These are my campaign notes for roughly the fourth session of my Swords of the Four Taverns Campaign. You can see the log of where this session began HERE. The notes are not edited, but they are organized differently than in my binder (simply to make them more readable). I'm hoping this will give folks an idea of how we run Sertorius and our other games. Even if you don't use these systems, the ideas may be handy as the maps and details are pretty easy to port into any game.
This is somewhat of a long entry and was difficult to format, so I apologize it is at all difficult to read. Keep in mind that I rely on map and memory, so details may be out of place (there are traps on the Sertori cells that may not be adequately presented in the text). I am quite certain some of the stat blocks have errors as well.
This is somewhat of a long entry and was difficult to format, so I apologize it is at all difficult to read. Keep in mind that I rely on map and memory, so details may be out of place (there are traps on the Sertori cells that may not be adequately presented in the text). I am quite certain some of the stat blocks have errors as well.
Note that I had two characters with the Enemy Flaw this campaign, so the "Enemy Present/Goals" notes are reminders to myself if I rolled an enemy appearance that session (in this case Joffler was going to show up).
This adventure introduces something called Blood Magic. Blood Magic is a new approach to using Sertori powers exploitable by normal men. It was invented by Goff-Tan, who is the adopted son of the leader of the anti-Sertori inquisition in Palus. Though a Sertori himself, Goff-Tan is devoted to the elimination of Sertori and sees himself as an instrument of Ramos toward that goal.
I should mention Blood Magic arose from my friend Steve Bowden's Sertorius campaign when he encountered difficulty challenging a group of particularly powerful Sertori using mundane means. So he created a system of magic called blood magic. This adventure is an elaboration on his concept. I include information on the blood cult and its members after the NPC section at the end.
The adventure has two parts. It begins as a pretty light investigation, where the party learns a large sum of gold they brought to Hamil Kar (the King's Brother) and was very important to the kingdom's defenses has gone missing (and that it was last seen with Pazzer-Unzi). The investigation eventually leads to the Tower of Goff-Tan which they can explore and find Sertori imprisoned by the Blood Cult. This is a light investigation, meaning it isn't terribly deep and is pretty much a straight shoot. More of a hook than a proper mystery.
SWORDS OF THE FOUR TAVERNS CAMPAIGN:
THE GOLD OF GOFF-TAN
Enemy Present: Joffler
Enemy Goals: Get the gold and take it. Plans to steal the
gold while the party sleeps if possible. Tracking the party from Tongtel on.
ADVENTURE PREMISE
The PCs learn that the 125,000 gold they gave to Pazzer-Unzi (son of the King's Brother) is missing as is Pazzer-Unzi. He formed a deal with Goff-Tan and sold it to him
in exchange for the promise of “an army of thousands, strong as an oak tree and
stealthy like the wind”.
RUMORS
Druza Khuba-Taula has returned in the north: The lady of
ramos.
BACKGROUND
Pazzer-Unzi fell in love with Una-Tara, a Sertori woman in Port Sul. She feared his family and he desperately wanted to marry her (Pazzer's uncle, the king, supports the Sertori hunts). First he tried to persuade her by secretly converting to the Church of Light, and this worked for a time, but she worried that Pazzer-Unzi’s uncle would discover her and she would be handed to Gesara (leader of a kind of Inquisition against Sertori). Wind of the young man’s troubles indeed reached Gesara and she sent Goff-Tan to make a fair proposal to the man. Knowing that his father orchestrated the exchange of the Pillar of Druba for 125,000 gold, she saw an opportunity and Goff-Tan was tasked with offering him a way to obtain his love’s safety in exchange for it. This would bring Pazzer-Unzi’s loyalty into question but more importantly place Hamil under her thumb.
Varian Kingdoms are in the north east |
KEY NPCS
“Goff-Tan Dark
Shield” Goff-Tannergauch: Goff is a Sertori informant and has a book of all
known Sertori including study notes on Gaius. Called The Dark Shield of Gesara, he is
given special privileges, including the hearts and skulls of Sertori to use in
Blood Magic (a weapon against Sertori of his own devising). He is a believer. Goff thinks men are born good but the world, and
power, turns them evil. Sertori are corrupted by their power inevitably but
must be destroyed. Interested in turning the PCs to his cause.
Pazzer-Unzi: Son of Hamil Kar, who is brother to the king. Secret
adherent of Church of Light. Promised “an army of thousands, strong as an oak
tree and stealthy like the wind” by Goff-Tan in exchange for the money. Planned
to lead the men against Port-Sul, put his father on the throne and eliminate
Gesara. In love with a Sertori women Una-Tara, doing this to protect her and
advance his father’s beliefs.
MAP OF PALUS Note: North is left |
Gesara: Head of the Gesarians, a wing of the Church of Ramos that seeks to eliminate the Sertori. She
planned everything in order to put Hamil in a position of weakness she could
control. Her aim is to extract and use his Sertori (the PCs) for her own purposes. She
understands the delicate nature of the situation, as the King’s own family is involved
so she would rather put Gaius (a PC related to the king) and his group to good use as she did with
Gaff-Tan.
The Bishop of Tongtel
(Quintus): Bishop Quintus is an elf who took the name Quintus when he
joined the Church of Light. He despises Gesara and is good friends with
Pazzer-Unzi (whose conversion he personally performed). Bishop Quintus helped
secret the gold to Goff-Tan by pretending to take a donation of grain from
Pazzer, while actually taking the gold.
TONGTEL MYSTERY
The day after the PCs left for Warngela, Pazzer-Unzi
personally opened the Hanno-Kar Castra vault and transferred the gold with
Bishop Quintus to a wagon, covering it and pretending it was a donation of
grain for the town of Yortel. He told the staff he was going with the Bishop to
personally hand the grains to the people (to boost the image of the house of
Alu-Bora).
That evening Pazzer-Unzi went to The Hall of Hoonor to meet
with Nathreen, a well known associate of Goff-Tan. They discussed the final
details of the exchange and shared coffee.
The next day, Archon Emanuel went to check on the funds and
found they were missing. Panicked he sent word to Yortel but didn’t hear back.
On day six Bishop Quitus came back but without Pazzer. When asked where Pazzer
was, he said simply that he had remained in Yortel to investigate another
matter. However Emanuel’s men have found no sign of Pazzer in the town. They
did hear that Pazzer had gone to the Hall of Hoonor the night before he left
though.
Hanno-Kar Castra (Archon Emanuel)
This is the fort of Hamil Kar-Harba and his son, Pazzer
Unzi. It is managed by Archon Emanuel who was present when the gold was brought
here.
Clues
- Two days after the party brought them the gold, Emanuel discovered the 125,000 gold was gone.
- Pazzer had left the day before with Bishop Quintus to take a donation of grain from the fort to Yortel.
- Six days after leaving, Bishop Quintus returned without Pazzer, saying he had remained behind in Yortel to deal with a personal matter.
- Emanuel sent men to Yortel and found no sign of Pazzer.
- He learned that Pazzer had been seen by a going into The Hall of Hoonor the day he left.
Tongtel Cathedral
This is a stone structure, the seat of Bishop Quintus. The
party can find Quintus here who has concerns about Pazzer’s safety and will
share them if he feels he can trust the party.
Clues
- Quintus says he went with Pazzer not to deliver donations but to make an exchange for troops to help Hamil at Goff-Tan Tower. This is partly a lie, the troops were for rebellion against King Hanno-Kar
- If pressed or threatened with undo attention from other powers in the land, Quintus will reveal that Pazzer had converted secretly to the Church of Light
- If tortured severely he will admit the troops were to be used by Pazzer to end Hanno-Kar’s reign and place his uncle on the throne. It would also displace the church of Ramos for the Church of Light.
The Hall of Hoonor
A dance hall and coffee house established by Ibn Pesh, a
Halfling merchant from Rashua. There is a circular platform in the center,
surrounded by brass tables and seats where coffee is served. There is an elven
Hoonori dance troupe from Mandaru here that performs dances to the Pi (a
quadruple-reeded oboe) and the Ze (a plucked zither with 50 strings). Ibn Pesh
recites tales from Rashua in the evening and is a highly talented storyteller.
Clues
- Ibn Pesh will talk for a fee. He saw Pazzer-Unzi arrive at a table where an elven woman was seated. He recognized her as a lady named Nathreen, an Archon of Goff-Tan.
- If the players speak with one of the servers, they learn that Baw (an elven server) overheard portions of their conversation. They discussed something about gold for arms and backing.
At the Inn of the
Bearded Hawk, the proprietor can tell them the following:
- Quintus and Pazzer passed through but never gave any donations of grain. They were headed North.
GOFF-TEL
Goff-Tel is a village in the shadow of Goff-Tan Tower of
about 450 people. It is given some autonomy by their lord Goff-Tan and sits in
a region of loam soil well suited for agriculture. Here they grow beets,
chestnuts, oats and barely. The people here also raise livestock and meat forms
a major part of their diet. They raise pigs, rabbit, and sheep.
Goff-Tan allows the village to govern itself provided they
give monthly tribute and let him inspect every newborn child for Sertori
markings. Though he occasionally takes children away when they have such marks,
the villagers are pleased by the arrangement, regarding these as demon-babes.
The village is managed by a Vel or council and the people of Goff-Tel divided
into five separate clans each with a leader on the council. The clans are: The
Ruebel, The Holtabel, The Varskaug, Vaklabel, and Varnabel. These form
divisions of labor of sorts as well, with the Ruebel tending toward religious
matters, the Holtabel tending toward farming, the Varskaug tending toward
shepherding and hunting, the Vaklabel tending toward smithing and the Varnabel
tending toward other matters like winemaking. These are not hard barriers but
rather tendencies. The people of Goff-Tel regard themselves as free, free as
city folk. They adore their lord Goff-Tan who protects them from Demons and
judiciously employs his soldiers to defend the village as well.
