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Justin Steele (Order #14078846)

AMBROSIA
a gathering of souls
by
Erlend van der haegen

Justin Steele (Order #14078846)


Credits
Text, game mechanics,
lay-out and photo Erlend Van der haegen
manipulation:

Playtesting: Igor Armellini, Gert Biebaut, Marjan Coddé, Tom Cogghe,


Wout Geerings, Roby Knapen, Tom Pattyn, Steven Philips,
Koen Rutten, Jessica Van Nylen, Dirk Vanleeuw

Stock photography: Shutterstock

all rights reserved, © 2017

Justin Steele (Order #14078846)


Contents

Quick-start rules 4 Scenario 34

Life in the Alverlands 6 What really happened 36

Ability scores 10 The player characters 36

Damage 11 Around the campfire 37

Bonuses and penalties 14 Out of the mud 38

Actions 14 The chase 40

Healing and resting 15 Echoes of magic 41

Character creation 16 A tangled web 43

Character sheet 17 Lamb to the slaugher 45

Flaws, talents and skills 20 Aftermath 47

Derivative scores 20 Contingency plans 50

Your immortal soul 22 Player characters 54

Levels and experience points 24 Backgrounds 56

Religion 24 Character sheets 61

Treasure 26

Magic 26

Monsters 30

Justin Steele (Order #14078846)


Quick-start
Quickstart rules

rules
Created to give you an idea of what Ambrosia is all about,
this book provides you with the absolute basics regarding
the game mechanics, character creation, and also tells you
something about the setting in which all of it takes place, as
well as an introductory one-off scenario called A gathering
of souls. Of course, for more detailed information you’ll
still need to consult the Manual; but this book will get you
started on your path.
First off, Ambrosia aims to be a storytelling game; so
forget everything you know about convulsively hoarding
experience points, and leave your miniatures in their display
cabinet; you’ll be playing the protagonist of an epic fantasy
drama, so in Ambrosia, you will be treated as more than just
a set of stats with feet attached. Your character is a living,
breathing inhabitant of this strange world, both moulded
and scarred by past experiences. As such, it makes sense
to talk about the setting first - we’ll worry about necessary
evils, like rules and game mechanics, later on!
Ambrosia takes place in the Alverlands, a stretch of land
4 bordered by the Salis Sea on one side and the Morbic
Mountains on the other. Almost 1500 years ago, a great
power arose in the east, fuelled by dark magic-users,
wielding powers they couldn’t possibly control and
corrupting them both physically and mentally. One man
stood up to this invading force; a charismatic leader
from southern Carthicia called Argonius, who united the
primitive Alverlandic tribes, standing up to their common
enemy. Together, they defeated the dark wizards who were
never heard from again - the very wildlife of their lands now
grotesquely warped and perverted by their sinister arts. A
pact with the dwarves who lived deep beneath the Morbic
Mountains would protect the Alverlands against any threat
coming in from the east, now known as the Wilderlands.
Argonius was crowned emperor and ruled for hundreds of
years, blessed with an unnatural long life - and even after his
death, he was granted divine status, revered as god-emperor
all over his old empire.
The Alverlands were divided among Argonius’ closest
advisors, each a specialist in their chosen field, who
ruled over six counties in the emperor’s name. But after
Argonius’ death, all of the feudal lords refused allegiance to
a newly appointed emperor. The Alverlands declared their
independence, each county forming a sovereign micro-
state of its own. Eventually, the Old Empire fell, leaving

Justin Steele (Order #14078846)


Justin Steele (Order #14078846)
Quickstart rules

Carthicia as a sacerdotal state ruled by the Pontifex - the


head of Argonius’ church.
Recently however, a young Carthician shepherd boy called
Pirric claimed to have been visited by a vision of Argonius,
tasking him with rebuilding the Old Empire. Pirric travelled
to the capitol city of Paladum, and everywhere he went, "Allthe world
people spontaneously joined him on his quest, inspired
by his story. When he finally reached Paladum, Pirric had
is a stage...
gained an army of commoners vastly outnumbering the but who's in
Carthician forces, so the Pontifex had no other choice but to
hear him out. For five days and five nights they talked, and
the audience?"
eventually the Pontifex admitted Pirric’s claim to be true
and declared that he would be crowned the first emperor (from "The village fool of
of the new Holy Carthician Empire. Pirric was renamed Borghove" by Wilmar de Louwe)
emperor Pius Aurelius I as he ushered in a new age of
prosperity for Carthicia. But reclaiming the Alverlands was
also a part of his plan; as they were part of the Old Empire,
it was a logical step for reunification after centuries apart.
Almost twenty years ago today, the Holy Carthician Empire
annexed the Alverlands; its noble houses finally yielding
after years of violent defiance and accepting emperor Pius who will teach them how to use those powers properly.
Aurelius I as their sovereign leader. Most of the nobles A large portion of Alverlandic people are illiterate - including
retained their control over specific territories, but were the nobility and the clergy. Most priests of Argonius can’t
closely monitored by Carthician dignitaries, and the church even read the Writ they’re supposed to preach.
6 of Argonius became a mandatory state religion. Anyone Although commoners usually trust on support from their
still following other, older faiths were branded heretics and lord to protect them from threats ranging from robbers to
burned at the stake - or worse... wandering monsters, each Alverlandic community also
In this, the fourteenth century by the Carthician calendar, organised a so-called schutterij, a voluntary archers’ guild
the story of Ambrosia truly begins. The Alverlands’ misty composed of serfs and freemen. These guilds have become
moors and draughty old castles hold many secrets, and as old an important part of social life in many cities and villages.
alliances fail, new hostilities emerge - on muddy battlefields Indirectly, the bow came to be a commoners’ weapon, or at
as well as in the velvet arenas of the noble courts. least that is how it is seen by nobles. Ancient stories tell of a
time when monstrous creatures terrorized the people of the
Alverlands until the elves of the Moon Isles decided to help.
Life in the Alverlands They crossed the Salis Sea to teach the humans the art of
archery, so they would be able to defend themselves.
Life in the Alverlands is very different from what we’re Metal weapons and armour are a rare sight for serfs and
used to in the 21st century. Not only is the average life even freemen. Human smiths are able to fabricate utensils,
expectancy among humans about 45, for example, but horseshoes and rigs from wrought iron; but the weapons
you’re considered to be an adult at age 14. Girls are married they create are crude and fragile, for only the dwarves know
-often arranged- at 12 and also expected to bear children at the secret of forging steel, and none but nobles have both
that early age. A woman will give birth to seven or eight the contacts and wealth required to trade with them.
children in her lifetime, most of which won’t live to see For commoners in the Alverlands, fresh meat is scarce.
beyond the age of five due to poor hygiene and lack of health Hunting is a privilege reserved only for nobility; any serf or
care. It’s a harsh life for all but a few of the population. freeman caught hunting on a lord’s lands will immediately
While most children are sold into an apprenticeship, some be tried as a poacher. Although pests like rats and pigeons are
do get to join the clergy, or -if they show a strong magical eaten in the cities, and the coastline is ripe with fishermen,
aptitude at a young age- are adopted by a traveling wizard people in the countryside must resort to a diet composed

Justin Steele (Order #14078846)


of cabbages, turnips and tuberous plants. Alverlandic considered to continue his craft, even if it’s a traditionally
families all bake their own bread and consume whatever “masculine” job - like a blacksmith or a builder.
they can grow; cheese and eggs are hoarded by farmers to Children in the Alverlands rarely get a seat at the dining
feed their offspring. Cows, sheep, goats or chickens usually table; that privilege is reserved for their elders. The children,
aren’t butchered for meat, as a steady supply of milk and usually in better health, eat their meals standing up. Among
eggs is more valuable. Serfs and freemen also manufacture the poor, children are also given alcoholic beverages from a
their own clothes. It’s not unusual to own only two sets of very young age. Tradition demands the younger the family
clothes: one for summer and one for winter. member, the more their drink is watered down.
Stores are virtually non-existent in the Alverlands. Every Humans in the Alverlands rarely step outside after sundown:
settlement has its weekly market day, when visiting night-time is considered to be too dangerous, the territory of
merchants on their fixed route sell goods to the local criminals and witches. Most people go to bed within hours
townsfolk. Their assortment varies from food supplies, raw after sunset. After resting for about four hours, however,
fabrics and small forgings or crafted leather, to cattle or even most get up again. They’ll be awake for two hours, after
mounts. Weapons, armour, and clothing are considered to which they’ll start their so-called second sleep until
be luxury items and are only made to order for wealthy morning. The holy Writ of Argonius specifies prayers to be
nobles. Some merchants travel throughout the Alverlands performed in between the two resting periods.
or even further, only reaching local settlements once a year. Criminals in the Alverlands are tried depending on their
For many commoners, these visitors are their only means of social status. Commoners are usually brought before a so-
hearing news about faraway regions. called vierschaar (four-square), set in between a square
Ladies everywhere avoid being seen wearing the colour made of four stretched ropes. Such a tribunal is preceded
yellow in public, as this suggests that you’re a prostitute. by three judges, made up of the local nobility, constabulary
When a common man dies in the Alverlands, his wife is and/or members of the church. Judgement is swift and often

Justin Steele (Order #14078846)


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Justin Steele (Order #14078846)
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Justin Steele (Order #14078846)


shallow, not really caring about facts or evidence, more piece of information can be achieved with a Knowledge
Quickstart rules

likely wanting to designate a scapegoat to get it over with. check. To make an ability check, you throw a ten-sided
As punishments are often harsh (from hanging for murder, die (noted as 1D10 or simply 1D) and add the applicable
or chopping off a hand for thieving or poaching, to cutting Secondary Ability Score to the result, coupled with Bonuses
out one’s tongue for insulting a noble lady), the defendant is and Penalties from Skills, magic, character flaws, and/or
always given the chance to appeal for trial by combat. In such inflicted Traumas. If you roll a 1, you fumble the check;
cases, a peasant armed with nothing more than a wooden it always fails, whatever you try to do - it’s plain bad luck.
stick has to take on an armoured champion of the court, with If you roll a 10, however, you get to roll again and add the
predictable results. Nobles settle their differences mostly by result to your previous roll. If you roll a 10 again, you keep
duelling, however; a lady scorned can designate a champion rolling and adding the results until you roll a lower value.
to defend her honour, but noblemen are considered to be The result of this sum has to be equal or higher than a DC,
cowards if they don’t fight for themselves. set by the Game Master. To determine this DC, the Game
A huge part of the Alverlandic social life revolves around Master can consult the following table; each difficulty level
beer (in contrast with Carthicia, for example, where they is accompanied by a specific example of when that specific
mostly drink wine). Seven distinct beers are brewed in DC is used. A simple check is always noted as Intelligence
the Alverlands, and each region has its own specific 8 or Strength 12 for example: stating the Ability Score being
characteristics that are reflected in its local brew. The used, followed by the DC.
Isidoor is a light, fruity beer from the north, for example,
which is the only Alverlandic beverage also being exported 7 mundane lure a domesticated dog
to Carthicia as a novelty. Schildbeer from Ketendal, on the 8 easy tie two tree trunks together
other hand, is a dark stout and the monks who brew it, guard chop a log in two with a single
its recipe with their lives. The eight, unofficial, Alverlandic 9 feasible
strike
beer is Vern, brewed by the dwarves of Galeb Morbia. The
10 takes some effort carry a beer keg around
name is roughly translated from the dwarven tongue as
10 11 challenging climb a steep rockside
hammer’s blow and is considered to be the strongest beer in
the world. The dwarves consider all human beers to be cat’s 12 strenuous push a cart out of the mud
piss in comparison. 13 doubtful break down a heavy door
14 difficult hold up a portcullis
15 very difficult bend an iron bar
Ability scores pick something up from
16 impressive the ground while riding a
Each character in Ambrosia is built up from three Primary galloping horse
Ability Scores (Physical, Mental and Social), and almost split an arrow in two with a
17 epic
every other stat is derived from them: what weapons you’re new shot
able to use, how powerful your magical Skills are, even how listen in on a conversation
many henchmen you can get to follow you around. Each of 18 nearly impossible on the other side of a noisy
these Primary Ability Scores are divided into two Secondary marketplace
Ability Scores; Strength and Dexterity for Physical; hit a hawk in full flight in the
Knowledge and Intuition for Mental; and Charisma and 19 1 in a 1000
eye with a thrown pebble
Appearance for Social. A Primary Ability Score is always
equal to the sum of the two underlying Secondary Ability In Ambrosia, you’re given the option to manipulate your
Scores; so you can have a physical character who’s very dice rolls to give players a direct storytelling tool and
muscular, or one who is very quick and nimble (or even minimize randomness. That’s where the Primary Ability
better, both!), while a social character will be either silver- Scores come into play; these form pools that you can
tongued or get by on his or her good looks. use to alter your dice rolls. Should you fail to jump to the
Ability checks are only made for Secondary Ability Scores. next rooftop by 2 points, for example, you still have the
For example, jumping from rooftop to rooftop would opportunity to spend 2 points of the corresponding Primary
require a Dexterity check; while remembering a vital Ability Score (in this case, Physical) to make the DC after

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all. You’ll get the opportunity to invest these points even ability score (from left to right) and check the one matching

Quickstart rules
after the roll is made and with full knowledge of the DC you the amount of damage you just received. This represents the
have to reach, so there’s no element of chance involved! wound. If you’re dealt damage again, this will inflict a new
Alternatively, you can also spend 1 point of a Primary wound, so you’ll start counting the dots from the beginning
Ability Score to retry a failed corresponding secondary (i.e. the previous damage doesn’t stack). Should a dot that
ability check. This is not a strict re-roll; it’s actually your you already marked be hit again, then the corresponding
character noticing he or she did something wrong before, dot on the line below is checked instead; the location in
and trying anew. Spending points of Primary Ability Scores question was hurt again, the wound ripped open even more.
never lower your Secondary Ability Scores, and it is called Example: a character gets hit by a kobold, armed with a
using Extra effort. Only player characters can use Extra short sword, and is inflicted 6 points of damage. The player
effort; sometimes it pays to be the protagonist of the story! checks the sixth dot beneath Light Trauma (see below). The
When performing a contested action against another being, next turn, that character is dealt 3 points of damage; so the
an opposed check is required. When you want to convince a player checks the third dot on the same line (the 3 points of
merchant to give you a better price, a Charisma vs. Intuition damage aren’t added to the 6); now he or she suffers from
check is required; to arm-wrestle another tavern patron to two Light Traumas; the character has a cut in his or her left
the table, you’ll have to pass a Strength vs. Strength check. arm and near the chest, for example. If that character is dealt
In such cases, the highest value wins. Combat is resolved more than 10 points of damage, he or she is inflicted a Severe
in the same way: to successfully attack with a Carving or Trauma. The same goes for the character in this example if
Blunt weapon, you’ll need to make a Strength check; when he or she is dealt 3 points of damage again, for example; the
using Piercing or Ranged weapons, a Dexterity check is existing wound is aggravated and the corresponding Severe
required. The DC needed to hit is equal to the opponent’s Trauma is also checked (the 13th dot in total).
Strength check (when parrying with a Carving or Blunt Physical Trauma’s are quite straightforward; a Light
weapon) or Dexterity check (when parrying with a Piercing Trauma represents a shallow cut or a bruise; a Severe
weapon, or dodging). There will be instances when a static Trauma is a fractured rib or a broken leg (something that
DC is used (when using shields) or when an opponent can’t takes a longer time to heal); and an Incurable Trauma can 11
defend him- or herself; more on this later on. cause your character to lose an eye, get your hand chopped
It’s also possible to help another character while he or she off, or even cripple a leg. A critical trauma is possibly fatal.
is attempting a certain action - like engaging in a tug of war, Mental Traumas work in a similar way. Casting magic spells
or trying to figure out a puzzle. In that case, only one die is or performing occult rituals takes its toll on your psyche,
rolled, but each participating character’s Secondary Ability ranging from a mild headache and absent-mindedness to
Score is added; keep in mind that it is possible to have a all-out psychotic episodes - or even leave your character
negative ability score, and characters with very low scores stranded in a vegetative state!
can actually hinder such an attempt! Lastly, your Social traumas determine how the world
perceives you. If your character is a well-known criminal,
or everybody knows him or her as the coward who ran at
Damage the battle of..., you’ll have a hard time getting people to trust
you. In the absence of internet or television, gossiping is a
big part of social life in the Alverlands!
In Ambrosia, there is more than one way to get hurt. A
character can be dealt Physical damage (by getting hit,
shot or burnt); Mental damage (mostly from performing light trauma (-1)
magical spells or rituals); or Social damage (by performing
dastardly deeds - and getting caught! or even getting framed severe trauma (-2)
for crimes they didn’t commit). Each of these types of
damage is linked to one of your Primary Ability Score.
incurable trauma
For each of the Primary Ability Scores, a set of 40 possible
Traumas are specified on your character sheet, each
represented by a single dot. Whenever your character is critical trauma
dealt damage, you count the dots beneath the respective

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the amount mentioned there corresponds with the actual dot
checked on the character sheet. When you are inflicted an
Incurable or higher Trauma, all higher dots of corresponding
value (Light and Severe Traumas) are also checked, should
they not have been checked yet.

Incurable Physical Traumas


Notable scar: this wound left you with a big, obvious
1 scar that’s not easily concealed to remember it by.
You gain a General Appearance Penalty 2.
Old wound: this wound will never fully heal,
and remains a constant cause of pain. You gain a
2
General Dexterity Penalty 1 and a General Strength
Penalty 1.
Left eye: your left eye is gauged out, hindering your
sense of sight. You can cover the eye-hole with a
3
patch, but you still gain a Combat Penalty 1 and a
General Intuition Penalty 1.
Right eye: your right eye is gauged out, hindering
your sight. You can cover the eye-hole with a patch,
4
but you still gain a Combat Penalty 1 and a General
Intuition Penalty 1.
Hearing loss: a hit to the head has impaired your
sense of hearing. As a result, you’re partially deaf
Every Trauma you suffer from causes you to endure penalties 5
and gain a General Intuition Penalty 1 and a General
to checks made with a corresponding Secondary Ability Charisma Penalty 1.
Score. For example, a Light Physical Trauma would give Left hand: your left hand gets chopped off or is
you a -1 penalty to all your Strength and Dexterity checks shattered beyond repair. Losing your hand causes a
(as Strength and Dexterity are the Secondary Abilities linked 6
General Appearance Penalty 1, a General Strength
to Physical). These penalties will be determined depending Penalty 1 and a General Dexterity Penalty 2.
on the severity of the Trauma, and are always cumulative: Right hand: your right hand gets chopped off or is
Each Light Trauma gives you a penalty of 1 on checks shattered beyond repair. Losing your hand causes a
with corresponding Secondary Abilities. 7
General Appearance Penalty 1, a General Strength
Each Severe Trauma causes you to endure a penalty of 2 Penalty 1 and a General Dexterity Penalty 2.
on checks with corresponding Secondary Abilities. Each Left leg: with only one leg left, every action that
time you’re inflicted a Severe (or higher) Trauma, you also includes walking, running or jumping costs you
need to make a check to see if you don’t fall unconscious 8
2 AP extra. You also gain a General Appearance
from pain or shock; this is defined as a Strength 1 check for Penalty 1 and a General Dexterity Penalty 2.
Physical, an Intuition 1 check for Mental, and a Charisma Right leg: with only one leg left, every action that
1 check for Social (yes, you can be that courtesan who includes walking, running or jumping costs you
faints purely from being appalled!). Of course, this check 9
2 AP extra. You also gain a General Appearance
automatically increases in difficulty the more Traumas you Penalty 1 and a General Dexterity Penalty 2.
endure, as the penalty increases with each new one.
Brain damage: after getting hit in the head, you
Incurable Traumas are somewhat more difficult. These
notice that your cognitive abilities have suffered.
cause your character to lose limbs, suffer from a severe 10 You gain a General Charisma Penalty 1, a General
psychological disorder, or be branded untrustworthy for Intuition Penalty 1, and a General Knowledge
probably the rest of his or her life. To determine what the Penalty 2.
exact effect of the Trauma entails, consult the tables below;

Justin Steele (Order #14078846)


Quickstart rules
Incurable Mental Traumas
Short fuse: your chain is easily rattled; you don’t care about how others perceive you anymore, will use lewd language
1 just to get a response, and often react agressively towards your environment. You’re known as a troublemaker who
starts fights for no reason. This gives you a Charisma Penalty 2.
Amnesia: your subconscious suppresses everything that’s happened to you for a short period of time. You have no idea
2 what caused this (the exact period of time is determined by the Gamemaster). The inevitable disorientation gives you
a General Knowledge Penalty 1 and a General Intuition Penalty 1.
Obsessive compulsive disorder: you have an inexplicable urge to perform certain actions, the actual details of which
3 will be determined by the Gamemaster in collaboration with the player. If the character fails to perform said actions,
he or she will gain a General Penalty 2 for relevant actions directly afterwards.
Social anxiety disorder: you are unable to make a social connection with your peers. You seem very shy and rather talk
4
to yourself than to others. This gives you a General Charisma Penalty 1 and a General Intuition Penalty 1.
Guilt: this trauma gives a character a distinct feeling that the action leading up to it was wrong, possibly even plain
5 evil. He or she is plagued by regret, starts to doubt his or her purpose (maybe even the very concepts of right and
wrong), and loses 2 points of Soul.
Phobia: an irrational fear of specific situations, objects, or people withholds you to function fully when you’re
6
confronted with them. Each time you are, you gain a General Penalty 4 as long as it lasts.
Addiction: you have become dependent on a habit or substance, and unless you give into it, you will experience serious
7 symptoms of withdrawal. An addiction can take many forms - from gambling to kleptomania, alcoholism or even
gluttony. Every day this character doesn’t maintain his or her addiction costs him or her 1 point of Soul.
Psychosis: a psychotic character has partially lost touch with reality. This can manifest itself as paranoia, hallucinations
or disturbed emotions. Which form it takes exactly is determined by the Gamemaster in collaboration with the player.
8
The Gamemaster can make a psychotic character act out of the ordinary; he or she must succeed in an Intuition check
9 to resist. 13
Multiple personality disorder: a character with this Mental Trauma will take on two (or more) separate personalities.
Extra personalities are drawn up by the Gamemaster in collaboration with the player. Another personality can come
9
into play when the Gamemaster decides (at random moments), or can be triggered by hearing a certain sound, seeing
a particular colour, etc.
Antisocial personality disorder: your moral compass is confused at best; you show very little empathy, act impulsively,
10 and never feel guilty about your (evil) actions. Each time you decline to lose one or more points of Soul, you receive
a cumulative General Penalty 1, that remains in play until you lose one or more points of Soul.

