TEXT: An adventure 
  Scenario for
  
  The Hermit’s Road is a Titansgrave adventure for characters 
  of level 2-4, wherein the Player Characters (PCs) are sent to 
  investigate the existence of purported pre-Cataclysm ruins 
  on the outskirts of the City-State of Karros (see Titansgrave: 
  The Ashes of Valkana, page 15). According to rumors, the 
  ruins are filled with treasures, and their location is known 
  only to a very old golem hermit called Verdigris. The PCs 
  must find Verdigris, convince the golem to reveal the ruins’ 
  location, and then explore the ruins for the riches they are 
  said to contain. In so doing, the PCs discover more than they 
  bargained for, as the ruins hide a secret more valuable than 
  gold or jewels.
  Adventure Overview
  The first step of the adventure requires the PCs to locate 
  Verdigris, the golem hermit, and convince it to reveal the loca-
  tion of the pre-Cataclysm ruins. Though Verdigris appears to 
  be harmless and is a hospitable host, it has needs that must be 
  fulfilled before it can reveal such details. The PCs can choose 
  to coerce the golem in whatever manner they wish, though 
  choosing a peaceful or diplomatic route is likely to have the 
  best results.
  Once the entrance to the ruins has been revealed, there is only 
  a short hike required to reach them. Gaining access might 
  present the PCs with some trouble, depending on how their 
  parley with Verdigris was handled, but once inside they 
  discover a series of jagged caves that lead deep into the 
  rocky, igneous earth. The path evens out eventually, 
  leading the PCs to a dimly-lit cavern replete with 
  crumbling stone walls and signs of an ancient 
  civilization.
  While exploring the ruins, the adven-
  turers find a faded mural depicting 
  a map upon one of the crumbling 
  walls. The map seems to indi-
  cate that a northern course 
  leads to the City-State of 
  Karros itself, completely 
  bypassing 
  the 
  defensive 
  measures established by 
  the Triumvirate in the years 
  since the Chaos Wars. If 
  it exists, this secret road 
  would 
  be 
  valuable 
  for 
  anyone wishing to enter 
  or leave Karros without 
  attracting the attention of 
  its rulers.
  The northerly route, once 
  investigated, leads the PCs 
  deeper underground and 
  through 
  several 
  switch-
  backs 
  and 
  defensive 
  barriers that appear to be 
  unmanned. Along the way, 
  automated defense turrets set up as traps provide the PCs 
  with a life-or-death situation that must be dealt with. Beyond 
  the turrets, the road opens up into a wider corridor, eventu-
  ally leading to an undercroft beneath Karros.
  Though quiet and seemingly devoid of life, this final ante-
  chamber is far from uninhabited. Chaos Wars-era defense 
  drones, left behind long ago to secure the entrance to the 
  ruins, activate and attempt to drive the PCs back. Should the 
  adventurers overcome the drones, their efforts are rewarded 
  by a passage leading into the sewers of Karros. What the PCs 
  do with this information is up to them.
  The Unknown Truth
  Though stories the PCs have heard may indicate the origin of 
  the ruins is decidedly pre-Cataclysm, the fact is that they are 
  part of a golem manufactory created during the Chaos Wars. 
  The manufactory was a laboratory where the technology of 
  creating golems was researched and perfected, and many of 
  the earliest of Karros’ golems were “born” there.
  Verdigris, the hermit, is representative of the earliest of 
  Karros’ golem designs. While it isn’t perfect, it remains 
  (mostly) functional, and its ability to survive for so long with 
  minimal repairs is a testament to the skill of Karros’ scientists 
  and mages during the Chaos Wars. Though the manufactory 
  was sealed off following a violent earthquake 400 years ago, 
  the temblor also created at least one unexpected entry into 
  (or, in Verdigris’ case, exit from) the golem manufactory.
  Getting the PCs 
  Involved
  The Hermit’s Road assumes the PCs 
  have been together as a party for 
  some time. For new groups 
  who are about to embark on 
  their first adventure together, 
  the GM must find some way 
  to tie them together and set 
  them upon their path. Some 
  examples of starting points 
  are described here, though 
  the GM and players may 
  have ideas of their own.
  For Hire
  The PCs are hired by a group 
  or individual to follow up 
  on tales of the golem hermit 
  living in the hills south of 
  Karros. Their employer may 
  be an independent citizen 
  looking to make a profit, 
  The Hermit's Road
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  The Hermit's Road
  
  or perhaps an agent from one of the city-states with more 
  knowledge of the situation than he lets on. In either case, this 
  benefactor promises the PCs a cut of the treasure, as well as a 
  fixed fee for finding the hermit and learning where the ruins 
  are located.
  Self-Motivated
  It’s also possible the PCs have learned about the golem 
  hermit themselves and have decided to investigate the 
  rumor of the ruins independently. They may have learned 
  about the hermit and the ruins as part of a prior adven-
  ture, though it’s also possible one of the Player Characters 
  was given the information by a friend or relative and has 
  possessed the knowledge for some time. In either case, their 
  expedition is likely self-funded unless they can secure finan-
  cial backing elsewhere.
  Unless they are particularly careful about discussing their 
  current goals, the PCs should be on the lookout for unsavory 
  groups and individuals who aim to make a profit off their 
  endeavors. For instance, agents of Karros who learn of the 
  PCs’ destination might very well follow them, for good or ill. 
  Such intrigues are beyond the scope of this adventure, and it 
  is up to the game master to integrate them as he sees fit.
  A Happy Accident
  It may also be that the PCs stumble upon the golem hermit’s 
  abode quite by accident as they travel overland. The golem’s 
  abode is a curious distraction from the surrounding country, 
  and any real adventurers would be remiss if they didn’t 
  explore it. In finding Verdigris and learning of the ruins, self-
  motivated characters can discover a worthwhile diversion 
  from the tedious nature of traveling through the wilderness.
