TEXT: For example, a Expeditionary rooting in the rich soil of teasing another 
  For example, a Expeditionary rooting in the rich soil of teasing another 
  group and lead to strife, another dig too deep or inappropriate place which 
  raises forests slumbering darkness to life, or it disappears members of an 
  expedition without a trace and the characters are recruited to look right at 
  them. Of course, there are also the characters themselves embarking on 
  tax're rampage, hunting for a specific artifact or just hoping to achieve 
  wealth and (just as important) fame, fortune-seeking among its peers in 
  Tistla bracket.
  On the occasion of the latter presents this text a large number of 
  possible findings characters may encounter during excursions in Davokar. 
  In its simplest form, the following is used as a random number generator, 
  in which the tax searching player's dice roll determines what they dig out 
  of the forests ruins. In this case, it is recommended that finding charts 
  used with the table of random encounters, as do tax the search to a 
  thrilling and risky challenge. Players must constantly ask themselves if it is 
  really worth digging further when they know that something is hungry, 
  large and evil can suddenly appear and complicate matters.
  tax Exploratio
  If your particular gaming group not appreciate the random element, 
  the material in this text instead serve as suggestions on what can be 
  found, and thus form the basis for the game leader's efforts to create 
  interesting adventure sites.
  Treasure hunt
  The system of tax searching presented in this text is based on a fairly 
  The system of tax searching presented in this text is based on a fairly 
  obvious logic: the less explored a place is, the more likely it is that it offers 
  both taxes and truly threatening dangers. It is up to the players to balance 
  the risk against the potential wealth - this is Davokar and none other than 
  themselves will stand accountable for the choices they make!
  When the characters are looking through Davokars undergrowth in 
  search of treasures turn first if they find an archaeological site and if so, of 
  what kind. Then turned to see how rich the place is on taxes, expressed in 
  terms of how many bargains maximum that might be made during the 
  exploration. Then all the players to strike a blow against
  Vigilant per day to determine their roles person finds something of value. 
  Vigilant per day to determine their roles person finds something of value. 
  At the same time hitting the group a blow to Discreet every day to see if 
  At the same time hitting the group a blow to Discreet every day to see if 
  At the same time hitting the group a blow to Discreet every day to see if 
  they incur 
  Travel Davokar
  For inspiration on the journey 
  through Davokars lövsalar see 
  Symbaroums grundbok page 36-37 
  and 183-184
  Text: Johan Nohr, Mattias Johnsson, Mattias Lilja Illustration: Martin Bergström
  Text: Johan Nohr, Mattias Johnsson, Mattias Lilja Illustration: Martin Bergström
  Text: Johan Nohr, Mattias Johnsson, Mattias Lilja Illustration: Martin Bergström
  Text: Johan Nohr, Mattias Johnsson, Mattias Lilja Illustration: Martin Bergström
  in Davokar
  The hunt for riches, artifacts and ancient wisdom is the 
  The hunt for riches, artifacts and ancient wisdom is the 
  basis of many adventures 
  Symbaroums game world. Although it is not always the 
  Symbaroums game world. Although it is not always the 
  characters holding the shovel provides tax the search result in 
  lots of intrigue and conflict.
  
  interest from forests many horrors - a failure forces them into a blow at 
  one of the tables that describe meetings Open and Wild Davokar. 
  The country's tax processing houses in other words, the following 
  elements: 
  preparation: How well prepared are characters can affect their ability 
  preparation: How well prepared are characters can affect their ability 
  to find a rich treasure land.
  Location of discovery: Depending on luck and skill can find the place 
  Location of discovery: Depending on luck and skill can find the place 
  locates more or less explored, and more or less rich in treasures.
  Taxes: The remains of Symbaroums time are of a diverse nature, from 
  Taxes: The remains of Symbaroums time are of a diverse nature, from 
  clean debris and ornaments to powerful artifacts.
  dangers: Failure to bad tax the search can be sure that the actual 
  dangers: Failure to bad tax the search can be sure that the actual 
  being found, the forest beasts and ovärldsväsen.
  preparations
  to go out on lycksökarstråt blindly is not the only way to find treasures, 
  to go out on lycksökarstråt blindly is not the only way to find treasures, 
  contrary devoted much time and effort in Tistla bracket to figure out - or 
  trick the other - was the most rewarding finding places to be found. The 
  characters do well to plan for taxes the search in advance and thus 
  increase their chances of being successful.