It’s a bit less obvious when it comes to Incurable Social the current one has become unplayable.
Trauma’s, however. As these Traumas are gained by If a character is ever dealt more than 40 points of damage,
performing specific immoral acts, it’s obviously impossible or would be required to check a dot that doesn’t exist (if
to list them all in a simple table. That’s why Incurable Social he or she is dealt 36 points of damage twice in a row, for
Traumas simply give you a General Charisma Penalty 2 (for example), the character in question will instantly die - after
dot 1-5) or 4 (for dot 6-10). all, with that kind of punishment taken, there’s very little
A Critical Trauma might result in death - or worse! A you can do!
character who is dealt one, immediately passes out, but It is good to know that Extra effort, the technique for using
has to make a Strength (for Physical Traumas), Intuition points from Primary Ability Scores to improve your dice
(for Mental Traumas) or Charisma (for Social Traumas) 1 rolls we talked about earlier, can also be used as Damage
check as well. If this check fails, he or she dies from their Reduction for corresponding Traumas. Each point of a
wounds, is left in a drooling vegetative state, or is so hated Primary Ability Score spent in that way can prevent 1 point
that staying put simply becomes intolerable. In any case, the of damage. Your character is still treated as the story’s
player in question will have to draw up a new character as protagonist, after all, and having one hand chopped off by

Justin Steele (Order #14078846)


Actions
Quickstart rules

sheer bad luck after spending hours and hours of game-play


to learn how to be the best you can be fighting with two
weapons wouldn’t be much fun. So by using Extra effort, Combat in Ambrosia is quick and bloody, and conflicts are
you’re given the opportunity to change the storyline once usually settled in a matter of seconds. It’s more realistic that
again - this time to keep the integrity of your character way; a blow with a large, two-handed sword will usually
concept intact! leave your opponent with wounds that may never heal, and
getting impaled on a spear can end your adventuring career
real fast. Thinking it through gives you better chances of
Bonuses and penalties survival than running in with guns blazing.
Each round of combat follows the order of the combatants’
You may have noticed that we mentioned several kinds Initiative, from highest to lowest. It is recommended to
of Bonuses an Penalties earlier - like General or Combat also seat your players in order of Initiative (as this is a
Bonuses. Ambrosia utilizes a simple game mechanic fixed number) so they can simply declare their actions in
composed of three different Bonuses and Penalties, and clockwise or counter-clockwise order. Once a round has
they all work the same. ended, you start anew with the highest Initiative value until
First off, there’s a General bonus or Penalty. This number combat is resolved. Ambrosia is unique, however, in that
is simply added or subtracted (depending on whether it’s a it allows you to take actions anywhere between the start of
Bonus or a Penalty, of course) from your die roll. General your turn and the beginning of your next turn. So you can
Bonuses usually have a requirement; when you’re on attack a character when your Initiative number comes up,
familiar ground for example, or when using a certain type of but you can also postpone an action like that until later that
weapon you’re specialized in. A General Bonus is usually turn - for example, you can wait until a slower ally made a
only applicable to Ability Score checks, but can also count feinting move, or wait and see if an opponent’s actions give
as a Combat or Magic Bonus (see below), as long as the you a much-needed opening. The time you’ve got to take
requirement has been fulfilled. your actions is visually reproduced in the diagram below.
14 A Combat Bonus or Penalty is applicable to all die rolls Each turn, every character can perform one or more actions.
involved in combat - attacking and parrying, but also damage. Actions have a cost, expressed in Action Points (AP); each
If you have Combat Advantage for example (shooting a character can spend 10 Action Points during his or her turn.
opponent who’s a sitting duck, attacking someone who’s Some actions cost more AP to perform than others; for
lying prone, or preparing an intricate ambush to surprise an example, in the time it takes for someone to swing a huge
unsuspecting opponent) provides you with a Combat Bonus halberd, you may have stabbed him three times with your
of 3. dagger. You can use all your AP in one action, or spread
A Magic Bonus, lastly, is applicable to all die rolls using them over several actions. Keep in mind that parrying or
Spells and Rituals. Each Spell also deals Mental damage to evading blows also costs Action Points, so it’s always a
its user, however, and that roll is the exception to this rule; good idea to keep a reserve handy! And yes, if four or five
it is actually lowered by 1 for each Magic Bonus you get. adversaries are charging at you, there’s no chance that you

ini 2
ini 5

ini 3

Justin Steele (Order #14078846)


Healing and resting

Quickstart rules
can evade all of their blows - so ganging up does work!
In the table below, the most frequently used actions are
jotted down, along with their cost in Action Points. Of Now that we covered how to get wounded, there are also
course, many other actions are possible as well; the Game a few ways to get healed of course. The most frequently
Master can use the actions mentioned below as a reference used method to heal wounds is to rest - but a shattered rib
to determine the cost of new ones. or a broken leg won’t simply mend itself overnight. When
taking a Night’s Rest (6-8 hours, can only be used once a
Action AP day), a character follows the steps below, in that order:
Attack unarmed 4 1. All Light Traumas are healed overnight.
Attack with a weapon * 2. The character can spend 3 points of a Primary Ability
Evade a blow or shot 4 Score to convert a Severe Trauma (linked to that ability
score) to the corresponding Light Trauma.
Shout a short sentence 1
3. The player rolls 1D10 and replenishes a number of
Parry with a weapon * spent Primary Ability Score points, equal to that value
Cast a spell / Use a hieratic Skill 6 (distributed as the player sees fit).
Characters can also get healed by herbs, magic, potions, or
*The Encumbrance value of the weapon is used as Action characters with the Surgery Skill. Surgeons can heal several
Point value for Actions that entail using said weapon. The kinds of Traumas in the following ways:
minimum is always 3 AP.
By withdrawing blood, a surgeon can
Buckle on a shield / Put on a helmet 5 purify toxins and infections from the
Draw a weapon / Put away a weapon 2 patient’s body. The surgeon can cure a
Drop a weapon or item 0 poison or disease by succeeding in a check
Blood-letting
Knowledge (8+Level disease or poison);
Open and drink a magic potion 4 15
the patient is dealt 1D+4+(Level disease
Pick something up from the ground 2 or poison) Physical damage (all Damage
Drop a worn shield or helmet 3 Reduction is ignored).
Take a small object out of a container 2 A surgeon can determine which disease(s)
and/or poison(s) a patient suffers from. If
Jump on or over something 4 the surgeon successfully makes a check
Diagnose
Open or close a door 2 Knowledge (7+Level diseases and/or
poisons), he or she can identify all toxins
Run Dexterity+2 meters** 5
and diseases the patient suffers from.
Run down stairs (8 steps) 5 Making indentations in a patient’s scalp
Run up stairs (8 steps) 8 allows a surgeon to heal Light or Severe
Stand up from sitting 2 Mental Traumas if he or she succeeds in a
Stand up from lying down 4 Keye-cutting check Knowledge 9 (Light) or Knowledge
Take a single step*** 2 12 (Severe). The patient is dealt 1D
Physical damage (all Damage Reduction is
ignored).
**When running, a character uses the sum of his or her
By bandaging, or splinting a broken bone,
Dexterity and all Physical bonuses, as well as any Penalties
a surgeon can speed up the healing process
he or she endures. If this sum has a result of 0 or less, then
of a Severe Physical Trauma if he or she
running proves to be impossible in his or her current state.
succeeds in a Knowledge 10 check. When
***The amount of AP needed to take a single step increases Surgery
the patient awakes after his or her next
by 1 for every Physical Penalty (Strength or Dexterity)
Night’s Rest, the Severe Physical Trauma
a character has. Once that penalty is higher than 8, the
will be converted to a Light Physical
character will only be able to crawl because of the severity
Trauma of the corresponding value.
of his or her wounds.

Justin Steele (Order #14078846)


Character creation the stake if he or she practices said faith publicly. Titles
also fall into this category; for though a noble might want to
A character in Ambrosia is more than just a set of stats. In flaunt his or her official title, being part of a witches’ coven
many games, when you’re playing an elf, you’re basically a or joining a thieves’ guild also offers you a title that might
human with pointy ears, and the society around you is based come in handy in some circles, but is best kept to yourself
on our 21st-century norms and values. But in Ambrosia, in public.
you’re living in a real, breathing, medieval setting, where But the first step you’ll take is to determine what stock you’re
class differences are commonplace and both noble lords from. If you’re human, you can either be of noble descent
and clergymen vie for control over land and the commoners or take on the role of a lowly commoner. Although nobles
that come with it. It’s a dark and gritty world that leaves enjoy more privileges, they also lead a much more delicate
none of its inhabitants unscathed before they start off on the and dangerous lifestyle; for the subtle art of navigating the
adventure of their lifetime, one that will change both them noble courts without getting hurt is often more difficult than
and the world around them forever. leading a simple, humble life.
For an overview of character creation, it’s best to use the Humans with a pedigree in the Alverlands are descended
character sheet as a reference. You’ll notice that some from one of six noble houses, all with their own history and
characteristics are listed on the front of the sheet, others characteristics. House Alfsteen is maybe the best known of
on the back - that’s very intentional, to make sure other these families, being the only ones to take up arms against
players won’t accidentally glance at delicate information. A the Carthician invaders when the Holy Empire first declared
character may want to adopt an alias if he or she is known their intentions to annex the Alverlands. The fighting went on
to be a traitor to the Holy Empire, or a well-known thief; for years, house Alfsteen’s supporters striking from familiar
that’s why your character’s given name is mentioned on the ground (the dark forests of their home county Marenbant),
back of the sheet, while his or her nickname is put on the but eventually the Carthicians got the better of them and
front. The same goes for descent and religion, for example; chased them off their lands. Nowadays, descendants of
a lowly commoner impersonating a noble lord will want to house Alfsteen live in exile, often in hiding, their lands
keep such things a secret, just as a heretic will end up at now renamed the Principality of Marenbant, governed by

Justin Steele (Order #14078846)


nickname: initiative (dexterity + intuition):
level / experience points: 1 2  3   4    5     6      7
karma: soul:

physical mental social

strength: knowledge: charisma:

dexterity: intuition: appearance:

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): weapon Skill 2h ((strength x2) + Skill):

weapon Skill 1h (dexterity + Skill): weapon Skill 2h ((dexterity x2) + Skill):

s/d + sk + mg tr type sk + mg + pw enc

armour type pw enc

armour Skill (strength + Skill): carrying capacity (strength + 10): enc:

Justin Steele (Order #14078846)


name:
descent: age:
gender: religion:
languages:
titles:

equipment clothing treasure

trauma's & flaws:

notes:

spells rituals components

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


Quickstart rules
a Carthician prince-bishop of Argonius’ faith. Before their is still very much respected, however, as the moors of their
fall from grace, the Alfsteens were the political glue that home county Kyria are the only known source of swamp
held the uneasy alliance between the counties together, water with magical properties needed to create the so-called
however, and those bonds have started to deteriorate in their schraals, undead servants that have become a bit of a status
absence. But then again, the motto of house Alfsteen has symbol among more powerful circles in the Alverlands.
always been Honour before obeisance. Apart from their necromancers, descendants of house
House Baligant is the strongest military power in the Vaelspaen also serve as information brokers, seemingly
Alverlands, with its vast armies and strength of arms. They knowing everything that’s going on if you pay the right
were house Alfsteen’s only public supporters when they price. Their motto is The shadows know all.
opposed the Carthician invaders, but eventually retreated But the nobility actually makes up a very small percentage
their troops for reasons as of yet unknown. Members of of the Alverlandic population. Most people are actually
house Baligant are usually avoided by the other noble serfs, not much more than slaves; their lives belong to their
houses: many believe that their actions were the reason for noble lord. Most serfs are distrustful in dealings with people
the popular Alfsteens’ undoing, but mostly because inviting of higher standing though, usually only having faith in the
a Baligant to your banquet usually ends in them getting church, but still treating nobles with the proper dignity and
drunk and smashing up the place. Despite of this, heir respect. But where a nobleman will have to navigate the
massive forces compel others to ally themselves with them delicate and complex machinations of the courts to gain
though. These iron-clad nobles charge into combat shouting even the slightest piece of information, a serf can simply
their house credo, None disturb us unharmed! go gossiping in the castle kitchen - because the maids and
House Lonbarden is the wealthiest power in the Alverlands, wenches see and hear all!
having amassed its fortune by mastering both trade and A final social status for the humans in the Alverlands is that
exploitation. The Lonbardens rule the northernmost county of freeman; those who aren’t of noble blood, but not serfs
of the Alverlands, and their hearts are known to be as cold either. This class is mostly composed of wealthy farmers,
as the climate there. Although they’ve been monopolizing owning their own piece of land; traveling merchants, actors
trade in the north for centuries now, their financial empire and minstrels; and foreigners. Looked down upon by 19
is starting to show signs of collapse because of the Hansa, a established nobility (those of old money) and often equated
merchant house established by freemen. House Lonbarden’s with vagabonds and brigands, freemen try to make their
motto remains Small seeds, bountiful harvests though. own way in the world against many odds.
House Markolf made its name in the community of magic- But the Alverlands are also inhabited by all kinds of strange
users and academics. Bred from mysterious and intelligent creatures. Humans maintain close contacts with the dwarves
stock, the Markolfs are known to wield magical powers from the eastern kingdom of Galeb Morbia; and the elves, a
beyond the reach of mortal men. Their manors and castles nomadic people originally from the Moon Isles in the west
are full of hidden passages and secret rooms containing are often seen as well. As a player, you can also choose to
long-lost knowledge, often unknown even to the lords and play as a member of one of these non-human races.
ladies who live there. Knowledge conquers fate is the motto The dwarves, first and foremost, are an ancient, industrious
they stand by. race that live in massive halls deep beneath the Morbic
House Tauernier has the reputation of producing spiritual Mountains. They believe that the world is actually the body
and artistic offspring. Among the noble houses, they’re the of their dead god, Ment, and it is their duty to reclaim his
most influential in matters of the church, and none have riches from deep beneath his skin. As they live in complete
more poems and epics written about them (although, to be darkness, dwarves have no sense of day or night; they only
fair, they were probably written by Tauerniers themselves). sleep once a year, a hibernation that takes up months at a
Their motto is Beauty and piety. time. As such, they perceive humans and elves as extremely
Very little is known about the noble house Vaelspaen, lazy creatures; they sleep no less than six hours each day! In
however. Because of their attempts at keeping their blood the eyes of a dwarf, that time could be better spent working.
pure, they refuse to breed with any outside influence, be Lastly, the elves are an ancient race whose history is shrouded
it noble or commoner. Therefore, the offspring of house in mystery. They were once inhabitants of the Moon Isles in
Vaelspaen are often crooked and deformed, and it is often the west, but for reasons unknown to even them, an exodus
said that those who seem comely on the outside, carry their forced them to leave their homelands centuries ago. None
defects within, in the form of mental illnesses. This house who set foot on the Moon Isles today is ever heard from

Justin Steele (Order #14078846)


Quickstart rules

again, and sailors speak of strange lights emanating from she will also be able to add 1 point to any Primary Ability
its wild forests, as well as inhuman shrieks and cries that Score of his or her choosing.
seem to come out of nowhere. The elves, or Katori as they Next, you’ll be able to fill out your Secondary Ability
call themselves, are feral beings who worship a primitive Scores by choosing Skills and Talents. Talents are abilities
god known only as the Beast. Humans consider them to be your character was born with, or things he or she gained in
little more than animals, and that is why they don’t consider his or her life before our story starts. This could be a natural
them to be equals; elves are allowed to hunt on a lord’s land, magical aptitude, a strong back that allows you to have a
for example, because you can’t blame a wolf for killing one higher carrying capacity, or a sturdy constitution that makes
of your deer either. If the wolf population grows too large, you more resistant to diseases and poisons - but it could
however, a hunting party is organized to thin the herd, and also be a title you received in life (sometimes earned, but
the same will be done to large groups of elves roaming the mostly by political manoeuvring), an oath you swore, or a
land... henchman you picked up along the way. Talents may only
Your Primary Ability Scores will be determined depending be taken at character creation.
on your descent. Several examples are listed below: Skills, on the other hand, can also be learned in-game. Some
Skills give you access to certain areas of knowledge (like
Human, noble - house Baligant academics or folklore) or teach you Skills you won’t be able
Physical: 4 Mental: 1 Social: 1 to do without training (like picking locks or casting magic
spells). Others simply make you better at it - anyone can
Human, noble - house Tauernier swing a sword around or try to track footsteps through the
Physical: 1 Mental: 1 Social: 4 mud, but a seasoned warrior or tracker, respectively, will
have a much better chance of succeeding.
Human, freeman Each Talent and Skill is linked to a corresponding Secondary
Physical: 2 Mental: 2 Social: 2 Ability Score, and each of these ability scores are increased
by 1 for each Talent and/or Skill you possess. In other words,
20 Human, serf you don’t need to be a strong character to be a lumberjack
- but as you train to be one, you will gain physical strength!
Physical: 3 Mental: 1 Social: 2
Any which way you look at it, the statements below will
Dwarf always remain true:
Physical: 3 Mental: 2 Social: 1
Your Secondary Ability Scores are each equal to the
Elf number of your Skills and/or Talents linked to them
Physical: 2 Mental: 3 Social: 1 Your Primary Ability Scores are each equal to the sum of
Secondary Ability Scores linked to them

Flaws, talents and Example: a character has a Physical score of 2, so he or


she can choose two Strength Skills, two Dexterity Skills, or
Skills one of each (of course, at character creation, he can always
substitute Skills for Talents linked to the same ability score).
In Ambrosia, it is assumed that no one is perfect, and
being the very model of a modern major-general is simply
unrealistic. Everyone has his or her weaknesses, so every
character is required to choose at least one Flaw from an Derivative scores
extensive list. A character can be of a ripe old age, for
example, or he or she can be clumsy, absent-minded, or Once you established your Primary and Secondary Ability
deformed. Every Flaw is linked to one of the Primary Ability Scores, you’ll notice that several other scores are derived
Scores, which is lowered by 1 consequently. A player has from them. These derivative scores can be lowered by
the option to choose a second Flaw from the list, lowering certain Flaws, though, or increased by applicable Skills.
the corresponding ability score by 1 once more, but he or Initiative determines the order of play in combat, from

Justin Steele (Order #14078846)


Wielding a weapon with an Encumbrance higher than your

Quickstart rules
Weapon Skill gives your character a Combat Penalty equal
to the difference between the two.
Example: a character with a Dexterity score of 4 decides
to hurl a throwing axe (Encumbrance 7) at an opponent’s
"An army may march head. His Weapon Skill (one-handed) for ranged weapons
on its stomach... is equal to his Dexterity, so throwing the axe would give
him a Combat Penalty of 3 (=7-4). Should that character
but it fights pick up the heavy axe with both hands, though, he wouldn’t
on its liver!" incur a penalty as his Weapon Skill for two-handed ranged
weapons is equal to twice his Dexterity score (4*2=8),
which is higher than the weapon’s Encumbrance of 7.
(knight-commander Armour Skill determines what kind of armour your
Beric Baligant) character can use without incurring penalties. For once
again, anyone can don a suit of plate mail; but obviously,
you need to be trained in such arts, and have the upper body
strength needed to support it, in order to make the best
use of heavy armour. Armour Skill is derived from your
Strength score and, like with Weapon Skill, cannot exceed
the Encumbrance score of your armour. It is possible to
highest to lowest. Your Initiative is equal to the sum of your wear several pieces of armour over each other (you can use
Dexterity and Intuition scores, but can also be increased by a maximum of one Upper armour and one Shield, but as
Skills like Lightning reflexes. As Initiative remains a fixed many Base armours as you like, as long as they’re unique
number for most of the game, it’s easy to keep track of items - so no wearing three helmets on top of each other!),
whose turn it is by seating players around the table in order in which case the sum of all worn armours’ Encumbrance 21
of Initiative. scores can’t exceed your Armour Skill. Should it happen that
Weapon Skill determines what kind of weapons your it does exceed your Armour Skill, your character endures a
character is proficient with. Obviously, anyone can pick General Dexterity Penalty equal to the difference, as well
up a sword and swing it around, but your Weapon Skill as decreasing the distance in the Run Dexterity+2 meters
determines how effective the result will be. There’s four Action by another 1 meter for each point of Encumbrance
different kinds of weapons in this game (Piercing, Ranged, higher than your Armour Skill.
Blunt, and Cleaving) and obviously, a high Strength score Carrying capacity tells you how many weapons and/
won’t really be of help when using an elegant rapier or or armour you can carry without straining yourself. In
swift dagger, although you will need to be quite muscular Ambrosia, we like to take a realistic approach to this: in
to swing a huge war hammer around. Therefore, your WS many role-playing games, your character is able to carry
with Piercing and Ranged weapons is derived from your enough weapons with him to justify enlisting the help of a
Dexterity score, while Blunt and Cleaving weapons are caddy just to hand him the right one - but in reality, those
dependent on your Strength score. Skills like the aptly wrought iron monstrosities weigh tons. Your Carrying
named Weapon skill allow you to use larger, heavier capacity is usually equal to 10 + your Strength score (again,
weapons. You’ll note that you can use heavier weapons Talents and Flaws can alter this value) and the sum of all
when you’re holding them with both hands; obviously, your weapons’ and armours’ Encumbrance scores cannot
you can’t use a second weapon or a shield then, but larger exceed this. We are talking about armour worn, with
weapons do have a higher chance at harming or even its weight divided evenly over your body, because the
instantly killing tougher enemies. In Ambrosia, we don’t Encumbrance of armour you simply carry with you (in a
talk about one- or two-handed weapons; it depends on your satchel, for example) is doubled even! For each point of
individual character whether he or she can use a weapon Encumbrance higher than his or her Carrying capacity,
one- or (sometimes clumsily) two-handed. Each weapon your character endures a General Dexterity Penalty 1 and
comes with an Encumbrance score, and your Weapon Skill a General Strength Penalty 1. Only weapons and armour
is the maximum Encumbrance of weapon you can use. are included when calculating total Encumbrance; for other

Justin Steele (Order #14078846)


