The Exasperating Cadaver

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com

The Exasperating Cadaver


Content, Design and Layout by Ian Thomson
A Cugel-level Dying Earth scenario, set in the city of Kaiin
(If a less humorous atmosphere is evoked, this adventure might alternatively be used early in a low-power
Turjan-Level campaign. It relies on the characters lacking much useful magic. Solutions include granting
counter-magic to significant encounters, and/or adding early opportunities to use up the PCs' spells.)
Playtest: Stef Mathers, Ruth Gani, Jennifer Hay, Harry Grawe, Jeff Cheah & Peter Ferko.

Note for Players: This material is for the GM's


What You WILL Need to Use this Scenario
eyes only. If you intend to play a character in this
1) The Rules: A copy of the DERPG Rulebook scenario rather than run it, then read no further.
(Pelgrane Press, 2001) OR the Quickstart Rules
available as a download from the Dying Earth Introduction
RPG website. NB: Turjan's Tome (Pelgrane Press, This scenario can be used as a prelude to a Kaiin
2003) is of course essential to use if running a campaign. It is also the third in a series by the
Turjan-level version of this adventure. author - following ‘Caravan to Aktabras’ (Excellent
2) A Map of Kaiin: The Players Guide to Kaiin Prismatic Spray Iss. 4/5 - P. Press, 2003) and ‘The
(Pelgrane Press, 2003) contains amply sufficient Skallerk’ (scheduled for Excellent Prismatic Spray
cartography. Additionally an official full-colour Iss. 7 - P. Press 2004). If the 'Cooks of Cuirnif'
map is available, and this is ideal as a visual aid (sample adventure from the DERPG Rulebook – P.
whilst running this scenario. The Scaum Valley Press, 2001) is used as the introductory scenario,
Gazetteer (Pelgrane Press, 2002) also has a fine map this series becomes - in the order noted above - a
of the city (p112). As a final option, a low- geographically-logical introductory Cugel-Level
resolution map of the city may be seen at: mini-campaign. (None of the adventures rely on
www.dyingearth.com/images/KaiinMap.jpg magic for their successful completion.)
and this could be used as the basis for a detailed As GM you will need to read this scenario
sketch created by the GM. carefully before running it, and create any
Useful Kaiin City References statistics for GMCs that you think will be required,
1) You will ideally own a copy of the Players' Guide as well as flesh out the outline ideas that you deem
to Kaiin (P. Press, 2003). [All page references given likely to come into play. Even if the players press
in this scenario are to that particular publication the action forward at speed this scenario will take
unless otherwise stated.] In which case, many a couple of standard sessions to run, and if the
more characters and location details will be at characters are prone to pontificate points of order
your fingertips. Without this book, an experienced at every opportunity then it will take three
GM will still be able to flesh out the following sessions or even four. The GM may wish to call a
details sufficiently to allow them to run this break before running each district, in order to scan
scenario to good advantage (though this the options for the next section.
elaboration will require some effort).
GM’s Overview and Guidelines
2) GMs who do not own the Kaiin book but
The characters arrive penniless in Kaiin, seeking
possess a copy of the Scaum Valley Gazetteer have
employment or other ways to gain funds for food
in their hands (as well as the map) a fine overview
and accommodation. We present a storyline that
of the city (pp 111-113).
takes various options into consideration, but if

1
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Copyright Pelgrane Press, 2004 The Exasperating Cadaver www.dyingearth.com

your players are of the tricky type you may need (rather than simply narrating what occurs too
to make adjustments to what follows - in order to quickly for them to respond or to have a chance to
retain the basic integrity of the plot. For instance, gain the information via ability testing instead). In
encounters may be expanded or placed in a order to save space, and allow the individual GM
differing order to that suggested. to tailor this adventure to their specific needs, in
The characters will find themselves in many cases where characters may act we merely
charge of a body (initially known to them only as a insert recommendations in the following fashion:
'package') that must be delivered to a certain (Ψ PERSUASION , IMPOSTURE), (Ψ SEDUCTION,
Penderbast. Their employer assures them that this GAMBLING), (Ψ ATHLETICS), Etc. NB: Less
is a relatively simple task, requiring only that they appropriate uses attract a penalty (-1).
avoid detection as they transport the 'package' as Take particular note where such bracketed
speedily as possible from one district of Kaiin to suggestions feature a Resistance. This indicates a
an adjacent one during the hours of darkness. section of the plot where characters should be
Things do not progress as easily as the characters derailed from their mission - to become engaged
might hope, and what follows is an incident- in typically Cugelesque activities.
strewn expedition from one location to another,
seeking the elusive Penderbast so as to claim their City Scale
According to the official scale, this scenario takes
reward. One might even consider this scenario as a
the characters wandering some tens of miles
catalogue of impediments, and aggravations1.
across the city. This is clearly inconceivable in one
Since it is a city exploration scenario, it is
night. In the House campaign, Kaiin is not that
preferable if none of the characters are from Kaiin.
vast, and the 10 mile indicator on the map instead
It is not such a problem if one or more of the
shows only 3 miles. (As per the scale suggested in
characters have visited Kaiin previously -
provided this was not recently, and they didn’t the Scaum Valley Gazetteer - p176.) This reduces the
distance the characters will travel to a remotely
make any significant contacts, nor learn their way
feasible 27 or so miles. (An average of 3 miles an
around the city particularly well. (For instance,
hour over 9 hours.) GMs must resolve this
many travellers who visit Kaiin stay only at the
according to their conception of Kaiin. For those
Marketplace - at the inns on the edge of the
who wish to maintain the city's massiveness,
Scholasticarium district, with perhaps a day trip
included in the text around the halfway point is a
out to the Tracks or the Bay - taking in a view of
suggestion on including a dawn-to-dusk hiatus.
the Palace on the way.) GMCs have no stats, as
these can be created by the GM as required. Ability Pool Refreshment
In this scenario, we will not state each and Since this scenario may occur in a single Dying
every possibility for the characters to test their Earth night, and yet encompasses numerous
abilities. Take it for granted that good Perception challenges, characters will soon drain some ability
rolls give warning or clarify sensory information, pools. The abilities most likely to be used
good Athletics rolls avoid physical hazards, and repeatedly are: Concealment, Perception & Stealth,
successful Concealment may offer an advantage. which - according to the original rules - take a
Consider each situation carefully, and night, a night, and a day, respectively, to refresh.)
allow sufficient time for players to suggest and Other abilities likely to be often used are:
attempt various character actions where realistic Athletics, Gambling, Imposture, & Persuasion,
which in the main refresh after a similar amount of
time. Twice within this adventure we therefore
1The GM may find it a fine challenge to oversee what
provide unusual opportunities to refresh pools. (If
players may remember - long into the future - as the
most harrowing night the PCs ever spend in Kaiin. run over two DE nights, this is less problematic.)

2
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Copyright Pelgrane Press, 2004 The Exasperating Cadaver www.dyingearth.com

Dealing with Characters' Troublesome Actions


It is of course poor practice to forbid players from having their characters perform any specific actions. Far
better to devise a game reality wherein any standard actions that would derail the plot are either simply
not possible, or that whenever they are used they work to the disadvantage of the characters. (And are
thus soon abandoned.)
In this particular adventure, the story relies on the characters transporting a body around the city
on foot. Cugel-Level characters can be expected to seek any means available to make this task easier. We
provide details here as to how to cunningly (yet casually) impede the worst examples of such audacity:
Buying Help – As horrible as it is to consider, some characters might pool together to use their advance to
try and buy a handbarrow (base cost around 10-15 terces dependent on quality). This is all they will be
able to afford, as draft animals are hideously expensive. GMs should reward such un-Cugel-like
behaviour by having them purchase a barrow of uncompromising frailty (see below).
Driving - Some characters may try and steal a cart, wagon, or even a hand-barrow in order to assist their
progress. The hand-barrow option is not such a plot-buster, and could be allowed to function reasonably
well for a short while, before it develops a loud squeak or the wheel simply falls off. Carts are of little use,
because anyone using a cart after dark is automatically suspected to be a smuggler, and can expect to be
stopped by curious vigils at every major street corner. (This can be mentioned to the players in a casual
aside.) (Ψ SCUTTLEBUTT)
Carriages, like carts, also require a draft animal, and would simplify this scenario way too much.
(Allowing characters the chance to pose as law-abiding citizens.) Theft of such animals can be prevented
in various ways: watchmen are posted nearby; the owner has set up warding spells or discommodating
cantraps; guard dogs are present; the animal is drunk, loudly argumentative, old, blind, or all of these.
Remember that this is Kaiin, where thieves are rife. Nobody leaves valuable property like a wagon
unguarded (or at least it may seem like this is the case to our adventurers) - even if the only option is for
the owner and their muscular brother to sleep inside it, using cudgels as pillows. Occasionally at night,
certain nobles may travel about in their sedans pulled by cer or cassec (p70). Pedantic players may insist
that in a city such as Kaiin, such things must surely happen, and they would be correct.
At the Tracks especially, many wealthy visitors will have arrived by cassec-drawn coach, though
these are all parked together in a yard, where Gaming House staff guard them zealously (having been
well-paid for doing so). Also, one or two competent servants often remain with a vehicle (and others
nearby will come running to their aid, hoping to profit from the owner's purse for their altruism).
At night in Kaiin, wealthy travellers who venture forth without the company of social equals are
often accompanied by at least two burly footmen, as well as the driver. Many owners, and some of their
retainers also have access to defensive spells or magical items. This is another fact worth passing on to the
characters. (Ψ SCUTTLEBUTT)
One can still envisage a situation where characters might through sheer stubbornness (or - the
audacity - highly skilled role-playing) find a way to abscond with a vehicle. For instance they might bribe
or intimidate a recalcitrant retainer left guarding the cheap carriage of a lesser merchant who has not paid
to be in the carriage enclosure. Or they might take a carriage from directly outside the Silver Tray through
skilful use of Imposture or Intimidation. In such cases perhaps the wilful beasts are of a species no
character is familiar with. (This places a penalty of 1 on all Driving rolls, and on any Dismal Failure the
steed runs wild and the carriage runs off the road and crashes.) Or the beast might be of rudimentary
intelligence and - whenever it fails to receive the correct instructions - is trained to only to return to its
master's manse (which happens to be back in the Scholasticarium District).

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Riding - Somewhat less glamorous than a carriage, a beast might be found to sling the body over the back
of. Various ways exist to dissuade characters from such a course of action:
- The beast is constantly hungry, claiming it was stolen prior to its night-time meal. It loudly requests
food, and acts with extreme lack of co-operation.
- The beast has been led to believe that all humans other than those in its master's household are disguised
deodands, intent on devouring it. The poor creature continually cries out in fear and cannot be silenced.
- The beast is insane and will not stop talking nonsense.
- The beast is street smart and refuses to take part in criminal activities, claiming it will be executed by
Prince Kandive.
- The beast is unused to any riders or handlers other than its master, and is so skittish as to apply a
penalty of 1 to any rolls attempting to command or control it.
GM: When foiling such attempts, it is important as much as possible to allow the players to believe that such things
are merely due to the fates. Unseemly gloating is quite unnecessary, and indeed an air of quiet sympathy is far more
appropriate. If certain characters persist with dogged determination, the GM may wish to address the players with a
simple sigh and disclaimer that: "It seems you are not fated this evening to succeed in such plans". If you deliver this
remark with a meaningful tone, and accompany it with a significant glance, even the densest of poltroons should
comprehend the thrust of your intent. (And no further explanations are required, nor should any be given.)
Players’ Introduction disinherited through ill fortune. They even left you your
Read the following italicised text out immediately clothes and weapons, though nothing else.
before commencing play. Advise players that role- It was late afternoon when you finally arrived
playing does not begin until the scene is set in this at the outlying settlements that indicated your
fashion. Some players may argue that their approach to the city of Kaiin. As the road crossed the
characters took certain actions on the approach to high ground you could glimpse the magnificent Sanreal
the city. Simple activities may be allowed, and Bay; its waters glinting in myriad blues beneath the
others denied - on the grounds that the tired rays of the sun. None of the small hamlets you
adventurers were too fatigued to behave in the passed seemed to have opportunities or facilities worth
way that perhaps they might have done under mentioning, so you pressed onward. ‘Surely’, you
other circumstances. (If the characters travelled thought, ‘this place will afford us somewhere to revive
along the swift River Derna, then they were forced from the rigors of the road, explore convivial company,
to disembark some distance outside Kaiin, due to and earn an honest (or dishonest) terce or two’. It was
heavy rains having filled the river with debris - early evening when your weary band finally reached the
making travel unnecessarily hazardous.) top of the Porphirion Escarpment. From there all of
Kaiin was stretched before you, and the River Derna
"This morning brigands set upon you as you prepared rushed along on your right hand side. However, the full
breakfast. Still half-asleep, and not expecting such an majesty of the situation eluded you, due to exhaustion
assault in these relatively civilised lands you were and hunger; and you descended the winding trail.
unable to put up much of a fight. Fortunately these At the base of the trail, several lounging
were good folk as far as brigands go, and their leader watchmen pay scant attention to you - they are
even complained to you how unhappy he was that this presumably used to seeing all manner of vagabonds
was the way he was forced to make a living. Apparently pass in and out of the city, and only interfere with those
he2 was the illegitimate son of a Kaiinese noble, obviously intent on trouble. Various grubby beggars
implore you for alms, standing beneath the sturdy
buildings of the Scholasticarium District upon your left
2 If you have the Kaiin book, this bandit leader was side. However, up ahead is the famous Kaiin Market,
Angar Glams (p45). He is in league with Vyejuar (see and being without funds or excess valuables of any
later) to set the characters up as ripe for employment. kind, you are instinctively drawn in its direction. From

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the little you know about the city, vigorous community Scene 1: The Market Place
watchmen patrol its other districts, which are inhabited
by residents that actively resent criminal activities of Overview
any sort. By all accounts the vast and teeming Market See District Map on p102.
is the place for folk with your entrepreneurial spirit to This is the commercial heart of Kaiin: a wide area
focus their attentions. Summoning your last reserves of of cobblestones covered with meandering rows of
energy and brushing the dust from your trail-worn stalls. Gulls fly overhead, occasionally lunging for
attire, you survey the hubbub before you and pause to a titbit, and the entire area smells faintly of
plan how best you might secure food, funds and seaweed and ocean-spray. As the evening draws
lodgings (though not necessarily in that order). in, the crowds have thinned somewhat, but the
This is Kaiin, and you are folk of merit, to place is still bustling. The largest part of the
whom the richest facilities of the city should rightfully market consists of colourfully-canopied stalls,
be at your disposal. It is an affront to your very though in the southeast corner these are replaced
existence that this is not currently the case - you resolve by wheeled-carts, whose owners sell fruits,
to amass significant funds as swiftly as possible."
vegetables and small crafts that are presumably
GM: The last paragraph needs emphasis (perhaps by from outside the city. Most vendors sell
repetition), as it sets the tone for a desperate scramble to unprepared foodstuffs (including slabs of meat,
gain terces through any manner of employment - and seafood and wine), but of the 150 or so stalls, a
leads them into Vyejuar's clutches. significant minority specialize in more variant
goods such as household items
A Departure: The vibrant Lesorix was introduced As well as the vendors themselves, who
in the aforementioned Aktabras scenario, and in vary in appearance from the wealthy to the
the author's House Campaign has been an desperate, you discern several other types of folk.
amusing GM foil - remaining in the group by The majority are ordinary residents, dressed in
default. However, as part of an unashamed plot simple clothes and seeming in reasonable health
device he now departs - claiming that he can fare and humour - though certainly a little unrefined of
better in this vital city on his own, rather than manner. A small number are clearly persons of
"burdened by the company of others", "even such fine breeding - some perfumed dandies holding
fellows as yourselves". If Lesorix featured in your themselves haughtily above the rabble, others
campaign, add his departure to the above mingling comfortably with a worldly air. Other
commentary; play begins moments after he is lost notable types are: the servants shopping for their
in the crowds. Lesorix will reappear later during masters, beggars wandering the edges of the
the scenario, but the GM should neither confirm market or sitting against walls, children running
nor deny this possibility should the players hither and thither (sometimes with a biscuit or
suspect it. As with many suggestions in this other stolen bounty clutched in their hands), and
scenario, some things may happen in alternate the occasional entertainer attempting to hold court
ways. In the playtest the characters split to engage with a display of juggling, jokes or acrobatics.
in various money-making ploys around the Your well-honed eyes also notice a few
market, and Lesorix was last seen fleeing the vigils uniformed men wandering the rows, occasionally
with a bag of terces clutched in his grasp. (NB: If in pairs but usually alone. These are the Vigils of
you have not run the previous scenarios then Kaiin - the City Watch; to your relief none of them
simply ignore this boxed information.) seem particularly observant or athletic.
Nonetheless, you aim to give none of them the
opportunity for cheap heroics.

