Professional Documents
Culture Documents
but the PCs soon learn that these bandits were not the
Youve been on the road less than an hour this
killers. The PCs find themselves following the trail of
morning when an isolated farmstead comes into
an unnatural killer with great resources, and eventually view up ahead. As you draw closer, it becomes
learn the monsters identityLady Eliza Farrow. With clear that all is not well. Goats wander freely, their
clues to Lady Farrows nefarious intentions, the PCs pen left open, and rough men in shabby armor
have little choice but to follow her to the ill-omened come and go from the farmhouse itself, piling
Free City of Nerekhall. belongings in a waiting cart.
1
GENESYS GEN CON 2017 ADVENTURE
threatening and even fighting for their loot. If the PCs SOAK VALUE W. THRESHOLD M/R DEFENSE
3 2 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 4 0 0
2
GENESYS GEN CON 2017 ADVENTURE
3
GENESYS GEN CON 2017 ADVENTURE
guard. The boisterous Khertra dedicates herself to the Lady Farrow bathes once each month in the blood
task at hand, but is never too busy for a drink and a song. of a young maid, to preserve her youth and beauty.
Alvahn: A handsome city elfplain to see from his (False, technically.)
modern attire and casual mannerismswho makes his Eliza Farrow traveled to Terrinoth from a faraway
living as an actor. Hes on his way to Nerekhall, where place. (False.)
hes heard the Orphean Theatre is always in need of new The magistrates and nobles of Nerekhall are all
players. He is also something of an inveterate gambler, members of secret societies. (False. Only some of
and happy to play a round with anyone whos willing. them are.)
Lady Farrow has had several husbands die under
A SPECIAL GUEST
suspicious circumstances. (False.)
The coach outside belongs to Lady Eliza Farrow, a
In addition to these rumors, a character who succeeds
noblewoman residing at the inn. The innkeeper and
on an Easy () Knowledge (Geography) or Knowl-
other guests are happy to remark on this, as a visiting
edge (Lore) check knows additional information about
noble is an exciting event. As one would expect, Lady
the history of Nerekhall. For many years, Nerekhall was
Farrow has kept to herself during her brief stay, not
something of a haven for practitioners of dark and for-
deigning to interact with the common folk. There is
bidden magic. This came to light when a particularly
little the innkeeper can tell the PCs, except that Lady
powerful mage, Gargan Mirklace, opened a doorway
Farrow arrived with her entourage shortly before dawn
into a realm beyond Mennara, a borderland of the
and has not been seen since.
Ynfernael itself. The unnatural monstrosities that spilled
Since Farrow arrived while they were asleep, most forth almost completely destroyed Nerekhall, and could
other guests only know of her arrival because its the pri- have done untold damage to Terrinoth if not for some
mary topic of conversation; the PCs are certain to hear fast action. Despite some reservations by members of
about her during their time at the inn. Not only is any the Council of Thirteen, Nerekhall was permitted to
visitation by a noble big news, but some of the guests rebuild. The magistrates of Nerekhalland the Coun-
and staff are quick to swap certain dark rumors about cilhave watched the city closely in the decades since
Farrows notorious deeds. for signs of further corruption.
The PCs can pick up the following rumors and news
by talking with the staff and guests at the inn. You can DARK DESIGNS
simply provide the rumors to any PC who chats with In fact, Eliza Farrow is a vampire, and the perpetrator
NPCs, or require an Easy () Charm check, with the of the heinous crimes at the nearby farmhouse. She
PC receiving one rumor for each . If the PC succeeds stopped at the inn for the day to avoid the sunlight
with or more, they receive only true rumors. before continuing on her trip to the Free City of Ner-
Rudderick, the stablehand, hasnt been seen all day. ekhall. There, she plans to make contact with a necro-
Gartulf is none too happy about it. mancer named Mavaris Skain, a disciple of the powerful
When Lady Farrow arrived at the inn, she had what dark mage Lord Vorakesh.
looked to be bloodstains on her dress. Her guards Lady Farrows entourage are aware, or at least suspi-
were quite adamant that she was fine. cious, of her true nature, but are too loyal, afraid, or
Eliza Farrow is the last surviving member of the inured to the horror to do anything about iteven
Cathori bloodline. Her sister died under mysteri- if they werent compelled by her powerful magic and
ous circumstances. (True.) vampiric abilities.
