The Dark Eye - Adv - One Death in Grangor
The Dark Eye - Adv - One Death in Grangor
The Dark Eye - Adv - One Death in Grangor
Level
Quality Level Intensity
Level 1 The target feels insatiable hatred for the
QL 1-2 The target performs the action,
character.
albeit reluctantly, or perhaps does
Level 2 The target is the character’s sworn enemy. not perform the action in its entirety.
Level 3 The target does not like the character. QL 3-4 The target performs the desired
Level 4 The target has a slight dislike for the character. action to the character’s satisfaction.
Level 5 The target’s opinion of the character is neutral. QL 5-6 The target performs the action and
Level 6 The target has a slight feeling of affection/ fulfills special requests or aids the
friendship/connection toward the character. character voluntarily.
Author Copyeditor
Marco Findeisen Trisha DeFoggi
Copyediting Translator
Carolina Möbis Eduard Lerperger
Editing Layout
Jeanette Marsteller, Josch K. Zahradnik, Thorsten Most Nadine Hoffmann
5
Choosing Heroes Using Fate Points
Finding clues and interrogating suspects requires heroes Optional Content
with keen wits and intellects, who also know how to
navigate social situations. Heroes with strong social skills Detective scenarios are all about following trails,
get a chance to shine during this adventure. However, as collecting evidence, and combining that evidence to
not everyone willingly parts with their secrets, heroes draw a definitive conclusion in the end. However,
must sometimes use other skills, such as stealth. Moreover, players are not always able to differentiate between
heroes who possess noble ideals, are curious by nature, or a good lead and a red herring; also, they might forget
have a fierce sense of justice should be eager to investigate an important detail, especially during an adventure
and solve Sumudan’s death. played over multiple sessions.
Exotic characters and heroes from barbaric cultures are not To keep your players from getting frustrated, you can
well-suited for this adventure, as they can easily give the institute the following rule: whenever they are stuck,
wrong impression in Grangoran society. Elves may find the they can spend a Fate Point to receive a hint. This hint
goal-oriented nature of this adventure difficult, because should usually manifest as a coincidental scene that
they are Unworldly. The Grangorers treat Thorwalers with happens shortly thereafter—such as an overheard
caution, due to the many sea raids of the past; however, conversation or a chance encounter—giving the
they consider a lone Thorwaler mostly harmless. heroes a nudge in the right direction. During the
adventure’s last chapter, it can also be helpful to give
This adventure presents a unique challenge for fighting your players the answers to any remaining questions
heroes—Grangor has strict weapon laws, so most of the in exchange for a Fate Point, as they’ll need all the
combat that takes place is Brawling. Heroes specializing pieces to solve the case.
in ranged or heavy weapons may quickly find their skills
are rather useless (see The Weapon Laws: Challenge or
Annoyance? on page 18), unless they learn to improvise
with on-hand items.
The Correct Language However, a botch causes the heroes to clash with the
If the heroes want to gather information from someone, people they are questioning. Perhaps they question the
they must speak that person’s language. wrong person, who becomes suspicious and sends thugs
after them. In any event, the heroes can no longer access
This means a hero must have, at least, Language II in that information in this way.
the language typically spoken in the city (in Grangor,
this is Garethi (Horathi)).
7
Level 3 The target does not like the character.
Level 4 The target has a slight dislike for the character.
Level 5 The target’s opinion of the character is neutral.
Level 6 The target has a slight feeling of affection/
friendship/connection toward the character.
Level 7 The target feels deep trust toward the
character.
Level 8 The target is deeply loyal to the character,
and possibly even loves the character.
Level 9 The target is in love with the character, or
at least has a strong sense of connection or
friendship and is ready to do anything for
the character.
Influencing an Attitude
First the GM must decide which skills to use for the social
conflict. If the skill is not clear, have the active party
describe how they want to influence their target. The
winner, and the result, is decided by net QL (the QL that
remain after subtracting the lower QL total from the
higher QL after the competitive check).
Roleplaying Social Conflicts
Optional Rule The GM decides the check interval based on the
situation. Often, the active party wants to make only a
Every gaming group can choose to simply resolve social single check, but it can still be important to know how
conflicts by roleplaying them. In this case, compare the much time must pass before another check can be
influencing party’s skill rating in Persuasion, Seduction, made. For suggested intervals, see the Skills and Check
or Fast-Talk to the defender’s Willpower to measure Intervals table. When using the rules for social conflict,
relative performance. As a matter of fairness, when characters may make only one check every 24 hours
using this optional rule, a character who lacks any to change a target’s attitude.
ability in these areas should not achieve success after If the active party wins, the passive party’s attitude
success simply because that character’s player is toward them increases by one level per net QL.
eloquent or devises clever arguments. In general, when Furthermore, the passive party remains unaware of
roleplaying social conflicts, greater success should the influence attempt.
come only to characters with better skill values. This If the passive party
rule makes the game a little bit less complex. wins, they may adjust
their attitude level by
one level per net QL in It is possible an NPC
their favor, though they won’t mind that a
Players who spend AP to increase their characters’ character attempted to
Social skills should enjoy an advantage over are not required to do
so. Furthermore, they change their attitude;
characters whose players think up good arguments therefore, they don’t
but do not spend a single AP on Social skills. become aware of the
active party’s attempt to necessarily need to
influence them. decrease their attitude
level.
9
Grangor: City of Canals
“We are free burghers, all of us, without a fat prince over us. We In the struggle for supremacy on the Sea of Seven Winds,
live in our own palaces, which we earned by working diligently the North Sea Company and the seven sea cities occasionally
and eagerly with our own hands. This is the promise Grangor exchange blows—sometimes in secret, sometimes openly.
makes to its children: Work hard and avoid indulging in idleness, Foreign espionage operations often target the nearby
like the sluggard southlanders, and you’ll succeed—no matter military harbor, and organized crime controls the taverns
what part of Grangor you’re from.” and brothels in the city’s large port, where ships depart to
-a proud Grangoran merchant even the distant Gyldenland.
“They’re all uptight and humorless—from the harbor workers to What Do the Heroes Know About
the moneybags. They know nothing besides work; for them, it is Grangor?
always about business. They see art and amusement as a waste Depending on their backgrounds and local knowledge,
of time, and what they see as diligence and eagerness is often the heroes may already know the following information.
nothing but stinginess and greed. In general, everything is about Otherwise, they can make checks to discover it.
money for them. They say, time is money; it is no wonder you
can buy almost anything there—where even time has monetary Geography (Horasian Empire) check
value.”
QL 1: Grangor lies in the north of the Horasian Empire, at
-a traveler from the Wild South
the estuary where the Phecadi spills into the Sea of Seven
Winds. It is the largest of the seven imperial cities in this
Region: Horasian Empire, Duchy of Grangoria
region, which is known as Septimana (and its inhabitants,
Population: 15,000
Septimanes).
Governance: Monied Aristocracy; Free City under the rule
QL 2: The city was built on several islands. Hence, boats
of an elected Master of the City, currently Gwynn Willforth.
are the key means of transportation. Grangor is a city
He presides over a city council consisting of the 44 richest
of merchants, who primarily conduct business with the
burghers in the city.
north. The Horas-Imperial Privileged North Sea Company,
Temples: Boron, Efferd, Peraine, Phex, Rahja, Rondra,
which is located here, has nearly a monopoly.
Travia (two), Tsa; shrine to Hesinde
QL 3: The climate is cooler and rougher here than in the
Trade and Industry: Center of the northern sea trade and
fairer south. People often draw comparisons between
trade with the western Middenrealm, shipbuilding, salt
the climate and the sort of people who live here. They’re
trade, fishing, pilgrim’s port
considered respectable, prudish, hardworking, and frugal.
Characteristic Features: Lagoon city with magnificent
QL 4+: Some Grangorers consider entertainment a waste
merchant palazzis (palaces) situated along broad waats
of time; time that could be better spent increasing their
(canals), next to warped houses in filthy waats; large
wealth. They find vagrants and slackers suspicious.
storehouses in the port; lots of shipping travel; splendorous
bridges; important temple of Efferd that attracts many
Law (Horasian Empire) check
pilgrims; School of Apparitions (mage academy with
emphasis on illusion and ghost summoning); Gyldenland QL 1: Grangor is part of the Horasian Empire. It lies in the
Museum; Horas-Imperial Navy’s main military harbor; Duchy of Grangoria.
strict weapon laws. QL 2: However, the city is independent from Duke Cusimo
Atmosphere in the City: sober, modest, and bustling; Garlischgrötz, who is also the Margrave of Windhag in the
the Grangorers are always looking to increase their own Middenrealm. Grangor is a free city, subject only to the
wealth; highly commercialized, a stark contrast to the Horas-Emperor in Vinsalt. It is governed by a council
colorful and lively activity in the harbor. of merchants, who elect a Master of the City from their
midst. Strict weapon laws are in place here, which forbid
The sober nature of its inhabitants and the power struggles most foreigners from bearing arms.
of the merchant houses make Grangor an ideal setting for QL 3: Jurisdiction is mild. A person can purchase their
scandals and intrigues, where secrets are carefully hidden pardon from most punishments by paying a (very large)
and must be tenaciously dragged into the light. The rich sum of money. In general, nearly anything in the city can
and the poor live close together here, and the swindler’s be arranged with money. A city council seat must also be
games are nothing compared to what happens behind purchased.
the magnificent city palazzi walls. Grangor is a grounded QL 4+: The city council has two chambers, known as the
setting, perfectly suited for crime adventures. Their Inner Salon and the Outer Salon. The 12 old patrician
strict weapon laws limit investigators’ means and require families, called Ancestral Houses, are seated in the Inner
comprehensive deductive abilities. Salon. Merchants who pay at least 2,000 ducats in taxes
11
most beautiful and best-known palazzi, the Drakenbrügg a noble proud, the governors and directors of the Horas-
(05), with its six small towers, along the Northwaat and Imperial Privileged North Sea Company decide matters that
Gyldenwaat. affect the entire Septimana, as well as the northern Sea of
Seven Winds.
To the north, directly at the Northwaat, lies the grandiose,
white marble Festuman Hall of Exchanges and Deposits, usually At the far east, the Duke Cusimo Aqueduct, a masterpiece
referred to as the Northland Bank (06). Almost directly of Horasian architecture, connects the Terra Ferma to the
opposite this stand the large Stührmann & Mezzani Printing city. The aqueduct transports clean Phecadi water from
House (07) offices, where you’ll also find the editorial offices the Phecano Forest to Grangor, where the Grangorers
of the Grangoran Commercial Gazette, a newspaper focusing on then store it in a gigantic cistern (11).
mercantile matters. Close by, the King Khadan Hall (08)—a
concert and opera house—stands out as rather square and Just a few street corners away lies the noble brothel,
boring-looking in a row of beautiful patrician buildings, a the Red Salamander (12) (Q4/P5/-). Its existence and
stark visual reminder of the Grangorers’ ambivalent feelings location leave a bitter taste in the mouths of quite a
toward art and entertainment. Though they consider it a few fine Grangorers. But despite—or, some would say,
virtue to promote the fine arts, many zealous merchants view precisely because of—its bourgeois location, the brothel
the theater as nothing more than an idle waste of time, which enjoys lasting popularity.
could be better spent increasing their wealth.
In the heart of Old Grangor, inconspicuously embedded in
In the northeast—close to the Longwaat—at the Square a row of burghers’ homes, lies the House of the Traveling
of 800 Souls lies the burgher house (09). The Grangorers Salesman (T01), as the temple of Phex is called here.
repurposed this former armory and prison after winning At the start of a new trading day, the temple's large
their independence, in remembrance of everyone who died trading hall is full of life—from simple burgher to affluent
fighting for the city’s freedom. The town book, in which every merchant. Loud voices
free burgher’s name in the city is written, is kept here. permeate the air, as people The sea merchant guild
stand in front of the fox is abbreviated as HPNC. It
If you follow the Longwaat to the south, you’ll reach god’s altar shouting the enjoys far-reaching duty
the extravagantly palatial main counting house of the most current offers for and trade privileges in the
North Sea Company (10), which stands directly at the countless business and northland trade, in which
intersection between the Longwaat and the Grootewaat. shipping company shares it desires a monopoly.
