Symbaroum - Extra - Skattletande I Davokar (SWE) .SV - en

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

tax Exploration

in Davokar
The hunt for riches, artifacts and ancient wisdom is the
basis of many adventures
Symbaroums game world. Although it is not always the
characters holding the shovel provides tax the search result in
lots of intrigue and conflict.

Text: Johan Nohr, Mattias Johnsson, Mattias Lilja Illustration: Martin Bergström

For example, a Expeditionary rooting in the rich soil of teasing another If your particular gaming group not appreciate the random element,
group and lead to strife, another dig too deep or inappropriate place which the material in this text instead serve as suggestions on what can be
raises forests slumbering darkness to life, or it disappears members of an found, and thus form the basis for the game leader's efforts to create
expedition without a trace and the characters are recruited to look right at interesting adventure sites.
them. Of course, there are also the characters themselves embarking on
tax're rampage, hunting for a specific artifact or just hoping to achieve
wealth and (just as important) fame, fortune-seeking among its peers in
Tistla bracket. Treasure hunt
Travel Davokar The system of tax searching presented in this text is based on a fairly
For inspiration on the journey obvious logic: the less explored a place is, the more likely it is that it offers
through Davokars lövsalar see both taxes and truly threatening dangers. It is up to the players to balance
On the occasion of the latter presents this text a large number of Symbaroums grundbok page 36-37 the risk against the potential wealth - this is Davokar and none other than
possible findings characters may encounter during excursions in Davokar. themselves will stand accountable for the choices they make!
In its simplest form, the following is used as a random number generator, and 183-184

in which the tax searching player's dice roll determines what they dig out
of the forests ruins. In this case, it is recommended that finding charts When the characters are looking through Davokars undergrowth in
used with the table of random encounters, as do tax the search to a search of treasures turn first if they find an archaeological site and if so, of
thrilling and risky challenge. Players must constantly ask themselves if it is what kind. Then turned to see how rich the place is on taxes, expressed in
really worth digging further when they know that something is hungry, terms of how many bargains maximum that might be made during the
large and evil can suddenly appear and complicate matters. exploration. Then all the players to strike a blow against

Vigilant per day to determine their roles person finds something of value.
At the same time hitting the group a blow to Discreet every day to see if
they incur
interest from forests many horrors - a failure forces them into a blow at Table 1: Type of finding site
one of the tables that describe meetings Open and Wild Davokar.
t20 type of bargain place
The country's tax processing houses in other words, the following
1 Library Ruins, where all the books on the shelves has long been destroyed 2
elements:
The charred remains of a laboratory 3
preparation: How well prepared are characters can affect their ability
Deep shaft with side tunnels, half filled with water 4
to find a rich treasure land.
A gigantic obelisk, covered with obscure runes 5

Location of discovery: Depending on luck and skill can find the place Old watchtower, defiantly competing with the trees of who is more than 6
locates more or less explored, and more or less rich in treasures.
Severe Hake, the port has already broken the former treasure hunter 7

Cave covered with luminous moss 8


Taxes: The remains of Symbaroums time are of a diverse nature, from
clean debris and ornaments to powerful artifacts. Half collapsed mine 9

The inside of a large statue inclined sinister in the marshy ground 10


dangers: Failure to bad tax the search can be sure that the actual
Gravfält with mausoleums interconnected underground of catacombs 11
being found, the forest beasts and ovärldsväsen.
Network of extremely narrow corridors 12

Partially ruined bridge with towers and houses, spans a now dried up river 13

The remains of the old catching and experiment caverns 14


preparations
Ruined City, worrying untouched vegetation, almost completely intact buildings 15
to go out on lycksökarstråt blindly is not the only way to find treasures,
The maze of roots and tunnels beneath a huge tree 16
contrary devoted much time and effort in Tistla bracket to figure out - or
Segments of a great wall, with hålgångar the wall and watchtowers atop 17
trick the other - was the most rewarding finding places to be found. The
characters do well to plan for taxes the search in advance and thus Temple ruins carved into the mountainside down in a ravine 18

increase their chances of being successful. Z in an underground river or lake, opening the forest a crack in the ground 19

