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Starter Scenario
THE ETERNAL COURT
FILE · EC · STARTE · EDITION I · MDCCXCIII
Starter Scenario
The Locksmith's Daughter
A first night in Kormor Kirak: a missing girl, a Lich-marked door, and a city that already knows the company's faces.
KORMOR KIRAK · VIDEK · ANNO 1793
FormatScenario · A5
LengthOne Evening
Suspicion0 · at start

This is a complete, ready-to-run introductory adventure for The Eternal Court campaign setting. It serves two purposes:

  1. As a playable scenario that introduces players to Kormor Kirak, its key NPCs, locations, and the tone of the setting.
  2. As a proof-of-concept template that shows GMs how every future Olivia’s Field Report can be deconstructed into a full adventure using the same structural approach.

The scenario is written system-agnostic in its narrative sections, with clearly marked sidebars for D&D 5e and Daggerheart mechanical notes. GMs should adapt difficulty and stat blocks to match their table’s system and level.

NOTE FOR OTHER CLAUDE INSTANCE: This document is built from the established worldbuilding, characters, and locations of The Eternal Court setting, originally developed as “Reign of Blood.” The existing product line includes: a Prose Novella (16 chapters), Campaign World Guide, Castle Guide (88-page room-by-room breakdown of Torony Piros), City Locations Guide (district-by-district guide to Kormor Kirak), Character Sheets (dual 5E and Daggerheart stat blocks for six main characters), and an Enemy Bestiary (dual stat blocks, encounter tables). Where this scenario needs to connect to that existing material, sections are marked with [INTEGRATE] tags. The narrative and encounter design is original and ready to use — the integration points are about making sure this connects to the existing supplement material rather than contradicting it.

HEADER BLOCK

Case Designation: “The Butcher of Kereskedo”

Date Filed: [Set to early in the campaign timeline, shortly after Olivia’s arrival in Kormor Kirak]

Classification: Elevated — Olivia’s report to Barron Whitehallow omits certain details about Szeret’s involvement and the full nature of what was discovered beneath the market.

Scenario Type: Murder / Supernatural Disturbance / The Queen’s Influence

Recommended Party Level: D&D 5e: Levels 1-3 | Daggerheart: Tier 1

Estimated Play Time: 4-6 hours (one long session or two shorter ones)

Number of Players: 3-5

PART 1: THE REPORT (Player-Facing)

This section is written in Olivia’s voice as her official field report to Barron Whitehallow. It can be read aloud to players as a framing device, or printed and handed out as a physical prop. The report describes events that have already occurred — the players will then “live through” a version of these events during play.

Olivia’s Field Report — Case File: The Butcher of Kereskedo

To: Sir Barron Whitehallow, Foreign Minister, Albion Imperial Delegation

From: Miss Olivia Faren, Aide-de-Camp, Albion Imperial Delegation

Re: Incident at Kereskedo Market — Preliminary Findings

Sir,

I write to inform you of a disturbance at the Kereskedo Market that I believe warrants your attention and, should you find it appropriate, a formal inquiry by the delegation.

Three days prior to the date of this report, a merchant by the name of Tomas Brekk was discovered dead in his stall at the eastern arcade of the market. Brekk dealt in preserved meats and cured provisions, a trade he had practiced for some years, and by all accounts he was well known to the regular vendors and patrons. His body was found by a neighboring stallkeeper at first light. The cause of death appeared to be a single wound to the chest, though the condition of the body suggested something beyond ordinary violence. I will spare you the details in this summary but have documented them in my field notes, which are available upon request.

What compelled my investigation was the market overseer’s reluctance to report the death through official channels. Rozito Vallikozo, who holds the royal appointment of market fixer, attempted to have the stall cleaned and the body removed before midday. When I arrived — having heard of the incident from Eppy Flinder at the Bastion Inn — Rozito was visibly agitated and insisted the matter was “a merchant’s quarrel, nothing more.”

My investigation, conducted with the assistance of Jack Winbow and a local guide, revealed the following:

First, that Tomas Brekk had recently taken delivery of several unmarked crates from a supplier outside the city walls, the contents of which were not consistent with his declared trade goods. Second, that a section of the market’s lower storage vaults — which I was told had been sealed for years — showed signs of recent access, including fresh torch marks and disturbance of the dust on the flagstones. Third, that Brekk’s wound bore markings consistent with descriptions I have read of ritualistic practices, though I confess my knowledge in such matters is limited.

