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The Dark Eye - Heroic Works 0 - Justice and Noble Valor

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0% found this document useful (0 votes)
183 views26 pages

The Dark Eye - Heroic Works 0 - Justice and Noble Valor

Uploaded by

Tymon s
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Justice

and
Noble
Valor
CREDITS
Author
Nikolai Hoch
Additional material by Philipp Neitzel

Editors
Nikolai Hoch, Daniel Simon Richter

Copy-Editing
Carolina Möbis

Interior Illustrations & Maps


Steffen Brand

ENGLISH VERSION

Translation
Jeanette Marsteller
Additional material by Kevin MacGregor

Edited by
Kevin MacGregor

Layout
Ben Acevedo

Copyright © 2016 by Ulisses Spiele GmbH, Waldems.


THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN, and UTHURIA
are trademarks of Ulisses Spiele. All rights reserved.

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.

NPCs with this symbol play an important


role in future official adventures. Killing or Quality and Prices
otherwise altering this NPC creates conflicts Level Quality Prices
with future TDE publications.
1 Sorry excuse for Very cheap (50% of
a rat trap the standard price)
NPCs with this symbol hold a position that is
important for future official adventures, but 2 Dirty dive Cheap (75% of the
they may be replaced with others that fulfill standard price)
the same basic role (such as being mentors, 3 Average tavern Normal (standard price)
antagonists, or the rescue party). 4 Good inn Expensive (150% of
the standard price)
NPCs with this symbol play a role in this
adventure but do not appear in future official 5 Exquisite hotel Very costly (200% of
publications. Feel free to exchange them for the standard price)
other NPCs with similar roles, or reuse them 6 Luxurious Prohibitively expensive
in your campaigns and adventures. accommodation (400% of the
standard price)

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.

Some sections include text that is meant to be read


aloud or paraphrased for your players. These sections
contain no GM-only information.

These sections offer helpful hints for the


GM and may contain information that your
heroes need to discover or deduce, bit by bit. Some
information serves only as background information
for the GM.

4 Justice and Noble Valor


Introduction Griffonsforder Names
If you need a name for a local NPC (such as one of the
“Law and justice are two entirely different things. And nothing Baron’s servants or a cousin of the innkeeper), choose from
says they necessarily have to be connected in any way.” –A the following lists.
Blessed One of Phex to a novice, modern Male Names: Gerbald, Emmeran, Genzmer, Greifwin,
Raulwin, Arngrimm, or any variant of the names Peraine
or Praios (such as Perainor or Praiodan)
Shield Lands, Griffonsford, Female Names: Yadwiga, Gertraudis, Treugunde, Heiltraudis,
Luminous Woods Trautlinde
The Margravate of Griffonsford and its neighboring
province, the Duchy of Weiden, comprise the majority of Justice and Noble Valor is a straightforward adventure with
the Middenrealm’s northern border, where the land of a final twist in the form of an intriguing moral dilemma.
Empress Rohaja meets that of the orcs. A mountainous The heroes stand between two parties, both of which have
region known as the Dark Ridge (or the Sable Ridge, to locals) committed an injustice, and must find a good, just, and/or
separates these two ancient enemies. Local humans refer legal solution, depending on their goals and skills.
to their homeland as the Shield of the Middenrealm, hence
the label Shield Lands, and the troops who patrol the border The Heroes
region are known as the Sable Guard. This adventure takes This adventure is designed for Experienced heroes. It is
place in the Luminous Woods, which extends from the foot suitable for all races, cultures, and professions, but we
of the Dark Ridge Mountains south through Griffonsford, a recommend righteous heroes, or at least those with a true
region that is home to valiant knights and frugal peasants sense of justice.
who stand constant vigil against the encroaching darkness.
The land bears the scars of innumerable clashes with orcs, Survival skills are useful but not mandatory. Magic-wielding
and the residents’ solid faith in Praios, god of light and heroes can shine in some scenes, but be aware that those
justice, is plain for all to see. with clairvoyance or influence spells might learn certain

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.

