TEXT:  
  1 | Living Arcanis - Unbated and Envenomed 
   
  PRESENTS A 
   
  ADVENTURE  
  Unbated & Envenomed 
  4-hour Introductory Adventure 
   Intro #3 
  Sweet Savona is hosting a series of festivals, and the Grand Melee fighting tournament has just 
  begun. Even in seeming chaos, one can find order and those who wish to subvert it. 
  An Introductory adventure optimized for 2nd-level characters. 
  Premier Date: 02/03/16; General Release Date: 08/12/16 
  Version 3.2 3/16/18 
  ARCANIS, SHATTERED EMPIRES and LIVING ARCANIS are trademarks of Paradigm Concepts, Publishing, LLC. Adventure detail is © 
  Copyright 2016 Paradigm Concepts Publishing, LLC. All rights reserved. Visit us on ParadigmConcepts.com
   
   
  
   
  2 | Living Arcanis - Unbated and Envenomed 
   
  Credits 
  Author: Cody Bergman 
  Editor:  Tony Nijssen, Joe Cirillo, Matt Flinn, 
  Lucas Amodio 
  5th Ed. Mechanics: Pedro Barrenechea, Cody 
  Bergman, Richard Lescouflair. 
  Campaign 
  Introduction  
  Campaign Staff 
  Team Paradigm: Henry Lopez, Nelson 
  Rodriguez, Pedro Barrenechea, Jim Beck, and 
  James Zwiers. 
  Author Liaison: Cody Bergman 
  Chief Editor: Joe Cirillo 
  5e Rules Manager: Pedro Barrenechea 
  Living Arcanis Liaison: Pedro Barrenechea 
  Running an 
  Arcanis Adventure  
  When you run an Arcanis adventure you are 
  charged with brining the world to life. We pride 
  ourselves on delivering a deep world where a 
  player’s actions are just as, if not more, 
  important then their die rolls.  
  We ask our GMs to be familiar with the location 
  the adventure is set in and the cultures the 
  players may encounter.  But we also understand 
  that during convention play some GMs may be 
  forced to run an Arcanis adventure on short 
  notice, as such when cultural details come into 
  play we will do our best to call them out in 
  “Arcanis Cliff Notes” side bars. 
  Beyond that, the important job you have as a 
  Game Master is to make the table as fun as 
  possible by engaging players and drawing them 
  into the story. 
  Pay close attention to the player’s actions (not 
  character’s, players), are they on their cell 
  phone or tablet? Do they seem disengaged? 
  Distracted? Don’t be afraid to engage them or 
  shift the spot light to their character a little. 
  To facilitate this, you are empowered to adjust 
  and modify the adventure in a number of ways: 
   
  You may make on the fly adjustments 
  to the adventure if the players find a 
  clever way to tackle a problem, 
  especially when out of combat. As long 
  as the idea is reasonable, run with it! 
  When you must say “no” always try and 
  say “no, but,” This keeps the game 
  moving and makes it fun for everyone,  
   
  Don’t be an adversarial GM.  Some 
  tables like to be challenged, but there is 
  a difference between being adversarial 
  and offering a challenge. At the same 
  time, don’t make an adventure so easy 
  that the players become bored. 
   
  Keep the pace going in order to keep 
  players engaged. Switch the spot light, 
  have them make some skill rolls, asking 
  them what their character is doing. If 
  the party is stuck nudge them though 
  some skill rolls or improvised details, 
  just keep the game going.  
   
  During conventions and game days be 
  aware if you are running short or long 
  on time while running an adventure. If 
  necessary, skip some encounters but try 
  and tell the entire story. Give the 
  players closure, even if you need to 
  fudge the numbers. 
   
  Read-aloud text may be adjusted as you 
  see fit, but make sure you give the 
  players the appropriate hints and clues 
  needed to keep the story going. 
   
   
  
   
  3 | Living Arcanis - Unbated and Envenomed 
   
  Adjusting 
  Encounters 
  Before you begin play you should determine the 
  average strength of the party and compare that 
  to the base level of the adventure.  Each 
  combat encounter has a box titled “scaling the 
  encounter” guiding you on how to adjust the 
  encounter to the party’s power level. 
   
  These adjustments are suggestions; if a party is 
  having an easy or hard time don’t be afraid to 
  adjust the difficulty.   
  To set the adventure difficulty you must first 
  determine your tables Average Party Level. 
  Add up all the levels of all the characters, then 
  divide by the number of players. Round up 
  fractions to the nearest whole number. This is 
  the Average Party Level 
  Consult the table below to set the adventure 
  difficulty based on the APL 
  Adventure Difficulty   
  This adventure has been optimized for a table 
  of 5 players playing 2nd level characters.  
  #of Players 
  APL to BL 
  Adventure 
  Difficulty 
  3-4 
  Equal to BL 
  Easy  
  3-4 
  Greater than BL 
  Normal  
  5 
  Less/Equal 
  Normal 
  5 
  Greater than 
  Difficult  
  6-7 
  Less/Equal 
  Difficult  
  6-7 
  Greater 
  Perilous  
   
  Spellcasting 
  Services  
  While in a settlement, town, or city characters 
  may visit a temple or shrine to request spell 
  casting at the cost of a substantial donation. 
  You may only utilize these spell casting services 
  three times per adventure. Any spell casting 
  provided through the story of the adventure, 
  such as an NPC casting a spell for the party, 
  does not count against this limit. 
   Shrines do not house a clergy with which to 
  attend to the needs of the faithful. Instead one 
  or two itinerant priests tend to the shrine and 
  the needs of the people.   
  Temples and churches are larger structures 
  attended by full staffs of the faithful, including 
  Templars. 
  The following spell services are common to all 
  temples, with additional options available at 
  specific temples as noted in each adventure.  
  Shrines, regardless of their deity, may only 
  provide players with cure wounds and lesser 
  restoration.  
  General Spell Services  
  Spell 
  Cost 
  Cure wounds (1st level) 
  10 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Greater restoration 
  450 gp 
   
  Initiates of the Gods background/Acolyte 
  background/divine spellcasters receive one 
  free spell as long as it is from a church or 
  temple of the same religious faction (Mother 
  Church for example) 
  If they worship the same god as a particular 
  temple but are part of another religious 
  faction, they can get a onetime 50% discount 
  
   
  4 | Living Arcanis - Unbated and Envenomed 
   
  instead. 
  Adventure Related 
  Information   
  Temples and Shrines 
  Savona is home to official temples and shrines 
  to all the major gods and goddesses of the 
  Pantheon of Man.  The largest temple is the 
  ziggurat-like Temple of Larissa located in 
  Temple Square on the Main Island of Savona.  
  There is a smaller (but no less prominent) 
  Temple of Cadic located on the grounds of the 
  Temple of Larissa. 
  There are no official temples to any other deity 
  located in Savona.   
  Goods and Services 
  Savona has a bustling mercantile district selling 
  all items from the core rules at their normal 
  prices. 
  Organizations 
  All secret societies maintain a presence in 
  Savona. 
  Portals of Anshar 
  There is no known Portal of Anshar available to 
  the Heroes in this adventure. 
  Adventure 
  Background 
  Striking Viper Academy is a Fighting School in 
  Savona which, for the last ten years has been 
  stuck in the bottom level of the Savonan Grand 
  Melee 
  rankings 
  (the 
  Equestrian 
  League).  
  However, two years ago their luck suddenly 
  started changing.  The season before, the 
  Striking Vipers were solidly in the middle of the 
  Equestrians.  After the next melee, they 
  advanced from the middle up to the Patrician 
  League (the next of the three main leagues), 
  and the year after that advanced directly to the 
  Imperialis League by winning all of their duels 
  that season.  While this is great news for the 
  Striking Vipers, the rest of the Savonan 
  establishment has been significantly shaken up. 
  The Brotherhood of Savona (known as the 
  Cafelan Cartel) has secretly run the Grand 
  Melee behind the scenes.  Officially, the Grand 
  Melee is a festival where many of the honour 
  duels in the city take place.  Anyone can fight, 
  and there is nothing official about it.  Behind 
  the scenes, however, the Cartels and the 
  various Fighting Schools of Savona maintain a 
  very tightly regulated league between the two-
  dozen schools, with individual and School 
  standings bet upon by many of the people in 
  the city.  
  When the Striking Vipers (a third-rate school) 
  began unexpectedly raising in the standings, the 
  Cartels began losing a lot of money paying off 
  the long-shot bets made in their favor.  Now 
  that they have jumped to the very heights of 
  the dueling league, the Cartel is beginning to 
  worry that there is foul play afoot.   While they 
  do not have any compunctions against people 
  doing illegal things, the certainly are concerned 
  by people messing with their business interests. 
  The Dovitoni family are among the most 
  powerful Patrician families in Savona, and is one 
  of the most prominent vassal families of the 
  val’Sheem.  For centuries, they have been part 
  of the system where duelling is the primary 
  means of settling disputes between feuding 
  noble houses.  They have the money to 
  purchase the best duelists to champion their 
  causes, and their contacts with the most 
  powerful and successful dueling schools is 
  second only to the val’Sheem’s themselves.  As 
  such, when their highly skilled (and highly 
  priced) fighters started losing to bottom-tier 
  fighters on retainer of their significantly less-
  
   
  5 | Living Arcanis - Unbated and Envenomed 
   
  influential and less-wealthy political enemies, 
  the Dovitoni’s started to consider that someone 
  is skewing the odds against them. 
  As it turns out, the Striking Vipers are cheating 
  in their duels, however, the rank-and-file Viper 
  is not doing it consciously.  Many of the noble 
  families of Savona make use of the duelists in 
  the city to settle their own vendettas, and many 
  of these families are patrons of the various 
  dueling schools, using them as their own private 
  armies to settle disputes.  The same is true 
  about the Striking Vipers, who among others 
  are patronized by the Rivalta family.  This family 
  is an up and coming family much like the Vipers 
  are a fairly new school, and have a strong desire 
  to rise in prominence using whatever means 
  necessary. 
  GM NOTE:  This is a full module with a lot of 
  Scenes.  It is possible to run long, especially if 
  there is a lot of great role-playing.  Scenes 10-13 
  are optional.  If the Heroes complete the 
  investigation, but there isn’t much time left, 
  these Scenes may be skipped and proceed 
  directly to the appropriate Conclusion.   
  Introduction  
  Key Concepts: The Heroes arrive in Savona 
  While some have claimed that Grand Coryan 
  is the heart of the Coryani Empire, there are 
  many who will argue that the honour truly 
  belongs to Sweet Savona.  While the capital 
  may be the house the Alabaster Throne, 
  Savona 
  and 
  the 
  province 
  of 
  Cafela 
  encapsulates Coryan’s lust, its passion.  
  Nowhere else in the Known Lands of Onara 
  are hearts worn so prominently on people’s 
  sleeves, pleasures sought so openly, and 
  avarice hidden so poorly. 
   
   
  There are many reasons why one 
  would find their way to this city.  Perhaps you 
  are searching for mercantile opportunities in 
  one of the Known Lands largest and busiest 
  ports?  Perhaps you are wishing to sample 
  some of the best wine produced anywhere?  
  Perhaps you wish to offer your ‘supplications’ 
  at the Temple of Larissa. . . or any other 
  location with enough privacy or space for 
  your particular taste in worship?  Perhaps you 
  are here to witness the Sollemne Saeva 
  Tempestas which is reaching its apex in only a 
  few days.  Perhaps you are here for the 
  debauchery of the Festum Serena which 
  follows it.   Or perhaps you are here to 
  witness the Grand Melee fighting tournament 
  which has just begun.  Whatever the reason, 
  you find yourself in one of the over-large 
  gondolas which ply the waters of the Savonan 
  Lagoon between the various desperate parts 
  of the city to the central hub that is the Main 
  Island of Savona. 
   
   
  Leaving the gondola, like the heard of 
  travellers who shared the boat with you, you 
  make your way past the web of docks which 
  ring the city, down one of the dozens of 
  canals which split the Main Island into its 
  own archipelago, and towards one of the 
  many inns and hostels which service those 
  coming to the mecca of Larissan worship in 
  the Empire.  While known as a city of 
  debauchery, the city of Savona continues to 
  function as any city would:  common folk 
  move between buildings, ships ply and fish 
  the waters of the Savonan Lagoon, and life 
  continues for those who live here.  The only 
  difference comes in the almost imperceptible 
  scent of the ever-present incense that usually 
  hangs over the city.  While usually it 
  thoroughly perfumes the entire lagoon, today 
  it is almost completely absent.  
   
  Development: Please proceed to Scene 1. 
  
   
  6 | Living Arcanis - Unbated and Envenomed 
   
  Scene 1 
  Key Concepts:  The Heroes have a chance to 
  interact with each other and learn a few things 
  about Savona. 
  It is not long, before you find yourself a 
  taverna near your cramped accommodations, 
  sampling some of the fine beverages for 
  which the city is famous.  Unlike most places 
  in the Known Lands, it seems that all the 
  people of Savona go out on the town for 
  meals and drinks.  Part of this could be due to 
  the wild lifestyle for which people of Savona 
  are known, but looking around the city before 
  reaching your destination you can see that 
  most of the buildings in the city don’t have 
  room for a proper cooking hearth.  
   
   
  The taverna that you have chosen 
  seems to be typical of the more tourist-centric 
  areas of the Imperial District of Sweet 
  Savona.  It is loud, it is crowded, and there is 
  much exposed flesh and alcohol to be passed 
  around.  Between flagons of wine being 
  passed about, small plates of food—mostly 
  seafood—filter to the various tables around 
  you.  This particular taverna seems to be a 
  fairly popular one, with tourists, pilgrims, and 
  even local Cafelans present in force.   
   
  Allow any Heroes to introduce themselves to 
  each other and possibly with several of the bar 
  patrons.  Give them time to enjoy themselves 
  and possibly indulge in the cheap (but decent) 
  drinks being served here.  The Heroes may also 
  wish to ask about certain topics about the city, 
  using a Charisma check to determine the 
  results. 
  Current Events of Savona: If the Heroes ask 
  about specific events in the city, allowing them 
  to make any Charisma based skill checks (as 
  long as they can describe how they use their 
  skill, don’t guide them, let them come up with it 
  and describe it) feel free to Advantage to 
  players with creative or particularly in character 
  ideas. 
  Additionally, should any of the Heroes be native 
  to Cafela, you may reduce the DC by 10 at your 
  discretion. 
   
  DC 
  5 
  – 
  The 
  Sollemne 
  Saeva 
  Tempestas—known as the Celebration 
  of the Savage Storm in Low Coryani—is 
  nearing completion. It was created 
  some decades ago by the Governess of 
  Cafela (the province in which Savona is 
  the capital) to celebrate the rebuilding 
  and rebirth of the city after Dorjan 
  val’Mehan—Neroth 
  damn 
  him!—
  destroyed the city in the Coryan Civil 
  War some forty years ago.  Because the 
  storm blew out all the braziers (which 
  are kept constantly lit in dedication to 
  Larissa) in the city, in the week leading 
  up to the Celebration, each of the 
  incense 
  braziers 
  are 
  put 
  out 
  in 
  sequence, clearing the air of the 
  incense of Larissa.  The festival will 
  culminate 
  in 
  a 
  group 
  of 
  clerics 
  recreating a smaller version of the 
  storm. 
   
  DC 10 – The Grand Melee of Savona is 
  kind of an unofficial festival that 
  happens every Dirigo (a summer 
  month) in Savona.  The various bravos 
  and other professional duelists in the 
  city stage duels to display their skills for 
  all to see, particularly possible patrons 
  in the Patrician class.   Be careful of who 
  you insult, because with so many 
  bravos wanting to display their skills 
  they may be touchier than usual. 
   
  DC 15 – While the Grand Melee is 
  officially just a series of random duels, 
  the various Dueling Schools maintain 
  rivalries which carry through year after 
  
   
  7 | Living Arcanis - Unbated and Envenomed 
   
  year, with fighters from each School 
  fighting not only for themselves, but for 
  their Schools as well. 
   
  DC 20 – A cult to Yarris has recently 
  begun preaching in the city, saying that 
  Yarris is going to bring a wave to wash 
  away the filth of the city. As if they 
  could do worse than The Storm during 
  the Civil War! 
   
  DC 25 – While officially the Grand 
  Melee is just to show the fighter’s 
  prowess, the Cartels run extensive 
  betting pools and standings.  The 
  Dueling Schools are all ranked into one 
  of 
  three 
  separate 
  Leagues, 
  with 
  members only being able to challenge 
  fighters from other Schools in the same 
  League.  It is very hard for new duelists 
  who are not affiliated with one of these 
  Schools to fight one of the established 
  Schools, with those who challenge 
  ‘above their station’ often finding 
  themselves bobbing in the canals, if you 
  get my understanding. 
   
  GM Notes: 
  The dueling societies and Schools of Savona 
  are a VERY closed system, and are not 
  tolerant of outsiders.  If any Hero expresses 
  interest in becoming a Bravo, unless they are 
  already affiliated with an established Family 
  or School, they will be looked at as though 
  they were a child who said something mildly 
  amusing.  That said, interpersonal duels 
  between 
  common 
  citizens 
  are 
  not 
  uncommon and are largely ignored by the 
  larger dueling societies.  They focus on the 
  Vendettas of the patricians of the city, and 
  view those of the common man to be 
  beneath them unless a fighter shows 
  particular promise to be taken into their 
  societies. 
    
  Allow the Heroes to roleplay as they wish, 
  interacting with the locals or with each other.  
  There are itinerant Larissan clergy around, as 
  well as off-duty Watchmen enjoying a post-
  work meal and drink.  There are a few points 
  they will notice, however.  Please use this as 
  roleplay fodder instead of being an info dump: 
   
  Nobody in the taverna is drinking ale or 
  beer.  The only beverages being 
  consumed are water, wine, a sour 
  vinegar drink with herbs known as 
  Posca (popular with the less wealthy), 
  and tea (popular with the higher classes 
  due to its expense of being imported 
  from the west).  If any of the Heroes 
  order any other beverage (especially 
  beer), they will be mocked as barbarians 
  (or worse, Milandesians!). 
   
  All the food comes in tapas form, and 
  most are vegetarian or seafood dishes.  
  No mutton, beef, or even chicken, 
  though there are a few preserved pork 
  dishes. 
   
  Like any Coryani city, you see those 
  marked as slaves—either by brands or 
  by the utilitarian tunics they often 
  wear—which are serving customers.  
  Some obviously belong to the taverna, 
  while others bear sigils of noble houses 
  and are serving their owners. 
   
  The majority of the people here appear 
  armed, mostly with daggers though 
  there are also a few gladii (especially on 
  those who bear legionnaire brands and 
  tattoos) and rapiers. 
  
   
  8 | Living Arcanis - Unbated and Envenomed 
   
  Development:  Once the Heroes are introduced 
  to their surroundings, please continue to Scene 
  2. 
  Scene 2 
  Key Concepts: The Heroes are introduced to 
  Savonan dueling culture. 
  GM Notes: 
  This scene can go one of two ways:  
   
  1) At least one of the Heroes is pulled into a 
  duel with a local Cafelan. 
   
  or  
   
  2) The Heroes witness a duel as part of the 
  Grand Melee of Savona.  It is up to you—
  based on the party makeup or other cues—to 
  choose which angle you wish to take.  If the 
  party is made up of noble Milandesians, feel 
  free to have them attempt to stop an 
  injustice and find themselves in a duel.  If the 
  party is made up of those who likely wouldn’t 
  bat an eye to seeing others mistreated (such 
  as 
  a 
  Patrician 
  seeing 
  a 
  slave 
  being 
  mistreated), it is likely easier to simply go 
  with the second option.  Please read the 
  various sub-scenes to see which best fit your 
  players. 
    
  Below are a series of potential scenes that you 
  can use to ‘bait’ one or more of the Heroes into 
  a duel.  The four scenarios below are meant as 
  hooks, but for simplicity they will all lead to the 
  same duel sub-scene.  Please modify any box-
  text to suit the needs of your table. 
  Scenario 1 – The Abused Slave 
   
  GM Notes: 
  This scenario is best used if the party 
  contains members of groups who are 
  generally opposed to slavery, including Elorii, 
  Milandisians, and members of the Champions 
  of the Silver Chalice secret society. 
    
       From the other side of the bar, you hear a 
  crash of plates and cutlery.  Getting up to see 
  what the commotion is, you see a man 
  wearing the toga of a Coryani patrician 
  standing over an older Myrantian man 
  wearing a soiled tunic and a slave-brand on 
  his forehead.  “You clumsy oaf, Mufuku!  I 
  told you to get me a bottle of the local Red, 
  not this swill from the mainland!” says the 
  man as he kicks the slave on the ground. 
   