Here, in magnificently decorated halls that would make and property documents,
13
Sudertown for seafarers who don’t lose all their earnings in the
South of the Vesselbeck Dike lies Sudertown—the island of Traveling Haler (23) gambling hall.
unfulfilled desires and dreams—home to fishermen, shipyard
workers, and day laborers. Old, decrepit houses—some of Kopp, Koppstone, and Koppsound
which have partially sunken into the sand—lean over narrow, The islands of Kopp, Koppstone, and Koppsound
stinking waats, above which hang rows of clothesline. The air encapsulate the heart of petit bourgeois uprightness. The
is full of the smells of fish, sweat, and tar. As though wanting simple people of Grangor, who claim to be respectable, live
to put a stop to the dreariness, The Colorful House (G03) (Q3/ here. Pretty, half-timbered houses and narrow workshops
P2/-) tavern stands here, its exterior boasting all the colors stand tightly packed along the canals, which are as crowded
of the rainbow. Actors, performers, and travelers gather with boats during the day as the streets are with people.
here; though, in summer, they also like to set up tents on the Industrious activity characterizes the craftsman quarter,
Traveler’s Square. In the center of the island stands the temple which seems deserted after sunset. Indeed, hardworking
of Tsa (T05), which is decorated with colorful, shiny mosaics. Grangorers who do not return to their own four walls and
sit behind closed window shutters until sunrise head to
Newhaven one of the numerous taverns for a closing-time drink. The
Little of the city’s upright character remains in this classic streets are nearly deserted.
harbor district. Performers, sailors, and prostitutes fill the
streets, where loud and rowdy behavior and the smells Since 1018 FB, the Two-Lilies Bridge (25) has connected South
of pipe tobacco, sweat, and filth are common. Long rows Grangor and the island of Koppsound, making Koppsound a
of mostly brick, five-story storage houses extend along sought-after address. Before then, people could reach the
the canals, where the major merchant families’ counting island only via ferries from Old Grangor or Newhaven. The
houses stand next to each other. Large cargo cranes Grangorers are quite proud of this architectural masterpiece,
discharge loads from freight ships arriving from distant which allows even large ships to pass using a clever pulley
harbors, before packhorses and burden bearers bring the mechanism. But crossing the canal is not cheap—people pay
loads into the storehouses. 5 kreutzers per wheel and leg to use the bridge.
If you arrive in the city by sea, Newhaven is the first place If you come to the main island—Kopp—via Koppsound,
you’ll set foot on dry land; in fact, many sailors never you’ll immediately see the Two-Lilies guard barracks
leave this island, with its many taverns and brothels, (26) on Geron’s Square. The barracks contain a scriptorium,
during their entire stay. Before you may see the rest of an armory stand, a training hall, and a shipping pier. The
the city, you must first pay 7 kreutzers to register in the city prison (27), where suspects are imprisoned until
customs house (20). If you plan on an extended stay, you their trials, stands diagonally from the barracks. Long
must also present yourself in the pilgrim’s house the next prison sentences are rare in Grangor, which explains the
day. Armed persons must pay 1 silverthaler to store blades small size of the sinister stone building.
and armor here; the customs guards deposit the weapons
in the pilgrim’s house once per day. The strict weapon You’ll also find the Dragon Temple (T07) of Rondra on
laws are technically observed in Newhaven, though it Geron’s Square, which receives regular visits from the
is difficult for the guards to stay on top of things with Two-Lilies guards, as well as sea soldiers and navy officers.
all the counting-house guards’ special permits and the The Grangorers hail Saint Geron as vanquisher of the
numerous traveling sailors. Thus, they perform regular Eternal Dragon of Phecadia, so it is no wonder that Geron’s
inspections of visitors and sailors on the bridges spanning altar is among the temple’s attractions. You can also see
the Crookedwaat to Sudertown. Most foreigners cross the red marble façade of Famerlor’s Tower from here; during
over the large Neebrügg (21), which leads directly to thunderstorms, lightning often flashes around it.
the Traveler’s Square. If you follow the Crookedwaat to the
south, you quickly reach the tastefully furnished brothel, In close vicinity to Geron’s Square, disguised as a seemingly
Dream Parlor (22) (Q3/P3/-), which lies close to the conservative half-timbered house, stands the House Thesia
beautiful temple of Rahja (T06) built from rose-colored (28) (Q3/P3/-) brothel. Its red drapes and a small, shaded
marble. The Wall of Efferd (G04) (Q3/P3/-) tavern is red lamp in one window are the only clues that it is a house
popular among sea warriors, Gyldenland travelers, and of pleasure. The location certainly pays off, as the house is
burghers who dream of great adventures. The former sea a popular destination among the Two-Lilies guards. If they
soldier, Denderan, who traveled to Gyldenland with the do not spend their entire salaries there, they often frequent
famous Harika of Bethana, runs the tavern and knows how the Two-Lilies (G06) inn (Q3/P2/-). Officers among the
to tell thrilling stories (both true and embellished). guards, as well as soldiers, tend to prefer the Lion’s Cellar
(G07) (Q3/P3/-), which, despite its name, is situated on the
The Red Lotus (24) (Q2/P2/-) brothel and the Seven second floor of a weapons shop.
Winds (G05) (Q2/P3/-) tavern are popular destinations
15
Death Pays
All Debts
Hero Motivation
What led your heroes to Grangor is not important, but
it is vital to the beginning of the adventure’s plot that
the heroes have a connection to the merchant Sumudan
de Vries. When he is suddenly found dead, the heroes
should feel an obligation to unravel the circumstances of
his death. Below are a few possible suggestions, but you
may replace them with other motivations, if you like. The
closer the heroes’ connection to Sumudan, the better.
Arrival in Grangor
The heroes reach Grangor the afternoon of the 13th of
Efferd (or another day of your choosing). Many other
Read Aloud or Paraphrase travelers besides the heroes now stand on the large square
The small ferry’s bow cuts into the smooth mirror-like surface of in front of the pilgrim’s house (04)—most hail from the
the water, like a knife. The cool sea breeze carries with it the smell west coast, though there are a few from more distant
of salt and fish. Freezing, you wrap your cloaks more tightly around regions. There are a few pilgrims of Efferd, dressed in plain
you while your eyes wander over the passing burgher houses— clothes, but most of the travelers seem to be merchants.
their orange-red bricks shining in the autumn light of Efferd’s sun.
Between the houses, countless boats and gondolas transport goods The boat drops the heroes and other travelers off at the
and people from one place to the next on the various canals. pilgrim’s port, and they must pass through the pilgrim’s
house before they can enter the city. The guards check
Seagulls screech and circle above you as the ferryman moors the their packs and make them pay the appropriate taxes.
boat on a landing in front of a large, walled-off square. A two- There is a fee for each item they carry, which is about 10%
story brick building, decorated with arcades, stands before you— of the listed purchase price. Each hero must then pay the
acting as a gate to the city. 1 silverthaler entry fee, which also allows them to enter
their names in the pilgrim’s book, if they so desire.
17
As in many other cities, The Weapon Laws: Challenge or Annoyance?
poisons and intoxicants are The strict weapon laws provide a unique flair to playing
officially banned in Grangor, so in Grangor, and force heroes to focus on other strengths
heroes carrying hard-to-identify and find solutions other than the usual, martial ones. If
liquids or herbs must have a good combat does ensue, the typical fencing duels and bloody
explanation for carrying these items skirmishes become street fights—usually with bare
to keep their valuable strength potions knuckles, but often with daggers and improvised weapons.
and rare healing herbs from being These can be exciting situations, and many players enjoy
confiscated. It takes considerable effort to the challenge these special conditions present.
convince the authorities to let them keep their
potions; you can use the rules for social conflict However, they may equally frustrate other players. After
(page 7), if you like. The heroes primarily make all, they’ve invested a lot of AP in their fighting characters
Fast-Talk (Manipulation, Sweet-Talk, or Debate) to increase skills they can’t really use here. There are
checks against the guards’ Willpower (Resist Fast-Talk) several ways you can spotlight these types of characters to
checks (SR 5). The guards’ initial attitude level toward the ensure their players still enjoy the adventure. For instance,
heroes depends on the heroes’ (presumed) social status: you can place items the heroes can use as improvised
3 (Not Free), 4 (Free), or 5 (Noble) (see Core Rules, page 338). weapons in battle scenes. Or, you can present alternative
ways to shine as heroes. Perhaps the characters have
Heroes Without Weapons certain advantages or skills which the Grangorers deeply
The local weapon laws may shock the heroes even more respect?
than the duty they must pay on the items they carry. In
Grangor, only city burghers, nobles with at least a baronet Bypassing the Weapon Laws
rank, and Blessed Ones can carry a side-arm such as a Alternatively, you can provide the following options to
rapier, sword, or saber. Members of the Two-Lilies Guard circumvent the weapon laws. This way, the players can
are also authorized to wear armor and bear weapons. decide for themselves how they want to play out the
All others are strictly prohibited from carrying or using adventure.
armor and weapons—except for a staff or blade weapon no
longer than a dagger—throughout the city area. Travelers Acquiring a Burgher Letter: In theory, anyone can
must leave their weapons behind in the pilgrim’s house become a burgher in Grangor. They must simply pay
and pay a fee of 1 silverthaler to store them. If they choose a fee of 10 ducats at the burgher house (09) to enter
to do so, they receive a document that allows them to their name in the town book. In doing so, they receive
retrieve their weapons when they leave the city. a burgher letter, which not only authorizes them to
bear arms, but also allows them to follow a trade and
own property. However, they are then obligated to pay
taxes based on their wealth—5 ducats at minimum—
and cannot take a noble title.
The Weapon Laws: Game Mechanics After the application process, others have one week
In terms of game mechanics, the weapon laws to voice their objections. We do not define whether
mean only heroes with the advantage Blessed One the applicant obtains full burgher privileges during
or Noble II may keep their weapons and armor this probation period, or only after it ends. You may
in the city of Grangor. Even here, there is room determine this for your
for discussion if a noble character’s social status gaming group, depending
is not apparent or the Grangoran guard does on how easily you want to Consider that the enemies
not know or recognize the noble ranks of the make weapons available to in this adventure play by
culture from which they hail. The same applies them. The probation period the same rules as your
to Blessed Ones whose deities are not generally forces the heroes to use their players; they also have few
associated with the aspect of warfare—the guards weapons responsibly, instead weapons available. Should
ask detailed and nit-picky questions. But, on of acting like camels in an your heroes decide to find
principle, Grangorers trust these individuals Unau porcelain store, as the options to heavily arm
to use their weapons responsibly. Heroes who faintest complaint from themselves, some of their
have a burgher letter from the city of Grangor, another burgher could lead to enemies should use the same
which is possible with a corresponding character revocation of their burgher methods, as well. However,
background, may also enter the city with their rights and confiscation of when in doubt, you can
weapons (Prerequisites: Advantage Rich I, no their weapons. simply increase the number
disadvantage Not Free). of enemies the heroes must
face, when possible.
19
Transportation the heroes make an appointment so can he guarantee the
In a city built on islands and spanned by countless merchant has the time to hear their request. As it turns
canals, a boat is naturally the most popular means out, Sumudan’s schedule is free the next morning during
of transportation. the first hour of Peraine (9am).