6 Justice and Noble Valor


Between Light and Shadow— Isella of Altnardesfeld-Schroffenstein,
the Villains Esquire of Sunfield
COU 14 SGC 12 INT 13 CHA 13
The following NPCs are the nominal villains of this DEX 10 AGI 13 CON 13 STR 13
adventure, although things are not always as they seem…. LP 31 AE – KP – INI 13+1D6
DO 7 SPI 1 TOU 2 MOV 7
Isella of Altnardesfeld-Schroffenstein FtP 3
Summary: young knight; 21 years old; dark, brownish Social Standing: Lesser Noble (gentry)
hair; green eyes; arrogant; cold Advantages: Good Looks, Inspire Confidence, Noble II
Titles: Honor (for being an esquire), or High Lady (for Disadvantages: Negative Trait (Vengeance), Personality
being a knight) Flaw (Arrogance), Principles I (Knight’s Honor—mild
Motivation: Driven by revenge, Isella slowly leaves the adherence)
path of righteousness. She is convinced of her stepfather’s Special Abilities: Defensive Posture, Feint I, Forceful
shameful adultery, but adultery is not a crime, so she must Blow, Heraldry
resort to other means for her vengeance. If you wish, she Languages: Garethi III, Bosparano I
starts to regret her actions, either after she escapes from Scripts: Kuslik Signs
the bandits or when she realizes that her assumptions Combat Techniques: Brawling 10, Shields 12, Swords 12
about her stepfather were wrong. Unarmed: AT 12 PA 6 DP 1D6 RE short
Agenda: Her main goal upon meeting the heroes is to Short Sword: AT 14 PA 7 DP 1D6+2 RE short
cover up her murder plans and rid herself of the robbers, Short Sword and Wooden Shield: AT 14 PA 8 DP 1D6+2
preferably with the help of the heroes. She intends RE short
especially to rid herself of Darian, as his word could damage Wooden Shield: AT 10 PA 8 DP 1D6 RE short
her reputation the most. PRO/ENC 0/0
Role: Isella is the employer who secretly turns out to be Skills
a villain as well. Ultimately, her fate rests in the hands of Physical: Body Control 7, Climbing 4, Feat of Strength 4,
the heroes. Perception 4, Riding 7, Self-Control 7, Stealth 3
Background: Isella was knighted just a few months ago by Social: Empathy 4, Etiquette 5, Fast-Talk 7, Intimidate 4,
her elderly swordfather, Giselher of Lichterfelde, of whom Willpower 10
she is very fond. Under his tutelage, she became more of a Nature: Orienting 4, Survival 3, Tracking 4
bureaucrat than a true fighter (just like himself). She wears Knowledge: Law 5, Warfare 4
her brown hair down to her chin in a pageboy cut, and her Craft: Commerce 4
green eyes are ever watchful. Isella loved her mother very Equipment: Leather hunting garb; later, a short sword
much and has few living relatives (her father died in the lent by the innkeeper or equipment lent by the heroes
wars against Borbarad the Demon Master, and her brother Combat Behavior: Like any knight, Isella fights
was sent away at a young age to study in Weiden). She with honor and does not attack prone or unarmed
regrets not being present at her mother’s deathbed, and opponents unless she is about to lose the battle.
her forced absence has taken its toll. She is now convinced However, if the heroes propose a dishonorable plan to
that her stepfather kept her away out of spite, and she holds fight the bandits, she does not object.
a powerful grudge against him. She persuaded herself that Escape: Isella yields after losing 50% of her LP; she tries
his affair with Ludilla the cook contributed to her mother’s to flee if her plan is discovered.
sorrowful death (she does not know that their affair began Pain +1 at: 23 LP, 15 LP, 7 LP, and 5 LP and less
after her mother’s passing). Upon returning home, Isella
seeks revenge for what she sees as her stepfather’s wrongs.
Role playing tips: Take control of the situation and
hurry the heroes along as much as possible. Stress the Titles: High Lord (as a knight, if the heroes still acknowledge
importance of finding the robbers, and point out that the him as such)
heroes have a great responsibility to help destroy them. Motivation: Darian’s foremost desire is to keep his men
Invoke your noble status if necessary, but don’t offend the safe since he considers them his wards. Need and despair
heroes deliberately. have driven the once honorable man into penury and
robbery, but if he could, he would do almost anything to
Darian of Bregelsaum-Steinhauer regain his honor.
Summary: Aging robber-knight; 50 years old; wears his Agenda: Darian prefers to gather his people and loot and
graying hair in a Warhome-style crew cut; short but full flee towards the Dark Ridge, but he is also willing to
white beard; stands straight; walks tall; soothing voice. capitalize on a good situation.

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

8 Justice and Noble Valor


them dormitory-style. For a little extra, travelers can rent
one of two single or two double bedrooms. Four Beeches Menu
The innkeeper, Raulwin Hullheimer (52; lost a leg during the Food and drinks Price
Siege of Griffonsford; bitter; “That was a damn bad winter, Ale, mug 8 Kreutzers
that one;” always clutches his cane, even when sitting;
Quastenbrew or Eslamsbrew 11 Kreutzers
Willpower 5 (12/13/13); SPI 1) and his wife, Elwene (49;
Brandy, shot mug 5 Halers
chubby red cheeks; wears a hood over her hair, which is
worn in a bun; constantly wipes her hands with her apron; Hill Dew (clear, aromatic brandy
Willpower 4 (13/12/13); SPI 1), make a decent living running made from schnapps and snowpride onions)
the inn. They have one maidservant, Jette (19; shy; daughter Herb tea, mug 6 Kreutzers
of Ludilla the cook; If the heroes pester her relentlessly Darpatian table wine, mug 3 Halers
with questions, she reveals the affair but assures them it Schnapps, shot mug 2 Halers
only started after the death of Isella’s mother; Willpower Water, jug 2 Kreutzers
4 (11/12/13); SPI –1), and a handyman, Sonnfried (25; Fruit wine, mug 2 Halers
brown hair; eager but slow on the uptake; Feat of Strength 7 Griffonhill Grumbler (liqueur vinegar) 8 Halers
(13/13/13), Willpower 0 (11/12/12); SPI 0), who is currently
Schwarzberger Praiosdroplet
working to repair barn damage caused by winter snows.
(liqueur vinegar) 8 Halers
If desired, you may let the players invent the reasons their Wine, mug 7 Halers
heroes traveled to the Four Beeches. Otherwise, incorporate (both red and white, often spiced
the adventure wherever it fits in your campaign. Maybe the with salvia, lilac, or rosemary)
heroes are heading north on a pilgrimage to Donnerbach, or Dergelstone Zwetschg (brandy), mug 7 Halers
wishing to visit relatives in Gashok or Trallop. Conversely, Dergelstone Zwetschg (wine), mug 6 Halers
perhaps they are heading south to Griffonsford or Garetia. Bread and Griffonsforder
cottage cheese 5 Halers
Stories of War (goat cheese with herbs)
Raulwin likes to paint verbal pictures of his deeds Meat dish (lamb, chicken) 8 Halers
during the Siege of Griffonsford in 1013 FB, especially to Fish (trout) 6 Halers
heroic-looking travelers. At the height of the battle, the Vegetable stew (cabbage,
orcs managed to punch a hole in the wall with demonic
buckwheat groats) 4 Halers
sorcery, but they all met their doom on that exact spot.
The innkeeper was one of the brave defenders. He loves
saying things like, “I left my leg in that breach, but those
cursed orcs left even more!” His stories always emphasize
the blasphemy, cruelty, and treachery of the orcs. through the neighboring barony of Finsterrode. He points
out that the bandits must be particularly heinous because
The Four Beeches Inn offers several local delicacies, such an orc travels with them. Raulwin is quite upset about the
as Dergelstone Zwetschg (a strong brandy), Quastenbrew presence of bandits and adds, “Strong adventurers like
(beer), Eslamsbrew (beer), and Griffonhill Grumbler and yourselves aren’t afraid of a few robbers, right?”
Schwarzberger Praiosdroplet (both vinegar liqueurs). As
is customary in many taverns in the margravate, the Four If Raulwin’s stories alone motivate the heroes to seek
Beeches has a trout box (a wooden container filled with water out the bandits, he’ll volunteer to show them the way (as
and living trout that allows the inn to offer fresh fish while far as he can), and maybe he’ll promise them free drinks
stocks last). Use the following sample menu as inspiration for disposing of the orc. In this case, the heroes run into
for local flavor. Isella just as they are leaving the inn or while they are still
making plans.
Give the heroes time to get acquainted before Isella
reaches the inn. Use Raulwin the Innkeeper’s war stories Damsel in Distress
to influence the conversation and engage shy players. Isella’s escape from the robbers did not go unnoticed.
Mention the presence of robbers in the Luminous Woods to Darian sent his two best trackers (Leuwald and a goblin
prime the heroes for Isella’s arrival. If appropriate, Raulwin nicknamed Rust-Hair) after her immediately. They almost
could also mention that a band of robbers attacked an old catch up to her, but once she reaches the inn, they turn tail
traveling merchant by the name of Arngrimm on his way and make their way back to the ruin in haste.