Lord Merick Farrow was heartbroken after the Most PCs should be eager to bring Farrow to justice
death of his brother, Alric, and disappeared from for the murders, but there are clues that she is working
public life after his marriage to Eliza Cathori fol- toward much more dangerous ends.
lowing a brief betrothal period. (True.)
EAVESDROPPERS
The Ironbound of Nerekhall are always watching
for practitioners of forbidden magic, who come The gnomes Lerha and Loujisbut especially Lerha
to the city in search of forgotten knowledge more are uncharacteristically quiet on the night of the PCs
often than the magistrates admit. (True.) arrival, as anyone whos shared the inn with them for the
last few days can attest. The gnomes had planned to play
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GENESYS GEN CON 2017 ADVENTURE
a prank on Lady Farrow, since stuffy nobles are some of catch the rumors about Farrow.
their favorite targets. However, as the gnomes moved If the PCs are present, you can read aloud or para-
into position to prepare their prank (an impossibly con- phrase the following:
voluted affair involving a wine bottle filled with water,
a horseshoe, false mustaches, and a mouse), they over-
heard Lady Farrow conversing in her room. This was The noblewoman is strikingly elegant, with golden
surprising, since they had seen her enter the room alone. hair and ivory skin. She moves with a grace that
puts most elves to shame; the overall effect is
Although frightened by the entire incident, Lerha is
heightened by the way her white dress drags light-
willing to tell the PCs what happened. If she does, read ly on the floorboards as she glides past. Her dress
aloud or paraphrase the following: is as unblemished as her skin, save for a small red
drop on the collar. But the most remarkable thing
is her eyes, subtly tinted red and blazing with life.
I heard that fancy noblewoman, but another voice
too, a mans, explains Lerha, fidgeting nervously.
It was raspy and low, with a weird sound to it, Two imposing guards escort the lady, hands on the
like crackling flames. There was an eerie, flicker- hilts of their swords. They glare at the surrounding
ing green light coming under the door and through inn patrons in silent warning, even as the noble-
the keyhole, too. It was creepy! I was too scared woman glances your direction, the merest ghost
to stick around for longeven if I did know Loujis of a smirk on her red lips.
was waiting down below with the mouse all ready
to go.At this, she looks sadly to her brother,
who gives a reassuring smileBut I heard some Eliza Farrow has no interest in stopping to talk with
of what they said; not very much, but some. It anyone, including the PCs. If any nobles are among the
sounded like they were arranging a meeting, or group, she politely declines to converse; otherwise, she
a gathering. She said something about Nerekhall, simply ignores them. Farrows bodyguards are quick to
and he definitely said something about a bargain. intercept anyone who appears to pose a threat to their
Yeah, thats it, a bargain, involving his master. lady. Of course, Farrow is more than capable of defend-
And something about a sacrifice.
ing herself and dealing with any threats, but she does try
to keep up appearances when in view of others.
Lerha falls silent, and theres a small squeaking
sound, before a mouse leaps out of her pack and In any case, Farrows primary goal is to continue her
scampers across the floor. journey to Nerekhall. If the PCs do force a confronta-
tion at this time, she fights only as necessary, preferring
to let her two guards handle it while she escapes. She
has a strict timetable to keep, and would prefer to reach
The conversation Lerha heard was between Eliza Far- Nerekhall well before dawn.
row and the necromancer Mavaris Skain, awaiting her
arrival in Nerekhall. Despite the distance remaining,
Farrow was able to converse with the necromancer by ROOM SERVICE?
means of an enchanted basin in her possession, which If the PCs rent rooms, at least one of them ends up
reveals its magic properties only when filled with fresh in the room used by Farrow. With a successful Average
blood. Based on Lerhas story, it should be clear that ( ) Vigilance check, a character entering the room
Farrow is up to no good, and that magic is involved. notices scuff marks on the floorboards, as if something
Although the PCs wont know the details at this point, was dragged under the bed. Sure enough, theres a fresh
additional asking around confirms that Farrow was human corpse under the bed. Its the stablehand, Rud-
alone in her room at the time. derick, his throat torn open and body largely drained
of blood (which Farrow used to activate her enchanted
DEPARTURE basin). Any PC who examines the room carefully or
looks under the bed, of course, finds the body auto-
Just after nightfall, Eliza Farrow, accompanied by her matically, as well as small drops of blood on the floor
vacant-eyed lady-in-waiting and two somber guards, and desk.