Multiple ferry stations exist throughout the city;
the heroes can cross from one station to another The purpose of the appointment is to direct the players
for 6 kreutzers. to revisit the counting house after Sumudan’s death. The
For a few halers (depending on the destination), appointment also can serve to introduce the heroes to
they can also hire a boatman to glide through each other, if they haven’t met previously. Either way,
the waats. the heroes may spend the evening exploring the city or
Boat rental services also offer slender gondolas, visiting one of the numerous establishments described in
with dragon-shaped bows, for between 5-20 the city guide.
silverthalers (the price requires a Haggling
check). However, the party should have at Tadeo Agtstone
least one hero with AP in Sailing to navigate Brief Description: Mid-50s;
the boat. While simple punting doesn’t require 5’1”; manager of Sumudan’s
a Sailing check, navigating a boat on the highly counting house; brilliant
crowded waterways requires the full ability and at procuration, competent
concentration of even an experienced boater. merchant; delicate man
with a round head and
gray, curly hair; black,
coffers containing precious cacao powder. Next to these, you spot velvet clothes with bronze
small signs labeling exotic looking items as genuine Uthurian. trim and the merchant house’s
The counting house personnel wear black velvet skirts or pants, emblem—a ship with billowing
and the left side of their shirts is adorned with an embroidered sails in front of a sun sinking into the
ship with billowing sails in front of a sun sinking into the sea. sea—embroidered on the left side of his shirt; lace collar;
They diligently hurry through the room, answering all the stiff hat; a stylish pince-nez rests on his large nose.
marveling visitors’ questions. Hovering over everything is a Function: Trusted contact in the Counting House de Vries;
strange smell, which seems to emanate from a freshly prepared motivates the heroes and provides information.
hot drink in the back of the storeroom. Background: Sumudan’s right-hand man, Tadeo manages
the counting house during the merchant’s frequent
absences. He is involved in all Sumudan’s matters—or so
he believes—and can provide advice to the heroes. He does
not know about the threat of Sumudan’s bankruptcy, as
The hot drink is a black, bitter tasting brew made from the merchant did not share that information with anyone.
water added to ground, brown beans. This exotic drink Alibi: He spent the evening of Sumudan’s death at home
is called coffee, and is said to be popular among Uthurian with his family, where he read the Grangoran Commercial
warriors who attribute an invigorating effect to it. The Gazette in front of the fireplace—as he does every evening.
demand for coffee has recently increased in Grangor, as He remembers all the headlines, and can also provide
the exotic, Uthurian product is currently fashionable. Too details on the content, if the heroes ask.
bitter for the Grangorers’ taste, they sweeten the coffee Attitude: Begins at level 6; his attitude toward the heroes
with milk, sugar, or even cinnamon—that is, if they can can increase to level 8 during the adventure.
afford such extravagances. Portrayal Tips: Gesture with your thumb and index
finger in front of your eye to adjust your imaginary pince-
Some of the products offered here are not actually from nez, blink intently, and wrinkle your nose—that thing
the south continent, though the signs claim otherwise. is constantly pinching you and never stays in place. Act
Many simply come from the Tulamydes or wild Moha friendly and courteous toward the heroes, but be assertive
tribes, and are sold here for many times the usual price. when it comes to representing the merchant house’s
The heroes can identify the counterfeits with a successful position, or your own.
Commerce check -2. Important Stats: Commerce 14 (16/15/15), Empathy 12
(13/15/15), SPI 3
Tadeo Agtstone, who manages the counting house,
receives the heroes. With honest regret, he tells the Wayside Events
heroes Sumudan is attending an important meeting at The heroes can make the following observations while
the Northland Bank; therefore, he cannot personally see traveling through the city. These scenes are optional; the
them. Since Sumudan is a very busy man, Tadeo suggests
A Gruesome Discovery
When the heroes head toward the Counting House de allowing anyone in the street to see the cluster of
Vries the next morning, they see bystanders in front people forming there. Shocked whispers break through
of the counting house shaking their heads and holding the eerie silence.
their hands over their mouths in shock—something is
not right. The storeroom is deserted, and the counting Besides the counting house manager, Tadeo Agtstone,
house employees are gathered in the small, interior there are five other people in the courtyard, including
courtyard behind it. The door to the courtyard is open, two guards, which the heroes can easily identify by their
21
attire, weapons, and helmets. They all stand in a semi- Two-Lilies guard uniforms (black and white mercenary
circle, staring at something on the ground. clothes, heavy boots, breast plates, morion helmets,
If the heroes approach or make a Perception (Spot) check, and two-lilies); Adaon: 38; 5’5”; shoulder-length hair;
they notice a man in his mid-50s, with shoulder-length, overweight; chubby-faced; loves pastries; hates when
graying hair and a pointed beard, wearing a wealthy man’s he must leave his desk for a case; needs someone to
attire, laying on the ground. His eyes are wide-open; his lecture. Gilmon: 36; 6’3”; lanky; sunken cheeks; loves to be
previously white, millstone collar is soaked with blood. In respected; hates the effort required to be respected; needs
hushed whispers, the bystanders voice what the heroes someone to explain his job to him.
have likely guessed by now: the dead man is none other Function: Goofy, lazy, and incompetent guards, unable
than the noted merchant, Sumudan de Vries. to spot a trail; which should challenge the heroes to start
their own investigation.
It is plain to see the counting house employees’ shock, Background: Adaon and Gilmon joined the guard not
but the two guards seem rather unimpressed. Both stand to fight crime, but to rest easy on their adequate pay.
nearby, sipping from wooden mugs full of coffee. They bask in the respect the population has for them,
take themselves very seriously, and like to assume an air
Adaon Makkelijk & Gilmon de Traach of superiority. They gladly take advantage of any perks
Brief Description: Incompetent, know-it-all guards in offered to them. Readiness for duty is not a notion they grasp;
23
promised to some rich lad from the south. But, shortly before This would not be the case if Sumudan was moved
the wedding—the poor lad was already here—she married some after sustaining the head injury. No further traces
actor in a moonlight fit. The poor master; Travia really didn’t of blood are found on the interior courtyard’s stone
have good intentions for him.” floor.
Treat Wounds check:
Nevinia Vardeen (late 30s; broad shoulders; muscular QL 1: Sumudan’s head injury could have been caused by a
upper arms; a few gray streaks in otherwise black fall from a great height.
hair; rough voice; speaks in short sentences; runs the QL 2: The blood around Sumudan’s head is thick, sticky,
storehouse; Willpower 4 (12/13/13), SPI 2); Attitude: 5 and cold, which means the body has been here for quite
Observation: Nevinia arrived unusually early at the some time.
counting house this morning to receive two crates of QL 3: Sumudan sustained fractures all over, in all the
cacao at the storehouse. She saw the copyist, Linaria, places where his body now touches the ground. A fall from
standing in front of the closed doors. Liniaria was worried, great heights would cause such injuries.
because Sumudan usually arrives first and opens the QL 4+: Physical evidence suggests Sumudan’s body has
counting house doors. Nevinia unlocked the doors and— been lying in this position for 9-12 hours.
not a minute later—heard Linaria scream.
Alibi: She was at a rather crude party in The Colorful House Searching the body: The merchant does not have
(G03) until the bar closed. much on him besides his clothes. In one pocket, the
Suspicion: There were problems with the harbor storehouse heroes find his pince-nez—glass shattered—and in
for some time. Entire crates and sacks kept vanishing another, a pocket watch that miraculously survived
overnight. She and Sumudan examined the shift schedules the fall. He has no counting house key on him.
to catch the culprit, and concluded the thief could only be
the drunkard and scoundrel, Torvon Snakkeling. Sumudan The Writing Room: Tadeo obligingly leads the heroes
hired someone to beat up Torvon, and then fired him. The upstairs. The writing room is narrow and unimpressive;
affair did not end there, and Torvon swore his revenge it is hard to imagine one of Grangor’s most affluent men
(the stolen goods included two crates of coffee, 10 sacks of worked here. Shelves containing books and scrolls line
peanuts, 20 ounces of amber from the first Uthuria journey, most of the walls. Next to one shelf stands a display
and three sacks of cacao beans.) case with crystal glasses, bottles, and different sized
decanters—their contents likely intended to help seal
Search for Clues: The Body and Surrounding Area important business deals. A large painting on the wall
The Courtyard: Sumudan’s body lies in a small, square depicts a proud fleet of ships sailing on a calm, sun-filled
interior courtyard. Directly above the body, a window on sea. A map showing unfamiliar coastal regions (probably
the third floor of the counting house stands open, a silk the northern cost of Uthuria) hangs next to it. A large,
curtain blowing in the wind. varnished writing desk sits in front of the only window
Perception (Search) check +2: A large pool of blood has in the room. A gentle breeze blows through the open
formed around the body in a rather regular circle. window, causing the curtain to flutter.
Writing Desk, I: The writing desk is neatly organized, If you prefer, you can use competitive Fast-Talk
as though prepared for a painting, which makes the (Manipulation) checks against the guards’ Willpower (Resist
solitary red wine bottle standing on it seem quite Fast-Talk) to resolve the argument between the guards and
strange. The bottle is empty, as is the goblet next heroes. A successful check might also cause the counting
to it. Someone obviously drank the wine, as residue house employees to take the heroes’ side. The heroes
remains inside the bottle and glass. On the opposite can’t entirely convince the guards, who are content to
side of the desk stands a crystal glass that matches just sulk. After all, the heroes should be the ones to solve
those in the display case. The glass still holds about a this mystery. Adaon’s challenge to investigate the matter
thumb of a reddish-brown alcohol that smells of roses. themselves could be Tadeo’s cue to hire the heroes, if
The heroes can attempt to match it to the alcohol
in the case, or make a successful Alchemy (Mundane
Alchemy) or Carousing check to conclude the liquid is These clues exist because of the following facts:
Wild Novadi, a type of Chababian brandy. Writing Desk, I: Originally, only the wine
Writing Desk, II: What looks like a palm-sized ink bottle and goblet were on the desk. Odina
splotch spread over the desk’s surface. It looks as placed a second glass on the desk and poured
though someone sloppily wiped it away with a cloth a little Chababian brandy into it. With a
or something similar. If the heroes look closer, they’ll successful Fast-Talk (Manipulate or Sweet-Talk)
find kernels of pounce sand, used for blotting, on the check, Tadeo or Linaria reveal this is Thuan de
desk’s corner and on the floor. Vries’ drink of choice.
Writing Desk, III: The desk drawer looks like someone Writing Desk, II: The ink spot occurred when
forced it open. Tadeo can tell the heroes what is Sumudan wrote his farewell letter. The spill
missing: a timber strongbox with ivory inlays, which and the pounce sand are meant to point the
held the day’s earnings (about 110 ducats), as well as a heroes toward the fact that someone was
log book. In the log, a Captain Bredo Siegenström jotted writing here not long ago, but there is no
down nautical distances, sightings, and landmarks to document present. While Odina was tampering
help find Uthuria—making it an invaluable book, if with the crime scene, she accidentally dipped
the reader understands what it is they’re reading. her white shirt sleeve in the ink spot, making it
The Window: Upon closer investigation, the heroes look as though someone haphazardly tried to
wipe it up. Later, the heroes might notice her
see the curtains are torn down on one side, as though
shirt has an ink spot on the sleeve. However,
someone suddenly and roughly pulled on them.
Odina’s shirt can only be used as a final clue
The Vault: The heroes need at least QL 3 to find the
in a line of other evidence. Don’t worry if the
vault. Behind a fake row of books, they find a small,
heroes forget this detail, as they can solve the
locked vault bolted to the book shelf. A successful Pick case without it.
Locks (Combination Locks) check at -2 reveals property Writing Desk, III: Arn took the strongbox and
documents, debt securities, and shares inside. The the log, and placed them in Thuan de Vries’
heroes may have to study the documents closely to apartment. Odina used the money from the
comprehend them. strongbox to pay off Thuan’s gambling debts.
Missing Evidence: A key to the counting house. Both are meant to reinforce the suspicion
Sumudan didn’t have one on him, and the heroes can’t against him.
find one here. They should be curious as to how the Window: Arn pulled on the curtain to tear
counting house came to be locked. it, making it look like Sumudan tried to hold
onto it before falling out the window.
Incompetent Guards Vault: Odina and Arn did not look for the
By now, the guards are drinking their second mugs of vault. No one stole anything from it or even
coffee while they wait for their colleagues to come collect tried to search for it, which may be a cause for
the body. If the heroes challenge the guards’ decision suspicion.
and present their findings, the guards react indignantly Missing Evidence: Odina and Arn locked the
at first and attempt to refute the allegations. “What counting house from the outside when they
utter nonsense; you’re grasping at straws!” But they become left; Arn placed the key with the log book at
increasingly subdued when the heroes present clue after Thuan’s house.
clue. Eventually, Adaon attempts to shirk responsibility:
25
he hasn’t done so already. Make sure the heroes take had already committed suicide. Following a sudden
responsibility for investigating Sumudan’s death before inspiration, she pocketed Sumudan’s farewell letter
the following scene occurs. and tampered with the crime scene. She believes that if
the public thinks Sumudan was killed, no one will pay
The Woman in Black attention to the missing Uthuria fleet. During this time,
she hopes to sell her shares to avoid bankruptcy. She and
Arn Knokenbreeker are secret lovers. The brawny, former
Read Aloud or Paraphrase imman player fascinates her—and she appreciates his
The curious onlookers fall silent for a moment, then take a loyalty. However, she would not hesitate to sacrifice their
step back as they make way for a petite, middle-aged woman relationship to save herself.
in expensive clothes and her broad-shouldered, hulking Alibi: On the evening in question, she was at the
companion. The woman walks through the storeroom and the King Khadan Hall watching a performance of the
crowd of people, pausing in shock when she reaches the interior Flying Bornlander, a 3+ hour opera. She can show her
courtyard. entry ticket as proof (she left the opera during the
intermission and is unaware a tragic accident occurred
during the second act).