Quickstart rules

Weapon type Weapon’s Encumbrance


Weapon’s Power score
s/d sk mg tr type sk mg pw enc

Weapon name Penalties from Physical Traumas Bonuses and/or


Strength (Blunt/Cleaving) or Bonuses and/or penalties from magic
Dexterity (Ranged/Piercing) penalties from magic Bonuses and/or penalties from
Bonuses and/or penalties from Talents, Skills and/or Flaws
Talents, Skills and/or Flaws

equipment, common sense is simply used (obviously, you passive defence - an opponent’s attack roll must be higher
can’t walk around with five treasure chests on your back, than the shield’s Power score to hit, even if you’re not
filled to the brim with gold coins!). spending Action Points for parrying or dodging.
On the front of your character sheet, you’ll also see a
table where you note down your weapons. This is a handy
reference tool for calculating Bonuses and/or Penalties
applicable to attack and parry rolls, as well as the damage
Your immortal soul
your weapon inflicts on a successful hit. The columns on the
left of Type contain all bonuses and/or penalties that apply Morality makes up a large part of the game in Ambrosia,
to attacking and parrying; those on its right give you an and trying to stay true to your personal norms and values
overview of all bonuses and/or penalties for damage. When isn’t always easy when you’re living in a dark and gritty
22 you inflict damage with a weapon, you add these Bonuses setting like the Alverlands. As a moral compass for your
and/or subtract the Penalties from a die roll (1D10). A roll character, this game utilises a Soul score; you can lose Soul
of 1 doesn’t cause a fumble when rolling for damage, but the points by performing foul and immoral acts; in other words,
exploding dice rule is still in effect! it doesn’t pay to be a murder hobo in this game!
Unarmed attacks are also possible of course, but as we’re Your Soul reflects, for one, the way a character views him-
trying to set up a medieval, western European-inspired or herself. Can a character live with him- or herself after
game, there’s no such thing as intricate (oriental) martial saving his or her own skin by abandoning a child to be eaten
arts. After all, in Ambrosia, as in its historical counterpart, by a dragon? Will the ghosts of their past come back to
the lands aren’t populated by ninjas and kung-fu monks! haunt him or her in dreams? This is all determined by your
Attacking unarmed is resolved by making a simple Strength Soul score.
check (which can be parried or dodged as if it were an armed Secondly, your Soul determines how susceptible you are
attack) and damage is determined by 1D10+Strength-1. to holy or unholy powers, respectively. A character with
Rather than composing complex fighting rules, specific a high Soul score will have a higher chance to be blessed
moves are resolved by making simple opposing checks; for by the gods, having your wounds healed, or even having
example, grappling an opponent would be a Strength vs. dark spirits exorcised from your very being. A low Soul
Dexterity check, wrestling someone to the ground becomes score, on the other hand, makes you more susceptible to the
a Strength vs. Strength check, and so on. hellish forces of the Netherworld, wielded by both devils
The principle remains the same for armour; for they too and witches alike.
have a Power and Encumbrance score, but only magic can It is possible to do penance for your evil ways and
be used to increase or decrease them - so a complex table regain points of Soul. Every religion has its own way of
isn’t necessary here. An armour’s Power score offers your atonement, ranging from purchasing pardons from the
character a Physical damage reduction (as such, it is even church of Argonius, or self-flagellation, up to going on a
possible for your armour to take an entire blow, leaving you mythical spirit quest when worshipping the Beast. When
completely unscathed!), but it works slightly different for your Soul score is lowered to 0, however, all hope is lost for
shields. When using a shield, its Power score works as a the character; he or she becomes a sociopath with no sense

Justin Steele (Order #14078846)


Quickstart rules
of right or wrong; nothing but an emotionless husk. Such
a character is immediately transferred to the control of the
Game Master and will, most probably, become one of the
main antagonists of the story.
There are different ways to lose Soul, but most commonly,
the seven sins (as described by the apostles of Argonius) are
used as a criterion. These seven sins are so indoctrinated
throughout the Alverlands that even followers of other
religions (as well as non-believers) have adopted them
as a basis for their moral code. The seven sins, as well as
players’ actions that might lead to admitting to them, are
listed below:

A character doesn’t take into account how


his or her actions will affect others; examples
Selfishness include fleeing a village under attack to save
your own skin, or framing someone for a
crime you actually committed.
A character lets his or her greed overcome
common sense; examples include going
back into a dungeon after barely escaping
Gluttony
because you think there might be treasure
in that unexplored room, or endangering
someone’s life to personally profit from it.
A character considers him- or herself 23
invincible; assuming that you can defeat a
Pride
centuries-old dragon because you just easily
beheaded a tiny kobold is an example of this.
A character forsakes his or her duties out
of laziness; using a Night’s rest to quickly
Sloth heal superficial wounds while time is of the
essence, is something that happens a lot in
role-playing games.
A character kills when it can be avoided, or
gets pleasure from bloodshed; disrespecting
Wrath
human (or elven, or dwarven,...) life for his
or her enjoyment is the most common cause.
A character disrespects the rules of his or
her faith; examples include being scorned
by a representative of the faith, or being the
Impiety
subject of a hieratic Skill or ritual (or even a
mass) in the name of another faith than your
own.

Justin Steele (Order #14078846)


Levels and Experience
Quickstart rules

Points
Ambrosia doesn’t utilize a growth-based system like most
role-playing games do. A Level 1 and a Level 7 character
can stand side by side, each with their own strengths and
"Not before he loses
weaknesses, without the Game Master having to worry both titles and gold
about Level-appropriate encounters, an insurmountable gap will man truly
between high and low Levels, and having players who are
primarily motivated by gaining more and more Experience reveal his soul."
Points. Instead, characters are created with realistic abilities
for an adult in the Alverlands, and will be able to better him- (from "The Writ",
or herself a little - while also being hindered by Incurable psalm of Saint Gyssel)
Traumas he or she will suffer during their adventures.
A player character starts at Level 1 and gains 1 Experience
Point for each game session (of 3-4 hours) he or she
participates in. Experience Points don’t need to be earned
by killing monsters, Game Master approved role-playing,
or any other means; the story advances either way. After
gaining 21 Experience Points, your character will have
evolved from Level 1 tot the maximum Level 7 (as per the fear or piety, this church has the largest following in the
chart at the top of the Character Sheet). Each time a character Alverlands. Priests (only men are allowed to don the cloth)
reaches a new Level (at 1 XP, again at 3 XP, then at 6 XP, spread the word of Argonius throughout the land, while
and so on), he or she can choose a new Skill that character bishops and cardinals bide their time in the noble courts,
24
has learned; this also increases the linked Secondary Ability using diplomacy and intrigue to gain more power.
Score by 1, and indirectly the Primary Ability Score above Although less prestigious than the priestly order, the monks
that (as well as derivative scores, if any). Be realistic about who live in monasteries all over the Alverlands, make up
the Skill you choose, however; it’s very difficult for a a big part of Argonius’ clergy. Although they’ve put their
character who has just spent four months at sea to learn as lives in service of the god-emperor, monks aren’t perceived
Skill like Favoured terrain: deserts... as the spiritual guides that priests are. Many monasteries
For every Experience Point a player character receives, he still rely on a chaplain priest, for example, to consult its
or she also gains 1 point of Karma. Karma can be spend inhabitants on the divine. Monks, led by abbots and abbesses
as a wild-card for Extra effort instead of Physical, Mental respectively, are organized in six distinct monastic orders,
or Social points, but once it’s spend, you never get it back. each devoted to one of Argonius’ apostles, now revered as
Karma can be used to make the truly epic rolls that seem saints in their own right.
impossible otherwise! The order of Saint Ambros consists of monks who have
taken a vow of silence; within the walls of an Ambrosian
convent, silence must be maintained at all times. Ambrosian
Religion monks spend most of their time in meditation and prayer.
The brotherhood of Saint Bogomil consider knowledge to
Faith is an important part of life in the Alverlands, as only be the most precious commodity in the world. These monks
a very small population consists of non-believers. Different copy books and draw intricate icons in their vast libraries.
religions are regularly at each other’s throats, and free- The order of Saint Elora is the only sisterhood among
thinkers often end up burned at the stake as heretics. the monastic orders of Argonius. They honour thriftiness
Since the Holy Carthician Empire annexed the Alverlands, above all else, and while these blessed sisters have taken
the church of the Argonius has become the mandatory a vow of poverty, they do charge the common folk for a
state religion. Humans not honouring the god-emperor on lot of services (among which pardons to clear one’s soul
a regular basis are also tried for heresy; so either out of of taints). As such, many suspect the Elorian Sisterhood is

Justin Steele (Order #14078846)


actually hoarding great riches beyond one’s imagination. intercourse with devils and curse all who would oppose
The order of Saint Garald believe in purity of body them. The church of Argonius actively hunts down covens
and mind and subject themselves to monstrous tests of of witches, but many who have been falsely accused of
endurance. They are the only order ready to take up arms as practicing witchcraft have ended up dead as well as a result.
well, however, and often defend commoners from threats. Before the church of Argonius got a foothold in the
The order of Saint Gyssel, also known as black-friars Alverlands (with the forging of the Old Empire), most tribes
because of their pitch black robes, commit themselves to gave tribute to the Beast, the primeval deity still worshipped
helping those in need. Gysselian monasteries serve as by the elves in present day. Some humans still worship
hospitals and orphanages, but children who end up there are the Beast as well, though, and those people are guided by
taught the harsh lessons of reality from a young age. Some druids, keepers of ancient lore that has been banned by the
think it’s better to grow up on the streets than in the care of established faith, but kept alive by oral tradition. Druids
the strict Gysselian monks. are the guardians of plant life and nature, and are each
The order of Saint Welin, patron saint of hunters and consecrated to a single season - summer druids are at all
trackers, offers food and shelter for those in need. Any who times surrounded by blooming plants, even in winter, for
honours Argonius will be given a warm meal and a roof example - while wild mushrooms sprout out of the ground
over their heads whenever they need it. Among members of spontaneously whenever an autumn druid stays in one
the church, the Welinian monks are closest to nature. location for an extended period of time. Although druidism
In the times of the Old Empire, Argonius also had a seventh is prohibited by the church of Argonius, it is still practiced
apostle; Eritus Ebigor, who -as Saint Ebigor- led a revolt in secret, mostly in rural communities.
to conquer the divine throne. He was defeated by the god- Often working in tandem with druids are shamans, spiritual
emperor though, and cast down into the depths of the guides to the elves. Although they worship the same god,
Netherworld, to rule over the souls of sinners and heretics. shamans focus on the fauna side of nature, while druids
Eritus Ebigor is still revered by witches, however, who embody the flora aspect. Shamans are healers, storytellers,
perform dark rites by the light of the moon, where they have and respected sages among their kind; they’re responsible

Justin Steele (Order #14078846)


Quickstart rules

for blessing the Katori talisman a new-born elf receives, dreading the immense power they hold over them. Also, it’s
which -by the doctrine of their faith- contains the child’s a well known fact that magic corrupts the soul; a testament
soul. Losing that talisman is the worst faith an elf can befall, to this were the dark wizards from the Wilderlands who
yet they are sought-after trophies for many human hunters caused their bodies and minds as well as their environment
who want to impress their peers. to be warped, reshaped by powerful magics they couldn’t
As dwarves believe the world is actually the body of their possibly control.
dead god Ment, they see no use in having an established Three different kinds of magic are known to exist in the
clergy. All dwarves simply agree on the existence of Ment Alverlands: Hieratic magic, firstly, is a collection of powers
and accept their role in excavating his body. and rites bestowed upon clerics of a certain religion. Hieratic
Humans who refuse to follow the church of Argonius, magic mostly utilizes Skills (so-called hieratic Skills), only
but aren’t attracted to the feral life the Beast offers them, available to those who spread the faith among mortal men.
are called apostates. They’re usually opposed to immoral These pious men and women also have access to a set of
acts made by hypocritical clergymen, and have renounced sacramental rites they can use to perform miracles, and the
the god-emperor because of that. Others are free-thinkers, holiest among them are even surrounded by a mystical aura,
deemed dangerous by the established religion, as they showing off their piety to all who lay eyes on them. Hieratic
undermine their hold on the people. magic is utilized by both humans (priests, monks, druids
and witches) and elves (shamans).
Little is known to the outside world about Agnostic magic,
Treasure the stone- and ore-based sorcery of the dwarven folk.
The dwarves stubbornly guard their magical knowledge
In the Alverlands, four different kinds of currency are
commonly used. Of these, the Corte is worth the least;
these simple coins made of copper or bronze have a hole
in the middle so one can collect them on a string to count
26
them more easily. 10 Corte (singular and plural) are worth
1 Braspenning, a somewhat decorated brass coin which is
the greatest form of currency most commoners will ever
get their hands on. 10 Braspennings are in turn worth 1
Schelling, a piece of silver, and 10 Schellings are worth 1
Florin, made from pure gold.

1 Florin =
10 Schellings =
100 Braspennings =
1000 Corte

Most Alverlandic coins have an image of the god-emperor


Argonius on one side, and the heraldry of the noble house
that commissioned it on the other side. The phrase God or
Shield is often heard in the Alverlands when flipping a coin.

Magic
Magic-users are both revered and feared in the Alverlands,
for very little is known about the occult by outsiders.
Largely due to a lack of understanding, common folk are
both attracted to the wondrous effects they conjure as well as

Justin Steele (Order #14078846)


Quickstart rules
with their lives, especially after human wizards were able they’re also considered to be fanatics when it comes to
to procure a bit of Agnostic magic centuries ago: they unravelling the Agnostic secrets of the dwarves.
unravelled the mysteries of Alchemy back then, the art of Necromancers hold power over death; they are able to
brewing magical potions, which is still practiced by wizards reanimate corpses to do their bidding and even separate
today. This is also why human magic-users are still resented body and spirit. Necromancy would be considered the
by dwarves everywhere (grudges die hard among the folk darkest of the arts, even unethical, were it not for the fact
of Galeb Morbia). The dwarves have been able to hide the that many noble households utilize undead servants (so-
secrets of Arcany from prying eyes to this day, so only called schraals) as token trophies, showing off their wealth.
they know the secret of creating magical items, harnessing Pseudomancy is considered inferior by many established
the innate power of precious gems, and breathing life into wizards, for pseudomancers don’t have any powers of their
every arcanist’s magnum opus, a sentient golem! Agnostic own - they use their magics to copy others’ characteristics
wizards use long-winded rituals to perform their magics. and abilities. Pseudomancers consider themselves to
Human wizards mostly practice Esoteric magic, the art of be superior to other magic-users, however, as they see
manipulating reality around them and moulding a certain themselves as much more flexible.
aspect of it to their will. They use magical spells to do so, Sciadomancy (pronounced skee-adomancy) is the art of
as recorded by academics ages ago, mostly in spell books. manipulating shadows and darkness. Sciadomancers are
As such, wizards are some of the lucky few literate people masters of obfuscation and obscuring, often misunderstood
in the Alverlands! Esoteric magic is researched and taught by others as it is darkness that gives them clear sight.
in five different Towers of Magic throughout the Alverlands Lastly, Thermomancers are weather-controlling wizards,
(better known as the Alchemists’ Towers as commoners able to conjure up tempests as well as calm a stormy
only visit them to procure an occasional potion in the hopes sea. Their services are sometimes employed by rural
of healing an injured family member’s sores), but some communities to ensure a bountiful harvest, or by the captain
wizards prefer to live a hermit’s life, researching the occult of a sailing ship to secure a smooth voyage.
in peace and quiet, free from the politics and fuss of the An eighth magical school, Chronomancy (the art to
magical community. 27
As far as Alverlandic wizards know, there are seven Ghostly sight
different ways of practicing Esoteric magic. Each wizard Spell - Necromancy
is specialized in manipulating one specific aspect of reality;
Damage: 1D+X
even though it is illegal, but not impossible, to master
different magics. Each school of magic after the first one Target: self
a wizard uses (casting a single spell is enough to put him Duration: X rounds
or her on the path to corruption) costs him or her 1 point Check: Knowledge (7+X)
of Soul (so 1 point for the second school, 2 more points Actions: the caster covers his or her eyes with both hands
for the third school, and so on). Many esoteric wizards also and recites the incantation; when the hands are removed,
practice Alchemy, as Agnostic knowledge does not pose his or her eyes start bleeding.
that threat to them. Description: this spell allows a necromancer to see the
Ecomancy is the first school of Esoteric magic, and it spirit world. He or she will see, hear, smell, and even
allows its users to manipulate living matter. Ecomancers taste, remnants of what transpired at his or her location
make great healers, but they are also flesh-carvers; they in the past. Conflicts and strong emotions tend to leave
can alter appearances and even create hybrid monsters by a spiritual signature: the wizards sees signs of bloody
combining the features of two or more living creatures. murders, heated arguments, massacres, and other
Hemomancers are mysterious magic-users who are able to important events of the past.
control and alter the flow of your very life’s blood. Known The caster will also see an aura around all the living; the
as both givers and takers of life, hemomancy offers its users more tainted their Soul is, the less intense the aura. As
possibly the least tangible but some of the most dangerous such, the necromancer will know the Soul score of every
spells known to man. living being he or she sees. This also allows the caster
Morphomancy is the art of manipulating inorganic matter. to penetrate invisibility and detect the location of living
Morphomancers can animate objects, or mould stone and beings, even in complete darkness.
metal as if they were clay. In the human magical community,

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Quickstart rules

Shadow-play Imitation
Spell - Sciadomancy Spell - Pseudomancy
Damage: 1D + 7+X Damage: 1D+3+X
Target: shadows or darkness, max. 10 meters away from Target: 1 living creature
the wizard (see Description) Duration: X turns
Duration: 1D+(the wizard’s Knowledge) turns Check: Knowledge vs. Intuition
Check: Knowledge 10+X Actions: the pseudomancer touches the Target with one
Actions: the sciadomancer waves one hand around in a hand and rubs the palm of the other hand over his or her
circling motion while he or she uses the other to direct the face (in a downward motion) while he or she recites the
shadows into a first movement. The incantation is recited incantation. If the Target is able (and wants) to resist, a
during this action. Dexterity vs. Dexterity check is required for the wizard to
Description: with this spell, a sciadomancer can grow and touch him or her.
shrink shadows, as well as have them take on any shape Description: pseudomancers master the art of gaining
he or she desires. The wizard can also cause shadows to in seconds what others have taken years to accomplish.
become corporeal and manipulate their surroundings. If This spell allows you to copy a Skill or Talent from
the shadows are used to make checks in physical form (to another character. The Target retains the ability as well.
attack someone, for example, or to suppress them), the The wizard’s corresponding Secondary Ability Score
caster’s Knowledge Ability Score is used as Strength, and is also increased by 1 for the duration of this spell, but
his or her Intuition as Dexterity. Any Physical damage the the Primary Ability Score isn’t. If necessary, the Skill is
shadows are inflicted is converted to Mental Damage for altered to suit the wizard (for example, if a pseudomancer
the caster. copies a small bird’s Wings Skill, the wizard will sprout
The value X in the Damage and Check of this spell is equal wings large and strong enough to carry him or her). The
to the combination of things the sciadomancer wants to only exception is the Skill Toxic; in that case, the Level of
28 achieve, as mentioned below: the original creature is retained.
• The shadows are moulded: +2 The pseudomancer will, apart from gaining the
• The shadows grow: +1 per extra m² characteristics of the Skill or Talent he or she copies, also
• The shadows become corporeal: +3 physically change if the ability requires. A character who
copies Stone skin, for example, will effectively appear
manipulate time), exists only in rumours and speculation. to be made out of stone, and with a fish’s Gills Skill,
It is not known for sure whether chronomancers have ever gills will appear on the wizard’s neck, allowing him or
existed - or will ever exist. her to breathe under water. The Game master can lower
Casting spells and performing rituals are ages-old methods the character’s Appearance Ability Score up to -2 (truly
of performing magic, but both take their toll on the minds of monstrous appearance) for the duration of this spell.
If the wizard copies a Hieratic Skill, he or she will only
their users. A few sample spells and rituals are listed below,
be able to use them if the Target follows the same religion
and you’ll notice that each has Damage detailed; this is the
and the pseudomancer is also conscripted into that faith.
Mental Damage the user inflicts upon themselves by casting
The value X in the Damage and Duration of this spell are
the spell or performing the ritual in question. Certain items
determined by the wizard before the Damage die is cast.
(magical foci, like wands or holy symbols) and Skills offer
Mental Damage Reduction when using certain kinds of
magic, but many an inexperienced wizard has ended up in a
vegetative state, having cannibalized his or her own psyche
by his lust for power and knowledge.
user is still inflicted the Mental Damage.
Each spell and ritual also requires a check (sometimes
opposed) to be performed successfully. Usually, this is a Each character in Ambrosia can only be affected by one
Knowledge or Intuition check, so the more spells you cast, version of an individual spell at the same time; though
the more Mental Traumas you receive, and the harder it will effects of different spells do stack, casting a single spell
be to perform new ones. Even if the check fails, the magic- over and over again is quite useless.

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Quickstart rules
Magic salve Transmutation
Ritual - Eritus Ebigor Ritual - Alchemy
Damage: 1D+3 Damage: 1D+X+Y
Target: 1 flask or jar Target: 1 gem, ore or mineral
Duration: 1D hours Duration: 1D hours
Check: Intuition 9 Check: Knowledge 7+X+Y
Components, Focus: / Components, Focus: /
Components, Ingredients: 1 Mandrake, 1 Goldweed, Components, Ingredients: see Actions and Description
1 Pig’s fat, 1 Bird dropping Casting time: 30 minutes
Casting time: 30 minutes Actions: the alchemist holds a kettle of bowl of oil over
Actions: the Mandrake is chopped up and mixed with the a fire until it boils. He or she then puts the Target in the
Goldweed, the Bird droppings and the Pig’s fat until it oil and sprinkles 1 unit of Stardust over it while he or she
forms a thick ointment. The magic salve is smeared on the recites the incantation. The oil will catch fire and, when
witch’s brow, temples, under his or her armpits, and in his put out, the new substance will appear.
or her groin. Description: the biggest achievement an alchemist can
Description: Magic salve gives a witch the power to soar hope to accomplish is to transmute one substance into
through the sky. It only affects followers of Eritus Ebigor; another - the best-known example of which is turning
others will only suffer from a horrible body odour after relatively worthless lead into gold. Transmutation doesn’t
smearing this smelly ointment on their body (they suffer allow an alchemist to manipulate organic materials.
a General Charisma and Appearance Penalty 3) until The values X and Y in the Damage and Check of this
it is washed off. Magic salve allows the user to fly for ritual depend on the substance used (X) and the substance
maximum 1D hours, but flying is generally considered to you want to turn it into (Y). These values can be deducted
be a definitive proof of witchcraft; so it’s quite a gaudy by using the table below: 29
way to show your true religion. Flying is explained in Blood earth: 5 Quicksilver: 5
game terms in chapter 2 of the Manual.
Bronze: 4 Ruby: 9
Chalk: 4 Salt: 4
Copper: 4 Sapphire: 8
Emerald: 8 Silver: 5
Gold: 6 Stardust: 5
Iron: 5 Sulphur: 4
Onyx: 9 Tin: 3
Quartz: 7 Worthless: 2
The designation Worthless in the table above is used for
worthless, inorganic substances like a pebble, a lump of
clay, or a bit of oil. An alchemist can only use this ritual
with base compounds as Target or result, and in both cases
only 1 unit (as described in chapter 4 of the Manual); so an
attempt to transmute a golem will have very little result.