  If the Heroes ask about what others in the 
  taverna are doing, have them make a Wisdom 
  (Perception) DC 10 check to notice that some 
  (including some of the off-duty Watchmen) 
  seem to be giving the Patrician man some 
  disapproving glares, but nobody is doing 
  anything about it. 
  The Heroes (especially those who are not 
  Coryani) will likely choose to intervene.  If they 
  do not, please describe how the slave (after 
  many kicks) gets up and submissively skulks 
  back towards the kitchen to get his master his 
  order. 
  The 
  Patrician 
  will 
  react 
  different 
  ways, 
  depending on how the Heroes interact with 
  him.  Please feel free to roleplay accordingly 
  with the Heroes, but the sentences below give a 
  general idea of the Patrician’s mood towards 
  the Heroes: 
   
  Coryani Noble Borns (Patricians) or 
  Priests of the Mother Church of Coryan 
  (such 
  as 
  Clerics) 
  acting 
  non-
  aggressively/ insultingly towards him:  
  The Patrician (Lorenzo Crispo) will act 
  with a certain amount of difference, but 
  overall will act as though the Heroes 
  cannot possibly disagree with him or his 
  
   
  9 | Living Arcanis - Unbated and Envenomed 
   
  actions.  “Those Myrantian filth-borns 
  need to be taught their place, eh?!” 
   
  Any other Hero acting non-aggressively/ 
  insultingly towards him: 
  Lorenzo generally dislikes anyone who 
  is not a Coryani Patrician, and will treat 
  all others (and any opinions they may 
  have) with disdain. “What I do with my 
  slave is no concern of yours!” 
   
  Coryani Noble Borns (Patricians) or 
  Priests of the Mother Church of Coryan 
  (such 
  as 
  Clerics) 
  acting 
  aggressively/insultingly 
  (but 
  non-
  violently) towards him:  
  Lorenzo will look to the Heroes as if 
  they are speaking a foreign language.  
  “What I do with my slave is no concern 
  of yours!” 
   
  Any other Hero acting aggressively/ 
  insultingly (but non-violently) towards 
  him:   
  Lorenzo has no time to deal with the 
  opinions 
  of 
  those 
  he 
  considers 
  barbarians, freaks, or less than human, 
  and will not in any way hide his 
  opinions.  “Get back to that provincial 
  hellhole out of which you climbed, 
  because obviously you don’t know how 
  to show proper respect to those who 
  are your betters!” 
  Should any Hero (at any point) attempt to 
  intimidate him or physically strike him, Lorenzo 
  will challenge that Hero to a duel (if multiple 
  Heroes are involved, choose only the most 
  aggressive/first to act/aggressive one).  Should 
  this 
  happen, 
  please 
  read 
  the 
  following 
  (adjusting text accordingly). 
              Pulling away from you, the patrician 
  looks at you with a hungry anger in his eyes.  
  Removing his cloth glove, he throws it to the 
  ground between you.  “You have insulted my 
  honor [and transgressed upon my person].  
  For such insults against me, I demand 
  satisfaction!” 
   
  Upon uttering these words, the 
  chatter around the taverna quiets to a 
  whisper, as those around you stare at you, 
  awaiting your response. 
  Any Hero who has proficiency in Intelligence 
  (History) who can make a passive check at DC 
  13 will know that they have been formally 
  challenged to an Honor Duel, and please hand 
  that Hero a copy of Player Handout #1 (Code 
  Duello).  If the Hero does not meet the above 
  requirements, but is either still proficient in 
  History (with passive check lower than the 
  above requirement), are from Cafela or from 
  the League of Princes to the south, or has the 
  High Born or Diplomat background, they may 
  attempt a Intelligence (History) or Wisdom 
  (Insight) DC 15 skill check to learn that they 
  have just been challenged to a duel, and get 
  given the Code Duello information as above.  If 
  the Hero(es) do not meet any of the above 
  qualification, they may make an Intelligence 
  (History) or Wisdom (Insight) DC 20 skill check 
  to gain this information. 
  If the Heroes make this roll, they will know that 
  once challenged to a duel they have only two 
  socially acceptable responses:  admit they were 
  at fault, or accept the duel.  If the Heroes admit 
  that they were at fault, Lorenzo will withdraw 
  his duel, but the Hero will face ridicule for being 
  such a coward as to refuse to stand up for their 
  previous beliefs/behavior.  If they do so, they 
  suffer disadvantage on ALL Charisma based 
  skill checks with inhabitants of Savona for the 
  rest of the Adventure.  If the Hero simply 
  refuses the duel, they will be actively mocked 
  and heckled out of the taverna by the crowd, 
  called “Coward,” or accused of having no honor.  
  If they do this, they will suffer disadvantage on 
  
   
  10 | Living Arcanis - Unbated and Envenomed 
   
  ALL Charisma based skill checks for the rest of 
  the Adventure. 
  If, however, they accept the duel, please 
  proceed to the “The Duel” subscene below.  If 
  the Hero failed to make their rolls to know the 
  etiquette of the Cafelan Honor Duel system 
  (Code Duello), feel free to have a friendly NPC 
  ‘inform’ them after they have naively accepted 
  the duel. 
  GM Notes: 
  Should the Heroes, for example, attempt to 
  coup de grace the Cafelan who has sparked 
  this challenge, please remind them that there 
  are Watchmen in the crowd.   While duels are 
  perfectly legal, murder is NOT.  As such, 
  should the Heroes straight up murder or 
  harm someone without declaring a duel first, 
  they will be arrested by the Watchmen in the 
  bar and the adventure is done for them as 
  they will be in prison. 
    
  Scenario 2 – The Racist 
   
  GM Notes: 
  This scenario is best used if the party 
  contains non-human/val or Dwarf members, 
  especially Gnomes, Elorii, Ss’ressen, and 
  Dark-kin.  Please only choose one of the 
  following ‘hooks’ to provoke the party. 
    
        As you settle to enjoy your repast, above 
  the din of the crowded taverna you hear the 
  unmistakable sound of inebriated laughter 
  surrounding an obviously very popular 
  individual.  Leaning your ear a little closer, 
  you are able to clearly make out what he 
  seems to be saying: 
   
   
   
  Dark-kin insult: “They shot down 
  Senator Bracchi’s petition to have 
  those 
  demon-tainted 
  monsters 
  rounded up again.  I swear, they are a 
  stain upon the honour of our race, and 
  they should all be rounded up and 
  thrown off a cliff!  Nothing but a bunch 
  of misbegotten, lazy, violent, ill-born 
  lowlife they are!   Neroth’s hells, we all 
  know that if it wasn’t for them we’d 
  have no crime as they know nothing 
  else!  Our world would be better 
  without them!” 
   
   
  Ss’ressen insult: “Did you hear that 
  that fat ass heretic Sabinus made the 
  Lizard-God equal to the Pantheon?  
  Shows just how far those northern 
  savages have fallen when they start 
  worshipping the ‘gods’ of those slime-
  begotten animals from the southern 
  swamps! 
   
  I 
  always 
  knew 
  the 
  Milandesians liked rutting with their 
  goats, but apparently they have 
  developed a taste for more scaly 
  things, eh?!” 
   
  Elorii insult: “So, I have heard that 
  those elves have been trying to 
  petition the Council to let them raise a 
  temple to that god of theirs—
  Beselardo, or something—whatever his 
  name is. That said, speaking in those 
  hissy-little snake voices of theirs I’m 
  surprised that anyone can hear what 
  they say!” 
  “I heard that they were part lizard, or 
  something.” 
  “Well, they might as well be, the whiny 
  little cowards they are.  It’s almost 
  adorable how they think that they are 
  people rather than the fancy little 
  forest whelps they are.” 
   
  Gnome insult: “Gnomes?  What about 
  them?  They’re little better than rats.  
  
   
  11 | Living Arcanis - Unbated and Envenomed 
   
  Hell, at least the rats’ help get rid of 
  the garbage!  All gnomes do is 
  fornicate 
  with 
  other 
  disgusting, 
  twisted creates, steal from those better 
  than them, and make the city uglier by 
  simply existing.  Best that they just 
  climb up onto their filth heaps and prey 
  that Illiir makes them disappear!” 
  This should—one would hope—stimulate a 
  response from at least one member of the party 
  of the chosen racial group. 
  The typical response to this would be for the 
  Hero to confront the racist to dispel their 
  misinformed views.  Should the Hero be 
  Human, Val, Kio, or a Dwarf, the individual 
  (Marcus Pullo, a member of the Equestrian class 
  in Coryan, which are basically rich Plebeians) 
  will simply laugh off their views as one would a 
  small child.  For example: “Ahhh, it is adorable 
  that you defend these creatures.  Anshar bless 
  you, child, but we both know what these 
  things are.”  
  Should the insulted race confront Marcus Pullo, 
  he will look at them with utter disgust, pulling 
  away 
  from 
  them 
  as 
  though 
  he 
  fears 
  contamination.  For example: “It can talk?  Who 
  knew that it had the intellectual capacity for to 
  speak a civilized language like Low Coryani.  I 
  thought that your ilk could only understand 
  grunts/hisses/etc.” 
  (whatever 
  is 
  most 
  appropriate) 
  Should one of the Heroes directly insult him (as 
  in, pointedly call his honor into question) or 
  physically assault him (for example, by striking 
  him, manhandling him, etc) please read the 
  following (adjusting text accordingly). 
            Pulling away from you, the man looks at 
  you with a hungry anger in his eyes.  
  Removing his cloth glove, he throws it to the 
  ground between you.  “You have insulted my 
  honor [and transgressed upon my person].  
  For such insults against me, I demand 
  satisfaction!” 
   
  Upon uttering these words, the 
  chatter around the taverna quiets to a 
  whisper, as those around you stare at you, 
  awaiting your response. 
   
  Any Hero who has proficiency in Intelligence 
  (History) who can make a passive check at DC 
  13 will know that they have been formally 
  challenged to an Honor Duel, and please hand 
  that Hero a copy of Player Handout #1 (Code 
  Duello).  If the Hero does not meet the above 
  requirements, but is either still proficient in 
  History (with passive check lower than the 
  above requirement), are from Cafela or from 
  the League of Princes to the south, or has the 
  High Born or Diplomat background, they may 
  attempt an Intelligence (History) or Wisdom 
  (Insight) DC 15 skill check to learn that they 
  have just been challenged to a duel, and get 
  given the Code Duello information as above.  If 
  the Hero(es) do not meet any of the above 
  qualification, they may make an DC 20 
  Intelligence (History) or Wisdom (Insight) check 
  to gain this information. 
  If the Heroes make this roll, they will know that 
  once challenged to a duel they have only two 
  socially acceptable responses:  admit they were 
  at fault, or accept the duel.  If the Heroes admit 
  that they were at fault, Lorenzo will withdraw 
  his duel, but the Hero will face ridicule for being 
  such a coward as to refuse to stand up for their 
  previous beliefs/behavior.  If they do so, they 
  suffer disadvantage ALL Charisma based skill 
  checks with inhabitants of Savona for the rest 
  of the Adventure.  If the Hero simply refuses 
  the duel, they will be actively mocked and 
  heckled out of the taverna by the crowd, called 
  “Coward,” or accused of having no honor.  If 
  they do this, they will suffer disadvantage on 
  ALL Charisma based skill checks for the rest of 
  the Adventure. 
  
   
  12 | Living Arcanis - Unbated and Envenomed 
   
  If, however, they accept the duel, please 
  proceed to the “The Duel” subscene below.  If 
  the Hero failed to make their rolls to know the 
  etiquette of the Cafelan honor duel system 
  (Code Duello), feel free to have a friendly NPC 
  ‘inform’ them after they have naively accepted 
  the duel. 
  GM Notes: 
  Should the Heroes, for example, attempt to 
  coup de grace the Cafelan who has sparked 
  this challenge, please remind them that there 
  are Watchmen in the crowd.   While duels are 
  perfectly legal, murder is NOT.  As such, 
  should the Heroes straight up murder or 
  harm someone without declaring a duel first, 
  they will be arrested by the Watchmen in the 
  bar and the adventure is done for them as 
  they will be in prison. 
    
  Scenario 3 – The Chauvinist 
   
  GM Notes: 
  This scenario is best used if the party 
  contains those with strong codes of honor or 
  are made up of women. 
   
  The portrayal of violence, or even aggressive 
  behavior, of men towards women can be a 
  touchy subject with some players.  If you 
  believe your players may be sensitive to such 
  subjects, please either choose a different 
  scene. 
    
   As you settle to enjoy your repast, above the 
  din of the crowded taverna you hear a 
  commotion happening near the bar.  Turning 
  your attention that direction, you see a 
  woman attempting to frantically disentangle 
  herself from a Cafelan man, who appears 
  loath to let her leave.  “I am no Priestess of 
  Larissa, Paulo!  Let me go!” 
   
   
  “Come on, baby, you know you want 
  me to show you my magic wand. . .” 
   
   
  No matter what the lady says, the 
  man identified as Paulo seems to be unwilling 
  to let her go in peace. 
   
   
  Many Heroes of a somewhat noble-bent (such 
  as Milandisians) will likely take offence to the 
  man’s (Paulo Dandolo) unwanted advances on 
  the woman.  Aside from groping her, he is not 
  actively harming her, and being more of a 
  nuisance than a real threat (at this point, at 
  least), he has not actively harmed the woman 
  (Sylvia Enrico). 
  Should any Male Hero or Female hero of a ‘non-
  attractive’ race (such as gnomes, Ss’ressen, 
  Dark-kin with obvious infernal taint) confront 
  him, he will respond as one would expect of a 
  man aggressively hitting on someone.  “Mind 
  your own business!” or “Do you see me getting 
  in your way from having a good time?  No, 
  then shut up!” 
  Should a Female Hero of an ‘attractive’ race 
  (such as Elorii, Human, Kio, Val, etc) confront 
  him, though not aggressively, he will turn his 
  attention to them.  He will then attempt to do 
  the same thing to them that he was doing to 
  Sylvia.  “Hello, beautiful, what can I do for 
  you?”   
  Should any Hero directly act aggressively 
  towards Paulo, especially if one of them 
  attempts to physically intervene in his efforts 
  with Sylvia (or another Hero), please read the 
  following (adjusting text accordingly). 
         Pulling away from you, the man looks at 
  you with a hungry anger in his eyes.  
  Removing his cloth glove, he throws it to the 
  ground between you.  “You have insulted my 
  honor [and transgressed upon my person].  
  For such insults against me, I demand 
  satisfaction!” 
   
  Upon uttering these words, the 
  
   
  13 | Living Arcanis - Unbated and Envenomed 
   
  chatter around the taverna quiets to a 
  whisper, as those around you stare at you, 
  awaiting your response. 
   
  Any Hero who has proficiency in Intelligence 
  (History) who can make a passive check at DC 
  13 will know that they have been formally 
  challenged to an Honor Duel, and please hand 
  that Hero a copy of Player Handout #1 (Code 
  Duello).  If the Hero does not meet the above 
  requirements, but is either still proficient in 
  History (with passive check lower than the 
  above requirement), are from Cafela or from 
  the League of Princes to the south, or has the 
  High Born or Diplomat background, they may 
  attempt an Intelligence (History) or Wisdom 
  (Insight) DC 15 skill check to learn that they 
  have just been challenged to a duel, and get 
  given the Code Duello information as above.  If 
  the Hero(es) do not meet any of the above 
  qualification, they may make an DC 20 
  Intelligence (History) or Wisdom (Insight) check 
  to gain this information. 
  If the Heroes make this roll, they will know that 
  once challenged to a duel they have only two 
  socially acceptable responses:  admit they were 
  at fault, or accept the duel.  If the Heroes admit 
  that they were at fault, Lorenzo will withdraw 
  his duel, but the Hero will face ridicule for being 
  such a coward as to refuse to stand up for their 
  previous beliefs/behavior.  If they do so, they 
  suffer disadvantage ALL Charisma based skill 
  checks with inhabitants of Savona for the rest 
  of the Adventure.  If the Hero simply refuses 
  the duel, they will be actively mocked and 
  heckled out of the taverna by the crowd, called 
  “Coward,” or accused of having no honour.  If 
  they do this, they will suffer disadvantage on 
  ALL Charisma based skill checks for the rest of 
  the Adventure. 
  If, however, they accept the duel, please 
  proceed to the “The Duel” subscene below.  If 
  the Hero failed to make their rolls to know the 
  etiquette of the Cafelan honor duel system 
  (Code Duello), feel free to have a friendly NPC 
  ‘inform’ them after they have naively accepted 
  the duel. 
  GM Notes: 
  Should the Heroes, for example, attempt to 
  coup de grace the Cafelan who has sparked 
  this challenge, please remind them that there 
  are Watchmen in the crowd.   While duels are 
  perfectly legal, murder is NOT.  As such, 
  should the Heroes straight up murder or 
  harm someone without declaring a duel first, 
  they will be arrested by the Watchmen in the 
  bar and the adventure is done for them as 
  they will be in prison. 
    
   
  Scenario #4:  The Heroes do 
  not want to play ball 
   
  GM Notes: 
  This scene is for tables who either do not 
  take any of the previous hooks provided, or 
  those which do not fit any of the previous 
  hooks.   
   
               The din of the bar is shattered by the 
  shattering of glass.  What separates this from 
  the actions of a clumsy server is the 
  declarations made for all to hear.  “You have 
  wronged me, sir, and I demand satisfaction!”, 
  screams one.  “You are without honor, sir!  I 
  will meet you outside this establishment!” 
   
   
  Moving yourself forward, you can see 
  two well-dressed individuals with naked steel 
  on their hips, eyeing each other from across a 
  broken table. 
   
   
  The Heroes can take two major paths at this 
  point:  they can attempt to intervene, calling for 
  cool heads; or they can stand by and do 
  
   
  14 | Living Arcanis - Unbated and Envenomed 
   
  nothing.  Of these two, the second option is the 
  ‘correct’ as this duel is one of the staged duels 
  that are common in the Grand Melee.  Because 
  of this, any efforts that the Heroes will put into 
  trying to appeal for peace will be met with 
  scorn and eventually will be booed out of the 
  bar. 
  Any Hero who has proficiency in Intelligence 
  (History) who can make a passive check at DC 
  13 will know that they have been formally 
  challenged to an Honor Duel, and please hand 
  that Hero a copy of Player Handout #1 (Code 
  Duello).  If the Hero does not meet the above 
  requirements, but is either still proficient in 
  History (with passive check lower than the 
  above requirement), are from Cafela or from 
  the League of Princes to the south, or has the 
  High Born or Diplomat background, they may 
  attempt an Intelligence (History) or Wisdom 
  (Insight) DC 15 skill check to learn that they 
  have just been challenged to a duel, and get 
  given the Code Duello information as above.  If 
  the Hero(es) do not meet any of the above 
  qualification, they may make an DC 20 
  Intelligence (History) or Wisdom (Insight) check 
  to gain this information. 
  If the Heroes make this roll, they will know that 
  once challenged to a duel they have only two 
  socially acceptable responses:  admit they were 
  at fault, or accept the duel.  If the Heroes admit 
  that they were at fault, Lorenzo will withdraw 
  his duel, but the Hero will face ridicule for being 
  such a coward as to refuse to stand up for their 
  previous beliefs/behavior.  If they do so, they 
  suffer disadvantage ALL Charisma based skill 
  checks with inhabitants of Savona for the rest 
  of the Adventure.  If the Hero simply refuses 
  the duel, they will be actively mocked and 
  heckled out of the taverna by the crowd, called 
  “Coward,” or accused of having no honor.  If 
  they do this, they will suffer disadvantage on 
  ALL Charisma based skill checks for the rest of 
  the Adventure. 
  If the prior skill check succeeds, the Heroes may 
  also make a Wisdom (Insight) DC 13 skill check 
  to know that this is a ‘put-up’ match as part of 
  the Grand Melee. 
  Should the Heroes just allow the duel to take 
  place, please continue with the following: 
          What follows is what appears to be a 
  complex ritual, similar to a religious liturgy.  
  First one of the challenged man—identified 
  as Marcus Dandolo—comments that they will 
  be fighting using the Duodo Rules, while the 
  challenger—identified as Horatius Luoado, 
  organizes two ‘friends’ of the duelists as 
  seconds.  Quickly the formalities are finished, 
  both champions move from the taverna into 
  streets beyond. 
   
