By Kevin Kulp

“Bookhounds of Eversink” (p. 28 of the Adventurer’s Edition) is a quick-start campaign setup for your Swords of the Serpentine game. The premise, which will be familiar to folks who have read or played in Pelgrane’s other Bookhound game Bookhounds of London, is that adventures focus on the acquisition or sale of rare, powerful, and obscure books. That works incredibly well in a Swords & Sorcery setting, with magical lore, hidden secrets, and political blackmail filling the books you hunt. Here are five different ways you might set up a SotS Bookhounds game in the SotS setting of Eversink, along with some sample plot hooks to get adventures started.   

Antiquarian Booksellers

You work for a rare and exotic bookstore, one nestled in a back alley off a Temple Market canal that is only occasionally where patrons remember it to be. When people in the city need a book – really need a book that they can’t acquire any other way – they come to you. Whatever the risk, your team of thieves, sorcerers, warriors and highly observant sentinels have the knowledge and experience to track the text down and acquire it by legal or extralegal means. No wonder your prices are so high! 

We love this campaign setup because it gives the heroes a reason to work together, you have highly episodic play (each client is an adventure), you can take ludicrous risks with a known payout at the end, and the GM can embroil you in any sort of politics she chooses by deciding who your clients are. Your patrons may be anyone from ancient nobility to small gods in human form, and your researches can take you anywhere within (or outside) the city. 

Sample Adventures

  • A church elder had a rare historical tome stolen from her while she was out drinking, and it’s turned up in the hands of a sorcerous cabal who intend to use it to open a sealed and sunken tower. She’s willing to pay everything she has if you’ll go retrieve it for her, before her mistake ends her career.
  • An ambitious small god (nestled inside a human soul) concludes that the only reason it isn’t converting more followers is that its divine manifesto and holy text – “entertainingly written, and a real page-turner!” claims the spirit – is locked away in the forbidden church archives of Denari. You’re to procure it and pay to have scribes make a hundred copies. Let’s just hope that the Inquisition hasn’t had a prophetic vision that leads them to guard the tome more carefully than normal…
  • An anonymous patron has you recover a small written pamphlet that gives specific instructions on how to successfully overturn the balance of power in the city – and somehow you know that it will work. The retrieval is laughably easy. Are you being set up? Well yes, of course you are. But why, and by whom? 

University Professors

You and your fellow Heroes are professors, students, and support staff at a university in Eversink, either Imperator University or one you and the GM create yourself. It might be a traditional school, a college of sorcery (echoing stories of Hogwarts or Sir Terry Pratchett’s Unseen University), or some other unusual institution. Your duties at the university require you to learn secrets and mysteries of Eversink, which means acquiring and securing exceptionally dangerous books of magic left over from an earlier age. You’ll track down and acquire ancient tomes while simultaneously navigating university politics, teaching classes, and funding your research.  

We think this setup is huge amounts of fun because universities tend to be their own little oasis of oddity in a complex world. Early games will focus specifically on the university and who works or lives there, with further games expanding farther afield. As in Pratchett’s Discworld, you can play the fish-out-of-water aspect of contented university professors forced to leave their comfort zone on deadly adventures. You’ll find yourselves with a repository of grimoires that other bookhounds come to steal, and it’s up to you to heist these books back and to teach the thieves a lesson. 

Sample Adventures

  • An administrator requires you to retrieve a rare book from the restricted archives, a sentient speaking tome that takes umbrage at human interference. Can you capture it and defeat its plans to magically manipulate anyone who reads it? 
  • Several of the students seem to be drawn into a magical hivemind created by an ancient tome, and the book responsible is now loose within the city. It’s up to you and your associates to find and retrieve it before it causes irreparable harm.
  • There’s only one acceptable textbook for an elite and important class, and that book only exists in one of three locations: a hostile noble’s private library, a sunken and haunted library beneath Ironcross, and in the memories of ghosts within the spirit realm. Where will you head first to try and retrieve it?

Ancient Nobility

You are members of (or employed by) a noble family who wishes nothing but the rarest and most interesting books for their private collection. Nobles in this sort of campaign crave rare books for the social status they bring, not for the knowledge or secrets they contain; see the Dutch tulip mania of 1637 for a real-world example. Practically every single noble family is in a highly competitive scramble for rare or obscure tomes, and your team goes head to head against the acquisition teams of other nobles in tracking them down. Complicating your work are sorcerous cabals who crave works of power, Church inquisitors who declare certain works iniquitous or heretical (thus immediately tripling their value), and the thieves’ guilds who hope to steal books for resale. Your team is ostensibly loyal to a particular family from the Ancient Nobility who isn’t afraid to send you into sunken ruins, sorcerous troves, forbidden church archives, or forgotten libraries to find what they wish. It’s up to you whether you use these books to increase your own power in the process. 

The joy of working for a noble family is that most ancient nobility simply don’t care what the books say, so once you get credit for retrieving them you can use information in such books for your own means. Acquiring books for a noble family means interacting with the (often repugnant) top rung of society, negotiating at glittering masquerade balls before sneaking into locked and treacherous archives, and having the social pull to make a lot of other people furious at you… or using that social prestige to undermine the very people who employ you.  

Sample Adventures

  • You’re sent on an easy retrieval for a centuries-old book of history and political theory — except the secret histories written within threaten to undermine all of Eversink’s social and political landscape. Now families and politicians will do anything to get their hands on the book, and it’s up to you to hide it or use its information wisely.  
  • Out of pure spite you acquire an old family diary of a rival noble family, and discover that they broke the law to establish their place in society. Do you bring down their entire family, or use the book as blackmail to acquire the rights to an even more interesting set of tomes?
  • Five generations ago your family’s matriarch was falsely accused of being a sorceress. A sorcerous libram you recover turns out to be signed by her, and points the way towards her own hidden library, a sunken and sorcerous deathtrap filled with wonders and wealth that your family badly needs. Do you go after it, even if doing so might poison the family’s reputation? 

Church Inquisitors

It’s rumored that the Church of Denari holds the greatest library in the city. That’s quite possibly true; the silent vaults beneath the cathedral are vast and meandering, and there are archives that even some of the church’s own librarians have forgotten. Not the Inquisitors, however. They know every inch of the Restricted Vaults, and their specialized bookhounds comb the city for even more books of dangerous prophecy, power, and truth.  

Bookhounds of Denari sometimes use Prophecy, beseeching the goddess to send them visions of where to find the volumes they require; more often they use research and a well-established network of informers. When books (heretical or otherwise) surface around the city, a specially formed group of scholars, sages, and adventurers prove to be most successful in retrieving them for the church’s archives. These teams must be ever-wary of their rivals, including sorcerous cabals, private collectors, additional church teams who compete for success, and other small gods. Luckily, the church can wield influence and authority that other factions may lack, and the Heroes can uproot heresy in the process. 

We like church inquisitors as bookhounds because the church has more resources than any other group in Eversink, and that means the challenges can be commensurately more difficult or exciting. Inquisitors are in a tricky moral and ethical position, rooting out so-called heresy while trying to not let the hunt for corrupt sorcery turn you into a monster yourself; Heroes who work for the church have a chance to throw their weight around even, as they’re forced to make challenging decisions.

Sample Adventures

  • An ancient record of heresy has surfaced, a scroll that claims that Denari is something she isn’t. Anyone who touches the cover of the scroll will instantly know that the contents are true. How do you handle your heretical knowledge, what do you do with the scroll, and what is to be done with the religious cult willing to die for ownership of the scroll?.  
  • A demon-summoning tome appears in the hands of a high priest’s daughter.. She is being treated as a prophet by those who meet her, and demons flit about her to do her bidding. You can’t kill her; how do you retrieve the book, and clean up the disaster it has left behind?
  • A rare and much-desired religious tome has emerged after several centuries, except you’re sure that this is a trap set by one or more sorcerous cabals who want your group of inquisitors out of the way. Do you go after it anyways, knowing that the dark temple it’s kept in is bound to be one giant death-trap? Is there a way to distract or disarm the cults, giving you a chance to grab the book before they realize what you’re up to?

Sorcerous Cabals

You’re a member of a hidden and powerful sorcerous cabal, a secret society who seeks power and knowledge inscribed in centuries past. As a bookhound you hunt very specific types of books, as determined by your mysterious superiors in the cabal: sorcerous grimoires, collections of true names, pathways to vast and ineffable power, and accounts of inhuman creatures who are waiting to reemerge when the stars and tides are right. (It’s also possible that you’re hunting superb cookbooks and blackmail material on your rival sorcerous cabals; it really depends on the goals of your organization. Eversink is a complex place.) 

If you’re a bookhound for a sorcerous cabal, your life is full of danger and adventure. The inquisitors are hunting for you, monstrosities are attempting to negotiate pacts with you, random adventurers continue to plague you, and you’re sent after books in some of the most dangerous and inhospitable places in the city. Similarly, you may be forced to infiltrate government, the church, or high society to find what you want. Good thing you (or your colleagues) have powerful sorcery at your fingertips.

Sorcerous cabals make for fun bookhounds because you’re working against the church of Denari and the established power structure of Eversink. If you want to burn it down, burn it ALL down, this is an exciting way to undermine those in power and bring your own plans to fruition.

Sample Adventures

  • A ridiculously wealthy Mercanti family has acquired ancient works of power from a lost ruin, and intends to display them in an ill-advised museum showing. You’ll be competing with nearly every other sorcerer in the city as to who can steal the books first. But is it a legitimate opportunity, or a trap laid by the church and the City Watch?
  • A drunken barbarian and her adventuring parties of Outlander heroes have entered the city, foolishly bragging about the dangerously forbidden tomes they found in the swamp. The church intends to take possession of them later tonight. Can you get them first, and do so in a way that it isn’t you the barbarian then wants to kill?
  • The Sculptors’ Guild has a book of power that they’re willing to trade to you, but only if you first steal for them the most beautifully carved funerary statue in the history of Eversink. The challenge here is that it resides in the well-protected home of a notoriously angry retired mercenary commander, everyone in the city knows the statue by sight, it weighs several tons, and you’ll want to pin the theft on someone else. The advantage is that the commander has a remarkable library that might also contain useful lost works. Can you pull this off without ruining your own life in the process?

Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

By Kevin Kulp

Combining focused ambition with poor judgment is a great basis for an adventure. When you want to run a last-minute Swords of the Serpentine game and aren’t sure where to begin, start with one or more of the factions. You’ll see an example of this in the two free adventures here at See Page XX, The Dripping Throne (which starts with Commoners and Mercanti) and Sin-drinker (which starts with the City Watch and Thieves’ Guilds).

The following supporting characters and plot hooks, one for each of the twelve factions, focus on rebels: people who aren’t afraid to stand up to the status quo, even when it may be dangerous or foolhardy. Grab these, change them, and make them your own as you populate your own game.

Read part 1 here.

Mercenaries

Concept: A rogue Mercenary company, funded by one of Eversink’s rivals, hopes to undermine and destabilize the city – and will work (almost) free for anyone with those goals.

Description: The Company of the Golden Coin is a mercenary company with a patriotic and trustworthy name, a charismatic leader, and a rebellious plan to undermine and destroy the city’s church and government.

Funded by a rival trading city in nearby Capria, Commander Lielle presents herself as a stunningly straightforward, competent, and trustworthy leader. It’s this skill that has allowed her to avoid prosecution for two drunken murders, a mutiny, and three separate acts of possible terrorism. Lielle and her soldiers are in Eversink to spy and surreptitiously make its defenses and stability worse, and they’ll charge less for any job they think might help accomplish that. They only work for clients, though; that way if it all goes sideways, they can heroically and patriotically kill their client and claim it was that person’s fault all along.

Plot Hook: The Heroes stumble into the Company of the Golden Coin time and time again as they face off against foreign or subversive enemies, and soldiers in the company seem to have legal protection against prosecution or arrest. Research shows that’s due to poorly written pro-mercenary laws Lielle managed to influence, laws that say only the client who hires a mercenary company can be held liable for their actions. The problem is, the Company of the Golden Coin now consider the Heroes a personal threat, and volunteer their service to any of the Heroes’ enemies who want to hire them.

Alternatively, the Heroes find a dire threat to Eversink’s security or stability, and it’s the Company of the Golden Coin who are responsible for making sure the Heroes can’t do anything about it.

 

Monstrosities

Concept: Important civic leaders are making oddly kind decisions, declaring new out-of-character – and generous? – policies and laws for several days before disappearing and dropping out of sight. The Watch assumes they’ve been assassinated for their boldness, and they have.. but not in the way anyone expects.

Description: Ilgazar is a facestealer, a doppelganger who literally steals someone’s face and identity when he takes their form. He has a bold new theory: monstrosities in Eversink tend to feed on the poor, sometimes including their emotions. Right now many people are sad, beaten down, and hopeless. What if, Ilgazar reasons, he could help make the poor healthier, happier, and more welcome in their own city? Then Commoners would thrive… and so would monstrosities who feed on them.