  PROLOGUE
  The Hermit’s Abode
  Whether the PCs have set out in search of the golem hermit 
  on purpose, or stumble upon his demesne while traveling 
  through the wild lands south of Karros and west of the 
  Tensile River, they find themselves in a secluded valley with 
  a slow-moving, brackish stream running its length. Read or 
  paraphrase the following:
  A strange, tinkling noise carries on the breeze that blows 
  up from the shallow valley before you. Reminiscent of wind 
  chimes, the noise is an eerie companion to the sound of a slow-
  flowing creek that runs from the narrow valley’s cradle. The 
  creek, which is shallow and brackish, smells slightly of sulfur 
  and does not appear safe for drinking. Hardy underbrush 
  clings to the valley’s rocky floor and slopes, hiding any path 
  that might present an easier way to traverse the broken ground.
  As you move through the undergrowth, the sounds of 
  tinkling grow louder. Looking above and around you, you 
  notice that bits of tarnished metal and fragments of milky 
  glass have been strung from the branches of bushes and low-
  lying trees. Blown by the breeze, they collide with one another 
  making a creepy clinking sound that only intensifies as you 
  move through the foliage.
  Though you’ve obviously set off some manner of primitive 
  alarm, no hostiles appear to challenge you as you continue 
  onward. The dense bushes give way to a clear, sandy path that 
  follows the stream further into the valley. After fifty feet, you 
  see a small, ramshackle hut fashioned from scraps of wood, 
  rusty metal sheets, and ragged canvas tarps.
  This is Verdigris’ all-too humble abode, and the old golem is 
  within, sorting through a new batch of rubbish in search of 
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  The Hermit's Road
  
  spare parts. It has heard the PCs coming, thanks to the simple 
  alarm system it has rigged within the valley’s foliage, unless 
  they have taken measures to avoid making any noise at all 
  during their approach. When they advance to within ten feet 
  of the hut, read or paraphrase the following:
  A mechanical voice from within the hut calls out, “Nothing 
  to fear in here, I assure you.” There is a stuttering, staticky 
  noise, akin to a cough, then the voice returns. “Come in, so I 
  can cast my optics upon you.”
  Environs:  
  The Hermit’s Hut and Valley
  Verdigris has lived in its hut for so long, even it can’t 
  remember how many years ago it left Karros behind. The hut 
  has seen a number of incarnations, but the rickety golem has 
  always erected it on the same spot throughout the centuries. 
  As time passes, the construction slowly evolves as Verdigris 
  adds new materials in a constant effort to renovate, recycle, 
  and improve. In fact, the appearance of the dwelling changes 
  slightly from week to week, and from month to month it 
  appears to be completely different than it was before.
  The area surrounding the hut has been cleared of foliage 
  and is stacked with all manner of refuse and junk, which 
  Verdigris refers to as “raw materials.” The golem was once 
  a builder, and it hasn’t been able to overcome its directive 
  to create new things. Given the lack of proper materials 
  and tools, most of its efforts are unsuccessful. Despite this, 
  Verdigris never shows any signs of disappointment. The joy 
  seems to lie in the actions taken, whether they are fruitful 
  or not.
  Beyond the hut, the short valley follows the length of the 
  creek. The water, tainted with heavy metals and the remnants 
  of ancient chemicals, isn’t fit for drinking. In fact, the creek’s 
  source is within the very ruins that Verdigris combs for 
  baubles and refuse, which it has continued to keep (mostly) 
  secret for generations. It remembers emerging from the ruins 
  long ago, but can hardly recall why it came to be there in 
  the first place. All it knows is that it was fleeing from a great 
  terror, but cannot remember any other specifics.
  SCENE 1
  Tit for Tat
  Roleplaying Encounter
  Verdigris has recently returned to its hut following an expedi-
  tion further upstream. While there, it collected a large sack of 
  junk and is now methodically sorting through it. The golem 
  is constantly searching for bits and bobs that it can use to 
  construct new items, though the use of such things is ques-
  tionable. Some might consider it to be art, but most people 
  would dismiss it out of hand as random garbage.
  What the golem is really searching for is spare parts. Though 
  created long ago as an engineer, Verdigris has been unable 
  to maintain its own bronze physique. Its joints and internal 
  workings are growing more and more delicate, and it fears 
  that it is only a matter of time before it is crippled completely 
  by its inevitable decrepitude.
  As the PCs enter the golem’s hut, they see it sorting through a 
  pile of metal pieces. Read or paraphrase the following aloud:
  Stepping into the hut, you see a man-sized golem wearing a 
  threadbare and grease-stained brown robe. The golem’s face 
  is featureless apart from two luminous viridian eyes, and it 
  appears to be crafted from copper and bronze. The metal of 
  the golem’s skin is green with verdigris, and its arms and 
  legs whir and whine painfully as it rummages through what 
  appears to be a pile of rubbish.
  The golem rotates its head around and affixes you with its 
  glowing green eyes. “Ah, so there you are. I will be with you 
  in a moment,” it says before returning to its work.
  The adventurers can speak to Verdigris once they are inside 
  the hut, but it answers in monosyllables so long as it’s 
  engrossed in its work. Assuming the PCs don’t unduly inter-
  rupt it, the golem finishes its sorting after another two or three 
  minutes. If they continue to pester it, it asks them to wait 
  outside. Though the golem is incredibly patient, even it has 
  limits. Once it has completed its task, Verdigris straightens up 
  and faces the PCs.
  Verdigris gets very few visitors. Despite being somewhat 
  reluctant to entertain strangers, the golem is nonetheless 
  VERDIGRIS
  Abilities (Focuses)
  2
  AccurAcy (brAwling)
  2
  communicAtion (Bargaining)
  4
  constitution (stAminA)
  1
  Dexterity
  1
  Fighting
  3
  intelligence (engineering, historicAl lore)
  1
  PercePtion (Seeing)
  2
  strength
  3
  willPower (Self-DiScipline)
  sPeeD
  heAlth
  DeFense
  Armor rAting
  11
  40
  11
  5
  weAPon
  AttAck roll
  DAmAge
  Manipulator
  +4
  1D6+2
  Volt fielD
  Special
  2D6
  sPeciAl FeAtures
  FAvoreD stunts: Defensive Stance, Disarm
  volt FielD: While in Defense Stance, Verdigris channels 
  electricity over its chassis. Any enemy that hits Verdigris 
  while it is benefiting from Defensive Stance suffers 2d6 elec-
  trical damage.
  weAPon grouPs: Brawling
  equiPment: Rickety hut, tools, various bits of junk
  mysterious golem hermit
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  The Hermit's Road
  
  lonely and longs for conversation, if not companionship. It 
  begins the encounter using simple phrasing, but as the inter-
  action continues and the conversation evolves, Verdigris 
  becomes much more verbose. It is obvious to anyone with 
  any empathy that the golem is enjoying the conversation, no 
  matter which direction it takes.