I was unable to gain access to the sealed vaults, as Rozito claimed the keys had been lost and the Queen’s Red Guard would need to authorize entry. I have submitted a formal request through the appropriate channels.

My preliminary conclusion is that Tomas Brekk was killed in connection with whatever activity is taking place in the lower vaults, and that Rozito Vallikozo either knows more than he is sharing or has been instructed to contain the situation. I do not believe this was a merchant’s quarrel.

I await your guidance on how to proceed.

Your obedient servant,

Olivia Faren

GM Notes on the Report

The report above is Olivia’s official, sanitized account. She is being honest about what she observed but cautious about what she speculates. Several details are deliberately omitted or understated:

PART 2: WHAT OLIVIA LEFT OUT (GM Eyes Only)

This section reveals the full truth behind the report. Read this thoroughly before running the scenario. This is your complete picture.

What Actually Happened

Tomas Brekk was not simply a meat merchant. For the past several months, he had been receiving deliveries of alchemical components disguised as trade goods — bone ash, rendered fat infused with grave dust, and sealed clay jars containing organic material that defies easy identification. These supplies were being smuggled into Kormor Kirak from outside the city walls, delivered by night via a route that avoids the main gates.

Brekk was storing these materials in the sealed lower vaults beneath the Kereskedo Market, which have been quietly reopened by agents of the Lich Cult. The vaults, which date back to the city’s founding, connect to a network of older tunnels that predate the current market structure. The cult has been using this space as a staging area for necromantic rituals — small-scale workings that test the boundaries of what’s possible under the Queen’s nose.

Brekk was killed because he got greedy. He opened one of the sealed jars, hoping to sell its contents to a private buyer, and what he found inside horrified him enough that he threatened to go to the Red Guard. The cult couldn’t allow that. A cultist named Vael Morik — who poses as a spice merchant two stalls down from Brekk’s — killed him using a ritual blade that leaves necrotic scarring around the wound. The symbols carved into Brekk’s chest are a warning to other cult members: this is what happens when you break faith.

Rozito Vallikozo is aware that something dark is happening beneath the market. He doesn’t know the full extent of it, but he knows enough to be terrified. His position as market fixer was a royal appointment from Queen Kiraline’s court, and he suspects (correctly) that certain powerful figures want the lower vaults left alone. He is caught between self-preservation and his growing horror at what’s been going on under his watch. He is not a cult member, but he has been looking the other way and profiting from the bribes.

What Olivia Suspects but Can’t Prove

Olivia noticed that the symbols on Brekk’s body resembled illustrations she saw in a reference text at the Albion Consulate — a partial catalog of Lich Cult iconography from an earlier era. She suspects the cult is active again but has no direct evidence linking the murder to a larger organization.

She also suspects Rozito is being paid to keep quiet, based on his expensive new coat (notably finer than anything a market fixer could afford) and his evasiveness when questioned. But she has no proof of bribery.

She noticed that Szeret seemed to recognize the symbols on Brekk’s body but said nothing about it. This bothered Olivia, but she chose not to press the issue in her report to Barron.

What Olivia Doesn’t Know

The Queen is aware of the cult’s presence beneath the market. Not because she opposes them — but because she is using them. Kiraline has been quietly allowing the cult to operate as a test of their capabilities. She wants to understand the current state of necromantic practice in her city, and she finds it more useful to observe than to crush them immediately. The cult believes they are operating in secret. They are not.

The sealed lower vaults connect, through a collapsed but passable tunnel, to a chamber beneath Torony Piros. This connection is ancient and was sealed generations ago, but someone on the castle side has cleared enough rubble to allow passage. Whether this was done on Kiraline’s orders or by someone else in the castle remains unknown.

Vael Morik, the killer, is a mid-level cult operative who genuinely believes in the Lich’s eventual resurrection. He is fanatical, precise, and willing to kill again. He has already selected his next target: a Red Guard patrol leader who has been asking too many questions about deliveries to the market at odd hours.

PART 3: ENCOUNTER DESIGN BREAKDOWN (GM Toolkit)

This section deconstructs the journal entry into a playable adventure. It provides everything a GM needs to run the scenario at the table.

Setup

Starting Situation: The players are newcomers to Kormor Kirak, either arriving with or shortly after the Albion delegation. They may be hired guards, independent adventurers, or specialists Barron Whitehallow has recruited for security during the theater construction. On the morning the scenario begins, Eppy Flinder mentions at breakfast that something happened at the Kereskedo Market overnight — a merchant was found dead and “the fixer is in a state about it.”