Attitude: 5
Portrayal Tips: Appear worried about Sumudan’s death
The newcomers are Odina Hortemann and her bodyguard,
and act friendly toward and helpful to the heroes. Sumudan
Arn Knokenbreeker. Odina says she had an appointment
was a good friend (true), and you want his possible murder
with Sumudan at the first hour of Ingerimm (10am) and
investigated. If the guards refuse to do so, you are more
seems both sad and shocked when she sees his body.
than happy to let the heroes take the job. Avoid doing or
saying anything that makes you look suspicious.
Odina Hortemann
Special: Odina pocketed Sumudan’s farewell letter and
Brief Description: 43; 5’3”; petite; long, black hair tied
stashed it in the vault in her writing room. If her plan fails,
up into an austere bun; high-necked, black clothes that
she intends to use the letter as proof that she didn’t kill
accentuate her figure; red-tinted cheeks; masterful
Sumudan.
merchant; brilliant judge of character.
Fate: Odina does not appear in future publications, so her
Motivation: Odina invested a lot of money in Sumudan
fate is open. She could meet her death at the end of this
de Vries’ second Uthuria venture (enough to threaten her
adventure, or be arrested and publicly punished. You may
very existence if her share certificates lose their value).
have her reappear as a villain in a later adventure. It is also
Agenda: If the true circumstances surrounding Sumudan’s
possible that she and Arn flee the city together.
death came to light, the de Vries shares would be
Important Stats: Commerce 14 (15/13/14), Empathy 12
worthless. Odina wants to delay this for as long as possible
(15/13/14), Fast-Talk 12 (14/13/14), Willpower 10 (14/13/14),
and secretly sell her shares in the meantime. To give
SPI 2
herself time to do so, she attempted to make Sumudan’s
Fate Points: 2
suicide look like a murder. However, Odina did not expect
Rumors About Odina:
the guards to forgo an investigation and conclude it was
“She and Sumudan have done business for a long time. The first
suicide out of sheer laziness. Therefore, she welcomes
fleet was only able to set sail thanks to her money. But they both
curious heroes who ask the right questions. With great
profit from it... The Hortemanns deal in luxury goods, after all.”
care, she tries to use the heroes for her own purposes.
(+)
Function: The villain of the story; she attempts to use the
“It is said her investment in the second venture was even larger.”
heroes to carry out her plans but underestimates their
(+)
cleverness and tenacity. The heroes’ actions may lead to
“No man could put up with her for long. She’s a proud woman.
her conviction later.
Of course, that could be because of her bodyguard. (-) I hear he
Background: As patron of the King Khadan Hall
never leaves her side, if you know what I mean.” (+)
(08), Odina was attending a performance
of the Flying Bornlander the previous
evening when Arn told her the
Arn Knokenbreeker
Brief Description: 31; 6’6”; strong as a horse; wears a
fleet was lost at sea. She left the
large earring in his left ear; competent imman player
performance to try to prevent
and equally gifted thug; average intelligence; Odina’s
Sumudan from revealing this
bodyguard.
information to the public,
Motivation: Arn is Odina’s bodyguard and secret lover.
but found the merchant
He’s as loyal as a dog to her.
Agenda: He wants to protect Odina from any harm; he
27
In fact, the figures Tonia saw hates know-it-alls; needs easily distracted; loves the arts; hates that she can hardly
were Odina and Arn. But since new tobacco; Willpower 4 make a living at it; desperately needs money for necessary
Tonia knows Gylduria and (11/15/13), SPI 1), who lives in repairs to the hall; Willpower 10 (14/14/15), SPI 2; Attitude
Karun, and they have similar the house on the other side of 5), stands next to them—looking worried—to oversee the
statures, she assumes she saw the waat. repairs. A carriage-sized wooden prop ship sits at the edge
Sumudan’s daughter and son- of the stage, its side splintered into many pieces.
in-law. Tonia becomes evasive Tonia tells the heroes she
and vaguely describes the returned from a meeting of the The heroes can learn the following facts in King Khadan
figures’ build (a petite woman Helmsmen’s Guild yesterday Hall.
and a large, burly man) if around the second hour of The Flying Bornlander is a popular opera about a greedy
the heroes ask whether she Ingerimm (10pm). When she merchant who makes a bargain with dark powers
is certain about whom she tied her boat to the landing, and ends up cursed to sail the seas for all eternity.
saw. The heroes can also she saw Gylduria de Vries and Meanwhile, in Festum, his lover awaits broken-
reveal her uncertainty with her husband, Karun Varani. hearted for his return.
an Empathy check. But, since They approached from the A tragic accident happened during the second act
the heroes should not find north, crossed the bridge, and yesterday: the ship prop suddenly crashed onto the
out she is unsure at this point, headed toward the counting stage, burying some of the actors beneath it. Luckily,
you should only allow them house at a fast pace. She didn’t most of them were merely frightened and walked
to make an Empathy check if find it strange at the time. away without a scratch. Only the main actor, Karun
they specifically ask to do so. Varani, was badly injured. He now lies in the temple
You should also keep your The heroes can also make of Peraine with several broken bones.
NPC’s checks secret. an Asking Around check +2 His wife, Gylduria de Vries, is undoubtedly at his side.
(15-minute interval) to All performances are canceled, until further notice.
discover this information. Worn materials are the most likely reason for the
accident. Even though patrician families like the
The Daughter Hortemanns donate money to the house, it is not
Sumudan’s daughter, Gylduria, works as an illusionist at a enough, by far. It takes money to make art, but, since
theater called King Khadan Hall. She met her husband, the art rarely makes a profit, donations are quite low.
tenor Karun Varani, there. Naturally, she was present at
last night’s performance, during which Karun was injured In the Temple of Peraine
in a tragic accident and broke multiple bones. He is now With its nave and high tower, the heroes can see the
bedridden in the temple of Peraine. Temple of Peraine (T10) quite well from the river. While
it makes a rather modest impression at first glance, they
King Khadan Hall realize just how well-off the farmers here are as they get
closer. The building, which stands in a small herb garden,
is decorated with numerous wood carvings. Pious farmers
hang floral wreaths both inside and out, and bring ears of
Read Aloud or Paraphrase corn and other crops as offerings. An annex houses a small
Autumn rain falls in heavy drops from the overcast sky, blurring infirmary.
the poster exhibiting the likeness of a tanned, burly man, with
a thin, twirled moustache and beaming smile, which advertises Here, the heroes encounter Karun Verani (34; 6’3”;
the opera The Flying Bornlander, featuring the famous tenor, broad shoulders; massive chest; small, twirled moustache;
Karun Varani. However, the building behind the poster does tanned skin; curly, black hair; loves life on the stage; hates
not look like a temple of the arts. The rectangular building is prejudices against him as a Zahori; needs rest to regain his
unadorned and rather boring—as if it were shoved between the strength; Willpower 7 (13/13/13), SPI 2; Attitude 5; loves his
ornate burghers’ houses as an afterthought. wife, Gylduria de Vries.
Gylduria de Vries
Brief Description: 25; petite; brown hair tied up into a
bun; wears dark-colored mage’s robes with golden, arcane
The heroes can already hear the loud sounds of saws and
symbols; competent illusionist; loves her husband; hates
hammers from outside the building. A side-entrance to
how her father wants to run her life; blames herself for
the event hall stands open. Two carpenters currently
having a fight with her father.
occupy the performance room, replacing damaged stage
Function: A false lead, who might still provide valuable
boards. King Khadan Hall’s director, Siranja Biret (41;
information to the heroes.
curly, brown hair; large spectacles; loose, flowing clothes;
29
Background: After her father realized his mage daughter bring the goods into the storehouse. Now and then, you see
would probably not take over the merchant house, he guards patrolling with massive dogs.
shrewdly tried to marry her off. He chose Enrisco Nirranor,
bastard son of the Brabakan shipping company dynasty,
Geraucis. The marriage would allow the de Vries family a basis
for their ships in the south. But Gylduria refused to sacrifice
her freedom for family politics and married her lover Karun The heroes find Svealinja in the storehouse, where several
on short notice, instead. This led to a loud argument with her employees with long lists walk among the shelves, taking
father, and the two have not spoken since. inventory. It would seem a window in the roof recently
She does not know her father is dead. If she learns broke; even as one person sweeps up the broken pieces,
about his death, she bursts into unrestrained tears and another hastily boards up the hole.
the heroes must calm her down before they can ask her
questions. Svealinja Watergaard
Alibi: As an illusionist, she was working during the Brief Description: late-40s; blonde-gray hair, tied up in
performance—until the accident happened. Afterward, an austere hairdo; dark, modest, crushed-velvet clothes;
she accompanied her husband to the temple of Peraine lace collar; thin glasses; masterly merchant.
and has not left his side since. Function: A false lead with a cross-reference to Thuan de
Attitude: 6 Vries.
Portrayal Tips: Act dismissive toward the heroes. You Background: Svealinja primarily deals in glass and
currently cannot worry about anything other than crystal goods. Because Sumudan seduced some of her
Karun’s condition. Act distressed and hysterical once you financiers from her, who decided they’d rather invest in
learn about the death of your father. his Uthuria venture, she lost her city council seat. Some
Important Stats: Willpower 9 (14/13/14), SPI 2 might see that as reason enough to declare him an enemy.
Nevertheless, she sees herself as an honorable merchant
If asked, Gylduria can rule out anyone seeing her at the and would never act otherwise. Last night, someone broke
counting house—after all, she was at Karun’s side the into her storehouse. She does not yet know what exactly
whole time. Whomever thinks they saw her there is was stolen.
mistaken. Alibi: She was at a meeting in the Wheel and Cup casino,
socializing with patricians and merchants (including the
She cannot imagine why anyone would want to murder Master of the City—Gwynn Willforth, and Director of the
her father. She rules out her brother—despite his HPNC—Alricilian Sandfort). She learned about the break-in
rebellion, Thuan knew his father meant well and would after midnight, which is when she left to come straight to
always support him. However, she can give the heroes her storehouse.
Thuan’s address. Attitude: 3—the heroes are a nuisance to her
Portrayal Tips: Act dismissive and cold: your current
If the heroes press her for an opinion about who the matters are more important and occupy all your time.
perpetrator could be, she is very cautious; but, she Sumudan’s fate is certainly a tragedy, but it does not really
eventually admits Svealinja Watergaard was quite upset interest you. React angrily if anyone suggests you were
when Sumudan turned some of her financiers away from involved.
her. Important Stats: Commerce 13 (16/14/13), Willpower 10
(16/14/13), SPI 2
The Rival
The merchant Svealinja Watergaard lost a lot of money It seems someone snuck past the guard last night, broke
and her seat on the city council because of Sumudan’s into the storehouse through the window in the roof,
actions last year. She is not happy about it. and stole a yet unknown number of goods. The thief
went undetected until attempting to make his escape—
The heroes won’t encounter her at the Watergaard that’s when the dog, Bello (Warhome bloodhound; blood
counting house (A05), but rather at the Watergaard encrusted head injury; SPI -1) grabbed the thief’s leg. The
storehouse (A06) in the Newhaven district. thief fought back, broke a crystal decanter on Bello’s head,
and ran away. The guard, Yulag (26; full beard; black
teeth; frizzy hair; loves dice games; hates the nightshift;
hides that he fell asleep at first; feels terrible about poor
Read Aloud or Paraphrase Bello’s injury; Willpower 3 (12/11/11), SPI 1; Attitude 4),
A tall, picket fence surrounds the yard where the brick storehouse describes the perpetrator in an unhelpful manner as a
stands. A large crane hoists heavy crates from a ship’s hold to man about the same age as him with wild, black hair, pale
the wharf; from there, employees with handcarts and packhorses skin, dark clothes, and a brown leather backpack. He says
31
Use the Brawling Points
It is rather obvious they rules from In the Dragon Pit
conduct bloody boxing for the tavern brawl.
the men matches here, with bets
chase off taken before and during
the heroes or the fight. The fight ends
a tavern brawl only when one of the
ensues (use the opponents gives up or is
Brekker Band stats from no longer able to fight.
page 35 for the sailors).