  What Verdigris Wants
  If the PCs approach the golem hermit concerning the location 
  of the ruins, it clucks its proverbial tongue and nods. If, on 
  the other hand, the PCs have merely stumbled upon Verdigris 
  and its domicile on accident, it decides to put them to good 
  use. In either case, it makes the PCs an offer. Read or para-
  phrase the following:
  “Long have I dwelled here and my body has grown fragile. What 
  benefit is being a golem if I cannot enjoy my relative immor-
  tality? You seek adventure, and treasure, and secrets, do you? 
  I ask only one thing in exchange—the parts necessary to repair 
  my body. If you swear to provide me with such trifles, I shall 
  divulge the secret I have kept for many hundreds of years.”
  If the PCs agree to help Verdigris by supplying it with new 
  parts, the golem nods solemnly, before stating the following:
  “Know that you are not the first I have sent on this perilous 
  expedition. Others have gone and never come back, I know 
  not why. Are you bound to succeed? I cannot say. But if you 
  do, I shall await your return until such time as your end is 
  beyond doubt.
  “Follow the valley, against the flow of the stream, until 
  you reach the crumbling stones that come from within. Climb 
  the stones, if you can, and brave the crevasse that leads into 
  the deep ground. From there you may see signs of my passage, 
  but I cannot go too far for fear of … serpents. And I fear I have 
  found all that is worth finding in those places I have thus far 
  dared to venture.”
  As the golem is enjoying the conversation, it makes no 
  attempt to end the discourse and send the adventurers on 
  their way. Should they grow weary of the parley, they must 
  find some way to extricate themselves in order to continue on 
  their way. If they don’t, Verdigris continues to talk their ears 
  off, primarily with idle chit chat and small talk.
  Canny PCs might take advantage of the golem’s chatty nature 
  to ask a few pointed questions. The golem tries to answer 
  them as best as it can, fearing that if it can’t, they may grow 
  bored and leave. As mentioned, Verdigris can’t remember 
  much of its past beyond the life it has eked out in the valley 
  since it emerged from the ground.
  If asked about its own forays into the buried city, it shrugs. 
  Any character succeeding on a TN 10 communicAtion 
  (PersuAsion) test convinces the golem to reveal that it is 
  fearful of the serpents living in the depths of the earth. If 
  pressed further, Verdigris describes the serpents as creatures 
  that can drain the life from their victims. “I have precious little 
  life to give them,” the golem mutters before attempting to 
  change the subject.
  Alternate Methods of Coercion
  Verdigris responds well to reasoned discussion, even if 
  its guests are obviously attempting to be deceptive. If the 
  conversation takes on a threatening tone, the golem clams up 
  and refuses to reveal anything of further value. PCs who seem 
  ready and willing to make good on any threats can goad the 
  golem into revealing the entrance to the subterranean ruins, 
  but Verdigris feigns ignorance of any dangers that might be 
  encountered within them.
  Some tech-minded characters might offer to help repair Verdi-
  gris’ aging mechanisms. If they seem sincere and capable, the 
  golem allows them to inspect his systems. A successful tn 13 
  intelligence (engineering) test indicates that replacement of 
  parts, rather than repair, is the only cure for Verdigris’ ills. If 
  the test is a failure, the PC isn’t even sure what he’s looking at 
  insofar as the golem’s anatomy is concerned.
  Goodbye and Good Fortune
  When the PCs finally decide to leave, the golem follows them 
  outside so long as the overall interaction was favorable. Read 
  or paraphrase the following:
  The old golem imitates clearing its throat as it follows you out 
  of the hut. “I have so enjoyed our discourse. Please, allow me to 
  provide you with some trifles that may aid you in your search 
  for my spare parts.” With that, Verdigris kneels down painfully 
  near a pile of junk and reveals a rusting box crafted from iron.
  The golem stands and offers the box to you, its green eyes 
  expressionless. “With my compliments,” it says.
  The box is unlocked and not trapped. Within, the PCs find 
  two tarnished flashlights, along with two Fulgin M batteries 
  with three charges each. Whether the PCs accept the gifts or 
  not, the golem wishes them good fortune. “After all,” it says, 
  “My continued functionality depends upon your success.”
  SCENE 2
  On the Doorstep  
  of Eternity
  Exploration Encounter
  Once they are done dealing with Verdigris, the PCs are free to 
  follow his directions. The further they follow the stream, the 
  more jagged and unstable the sides of the valley become until 
  it turns into a claustrophobic gorge. Aside from the creek, 
  which grows into a shallow stream the closer one gets to its 
  source, a well-worn path—created by Verdigris’ constant treks 
  up and down the valley—is the only other distinguishing 
  feature. Bits of metal and shards of glass and ceramic litter 
  the trail, indicating that the flow of water was at one point 
  much more aggressive.
  The path ends at a pile of sharp stones and boulders that have 
  seemingly been pushed out from the ground by some unimag-
  inable force. Cracks and fissures between the rocks emit the 
  brackish water that trickles down noisily to form the creek bed. 
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  The Hermit's Road
  
  A successful tn 11 PercePtion (seArch) test reveals a larger 
  crack about fifteen feet above the floor of the gorge which spits 
  out the lion’s share of the contaminated water flowing into the 
  creek. The crack is of such a size that anyone of human height 
  or less would have little trouble squeezing inside, but reaching 
  it requires a successful TN 13 strength (climbing) test.
