The Dark Eye - Heroic Works 0 - Justice and Noble Valor
The Dark Eye - Heroic Works 0 - Justice and Noble Valor
and
Noble
Valor
CREDITS
Author
Nikolai Hoch
Additional material by Philipp Neitzel
Editors
Nikolai Hoch, Daniel Simon Richter
Copy-Editing
Carolina Möbis
ENGLISH VERSION
Translation
Jeanette Marsteller
Additional material by Kevin MacGregor
Edited by
Kevin MacGregor
Layout
Ben Acevedo
This publication is protected under the copyright laws of the United States of
America. No part of this publication may be reproduced, stored in a retrieval system,
or transmitted, in any form or by any means, whether electronic, mechanical,
photocopy, recording, or otherwise, without prior written consent by Ulisses Spiele
GmbH, Waldems.
With thanks to all who helped create Aventuria.
Table of Contents Taverns & Inns: Quality, Prices, and Beds
Taverns, inns, and the like have ratings for Quality
Introduction 5 (Q), Prices (P), and Beds (B). Q refers to the level of
The Story Thus Far 6 accommodations, while P modifies the standard prices for
Between Light and Shadow—The Villains7 services as listed in the Core Rules on page 382. See the table
I. It All Starts… At An Inn 8 Quality and Prices for an explanation of these ratings. B is
II. Here Be Robbers 11 simply the total number of beds available. For example,
III. The Ruins of the Fortified Cloister 16 a place with a rating of (Q3/P2/B10) is an inn that is
Epilogue 23 somewhat cheaper than similar establishments and offers
10 beds.
Note that some NPCs, such as spellcasters and Blessed For the GM
Ones, possess a large number of skills, but we do not The Twelve be with you! This adventure serves as a great
necessarily list every skill with a rating higher than introduction to the rules and runs in about 4 hours, making
0 if it isn’t immediately relevant to the scenario. Feel it especially suitable for conventions and demonstration
free to add skills and assign ratings as you see fit. events. The heroes set out to defeat a scoundrel’s forces
and rescue a damsel in distress, but things are not as they
seem. The finale tests the heroes’ morals and sense of
justice, and lives hinge upon their decisions. Welcome to
Use these ideas to make a scene easier for your the wilderness of the Dark Ridge Mountains!
heroes.
Use these ideas to make things more difficult
for your heroes.
5
facts too easily. Hints and tips for handling these situations desires to see him punished even though she is the lawful
appear throughout the book. Socially, Griffonsforders do heir of Sunfield Manor and her stepfather can do nothing
not particularly like magic-users. If it fits your group’s to change her inheritance. Driven by her desire for revenge
style, have NPCs react accordingly in the presence of and inspired by rumors of a band of outlaws operating
magic-using heroes. Blessed Ones can add an interesting along the Dark Ridge, she concocted a sinister plan….
spiritual nuance. This is especially true for Blessed Ones of
Rondra, who can initiate a divine ordeal (see Sharp Tongues, Her plan’s success depended upon the help of the robbers,
on page 22). Heroes who prefer adventuring in urban but she needed to find them first. To disguise her search,
areas might find less of interest in this adventure, though Isella rode out alone on several unannounced hunting trips
their social skills (if any) could come in handy. Last but not with her most loyal friend, the Elenvinan Thoroughbred
least, if the heroes (or more importantly, the players) do she received from her swordfather (the knight who oversaw
not enjoy role playing moral dilemmas, they might miss her training as a squire). She eventually discovered the
the whole point of Justice and Noble Valor. bandits’ camp, which, as fate would have it, was hidden
among the ruins of an ancient fortified cloister she had
The Story Thus Far explored many times as a child. She had rehearsed the
meeting many times in her head, so she approached them
Before her husband’s unfortunate death in war, Peraidane with promises of shimmering gold for the murder of her
of Altnardesfeld-Schroffenstein, the Esquire of Sunfield stepfather. However, her plan did not account for the
Manor (located in the northern part of the Barony of wishes of her host, Darian of Bregelsaum-Steinhauer. He
Beldengrove), had two children: Isella and Praiowulf. may be a robber-knight, but he is no hired killer. As he is
Ten years ago, after many years of mourning, Peraidane fond of saying, he considers himself a “gentleman rogue.”
entered into a Covenant of Travia (matrimony) with
Gerbald of Irmenburg, who had courted her patiently for Astonished by Isella’s effrontery, Darian took her prisoner
years. Isella, the designated heir by right of primogeniture, without further ado and set about ransoming her back to
was sent to the Northmarches to study with an old friend her stepfather. Isella managed to escape, but now she faces
of the family who saw to her training as a squire. Praiowulf the problem of dealing with all the people who can reveal
was enrolled in the Warrior Academy of Sword and Shield in her secret plan. Exhausted from fleeing her pursuers (the
the neighboring duchy of Weiden. bandit gang’s two best trackers), Isella stumbles across the
heroes and makes a fateful decision——for her, and maybe
Two years ago, Peraidane contracted a serious winter for the heroes as well.