  Pay for a guide
  To rent a guide in Tistla bracket or some other frontier location costs at 
  least 1 dollars per week, but the state more they are the more you pay - 
  for each point in the Vigilant over 11 will increase the cost of a dollar, so a 
  for each point in the Vigilant over 11 will increase the cost of a dollar, so a 
  for each point in the Vigilant over 11 will increase the cost of a dollar, so a 
  guide with Vigilant 15 costs 5 dollars per week. 
  guide with Vigilant 15 costs 5 dollars per week. 
  guide with Vigilant 15 costs 5 dollars per week. 
  Noted should be that far from all the guides are completely 
  trustworthy. After each random encounter, one of the characters succeed 
  in a Convincing for the wizard to remain in the group. Turns rollperso NEN 
  in a Convincing for the wizard to remain in the group. Turns rollperso NEN 
  in a Convincing for the wizard to remain in the group. Turns rollperso NEN 
  20 in the battle, it turns out, unfortunately, that the Wizard is a member of 
  a group of looters who show up to take the role of persons traveling funds 
  and taxes. They are in number to the number of characters + 1 and have 
  values ​Robber / The Robber Chieftain (see page 211 in the Basic 
  Manual).
  convince a colleague
  With a successful battle against the [ Convincing -5] can rollper son to 
  With a successful battle against the [ Convincing -5] can rollper son to 
  With a successful battle against the [ Convincing -5] can rollper son to 
  convince another treasure hunters that they should make common cause 
  in pursuit of forest taxes. The accompanying adventurer can help the 
  characters to find a rich archaeological site: when they turn to determine 
  the maximum number of taxes that can be rooted out of the place, they 
  beat twice and choose the best result. Furthermore affecting fellow 
  creditor does not tax the search in other ways - in addition to this course 
  requires its share of the pie at a possible return from the depths of the 
  forest. The characters must simply divide the spoils with another person.
  investigations
  Roll persons who master the ability Learned can do research in libraries 
  Roll persons who master the ability Learned can do research in libraries 
  Roll persons who master the ability Learned can do research in libraries 
  and archives. The process takes a week and costs 10 + 1T6 dollars in 
  various fees and bribes. After that the scholars use Smart instead of Vigilant
  various fees and bribes. After that the scholars use Smart instead of Vigilant
  various fees and bribes. After that the scholars use Smart instead of Vigilant
  various fees and bribes. After that the scholars use Smart instead of Vigilant
  to find a rewarding discovery site. Once there, however, requires that the 
  usual blow to Vigilant to actually dig up anything of value.
  usual blow to Vigilant to actually dig up anything of value.
  usual blow to Vigilant to actually dig up anything of value.
  bargain Square
  the opportunity to lödiga finding is larger, the deeper into the forest you 
  the opportunity to lödiga finding is larger, the deeper into the forest you 
  travel is a well-known truth. The characters have to decide if they are 
  aiming at the ruins of the outer, so-called, Open Davokar or whether they 
  should venture into the wild depths.
  The role of the person (or wizard) that has a maximum value of vigilant 
  The role of the person (or wizard) that has a maximum value of vigilant 
  ( alternatively Smart if research has 
  ( alternatively Smart if research has 
  ( alternatively Smart if research has 
  ( alternatively Smart if research has 
  Table 1: Type of finding site
  t20 type of bargain place
  1 
  Library Ruins, where all the books on the shelves has long been destroyed 2 
  The charred remains of a laboratory 3 
  Deep shaft with side tunnels, half filled with water 4 
  A gigantic obelisk, covered with obscure runes 5 
  Old watchtower, defiantly competing with the trees of who is more than 6 
  Severe Hake, the port has already broken the former treasure hunter 7 
  Cave covered with luminous moss 8 
  Half collapsed mine 9 
  The inside of a large statue inclined sinister in the marshy ground 10 
  Gravfält with mausoleums interconnected underground of catacombs 11 
  Network of extremely narrow corridors 12 
  Partially ruined bridge with towers and houses, spans a now dried up river 13 
  The remains of the old catching and experiment caverns 14 
  Ruined City, worrying untouched vegetation, almost completely intact buildings 15 
  The maze of roots and tunnels beneath a huge tree 16 
  Segments of a great wall, with hålgångar the wall and watchtowers atop 17 
  Temple ruins carved into the mountainside down in a ravine 18 
  Z in an underground river or lake, opening the forest a crack in the ground 19 
  Hanging gardens, islands upphållna of chains between towers of stone 20 
  Overgrown gladiatorial arena, with burrows underground fighters and monsters
  Table 2.1: Taxes in the Open Davokar
  t20 
  type of tax
  1-3 
  lumber 
  4-15 
  Curiosity, Table 3 16-19 
  mysterious tax table 5:20 a.m. 
