GURPS – The Scrolls of Tau Lehan
Storyline Summary
Ael
Breia, the high priestess of Kelia comes to the agency. The Scrolls of Tau Lehan have been
stolen. She suspects the worshippers of
Belos, the death god. If asked for
others she also thinks the Sisters of Rissus, a god of water and fertility may
take the scrolls to dirty the Kelians image who
compete with them for many of the same followers. It becomes evident though she wants it to be
the Belos worshippers as she despises them.
The
agents need to ascertain who stole the scrolls, retrieve them and return them
to her. They need to be low-key about it
because if this became common knowledge it would cause panic amongst the
Kelians who hold the scrolls as sacrosanct.
When the
party finds out it is Belos, if they ask the Kelian priests for help they will
tell them that the priests cannot go into the Temple of Belos if that is in fact where the
scrolls are as there are many traps amongst the catacombs beneath the temple,
and most are highly attuned against the Kelian mages and psis.
Background
Kelia
Many
religions flourish these days. Each race
has its own collection of religions.
Most humans now follow a reformed, unified religion that combines many
old rituals and gods. However, an
ancient religion, Kelia, still is popular, particularly amongst many nobles and
people who live outside the city.
Kelia has
its roots in worship of the forces of nature.
Every force, be it thunderstorms, death, or earthquakes has a personality,
a deity behind it. Over time rituals
developed for each. Some follow the
words attributed to each god, while Kelians in general believe in a balance of
multiple gods (something akin to the Greek gods, though not as much
in-fighting).
Over
thousands of years, many documents have been taken in by the church of Kelia as having significance. The greatest of these is the Scrolls of Tau
Lehan. In Kelian hierarchy, an Ael is a
female priestess of great rank, and a Tau is a male counterpart. The hierarchy is a very traditional one of
priests and priestesses who rise the ranks. Lehan was a great priest and seer of the
future, who also spoke to the gods. His
scrolls recount a great time of communion with the gods and supposedly record
many conversations of great importance.
Even non-Kelians have heard of these.
In our world it would sort of be like having a copy of the original
bible including parts that were actually penned by God and Jesus Christ. No one ever actually sees these except for
high priests. In fact, it’s sort of just
a rumored thing, some don’t think they really
exist. Were people to find out they are
real and stolen, it would cause panic amongst the followers.
Belos
Belos is
the god of death in Kelia. The source of
all things evil and dark, many attribute bad luck to him. “The luck of Belos, I have today!” Others use his favor as a curse “May Belos be
your guardian this day”. Some though,
see eternal strength in him. While life
is fleeting, death is eternal and comes to all.
Belos may be cruel, but he is also clear of judgment, no sympathy biases
his view. Present a situation to him
that rewards yourself and him, and he will grant it (so the stories go). The Children of Belos as his followers go
live generally simple lives and occasionally aspire to use his powers to rise
in society (some clerical/necromantic magic is attributed to his high priests).
The Temple of Belos is an old, grand cathedral of
high, dark stone spires with gargoyles and other stone beasts crawling over its
surface, the guardians of hell. Legend
says the stone creatures come alive at night.
Rissus
Rissus is
a female god of the river. Many midwives
and herbalists worship her as a symbol of life, hope, and fertility. Rissus and Kelia compete for many worshippers
and their competition sometimes gets underhanded (handing out small scrolls of
prayer for the other religion at one religion’s ceremonies).
GM Storyline
Here’s
what’s actually happened: It’s just as
Ael Breia suspects, more or less. The
Children of Belos have stolen the scrolls and protected them in their
booby-trapped catacombs beneath the temple.
On midnight of the night of the Spirits Rejoicing they will summon
Belos.
What they
actually want to do though is infuse his spirit into a golem and control the
golem both psychically and magically.
The team
will need to secretly investigate the cult and discover if they are the ones
that stole the scrolls. Once they do
this they’ll need to infiltrate the catacombs, and bypass the traps to get to
the central ritual chamber. There they
will need to retrieve the scrolls.