The people are Goff-Tel are a battle hardened lot. They’ve
had many encounters with the Varpen and even the Tari. Though their lord can
easily stop an organized attack, they still deal with small groups of Gru who
come to steal their livestock and food. If need be the Goff-Tel can manage a
militia of about 80-100.
Important Buildings: Church of Ramos, The Vel Hall.
OUTSIDE GOFF-TAN TOWER
Entrances
In addition to the front door, there are three narrow vent
shafts leading into the underground structure below the tower. Shafts A and C
are too narrow for a person to fit through, being four inches in diameter each.
However Shaft B is large enough for a slender or small person to fit through,
though it is difficult to climb up or down (Athletics TN 9). It is a 20 meter
drop from the top to the floor or about 60 feet. Falling from that distance is
6d10 open damage.
B2. Skunk Monkey
Burrow: There is a Skunk Monkey living in a small hole in the side of the
shaft. It is hostile to intruders but there it has a small stash of objects in
its den: Cell key to Holding One, A bit of yarn, a shiny earing with a pearl.
Skunk Monkey
Defenses: Hardiness
4, Stealth 8, Evade 8, Parry 6, Wits 6, Resolve 5
Skills: Detect 210, Bite 1d10
(damage 0d10), Musk 2d10, Muscle (2d10), Speed 4d10 (70 feet)
Wounds: 1
Musk: The Skunk Monkey is able to release a potent musk once every
hour. A Success renders a living victim helpless for one minute. A Total
Success indicates a victim is helpless for one minute and takes a Wound from
breathing in the heavy vapors. The foul stench will linger for weeks even
after the victim has bathed and washed, but no penalties are suffered after the
period of helplessness.
The Barracks
These are the quarters of the staff and soldiers and
contains up to 5 Blood Cultists and 15 Guards.
This is where the gold is kept.
Encounter
Survival Rolls every 10 minutes for Encounters, TN 7. If fail, roll 1d10:
1-5: 10 Soldiers and 1 inner circle
6: 10 Soldiers and 2 Blood Cultists
7: 10 Soldiers and 4 Blood Cultists
8: 15 Soldiers and 1 Blood Cultists
9: 13 Soldiers and 2 Blood Cultists
10: 12 Soldiers, 3 Blood Cultists and Dumar
Note: more blood cultists are listed after the NPC section.
SOLDIERS (1-15)
Defenses: Hardiness
7*, Stealth 3, Evade 4, Parry 6**, Wits 6, Resolve 7
Skills: Heavy Melee 2d10,
Medium Melee 1d10 or 2d10 (Long Sword and Javelin), Wrestling 1d10, Muscle
1d10, Speed 1d10, Detect 1d10
Damage: Short Sword (2d10),
Javelin (2d10)
Wounds: 2
Equipment: Leather Armor*, Light
Shield**, Short Sword, Javelin
BLOOD CULTISTS (1-4)
Defenses: Hardiness
4, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 7
Skills: Medium Melee 1d10,
Light Melee 2d10, Small Ranged 1d10 or 2d10 with Cross Bow, Wrestling 1d10,
Muscle 1d10, Speed 1d10 (40 feet), Detect 1d10, Trade (Alchemy) 1d10, Talent
(Tattoo) 2d10, Medicine 2d10, Survival (Wilderness) 2d10, Language (Gruskel)
3d10, Language (Ronian) 3d10, Religion (Church of Ramos) 2d10, Creatures
(Sertori): 1d10, Magic (One Type) 1d10.
Damage: Short Sword (2d10),
Dagger (1d10), Cross Bow (2d10)
Wounds: 2
Each cultist has one of the Following
temporary tattoo effects:
1. Light: Can create light for about
ten minutes.
2. Flame: Can create a burst of fire
that does 3d10 damage.
3. Blend: Can blend with environment,
taking 10 Stealth for 10 minutes.
4. Strength: Can grow very strong,
doing 1 extra wound on melee attacks for a round.
5. Summon: This can be used to summon
woodland creatures.
6. Pacify: Roll 3d10 against Resolve,
on success target cannot harm person for 10 minutes.
7. Absorb: Can absorb one spell when
attacked by it. Spell has no effect, but cannot use.
8. Retribution: If successfully
attacked by a spell and survive can cast it back at exact same effect on
caster.
9. Lullaby: Sing 1d10 against Resolve,
put to sleep for 1d10 minutes.
10. Smite: By touch, causes 4d10 damage
against Sertori and causes them not to cast spells for 1 round.
BLOOD ACOLYTES (Dumar-Ghast)
Defenses: Hardiness
6, Stealth 4, Evade 4, Parry 5, Wits 7, Resolve 8
Skills: Medium Melee 2d10,
Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10,
Muscle 2d10, Speed 2d10 (50 feet), Detect 1d10, (Alchemy) 2d10, Talent (Tattoo)
3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 2d10,
Deception 2d10, Command 2d10, Empathy 1d10, Language (Gruskel) 3d10, Language
(Ronian) 3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10,
Creatures (Sertori): 2d10, Magic (two types) 2d10
Damage: Short Sword (3d10),
Dagger (2d10), Cross Bow (2d10)
Wounds: 2
Each blood acolyte has one major Blood
Tattoo and wears a sertori skin, or has two powers. Using the tattoos is
depleting, draining a point of temp Hardiness for 10 minutes each time:
Ogre
Body: Can take the form of an ogre, gaining
4d10 muscle, 6 wounds.
Brilliant
Shield: Instant 3d10 Resist Shield 15 foot.
Takes full action
The Cell
This is where Pazzer-Unzi is being held. He is guarded by
two soldiers.
Cell: Open TN 10,
Hardiness/Integrity 8
SOLDIERS (2)
Defenses: Hardiness
7*, Stealth 3, Evade 4, Parry 6**, Wits 6, Resolve 7
Skills: Heavy Melee 2d10,
Medium Melee 1d10 or 2d10 (Long Sword and Javelin), Wrestling 1d10, Muscle
1d10, Speed 1d10, Detect 1d10
Damage: Short Sword (2d10),
Javelin (2d10)
Wounds: 2
Equipment: Leather Armor*, Light
Shield**, Short Sword, Javelin
INSIDE THE TOWER
The Tower is built from red marble and adorned with golden
discs and flowers. It is a bell tower fitted with a large bronze bell that has
a special effect when rung. The Bell of Goff-Tan Tower has a power over Gru
(see below).
Below the tower Goff-Tan has a number of secret chambers,
where he conducts experiments and holds his Sertori prisoners. He discovered
that cement made with ground ogre bones (from Ogres who have died of natural
causes) was an ideal material for coating the cells because it makes casting
spells very difficult (6d10 against TN 7 of failure).
The Tower is guarded by 3 Ogres and by an Elven blood
cultist named Nathreen. Goff-Tan always travels with two Ogre Bodyguards. There
are 50 Soldiers on the grounds but they do patrols and there are usually only
ten in the tower and underground structure itself at a time, with 15 on call at
the barracks and the remainder in 5 patrols of 5. The underground facilities
are more heavily guarded with 3 Ogres, and 12 Blood Cultists.
Encounters:
Roll Survival TN 8 every hour to avoid patrols of 5.
Any room of the tower there is a 1 in 10 chance of an
encounter.
In any room in the underground facility there is a 2 in 10
chance of an encounter on top of any posted guards that are present.
1. Entrance
This is where Goff-Tan likes to meet his enemies for
audience. He has a proper audience hall but he enjoys speaking while standing
and forcing his guests to do the same.
This chamber is made of fine red marble, and there is a basalt
statue of Gesara of Palus made to resemble Druza. She wears clothes that look
southern in style, with a Shahri or Bukhra style head-dress. There is always an
ogre Guard in this chamber.
OGRE (1)
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed
1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
*Breast Plate, Helmet, Medium Shield
and Arm Guard
2. Standing Hall
This is the waiting area for a proper audience. When meeting
with nobility he will normally request they remain here. He usually only takes
audience the first day of every month and on that day there are usually dozens
of villagers here.
The chamber is adorned with images of Ramos and his angels,
colorfully painted on the wall.
Secret Door (TN 9): There is a secret door here that leads
below. It is directly guarded by an Ogre.
OGRE (1)
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed
1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
*Breast Plate, Helmet, Medium Shield
and Arm Guard
2B. Kitchen
This room is built onto the tower at an awkward angle. It
contains a vast stove, a pantry and a large oak table for cutting and preparing
food. Goff-Tan is fond of rabit so they mostly make roast rabbit and rabbit
stew with vegetables.
An Ogre named Sangdad is usually assigned cooking duties.
Sangdad is more agreeable than the rest of the staff but a bit dim.
3. Ante-Chamber
This is the second waiting area for an audience with
Goff-Tan. Here the Laws of Ramos are written in Gruskel, Latar, Khubsi and
Ronian.