Barron, still recovering from his latest bout of coughing, asks the players to look into it quietly. He doesn’t want the delegation officially involved yet, but he wants to know if there’s a threat to the construction project. Olivia accompanies the players as Barron’s representative (and as the investigation’s organizing mind).

[INTEGRATE]: If your table is using pre-generated characters or has established character hooks for why PCs are in Kormor Kirak, slot those in here. The scenario works regardless of the players’ specific reasons for being in the city — the only requirement is that they have a reason to investigate on behalf of or adjacent to the Albion delegation.

Opening Read-Aloud

The morning air in Kormor Kirak carries the smell of wet stone and woodsmoke. The Bastion Inn is quiet at this hour, the common room still bearing the ghost-warmth of last night’s fire. Eppy Flinder sets a pot of tea on the table without being asked and leans against the bar, arms crossed.

“Something happened at the market last night. Tomas Brekk — he sells cured meats from that stall near the eastern arcade — found dead in his shop. Rozito’s been running around like a man whose hair is on fire trying to keep it quiet. Red Guard hasn’t been called yet, which tells you something.”

She pauses, pours herself a cup.

“Might be nothing. But nothing in this city stays nothing for long.”

Ticking Clock: Vael Morik plans to kill the Red Guard patrol leader, Captain Dara Szofi, tonight at sundown, when she makes her regular rounds through the market’s eastern arcade. If the players don’t uncover the cult’s presence in the lower vaults or identify Morik by then, they’ll arrive at the market to find a second body and a city on the edge of panic.

Key NPCs

NPC

Role in Scenario

What They Know

What They Want

What They’ll Lie About

Rozito Vallikozo

Market Fixer / Reluctant Witness

Knows the lower vaults have been accessed. Knows someone powerful wants them left alone. Has seen Morik coming and going at odd hours.

Wants the whole thing to go away. Wants to keep his position and his life. Can be turned with enough pressure or a promise of protection.

Will claim the vaults are sealed and inaccessible. Will deny knowing about any unusual deliveries. Will claim Brekk had gambling debts (a lie to deflect).

Vael Morik

The Killer / Cult Operative (posing as a spice merchant)

Full knowledge of the cult’s local operation. Knows the vault layout and tunnel connections. Knows where the next delivery is coming from.

Wants to protect the cult’s operation and complete his next kill. Will attempt to flee if exposed, fight if cornered.

Everything. His entire presence in the market is a cover. He will seem helpful and concerned about the murder if approached casually, pointing suspicion toward Brekk’s “debts.”

Eppy Flinder

Innkeeper / Information Broker / Ancient Blood

Knows the market’s social dynamics. Knows Rozito is scared of something. Knows Brekk’s stall was receiving late-night deliveries. Her people predate humanity in this region. Her Trompe l’Oeil ceiling at the Bastion, with its alien constellations, is a map of a history nobody else can read.

Wants to protect the Bastion Inn and its guests. Genuinely cares about the safety of the Albion delegation. Will share information if she trusts the players — but her knowledge operates on a longer timeline than human concerns.

Won’t reveal the full extent of her ancestry, her connection to the old world, or what she really knows about the land under the market unless deep trust is established over multiple sessions.

Captain Dara Szofi

Red Guard Patrol Leader / Potential Victim

Knows her patrols have noted increased activity near the market at night. Has filed reports that were ignored by her superiors. Suspects corruption in the market administration.

Wants to do her job properly. Frustrated by the bureaucratic stonewalling. Open to working with outsiders if they seem competent.

Nothing — she’s one of the few straight shooters in this scenario. That’s what makes her a target.

Szeret Veresz

The Wildcard

Recognizes the cult symbols. Knows the history of the Lich Cult from her mother’s accounts. Suspects her mother is aware of cult activity.

Curious. Drawn to the investigation because it’s interesting and because Olivia is involved. Will help but on her own terms and timeline.

Won’t reveal what she knows about her mother’s possible involvement. Will play dumb about the symbols if pressed directly.

Olivia Faren

Investigator / Party Anchor

Brilliant with numbers and patterns. Notices details others miss. Operates by logic and evidence.

Wants to solve the case, protect the delegation, and prove her value to Barron.

Nothing deliberately, but her report to Barron will omit certain details about Szeret’s involvement, reflecting her growing personal loyalty to the princess over strict professional protocol.

