TNA Journal 189-219

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Adventure Chapter KK try to find another way through the mushroom forest, which may

take a while but may not be worth risking the clearing. [9]

Moon Cave 6 You row as fast as possible. As you do, the water bubbles up, reveal-
ing a shoal of probably thousands of them. You realize that rowing is
1Huradrin
A messenger calls you at Sara’s Tavern to the Natural Lab. You find
there worried:
extremely physically exhausting, perhaps because your oars and your
mushroom “boat” are being devoured by piranhas. You try harder
and harder to make it to the other side, which you finally do. You save
yourselves from death, but you are exhausted by the effort... Put
“I need a rare crystal to create something crucial for the war. It is a (Slot 1). If there is already on slot 1, each hero gains 1 Weakened
natural mixture of Tameranium and Bauronite, the Moon Stone. I Token instead. Go to [10]
know an old friend that can literally dig your way there. Take a portal

7
to the mountain of Lamar. You will find the location easily from there.
And my scroll for a safe return”. You stand still until you notice that the piranhas are no longer mov-
ing and start rowing again, but only for a few seconds as they stir again
You go and arrive at the foot of a mountain with an immense, appar- in the water. Then you stop until they calm down, and then you paddle
ently recently-opened circular tunnel. The descent is long and steep, again. You repeat this process over and over until you reach the other
and you climb down with incredible difficulty. If you have Wounded side of the shore. Go to [10]
Worm (fact), go to [2]; otherwise, go to [3]

2 You reach a part of the tunnel covered with green slime. Eventually,
a hero slides down and takes all others with it, and you fall to
the ground with a significant impact. Each hero takes
3 DMG. Go to [3]

3 You arrive at a massive natural cave. You


can see at a distance the pillar where an in-
tense green glow comes from what you
recognize as the Moon Stone. You see two
paths to reach it, a forest of gigantic mush-
rooms with a mist of yellow and green smoke
and a large dark lake with a small village on
a small island.
A) Go through the dark lake. [4]
B) Go through the mushroom forest. [5]
C) (Fast Action Mode) Huradrin likes mush-
rooms; it might be worth going through
the forest. [42]

4 You improvise a boat using some big and sturdy mush-


rooms. During the “sailing,” you see some movement in the
water. When you look down, you see a school of piranhas.
A) Row to the opposite shore as fast as possible. [6]
B) Stand still and wait for the school to go away. [7]

5 As you approach the forest of mushrooms, you see that


they are pretty different from those you see on the surface.
Some are as large as trees, others are as wide as houses, and
some even have a bioluminescent glow. After some time
wandering through the forest, you notice a giant lizard,
about the size of a goat, and it seems startled by your
presence and runs into the middle of a large clearing
of small colorful mushrooms. It steps on some of the
mushrooms, and beautiful clumps of colored smoke
appear in the air.

The lizard stops its movement and remains


motionless as if petrified. Something
strange seems to have come over it.
You then:
A) Pass through the clearing tak-
ing extreme care not to step
on mushrooms, as this is
the fastest way to get to
Moon Stone. [8]
B) Go around and

Journal • 189
8 You move with extreme care through the mushrooms. 11 You manage to avoid all the mushrooms. Each hero may flip a
Skill Token. Go to [13]
Each hero makes a TEST (d20+ Hero Card + NPC Card).
(10+: success | 9-: failure) 12 You are very careful, but touching one of the mushrooms im-
+2 to roll if the hero or the NPC is an elf - good eyesight is important. mediately releases a cloud of spores that spreads and knocks you all
down. You took a deep sleep, unsure for how long, and curious, you
+2 to roll if the hero has any attack with MOVE on its Benefit - good
wake up mysteriously rested. If there is (Slot 1), remove it. When
movement can help.
you awaken, you realize that the mushrooms no longer spore, enabling
All heroes succeed (10+): Go to [11]. you to leave the clearing. Go to [13]
At least 1 hero fail (9-): Go to [12].
13 You finish crossing the mushroom forest and see three possible
9 You turn around, and the mushroom forest proves to be a real paths you can take to reach your destination. The path to the right takes
you across a small river and into a stony field. The way ahead takes
labyrinth. You have to force your way through some passages. Put you through an area of greenish mist. The left one takes you through
(Slot 1). If there is already on slot 1, each hero gains 1 Weakened a place full of wells with a black, viscous, bubbling liquid that gives off
Token instead. Go to [13] a light yellow smoke. Choose the:

10 Across the bank, you see a small village to your right, which is A) Small river and the stony field. [16]
B) Area with greenish haze. [15]
very strange in this place that is supposed to be uninhabited. In front
of you is a stony field from which you can hear the grunts of un- C) Area filled with pits of black, viscous liquid.[14]
known creatures. To your left is a stream where you can see an area
on the other side taken over by a greenish mist. You decide to follow
the path through:
14 You walk through the area of the wells and notice that they ex-
ude a strong smell of sulfur. After walking around this area, you see
A) Village, to find out who inhabits the place and maybe get a humanoid skeleton in one of the wells, leaning on what seems to be
some help. [17] a small island and hugging a trunk. It appears that he died trying to
protect his chest. You decide to:
B) Stony field, to find out what these grunts are. [16]
C) By the creek and the area taken by the green mist, where apparently A) Try to get the chest. Its contents seem worth the risk. [18]
there is no one to hinder your mission. [15] B) Continue on your way, for whatever is in the chest is not worth
more than your lives and your mission. [19]

190 • Tanares Adventures


15 You enter the place covered by the greenish mist. Since it can be with all your strength. The viscosity of the liquid makes this task ex-
tremely arduous. After much effort, you finally get and open it. You are
poisonous, you decide to use damp cloths on your face to protect your exhausted from the effort and difficulty breathing this sulfur-filled air.
breath. After some time walking around the area, you notice that the Gain 1 . Put (Slot 1). If there is already on slot 1, each hero
place is full of slimes that, realizing your presence, start heading in gains 1 Weakened Token instead. Go to [27]
your direction. You decide to:
A) Run as fast as possible to get to the other side and avoid
the slimes. [20]
19 You decide to move on, and it seems to have been a good deci-
sion, as the smell of sulfur is difficult for you to breathe, making the
B) Attack the slimes and eliminate them one by one so they don’t be- walk much more difficult. As you are coming to the end of the area
come a problem. [21] covered by the pits of slimy material, you see ahead of you a strong
splash of water, making the sound of a wave hitting rocks. Soon after-
16 You make your way through the stony countryside. After some ward, the wind blows from the direction of the splash, causing you to
feel a sense of relief all over your body. Put (Slot 2). If there is on
time walking, you spot an unusual scene, a goblin herding dozens of
large lizards. When the lizards notice your presence, they panic and slot 1, remove it. Go to [27]
start running around. The goblin tries to calm them down but finds
himself in a dangerous situation in the middle of them, completely out
of control. Seeing such a scene, you decide to:
20 You run as fast as you can, passing the slimes that attack you
and eventually hitting you. Their attacks are not very strong but leave
A) Help the goblin calm the lizards. Go to [22] you with a burning sensation. The pain and the running make you
very tired. As you leave the fog area, the slimes stop following you.
B) Help the goblin get out of the mess. Go to [23] Just ahead, you see a powerful splash of water, making the sound of a
C) Find another way. After all, this is not your problem. Go to [24] wave crashing on rocks. Put (Slot 2). Then, put (Slot 1). If there
is already on slot 1, each hero gains 1 Weakened Token instead (if
17 You approach the village and meet its goblin inhabitants, who seem it is not possible, each hero takes 3 DMG instead). Go to [28]
surprised and curious by your presence. You try to communicate, but
they do not speak any language you know. Despite the communication
difficulties, they are very hospitable and offer you a kind of soup made 21 You begin to fight the slimes and realize that a long fight with
with mushrooms, lizards, and piranhas. Although it doesn’t sound very them will only hurt you because of their acidic bodies. The best tactic
nice, a hot meal would be good for your tired bodies. seems to be to end the battle quickly. Each hero gains 1 and must
flip their highest level Primary Attack. After defeating the slimes, you
A) Accept their kindness, have some soup, and rest. [25] continue on your way out of the fog area. You see a very strong splash of
B) Refuse the meal and continue on their way. It may be poisoned, water ahead, generating the sound of a wave hitting rocks. Go to [28]
and they are goblins. [32]

18 The pit is so large that you cannot reach the chest. Also, the liquid
is too viscous and dense to swim or balance over. With a stick, you
try to move the chest, but its weight won’t allow it, so you try to bind
it with a rope and pull it out. You succeed in lassoing it and pulling

Journal • 191
sees that the lizards are getting increasingly suspicious as the heroes
move. Each hero takes 3 DMG and may flip a Skill Token. Go to [31]

24 You leave the confusion aside and look for an alternative route.
After a while, you finally manage to cross the stony field. Go to [32]

25 You accept the hospitality and taste the soup, which tastes much
better than it looks. You relax and warm up, regaining strength, and
then continue toward the crystal. Each hero removes 1 Weakened
Token. If no hero has a Weakened Token, but there is (Slot 1), re-
move it. If there is no on slot 1 already, then each hero may charge
a Skill Token. Go to [32]

22 You walk among the lizards imitating the goblin’s gestures to 26 You go down the hole and see more Moon Stone crystals. As you
approach the crystals, you activate an ancient magic to protect the site.
calm them down.

Each hero makes a TEST (d20+ Hero Card + NPC Card). Go to the Quest Guide and set up Quest 82: “Council of Four”
(10+: success | 9-: failure)
-2 to rolls of heroes with horns, antlers, or wings in their Card -
being scary won’t help you here
27 You reach the end of the area filled with viscous black liq-
uid wells and see ahead a field filled with geysers of boiling
+3 if the hero is a Commander - leadership is perceived by these water. Go to [33]
creatures
+2 to Elarine or Thalia’s roll (hero) - Mind control or beast affinity
can be the difference in this task 28 You see something unique in front of you. To your left is a
field filled with boiling water geysers, and to your right is a place
3 or more heroes succeed (10+): Go to [29] where the water from the geysers seems to condense on the ceiling,
2 or more heroes fail (9-): Go to [30] making it look like an area of constant rain. You go:

23 You pass quickly through the lizards, being scratched by them


A) The geyser fields. [32]
B) The area with constant rain. [33]
on the way, and grab the goblin, who accepts your help because he

192 • Tanares Adventures


29 Although they try to hit you with their tails, you manage to
calm the lizards down. The goblin apologizes for the fright, thanks
you for your help, and asks what you are doing underground. The
brief mention of the crystal makes the goblin offer to help, the
lizards are great climbers and could take the whole group up the
pillar, and he insists on accompanying you. If you accept, put
(Slot 3) and go to [28]. Otherwise, just go to [28].