  Artifact, Table 4
  Table 2.2: Tax in Wild Davokar
  t20 
  type of tax
  1-2 
  lumber 
  3-12 
  Curiosity, Table 3 mysterious 
  tax 13-18, 19-20 Artifact Table 5, Table 4
  What is a t100 / t1000?
  A T100 consists simply expressed 
  by two strokes with a T10. The first 
  battle determines the tens, the second 
  singular. Profit 3 on the first beat and a 
  4 on the second read words like 34. 
  To turn 1 T1000 adds simply a T10 for 
  thousands. The outcomes 00 and 000 
  is equal to
  100 and 1000th
  
  Table 3: Curiosities
  t100 curiosity
  1-2 
  Embroidered banner of a fabric similar to the oil shimmers in rainbow colors 3-4 
  Bronze Ring with a simple gray stone 5-6 
  Brooch in copper imagine the spirit a sad dwarf face 7-8 
  Belt Buckle with what appears to be a map in relief 9-10 
  Part of marmorfris imagine a spirit kåpklädd woman fighting a two-headed abomination
  11-12 
  Drinking Horn adorned with two pink gemstones, a void is there a third should sit
  13-14 
  Figurine in alabaster represent spirit a toad with one eye
  15-16 
  Urn of gold the size of a human head
  17-18 
  Flute-like wind instrument in blackened silver, which seems to require two people to play
  19-20 
  Gilded Barrette with inscriptions depicting trees in various stages of decay
  21-22 
  Golden candelabra with a strange shaped cavities on the bottom, as if something is loose and 
  disappeared from there.
  23-24 Necklace with black pearls
  25-26 hammer whose handle is made of beautifully cut legs. The head has been red-
  painted and shaped like a grinning goblins head.
  27-28 
  Hollow copper statuette imagine spirit a skeleton with arms outstretched. Contains dried herbs, both toxic 
  and healing.
  29-30 
  Hollow marble balls, green with red streaks
  31-32 
  Carafe half full of symbarisk absinthe, flavored with wormwood and decadence, and extremely potent 
  after centuries of storage
  33-34 
  Cat Figurine of jade, if you listen carefully (successful Vigilant) you can hear the cat purring
  Cat Figurine of jade, if you listen carefully (successful Vigilant) you can hear the cat purring
  Cat Figurine of jade, if you listen carefully (successful Vigilant) you can hear the cat purring
  35-36 
  Coffin containing the crystal and glass bottles with dried elixirs unparalleled
  37-38 
  Spheres made of iron, covered with symbols and cuneiform
  39-40 globular puzzle box of bronze and iron. Three successful [ Smart] in the range required 
  39-40 globular puzzle box of bronze and iron. Three successful [ Smart] in the range required 
  39-40 globular puzzle box of bronze and iron. Three successful [ Smart] in the range required 
  to open. Each attempt takes one hour. In the sphere Ligget a curiosity (beating on the table again).
  41-42 
  Dress in brocades time (capacity Learned: motifs tell anything about an extinct Symbarisk Atts history)
  Dress in brocades time (capacity Learned: motifs tell anything about an extinct Symbarisk Atts history)
  Dress in brocades time (capacity Learned: motifs tell anything about an extinct Symbarisk Atts history)
  43-44 Kopparfat with religious symbols linked to the sun, moon and other 
  celestial bodies movements
  45-46 Pot of magic brewed beer, the yeast and very strong but quite drinkable 47-48 
  Curved blade of sharpened wood
  49-50 Cube of obsidian with a circular hole on one side 51-52 
  Lervas whose two similar handle leaf-clad branches
  53-54 
  Long chain forged in a silvery, metallic age
  55-56 Sheath of kräkors springs 57-58 mat embroidered 
  with gold wire
  59-60 mummified hand with long nails cut into spirals and key
  similar forms
  61-62 Human Face carved in gneiss, with a third eye instead of the mouth. 63-64 Key in gold, head picture two 
  winding snakes twisted about a tower 65-66
  The arrowhead of a red crystal, decorated with golden cuneiform
  made) must make a stroke a day to identify a promising discovery site. 
  Successful battle remains partly determine the kind of ruin they have 
  encountered (Table 1), and to determine exactly how much there is to root 
  out the ruins. The latter is done using 1t4 + 2 Open Davokar, 1T8 + 2 Wild 
  Davokar and the result indicates the maximum number of discoveries that 
  can be made on the spot.
  Whether they find an archaeological site or not, the most discreet role 
  of the person to strike a blow against a day 
  Discreet throughout the excursion, in the hope that the group will incur 
  Discreet throughout the excursion, in the hope that the group will incur 
  unwanted attention or accidentally irritate something that should have got 
  to be undisturbed. Unsuccessful battle, they must strike a blow at one of 
  the tables for random encounters - Table 6.1 or 6.2, depending on where 
  in Davokar they are.