descends the stairs from the inns upper level and makes
her way to the waiting coach. This should happen very If the PCs dont discover the corpse, Gartulf does
soon after the PCs arrive, or even as they enter the inn. when he goes to tidy up the room (as much as he does,
In any case, they likely havent yet had a chance to even anyway). He announces his discovery with a loud scream.
5
GENESYS GEN CON 2017 ADVENTURE
6
GENESYS GEN CON 2017 ADVENTURE
FARROW'S GUARD (RIVAL) surrounding the inn, and attack the PCs or anyone else
who ventures forth from the inn during the night.
3 3 2 2 3 2 Here are some important points for the encounter:
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
The number of barghests equals the number of PCs.
SOAK VALUE W. THRESHOLD M/R DEFENSE
Stay Back! (When a character within short range Barghests are large, savage, undead canines. Peasants say
attempts to move past the guard, the guard may, as an that once a barghest has the scent of its quarry, it never
out-of-turn incidental, spend a Story Point from the stops hunting them. This is all the more horrifying for
GM pool and knock the character prone.). the fact that these undead beasts are utterly indefati-
gable. Barghests resemble large, dark-furred wolves or
Equipment: Sword (Melee [Light]; Damage 6; Critical dogs, but their faces are usually almost entirely skele-
2; Range [Engaged]; Defensive 1), crossbow (Ranged; tal, with glowing red lights in their empty eye sockets.
Damage 7; Critical 2; Range [Medium]; Pierce 2, Pre- Most barghests feature additional wounds or signs of
pare 1), shield (Melee [Light]; Damage 3; Critical 6; decay, with large portions of fur, skin, and flesh missing,
Range [Engaged]; Defensive 1, Deflection 1, Inaccurate revealing pale bone. Yet, barghests never bleed. Once a
2, Knockdown), leather armor (+1 soak). barghest has the taste for a victim, it is relentless in its
attack, not stopping until it or its prey are dead.
IN DEATH'S WAKE 4 3 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
After finding Ruddericks corpse, it should be clear to
the PCs that Eliza Farrow is a murderer, responsible for SOAK VALUE W. THRESHOLD M/R DEFENSE
HARRIED BY HOUNDS (OPTIONAL Undead (does not need to breathe, eat, or drink, and
can survive underwater; immune to poisons and toxins).
ENCOUNTER)
Equipment: Claws and fangs (Brawl; Damage 6; Criti-
If the PCs do anything to arouse Lady Farrows sus-
cal 3; Range [Engaged]; Vicious 1).
picions, or if they follow her straight away, the noble
summons a pack of barghests to deal with them. If the
PCs chase after Farrows coach, the barghests take part
in the chase, described under the Pursuit encounter.
Otherwise, the barghests prowl the fields and woods
7
GENESYS GEN CON 2017 ADVENTURE
remaining staff are certain to spread word of the deed. SOAK VALUE W. THRESHOLD M/R DEFENSE
8
GENESYS GEN CON 2017 ADVENTURE
In addition to its impressive and somewhat impos- outside the city. Rumors suggest that the Academy
ing architecture, visitors to Nerekhall cannot help but provides a convenient cover story for those who would
notice the Ironbound, magically animated constructs come to Nerekhall in search of the forbidden, but these
that guard against the dark magic that once almost are just rumors.
doomed it. In denouncing rumors of evil magic fester-
ing in the citys recesses, its leaders must only point to THE IRON TOWER
the ever-present and ever-vigilant ironbound.
The imposing edifice of the Iron Tower rises above the
The residents of Nerekhall come from all walks of life, citys High Quarter. Reinforced with iron walls and
though perhaps are not so varied as in Tamalir. Conse- inscribed with warding runes, the tower is designed
quently, they hold a wide variety of attitudes. Still, the to withstand attacks both mundane and magical. The
pall of Nererkhalls past hangs over much of the city, responsibility for guarding against corruption in the
and touches most residents in one way or another. city lies foremost with the wizards of the tower, some of
whom also hold the position of city magistrate. Among
IMPORTANT LOCATIONS other defenses, the artificers are the caretakers and cre-
The following are some of the most notable places in ators of the Ironbound.