illness and began to succumb to her fever. Gerbald wrote
to his stepchildren, summoning them to be by her side. What Happens Next
Praiowulf did not receive his letter in time, and Isella’s The heroes meet a young knight, Isella, at a traveler’s inn
letter was lost somewhere along the Griffon’s Pass*. called the Four Beeches. Isella asks them to help her deal
Peraidane died without her children by her side. Praiowulf with some robbers in an old, ruined monastery. She uses
withdrew in his sorrow and became embittered, while Isella the story of her imprisonment and escape to goad the
focused her grief on her stepfather. She secretly blamed heroes into quick action, as the rogues are surely planning
him for her mother’s death, assuming mistakenly that he to disappear now that their hostage is free to spread the
had committed adultery and broken her mother’s heart. alarm. Isella also mentions the possibility of a reward
Isella remained in the Northmarches for her knighting from her father, the lord of Sunfield Manor (note that she
ceremony, while Praiowulf stayed in Weiden. Meanwhile, deliberately omits the fact that he is only her stepfather).
Gerbald took over the management of Sunfield Manor as a If the heroes prove reluctant, she promises them a reward
reeve. He is loved by the people for his amiable nature, but from the Baron of Beldengrove, too.
he is a sad and lonely man who now seeks comfort in the
arms of a commoner, the cook Ludilla. The heroes have many opportunities to test their survival
skills as they travel through the Luminous Woods to face
*The Griffon’s Pass starts near Griffonsford and runs the robbers. Even if they manage to ambush the robbers,
through the Kosh Mountains to the Northmarches. the heroes will still probably learn about Isella’s nefarious
plan and find themselves unexpectedly caught between a
A few weeks ago, Isella returned to Beldengrove to claim rock and a hard place. Neither the brigands nor Isella are
stewardship of the fief from her stepfather. She soon in any way innocent, but the heroes must find a solution
discovered his affair with the cook and took it as a sign that balances law, justice, and noble valor and serves the
that her assumptions about his betrayal were correct. She cause of good.
7
low merely to preserve his own life (as he would have
Darian of Bregelsaum-Steinhauer, Robber-Knight gladly given his life to save his liege lord). Instead, he
COU 15 SGC 11 INT 14 CHA 12 did it to protect his wards, those whom he had sworn
DEX 11 AGI 13 CON 15 STR 15 to defend. Time and time again, the dark days of war
LP 37 AE – KP – INI 13+1D6 forced him to make decisions that slowly pushed him
DO 6 SPI 2 TOU 3 MOV 7 over the edge into outlawry. Despite everything, he still
FtP 3 tries to be honorable and is particularly keen to keep
Social Standing: Lesser Noble (knight) the two oaths he swore before his liege—to protect his
Advantages: Increased Life Points II, Noble I liege’s bastard daughter Ganshild (see page 20), and
Disadvantages: Personality Flaw (Arrogance), never to serve House Rabenmund, the current rulers of
Principles I (Robber’s honor; protect his people; the Rommilysian Marches (the province formerly known
chivalry even under difficult circumstances) as Darpatia). Darian keeps his promises despite the fact
Special Abilities: Combat Reflexes I, Feint I, Forceful that doing so has forced him to become an outlaw and
Blow II, Heraldry, Leader, Improve Parry, Inured to bandit. He accepts his fate and now leads a small band
Encumbrance II, Shield-Splitter of robbers who operate in the foothills of the Dark
Languages: Garethi III, Oloarkh I Ridge, between Griffonsford and Weiden. He considers
Scripts: Kuslik Signs his bandit companions to be family, and he would do
Combat Techniques: Brawling 10, Shields 14, Swords anything for them.
15, Daggers 10 Role playing tips: Sit up straight and speak calmly, even
Unarmed: AT 11 PA 6 DP 1D6+1 RE short in the direst of situations. Choose your words carefully,
Dagger: AT 11 PA 6 DP 1D6+1 RE short speaking sometimes as a knight (mostly) and sometimes
Long sword: AT 16 PA 9 DP 1D6+4 RE medium as a bandit captain.
Wooden shield: AT 11 PA 11 DP 1D6 RE short
Long sword and wooden shield: AT 16 PA 11 DP 1D6+4
RE short I. It All Starts… At An Inn
PRO/ENC 6/1
Skills Read Aloud or Paraphrase
Physical: Body Control 12, Feat of Strength 8, Perception 7, Ubiquitous dark clouds loom over the snow-clad peaks of the
Riding 14, Self-Control 8, Stealth 6 Dark Ridge to the northwest. Time and time again, heinous rabble
Social: Empathy 7, Etiquette 6, Fast-Talk 4, Intimidate 7, pours down the slopes into the lands of the Sable Guard, as the
Willpower 12 western parts of Griffonsford and Weiden are called. Together
Nature: Animal Lore 4, Orienting 4 they form the Shield Lands that watch over the inner provinces
Knowledge: Law 4, Warfare 7 of the Middenrealm. Orcs roam these war-torn lands seemingly
Crafts: Commerce 2 at will, but they aren’t the only threats—robber-knights, bandits,
Equipment: Plate armor; wooden shield painted with and outlaws have made the woods at the foot of the Dark Ridge a
coat of arms; long sword; destrier dangerous place.