30 You try to calm the animals, but your presence only fright-
ens them. One of the lizards hits the goblin. As a last resort, you
forcefully attack a wall, causing the lizards to run out of the open
passage. Amidst the confusion, you see the goblin clinging to one
of the lizards, cursing you, leaving you only the option to continue.
Each hero must flip their Weapon. Go to [28]

31 The goblin politely thanks you for your help and tells you that
he needs to return to his reptilian herd, for he knows a way to calm
them down using a spore bomb of a sleeping mushroom that to
use it he could not be among the lizards. Still, since you saved him,
he thanks you and returns to his herd, wishing you good luck in your
journey. Go to [28]

32 You see a series of geysers spouting scalding water in front of


you. If there is (Slot 2), go to [34]; otherwise, keep reading. There
doesn’t seem to be a safe way through it, but they do seem to follow a
pattern that allows them to pass safely.

Each hero makes a TEST (d20+ Hero Card + NPC Card).


(24+: success | 23-: failure)
+5 to Azriel or Villani’s roll (hero) - Elementalists understand nature
and its effects
+2 to rolls if the hero’s art has glowing eyes - magically bestowed
superior vision is a good asset After crossing the geyser field, the heroes arrive at the pillar where the
At least 1 hero succeeds (24+): You timed it perfectly, avoiding the crystal is. Go to [35]

33 You continue straight ahead and realize that the constant “rain”
boiling water jets.
All heroes fail (23-): You mistimed and got hit by boiling water. Each
hero takes 10 DMG, unless you flip your Armor. has caused the ground to become covered with lichen and moss, mak-
ing the whole place very slippery. Passing this path is a matter of luck,
passing quickly, or of balance, passing carefully and slowly.
A) You pass quickly, relying on luck. [36]
B) You walk slowly, trying to balance yourselves. [37]

34 After the big gush of water, the geysers have calmed down. Taking
advantage of this time, you make your way through most of the area,
and when the geysers start getting active again, you are out of the gey-
ser field and in front of the Moon Stone pillar. Go to [35]

35 Looking close, you realize how large the pillar is. It is steep and
forms a plateau where the crystal is. You feel discomfort as you ap-
proach it, and on its sides, there are thin veins of what you recog-
nize as Tameranium and Bauronite. At the foot of the pillar
are several skeletons of different animals. If there is
(Slot 3), go to [38]; otherwise, keep reading.

Due to the discomfort, the climb that should


be simple is tiring. Put (Slot 1). If there
is already on slot 1, each hero gains 1
Weakened Token instead (if it is not
possible, each hero takes 3 DMG in-
stead). Go to [39]

Journal • 193
36 You pass quickly, but the uneven, slippery ground complicates You already have the crystal you need, so you can use the scroll now
and deliver it to Huradrin faster. However, you can obtain more of
everything. Using Team Token as currency, each hero must toss heads this very rare crystal.
or tails. If heads, nothing happens. If tails, everyone must perform
the following test to avoid a fall. A) Return with the crystal. [40]
B) Enter the hole to get more crystals. [26]
Each hero makes a TEST (d20+ Hero Card + NPC Card).
(13+: success | 12-: failure) 40 If you have Super-portal opened (fact), go to [41]. Otherwise,
+3 to roll if you have an NPC that produces - a helping hand, continue to read.
especially a strong one, can help
You use the scroll given to you by Huradrin so you can return. As you
+3 to rolls of heroes with wings in their Card - wings will help you use the scroll, birds of energy come out of it, and you teleport to the
not to fall pylon that needs to be reactivated.
If a hero succeeds (13+): You fell hard to the ground. The hero takes
5 DMG. Go to the Quest Guide and set up Quest 76: “Pylons”

41 When you use the scroll, something strange happens, and it fails.
If a hero fails (12-): That hero managed to avoid the fall. Nothing
happens.
You have no other option than enter the hole. [26]
Go to [35]

37 You pass slowly, balancing yourselves as best you can. A few tum- 42 You arrive at a huge natural cave that slopes downward; an intense
glow from a pillar at its bottom indicates the presence of the Moon
bles occur, but none are violent enough to harm you. The length of the Stone, but you must traverse various dangers and challenges to get to
passage, the attention, and the effort to keep your balance were difficult it.The first is a strange, and tiring to cross, mushroom forest. Each hero
and tiring. Put (Slot 1). If there is already on slot 1, each hero gains 1 Weakened Token.
gains 1 Weakened Token instead (if it is not possible, each hero takes
3 DMG instead). Go to [35] The second is an area with pits filled to the brim with a black, viscous
liquid that strongly smells of sulfur. In one of the pits, you come across

38 The goblin and his lizards prove very useful, as they help you all a man who’d rather die than let a chest go — its skeleton is still hugging
the treasure that you pull with a rope, after a considerable effort. Earn
up without hassle. Go to [39] 1 . Each hero gains 1 Weakened Token.

39 After climbing up, the uneasiness disappears, and you see crystals In the third area, geysers of boiling water. You cross the field after tak-
ing some explosive, and rather surprising, squirts. You finally reach
of Tameranium and Bauronite on the ground that intersect at the center the pillar — something around you makes you ill, but you manage to
of the pillar and form the Moon Stone. You approach, and when you climb it and remove the Stone, opening a hole to a chamber with even
remove the crystals from the pillar, a hole opens up, and the brightness more stones. With endless riches potentially within your grasp, you ac-
of the lights diminishes, a clear sign of the influence of the penumbra. tivate an ancient trap that protects the place. Each hero takes 8 DMG.
Looking inside it, you can see more Moon Stone.
Go to the Quest Guide and set up Quest 82: “Council of Four”

194 • Tanares Adventures


Journal • 195
Adventure Chapter LL Ellen: “It’s merely a superstition. Let’s take this artifact to the grave-
yard and begin the ritual there. You must hold the undead at bay

Power of the Gods


until the clock charges its power. The undead will be finished when
we are done, the flux will be repaired, and we will severely harm the
kemet army.”
1 Zalir comes to you holding a letter with the Evolutionist symbol
stamped. “The church leaders finally decided to do their part. They con-
Vaclav: “Bauron can see through your souls. Who do you think is the
person who killed the greatest number of enemies from the start of
tacted my agents and await your arrival in the cathedral of Skybell.” the war? This person should take the clock to increase the chances of
the ritual prevailing.”
Following his instructions, you go to the Ironhand Outpost to use a
portal and arrive at the most beautiful cathedral you’ve ever seen. You Debate with your group and choose one hero. This one must take
cross its nave and enter a room where six church leaders sit together the artifact and hold it in the ritual begin. It gains 2 Empowered
in a meeting. They offer for you to sit. A beautiful paladin woman clad Tokens. [4]
in dark armor appears and says:
“I am Ellen Gideoni. I shall be blunt, as we have no time. We have a 3 Jocasta: “Thank you. Countless lives will be saved if this plan suc-
secret artifact here, a planar clock. It can channel a tremendous amount ceeds. We need to use this planar clock to increase our divine spell
of divine energy. We plan to use it to reanimate all corpses in a grave- power to get a revelation from Tamera, then learn how to enter
yard next to Fisherman’s Wharf and destroy them. This event will help Fisherman’s Wharf.”
mend the Soul Flux, preventing the kemets from creating new undead.”
Erithad: “Unfortunately, there is a catch. To be able to use its power,
One of the priests interrupts her. “I’m Jocasta, and I’m afraid I must there is a protection ward spell connected with the Penumbral Plane
disagree. We must find a way to keep the citizens safe during the in- that relates to finding the courage to face your sins. We desperately
vasion. Tamera would not be pleased with bloodshed. We should in- need this power, and the heroes of Wharfugee are our best hope.”
filtrate Fisherman’s Wharf and organize the people there to save as Jocasta: Before you try, please answer these questions. Tamera and
many lives as possible when the siege begins. We can use the clock’s Bauron will favor those people during the test. From the very start
power to get a revelation from Tamera.” of this war, who do you think is the member of your team that killed
A) You’ll gain a significant tactical advantage during the invasion if more enemies? And who is the one who was hurt the most by your
you destroy the undead, sparing soldiers’ lives. Side with Ellen. [2] enemies?”
B) The priority is the people of Wharf, even if you lose some tactical Debate with your group and select both heroes to answer her.
advantage. Side with Jocasta. [3] Memorize both heroes. The first (killed more) will gain the Bauron’s
C) (Fast Action Mode) Let them decide [20] Aid, and the second (less DMG) acquires Tamera’s Aid. Go to [7]

4 The hero picks up the clock. You hear a strange noise as the
2 You follow Ellen, Vaclav, and Fordak. They take you to a secret cathedral shakes.
chamber in the church, where you spot a strange clock radiating pow-
erful divine energy. Ellen: “To activate the clock, we need clerics of both Tamera and
Vaclav: “We believe this is a clock built by ancestral angels and de- Bauron, so we will need to convince Jocasta to help us. She hates idle
mons. It marks something quite dire. The clock reveals that the time talk, but still, you must speak with her, not me; that’s why I omitted
ends next week.” this from the meeting. It’s up to you.”

196 • Tanares Adventures


With no other option, you find Jocasta to seek her help, despite pre-
viously denying her the same. 8
A) Make a diplomatic approach, explaining that we must take some
extreme actions in desperate times. [16]
B) Make an incisive approach, saying that her position demands that
she does what must be done. [17]

5 Based on the number of totems in the correct places, the heroes


must donate enough blood to ensure the ritual continues.
Less than 7: Each hero takes 8 DMG.
8-9: Each hero takes 4 DMG.
10: No DMG.
Go to [6]

6 The artifact glows and emits energy, but not enough to produce
any effects just yet. The sound of sudden footsteps startles you; they’re
probably from kemet scouts.