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Incidental Encounters from the Kaiin Book the marketplace, are literally irresistible to the
Describe all for maximum urban atmosphere. hungry and impoverished characters. Should
• Any of the notable stalls (pp59-65) characters absolutely avoid such hints and
• Twegg (p58) who (unusually3) has two or three persuasions and somehow make their way deeper
sample beasts on display. into the city, then simply bring forward the arrest
• Various Criers (p53) sequence as detailed later - as an inevitable
• A Vigil (p54) questions a character that is consequence of whatever ill-advised shenanigans
acting suspiciously. they decide to involve themselves with. The
• Dombetha and her retinue (p55) characters will still be taken to their mysterious
• The Slave Pens (p63) NB: Vyejuar (their soon- employer, through the actions of a vigil officer
to-be secret employer) will not be so obvious who is in her pay.
as to let the characters see her observing them Potential Starting Points
with interest (unless for some reason a
The Marketplace presents numerous opportunities
character is paying particular attention to her
for mayhem and advancement. However, take the
and makes an Illustrious Success).
time to describe this place in detail, and have
• Various Buskers (p53) several minor interactions - it is after all the first
• A Fortune Teller (p60) tries to gain their experience of Kaiin. If possible postpone their
business by making odd metaphoric contact with their employer until some significant
comments. (The GM may throw in uncannily exploration and experiences have occurred here.
accurate snippets and even a hint about what
is to come, but this should be carefully devised 1) The Friendly Approach
rather than invented off the cuff. Characters may approach a beggar, busker, older
Understandably, the Fortune Teller will never child, or even an unsuccessful stall-holder
reveal more except for hard terces. (successful ones have no time or interest in
diversions from the penniless). Since the
Bringing the Characters into the Plot characters have no funds, none of these will be
Despite the clear attractions and opportunities immediately disposed to good regard. However,
presented by this district, some players may feel flattery and other techniques can sometimes work
the need to immediately send their characters off wonders. (Persuasion rolls may be at a levy or
on ‘wild titvit’ chases throughout the rest of the penalty of 1 as the characters clearly have nothing
city. If your players can take a hint, simply explain to offer, unless Imposture is used as well.)
that such actions are not realistic. The marketplace Inventive characters may even find ways to earn a
is far and away the most advantageous place for pocketful of groats or a few terces helping clean
persons of limited means, and is likely to be up or promoting sales.
bustling only for the next hour or two; the evening The characters may learn some general
is drawing in. (Some cart-owners are already details about Kaiin. If they ask where the
packing up, presumably having to walk back to 'temporarily insolvent' may find shelter and
outlying farms.) sustenance for the night they will learn that Kaiin
If you prefer, enforce the plot with game is notoriously harsh to such folk. A helpful contact
mechanics, apply the ‘Resistance’ rules may explain that poor quality fruit and vegetables
(particularly against Avarice and Gourmandism) can be had for a pittance (or in exchange for
by repeatedly asserting that the scents of various assisting with packing-up stalls) as the market
freshly-cooking foods, and the general bustle of closes, and that certain of the middling-successful
restaurants throw out excess food at the end of the
3 Perhaps these beasts are in chronic oversupply? evening. ("Not that I've ever had cause to avail myself

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of such things, you understand"). They will also characters to roll Athletics against each other and
indicate the direction of the nearby Fringe (the have the slowest pair captured), could find
sparsely populated edge of Kaiin's ruined Old themselves apprehended by some burly
Town that is reached via a bridge across the raging individuals - and several vigils will converge on
Derna). the spot, including Infido the Under Sheriff (p56).
Many of the buildings there are sufficiently Infido, fortunately, dislikes trouble. Vyejuar will
intact to provide shelter for the disadvantaged, secretly observe our rogues from the crowd and
and at least a couple of hundred such folk already decide that they will serve her purposes. One of
live there. Characters that ask questions about her assistants will then have a discreet word with
employment will eventually be told of an Infido, who is glad to listen to such suggestions6.
anonymous yet reliable4 underworld figure who Otherwise he must expend his energy
apparently occasionally employs resourceful hauling them away – and facing a mass of
fellows down on their luck. Apparently, she was paperwork and possibly being forced to spend
asking after such folk earlier this afternoon. This time in the city’s tortuous legal machinations. The
person will not be identified, but a meeting can be characters will not know what is occurring,
arranged. though one might notice someone talking
surreptitiously to Infido (Ψ PERCEPTION).
2) The Criminal Approach
Nonetheless, soon the characters will be marched
Run any such activities fully. Allow the characters
to a quiet corner of the market and the disguised
the chance to pick pockets, swindle stallholders,
Vyejuar (see below) will arrive for a quiet word.
intimidate fops, or whatever they want (Ψ
CONCEALMENT, IMPOSTURE, PERSUASION, GM: If the characters are particularly cunning, they
QUICKFINGERS, STEALTH). Restrict great hauls: luck may devise sound tactics, supporting actions and back-
will not favour them in terms of contraband, up plans, which make arbitrary arrest seem unrealistic -
although being penniless even a dozen terces will or at least an unfair consequence of superior role-
seem like a windfall. Any such attempts may well playing. For instance, they may arrange a meeting spot
end in apprehension: the characters will flee down somewhere in the near part of the Fringe. In which case,
a back-alley that ends in a dead end; a brave stall the GM may wish to allow them to escape after failed
holder supporting his fellows will stun the attempts at thievery, and disappear into these ruins (see
criminal with a metal vase; a small detachment of below). If this happens, they will instead be followed by
vigils are abruptly encountered marching to one of Vyejuar's agents who will note their hiding place
replace those at the city gates; a beggar will turn and bring her to them.
them in (in return for a reward); cart-owners 3) The Inventive Approach
assistants and other local bravoes will charge in Grand plans involving actions such as Imposture
outraged mass pursuit. Choose whatever suits and and Extortion are not without possibility. Allow
seems to be a stroke of bad luck - rather than the such things to proceed as if they have a chance of
inevitable consequence of marketplace crimes5. succeeding. One of Vyejuar's informers will note
In short, the characters, or at least two or their activities and report to his mistress. Vyejuar
three of them (in any pursuit you might get the herself will then observe their efforts and choose
the right moment to offer them a night's work.
4 In the sense she is known to pay her employees if they
do well - rather than having them casually murdered.
5 We don't want to discourage further criminal activities 6Vyejuar infers that the criminals will be facing some
in future adventures; so the GM may even roll hidden sort of bonded labour, and a donation of 50 terces to the
dice and comment on the poor fortune that results, as if Vigil Benevolent Fund convinces Infido to leave the
startled by an unlikely result. matter in her capable hands.

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4) Pawning Weapons
GM: Portray this mysterious figure so that the
The only easy way to gain money is to pawn or
characters (and players) feel confident that she is a
sell weapons at Thydic's Shields and Rapiers stall
streetwise local smuggler, or some other such nefarious
(p65). (Although characters are unlikely to sell
individual. It is possible that persistent characters
their own, they may steal replacements and then might discover who she is, and this is not such an issue
sell these, or they may have spares.) Thydic will for the plot. It merely enhances plot realism if she
offer less than standard (DERPG p119) for a sale, if believes the characters do not know her identity. She
the weapons are in poor condition. However, on will sometimes be referred to in the following text
seeing the characters’ desperate plight, and simply as ‘their employer’.
divining their resourceful natures, he will tell
them that he knows ‘someone’ (Vyejuar) seeking As you have probably gathered, via a little bit of
some likely fellows for a night's work. Since Deus et Machina, whatever the characters do will
selling weapons is such an easy option, if possible lead to a single outcome: coming into the influence
make sure they don't find this stall until as late as of Vyejuar. None of the contacts that may lead to
possible during the market episode. If they think her will elaborate on the nature of the job except to
to ask after just such a stall, then of course the describe it as something requiring 'thoughtful and
adventure moves forwards more quickly. circumspect' behaviour, as well as reasonable
physical strength. If anyone is so tactless as to ask
5) Abject Despair outright whether or not it is legal, anyone other
Some characters may give up, take whatever than Vyejuar herself will refer them to their
scraps of food they can beg or steal, and head for potential employer for full information. If Vyejuar
the Fringe (pp41-44). If this seems to be the way is asked this question bluntly, she will laugh it off.
the game is going, allow it to happen. Vyejuar will "You surely understand that the most profit rarely
hear of them through one of her spies amongst the comes from efforts that contain no element of risk?"
Fringe's beggars and (accompanied by several
burly lackeys) seek them out, as she is desperate to She is proud and will automatically rebuff
have her plan carried out as soon as possible. If the seduction attempts from lesser individuals. She
Fringe does come into play, make sure the will not even dally with an imposing character
characters observe Dututtu’s Hut (p46) – this who is role-played well, as they are unproven in
being one of the few landmarks there. Also make her eyes (Rebuff and resistance rolls at +1).
sure to describe this district’s ruined architecture However, she may allude to a future dalliance,
and desolate energy in suitably grandiose style. once the job has been done (pretending interest in
order to seal the deal).
Scene 2: An Offer of Employment "By your activities/manner, I suspect that you are in
need of lucrative employment. I am in a position to offer
Vyejuar
such employment, and if you perform adequately I have
"I think you are just the fellows I've been looking for."
other tasks also requiring attention over the coming
Full details on this slightly sinister leather-clad
days. In brief I require a substantial package to be
female slave dealer are available in the Kaiin Book
delivered tonight to a certain individual. I will pay 30
(p63). Since she is worried about the potential for terces each for this7."
Pioni (see below) to enact a curse, Vyejuar will
meet the characters incognito. (What they do not GM: If the characters connect with her quite quickly
know they cannot reveal.) She wears a long cloak (before fully experiencing the Market), then she has
with a deep hood, and a scarf obscures her lower
face. Nonetheless, she is clearly female, with a 7 Bargaining is possible, and she will go as high as 40
powerful manner and an alluringly husky voice.
terces per person if they stress their skills well enough.

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business to attend to and asks them to meet her in an most apparently favour locations less accessible to
hour and a half at the Magicians Inn (p118) "Where I the students, and several large public buildings
can give you an advance payment". In the meantime (including the famous Kaiin Library and the
she requests that they stay in the Marketplace "so as to Scholasticarium itself) are also here.
be near if I need to contact you earlier"8. Note that
the stallholders begin to close up well before dusk, so The Magicians’ Inn
that they can have their remaining goods back in Described on p118 of the Kaiin book, this inn is located
storage before night falls fully. Most of those with sufficiently close to the market place to serve our needs.
trolleys leave at least half an hour earlier than the stall-
Vyejuar's opening remarks: "Because we are newly
holders, needing to transport their wares back to their
acquainted, and to establish my own integrity, I will
storage barns outside the city.
pay 12 terces in advance - on the proviso that you do
If the characters have already experienced the not become drunk or otherwise intoxicated before the job
Market, she will take them to the Magicians Inn is carried out. Should this happen, should you ever
straight away. mention this work to anyone, or should you otherwise
renege on the deal - I would strongly advise you to leave
Scene 3: The Scholasticarium Kaiin and the Scaum Valley immediately and never to
return. So then, are you interested?"
Overview
See District Map on p102, & location guide p119. Bold adventurers, who are experienced in daring
From the limited information you have heard on deeds (or can convincingly pretend that they are),
your travels (Ψ PEDANTRY), Kaiin's might attempt to bargain a higher advance (Ψ
Scholasticarium is possibly the most hidebound IMPOSTURE, PERSUASION). Vyejuar will agree only
and prestigious seat of learning to have existed in to a raise to 15 terces.
this aeon. Either that, or it is a shameful excuse for GM: It may add to the rivalry between group members
a number of self-important and argumentative if the situation arises where Vyejuar agrees to potential
pedants and petty magicians to garner significant bonuses, but says that such will be granted based on
funds from the wealthy - in exchange for taking performance assessment. If she elaborates this concept
their second sons (and occasionally their wilful to the characters, then the observer that follows them
daughters) off their hands for a number of years. throughout this adventure will occasionally be spotted –
Probably the truth fluctuates somewhere around just after significant activities – making notes onto
these two options. Certainly you have heard (Ψ paper attached to a small clipboard. On the rare
SCUTTLEBUTT) that this district employs its own occasions (indicated within the text of the scenario)
law-enforcers - burly gentlemen known as where they actually speak to him, he may comment on
'Maugifiers' (or some such term), who are their respective merits in certain situations, or – more
protected from vindictive students of magic by amusingly – ask one character to provide their
enchantments that cause spells to reflect from ‘unbiased’ assessment of another. Possibly one of the
them back upon their casters. characters will more successfully befriend the observer,
Also you may know (Ψ PEDANTRY) that the and be the one who is regularly spoken to.
district itself is relatively well off, containing the Characters may also have questions, and she is
homes of most of Kaiin's small middle class willing to impart some information. Do not
artisans and merchants, as well as the student provide this information unless it is asked for, as a
tenements. Some of the lecturers live here, though second chance to ask questions occurs when the
job is described later, just before they set off.
8This merely grants sufficient time for gaming in the Q: Merely for my own sense of congruity, can you
marketplace, and funds-seeking should be encouraged.

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advise me on how, when and where we shall overcautious to imagine that this is simply because
receive our second payment? the chances of apprehension are in fact tangible
A: Meet me back here after dawn, and I will give and that you merely wish to protect your identity
you the balance. I will return to this spot on the by not using any of your known associates in this
hour throughout the morning. Then we can also role?
discuss further possible tasks of mutual profit. A: This of course is a potential benefit, but no, this
is not the principle reason - I have every
Q: What if we are temporarily detained?
confidence and desire that you will succeed. The
A: Should you be unable to make this rendezvous
package is important to me and I wish it delivered
I will also be here at dawn every second day for
safely9.
the next week.
Q: Only for my own edification, I am forced to
Q: What if ordinary citizens question us?
ponder the fact that you assume no other persons
A: Few ordinary folk travel by night. If any stop
in Kaiin are capable of carrying out this task? This
you, have a plausible story, or just don't stop to
hardly seems credible.
talk to them. Such solutions are the very least I am
A: Some few might qualify, but allegiances and
paying you for, and I'm sure are well within your
counter-loyalties are profoundly indeterminate
capabilities.
amongst this city's indigents. For crucial reasons I
Q: If we encounter the vigils what shall we say? choose not to take that risk.
A: Avoid the vigils; pass them a few terces if
Q: The payment seems high for a simple delivery.
necessary. Most vigils sensibly avoid mysterious
Am I to assume we will face difficulties of some
groups that pass through the city at night, for fear
kind, and if so what should we watch out for?
of a violent interaction.
A: The difficulties should be easily surmountable
Q: What if a magician or other powerful person by persons of your calibre; payment is largely to
questions us? have a task performed clandestinely and quickly,
A: Be polite; invent some plausible story. Such a with no questions asked. Precise details will be
thing is unlikely; no proud independent upholders explained later. I will of course profit extremely
of justice live in Kaiin other than a few agents of well from the successful completion of this task, so
the Green Legion, and they take an interest only in the payment to some extent reflects this.
things demonological.
Q: (Any questions on precise details)
Q: How long should the job take? A: All will be explained later.
A: Three hours more or less should do it, though
Once the characters have agreed in principle, their
clearly jobs of this nature to not adhere to rigid
employer will ask them to expect her back at the
schedules.
Inn in something over an hour. She then hands
Q: May I ask most respectfully why a person of over their advance payment, reminds them again
your obvious resources is unable to utilise current not to become inebriated, and suggests that they
employees to attempt this task? partake of food and drink to fortify them for the
A: I will say only this - certain of my trusted night ahead.
associates are under observation or suspicion,
GM: The characters by now have some money, so it is
others lack the requisite skills. You yourselves worth emphasising that one of the driving factors of this
have no connection to me and therefore no trifling
magics will locate you on behalf of my enemies. 9 An added advantage is that the identity of the
Q: Again most respectfully, am I being 'package' means nothing to them, otherwise many other
city vagabonds might serve to do the job.

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scenario are their attempts to accumulate terces. flaunts this state of affairs before a character who
(Against the GM's backdrop of numerous chances to does not have food, then the foodless character
lose them.) The GM should keep track of their financial (whether they failed their original roll or not) may
balances, and from time to time mention these as casual feel the need (Ψ RESIST ARROGANCE) to dine as
asides. (In order to cunningly maintain this luxuriously as their comrade.
motivational device in player consciousness.) Certainly Joining a Card or Dice Game:
it should be mentioned during play how the (NB: Any character with a Gambling rating of 5 or
Threeksiders live in relative squalor whilst the wealthier
more who has less than 10 terces - after any dining
citizens enjoy lives of opulence. A substantial stake is
that takes place - will be impelled (Ψ RESIST
surely necessary to set oneself up in this teeming
AVARICE) to try their hand at some form of
settlement - unless one is content to labour ignobly
gambling here.)
amongst the struggling masses.
Two card games and one dice game are already in
Tavern Opportunities action when the characters arrive. (Ψ GAMBLING,
Dining: PERCEPTION, QUICKFINGERS)
The characters have been on the road for a long Starting a Card or Dice Game:
time, and the Magicians' Inn is the first place with If any characters have special advantages gained
real food that they have been at with money in through starting their own games, one of those
their pockets. On first entering, unless a character already in progress will end after 20 minutes or so,
has eaten well in the marketplace, each player or new players may be drawn from the other
must roll a dice for their character. If the result is patrons. (Ψ GAMBLING, PERSUASION,
1-4, then the character is so hungry that they are QUICKFINGERS)
tempted (Ψ RESIST GOURMANDISM) to buy the Seduction Attempts:
most expensive thing available. This is brazed erb- Comely barmaids, strapping local youths,
shank served in forest-onion sauce, and whatever takes your fancy. (Ψ SEDUCTION)
accompanied by a side-dish of fungus balls, and a Picking Pockets:
glass of violet mendolence. To follow are home- If any characters begin acts of petty theft, one of
made scones spread with thrush pate, and then a Vyejuar's hidden associates will almost certainly
bowl of spiced fruit. All this comes to a grand total spot them (exact chances up to GM) and furtively
of 7 terces, which any character that fails their suggest that they immediately halt such activities
resistance will spend if they have it. If the likely to draw attention to themselves. (Ψ
character resists, then they will settle for the QUICKFINGERS, STEALTH)
second best meal of the house (5 terces), which is
the same as the first but with a mug of Tatterblass Less Obvious Contingencies
instead of the wine, and no scones or fruit. A far (None of these should be broadcast. We cover
less appetising option (available to those who are them only in case a player thinks of them.)
not required to resist) is the bowl of forest onion Arranging Assistance for the Mission Ahead:
soup with crusty bread and a small cup of The author can think of several things that
Tatterblass - for only 3 terces. However, if any extremely smart characters might do to assist
character is able to afford a better meal, no other themselves, without even knowing what awaits
character that has failed their roll will accept this them. These mainly revolve around obtaining
lesser option, and will turn their hand to somehow disguises or special knowledge about the city. The
being able to avail themselves of a finer repast. GM will need to deal with these as (and 'if') they
Anyone who fails their resistance roll but has no occur. Extremely cunning ideas should be
money, will turn their hand to acquiring money as rewarded, though in most cases a monetary cost
quickly as possible. If any character with a meal will be required.