Torvon is somewhere in the crowd. The heroes must make
In the Dragon Pit a cumulative group check (Perception (Search) -3 (5 minutes,
Torvon’s trail leads the heroes to an isolated any number of attempts), to find him. If successful, they
storehouse in Newhaven, where illegal fights take spot him just as he is about to leave through a back door
place. Grangor’s secret crime lord, Sylvin Brekker, is the with three friends.
proprietor; the heroes encounter his right-hand man,
Bram Ironjaw, here. The heroes must try to squeeze through the crowd to
catch Torvon before he leaves. To do so, each hero must
make a successful cumulative check using Body Control
Read Aloud or Paraphrase (Squirm) -2 (5 attempts). Otherwise, by the time they reach
Here, at the tip of a narrow peninsula, stands storehouse after the door through which Torvon and his companions left,
storehouse. Evening now lies over the quarter, and signs of life it is locked, and they must reopen it before they can follow
on the piers has come to almost a standstill. Occasionally, you him. This requires a cumulative check using Pick Locks
encounter prostitutes who await their customers in the half- (Bit Locks) +1 (any number of attempts). If the remaining
light of doorways. From afar, you can hear what sounds like heroes shield the one picking the lock, no one in the hall
dockworkers loading a ship. A beacon on a sandbank provides notices what they’re doing.
sparse light.
If the heroes intercept Torvon and his three companions
before they walk through the door, a scuffle ensues,
as Torvon doesn’t like being stopped by strangers (see
Torvon’s description on page 35). With the excitement
You approach a run-down storehouse, its door illuminated by of the spectators around them, it is quite likely non-
a fire burning agitatedly in a metal basket. You can see two participants end up involved in what turns into a large
brawny watchmen from a distance, and hear loud jeers from brawl (see Brawling Points rules, below).
inside.
Encounter with the Brekker Band
Heroes with a level 2 social status or less get past the Through the door, the heroes gain access to the back of
doormen without trouble. However, they eye heroes the storehouse. As they search the abandoned storehouse,
with higher statuses suspiciously; the heroes should they find a few open crates—the contents of which are
at least be able to explain why they are there. This probably used to run the fights in the front hall—and
requires a Persuasion, Fast-Talk, Seduction, or Disguise check come across writing rooms and supervisors’ offices.
with a penalty of -1 for each social status level above 2. The heroes can access the gallery via a ladder. Another
The doormen have Perception 5 (9/11/11), Willpower 4 door leads through a paneled wall, into an area rather
(12/11/10), and SPI 0. Their attitude toward people with obviously added on to the side of the storehouse that faces
a social status of 2 or less is level 5; for each social status the water. Perception (Spot) checks receive a -2 penalty and
level above 2, their attitude sinks by 1. If all else fails, the Stealth checks receive a +2 bonus, due to the noise.
heroes can climb the wall outside the storehouse and
enter through a window about 20 feet above street level. When the heroes reach the back of the hall, the following
scene unfolds before their eyes.
Once the heroes pass through the door, they enter a hall
where a ring is set up. A muscular woman with an eye-
patch actively beats on a man bleeding from multiple
lacerations. More than a hundred people fill the room. Read Aloud or Paraphrase
Some stand tightly packed around the ring, and the rest Lanterns illuminate the back section of the storehouse, where a
occupy a platform about 13 feet above. All cheer loudly for dozen rough-looking men cast long shadows on the walls. With
their favorite contender. their arms folded in front of their chests, they contemptuously
glare at a bound, frail-looking man in rags whom Torvon
Snakkeling and a grim-looking woman just brought down a flight The giant man is the dreaded Bram Ironjaw (42; 6’5”;
of stairs from the floor above. The man falls to his knees in front square, shaved head; covered in scars; left earlobe missing;
of a bull-necked giant of a man with a square head—pleading brutal and cunning; hunted by the city guard, but never
for mercy—but the man meets his pleas with scornful laughter. caught; the Brekker Band’s enforcer; presumed leader and
“You know what happens to traitors!” he says, his deep, bass successor of Black Brekker, but in reality, only the right-
voice drowning out the jeers from the neighboring room. Two hand man to Black’s son, Sylvin Brekker, who acts silently
of his men place a thick mooring rope around the man. A third from the shadows; loves his moustache; hates resistance;
brings over a swinging crane hook while someone slides open needs someone to stop him when he’s in a rage), and the
the storehouse’s back wall. Beyond it, you see the waters of the heroes are about to witness how the feared Brekker Band
Yellow Phecadi mirroring the moonlight; a solitary rowboat bobs treats traitors. The victim, Merago (34, but looks 50;
up and down on the river. gray, shaggy hair; wrinkled skin; wispy; smells of sweat
and urine; Willpower 5 (13/13/13), SPI 2), is a beggar who
made the mistake of accepting payment to reveal the
thugs’ secrets to the guards.
33
If the heroes don’t act, the men chain Merago to the
crane hook, lift him up, and swing him out over the river.
They torture him by dunking him in the water a few
times before finally sending him to sleep with the fishes,
as they say—submerging him deep into the canal and
leaving him there. By the time they come back for these
victims’ bodies (if anyone does come back), the hook is
usually empty thanks to the hungry fish and crabs that
live in the harbor.
Combat
It is safest for the heroes to wait while the scene unfolds,
then follow Torvon and ambush him when he is alone
(the ambush requires a successful competitive Stealth
(Sneak/Hide) check against Torvon’s Perception; the
thug surrenders when he realizes he is outnumbered).
However, few heroes can watch a murder occur in front
of their eyes without intervening. So, they must act.
The eleven gang members plan to stick around until the
beggar drowns, which means the heroes must fight them
all at once to save him.
35
Seek and You
Shall Find
37
+3 or Pick Locks +1. After three failed attempts, someone like it might open a barn door. The round grip has a
notices the activity. ship’s silhouette with billowing sails punched out of it
(Streetwise: The picture resembles the merchant House
Inside the Apartment de Vries’ coat of arms; It is reasonable to assume the
The heroes don’t know what to expect inside Thuan’s key unlocks the counting house doors.)
apartment. You can use this uncertainty to create tension 9 QL: In a closed, unlocked chest, the heroes find
by lowering your voice when you read the following text, a few personal items: an intricately carved pipe, a
if you choose. Continue to keep your voice low until Thuan tinder box, a small box with a few gemstones (value:
runs or the heroes thoroughly explore the apartment. 3 ducats), and a skillfully bound duodecimo book,
full of handwriting. Between the pages of writing
are drawings of coastal regions (this is Captain Bredo
Siegenström’s log book, in which he describes the first
Read Aloud or Paraphrase passage to Uthuria ordered by Sumudan de Vries. A
Dim light peeks through the closed window shutters, throwing successful Perception (Spot) check -2 or Pick Locks (Bit
dark, striped patterns on the brightly painted walls. Dust dances Locks) check reveals damage to the wood around the
in the stagnant air. You carefully make your way through chest’s lock. It appears someone pried the chest open
discarded clothes, empty bottles, and crusty drinking cups, at some point).
holding your breath with every step as the creaking floorboards 10+ QL: Also in the chest is a wooden strongbox with
threaten to reveal you. ivory inlays (it once held the day’s earnings, which
were stolen from the counting house). The heroes
must open the fragile lock carefully with a Pick Locks
(Bit Locks) check -3. The box is empty.
Asking Around in the Neighborhood
Scenario A: Thuan is Home
Something is Rotten in the City of Grangor
Each player must make a Stealth (Sneak) check -2. For every
Of course, Arn Knokenbreeker planted this
failed check, Thuan makes a competitive Perception (Spot)
evidence in Thuan’s apartment. But, your heroes
check -5. Once he wakes, he immediately runs, jumps
don’t need to discover that at this moment. Let
through a window that opens onto the waat, and swings
them draw their own conclusions, and don’t force
across the canal on a clothesline. Thuan has the special
the information on them. The adventure continues
ability, Vigilance. When Surprised, he spends one Fate Point
either way, and it doesn’t matter if they suspect
to rid himself of the condition. He spends a second Fate
Thuan or start to doubt his guilt because the
Point to ensure he acts first, so he can escape.
evidence seemed too easy to find.
The chase begins on page 41.
39
The heroes enter a festive hall with various games of social status of 1
chance going on at numerous tables. At one table, a casino or 2 should make
employee tosses a ball into a spinning wheel of fortune regular Etiquette
at regular intervals; meanwhile, the players place their (Manners) checks.
bets on which number they believe the ball will land. The
casino also offers assorted card games, including several The Moneylender
variants of boltan, and dice games. Wherever people gather to gamble,
others will try to take advantage of them.
Inside the casino, it is equally important the heroes don’t Private and professional money lenders in the
draw attention to themselves by behaving improperly— Wheel and Cup gladly help guests who find themselves
though, often, the deeper the person in question’s coin without enough kreutzers by giving them generous
purse, the better tolerated their antics. Heroes with a credits—at hefty interest rates. The more reputable among
them—such as Helaria from the Stipenbrink family, and
employees of the Northland Bank—ask for collateral.
A Friendly Game Won’t Do Any Harm… But others, such as Stordian Goudtand (38; shoulder-
Though the heroes came to the Wheel and Cup for length, stringy hair; narrow, sunken-in face; gold incisors;
an entirely different reason, they have the rare charming smile; loves to make deals—with interest; hates
opportunity to increase their wealth here… or people who speak badly about his business; always on the
gamble it away. To play a game, the heroes must lookout for new debtors; Commerce 8 (13/13/13), Gambling
first exchange their money for chips at the rate of 10 (13/13/13), Willpower 6 (13/13/13); SPI 2), willingly
1 silverthaler per chip (the basic stake for every provide loans without collateral. It is said, however, that
game). Then, they can choose where they want to the money Goudtand lends belongs to the Brekker Band,
spend their chips. not himself—and the Brekker Band collects by hook or by
crook, regardless of whether the borrower can pay the
If your group prefers to play out games of chance at usurious interest.
the table instead of simulating them with checks,
you can use Poker cards to simulate boltan, or play Typical Guests
some of your favorite dice games. (Starting on page The heroes can encounter the following guests in the
23 of The Dark Eye: Inns & Taverns supplement, we casino. These are only suggestions—you may add to this
introduce several dice games you can play directly list as you like.
at the gaming table). Adalida Melior (46; dark hair; piercing, blue eyes;
merchant and passionate boltan player; calm and
Otherwise, use the following rules for dice and card inscrutable; Gambling 10 (13/13/14); Attitude 5)
games. Faizal ibn Rizwan (34; black hair; dark skin; black
moustache; long-distance trader from Khunchom; spends
To play a dice game, participants each roll a his money hand over fist; passionate gambler with the
Gambling (Dice Games) check (10-minute interval). courage to take high risks; does not speak Garethi well;
After a pre-determined number of rounds, they often receives annoyed looks due to his enthusiasm, but
compare their results to those of the other most overlook it—along with his occasional rudeness—
participants. Whoever has the highest QL wins all because he’s wealthy; Gambling 12 (11/11/9); Attitude 4)
the other players’ stakes. In the case of one or more Gardean Gazpacho (22; dark, blond hair; soft facial
ties, whoever rolls highest on 1D6 wins. features; mischievous smile; hails from Kuslik; not as
interested in gambling as he is in finding a rich benefactor;
Card games require a cumulative Gambling (Card Gambling 4 (10/10/12), Seduction 8 (13/14/14); Attitude 5)
Games) check (1 minute, number of players Lutea Slagerbeek (28; black hair; scar on her cheek; nice
depends on game (11 for boltan)). Players roll clothes, though they are worn and old; broad shoulders;
simultaneously, and raise the stakes after each brawny; former imman player who now gambles away her
partial check (the players continue to raise until modest fortune, daily; addicted to gambling—the more
they fold or agree to a new stake). If more than one aggressively she plays, the more she loses; particularly
player achieves 10 QL in the same round, the player enjoys dice games; Gambling 6 (10/10/9); Attitude 4)
with the highest total QL wins.
Scenes in the Wheel and Cup
Due to the enormous temptation, heroes with You may introduce the following while the heroes are in
Negative Trait (Gambling Addiction) must make a the casino.