  Assuming the Heroes go outside, continue with 
  the following: 
        The duel itself is surrounded by a sizable 
  crowd.  One of the fighters fights with a side 
  sword while the other has a gladius and a 
  dagger.  Despite the differences in styles—
  and even weapons of choice—the two 
  fighters seem quite well matched.  After each 
  strike, the seconds that were named inside 
  ask the duelists if honor has been satisfied, 
  but time after time they both say that they 
  must continue.  It is only after the twelfth 
  pass that the dagger of Horatius strikes the 
  rib of Marcus, and the man goes down and 
  cannot return to his starting point.  At that, 
  the two seconds bow, and declare Horatius 
  the victory.  After a raucous applause, the 
  crowd disperses, and the two sides limp into 
  the night of Savona. 
   
  If the Heroes attempt to talk the two sides 
  down, there is no possible way for them to 
  succeed (feel free to let them try, however).  No 
  
   
  15 | Living Arcanis - Unbated and Envenomed 
   
  matter what they roll in their Persuasion 
  (Charisma) skill checks, they will do no good.  
  The more they try the worse it will make them 
  look.  If the Heroes attempt to stop the duel 
  with words only, they will be mocked by the 
  members of the crowd for their stupidity and 
  ignorance.  For the rest of the adventure they 
  will suffer disadvantage on ALL Charisma based 
  skill checks with inhabitants of Savona for the 
  rest of the adventure.  If the Hero attempt to 
  physically stop the duel, they will be restrained 
  by other bar patrons and forcibly removed by 
  the crowd (if they fight back, inform them that 
  there are over forty people in the taverna).  If 
  they this is the case, they will suffer 
  disadvantage on ALL Charisma based skill 
  checks with inhabitants of Savona for the rest 
  of the Adventure.   
  The Duel 
  The Heroes have multiple options at this point:  
  1) Name a champion/Second/Master of the 
  Field, 2) Choose a location, and 3) Choose a 
  duel ruleset. 
  Should the offending Hero decide not to fight in 
  the duel, (s)he may name a Champion to defend 
  their honor.  This person is named immediately 
  (“If you wish a Champion to defend your 
  Honour, name them now for all to hear”) and 
  must immediately say yes or no.  Should they 
  refuse, the challenged individual must fight 
  their duel as it is apparent that their champion 
  does not believe in their honour. 
  The Second can be any Hero that the challenged 
  Hero chooses (other than themselves) and acts 
  as a moderator to ensure that the duel is done 
  honorably and according to the rules provided 
  in Player Handout #1.  Aside from knowing that 
  should one party cheat (including their own) it 
  is their job to punish such acts.  If no Hero 
  wishes to second the duel, there is no loss of 
  Honour (after all, one cannot remain impartial 
  with their friends).  If none step forward, have 
  one of the Watchmen in the Bar offer (at a cost 
  of 10 sp from the Hero for his ‘service’). 
  It is also the challenged party’s job to name a 
  location, but should the Hero not specify a 
  location, it will be suggested that they simply 
  leave the taverna.  Should this be chosen, 
  nobody will argue the point. 
  The last thing to be considered is the Rules that 
  the Heroes wish to fight under.  There are three 
  major rulesets in the standard Savonan Code 
  Duello:  The Carvello Rules, the Duodo Rules, 
  and the Tansuro Rules. 
   
  The Carvello Rules 
  The simplest (and least deadly) form of the 
  Savonan duels, these duels are fought to first 
  blood (first HP damage dealt).  This style of duel 
  is favored by fighters with higher initiatives, 
  with them typically able to win before their 
  opponent can even get a strike in. 
   
  The Duodo Rules 
  One step up from the Carvello Rules, it is 
  basically a series of Carvello duels.  Once blood 
  is drawn, the duel stops and both sides are 
  asked if honour has been satisfied, if both are 
  satisfied the person who has taken the most HP 
  damage (total) is deemed the loser.  Initiative is 
  rolled again, and it continues until the above 
  condition. 
   
  The Tansuro Rules 
  This is the deadliest form of the standard 
  Savonan duels.  While the other two tend to 
  end fairly quickly and typically leave both 
  fighters more-or-less intact, the Tansuro duels 
  end with one opponent either unconscious or 
  dead.  These are usually reserved only for the 
  most grievous of offenses, and are not often 
  used in common duels.  In this rules set, once 
  initiative is called, the fighters will fight until 
  one is reduced to 0 HP or lower. 
  
   
  16 | Living Arcanis - Unbated and Envenomed 
   
  As you head outside the taverna, a large 
  crowd begins to coalesce around you.  It 
  appears that such duels are common forms of 
  entertainment here in Savona, and you find 
  dozens of eyes upon you. 
  Combat  
   
  In all this combat consists of  
   
  One (1) Savonan Duelist 
   
  One (1) City Watchmen   
   
  One (1) val’Sheem Priestess 
   
  Adventure Difficulty 
   
  Easy Mode: No real change, if they 
  cheat, they suffer. 
   
  Difficult: Add one (1) watchmen  
   
  Perilous: Add one (2) watchmen 
   
  Tactics:  
  Both parties will begin 15’ away from one 
  another.  Should the Duelist win initiative, he 
  will lunge forward and try to get a telling blow 
  in before the Hero can respond.  If they are 
  engaged in a Cavello or a Duodo duel, then this 
  could be the end of the duel for the Hero’s 
  champion.  Should the Duelist miss, please 
  continue the fight as per the rules of the duel 
  rules chosen by the Heroes.  This will continue 
  until one party is reduced to 0 HP or the end 
  conditions of the duel is satisfied.  Should the 
  Hero choose the Tansuro Rules, they will 
  continue until one of the people is dead or 
  unconscious. 
  Please inform the Heroes that any form of 
  magic that is not necessary to fight the duel 
  (such as a spell which creates the blade that is 
  being used) is strictly forbidden.  The Duelist’s 
  second is a val’Sheem psion and will be 
  continually looking for magical interference in 
  the duel (such as a paladin or holy champion’s 
  Smite ability).  Should the Hero use such magic 
  it is the job of the Seconds (including one of the 
  Heroes, if so chosen) to subdue the offending 
  party. If the Hero wins their fight, please read 
  the following: 
         After many blows your opponent limps/is 
  carried off the field of Honor to raucous 
  applause.  Apparently your skills in battle 
  have been deemed acceptable by the local 
  population of Savona.  Alas, your accolades 
  appear to be short lived as the crowd soon 
  disperses leaving nothing but the small pool 
  of spilled blood on the street as they go about 
  their business. 
   
  Should the Hero lose their fight, please read the 
  following: 
        Despite your efforts, you have been bested 
  in a trial by combat.  However, despite your 
  failure to defend your position, nobody seems 
  overly perturbed.  Your victorious opponent 
  walks away as though satisfied by the whole 
  ordeal, and the crowd look upon you with 
  respect, if not awe.  It appears that you have 
  shown yourself to be worthy of attention, if 
  not for your martial skills. 
   
  Should the Heroes cheat: 
        “Hey!” yells Antonius val’Sheem, a friend 
  of your opponent.  “That one brings dishonor 
  by using magic in a duel!  Harvesters take 
  their soul; they have shown their dishonor.” 
   
  At this point, the Master of the Field or Seconds 
  must intervene and disarm the offending party.  
  In this case, Player vs. Player combat is allowed 
  up to unconsciousness.  Once the offending 
  Hero has been subdued, please read the 
  following. 
      Now that your lack of honor has been 
  shown for all to see, the members of the 
  crowd around you spit on you as you lie on 
  the ground.  It appears that your breach of 
  conduct was a major faux pas, and one that is 
  
   
  17 | Living Arcanis - Unbated and Envenomed 
   
  unlikely to be forgiven. 
   
  If the Hero used any arcane magic in their duel 
  (including the manifestation of blades), please 
  add. 
       While all others seem to scorn you, you get 
  the strangest feeling that certain eyes in the 
  crowd seem to linger over you. 
   
  Either way, the Heroes suffer disadvantage on 
  ALL 
  Charisma 
  based 
  skill 
  checks 
  with 
  inhabitants of Savona for the rest of the 
  adventure for cheating. 
  Development:  Please continue to Scene 3.  If 
  the Heroes used arcance magic, they will have 
  attracted the Notice of the Harvesters at the 
  conclusion of this adventure.  
  Scene 3 
  Key Concept: The Heroes are offered a job. 
  GM Notes: 
  There 
  are 
  two 
  possible 
  sources 
  of 
  employment in the party, one ‘official’ in the 
  form of Antonio Dovitoni (a local patrician) 
  and Enrico Torta, a representative of the 
  Torta Cartel family.  Which one you choose 
  depends on the party make-up, as it is highly 
  unlikely a noble Knight of Milandir would 
  accept a job from a criminal, but probably 
  would from a respected Patrician family.  
  Choose which hook you wish from the two 
  options. 
    
  Dovitoni Offer: 
   
            After the dueling drama of the previous 
  evening, you feel the need to find your way to 
  your lodging.  While most cities would 
  provide inns which combine food, stabling, 
  and sleeping spaces, Savona appears to 
  separate most of those functions into 
  separate buildings.  As such, you find 
  yourselves climbing up another stairwell up to 
  the small suite of cramped rooms in this 
  boarding house not too far from Lady’s 
  Square.  Reaching your door, you find it not 
  locked as it previously was, but slightly ajar. 
   
   
  Each Hero (regardless of what boarding 
  house they are staying at) will get the same 
  message, and as such will receive the same box 
  text.  If the Heroes find alternate lodging (such 
  as a Hero who has a residence in Savona), 
  please modify the above box text for them 
  specifically while still relating the above 
  information. 
  Allow the Heroes to do whatever they want to 
  prepare for opening the door, though there is 
  ultimately nothing that they will learn.  When 
  they are ready, please continue. 
           Entering your room, you find that 
  everything that you had left in the room 
  appears to be where you left it.  However, 
  there does appear to be two additional items, 
  laying on your bed:  a note, sealed with a wax 
  seal, and a small grey stone set upon the 
  note. 
   
  If the Heroes seek to detect any magic in the 
  room, they will find that the stone detects as 
  weakly magical.  Closer inspection of the stone 
  will show that it appears to be a non-descript 
  stone about an inch in diameter.  If any Hero 
  wishes they may perform an Intelligence 
  (Arcana) DC 15 skill check will believe that this 
  item looks like a luck stone, a magical item 
  which allows them advantage on a single roll 
  once per long rest.  Any Hero who makes the 
  same check at DC 25 with the above skills (-5 to 
  DC for a Coryani val’Sheem or a member of the 
  Dovitoni family) will be able to identify it as a 
  special version of a luck stone given out by the 
  
   
  18 | Living Arcanis - Unbated and Envenomed 
   
  Dovitoni which functions only at the sufferance 
  of the Dovitoni family. 
  GM Notes: 
  The Dovitoni stones gain their power from 
  the ancient halls of the Dovitoni family, one 
  of the most powerful of the val’Sheem’s 
  vassal families.  It is not far known, but these 
  stones are used not only to bolster their 
  allies, but also to keep tabs on them.  While 
  in possession of these items, the Dovitoni can 
  track its bearer anywhere within the city.  
  Additionally, should the Hero ever break faith 
  with the Dovitoni’s, the stone will explode 
  dealing 1d6 damage to the Hero, but leave 
  them marked with a strange glyph which 
  burns into their flesh, marking them as an 
  oathbreaker.  This glyph lasts for 5 
  adventures. 
   
  If the Heroes look at the letter, any Hero with 
  proficiency in Intelligence (History), a Coryani 
  val’Sheem, or member of the Dovitoni family 
  can identify the seal on the wax as belonging to 
  the Dovitoni family, one of the major vassal 
  families of the val’Sheems.  All other Heroes 
  may attempt an Intelligence (History) DC 12 
  skill check to gain this knowledge. 
  If the Heroes open the letter (the letter is 
  identical in each case, except insofar as the 
  name of the recipient), please give the players 
  Player Handout #2: Dovitoni: 
  Any Hero who succeeds on an Intelligence 
  (History) DC 15 skill check will be able to 
  identify Antonio Dovitoni as a scion of the 
  powerful Dovitoni family with a reputation as a 
  problem-solver (though stories tell that his 
  methods are not always legal). 
  Assuming the Heroes decide to meet with 
  Antonio, please continue with the following: 
  Navigating 
  the 
  bridges, 
  squares, 
  and 
  gondola-filled canals of Savona from the 
  majestic Imperial District into the much 
  closer—but still rather opulent—Marcellus 
  District poses few issues for you.  In fact, even 
  when you are forced to hire a Gondola to get 
  across the Grand Canal of Savona the 
  gondola operator waves off your attempt at 
  payment.  It is almost suspicious how quickly 
  you are able to make it across the Main 
  Island. 
   
  The townhouse you are directed to is 
  a modest structure, the type you would 
  expect a moderately wealthy merchant or an 
  Equestrian to own.  In fact, there is only a 
  single guardsman stationed outside of the 
  door, who greets you as you approach. 
   
   
  Allow the Heroes to identify themselves, show 
  the guardsman the note, or whatever means of 
  identification they wish.  However, unless they 
  make obviously hostile movements towards the 
  guard, he is aware who they are and will allow 
  them passage into the townhouse. 
  The interior of the townhouse is similarly 
  modest, with a comfortably appointed sitting 
  room just off the main entrance hall. 
     
   
  “Friends, I thank you for coming!” 
  says a middle-aged, well-dressed man, his 
  Cafelan heritage clearly visible by his olive 
  skin and dark hair.  “I am Antonio Dovitoni, 
  please, have a seat.  I apologize for the 
  pedestrian nature of our surroundings, but 
  sometimes it is best not to hold meetings 
  such as this in palaces where everyone can 
  see the comings and goings.” 
   
  Allow the Heroes to settle down as they wish 
  before continuing. 
   
  “For those of you who are unaware, 
  Cafela is somewhat different than many parts 
  of the Empire when it comes to settling our 
  disputes.  While the great families in Illonia or 
  Balantica 
  may 
  resort 
  to 
  political 
  backstabbing, and the Annonicans resort to 
  
   
  19 | Living Arcanis - Unbated and Envenomed 
   
  poison and daggers in the shadows, Cafelans 
  are far more direct about their grievances.  
  Out of this desire for up-frontness, most 
  Cafelans—at least those of the more noble 
  class—have embraced the Duel as our 
  primary means of settling disputes.  
   
   
  “Because of the official nature of 
  these duels, a fairly elaborate code of 
  conduct has risen out of them:  the Code 
  Duello.  This honour code ensures that all the 
  duels are fought by men, and not by magic or 
  poison or deceit for the Lady blesses those 
  who are righteous with luck, not the tools 
  they use.” 
   
   
  Moving forward, Antonio throws a 
  half-dozen brooches onto the table in front of 
  him.  “Lately, however, we have come to 
  believe that there are those who seek to 
  subvert the Code Duello for their own gain, 
  and are using underhanded tactics to 
  advance themselves above their stations.”  
  Motioning at the brooches, he continues.  
  “These belonged to a half-dozen of our 
  champions who have been killed in the past 
  few weeks in duels.  All belonged to one of 
  the most storied Fighting Schools in all the 
  city, and all were felled to those of an upstart 
  school who until last year languished among 
  the bottom tier of the city. 
   
   
  “For years, these fighters have 
  defeated those of this School without 
  difficulty, and those who use these bravos as 
  their champions.  To have lost a half dozen 
  fighters, and dozens more duels that did not 
  end in death, shows that something has 
  changed among them.   
   
   
  “And that is where you come in. 
   
   
  “We wish for you to investigate the 
  School in question—known as the Striking 
  Vipers—and do what you can to figure out if 
  these Vipers are as dishonourable as the 
  snakes from which they take their name.  
  Once you have discerned what they are doing 
  and how they are doing it—with proof, if all 
  possible—please report your findings to us.” 
   
   
  “Any questions?” 
   
  The Heroes will likely have a number of 
  questions: 
   
  How much will we be paid? 
  “While I could assure you that 
  earning the gratitude of the Dovitoni 
  should be payment enough, we are not 
  unfamiliar with the desires for material 
  wealth.  To that end, we shall pay you 
  fifty imperials (50 gp) each for your 
  efforts 
  if 
  you 
  can 
  gather 
  any 
  information for us on this matter, with 
  an option for more if you can provide 
  us with solid proof of their disreputable 
  tactics, commensurate with the quality 
  of proof you can provide us.   
  “Additionally, while working 
  for the Dovitoni, you may make use of 
  the Luck Stone that we provided with 
  your invitation.  While you keep faith 
  with us, it shall continue to provide the 
  Lady’s Blessings to you. Acceptable?” 
   
  What can you tell us about the 
  cheating? 
  “We 
  have 
  been 
  able 
  to 
  determine that they are not using any 
  of the typical methods that one would 
  assume—poison, magical spells, and 
  other disreputable methods like that.  
  If they are cheating, they are doing it 
  very smartly such that we have not 
  been able to figure out what it is.” 
   
  I thought you said the duels were 
  between nobles, so why are we 
  targeting a Fighting School? 
  
   
  20 | Living Arcanis - Unbated and Envenomed 
   
  “While the Lady would prefer 
  those involved in the dispute to settle 
  their issues with steel, she also 
  understands that some have not been 
  granted the same martial boons as 
  others.  As such, it is not uncommon for 
  those lacking in the requisite skills 
  naming Champions to their cause.  
  These Champions are often schooled by 
  the Fighting Schools of the city, a 
  rather exclusive group of organizations 
  which almost every reputable fighter in 
  the city has either trained with or is 
  otherwise affiliated with.  The Dovitoni 
  family has for decades maintained 
  retainers several different schools—
  best to keep our options open, you 
  understand—but no matter how well 
  placed our fighters are, they seem to 
  fall before the Vipers.” 
   
  If these duels are between nobles, why 
  haven’t you looked at your rivals? 
  “The Vipers have earned a lot 
  of patrons over the past thirteen 
  months due to their ability to win, 
  including many of our own rivals.  
  Since we started truly noticing, the 
  Champions of the Vipers have won 
  duels against us representing several 
  different groups.  Because of this, it is 
  impossible to tell which one of them 
  have been with the Vipers since their 
  current run of victories have started, 
  and therefore who may be responsible.  
  If you can find evidence that it is one of 
  these families is the cause, we would 
  be greatly interested in this.” 
   
  Why us? 
  “Should we send our own 
  retainers to investigate this—or even 
  some of our local contacts—our role in 
  these investigations will be obvious to 
  all.  However, you do not have any 
  known ties to us before this day, which 
  means that those other parties will 
  have 
  much 
  greater 
  difficulty 
  identifying us.  Should we be identified, 
  those 
  other 
  families 
  will 
  likely 
  challenge us to additional duels.  
  Should we not discover if they are 
  cheating in these duels before these 
  challenges are leveled, many more of 
  our retainers and my own kin may be 
  killed.  I cannot allow that.” 
   
  Can we get a writ or something to give 
  us official status? 
  “Alas, because we need this job 
  done unofficially—at least until we 
  have some information—we cannot 
  provide you with any official aid in this 
  investigation.” 
   
  Can you provide us with information on 
  the Striking Vipers? 
  “The Vipers are one of the 
  newer Fighting Schools in the city, and 
  unlike the more civilized fighters use a 
  far more brutish combat style than is 
  becoming of a fighter.  Because they 
  were always more concerned with 
  offence, they were often beaten by 
  those who could take advantage of 
  their aggression.  Their Guildhall is 
  located on the Trades Island, south of 
  the Main Island.  With their recent 
  fortunes, I have heard they are looking 
  for property on the Main Island, but as 
  yet only their Guildmaster has found 
  residence here.”  Antonio will provide 
  any information the Heroes want about 
  locations, but will refuse to put 
  anything in writing beyond commonly 
  available maps. 
  
   
  21 | Living Arcanis - Unbated and Envenomed 
   
  Assuming the Heroes accept, please read the 
  following: 
        Nodding 
  to 
  you, 
  Antonio 
  stands.  
  “Excellent!  Please, I would ask that you start 
  as quickly as reasonable.  I am sure that you 
  are aware of the Grand Melee going on, so 
  with so many fights going on the poison of 
  the Vipers has the potential to sink deeply 
  into the veins of the city and the Code Duello.  
  Please be quick.” 
   
   
  Torta Offer: 
   
          After the dueling drama of the previous 
  evening, you feel the need to find your way to 
  your lodging.  While most cities would 
  provide inns which combine food, stabling, 
  and sleeping spaces, Savona appears to 
  separate most of those functions into 
  separate buildings.  As such, you find 
  yourselves climbing up another stairwell up to 
  the small suite of cramped rooms in this 
  boarding house not too far from Lady’s 
  Square.  Reaching your door, you find it not 
  locked as it previously was, but slightly ajar. 
   