[INTEGRATE]: For each NPC above, cross-reference with the Character Sheets document (dual 5E/Daggerheart stat blocks) for Olivia, Jack, Szeret, and Eppy. Cross-reference with the City Locations Guide for Rozito’s established personality and role. Vael Morik and Captain Dara Szofi are new NPCs created for this scenario — they’ll need full stat blocks and physical descriptions consistent with the setting’s visual language. Use the Enemy Bestiary as a reference for power level and formatting conventions.

Key Locations

Location

Scene Purpose

Sensory Details

Hidden Element

The Bastion Inn

Home base / Briefing / Social hub

Warm hearth, smell of black tea and bread, creaking floorboards, morning light through thick glass windows. Eppy’s presence is steady and grounding — pointed ears, earthy aesthetic, a calm that suggests she’s seen far worse. Above the common room, a Trompe l’Oeil ceiling painted with unfamiliar constellations in a language that isn’t human.

Eppy keeps a lockbox behind the bar with information she’s collected about strange happenings in the city. The ceiling is a map of a history predating human settlement — players who study it may find it connects to deeper mysteries in later scenarios.

Kereskedo Market — Eastern Arcade

Crime scene / Investigation / Social encounters

Ancient stone arches, dense with vendor stalls, the competing smells of spices, smoked meat, leather, and something underneath it all — faintly chemical, faintly sweet. The crowd thins near Brekk’s stall. Flies.

Morik’s spice stall is two stalls down. From his position, he can watch everyone who approaches Brekk’s shop. He’s been doing exactly that all morning.

Brekk’s Stall

Crime scene investigation

The stall is half-shuttered. Inside, the meat hooks are empty. A dark stain on the flagstones has been partially scrubbed. The air smells of copper and lye. Brekk’s personal effects are in a wooden chest beneath the counter.

The chest contains Brekk’s delivery ledger, written in a crude personal cipher. An Intelligence check (DC 13 / Daggerheart moderate difficulty) reveals recent entries don’t match his declared trade goods. One entry reads: “3 jars — DO NOT OPEN — from the outside man.”

Rozito’s Office

Interrogation / Social pressure

A cluttered room above the market’s main entrance. Ledgers, contracts, foreign trade permits stacked on every surface. A new coat hangs on a hook — clearly expensive, at odds with the worn furniture. The window overlooks the eastern arcade.

A hidden drawer in his desk contains a bag of coins stamped with a mark players won’t recognize — payment from the cult. If confronted with this, Rozito breaks.

The Lower Vaults

Exploration / Discovery / Potential Combat

Cold. Damp. The ceiling is low and arched, older construction than the market above. Torch sconces have been recently restocked. The air smells of earth and something else — a faint ozone-like tang that makes the hair stand up. Sounds echo strangely. The tunnels branch.

The main vault chamber has been converted into a ritual workspace. A stone table at the center is stained dark. Against the far wall, a partially cleared tunnel leads deeper — toward the castle. This passage is not meant to be explored in this scenario — it’s a hook for later.

The Eastern Arcade at Sundown

Climax / Combat or Rescue

The market is winding down for the day. Vendors are packing up. The light is amber and fading. Long shadows from the stone arches. Captain Szofi makes her rounds, stopping to chat with vendors. Morik watches from his stall, hand beneath the counter.

If the players haven’t identified Morik by this point, they witness his attempt on Szofi’s life in real time. If they have identified him, they can set a trap.

[INTEGRATE]: The Kereskedo Market and Bastion Inn have established descriptions in the City Locations Guide. Use those as the primary reference and supplement with the sensory details provided here. The Lower Vaults are a new sub-location — cross-reference the Castle Guide (88-page Torony Piros breakdown) for any established underground geography or tunnel systems that connect to the castle.

Clue Trail

The investigation follows a web of discoveries. Players don’t need to find them all or find them in order — but each clue points toward others, and there are always at least two paths to any critical revelation.

Discovery 1: The Body and the Stall

Discovery 2: Rozito’s Nervousness

Discovery 3: The Helpful Spice Merchant

Discovery 4: Captain Szofi’s Frustration

Discovery 5: The Lower Vaults

The Reveal

The pieces come together when players connect Morik to the vaults. His stall’s proximity to Brekk’s wasn’t coincidence — he was the handler. If players find the ritual blade in the vaults (hidden in a hollowed-out crate, Investigation DC 12), it matches the wound pattern on Brekk’s body. And if they compare Morik’s handwriting (from his fabricated supplier records) to notes found in the vaults, it’s a match.

Encounter Beats

The scenario unfolds across three acts, roughly corresponding to morning, afternoon, and evening of a single day in Kormor Kirak. GMs should pace according to their table’s energy and preference.