Willpower check -3 to stop gambling. A loud scream suddenly pierces the air, and everyone
41
In-Game Chase Mechanics
Thuan de Vries
This chase basically follows the procedure described
COU 13 SGC 13 INT 13 CHA 13
in the Core Rules, page 349, except that, during the
DEX 12 AGI 13 CON 12 STR 13
chase, the heroes must use the skill corresponding to
LP 30 AE - KP - INI 13+1D6
the current movement type—such as Climbing, Sailing,
SPI 2 DO 7 TOU 1 MOV 8
or Swimming. The checks for these skills replace the
Fate Points 3
Body Control (Running) checks normally used in a chase.
Social Status: Free
Languages: Native tongue Garethi III,
Furthermore, the chase takes place in a crowded city,
Thorwalian I
not an open space. This means the heroes frequently
Scripts: Kuslik Signs
meet obstacles they must overcome or avoid, which
Advantages: Good Looks I
costs them time and limits their movement. Modify
Disadvantages: Negative Trait (Curiosity, Gambling
their checks according to each obstacle.
Addiction), Personality Flaw (Spoiled)
Special Abilities: Feint I, Vigilance
Instead of the usual 5 CR, the chase lasts longer—
Combat Techniques: Brawling 12
how much longer depends on the obstacle(s). After
Unarmed: AT 13 PA 7 DP 1D6 RE short
at least 5 CR, change the required movement type by
Dagger: AT 13 PA 7 DP 1D6+1 RE short
introducing new scenery. The chase ends when the
PRO/ENC 0/0
heroes corner Thuan, though he succeeds in coming
Skills
out of the last stretch of the hunt unharmed, as there
Physical: Body Control 6, Carousing 9, Climbing 6, Feat of
are more than 80 feet between him and the heroes.
Strength 5, Stealth 10
Social: Disguise 6, Empathy 4, Etiquette 6, Fast-Talk 7,
Persuasion 5, Seduction 7, Streetwise 10, Willpower 6
Nature: Orienting 7
Knowledge: Religions 4
Craft: Commerce 6, Driving 7, Sailing 7
Option A: Thuan Flees from His Apartment Equipment: Dagger
Escape from the Apartment Combat Behavior: He attempts to avoid combat
Out the Window (1 CR) (Thuan isn’t afraid to fight, but he would rather run
If Thuan realizes the heroes are in his apartment, he and stay alive). If forced to fight, he uses his fists and
doesn’t hesitate to open the shutters and jump out a feints; he uses the dagger only in an emergency.
window, then use a clothesline to climb over the canal. Escape: At Pain I
The initial distance between Thuan and the heroes is Pain +1 at: 23 LP, 15 LP, 8 LP, and 5 LP or less
30 feet. Everyone makes Body Control (Running) checks;
however, because of the mess in the apartment, the
heroes may add only MOV x 0.75 to their SR.
43
On the Boat (1+5 CR) Naturally, Thuan sticks to his version of the story (see
Thuan tries to steal a boat from the casino’s landing stage. his alibi) and denies every claim. You can play this scene
To do so, he must make a successful Ropes (Knots) check through or resolve it via competitive checks. Depending on
(1 check/CR). Afterward, he has 5 CR to try to escape the whether Thuan speaks truth or lies, use Persuasion or Fast-
heroes (Sailing +2). The boat has base MOV 10; in quiet Talk (Manipulation or Subterfuge) checks for him. The heroes
waters, it has MOV 15. can try to determine whether he is lying with Empathy (Sense
The heroes can follow Thuan in another boat (they Deception) checks. Alternatively, the heroes can attempt
must first make a Ropes (Knots) check, 1 check/CR) to use Fast-Talk, Intimidation (Interrogation or Threats),
using Sailing (Chases) +2. Persuasion, or Seduction to convince Thuan to confess or tell
They can also choose to follow Thuan on land using the truth (which is not the same thing, in this case). Thuan
Body Control (Running) checks. The heroes must reacts with momentary surprise if the heroes confront him
overtake Thuan and jump onto his boat from a bridge with the evidence from his apartment (an Empathy check
(free action, Body Control (Jumping) check -1; Fail = fall shows his surprise), but he tries not to let it deter him. He
into the water) or lower themselves from a bridge believes the heroes are bluffing with their accusations, and
and pull him off the boat (to do this, they must have accuses them of lying. If the heroes insist the evidence is
enough of a head start to use 1 CR for a Body Control real, Thuan claims someone planted it on him.
(Acrobatics) check. Afterward, they must lift Thuan up
with a competitive Feat of Strength (Dragging & Pulling) Thuan acts even more surprised if the heroes mention
check. If they fail, Thuan falls into the water and they his father’s death, and must make a successful Self-Control
must continue the chase while swimming). check to keep his composure. Even if he succeeds, the
The heroes can also swim to follow Thuan. This heroes notice his surprise with an Empathy check +1. He
requires a Swimming (Chases) check (1 check/CR). In the was unaware of the event until this moment.
still waters of the waats, the heroes have MOV x 1.5.
It makes no difference to the plot whether the heroes
On the Rooftops believe Thuan, but if your gaming group typically uses
If he cannot escape in the boat, Thuan leaves the boat and such rules, you can use Roleplaying Social Conflicts (see page
climbs up the wall of a house. This requires two successful 8) against them at this point to convince them of Thuan’s
Climbing (Walls) checks (1 check/CR). innocence.
After the first check, Thaun is no longer in range of
his pursuers on the water. They must follow him onto The Lad Speaks the Truth!
the rooftops to catch him. If the heroes believe Thuan, they are faced with a problem.
Heroes who followed Thuan on land can catch up with Their entire investigation up to this point focused on
him here. After a successful check, they are in the same Thuan de Vries as the guilty party. If they now believe he
CR as Thuan. They need only a successful Climbing is innocent, they must start over completely and build a
(Walls) check to follow him onto the roof. They can new case. Apparently, someone else was involved; that’s
also try to circumvent his rooftop escape by making a the only explanation for
competitive Feat of Strength (Dragging & Pulling) check how evidence from the
against Thuan’s Body Control (Squirm) check, both of crime scene found its way
At this point, the heroes
which cost 1 CR. into Thuan’s apartment.
may have some, or all, of the
If Thuan makes it to the roof, continue the chase using And who paid off Thuan’s
following evidence against
the content in the option On the Rooftops on page 43. debts from the counting
Thuan: the nearly empty
house’s earnings? It
glass of Wild Novadi in his
Got You, Knave! appears someone wanted
father’s writing room; the
After the heroes catch Thuan, they’ll likely interrogate to frame him.
locked counting house and
him and confront him with their evidence.
the counting house key
The heroes can revisit
found in his apartment;
Thuan’s alibi and attitude toward the heroes is listed on Stordian Goudtand (page
the log book and empty
page 37. If the heroes met with Svealinja Watergaard, 40) or Thuan’s neighbors
strongbox found in his
they should notice the similarities between Thuan and (page 38) for clarification.
apartment; his suddenly
the description of her burglar at some point during their Before they embark on
settled gambling debts,
interrogation. If they discover the truth, it exonerates him, another wild goose chase,
which were just about the
as Thuan could not rob the merchant’s storehouse and you should continue with
same as the amount stolen;
murder his father in the counting house at the same time. The Dead Man from the Waat,
his flight from the heroes;
on page 49, which might
and his overheard argument
set them on a new trail.
with his father.
45
On the Culprit’s Trail
Whether the heroes suspect they were on the wrong trail QL 2: The board shows de Vries’ name. It looks like his
all along, or smugly believe justice was served, they likely shares were steadily increasing in price, then fell suddenly
end up talking to Odina Hortemann—Sumudan’s old friend the day the news of Sumudan’s death broke. Since then,
who asked them to give her and the other shareholders a the share price seems subject to unpredictable jumps.
report the following day (see page 27). If needed, you can QL 3+: The share price fluctuations seem to directly
remind your heroes of their promise. relate to the share’s credibility. The riskier the property
document, the higher the fluctuations—and the potential
Should they decide not to go see Odina and the shareholders profit a person can make. Cunda—the Grangoran merchant
for any reason, The Dead Man from the Waat (page 49) should house—seems to have more stable property documents
give them a new trail to follow—continuing the adventure than long-distance trade companies, even though an
before your players get bored with fruitless investigations. entity the size of HPNC promises a certain amount of loss
insurance.
The Shareholders
The heroes enter the heart of the temple of Phex, the large
trading hall in which numerous businesses and shipping
companies conduct daily trade from one hour of Phex to
the other (9am to 9pm). The Blessed Ones of Phex on the
plateau calmly take the merchants’ offers and auction
them off to the highest bidder. If no higher offer is made
after a brief time, they ring the bell—sealing the deal.
Afterward, one of the novices writes the purchase price
on the large table and the new stock price is set.
Perception (Spot) check me emphasize how devastating that would be for all of us.
Panicked selling will ruin the stock price, causing not only
QL 1: Arn Knokenbreeker, Odina’s brawny bodyguard,
the seller, but the rest of us to lose our money. We must
stands back a bit from the traders, in a corridor. He
remain calm. Lord Boron has called Sumudan to his side,
watches the business transactions with a stony gaze; it
but Sumudan’s legacy is still on its way to us. Soon, it will
seems he is waiting for someone or something.
reach Grangor and reward those guided by reason instead
QL 2: Up front, at the plateau, you hear them call out the
of their feelings.”
name de Vries. A wealthy-looking man with conspicuous
white hair and light eyes (an albino) offers an entire stack
A murmur runs through the hall. It seems the patrician’s words
of share certificates—worth well over the 100-ducat value
do not convince everyone. Quite a few here fear they will lose
being asked. Initially, no one seems to want to purchase
everything if they hold onto their shares much longer.
them; you hear whispers about it being too risky. Just
when it seems like the shares may sell at that price, a man
with a red beard speaks up and offers 110 ducats: “The fleet
arrives soon… these shares will be worth five times that.” A bald
woman also enters the bidding, and the price of the shares Arguments in Favor of Selling the Shares
swiftly rises until they sell for 188 ducats. “How do we know there’s not a connection between
QL 3+: Neither the man with the red beard nor the bald Sumudan’s death and the venture?”
woman win the bid. After their initial bids, they withdrew “Has anyone heard from the fleet recently? What if it doesn’t
from the bidding competition. return, after all?”
“We have the month of Efferd. Soon, the winter storms will
Crisis Meeting start. I may wait another week, but I’m starting to lose hope
these ships will ever arrive in Grangor intact.”
Read Aloud or Paraphrase
Odina Hortemann and the other shareholders meet in a From Odina’s perspective, the heroes enter the room
luxuriously-furnished side hall to discuss their current situation. just in time. She interrupts the murmuring doubters and
About two dozen merchants—both patricians and simple introduces the heroes to the shareholders. She tells them
craftsmen who spent their entire life’s savings on a share of she asked the heroes to shed light on the circumstances
Sumudan de Vries’ venture—sit around a large table, practically surrounding Sumudan’s death. All eyes are now on the
fuming as they listen intently to Odina’s attempts to appease heroes, as Odina asks them to share the progress they’ve
them. made in their investigation.
47
merchant) is nervous, but hesitant—he’s afraid to lose his Odina hopes the heroes followed the trail she laid out and
money, so he tries to persuade himself and others that have arrived to proclaim the verdict in the de Vries’ murder
there are good reasons not to sell their shares immediately. case. If the shareholders discover the merchant’s death was
He does not dare take the first step, though, as he does because of a tragic turn within his own family, she believes
not want to be the only one to suffer losses. Willpower 5 they’ll be reassured and hold on to their shares.
(11/13/14), SPI 2
Othonia ter Brook (37; long, black hair; icy gaze; patrician She does not expect the possibility the heroes could doubt
daughter from a wealthy shipping company dynasty; this theory and suspect someone is trying to frame Thuan.
the de Vries fleet sailed alongside ships belonging to her If the heroes announce their theory here, thereby publicly
family) fears the loss of her family’s ships. She insists stabbing her in the back, she is all the more surprised.
Sumudan’s death cannot be related in any way to the On the other hand, the heroes’ doubts arouse the
Uthuria fleet. The fleet will return soon—it must. Willpower shareholders’ interest, and they barrage the heroes with
8 (14/13/13), SPI 2 detailed questions about their evidence and their theories.