Nerekhall, or those which the PCs are most likely to
visit during the adventure. MOONSHADE INN
The Moonshade Inn is a high-priced establishment that
MARKETPLACE caters to visiting nobles and merchants. Wealthy resi-
Nerekhalls marketplace is only a shadow of the like dents of the city also find reason to seek entertainment
found in Tamalir and other trading hubs, but it none- at the inn, which has the finest collection of wines and
theless draws a variety of merchants offering diverse spirits in the city.
goods. Some say that enchanted objects, forbidden
texts, and other curiosities dredged from Nerekhalls cat- IRONBRICK INN
acombs are available to buyers who ask the right ques- The Ironbrick Inn, though of good quality, provides an
tions; of course, merchants dealing in such contraband affordable alternative to travelers unable or unwilling to
are understandably wary, lest they draw the attentions pay the high costs of the Moonshade. Accommodations
of the Ironbound. at the Ironbrick are simple but functional, and the inn
provides for most any needs of a weary traveler.
TOWN SQUARE
Nerekhalls town square is the center of life in the city,
where townsfolk can hear proclamations, gather for fes- WELCOME TO
tivities, and witness public executions. This last event NEREKHALL
is always a big draw, as Nerekhalls magistrates make a
great show of executing any practitioner of dark magic, The PCs may arrive at Nerekhall under a variety of con-
both to deter other would-be dabblers and to uphold ditions, depending on whether they pursue Lady Far-
the public image that Nerekhall has moved past its dark row throughout the night or rest before traveling by day.
history. If the PCs travel by foot, they do not arrive at Nerekhall
until later in the second day, giving Eliza Farrow a sig-
nificant head start. A mounted party can easily reach the
THE ACADEMY
city in a days (or nights) ride.
The Academy is Nerekhalls center of learning. A far
cry from the University of Greyhaven, the Academy As befits a Free City, Nerekhall makes an impres-
instructs in mundane matters. While students learn a sive sight for approaching travelers. Its stone walls rise
number of subjects that touch on the topic of magic almost 20 feet high. If the PCs arrive during the day,
from history, to philosophy, to theology and other natu- only one of the heavy iron gates is openand only par-
ral sciencesthey receive no instruction in the mystical tially, as if ready to slam shut at the slightest need. Curi-
arts themselves. The Academy is the destination for the ously, it almost looks as if the gates are designed to be
youth of the nobility without the aptitude for study in sealed from the outside.
Greyhaven, and even draws the occasional scholar from
9
GENESYS GEN CON 2017 ADVENTURE
THE IRONBOUND 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4
W. THRESHOLD
13
M/R DEFENSE
2 1
its practitioners. To these ends, they are effec-
Soak Value 5 Wound Threshold 13 M/R Defense 1/1
tive at both detecting and defending against
magic. Its likely the PCs will merely observe Skills: Discipline 1, Melee (Light) 2, Perception 1,
the Ironbound during their time in Nerekhall, Vigilance 1.
but they could also attract attention from these Talents: None.
metal guardians. Although the use of magic
isnt illegal in Nerekhall, characters who use Abilities: None.
it in the proximity of an Ironbound are likely Equipment: Militia spear (Melee [Light]; Damage 5;
to attract its attention. If the character uses a Critical 4; Range [Engaged]; Accurate 1), shield (Melee
sanctioned form of magic in a way that does [Light]; Damage 3; Critical 6; Range [Engaged]; Defen-
not threaten the stability of the city, they arent sive 1, Deflection 1, Inaccurate 2, Knockdown), leather
likely to receive more than a brief question- armor (+1 soak).
ing from the Ironbound or other authorities.