Combat Behavior: Darian fights honorably and avoids
killing opponents, preferring to convince them From your chair in the sunny courtyard of the Four Beeches
to yield instead. He never attacks someone who is Inn, all of these problems seem miles away. Perhaps it was the
unarmed or lying prone on the ground. country’s rugged simplicity, the pristine beauty of this untamed
Escape: Darian does not flee if fighting alone, but does land, that invited you to stay and rest a little while. As you sit
surrender after losing 75% of his LP. around a table with other travelers, exchanging news and stories
Pain +1 at: 27 LP, 18 LP, 9 LP, and 5 LP and less while enjoying a decent lunch, the warm rays of Praios’ Disk shine
down on you from on high.
Role: Opponent; Darian is more than just a villain, and may The Four Beeches Inn is one of a series of taverns situated
even be a kind of tragic figure. His fate rests with the along the Margrave’s Way (the main road from Griffonsford
heroes. to Northgrove), in the county of Hero’s Stand in Weiden.
Background: He is an old-school knight whom fate has This fine, u-shaped tavern building sits on the east side
reduced to despair, something for which he was never of the thoroughfare at the point where a minor road
prepared. In the Year of Fire, the Endless Ranks of the coming from the eastern Barony of Dergelstone crosses
Dead devastated his home town in Darpatia, but he the Margrave’s Way. The first floor is clad in quarry stone,
continued to uphold justice and fight on the side of Good. the second in timber. A barn and stable sit on either side of
When his liege was killed by a Wildermarches warlord, the main building. A 6’ defensive wall shields the buildings
he was forced once again into a life of less-than-honest from the street, and the only access from Margrave’s Way
deeds unworthy of a true knight. He didn’t sink this is through a large gate. The inn offers twelve beds, six of
9
When the heroes settle into enjoying themselves and the 5 silverthalers should be more than enough compensation
local food at the Four Beeches, call for a check on Perception for one day of work. Traveling swords (apprentices to sword
(Spot) +1. On a success, they become aware of hasty- masters), warriors, and Blessed Ones of Rondra might offer
sounding footsteps approaching the gate (the road is not to help Isella in the name of honor and justice alone. Heroes
visible through the inn’s entrance). On a failure, the heroes with the disadvantage Submissive to Authorities are very
don’t learn about Isella until Elwine, the innkeeper’s wife, likely to aid a noblewoman when asked.
yells, “My Lady!” and drops her tray of mugs in shock
upon seeing Isella’s wretched state. Isella rushes into the Meanwhile, the innkeepers send their servant Sonnfried
courtyard and slumps against the inner wall, gasping for to inform the Baron. Raulwin asks his wife to fetch his old
breath. She keeps a wary eye on the entrance and only short sword and shield, which usually decorate the wall
slowly acknowledges the presence of the innkeeper and above the fireplace, and offers them to Isella in the hopes
the heroes. Taking stock of her situation, she devises a that they’ll once again help draw the blood of an orc.
new plan quickly—one that uses the heroes to clean up her
mess. Chase the Chasers!
If the heroes search the road and the surrounding area
The young woman is clad in green and brown hunter’s garb, after hearing Isella’s story, call for a check on Perception
her hair is tousled, and her breathing is ragged, as if she has (Spot) +1. On a success, they see two figures about 300 paces
been sprinting for miles (for her complete description, see away to the west. The figures disappear quickly into the
Between Light and Shadow, on page 7). With a successful woods, but it is clear that one of them is much smaller than
Perception (Spot) +1 check, the heroes also notice the state of the other. These, it turn outs, are Isella’s pursuers.
her clothing (the presence of several burrs and rips seem
to hint at a wild flight through the woods). Upon closer If the heroes have the ability to track and move quickly,
inspection, her wrists and boots appear chafed, indicating use the rules for chases (See Core Rules, page 349) and hustle
that she was most likely bound with ropes. The dagger them through the woods. Special Abilities such as Terrain
sheath on her belt is empty. Knowledge (Woods) or Area Knowledge add a +1 bonus
to all Body Control rolls, but not when making a Flying
If the heroes question Isella, she reveals the following. test. To spice things up, simulate the chase through the
She is Isella of Altnardesfeld-Schroffenstein, daughter underbrush by changing some of the Body Control checks to
of the Esquire of Sunfield. The innkeepers are quick to Orienting, Climbing, or Survival rolls. Depending on the how
confirm this claim (in her haste, Isella fails to mention long it takes the heroes to reach the spot where they lost
that her stepfather is only the reeve and she is the true sight of the strangers, they should wind up only about 50
heir, but the innkeepers are well aware of it). yards behind them (for the pursuers’ stats, see page 20).