Hanging gardens, islands upphållna of chains between towers of stone 20

Overgrown gladiatorial arena, with burrows underground fighters and monsters

Pay for a guide


To rent a guide in Tistla bracket or some other frontier location costs at Table 2.1: Taxes in the Open Davokar Table 2.2: Tax in Wild Davokar
least 1 dollars per week, but the state more they are the more you pay -
for each point in the Vigilant over 11 will increase the cost of a dollar, so a t20 type of tax t20 type of tax
guide with Vigilant 15 costs 5 dollars per week.
1-3 lumber 1-2 lumber

4-15 Curiosity, Table 3 16-19 3-12 Curiosity, Table 3 mysterious


Noted should be that far from all the guides are completely
mysterious tax table 5:20 a.m. tax 13-18, 19-20 Artifact Table 5, Table 4
trustworthy. After each random encounter, one of the characters succeed
in a Convincing for the wizard to remain in the group. Turns rollperso NEN Artifact, Table 4

20 in the battle, it turns out, unfortunately, that the Wizard is a member of


a group of looters who show up to take the role of persons traveling funds
and taxes. They are in number to the number of characters + 1 and have investigations
values ​Robber / The Robber Chieftain (see page 211 in the Basic Roll persons who master the ability Learned can do research in libraries
Manual). and archives. The process takes a week and costs 10 + 1T6 dollars in What is a t100 / t1000?
various fees and bribes. After that the scholars use Smart instead of Vigilant A T100 consists simply expressed

to find a rewarding discovery site. Once there, however, requires that the by two strokes with a T10. The first

convince a colleague usual blow to Vigilant to actually dig up anything of value. battle determines the tens, the second

With a successful battle against the [ Convincing -5] can rollper son to singular. Profit 3 on the first beat and a

convince another treasure hunters that they should make common cause 4 on the second read words like 34.

in pursuit of forest taxes. The accompanying adventurer can help the To turn 1 T1000 adds simply a T10 for

characters to find a rich archaeological site: when they turn to determine thousands. The outcomes 00 and 000

the maximum number of taxes that can be rooted out of the place, they bargain Square is equal to

beat twice and choose the best result. Furthermore affecting fellow the opportunity to lödiga finding is larger, the deeper into the forest you
creditor does not tax the search in other ways - in addition to this course travel is a well-known truth. The characters have to decide if they are
requires its share of the pie at a possible return from the depths of the aiming at the ruins of the outer, so-called, Open Davokar or whether they
forest. The characters must simply divide the spoils with another person. should venture into the wild depths. 100 and 1000th

The role of the person (or wizard) that has a maximum value of vigilant
( alternatively Smart if research has
Table 3: Curiosities made) must make a stroke a day to identify a promising discovery site.
Successful battle remains partly determine the kind of ruin they have
t100 curiosity encountered (Table 1), and to determine exactly how much there is to root

1-2 Embroidered banner of a fabric similar to the oil shimmers in rainbow colors 3-4
out the ruins. The latter is done using 1t4 + 2 Open Davokar, 1T8 + 2 Wild
Davokar and the result indicates the maximum number of discoveries that
Bronze Ring with a simple gray stone 5-6
can be made on the spot.
Brooch in copper imagine the spirit a sad dwarf face 7-8

Belt Buckle with what appears to be a map in relief 9-10 Whether they find an archaeological site or not, the most discreet role

Part of marmorfris imagine a spirit kåpklädd woman fighting a two-headed abomination of the person to strike a blow against a day
Discreet throughout the excursion, in the hope that the group will incur

11-12 Drinking Horn adorned with two pink gemstones, a void is there a third should sit
unwanted attention or accidentally irritate something that should have got
to be undisturbed. Unsuccessful battle, they must strike a blow at one of
the tables for random encounters - Table 6.1 or 6.2, depending on where
13-14 Figurine in alabaster represent spirit a toad with one eye
in Davokar they are.
15-16 Urn of gold the size of a human head

17-18 Flute-like wind instrument in blackened silver, which seems to require two people to play

19-20 Gilded Barrette with inscriptions depicting trees in various stages of decay
Taxes
Taxes will in different denominations, from kurisoteter through mysterious