  Each Hero (regardless of what boarding house 
  they are staying at) will get the same message, 
  and as such will receive the same box text.  If 
  the Heroes find alternate lodging (such as a 
  Hero who has a residence in Savona), please 
  modify the above box text for them specifically 
  while still relating the above information. 
  Allow the Heroes to do whatever they want to 
  prepare for opening the door, though there is 
  ultimately nothing that they will learn.  When 
  they are ready, please continue. 
             Entering your room, you find that 
  everything that you had left in the room 
  appears to be where you left it.  However, 
  there does appear to be an additional item 
  laying on your bed:  a neatly folded note 
  without any wax or sigil. 
   
  If the Heroes use any magical detection abilities 
  in the room, they will find that there is a faint 
  feeling of magic in around the lock, but 
  otherwise there is nothing. 
  If the Heroes open the letter (the letter is 
  identical in each case, except insofar as the 
  name of the recipient), please give the players 
  Player Handout #3: Torta: 
  If the Heroes look at the letter, any Cafelan 
  Hero or a Coryani Rogue or Vagabond or other 
  similar background will automatically know that 
  the Torta family runs one of the most powerful 
  Criminal Syndicates in Savona.  All other Heroes 
  may attempt an Intelligence (History) DC 15 
  skill check to learn this information. 
  Assuming the Heroes decide to meet with 
  Enrico, please continue with the following: 
               Your trip across the lagoon to Saint 
  Marcella Island shows you a completely 
  different side of the city.  While the Main 
  Island is a densely populated city, and the 
  gateway regions of the Mainland portion of 
  the city and the Island of Little Savona have a 
  typical port or trade centre feel, upon setting 
  eyes on Saint Marcella you would swear you 
  have found your way onto a val’Dellenov’s 
  garden sitting in the middle of the Savonan 
  Lagoon.  Minimally populated, the island 
  serves as the breadbasket for the entire 
  region, with row upon row of vineyards, 
  orchards, crops, and other produce growing 
  in the rich sea-side soil.  Aside from slave 
  barracks, the only built-up structures seem to 
  be based around the small port that is used to 
  transport the bounty of the island to 
  wherever it is needed. 
   
   
  It does not take long to find the small 
  but well-appointed taverna near the docks.  
  
   
  22 | Living Arcanis - Unbated and Envenomed 
   
  Upon entering the establishment, you find it 
  strangely empty except for a single well-
  dressed, if understated, looking man at the 
  largest table.  There are individual place 
  settings set out for all of you showing 
  sumptuous dishes which highlight the fruits of 
  the island, each with a very expensive-looking 
  bottle of wine. 
   
   
  “Ahhh, greetings!  Please, let us dine 
  before we get to business.  I have always felt 
  that it is best to enjoy food as fresh as you 
  can get it.  Those dreary markets on the Main 
  Island rarely get the produce when it is at the 
  best, at least compared to here on Saint 
  Marcella’s.” 
   
   
  If the Heroes ask, the dishes are 
  primarily 
  vegetarian 
  dishes 
  consisting 
  of 
  delicious salads, noodle dishes similar to 
  lasagna, and seafood sautéed in butter.  If there 
  are Ss’ressen at the table, they will find shanks 
  of mutton in the place of the salads, but only 
  them.  If any Hero asks about this, Enrico will 
  shrug, wink, and say, “Saint Marcella is not 
  known for its herds, as they come from the 
  mainland.   Not as delicious as the fruits of the 
  island, but a more palatable meal for your kind 
  I believe.” 
  As they are enjoying their food and drink, Enrico 
  will begin. 
               “As I’m sure you can guess, my name 
  is Enrico Torta.  I represent certain business 
  interests here in the city.  As it turns out, 
  some of these business interests have become 
  rather threatened by some outside force, and 
  I am in need of someone to investigate what 
  is going on so we can take appropriate 
  measures to ensure that our business 
  continues as usual.   
   
   
  “If you are interested, I can make it 
  quite worth your while, both in gold and in 
  favors.  Interested?” 
   
  If the Heroes say yes, please continue with the 
  following.  If not, allow the Heroes to finish 
  their meal and please end the adventure. 
   
  “As you may or may not be aware, 
  certain business groups in the city run a little 
  competition during the Grand Melee.  While 
  officially the Melee is a way for completely 
  independent bravos to make a name for 
  themselves, in reality it is a very well-
  organized competition between the Fighting 
  Schools which vie for power and attention.  
  The Schools themselves are separated into 
  three main Leagues, with schools in each 
  league only able to challenge the Schools in 
  the same League as themselves.  Whichever 
  School wins the most fights during the Melee 
  in their League is advanced to the higher 
  league, while the fewest wins drops to the 
  lower League. 
   
   
  “As befitting such a competition, 
  there is much organization and money to be 
  had, and my interests are very much tied into 
  this system.  However, recently one of the 
  Fighting Schools—the Striking Vipers—seem 
  to be unsettling the system.  At the beginning 
  of last year’s Melee, they were ranked near 
  the bottom of the Equestrian League, but by 
  the end of that tournament they won their 
  League with an almost perfect win score.  
  This year, they appear to be doing the same 
  in the Patrician League, defeating fighters 
  who would have eaten them for breakfast 
  before their current string of luck. 
   
   
  “As I’m sure you can understand, this 
  is greatly upsetting to my associates, who 
  make good money managing the bets on 
  these fights.  While I’m very proud of them to 
  sticking it to the gits who make up these elite 
  Schools, I’m pretty sure that they are getting 
  their edge by cheating rather than by skill.  
  Because of this, they have thrown the entire 
  betting system into chaos and have cause me 
  
   
  23 | Living Arcanis - Unbated and Envenomed 
   
  and many, many others to lose a large 
  amount of money. 
   
   
  “As such, I would like you to 
  investigate them—discretely, of course—and 
  see if they are cheating.  If they are, I’d like 
  you folks to put an end to it.  They are bad for 
  business, and therefore have to stop before 
  they do more damage than they already 
  have.  Interested?” 
   
  The Heroes will likely have a number of 
  questions: 
   
  How much will we be paid? 
  “Ahhh, 
  but 
  where 
  is 
  the 
  romance of doing things for the right 
  reasons?”  Sighing dramatically, Enrico 
  continues.  “My associates are willing 
  to pay each of your fifty imperials (50 
  gp) for your efforts on our behalf to 
  find if the Vipers are cheating, with 
  bonus’ available for giving us details of 
  what they are doing and if you are able 
  to put a stop to it. Acceptable?” 
   
  What can you tell us about the 
  cheating? 
  “We 
  have 
  been 
  able 
  to 
  determine that they are not using any 
  of the typical methods that one would 
  assume—poison, magical spells, and 
  other disreputable methods like that.  
  If they are cheating, they are doing it 
  very smartly such that we have not 
  been able to figure out what it is.” 
   
  Could 
  it 
  be 
  any 
  of 
  your 
  rival 
  families/other criminals? 
  “While likely someone else is 
  feeding them this power, we do not 
  know who.  My associates would not 
  turn upon us, as they are suffering all 
  the 
  same. 
   
  Outsiders 
  like 
  the 
  Myrantian Medja may be involved, but 
  fixing games is not their style.  They 
  are more into straight up murdering 
  than more gentlemanly means of 
  business.  If it is someone else, I would 
  hope that you are able to find them 
  and stop them.” 
   
  Why us? 
  “Should we send our own 
  retainers to investigate this—or even 
  some of our local contacts—our role in 
  these investigations will be obvious to 
  all.  As many of these Fighting Schools 
  enjoy the patronage of some of the 
  Patrician families in the city, this could 
  make our other business ventures more 
  troublesome unless we have proof that 
  they are being disreputable.  As such, 
  we are in need of someone who is not 
  tied to us to provide us with enough 
  time to make preparations should we 
  need to move on this matter. 
   
  Can we get a writ or something to give 
  us official status? 
  Enrico laughs out loud, “Do I 
  look like I have any official status?” 
   
  Can you provide us with information on 
  the Striking Vipers? 
  “The Vipers are one of the 
  newer Fighting Schools in the city, and 
  unlike the more civilized fighters use a 
  far more brutish combat style than is 
  becoming of a fighter.  Because they 
  were always more concerned with 
  offence, they were often beaten by 
  those who could take advantage of 
  their aggression.  Their Guildhall is 
  located on the Trades Island, south of 
  the Main Island.  With their recent 
  
   
  24 | Living Arcanis - Unbated and Envenomed 
   
  fortunes, I have heard they are looking 
  for property on the Main Island, but as 
  yet only their Guildmaster has found 
  residence there.”  Enrico will provide 
  any information the Heroes want about 
  locations, but will refuse to put 
  anything in writing beyond commonly 
  available maps. 
  Assuming the Heroes accept, please read the 
  following: 
         Nodding 
  to 
  you, 
  Enrico 
  stands.  
  “Excellent!  Please, I would ask that you start 
  as quickly as reasonable.  I am sure that you 
  are aware of the Grand Melee going on, so 
  with so many fights going on the Vipers 
  actions are causing much irritation for my 
  associates, so the sooner they are dealt with 
  the better.” 
   
  Development:  The Heroes now have many 
  options.  If they wish to travel to the Viper’s 
  Guildhall, please proceed to Scene 4.  If they 
  wish to confront the Guildmaster, please 
  proceed to Scene 7.  If they wish to observe a 
  fight (as part of the Grand Melee) between the 
  Vipers and others, please proceed to Scene 8.  If 
  they wish to learn more about the victims, 
  please proceed to Scene 9. 
  Scene 4 
  Key Concept: The Heroes may travel to the 
  Striking Vipers Guildhall to confront them. 
              The journey from the Main Island of 
  Savona to the Trade Island is not difficult as 
  the islands are linked by massive bridges.  
  Individually, these bridges would be wonders 
  in their own right, but due to the nature of 
  Savona being built upon hundreds of islands, 
  it requires no fewer than nine such large 
  bridges to span the distance between the 
  major islands is the lagoon. 
   
   
  Entering the Trade Island, you can 
  see a noticeable difference between it and 
  the Main Island.  While also containing a 
  series of canals to dispense with waste, there 
  are fewer of them here, meaning that this 
  island smells significantly worse than the rest 
  of the city.  This I only made worse by the 
  smells of industry which have found their way 
  here.  It is quite clear that this region is a 
  much less affluent area than the Main Island, 
  where cash-strapped Fighting Schools may 
  purchase a large enough area to serve as 
  their training centre. 
   
   
  The Guildhouse itself was once a 
  large warehouse near the docks on the island, 
  but it has since been thoroughly reinforced as 
  the Schools fortunes waxed and waned.  
  Securely sealed, the only obvious route into 
  the building is through the main door, which 
  is flanked by a group of six bravos with naked 
  steel on their hips. 
   
  The Heroes, no matter what, will not be allowed 
  into the Guildhall.  While they may have 
  recently one of the lowest members of the 
  ‘Gentleman’s club’ of dueling schools, they are 
  still members of that culture and are very 
  restrictive and secretive.  However, the Heroes 
  may feel free to question the guards in front of 
  the Hall. 
       Approaching the main gates, the bravos in 
  front peel off from the closed gate towards 
  you.  “Excuse me, but can we help you 
  today?” One says, politely, but with some 
  suspicion. 
   
  GM Notes: 
  The 
  Heroes 
  can 
  comport 
  themselves 
  however they want, but remember that the 
  bravos are fairly touchy people, and prone to 
  issuing challenges if they feel they have been 
  wronged. 
   
  
   
  25 | Living Arcanis - Unbated and Envenomed 
   
  What the Guards Know: 
   
  Who are you? 
   
  “We are bravos of the Striking Viper.” 
   
  Can we see your boss/can you let us in? 
  The 
  guards 
  look 
  at 
  you 
  strangely, as though you just begun 
  speaking a foreign tongue.  “What do 
  you mean?  Do you let random, 
  uncouth ruffians into your home?  No!” 
   
  You have won a lot of battles lately. 
  “The Striking Viper has been 
  blessed by Larissa, and our destiny is to 
  dominate the city’s dueling societies is 
  at hand.  None shall stand between us 
  and glory.” 
   
  Have there been any changes lately? 
  “We have finally had an 
  opportunity to show our skill to those 
  who thought they were our betters.  
  With our prowess being seen, we have 
  been able to acquire better blades as 
  befitting our station, but that is only 
  steel.  It is the man who is what 
  matters.”  Honestly, the bravos don’t 
  see the steel as more than a status 
  symbol, and they do not know of any 
  wrong-doing towards them or for their 
  benefit. 
   
  Where did you get the blades? 
  “What do blades matter, for it 
  is only steel?”  
   
  Can we see the Blades? 
  The guard looks at you firmly.  
  “The only time we draw our blades is 
  to duel.”   
  If the Heroes are polite, respectful, or otherwise 
  flatter the bravos (GM’s discretion), they will 
  pass on the name of the swordsmith who 
  created their blades as Debora Serracchiani 
  after a Charisma (Persuasion) DC 14 skill check 
  or a 20 sp bribe. They will not, however, draw 
  their blades as for them the blade is only drawn 
  when it is to draw blood.  If the Heroes have a 
  means of detecting magic (without being too 
  obvious about it), they will not be able to detect 
  its magical effects unless that effect becomes 
  active.  Unless the Hero is psionic, they have to 
  succeed on a Dexterity (Stealth) DC 15 skill 
  check while casting with Subtlety or use the 
  Subtle Spell metamagic option to avoid the 
  bravos notice.   
  If the Heroes are not polite with the bravos, 
  make threats against them, make demands, or 
  are caught casting spells on or around them 
  (that they would consider dishonorable), the 
  Heroes are likely to be challenged to duels. 
           Backing away from you, the guards look 
  at you with scorn.  “You have shown yourself 
  to lack the respect.  Draw your blades, 
  villains, and let us see who the Lady favours!” 
   
  As with Scene 2, the bravos of the Striking Viper 
  will issue challenges to whomever they decide 
  has wronged them.  However, they are duelists 
  under the Code Duello, and will insist on all the 
  niceties being upheld.  Should there be Heroes 
  who are not actively insulting them, they will 
  ask that Hero to act as a Second for the 
  individual(s) who have insulted them.  If not, 
  they will delay the duel (without giving 
  additional information) until a Watchman can 
  be found (at a cost of 10 sp on the part of the 
  Heroes for his time) to serve as Master of the 
  Field.  If the Heroes refuse, by the rules of Code 
  Duello they forfeit the duel.  It should be noted 
  that none of the bravos, nor the Watchman 
  (that he is willing to admit) have any spell 
  
   
  26 | Living Arcanis - Unbated and Envenomed 
   
  casting talents, so the Heroes may cast buffs 
  (with Subtlety) more freely so long as the buff 
  does not have a visual component (GM’s 
  discretion). 
  As the challenged individuals, the Heroes have 
  the option of time and place of duel, though if 
  the Heroes say they want to fight in the 
  Guildhall they will be firmly denied (“such a 
  request is impossible as saying you want the 
  duel in the Governor’s own bedroom!”).  
  Similarly, they may choose the Rules of the 
  duel, though it should be noted that the longer 
  the fight happens, the more likely they are to 
  learn things from the fighters/duels. 
  Combat  
   
  In all this combat consists of  
   
  Striking Viper Duelists 
  May include  
   
  One (1) Striking Viper Duelist per Hero 
  Or 
   
  6 Watchmen 
   
  Adventure Difficulty 
  There are no adjustments to the difficulty of 
  this encounter.  
   
  Tactics: 
  The Striking Vipers will use their abilities to best 
  win the duel depending on what the style is.  
  However, unlike the Duelist from Scene 2 the 
  Vipers swords have been inscribed with the 
  Ssethric Runes that the Rivalta’s have salvaged 
  which grant the blades limited (and very hard to 
  detect) magical effects.  Every turn, the effect of 
  the rune may be changed to a different one on 
  the list, and they cannot make use of the same 
  effect twice in a row.  It is possible that the 
  Heroes may start the duel, and then have all the 
  rest of the party attack the rest of the bravos.  If 
  the Watchman is present as the Master of the 
  Field, then this will result in him leaving to bring 
  a whole squad of Watchmen in to intervene 
  after 3 turns. If there is not a Watchman, the 
  rest of the Bravos in the party (1/Hero at the 
  table) will engage and all the Code Duello is 
  thrown out as it becomes a free-for-all. 
  GM Notes: 
       A year ago, the Rivalta’s sponsored an 
  expedition into the Endless Dark near the city 
  of Savona.  Buried deep in the tunnels they 
  found an artefact of the Il’Huan War 
  thousands of years ago:  A magical device 
  which allows the operator to generate and 
  ‘transmit’ special abilities to any weapon 
  within range which bore a unique ‘receiving 
  rune’.  Most of these artefacts were lost in 
  with the fall of Yasshremore (the ancient 
  Ssethric capital), and have fallen out of 
  memory. 
   
  These effects cannot be activated by the 
  wielder of the blade, only by the operator of 
  the ‘transmitter’.  As such, feel free to choose 
  whatever effect is the most advantageous at 
  the time as the Rivalta’s do their best to keep 
  their fighters alive.  Once an effect is used, a 
  new one cannot be chosen until the following 
  turn, and the same effect cannot be used 
  twice in a row. 
   
  Runic Effects: 
   
  You gain advantage to your next 
  attack roll. 
   
  You gain an additional 1d4 necrotic 
  damage on your next damage roll 
   
  You gain a +1 to your Armor Class 
  your next turn. 
   
  You gain advantage on all Strength, 
  Dexterity, and Constitution saving 
  throws until your next turn. 
   
  You gain advantage on all 
  Intelligence, Wisdom, and Charisma 
  saving throws until your next turn. 
   
  You are healed 1d4 hit points. 
   
  However, because the Ssanu were worried 
  
   
  27 | Living Arcanis - Unbated and Envenomed 
   
  about their elorii slaves revolting, there are 
  also effects which can damage the wielder: 
   
   
  You suffer disadvantage on your next 
  attack roll. 
   
  You deal 1d4 LESS damage (minimum 
  1 damage) on your next damage roll 
   
  You have a -1 penalty to AC until your 
  next turn. 
   
  You have disadvantage on Strength, 
  Dexterity, and Constitution saving 
  throws until your next turn. 
   
  You have disadvantage on 
  Intelligence, Wisdom, and Charisma 
  saving throws until your next turn. 
   
  You take 1d4 poison damage. 
   
  When the bravo’s weapon is drawn, allow the 
  Heroes a Wisdom (Perception) DC 20 skill check 
  to notice the strange rune on the sword.  You 
  may add a cumulative +2 bonus for each of the 
  following:  Apprentice (Smith) background, 
  proficiency in Arcana, Smith’s tools, or any elorii 
  or dwarf. Additionally, each time that the rune 
  changes its effect, they may again attempt the 
  Perception if they did not notice it before 
  (easier with longer duels). 
  Additionally, allow elorii Hero who see the rune 
  to make a Wisdom (Insight) DC 15 skill check.  If 
  they succeed or if the elorii has the Reborn 
  background, please give them Player Handout 
  #4: Visions of Lives Past. 
  Should the Heroes defeat all of the bravos (and 
  possibly the Watchmen, if they intervene), they 
  make take one (or more) of the short swords 
  from the Striking Vipers.  If they wish they may 
  gain access to the Maker’s Mark on the blades 
  to identify the swordsmith, through whom they 
  can track down the runesmith, and through him 
  find out about the Rivaltas.  However, please 
  remember (do not tell the Heroes) that the 
  Rivaltas will be more than willing to use the 
  negative effects against any Hero who may be 
  wielding the blades. 
  GM Notes: 
  If the Heroes wish to salvage these blades, 
  they may carry them for the rest of the 
  adventure.  However, at the end of the 
  adventure the swords with magically begin to 
  fall 
  apart 
  as 
  whomever 
  controls 
  the 
  Generator does not want to leave any 
  evidence in their wake.  If the Heroes ask, 
  this seems to be a trait related to the special 
  magic on the blade itself and cannot be 
  countered through any known means. 
   