ACT 1: “A Merchant’s Quarrel” (Morning)

Beat 1: Breakfast at the Bastion

System Notes: No checks required. This is pure roleplay and information gathering. Eppy shares freely but doesn’t volunteer everything — players who ask smart questions get better answers.

GM Tip: Establish the tone here. The Bastion Inn should feel safe, warm, and human. The darkness is outside. If Jack Winbow is present, observant players may notice his scarred back (visible if he stretches or reaches), that he sleeps with his window open even in winter, and that Eppy seems to know something about him that the rest of the delegation doesn’t. Jack is a lycanthrope — he disappears on full moon nights. This isn’t relevant to the scenario’s plot, but it’s a character thread that pays off later and sharp players will start to notice the signs early.

Beat 2: The Crime Scene

System Notes

GM Tip: Let the players drive the investigation. Don’t rush them. If they get stuck, have Olivia notice something (“Those symbols... I’ve seen something like them before, in a book at the Consulate”) to nudge them forward.

ACT 2: “Following the Thread” (Afternoon)

Beat 3: Pressuring Rozito

System Notes

GM Tip: Rozito is sympathetic despite his complicity. He’s a small man caught up in something too big for him. Play his fear as genuine, not theatrical. If the players threaten him too hard, he shuts down entirely and they’ll need to find another way to the vaults.

Beat 4: Into the Vaults

System Notes

GM Tip: The vaults should feel wrong. Not just dark — wrong. The air is too still. Sounds don’t echo the way they should. The torches burn a slightly different color. Lean into the uncanny rather than the overtly horrific. The scariest thing in the vaults isn’t a monster — it’s the realization that someone has been working down here, methodically, for weeks.

[INTEGRATE]: Cross-reference the Campaign World Guide for established Lich Cult iconography, ritual descriptions, and supernatural mechanics. Cross-reference the Enemy Bestiary for Lich Cult Necromancer stat blocks and encounter design conventions. The key narrative beats are: (1) this space has been used for necromantic work, (2) the supplies match Brekk’s deliveries, and (3) the tunnel toward Torony Piros exists but is not fully passable yet.

Beat 5: Szeret’s Visit (Optional)

System Notes: No checks needed unless players try to read her (Insight DC 18 to sense she knows more than she’s saying — Szeret is very good at this).

GM Tip: Szeret’s presence should be exciting and destabilizing. She brings energy, danger, and the faint smell of vampire royalty into what has been a human-scale investigation. She is not the players’ friend yet — she is interested. There’s a difference. Play her as charming, a little predatory, and genuinely intrigued by Olivia and the investigation.

ACT 3: “Sundown” (Evening)

The climax depends on what the players have uncovered and what choices they make.

Scenario A: Players Have Identified Morik

If the players have connected Morik to the murder and the cult operation, they can set a trap.

Beat 6A: The Trap

System Notes

[INTEGRATE]: Create a full stat block for Vael Morik for both D&D 5e and Daggerheart, using the formatting conventions established in the Character Sheets and Enemy Bestiary documents. He should be a rogue/assassin archetype with minor necromantic abilities (perhaps a single-use necrotic burst or the ability to animate small dead creatures as a distraction). His ritual blade should be a notable loot item with flavor text connecting it to the Lich Cult. Reference the Lich Cult Necromancer entry in the Bestiary for power-level calibration — Morik should be less powerful than a full necromancer but more dangerous than a common thug.

Scenario B: Players Have NOT Identified Morik

If the players are still piecing things together at sundown, the scenario shifts to a rescue.

Beat 6B: The Attack

System Notes

Beat 7: Resolution

Regardless of the specific climax, the scenario ends with the players having exposed (at minimum) the cult’s presence in the lower vaults and Morik’s role as the killer. What happens next depends on the outcome:

Branching Outcomes

Resolution A: Best Case — Morik Captured, Vaults Exposed

The players catch Morik alive and reveal the cult operation to Barron and the Red Guard. Szofi survives. The lower vaults are sealed (officially this time), and a formal investigation is launched. Barron is impressed. Olivia writes her report, omitting Szeret’s involvement.

Consequence: The cult loses a mid-level operative and a staging area. They will regroup and be more cautious going forward. The tunnel toward the castle remains undiscovered by authorities (unless the players specifically report it), leaving a major thread dangling.

Resolution B: Partial Success — Morik Escapes, Vaults Exposed

The players discover the vaults and save Szofi, but Morik escapes into the tunnels. The cult knows they’ve been found. The immediate threat is contained, but a dangerous operative is now underground and angry.

