No Quarter 44 - 057
No Quarter 44 - 057
No Quarter 44 - 057
& BEYOND
By Aeryn Rudel Art by Mariusz gandzel, brian snoddy, and Matthew d. wilson
55
Cataphract Beetle
The ground beneath you suddenly gives way, creating a steep-walled pit that pulls you toward its center. You try to climb to more stable
ground, but your feet are quickly sucked beneath the surface. Worse, the glistening onyx-black body of a giant beetle bursts from the center
of the pit and skitters toward you unimpeded by the shifting sand.
SPD
STR
MAT
RAT
4
DEF
10
ARM
13
11
BITE
POW P+S
ABILITIES
Burrow The cataphract beetle can use a quick action to burrow beneath
loose earth or sand, leaving only its head exposed. Until it moves, is placed,
or is engaged, the cataphract beetles gains concealment and does not block
line of sight.
Pit Beast A cataphract beetle drone gains a +1 bonus to attack and
damage rolls against a character within a cataphract beetle sand trap.
VITALITY 5
BASE SIZE
SMALL
ENCOUNTER POINTS
2
Cataphract Beetle Soldier
SPD
STR
MAT
RAT
5
DEF
11
ARM
15
12
BITE
POW P+S
10
ACID SPIT
SP6
10
ABILITIES
Burrow See cataphract beetle drone.
Pit Beast See cataphract beetle drone.
VITALITY 6
BASE SIZE
SMALL
ENCOUNTER POINTS
4
56
Combat
Cataphract beetles use their powerful mandibles to tear their
victims to pieces. Soldier cataphract beetles can also spray
a caustic stream of digestive fluid out to a range of 36 feet.
The beetles are typically encountered around their burrows,
where two to three soldiers hide in pit traps with only their
heads exposed, and up to half a dozen drones mill about.
When prey approaches or stumbles into a pit, both soldiers
and drones swarm to attack it.
Lore
A character can learn information about cataphract
beetles with a successful Lore (extraordinary zoology)
skill roll against the following target numbers.
8: Cataphract beetles are large predatory burrowing
insects that inhabit dry, sandy areas.
10: Cataphract beetles are armored in a thick spiky
carapace and have pronounced mandibles sharp enough
to rend steel.
12: Cataphract beetles dig treacherous pit traps to capture
prey. These steep-walled pits are difficult to climb and
leave victims at the beetles mercy.
15: There are three castes of cataphract beetles: drone,
soldier, and queen. Both drones and soldiers are armed
with powerful mandibles, but the soldier cataphract
beetles can also spray a stream of caustic digestive fluid
at foes. The queen is a defenseless, immobile egg-layer
found at the heart of a cataphract beetle burrow.
Hooks
Idrian nomads report a hitherto unknown species of
giant, burrowing beetle lurking below the sands that
have been attacking their horses. Cygnaran scouts along
the border believe the vermin may be some type of new
skorne beast and are offering a handsome reward to any
mercenaries who can bring in a beetle carcass for study.
Cataphract Beetle
Sand Trap
SIZE
3, 4, or 5-diameter pit
ENCOUNTER POINTS
2/3
57
Duskwolf
A soul-chilling howl splits the night and the woods come alive with the sound of many large creatures moving rapidly toward you. Ahead,
a large shadow beneath the trees suddenly becomes strangely solid and takes on the terrifying outline of an enormous wolf.
Duskwolf Female
SPD
STR
MAT
RAT
2
DEF
13
ARM
12
14
6 6
BITE
POW P+S
10
ABILITIES
Cull the Weak Duskwolves gain a +1 bonus to attack and damage rolls
against damaged characters.
Flawless Tracker A duskwolf has Tracking 6 (skill level + ability modifier).
In addition, it gains an additional die on Tracking skill rolls when pursuing a
living target.
Shadow Camouflage As a quick action, a duskwolf female can change the
color of her pelt to match surrounding shadows. As a result, she gains Stealth
for one round. Ranged and magic attacks declared against a creature with
stealth automatically miss when the point of origin for the attack is more than
thirty feet (5) away. Shadow Camouflage does not work in areas of bright light.
VITALITY 8
BASE SIZE
MEDIUM
ENCOUNTER POINTS
4
58
DEF
15
ARM
14
16
BITE
POW P+S
10
Pull Down When a male duskwolf scores a critical hit with this weapon
against a character with a large or smaller base, the character struck is
knocked down.
ABILITIES
Cull the Weak See duskwolf female.