Ellen: “Some kemets must’ve already spotted us. We must intensify


Game of the Sins
the necromantic power. We will be here to ensure the ritual will be
performed correctly. Hold the kemets back, and the undead reanimat-
ed by them. If you gather enough mana, we can also summon undead • Each monster has 2 HP (track each with a ).
to aid our fight.” • Choose the turn order of heroes and monsters exactly as you want
(combatants have one turn per round).
Go to the Quest Guide and set up Quest 74: “Overkill” Ŝ There is no attack roll or retaliation (hits automatically).
Ŝ When a hero attacks a monster, it only deals 1 DMG (no effects).
7 Erithad: “Are you ready to face your sins? Please follow me and stare • Whenever they attack a hero, they deal 20 DMG.
at the paintings. I shall cast a spell to connect you to the planar clock,
and you should be on the Penumbra. Remember, you can try to de- • Heroes with a god’s aid (based on your answers) can spend their
stroy your sins or endure them.” turn to attack or use the god’s power. Other heroes can only attack.
Ŝ Tamera’s Power: HEAL 50, a hero (or HEAL 60 if Taram is on
You follow the cleric into a strange room. Two massive paintings of the your team)
gods Tamera and Bauron hang before you. After staring at them, you Ŝ Bauron’s Power: A monster uses its turn to attack another
feel the spell’s effects—the Penumbra mixing with reality. Everything (remove one ).
darkens. When you can see again, you are on the Penumbral Plane
with seven monsters. At the end of the fourth round, the game ends. If you kill all sins,
all heroes gain 1 Empowered Token. Then, go to [9]
Go to [8]

Journal • 197
9 You see an intense light that binds you for a moment. 10 Here are the answers to the totems. Consider columns as letters
(from left-A to right-G) and lines as numbers (from up-1 to down-7):
Jocasta: “We had an epiphany. Our clerics can infiltrate the city by dis- The places are: 2E, 3A, 3B, 3G, 4E, 4G, 5G, 6A, 6F, 7E, 7G.
guising themselves as prisoners from a small church in Outunmoor,
who were captured by corrupt Ironhand officers colluding with the Note the number of correct answers, then go to [5].
kemet. They will take the prisoners to Wharf. If we swap some of us
with them, we can fool the kemet into bringing us to the city, where
we can help the people and create a diversion for Sedura’s attack plan.”
11 You start a light conversation with the leader, then ask to speak
with a prisoner on a vital personal matter. You offer gold to sweeten
Ella Gideoni: “I would like to take one of their places. When the as- the request. Lose two .
sault on Wharf happens, I need to be there to protect you all and
support the Ironhand. You have my sword.” “Allow me to introduce myself. I am Ulfor, the leader of this. I respect
you and would gladly assist one as generous as you. I gladly accept the
Jocasta: “And my staff.” gold blessed by the purest and elevated souls of Tanares, our church
leader, but make haste. It would not be good if you’re noticed.” He
Fordak: “And my dagger.”
smiles.
Jocasta, Ellen, and Fordak agree to masquerade as the prisoners to
A soldier escorts you to the cells, then leaves you to your privacy. The
infiltrate the city. You all travel through several portals and arrive at
prisoners are chained to the walls by their arms. [12]
the church’s entrance.
Officers and soldiers guarding its main door spot you. The officer de-
mands you state your business. With no time to create a full plan,
12 The prisoners are surprised by you, and before they can make any
noise, Fordak unlocks their chains and asks them to change clothes
you’re forced to improvise. with the three clerics. Then, Fordak, Ellen, and Jocasta instantly switch
places with the prisoners. When the prisoners wearing the clerics’ robes
A) Say you are healers from the church and must inspect the prison- are about to leave the cells, Ulfor appears with three guards.
ers’ health. It’s not especially convincing, but it will suffice. [19]
“Surrender and give me your weapons. No one needs to die here. Surely
B) Try to bribe the guard into letting you see the prisoners. Offer 2 the kemets will reward me handsomely for delivering you to them!”
for just being able to talk for fifteen minutes. You must have at least
2 to take this option. [11] You quickly overpower him and his guards. Ulfor surrenders, which

198 • Tanares Adventures


leaves you with a tough choice: executing him to ensure the opera-
tion’s success or to be merciful and release Ulfor. 16 Jocasta says, “Seriously? Are you trying to convince me that a disre-
spectful action like this is good? Would you think so if a beloved member
A) Kill him. Sparing him can compromise all of the operations. [13] of your family was buried there?”
B) Killing a surrendered foe is a crime. You take the risk and capture You try to persuade her that desperate times call for desperate mea-
Ulfor. [14] sures, but she seems adamant in convincing you to take her plan
instead.
13 You finished him before he realized you weren’t accepting his Each hero makes a TEST (d20+ Hero Card + NPC Card).
surrender. One hero gains 1 . [15]
(25+: success | 24-: failure)

14 Ulfor throws down his weapon and commands his men to do the • +1 to all rolls per Religion and History (Mastery) - knowing
Tamerian philosophy can increase the likelihood of convincing Jocasta.
same. As you lower yours to tie them all up, he uses the opportunity
to run, screaming, “Invaders!”Put (Slot 1) +3 to Sir Erick’s, Ascaran’s, and M’Bollo’s rolls (hero) - She is more
Go to [15]. inclined to hear the words of other serfs of Tamera
Taram succeeds automatically - Taram is the love of her life.
15 Ellen Gideoni whispers, “Get out of here with the prisoners be- 1 or more heroes succeed (25+): Go to [18]
fore more of them know what is happening. If the kemets arrive, we
lose everything.” If all heroes fail (24-): Jocasta requires you to pay penitence to Tamera
and show her your sincerity before she agrees to help. Keep reading.
Jocasta says, “And please keep the prisoners alive. We don’t know why
the kemet value them, and their lives are in your hands.” Tamera Penitence:

You gather the prisoners and rush to the exit, trying to reach the portal Pay 2 , or all heroes (players) must read the Tamera prayer
in front of the church. Soldiers and officers chase you, but they seem simultaneously.
more focused on stopping the prisoners’ escape than dealing with you.
Go to the Quest Guide and set up Quest 75 “Moles”

Journal • 199
Lady of Peace, watch over us.
To thee, we give thanks; to thee, we exalt!
Goddess of Light, forgive our faults.
Guide us to Evolution.
Keep us on the straight and the right path.
Bringer of Life, grant us peace.
Lead us away from the gloom.
Tamera, to thy perfection, we exalt!
Go to [18]

17 Jocasta says, “You’re annoying, but right; we don’t


have time to argue now. What was decided shall not be
questioned. My blessings will protect us, so stay close.”
Each hero gains 1 Protected Token. [18]

18 After finally convincing Jocasta, you go with


her, Ellen, and Vaclav through a portal to reach
Fisherman’s Wharf. You arrive at a hidden portal
close to the city, where you can cross some farmlands
to reach the graveyard unnoticed.

The place is silent. There are no kemet scouts or un-


dead, but you know this can change any time, so it’s
better to be quick.
Vaclav: “We have eleven totems, but they must be
planted on the ground where no bodies are buried.
I can use a spell to sense the number of corpses next
to each tomb, not in the ground itself. Go plant the
totems while we prepare the ritual.”

You must bury eleven totems where no graves lie.


Based on Vaclav’s spell, you know how many bodies are
adjacent to each stone tomb (including diagonally).
Use Condition Tokens to track the places you will put the totems.
• Use the orange side to mark places where you believe there are bod-
ies and the green side where you will place the totems.
Stones never have bodies underneath, but you cannot place totems
there.
Go to [10] to check the answer, and memorize how many totems
youplaced in the correct places.

19 The leader watches you curiously and says: “Greetings, serf of


Tamera. I am Lieutenant Ulfor, the prison leader, and these are my
guards. This soldier will take you to them.”
You follow the soldier, and he leaves you alone in the open cells. The
prisoners are chained to the walls by their arms.
Ellen: “That easy? Something’s wrong; don’t let your guard down. Let’s
follow the plan.” [12]

20 After some arguing, they agree to go for Tamera’s revelation. With


the planar clock, you face your sins in a difficult test. Tamera ultimately
bestows a vision of an Ironhand facility where prisoners await trans-
portation to Fisherman’s Wharf. The plan is to head there and change
three of these prisoners for priests who can then carry out Tamera’s
plan inside kemet walls. In the process, Ulfor - the lead warden - alerts
all guards, at the cost of his life.
Each hero takes 10 DMG.

Go to the Quest Guide and set up Quest 75 “Moles”

200 • Tanares Adventures


Adventure Chapter MM Suddenly, Sara emerges from her trance and falls as if she had been
hit. The scene leaves everyone in the room confused and feeling that
something terrible is going to happen or has already occurred. Each
One For All hero gains 1 Distracted Token.

1 Sedura summons you to an emergency meeting on the Ironhand


Go to [7]

outpost. Upon arrival, you find Sedura and Huradrin discussing recent
events. A group of heroes sent to gather information in Fisherman’s 4 Sara looks at you in distress, but seeing your dependence on her,
Wharf were captured by the Kemet and must be rescued. she takes a deep breath and tries to compose herself.

During the discussion, Sara enters the room, looking desperate. Make 3 Elemental Puzzles - A Hero gains 1 or 1 Empowered
Token per success.
“I had a vision of penumbral portals opening on a flying island! The
portals got ever stronger, and its energies consumed all of Tanares!” In a trance, Sara starts speaking, “I see darkness… I am trying to find
them… wait… here they are! There are plants and flowers… a garden?
Huradrin calms her and explains that they are talking about the he- I can see a hidden underground passage; they are stuck there, but a
roes captured by the Kemet. Worried, she says, “I could try to scry for Kemet with a glowing light approaches! I hear the sound of Kemet
their future later.” She still looks clearly shaken. horns…. Wait for… an eye… he is coming… he is… Gullog...”

Sedura tries to steer the discussion back to the lost heroes. “The A flash of magic backlash suddenly emanates from Sara as a power-
Kemets could extract all our plans from them if they get captured. I ful shockwave throws you all into the room’s walls. Each hero takes
sympathize with you, Sara, but your visions are not completely reliable, 5 DMG. Put (Slot 2).
and we can’t lose focus on the war right now to pursue some supposed
world-ending event you saw.” Go to [7]

If you have Falling at the Last Dark Hurdle (Fact), keep reading.
Otherwise, go to [2].
5 She thanks you for your consideration. “I want to do something
more. You are the ones carrying all the weight. You all, Sedura, even you
A) Ask Sara to use her powers to see more about the portals. [3] Huradrin, my friend. I feel useless, powerless”.
B) Ask Sara to focus her powers on helping the endangered heroes. [4]
C) Tell Sara that she has already done enough and should rest. [5] She is still disturbed and clearly tired from whatever she saw.
D) (Fast Action Mode) Sedura is in charge, and the heroes must be
rescued. You don’t need to hear anymore. [31] A) Ask her to use her powers to see more about the lost heroes. [4]
B) Ask her to use her powers to see more about the penumbral portals. [3]
2 Huradrin looks at Sara “this could be another trap, like the one we C) Insist that she should rest. You care for her well-being. [6]
faced trying to get to that Kemet dark laboratory.” She seems hurt by
his words, but you can see no malice in the dwarf eyes, only genuine 6 She looks at you and, eventually, nods. You can see her tearful eyes
worry. Return to [1] and read the options A, B, and C. as she thanks you and leaves. Huradrin leaves after her, clearly worried.