  As with before, they will not be allowed into the 
  Guildhall, even if they have dealt with the 
  Guards.  There are another dozen or so bravos 
  inside, so any efforts to get in will be met with 
  twice the number of Heroes in additional 
  bravos coming out and fighting them (no holds-
  barred as they are protecting their Guildhall 
  from criminals, in their opinions). 
  Development: Should the Heroes wish to 
  question the swordsmith, please proceed to 
  Scene 5.  Should the Heroes have been 
  captured by the Watch, please proceed to 
  Conclusion D.  Should the Heroes require 
  additional information (they’re stumped) please 
  proceed to Scene 8. 
  Scene 5 
  Key Concept: The Heroes travel to the 
  swordsmith to figure out what is going on with 
  the sword. 
  For the Heroes to track down the shop of 
  Debora Serracchiani, please have them perform 
  a Intelligence (Investigation) or Charisma 
  (Persuasion) 
  DC 
  12 
  skill 
  check. 
  Please 
  remember to apply any penalties gained in 
  Scene 2 to the Investigation roll.  If the Heroes’ 
  
   
  28 | Living Arcanis - Unbated and Envenomed 
   
  skill check succeeds at a DC 15 or above when 
  looking for her shop, they will be able to learn 
  the following bit of gossip about Debora: 
         “The Thorned Lady?  Don’t go and patron 
  that upstart!  She has no respect for the 
  establishment.  I understand that women can 
  be equal to men in some things, but 
  blacksmithing is not one of them!  Best go to 
  see Pedro Carradine or Arathus of Solanos 
  Mor if you want a blade.” 
   
  On they have reached Debora’s smithy, please 
  continue: 
        Making your way through the tangled 
  warrens of warehouses and manufactories of 
  the Trade Island, you eventually find yourself 
  before a small smithy marked by a sword 
  wrapped in thorny vines.  Entering, you find 
  yourself confronted by a group of slaves 
  pumping the forge while a surprisingly slight 
  woman is filigreeing a blade with an 
  elaborate design.   
   
   
  Seeing your entrance, one of the 
  slaves peels off the bellows and beckons to 
  his master.  Looking up at you—more than 
  slightly 
  annoyed, 
  apparently 
  for 
  being 
  interrupted—the woman puts down her tools 
  and walks towards you.  “Hello, and what 
  service can Debora Serracchiani do for you 
  today?” 
   
  If the Heroes in any way mention her work with 
  the Striking Vipers, or especially if they show 
  her one of the blades, she will smile and begin 
  waxing poetic about her work: 
        “Ah, yes, such fine work those short 
  swords were! Don’t get me wrong, I am more 
  a fan of the side sword—a far more elegant 
  weapon compared to those overblown 
  daggers—but that doesn’t behoove me of 
  creating works of art.”  Looking at your lot, 
  she smiles.  “But of course, if you have seen 
  these 
  blades 
  you 
  would 
  know 
  that.  
  Individuals of your skills would be able to 
  recognize such artistry from across the 
  lagoon.  As such discerning peoples, it would 
  be my honour to make similarly beautiful 
  blades for you all, as I am without doubt the 
  best swordsmith in the city!” 
   
  If the Heroes wish to purchase swords from her, 
  she is accomplished at making longswords, 
  short swords, side swords, gladii, and daggers.  
  Other blades she is willing to do, but will be 
  somewhat disdainful about them (“Uggg!  Such 
  inelegant weapons!  Are you sure you wouldn’t 
  want a more civilized blade?”).  If so, she will 
  be able to create the weapon for market price 
  which the Heroes can have at the end of the 
  adventure. 
  If the Heroes ask about the blades of the 
  Striking 
  Vipers, 
  she 
  will 
  avoid 
  directly 
  commenting on her clients, and only talk about 
  how great her craftsmanship is.  However, with 
  a Charisma (Persuasion) DC 15 skill check 
  (cumulative +2 bonus for each blade purchased 
  from her and for every 5 gp bribe that they give 
  her) she will divulge some information: 
   
  Who commissioned the blades? 
  “I am not entirely sure, but it 
  must have been one of the patrician 
  clans in the city.  Only those of that 
  rank would have the funds to purchase 
  over two-dozen blades of that quality.” 
   
  Did you put on the runes? 
  Snorting 
  laughter, 
  Debora 
  says, “Oh, I wish!  If I knew how to 
  imbue weapons with magic I’d live in 
  the Imperial District!  No, after the 
  blades were forged I had them sent 
  over to Crestus’ shop.” 
   
  Who is Crestus? 
  
   
  29 | Living Arcanis - Unbated and Envenomed 
   
  “Crestus of Nol Dappa is an 
  ornery Dwarf who hates pretty much 
  everyone, but is probably the crafter 
  of. . . exotic items, if you will, in the 
  city.  Most people dislike me because 
  of what I am, but he hates me for 
  being alive like anyone else.  It’s 
  actually quite refreshing to be hated 
  only as much as everyone else.” 
   
  Where is his shop? 
  “Though the Trade Island is 
  where he should be, being such a 
  specialized craftsman he can afford 
  better lodging.”  Beckoning over one of 
  her slaves, she says, “Caius here can 
  show you where his shop is on New 
  Island.” If the Heroes refuse to allow 
  the slave to lead them (for some 
  reason), she will have the slave give 
  appropriate directions. 
  Development:  The Heroes will likely wish to 
  investigate Crestus’ shop, so please continue to 
  Scene 6. 
  Scene 6 
  Key Concept: The Heroes travel to New Island 
  to figure out what is going on with the sword. 
  If the Heroes wish to ask about Crestus before 
  they meet with him, allow them to make a 
  Charisma (Persuasion) DC 14 check to learn the 
  following: 
       “Crestus came here after the Milandisian 
  Crusades of a few years ago, but why 
  someone who seems to hate all but his own 
  people would come to Savona is beyond me.  
  It might have something to do with all those 
  frost-bite scars all over him.  Savona is 
  warmer than the wild mountains of the north, 
  though I’m told the Dwarves live in a volcano 
  so you’d think he’d just stay there.” 
   
  Continuing 
  to 
  Crestus, 
  please 
  read 
  the 
  following: 
            Leaving the Trade Island, you have to 
  catch a ferry (at a cost of a 10 sp each) over 
  to the island to the south of the Main Island 
  known as New Island.  While still built up, the 
  streets are wider and the houses bigger and 
  less crowded than they are on the Main 
  Island of the city.  In fact, as you approach 
  the island you see that there are even 
  beaches on the south-west side of the island 
  full of sunbathers.   
   
  It does not take long for you to find 
  your way to the small industrial area of the 
  island and the building identified as Crastus’ 
  shop.  Unlike many smithies, this building 
  looks more like a manorhouse than an 
  artisan’s workshop.  There is even a pair of 
  hulking Dark-kin guards at the door.  “Who 
  wishes to see Master Crastus?”  One asks, 
  menacing above you from a height of over 7 
  feet. 
   
  Allow the Heroes to make whatever reason they 
  wish to see him, but the only way that they can 
  be allowed through without having to make a 
  roll (for every 5 gp of bribes the players earn a 
  +2 bonus to the roll) is to say they wish to talk 
  to Crestus about business.  However, a 
  successful DC 18 Charisma (Deception) check 
  will allow them to pass through with a 
  somewhat less direct story.  Please remember 
  any negatives gained in Scene 2. 
  Assuming they make it through, please continue 
  with the following. 
   
  Entering the building you are hit by a 
  wave of heat even stronger than the blast 
  furnace at Debora’s smithy.  However, the 
  entire area is blacked out as though all the 
  windows are blocked with only a roaring fire 
  providing light inside.  Silhouetted against the 
  fire is a large armchair, from which a deep 
  voice echoes.  “What do you want, humans?” 
  
   
  30 | Living Arcanis - Unbated and Envenomed 
   
   
   
  Moving towards the armchair, you 
  see probably the ugliest Dwarf that you have 
  ever seen, with his nose and ears seemingly 
  melted off his immensely scarred face.  Even 
  his beard is patchy where whole chunks of his 
  chin have seemingly fallen off.  Despite his 
  scars, you can see deep intelligence in his 
  sharp, brown eyes.  
   
  Allow the Heroes to dissemble as they wish, 
  even making requests to purchase runed items 
  with any legal uncommon rune available in the 
  campaign, if any (which for market price he will 
  provide for the Heroes at the end of the 
  adventure, just as Debora would with the sword 
  sin Scene 5.  “I will gladly take your gold.”).  
  However, eventually they will have to start 
  being more direct.  If the Heroes bring up the 
  Striking Vipers Blades, Crestus will admit (rather 
  brusquely) that yes he did scribe the strange 
  runes on the blades for them.  However, for him 
  to admit anything strange about the blades, the 
  Heroes will have to succeed on a DC 16 
  Charisma (Persuasion) skill check (+5 bonus if 
  the Heroes have one of the blades and show 
  him the special rune).  If they do not make the 
  check, he will not provide any information 
  about what the runes were, but he is more than 
  willing to provide the name of the people who 
  hired him. 
   
  Who hired you? 
  “The Rivalta family.  They are 
  as upstart as any of you other 
  creatures, but they had gold and who 
  was I to deny them.” 
   
  What is this rune?  (only will answer if 
  the Persuasion Check, if specifically 
  asked) 
  “Ahhh, that piece of work.  I 
  actually am fairly proud of that one.  
  The Rivalta’s provided me with an 
  ancient blade that they found in some 
  caverns near the city.  The blade must 
  have been of Ssethric or Elorii make, 
  but the look of it, but instead of the 
  normal markings that one would 
  expect on such blades this one had one 
  which I had never seen before.  Some 
  kind of rune which allows them to 
  customize the effect of the magic on 
  the blade from afar.  I’m not sure how 
  they do it, but it required a very 
  intricate rune to allow them to do it.” 
   
  Why are you so willing to betray them? 
   
  Crestus shrugs.  “Why should I 
  protect someone who isn’t me?  They 
  wouldn’t do it for me.” 
   
   
  What happened to you (appearance)? 
  “I was shown just how scorned 
  we all are by the Gods when the 
  Dwarves of Fire were confronted with 
  the cold of oblivion.”  This is a 
  reference to the recent plague of cold-
  based Infernals which devastate his 
  home enclave during the Milandisian 
  Crusade. 
  Crestus will not show any real desire to divulge 
  any more information to the Heroes, and if they 
  press the issue, he will not want to speak to 
  them any longer.  When they leave, however, 
  he will contact the Rivalta family and inform 
  them that the Heroes have discovered the 
  nature of their special runes.   
  Development: The Heroes will likely wish to 
  report their findings to their Patron, but first 
  they will have to have a confrontation with the 
  Vipers (who have been tipped off about their 
  investigations).  It is even possible that the 
  Heroes have learned nothing after this.  Either 
  way, please continue to Scene 7.   
  
   
  31 | Living Arcanis - Unbated and Envenomed 
   
  Scene 7 
  Key Concept: The Heroes are confronted by 
  Nicolo Orseolo, the Guildmaster of the Striking 
  Vipers. 
  By this point, the Heroes will have caused 
  enough of a ruckus to draw the attention of the 
  Rivalta family and Nicolo Orseolo, Guildmaster 
  of the Striking Vipers.  While some of his 
  fighters have no knowledge about the swords 
  and the runes on them, Nicolo very clearly does 
  and does not want his honor called into 
  question, requiring him to silence anyone who 
  might reveal what is going on.  
  While passing over one of the innumerable 
  bridges in the city which connect the various 
  small islands, you hear a call from behind 
  you.  “Foes!  Stop now and answer my 
  questions, or face your deaths!” 
   
   
  Turning around, you find that a group 
  of fighters bearing the twin short swords of 
  the Striking Vipers is blocking the other end of 
  the bridge.  Turning around, you see that 
  another group is materializing in front of you, 
  completely blocking your passage. 
   
   
  “I am Nicolo Orseolo, and I have 
  heard tales that you are attempting to sully 
  the honor of my fighters, and I cannot stand 
  for it.  I will now have you answer my 
  questions, and if they are not to my liking the 
  last thing you shall ever taste is my steel in 
  your throats.” 
   
  Allow the Heroes to say what they want, but 
  really Nicolo is fully aware of what they are 
  doing, and why.  What he doesn’t know is 
  whom, which he is intent on getting from the 
  Heroes no matter what.  However, he is too 
  essentially 
  honorable 
  (or, 
  at 
  least 
  too 
  programmed by the dueling culture of Savona) 
  to outright attack them like brigands, and feels 
  the need to at least go through the motions of a 
  confrontation. 
  One way or another, he only really has a single 
  question: 
       “Who has sent you to sully our honor?  You 
  will tell me this, right now, and without lying, 
  or I will have one of you killed for each lie I 
  am told until I have the truth.” 
   
  The Heroes can give whatever answer they 
  wish, but unless they give up their patron as 
  well as a successful Charisma (Persuasion) DC 
  13 skill check, he will not believe them without 
  a successful Charisma (Deception) DC 20 skill 
  check.  If they are caught in a lie, Nicolo will 
  order one of his fighters to kill one of the 
  Heroes.  This will likely result in Initiatives being 
  called.  
  If the Heroes tell the truth or succeed in their 
  Deception rolls, half of the Striking Vipers will 
  leave to ‘deal with’ their patrons, but the rest 
  will remain to silence the Heroes, including 
  Nicolo.  After all, anyone who gives up their 
  patron is without honor, and as such cannot be 
  a good fighter, correct? 
  It should also be noted that any Hero still in 
  possession of a Dovitoni stone and who gives up 
  the name of their benefactor will suffer 1d6 fire 
  damage as the stone explodes 
  GM Notes: 
  Aside from combat, the only way to escape 
  this situation would be to jump into the 
  canal.  Unless the Hero is a val’Ossan or a 
  Berokene elorii, however, it is unlikely that 
  they will succeed in such an escape.  The 
  Vipers will not accept bribes as their survival 
  is at stake, and no amount of persuasion will 
  stop them from silencing the Heroes.  If they 
  attempt to flee, they will be chased down. 
   
  
   
  32 | Living Arcanis - Unbated and Envenomed 
   
  Combat  
  In all this combat consists of  
   
  Nicolo Oreseolo  
   
  Two (2) Striking Viper Fighters*  
   
  Four (4) Hired Muscle*  
   
  *May be reduced to 1 Striking Viper Fighter and 
  2 Hired Muscle (if they give up their patron/ 
  succeed in their Deception) 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Striking Viper 
  Fighter 
   
  Difficult: Add 1 Striking Viper Fighter 
   
  Perilous: 
  Add 
  2 
  Striking 
  Viper 
  Fighters 
   
  Tactics: 
  The Heroes are blocked on a 15x30 foot bridge, 
  with water on either side.  The minions will rush 
  the Heroes while the Vipers move up more 
  cautiously until they can lunge forward to deal 
  as much damage as possible.  All of the Viper’s 
  Swords have the special rune upon them, 
  allowing them a number of bonuses as per the 
  previously detailed rules. 
  When the bravo’s weapon is drawn, allow the 
  Heroes a DC 20 Wisdom (Perception) skill check 
  to notice the strange rune on the sword.  You 
  may add a +2 bonus for each of the following:  
  Apprentice (Smith) background, proficiency in 
  Arcana, Smith’s tools, or any elorii or dwarf. 
  Additionally, each time that the rune changes 
  its effect, they may again attempt the 
  Perception if they did not notice it before 
  (easier with longer duels). 
  Additionally, allow elorii Hero who see the rune 
  to make a Wisdom (Insight) DC 15 skill check.  If 
  they succeed or if the elorii has the Reborn 
  background, please give them Player Handout 
  #4: Visions of Lives Past. 
  Should the Heroes survive the fight (and there 
  are any Vipers left alive), they may question 
  them (but not the Hired Muscle).  However, 
  they will not give up any information without a 
  successful Strength or Charisma (Intimidation) 
  DC 16 skill check.  Nicolo will kill himself before 
  he gives up any information to the Heroes, 
  however. 
  Should they succeed in their roll, they will learn 
  the following information: 
   
  The Rivalta family has long been a 
  patron of the Striking Vipers, but both 
  groups were not overly successful in the 
  Grand Melee or any other duels. 
   
   
  Over a year ago, the Rivalta’s 
  discovered a way to increase both of 
  their fortunes.  The new blades were 
  commissioned for some of the fighters 
  with the new runes placed upon them.  
  As their fortunes increased, they were 
  able to purchase more blades for the 
  rest of the school. 
   
   
  None of them will know the source of 
  the powers on the blades, only knowing 
  that the Rivalta’s seem to have direct 
  control of them. 
   
   
  The Rivalta’s are known to be great 
  collectors of artifacts, but rarely keep 
  them in the city proper.  They prefer to 
  keep them locked away in their manor 
  on Saint Lucius’ Island north of the city. 
   
  If the Heroes have not been able to learn 
  anything about the blades or the runes until this 
  point, they now have the ability to salvage the 
  swords from the fallen bravos or Nicolo.  If 
  these blades are brought to Debora or Crestus 
  (Scenes 5 and 6), they can gain additional 
  insights that they have not yet found. 
  
   
  33 | Living Arcanis - Unbated and Envenomed 
   
  GM Notes: 
  If the Heroes wish to salvage these blades, 
  they may carry them for the rest of the 
  adventure.  However, at the end of the 
  adventure the swords with magically begin to 
  fall 
  apart 
  as 
  whomever 
  controls 
  the 
  Generator does not want to leave any 
  evidence in their wake.  If the Heroes ask, 
  this seems to be a trait related to the special 
  magic on the blade itself and cannot be 
  countered through any known means. 
   
  Development:  If the Heroes need to gain 
  additional information about the blades to 
  continue the adventure, have them continue to 
  Scene 5, 6, or 9 as appropriate.  If they have 
  decided that they want to confront the Rivalta 
  family, please proceed to Scene 11.  If they wish 
  to report to their patron, please proceed to 
  Scene 10 or the appropriate Conclusion (A or B) 
  as time allows. 
  Scene 8 
  Key Concept: The Heroes may observe a fight 
  with the Striking Vipers as a means of divining 
  what they are doing. 
  For Heroes that know about the competition 
  between the Schools of the Grand Melee, they 
  should be able to arrange to watch one of the 
  semi-official match-ups between the Vipers and 
  one of their rival Schools.  Should they think of 
  this, allow them the opportunity to make an 
  Intelligence 
  (Investigation) 
  or 
  Charisma 
  (Persuasion) DC 13 to find out that the next 
  match is going to be in about an hour between 
  Marsha Pollazo and one of the Youngbloods 
  School, Nero Dovitoni. 
  Assuming they go to watch the match, please 
  continue with the following: 
   
  It is clear as soon as you see the 
  young patrician Nero Dovitoni enter the 
  square that this is just as much of a put-up 
  match as possible.  The whole ‘accidental’ run 
  in between the spear-and-shield-wielding 
  patrician and the provocatively dressed 
  woman with the paired beautifully-wrought 
  short-swords standing hip-coked near a 
  produce stand. 
   
   
  What follows is a highly-rehearsed 
  series of provocations, challenges, and 
  arrangements as both fighters agree to the 
  Duodo Rules of duelling.  Before long, the two 
  duelists are circling each other when the 
  patrician lashes out with his spear hoping to 
  catch the Viper, but somehow she manages 
  to move out of the way as though she knew it 
  was coming before Nero did.  In response, she 
  manages to score the first blood on her 
  enemy before they are separated once more 
   
  When Marsha uses her first ability, allow the 
  Heroes a Wisdom (Perception) DC 20 skill check 
  to notice the strange rune on the sword.  You 
  may add a +2 bonus for each of the following:  
  Apprentice (Smith) background, proficiency in 
  Arcana, Smith’s tools, or any elorii or dwarf. 
  Additionally, each time that the rune changes 
  its effect, they may again attempt the 
  Perception if they did not notice it before 
  (easier with longer duels). 
  Additionally, allow elorii Hero who see the rune 
  to make a Wisdom (Insight) DC 15 skill check.  If 
  they succeed or if the elorii has the Reborn 
  background, please give them Player Handout 
  #4: Visions of Lives Past. 
  If the Heroes do not get the roll here, allow 
  them one more opportunity after the following 
  box text. 
  In the next pass, the Youngblood patrician 
  seems to once again get the faster start, 
  managing to strike the Striking Viper with his 
  shield before attempting to thrust one more 
  time with his spear.  However, Marsha is only 
  
   
  34 | Living Arcanis - Unbated and Envenomed 
   
  just able to avoid the blow.  As she moves out 
  of the way, she just barely seems to return 
  and strike her opponent, but while her 
  movement would should not allow her to 
  cause much more than a small wound, she 
  somehow manages to create a spray of blood 
  more in line with an arterial blow, causing 
  Nero Dovitoni to fall down defeated. 
   
   
  As Nero’s second attempts to staunch 
  the bleeding, Marsha bows to her opponent, 
  then strides off as the victorious champion 
  into the crowd. 
   
  If the Heroes ask about the swords (they will 
  not be able to recognize the rune beyond what 
  they learn in the Visions of Lives Past vision), 
  allow them either a Charisma (Persuasion) DC 
  15; or an Intelligence (Investigation) DC 16 
  followed by a Charisma (Persuasion) DC 11 
  check to allow them to learn that the blades 
  wrought by a local swordsmith by the name of 
  Debora Serracchiani. 
  Development: Hopefully the Heroes have 
  managed to gain an idea of what is going on 
  with the rune or at least an idea of where the 
  swords came from.  Please proceed to the 
  appropriate scene based on the information 
  that they have learned. 
  Scene 9 
  Key Concept: The Heroes may interview some 
  of the fallen, or at least those who were close to 
  them. 
  If the Heroes wish to seek out those who may 
  have been touched by the Striking Vipers, they 
  may attempt a DC 12 Persuasion (Charisma) 
  skill check.  If they succeed on the roll, they 
  randomly receive one of the below options 
  (either random or at GM’s discretion).  For 
  every 2 points rolled above the DC, they may 
  interview one additional person. 
  Please feel free to roleplay these interactions, 
  time permitting. 
  D6 
  roll 
  Information Gained 
  1 
  Contact: Rolf val’Inares, brother of a 
  Youngblood Fighting School fighter 
  Volthar. 
  What he knows: His brother was 
  fighting for the honour of Frederico 
  val’Sheem against Caesere Rivalta.  
  Frederico believed Caesere Rivalta 
  undercut him in a business deal and 
  demanded that honour be satisfied. 
  Result: The Striking Viper champion of 
  Caesere Rivalta killed Volthar in two 
  passes of a Duodo duel. 
  2 
  Contact: A gnome street urchin named 
  Adonis (and no, he is not attractive) 
  What he knows: Adonis saw a put-up 
  duel between a member of the Striking 
  Vipers and a fighter from the Dragon’s 
  Kiss School.  This was fought using the 
  Duodo Rules last year, but the duel 
  ended with death as the last of the 
  Viper’s blows severed an artery. 
  Result: Adonis will say that this fight 
  was an obvious put-up match and did 
  not seem to have any honour-motive. 
  3 
  Contact: Enzo Castella, a former 
  Legion veteran and Equestrian. 
  What he knows: Enzo was a former 
  Prefect of the Legion of the Singers of 
  Sweet Savona who left the legion 
  entering the Equestrian class.  He 
  became deep in debt after several 
  poor business decisions, and ran afoul 
  of the Rivalta family.  He was 
  challenged to a duel for his failure to 
  
   
  35 | Living Arcanis - Unbated and Envenomed 
   
  pay his debts, and lost. 
  Result: Though Enzo survived, he is 
  bankrupt and living in squalor.  He 
  harbours hatred towards everyone 
  who be believes lead to his fall, 
  including the Rivalta’s. 
  4 
  Contact: Fabio Costantino, fighter of 
  the In Risum Certatior Fighting School. 
  What He Knows: Fabio recently 
  survived an encounter with a Striking 
  Viper when fighting as proxies for two 
  different patrician clans, specifically 
  the Cenzo’s (the Vipers) and the 
  Dovitoni (Fabio).  The Striking Viper 
  seemed to move with inhuman speed 
  and skill, but his Sarishan second could 
  not detect any breaches of the Code 
  Duello. 
  Result: He does not know how the 
  Vipers got as good as they have, but he 
  suspects they did not come by their 
  new skills honourably.  He, alas, has no 
  proof. 
  5 
  Contact: Enki, Myrantian slave 
  What He Knows: Enki was present 
  when his owner Franco Dovitoni (a 
  member of the Sun’s Blade Fighting 
  School), was wounded in a put-up 
  match against against a Striking Viper 
  fighter during the recent Grand Melee.  
  Though not fighting over anything, 
  Enki knows that Franco was a strong 
  fighter for the Dovitoni family, and him 
  being wounded removes one of their 
  primary champions. 
  Result: The Striking Vipers wounded a 
  Dovitoni fighter, taking him out of the 
  melee. 
  6 
  Contact: Leonardo Fieri, brother of a 
  longshoreman named Luigi Fieri. 
  What he knows: His brother Luigi was 
  recently found killed by a Striking Viper 
  one day after he was hired to deliver 
  some kind of artifact to the Rivalta’s 
  private estate on Saint Lucius’ Island.  
  His brother was a skilled duelist, and 
  was challenged to a duel by a Striking 
  Viper named Nicolo Oreseolo after 
  Luigi vomiting on him at a local bar. 
  Result: The Fieri family was not able to 
  afford a proper funeral for Luigi, so his 
  body was given over to Yarris (‘buried’ 
  in the lagoon, to be brought out to 
  sea). 
   
  Development: If the Heroes have not witnessed 
  the Ssethric rune in action, please proceed to 
  either Scene 4 or Scene 8 as appropriate.  If the 
  Heroes wish to report their suspicions to their 
  employer, please proceed to Scene 10 or the 
  appropriate Conclusion. 
  Scene 10 
  Key Concept: The Heroes report back to their 
  employer and may get an additional mission. 
  GM Notes: 
  You should only proceed with Scenes 10 
  through 13 if you have plenty of time.  If 
  there is not sufficient time remaining to 
  complete the additional mission and fights, 
  then proceed to the Conclusion appropriate 
  to who hired the Heroes. 
   
  You reach out to your employer and describe 
  your findings.   
  
   
  36 | Living Arcanis - Unbated and Envenomed 
   
  Allow the Heroes to relate what they have 
  learned and present the evidence that they 
  have collected.   
  This is fascinating.  I had no idea that they 
  were this devious or this well-connected.  We 
  will have to do something about this.  Would 
  you be willing to take on another task for us?  
  We would like to hire you to go to the Rivalta 
  Family estate and investigate further.  We 
  would be willing to pay you an additional fee 
  to find and secure more information and 
  evidence behind their plans.  But, if you aren’t 
  interested then we can just conclude our 
  business here. 
   
   
  GM Notes: 
  The Heroes are being hired to break into an 
  estate without legal authority.  More lawful 
  characters may have a problem with this. 
   
  There is no penalty for refusing. 
  Development:  If the Heroes agree proceed to 
  Scene 11.  If the Heroes refuse, proceed to the 
  appropriate Conclusion. 
  Scene 11 
  Key Concept: The Heroes may arrange passage 
  to Saint Lucius’ Island to infiltrate the Rivalta 
  Family estate. 
  GM Notes: 
  It should be noted that the Patrician Island of 
  Savona is the second most exclusive location 
  in all of the city—besides that of the private 
  island of the val’Sheem family.  As such, the 
  Heroes will not be able to find anyone willing 
  to transport them to the island unless one of 
  the Heroes is a val’Sheem or Coryani Noble. 
  Even nobles of other nations will not be 
  allowed access to the island without escort or 
  permission.  This is meant as both a class 
  control issue, as well as a security issue. 
   
  The following box text assumes that the Heroes 
  do not have a val’Sheem or a Coryani High Born 
  in the party.  Please edit the following box text 
  if this is not the case (so long as they are willing 
  to identify themselves as such). 
         Now that the Rivalta’s culpability in this 
  situation is revealed, you now seek to redress 
  and conclusively prove their role in this 
  conspiracy to your patron.  Quick questions 
  around the city as to where you may find 
  them, leads you to an island to the north of 
  the Main Island of Savona called Saint Lucius’ 
  Island, also known as the Patrician Island.  All 
  you need to do is find passage to the island.  
   
   
  However, as soon as you try to find 
  someone to ferry you across the lagoon to the 
  island, you find that nobody is willing to allow 
  you passage.  No matter which of the normal 
  shuttles, water taxies, and gondolas you look 
  into, they all tell you the same thing:  “Oh,” 
  they say, “we cannot go there.  Unless you 
  are a patrician—or one of their slaves—you 
  are likely to find yourself arrested or even find 
  arrows coming your way if you approach that 
  island!” 
   
   
  It seems that if you wish to make the 
  crossing, you will have to find more… 
  unofficial passage. 
   
  The Heroes have four main options here:  they 
  can ask their patron to arrange passage, they 
  can attempt to hire a smuggler to bring them 
  across, they can lie and claim that they are a 
  patrician, or they can give up and simply 
  provide their patron with the information they 
  presently have. 
  If they wish to go to their patron, please read 
  the following: 
  Dovitoni 
   
  
   
  37 | Living Arcanis - Unbated and Envenomed 
   
  After travelling to the same townhouse where 
  you first met Antonio Dovitoni, you find that 
  the house has been abandoned by the scion 
  of that patrician clan.  However, after 
  explaining to the guards (the same ones that 
  you met before), you are informed to travel to 
  the main water-shuttle port near the Savonan 
  Arsenal in one hour.  Sure enough, when you 
  arrive you find a foppish patrician waiting at 
  a dock.   
   
   
  “There you are!” yells the patrician at 
  seeing you approach. Turning to the captain 
  of the rowed launch, he says “It seems that 
  my new bodyguards have approached.  It 
  seems that I, Mario Crispin, should have just 
  bought slaves for the job, but you know how 
  the people in the capital feel about arming 
  slaves.  At least they are punctual. . .” 
   
  Allow the Heroes to perform an Intelligence 
  (History) DC 15 skill check to recognize the 
  Crispin family as a minor patrician clan allied 
  with the Dovitoni family.  Assuming the Heroes 
  follow the charade, they will be granted 
  passage across to the island. 
        During the entire journey across the 
  lagoon, your ‘employer’ denigrates you, 
  saying things like “such rabble as this, I might 
  as well be like those damnable Rivalta’s up on 
  the north-bank instead of a Crispin!” or “it is 
  a good thing that our estate is near the 
  centre of the island, unlike those poor 
  defences near the cape on the North bank.  I 
  doubt their walls couldn’t even stand up to a 
  man simply jumping over it!”  When you have 
  docked at the small private port on Saint 
  Lucius’ Island, your ‘employer’ commands you 
  to get up and start marching up the street 
  away from the boat.  
   
   
  After leaving sight of the port, Mario 
  Crispin stops, bows and wishes you good luck 
  before seemingly disappearing into the 
  deepening darkness of the evening without 
  another word. 
   
  Torta  
   
        It is not hard to find members of the Torta 
  Family’s ‘business representatives’ in the city, 
  so finding your way to a warehouse near the 
  Savonan Arsenal happens quickly and easily.  
  Inside—again, supping on a nice meal and 
  wine—Enrico Torta listens to your plight.  
  Nodding, he snaps his fingers causing some of 
  his servants to scatter to the four winds.  “I 
  hope none of you are allergic to onions. . .” 
   
  If the Heroes ask what he is talking about, he 
  will wink at them and say, 
  “If you want passage across without having 
  the papers to do it, sometimes you have to 
  get dirty.” 
   
   
  Within an hour, you find yourself in a 
  barge full of sacks of onions sailing its way 
  across the lagoon.  It appears that while the 
  patricians of the island forbid ‘commoners’ on 
  their private estates, they are still in need of 
  fresh produce to support their luxurious 
  lifestyles.  Though not the most comfortable 
  or dignified passage, you are dropped off on 
  shore not far away from the north-shore 
  estate of the Rivalta family.  As the sun sets, 
  you hope that Cadic’s shadow will help ward 
  you from the difficulties to come. 
   
  Hiring a Smuggler 
  Should the Heroes wish to hire a smuggler, 
  please allow the Heroes to make an Intelligence 
  (Investigation) DC 14 skill check to find 
  someone willing to help them.  (Anyone with a 
  criminal background should gain Advantage on 
  this roll) He will charge a total of 10 gp per Hero 
  for passage, but a successful 
  Charisma 
  (Persuasion) DC 16 will have him reduce the 
  
   
  38 | Living Arcanis - Unbated and Envenomed 
   
  cost to 5 gp per Hero (no lower).  If they agree 
  (and pay up front), please read the following: 
            Waiting for night to fall, the black-sailed 
  skiff makes its way silently across the water 
  towards the manicured island of the 
  patricians of Savona.  Instead of making for 
  any of the docks or the main port on the 
  island, you travel to the north-end of the 
  island near a sheer cliff.  Pulling up against 
  the rocks, your captain informs you that he 
  can stay here for three hours before he will 
  head back as he has to leave before the 
  moons are fully up.  “Good luck with 
  whatever you are doing!” he wishes you. 
   
  Deceiving their way across to 
  the island: 
   
  The only way for the Heroes to deceive their 
  way across is to somehow convince one of the 
  various ferry captains—as well as the guards at 
  the port of Saint Lucius’ Island—that they 
  should be there.  The two main groups that are 
  allowed onto the island (without escorts) are 
  patricians and their entourages, and slaves 
  making trips into the city for supplies. 
  If the Heroes attempt to pass one or more of 
  their party off as Coryani Patricians, have them 
  make two Charisma (Deception) base DC 20 
  skill check (one for each side of the passage), 
  Modifying the DC as follows, all bonuses are 
  cumulative.  Coryani High Born automatically 
  succeed. 
  Note, If the hero is a dwarf, dark-kin (without 
  an obvious infernal heritage), Kio, or Undir 
  (automatic fail for elorii, gnomes, and ss’ressen) 
  they suffer disadvantage on their Charisma 
  (Deception) skill check 
   
  If the hero is dressed in fine quality clothing or 
  armor (GM’s discretion) they should gain 
  advantage on this check 
   
   
  DC: +5 if the Hero is not Coryani 
   
  DC: -5 bonus if the Hero is a val 
   
  DC: -5 if they manage to forge 
  identification of their patrician status by 
  accomplishing an Intelligence (Forgery 
  kit) DC 13 check first. 
   
  DC: -2 bonus if the Hero is of a High 
  Born background from another nation. 
   
  If the Heroes are attempting to pass themselves 
  off as slaves (all of them, as slaves wouldn’t 
  bring armed retainers without a Patrician 
  handy), please have them make two Charisma 
  (Deception) DC 15 skill checks (one for each 
  side of the passage), with the following 
  modifications: 
  Note:  Heroes are in any way armed or armored 
  (slaves are not allowed to carry more than 
  daggers) suffer disadvantage on this skill check. 
  Heroes with the Former Slave background gain 
  advantage on this skill check.   
   
   
  DC: -5 if the heroes are human, Undir, 
  gnome, or dark-kin. 
   
  DC: +5 bonus if the Hero is a val 
   
  Feel free to add appropriately tense box text 
  and roleplaying to add tension in the trip across 
  the water, especially when they arrive at Saint 
  Lucius’ Island.  There will be guards to vet the 
  Heroes, which should make it plenty tense. 
  If all else fails, the Heroes can bribe the shuttle 
  pilot or guards 50 gp PER HERO to travel across 
  the water.  This will allow them passage across. 
  
   
  39 | Living Arcanis - Unbated and Envenomed 
   
  After this, allow the Heroes to make an 
  Intelligence (Investigation) DC 13 skill check to 
  identify where the Rivalta family estate is 
  located.  If they fail this, they will have to do 
  another batch of Deception Rolls before they 
  can make another attempt. 
  Development: Should the Heroes make their 
  way across to the island and locate the Rivalta’s, 
  please continue to Scene 10.  If they decide to 
  cut their losses and simply report what they 
  have found to their patrons, please continue to 
  the appropriate Conclusion (A or B). 
  Scene 12 
  Key Concept: The Heroes infiltrate the Rivalta 
  Manor. 
   
  Approaching 
  the 
  Rivalta 
  manor 
  house, you see that they obviously either 
  cannot afford increased security (unlikely), or 
  they simply do not expect people to invade 
  their private domain.  The wall surrounding 
  their compound is barely ten feet tall, and 
  from outside you can only make out guards at 
  the gates. 
   
  Skill Challenge #1: The Heroes will have to get 
  over the wall stealthily and quickly.  While they 
  cannot see guards aside from the gates, there 
  are guards walking the inside of the grounds.  
  Each Hero must complete a Strength (Athletics) 
  DC 10 to get over the wall in two attempts, or 
  else they will be spotted by a guard.  If so, he 
  will sound an alarm, and they will have to fight 
  their way into the manor (proceed with 
  Combat). 
  Skill Challenge #2: Assuming the Heroes make 
  their way over the wall, they will have to creep 
  across over 100 yards of manicured grounds 
  before they reach the manor house.  Have the 
  Heroes make a Dexterity (Stealth) DC 15 to 
  sneak across the grounds.  If a majority of the 
  Heroes fails this roll, they will be spotted by a 
  guard.  If so, he will sound an alarm, and they 
  will have to fight their way into the manor 
  (proceed with Combat). 
  Skill Challenge #3: Now that the Heroes are at 
  the Manor, they have to get into the building 
  without raising an alarm.  To do this, they will 
  have to Stealth into a window, unlock one of 
  the slave entrances, or scale the interior wall to 
  get into the courtyard.  Have the Heroes make 
  (any combination of) a Strength (Athletics) DC 
  10 (one per Hero), a Dexterity (Stealth) DC 15 
  (one per Hero), or a Dexterity (Sleight of Hand) 
  DC 10 (only once for the party) to get into the 
  manor.  If any of the Heroes fails this roll, they 
  will be spotted by a guard.  If so, he will sound 
  an alarm, and they will have to fight their way 
  into the manor (proceed with Combat). 
  If the Heroes at any point raise an alarm, please 
  have them roll initiatives.  It should be noted 
  that when the alarm is called, not all the Heroes 
  may be in the same location (eg: wrong side of 
  wall). 
  Combat  
  In all this combat consists of  
   
  Six (6) Hired Muscle 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 2 Hired Muscle 
   
  Difficult: Add 1 Hired Muscle 
   
  Perilous: Add 2 Hired Muscle 
   
  Tactics  
  These guards are not particularly skilled, but 
  they will swarm the Heroes in an attempt to 
  subdue them.  These foes are not meant to be a 
  major obstacle for the Heroes, but to drain their 
  resources before the ‘final fight’ of the 
  adventure. 
  Development:  Assuming the Heroes are not 
  killed, even if the Heroes have to kill every 
  
   
  40 | Living Arcanis - Unbated and Envenomed 
   
  guard in the manor, please proceed to Scene 
  11. 
  Scene 13 
  Key Concept: The Heroes confront the Rivalta 
  Family about their duplicity 
  Now that the Heroes are inside the Rivalta 
  Manor, they can attempt to travel wherever 
  they please.  That said, a quick perusal of the 
  structure (can be determined with a DC 10 
  Intelligence check if they need prompting) will 
  show that the above ground structure is 
  designed more for ostentation than security, so 
  if the Rivalta’s wanted to keep something secret 
  they would likely keep it in the basement.  If 
  you have time, you can have the Heroes 
  investigate the upper floors, but there are 
  people living here (both Rivalta’s and slaves) so 
  this may be a bad idea. 
  Assuming the Heroes eventually make their way 
  to the basement, please continue with the 
  following: 
       It does not take long for you to find your 
  way into the basement, but you find your 
  passage blocked by a stout wooden door. 
   
  The Heroes may attempt to open this door; 
  they will find that it is locked and trapped. 
  Lock: Picking the lock requires a DC 14 
  Dexterity (Thieves’ tool) ability check. 
  Exhaustion Glyph Trap: 
  Detect: A DC 14 Wisdom (Perception) ability 
  check, active or passive, or a DC 13 
  Intelligence (Arcana) ability check, active or 
  passive, will detect this trap. 
  Disable: A DC 13 Intelligence (Arcana) or 
  detect magic spell with the same DC will 
  disable the magical glyph. 
  Trigger: Any living creature passing through 
  the doorway will trigger this trap. 
  Effect: Any creatures in a 10’ x 10’ cube on 
  either side of the door area must make a DC 
  14 Constitution saving throw. A failure 
  results in the creature suffering 1 level of 
  Exhaustion. A successful save negates the 
  effect. 
  Special: Any creature immune to Exhaustion 
  is unaffected by this trap but may still trigger 
  it if they are living. 
   
  Once the Heroes are in the room, please read 
  the following: 
         Entering the basement chamber, you see 
  a strange sight:  In what is otherwise a plain 
  wine cellar you find a large, pulsating azure 
  stone set upon a pedestal of burnished 
  bronze.  Upon the pedestal are over a dozen 
  bands of iron, each inscribed by twelve 
  different runes.  Surrounding the device are a 
  trio of robed figures, manipulating the runes 
  and chanting over the whole artefact in a 
  strange, hissing sound. 
   
  Any Hero who speaks Eloran and Ss’ressen can 
  identify this as a Ssethric language, but cannot 
  understand it.  Any Hero who speaks Ssethric 
  will know that these are arcane incantations in 
  an archaic form of the language. 
              Before you can further enter the room, 
  it appears that the three robed figures are 
  not the only ones in the room.  At your 
  entrance, you see a pair of blades drawn 
  upon you, and another figure move out from 
  a side room.  The man is slight, but looks 
  quite healthy for someone of his advanced 
  years.  “So, these are the folks who have been 
  digging into our business.  I guess that Nicolo 
  proved less able to deal with this issue than 
  we thought.  Perhaps we should think about 
  
   
  41 | Living Arcanis - Unbated and Envenomed 
   
  cutting off his good luck. 
   
  Motioning “Well, I guess we should 
  allow them to make a good argument why 
  they should be allowed to further live?  
  Perhaps we can come to a deal.  After all, I’d 
  hate to have to dispose of all your bodies as it 
  is obvious that someone is paying attention 
  to your continued well-being.” 
   
  The Heroes can ask whatever questions they 
  want, but patriarch of the Rivalta’s, Paolo 
  Rivalta, has no desire to monologue about his 
  motivations, his methods, or even what the 
  artefact is.  After all, if the Heroes do get out of 
  this alive, he doesn’t want to reveal anything 
  which may further incriminate him. 
  However, if the Heroes agree to talk to him, he 
  will make only one demand. 
         “If you reveal to me—without lying, as I 
  assure you I have means of finding out—who 
  you are working for, and I will allow you not 
  only to live, but reward you for your 
  information.  We will, of course, have to 
  make agreements for you to leave this room, 
  but I assure you that it is entirely possible.” 
   
  If the Heroes reveal their patrons (for real), 
  Paolo will grant each Hero 100 gp reward for 
  their information, but insist that the Heroes 
  swear a Sarishan Oath (officiated by one of the 
  Sarishan’s managing the artefact) to not reveal 
  any information about what they have seen in 
  the Rivalta’s manor.  The Heroes may attempt 
  to deceive Paolo, but will require a Charisma 
  (Deception) DC 22 skill check to succeed.  They 
  will have to swear the Sarishan Oath, however, 
  which would prevent them from revealing to 
  their employer any additional information. 
  It should also be noted that any Hero still in 
  possession of a Dovitoni stone who gives up the 
  name of their benefactor (or who gives into the 
  Rivalta’s offer) will suffer 1d6 fire damage as 
  the stone explodes. 
  GM Notes: 
  It is entirely possible that the Heroes 
  provided almost all the information needed 
  to satisfy their patron before heading to the 
  Rivalta’s manor house if they were hired by 
  the Dovitoni family, who only required proof 
  of who was responsible.  Of course, this could 
  result in some creative roleplay, but feel free 
  to reward those who plan ahead. 
   
  It is, however, likely that the Heroes will not 
  accept such a stain on their honor, which will 
  probably result in you having to call Initiatives. 
  Combat  
  In all this combat consists of  
   
  Paolo Rivalta 
   
  Two (2) Sarishan Sorcerer-Priests 
   
  Two (2) Rivalta Duelists 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Sorcerer-
  Priest 
   
  Difficult: Add 1 Rivalta Duelist 
   
  Perilous: Add 2 Rivalta Duelists 
   
  Tactics 
  The three common duelists will form a wall to 
  prevent the Heroes from reaching the three 
  Sarishan Sorcerer-Priest, who will be lobbing 
  various spells at the Heroes.  Paolo will attempt 
  to remain behind his allies, focusing on any 
  Hero who manages to get past his other 
  fighters. 
  When combat is done, the Heroes will have a 
  decision to make: What are they going to do 
  about the Ssethric artefact?  The item easily 
  weighs a tone, which means that they can in no 
  way move the thing.  It is also solid metal and 
  crystal, which means breaking it (while entirely 
  possible, especially with Fervidite weapons) will 
  
   
  42 | Living Arcanis - Unbated and Envenomed 
   
  be difficult requiring multiple hits or serious 
  spells.  If they do this, please play out that the 
  whole process is extremely difficult.  Similarly, 
  even if they could move it, they still have to get 
  off the island, which means that moving it 
  through the roadways and streets would be 
  basically impossible.  
  If they say they want it destroyed, please read 
  the following: 
              After many strikes, the device suddenly 
  starts to give before your blows.  However, it 
  appears that one does not simply shatter a 
  magical construct without some amount of 
  sacrifice.  As soon as the device begins to fall 
  apart, a massive blast of eldritch power 
  washes over you. 
   
   
  Exploding Device:  When the device is 
  destroyed, it will release its energy as a single 
  wave of magical force.  Any Hero in the 
  basement or on the stairway down to the 
  basement is affected.   
  Save 
  Difficulty: 
  DC 
  16 
  Dexterity 
  or 
  Constitution for half damage. 
  Damage: 4d6 (12) force damage  
  Effect: All creatures near the artifact will be 
  caught up in the blast, with a significant 
  portion of the Rivalta manor being damaged 
  in the process.   
   
  Whatever method they used to gain access to 
  the island, it is assumed that the Heroes have 
  some means of exiting the island to report 
  where they are going, such as return via the 
  smuggler, the Torta’s produce barge, simply 
  going to the Dovitoni manse, etc.  When the 
  Heroes have decided their course of action, 
  please continue to the appropriate Conclusion. 
  Development:  If the Heroes were hired by the 
  Dovitoni family, please proceed to Conclusion 
  A.  If the Heroes were hired by the Torta Cartel, 
  please proceed to Conclusion B.  If the Heroes 
  accepted the Rivalta Bribe, please proceed to 
  Conclusion C. 
  Conclusion A 
   
  Key Concepts: The Heroes finished some or all 
  of the Dovitoni family’s objectives. 
  The Heroes desired objective was to find out 
  who was behind it, with proof.  Ultimately, the 
  Dovitoni care less about their fighters in honor 
  duels and more about political advantage.  As 
  such, the best results for the Heroes would be 
  to leave the Rivalta’s unrevealed publically—
  and their own knowledge of their activities 
  secret as well—so they can blackmail the 
  Rivalta’s later.  That said, eliminating the 
  problem also works for them, so they will not 
  be upset if the Heroes get a little. . . ambitious. 
              Making your way through the city to 
  one of the many (easily located) Dovitoni 
  properties, you are quickly whisked away into 
  the night to meet with your patron, Antonio 
  Dovitoni.  After a convoluted passage through 
  the city, you find yourself in a lamp-lit café 
  near the Grand Canal where you find Antonio 
  drinking tea. 
   
   
  “Ahh, excellent!  I assume you have 
  some information for me?” 
   
  Assuming the Heroes have some information 
  for them, they will be rewarded and thanked for 
  their efforts: 
  1) If the Heroes have found out who did it, 
  but do not have physical proof (eg: a 
  sword taken from a Striking Viper, a 
  witness that they captured, etc.), they 
  
   
  43 | Living Arcanis - Unbated and Envenomed 
   
  will be given 50 gp each.  Additionally, if 
  the Heroes revealed the Dovitoni’s to 
  either the Rivalta’s or the Striking 
  Vipers, they will be given only their 
  promised sum and nothing more 
  regardless of other efforts they may 
  have done. 
   
  2) If the Heroes provide physical evidence 
  of how it was done, and/or who did it, 
  they will be granted an additional 50 gp 
  as well as the Favor of the Dovitoni 
  Family.   
   
  3) If the Heroes went to the Rivalta’s 
  mansion and secured the device, but 
  did not destroy it, they will be granted 
  an additional 100 gp and the Favour of 
  the Dovitoni. 
   
  4) If the Heroes destroyed the device, they 
  will not gain the Favour of the Dovitoni 
  Family, but they will be granted the 
  whole 200 gp. 
   
  If the Heroes destroyed the artefact, please 
  read the following: 
              With the Rivalta Family’s role in the 
  Striking Viper’s cheating revealed, both the 
  family and the fighters of the Fighting School 
  have found their fortunes immediately 
  turning for the worse.  At almost every turn, 
  defeated foes of both parties have challenged 
  almost any one of their numbers to duels, 
  leading to many injuries and deaths.  It seems 
  that without the aid of the Rivalta’s special 
  runes, they are incapable of dealing with the 
  fury of their former victims.  Additionally, 
  dozens of both parties have been found 
  floating in the canals of the city.  Apparently, 
  some had no desire to wait for the results of 
  the duels to deal with their former foes. 
   
   
  Out of the chaos of the fall of a 
  patrician family and the near destruction of 
  one of the largest Fighting Schools in the city, 
  the various other powers in the city have 
  swooped in to try to bite the biggest piece 
  from the haunch of both them.  The biggest 
  winners in this exercise seem to be the 
  Dovitoni, who within less than a day of the 
  revelation have acquired the lion’s share of 
  their possessions and influence.  Some claim 
  that the Dovitoni had a hand in the fall of the 
  Rivalta’s, though none will say so loud 
  enough to earn the wrath of such a powerful 
  family. 
   
   
  Of the Vipers, with their string of 
  defeats following the revelation of cheating it 
  is sure that they will not be viewed as a top 
  tier fighting school for years to come. 
   
   
  If the Heroes do not destroy the artefact 
  (thereby leaving it intact for future groups to 
  use) please read the following: 
                The night after your discovery of the 
  Rivalta’s complacency in the Striking Vipers 
  actions, the city of Savona is shocked that the 
  once up-and-coming family has entered the 
  service of the Dovitoni family as a vassal 
  house, bringing their not-inconsequential 
  resources into the command of the powerful 
  family.  Quickly, the Dovitoni’s move their 
  own managers into the Rivalta’s business 
  ventures, further cementing their dominion 
  over their new vassals.  Though obviously not 
  in their best interests, nobody in the Rivalta 
  family complain about their loss in fortune 
  but praise their new homage. 
   
   
  On a surely unrelated note, as the 
  Grand Melee continues it becomes clear that 
  the fighters of the Striking Vipers—despite 
  the mysterious loss of a few of their 
  
   
  44 | Living Arcanis - Unbated and Envenomed 
   
  fighters—are shoe-ins for the top of their 
  league in the unofficial competition that 
  occurs every year between the Schools.  With 
  their newfound position as a top-tier school, 
  it appears that various other families, such as 
  the Dovitoni, have begun talks about 
  patronizing their services.   
   
  Development:  The Heroes gain their rewards 
  as per above.   
  Conclusion B 
  Key Concept: The Heroes finished some or all of 
  the Torta Cartel’s objectives. 
  While the Dovitoni wanted to use the actions of 
  the Rivalta’s against them, the Torta family 
  simply wants the problem to go away.  As such, 
  the noble actions of the Heroes to remove the 
  problem falls well within their objectives. 
           Making your way back to the Main 
  Island of Savona, you are met at the docks by 
  a group of men who identify them as 
  belonging to your ‘employer,’ and who 
  politely ask you to follow them.  Walking 
  behind them, you are led to a warehouse 
  near the Savonan Arsenal, where you find 
  Enrico Torta enjoying a series of sweet-
  smelling pastries while looking over some 
  figures in a log book.  At your approach, he 
  puts the book down, and looks at you. 
   
   
  “Ahh, excellent!  I assume you have 
  some information for me?” 
   
  Assuming the Heroes have some information 
  for them, they will be rewarded and thanked for 
  their efforts: 
  1) If the Heroes have found out who did it, 
  but do not have physical proof (eg: a 
  sword taken from a Striking Viper, a 
  witness that they captured, etc.), they 
  will be given 50 gp each.  Additionally, if 
  the Heroes revealed the Torta’s to 
  either the Rivalta’s or the Striking 
  Vipers, they will be given only their 
  promised sum and nothing more 
  regardless of other efforts they may 
  have done. 
   
  2) If the Heroes provide physical evidence 
  of how it was done, and/or who did it, 
  they will be granted an additional 50 gp.   
   
  3) If the Heroes went to the Rivalta’s 
  mansion and either secured or 
  destroyed the device, they will gain the 
  Favour of the Torta Cartel, and 150 gp. 
   
  Once they have explained themselves and 
  received their reward, please continue with the 
  following: 
           Over the next few days, it appears that 
  the luck of the Striking Vipers has run out.  
  Match after match, fighters who were once 
  favorites in the city for their success have 
  managed to lose every duel that they once 
  were in.  Many are shocked by this sudden 
  change in their fortunes, but rumor on the 
  street is that the bookies that have made a 
  competition of the Grand Melee are much 
  happier about this turn of events as they have 
  pocketed large amounts of money from those 
  who have bet on the used-to-be favorites. 
   
   
  Oddly, a large number of the duels 
  that were lost were those in support of one of 
  the 
  up-and-coming 
  patrician 
  clans—the 
  Rivalta’s—which has led to a decrease in 
  political fortunes for that clan.  It is not long 
  before the Rivalta’s withdraw from a number 
  of different business ventures in the city, 
  paying hefty fees for backing out of contracts 
  to a number of different ventures around the 
  city. 
  
   
  45 | Living Arcanis - Unbated and Envenomed 
   
   
   
  On a lighter note, you hear rumors 
  that your former patron Enrico Torta has 
  used a sudden windfall to purchase one of the 
  best vineyards on Saint Marcella’s Island.  
  Apparently he has decided that the vintage 
  he served you was worth further investment 
  in. 
   
  Development:  The Heroes gain their rewards 
  as per above.    
  Conclusion C 
  Key Concept: The Heroes accepted the Rivalta’s 
  bribe. 
      When you return to your patron, you find 
  that he is thoroughly frustrated at you for 
  your seeming unwillingness to divulge any 
  information from what you have seen at the 
  Rivalta manor.   
   
  If the Heroes had the forethought to divulge 
  information to their patrons prior to swearing a 
  Sarishan Oath to the Rivalta’s, they will receive 
  the 100 gp that they were promised for the 
  information, and in the case of the Torta Family 
  will earn the Disfavour of the Torta Cartel.  As 
  the Dovitoni family only asked for evidence, the 
  Heroes would not gain their disfavour in this 
  case.  Please see Conclusion A for details of 
  what the Dovitoni would grant for this 
  information, and the Conclusion appropriate to 
  them having this information. 
  If the Heroes did not tell their patrons any of 
  what they have found, they will not be paid at 
  all and earn the Disfavour of the Dovitoni 
  Family or the Disfavour of the Torta Cartel as 
  appropriate. 
  Assuming the Heroes did not divulge any 
  information to their patrons, please read the 
  following: 
         In the next few days, you constantly feel 
  yourself being watched wherever you go in 
  the city.  In fact, a number of bravos seem to 
  constantly dog your heels, but whenever you 
  go to confront them you find one of the 
  Striking Vipers nearby who seem to intercept 
  them before you can get to them.  It appears 
  that while you are in the city you will need to 
  keep an eye out, because these guardian 
  angels may not always be around to help you 
  in case those following you manage to find 
  you without them around. 
   
  Development:  The Heroes gain their rewards 
  as per above.  
  Conclusion D 
   
  Key Concept: The Heroes were arrested during 
  the investigations. 
          It appears that your methods of 
  investigation have proved to be too… 
  aggressive for the tastes of the local Watch, 
  and you find yourself sitting in a dungeon on 
  the Fortress Island in the Savonan Lagoon.  
  While there, you have a chance to consider 
  how your actions may not be desired by not 
  only the local constabulary, but also your 
  patrons.  In fact, it takes a full week for you to 
  be released after someone posts your bail to 
  the local legionary garrison.  Any attempt to 
  contact your patron is rebuffed, and you are 
  informed that any further efforts to contact 
  them is ill advised. 
   
  Development:  The Heroes do not gain any 
  money and earns the Disfavour of the Dovitoni 
  Family or the Disfavour of the Torta Cartel, as 
  appropriate.  
  The End 
   
  
   
  46 | Living Arcanis - Unbated and Envenomed 
   
  Adventure Rewards 
  After an adventure make sure players record 
  what experience and treasure they acquire on 
  their adventure chronical, after which check 
  their numbers, mark off any favors, boons, or 
  curses and add any particular game notes 
  before signing the adventure chronical and 
  having it back to the player. 
  Experience Rewards 
  Arcanis Adventures do not necessarily reward 
  experience points for winning combats. Instead 
  Arcanis Adventures reward experience for 
  achieving particular tasks or reaching important 
  story points. 
   
  Task, Achievement  
   
  Total Possible Experience 
  300 Exp 
       
  Found Items 
  Players may keep any item without an Item 
  Certificate that they find during the adventure. 
  Remember that carrying a flintlock without the 
  right to do so is a crime. 
  When a player keeps an item, the item’s sale 
  value is removed from the shared treasure 
  reward the party splits at the end of the 
  adventure. If the amount removed is greater 
  than a player’s share of the coin, the player in 
  question must make up the difference or the 
  other players can chip in from their shares.  
  The number and distribution of items found in a 
  Living Arcanis adventure is always calculated 
  using the base level of the adventure and a 
  table of 5 players. Even if the party goes 
  through the adventure at a higher difficulty and 
  fights more enemies, any items beyond what is 
  listed here are unsalvageable. This helps the 
  Campaign Staff have a better grasp on 
  campaign economy. 
  Duels 
  At the conclusion of any duels that the Heroes 
  fight, they are not allowed to take items from 
  the loser of the duel. To do so would be illegal 
  and gauche.  
  Scene 4 
  If the watchmen were present, then nothing 
  from this scene is salvageable and anything that 
  might be considered loot is confiscated by the 
  Watch as evidence. 
  If there were no Watchmen present, then the 
  Heroes may recover a Studded Leather Armor 
  (22 gp) and a dagger (1 gp) from each duelist (1 
  per Hero).  The short swords fall apart at the 
  end of the adventure. 
  Scene 7 
   
  Studded leather armor – 22 gp 
   
  Dagger (2) – 2 gp 
   
  Leather armor (6) – 30 gp 
   
  Scimitar (4) – 50 gp 
   
  Light crossbow (4) – 50 gp 
  The short swords fall apart at the end of the 
  adventure. 
  Total for Scene 7 – 154 gp 
  Scene 12 
   
  Leather armor (6) – 30 gp 
   
  Scimitar (6) – 75 gp 
   
  Light crossbow (6) – 75 gp 
  Total for Scene 12 – 180 gp 
  Scene 13 
   
  Studded leather armor – 22 gp 
   
  Dagger (2) – 2 gp 
   
  Leather armor (2) – 10 gp 
   
  Short bow (2) – 25 gp 
   
  Shortsword (2) – 10 gp 
   
  Total for Scene 13 – 69 gp 
  
   
  47 | Living Arcanis - Unbated and Envenomed 
   
  Total Treasure Reward 
  The party can split a total of 403 gp and 23 per 
  Hero which would be 104 gp per Hero for a 
  table of 5. 
  Conclusion A 
  50gp to 200gp per hero 
  Conclusion B 
  50gp to 150 gp per hero 
  Conclusion C 
  100gp per hero 
  Story Awards 
  Favors, Boons, Curses  
  Favor of the Dovitoni Family 
  You have earned the favor of the Dovitoni 
  Family.  You may exchange this favor any time 
  you are in Savona to 1) cancel out a Disfavor of 
  the Dovitoni Family, 2) get out of prison after 24 
  hours without having to pay bail or bribe the 
  guard. 
  Disfavor of the Dovitoni Family 
   
  You have earned the disfavor of the 
  Dovitoni Family.  While you have this Disfavor, 
  1) the Dovitoni will only pay half for any job 
  offered, 2) while in Savona you may be targeted 
  by duelists, 3) cannot make use of a Dovitoni 
  Stone should you possess one.  You can only 
  remove this by exchanging in a Favor of the 
  Dovitoni Family or pay 500 gp to the Dovitoni 
  family. 
  Favor of the Torta Cartel 
   
  You have earned the favor of the Torta 
  Cartel.  You may exchange this favor any time 
  you are in Savona to 1) cancel out a Disfavor of 
  the Torta Cartel, 2) get out of prison after 24 
  hours without a bribe, or 3) automatically 
  succeed 
  on 
  any 
  single 
  Intelligence 
  (Investigation) while in Savona up to DC 20. 
  Disfavor of the Torta Cartel 
   
  You have earned the disfavor of the 
  Torta Cartel.  While you have this Disfavor, 1) 
  the Torta Cartel will only pay half for any job 
  offered, 2) while in Savona you may be targeted 
  for assassination, 3) Suffer Disadvantage on all 
  Intelligence (Investigation) while in Savona.  
  You can only remove this by exchanging in a 
  Favor of the Torta Cartel or pay 500 gp to the 
  Torta Cartel. 
  Notice of the 
  Harvesters 
  This only pertains to characters who cast Arcane 
  magic, every time during the adventure an 
  arcane caster casts spells in a public place or 
  within sight of common people there is a 
  chance that they had been spotted by a 
  harvester or a harvester informant.  
  Unless the caster goes out of their way to hide 
  such spell casting, news of their abilities will, 
  eventually, reach the ears of the “wrong” 
  people.  
  If the hero was open about their spell casting in 
  public or failed two consecutive attempts to 
  disguise it they get 1 point of harvester notice. 
   