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Banking One's Earnings: same purpose for far less trouble. Vyejuar wants to
Characters used to sudden loss of income might subject Pioni to as much indignity as possible, and
wish to somehow 'bank' their advance payment. has decided this is the best way. Her long-term
The only easy way to do this is to leave the money plan is to keep the unfortunate beggar sedated,
with the landlord, either by booking ahead for gagged and restrained, so being carried around
food and accommodation or paying him to mind unconscious in a carpet seems like a good
their terces. Play Quellime the landlord as not replication of such treatment.
necessarily trustworthy, so as to discourage such
things, but do not make this possibility totally The Job: What Vyejuar Explains
infeasible. Charitable GMs might even allow such "All is arranged. I have a weighty package that needs to
a ploy to succeed. be transported across town. I am requesting you to
deliver it to a gentleman named Sehal Penderbast.
When their mysterious employer returns, dusk is Shortly one of my assistants will come up and put an
falling outside the inn. She draws up an extra stool empty mug on your table. When he does, follow him
at their table. Although it appears that she is alone, outside and wait there..."(she gestures out of the
several of her lackeys are amongst the clientele door and across the street) "...in the shadows of that
and surreptitiously keep an eye out for her alley at the corner of the road. The package will soon
welfare. thereafter be delivered to you along with the code 'the
owl hoots twice'. You must reply 'but not tonight'.
The Job: GM's Background Then, go across town by whatever route you
Vyejuar has had plans for some time to kidnap the think best. Here is a sketch map of the city.
mysterious beggar Pioni (p47) in order to study Penderbast's domicile is here… (she makes a mark on
her and ascertain if she truly is an immortal with the map) …at Jank Street in the East Threek; the house
regenerative capacities. (And if so to extract this immediately to the left of the Scarp View Tavern is the
secret from her physiology.) Pioni will shortly be one you are looking for. To summarise, the details are
sedated with a powerful herb, which makes her simple - transport the package to the man I have named,
appear dead to all intents and purposes. This plan do not loiter anywhere unnecessarily, do not interact
been quite a while in the devising (p48), and Pioni with anyone unless you have no choice; keep the
will have no idea who has subjected her to this - package from outside observation to the very best of
since she will fall into a stupor before her your abilities; do not enter into any tavern or inn
suspicions are even aroused. unless unavoidable; protect the package from damage
Vyejuar has merely been waiting for some and disturbance by any means, including at your own
likely individuals to arrive in Kaiin before putting hands. Is this all clear?"
the plan into action, and had her spies tailing Pioni GM: Again, with these questions do not volunteer any
these last few days - so as to be able to pounce at information unless it is asked for. The Scarp View
any time. The unfortunate beggar is at this very Tavern is situated at the center of the main lower bulge
moment being stalked prior to being quietly of the East Threek. (Kaiin Map K6)
subdued. Vyejuar wants newcomers to transport
the beggar on a series of fool's errands around Q: How will we know Penderbast?
town for a few hours in case any curse descends A: He is a tall bald man with a pointed grey beard
upon them. If such does not happen she will allow and sideburns that are flamboyant to say the least.
them at last to deliver Pioni to Copcoft the You cannot fail to recognise him. Also, you will
alchemist. (Penderbast is a figment of her say to him the codewords: 'I hope we have not
imagination.) come at an inopportune moment', and he will
One might observe that this is rather a reply 'your arrival is anticipated and sought after'.
complex plan, and that other plans might serve the

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Q: What do we do if Penderbast is not at home?10 motivate obedience I now offer an award of an


A: Penderbast knows better than to risk my wrath! additional 20 terces to the person observed to act with
greatest verve in carrying out this mission.
Q: Excuse me for my impertinence, but what I expect all of you to use the very best of your
exactly is in the package? resources to overcome any obstacles that arise, and to
A: That is none of your business. deliver the package - as you receive it - at your best
Q: In the unlikely event that we are apprehended speed. Abandonment of the package is not an option. As
by vigils, what punishment can we expect? further motivation, I invoke Kraan’s Curse of Molten
A: Don't get apprehended by the vigils. Blood against any who betray me or my terms of
employment during tonight's enterprise!"
Q: Do you have any advice on how we can protect
GM: This curse may or may not be genuine, at your
ourselves against just such a contingency, rare as it
whim. In the playtest, fear of the curse was on several
might be?
occasions the only thing that stopped the characters
A: Brazenness, force of arms; use your normal
from abandoning the corpse in extreme vexation. If
methods for dealing with such unwanted
your players/characters are prone to doubt such things,
encounters; it is not for me to say. It is not illegal to
have some minor magical effect enhance the curse's
transport a package by night; perhaps you can apparent efficaciousness, such as electrical effects
convince them you have a legitimate task – but standing their employer's hair on end and crackling
best to just avoid them. momentarily about her person. (This may either be the
Q: (Any awkward questions.) 'real thing' or a cunning cantrap.)
A: (Deal with them as you see fit. Vyejuar sees no Dusk is already falling, and after only a few
reason to pander to casual questions, and the minutes, a weasel-faced individual in a long dark
nature of her business is not for the ears of casual cloak, places a metal mug on their table as he
employees.) walks past and heads outside. He glances at them
Once they have finished with their questions, she once the follow him out, inclines his head towards
has a few more words, which she whispers grimly. the place that Vyejuar indicated, then walks
She also lets her hand linger around the hilt of a slowly away down the street, where he fades into
long curved dagger, which is suddenly visible the shadows.
through a gap in her cloak:
The Vigil Patrols: Throughout the scenario the
"In order to seal our agreement, I have some words of
GM may like to keep the players on their toes by
warning to impart. Some persons of unsound morals
making sporadic secret rolls and implying that
might seek to double cross me. I do not imagine you
these are to ascertain whether vigils are in the
would ever think to do such a thing11. However, bear in
vicinity. In fact, all vigil encounters are firmly
mind that - merely as a precaution - you will be
watched until the package is delivered. In order to located within the plot.

Finding the Way


Armed only with a sketch map12, travelling by
10 This question fortunately never arose in the playtest,
night… It is entirely possible that the characters
as it is the most awkward to deal with. Underplay the
possibility in Vyejuar's manner & content of response. may get lost. Not all alleys are marked; some
11 If they later attempt to implicate Vyejuar - after streets might be drawn at incorrect angles... Many
discovering her identity - she will claim they are street signs are missing or illegible. As some
framing her on behalf of an enemy, and she has pedant or other once said: 'the map is not the
witnesses already primed to say that they saw this
enemy conversing with them.
12 Represented by the best map of Kaiin available.

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territory'. If players point out that their characters market. Its wheels seem to be muffled somehow,
stuck faithfully to its indications, then just assume as the noise it makes on the cobbles is slight. As it
that it is wrong. Some GMs may wish to make the draws near, the characters begin to make out one
task of keeping going in roughly the right tall, thin man, and a smaller muscular man,
direction an intrinsic part of the scenario. pushing a handcart on which is a bulky bundle of
some kind. Even closer to them, the bundle can be
GM: At least twice in the smaller districts, and three or
seen to be a rolled carpet, wrapped around some
four times in larger districts13, the lead character (or
kind of long and fat object. The taller man
whomever is directing them, IE holding the map) must
whispers: 'The owl hoots twice.'
choose the direction. (Ψ PERCEPTION) However, the
Hopefully the characters will respond
GM makes this roll for them, unseen, and the player
appropriately. When they do, the men nod and
must state how many points from their pool they are
turn away, walking quickly back into the
willing to spend. On any Success Result the attempt
stops even if proffered Pool points remain. darkness14, leaving the cart and its burden
standing alone. The characters can now see that
Illustrious/Prosaic Success: You proceed correctly.
ropes secure the ends and middle of the object.
Hair's-Breadth S. or Exasperating Failure: You are
The cart is muffled through the simple expedient
marginally off course (HBS – L, EF - R).
of having thick rags tied about the wheels.
Quotidian Failure: You are off course by 90'
(random roll L or R). GM: We allow the characters use of a cart at this first
Dismal Failure: You have somehow gone round in part of the scenario - since it is still early in the
a circle. evening, and townsfolk are still abroad. An object on a
cart logically has less suspicion placed upon it, and to
At the Corner have the characters carrying the body between them
The characters will wait for several minutes before would stretch scenario credulity too far. However, the
anything happens, possibly becoming concerned. body is still quite obvious, and characters will need to
The silhouette of their recent contact may (Ψ disguise it somehow. (At least with jerkins or packs.)
PERCEPTION) be occasionally glimpsed watching
them from the shadows further down the street.
The Body in the Carpet
The characters will realize that a body is inside the
(Throughout the scenario he sometimes be
carpet as soon as they approach. It is entirely
spotted, but will avoid questioning if at all
possible that the characters will now (or later)
possible. However, he may nod or wave
wish to examine the body and see who it is. Pioni
reassuringly if the scenario requires this.)
is a snaggle-toothed crone, and (apparently) stone
During this wait it is entirely possible that
dead. A close examination shows no signs of
two suspicious Maugifiers (p107) will suddenly
violence, and if someone sufficiently medically
appear on the street from a nearby alley (heralded
perhaps by a low whistle from their contact before skilled (Ψ PHYSICIAN 12+) tries to determine any
that man temporarily vanishes) - prompting the details, an Illustrious Success will confirm a
characters to flee, hide, or invent plausible reasons suspicion that the possibility exists that she is not
for lurking here in the darkness. dead at all, but only heavily drugged. (Note
A few minutes after this incident the 'confirm'. This result will not grant this
characters will hear (Ψ PERCEPTION) the faint
squeak of wheels as a cart approaches from the
14If questioned the men look at each other nervously.
They are clearly eager to be on their way, and in any
stallholders’ storage sheds at the far side of the
case know nothing of substance about the package.
They are unsuccessful carters who owe Vyejuar
13The Tracks and Odkin Prospect are so simple in street significant sums, and have been guarding the 'package'
plan that they can be exceptions. until she (minutes ago) instructed them to deliver it.

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information if it is not already suspected.) Maugifier Patrol (p107)


If any characters have means to detect for The characters must hide from these officers of the
magic, both body (minor enchantment around the law, or explain away the contents of their cart. (Ψ
drug that has made Pioni comatose) and the carpet CONCEALMENT, IMPOSTURE, PERSUASION,
(enchanted to prolong the effect of the drug) are STEALTH) If these attempts fail, and the body is
slightly magical. revealed, the characters will need to fight to resist
Note that two persons are required to perform arrest. Play the Maugifiers as suddenly nervous
the unnecessarily taxing job of pushing the cart – in when it is clear that a body is here, and they will
order to have any hope of stealthy manoeuvring. The flee as soon as one takes a wound. They will of
main difference in having the cart is that the two course shout for assistance, and the characters
persons involved will not become so exhausted and may
should flee at best speed. This early in the scenario
not need to change very often. (Though the characters
some people are still on the streets, and will back
may decide otherwise – since this is rather like ignoble
nervously away from this scene, rather than
labour.)
getting involved. Some will gaze from a safe
Other Potential Location Encounters distance, and turn away if the characters glare at
If you have access to the Kaiin book, you might them or make any threatening moves.
locate one or more of the following as places the
The Scholasticarium
characters observe en route. (Either merely to add
This is an incidental encounter, whether they view
character to this district, or as places of note that
it further down a street, or find themselves
they may wish to visit later in the campaign. The
passing it for the third time after taking a wrong
Burning Pestle (p120); the Diadem of Unseen
turn. (GM may simply state that suddenly they are
Merit (p120), the Library (p122). Again see district
upon it - and realize that their path is going
location guide on p119 for those on the route the
slightly awry.) Use the information in the Kaiin
characters take.
Book (p121) to paint a vivid picture of this Dying
Drunkards Earth landmark. A drunken magician sits outside
"I say chaps: look at those bumpkins. What on earth is performing strange magical feats. It might be
piled upon that flimsy cart?" Perrin (p112) or Grashpotel (p111) - or even the
A mixed party of older students and the sons of pair of them, having excessively indulged in the
the middle class merchants of this district delights of this year's Tankilvat Nouveau. This will
suddenly spill from a door that opens nearby. This not be the first such landmarks described in this
establishment could be one of several (see guide scenario merely as ways to enhance the in-game
on p119 for best located) if the characters are feeling that the city is a place of wonder. However,
sufficiently close to its general map location. One in this case, rather than being merely a passing
or two of them spot the characters instantly, and landmark, another opportunity presents itself…
soon the whole group gathers round, insistent on
finding out what is in the rolled-up carpet. (Ψ
The Entity
ETIQUETTE, IMPOSTURE, PERSUASION, SEDUCTION) It wouldn't be a visit to the Scholasticarium
District without an encounter with some kind of
GM: It seems fitting to start out the action part of the entity, escaped from the vats of an ambitious
scenario with an instant and unavoidable cock-up that student or an inept lecturer. Since it is still late
needs to be solved. (Since the characters will no doubt dusk, the GM might even have one of the
have done their best to plan their movement and watch characters (probably the rearguard) spot this being
duties to avoid any and all observation and interaction.) (Ψ PERCEPTION) oozing through the shadows
down the wall of the Scholasticarium after the

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group has moved on some distance down the Hair's-Breadth S. or Exasperating Failure: Someone
street. (The magicians will of course have muttering in a threatening fashion, and the sound
staggered – or magicked themselves – away.) It of something soft being struck.
should be described in suitably horrible and Any Failure: Odd noises.
menacing style, rather than as cheap amusement,
GM: Cugel-Level characters are not noted for their
so that the characters will sensibly fear its
philanthropy, so we present here the opportunity to help
attentions. It is capable of forming large and
someone out, and an unexpected reward if they do so15.
loathsome temporary organs such as large ears,
The person being mugged is none other than Dafis the
and eye on a stalk, and multiple stumpy legs.
magician (p110) a lecturer at the Scholasticarium.
This slobbering, groaning mass will latch Being an absent-minded fellow he has fallen foul of
onto their trail and pursue them about the district, some (exact number up to GM) footpads, who have an
forcing them to keep up a cracking pace (Ψ enchanted device that allows them to detect whether a
ATHLETICS) in order to leave it sufficiently far person has spells encompassed or not.
behind that it won't draw direct attention to them. At this very moment Dafis is slumped against a
Some characters may even freeze in fear (Ψ wall, bruised and confused after a brief pummelling,
WHEREWITHAL) when it is first seen sliming its and being relieved of his valuables. If someone were to
way towards them down a wall. Perhaps it can be creep down the alley and succeed at Perception they
defeated by force of arms, or by magic, or perhaps might make out some of these details. If Dafis is
it is resistant to either or both. During the flight rescued, he will be inordinately grateful, and will agree
they will encounter one or two small groups of to forget that he ever saw them - and will offer to cast a
other people returning home, with whatever spell on their behalf from his tome (inside his satchel).
amusing incidental events the GM creates. An extremely useful possibility is that he could
be convinced (against his initial better judgement at
GM: Eventually they will lose it, but if sufficiently aiding something so clearly illegal and almost certainly
amusing it may appear later. One fine time for this also immoral) to cast Phandaal's Mantle of Stealth
would be when they have just been placed under close (DERPG p109) upon the corpse/carpet combination.
arrest for possession of a corpse and about to be
This will supposedly last for hours, but the Maugifiers
marched to the Palace (or even approaching the Palace at the Pannone Wall (see below) have cast a warding
Gates under close guard). During the confusion our
(Turjan’s Tome p79) linked to the 'Liberation of
'heroes' can recover the body and flee the scene. (Also
Warp' (DERPG p107) upon the gateway.
see later details on this possibility.) In the playtest a
If it enlivens the story (and if you own the
character fled from it after failing her Wherewithal, and
Kaiin book) Dafis recognizes Pioni (p47) and reveals
led it toward the Maugifiers at the gate. They fled, and
this information to the characters. This may bring up
she avoided it in the East Threek. Thus the other
the suspicion that she is not actually dead. (Dafis does
characters passed through the Pannone Gate
not know about any supposed curse.) The grateful
unmolested. Later it returned to pursue characters
magician might also have a minor magical item that he
hither and yon, as they considered splitting the party in
bestows upon his rescuers. The GM decides what this
the woods on the edge of Odkin Prospect.
might be, as its main presence in the scenario is to
A Mugging! provoke quarrelling as to who should be allowed to
The characters pass the end of an alley and may (Ψ carry it. (Ψ RESIST ARROGANCE). An ‘Amulet of
PERCEPTION) hear noises from within. Luck’ might be appropriate.
Illustrious/Prosaic Success: They may hear someone
grunting out: "Now then grandfather, stop your 15During playtest a character crept up, discovered that
struggling or it'll go even harder for you" - an old man was being beaten, and snuck away again.
followed by the sound of someone being beaten. Shameful! Yet not unexpected. This was the first
negative Sympathy point awarded in the adventure.

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Farewell to the Cart course be distracted16 or convinced that the


Around this point in the scenario the cart will characters have a legitimate purpose. (Ψ
'expire'. It is sufficiently dark now for them to be IMPOSTURE, PERSUASION) Technically they could
able to carry it without making the scenario be fought, but it is not really good form to spend
unrealistic. The cart may come to grief as they are one's first night in a new city committing murder
fleeing the creature at speed, or a wheel will and grievous bodily-harm upon its appointed
simply fall off this poorly-constructed device as constabulary.
they come in sight of the Pannone Gate. (The GM
GM: If the body they transport is magically hidden then
should keep an eye out for a suitable stress that
it will be revealed by the Liberation of Warp (which is
she may quote as the reason for its failure.)
programmed precisely to reveal the magically hidden).
Two persons of reasonable strength (or one
However, this need not be such a bad thing, as because
person of prodigious strength - as in the playtest)
even invisible it is so awkward to carry, that characters
may carry the body by clutching the ropes and
not hefting this weight will have to distract the guards
slinging it between them. This is sufficiently tiring whilst their fellows wander past nearby. (Trying to act
for normal persons that a change of bearer is as if they are not supporting a significant burden.) All
required every few hundred yards or so. this matters less if the body is supported by a single
GM: If frequent changes of bearer are the norm, it super-strong character, but them's the breaks. When
might be useful to work out with the players some sort the burden is revealed, the Maugifiers will call an
of rotation, so that whenever an encounter occurs, the alarm, but by reason of extreme fear will not pursue
GM can randomly roll to see who is where. The front anyone outside of the Scholasticarium District – unless
and rear guard would find it hard to do their jobs their own lives or possessions are at stake. In such a
properly if they were constantly changing. Therefore, if situation the characters will no doubt flee into the next
sufficient individuals are in the group the guard encounter, and their assessment of the East Threek
positions might be static for each district, and then a district will have to wait until that is over. The
new roster derived as each new district is entered. Liberation of Warp here was something that Vyejuar
Choosing who has to carry the body will almost did not account for. If they pass through (as it most
certainly be decided by a lively group Persuasion likely) it will have some visual effect (sparks or
contest - see DERPG pp35/36. Few (Ψ RESIST quivering lines of force) on the body, and be the cause of
INDOLENCE) are likely to be able to restrain themselves Pioni's later arousal. (If they find some other way to
from this argument, since guard duty seems noble and pass the wall, then her later awakening will be simply
worthwhile (and above all allows the chance to flee or because the magic wore off unusually early.)
hide with advance warning, whilst those transporting
the body are most likely to be caught red-handed). Scene 4: East Threek
As the scenario progresses, those carrying the
body might be reminded to complain bitterly about this Overview
imposition. (Especially if their players are reminded See District Map on p134.
about the possible bonus payments – which are unlikely You did not know that the Threek was divided
to accrue via simple footslogging.) into an east and a west section. Quite probably this
is because nobody ever thought to mention the
Maugifiers at the Pannone Wall Threek to you, other than to confirm its very
"Hsst! I heard a footfall. Brigands are upon us!" existence. Apparently (Ψ PEDANTRY) The Threek
Some guards (p115/116) (2-5, GM decides) stand (both east and west) houses the majority of Kaiin's
watch at this side of the archway in the wall. residents: the lesser merchants, the labourers, the
(Unless the characters have magic or rope and
tackle to get over the wall, they must pass this way 16In the playtest, the Maugifiers fled at the sight of the
to reach the East Threek.) The guards must of
creature, leaving the gate unguarded.