Flashy magic that threatens to panic the citi- IRONBOUND (RIVAL)
zens, and any use of dark magic (such as by a
character with the Dark Insight or Blood Sac- The magically animated constructs called Ironbound are
rifice talents) invites much harsher treatment a pretty common sight in Nerekhall, standing still as
from the Ironbound and the citys authorities. statues at street corners or sometimes even patrolling the
city. Ironbound can detect the presence of magical ener-
gies, and can usually distinguish the forbidden magic
that is their charge. Still, Ironbound tend to err on the
side of arrest where unfamiliar magic and unfamiliar
practitioners are concerned.
to be suspicious by their behavior or appearance, they SOAK VALUE W. THRESHOLD M/R DEFENSE
10
GENESYS GEN CON 2017 ADVENTURE
11
GENESYS GEN CON 2017 ADVENTURE
specifically, anatomy. His work required regular use direct questions about Farrow might lead him to such
of cadavers. a conclusion.
Skain was asked to leave the Academy because he Bulvert also knows full well that the word of a petty
had grown more and more neglectful of his duties thief is worthless against that of a noble, and doesnt
(and because no one liked him around, anyway). expect anyone to believe his story. If the PCs can convince
As Skain left the Academy, he threatened his for- him to trust them, and that they will believe him, he shares
mer colleagues, promising them suffering and his experience. Due to his fearful condition, Charm and
darkness and claiming that one day, they would all Deception checks targeting Bulvert add , but Coer-
serve Skain and his master. cion checks add .
Skains office has been thoroughly searched, and little When Bulvert is ready to talk, you can read the follow-
of interest remains among the books, scrolls, maps, and ing aloud or paraphrase it, depending on the situation:
other ordinary academic paraphernalia. The charts and
atlases include several maps of Nerekhall at different The thief rubs his chin nervously before speaking.I
thought that noble what just arrived, Lady Farrow,
points throughout its history. A PC who examines the
would make for some easy money. I didnt intend
maps and succeeds on an Average ( ) Knowledge no harm, mind you. I knew she might have guards
(Geography) check notices that one moldering old or the sort, so I rounded up a few pals. We wait-
unlabeled map depicts a tunnel system, parts of which ed for her to leave. She was at the Moonshade, I
line up with a more recent map showing Nerekhalls heard, but she didnt show herself til after dark. I
sewersthis is clearly a map of Nerekhalls rumored thought that was a stroke of luck at the time.
catacombs. This section of map includes a deep cham-
ber that Skain has been using to conduct his forbidden He pauses and stares off, a pained look on his
magical experiments. Although his laboratory is not face. She was alone when we made our move, so
labeled as such, the map can help a reader to find their I didnt expect any trouble. But she just smiled,
way to its vicinity. like she was expecting us. Before I knew what hap-
pened, one of my mates cried out and fell to the
ground, bleeding, and she was dragging the other
THE PICKPOCKET along with herhe didnt even seem to struggle. I
If the PCs ask around among Nerekhalls criminal ele- didnt step out when the others did. Not sure why,
but something felt wrong. Its the only reason Im
ments, or a Player Character inclined to such matters
still aliveI know it.
takes the lead in investigating, the PCs might learn of
Danne Bulvert and his recent misfortune.
His story finished, Bulvert lifts the bottle in his
Danne Bulvert is a small-time thief whos relatively trembling hand and takes a long swig.
well known among Nerekhalls seedier elements. Word
has gotten around that Bulvert had a strange experience
recently, and hes now laying lower than usual. Accord- SCENE OF THE CRIMES
ing to some rumors, before his sudden change in behav-
Bulvert can answer additional questions as needed, and
ior, Bulvert had his eye on a lucrative prospectthe
might even be convinced to take the PCs to the scene
purse of a noblewoman who recently arrived in town.
of the incident, though he is greatly fearful to do so.
The PCs can find Bulvert drinking heavily in one of Although the body of Bulverts friend is long gone,
Nerekhalls taverns, maybe even the Ironbrick Inn. Dur- close inspection of the street and a successful Easy ()
ing the day, the PCs might find him sleeping it off in an Perception or Survival check reveals drying blood
alley, but hes quite terrified to be outside after sunset. between the cobblestones, the condition of which lines
Bulvert had quite a shocking experience on a recent up with the timeframe of Bulverts account. A character
night (the evening following Eliza Farrows arrival, can spend on the check to discover scuff marks, as if
which may be one or more nights past, depending on boots were dragged along the street, leading to a nearby
when the PCs arrived in town and how long they have sewer grate. (See Into the Sewers, on page @@.)
been investigating so far). Hes not keen to talk about it,
especially with strangers, and he might even make a run
for it if he suspects the PCs are in league with Eliza Far-
rowand in his current paranoid state, simply asking
12
GENESYS GEN CON 2017 ADVENTURE
DANNE BULVERT (RIVAL) If the basin is filled with blood, a swirling image of a
gaunt, sinister male face appears in the liquids surface.