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.

10 Justice and Noble Valor


QL Result II. Here Be Robbers
Failed roll Isella deceives the hero
QL 1 The hero is unsure as to whether she is The ruin is about 10 miles from the inn as the crow flies,
speaking the whole truth but most of the way is woodland, so the trip takes at
least three hours. Isella did not take the shortest path
QL 2 The hero doubts her honesty to the inn since she was trying to evade her captors and
QL 3 The hero is certain that she is lying about wound up stumbling around mindlessly for a time. She
something says it was Praios’ will that she chose that path and met
the heroes on the Margrave’s Way. She insists that they
To substantiate suspicion by magical means, a hero might pursue her captors quickly, and she outpaces the heroes
try Gaze Into the Mind or Respondami. If the former succeeds in her eagerness, if possible. Along the way, she shares
against Isella’s Spirit (SPI 1), the hero gains some flashes the following information about the route and the ruined
of her imprisonment, her escape through the Luminous cloister.
Woods, the ruin, the face of the robber-knight, an orc, The group first needs to move northwest toward a rock
and an image of outlaws hanging from a rope. Everything formation called Bald Emmeran, a recognizable and
seems rushed and hurried in her mind because, to her, visible landmark.
the robbers remain a constant liability until caught and From there, they turn west and head for the Dark
killed. If she notices she is under a spell, she focuses her Crown, one of the larger peaks in the Dark Ridge.
mind on memories that serve her purpose and make her Soon they must cross the Beldencreek, which proves
appear to be the victim. If anyone mentions her stepfather troublesome because it is swollen with spring run-off
during this time, her thoughts exhibit traces of anger and from the snow on the peaks. Isella herself crossed the
accusation. river at the ruins of a hamlet named Boargrove, which
has been deserted ever since the Orc Storm. Its bridge
The Respondami spell is a riskier option since society still stands, but going there involves at least a one hour
considers it very improper to cast spells upon nobles detour.
(even more so when done against their will). Even the The ruins of the fortified cloister sit atop a steep hill, close
innkeepers disapprove of such behavior and subsequently to the border with Finsterrode.
report the heroes’ actions to the Baron. Nevertheless,
if the spell succeeds, the heroes might learn the whole If time is limited or you prefer to focus on the confrontation
truth (depending on their QL) right away. Regardless of with Darian and his henchmen, feel free to describe only
their choice, the band of outlaws is real, as is the reward the high points of the heroes’ trip through the wilderness.
for catching them (not to mention the treasure that the Keeping the trip short and sweet is a good idea especially if
robbers might have hidden away…). the heroes don’t have survival skills or show little interest
in role playing their way through the hazards of traveling.
Blessed Ones can use an Oath Blessing to make someone In either case, continue with In the Ruins of the Fortified
talk and reveal the truth. Isella does not undergo such an Cloister, below. For Isella’s stats, see page 7.
examination willingly and perjures herself or tries to word
her oath in such a way as to avoid revealing the whole
truth. If given no other choice, she turns against the gods
Tracking the Culprits
The heroes can learn more about the robbers who were
and tries to resist the Oath by sheer willpower. She cannot
pursuing Isella by studying their tracks, and might even
fight the liturgical chant Truth if the heroes ask the right
figure out how to cut them off by taking a different route.
questions.
If this happens, the bandits at the ruins remain unaware of
the heroes’ approach but still believe that Isella is returning
All magical and liturgical means of forcing her to talk
to kill them with powerful reinforcements. Alternately, the
carry the same concern, and even suggesting their use is
heroes may try to catch Isella’s pursuers before they can
tantamount to accusing a noble of lying. Isella does not
reach the ruin and spread the alarm, thereby reducing the
take these insults lightly.
number of potential enemies for the final confrontation.

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).