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shopkeepers and general artisans. Looking at it adventure is over. At that point they may see
now, under the glimmer of distant stars it seems early-morning treasure-hunters at work.
significantly more crowded and less well
constructed than the Scholasticarium District The Green Legionaires
through which you have just passed. The streets "Halt in the name of Valdaran the Just!"
are narrower, and many buildings overhang the Oh No! The worst possible encounter: noble
roadways. Even so, these dwellings and small officers of the Green Legion, on the trail of a Kaiin
shops are not hovels, and the folk here obviously Witch. These two men and one woman are expert
maintain some degree of pride in their district. sword-wielders and carry several worthwhile
spells - and they consider nocturnal transportation
Corrupt Vigils or corpses worthy of suspicion. If the body passed
"Now then, now then, no need for alarm. What have through the Liberation of Warp, then it is no
you got there then? Anybody we know? If it is you longer magical, and a cover story will be
could be in big trouble, but if it isn't perhaps we can acceptable. If it didn’t (or if you simply like the
come to some kind of arrangement." later details of this suggested encounter) then the
Whether attracted by the alarm calls of the characters are in big trouble, and face a trip to the
Maugifiers, or merely doing their rounds, a patrol Palace - until the witch and her ghoulish
of Threekside vigils (p131) come upon our rogues, sidekick/s spring from the shadows and combat
possibly lunging from a superior concealment (Ψ ensues. (Ψ ATHLETICS, ATTACK, CONCEALMENT,
PERCEPTION -1). These vigils will act in a pacifying PERCEPTION, WHEREWITHAL) The GM adds details
fashion. as necessary, whilst our characters either flee or
help out. If they assist, then the Legion members
GM: Persuasion contests might reduce the fee these
vigils demand for turning a blind eye, but either way it will be grateful and let them go.
will reduce the characters' remaining funds GM: You will need to choose spells and their targets
significantly. If they already have no terces left, then carefully, so that none of the characters is likely to be
they may have to part with a few fine hats and possibly slain or permanently incapacitated. If necessary, their
even a rapier or two etc. If you are planning a Kaiin shadow might have Liberation of Warp, which he will
campaign, the vigil sergeant may become an ongoing use to solve such a situation (before disappearing once
contact (though a costly one). more into the gloom.) However, a surviving Legion
member is more likely to be the one to do this, plus any
The Laundry Pool applications of Edan's Thaumaturgic Poultice. (Unless
This large mysterious pond (p139) is at its most as a GM you fancy the situation where the witch and/or
enigmatic during the hours of darkness. It would possibly one sidekick remain standing at the end of
be a fine encounter to have the creature of the pool combat whilst all the Legion members are slain. This
make an appearance as they pass nearby - even if presents the necessity for minor heroics, or alternately
they just catch a glimpse (Ψ PERCEPTION) as it craven flight.)
oozes back into the water upon sensing their
approach. An Uncanny Reflection
GM: Allow time to pass wandering the streets between
The Dig this encounter and the previous one.
Even at night this odd location (p138) attracts Three people hurry around a corner. You are taken
eager searchers. The characters may simply by surprise (Ψ PERCEPTION-2), there is nothing you
observe this, or may stop to question some of these can do - you are discovered. One of the people is
desperate treasure-seekers. Note that it is not short and lithe, with a certain fox-like cunning
likely the characters will pass this location, except plainly evident - his hand moves to the hilt of his
on their way back to the Market after the

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rapier, though he does not draw it. The second have discovered other persons transporting a body, and
person is female, and is slightly taller. She tosses if this strange oversight can be stressed for amusement,
back her thick black hair and moves on agile feet then please do so.
to the far side of the street. The third man is six
feet tall and half that wide. Over his shoulder he Penderbast! (Or not!)
carries a long and bulky suspicious canvas- At last they reach the small house that their
wrapped package from which you think to employer directed them to. However, she has
observe a pair of protruding feet encased in arranged for two persons to pose as his frightened
leather boots. Eyeing you suspiciously, this group relatives - an elderly woman and a young and
hug the far side of the street and continue quickly tearful girl. These two are genuinely afraid of
on their way. Vyejuar, but have also been promised remittance
of a large debt if they pull off a good subterfuge
GM: You may wish to redesign the folk of this (and confidence tricks are their specialty).
encounter to more closely reflect the characters in your Penderbast (so the woman informs the characters)
version of this escapade. This meeting has no has gone with his friends to the 'Silver Tray'
ramifications about some major body-stealing Gaming House at the Tracks.
operation, and is for amusement only17. (Although, see These two will not accept a corpse in a
next encounter…) carpet under any circumstances, and look
rightfully askance at such a suggestion. They say
Vigil Patrol
that it is only because they know that their
"Hold, miscreants! Surrender to the constables of
son/father (respectively) sometimes has dealings
Prince Kandive!"
with dubious contacts that they don't scream for
These vigils are on the trail of the previous
the vigils immediately. They will not be convinced
encounter, and unless they are successfully
by any Persuasions - due to Vyejuar's already
evaded (Ψ CONCEALMENT, PERCEPTION -1,
having primed them, but the GM may make secret
STEALTH) will assume that our familiar rogues are
rolls to pretend they may possibly be taken in.
the people they are after. A farcical case of
mistaken identity (Ψ IMPOSTURE, PERSUASION) GM: If necessary, their shadow (the hidden observer)
will play out. This might be preceded by a will put in an appearance. He is a stealthy and skilful
demand to know who is in charge of this criminal associate of Vyejuar. He will pretend to be as irritated
activity. (It is doubtful any of the characters will and concerned as the characters, and act as if their
volunteer, though they may indicate someone else revealing of themselves is only due to this unforeseen
– who may in turn deny this - and the vigils may dilemma.
become annoyed.) At the end the vigils will react In the end he will explain that their employer
with much disappointment that the body in the does not issue empty instructions, and that the body
carpet is not the person they are looking for. They must go to Penderbast, whether he is here or at the
will then accept any reasonable explanation to Tracks. No doubt Penderbast’s friends will assist him
cover their embarrassment, and return to the hunt with the body after its delivery, as Penderbast will be in
with many apologies. great trouble with their employer if he does not do his
part of the job as agreed. It is not – so says their shadow
GM: These vigils will utterly overlook the fact that they - acceptable to wait for Penderbast, as given sufficient
time he may become drunk and fail to return. The body
17It provided the biggest laugh in the first evening of must be delivered as quickly as possible.
playtesting, and should be described in a deadpan Various suggestions were mooted in the
manner - as these folk step one by one out of the gloom. playtest, such as leaving the body on a roof (most are
The body-carrier was the only one to speak, too steep, and thieves use them as thoroughfares), or
acknowledging the 'Good Evening' of his PC reflection.

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leaving some of the adventurers to guard the body withdrawal. If combat ensues (Ψ ATTACK), vigils
whilst Penderbast was sought. In response to this last may appear, and the characters may need to
suggestion, their shadow made the observation that it obscure the body and pose as innocent victims of
might be far easier to get Penderbast out of the Silver crime (Ψ CONCEALMENT, IMPOSTURE,
Tray on some excuse, and then just dump the body at PERSUASION), but most probably flight is wisest.
his feet and then flee. (Since he has been so
inconsiderate as to neglect his arranged rendezvous.) GM: In the playtest the toughs were still there on the return
"This discharges us of our duty, and then we can all go trip, and the characters were fleeing burly security officers
from the Silver Tray. (It’s a long story.) Rapiers were drawn,
home and get some rest." Timely GM advice that
as some characters grew impatient and others tried sneaking
'splitting the party in a strange new environment is past. The issue was solved when the vigils (Sergeants of
never a good idea' might also be apposite. Integrity - p147) caught up, and in the pandemonium the
characters escaped. These vigils see the bridge as the end of
Irritating Urchins their jurisdiction.
"What ya got there mister?" "Lookithat, Pullip, they
gotta body in a carpet!" "Who's in the carpet, mister? Facing Arrest
Go on, tell us, tell us!" It is possible that our characters may fail in all of
These children are up way too late for their own their rolls at some point during this scenario, and
good. Unless the urchins are bribed, beaten, or face close arrest. In this case they will have their
chased away (Ψ IMPOSTURE, PERSUASION), they weapons taken, be searched, and the marched
may compromise the following encounter18. under guard to the Palace (except in Odkin
Prospect - see later). One way to solve this
Vigil Patrol situation is (as stated earlier to have the entity
The characters will need to hide (Ψ from the Scholasticarium attack without warning.
CONCEALMENT, STEALTH). If the children give All possessions not paid for in Possession points
them away the cover plan will need to be utilised will be lost as most vigils flee. Those paid for with
(Ψ IMPOSTURE). If it fails then bribery or promises Possession points are dropped and may be
of future services are required (Ψ PERSUASION). collected as the characters also retreat - or if they
quickly return to scoop them up in the creature's
Local Toughs at the Bridge wake. A second option is that Vyejuar has bribed
"'Ere, Billos, I think the Threek Grandmothers' one of tonight's Officers of the Watch at the Palace,
Excurshun is headin' our way. Hurr, hurr." who lets the characters loose. Since this is such a
At first it appears that guards man the Scaum handy plot device, best to temper it by having
Bridge. The characters will no doubt think up them incarcerated for an hour or so before this
various plans to fool them. (Ψ IMPOSTURE) man manages to sneak down and let them out by a
However, they are in fact a party of muggers out back gate. Even the body is there waiting for them,
looking for trouble and financial advancement. and although nervous and cautious this man is
They will be of sufficient numbers to think that inordinately happy because he has been promised
they can waylay the characters, but will lack the a huge cash bonus if this service was required. He
necessary combat effectiveness. Or perhaps their compliments them on their ineptitude as he is now
leader will be Intimidated (Ψ PERSUASION) into a many terces the richer. As a final comedic
moment, he explains naively that he does require
18 The urchins provided the second biggest laugh in the to be coshed on the head so as to establish his
first part of the playtest, as the character on point took
innocence. (It is certain that one of the annoyed
umbrage to their cheekiness and attempted to cuff the
characters will eagerly volunteer.)
ring-leader. Suffice to say that excrement was thrown
and a penalty of 1 applied to all communication skills
until adequate cleaning facilities were located.

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Scene 5: The Tracks The Punishment Poles


GM: This scene should be described in suitably
Overview unpleasant terms, rather than for laughs. These people
See District Map on p154. are effectively set up to potentially be battered to death.
At least one amongst you has heard considerable Two people are tied to the poles (p142), and three
tales about Kaiin's famous Tracks (Ψ PEDANTRY, burly guards stand duty nearby (well, 'lounge' or
SCUTTLEBUTT). Around a decade ago Prince 'doze' more than stand). One of the debtors is an
Kandive persuaded the gambling magnates to elderly man, shivering in the chill and begging
move out here beyond the city's edge, and to erect them to pay his debt of 15 terces. His body is quite
a large racing track for the feline wheriots. This heavily bruised and his manner is pathetic and his
solved two problems, ridding Kaiin proper of the voice croaky. You wonder if he can last the night.
violence, theft, noise, and other unpleasantness The other is a younger man in fine clothes,
associated with racing and organized gambling, apparently as yet undamaged (he has only been
and popularising the prince's favourite sport. Two, here for an hour after being thrown out of one of
or perhaps you heard it was three, persons of great the establishments after amassing a debt he
influence operate a few gambling houses here couldn't pay). He too will entreat the characters to
besides the sunken racetrack. As you can tell by pay his debt of 21 terces, claiming that he has a
the evidence of your ears, this district is one part box buried nearby containing 300 terces that he
of Kaiin that does not sleep. In the distance you will happily give them one third of if they help
can make out drunken carousing, the snarls of him. His manner is brassy and demanding. "These
some kind of animals, and the cries of touts louts refuse to believe me!"
advertising the merits of the competing The guards will encourage passers-by to
establishments. Several large buildings are visible help these men pay their debts the traditional way.
a mile or so away, and numerous ruins of varying
states of decay (tending towards the ancient and GM: The old man, Harravak, is a confidence trickster,
denuded) protrude from the ground. You may and if released will swear a debt to them and offer to
accompany them. However, he will then do his best to
pick your way easily along a wide stone road, or
steal whatever he can from the characters or to turn
stumble blindly through the ruins.
them in for reward.
The Swordfight Appraisal 9, Concealment 13, Gambling 10,
Some way ahead you think to make out grunts Perception 12, Quick-Fingers 17, Stealth 14.
and the occasional clash of metal upon metal. Soon The other man, Wentaph, is a young noble who
you can see two figures lunging and parrying in a is truthful in tale and intent, and might even be
deadly game of blade against blade. Persuaded to part with a full half of his buried wealth
rather than only a third. Moving on will not accrue
GM: Who are these people? Will the characters see fit to negative Sympathy points, but taunting and throwing
intervene? Will they gain an ally or an enemy if they objects will. Granting either of the prisoners assistance
do? If they do not act, after a few minutes one of the in the hopes of monetary reward does not accrue
men will be mortally injured and the other will depart positive Sympathy points.
swiftly back towards the Gaming Houses (after first
rifling the pockets of his fallen rival). This would be one A Ghost!
chance to gain some extra funds, although perhaps the "I yearn for the security of the flesh. Ah, to hear the
winner is a master swordsman? Avoiding danger can clank of coin again, to feel their glittering solidity as I
be sensible, so only those characters who make matters chance my hand at the tables."
worse will take negative sympathy points. (Anyone who This place sees a lot of ghosts at certain times of
tries to sort things out may receive a positive point.) the year (p158). However, they may also appear in

21
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one's or two's at other times. This ghost appears to offer, having given up its last).
first of all as a distant blue light. It comes closer The characters might seek help (plenty of
and can soon be discerned (Ψ PERCEPTION) as a magicians utilise the better gaming houses), or the
glowing echo of a human form. Characters of low possessed person might (Ψ PERSUASION,
resilience (Ψ WHEREWITHAL) will be rooted to the WHEREWITHAL - Illustrious Success required) cast
spot with fear. (Describe the initial encounter as it out. However, once they leave the Tracks and pass
suitably scary, rather than as an amusement. over the Scaum, the ghost is in any case expelled - as it
Though humour may follow in the interactions.) cannot travel beyond that point. (Not that the
The ghost is a former gambler who wants characters or anyone else will know that: the ghost
the opportunity to possess one of the characters19 suspects it, but is in denial and will not consider it.)
temporarily in order to spend a single hour in one They will leave the ghost on the bridge, begging them to
of the Gaming Houses. In return it offers to give come back.
that character a spell (GM decides which NB: If the ghost is rebuffed and a lone character
is later left outside with the cadaver, the ghost may
Straightforward spell20). (Ψ RESIST AVARICE if you
approach again. If the character fails their 'Resist
are a dabbler and have a negative sympathy
Arrogance' he/she will be tempted by the ghost's
rating. If you fail, you must enter a Persuasion
description of the useful spell, and the ghost will
contest with the ghost if you wish to decline).
attempt to convince them (Ψ PERSUASION) of the value
GM: If the character agrees, the ghost will possess them of accepting the bargain. Alternatively, the ghost may
and then demand money to go gambling. (Player threaten to alert the authorities to the location of the
continues to run their character, but the GM plays the cadaver if it's bargain is not accepted.
ghost as both parties discuss what actions the body will
perform) It may do well, or it may loose all quickly. The Shrine to Fortune
After an hour it must be convinced (Ψ PERSUASION) to Most people are unaware that this crudely
leave the Gambling House, but will then teach the spell sculpted mass (p158) once represented Yelisea, the
as agreed (a process it can do only whilst remaining in Goddess of Fate. In the dark of the night the silver
possession). However, then it says that this feeling of head atop the great heap is unlikely to be spotted.
being alive is too good to let go, and it refuses to leave Though if it is then someone in the group might be
its host. A battle of wits then ensues (Ψ PERSUASION), foolish enough to evoke the curse by taking it.
with the character trying to cast out the wheedling GM: As you will see by the map (p154), the characters
intruder, and the intruder trying to convince them have now arrived at the main area of inns, taverns and
(GM decides ability ratings) Of the value of a time- gambling houses. Though they may wish to gaze down
share arrangement (though it has no remaining spells into the Tracks themselves, bear in mind that they now
walk the main (wide) thoroughfare of this district.
19 The ghost chooses the PC with lowest negative Though few people wander abroad, it is clear that
sympathy rating. If nobody has a negative rating he almost all of the buildings have some kind of business
chooses the character has the highest Gambling rating. still operating. (Judging by occasional drunken cries of
20 This could be 'Enchantment of Another's Face'
joy and disappointment emanating from within.)
(DERPG p106), or 'Archemand's Unlikely Self Restraint' A few elated or forlorn gamblers can be seen. In
(TT p84). The spell is not taught, but is transferred in an fact the characters may observe a rapid transition of one
unusual fashion. After it is used once, it vanishes and is sort to the other as a middle-aged fellow is coshed about
no longer known. It must be transferred directly into
the head some distance away and left bereft of his
the sensorium, thus if a character’s encompassment is
winnings. (Possibly a Pure-Hearted person will wish to
already at maximum they cannot receive it. However, if
intervene on the gambler's behalf, or a more practical
a character has no Magic rating, they can still receive
this spell. (Benevolent GMs might reward them after character may wish to pursue the thief for their own
the event with a Magic rating of 1.) personal benefit - and gain a negative sympathy point.)

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Certain ladies of the night will also be willing doorkeepers here do not demand that you prove
to separate the characters from whatever funds they your status amongst the wealthy before you can
might have, and those characters with spare cash who gain access. Nonetheless, these perceptive folk
have an established interest in 'couching' will need to astutely assess your social standing, and
evidence great willpower (Ψ RESIST RAKISHNESS) not adamantly refuse entry to those who fail to
to take advantage of at least one offer. (If more than one measure up.
character qualifies, the worst failure – and any other
Dismal Failures, if several - indicates a character that GM: Since this place provides such a potentially rich
succumbs.) arena for Cugel-Level role-playing, all characters with
even a single terce need to Resist Avarice not to want to
The Race Tracks go inside. These must then argue amongst themselves
Even though no races are occurring, the GM (Ψ PERSUADE) to see (DERPG Group Contests p36)
should describe this sunken stadium (p142), so as who gets to go in. Maybe they will decide to go in en
again to add depth to the experience of Kaiin. masse? (And the worst roller then must stay with the
body somewhere out of sight.)
Other Locations
Unless a character has some Tweak or cantrap
Apart from the taverns (p157) and other Gambling
which allows them to appear smartly turned out
Houses (pp153-155), the Kaiin book informs us
and of reasonable means, they will all be refused
that Indium's Goods Exchange (p156) is also 'open
entry. Neither will the two burly doormen agree to
all hours'. Indium himself does not stand the
take a message to anyone inside. (Such things
nightshift. Instead, his shifty half-cousin Plenk the
sometimes lead to unpleasantness.) So, the
Bald assesses any goods brought here under cover
characters will need to find other means.
of darkness. He has a cantrap that tells him how
Persistence - probably including significant
many days ago an object was stolen. A voice will
call out the number. The cantrap fails if the object bribery - in attempting (Ψ PERSUADE: -1 unless
was stolen more than 21 days previously, and bribery used) to get a message to Penderbast may
simply does not work if the object was gained result in one of the doormen allowing them to
through purchase or fair exchange. (The carpet have him paged. (A page boy wanders around
was stolen 23 days ago.) Plenk does not refuse to calling the person’s name.) However, Penderbast
purchase stolen goods (unless he thinks they does not respond to being paged - 'Perhaps he is
would be difficult to sell, and thus remain on the otherwise engaged, hurr, hurr'. (The doormen will
premises an uncomfortably long time), but will not give in to multiple attempts at paging.)
only pay half the price he would if the item was A would-be entrant who looks reasonably
not hot property. Because he can only use his tidy might convince this pair (Ψ IMPOSTURE,
cantrap as long as he has points in his pool (in PERSUADE, SEDUCTION) that their dishevelled
game terms until his Magical vitality holds out) he appearance has some explicable cause. The
only uses it on goods that look peculiar or highly doormen should be played for maximum foppery,
valuable, or when sellers behave suspiciously. superciliousness, and general obstinacy. Thus, the
GM: Do not bring this place to the characters' notice character faces a levy of 1, and the player will need
unless they explore the district or at least look carefully to come up with a very good story, or the GM
up and down the street to see if other places are open. applies a penalty of 1 instead. (Using a scam, such
as carrying a purse of pebbles and handing terces
The Silver Tray to the doorkeepers reduces the disadvantage.)
The first problem might be for someone to gain Another possibility is to claim that one has
access to this place (p155), as a dress code is in some bona fide errand (Ψ IMPOSTURE, PERSUADE,
force. Unlike the staff at the nearby Mansion, the SEDUCTION), though again the player will need to