OGRE (1)
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed
1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
*Breast Plate, Helmet, Medium Shield
and Arm Guard
3B. Ruga and Ria’s Room
This is where Ruga and Ria sleep, two adopted daughters of
Goff-Tan who are also Sertori. The room is simple:
Two Bronze Beds with feather mattresses
Three legged wood table (TN 8 for secret compartment
containing 24 Black Pearls)
Encounter (Roll 1d10)—after nightfall add +2 to roll
1-6 Empty
7 Ria is here
8 Ruga is here
9-10 Both are here
RIA
Defenses: Hardiness
4, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 8
Skills: Wrestling 3d10,
Medium Melee 2d10, Speed 2d10, Muscle 2d10, Athletics 1d10, Endurance 2d10,
Detect 3d10, Empathy 2d10, Deception 3d10, Trade (Fabric) 3d10, Medicine 3d10,
Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian)
1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Agape 1,
Deimos 1, Misos 1, Penthos 1
Spells/Thauma: Heart of
Darkness (Wrestle), The Gaze of Carus (Deception), Vow (Empathy), Mitigation
(Endurance)
Personality: Loyal,
Proud and Vengeful
RUGA
Defenses: Hardiness
3, Stealth 6, Evade 5, Parry 4, Wits 7, Resolve 6
Skills: Wrestling 3d10,
Medium Melee 2d10, Speed 2d10, Muscle 2d10, Athletics 1d10, Swim 2d10, Detect
3d10, Empathy 3d10, Deception 2d10, Trade (Fabric) 3d10, Medicine 3d10,
Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian)
1d10, Survival (Wilderness) 3d10
Wounds: 5
Emotions: Deimos 3,
Misos 1
Spells/Thauma: Dread
Passenger (Empathy), Flight (Swim), Vortegan’s Whirling Catastrophe (Survival),
Screaming Surge (Speed)
Personality: Cautious,
Meticulous and Agitated
3C. Rom and Ruegar’s Room
This room has two bronze beds with feather mattresses, two
tables (one three legged and one four), there is also a scroll case with three scrolls
on it .
Scrolls:
The Ethical Precepts of Eucinias: Ronan text written in 578
by Eucinias that says evil comes from power and lack of discipline. Understand
what power one has in order to contain it. Emphasis on discovering one’s flaws
and incorrect assumptions.
History of the Sertori or Tariq Alu-Sephari (Gesara of Palus): Written in 1436 by Gesara.
Discusses the fall of Dosikan but regards this as myth, believes the Sertori
emerged during a period she calls the great silence, when the gods were asleep.
Her evidence is sparse but based on passing references in Latari chronicles to
the gods seeming being unresponsive during the time of Sertorius Poro. She also
finds similar references in Khubsi texts from Shahr at the same time.
A History of the Vaaran Kingdoms by King Alu-Shahru: Written
by King Alu-Shahru in 1398, this book gives an account of Palus from the time
of the 7 kingdoms to the rise of “the Khubsi kings” in 1323 with King Alu-Nuru,
then King Sharba and concluding with his own reign. He ends the history by
discussing the increasing incursions from the North and mentions the fall of
the Northern Kingdoms, though does not give them a name.
Encounter (Roll 1d10)—after nightfall add +2 to roll
1-6 Empty
7 Rom is here
8 Ruegar and
Rom are here
9-10 Ruegar is here
ROM
Defenses: Hardiness
8*, Stealth 3, Evade 3, Parry 4, Wits 6, Resolve 8
Skills: Wrestling 2d10,
Medium Melee 2d10, Speed 0d10, Muscle 3d10, Athletics 3d10, Endurance 1d10,
Detect 0d10, Reasoning 0d10, Command 3d10, Medicine 3d10, Institutions
(Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10,
Survival (Wilderness) 2d10
Wounds: 5
Emotions: Misos 3,
Penthos 1
Spells/Thauma: Bend
Gravity, Blades of Wrath, Impel, Inner Strength
Personality: Crude,
Simple and Mean
Equipment: Short
Sword (3d10 damage), *Breast Plate
RUEGAR
Defenses: Hardiness
3, Stealth 3, Evade 6, Parry 4, Wits 8, Resolve 6
Skills: Wrestling 1d10,
Medium Melee 1d10, Speed 2d10, Muscle 1d10, Athletics 1d10, Endurance 2d10,
Detect 3d10, Reasoning 3d10, Command 3d10, Trade (Fabric) 3d10, Medicine 3d10,
Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian)
1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Agape 3,
Deimos 1
Spells/Thauma: Warding
Wall (Endurance), Wild Whisper (Persuade), Cloak of Protection (Trade: Fabric),
Smoke (Speed)
Personality: Soft,
Elegant and Smart
4. Court
This is where Goff-Tan holds court. He rarely is in this
chamber only using it the first day of each month. When does appear here he
does so with his Ogre Guards. There is a simple wooden chair here, not so much
a throne as a place for sitting. It provides little comfort with no adornment.
Before the throne is a statue of Druza holding a scroll that reads the fourth
law of Ramos: “A person should look
first to Ramos, then to his family, then his friends, his people and finally
his rulers. This is the hierarchy under which all things fall.”
A set of stairs leads to level three but has a locked hatch.
Opening the Hatch takes either a TN 8 roll to pick or TN 10 Muscle roll to
break through. It can be busted open with 3 wounds as well.
5. Library
This is Goff-Tan’s library. There are three scroll cases
here and an Ogre guard (see scrolls below). There is also an enchanted statue
here created by Goff-Tan. It is the bronzed skull of an Orc Sertori, encased in
marble sculpture to form a bust. It is bolted to a red pillar on the floor and
can speak and see, reporting everything to Goff-Tan.
The Head of Josephius:
A noble looking orc head, with a bit of furrow and temperament. He can speak,
see and hear, as well as transmit his thoughts to Goff-Tan. However he despises
the man and only feigns loyalty. Goff-Tan created him and keeps his family held
captive in the capital with Gesara. They are well treated but there is the
implication they die if he doesn’t abide by Goff-Tan’s rules. He will inform
the party that he must report them to the castle lord, but regrets doing so.
They may be able to convince him not to if they promise to save his family from
Port Sul. History: Josephus was from a caelan Equestrian family with business
in Port Sul. His mother Kaela and father Josephius, and two sisters (Kaelana
and Kaelina) owned a home in the city. Josephius was a Tar merchant. Josephus
was captured by Gesara and sent Goff-Tan. The family had no knowledge and
believes he was murdered.
Scrolls:
The Book of Cures: This detail’s Goff-Tan’s experiments on
Sertori but also describes methods for dealing with the Grimming process
through “Divine Extraction”.
The Book of Blood Magic: A book written by Goff-Tan about
how to create magical effects using Sertori blood and body parts.
The Book of Spells: This is a catalog of all the Sertori
spells Goff-Tan has witnessed. It is extensive and a work in progress.
The Fourth Cause of Sertori: This is written by Goff-Tan and
is speculative on the purpose of Sertori. On why they exist. He believes they
are inherently evil but that their existence has a reason behind it. He
explores the possibility of evil deities triggering the creation of Sertori but
settles on the theory that they arose from a demonic vacuum. He rejects tales
of Dosikan as legend, believes Senga never existed. Instead he says that
Sertori arose through the absence of good. He therefore believes that
conception plays a vital role in determining Sertori birth. He posits many
possibilities: evil thoughts, wicked acts, evil nature of the parents, etc.
Ultimately he settles on the absence of love being the most likely culprit, as
it creates a door for the absence of good.
The Mechanics of Sertorius Poro by Titus Aquillius: Written
in 410 by Titus Aquillius, who was a young man during the reign of Sertorius
Poro. He became fascinated with Sertorius Poro and coined the term “Sertori”.
In particular he studied many primary accounts of the ruler’s powers and noted
that they were innate, not something he could teach others. Titus speculated
that Poro could impart some of his spirit into objects and believed the Bronze
Guardians were created through this process possibly using the bodies or souls
of other Sertori. While his theories were untested he did propose that the body
of a Sertori might retain some of its magic.
Tarikh Khadrami Akh-Mandaru by Taul Dulo-Khadrami: Written
in 1423 by Taul Dulo-Khadrami, this text is a history of the Mandaru people and
surrounding region, before the rise of the Mandaru Empire. Taul Dulo-Khadami
lived among them and noted their history and practices. He cataloged may
customs surrounding the use of Sertori skulls and their potential powers. He
theorized this was the origin of the Mandaru practice of drinking from the skulls
of defeated foes.
On the Origin of Sertori by Archon Hilarca Thena: Written by
the Archon of the Fellowship of Promestus, Hilarca Thena, in 1327 this text
discusses the creation of the Sertori and the history of Doskian based on
fragments housed in the Tarchaean Library. She suggests that Sertori are divine
energy in the flesh, that Dosikan’s act of deicide breached the barriers between
the numinous and profane. It was the ultimate sin and that Sertori carry this
crime in their veins.
Other Books:
The Light of Ramos (Noor Alu-Ramu)
The Forth Book of the Archon
The Purging (Tanqiya Alu-Sephari)
The History of Voharus (Historia Vohara) by Balbinus Fapaso
“Balbi the Eloquent”
OGRE (1)
Defenses: Hardiness 8*, Stealth 4, Evade 5**, Parry 8**, Wits 6,
Resolve 8
Skills: Heavy Melee 2d10 or 1d10 (Dab Yai), Medium Melee 2d10,
Wrestling 2d10, Muscle 4d10, Speed 1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10 (club/mace)
Wounds: 6
6. Nathreen Chamber
This is where Nathreen sleeps and an Agarian wet nurse named
Tees. It is also the room of Ruehella, the adopted Sertori daughter of
Goff-Tan. There is a Crib here and two beds.
The door leading to Goff-Tan’s chamber is locked and
trapped.
Door (Open TN 10, Hardiness/Integrity 7): Anyone who touches
the handle without saying Ramos triggers a fire trap, which engulfs the door in
flames. Roll 3d10 against Evade for anyone within five feet of the door. Those
struck by the flames take 3d10 fire damage. The fire is instance, coming and
going in a blink.
