. A Test may have one of five sucess levels: Poor,
‘Average, Good, Excellent, and Extraordinary. A Poor succes level
indicates failure chat causes unpleasant side effects. An Average success
~equal oor barely exceeding the Difficulty Number-—means tha the
character just barely accomplished his action. A somewhat better dice
roll yields a Good success, and a result close to double the Difficulty
[Number meansan Excellent succes To achieve Extraordinary sucess
requiresan even better roll. Any succes level greater than Average may
give the character some gin for his actions or valuable extra information.
‘The amount of gain for each success level is determined by the
‘Gamemaste, unless otherwise noted.
‘in many cases, when the player characters must make a Test, the
required ability is noted, fllowed by the Difficulty Number of the
task in parentheses. For example, a Perception (13) Test means that a
player character must use his Perception ability against a Difficulty
Number of 13
HOW TO USE THIS BOOK
Aside from the Earthdawa Second Edition rulebook and
Earthdawn Second Edition Companion, this book contains everything
required to run Barsaive in Chaos. However, this product draws fairly
heavily on many previously published Earthdawn products, and
includes references and connections to many of those products. In
addition, several loose ends left in previous products ae tied up or
explained, while new ones are created. There are specific referencesin
this product to Barsaive at War, Prelude to War, the Sky Point &
‘Vivane Campaign Set, Cara Fahd, and Throal: The Dwarf Kingdom.
Gamemasters will find ie especially useful to have those products
available when reading and preparing to use Barsaive in Chaos.
‘Gamemasters may also find the Barsaive Campaign Set, the Parlainth:
‘The Forgorten City Campaign Set, and the Creatures ofBarsaiveand
Horrors sourcebooks useful.
‘The gamemaster should read each of the events carefully to
familiarize himself with the backgrounds, characers, and plotlines of
cach before beginning to incorporate these Events in ther Earthdawn
‘campaign. As always, be prepared to deal with the unexpected, The
Running Barsaive in Chaos section which appears later in this
Introduction offers advice to the gamemaster on running adventures
based on the Eventsin Barsave in Chaos, and incorporating them into
an extended Earthdawn campaign.
Each ofthe sections in this book describes one ofthe Events that
thas aken place, or willsoon take plac, in Barsaiv. Each section begins
with a short prologue followed by a section entitled Background,
‘which provides the gamemaster with the background behind the
yents: who involved, why the even has happened, and other specifics
about the event. After the Background, there isa section called Event
‘Synopsis. Depending on the type of event, this section describes the
situation created by the event, or the story arc that follows the event. In
‘most cases itis this storyline cha the character will become involved
‘The next section, entitled Important Characters, provides
descriptions and statistics forall ofthe major characters chat play apartVVVV VV VV VENOM NTT TTY
in the event. In many cases, abbreviated statistics are used here.
Following Important Characters isa section that describes to the
‘gamemaster how he can introduce the eventint his campaign. This
includes ways to offer hints and ces about the event before it occurs,
and how to arrange for the characters to leatn of the event.
Following thisarea number of Adventure Frameworks, arype of
shorthand adventure (se below)."The adventures presented here cither
relate to the event in some way or, when used together, forma story are
based on the event. For instance, the Adventure Frameworks in There
“Mast Be Chaosall fic together to forma story arcin which the player
characters become involved in an attempt to overthrow King Neden as
ruler of Throal.
‘After Adventure Frameworks are number of Adventure Ideas.
‘These are short synopses of possible adventures the gamemaster can
run based on the event. Gamemasters can flesh our these Adventure
Ideas using the Adventure Frameworks as described below. In some
cases these Adventure Meas relate directly to one or more ofthe tories
in the Adventure Frameworks, while in other cases, they are
independent stories.
Each event concludes with a section entitled Loose Ends, which
describes the after-effects of the event itself, as well as that of the
Adventure Frameworks or other adventures based on the event. This
section, along with the Loose Ends sections ofthe other Events, when
taken together, describe the state of Basaive afterall ofthe Eventsin
thisbook have occurred.
ADVENTURE FRAMEWORKS
Asaway offiting as many adventures into this book as possible,
we've used a shorthand type of adventure called an Adventure
‘Framework to present the adventures in this book. This format has
appeared in previous Earthdawn products, inchuding the Parlainth:
‘The Forgotten City Campaign St, the Sky Point & Vivane Campaign.
Set, Throal: The Dwarf Kingdom, Prelude to War, and Barsaive at
‘War. The adventure framework formatissimply a method of outlining
adventures that enables gamemasters to plan out the events of an
adventure while maintaining maximum flexibility. Each Adventure
ramework has five parts: Premise, Set-Up, Events, Climax and
Sequels.
‘The Premise briefly summarizes the adventure and describes ies
‘major sources of conflict or drama. The Set-Up describes how the
adventure begins and how the characters become involved in it. This
section may also include events that have led to the adventure, and
background on other ideas touched on in the Premise. This section is
often the longest and most detailed in the framework. Following the
‘Set-Up are a number of Events. These describe encounters and events
that occur during the course ofthe adventure. These may include
situations that pose problems for the characters, actions by the
adventures antagonists, creature encounters, o simply unexpected
‘occurrences. In other words, Events re the obstacles or problems the
player characters must overcome to complet the adventure sucesflly
‘The Climaxis the conclusion or esolution ofthe adventure, and
describes how the adventure i likely to end. Because the Climax is
‘usually the likeliest resolution based on actions thar the gamemaster
expects the players to take, it may differ considerably from the way the
adventure actually ends, because player groups often take unexpected
actions. Therefore, planning for more than one possible climax is a
‘good idea. After the Climax, there is section called Sequels. These are
stories that might happen afier the adventure or as a result of the
adventure. Sequels may be adventures that feature the same non-player
‘characters or include a magical item discovered inthe frstadventue,
Sequels help createa sense of continuity ina campaign.
PREPARING ADVENTURES
Creating published adventures that provide an appropriate
‘opposition level for diverse groups of player characters is impossible,
because some groups are inherently more powerful than others.
‘Therefore, gamemasters may need to adjust the game statistics and
capabilities of some ofthe characters that appear in this book in order
to provide her players with an appropriate challenge. [fan adventure
doesnot suit che player characters’ strengths and weaknesses, use it asa
blueprint to develop an adventure of your own. Os, ifit works well
«except fora glitch here and there, modify the plot or events to make the
adventureabetcer one.
Keep in mind that as the gamemaster, you have a unique
responsibilty to make th adventure exciting, keep the players involved,
and keep the story ontrack. In describing the world of Earthdawn, try
toanswerall of the players’ questions about what the characters see,
hear, touch, smell and taste, eel free to go beyond the descriptions
provided in this book when evoking places and moods. To keep the
playets connected to the action, ask, “What do you do2” cach time you
describe a new scene to them. By describing what they want their
characters to do, the players help tell he story and add to their own
enjoyment. Ifthe players wander from the story line, nudge them back
inthe right direction. If the players make choices that interrupt the
story or make them mis a vital clue, drop hints to encourage them to