Consequence: Morik becomes a recurring antagonist. He will resurface in a later scenario, likely with backup. The cult accelerates their timeline, making the next few weeks in Kormor Kirak more dangerous.

Resolution C: Failure — Szofi Dies, Investigation Stalls

The players don’t uncover enough in time. Szofi is killed. A second murder in the market causes panic. Rozito is arrested by the Red Guard as the most obvious suspect (he’s not the killer, but he looks guilty). The real culprits tighten their grip on the market’s underworld.

Consequence: The players carry the weight of a preventable death. Rozito, if he survives Red Guard interrogation, may become a future ally driven by guilt and desperation. The cult grows bolder, believing themselves untouchable.

Consequences & Threads

Immediate

Ongoing

Campaign Hook

PART 4: HANDOUTS & PROPS

Materials the GM can prepare or print for table use:

[INTEGRATE]: The product line includes 58 pieces of original art. If illustrations exist for the Kereskedo Market, Bastion Inn, or relevant NPCs, reference those here for GM handout use. If maps have been created for the City Locations Guide, the market district map is the highest priority for table play — even a rough sketch helps enormously with the investigation and climax scenes.

PART 5: GM QUICK REFERENCE

Print this page and keep it behind your screen.

One-sentence pitch: A dead merchant in the oldest market in the city leads to a cult operating in the tunnels below — and something worse in the tunnels below that.

Tone: Slow-burn investigation with a sharp, tense climax. Think noir in a gothic setting. The horror is in what people are willing to ignore.

Essential NPCs

Essential Locations

The Secret: The Lich Cult is operating beneath the market with the Queen’s quiet awareness. The tunnel connects to the castle.

The Danger: Vael Morik will kill again tonight if the players don’t stop him.

Ticking Clock: Sundown. Captain Szofi’s patrol route through the eastern arcade. Morik has been watching her for days.

PART 6: RUNNING MODES

Three ways to run this scenario, depending on your GM style:

Running It Straight

Use the full encounter design breakdown as written. Follow the clue trail through all three acts. Hit the beats. Let the branching outcomes play out based on player choices. This gives you a structured 4-6 hour session with clear pacing.

Running It Loose

Read Olivia’s report, the “What Actually Happened” section, and the GM Quick Reference. Know the truth, know the NPCs, know the ticking clock. Then just react to whatever your players do. The structured beats are guardrails, not rails.

Running It as a Cold Open

Skip Olivia’s report entirely. Start the players in the market when Brekk’s body is discovered. No briefing, no Barron, no context. They’re just there, they see a dead man, and Rozito is trying to make it go away. Let them decide whether to get involved. This is harder to run but creates the most organic investigation experience.

Running It as a One-Shot

If you’re not running a full Eternal Court campaign, this scenario works as a standalone adventure. Ignore the campaign hooks (the tunnel toward the castle, Kiraline’s involvement, Barron’s secret). Focus on the murder mystery and the cult operation. The scenario resolves cleanly with Morik’s capture or escape and the vaults’ exposure.

PART 7: DESIGNER’S NOTES

This section explains the structural choices behind the scenario so GMs can apply the same approach to future Olivia’s Field Reports.

Why This Scenario Works as an Introduction

This scenario introduces players to Kormor Kirak through action rather than exposition. Instead of telling players about the city’s complex power dynamics, it drops them into a situation where those dynamics are in play: the Red Guard’s compromised command structure, Rozito’s position as a pawn of larger forces, the Queen’s invisible hand, the cult’s ambition, and the fragile human presence represented by the Albion delegation.

By the end of the scenario, players have:

How to Build Future Scenarios from Field Reports

Every Olivia’s Field Report follows this pattern:

  1. The surface story (what Olivia reports) gives you the hook and the player-facing framing
  2. The hidden truth (what she left out and what she doesn’t know) gives you the GM’s full picture
  3. The ticking clock (what happens if the players do nothing) creates urgency
  4. The NPC web (who knows what, who wants what, who lies about what) creates social gameplay
  5. The clue trail with redundancy (multiple paths to each revelation) prevents stalls
  6. The branching outcomes (best, partial, failure) make player choices matter
  7. The campaign thread (consequences and hooks) connects each scenario to the larger story

Apply this structure to any incident Olivia investigates and you have a playable adventure. A haunting at the theater construction site. A poisoning at a diplomatic dinner. A creature sighting in the Hallaset Fields. A political assassination attempt during a public event. Each one is a self-contained mystery that also advances the larger narrative of Kormor Kirak’s descent toward crisis.