Encounter
1-5: Wet Nurse and baby
6: Nathreen and baby
7: Wet Nurse and Nathreen
8-10: Empty
NATHREEN
Defenses: Hardiness
8*, Stealth 4, Evade 4, Parry 7**, Wits 7, Resolve 8
Skills: Medium Melee 3d10,
Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10,
Muscle 2d10, Speed 3d10 (60 feet), Detect 2d10, (Alchemy) 2d10, Talent (Tattoo)
3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 3d10,
Deception 2d10, Command 3d10, Empathy 2d10, Language (Gruskel) 3d10, Language
(Ronian) 3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10,
Creatures (Sertori): 2d10, Magic (two types) 2d10
Damage: Short Sword (3d10),
Dagger (2d10), Cross Bow (2d10)
Wounds: 2
*Breast Plate, **Armguard
Imbue
Weapon: She can poor Misos magic into her
weapon, causing it to do 4d10 Fire damage with each attack for 3 rounds.
Defy
Gravity: She can walk upon walls or ceilings as
if on a normal surface. This also allows her to leap twice the normal distance
of others. Lasts for ten minutes.
Cloak
of Resist: This cloak is made from Sertori skin
and resists magical attacks giving her a 1d10 Resist (Against TN 10).
7. Goff-Tan’s Room
This is Goff-Tan’s room. It is somewhat Spartan, with a
bronze framed bed with a thin feather mattress, a tilted writing desk, and some
letters. There is also a bell chord here that can ring the Bell of Goff-Tan
Tower.
Letters: The letters are mainly to and from his archons
regarding local issues. But there is a letter from Gesara (see handout).
Encounter (after midnight +4 to roll)
1-8: Empty
9-10: Goff-Tan and two Ogres
7B. The Bell of Goff-Tan Tower
When rung this captivates Gru. Roll 4d10 against their
Resolve. On a Success they are pacified by the Bell, and can be led away from
aggression or conflict by the ringer. On a Total Success they fall under the
control of the bell ringer. The effect lasts for 8 hours.
8. Stairwell
This is set of marble steps that wind down into the
underground lab.
9. Lab
This is Goff-Tan’s lab, where you conducts experiments on
Sertori to investigate the nature of their powers and explore uses for Sertori
body parts. There are four large wooden tables here. One of them is equipped
with manacles. There are also a number of instruments and censors, as well as a
wall filled with alchemical ingredients.
Table One: There is wide sheet of parchment on the table.
This is Sertori skin and there is a slip of paper near the skin that reads:
Known powers of Vernum
To change shape into desire
To compel with a word
To rejuvenate the body
To speak with the dead
Possibilities: A body altering robe or face altering mask,
perhaps healing of some kind. The two are in conflict. Past experiments suggest
the back would align with changing into desire but this is not certain.
Table two: Various powders and crushed white stone or ivory.
Mortar mix and a wooden statue of a dwarf.
Table Three: Filled with beakers, and other such
instruments.
Table Four: The manacled table. There is blood here.
9B. Secret Study
This is where Goff-Tan keeps extensive notes on his experiments
and discoveries. There are several scroll cases organized according to subject
and these include observations on all cases he has looked into. In total he has
notes on 250 cases. He explains methods for extracting Sertori blood and using
it to empower tattoos, various uses of Sertori body parts.
There is also a table with 3 wax tablets on it containing
following notes:
- Beor may need to be moved to the third holding cell. Getting better at his blasting the guard. Wait and see if he can escape first.
- What merchants in this lot. Harch healed people for a fee of 20 Silver (100 Gold for those who could afford it). Such greed has taken hold so soon.
- We have been letting Golgar believe his words of fear are working even when they take no effect. This is yielding interesting results. He grows bolder than the others.
- New powers to catalog: Impart Desire to Object, Storm Gliding and Summoning.
- Note: Storm Gliding and Summoning not very useful underground, but risked taking Golgar to surface for demonstration with horrible results. It is safe to keep in him the first holding cell for now, but dangerous to take him outside.
10. First Holding Chamber
This chamber is guarded by an ogre guard who has keys to
Levels 1 and 2. The holding cell itself
currently has four people in it, all suspected Sertori from Goff-Tel. They are:
Golgar (18): Plague of Fear, Beacon, Mitigation, Stormwalker
Roona (19): Treacherous Icon, Share Pain, Hide, Eyes of
Knowing
Beor (33): Bolt of Fury, Pora’s Portrait, Seeping Wound,
Endure
Harch (24):Merciful Plea, Heal, Cloak of Protection,
Illuminate Script
These are Sertori who were taken prisoner by Gesara.
OGRE Guard (Norteen and Makut)
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed
1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
Equipment: *Breast Plate, Helmet,
Medium Shield and Arm Guard, Keys to level 1 and 2.
11. The Hall of Ramos
This hall is depicted with images of Ramos as a bird
carrying a sun, there are also images of Druza Khuba Taula prostrate before the
deity. The purpose of these images is to remind the blood cult of their
spiritual goal and to serve as a chapel.
Locked wooden door: TN 8 to Open; Hardiness 5, Integrity 5.
11B. Storage Wing
This room contains picks, shovels, buckets, rope, bags
cement mortar (lime, gypsum and volcanic dust) and cement aggregate (crushed
Ogre bones and pieces of rock), planks of wood, etc. There is also a strange
looking device here that looks like a fragment of jaw bone bolted to an ivory
handle that is polished and has the name Poros written in Latari script.
The Hoe of Poros:
This device glows with a dull blue light when you speak Poros name. If places
against earth it causes it to part like a drill in a five foot diameter space.
It has the name “Poros” written in Latari script.
12&13. Guard Hall/Elder Sertori Chamber
There is a guard here keeping watch over the elder, slightly
more dangerous, Sertori group with a spear. The Sertori are:
Arius: Arch of Protection, Sevitor, Warding Wall, Tearing
the Veil
Melqart: Eyes of Knowing, Bend Gravity, Blood Smith,
Immolation
Crassus: Cacophany,
Paralysis of Nemach, Youthful Restoration, Flight
In addition there is a table here with a recently used
tablet and stylus. On a Detect 10 roll traces of the following line can be
read: “Must keep an eye on Arius”.
Locked wooden door:
TN 8 to Open; Hardiness 6, Integrity 6.
BLOOD CULTIST
Defenses: Hardiness
6*, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 7
Skills: Medium Melee 1d10,
Light Melee 2d10, Small Ranged 1d10 or 2d10 with Cross Bow, Wrestling 1d10,
Muscle 1d10, Speed 1d10 (40 feet), Detect 1d10, Trade (Alchemy) 1d10, Talent
(Tattoo) 2d10, Medicine 2d10, Survival (Wilderness) 2d10, Language (Gruskel)
3d10, Language (Ronian) 3d10, Religion (Church of Ramos) 2d10, Creatures
(Sertori): 1d10, Magic (One Type) 1d10.
Damage: Short Sword (2d10),
Dagger (1d10), Cross Bow (2d10)
Wounds: 2
Equipment: Breast
Plate*, Spear (3d10 or 1d10)
Ability:Retribution:
If successfully attacked by a spell and survive can cast it back at exact same
effect on caster.
12B. Passage Hall
This hall is largely empty except for the two passageways
and door.
14. Second Chamber
This is the room for releasing the Soul Hunting Fog in room
15 in the event of unprising. There is a large crank that empties a powder
overhead into a container of water which produces the fog and spills it into
room 15 for ten minutes. Large fire, such as that produced by Avalanche of
Flame will also trigger the mechanism.
Soul Hunting Fog
Each minute of exposure does 2d10 damage and drains 1 point
of Hardiness.
15. Dangerous Sertori Holding Chamber
This chamber currently has two prisoners. Both have their
hands bound by iron shackles. It is where the most dangerous Sertori are kept.
The Sertori are:
Gregos (Orc): Avalanche of Flame, Blades of Wrath, Inner
Strength, Impaling Spike
Vaela (Hasri):Captivation, Vow, Dance of Satree, Reshaping
of Satree
Soul Hunting Fog
Each minute of exposure does 2d10 damage and drains 1 point
of Hardiness.
Locked reinforced
metal door: TN 10 to Open; Hardiness 10, Integrity 10.
BLOOD ACOLYTES (Fulvarus Vestu)
Defenses: Hardiness
6, Stealth 4, Evade 4, Parry 5, Wits 7, Resolve 8
Skills: Medium Melee 2d10,
Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10,
Muscle 2d10, Speed 2d10 (50 feet), Detect 1d10, (Alchemy) 2d10, Talent (Tattoo)
3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 2d10,
Deception 2d10, Command 2d10, Empathy 1d10, Language (Gruskel) 3d10, Language (Ronian)
3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10, Creatures
(Sertori): 2d10, Magic (two types) 2d10
Damage: Short Sword (3d10),
Dagger (2d10), Cross Bow (2d10)
Wounds: 2
Hail of Needles (Power):
Hail of Stinging Needles 1d10 against evade, 1d10 damage to everyone in thirty
foot area. Total Success drains Evade and Parry by 1 for a minute.
Mask of Bal-Tauq: Allows
him to read thoughts (1d10 against Wits).
OGRE Guard (Chang)
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed
1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
Equipment: *Breast Plate, Helmet,
Medium Shield and Arm Guard, Keys to level 1 and 2.
16. Passageway
17. Special Holding Cell
This is where Goff-Tan keeps Sertori who are dangerous and
evil or mentally unstable. Presently the cell is occupied by Belga, a dwarven
Sertori who thinks he is a Gru and has been overwhelmed by Misos magic. His
hands are shackled to the wall and he wears a Brank.
Both entrances here are protected by locked, reinforced
steel doors.
Locked reinforced
metal door: TN 10 to Open; Hardiness 10, Integrity 10.