Flawless Tracker See duskwolf female.
Unnerving Howl Once per encounter, as a quick action, a male duskwolf
can unleash a terrifying howl that affects all living creatures with Terror [16]
except other duskwolves within 60 feet (10). See the rules for Terror in the
Iron Kingdoms Full Metal Fantasy Roleplaying Game Core Rules (pg. 224).
BASE SIZE
MEDIUM
ENCOUNTER POINTS
8
AGILITY
RAT
IQ
Lore
MAT
PHYS
ECT
Combat
STR
LL
SPD
TE
Duskwolf Male
Hooks
Woodcutters from Corvis have gone missing near the
southern tip of the Glimmerwood, and large wolf tracks
have been found in the area. Many in Corvis believe
duskwolves are responsible for the missing woodsmen,
and their employer, a prosperous logging company, is
looking for mercenaries to hunt down and slay the beasts.
59
Gatorman
Towering scaled humanoids wade through the swamp toward you. They grip savage axe-like weapons in taloned fingers and regard you
with cool reptilian gazes that might denote curiosityor hunger.
Gatorman Warrior
SPD
STR
MAT
RAT
3
DEF
11
ARM
16
10
12
POLEAXE
POW P+S
13
BITE
POW P+S
11
ABILITIES
Amphibious Gatormen treat water as open terrain and gain concealment
while within water.
Snapping Jaws When an enemy misses a gatorman warrior with a melee
attack, the gatorman warrior can make an immediate bite attack against the
enemy. Snapping jaws can be used once per round.
VITALITY 10
BASE SIZE
MEDIUM
ENCOUNTER POINTS
7
Masters of the marsh, the brutal gatormen can be found in
nearly every bog and swamp in western Immoren. Although
not as numerous as the swamp gobbers and bog trogs with
whom they share their habitat, the gatormen outstrip both in
terms of raw physical strength and martial skill. In addition,
the gatormen have a powerful magical tradition, and their
shamans can command the great beasts of the swamp to
do their bidding. These factors have largely allowed the
gatormen to subjugate other swamp-dwelling races and
simply annihilate those who will not bend to their will.
Standing nearly eight feet tall and weighing up to four
hundred pounds, an adult gatormen is massive by human
standards. Gatormen have fully prehensile hands and can
wield weapons and tools as well as any human. Their heads
are decidedly gator-like, and their long powerful jaws filled
with ivory fangs make it difficult for them to speak the
tongues of other humanoids. Gatormen are covered from
head to toe in thick, horny scales that range in color from drab
olive green to dark gray.
Gatorman society is tribal in nature, and tribes are usually
fairly small, rarely exceeding fifty individuals. A chieftain
and a bokor lead each tribe. The chieftain is usually the most
adept hunter and fiercest warrior in the tribe, while the bokor
is a powerful shaman who channels the will and magic of the
60
Combat
For their size, gatormen are fairly stealthy and will often hide
beneath the surface of the swamp to catch prey unaware. A
typical gatorman hunting party includes up to half a dozen
gatormen armed with poleaxes, which they wield with brutal
efficiency. Large hunting parties may include a gatorman
chieftain and a bokor. The chieftain is a mighty combatant
that can easily overwhelm numerous armed men, and the
bokor can decimate foes or aid his allies with powerful magic.
Lore
A character can learn information about gatormen with a
successful Lore (extraordinary zoology) skill roll against the
following target numbers.
8: Gatormen are large scaled humanoids that dwell within
marshes and swamps. They have been known to savagely
attack those intruding on their domains.
10: Gatormen compete for resources with other swampdwelling races. However, their size, physical strength, and
access to powerful magic generally ensures they emerge on
top in conflicts with bog trogs, swamp gobbers, and the like.
12: Gatormen speak a curious language, called Quor-gar, that
combines vocal utterances and body language. They have a
difficult time speaking human languages, but many learn to
understand it after a fashion.
15: Some tribes of gatormen are amenable to trade with
civilized races and are less hostile to outsiders.
Hooks
Vykos Divir, an entrepreneurial merchant in Mercir, has
made contact with a tribe of gatormen in the Fenn Marsh.
These particular gatormen have access to beds of freshwater
mussels that produce a startling amount of pearls. The
gatormen have no use for the pearls but are willing to trade
them for goods they can use. Vykos approaches the PCs and
offers to pay them a substantial sum if they will escort him
into the swamp and act as bodyguards should negotiations
with the gatormen go badly.