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think up something convincing or else face a levy. pretend to be Penderbast's associate. Since
(Since they are not trying to claim to be above their Penderbast doesn’t exist, no genuine patrons will
station then this is unlikely to be a penalty, and know of him, so the characters will need to search
again some prop will help this deception.) Success the premises for a man of his distinctive
on this angle will only gain access to the description. Three of the two dozen or so floor
tradesman's entrance, and there they will have to staff have been paid to pretend to recognise
negotiate with a pompous flunky, However, he is Penderbast's description, so the trail isn't totally
far less adamant than the doorkeepers and may cold, though of course none will have seen him
more easily be (Ψ CONCEALMENT, IMPOSTURE, 'for a while'. Also, less than an hour ago Vyejuar
PERSUADE, SEDUCTION, STEALTH) by-passed. had Penderbast paged21. So, various amongst the
GM: In playtest, the hulking PC with the body also staff and patrons will have heard this. However,
gained access this way, by bashing down the door. He they have no idea of the result of the page. (He
failed on the first attempt, but succeeded on the second - was paged to receive a note, so perhaps he left or
flattening the flunky against the doorframe (since he perhaps he is still here somewhere?)
was listening at the door to see what the initial noise
had been). This character hid the body at the back of a GM: Some of the characters may not have eaten
shelf inside this storage room and headed up the stairs properly for a while (either having opted for the simpler
into the gaming halls. Of course, when they came to meal at the Magicians' Inn, or not having eaten there at
leave the same way the body had just been discovered, all). If so, then the GM may tempt them (Ψ RESIST
and a ride scuffle took place. In the House Campaign GOURMANDISM) with a variety of decadent foodstuffs
such things are occasionally permitted, since one of the here
characters is a burly vat-created bodyguard type. Should the characters make the assumption that
Nonetheless, in this case, he faced a similar opponent to Penderbast has already left, have their shadow
himself, but rolled an Illustrious Success with a inform them that the man they seek is a keen
stunning blow, so ended that part of the conflict before gambler and womaniser and could easily be in one
it began. Initially the Manager of the establishment was of the private areas. Should they attempt to have
present, but departed to fetch the Silver Tray's him paged, only one page is on duty tonight - and
sergeants (ape-like security staff) before the rough stuff. he is clearly tired, overworked, and of an
Otherwise, this establishment has a fine extremely 'recalcitrant' nature. (He is also rather
terrace protruding from the upper floor, and old for a page, and clearly resents his low station.)
supported above the ground with stone pillars. At Even if tipped well he will only make half-hearted
this time of night, few patrons will be enjoying its attempts, before continuing his attempts to seduce
benefits, and agile characters (Ψ ATHLETICS-1) some of the female employees. If threatened he
might conceivably scramble up, evade notice (Ψ will escape as soon as he can and is not seen again.
CONCEALMENT, STEALTH) of the few patrons Since the few senior staff on the premises
standing in the gloom and the steward on door have neither the interest nor the time to help
duty, and pass inside. Once inside, they face two common folk with their petty problems, trying to
problems of equal weight. find Penderbast involves checking out all of the
games that are going on (21 in total). It also
GM: If at any point a character that has gained entry requires making one's way past each burly
taunts another who has not, the taunted character may
doorperson (Ψ IMPOSTURE, PERSUADE, SEDUCTION)
well be tempted (Ψ RESIST ARROGANCE/AVARICE) to into each of the seven private rooms where games
exert their fullest efforts to get inside.
The first problem is locating Penderbast; or 21Observers were near Penderbast's supposed domicile
more specifically (though they don't know it), in the East Threek, and as soon as the characters
locating the plant that Vyejuar has put there to approached they ran to the Tracks in relay.

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are in progress. All of these games have high though they may also make enquiries, these will
stakes, and therefore feature persons not likely to be severely limited whilst the person has coins
meekly accept intrusions; thus characters that step remaining on their person (or can purloin them).
quickly in and out with some plausible excuse Phrases such as ‘it seems so easy to replenish your
stand the least likelihood of being ejected from the funds here, and would surely only take a few
premises after a sound beating. Two games will minutes’, ‘you have never seen so much money
feature Kaiin personalities. (1: Upolver and his changing hands so readily’, and 'the night is
bodyguards - p153 - who suspect an assassination young - what harm can their be in a short rest in
attempt and act accordingly. 2: Frolaga - p149 - convivial surroundings?' will not be out of place.
who will become intrigued by the character and If any characters resist, then the one with
try to ascertain what is going on. If possible, she the greatest negative sympathy rating that does so
will spy on them and be amused at their antics. is targeted by a lightly inebriated (but nonetheless
But if she spies the body she will confront them for comely) 'courtesan of the tables'. This woman (or it
an explanation. If convinced of their good nature could be a man if the character is female) is hired
she will still warn them to leave immediately especially to flatter and encourage (Ψ RESIST
before she informs the security staff.) ARROGANCE/RAKISHNESS) reluctant gamers to
Creative characters will possibly also want invest their time at the tables or upon a secluded
to enter the several other private rooms that are couch. (Ideally those who appear to have money;
currently locked since no game is going on (in case but sometimes the ladies lack discernment and in
Penderbast has been deposited there). Finally, the fact are so keen to gamble that they latch onto
dedicated may even make their way (Ψ anyone who they think can be convinced to play).
CONCEALMENT, IMPOSTURE, PERSUADE-1, If none of those that resisted have a negative
SEDUCTION-1, STEALTH) onto the courtesan's floor, Sympathy rating, this person approaches the most
past the formidable matron of the house. (Unless attractive (highest Seduction rating).
accompanied by one of the pleasure staff, non-staff GM: At least one player will have a character that is
are not permitted to wander here.) Eleven rooms outside with the body. They might be feeling a little left
are occupied, and the GM should invent various out when the other characters are inside enjoying
compromising situations. Bear in mind that this is themselves. The GM should skilfully encourage any
the Silver Tray, not the High Hell, so don't get too attempts to hide the body, by providing suitably
imaginative. attractive (and apparently secure) places of
One well-off man will be paranoid that he concealment. (Refuse bins, woodpiles etc.) Should the
is about to be publicly denounced as a player be struggling with nobility, hit the character
philanderer, since he is not supposed to be here. below the belt with a (Ψ RESIST ARROGANCE) - after
The most problematic encounter here will be with all, everyone else is enjoying themselves! It is "totally
Fladgna - p31 - who cavorts with two persons (one unfair that a person of my standing should be left
of either gender) whilst two leather-clad minding a corpse, whilst my companions enjoy the
bodyguards (again one of either gender) wait privileges of cultural diversion". As a final note on the
either side of the door. They are convinced that temptations of this establishment, we have one more
this is an attempt to discredit her, and will detain tool in the GM's arsenal. Since this will happen
anyway (see later), the GM may wish to point out (in a
the character for questioning, after shooing away
surreptitious aside) that anyone who gives themselves
the courtesans. The character will be protected by
up to the pleasures of this establishment gains
ignorance, and presently released with a warning.
refreshment of several pools upon leaving.
The second (and simultaneous) problem is
that each character is again tempted (Ψ RESIST
AVARICE), to join in some gambling game, and GM Aside: Breaking the Journey

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GM: Those who wish to retain the massiveness of Kaiin have a chance at betting on dhjetar (pp162-164).
(as many might) may note that this situation is close to Their shadow will return as dusk begins,
half-way through the journey. Thus it is the ideal place with a further small advance payment (10 terces
for the characters to find themselves as dawn breaks. each, plus more if they realise he is holding some
The scenario logic of all this will be that Vyejuar wants back from them), and some expenses to pay their
the body to remain in the possession of her dupes for bill. (If the bill is inordinate then they may simply
two nights and a day - so as she can be sure if a curse have to abscond without paying it.) The shadow
will activate on them or not. will explain that a spy has notified them that
The characters will search the place high Penderbast is hiding out at the Odkin Prospect
and low for Penderbast and not find him. Rather Hotel, and they must go there at once.
than locating the phoney contact, their shadow
will be the hinge to this break in proceedings. He GM: The characters may inquire why they can't simply
will play that he is becoming extremely anxious load the body into a buggy and take it that way. The
shadow will explain that night-time transports are often
that Penderbast is not here, and dreadfully fears
searched by vigils, and that those seeking the 'package'
the wrath of their employer. Eventually it is totally
may also search these transportations using magic. If
clear that Penderbast is not here. (They will meet a
characters then ask why the body can't be transported
phoney associate of their quarry, who explains
in this fashion during the day, the shadow will find this
that Penderbast was paged and departed.)
as puzzling as they, but say that he presumes that their
NB: Some of the following options available at the Tray
employer has good reasons.
will certainly occur before this realisation is confirmed.
Their shadow will then encourage them to Gambling Opportunities
find somewhere to more safely hide the body - Many games take significant periods of time to
maybe hiring a room here or at one of the nearby reach a conclusion; however, here are a selection
(hideously expensive) taverns. He will then depart that proceed more briskly. (The GM decides on the
to seek clarification. Characters may wish to go rating that must be overcome in order to succeed.
with him, but he will be hiring a horse so must go Typically this will be a few points higher than the
alone to make best speed. If necessary to allay average amongst the characters.) More may be
character suspicions, he might donate some terces invented as required. Those who have failed to
towards costs, and promise that since the mistake resist Avarice might be convinced (Ψ PERSUADE)
is not theirs, then their employer will certainly to leave their activities by one who has, but this
double their payment, as well as pay costs. must be played out in-game. Though this place is
The GM should then stress that the far from bustling, it has several large rooms, and a
characters are exhausted. They will sleep number of smaller closed chambers; and comrades
throughout the day. (Otherwise untold mischief may disappear. It is still late at night, and
might occur.) If necessary, mention to players that characters may even use the excuse that they are
penalties and levies will be applied later to 'looking for Penderbast' as they circulate.
characters that are not thoroughly rested. (This
Rampolio: A card game of the house, involving
does not mean that some worrying things may not
the avoidance of the jack through passing it to
still happen - suspicious tavern staff, thieves, con-
one’s left-hand competitor, whilst retaining at least
men, whatever, but the day should pass in relative
one queen and preferably more.
safety. Nonetheless, instil a sense of paranoia, so
that the characters spend their time and energy Zaft!: Another card game, this time involving
guarding the body.) As further incentive to rest, trumping your opponents in order to claim their
the GM might mention that the best races start in picture cards. The player with the highest total of
late afternoon, and that well-rested characters may points from their picture cards wins.
GM: You may of course apply bonuses or boons

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according to strategy and any magical help etc. Also, stake places on the table a small magical item. This
characters with a Gambling rating of 8-11 might have a might be such a thing as a jar of Chromatic
boon of 1, and those with a rating of 12 or more could Analysis Spray or some Spectacles of Wisdom and
be granted a bonus of 1. This also applies to the other Respectability (see Cugel's Compendium pp4-14).
gamblers - whose rating could each be calculated by GM: Those who are caught stealing are soundly
rolling one die and adding this to the average Gambling thrashed and then taken to the Punishment poles -
rating amongst the characters. perhaps to join those very fellows whom they ignored so
The Blue Hat: Miniature simiodes in a small callously earlier.
sunken arena struggle for possession of a Other Temptations
magically-propelled blue hat amidst various
Drinks and sweetmeats are served here (Ψ RESIST
physical obstacles, balancing poles, and randomly
GOURMANDISM), and ladies of easy virtue (and
extended passageway obstructions. (They are
gentlemen of similar inclination) make themselves
specially trained and motivated by choice tidbits.)
obviously (though still tastefully) available.
Gamblers choose their champion based on colour
and an assessment of previous performance, and GM: The Silver Tray is a place for the GM to
may also discourage other creatures during the encourage, expand, and flavour the avaricious and
contest by pulling levers to activate the lascivious leanings of all the characters. Ideally the
obstructions and applying long poles topped with characters will all engage themselves in such things,
small padded cushions. and should be encouraged heartily. Some may win,
GM: In Blue Hat one’s Gambling rating does not apply some may lose, some may delight in carnal pleasures
(except to grant a boon of 1 for careful assessment if the with a bevy of beauties. At least one, and preferably
more, should (ideally after a suitable period of play) be
rating is 12 or higher). Rather, one’s success at this
caught cheating, stealing, or simply bereft of funds, and
contest is calculated through use of Quickfingers. (If
one’s Athletics rating is 12 or more a boon of 1 is escorted (in most cases this will be a euphemism for
applied.) (NB: If both Athletics and Gambling are 12 or dragged) to the door. If necessary for the plot, any
more then the two boons instead become a bonus of 1.) companions of this person will also be identified and
thrown out. (One or two characters may escape this
Success and Failure purge and leave of their own volition.)
Illustrious Success: You triple your stake. As discussed earlier, this break in routine
Prosaic Success: You double your stake. allows various pools to refresh themselves: Persuade,
Hair’s-Breadth Success: No gain or loss. Athletics, Concealment, Etiquette, Imposture,
Exasperating Failure: You lose your stake. Perception, Quick Fingers, and Stealth. NB: Gambling
Quotidian Failure: You lose double your stake. and Seduction might also refresh, but only if they were
Dismal Failure: You lose so badly that you are not used during the activities inside the Silver Tray.
beaten, stripped of all valuables, and flung from
the establishment into a heap of strategically- The Contact
placed ordure. Eventually, they will uncover information of
substance. Grarpovo (an assumed name) is posing
Increasing the Allure as a friend of Penderbast. He was supposed to
Some characters may be more drawn to gambling wait here and contact the characters some time
opportunities if something even more tangible soon after their arrival (leaving a discrete interval
than hard terces is at stake. The GM may include so as not to arouse suspicions). But he became
in their arsenal various adventurer22 types. One of distracted, and accompanied a friend to another
these runs out of funds and instead of an initial Gaming House (failed to Resist Arrogance when
challenged to a particular game), and returns at a
moment decided by the GM. Or perhaps he has
22 Basically, thieves, braggarts and popinjays.

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been upstairs with one of the courtesans. (After such time as a payment can be made.
failing to Resist Rakishness.) If the timing is good
GM: Some GMs may wish to reserve this encounter to
he may even be discovered couching in one of the
be the pivot that forces characters to start gambling in
private salons, and remember what he is supposed
order to earn enough terces to 'buy back' the body.
to be doing. (If at this point they don't ask him
about Penderbast he will shortly emerge anyhow, Back Through the East Threek
and 'overhear' that they are looking for 'his The East Threek is deeper than it is wide. The
friend'.) In the playtest the characters spent so long distance from the Scaum Bridge to Odkin Prospect
gambling and arguing amongst themselves that is a relatively short walk across the end of this
they didn't investigate the balcony until much district. You may incorporate further Threek
later. Thus, I had the contact 'be there all along'. encounters, or merely have the characters pass
Grarpovo claims that Penderbast and uneventfully down this street and across a patch
several others departed for a party at the manse of of parkland into the Prospect. One possibility here
Nerijs (p81) in Odkin Prospect some time ago, is that a persistent beggar sees them leave the
after being paged by his brother who is going Tracks and presumes they have money. Also, since
there. If it is ‘as good a party as the one last month’ they are carrying a body he rightfully assumes
then no doubt Penderbast will be there until that they prefer to move in a clandestine fashion.
dawn, or until he regains consciousness some time "Hmm", wonders the beggar, "How much
later in the day. Grarpovo will describe the way to incessant wheedling will it take for them to pay
the manse, or even mark it upon the map (it is in me to go away?" The beggar will follow them,
the central section of the Prospect), and also whining and cajoling until they find some way to
describe it. He will not allude to the fact that solve the problem. (Ψ ATTACK, PERSUASION).
bandits are there, but describe it more prudently
as a ‘hotel’ for successful adventurers. Scene 6: Odkin Prospect
GM: If the characters question their shadow about this
new setback they will eventually spot him (Ψ Overview
PERCEPTION), and if approached he will reluctantly See District Map on p75.
exchange a few words. His take is that both he and the Odkin Prospect is the home of Kaiin's wealthy,
characters are paid to make sure the body is delivered. and wealthy folk tend to take extreme measures
Although he curses the name 'Penderbast, they have no against persons of lesser financial stature.
choice but to press on. The shadow will also make it Especially those that engage in suspicious acts
clear that he is supposed to be following them under the cover of darkness. To this end you
unobserved, and will answer their questions fairly believe you have heard (Ψ PEDANTRY) that the
curtly, retiring from observation as quickly as possible. vigils of this district receive private payments, and
(Play this for comedic effect if possible.) even (how quaint) a degree of professional
training in urban security methods.
The Sergeants of Integrity
You will soon note the wide leafy streets,
"Stop! What have you got there then, my likely lads?"
the high walls obscuring the large dwellings
These local vigils (p146) notice the characters as
ensconced within their own grounds. Is it your
they try to leave the area around the Gaming
imagination, or are you really reacting to a
Houses, and are interested in what (or more
genetically-embedded fear brought about by the
properly 'who') is in the carpet. These folk are
age-old sound of the distant footsteps? Footsteps
used to Intimidation, and will demand bribery to
of two members of the local constabulary engaged
let the characters go. If the characters have no (or
upon their rounds?
insufficient) funds or valuables remaining, the
sergeants will take the body into custody until The Parkland Around the Prospect

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The playtest characters took refuge here after their length, and if passing with the carpet at night the
flight from the sergeants at the Tracks. Then began characters may need to hide until these men
discussing the possibility of leaving a group here reverse their patrol, before scurrying across.
and going to kidnap Penderbast from the hotel
and bring him back. They also realised that they Loutish Scions
had failed to ascertain an address for the Hotel. "I say, Lyunawl, I believe I smell the reek of commoner.
Locals were heard walking the Prospect, and the Shall we make sport?"
characters chose to hide rather than ask directions. These bravoes (pp76/77) believe they are the
Then two characters went back into the Threek to bee's-knees, and that they have stumbled upon
find someone who knew where the hotel was. some base criminals up to no good. However, they
Eventually they found the Loutish Scions are partially drunk and totally bereft of wit, and
(who were returning to the Prospect) and may be fooled or fought with relative ease. (Ψ
garnered imprecise directions before these persons ATTACK, IMPOSTURE, PERSUASION).
fled. Next they encountered the Entity and ran GM: If any are ridiculed, soundly thrashed, robbed of
before it back to the parkland. In the meantime, terces or possessions, or (most severe of all) killed, this
the remaining characters were threatened by a may have a reverberation in any future Kaiin scenarios.
skulking deodand23 (barring one that rolled two
Illustrious Successes and hid herself and the The Odkin Prospect Hotel
corpse inside a hollow tree). This downed one of Nerijs' Manse (p81) is relatively easy to find,
the characters before being slain by another. because of the sounds of carousing that can be
(Possibly the only heroism we shall see in this heard coming from the grounds as one draws
particular episode.) Then the Entity arrived and near. Describe also its general appearance as the
much fun was had before it eventually settled characters approach. The sounds are not in fact a
down to snack upon the deodand. (The scene was party, rather just the normal noises of some of the
improvised to encourage the party to move on and residents enjoying themselves.
not to split up - not to slay characters.) Two Visiting the Hotel during the day is not
characters even fled into the Prospect and unusual. The bandits don't pry into each other’s
encountered suspicious vigils, but managed to business, and often have visitors on strange
convince (Ψ PERSUADE) them that the Entity was errands. As long as the visitors aren't vigils, or
real and that they were on a genuine errand. (Like other officials, and don't attempt to stay more than
all good vigils, they then proceeded directly away a day or so, nobody really minds (not even those
from the Entity's last recorded location.) sober enough to worry about it if they did).