21-22 Golden candelabra with a strange shaped cavities on the bottom, as if something is loose and treasures to genuine arterfakter with great and terrible force. When the
disappeared from there. characters have found a promising place to start digging to get everyone

23-24 Necklace with black pearls in the group beat respective blow to Vigilant per day. A successful battle
means they can move on to any of Tables 2.1 and 2.2 to determine what
25-26 hammer whose handle is made of beautifully cut legs. The head has been red-
kind of tax they have rooted out, after which they are referred to another
painted and shaped like a grinning goblins head.
table in order to determine exactly what they have found.
27-28 Hollow copper statuette imagine spirit a skeleton with arms outstretched. Contains dried herbs, both toxic
and healing.

29-30 Hollow marble balls, green with red streaks


The tables used to determine what kind of bargain that the role of the
31-32 Carafe half full of symbarisk absinthe, flavored with wormwood and decadence, and extremely potent person making is something called debris. For that category counts
after centuries of storage
damaged objects such as vases cracked, broken figurines and broken
33-34 Cat Figurine of jade, if you listen carefully (successful Vigilant) you can hear the cat purring tools on sales of Tistla Attaches marketplaces may raise 1t10 silver
sandals.
35-36 Coffin containing the crystal and glass bottles with dried elixirs unparalleled

37-38 Spheres made of iron, covered with symbols and cuneiform


Table 4: Artifacts

39-40 globular puzzle box of bronze and iron. Three successful [ Smart] in the range required t6 artefact
to open. Each attempt takes one hour. In the sphere Ligget a curiosity (beating on the table again).
1 Abalogs shield 2

41-42 Dress in brocades time (capacity Learned: motifs tell anything about an extinct Symbarisk Atts history) Matuldas eye 3

Mials lönndok 4
43-44 Kopparfat with religious symbols linked to the sun, moon and other
Vesper hovering coat 5
celestial bodies movements
Yeletas masks 6
45-46 Pot of magic brewed beer, the yeast and very strong but quite drinkable 47-48
Garulfus face plate
Curved blade of sharpened wood

49-50 Cube of obsidian with a circular hole on one side 51-52 aBalogs shield
Lervas whose two similar handle leaf-clad branches In a series of highly disputed barbarian tales talk of "the cultivated troll
Abalog" to have lived in Spider King heyday and then fought on the
53-54 Long chain forged in a silvery, metallic age
people's side. Most widespread is the song about how Abalog bit first
55-56 Sheath of kräkors springs 57-58 mat embroidered
married sting, then head of the military commander Arxerodd and how he
with gold wire did it with his enchanted stone shield. Perhaps there is something in the
59-60 mummified hand with long nails cut into spirals and key tall tales anyway ...
similar forms

61-62 Human Face carved in gneiss, with a third eye instead of the mouth. 63-64 Key in gold, head picture two
Foothold: The bound shield for themselves can choose to turn Strong instead
winding snakes twisted about a tower 65-66
of Witty when it comes to keep his footing, or regain it if the carrier has
The arrowhead of a red crystal, decorated with golden cuneiform
already fallen.
Action: Reactive Table 3 continued: Curiosities
Corruption: 1

Dvärgahugg: If the shield champions mastered the ability Arms Fight he


t100 curiosity

may help shield stone face biting into an enemy while a stroke is made 67-68 Walking stick of magic horn
with the shield, making 1t4 extra damage.
69-70 Ornately engraved ring of precious metal, two fathoms in diameter but thin as a little finger, making it
cumbersome to carry around
Action: Reactive
71-72 Serving Bowl of red clay with paintings depicting blacksmiths and astrologers
Corruption: 1T4

73-74 Silver Crown with riveted chain mail that covers the wearer's entire head. Obstructing vision total
matulDas eye
Matulda be according to legend, to have been a one-eyed stick magicians
75-76 Sun symbol on coins of gold ( Smart: it is actually a stylized spider figure, not a sun)
in old age learned to produce artifacts and then took the opportunity to
replace their lost eyeball. In the realm band she also their Bjära, the little
77-78 Spindelfigurin in citrine
winged pigs she called Megasen.
79-80 Cracked crystal on the foot of legs 81-82

