Beneath The Banshee Tree all contents © 2014 by Bedrock Games. No part of this book may be reproduced without permission except small parts for review or scholarly criticism. All rights reserved. Without limiting the rights under copyright reserved above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form, or by any means (electronic, mechanical, photocopying, recording, or otherwise) without the prior written permission of both the copyright owner and the above publisher of this book. Bedrock Games, Bedrock Games logo, Sertorius & Sertorius logo are TM and © 2014 by Bedrock Games If you have purchased the PDF version of this game, you do have permission to print one copy of it for your use.
Credits Writer Brendan Davis
Editor Dan Orcutt
Cover Art Samantha Fanti
Layout Richard Iorio
Interior Art Jackie Musto (www.kayandp.com) & Michael Prescott
Map Michael Prescott
Playtesters Ben Pew, Bill Butler, Brendan Davis, Dan Orcutt & Ryan Turner
Published by Bedrock Games Sertorius is Copyright 2014 Bedrock Games. All Rights Reserved.
4
Contents Overview Chapter One: The Mystery of Qalah Chapter Two: Mysteries Chapter Three: The City of Talyr Chapter Four: Flavia and the Banshee Tree Chapter Five: Other Characters
9 13 17 31 51 57
5
6
About Our Free Adventures & Supplements eneath the Banshee Tree is the first in a line of free supplements for Sertorius. While we will also release traditional PDF/Print books for the game that have a normal cover price, most of the support will be in the form of free PDFs in order to enhance gameplay at no cost. At the moment we have several adventures and spell expansions planned. Each of these releases will be the size of a normal book of its kind, available for free download. We are putting just as much energy and effort into our free PDFs as our other books; the only difference is we are reducing production costs so we don’t have to charge customers for them. This means they will contain all the same creativity, enthusiasm, and gameable content but won’t have as many of the bells and whistles. Therefore, they will have minimal art and no paid editing. When necessary we will create maps, but these will be done by the designers purely to convey information to the GM (since professional maps are a large expense). Every once in a while we may splurge for a nice looking city map or dungeon, however. Our free module line will provide examples of a broad range of adventure structures that we found helpful in our own Sertorius campaigns. You can expect to see dungeon crawls, situational adventures, political intrigue campaigns, monster hunts and more. Beneath the Banshee Tree highlights the Investigative Adventure. While we have done a number of such adventures for our Terror Network line (notably The Patriot Incident and Operation Hydra), this module takes a new and somewhat experimental approach to investigations (at least for us). We hope you like it and are eager for your feedback.
games because it can sometimes feel like an arms race where you spend money just to keep up). Each Book of the Archon is optional, usually focused on a particular flavor of spell casting for different styles of play. However our assumption is most groups will use them by mixing and matching to create a master spell list they think fits the game best.
Investigative Adventures Beneath the Banshee Tree provides a model of an Investigative Adventure for your Sertorius campaign. It takes a slightly different approach from our previous Investigative Adventures, introducing a random daily Mystery Table, meant to make play less predictable and more exciting. Investigative Adventures are a topic of intense discussion among gamers. Some Gamemasters and Players worry about adventures grinding to a halt when characters miss clues. There are a number of ways to handle this issue, but our view is this is more of a feature than a bug. The fun of an investigation comes from trying to solve it, so the possibility of not solving the mystery can actually enhance the experience. That said, we believe it is important to keep Investigations fun and entertaining even if characters miss clues so we always design Investigative Adventures that include ongoing events. Our playstyle may not match your own, and if that is the case, feel free to tweak this module so it works for your group. There are other approaches to constructing Investigative Adventures, and there are also systems designed to avoid the potential issues described above. These can be found online and in stores. I highly recommend The Three Clue Rule by Justin Alexander at The Alexandrian blog. It offers a very easy solution to the problem of investigations grinding to a halt through missed clues. Here is a link to the Three Clue Rule Essay: http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule
Our other free PDF line, the Book of the Archon series, will provide spell expansions for the core game. We knew groups would want more spells and didn’t like the idea of people having to pay for them (I personally always disliked paying for spell expansions in 7
8
OVERVIEW Premise
Flavia’s Use of Spells
he PCs come to Talyr after hearing rumors that King Tauq is making generous offers to Sertori if they accept posts in his government or the city trade guilds. Once they arrive, the players learn someone is trying to drain the visiting spell-casters of their magic. A string of disappearances follow and the king’s chief advisor promises a vast sum of wealth to any who can solve the mystery.
Flavia makes good use of her spells. She gets to and from her loft with Thekla’s Secret Pathway (she has several caches of clothing scattered through the city to avoid being left unclothed), she uses Malevolent Mockery in combination with Costly Bargain, and she uses Memory to warp the minds of her victims so they cannot identify her. Each new spell that she acquires she also uses to its fullest effect in similar manner.
Flavia’s Plan Flavia intends to drain spells from other Sertori in Talyr using the spell Costly Bargain (a spell that enables the caster to absorb a Sertori’s spell). Instead of draining a spell directly from the Sertori themselves, she casts Malevolent Mockery to create a duplicate and drain from the copy instead of the original. Each day, she targets a new Sertori to gain a particular spell and is aided by her accomplice Tadaria. To learn more about these spells see the SERTORIUS RULEBOOK pages 109 (Costly Bargain) and 113 (Malevolent Mockery). Flavia is also working with the Banshee Tree living in the Old Fig Grove just outside the City. Her ultimate aim is to Grim into a creature similar to the Banshee Tree, such as a standard Banshee, so she can continue absorbing spells and learning about magic. The Banshee Tree is giving her knowledge in exchange for humanoid sacrifices. Should Flavia succeed, she becomes a Spirit Banshee, an incorporeal entity capable of draining souls and spells.
Starting the Adventure The players should come to Talyr of their own free will, possibly having heard rumors that King Tauq is looking for skilled Sertori to add to his court. Begin the actual adventure with Chapter One: Mystery of Qalah, where the players encounter a duplicate of the Sertori, Qalah, produced by Flavia for the purpose of stealing one of its spells. Most likely the players are introduced to the duplicate by Jalayn, who asks them to investigate the matter for him. Initially they will probably follow the clues associated with the mystery of Qalah, but each day a new event occurs spurring other avenues of investigation (these are described in CHAPTER TWO).
Flavia’s Transformation If the players do not stop Flavia in time, she becomes a Grim, turning into a Spirit Banshee. If this occurs, the focus of the adventure shifts and the PCs become the hunted instead of the hunters. No longer bound by her mortal limitations, Flavia can drain as many spells from as many Sertori as she desires. Each day she confronts one of the remaining Sertori in the city and attempts to steal their spells.
Key Characters While the major characters are described and given stats in CHAPTERS FOUR and FIVE, here is a brief overview of the most important NPCS just to provide some context for the following chapter. King Tauq: A troll who rules over the city of Talyr and is worshipped as a god. He recently made a public declaration that Sertori were welcome in Talyr for the next four months and would receive special treatment if they considered posts in his government. Jalayn: A priest of Tauq’s cult and keeper of Tauq’s Statue (see Tauq entry in CHAPTER FIVE). Jalayn is Tauq’s most trusted advisor and a Sertori. He is also the true power behind the throne. While Jalayn is skeptical of the king’s plan to recruit Sertori, he wants it to go smoothly. When a duplicate of Qalah is found wandering the streets, he hires the PCS to solve the mystery for him. Qalah: A visiting Sertori who is the first to fall victim to Flavia’s plan. She creates a duplicate of him, and through it drains one of Qalah’s spells. The duplicate is found by Jalayn’s agents and placed in a cell. Tadaria: An Orc Sertori from Caelum, Tadaria is Flavia’s accomplice. She helps Flavia acquire the blood and hair samples she needs to make duplicates of Sertori. Flavia/Ucina: Flavia is a Sertori who uses Costly Bargain to drain others of their magic in order to study it. She is in Talyr to steal spells from the Sertori who answered Tauq’s call. She also has a higher aim of becoming a Grim Beast so she can continue to drain magic until she knows every spell that exists. Her given name is Flavia, but because she is wanted in Ronia, she uses the name Ucina in Talyr (however we simply call her Flavia throughout the module).
How to run this Module This is a living mystery adventure that centers on the activities of Flavia, a Sertori using Costly Bargain and other spells to steal magic from spell-casters in the city. The GM should treat Flavia as a living and breathing character-someone who reacts intelligently to developments and who can change course depending on what actions the players take. While we offer a 10
procedure for determining her actions each night, she will not put herself at undo risk (particularly once she gains the Paranoid Affliction). When the PCS arrive, the mystery will already have begun, with a duplicate found wandering the streets in a confused state, apparently having been drained of a spell. This is described in Chapter One: The Mystery of Qalah. The players themselves are also potential targets in Flavia’s grand scheme. Each night after that Flavia Targets another Sertori, possibly one of the PCS. This is determined randomly using the Mysteries Table in Chapter Two. Roll on the Mysteries Table to see who she targets each day, then read and follow the Mystery entry to see what happened and how the players can investigate it. Alternately, the GM can simply select which mystery he feels most appropriate or determine the order of the mysteries in advance. Mysteries should continue to occur until Qalah goes Grim from draining spells or is stopped by the players. As the players investigate, the GM should start with The Mystery of Qalah in CHAPTER ONE, then roll for a new mystery each day from CHAPTER TWO. The clues and leads are all described in individual mystery entries, but repeated in the location entries of CHAPTER THREE: THE CITY OF TALYR and in the NPC entries in CHAPTER FIVE: NPCS While players can solve the adventure by following leads and clues that arise from the events in Chapters One and Two, they will do so more quickly by being pro-active and interviewing the other Sertori in the city. By doing this, and by following the clues from the mysteries, they should be able to narrow down their list of suspects to the most likely individuals. If they fail to solve the mystery before Flavia goes Grim, then she stalks the remaining Sertori (including the PCS) in her new form. Even though this adventure places clues and leads in particular areas or with specific NPCS, the GM should react to player innovation with fairness and thought. They may think of a way to lure the culprit into a public trap, or think of a course of investigation not described in this module. If these measures would reasonably result in the acquisition of clues, leads or victory, then by all means, allow them to. The book is just a starting point, but the real adven-
ture occurs at the table, when everything is in play. There is no need to feel limited by the text of the adventure. There are just too many possible ways to find leads and narrow down suspects and they cannot all be covered in the book, so the GM should be open to new and effective approaches by the players.
Mockeries The players will be contending with creatures called Mockeries throughout the adventure. These are a product of the Malevolent Mockery Spell (page 113 of the Sertorius rulebook). Mockeries are replicas of other people. When managing Mockeries use the stats of the original NPC or PC being copied but apply a −1d10 to all spell casting skill rolls.
Using Spells Remember, the players can use spells to aid them in their investigation. Whether they try to read someone’s mind using Gaze of Carus or use Merciful Plea to bring a witness back from the dead, casting spells can rapidly increase their chances of success. When the players have access to the right spell at the right moment, do not deprive them victory by diminishing their returns. If they solve the mystery faster through magic, that is okay and even encouraged.
Meetings of Mockeries Throughout the adventure it is possible duplicates made by Malevolent Mockery will meet their originals. When this occurs, there is likely to be a good deal of conflict and confusion. Those observing may have great difficulty knowing who is the original and who is the copy. Because the mockeries believe themselves to be the originals, they will also have trouble discerning the truth. The major difference between a mockery and originals is temperament. Mockeries are filled with a desire to do harm. They also cast spells less skillfully than the originals (at −1d10).
MODULE CHAPTERS Chapter Overview These are the five chapters of the book.
Chapter One: The Mystery of Qalah This chapter provides the introduction to the adventure and explores the first mystery, the discovery of a duplicate of the Sertori Qalah. It includes information on clues, leads and the background of the mystery.
Chapter Two: Mysteries This chapter details the mysteries that follow each day the players investigate. There is one mystery per day, and these continue to occur until Flavia goes Grim or is stopped. Like Chapter One, it provides information on leads, clues and background.
Chapter Three: The City of Talyr This is an overview of the city of Talyr, providing descriptions of its locations, government, culture and inhabitants. Individual locations also contain clues and leads the players may encounter as they investigate. These are often repeated from Chapters One and Two for convenience.
Chapter Four: Flavia and the Banshee Tree This chapter provides stats and background information on the adventure’s antagonist: Flavia. It contains what Flavia knows and how she has been operating in Talyr. It also includes information on the Banshee Tree she has been sacrificing victims to.
Chapter Five: Other Characters This chapter includes stats and background information on every Sertori in the city as well as other important characters. It is a very important section and the GM should make a point of familiarizing himself with it. In addition to stats and background, each NPC has a list of what he or she knows at various points in the module. Use these NPC descriptions when players interview different suspects and try to narrow down their search. 11
THE TALYR PASS in South Eastern Gamandria
THE MYSTERY OF QALAH his chapter contains the start of the adventure and explains how to manage the ensuing investigation. It begins when the players arrive in the city, a day after a duplicate of Qalah was found wandering the streets by Jalayn’s agents. Jalayn, who is himself a Sertori, had the duplicate put into a cell below the Grand Temple of Tauq. Jalayn is very concerned by the development and wants to recruit Sertori to help him solve the mystery of the duplicate, but doesn’t trust any of the Sertori who are already in the city. Because the players arrive after the initial event, Jalayn thinks it unlikely they are involved, and seeks their assistance.
Background Yesterday, two of Jalayn’s agents (Ashtarte and Kuri) found a Mockery of Qalah, one of the Sertori who came to Talyr in response to Tauq’s pronouncement, screaming incoherently in the slums. They brought him to Jalayn, who, having just seen the real Qalah moments before in a meeting with all the Sertori, deduced that the person brought before him was somehow a duplicate. He had the duplicate put in chains and placed in a cell below the temple, and learned that it believed itself to be Qalah. It also claimed to be missing a day of memories and a spell. The latter loss concerned Jalayn greatly. He suspected a demon or Sertori was involved and feared for his own magic.
The Adventure Begins The adventure begins when the players arrive in Talyr. Once there, they can roam the city at their leisure. They will hear about a banquet being held in honor of Sertori at Tauq’s Palace in the Grand Temple grounds. If the players go to the Palace Banquet honoring the Sertori visitors Jalayn attempts to secure an audience with them. If they do not, his agents eventually learn that a new group of Sertori came to the city and he will seek them out. However the PCS are free to decline his offer and he will respect their decision.
14
Exploring the City
The Banquet
Allow the players to explore the city and to interact with the other Sertori as they wish. Should they go to the banquet, they are likely to see Qalah there and perhaps interact with him. Even though he has lost a spell (and is quite alarmed by this fact), he tries to act as though nothing is wrong because he is concerned about showing weakness to his fellow Sertori. Most of the Sertori in the city (see Sertori Known To Be In The City below and CHAPTER FIVE: OTHER CHARACTERS) go to the banquet, but some prefer to relax at the Herota Coffee House or one of the many taverns in Talyr. There is ample opportunity for the players to mingle prior to learning about the mystery.
The banquet is held at the palace in The Grand Temple Of Tauq (See CHAPTER THREE: THE CITY OF TALYR). All of the known Sertori in the city (9 Sertori in the city in addition to the PCS) are present at the banquet, including Flavia and with the exception of Qalah’s mockery. See Sertori Known To Be In The City below for more details on individual Sertori. It is a sumptuous affair, with tables of unleavened bread sweetened with honey, fig cakes, wine, beer, roasted lamb seasoned with potent spices, and an assortment of cooked locusts (a local favorite). Musicians playing tanburs and flutes fill the room with warm melodies, accompanied by Hoona dancers from the elven lands (see Hoona and Hoonor in CHAPTER NINE of the Sertorius rulebook). King Tauq reclines on a dais with his guards and advisers. Jalayn wanders the
room greeting various Sertori, hoping to invite the player characters for a private conversation in the gardens. For information on the palace layout, see Grand Temple Of Tauq in CHAPTER THREE: CITY OF TALYR.
Audience with Jalayn Jalayn is eager to speak to the PCS, and makes a point of searching for eavesdroppers. Whether he finds them through his agents or at the banquet, his message is the same. He begins with flattery, explaining that he needed to find Sertori who can be trusted and his agents informed him that the players alone were the most trustworthy in the city. If they press the point, he will admit that his trust of the players is linked with the timing of their arrival: when they entered the city, the crime he wants them to investigate had already been committed. Jalayn tells them that his agents found a duplicate of one of the Sertori wandering the slums the day before. He tells them what he knows: •
It is a duplicate of Qalah (a Mockery, though Jalayn is unaware of its origin). Qalah himself is unaware of the duplicate’s existence.
•
Qalah’s Mockery was found in a confused state, with bitter breath (though Jalayn doesn’t know it, this odor is the potion Flavia uses to erase memories).
•
Qalah’s Mockery believes it is Qalah, and has no memory of the 24-hour period leading to its discovery by his agents. He is also missing a spell.
Jalayn asks if they will help him by investigating the matter. He believes one of the Sertori who came to the city in answer to Tauq’s call is responsible and poses a threat to the others. He promises them that if they succeed he will give them a vast sum of wealth in the form of lapis lazuli (he initially offers 6,000 silver worth but can go as high as 20,000 silver if the players press him). He also offers them valued posts inside the city government or handsome trade contracts if they prefer. Jalayn will accommodate the player’s desires and try to reach an agreement that is fair (he is the most powerful man in the city and can offer them much). He also says that the
investigation must remain low key and that no one should know about their contact with him. If they accept, he offers to take them to meet Qalah’s Mockery. Where this leads: The players most likely meet Qalah’s Mockery as their first point of business. They also might seek out Qalah (See Qalah in CHAPTER FIVE: OTHER CHARACTERS), or go to the slums where Qalah’s Mockery was found to search for clues (See Slums in CHAPTER THREE: THE CITY OF TALYR). They could also start sifting through and meeting the various Sertori in the city to narrow down a list of suspects (see CHAPTER FIVE).
Qalah’s Mockery Qalah’s Mockery is inside a small cell below the Grand Temple, in chains. He has not attempted to escape, believing he is safer inside the temple under guard than out in the streets. The mockery believes it is Qalah and denies the existence of the real Qalah (if presented with evidence to the contrary he decides that he is in fact the true version of Qalah, and the original Qalah is just another Sertori in magical disguise…probably the person who stole his spell). Qalah’s Mockery has a violent and wicked nature. Filled with hate and anger, he is difficult to communicate with but can explain to the players what he knows, if they are nice or are otherwise convincing. Because he has Qalah’s memories prior to his creation he can be of some assistance. Here is what he knows: •
The last thing he remembers is waking in the slums of Talyr, feeling drunk and unable to remember the previous 24 hours. He also is missing one of his spells. It is simply gone. This causes him tremendous anxiety. He can tell them the exact location where he was found.
•
The last thing he recalls before waking in the slums is going to have his hair cut (in preparation for meeting the king) at Urga the Barber (See Urga The Barber in CHAPTER THREE: THE CITY OF TALYR). He then went to his room in the Hanno-Qart Library to prepare a speech but doesn’t recall anything after that.
•
The spell he is missing is Eyes of Knowing. 15
Where this leads: Players may follow-up by going to Urga The Barber in CHAPTER THREE. They may also go to the Slums to discover anything from possible witnesses in the area he was found. The players may also go to the Hanno-Qart Library in CHAPTER THREE to speak with the real Qalah or inspect his quarters/belongings. For stats use the Qalah entry, applying a −1d10 to all spell rolls due to his nature as a Mockery.