BELGA, Dwarven Jack of All Trades
See Belga entry under Sertori Prisoners at end. He is very unstable.
Defenses: Hardiness
6, Stealth 3, Evade 3, Parry 3, Wits 6, Resolve 8
Skills: Wrestling 1d10,
Medium Melee 1d10, Speed 1d10, Small Ranged 2d10, Muscle 2d10, Athletics 2d10,
Endurance 2d10, Detect 3d10, Reasoning 3d10, Command 3d10, Talent (Flute) 3d10,
Talent (Poetry) 2d10, Medicine 2d10, Places (Varian Sea, Klammerskel, and
Aetorus) 2d10, History (Varian Sea) 1d10, Language (Gruskel) 3d10, Language
(Ronian) 3d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Misos 2,
Penthos 2
Spells/Thauma: Drowning
Sorrows (History), Sphere of Suffocation, Impel, Cold Furious Gaze
Afflictions: Delusion
(thinks he is a Gru King, rightful ruler of Palus), Skin has a blue tinge to it
Personality: Loud,
Haughty, Crazy
IMPORTANT: He is wearing an
Iron Brank (a face mask that places a spiked bar over the tongue to keep him
from speaking). The Brank is too strong to break with bear hands but the lock
can be picked. However it is designed to be failsafe and a picking that fails
causes the bar to impale the skull causing instant death, even in a Sertori).
Open lock TN 8.
18. Storage
This chamber is filled with various implements for torture:
Heretics forks (2): Thin rod with two prongs on each end and
a strap in the center, fitted between chin and chest.
Thumbscrew
Tongue Tearer
Brank
Foot press
19. The Screaming Chamber
This is where Fulvarus Vestu performs torture on prisoners
to obtain information. Characters who are not careful could end up here
themselves.
There are two significant objects in the room. The first is
a rack against the wall, but the more impressive is a Brazen Bull made of
bronze.
Encounter
1-7: Empty
8-9: Fulvarus is here working on equipment
10: Fulvarus and Goff-Tan are both here interrogating a
random prisoner for information
Fulvarus Vestu
Defenses: Hardiness
6, Stealth 4, Evade 4, Parry 5, Wits 7, Resolve 8
Skills: Medium Melee 2d10,
Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10,
Muscle 2d10, Speed 2d10 (50 feet), Detect 1d10, (Alchemy) 2d10, Talent (Tattoo)
3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 2d10,
Deception 2d10, Command 2d10, Empathy 1d10, Language (Gruskel) 3d10, Language
(Ronian) 3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10,
Creatures (Sertori): 2d10, Magic (two types) 2d10,
Damage: Short Sword (3d10),
Dagger (2d10), Cross Bow (2d10)
Wounds: 2
Hail
of Needles (Power): Hail of Stinging Needles 1d10 against
evade, 1d10 damage to everyone in thirty foot area. Total Success drains Evade
and Parry by 1 for a minute.
Mask
of Bal-Tauq: Allows him to read thoughts (1d10
against Wits).
20. Monstra and Grim Beast Holding Chamber
This is a specially designed chamber, coated with the bones
of ogres but also lined with mercury, which prevents entering the ethereal
realm. The drop from the seal to the floor is 35 meters or about 115 feet (6d10
Open plus 5 automatic wounds) or about 65 meters from the end of the shaft to
the floor (6d10 Open Damage).
The prisoner here is the monstra Ben Kai, recently captured
by Joffler and sold to Goff-Tan for 8,000 silver.
BAN KAI
An enormous bear with burning
green eyes.
Defenses
Hardiness 6, Stealth 3, Evade 3, Parry 5, Wits 2, Resolve 3
Key Skills
Bite: 1d10 (5d10), Claw: 1d10 (5d10), Speed 1d10, Muscle: 4d10, Detect: 1d10, Command: 2d10
Qualities
Wounds: 8
Beast Strenth (x2)
Impaling Horn: When angered an
energetic and thorny horn sprouts from Ban-Kai’s forehead. This does 5d10 Open
Damage plus it impales people on a Total Success. Impaled cannot move away and
take one wound when spike pulled out. However using it requires a charge. This
lasts ten rounds.
Levitating Roar: When he wishes,
Ban-Kai can levitate a target by roaring. Roll 2d10 against the Target’s
Resolve. On Success Target levitates up to 40 feet per round at will of
Ban-Kai. Must roll each round to maintain.
Theklan Departure: As a move action,
Ban-Kai can travel through the ethereal realm to reach any place he desires
that he can presently see.
Roar of the Frosty Fall: Ban-Kai can
unleash a tidal wave of water from his mouth that cools and freezes as it strikes
targets. This is a 60 foot cone. Roll 3d10 against Evade of all in area. Anyone
Affected is frozen for 1 round (taking +3 to Hardiness as a result) and takes
1d10 damage. On a Total Success take one automatic wound.
Strix Shake: Ban-Kai can release Strix
from his fur each round when he wishes. By shuffling and shaking 1-4 Strix
emerge from his body to attack targets.
21. Seal of the Final Chamber
This is the seal to the final chamber,
made of a special alloy. It looks almost green to the eye.
Green Alloy Portal
Seal: TN 10 to Open; Hardiness 10, Integrity 13.
OGRE Guard
Defenses: Hardiness
8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or
1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed 1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10
(club/mace)
Resist: 1d10
Wounds: 6
Equipment: *Breast Plate, Helmet,
Medium Shield and Arm Guard, Keys to level 3 4 and 5.
“GOFF-TAN DARK SHIELD”
GOFF-TANNERGAUCH
Sertori Scholar
Defenses
Hardiness 3, Stealth 3, Evade 3, Parry 3, Wits 9, Resolve 7
Key
Skills
Light Melee: 1d10, Speed: 1d10 (40 feet), Athletics: 1d10, Muscle:
2d10, Trade (Alchemy): 3d10, Trade (Architecture): 2d10, Trade (Metal): 2d10, Medicine:
3d10, Talent (Poison): 2d10, Talent (Sing): 1d10, Reasoning: 2d10, Detect: 3d10,
Command: 2d10, Deception: 3d10, Empathy: 2d10, History (Varian Sea): 3d10, Places
(Varian Sea): 2d10, Places (Sea of Aetorus): 1d10, Places (Korashu): 1d10, Institutions
(Political): 3d10, Creatures (Sertori): 3d10, Creatures (Dragons): 2d10, Creatures
(Humanoids): 2d10, Creatures (Demons): 1d10, Creatures (Animals and Monsters):
1d10, Magic (Misos): 3d10, Magic (Penthos): 2d10, Magic (Agape): 3d10, Magic
(Deimos):2d10, Language/Script (Gruskel): 3d10, Language/Script (Ronian): 2d10,
Language/Script (Khubsi): 3d10, Language/Script (Latar): 3d10, Language/Script
(Singh): 2d10
Qualities
Wounds: 5
Powers
Divinity: 2
Spells (Misos 3, Penthos , Agape 2): The Masks of Eutropius, Agathea’s Animation, Malai’s
Lullaby, Patience of the Banyan, Crawling Skin, Festering Doubt
Resources: 100 Blood Cultists (spread
out), 7 Inner Circle, 4 Sertori, 450 Villagers, 8 Ogres, 50 soldiers
Present
Goff is a Sertori informant and has a book of all known
Sertori including study notes on gaius. The Dark Shield of Gesara, he is given
special privileges, including the hearts and skulls of Sertori to use in Blood
Magic. He is a believer. Thinks men are born good but the world, and power,
turns them evil. Sertori are corrupted by their power inevitably but must be
destroyed. Interested in turning the PCs.
Past
Goff was once a member of the Fellowship of Promestus.
Concerned when he heard about Gesera of Palus he came to the Vaaran Kingdoms to
murder her against his order’s commands. When he finally confronted her she
gave him a persuasive speech about the nature of evil, stemming from power,
pointing out that all Sertori eventually succumb to it to one degree or
another. However she left room for those Sertori who would take up arms against
their own kind. She compelled him to reject his nature and work on a cure,
promising him lands and villages if he agreed.
Goff-Tan has been working toward a cure for twenty five
years. In the process he invented Blood Magic, which enables normal people to
wield Sertori powers using Sertori blood and body parts.
Future
Unkown
HAMIL BORA KAR-HARBA
Halfling Jack of all Trades
Defenses
Hardiness 3, Stealth 3, Evade 3, Parry 3, Wits 9, Resolve 7
Key
Skills
Wrestling: 1d10, Light Melee: 1d10, Small Ranged: 2d10, Large Ranged: 2d10, Athletics: 1d10, Speed: 2d10, Muscle: 0d10, Ride (Horse): 2d10, Endurance: 1d10, Detect: 1d10, Deception: 1d10, Persuade: 2d10, Empathy: 1d10, Reasoning: 2d10, Survival (Wilderness): 1d10, Trade (Mechanical): 2d10, Trade (Alchemy): 2d10, Language (Khubsi): 3d10, Language (Ronian):1d10, Language (Gruskel): 3d10, Creatures (Sertori): 1d10, Read Script (Khubsi/Gruskel): 3d10, Read Script (Singh): 2d10, History (Varian Sea): 2d10, Religion (Church of Ramos): 2d10, Places (Varian Sea): 2d10, Places (Gulf of Anja): 2d10, Places (The Midbar Region): 2d10, Places (Klammerskel): 2d10, Institutions (Political): 2d10, Institutions (Academic): 2d10, Institutions (Sertori): 1d10
Wounds 2
Present
Hamil is the brother of Hanno-Kar the king of Palus. He is
in his 50s and spent most of his life travelling and studying before serving
his brother as a vital right hand. Hamil is fascinated by Sertori and intrigued
by rumors that they are “numinous entities”. He rejects the teachings of
Gesara, is highly skeptical of the Church of Ramos, but is fearful of losing
his position or placing his brother in danger.