To bind the sphere to itself requires that it be placed in an eye socket Sword Heroes who the key representing a grinning face gas
instead of an eye. This has in itself no adverse effects because the sphere
83-84 Picture of copper with etched motif depicting a dying sun rises over a desiccated sea. Huge ships of
gives sight to the wearer. Possibly, some people may be adversely
stone is standade where the coastline once walked.
affected by meeting a person with one eye replaced by a dim, green stone
sphere, but it was offset by a similar number think it's awesome.
85-86 Wand of bird bones brittle, if it ever had special krafer they fled his cow

87-88 Heavy gauntlet of gold, obviously made for a person with only four fingers on his right hand
Mega's friend: The binding eye to get a friend in the form of a mega,
a winged little pigs with big taste for books and parchments. Megasen
89-90 Leather Purse containing three six-sided dice of lindormshorn, batting owner's advantage in all types of
linked to the eye carrier according to the rules of ritual Bjära.
games - until it really matters, when they beat against their owners

Megasen have the following values ​from the start:


91-92 Beautiful carafe of white and turquoise painted clay, imagine a winged spirit mara sitting on its hind
legs
Feature Regeneration ( IN), Wings ( IN)
93-94 White crystal with sharp edges, big as a fist raised, which is scorching hot in contact with water; can be
Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1), used to boil water or frying food.
Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),
RESOLUTE 10 (0) Convincing 5 (+5)
95-96 Lifelike doll of symbarisk nobles, pierced by a half-dozen gold needles
Arming Bett 1T4 (Short)

armor No 97-98 Taking a Shot at Table 5: Mysterious treasures

Defense 15 (Avoiding) 99-100 make a stroke Table 4: Artifacts

immunity 10 pAIN THRESHOLD 4

Special Ability: Megasen remember things written on eating, which makes it a


rather random source of knowledge. The carrier will receive a second blow to mials lönnDok
the Mega's An ancient barbarian legend tells of the symba riske king Mial. He must
Smart while abilities based on that characteristic is used, subject to megasen have had a very impulsive and violent wife named Alreka he feared more
are with and grunts out his svinsluga advice. than all fiendehärar, together. The situation was particularly delicate Analysis of the findings
because the old Mial through the years, had both the occasional To understand the mysterious

extramarital relationship, as if they were discovered would Alreka in a very treasures and artifacts used capacity Learned.

bad mood.
Corruption Magnet: Matuldas eye can gather corruption as a soul About the mysterious treasure or

stone, which requires that the wearer mastered ritual Soul Stone. artifact affects or use any other

King's solution to the problem was, according to legend, both silly and abilities can the capacity be used

Ondöga: In addition to other soul stones can Matuldas eye also use desperate: he ordered a magical tapestry of trollhaggan Luselorda and instead of Learned to determine what

collective corruption to shoot black eyes rays. Eyes beam damages the pledging her "whatever she wanted" the payment. When the object was the tax is something (for example, the

target of carrier succeed [ Strong will Strong will ←], 1t4 damage per point handed over, she also mentioned his prize: King Mials potency. So it was ability

corruption ejected. The downside is that the corruption which is used in that the lecherous ruler got a completely different use of fabric than he
this way released from the stone and attaches itself to the wearer's spirit - had intended - to hide themselves, rather than their mistresses.
that is, they are moved from the stone to the wearer's value in permanent ritualist for items

corruption. affects rituals).

Bemantla objects: The bound veil to it can wrap it over inanimate


objects up to a smaller table
Table 5: mysterious treasures or Kista's size and make them invisible to the eye, if not for the fingers. It
does not detract from either the objects weight, which makes the hidden
t12 mysterious treasure object's existence can be discerned if the wearer succeed [ Discreet ←

1 Face mask of thin sculpted and the inside engraved stone which sometimes allows the wearer to see in the Vigilant].

dark (free act, requires successful Vigilant). Leaving when used in burns to the face that takes a long time to heal An immovable object under or behind the veil is not possible to detect

(1T4 in injury heals in half rate). 2 unless you bump into it or if the mysterious forces are used to seeing it.