2 3 2 3 1 2 This is Mavaris Skain (see page 16), who grows incensed
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE and vanishes when he realizes he is not speaking with
SOAK VALUE W. THRESHOLD M/R DEFENSE
Lady Farrow.
2 12 0 0 The room also holds a traveling lockbox, which can
be opened with a Hard ( ) Skulduggery check.
Skills: Cool 2, Coordination 2, Deception 2, Melee The chest contains jewelry and coins worth 300 sil-
(Light) 2, Skulduggery 3, Stealth 3. ver. Of course, Farrows guards, the inns staff, and the
Talents: None. authorities all object strongly to stealing from a noble-
woman.
Abilities: None.
Equipment: Dagger (Melee [Light]; Damage 3; Critical
3; Range [Engaged]; Accurate 1) blackjack (Melee [Light]; JURISDICTIONAL
Damage 5; Critical 5; Range [Engaged]; Disorient 2,
Stun Damage).
DISPUTE (OPTIONAL
ENCOUNTER)
MOONSHADE INN Nerekhalls authorities prefer to handle matters concern-
Upon arriving in Nerekhall, Lady Farrow rented rooms ing the city internally. This includes threats to the city,
for herself and her servants at the Moonshade Inn. The and especially those of a magical nature. This is in part
Moonshade is Nerekhalls most respected and expensive due to pride, and in part due to a desire for secrecy
inn, and default choice of nobles who, for whatever rea- the rulers of Nerekhall maintain that the corruption is
son, do not stay at a relative or acquaintances manor. passed, and so strive to resolve matters pertaining to
The inn is clean and warm, and comfortably lit by lan- such forbidden magic as quickly and quietly as possible.
terns. At night, its frosted windows seem to glow with This is all to say, if the PCs go about proclaiming
a soft light. that they are looking for a vampireor making other
A broad, high-roofed stable houses Eliza Farrows claims of dark magic, threats to the city, or the likeit
two white steeds and her coach, as well as a few steeds is certain to draw attention. That attention arrives in the
belonging to other guests. The inn caters to a higher form of Magistrate Edmin Cawl. Like all of Nerekhalls
class of patron, and inside, merchants and nobles enjoy magistrates, Cawl holds both administrative and judi-
expensive wines and spirits and discuss matters of cial duties for the city, and few other than a fellow mag-
import (and salacious gossip). istrate could hope to gainsay his word within Nerekhall.
Farrows entourage remained at the inn while she Another way the PCs might draw the attentionand
descended into the sewers. This group includes her lady ireof the citys leadership is by attacking or otherwise
in waiting, coachman, and two guards, unless the PCs moving against a noble, and that includes Eliza Farrow.
defeated or drove off any of these characters back at the This includes acting without indisputable evidence of
Hollow-Way Inn. Lady Farrow has her own room. While her guilt, but even acting on strong evidence is only
it has been empty since her arrival, a guard remains out- slightly less egregious in the eyes of the citys magis-
side the door at all hours. He is quite insistent that Lady tratesobviously, anyone with evidence of a crime
Farrow is resting and should not be disturbed, under should report it to the authorities, not take matters into
any means. their own hands.
Farrows lady in waiting and coachman seem alterna- How an encounter with Edmin Cawl unfolds depends
tively dazed and fearful. Getting useful, cogent informa- on both how the PCs react to his queries, and how they
tion out of them takes persistence, and the difficulty of drew his attention in the first place. If the PCs sim-
social skill checks to do so is Average ( ). In addi- ply asked questions openly about Farrow or otherwise
tion, Farrows guards to not look well upon anyone who made their investigation obvious, Cawl is not overtly
questions the servants, and quickly move to end any confrontational, though he makes his authority clear.
conversation. Cawl wants to maintain order in Nerekhall, and so he
doesnt appreciate adventurers causing trouble with an
In Farrows room, a small silver basin sits on a table,
unofficial investigation of a respected visitor to the city.
its reflective surface marred with dried red-brown stains.