As a result, Ilgazar is targeting church elders, political officials, committee leaders, and judges – anyone with the authority to make life less miserable for the lower classes. He steals their identity, spends several days setting new selfless policies, then kills the victim and moves on to his next target. Ilgazar is no mastermind, his tactics are going to become predictable, and the Heroes are going to be able to catch him. The question is, once they do, will they want to stop him?

Plot Hook: After rumors of five other church and political leaders acting generously before disappearing, Swanmother Gabriella’s assistant in the Church of Denari fears the worst when she orders coins and food distributed for free to the poor of Sag Harbor. Not wanting to look stupid in the church hierarchy if he’s wrong, Gabriella’s assistant hires the Heroes to investigate. Why has her personality apparently changed, and what is she up to? Finding the actual Swanmother’s body in an unsealed crypt, unconscious with no face, may lead the Heroes to confronting Ilgazar. When they do, Ilgazar is more likely to confess than run. Can he recruit the Heroes into helping improve life for people instead of confronting him?

 

Outlanders

Concept: An exiled princess from the Borderland kingdoms arrives in Eversink to recruit help winning back her stolen kingdom – and a surprising number of people want to kill her, cheat her, or take advantage of her. The Heroes get to pick a side, whether that’s to leave Eversink and help win back a kingdom – or to just help the princess navigate the politics and perils of Eversink.

Description: Princess Kayleth was raised in the saddle with a sword and a bow within easy reach. When her kingdom was overthrown she swore to take it back from the usurper who slew her father and stole the throne, but she’s going to need help (and money) to do so. So far she has neither. But rumors travel quickly, and there is plenty of opportunities to win a fortune working with her – or to win a fortune assassinating her for the warlord who stole her kingdom.

To complicate the matter, decide her backstory. Is she the legitimate ruler? Is she loved or hated? Was her father a bandit who stole the kingdom from the man who then stole it back and currently rules it? Are her enemies fully human? What makes the kingdom so important? Does she have more secrets that even she isn’t telling?

The answer to that last one is “yes”.

Plot Hook: Rumor reaches Princess Kayleth’s advisor that the Heroes are a good and trustworthy local contact in Eversink. Her enemies hear the same thing and try to hire the Heroes first.. and if they can’t, they might try to remove the Heroes from the picture instead. This plot hook is particularly good if you want a longer adventure where the Heroes are traveling, forced to work alongside a newly-hired mercenary company to defeat the Princess’s foes.

 

Sorcerous Cabals

Concept: Charismatic devotees of a foreign demon come to Eversink. Instead of keeping their presence secret, they stay strictly within the law and make themselves incredibly well-known – as they work to undermine the church’s authority simply by being more popular, more interesting, and more stylish than Church officials.

Description: The Valiant Order describe themselves as worshipers of a foreign god, and that’s debatable; every single one of their elite membership can wield sorcery, and they promised their souls to a demon for power. Their “god” gives them easy access to sorcery that helps them manipulate others. None of them would dare externalize Corruption in the city of Eversink, however, because far too much is at stake.

The goal of the Valiant Order is to find the bright ones, the people who shine, the naturally charming and beautiful and charismatic in Eversink – preferably amongst Commoners, but they’re not too picky. Then they seek to induct these people into the mysteries of their order, and prepare them to bring about the overthrow of the Triskadane.. not by sorcery, but by creating natural leaders with political power who are sympathetic to their cause.

Plot Hook: The Valiant Order works hard to convey that they are far too prestigious and well-known to touch politically, but the Inquisitors have their suspicions… and as they explain to the Heroes, if this is a cult, the longer they wait the more difficult it will become. Their hands are tied, however, probably due to cult interference with their superiors. They ask the Heroes to infiltrate the Valiant Order or otherwise find out what they’re really up to, and to acquire proof that will let the Inquisition sweep in legally. What the Heroes find is far worse than anyone expected, however, and the most expedient way to destroy the cult might also kill everyone in it. Is the risk (and the ensuing power struggle) worth it?

 

Thieves’ Guilds

Concept: In a plot hook partially inspired by Scott Lynch’s Lies of Locke Lamora, a new thieves’ guild sponsored by a Mercanti family makes it their mission to steal from all the other thieves’ guilds – and then blame the thefts on an entirely innocent Mercanti rival, hoping that they are crushed in the process.

Description: The Guild of Feathers (formally “By appointment by Her Munificent Mother, the Right and Official Guild of Feather-plucking and Waterfowl”) is a small and rapidly declining guild headquartered near the slaughterhouses of Sag Harbor ever since they were unable to pay their rent on their old guildhouse in Temple Market. Their bailiwick is the use and resale of feathers from any poultry or seabirds slaughtered within the city. In truth, however, most of their business has been blatantly stolen by richer and more prominent guilds such as the Guild of Goose-keepers. The Guild of Feathers can’t afford the legal fees required to fight their rivals in court, and so they are destined to be run entirely into the ground within the next decade, their remaining contracts bought up for loose change by their former rivals.

Their guildmaster Orlando di Penna has decided that he prefers to go out fighting. He is using his remaining funds to finance a group of exceptionally talented thieves and con artists who have little loyalty to Eversink’s traditional structure. These thieves, led by Orlando’s sister-in-law (and possibly the Heroes themselves, if that’s fun for your group), are to rob and anger as many of Eversink’s thieves’ guilds as they possibly can. Ideally she will work them into a frenzy of paranoia and suspicion. Then, at the right time, she will pin the thefts on the Guild of Goose-keepers. Orlando expected the Goose-Keepers to go down in blood and flame, and he’ll be there to step in and pick up the pieces. The best defense, he reasons, is one dramatically out of proportion to the offense that inspired it.

Plot Hook: The Heroes could approach this plot as the thieves themselves, agents of the Guild of Feathers, agents of the Guild of Goose-keepers, agents of the thieves’ guilds who have been robbed, or even City Watch assigned to investigate the thefts. As they learn details it’s up to them to decide what to do; whatever their choice, it’s certain that some other group will object, and that’s when the blades come out. In addition, what happens to all those ill-gotten gains that were stolen from the thieves’ guilds? That’s an adventure in itself!

 

Triskadane

Concept: At the height of summer in the middle of a heat wave, a sorcerous cabal offers a fortune for a Triskadane coin – and the resulting chaos, theft, forgery, scams, and murder throw the city into chaos.

Description: The Triskadane are  secret members of Eversink’s ruling council, selected by the goddess by way of a divinely-infused golden coin. Whether it’s true or not (that’s up to you), popular belief is that if you steal a council member’s coin you also steal their role as a secret lord of the city. The Children of Ytt are a sorcerous cabal that loves creating chaos, and they decide to seize the opportunity during a brutal heat wave that is already causing dissent. They announce that they’ll give 100 Wealth (which is basically a lifetime of wealth, especially if people start trying to murder you for it) in exchange for a real coin. They also claim enemies of theirs are the cult members who will make the exchange. Virtually every faction erupts in anger or greed, and a whole series of dangerous adventures might result.

Plot Hook: Whichever allied faction you find most interesting asks the Heroes for help in securing a coin, researching who might have a coin, protecting a real Triskadane member, or taking a coin away from a cult member (real or imagined). Meanwhile, it’s likely this much chaos is a smoke screen. What are the Children of Ytt really up to, and how is it worse than what they’ve already accomplished?

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

By Kevin Kulp

Combining focused ambition with poor judgment is a great basis for an adventure. When you want to run a last-minute Swords of the Serpentine game and aren’t sure where to begin, start with one or more of the factions. You’ll see an example of this in the two free adventures here at See Page XX, The Dripping Throne (which starts with Commoners and Mercanti) and Sin-drinker (which starts with the City Watch and Thieves’ Guilds).

The following supporting characters and plot hooks, one for each of the twelve factions, focus on rebels: people who aren’t afraid to stand up to the status quo, even when it may be dangerous or foolhardy. Grab these, change them, and make them your own as you populate your own game.

 

Ancient Nobility

Concept: A rebellious young noble, hating everything the nobility stands for, is trying to sabotage her  family’s reputation and standing.

Description: Gabrielle Ambari defines herself by “what will make my family angriest?” She grew up without much money but bathed in social prestige; she was raised to know, beyond the shadow of a doubt, that members of her family were blessed by the Goddess and amongst the most important people in Eversink. That illusion quickly crumbled when she gained enough empathy to look at the Commoners around her. The more she learned about everyone else in the city, the more disillusioned she became with her family and the nobility. Now she broadcasts her title and lineage at every opportunity but embraces fashion that would appall any noble, and she works for Commoner rights and against noble tradition. Most nobles would like her exiled or dead as a traitor to her heritage. They just need a subtle way to make it happen.

Plot hook: The heroes are hired by Gabrielle’s family to “help” Gabrielle in a way that gets her out of town or sufficiently distracted. Alternatively, Gabrielle hires the Heroes to pull a scam on the Ancient Nobility, understanding that if it goes well it’s going to make a lot of nobles very angry indeed.

 

Church of Denari

Concept: A trusted church official is secretly a heretic and is trying to undermine official doctrine.

Description: Orthus Swanbeak is a wrinkled, cheerful, elderly man who was given to the church as a toddler and has been raised in its folds his entire life. He’s been involved in almost every aspect of the divine bureaucracy, from the inquisitors and the church militant, to the prophets, to tithe collection, to being an advisor to the high priestess herself. Everyone seems to like Orthus, and he’s a repository of institutional knowledge; when anyone needs to know something about church tradition, Orthus can probably tell you.

It’s unfortunate, then, that Orthus is secretly a spy and heretic. It’s up to you what flavor of heretic he is. He may have glimpsed Denari’s true will and is working against the church bureaucracy that constrains and defines Her; he might be a secret sorcerer determined to topple the church through unsound business decisions; he might be mind controlled by outsiders; he may hope to find and destroy the Golden Contract, the document that allows Eversink to exist. Regardless, he’s playing the very long game and keeps his secrets close. His main weapon is everyone’s misplaced trust, and he’s not going to squander that unnecessarily.

Plot Hook: The Heroes are hired by the Church to ferret out a traitor in their midst, and Orthus “helps” them do so. (If your players read this blog, feel free to have Orthus be actually honest and loyal, and the true traitor pins his or her sabotage on Orthus instead.)

 

City Watch

Concept: A City Watch officer who encourages vigilantes instead of cleaving to the rule of law.

Description: Captain Settana Malfi was raised as a Commoner. She made a name as muscle-for-hire around the Tangle, and spent more than a decade breaking heads and guarding questionable shipments before she decided to earn regular pay in the City Watch. It took her some time to understand the political quagmire that any Watch officer has to wade through, balancing bribes against special interests against actual justice. She’s not well-liked – at one time or another she’s managed to tick off just about every important group in the city – but she’s fair, consistent, and really doesn’t like doing things the “official” way.

Settana is stationed in Sag Harbor because she’d rather encourage adventurers and vigilantes than arrest them. Why should she get in trouble for taking sides when the so-called “heroes” can solve her problems for her without any political backlash? Settana personally encourages and mentors young adventuring groups, showing them how to fight crime while remaining just barely on the side of law – and in doing so, she gets her problems cleaned up without any risk to her own Watch officers.

Plot Hook: Settana shows up after the Heroes are arrested, and instead of imprisoning them she lets them go with nothing but good advice. In exchange, they’ll owe her – and she has a whole lot of quasi-legal problems she wants solved.

 

Commoners

Concept: A popular commoner is doing his best to organize the populace against the government, and multiple factions are trying to recruit him for their own purposes (or wipe him out completely).

Description: Pendle Shortstreet is arguably the most popular person in the Tangle. The adult son of a poor but well-known grocer, Pendle has always used his natural charisma to makes friends and connect people who need help. He and his husband have been the unofficial mayors of their neighborhood for several years now, and they’re universally looked-up-to and well-respected.

That makes a lot of powerful people nervous, because Pendle is mad as hell about how Commoners in Eversink get treated. The people in charge try to bribe and mollify him, the factions who are not in charge try to ride on his coattails to greater power, and Pendle is losing his patience with anyone trying to manipulate him.

Plot Hook: The Heroes might get involved when Pendle is framed for accepting bribes and then blackmailed. He needs someone unknown to steal and destroy the forged blackmail materials. The question is, are they forged after all… and who’s willing to kill the Heroes to get their hands on the material themselves?

 

Guild of Architects and Canal-Watchers

Concept: A rebellious ancient architect, deformed and brimming with sorcerous power, gets tired of living hidden underground and decides to make herself well-known back in the city.