Elixir dripped in one eye, which then permanently can see in total darkness, but will always be pure white Action: Active

without any pupil. The outside world tends to see those eyes that abomination characters. 3 Corruption: 1

Hiding the graven image: A dokmästare capable Fine can use the
Simple and completely unadorned iron crown that absorbs all temporary corruption wearer would have veil to hide also a living being. As long as the creature remains stationary,
suffered. If the crown for some reason leaves the head (if taken, or fall / switched off: counts as concentration it can not be detected unless someone touches it, or use the disclosure
in battle, that
rituals. The creature can move at half movement but could then be
[Strong will - Damage] to not lose it) released the corruption loose again and affect the carrier at once. 4
discovered if he fails a blow to [ Discrete Vigilant ←],

Square shield covered with small mirror sheets reflect sunlight and seem to reinforce its luminosity. The support
may act as an active dazzle an enemy during combat in daylight or strong light, requires successful [ Smart ← Witty].
with a further modification of -5.

A dazzled enemy is blinded in a round and can not perform active or reactive actions. 5 Action: Active

Corruption: 1T4

Earthenware pot that, when opened unleash a thick fog covering the area. The fog obscures all sight and
suppresses all sounds. All the fog gets a second chance to fail blow to Vigilant and attacks with projectile and Vesper hovering coat
missile. If the person who opens the jar gets in a blow to Who has not heard stories about the assassin sect called Flight dogs
should have ravaged during Symbaroums heyday? They are alleged to
RESOLUTE there is also a malevolent creature of the mist (values ​Frost Light, page 230 of the Base Paper).
have been the rebels led by the charismatic fäktmästaren Vesper and
When the jar is turned sucked both fog and a possible spirit back into lerkruset. 6
appears in legends as heroic punishers of symbariska royalists with
unclean to hide. Often they beat to the night's darkest hours, by using
Nasty necklace of large, carved pieces of bone from a huge ödleskelett. It absorbs 1T4 corruption, then it will
their floating gowns get up and out through the balconies or roofs.
be glowing hot and makes 1T4 in injury to the wearer. Can not be used until it has cooled down (can be used

once per scene). 7

Purse with a powder which absorbs water, 100 liters, and transforms it to a button-hundredth of the mass.
Soft landing: Anyone who has tied his cloak to him to get it to span
Remaining remains only a smelly mud. The same happens to living beings who might ingest the powder. The
out and allow for a gliding landing from higher altitude, which would be its
finding is sufficient to three attacks with the ability Stryparkonst, but requires advantage and can not be thrown. To
get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies champion of Davokars bats.

immediately and assume the appearance of a dried mummy. 8


Action: Displacement

Corruption: 1T4
Around the box of gilded copper containing a large palms and perfectly ground glass prism moonlight allows Uppåtvindars rescue: If the coat champions bestitter ability Acrobatics
the wearer to see shadows beings (it provides other words, the user capacity Häxssyn under the moonlight,
he may with a Witty
with no risk of corruption).
let themselves be thrown ten meters in the air of mysterious winds and
from there glide to the ground in any direction.
9 Human skull of black stone, whose eyes light up with a sickly green glow
Action: Active
if directed at and in the vicinity of an innocent creature (defined as 0 in total corruption). The closer the skull is the
Corruption: 1T6
observed, the stronger shining embers. 10

yElEtas masks
Statuette of a bright blue lapis lazuli, karvad to resemble a alvskepnad with giant moose. Seems almost
Huldran on Karvosti is known for creating the most horrific and useful
vibrate slightly in the hand when the abominations that are in the vicinity (giving a second chance in the battle
masks for their allies. With the mask using the carriers can borrow
against Vigilant to detect stealth abominations). 11
ärkehäxans illusion loose eyes and see the world without blinders or

Drum whose abysmal connotation makes living beings (not abominations or undead) worried and afraid, with
vanbilder, which allegedly sometimes just as beneficial as terrible.

great risk of being forced to flee or become paralyzed with fear (corresponding to the monstrous feature terrorize, level
II). The drumming is tucked day of the effect, but its allies, it does not. 12
Grim truth: The worm's champion can successfully Vigilant see the
case just as it is, without illusio down, distortion and veils. The wearer's
Padded box containing a forearm long cylinder of the wood, divided into five rotatable segments covered use of the ability Häxsyn not affected by the rituals False shade or the like.
cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it
with the desired effect requires further blow to Smart in the performance. If the latter manages to give the
cylinder +1 on all kinds of performance of black magic rituals.
Action: Free