Gatorman Bokor
SPD
STR
MAT
RAT
4
DEF
12
ARM
15
12
12
Bone Knife
POW P+S
Gatorman Chieftain
Chieftain
SPD
STR
MAT
RAT
DEF
13
ARM
18
Baleful Boon When a gatorman bokor damages a living enemy model with this
weapon, it removes 1 fatigue point from its current total.
12
14
BITE
POLEAXE
POW P+S
POW P+S
14
Will Weaver
ABILITIES
BITE
POW P+S
12
VITALITY 10
BASE SIZE
MEDIUM
ENCOUNTER POINTS
6
Spells
ABILITIES
Amphibious See gatorman warrior.
Cold-Blooded Once per activation, a gatorman chieftain can re-roll one
missed attack roll against a living creature.
Feat Points The gatorman chieftain starts each encounter with 1 feat point.
It is allocated 1 feat point at the start of each of its turns. The chieftain can
only have 1 feat point at a time.
Feat: Counter Charge When an enemy advances and ends its movement
within thirty-six feet (6) of the gatorman chieftain and in its line of sight,
it can immediately spend 1 feat point to charge the enemy. The gatorman
chieftain cannot make a counter charge while engaged.
Martial Savagery A gatorman chieftain can make one attack with each of its
melee weapons during each of its turns without penalty.
BASE SIZE
MEDIUM
ENCOUNTER POINTS
15
11
ARCANE 3
Powerful Charge The gatorman chieftain gains +2 to charge attack rolls with this weapon.
10
Yes No
Enemy upkeep spells on target friendly character expire. The affected character
cannot be targeted by enemy spells or animi.
Caustic Bog
CTRL
No No
Place a 3 AOE anywhere completely in the bokors control area where it does not
touch another character. The AOE is shallow water that remains in play for one round.
A non-gatorman character entering or ending its movement within in the AOE suffers
the corrosion continuous affect.
Swamp Mist
No No
Friendly characters within the bokors control area currently benefiting from
concealment gain Stealth. Swamp Mist last for one round.
AGILITY
PHYS
ECT
IQ
TE
LL
61
By Aeryn Rudel
62
Scenario Synopsis
In Spirit in Steel, the PCs investigate a savage attack on a coastal fishing
village between Highgate and Mercir. Information discovered at the
village sets the heroes on the trail of the attackers, and they soon uncover
a nefarious plot to use innocent souls in hellish necromantic experiments
at an abandoned farmstead. However, all is not as it seems, and the true
villain in this scenario watches the heroes actions from the shadows while
they battle his pawns.
incautious: he had been seen on the premises despite his supposed leave,
and numerous people had witnessed him entering and leaving Mercir on
the night the book was stolen. The Order of Illumination set a group of
witch hunters, called illuminated ones, on his trail.
Once Bowden had examined the purloined text, he realized to his dismay
that there was no way to continue the experiments without the blood and
souls of the innocent. With little choice, Bowden tasked Vladislavs men
with gathering what he needed, and they soon brought him the required
materialsbound, gagged, and terrified.
The
Librum Mekanecrus
Vladislav Abrosim
63
Vladislav Abrosim
Continued
Vladislav was arrested and sentenced to death by beheading. On
the morning of his execution, he calmly knelt before the block.
The headsman swung the axe, but the blade would not bite into
Vladislavs flesh. As the assembled crowd watched in terror, Vladislav
rose, ripped the axe from the headsmans fingers, and cut him down.
At that moment, men loyal to Vladislav stormed the prison to free
their master. They faced fierce resistance, and Vladislav was shot
numerous times in the escape attempt before disappearing into the
wilds. No trace of his corpse was ever found.
In truth, Vladislav had warded his flesh with an obscure Orgoth
ritual before the execution. He had many such contingencies in
place should his illicit deeds be discovered. With Khador grown too
dangerous for him, the powerful fugitive escaped south to Cygnar,
where he could continue his research in anonymity.
Vladislav immediately began building hidden laboratories in Ceryl,
Caspia, and Highgate. In addition, he established a vast network of
spies and hired thugs to serve him. These pawns were overseen by
loyal lieutenants, men hed brought from Khador who shared his lust
for black sorcerous power.
Today, Vladislav casts a wide net in search of particular items and
tomes of necromantic lore. His narrow escape from Khador has made
him fear the frailties of his own flesh, and he seeks magic that can
prolong life beyond the grave. To this end he scours Orgoth ruins;
abducts, interrogates, and then murders Thamarite priests; and keeps
a watchful eye on those dabbling in necromancy and infernalism.