Once
outside the temple the Kelians can safely transport the scrolls and the
adventurers away to their temple and return the scrolls to safekeeping.
Detailed Adventure
Introduction
Ael
Breia, the high priestess of Kelia comes to the agency. She is tall and fair, with long flowing
silvery hair and green eyes. Despite her
apparent advanced age she still has a certain youthfulness about her. She wears a flowing silver gown ornamented
with green embroidery and silver bells which ring gently as she moves
gracefully.
The
Scrolls of Tau Lehan have been stolen.
She suspects the worshippers of Belos, the death god of attempting to
use the scrolls to resurrect his spirit for some unknown purpose. She brings with her aged, official documents
proving the Kelian ownership of the scrolls signed by the government.
She stresses that word of this
theft cannot get out because the image of the religion would be very tarnished
and they would lose many worshippers.
She is
reluctant to talk about the subject much, only repeating that the scrolls must
be found. If the team works with her,
they find out that one of her most trusted high priests, Tau Dorr Karif, had
cast many spells recently and worked with a trusted psi to ensconce the scrolls
in protection. Little did she know that
apparently he set it up to allow a bypass through these protections to enable
someone to steal the scrolls, or so she assumes. He has since disappeared. She will reward the team with 100 gold if
they return his silver ring which contains five gems, a small diamond, ruby,
emerald, topaz, and sapphire for the five main gods of Kelia for proof that he
is destroyed, she doesn’t care if he is killed or not.
She
cannot allow them to visit the sacrosanct location of the scrolls, but she
brings a small black feather that was left behind and an impression stone which
has a psychic impression of the chamber left upon it.
Who may have done this?
The
Children of Belos, she says with a fervor in her
eye. Who else who would do such
underhanded work? Does the church have
other enemies? Yes, the Women of Rissus
compete with Kelia for many followers and have long wished to make the church
look bad. When she mentions Rissus, she
speaks as a merchant does of a competitor and their underhanded techniques in
stealing her worshippers and tricking them.
Questioned
about the Children of Belos, she is reluctant to speak about them and when she
does so she does with disgust. She knows
very little except for something about the Day of Aresh’ Bana Bel, in the dead
languages the day of the spirits rejoicing, is a Belan
festival soon approaching.
Soon
after, tense and nervous, she flees the agency.
Investigation
Places/things
the team may investigate:
- Impression stone
- A psychic with any kind of
mind reading (Telereceive, any ESP skills) can make a skill roll and get
an impression of a large stone chamber, dimly lit. In the center in a lowered area is a
pedestal with a glass case on it, scrolls inside. Impressions of two or three people with
shielded minds sneak in, making incantations as they approach. They eventually gain the scrolls,
dropping a feather at one point, then leave. A good psychic roll will indicate
something strange about one of the three people as if a cloud sat over
his or her mind, like something controlled it or deluded it. One of their hands, when they reach for
the scrolls is tattooed with a black star emblazoned with a glowing
silver blade.
- A roll succeeding by 3 or
more will reveal the incantation words “Aur elum cannore” but only if
the psi is a mage or linked to a mage.
- Further research or
knowledge will reveal this spell is a necromantic spell allowing passage
on a spirit plane that may have been used to bypass the safeguards. This is a clerical/necromantic spell,
any necromancer will tell you. It
is studied by the students of Belos.
- The logo can only be
identified by a student of Belos who is persuaded or mind read, or with
a very good library skill. High
ranking Belos priests use it to signify their attachment and dedication
to Belos and it supposedly charms them against attack.
- Black feather
- Spells or psi powers used on
the feather reveal it is a raven’s feather dusted with the dried blood of
a bat.
- The only spell to require
this makes a person of dark character change their aura.
- Library
- The spells mentioned above
and logo can be researched here at -5 to skill.
- Details on what the Belos
priests could do are only found on a good roll, otherwise just a general
mention of what may happen (some ceremony on the eve of the big day)
- The Day of Aresh’ Bana Bel, in the dead languages the day of the spirits
rejoicing, is the day when the connection to the spirit world is
strongest. It is in 4 days from
the day she comes to the agency.
