A Heart in Darkness

Introduction

Born to a bloodline related to the Herengols, Visendo Pross possessed more privilege than sense. His loose tongue eventually got him into trouble his family couldn’t save him from and he was dispatched to hold and harvest the land at the edge of Ambrian control. Fifteen years of exile in the middle of nowhere have left him embittered and possibly plotting against the crown.

“I boarded the long barge in the Karo’s Fen where I met the rest of our little company. Surely a story was to be found amongst them! There was a Theurg and attendants, a squad of grim Ambrian footmen, and a mage with that unnerving glass eye. On the thirteenth day of our fourteen day journey, almost everyone died. I realize it’s not the best way to start a ballad.” –The Travels of Blackhawk the Minstrel

Enter the PCs

The PCs are recruited to travel to a remote outpost deep in Davokar and determine if the ruling lord is still loyal to the crown. They find the area under supernatural threat and an unstable ruler.

Starting the scenario

The scenario begins one day after the long barge transporting the PCs is attacked leaving the PCs, the bard Blackhawk, and a Theurg as the only survivors. The ash-covered attackers were lightly armored and ambushed the barge without uttering a single word. Through providence and a swift current, the barge drifted out of the ambush and landed near its intended destination.

Optional: The days prior to the attack could be played in vignettes to establish relations with Blackhawk and the other NPCs. When the attack comes, foes number at least twice the number of PCs and their allies. Almost all allied NPCs are killed leaving far too few people to pilot the barge back to the trading post.

Fort Pale Mare

The small fort of Pale Mare sits on a small rise overlooking muddy fields and a score of thatch-roofed longhouses and hovels. The fort is surrounded by a low wall and palisades visibly in poor repair and a tattered Herengol banner hangs limp above a wall. The air is damp and cool and a feeling of malaise permeates the area.  Thunder rumbles in the distance.

A Tepid Welcome

Upon the approach to the fort, the PCs pass a body felled by two arrows to the back. A pair of Ambrian soldiers is stripping the body of anything useful before tossing it onto a cart. If asked, the body was a deserter. Further questions are met with silence. The PCs are directed up the muddy road to the fort.

The Fort

The PCs are hailed by sentries as they approach the gate and a suitable explanation gets the PCs admitted past the gate. They are met by armed soldiers who take them to their Lord.

Court Interrogation

The PCs are escorted to the audience hall where each is directed to state his or her name. Present are Lord Visendo Pross, his son Eran (brandishing a bow), Sgt. Lenn, Lida, and any other NPCs the GM adds. The Lord wants to know: Are the PCs are the help they asked for months ago?

The NPCs describe the current situation:

1. Members of the community and armed guardsmen have gone missing starting about three months ago. There are no sign of struggle in any of the disappearances.  

2. The community has suffered regular attacks by unknown forces starting about a month ago. Attacks have occurred every other night over the past two weeks. The attackers emit no battle cries and are painted in ash and soot. No bodies have been recovered and the Ambrians suspect the supernatural.

3. The Lord’s eldest son, Gavin, vanished after tracking what he believed was a large beast. His sword and bloody armor fragments were recovered.

4. A witch connected to the situation has been arrested. Her execution is pending.

5. Messengers were sent to Yndaros months ago requesting skilled specialists (mages, soldiers, monster hunters) but no response.

The PCs are quartered either in the garrison or can bed down in the audience hall. They are warned to stay within the fort’s walls after dark.

Sundown

As the sun sinks low in the sky and the fog rises, farmers corral livestock and barricade themselves in the handful of longhouses. If asked why they weren’t moved to the fort, guards state the “damn dirt farmers” are on their own.

Within the fort, the nobles lock themselves in (with the exception of Eran who happily takes up arms) while the garrison grimly mans the walls and gate. The Ambrian soldiers are visibly exhausted and far too few to fend off any serious attack.

Blood at Night

Around midnight, a group of 10 Karohar warriors covertly attempt to scale the wall and/ or slip through one of the openings. Their goal is to butcher one or more guardsmen and leave the bodies. They can be detected on a test of Vigilant > Discreet. A keen eye (Test Vigilance -2) will spot a lone figure out beyond the village watching the conflict. As the conflict concludes, the figure blows a horn and leaves; figures hidden in the darkness around the fort break cover and vanish in the fog.

