gets left behind or who falls over and casues those be- hind to trip and fall, or lose their bearings on the chase.
If they start calling to try to locate one another … the PC should remind them that this will also tell their
quarry where they are.
Ideally, over the next 10 minutes, a single PC should find themselves alone in the fog but certain they are clos- ing in on the cannibal, though uncertain where exactly they are.
Finally all the PCs will hear a piercing scream in the fog and will hopefully begin to converge upon it, which will take several more minutes. The scream is accompa- nied by the crack of thunder out over the Bay and a flash of lightening that brightens the fog.
A lone PC will be edging forward, unable to see their hand in front of their face, only to stumble and slip just as thnder cracks over head and is accompanied by a se- quence of lightening flashes which illuminate the alley.
The lightening also illuminates a headless body; which has been disembowelled. It seems impossible that Shurgen could have successfully eluded the PCs and completed this butchery. Any suspicion that he was the Butcher has taken a significant blow!
The arrival of the storm and the rain that begins to fall steadily clears the fog very quickly. The lightening will provide some light to examine the body and the scene.
Physician: one of the man’s kidney’s has been taken. Awareness: Blood, still wet and beginning to run in
the rain, has been daubed onto the wall next to the corpse:
X
Calen will just have finished copying it when a shutter overlooking the lane opens, casting a more continuous light onto the scene and the bloody handed PCs:
Oi – You – What you doing …
If the PCs loiter … she will begin to scream – ‘It’s
the Butcher – help – murder’ and the PCs should believe there is a real risk of a hue and cry starting with them as its victims. Other shutters will begin to open and the GM should encourage the PCs to make a swift exit.
THE DEEPER DARK 29
Link to the next scene
As they run away Calen will confidently announce that:
Master Adelrin knows more scripts than you can shake a stick at – he’ll know what this means. Follow me!, and lead
them out of Golotha to the village of Trevorman, just be- yond the city gates, to the house of Adelrin Lanegrun – master of the local Chantry of Arcane Lore.
The city gates are open all night on the 13th and 26th
of each month to allow the Morgathian Gurim and all his minions access to the Old Temple. Calen can quickly lead them through the gate and into Arena Town bnnow that the fog has cleared.
Name: Gulmorvin Race/Sex: Human/Male Occupation: servant of the church Born: variouos Appearance: various
Str 12 Agl 11 Sml 9 Sha 11 Cml 09 Sta 12 Eye 9 Voi 11 Wil 08 End 12 Dex 11 Hrg 9 Int 11 Mor 00 Mov 11 Medical/Psyche: none
Religion: Ritual (Morgath) 15, Piety 0 Skills: AWARENESS 50
Languages: Harnic 50 Scripts: none
Combat Skills: INITIATIVE 50, DODGE 55, UNARMED 40, Handaxe 60 Money/Valuables: nothing that does not belong to the church. Armour/Weapons: Cloth tunic, trousers, hooded robe and leather shoes. Other Equipment: none
Load: 19.0 lbs Encumbrance Penalty: 0 Melee Wpns Wt WQ AML DML HM B E P
Head butt • • 40 40 • 2 • •
Hand/Arm • • 40 55 -05 1 • •
Foot/Knee • • 45 45 -05 2 • •
Handaxe 11 3 70 65 -10 4 6 •
Location Armour Layers AQ B E P F
Skull C • 1 1 1 1 Face • • • • • • Neck C • 1 1 1 1 Shoulder C C • 1 2 1 2 Upper Arm C C • 1 2 1 2 Elbow C C • 1 2 1 2 Forearm C C • 1 2 1 2 Hand • • • • • • Thorax C C • 1 2 1 2 Abdomen C C • 1 2 1 2 Hip C C C • 1 2 1 2 Groin C C C • 1 2 1 2 Thigh C C C • 1 2 1 2 Knee C C • 1 2 1 2 Calf C C • 1 2 1 2 Foot L • 1 3 2 3
Invocations: none Spells: none Convocations: none Psionics: none
Notes: Gulmorvrin do not suffer injuries the same way as mortal creatures.
They are immune to shock rolls caused by physical trauma and do not accrue Fatigue. They accumulate Injury Levels and are killed when these levels ex- ceed END.