  Taxes
  Taxes will in different denominations, from kurisoteter through mysterious 
  Taxes will in different denominations, from kurisoteter through mysterious 
  treasures to genuine arterfakter with great and terrible force. When the 
  characters have found a promising place to start digging to get everyone 
  in the group beat respective blow to Vigilant per day. A successful battle 
  in the group beat respective blow to Vigilant per day. A successful battle 
  in the group beat respective blow to Vigilant per day. A successful battle 
  means they can move on to any of Tables 2.1 and 2.2 to determine what 
  kind of tax they have rooted out, after which they are referred to another 
  table in order to determine exactly what they have found.
  The tables used to determine what kind of bargain that the role of the 
  person making is something called debris. For that category counts 
  damaged objects such as vases cracked, broken figurines and broken 
  tools on sales of Tistla Attaches marketplaces may raise 1t10 silver 
  sandals.
  aBalogs shield
  In a series of highly disputed barbarian tales talk of "the cultivated troll 
  Abalog" to have lived in Spider King heyday and then fought on the 
  people's side. Most widespread is the song about how Abalog bit first 
  married sting, then head of the military commander Arxerodd and how he 
  did it with his enchanted stone shield. Perhaps there is something in the 
  tall tales anyway ...
  Foothold: The bound shield for themselves can choose to turn Strong instead 
  Foothold: The bound shield for themselves can choose to turn Strong instead 
  Foothold: The bound shield for themselves can choose to turn Strong instead 
  Foothold: The bound shield for themselves can choose to turn Strong instead 
  of Witty when it comes to keep his footing, or regain it if the carrier has 
  of Witty when it comes to keep his footing, or regain it if the carrier has 
  of Witty when it comes to keep his footing, or regain it if the carrier has 
  already fallen.
  Table 4: Artifacts
  t6 
  artefact
  1 
  Abalogs shield 2 
  Matuldas eye 3 
  Mials lönndok 4 
  Vesper hovering coat 5 
  Yeletas masks 6 
  Garulfus face plate
  
  Action: Reactive
  Action: Reactive
  Corruption: 1
  Corruption: 1
  Dvärgahugg: If the shield champions mastered the ability Arms Fight he 
  Dvärgahugg: If the shield champions mastered the ability Arms Fight he 
  Dvärgahugg: If the shield champions mastered the ability Arms Fight he 
  Dvärgahugg: If the shield champions mastered the ability Arms Fight he 
  may help shield stone face biting into an enemy while a stroke is made 
  with the shield, making 1t4 extra damage.
  Action: Reactive
  Action: Reactive
  Corruption: 1T4
  Corruption: 1T4
  matulDas eye
  Matulda be according to legend, to have been a one-eyed stick magicians 
  in old age learned to produce artifacts and then took the opportunity to 
  replace their lost eyeball. In the realm band she also their Bjära, the little 
  winged pigs she called Megasen.
  To bind the sphere to itself requires that it be placed in an eye socket 
  instead of an eye. This has in itself no adverse effects because the sphere 
  gives sight to the wearer. Possibly, some people may be adversely 
  affected by meeting a person with one eye replaced by a dim, green stone 
  sphere, but it was offset by a similar number think it's awesome.
  Mega's friend: The binding eye to get a friend in the form of a mega, 
  Mega's friend: The binding eye to get a friend in the form of a mega, 
  a winged little pigs with big taste for books and parchments. Megasen 
  linked to the eye carrier according to the rules of ritual Bjära.
  linked to the eye carrier according to the rules of ritual Bjära.
  Megasen have the following values ​from the start:
  Corruption Magnet: Matuldas eye can gather corruption as a soul 
  Corruption Magnet: Matuldas eye can gather corruption as a soul 
  stone, which requires that the wearer mastered ritual Soul Stone.
  Ondöga: In addition to other soul stones can Matuldas eye also use 
  Ondöga: In addition to other soul stones can Matuldas eye also use 
  collective corruption to shoot black eyes rays. Eyes beam damages the 
  target of carrier succeed [ Strong will Strong will ←], 1t4 damage per point 
  target of carrier succeed [ Strong will Strong will ←], 1t4 damage per point 
  target of carrier succeed [ Strong will Strong will ←], 1t4 damage per point 
  corruption ejected. The downside is that the corruption which is used in 
  this way released from the stone and attaches itself to the wearer's spirit - 
  that is, they are moved from the stone to the wearer's value in permanent 
  corruption.