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Monsters
Quickstart rules

Kobold

Although truly monstrous creatures are quite uncommon Level 1 Troll


in the Alverlands, the people of every region trust in their Physical: 4 Mental: 3 Social: -2
own folk tales; ranging from wild men living in the forest, Strength: 0 Knowledge: -1 Charisma: 0
over devils appearing at forsaken, pagan landmarks, even Dexterity: 4 Intuition: 4 Appearance: -2
up to people too afraid to go out whenever there’s a full Shadow-step
moon. Every old wives’ tale found its origin in some truth, Kobolds are small, sneaky creatures who look vaguely
however, and horrific creatures do lurk in the darkest humanoid, but have long, pointy ears that usually hang
corners of the Alverlands. limp along the sides of their broad faces. These creatures
Monsters are divided into seven Levels, just like player grow to about one meter’s length and what they lack in
characters, but they don’t follow the same guidelines. For one smarts, they make up for in cunning. Kobolds are natural
thing, monsters don’t distinguish between Physical, Mental born thieves who will destroy anything they can’t steal.
and Social Traumas; as they’re not the protagonists of the They’re feared by young mothers; for they’re attracted to
story, this distinction simply isn’t important. Monsters can children with strong magical auras, who would grow up to
also have more or less than four rows of possible Traumas; be powerful wizards. Kobolds steal such babies from their
after all, a huge dragon or giant won’t be as easy to strike cribs and place one of their own in its place.
down as a kobold, or a human even. Some very powerful Equipment: Short sword (Piercing/Cleaving, PW: 6, ENC:
monsters even have Harmless Traumas listed - first lines 4), Leather armour (Last: 3), 1D Corte
of damage that don’t bother them at all! Attack: +4 Damage: +6 Dodge: +4
A monster’s Level is also important when player characters Parry: +4 Phys. DR: 3 Initiative: 8
want to recruit Henchmen - for the sum of the Henchmen’s Special abilities:
Levels one character controls can never exceed his or her • Shadow-step: General bonus 2 when trying to move
Charisma Ability Score. covertly
30 A small selection of monsters is listed on the following
light trauma (-1)
pages, but of course a full range of creatures is detailed in
the Manual!

Justin Steele (Order #14078846)


Quickstart rules
Ossaert Bishop-fish
Level 2 Devil Level 3 Ectothermic
Physical: 6 Mental: 1 Social: -2 Physical: 8 Mental: 1 Social: -1
Strength: 3 Knowledge: -2 Charisma: 0 Strength: 5 Knowledge: -2 Charisma: 1
Dexterity: 3 Intuition: 3 Appearance: -2 Dexterity: 3 Intuition: 3 Appearance: -2
Concealment Ethereal Flippers Gills
Ossaerts hide themselves in rivers, streams and brooks, Weapon spec.: Bashing Toughness
and only come out after sunset They’ll wait for people The bishop-fish is a humanoid fish with a pointy, shark-
who pass by during the night-time (preferably drunks, like head, resembling a bishop’s mitre. Its body is covered
as they’re less aware of their surroundings) and jump on by scaly skin flaps that allow them to swim very fast, and
their backs without them noticing. Although Ossaerts are it can also walk on land with clog-like feet. This creature’s
intangible, the bearer still incurs an Encumbrance of 15. scales are usually gold or silvery in hue. The bishop-fish
Ossaerts are supernaturally concealed, but when they do cannot stay on dry land for longer than 12 hours without
show themselves, they take the form of huge, scurvy, immersing itself in salt water.
black dogs. Equipment: Short sword (Piercing/Cleaving, PW: 6, ENC:
Ossaerts personify the sin sloth. 4), Leather armour (Last: 3), Buckler (PW: 3, ENC: 1)
Equipment: - Attack: +6 Damage: +7 Dodge: +3
Attack: +3 Damage: +2 Dodge: +3 Parry: +6 Phys. DR: 3 Initiative: 6
Parry: - Phys. DR: 0 Initiative: 6 Special abilities:
Special abilities: • Flippers: General Bonus 1 in or under water;
• Concealment: only visible if suspected, and with a movement cost -1 AP there
successful Intuition vs Dexterity check • Gills: able to breathe under water
• Ethereal: DR 10 vs non-magical weapons, permanent
death only by magic light trauma (-1)
31
light trauma (-1) severe trauma (-2)

severe trauma (-2) critical trauma

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Quickstart rules

Idis Jomfer
Level 4 Spirit Level 5 Undead
Physical: 5 Mental: 4 Social: 3 Physical: 7 Mental: 5 Social: 1
Strength: 3 Knowledge: 1 Charisma: 0 Strength: 2 Knowledge: -1 Charisma: 3
Dexterity: 2 Intuition: 3 Appearance: 3 Dexterity: 5 Intuition: 6 Appearance: -2
Ethereal Unarmed combat Deadly gaze Ethereal
Unnatural body Night vision Painless
The idis is a spirit of nature, summoned by an ancient Unnatural body
druidic ritual. Druids can task these creatures, who take When a witch dies, she (or, in rare cases, he) is banished to
the form of a beautiful woman, to do their bidding. Idises the Netherworld. The remnants of her soul aren’t admitted
are traditionally summoned to convey a message or to there, doomed to roam the world of the living forever.
free a prisoner, but they can also be fierce combatants, In extreme cases (like after a violent death or a heated
descending upon a battlefield as hellish furies. conflict), the manifestation of said soul (called a jomfer)
Equipment: - will haunt the area where she lived or died.
Attack: +3 Damage: +3 Dodge: +2 Jomfers have a greater chance of appearing in moors,
Parry: - Phys. DR: 0 Initiative: 5 primarily in the Kyrian Marshes, probably because of
Special abilities: the presence of enchanted marsh water, known to have a
• Ethereal: DR 10 vs non-magical weapons, permanent specific effect on the dead.
death only by magic A jomfer retains the appearance of the witch when she
• Unarmed combat: Combat Bonus 1 when fighting was alive, dressed in white robes, and emanating a bright,
unarmed; Attack/Dodge costs -1 AP white light. She is often preceded by eerie mists, spreading
• Unnatural body: total immunity to poison an disease over the surface. Few who see a jomfer, live to tell the
tale; for it is said that looking one in the eyes will cause
light trauma (-1) you to instantly die out of fright.
32
Equipment: -
severe trauma (-2) Attack: +2 Damage: +1 Dodge: +5
Parry: - Phys. DR: 0 Initiative: 11
severe trauma (-2) Special abilities:
• Deadly gaze: spend 1 MEN; Intuition vs. Intuition or
critical trauma 3D+Intuition Physical damage
• Ethereal: DR 10 vs non-magical weapons, permanent
death only by magic
• Night vision: isn’t hindered by complete darkness or
invisibility
• Painless: all Physical damage inflicted by Piercing
and Ranged weapons is halved
• Unnatural body: total immunity to poison and
disease

light trauma (-1)

light trauma (-1)

severe trauma (-2)

severe trauma (-2)

critical trauma

Justin Steele (Order #14078846)


Quickstart rules
Aardman berserker Peluda
Level 6 Aardman Level 7 Dragon
Physical: 13 Mental: 0 Social: 1 Physical: 9 Mental: 6 Social: 2
Strength: 9 Knowledge: -1 Charisma: 3 Strength: 9 Knowledge: 1 Charisma: 4
Dexterity: 4 Intuition: 1 Appearance: -2 Dexterity: 0 Intuition: 5 Appearance: -2
Berserk Burly Claws Dragon scales
Intimidate Night vision Fire-breathing Gigantic
Subterranean affinity Toughness Stings Toxic
Weapon spec.: Bashing Unarmed combat
Aardmen are thought to have been humans from the The peluda is the greatest among the dragons, a feared
Wilderlands once, warped and corrupted by dark magic water creature with a snake’s tail, a body resembling a
centuries ago. Nowadays, they live in primitive tribes, porcupine, and tortoise-like paws. Its scales are green and
occasionally waging war on the dwarves of Galeb Morbia nearly impenetrable. This king among dragons breathes
to reach greener pastures in the west. Veteran Aardman fire (just like its distant cousin, the fire drake) and can
warriors (those who live to see the end of several battles) shoot the poisonous stings on his back as if they were
are often promoted by their leaders and given the title arrows. The peluda makes its nest in deep riverbeds, even
of berserkers. A berserker learns to use every ounce of though they are shallow in comparison to its gigantic size,
hatred and wrath in his body to reduce his opponents to a and is known to hide enormous treasures at the bottom of
bloody pulp. those streams.
Equipment: Leather armour (ENC: 3), Round shield (PW: Equipment: -
5, ENC: 2), War hammer (Blunt, PW: 14, ENC: 8), 2D Attack: +10 Damage: +11 Dodge: +1
Braspennings Parry: - Phys. DR: 14 Initiative: 5
Attack: +11 Damage: +15 Dodge: +4 Special abilities:
Parry: +11 Phys. DR: 5 Initiative: 5 • Gigantic: General Strength Bonus 2 against smaller 33
Special abilities: creatures
• Berserk: spend 1 PHY/action to gain a Combat • Fire-breathing: spend 1 PHY and 7 AP; 4D Physical
Bonus 3 or a General Strength Bonus 3 Damage for everyone within Level m
• Burly: General Bonus 1 on Strength checks • Stings: fires stings as Ranged Weapon with PW 4
• Intimidate: General Bonus 2 when intimidating and ENC 1 (1 AP to fire)
• Night vision: isn’t hindered by complete darkness or • Toxic: spend 1 PHY when a Physical Trauma is
invisibility caused by a sting; victim is poisoned
• Subterranean affinity: General Bonus 1 in close • Unarmed combat: Combat Bonus 1 when fighting
quarters, caves and catacombs unarmed; Attack/Dodge costs -1 AP

harmless trauma harmless trauma

light trauma (-1) light trauma (-1)

light trauma (-1) light trauma (-1)

severe trauma (-2) light trauma (-1)

severe trauma (-2) severe trauma (-2)

critical trauma severe trauma (-2)

severe trauma (-2)

Justin Steele (Order #14078846)


Scenario
Scenario

This chapter contains a short, one-off scenario for Ambrosia


called A gathering of souls. This scenario will take about 3
to 4 hours to run and will give you a summary introduction
to the unique rules and setting of the game, as well as
give you a feel for its dramatic, story-driven nature. As A
gathering of souls is a short, one-off scenario, it’s slightly
more railroading-based than Ambrosia’s longer Chronicles,
but it’s still flexible enough for the players’ actions to
have a significant effect on the story. You’ll only need the
Quick-start rules mentioned earlier in this book to run this
scenario, but of course, using the Manual will offer a better
understanding and add more depth.
A gathering of souls takes place in the county of Ketendal,
traditionally home to house Baligant, a formidable military
power, its offspring mostly known for their uncouth
behaviour and aggressive nature. House Baligant has
endured an age-old rivalry with house Tauernier, a more
spiritual and artistic family from western ‘s Goren. Both
noble houses have suffered under this rivalry for hundreds
34 of years while its exact cause remains uncertain. The
Tauerniers still spin the tale of a heartless, old duke from
Ketendal who constantly abused his young, beautiful bride
both physically and mentally while her heart was truly lost to
baron Victor Tauernier - a young, handsome swashbuckler
who eloped with her and saved her out of the clutches of
her cruel tormentor. The offspring of house Baligant tell
it differently, however; in their version, the duke was a
kind and loving husband, and baron Victor Tauernier -a
notorious self-indulged womaniser couldn’t stand the
fact that the duchess had chosen a Baligant over him. So
he cowardly kidnapped her out of her loving husband’s
embrace and continuously raped her until she wasn’t able
to live with herself any longer. Nobody knows which (if
any) version of the story is true, but both house Tauernier
and house Baligant stick to their versions as if they were
etched in stone.
Either way, it has always been house Alfsteen that kept
the peace between their neighbours (to the east and west,
respectively), but after the annexation of the Alverlands by
the Holy Carthician Empire, the Alfsteens fell from grace,
their lands confiscated by the church. With house Alfsteen
out of the picture, tensions have risen once more between the
Baligants and the Tauerniers. There is still hope for peace,
however, as a young noble from house Tauernier who was

Justin Steele (Order #14078846)


Justin Steele (Order #14078846)
The player characters
Scenario

born in Ketendal -on Baligant soil- has recently come of


age. He or she (depending on the players’ choices, more on
this later) has been destined for a marriage of convenience This demo scenario can be played with three to four
with a Baligant to restore bonds between the two houses. players, each picking one of the eight characters depicted
But that child of baron Sibold the first of house Tauernier on the pages 54 and 55 of this book. Even though eight
may not be all that he or she seems. For on the night of characters are set up, a maximum of four may be picked,
his or her birth, Ketendal was ravaged by a terrible thunder for you’ll actually find a male and a female version of four
storm, so severe it caused landslides and earthquakes. The distinct roles to be played. Each of the eight characters is
baroness Catharina Tauernier van Cortoriacum had taken still a unique, elaborate individual (not just a gender-bent
refuge in the nearest settlement; the castle Valanthil, deep version of its counterpart) but they will fulfil the same role
in the Eternal Forest. There, she gave birth to her only in the story, so you should only have one copy of each. In
child; the one whose birth duty would be to keep the peace Ambrosia’s Chronicles, characters will be created by the
between the two rival houses - a child of Tauernier, born on players from scratch, of course, but each will be given a role
Baligant soil. The storm ripped through the castle, however, (with a specific piece of background) matching the essence
and the whole structure was swallowed by the earth that of that character by the Game-master. The options for this
very night; baroness Catharina was killed along with it, and scenario are:
only the priest who delivered the baby and a single lady- Baron Sibold / Lady Everliin: this character is the heir to
in-waiting were able to escape the catastrophe that was the Tauernier who is destined to marry into house Baligant to
destruction of castle Valanthil... keep the peace between the two houses. Unknown to him-
or herself, he or she is are actually a changeling, a kobold
whose appearance has been changed by ecomancy.
Brother Mourinus / Sister Haersinde: priest Virgilius is on
What really happened his way to the new castle Valanthil to execute the marriage
of convenience that would restore the bonds between the
36 On that fateful night, more went on than is commonly Tauerniers and the Baligants. As he is weakened by both
known. Baroness Catharina was married into house old age and injuries past, he is accompanied by a young
Tauernier but born a Markolf, and as such well versed in
the magical arts. She was a powerful ecomancer; a flesh-
moulding wizard, most commonly known as an able
healer. After she gave birth to her only child, however, the
castle’s defences were penetrated by a horde of kobolds,
creatures from the Wilderlands who were attracted to the
baby’s latent magical abilities. They lifted the baby from
its crib and placed on of their own hideous children in its
place. Keen to make sure the marriage of convenience
would still be solemnized but weakened by the agony of
childbirth, Catharina used the last of her magical powers to
reshape the kobold child’s appearance; a human face would
hide the fact that on the inside, a monster still lives. The
baby would be nurtured by the Tauerniers in Cortoriacum,
nobody knowing about its true heritage, and peace between
the houses was safeguarded. The only living soul to know
about the changeling’s true nature is Virgilius, the priest
who had delivered the human child. He solemnly swore to
hold his tongue in the interest of avoiding a war between the
houses Baligant and Tauernier, for although it went against
everything he believed in, it would prevent a lot of innocent
blood from being shed...

Justin Steele (Order #14078846)


Around the camp-fire

Scenario
This scenario starts on a dark night, deep in the Eternal
Forest. Harsh storms have plagued these woods for days
"One can try and now, knocking over trees, and excess water causing floods
throughout the region. This has also created a huge mudslide
run from Argonius' on the hills, forming an impassable barrier between most
judgment, but none of the player characters and their destination - the castle
Valanthil, better known in Ketendal as new Valanthil for
will ever escape it." it was built after the old castle collapsed into a sink hole
many years ago - during a storm not unlike the one they’re
(from "A widow of Frymonde" enduring right now.
by Marten Scirja) The rains have finally stopped and as a cold, northern
wind still echoes along the tree branches around them,
each character is mostly concentrating on the crackling
camp-fire, not quite warm enough to dry the wet clothes
clinging to their bodies, but the best they can hope for in
these unpleasant conditions. The sky is quite cloudy, so
moon nor stars shed their light on the lands below. Priest
Virgilius, the old clergyman who accompanied brother
Mourinus or sister Haersinde here, seems to be the most
monk or nun from the convent he resides in nowadays. This eager to start a conversation. Even though his appearance
character’s mission is to get his or her chaplain safe to new suggests otherwise -he’s missing an arm, has a limp, an ugly
Valanthil, and carry his sacraments for him. scar runs over his forehead and ends on the right side of
Walric / Serotine: they fulfil the part of the outsider, for his nose-, Virgilius comes across as a serene, grandfatherly 37
although they don’t have a specific link to the scenario,
they will be drawn into the story out of sheer necessity. The Game-mastery tip
outsider will have a unique view on the situation, however,
especially in the final part of this scenario! These kinds of frames are to be found all over Ambrosia
Duke Eoban / Ranildis: if you’re only playing with three scenarios; they contain easy-to-reference tips for the
players, remove this choice from the game. A fourth player Game-master on how to set up a certain scene, how to
can take on the role of a noble (or not-so-noble) child of best analyze your player group, and so on. Just friendly
Baligant, however, tasked to escort the bride or groom advice from one Game-master to the other, no strict
game mechanics or dice-rolling needed. For example,
being married into their house to the new castle Valanthil.
at the start of this scenario, it’s best to emphasize
As soon as each player has chosen a character, the Game-
the general discomfort to the players. They’ve been
master gives each player their respective Background. In traveling in severe conditions all day, soaking wet
there, they can read what their character has gone through because of the heavy rains, and freezing to the bone
in his or her life, and why they’re in the Eternal Forest right - the cold of the wind blasts aggravated even more by
now. On the right-hand side of this document, there’s also their soggy clothes. Despair has also kicked in as most
a brief listing of what his or her strengths and weaknesses of them hoped to have reached the new castle Valanthil
are, expressed in non-game terms (i;e. it won’t say you get by sundown, now relaxing under a warm and dry
a +5 bonus when fighting with swords, it’ll say you’re a sheep’s skin and enjoying a fresh piece of veal in the
great hall. But because of the mudslide blocking their
great swordsman). The statements in bold print, however,
way, the campfire is the best they can hope for, each
do contain the in-game effects for easy reference during the
trying to keep a brave face in these trying times, slowly
game. nodding off by the warmth of the crackling fire...

Justin Steele (Order #14078846)


Out of the mud
Scenario

Game-mastery tip
After the players introduced themselves, and priest Virgilius
Make sure that entering this information in the
told them everything they need to know, the conversation is
conversation is done in a natural way and doesn’t come
suddenly interrupted by an inhuman shriek coming from the
across as forced. For example, when baron Sibold /
shadows. Several short, twisted creatures come running out
lady Everliin states their name, priest Virgillius should
of the darkness towards the camp-fire, rusty short swords in
brighten up and say “I knew your mother!”, or if duke
Eoban / Ranildis says they’re from Valanthil, he could their hands. Broad grins, almost as wide as their faces, bare
start talking about what happened on that fateful night rotting, sharp teeth, and their long, pointy ears hang limp
when the old castle was destroyed. That way, the on the sides of their heads. They have very pale skin, as
conversation can retain its organic flow and you’re not if they’ve never seen sunlight, and are dressed in rags that
just left with a character who’s belching out exposition seem to have been noble clothing at one time; with silk, satin,
for no adequately explored reason! and brocade elements still visible. These are the kobolds,
striking from the freshly uncovered old castle Valanthil,
come to lure their prodigal son or daughter (depending on
figure; he speaks slowly with a slight crackle in his voice, whether it’s baron Sibold or lady Everliin) back home. As
and always seems to have a friendly smile on his face. He they have no idea which one of the player characters this is
starts by thanking Walric or Serotine (as they will have (baroness Catharina gave him or her a human appearance,
made the camp-fire in the first place) for their hospitality, after all), their attention is drawn to the one person they
even going as far as very nearly respecting Serotine’s do recognize - priest Virgilius, one of the only people to
religious convictions. Next up, he’ll introduce himself and survive the destruction of the old castle so many years ago.
the brother/sister accompanying him, then ask the other
player characters to introduce themselves as well (ending Kobold
38 with baron Sibold / lady Everliin). This will give the players Level 1 Troll
a chance to get acquainted with the other characters. Physical: 4 Mental: 3 Social: -2
In the resulting conversation, make sure to have priest Strength: 0 Knowledge: -1 Charisma: 0
Virgilius convey the following information: Dexterity: 4 Intuition: 4 Appearance: -2
• Virgilius is on his way to the newer castle Valanthil Shadow-step
to solemnize the marriage that would bring the noble houses Kobolds are small, sneaky creatures who look vaguely
Baligant and Tauernier closer together. humanoid, but have long, pointy ears that usually hang
• He was asked to do so as he was present in the old limp along the sides of their broad faces. These creatures
castle Valanthil when the child of Tauernier was born; he grow to about one meter’s length and what they lack in
even assisted in delivering the baby. smarts, they make up for in cunning. Kobolds are natural
• Priest Virgilius was on friendly terms with born thieves who will destroy anything they can’t steal.
baroness Catharina, the mother that baron Sibold / Lady They’re feared by young mothers; for they’re attracted to
Everliin never knew. She was a powerful ecomancer, a children with strong magical auras, who would grow up to
flesh-moulding wizard, which made her a proficient healer. be powerful wizards. Kobolds steal such babies from their
• Virgilius was one of the few survivors of the cribs and place one of their own in its place.
disaster that befell the old castle; he barely escaped, Equipment: Short sword (Piercing/Cleaving, PW: 6, ENC:
accounting for his physical disabilities to this day. 4), Leather armour (ENC: 3), 1D Corte
• As far as he is concerned, a sink hole opened Attack: +4 Damage: +6 Dodge: +4
beneath the foundations of the castle, caused by the ongoing Parry: +4 Phys. DR: 3 Initiative: 8
storm (one he compares in intensity to the storm that’s Special abilities:
raging through the region right now). • Shadow-step: General Bonus 2 when trying to move
• The old priest knows about the true heritage of covertly
baron Sibold / lady Everliin, but took an oath to keep it a
secret many years ago so he won’t say anything about it at light trauma (-1)
this time.