Likely they will try on midnight of that day to perform
some ritual.
- Good rolls: Mention of
wordings in the Scrolls of Tau Lehan that talk of how Belos could be
summoned to be asked to walk amongst the living in a physical form.
- The Kelian Hall of Worship
- The clerics in front are
friendly and will allow you to see Ael Breia one more time, but she is of
no more help. They will keep you
waiting and seeing many lower level intermediaries before you get to her.
- The Temple of Belos
- The temple is highly
guarded. Most gatherings occur at
dusk and most are black robed. If
you don’t appear to be a follower you can’t get in. If they do disguises, there is a 10% chance
they will be discovered (or a roll vs. spell or disguise against a 13
skill to find them).
- They may follow a priest or
follower out to a home or bar, or capture in a corner. Interrogating inside is risky as a
roving psi or mage may detect their activities and dispatch a guard to
intervene.
- The followers will tell
them the excitement about the big evening, but no details. A priest can tell more, but only with
good skill rolls. Worshippers
wear simple dark brown or black cloaks, priests wear robes. High priests often have a silver
necklace or carry a staff with a silvered tip.
- If they approach at night
and attempt to break in, are not disguised,
etc. then one of the stone creatures (a winged gargoyle like beast) on
the walls breaks free to attack. They
are mindless (cannot be controlled by psychic powers). Work the enchanted statue as a Stone
Golem (Magic Items 3, p. 58) with these changes: ST 12, HT 12/15, Speed
4, PD/DR ½ Damage 1d. It has the
ability to jump and lunge from 2 hexes away (or 1 hex) making defense
difficult at -1 and adding +1 to damage, otherwise it just slashes in
close combat. If it lunges it is
at -1 to defend that turn.
- The Circle of Rissus
- The head council, or circle
of Rissus (the circle is a religious symbol to them) meets in a wealthy
midwife’s home. She is midwife to
many nobles. The group should not
give away the fact the scrolls are stolen otherwise the circle will use
this to dirty the Kelian’s name and any rewards
are cut in half.
- The midwife is older, but
has a well kept appearance and fine clothing in a deep blue,
conservative cut. She is formal
with them, but polite. If they
try to read her mind or probe her, they will find a resolve to compete
with Kelia, but never do anything underhanded. It seems likely this is not the
culprit.
Tau Dorr Karif’s home
The
location of his home is actually in a not so good part of town away from the
Kelian hall of worship. They can only
discover it by persuading a cleric or mind reading (possibly meeting the cleric
at a local dining hall and persuading to have a drink, etc.)
His home
has a simple ward of stones in front of the door. A person cannot touch them or move them with
a staff, etc. or the guard will be notified.
Any knowledge roll or guild experience, etc. will reveal this. Any simple spell, knack, or psi power to move
them will break it, or anyone invisible or doing a GOOD stealth roll. Otherwise they have 3 minutes to face two
City guard members (Supporting Cast p.14 – vary one to have a broadsword, the
other an axe and buckler).
His home
is sparse, a simple diary is hidden in a false bottom
of a drawer. In it he writes of his
devotion to the Kelian gods, recites his chants and prayers, typical
things. He begins to make mention of
something he’s been wanting to do but Ael Breia does
not approve. In recent posts he decides
to go ahead and meet with ‘them’ and see if he can make things happen. “Neither the Kelian Ways or the Children of Belos have
true sight. Perhaps I can guide them
all. I will see them tonight at the fourth warehouse of Kavel’s
docks.” That is the last entry, dated
two days before the robbery. What did
it mean?
Kavel’s docks, 4th warehouse
Nothing much here during the day. If they
wait around at night they see someone sneak in on the side.
The side
door is locked, but searching reveals an unlocked window nearby. The main warehouse is large with a few crates
of various goods, some appear to be illegal (large shipments of weapons, etc.). A small office sits off to the side and a
light comes through the grimy windows that look into the warehouse. Faintly voices are heard.
In the
room are two desks, a small bookcase.
