Cadwallon The Marine Ruins PDF
Cadwallon The Marine Ruins PDF
Cadwallon The Marine Ruins PDF
marine ruins
HISTORY The cursed ruin
Since then, rumors have been floating about
the marine ruins – Sewer-workers have seen
strange silhouettes when they came back to
When the ophidians left Aarklash to answer check the damage. Scared away, they had not The coming and goings of the smugglers and
Vortiris’ call (see Secrets, volume 1), some re- gone far enough to discover the ruins. These the naphta-powered explosion have roused
mained behind on the continent to perpetu- rumors are bound to reach the ears of free Ss’Alish from his unnatural sleep. His magical
ate the Serpent civilization. Among them was leaguers one day or another. experiment partially worked. He is now a living-
Ss’Alish, a powerful magician. He used to live dead, but the technique he used was much less
in the city which stood where Cadwallon is reliable than those perfected by the Obscures of
now erected, surrounded by his apprentices. Acheron: his mind was altered by Darkness and
Quickly, he understood that the departure of he has regressed to the state of a wild animal.
his brethren would put his community in dan-
ger, as it would not be long before the enemies He now roves the marine ruins, which he
of the Serpent heard about their weakening considers his territory. He hesitates in going
Time would then wreak its havoc. anywhere beyond the ancient tunnels immedi-
ately surrounding his ancient lair. He finds the
Ss’Alish thus decided to plan his survival for new Cadwallon disturbing. He does make a few
the long term, as he was unable to predict when excursions, however, mainly to prey on careless
the ophidians who had left would return. He wanderers.
studied dark lore in order to find a way to stand
the curse of time, and discovered a way to be- When the TL reaches 7, Ss’Alish appears at the
come undead. edge of the area where the PCs are, in addition
to that TL’s normal effects (as a creature, Ss’Alish
And so, when Ss’Alish died a few years lat- has already reached the “Attack !” stage).
PLOTS
er, he was buried according to a special ritual
which would allow him to transform, slowly,
into a lich. As Ss’Alish had foreseen, the ophid-
Encounters
Contraband
ian community disappeared. In his coffin, the
magician was waiting.
The Cadwallon sewers are, truth be told,
Centuries later, when the Cynwall Cadwallon Many pipes and conduits lead to the marine an oft-used traveling way. When the PCs
was built, Ss’Alish’s crypt ended up below ruins. Some go deeper into the city, others lead reach the marine ruins, there’s a good
ground level. Changes brought on by the ar- to Kraken harbor, which is why the marine ru- chance that they won’t be alone there. The
rival of the Cynwall, and later, by the arrival of ins are used by smugglers as a meeting point:
GM rolls a d6 and checks the following
table. NPCs present due to plots or TL
the Dogs of War, caused the partial flooding of those from the outside trade their goods for
can be added to the result.
Ss’Alish’s crypt. When the sewers were built, the ducats of those from inside.
the water receded, and the crypt was discov- Die Result
ered by workers. Listening to their cautious
side, they judged it prudent to simply brick up The smugglers meet here at night – they 1 Bad luck, three veteran militia-
the entrance. The ophidian was still sleeping. gather in groups of five and carry 500 D worth men (see Secrets, volume 1, p. 90)
of various, but always illegal, goods. When the have decided to patrol the sewers.
Recently, Methanol (see Cadwallon, p. 239) TL reaches 9, they flee. 2-3 No one there.
has caused an explosion above the marine ruins 4-5 Five smugglers who don’t feel like
while working on a naphta machine. The trem- Despite their precautions, the smugglers being bothered.
ors have destroyed the wall which condemned have not gone unnoticed. Their silhouettes are
6 One Sewer-worker who can in-
form the PCs about current plots
the access to Ss’Alish’s crypt, and even worse those the Sewer-workers have seen and taken
concerning the marine ruins.
– the ophidian has awakened... for creatures from deep under the Free city.
STATE OF 4: Ruined houses
THE AREA (Calm Area)
(Tiles A13r/A14r)
A Search/DIS (8) test allows one to find
1: The sewers
everyday life items.
(Watched/5)
marks on the sides of the lid and rubble
In the marine ruins, the TL’s increase has that rolled out of the room bear witness
the following effects, in addition to those to that. Unfortunately, at this point of the
in the rules: This house has not fallen into ruin because exploration, it is probably too late to take
TL 7: Ss’Alish attacks the PCs; of time or the naptha incident. Ss’Alish’s pas- advantage of this information...
TL 9: The smugglers flee with their goods;
sage was what knocked down the walls and
TL 13: The militia doesn’t intervene
brought down the roof. A Track/OPP (8) or
–however, the dark catalyst goes crazy,
and every character present in the marine Search/DIS (8) test will allow to spot traces of
ruins must resist a FEAR of 6. the passage of a Large Size snake.
Ss’Alish, degenerated ophidian
OPEL 01
Potential: 6 Characteristics: • Lunge/STY 3
Dominant attitude: SLEight • PUG 3 (FEAR 5) • Pierce/SLE 5
Size: Large (4) • SLE 4 • Slash/PUG 2
Power: 5 • STY 2 • Slither/SLE 4
• OPP 3 (DEF 4) • Strike back/STY 1
Movement: 5
• SUB 3 • Stunt/STY 1
U:
• DIS 2 (MAS 3) • Swim/PUG 1
LW:
SW:
Abilities: Protection: Torn to shreds leather armor
CW:
• Charge/PUG 2 (MOD: 0 PRO: 1)
INC: • Climb/SLE 2
Distinctive features: Ambidextrous, • Disarm/SUB 3
Sequence/3, Toxic/3 • Dodge/OPP 5
Feats: Consciousness, Living-dead • Force/PUG 1
• Hide/OPP 2 Weapons Par. Mod Dam. Mod Type Reach Conc.
• Intimidate/PUG 2 Claws 0 -1 T 0 na
• Look out/DIS 1 Fangs 0 0 P 0 na
CDSP 05/02
The smugglers:
Lagadan Broken-jaw, Morvule the Klû-less, Barlalas Three-fingered and Merliflan Silver-tongue
Race: Human Characteristics: Knowledge
Culture: Lower city • PUG 2 • Commerce 2
Trade: Smuggler 2 • SLE 3
Potential: 2 • STY 2 Contact
Dominant attitude: OPPortunism • OPP 3 (DEF 4) • Palm of Krek (OPP) 2
• SUB 4
Size: Medium (3)
• DIS 2 (MAS 3) Equipment: Purse (x2), bits and pieces, mace,
Power: 3
rucksack, worn clothes, 35 ducats
Movement: 4 Abilities:
U: • Barter/SUB 1
LW: • Bash/PUG 2
SW: • Conceal/OPP 1
CW: • Crook/OPP 4
INC: • Hide/OPP 2
Distinctive sign: Goblin’s jeers • Look out/DIS 4
Feat: Bravery • Slither/SLE 1
Weapon Par. Mod Dam. Mod Type Reach SIZE Conc Origin Legality Availability Weight Price
Tulwar 0 +4 T 2 4 -4 OP No 10 6 kg 150 D
The
marine ruins
24
4
2 5
4 4 4