  Feature 
  Regeneration ( IN), Wings ( IN)
  Regeneration ( IN), Wings ( IN)
  Regeneration ( IN), Wings ( IN)
  Regeneration ( IN), Wings ( IN)
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Discreet 13 (-3) Witty 15 (-5) Smart 11 (-1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  Strong 7 (+3), sURE IN AIM 10 (0) Vigilant 9 (+1),  
  RESOLUTE 10 (0) Convincing 5 (+5)
  RESOLUTE 10 (0) Convincing 5 (+5)
  RESOLUTE 10 (0) Convincing 5 (+5)
  RESOLUTE 10 (0) Convincing 5 (+5)
  Arming 
  Bett 1T4 (Short)
  armor 
  No
  Defense 
  15 (Avoiding)
  immunity 
  10 
  pAIN THRESHOLD 
  4
  Special Ability: Megasen remember things written on eating, which makes it a 
  Special Ability: Megasen remember things written on eating, which makes it a 
  rather random source of knowledge. The carrier will receive a second blow to 
  the Mega's
  Smart while abilities based on that characteristic is used, subject to megasen 
  Smart while abilities based on that characteristic is used, subject to megasen 
  are with and grunts out his svinsluga advice.
  67-68 
  Walking stick of magic horn
  69-70 
  Ornately engraved ring of precious metal, two fathoms in diameter but thin as a little finger, making it 
  cumbersome to carry around
  71-72 
  Serving Bowl of red clay with paintings depicting blacksmiths and astrologers
  73-74 
  Silver Crown with riveted chain mail that covers the wearer's entire head. Obstructing vision total
  75-76 
  Sun symbol on coins of gold ( Smart: it is actually a stylized spider figure, not a sun)
  Sun symbol on coins of gold ( Smart: it is actually a stylized spider figure, not a sun)
  Sun symbol on coins of gold ( Smart: it is actually a stylized spider figure, not a sun)
  77-78 
  Spindelfigurin in citrine
  79-80 Cracked crystal on the foot of legs 81-82 
  Sword Heroes who the key representing a grinning face gas
  83-84 
  Picture of copper with etched motif depicting a dying sun rises over a desiccated sea. Huge ships of 
  stone is standade where the coastline once walked.
  85-86 
  Wand of bird bones brittle, if it ever had special krafer they fled his cow
  87-88 
  Heavy gauntlet of gold, obviously made for a person with only four fingers on his right hand
  89-90 
  Leather Purse containing three six-sided dice of lindormshorn, batting owner's advantage in all types of 
  games - until it really matters, when they beat against their owners
  91-92 
  Beautiful carafe of white and turquoise painted clay, imagine a winged spirit mara sitting on its hind 
  legs
  93-94 
  White crystal with sharp edges, big as a fist raised, which is scorching hot in contact with water; can be 
  used to boil water or frying food.
  95-96 
  Lifelike doll of symbarisk nobles, pierced by a half-dozen gold needles
  97-98 
  Taking a Shot at Table 5: Mysterious treasures
  99-100 make a stroke Table 4: Artifacts
  Table 3 continued: Curiosities
  t100 curiosity
  mials lönnDok
  An ancient barbarian legend tells of the symba riske king Mial. He must 
  have had a very impulsive and violent wife named Alreka he feared more 
  than all fiendehärar, together. The situation was particularly delicate 
  because the old Mial through the years, had both the occasional 
  extramarital relationship, as if they were discovered would Alreka in a very 
  bad mood.
  King's solution to the problem was, according to legend, both silly and 
  desperate: he ordered a magical tapestry of trollhaggan Luselorda and 
  pledging her "whatever she wanted" the payment. When the object was 
  handed over, she also mentioned his prize: King Mials potency. So it was 
  that the lecherous ruler got a completely different use of fabric than he 
  had intended - to hide themselves, rather than their mistresses.
  Bemantla objects: The bound veil to it can wrap it over inanimate 
  Bemantla objects: The bound veil to it can wrap it over inanimate 
  objects up to a smaller table 
  Analysis of the findings
  To understand the mysterious 
  treasures and artifacts used capacity Learned.
  treasures and artifacts used capacity Learned.
  About the mysterious treasure or 
  artifact affects or use any other 
  abilities can the capacity be used 
  instead of Learned to determine what 
  instead of Learned to determine what 
  instead of Learned to determine what 
  the tax is something (for example, the 
  ability 
  ritualist for items 
  ritualist for items 
  affects rituals).