13
GENESYS GEN CON 2017 ADVENTURE
If, however, the PCs attacked Farrow or engaged in they might convince Cawl to allow their investiga-
other illegal or antisocial activity under Cawls purview, tion to continue, or even to provide limited sup-
he is likely to be much more direct in his approach. port.
Depending on the severity of the PCs actions, he might Cawl holds the PCs accountable for any damage
even begin by arresting them, with the intent to ques- they cause to the citys infrastructure, or any injury
tion them later. to its citizens.
Encounter Essentials: Keep the following in mind
when running an encounter with Magistrate Edmin Cawl: MAGISTRATE EDMIN CAWL (RIVAL)
Cawl is accompanied by a number of city guards A thin-faced man of noble bearing, Cawl is sincere in
equal to the number of PCs. (If he suspects the his conviction to protect Nerekhalls interests and his
involvement of dark magic in events, consider loathing for dark magic and those who would practice
replacing one or two guards with ironbound.) such. However, his dislike for those who violate the law
PCs can successfully complete a social encounter or act as vigilantes is only slightly less.
with Cawl by targeting his strain threshold (see
page 124 of the Genesys Core Rulebook). You 2 2 3 3 3 3
might give the PCs to social skill checks if their BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
investigation has been circumspect and profession- SOAK VALUE W. THRESHOLD M/R DEFENSE
14
GENESYS GEN CON 2017 ADVENTURE
must succeed on an Average ( ) Perception Once the PCs find the catacombs, they must again
check to obtain a strong enough sense to guide the find Elizas trail or otherwise navigate. The PCs can
party. employ any of the options previously described for navi-
A PC who succeeds on any of these checks is able to gating the sewers; however, a character without magic
lead the party to the catacombs in a fairly direct route, ability can attempt a Hard ( ) Perception check
although there may be encounters along the way. If a to detect the palpable aura of dark magic emanating
PCs doesnt succeed on the relevant skill check, they from Skains lab. They might feel it as a sense of dread,
not only lose valuable time, but cannot attempt that an unnaturally cold wind, or any other appropriately
same method again unless something about the circum- creepy sensation.
stances changes. In addition, you might spend or
on a check to have the PCs become lost, wander into LAIR OF EVIL
a dangerous situation or combat encounter, or lose a Finally, the PCs come to the heavy oaken doors of
significant amount of time. Mavaris Skains necromantic laboratory. The shadows in
the corridor seem to have a physical presence, and
SAFETY HAZARD (OPTIONAL unnatural voices can be heard chanting within. When
ENCOUNTER) the PCs open the doors, read aloud or paraphrase the
following:
Although reasonably well maintained, the sewers of
Nerekhall are a dangerous place. The PCs, particularly if
they stray from Elizas course, might contend with steep As you push open the heavy oaken doors, thick
tunnels, sudden drops concealed by rivers of filthy efflu- shadows spill forth like waves over your feet.
Beyond, violently flickering candle flames illumi-
ent, and even unstable construction.
nate a high, vaulted chamber. Crumbling stone
For any such hazard, the PC or PCs at risk (likely columns support the shadowed ceiling above.
those in the front of the group) can attempt an Average Living corpses in corroded, ancient armor stand
( ) Vigilance check to notice the danger in time solemnly as a twisted figure in dark robes stands
to take appropriate precautions or circumvent it. You above a struggling prisoner chained to a dais. He
holds aloft a wicked dagger, as he chants in an
should modify the checks difficulty or add based on
inhumanly deep voice that seems to fill the cham-
darkness, particularly deep sewage, and other conditions. ber. Lady Farrow stands close at hand, clearly
Characters who fail might fall down a vertical pipe, playing a part in the ceremony, shadows and
tumble down a steep tunnel, or be crushed by debris. ghostly lights coiling around her.