She was abducted while out hunting yesterday by a
robber-knight and his henchmen. They intended to If the heroes capture and question the two lurkers, the
ransom her back to her father. Isella bemoans the fact bandits admit that they were sent to recover the escaped
that she, a knight, chose to yield instead of fight. prisoner. They remember watching as the young woman
The robbers imprisoned her in the ruins of an old stumbled into their camp, seemingly unaware of her
cloister in the woods. She escaped at dawn through a surroundings, but they have no knowledge of her unusual
gap in the wall. offer to their leader. They do know the ruin, however, and
The cloister is on the other side of the Beldencreek might disclose details if threatened.
River, about three hours away (10 miles) by the fastest
route.
She saw about half a dozen robbers, including an orc “Do I Believe Her?”—A Word about
(this information spurs the innkeeper to yell and rant, Empathy, Clairvoyance, and Influence
reminding the heroes of the locals’ hatred for orcs and The sudden appearance of Isella and her insistence on
their collaborators) setting out quickly to apprehend the robbers is intended
The robbers know she escaped, so they will most likely to motivate the heroes and distract them from asking too
flee the area out of fear of reprisal from the Baron. many questions. However, if someone smells something
Informing the Baron would take far too long, and the fishy and wants to gauge her honesty via Empathy or
villains will escape. magic, call for a competitive check using Empathy (Detect
She pleads for the heroes’ help, offering rewards and Lies) vs. Isella’s Fast-Talk (SR 7 (14/13/13)). In this case,
accommodations as needed. Isella is the active participant. If the hero wins, consult the
following table.
If the heroes doubt her words, see Do I Believe Her? on
page 10.
11
12 Justice and Noble Valor
Of course, neither option turns out well if the heroes fail You may need to adjudicate the number of time units the
to track the fleeing bandits. Call for a check on Tracking heroes use to perform certain actions. If they don’t ask
(Human Tracks) +2 (don’t forget the additional +1 bonus Isella too many questions and set off after the bandits right
for applicable Terrain Knowledge). On a successful roll, away, assume that they gain 0 time units during the first
the heroes learn that there are two bandits fleeing before scene. However, if they ask lots of questions, haggle for
them. One leaves deep bootprints (possibly because he’s supplies from the innkeepers, or check their equipment
heavier), while the other person is barefoot. Some rust- carefully before leaving, don’t hesitate to increase their
red tufts of hair discovered on the path suggest that the tally by 1 or 2 time units (in addition to the normal amount
barefoot person is a goblin. gained during that scene).
13
The forest seems rather tranquil at first. Light surrounds Should your heroes choose the shorter path, see Beldencreek
the rowan and blackthorn trees with a halo, infusing the on page 15 and the optional scene Territorial Fight (see
Luminous Woods with the glow that is the source of its below), and develop the story as you like. The shorter path
famous name. Cabbage and turnip fields sprout up here is more difficult and dangerous. If your heroes opt for
and there in clearings interspersed throughout the woods. safety instead, see Boargrove on page 15. The optional
Isella leads the heroes along barely-discernable trails and scene Twining Ogreberry may be used with either route, and
deer paths. The scenery changes to tall, old beeches and of course you are free to create additional scenes as you
chestnut trees as the party plunges deeper into the woods. wish.
To the west, the terrain grows increasingly rocky and
littered with stones, among which grow ferns and oddly Optional Scene: Territorial Fight
twisted pines. This scene injects some more combat into the scenario—
use as desired. If the heroes turn west at the Bald
Isella urges the heroes on and never stops talking about the Emmeran, they inevitably cross the territory of a pack of
foul treatment she received at the hands of Darian and his boars and their young. In the presence of piglets, boars
men, despite being a highborn Lady. “They even have an act aggressively towards any intruders. With a successful
orc with them! What kind of outlaws associate with orcs?” Tracking (Animal Tracks) check, the heroes notice swept
she exclaims, “Only one fate awaits them—the rope!” If ground, dark wisps of hair in the bushes, and bare spots
desired, Isella’s ramblings begin to exhibit inconsistencies on trees where the bark has been rubbed off at about
and contradictions. knee’s height—signs that boars live nearby. The heroes
can still turn around (accruing more time units, of course),
*If using the optional time tracking system provided if desired. If the check fails or the heroes decide to forge
above, add 1 or 2 time units to the heroes’ tally whenever ahead anyway, a small pack of boars (1D3+3) ambushes
they stop to study the tracks of the bandits and orient them. To avoid the boars, make a competitive check of
themselves. the heroes’ Stealth (Sneak or Hide) vs. the boars’ Perception.