  
  Table 5: mysterious treasures
  t12 mysterious treasure
  1 
  Face mask of thin sculpted and the inside engraved stone which sometimes allows the wearer to see in the 
  dark (free act, requires successful Vigilant). Leaving when used in burns to the face that takes a long time to heal 
  dark (free act, requires successful Vigilant). Leaving when used in burns to the face that takes a long time to heal 
  dark (free act, requires successful Vigilant). Leaving when used in burns to the face that takes a long time to heal 
  (1T4 in injury heals in half rate). 2
  Elixir dripped in one eye, which then permanently can see in total darkness, but will always be pure white 
  without any pupil. The outside world tends to see those eyes that abomination characters. 3
  Simple and completely unadorned iron crown that absorbs all temporary corruption wearer would have 
  suffered. If the crown for some reason leaves the head (if taken, or fall / switched off: counts as concentration 
  in battle, that
  [Strong will - Damage] to not lose it) released the corruption loose again and affect the carrier at once. 4
  [Strong will - Damage] to not lose it) released the corruption loose again and affect the carrier at once. 4
  Square shield covered with small mirror sheets reflect sunlight and seem to reinforce its luminosity. The support 
  may act as an active dazzle an enemy during combat in daylight or strong light, requires successful [ Smart ← Witty].
  may act as an active dazzle an enemy during combat in daylight or strong light, requires successful [ Smart ← Witty].
  may act as an active dazzle an enemy during combat in daylight or strong light, requires successful [ Smart ← Witty].
  may act as an active dazzle an enemy during combat in daylight or strong light, requires successful [ Smart ← Witty].
  A dazzled enemy is blinded in a round and can not perform active or reactive actions. 5
  Earthenware pot that, when opened unleash a thick fog covering the area. The fog obscures all sight and 
  suppresses all sounds. All the fog gets a second chance to fail blow to Vigilant and attacks with projectile and 
  suppresses all sounds. All the fog gets a second chance to fail blow to Vigilant and attacks with projectile and 
  suppresses all sounds. All the fog gets a second chance to fail blow to Vigilant and attacks with projectile and 
  missile. If the person who opens the jar gets in a blow to
  RESOLUTE there is also a malevolent creature of the mist (values ​Frost Light, page 230 of the Base Paper). 
  RESOLUTE there is also a malevolent creature of the mist (values ​Frost Light, page 230 of the Base Paper). 
  When the jar is turned sucked both fog and a possible spirit back into lerkruset. 6
  Nasty necklace of large, carved pieces of bone from a huge ödleskelett. It absorbs 1T4 corruption, then it will 
  be glowing hot and makes 1T4 in injury to the wearer. Can not be used until it has cooled down (can be used 
  once per scene). 7
  Purse with a powder which absorbs water, 100 liters, and transforms it to a button-hundredth of the mass. 
  Remaining remains only a smelly mud. The same happens to living beings who might ingest the powder. The 
  finding is sufficient to three attacks with the ability Stryparkonst, but requires advantage and can not be thrown. To 
  finding is sufficient to three attacks with the ability Stryparkonst, but requires advantage and can not be thrown. To 
  finding is sufficient to three attacks with the ability Stryparkonst, but requires advantage and can not be thrown. To 
  get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies 
  get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies 
  get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies 
  get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies 
  get into the substance of the victim's jaw required to that a blow to [ Smart ← Witty]. Succeed stroke victim dies 
  immediately and assume the appearance of a dried mummy. 8
  Around the box of gilded copper containing a large palms and perfectly ground glass prism moonlight allows 
  the wearer to see shadows beings (it provides other words, the user capacity Häxssyn under the moonlight, 
  the wearer to see shadows beings (it provides other words, the user capacity Häxssyn under the moonlight, 
  the wearer to see shadows beings (it provides other words, the user capacity Häxssyn under the moonlight, 
  with no risk of corruption).
  9 Human skull of black stone, whose eyes light up with a sickly green glow  
  if directed at and in the vicinity of an innocent creature (defined as 0 in total corruption). The closer the skull is the 
  observed, the stronger shining embers. 10
  Statuette of a bright blue lapis lazuli, karvad to resemble a alvskepnad with giant moose. Seems almost 
  vibrate slightly in the hand when the abominations that are in the vicinity (giving a second chance in the battle 
  against Vigilant to detect stealth abominations). 11
  against Vigilant to detect stealth abominations). 11
  against Vigilant to detect stealth abominations). 11
  Drum whose abysmal connotation makes living beings (not abominations or undead) worried and afraid, with 
  great risk of being forced to flee or become paralyzed with fear (corresponding to the monstrous feature terrorize, level 
  great risk of being forced to flee or become paralyzed with fear (corresponding to the monstrous feature terrorize, level 
  great risk of being forced to flee or become paralyzed with fear (corresponding to the monstrous feature terrorize, level 
  II). The drumming is tucked day of the effect, but its allies, it does not. 12
  Padded box containing a forearm long cylinder of the wood, divided into five rotatable segments covered 
  cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it 
  cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it 
  cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it 
  cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it 
  cuneiform. To learn how the cylinder works required capacity Learned and a blow against Smart, and then use it 
  with the desired effect requires further blow to Smart in the performance. If the latter manages to give the 
  with the desired effect requires further blow to Smart in the performance. If the latter manages to give the 
  with the desired effect requires further blow to Smart in the performance. If the latter manages to give the 
  cylinder +1 on all kinds of performance of black magic rituals.