You can represent any of these nasty incidents with
damage as if the character fell from short range (see
page 112 of the Genesys Core Rulebook). Such a fall The purpose of the ritual (which the PCs may or may
inflicts 10 damage and 10 strain, which a character can not discover, depending on how quickly the swords
reduce with an Average ( ) Athletics or Coordina- come out) is to empower Lady Farrow, granting her
tion check. Each reduces the damage by one, and the ability to move in the suns light unhindered. This
each reduces the strain by one. would greatly expand her reach and influence, not to
mention remove her only physical weakness. This ritual
is a gift from Lord Vorakesh, to seal the alliance with
DOWN THE the Farrows.
CATACOMBS The thief Bulverts remaining companion and the
intended sacrifice, Harvold, is stretched across a stone
Whether following a map or Eliza Farrows trail, the dais, his wrists and ankles shackled. At the culmination
PCs eventually descend a spiraling flight of narrow of the ritual, Skain will slay the sacrifice (see sidebar on
stone steps into the citys catacombs. The construction page 16).
is clearly older than than that of the sewers, and streams
of filth are replaced with narrow tunnels and crumbling
flagstones. There is absolutely no natural light, though
the PCs might come across old torches in sconces if
theyre lucky.
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GENESYS GEN CON 2017 ADVENTURE
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GENESYS GEN CON 2017 ADVENTURE
REANIMATE (MINION) , and Eliza may spend to stagger the target for 1
round).
2 2 1 2 1 1 Sunlight Sensitivity (While exposed to sunlight, Eliza
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Farrow reduces all her characteristics by 2 and halves her
SOAK VALUE W. THRESHOLD M/R DEFENSE
Wound Threshold and Strain Threshold.)
4 5 1 1 Undead (does not need to breathe, eat, or drink
[except blood], and can survive underwater; immune to
Skills (group only): Melee (Light), Perception, Ranged, poisons and toxins)
Resilience, Vigilance.
Vampiric Magic (Eliza Farrow reduces the difficulty
Talents: None. of all magic skill checks one step).
Abilities: Undead (does not need to breathe, eat, or Spells: Eliza Farrow can choose any magic action
drink, and can survive underwater; immune to poisons allowed for the Arcana skill, and may select additional
and toxins), Undying (The GM may spend spell effects, as normal. Her favored spells are: Blood
from any check a PC makes to return one previously Funnel (Choose one target at short range for the attack
defeated Reanimate to an existing minion group, remov- and make a Hard ( ) Arcana check; if the magic
ing damage from the group accordingly; the GM may combat check succeeds, the target suffers 4 damage + 1
spend to return two Reanimates to a minion group.). damager per uncanceled , with Critical Rating 2 and
Equipment: Rusted blade (Melee; Damage 6; Critical the Blast 4 and Vicious 4 qualities), Curse of the Night
3; Range [Engaged]), worn bow (Ranged; Damage 6; (Choose one target within short range and make a Hard
Critical 3; Range [Medium]), antique mail (+2 soak). ( ) Arcana check; if the check succeeds, the tar-
get decreases the ability of any skill checks they make
ELIZA FARROW (NEMESIS) by one and reduce their strain and wound thresholds
by 4 until the end of Eliza Farrows next turn; she may
4 4 4 4 4 5
maintain these effects by performing the Concentrate
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
maneuver).
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE Equipment: Fangs (Brawl; Damage 6; Critical 2; Range
6 18 20 1 1 [Engaged]; Ensnare 1, Vicious 2).
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GENESYS GEN CON 2017 ADVENTURE
ADVENTURE REWARDS
If the PCs stop Skains ritual, they can be proud to have
halted at least some of Eliza Farrows nefarious ambi-
tions, as well as put an end to a foul necromancer threat-
ening the city. PCs interested in more tangible rewards
can discover coins and valuables worth 400 silver by
searching the ritual chamber and surrounding area. In
addition, Skains lair holds a number of forbidden texts
and profane artifacts that could be worth a great deal
more to the right buyer.
If the PCs ended an earlier encounter with Edmin
Cawl on good terms and conducted the remainder of
the adventure in line with his wishes, he thanks them for
their discretion and rewards the PCs with 200 silver coins
each. If things did not go so well, Cawl might be looking
to bring the PCs to justice for their vigilante behavior.
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