To learn more about the fleeing individuals, the players


Scene Time The Bandits‘
may attempt a cumulative check with Tracking (Human
Units Progress
Tracks) with a check interval of 15 minutes and a maximum
of 4 rolls. Bonuses for Terrain Knowledge apply. Leaving the Four Beeches 0-2
6 QL: These outlaws seem to know the area well. They Traveling to Bald Emmeran 4-5 1-4
are not stumbling around aimlessly. Traveling from Bald Emmeran to 4
10 QL: These outlaws are making a beeline for something Beldencreek
(probably the ruins) and take detours only when
the terrain forces them to do so. Interestingly, they Fighting boars (or the like) 1-2
deviated from the direct route and turned northwest Looking for an ogre 0-1
at the Bald Emmeran rock formation. If asked, Isella Crossing the Beldencreek
knows that this is the direction to Boargrove, the
Alternative route 0-2
deserted hamlet with the old bridge. Crossing the
river there is safer, she explains, but the detour takes Jumping from stone to stone 0
longer. Heading straight for the Dark Crown is faster, Balancing on the log 1
but crossing the river is certainly more difficult. The
Finding the Ford, Close Your 2
heroes may assume that the fleeing bandits know the
Eyes and Go
area well and might have had a good reason for taking
the detour. Treating wounds 1
Traveling from the 4-5
Are We There Yet? Beldencreek to the cloister
To determine who arrives at the ruins first—Isella and the Traveling from Bald Emmeran to 6 5-10
heroes, or the two fleeing bandits—use the following time Boargrove
management system, which works like a checklist. Add Traveling from Boargrove to the 5 11-15
up the time units spent by the heroes and compare them cloister
to the number 15 (the number of time units that the two
bandits need to get to the ruined cloister). If the heroes
find shortcuts and take less time, they arrive before the
Finding Tracks
If they search, the heroes find some tracks on the hill at
bandit camp can be warned. If the heroes need (almost) the
the spot where Isella came out of the woods. A successful
same amount, they might run into the bandits on the road
Tracking (Human Tracks) +1 roll (Terrain Knowledge (Woods)
(or even arrive at the ruins at the same time).
adds a +1 bonus) indicates that several people stood here
very recently. One of them ran down the hill towards the
If time of day is relevant (such as if the heroes decide to
road while the other turned around and went back into the
wait for dusk before attacking), assume that Issella chances
woods. If the heroes try to follow these tracks, see Tracking
upon the heroes at midday during lunch. Note that one
the Culprits.
time unit here is roughly equivalent to 15 minutes. All
things being equal, the bandits arrive at the ruined cloister
The heroes are free to decide whether they want to
at around the fourth hour after noon.
concentrate on these tracks* or allow Isella to lead them
to the ruins. By following Isella to the exclusion of all else,
Of course, all of this is optional. If it better suits your group’s
they head directly towards the river (missing the detour to
playing style, decide who arrives first by considering the
Boargrove) and thus travel through the territory of a pack
heroes’ actions and successes and the dramatic needs of
of boars. If desired, use the optional scene Territorial Fight,
your story.
on page 14.

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: -

14 Justice and Noble Valor


The Trunk
Wild Boar The trunk of a fallen copper beech can be seen lying askew
Size: 3 to 4 feet long over the rushing water about 60 yards upstream. Water
Weight: 450 to 550 pounds spills over the trunk, making it difficult to cross (crossing
COU 15 SGC 13(a) INT 12 CHA 10 requires a successful Body Control (Balancing) roll with a
DEX 11 AGI 10 CON 15 STR 15 bonus that depends on how the heroes cross the log: +3 if
LP 35 AE – KP – INI 11+1D6 they cling to the trunk and inch their way along, +1 if they
DE 5 SPI -2 TOU 2 MOV 10 try to balance and walk along the log.
Bite: AT 15 DP 1D6+4 RE short
Ramming: AT 13 DP 1D6+3 RE short On a failed check, a hero suffers damage as follows: if
PRO/ENC 0/0 inching along, take 1D3 DP from minor abrasions; if
Actions: 1 balancing, take 1D3+1 DP after slipping on the wet trunk.
Special Abilities: Takedown (Ramming) Neither results in falling off the log.
Skills: Body Control 4, Climbing 0, Feat of Strength 7,
Intimidate 4, Perception 4, Self Control 4, Stealth 4, On a botch, the hero plunges into the icy waters and suffers
Swimming 4, Willpower 4 the consequences from a normal failure (depending upon
Number: 1D3+3 (a sounder) the choice of movement) PLUS falling damage (see Core
Size Category: medium Rules, page 340). Also, remember that some items do not
Type: Animal, non-humanoid survive being submerged.
Loot: 100 rations meat, coat (10 silverthalers), trophy
(tusks, 5 silverthalers)
Combat Behavior: Boars are aggressive when raising The Stepping Stones
piglets and attack anyone within 30 feet. They use Just a little downstream, the heroes see a number of
their whole body to ram opponents (SA Takedown) smooth, rounded stones protruding from the waters. They
and then fight with their tusks. Roll 1D6: on a result are nearly always awash in water and thus quite difficult to
of 1-2, they fight until their opponent is dead; on 3-4, use for crossing, but they do make it possible (this requires
they flee after 1D6 CR; on 5-6, they fight until they a successful Body Control (Balancing) roll). If the check fails,
lose 50% of their LP. the hero falls into the water and suffers 1D6+2 DP but does
Escape: When they lose 50% of their LP eventually reach the far shore. On a botch, the hero falls
Animal Lore (Wild Animals) as before but suffers 2x the damage (roll 1D6+2 and double
QL 1: Boars are particularly dangerous during the result) and winds up chilled and soaked to the bone.
mating season or when caring for their young.
QL 2: Boars are unpredictable. Sometimes they Close Your Eyes and Go
simply flee, sometimes they fight like berserkers. The safest method is to look for a natural ford and wade
QL 3+: Don’t underestimate boars. They are across the river. This involves little risk (aside from
dangerous even when seriously injured and can water exposure to equipment), but searching for a ford
remain active longer than expected. takes time. Finding the ford is automatic, but even here
+1 Pain at: 28 LP, 18 LP, 9 LP, and 5 LP and less the creek is around 5 feet deep and the current is fairly
strong, making it necessary to succeed at a Feat of Strength
(Dragging & Pulling) check with a bonus of +1. On a failure,
Beldencreek the hero slips and sprains an ankle or else steps into a hole
Isella may or may not mention that this river, which pours in the river bed, sinks below the surface momentarily,
down from the Dark Ridge, is swollen with melting ice gets completely soaked (sensitive equipment might be
water from the peaks. The heroes first hear the gurgling affected), and suffers 1D3 DP. On a botch, the hero suffers
and rustling of the river just two hours after leaving the double the normal amount of damage.
Four Beeches. When they finally reach the Beldencreek,
they can see plainly that it is nearly overflowing with Boargrove
melting spring runoff. It is about 15 to 18 feet wide, fairly This bucolic hamlet was once home to three families, but
deep, and, worst of all, cold as ice. The heroes must find a the hordes of Sadrak Whassoi* overran the place during
way to cross this barrier. We describe several means to get the Orc Storm. Few humans survived to tell the tale in
across (see below). Your players might have other ideas, Griffonsford. All that remains of Boargrove today is the
and of course, crossing by magical means may obviate the charred ruins of three farmhouses and the remains of a
need for any of these options. barn that burned down around 20 years ago. Remnants of