Scene 1:
The Massacre
Investigative/Roleplaying
The adventure begins when the PCs reach the massacred fishing village.
Whether they are investigating banditry in the area or simply happened
upon the slaughter in their travels, the scene unfolds the same way.
When the PCs arrive at the fishing village, read or paraphrase the
following:
Ahead, a small collection of smoldering buildings, burnt down to stone
foundations, projects from the gray beach like black, rotting teeth. A lone figure
moves between the ruins, dragging something along the ground.
When the PCs move closer they will discover the sole survivor of the
village, a young woman named Aideen Connolly, digging graves in the
sand for the charred remains of the villagers. She is covered in soot, her
clothing torn and bloody, and she is in a very obvious state of shock.
When Aideen sees the PCs, read or paraphrase the following:
The young woman squats before a row of blackened corpses, the smoke from
their charred flesh still rising in wisps around her head. As you approach, she
looks up, her face scoured by pain and horror. She stares at you for a moment
and then says,I need to get them in the ground. The dogs have been at Mama
and the Anderson boy. I need to get them in the ground so theyll be quiet. She
then plunges her hands back into the sand and begins digging again.
64
It should be obvious to the heroes they need to get Aideen away from
this grisly scene; the physical and emotional toll on her is unfathomable.
They can try to remove her by force, but she fights and screams horribly
if they do. The PCs can also try and question Aideen, but she answers
each question the same way: I need to get them in the ground. Get them in
the ground so theyll be quiet. However, if the heroes can calm her she can
describe a little of what she remembers. The PCs can accomplish this and
lead her away from the scene with a successful Interrogation, Medicine,
or Negotiation skill roll, depending on their technique, against a target
number of 12. Aideen relates the following bits of what she remembers of
what she remembers.
I was in the root cellar, but I heard the men kick in the door.
They killed Papa when he tried to fight them. And then Mama,
they, they...
I heard Kyle and Kara crying. Theyre only thirteen! I heard them
crying even after the killing stopped, but I couldnt find them.
The PCs can learn much more about the men who attacked the fishing
village by examining the bodies and the ruins.
The Bodies
After the PCs have gathered all the information they can, their course is
obvious: follow the tracks heading east. The trail is fairly easy to follow. A
successful PER + Tracking roll against a target number of 12 is all that is
required to get the PCs to the next scene. If they fail this roll, the characters
can make another attempt after wasting thirty minutes and making their
way back to the start of the trail.
The PCs obviously cannot take Aideen with them, and they have a
few options. The easiest solution is to take the girl to Southshield, the
Cygnaran outpost five miles north of the village. If the PCs do not think
of it, Aideen can mention it. The commander of Southshield, Captain
Evlin Finnean, will gladly take her in. Captain Finnean doesnt have the
resources available to track the murderers herself and gives the PCs a writ
giving them the authorization to track them.
villagers are severely burned, the fire didnt kill them. They all
bear wounds indicating a violent death. Most of the villagers
were killed with heavy chopping weapons (axes and heavy
swords). There are only two gunshot wounds, both back
shots, as if the victims were running from their attackers.
The Village
PCs can investigate the village and the area around it to gather information
about the attack and the attackers. Each piece of information can be
determined with the application of an assortment of skills. The skills and
their target numbers are described below.
INT + Forensic Science 12/PER + Detection 12: It appears
most of the villagers were killed in their homes and the fire
was set afterward. Valuables were left behind; you found
gold and silver melted into slag in more than one house.
The Eyes of
Vladislav Abrosim
65
Scene 2: Dying
of the Light
Investigative/Roleplaying
From the fishing village, the PCs can follow the attackers tracks east
toward the abandoned farmstead. Before arriving there, the PCs
encounter Olver Marsden, an investigator for the Order of Illumination
(called an illuminated one) and part of the group sent to track down
Bowden Haightly.
The illuminated ones hadnt expected Bowden to be so well defended and
were handily defeated by his guards. Two of the three were slain, and
Olver was mortally wounded, although he did manage to escape. He fled
west in hopes of reaching Southshield, but his wounds were too great and
he collapsed in a clearing some two miles from the farmstead.
If the PCs let Olver know they are investigating the attack on
If the PCs are not exactly the hero types and know a bit about
Despite any efforts by the PCs, Olver dies shortly after making these
statements. Based on his information, the PCs can easily find Bowdens
laboratory, or they can simply follow Olvers trail back to the farmstead
with a successful PER + Tracking roll against a target number of 12.