Alternatively, make a check of the boars’ Stealth against
Bald Emmeran the heroes’ Perception (Spot) to see if the heroes notice the
Bald Emmeran is a lone limestone tor that rises above ambush in time to react.
the treetops of the Luminous Woods. Here the broadleaf
trees give way to conifers, such as red and blue spruces, Optional Scene: Twining Ogreberry
surrounded by heavy underbrush. A successful Plant Lore The heroes pass through an area that sprouts an occasional
(Useful Plants) roll with at least 2 QL reveals that this place twining ogreberry plant. Its characteristically intense
must have been more densely populated in the past (old smell is not as distinct as when the berries ripen in high
traces of lumbering efforts are visible in the area). Young summer. At this time of year it smells only faintly of rancid
trees and tall grass now cover what must once have been grease, but this is enough to warn alert heroes that an ogre
fields and meadows, suggesting that this place was last might be nearby. Heroes looking for the source of the smell
used for agricultural purposes about 20 years ago. risk injury from the plant’s thorny, entwined branches.
Ogreberry thorns break off easily in the skin, causing
A pack of boars raises its young in the area of the tor in inflammation and inflicting 1D3 to 1D6 DP (GM’s choice).
springtime. The bridge in Boargrove may be the safest A successful Plant Lore check lets the heroes avoid taking
way to cross the river, but the risk from boars is the main damage.
reason that the bandits avoid that (shorter) route. Even if
the heroes do not stop every ten minutes to look for tracks, If the group enjoys more serious challenges, you may twist
a successful Tracking (Human Tracks) +1 check reveals that the situation a little further, as follows. Once the heroes
they are still heading in the right direction, but Isella now realize that the source of the ogre-like smell is just a berry
suggests the heroes turn west towards the Dark Crown. bush, an actual ogre rushes out of the woods and attacks
the party after having smelled and tracked these tasty
To Boargrove or Not to Boargrove— humans.
That Is the Question
The heroes must decide whether to head directly for the Twining Ogreberry
ruined cloister or take the detour toward Boargrove. Going Search Difficulty: -1
straight to the cloister means crossing the river (a risky Identification Difficulty: -1
venture) and passing through boar territory (also a risky Uses: none
venture). Isella is unaware of the boars, but a successful Effect: Failing a Plant Lore check while studying the plant
Animal Lore (Wild Animals) check alerts the heroes to their leads to cuts and skin inflammation (see above)
presence in the area. Cost: -
15
rubble walls hint that the hamlet once maintained enclosed there. An old cart path that has been partially reclaimed
fields. The bridge across the Beldencreek still stands, of by Nature still loops all the way to the former monastery.
course, but it does not appear all that sound at first glance, The cloister sits on the eastern point of the outcropping,
and the waters that run beneath it are cold and deep. which runs from east to west. The western edge of the hill
is particularly steep and sparsely vegetated.
*Sadrak Whassoi was a legendary orc warlord with the
nickname “the Black Marshall.” He led an army of orcs If the heroes attempt to assess the hill and ruins, call for a
against the Svellt League of Towns in 1010 FB in what was Warfare (Sieges) check with a bonus of 1. A success reveals
later known as the Third Orc Storm. The human defenders that the southern slope is the easiest and safest to climb.
only managed to stop his advance after his army reached Also, apply half the QL form this check as a bonus for any
Gareth, the very heart of the Middenrealm. During the future Stealth rolls to gain access to the ruins. Of course,
Fourth Orc Storm, he cut a swathe through Andergast to the ruins can be assessed by other means, such as a death-
pillage Albernia. Sadrak was finally captured in 1026 FB defying climb to the top of a tree, or the daring flight of a
and imprisoned in Havena. He died in 1027 FB while trying witch.
to escape.
If the heroes are willing to take the time to scrutinize
Slippery, wet moss covers the bridge, which lacks one side the hill thoroughly, a successful group cumulative check
wall (probably due to the annual torrent of water from the against Survival (interval of 1 hour and a target of 10 QL)
spring melt). The structure is safe to cross but does not reveals the entrance to an old escape tunnel.
appear to be very safe. A successful Tracking (Human Tracks)
check with a bonus of 1 reveals that three individuals If the heroes make it here quickly and choose to hide
crossed the bridge not long ago, and later, two headed outside the ruins and keep watch for a time, they might
back. spy the two robbers who pursued Isella coming through
the woods. If captured and questioned, these two can
III. The Ruins of reveal the existence of the escape tunnel (though they are
17
Maintenance Building (8)
Wolf Rat The original occupants used the northeastern section
Size: 1 to 2 feet long (without tail); 2 to 3 feet long of the cloister for managing and maintaining life in the
(with tail); 8 to 10 inches high monastery. These buildings held the kitchen, the larder,
Weight: 1 to 3 pounds the baths, the laundry, and the medico’s room. Broad steps
COU 10 SGC 10(a) INT 14 CHA 11 still lead from the kitchen towards the courtyard and grant
DEX 11 AGI 13 CON 6 STR 10(s) easy access to the well. The first floor retains its roof, and
LP 5 AE – KP – INI 12+1D6 some of the second floor’s woodwork still stands. Darian’s
DE 7 SPI 1 TOU 2 MOV 6 men prepare their meals in the kitchen and store food in
Bite: AT 10 DP 1D3 (+ disease*) RE short the small cellar, which can be reached via a slender ladder.