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

the Fortified Cloister unaware of its exact location).

Depending on the path they choose and the encounters


The Cart Path
An old cart path runs from the southwest to the northern
they have along the way, the heroes arrive at the ruins 3 to
slope, winding its way along the northern and western
5 hours after leaving the Four Beeches Inn. The cloister’s
edge of the hill under the watchful eye of the keep.
shattered yet still imposing tower protrudes from the
surrounding woods and is visible for miles. Isella knows
that the complex used to be a monastery dedicated to The Ruins
Praios and Peraine. Such cloisters were once commonplace Historical Overview
in the Margravate of Griffonsford, which was founded The ruin on the hill was once a fortified cloister that housed
primarily through the support of such institutions. lay servants of Praios and Peraine. Settlers arrived with the
Sun Legion in the 1st century before the Fall of Bosparan
A detailed plan of the ruined cloister appears in the (bFB) to claim the land now known as Griffonsford. Heroes
Appendix. It includes descriptions of the ruins and the can recall this obscure fact with a successful History check
band of robbers, and discusses potential outcomes for at -2.
various encounters.
The keep was erected around 30 bFB, and the Churches
Before proceeding, you should give at least one Fate Point soon added two chapels (the Old Chapels) which were
to each player that has already spent one, to enhance their erected one either side of the first structure. The complex
options during the final confrontation. reached its greatest extent in 42 bFB with the addition of
new defensive structures, a wall, and several outbuildings.
The Churches abandoned the cloister around 920 bFB after
The Hill centuries of continuous use, due to increasing threats from
The ruined cloister sits atop a steep, wooded and oddly
orcs raiding across the Dark Ridge. Since then, the site has
sloping hill that rises about 60 feet above ground level at
served occasionally as a camp for orcs or roving bands of
its highest. Nevertheless, only the keep is tall enough to
robbers. Locals assume that anything of value must have
be seen from afar, and everything else blends into the mix
been stolen from the ruins long ago. Harsh weather and
of trees, ferns, and other underbrush. The thick growths
fires sparked by lightning reduced the once proud cloister
grant cover to anyone approaching from the woods. Naked
to the sad mess it is today. Rubble, dirt, and weeds lend the
limestone pushes up through mud and brush here and
ruins a wild, mystical air.

16 Justice and Noble Valor


Of course this site may be used as a starting point for further access to this area, which was used for growing fruit,
adventures. Secrets of long ago may still lie beneath the vegetables, and grain to feed the cloister’s residents. Only
ruins. Perhaps the Sun Legion founded this place to hide a a few old apple trees, peach trees, and some wild herbs
mystery from the coal pelts? Or perhaps the Legion itself have survived years of neglect and plunder. The slope on
had a dark secret? this side of the hill grows increasingly steep and ends in
the remnants of an 18’ tall rubble wall. Climbing this wall
Gatehouse and Garrison (1) on the outer side requires a Climbing (Walls) check with
The gatehouse was once composed of two small watch a bonus of 2. On a failure, the hero suffers 1D6 DP in the
towers and the adjacent garrison, which housed the Sun form of minor cuts and bruises. On a botch, the hero falls
Legion. Today, only the western tower remains serviceable, 9 feet and suffers falling damage (see Core Rules, page 340).
thanks to the addition of an improvised ladder. The robbers Entering the cloister unseen in this fashion requires a
normally post a guard here during the hours of daytime. successful competitive check of Stealth against the robbers’
The remains of a covered parapet walk lead off towards the Perception (see The Outlaws on page 19).
main building. The garrison has gone almost completely
to rack and ruin—only a few sections of the wall remains An apple tree grows conveniently close to the wall, between
standing, silent reminders of the fort’s faded strength. the gardens and the upper castle level. Heroes can use it as a
means of gaining covert access (make a successful Climbing
The gate itself lacks wings, making it look like a yawning (Walls) check). The tree’s leaves now provide cover, adding
mouth. A Bosparano inscription above the archway reads, a +2 bonus to any Stealth checks. This tree is also the perfect
“ubi lux ibi non malum – XLII AR.” Heroes with knowledge place from which to spy upon the robbers within the ruins.
of both Bosparano II and Kusliker Signs can translate this
as “There is no evil where light does shine – 42 AR.” AR in The Colonnade (5)
this case stands for Anno Raulis, referring to Raul the Great, The original ambulatory of the main building is all but
the first Emperor of the Middenrealm (the empire did not gone. A few columns remain standing in the northern half,
begin using FB for dates until much later). but there is no trace of what once served as its ceiling.
Limestone floor plates line the once-covered colonnade
A successful Religions (Praios) check with a penalty of that encircles a small courtyard of tamped dirt. At least
3 reveals that these words are the motto of St. Belden one robber is on guard at the entrance to the residential
Sunbeam, the mythical co-founder of the famous (and now quarters* at all times.
extinct) Beldenheim family dynasty (a hero with the SA
Heraldry or a suitable Area Knowledge gains a bonus of 1 * The Residential Quarters, also called the Hall, once housed
on this check). The area is named after the original grove the inhabitants and included living spaces, bedrooms, the
that Belden cleared by hand, and it is said that his bones dining hall, and the kitchen.
now lie in the crypts of Castle Beldensrest.
Southern Wing (6)
Stables, Servants’ Quarters, and Workshops (2) This part of the cloister was the site of the Old Chapels
The buildings on the eastern side of the cloister were (Chapel of Peraine to the east, Chapel of Praios to the
constructed mainly from timber, which succumbed to the west). The broken remnants of Praios’ Tower rise from the
ravages of time long ago. Little besides the stone walls and southernmost wall like the fangs of a hungry beast, and it
the forge of the smithy remain to hint at the structures’ is very difficult to guess the structure’s original function
original purposes, and there is no sign of tools or raw from the rubble. Darian and his men added a makeshift
materials. ceiling to the former Chapel of Peraine and converted it
into a stable that now houses Darian’s horse, the gang’s
Well (3) two mules, and Isella’s Elenvinan Thoroughbred. Rubble
A brick well sits within walking distance of the former and debris has spilled into the former gardens from a large
Servants’ Quarters. It likely possessed a wooden roof at one hole in the southern wall. No roll is needed to climb this
time, but nothing of that structure now remains. The well pile of debris, but an intruder risks startling the animals
is filthy with leaves and debris. This suits the outlaws, as (successful Animal Lore (Domesticated Animals) check with a
they prefer to use the well in the keep’s basement. To climb bonus of 3 to avoid).
up the well from the dungeons and enter the courtyard via
this route, make a Climbing (Walls) check. Wolf rats live in a nest beneath the debris in the former
Chapel of Priaos. The robbers blocked up the entrance to
Garden and Fields (4) their nest with some wooden slats. Removing these slats
The southernmost edge of the site lies a few yards below startles the wolf rats, ruining any chance of a stealthy
the level of the other buildings. A ramp once provided approach from this direction.

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.

*Common Aventurian saying. Satinav, the mythological


Lord of Time, is usually depicted as a creature with horns.

18 Justice and Noble Valor


Caverns and the Tunnel Vampire Bat
While digging the well in the keep’s basement, workers Size: Around 2 feet long; 3 to 4 foot wingspan
discovered a complex system of natural caverns that Weight: 0.8 to 1 pound
stretches underneath the cloister. They connected the COU 12 SGC 10 (a) INT 13 CHA 10
caves to the cloister via a carved tunnel and steps that DEX 9 AGI 15 CON 9 STR 11 (s)
lead 20 yards down from the basement to a cave where LP 5 AE – KP – INI 14+1D6
a natural spring once fed both of the cloister’s wells. The DE 8 SPI -2 TOU -1 MOV 13 (flying)
underground river changed its course long ago and the well Bite: AT 10 DP 1D2 (+ disease*) RE short
in the courtyard has since run dry. The lightless caverns PRO/ENC 0/0
are cold and damp, and the gentle whisper of splashing Actions: 1
water echoes from the walls. Stalagmites and stalactites Advantages/Disadvantages: none
have made this place into a true labyrinth, and even the Special Abilities: Attack Weak Spot (Bite; Attack suffers
softest sounds seem to bounce back from every direction. -2 penalty. If successful, attack ignores PRO from
clothing and armor. Natural and magical PRO apply as
An adjacent cave serves as an ideal home for thousands usual), Flying Attack (Bite), Locked Jaws (Bite; target
of bats. It is barely accessible to humans, and the bats’ does not suffer the state immobilized)
weird sonar chirps add to the eerie atmosphere. The only Skills: Body Control 5, Feat of Strength 1, Flying 12, Intimidate
passable route twists up, down, right, and left through the 3, Perception** 15, Self Control 7, Stealth 10, Willpower 6
hill, all the way to an entrance on the eastern slopes that is Number: 1D20+10 (small colony), or 2D20+20 (large
well hidden by bushes and a spur of rock. The route to this colony)
entrance is quite difficult to navigate and involves passing Size Category: small
a nest of cave spiders whose webs spread out across the Type: Animal, non-humanoid
entire cavern floor. Anyone taking this route stumbles Loot: 0.5 ration meat
across the desiccated remains of wild animals (such Combat Behavior: Unlike other bats, vampire bats
as boars and deer), as well as one of Darian’s men. The attack human-sized enemies when startled. They do
outlaws are well aware of the dangers posed by the cave not suck blood, but their bite can transmit diseases.
spiders and use the tunnel only in desperation. To pass Escape: loss of 50% LP
the spiders undetected, heroes must proceed slowly and Animal Lore (Wild Animals)
softly. This requires a Body Control check. If even one hero QL 1: Vampire bats attack if targets come within 21
fails, the vibrations alert the spiders, which in turn attack feet. They are afraid of fire.
immediately, perhaps even with surprise (competitive QL 2: They always attack weak spots, but despite
check of Stealth against the heroes’ Perception (Spot)). their name, they don’t actually suck blood.
QL 3+: Their bite can transmit various types of
diseases.
The Outlaws Special Rules: *) Disease: Vampire bats can transmit
The band of robbers includes six humans (four men and
diseases. For every full 10 DP suffered by a hero, roll
two women), one goblin, and one orc. Darian, a robber-
1D20: 1-12 (no disease); 13-16 (lutanas); 17-20 (rabies).
knight from the former princedom of Darpatia, is their
If infection occurs, make a disease check (see Core
leader. He chose this place as a winter camp. On colder
Rules, page XXX). For more information about rabies,
days, they mostly kept to themselves and refrained from
see the Aventurian Bestiary, page 126.
robbing and plundering the surrounding area to lessen
**) Echolocation: bats can perceive their surroundings in
their chance of being discovered. They originally planned
detail and navigate unerringly, even in total darkness.
to cross the Dark Ridge in summer and raid along the
Hated Blessed Ones of the Twelvegods: Vampire bats attack
Svellt Valley, but Isella’s escape has forced them to get
Blessed Ones of the Twelvegods that approach too
moving sooner. Darian sent Leuwald, a ranger known for
closely, and cease attacking only when half of the bats
his tracking skills, and the goblin, Rust-Hair, to find Isella.
are dead. This aggressive behavior is not triggered by
The gang is preparing to leave the ruin in case they fail,
Blessed Ones sworn to the Nameless One or other non-
in which case they mean to flee towards the mountains
Alveranian gods.
and seek refuge in caves that Leuwald assured them were
Pain +1 at: 3 LP
created to shelter people fleeing from orcs. The locals
don’t use the caves often, but they do keep them stocked
with supplies and firewood.

Darian and another brigand spend the day packing the


gang’s loot and supplies while three guards (posted atop
the keep, at the gatehouse, and at the entrance of the

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.

20 Justice and Noble Valor


Bandit Rust-Hair
COU 14 SGC 11 INT 13 CHA 10 COU 10 SGC 10 INT 13 CHA 13
DEX 13 AGI 12 CON 12 STR 13 DEX 14 AGI 15 CON 12 STR 11
LP 30 AE – KP – INI 13+1D6 LP 24 AE – KP – INI 13+1D6
DO 6 SPI 1 TOU 1 MOV 8 DO 8 SPI -1 TOU 0 MOV 8
Combat Techniques: Combat Techniques:
Unarmed: AT 12 PA 6 DP 1D6 RE short Unarmed: AT 11 PA 6 DP 1D6+1 RE short
Saber: AT 12 PA 6 DP 1D6+3 RE medium Dagger: AT 12 PA 8 DP 1D6+2 RE short
Battle Axe: AT 12 PA 5 DP 1D6+4 RE medium Club: AT 9 PA 3 DP 1D6+2 RE medium
Short Bow: RC 11 RT 1 DP 1D6+4 RA 10/50/80 PRO/ENC: 0/0
Light Crossbow: RC 11 RT 8 DP 1D6+6 RA 10/50/80 Advantages/Disadvantages: Darksight I, Exceptional
PRO/ENC: 0/0 Sense (Hearing), Resistant to Cold / Negative Trait
Disadvantages: Negative Trait (Avarice) (Superstitious, Curiosity)
Special Abilities: Forceful Blow I (Unarmed, Saber, Special Abilities: Feint I
Battle Axe) Skills: Climbing 5, Body Control 4, Empathy 4, Fast-Talk 3,
Skills: Climbing 4, Body Control 3, Empathy 4, Fast-Talk 4, Feat of Strength 4, Intimidate 4, Perception 7, Self Control 4,
Feat of Strength 5, Intimidate 5, Perception 4, Self Control 4, Stealth 7, Swimming 3, Willpower 1
Stealth 6, Swimming 3, Willpower 3 Combat Behavior: (see Bandits)
Combat Behavior: Bandits prefer ambushes and Escape: Flees after losing 50% of his LP.
superior numbers, which intimidate victims. When Pain +1 at: 18 LP, 12 LP, 6 LP, and 5 LP and less
those tactics fail, they attack with Forceful Blows. They
generally follow every order given by Darian unless how to react to the heroes’ plans. No matter which plan
they believe that losing is inevitable. the heroes choose, Isella argues strongly for covert action.
Escape: depends on the bandit; flee at Pain II.
Pain +1 at: 23 LP, 15 LP, 6 LP, and 5 LP and less Acting Openly
If the heroes make no effort to conceal themselves, the
guards posted atop the keep and the gatehouse notice their
Tusk approach and raise the alarm, notifying Darian as soon as
COU 15 SGC 10 INT 11 CHA 10 possible. Of course he was aware that Isella might return
DEX 13 AGI 12 CON 14 STR 13 with armed men, but he didn’t expect them to arrive this
LP 36 AE – KP – INI 14+1D6 quickly. He admits his surprise with a hint of respect, but
DO 6 SPI -1 TOU 2 MOV 8 nevertheless, he is prepared for this and orders his men
Combat Techniques: to draw their bows and aim at the intruders. Then he asks
Unarmed: AT 12 PA 6 DP 1D6 RE short them to halt and state their names and their business.
Battle Axe: AT 12 PA 5 DP 1D6+4 RE medium When he spots Isella, he calls her “that bloodthirsty
Javelin: RC 12 RT 2 DP 2D6+2 RA 5/25/40 Esquire’s daughter” and berates the heroes for being her
PRO/ENC: 0/0 “willing accomplices.” If asked to elaborate, he does not
Advantages/Disadvantages: Darksight I, Resistant to hesitate to reveal Isella’s murderous plans at this moment.
Cold, Rugged Fighter / Negative Trait (Superstition, Isella, on the other hand, continues to goad the heroes
Bad Temper) while reminding them not to listen to “the words of a
Special Abilities: Forceful Blow I (Unarmed, Battle traitor and orc-friend.”
Axe), Quickload (Thrown)
Skills: Climbing 5, Body Control 4, Empathy 3, Fast-Talk 3, Sneaking In
Feat of Strength 6, Intimidate 6, Perception 4, Self Control 5, There are several ways to enter the ruins unseen, but
Stealth 7, Swimming 3, Willpower 4 most require competitive checks of the heroes’ Stealth (or
Combat Behavior: (see Bandits) perhaps Climbing) against the guards’ Perception. It is not
Escape: Flees after losing 50% of his LP. possible to use the cart path for a stealthy approach (much
Pain +1 at: 27 LP, 16 LP, 9 LP, and 5 LP and less of it has been reclaimed by nature, but it is still too open to
scrutiny from someone standing on top of the keep). Heroes
gain a +3 bonus to Stealth (Sneak or Hide) checks if using the
Which Path Do the Heroes Choose— hill’s lush vegetation and oddly shaped rock formations for
cover. Note that the guard posted on top of the keep also
Praios’ Light or Phex’ Shadows? receives a bonus (+1 to Perception) for the superior vantage
The heroes have plenty of options for facing Darian and point. If Leuwald and Rust-Hair (Isella’s pursuers) have
his henchmen. They could sneak into the ruins or just as already returned and warned the robbers, every guard
easily make themselves obvious and approach under a flag receives an additional +2 bonus to all competitive checks
of truce. Use the following suggestions when considering involving their Perception.