When the PCs enter the clearing, read or paraphrase the following:
Ahead, the rugged forest gives way to a small clearing. A man in a heavy
armored coat sits propped against a moss-covered log, one hand clamped to his
side and the other gripping a large pistol. He looks toward you as you enter the
clearing, his eyes wide and fearful. He shakily tries to lift his weapon but passes
out before he can take aim.
If the PCs examine Olver, they discover he is alive but unconscious
and gravely wounded. A cursory examination reveals a gunshot in his
right shoulder and one in his stomach above the navel. A successful
INT + Medicine roll against a target number of 12 reveals that the
shoulder wound is superficial but the gut shot is mortal and well beyond
the partys abilities to treat. The PCs can patch Olver up to some degree,
however, and a successful INT + Medicine roll against a target number of
13 brings him around long enough to question him. If no one in the party
has the Medicine skill, the PCs can attempt the roll untrained. If the PCs
fail the Medicine roll, Olver wakens on his own in 20 minutes.
The Order of Illumination does not share sensitive information with
strangers, and even in his desperation Olver is willing to tell them only
the most essential information.
The Order of Illumination is seeking Bowden Haightly, a
The information Olver provides should make it clear that Bowden poses
a terrible threat, but this may not be enough to convince the PCs to risk
their lives. Use one of the hooks below (or a combination of all of them) to
persuade the PCs to take up Olvers cause.
66
Scene 3:
On the Farm
Combat
When the PCs arrive at the farmstead, read or paraphrase
the following:
The forest gives way to a cleared space of land that was once a small farmstead.
It was obviously abandoned some time ago, as the area is overgrown with
weeds and scrub. At the heart of the farmstead sits a large barn surrounded by
a crumbling low stone wall. Also within the wall are a small shed, an animal
pen, and a moldering stack of hay bales. Both buildings are quite dilapidated,
and there is a large hole in the eastern wall of the barn that looks fairly recent.
The scene is dominated by the commotion of a fierce battle. A group of armed
men fight a towering warjack. The warjack holds what appears to be the body
of a man in gray robes in one hand and is fending off the guards with lashing
blows from a great spear. Two corpses lie to the side, each clothed similarly to
the mortally wounded Illuminated One you encountered on the road. You hear
the unmistakable sound of human screams coming from inside the barn.
The PCs might be inclined to simply let the battle play out and see who
emerges the victor. If this is the case, give them some incentive to get
directly involved and read or paraphrase the following:
One of the men fighting the warjack is struck soundly with the haft of its spear
and knocked back against the barn door, causing it to swing wide. You get a
clear view of the barns interior, showing low tables strewn with alchemical
equipment. Manacled to the west wall are two figures, a boy and girl in sooty,
tattered clothes. They scream in terror as the battle surges back toward the barn.
If the PCs get involved at this point, a few things happen in rapid
succession. First, the warjack suddenly breaks off combat and charges off
to the east, disappearing into the tree line. Next, Bowdens guards turn on
the PCs, believing them to be either members of the Order of Illumination
or representatives of the local authority.
Abandoned Farmstead
V
V
G
G
G
G: Bowdens Guards
G
I
V: Captive Villagers
67
SPD
5 6 6 6
12
13
13
POW P+S
9
Military Rifle
ABILITIES
Fast Reload: The character gains one extra quick action each turn that can be used
only to reload a ranged weapon.
Sentry: Once per round when an enemy is placed in or moves into the line of sight of
this character, this character can immediately make one attack, targeting that enemy.
VITALITY 7
BASE SIZE
SMALL
Equipment
Terrain
The battlefield for this encounter is shown on the previous page along
with the starting position of Bowdens guards. It also features the
following terrain features.
Hay Bales: This stack of moldering hay is ten feet high and can be climbed
without a skill roll. It is very unstable, and any violent action performed
atop it forces an AGL roll against a target number of 12. Failure means
the bales collapse and the PC falls to the ground and suffers a POW6
damage roll.
Shed: The doors to the shed are unlocked and the interior is unlit. There
are no windows. A barrel next to the shed makes it possible for a PC or
enemy to get on the roof with a successful PHY + Jumping roll against a
target number of 14 followed by a successful AGL + Climbing roll against
a target number of 12.
Wall: The wall is six feet high and wide enough for a man to stand atop.
Climbing the wall requires an AGL + Climbing successful skill roll against
a target number of 12.