Sertori Known to be in the City All of the following Sertori, except Ucina/Flavia, are included in CHAPTER FIVE: OTHER CHARACTERS. For information on interacting with them and their backgrounds see that section. This is just a brief overview of each for ease of reference. Ucina/Flavia (just called Flavia in the remainder of the module) is contained in CHAPTER FOUR. Balashi: A flamboyant dwarf from Rashua, Balashi is a con-artist hoping to trick Tauq out of a small fortune. He claims to have a contact in the Gulf of Anja who knows the location of a hitherto undiscovered gold deposit. With enough funds, he says he could launch an expedition and double the wealth of Talyr (for a small fee of course). Balashi has a habit of telling wild stories about his past that could not possibly have occurred (everything from single handedly saving the Shahri Trade Empire to defeating The Lich of Midbar—a fictional entity he invented). Initially, Balashi is friendly with Tadaria. Dee: An Agarian warrior who served in the Caelum military. She is here to obtain a leadership position in Tauq’s army. Dee is rough around the edges, and here because she is impressed by Tauq’s reign (having heard rumors of the troll king in Caelum). She is also friendly with Tadaria, who told her about life in southern Caelum. Dumar: A Gru from Belvar, Dumar claims to be here at the personal request of Chief Klammer of Skalda, but in truth he was exiled for showing mercy to a young human in battle (a great shame he tries to hide). Dumar’s effort to hide his shame may make him more suspicious to the party as he overcompensates and displays false cruelty. 16
Jahan: A dwarf from Sula Akdala, interested in architecture and mechanics. He came to Talyr to pursue his craft with the king’s support. Jalayn: The Keeper of the Statue (Qadi Kar-Timtha), Jalayn is responsible for guarding King Tauq during the day when he is in stone form. He is also the monarch’s chief adviser and the true power behind the throne. Koulean: A human from Ronia, Koulean is in his 70s and has a strange manner about him. He is also the only other Sertori in the city with Costly Bargain (unless a player character also has it). He’s only used the spell once, and greatly regrets doing so. He may attract the player’s suspicions because of his manner and because he can cast Costly Bargain, but he also may be able to help them identify its use in this mystery. Koulean came here hoping to serve as an advisor to the king. Though he is from Ronia, Koulean never joined the Fellowship of Promestus. Praokhut: A friendly and meek elven merchant, Praokhut is from Meng Sai and here to find good trade opportunities. He is helpful and a bit kinder than the other Sertori. Qalah: A human scholar and Sertori from the Marite Kingdoms. Qalah was duplicated by Flavia, who then used the duplicate to drain his spell. Qalah doesn’t want the other Sertori to know he has been drained of a spell (fearing they will use it against him). He spends most of his time studying the history of the Talyr while in the city and hopes to become its official librarian. Tadaria: Tadaria is one of Flavia’s accomplices. An orc from Caelum, eager to forget a violent attack by the Horgel on her family, she is working with Flavia in exchange for having the memory erased and in hopes of attaining power for herself. Flavia/Ucina: “Ucina” is a scholarly type, a human from Ronia who knows a lot about the gods and Sertori. Her real name is Flavia, but uses the name Ucina (See Flavia entry in CHAPTER FOUR: FLAVIA AND THE BANSHEE TREE). She is a bit older than the others, and seems to be here mostly to find a nice place to retire. In reality she is the Sertori who duplicated Qalah and drained him of his spell.
mysteries n this chapter, each of Flavia’s potential attempts to duplicate and drain Sertori in the city (as well as her sacrificial abductions) is described. One of these incidents occurs every day as the players investigate, creating more danger but also making more clues and leads available. Each event is called a Mystery and is randomly determined by the GM.
Flavia’s Attempts Each evening Flavia targets one of the Sertori to drain a spell from. Her main approach is to acquire a part of the person’s body (preferably hair) and craft a duplicate to drain using Malevolent Mockery. However, she will adapt her tactics as needed. The first attack occurs before the players arrive and is in the Mystery Of Qalah entry of CHAPTER ONE. The other attacks can occur in random order, determined by a d10 roll on the Mysteries Table below. Remember, Flavia already has acquired a new spell by the time the players arrive. She can gain four more before she turns into a Grim. This means there can only be four Attacks that result in spell drainage (not all the attacks do—some focus on feeding the Banshee Tree in the Old Fig Grove).
Flavia’s Modus Operandi Flavia uses her spells in a well-planned and coordinated manner so she can safely drain the Sertori in Talyr of their spells. Flavia has secured a loft space above the Northgate Tavern, mainly because it has loud music and puts her into contact with the underbelly of the city. This
is where she performs her attempts to drain people of their spells. To avoid exposing herself to danger, she relies upon the Malevolent Mockery Spell. To cast Malevolent Mockery she must secure a hair, fingernail, blood or other sample of the intended victim. Once she has this, Flavia creates a Mockery in her loft then immediately uses Gilded Cage to trap it. She then begins casting Costly Bargain, ends the cage and drains the target as it is released. Once this is achieved she must contend with the agitated duplicate. She tries to confine it once again in a Gilded Cage, then brews a potion using Memory. The potion eliminates the duplicate’s memories of these events when drunk. She then casts Treacherous Icon on the potion, making it desirable. Flavia leaves and releases the duplicate from the cage, but also leaves the potion in the room hoping it drinks it. If the duplicate does not drink it, she lures it to the Old Fig Grove to be consumed by the Banshee Tree. If the duplicate drinks the potion, she lets it go and it ends up wandering the streets, confused and unsure how it got there. Before she even attempts to drain a person, Flavia uses her Eyes of Knowing spell on all the Sertori in town to find the most ideal targets. Any Sertori who possess the following spells are potential victims (including PCS): Love’s Martyrdom, Youthful Restoration, The Splintering of Yaum, Summon, Captivation, Vortegan’s Whirling Catastrophe, Storm Walker, Sealing, or Arch of Protection. Flavia will also seek spells that match her talents that may not be on the list.
Flavia’s Accomplices Flavia is working with several accomplices to aid her. Because she is afraid to expose herself, she uses these accomplices to obtain samples from people she wishes to duplicate.
Parsa and Janus: Flavia has been employing Parsa, a local thief, to help acquire peoples’ hair and nails. Parsa is a member of the Hayun and a skilled robber. She acquires samples of peoples’ body parts for Flavia through breaking and entering or subterfuge. Because Flavia does not trust Parsa, she hires her then fixes her a Memory potion to make her forget Flavia and her last mission. Because Flavia already knows her price, she just keeps reintroducing herself to Parsa each time she needs her.
make each running of the adventure unique, it also throws in the added risk that player characters themselves might be targeted by Flavia for duplication and draining.
Janus is the leader of Parsa’s crew. While he is not as involved in the plot with Flavia, he is hired by Kamon separately to break into Koulean’s inn room and steal hair. However, unlike Parsa, he only pretends to drink his Memory potion.
1. BALASHI MYSTERY
Tadaria: Tadaria is Sertori living with terrible memories of a battle with the Horgel Tribes in Caelum. Flavia promised to alleviate these memories in exchange for her help. She also promised to share her newfound powers with the Orc. Kamon: This is Flavia’s loyal Ogre servant. He is well-paid and has been with her for years. Kamon is very fond of Flavia and highly protective of her. He functions mainly as her porter, carrying her belongings and many scroll cases. His real function is to serve as protection.
Mysteries
The adventure begins when the PCS come to Talyr and investigate the mystery of Qalah, a Sertori who was duplicated by Flavia using the Malevolent Mockery spell. As they uncover clues and get closer to the heart of the plot, a new mystery occurs each day for four days. At the end of that time, Flavia will be unable to gain any new spells and will deliberately transform into a Grim. Roll on the following table once each day to determine which new mystery occurs. In addition to following clues and interviewing suspects based on the initial mystery of Qalah, these mysteries add further opportunities for investigation (they are also intended to keep things exciting). Not only does this 18
A. QALAH This occurred the day before the players arrived and is addressed in CHAPTER ONE: THE MYSTERY OF QALAH.
Balashi is found dead in his room at The Talyrian Inn (see Talyr Inn for details in CHAPTER THREE: THE CITY OF TALYR). The players may hear of this while traveling through town, or Jalayn’s agents may bring them the news. Jalayn instructed his men to leave the body and the scene untouched (but guarded) so the party can investigate.
Background Balashi was infatuated by Tadaria, finding her pleasant company and intellectually engaging. He spent time with her after arriving in town and eventually she learned what spells he had through conversation. She and Flavia decided that both of them could benefit from Youthful Restoration, not just personally, but as a means of making money, so Tadaria went to Balashi’s Inn Room last night hoping to Captivate him and take a piece of his hair. However the spell failed and Balashi became suspicious, accusing her of weaving an enchantment on a friend. They got into an argument and Tadaria left in anger.
Tadaria had no desire to harm Balashi, but she feared he would tell the others, or worse, go to Jalayn. She used Orthu’s Potent Script to write a letter in a scroll, then empowered it with Summon, calling upon a naga for her task. She hired a local child to bring the letter to Balashi’s room. Believing it was a heartfelt apology, Balashi opened the seal and read the content, triggering the naga summoning. The creature immediately attacked him. He tried to fight it, but was killed by its venom. The naga vanished before anyone came into the room. As a consequence of Balashi’s death, Flavia and Tadaria were unable to secure a sample that night and produce a duplicate.
The Talyrian Inn When the players get to Balashi’s room they find him dead on the floor, clearly a victim of a bite from a large fanged creature. His skin is blue. They can learn the following if they look around and investigate: •
Medicine TN 6: He was clearly killed by venom of some kind and the bite looks to be from a large snake.
•
Creatures TN 7: The creature was a Naga.
•
Talent (Poisons) TN 8: The venom that killed him was from a Naga.
•
Detect TN 4: A letter with a broken seal is under the bed (it slid there during the fight). The letter is written in Latar Script and reads “I am sorry.” Should the players secure a sample of Tadaria’s writing, they can compare it and determine it is a match on a TN 8 Read Script (Latar) roll. If the players use Illuminate Script and succeed, it reveals that Tadaria wrote the letter.
•
On a Detect TN 10 roll they can smell Tadaria’s Elean Oil perfume in the room. She was here briefly, so the scent is vague but still lingers.
If the players ask the innkeeper or patrons what happened the night before, they can learn the following through conversation: •
Balashi went to his room with a finely dressed orc woman. Ten minutes later she came down and rushed out the door,
quite angry. A little while later, a young boy who lives nearby went up to the room with a scroll in his hand. Shortly after the boy left they heard banging and screaming upstairs and discovered Balashi’s body. •
The child who brought the letter lives down the street and can inform them that he was paid 1 silver by an orc woman to send the letter. He can identify Tadaria if they bring him to her.
Tadaria The players may seek out Tadaria following these events because an orc woman was seen with Balashi before he died. If they use magic, they possibly connect her directly to the letter found at the murder scene. Should they speak with her, she lies, telling them she was rude to Balashi after he rejected her advances. She claims the letter was a sincere effort to apologize and she expresses sadness over his death, wondering aloud who would want to kill him (her grief is genuine, as she does regret killing Balashi). Players with spells like Gaze of Carus may use it against her to learn of her involvement in his death, but they may also have enough circumstantial evidence to be convinced of her guilt. While she will not normally reveal what she knows about Flavia’s plot, should the players have her arrested or imprisoned and threaten her with execution, she will tell what she knows in exchange for her life and freedom. See Tadaria in CHAPTER FIVE: OTHER CHARACTERS for more information.
Going to Jalayn If the characters go to Jalayn with their information and they can connect Tadaria to the letter, he will allow them to use some of his soldiers to arrest her. While she is unwilling to talk in normal circumstances, may reveal more about the plot if she believes her life is on the line.
Where this leads The players are likely to go to Tadaria or to The Talyrian Inn. They may also go to Jalayn with their information and try to have Tadaria arrested.
19
2. TANAR MYSTERY
Background
This mystery is small and does not involve a Sertori, but rather one of the victims that Flavia sacrifices to the Banshee Tree. Tanar is a musician who works in the Great Temple, playing the tanbur during festivals, rituals and gatherings. He is but one among hundreds of musicians so employed, so his disappearance doesn’t attract the immediate attention of Jalayn or any other authority. However if the players ask around town about any unusual events, they may gain some of the following clues. These should be acquired through organic interaction with the locals:
Yesterday, The Banshee Tree wanted a musician, so Flavia told Tadaria to lure a skilled player to the Old Fig Grove. She went to the Grand Temple, knowing the best musicians were found there and encountered Tanar. Tadaria used Captivation to earn his trust and friendship and suggested a walk outside the city. Tanar followed her and she brought him to the Banshee Tree where he was absorbed. However, his screams were heard by local shepherds and farmers in the area.
•
Word of Tanar’s disappearance spreads among the temple musicians.
•
If they ask where he was last seen, some of the musicians saw him in the company of an orc woman. The last news available about Tanar is that he left with the orc woman through North Gate.
•
If they go to North Gate, they can learn from the city guards that an orc woman and a man carrying a tanbur did leave the city in the direction of the Old Fig Grove.
•
If they go to Tadaria, she denies having anything to do with his disappearance but admits to walking with him outside the city. She claims that he left suddenly when they happened upon some temple priests whom he seemed to recognize. She claims that he fled and they went after him. This is a lie; she really brought him to the Old Fig Grove and sacrificed him to the Banshee Tree.
•
If the players go to The Old Fig Grove and speak with the shepherds in the area, they learn that a man was heard screaming in the grove the afternoon Tanar disappeared. The shepherds did not happen to notice anyone enter or leave the grove, but they were busy tending sheep.
•
20
If the players go into the Old Fig Grove, they likely have an encounter with the Banshee Tree (now more powerful by one).
Where this leads Tanar’s is a minor mystery, unlikely to attract the player’s attention unless they are actively looking. More than anything this event gives them time before Flavia grows in power again. However, if they discover and follow the clues at the temple, they do learn that an orc woman was seen with Tanar. The clues for this mystery are also quite straightforward should the players pursue them. This could lead them to the Grand Temple of Tauq, The Old Fig Grove and to Tadaria.
3. EA-NASIR MYSTERY This is another minor mystery involving a non-Sertori sacrificed to the Banshee Tree. Ea-Nasir is a prominent merchant in the area, so news of his disappearance travels quickly and eventually reaches the PCS. He was supposed to meet with several business owners in the area but never arrived. If the players ask around town or speak with the people who was supposed to meet, they can learn the following: •
Ea-Nasir controls several groves north of the city.
•
He was last seen going to the Northgate Tavern.
Background Ea-Nasir is a dwarven merchant who controls some orchards north of the city. The land was granted to him by the previous king of Talyr. He mainly sells figs and nuts. He came to the Northgate Tavern yesterday morning hoping to form a business relationship with the proprietor, but the two were unable to reach a profitable agreement. Even though he
found no new business, Ea-Nasir sat down for a drink before leaving. Flavia had overheard his conversation and struck up a conversation with him. She told Ea-Nasir that she had just been to the Old Fig Grove, which the locals claimed was haunted, but she inspected it thoroughly and found no signs of spirits. What she did find was superb fruit at the heart of the grove, better than any offered by the other fig merchants in the area. She offered to show him the area for a small finder’s fee. Ea-Nasir was persuaded and felt the risk of venturing into the grove was worth the potential reward. The two agreed to meet outside the city in an hour. When they met, Flavia took him into the grove and allowed the Banshee Tree to consume him.
Northgate Tavern If the players go to the Northgate Tavern the proprietor can tell them the following: •
Ea-Nasir came to him to talk business, wanted to sell him figs and nuts on a regular basis, but it just wasn’t worth the expense.
•
He stayed to have a drink, and spoke briefly with a Sertori woman who sometimes stays in a loft above the tavern (Flavia). If they ask for a description, he gives one that matches Flavia. He is aware she is a Sertori.
•
He left about ten minutes later. If the players ask, he tells them the woman left nearly an hour later.
•
Before he left, Ea-Nasir asked the proprietor if he thought the Old Fig Grove was really haunted.
Going to Flavia If the players go to Flavia to speak with her about Ea-Nasir, she says she spoke with a man by that name at the Northgate Tavern. She says he propositioned her, but she declined. In truth she offered to take him to the Old Fig Grove and sacrificed him to the Banshee Tree. If they ask her about the loft, she says she goes there to get away from the Library when the scholars get drunk (it is true that they drink heavily).
Where this leads The players likely go to Northgate Tavern, and they may learn about Flavia’s secret loft (which can lead to them searching it for more clues). They might also go to the Old Fig Grove or to some of the other inns and businesses in town. They should be able to connect Flavia to Ea-Nasir, even if they can’t connect her to the disappearance. However the more important clue is the loft (see Flavia’s Loft in the Northgate Tavern entry of CHAPTER THREE).
4. DUMAR MYSTERY Jalayn contacts the party by messenger, telling them a body was found near the Old Fig Grove. He suggests they go to confirm. There were apparently witnesses.
Background The first night Dumar arrived in Talyr, he had drinks with Balashi, Tadaria and Jahan at the Talyrian Inn. Both Tadaria and Balashi mocked the Gru, claiming their ferocious reputation in battle must be an exaggeration (implying they based this assessment on Dumar). It was intended as a joke but Dumar took offense and slammed his fist on the table, then plunged his dagger into his hand, holding it there for several moments before slipping it out with a smile. The others were stunned, but Tadaria made a mental note of the incident. Yesterday Flavia decided to target Dumar and drain his Splintering of Yaum spell (which she and Tadaria agreed would be very useful). Tadaria mentioned the incident with the dagger at the Talyrian Inn, and Flavia suggested stealing the dagger which probably still had blood on it. Tadaria went to the Hayun and spoke with Nutesh. He connected her with a man named Vestu, who agreed to steal the dagger. That day Vestu found Dumar, and easily pilfered the Gru’s blade without being seen. He then brought it to Tadaria at The Herota Coffee house. That night, Tadaria and Flavia left the city through North Gate and went to the Old Fig Grove, where they created a mockery of Dumar and placed it in a Gilded Cage beneath the Banshee Tree. The intent
21
was to sacrifice the mockery to the Banshee Tree after it had been drained. At first Tadaria was concerned, but Flavia convinced her that killing a Mockery was a morally neutral act (after all, they were not killing the real Dumar, and the mockery existed only to be drained). They released him from the cage, and Flavia immediately drained his Splintering of Yaum spell. As the duplicate prepared to act, the Banshee Tree flayed his skin and Tadaria cast Bolt of Fury. The Mockery, dying from its wounds, ran out of the grove toward the city and collapsed in the presence of shepherds who were passing by (they told city guard and are still in the area). Tadaria and Flavia, not wanting to be seen by the crowd, left from the other side of the grove.
Dumar Dumar knows his Splintering of Yaum spell was drained, but doesn’t know who to blame (most likely he suspects Koulean or Qalah). If asked, he mentions that yesterday someone stole his dagger. If questioned about the dagger, he might recall stabbing himself in the hand with it before Tadaria, Balashi and Jahan his first day in the city.
The Old Fig Grove (Area A) and Dumar’s Mockery The body of the mockery is just outside the Old Fig Grove, not far from the western wall of the city. A local shepherd and some porters witnessed it running from the grove and dying. They can confirm it was alive for a few moments, looked terrified and collapsed. The shepherd didn’t see anyone go into the grove, but says anyone leaving the city for the area at that time of night most likely passed through North Gate If the players inspect the body they can see the following:
22
•
Large sections of skin are completely gone and there is a pitch black burn where a Bolt of Fury struck him. Players can identify the spell’s telltale mark on a Successful Magic (Misos) roll TN 7.
•
If they make a Medicine TN 8 Roll, they can determine that a bolt of energy of some kind ultimately did it in. They also learn the missing flesh was not pulled off by a weapon or normal means; something supernatural must have removed the skin.
•
On a Creatures (Grims) TN 9 Roll, they can determine that such a wound is consistent with a Banshee.
While the Mockery is dead, successful use of Merciful Plea can revive him for conversation. It saw both Flavia and Tadaria as it fled. Tadaria struck him with a magical bolt (Bolt of Fury) and he died as he left the grove. It can recall the following: •
It recalls awakening in a golden cage made of magic. It was in the Old Fig Grove and he heard a woman casting another spell. The cage was released, and saw that the woman was Flavia, and Tadaria was next to her. He intended to attack but realized that the tree he was under was actually a mass of muscle and flesh (the Banshee Tree fused with the bodies of its previous victims). Flavia drained him of Splintering of Yaum before he could use it, and the Banshee Tree struck him, flaying his flesh. He was struck multiple times and hit by a bolt from Tadaria before he fled the grove (dying just as he left). He did see people and assumes they deterred Flavia and Tadaria from retrieving his body.
Looking around the players can find a trail leading deeper into the Grove on a Detect TN 8 or Survival (Wilderness) TN 6 roll. This takes them to Area B on the map.