3 Sara seems happy that you are giving her credit. Still tired, she takes
Sedura opens the map and begins talking again about the rescue of
the heroes lost in Fisherman’s Wharf. [11]
a deep breath, trying to compose herself and do her best.
Make 3 Elemental Puzzles - A Hero gains 1 or 1 Empowered 7 After Sara recovers, Sedura asks everyone to continue the meeting
Token per success. as you don’t have much time. She explains the necessity of quickly res-
cuing the heroes as their capture could allow the Kemet to learn about
In a trance, Sara says many disconnected sentences in various lan- the plans to invade and retake Fisherman’s Wharf.
guages. Some of the phrases catch your attention: “a master and his Sara insists that you should focus on the portals on the flying island,
puppet,” “a soulless and emotionless future,” and “only through chaos
as they could doom the entire world if left unattended.
there will be order.”

Journal • 201
A) Go save the heroes. Sara’s visions are not precise, and the Kemet
will not wait. [8] 12 Huradrin explains that the only way to reach the flying island
B) Convince Sedura to join Sara while you go after the heroes. [9] is by using a magical Chariot, pulled by a Pegasus, and that only the
C) Go to the flying island as Sara says, leaving the rescue Valkyries know how to build it.
to Sedura. [10]
You use the Ironhand portal to get to a fort high in the snowy moun-
tains of Falun. From there, you walk to the city of the Valkyries.
8 Sedura is clearly satisfied with your decision, while Sara looks
If you have Lana on your Team, go to [14]. Otherwise, go to [15].
disappointed. “Being discredited is the price I often pay for my… un-
reliable powers.”
Sedura gestures for Huradrin to take care of Sara and starts discuss- 13 Put the XP Token in slot 0 of the HP Track. It will represent the
ing the rescue mission details with you. (Slot 3). Go to [11] alert level of the patrols. Put the Time Token in slot 0 of the HP Track,
it will represent the time you are taking to advance.

9 Trying to please both of them, you offer to do the rescue mis- You arrive at the outskirts of Fisherman’s Wharf, where you see the
area is heavily patrolled by Kemet scouts and groups of undeads.
sion for Sedura if she agrees to help Sara go and check the supposed
flying island. You see three possible routes:
At first, Sedura is unwilling to go, believing the whole vision was A) Take a longer route to find a path where you won’t attract too
nonsense, but you argue that if they find nothing there, it will be a much attention. [16]
quick trip to make Sara feel better. B) Create a diversion to distract the patrols while you pass by. [17]
C) Sneak up and try to eliminate these patrols. Let’s get rid of this
Huradrin agrees with you, so Sedura gives up and accepts your offer. obstacle for good. [18]
She will leave with Sara and Huradrin to the island, and you will go
with her plan to Fisherman’s Wharf.
14 Lana tells you they can get the Chariot in her homeland from her
(Slot 4). Go to [11] sisters and that she already has a Pegasus that can take them.
You leave for the land of the Valkyries and are met there by Brynei-
10 Sara looks at you, grateful you are giving her so much credit. ry, one of the Valkyrie Guardians. After a warm greeting to Lana,
she provides you with the Chariot without any objection.
Sedura is clearly dissatisfied and protests against your decision, al-
though Huradrin eventually convinces her that this could be as big With the Pegasus hitched to the Chariot, you fly through the skies.
as Sara believes it to be. After a trip at an incredible speed, you approach the flying island,
but powerful elemental blasts attack you before you can arrive.
(Slot 5). Go to [12]
As you make a forced landing, you see elementals and aberrations
11 Sedura details the plan of action and the route used by the heroes approaching you. Some more of them appear through strange open
portals. It becomes clear that Sara was right!
in the previous invasion, as she believes it is the best and fastest way
to enter the palace.
Go to the Quest Guide and set up Quest 77: “Sacrifice.”
With this, the heroes quickly go to Fisherman’s Wharf and begin the
infiltration into enemy territory. Go to [13]

202 • Tanares Adventures


15 You travel to the city of the Valkyries and are greeted by Bryneiry, 19 You would expect them to be offended, but on the contrary,
the guardian of their people. A group of heavily armed women sur- Bryneiry seems to approve of your choice. She and the other Valkyries
rounds you as the guardian approaches to talk. take up their weapons to fight against you.
You explain the situation to her, asking what you can do for them to The battle is fierce, but your superiority is quickly shown. Each hero
get a Pegasus and a Chariot. They look suspicious at first, but Bry- takes 10 DMG and flips 2 Attack cards.
neiry offers to have you pass the Valkyrie trials to prove your worth,
as only those who pass are allowed to fly with one of the Pegasus. After defeating a couple of them and injuring Bryneiry, she gestures
to the other Valkyries to drop their weapons. Then, she looks at you
A) You don’t have that much time. Pull your weapons and tell them and says, “Your strength and ferocity are impressive. I know your cause
to either help or face you in battle. [19] is just, and you are worthy; there is no gain in continuing this fight.”
B) Accept and go through their trials. [20]

16 While you got out of harm’s way by detouring, it cost you much She guides you to their city, where she gets you a Pegasus and a
Chariot. With them, you fly through the skies, and after a trip at an
more time than expected because of the numerous stops you had to incredible speed, you approach the flying island. But as you approach,
make to avoid patrols along the way. you are attacked by powerful elemental blasts before you can arrive.

Increase the Time Token by 3. Go to [22] As you make a forced landing, you see elementals and aber-
rations approaching you. As more of them appear through
17 You look around, trying to find a way to divert the scouts. You find
strange open portals, it becomes clear that Sara was right!
an old abandoned house nearby, and seeing that it is on the brink of Go to the Quest Guide and set up Quest 77: “Sacrifice.”
collapse, you sneak in to further weaken its structure so that after you
leave, it will not take long to fall and finally get the scout’s attention.
20 The Valkyrie Guardian guides you to her city, where she leads you
to a temple. There you are introduced to a priestess named Sigurda.
Increase the Time Token by 2 and increase the XP Token by 1. Go
to [22] “I welcome you, outsiders. It seems you are here to prove your worthi-
ness. I will perform the rites, and then if your souls are deemed strong
18 You sneak up on the patrols and attack them by surprise. They enough, you will send your champion to face our guardian in battle.”
seem tougher than you expected but still fall under your attacks. You You participate in the rites, and the priestess asks who will be your
advance before another patrol approaches. champion. Choose a hero to face Bryneiry in combat, then go to
[21].
Each hero takes 6 DMG and gains 1 . Increase the XP Token by
2. Go to [22]
21 The chosen champion meets the Valkyrie in the center of the tem-
ple, and a ritualistic battle begins.

Journal • 203
The chosen hero rolls two d20. Reduce from that roll the hero’s
Defense Stat, then reduce from the remaining value the hero’s 23 You wait and ambush a Kemet patrol. After a quick fight, you steal
their clothes and armor. Each hero takes 4 DMG.

That hero takes DMG equal to the remaining amount (or 0 if it is Increase the Time Token by 1 and increase the XP Token by 3. Go
negative). to [26]

After winning the battle, the priestess declares your champion wor-
thy and instructs Bryneiry to go fetch the Pegasus and the Chariot 24 Finding an alternative route inside the palace takes a long time,
for you. but you manage to sneak in.

After getting them, you fly through the skies. Making the trip at an Increase the Time Token by 3. Go to [26]
incredible speed, you approach the flying island, but are attacked by
powerful elemental blasts before you can arrive.
25 You ready yourselves, then run into the clearing. When you reach
the other side, you come across a patrol. You are forced to use every-
As you make a forced landing, you see elementals and aberrations
thing you have against them, trying to avoid their calling for help.
approaching you. As some more of them appear through strange
open portals, it becomes clear that Sara was right!
Spend 2 ranged Special Attacks (that cause DMG to its target). If
you can’t, spend 4 Special attacks.
Go to the Quest Guide and set up Quest 77: “Sacrifice.” Increase the XP Token by 2 if you spent 2 ranged Special Attacks, or
by 4 if you used four special attacks.
22 You approach the walls, getting inside by a secret route that Sedura Go to [26]
showed you on the map. Inside the city, you find yourself close to the
palace, in a region that was devastated and turned into an open field.

You realize that you will be discovered if you don’t have a plan, 26 You arrive at the palace wall, which appears to be heavily guarded,
although damaged. The guards seem focused on searching inside in-
for although the number of Kemet patrols is fewer in this region,
stead of looking outside. Perhaps a sign that the heroes you are search-
they remain constant, and there are few places for you to hide. . ing for are still being sought?
You decide to: A) Climb the wall and silently knock down whoever is on top of it. [27]
B) Look for a gap in the construction that can serve as a passage. [28]
A) Attack a patrol, steal their clothing, and try to impersonate them
C) Wait for a patrol to cross the side gate and try to enter while
by walking across the open field. [23]
its opens. [29]
B) Turn around and try to pass through an area with more
cover. [24]
C) Move quickly through the open field using ranged attacks to
eliminate possible patrols that appear. [25]

204 • Tanares Adventures


27 You quickly attack the patrol at the wall, taking them down before
they can make any noise and start climbing. You observe the situation
and realize that the attention of the Kemets is turned inward. Increase
the Time Token by 1 and the XP Token by 2. Go to [30]

28 You spend a long time looking around the wall for an entrance.
Despite the time wasted, the search pays off, for you find a small gap
through which it is possible to pass.
Increase the Time Token by 3. Go to [30]

29 You wait until a patrol comes through the gate, and just as it is
about to close, you advance inside. The patrol notices the movement,
but after a quick fight, you manage to take them out before they can
raise any alarms.
Each hero takes 5 DMG. Increase the Time Token by 1, and the XP
Token by 3.