SCENE 2: MIDNIGHT MASS
Overview
This is purely for atmosphere and to plant the idea that the Church of Morgath is involved. This is the night of their bi-monthly service among the ruins of the Morga- thian Temple on Temple Hill.
GM Aims
• To nurture any seeds that might link Morgathians to the murders.
• To avoid the GMs doing something stupid on a hunch!
PC Outcomes
Get even more nervous that they are about to stir up a nest of undead, or perhaps that the ritualistic trappings of the murder indicate that the Mogathians have just that in mind!
Description of Events
The slow tolling of a drum and the low susurration of dozens of subdued voices draws the PCs to one of the main streets leading from the east gate. Slowly, in shuf- fling procession, the dark cowled and fully masked clergy of Morgath make stately progress through Arena Town.
Ritual (Morgath) will reveal that tonight is the night
of the Liturgy of Vabukrai. The procession through the city from the Temple on Rusu island up to Temple Hill is the culmination of twelve days of fasting and ritual sacri- fices that begin with the Sacrament of Kobukral on the first of the month. The importance of the ceremony is why nearly every Morgathian adherent in the city is fol- lowing the slow drum beat that leads the faithful through the city.
Any other religious skill should allow the chance of
connecting the number 13 to the Morgathians – what was it that the seeress said? How many murders have there been?
The PCs don’t need to use Awareness to see that in the middle of the procession is a bier on which a number of objects are placed, covered by a heavy black cloth. These are various sacred objects but PCs should be al- lowed to notice that one of them is vaguely spherical and about the size of, well, a head.
There is no way for them to know that there is indeed a head beneath the cloth on the bier, but it is the mummi- fied head of one of the earliest Gurim of Harn. No way unless …
If the PCs are tempted to rush the bier in an ef- fort to revel the truth to the populace … then remind
them that they may simply reveal the Morgathian plot to the (several hundred) Morgathians in the procession. Though there is still some screaming from nearby the streets are deserted on the nights of Morgathian proces- sions, even when there isn’t a mass murderer stalking the city.
THE DEEPER DARK 30
They may still want to rush the bier in which case in- terpose as many burly gulmorvin/acolytes/amorvin as necessary to discourage them. They can then be chased through the city ‘only just escaping’ and following Calen when he say ‘this way’ and leads them the chantry of ar- cane lore.
Name: various Race/Sex: Human/Male
Occupation: lay adherent of Morgath
(see Golotha 1 for a likeness) Born: various
Appearance: various
Str 12 Agl 12 Sml 12 Aur 11 Cml 10 Sta 11 Eye 11 Voi 11 Wil 13 End 11 Dex 11 Hrg 12 Int 12 Mor 00 Mov 12 Medical/Psyche: none
Religion: Ritual (Morgath) 18, Piety 15 Skills: AWARENESS 66
Languages: Harnic 70 Scripts: none
Combat Skills: INITIATIVE 66, DODGE 57, UNARMED 65, Club 70 Money/Valuables: various depending on social status.
Armour/Weapons: Cloth tunic, trousers, hooded robe and leather shoes. Other Equipment: none
Load: 19.0 lbs Encumbrance Penalty: 0 Melee Wpns Wt WQ AML DML HM B E P
Head butt • • 65 65 • 2 • •
Hand/Arm • • 65 80 -05 1 • •
Foot/Knee • • 70 70 -05 2 • •
Club 10 4 85 75 -10 4 • •
Location Armour Layers AQ B E P F
Skull C • 1 1 1 1 Face • • • • • • Neck C • 1 1 1 1 Shoulder C C • 1 2 1 2 Upper Arm C C • 1 2 1 2 Elbow C C • 1 2 1 2 Forearm C C • 1 2 1 2 Hand • • • • • • Thorax C C • 1 2 1 2 Abdomen C C • 1 2 1 2 Hip C C C • 1 2 1 2 Groin C C C • 1 2 1 2 Thigh C C C • 1 2 1 2 Knee C C • 1 2 1 2 Calf C C • 1 2 1 2 Foot L • 1 3 2 3
Invocations: none Spells: none Convocations: none Psionics: none
Notes: They will fight to defend themselves and the priests present will make
sure they die before them. With all the members of the procession dressed identically it would be impossible to identify a particular individual, though priests will be wearing masks deep within their cowls.