Hamil is married to Jessa Voia, and her son he has adopted
as his own.
History
As a child Hamil travelled with his uncle Hurin to the
southern part of the world. He spent many years in places like Shahr, Dakia and
Ronia. When his brother came to power, Hamil’s contacts and knowledge proved so
useful that he was given post after post as needed by the family.
Married Jessa because her husband had plotted against the
king. This protected her from execution. He then adopted her son Theodore,
which placated his brother because it expanded the Bora influence in Pallus.
Future
Hamil’s future is safe if he doesn’t make an overt move
against Gesara. Doing so could put his life in jeopardy.
JOFFLER
Female Gru Warrior (Sertori)
Defenses
Hardiness 5 or 6
(Breast Plate +1), Stealth 6, Evade 3, Parry 6
or 8 (Armguard +1, Light Shield +1), Wits 6, Resolve 6
Key
Skills
Wrestling: 1d10, Light Melee: 1d10, Medium Melee: 2d10 or 4d10 with Short Sword, Heavy Melee: 1d10, Small Ranged: 1d10, Athletics: 3d10, Speed: 3d10, Muscle: 2d10, Detect: 1d10*, Deception: 1d10, Persuade: 2d10, Detect: 2d10
(3d10 smell when Berserking), Empathy: 1d10, Survival (Wilderness): 2d10 or 3d10 for travel, Trade (wood): 2d10, Language (Klerskel): 3d10, Language (Singh): 1d10, Places (Klammerskel): 2d10, Places (Varian Sea): 2d10
Wounds:
5
Equipment:
Short Sword (3d10), Breast Plate, Arm Guard
Flaws:
Greedy, Egotistical
Expertise:
Survival-Travel, Short Sword, Light Shield
Combat
Technique: Deflect (+1 to Parry when not moving)
Divinity:
0
Emotions:
Agape 2, Deimos 2
Spells/Thauma:
Wild Whisper, Servitor, Hide, Gaze of Carus
Claw
and Bite (Berserking): Claw does 2d10 Damage while Bite does
3d10
Regeneration
(Berserking): Regains 1 wound from mundane attacks per round
Extra
Damage (Berserking): Can do one extra wound but takes a
wound.
Present
Joffler is the daughter of Oshar, a member of the Rue-Vel in
Belvar who is a strong supporter of Afer. As the daughter of priest she has
considerable clout, as a Berserker she is viewed as a blessing from her family.
But Joffler has little time or interest in learning the intricacies of the Gru
faith, instead she chose to make her own fortune as a bounty hunter knowing her
Sertori powers give her an edge. She is intensely jealous of another Sertori
bounty hunter from the north named Garoff the Destroyer. She admires humans and
dislikes the way they are treated in Belvar. She also hates being a Berserker,
viewing it more as a curse than a gift.
Joffler is fond of wealth and also overestimates her own
abilities at times.
Past
Born in Belvar to Oshar (a priest of the Rue-Vel) Joffler
was given plenty of freedom as a child, perhaps too much. She inherited some of
her father’s softness toward humans (though he would never reveal it he once
almost married a human named Chessa). Rather than join the priesthood or go on
expedition, she chose to become a bounty hunter and make her own fortune.
Future
Joffler may one day help lead a group of humans to greatness
if she can overcome her own shortcomings.
THE BLOOD CULT & BLOOD MAGIC
Blood magic is the insidious invention of Goff-Tan Darkshield based on his research into ancient Ronaian, Khubsi and Nong-Sai texts. It is built on three major works of natural philosophy: The Mechanics of Sertorius Poro by Titus Aquillius, Tarikh Khadrami Akh-Mandaru by Taul Dulo-Khadrami, On the Origin of Sertori by Archon Hilarca Thena. Blood magic enables normal men to wield Sertori powers in the following way:
Blood Tatoo (Minor): This draws on the non-cathartic magic of a Sertori using his or her blood to create a Tattoo with temporary powers the wearer can unleash.
Blood Tatoo (Major): This draws on cathartic magic of Sertori using his or her blood creating permanent powers the wearer can unleash. These do not present the risk of griming but do deplete the user of 1 Hardiness for 10 minutes with each use.
Sertori Bone Objects: The bones of Sertori carry magic and this can be made permanent if the spirit is bound to the material. Typically different parts of the body can be used for different spells. These can be difficult to control requiring a TN 7 Command roll using the name of the Sertori to cause the spell to function.
Sertori Skin: Skin is particularly suited to magic with constant effect. It is generally less spectacular than cathartic but still serviceable.
BLOOD CULT MEMBERS
Most of the blood cultists are normal humans, gru, orcs or elves, but a few are Sertori raised from a young age and studied by Goff-Tan. While Goff-Tan has little remorse conducting experiments on Sertori he has captured, the Sertori he has reared he tries to save in his own unique way. He imbues them with a loathing for their nature and uses them to assassinate other Sertori with Gesara’s blessing.
SOLDIERS (50)
Defenses: Hardiness 7*, Stealth 3, Evade 4, Parry 6**, Wits 6, Resolve 7
Skills: Heavy Melee 2d10, Medium Melee 1d10 or 2d10 (Long Sword and Javelin), Wrestling 1d10, Muscle 1d10, Speed 1d10, Detect 1d10
Damage: Short Sword (2d10), Javelin (2d10)
Wounds: 2
Equipment: Leather Armor*, Light Shield**, Short Sword, Javelin
BLOOD CULTISTS (12 on grounds, 88 elsewhere)
Defenses: Hardiness 4, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 7
Skills: Medium Melee 1d10, Light Melee 2d10, Small Ranged 1d10 or 2d10 with Cross Bow, Wrestling 1d10, Muscle 1d10, Speed 1d10 (40 feet), Detect 1d10, Trade (Alchemy) 1d10, Talent (Tattoo) 2d10, Medicine 2d10, Survival (Wilderness) 2d10, Language (Gruskel) 3d10, Language (Ronian) 3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori): 1d10, Magic (One Type) 1d10.
Damage: Short Sword (2d10), Dagger (1d10), Cross Bow (2d10)
Wounds: 2
Each cultist has one of the Following temporary tattoo effects:
1. Light: Can create light for about ten minutes.
2. Flame: Can create a burst of fire that does 3d10 damage.
3. Blend: Can blend with environment, taking 10 Stealth for 10 minutes.
4. Strength: Can grow very strong, doing 1 extra wound on melee attacks for a round.
5. Summon: This can be used to summon woodland creatures.
6. Pacify: Roll 3d10 against Resolve, on success target cannot harm person for 10 minutes.
7. Absorb: Can absorb one spell when attacked by it. Spell has no effect, but cannot use.
8. Retribution: If successfully attacked by a spell and survive can cast it back at exact same effect on caster.
9. Lullaby: Sing 1d10 against Resolve, put to sleep for 1d10 minutes.
10. Smite: By touch, causes 4d10 damage against Sertori and causes them not to cast spells for 1 round.
BLOOD ACOLYTES (6)
Defenses: Hardiness 6, Stealth 4, Evade 4, Parry 5, Wits 7, Resolve 8
Skills: Medium Melee 2d10, Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10, Muscle 2d10, Speed 2d10 (50 feet), Detect 1d10, (Alchemy) 2d10, Talent (Tattoo) 3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 2d10, Deception 2d10, Command 2d10, Empathy 1d10, Language (Gruskel) 3d10, Language (Ronian) 3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori): 2d10, Magic (two types) 2d10
Damage: Short Sword (3d10), Dagger (2d10), Cross Bow (2d10)
Wounds: 2
Each blood acolyte has one major Blood Tattoo and wears a sertori skin, or has two powers. Using the tattoos is depleting, draining a point of temp Hardiness for 10 minutes each time.
1. Fulvarus Vestu (Inquisitor), Human
Hail of Needles (Power): Hail of Stinging Needles 1d10 against evade, 1d10 damage to everyone in thirty foot area. Total Success drains Evade and Parry by 1 for a minute.
Mask of Bal-Tauq: Allows him to read thoughts (1d10 against Wits).
2. Katina Val-Qart (Assassin), Dwarf
Earthbound: Roll 1d10 against a target’s Evade, on a Success their feet are rooted to the earth or stone (Muscle TN 7 next round to escape).
Bone Sword of Gel: Anyone struck by sword keeps bleeding for 2 rounds (taking 1d10 damage each round). Damage: 3d10.
3. Hestar Eukos (Spy and Diplomatic), Human
Invisibility: Can become invisible for 10 minutes. Any Detect roll to spot him is -1d10 and only allows for sound.
Alter Features: Can change body and face to look like another person.
4. Dumar-Ghast (Muscle), Human
Ogre Body: Can take the form of an ogre, gaining 4d10 muscle, 6 wounds.
Brilliant Shield: Instant 3d10 Resist Shield 15 foot. Takes full action
5. Rosh (Intimidation and Poisoning), Gru
Swarm of Insects: Summon a swarm of bees to sting with 3 wounds total, causes 1 wound a round and intense pain.
Deadly Touch: With a successful touch roll 2d10 against Hardiness or suffer Royal Fever.
6. Dartena, Human
Spirit Form: She can take the form of a spirit and while in that form is immune to mundane attacks and can drain 1 Hardiness on a successful Wrestle Roll.
Wail: This causes so much pain to the ears and body that it freezes people in their tracks so long as she maintains it. 1d10 against Resolve.
NATHREEN
Defenses: Hardiness 8*, Stealth 4, Evade 4, Parry 7**, Wits 7, Resolve 8
Skills: Medium Melee 3d10, Light Melee 2d10, Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10, Muscle 2d10, Speed 3d10 (60 feet), Detect 2d10, (Alchemy) 2d10, Talent (Tattoo) 3d10, Talent (Poison) 2d10, Medicine 2d10, Survival (Wilderness) 3d10, Deception 2d10, Command 3d10, Empathy 2d10, Language (Gruskel) 3d10, Language (Ronian) 3d10, Language (Latar) 3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori): 2d10, Magic (two types) 2d10
Damage: Short Sword (3d10), Dagger (2d10), Cross Bow (2d10)
Wounds: 2
*Breast Plate, **Armguard
Imbue Weapon: She can poor Misos magic into her weapon, causing it to do 4d10 Fire damage with each attack for 3 rounds.
Defy Gravity: She can walk upon walls or ceilings as if on a normal surface. This also allows her to leap twice the normal distance of others. Lasts for ten minutes.
Cloak of Resist: This cloak is made from Sertori skin and resists magical attacks giving her a 1d10 Resist (Against TN 10).
OGRES
Defenses: Hardiness 8*, Stealth 4, Evade 5**, Parry 8**, Wits 6, Resolve 8
Skills: Heavy Melee 2d10 or 1d10 (Dab Yai), Medium Melee 2d10, Wrestling 2d10, Muscle 4d10, Speed 1d10, Detect 3d10
Damage: 7d10 (Dab Yai), 5d10 (club/mace)
Resist: 1d10
Wounds: 6
*Breast Plate, Helmet, Medium Shield and Arm Guard
THE SERTORI CHILDREN OF GOFF-TAN
These are Sertori raised by Goff-Tan from the village. He does care for them, and believes he is saving their souls. They look upon him as a father and consider their work holy.
ROM
Defenses: Hardiness 8*, Stealth 3, Evade 3, Parry 4, Wits 6, Resolve 8
Skills: Wrestling 2d10, Medium Melee 2d10, Speed 0d10, Muscle 3d10, Athletics 3d10, Endurance 1d10, Detect 0d10, Reasoning 0d10, Command 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Misos 3, Penthos 1
Spells/Thauma: Bend Gravity, Blades of Wrath, Impel, Inner Strength
Personality: Crude, Simple and Mean
Equipment: Short Sword (3d10 damage), *Breast Plate
RUEGAR
Defenses: Hardiness 3, Stealth 3, Evade 6, Parry 4, Wits 8, Resolve 6
Skills: Wrestling 1d10, Medium Melee 1d10, Speed 2d10, Muscle 1d10, Athletics 1d10, Endurance 2d10, Detect 3d10, Reasoning 3d10, Command 3d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Agape 3, Deimos 1
Spells/Thauma: Warding Wall (Endurance), Wild Whisper (Persuade), Cloak of Protection (Trade: Fabric), Smoke (Speed)
Personality: Soft, Elegant and Smart
RIA
Defenses: Hardiness 4, Stealth 4, Evade 4, Parry 4, Wits 7, Resolve 8
Skills: Wrestling 3d10, Medium Melee 2d10, Speed 2d10, Muscle 2d10, Athletics 1d10, Endurance 2d10, Detect 3d10, Empathy 2d10, Deception 3d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Agape 1, Deimos 1, Misos 1, Penthos 1
Spells/Thauma: Heart of Darkness (Wrestle), The Gaze of Carus (Deception), Vow (Empathy), Mitigation (Endurance)
Personality: Loyal, Proud and Vengeful
RUGA
Defenses: Hardiness 3, Stealth 6, Evade 5, Parry 4, Wits 7, Resolve 6
Skills: Wrestling 3d10, Medium Melee 2d10, Speed 2d10, Muscle 2d10, Athletics 1d10, Swim 2d10, Detect 3d10, Empathy 3d10, Deception 2d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 3d10
Wounds: 5
Emotions: Deimos 3, Misos 1
Spells/Thauma: Dread Passenger (Empathy), Flight (Swim), Vortegan’s Whirling Catastrophe (Survival), Screaming Surge (Speed)
Personality: Cautious, Meticulous and Agitated
ARIUS, Human from Vohar
Defenses: Hardiness
3, Stealth 3, Evade 3, Parry 3, Wits 9, Resolve 6
Skills: Wrestling 0d10,
Medium Melee 0d10, Speed 1d10, Small Ranged 2d10, Muscle 1d10, Athletics 0d10,
Endurance 0d10, Detect 1d10, Reasoning 3d10, Command 0d10, 2d10, 2d10,
Divination 1d10, Trade (Architecture) 2d10, Trade (Wood) 2d10, Trade (Stone)
3d10, History (Varian Sea) 1d10, Language (Gruskel) 1d10, Language (Latar)
3d10, Language (Ronian) 3d10, Read Script (Latari) 3d10, Read Script, Survival
(Wilderness) 1d10
Wounds: 3/5
Emotions: Agape 2,
Deimos 2
Spells/Thauma: Arch of
Protection, Servitor, Warding Wall, Tearing the Veil, Love Letter
Afflictions: None
Personality: Quiet, Smart and Kind
STRENGTH: Building and
Anticipating the Future
Arius is a former Architect
and mason who served in the palace. He was arrested when someone saw him create
a Servitor.
BELGA (DWARF)
Defenses: Hardiness
6, Stealth 3, Evade 3, Parry 3, Wits 6, Resolve 8
Skills: Wrestling 1d10,
Medium Melee 1d10, Speed 1d10, Small Ranged 3d10, Muscle 2d10, Athletics 2d10,
Endurance 2d10, Detect 3d10, Reasoning 3d10, Command 3d10, Talent (Flute) 3d10,
Talent (Poetry) 2d10, Medicine 2d10, Places (Varian Sea, Klammerskel, and
Aetorus) 2d10, History (Varian Sea) 1d10, Language (Gruskel) 3d10, Language
(Ronian) 3d10, Survival (Wilderness) 2d10, Magic (Penthos) 1d10
Wounds: 5
Emotions: Misos 2,
Penthos 2
Spells/Thauma: Drowning
Sorrows (History), Sphere of Suffocation, Impel, Cold Furious Gaze, Entropy
Afflictions: Delusion
(thinks he is a Gru King, rightful ruler of Palus), Skin has a blue tinge to it
Personality: Loud,
Haughty, Crazy
STRENGTH: Morale and Levying
Troops
Belga was travelling musician
and healer. Born in Port Sul. His father was a smith and when Belga returned
the Juristas put his parents to death for hiding him and refusing to testify.
Filled with rage he crept into Gesara’s quarters and tried to kill her. This is
where he gained his delusion and blue hue. Belga wants to kill Gesara and wants
a position of authority.
BEOR, Human of Kash stock
Defenses: Hardiness
5, Stealth 3, Evade 3, Parry 5, Wits 6, Resolve 6
Skills: Wrestling 2d10,
Medium Melee 0d10, Speed 1d10, Small Ranged 2d10, Muscle 2d10, Athletics 1d10,
Endurance 1d10, Detect 2d10, Deception 1d10, Reasoning 1d10, Talent (Sculpture)
3d10, Talent (Painting) 2d10, Talent (Mosaic) 3d10, Language (Gruskel) 3d10,
Language (Ronian) 3d10
Wounds: 4/5
Emotions: Misos 2,
Deimos 1, Penthos 1
Spells/Thauma: Bolt of Fury,
Pora’s Portrait, Seeping Wound, Endure, The Glorious Presence of Eutropius
Afflictions: None
Personality: Stern, Tempermental and Impulsive
STRENGTH: Propoganda
A mosaicist from Port Sul,
Beor was caught by the Juristas when people began suspected his works were
enchanted. The king had all of his sculptures and mosaics destroyed before
sending him to Goff-Tan.
CRASSUS (Human from PoroDeos)
Defenses: Hardiness
4, Stealth 4, Evade 4, Parry 4, Wits 8, Resolve 8
Skills: Wrestling 1d10, Light
Melee 1d10, Speed 1d10, Small Ranged 1d10, Muscle 2d10, Athletics 2d10,
Endurance 2d10, Muscle 3d10, Swim 2d10, Command 2d10, Deception 3d10, Detect 2d10,
Reason 2d10, 3d10, Medicine 2d10, Survival (Wilderness) 3d10, Institutions
(Military and Political) 2d10, Language (Latar) 3d10, Language (Ronian) 3d10
Wounds: 5/5
Emotions: Deimos 3,
Penthos 1
Spells/Thauma: Paralysis
of Nemach, Cacophany, Youthful Restoration, Flight, Sarabbin’s Insidious Shift
Flaw: Greedy
Personality: Greedy and Resourceful
Strength: Tactics and
Strategy
Crassus is a former tribune
in the army of General Brogustu. He was forced to flee when Borgustu was
assassinated by the minions of Atroxis. While trying to secure passage from
Vohar to Shahr, he was betrayed by the Malmori and sold to Gesara. He wants to
crush Gesara, eliminate the present King and help the Imperials. He wants to
use the Ser-Vel to defeat the Republicans.