PRO/ENC 0/0 The cellar contains items such as dried meat, cheese, bread,
Actions: 1 a small barrel of beer, and some old tools.
Advantages/Disadvantages: Darksight II / Fear of Fire II
Special Abilities: Attack Weak Spot (Bite; Attack suffers Living Quarters (9)
-2 penalty. If successful, attack ignores PRO from This former dining hall is still intact, but Darian’s men now
clothing and armor. Natural and magical PRO apply as use it as sleeping and living quarters. It contains separate
usual). beds for Darian, three of his men, one woman, the goblin,
Skills: Body Control 4, Climbing 10, Feat of Strength 2, and the orc. Stone stairs lead up to the building’s original
Intimidate 2, Perception 10, Self Control 4, Stealth 7, sleeping room, little of which remains. A very narrow gate
Swimming 6, Willpower 2 (the original entrance to the keep) opens onto this area.
Number: 2D6+6 (rat colony) A passageway that connects the dining hall to the first
Size Category: tiny floor of the keep was added shortly after the keep was
Type: Animal, non-humanoid completed. This passage is now kept hidden behind a thick
Loot: 1 ration meat (tough) curtain.
Combat Behavior: Wolf rats mainly flee from humans
but sometimes attack from ambush, targeting exposed A guard watches the hall’s entrance at nearly all times.
areas of skin.
Escape: loss of 50% LP The Keep (10)
Animal Lore (Wild Animals) The four-story keep is the oldest structure in the cloister.
QL 1: Wolf rats are creatures of the Nameless One. At 60 yards in height, its upper platform rises above the
QL 2: They usually retreat at the sight of fire. treetops and affords a magnificent view of the Dark Ridge
QL 3+: Their bite can transmit diseases such as and the Luminous Woods. The northwestern edge of the
lutanas. tower, from the second floor to the roof, has been scoured
Special Rules: *) Disease: Wolf rats can transmit diseases. clean by Satinav’s Horns*. A proficient climber could scale
For every 10 DP they inflict, roll 1D20: 1-16 (no disease); the steep rocks at the keep’s base and thus reach the second
17 (lutanas); 18 (swamp fever); 19-20 (black rabies). If floor of the cloister (Climbing (Walls) -3). Heroes capable of
infection occurs, make a disease check (see Core Rules, flight (such as witches) can ignore this check, of course.
page 343). For more information about black rabies,
see the Aventuria Almanac. # Second floor: This is the original entrance to the keep.
Fear of Fire: Upon seeing open fire of at least the size of a The third and fourth floors are empty, but the fifth floor
torch’s flame, the rat flees on a 1-3 on 1D6. has a small camp for the platform guard, who carries a
Pack: When cooperating to attack a single enemy, wolf short bow.
rats gain a +1 bonus per participating rat (maximum # First floor: This floor houses some of the robbers’
of +4). supplies as well as their loot (goods worth about 200
Pain +1 at: 4 LP, 3 LP, 2 LP, and 1 LP and less ducats, plus coins amounting to 50 ducats). Stone stairs
lead up and down from this floor. The secret passage to the
Dining Hall opens here.
Western Wing (7) # Basement: The air here smells moldy and stale. This
This section once housed the Old Chapels and the chapter important chamber, which was dug from the living rock, is
house. The cloister’s scriptorium occupied the building’s the site of one of the cloister’s wells. Next to the well, some
second floor. The wall between the chapter house and the heavy boards conceal narrow stairs that lead down into the
new chapel of Praios collapsed long ago, and the second darkness. This path to the old caverns beneath the cloister
floor is nearly in ruins. This is where the brigands held served originally as an escape tunnel. Darian and his men
Isella captive. She fled toward the southern wing and know it could be used against them, so they keep it sealed
escaped through the hole in the wall. and open it only when absolutely necessary.
19
hall) keep watch. One brigand relieves them at irregular
intervals. If Leuwald and Rust-Hair return before the
Cave Spider heroes make their move, they inform Darian about their
Size: 5 to 6 feet long; 1 to 2 feet tall failure. He speeds up the escape plan, packing only what
Weight: 60 to 80 pounds is absolutely necessary and warning his guards to be
COU 11 SGC 9(a) INT 14 CHA 8 especially watchful.
DEX 12 AGI 15 CON 12 STR 14
LP 22 AE – KP – INI 13+2D6 Darian’s Henchmen
DE 5 SPI 2 TOU 0 MOV 7 Use the following stats for the band of robbers, or tweak
Bite: AT 14 DP 1D6+2 (+poison*) RE short them as desired. For example, Leuwald should have
PRO/ENC 2/0 Terrain Knowledge (Woods) and Area Knowledge (Woods
Actions: 1 surrounding Beldenheim).
Advantages/Disadvantages: Darksight I, Exceptional # Ganshild (Darian’s ward)
Sense (Touch) A young woman with yellow locks. Ganshild is the bastard
Special Abilities: Grapple daughter of Darian’s former liege lord, and Darian still feels
Skills: Body Control 12, Climbing 14, Feat of Strength 7, bound by oath to defend and protect her. Her time spent
Intimidate 7, Swimming 2, Perception 12, Self Control 10, among the robbers made an impression, though, and she
Stealth 14, Willpower 5 now feels more sympathetic to the life of an outlaw.