   
  
   
  48 | Living Arcanis - Unbated and Envenomed 
   
  Combat Appendix 1 
  Scene 2 
  Combat  
   
  In all this combat consists of  
   
  One (1) Savonan Duelist 
   
  One (1) City Watchmen   
   
  One (1) val’Sheem Priestess 
   
  Adventure Difficulty 
   
  Easy Mode: No real change, if they 
  cheat, they suffer. 
   
  Difficult: Add one (1) watchmen  
   
  Perilous: Add one (2) watchmen 
   
  Tactics:  
  Both parties will begin 15’ away from one 
  another.  Should the Duelist win initiative, he 
  will lunge forward and try to get a telling blow 
  in before the Hero can respond.  If they are 
  engaged in a Cavello or a Duodo duel, then this 
  could be the end of the duel for the Hero’s 
  champion.  Should the Duelist miss, please 
  continue the fight as per the rules of the duel 
  rules chosen by the Heroes.  This will continue 
  until one party is reduced to 0 HP or the end 
  conditions of the duel is satisfied.  Should the 
  Hero choose the Tansuro Rules, they will 
  continue until one of the people is dead or 
  unconscious. 
   
  Val’Sheem Priestess  
  Medium Humanoid  
  Armor Class 14 (armor of faith ability) 
  Hit Points 14 (3d8+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  14  
  (+2) 
  12  
  (+1) 
  10  
  (+0) 
  14  
  (+2) 
  14  
  (+2) 
  Skills: Perception +3, Arcana +2 
  Senses: Passive Perception 13 
  Languages:  Common 
   
  Challenge: 1/4 (50 XP) 
  Spellcasting. 
  The 
  Val’Sheem’s 
  spellcasting 
  ability is Wisdom (spell save DC 12; +4 to hit 
  with spell attacks).  
   
  Cantrips (at will): Resistance, Sacred Flame, 
  Thaumaturgy 
  1st level (4 slots): Bless, detect magic 
  2nd level (2 slots): hold person, darkness 
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6+2) piercing 
  damage.  
   
  
   
  49 | Living Arcanis - Unbated and Envenomed 
   
   
  Savonan Duelist 
  Medium Humanoid  
  Armor Class 14 (None) 
  Hit Points 19 (3d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10  
  (+0) 
  16  
  (+3) 
  12  
  (+1) 
  10  
  (+0) 
  11  
  (+0) 
  10  
  (+0) 
  Skills: Acrobatics +5, Intimidation, +3, Perception +2 
  Senses: Passive Perception 12 
  Languages: Low Coryani  
  Challenge: 1/4 (50 XP) 
  ACTIONS 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8+3) piercing damage. 
   
  Watchmen 
  Medium Humanoid 
  Armor Class 13 (leather armor, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  12  
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  11  
  (+0) 
  10  
  (+0) 
  Skills: Perception +2 
  Senses: Passive Perception 12 
  Languages:  Low Coryani (Common) 
   
  Challenge: 1/8 (25 XP) 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6+1) piercing damage. 
   
   
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  range 5 ft. or range 20/60 ft.., one target. Hit: 3 
  (1d4+1) piercing damage. 
   
   
   
  
   
  50 | Living Arcanis - Unbated and Envenomed 
   
  Combat Appendix 2 
  Scene 4 
  Combat  
   
  In all this combat consists of  
   
  Striking Viper Duelists 
  May include  
   
  One (1) Striking Viper Duelist per Hero 
  Or 
   
  6 Watchmen 
   
  Adventure Difficulty 
  There are no adjustments to the difficulty of 
  this encounter.  
   
  Tactics: 
  The Striking Vipers will use their abilities to best 
  win the duel depending on what the style is.  
  However, unlike the Duelist from Scene 2 the 
  Vipers swords have been inscribed with the 
  Ssethric Runes that the Rivalta’s have salvaged 
  which grant the blades limited (and very hard to 
  detect) magical effects.  Every turn, the effect of 
  the rune may be changed to a different one on 
  the list, and they cannot make use of the same 
  effect twice in a row.  It is possible that the 
  Heroes may start the duel, and then have all the 
  rest of the party attack the rest of the bravos.  If 
  the Watchman is present as the Master of the 
  Field, then this will result in him leaving to bring 
  a whole squad of Watchmen in to intervene 
  after 3 turns. If there is not a Watchman, the 
  rest of the Bravos in the party (1/Hero at the 
  table) will engage and all the Code Duello is 
  thrown out as it becomes a free-for-all. 
   
  Elite  
  Striking Viper Duelist  
  Medium Humanoid  
  Armor Class 14 (Studded Leather) 
  Hit Points 33 (6d8+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12  
  (+1) 
  15  
  (+2) 
  14  
  (+2) 
  10  
  (+0) 
  12  
  (+1) 
  10  
  (+0) 
  Skills:  Acrobatics +4, Athletics, +3, Intimidation, +3, 
  Perception +3 
  Senses: Passive Perception 13 
  Languages:  Common 
   
  Challenge: 1/2 (100 XP) 
  Runic Blade. Choose an effect every turn, once an 
  effect is used, a new one cannot be chosen until the 
  next turn, and the same effect cannot be used twice 
  in a row.  (See Runic Effects). 
   
  ACTIONS 
  Multiattack. The duelist makes two melee weapon 
  attacks, one with each hand wielding a sword. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6+2) piercing damage. 
   
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  range 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4+2) piercing damage   
  
   
  51 | Living Arcanis - Unbated and Envenomed 
   
   
  Runic Effects: 
   
  You gain a +2 to your next attack roll. 
   
  You gain an additional 1d4 damage on 
  your next damage roll 
   
  You gain a +2 to your Armor Class your 
  next turn. 
   
  You gain advantage on all Str, Dex, and 
  Con saving throws until your next turn. 
   
  You gain advantage on all Int, Wis, and 
  Cha saving throws until your next turn. 
   
  You are healed 1d4 hit points. 
   
  Watchmen 
  Medium Humanoid 
  Armor Class 13 (leather armor, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  12  
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  11  
  (+0) 
  10  
  (+0) 
  Skills: Perception +2 
  Senses: Passive Perception 12 
  Languages:  Low Coryani (Common) 
   
  Challenge: 1/8 (25 XP) 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6+1) piercing damage. 
   
   
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  range 5 ft. or range 20/60 ft.., one target. Hit: 3 
  (1d4+1) piercing damage. 
   
   
   
  
   
  52 | Living Arcanis - Unbated and Envenomed 
   
  Combat Appendix 3 
  Scene 7 
  Combat  
  In all this combat consists of  
   
  Nicolo Oreseolo  
   
  Two (2) Striking Viper Fighters*  
   
  Four (4) Hired Muscle*  
   
  *May be reduced to 1 Striking Viper Fighter and 
  2 Hired Muscle (if they give up their patron/ 
  succeed in their Deception) 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Striking Viper 
  Fighter 
   
  Difficult: Add 1 Striking Viper Fighter 
   
  Perilous: 
  Add 
  2 
  Striking 
  Viper 
  Fighters 
   
  Tactics: 
  The Heroes are blocked on a 15x30 foot bridge, 
  with water on either side.  The minions will rush 
  the Heroes while the Vipers move up more 
  cautiously until they can lunge forward to deal 
  as much damage as possible.  All of the Viper’s 
  Swords have the special rune upon them, 
  allowing them a number of bonuses as per the 
  previously detailed rules. 
  When the bravo’s weapon is drawn, allow the 
  Heroes a DC 20 Wisdom (Perception) skill check 
  to notice the strange rune on the sword.  You 
  may add a +2 bonus for each of the following:  
  Artisan (Smith) background, proficiency in 
  Arcana, Smith’s tools, or any elorii or dwarf. 
  Additionally, each time that the rune changes 
  its effect, they may again attempt the 
  Perception if they did not notice it before 
  (easier with longer duels). 
  Additionally, allow elorii Hero who see the rune 
  to make a Wisdom (Insight) DC 15 skill check.  If 
  they succeed, please give them Player Handout 
  #4: Visions of Lives Past. 
   
  Nicolo Oreseolo  
  Medium Humanoid  
  Armor Class 15 (Studded Armor) 
  Hit Points 39 (6d8+12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  17 
  (+3) 
  14  
  (+2) 
  11 
  (+0) 
  13  
  (+1) 
  12  
  (+1) 
  Saving Throws: Str +4, Dex +5, Wis +3   
  Skills:  Acrobatics +6, Athletics, +4, Perception +3 
  Senses: Passive Perception 13 
  Languages:  Low Coryani (Common) 
   
  Challenge: 1 (200 XP) 
   
  Runic Blade. Choose an effect every turn, once an 
  effect is used, a new one cannot be chosen until the 
  next turn, and the same effect cannot be used twice 
  in a row.  (See Runic Effects). 
   
  ACTIONS 
  Multiattack. Nicolo makes two melee weapon 
  attacks, one with each hand wielding two 
  shortswords. 
   
  2 Shortswords. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6+3) piercing 
  damage.  
  Runic Effects: 
   
  You gain a +2 to your next attack roll. 
   
  You gain an additional 1d4 damage on your 
  next damage roll 
   
  You gain a +2 to your Armor Class your next 
  turn. 
   
  You gain advantage on all Str, Dex, and Con 
  saving throws until your next turn. 
   
  You gain advantage on all Int, Wis, and Cha 
  saving throws until your next turn. 
   
  You are healed 1d4 hit points. 
   
  
   
  53 | Living Arcanis - Unbated and Envenomed 
   
  Striking Viper Fighters  
  Medium Humanoid  
  Armor Class 13 (Leather Armor) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  14  
  (+2) 
  15  
  (+2) 
  10  
  (+0) 
  10  
  (+0) 
  9   
  (-1) 
  Skills:  Intimidation +2 
  Senses: Passive Perception 10 
  Languages:  Low Coryani (Common) 
   
  Challenge: 1/4 (50 XP) 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
   
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage   
   
  Hired Muscle  
  Medium Humanoid  
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  (+2) 
  12  
  (+1) 
  13  
  (+1) 
  10  
  (+0) 
  10  
  (+0) 
  10  
  (+0) 
  Skills: Intimidation, +3, Perception +2 
  Senses: Passive Perception 12 
  Languages: Low Coryani 
   
  Challenge: 1/8 (25 XP) 
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+2) slashing damage. 
   
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80 ft. / 320ft., one target. Hit: 5 (1d8+1) piercing damage. 
   
   
   
   
  
   
  54 | Living Arcanis - Unbated and Envenomed 
   
  Combat Appendix 4 
  Scene 12 
  Combat  
  In all this combat consists of  
   
  Six (6) Hired Muscle 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 2 Hired Muscle 
   
  Difficult: Add 1 Hired Muscle 
   
  Perilous: Add 2 Hired Muscle 
   
  Tactics  
  These guards are not particularly skilled, but 
  they will swarm the Heroes in an attempt to 
  subdue them.  These foes are not meant to be a 
  major obstacle for the Heroes, but drain their 
  resources before the ‘final fight’ of the 
  adventure. 
   
  Hired Muscle  
  Medium Humanoid  
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  (+2) 
  12  
  (+1) 
  13  
  (+1) 
  10  
  (+0) 
  10  
  (+0) 
  10  
  (+0) 
  Skills: Intimidation, +3, Perception +2 
  Senses: Passive Perception 12 
  Languages: Low Coryani  
  Challenge: 1/8 (25 XP) 
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d6+2) slashing damage. 
   
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft. / 320ft., one target. Hit: 5 (1d8+1) 
  piercing damage. 
   
   
   
   
   
  
   
  55 | Living Arcanis - Unbated and Envenomed 
   
  Combat Appendix 5 
  Scene 13 
  Combat  
  In all this combat consists of  
   
  Paolo Rivalta 
   
  Two (2) Sarishan Sorcerer-Priests 
   
  Two (2) Rivalta Duelists 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Sorcerer-
  Priest 
   
  Difficult: Add 1 Rivalta Duelist 
   
  Perilous: Add 2 Rivalta Duelists 
   
  Tactics 
  The three common duelists will form a wall to 
  prevent the Heroes from reaching the three 
  Sarishan Sorcerer-Priest, who will be lobbing 
  various spells at the Heroes.  Paolo will attempt 
  to remain behind his allies, focusing on any 
  Hero who manages to get past his other 
  fighters. 
   
  Paolo Rivalta  
  Medium Humanoid  
  Armor Class 15 (Studded Leather) 
  Hit Points 37 (5d10+10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14  
  (+2) 
  16  
  (+3) 
  15  
  (+2) 
  10  
  (+0) 
  14  
  (+2) 
  14  
  (+2) 
  Saving Throws: Str +3, Dex +5, Wis +3   
  Skills: Athletics, +3, Insight, +3, Perception +3 
  Senses: Passive Perception 13 
  Languages:  Low Coryani (Common), 
   
  Challenge: 1 (200 XP) 
  Cunning Footwork. On each of its turns, Paolo 
  can use a bonus action to take the Dash or 
  Disengage action. 
   
  Runic Blade. Choose an effect every turn, once an 
  effect is used, a new one cannot be chosen until the 
  next turn, and the same effect cannot be used twice 
  in a row.  (See Runic Effects). 
  ACTIONS 
  Multiattack. The Paolo makes two melee 
  weapon attacks. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6+3) piercing 
  damage. 
   
   
  REACTIONS 
  Parry: Paolo adds 2 to its AC against one melee 
  attack that would hit it. To do so, Paolo must 
  see the attacker and be wielding a melee 
  weapon. 
   
  Runic Effects: 
   
  You gain a +2 to your next attack roll. 
   
  You gain an additional 1d4 damage on your 
  next damage roll 
   
  You gain a +2 to your Armor Class your next 
  turn. 
   
  You gain advantage on all Str, Dex, and Con 
  saving throws until your next turn. 
   
  You gain advantage on all Int, Wis, and Cha 
  saving throws until your next turn. 
   
  You are healed 1d4 hit points. 
   
  
   
  56 | Living Arcanis - Unbated and Envenomed 
   
  Novice Sorcerer-Priest  
  Medium Humanoid  
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8  (+0) 
  11  
  (+0) 
  10  
  (+0) 
  12  
  (+1) 
  10  
  (+0) 
  12  
  (+1) 
  Skills: Perception +3, Arcana +3, Religion +3 
  Senses: Passive Perception 13 
  Languages:  Low Coryani (Common), Infernal 
  Challenge: 1/4 (50 XP) 
  SPECIAL TRAITS 
  Spellcasting. The Sorcerer-Priest’s spellcasting ability is 
  Charisma (spell save DC 11; +3 to hit with spell attacks).  
   
  Cantrips (at will): resistance, sacred flame, thaumaturgy 
  1st level (3 slots): bless, inflict wounds, sanctuary 
   
  ACTIONS 
  Dagger – Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage. 
   
  Rivalta Fighters  
  Medium Humanoid  
  Armor Class 13 (Leather Armor) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  14  
  (+2) 
  15  
  (+2) 
  10  
  (+0) 
  10  
  (+0) 
  9   
  (-1) 
  Skills:  Intimidation +2 
  Senses: Passive Perception 10 
  Languages:  Low Coryani (Common) 
   
  Challenge: 1/4 (50 XP) 
  ACTIONS 
  Shortsword – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
   
  Shortbow - Ranged Weapon Attack: +4 to hit, range 80 ft. 
  / 320ft., one target. Hit: 5 (1d6+2) piercing damage. 
   
   
  
   
  57 | Living Arcanis - Unbated and Envenomed 
   
  Handout 1: Code Duello  
  1) Whenever you feel that your honor has been besmirched, you may demand satisfaction from the person 
  you feel that has challenged your honor.  This challenge must be made in public, directly to the person 
  you are challenging.  If not, this is viewed as a sign of cowardice and there is no loss of personal honor for 
  the challenged individual for refusing the duel. 
  2) If a duel is refused, the offending party must make a public and immediate apology for their actions, 
  including any reparations required.  Should the refuse the duel, but refuse to apologize, that person is 
  regarded as a coward, which could carry significant social, political, and personal consequences. 
  3) The challenger then proposes a field of battle, which the challenged fighter may either accept or propose 
  an alternative.  Should the challenged person not provide an acceptable location, the Challenger’s choice 
  is chosen. 
  4) Either side can name a Champion to fight in their stead without loss of honor.  This Champion must be 
  willing to side with their party, without monetary compensation or hesitation (at least, not publically).  If 
  they propose such things, both the Champion and their patron suffer a loss of honor, as it is obvious that 
  the Champion does not believe their patron’s position is correct. 
  5) Each duel requires a Master of the Field, a neutral party, which acts to moderate the duel.  This Master of 
  the Field is typically a member of the City Watch or a Patrician of high esteem (such as a Senator).  Aside 
  from being the moderator, the Master of the Field is also responsible for punishing any breach of conduct 
  in the duel.  Should a Master of the Field not be present, both parties may appoint ‘Seconds’ to jointly 
  hold the position of moderator, acting as go-betweens between the two offending parties. 
  6)  The Challenged party may choose the rules of the duel, of which there are three primary dueling Rules:  
  The Carvello Rules, the Duodo Rules, and the Tansuro Rules.  The Carvello Rules are until first blood, the 
  Duodo Rules are to trade blows with each blow being an option to yield or not, while the Tansuro Rules 
  are until either the death or until one party has fallen unconscious. 
  7) If any party breaks the Code Duello, the Master of the Field (or the Seconds) are required to punish the 
  offender immediately for their break.  The severity of the punishment depends on the breach of the code 
  itself, but can include the death of the offending party.  For example, should the offending party have an 
  ally step in, the Master of the Field or both Seconds MUST attack the interloping party and (unless they 
  immediately yield) the party they are supporting. 
  8) All ‘buffs’ on the parties of the duel are prohibited, as is the active use of magic.  The only exceptions to 
  this are in the case of magic being used to produce an appropriate blade.  Armour is less regulated, but 
  similarly specific buff spells are prohibited.  If such spells are detected (such as by a Master of the Field 
  who can cast Detect Magic), then the offending party has broken Code Duello and must be punished.  
  Runes are allowed to be scribed onto blades, but activating a rune effect is forbidden (the activation of a 
  rune is typically a physical act, and can be seen). 
  9) Yielding during a duel is tantamount to admission of fault.  You are effectively stating that you are 
  unwilling to stake your honor (and life) in defense of your action or position. 
  10) Each duel deals with a specific slight.  There are no appeals, and if you declare a duel on the same grounds 
  as a previous duel (that you either won or loss), it will result in a loss of personal honor.  However, you 
  can declare a duel in regards to previous duel (such as declaring a duel against the man who killed your 
  bother in a duel), as long as it is not for the same offence as the previous duel was declared (such as that 
  same brother having taken slight over his later killer embarrassing him in public). 
   
  
   
  58 | Living Arcanis - Unbated and Envenomed 
   
  Handout 2: Dovitoni 
   
  Honorable [Insert Heroes Name],  
  Word of your deeds and actions have reached our ears, and we have 
  found ourselves in need of your services.  Should you wish to help us 
  right an injustice in this city, please come to the townhouse at 112 
  Dovitoni Siestri in the Marcellus District tomorrow at noon.  To 
  help entice you to visit, I present a token of faith towards you. So 
  long as you keep faith with us, we shall keep faith with you. 
   
  Antonio Dovitoni 
   
   
  
   
  59 | Living Arcanis - Unbated and Envenomed 
   
  Handout 3: Torta 
   
  Greetings [Insert Heroes Name],  
   
  You do not know me, but I know of you.  Your skills 
  come highly recommended by common friends (as well 
  as enemies), and I believe I have a business venture 
  which may interest you.  If you are interested, please 
  find your way to the Lonesome Vine taverna on Saint 
  Marcella’s Island at noon tomorrow.  
   
  If it helps entice you to visit, I will have a good vintage 
  of REAL Savonan Red (not that crap that they sell 
  elsewhere under that name) for you to sample over the 
  offer. 
   
  Enrico Torta 
    
   
   
  
   
  60 | Living Arcanis - Unbated and Envenomed 
   
  Handout 4: Vision of Lives Past  
  (Elorii Only) 
   
  Seeing the rune, you find yourself in a dim, lavender-lit cavern surrounded 
  by rank upon rank of your kin.  Behind you a group of Ssanu circle a strange 
  glowing artefact which they seem to be manipulating.  Before you lies your 
  enemy:  a hoard of insectoid creatures on the ground with humanoid bat-
  like creatures above them.  With the sound of a warhorn, a group of 
  Ss’resen mounted on flying drakes begin to engage the bat-like creatures, 
  while your lines begin to move.  As you prepare to make contact with your 
  enemy, you notice the rune inscribed on your blade glow, filling you with 
  confidence in your next strike. 
   
   
  
   
  61 | Living Arcanis - Unbated and Envenomed 
   
   
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
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  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
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