Golden Walk GM: In the house campaign, the term ‘bandit’ covers
The characters are unlikely to examine the any unconventional folk whose means of income is
resplendent emporiums along Golden Walk (p94), uncertain. Thus, this place may become the base of
but may pass the end of it if they get lost - or have operations for the characters in forthcoming scenarios.
(Some of the inhabitants still fit the common conception
to make a circuitous route to avoid patrols. (Most
of a 'bandit' quite well, mind you.)
likely they may pass it on their way back to the
Market at the end of this scenario.) Whether night However, since that nocturnal vigil attack, the
or day, at least three vigils will be wandering its occupants are suspicious. The characters will be
greeted at the locked (and magically protected)
gate by Sorgscove the felon (p83) who is only
23This creature had escaped from Kandive's Deodand
Pits, and had the Royal Brand upon it. Needless to say,
slaying one of the Prince's deodands is a capital offence.

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partially sober, and is the rostered lookout24 for In the playtest, the characters eventually
this part of the night. It may be possible to convinced Sorgscove to summon others from the
convince him (Ψ IMPOSTURE-1, PERSUASION-1) that house. (They learned that a small gong was hung
they are here for a party, although he hasn't heard nearby, to be rung only in case of emergency, and
of any particular party tonight. If not, they will threw stones at it, some of which struck
have to find some other way. (If they pose as Sorgscove.) One of those who came to see what
legitimate visitors, see section on 'Visitors' below.) was going on was Zank Rendeg (one of those
Sorgscove is a drunken bully of prodigious Vyejuar has paid to have 'seen' Penderbast). Thus
strength and protects magically enhanced gates. someone vouched for them, and in they went.
But, climbing over the wall might be far too easy. Once inside, the characters will find
In the playtest, since one of the characters had a various potential activities open to them as they
Leaping cantrap (and because the players never search for Penderbast around the house and
for a moment suspected such a thing), the walls grounds. We describe the manse in detail, and the
were protected with magic. (A bolt of blue energy various folk who live here. GMs may apply
blasted the character out of the sky, to crash into Temptations liberally, as apart from at the Silver
the undergrowth - leaving the other characters at a Tray in the Tracks, this is the only place of respite
total loss.) Korwhis found and revived the from the adventure's general trend.
stunned character. (As the creator of this
protective field, he wanted to know how well it
What It's Like Inside
"This place is a mess, though not the absolute
worked). After convincing Korwhis of his genuine
chaos that one would imagine. The halls are lined
wish to find a guest here, the magician helped the
(but not knee-deep) with the debris of multiple
character inside, where he immediately
occupants. Scraps of leather, old shoes, empty and
succumbed to Rakishness (against Verefet), and
torn coin purses, lengths of broken stick, worn
disappeared from play for a while. (This attractive
pieces of clothing, broken boxes, and pieces of
thief later vanished along with his purse, since the
shattered furniture."
character failed his Perception against her Quick
"The open doorways reveal rooms that were
Fingers, having a -1 penalty due to distraction.)
clearly once places of resplendence; however, their
GM: Characters might consider leaving the body fine furnishings are now decrepit with age and ill
outside, perhaps hidden in the bushes alongside another use. Portraits have been defaced, wooden chests
manse. But the GM should mention that the chance of and tables covered with graffiti, and more litter is
apprehension is high in this part of town. To be blunt, strewn on most surfaces."
the GM should actively encourage a dispute amongst "The closed doors almost without exception bear
the characters - as to who gets to stay out and risk locks and chains of significant proportion. Many
arrest for being in possession of a suspicious corpse, and bear runes that indicate protective enchantments."
who gets to go to a party. (Ψ RESIST
ARROGANCE/INDOLENCE) Or they may simply carry The Main Rooms
the body inside with them, since such things are not Four large common rooms are available. These
unheard of in this house, and most people will pretend used to be (and are still condescendingly referred
not to notice. (Or mock the characters for their poor to as): the Drawing Room, the Library, the
methods of corpse handling.) Master's Study, and the Dining Room. In any of
these places, and in the wider halls, one can find
various folk lounging, playing cards, and
occasionally reading or engaged in conversation.
Most such folk look up at you for a moment before
24The only duty which residents take with absolute
looking away and continuing their activity.
seriousness; the vigil attack looms large in their minds.

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The Library is the only room that maintains an air Medium Mess (option 2): "You may wear only rags and
of luxury, since it is still maintained by various filth for a full three days. I hope this has a salutary
enchantments. These magics keep it clean, repair effect on your manners." (Anything the character wears
vandalism, punish vandals with painful cantraps, becomes totally dirty and ragged, though will change
and prevent books and other objects from being back at the end of the punishment period.)
Grand Mess: "I despair of such behaviour, and decree
stolen. Whatever magical entity resides here is also
that for the next month half of what you try to consume
quite discerning; it prevents the illiterate from
will be spilled onto yourself and those around you."
entering (a wall of force blocks the doorway). Annulling the Curse
GM: Most characters can be assumed to be able to read, Characters may learn curse details from Korwhis, but
except unusual types like burly vat-grown constructs. he cannot reverse the effects. He may suggest - or
The Kitchen and Larders are all reasonably characters may think of it themselves - cleaning up and
clean, as (after several unfortunate fatal pleading for mitigation. Anyone who cleans the kitchen
altercations here) the original occupants swore an may be mitigated one level of punishment. Anyone
oath to wash what they used and clean up obvious who also cleans another room or does some significant
mess. All newcomers must also swear this oath. gardening etc may even be mitigated two levels.
However, Persuasion contests with the sprite may also
Anyone may eat here initially, as residents are
be required.
unable to be sure that they may not offend friends
of one of the other powerful resident factions. The Cellar
However, people will ask around, and anyone Superior wines and ales are stored down here
eating here a second time will be challenged and (unlike the standard fare in the kitchen larder).
asked to either pay, desist, or leave the house This area is totally protected by enchantments, so
never to return. In the playtest, Nerijs himself that none of the beverages can be taken without
arrived to complain bitterly at them, but since Nerijs' consent. Of course, bandits merely
everyone had just failed to resist Gourmandism 'encourage' him to come down here when they get
they didn't care. Also in the kitchen is a small sign: thirsty and to select something for them from the
"Please clean anything you use." Anyone who racks.
ignores this will draw a minor curse. (Evoked by
Korwhis some time ago.) The Gardens
Protected by high walls from the adjacent
The Kitchen Curse properties, the gardens of this manse are almost a
GMs will need to note character behaviour in the jungle. The only easily accessible sections are the
kitchen. Anyone failing to clean up will be met by patio outside the drawing room, where folk often
a sprite that appears in mid-air as soon as they drink and gamble in warmer weather, and the
step outside the house. It addresses them by name small lawn before the latrine block. (This is
(in a list if the characters are in a group), and lists fortunately connected to the Prospects sewer
their transgressions (detailed for amusement if the system, since no current residents wish to pay for
GM can be bothered). Then it pronounces its civic waste removal services.)
penalties:
Small Mess (option 1): "I subtract 15 terces from your The Residents
personal funds - let that be a lesson to you!" Nerijs the Merchant - This elderly merchant is
Small Mess (option 2): "I decree that your skin shall be described in detail in the Kaiin book. (p81).
blue for a full day. Count yourself lucky I do not do Dothand's Boys- These brigands maintain a suite of
worse!" rooms on the first floor. Dothand is a rough fellow,
Medium Mess (option 1): "I subtract 40 terces from your but with his own sense of honour. This gang is still
personal funds. Those responsible for your upbringing
active in and around Kaiin, and its members
should be ashamed of themselves!"
fluctuate as they are arrested and executed.

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Dothand and his two lieutenants are too skilled to and cut her hair) to avoid ex-colleagues and those
be easily apprehended (or to ever leave a trace of who she stole from. So she rarely goes out (except
evidence that can point conclusively to them). occasionally to replenish her funds from wherever
Fulia's Gang - This group, led by a woman, live in it is stashed). She even pays others to buy food for
the attic apartments. They are friendly enough, her. Her Imposture is that of the illegitimate
except they have rivalry with the members of daughter of an undisclosed Kaiin notable, and so
Dothand's Gang, and are skilled city thieves. Fulia far everyone believes it (though Vyejuar knows
is the one who every week or two rounds up all her secret). She also has her own small room.
the visitors and some of the inhabitants to clean up Sento Thertennek - Once a renowned captain of a
as much of the rubbish as they can. The hour or so band of treasure seekers, he now dwells here,
she can be bothered to motivate them - and keep existing on his ill-gotten gains. Three of his old
intervening in the petty squabbles that result - is associates live with him, and occasionally they
the only thing that keeps this place habitable. She travel around in order to replenish their funds.
is on good terms with Neridjs and feels sorry for Sento has no interest in outsiders and he and his
him. She is also the one who organises irregular followers rarely associate with the other
collections from the inhabitants to help pay for inhabitants (except on matters of joint security.)
their food.
Levet Hut - This odd man is peculiar in both Visitors
manner and appearance, though friendly enough. Associates of the residents often visit, and stay
He is actually an archveult in hiding (see Turjan's here for a while, dossing down in a corner of one
Tome p132), and does his best to remain of the common rooms, or in one of the wide
innocuous, though this is hard because he is an window bay compartments. Such folk are
extremely sociable fellow. He often vanishes for tolerated for a few days and then asked to leave -
days and then returns tired and nervous. usually by those least friendly with the folk this
Joepel Korwhis - Korwhis is the resident magician. person is ostensibly 'visiting'. (Visiting is usually a
He is ageing now, but has a million stories about euphemism for hiding out from the authorities.)
the exploits of his youth. Occasionally he becomes Mind you, some people who are generally well-
maudlin, especially when he has had too much to liked manage to stay for longer - such as the
drink, but is otherwise a fine fellow. He chanced smiling Verefet of Azenomei. (This small female
upon this house when walking the Prospect and street singer and pick-pocket has been here now
has decided to retire here. (When younger he for almost three weeks, and nobody is really sure
always dreamed of owning a manse in the who was supposed to be her original 'friend'.)
Prospect.) He will cast protective enchantments for NB: Visitors are not usually admitted unless the
a small fee, and occasionally can be tempted into person they are visiting is present to vouch for
assisting some of the friendlier crooks with his them. (This is doubly true at night.)
magic. He is Nerijs' closest friend. Sample Domestic Situations
Zank Rendeg - a former pirate, with one leg, who GM: These occur around the search, or as the characters
acts perpetually drunk but is actually stone sober - are leaving, so familiarise yourself with them all, and
due to an enchantment - and a canny fellow. He run them as best suited. (Rather than attempting to run
lives in his own room and is on at least reasonable them in some kind of order before the next part of this
terms with all of the other residents. He is also a particular locational experience.) Apply Temptations as
good friend of Nerijs. you see fit, to encourage (nay, 'ensure') that some
Looma Swens - A petty thief who made a big haul characters get themselves fully involved in some of these
some months ago in Azenomei. She is lying low minor escapades.
here under an assumed name (and having died

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1) A couple of the really tough residents pick a Compendium p11.) He has used this a number of
fight with one or more of the characters, whom times and suspicions have been roused. Therefore
they accuse of stealing meat from the kitchens. he must relinquish it as quickly as possible. He
(These men are drunk.) (Ψ RESIST PETTIFOGGERY will not accept less than 30 terces, but will start off
not to become embroiled in an argument. If you the process asking for 100 terces. Any character
fail the argument, fisticuffs ensues.) that has at least 40 terces, may (Ψ RESIST AVARICE)
be impelled to bargain for its ownership. (He
2) In a small junk room upstairs a couple are
cannot sell it to anyone in the hotel, as he has
becoming intimately acquainted. The character
already done so, and now claims not to know the
who stumbles upon them is loudly berated until
whereabouts of the 'missing gem'. When he passes
they depart.
it on, Korwhis also teaches the ownership cantrap,
3) On a balcony several young fellows are which must be recited once each day whilst the
partaking of certain aromatic substances, and gem is in your hand.
invite one of the characters to partake. (Ψ RESIST GM: If the character who buys this displays it around
INDOLENCE not to join them.) the manse, the previous person who believed the
purchased it may spot it and presume they have
4) In the drawing room several residents are identified the thief. If he is confronted at this stage,
playing dice for money and are clearly drunk. Any Korwhis will cover his tracks by saying that he bought
character coming across this who has more than 1 it in good faith from the market.
point left in their Gambling pool will be sorely
tempted to join in. (Ψ RESIST AVARICE). (They roll 7) Verefet takes a fancy to one of the characters.
for their Gambling at a Penalty of 1; however, if (Lowest Sympathy point rating.) Though her
the character rolls a Dismal Failure, the other attraction is genuine, she cannot resist stealing
players become aware that they are being taken their valuables. (Ψ RESIST RAKISHNESS in order to
advantage off, and complain violently.) resist her SEDUCTION attempt.) Alternatively, the
GM can introduce her in a fashion as to encourage
GM: If possible the character with the body will be acts of reckless Rakishness amongst the characters,
separated from it, or need to protect it from would-be and the victor amongst them can discover her
body-snatchers. Two friendly fellows offer the character nefarious traits at their leisure. (Perhaps she poses
some of their ale (Ψ RESIST INDOLENCE OR as someone impressed by 'adventurers'.)
GOURMANDISM) ,in an attempt to get them drunk.
Fresh bodies can be sold to students of anatomy, and the 8) Two of the brigands are dangling Nerijs from a
characters may end up having to fight their way into first floor window. Apparently they resent his
the room of some petty thieves in order to get back their tardiness in stocking the kitchens. Nerijs will
property. At the very least the person guarding the appreciate these bandits being taught better
corpse should have to chase it through a few rooms and manners, and perhaps the characters will find
up some stairs as two miscreants (probably visitors) permanent lodging in this house during their stay
attempt to abscond with it. in Kaiin. (Especially if they later have these
brigands set up and arrested, or otherwise
5) Korwhis is somewhat drunk and in one of his 'I removed from the picture.)
know many things' moods. A character eager for
information who engages him in conversation GM: Their shadow will also have entered the house and
may (Ψ RESIST PETTIFOGGERY) become embroiled heard what has happened, but he tries to remain hidden
in his tortuous ramblings. amongst the crowds (perhaps spotted ducking through a
door and trying to remain out of their sight). If
6) Korwhis is short on ready cash, and has a questioned he will again be most annoyed to be
'Peregrinating Gem' for sale. (Cugel's interacting with them, and his responses will be brief

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(and always demand that they press on). If it adds to The story given is that Penderbast's brother (Yago)
the realism, the shadow is briefed to mutter that owes Penderbast money, and the two had an
Penderbast will be in big trouble for not being where he argument. Penderbast's brother promised that he
was supposed to be. had the money to repay him, but that it was stored
at his tavern. Not wanting to miss the opportunity,
Alterations for the Two-Night Option
Penderbast, his brother, and two friends (Jelk and
The following phoney informers will imply that
Klimp - also fictitious) departed smarltly.
Penderbast was hiding out here - rather than
engaged in a party. However, his brother arrived GM: The last person poses as too drunk to give precise
and escorted him away. The informers will play directions, but knows roughly where the 'Loud Oyster'
that they are reluctant to give information on the is, and marks it on the map. (It is close to the Derna,
location to which Penderbast has gone. With about a third of the way in from the mud flats.) If
bribery, threats, or persuasions, one will questioned, this person says they have visited the 'Loud
eventually 'admit' that they believe Penderbast's Oyster'a couple of times, and so are confident that the
brother has a friend with a tavern in Canal Town, general location correct. (IE Do not play this person as
and that they overheard that the two were heading a totally stupid drunk who is sending them off to the
there, in order to "lay low for a few days". wrong place.) As a final flourish, an observant
character might notice (Ψ PERCEPTION) Zank or
Penderbast? Looma watching them from a window as they depart -
Three people who have been paid to claim to only to duck away swiftly on being noticed.
know Penderbast if asked: Looma Swens, Zank
Rendeg and Nerijs himself (who is perpetually Pool Refreshment?
desperate for funds). They have been persuaded In the single-night option, if the characters are
(Nerijs bribed, Zank and Looma repaying a debt) supremely low in their pools for important
to 'remember' Penderbast. Thus, if the characters abilities, then treat this break in routine as an
are getting suspicious, whichever one they ask opportunity for automatic refreshment - as they
first about Penderbast may call over a second leave. (As at the Tracks.) However, if they can wait
person for confirmation. "Yes. Penderbast. You until they have crossed the West Threek another
missed him by a little while. He has gone to his situation for refreshment exists there. (See the
brother's house." To add to the realism of this 'Friendly Footpads' encounter.)
situation, Vyejuar has arranged for the last of the
three to be asked to pose as the one who 'knows Flolad's Men
the way' to Penderbast's brother's house. This "I sense malefactors! Be on your guard!"
person will not be immediately at hand (having These unusually tough, uncompromising, and
been told to wander off when the PCs start talking strong-willed vigils (p78) work for Flolad (p78).
to the other two) and will need to be sought They will discover the characters, track them and
elsewhere in the manse25. either chase or ambush them. In short, the
The last contact poses as another partygoer characters will be apprehended - although during
- one who accompanied Penderbast here from the the first part of this encounter the characters might
Tracks. They will provide decent directions - think they have successfully evaded them. In any
though be too drunk to accompany the characters. case, none of the vigils know Pioni, and she is
In order to allay any burgeoning suspicions, they clearly not a person whose welfare is important to
will 'explain' that the brother owns and lives them. However, the characters are clearly bringing
above the 'Loud Oyster' Tavern in Canal Town. foul business into the Prospect. The vigils' usual
response is to administer a sound kicking and eject
villains and their unlawful burdens at best speed.
25 Vyejuar has set this evening’s trickery up well.