  Once the PCs are inside the crack, the narrow passageway 
  continues at a relatively even level. Only one character can 
  move forward at a time, and there is no room to move past 
  those who are either in front or behind. It is also impossible 
  to follow the passage without being soaked by the contami-
  nated water, but it causes no ill effects to the PCs in the short 
  term.
  After nearly 75 yards, the PCs come to a spot where a series of 
  old, corroded metal pipes spew forth a torrent of dingy liquid. 
  Because the pipes emerge some distance from the ceiling, the 
  passage is narrower and moving past the pipes requires a 
  successful TN 11 Dexterity (AcrobAtics) test. Anyone who 
  fails is unable to move forward. Companions can assist by 
  either pushing or pulling the affected character through the 
  tight space and this grants a +2 bonus on the test.
  With the pipes behind them, the passageway grows some-
  what drier before it starts to slope downwards at a slight 
  angle. After another sixty yards of descent, the tunnel opens 
  up into a larger chamber. Read or paraphrase the following:
  You find yourselves in a vaulted chamber littered with rubble. 
  The jagged ceiling above your heads, nearly out of sight in the 
  gloom, gives way to a smoother finish as you move away from the 
  tunnel. The ground here appears to have been disturbed recently, 
  and piles of rubbish and stone have been placed at regular inter-
  vals around the chamber as if someone has been organizing them.
  A single corridor leads to the west.
  As indicated by the sorted piles of stones and garbage, Verdi-
  gris has been here on numerous occasions searching for spare 
  parts and other treasures. What remains scattered about 
  is largely worthless, a testament to the golem’s methodical 
  nature. The PCs may attempt to search for valuables here, but 
  even a cursory look reveals that nothing of value remains.
  The Westward Corridor
  The corridor leading from the vaulted antechamber is clear of 
  debris, likely due to Verdigris’ ministrations. The walls and 
  floor are of polished stone, and it measures eight feet in both 
  height and width. The walls are occasionally cracked, but 
  otherwise appear to be quite stable. Like the antechamber, the 
  corridor appears to be well-traveled.
  Empty Rooms (4)
  The corridor connects to four rooms of various sizes. From the 
  looks of things, each room was equipped with a door that has 
  since been removed, and all interior furnishings have either 
  been taken or destroyed. Just like the antechamber, the ruined 
  furnishings in these rooms have been neatly organized and 
  placed in piles. Most of the items in the piles of refuse were 
  crafted from stone and metal, and consist of chairs, tables, 
  and raised platforms (beds). There is nothing further to be 
  found in these rooms.
  Assembly Hall
  As the PCs continue on for another hundred feet, they notice 
  that the further they travel from the antechamber, the less 
  well-traveled the corridor appears to be. It is obvious that 
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  The Hermit's Road
  
  Verdigris rarely comes this far, as rubble and other detritus 
  are scattered rather than carefully organized and sorted.
  The corridor stops at a pair of doors made from a strong, 
  light metal alloy. Two large ornamental handles crafted from 
  the same alloy allow the doors to be pulled open. The doors’ 
  ancient hinges whine in protest when they are opened, and 
  the unsettling sound echoes down the corridor for several 
  moments before silence overtakes it.
  Read or paraphrase the following when the party enters the 
  Assembly Hall:
  Beyond the double doors is a large room furnished with metal 
  tables and chairs, most of which have collapsed with age or 
  been knocked over. The ceiling is 20 feet high and masked in 
  shadows. Dust and stones litter the floor, and an occasional 
  glint of metal reflects your lights. Given the presence of 
  rusting tools amongst the rubble, it appears as if this was 
  some sort of assembly room or machine shop.
  Another set of double doors along one wall leads north, in 
  addition to a single passageway along the west wall.
  Adventurers who succeed on a TN 12 PercePtion (seeing) test 
  notice a number of silver cables hanging from the ceiling at odd 
  intervals. Any character succeeding with a degree of success of 
  5 or higher can see the cables moving ever so slightly.
  Assuming the PCs don’t disturb the cables in some way, they 
  are able to advance into the great hall unhindered. If they 
  do decide to mess with the cables, proceed immediately to 
  Scene 3: Serpents on the Ceiling. Otherwise, examination of 
  the debris on the floor proves that this was a crafting room 
  or machine shop of some kind. Corroded tools and pieces of 
  metal and other materials are littered about, along with tiny 
  gears and rivet-like fasteners.
  Though it isn’t immediately obvious what was being 
  constructed here, inquisitive PCs are rewarded when they 
  find a clockwork hand assembly similar to Verdigris’ manipu-
  lators. Many other pieces and parts can be recovered for the 
  golem, should the PCs wish to collect them, but it is obvious 
  that the old golem needs more than a new pair of hands to 
  return to full functionality.
  If any of the PCs are carrying or using powered items, such 
  as blasters, power weapons, or the flashlights given to them 
  by Verdigris, jump immediately to Scene 3: Serpents on the 
  Ceiling. Otherwise, the party can continue to explore the 
  remainder of the ruins unmolested.
  Equipment Storage
  Read or paraphrase the following aloud when the PCs enter 
  this room:
  You stand in what appears to have served as a storage room 
  for tools. Metal shelves fill the room, most of them overturned 
  or hanging from the walls. The chamber is further cluttered 
  by rusting and corroded tools of all kinds.
  This room, which appears to have been used to store various 
  kinds of tools, contains several metal shelves, most of which 
  have collapsed due to some ancient seismic event. Most of the 
  containers once kept on the shelves have been smashed, their 
  rusting contents spilled out across the floor. A fair number of 
  tools can be collected from the floor, but their corroded condi-
  tion results in dubious reliability if they are used for actual work.
  PCs who choose to search the room, and who succeed at 
  a TN 12 Perception (Search) test, locate three unopened 
  metal containers of varying sizes. Each container contains a 
  different set of tools—one suited for fine mechanical work, 
  one designed for general repair and upkeep of mechanical 
  items, and a third relating to metalwork.
  Production Corridor
  When the PCs enter the Production Corridor, read or para-
  phrase the following:
  Opening the second set of double doors reveals a wide corridor 
  cluttered with cracked stones and the crushed bodies of several 
  golems. The stone floor is uneven in spots, making your footing 
  treacherous. Partially-completed golems, similar in appearance 
  to Verdigris, hang eerily from hooks attached the walls. Though 
  you expect them to move, they remain as silent as death.
  You see another pair of double doors, broken and hanging 
  askew from their hinges, at the other end of the corridor, as 
  well as a single door along the eastern wall.
  The double doors leading north from the Assembly Hall 
  connect to a wide corridor. The walls here are equipped with 
  racks and hooks where finished goods were once kept prior 
  to completion. Though most of the hooks are empty, some 
  still hold incomplete golem bodies, and these hang from the 
  walls. The golems are similar to Verdigris, and more parts—
  or, even, an entire golem body—can be used to provide the 
  hermit with most of the materials he requires for self-repair.
  Aside from the quiet menace of the inactive golems along the 
  walls of the corridor, there is little else of interest here. If the 
  PCs decide to investigate the door along the eastern wall, they 
  are able to access the Foreman’s Chamber. If they choose to 
  pass through the broken double doors, proceed to Scene 4: 
  Where None Dare Tread.
  Foreman’s Chamber
  If the eastern door is investigated, read or paraphrase the 
  following:
  This small room contains the remains of a metal desk, long 
  since crushed beneath the collapsed ceiling. Rubble litters 
  what remains of the floor. The wall behind the desk is unusual 
  due to the faded mural that has been painted on it. The mural 
  appears to depict a map of the area, though many parts are 
  obscured by piled stones.
  Characters who examine the mural can attempt a tn 14 knowl-
  eDge (cArtogrAPhy) test or a tn 16 knowleDge (historicAl 
  lore) test to decipher the map. Success reveals the map depicts 
  an underground route from their present location to what 
  appears to be ancient Karros. If the map is accurate, and the 
  route clear of obstruction, it may very well lead beneath the 
  Fanged Wall and into the heart of Karros itself.
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  The Hermit's Road
  
  Outside of the map, which is obvious to anyone examining the 
  room, a successful tn 14 PercePtion (seArch) test allows one 
  character to find a fine gold chain among the stones and rubble. 
  The chain is hung with a pendant resembling a clawed Saurian 
  hand crafted from bronze which is nearly two inches in length.
  SCENE 3
  Serpents on the Ceiling
  Combat Encounter
  The silver cables the PCs might have noticed hanging from the 
  ceiling of the Assembly Hall aren’t cables at all, but a creature 
  known as siphon serpents. Due to lack of available food, the 
  serpents have hung themselves from the ceiling of the chamber 
  and entered a state of hibernation. If the snakes sense creatures, 
  or are directly disturbed, they awaken immediately and drop 
  down upon anyone (or anything) that is beneath them.
  The siphon serpents aren’t interested in anything but food, 
  namely the PCs. However, they are especially attracted to any 
  device that is powered by or stores an electrical current, and 
  preferentially attack anyone in possession of such items.
  There are two snakes per character.
  Siphon Serpents
  Siphon serpents are snake-like subterranean creatures that 
  subsist on whatever organic material they can find. In addi-
  tion, they have an unusual attraction to anything fed by or 
  containing electrical power. If such items are detected, siphon 
  serpents seek them out and attempt to feed on the electrical 
  charge they hold. This has the unfortunate effect of rendering 
  SIPHON SERPENTS
  Abilities (Focuses)
  2
  AccurAcy (bite)
  –1
  communicAtion 
  2
  constitution
  3
  Dexterity (steAlth)
  0
  Fighting
  –2
  intelligence
  1
  PercePtion (Bioelectric SenSitiVity)
  3
  strength (climbing)
  0
  willPower 
  sPeeD
  heAlth
  DeFense
  Armor rAting
  20
  20
  13
  3
  weAPon
  AttAck roll
  DAmAge
  Bite
  +4
  1D6+3
  sPeciAl FeAtures
  FAvoreD stunts: Constrict (3 SP), Siphon Energy (2 SP)
  bioelectric sensitivity: Siphon serpents track their prey by 
  sensing the electrical fields generated by organic creatures. 
  This works much as sight does for conventional organisms.
  constrict: As a special stunt costing 3 SP, a siphon serpent 
  can wrap its body around an opponent. At the start of its 
  turn every subsequent round, the siphon serpent inflicts 
  1d6+1 penetrating damage and can then use its bite attack 
  as normal if desired. To end the constriction, either the 
  target or an ally must succeed in an opposed Strength test 
  (a minor action) against the siphon serpent.
  scAles: Siphon serpents possess tough silvery scales that 
  grant an Armor Rating of 3.
  siPhon energy: As a special stunt costing 2 SP, the siphon 
  serpent can choose to latch onto a piece of powered tech-
  nology and drain it of 1d6 charges. This has the side-effect 
  of healing the same amount of damage to the siphon serpent
  Power-hungry serPents
  7
  Chapter 1 - Character Creation
  Chapter 1 - Character Creation
  The Hermit's Road
  
  many powered items completely useless, as well as draining 
  charges from batteries.
  In appearance, each siphon serpent is between six and eight 
  feet in length. Their bodies are snake-like and covered in a 
  dense layer of silver scales. Their heads are completely eyeless 
  and feature a large tripartite mouth containing a number of 
  sharp, silvery fangs. Despite their resemblance of snakes, 
  siphon serpents are not venomous.
  Siphon serpents actively stalk prey. When food sources 
  become scarce, they attach themselves to ceilings and walls 
  and enter a state of hibernation to conserve energy.
  SCENE 4
  Where None Dare Tread
  Combat Encounter
  Moving from the Production Corridor and through the 
  broken double doors brings the PCs into a long, wide room—
  the Gauntlet. Read or paraphrase the following aloud:
  The room before you, carved from igneous stone, is littered 
  with chunks of rock that crashed down from the ceiling long 
  ago. The floor—at least, as much as is exposed—is laid out 
  in a checkerboard pattern with alternating squares of black 
  and white stone. Once polished to a high sheen, the floor is 
  currently covered in dust, gravel, and large chunks of stone. 
  A single bronze door can be seen at the opposite end of the 
  chamber.
  Interspersed between you and the far door, you see four 
  grey statues affixed to some of the white and black squares 
  of the floor. Standing as they are, the statues resemble 
  man-sized game pieces similar to pawns or bishops. Other 
  statues, crushed beneath fallen rocks, appear to be hollow 
  and wrought from some kind of metal, but you’d need a 
  closer look to be sure.
  Even more chilling, you notice three decayed corpses scat-
  tered across the floor, fading bloodstains surrounding them 
  like the petals of some macabre flower.
  When any character steps into the room and onto the Gauntlet 
  floor, read or paraphrase the following:
  As you enter the room, a mechanical whine attracts your 
  attention to one of the statues. While remaining in place, its 
  upper portion has rotated to reveal an odd protrusion resem-
  bling the barrel of a weapon pointed right at you. With a stac-
  cato burst, the statue fires a series of blue energy bolts in your 
  direction.
  The playing piece statues are actually autonomous golem 
  turrets created to guard the exit of the ancient facility. Once 
  any of the PCs physically enters the Gauntlet, the turrets 
  begin to activate one by one. By the fourth round following 
  the first’s activation, all remaining golem turrets should be 
  aggressively discouraging the adventurers from proceeding 
  further.
  One thing to note is that the golem turrets are completely 
  immobile. While this makes them somewhat easier to hit, 
  they are heavily armored and quite dangerous. Luckily, there 
  is plenty of cover for the PCs to shelter behind given the pres-
  ence of so much rubble scattered about.
  Autonomous Golem Turret
  Autonomous golem turrets are stationary defenses equipped 
  with heavy blasters that track and fire at targets they deem 
  to be intruders. Their exterior is crafted from a ballistic alloy, 
  leaving them well-armored and able to withstand a great 
  deal of punishment before being destroyed. Internally they 
  comprise a power cell and mechanisms allowing them to 
  focus their attacks in any direction.
  In addition to the turrets’ ranged capabilities, each is equipped 
  with a slashing blade that can be extended to melee distance 
  and used to defend against anyone who attacks it physically. 
  Only one weapon sequence can run at a time, meaning that if 
  the golem turret is firing, it can’t make a melee attack. Like-
  wise, if forced to defend itself using its melee weapon, the 
  turret cannot fire its blaster.
  Though capable of following their defense directive, the golem 
  turrets aren’t particularly bright and possess little personality 
  AUTONOMOUS GOLEM TURRET
  Abilities (Focuses)
  2
  AccurAcy (blAster Pistols, light blADes)
  0
  communicAtion 
  4
  constitution 
  0
  Dexterity (initiAtive)
  0
  Fighting
  0
  intelligence
  2
  PercePtion (Hearing, Seeing)
  3
  strength (intimiDAtion)
  0
  willPower 
  sPeeD
  heAlth
  DeFense
  Armor rAting
  0
  20
  6
  8
  weAPon
  AttAck roll
  DAmAge
  HeaVy BlaSter 
  piStol +4
  2D6+2
  1D6+3
  SlaSHing BlaDe
  +4
  1D6+5
  sPeciAl FeAtures
  FAvoreD stunts: Dual Strike, Pierce Armor
  heAvily ArmoreD: Autonomous golem turrets were built 
  to withstand damage due to their inherent immobility. As 
  such, they possess a natural Armor Rating of 8.
  immovAble: As the autonomous golem turret is set in place, 
  it cannot be pushed or moved from its location. Its Defense 
  is also a lowly 6. 
  tAlents: Observation (Novice)
  weAPon grouPs: Blaster Pistols, Light Blades
  equiPment: Cybernetic Eyes, Heavy Blaster Pistol
  chAos wArs-erA DeFense system
  8
  Chapter 1 - Character Creation
  Chapter 1 - Character Creation
  The Hermit's Road
  
  to speak of. They do not intentionally work together to isolate 
  and neutralize enemies, and tend to focus on one specific 
  target at a time to the exclusion of any others.
  Aftermath
  If the PCs defeat the turrets, they can advance freely across 
  the Gauntlet. The corpses on the floor—consisting of one 
  human female, one elf male, and one saurian male—are at 
  least a year old and dried out. Their gear is largely useless, 
  having been peppered liberally by blaster fire. Salvageable 
  items include a hold-out blaster with no charges tucked away 
  in the human’s clothes, a data reader in the saurian’s pack, 
  and a blaster carbine with 4 charges remaining on the ground 
  near the Elf’s outstretched arm. Between the three bodies, a 
  total of 67 silver pieces can be collected.
  The bronze door at the other end of the room is closed and 
  lacks an obvious opening mechanism. With a successful tn 
  14 PercePtion (seArch) test, the PCs locate a series of five 
  indentations in a small circle near the door’s left side. If the 
  PCs recovered the gold chain hung with the Saurian hand 
  pendant in the Foreman’s Chamber, they might attempt 
  (correctly) to use it as a key.
  PCs who possess the key, but who do not make the connec-
  tion, should be allowed to attempt a tn 12 intelligence 
  (engineering) test to recognize the pendant as a key to the 
  bronze door. Failing that, the GM can gently nudge them 
  into realizing the pendant’s importance. If the PCs did not 
  locate the necklace and pendant, they can still attempt to open 
  the door. Doing so is difficult, requiring a successful TN 15 
  Dexterity (lock Picking) test.
  In the event the PCs don’t possess the key and are unable 
  to unlock the door by any another method, they can return 
  to Verdigris with its spare parts in tow. Pleased with their 
  success, the golem offers them a modest payment in addi-
  tion to a bronze pendant (sans chain) in the shape of a clawed 
  Saurian hand. Kindly GMs can either suggest that the pendant 
  could be some manner of key, or allow the PCs to make a tn 
  12 intelligence (engineering) test.
  Once the door is open, proceed to Scene 5: Tripping the Alarm.
  SCENE 5
  Tripping the Alarm
  Exploration/Combat Encounter
  Beyond the locked bronze door is a rough corridor leading in 
  a northerly direction. Read or paraphrase the following:
  The corridor beyond the sentry room recedes into the distance. 
  The floor, as with the rest of the complex, is strewn with debris 
  and fallen rocks. From the look of things, this area hasn’t 
  been disturbed in hundreds, or perhaps even thousands, of 
  years. Following the passage is a claustrophobic experience. 
  Occasionally, the tunnel is nearly impenetrable due to fallen 
  rubble blocking the way. At other times, which are admittedly 
  rare, the walls and ceiling appear completely stable and the 
  floor is clear of any debris.
  The trek north can last as long as you wish, but long periods 
  of travel should be glossed over as much as possible. To make 
  matters interesting, feel free to incorporate one or more of the 
  following hazards to spice things up.
  BLOCKED
  A cave-in has caused a large amount of rubble and detritus to 
  block the tunnel. While casual examination seems to indicate 
  that this is the end of the road, determined PCs can attempt a 
  tn 12 intelligence (engineering), intelligence (nAture), or 
  PercePtion (seArch) test to recognize the rubble isn’t particu-
  larly deep and can be cleared away with a little elbow grease.
  Clearing the tunnel of stones and debris takes an hour of time, 
  less ten minutes for each member of the part. Likewise, smaller 
  parties will take ten minutes longer to clear the blockage for 
  every party member fewer than four. For adventurers who are 
  in a hurry, a TN 15 strength (might) test can clear enough 
  debris in a single stroke to allow everyone to scramble through.
  CHASM
  A broad chasm, nearly 15 feet wide, has consumed the floor in 
  this section of the tunnel. PCs can attempt to make a running 
  jump across, but this requires a TN 13 strength (JumPing) 
  test. Alternate methods of getting to the other side are up to 
  the PCs to invent, but they should be reasonable.
  Falling into the chasm is a bad thing, as it appears to be nearly 
  bottomless to casual observation. Using other methods to 
  determine its depth—dropping objects into it, shining flash-
  lights down there, and so forth—allow the adventurers to 
  estimate the actual depth to be nearly 60 feet. Even then, the 
  floor of the chasm is uneven and inhospitable, featuring sharp 
  chunks of igneous rock and volcanic glass.
  FLOODED
  A portion of the tunnel is flooded with water, requiring the 
  party to submerge and swim to the other side. Without light 
  to guide them, this is more difficult than it sounds. Should 
  the adventurers have access to special optics or the flash-
  lights given to them by Verdigris, darkness is much less of an 
  impediment. Making it through requires a successful TN 13 
  constitution (swimming) test.
  At your option, you can place one or more hostile aquatic 
  creatures of your choice in the water to make this hazard 
  much more memorable.
  FORK IN THE ROAD
  The party comes to a fork in the tunnel, with each path heading 
  in roughly the same direction. With nothing to guide them, one 
  side is as good as the other. However, it may be that one side 
  or the other is blocked, features an additional hazard, or curves 
  off in a completely different direction. As the GM, it is up to 
  you to determine what, if anything, lies in either direction, or if 
  they eventually merge back into a single tunnel.
  RIVER
  A fast-moving underground river some twenty feet wide cuts 
  across the tunnel. To cross, the party must either swim against 
  the current or devise some other method, perhaps with ropes. 
  9
  Chapter 1 - Character Creation
  Chapter 1 - Character Creation
  The Hermit's Road
  
  Swimming across without being swept away by the river’s 
  rough current requires a TN 13 constitution (swimming) test. 
  Liberal use of ropes and tethers can make failure less of an 
  inconvenience than it might be.
  Anyone failing their Constitution test is subsequently battered 
  against sharp rocks beneath the surface and suffers 1D6 
  damage as a result. Particularly horrible failures end with the 
  character in question being swept through the tunnel wall.
  Surprise Attack
  During the trek through the tunnel, the party passes small 
  circular recesses in the walls on a regular basis. The recesses 
  appear at waist height (for humans, anyway), and are twelve 
  inches in diameter and twenty inches deep. Inspecting each 
  recess is a time-consuming undertaking, and more often than 
  not they are empty—at least, initially.
  The recesses were designed to house sentry drones, which 
  were activated and placed here some time after the Chaos 
  Wars. The drones themselves use passive sensors to monitor 
  traffic through the tunnel, and then silently inform one 
  another via radio link, assuming they are within range.
  At some point during the journey, allow one or more party 
  members to attempt a TN 14 PercePtion (seeing) test to 
  discover a recess occupied by a sentry drone. If discovered, 
  the drone remains inert in the hopes that the PCs leave it alone 
  and continue onward. In the unlikely event this happens, or if 
  the PCs fail their PercePtion (seeing) test, the drone activates 
  and follows them at a discreet distance, radioing ahead to its 
  counterparts and advising they set up an ambush.
  If, on the other hand, the PCs provoke a response from the 
  drone by attacking it, attempting to break it open, or inflicting 
  any manner of damage upon it, it activates and attempts to 
  fly away south. If it escapes from the party, the drone waits a 
  sufficient amount of time (10-20 minutes) before attempting 
  to pursue them and inform others of its kind of their presence. 
  If unable to escape, the drone sends out a distress signal and 
  attempts to defend itself.
  In either case, odds are good that the remaining sentry 
  drones can set up an ambush along the party’s path by taking 
  cover behind rubble, hiding within recesses in the walls, or 
  attempting to disguise themselves as debris and rubble. To 
  detect the drone ambushers and avoid being ambushed, PCs 
  must succeed on a PercePtion (seeing) test opposed by the 
  drones’ Dexterity (steAlth).
  To liven the skirmish up, consider setting the ambush near 
  one of the aforementioned hazards. The drones are intelligent 
  enough to take advantage of such things, and they are well-
  informed as to the condition of the tunnel in its entirety. As 
  an example, the drones are capable of waiting until the PCs 
  are occupied crossing a chasm—and potentially separated by 
  their efforts—before launching their attack.
  When encountered, there should be 2 sentry drones for each 
  character present.
  Sentry Drone
  Sentry drones are small, spherical units designed to monitor 
  intrusions through the tunnels and, if possible, terminate any 
  offenders they encounter. Each drone is crafted from a dark 
  grey, non-reflective alloy, and features a single compound 
  eye at its center that glows purple when active. Apertures in 
  the sentry’s metal skin can slide open to reveal an integrated 
  light blaster pistol.
  Sentry drones are more intelligent and mobile than the old 
  model autonomous turrets the PCs encountered previously. 
  They work together and communicate constantly, making 
  them especially dangerous. Common tactics are to hit their 
  targets hard for a round or two before fading away to prepare 
  for another attack elsewhere.
  SCENE 6
  Passage to Karros
  Exploration Encounter
  After what seems like an eternity, the party finally reaches the 
  end of the tunnel. Read or paraphrase the following:
  The black expanse of the seemingly infinite tunnel gives 
  way to a wall with a circular, hatch-like door. As you draw 
  closer, you notice the door has a glass lens at its center 
  SENTRY DRONE
  Abilities (Focuses)
  3
  AccurAcy (blAster Pistols)
  –1
  communicAtion
  2
  constitution
  3
  Dexterity (steAlth)
  0
  Fighting
  1
  intelligence (nAvigAtion)
  3
  PercePtion (SearcHing, Seeing)
  2
  strength
  1
  willPower
  sPeeD
  heAlth
  DeFense
  Armor rAting
  22 (fly)
  25
  13
  3
  weAPon
  AttAck roll
  DAmAge
  ligHt BlaSter 
  piStol
  +5
  1D6+5
  sPeciAl FeAtures
  FAvoreD stunts: Set Up, Lightning Attack (2 SP)
  lightly ArmoreD: Sentry drones are lightly armored and 
  possess a natural Armor Rating of 3.
  quick shot: Sentry drones can use the Lighting Attack for 
  2 SP instead of the normal 3. 
  tAlents: Quick Reflexes (Novice)
  weAPon grouPs: Blaster Pistols
  equiPment: Cybernetic Eyes, Light Blaster Pistol (inte-
  grated), Radio Transmitter (integrated)
  Autonomous golem sentry
  10
  Chapter 1 - Character Creation
  Chapter 1 - Character Creation
  The Hermit's Road
  
  which resembles the inverse of an eye from one of the sentry 
  drones you encountered earlier. Other than the lens, there is 
  no obvious mechanism visible that might allow you to open 
  the hatch.
  Assuming the party kept one or more defeated sentry drones, 
  they can use them to unlock the hatch. Unfortunately, this 
  requires the sentry’s eye to have power coursing through it. 
  Jury-rigging a sentry’s eye to turn on can be accomplished by 
  succeeding on a tn 12 intelligence (engineering) test. Other-
  wise, the PCs can attempt to force or pry the hatch open with 
  a TN 16 strength (might) test, or trick it into opening with a 
  TN 16 Dexterity (lock Picking) test.
  Regardless of the method used, read or paraphrase the 
  following aloud when the door is opened:
  There is a loud hissing noise of atmosphere being equalized 
  as the hatch swings inward. Beyond the portal, you can make 
  out dim lights in the distance. You detect the unmistakable 
  scent of sewage, as well as a constant sound of moving and 
  dripping water.
  Should they decide to move through the portal, the group can 
  advance forward into a well-maintained series of conduits 
  and tunnels designed to move water. The further they go, the 
  stronger the smell of sewage becomes. Eventually they find 
  themselves in an active sewage system. Though still well-
  maintained—at least as far as sewers are concerned—the 
  presence of organic waste indicates that it must be coming 
  from somewhere above.
  Access to the surface is eventually located in the form of a 
  metal ladder leading upwards to a grated aperture in a street 
  gutter. Read or paraphrase the following when the party 
  reaches the surface:
  Peering through a metal grate, you see a well-traveled city 
  street. People of all races go about their business, unaware of 
  your voyeurism. One thing you notice almost immediately is 
  that each citizen that passes by wears a distinctive bracelet. 
  It appears as if you’ve made your way into the city-state of 
  Karros undetected… Or have you?
  Adventure Resolution
  At this point in the adventure, it’s up to the PCs to choose 
  what they should do. Do they attempt to enter Karros without 
  the proper identification and risk being arrested? Or do they 
  return the way they came and take Verdigris the spare parts 
  they promised him? Whatever they decide to do, the party 
  should be congratulated for successfully completing a hard 
  and perilous journey.
  It’s entirely possible for the party to keep the nature and loca-
  tion of the underground ruins a secret, especially if they have 
  contributed directly to making Verdigris’ repairs a reality. The 
  old golem, so long without companionship, makes an excel-
  lent contact, and his ability to fix nearly anything of a tech-
  nical nature can come in handy.
  Each player character should be rewarded with 1,100 experi-
  ence points for completing the adventure. Bonus experience 
  points can be awarded at your discretion, or to reflect any 
  changes you might have made to the encounters.
  The Hermit's Road
  A TiTansgrave ADventure For the FanTasy age rPg
  For chArActers level 2–4
  Writing and Design: Gary Astleford
  Development: Chris Pramas
  Editing: Evan Sass
  Graphic Design and Art Direction: Hal Mangold
  Cartography: Andy Law
  Art: Mirco Paganessi
  Publisher: Chris Pramas
  Green Ronin Staff: Joe Carriker, Steve Kenson, Jon 
  Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris, 
  Chris Pramas, Donna Prior, Evan Sass, March Schmalz, 
  Owen K.C. Stephens, Dylan Templar, Barry Wilson
  The Hermit’s Road is Copyright © 2016 Green Ronin 
  Publishing, LLC. All rights reserved. References to other 
  copyrighted material in no way constitute a challenge to 
  the respective copyright holders of that material. Green 
  Ronin, Fantasy AGE, and their associated logos are 
  trademarks of Green Ronin Publishing, LLC. 
  Titansgrave and its associated logo are trademarks of 
  Geek & Sundry and used under license.
  11
  Chapter 1 - Character Creation
  Chapter 1 - Character Creation
  The Hermit's Road
  
SOURCE: textdata/thevault/Fantasy AGE (AGE)/Titansgrave/Titansgrave - The Hermits Road {GRR96002}.pdf