Justin Steele (Order #14078846)


Scenario
Combat Bonus of 3) against him. Shooting the kobold off
Shield spider
his mount doesn’t stop the spider in its assault, but don’t
Level 3 Beast let that stop any player from killing the kobold in what is
Physical: 9 Mental: 1 Social: -2 essentially a very cool move!
Strength: 4 Knowledge: -2 Charisma: 0 • Turn 3: the kobolds try to keep the player
Dexterity: 5 Intuition: 3 Appearance: -2 characters busy while the shield spider concentrates on
Exoskeleton Toughness priest Virgilius; the gigantic beast starts to bind him down
Toxic Unarmed combat with strands of web, effectively trapping him in a cocoon.
Web-spinning • Turn 4: the shield spider grabs priest Virgilius,
The shield spider is a huge, brown-green arachnid whose now immobilized in the cocoon, in its two front claws and
body can grow up to two meters in length. It usually starts running away at an amazing speed. The surviving
resides in caves or caverns, where unheeding victims get kobolds chase after it. Any player characters trying to stop
trapped in its sticky web. The shield spider is named for them (either with remaining Action Points or using ranged
the exceptionally hard exoskeleton on its back, which weapons) gain combat advantage.
aardmen even use to make shields or armour out of. Each As all the player characters are at long last relaxing after
shield spider has two venom sacs at the back of the throat. a day of hardship, it’s best to assume that they don’t have
Equipment: - their weapons handy and are sitting down by the camp-fire
Attack: +5 Damage: +5 Dodge: +6 (this is important when calculating the number of Action
Parry: - Phys. DR: 8 Initiative: 8 Points they need to get ready on their first turn).
Special abilities: As monster sightings are quite rare in the Alverlands, the
• Toxic: spend 1 PHY when a Physical Trauma is player characters won’t be able to identify these creatures
inflicted; victim is poisoned (the victim must succeed as kobolds immediately. A Knowledge 9 test is needed to
in a Strength test 11 or be partially paralyzed. During know what they’re up against (the skill Folklore will give
1D turns, he or she endures a General Penalty 2) a character a General Bonus 2 on this roll). Give characters
• Unarmed combat: Combat Bonus 1 when fighting who do know that they are, in fact, besieged by kobolds, the 39
unarmed; Attack/Dodge costs -1 AP additional information that these creatures originate in the
• Web-spinning: spend 1 PHY; victim succeeds in a Wilderlands, are distant relatives of trolls, and that they’re
test Dexterity vs. Dexterity or is caught in web attracted to children with a high magical aptitude. They grab
such babies from their cribs and exchange the child for one
light trauma (-1)
of their own monstrous offspring.
severe trauma (-2)
Game-mastery tip
critical trauma
Don’t hesitate to point out to players that their
characters have a very medieval outlook on religion; a
Their plan is to capture the priest and drag him back to the
priest speaks for his deity and whatever they hold true
castle ruins so the others would follow, then let the true heir
on earth, Argonius will hold true in heaven. Virgillius
to the barony of Cortoriacum sort it out there. The following
is a frail old man and won’t be much good in a fight (in
events will take place during the battle:
stark contrast to many games, being a high level cleric
• Turn 1: the kobolds aren’t very subtle, so they
doesn’t give you the power to rain fire down from the
will be running towards the player characters this turn,
sky!) but he should be treated with respect anyway. Not
screaming insults at the top of their lungs to intimidate
only would it cost a character several points of Soul
them. Note that the kobolds only speak an infernal language
letting a clergyman die (satisfying at least two sins,
that none of the player characters are fluent in.
wrath and impiety), but questions will be asked about
• Turn 2: a huge shield spider appears behind
his disappearance, and these characters wouldn’t be the
the attackers; on its back is a single kobold, riding the
first innocent bystanders to be found guilty of murder
monstrosity as if it were on horseback. As the rider towers
without the need for any solid evidence...
out above his kin, he’s a sitting duck for player characters
using ranged weapons; they gain combat advantage (a

Justin Steele (Order #14078846)


Scenario

Any character examining the rags the kobolds are wearing


from up close is allowed to make an Intuition 8 check to see Game-mastery tip
if they can identify the colours or find signs of heraldry (the
skill Awareness offers a General Bonus 2 on that check). If the players want to be extra careful in the old
If someone succeeds, they will find the remnants of house watchtower, they’ll have access to skills like Shadowstep
Baligant’s heraldic symbol -a verdant boar’s head on a field that can help them approach the unknown entity at the
scarlet and sable, chequered- on the monsters’ clothes. bottom of the stairs more stealthily. Normally, in such
a case an opposed check would be required (Dexterity
vs. Intuition, to be precise) but as we’re not providting
the magical echo with stats, you can simply have them
The chase make a Dexterity 10 check. The magical echo will still
only react to touch, but making a player throw a die
Once the battle ends, it will be up to the players to rescue will add to the tense atmosphere you’re going for in this
Virgilius before he becomes a tasty meal for the shield situation: after all, nobody knows what they’ll be facing
spider. As the kobolds are using the priest to lure the player and after their bloody first encounter with the kobolds,
characters back to their lair, they’ll be playing right into the the players will be expecting the worst at this point!
monsters’ hands, but the players -most of them followers of Also, should they fail this check, telling them that it’s
Argonius- should still be motivated to rescue this person, very hard to move silently on the wet stone, their feet
who was touched by their god to be his envoy amongst constantly sogging (in case of a fumble, almost slipping
mortal men. The player character who accompanied the even) builds up tension even more.
priest to Valanthil (brother Mourinus or sister Haersinde)
has several ways of healing the wounded, if he or she is
willing to do so of course. Resting or waiting for the sun to castle Valanthil’s watchtowers, swallowed up by the earth
rise would mean a certain death for Virgilius, so the players so many years ago - now uncovered by the ongoing storms
40 don’t have any time to waste. and the mudslide. Jumping up on the battlements is easy
The kobolds and the spider have left clear footprints in the -no check is needed- and anyone brave enough to make the
deep mud (remember, it has been raining for days on end leap will notice a stone floor behind the battlements (the top
so the ground is pretty soggy). An Intuition 7 check is of the watchtower), stable enough for them to stand on. A
required to track them (characters with the Tracking skill big hatch constructed from wood-boards stands wide open
gain a General Bonus 2 to this test), but there are other in the middle of the tower roof - a way for archers to reach
ways to follow the fleeing creatures of course. Serotine the battlements in better times, now the kobolds’ only exit
could transform into her bat form, for example, and use from their underground prison. The hatch provides access
her sonar to get clear vision in even complete darkness; or to the tower interior, a descent about ten meters down into
the yellowish-green goo dripping out of a wounded shield a dark, stone, cylindrical structure. Stone slabs sticking out
spider’s exoskeleton can point them in the general direction. of the walls at regular intervals form a rudimentary winding
Allow the players this opportunity to be creative in any way staircase; players will have to descend it in single file and
they want, but remember that they’ll need some method watch their steps as the mud makes for a slippery tread.
of lighting their way in the darkness (of course, simply The player characters will have to descend for about five
grabbing a burning log from the camp-fire will do the trick). meters in pitch darkness before they notice anything but
After pursuing the monsters for a couple hundred meters, the the dank, musky stench associated with any underground
player characters will see the tracks end at the eponymous construction that’s been exposed to as much moisture and
mudslide they heard so much about. It’s somewhere between
groundwater as the old castle Valanthil has been over the
ten to twelve meters wide -too large a distance to jump over-
years. Halfway down the staircase, the player character
and the thick, slowly streaming silt looks like a death-trap
going first will start noticing a faint, blue light originating
for anybody who gets caught in it. Less than a meter from
about five more meters beneath them. The only way to find
where the player characters are standing and the kobolds’
out what emanating this unnatural illumination is, however,
footprints end, a stone structure seems to be sticking out
to carry on to the bottom of the stairs...
of the mud: a round shape ending in fortified battlements
at the top. This is, in fact, the uppermost part of one of old

Justin Steele (Order #14078846)


Echoes of magic
At the bottom of the old watchtower, a somewhat broader,
circular room is located, about five meters wide. Across
from the lowest step of the winding stairs, a simple wooden
door is located, but right in front of the handle -about a
meter above the ground- a strange apparition hangs still in
the air. It looks like a large, human embryo with an adult-
sized head, its mouth and eyes sewn shut with a thick, black
yarn. The being seems half tangible, slightly transparent
even, and is clearly the source of the faint blue light they
noticed earlier - its body bathing in a soft glow. This eerie
apparition is completely blocking the way to the door
handle.
A player character who wants to find out what this strange
spectral appearance might be, is allowed to make a
Knowledge 12 check (characters with the Folklore skill get
a General Bonus 2). A character who succeeds will know
that this is a magical echo, a physical manifestation of latent
magical energy. These apparitions are caused by extremely
strong magic performed on a certain place and can haunt In this case, the magical echo was brought to life when
that area for centuries on end. How to get rid of it varies
baroness Catharina Tauernier performed a powerful ritual in
from one manifestation to the next, but it usually awaits a
this room to give the changeling a human appearance. In the
direct link with the wizard who inadvertently conjured it in
absence of the magic-user in question, it will only evaporate
the first place.
when touched by baron Sibold or lady Everliin, as they were
the target of the ritual and permanently carry some residual
Game-mastery tip magical energy within them. Each character who touches
the magical echo will experience a vision, however; this can
As the magical echo cannot talk, it’s impossible to start be a glimpse into their past, into the dark reaches of their
a conversation with it. If the players try to anyway, the soul, or even show them their greatest fears. The exact result
best response you can give them is to put up a very stoic differs from character to character (consult the table below)
face and just look at them with bright eyes, no matter but touching the creature can be interpreted in the broadest
what they’re saying. When done properly, this is sure
possible sense: hitting it with a ranged weapon or using a
to freak them out just as well as the actual echo would!
gloved hand to touch it will also trigger the effect. These
effects will be heard and/or seen by all present, even though

The apparition starts to tremble, seemingly acting nervous, as the light it emanates brightens until
it encompasses the entire chamber. The room seems to take the form of the castle in better times;
decorative shields, proudly bearing the heraldic symbol of house Baligant, are seen hanging on
the walls as torches provide a warm, welcoming light. A wooden crib stands in the middle of the
chamber; a baby’s cries echo throughout the tower. Then, the door opens and a kobold, carrying a
Baron Sibold /
small bundle in rags carefully enters the chamber. He looks to the left, then to the right, then runs off
Lady Everliin
toward the crib. The creature puts the bundle in the crib, takes the human baby out of it and rushes
back out of the door, which slams shut with a loud bang; the light turns to darkness once more and
the crib disappears as the old watchtower reverts to its earlier state. Nothing that had just appeared
can be seen now, but the apparition has also disappeared, giving the player characters a clear path to
the door and whatever lies beyond.

Justin Steele (Order #14078846)


Scenario

The light emanating from the apparition seems to darken slightly as the sound of an angry mob seems
to come out of nowhere. Brother Mourinus feels a sharp blow to his leg, his old wound, making him
trip and fall onto the cold, stone floor. He feels several kicks from unseen sources -some to the chest,
Brother Mourinus others in his sides, one even straight to the face- as the jeers and taunts of laughing children echo
throughout the tower. Brother Mourinus is dealt 1D Physical Damage and 1D Mental Damage. As
the noise slowly fades away, the apparition’s light starts to brighten again, until the tower reverts to
its earlier state.
The light emanating from the apparition seems to darken slightly and the sound of blaring trumpets
can clearly be heard from all around the player characters. Several banners whirl down from the top
of the tower, each of them ripped and blood-stained, and depicting the heraldic symbol of house
Baligant. Even before they get a chance to hit the floor, purple banners are rolled down along the
Duke Eoban
tower walls, depicting the golden poppy -the heraldic symbol of house Tauernier- while an invisible
mob cheers them on loudly. Duke Eoban is dealt 1D Mental Damage. Then, the sounds die away
and the banners seem to disappear into the walls; the apparition’s light starts to brighten again as the
tower reverts to its earlier state.
The light emanating from the apparition seems to darken slightly as the taunting laughter of several
ladies can be heard, as well as the barking of dogs. Ranildis is pushed in the back by an invisible
force and topples over to the ground, landing in a muddy mess that wasn’t there before. The laughter
Ranildis
intensifies, as does the barking; Ranildis is dealt 1D Mental Damage. Then, the sounds fade away
again and the apparition’s light starts to brighten again. The floor is massive stone once more, but
Ranildis’ clothes and face are still dripping in mud.
The light emanating from the apparition seems to darken slightly as the sound of a hunting horn
blares throughout the watchtower. Serotine starts to feel anxcious, as if some kind of feral instinct
just kicked in, feeling like an animal that knows it’s being hunted. Chattering, human voices become
42 barely audible, after which she suddenly feels a sharp pain in her right flank - it feels like it was just
Serotine
pierced by an arrow. Blood gushes out of her side and she topples over in pain. Serotine is dealt 2D
Physical Damage. Then, the sounds fade away and the apparition’s light starts to brighten once
more. The gaping wound remains though, and anyone examining it can clearly see that it’s a clean,
piercing trauma - not unlike if she were hit by an arrow.
The light emanating from the apparition seems to darken slightly and filthy, mocking laughter
-obvious jeers from a number of lower-class women- resounds throughout the tower. Haersinde can
feel several rough, hairy hands under her habit: touching her buttocks, fondling her breasts, even
crawling up her legs. The laughter only intensifies as Haersinde is pushed back by this invisible
Sister Haersinde
force, landing on her back. Her legs are spread open forcibly by a seemingly unstoppable entity; then,
everything seems to disappear again and the apparition’s light starts to brighten once more. The other
player characters saw sister Haersinde move and struggle desperately, but didn’t see anyone touching
her. Haersinde is dealt 2D Mental Damage.
The light emanating from the apparition seems to darken slightly as the sound of an angry mob is
heard echoing throughout the tower. It is followed by the loud banging of a wooden hammer on a
wooden surface - a well-known sign that a tribunal, known commonly as a vierschaar, is going to
begin. An older man’s stern voice condemns Walric for poaching and orders his right hand to be
Walric chopped off as a form of punishment. Walric feels an invisible force grabbing hold of his right hand
as his arm is extended; then, he feels a stinging pain in his wrist as the crowd seems to go wild.
Everything seems to disappear again and the apparition’s light starts to brighten once more, but
Walric clearly notices a deep cut on the top of his right wrist. He is dealt 1D Physical and 1D Mental
Damage as the surroundings return to normal.

Justin Steele (Order #14078846)


A tangled web

Scenario
Once the players get past the magical echo, they’re free to
explore the rest of the buried castle. When they open the
"All magic must tear door, they’ll find a great hall, probably where the lords and
ladies of Valanthil gathered in better times to feast and drink
off a piece of the soul - this is also where the majority of the castle’s social life
to manifest itself." took place. Now, however, it’s as run down as the rest of the
keep; once fine tapestries and glorious hunting trophies are
hanging askew on the walls, ruined by moisture as well as
(from "The Writ", rodents and insects; the stone floor and ceiling are cracked
psalm of Saint Bogomil) and dripping with goo from outside; and most importantly,
the entire north wall has caved in and the player characters
are looking right at a side of the mudslide, apparently only
being kept at bay by the air pocket they find themselves in.
The entire structure looks like it could collapse easily and
be engulfed in the flowing silt of the mudslide - but note that
this will only happen if the players take direct actions leading
to a cave-in. Players trying to disrupt the structure can do so
by dealing more than 30 points of Physical Damage to the
they only regard the person who touched the magical echo.
muddy wall, for example, or propose an initiative that would
Note: due to their primitive intelligence, the kobolds and the
logically lead to a collapse of the structure (like causing the
shield spider are unaffected by the magical echo’s effects.
balcony to crash down, for example - see below).
The follet is, though (see Lamb to the slaughter for more
The great hall is about five meters in height and the tower 43
information on the follet) and he or she fears the apparition
door opens on a wooden balcony, hovering about three
beyond belief. Because of this, the follet needs to lure the
meters above the ground floor. The balcony’s barristers
changeling down into the old castle instead of going out
are all but rotten away and in places even broken off,
after the pretender him- or herself.
and the planks creak beneath the player character’s feet
as they move along the walkway. The wood has suffered
immensely the last few years in these mouldy conditions,
Game-mastery tip and it doesn’t seem like it would take much to bring the

Ambrosia is a dark fantasy role-playing game and


as such, it will take you on a journey through the
darkest corners of the soul. It deals with adult themes
that should be approached in a mature way. In
sister Haersinde’s vision, for example, she relives a
traumatising experience from her childhood as she is
physically violated by an unseen force. This should be
an unsettling, scary scene; but for people unfortunate
enough to have actually experienced such an event in
real life, it can be quite disturbing. As Game-master,
you should assess for each player individually how
far you can go with this kind of thing. These mature
themes should be handled responsibly - you’re trying
to give every player a unique experience, but it’s still
supposed to be fun for all.

Justin Steele (Order #14078846)


whole thing down. What the players don’t see when they and even arrows or other weapons sticking out of its body
first enter the great hall, however, is that the shield spider are precisely where they left them. Of course, this time the
they encountered earlier has its nest under the balcony, players have the benefit of surprise, and it’s up to them to
where it spun a web to entrap its prey - consisting mostly of think of a plan to overpower the shield spider and rescue
small rodents and an occasional kobold ever since the castle priest Virgilius. If the players decide to throw caution to
sunk away into the ground. Now, however, the creature has the wind and rush in with weapons drawn, the spider will
a roughly priest-sized cocoon hanging near the stone floor. act as if it isn’t aware of them, then spring into action at the
The players will only notice the web if they look straight moment they least expect it. As its species is known for its
down from the balcony, or if they follow the walkway to the quick reflexes, the creature will remain still in its web and
north-east or north-west. attack with its web-spinning ability before letting anyone
The balcony has two intact, wooden staircases that lead come close enough to inflict real damage.
down; one to the east, another to the west. Either of them On the other hand, the players can also try to sneak up
can be used to reach the ground floor. Though it is obscured on the spider; it’s at rest right now, and using skills like
by darkness to anyone not coming within at least two meters Shadow-step will improve their chances to remain unseen
of it, a simple wooden door leads away from the great hall and, more importantly, unheard. The spider does gains a
on the ground floor, hidden behind the eastern staircase. General Bonus 3 on all checks to notice them, however, as
Of course, the players’ first concern will be the huge shield walking around with a lit torch in total darkness is kind of a
spider holed up in its web, waiting for them to make the first dead give-away. The General Bonus remains if the players
move. The giant arachnid shows all the tell-tale signs that it decide to sneak in the dark, as that makes it much more
is the same one they encountered earlier, by the camp-fire; difficult for them not to bump into things.
inflicted wounds are still dripping with that yellowish goo, Keep in mind that this is the shield spider they encountered
recognizable scratches on its exoskeleton are clearly visible, earlier in Out of the mud, and any Traumas inflicted upon

Justin Steele (Order #14078846)


Scenario
it are still in effect. The beast hasn’t had the opportunity to area beyond the door is a creature, only barely passing for
heal its wounds since, so it probably won’t be in full force human at this point; no more than deathly pale skin over
now. This, as well as it not getting any backup from the bone, it is covered in hard crusts of dirt and coagulated
kobolds, will give the players more of a fighting chance. blood. As this being is stark naked, it’s easy to determine its
By giving the players the chance to conjure up a plan and gender; this is the same as the changeling player character
trying their best to execute it, this won’t just be a combat (male if baron Sibold or female if lady Everliin is in the
scene composed of attacks and parries, one after the other; a party), its breasts or genitalia hanging limp and dehydrated,
character with a ranged weapon can stay on the balcony, for almost merged onto its grotesque body. The creature has
example, to cover one of his or her stealthier companions very long, unkempt hair that never seems to have been cut
to go down to the ground floor and try and cut priest or groomed, its finger- and toenails curved and cracked
Virgilius free - or maybe one will want to make a heroic beyond recognition. If the follet is male, it will also sport
jump down the balcony to attack the spider when it starts an uncommonly long beard, its hairs tangled and knotted
moving towards a weaker party member? The possibilities together by years of neglect. But maybe the most disturbing
are limitless, so make this a memorable action scene! aspect of this creature is the fact that its mouth and eyes
sewn shut with a thick, black yarn - not unlike the magical
echo they encountered earlier in the watchtower. As one
might have guessed by now, this is the real baron Sibold
Lamb to the slaughter or lady Everliin Tauernier - the child that was lifted from
its crib by the kobolds many years ago. Years of abuse
When the player characters succeed in killing the shield from the kobolds have led to its current state however,
spider, it will fall on its back with a loud crack -its barely recognizable as a human being, let alone bearing any
exoskeleton splitting- as, in a last muscular convulsion, it resemblance to its shape-shifted counterpart.
draws its eight legs towards its chest in the same way its A raw crystal fragment is attached to each of the follet’s
smaller, more commonly seen cousins do. With the spider hand palms, affixed to its claw-like extremities with large,
defeated, the way is clear to cut priest Virgilius free from rusty rivets that were nailed straight through the back of 45
his cocoon. The spider’s web is tough and sticky, but with each hand. The crystals are pulsating with an eerie, purple
the right tools, the player characters are able to cut his face light, a magical power tethered to the true heir to Tauernier’s
free fast enough. Virgilius is still alive, but he appears to inherent magical potential; they also allow him to cast spells
be in a state of shock; he seems feverish almost, rambling without reciting a magical incantation or performing arcane
lord Argonius, please forgive me... I have sinned beyond movements. Merely aiming the crystal at the spell’s target
belief... we didn’t know they would come back, we thought is sufficient to harvest the required magical energies and use
we were doing good, we really did! Priest Virgilius is, of them to alter reality.
course, talking about the events that transpired here many With its brittle bones and advanced muscular dystrophy, the
years ago, and the promise he made to baroness Catharina follet is unable to walk or even keep its body uptight. It
to keep silent about the changeling’s true nature. In his does, however, use its magical power to levitate a couple
delirious state (partly because of the spider’s venom and of centimetres above the ground, its feet hanging limp
partly because of the burden of secrecy he’s been carrying the whole time, giving the creature an almost ghost-like
all those years, overwhelming both his ratio and emotions appearance. Even though its eyes are sewn shut, it seems
now the bough has broken), Virgilius isn’t able to give the to have some otherworldly sense of sight as it goes straight
player characters more information than that at this time. for baron Sibold/lady Everliin and keeps its focus on him
However, while the players are preoccupied with cutting or her, no matter what else is happening. For first and
the priest free (or whatever the less pious among them foremost, it is driven by wrath; the frustration of constantly
are doing) the small, wooden door situated behind the being subjected to the inhumane, sadistic acts of its kobold
eastern stairs suddenly flies open with a loud bang, echoing captors in this underground prison while its counterpart
throughout the great hall. The door, situated beneath the led the privileged life of a noble was simply too much of
balcony, had been obscured by the shadows, but now the a burden to bear. The follet will keep on attacking baron
player characters’ attentions are drawn to it, they are faced Sibold/lady Everliin until one of them (or both) lies dead
with a fearful creature floating into the hall of the once on the floor, or until they escape the way they came in
majestic castle Valanthil. Coming towards them from the (remember, the follet is scared to death by the magical echo

Justin Steele (Order #14078846)


Scenario

Follet Boiling blood


Level 4 Troll Spell - Hemomancy
Physical: 0 Mental: 9 Social: 0 Damage: 2D + the Target’s Level
Strength: 0 Knowledge: 4 Charisma: 2 Target: 1 living creature (see Description)
Dexterity: 1 Intuition: 5 Appearance: -2
Duration: until the end of the caster’s next turn
Dodge Esoteric magic
Favoured terrain: X Magical aptitude Check: Knowledge vs. Strength
Strong mind Toughness Actions: the caster must be able to see the Target. The
Changelings are exploited by their kobold captors for hemomancer points at the Target with one index finger as
their inherent magical abilities. Even though they are he or she recites the incantation.
born human, changelings are tortured and mutilated by Description: this spell allows a hemomancer to heat a
the sadistic kobolds until very little of their humanity is victim’s blood, causing an intense hypodermic pain. This
left. Their bodies are covered in scars, their ears and teeth spell will not cause its victim any physical harm, but the
chafed to better resemble a kobold, and they are restrained pain will prevent him or her from performing any action
with muzzles and chains. other than toppling over on the ground, screaming in
So-called follets are no more than tools for kobolds, to agony.
be used when they need to get the big guns out. Although This spell can also target 2 living creatures if the caster is
they can use their magical aptitude, they lack the finesse physically able to point at both of them at the same time
that is taught in the magical academies of the surface (as stated in Actions). In that case, the second Target’s
world. As such, follets constantly strip-mine their own Level is also added to this spell’s Damage.
minds by ignoring the laws of volatile casting: any powers
they use are self-taught in severely difficult conditions,
and without the benefit of a tutor or the resources of the Stigmata
46 Alchemists’ Towers. Spell - Hemomancy
Equipment: 2 magic crystal fragments (each providing a Damage: 1D + 10 + the Target’s Level
Magic Bonus +1)
Target: 1 living creature
Attack: +0 Damage: -1 Dodge: +1
Parry: - Phys. DR: 2 Initiative: 5 Duration: instantaneous
Special abilities: Check: Knowledge vs. Intuition
• Dodge: can use the Dodge Action once per round Actions: the caster must be able to see the Target. While
without paying the cost in Action Points the caster recites the incantation, he or she crosses his or
• Favoured terrain: underground: General Bonus 1 her arms, then pulls them open in opposite directions.
in close quarters, caves and catacombs Description: this, the most feared spell in a hemomancer’s
• Magical aptitude: Magic Bonus 1 when using arsenal, causes red spots, ulcers and bleeding boils to
Esoteric Magic appear all over the victim’s body and rips open his or her
• Strong mind: Mental Damage Reduction +2 flesh, blood squirting out.
The Target is dealt 1D Physical Damage 4 times in a row;
light trauma (-1) all damage is inflicted during the same turn. Damage
Reduction from armour is ignored when this damage is
severe trauma (-2) dealt.

severe trauma (-2)

incurable trauma

Justin Steele (Order #14078846)


Scenario
in the watchtower, and it has no way of knowing that it has to such Skills and will stop at nothing short of draining
disappeared in the meantime). itself of all remaining life-force to achieve its goal: kill the
With the follet’s attack, we’re introducing a very specific pretender that has stolen its life.
aspect of game-play in Ambrosia, namely the mechanics • You’ll notice that the follet has a line of Traumas
regarding (esoteric) spell-casting. When handling a non- labelled Incurable, which is normally reserved for player
player character with magical abilities, it is important to characters. As the face-off between the follet and the
keep several things in mind: changeling is the climax of this scenario, it does liven
• Casting spells deals Mental damage to the caster. things up to give the twisted creature Incurable Traumas
As non-player characters don’t differentiate between as well - as it makes for a more colourful combat situation
damage types (they only have one Trauma table, where when characters have a chance to cut off its hands, shoot
player characters have three - Physical, Mental and Social), an arrow through its knee, or even hit it in the head with a
damage the follet takes from hits is, in fact, cumulative blunt weapon, fracturing its neck. Not only does this give
with damage it incurs from spell-casting. For non-player players a chance to shine, it also provides them with a sense
characters, it’s all regarded as one type of damage. Note of accomplishment, being able to weaken this imminent
that his only works one way: the follet’s Physical Damage threat as they put in their best efforts.
Reduction doesn’t prevent Mental Damage, for example. • The follet does have a culminated Magic Bonus 4
• As such, all damage a non-player character is dealt at his disposal to try and defeat the changeling. This Bonus
will leave him or her with a General Penalty to all Secondary is calculated as such:
Ability Scores (Strength, Dexterity, Knowledge, Intuition,
Charisma and Appearance). For player characters, penalties Magic crystals 2
from Traumas only apply to Secondary Ability Scores that Magical aptitude (Skill) 1
are linked to the Primary Ability Score in question. Yes,
Favoured terrain (Skill) +1
sometimes it pays to be the story’s protagonist!
• Academically schooled wizards have access to
a technique known as volatile casting, which allows them 4 47
to harness the magical energies around them to prevent
them from strip-mining their own bodies and minds. A General Bonus (such as the one provided by the Favoured
Volatile casting provides a character with a Mental Damage terrain Skill) also counts as a Magic Bonus, but as a Combat
Reduction when casting spells - but as the follet’s magic bonus as well (for example, when using the Dodge action).
abilities have developed intuitively, it doesn’t have access Remember, a character’s Magic Bonus is added to every
roll that character makes when casting a spell or performing
a ritual, except the Damage listed on the spell as it also
Game-mastery tip provides him or her with a Mental Damage Reduction
(which, along with the Strong mind Skill, gives the follet a
The spell Stigmata, if used well, can up the gore factor Damage Reduction 6 in total).
in your game immensely. After all, with this amount • The follet will first try to incapacitate its nemesis
of damage, it is possible to cause incurable or worse
using Boiling blood, then finish him or her off with
traumas, even in a previously unharmed victim. Those
Stigmata. It uses the magic crystals as foci to channel its
opportunities are great for creating atmosphere: don’t
magical energies. Instead of reciting incantations and
just say you lose your leg, but describe it in living
forming arcane gestures, it simply points the crystal to its
colour: suddenly, a sickening splash is heard as your
Target; the pulsating, purple light they emanate brightening
leg explodes all over the place; you scream in agony
substantially.
as you try to grasp the bloody stump, bits of flesh
• Whenever the player characters draw blood from
and bone lying on the ground in a huge splatter of
the follet, they will notice that a thick, black syrup leaks
blood. Bringing this kind of detail to your game helps
from its veins instead. Such is the effect of years upon years
the players’ immersion, and will give them a more
of wild and chaotic magics burrowing their way to one’s
real sense of the danger they’re facing than simply
very core!
subtracting numbers from their point value.

Justin Steele (Order #14078846)


Aftermath
Scenario

they thought was a high-born noble, is actually a kobold


in disguise. For although some of them have a more direct
When the follet is defeated, lying on the stone floor of the link to the political machinations between the noble houses
once mighty hall of Valanthil in an expanding puddle of Tauernier and Baligant, all of the player characters are now
black, syrupy blood, the only sound that is heard in the privy to sensitive information that can end generations
musky subterranean air is the wailing of priest Virgilius - of strife or fuel the fires of rivalry even more. The most
my Lord Argonius, forgive me! We didn’t know the kobolds pressing question you should ask your players at this point
would return, we thought what we did was for the best, I is: will they still support the arranged marriage now that
swear! At this point, if the players start talking sense into they know that baron Sibold/lady Everliin isn’t of noble
the rambling old clergyman, he will be brought back to his heritage, not human even? After all, should this information
senses, especially if a successful Charisma vs. Wisdom be made public, the consequences would be dire at best.
check is involved (the players get a General Bonus 3 on Should a Baligant claim that baron Sibold or lady Everliin
this check thanks to Virgilius’ current state). The priest will is actually a kobold in disguise, every Tauernier in ‘s Goren
tell them whatever they haven’t figured out for themselves would consider this an insult beyond belief (even if it is the
yet: how the child of baroness Catharina Tauernier van truth), which would undoubtedly lead to a long and bloody
Cortoriacum was stolen from its crib by kobolds on the war between the two noble houses. On the other hand, to a
night castle Valanthil was swallowed up by the earth; how Baligant, the only thing worse than marrying a Tauernier is
the baroness used the last of her ecomantic powers to alter probably marrying a kobold... and they’ve gone to war for
the changeling’s appearance so the political marriage could much less in the past. As Game-master, you should start a
still take place; how he himself was sworn to secrecy about dialogue among the players about this matter, for the future
this; and, of course, how the players have just killed the real of the counties Ketendal and ‘s Goren will probably be
baron Sibold/lady Everliin, essentially committing hericide decided this night by the lucky few souls who survived this
in the progress. horrific ordeal. Each of them will have their own specific
While Virgilius is confessing his sins, adding the fact that reasons to support or oppose the wedding. A couple of
48 he resigns his post as priest and lays his life in the hands of arguments that will likely come up in the argument are
his lord Argonius -even going as far as wanting to spend listed below:
his last remaining days in solitary contemplation, prayer • Baron Sibold/Lady Everliin: for this character,
and meditation-, there is movement in the shadows beyond it’s very much a question of nature vs. nurture as they
the door through which the follet had appeared. Any player had no idea of their true heritage until this night. Raised
character giving in to his or her curiosity will see a horde of
kobolds, dozens -maybe hundreds- flocking together in the
stone corridor behind the door. The strange thing, however,
is that they don’t have their weapons drawn - they seem to
have been following the events in the great hall with much
interest, almost waiting for a victor to step forth from the
battle. The follet’s corpse has barely hit the floor when the "The fate of nations
kobolds prudently step into the great hall, walking towards is often decided
the changeling (baron Sibold/lady Everliin) with great
caution. They appear to intend no harm this time around;
by whisperers
the creatures even kneel in front of that character, as if to in the shadows."
swear allegiance to him or her.
The kobolds will defend themselves if any of the player (Alverlandic proverb)
characters act aggressively towards them or the changeling,
or if they are ordered to by their new-found leader, the
character formerly known as baron Sibold/lady Everliin
(even though the creatures don’t understand Alverlandic,
they can follow simple orders when gestures are used). But
the most important aspect of this part of the scenario is in fact
how all the characters react to the revelation that the person

Justin Steele (Order #14078846)


in a civilized manner, they have felt and acted human all to join the other side - after all, the church of Argonius have

Scenario
their life. This raises an important question of course: are always opposed those who follow the ancient ways of the
kobolds inherently evil or are they merely a product of Beast, and this might give her an opportunity to deal them
their environs? On the other hand, by the medieval sense of a blow as well.
morality common in the Alverlands, a noble’s prime duty • Duke Eoban/Ranildis: to some Baligants, a
is to ensure (preferably male) offspring, but is this even betrothal between one of their own and a kobold might
physically possible between a human and a kobold? Such be preferable to an engagement with a Tauernier, but how
a thing is unprecedented, after all, and while baron Sibold would duke Eoban or Ranildis deal with this knowledge?
or lady Everliin wear a human face, it was only their flesh Even if it is possible for a human and a kobold to procreate,
that was moulded - on the inside, they remain kobolds. Of would they want to pollute their bloodline in such a way?
course, the political machinations of the Alverlandic noble For duke Eoban, the information that baron Sibold or lady
courts have harboured much darker secrets in the past, and Everliin isn’t even human might give him good cause to
having strong support from the other player characters may call of the wedding, and no Baligant in history has ever
pose an opportunity for this character to rise to power - for shied away from a little bloodshed. The duke can even use
having a secret, unholy army of the night that follows your his power as feudal lord to command Walric into helping
every command is certainly an asset for every ruler. On the him defeat the threat from below, but wither the serf does
other hand, a truly pious Tauernier can also refuse to go so remains up to him of course. Ranildis might have other
through with such a vile act, decide to live in exile with their motives to act, however; she’s nothing more than a bastard
true people, or even lay down their own life in the process. daughter of house Baligant, and has always been treated as
• Brother Mourinus/Sister Haersinde: for a cleric an inferior by her higher-born brothers and sisters. Having
sworn to obey the will of the god-emperor, knowingly one of them marry a kobold might bring her story to closure,
putting a pretender on the throne would prove very difficult. serving as an ultimate practical joke to pull for all the years
As the tenets of their faith stipulate that nobility is granted of bullying she’s had to endure.
to a mortal soul by Argonius himself, being born a member As you can see, the options are infinite and the players might
of the ruling class is both a man’s birth right as well as his take a while to come to a compromise - if one is reached 49
divine duty. Of course, ambition does tend to trump piety
in some cases, and one could argue that house Tauernier
is very influential in matters of the church - and a humble Game-mastery tip
monk or nun could be tempted to think that bishop Mourinus
or abbess Haersinde does have a nice ring to it... If the player characters can’t come to a conclusion over
• Walric/Serotine: being the outsider gives these what to do about putting a pretender on the throne,
characters a unique perspective on the whole situation. After it’s quite possible that it will come to blows between
all, while noble houses feud, it’s often the commoners who them. In such a case, the side that controls the kobold
horde will probably win (unless the other side brings
suffer the most - but in this case, they’re privy to some very
the whole structure down on them by utilizing the mud-
confidential information that might benefit them greatly.
slide to his or her advantage), but it is recommended to
Choosing a side in the event of a dispute gives the noble
have them go out in a blaze of glory; give all players
lords or lady as well as the members of the clergy a chance
a chance to shine, even if that means staying true to
to make them an offer they can’t refuse - for Walric, who is
duty and honour even when they’re ripped to bloody
basically a criminal, this might pose an opportunity to escape
shreds by the stuff that nightmares are made of. Make
his life as a low-born. After all, how does a comfy position
it an epic scene in which they almost escape, but are
at court sound to him? As a warden for example, not really
overpowered by swarms of kobolds while trying to get
doing any actual work but getting to eat his fill at every
up the stairs in the watchtower - or have them not even
banquet, and access to as many prostitutes as his libido can
make it that far, with a large force of kobolds frantically
manage? How would the elf Serotine look upon a kobold,
climbing up the wooden balcony in the great hall as
essentially an abomination of nature, ruling over an estate?
the players try to make their escape. That way, you can
On the other hand, the Katori have never acknowledged the
give them a sense of accomplishment even though their
humans’ claim on these soils (or the concept of ownership
characters have technically died a horribly death!
of land in any form, for that matter), but if brother Mourinus
or sister Haersinde take a stand, Serotine might be tempted

Justin Steele (Order #14078846)


Scenario

at all of course. Wither this scenario ends in bloodshed or an action like that to succeed). As we certainly don’t want
in peaceful negotiations is completely up to them; priest to punish good thinking on part of the players, there is a
Virgilius will ask his young ward to take him back to possibility to rescue priest Virgilius from the clutches of
the abbey where they lived, where he will live the rest of these vile creatures before they’re able to get a good hold of
his life in silent prayer and castigation, begging the god- him in the first pace. Such things could shut down a game-
emperor Argonius forgiveness for his sins. But as the last night early, but that’s exactly why we put these contingency
of the player characters emerge from the old watchtower plans in place. If the shield spider is defeated prematurely,
once again, for the first time in days the thick layer of the remainder of the cowardly kobolds will flee back to
stormy clouds hanging over this portion of Ketendal have the sunken tower. Priest Virgilius, however, appears in a
given way and the sun’s rays once again reach the hills and state of shock as he hasn’t seen these creatures since that
valleys, slowly drying the muddy soil and warming the cold fateful night when baroness Catharina died in the old castle
forests once again. The unnatural storm seems to have died Valanthil. It’s not hard for him to presume that they’re
with the follet and the secret that had been buried here, here to finish what they started so many years ago, and this
deep beneath the earth, for so many years. Depending on confronts him with the unholy vow he made to remain silent.
the players’ decisions in this scenario, this might mean a He will grab baron Sibold or lady Everliin by the shoulders
bright dawn for both the families Baligant and Tauernier, and say follow them! Their fate is entwined with yours!
or it could be rekindling the ages-old feud between the two before falling to the ground and, staring into oblivion, keep
noble houses, now headed into a long and bloody war... repeating my Lord Argonius, forgive me! We didn’t know
the kobolds would return, we thought what we did was for
the best, I swear! At this point, the players won’t be able to
get him to say anything else - the old priest just stares off
Contingency plans into the distance and mumbles the same lines over and over
again. The players should now have sufficient motivation to
It is said that no matter how well you plan a role-playing
follow the kobolds to their hideout and uncover what secret
50 game session, and no matter how many possibilities for a
story you foresee to evolve into, your players will always
come up with something you couldn’t possibly predict. Game-mastery tip
A role-playing game is essentially an interactive piece of
fiction, and when you’re not limited by movements on a Different players come up with different ways to solve
game-board or a number of predefined actions, nearly a problem in a scenario, some more effective than
anything is possible. To account for players going astray, others. As a Game-master, you’re in an ideal position
each scenario in Ambrosia contains a number of contingency to anticipate what your individual group of players
plans; ideas that you, the Game-Master, can use to keep a might be up to; after all, no one knows them better than
storyline going. This isn’t the same as getting the players you. Some players go for a very serious tone, others
back on track, though; interactivity remains a big part of the want to experience a full range of emotions, while some
Ambrosia experience so you’ll simply end with a different players are just in it to have a good time. Although
kind of story depending on the choices players make. Ambrosia is a dark fantasy role-playing game at heart,
• The shield spider doesn’t succeed in kidnapping that doesn’t mean it can’t cater to a more comically-
priest Virgilius: even though the combat encounter near inclined audience as well; after all, having a party of
the camp-fire we planned is neatly divided into four rounds, misfits stumble upon a more realistic subject matter is
the essence of situation comedy, even one that has been
the players may be able to defeat the shield spider before
mixed with the horror genre many times before (just
it gets that far. This is a completely interactive game, after
think of those old Abbott & Costello movies). Every
all, and there is more than one way to defeat a creature.
player group is different and want other things out of
The players can use the environment to their advantage,
their game, so it is advisable to adjust the game to their
for example; scaring off the spider with fire can be very
specific needs. These contingency plans also work to
effective, as most animals are instinctively afraid of flames:
that end, offering an alternative story that can be told
taking a log from the camp-fire and threatening the spider
with the same tools at your disposal.
with it could foil the kobolds’ plans very early on (although
an opposed check Charisma vs. Intuition is required for

Justin Steele (Order #14078846)


Virgilius was keeping all these years. motivated to go and rescue their mentor, not only because
• The players don’t care about priest Virgilius’ of their personal bond with him, but also because they are
fate: in the Alverlands, religion is a much bigger part of known to be accompanying him - those difficult enquiries
everyday life than in our 21st-century society. A vast will be coming their way first. For duke Eoban, having this
majority of humans in the Alverlands are taught from kind of disappearance on his land would raise questions as
a very young age to be unconditionally loyal to the god- well, and baron Sibold or lady Everliin might want more
emperor, and as his priests spread his word in the mortal answers from the last man to have seen their mother alive.
realm, they command a level of respect rarely seen in Walric and Serotine, lastly, should simply be motivated to
modern times. Of course, this doesn’t mean that every keep the group as large as possible, as hungry predators in
soul residing in the Alverlands is a pious zealot, and when these woods are more likely to prey on travellers in smaller
in mortal danger, many will quickly abandon their faith numbers. Finally, if some of the players want to follow the
to escape with their lives intact. However, it might be shield spider and the kobolds to their lair but others prefer to
prudent to challenge players who don’t take the fate of the stay at the camp-fire, this will prove an ideal starting point
kidnapped priest to heart with the fact that questions will for a discussion. How can those who want to go convince
be asked about his disappearance, and the church isn’t the others to come with them? Promises of riches or glory
above jumping to conclusions when no clear culprit for can tempt some, threats of punishment by the authorities
a strange disappearance can be found. For any followers or Argonius looking down upon them unfavourable might
of Argonius (in this scenario, anyone except Serotine), be enough to coerce others into helping. Such instances
abandoning priest Virgilius to his fate would cost them 2 make for great role-playing opportunities - it’s actual social
points of Soul (as both the sins of Selfishness and Impiety interaction in favour of tedious dice rolling!
have been fulfilled); for the elf Serotine, this cost is limited • The players can’t find a way to follow the
to 1. Brother Mourinus or sister Haersinde should be quite kobolds’ tracks: even though it’s very easy to follow the

Justin Steele (Order #14078846)


Scenario

clumsy kobolds through the wet mud, sometimes the dice


just aren’t in your favour and even the best of trackers Game-mastery tip
simply fail out of sheer bad luck. Should something like
that happens, it’s best to listen to the players’ own ideas on When one player learns something the others haven’t
how to solve it before doing anything else; maybe some of yet (like when one character sneaks toward the closed
the creatures they’re chasing are severly wounded by this door in the great hall and sees what lies beyond), it’s
time, leaving a trail of blood - or maybe there’s a critically best to take that player into another room for a second
wounded kobold lagging behind to point them in the right and tell him or her what they just experienced. Not only
direction. On the other hand, the monsters are charging does this add to the other players’ sense of mystery,
through thick woods, undoubtedly leaving a clear trail of but the one given private information will be the more
carnage in the undergrowth behind them. Serotine could pleased that their initiative paid off for them personally.
also shape-shift into her bat form and follow them from the On the other hand, we also advise that you keep such
air, gaining the advantage of night-vision in the process. scenes as short as possible - it’s not much fun for the
As always, taking initiative should be encouraged in the other players to sit and wait while you’re off in another
players’ actions, and as the kobolds are trying to lure the room, dedicated to one player only. Finding a nice
players to the tower in the first place, it shouldn’t be that balance between the two can sometimes be challenging,
hard to follow them. but that’s what makes the job of the Game-master so
• The players don’t want to go down the tower: interesting!
the players might think that going down the tower is too
obvious a choice, and believe that the kobolds and their
spider companion somehow jumped over the mud-slide to This should dissuade them from trying it a third time.
the other side. As the kobolds are trying to lure the players • The players decide to burn down the shield
down the stairs, they could let priest Virgilius call out spider’s web in the great hall: a spider’s web is known
for help - a simple Intuition 8 check (characters with the to be quite flammable, so this is a very good way to set fire
52 Alertness skill get a General Bonus 2) will determine if they to the whole place. Of course, as the balcony is made of
hear him cry out, as well as the door below being slammed wood, it will also catch fire rather quickly, filling the room
shut. After that, there shouldn’t be any doubt about where with smoke (remember that it’s quite moist down there,
the priest is being held. so the planks are dank and rotting). This can be done to
• The players can’t find a way to get past the cover their escape (although the follet won’t be stopped by
magical echo: the effects of the magical echo on one or two fire, kobolds in pursuit might be - an Intuition 10 check is
characters might scare others off from touching the ghostly required for them to chase the player characters through the
figure. Therefore, another hint you can give them is having flames), but will also slowly bring the whole structure down
the spectral form follow baron Sibold / lady Everliin with upon them. Obviously, this will also cause the unstable
its face - it would be following that character with its eyes mudslide to breach and flood the room almost instantly,
but it’s not able to as they are sewn shut. Having the spectre suffocating anyone still there. That is one way to defeat the
start trembling whenever the false heir to Tauernier even follet and the kobolds of course, but you should advise the
comes near it, is another tip you can give them to softly players against setting fire to the web while Virgilius is still
nudge them in the right direction - as a bunch of players just stuck inside the cocoon; the fire spreads just as quickly, but
standing around without a clue don’t exactly help with the it would kill the priest as well. What happens if the players
pacing of the story of course. throw that kind of advice to the wind is explained earlier in
• One of the players decides to touch the magical the contingency plan The players don’t care about priest
echo more than once: some people are just too curious Virgilius’ fate.
for their own good, and will try to repeat a thoroughly • The players would realistically open the door
unpleasant experience just to make sure they haven’t in the great hall behind which the follet is hiding before
missed anything. The game can lag if you have one player they reach the events in Lamb to the Slaughter: there’s
experience the same vision over and over again, however, so always that one player character who sneaks off while
we would advise against that; instead, let them experience the others are still fighting the shield spider to open the
a short shock, followed by repeating the Physical and/or mysterious side door... if this happens, the best course of
Mental damage they were inflicted the first time around. action to take is to confront the player in question with

Justin Steele (Order #14078846)


Scenario
the follet on the far end of the corridor, slowly hovering
toward the door. You should describe this encounter to the
best of your ability: first, a sign of movement appears in the
darkness that hints at something alive down there. Then, as
it closes, it forms a silhouette shape, vaguely human-like
in form, but it doesn’t seem to move its legs as it’s heading
towards the player character in question. Lastly, as the pale
shape becomes visible in the flickering torch-light, describe
the follet in all its gory details. This will not only alarm
him to the coming danger, raising the stakes of the current
combat scene, but it will also tie in nicely to the next one.
• The players try to cut open the follet’s mouth
or eyes: in an attempt to communicate with the creature,
the players might want to cut open its mouth. As it was sew
shut years ago, however, it can hardly move its jaw, its teeth
are digested away by corrosive saliva, and it can’t muster
any other sound than a guttural howl. Cutting open its eyes
won’t do them much good either, but it will cause some
more of the thick, syrupy goo it uses for blood to squirt onto
the face of the player character who thought this was a good
idea...

53

Justin Steele (Order #14078846)


Scenario

Baron Sibold Lady Everliin

54

Brother s Sister Haersinde


Mourinu

Justin Steele (Order #14078846)


Scenario
Walric Serotine

55

duke Eoban Ranildis

Justin Steele (Order #14078846)


Baron Sibold What are your strengths and weaknesses?
• You’re an able swordsman and carry a sabre for use in self-defence.
• Thanks to your exceptionally fast reflexes, you gain a General Bonus 1
Born to the estate of noble house Tauernier, you were raised in a world of wealth
when using the Actions Evade or Parry.
and luxury. The greatest sword-masters of ‘s Goren taught you the noble art of
• Like many commoners and nobles in the Alverlands, you’re not able to read
fencing as you experienced life at court first hand. You’ve never known your
or write.
mother as she died giving birth to you. She was pregnant while traveling on
• You’re the baron of Cortoriacum, and such a title like opens many doors that
the hillsides of Ketendal when a terrible storm ravaged the area. She and her
would otherwise remain shut. You expect everyone to show you the respect
entourage had to take shelter in a nearby castle, where you were delivered several
a man of your stature deserves.
weeks before the due date. Little is known about what happened that fateful night,
• Your gambeson offers you a Physical Damage Reduction 2.
as only one of your mother’s handmaidens returned to the barony of Cortoriacum
• Members of house Baligant don’t like your family very much. You suffer
alive, with the newborn infant in her arms. Being one of the few Tauerniers who
a General Penalty 2 on Charisma checks against members of house
was born on the soil of the noble house Baligant puts you in a unique position,
Baligant.
as your birth could end a centuries-old feud between the houses Tauernier and
• The feud between the houses Tauernier and Baligant was started by a
Baligant. Because of the events surrounding your birth, the count of Ketendal has
heartless, old duke from Ketendal who constantly abused his young,
agreed to an marriage between you and one of his family members. That’s why
beautiful bride both physically and mentally while her heart was truly lost to
you’ve been sent to the castle Valanthil, deep in the Eternal Woods, to marry a
baron Victor Tauernier - a young, handsome swashbuckler who eloped with
noble lady you’ve never even met before...
her and saved her out of the clutches of her cruel tormentor. The Baligants
The Baligants are known to house a formidable military presence, while the
have never been able to stomach this defeat.
Tauerniers appreciate the finer things in life - spirituality, art and beauty; their
credo is Beauty and Piety. But house Baligant is said to even arm its ladies; they’re
supposed to be uncouth, aggressive ruffians, barely worthy of the term noble.
Once you’re in the hills of Ketendal, and Valanthil is only a day’s journey away,
it seems like history is repeating itself. Dark storm clouds hang over the region
and heavy rains are causing floods; you even had to leave your horse behind and
continue on foot. At sunset, you stumble upon a camp-fire around which several
people have already gathered. They inform you that the heavy weather has caused
an impassable mudslide between here and the castle Valanthil - so you decide to
warm your wet clothes by the fire and hope that a new possibility will present
itself at dawn..

Brother Mourinus What are your strengths and weaknesses?


• You carry a simple, wooden staff that you can use in self-defence.
• You have an extensive knowledge of both curative and poisonous plant life,
You were born Moren de Bake, a street urchin from the city of Silverford, relying
and carry the following herbs with you:
solely on thievery to survive while older boys lurked behind every corner to bully
• By chewing Hensbane, a character may disregard penalties from Light
you out of your loot - often no more than a lump of stale bread. You’d probably
Physical Traumas during 1D+5 minutes; they also need to pass an
still be there if not for a friendly monk who decided to take care of you. This
Intuition check 9 or be intoxicated (General Penalty 2) for the same
monk told you all about saint Welin, patron saint of hunters, guides, farmers and
duration.
woodsmen. He also educated you about the wonders of nature, specifically the
• Eating Avens immediately cures a Level 3 or lower poison.
vast forests and hillsides of the Eternal Woods; a wilderness that can be just as
• Lastly, anyone holding a leaf of Saint Welin’s wort on their tongue gains a
unforgiving as the streets of Silverford, but also contained beauty beyond belief.
General Bonus 2 for all checks against magical spells and rituals.
Eventually, you became a member of the Welinian order, a brotherhood of monks
• You’re also transporting several relics for priest Virgilius, among which
dedicated to protecting nature and the common man. You laid down your past
a number of healing potions. A character drinking a healing potion will
life and vowed to service the god-emperor Argonius and his apostles, saint Welin
immediately cure one Light or Severe Physical Trauma.
being one of them. In a monastery deep within the Eternal Woods, you finally
• You’re very observant and attuned to your surroundings. You gain a
found the serenity your past life had denied you.
General Bonus 2 to notice things.
A few days ago, you were summoned by priest Virgilius; the old, wizened chaplain
• Like many commoners (and many nobles in the Alverlands), you’re not able
of the abbey, whose left arm had been amputated a long time ago. He was asked
to read or write. Very few clergymen are even able to read their copy of the
to travel to the castle Valanthil to preside over a noble wedding. As he’s quite
Writ, Argonius’ holy texts, the very thing they should be preaching!
old and frail, he asked you to accompany him to carry his relics and make sure
• An old wound, inflicted in your childhood by other street urchins, has left
he arrives there safely. You’ve always learned to respect the priests’ wishes and
you with a permanent limp in your right leg. This gives you a General
assist them in any way, so you couldn’t possibly decline such a request.
Penalty 2 for Dexterity checks.
You traversed the hills of Ketendal with priest Virgilius, but when Valanthil is
• You’ve taken strict vows of poverty and abstinence. You’re also sworn to
but a day’s walk away, it almost seems like Argonius himself tries to prevent you
always be hospitable and shelter those who need it.
from reaching your destination. Severe storms are ransacking the area and heavy
rains are causing floods in the lower areas of the hillsides. At sunset, you stumble
upon a camp-fire around which several people have already gathered. They
inform you that the heavy weather has caused an impassable mudslide between
here and the castle Valanthil - so you decide to warm your wet clothes by the fire
and hope that a new possibility will present itself at dawn...

Justin Steele (Order #14078846)


Duke Eoban What are your strengths and weaknesses?
• You’re armed with your trusty great-sword, a weapon that has seen many
(use this background if baron Sibold is also in play)
battles. Few who took a hit from it, lived to tell the tale.
• You’re a duke of Valanthil, and such a title like opens many doors that
As a scion of house Baligant, you’re a part of the mightiest military power in the
would otherwise remain shut. You expect everyone to show you the respect
Alverlands. Your noble house is known for its prowess in battle; the house credo
a man of your stature deserves.
None disturb us unharmed is certainly well-earned. You’re born and bred to the
• You’re heavily armoured and your battle experience has strengthened your
castle Valanthil, deep within the Eternal Woods, where your father was duke
pain threshold. These give you in total a Physical Damage Reduction 8.
before you. And the walls of the proud stronghold were only penetrated once;
• Like many commoners and nobles in the Alverlands, you’re not able to read
not by man, but by the elements. About fifteen years ago, a terrible storm raged
or write.
through this region, and the heavy rains reduced the hills to mud pools, causing
• Your strength and battle prowess are compensated for by a weak and easily
Valanthil to disappear in a giant sink hole. You remember fleeing the castle with
manipulated mind. This gives you a General Penalty 1 against magical
your relatives when a noble lady was visiting - she even gave birth in the middle
attacks and all Mental Damage you’re inflicted is increased by 1.
of that natural disaster; a child of house Tauernier, and that child could very well
• The feud between the houses Tauernier and Baligant was started when
end a centuries-old rivalry between the two houses. Because this boy was born on
a kind and loving duke from Ketendal got married to a woman who got
your soil, the count of Ketendal has agreed to arrange a marriage between him and
courted by baron Victor Tauernier, a notorious self-indulged womaniser.
your younger sister Delbora. The groom is already on his way to the new castle
He couldn’t stand the fact that the duchess had chosen a Baligant over him,
Valanthil, built on higher ground after the old sank away into the ground.
so he cowardly kidnapped her out of her loving husband’s embrace and
You’re not exactly passionate about the noble house Tauernier; it consists of
continuously raped her until she wasn’t able to live with herself any longer.
poets and artists with a holier-than-thou attitude who can’t even hold a sword
Children of house Baligant are taught from a very young age never to trust
properly. You travelled to the city of Silverford to discuss this with the count
a Tauernier because of this.
himself, but he seemed hell-bent on having the wedding - and what he says, goes.
Reluctantly, you returned to Valanthil. But when the castle is only a day’s journey
away, it seems like history is repeating itself. Dark storm clouds hang over the
region and heavy rains are causing floods all over the region; you even had to
leave your horse behind and continue on foot. At sunset, you stumble upon a
camp-fire around which several people have already gathered. They inform you
that the heavy weather has caused an impassable mudslide between here and the
castle Valanthil - so you decide to warm your wet clothes by the fire and hope that
a new possibility will present itself at dawn..

Duke Eoban What are your strengths and weaknesses?


• You’re armed with your trusty great-sword, a weapon that has seen many
(use this background if lady Everliin is also in play)
battles. Few who took a hit from it, lived to tell the tale.
• You’re a duke of Valanthil, and such a title like opens many doors that
As a scion of house Baligant, you’re a part of the mightiest military power in the
would otherwise remain shut. You expect everyone to show you the respect
Alverlands. Your noble house is known for its prowess in battle; the house credo
a man of your stature deserves.
None disturb us unharmed is certainly well-earned. You’re born and bred to the
• You’re heavily armoured and your battle experience has strengthened your
castle Valanthil, deep within the Eternal Woods, where your father was duke
pain threshold. These give you in total a Physical Damage Reduction 8.
before you. And the walls of the proud stronghold were only penetrated once;
• Like many commoners and nobles in the Alverlands, you’re not able to read
not by man, but by the elements. About fifteen years ago, a terrible storm raged
or write.
through this region, and the heavy rains reduced the hills to mud pools, causing
• Your strength and battle prowess are compensated for by a weak and easily
Valanthil to disappear in a giant sink hole. You remember fleeing the castle with
manipulated mind. This gives you a General Penalty 1 against magical
your relatives when a noble lady was visiting - she even gave birth in the middle
attacks and all Mental Damage you’re inflicted is increased by 1.
of that natural disaster; a child of house Tauernier, and that child could very well
• The feud between the houses Tauernier and Baligant was started when
end a centuries-old rivalry between the two houses. Because this girl was born on
a kind and loving duke from Ketendal got married to a woman who got
your soil, the count of Ketendal has agreed to arrange a marriage between her and
courted by baron Victor Tauernier, a notorious self-indulged womaniser.
your younger brother Bertold. The bride is already on his way to the new castle
He couldn’t stand the fact that the duchess had chosen a Baligant over him,
Valanthil, built on higher ground after the old sank away into the ground.
so he cowardly kidnapped her out of her loving husband’s embrace and
You’re not exactly passionate about the noble house Tauernier; it consists of
continuously raped her until she wasn’t able to live with herself any longer.
poets and artists with a holier-than-thou attitude who can’t even hold a sword
Children of house Baligant are taught from a very young age never to trust
properly. You travelled to the city of Silverford to discuss this with the count
a Tauernier because of this.
himself, but he seemed hell-bent on having the wedding - and what he says, goes.
Reluctantly, you returned to Valanthil. But when the castle is only a day’s journey
away, it seems like history is repeating itself. Dark storm clouds hang over the
region and heavy rains are causing floods all over the region; you even had to
leave your horse behind and continue on foot. At sunset, you stumble upon a
camp-fire around which several people have already gathered. They inform you
that the heavy weather has caused an impassable mudslide between here and the
castle Valanthil - so you decide to warm your wet clothes by the fire and hope that
a new possibility will present itself at dawn..

Justin Steele (Order #14078846)


Lady Everliin What are your strengths and weaknesses?
• You carry a fine, dwarven-made steel dagger for use in self-defence in case
of an emergency.
Born to the estate of noble house Tauernier, you were raised in a world of wealth
• In stark contrast with the common folk (and a large portion of Alverlandic
and luxury. The wisest men of ‘s Goren educated you in academics and a small
nobility), you’re able to read and write.
army of seamstresses made sure you were only seen in the finest of dresses
• You’re a lady of Cortoriacum, and such a title like opens many doors that
every time a ball was held. You’ve never known your mother as she died giving
would otherwise remain shut. You expect everyone to show you the respect
birth to you. She was pregnant while traveling on the hillsides of Ketendal when
a man of your stature deserves.
a terrible storm ravaged the area. She and her entourage had to take shelter in a
• As a child, you were known as something of a hellion which made you
nearby castle, where you were delivered several weeks before the due date. Little
proficient in sneaking and hiding. You receive a General Bonus 2 when
is known about what happened that fateful night, as only one of your mother’s
performing those actions in a dark or shadowy environment.
handmaidens returned to the barony of Cortoriacum alive, with the newborn
• Your noble appearance and fragile looks make that people often
infant in her arms. Being one of the few Tauerniers who was born on the soil of
underestimate you in combat. You can spend 1 point of Social to give an
the noble house Baligant puts you in a unique position, as your birth could end
opponent a Combat Penalty 1.
a centuries-old feud between the houses Tauernier and Baligant. Because of the
• Members of house Baligant don’t like your family very much. You suffer
events surrounding your birth, the count of Ketendal has agreed to an marriage
a General Penalty 2 on Charisma checks against members of house
between you and one of his family members. That’s why you’ve been sent to
Baligant.
the castle Valanthil, deep in the Eternal Woods, to marry a noble lord you’ve
• The feud between the houses Tauernier and Baligant was started by a
never even met before... The Baligants are known to house a formidable military
heartless, old duke from Ketendal who constantly abused his young,
presence, while the Tauerniers appreciate the finer things in life - spirituality, art
beautiful bride both physically and mentally while her heart was truly lost to
and beauty; their credo is Beauty and Piety. But house Baligant is said to even
baron Victor Tauernier - a young, handsome swashbuckler who eloped with
arm its ladies; they’re supposed to be uncouth, aggressive ruffians, barely worthy
her and saved her out of the clutches of her cruel tormentor. The Baligants
of the term noble. Once you’re in the hills of Ketendal, and Valanthil is only a
have never been able to stomach this defeat.
day’s journey away, it seems like history is repeating itself. Dark storm clouds
hang over the region and heavy rains are causing floods; you even had to leave
your horse behind and continue on foot. At sunset, you stumble upon a camp-fire
around which several people have already gathered. They inform you that the
heavy weather has caused an impassable mudslide between here and the castle
Valanthil - so you decide to warm your wet clothes by the fire and hope that a new
possibility will present itself at dawn..

Ranildis What are your strengths and weaknesses?


• You’re armed with an impressive longsword and have the necessary skills
(use this background if baron Sibold is also in play)
to use it properly.
• Your most powerful weapon is a blind berserker rage you can call upon at
You were born in the castle Valanthil, deep within the Eternal Woods, on the
will. Spending 1 point of Physical gives you a Combat Bonus 3.
rolling hills of Ketendal, but your mother wasn’t of noble blood. She was a
• You wear a suit of chain mail to protect you against incoming blows. This
servant of the stronghold, and even though the identity of your father has never
gives you a Physical Damage Reduction 4.
been officially confirmed, it is well known that you’re the bastard daughter of the
• You’re quite dexterous and nimble. This gives you a General Dexterity
local lord himself, duke Emeric Baligant. This gave you a somewhat privileged
Bonus 1.
position, and the other serfs openly held it against you. From a very young age,
• Like many commoners (and many nobles in the Alverlands), you’re not able
you learned that you couldn’t trust anybody, and taught yourself to fight back
to read or write.
in any way possible. That behaviour gained you the approval of the duke; the
• You have a short fuse and tend to react aggressively when provoked.
Baligants are known to house a formidable military presence, after all, and a
• The feud between the houses Tauernier and Baligant was started when
strong sword-arm is always appreciated in Ketendal. Duke Emeric ordered the
a kind and loving duke from Ketendal got married to a woman who got
captain of his guardsmen to train you in swordplay, and you grew up to be an
courted by baron Victor Tauernier, a notorious self-indulged womaniser.
able combatant - a chance few women in the Alverlands are given. The pompous
He couldn’t stand the fact that the duchess had chosen a Baligant over him,
courtesans at court found this behaviour scandalous, but at least you learned to
so he cowardly kidnapped her out of her loving husband’s embrace and
defend yourself.
continuously raped her until she wasn’t able to live with herself any longer.
You recently received news that your half-sister, lady Delbora, is to wed a baron
Children of house Baligant are taught from a very young age never to trust
of the noble house Tauernier. You’re not exactly passionate about the noble
a Tauernier because of this.
house Tauernier; it consists of poets and artists with a holier-than-thou attitude
who can’t even hold a sword properly. A centuries-old rivalry exists between the
Tauerniers and the Baligants, but this arranged marriage could change all that.
That’s why the duke ordered you to escort the young baron to Valanthil. Severe
storms raged through the hills the last couple of days, however, and the heavy
rains have flooded entire regions. At sunset, after an excruciating trip through the
mud, you stumble upon a camp-fire around which several people have already
gathered. They inform you that the heavy weather has caused an impassable
mudslide between here and the castle Valanthil - so you decide to warm your
wet clothes by the fire and hope that a new possibility will present itself at dawn..

Justin Steele (Order #14078846)


Ranildis What are your strengths and weaknesses?
• You’re armed with an impressive longsword and have the necessary skills
(use this background if lady Everliin is also in play)
to use it properly.
• Your most powerful weapon is a blind berserker rage you can call upon at
You were born in the castle Valanthil, deep within the Eternal Woods, on the
will. Spending 1 point of Physical gives you a Combat Bonus 3.
rolling hills of Ketendal, but your mother wasn’t of noble blood. She was a
• You wear a suit of chain mail to protect you against incoming blows. This
servant of the stronghold, and even though the identity of your father has never
gives you a Physical Damage Reduction 4.
been officially confirmed, it is well known that you’re the bastard daughter of the
• You’re quite dexterous and nimble. This gives you a General Dexterity
local lord himself, duke Emeric Baligant. This gave you a somewhat privileged
Bonus 1.
position, and the other serfs openly held it against you. From a very young age,
• Like many commoners (and many nobles in the Alverlands), you’re not able
you learned that you couldn’t trust anybody, and taught yourself to fight back
to read or write.
in any way possible. That behaviour gained you the approval of the duke; the
• You have a short fuse and tend to react aggressively when provoked.
Baligants are known to house a formidable military presence, after all, and a
• The feud between the houses Tauernier and Baligant was started when
strong sword-arm is always appreciated in Ketendal. Duke Emeric ordered the
a kind and loving duke from Ketendal got married to a woman who got
captain of his guardsmen to train you in swordplay, and you grew up to be an
courted by baron Victor Tauernier, a notorious self-indulged womaniser.
able combatant - a chance few women in the Alverlands are given. The pompous
He couldn’t stand the fact that the duchess had chosen a Baligant over him,
courtesans at court found this behaviour scandalous, but at least you learned to
so he cowardly kidnapped her out of her loving husband’s embrace and
defend yourself.
continuously raped her until she wasn’t able to live with herself any longer.
You recently received news that your half-brother, lord Bertold, is to wed a lady
Children of house Baligant are taught from a very young age never to trust
of the noble house Tauernier. You’re not exactly passionate about the noble
a Tauernier because of this.
house Tauernier; it consists of poets and artists with a holier-than-thou attitude
who can’t even hold a sword properly. A centuries-old rivalry exists between the
Tauerniers and the Baligants, but this arranged marriage could change all that.
That’s why the duke ordered you to escort the young lady to Valanthil. Severe
storms raged through the hills the last couple of days, however, and the heavy
rains have flooded entire regions. At sunset, after an excruciating trip through the
mud, you stumble upon a camp-fire around which several people have already
gathered. They inform you that the heavy weather has caused an impassable
mudslide between here and the castle Valanthil - so you decide to warm your
wet clothes by the fire and hope that a new possibility will present itself at dawn..

Serotine What are your strengths and weaknesses?


• You have a short sword that you use in self-defence. You also carry twin
daggers, hanging from your belt, primarily used as throwing weapons.
You are an elf, or Katori as they call themselves; a mystical race of nomads who
• You’ve learned to use natural camouflage to your advantage. You receive a
have spread throughout the Alverlands over the ages. Elves worship a primitive
General bonus 2 when trying to blend in with your surroundings.
nature god only known as the Beast, and honour him in the hunt - something they
• Thanks to your exceptionally fast reflexes, you gain a General Bonus 1
do with utmost respect for their prey. Elves are allowed to hunt in the Alverlands
when using the Actions Evade or Parry.
while it is illegal for commoners; humans see the elven folk as no more than
• Your lighting reflexes also allow you to use the Action Evade once per
animals themselves, left to follow their most primal instincts. Elves, however,
round without paying the cost in Action Points.
consider humans fierce barbarians who are out to destroy nature.
• Elves can shape-shift into the physical form of their totem animal. Spending
All Katori are given a totem animal at birth by their shaman, the spiritual guides
1 point of Social allows you to change into a serotine bat, or back into your
of the elves. An elven child is named after that totem - yours is the serotine bat
elven form. Clothes and equipment are left behind during a shape-shift.
(Serotine for short); a small, winged mammal with a tendency to react ferocious
• You’ll notice that while in elf form, you only have one Trauma line. This
when cornered. The shaman also gives an elf infant a blessed talisman. Each elf
makes changing into your bat form impossible whenever you have a Severe
guards its talisman with their life as it is said to contain that elf’s soul.
or higher Trauma (Physical, Mental or Social). While a Severe or higher
Due to their nomadic nature, elves can’t bear to stay in one place for very long.
Physical or Mental Trauma would instantly kill you, a Severe or higher
Your wanderlust has led you to the area the humans call the Eternal Woods -
Social Trauma would cause you to totally lose yourself in the feral nature of
a region with rolling hills and beautiful, centuries-old forestlands. For the last
the animal, forgetting your elf form forever.
couple of days, the woods have been subjected to a terrible storm and heavy
• Like many other elves (and most of the humans in the Alverlands), you’re
rainfall has caused floods in many of the lower regions here. You’ve even noticed
not able to read or write.
a huge mud-slide, ravaging across the hillside and causing everything it touches
• You grew up in the wild and have very little academic knowledge. You
to sink away into a muddy grave.
always get a General Knowledge Penalty 2. Also, you get a General
As the sun is setting, you decide to build a camp-fire to warm your drenched
Penalty 1 when you’re not in a natural environment.
clothes. After a while, several humans are attracted by the light in the darkness,
hoping you’ll be willing to share some of its warmth. As the hills of Ketendal are
dangerous enough in normal conditions, the mud-slide has no doubt led many
wild animals astray, so strength in numbers seems like the best idea at this point.
And these humans might even provide you with some distracting entertainment
on this lonely night...

Justin Steele (Order #14078846)


Sister Haersinde What are your strengths and weaknesses?
• You carry a simple knife that’s mostly used as a tool, but in a pinch, you can
also use it for self-defence.
You’re the daughter of a prostitute from the city of Silverford; the identity of your
• Argonius has blessed you with a supernatural grace. Spending 1 point of
father remains a mystery to this day. From a very young age, you were expected
Mental gives you a General Dexterity Bonus 1.
to do your part in the brothel your mother belonged to. Even then, you couldn’t
• You’re surrounded by a holy aura at all times thanks to your profound
bring yourself to satisfy the dreadful lusts of perverted brothel patrons and you ran
beliefs. This grants you a General Bonus 1 against followers of Argonius
away to find the nuns of saint Elora, who welcomed you among their own. The
(which also counts as a Magic Bonus for your next ability:).
friendly nuns provided a welcome change from what you were used to, for even
• You are able to channel the power of Argonius to spontaneously cure
though they followed a strict regime, you were no longer expected to perform
wounds by laying on hands. This requires you to pass an Intuition check
unspeakable acts.
17 - the target’s Soul score. Using lay on hands causes you 1D Mental
You laid down your past life and vowed to serve the god-emperor Argonius and
Damage (for a Light Physical Trauma) or 1D+3 Mental Damage (for a
his apostles, saint Elora being one of them. She is the patron saint of merchants,
Severe Physical Trauma).
craftsmen and artists. Elorian nuns preach thriftiness and take a vow of poverty;
• You carry priest Virgilius’ silver Karbonkel; while holding this holy symbol
they are forbidden to own anything, for that only leads to envy and jealousy. But
in your hand, you receive another Magic Bonus 1 when laying on hands.
in the monastery, you finally found the inner peace you lacked before.
• You’re also transporting several relics for priest Virgilius, among which
A few days ago, you were summoned by priest Virgilius; the old, wizened chaplain
a number of healing potions. A character drinking a healing potion will
of the abbey, whose left arm had been amputated a long time ago. He was asked
immediately cure one Light or Severe Physical Trauma.
to travel to the castle Valanthil to preside over a noble wedding. As he’s quite
• The Elorian nuns were aided by the local craftsmen for all manual labour,
old and frail, he asked you to accompany him to carry his relics and make sure
causing members of the sisterhood to ignore muscle development. This gave
he arrives there safely. You’ve always learned to respect the priests’ wishes and
you a General Strength Penalty 2.
assist them in any way, so you couldn’t possibly decline such a request.
• Like many commoners (and many nobles in the Alverlands), you’re not able
You traversed the hills of Ketendal with priest Virgilius, but when Valanthil is
to read or write. Very few clergymen are even able to read their copy of the
but a day’s walk away, it almost seems like Argonius himself tries to prevent you
Writ, Argonius’ holy texts, the very thing they should be preaching!
from reaching your destination. Severe storms are ransacking the area and heavy
rains are causing floods in the lower areas of the hillsides. At sunset, you stumble
upon a camp-fire around which several people have already gathered. They
inform you that the heavy weather has caused an impassable mudslide between
here and the castle Valanthil - so you decide to warm your wet clothes by the fire
and hope that a new possibility will present itself at dawn...

Walric What are your strengths and weaknesses?


• You’re an experienced archer and also carry a small hand axe; mostly used
to butcher animals you shot, though it can also be of use as a weapon.
You were born a serf, always considered to be little more than slaves by the
• Being a seasoned hunter, you’ve become adept at hiding and sneaking. You
nobility. Both you and your family always had to take orders from house Baligant,
receive a General Bonus 2 when performing those actions in a dark or
the local rulers - also the most formidable military presence in the Alverlands,
shadowy environment.
who reign supreme in the county of Ketendal.
• You’re also quite good at using natural camouflage to your advantage. You
But not all is bad in the hills of Ketendal. Their territory encompasses the vast
receive a General bonus 2 when doing so.
Eternal Woods, providing many hiding places for people who don’t want to be
• As a poacher, you’re also trained in the art of recognizing and following
found. Hunting in the Eternal Woods is strictly forbidden for anybody save the
trails, mostly of natural wildlife. You receive a General bonus 2 when
nobility, and a terrible punishment awaits serfs like you caught doing so. Luckily,
tracking.
you’ve never been caught, for you are a poacher by trade. You know this region
• Like many commoners (and many nobles in the Alverlands), you’re not able
like no other and have hunted quite a lot of boars, pheasants, and other wildlife,
to read or write.
and made a pretty penny doing so.
• The fewer people find out you’re a poacher, the safer you’ll be (and the
The last couple of days, a terrible storm has raged through the area. Heavy rains
longer you’ll prevent having a run-in with the harsh, local law!).
have caused entire regions to flood, and you’ve even noticed a huge mud-slide,
ravaging across the hillside and causing everything it touches to sink away into
a muddy grave. On the other side of the mud-slide lies castle Valanthil, the only
hint of civilization in these parts, from where duke Eoban Baligant rules his duchy
as a stern but just lord. Travellers trying to reach the castle will be blocked by the
mud-slide however, at least until the weather clears up.
As the sun is setting, you decide to build a camp-fire to warm your drenched
clothes. After a while, several people are attracted by the light in the darkness,
hoping you’ll be willing to share some of its warmth. As the hills of Ketendal are
dangerous enough in normal conditions, the mud-slide has no doubt led many
wild animals astray, so strength in numbers seems like the best idea at this point.
And these people may even provide you with companionship on this wet and
otherwise lonely night...

Justin Steele (Order #14078846)


nickname: Baron Sibold initiative (dexterity + intuition): 3
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X X X

physical mental social


2 1 2

strength: 2 knowledge: 0 charisma: 1

- Specialization: slashing - Title


- Weapon skill

dexterity: 0 intuition: 1 appearance: 1

- Lightning reflexes - Wealthy

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 3 weapon Skill 2h ((strength x2) + Skill): 5

weapon Skill 1h (dexterity + Skill): 1 weapon Skill 2h ((dexterity x2) + Skill): 1

s/d + sk + mg tr type sk + mg + pw enc


Sabre 2 (1) Slashing/Piercing weapon (1) 8 5

armour type pw enc


Gambeson Base armour 2 2

armour Skill (strength + Skill): 2 carrying capacity (strength + 10): 12 enc: 7

Justin Steele (Order #14078846)


name: Baron Sibold II Tauernier Van Cortoriacum
descent: Human, noble (house Tauernier) age: 17
gender: Male religion: Argonius
languages: Alverlandic

titles: Baron

equipment clothing treasure


Signet ring (gold), Tunic (wool cloth), Belt 1 Florin, 4 Schellings,
Cutlery (silver), Chalice (leather), Brais (felt), 2 Braspennings, 3 Corte
(silver), Seal wax, Quill, Pouch (leather), Gloves
Ink in glass vial, 2 scrolls (leather), Jackboots
of parchment (leather)

trauma's & flaws: Dark secret, Bad reputation: house Baligant

notes:

spells rituals components

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


nickname: Brother Mourinus initiative (dexterity + intuition): 1
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X

physical mental social


1 3 1

strength: 1 knowledge: 2 charisma: 1

- Weapon skill - Folklore - Title


- Herbalism

dexterity: 0 intuition: 1 appearance: 0

- Alertness

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 2 weapon Skill 2h ((strength x2) + Skill): 3

weapon Skill 1h (dexterity + Skill): 1 weapon Skill 2h ((dexterity x2) + Skill): 1

s/d + sk + mg tr type sk + mg + pw enc


Quarterstaff 1 Blunt weapon 4 3

armour type pw enc

armour Skill (strength + Skill): 0 carrying capacity (strength + 10): 11 enc: 3

Justin Steele (Order #14078846)


name: Brother Mourinus
descent: Human, freeman age: 18
gender: Male religion: Argonius
languages: Alverlandic

titles: Welinian monk

equipment clothing treasure


Rope (10 m), Canteen Cowl (jute), Sandals 8 Schellings,
(clay), Book ('the Writ"), (leather), Rucksack 5 Braspennings, 3 Corte
Karbonkel (silver), (leather), Pouch (leather)
Healing potion x5

trauma's & flaws: Clumsy, Code of conduct

notes:

spells rituals components


- Henbane x3
- Avens x3
- Saint Welin's wort x2

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


nickname: Duke Eoban initiative (dexterity + intuition): -1
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X

physical mental social


4 -1 2

strength: 4 knowledge: 0 charisma: 1

- Armour skill - Title


- Strong back
- Toughness
- Weapon skill

dexterity: 0 intuition: -1 appearance: 1

- Wealthy

light trauma (-1) light trauma (-1) light trauma (-1)


X
severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 5 weapon Skill 2h ((strength x2) + Skill): 9

weapon Skill 1h (dexterity + Skill): 1 weapon Skill 2h ((dexterity x2) + Skill): 1

s/d + sk + mg tr type sk + mg + pw enc


Great-sword 4 Slashing weapon 16 9

armour type pw enc


Chain mail Upper armour 4 4
Gambeson Base armour 2 2

armour Skill (strength + Skill): 6 carrying capacity (strength + 10): 18 enc: 8

Justin Steele (Order #14078846)


name: Duke Eoban Baligant Van Valanthil
descent: Human, noble (house Baligant) age: 28
gender: Male religion: Argonius
languages: Alverlandic

titles: Duke

equipment clothing treasure


Signet ring (gold), Tunic (wool cloth), Brais 3 Schellings,
Drinking horn, Cutlery (felt), Gloves (leather), 4 Braspennings,
(tin), Whetstone Pouch (felt), Emblazoned 6 Corte
tabard, Boots (leather),
Belt (leather) x2, Sheath
(leather), Pouch (leather)

trauma's & flaws: Magical incompetence, Weak mind

notes:

spells rituals components

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


nickname: Lady Everliin initiative (dexterity + intuition): 2
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X

physical mental social


1 1 3

strength: 0 knowledge: 0 charisma: 0

- Literate

dexterity: 1 intuition: 1 appearance: 3

- Shadow-stalk - Tracking - Elegance


- Underestimated
- Wealthy

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 0 weapon Skill 2h ((strength x2) + Skill): 0

weapon Skill 1h (dexterity + Skill): 1 weapon Skill 2h ((dexterity x2) + Skill): 2

s/d + sk + mg tr type sk + mg + pw enc


Dagger (steel) 1 1 Piercing/Ranged weapon 1 4 2

armour type pw enc

armour Skill (strength + Skill): 0 carrying capacity (strength + 10): 10 enc: 2

Justin Steele (Order #14078846)


name: Lady Everliin Tauernier Van Cortoriacum
descent: Human, noble (house Tauernier) age: 14
gender: Female religion: Argonius
languages: Alverlandic

titles: Lady

equipment clothing treasure


Gown(velvet) with 1 Florin, 4 Schellings
brocade ornaments
and gemstones, Pouch
(silk), Boots (leather),
Gown (silk) with brocade
ornaments

trauma's & flaws: Dark secret, Bad reputation: house Baligant

notes:

spells rituals components

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


nickname: Ranildis initiative (dexterity + intuition): 1
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X

physical mental social


4 1 1

strength: 3 knowledge: 0 charisma: 0

- Armour skill
- Rage
- Weapon skill

dexterity: 1 intuition: 0 appearance: 1

- Hypermobility - Wealthy

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma


X
critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 4 weapon Skill 2h ((strength x2) + Skill): 7

weapon Skill 1h (dexterity + Skill): 2 weapon Skill 2h ((dexterity x2) + Skill): 3

s/d + sk + mg tr type sk + mg + pw enc


Long sword 3 Piercing/Cleaving weapon 10 6

armour type pw enc


Chain mail Base armour 4 4

armour Skill (strength + Skill): 4 carrying capacity (strength + 10): 13 enc: 10

Justin Steele (Order #14078846)


name: Ranildis Huntekin
descent: Human, serf age: 19
gender: Female religion: Argonius
languages: Alverlandic

titles:

equipment clothing treasure


Necklace (silver), Ring Gown (wool cloth), Tunic 2 Schellings,
(silver) (wool cloth), Cloak 6 Braspennings,
(velvet), Shoes (leather), 8 Corte
Belt (leather), Pouch
(wool cloth), Sheath
(leather)

trauma's & flaws: Trauma: mental

notes:

spells rituals components

magic bonus: (Skill) + MG =

Justin Steele (Order #14078846)


nickname: Serotine initiative (dexterity + intuition): 5
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X

physical mental social


3 0 2

strength: 0 knowledge: 0 charisma: 0

dexterity: 2 intuition: 1 appearance: 2

- Evasion - Lighting reflexes - Camouflage


- Shadow-stalk - Shape-shift

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 0 weapon Skill 2h ((strength x2) + Skill): 0

weapon Skill 1h (dexterity + Skill): 2 weapon Skill 2h ((dexterity x2) + Skill): 4

s/d + sk + mg tr type sk + mg + pw enc


Short sword 3 Piercing/Slashing weapon 6 4
Dagger x2 3 Piercing/Ranged weapon 4 3x2

armour type pw enc

armour Skill (strength + Skill): 0 carrying capacity (strength + 10): 10 enc: 10

Justin Steele (Order #14078846)


name: Serotine bat
descent: Elf age: 17
gender: Female religion: The Beast
languages: Alverlandic

titles:

equipment clothing treasure


Katori talisman, Tunic (wool cloth), 3 Schellings,
Waterskin, Bracelet Belt (leather) x4, Brais 4 Braspennings,
(leather), Rope (10 m) (leather), Boots (leather), 8 Corte
Sheath (leather) x3,
Pouch (leather)

trauma's & flaws: Uneducated, Savage

notes:

Serotine (bat shape)


Level 1 Beast
Physical: 2 Mental: 0 Social: -1
Strength: 0 Knowledge: -2 Charisma: 0
Dexterity: 2 Intuition: 2 Appearance: -1
Acute hearing Alertness
Night vision Tiny
Winged
Attack: +0 Damage: -1 Dodge: +2
Parry: - Phys. DR: 0 Initiative: 4
Special abilities:
• Acute hearing: perfect hearing up until a distance of
100 m x Intuition score
• Alertness: General bonus 2 to detect things
• Night vision: can see in total darkness and sees
invisible creatures
• Tiny: all attack rolls of 7 or lower against the bat are
automatically dodged (no Action Points required)
• Winged: has wings and is able to fly with them

light trauma (-1)

Justin Steele (Order #14078846)


nickname: Sister Haersinde initiative (dexterity + intuition): 3
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X X X

physical mental social


1 2 2

strength: 0 knowledge: 0 charisma: 1

- Title

dexterity: 1 intuition: 2 appearance: 1

- Holy grace - Lay on hands - Holy aura


- Sixth sense

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 0 weapon Skill 2h ((strength x2) + Skill): 0

weapon Skill 1h (dexterity + Skill): 1 weapon Skill 2h ((dexterity x2) + Skill): 2

s/d + sk + mg tr type sk + mg + pw enc


Knife 1 Piercing weapon 2 2

armour type pw enc

armour Skill (strength + Skill): 0 carrying capacity (strength + 10): 10 enc: 2

Justin Steele (Order #14078846)


name: Sister Haersinde
descent: Human, freeman age: 17
gender: Female religion: Argonius
languages: Alverlandic

titles: Elorian nun

equipment clothing treasure


Rope (10 m), Canteen Cowl (jute), Sandals 9 Schellings,
(clay), Book ('the Writ"), (leather), Rucksack 5 Braspennings,
Karbonkel (silver), (leather), Pouch (leather) 3 Corte
Healing potion x7

trauma's & flaws: Feeble

notes:

spells rituals components

magic bonus: (Skill) (1) + MG 1 = (2)

Justin Steele (Order #14078846)


nickname: Walric initiative (dexterity + intuition): 3
level / experience points: 1 2  3   4    5     6      7
karma: soul: X X X X X

physical mental social


3 1 1

strength: 1 knowledge: 0 charisma: 0

- Weapon skill

dexterity: 2 intuition: 1 appearance: 1

- Shadow-step - Tracking - Camouflage


- Weapon specialization:
ranged

light trauma (-1) light trauma (-1) light trauma (-1)

severe trauma (-2) severe trauma (-2) severe trauma (-2)

incurable trauma incurable trauma incurable trauma

critical trauma critical trauma critical trauma

weapon Skill 1h (strength + Skill): 2 weapon Skill 2h ((strength x2) + Skill): 3

weapon Skill 1h (dexterity + Skill): 3 weapon Skill 2h ((dexterity x2) + Skill): 5

s/d + sk + mg tr type sk + mg + pw enc


Short bow 2 1 Ranged weapon 1 8 5
Hand axe 1 Slashing weapon 4 3

armour type pw enc

armour Skill (strength + Skill): 1 carrying capacity (strength + 10): 11 enc: 8

Justin Steele (Order #14078846)


name: Walric Viltkin
descent: Human, serf age: 16
gender: Male religion: Argonius
languages: Alverlandic

titles:

equipment clothing treasure


Canteen (clay), Tunic (wool cloth), 8 Schellings,
Tinderbox, Torch, Rope 9 Braspennings,
(10 m), Cutlery (wood) 7 Corte

16 arrows:
OOOOOOOOOOOOOOOO

trauma's & flaws: Dark secret

notes:

spells rituals components

magic bonus: (Skill) (1) + MG 1 = (2)

Justin Steele (Order #14078846)


soundtrack

Every scenario for Ambrosia is accompanied by a


set of Spotify playlists, specifically constructed
to use as background music. These playlists are
free for use when running this scenario and will
instantly create the right atmosphere for each
individual part!

you can find these using your browser:


https://open.spotify.com/user/redeyedrabbit

or search in Spotify for:


spotify:user:redeyedrabbit

Justin Steele (Order #14078846)


coming soon
chronicle 1: the shadow in the deep
Great things are afoot in watery Merendal. Count Nicoterus
Markolf has announced that a grand conclave will be
organised in the capitol of Stellem, and everyone who’s
anyone in the magical community is invited. But nothing
is as it seems when the noble house Markolf is involved.
Baron Calistus Markolf has summoned several seemingly
unimportant people to his castle Oversalis, deep in the
Dune Wall, where he will divulge a secret so terrible that
its outcome will influence the whole of the Alverlands.
And all the while, a mysterious being moves deep beneath
the waves of the
Salis Sea, casting its
shadow ever more
over dry land...

“The shadow in
the deep” is the
first Chronicle for
Ambrosia. In this
scenario, the players
will be given the
chance to be part of
history! It will take
them on a journey
starting at Level 1
and ending at Level
7 - but most of all, it
will enable them to
make decisions that
will change the
world of Ambrosia
forever.

Justin Steele (Order #14078846)


“A gathering of souls” is
an introductory scenario for
Ambrosia that is meant to be played
by a game-master and three to four
players using pre-generated characters.
Only the Quick-start rules included in this
book are required to run this scenario.

The noble houses Baligant and Tauernier have


been bitter rivals for centuries. When a child of
Tauernier is born on the soil of house Baligant,
however, a political marriage is arranged to
build a bridge between the two families. As this
child has now come of age and the marriage date
draws near, dark forces awake in the ancient
woods of Ketendal from a years long slumber.

For this Tauernier was born during a terrible


storm, resulting in the destruction of the
Baligants’ castle Valanthil - and history
seems to be repeating itself. As a new storm
rages through the region, buried secrets
that might pose a threat to the fragile
peace between the two houses are
bound to resurface...

Justin Steele (Order #14078846)

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