Link to the next scene
The city gates are open all night on the 13th and 26th
of each month to allow the Morgathians to access the Old Temple so it will not be difficult for the PCs the leave the city and make their way quickly to the house of Mas- ter Adelrin.
As the PCs move through the village of Trevorman they will see the torches of the Morgathian procession, dimmed by the fog, that is thickening, heading up to- wards Temple Hill.
SCENE 3: ARCANE LORE
Overview
What begins as an effort to identify the origin or meaning of the symbols turns into a gruesome discovery.
They meet Master Adelrin and his colleagues before they are directed to look for the master’s apprentices. That provides clear links to the fate of the murder victims and what appears to be the truth: The Morgathians are ging to open a portal to Bukrai and precipitate the end of the world! Either the apprentices are helping them or may even be part of the sacrifice.
GM Aims
• Ensure the PCs reach Master Adelrin safely. • Provide the final pieces of the jigsaw that links an
ancient Morgathian ritual, the murders, the missing heads, and a one armed man. Oh, yes, and … the fact that a ceremony has already started on Temple Hill!
• Ensure they do not have time to seek help.
PC Outcomes
They will find incontrovertible evidence that connects the Guild of Arcane Lore to the murders and the murders to a Morgathian Ritual.
This should move them into rapid action to halt what should appear to be an apocalyptic sequence of events playing out on Temple Hill.
Description of Events
The Golothan Chantry of the Guild of Arcane Lore is not to be disturbed by any Tamys, Dirk or Harrolt!
Hence, at almost midnight, it will take several minutes of insistent banging on their door to rouse the household slaves. They will not open up but converse through a grill in the chantry’s stout door.
Rhetoric can be used to convince (diplomacy - only
if used first), command (only if the PC is obviously of re-
spectable, or high, social standing) or frighten (intimi- date – most PCs!) the slave into opening the door.
If the PCs fail … then Calen of Grinene will be able
to convince the slaves; they recognise him as a visitor to the chantry.
By then the noise will have raised Master Adelrin from his bed. Looking through the grill with obvious con- cern he demands to know what is going on.
Rhetoric (diplomacy) is the only way to convince
him to help, though letting Calen do the talking leads Ad- elrin to exclaim: ‘Calen, my dear fellow, what are you doing
with these ruffians …?’.
Calen will proffer the scrap of paper on which he not- ed the symbol next to the body of tonight’s victim.
THE DEEPER DARK 31
Adelrin Lanegrun
Master Adelrin is instantly interested and leads them to the chantry table where he bids as many as can to sit while he takes a candle into his the library to get the nec- essary scroll or tome.
A few minutes pass while Adelrin searches, clearly growing increasingly frustrated.
Finally Adelrin will let out an exasperated sigh and slap his forehead. He lent the text he is seeking to his col- league, Master Gorvindar, over the Winter … he had for- gotten.
It is at this point that Master Gorvindar and Mistress Amalya emerge from the trap door in the corner of the room. They have been disturbed by the boots of their visitors clumping about in the chantry and come to see what is amiss.
Gorvindar will tell Adelrin that he does remember borrowing the text and that he asked his apprentice, Im- brin to make a copy of several sections. It is probably down in the cellar.
Several minutes pass before Gorvindar returns empty handed. “The foolish boy must have taken it to the dormitory
for copying and not returned it. Is it important?”, says Gor-
vindar.
Adelrin is incandescent at the thought of his valuable text being passed from hand to hand by their apprentices and demands Gorvindar accompany them to retrieve it immediately.
Gorvindar responds angrily that Adelrin should re- member where he got the text in the first place. This is something that Adelrin has forgotten; the text came from Gorvindar, like a number of the examples he has of Mor- gathian and Theocratic texts.
If the PCs insist on descending into the cellar …
and they will have to insist, they may wish they had not.