Number: 1, or 1D3+2 (spider nest) # Rafardeon (former acolyte)
Size category: medium Walks slightly hunched over. Rafardeon’s very short hair
Loot: 25 rations entrails (inedible), poison (75 marks him as a former layman. He became an acolyte in
silverthalers) a monastery dedicated to Peraine, but did not find what
Type: Animal, non-humanoid he was searching for. At the point at which he knew he
Combat Behavior: Cave spiders wait until something must choose a different path, he felt that the Twelve had
touches their web and then attack mercilessly, abandoned him, so he sought and found a new home—with
chasing prey as far as 50 yards from their nest. outlaws.
Sometimes they leave the nest to hunt for prey. They # Leuwald (ranger)
consider anything human-sized or smaller to be prey. Leuwald used to serve the Baron as a frontier-guard and
Escape: loss of 50% life points ranger. After his unit was annihilated in battle, he chose to
Animal Lore (Wild Animals or Monsters) leave the Baron’s service. Now he fights for Darian, a man
QL 1: Knowledge about cave spider poison. he admires and respects.
QL 2: The spider’s territory extends out about 50
yards from the nest.
QL 3+: Cave spiders are repelled by leechfright. They To make things more difficult, you can add more
suffer a -2 attack penalty when fighting opponents robbers to the band and even replace one of them
covered in leechfright ointment. with a witch.
Special Rules Reduce the number of robbers, take away some of
Web: Heroes can get entangled in the spider’s web. To their equipment, or give one or more of them an
notice a web in time, make a Perception (Spot) roll at illness (see Core Rules, page 343).
-1. If the check fails, the hero becomes entangled and
gains the state of bound. Escape requires a cumulative # “Rust-Hair” (Goblin)
check against Body Control (Squirm) (10 QL, check Even the orc looks down on Rust-Hair, the group’s misfit.
interval 1 CR, 7 rolls permitted—failure means the Nonetheless, he follows Darian’s orders to the best
hero cannot escape) of his abilities, partly because he is mortally afraid of
*Poison) Cave spiders can inject their poison several abandonment but mainly because Darian treats him with
times. The effect is cumulative. respect and always refers to him as Juuksed, his real name.
Level: 4 # “Tusk” (Orc)
Type: Weapon poison, animal venom (complex) Tusk’s real name is Kurog. He joined Darian’s band as a
Resistance: Toughness yurach, an outcast in orc society, and earned his nickname
Start: 3 CR after losing a tusk in battle. Tusk saved Darian’s life during
Duration: 24 hours / - their first encounter, and the knight refrained from
Effect: one level of Paralysis / no effect sending him to his doom—a surprising move, given that
Price (Buy/Sell): 300 silverthalers / 75 silverthalers any other knight in Griffonsford would have dispatched
Pain +1 at: 17 LP, 11 LP, 6 LP, and 5 LP and less the orc with relish. Tusk is easily provoked and plans to
die with the name of Tairach, the orcs’ god of death, on his
lips—an honorable death for a member of his race.
21
If the heroes succeed at sneaking into the cloister, they situation. Who is lying and who is telling the truth? The
might try to ambush the guards (see Core Rules, page 237) heroes must decide whom to trust.
and silence them. Isella recommends this strongly, arguing
that the party must deprive the robbers of their superior Isella urges them to disregard this traitor’s word and put
numbers. She also points out that the remaining bandits the bandits to the sword, like they deserve. She denies
(and their leader) could escape if someone raises the alarm. that she tried to hire killers to assassinate her father
and even tries to fight off a HOLY OATH by means of her
If a guard catches the heroes sneaking in, a fight ensues (see Willpower. She is keenly aware that she would face death
Sharp Blades). It needn’t last long, however, since Darian by beheading if the truth behind these accusations became
(or another brigand who is in-the-know) could mention known. To gain insights into Isella’s troubles, make a
Isella’s murder plans and thus quickly end the fighting (see competitive check of Empathy (Discern Motivation) against
Sharp Tongues). Isella’s Fast Talk, but keep in mind that this skill is not a lie
detector—it only helps the heroes understand her better).
Sharp Blades Only a critical success allows a hero to see through her lies
The heroes’ actions and choices determine whether a straight away. Clairvoyance and influence magic are other
fight with the robbers is inevitable, only likely, or even possibilities, but results obtained by such means are not
completely unnecessary. Use the following information admissible in court. In any case, only nobles can pronounce
about the ruined surroundings and the bandits’ combat judgment on other nobles (for more information, see Do I
behavior to plan a thrilling finale for the adventure. Make Believe Her?).
sure non-combat-oriented heroes feel involved by devising
situations where they can make use of their skills or spells. Darian admits to being an outlaw but warns the heroes
They could throw rocks from rooftops (use Dodge to avoid that he and his men will not go down without a fight. They
falling rocks) or provide other tactical support by using the consider themselves honest rogues, not ruthless killers like
SA Leader. that noble brat (referring to Isella) and those who follow her.