Blood in the Morning

If the PCs don’t intervene or are defeated, the remains of four guards (and possibly PCs) are arranged in a gruesome display that further demoralizes the garrison. Whispers arguing for abandonment of the outpost grow. Farmers and guards are short-tempered and the environment is ripe for violence.

The PCs are hastily summoned before Lord Pross and his court. Several of the NPCs have suggestions on what should be done but it’s up to the PCs to suggest the best course.

1. Sgt. Lenn suspects barbarian spies are amongst the community. He wants to interrogate less loyal subjects.

2. Brother Cavin argues execution of the prisoner will end the curse plaguing the community. Prios be praised!

3. Eran pushes for a purge of all barbarians in the area. Surely they’re responsible!

4. Lida remains silent during the audience. If any PCs develop a rapport with her, she has information to offer.  

During the meeting, farmers push into the audience chamber demanding action from Lord Pross. They are terrified and desperate.

Unless prevented, Eran (feeling particularly bloodthirsty) will try to kill a farmer. If successful, farmers become actively hostile to the PCs and the garrison.

A Few Options

Here are a few of the more obvious ways PCs could proceed:

Questioning Orela: If the PCs question the witch, she says she sensed a growing darkness but was arrested before she could find it and take action.

Speaking with Lida: Lida knows of an old Vajvod legend about a group of Karohar that fell to darkness. Known for unnatural silence and cannibalism, she thinks the legend is true.

Tracking the Raiders: Tracks lead into the nearby hills where the land becomes rockier (Vigilance-2). Success leads to a cave complex that radiates blight. It is inhabited by 30 Karohar warriors, a shaman, four witch’s personal guard, and two Blight Beasts.

Aftermath

If the Karohar aren’t dealt with, they launch a full midnight attack on the fort and town within several days.

NPC Cast

Lord Visendo Pross

Too many years in exile have weakened his once strong ind

Manner: Confused, absent minded, paranoid, angry

Race: Human (Ambrian)

Resistance: Weak

Traits: Privileged

Accurate 9 (-1), Cunning 13 (-3), Discreet 5 (+5), Persuasive 15 (-5), Quick 10 (0), Resolute 11 (-1), Strong 10 (0), Vigilant 7 (+3)

Abilities: Dominate (master), Equestrian (adept), Leader (master), Man-at-arms (adept), Tactician (adept)

Boons/ Burdens: Commanding voice (III)

Weapons; Sword (5)

Armor: Robes (1) or chain mail (4)

Defense:  -5 Shield

Toughness: 10, Pain Threshold: 5

Equipment: Weapons, seal

Shadow: Dark yellow with black and grey streaks (corruption 3)

Lady Agna Pross

Seldom seen in court, the Lady mostly keeps to her quarters

Manner: Disconnected, self-medicating

Race: Human (Ambrian)

Resistance: Weak

Traits: Privileged

Accurate 9 (-1), Cunning 15 (-5), Discreet 7 (+3), Persuasive 11 (-1), Quick 5 (+5), Resolute 13 (-3), Strong 10 (0), Vigilant 10 (0)

Abilities: Alchemy (novice), loremaster (novice), Medicus (adept)

Boons/ Burdens: Commanding voice (III)

Weapons; None

Armor: Robes (1) or chain mail (4)

Defense:  -+5

Toughness: 10, Pain Threshold: 5

Equipment: None

Shadow: Tarnished silver with green spots (corruption 1)

Eran Pross

A conniving, sadistic excuse for a human who has nothing but loathing and sarcasm to offer

Manner:  Manipulative, vicious, hates barbarians

Race: Human (Ambrian)

Resistance: Ordinary

Traits: Privileged

Accurate 13 (-3), Cunning 10 (0), Discreet 5 (+5), Persuasive 15 (-5), Quick 10 (0), Resolute 7 (+3), Strong 11 (1), Vigilant 9 (+1)

Abilities: Dominate (novice), Equestrian (novice), Marksman (adept), Man-at-arms (adept), Twin attack (novice)

Boons/ Burdens: Heirloom sword

Weapons: Fencing Sword (4, precise), parrying dagger (4, balanced), Longbow (4, accurate)

Armor: chain mail (4)

Defense:  -2

Toughness: 11, Pain Threshold: 6

Equipment: Weapons

Shadow: Dim gold with black spatters (corruption 2)

Sergeant Lenn

The acting Garrison Commander, increasingly worried about his Lord and fearing for his men

Manner: Stoic, low morale

Race: Human (Ambrian)

Resistance: Challenging

Traits: Contacts (Ambrian army)

Accurate 7 (-+3), Cunning 11 (-1), Discreet 5 (+5), Persuasive 15 (-5), Quick 13 (-3), Resolute 10 (0), Strong 10 (0), Vigilant 9 (+1)

Abilities: Dominate (master), Leader (adept), Man-at-arms (adept), Shield Fighter (adept)

Boons/ Burdens: Enduring March, Nightmares

Weapons; Sword

Armor: Chain Mail 4

Defense: -5 (shield)

Toughness: 10, Pain Threshold: 5

Equiipment: 1D4 thaler

Shadow: Light grey with dark gashes(corruption: 2)

Lida of the Vajvo

A tough barbarian scout in service to the Ambrians. Shaken by recent developments she is even more uneasy that Lord Eran has become fixated upon her.

Manner: Quiet, stubborn

Race: Human (barbarian)

Resistance: Challenging

Traits: Bushcraft

Accurate 11 (-1), Cunning 13 (-3), Discreet 10 (0), Persuasive 5 (+5), Quick 7 (+3), Resolute 9 (+1), Strong 10 (0), Vigilant 15 (-5)

Abilities: Leader (adept), tactician (master), Twin Attack (master)

Boons/ Burdens: Enduring March, Nightmares

Weapons; Longbow (4, precise), fencing sword (5, balanced), and sword 4

Armor: Leather armor 2

Defense: -4

Toughness: 10, Pain Threshold: 5

Equiipment: 1D4 thaler

Shadow: Silver with streaks of gold (corruption: 1)

Orela (Witch, Keeper)

Captured while investigating recent deaths, the outcast Vajvod witch has been captured and sentenced to death by the Ambrians  

Manner: suspicious

Race: Human (barbarian)

Resistance: Strong

Traits: Bushcraft

Accurate 10 (0), Cunning 15 (-5), Discreet 7 (+3), Persuasive 10 (0), Quick 9 (+1), Resolute 15 (-5), Strong 5 (+5), Vigilant 11 (-10)

Abilities: Alchemy (master), Curse (master), Entangling vines (master), Exceptionally cunning (adept), Natural Warrior (adept), Nature’s embrace (master), ritualist (master familiar, nature’s lullaby, quick growth, turn weather, witch circle), Witchcraft (master)

Boons/ Burdens: Green Thumb (III)

Weapons; None

Armor: None

Defense: +1  

Toughness: 10, Pain Threshold: 5

Equiipment: None

Shadow: Grey green with yellow streaks (corruption: 0)

Brother Cavin, Theurg and Undercover Black Cloak

Sent to investigate corruption independently of the PCs, Cavin is assuming the role of advisor

Manner: Condescending, ruthless

Race: Human (Ambrian)

Resistance: Ordinary

Traits: Contacts

Accurate 10 (0), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 9 (+1), Resolute 15 (-5), Strong 11 (-1), Vigilant 13 (-3)

Abilities: Beast Lore (novice), Ritualist (novice, holy smoke), Steadfast

Boons/ Burdens: None

Weapons; Sword (4)

Armor: Robes (1)

Defense:  +1

Toughness: 15, Pain Threshold: 8

Equipment: Religious trappings

Shadow: Silver with blackened spots (corruption 3)

Other Forces

Ambrian Soldier

Facing low morale and down to 25 men, the garrison is more interested in protecting itself than anyone else

Manner: Stoic, low morale

Race: Human (Ambrian)

Resistance: Ordinary

Traits: Contacts (Ambrian army)

Accurate 13 (-3), Cunning 10 (0), Discreet 7 (+3), Persuasive 9 (+1), Quick 11 (-1), Resolute 10 (0), Strong 15 (-5), Vigilant 5 (+5)

Abilities: Iron Fist (novice), Man-at-arms (novice), Shield Fighter (adept)

Boons/ Burdens: Enduring March

Weapons: Sword 5, crossbow 5

Armor: Chain Mail 4

Defense: 0 (shield)

Toughness: 15, Pain Threshold: 8

Equiipment: 1D4 shillings

Shadow: Dull grey with specs of black or green (corruption: 1)

Ambrian Farmers/ Colonists

Hopeless and terrified, the assortment of Ambrian colonists are desperate for help

Manner: terrified, simmering

Race: Human  

Resistance: Weak

Traits: Contacts (Neighbors)

Accurate 10 (0), Cunning 9 (+1), Discreet 11 (-1), Persuasive 7 (+3), Quick 13 (-3), Resolute 5 (+5), Strong 15 (-5), Vigilant 10 (0)

Abilities: None

Boons/ Burdens: Enduring March

Weapons; One-handed weapon 4, Bow 4

Armor: None

Defense: 0 (shield)

Toughness: 15, Pain Threshold: 8

Equiipment: 1D4 ortegs

Shadow: Pale green with spots black or green (corruption: 1)

Karohar Night Warriors

Fearless, aggressive, and mute, the Karohar warriors delight in terrifying their foes

Manner: Aggressive, merciless

Race: Human (barbarian)

Resistance: Ordinary

Traits: Bushcraft

Accurate 15 (-5), Cunning 5 (+5), Discreet 10 (0), Persuasive 7 (+3), Quick 11 (-1), Resolute 9 (+1), Strong 13 (-3), Vigilant 10 (0)

Abilities: Acrobatics (novice), Steel throw (novice)

Boons/ Burdens: None

Weapons; Axe (5), throwing spears 4

Armor: Pelts (2)

Defense:  -3

Toughness: 13, Pain Threshold: 6

Equipment: trophies

Shadow: Deep brown with splatters of black (corruption 5)

Karohar Elite Guards

Serving as a blighted version of a Wrath guard, this cadre of elite soldiers are fiercely loyal to the shaman

Manner: Aggressive, confident

Race: Human (barbarian)

Resistance: Challenging

Traits: Bushcraft

Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0), Persuasive 7 (+3), Quick 13 (-3), Resolute 9 (+1), Strong 15 (-5), Vigilant 11 (-1)

Abilities: Iron Fist (master), Man-at-arms (adept), Two-handed force (master)

Boons/ Burdens: None

Weapons; Heavy Axe (11, deep impact, ignores armor)

Armor: Pelts (2)

Defense:  -3

Toughness: 15, Pain Threshold: 8

Equipment: trophies

Shadow: Deep brown with splatters of black (corruption 6)

Karohar Shaman

Called to the area by a darkness, the Shaman is determined to destroy every Ambrian

Manner: Angry, Aggressive

Race: Human (barbarian)

Resistance: Strong

Traits: Bushcraft

Accurate 10 (0), Cunning 15 (-5), Discreet 5 (+5), Persuasive 10 (0), Quick 7 (+3), Resolute 15 (-5), Strong 9 (+1), Vigilant 11 (-1)

Abilities: Alchemy (master), Curse (master), Entangling vines (master), Exceptionally cunning (adept), Natural Warrior (adept), Nature’s embrace (master), ritualist (master familiar, nature’s lullaby, quick growth, turn weather, witch circle), Witchcraft (master)

Boons/ Burdens: None

Weapons;  

Armor: Witch gown (2)

Defense:  +3

Toughness: 9, Pain Threshold: 4

Equipment: trophies, various potions

Shadow: Dark grey with splatters of black (corruption 2)

Blight Beast

Manner: Hungry, barely controlled

Race: Abomination

Resistance: Strong

Traits: Acidic Blood (II), Armored (III), Natural Weapon (III), Robust (III)

Accurate 7 (+33), Cunning 10 (0), Discreet 7 (+3), Persuasive 5 (+5), Quick 13 (-3), Resolute 11 (-1), Strong 15 (-5), Vigilant 9 (+1)

Abilities: Iron Fist (adept)

Boons/ Burdens: N/A

Weapons; Claws (11, long), +1D6 in temporary corruption

Armor: Blight hardened flesh 8  

Defense:  +1

Toughness: 15, Pain Threshold: 8

Equipment: N/A

Shadow: Deepest black (thoroughly corrupt)