The Old Fig Grove (Area B) If the players go into the grove they find an encampment near the Banshee Tree. The Banshee Tree may attack them at this point if it feels they are a threat or if there are three or less of them (it is hesitant to attack four or more characters). At the encampment they find a palla (which belongs to Flavia; Jahan can confirm he saw her wear it) and Dumar’s dagger on a Detect TN 7 roll. See Banshee Tree in CHAPTER FOUR for more details. Also see Old Fig Grove in CHAPTER THREE for more information as well.
Northgate If the party talks to the guards at North Gate, one of them remembers seeing two women leaving late last night, carrying a basket of supplies (one of the women did look like an orc or a gru to the guard).
He felt they were foolish to leave so late, but seemed harmless enough.
Where this leads This could lead them to Dumar, because it may not be immediately obvious this is a Mockery. They also might go into the Old Fig Grove or seek out Jahan, Balashi or Tadaria after speaking with Dumar. Should they find the Palla in the grove that could lead them to Flavia (though they need Jahan to confirm). If they manage to raise the Mockery, this could provide them with evidence of Flavia and Tadaria’s involvement. They may also go to the Talyrian Inn to find out more about the events of Dumar’s first night in town or to North Gate to speak find out who left the city during the night.
5. KOULEAN MYSTERY Koulean is murdered by his own Mockery, and it then tries to murder Flavia. If it reaches her without being stopped by the PCS, it is killed by her ogre, Kamon. The PCS learn that Koulean’s body was discovered in his room at the House of Ramos. They have a half an hour from learning of the body to intercept the Mockery before it reaches Flavia at the Hanno-Qart Library.
Background Yesterday, Janus, a member of the Hayun who belongs to the same crew as Parsa, was hired by Kamon (Flavia’s ogre servant) to break into Koulean’s inn room at the House of Ramos and steal some of his hair. Janus cut a hole in the side of the room from an adjoining room (the walls dividing the rooms are made of plaster). He then snuck in, took the hair and brought it to Flavia’s ogre at the Baliya Market. Once Flavia had the hair, she began her normal process of making a Mockery and giving it a Memory potion. She released the confused Mockery into the slums and it stumbled back to The House of Ramos, thinking it was the real Koulean. When it arrived at its room, Koulean was there and the two got into an argument about who was the real Koulean. The Mockery, thinking this was a duplicate who had drained his spell, cast Impaling Spike, as did Koulean. The two fought, and the Mockery killed Koulean, but not before taking a wound. As he lay dying, Koulean
shouted “Flavia is the one you want”. The mockery then went to the Hanno-Qart library, leaving a trail of blood. If the PCS do not intervene within a half hour of learning of the body (difficult to do), the Mockery attacks Flavia. However, she is protected by her Ogre Kamon, Tadaria and Jahan (if he still is alive). In the ensuing battle, Kamon kills the mockery.
The House of Ramos When the players arrive at the inn room they find the body of Koulean with a massive spear-like wound in his chest. Searching around the room they can find the following on a single Detect roll: •
On a Detect TN 5 they find a journal. It includes bits and pieces of Koulean’s personal history and regrets but also includes the following line of text at the end: “I believe I know who is going to kill me, and it is one my fellow Sertori.”
•
On a Detect TN 7 they find a trail of blood leading from The House of Ramos to The Hanno-Qart Library. This was left by the Mockery, which walked from here to Flavia while wounded.
•
On a Detect TN 8 they find evidence of a break in, where a piece of the wall, which adjoins to another room, was visibly cut. If they speak with the innkeeper (Cyril) about who might have stayed in the room the last couple of days, it will take some convincing (threat 23
of physical harm or 200 Silver) to learn that a man named Janus had the room. Cyril suspects Janus has ties to the Hayun or Hamat (criminal organizations), and doesn’t want to get involved (to reveal this possible connection to the players he will need to be threatened with bodily harm or an outrageous sum of money).
Going to Janus If they ask around town, particularly the slums, they learn Janus is a well-known member of the Hayun and likes to spend his days in the market. Should they track Janus down, he initially resists any attempts to learn about his actions, but if they threaten to go to the king or bring some level of justice against him, he will confess to the break-in. Here is what he can tell them: •
He was hired by an ogre who didn’t give a name.
•
The ogre paid him 80 silver to retrieve a piece of hair from the bedding in Koulean’s room. Upon payment the ogre asked him to drink a bitter smelling brew, which he pretended to consume (not trusting the ogre).
Going to the Hanno-Qart Library If the players go to the Hanno-Qart library later than a half hour after learning of Koulean’s body, they find the dead body of the Mockery. If they went to the library right away before investigating the House of Ramos, they may intercept him (they also could achieve this by splitting up). Flavia, Kamon, Tadaria and Jahan (if still alive) are all there and can explain what happened: •
They were all in the courtyard, when Koulean’s Mockery (they all claim to believe it’s the real Koulean) rushed in and attacked Flavia with an Impaling Spike spell. Tadaria blasted it with Bolt of Fury and Kamon finished it off. They say Koulean has been acting strange ever since he arrived.
Koulean’s Mockery If Koulean’s Mockery is intercepted or if the party uses Merciful Plea to raise him after he dies, he can communicate the following: •
24
It believes Flavia took its spell (due to casting Tearing the Veil shortly before the attack).
•
It believes killing Flavia will restore its lost spell.
•
The spell it lost was Tearing the Veil.
Where this leads The players may connect the ogre who hired Janus to Flavia. They may also realize that Koulean suspected Flavia of planning his death or was somehow involved if they put together the journal entry and the fact that the Mockery ran to kill Flavia. Players may also learn some of this directly if they use Merciful Plea or intercept the mockery. They are likely to go to The House of Ramos, The Hanno-Qart Inn or seek out Janus.
6. PRAOKHUT MYSTERY Praokhut, who has deciphered that the players work for Jalayn, goes to the party for help. He is missing an important spell (Summon) and has a story to tell them about how he believes it came to occur (see Background and Praokhut below). If the players are kind to him or helpful in any way, he can offer to assist them in their investigation. Later that day, the Praokhut Mockery is found at The Pit, running up massive debts in the original’s name. The duplicate has no memory of the past 24 hours and is obsessed with the gladiator contests.
Background Flavia had Tadaria hire Parsa to acquire blood from Praokhut in order to make a duplicate of him to drain. Yesterday, Praokhut went to The Pit, and while he was enjoying the bloody entertainment, someone bumped into him and stuck him with a needle. He tried to follow the person, a woman, but lost her somewhere in the city. However, prior to losing her, he was able to use Gaze of Carus to read her thoughts, and sense that she was thinking about Tadaria and The Herota Coffee House. Parsa met Tadaria at the Coffee house, gave her the needle and received a Memory potion from the orc. At first, Parsa refused to drink the substance, but Tadaria used Captivation to convince her. She drank it and lost all memory of the needle, Tadaria and Flavia. By the time Praokhut made it to the coffee house, both Parsa and Tadaria were gone.
Tadaria brought the needle to Flavia at the Northgate Tavern. There Flavia followed her usual procedure of forming the duplicate from the sample, placing it in a Gilded Cage, brewing a Memory potion, draining the spell, and encouraging the duplicate to drink the potion before it left.
•
He does not remember what happened after being pricked by the needle, but he is convinced Tadaria is involved.
•
The last thing he remembers before he went back to The Pit is coming to in the Northgate Market and feeling very confused. There was a bottle of blue liquid in his hand (this was the memory potion), which he threw away. He asked passerby where he came from, and they said had been drinking all night at one of the taverns in the slums.
Praokhut Praokhut tries to be helpful. He is intelligent and realizes his best chance of restoring his spell (if one exists) is to work with the players and Jalayn to find the source). Here is what he can tell them: •
He was at The Pit watching the fights yesterday when a woman bumped into him and pricked him with a needle. He followed her but lost her in the streets. Before losing her he was able to read her thoughts and learned she was thinking of Tadaria and the Herota Coffee House. He went to the Herota Coffee house but saw no sign of them when he arrived.
•
Later that evening he sensed something was wrong, and by the morning he knew he could no longer cast Summon. It had been drained.
•
When he arrived in the city, he spoke with many of the Sertori and was friendly with all of them. If they specifically ask him about Flavia, he can tell them she is highly knowledgeable about magic, a world class scholar. Tadaria he does not trust.
•
He believes the spell used to drain him is Malevolent Mockery.
Praokhut’s Mockery Praokhut’s Mockery possesses all the original’s intelligence but uses it entirely for endeavors like gambling. He is alarmingly unconcerned about his draining (because he feels there is nothing to be done about it and whoever did it already has all they want from him). The Mockery is violently obsessed with the gladiator games and grows increasingly emotional as he loses more and more money. He has worked out that he is in fact a duplicate however, so he plans to flee the city and leave the debt to the true Praokhut. If the players speak with him about the past 24 hours, he can communicate the following information:
Where this leads This is a lot of solid information the players can use. While they do not know which tavern, they can determine that a tavern in the Slum are was involved. There are four taverns in that area (The Fig, The House of Ramos, The Gorgon and THE NORTHGATE TAVERN). It is possible for the players to discover Flavia’s loft if they go to these places. The players may also go to THE HEROTA COFFEE HOUSE or try to find TADARIA and speak with her. It is very likely they go to THE PIT as well to speak with Praokhut’s Mockery (whose information is above).
7. RIMUSH MYSTERY Rimush, the priest of sacrifices, disappears and Jalayn summons the party to the inner chamber of the Grand Temple of Tauq to speak on the matter. Rimush was also following the party at Jalayn’s order, so he needs to rule out any involvement on their part. When they arrive, they will notice heavy guards (there are 100 elite soldiers in the inner chamber). Jalayn questions them, almost to the point of interrogation. When and if he is satisfied with their answers, he will say that one of his priests did not arrive in court today and hasn’t been seen since yesterday. The priest’s name is Rimush and he wants them to look into his disappearance. He may volunteer more information if the party asks: •
If they press them on his interrogation, he admits to having them followed by Rimush and wanted to rule out any kind of altercation between them and the priest.
•
He was last seen leaving the Grand Temple for the Lower City. 25
Background
8. JAHAN MYSTERY
Though Rimush has been charged with following the players, yesterday his suspicions of Flavia became too much and he decided to follow her. He saw her go to the loft at Northgate Tavern and went up to confront the Sertori. Flavia panicked, and not having any potent offensive magic, she clutched the priest and cast Thekla’s Secret Pathway, bringing them both to the Old Grove (and leaving their clothes in the loft). Rimush was attacked and consumed by the Banshee Tree, then Flavia procured clothes from one of her caches and walked back to the tavern (not wanting to risk another powerful casting of the spell).
The players are contacted by Jalayn who tells them a body was found in the sewers by city workers. He believes it is Jahan and wants the players to investigate.
Northgate Market People at Northgate market are familiar with Rimush and some of the vendors saw him heading toward the Northgate Tavern.
Asking The Hamat Because Northgate Tavern is in Hamat territory, the players may ask the Hamat about Rimush. For a high price, 300 Silver, the leader of the Hamat will tell the PCS he heard Rimush went to Northgate Tavern and wasn’t seen leaving.
Northgate Tavern If they ask the proprietor of Northgate Tavern, he can tell them that Rimush came and went up into Flavia’s Loft, but he didn’t notice if he left or where he went if he did. However he is quite sure Flavia was not there, because she walked into the tavern about thirty minutes later (wearing clothes that were definitely different from what she had on before). If they search Flavia’s Loft and specifically look in her mattress, they find Rimush’s priestly garments.
Where this leads Solving this mystery is tricky and requires the players look in specific places. But if they do, they stand to gain much. Killing the priest of sacrifices is a serious matter and Jalayn is more willing than ever to take chances and make arrests. If the players bring him credible evidence, he will give them the authority to arrest Flavia for interrogation. The mystery likely leads to the Northgate Tavern. 26
Background Jahan has been staying in quarters at the Hanno-Qart Library. Flavia, Tadaria, and Kamon are also staying there. In addition three resident scholars (Hesran, Alexos and Shebon) also live in quarters in the courtyard. Jahan was up drinking with Hesran the previous evening, he went to his room to sleep and in the middle of the night, Kamon entered and tried to take a lock of hair, but Jahan stirred. Fearing he would scream, Kamon strangled the dwarf, and guessing a hand is better than a hair, he cut off the dwarf’s left hand. He then placed the hand in a sack of sand he found in the room and cleaned himself and the room before going to Flavia’s quarters. They put Jahan’s body in a wagon and Kamon dropped it in the sewers. Flavia took the hand to her loft and made the duplicate, which she drained. She then used a Memory potion to clear his mind of the recent events, and left him to wander the streets, thinking he was just hungover. When he stumbled back to the Library that morning the Mockery went back to Jahan’s room thinking he was the original. However his disposition was much more aggressive and manipulative, something the resident scholars noticed.
At the Scene of the Body When the players arrive at the sewers, they see the body of Jahan, missing the left hand. It is not far from a sewer entrance in the upper city. Examining the body they can learn the following: •
On a Detect Roll (TN 6) they can see bruises around the neck. If they roll a Total Success they can tell the hands had to be giant sized (an ogre, giant or troll had to do it).
•
On a TN 10 Detect or TN 8 Medicine Roll it is clear whoever cut the hand was himself left handed. This is because there are marks on the forearm where the attacker gripped with his right, while the left hand wielded the blade.
If they speak with people who live in the area near the entrance, they can learn the following: •
An ogre was seen entering with a large sack. He left by wagon.
Library At the library they can speak with Tadaria, Flavia, Kamon, the Mockery of Jahan or three resident scholars. Flavia, Tadaria and Kamon deny any wrongdoing. Flavia says she left to look for Jahan because she couldn’t find him that morning. Kamon claims to have been in his quarters all night, but he says that he heard Jahan leave with his wagon before dawn (just before Flavia left). If the players search Jahan’s room, they find a small amount of dried blood on the floor (Detect TN 9), but otherwise it has been cleaned. If they search Kamon’s quarters, they can discover the following: •
A sack of sand. This requires no roll to see, but if they make a TN 9 Detect roll, they find what looks like blood or a similar substance in clumps of sand at the bottom. This is where Kamon placed the hand, and the blood bound with some of the sand grains, forming it into clumps.
•
In a locked chest (Lock TN 8) beneath Kamon’s bed are Jahan’s bloody clothes and sheets from the night of the murder. Hesran can confirm the clothes belonged to Jahan.
There are three resident scholars here: Hesran (a Human from Talyr), Shebon (a Dwarf from Talyr) and Alexos (a human from Ronia). Jahan is friendly with all of them, but very close with Hesran. The night that Jahan died he was up drinking with Hesran. Hesran can confirm he saw Jahan go to his quarters to sleep. They all heard the wagon, which Jahan often used to transport his equipment, leave in the morning. Since his return he’s been acting unusual, acting more hostile and impatient during academic discussions.
Where this leads
that Jahan was replaced by a Mockery and that an ogre was involved. They may go to the Hanno-Qart Library to investigate.
9. DEE MYSTERY This mystery is unusual because Tadaria uses a second Memory potion on Dee’s Mockery to create a false memory. This creates a possible false lead for the players. The players hear that Dee was attacked in her inn room at the Gorgon and is recovering there. Should they investigate, they learn that she attacked the duplicate and was nearly killed by it. It then fled the inn and headed to the Upper City.
Background Flavia is concerned that Jalayn and the others may find her out, so she uses her draining of Dee to create a diversion. Because Tadaria is friends with Dee, she was able to gain a strand of hair under the guise of cleaning Dee’s armor. Her and Flavia made a duplicate and drained Dee of Arch of Protection using their normal methods at the Northgate Tavern. The duplicate was left wandering the streets, confused. It went back to its inn Room and Dee, thinking the duplicate was a demon sent to trick her, attacked it. The duplicate used Screaming Surge and her sword to wound Dee severely. She didn’t die, but almost slipped into death after the attack. The innkeeper at the Gorgon immediately contacted one of Jalayn’s agents when he realized a Sertori had been attacked in his tavern. The duplicate fled and went to Tadaria at the Hanno-Qart library to ask for advice on her next course of action. Tadaria gave her food and drink, including a Memory potion that created the false memory of Jalayn placing her in a Gilded Cage and draining her spells, then trying and failing to drain her memory of the event using a Memory potion. After gaining the false memory, Tadaria warns Dee not to take any rash actions, but the duplicate leaves for the Temple Quarter, intent on assassinating Jalayn.
The players are likely to connect these events to Kamon, and possibly to Flavia if they make all the right connections. At the very least, they can discern 27
The Gorgon When the players arrive at the Gorgon, Dee is her bed and the proprietor is tending her wounds. He would appreciate any healing they can offer and is happy to share what he knows: •
He heard a tremendous rumble upstairs and when he came to the room he saw two Dees. One was bleeding on the ground; the other fled the tavern and headed to the upper city.
•
If they speak with Dee, she can confirm that she attacked first and was nearly killed.
•
It went to Tadaria, who Dee trusts, and Tadaria gave it food and drink. After it was hydrated by the beverage (which was some kind of bitter flavored remedy), it sensed its memories returning and realized that it had been imprisoned by Jalayn in a magical cage and that he was the one who drained it of Arch of Protection.
Going after the Mockery
Where this leads
A number of witnesses saw Dee’s Mockery flee toward the upper city. There they can learn through inquiry that she went to the Hanno-Qart Library. At the library they will find Tadaria and any other Sertori who are staying there. Tadaria will claim she thought she was assisting Dee, who came to her in distress. She fed her and gave her wine, but couldn’t calm her down. She says that Dee claimed Jalayn had drained her magic after imprisoning her in a cage and she left with violent intentions.
This can lead to the Gorgon Tavern, Tadaria and the Hanno-Qart Library, the Grand Temple and Jalayn. Players can learn some valuable information from the mockery. If they pay close attention they will realize that the memories flooded back after she drank what Tadaria gave her (and it was bitter). This can be a vital clue that a Memory Potion was used to alter her memories. Alternatively, they might believe Tadaria and the Mockery, thinking Jalayn is the culprit. Jalayn will remain calm, deny the false accusation, and work hard to prove them wrong, but if they remain convinced, this could lead to a conflict between the party and the king’s adviser.
Going to the Grand Temple of Tauq The players have about an hour to find Dee’s Mockery before she tries to kill Jalayn. This requires a TN 9 Survival (Cities) Roll. If they go straight to Jalayn, they can probably stop her attack or at least ensure the guards are instructed not to kill any would-be assassin, but simply arrest her. Otherwise, Jalayn’s guards kill her when she makes her move against the high priest.
Dee’s Mockery The Mockery thinks it is the real Dee and plans to kill Jalayn (falsely thinking he trapped and drained her). It goes to the Temple Quarter and looks for an opportunity to strike. If she isn’t stopped by the players, it is killed by Jalayn’s guards in her attack (the attack fails; it is hopelessly outnumbered and has no real plan). If the players stop it before its attack or use Merciful Plea after its death, they can learn the following: • 28
ing the streets. It went to the inn room, but was attacked by Dee. In self-defense, the mockery may have killed the original her (it doesn’t know). It believes itself to be the original.
The Mockery was confused and wander-
10. PLAYER CHARACTER MYSTERY Flavia may target a player character. If so, she has Urga the Barber go to cut their hair as a gift. However she is clever, and has Tadaria give Urga a Memory Potion, planting the memory that he was hired by Jalayn personally to give the players the best haircut money can buy. In order to do this, Tadaria used Captivation and invited him to a coffee house, where she slipped him the potion. Since then, Urga has fallen in love with Tadaria and seems in an especially good mood when he arrives to style and trim the player’s hair.
The Haircut Unless they take measures to hide their location, Flavia won’t have trouble tracking down where the players are staying. Urga goes to them and politely offers his services, telling them he has been paid
personally by Jalayn to cut their hair or style their beards for their next appearance before the king. The players may well refuse if they suspect Malevolent Mockery being used. This is fine, Urga will not insist and but will make friendly small talk before taking his leave. If they allow him to cut their hair, he takes the clippings with him when he goes and brings them to Flavia (who then makes a duplicate of the character who has magic of interest to her). That night the player character she duplicates feels something is wrong, and immediately senses that one of his/her spells is missing.
Where this leads The players may go to speak with Jalayn (who honestly has no knowledge of the haircut), they may speak with Urga and possibly find out about Tadaria, they may also simply follow Urga (in which case he is likely at some point to meet with Tadaria).
Even if they don’t take the bait, this encounter still serves Flavia’s purpose by casting suspicion on
Jalayn.
29
the city of talyr his chapter provides an overview of the city of Talyr. It covers both places inside the city and key organizations like the criminal network Hayun. Use it as the players investigate in search of clues. This is also useful for any campaign set in Talyr. The first portion of Chapter Three provides a general overview of the City, as well as the groups operating inside of it. The second portion Areas of the City offers more detailed descriptions of places on the city map. Talyr is divided into an Upper and Lower City. The Upper City is inhabited by elites and those who are not members of a special class called the Baliya may not carry weapons here.
Talyr Leader: King Tauq, High Priest Raminius, Keeper of the Statue Jalayn Population: 36,000 Resources: Lapis Lazuli, Marble, Trade, Linen, and Figs Soldiers: 3,000
This is an independent city that controls surrounding villages and towns in the Midbar Mountain pass between Ronia and the Marite Kingdoms. Until recently it was ruled by Sheikh Kasir, a Dwarven tribal leader, but ten years ago, he died fighting Blemmyae during a rash of raids and invasions. The city became vulnerable in the wake of his death and a fierce band of warriors arrived in Talyr. Their leader, a Troll named Tauq, offered to keep the city safe
from the Blemmyae and other hill tribes, if they made him their new king (Malik). He promised not to disrupt their ways or their religion, and would permit the worship of the old gods. He just asked the town sacrifice its enemies to him, to satisfy his hunger for Humanoid flesh. The city accepted him and made him king, and his warriors formed the new ruling class taking important posts throughout the city. Talyr is a city of Dwarves, with some Humans and few Ogres. Occasionally, one also finds Elves and Halflings here. The predominant language is Khubsi, though Ronian is also spoken. Most people in Talyr live in concrete apartments, built in a manner similar to that of the Hema Valley, interlocking, interconnected houses, stacked and forming a maze through the city for defensive purposes. The city gates provide another level of protection, with staggered points of entry, and winding stairs. Some merchants have entire houses of their own, or live in houses built upon storefronts. New houses, two stories tall, with open air courtyards, were built by Tauq’s elite warriors and priests. Most of the citizens of Talyr worship Sul, Ramos and Lurolai, although the other gods have temples and shrines as well. The Cult of Kwam Jao also has a presence in the city. In addition, the officials of Talyr and the soldiers are expected to revere Tauq, bringing sacrifices from their raids into the hill tribe territories. As a Troll, Tauq turns to stone during the day, and his priesthood ensures his body remains unharmed while in this state. Talyr is a rowdy and eventful city, with a constant stream of travelers from the North and South, due to its position between Ronia and the Marites. While it is mainly Dwarven, there are plenty of foreign merchants and establishments here as well, includ-
ing Shahri Coffee houses and Ronian guilds. Gambling is a favorite pastime, but Tauq has also introduced contests similar to the Caelum gladiatorial games. These are much smaller affairs than their Caelum counter parts, usually occurring in shallow pits just outside of Talyr and the other communities. Tauq lives in a large palace that also serves as the temple for his cult. He is a capable ruler, and more intelligent and moderate in temper than a typical Troll. His warriors also have barracks in the palace, as does his priesthood (Karba). One key position in the priesthood is the keeper of the statue (Qadi KarTimtha) who commands a group of soldiers and priests charged with watching Tauq when he is stone during the day. The current Keeper of the Statue, Jalayn, is the true power behind Tauq’s throne.
TABLE TWO: MOUNTAINS, MIDBAR/MIDBAR VALLEY ENCOUNTERS (TN 7) Roll Result 2d10 2
Blue Mushroom
3
Sand Dragon
4
Zombies
Jalayn is a Sertori, and a former member of the Fellowship of Promestus. He was put on trial by the order when it was discovered he had worked his way around the Vow, that it was not effective on him, and he used this to violate the Fellowship’s rules. He fled and joined with a group of raiders who followed and worshipped Tauq. Though his magic was not suited to fighting, it was useful for manipulation and predicting events. He worked his way through the priesthood and eventually became Tauq’s keeper. In this position, he proposed going to Talyr and offering to rescue them. He crafted Tauq’s policy and he has benefited from Tauq’s reign.
5
Dwarven Hill Tribes
6
Korvars
7
Boulder Crabs
8
Pavalorgi
9
Blemmyae
10
Lost
11
Obstruction or Impediment
12
Wolves
13
Ogre Tribes
14
Bandits
15
Human Hill Tribes
16
Merchants
17
Trolls
Talyr’s chief exports are marble, linen and lapis lazuli. But above all it is a city of merchants and traders, and those who service merchants and traders passing through. Tauq has implemented policies favorable toward merchants (though the king controls the lapis lazuli and marble deposits near the city). He is especially generous to foreign grain merchants, who bring necessary food supplies for his growing population.
18
Giants
19
Trow
20
Roll on Grims and Grim Beasts Table [see Sertorius
Midbar Mountains and The Talyr Mountain Pass The adventure takes place in the Midbar Mountains in the city of Talyr, which occupies the heart of an important pass (The Talyr Pass) connecting Ronia and The Marite Kingdoms. The Midbar Mountains
32
are rough and dry with several valleys and passes. They are inhabited by numerous hill tribes and several groups of Blemmyae. For an unknown reason, undead and Grim Beasts are also rather common. The peaks near the Talyr Pass are somewhat lower elevation than the eastern and western sections of the mountains, rising to about 870 meters. The Talyr Pass is an important trade route and known for its many fig groves and nut trees.
Rulebook]
Random Encounters While combat encounters less likely in the city, the GM should roll every three hours or so to see if they players are delayed by any interruptions. Some of these are things the PCS may simply witness (such as Publish Punishments or Crimes/Violent Events), while others are things that happen to them (Thief/ Pickpocket or Con Artist/Charlatan). Use your judgment and creativity to expand upon the result.
TABLE THREE: LOWER CITY ENCOUNTERS Roll 2d10
Result
2
Sertori
3
Public Punishment (official)
4
City Soldiers
5
A Crime or Violent Event
6
Hayun Gang
7
Thief or pickpocket
8
Argument or Dispute
9
Con Artist or Charlatan
10
Merchant or Vendor
11
Hamat Gang
12
Musicians or Beggars
13
Drunk
14
City Workers
15
Drunk Soldiers
16
Festival/Party or Rowdy Revelers
17
City Priests
18
Public Competition
19
Local Justice Being Performed (unofficial)
20
Dead Body
TABLE FOUR: UPPER CITY ENCOUNTERS Roll 2d10
Result
2
Sertori
3
Drunk Soldiers
4
A Major Theft
5
Drunk Nobles
6
Public Punishment (official)
7
Festival or Party
8
City Workers
9
City Priests
10
Merchants
11
Public Performance
12
City Soldiers
13
Verbal Dispute
14
Con Artist or Charlatan
15
Leach or Flatterer
16
Scholars
17
Drunk Priests
18
Thief or Pickpocket
19
A Violent Crime or Brawl
20
Temple Priests
Roving Encounters Roving encounters are events that can occur from time to time at the discretion of the GM. For the most part, these are triggered by things the players do, for instance characters that threaten Parsa in order to get information might find themselves attacked by Parsa’s Crew. These can also be used to keep things interesting and lively. Parsa’s Crew: A group of 6 Bandits seeks revenge against the party should they harm or threaten Parsa. While these are all mundane Bandits, they employ clever tactics and try to ambush the players. Ideally they hire a young child to tell the party his father has information about Parsa and will provide it if they come with him to their house. The house is a small one room stone building with dirt floors and small windows. The Bandits hide against the walls and stab or fire bows at the players as they enter. See the Hayun entry below for stats on Bandits. Uprising: If an incident occurs inside the city that involves Sertori casting spells to harm each other openly, it makes the population nervous. If it is a severe enough event, the people gather in large numbers at the assembly to express their rage and demand the king punish those involved. This places king Tauq and Jalayn in an unfortunate position. The players will be summoned to the palace. Neither Tauq nor Jalayn want to instigate a war between Sertori in their city, so they may ask those involved to leave temporarily or offer an agreeable solution (they also do not wish to provoke a group of Sertori). The king may entertain the idea of feigning punishment to please the crowd. If the players have made progress in their investigation, he may also be open to punishing the Sertori who is the most likely suspect (unless that suspect is Jalayn). Rimush: Rimush is the priest of sacrifices, but he is also charged with following the party by Jalayn. Every once in a while he may follow the party during their investigation. There is a chance the players see him, and if so this probably leads to an interaction. He assures them he is following them to protect, not harm (this is partly true). If the players do anything suspicious, it is likely to reach Jalayn through Rimush or an agent under Rimush’s authority. However, after the Rimush Mystery, Rimush is dead and unable to follow the party. 33
Hamat Ruffians: Any outsider who goes to the West Slums is likely to run into a Hamat Patrol. The Hamat are a gang and violent criminal organization, but they see themselves as the protectors of the area. They know all the local residents and are a highly suspicious of anyone who doesn’t belong. Usually they follow such people around, trying to intimidate them, maybe extorting money. They’ve been known to beat and murder folk who asked too many questions. See the Hamat below for details.
CULTURE OF TALYR The Baliya The Baliya is the ruling class of Talyr. They are the soldiers and warriors loyal to Tauq and it is from the Baliya that the priests and city officials are drawn. In the Upper City, only members of the Baliya may carry weapons or wear armor.
Merchants and Trade Talyr merchants largely operate independent of the government. They do need to pay taxes and because the king owns all the marble and lapis lazuli, merchants often work closely with city and temple officials in their day to day affairs. The king also is an aggressive investor in promising ventures (giving soldiers and money if the return to the city is likely to be high). In order to ensure the population is fed and satisfied, King Tauq does not tax grain imported to the city. Merchants are grouped into guilds called Taraj. There are many guild houses in the city. A guild house is a place for socializing, gambling and conducting business. The most powerful guild is the Lapis Lazuli Guild, which is headed by a priest of Tauq. The Marble Guild is also headed by a priest. Most others are free to appoint their own leaders (called Ra’is). Guilds are designed to provide security to their members, but they are also a source of conflict and competition. Merchants in the same trade are wary of sharing contacts for example. The city soldiers protect the Lapis Lazuli and Marble Quarries. There are stone forts and 500 men at each site.
34
Gladiators and Slaves Gladiatorial combat is a favorite pastime in Talyr. While there is a permanent fighting pit in the upper city (simply called The Pit) there are many more informal makeshift pits outside the city limits. Contests are also held in taverns on occasion. Among the Baliya and Merchants, it is a mark of pride to own a champion gladiator. Some fight in the pits of their own free will for their own benefit and glory, but the vast majority of gladiators are slaves traded in the market. Slavery is common and accepted in Talyr. While there is no mandatory system in place for marking slaves, most have tattoos or brands with the mark of their owner. This can serve to increase or decrease a slaves value in the marketplace (slaves bearing the mark of prestigious men are often highly desirable).
Gangs and Organizations Most of Tauq’s soldiers are focused on protecting the city from external threats. Internal concerns are usually handled locally. Rarely people will go to a city magistrate for justice, but the norm is for people to enact it themselves. In rougher areas, Tauq allows street gangs to flourish, because they help keep those sections in control and provide him with easy levers to pull when he wishes to become involved. However, this approach is not without danger. These groups, while small compared to the king’s army, still pose a significant power block in the city. Other power blocks exist as well, such as guilds and secret religious orders.
The Hayun (Snakes) The name is believed to mean “snakes” in an ancient tongue related to Khubsi, and these are a group of organized thieves who specialize in robbing houses and trading in information. Their leader is Nutesh. Parsa is a member of the Hayun and belongs to a crew of 7 other thieves (use Bandit stats). In total, Nutesh has six such groups in the city for a total of 42 thieves (35 Bandits and 7 Assassins). Use the Bandits and Assassins entries in CHAPTER ELEVEN: THREATS AND MONSTERS of the Sertorius Rulebook or use the threats below under Hayun and Hamat Statblocks.
The Hayun control the eastern slums and keep a close eye on activity in that area. Players investigating the eastern slums too openly or aggressively may have run-ins with Hayun bandits.
he has vowed to protect and keep in line.
What the Hayun know
Unlike the Eastern Slums, characters investigating the West Slums encounter hostility quickly and in large numbers. Bostar’s men are more ready for violence against outsiders than Nutesh’s men. They follow anyone they do not recognize and try to intimidate them until they leave. They also like to get as much information as possible when doing so. If they feel intruders are a threat, they won’t hesitate to kill them; they have little to fear from the king’s soldiers should they choose to do so. Generally they patrol the slums in crews of 6-10 and can quickly call one more crews to aid them with a whistle.
The Hayun know a number of general pieces of information that the players may find useful during their investigation. They also know specific things related to individual mysteries as they occur. The following can be acquired through interactions with Nutesh and his men, usually at a price or threat of force. Persuasion is unlikely to work without some kind of leverage:
Bostar has 60 men in his organization (45 Bandits, 10 Soldiers, 4 Ogres and 1 Sertori). Use the Bandit, Ronian Soldier, and Ronian Imperial Guard entries in CHAPTER ELEVEN of the rulebook for the Bandits, Soldiers and Ogres and use the Orlan entry below for the Sertori. This Sertori is a secret known only to Bostar. His name is Orlan and not even Jalayn knows about his presence in the city.
If Parsa is threatened by the players, she may call upon her crew to attack them. Should the conflict escalate she goes to Nutesh to seek his assistance. If the players pose a threat to his organization, he will send more men after them or contact them and try to reach an agreement (if they are reasonable and open to bribes).
•
•
They know that several Sertori have been seen in the eastern slums. One of their members, Parsa, has had some dealings with two Sertori women (an orc and a human). This is known because other members have spotted her with them. A Sertori man is staying at the House of Ramos. Many Sertori have been spotted at the Herota Coffee House. After Dumar Mystery: An orc woman came to Nutesh looking for a capable thief. He recommended Vestu. If they talk to Vestu and convince him to speak, he explains that he stole Dumar’s dagger.
The Hamat (Protectors) This is another gang that controls the West Slums. They enforce a tax on local businesses and anyone living in the area with money to spare. The Hamat see themselves as protectors of the west slums. They do extract fees from the locals from time to time, and they force anyone making wealth in the area to pay them money, but from their point of view, they help provide a system of justice and order. The gang is led by Bostar, a ruthless street tough with a face disfigured by fire. He sees the West Slum as his domain, and its inhabitants are his people, whom
What the Hamat Know Like the Hayun, the Hamat have eyes all over the slums and have information the players may find useful. They also know things about specific mysteries after they occur. If the players are willing to pay, or willing to give their services as Sertori they can learn the following from Bostar or his men. However, the Hamat would rather die than give away secrets to outsiders. Only displays of force that would threaten the entire gang’s survival will motivate them. Otherwise, the players have to negotiate. •
A Sertori woman is staying at the Gorgon and another is staying at the Northgate Tavern.
•
An ogre has been snooping around the area looking to hire thieves.
•
After Rimush Mystery: For a high price, 300 Silver, Bostar will tell the PCS he heard Rimush went to Northgate Tavern and wasn’t seen leaving.
Hayun and Hamat Stat Blocks Use the following stat blocks for encounters with any Hayun or Hamat thieves or thugs. 35
Hayun and Hamat Bandits
Hamat Soldiers
Defenses
Defenses
Hardiness
4
Hardiness
6
Stealth
5
Stealth
3
Evade
3
Evade
4
Parry
3
Parry
5
Wits
7
Wits
6
Resolve
6
Resolve
7
Light Melee
2d10
Heavy Melee
2d10
Wrestling
1d10
Medium Melee
2d10 or 1d10 (Axe)
Muscle
1d10
Wrestling
1d10
Speed
1d10
Muscle
1d10
Detect
2d10
Speed
1d10
Talent (Theft)
3d10
Detect
1d10
Key Skills
Key Skills
Qualities Wounds
Qualities 2
Wounds
Damage
Damage
1d10 (Dagger)
3d10 (Axe)
2d10 (club/mace)
2d10 (club/mace)
Hayun Assassins
Hamat Ogres
Defenses
Defenses
Hardiness
3
Hardiness
9†
Stealth
6
Stealth
4
Evade
3
Evade
5†
Parry
3
Parry
8†
Wits
7
Wits
6
Resolve
6
Resolve
8
Key Skills
Key Skills
Light Melee
3d10
Heavy Melee
3d10 or 2d10 (Dab Yai)
Small Ranged
4d10†
Medium Melee
3d10
Muscle
1d10
Wrestling
2d10
Speed
3d10
Muscle
4d10
Detect
2d10
Speed
1d10
Athletics
2d10
Detect
3d10
†Accuracy bonus from crossbow
Qualities Wounds
Damage
36
2
2
Talent (Poison)
3d10
Qualities Resist
1d10
Wounds
6
Damage 7d10 (Dab Yai)
1d10 (Dagger)
5d10 (club/mace)
2d10 (Ronian Crossbow)
† Laminar Armor, Helmet, Medium Shield and Arm Guard
Orlan (Hamat Sertori)
assembly is also where people come to conduct business, socialize, and hear news.
Defenses Hardiness
5 or 7
Stealth
5
Evade
5 or 7†
Parry
5 or 7†
Wits
6
Resolve
6
Key Skills Medium Melee
3d10 or 2d10 (short sword) Trade (Fabric)
2d10
Muscle
1d10
2d10
Speed
2d10
Endurance
3d10
Detect
3d10
Persuade
3d10
Talent (Singing)
Emotions Agape 2, Penthos 2
Qualities Wounds
5
Spells Cloak of Protection, Summon (Spirit, Imp and Brownie), Endure, Scars upon Scars
Damage 2d10 (short sword) † Reflects adjustment from key spells
AREAS OF THE CITY These entries provide information about the places found in the city map of Talyr. Use them as the players investigate. Information from other sections of the module (such as the Mysteries in Chapter Two) is repeated below to make things easier for the GM.
The Assembly This is where Tauq appears before the people of the Lower City, usually once a week. It is also where the city priesthood adjudicates the legal cases of the Lower City. A council of thirteen priests functions as magistrates to resolve legal disputes, questions and local business matters; they have the power to impose sentences of death when necessary. The
The Assembly itself is a large open courtyard surrounded by a wall. Inside the courtyard are temples to all the different gods and a large shrine to Tauq (though his primary temple is in the upper city). A large triangular platform with a dais on it is located before the courtyard against the wall of the upper city. The council of priests is seated on the dais and cases are brought before them during the day. In the morning the platform is a place for announcements. Other times it is a place for speeches by Tauq or the high priest. The players coming here can learn the following: •
The priest of sacrifices, Rimush, has been asking around the area about Flavia and the PCS.
•
Some of the Sertori in town have had dealings with the Hayun and Hamat
Baths The upper city has a bathing complex, with several large pools, divided by sex. These are all cold baths, as the city is not equipped with Caelum-style heating systems. Most of the baths are lined with wine palms and statues of Tauq. Attendants are there to aid visitors and entry costs 3 Silver. While no specific information can be found here, the baths are a place for gossip and rumors. The GM should feel free to drop hints for future adventures here and he can also provide clues found elsewhere from the module as he sees fit.
Baliya Inn This is the inn of the Baliya, or soldier quarter. For this reason, and because of its proximity to the Grand Temple, it is relatively free of crime. The Baliya Inn is where wealthy merchants prefer to stay in Talyr. Members of the Baliya class (see BALIYA entry above) are common patrons as well. It is a two-story marble structure with a lapis lazuli bar and tables made of fine wood. There is a circular stage for music and dancing, and there are always two soldiers hired to keep the peace. The innkeeper is a retired wine merchant from Ros37
tanba named Tiberius who is a close personal friend of Jalayn. Tiberius dresses in expensive robes and adorns himself in gold and emeralds. For these habits some call him the King of Baliya, which he actively discourages, afraid of angering Tauq or Jalayn. Tiberius is also a money lender and bet taker. This, more than the inn itself, finances his lavish lifestyle. He enforces debt payments with a small group of personal soldiers, all former gladiators (see Tiberius’ Guards entry below). Though a Merchant, Tiberius is regarded as a Baliya, and his personal soldiers are therefore allowed to carry arms in the Upper City. This exception is due to the influence of Jalayn.
Tiberius’ Guards Defenses Hardiness
8†
Stealth
2†
Evade
4
Parry
5
Wits
6
Resolve
8
Key Skills Heavy Melee
3d10
Medium Melee
2d10
Light Melee
2d10
Food
Wrestling
3d10
Muscle
3d10
The food at the Baliya Inn is excellent quality but expensive. A plate of moretum (cheese spread flavored with herbs and vinegar) and bread costs 11 Silver. Seasoned lamb ribs with chickpeas costs 25 Silver. Deer with prune sauce costs 40 Silver. Roasted Locusts cost 4 Silver for a bowl. Leeks with olives cost 13 Silver. Tiberius’ wine is the best in the city, but costs 40 Silver a pint.
Speed
2d10
•
Sertori Staying Here: Praokhut, Dumar
Rooms The Baliya Inn has eight rooms, each housing up to six people, for 60 Silver a night.
Detect
1d10
Qualities Wounds
2
Damage 5d10 (Heavy Spear) 4d10 (club/mace) † Scale Armor
Herota Coffee House A fine quality Coffee House with musical entertainment in the early hours and storytelling by the proprietor in the evenings. It is run by Afkar, a halfling from the Gulf of Anja. The Herota Coffee House is a large stone building with triclinium style seating (three “couches” formed around a central table). There is also a central bar, made from black volcanic stone and polished smooth. The Herota has two main rooms, one area for drinking coffee and dining on finger foods, the other for entertainment. The entertainment area has a number of long couches encircling a central platform, where the audience can recline as it listens to stories or music. The patrons of the Herota Coffee house are a mix of classes; people from the lower and upper city both frequent the establishment. Many of the Sertori in town come here to relax and socialize. Anytime the players come here, it is reasonable for there to be another Sertori or two present as well.
38
Food
After Dumar Mystery
Mostly the Herota Coffee house serves coffee in small cups. Khatic Coffee costs 4 silver a cup, Matruka Coffee costs 8 silver a cup and Dakian Coffee costs 12 silver a cup. For a plate of finger foods (fried flower bulbs, stinging needles with garum, dates and olives) it costs 10 Silver.
Vestu came here to meet Tadaria and give her the dagger he stole from Dumar. If they ask the proprietor about anything unusual he may have seen, particularly if they mention Sertori involvement, he can recall the following:
After Praokhut Mystery Patrons witnessed Tadaria meet with a young woman (Parsa). The proprietor, Afkar, overheard their conversation and can relate its basic points to anyone willing to pay a few silver: •
Parsa handed Tadaria a needle and said it belonged to the elf. Tadaria replied “This will please her greatly”.
•
Tadaria then offered Parsa a drink from a stoppered bottle, and insisted she consume the whole thing. Parsa hesitated but then appeared unusually agreeable (Afkar does not know, but Tadaria cast Captivation at this point).
•
He saw a man named Vestu, who is a known member of the Hayun, here yesterday meeting with Tadaria. He thought it a little unusual.
Baliya Market This is the daily market in the Baliya Quarter. It is a good place to purchase equipment, meat and slaves. The butchers of Baliya Market charge more than other butchers in the city, but their cuts are well worth the cost. It is also the best place to buy gladiators and other slaves, and there are also vendors selling luxury items such as Ronian silk. The market usually starts early in the morning and closes before mid-day. Every ten days, the market floods with traffic because 39
villagers and farmers more than a day from the city arrive to sell their goods. Like the baths, the Baliya Market is rife with gossip and rumors, especially rumors related to the Upper City. The GM should use his judgment here, and feel free to provide clues from other places in the module if he feels it is appropriate.
The Fig Tavern This is in the heart of Hayun Territory and a shady gathering place for the unsavory elements of the city. The Hayun use it to make deals and arrangements with clients. Independent criminals, guild members and assassins can also be found in the Fig.
Typical Fig Tavern Patron Defenses Hardiness
5
Stealth
3
Evade
3
Parry
6
Wits
6
Resolve
6
Key Skills Light Melee
1d10
Wrestling
2d10
Muscle
2d10
Speed
1d10
The Tavern is a large stone hall, with long wooden tables and stairs leading to an underground room for cockfighting and the occasional gladiatorial match. Gambling and wine are the heart of the Fig Tavern.
Detect
2d10
Talent (Theft)
1d10
The Fig is owned and run by Bodmel, a difficult man, who wants to be head of the shopkeepers guild. He is so desperate for the position, he is presently plotting to poison his rivals.
1d10 (unarmed)
The players can learn about the Hayun and Hamat at the Fig. They can also hear rumors or clues from other parts of the module at the GM’s discretion. However, the Fig Tavern attracts a rough crowd, and any information will have to be earned either through intimidation or payment. Any negotiation or interaction with patrons comes with serious risk of physical violence as well.
The Food Food here is simple and cheap, mostly plates with hard cheese, grapes, prunes, and figs that range in price from 1-4 Silver depending on the size. Roasted locusts are served on plates and cost 1 Silver. The wine is of poor quality but inexpensive at 6 Silver a pint.
Qualities Wounds
2
Damage 2d10 (dagger)
The Gorgon Tavern The Gorgon is so named for an enormous iron sculpture of a Gorgon head on the door of the tavern. It was an artifact from Caelum brought here by an orc merchant and his wife, the parents of the current proprietor, Poro. Though he was born in Talyr, Poro learned to speak Latar from his parents. Because of this, merchants from the Caelum Republic are known to stay here. •
Sertori Staying Here: Dee
Food The fare is local but with a Caelan flair for herbs rather than spice. A plate of sausages (flavored with herbs) costs 14 Silver. Vegetables and Rice with garum sauce costs 6 Silver. A platter of figs and other fruit costs 1 Silver. Good wine from Ronia is 30 Silver. He also has cheap made locally for 10 Silver.
Rooms There are three rooms above the tavern. They are cozy and can each fit three people. Rooms cost 8 silver.
40
After Dee Mystery When the players arrive at the Gorgon, Dee is in her bed and the proprietor is tending her wounds. He would appreciate any healing they can offer and is happy to share what he knows: •
•
He heard a tremendous rumble upstairs and when he came into the room he saw two Dees. One was bleeding on the ground; the other fled the tavern and headed toward the upper city. If they speak with Dee, she can confirm that she attacked first and nearly killed the other Dee (which was in fact a Mockery, though she does not know what it was).
before the high priest and his council. Cases deemed important enough are brought directly to Tauq himself in the inner chamber. •
The Outer Gate: This heavy wall is patrolled by soldiers and has three gates. It costs 5 silver to enter and each gate is protected by a group of 12 soldiers.
•
The Temple: The Temple proper is surrounded by a small wall and also has a gate (protected by 24 elite soldiers) called the Gate of Tauq. The temple is made from lapis lazuli and called the Blue House of the God by the locals.
•
The Court of Men: This area of the temple is a court presided over by the high priest (Bal-Karba) Raminius, head of Tauq’s Cult. He decides who can see the king and who cannot and he also has the authority to act as a judge on behalf of the king. There is a large pool here lined with Wine Palms (a hardy palm tree that can survive high elevations). Anyone who has made a donation to the temple may bathe in the pool.
Grand Temple of Tauq The Grand Temple of Tauq is a large complex atop the highest point in the city. It is surrounded by a heavy wall with towers and guards, and a number of wide stone stairs lead into it from each of its three walls (the rear wall overlooks the lower city). Once inside the walls, the temple complex is ringed by a large arcade, filled with vendors and professionals. This is where the elite come to conduct business. There is a public bathing pool here, as well as a small theater where announcements are made and entertainments performed. At the center of the inner court is the temple itself. Inside the temple is the Court of Men, where people seeking to petition the king can speak to the priests who hold court here. During the day, the Court of Men and the Arcade are a place for daily business and entertainment. It is a marketplace for the upper classes. In the evening, when Tauq awakens, there is a ceremony and a sacrifice before he retires to the palace to conduct affairs of state. Sacrifices are always humanoids who come from tribes or groups considered enemies of the city (for example some of the local hill tribes or the blemmyae).
The Court of Men is where most upper city judicial matters are resolved. The high priest serves as magistrate of the court. Only those cases he feels should go before the king make it to the Inner Chamber. •
The Altar: This is where the sacrifices to Tauq are made. It is in the Court of Men, so can be viewed by those allowed access by the priests. There is usually one sacrifice an evening here. The priest in charge of sacrifices is Rimush (his official title is Kar-Dhaba).
•
The Inner Chamber: This is the chamber where Tauq’s statue is kept during the day. This is also where Tauq holds court for important matters needing his judgment. Jalayn remains here the entire time, accompanied by 100 elite soldiers and 16 other priests. Anyone who has been given permission to speak with Tauq by the high priest can be denied access by Jalayn (who has the ultimate say on who can enter or leave the Inner Chamber).
•
Palace Tunnel: This is an underground passage connecting the palace to the temple.
The temple is protected by 1,000 soldiers. In addition there are 100 elite soldiers at any given time protecting the inner chamber (and 100 more who can be called upon if needed). The Grand Temple is also the chief law court of the upper city. Anyone here seeking justice or charged with a major crime may appear at the Court of Men
41
•
Palace: An opulent structure, surrounded by a high wall that connects to the temple. This is where Tauq spends much of his day and where he entertains guests in the evening. The palace is also his recreational area. There is a barracks attached to the palace with nearly 500 soldiers.
After Dee Mystery The players have about an hour to find Dee’s Mockery before she tries to kill Jalayn. This requires a TN 9 Survival (Cities) Roll. If they go straight to Jalayn, they can probably stop her attack or at least ensure the guards are instructed to arrest any would-be assassin, but simply arrest her. Otherwise, Jalayn’s guards kill Dee’s Mockery when she makes her move against the high priest.
After Tanar Mystery Word of Tanar’s disappearance spreads among the temple musicians. If they ask where he was last seen, some of the musicians saw him in the company of an orc woman. The last news available about Tanar is that he left with the orc woman through North Gate.
Temple Guards Soldiers Defenses Hardiness
6†
Stealth
3†
Evade
5‡
Parry
7‡
Wits
6
Resolve
6
Key Skills Wrestling
1d10
Light Melee
1d10
Medium Melee
2d10 or 3d10 (Javelin & Short Sword)
Small Ranged
1d10
Muscle
2d10
Speed
1d10
Qualities Wounds
Damage 3d10 (Javelin and Short Sword) 2d10 (Bow) † Scale Armor and ‡ Medium Shield
42
2
Detect
2d10
Elite Soldiers
trees resides in the center of the courtyard, and there are two buildings that run parallel to the pool and terminate at the entrance of the library. These are living quarters for guests, the resident scholars and the Head Librarian. There is also a storage area for food and important equipment as well as a number of classrooms, each fitted with oval stone benches rising around a central pit. Two ogre guards are posted at the entrance before the gate at all times. During the day, the Head Librarian and the scholars are assisted by 12 scribes.
Defenses Hardiness
7†
Stealth
3†
Evade
6‡
Parry
8‡
Wits
6
Resolve
6
Key Skills Wrestling
2d10
Light Melee
2d10
Medium Melee
3d10 or 4d10 (Javelin & Short Sword)
Small Ranged
3d10
Muscle
3d10
Speed
1d10
Detect
3d10
Qualities Wounds
2
Damage
The library, though smaller than those found in the south, is impressive and contains a large number of Ronian and Latar texts. The emphasis is mainly on architecture and engineering with an eye toward bettering the city’s defenses and amenities. However, there is an extensive collection of poetry, literature, history and religious scrolls. The resident scholars have a number of duties, and these include educating children from the Baliya class. •
Sertori Staying Here: Tadaria, Flavia, Jahan, and Qalah
2d10 (Bow)
•
† Ronian Laminar Armor and ‡ Heavy Shield
Resident Scholars: Hesran, Alexos, and Shebon
•
Librarian: Hadros
4d10 (Javelin) 5d10 (Long Sword)
Hafar’s Spring This is a large supply of water, sealed and protected by soldiers. It is brought to the city by a channel drawing off of a tributary of the Havros. The channel was constructed by the priest-king (Bal-Karba) Hafar II in 1065.
Hanno-Qart Library The Hanno-Qart Library was built by King Hanno-Qart II in 1059, to honor his father Hanno-Qart I, who was assassinated by a faction of priests in the city seeking to create a new government. It was constructed during an era of conflict and tension in the city, long since forgotten by the present population. The library itself is a large domed building, supported by countless marble pillars fitted with scroll cases and organized by topic. The library, contained inside a high-walled and gated courtyard, is part of a larger design. A magnificent shallow pool lined with fig
After Jahan Mystery At the library they can speak with Tadaria, Flavia, Kamon, the Mockery of Jahan or the three resident scholars. Flavia, Tadaria and Kamon deny any wrongdoing. Flavia says she left to look for Jahan because she couldn’t find him that morning. Kamon claims to have been in his quarters all night, but he says that he heard Jahan leave with his wagon before dawn (just before Flavia left). If the players search Jahan’s room, they find a small amount of dried blood on the floor (Detect TN 9), but otherwise it has been cleaned. If they search Kamon’s quarters they can discover the following: •
A sack of sand. This requires no roll to see, but if they make a TN 9 Detect roll, they find what looks like blood or a similar substance in clumps of sand at the bottom. This is where Kamon placed the hand, and the blood bound with some of the sand grains, forming it into clumps. 43
•
In a locked chest (the lock has a Trade: Mechanical TN 8 to open) beneath Kamon’s bed are Jahan’s bloody clothes and sheets from the night of the murder. Hesran can confirm the clothes belonged to Jahan.
There are three resident scholars here: Hesran (a Human from Talyr), Shebon (a Dwarf from Talyr) and Alexos (a human from Ronia). Jahan is friendly with all of them, but very close with Hesran. The night that Jahan died he was up drinking with Hesran. Hesran can confirm he saw Jahan go to his quarters to sleep. They all heard the wagon which Jahan often used to transport his equipment, leave in the morning. Since his return he’s been acting unusual, acting more hostile and impatient during academic discussions.
After the Koulean Mystery If the players go to the Hanno-Qart library later than a half hour after learning of Koulean’s body, they find the dead body of the Mockery. If they went to the library right away before investigating the House of Ramos, they may intercept him (they also could achieve this by splitting up). Flavia, Kamon, Tadaria and Jahan (if still alive) are all there and can explain what happened: •
They were all in the courtyard, when Koulean’s Mockery (they all claim to believe it’s the real Koulean) rushed in and attacked Flavia with an Impaling Spike spell. Tadaria blasted it with Bolt of Fury and Kamon finished it off. They say Koulean has been acting strange ever since he arrived.
If Koulean’s Mockery is intercepted or if the party uses Merciful Plea to raise him after he dies, he can communicate the following: •
It believes Flavia took its spell (due to casting Tearing the Veil shortly before the attack).
•
It believes killing Flavia will restore its lost spell. The spell it lost was Tearing the Veil.
After the Dee Mystery Dee’s Mockery goes to the library to speak with Tadaria, who gives her food and drink (which includes a Memory potion). The Memory potion im44
plants a false memory of Jalayn imprisoning it in a Gilded Cage and using magic to drain Arch of Protection. The Mockery then goes to the Grand Temple to kill Jalayn. •
Tadaria will claim she thought she was assisting Dee, who came to her in distress. She fed her and gave her wine, but couldn’t calm her down. She says that Dee claimed Jalayn had drained her magic after imprisoning her in a cage and she left with violent intentions.
The House of Ramos The House of Ramos, popular among Ronians travelling here, is one of the quieter inns in the region. It caters mainly to merchants. The House of Ramos is essentially a stone courtyard rimmed with sundried brick rooms divided by plaster walls. The courtyard itself is where the eating and drinking occur. In the center of the courtyard is a blue fountain (lapis lazuli) shaped to look like an angel of Ramos. The proprietor is Cyril, a former Ronian soldier who came to Talyr when he finished his service and used his money to buy the House of Ramos from a previous owner. Cyril is a frugal man indeed. He keeps his prices low, but the savings are frankly not worth it. The rooms are inexpensive and the food is pretty bad. •
Sertori Staying Here: Koulean
Food Cyril serves cheap wine, at 10 Silver a pint. He also serves warm water (1 Silver), bread (5 Silver) and cheese (3 Silver).
Rooms There are 10 rooms, ranging in cost from 5 Silver to 12 silver.
After the Koulean Mystery When the players arrive at the inn room they find the body of Koulean with a massive spear-like wound in his chest. Searching around the room they can find the following on a single Detect roll: •
On a Detect TN 5 they find a journal. It includes bits and pieces of Koulean’s
personal history and regrets but also includes the following line of text at the end: “I believe I know who is going to kill me, and it is one my fellow Sertori.” •
On a Detect TN 7 they find a trail of blood leading from The House of Ramos to The Hanno-Qart Library. This was left by the Mockery, which walked from here to Flavia while wounded.
•
On a Detect TN 8 they find evidence of a break in, where a piece of the wall, which adjoins to another room, was visibly cut. If they speak with the innkeeper (Cyril) about who might have stayed in the room the last couple of days, it will take some convincing (threat of physical harm or 200 Silver) to learn that a man named Janus had the room. Cyril suspects Janus has ties to the Hayun or Hamat (criminal organizations), and doesn’t want to get involved (to reveal this possible connection to the players he will need to be threatened with bodily harm or an outrageous sum of money).
Ogre Soldiers Defenses Hardiness
8†
Stealth
3
Evade
6†
Parry
7†
Wits
6
Resolve
6
Key Skills Heavy Melee
3d10 or 2d10 (dab yai)
Medium Melee
1d10
Wrestling
2d10
Muscle
4d10
Speed
1d10
Detect
1d10
The Old Fig Grove This ancient grove of figs is believed to be haunted and no longer tended by the locals, yet it continues to grow the best figs in the region. They are so delicious that people still come here to pick figs despite the rumors of a ghost living at the heart of the orchard. Most only venture in a few meters and take what they can. Bolder locals who go deeper into the grove rarely return. At the heart of the grove is the Banshee Tree, a terrible creature in the shape of a blood tree but made of humanoid flesh. (See CHAPTER FOUR for details). Near the blood tree are three very small fig trees and a few feet below their roots are the remains of three human bodies (this is explained in The Banshee Tree entry in CHAPTER FOUR).
After Dumar’s Mystery The body of Dumar’s Mockery is found outside the grove in Area A, not far from the western wall of Talyr, by a shepherd and some porters who were passing by. Speaking with the Shepherd or the porters they learn the following: •
The Gru (Dumar’s Mockery) came running out of the grove in a frenzy, his skin peeled off in places and a massive wound on his belly. He died very quickly after that.
•
They told the city guards and stayed near the body to keep watch until officials arrived.
•
They haven’t seen anyone else near the grove, but if anyone left the city during the night, they would have passed through North Gate most likely.
If the players inspect the body they can see the following: •
A large sections of skin are completely gone and there is a pitch black burn where a Bolt of Fury struck him. Players can identify the spell’s telltale mark on a Successful Magic (Misos) roll TN 7.
•
If they make a Medicine TN 8 Roll, they can determine that the bolt ultimately did it in. They also learn the missing flesh was not pulled off by a weapon or normal means, something supernatural must have removed the skin.
Qualities Wounds
6
Damage 7d10 (dab yai) 6d10 (hok) † Scale Armor and Heavy Shield
45
•
On a Creatures (Grims) TN 9 Roll, they can determine that such a wound is consistent with a Banshee.
While the mockery is dead, they can use Merciful Plea to revive him for conversation. It can recall the following: •
It recalls awakening in a golden cage, being drained, released and attacked by the Banshee Tree. It saw both Flavia and Tadaria, as it fled. Tadaria struck him with a magical bolt (Bolt of Fury) and he died as he left the grove.
Looking around the players can find a trail leading deeper into the Grove on a Detect TN 8 or Survival (Wilderness) TN 6 roll. This takes them to Area B on the map. •
After Dumar’s Mystery—The Old Fig Grove (Area B): If the players go into the grove, they find an encampment near the Banshee Tree. The Banshee Tree may attack them at this point if it feels they are a threat or if there are three or less of them (it is hesitant to attack four or more characters). At the encampment they find a palla (which belongs to Flavia which was Jahan can confirm he saw her wear) and the Dumar’s Dagger on a Detect TN 7 roll.