The Van Richten’s Principle

Taking a page from Van Richten’s Guide to Ravenloft, the best gothic horror scenarios aren’t about the monster. They’re about the people who live in the monster’s shadow. Brekk wasn’t killed by a supernatural horror — he was killed by a man standing two stalls away, someone he probably said good morning to every day. The cult isn’t terrifying because of necromancy. It’s terrifying because it’s operating in a market where people buy bread. And the Queen isn’t threatening because she’s a vampire. She’s threatening because she already knows everything and is choosing to watch.

Let the mundane and the monstrous share the same space. That’s where the fear lives.

APPENDIX A: RANDOM ENCOUNTER AND CONDITION TABLES

These tables can be used during this scenario or in any session set in and around the Kereskedo Market.

Market Weather and Atmosphere (Roll d6)

Roll

Condition

Gameplay Effect

1

Heavy fog rolls in from the valley

Visibility reduced. Disadvantage on long-range Perception checks. NPCs are harder to track through the market. Perfect cover for a pursuit or ambush.

2

Cold rain, steady and grey

Market stalls under tarps. Fewer vendors, fewer witnesses. Water pools on flagstones, making footing treacherous. Sound is muffled.

3

Overcast, still air

The city feels like it’s holding its breath. Smoke from chimneys hangs low. Sounds carry further than expected. Conversations can be overheard at unusual distances.

4

Pale winter sunlight

Crisp visibility. Shadows are sharp and long. Good for observation, bad for stealth. The castle looms clearly against the sky.

5

Unseasonable warmth

The market is busier than usual. More NPCs, more noise, more chaos. Easier to get lost in the crowd. Harder to have a private conversation.

6

Wind from the mountains, bitter and sharp

Vendors pack early. Tarps snap and flap. Pages blow from open books. The market empties by late afternoon, leaving the streets to the Red Guard and the desperate.

Market Random Encounters (Roll d8)

Roll

Encounter

Notes

1

A vendor accuses a customer of theft. A crowd gathers. The accusation may be legitimate or a distraction orchestrated by someone who wants the players’ attention elsewhere.

Social. Can be resolved quickly or escalated.

2

A Red Guard patrol stops the players for identification. Their papers are checked. If Captain Szofi is with the patrol, she vouches for them. If not, the process takes time and draws attention.

Social/Bureaucratic. Time pressure.

3

A stray dog follows the party. It’s friendly but persistent. Later, it growls at a specific NPC or location, giving the players a subtle warning.

Atmospheric. Potential clue delivery.

4

A group of children are playing a game that mimics a recent real event in the city (a murder, a monster sighting, a rumor about the Queen). Their game reveals details that adults wouldn’t share openly.

Social/Information. Requires careful listening.

5

A vendor offers the players a “special item” — something that shouldn’t be for sale in an ordinary market. Could be a minor magical trinket, a stolen object, or something connected to the cult without the vendor’s knowledge.

Shopping/Investigation. Potential loot or lead.

6

The lights go out. Torches in the arcade gutter and die simultaneously for a few seconds. When they relight, something has changed — a stall is empty that wasn’t before, or a person is standing somewhere they weren’t a moment ago. A faint smell of grave dirt hangs in the air. A Necrotic Bulk may be glimpsed in a dark alley before it collapses into component pieces and scuttles away.

Supernatural/Atmospheric. Horror beat. Reference the Enemy Bestiary for Necrotic Bulk stats.

7

A courier delivers a sealed message to one of the players. The message is cryptic and unsigned. It may be a warning from an ally, a taunt from the cult, or a summons from Szeret.

Plot hook. Customizable by the GM.

8

A mechanical clicking sound echoes from a rooftop above the arcade. Players who investigate find scuff marks and a small pool of machine oil. An Automatic Assassin — a brass-and-clockwork construct with dead, precise eyes — was observing the market. Built in the Terrassian Consulate’s attic lab, it may be scouting for Devorlen Koss, or it may have escaped its handler’s control.

Atmospheric/Foreshadowing. Reference the Enemy Bestiary for Automatic Assassin stats if combat occurs.

The Queen’s Dark Activities (Roll d6)

These events happen in the background and may be noticed by observant players or referenced by NPCs. They represent Kiraline’s ongoing machinations affecting the city.

Roll

Activity

Observable Signs

1

A prominent citizen disappears overnight. The Red Guard investigates briefly, then stops. No one talks about it after a few days.

Empty house. Neighbors who won’t make eye contact. A name that causes conversations to die.

2

New Red Guard officers appear, replacing ones the players recognized. The new officers are efficient, humorless, and seem to report to someone other than their stated commander.

Changed patrols. Unfamiliar faces in familiar routes. Orders that contradict previous protocol.

3

A section of the city is temporarily sealed “for maintenance.” No one goes in or out for a day. When it reopens, residents seem shaken but refuse to discuss what happened.

Barricades. Silence. Fresh paint on walls that didn’t need painting.

4

Animals in the market district behave strangely. Dogs howl at nothing. Birds avoid a specific building. Rats pour from a sewer grate and immediately scatter in one direction, away from the castle.

Unease. NPCs mention it offhandedly. “Bad air from the mountains,” they say.

5

An unusually lavish gift arrives for a member of the Albion delegation — fine wine, imported food, a piece of jewelry. The gift is anonymous. It is also, on close inspection, ancient. Far older than it should be.

Generosity that feels like surveillance. A reminder that someone is watching.

6

Nothing observable. But Szeret seems agitated if the players encounter her. She won’t say why. If pressed, she changes the subject with more force than usual.

The absence of evidence. The feeling that something happened behind closed doors.

APPENDIX B: STAT BLOCK INTEGRATION NOTES

[INTEGRATE]: This section should contain full stat blocks for the following NPCs in both D&D 5e and Daggerheart formats. Role descriptions and combat behavior are provided below to guide the stat creation.

Vael Morik — Cult Operative

Role: Primary antagonist of this scenario. Mid-level Lich Cult operative posing as a spice merchant.

Combat Behavior: Morik fights smart, not brave. He opens with alchemical smoke to obscure the battlefield, strikes with the ritual blade for high single-target damage, and attempts to flee if outmatched. He will use the environment (market stalls, crowds, narrow alleys) to his advantage. He does not fight to the death unless cornered with no escape route.

Suggested Abilities

Estimated D&D CR: 2-3

Estimated Daggerheart Tier: 1 (high end)

Captain Dara Szofi — Red Guard Patrol Leader

Role: Ally NPC. Potential combat companion in the climax.

Combat Behavior: Szofi is disciplined and defensive. She uses a spear and shield, fights in formation habits (even alone), and prioritizes protecting civilians over personal glory. She follows the players’ lead in combat but will not take suicidal risks.

Suggested Abilities

Estimated D&D CR: 1

Estimated Daggerheart Tier: 1

Vault Guardian (Optional Minor Encounter)

Role: Environmental hazard in the lower vaults. A minor undead presence left as an alarm system by the cult.

Options

Estimated D&D CR: 1/2 - 1

Estimated Daggerheart Tier: 1 (low end)

APPENDIX C: ADAPTING THIS SCENARIO FOR DIFFERENT TABLE TYPES

For Players Who Love Investigation

Expand Acts 1 and 2. Add more NPCs to interview (other vendors, a regular customer who noticed Brekk acting strangely, a delivery driver who can describe the “outside man”). Add physical puzzles to the vault exploration (a locked door requiring a found key, a collapsed passage that needs creative solutions). Downplay the combat climax in favor of a tense social confrontation where the players unmask Morik publicly.

For Players Who Love Combat

Abbreviate the investigation. Have Olivia do the detective work in the background and brief the players on what she’s found. Focus on the vault exploration as a dungeon crawl with traps and a guardian encounter. Make the climax a full tactical fight with Morik and 2-3 cult thugs in the market at sundown, using the stalls and architecture as cover.

For Players Who Love Roleplay

Expand the social encounters. Give Rozito a more detailed backstory and make his cracking point more emotional. Have Szeret’s appearance be a full scene with subtext and tension. Let the players negotiate with Szofi about jurisdiction and protocol. Make the resolution a courtroom-style scene where the players present their evidence to Barron and the Red Guard, and the political fallout plays out in conversation.

For Mixed Groups

Run it as written. The scenario is designed to offer investigation, social pressure, exploration, and combat in a natural progression that gives every player type something to engage with.

This scenario is the first entry in the Olivia’s Field Reports series for The Eternal Court campaign setting.

Future entries will follow the same structural template, each presenting a new case that Olivia has investigated,

which GMs can deconstruct into playable adventures using the methods outlined in Part 7.

EC · STARTER SCENARIO · EDITION 01 · MDCCXCIII
FILED · EC · STARTE  ·  FORMAT · A5  ·  STATUS · ACTIVE