Go to [30] 31 Sedura details the plan of action and the route likely to be the best
and fastest to the palace. Put (Slot 3).
30 You finally arrive at the palace, and the movement makes it clear You quickly head to Fisherman’s Wharf and infiltrate enemy ter-
ritory; the area is heavily patrolled by kemet scouts and groups of
that the Kemets are looking for something in the gardens, so you move
quickly toward them. undead.

If the infiltrated heroes are alive, they must be in the secret hideout You knock down an abandoned structure to create a distraction and
that Sedura told you about, a hidden room in the Palace gardens advance unnoticed. Moving forward, the region has been devastat-
used to hide nobles in case of an invasion. You start looking for it. ed, but there are hiding spots. The patrols here are smaller but con-
stant; you ambush one of them and steal their clothes to disguise.
As you look for a way to climb down to the garden’s floor, you see Each hero takes 4 DMG.
a Kemet holding a strange, glowing, magical artifact that is getting
dangerously close to the hidden door. The item suddenly changes The guards by the palace walls are focused on finding the heroes
color, and he finds the hideout! you’re here to rescue, who seem to have fled to the gardens. There,
you see a kemet holding a strange magic artifact that changes color
You hear the alarm and watch the heroes jump out of the hideout. to indicate he’s getting closer to his target. An alarm suddenly
All hell breaks loose as they flee through the garden’s field, trying to sounds; you see the heroes fleeing, and hell breaks loose; you need
reach the gates. to help them.
With no time to think, you know that you must help them find a
way to flee. Put the XP Token on “6” and the Time Token on “4” and set up
Quest 73: “Garden Exfiltration.”
Go to the Quest Guide and set up Quest 73: “Garden Exfiltration.”

Journal • 205
Adventure Chapter NN 5 Miss Kizoko looks disappointed. But she takes her time to ponder
the information and reveals her suspicions about Ronin Kojiki, who
Blood and Honor apparently has personal grudges against their Holy Regent, Fumetsu
Tenshikin. She asks you to find him and discover what he knows. If
you have a Key Token, keep reading. Otherwise, go to [7].
1 For this Adventure, you cannot select the NPCs “Kyomoro, Chiyori She also says: “Kojiki was once Tenshikin’s most skilled samurai —
until his wife was murdered. He held his liege accountable, renounced
Samurai” and “Kojiki, the Ronin.”
service to him, and wandered off as a mercenary. He carries a Biwa
Wharfugee is still counting its dead and pondering what the next instrument and plays the same song repeatedly wherever he goes.” A
steps are after the recent invasion by the Kemet and disastrous fire. hero gains 1 Protected Token. Go to [7]
The enemy knows the Resistance is regrouping. Any support could be
vital in this stage of the Kemet war. 6 Looking disappointed with the poor information you share, Miss
Although the Kemet invasion threatens all of Tanares, the citizens Kizoko asks you to follow her to Tengoku palace in Yamanoma, where
of Yama are still waiting for a pronouncement by its ruler, the holy you can talk to Kyomoro, samurai leader of one of the clans. Meanwhile,
Fumetsu Tenshikin, about the matter. she’ll activate her contacts, who may have more precise information
about the subject. [21]
The death of Takada San, Yama’s representative, comes as an insult
and a threat to his compatriots; Yama has notified they’re retreating
from negotiations with the Empire.
7 Miss Kizoko is significantly invested in helping you. She asks you to
wait while she confers with a friend. She returns with a broad smile:
You’re invited to look at the crime scene, a building severely damaged “he’s been seen in the plains of Yabanhito!” she says. “It’s a wild, vast
by the fire. You try to talk to witnesses and investigate the crime and region, and it’s easy to lose someone’s track there. But despite being a
body details. dangerous place, riddled with barbarians and outlaws, someone like
this ronin would not go unnoticed.”
Each hero makes a TEST (d20+ Hero Card + NPC Card). Zalir offers to accompany Miss Kizoko back to Yamanoma, where
(26+: success | 25-: failure) she’ll activate her contacts to obtain more precise information about
the ronin’s whereabouts.
+1 to all rolls per Politics & Organizations (Mastery) - your know-
ledge of Yama’s culture and political situation may give you useful hints A) Separate from Zalir and Kizoko and try your luck directly at the
for this investigation. plains of Yabanhito, to find Kojiki. [8]
B) Follow them to Yamanoma’s palace, where you may gather precise
+3 to Rokaru’s and/or Tsuyoko’s roll (hero) - Their insight is enhan-
information about the man you seek. [21]
ced, for they come from Yama.
At least 1 hero succeeds (26+): Go to [2].
All heroes fail (25-): Go to [3].

2 A witness remembers that a foreign man was there, playing an


unusual instrument. The stranger was also playing with a wheat straw,
which was heavily chewed. You grab it. Gain a Key Token. Go to [3]

3 The body is burned, but you learn that the cause of his death is a blade
that slashed him with surgical precision before the fire got to him. [4]

4 In possession of the information, you and Zalir take a portal to a


gathering of nobles in Umay Town, where Sedura has arranged a me-
eting with representatives of Yamanoma.
Miss Kizoko greets you: “It is an honor to meet such heroes of unmat-
ched nobility; the Empire is certainly well represented. We look forward
to learning what happened to Takada San.”
Choose one:
• (Fast Action Mode) This is a diplomatic issue, and Sedura is best to
conduct the situation. [44]
• If you want to conduct it by yourself, keep reading.
Despite her kind words, you feel she is suspicious of you. You decide
to tell her everything you know.
Each hero makes a TEST (d20+ Hero Card + NPC Card).
(17+: success | 16-: failure)
+1 to all rolls per Prestige with Peoples (Mastery) - Yama values ho-
nor and reputation, and they might have heard of your heroic deeds.
+3 to all rolls if you have Honorable Fever (Quest). Your past ac-
tions improve your reputation in Yama.
3 or more heroes succeed (17+): Go to [5]
2 or more heroes fail (16-): Go to [6]

206 • Tanares Adventures


8 You wander the plains for hours, until you spot a sizeable tent-like brawl?
3 or more heroes succeed (14+):
tavern frequented by nomads from the region. The barbarians and
outlaws make no point of being discreet when they turn their heads Go to [11]
as soon as you enter. It may be time to address the crowd. 2 or more heroes fail (13-): Go to
[12]
A) (Bluff) Tell them you are looking for a friend called Kojiki — you
believe he is in danger. [9] 11 You intuitively know what to do
B) (Intimidate) State that you’re after an outlaw, Kojiki, and that and avoid being surrounded by blo-
someone there will take you to him. [16] cking entrances and dropping the tarp
C) (Bribe) Declare that the delicacies served here are the best in Yama; over aggressors. Each hero that succeeded
you’re willing to buy everyone a round if you can spend some time gains 1 Go to [13]

12 The flying bottles and chairs corner you. You’re


talking about a swordsman who’s recently come to the region. [20]

9 If you have 4 or more Prestige with Peoples, go to [19]. forced to dissipate the crowd with an extraordinary
display of power. One hero flips its weapon. [13]
Otherwise, keep reading.
One of the barbarians calls you a coward. “You don’t bow before us, as 13 Avoiding lethal blows that could jeopardize your local reputation,
is customary in our culture. Although we’ve never seen you around, you defeat most aggressors; the rest of them eventually flees. You turn
you pretend to know one of us. Your audacity ought to be paid with to the frightened tavern-keeper, who is hiding behind some boxes. [15]
gold or with your lives.” Several of his friends stand up and unsheathe
their swords. 14 The barbarians, weapons still in hand, stare at you, waiting for
payment. Spend 1 Loot Card of your choice and go to [15].
A) Other lives may depend on it; the peaceful way seems the fastest
If you can´t, go to [10] instead.
way to untangle this problem. Pay the barbarians. [14]
B) Since they don’t respect cowards, refuse to pay and prepare to fight
them. [10]
15 The local tavern-keeper is satisfied with your contribution. He
seems willing to talk. He says the man you seek looked drunk and
mumbled about killing someone. He’d caused some sort of mess in the
10 One of the barbarians stands up and lets out a savage cry. Several tavern, then said he’d head to the mountains northeast.
others are drawn into the tent. A) Take the risks to follow his trail. [40]
Each hero makes a TEST (d20+ Hero Card + NPC Card). B) Report to Miss Kizoko. [38]
(14+: success | 13-: failure)
+3 to Brutes’ and Bruisers’ rolls (Role) - who could be better in a 16 You exchange tense glances while tightly gripping your weapons.
You take a few steps forward and shout: “WHERE IS HE?”
Each hero makes a TEST (d20+ Hero Card +
NPC Card).
(17+: success | 16-: failure)
+1 to all rolls per Ironhand Efficiency (Mastery) -
Bandits grow bolder as the Ironhand loosens its grip.
+2 to Tsuyoko’s and Rokaru’s rolls (hero) - their
reputation in Yama brings reverential awe to the
hearts of some locals.
3 or more heroes succeed (17+): Go to [17]
2 or more heroes fail (16-): Go to [18]

17 You intimidate most of the tavern; some visibly


shake in their boots. One of them points to the ta-
vern-keeper, saying he knows everything in the re-
gion. You thank him by removing your hands from
your weapons. Each hero gains 1 . [15]

18 Realizing that the barbarians are a tough nut


to crack, you brace for combat. [10]

19 You ask friendly questions about Kojiki’s whe-


reabouts. They say that Kojiki is a loner, but since
they don’t want any trouble, one of them points to
the tavern-keeper, saying that he knows everything
that goes on in these lands. You nod in appreciation.
Each hero gains 1 . [15]

Journal • 207
20 The tavern-keeper suspiciously glares at you. He says that a certain strike each of you in the head, and if you are righteous, you will be
able to feel the attack and dodge it in time to avoid being hit. Do you
Kojiki came by, tried various beverages and snacks, then left without accept the test?
paying. Also, he broke tables and chairs in a brawl with the patrons.
He asks if you’ll pay for his damages. A) Yes, for you are convinced that the truth will be asserted. [25]
B) No, too much is at stake for you to risk your lives in this. [42]
A) Pay him in an attempt to earn his compliance and avoid conflict. [14]
B) This is not your debt. Refuse to pay. [10]
25 You’re blindfolded and brought to your knees and must dodge
21 As you pass through the massive Okinakabe walls, you are ove- from this very disadvantageous position.