Aftermath
If the PCs emerge victorious from the battle, they can examine the bodies
(including those of the illuminated ones). A successful PER + Detection
roll against a target number of 12 tells the PCs the men all have similar
gear and weapons although they do not wear uniforms. In addition, they
all appear to be of northern descent and wear their hair and beards in a
Khadoran fashion.
If the PCs managed to take one or more of the guards alive, they can
attempt an interrogation (the guards have a combined PHY + INT of 9). A
successful Interrogation roll allows the PCs to learn the following:
The men were ordered to guard the arcanist Bowden Haightly
68
hour later, the Talon warjack inside burst through the barn
wall and attacked them.
Axe or Sword
3
If the PCs dig deeper to find out who the men are really working for, they
run into incredibly fierce resistance, suffering a 3 penalty to Interrogation
rolls seeking this information. Even if the PCs succeed here, they get only
the name Vladislav.
If the PCs managed to save the villagers, who turn out to be the twins
Aideen mentioned in the Scene 1: The Massacre, they can question
them (the manacle keys can be found on Bowden, or the manacles can be
opened with a successful AGL + Lock Picking roll against a target number
of 12). Both are terrified and can tell the PCs only bits and pieces. They
relate that shortly after the battle with the illuminated ones, the robed
man (Bowden) returned to the lab and began working on the warjack.
After an hour or so, he began reading something from a book in a strange
language. There was a bright flash of greenish light and he collapsed to
the ground. Shortly thereafter the warjacks furnace and boiler ignited
and it began smashing apart the laboratory. It then picked up Bowden,
crashed through the wall, and began fighting with the men outside.
The PCs should be starting to get a picture of whats happening
now, although the final pieces of the puzzle lay within the barn and
Bowdens laboratory.
Overeager Heroes
Scene 4:
Barnstorming
Scene 5: Man
in the Machine
Investigative/Roleplaying
Combat/Roleplaying
With the guards defeated, the PCs can investigate the area. Theres not
much of interest other than the laboratory in the barn, but allow the PCs
some time to look around if theyre so inclined.
The final scene in the adventure forces the PCs to deal with Bowden
Haightly, whose soul and consciousness now reside in the cortex of
the Talon. They should now realize that Bowden performed this
necromantic research against his will and that he chose to imperil his
own life and soul rather than those of the captured villagers.
When the PCs enter the barn, read or paraphrase the following:
The interior of barn is lit by a gas lamp hanging from the rafters on a stout chain
and sunlight streaming through a gaping hole in the west wall. A collection of
low tables strewn with broken arcane and alchemical equipment dominates the
eastern half of the room, while the western half is taken up by equipment more
commonly seen in a warjack repair depot.
Searching the laboratory turns up three important items: the partial
translation of the Librum Mekanecrus, Bowdens research notes, and his
journal. Together, the three items can fill in many of the missing pieces
of the story. A combination of research and deduction can tell the PCs
more about Bowdens experiments and what he may have been trying
to accomplish. His journal can tell the heroes more about why he was
doing the work in the first place. More importantly, it can give them some
information on Vladislav Abrosim.
The PCs dont have enough time to properly research the material here,
but a cursory read-through can provide some compelling pieces of
information. After ten minutes of page turning, allow a character to make
an INT + Research roll to determine what can be gleaned from the books.
This roll can be made unskilled. The amount of information learned will
be determined by the characters total.
10 or less: Bowden has dabbled in necromancy and soul magic before
but abandoned his research when it became clear he would have to
compromise his morality to continue.
11 to 13: Bowdens research centered on the manipulation of the soul
to grant individuals the ability to command warjacks. He was using the
translation of the Librum Mekanecrus to further his research.
14+: Bowden has continued his research against his will at the behest of a
mysterious individual named Vladislav Abrosim. The laboratory as well
as the guards the PCs battled were supplied by this man.
The last piece of important information comes from Bowdens journal
the very last entry, written only hours before. Let the PCs find this without
a Research roll.
I need only to sink completely into madness and horror to be done with
Vladislav and this hellish research. It would be easy to slay these children, to
use their blood and souls to be done with this work. But I cannot. I fear my
soul is irreparably tarnished even now; if I take their lives I am no better than
Vladislavs thugs. No. The work will be finished shortly, and I will bear the
burden of its cost upon my own flesh, my own soul. Perhaps this evil will be the
key to my salvation, its power sufficient to free me from Vladislavs grasp. That
some good may come of this wretched predicament
The PCs should be able to piece together what happened to Bowden
and conclude that his soul and consciousness now reside within the
Talon warjack.
69