  or Kista's size and make them invisible to the eye, if not for the fingers. It 
  does not detract from either the objects weight, which makes the hidden 
  object's existence can be discerned if the wearer succeed [ Discreet ← 
  object's existence can be discerned if the wearer succeed [ Discreet ← 
  Vigilant].
  An immovable object under or behind the veil is not possible to detect 
  unless you bump into it or if the mysterious forces are used to seeing it.
  Action: Active
  Action: Active
  Corruption: 1
  Corruption: 1
  Hiding the graven image: A dokmästare capable Fine can use the 
  Hiding the graven image: A dokmästare capable Fine can use the 
  Hiding the graven image: A dokmästare capable Fine can use the 
  Hiding the graven image: A dokmästare capable Fine can use the 
  veil to hide also a living being. As long as the creature remains stationary, 
  it can not be detected unless someone touches it, or use the disclosure 
  rituals. The creature can move at half movement but could then be 
  discovered if he fails a blow to [ Discrete Vigilant ←],
  discovered if he fails a blow to [ Discrete Vigilant ←],
  with a further modification of -5.
  Action: Active
  Action: Active
  Corruption: 1T4
  Corruption: 1T4
  Vesper hovering coat
  Who has not heard stories about the assassin sect called Flight dogs 
  should have ravaged during Symbaroums heyday? They are alleged to 
  have been the rebels led by the charismatic fäktmästaren Vesper and 
  appears in legends as heroic punishers of symbariska royalists with 
  unclean to hide. Often they beat to the night's darkest hours, by using 
  their floating gowns get up and out through the balconies or roofs.
  Soft landing: Anyone who has tied his cloak to him to get it to span 
  Soft landing: Anyone who has tied his cloak to him to get it to span 
  out and allow for a gliding landing from higher altitude, which would be its 
  champion of Davokars bats.
  Action: Displacement
  Action: Displacement
  Corruption: 1T4
  Corruption: 1T4
  Uppåtvindars rescue: If the coat champions bestitter ability Acrobatics
  Uppåtvindars rescue: If the coat champions bestitter ability Acrobatics
  Uppåtvindars rescue: If the coat champions bestitter ability Acrobatics
  he may with a Witty
  he may with a Witty
  let themselves be thrown ten meters in the air of mysterious winds and 
  from there glide to the ground in any direction.
  Action: Active
  Action: Active
  Corruption: 1T6
  Corruption: 1T6
  yElEtas masks
  Huldran on Karvosti is known for creating the most horrific and useful 
  masks for their allies. With the mask using the carriers can borrow 
  ärkehäxans illusion loose eyes and see the world without blinders or 
  vanbilder, which allegedly sometimes just as beneficial as terrible.
  Grim truth: The worm's champion can successfully Vigilant see the 
  Grim truth: The worm's champion can successfully Vigilant see the 
  Grim truth: The worm's champion can successfully Vigilant see the 
  Grim truth: The worm's champion can successfully Vigilant see the 
  case just as it is, without illusio down, distortion and veils. The wearer's 
  use of the ability Häxsyn not affected by the rituals False shade or the like.
  use of the ability Häxsyn not affected by the rituals False shade or the like.
  use of the ability Häxsyn not affected by the rituals False shade or the like.
  Action: Free
  Action: Free
  Corruption: 1T4
  Corruption: 1T4
  
  Table 6.1: Meeting of the Open Davokar
  t20 meeting
  1 
  Våralver (RP +1 number) 2 
  Summer Alver (RP number), early summer Elves, led by a Sensommaralv 3 
  Rovtroll (Hungry) 4 
  Cult Lard (RP +1 number), initiates, led by a conductor Section 5 
  Thieves (RP number), robbers, led by a Robbersdaughter Chief 6 
  Hunter Patrol (RP number -1), Hunter soldiers led by a Hunter Captain 7 
  Treasure Hunter (RP number), adventurer and a scorer 8 
  Clan Warrior (RP number), Bykrigare led by a farm Printer Gare 9 
  Casing 10 Skara 
  Mara, herd of beasts RP number 11 
  Baiagorn 12 
  Urorne 13 
  Kanaran 14 
  Violating flock RP +2 insects 15 
  Abomination born people (RP + 1 number) 16 
  Abomination born jakaarer (RP number) 17 
  Frost Light (RP number -1) 18 
  Dragoul 19 
  Nekromag 20 
  Hit twice, use both. * (If that makes sense to both meetings collaborate, they do it, 
  otherwise they are likely to be drawn enemies and characters must choose sides.)