If the players talk to the guards at the gate they eventually find one who was on duty the night that Dumar’s Mockery died. He remembers seeing two women leaving the city with a basket. One was wearing a palla and he could not see her features. The other looked like an orc or a gru. He felt they were foolish to leave so late, but seemed harmless enough.
After Tanar Mystery The city guards can confirm that an orc woman and a man with a tanbur were seen leaving the city gates in the direction of the Old Fig Grove.
Soldiers Defenses Hardiness
6†
Stealth
3†
Evade
5‡
Parry
7‡
Wits
6
Resolve
6
Key Skills
See Banshee Tree in CHAPTER FOUR for more details. Also see Old Fig Grove in CHAPTER THREE for more information as well.
Wrestling
1d10
Light Melee
1d10
Medium Melee
2d10 or 3d10 (Javelin & Short Sword)
After the Tanar Mystery (area B)
Small Ranged
1d10
Muscle
2d10
If the players go to The Old Fig Grove and speak with the shepherds in the area, they learn that a man was heard screaming in the grove the afternoon Tanar disappeared. The shepherds did not happen to notice anyone enter or leave the grove, but they were busy tending sheep.
Speed
2d10
Northgate This is the gate system leading into the northwestern section of the city. It is heavily guarded by Tauq’s soldiers (there are at least 200 men here at a given time). During the day it is sprawling with vendors and foot-traffic, becoming the Northgate Market toward the city entrance.
46
After Dumar Mystery
Detect
2d10
Qualities Wounds
2
Damage 3d10 (Javelin and Short Sword) 2d10 (Bow) † Scale Armor ‡ Medium Shield
The Northgate Market This is a daily market that begins inside Northgate and progresses eastward into the city among an arcade of marble pillars. It is a popular marketplace among the villagers and farmers who come from
outside the city to buy and trade. It is also frequented by merchants traveling from places like Ronia and the Marite Kingdoms. Wine, coffee, grain and fruit merchants are common here and sell at reasonable prices.
After Rimush Mystery People at Northgate market are familiar with Rimush and some of the vendors saw him heading toward the Northgate Tavern.
The Northgate Tavern The Northgate Tavern is a simple but well-kept place for drinking and finding a place to rest. It is owned by Hanno, who claims to be a descendant of one of the city’s great kings. The tavern is a large rectangular room, filled with tables and brass chairs. There is a set of stairs leading up to a loft (Flavia’s Loft) and the back of the tavern connects to an atrium-style courtyard with 12 rooms and a garden. Hanno is friendly and enjoys the sound of his own voice. An avid collector of trivia, he regards himself as something of a scholar, even if much of his information is incorrect. He often regales guests with tales of the city’s history or explains how various mundane items came to be invented.
trying to frame her. There is usually no incriminating evidence in her loft and she proposes one of the other Sertori may have used it as a work space for their evil plan in hopes of shifting blame onto her. She claims there were signs of people breaking into her loft on more than one occasion. She says she just assumed it was some of the king’s spies trying to assess her.
AFTER RIMUSH MYSTERY After killing Rimush, Flavia places his clothes (left behind by the casting of Thekla’s Secret pathway) inside the mattress of her bed. This can be found if the players specifically look inside the mattress.
After the Praokhut Mystery If the players offer a physical description of Praokhut, the tavernkeeper remembers seeing him leave the tavern the night Flavia made Praokhut’s Mockery but never saw him enter the place. He didn’t see the Mockery descend from the loft above, but if the players search around, they might deduce this is where he originated from.
After the Ea-Nasir Mystery If the players go to the Northgate Tavern the proprietor can tell them the following:
Flavia is staying here in the Loft. She rarely stays the entire night, but uses the loft for her own nefarious plans.
•
Food
Ea-Nasir came to him to talk business, wanted to sell him figs and nuts on a regular basis, but it just wasn’t worth the expense.
•
Mostly, Hanno serves platters of vegetables, boiled eggs and fruit with honeyed bread. These cost between 3-8 Silver depending on the size. For drinks he serves beer for 6 Silver a pint and descent wine for 12 Silver a pint. Rooms cost 14 Silver, but there are currently no vacancies. The loft is generally not available but he is charging Flavia 20 Silver.
He stayed to have a drink, and spoke briefly with a Sertori woman who sometimes stays in a loft above the tavern (Flavia). If they ask for a description, he gives one that matches Flavia.
•
He left about ten minutes later. If the players ask, he tells them the woman left nearly an hour later.
•
Before he left, Ea-Nasir asked the proprietor if he thought the Old Fig Grove was really haunted.
•
Sertori Staying Here: Flavia
Flavia’s Loft Flavia only comes here at night. If the players ask her about the mysteries she denies everything of course, trying to gauge how much they know as she spins her lies. Most likely she suggests someone is
After Rimush Mystery If they ask the proprietor of Northgate Tavern, he can tell them that Rimush came and went up into Flavia’s Loft, but he didn’t notice if he left or where he went if he did. However he is quite sure Flavia 47
was not there, because she to the tavern about thirty minutes later, wearing clothes that definitely were not her own (wearing clothes that were definitely different from what she had on before).
Parsa’s House Parsa lives in a small two-room house in the slums. It is a large structure by the standards of the area. She earns good money stealing for the Hayun, but not enough to afford anything elsewhere in the city. Parsa is a young thief in the Hayun. She works for Flavia throughout the adventure, helping her acquire hair or blood samples needed to create mockeries. However, Flavia keeps administering Memory potions to her, so she forgets entire days of her life.
After Mystery of Qalah She did steal the hair, but has no memory of the event (Flavia brewed a Memory potion to trick her as well). •
Empty vessel used for Memory Potion. A slight bitter smell lingers in it.
•
50 silver coins, Ronian.
•
A tray of figs from the haunted grove (they are red). These are unusually delicious. If the players ask around some locals may be able to inform them the figs come from the haunted grove.
The Pit The pit is literally a large stone pit, surrounded by a small wall. Crowds gather here to view gladiatorial contests, which are held regularly. The northern and southern end of the pit wall are fitted with stone platforms for seating the king and his Baliya. A series of tunnels and chambers lead from different parts of the city into the pit. These are mostly used by gladiators and their owners. Most contests are one-on-one and to the death. The combatants are usually gladiator slaves and prisoners from hill tribes. Often one of the opponents is a Blemmyae or similar creature. The Blemmyae are local favorites and usually cast as the villains. Another popular contest is a single gladiator against several korvars. 48
Urga the Barber An assortment of bronze blades and beeswaxes, as well as copper bowls, fill the place. Urga is a respected barber in Talyr, probably the best. His business is where many of the city’s elite come for grooming, and also a local place for gossip and socializing.
After Qalah Mystery Urga recalls serving Qalah, pleasant and funny fellow. He had to chase out a young thief, a woman, who tried to rob him but only managed to get Qalah’s trimmings. If the players ask them to draw her, he can provide an accurate likeness. For the right fee, he will wander around town with them and try to point her out (this takes about 8 hours but he can eventually find her).
After Player Character Mystery At some point, Urga falls under the Captivation of Tadaria and believes he has been hired by Jalayn to cut the player character’s hair. Tadaria takes him to a Coffee House and slips him one of Flavia’s Memory Potions, planting a memory of Jalayn paying him to perform the task. This occurs after the first day at some point (depending on the flow of events). Once it occurs, Urga is in love with Tadaria and becomes an unknowing accomplice in Flavia’s plot.
Southgate This is the southern gate entrance to the city. It has the same number of soldiers (with the same stats) as Northgate.
Slums This is the shady part of the city. It is ruled by the two major gangs in the city: The Hayun (east) and the Hamat (west). The slums are divided into East and West Slums, with the east being seen as the more prosperous and safer of the two. The Hamat heavily patrol the West Slums and don’t take well to visitors (often intimidating them or extorting money from them). •
There are four taverns here: The Northgate Tavern, The Fig, The House of Ramos, and The Gorgon.
After Qalah Mystery
After Balashi Mystery
A witness had a conversation with Qalah. Qalah was screaming “where is she” several times, then he became confused and asked where he was.
When the players get to Balashi’s room they find him dead on the floor, clearly the victim of a bite from a large fanged creature. His skin is blue. They can learn the following if they look around and investigate:
The Talyrian Inn This is one of the better inns in town, and is operated by Uthmar, an old soldier who served in the army of the previous ruler (Sheik Kasir). The inn itself is made of stone and one floor, with several rooms connected by well-crafted archways. The floor of the inn is marble (a gift from Sheik Kasir) and the bar has a marble top. The walls are decorated with reliefs and mosaics reflecting Kasir’s Reign. A massive marble statue of a Blemmyae stands against the north wall, its mouth filled with figs and other fruit each day for customers to take at their leisure. Uthmar dislikes music, feeling it ruins his concentration, so he prefers to hire poets or storytellers for entertainment (and he likes to limit them to specific hours of the evening). •
•
Medicine TN 6: He was clearly killed by venom of some kind and the bite looks to be from a large snake.
•
Creatures TN 7: The creature was a Naga.
•
Talent (Poisons) TN 8: The venom that killed him was from a Naga.
•
Detect TN 4: A letter with a broken seal is under the bed (it slid there during the fight). The letter is written in Latari Script and reads “I am sorry.” Should the players secure a sample of Tadaria’s writing, they can compare it and determine it is a match on a TN 8 Read Script (Latari) roll. If the players use Illuminate Script and succeed, it reveals that Tadaria wrote the letter.
•
On a Detect TN 10 roll they can smell Tadaria’s Elean Oil perfume in the room. She was here briefly, so the scent is vague but still lingers.
Sertori Staying Here: Balashi
Food Uthmar serves wine, beer, and a hard drink called Muka (which is dark and looks like fermented coffee) for 2 Silver a cup. The wine is good quality and goes for 30 Silver a pint. The beer is good and costs 4 silver. Stewed Goat or Lamb costs 7 Silver. Seasoned with garum it costs 12 silver. He also serves a goose roasted with figs for 70 Silver. The roasted pork is 13 Silver.
If the players ask the innkeeper (Uthmar) or patrons what happened the night before, they can learn the following through conversation: •
Balashi went to his room with a finely dressed orc woman. Ten minutes later she came down and rushed out the door, quite angry. A little while later, a young boy who lives nearby went up to the room with a scroll in his hand. Shortly after the boy left they heard banging and screaming upstairs and discovered Balashi’s body.
•
The child who brought the letter lives down the street and can inform them that he was paid 1 silver by an orc woman to send the letter. He can identify Tadaria if they bring him to her.
Rooms There are three dining areas in the inn, each connected by stone archways. The main room contains the bar and a dais for entertainers. The other rooms are somewhat smaller, often used for meetings by city officials or elites. There are six rooms on the second floor, each costing 6 Silver a night and with enough room for 3-6 people each. These are common rooms for travelling merchants. There is a private room, which costs 20 Silver a night. Balashi stays in the private room.
After the Dumar Mystery People do remember a Gru stabbing his own hand to prove a point to his companions several nights ago. There was an orc woman and two dwarves at the table. The Gru seemed very upset, while the orc and one of the dwarves were clearly amused. 49
50
FLAVIA AND THE BANSHEE TREE lavia, a rogue Sertori, is the main villain of the adventure and the source of the spell drainings, duplicates and disappearances. Adept at gaining peoples’ trust, Flavia is obsessed with learning about grims, magic and Sertori, and she uses Costly Bargain toward that end. In her later years she has focused on more scholarly pursuits. When Flavia heard about King Tauq’s attempts to lure Sertori to his city, she came in hopes of finding spells to drain. On her way, she heard rumors of a haunted Fig Grove. An expert on grims, she recognized these as reports of a Banshee, and decided to pass through the orchard to study the creature. Flavia knows she could become a Grim herself one day, and seeks to prepare for that process by learning as much as possible. She wants to become a Banshee because this would allow her to continue absorbing spells. By studying it, Flavia can improve her chances of becoming one. She is willing to undergo the transformation to obtain more knowledge. In the grove she spoke with the Banshee, which was permanently fused with one of the trees in the grove in a unique fashion, anchoring it to a particular spot. She convinced this Banshee Tree that she could help it grow in power if it would allow her to observe its feeding practices and exchange knowledge with her. She now works with the Banshee Tree, bringing it victims and receiving assistance from it. Her ultimate goal, however, is to gain spells from the Sertori who have come to Talyr so she can better understand Deimos Magic. When she acquires enough spells, it will cause her to Grim and become a Spirit Banshee.
FLAVIA Flavia is a rogue Sertori in her 50s from Ronia, where she fled from the Fellowship of Promestus after refusing to take their vow. She often travels under an assumed name (her favorite names are Basina and Ucina), especially when she meets other Sertori (who have learned to fear the name Flavia). Though she has no followers, Flavia has gained tremendous power by using the Costly Bargain spell to steal magic from Sertori. Flavia trusts no one and is willing to kill friends or loved ones to acquire new spells. While she may have no compunction about killing when it feels necessary, Flavia is not blood thirsty or sadistic. She prefers to avoid violence when possible. In Talyr, during this adventure, Flavia goes by the name Ucina. She is called Flavia through most of the module, but the GM should keep in mind that she conceals her true identity because the name Flavia is known to many Sertori.
The Transformation of Flavia This adventure occurs before Flavia (from the Sample NPC section of the rulebook) reached stage two of the Grim Points tracker. She is presently still at stage zero, having acquired 6 permanent grim points through three castings of Costly Bargain (thanks to two total successes). Any more cathartic castings during the adventure raises her to Stage One. Because she is human, casting cathartically gives her +1 extra grim point. This means she can cast Costly Bargain cathartically three more times (assuming four points for each casting). After that point she will be at the end of Stage Two and any further Grim Points turn her into a Grim. There are four variations of Flavia provided below, one for each stage. Because which spells she gains depends on who she is able to target, her new spells are blank lines to be filled out by the GM as she acquires them.
As she casts spells cathartically and absorbs spells, she gains new afflictions. First her voice changes slightly and she becomes paranoid (this should happen after gaining her fourth new spell—she already has three at the start of the adventure). After she gains her fifth spell she starts projecting paranoia, her eyes grow opaque and her voice deepens further. She also acquires a Stage Two mental affliction. This will most likely be Hysterical Flight, triggered by music, assuming she gains it casting Costly Bargain in her usual location (the GM should adjust accordingly if she reaches Stage Two in another manner. Her sixth spell causes no changes but brings her to the edge of transformation. When she gains a seventh spell, this turns her into a grim, and she becomes a unique variation of a Banshee. This means that she can gain four new spells after the adventure starts before she becomes a Grim.
1. Flavia, Stage Zero Human Leader Defenses
Human Leader Defenses Hardiness
3
Stealth
5
Evade
4
Parry
3
Wits
6
Resolve
8
Key Skills Wrestling
2d10
Trade (Architecture)
1d10
Speed
1d10
Language (Ronian)
3d10
Muscle
0d12
Language (Singh)
1d10
Command
3d10
Magic (Agape and Deimos)
3d10
Detect
2d10
Places (Varian Sea)
2d10
Empathy
3d10
Places (Caelum)
2d10
Ritual
2d10
Creatures (Sertori)
3d10
Talent (poison)
2d10
Creatures (Grims)
3d10
Qualities
Hardiness
3
Wounds
5
Stealth
5
Divinity
0
Evade
4
Afflictions: Physical (Raspy Voice), Mental (Paranoia)
Parry
3
Emotions: Deimos 3, Agape 1
Wits
6
Resolve
8
Spells/Thauma: Thekla’s Secret Pathway, Costly Bargain, Memory, Gilded Cage, Eyes of Knowing*, Treacherous Icon*, Malevolent Mockery*, ______*
Key Skills
*Acquired through use of Costly Bargain spell
Wrestling
2d10
Trade (Architecture)
1d10
Speed
1d10
Language (Ronian)
3d10
Muscle
0d12
Language (Singh)
1d10
Command
3d10
Magic (Agape and Deimos)
3d10
Detect
2d10
Places (Varian Sea)
2d10
Empathy
3d10
Places (Caelum)
2d10
Ritual
2d10
Creatures (Sertori)
3d10
Talent (poison)
2d10
Creatures (Grims)
3d10
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Deimos 3, Agape 1 Spells/Thauma: Thekla’s Secret Pathway, Costly Bargain, Memory, Gilded Cage, Eyes of Knowing*, Treacherous Icon*, Malevolent Mockery* *Acquired through use of Costly Bargain spell
52
2. Flavia, Stage One
3. Flavia, Stage Two
4. Flavia, Stage Three: Spirit Banshee
Human Leader
At this stage Flavia undergoes a transformation into a Grim. Unlike most others who undergo this process, she is equipped with knowledge of the process and a clear understanding of her own nature. She believes she can control what she becomes by casting the correct spell, and makes a point of casting Costly Bargain to trigger the transition into a Grim. This has the desired effect of turning her into an entity like the Banshee Tree: a Spirit Banshee.
Defenses Hardiness
3
Stealth
5
Evade
4
Parry
3
Wits
6
Resolve
8
Key Skills Wrestling
2d10
Trade (Architecture)
1d10
Speed
1d10
Language (Ronian)
3d10
Muscle
0d12
Language (Singh)
1d10
Command
4d10
Magic (Agape and Deimos)
3d10
Detect
1d10
Places (Varian Sea)
2d10
Empathy
3d10
Places (Caelum)
2d10
Ritual
2d10
Creatures (Sertori)
3d10
Talent (poison)
2d10
Creatures (Grims)
3d10
Qualities Wounds
5
Divinity
0
Afflictions: Physical (Raspy Voice improves command and weakens Persuade), Mental Projection (Paranoia), Mental Affliction (Hysterical Flight upon hearing music—or trigger and affliction appropriate to situation if played out). Emotions: Deimos 3, Agape 1 Spells/Thauma: Thekla’s Secret Pathway, Costly Bargain, Memory, Gilded Cage, Eyes of Knowing*, Treacherous Icon*, Malevolent Mockery*, ____________*, ____________*, ____________* *Acquired through use of Costly Bargain spell
At this stage, Flavia’s voice grows deeper and more powerful, and is quite intimidating to hear (giving her a +1d10 to her command skill roll) but the change begins to affect her eyes, causing a milky white coating to obscure her vision (imposing a −1d10 on Detect).
When she becomes a Spirit Banshee, Flavia appears as a radiant and incorporeal being with features similar to those she had in life. As a Spirit Banshee, Flavia becomes incorporeal and acquires the ability to absorb souls into her own, growing more powerful as she does so. In this form she is also driven by a need to provoke fear in others. Flavia can move freely when she becomes a Spirit Banshee; she is not tethered to a particular location. She also gains the ability to fly.