The desks are scattered with scrolls and maps. These people ship things illegally and
legally for Belos so the church can make money.
Anyone who can read will figure this out. In the room are two men who it will turn out
helped abduct Tau Dorr Karif when he came there to talk to the Belos worshippers. He had
actually hoped to unite the two churches, and the Belos worshippers tricked him
because they needed his help to get to the scrolls. Once there they took over his mind and body.
To
discover this though, the team will have to interrogate these two. They are just warriors, but will still be
tough. Two warehouse thugs:
Breaking into the Catacombs
If the
group monitors the Temple of Belos, researches the religion significantly or
otherwise makes it obvious they are interested in them, then on the first evening
afterwards, a Belos priest controlling a creature sneaks up on them and
attacks. If they can realize the priest
is in the shadows controlling the beast and take him out they will have a much
better chance. The creature is a black
panther, treat as Bestiary p. 36 terror cat. At night with dim light and the black coat,
all rolls are at -1 unless the person has acute vision or sound (sound
compensates for the fact it is hard to see) or night vision. Panther’s
trainer:
The Temple of Belos is a large, imposing building
with stone gargoyles and monstrous creatures writhing around the outside. It seems to be made of a deep black stone
that is very unique. The temple is strongly
warded against tampering. Two huge,
thick oak doors stained a deep brownish-red are the only ground level
entrance. It’s easier for them to sneak
in during the day as the place is more lightly guarded and attended, but the
entrance to the catacombs is sealed at that time. Careful observation, research or good spell
rolls will reveal a private meditation chamber and sleeping quarters for the
priests in the rear has a hidden entrance, but is guarded.
- If don’t slip past him with knocking him
out or disguises, encounter Belos
guard here:
Once
inside, the group is awed at the vast space captured within the cathedral. Its high ceilings rise into darkness. Huge stained glass windows along the sides
depict pictures of horror and hell, Belos overlooking them all, depicted as
only a vague human shape in the form of shadow.
The main area is empty, worshippers stand for services. In the front is a large slab, the altar.
Behind it rises a highly detailed stone and metal
edifice featuring creatures, people and spirits entwined in their toils beneath
a vast sun. It is through this edifice
that the group must enter. The portal is
warded against psychic seeing and magical scrying,
but analysis of its materials or its structure shows something odd about
it.
- A good research roll, very
good rolls in conversing with a priest, good IQ roll, etc. will show some
unusual people in the relief. Most
are bent over fighting or lugging something, suffering. One is standing with his hand raised
towards the sun’s rays. Another
kneels with his hands outstretched towards the edge of the relief, and finally
towards the end one lays flat, subservient before his god. If someone stands and pushes on the sun
where the first does, another kneels and puts his hands on the 2nd,
and a third lays flat, then the portal
opens. The incantation “Oaui col shanno
erpif” (through our toil you reign) opens the
portal as well. (This can be read from the mind of the guard on a good
roll).

The
catacombs are as they sound: dark, infrequently lit by a waxy, outstretched
hand (that looks very real, and is) holding a burning flame. Spiderwebs crowd
the corners of the passageways.
Occasionally tapestries and oil paintings hang on the walls, nearly
forgotten underneath layers of dust and soot from the torches. The halls wind and turn and occasionally have
doors off of them.
Map of the Catacombs:
Level 1
Map Notes
- Level 1
- Upon entry into the catacombs,
there is a long hallway. At the end
of this hallway is a grand arch into a large room. The room is circular with a ring of
steps down to a central circular area that is lowered and has patterns
inlaid into the marble. Columns
ring the room, and a dark mural depicting Belos casting people into flames
adorns the ceiling. The room is
dim, but in the center is a stand with scrolls setting upon it. As the group approaches the stand, they
hear sounds of people approaching from the other hallways (illusions). There are similar arched entrances
across from them and one to each side.
- If they attempt to move the
scrolls with powers they will not move, the group will think it is a
counterspell or something.