  Table 6.2: Meeting in the Wild Davokar
  t20 meeting
  1 
  A larger alvfölje (RP number), Sensommar Elves led by a Höstalv 2 
  Rovtroll, hungry (-2 RP number) 3 
  Master Troll, together with Rovtroll, live group (RP -3 number) 4 
  Arch Troll 5 
  Casing Skara (RP number -1) 6 
  Drypargadd 7 
  Mara flock RP +2 beasts 8 
  Baiagorn 9 
  Urorne 10 
  Kanaran 11 
  Lindworm 12 
  Violating flock RP +3 insects 13 
  Dragonfly 14 
  Abomination born jakaarer (RP +2 number) 15 
  Abomination Born urorne 16 
  Urstyggelse 17 
  Dragoul (RP number) 18 
  Nekromag 19 
  Griftgångare 20 
  Hit twice, using two (if that makes sense to both meetings collaborate, they do it, 
  otherwise they are likely to be drawn enemies and characters must choose sides.)
  Mask Bite: For mask carrier with the ability Häxsyn
  Mask Bite: For mask carrier with the ability Häxsyn
  Mask Bite: For mask carrier with the ability Häxsyn
  the mask can also attack enemies. A frightful ghost image of the mask 
  pops up against a creature, stricken with terror (acts as the monstrous 
  feature
  terrorize, Level I) of the mask carrier successfully with a 
  terrorize, Level I) of the mask carrier successfully with a 
  [Strong will Strong will ←].
  Action: Active
  Action: Active
  Corruption: 1T4
  Corruption: 1T4
  garulfus face plate
  Garulfus during nice pretty cruel face protection bracket once the 
  aforementioned barbarhövdings helmet and protected the radiant 
  personality from injury. Face protection also received many perverse 
  willing barbarians to add to Garulfus will. It should have been buried with 
  the fallen governor and come astray when the tomb shortly thereafter 
  looted.
  Kari's shield: When the facepiece champion wears the artefact gets 
  Kari's shield: When the facepiece champion wears the artefact gets 
  his strong personality to a race. The carrier may choose to base his 
  defense on
  Convincing, without the limitation of armaments.
  Convincing, without the limitation of armaments.
  Action: Reactive
  Action: Reactive
  Corruption: 1T4
  Corruption: 1T4
  slave drivers: If artifact champion has persuade Gan Dominate provides 
  slave drivers: If artifact champion has persuade Gan Dominate provides 
  slave drivers: If artifact champion has persuade Gan Dominate provides 
  slave drivers: If artifact champion has persuade Gan Dominate provides 
  the same effect as the force Prize will, on the same level as the level of the 
  the same effect as the force Prize will, on the same level as the level of the 
  the same effect as the force Prize will, on the same level as the level of the 
  carrier in Dominate.
  carrier in Dominate.
  Action: Active
  Action: Active
  Corruption: 1T6
  Corruption: 1T6
  Random encounters
  to be in Davokar a long time without bumping into hostile creatures is 
  to be in Davokar a long time without bumping into hostile creatures is 
  almost impossible. Do you follow it have reason to stay in one place for 
  more than a day, it will be worse. The procedure for that rule technically 
  handle this is as follows:
  Every day they are in Davokar, one of the characters strike a blow 
  against Discreet. And the longer they stay in the same place, the more 
  against Discreet. And the longer they stay in the same place, the more 
  against Discreet. And the longer they stay in the same place, the more 
  difficult it becomes for them to avoid unwanted attention: -1 of modification 
  for each day that passes after the first. Failure means that they have to 
  strike a blow on the table 6.1 or 6.2 to determine what kind of mischief 
  they come up with. Beings values ​can be found on page 202 233 of the 
  Basic Manual.
  predictivity of the findings value
  The finds value is determined by 
  several factors: for example, their 
  condition, the value of materials and 
  availability of buyers. 
  Expect a curiosity is worth 10 + 1T10 
  dollars. 
  A mysterious treasure is worth 
  100 + 1T100 dollars. 
  Artifacts is normally not in dollars 
  but if you find a buyer, he may be 
  prepared to fork out 
  1000+ 1T1000 dollars.
  
SOURCE: textdata/thevault/Symbaroum [multi]/LANG/[SV]/Symbaroum - Extra - Skattletande i Davokar [SWE].sv.en.pdf