Description: Long-missing Master Architect Liera Oberi, once chair of the powerful Waterways Committee and long thought deceased – there was even a huge funeral! – shows up back at her favorite restaurants, horribly deformed but still as abrupt and sarcastic as ever. As is traditional, she had worked for the Guild of Architects until her deformities from internalizing Corruption made it impossible for her to continue without being suspected, at which point the Guild relocated her to the secret underground community where ancient architects retire. Liera, however, grew bored. She decided to break her vow (and trigger an associated curse) and return to the surface, to the embarrassment and disgrace of her powerful Guild. She knows incredibly valuable architectural secrets, she’s stubborn and opinionated, and she’s strong enough to reshape an entire district. Who is going to handle her, and how?

Plot Hook: Master Architect Liera is a shockingly capable sorcerer with the sorcerous spheres of water, stone, buildings, metal, and air. Once this is discovered any number of factions will attempt to ally with her for their own purposes. Before this can happen, an allied faction – perhaps the Architects themselves – hire the Heroes to make friends with Liera and convince her to return home if she won’t become their ally. And what if she decides she’s tired of internalizing her Corruption?

 

Mercanti

Concept: A selfless Mercanti philanthropist is trying to use his fortune to help others, and his peers want him stopped NOW.

Description: Alchemist Zorios Sandefar was originally an Outlander brought to Eversink as a young boy by his foreign parents, but that hasn’t stopped him from becoming tremendously wealthy. Now retired but formerly the head of the Alchemist’s Guild, he’s the ultimate rags-to-riches story; it was Zorios’s combination of business acumen, faith in Denari, and alchemical talent that allowed the guild to gain a profitable stranglehold on alchemy in the city.

Zorios is kind, middle-aged, and bored, and that’s a dangerous combination. His dream is to use his wealth to make life better for everyone else. Healthier food? Better sewers? Higher pay? Delightfully inebriating drugs? Guaranteed clean water? Reduction in disease? Transformation into inhuman killing machines for self-defense? Zorios wants to establish his legacy, and while he may not be the wisest person you’ll ever meet, his heart is in the right place.

That threatens many, many other factions. He’s creating unprofitable risk through his meddling, and sabotaging his peers in the process. Doesn’t he know enough to enjoy his money and keep silent? Many Mercanti want him exiled or killed, and they aren’t the only ones.

Plot Hook: His bodyguards dead, Zorios is desperate and on the run from assassins when he bumps into the Heroes. He offers to pay them well (5 Wealth a person) if they help him. Then all they’ll have to do is dodge assassins and injunctions as they track down who is trying to stop Zorios this week. And is that someone impersonating him? Worse, his enemies will offer to pay the Heroes twice that if they take care of the Zorios problem themselves…

 

Read Part 2 here…

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

by Kevin Kulp

Want to set a Swords of the Serpentine game outside of Eversink? See Page XX will periodically give you starting ideas for alternate game settings, including Allegiance information. This month we’ll look at Joining, the small town I’m using to test future rules for non-human heroes. I wanted a setting that starts low-powered but which can ramp upwards in complexity and population, and which starts small and cozy but can easily accommodate a more cosmopolitan population as the game progresses.

Player Pitch: The Town of Joining

Massive, ancient trees stretching straight up to the sky. Dappled green sunlight. Burbling icy streams. Peaceful hollows of mossy rocks where silence sits and comfortably waits to be broken. A surprising quantity of ruins. Hints of an ancient metropolis. Inexplicable strangers. And rumors of ghost worlds between the trees.

Joining is a small town hidden deep in a vast and mighty forest known as the Cathedral Woods. The trees here are similar in size to the giant sequoias of Northern California, and the town of Joining is small, fewer than a thousand people. Its people feed themselves through hunting, fishing, and organized foraging, alongside the help of foreign caravan leaders who arrive with trade goods from larger cities far away and leave with Joining’s rare plants, mushrooms, and herbal poisons. Joining is a great place to grow up, and should be a place of deep and serene peace.

But.

But there are hints of oddness. Ancient and feral forest gods; druids who lair within the forest; wardens who patrol the area and discourage exploration; occasional glimpses of other worlds from between trees; far too many crumbled unexplained ruins; monsters emerging from the forest that have no right to be there; and hints through family heirlooms that Joining was once an extraordinarily rich town, with no hint of how that was or why it stopped.

This is where you grew up. You’re becoming an adult, the town is starting to feel small, and no one is answering your questions.

Welcome to Joining.

Interesting Features

Before beginning play, ask each player to specify an additional interesting feature of the town. This can be a location, a person, or an occurrence such as a holiday. Starting interesting features include:

  • Instead of naming streets, individual trees are named.
  • Buildings are built both on the ground and in the trees on carefully-balanced platforms that don’t hurt the trees themselves. The most prestigious (and safest) architecture is that highest up the trees. Ramps, ladders, bridges, and hoists give access to elevated buildings.
  • Rumors have always persisted of ghost-lights flickering between trees; wildly distant places are said to be visible in the pale and shuddering light. This hasn’t been proven to anyone’s satisfaction.
  • There’s a monthly tradition named Door Day, the night of each month’s new moon, when lovers anonymously leave small and unexpected presents outside the door of their intended. This often fuels romantic speculation.
  • Everyone looks forward to the summer festival of games, feasts, competition, dancing, and celebration. Apprentices are chosen during the summer festival.
  • The Grove of Arches is near Joining, and is a flower-filled forest grove so beautiful and quiet it inevitably feels holy.
  • Every few years a stranger comes to town looking for The Inn (always pronounced with capital letters.) When they see the actual inn, with all four rooms for rent, they inevitably go away dissatisfied. Someone is spreading rumors that reality can’t match.
  • There’s been a feud going on between the Tavish family (most of whom serve as guards and hunters) and the Daunton family (proponents of the old gods, and traditional foragers) that’s lasted seven generations now. Each side claims the other side started it, but it’s erupted in bloodshed a dozen times or more. Each family often strives to elect a mayor of their own blood.
  • It’s believed that somewhere out there in the woods are terrifying, deadly shapeshifters who stalk humans as prey. Don’t get caught alone in the forest.
  • Ruins are everywhere, crumbling stone edifices that speak of a time no one can remember. One particularly large set of stone foundations exists a mile upriver and is considered taboo and bad luck to discuss, although is sometimes referred to as Old Joining by the elderly. The hunters don’t follow prey into its boundaries.

Available Allegiances

  • Town government – specifically the mayor, an elderly and non-nonsense pragmatist who’s focused on keeping her town safe. An ally here means you have a trusted role in the town infrastructure; an enemy here means the mayor considers you a dangerous bother they’d be better off without.
  • Townsfolk An ally here means you’re a popular citizen of Joining; an enemy here means that locals consider you a bad influence or from the wrong sort of family.
  • Local sheriff and deputy, who spend most of their time dealing with drunkenness and an occasional monster. An ally here means the sheriff trusts you and will give you the benefit of the doubt; an enemy here means the sheriff goes out of her way to pin crimes on you.
  • Wardens (and possibly the supposed druids who watch the woods), mysterious figures glimpsed in the trees. An ally here means you are a warden yourself (possibly secretly) or are privy to their secrets; an enemy here means the wardens consider you a threat to Joining, possibly for asking the wrong sort of questions.
  • Outsiders (including hedge witches, tinkers, and traders who come to town). An ally here means you have a reputation outside of Joining as a good person to namedrop or contact; an enemy here means you once treated an outsider cruelly, and word has spread.
  • Church of the new gods, led by a charismatic young Tavish man who left Joining and came back from the city as an ordained minister. An ally here means you’re an active member of the congregation; an enemy here means they consider you a heretic or heathen, perhaps because of something they think you or your family has done, or because you espouse another religion.
  • The Tavish family (former mercenaries who lead most of Joining’s professional hunters). An ally here means the Tavishes trust you and think you keep their best interests in mind; an enemy here means the Tavishes think you’re a lackey of the Daunton family.
  • The Daunton family (proponents of the old gods who lead many of the foragers combing the forest for plants and food). An ally here means the Dauntons trust you and think you keep their best interests in mind; an enemy here means the Dauntons think you’re a stooge of the Tavish family.

Note that I’ve only included eight allegiances instead of the normal 12, as befits the feel of a smaller town. GMs should feel free to add their own or to change what’s here. Also note that “new gods” and “old gods” are completely undefined, other than a suspicion that the old gods are those of the forest, of nature, and of whatever it is that makes Joining particularly unique (see below).

GM Pitch: The Town of Joining

Warning: this section contains spoilers! If there’s any chance your GM will use Joining, please don’t read this. You’ll spoil some fun secrets.

Almost no one who still lives there knows it, but until 300 years ago Old Joining was one of the most famous cities in a half-dozen worlds. Driven by magical rules no one understands, each week portals in the nearby trees would open up to a specific different site in both this world and others. Adventurers, travelers, and traders used Joining to travel between realities or across their own world; they’d have a week to pass through the doorways from their own location to Joining, then they’d stay at The Inn of Arches until a magical portal opened up to their intended destination.

Back then, Old Joining (just named Joining at the time) was a metropolitan center of fantastic magic and culture. It was a joining (hence the name), a melting pot where important and interesting people from some 50 different locations across at least six worlds met, mingled, and exchanged information. Often times monsters would come through those gateways between trees, and when they did the elite wardens and their powerful druidic allies would destroy them, imprison them (crumbling prisons which still exist today) or send them back to where they came from.

No one is sure what caused the gateways to stop working and the city of Old Joining’s inhabitants to be ripped out of our world. Probably either a Tavish or a Daunton is responsible, and the other family tried to stop them and only made things worse. Perhaps some sort of magical anchor-stone was stolen that linked the many worlds and places together (a stone that now is somewhere around Joining today, although no one realizes its significance); perhaps a petulant god was offended; perhaps blood was spilled in a sacred place. Regardless, everyone in the city at the time – and almost every single object that wasn’t stone – was swept away into another place of your choosing. Faerie? Hell? A tropical island? Another huge city? It’s up to you. The gates winked out that night and haven’t consistently returned, and only people outside of the city at the time survived to found the current town. Led by religious extremists in the aftermath of the disaster, they didn’t make their tale public knowledge. The truth of the matter is now hidden or taboo. The Heroes will have to find out the secret gradually as they adventure, and then decide what to do about it.

Restore or fix whatever made the nexus of worlds possible, and the gates between worlds will open up again once more, resuming their schedule of one week per location before shifting. Alternatively (or additionally), the city of Old Joining (or whatever it has turned into!) might return if the Heroes can find a way to bring it back. The tiny town of Joining may find itself a gradual or sudden metropolis, and their world might change spectacularly as Joining becomes a center of commerce and adventure once again.

Structuring a Campaign Around Joining

Swords of the Serpentine campaigns are structured in series, a finite arc of adventures that’s treated like short stories in an anthology or a season of television. Series are usually 6-12 adventures long.

In Series One, the Heroes get to know Joining; perhaps they’re fledgling heroes still in their teens, or more competent heroes who have come to the town in search of something indefinable. They uncover clues about the town’s rich past, meet the wardens and druids, uncover ancient prisons, and learn some secrets about what used to be here. At the end of the series they might restore the nexus, and the gates between worlds are once again open.

In Series Two, complexity ramps up as people and creatures discover the gates have returned. Political factions form as Joining grows, and more Allegiances become possible. Internal and external threats develop from people who demand the town return to its old ways, something that may no longer be possible. Perhaps the heroes delve through the gates themselves, examining other places on this world and other planes of existence. In doing so they learn the fate of Old Joining and learn they can bring it back – if they want.

Future series may focus on Joining becoming one of the most important locations on multiple worlds; powerful external factions trying to seize it by force, invading through the gates; the cross-cultural growth coming from Joining’s unique role; and how the Heroes’ once-simple friends and enemies in Joining adapt to fit this new reality.

And of course, you may decide to transition your campaign to a different setting! If so, it’s as simple as the Heroes walking through a doorway between worlds—a doorway they made possible.

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, to be published in 2021. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

by Kevin Kulp

As mentioned when we looked at Conan, it’s fun to see how a hero you know translates into Swords of the Serpentine. Let’s take a look at two ways to play Michael Moorcock’s classic antihero Elric of Melniboné using the SotS rules.

You’ve probably heard of Elric or seen pictures of him even if you’ve never read Moorcock’s work: skinny with long white hair and red eyes, cloaked in black armor, wielding the soul-devouring blade Stormbringer. The naturally frail Elric uses Stormbringer’s power for health and strength, as the blade’s fell magic replaces the expensive alchemical potions Elric used to take to survive. Sure, Stormbringer tends to kill and drain the soul from anyone Elric likes or loves, but isn’t that a small price to pay?

(As a hero, Elric might be a tiny bit flawed. *cough*)

There are a few aspects of Elric that we want to capture when we recreate him as a Swords of the Serpentine hero.

  • Stormbringer eats souls and is hard or impossible to get rid of
  • Emperor Elric is a noble sorcerer who summons demons and gods to do his bidding, but is also manipulated by them (especially by his patron god of chaos, Arioch)
  • He’s weak and frail unless he consumes rare and expensive alchemical supplements, or unless his sword Stormbringer consumes souls to heal him

Option One: Elric, Sorcerer of Demons and Blades

In this option we create Elric as a sorcerer who has the spheres Blades, Chaos, and Demonology, all affecting health. We don’t give him a single rank of Warfare. “But Kevin,” you ask, “Elric spends all his time stabbing people with Stormbringer! What gives?”

Good question. If you want to play Elric your first inclination is probably to ask the GM for a magic sword like Stormbringer. Problems are that you haven’t done anything to earn it, SotS a game about your own personal capabilities and not those of your items, and you don’t want to risk so iconic an item being lost, destroyed, stolen, or taken away by the GM.

Stormbringer

There’s an easy solution. SotS is predicated on “your abilities define your capabilities, and you describe those capabilities however you want.” Use Sorcery instead of Warfare, select the Blades sphere, and describe your attacks as swinging Stormbringer. You decide the fate of anyone you defeat, so when you defeat someone announce “their souls are devoured by my sword.” Flavorful, tragic, and effective.

Narratively, Stormbringer is a pitch-black demon-sword with red runes; mechanically it’s just the form your Sorcery damage takes. You attack using Sorcery, your base attack does 1d6+1 damage to Health, and you can boost damage with Investigative spends as normal. This is very different from (say) D&D’s approach to magic items, but fits right into how Swords of the Serpentine handles player narrative control.

Elric’s Demon-Summoning

For this version of Elric, demon-summoning ancient gods is handled with the normal Sorcery rules alongside the Demonology sphere. You may choose to save your Corruption spends for particularly powerful demon-summoning to emulate Arioch or other gods laying waste to your enemies for you. You probably gain your sorcerous power from Elric’s patron Arioch, God of Chaos.

Frail Health

So how do we handle Elric’s frail Health? Here we may need to ask the GM for a house rule.

“How do you feel about me losing one point of Health every new scene (until I reach -5 Health), and to balance this I’m healed one point of Health for every Refresh token I create when killing enemies?”

Is it fair, balanced, and fun? The GM considers this and says yes (the effect is similar to the mace Lifedrinker on page 189 of Swords of the Serpentine’s Adventurer’s Edition) – and adds that you could also spend 2 Repute each adventure to procure rare alchemical drugs that would pause your Health loss for the adventure.

Option One’s Elric

Name: Elric VIII, 428th Emperor of Melniboné

Mournful, Frail, Albino, Regal, Introspective

Drives: Blood and souls for my Lord Arioch!; All the books, ALL OF THEM; Balancing between Law and Chaos

Defenses – Health: Health Threshold 4, Armor 3, Health 10

Defenses – Morale: Morale Threshold 3, Morale 8

Offense – Sorcery: Sorcery 10 vs. Health; Damage Modifier +1 (Stormbringer/Blades, Chaos, Demonology)

Offense – Sway: Sway 3; Damage Modifier +1 (haughty)

Investigative Abilities: Command 1, Intimidation 1, Liar’s Tell 1, Nobility 3; Corruption 3, Forgotten Lore 1, Leechcraft 1

Allegiances: Ally: Outlanders 1; Ally: Sorcerous Cabals 1; Enemy: Outlanders 1

General Abilities: Athletics 5, Bind Wounds 6, Preparedness 3, Stealth 3, Sorcery 10 (Blast), Sway 3

Sorcerous Spheres: (Affects Health) Blades; Chaos; Demonology

Gear: Distaste for your degenerate culture; patron gods who manipulate you; a head full of powerful summonings; a black-bladed, rune-covered sword named Stormbringer; a frail body kept alive only by alchemy or magic; black plate armor; weighty responsibilities; far too many dead friends and lovers; a cousin who’s trying to overthrow you; red eyes, pale skin, and white hair

Special: You lose 1 Health at the start of every new scene, down to -5 Health; prevent this by spending 2 Repute per adventure on rare alchemical concoctions. When defeating adversaries with Stormbringer, you can drain their souls to heal 1 Health per Refresh token you earn.

Option Two: A Two-Hero Approach

Want to team up with a friend? One of you plays Elric… and one of you plays Stormbringer.

There’s no real reason why your Hero in Swords of the Serpentine can’t be a sentient sword. The main challenge to consider is “how does a sword exert its will on the world?”, and there are lots of way to show that. You might be able to fly, or have a human act for you, or possess others, or have limited nearby telekinesis. As long as you can still do the same sorts of things a human could, you aren’t bending any rules or creating a power imbalance. In this case, you settle on Stormbringer manipulating humans around it, or subconsciously communicating through its wielder.

If you and your friend want to play partners like Stormbringer and Elric, and your GM says okay, go for it. Maybe you even switch off every few games. Just make sure the player with Stormbringer feels like they are making a difference in the narrative.

Both Elric and Stormbringer are considered Heroes and each gets an attack during a round, making it look to enemies like Elric is an incredibly accomplished warrior. Delightfully, give Stormbringer ranks of Bind Wounds so that it can heal its wielder.

Option Two’s Elric

This Elric is almost the same as above, but with no Bind Wounds ability and 8 ranks of Warfare.

Name: Elric VIII, 428th Emperor of Melniboné

Mournful, Frail, Albino, Regal, Introspective

Drives: Blood and souls for my Lord Arioch!; All the books, ALL OF THEM; Balancing between Law and Chaos

Defenses – Health: Health Threshold 4, Armor 3, Health 10

Defenses – Morale: Morale Threshold 3, Grit 1 (duty), Morale 8

Offense – Sorcery: Sorcery 8 vs. Health; Damage Modifier +1 (Blades, Chaos, Demonology)

Offense – Sway: Sway 3; Damage Modifier +1 (haughty)

Offense – Warfare: Warfare 8; Damage Modifier +2 (Stormbringer)

Investigative Abilities: Command 1, Intimidation 1, Liar’s Tell 1, Nobility 3; Corruption 3, Forgotten Lore 1, Leechcraft 1

Allegiances: Ally: Outlanders 1; Ally: Sorcerous Cabals 1; Enemy: Outlanders 1

General Abilities: Athletics 5, Preparedness 3, Stealth 3, Sorcery 8 (Blast), Sway 3, Warfare 8 (Cleave)

Sorcerous Spheres: (Affects Health) Blades; Chaos; Demonology

Gear: Distaste for your degenerate culture; patron gods who manipulate you; a head full of powerful summonings; a black-bladed, rune-covered sword named Stormbringer; a frail body, kept alive only by alchemy or magic; black plate armor; weighty responsibilities; far too many dead friends and lovers; a cousin who’s trying to overthrow you; red eyes, pale skin, and white hair

Special: You lose 1 Health at the start of every new scene, down to -5 Health; prevent this by spending 2 Repute per adventure on rare alchemical concoctions. When defeating adversaries with Stormbringer, you can drain their souls to heal 1 Health per Refresh token you earn.

Option Two’s Stormbringer

Name: Stormbringer, a greatsword of power

Demon-haunted, soul-devouring, deceitful, deadly, hungry

Drives: Blood and souls for Lord Arioch!; keep Elric safe and victorious; destroy everyone Elric loves or cares for

Defenses – Health: Health Threshold 4, Armor 3 (demon-forged steel), Health 10

Defenses – Morale: Morale Threshold 3, Grit 1 (deviousness), Morale 8

Offense – Sorcery: Sorcery 8 vs. Morale; Damage Modifier +1 (Fear)

Offense – Warfare: Warfare 8; Damage Modifier +2 (razor-sharp blade)

Investigative Abilities: Intimidation 3; Corruption 1, Spot Frailty 2, Tactics of Death 4

Allegiances: Ally: Mercenaries 1; Ally: Outlanders 1; Enemy: Church of Denari 1

General Abilities: Bind Wounds 6, Stealth 8 (Where’d It Go?), Sorcery 8 (Blast), Warfare 8 (Cleave)

Sorcerous Spheres: (Affects Morale) Fear

Gear: Growing impatience, mollified by blood; envy of anyone Elric seems to care for; a burning joy of chaos; faded memories of being a free demon; a body shaped like a night-black blade with glowing red runes; knowledge of Elric’s terrible need; a shameful desire for partnership

Special: You can’t walk or fly, but if left behind you can use Stealth to reappear wherever you would like, including within your scabbard. You must swallow the soul of any creature defeated by your blade. You can only apply your Bind Wounds to yourself or your wielder. You have a subtle mental link with your wielder that allows you to communicate.

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, to be published in 2021. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

By Kevin Kulp

Swords of the Serpentine’s pre-layout PDF is available for everyone who has pre-ordered the game, so here’s another free adventure seed to use alongside of (or instead of) A Corpse Astray from the rulebook. This adventure seed should fill one or two game sessions, and the supporting characters here can be integrated into ongoing plots in your game. Due to space limitations you’ll want to fill this adventure in during your own play, adding clues, supporting characters, adversaries, and complexity.

Please don’t read farther if you’re a player, or you will find yourself spoiled.

Adventure Premise

A corrupt commander of the City Watch is being stalked by a penanggalan, a monstrosity in the shape of a (mostly) bodiless woman who sniffs out and devours sin. She is starting to systematically kill and consume his corrupt associates and partners, drawing ever close to the commander himself in the same way that a wild animal circles its prey. Unwilling to involve the Watch due to a fear that his own crimes will be exposed, the commander instead hires the Heroes to find and exterminate her. Whether they do, or whether they spare her and expose the corrupt Watch Officer instead, depends on their actions and decisions during the adventure.  Although combat can occur, this isn’t a combat-heavy adventure; the drama is the heroes making difficult decisions when they realize the human who hired them is more monstrous than the actual monster.

Background

Watch Commander Antonio Teldi handles the Night Watch (pp. 334-335) in Harbor Approach (p. 311), the district of Eversink filled primarily with piers, shipping warehouses, and Mercanti mansions. A great amount of smuggling and other illicit crimes comes through Harbor Approach, and Teldi is arranging or getting paid off for almost all of it. Major thieves’ guilds have him on their secret bribe lists, as Commander Teldi has the authority to steer his Watch officers away from night-time illegal operations.. or towards illegal operations that haven’t yet bribed him sufficiently. His men hate him for being high-handed, politically connected, and mostly incompetent, but they don’t know that Teldi is corrupt. Teldi sure wants to keep it that way; one hint of his many, many illegal activities and his house of cards will collapse in a bonfire of public shame and scandal. Luckily there isn’t much violent crime in Harbor Approach, something Teldi has nothing to do with but gets credit for anyways.

The Mercanti merchant Lara Marano co-owns Marano’s, a small Harbor Approach storefront that uses vinegar, salt, and herbs to make some of Eversink’s finest pickles. Lara and her wife Sialia employ about twenty commoners for cooking and delivery; Lara runs the operation during the day, and Sialia (reputedly a night owl) watches the property overnight so that they don’t need to pay for extra mercenary guards. They’re unlikely to be robbed; Marano’s pickles are much-loved, and anyone who tried to hurt the merchants would face the wrath of many elite chefs across the city.

Unknown to anyone except her wife Lara, Sialia is also a penanggalan (pp. 236-237), a cursed monstrosity who each night separates her head and her dangling viscera from her body cavity and rises into the darkness to feed on sin and depravity. In this regard her role is one of vigilante; even as she feeds on the cruel and corrupt, she works to keep Harbor Approach safer and a better place to live. After all, she lives there too! She’s a monster but not an unthinking one. She has recently run across Teldi’s many corrupt operations and is planning on destroying him. Before she does, she plans to kill and destroy as many of his associates as she can, to make him fear her – and that fear will make his sin and shame taste all the sweeter.

Commander Teldi doesn’t know what’s killing his various confederates and criminal associates, but he’s terrified of it. Worse, he can’t turn the problem over to the Watch because it would only be a matter of time before an officer connects him to the victims. Better, he thinks, to hire outsiders and pay them well for their success and silence.

Scene 1: The Offer

Lead-in: none

Lead-out: Scene 2 or Scene 4

In scene 1, Commander Antonio Teldi of the City Watch arrives in plain clothes to hire the Heroes for a monster hunt and extermination.

Why he comes to these Heroes depends on their Allegiances. If anyone has 1 or more ranks of Ally: City Watch, that’s reason enough. If not, 1 or more ranks of Ally: Thieves’ Guilds might imply that Teldi’s less reputable contacts recommended the Heroes as people who were trustworthy. Find a reason to explain his approach.

Teldi will explain that in the last week there have been two different but unusual break-ins and murders in Harbor Approach. He fears it is an inhuman monster, and he’s not sure that’s something a Watch officer should face; their job is arresting criminals and keeping order, not fighting creatures of the night. So as not to alarm them, he is coming to the Heroes for quiet assistance in this matter, and he can pay them (2-3 Wealth apiece) for their trouble out of personal funds and a Watch slush fund if they find and slay the murderer, whether it is a monster or not. He’ll lend them a Badge of Office (p. 170) with two pool points of Favor: City Watch, good for this adventure.

Note that these details are true (and won’t set off Liar’s Tell), but there’s also a huge amount that Teldi isn’t telling: that he knew the victims due to illegal connections, that he has covered up his involvement at the crime scenes, that he’s scared, and that he has secret wealth that he hopes to flee with if everything really goes sour. Regardless, Teldi genuinely intends to pay the Heroes their reward for killing the monster; he’s dealt with powerful people enough to know that you don’t cheat them, ever.

Design note: You can change, eliminate, or add to these murder scenes as you like. The goal is to send the Heroes to find clues to the murderer, and as they do so discover that all the people murdered were particularly bad folks, and that all had a link to Commander Teldi. If you also want a game with a more wicked monstrosity, you can change the penanggalan to make her much less sympathetic.

Teldi explains that the two murder scenes are as follows, all committed in the last two days:

  • A powerful and badly-scarred woman is killed in her cheap apartment, stabbed by more than half a dozen of her own weapons a night or two ago.
  • The second floor of a grain warehouse, where a young man working at night was set on fire early this morning.

He chooses not to give them much more information, telling them to draw their own conclusions. Teldi will give the Heroes the addresses of both locations in Harbor Approach; the stabbing is closer.

The crime scenes haven’t been examined by the Watch yet since Teldi is keeping it quiet, and he encourages the Heroes to tell him if they think they aren’t up to the job. He emphasizes that they don’t need to worry about how or if the crimes are linked, he and the Watch will take care of that. Just find and kill that monster!

Commander Antonio Teldi

Impressive, apparently competent, secretly corrupt

Use the stats for Watch Commander in the rules, with the following changes.

Special Abilities:  The “Allies” and “Summoning” special abilities only functions if Teldi has not been revealed to his fellow officers as corrupt.

Description: Teldi looks the very model of a smart, well-presenting Watch Commander – good posture, direct gaze, and a confident commanding tone. He uses these tricks to hide his cowardice and greed.

Scene 2 (optional): Enemy Interference

Lead-in: Scene 1

Lead-out: Scene 3 or Scene 5

If you have enough time in your game session for an optional encounter, one of the Heroes’ enemies hassles them as they travel across the city towards Harbor Approach. This could be a group of snide nobles, irritated City Watch, or any Enemy faction you wish. This encounter has nothing to do with the main plot and serves to remind players that Enemies exist for a reason. Make this encounter interesting and memorable, but short, as befits a flavorful side encounter.

Scene 3: Stabbing

Lead-in: Scene 2 or Scene 5

Lead-out: Scene 4 or Scene 6

This murder took place in a seedy apartment two nights ago; locked from the inside, the door was broken down when Commander Teldi found her last night and has since been jammed shut. The Heroes are let in by a landlord who will also answer simple questions. In the single room a strong and heavily scarred woman lies on the floor, pierced by a half-dozen different weapons. There is surprisingly little blood.

Clues

  • The landlord (or another neighbor) reports that her name was Zarra. She was an outlander mercenary who settled in Eversink a few years ago. She wasn’t a nice person; she had a job as muscle for someone powerful and important, she broke limbs and cracked heads, but never seemed to have any fear of getting arrested. She paid her rent on time and drank extensively. (any Social ability)
  • Zarra worked for someone in the government or City Watch who was also running some business on the side; Zarra’s job was picking up extorted protection money for them, and for extorting protection money from regular businesses as well. No one knows exactly who she worked for because she never discussed her employer. (Scurrilous Rumors)
  • Items in the apartment are smashed; Zarra put up a fight. There are no footprints other than her own. Her body is covered with punctures and strange abrasions, as if being strangled or restrained by some sort of cable. There’s a mark on the ceiling that looks like a bloody mop was thrown against it during the fight, when Zarra briefly managed to fling her attacker upwards. (Tactics of Death)
  • Zarra was drained of blood before she was impaled by any weapon, probably from the strange punctures on her body. (Leechcraft)
  • The weapons she has been impaled by are her own favorite weapons from sheaths around the apartment, weapons chosen by her to be terrifying as well as deadly. She also has her favorite blackjack shoved into her mouth. Someone was trying to send a warning. (core – Felonious Intent or Skullduggery)
  • Each of the weapons has a faint stickiness of dried blood on it; the blood smells vaguely like vinegar. Similarly, there is a patch coating the closed and locked window. (Vigilance)
  • There are several blood-matted long red hairs clinging to Zarra’s clenched hands. (Felonious Intent or Vigilance)
  • If befriended, a neighbor says she saw something weird in the sky two nights ago, something that looked like a cluster of fireflies. No one else nearby reports hearing anything other than a muffled thumping that they thought was Zarra falling down drunk. (Trustworthy)
  • The landlord didn’t see who found Zarra and broke open her door, but was alerted to the problem by a watch commander (Teldi) early this morning who told him to keep this quiet and keep the room secured until agents of the commander arrived. Maybe the Commander broke down the door himself, he doesn’t know, but SOMEONE owes him a new door! (any social ability)
  • Hidden under a desk drawer is a notebook where Zarra tracks her extortions and collections. It’s written in a code that can be read by anyone with ranks in Skullduggery. The name of the person she works for is not on there, but anyone checking it again after Scene 7 will notice that Zarra expanded her territory and asked Murano’s Pickles for protection money last month for the first time.
  • Zarra has no ghost; anyone with Spirit Sight seeking it out senses that somehow, someone has already created a funerary statue of her. It’s unclear who, but probably the same person who found her body. (Spirit Sight)
  • (Only if the Heroes ask) There are old folktales of a monster that looks like a human woman during the day but which separate their head and organs from their bodies at night, flying through the night with trailing viscera as they look for sin and blood to drink. They twinkle like fireflies while on the hunt. Called penanggalans, they can only shrink their swollen organs enough to fit back into their body by soaking them in vinegar. (Forgotten Lore or Know Monstrosities)
  • (Only if the Heroes ask) The only way to kill a penanggalan permanently is to destroy their empty torso while the head is away. (Know Monstrosities)

Scene 4: Montage

Lead-in: Scene 3 or Scene 5

Lead-out: Scene 3 or Scene 5

Between the two murder sites, run a single travel montage (p. 260) of moving across Harbor Approach: have one player say something that goes wrong, have a second player make it worse, then ask a third player to resolve it. Before or after this, casually mention a food cart selling deliciously fresh fried fish on a stick, along with the vinegary scent of the best pickles in town (Marano’s pickles). Make the food vendor as entertaining as you like if anyone stops to grab lunch. The mention of the pickles shouldn’t be obvious but becomes important as foreshadowing after investigating Scene 5.

Scene 5: Poisonous Fire

Lead-in: Scene 2 or Scene 4

Lead-out: Scene 4 or Scene 6

This murder took place last night on the upstairs offices of a grain warehouse, where at first glance it appears a young man working at night was somehow set on fire amidst a variety of discarded alchemical vials.

In truth, this office is rented by a middle-aged criminal named Belto (no known family name) who works for a thieves guild connected to poisoners and assassins. Belto contracts with corrupt alchemists across Eversink to make illegal and deadly alchemical poisons. He uses this space to repackage and label the poisons, and then sells them himself in Sag Harbor’s secret Night Markets. He does so with the knowledge and consent of Commander Teldi, who is paid handsomely for not interfering.

Belto was murdered in the wee hours of this morning when Sialia, in her form as a penanggalan, squeezed up through the floorboards. She dodged the vial Belto threw at her in panic, entangled him in her intestines, and drained his blood. Then she used her prehensile intestines to empty nine vials of alchemical poison into his throat; after she left, the chemicals reacted badly with each other, setting the corpse on fire and largely incinerating his upper torso.

Clues

  • There is the faint tang of vinegar in the air, oddly out of place. It’s not pure vinegar; there are aromatic salts and herbs mixed into the scent as well. (core – Vigilance)
  • The corpse is burned terribly from an acidic internal fire that started in the throat and stomach, but he was dead and completely drained of blood by the time the fire started. The blood was drained from numerous puncture wounds; no blood spatters the floor or walls. (Leechcraft)
  • The internal fire was started by mixing many alchemical poisons, at least nine, all poured down his throat after he was dead. Sticky dried fluid coats the outside of the discarded vials; it smells like blood mixed with vinegar. (Leechcraft)
  • These empty alchemical vials are labeled with the names of deadly potions, all in the victim’s handwriting, as if being readied to be put out for sale (Leechcraft, Skullduggery, or Ally: Thieves’ Guild)
  • Tracks on the floor (and on the ceiling of the floor below) seem to indicate that something squeezed through a crack in the floorboards somehow and then moved across the room, leaving a sticky trail behind. The trail looks almost like intestines and organs instead of feet. (Felonious Intent or Tactics of Death)
  • (If asked) The warehouse foreman can confirm that deliveries arrive and depart for Belto almost daily. While the foreman never sees Watch officers nearby, once a month a woman matching Zarra’s description arrives to pick up a satchel. (any social abilities)
  • Hidden in the room is an incomprehensively coded scroll written over many months, legible to someone with ranks of Skullduggery. Translated it tells of money coming in from sales of poisons, and money going out to alchemists, politicians, and Watch officers. No names are given other than Belto’s, although payments to Zarra (and thus Teldi) can be identified by the day she’d arrive to pick up payments. (Skullduggery)
  • Belto’s ghost is present, but his will was broken by the fight with the penanggalan and it is currently ranting and hard to understand as it tries to pull out its own intestines and internal organs in horror. It can confirm anything Belto knew, assuming someone with Spirit Sight is patient and soothing with it (which may require a Trustworthy spend or spending Sway to restore its lost Morale). If asked Belto’s ghost can describe the monstrosity that killed him, a hideous red-haired woman’s head with a nose ring and prehensile dangling intestines. (Spirit Sight)
  • There are old folktales of a monster that looks like a human woman during the day but which separate their head and organs from their bodies at night, flying through the night with trailing viscera as they look for sin and blood to drink. They twinkle like fireflies while on the hunt. Called penanggalans, they can only shrink their swollen organs enough to fit back into their body by soaking them in vinegar. (Forgotten Lore or Know Monstrosities)
  • (Only if the Heroes ask) The only way to kill a penanggalan permanently is to destroy their empty torso while the head is away. (Know Monstrosities)

Scene 6: The Cleaners

Lead-in: Scene 5

Lead-out: Scene 4 or Scene 7

Right when the investigation in Scene 5 starts to become boring, the Heroes hear feet on the stairs and the door to the office is kicked open. Six men and women are there, the leader of which is Leardo, a heavy man about as broad as he is tall. He’ll demand to know who the Heroes are and will demand for them to leave if they don’t want trouble.

Leardo is a commoner who works for the same thieves’ guild who employed Belto. He’s hostile and aggressive unless he recognizes any of the Heroes (2+ ranks of Ally: Commoners or Ally: Thieves’ Guilds), or unless one of the Heroes calms him down (perhaps by spending a point of Charm or Trustworthy, or by pretending to be from the City Watch). He and his brutes are there to clean out any sign of illegality from the murder site.

If the Heroes can get Leardo to talk instead of fight, he’ll ask “Who are you working for? Is it Teldi? We pay that worm a lot of money so that exactly this doesn’t happen. He BETTER make it right.” Once they have Leardo’s trust (or have defeated him and his group), he can confirm that Belto paid Zarra every month to get protection from the City Watch, as engineered by Watch Commander Teldi. He’s grieving Belto and doesn’t have any patience for a corrupt Watch officer who doesn’t live up to his end of a crooked bargain.

Use game statistics of “Brutish Lieutenant” for Leardo, and of “Brute” for his 5 assistants.

Clues

  • Belto was paying protection money to Watch Commander Teldi, who is completely corrupt. (core – any social ability)

Scene 7: Epiphany

Lead-in: Scene 3 or Scene 6

Lead-out: Scene 8 or Scene 9

By the time they have investigated the second murder site and dealt with Leardo, the Heroes should know the following:

  • The Heroes were hired by Watch Commander Teldi to destroy the monstrosity and nothing else.
  • Teldi is exceptionally corrupt, and is personally extorting money from criminal enterprises in Harbor Approach in exchange for Watch protection.
  • Teldi is scared and probably hired the Heroes because both victims were associated with him and were killed to send him a message. He didn’t want honest Watch officers to catch wind of his crimes.
  • The murderer is a red-haired penanggalan and must soak her viscera in vinegar to fit it back in her body.
  • The faint scent of vinegar wasn’t normal vinegar either; the scent was reminiscent of exceptional food. It actually smells like the delicious pickles available at many food carts around the city.
  • Penanggalan are said to sniff out and devour sin and wickedness.

The heroes are likely to take one of two paths at this point: track down the penanggalan or confront Teldi.

Finding the Penanggalan

The one clear clue to the monstrosity is the scent of highly unusual vinegar.

There are several sources of vinegar in Eversink, including a guild in Sag Harbor who make it in bulk. The only source with that unique scent, however, and the only real source in Harbor Approach, is a family business that runs Murano’s Pickles (core – City Secrets or Ally: Mercanti). The delicious scent of Murano’s Pickles matches the same unique quality found in the scent at the crime scene. While they are in food stalls all over the city, the best source of their vinegar brine would be the business itself. Proceed to Scene 8.

Confronting Teldi

Teldi works the Night Watch and sleeps during the day in a Harbor Approach apartment. He talks a good game but is easily intimidated by anyone who threatens him with revealing his secret. He’ll only fight if forced, preferring for others to fight his battles for him. The murder of Zarra, his hand-picked enforcer for more than three years, has shaken him and he is considering making a run for it.

If the Heroes confront him, he’ll deny it at first, check to see if he can have them arrested and then killed in custody, but ultimately he’ll try to buy them off with his illegally earned savings (kept at a bank). He suggests paying 5 Wealth per Hero for their silence. Once they agree to his offer and leave him alone, he’ll go get his money and make a run for it, buying passage on the first ship out of Eversink. If the Heroes kill him, they’ll likely have to deal with the problems that come with murdering an apparently good Watch Commander.

Scene 8: Murano’s

Lead-in: Scene 7

Lead-out: None

Murano’s Pickles is nestled near the docks in a secluded section of Harbor Approach. Lara Murano and her wife Sialia own the well-cared-for building; there’s a kitchen and manufacturing area where the pickles are made, and a shipping and warehouse area where supplies are unloaded from boats and where full barrels of pickles are shipped out to customers around the city. Lara handles paperwork in a small office, and above the office is the couples’ home. Sialia spends her day supervising the pickling process and handling quality control. Murano’s has been around for three generations, but the quality of their pickles became spectacular once Sialia married into the family. She reputedly has a nearly supernatural sense of smell and taste, enough that she’s fine-tuned the recipes exquisitely. And yes – those pickles are delicious.

At night time the factory closes and the workers go home. Several paid guards patrol the property, and Lara and Sialia head upstairs to their cozy home. If a Hero breaks in, the only odd thing about their home is the barrel of pickling brine that sits next to a straight-backed chair in their bathroom. That’s where Sialia’s body sits at night while her head and intestines are out hunting.

If met during the daytime, both Lara and Sialia are kind, busy, extremely competent businesswomen in their late 40s or early 50s. Lara knows her wife’s secret and would die to protect her despite having no combat skills whatsoever. Similarly, Sialia would die to protect Lara – and if the Heroes hurt Lara while trying to destroy Sialia’s body, the penanggalan will do her best to destroy the Heroes.

Clues

  • If approached during the day, pretending to be an important customer can get the Heroes a tour of the factory, and they can meet both Lara and Sialia (a friendly but private red-haired woman with a nose ring, in her late 40s.) (Command, Nobility, Trustworthy, or Ally: Mercanti)
  • Spying into their home will reveal the vat of pickle brine in their bathroom – possibly with Sialia’s body sitting next to it, depending on the time (Skullduggery)
  • Penanggalans don’t have to kill to feed; if they feed primarily on sin, their victim stays unconscious for a few days before slowly returning to their old self. (Forgotten Lore or Know Monstrosities)
  • Gaining Lara’s trust will let her take the Heroes into her confidence, if she feels it’s a matter of life and death. Lara explains that her wife is trying to eliminate a corrupt Watch Officer and his network, because no one else seems to want to. (core – Trustworthy)

Sialia Murano, Penanggalan

Vigilante, nightmarish, just trying to get along in the world, a spectacular cook

Defense — Health: Health Threshold 4, Armor 2 (sorcerous resilience), Health 10 per Hero

Defense — Morale: Morale Threshold 4, Grit 2 (unbreakable hunger), Morale 5 per Hero

Offense — Warfare: +2; Damage Modifier +2 (fanged maw and blood-slurping sharpened tongue)

Offense — Sway: +1; Damage Modifier +1 (convincing)

Abilities: Malus 18

Special Abilities: Fluid (cost 6), Monstrous Ability (cost 3), Flight, Regenerate (cost 0 – regenerates entirely at the end of a scene if her headless body has not been destroyed)

Misc: Alertness Modifier +2 (scents blood and sin only), Stealth Modifier +2

Refresh Tokens: 7

Description: Sialia is a penanggalan, a cursed woman who can monstrously detach her head from her torso, flying through the night with her stomach and entrails dangling beneath her, the organs twinkling like fireflies in the darkness. When she does so she leaves her headless body behind in her home.

Sialia hunts wickedness — and the more dire the sin, the tastier her meal. She squeezes herself up through the floorboards, moves around the room using her intestines as tentacles, and slurps her victims’ fresh blood through her long, sharpened, tube-like tongue. She gains memories and secrets from these victims, and she may bargain with those secrets if her life is put in danger.

Upon returning to her home, she must soak her organs in vinegar to let them shrink enough to fit back into her body. In human form, she carries a faint scent of vinegar. Luckily, she makes pickles for a living.

Destroying Sialia’s head in combat only inconveniences her briefly. The only method for truly destroying a penanggalan is to place broken glass into her body’s neck cavity while she is away, or by burning her headless body so that she has nowhere to return to.

Conclusion

In playtests the Heroes met the Muranos, learned that Sialia started hunting Teldi when Zarra demanded protection money from them, learned that Sialia doesn’t have to kill to feed – but that she feels she’s keeping everyone safer if she does. The Heroes then faked Sialia’s death and used the knowledge she accumulated to take down the corrupt Watch Commander.

What happens in your own game is up to you and the players. Want a big fight? Have Sialia be far more wicked, have the Cleaners be murderous, or have Teldi be less of a coward. Want social change in Eversink? Have their exposure of Teldi’s crimes significantly improve Harbor Approach. In a game about the consequences of heroic actions, this is the Heroes’ chance to make a difference.


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

A group of people in silhouette at sunsetFour Six Heroes #3: Swords of the Serpentine pre-made adventuring party

By Kevin Kulp

This month we’re cheating and giving you six heroes instead of four; these are the pre-generated heroes used in The Dripping Throne adventure at Gen Con Online 2020, playtested with four or five different player groups. Most of the Heroes have excellent niche protection in their profession. They’re intimately tied to the city of Eversink using the “Freelance Slinks” origin (p. 29 of the SotS Adventurer’s Edition), and can be transplanted to a different setting with only a small amount of work.

The Heroes include an inquisitor with imposter syndrome, a sorcerer who’s been shunned by their family, an extremely likable (and lucky!) thief, a warrior who apparently doesn’t age, an elderly prophet forced out of the church, and their young acolyte with big secrets and big plans.  These Heroes are built assuming a 5+ player game. If you have fewer players and want to use any of these heroes, add in more Investigative abilities, as noted under “Investigative Abilities” in chapter 2 of the rules.

Sentinel

Name: Inquisitor Hastus

Inquisitive, Suspicious, Intimidating, Over-prepared, Insecure

Drives: Punishing the iniquitous; Catching others in a falsehood; The respect of your friends and peers

Defenses – Health: Health Threshold 3, Armor 2, Health 8

Defenses – Morale: Morale Threshold 4, Grit 1, Morale 10

Offense – Sway: Sway 4: Damage Modifier +1 (threats)

Offense – Warfare: Warfare 8: Damage Modifier +1 (sword)

Investigative Abilities: Command 1, Intimidation 2, Liar’s Tell 1, Felonious Intent 2, Laws & Traditions 1, Spirit Sight 2, Vigilance 2

Allies and Enemies: Ally: Church of Denari 1; Ally: The Triskadane 1; Enemy: Sorcerous Cabals 1

General Abilities: Athletics 5, Bind Wounds 2, Preparedness 8 (Flashback), Stealth 3, Sway 4, Warfare 8 (Cleave)

Gear: Shining chainmail and inquisitorial uniform; badge of authority; sword (dmg +1); Imposter’s syndrome about whether you have what it takes to be an inquisitor; holy coin of Denari; multiple fallback plans for any eventuality; impressive shield; the dried hand of your father, severed after he was convicted for spreading Corruption, and somehow you never noticed while there was still time to save him

Design Notes: Hastus is a good solid Sentinel, loaded down with the authority of the church and the government, and yet second-guessing his authority until he figures out this role in the world. He has enough Vigilance to notice most hidden details without having to roll, and enough Spirit Sight to rip open the space between worlds and walk in the land of ghosts and memories. Relying on his Flashback ability for backup plans, he uses his Intimidation to scare the truth out of people the group doesn’t feel the need to befriend.

Sorcerer

Name: Amadeo (“Deo”) Iaconi, disinherited nobility

Charming, Presumptuous, Genteel, Manipulative, Socially disgraced

Drives: Repaying any who have wronged you; Defeating your enemies with STYLE, not just raw force; Being worthy of your friends’ trust in you

Defenses – Health: Health Threshold 3, Health 7

Defenses – Morale: Morale Threshold 4, Grit 1, Morale 11

Offense – Sorcery: Sorcery 8 vs. Morale: Damage Modifier +1

Offense – Sway: Sway 1: Damage Modifier +1 (dismissive)

Investigative Abilities: Charm 1, Command 1, Intimidation 1, Liar’s Tell 1, Nobility 2, Corruption 3, Forgotten Lore 2

Allies and Enemies: Ally: Mercanti 1; Ally: Sorcerous Cabals 1; Enemy: Ancient Nobility 1

General Abilities: Athletics 5, Bind Wounds 2, Preparedness 8 (Flashback), Stealth 3, Sorcery 8 (Blast), Sway 1, Warfare 3

Sorcerous Spheres: (Affects Morale) Illusion; Memory; Secrets

Gear: Sketchpad and paintbrushes; this season’s most stylish sword (never used); stylish clothing you can barely afford; the (justified) hatred of your parents; Mercanti contracts for negotiation; the unfortunate attention of the inquisition; a demon squirming inside your soul who offers you true power; debts you can’t currently pay; party invitations you can’t afford to turn down

Design Notes: Deo is a thoroughly flawed hero with the chance to redeem himself. He was forced out of his family when they realized he could manipulate secrets and memories, and you really can’t blame them. So now he ekes out a living working for his family’s enemies, and he is what you might call conflicted. How he uses his abilities, and how he treats his family, determines his fate as a hero.

If you prefer sorcerous spheres that affect Health instead, these mental spheres are easily swapped out for spheres that affect Health instead. Go with something like Stone, Water, and Air (or Fire) for a terrifying elementalist; or Flesh, Ghosts, and Necromancy for a much-reviled necromancer.

Thief

Name: Talia Songward, everyone’s friend

Likable, Funny, Bold, Lucky, Rude

Drives: A cold drink with good friends; Tricking someone you don’t trust; Helping people who can’t help themselves

Defenses – Health: Health Threshold 4, Health 10

Defenses – Morale: Morale Threshold 3, Grit 1, Morale 8

Offense – Sway: Sway 8: Damage Modifier +1 (likeable)

Offense – Warfare Warfare 1: Damage Modifier +1 (stolen sword)

Investigative Abilities: Charm 3, Liar’s Tell 1, Servility 1, Trustworthy 1, City’s Secrets 1, Ridiculous Luck 2, Scurrilous Rumors 1

Allies and Enemies: Ally: Commoners 3; Enemy: Ancient Nobility 1

General Abilities: Athletics 5, Burglary 5, Preparedness 3, Stealth 8 (Where’d She Go?), Sway 8 (Play to the Crowd), Warfare 1

Gear: Instinctive knowledge of what makes people tick; an amazing smile; friends in low places; a huge bar tab; a stolen sword you haven’t used in months (dmg +1); curiosity about others’ secrets; a snazzy hat; scars you probably deserved; a good singing voice; a hearty dislike of bullies

Design Notes: The goals here were “make a clever thief who feels like a bard” and “local hero makes good”. Talia covers most of the Thief abilities (with a healthy focus on Ridiculous Luck, but no Skulduggery, an ability covered by Greca below) and is otherwise is focused on social abilities that say “I’m likeable, I’m immensely popular with Commoners, and people trust me.” She’s designed to be a hero of the people, with no social pretensions other than being naturally charismatic and particularly convincing. As she advances in experience, she might add ranks in Command or even more ranks of Ally: Commoners to emphasize this aspect of being a neighborhood hero.

Warrior

Name: Niccolo Acaldi

Ageless, Steady, Welcoming, Encouraging, Surprisingly deadly

Drives: Turning enemies into friends; Killing enemies who stay enemies; Turning a profit

Defenses – Health: Health Threshold 4, Armor 1, Health 10

Defenses – Morale: Morale Threshold 3, Grit 1, Morale 8

Offense – Sway: Sway 8: Damage Modifier +1 (authoritative)

Offense – Warfare: Warfare 10: Damage Modifier +1 (antique sword)

Investigative Abilities: Charm 1, Command 1, Liar’s Tell 1, Servility 1, Trustworthy 1, Spot Frailty 2, Tactics of Death 3, Wilderness Mastery 1

Allies and Enemies: Ally: Mercenaries 1; Ally: The Triskadane 1; Enemy: Monstrosities 1

General Abilities: Athletics 8 (Dodge), Preparedness 2, Stealth 2, Sway 8 (Play to the Crowd), Warfare 10 (Cleave)

Gear: A comfortable sense of style; very well-worn leather armor; a favorite pipe; a sword as old as you are (dmg +1); a good smile; very few living enemies; an unexplained (and secret) inability to age (you’re 600? 700? You forget); surprisingly few memories for someone as old as you are; a well-established career of helping people who need help but can’t get it officially

Design Notes: Niccolo is a nice, unassuming guy who also happens to be one of the most deadly warriors you’ll meet. He stopped aging more than half a millennium ago, but he’s not wracked by angst; instead, he’s a happy, settled ex-mercenary with a successful investigative practice and few regrets. Why he stopped aging all those years ago is up to the GM and player, but in my own head I suspect he had an illicit affair with the Goddess Denari and she gave him this as a gift, even as she stole away the memories of their passion.

Mixed Profession: Sorcerer and Thief

Name: Master-seer Bennoc, Retired Church Prophet

Elderly, Adventurous, Risk-taking, Pious, Making up for lost time

Drives: Doing, instead of just telling others to do; Manipulating fate to serve you; Proving to yourself you’re not too old for this

Defenses – Health: Health Threshold 3, Health 6

Defenses – Morale: Morale Threshold 4, Grit 1, Morale 12

Offense – Sway: Sway 8: Damage Modifier +1 (mysterious)

Offense – Warfare: Warfare 1: Damage Modifier +0 (any convenient object)

Investigative Abilities: Liar’s Tell 1, Trustworthy 1, Forgotten Lore 1, Leechcraft 2, Prophecy 3, City’s Secrets 1, Scurrilous Rumors 1

Allies and Enemies: Ally: Church of Denari 1; Ally: City Watch 1; Enemy: Church of Denari 1

General Abilities: Athletics 4, Bind Wounds 8 (Plenty of Leeches), Preparedness 8 (Flashback), Stealth 1, Sway 8 (Play to the Crowd), Warfare 1

Gear: Mandatory retirement letter forcing you from the church’s service; the pitying glances of your former friends who thought your sanity was breaking; the urge to prove yourself once again before it’s too late; the constant whispering knowledge of events in the world; a church-assigned acolyte and servant whose name you forget, but she makes good tea

Design Notes: Prophecy is a joy for the GM because it means they can feed the player visions and clues as needed. Just remember that Prophecy always points to a person or a place that has the information a Hero needs, instead of giving the Hero that information directly.

Bennoc is a crotchety old man with a huge chip on his shoulder and something to prove. Let the player pick the method of prophecy, whether it is mystical visions in a copper tub or his own garbled memories from the future. He’s a great choice for players who enjoy playing untraditional heroes and for those who like access to (or declaring for themselves) hidden information about the world.

Mixed Profession: Sentinel, Sorcerer, and Thief

Name: Greca Leoni, Under-Acolyte in Training

Willful, Creative, Innocent-looking, Rebellious, Eager to learn

Drives: Not getting caught; Blaming it on someone else; Learning how to do it even better

Defenses – Health: Health Threshold 3, Armor 1, Health 9

Defenses – Morale: Morale Threshold 3, Grit 1, Morale 9

Offense – Sway: Sway 4: Damage Modifier +1 (sarcastic)

Offense – Warfare: Warfare 6: Damage Modifier +0 (dagger)

Investigative Abilities: Charm 1, Liar’s Tell 1, Servility 1, Taunt 1, Laws & Traditions 1, Leechcraft 1, City’s Secrets 1, Ridiculous Luck 1, Skulduggery 2

Allies and Enemies: Ally: Thieves’ Guilds 1; Ally: Church of Denari 1; Enemy: City Watch 1

General Abilities: Athletics 5, Bind Wounds 1, Burglary 8 (Fast Hands), Preparedness 2, Stealth 4, Sway 4, Warfare 6

Gear: A talent for seeming helpless; very fast hands; old enemies who want you dead; the protection of the church (at least for now); reinforced peasant’s dress (Armor 1); a burning desire to learn from anyone who will teach you; a sharp, slim dagger (dmg +0); a talent with improvised weapons; a dislike of rules; a church-contract of indentured servitude you look forward to buying off

Design Notes: Greca is a wonderfully willful kid of undetermined age (we assume she’s about 12) who robbed the wrong person, took shelter with the Church, and who now has been assigned to Master-Seer Bennoc as punishment. She has plans of her own and who isn’t afraid to manipulate the adults around her to get it. As a child, we want to emulate her relative inexperience in combat even though she’s built with as many points as everyone else. We do this in three ways:

  • With her Health and Morale balanced at 9 each, this makes both her Health and Morale Thresholds 3 instead of 4. In combat she’ll get hit more often than other Heroes.
  • Other than Skulduggery, she hasn’t specialized in any one Investigative ability. This gives her wide capabilities but relatively low burst damage in a fight.
  • Neither her Sway nor Warfare is 8+, so Greca doesn’t get combat Boosters. This makes her more effective at targeting a single foe instead of large numbers of Mooks at once. And hey, with Stealth and the Fast Hands talent, she can steal an enemy’s sword out of their sheath before they even realize she’s there.

Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

By Kevin Kulp

Swords of the Serpentine doesn’t use Robin D. Laws’s One-2-One rules (including Edge and Problem cards), but the game is designed to play superbly with only one player and one GM. This type of adventure echoes the model of classic fantasy literature such as Conan or Elric where a main hero tackles their adventures alone, or at most with a companion or sidekick.

For one-Hero play you’ll need to make a small number of changes during character creation, and there’s some specialized advice for both GM and player.

Character Creation

As noted on p. 36 of the Adventurer’s Edition of SotS, if you’re the only player you’ll gain 14 Investigative Build points to create your Hero. That’s 4 more than you’d get with a full 5-person group. You can get an additional bonus point if you keep to only one profession, but that’s not always a good choice for one-Hero play; diversifying gives you more options when looking for leads.

The GM chapter on p. 269 of the Adventurer’s Edition has additional information, including that in one-Hero play the Hero gets an additional Ally point.

Example

Let’s say you want to play a hero patterned after the accomplishments of the real-world Ching Shih the pirate, making your hero a deposed pirate queen who’s fled to Eversink to regain her strength.

Five Players?

Were there five players or more, the Hero might look like this:

Fayne Chaskin, aka Captain Chask, deposed pirate queen of Min

Canny, diplomatic, strong-willed, middle-aged, murderous, loyal

Drives (what is best in life?): Wielding deadly force; following your own course; making an example for others to see

Defenses – Health: Health Threshold 3, Armor 1 (the leather hide of a great kraken), Health 8

Defenses – Morale: Morale Threshold 4, Grit 1 (confidence), Morale 10

Offense – Sway: Sway 5: Damage Modifier +1 (commanding)

Offense – Warfare: Warfare 8: Damage Modifier +1 (rapier)

Investigative abilities: Command 2, Intimidation 1, Nobility 1, Servility 1; Scurrilous Rumors 1, Skullduggery 3

Allegiances: Ally: Ancient Nobility 1, Ally: Outlanders 3; Enemy: Mercanti 1

General abilities: Athletics 4, Burglary 2, Preparedness 8 (Flashback), Stealth 3, Sway 5, Warfare 8 (Cleave)

Gear: A now-lost fleet of 800 ships (and almost 50,000 sailors) stolen from you by the Witch-Queen of Min; international warrants for your arrest and execution; a surprising sense of optimism; a desperate need to lay low; a perverse desire to crash the parties and balls of the nobility; your flagship The Savage Crown, moored unnoticed in a hidden swamp cove a day away; a handful of very important blackmail documents; fond memories of your gambling house and salt trading days; a jeweled hair comb from your mother, looted by her from Eversink nobility while you were still an infant; kraken-hide armor (Armor 1); a rapier whose hilt is fashioned from some kingdom’s stolen royal scepter, you aren’t sure whose (Damage Modifier +1)

One Player?

With only one Hero, though, you might build her Investigative abilities and Allegiances like this with the extra points:

Investigative abilities: Command 3, Intimidation 1, Liar’s Tell 1, Nobility 1, Servility 1; Ridiculous Luck 1, Scurrilous Rumors 1, Skullduggery 4

Allegiances: Ally: Ancient Nobility 1, Outlanders 4; Enemy: Mercanti 1

 

With Flashback from a high Preparedness, and 3 ranks of Ally: Outlanders, Captain Chask in a 5-player game has great narrative flexibility and wields substantial political pressure – and she can spend those points to have her still-loyal pirates show up in almost any circumstance to act as decoys, extra muscle, inside men, and assistants.

When you’re the only player, you have a Hero who is even better at having her commands obeyed; you can tell when someone is lying to you; you have a small amount of ridiculous luck; you’re even better at illegal activities (amongst the best in the city!); and your ties to your still-loyal pirates are remarkably strong. What you can’t do yourself, you can usually get someone else to do for you.

Player Advice

When adventuring you’ll run into the need for useful abilities you don’t have. Think like a fantasy hero: use a different ability creatively or find someone else in the city who might know what you need. If the GM gives you an interesting sidekick with a few abilities, they can help fill in for your weak spots.

You’re probably mighty in a fight, but you’re only one person – and your biggest weakness is facing lots of people at once in combat. If you’re facing a lot of enemies at once, you have a few options. You could surrender (although it’s probably more fun to make them work for it) and fight your way out later; you could spend a point of Taunt to challenge their leader to single combat, completely side-stepping the mooks; or you could spend points of an ability like Intimidation to buy yourself time to talk with your foes instead of fighting them. You could even use Flashback and spend a point of Charm to establish yourself as an old friend of the enemy leader. Consider creative solutions and pick the one that makes for the best or most exciting story.

Still want to fight? That’s solid heroing! If you’re facing Mooks and you have Warfare, Sway or Sorcery at 8+ ranks, spend all your combat ability at the start of the fight in a single amazing attack to try and down as many Mooks as possible as quickly as possible. You’re likely to defeat as many as 4 or 5 in that sudden flurry, and that will get you Refresh tokens AND buy you some time. You can spend Investigative points to briefly boost your defenses (p. 75); in a tough fight, that may well mean the difference between victory and defeat.

Finally, spend your Ally points to draw on your Allies in any situation where you want backup. That’s especially useful if you don’t already have a sidekick; a convenient nearby ally can help heal you, can bolster your Morale, may have knowledge and expertise you lack, and can pitch in during a fight. Intimidating your foe by having a dozen mercenaries or thieves suddenly show themselves is an excellent use of that resource.

GM Advice

GMs will find advice for one-Hero play on pp. 269-270 of the Adventurer’s Edition. Try not to toss the hero into an adventure that they’re particularly ill-suited for; without access to Teamwork, setting a Warfare-based hero against a monstrosity that can only be defeated by reducing their Morale is just going to be frustrating. More fun is an adventure where the Hero’s strengths can shine, and where the foes are not prepared for a single dangerous assailant.

As mentioned above, we like the idea of a sidekick during one-Hero play. It’s particularly useful for offering Investigative abilities that a Hero may lack, for emergency healing that keeps the Hero on their feet, and for giving you someone particularly fun to roleplay.

If converting existing adventures, handwave or eliminate large numbers of Mooks. A single Hero will likely focus on the most dramatically interesting target in the fight, and while they might need to fight their way through some speedbumps to get there, that shouldn’t necessarily be the focus of the scene.

Since your player won’t have any other players to bounce clues off of, don’t be at all shy about summarizing and talking through what they’ve learned, who’ve they’ve talked to, and where they’ve been so far in the adventure. It’ll help make sure they don’t accidentally bump into dead ends.


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

TimeWatch and Swords of the Serpentine designer Kevin Kulp picks a favorite monster that strongly resembles him, then throws us off the scent with another requiring us to read between the lines.


TimeWatch is a time-travel adventure RPG where brave agents of TimeWatch defend the timestream from radioactive cockroaches, psychic velociraptors, and human meddlers. Go back in time to help yourself in a fight, thwart your foes by targeting their ancestors, or gain a vital clue by checking out a scroll from the Library of Alexandria. But watch out for paradoxes that may erase you from existence… or worse.. Purchase TimeWatch in print and PDF at the Pelgrane Shop.

By Kevin Kulp

Swords of the Serpentine’s pre-layout PDF is available for everyone who has pre-ordered the game, so we wanted to sketch out an adventure seed to use alongside of (or instead of) A Corpse Astray from the rulebook. This seed is a solid session or two of adventure, easily customized for your own game. Note that due to space limitations you’ll want to fill this adventure in during your own play, adding clues, supporting characters, adversaries, and complexity to an extent that makes you happy.

Please don’t read farther if you’re a player, or you will find yourself spoiled.

Adventure Premise

The ghost of a murdered merchant asks the Heroes to investigate his murder. Doing so lands the Heroes in deep danger from a seemingly innocuous source, and presents them with a difficult decision: what happens when the thing that helps people isn’t the thing that’s both ethically and morally right?

You see, it turns out that Eversink’s Fishing Guild is run by a small sorcerous cabal who sacrifice human life in exchange for a bountiful catch. The ghostly merchant was this month’s sacrifice to the guild’s ancient fish god. Is one life a month a reasonable trade for a hundred thousand people staying well-fed?

Scene 1: The Ghost

In scene 1, a ghost hires the Heroes. The ghost is an Outlander merchant from wherever you choose, here in the city to purchase ceramics to bring home. (Pick whatever you wish, the more boring the better, to steer the Heroes away from his purchases being important.)

If a Hero has at least one rank of Spirit Sight, the ghost can hire them personally. If they don’t, the ghost will find a beggar that can see spirits and harass them until they approach the Heroes. Make the ghost entertaining, likeable, and angry he got killed in a way that left few traces. He’ll ask the Heroes to retrieve his body and avenge him, and offer them the Wealth he brought to the city in exchange (you can decide how much that is; make it 4 Wealth per Hero if you want to give them a taste of prosperity.)

Clues:

  • The ghost can sense where his body is and will guide the Heroes there if they hire a boat. It floated out of the harbor on the turn of the tide, and has floated into a swampy inlet some miles north of the city. (Optional clue; go to Scene 2)
  • The ghost remembers getting accosted by two smelly people at night while drunk in Harbor Approach, but didn’t see their faces. He knows where he was – on the docks near where The Scarlet Ruse was docked – and remembers that there was a toothless old beggar nearby who he’d just given coin to in a traditional exchange. Perhaps she saw who attacked him. (Core clue; go to Scene 3)

Scene 2: The Cove

In scene 2 (which is optional), the Heroes learn that ‘Sinkish citizens have been murdered monthly for about three generations, and their corpses have somehow ended up in one particular spot. Something supernatural is involved.

Ask the players to narrate a travel montage (p. 260 of the Adventurer’s edition) during their trip away from the city.

The ghost will lead them to an isolated marsh inlet north of the city, in an area of the swampy shoreline with a slightly treacherous tidal pattern. Follow the twisting tidal channel into the high marsh grass and you’ll find yourself in a large pond that’s full of fish, birds, and other small scavengers. Drifting lazily in the middle of the pond is the ghost’s corpse, mostly eaten by fish.

Clues:

  • The victim was hit on the head, then while he was alive his chest was cut open and his heart and intestines removed in a way that reminds you of gutting a large fish. Then the corpse was thrown into the outgoing tide. (Leechcraft)
  • The corpse shouldn’t have drifted to this spot on its own, based on tidal patterns. (Wilderness Mastery)
  • This pond is full of bones. FULL. Perhaps 800 corpses and skeletons lie under the water if anyone chooses to check. They vary tremendously by age, the oldest being perhaps 80 years dead, and a series that are clearly from the last year. Based on the progression, it reasonable to assume that one drifts in every month before being eaten by fish and sinking. (Core clue: Vigilance)

The Heroes will be attacked by hostile fish on their way back, two waves of a dog-sized leaping and biting fish named boneteeth that will leap into the boat to devour the Heroes. Think large, angry salt-water barracuda. There are two waves of coordinated attacks, with two boneteeth per Hero per wave; split these up into two or three Mook groups in the Initiative so that not all the fish attack at once. (So if there are 4 Heroes, the group is attacked by 8 boneteeth per wave, for two waves.) Use the advice on p. 198 to create a final larger, more dangerous fishy foe at the end of the fight if that would be fun for the group.

Boneteeth

Unnaturally hungry

Defense – Health: Health Threshold 3, Health 1

Defense – Morale: Morale Threshold 3, Morale 1 (see below)

Offense – Warfare: +0; Fixed Damage 3

Special Abilities: Anyone swimming in a boneteeth swarm automatically takes 3 Morale damage per round from fear

Misc: Boneteeth don’t understand speech and thus are immune to language-based Morale attacks, but scare them with Sway and they’ll retreat

Refresh Tokens: 1

 

Scene 3: The Witness

In scene 3, the Heroes use the ghost’s descriptions to find a witness to his murder, and then one of the murderers himself.

The ghost was knocked unconscious on the docks after midnight on the night of a new moon. He remembers where he was killed, even if he didn’t see who attacked him. Living near that spot is an elderly toothless beggar named Crow. She’ll refuse to talk unless befriended with money, food, or kindness by someone with ranks of Trustworthy; a Hero with ranks in Servility or Ally: Commoners can also get her to talk if no one with ranks in Nobility is nearby.

Crow saw the murder, although she doesn’t think the murderers saw her. She describes one of the murderers as a fisherman she only knows as Eel. After he and his partner knocked out the stranger, they put his unconscious body in a boat and rowed into the darkness towards Sag Harbor.

Clues

  • Eel is a professional fisherman, out fishing every day from before dawn to sunset, but he drinks in the fisherfolk’s bar attached to Fish Hall in Sag Harbor. He rents a room there in the Guild Hall as well. Eel is a big, powerful, burly man with fish tattoos on his hands and arms. He’s not educated, but he’s considered solid, dependable, and deliberate. (Core clue: Scurrilous Rumors or Ally: Commoners)
  • Eel is a long-time trusted member of the Glorious Assemblage of Attentive Fisherfolk, the formal name of Eversink’s fishing guild. Their guild house, known as Fish Hall, is at the western end of Sag Harbor near the docks. The building stinks of fish and always looks like it’s about to sink underwater, but it’s been there in one form or another for centuries. (City Secrets or Ally: Mercanti)

You can decide for yourself who Eel’s partner was, and build the adversary using the rules in Chapter 7 (likely reworking an existing Adversary). For the most fun, make them quite different than Eel, but also a ranking and trusted member of Fish Hall.

At the end of this scene, Eel’s partner realizes that they never created a funerary statue for their victim to put his soul to rest. They do, and the ghost will disappear suddenly, shouting to the Heroes as he does that he is being drawn into Denari’s heaven. Remind the players how funerary statues work in Eversink (p. 274), and what must have just happened.

Scene 4: The Accusation

The Heroes can observe or approach Eel however they wish. Eel’s daily pattern is to leave Fish Hall before dawn, fish all day with a 5-person crew, return back with his catch before dusk, then eat and drink in Fish Hall until he falls into bed. The one exception is when the Fishing Guild has formal meetings; he never misses these. Eel doesn’t attend Denari’s services weekly, something that is slightly odd.

Confronting Eel about the murder will almost always result in violence unless he’s tricked. He knows the Guild will support him, and so he’d rather capture any accusers while rumors of what he does can still be contained. Eel will Summon friends (use Drunken Sailor stats on p. 221) and call on his Allies (use Brute stats on p. 225) to support him in a fight. Of course, his partner that you’ve created will try to protect him as well, but may cut and run if things look poorly.

If Eel or his partner die (as opposed to being defeated and left alive), and word reaches Fish Hall, they  will put out the word for the Heroes to be killed: Heroes receive the penalty of Enemies: Commoners 1. If Eel or his partner are just defeated, the Heroes receive Grudge: Commoners 1.

Ideally, have this fight somewhere interesting and use the environment in interesting ways. Swinging ropes, thrown anchors, swaying footbridges, unsteady ship decks, live fish, and slippery wood all help contribute to an interesting fight.

Eel, a fisherman

Loyal, pious, dependable, murderous

Defense — Health: Health Threshold 4, Health 10 per Hero

Defense — Morale: Morale Threshold 4, Morale 5 per Hero

Offense — Warfare: +1 (surprising strength); Damage Modifier +3 (fish-gutting knife)

Offense — Sway: +0; Damage Modifier +1 (threats)

Abilities: Malus 15

Special Abilities: Allies (cost 3 – Fish Hall), Strength, Summoning (cost 3 – Fisherfolk)

Misc: Stealth Modifier +1

Refresh Tokens: 5

Description: Eel is a huge broad-shouldered fisherman. He has been methodically gathering victims for the monthly sacrifice for over ten years, since he took over from the previous fisherman. He agonizes over every single one but knows in his heart that he’s helping the city he loves, even if it means a stranger had to die.

Amongst his possessions is a ring of keys that will open most locked doors in Fish Hall.

Clues

If no one is left alive to question:

  • The ring of keys Eel possesses will unlock many of the doors in Fish Hall. The fish image stamped into the metalwork is unmistakable, as it matches the guild’s symbol. (Core clue: Skullduggery)
  • Eel’s spirit (and the spirit of Eel’s partner) are stamped with the spiritual stink of rotting fish. There’s little or no room left for the goddess Denari in that spiritual space (Spirit Sight)
  • Eel’s back is covered with a homemade tattoo. It’s labeled “heroes of Eversink” and has 123 hashmarks on it. The last one is brand new, the next-to-last one looks about a month old, and so on. There is an old tradition that this is done when an executioner or a priest wishes to honor the memory of their sacrifices. (Laws & Traditions)

If Eel or his partner are left alive to question, Intimidation or another appropriate Social ability will reveal the following:

  • The Fishing Guild is also a church, but not to Denari. There is an ancient and primal small god who guarantees the guild a bountiful catch in exchange for a single sacrifice each month. Eel believes that a single death each month is worth guaranteeing food for a hundred thousand citizens. It’s regrettable, but he considers himself a hero. (Core clue)
  • Eel and his partner are loyal and willing servants. The high priestess of the small sorcerous cabal is Julliana Fishhall, the Guildmistress for over 40 years. She will do anything to keep or cover up this secret, because she thinks the city will starve if word gets out.
  • Eel doesn’t know for sure but assumes that the Triskadane knows about what happens in Fish Hall, and deliberately turns away their gaze. (Whether this is true is up to you, the GM)
  • Deep in the basements in Fish Hall is a throne that weeps seawater. The seat of the throne is made from the cornerstone of Eversink’s first bridge a thousand years ago. Victims’ viscera are placed on the throne during the new moon to be presented to the god. Doing so will guarantee that the corpse will drift away on the outgoing tide to be eaten by fish.

If Eel or his partner aren’t left alive, the Heroes can learn this information in Scene 5 from the guildmistress or one of her trusted confederates.

Scene 5: Resolution

It’s up to the Heroes how to handle this, and you’ll need to follow their lead. They could destroy the cabal and suffer consequences, join the conspiracy, or find some middle ground.

The following are likely possibilities:

  • They reach a point where they decide that Fish Hall is doing something good, and allow them to continue. If they do this, the guild will refrain from trying to have them killed and will reward them monetarily for their forbearance and silence.
  • They decide to expose the truth about Fish Hall without putting themselves in danger doing so. Church inquisitors, bolstered by the church militant and mercenaries, raid the guildhall several days later. The resulting scandal is quickly covered up, if possible. It’s up to you whether Julliana Fishhall and the Dripping Throne escape to continue their sacrifices. If they don’t, it’s up to you whether the rich fishing turns bad, or whether that was a lie all along and the sacrifices only fed a lying god.
  • They raid Fish Hall themselves, possibly calling for aid from their Allies when they do. Have fun with this! The fisherfolk in the building (use the Drunken Sailor and Obsessed Cultist adversaries) won’t be plentiful if the raid is done during the daytime when everyone is out fishing, but they’ll mount an impassioned but unprofessional defense. The Heroes will pass through a room of small clay funerary statues from almost every sacrificial victim over 70 years, and will encounter elderly Guildmistress Julliana Fishhall (use the Cruel Sorcerer stats and ocean/fish spheres), her entourage (use Sorcerous Apprentice stats), and the Dripping Throne deep in the sunken and flooded basements. Their god may have a fish-monstrosity there as a representative and guardian as well (re-skin the Chuggut swamp shaman as a hideous fish-thing). Follow advice in Chapter 8 on pacing and structure as you create encounters in Fish Hall, and throw in a water- or fishing-themed trap from Chapter 3 for extra fun. Just remember that you don’t need to map the building; instead, think through the three or four areas where the Heroes are likely to face opposition, and ask your players to help you describe only those spaces.

Conclusion

Heroic actions creating lasting change is what this game is about. What happens to Eversink’s fishing fleet and their previously remarkable success? Are the Heroes considered pariahs or saviours, especially in the eyes of the Church of Denari? The difficult decisions the players make in this adventure will affect their Heroes going forward; supporting characters met in this adventure can reappear in future adventures as well.

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, currently available for pre-order. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

 

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