Rahyanis Laevigata (44; blonde hair; determined; mage) After all, there may be a clue in all this information as to
invested a considerable amount of her wealth in de Vries’ whether they should keep or sell their shares. Play out this
shares. Despite this, she is in favor of selling them. Her scene much like the scene with the guards: quizzing your
fatalistic attitude is, “If the ship you’re sailing on has a leak, players about their theories and knowledge and posing
you’d better get off the ship!” Willpower 10 (14/14/14), SPI 2 questions to which they don’t yet have answers.
Vero Finesmith (52; short, salt-and-pepper hair,
moustache; leather apron; pale face, with beads of sweat on Two options are likely here, as follows.
his forehead; master carpenter; guided by options, sways If the heroes believe Thuan is guilty: This pleases
between extremes) took out a Odina. The other shareholders want to hear more about
loan against his workshop for how Thuan accomplished this deed (this is a good
Since other shareholders the chance to gain a fortune. opportunity to plant doubts in your players’ theories). The
also are quite surprised He’ll be bankrupt if the shares shareholders then say a joyous goodbye to the heroes, and
to hear someone is trying lose their worth. Willpower 4 Odina gratefully rewards them with 10 ducats each (which
to frame Thuan for his (11/12/12), SPI 1 she insidiously pays them in de Vries share certificates).
father’s murder, you should If the heroes doubt Thuan is guilty: This surprises
not allow your players to the shareholders, who become even more interested in
make an Empathy check to solving the circumstances surrounding this case. They
detect Odina’s surprise. This offer to pay the heroes 10 ducats each if the heroes
would mark her surprise as solve the case on their behalf. Until the heroes resolve
something unusual, raising this crisis, the shareholders promise to meet here daily
suspicion. so the heroes always know where to find them.
49
Treat Wounds check The way in which the murderer disposed of Darion’s
body is not the only obvious trail the heroes can follow.
QL 1: The dead man’s skin is pale blue and bloated. There
The officer’s jacket is much more conspicuous, as it leads
are many darker blue spots below the skin’s surface and
to the merchant house de Vries. The counting house
on his face, which is noticeably swollen. He also has blood
manager, Tadeo Agtstone, can identify the dead man;
encrusted in several places.
much to his surprise, it is Darion Pekhebber—an officer
QL 2: The body shows signs of trauma. His many bruises
with the Uthuria fleet! If he is in Grangor, the fleet should
indicate the man was beaten with bare fists or a blunt
be here, as well.
object before he died. Also, his incisors are missing.
QL 3: If a hero examines the body more closely, smaller
fractures and chipped bones become apparent, particularly The Brekker Band
in the man’s face. It is uncertain, however, whether the Optional Content
man was already dead when he entered the waat.
QL 4+: No water issues from the man’s body when someone After Aicher pulls the dead Pekhebber from the waat, eye-
presses on his stomach and chest multiple times. This witnesses conclude the Brekker Band must be behind the
means he was already dead and no longer breathing when murder. It is possible the heroes already witnessed how
he entered the water. Bram Ironjaw and his henchmen deal with their enemies;
therefore, they may want to pay these thugs another
visit. To discover more, they have two options: they can
In this case, for once, the Brekker Band is not visit their old friend, Torvon Snakkeling, or return to the
involved. This trail is a red herring, which the heroes Dragon Pit.
soon find out if they follow up on it. Following this
trail leads them to the optional scene The Brekker If you want to shorten the following section, you can have
Band (see page 33), in which the heroes can foil the your heroes make a few Asking Around checks and provide
thugs’ plans, but not get any closer to the truth. them the same information they would learn in these next
two scenes.
In fact, Arn Knokenbreeker killed Darion Pekhebber
and tried to make the murder look like the Brekker Well, If It Isn’t Our Old Friend!
Band’s work. However, unlike their victims, Depending on the time of day, the heroes find Torvon
Pekhebber was dead before he was dumped into the (see page 35) in his apartment or the Seven Winds tavern
waat. With a bit of effort, the heroes can discover this (page 32). His current attitude level toward the heroes
is an attempt to frame the Brekker Band, provided and willingness to help depends on the outcome of their
they are not blinded by their first impressions. previous encounter.
51
Heroes with a social status of 1 or 2 who enter the bar Rumors About Arn
must earn the trust of those present (Attitude 3); if their “Arn used to be a wild bull; now he’s just a tame ox.
social status is at least 3, the bargoers treat them with That odious patrician now controls his leash.” (+)
awkward politeness (Etiquette (Manners); SR 2 (9/11/10); “Really? You’ve never heard of Arn Knokenbreeker?
Attitude 7), hoping to gain lucrative employment as a The best captain the Eagles ever had! It is a real
bodyguard. Otherwise, they keep away from such people— shame you don’t see him playing anymore.” (matter
their worlds are too different, and they do not like pushy of opinion)
behavior here (Attitude 3). “He used to come in here every day; but now,
working for the Hortemann woman takes up most of
Shorten this process by having the mood turn sour his time.” (+)
before the players make the check. “That wretched traitor! He can get lost! Suddenly
To help avoid the brawl, increase the players’ we’re no longer good enough for him? He’s mooning
number of attempts to succeed on the cumulative about with that vile patrician. I think he honestly
check. believes she’ll marry him one day.” (+/-)
“The officer seemed to spoil Arn’s mood. He became
C’mon, Spit it Out! What the Patrons Know quiet and restless and left the tavern right after the
The patrons know enough to set the heroes on the stranger.” (+/-)
right trail. However, they won’t readily disclose it
to strangers. They get annoyed quickly and meet
Bar Fight!
persistent questioning with brute force.
At some point, the mood turns sour and the heroes find
themselves in a rowdy brawl—during which no single
Have the players make a cumulative group check
piece of furniture remains intact. Encourage the heroes to
using Fast-Talk (5 minutes, any number of heroes,
make use of items in their environment—they can throw
3 attempts), which receives a +2 bonus or a -2
dishes and hit their opponents over the head with chairs.
penalty, depending on the patrons’ initial attitudes
Naturally, it won’t be long before the bargoers grab the
toward the heroes (see above). Once, during the
imman sticks from the wall, as they know how to use them
cumulative check, a hero can replace Fast-Talk with
quite well.
another appropriate skill. After three attempts, the
mood turns sour and the heroes find themselves in
The heroes face (12 minus the QL from their cumulative
a rough tavern brawl, unless they are content to
group check) enemies. The rest of the bar patrons either
leave with the information they already possess.
Result
QL 2: Many of those present remember the officer, who Imman Players and Fans
came here that evening to drown his sorrows in alcohol— COU 14 SGC 12 INT 13 CHA 11
they always remember unfamiliar faces here. DEX 12 AGI 14 CON 14 STR 14
QL 4: No one really paid much attention to him, but they LP 36 AE – KP – INI 14+1D6
remember that Arn Knokenbreeker, the Eagles’ captain, SPI 2 TOU 2 DO 8 MOV 8
sat next to him for a while. Unarmed: AT 14 PA 8 DP 1D6 RE short
QL 6: The officer might have said something about a Imman Stick (Cudgel): AT 14 PA 6 DP 1D6+1 RE short
shipwreck. He seemed like he’d been through a lot. PRO/ENC: 0/0
QL 8: The officer’s yammering seemed to annoy Arn, who Advantages/Disadvantages: Negative Trait (Short
looked momentarily as though he might punch the officer. Temper)
QL 9: The innkeeper, Ulanio (63; white curly hair; Special Abilities: Alertness, Feint I, Forceful Blow I,
moustache; tattooed, hairy arms; eye-patch; Willpower Improved Dodge I
6 (12/13/14), SPI 2) is still Skills: Body Control 8, Feat of Strength 9, Intimidation 10,
angry. The officer left at some Perception 5 Sailing 4, Self-Control 7, Stealth 5, Swimming 4,
point to relieve himself and Willpower 6
The intent is for the Combat Behavior: The imman players and their fans
heroes’ fists to do the never returned, even though
he owed the innkeeper more prefer to attack a single opponent in greater numbers.
talking. After the brawl, They use whatever weapons they can find, such as
they receive the missing than a ducat for his drinks.
QL 10: Arn left shortly chairs and beer steins, and prefer to attack from behind.
pieces of information Escape: After losing 50% LP; or, not at all, if using BP
from their overwhelmed afterward and also didn’t
return. Pain +1 at: 27 LP, 18 LP, 9 LP, and 5 LP and less
opponents.
53
No Plaintiff,
No Judge
After the brawl in the Murder Him, the heroes hit the
adventure’s home stretch. They learn the following facts
from tracing the murdered officer Pekhebber’s trail to the
imman tavern.
55
Odina accidently dipped
her sleeve in the ink spot
If the heroes express interest in this detail, call for an the bustling counting house, Sumudan left on his desk
Asking Around check at -2 (3 hours). Luckily, as imman talking to an older maid. after writing his farewell
captain, Knokenbreeker is well-known in the city, so any The blouse has a large, black note. If the heroes talk to
information they receive is rather precise, as follows. ink stain on the sleeve. She the maids, they can find
QL 6: A witness saw Arn Knokenbreeker on the night in tells the older maid she has out the exact date Odina
question, at the time in question. already washed the blouse brought them the blouse
QL 10: The witness, Ingalf, saw Arn kick Darion while he three times, but the spot with the ink spot. The spot
was lying on the ground. Ingalf quickly walked by, as he simply won’t come out. is a (well-hidden) piece of
did not want any trouble. evidence proving Odina
Investigating the Counting was at the crime scene. It
House is the icing on the cake,
Possible Witnesses When the heroes inquire evidence-wise, but the
Lorynda Glass—glassworker about the items from Uthuria heroes don’t need it to
Tonia Bock—gondolier (questionable integrity) Horun Goldstick said he convict the guilty parties.
Ingalf Kalamal—helmsman and member of the purchased here, everyone
Helmsmen’s Guild they speak to pretends to
know nothing about it. With
a cumulative (group) check using Fast-Talk -1 (5 minutes,
The Villa Hortemann 5 attempts, any number of heroes), the heroes finally get
The villa Hortemann (A12) lies on the Northwaat in Old
a counting house employee to tell them the goods did not
Grangor. With a small, interior courtyard, an integrated
recently arrive from Uthuria, but came from the black
counting house, and a large balcony opening onto the
market. Also, the merchant house de Vries’ emblem was
waat, it is the epitome of a Grangoran patrician house.
still on all the goods, so they had to repack the goods
before they could resell them. The informant can also tell
The heroes might come here for any number of reasons.
the heroes exactly how much of each came through the
After the encounter with the market crier, they may wish
storehouse, which corresponds to the amounts Torvon
to discover the origin of the alleged Uthuria goods. Or,
Snakkeling stole from Sumudan de Vries (see The Employee
they might decide to go directly to Odina herself to ask
on page 31).
her a few questions about her whereabouts on the night
of Sumudan’s death.
Catching Arn
Once the heroes uncover Arn’s involvement in the events,
The Ink Spot
they’ll likely want to meet with Odina to demand she
The first time the heroes visit the Hortemann villa, they
turn him over to the authorities. They find both Odina
see a young maid carrying a silk blouse and wearing a
and Arn in the counting house, but Odina refuses to hand
worried expression on her face. She is some distance from
Cracking Odina’s Alibi If you think your heroes already have the necessary
If your heroes played through the scene, The Daughter information to convict Odina and close the case, you can
(page 28), they already have all the necessary information omit this scene and jump straight to Odina’s Downfall on
to prove Odina is lying. Even though Odina attended the page 58.
57
penalty equal to the difference between Jucaro’s current What the Heroes Find Out
attitude level toward the heroes and level 9. Furthermore, The heroes can learn the following facts from Jucaro if
Jucaro can make a Willpower check (SR 7 (11/13/12), SPI they manage to sufficiently raise his attitude toward them
2) to attempt to resist their manipulation. This means the and gain his trust.
heroes might end up wasting their time here; however, Odina Hortemann deposited 108 ducats and 3
the following actions provide bonuses to their checks. silverthalers the day after Sumudan’s death. She
then told the bank to send a promissory note for this
The heroes can attempt to change Jucaro’s attitude (see amount to the moneylender, Stordian Goudtand, to
page 8) by each making a competitive check using their repay Thuan de Vries’ debts.
preferred skill (Fast-Talk, Persuasion, or Seduction). The Sumudan’s own debt amounted to more than five
checks don’t receive initial penalties, but if Jucaro realizes figures. He used many credits to outfit his current
the heroes are together, then each additional attempt to voyage to Uthuria. Furthermore, he didn’t take out
influence his attitude receives a cumulative penalty of -1 any insurance on the fleet—probably because of his
(this means the next attempt receives a penalty of -1, the lack of funds. Sumudan would have gone bankrupt if
attempt after that receives a penalty of -2, the attempt the fleet didn’t return.
after that receives a penalty of -3, and so on). If the check
is successful, then his attitude increases by the net QL Did Sumudan, In Fact, Commit Suicide?