GOLGAR (Human of Kash Stock)
Defenses: Hardiness
3, Stealth 6, Evade 3, Parry 3, Wits 6, Resolve 6
Skills: Wrestling 1d10, Light
Melee 0d10, Speed 2d10, Small Ranged 1d10, Muscle 2d10, Athletics 2d10,
Endurance 2d10, Muscle 2d10, Swim 2d10, Sail (any) 3d10, Detect 2d10, Deception
2d10, Reasoning 2d10, Ritual 1d10, Survival (Sea) 3d10, Places (Varian Sea),
Language (Gruskel) 3d10, Talent (Wood Carving)
Wounds: 4/5
Emotions: Misos 1,
Deimos 2, Penthos 1
Spells/Thauma: Plague of
Fear, Beacon, Mitigation, Stormwalker, Pora’s Portrait
Afflictions: None
Personality: Brave and Bold
Strength: Sea and River
Travel; Navigation
Golgar was a fisherman in
Port Sul he was witnessed using Stormwalker to save his crew. Gesara imprisoned
him but also turned his wife (Genna) and children (Po and Golga) against him.
Golgar trusts the PCs but is uneasy around Vaela.
GREGOS (ORC from Caelum)
Defenses: Hardiness
3/6, Stealth 5, Evade 3, Parry 3, Wits 9, Resolve 6
Skills: Wrestling 1d10, Light
Melee 2d10, Heavy Melee 3d10 Speed 3d10, Large Ranged 2d10, Muscle 2d10,
Athletics 3d10, Endurance 1d10, Muscle 2d10, Swim 1d10, Sail (Any) 2d10,
Persuade 3d10, Deception 2d10, Empathy 2d10, Detect 2d10, Reason 2d10,
Divination 1d10, Survival (Sea and Wilderness) 2d10, Magic (Misos) 2d10,
Language (Latar) 3d10, Language (Ronian) 3d10, Read Script (Latari) 2d10
Wounds: 5/5
Emotions: Misos 3,
Penthos 1
Spells/Thauma: Avalanche
of Flame, Inner Strength, Impaling Spike, Earth Bore
Afflictions: None
Personality: Serious and Honest
Equipment: Scale Armor, Heavy
Spear (4d10 or 2d10)
Strength: Inspiring people
Gregos is originally from
Caelum but left when the civil war broke out. He served briefly in the army of
General Brogustu as an Optio (never met Crassus).
HARCH (Human of Kash stock)
Defenses: Hardiness
5, Stealth 3, Evade 3, Parry 5, Wits 6, Resolve 6
Skills: Wrestling 0d10, Light
Melee 3d10, Speed 0d10, Small Ranged 1d10, Muscle 1d10, Athletics 1d10,
Endurance 2d10, Detect 2d10, Reasoning 1d10, Ritual 3d10, Medicine 3d10, Trade
(Fabric) 2d10, History (Varian Sea) 3d10, Language (Gruskel) 3d10, Language
(Klerskel) 2d10, Language (Singh) 2d10, Read Script (Sai) 2d10, Read Script
(Latari) 2d10
Wounds: 5
Emotions: Misos 2,
Deimos 1, Penthos 1
Spells/Thauma: Merciful
Plea, Heal, Cloak of Protection, Illuminate Script, Hungering Arrow of Yaum
Afflictions: None
Personality: Stern, Tempermental and Impulsive
Strength: Healing and
knowledge (sage)
Harch is from Port Sul and
made a living in various trades, notably medicine and as a tailor. He came to
the attention of Gesara and was imprisoned. Harch is grateful to the PCs for
freeing him and believes in the Ser-Vel as a force for good.
MELQART (Human from Rashua)
Defenses: Hardiness
4, Stealth 4, Evade 4, Parry 4, Wits 8, Resolve 8
Skills: Wrestling 1d10, Light
Melee 1d10, Speed 1d10, Small Ranged 1d10, Muscle 2d10, Athletics 2d10,
Endurance 2d10, Muscle 3d10, Command 1d10, Empathy 0d10, Detect 1d10, Trade
(Glass) 3d10, Survival (Wilderness) 2d10, Survival (Mountains) 2d10, Language
(Khubsi) 3d10, Language (Ronian) 3d10
Wounds: 5/5
Emotions: Penthos
1, Deimos 1, Misos 2
Spells/Thauma: Eyes of
Knowing, Bend Gravity, Flying Steel
Flaw: Egotistical
Personality: Clever, Egotistical and Self Righteous
Strength: Protection
Born in Iqra, Melqart was a
glass maker by trade and moved to Ronia to learn from the masters of the art.
He then traveled to Port Sul with his master (Gregorian) who allowed Gesara to
take him under threat of execution. Melqart worships Sul and always carries a
faceplate.
ROONA Female Human, Kash Stock
Defenses: Hardiness
3, Stealth 6, Evade 3, Parry 3, Wits 6, Resolve 6
Skills: Wrestling 1d10, Light
Melee 1d10, Speed 1d10, Small Ranged 1d10, Muscle 2d10, Athletics 1d10,
Endurance 0d10, Muscle 0d10, Ride (Horse) 3d10, Command 2d10, Empathy 3d10,
Detect 2d10, Language (Gruskel) 3d10, Language (Ronian) 2d10
Wounds: 5/5
Emotions: Deimos 3,
Penthos 1
Spells/Thauma: Treacherous
Icon, Share Pain, Smoke
Afflictions: None
Personality: Cruel and Manipulative
Strength: Manipulation
Roona is the daughter of a
Horse breeder from Yortel. She was tried by the Juristas and sent to Goff-Tan’s
cells. There she was tortured and drained of magic. This left a mark on her
personality, making her prone to acts of cruelty.
VAELA (HASRI)
Defenses: Hardiness
3, Stealth 5, Evade 3, Parry 3, Wits 9, Resolve 6
Skills: Wrestling 0d10, Light
Melee 0d10, Speed 1d10, Small Ranged 1d10, Muscle 1d10, Athletics 3d10,
Endurance 1d10, Muscle 0d10, Swim 2d10, Persuade 3d10, Deception 2d10, Empathy
2d10, Detect 2d10, Reason 2d10, Ritual 2d10, Survival (Plains) 2d10, Creatures
(Animals and Monsters) 3d10, Language (Latar) 3d10, Language (Khubsi) 3d10,
Language (Gruskel) 1d10, Read Script (Yoshaic) 3d10, Read Script (Latari) 3d10,
Read Script (Gruskel) 1d10, Talent (Dance) 2d10, Talent (Sing) 1d10, Talent
(Scribe) 3d10
Wounds: 5/5
Emotions: Penthos
1, Misos 1, Agape 2
Spells/Thauma: Captivation,
Vow, Dance of Satree, Reshaping of Satree (Condor, Shark), Illuminate Script
(TN 7)
Afflictions: None
Personality: Strange
STRENGTH: Information and
Network of Contacts (over 200 scattered throughout the kingdom)
INFORMANTS: Kolga of the Red
House of Narna,
Vaela was born in Utoria
Minor to a rural clan of farmers with ties to Cael. At a young age Vaela went
to the capital to live with a clutchling named Vora who operated a scriptorium.
Vaela became embroiled in political trouble when the scriptoria miscopied some
text and it defamed a prominent Senator. Both Vora and Vaela were placed into
slavery due to the power and influence of the Senator they had accidentally
harmed. As slaves they served as scribes of Junius Gaius, a Duoviri in Brixes. Vaela
earned the respect and trust of Gaius for the ability to establish networks of
informants and contacts. However when Poro Deus fell to the Imperial side of
the civil war in late 1451, Vaela and Vola went to Port Sul with their master.
In Port Sul, Gaius was tried by juristas for protecting Sertori. Vola was
executed and Vaela imprisoned with Goff-Tan.
Letter from Gesara (treated so the ink fades in sunlight):
To
the illustrious and holy Goff-Tannerhauch,
Steps
must without doubt be taken to ensure the king’s brother remains firmly in the
fold and I have full confidence you will undertake the duty with all due care. Most
loyal Goff-Tan, I fear for our King. I fear for his body but even more for his
heart. We are instructed by Noor Alu-Ramu to look first to Ramos then to our
family, then to our rulers. Family is more important than anything except God.
Is it not our duty to keep these honorable and just brothers united in purpose?
The house of the King’s brother is in disarray, but he does not see and so we
must shine a lamp upon his home, then clarity can take hold.
The
key is Pazzer-Unzi, the son of King’s Brother. It has come to my attention that
the young Archon is in love with a Sertori woman named Una-Tara. He has had
some difficulty securing her affection because she fears his uncle, as she
should. Pazzer-Unzi even converted to the Church of Light secretly in Tongtel
according to my sources. This itself is not a crime, but it is concerning. His
father has sent the son of Theopha Voia and Justinian Eliades to recover a Nong
Sai relic. The object is unimportant, but I’ve learned this will be exchanged
for a large sum of money, and no doubt Pazzer-Unzi will have access to this.
But I
must also profess to know your nature as I do, to understand the weight of your
burden, and have concerns that your enthusiasm for our cause (which is just and
good) will cloud your judgment, so let say with clarity: the king’s brother and
his kin must not come to harm. We seek only a more perfect arrangement and
balance of power in the kingdom, nothing more. See that you keep the compassion
of Ramos in your heart during these times. Indeed Ramos is wrathful. His
justice if firm and absolute but it is also patient and its ultimate purpose is
the greater good. Under my careful and most merciful guidance, you have so
nearly purged yourself of darkness; you have illuminated the world for us
Tannerhauch and it may be said that I feel the pride a mother might have for
her son when she sees him grow to manhood. Has my treatment of your children
not been a supreme mercy? I have stayed my hand, perhaps against my better
judgment, because I have faith in you. As I am compassionate to you, so must
you be to the King’s family.
For
so long I have steered you toward the righteous path that you fear to walk in
the forest because you know the darkness there. Have no fear dear child.
Politics are murky and conducted in the wilderness. Remain firm in your faith
toward Ramos and let Druza be your beacon so she may light the way.
Her
Faithful Sereneness, the Lady Gesara of Palus and the House of alu-Bora.
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