Name: Adelrin Lanegrun Race/Sex: Human/Male Occupation: Master of Arcane Lore Born: Navek 678, Masara Appearance: Aged 42, height 5’4”, medium frame, weight 137lbs, average
appearance, pale complexion, prematurely greying hair, blue eyes
Str 10 Agl 10 Sml 13 Aur 17 Cml 13 Sta 12 Eye 18 Voi 13 Wil 12 End 12 Dex 11 Hrg 11 Int 16 Mor 10 Mov 10 Medical/Psyche: none
Religion: Ritual (Save K’nor) 16, Piety 32
Skills: Astrology 104, AWARENESS 68, CLIMBING 41, Drawing 66, Folklore
(Thatrdic Empire) 68, Folklore (Golotha) 62, INTRIGUE 76, JUMPING 43, , Law 38, Mathematics 55, Mental Conflict 60, ORATORY 67, RHETROIC 71, Singing 40, STEALTH 44, Swimming 16, Tartotry 74, THROWING 58 Languages: Harnic 94, Azeri 29, Byrian 37, Emela 94, High Azeryani 36, Trierzi 36
Scripts: Lakise 85, Ayaran 85, Hekpri 22, Neramic 44, Tianta 24
Combat Skills: INITIATIVE 49, DODGE 50, UNARMED 46, Dagger 57,
Sword 38
Money/Valuables: see Golotha: Guild of Arcane Lore
Armour/Weapons: Embroidered cloth tunic and scholar’s cap, thick quilted
vest, cloth Trousers and leather shoes.
Other Equipment: none
Load: 18.2 lbs Encumbrance Penalty: 0 Melee Wpns Wt WQ AML DML HM B E P
Head butt • • 46 46 • 1 • •
Hand/Arm • • 46 61 -05 0 • •
Foot/Knee • • 51 51 -05 1 • •
Dagger 1 11 62 62 -05 1 2 4
Location Armour Layers AQ B E P F
Skull C • 1 1 1 1 Face • • • • • • Neck • • • • • • Shoulder C Q • 6 3 2 5 Upper Arm C • 1 2 1 2 Elbow C • 1 2 1 2 Forearm C • 1 2 1 2 Hand • • • • • • Thorax C Q • 6 3 2 5 Abdomen C Q • 6 3 2 5 Hip C C • 2 3 2 3 Groin C C • 2 3 2 3 Thigh C C • 2 3 2 3 Knee C • 1 2 1 2 Calf C • 1 2 1 2 Foot L • 2 4 3 4
Invocations: none Spells: none Convocations: none Psionics: none
Notes: He is a scholar and will always seek a rationale way out of a confronta-
tion, relying on social skills rather than physical; attack or defence.
Master Adelrin will seek to stop them rushing to judgement on the work being done by his colleagues, but … as they descend into the cellar they will become aware of the acrid noisome smell of alchemy mixed with decay.
It is a large, stone flagged, space low ceilinged enough to require the PCs to stoop in places. See Golo-
tha: Guild of Arcane Lore for details.
There are desks, tables, and the walls are lined with shelves on which all manner of bottles, flasks, jars etc. can be found plus lots of books and scrolls and drawings.
Hanging beside the table is a headless human corpse, partially dissected and flayed to reveal the musculature of the right leg.
THE DEEPER DARK 32
Awareness: the body is that of the decapitated whore
they saw taken away by Boraga a few days ago. Clearly her friends were unable to pay Boraga his fee.
If the PCs draw the obvious – and wrong – con- clusion … that they have found the Butcher’s Den, then
Master Adelrin will quickly interpose himself before harm can be done.
The bemused look on the other Masters’ faces should also give the PCs pause. They look neither guilty nor on the verge of running for their lives.
Awareness: Around the room are a variety of human
organs of varying degrees of freshness, some in vats pick- ling, others still sitting in pools of clotted blood. Sections of leather – which could be cured human skin – are also
piled on shelves and human limbs and organs hang among cuts of preserved pork, beef and mutton.
Adelrin ignores the sights which should certainly re- quire Mental Shock against WILL for the PCs not to be
disgusted. CF might involve vomiting.
Adelrin knows that vivisection, and associated activi- ties, go on down here and accepts it as related to his col- leagues’ studies.
It is likely that the PCs will insist on accompanying the Master and two slave carrying lanterns to find the apprentice and the essential scroll, particularly when one of the Arcanists lets slip that they never trusted the Zarainsen girl. Adelrin’s apprentice is Eilith of Zarainsen, a cousin of the Lia-Kavair Guildmaster.