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If the characters are sufficiently convincing (Ψ Scene 7: West Threek


PERSUASION -1), or look sufficiently tough to put
up a good fight, the vigils will instead threaten to Overview
blow their whistles for back-up. This is an attempt See District Map on p25.
to extort a bribe, and the characters will need to You have heard it said (Ψ PEDANTRY) that the
either convince the vigils that their business is residents of each of the two separate parts of the
legitimate (Ψ IMPOSTURE, PERSUASION -1) or bribe Threek believe the residents of the other part to be
them sufficiently well to be allowed to pass on. living in comparative luxury. Being used as you
They will certainly be told to leave the Prospect at are to the finer things of life - as you enter what
best speed. seems to you to be an identical district to the East
Threek, you are reminded of two flies arguing
GM: If the characters are unconvincing, they will be
over the quality of two distinct heaps of manure.
taken to Flolad’s manse (the largest house in the
This is perhaps a cruel comparison, and yet it
district). Mind you, if your players have been raised on
remains at least vaguely relevant, especially as
games of less refinement, this incident may instead
result in the only real 'Opportunity for Bloodshed' in you almost fall (Ψ ATHLETICS) as your foot
this scenario, since Flolad's men clearly mean business. squelches into the recent outpouring from a local
If the characters go to the manse, this place chamber pot.
should be described in some detail (locations, rich GM: In the playtest this section ran much quicker than
furnishings, menacing power of extreme wealth, foppish indicated and various encounters were abbreviated or
mannerisms, long wait in a lesser drawing room, missed. This entirely depends on how things are
suspicious bloodstains on the carpet, chance for petty running for you time-wise.
theft, opportunity to fabricate more convincing cover
story…). Flolad will question them, in the presence of a Murder!
couple of his bullies, and his tame magician, who has a Just to enforce the realization that Kaiin isn't just
cantrap for detecting deceit (as well as many useful about having a fun time whilst exploring the
encompassed spells). Flolad will want to know their streets - and that it is actually a dangerous place -
names and origins, and who they are working for. someone is murdered nearby. The characters hear
At first it seems that they are in trouble, but sounds of a scuffle, then pathetic cries abruptly
then Flolad has the carpet unrolled, and recognises ended, then running feet. Shortly they come upon
Pioni. Flolad does know of the curse, and has them a crumpled body at the side of the road. (Or they
ejected at best speed - with firm instructions to leave might observe this cruel event whilst passing the
Odkin Prospect at similar velocity. During their brief end of an alley, and the murderer casually
encounter he may allude in a worried mutter to some of ransacking the pockets of their victim.)
Pioni's reputed powers. However, he wants to have The GM may decide to have the murderer
nothing to do with whatever is going on, and gives no run fleet of foot almost into their midst. (If
further information.
suitable, use Liane - DERPG p158.) In this case,
this cocky and unpleasant fellow will slow to a
Processional Way
swagger and say: "Well, well, common folk up to
The wide tree-lined road between Odkin Prospect
no good. Best for you if you have seen nothing
and the West Threek proceeds from the Palace to
tonight, or Liane the Wayfarer will silence your
the harbour. It angles in a wide curve, so the
tongues as easily as he squashes insects." GMs
Palace is not in clear view. Care (or at the least -
who wish to find action at this point, especially if
high speed) must be evidenced whilst crossing this
the players are resolute that their characters must
broad avenue.
avoid all risks, might like to offer the chance of
combat (Ψ RESIST ARROGANCE, ATTACK).

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Alternatively, if he encounters the group's scout Friendly Footpads


first, he may also rob them at rapier point. This "Greetings, fellows. It seems you have a burden.
happened in the playtest, and he also ran away Perhaps we can ease your task by lightening your
then snuck back to rob a second character by pockets?"
sneaking up from behind. (Having seen their A gang of self-employed extortionists (with their
reluctance to engage in combat.) lower faces of all covered in scarves) threatens our
Liane should be better at combat than any characters. However, one of their number is either
individual amongst the characters, and he is smart Lesorix (if you have run the previous adventures
enough to retreat (shouting abuse) if they gang up in this series) or else an old acquaintance of one of
on him. (An enemy may be made here, if this is the the characters. After initial hostilities, friendly
beginning of a campaign; but if the characters kill relations can be established. (Lesorix' burly cousin
him he was only an impostor - using Liane's name Artanix is a senior member of the band.)
to avert suspicion.) Lesorix (or the PC's old acquaintance) has
GM: Near the body (or in the pockets of the murderer) just seen The Vlark, and despite his normal
is a small magical item and a valuable piece of jewellery. tendency to leave people to their own fates is
This provides a chance to have the characters bicker feeling unusually altruistic. He has a quiet word
amongst themselves for possession of these. It also with Sangup, and convinces the gang leader that
provides humour when the item soon proves also to these newcomers are good folk. 'All right', says
have an amusing, embarrassing or otherwise Sangup, 'I wasn't going to say anything, because
debilitating side-effect. (GM invents.) we live by the rule of survival of the fittest. But
this fellow here says you are worth a little
Nervous Vigils warning. The Vlark is around tonight, we just saw
"My stipend is insufficient to compensate for the risks him down the street, and we're heading for a
of this occupation!" tavern we know, to give him chance to wander off
Rounding a corner come a party of vigils. If they to some other part of town. Mostly he only
spot the characters, they flee with remarkable wanders Canal Town, so if you are headed into
vitality. Otherwise they walk by, looking nervous, that part of the city, you'd best come with us.
and muttering about the dangers of their work. Nobody asks questions where we're going. Drinks
are cheap and the food is the best in the district."
GM: It is possible that at this encounter, or at some
Resistances can be applied if necessary,
other far earlier in the scenario, the characters will
decide to take their uniforms and impersonate officers of and even (as the characters inevitably ask about
the law. Such acts will derail the scenario and should be 'The Vlark?') Wherewithal rolls. (Vlark details -
discouraged. Facts that the characters will know are: pp32-34.) All who fail will want to get off the
vigils use codewords on each watch; vigils of each street for at least the better part of an hour.
district wear different uniforms; impersonating a vigil GM: The point of this encounter is for the PCs to learn
has but one penalty – to be cast into Prince Kandive’s about the Vlark from a reliable source.
deodand pits. This little tavern is as cheap and criminal-friendly
(dark booths, no questions asked, knowing nods
The Publisher’s House
from other rogue types) as it is described to be. If it
The magical printing press is active (p135).
adds to the atmosphere, various card and dice
Characters may wish to investigate the odd
games might be in progress, plus if you have the
sounds and strange voices, or may simply hurry
Scaum Valley Gazetteer (P. Press, 2002), use a
by. Either way, if you have the Kaiin book,
variant of Skeddlepike (SVG p11). Since this game
describe in vivid detail - to add to the oddness of
uses Quick Fingers instead of Gambling, if pools
this city.

36
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are low it might be more appealing. (NB: However mudflats, and brick-lined tunnels now only
friendly these local rogues may be, none will provide illegal and inedible shellfish (which
accompany the characters into Canal Town.) nonetheless apparently often find their way into
lesser-class eating establishments.
GM: It takes only the tiniest of shifts in perspective to
The residents here are apparently (Ψ
imagine that Scriont's Tavern (p137) is the place they
PEDANTRY, SCUTTLEBUTT) of peculiar character.
are referring to. (Or simply invent some other place.)
During the day, all Threeksiders use Scriont's, but after They include the religious bowelers (the city's
dark a different type of clientele begin to arrive, and sewer workers), the violent and obstinate builders'
regular folk sensibly go home or relocate. guild members, and the combers of the mudflats
(who are the last chance of recovery for the
Chance to Refresh Pools artefacts washed down the Derna towards the
If the GM deems it necessary, once the characters sea).
leave this tavern, the pools of all standard abilities
GM: Remember to describe the canals, bridges, and
(as at the Tracks) refresh.
piers during their travels through this section. It ceases
At their parting, the chief footpad is interested to to resemble the Threek very quickly. The houses are the
see who is in the carpet. If they show him, he can same, except slightly newer, but the streets meander
identify Pioni. This man does not know of the more, and the waterways and tunnels are numerous
rumoured curse, but will volunteer that "I, for one, and obvious. Taverns are also much more numerous,
would not undertake to transport her body around though at this time of night most are closed, and those
town: some noted her to be a magical being!" Also still with patrons inside will refuse to open the doors to
around this point, someone (possibly Sangup people they don’t know.
As you can see from the map, Canal Town is a
himself) will notice that Pioni is not dead, but in a
maze. This is the place where the characters will get
deep slumber. (The magic is wearing off, so the
most lost. As well as the descriptive material, use this
characters will also be able to see this.) As the two
situation as a backdrop to the following encounters as
groups go their separate ways, Artanix will
they attempt to find their way around. And always
casually call out: "Watch out for The Vlark!" If they
remember the fiercely independent (not to say
request further information, a few hints are given. downright aggressive) nature (p26) of the residents of
Or perhaps one of the characters has heard (Ψ this district. These people will be of little help in giving
PEDANTRY) of him. directions, unless paid, and even then will probably
misdirect the characters out of sheer malice.
Scene 8: Canal Town
Oyster Smugglers
Overview
A group of these shameful individuals (pp28/9 &
See District Map on p35.
33) appear with a small barrow with muffled
According to the map, you are entering the Canal
wheels. This is loaded with six whicker baskets
Town district. To your eyes there is little or no
that reek of salt water and river lichens. They will
difference between it and either section of the
be eager to avoid all suspicion and may concoct
Threek. However, your nose detects a slightly
some ridiculous (and clearly fabricated) story
ranker ambience hovering between the streets.
about what they are doing. If this encounter goes
Recalling travellers' tales (Ψ PEDANTRY),
for any length of time, then it may be terminated
you believe that you heard that Canal Town has
by the arrival of The Vlark (see next). The
been built over or next to a series of canals that
smugglers will depart swiftly. "Evening, Mr Vlark,
were supposed to be the site for numerous city
Sir, fine night for… err, err… Well, goodbye all. Nice
vegetable gardens. In the manner of many
to have eaten you, er met you… Sorry. Err, ‘night
ambitions, it fell far short - and the lagoons,

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then." It is possible that the characters may seek to The Vlark (Ψ PEDANTRY - best success). If possible,
obtain (Ψ ATTACK, IMPOSTURE, PERSUADE) this have The Vlark become noticeably offended by the
cart. This can be allowed, as such a thing has no manner in which a character looks at him (Ψ
impact at this late stage in the scenario. WHEREWITHAL - worst failure), or take offence to a
remark. This will add to their next encounter with
GM: In the playtest the following all happened rather
him. The Vlark himself might be the one to explain
more quickly. The oyster smugglers were easily
intimidated, and vanished before The Vlark arrived – his licensed status and horrible culinary habits (Ψ
scurrying away with their illegal cart-full of WHEREWITHAL - as above).
crustaceans. The Bowelers were fled from after a short GM: If The Vlark is attacked here, he will knock down
argument in which they tried to extort money for a his assailant with surprising ease and then retreat,
'corpse handling permit'. The hefty vat-grown howling his outrage at their lack of friendliness.
character with the carpet rolled an Illustrious Success Vyejuar has made an arrangement with The Vlark,
with said carpet, knocking down all the Bowelers, and having given him two slaves already, and promised him
the characters ran into a blind alley. That is all bar one, as many as he can catch from within the adventurer
who hid and then came along to mount a rearguard group. (Since none of these are known locals, he does
rescue. However, this seemed the ideal time to introduce not need to add them to his tally. Also, since they are
The Vlark, and the rearguard rolled an Illustrious newcomers, there is a high chance that they will attack
Success on their Pedantry, thus knowing all about this The Vlark, and thus become fair game anyhow.) For
being. Then (as things sometimes happen), the same this price he is to terrorise the characters carrying the
player immediately rolled a Dismal Failure on body, but not to devour them until after the body is
Wherewithal, and the character fled shrieking into the deposited. Alternatively (off the cuff playest descision)
night, yelling: "It's the Vlark; it's the Vlark!" after this chase Vyejuar has no further use for them and
Although nobody else succeeded at their Pedantry, since has included them in the Vlark’s price.
the Builders also ran screaming, they got the message.
Thus the chase began with The Vlark's first appearance. The Palace
This all goes to show that 'flexibility' is the watchword. Unless previously arrested and taken there, our
rogues will probably at some point be closest to
The Vlark (1) the Palace (p86/87) during this section of the
"Good morning, gentlemen. Allow me to introduce adventure, and catch a view of its wall and the
myself; The Vlark at your service." central palace dome. (Sufficient for the GM to
This dapper and yet hideous half-man (p32/33 describe this important Kaiin location in some
plus show picture on back of Kaiin book) will observe atmospheric detail.) However, since it is dark and
them, and then step from the shadows. He will be they wander narrow streets, this will only occur
polite and charming (perhaps speaking first before once or twice at most.
they see him). This encounter is designed to set
him up as sinister and threatening, but he will not Boweler Fanatics
attack them. (Although see playtest note above.) "What dyu think yer doin? Corpse disposal is our job!
The GM should emphasize his bulging muscles, Hand it over, or there'll be trubble!"
and even (if the characters were not alerted by the These people (p28) consider themselves the
footpads) supply a rumour as to the nature26 of premiere disposers of refuse in this city, and will
be most aggrieved to find someone else disposing
26Most importantly the characters should know from of a corpse (as they see it) on their turf. They are
one source or another that The Vlark is apparently convinced that the characters are headed to the
invulnerable. Various swordsmen, and even armed mudflats to dispose of an enemy. They will not be
gangs have tried to kill him - all have failed, and most interested in viewing the corpse, so certain are
died in the attempt

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they of their assessment of the situation. They will The Vlark (2)
demand compensation for this outrage, and in "My hunger grows and it is time to feed. You seem
return will offer a permit that allows the tender and lively, and inspire my digestive juices!"
characters to transport this item through Boweler Maybe it was something they said? The rear guard
territory. (Possibly a useful item if other such character will spot (Ψ PERCEPTION) The Vlark
encounters occur. GM adjusts price compared to pursuing them casually through the shadows.
how much the characters have.)
Play these outrageous characters to the GM: If sufficient time has passed, then mention the first
highest degree of amusement, audacity, and light of pre-dawn slowly drifting into the city from
stench. If the characters have no funds remaining across the bay.
they may have to convince these characters of When spotted. The Vlark will continue to follow
their need to pass by (Ψ IMPOSTURE, PERSUASION). them without bothering to hide itself - swinging
If the characters draw weapons, the Bowelers will its cane jauntily and whistling through its multiple
run away, vowing to find reinforcements and teeth. This sinister pursuit will evolve into a
return to take vengeance. speedy chase as the characters move faster to
avoid is gradual approach (Ψ ATHLETICS), and The
Temple of Dijekom Vlark picks up speed to counter this. (He will call
Yet another passing encounter from the Kaiin
out the quote above as the chase begins.)
book (p35+37) worthy of mention. Depending on
the needs of the scenario, it might be described in GM: In playtest the characters decided to hold their
an amusing fashion, or (wildly inaccurately) as a ground against The Vlark, whilst the burliest of them
mysterious place of obvious religious solemnity. failed to break down the barricaded door of the tavern.
In either case spend some time describing this odd In order to get them to run, I described his huge salival
location, rather than just a brief mention. Possibly excressences as he picked up speed, and his amused cry
an odd procession is spotted heading towards the of “ah rapiers, how quaint!”. This was more fun than
temple. Or perhaps hooded worshippers lounge applying Wherewithal rolls as earlier.
outside; maybe a brash junior priest will
encourage the characters to move on.
The 'Loud Oyster' Tavern
At last, the place where Penderbast is supposed to
GM: If the characters are by now tired, irritated and be waiting is visible in the early morning light
volatile, allow the opportunity for this officious junior some distance down the street, and a few patrons
priest to bear the brunt of their tension. sit outside at a long wooden table. In fact, there is
(Ψ PERCEPTION) a man answering Penderbast's
Builder Bullies description standing outside (Vyejuar used
"You shall rue the day you ever considered performing Copcoft's description), accompanied by a man
criminal deeds in our part of town!"
who looks (Ψ PERCEPTION) suspiciously the leader
These toughs (p??) consider themselves to be the
of the bandits who robbed them outside Kaiin; and
vigils of this part of town. If they spot the
by a woman who (Ψ PERCEPTION) is about the
characters, they will attempt to apprehend them.
same height and build as their employer.
(Ψ ATTACK, PERSUASION -1). Any combat will soon
However, someone (Copcoft) spots The Vlark and
be disrupted by the appearance of The Vlark,
a great cry of alarm goes up. This man charges
whereupon the Builders will flee.
inside and attempts to slam the door.
Shin House At the last moment the woman and the
Another passing encounter worth describing from other man reluctantly leave the street and push
the Kaiin book (p37) to enhance city weirdness. inside. The door is then bolted, and the lower
windows are also barred and unable to be entered.

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It is likely that the characters will 'deposit' the Dismal Failure - You are stuck fast.
body at this point, and continue their flight. (As
GM: These options are designed to create panic, rather
they run on, Pioni will awake and begin wriggling than allow the slow-moving Vlark (who is used to
and shouting in alarm, but The Vlark will ignore crossing the fragile planking in a careful manner) to
her - except perhaps to stumble over the carpet if catch them easily. Some of the characters may end up
they drop it when he is close behind.) waist deep in viscous mud, but unless all of them are
GM: Play Pioni's awakening for maximum humour. down there they are the safest, as The Vlark doesn't like
Since in the playtest she had started to come round to dirty his clothes. (Once The Vlark has passed by,
during the time the Bowlers were demanding payment such persons may attempt the difficult climb back up
for a corpse-handling permit, they were only too keen to the wharves, in the hopes that they can return to Canal
drop the carpet and shout in to 'Penderbast' that his Town and find shelter. However, if The Vlark notices
delivery had arrived. One of the characters was caught them he will pursue doggedly.) Note also that he will
here (the slowest) and was engaged in a (losing) battle fixate on the person with the lowest negative sympathy.
of wits. So I had Pioni wake up and distract the Vlark
as she struggled from the carpet still semi-drugged (it
The Chase
seems they knew each other). The character then The wharfs are only one option, and although
temporarily disabled The Vlark with a rapier thrust presented early in the chase. The characters may
(Illustrious Success) and escaped. The Vlark not choose to run out along one of them. If they
presumably regenerates, but was sufficiently instead run along the streets, or if they choose the
discommoded that the character escaped. wharf and then evade The Vlark and regain the
streets, a horrid game of cat and mouse is a
The Rotted Wharves desirable finale. It should be played for maximum
Their precipitous flight takes them alongside the effect and dark humour. The Vlark will continue
wharves (p36), with the hungry Vlark in hot the chase relentlessly, chuckling or guffawing
pursuit. "Why do you run so fast; I only wish to invite even when succumbing to a painful blow or fall.
you to dine?" The characters might assume that He seems to be having a wonderful time.
with his bulk, he cannot safely traverse the loose If the characters split up then the slowest
planking, whereas they can. If they charge out one of them (or the one with the greatest negative
onto one of the wharves, The Vlark slows his Sympathy point rating) will possibly be devoured.
pursuit, but then begins to pick his way after. (Ψ PERSUASION) Nevertheless, give them a chance
The characters have some chance to hide to get away, using standard rules for pursuit. The
along the wharf - between huge piles of rotting Vlark may be slower but knows his way around,
nets, falling-down storage shacks, and heaps of and occasionally (1 on a D6 every time they make
empty crates. The wharves are notoriously a turn) will vanish as he takes a short cut and
unstable, and only by moving cautiously might waits in hiding for them to pass by. (Match their
one manage to pass safely along. After the initial Perception against his Concealment, with
charge out onto the wharves, stress this unstable character Perceptions at a penalty of 1 if they
nature. After this, each time a character makes a alertness is not specifically stressed.)
move that is other than slow and cautious they
must roll a die. On a result of 1 the planks below Evading The Vlark
collapse (Ψ ATHLETICS - bonus/penalty as above). 1) Persuasion: If caught, convince The Vlark that
Illustrious/Prosaic Success - You jump aside safely. you are of more use alive than dead, and that if he
Hair's-Breadth S. or Exasperating Failure - You are dines elsewhere you can perform a service for
trapped for 1 round, but then pull free. him. This only works if the characters feel they can
Quotidian Failure - You are trapped for 3 rounds, or trust The Vlark, and so in suspicious campaigns
may push yourself through.

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may not be of use. They also have to beat him in a unfriendly to some of the other rogues, maybe
Persuasion contest using an appealing proposal. they are the gang here. (In either case they would
(This option is only useful if this scenario serves as have departed the Hotel shortly after the
the start of a Kaiin campaign27.) characters, boarded a boat on the Scaum and met
with their colleagues a short distance out to sea.)
2) Brute Force: Knock The Vlark off the wharf or
into a canal somehow, and then flee before he can 5) Back into Canal Town: Characters may flee
climb out. (If they are out on a wharf, this only back into Canal Town. That situation is perfectly
works if any characters that have fallen in can be suitable to the plot. Simply follow the guidelines
pulled out. One option is to lower such persons above, and have The Vlark chase them around the
some sections of the aforementioned rotting streets. Eventually he might see a less difficult
fishing nets - which have a reasonable chance of meal, and pounce horribly upon that person.
supporting the weight of one human.) It might Failing to warn someone of the approaching Vlark
also be that the Vlark dislikes flame, though he definitely garners a negative Sympathy point.
would deal with the possibility of burns if
GM: Whatever happens, this is the finale of the action
absolutely necessary. "There is no call to threaten me
sequence, so give great emphasis to the slow but
with fire. Its cruel heat offends my sensibilities!"
unstinting pursuit of the horrendous Vlark. In the
3) In the Mud: If everyone ends up in the mud playtest, the characters simply outran him in the end,
alongside and under the wharfs - by falling, or by and left the district. However, this was not an anti-
leaping in a last second attempt to avoid The climax, since they were fearing for their lives the whole
Vlark, The Vlark will cautiously descend one of time.
the bulwarks, and enter the mud. Despite his
amphibious appearance, he does not swim
The Vlark (3)
stealthily, but wades menacingly. Being so strong, After a merry chase, The Vlark finds himself
he makes good speed, and the characters are best wearied. He calls out the following: "Ah, you've led
me a fine chase, and I'm too weary to consider dining
advised to climb back up. (The Vlark is not
now. I congratulate you on such amusement. I must
infallible and might not notice if one character
admit that I believe I've been the final link in a chain of
remains on the docks. In this case, that character
deceptions played upon you in our nocturnal city. I
might potentially inconvenience The Vlark by
hope there are no hard feelings. Good night to you all."
dropping nets or heavy objects upon him, so that
If questioned in a civil fashion, he admits that he
others can climb up before they escape en masse.)
was paid (he won't say how) to chase them around
4) By Sea: A group of optimistic smugglers might and to get them to drop the 'corpse' near the inn.
be attempting to offload some contraband from He won't identify Vyejuar (he swore as part of
their barge - moored in one of the channels in the their agreement that he would not), but might
flats that leads up to the wharves, or somewhere allude to the fact that ("this unpleasant and overly
else along the dock. The characters might ambitious woman") works in the Marketplace and
conceivably steal the barge, or merely hitch a ride. has access to "the human commodity". If asked
It is up to the GM whether this is easy or hard to why he agreed to the job, he will apologise, saying
do. Perhaps the smugglers are too tough to fight that "sometimes my appetites get the better of me".
and must be bribed? If the characters were
GM: In playtest, no friendly conversation with The
friendly or neutral towards Zank Rendeg at the Vlark occurred, though he wore his joviality well as he
Odkin Prospect Hotel, maybe he is the one leading invited them to dine with him.
this gang. Or, if the characters were rude or

27 Or perhaps someone is caught and just wishes to live!

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Scene 9: Winding Up the Scenario burden of a clandestine corpse, the city seems far
less sinister. (In the playtest they hired a cab in
The Loud Oyster order to be able to get back before dawn was too
Back at the tavern, Angar Glams, Vyejuar and long gone.) Some workers are already heading for
Copcoft have long since departed, as has Pioni. their places of employment. Tired vigils will even
Only the ragged carpet lies at the edge of the greet them with a weary ‘Good Morning’. If
street. If you own Cugel’s Compendium (P Press, appropriate, GMs may insert an amusing repeat
2002), this could be a larger example of Quadrion's encounter with vigils or other GMCs that saw
Stature-Enhancing Carpet (CC p10). Otherwise them earlier in the night. If Golden Walk (p94) did
invent some other minor magical item to reward not feature in the scenario previously, describe its
any character that thinks to collect this item. (Its grandeur as they pass by. (Also the Dig - p138.)
properties in this regard were unknown to As the characters wait at the Market in
Vyejuar’s accomplices when they borrowed it morning’s early light, a handful of the more
from her supplies for the purpose of wrapping desperate stall-holders are already setting up.
Pioni.) Even if the characters don’t like its Eventually, Pioni will walk across the Market from
properties it could be exchanged or sold later. the direction of the Fringe, looking grim. The
(Remember also that the innkeeper knows the characters will probably wish to avoid her notice,
identity of Copcoft, but will not volunteer this perhaps by assisting some of the stallholders, or
information - unless in the heat of the moment, say simply by running away. If the GM considers this
when they demand to know where 'Penderbast' is sufficiently amusing, she may pretend not to see
(and then describe him). them, and sneak round behind them. Then a
GM: I dropped subtle hints that the carpet might be confrontation may occur where she threatens to
worth something. Since they had never properly looked inflict upon them her evil curse.
at it unrolled before, this was easy to slip logically into The characters will have to (Ψ PERSUASION)
the game. (Ψ PERCEPTION, APPRAISAL) The characters convince her that they meant no harm, are new to
(being unversed in such things) could not estimate its town and were simply doing a delivery job. If they
worth, only recognise that it was worth something. It have any money left, probably she will demand it
did after all have glowing sigils along the sides - from them, and they will be left dejected. Or
although these had been covered in dust. perhaps she will demand they perform some
Penderbast's House obscure task (a new scenario) to make reparation.
This place was rented from a poor family, who are GM: Back at the Market the characters waited for their
now back in residence, and know nothing about payment, and investigated the stalls - trying to find
how hired the place or why. (It was all done someone willing to pay money for their new possession.
through a weasel-faced man they have never seen They were approached by Pioni, and convinced her (Ψ
before.) Possibly they might recognise him if they PERCEPTION) that they had bought the carpet from
saw him again, but they are not likely to. some other hulking brute similar to the PC in question.
GM: On their way back to the market the playtest PCs (I ran Pioni as filled with smouldering menace and
passed a group of vigils and students dragging the lurking magical potency. The players were aware she
multi-legged Scholasticarium entity in a huge net. was a major personality, and did not want to risk their
characters by messing with her.) One character even
The Marketplace convinced her that they could assist her with knowledge
In the immediate aftermath of the scenario, the about her enemies, and would meet her later when they
characters may return to the Market in search of had followed leads. During all this, one of the characters
Vyejuar to try and collect the remainder of their (whose player was away) who had vanished earlier (as
payment. Crossing back through Kaiin without the noted in the Odkin Prospect Hotel section) was spotted

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for sale in the slave pens. A deception was mounted so Persuasion Any Other Proprietor
that he acted ill and fatigued, and thus the price was Illustrious S. 700 terces
beaten down and he was purchased. (During this Prosaic S. 600 terces
action, Vyejuar was spotted (Ψ PERCEPTION) sneaking Hair's-Breadth 500 terces
a peak at the characters, the connection was not made. Exasperating F 400 terces
Quotidian F. 300 terces
Selling the Carpet Dismal Failure 200 terces
The characters may make a tidy profit on this
whole sorry incident. If they need prompting, then but one character (Ψ PERCEPTION) noticed her
one of the buffoons who wrapped Pioni in it, will duplicitous attitude. They marched out of the shop and
spot the PCs and make enquiries - trying to approached another down the street - in order to call her
pretend it is merely a curio and "not something of bluff. The proprietor of this new store heard the
any importance to our formidable employer." He commotion as a shouted conversation was held. He
doesn’t know who his employer was, having been came out and quickly evaluated the carpet. A bidding
handed the carpet by two masked men near to any war began and a high price was reached without any
bargaining being necessary. This proved a fitting
one of several warehouses that it may have come
climax to the scenario – illustrating as it did that the
from. But he has been threatened to get it back!
PCs are not the only avaricious individuals in the city -
The characters may even need to return to
and the two characters entrusted with selling the carpet
Canal Town and liberate it from its new home in
were well pleased. (They took a third of the money each
the tap room of the Loud Oyster. The amateur
and declared the final third as being the total payment.
curio dealers of the Marketplace (p59) won't be This smaller amount was shared out amongst the entire
able to offer much of a price (halve that indicated group, and still beat the best offer of a market vendor.)
below), but professionals of the Scholasticarium
District (pp120/121, map p119) can. (That is except Buying Goods
for the Margrabe (TT p125), the proprietor of the Standard prices are in the main rulebook (DERPG
Sleepless Scroll, for the rug was stolen from his p119). Special prices are in the Kaiin book (p73). If
store - along with various other valuables - only the characters get a good price for the carpet,
last month. Presenting the rug will lead to criminal remember that other potent magic items cost a
accusations that must (Ψ PERSUASION) be refuted. similar amount, in fact often even more. If they
wish to buy a few things, then amulets and rings
The Establishment they Find (or are directed to) First:
that allow you to cast a single cantrap are the only
1 - The Diadem of Unseen Merit (p120)
notable magic items likely to be within their price
2 - The Burning Pestle (p120)
3 - The Owl and Snake (p120) range. Lesser goods (such as some Arcane
4 - The Pentrararium (p120) Adjuncts, and most of the Fashions & Fripperies,
5 - The Waiting Ghost (p121) in Cugel's Compendium) are also obtainable.
6 - The Sleepless Scroll (p121 & TTp125)
The Last Act?
Persuasion Vs Margrabe (Pure-Hearted 13) In some RPGs, episodes end in a grand finale.
Illustrious S. Finders fee of 40 terces However, this is the Dying Earth. If the characters
Prosaic S. Finders fee of 30 terces do not recover and sell the carpet, they gain no
Hair's-Breadth Finders fee of 20 terces significant reward. Instead, as they stand forlorn,
Exasperating F Finders fee of 10 terces waiting for their remaining payment (which will
Quotidian F. Vigils are mentioned; you depart. never arrive) - or in relief that Pioni did not inflict
Dismal Failure Vigils are summoned; you depart multiple curses upon them - it starts to rain.
GM: In the playtest, the proprietor of the Diadem of Twegg sees them standing there and offers them 3
Unseen Merit tried to con them into selling it cheaply, terces each. He needs someone to spend the

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morning and early afternoon shovelling dung out would soon be revealed. If they agree to leave him
of a warehouse he recently rented to display his alone, he agrees not to mention their involvement.
animals to some of Kaiin's nobility. He also
Pioni: This strange woman is now back to her
mentions that he may soon have some better-paid
usual activities (p47), having made her revenge
delivery work for a bunch of willing fellows. (A
through a horrible curse on the woman who
new scenario.) Life goes on.
engineered her maltreatment. However,
GM: The characters might sell the carpet and spend the apparently she is still asking around to try and
cash and find themselves in this situation in a few days identify the brigands who manhandled her across
anyhow. In the playtest they decided that leaving town town. However, nobody knows who they were,
for the time being was a smart move, and cast around since they were not familiar faces and it was dark.
for riding animals or a beast of burden they could Since the instigator of her degradation has been
harness to a cart. So even though they had ample funds, punished, given time she may give up her quest
this brought them to Twegg, and they were only too for retribution. Or (in a Kaiin campaign)
glad to receive payment even further payment for recompense may be required.
leaving town - and took the job immediately. NB: With
Twegg being a reliable businessman, he might very well Angar Glams: This successful bandit leader has
agree to mind some of their savings whilst they are nothing to fear from the characters. He is only
away. Such an opportunity is not to be missed, loosely associated with Vyejuar in this enterprise;
although of course if they somehow lose the beast its hoping to reap the rewards of involvement, but
cost will be taken from their funds before their return. secretly expecting it all to go wrong. The PCs
might form some kind of relationship with him if
Following Things Up in a Campaign: they impress him with tenaciousness or spirit.
Vyejuar: If they uncover her identity (see
‘Copcoft’ below) they will find that Vyejuar has The Vlark: Best the characters do not return to
left town. Apparently someone placed a terrible Canal Town for a while. However, The Vlark is
curse on her, and she has gone to see a magician not one to bear grudges for minor infringements.
about having it removed. (Despite much pain and Still, if anyone upset him greatly (in the playtest
inconvenience, she will of course survive and he was injured) this character is most well off
return, though relations between her and Pioni never to venture back without a good disguise.
will be forever damaged.) If they do not uncover The Silver Tray: The playtest characters caused
her identity, then some weeks later one of the quite a ruckus here. Staff were assaulted, and
characters might recognise her voice as they pass miscreants chased across the district. All
the slave stalls in the Market (p63). characters not adept at Imposture will need to
Penderbast/Copcoft: Tenacious characters might steer clear of this area for at least a few weeks, or
track down and identify Copcoft (p48) as the risk recognition by staff or patrons. (Certainly if
ersatz Penderbast (via the barman at the ‘Loud they go to the Silver Tray, recognition will be
Oyster’). He will deny all knowledge, saying only assured within a short time.) However, unless you
that someone paid for his services in some are of an unusual appearance, after a few weeks
undisclosed and illegal magical experiment that the District may be entered with relative safety.
was to be explained later. (With sufficient pressure (Presuming minimal efforts are made to disguise
he may reveal her identity.) He was asked to wait one's appearance: a new hat, different clothes and
for her and her contacts at the ‘Loud Oyster’ hair-style.) Sensible folk will not only alter their
tavern from midnight onwards. She had arrived appearance, but also wait at least 2 months before
only a few minutes before, and explained that all returning to the Silver Tray.

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Tag-Lines for the Adventure of the Exasperating Cadaver


(We took three 4-hour sessions in the playtest. If your players explore all the options it might take
four sessions, and you may need to reconsider the distribution of these offerings. Ideally, cut out
each character’s selection prior to play and pass them over. Should you have less than six
characters then the remainder are spares to distribute as you see fit - or use in another scenario.)
SESSION ONE
Character 1
"Perhaps we might resolve this unusual situation to our joint advantage."
"Whilst you may wish to spend the Earth’s last days in idle speculation, I have more
pressing activities in mind."
"I entered this employment against my better judgement, and disclaim all responsibility."
Character 2
"Cease this pointless ballyrook, we have a task to accomplish!"
"The stories that all the folk of Kaiin dwell in magnificent mansions are clearly an
exaggeration."
"I was merely conversing with these furtive fellows as I passed by. Surely you can see by
the poor quality of their attire that I am not their associate?"
Character 3
"I am not convinced that we should interfere in matters that do not concern us."
"Your manner is not one to inspire me to immediate confidence in such proposals."
"By day these streets may bustle and hum with life, but by night an air of imminent peril
hangs in the musty air."
Character 4
"I am accustomed to far greater compensation for my labours, and my zeal cannot be
guaranteed."
"I wonder if such things are commonplace in this town of decadent fancies?"
"Be not alarmed; I for one will never disclose that I witnessed such bumbling
incompetence."
Character 5
"Place of education! Pah! ‘Tis no more than a hotbed of debauchery and drunkenness!"
"Think nothing of it, your mistake is understandable. In fact, it is already no more than a
memory."
"Lend me your ears; I have a plan of uncompromising deviousness."
Character 6
"They are possessed of peculiar habits, these city folk."
"I have undertaken stranger tasks in my day, but the list is short."
"You anticipated the very course of action I had fully formulated quite some time ago."

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SESSION TWO

Character 1
"I am accustomed to the finer things in life, and thus feel unqualified to venture an
opinion."
"Pass me the gaming pieces at once; my palms itch with an insatiable fervour."
"It is not right that a creature should possess such a proliferation of appendages!"
Character 2
"My fingers twitch in anticipation of significant mutual profit."
"I must declare that such decadence appeals to my finer nature."
"Though we travel thither and yon about the world, I observe that some circumstances
remain annoyingly constant."
Character 3
"If my associate has caused offence, I recommend that you step outside and resolve the
matter like gentlemen."
"One day I shall dwell in such an imposing edifice; the fates have decreed it."
"I can take no more; let us bide a while and partake of bread and ale."
Character 4
"I require inebriating beverages; no alternative is conceivable."
"I fear that we are pursued by an entity both massive and ravenous."
"I am a person of unusual integrity; to take me into custody would be a grave injustice."
Character 5
"Despite this predicament, I feel in my bones that Mandingo the three-eyed goddess of
luck smiles upon us."
"You cannot intimidate me merely with a bluff tone and shiny buttons!"
"What harm can it afford us to venture a small wager or two?"
Character 6
"Please disregard my companion's remarks; raised in poor circumstance he occasionally
articulates prior to engaging his faculties."
"One day this will make a fine tale. With luck I will remain alive to enjoy it."
"To my mind the fates clearly treat us with gross contempt this night."

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SESSION THREE

Character 1
"The only clear option is to stride boldly on. I for one prefer my blood unboiled."
"Normally I would engage a withering rejoinder; however, I find your comments
unworthy of such efforts."
"Who would have thought such a thing? I am baffled, bemused, and more than a tad
perplexed."
Character 2
"In the name of Kraan, what is that foul being?"
"I had hitherto suspected such dishonour, but failed to observe it due to your expertise at
obfuscation."
"On reflection I heartily wish that I had chosen less taxing employment."
Character 3
"I am convinced that persons of our capabilities can easily overcome such trifling
setbacks."
"Words fail me. Perhaps we might resolve the issue through swift and violent action?"
"My senses are compromised by strange odours."
Character 4
"Our wisest course of action is surely to depart at speed."
"I stand upon the verge of unmitigated vexation."
"I am formulating a new method of greeting for our quarry. It is not strictly affable."
Character 5
"Your ill-conceived actions necessitate specific compensation!"
"I am beginning to suspect that we are merely pawns in some peculiar stratagem."
"My skin crawls with revulsion at the merest suggestion of such an encounter."
Character 6
"This surely is a most peculiar set of circumstances to find ourselves in."
"My impression of our quarry so far is not one to inspire the deepest of confidence."
"Do my eyes deceive me, or does that gentleman bear a striking resemblance to the
greater carnivorous keak?"

47
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