rwhelmed by the striking landscape and architecture. Kizoko says that


her religion is based on the predictions of her sacred regent, who-
Hitokiri Test of Courage
se power comes from various artifacts kept in the Kinshi fortress. A samurai attacks each hero once, rolling a d20 against its Defense.
At the palace, you are grudgingly greeted and invited inside by the
samurai Kyomoro. Each hero may spend 1 to 3 to calm down, enhance its focus and
improve their chances of dodging the blow - Gain +3 Defense against
Each hero makes a TEST (d20+ Hero Card + NPC Card). this attack for each spent.
(14+: success | 13-: failure)
• If the attack hits, that hero takes 12 DMG.
+3 if you have the Key Token - sharing the evidence obtained at the • If the attack misses, that hero gains 1 Empowered Tokens.
crime scene displays goodwill.
(Read the following after all rolls): The heroes that were hit have
+3 to all rolls if you have Honorable Fever (quest) - Kyomoro is failed — they feel struck by the side of the blades.
more willing to talk to those with an honorable, known history.
If two or more heroes have failed, Kyomoro rejects you. Go to [42]
3 or more heroes succeed (14+): Go to [22]
2 or more heroes fail (13-): Go to [23] If three or more heroes succeeded, Kyomoro accepts you. Each hero
gain 1 , go to [26].
22 Kyomoro recognizes you as envoys of the Tanarean Empire, offers
you a gift on behalf of Yama, and leaves you free to talk. Gain 1 . [26] 26 Kyomoro seems comfortable to talk: “Yama suffers with Tenshikin’s
23 The samurai is clearly irritated by your relationship with Miss silence. I believe it is connected to the looting of Kinshi Fortress, where the
sacred artifacts were kept. For this very reason, we’d sent Takada San to
Kizuko and orders her to attend to other business. He says that en- you, before the leaders of the seven clans recanted from their manifested
voys of the Empire are untrustworthy and should be expelled from willingness to ally with the Empire. Distrust creeps stronger between us
Yamanoma; you suspect he blames you for Takada San’s death. [24] with each passing day...”

24 Zalir explains that assassins killed Takada, using the chaos and A) Ask if he knows more about the murder, to proceed with your
investigation. [27]
fire in Wharfugee as cover. Hinting at Kemet involvement, he says it
B) Dig deeper into the ‘dangerous alliances’ he mentioned. [31]
may have been an attempt to undermine the alliance between Yama
and the Ironhand.
Kyomoro asks for proof and becomes livid when you offer none. He 27 He comments that the murderer must be involved with the agents
wants to expel you from the kingdom. “When persons do not offer that stole Tenshikin’s relics and sacred manuscripts, as it’s a coordina-
proof for their words, then it is these persons themselves that must be ted action to destabilize the nation. If you find the thieves, you’ll likely
tested, for their truth and courage.” find the murderer. He summons an entourage to escort you and Zalir
to the fortress to investigate. [28]
Four samurai enter the room. Kyomoro says that each samurai will

208 • Tanares Adventures


28 You make your way through the city until you get to the imposing (17+: success | 16-: failure)
+1 to all rolls per Gullog’s Secrets (Mastery) - The more you know
Kinshi Fortress. As if it were a museum, you find in it a vast collection
of artifacts, artworks, paintings, and engravings of all kinds. Zalir is about the Kemet leader, the greater your speech’s authority.
delighted, for this must be the first time an outsider enters this sacred
+5 to all rolls if you have The Lich’s Skull (Fact) - You’ve seen the
place from Yama.
darkest corners of Kemet necromancy and present proof of their twisted
You investigate the scene. Scattered on the floor, you find a trail of methods.
small skull-shaped rocks.
If 3 or more heroes succeed (17+): Go to [35]
Each hero makes a TEST (d20+ Hero Card + NPC Card). If 2 or more heroes fail (16-): Go to [36]
(26+: success | 25-: failure)
+1 to all rolls per Kemet Rumors (Mastery) - Some of the artifacts 35 Kyomoro seems surprised by your revelations about the Kemet.
seem of Kemet origin. Hasranur is disconcerted. Put (Slot 5). [37]
+2 to the rolls of heroes that are casting spells on their art -
Spellcasters can be useful in identifying magical proprieties in artifacts. 36 Kyomoro seems more receptive to Harasnur’s words. You feel
distressed by how the diplomatic situation is developing. Each hero
At least 1 hero succeeds (26+): Go to [29] gains 1 Distracted Tokens. [37]
All heroes fail (25-): Go to [30]

29 You realize these rocks seem too deliberately placed and deduce 37 A loud explosion is heard outside, interrupting the debate.
Kyomoro shouts something about Kinshi Fortress being under atta-
they may be a magic trap. You nullify one of them and protect your- ck. Zalir suggests you could help. He hesitates and addresses Harasnur,
selves from incendiary explosions that set some parts of the building but the Kemet has discreetly left the room. Kyomoro agrees, saying
ablaze. Put (Slot 3). [39] that his priority is to protect Tenshikin. You rush toward the fortress,

30 You follow the trail to a corner where a pile of these rocks ga-
which is covered in flames. [39]

thers. They explode shortly after that, setting the place ablaze. You re-
alize the thieves must have planted this magic trap. Each hero gains 1
38 You look for Miss Kizoko in Yamanoma. She thanks you for the
report and takes it (and you) to the palace’s inner halls to meet the le-
Distracted Token and takes 4 DMG. [39]
ader of one of the clans: samurai Kyomoro. [26]
31 The samurai hesitates and then guides you to another room in
39 Amidst the flames and explosions, Zalir shouts that you must
the palace, where you’re surprised to find a Kemet with four arms. He
introduces himself as Hasranur, the negotiator. Grinning sarcastically, save the relics before the place collapses. Meanwhile, hordes of undead
he asks you about the murder of Takada San. emerge through the fire, ready to attack you.
Go to the Quest Guide and set up Quest 78: “Ashes.”
A) Attack him with all your might. [32]
B) The people of Yama clearly colluded with the Kemet. Leave the
city. [33] 40 It’s nighttime when you reach the eastern mountain slopes, where
C) Maybe it’s better to listen more and act less. Face the risk and re-
main silent. [34]

32 Each hero must roll an attack against DEF 9. For each suc-
cessful hit, put a on slot 4.
Hasranur’s blade lightens in a purple fire as he attacks one of
you. The hero with the lowest HP takes 8 DMG (you decide
on ties).
Guards rush into the room during the struggle, their wea-
pons pointing at both of you. Kyomoro hits the floor with
such force that the floor between Hasranur and you sun-
ders. Everyone stops fighting. [37]

33 Kyomoro and Hasranur merely watch your depar-


ture; the former with a hint of disappointment; the latter
with a satisfied grin. Each Hero loses 1 . [42]

34 Kyomoro reveals that Yama is evaluating the ter-


ms offered by Kemet diplomats. Hasranur states that
the people of Yama have suffered enough at the hands
of the Empire and will be granted full sovereignty
and freedom in a new world commanded by Gullog.
You counter the promises with the tales of death,
plague, violence, and misery brought forth by the
Kemet invasion. The room heats up as you fling ac-
cusations back and forth.
Each hero makes a TEST (d20+ Hero Card +
NPC Card).
Journal • 209
luminous figures emerge from the shadows. In the distance, you see a
man looking at you, with a red glow in his eyes and a wheat straw in his 41 Kojiki suddenly stops, looking as if he were struggling against a
mouth. He’s standing in the middle of the road, blocking your way fo- charm. He screams and runs away.
rward. Identifying himself as Kojiki, he challenges one of you to a duel. As you fight and defeat the Shadow Ninjas, you hear the faint mur-
murs of their victims, thanking you for freeing their souls. Each hero
Kenjutsu Sword Duel gains 1 or 1 Empowered Token.
As Kojiki advances, a group of Kujin (Shadow Ninjas) appears in a You follow Kojiki’s trail and find a small hut. Inside, a female figure is
formation to interfere with the duel and prevent others from helping. soothing the ronin: “Welcome, heroes. I knew that fate would sooner
or later bring you to me. I am Yokensha. Thanks to you, I can honor my
Place Kojiki HP on 55 (use Boss Token).
agreement with the Kemet. Kill them, Kojiki!”
Choose one hero to duel Kojiki. The others will face the Shadow
Ninjas. Yokensha disappears, and reality warps: monsters and nightmares
appear before your eyes.
Duel Round:
Go to the Quest Guide and set up Quest 79: “Dêjà-rêvé”
• Kojiki attacks: roll a d20 and see its result.

42
• The duelist hero must then choose one option:
Ŝ A) Attack: Roll a d20. If you roll higher, Kojiki takes 12 DMG. You leave the place peacefully, and, outside, you find Miss Kizoko;
she tells you that, during this time, she’s conferred with acquaintances
Ŝ B) Parry and counter-attack: Roll a d20+4. If you roll higher,
Kojiki takes DMG equal to your Basic Attack. and learned the rumor that the murderer was headed to the mountains
northeast of the Yabanhito plains. Holding your hand, she implores
Ŝ C) Dodge: Roll a d20+8. You deal no DMG. you not to give up. Each hero gains 1 .[43]
• If you rolled lower than Kojiki, you take 7 DMG.
• Nothing else (e.g., Weapons) can affect Duel Round rolls. 43 It’s nighttime when you reach the eastern mountain slopes, where
you spot a lone man that you conclude can only be Kojiki. He swings
The duel ends if the hero or Kojiki reaches 35 HP or less. his blade against ghostly ninjas to no avail. [41]
• If Kojiki has 35 HP- : (Slot 6) and go to [41]
• If the dueling hero has 35 HP- : (Slot 7) and go to [41] 44 Zalir passes the information to Miss Kizoko, who is not satisfied
If both have 35+ HP, continue: but talks about someone she considers suspicious. Miss Kizoko accom-
panies you in an investigation and discovers that the killer is a ronin
Ninja Round and he is in the plains of Yabanhito, a wild land.
• Each of the three heroes must choose one: You get some trouble in a local tavern to get the ronin’s whereabouts.
Each hero takes 8 DMG.
ŜA) Keep the ninjas away from the duel. You take 4 DMG.
When you arrive at the indicated place, he challenges you to a duel,
ŜB) Just defend yourself from the ninjas. The duelist hero takes
and in the middle of it, he stops, looking as if he were struggling
2 DMG.
against a charm. Each hero gains 1 . You track the assassin to a
Ŝ C) Help the dueling hero. You take 8 DMG and add 2 to the
place where a woman announces an ambush before disappearing.
dueling hero’s next roll.
• Then, apply another Duel Round. Go to the Quest Guide and set up Quest 79: “Dêjà-rêvé”

210 • Tanares Adventures


Adventure Chapter RA lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
Relic’s Hunter Guild A hero takes 5 DMG.
Go to the Quest Guide and set up Quest 15: “The Sword.”