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

22 Justice and Noble Valor


Rondra’s Ordeals and God’s Judgements
Rondra’s Ordeal is another name for a god’s judgement, a
Epilogue
special trial by combat fought mainly to contest a ruling
The resolution of this adventure is quite open and depends
in a court of law. God’s judgements also share certain
almost entirely on the heroes’ choices and their method
aspects with duels of honor, a la Casanova or the Three
of enforcement. As conciliators, they could make Darian
Musketeers, but there are important differences. For
promise to leave the margravate for good and encourage
example, duels of honor mainly require only that the
Isella to come clean with her stepfather and perhaps even
participants demonstrate enough courage to face each
acknowledge her error and forgive him. Or they could
other. Also, winning a duel of honor is considered far
enforce the law and arrange a trial before the Baron, who
less significant than emerging victorious from a god’s
then condemns every delinquent to death. In this case,
judgement.
he condemns Darian and Isella for slanderous behavior,
insubordination, shaking the foundations of order, and
Participants in a god’s judgement must fight either
plotting to murder nobles. They meet the executioner’s
to first blood, second blood, or third blood. Rules-wise,
sword while the other bandits hang. Depending on how
first blood means fighting until one person suffers
well the heroes plead for some of them, however, the
an injury that draws a measurable amount of blood.
Baron might mete out lesser sentences, such as corporal
Second blood means that both combatants fight until
punishment, pillory, a ban (loss of all rights, colloquially
one either surrenders or collapses due to exhaustion or
known as “being free as a bird”), the undertaking of a pious
incapacitating wounds (Pain Lvl 4). Third blood means to
quest of penance, or serving the Baron as an indentured
the death. Also, prior to committing to a god’s judgement,
fighter for a year and a day.
both participants must agree on certain conditions such
as degree (first, second, or third blood) and what victory
signifies (the winner’s claim is legal, the winner speaks Optional Scene: The Baron of Beldengrove
the truth, and so on). As an optional scene, you can make use of Baron Cordoran
of Beldengrove to further drive home the theme of
Worshipers of the Twelvegods believe that the god this adventure. A gentleman turned robber-knight,
or goddess judges these combats personally, and he proclaimed himself Baron during the dark days of
participants try their best to fight a god’s judgement the civil war in the former Darpatian lands called the
with honor. Beings who do not worship the Twelvegods Wildermarches. He’s no stranger to corruption. If you want
are usually ineligible to participate, but a non-believer the heroes to stumble upon an even bigger scheme and find
may fight after swearing an exception, that is, if they that yet another pillar of society is not as morally upright
demonstrate that their belief system has a parallel. For as he seems, have them discover that the Baron has a secret
example, the warrior culture of orcs recognizes the pact with Darian, who collects tolls in his employ, albeit
religious import of trials by combat. In a Rondra’s Ordeal without mentioning the Baron’s name. In return, the Baron
between a human and an orc, the human would pray turns a blind eye to his robberies. This way, the heroes can
for Rondra’s aid while the orc would pray for aid from learn a bitter truth—namely, that law and justice aren’t
Brazoragh. always the same thing.

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.

24 Justice and Noble Valor


25
Justice and Noble Valor
by Nikolai Hoch
Additional material by Philipp Neitzel

A TDE group adventure


for 3–5 heroes

Genre: Wilderness Adventure; bandit hunt


with some surprising twists
Prerequisites: Heroes with a sense of justice,
good survival skills, and a willingness to help
a lady in distress
Location: Woods in the shadow of the Dark www.ulisses-us.com
Ridge Mountains, Barony of Beldengrove,
Griffonsford
Date: Springtime, 1036 FB or later
Complexity (Players/GM): low/low
Suggested Hero Experience Level: Experienced

Useful Skills
Nature
Social
Combat

Living History

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