(limit of 2) to a maximum of 7. If the heroes learn Sumudan was in debt and would be
The heroes can use spells and liturgical chants to bankrupt if he lost his fleet, they may decide the theory the
make their Social skill checks easier. It is also possible merchant committed suicide could be right, after all. They
to cast Bannbaladin (see Core Rules, page 288) to change might already suspect the Uthuria fleet isn’t returning if
Jucaro’s attitude. they did any research into Darion Pekhebber’s murder.
Jucaro’s attitude is automatically 1 higher when dealing
with Blessed Ones other than Blessed Ones of Phex. With this knowledge, the heroes can probably reconstruct
If the heroes have gained Thuan’s trust, he can appear a reasonable course of events. But, to be certain, they must
before Jucaro as Sumudan’s heir. The bank employee confront Odina. It is still quite possible she killed Sumudan;
discloses information to Thuan far more readily than but, at the very least, she framed an innocent man and
to the heroes. Additional checks receive a +2 bonus. committed stock market fraud. Therefore, after they gather
their evidence, the heroes must confront the antagonist.
Odina’s Downfall
To convict Odina, the heroes need the following This information is not necessary to convict Odina, but it
information. can provide the heroes with important allies for the final
Odina does not have a solid alibi. She says she was at confrontation.
the King Khadan Hall that night, but she left the opera
house early. Presenting the Evidence
Odina was seen at the crime scene, near the time of No matter what the heroes find out about Odina, the
Sumudan’s death. patrician’s social status is too high to convict her on
She planted false evidence on Thuan. circumstantial evidence. The heroes need a confession
Odina invested a lot of money in Sumudan’s voyage proffered in front of witnesses with good reputations and
to Uthuria (they can learn this of equal or higher status than Odina’s.
information from rumors about
The heroes may have Odina, from other investors, Luckily, Odina still regularly meets with the other
promised to share their or from Odina herself; This can shareholders. This provides the heroes the opportunity to
findings, anyway (see The help the heroes understand disclose their investigation results in front of people with
Shareholders, on page 46). Odina’s motivation). an equally high social status and accuse the patrician.
If not, it is likely Thuan is
currently imprisoned. This Furthermore, the heroes
is another a good reason to may have discovered Odina’s Read Aloud or Paraphrase
share their findings with henchmen selling de Vries While you’re still a long way off, you hear furious voices that soon
all the shareholders—the shares in her name and rigging drown out the chaos in the temple of Phex’s main hall. It is obvious
merchant’s son won’t be bids to attempt to raise prices. the shareholders’ nerves are getting raw in the side room.
freed unless the heroes can
solve the entire case.
A Matter of Negotiation
Odina’s confession should close the case, but the patrician
has one, final scheme. Before the heroes arrest her, she
Much like their last visit, the heroes find two dozen addresses the shareholders.
shareholders—as well as Odina and Arn—in the salon.
Because the situation is tense, it is not difficult for the
heroes to get everyone’s attention. In their current
situation, the shareholders are desperate for news to help Read Aloud or Paraphrase
facilitate their decision to keep or sell their shares. Outrage spreads through the hall as soon as Odina confesses
her lies. The merchants nervously and frantically talk amongst
The Confession themselves. “Outrageous!”, someone says. “Scandal!”, yells
By way of the shareholders, you can ask your players to another. The merchants’ faces reveal their obvious panic—you
present their chain of proof, backing Odina into a corner. see beads of sweat forming on even the seemingly unconcerned
Moderate their speech by asking questions like the mage’s forehead.
following, forcing them to present their chain of proof in
the correct order. With determination, Odina raises her hands in the air and yells
What is their main theory? (Arn and Odina used above the din,“Yes, it is all true!” The hall immediately falls
Sumudan’s suicide to their advantage? Arn and Odina silent, and she continues. “I found Sumudan dead in the
murdered Sumudan and/or Darion Pekhebber?) courtyard. After reading his farewell letter, it became clear
Can they refute Odina’s alibi? to me our shares wouldn’t be worth a single kreutzer if the
Can they prove Odina was at the crime scene? public learned why he took his own life. I staged his murder
All the evidence points to Thuan… Can they prove to stall for time. I invented fake shipments, started rumors,
otherwise? and led you down the garden path so I had time to sell my
What would Odina gain from her deception? shares in secret. For that, I am truly sorry, my friends.”
For sample shareholder information about Murak Outraged people almost shout her down, but Odina raises her
Kaarstett, Othonia ter Broock, Rahyanis Laevigata, and voice, saying, “All is not lost! There is still a chance we may
Vero Finesmith, see page 48. all leave this house as winners!” She unexpectedly points at
you, saying, “These people are the only ones besides us who
Naturally, Odina dismisses the heroes’ accusations (“You know the truth. If each of us gave them only a fraction of
have no proof of that!”), and presents her alibi. This should our shares, the truth would never have to leave this room.
prompt the heroes to present evidence to support their I’m certain that—together—we can still find a way to make
theory. The key to destroying Odina’s alibi lies in asking a profit in this situation. What do you think?”
her about the second act of The Flying Bornlander on the
night in question. Because she left the performance during She watches the shareholders questioningly as whispers start to
the intermission, she doesn’t know about the accident, spread around the room. Her calculating gaze then focuses on
which reveals her lie. you for an uncomfortably long time.
59
It quickly becomes clear the merchants prefer a small convincing the heroes’ arguments. The heroes start out facing
sacrifice over the risk of losing everything. Characters with a 12 opponents in total; For each QL they achieve on their
strong moral code might be quite shocked at how quickly the cumulative group check, they convince one opponent to back
merchants seem willing to forget Odina’s disgraceful deeds. down (to a minimum of 5 opponents).
61
349), the chandelier drops. It is large enough to hit 2-3 opponents manage to Parry, they receive no damage, but
targets directly below it. To avoid the chandelier, make are still thrown backward 1D3 yards. If the opponents
a successful Body Control (Combat Maneuvers or Jumping) successfully Dodge or use shields to defend, they avoid
check. If this check fails, roll 1D6: on a 1-2, suffer 1D6+4 being thrown backward and do not sustain DP.
DP; on a 3-4, receive the state prone; on a 5-6, receive the Tear down the drapes: The heavy, floor-length velvet
state bound until the end of the next CR. drapes bury anyone without the strength of an ox
Swing on the chandelier: A hero can grab onto the beneath them. The heroes can tear down one of the
chandelier with a daring jump from the balcony drapes to attempt to hinder their enemies (requires 1
(requires 1 action to make a Body Control (Jumping) check). action). The drapes are 6.5 yards long—large enough
Afterward, the hero has two options, as follows. to fall on several opponents at once—and pulling them
If they manage to grab the rope, they can swing in down requires a successful Feat of Strength (Dragging
any direction, but must stay within range (requires 1 & Pulling) check with a penalty of -1. If the heroes
action); their range depends on the rope’s length and succeed, everyone standing under the drapes must
the environment. To reach a destination on the same or make a Body Control (Combat Maneuvers) check, with
a lower level, the hero must make a Body Control (Combat a penalty of QL/2 from the Feat of Strength (Dragging
Maneuvers) check with a penalty of -2. To swing to a higher & Pulling) check. Each opponent who fails the Body
destination, the hero must also make a Climbing check Control (Combat Maneuvers) checks must roll 1D6: on
(this requires 1 additional action). If they fail the check, a 1-2, the opponent suffers the state prone; on a 3-4,
they don’t make it and use up their action(s); however, the opponent suffers the state cramped until the end
they may try again in the next CR. of the next CR; on a 5-6, the opponent suffers the state
If the hero wants to hang from the chandelier and hit bound until the end of the next CR.
or kick their opponents, they must make a Brawling AT To make this scene more difficult for the heroes,
(no base or special maneuvers) with a penalty of -2. If increase the number of opponents. Perhaps they
the hero fails the check, falling damage applies (the are not able to convince enough of the shareholders
amount corresponds to the situation; see Core Rules, to refrain from their nefarious deeds.
page 340). If the opponents do not defend against the If you don’t believe the heroes can face such
attack successfully, they sustain 1D6+1 DP, are thrown numbers, the upstanding shareholders in the group
backward 1D3 yards, and suffer the state prone. If the can join the heroes’ side before or during the fight.
Conclusion
Naturally, a fight in the temple of Phex does not go Luckily, before the guards can arrest the heroes, the
unnoticed. The heroes scarcely defeat their opponents merchants who chose to remain on the sidelines or side with
before a few Blessed Ones and guards—among them, Adaon the heroes during the fight speak up and settle the matter.
and Gilmon—enter the meeting room. The heroes could be
in quite a predicament, especially if they just attacked or
killed some of the most renown burghers in Grangor.
…the Villains?
If Arn Knokenbreeker survives the fight with the heroes,
he faces capital punishment for the murder of Darion
Pekhebber. He won’t be in the city prison for long,
as the guards have evidence against him, including
witness statements from upstanding burghers. The
in Grangor goes through a brief period of upheaval—the
sentence is passed rather quickly, so his execution in the
failure of the de Vries shares affects other debt security
Hangmanwaat takes place on the next Praios day.
owners, as other bonds are no longer covered, either. But,
after a few days, the turmoil passes and the majority of
The merchants who took up arms against the heroes are
Grangorers do not even remember it happened.
also charged with committing a serious crime. The mage,
Rahyanis, and the master carpenter, Finesmith, face the
Shrewd heroes might be able to sell their de Vries share
same fate as Arn. Wealthier merchants, such as Othonia ter
certificates before the huge crash. The price may be
Brook, can afford good advocates, who appeal their death-
subject to major fluctuations; but, with Phex’s blessing,
sentence by arguing that no one died from their use of
they can still get a good deal. A Gambling (Betting Games)
these weapons, after all. Therefore, their sentence includes
check gives a QL/2 bonus to a subsequent Commerce
paying severe fines, facing humiliating punishment in the
(Haggling) check. The Commerce check’s QL simulates how
Hangmanwaat (the guards immerse them in the water),
well a hero performs on the Grangoran stock market floor.
and—depending on their status—duty in the navy.
…the Heroes?
Unless Odina actively interfered in the fight, the only
The guards celebrate the heroes for their actions. Even
crime of which she is convicted is that of casting suspicion
Adaon and Gilmon admit they never would have figured
on Thuan. She is sentenced to pay a hefty fine; which puts
out the circumstances surrounding these events—though,
her on the verge of bankruptcy when coupled with her
they never tire of mentioning they said it was a suicide
losses from the de Vries shares. Like the other merchants,
from the start.
she suffers the humiliation of being submersed in the
Hangmanwaat’s stinking slurry, which is pretty much a
The Master of the City, Gwynn Willforth (late-50s; 6’1”;
societal death sentence.
graying, blond hair; stout), awards the heroes a burgher
letter, which allows them to henceforth bring their
If you like, Odina can reappear as a villain out for revenge
weapons and armor into the city.
in a later adventure.
In any case, the heroes receive the rewards the lawful
…the Share Certificates?
merchants and Tadeo Agtstone promised them, plus they
Less than one hour after the events in the temple of Phex,
receive 10 AP for solving Sumudan’s death. They earn
the value of the de Vries shares plummets, financially
another 5 AP for each side scenario (The Daughter, The
ruining everyone who still holds shares. The stock market
Rival, and The Employee) they completed.
63
One Death in Grangor
by Marco Findeisen
The search for Sumudan's killer leads the heroes from splendid counting
houses and patricians’ palaces to the seedy taverns and dark tenement
blocks that crowd the city’s less-desirable canals. After a harrowing chase,
the suspect finally ends up in chains, but the facts don’t add up. While the city
looks forward to a speedy execution, the heroes must race to solve
a convoluted mystery and put an end to all the troubles
that started with one death in Grangor.
Living History: