Decadent Arch Villainy First Draft

Introduction

 

Broad Overview

 
Maylar is probably the most feared deity in Scarterra (though Greymoria certainly gives him a run for his money). Maylar is not so much worshipped as he is appeased.   Maylar believes that hardship makes the strong become stronger and it makes the weak become dead. Maylar often calls hardships "tests" and regularly afflicts suffering on mortalkind in the name of making them stronger though he reality he just likes to hurt people. Maylar's core followers call themselves "the Testers of Strength" or more commonly, just Testers.
Maylar, named by Zeta Gardner
  Testers are commonly found among the barbarians attacking at the fringes of civilization on the frontier. They are found on pirate ships and in brigand encampments. They stalk the dark city streets or cavort with the subterranean monsters of Scarnoctis.   Most Testers live on the fringes of mainstream society. Most Testers are outcasts. Most Testers view civilization itself as a tool of the weak. Most Testers arise from the lower classes. Most disdain the very idea of social classes as a fraudulent usurpation of true power.   Most.   The Decadents are different. They represent a faction of Testers whose ranks are filled primarily from the upper classes. They hold debauchery-filled parties and revel in inflicting pain and death on people in the lower classes and then use their wealth and social privilege to avoid paying the consequences for their acts of cruelty.   This adventure deals with identify and unmasking a cult of Decadents. While any story involving Testers is going to have a fair bit of combat in it, this story is weighted more towards investigation and discovery then it is about swinging swords.    

How to implement this adventure in your campaign

  This is a self-contained episodic adventure that could be adapted to a wide variety of player character groups and campaigns. Ideally, it should not be an adventuring party's first adventure. It is easier to hook the PCs into this if the PCs already have a reputation as a heroic problem solvers. Also, in my experience as a Game Master I believe that mystery plots are often more effective when sandwiched between two relatively straight forward high action adventures.   Initially, a Game Master should not tell his players "We are going to take on some Decadents!" This story is mystery that should feel like peeling an onion. What starts as a single missing person case will gradually snowball into uncovering vast conspiracy.   At the time of this writing, Fumaya is the most developed location within Scarterra and this story module is part of my Fumaya has lots of problems metaplot. It incorporates characters and locations from that campaign, but this story does not have to be centered on Fumaya. This story could be adapted to any location in Scarterra because the Decadents can potentially show up in any noble family.   If you want to adapt this story to a world other than Scarterra, this story does not have to involve Maylar's Decadents. Any evil god or goddess will suffice if said evil deity could potentially be the center of a cult of sadistic spoiled and jaded young people with daddy issues.  

The Setting

  Fumaya is a country that on a map looks vaguely like a foot, which is why Fumayan humans are often nicknamed "Booters". The Duchy of Wiern makes up the "arch" of Fumaya's "Boot".   To start this adventure, you need to get the PCs into the Duchy of Wiern, ideally the County of Olessia which is the duke's personal fiefdom, but you don't have to go deep into the geography of Wiern if you don't want to. A basic overview is below.   As a whole, the land of Fumaya is pretty rugged with a lot of hills and forests. There is a lot of farms of course, but most farms are relatively to close to somewhat untamed frontier areas.. The Duchy of Wiern is the exception to the rule. It makes up the flattest section of Fumaya, and is by extension the most widely cultivated. The area has a great many clusters of villages but no large cities. There is a decent sized town named Olessia's Crossing, that is situated where two major roads Fumayan intersect and that is not far from where the ducal family lives in Castle Wiern.   Castle Wiern is located near a powerful magic font which fuels a well-guarded garden of reagents that provides a nice stream of income for Duke Wiern. The magic font also passively permeates the area with fire elemental energy which means those born and raised in Olessia tend to have mixed earth ethnicity and fire ethnicity which makes them stand out visually from other Fumayan humans. Most members of the Wierns have light brown skin and red or auburn hair and many of the nearby commoners look similar.   The area produces more surplus food than the rest of Fumaya combined, so the PCs may pass through Wiern lands just to replenish their basic supplies. That is a reasonable explanation for why the PCs would come here. Wiern is the "arch" of Fumaya's "boot". The main east-west road connects the "heel" with the "toe" of the boot. The main north-south road connects the "sole" with the "rim" of the boot. Both these two major roads cross each other in the County of Olessia. There is also a wide and slow moving river connecting the north and south of Fumaya to each other and and into the neighboring nation of Swynfaredia. The river is ideal for moving barges with bulk goods.   The PCs are traveling around Fumaya for any reason, they will probably pass through Wiern here at least once because it's such a transportation hub. That is another reasonable explanation for why the PCs would come here.  

Cast of Characters

 

Meet the Wierns!

  NOTE: All of the Wierns have a hyperlink to a personal article. The aforementioned articles cover events that occur AFTER this adventure as part of my ongoing Scarterran campaign "Torches in the Twilight". Your campaign's versions of these characters might be different and your outcome of the story probably will be slightly or perhaps drastically different from what the Torches crew. For the purpose of you running this adventure for your players, use the character details in this article only. But you can check out the Torches links if you are curious.  
by me with Midjourney
Duke Garland Wiernis not the greatest father in Scarterra, but he is a good ruler who is attentive to the needs of his subjects. At this point, the most pressing need for his subjects is military preparation.   The Kingdom of Fumaya's southern neighbor is the Kingdom of Swynfaredia and there are strong indications that the Queen of Swynfaredia is eying Fumaya for a potential military expansion of the realm in the next couple of years or maybe even sooner. If and when this occurs. the Swynfaredians are likely to attack the Duchy of Wiern first because the terrain is relatively open in Fumaya's "Arch" compared to Fumaya's hilly and rocky "Heel" and it's thickly forested "Toe" where the terrain would give the defenders a big advantage.  
Garland believes that the Queen of Swynfaredia is most likely saber rattling for political theater, but he is not taking any chances. The duke is making sure that his soldiers are well-trained, well-equipped and highly visible. He hoping this show of strength will dissuade Swynfaredia from attacking in the first place.   Garland is in his late forties and his four children range from their late teens to mid twenties. Note that in most of Scarterra, humans are legally adults at sixteen, not eighteen. Garland's eldest child is Janah Wiern, she is famously beautiful and intelligent. Diplomatically polite but strong and firm when she needs to be, everything an upper class Fumayan wants his daughter to be. Janah's impressive traits did not go unnoticed. The king of Fumaya who was approximately her same age courted and married her.   Garland is delighted with this turn of events, and he loves to talk about his amazing daughter, the queen. This given Garland a huge blind spot for other three children which only got worst after his beloved wife (who was also named "Janah") passed away. Garland is so busy taking a victory lap that his daughter married the king that he has barely put any effort at all into finding spouses to his other children who all remain unwed with no immediate prospects. This is the least of Garland's shortcomings as a father.   Garland a blind spot towards problems in his own fiefdom and he has more concerned with the machinations of the royal court and establishing himself as a valued confidant to the king, that he he has become less attentive to the problems in his own backyard.  
Lord Bohdan Wiern is Garland's second born child and eldest male child. The Kingdom of Fumaya has patrilineal succession, so Bodhan is the presumptive heir to Garland's ducal lands and titles. If Garland didn't focus on doting on Lady Janah so much, he might have noticed that Lord Bohdan is somewhat behind where Garland was when he was Bohdan's age.   Bohdan is reasonably competent with weapons and horse riding, so he is okay with the martial aspects of being a lord. Lord Bohdan is reasonably well-versed with books and ledgers, so he is okay with the less glamorous aspects of being a lord.
by me with Midjourney
  Given that the Duchy of Wiern is staring down the possibility of a full-scale invasion, being okay at martial skills and managerial leadership is probably not enough.   Lord Bohdan's diplomatic skills are less than okay. Bohdan is polite and good natured, but he is more than a little naïve for someone born into high level politics. He is nigh oblivious to nuance and subtext, and this is not a great trait in a future duke.   Story wise, Bohdan makes a good red herring. Players who are mystery-savvy might assume that Bohdan is merely playing the part of a fool and assume that he is actually knows more than he lets on.  
Lord Tacitus Wiern is Garland's third child and second son. If Bodhan is "the heir", Tacitus is "the spare". By most accounts, Tacitus smarter and all around better than his elder brother. He is moderately better at books at ledgers and he is magnitudes better at social graces and reading nuances. He is slightly behind Lord Bohdan when it comes to martial pursuits, but this is only because Tacitus does not view martial pursuits as especially important, and he is still managing to keep pace with his brother while half-assing his training.
  Tacitus is shrewd and ambitious. Fortunately for the Wiern family, Tacitus is not so ambitious that he would turn to fratricide to eliminate his brother and become the hair to the ducal title. There are some lines Tacitus won't cross.   One advantage of not being the presumptive heir is that he has more freedom of movement than his elder brother. Tacitus often travels to other courts on behalf of his father or on behalf of himself. He is looking for a political marriage that would qualify as "a smart match", and he is trying to secure a juicy court position somewhere where he has the flexibility to quietly build a network of influence. If the PCs have been traveling in high end political circles before this adventure, they might have run into him already.   Tacitus is another good red herring. His intelligence and ambition are fairly obvious to those who meet him, so it's easy for one to suspect Tacitus is hiding something. Tacitus is hiding a few things, but none of them are part of this story, but if a Game Master wants to tie this story into a wider narrative, he can and probably should insert Tacitus into previous and future political based stories.  
by Eron12 on Hero Forge
Lady Felicja Wiern is Garland's fourth child and second daughter. Garland has messed up on some level with all of his children, but Felicja is undoubtedly his greatest failure. Felicja never really got much of her father's time and Garland would often give her a present to try to placate her and then go on to ignoring her further. Thus, Felicja is quite spoiled and has major daddy issues.   It's not just her father's approval she seeks. Everyone always talks about how beautiful and smart Janah is, so Felicja feels trapped under her older sister's shadow, so she is understandably quite jealous and bitter.
  Felijca cannot realistically seek revenge against her sister or her father, so she will take to bullying anyone beneath her.   A recruiter for the Decadents found her and found Felijca pretty easy to win over by telling her what she wanted to hear. Maylar teaches that birth order and fancy titles doesn't matter, only strength and ruthless matter. Felijca is the stronger sibling, Felijca is strongest Wiern. Felijca is above lesser mortals and therefore she can do whatever she wants to whomever she wants.   Felijca is the daughter of a duke, and she doesn't have a lot of oversight or supervision making her an ideal operative for the Decadents. Felijca's recruiter thought she would be easy to manipulate, but much like Tacticus and Janah, Felicja has smarts and ambition. Within a fairly short time, Felijca was in charge of the cult in all but name.  

Who are the Cultists?

  The Game Master can adjust the size of the cult to fit his or her needs based on how many PCs are in the player troupe and how experienced are the PCs and players. Making the cult larger of course makes the adventure module a bit tougher, and making the cult smaller will make the adventure a bit easier.   Lady Felijca is the true leader of the Wiern-based Decadent cult who sets the general policies and decides the major actions on the cult. The cult incorporates party masks and code names during their ceremonies a lot and as added layer of anonymity, Felijca makes heavy use of potions of Disguise Self to hide her appearance if glimpsed without her mask. Only a small number of the cultists know that Felijca is a member of the cult, but many cultists have put two and two together and deduced that she is probably in the the cult.   "The Reveler" is the cult's figurehead leader and is the man-on-the-ground to handle the details Felijca finds are beneath her. He wears a mask during worship ceremonies. Outside of these, he is hard to peg down. He is a good actor capable of mimicking many accents and dialects and he is skilled with various non-magical disguises. He uses a lot of aliases, and even Felijca doesn't know his real name. In Fumaya his default alias is "Cemach the musician".   Reveler Stats  
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Willpower 6   Dexterity 3, Strength 3, Stamina 3, Appearance 3, Charisma 3, Manipulation 3, Intelligence 3, Perception 2, Wits 3   Abilities: Alertness 2, Animal Ken 1, Archery 3 (+1 Wrath attacks), Athletics 1, Brawl 2, Commerce 1, Dodge 2, Empathy 2 (+1 falsehoods), Etiquette 1 (+1 carousing), Expression 1, Intimidation 2, Investigation 3, Leadership 1 (+1 Testers), Legerdemain 2, Medicine 1, Melee 3, Performance 3, Politics 1, Ride 1, Stealth 3, Subterfuge 3, Survival 1, Theology 2 (+1 Maylar)   Divine Spheres: Wrath 3   Merits: Divine Spell-caster   Flaws: Divine Bard
  Lady Edzia is the cult's best spy. She is High Steward for the Duchy of Wiern which means she was appointed by the duke to keep track of his finances. Edzia has used her position of trust to "cook the books" and embezzle money and supplies from the duke's treasury and storerooms. She can also help Felijca and the Reveler roadblock any investigations into the cult's many crimes.   Lady Edzia's backstory is fairly similar to Lady Felijca's. Edzia is the daughter of a minor noble house that produced a few notable knights and courtiers, but the house is relatively cash poor by noble standards with a lot a less land than the Wierns have and the fact that the house tends to have a lot children streteches the resources a lot. Edzia has a lot of older siblings who she is often felt overshadowed by giving her daddy Issues and this is gave Edzia and Felijca something to commiserate over.   Lady Edzia Stats  
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Willpower 6   Dexterity 3, Strength 2, Stamina 2, Appearance 2, Charisma 2, Manipulation 4, Intelligence 3 , Perception 3, Wits 3   Abilities: Alertness 1, Archery 1, Athletics 1, Brawl 1, Commerce 3, Dodge 1, Empathy 2, Etiquette 3, Expression 2, Hearth Wisdom 1, History 1, Intimidation 1, Investigation 2, Leadership 1, Legerdemain 1, Melee 1, Politics 3, Ride 2, Seneschal 3, Stealth 2, Subterfuge 2, Survival 1, Theology 2   Merits: Noble
  Felijca, the Reveler, and Edzia are the only three cult members that possess exceptional skills. Game Masters are of course free to add a fourth or fifth cult named cult member with special talents but this will increase the difficulty of this module.   The rank and file cultists are a varied lot. There is roughly a 50/50 split of men and women in the cult. Roughly 80% of the overall population of the Duchy of Wiern are humans, but the Decadents tend to be somewhat racist, so it's unlikely that the cult would have more than one or two token non-humans at most. The cult members skew young, most of them are in their late teens and early twenties with the Reveler being the eldest in his early thirties.   The cult includes some sons and daughters of wealthy merchants and minor noble families. Pragmatism means the cult had to recruit useful members from the lower classes too. The cult includes a few members of the Wiern family's personal staff plus and a few informants in the town of Olessia's Crossing and some of the surrounding villages. These lower class cult members all have day jobs working various professions, whatever profession the Game Master thinks fits his or her story best.   The Reveler is a reasonably competent fighter due to years of hard experience. Lady Felijca is a reasonably competent swordswoman because the daughter of a duke, she has access to excellent instructors. The rest of the cultists have a lot of enthusiasm but not a lot of skill.   The cult has made some modest effort into training for battle, but very few of the cultists come from a martial background. The cult might have managed to recruit a corrupt a few of the duke's soldiers and the cult probably recruited one or two strong hardy street thugs, but in violent scenarios, they mostly rely on base trickery or raw numbers.   The one thing unifying all the cultists of the varied backgrounds is that they all are mad at their parents for real or imagined slights. Their daddy issues and/or mommy issues ultimately led them to turn to Maylar worship as a form of rebellion and the cult's conditioning has pushed them to greater and greater acts of sadism and decadence.   Rank and File Cultist Game Stats  
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It is unnecessary to come up with full stats for every rank-and-file cultist.   If a rank-and-file cultist has to make an opposed roll against a Player Character in any arena, default to giving them four dice as their default pool. They aren't the most skilled but they are tenacious. Their average Willpower rating is six dots, so they will be able to spend a lot temporary Willpower points when backed into a corner.   About one-in-four rank and file cultists are "Muscle Cultists" They have base Strength rating of ●●● and roll five dice when making an attack or defensive roll.   About three-in-four rank and file cultists are "Spy Cultist" They have a Strength of ●● and roll five dice when making a Stealth based roll or opposing a player character in a social arena.   Some of the cultists a couple dots of theurgy. Hexing and Wrath are the most thematically appropriate for any cultist (and they are favored spheres for Maylar), but Divination is good for spy cultists and Augmentation is good for muscle cultists. Assume they have five dice when casting their theurgy.
 

Accomplices

  The Reveler entered Fumaya with a couple black market contacts, and with the aid of Felijca and his other recruits, he was able to greatly expand the cult's criminal network.   The cult mostly uses their criminal contacts primarily as sources of additional information, but they can contract out various lowlife thugs for muscle work on a temporary basis. All of these people work for coin, not out of true loyalty. There are also members of the duke's household staff and army that are taking bribes to look the other way to the cult's activities which technically makes them criminals even if they maintain respectable facades.   Most of these accomplices operate through the Reveler via one of his alter egos. A few of these corrupt individuals work for Fellicja or Edzia directly. Very few of the cult's criminal accomplices actually know they are working with Maylar cult, preferring not to ask questions. They think they are working for a generic criminal or the spoiled daughter of a corrupt duke. Either way, it's best not to ask too many questions.   Even most criminals don't like Maylar's Testers much. If the PCs can prove to a criminal that he or she is working with the Testers, some of them might be willing to outright betray the Testers, but the majority of them will just abandon them (and then go hide). Some criminals are jaded enough not to care, and a few might actually be sympathetic to the Testers, so the PCs should not get careless.   If the PCs capture a cultist, he or she will be probably be very hard to intimidate or bribe. If the PCs capture one or more criminals, they will probably be relatively easy to intimidate or bribe.   Hired Thug Stats  
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For simplicity, assume any criminal contact is going to have the same base stats as a rank-and-file cultist, four dice default.   Again, there are "spy criminals" that get five dice on social and stealth rolls and their "muscle criminals" that have five dice for combat rolls.   The criminal confederates of the cult average an Willpower score of only ●●●, so they are likely to bail on the cult as soon as it seems that their side is no longer the winning side.
 

How Does the Cult Operate?

  The cult does not operate on a rigid schedule, the better to stay undetected.   The group tends to meet in full about once every ten days on average. Not all of their gatherings involve someone being ritually murdered. The non-murderous rituals basically drunken parties thinly veiled as Maylar praise festivals and maybe include some drunken sparring matches between cultists.   The cults rituals are usually done out in the woods at night away from prying eyes. The cult and their confederates know where the nighttime guard patrols in Wiern are or aren't, so they are good at remaining undetected.   It's up to the Game Master to decide if these Maylar villain festivals are rated "PG" or "R" based on the preferences of his or her gaming group though the odds are that the PCs will probably not personally witnesses these rituals. They are more likely to poke around these sites for clues after the latest ritual is over and the cult initiated a hasty clean up.   In between these festivals, the cultists work their day jobs and otherwise act like normal Scarterrans. When they can do this without attracting undo suspicion, they train their combat skills. A fair few cultists have Wrath ●, so the cultists can potentially wail on each other with weapons without accidentally killing each other.   Felijca and the Reveler operate a network of spies in Castle Wiern, the town of Olessia's Crossing and a several of the surrounding farming villages. The main goal of this spy network is to find victims for the cult that they can "disappear" without anyone missing them. Or at the very least, without anyone important missing them. They will also run interference to make sure none of Duke Garland's men come across evidence of the cult's crimes.  
by Me with Midjourney
Their secondary goal is to accrue resources. Their main source of revenue is Felijca embezzling ducal funds. A few of the wealthier cult members embezzle their parents' money too. The cult has a black market connections and they draw some income from this. Exactly what their black market dealings are is up to the Game Master's imagination, but since the cult has one foot in high society and one foot in the bottom rung of society, fencing stolen goods is something the cult would excel at.
  The cult doesn't have as much money as you'd think. Felijca can only embezzle so much money from her father without him noticing, and a lot of the cult's money goes toward fancy food and booze. Despite all this, the cult has managed to obtain a modest stockpile of weapons, armor, potions, and spare coins for bribery.   The cult hasn't been operating very long, so they are barely into the double digits when it comes to ritual murders, but their murder count is limited to just ritual killings. They have had to eliminate a few people who were asking inconvenient questions.   The cultists are reasonably good at covering their tracks, but the more crimes they commit, the more loose ends they leave behind for enemies to find and tug at. It's up the PCs to tug at the loose ends until the cult's tapestry rips apart.  

Act One: Setting up the Board

 

Part One: Meet the Wierns!

  Like most nobles, Duke Garland Wiern likes to keep track of newcomers in his land. At some point, one his agents reports the PCs are passing through his land and shopping for supplies or doing whatever they are doing.   Hopefully at least one or two of your PCs took some social Merits, so they are part of a priesthood, knightly order, trades guild, mage coven, noble family, or some kind of organization that is at least moderately respectable and has some influence over something. Duke Wiern is a politician and wants to maintain cordial terms with as many political and economic powers as possible, so that's enough reason to invite the PCs to his castle to share a meal. Specifically midday meal, which is the main meal of the day   If none of the PCs have any social connections that would interest a duke, then the duke has heard tales of the PCs most recent heroic adventure, and would like to hear a first hand account of their deeds. Dukes and other political figures like to show to the commoners that they are friendly with heroes, but beyond this, inviting interesting strangers to dinner is the main way that Scarterrans get news from distant places and events and offering strangers free food, is a simple way for hight status Scarterrans to appear generous and therefore respectable..   Ideally, some of the PCs have useful social connections AND the duke wants to hear tales of their latest heroic adventure. If both of these things apply to any character , that PCs can enjoy a bonus die on social rolls with the duke and his family, at least for the purpose of this dinner.   The duke is not going to throw the PCs a lavish feast or anything like that. The duke invites prominent strangers to dinner at least once a week and he cannot afford to roll out the red carpet every time, but he's a duke of a province known for producing quality foodstuffs, so an ordinary Tuesday dinner is probably better than the PCs are normally accustomed to eating.   It is possible that the players want to learn about the duke's family before they meet for dinner. Time permitting, the PCs can ask around the grapevine and pick up the following gossip fairly easily. The readily available scuttlebutt is below.  
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-The duke is a widower and was very depressed for a couple years after his wife's death. He never remarried which is somewhat odd for a noble of his stature. The duke is generally pragmatic and polite, but is braggadocious about being the king's new father-in-law. After talking about his amazing daughter, his second favorite thing to do in the world is talking about acts of valor.   In his youth, he went on a couple wilderness quests and he participated in a fair few of martial tournaments. He never won a tournament, but he often made it to the Final Four. As a middle aged duke, he can't really do that sort of stuff anymore, so he likes to talk with adventurers recent act of valor so he can vicariously live through their stories.   Bodhan is pleasant and good natured but a little slow. He is doing his best but his martial skills are not quite at his father's level was when Garland was Bodhan's age. His book smarts are a bit below his father too.   Tacitus is ambitious and social. He travels a fair bit to other Fumayan provinces and often serves as his father's voice in negotiations with other noble families, guilds, and the like.   Felijca is a bit of a brat. She is reputedly rude to the servants and fairly lazy when it comes to helping run the realm. She is definitely harboring resentment that her older sister, Janah who is now queen.
  From a strategic standpoint, this makes sense, but from a storytelling perspective it might be better to go with "show don't tell". Rather than the Game Master dumping an exposition what the various Wiern's core traits are, it probably be more fun to show the players how the various Wierns are by how they act at dinner.  
If the goal is to be witty and charming, roll Charisma + Etiquette, difficulty 6. If the goal is to be quiet and inoffensive, roll Appearance + Etiquette, difficulty 5, but you can't have the entire party be quiet and inoffensive. At least one character needs to do the heavy lifting to carry the conversation.   If one of the PCs has political ambitions and wants to impress on the Wiern family, "I'm a useful ally to you going forward, we should stay in contact." Roll Charisma + Politics, difficulty 7.
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  If one of the characters makes a bad roll, another character can step in, "What my friend meant to say was...." Wits + Etiquette, difficulty 7.   But don't just throw a bunch of dice down and call it a day. It's probably not desirable to roleplay out the entire dinner, but you should definitely roleplay some of it. How much of a roleplay event out of this depends on how much the Game Master and various players enjoy the thespian aspects of tabletop RPGs. This could be wrapped up in five minutes or you can spend an hour on this.   Since they players know that the duke is at least mildly interested in the PC's last adventure, the players can plan this out a little ahead of time. How are the PCs going to describe their last adventure? Are they going to be very matter of the fact or they are going to embellish things?   The duke also wants to press the PCs for news that they might have heard, but the duke and his retainers probably know some things that the PCs don't know. If the players are wise, they will ask some questions of their own. If you are the sort of Game Master that likes to plan two or three adventures ahead, you can drop some foreshadowing for future stories by having the Wierns or their servants bring up tidbits of news and rumors connected to what is coming up later..   The PCs can also try to butter up the duke with flattery and/or they can make a deal. If one of the PCs is a potioneer or alchemist, they might be able to buy some reagents from the duke. If the PCs want to get reagents and butter up the duke, they can deliberately overpay for the reagents. Or you can go the opposite route and try to impress the duke by being a no-nonsense negotiator, though this is easier said than done.   The duke has other things that the PCs could negotiate for, but reagents is the most obvious resource that he has for trade. If you want to play hardball, the duke has a six dice pool for Manipulation + Commerce, seven dice if reagents are involved.   Lord Bohdan is going to be polite and friendly, but not have much to say. He will politely agree with whatever his father or Tacitus says and will at least pretend to laugh at the PCs jokes even if he doesn't get them. If there is an awkward silence, Bohdan might talk about the weather or how good a job their chef did on the beef and potatoes. The PCs can probably get on his good side simply by being polite and friendly.   Lord Tacitus is the most widely traveled, and the most politically ambitious. If the PCs want to hear news and rumors about what's going on in Fumaya and beyond, he's probably the best Wiern to chat up. The best way to get on Tacitus' good side to demonstrate intelligence and quick wit.   Lady Felijca is probably going to be bored and disinterested for most of the meal. If one of the PCs is a human male with a high Appearance and Etiquette rating she might try some low key flirting, but that might not stop her from insulting him later. Getting on Felijca's good side is a Herculean feat.   They might be able to get Felijca's good side if they can figure out a way to cast shade on Garland heaping praise on Queen Janah (who is obviously not in adventure because she is with the royal court now). That will be very difficult to do without upsetting Garland. It's not enough to say "Oh Lady Felijca is beautiful and smart too!" Felijca hears that a lot and finds that sort of rhetoric hollow and unconvincing.   If you really want to go all-in on roleplaying dinner with the Wierns, you can introduce some of the duke's courtiers such as Lady Edzia, but that is probably unnecessary.   At some point during the meal, it's time to throw in a little bit of an awkward encounter.   Felijca is probably going to starts some drama simply because she is bored and mean-spirited. She is going to try to push one or more of the PCs' buttons. She might say something racist, or insult someone's religious affiliation, their parentage, their profession, or their appearance. But she is going to thinly veil the insult as a compliment for a bit of plausible deniability.   "Oh, that's such impressive focus for a satyr!"   "Oh, it was great that your priesthood took you in and helped elevate your status!"   "I don't see a lot of ladies as hardy and muscular as you are!"   It's a good idea for the Game Master to plan one or two of these insults ahead of time, tailored to the PCs character traits. Felijca keeps up with the high class rumor mill. If one of the PCs is highborn Fumayan, Felijca will probably already a fair bit about him or her through the rumor mill. In which case she might even know a bit about that character's backstory and can drudge up past failures or insecurities.   Tacitus will try to diplomatically cover for her insult and Bohdan will take the comment at face value and assume it is actually a compliment. Depending on how offended they are, the target of Felijca "Mean Girl" antics may need to roll Willpower or Wits + Etiquette to maintain composure. Another PC can try to politely change the subject with a bit of role playing and a good Manipulation + Etiquette roll or Wits + Etiquette roll.   If Tacitus and/or the PCs defuse the insult and change the subject, Felijca may still try again, either against the same PC or a different one. At which point Duke Garland will get visibly upset and scold her causing her to hastily apologize. But a PC who makes a good Perception + Empathy can figure out that this probably want she wanted all along. She is thirsty for a little bit of her father's attention, even if it's negative.   Chances are, the PCs did an adequate job at impressing the duke. The meal will end with the duke thanking the PCs for their time and the PCs thanking the duke for the nice dinner. This is the default assumption for the rest of the adventure.   If the PCs did an especially good job at winning the duke's favor, he will invite them to stay a while. Probably on the castle grounds, not in the castle itself. Maybe, a night, maybe even a couple nights. This will make the upcoming investigation aspect of the adventure a bit easier.   Even if the PCs become honored guests, this doesn't mean that they are going to become permanent dinner guests. The duke prefers to take his breakfast and evening meals in private and the rest of the family usually follows suit. Garland only has only uses meals as a social tool for the midday meal, and not every day. He also doesn't spend all his time in the castle. The duke will still feed his guests, but they will usually have to eat with the servants, but that actually might make investigations easier because the PCs can chat up the servants for info without looking like they are running an investigation.     If the PCs did an especially poor job at winning the duke's favor, the polite exchange at the end of the thankyou will be a little cold and forced. The duke might assign some of his men to "keep an eye" on the PCs as long as they are in his lands. This make the upcoming investigation aspect of the adventure a bit harder as they will sometimes have to lose their shadows.   Having the duke's men shadowing the PCs turn into an advantage later. They might be able to trick the duke's agents and cultists into fighting each other. Or they could present hard evidence of the cult's activities directly to the duke's men and convince them to actively aid the PCs.     Regardless of whether the PCs made a good impression or a bad one, Duke Garland is going to be absent for most or all of Act II. Garland is spending a lot of his inspecting the troops either in the training yards or at the Fumayan-Swynfaredian border, while he leaves his children in charge.    

Part Two: The adventure hook

  Since the PCs presumably have a reputation of being heroic adventurers, once it is known that the PCs are in the area, a Wiern peasant approaches them for help, and hopefully the players take the bait, otherwise the rest of this adventure can't happen.   If the PCs are staying as guests in Castle Wiern, they are approached by a stable boy or chambermaid or some other low ranking household servant. If the PCs are no longer on the castle grounds, they are approached by a farmer or craftsman while at an inn or tavern.   Either way, Mr. or Ms. Peasant says that his/her friend is missing. They tried reporting this to the duke's men, but they got blown off. The duke and his men are too focused on the Swynfaredian situation to worry about a missing poor person. Behind the scenes, various secret members of the cult are working behind the scenes to make sure requests for aid are lost in the shuffle.  

Act Two: The Investigation

  As a Game Master, your goal is not necessarily to have the PCs find out everything about the cult and then report the information to the authorities and shut the cult down in its entirety. That might be the characters goals, but as a Game Master, the end goal is that the cult feels the walls closing on them and initiates a desperate attack on the PC which can serve as satisfying third act conclusion.   Rather than unravel the entire conspiracy in one swoop, it's best to spoon feed the players clues a little bit at a time at a pace that the will keep the air of mystery going and ramp up the suspense.   Castle Wiern has a small walled village around it. In the event of a siege, they will pack as many people as possible into the castle complex. Since Wiern is not currently under siege, most of the Castle Wiern staff and even the duke is spending more time outside of the castle than in it, so even the PCs don't have access to the castle, they still make inquiries of most of the staff without much difficulty.  

Investigative Legwork

  Going around asking questions of people is Charisma + Investigation (default difficulty 6). If you are trying to ask questions without tipping off what you are actually looking for roll Manipulation + Investigation (default difficulty 7). In either case, you can swap in Appearance for Charisma or Manipulation if the PC is meeting an informant for the first time.   But don't just let the players say, "I'll make an investigation roll" and throw some dice down. At the very least, they should say where they going, who they are going to try to talk to, and what kind of questions they are going to ask. You can give a bonus die on various rolls for good roleplaying ideas or clever ideas, especially they managed to incorporate their Social Merits in some way. Did I mention I like Social Merits, cause I really like utilizing them in my games.   Three or four successes can get the character a useful tidbit of information. Five successes can reveal an extremely useful piece of information.   One or two successes can get the character a bit of information if they follow up their regular questions with some additional incentive. They need flirt with, bribe, or intimidate the information sources to get them to loosen their tongues.   A failed roll means they wasted some time and/or bribed someone for nothing. A botch means they have a false piece of information that the characters are convinced is true or managed to offend someone they'd rather not offend, or they tipped off a cultist exactly what the PCs are doing.     Looking for physical clues is Perception + Investigation roll, but in most cases this is not useful until after a Charisma + Investigation first to help narrow down where the PCs should start looking for physical clues. Wiern is a very large place, so you can't just start digging in a random bit of woods and uncover a buried corpse.     If the PCs have a questionable source or an uncooperative suspect, the PCs can make an opposed Perception + Empathy against a pool of five dice to see if they can figure out if their target is lying or withholding something.   Players are likely to come up with a means of investigation that the Game Master has not thought of, but that is to be encouraged, so if the players come up with a good justification for investigating some way you haven't considered, try to roll with it.   Here are some potential avenues of investigation of they may attempt.  

Scuttlebutt: Noun, rumor or gossip.

 
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The PCs can go to inns and the local hospital if anyone interesting or suspicious is new in the area. Or maybe someone is conspicuously absent.     The PCs can toss some alms to some beggars and vagrants and then as them if they heard any useful scuttlebutt.     The PCs can buy a few rounds of drinks in the local taverns to loosen tongues and see anyone heard any useful scuttlebutt.     The PCs can go to the market squares and see if anyone heard any useful scuttlebutt from either merchants or people shopping.     Gnomes, satyrs, and tengku have their own subcommunities and they are pretty welcome to outsiders of their own kind. If one the one of the PCs happens to be a gnome, satyr, or tengku than he or she can get meet with their kin and see if they heard any scuttlebutt.   Gnomes are notorious busy bodies so they will have heard a lot of basic rumors about who is or isn't acting suspicious.   The local satyrs are integral to running Wiern's main hospital and a couple inns, so they keep a sharp eye on transients passing through. The Wiern satyrs operate a number of brewhouses and wineries so they have a good grasp of general tavern gossip. Given that satyrs make and sell so much ale and wine and that the Decadents drink a lot, the satyrs probably know a few Decadents without realizing it.   The tengku pick up a lot of good scuttlebutt, but their true strength is that keep abreast of all things mercantile, both black market and above board. They can potentially tell the PCs who made a suspicious purchase.   It's not impossible for outsiders to get in the good books of these groups, but it'd be a bit of an uphill battle unless they can leverage their social merits well..     Most of the major Nonagon factions have a least a small presence in the Duchy of Wiern. Some of them have no doubt heard some things. Different priesthoods rub elbows with different subsections of Scarterran society. Best of all. most of the various Nonagon factions actively dislike the Testers.     The PCs can talk to low-lives and scumbags. Criminal types are not super keen on interacting with heroic adventurers that are speaking terms with the duke and his family, but if the group includes a morally shady anti-hero with criminal connections (did I mention I like Social Merits?) this process becomes a lot easier.
 

Forensic Accounting

 
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If the PCs get a hold of Duke Garland's financial ledgers and someone gets a decent Intelligence + Seneschal roll, it would be pretty easy to prove that Lady Edzia the High Steward of Wiern is embezzling a lot of money from her liege. The hard part is getting to the ledgers in the first place.   The ledgers aren't nearly as well defended as the treasury itself, it would take some very breaking and entering to get a glimpse at it or they have to bribe one of the servants working for the archives to let the PCs take a quick look. Theoretically they could fast talk Bohdan into letting them look at the ledgers. If the PCs can win over Lord Tacitus, the PCs don't have to look at the ledgers, Tacitus has full access to them and is a very good seneschal when the situation calls for it.   It's possible the PCs don't suspect Lady Edzia and they directly simply ask the steward to give them a peak of ledgers. Edzia will politely shut them down, but she isn't as good at maintaining a poker face as Lady Felijca is, so the PCs might be able to sense her deception or fear by reading her micro-expressions with a good Perception + Empathy roll.   If the PCs are unwilling or unable to go straight for the ducal ledgers, they might be able to pull up some evidence of misappropriated funds and supplies by talking to the servants in charge of various inventories. It's a lot slower than going straight for the ledgers but it also won't immediately put the PCs under heavy scrutiny.   If there is evidence of any large scale embezzlement, Lady Edzia will certainly be the immediate prime suspect. She might panic with a hasty cover up and accidentally reveal additional cult collaborators or she might do something desperate like try to attack a PC confronting her.   If Edzia is imprisoned or slain, this will deal a crippling blow to the on-going activities of the cult. It will certainly raise more questions. As part of her benefits package, Duke Garland gave Lady Edzia a lovely cottage near Castle Wiern. If the PCs or the duke's men search the cottage, they will find that Edzia lives very modestly without any fancy things or frivolous luxuries. This odd behavior for someone who has been caught embezzling hundreds of silver pieces of state funds. Where did the money go.   If Edzia is caught embezzling, she will stall for time as long as possible and then eventually confess to embezzling funds but she will not implicate Lady Felijca under any circumstances, and will not admit to being in a Maylar cult unless Felicja orders her to set up the Act Three confronting by giving them false information to lure them into an ambush.     A lot of the cultists are sons and daughters of wealthy merchants. They are also embezzling their parents' funds. These merchant cultists are also acting as middlemen in various black market transactions. This is not nearly as big a deal as what Edzia is doing, but the merchant-class members are not as clever as Edzia and they are way cockier, so it'd be a lot easier for the PCs to implicate them, and it's thinning their enemies ranks one-by-one.   Felicja and Edzia are shrewd enough not to keep Maylar paraphernalia, weapons stockpiles, or poisons in their rooms, but the mercantile cultists are not that careful.       Even if PCs don't look at anyone's ledgers, once they realize that the cultists like to party, they could go to the market place and ask question about who is buying large quantities of fine wine or other party supplies outside the normal festival season. They could also try to track the sale of weapons or poisons or any number of things.   Black market potioneers are notoriously tight lipped but the PCs might be able to shake them down and figure who has been stocking up on potions for a rainy day. Felijca certainly has buying a lot of Disguise Self potions though she usually has a minion make the actual purchases.   Lady Felicja has been quietly buying illuminated manuscripts with advanced lore on crafting poisons and antidotes. The PCs are unlikely to be able to search Felicja's chambers until Act IV, but this of course super suspicious behavior for a proper lady.     Poking around the black market is not normally a safe past time, but the PCs are likely strong enough and daring to do this. The cult is involved in various black market activities, especially fencing stolen goods. If the PCs get some investigation efforts among Wiern's local riffraff, they may be able to implicate some lower level cultists and eliminate or arrest them.
 

Necromancy isn't just for villains!

 
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Statistically speaking, about one-in-ten Scarterrans who are brutally murdered come back as a ghost. The Decadents have killed somewhere in the vicinity of 15 people. The PCs can try to find one of the ghosts of the one of the missing people.   A A ghost's level of power is direclty dependent on his or her strength of weill.. If you the Game Master wish to include a sympathetic ghost, It should probably be a low Willpower ghost a high Willpower ghost an almost avenge her death without the PCs help. A medium Willpower ghost will make the investigation aspect of the story a lot easier, maybe too easy (see the sidebar with the hourglass)   Newborn ghosts have spotty memories of the moment of their death and are often flaky. This is a godsend for a Game Master because a ghost knows enough to provide some useful information but if a Game Master doesn't want the players to learn everything from one information source, selective amnesia is a solid excuse to limit what a ghost can say.   The ghost probably will not be able to provide the PCs with names and faces of their attackers given that most of them wore masks. But at the very least, the ghost can tell you that his attackers wore masks.   Most newborn ghosts are metaphysically connected to their old body, so a friendly ghost can help the PCs find her body and their might be other corpses or other clues at the site.   Finally, even if a ghost is partially amnesiac when it comes to small details, he probably recalls the cultist's saying Maylar's name multiple times.   If one of the PCs is a Spirit Loa, that character probably attracts ghosts to his or presence without even trying. The hard part is not finding a ghost, the hard part is finding that a ghost that is actually helpful. Perception + Loa (difficulty 6) to locate one of the ghosts of the missing persons or a third party ghost that might have witnessed something.   A character try to find a ghost without casting a spell or being an loa by making an educated guess where a ghost might end up haunting, roll Perception + Arcana (difficulty 9) assuming a PC even has the Arcana skill and poking around potential haunts at nights. This is a low probability success and has the added complication that the PCs will look very suspicious if they are caught skulking about remote places at midnight.   If a PC is a theurgist with a dot Purification, Necromancy, or Spirit, the PC can detect nearby restless dead using their sphere's basic detection power. Though it's +1 difficulty versus the standard difficulty because ghosts are a little bit harder to detect than full-on undead or extraplanar spirits.   If a PC is arcane Necromancer or Arcane Diviner, he has access to "Detect Restless Dead" spell which does exactly what you would think the spell does and it's cast at the standard difficulty and has a wider radius of detection than a theurgist's equivalent.   Combining the two approaches means one PC rolling Perception + Arcana and another spell-casting PC acting as the dowsing rod with the proper detection spell (or one character doing both rolls) makes the Perception + Arcana (difficulty 8) if using appropriate theurgy or difficulty 7 if using appropriate arcane magic. As an added bonus, PCs can go ghost hunting during the day which is a lot less likely to attract unwanted attention.   If the PCs ally with a friendly ghost, it might make sense to use the ghost as a spy. That's a good idea but it probably won't work for this adventure. Scarterran ghosts are hard to spot but they aren't invisible. Newborn ghosts cannot normally go anywhere they wish, they are tethered a short disance away from their grave and/or favorite places while alive.   The cult is vaguely aware that they could face a ghost of one of their victims, so the Reveler carries a Silverwood club just in case.   The Castle Wiern grounds are warded against ghosts, so if the PCs suspect a member of the Wiern family being part of the cult, they can't just send a ghost to tail the Wierns. If the ghost manages to get onto Wiern grounds, the warding spell will make the ghost glow extremely visible and the guards will break out the SIlverwood and beat the ghost into Oblvion.   If the PCs do ally with the ghost of one of the cult's victims, hopefully they will circle back to help the ghost pass on to their final reward. Bringing a ghost's killers to justice is a good start.
   

Stuff they are probably to find out early in their investigation

  There is more than one missing person  
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There isn't just one missing person. The PCs will probably quickly discover find out about three or four missing people. If they are very thorough, they might find out there are twelve missing people which includes men, women, and children. Human and non-human. Foreigners and locals.   The PCs probably won't hear about all the missing people, but it only takes three missing people to demonstrate a clear pattern.   Little links the missing people to each other, but they all tend to be poor, and they tend to have relatively few friends and family members to report them missing. Few people will learn the name and face of the gong farmer who collects the contents of their chamber pots they will take notice when the regular service they once took for granted is no longer there.
  Eliminating the Usual Suspects   Once the PCs find out that there are multiple missing people, the players will probably brainstorm some plausible theories as to who might have the means and motive to kidnap or murder several people. The next phase of the investigation is to probably to start eliminating plausible theories for who might be doing this.   Make a hypothesis: "Maybe ______ did the crime. But if ______ is responsible for the missing people, we would probably be see X, Y, and Z" "No Y or Z, so guess it's not them."   Rinse and Repeat, at least until the PCs find evidence that puts them on the trail of the real culprits. At which point the PCs graduate out of the "Early Investigation" and enter the "Mid Investigation."   Once the PCs transition from collecting general information on the cult and move to finding ways to actively attack the cult's members and assets, then they official in the "Late Investigation".   Once the cult gets tired of playing defense, they will gather up their people and what resources to force a confrontation with the PCs. This is the Third Act.   Are Swynfaredians spies behind this?  
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by Eron12 with Hero Forge
  Given that the number one topic of conversation in most taverns and noble estates is speculating on whether or not the Swynfaredians are really planning to invade or if they are just bluffing. The players are likely to consider Swynfaredian spies as potential suspects.   If the Swynfaredians are spying on Wiern, they are likely to target political and military figures, and not go after random peasants. If they were engaged in spy craft, they'd have to off a random peasant "because he saw too much", but it is unlikely that they would disappear more than two or three peasants, not a dozen.   The Kingdom of Swynfaredia's political power rests on their large number of sorcerers and sorceresses. If the nation of Swynfaredia is engaging in spy craft on Wiern lands, magic would likely be involved. Magic uses leaves behind lingering residual magical auras, and the duke's diviners are on high alert for Swynfaredian spies, so they are already looking for suspicious arcane magical auras, and they haven't found any.
  Is Greymoria behind this?  
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by Zeta Gardner
  Greymoria is know the Mother of Monsters and the Queen of Darkness for a good reason.   Greymoria's minions are commonly the "The Children of the Dark Mother" or simply, the Children. Greymoria has many Childrenn, both humanoid and monstrous that could easily be responsible for missing people. That was actually the core plot of my Adventure April 2023 entry.   Greymoria has a couple temples in Fumaya though not in Wiern proper, you might still find one or two of them in Wiern acting in Greymoria's name. The Fumayan Children are deliberately trying to present a kinder and gentler side of Greymoria to the populace, and they are trying to keep their more sociopathic spiritual spiritual brothers and sisters out. If the PCs find a Fumayan Greymoria priest or priestess, that is what he or she will tell them. The PCs may or may not believe them.   If the PCs make a successful Intelligence + History roll or a Intelligence + Theology lore roll, they will know that these disappearance do not fit the normal profile of a typical Greymoria-motivated killing.   When Greymoria's Children kill an enemy, they usually do so theatrically rather than quietly. They will leave a calling card of some sort of have one of the victim's body parts show up somewhere conspicuous and public.   The Children don't often kill a bunch of people at random unless they offended the Dark Mother in some way. Admittedly, it is not especially difficult to offend Greymoria, but when the PCs are asking questions about the missing people, they will find that none of them have done anything overtly offensive to the Dark Mother.
    Are rogue necromancers behind this?  
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by Eron12 with Hero Forge
  Necromancer might off random peasants to get "raw materials" for various nefarious actions. The PCs may hypothesize that a necromancer is responsible for the missing people. Maybe it was a Swynfaredian necromancer, maybe it was a necromancer affiliated with Greymoria's Children, or maybe it was a freelance necromancer.   A necromancer would certainly explain why the bodies are missing.   There are easier places to collect raw materials than the Duchy of Wiern, but not every necromancer is right in the head. The duke's diviners are looking for odd magical auras in case of Swynfaredian espionage. Whether connected to the Swynfaredians or not, a rogue necromancer roaming about the countryside is bound to leave lingering magical auras in its wake, so the duke's diviners would have found a few.   When and if the PCs find some of the bodies of the missing people, they will be able to definitely rule out necromancy because the corpses are not moving and were not specially desecrated in any way.
  Are cannibals behind this??  
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by me with Midjourney
  My Adventure April 2024 submission revolved around cannibal villailns, but you can't expect me to do it twice in a row? (Okay maybe you can, I use them a lot).   Cannibals would neatly explain why the bad guys are targeting poor and downtrodden people who not likely be missed.   Ogres and other cannibal mutantsare usually either grossly deformed or really crazy (or both). It would be difficult for a clan of ogres to avoid detection in a densely populated area such the Duchy of Wiern.   Difficult does not mean impossible, so the players might pursue this anyway. Eventually the players should be able to eliminate ogres as suspects if they ask around about weird looking people and find none.   When and if the PCs find some of the bodies of the missing people, they will be able to definitely rule out cannibals because the meat was left on the bone, no proper cannibal would be that wasteful.
  Are slavers behind this?  
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  This would certainly explain the missing part for the missing people.   General Fumayan culture is very staunchly anti-slavery and have been for generations. Wiern lands have a lot of low-life criminals, but they won't normally touch the slave trade because they don't want to bring that kind of heat down on themselves. They will tell the PCs this if asked about it and the PCs may or may not believe them.   Assuming some criminals were willing to engage in human trafficking, they would have to take their kidnapped victims hundreds of miles to find a willing buyer. This missing people aren't particularly attractive or strong, so they wouldn't make particularly valuable slaves. That's a lot of effort and risk for a small payday.
  What about the Fair Folk?  
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  The Fair Folk are certainly mysterious and capricious and they have a well-known reputation for making people disappear for long periods of time or possibly forever.   The Fair Folk usually don't disappear large numbers of people at once. They usually take people in ones and twos.   They don't usually kidnap nobodies. They usually take people who are beautiful or smart or talented or something.   Fair Folk tend to leave weird supernatural phenomena in their wake, especially if they are taking lots of people at once and no tell-tale signs of Fae activity have popped up in Wiern recently.
  Hungry Monsters?  
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  Scarterra certainly has monsters in it that eat people. Including monsters that are intelligent enough to try to hide the bones afterwards though in general efforts to hide their tracks are usually somewhat flawed.   It would be difficult but not impossible for a corporeal monster to remain undetected in the Duchy of Wiern. A monstrous spirit can theoretically appear and disappear at will by traveling between the material plane and Aetherial Realm at will, but if they could do that, why bother hiding the bodies?   If there was an intelligent predatory monster running around the Duchy of Wiern, they'd leave some sign of their passing. a bloody piece of shredded clothing, a severed limb, or a menacing foot print, something.
  Did ordinary criminals do this?  
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by McDonalds and Puppet Wiki
  Fumaya in general and the Duchy of Wiern has its fair share of criminal lowlifes. Thieves, smugglers, con artists, black market reagents dealers, and maybe even narcotics dealers. Sometimes ordinary criminals end up killing people as part of their job, usually to cover up another crime.   Most criminals are ultimately logical people and respond to incentives. Ordinary criminals normally don't like to kill people. This can easily bring heat down on them that they don't want. Robbers will often kill people to take their valuables but the victims are mostly penniless.   The odds of ordinary criminals killing a dozen random people in less than six months is very low and makes no logical sense.
 

Things the PCs are likely to find out mid-investigation

  Maylar is Behind this!  
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Eventually will probably find out that Maylar worshipers are involved. They will find a Maylar symbol somewhere suspicious or hear something about Maylar or the Testers. Or maybe the PCs just eliminate every other possible source of localized villainy and deduce that the Testers are the only obvious suspects left.   Technically, worshiping Maylar is not illegal in Fumaya, but fervent worship of Maylar outside his specific holy days is considered suspicious. Though murder is illegal.   Once the players figure out Maylar's Testers involved, a PC could roll Intelligence + History or Intelligence + Theology to deduce that these disappearance loosely fit the modus operandi of the Decadents faction. Once they clear this hurdle this will narrow down search parameters a lot.   They will know to look for rich sociopaths hiding in plain sight.
  He goes by "The Reveler"  
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The local Decadents cult plays most of their religious ceremonies as if they were raucous parties, and they usually wear festival mask while they do this.   That is why their figurehead leader is called "The Reveler". Even though the cultists are trying to keep things hush-hush, this is likely to slip out by accident if the PCs question a suspect cleverly. And in event, event ordinary criminals outside the cult have heard rumors of "the Reveler".
  Body of evidence  
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The cultists are not as clever as they think they are, and Wiern doesn't have a limitless number of convenient places to hide corpses. Sure it has plenty of woods, but a well-tended woodland is not the same as a wild forest.   The cultists were smart enough to not put all their corpses in one giant hole, but some corpses are bound to turn up. Either the PCs find some of them or an NPC finds some of them and the PCs hear about it. This will at least prove that the missing people were murdered and it might shake some NPCs out of their complacency and make them more likely to provide aid.   A Perception + Medicine roll will reveal that the victims were in fact tortured to death, primarily with with knives. It will also reveal that the victims were not subject to necromantic shenanigans nor were they gnawed on by ogres or monsters.
 

Things that the PCs are likely to find out late in the investigation

  Once the PCs figure out that a Decadents cult is responsible for the disappearances than the next question is "Who is in the cult and who is not?" Then it quickly turns into, "How do we stop them?".   Going after the "Big Fish"  
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Just because the PCs probably heard of "the Reveler" they are not likely to find him until the Third Act fight. He is a good liar, he is a master of disguise and has many aliases. The PCs may event talk to him directly in the course of their investigations and not realize it.   It is unlikely but not impossible that the PCs could capture or kill the Reveler in Act II if they figure out Cemach the Musician is part of the cult. If this happens, the cult can still operate, and one of the rank-and-file cultists will take his costume and pretend to be "the Reveler" and they will act like nothing has changed even though the new Reveler is not half as tough as the old one.   The players may make the educated guess that Lord Bohdan or Lord Tacitus is secretly the Reveler. Since Bohdan is a dum-dum "heir" and Tacitus is a politically savvy and ambitious "spare", he certainly fits the profile for the Decadents. Bohdan could be pretending to be a dum-dum as part of an elaborate mask.   On the other hand, if the PCs can figure out that these two lords are not in the cult they could make very useful allies. Lord Bohdan can potentially loan the PCs Wiern soldiers and a Tacitus is a useful investigator in his own right. Both have access to places the PCs don't.   The PCs probably already dislike Lady Felijca Wiern. They may or may not suspect her of being part of the cult. If they do suspect her, they are likely to be able to prove it. If the PCs confront Felijca before the Third Act fight, it won't work. She is the daughter of the duke and doesn't have to talk to them if she doesn't want to. The PCs can't legally search her chambers for evidence, and Felijca has potions of Disguise Self and Invisibility and she isn't too bad at non-magical disguises. She knows the castle grounds better than the PCs ever will and can come and go as she pleases, undetected.   Even if the PCs win over Bohdan and/or Tacitus to their side, they probably will get offended if the PCs accuse their sister of being in the Decadents. "Sure, she is not always the most pleasant, but she isn't a murderer..."   Of the cult's leaders. Lady Edzia is the most vulnerable to being outed early. Edzia is no fool and has been covering her tracks, but she doesn't have the same position of privilege that the Wierns, so she doesn't have the same protections. Felijca genuinely likes Edzia, but she won't hesitate to throw her under the proverbial carriage if it'll save her own skin.
  Going after the "Little Fish"  
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It's a lot easier for the PCs to finger one of the rank-and-file cult members than one of the leaders.   First off, the rank-and-file cultists aren't as smart as the leaders are, so they are far more likely to make mistakes. If the players are stuck in dead end in their investigations, the Game Master can toss the players a lifeline by having one of the cultists do something reckless and dumb.   Second, the leaders will happily throw their underlings under the carriage to save their own skin.   Third, most of the cultists are arrogant and entitled jackasses and bullies. The cult is involved in a wide variety of criminal activities both for fun and profit. Even if the PCs can't implicate them as cult members, they might be able to turn up evidence of them committing secular crimes or violating social taboos.   Maylar's Testers teach that it's a great honor to die in Maylar's service and that this guarantees a better afterlife. Usually this means dying bravely in battle, but the Decadents have widened the umbrella to also include facing the gallows in Maylar's service. Snitches get stitches.   Not every cultist completely buys this, but most do. This will make it difficult but not impossible to break them under interrogation.   If the PCs or their allies corner a cultist, the cultist might fight to the death rather than allow himself or herself to be captured. Even if they are trying to fight to the death, the PCs are probably strong enough to perform a non-lethal takedown on an isolated cultist.   Some cultists might try to kill themselves while imprisoned if not watched carefully.   A cultist might choose to come quietly but remain tight-lipped.   If Felijca or the Reveler expects a cultist to be captured soon, they can brief the cultist on what to say if captured. If a suspect is held in a Wiern dungeon, it'd be relatively easy to slip a captive messages. If say the PCs captured four cultists, the most presumably valuable cultist may play dumb and claim to be innocent while the most expendable cultist takes full responsibility and claims to be the Reveler while the other two cultists "Yeah, he's the leader, but he coerced us, please protect us from him."
  Maylar theurgy  
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The Reveler and Felijca are moderately powerful theurgists. The Reveler is reasonably good at Wrath and Felijca is reasonably good at Hexing.   Some of the rank-and-file Cultists have a dot or two of theurgy themselves. Low level ability in the Wrath and Hexing divine. Low-level Wrath and Hexing magic is a useful tool in kidnapping but it is unlikely to do more than inconvenience PC-caliber opponents.   Still, if the PCs can find evidence that the cult has theurigsts, forewarned is forearmed.   All the cult's theurgists have the Living Holy Symbol Merit, so they don't need holy symbols to cast spells. This all means a "Stop-And-Frisk" search for Maylar holy symbols is unlikely to catch many cultists.   If one of the PCs is a diviner of some sort, they might be able to track the cultists' activities and locations via their residual Maylar magic auras. This difficult but not impossible. Relatively weak magic creates relatively weak auras that dissipate fairly quickly. This is why the duke's diviners haven't found the cult (but also Felicja and her spies know where the diviners are searching and where they are not).   Advanced divination can identify a theurgist even when he or she is is not casting spells, but the PCs probably don't have access to this magic, though it may pop up in Act IV.
  Show me the money!  
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There has been a recent uptick in theft and fraud in the Duchy of Wiern in last few months. If the PCs look closely at the inventories of the duke's treasuries and storerooms. If the players connect the dots, they have an additional way to hurt the cult.   The PCs might find one or more of the cult's stockpiles of money and weapons and remove them from play.   Even if the PCs can't capture Lady Edzia, if they can out her as an embezzler this will force her to go underground and suddenly the cult's main source of funds dries up. The PCs can achieve a similar result, though smaller result, by outing the merchant class members of the cult.   If the PCs can target the cult's money purse, that means they will be less prepared for their final confrontation.   It is extremely petty and selfish, but the more upper class members of the cult are used to their creature comforts. If they are forced to deal with deprivation for an extended period of time, they are more likely to turn on the cult.
  The cult plays defense  
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At some point, the cult will realize the PCs are investigating them and start resisting.   The Game Master can go dice-less and have the cult start implementing counter measures when it seems logical for the story.   If you a dice system, every the PCs do something that MIGHT tip off the cult, have Felicja make a Manipulation + Investigation roll. Starting at difficulty 9 for the first roll, 8 for the second roll, and so on and so forth until it hits the floor at 3.   When Felijca accumulates five successes, she will realize that someone is investigating the cult. When she accumulates ten successes, she will realize that the player characters are investigating the cult and will have a rough idea of what their capabilities are.   Felijca and the Reveler always knew that they couldn't stay completely hidden forever but unfortunately for them, leading the rank-and-file cultists is a lot like herding cats.   Felijca has ambitions of poisoning her enemies but she has barely started her studies into poisons and antidotes. She was able to create some chloroform-like poisons to aid with the cult's kidnapping endeavors but she is unlikely to try to poison the PCs. Since the PCs are a cut above the average Scarterran when it comes to combat capability, the cult is not likely to be able to assassinate them easily.   Once on the defense, the cult is going to try to roadblock the player characters' investigations. They can try to intimidate or disappear witnesses. They will try to hide physical evidence.   They will prep cultists on what to do and say if captured. They will set up designated scapegoats to take the fall to protect the cult as a whole and for the most part, these designated scapegoats will accept their role and be willing to take one for the team.   Unfortunately, every coverup action is going to give the PCs another opening for investigation. Eventually the cultists will decide killing the PCs is the only realistic way to stop them and they are going to need numbers to do it.
 

Finding Allies

  The PCs may or may not try to call on reinforcements or allies.   It's one thing to ask someone for information (that usually takes an Investigation roll). Mechanically, this can boil down to a Manipulation + Expression roll but it should be roleplayed out a bit. The difficulty depends on how sympathetic a person or group is to the PCs cause and if what the PCs are offering.   Given that Maylar's Testers are generally hated and feared and that most normal people are against murder, the best approach is usually appeals to morality, but the PCs can sweeten the deal by throwing in other incentives.   Allying with the House Wiern  
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Duke Garland is busy securing his southern borders and/or advising the royal court, so the PCs should probably won't be to deal with him directly.   Lord Bohdan cares about the welfare of Wiern's peasants a lot, and he cares a little bit about family honor. Lord Tacitus cares a lot about family honor and a little bit about the welfare of Wiern's peasants. Either Wiern Lord could be a useful ally but the player's probably hold them as suspects. It would be difficult to recruit either of them without tipping off the rest of the cult.   Even if the PCs don't suspect Lady Felijca as being part of the cult, they probably don't want to work with her and they almost certainly don't like her.   The Wiern lords don't micromanage their staff. The PCs don't have to convert an ally with "Lord" or "Lady" in front of their name. The PCs can try to win over guards or servants to their cause, and if they are careful they can do this quietly. There are cultists among the Wiern guards and servants, but the PCs might be able to sniff them out.   If the PCs can convert some members of the Wiern household to their cause, they can gain ongoing informants to shadow suspected cultists, they can get a pick at the ledgers or inventories, they can borrow some soldiers for the Act III fight, and they can use the Wiern dungeons to hold suspects prisoner.
  Allying with the Nonagon   Maylar is one of the Nine and there are eight other deities. The other eight gods and goddesses may tolerate Maylar, but they don't like him.   On the mortal plane, this drama is played out among the Nine's core followers (aka the Nonagon). The PCs might be able to find a representative of any of Fumaya's various Nonagon factions in Wiern but four religious groups have a permanent temple in Wiern.   Fumayan Guardians  
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Hallisan and Maylar really hate each other. Hallisan's core followers, the Guardians, have a temple in Wiern lands. The Guardians believe in chivalrous protecting the weak and they love bonking Tester's heads. The problem is the Fumayan Guardians' resources are stretched really thin.   The Fumayan Guardians best holy warriors and theurgists are helping reinforce Fumaya's southern border against a possible Swynfaredian invasion. Their second best holy warriors and theurgists up north dealing with an uptick in goblin raids and random monster attacks. If the PCs are okay with third-string Guardians, they can get a few eager young rookies to help them fight the cultists. At least they ware well-equipped and disciplined, roughly on par with the men that House Wiern could provide.   The Fumayan Guardians are the only group in Wiern besides House Wiern that actually has sturdy prison cells. Though the Maylar cultists are not escape artists, the PCs could just lock them in a shed if they need to.   The head of the Wiern temple is Mother Haina, a human woman around seventy years old. Mother Haina is not a theurgist, but she was a powerful warrior several decades ago, now she trains the next generation of warriors. She has a lot of experience in battle and knows about how to fight Testers. She can provide the PCs good advice. Haina is also politically savvy enough that she can provide aid to the PCs without tipping off the Wierns.
  Fumayan Rovers  
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Nami and Maylar get along reasonably well but this doesn't mean that the PCs can't work with Nami's followers in Fumaya. Compared to other Rovers, the Fumayan Rovers are fairly altruistic and tied to the people. They shoulder the bulk of the responsibility for running Wiern's main hospital,Tapukeah Zeyvem Memorial Hospital. They almost certainly met at least one or two of the Maylar cult's victims.   Nami is the goddess of many things, including alcohol and parties. The head priest is an half-elf named Aired and he is not going to approve of the Maylar's cults' activities. Some of the party masks they are wearing during their ceremonies might actually be Nami ceremonial masks, and that is a huge insult.   "How dare they take wine and revelry and turn it into a twisted perversion of joy and fun! These heretics must pay.....also murder is bad I guess."   The Rovers don't have a lot of holy warriors but they might be able to spare one or two to aid the PCs. More importantly, the Fumayan Rovers produce most of the area's wine and beer and since the cultists' drink a lot, the Rovers would be a great help in any investigation on tracking where their money comes and goes.   With enough coordination, the Rovers can help the PCs arrest a cultist or two simply picking up some wine.
  Fumayan Tenders  
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The goddess Mera is the most compassionate and caring deity among the Nine and her primary follower, the Tenders of the Sacred Hearth, are no exception.   They are certainly going to be on board with any effort to stop a mass murdering cult. They don't have a lot of holy warriors and what holy warriors they do have probably can't be spared from temple duty but they can provide PCs with discounted potions of Protection, Healing, and Purification.   They have a good ear to the ground with the peasants and can provide good scuttlebutt and they help with stakeouts without giving themselves away.   If the PCs are concerned with the Testers murdering key witnesses or "persons of interest", the Tenders can help hide them. Heck, if the PCs are worried about being attacked in their sleep, the Tenders can find them a safe place to hold up.
  Fumayan Stewards  
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The god Korus normally tries to stay neutral in the non-stop feuding between the rest of the Nine and generally only steps in during rare instances. His followers, the Stewards are similarly hard to sway, but it's not impossible to sway them.   Wiern's Stewards are all part of the Stewards of the Gift which is a priestly faction primarily concerned with aiding farmers. They like to stay out of politics, but at least a few of the Maylar cult's victims were farmers, so the PCs might be able to win over them over that way.   Even if the Fumayan Stewards agree to back the PCs, they will do so quietly, but they have useful skills to contribute. They know the ins and outs of the land better than anyone and can figure out where the cult is likely to meet and where they are likely to hide bodies. They also Plant theurgists who might be able to help find which woodlands the cults operate in by asking the trees.
  Allying with Ordinary Peasants  
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Ordinary Scarterran peasants hate and fear the Testers and they are sympathetic to anyone trying to stop murders of other peasants. They would be relatively easy to convert to the PCs cause, but the hard part is making them useful.   The PCs cannot be everywhere at once. The most useful thing a random peasant can do is keeping tabs on suspected cultists without drawing attention to himself or herself. Though of course a peasant who does this risks becoming the cult's next target.
 

Allying with Low-life criminals

 
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Most criminals have lines they won't cross and most criminals don't like Maylar overly much, but appealing to a criminal's sense of morality is a risky endeavor.   But criminals are susceptible to bribery and intimidation. They might want to join the PCs just to be on the winning side. But also, the Reveler and Felijca don't have unlimited funds and they treat lower class people not in the cult like crap. The PCs could win over some of the cult's criminal accomplices just by outbidding them. A mere ten silver pieces is a lot of money to most lowlife criminals.   Criminal allies can provide information and muscle. Given proper incentive, they can deliberately deliver cultists into the PCs' hands.
 

Act Three: Confrontation

  Ideally, this story should end with a dramatically satisfying physical confrontation. The hard part as a Game Master is setting this up logically so as not to violate the Rule of Realism while serving the Rule of Cool.  

Crowd Control

  The four scenarios below are "Ritual Interrupted", "Fake Ritual Interrupted", "Road Warriors" and "Worst Case Scenario" differ in small ways but they all rely a fairly simple set up: The cultists and PCs are going to fight, and the cultists are going to rely on quantity over quality.   How the Fight is likely to play out  
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The PCs probably managed to capture or a kill a few cultists in Act II, so the cult is probably going throw every cultist they have at them in Act III. Given that the cultists don't completely like or trust each other, every cultist is expected to attend this melee, even if the individual cultist that is not a very good fighter.   The cultists wear their party masks during their vile rituals. They will almost certainly be wearing masks during the big fight. This means it won't be immediately obvious who the leaders are, even if the PCs know the identities of some of the cultists are before the fight.   Even if the PCs suspect Felijca is a cult member, she is probably going to use a potion of the Disguise Self spell and a mask. If the Reveler is being extra paranoid he might have a potion of Disguise Self under his mask, and if the Reveler is being extra spiteful, he might disguise himself to look like Lord Bohdan or Lord Tacitus. Either way, the potions will wear off in 30 minutes or when hit by a Dispel Magic effect.   If possible, the cultists will hire some thugs to bulk their numbers. Likely the PCs will try to call on reinforcements of their own.   It is not necessary to roll out every dice roll of every combatant. Hypothetically if the PCs convince six Wiern soldiers to join their cause, you could say "Okay the six soldiers you brought with you will engage seven of the cultists". Then you break out the dice rolls for the cultists that the PCs are fighting and just handwave the fight of the NPC soldiers verus the NPC cultists sans dice.   If the PCs are using conjured spirits to fight for them or scary illusions to distract their enemies, rather than roll out every dice you could just hand wave "Okay, half the enemy crossbowmen waste their shots attacking your conjured minions." to minimize dice rolling.   The rank-and-file cultists are enthusiastic but they are very disciplined. They are likely to try a basic ambush, but it will involve maybe a few crossbowmen shooting from behind trees while the rest of the groups charges in an disorderly mob.   Felijca is going to drink a potion of Heroism (+1 dice all non-magical actions) and a potion of flying. She has a potion of Invisibility in her back pocket in case things go south and is carrying a Healing ●●● potion (heals three health levels of lethal or bashing damage). She will probably levitate a short distance above the melee and try to use her Hexing theurgy on the PCs while avoiding direct engagement. If her Hexing gets repeatedly rebuffed, she will instead fly at the weakest looking PC.   If one or more of the PCs can fly, Felijca will stand her ground against a single flying attacker but probably flee against multiple attackers. Felijca has never used a flying potion before. She doesn't have a Feather Amulet, so if she takes a serious hit or her flying spell is dispelled, she'll smack into the ground and likely some bashing damage.   The Reveler is probably to attack the most powerful looking PC himself, likely attacking him once or twice with his Wrath theurgy then charging (preferably with one or two minions in tow. He has a Healing potion on him.   If you want to raise the difficulty of the encounter, you can give Felicjca and the Reveler more potions though it would strain believability to give any of their minions potions.
      Weapons   The Rule of Realism states that a ragtag undisciplined cult like this is going to have a wide variety of weapons. the Rule of Playability states that the cultists should have mostly the same weapons to give the Game Master less to keep track of. It's up to the Game Master what he or she wants to do.   Rule of Realism Weaponry  
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Realistically, the wealthier cultists would probably have arming swords and shields. The poorer cultists would probably have spears or clubs and shields. If they got a hold of the armory or a decided to splurge with their stock pile of money they have long swords or morning stars or battle axes.   Light crossbows are pretty common in Fumaya. If they raided the armory or spent their emergency funds they could have heavy crossbows or even repeating crossbows though likely only one or two wealthy cultists who are sons or daughters of successful merchants would be able to afford a repeating crossbow.   Lady Edzia and Lady Felicja are Fumayan noblewomen. The Reveler is a spell-caster and bardic theurgist. For different reasons, Fumayan noblewomen and bardic theurgists commonly fight with long swords, also known as bastard swords or hand-and-a-half swords. So all the named cult leaders are probably going to fight with one. (Strength +5 damage, difficulty 6)
  Rule of Playability Weaponry  
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Some of the rank and file combatants are hang back behind trees and fighting light crossbows. They will pull short swords if they are charged in melee.   The rest of the rank and file combatants have spears. Maybe one or two of the "muscle cultists" have shields and arming swords.   Felijca, the Reveler, and Edzia are carrying bastard swords, though Edzia is probably going to deploy with the crossbowmen.
  Armor Matters  
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Playtesting has shown me that with the Scarterra d10 system, when the PCs are fighting a horde of less-skilled enemies, the number one thing that modifies the difficulty of the fight is how good is the armor that the bad guys are wearing. This seems to have a bigger impact than the weapon quality or the combatants skills.   Heavy armor (six soak dice) is not very realistic unless you want the cults to be flushed with money and be tipped off that the PCs are coming. Felijca and the Reveler can afford heavy armor for them, but they prefer to be light and mobile, and if they are the only cultists wearing heavy armor this makes them a priority target.   Medium armor is feasible (five soak dice), but giving all the cultists medium armor is going to make the cultists a lot harder to take down.   Light armor (three soak dice) is not hard to come by. This is the recommended default armor to give the bad guys in the final battle. Maybe give the leaders medium armor disguised with baggy clothing to more closely resemble the rank and file cultists' outfits.   If the Game Master thinks the PCs need a boost, he can have some or most of the cultists fight without armor. It's not as ridiculous as it sounds. A lot of the cultists are cocky and foolish. They are partying as much as they are fighting and armor is uncomfortable. Some of them want to die in Maylar's name.
  Breaking the Will to Fight  
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This isn't a video game. You don't have to fight till every enemy is dead or unconscious. The cult is trying to impart that dying in battle leads to a great afterlife in Maylar's realm, but not every cultist is 100% on board with this idea. Once the cult leaders fall, the others may lose the will to fight.   A lot of Maylar's Testers are content with losing a fight as they long as they bring down one or two of the enemy at least. If they come to the conclusion that they can't even take down one PC, then they might surrender without prompting.   Also, if cultists hired mercenaries, the mercenaries are not particularly eager to die in Maylar's name and would be relatively easy to intimidate into fleeing or surrendering once the PCs start felling enemies. If the PCs play their cards right, they might be able to convince some of them to switch sides.
 

Ritual Interrupted

 
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If the players rolled well and roleplayed well and took special effort to cover their tracks, the PCs could collect a damning amount of evidence against the cult without tipping their hand and catch the cult with their pants down. In this case, the PCs could isolate and pick off cultists one-by-one but if you want to set up a grand confrontation, you can do this by letting the PCs   The cultists are always fully armed at their ritual but if the PCs catch them unaware, some of the cultists might be tipsy (-1 on physical actions) and some of the cultists won't be wearing armor (which is a huge advantage), and the cultists certainly won't be able to hire mercenaries if they are not expecting trouble.   In this scenario, there is a good chance that the PCs can rescue one of the cult's sacrificial victims before he or she is killed. This will help fortify the PCs heroic credentials and provide a corroborating witness in any courtroom drama later.
 

Fake Ritual Interrupted

 
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by Lucasfilm Return of the Jedi
  This is the most likely endgame for this scenario.   The cultists realize that the PCs are steadily closing in on them, but the cult has some ability to make delaying maneuvers. In this case, the cult leaders will try to force a confrontation so they can kill the PCs or make a heroic last stand in Maylar's honor.   Assuming they have one or more undetected spies monitoring at least some of the PC's investigative efforts, they can feed the PCs information, but they can't make it too easy, the PCs have to think one of their investigative avenues is paying off. Perhaps the next cultist they capture does break under interrogation, or the PCs conduct a search of a suspect's quarters and they find a note with a time and place of their next ritual.   The cultists are trying to set up an ambush, but that doesn't mean they are going to succeed. Even if the players/PCs don't realize they are acting on a false lead, they still realize that they are attack a large group of murderous cultists. That means they are going to be fully armed and armored and they may or may not have called on reinforcements.   It's difficult to hide a dozen or more people, ad the cultists PCs are clever and brutal, but they don't have any real military experience. Assuming even one PC has a decent Perception + Alertness dice pool, this confrontation is likely to be more of a pitched battle than a true ambush.   But if the cultists can pull off this ruse, they do have one advantage, in that at least in theory they have some time to hire lowlife mercenaries. They probably don't have enough time or money to find skilled mercenaries, but quantity has a quality all on its own.
 

Road Warriors

 
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This scenario is an unlikely end-game but it's worth covering just in case.   Rather than take on the cult themselves, the PCs might choose to take the evidence they gathered and report it to the authorities, either Duke Garland Wiern or to King Henryk. If the players/PCs very carefully crafted an airtight case, the Game Master can let this work and forgo a dramatic confrontation if he thinks that what the players would like.   But you could still force a violent face-off if you want. Duke Garland is on his duchy's southern border with the troops. King Henryk is way up north in the Fumaya's capital city of King's Lake. If the cultist's spies tell them that the PCs are going to rat them out to a higher authority, they can use their superior knowledge of the lay of the land in Wiern and use a shortcut to overtake them, and attack them on the road.   A roadside attack means that their probably won't be much cover but the cult try to jump them somewhere where there are trees, but that is easier said than done. A lack of cover probably favors the PCs, especially if they have a spell caster capable of area of effect attacks or if they have a crack archer capable of firing multiple shots accurately.   Also, if the bad guys are trying to ambush the PCs on the road, they are unlikely to have the time to hire mercenaries.   Finally, if the final confrontation is a roadside battle, that means horses are probably involved. That adds some complications. If the bad guys have an Animal theurgist, this is a potential advantage for the bad guys, but on the whole the added element of horses probably favors the PCs because none of the cultists except may Lady Felijca have any experience at all in mounted combat, so the cultists are going to have dismount before attacking or fight with penalties.   In order to do a roadside attack, the cultists probably had to steal some horses to have enough for everyone. This will leave a chain of evidence that will make courtroom drama later go smoother for the PCs.
 

Worst Case Scenario

 
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If the players/PCs rolled fairly poorly in their investigations and didn't cover their tracks well it is possible albeit unlikely that the cultists may be to steal the momentum and make the PCs their prey.   Felijca and the Reveler have toyed with the idea of framing the PCs for the cult's crimes, but this could easily backfire as even a cursory investigation by the duke's men might reveal their involvement, so if they gain the advantage they will simply try to kill the PCs, likely using a mix of cultists and lowlife mercenaries.   If the PCs are camping out, the cultist's will try to find to find their camp at attack at night. If the cultists are traveling from village to village they will try to ambush them on along a lonely dirt road. If the PCs are staying in an inn, they might try to bar the exits and set the inn on fire. The cultists have no real qualms about causing collateral damage.   The cultist's are not as sneaky as they think they are. It's likely a PC will spot something amiss and give them a slight warning but it will still be tough to fight the cultists on their terms.   On the plus side, the PCs will get a lot of evidence of the cultists' guilt, assuming they survive the attack.
 

Act IV, the Epilogue

 
Scooby Doo Unmasking Gi by Hanna Barabara Studios and MAKEAGIF
  Whether the cultists are dead, unconscious or tied up, it's time to unmask them. The players may or may not be surprised by who is revealed or not revealed.   Now what?  

Courtroom Drama

  The immediate aftermath is probably going to be some kind of courtroom drama. The Game Master could wrap up the courtroom drama in a two-minute narrative epilogue, or you could milk the roleplaying aspects of a courtroom drama and make an event out of it. It all depends on if the players like those kind of stories or if they find them boring.   Maylar is a very unpopular god, but worshiping Maylar is not illegal in Kingdom of Fumaya. Normal Scarterran usually venerate him at least once or twice a year if only to placate his wrath. Just because some of the cultists are demonstrating Maylar based theurgy isn't enough to implicate them as criminals either.   Kidnapping, murder, and theft are highly illegal, with or without theurgy or religion.   Duke Garland Wiern has the feudal rights to judge and sentence any criminals on or from his lands. Technically the king of Fumaya can override him but King Henryk prefers to give his vassals a lot of autonomy. The PCs may try to turn their evidence and/or prisoners to the king instead of to Duke Wiern, but even then the king will probably let the Duke run the trial as a sign of respect. If the PCs try to sidestep Garland serving as judge in this case, he will take it as an insult. If insulted, the Duke is not likely to try to kill or imprison the PCs or anything like that, but he can passive-aggressively make things difficult for them.   Proving guilt beyond any reasonable doubt is a very modern Western legal tradition that didn't usually apply to medieval justice. Garland is not the greatest father in the word, but he does love Felijca even if she's not the favorite child. Odds are that he will as lenient as possible with Felijca and will be very harsh with any suspect who is not Felijca.   The PCs on Trial  
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Hopefully the PCs did not murder the cultists down to the last man and woman. If the PCs slew the entire cult, and didn't capture at least one prisoner, their lives are likely to become very complicated.   Things are going to be very difficult because it could easily appear that the PCs just murdered a bunch of people and then claimed "Oh yeah, we killed all those people, but they were a murderous Maylar cult. See, they were carrying Maylar symbols, no we didn't plant the Maylar symbols on them? See where the cultists hid all these corpses? That's evidence! What do you mean you think we killed those people too?"   If the PCs deliver Felijca in chains, he is going to be unhappy. If the PCs deliver Felijca's cold corpse, he may try to charge them with something even without solid evidence.   Worst case scenario, the PCs should probably not be executed by Duke Wiern (though it might make a fun TPK story). Even if the PCs just get banished or exiled, this could make it difficult to run future adventures in land of Fumaya.   Regardless of the specific outcome of this story, Lord Tacitus is going to launch his own investigation to get answers and if the PCs get in hot water, Tacitus can independently corroborate the PCs' testimony. Though they would be in the position of owing Tacitus a favor.   Most likely, the worst case scenario for the PCs is that they are not formally charged with any crime but Duke Wiern is going to watch them like a hawk and pounce if they make another legal misstep later.
  If the player characters captured a few prisoners, they shouldn't have any problem clearing their names of accusations of wrongdoing, especially if they have physical evidence or additional witness testimony to back up their claim. If the PCs interrupt a murder ritual and save a victim, the rescued victim will of course testify on the PCs behalf which will help things a lot, but the biggest source of corroborating testimony is probably going to come from captured enemies, not rescued victims.   Rank and File Cultists on Trial  
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Maylar's teachings encourage fighting tenaciously on to the point of death rather being captured, but at the same time Maylar's teachings encourage everyone to "Look out for Number One!" If there is a tiny chance that the cult can win, the rank-and-file cultists will probably keep fighting, but once it becomes abundantly clear that the cult is defeated, some of them will probably seek a plea deal rather than fight to the glorious end.   Assuming some of the cultists are slain and some are captured, any captured cultists is going to blame the majority of the cult's worst crimes on the dead cultists. Whether a low-ranking cultists or a high ranking cultist, they have briefed on legalese and given even a little bit of prep time to collaborate, cultists will share perfectly in sync lies.   Low ranking cultists may confess to lesser crimes of being an accomplice to a major crime, but they will also claim that they were threatened or blackmailed.
  The Reveler on Trial  
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The Reveler is a true believer, and he truly wants to die in Maylar's service. He is unlikely to be captured unless the PCs deliberately take him down with non-lethal attacks.   If he is captured, he will probably not sell-out his compatriots under any threat or bribe, but if the PCs can somehow convince the Reveler that Felijca betrayed him, than he might rat her out just to get revenge, but the Reveler is unlikely to make a plea deal to save his death. If most or all of the cult is killed, but the Reveler is somehow captured, he might make a full confession just to make sure people know of his deeds.   The Reveler will not make a plea deal to save his own life, but if the battle is clearly lost, he will try to flee given an opportunity. If the PCs can't catch him quickly, they might not catch him at all given that the Reveler is pretty good at disguises. Then the PCs will have a minor recurring villain to worry about.
  Lady Edzia on Trial  
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If Lady Edzia is captured, she will pragmatically assume that nothing she says or does will allow her to live. Even if she can somehow pretend that she is not part of the Maylar cult, even a cursory investigation will revealed that she has embezzled ducal funds. That alone is a death sentence.   Since Edzia believes that is dead either way, the best she can hope for is to gain Maylar's favor in the afterlife. She will probably not sell-out her living compatriots unless the PCs are very convincing at offering a plea deal that lets her walk away unscathed.   Edzia will happily pass maximum blame onto any dead compatriots. Lady Edzia is good friends with Felijca, and Edzia will probably not willingly betray Felijca (though Felijca will probably not return the favor).   Edzia is an accountant, not a warrior. If she can see the PCs closing in on the cult before either the PCs or the duke's men get a good look at her doctored ledgers, Edzia might slink away into the shadows and disappear. Like a proverbial rat leaving a sinking ship. In which case Edzia might become another recurring antagonist, most likely by finding another villain and helping the new villain balance his or her books.
  Felijca on Trial  
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If Felijca is captured, she will go to any length to deny responsibility for her action and claim that the Reveler and/or brainwashed and coerced her to try to pull on her daddy's heartstrings. Felijca will sell out Edzia if necessary.   Felijca clearly resents her older sister and she is studying up on poisons and antidotes. It doesn't take a genius to figure out what Felijca's long-term goal probably is. So far this has not gone beyond Felijca daydreaming about murdering her sister, but if the PCs can convince Garland that Felijca is trying to murder Janah, Garland may reluctantly execute Felijca. Garland will not execute his youngest daughter for any other reason.   Assuming, the PCs have enough damning evidence to at the very least implicate Felijca as an accessory to multiple murders, Garland will probably sentence Felijca to banishment. If the PCs evidence against Felijca is somewhat flimsy and unconvincing, Garland will exonerate Felijca of criminal charges.   Even if she is formally exonerated, the fact that Felijca is proven to be a Maylar-aligned is not going to win her any friends in the royal courts, so if exonerated, she will probably choose to go into exile just to avoid social derision or vigilante justice.   If Felijca goes into exile, she is all but certain to add the PCs to her Enemies List, so she can become a recurring villain in future stories. Felijca is not strong enough to physically challenge the PCs, but she can seek out the PCs other enemies and offer an alliance. Felijca's skillset would make a good crime lord pulling puppet strings from behind the scenes. Alternatively she can try to seduce a Maylar-affiliated warlord and convince him to kill the PCs with brute force.
 

Ramifications to Future Adventures

 
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There is not a lot of treasure for the PCs to collect. The cult stole or embezzled a lot of money, but they spent most of it. The PCs might be able to snag some potions and possibly pick up the Revelers Silverwood club, but most the cults' valuable assets will probably be confiscated by Duke Garland's men.   A good deed is it's own reward, but prestige is a reward of sorts.   Peasants and princes people love to talk about the deeds and misdeeds of adventurers. Scarterrans also like to talk about juicy scandals involving nobles. This is both. As word of this adventure spreads, the PCs are likely to become very famous very quickly.   If any of the cultists escape, they will hold a grudge against the PCs, but they will also realize they are hopelessly outclassed by the PCs. They might steer clear from the PCs entirely or they might try to ally with the PCs other enemies later.   Depending on how diplomatic the PCs are, they may actually end up befriending Lord Bohdan and/or Lord Tacitus, but they are not going to be sway the win over Duke Garland after bringing down his daughter. The best the PCs can hope for is Duke Wiern being coldly neutral to them. Duke Garland Wiern is probably going to dislike PCs even if on a conscious level, he realizes the events were not their fault.   For better or worse, the queen of Fumaya is going to eventually learned the names of the adventurers who killed or captured her little sister. She's going to have mixed feelings about this. If Queen Jayna finds out that Felijca was probably plotting to kill her, she will probably be grateful, but it would still be politically awkward to meet with the PCs directly, but she is probably going to follow their actions going forward for ill or ill.   King Henryk is not thrilled about his sister-in-law being implicated in a murder cult, but he is pretty desperate for skilled investigators. The king is dealing with both foreign Swynfaredian spies and domestic-born organized criminals, he is desperate for skilled investigators. If the PCs show they can handle investigations not just competently but also diplomatically, they might find a letter from the king offering them a job.   Outside the Wiern family, most Fumayan noble families have their own scandals and secrets though usually not on the scope or scale of aiding and abetting secret murder cults. Some nobles might be threatened by the PCs fearing that the PCs might dig up the skeletons in their closet. Others may be grateful to the PCs for removing a horrible stain on the upper classes.   Whether or not the not the nobles like the PCs or fear the PCs, it's politically expedient for them to pretend to like the PCs, especially if the king makes the PCs into official royal investigators. So the PCs are likely to deal with polite but two-faced lord and ladies for their entire stay in Fumaya.   Taking down a murderous cult that involved the nobility is going to make the PCs very popular with any anti-authoritarian pro-peasants group such as say the Lanterns and Tenders. Though various criminal or subversive organizations may start to fear the PCs as potential threat.   The Herders of Men are the black sheep of Maylar Testers. They actually want to spread Maylar worship among the general masses by being nice to people...heresy! The Herders are not exactly all about rainbows and kittens. They still believe in survival of the fittest and that hardship makes people stronger. The Herders simply choose not to inflict suffering on innocents just to make an ideological point. They believe Scarterra is a harsh enough world that it will provide tests to people's strength without their direct interference.   The Herders don't really get along with any of other Tester factions, but they especially loathe the Decadents. They might reach out the PCs and offer their friendship. The PCs could potentially help the Herders gain mainstream acceptance and the Herders can potentially help the PCs track down and capture any members of the Cult still at large.

How Long Should This Story Take

    The default for this adventure is two sessions. One session for the Act I and Act II. One session for Act III and the epilogue.   The story has a lot potential for roleplaying If the Game Master and players really are thespians are heart, you can really milk the roleplaying situations, and stretch this out to three sessions.   If you need to make this a one-shot, you can truncate or skip the initial dinner altogether by throwing the key events into a quick exposition.   You can make the investigations go a lot quicker if you make the cultists less clever and less careful. They can leave more evidence behind for investigators due to being sloppy or you can have one or two cultists who are just so full of piety for Maylar that they can't help blabbing about it.   If you REALLY need to speed things up, instead of have the PCs approached by a Mr. or Ms. Peasant asking them to find a missing person, the PCs can be approached by Mr. or Ms. Ghost. "I got bonked on the head while I wasn't looking and woke up tied up in the woods while a bunch of people in party masks cut on me and chanted 'Maylar! Maylar!' over and over again. I can show you where my body is buried."   You can make the Act III combat go quicker by having fewer cultists or having friendly redshirt NPCs thin the numbers of the cultists so the PCs can focus on fighting the leaders.   And if you run this as a one and done adventure, you don't have to worry about the epilogue because if you never see the PCs again, you don't worry about the long-term fall out for said PCs.  

Potential Questions

  How Adult is this?  
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This story involves a cult that literally murders people for fun. This adventure is probably not appropriate for kids.   The Game Master doesn't have to describe the brutal ritualistic murder if he doesn't want to or doesn't think the players would like. Or the Game Master can choose to describe this stuff with great detail if he thinks the players enjoy grim dark storytelling. The Game Master has some flexibility to put give this adventure a light PG-13 rating or a heavy R-rating and anything in between.   The PCs are following trails of clues from missing people. They don't have to infiltrate the cult or personal spy on their rituals. It's possible that they can shut the cult down without witnessing the graphic stuff.   Speaking of graphic stuff. The important thing is that the cult murders people. You can run this adventure as if that is the only thing the cult is doing, but murder cults thematically lends itself well to "sex stuff". The Game Master can sweep it under the rug and say it didn't happen. Or he can leave the sex stuff implied. Or he can make it a huge element of the story.   Basically, like with all things adult, its is up to the Game Master to no where to draw the line tonally.
    Why do the Wierns need the PCs to take out their garbage for them?  
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Garland is too self-absorbed to figure out what his youngest child is doing. Garland is not cruel and heartless. He is not happy that some of his poorest peasants are mysteriously disappearing, but with the Swynfaredians massing troops at his borders, this is not his main concern right now.   Janah no longer lives in Castle Wiern, so she can't catch wind of what's going on. Lord Bohdan isn't clever enough to figure out what is going on, but Lord Tacitus should be smart enough and suspicious enough to stop his sister. Right?   Tacitus has certainly noticed his sister comes and goes at odd hours. He knows she's up to something, but it hasn't occurred to him that she is murdering poor people for fun in Maylar's name. Tacitus thinks his sister has a secret lover. He's keeping quiet about it because he doesn't want to cause a family scandal and he might be able to blackmail her later about it.   To be fair, Felijca probably is sleeping around or at the very least using flirtation to seduce marks. Tacitus found her secret stash of contraceptive medical herbs, but that's really small potatoes. A lot of wealthy nobles have illicit affairs, but very few of them are involved in secret Maylar cults.   There are lots of Wierns that are not part of the duke Garland's nuclear family. Felijca has aunts, uncles, and cousins and second cousins aplenty but they aren't usually around Castle Wiern. They are off running their own little realms or serving in the courts of other noble families. They aren't really in a position to interfere with Felijca scheme.
  What About the other Testers?  
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Scarterra in general and Fumaya specifically have a lot of Testers running around, though are spread pretty thin over a wide area.   The Testers are a very fractious group and have a lot of in-fighting. They don't see it as a bug, they see it as a feature because they believe this makes the Testers stronger through conflict. Normally, this in-fighting is supposed to be non-lethal expect on specific formal challenge days, but killing another Tester "accidentally" is more of a misdemeanor than a felony.   The Decadents are generally unpopular with the other Testers. They are often viewed as cowards or hypocrites. Some even go as far as to call them heretics. Most mainstream Testers will happily make under the table trades with Testers but they are unlikely to fight shoulder-to-shoulder with them.   If backed into a corner, the Decadents in this story will probably not be able to call on other Testers for reinforcements. If the players characters shut down the cult and kill or imprison most of the members, it is unlikely that the mainstream Testers will seek revenge. "Good riddance, I never liked those stupid Decadents anyway.
One of my favorite Disney movie quotes by The cast and crew of Moulan (1998)
  In the course of the investigations, the PCs are going to talk to a lot of people. Cultists, victims of the cult, friends of the cultists or victims, plus various third party NPCs who may or may not have useful information regarding the PCs investigations. Whether friend or foe or in between, everyone has a day-job.   It would be a ridiculous amount of work to come up with a full roster of every chambermaid, stable boy, farmer, merchant, tavern owner, page, fisherman, or what have you, so the Game Master is going to have to improv a lot of NPCs.   You don't have to come up with a full backstory for every minor character on the fly, but it helps player immersion a lot if the characters they interact with have names. It's a dead giveaway if only the Maylar cultists have names.   If a character is important enough to have at least a couple lines of dialogue with, they probably should have a name. And it wouldn't hurt the Game Master or one of the players to jot down given names as they come up for reference.   Here are twenty names that are relatively common in Fumaya which are based off of real-world Polish names.  

Boy Names

1-Arwid   2-Bartosz   3-Cadak   4-Dobry   5-Ginter   6-Havro   7-Marek   8-Piotr   9-Sagan   10-Ziven  

Girl Names

1-Agata   2-Bogda   3-Gizela   4-Lidia   5-Marika   6-Otylia   7-Roza   8-Truda   9-Wanda   10-Zosia


Cover image: Purple Cow Placeholder by Me with Midjourney

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