Corruption: 1T4
Mask Bite: For mask carrier with the ability Häxsyn slave drivers: If artifact champion has persuade Gan Dominate provides
the mask can also attack enemies. A frightful ghost image of the mask the same effect as the force Prize will, on the same level as the level of the
pops up against a creature, stricken with terror (acts as the monstrous predictivity of the findings value carrier in Dominate.
feature The finds value is determined by Action: Active

terrorize, Level I) of the mask carrier successfully with a several factors: for example, their Corruption: 1T6

[Strong will Strong will ←]. condition, the value of materials and

Action: Active availability of buyers.

Corruption: 1T4
Random encounters
Expect a curiosity is worth 10 + 1T10 to be in Davokar a long time without bumping into hostile creatures is
garulfus face plate dollars. almost impossible. Do you follow it have reason to stay in one place for
Garulfus during nice pretty cruel face protection bracket once the more than a day, it will be worse. The procedure for that rule technically
aforementioned barbarhövdings helmet and protected the radiant A mysterious treasure is worth handle this is as follows:
personality from injury. Face protection also received many perverse 100 + 1T100 dollars.

willing barbarians to add to Garulfus will. It should have been buried with
the fallen governor and come astray when the tomb shortly thereafter Artifacts is normally not in dollars Every day they are in Davokar, one of the characters strike a blow
looted. but if you find a buyer, he may be against Discreet. And the longer they stay in the same place, the more
prepared to fork out difficult it becomes for them to avoid unwanted attention: -1 of modification
Kari's shield: When the facepiece champion wears the artefact gets for each day that passes after the first. Failure means that they have to
his strong personality to a race. The carrier may choose to base his strike a blow on the table 6.1 or 6.2 to determine what kind of mischief
defense on 1000+ 1T1000 dollars. they come up with. Beings values ​can be found on page 202 233 of the
Convincing, without the limitation of armaments. Basic Manual.
Action: Reactive

Corruption: 1T4

Table 6.1: Meeting of the Open Davokar Table 6.2: Meeting in the Wild Davokar

t20 meeting t20 meeting

1 Våralver (RP +1 number) 2 1 A larger alvfölje (RP number), Sensommar Elves led by a Höstalv 2

Summer Alver (RP number), early summer Elves, led by a Sensommaralv 3


Rovtroll, hungry (-2 RP number) 3

Rovtroll (Hungry) 4 Master Troll, together with Rovtroll, live group (RP -3 number) 4

Cult Lard (RP +1 number), initiates, led by a conductor Section 5


Arch Troll 5
Thieves (RP number), robbers, led by a Robbersdaughter Chief 6
Casing Skara (RP number -1) 6
Hunter Patrol (RP number -1), Hunter soldiers led by a Hunter Captain 7
Drypargadd 7

Treasure Hunter (RP number), adventurer and a scorer 8 Mara flock RP +2 beasts 8

Clan Warrior (RP number), Bykrigare led by a farm Printer Gare 9 Baiagorn 9

Casing 10 Skara Urorne 10

Mara, herd of beasts RP number 11 Kanaran 11

Baiagorn 12 Lindworm 12

Urorne 13 Violating flock RP +3 insects 13

Kanaran 14 Dragonfly 14

Violating flock RP +2 insects 15 Abomination born jakaarer (RP +2 number) 15

Abomination born people (RP + 1 number) 16 Abomination Born urorne 16

Abomination born jakaarer (RP number) 17 Urstyggelse 17

Frost Light (RP number -1) 18 Dragoul (RP number) 18

Dragoul 19 Nekromag 19

Nekromag 20 Griftgångare 20

Hit twice, use both. * (If that makes sense to both meetings collaborate, they do it, Hit twice, using two (if that makes sense to both meetings collaborate, they do it,
otherwise they are likely to be drawn enemies and characters must choose sides.) otherwise they are likely to be drawn enemies and characters must choose sides.)

You might also like