Defenses Hardiness
8
Stealth
10
Evade
6
Parry
6
Wits
6
Resolve
8
Key Skills Wrestling
2d10
Trade (Architecture)
1d10
Speed
2d10
Language (Ronian)
3d10
Muscle
0d12
Language (Singh)
1d10
Command
4d10
Magic (Agape and Deimos)
3d10
Detect
0d10
Places (Varian Sea)
2d10
Empathy
3d10
Places (Caelum)
2d10
Ritual
2d10
Creatures (Sertori)
3d10
Talent (poison)
2d10
Creatures (Grims)
3d10
Qualities Wounds
5
Divinity
0
Afflictions: Grim Emotions: Deimos 3, Agape 1 Spells/Thauma: Thekla’s Secret Pathway, Costly Bargain, Memory, Gilded Cage, Eyes of Knowing*, Treacherous Icon*, Malevolent Mockery*, ____________*, ____________*, ____________* *Acquired through use of Costly Bargain spell
53
Powers Warp Reality: Some powerful spirits can actually alter the world around them. Usually this is limited to changing physical things, like creating walls where none existed, or causing a small stretch of forest to turn into a marsh or lake. This is also always limited to either the place that the Spirit is anchored or (if it can roam freely) up to a 300 foot area. Aging Wail: Anyone who hears Flavia’s Wail is aged a number of years. Make a Command Roll against the Target’s Resolve. On a success the victim is aged by 1d10 years. On a Total Success 1d100 years (roll two d10 or a d100). Touch: Flavia can touch and interact with objects when she wishes, but she can also pass through them freely when she desires. However, when she interacts with objects it makes her corporeal for that period of time, allowing normal attacks to harm her. Immunities: Spirits are insubstantial and immune to all mundane modes of attack. However they are susceptible to magical attacks. Normal Weapons simply pass through them harmlessly. 54
Absorb Soul: Flavia can plunge her hand into the body of a target and drain its soul. When doing so she is still considered incorporeal for the purposes of being attacked. To use this ability, make a Wrestle Roll against the target’s Parry. Against non-Sertori this attack is immediately fatal, consuming the soul and all its knowledge (she acquires any Knowledge skills or Specialist Skills possessed by the victim) but destroying the body. When used against a Sertori it drains spells. On a Success it drains a single spell. On a Total Success it drains two spells. When a Sertori is drained to 0 spells, he dies and his soul (along with any knowledge it possessed) is absorbed into Flavia). Vulnerability: Flavia is difficult to destroy permanently once she has become the Spirit Banshee. If she is reduced to 0 wounds by magical attacks, this simply means she vanishes for a week, but can then reappear with full strength after that time. There are two ways to kill her permanently, either use the spell Costly Bargain against her, or convince her to attack the Banshee Tree. If she does the latter, their abilities interact and they destroy each other. Using Costly Bargain against Flavia in Spirit Banshee form kills her instantly, but it also unleashes a massive backlash of energy (6d10 Open Damage) against the caster. When Costly Bargain is used in this way the character gains one random spell from Flavia, but all of her other spells are lost in the backlash. Any Grim Points acquired by casting Costly Bargain in this manner are permanent, as is usual for the spell.
THE BANSHEE TREE
Defenses
The Banshee Tree is a unique version of the Banshee Grim Beast that is found in the Fig Grove near Talyr.
Hardiness
9 or 10†
Stealth
2
Evade
6
Parry
6
Wits
6
Resolve
10
The Banshee Tree looks like a tree-like mass of skinless muscle and bone, with the vague contours of humanoid shape here and there where branches or roots ought to be. These branches each have long muscled arms that end in long tendrils. On the trunk of the “tree” is a pair of staring and lidless eye. Below the eyes is a mouth, which can speak in a hoarse voice, but is also the source of its terrible wail (see below). If one looks closely, at least six heads are visible in the mass of muscle. The Banshee Tree is always in pain but finds some abatement of suffering when it flays and absorbs its victims. At the start of the adventure, it has six creatures absorbed into its body. As the adventure moves forward the exact number and nature of the heads and faces will be dependent on who the Tree has absorbed. The Banshee Tree has three forms during the adventure, because it grows in power as Flavia sacrifices victims to it. As it increases in power its Hardiness, Muscle and Wounds increase. Rather than three separate entries these are merely expressed in the individual lines of the stat block. It also acquires new skills. These are marked with asterisks and explanatory text below.
History The Banshee Tree was once an important Sertori in the city who served king Iqra centuries ago. His name was Ashan. A rival in the king’s court summoned a blood tree to the Fig Grove when he knew Ashan and his daughters would be passing through. His daughters were killed by the creature and he was overcome by his Penthos magic as he cast Reshaping of Satree on himself to fight the Blood Tree as a Blood Tree. Not only was he permanently warped into the shape of a tree, but three little fig trees grew where his daughters had died. Their remains are still below the trees and this is the key to ending the Banshee Tree’s suffering. Giving them a proper burial ends his pain, laying him to rest and ending his existence as a Grim.
Key Skills Wrestle
3d10
Speed
1d10 (rooted/cannot move)
Muscle
7d10†, 8d10, 9d10, or 10d10
Athletics
2d10
Command
4d10
Detect
4d10
Talent (Singing and Tanbur)
3d10‡
Trade (Wood)
3d10©
Places (Varian Sea)
2d10©
Religion (Tauq)
3d10ª
Creatures (Sertori)
2d10ª
Qualities Wounds
11†, 12, 13, or 14
Divinity
0
† Raised by the bodies it has absorbed ‡ Gained by absorbing Tanar ©Ea-Nasir ªRimush
Powers Immunity: It is only harmed by magical attacks. Regeneration: The Banshee Tree can be destroyed temporarily, but grows again (even from the tiniest fragment) in a single week, completely regenerated. To truly die it must be laid to rest. Flay and Absorb: The mere touch of the Banshee Tree causes the skin of their victims to peel away. This functions like a normal attack, using the Banshee Tree’s wrestle skill. If it succeeds, then roll its Muscle for damage. Each wound caused flays an entire limb or region of the body (head, torso, arm, leg, etc.) until the target is skinless and dead. Once killed, the target is absorbed into the Banshee Tree, adding to its power. 55
Multiple Attacks: The Banshee Tree’s power is based on how many creatures it absorbs. As it absorbs more creatures, the Banshee Tree can make additional attacks each round. The Banshee Tree has 3 Attacks each round, making it very powerful. This increases to 4 Attacks each round when it absorbs a total of 7 people (the Banshee Tree’s attacks can never exceed 4 per round). Make a single roll for all of its attacks. These may be directed at one target or multiple targets. Damage is closed. Targets must be selected and announced before the roll is made. Absorb Abilities: The Banshee Tree gains the abilities and knowledge of its prey. If the Banshee Tree absorbs a horse, it will have four legs. If the Banshee Tree absorbs a giant condor it will have wings, etc. However, note that the Banshee Tree is rooted into the ground and cannot move. Unlike normal Banshees, the Banshee Tree has no limit on how many creatures it can absorb. Size: The Banshee Tree is quite large, having absorbed (at least) six bodies. This raised its Hardiness, Muscle and Wounds by (at least) six. Wail: Each of the Banshee Tree’s heads is capable of wailing, though it can only issue one wail per round. This causes those who hear it to acquire permanent mental afflictions. Each head causes a different affliction. When the Banshee Tree wails, roll its Command against the Resolve of any targets in hearing range. On a Success, the target gains the affliction (s). On a Total Success the target also takes a Wound. It can cause the following afflictions: Pain, Nightmares, Sadism, Paranoia, Amnesia and Mania. Vulnerabilities: It is difficult to destroy the Banshee Tree permanently. The easiest method is to provide a proper burial for its daughters (the three small fig trees beneath its branches). The other method is to persuade Flavia (in Spirit Banshee form) to attack the Banshee Tree. This results in both being destroyed as their draining abilities interact.
56
OTHER CHARACTERS his chapter includes descriptions and stats of all the major NPCS in Talyr during Beneath the Banshee Tree. Use these as players conduct their investigation and interview potential suspects. It is important to be familiar with these entries in advance so you can provide clues and play the characters as seamlessly as possible. Each NPC entry begins with a name, followed by its race and background. Then their Defenses and key Skills are listed (these are not all of their skills, just the most crucial ones). Other details like afflictions, emotion ratings, spells, and more follow the skills. Description provides an overview the NPC’s history and Personality. The “What he/she knows” entry tells you what the character knows about the various mysteries in the adventure. Because some of this information is dependent on certain events occurring in the module, many of these are expressed as “After the (blank) Mystery”, meaning those clues are known by the NPC after that mystery has occurred. This is followed by a Motive entry, which just provides a brief description of the character’s goals and desires. Because the Sertori each potentially have Mockeries (evil duplicates created by Flavia to help her drain the Sertori’s magic), there are also entries for Mockeries with their own “What they know” entries.
Balashi Dwarven Performer Defenses Hardiness
4
Stealth
5
Evade
3
Parry
3
Wits
8
Resolve
7
Key Skills Light Melee
3d10
Deception
2d10
Speed
2d10
Medicine
2d10
Athletics
2d10
Talent (Singing)
2d10
Endurance
1d10
Talent (Theft)
2d10
Muscle
3d10
Talent (Dancing)
2d10
Detect
1d10
Language (Khubsi)
3d10
Empathy
1d10
Language (Singh)
1d10
Persuade
1d10
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Deimos 1, Penthos 1, Misos 2 Spells/Thauma: Youthful Restoration, Scars Upon Scars, Screaming Surge, Juggernaut
Description Balashi is a flashy con-artist from Rashua whose wild schemes and nimble fingers earn him a living as he travels. He came to Talyr hoping to trick the king out of a small fortune by promising to lead an expedition to a reliably rumored and undiscovered gold deposit. He will ask for enormous funds and a large retinue, but plans to flee with a sizeable take at the last moment.
Balashi is a capable liar and enjoys telling others about his fictional exploits in war and love. He claims to have single handedly saved the Shahr Republic and says he defeated the famed Lich of Midbar (an entity he invented). When he arrives in Talyr, Balashi is initially friendly with Tadaria, who intrigues him. But their friendship should she try to kill him during the events of the Balashi Mystery. Balashi is staying at a room in The Talyrian Inn.
What he/she knows At the start of the adventure he is friendly with Tadaria, spending some of his free time with her at the Herota Coffee house. Here is what he knows about her and Flavia: •
•
•
He believes Tadaria is an exceptional woman, and finds her company enjoyable. He knows she is friendly with Flavia and the two are working on some sort of scheme together. However he assumes this is as harmless as all the other Sertori’s efforts to cut a good deal with the king. Balashi was present when Dumar stabbed his own hand because he and Tadaria were mocking Gru bravery. Jahan was also present. After Balashi Mystery: Balashi dies fighting a Naga summoned by Tadaria. See the Balashi Mystery for information on the murder scene. Should the players have access to a spell like Merciful Plea and cast it on Balashi, they can learn about the circumstances leading to his death: that he was spending a lot of time with Tadaria, that she tried to cast some kind of mind altering spell on him and he told her to leave his quarters. Soon after he received a message that read “I am sorry” and the moment he read it, the Naga appeared and attacked him.
Motives: To obtain as much money from King Tauq as possible.
Dee Human Warrior Defenses Hardiness
6 or 9 (Caelan Laminar Armor)
Stealth
3 or 0 (Caelan Laminar Armor)
Evade
5
Parry
5
Wits
6
Resolve
6
Key Skills Light Melee
2d10
Medium Melee
3d10 or 4d10 (Short Sword)
Small Ranged
2d10
Speed
2d10 or 1d10 (Caelan Laminar Armor)
Muscle
2d10
Detect
2d10
Language (Agarian)
3d10
Language (Latar)
2d10
Language (Ronian)
2d10
Language (Singh)
1d10
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Agape 1, Misos 3 Spells/Thauma: Arch of Protection, Blades of Wrath, Screaming Surge, Shooting Star of Yaum Key Equipment: Caelan Laminar armor and a short sword
Description Dee is an Agarian from the Agar tribe in Perlova Valley. Her people are allies of general Brogustu and she fought against the Servars during his initial invasion. A few months ago, she had a vision of Lorgo stomping on her village and she asked the local priests what it meant. They believed Lorgo wanted her to venture away from her homeland to find a greater purpose. Her travels led her to Talyr. Dee is not accustomed to city life and her inability to speak Khubsi makes life here a challenge for her. She quickly befriended Tadaria, who she can communicate with in Latar and relies on her for interpretation. While she views Tadaria as a friend or a
58
Motives: Dee is trying to find her greater purpose and believes she will discover it in Talyr. She also admires Tauq’s reign and hopes to learn by joining his army.
Mockery and what it knows The Mockery thinks it is the real Dee and plans to kill Jalayn (falsely thinking he trapped and drained her). She goes to the Temple Quarter and looks for an opportunity to strike. If she isn’t stopped by the players, she is killed by Jalayn’s guards in her attack (it fails; she is hopelessly outnumbered and has no real plan). If the players stop her before her attack or use Merciful Plea after her death, they can learn the following: • The Mockery was confused and wandering the streets. It went to the inn room, but was attacked by Dee. In self-defense, the Mockery may have killed the original her (it doesn’t know). It believes itself to be the original.
kind of sibling, Tadaria has more practical reasons for treating her well: Flavia’s plan to drain Dee of Arch of Protection.
• It went to Tadaria, who Dee trusts, and Tadaria gave it food and drink. After it was hydrated by the beverage (which was some kind of bitter flavored remedy), it sensed its memories returning and realized that it had been imprisoned by Jalayn in a magical cage and he that was the one who drainedit of Arch of Protection.
Dee is prideful and trusting. She stays at the Gorgon Tavern, where the owner speaks some Latar.
What he/she knows Dee doesn’t know much about the mysteries in Talyr, but she has indirect knowledge through her dealings with Tadaria. Here is what she knows: •
Tadaria and Flavia are friends
•
Tadaria is staying at the Hanno-Qart Library, as is Flavia
•
After Dee Mystery: Dee was badly wounded and nearly killed in her room by a duplicate of herself. Dee thought the duplicate was a demon and struck the first blow. 59
Dumar
willing to share the following should the players make relevant inquiries:
Gru Warrior
•
The first day he came to Talyr, Dumar had drinks with Balashi, Flavia and Jahan. He was drunk when Flavia and Balashi questioned the alleged bravery of the Gru. To prove them wrong, he stabbed his own hand with a dagger.
•
Dumar does not trust Koulean or Qalah. He thinks Koulean acts strangely and Qalah has been quite secretive lately (this is because he doesn’t want the other Sertori to know his spell was drained). Dumar believes the two are working together for some reason (this is a red herring).
•
After Dumar Mystery: The dagger Dumar used to stab himself with (see above) was stolen from him while he was wandering the city yesterday. He didn’t notice until he arrived back at his room in the Baliya Inn.
Defenses Hardiness
5
Stealth
3
Evade
3
Parry
6
Wits
6
Resolve
6
Key Skills Light Melee
2d10
Command
2d10
Medium Melee
3d10
Empathy
2d10
Heavy Melee
2d10
Persuade
0d10
Speed
2d10
Language (Gruskel)
3d10
Muscle
3d10
Language (Klerskel)
3d10
Endurance
3d10
Language (Singh)
1d10
Detect
1d10
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Agape 2, Deimos 1, Misos 1 Spells/Thauma: Splintering of Yaum, Paralysis of Nemach, Warding Wall, Shattering
Description Dumar is a Gru from Skalda in Belvar, where he left in disgrace after showing mercy to a human in a raid. Chief Klammer personally expelled him. Dumar is ashamed of this incident, but his nature is merciful. Though he has come to enjoy battle through practice he feels uncomfortable killing and questions Gru beliefs about Sur Vanker (he does not doubt Sur Vanker, just his peoples’ religious teachings). This aspect of Dumar’s character is virtually undetectable, as he compensates with bravado and feigned cruelty to conceal his failings as a Gru warrior.
Motives: Dumar seeks to prove himself and conceal his lack of heart as a warrior. In truth, though he is skilled, he does not enjoy battle and dislikes harming others. He does like the other aspects of being a soldier and fraternizes with members of the city guard in Talyr. He hopes to gain an advisory post with the King.
Mockery and what it knows Dumar’s Mockery dies fighting the Banshee Tree after Flavia drains him. Inspecting the body, they can see: •
Large sections of skin are completely gone and there is a pitch black burn where a Bolt of Fury struck him. Players can identify the spell’s telltale mark on a Successful Magic (Misos) roll TN 7.
•
If they make a Medicine TN 8 Roll, they can determine that a bolt of energy of some kind ultimately did it in. They also learn the missing flesh was not pulled off by a weapon or normal means; something supernatural must have removed the skin.
•
On a Creatures (Grims) TN 9 Roll, they can determine that such a wound is consistent with a Banshee.
Dumar is staying at the Baliya Inn.
What he knows Dumar is not eager to share information with the players. But provided they spend time cultivating his trust or succeed on a Persuade Roll (TN 6) he is 60
•
While the Mockery is dead, successful use of Merciful Plea can revive him for conversation. It can recall the following: It recalls awakening in a golden cage made of magic. It was in the Old Fig Grove and he heard a woman casting another spell. The cage was released, and saw that the woman was Flavia, and Tadaria was next to her. He intended to attack but realized that the tree he was under was actually a mass of muscle and flesh (the Banshee Tree fused with the bodies of its previous victims). Flavia drained him of Splintering of Yaum before he could use it, and the Banshee Tree struck him, flaying his flesh. He was struck multiple times and hit by a bolt from Tadaria before he fled the grove (dying just as he left). He did see people and assumes they deterred Flavia and Tadaria from retrieving his body.
Jalayn
What he knows
Defenses 3
Stealth
5
Evade
3
Parry
3
Wits
8
Resolve
7
Jalayn is the mind behind the throne of Talyr. A Sertori from Ronia who fled the Fellowship of Promestus when he violated their vow (and who was unaffected by the Vow all members must take), he joined with Tauq’s band of warriors and earned the troll’s trust, eventually becoming Keeper of the Statue. Now he retains that position but also serves as Tauq’s chief adviser. Recently the king expressed a desire for more Sertori in his government. Jalayn was against it, but has his king’s best interests in mind. Part of his concern was the threat this posed to his own position, but mainly he feared the threat more Sertori would pose to Tauq. Jalayn understands Sertori well, and does not like the idea of an open invitation to any Sertori to come and join the city government. Jalayn is an effective communicator and knows how to manipulate people. When words fail, he resorts to magic to influence others.
Human Leader Hardiness
Description
Jalayn knows only a little more than the PCS initially, and then after that he likely knows less as they investigate. His agents found Qalah, and have him held in a cell. He has worked out that Qalah is a duplicate, but beyond that doesn’t know who or what is to blame.
Key Skills Light Melee
0d10
Institutions (Political Institutions)
3d10
Speed
1d10
Institutions (Trade Guilds)
3d10
Muscle
0d10
Magic (Agape)
1d10
Endurance:
1d10
Magic (Penthos)
1d10
Detect
2d10
Magic (Deimos)
1d10
Persuade
3d10
Read Script (Ronian)
2d10
Reason
3d10
Language (Ronian)
3d10
Ritual
3d10
Language (Khubsi)
1d10
Divination
3d10
Language (Singh)
1d10
Motives: To maintain his position in the city and protect Tauq.
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Agape 3, Deimos 1 Spells/Thauma:Captivation, Desire, Heal, Tearing the Veil
61
Jahan
•
Dwarf Tradesman Defenses Hardiness
4
Motives: To improve his inventions
Stealth
3
Evade
3
Mockery and what it Knows
Parry
3
Wits
9
Resolve
7
Key Skills Speed
0d10
Trade (Mechanical)
3d10
Muscle
1d10
Institutions (Academic Societies)
2d10
Endurance
2d10
Read Script (Khubsi)
2d10
Detect
1d10
Language (Khubsi)
3d10
Trade (Fabric)
3d10
Language (Singh)
1d10
Trade (Architecture)
3d10
The Mockery believes it is Jahan. It is staying at the Library and has no idea the real Jahan was killed. However it has grown more ruthless and cruel in its pursuit of invention, a change in behavior the resident scholars at the library have noticed.
Kamon Ogre Farmer/Laborer Defenses Hardiness
6
Stealth
3
Evade
3
Parry
6
Emotions: Deimos 1, Penthos 1, Agape 2
Wits
6
Spells/Thauma: Sealing, Bridge, Servitor, Cloak of Protection
Resolve
6
Qualities Wounds
5
Divinity
0
Afflictions: None
Description Jahan is a dwarf from Sula Akdala, an inventor with an interest in automatons. He came to Talyr hoping the king would see value in his skills. He spends most of his time at the Hanno-Qart Library talking with the resident scholars (in particular he has made good friends with Hesran). Jahan is staying at the Hanno-Qart Library
What he knows •
•
•
62
After Jahan Mystery: Jahan dies at the start of this mystery so he isn’t much help. But if the players use Merciful Plea he may be able to tell them he was killed by strangulation in the middle of the night and his attacker was an ogre.
Had drinks with Balashi, Dumar, and Tadaria the first night in Talyr. Dumar stabbed his own hand to prove his bravery after Tadaria and Balashi taunted him. After Dumar Mysterty: He can confirm that the Palla found in the Old Fig Grove belongs to Flavia, because he saw her wear it and has an eye for fabrics. After Koulean Mystery: Saw Koulean’s Mockery attack Flavia.