- If the group touches the
scrolls, the illusion is shattered and it turns out to be a square room
and a cage above them, which falls, likely capturing all of them. It is 15x15 and made of coarse steel
bars (PD 2 DR 25 crushing/50 cutting, at least two complete breaks in a
bar and at least 3 bars open to get out).
The creatures in #3 come out through the door.
- Any clever ideas by the
party to break the illusion will also work! ;-)
- The other doors are unlocked
except the one to #3 which is locked but can be picked simply or busted
open. No sounds from the other
two, but a faint whispering from this one.
- Priests’ bed chambers. Several simple beds are made up. Two basins and pitchers for washing up,
a couple of chests and a bookcase containing various religious scrolls,
some are indecipherable. Nothing to
be found in the room or the first chest but old robes and clothes. (They can put the robes on to get a
reaction roll bonus on anyone else they run into in the catacombs of +3)
- If they do not search for
traps first on the second chest, there is a dart that will shoot out and
hit the opener. It does 1d-2 damage. In
the chest is a small satchel of 20 silver and 2
gold. Also is the Holy
Censer, Magic Items 3 p. 79.
If undamaged in the fight (any falls by the holder make a roll on
a 9 or less the censer is damaged and worth 1/3) and taken to a magic
shop they can sell it for about 1500 silver (there would be more but
questions would be asked so they have to go to a less reputable
dealer). They can however choose
to keep it and use it. It is
actually prepared, all they need do is light it
to fight off any undead in the catacombs.
An appropriate religion roll or something similar is needed to
recognize it.
- Here be
nasty creatures! These will come out of the room if the cage falls in #1,
but otherwise the door must be picked or bashed in (standard door). A soft mewling, whispery sound is heard
if they listen first. There are
1d+3 Shadow
Wolves (Fantasy Bestiary p. 65). Slight changes are that they are
incorporeal (ghostlike) as they jump and attack (this is how they jump
through the cage and bite and land).
As they land, they will corporealize for
about 1 second and then leap again.
Attack rolls are at -2 to hit once the group notices this, but
until then they only hit on a critical success. The wolves bite goes right through PD
and DR. A parry has no effect, but a dodge can avoid them. The way they notice is the wolves are an
eery green hue and seem to be made of shadow,
but they flicker to silver, more normal looking wolves before changing
back.
- The censer if lit will keep
the dogs back more, and when they attack only on a 12 or less will they
be corporeal.
- This room is a variation on
the see saw room in Traps Too p.6.
It looks normal enough, stone walls, ceiling and floor, and a rug
on the stone floor. A door lays opposite but does not open, it’s fake. A large wooden chest lies across the room, disappointingly empty and unlocked should the
group make it that far. Once the
room see-saws, the door closes but does not lock. The room is roughly 10 hexes wide by
about 25 hexes long. Once a
majority of the weight passes the pivot point at 8 hexes, the floor starts
swinging (there’s a ledge to keep the other side from giving it away). All PCs make a DX roll -2 unless they
have combat reflexes or something similar to stay standing. Each turn the room slowly swings
further. Each turn make a ST roll
to move only 1 hex down, otherwise roll 1d to see how far you go. To stand make DX to kneel, DX to stand
after that. Each turn the room
tilts more, so an extra -1 for each DX roll each turn. If they can get their weight past the
pivot point the room will swing back down. They’ll find crawling is best,
standing means a DX roll or fall down each turn as the room swings more
(at the penalty).
- If the room swings open for
more than 2 seconds, a dark pit is opened in the far wall. Out of it crawl 1d+1 flying
turtles (Bestiary p. 16).
These fly at the team while they are trying to stand and crawl
back. The turtles hit on a roll of
13 or less, otherwise they missed and hit the floor, stunned and roll for
1 turn before lifting back up and taking a turn before ramming again.
- Likely the group will think
going straight is the way into the catacombs. The room is richly appointed with
tapestries. On one wall is a
recessed jewel ornamented relief of a scene of nobles passing in a street.