He’s a man of his word and unafraid to swear by Rondra
In the event of a fight, Darian takes advantage of his (or, being a Darpatian, by Travia) that his account of Isella’s
tactical opportunities by positioning one or two archers plans is completely true. Even if the heroes believe him,
in strategic places (such as the keep, the roofless second they should remember that he is guilty of highway robbery,
floor above the kitchen, or the parapet walk) and keeps the abducting a noble, collaborating with the enemy (which a
remaining fighters close together. This way, they can make court of law would call “shaking the very foundations of
use of a good defensive position (like the entrance passage Praios-given order”), and perhaps even murder.
to the colonnade) and retreat quickly, if necessary. Darian
fights the hero who appears to be the strongest fighter. He values the lives of his men over his own. If necessary, he
submits to a god’s judgement, such as Rondra’s Ordeal, and
If it becomes obvious that the heroes are losing, Darian will fight to the death, if need be, provided that his troop
calls on them to lay down their weapons and desist. He is spared and given safe conduct out of the region. He also
doesn’t want to spill more blood than is necessary and is promises to stay away from the margravate for at least “a
willing to offer the heroes safe passage. Whether they trust year and a day.” An ordeal is highly risky for him, given
his offer is up to them. his many punishable deeds, but he considers Isella’s crime
to be worse in the eyes of the gods and thus has hopes of
If Darian’s men begin to lose the battle, he orders them to winning.
retreat towards the palace and tries to buy enough time
for some of them to escape through the tunnel. If the Isella, however, does not react well to the idea of holding
heroes don’t notice this escape, you can give them a clue an ordeal and argues that Darian is more experienced
by describing bats streaming from the caves and flying and better equipped, the latter of which can be mitigated
away from the keep. Heroes pursuing the fleeing bandits if one of the heroes offers her a weapon or suit of armor.
might stumble upon a cave spider savoring its latest dish— If a hero volunteers to act as her champion, and she
an unlucky outlaw who blundered into its web while trying considers the hero to be at least something of a match for
to escape the cloister. the aged robber-knight, she agrees readily. However, if her
champion loses, she tries to flee. If events lead to an ordeal,
If desired, the heroes may take every robber prisoner and keep the players involved by letting them roll for Darian
present them to the Esquire, or to the Baron of Beldengrove, and/or Isella.
for ransom or reward.
Escape
Sharp Tongues If Darian, Isella, or any of the bandits escape or otherwise
When Isella’s murder plot is finally unveiled, the heroes leave the area, they head northwest towards the Dark
(technically her accomplices) find themselves in a difficult
The sanctity of a god’s judgement extends to fairness, At Sunfield Manor, Gerbald von Irmenburg (mid-50s; neatly-
and a trial between a renowned swordsman and an trimmed beard; small frame; amiable nature) finds it
untrained peasant would be considered dishonorable hard to believe the accusations against his stepdaughter.
in the extreme (unless the swordsman agreed to fight In his mind, Isella is all that remains of his beloved wife,
blindfolded or with a similar hindrance). Fairness can and he would gladly forgive her if the chance arose. He
also be established through the equitable distribution is even willing to end his affair with Ludilla to win his
of weapons and armor, for example. If both participants stepdaughter’s love, even though his heart would break
use swords, but one is known to possess much better all over again. Isella’s reaction is up to you. Perhaps these
skill, the trial by combat cannot proceed unless both events purge her of her hatred, or maybe she learns that
parties make an effort to balance the contest. For she was wrong about her stepfather and thanks Darian
instance, the more skilled fighter might choose to wield for refusing to commit the assassination. On the other
a different weapon or fight the trial without the benefit hand, maybe her stubbornness and unwillingness to yield
of armor—anything that puts the more skilled fighter at transform her into a recurring villainess.
an acceptable disadvantage.
If Isella is dead, Gerbald’s reaction depends on the heroes’
report. If the heroes return Isella’s body to Sunfield and
Ridge in the hopes of reaching the Svellt Valley by summer don’t mention the conspiracy, the Baron displays obvious
(in which case the heroes might meet Darian, Isella, or the grief but gives them a small reward for their troubles
bandits again some day...). (5 silverthalers). If the heroes reveal Isella’s murder plot
23
to the Baron, he first refuses to believe them but then an additional reward from Isella, split up the robbers’ loot
collapses to the ground in sorrow. (GM’s choice), or collect the Baron’s reward for catching
the bandits (50 ducats, plus an additional 25 ducats if they
Reward for the Heroes’ Efforts give the loot to the Baron or another authority, such as the
Give the heroes 15 to 20 AP each for surviving the Church of Praios). If they visit the Baron directly for any
adventure. Depending on the outcome, they might receive reason, see Optional Scene: The Baron of Beldengrove, above.
Useful Skills
Nature
Social
Combat
Living History