1 Before proceeding, read the chapter “Puzzles” (City Book). 4 Previously…


• If you have “13- Halfling Village”, go to [2]. • In your investigation of Timberburg’s tavern, you found a dead
• If you have “14- Timberburg, Ghost Town”, go to [4]. body clutched to a violin, as if it represented salvation from the
undead outbreak.
2 Previously… • You feel there’s more to the story of Timberburg than you’d learned
• When Huradrin’s clearing in Shortfall Forest was ransacked by an in your first visit.
angry mob, halflings took the opportunity to steal a precious relic
The Violin you found seems strange as plucking its chords pro-
from the dwarf: his father’s sword.
duce absolutely no sound. You bring it to Zalir to examine as
• You’ve learned from Tribin, leader of the halflings, that their com- he always shows interest in historical relics and strange objects.
munity was threatened by a being from darkness, which was pre- After he meddles with it for a time, he finds a hidden compart-
sumably responsible for the recent toxic undead infestation in the ment “Aha! I knew it; this is an ancient Gnomish violin, made with
forest. Taii’Maku technology.”
The sword you retrieved is very well crafted, encrusted with gems in a
From inside it, he pulls what looks like a music sheet, with a map,
pattern that looks a mixture of dwarven and taii’maku construction.
You return it to Huradrin, which seems surprised: “By Dorsi... I’d for- probably made centuries in the past, yet still in good condition.
gotten about it entirely! Curiosity takes the best of Zalir as he quickly suggests you return to
He reveals that the sword is connected with an old mausoleum in Timberburg, as the map points to a chamber under the city. [5]
Sindile Forest. If a dark force wanted this relic, there must be some-
thing there that it wanted. 5 You travel there to avoid the few undead still roaming the region.
After an extended exploration, you finally find the entrance behind a
You tell him about everything Zalir told you about the lost Taii’Maku secret door in the tavern’s wine cellar.
Vaults. This prompts Huradrin to share a tale of when his people
and the Taii’Maku once sealed an alliance by forging a blade, his fa- You go inside the tunnel finding a stone double-door, clearly of
ther’s sword. [3] Taii’Maku construction. It seems impossible to open until you decide
to play the music sheet using the Violin. Even with no sound coming
3 It’s a long trip to Sindile Forest, where a large stone structure hides
from it, somehow, it causes a stone on the wall to recede, revealing a
Taii’Maku lock mechanism similar to the one Zalir showed you before.
behind dense vegetation.
You pull the Taii’Maku lockpick tools and start to pick the lock using
Huradrin approaches a stone where with a strangely shaped hole in the technique Zalir taught you.
it. He spins the pommel 90 degrees and inserts the sword sideways
into the keyhole. It fits perfectly and causes the stone to open, where Do 6 lockpick puzzles.
you can now see the same kind of lock mechanism Zalir showed you.
For each success: A hero gains 1 or 1 Empowered Token.
You pull the Taii’Maku lockpick tools and start to pick the lock using
the technique Zalir showed you before. For each failure: The mechanism protection trigger jolting magical
lightning through the Taii’Maku lockpick tools. The situation would
Do 6 lockpick puzzles. be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
A hero takes 5 DMG.
For each success: A hero gains 1 or 1 Empowered Token.
For each failure: The mechanism protection trigger jolting magical Go to the Quest Guide and set up Quest 16: “The Violin.”

Journal • 211
Adventure Chapter RB
Stargazing
1 If this is your first Relic Sidequest, read the chapter “Puzzles” (City
Book) before proceeding. Stop and return here when you reach the
“Lockpick” section.
Sara tells you that she learned about the place from Zalir “he showed
me a book that had an astrolabe just like this one. It said it was built by
the Taii’Maku as a gift for the Kemet seers and linked to an observatory
they also built for them. It also said that only people with premonitory
powers could use it, so Zalir insisted for me to go.”
You travel to the region accompanied by Sara. Arriving at the place,
you see three hills covered by ancient ruins.
At the ruins, you look for some kind of connection between it and
the astrolabe. The place resembles a Taii’maku I’llu, but with an elvish
architecture. You were searching around when suddenly Sara’s hair
became red, and she took the astrolabe from your hands. She looks at 2 You finally open the mechanism, which now causes many of the
the ruin’s walls through its lens as quickly as possible. walls to start moving. You hear a noise outside; all this fuss has attract-
ed unwanted attention.
Then, a wall starts to glow, showing patterns of a star map, and one
of the stones moves, revealing a Taii’Maku lock mechanism similar to Sara looks at you and throws the astrolabe; the visions seem to be over-
the one Zalir showed you. whelming her as she shouts: “You must calibrate the astrolabe, align its
numbers with the stars! I will tell you where to go. I would follow, but
You pull the Taii’Maku lockpick tools and start to pick the lock. the visions are too strong. Please be fast, I can’t stand this for long!”.
Do 6 lockpick puzzles.
You ask Sara how this stargazing will work as you realize the sun is
For each success: A hero gains 1 or 1 Empowered Token. still hours away from setting! Sara puts the astrolabe in front of your
eye: it immediately darkens the sky, and you can see the stars! “Now
For each failure: The mechanism protection trigger jolting magical go!”
lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections. Go to the Quest Guide and set up Quest 37 — Astrolabe.
A hero takes 5 DMG.
Go to [2].

212 • Tanares Adventures


Adventure Chapter RC The mechanism at the door seems similar to the one that can be
opened by U’Tibam tools. Seeing that you pull you Taii’Maku lock-

The Lost Halls


pick kit and start to pick the lock.
Do 6 lockpick puzzles.

1 If this is your first Relic Sidequest, read the chapter “Puzzles” (City
Book) before proceeding. Stop and return here when you reach the
For each success: A hero gains 1 or 1 Empowered Token.
For each failure: The mechanism protection trigger jolting magical
“Lockpick” section. lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
You follow the map crossing the underground paths of the ancient A hero takes 5 DMG.
dwarven kingdom. After some hours, you reach a series of corridors,
well carved in stone with beautiful designs and decorations, that seem Go to [2]

2 The door opens, revealing a vast stone hall of labyrinthine con-


to go even deeper into the undergrounds.
You finally reach the place marked as the ancient dwarf treasure hall, struction. You see that opening the place, even with U’Tibam tools,
but the site seems to have been ransacked long ago. You find no valu- still caused the defensive mechanisms to be activated.
ables there, only old documents.
Sara steps back. “I will stay here. This seems dangerous, and I have a
At the end of the vault, you see a collapsed wall, clearly broken down bad feeling about me entering here.
by hammers that are laid close by. Behind it, you can see a Taii’maku
door mechanism but with dwarven motifs. Whoever had stolen ev- I will stay and read these documents while I wait”.
erything found this secret door but could not open it. A skeleton
nearby seems to indicate that someone died trying to open it. On its Go to the Quest Guide and set up Quest 52 — The Map.
hand, you find an old dwarven document.

Remember this, my son, if by any chance I die today in battle


before I can teach you to open the secret vault.
After you open it, the defensive mechanisms will be deactivated
for one minute.
You NEED to get a disk of ice and place it onto the Blue Orb
and a disk of fire onto the Red Orb.
This will deactivate the traps. If you take too long, all the defen-
sive mechanisms will activate. Please be careful.
Oh, don’t get the disks too close to fire or ice; they are very
sensitive and will change elements!

Journal • 213
Adventure Chapter RD 3 In possession of the elemental orb you acquired during your forced

Deeper trip to the elemental plane, you travel to the coast of Ubel.

With a map acquired by Zalir, you make a long and tiresome search
through the deserts close to the shorelines, searching for ancient elven
If this is your first Relic Sidequest, read the chapter “Puzzles” (City
ruins. Each hero gains 1 Weakened Token.
Book) before proceeding. Stop and return here when you reach the
“Lockpick” section. You find structures vaguely resembling elven architecture, mostly
buried by sand. In it, you discover a tunnel that ends on a hall clearly
1 Before proceeding, read the chapter “Puzzles” (City Book). built with Taii’Maku machinery but elven aesthetics.
The structure looks impenetrable, but the orb starts to glow, and a
Zalir, deeply worried, comes at you “I have bad news! Relic Hunter round metal slot of similar size is at the center of a giant metal door.
friends informed me that the Kemet acquired the position of the
Taii’Maku vaults in a deal with the Third Eye. For now, we are the Placing the orb reveals a Taii’Maku lock mechanism that Zalir showed
only ones with the U’Tibam tools, but soon they may find a way to you before. You pull the Taii’Maku lockpick tools and start to pick
open or at least completely block the entrances!” the lock.
Zalir presses you into going after one of the vaults. He uncovered Do 6 lockpick puzzles.
three locations based on your findings and the information from the For each success: A hero gains 1 .
Relic Hunters. He arranged for a portal and a boat to get you there as
quickly as possible. For each failure: The mechanism protection trigger jolting magical
lightning through the Taii’Maku lockpick tools. The situation would
The three places he found are: be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
A hero takes 5 DMG.
• A ritualistic room inside the ancient Dark Lab that can only be
opened with a powerful mystical skull of great powers over death. Go to [6].
• An elemental-infused garden buried deep in Ubel’s subterranean.
It belonged to the elves before the region turned into a desert. It’s
accessible using an elemental orb that was lost centuries ago.
4 You get a boat and travel to a port city close to a merfolk underwater
town. Talking with the locals gets you a meeting with some merfolk
• A sacred chamber on the Temple of the Sea Mists, a holy place that often come to the surface to trade.
for the Merfolk. It is said that a set of mystical pearls that was lost
You ask them about the temple, and their priestess tells the tale about
during a Malrokian Curse was the only thing that could open it.
how the Temple of Sea Mists was lost during the last Malrokian Curse.
Choose one of the vaults to travel to. You can only choose one which She gives you the rough location where she believes the temple ex-
you have the relevant relic to open. isted, now no longer on the sea bottoms, as the sea receded after the
cataclysmic event.
Ritualistic Room - Only if you have “41- Dark Lab”: go to [2].
(Mystical) You search and find the temple, which was repurposed by fishermen
long ago and became a sanctuary of praying for those taking risks on
Elemental Garden - Only if you have “42- Extraplanar Journey”: the seas.
go to [3]. (Ubel)
Entering it, you see it was made for merfolks leaving underwater, as
Sacred Chamber - Only if you have “54- Beach”, go to [4]. (Storm both the ceiling and the ground are round and uneven. You are greet-
Ocean) ed by an old womam, the local community elder and healer.

2 With the skull in hand, you travel back to the Dark Lab. Your last You show her the pearls, and surprised, she guides you to the inner-
most room of the temple, where you see many Taii’Maku machine
incursion on the place required Huradrin’s penumbral traveling, but golems resembling merfolk statues.
now you know another way to enter.
You place the pearls inside clams held by statues, revealing a Taii’Maku
Hoping the fire eliminated the remaining undead, you take the same lock mechanism. You pull the Taii’Maku lockpick tools and start to
tunnel you used to flee the place. Getting inside, you search the pick the lock.
Taii’Maku Vault secret door finding it behind one of the shelves in
the library. Do 6 lockpick puzzles.
Placing the skull on a stone indent on the wall reveals a Taii’Maku For each success: A hero gains 1 .
lock mechanism. You pull the Taii’Maku lockpick tools and start to For each failure: The mechanism protection trigger jolting magical
pick the lock. lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
Do 6 lockpick puzzles. A hero takes 5 DMG.
For each success: A hero gains 1 .
Go to [7].
For each failure: The mechanism protection trigger jolting magical
lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections. 5 The heavy door opens, revealing a ritualistic room full of skulls and
A hero takes 5 DMG. bone weapons mounted on the walls. It looks very different from the
Dark Lab behind you.
Go to [5]

214 • Tanares Adventures


Inside, you see a ritual tome with a leather cover of dried green orc Two elven statues move in your direction, each with a gem of differ-
skin; its content has descriptions of many rune combinations. ent color in its chest. Behind them, a specter of an elf screams, “our
people! Doomed by the likes of you! And you dare to enter our sacred
Ancient elemental magic runs wild inside as ancient Taii’Maku ma- garden?” The whole place’s defensive mechanisms activate, summon-
chines move in the walls, creating gruesome patterns and symbols ing extraplanar beings to attack you.
composed of skulls and bones.
Go to the Quest Guide and set up Quest 63 — The Orb.
The place defensive mechanisms activate, mystically summoning
monsters to defend it.
7 You enter a corridor with polished metal mirrors and a thick cold
Go to the Quest Guide and set up Quest 65 — The Skull. mist. The pearls you placed come floating inside, and the mirrors be-
gin showing images of different places and people.
6 Elven writing shines on the door as it opens, revealing a vast garden Each of the floating pearls shines with elemental energy of a different
with green fields and strange mystical-looking trees. kind, blessing you. Each hero grabs a Quest Item.
The place is clearly not ordinary, as magic mechanisms illuminate the The mirror bases are mounted on strange Taii’maku machinery. Some
area, and water flows inside, forming a small calm river. Elemental of them move from one end to the other in the room. Then, the imag-
stones are placed on different cogwheels that keep turning. It keeps es that appeared illusory begin to take physical forms as the defensive
the water flowing, the air fresh, and creates light to maintain the mechanisms of the vault activate.
plants. A true underground garden sanctuary.
A crystal-like golem emerges from behind the mirrors, and the illu-
As you enter, different elven runes shine through the door, attuning sory images attack you.
you to one specific element. Each hero grabs one Tool Token (Hook,
Key, Tome, and Torch). Go to the Quest Guide and set up Quest 64 — The Pearl.

Journal • 215
Adventure Chapter RE Our hive defended this place for many generations; we will not allow
enemies to defile it and take what is ours. It’s our people’s way to pay
in kind; if they want what is inside, they will have it…” He screams,
Head First “used against them!” He gestures for you to proceed inside.
The Kemet had already found the Taii’Maku lock mechanism and were
1 If this is your first Relic Sidequest, read the chapter “Puzzles” (City
Book) before proceeding. Stop and return here when you reach the
working to open it. You pull the Taii’Maku lockpick tools and start
to work on them.
“Lockpick” section. Do 6 lockpick puzzles.
If you have “70- Order 99”, go to [2].
For each success: A hero gains 1 or 1 Empowered Token.
If you have “71- War Machine”, go to [3].
For each failure: The mechanism protection trigger jolting magical
lightning through the Taii’Maku lockpick tools. The situation would
2 You were discussing with Sedura the war plans and how the full force be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
of the ironhand army will be employed now that you issued Order 99
when Zalir enters the room. A hero takes 5 DMG.

Hurried, he gestures vigorously “good, everyone is here. I have pressing Go to [5]


news! A Gloomfolk elder is requesting help; the Kemet invaded his
hive, searching for a place that is sacred for the Gloomfolk. It is prob-
ably one of the Taii’Maku Vaults, built inside the penumbral plane!” 5 The Gloomfolk Elder looks into your eyes and takes his necklace, of-
fering it to you “this necklace was passed to us by generations. There were
Zalir explains that he was expecting the Kemets to secure the vault loca- two in the past, but only one remains. Our ancient tales say that each be-
tions. He believes the Kemet might have some of the gems and may be longed to one brother, the progenitors of our hive. They would hunt pen-
trying to get hold of five to use their full power. He tells Sedura that the umbral beings following their guidance to navigate inside the sanctu-
Gloomfolk are willing to become their guides and fight on their behalf ary of darkness.”
at the penumbral plane during the invasion if they receive help now.
Convinced by Zalir, Sedura asks that you take part in the operation as
you have some experience on the Penumbral Plane. [4]

3 You were discussing with Sedura the plans to deal with the possible
Kemet ambush. The best option so far is to bring the War Machine
for its first test, but your discussion was interrupted by Zalir’s arrival.
Hurried, he gestures widely “good, everyone is here. I have an ur-
gent request! A Relic Hunter’s Guild colleague recovered an im-
portant relic, one of the gems of a Taii’Maku Vaults! The bad news
is that the Kemets ambushed him south of Benstpine Range.”
Sedura interrupts him, “so that is why they headed south in-
stead of going to Fisherman’s Wharf.” Zalir pulls a map show-
ing where the relic hunter was last seen. You start to form a
plan to save Zalir’s colleague, deal with the Kemets and test
the War Machine, all in one go. [6]

4 You go with Sedura and Zalir to the Penumbral Plane


and are guided by the Gloomfolk elder; you arrive at their
hive, now taken by Kemet forces.
Sedura, now with legions of Ironhand troops at her dis-
posal, commands two battalions to engage in battle and
help free the imprisoned Gloomfolks.
You were urged by the Gloomfolk Elder to come with him.
You arrive at a cavern, finding the place in utter chaos, sa-
cred objects destroyed, and paintings and scrolls ripped
or tossed on the ground. At the bottom of the cave, you
see many broken-down statues. Behind them, a solid
metal wall with Taii’Maku mechanisms engraved with
Gloomfolk style art.
A group of kemets was working at opening the Taii’Maku
Vault door; they take weapons as you enter, and a quick
fight issues. Each hero takes 5 DMG and gains 1 or
Charge 2 Skill Tokens.
You eliminate them, and the Gloomfolk Elder grabs a set
of tools from the ground. “Zalir told me about this. It seems
he told us the truth, this tool can open our sacred chamber.

216 • Tanares Adventures


He starts to collect the sacred objects on the ground, trying to see
which ones could be saved. With no time to lose, you enter the vault. 7 Inside the strongbox, you find only a tiny piece of paper.
“Zalir, I hid the gem without the Kemets noticing. Only one of us
Go to the Quest Guide and set up Quest 80 “Penumbra” would understand where.

6 You travel quickly to Benstpine, as the life of Zalir’s friend de- From the marked three go:
pends on you. Sedura stays behind to prepare and bring the War To the left, a number of trees equal the amount of numbers on Torrygg
Machine in position. Addin-Zaiba’s safe.
Asking the locals in the close towns of Ubel, you learn that a man called In front, a number of trees equal the number of scholars imprisoned
Alfredo was seen searching for ruins in the foothills of a mountain by orcs in Eferhild.
nearby. By Zalir’s written description, he is the man you are looking for.
To the right, a number of trees equal the number of surviving scroll
After tracking the place, you find traces of an ambush outside an open fragments after the Blood Castle’s fire.
Taii’Maku Vault. Zalir was right, and Alfredo found a vault but was
ambushed by kemets when he got out. In front, a number of trees equal the number of complete centuries
Zarumag was paralyzed.
You follow the trail they left, going over the hills into a forest. You find
a dead Kemet, probably killed by the Relic Hunter, and carved on a Forget me, get the gem and leave this place.”
nearby tree the words “Zalir, open the box.” Further ahead, many more
Kemet troops are scouting the forest. Seeing that the gem is safe, you store Alfredo’s note and disregard-
ing his advice, you rush to save him. You know this is no time to lose
A group of them catches your attention. Two old necromancers try- valuable people.
ing to open a metal strongbox using tools that look similar to your
U’Tibam’s Lock Pick tools. You continue ahead but are surprised to see a small ironhand unit
fighting against a Kemet construct and a necromancer, and you help
You ambush them. Each hero takes 4 DMG and can choose to gain to deal with them.
1 or 2 Empowered Tokens.
After the fight, you see that the ironhand officer is gravely injured as he
After a quick fight, you get the box they were holding. Protected by tries to speak “the War Machine arrived, but the Kemet placed barriers
powerful magic, you see that it’s a strongbox of Taii’Maku construction to avoid the shoots. We were commanded to sneak in and take down
but made with a style of art of the ancient Malandi Empire, a civiliza- this magic protection. A unique magic dispelling ritual was cast on us;
tion that fell thousands of years ago. you need to take the soldiers. I will not be able to go.” He turns to the
soldiers, “obey this man until another officer commands otherwise…”
Following the words you saw on the tree, you quickly open the box he loses consciousness before speaking more.
using your Utibam’s tools.
The two soldiers look at you, expecting orders.
Do 6 lockpick puzzles.
For each success: A hero gains 1 or 1 Empowered Token. Go to the Quest Guide and set up Quest 81 “Rout”
For each failure: The mechanism protection trigger jolting magical
lightning through the Taii’Maku lockpick tools. The situation would
be much worse if it wasn’t for U’Tibam’s devices’ safety protections.
A hero takes 5 DMG.
Go to [7]

Journal • 217
Goddess Tamera

218 • Tanares Adventures


God Bauron

Journal • 219

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