Diamonds and rubies sit lightly built into the relief. The celing is
etched and has a slight recess all about it. There are no actual physical objects in
the room (to get in the way…) On the far side is a large door
with scrollwork about it. The team
will try to get through that. It is
locked twice with complex locks and is difficult to break down. Unfortunately behind it is a small empty
space and earth (it goes nowhere). Anyone
with greed, curiousity, etc. will want to try to
take one of the gems. Once gem is
removed, the first door locks and the ceiling moves down from a height of
6 hexes at the rate of ½ hex per second.
It will stop at 6 inches off the ground and move back up. Anyone who is caught will suffer 3d
crushing damage. The only way out
is to get back through the last door, or some
spell or psi power to hold the ceiling in place. If the ceiling is moved back up and the
gem is restored to its place, the latch will reset and the ceiling will
stay there. The ceiling weighs
about 300 lbs.
- In the hallway on the way to
the priests’ bed chambers, as there are in all the hallways, is a large
tapestry. In it a priest carries a
candle and follows a trail that is laid down by the servants of
Belos. Behind it is a secret door
that will be found with an IQ roll if anyone looks. Open the door, and steps lead down to
level 2!






























Level 2
Map Notes
- Level 2
- A stockroom with
shelves. Candles, incense, a few
jars of dried powders, nothing of any use.
Some small pieces of rope, blank scrolls and ink.
- This room has a plush, clean
deep red carpet. A
similar tone paint adorns the walls. In the center of the otherwise empty
room resides a black obsidian pedestal on which sits a small box. The box is inlaid with writings in an
unknown tongue. Magic detection
will find wards on the box, but they don’t seem to be wards to keep people
out, just simple barrier wards.
Only on a very good roll is it determined they are to keep
something in. If someone opens the
box, an invisible wraith sneaks out of the box into the opener. There is a contest of will,
the wraith has a will of 20. Give them a note saying the GM controls all
their actions from now on, but not to give it away (don’t give this note
right away, after a few seconds).
Tell them to control the character as normal, but send them notes
when you want to control them. In
the next battle scene, the wraith takes over and makes the character hang
back from the group. As they all begin to attack, the controlled person
either casts a spell or uses a weapon on another member of the party. At this point if they are doing
something they don’t want to do, they can get a Will roll – 3 each time to
stop it for a moment. During this
second they can do anything they want.
- The only way to remove this
is to use the censer near them, do some sort of exorcism or mind control.
- Guard room. 3 guards are sitting around the table
playing cards. If the group is
wearing robes the guards are at -3 to the initiative roll. Do a reaction
roll to determine who reacts first.
Behind them is the door to a bathroom, on the side is a door to
another hallway, both unlocked. Guards:
- Library. Several bookcases contain old scrolls
and books. Some have spells on them.
Roll 3d, on a 9 or less the group if they take anything that has a
spell they can sell it for 30 silver.
In the room at the desk studying are two priests. One of them is Tau Dorr Karif. He will attack them unless they break
the mind control on him. If they
do, he’ll join the party but will generally be too baffled and confused to
help much. Tau Dorr Karif and priest:
- This is the high priest’s
chambers. They are richly
appointed. Sconces on the wall
light the room. An old thick
tapestry hangs over the bed. A desk
and bookcase lie opposite each other.
In this room is a journal that recently notes the manipulation of
Tau Dorr Karif to be controlled by the priests. Also detailed is the ceremony to be
performed that evening.
- On the bookcase amongst
books and scrolls is a small, simple jar. In it are a set of bones. These Necromantic Divining Tiles
are similar to Magic Items p. 60 the Diviner’s Tiles, with this change:
they must have fresh blood (1 HT worth) spread over them each time and
the same creature/person’s blood cannot be used within a week. When blood is dropped on them, shaken
and emptied they will fall in a shape that answers the question in a
somewhat non-word based sense based on the die roll (the shape of the
building where the person is staying they are asking about, etc.). They can be sold at a
necromantic-related store if they are able to find one but if they don’t
know what they are they’ll only get $100 silver, otherwise they’ll get
about $400.
Level 3