Key Skills Wrestling
2d10
Heavy Melee
2d10
Speed
1d10
Muscle
4d10
Endurance
3d10
Detect
1d10
Language (Ronian)
3d10
Language (Singh)
3d10
Qualities Wounds
6
Resist
4d10
Description Kamon was born on the island of Hadashta near Ronia. An ogre who made his way working the docks and shipyards of the coast, he met Flavia in Rostanba and became instantly fond of her. Others might label his affection love, but to Kamon it is devotion.
Kamon is left handed. This is discernible to anyone who pays close attention for that sort of detail or on a Detect TN 10 roll.
What Kamon knows
Wounds
5
Divinity
0
Afflictions: None
Kamon is with Flavia most of the time, and she informs him of everything, so whatever she knows, he also knows. •
Qualities
After Jahan Mystery: Kamon tried to steal Jahan’s hair in the middle of the night but it went wrong and he had to kill the Sertori. He then put him in a wagon and placed him in the sewers (see Jahan Mystery in CHAPTER TWO for more details). He will not reveal any of this information however unless Flavia’s life is threatened. Jahan’s bloody clothes and sheets are in a chest beneath Kamon’s bed at the Hanno-Qart Library.
Motives: Kamon is entirely loyal to Flavia. He will protect her at all costs and passes no judgment on her actions.
Emotions: Deimos 1, Misos 3 Spells/Thauma: Costly Bargain, Tearing the Veil†, Immolation, Hungering Arrows of Yaum, Impaling Spike † Gained through Costly Bargain, and he has 1 permanent Grim Point as a result.
Description Koulean is a man from Ronia, in his 70s but still fit and hardy. He fled Ronia years ago to avoid the Fellowship of Promestus after using Costly Bargain on a friend (the only time he used the spell and a major regret in his life). Koulean has a prickly disposition and isn’t particularly fond of others. He’s been everything from a soldier to a priest in his long life.
King Tauq
Koulean came to Talyr in hopes of being an advisor to King Tauq. Since his arrival the others have grown suspicious of him due to his manner but also because he expressed unusual interest (really just curiosity) in Qalah’s ability to cast Eyes of Knowing.
See Tauq, King of Talyr
Koulean is staying at the House of Ramos.
Koulean
What he knows Initially Koulean keeps to himself and minds his own business, after its clear the others do not trust him. But the morning before he is killed (see Mystery Of Koulean) he uses Tearing the Veil to learn about his future and sees himself in a Gilded Cage trapped by Flavia, followed by an image of himself bloodied on the floor. This was actually a vision of his duplicate, and he was seeing the outcome of it murdering him.
Human Jack of all Trades Defenses Hardiness
5
Stealth
4
Evade
4
Parry
4
Wits
7
Resolve
7
•
There is just a small window between when he has the vision and his death. Should the players contact Koulean and ask him about the other Sertori he explains that he believes Flavia is planning to kill him and shares the visions he has.
•
If he dies, the players can use Merciful Plea to resurrect him briefly and gain the above information.
•
After Mystery Of Koulean: Koulean makes a note in his journal that “I believe I know who is going to kill me, and it is one my fellow Sertori.”
Key Skills Small Ranged
2d10
Divination
1d10
Heavy Melee
2d10
Survival (Cities)
2d10
Speed
2d10
Magic (Misos and Deimos)
3d10
Muscle
2d10
Language (Ronian)
3d10
Command
3d10
Language (Khubsi)
1d10
Detect
1d10
Language (Singh)
1d10
Ritual
2d10
63
Motives: Koulean just wants a secure position so he can retire, in wealth and away from the prying eyes of the Fellowship of Promestus.
Mockery and what it Knows
Should the players intercept the mockery or resurrect it, it can relate the following: It believes Flavia took its spell
•
It believes killing Flavia will restore its lost spell
•
The spell it lost was Tearing the Veil
Defenses 3 3
Evade
3
Parry
4
Wits
9
Resolve
5
0
Flaws: Weak-Willed Emotions: Agape 1, Penthos 1, Misos 1, Deimos 1 Spells/Thauma: Summon† (Wolf and Bear), Reshaping of Satree, Bend Gravity, Gaze of Carus, Bloodsmith, Servitor † Missing after Praokhut Mystery
Description Praokhut is an Elven merchant from Meng Sai. He came to Talyr to for the trade opportunity King Tauq’s invitation to Sertori presented. He is staying at the Baliya Inn Praokhut is even tempered and clever, but timid. He dislikes using his magic to harm or bully, preferring instead to focus on the subtleties, using his powers to spy or solve problems. Though Praokhut only knows a little Deimos magic, that style of casting fascinates him and he has made a study of it. For Reshaping of Satree his forms are: wolf, bird, rat, and korvar.
At the start of the adventure Praokhut has already made a point of learning what he can about the other Sertori by introducing himself and holding conversation. He has strong opinions about everyone, but his highest praise and most biting criticism are reserved for Flavia and Tadaria. After the Praokhut Mystery he has more information:
Elven Tradesman
Stealth
5
Divinity
What he knows
Praokhut
Hardiness
Wounds Afflictions: None
Koulean’s Mockery is more aggressive and wicked than the others. It comes into being the same as the rest, appearing in Flavia’s loft and trapped in a Gilded Cage. It drinks the potion and finds itself wandering the streets. Thinking it is the real Koulean, the mockery runs to its inn room when it realizes that it is missing Tearing the Veil. There it encounters the real Koulean and kills him with Impaling Spike. But Koulean kept screaming “Flavia’s the one you want,” so the Mockery then acted on that information, thinking that it could restore its spell by killing Flavia. It went to her room at the Hanno-Qart Library, where it was killed by Flavia and her ogre (other Sertori witnessed the attack).
•
Qualities
•
He likes Flavia, and considers her very knowledgeable about magic. He was impressed by her general knowledge of the world and found her company pleasant. He does not know where she is staying, but believes she has an inn room in town.
•
He has a strong dislike of Tadaria. This may seem like elven prejudice against orcs, but Praokhut is from Meng Sai and has no strong opinions about the race. His dislike of Tadaria comes from the conversation he had with her, when she boasted about the discounts and free items she acquired in the city through use of her magic. After the boast, she
Key Skills
64
Speed
1d10
Medicine
1d10
Muscle
0d10
Trade (Mechanical, Wood and Metal)
3d10
Athletics
2d10
Language (Singh)
3d10
Detect
2d10
Language (Khubsi)
1d10
Empathy
1d10
Language (Latar)
1d10
Deception
2d10
Magic (Deimos)
2d10
Persuade
2d10
Magic (Penthos)
2d10
Reasoning
3d10
Creatures (Animals and Monsters)
2d10
refused to tell him the spell (this infuriated him). •
•
•
After Praokhut Mystery: He was at The Pit watching the fights when a woman bumped into him and pricked him with a needle. He followed her, but lost her in the streets. Before losing her he was able to read her thoughts and learned she was thinking of Tadaria and the Herota Coffee House. He went to the Herota Coffee house but saw no sign of them when he arrived. After Praokhut Mystery: Later that evening he sensed something was wrong, and by the morning he knew he could no longer cast Summon. It had been drained. After Praokhut Mystery: When he arrived in the city, he spoke with many of the Sertori and was friendly with all of them. If they specifically ask him about Flavia, he can tell them she is highly knowledgeable about Magic, a world class scholar. Tadaria he does not trust.
•
The last thing he remembers before he went back to The Pit is coming to in the Northgate Market and feeling very confused. There was a bottle of blue liquid in his hand (this was the memory potion), which he threw away. He asked passerby where he came from, and they said had been drinking all night at a tavern in The Slums.
Qalah Human Scholar Defenses Hardiness
3
Stealth
3
Evade
3
Parry
3
Wits
9
Resolve
5
Key Skills Speed
1d10
Language (Khubsi)
3d10
Muscle
0d10
Language (Singh)
2d10
Athletics
1d10
Read Script (Khubsi)
3d10
Motives: To survive and (after Praokhut Mystery) to regain his lost spell. He also wants to find trade connections and form friendships with trustworthy people.
Detect
2d10
History (The Midbar Region)
3d10
Reasoning
2d10
Places (The Midbar Region)
3d10
Talent (Writing)
3d10
Institutions (Academic Societies)
2d10
Praokhut’s Mockery and what it knows
Qualities
Praokhut’s Mockery is intelligent like him, but much less timid, even careless. It loves gambling and immediately seeks out bets at The Pit when it recovers from the initial shock of the Memory potion. He is also not very concerned about the draining of his Summon Spell and has deduced that he is a Mockery of Praokhut (a fact that doesn’t trouble him at all). He sees being a duplicate as a potential advantage and way to make fast money in a reckless manner while avoiding the consequences. His intent is to make what he can and sneak out of the city if he runs into debt or trouble (leaving Praokhut to deal with the consequences). Here is what he knows:
Afflictions: None
•
•
After Praokhut Mystery: He believes the spell used to drain him is Malevolent Mockery.
He does not remember what happened after being pricked by the needle, but he is convinced Tadaria is involved.
Wounds
5
Divinity
0
Emotions: Deimos 3, Misos 1 Spells/Thauma: Hide, Daydream, Drowning Sorrows† † He also had Eyes of Knowing but this was drained by Flavia.
Description Qalah is a 50-year-old human from the city of Besra and his family on friendly terms with Queen Sabeena. In his homeland, Qalah was an important ally of the queen, who prized his abilities. However this made him the target of courtly intrigue and the occasional assassination attempt, which proved too taxing for Qalah’s timid temperament. When king Tauq announced his interest in Sertori, Qalah thought it would be safer in Talyr, one Sertori among many, than in Besra where he felt exposed. 65
Qalah is Flavia’s first victim and he loses his Eyes of Knowing spell at the start of the module. This frightens him, and he fears if the other Sertori find out, they may see him as weak and try to capitalize on his loss. So he makes a point of keeping to himself and avoiding others.
unable to remember the previous 24 hours. He also is missing one of his spells. It is simply gone. This causes his tremendous anxiety. He can tell them the exact location where he was found. •
The last thing he recalls before waking in the slums is going to have his hair cut (in preparation for meeting the king) at Urga the Barber (See Urga The Barber in CHAPTER THREE: THE CITY OF TALYR). He then went to his room in the Hanno-Qart Library to prepare a speech but doesn’t recall anything after that.
•
The spell he is missing is Eyes of Knowing.
Qalah is staying at the Hanno-Qart Library
What he knows Qalah doesn’t know much after the initial mystery. He buries himself in the library, and studies to avoid the other Sertori. However he does know a few important things: •
•
If pressed he can confirm that he lost his Eyes of Knowing spell suddenly the morning or previous evening at the time of THE MYSTERY OF QALAH. He does not know he has a mockery, and will doubt such claims. His study of history in the library has made him quite knowledgeable of Talyrian history. He knows the complete list of kings, understands the circumstances that led to Tauq’s rule, and knows about the life and death of Ashan during the reign of King Iqra (See The Banshee Tree in CHAPTER FOUR).
Motives: Qalah wants to be made head librarian of Hanno-Qart Library, but more than that he wants to retire safely in Talyr, and live a life free from the worries of Besran politics.
Qalah’s Mockery and what it knows The mockery believes it is Qalah and denies the existence of the real Qalah (if presented with evidence to the contrary he decides that he is in fact the true version of Qalah, and the original Qalah is just another Sertori in magical disguise…probably the person who stole his spell). Qalah’s Mockery has a violent and wicked nature. Filled with hate and anger, he is difficult to communicate with but can explain to the players what he knows, if they are nice or are otherwise convincing. Because he has Qalah’s memories prior to his creation he can be of some assistance. Here is what he knows: •
66
The last thing he remembers is waking in the slums of Talyr, feeling drunk and
Rimush Human Jack of All Trades Defenses Hardiness
3
Stealth
6
Evade
3
Parry
3
Wits
7
Resolve
7
Key Skills Small Ranged
1d10
Ritual
3d10
Light Melee
2d10
Talent (Cooking)
2d10
Speed
1d10
Language (Khubsi)
3d10
Muscle
1d10
Language (Singh)
1d10
Detect
2d10
Read Script (Latar and Khubsi)
2d10
Deception
2d10
Religion (Tauq)
3d10
Empathy
1d10
Qualities Wounds
2
Description Rimush is the priest of sacrifices (Kar-Dhaba) and in charge of procuring, making and preparing sacrifices for Tauq. He is also Jalayn’s right-hand man, and instructed to follow the party during the adventure. They may occasionally see him snooping after them. Rimush commands a group of 8 soldiers for the purposes of making sacrifices. Rimush is a skilled liar and flatterer. He is also capable of great cruelty.
Description
What he knows •
Jalayn told him to follow the PCS during their investigation to keep an eye on the party (he will only reveal this if pressed).
•
Jalayn trusts the party but needs certainty and always like to have as much information as possible about the people he hires.
•
While he has no evidence, he has an instinctive mistrust of Flavia
•
After Rimush Mystery: He dies but right before doing so, he follows Flavia to her loft and confronts her there. He was easily overcome and she takes him, using Thekla’s Secret Pathway, to be sacrificed at the Old Fig Grove (leaving his clothes behind in the process).
Tadaria Orc Leader 4
Stealth
3
Evade
4
Parry
4
Wits
9
Resolve
6
By orc standards she is highly attractive, but even people of other races can detect and appreciate this about her. When she came to Talyr, Flavia was one of the first people she met and the two become friends quickly. She agreed to help Flavia with her plan to drain the other Sertori, if Flavia would assist her by using the Memory spell to eliminate her past experiences fighting the Horgel. Flavia promised do so, once she has gained four spells. Tadaria uses her spells somewhat flagrantly. In particular she employs Captivation to get good deals on luxury items and free food at the market.
Defenses Hardiness
Tadaria is a confident and charismatic orc woman from Helvaro, a city in Caelum. She left Helvaro after she witnessed her brother and father die in a Horgel attack. Tadaria tried to use her magic to save them, but was too late to help. When she heard that king Tauq was offering offices and wealth to Sertori, it seemed like a good opportunity to begin a new life. She is staying at a room in the Hanno-Qart Library.
Key Skills Small Ranged
2d10
Deception
2d10
Speed
1d10
Talent (Singing)
3d10
Muscle
1d10
Language (Latar)
3d10
Detect
2d10
Language (Khubsi)
3d10
Detect—Smell
3d10
Language (Singh)
1d10
Persuade
3d10
Read Script (Latar and Khubsi)
3d10
Command
1d10
Qualities Wounds
5
Divinity
0
Afflictions: None Emotions: Agape 2, Misos 2 Spells/Thauma: Summon (Naga, Mammoth, Pavalorgi, and Monkey), Captivation, Bolt of Fury, Orthu’s Potent Script
67
What she knows
•
After Balashi Mystery: She will lie and pretend to be surprised by Balashi’s death, but the truth is she caused it (See Balashi Mystery). She is in fact distraught by it even though she was the cause and she will use this emotion to her advantage, particularly if players use magical divination. She used Orthu’s Potent Script and Summon to kill him with a Naga because he resisted her attempt at Captivation and she feared he would go to Jalayn.
•
After Balashi Mystery: She wrote the letter found in Balashi’s room, and will claim it was an apology for being rude after he rejected her. Using a spell like Gaze of Carus however might reveal that she was responsible for his death.
•
After Dee Mystery: Dee’s Mockery came to her in distress. She gave her food and drink and tried to calm her down. According to Tadaria, Dee told her that Jalayn imprisoned her and drained her magic. This is a deception; Tadaria planted that memory with one of Flavia’s Memory Potions. When Dee left, she seemed intent on confronting Jalayn.
•
After Tanar Mystery: If they go to Tadaria, she denies having anything to do with his disappearance but admits to walking with him outside the city. She claims he left suddenly when they happened upon some temple priests whom he seemed to recognize. He fled and they went after him. This is a lie; she really brought him to the Old Fig Grove and sacrificed him to the Banshee Tree.
•
If Imprisoned And Threatened With Execution: Should the players have Tadaria arrested and threatened with execution, which will require the consent of Jalayn, she will tell what she knows about Flavia’s plans in order to save herself.
Tadaria knows about the entire plot involving Flavia, and she knows about the Banshee Tree. She does not know that Flavia intends to become a Grim (this would frighten her). However, she will not willingly reveal this (though she may if made to fear for her life or if duped through magical means). She will tell the following information and lies to inquiring parties: •
Tadaria dislikes Koulean, and tries to implicate him. She tells people he is suspicious.
•
Tadaria has a low opinion of Praokhut, who she considers terribly dull.
•
Koulean was the one who revealed to the other Sertori that Qalah had a spell called Eyes of Knowing. This is true, but she likes to repeat the fact and to embellish it by adding that Koulean seemed far too interested in the spell and asked Flavia about its nature endlessly.
•
Regarding Dumar: She thinks Dumar is brave but stupid. He stabbed his own hand when she and Balashi belittled the Gru reputation for bravery.
•
•
•
68
After Dumar Mystery: While she won’t admit it freely, she paid one of the Hayun to steal the blade Dumar had used to stab himself earlier. She then gave it to Flavia to make his duplicate. She went to the grove with Flavia where the duplicate was created, placed in a Gilded Cage below the Banshee Tree and drained. Dumar’s Mockery fought back but was mortally wounded and fled to the edge of the grove. Too many people present for them to retrieve the body. After Player Character Mystery: If asked about her dealings with Urga the Barber she admits she is romantically connected with him, but claims he is a compelling person with an attractive sense of humor and that her interests are genuine. The truth is she is using him to help Flavia. After Praokhut Mystery: If asked about her dealings with Parsa, she denies any wrongdoing and claims she was trying to gain information about Jalayn to see if he could be trusted. This is a lie.
Elean Oil Perfume Tadaria wears Elean Oil perfume regularly. Anyone who speaks with her or is near her can smell the scent on a Detect TN 6 roll. Motives: She wants Flavia to use Memory to erase her memories of a Horgel attack on her town in
Caelum. She also wants to gain power in the city of Talyr by helping Flavia drain the other Sertori of their spells. Tadaria does not desire to kill people, but will do so to protect herself or further Flavia’s plan if it is necessary. She helps Flavia to sacrifice victims to the Banshee Tree because she fears the creature. However she suffers pangs of guilt occasionally and if she kills a Sertori or someone she knows (like Balashi), Tadaria experiences nightmares.
Tauq, King of Talyr Troll Leader Defenses
Though a Troll, Tauq is surprisingly eloquent and fair. He is also a capable ruler, with a good understanding of city building and politics. Curious and generally friendly, Tauq will not eat humanoids unless they are enemies of the city. He would never eat one of his own people, or anyone serving in an official capacity from other places; his consumption of humanoids is purely a requirement and not a pleasure. Tauq is large, bigger than an ogre, at thirteen feet tall. Though a life of politics and luxury has softened his body, he retains the physique of a warrior. When appearing before an audience, he wears red robes, a girdle made of gold, a silver crown, with bands of lapis lazuli rimmed by diamonds from Khata, and a heavy brass scepter that doubles as a club.
Hardiness
9
Stealth
2 (10 when stone)
Evade
2
Parry
6
Wits
7
Resolve
9
During the day, Tauq, like all trolls, turns to stone and must be protected by his priests. He resides in the inner chamber of the Grand Temple of Tauq when in this state, guarded by the Keeper of the Statue: Jalayn.
Wrestle
4d10
Reason
2d10
Tauq seeks more Sertori to fill posts in his government.
Claws
4d10 (7d10)
Survival (Wilderness & Mountain)
3d10
Heavy Melee
3d10
Trade (Architecture and Engineering)
2d10
Small Ranged
0d10
Institutions (Military)
3d10
Muscle
5d10
Institutions (Political Organizations)
3d10
Speed
3d10 (60 feet)
Institutions (Trade Guilds)
2d10
Command
2d10
Detect
1d10
Persuade
2d10
Key Skills
Motive: To improve his city and strengthen his position by adding new Sertori to his government.
Qualities Wounds
6
Powers: Boulder Throw, Claws (7d10 damage), Beast Strength (×2), Stone Sleep.
Description King Tauq is a troll who came to rule Talyr as part of a negotiation with the city. He and his soldiers promised to keep it safe from surrounding hill tribes and Blemmyae if they would make him their king and create a temple in his honor. This also required regular sacrifices to satisfy his troll hunger for humanoid flesh.
69