Professional Documents
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CAMPAIGN
CREDITS TABLE OF CONTENTS
Kingdom Death: Monster created by Adam Poots INTRODUCTION 1
FOUNDING STORY EVENT 3
Campaign Programming, Idea, and Text Creation: John Shinholser STORY EVENTS
INTIMACY 7
Design, Art (some) and Crest: Tommy Rayburn BLEAK 9
IMAGINARY FRIEND 11
Images: From Kingdom Death and various ...... This is free and should not be sold. FALL 13
(If you have the expansions for Slenderman and Lion God, then you already have the Kingdm Death images used.) REALIZED RUINS 15
CONFRONTATION WITH THE SILIENT GOD 17
PEOPLE OF THE DARK CAMPAIGN: INTRODUCTION
- Introduction -
NOTE ON SLENDER
my hope is that this fan expansion will work for
In this campaign, Survivors settle on an island you. I am trying to design this expansion to take a
in the middle of a thorn smothered mangrove bit more time to reach its end than a normal cam-
swamp. They always seem to be certain that it is
obvious how they began living in the thorns, but,
paign, but its overall structure should lend well to
periodic play. MAN SHOWDOWN
whenever any individual survivor tries to recall the Slenderman encounters are regular nemesis en-
NEMESIS SLENDER
settlement's history, they quickly forget that they counters rather special encounters for the purpos-
were ever trying to recall that history in the first es of this campaign.
place. Odd anachronistic ruins can be found all
about, choking in the black waters and thorns, but
the survivors never seem to think to notice them. MAN & SILENT GOD
This fan campaign uses the Slender Man and Lion
SOCIETY IN FUGUE God as a basis for its unique nemesis and end game
required nemesis monsters.
The People of the Dark fan campaign explores If you would like to add expansions to your cam-
themes of memory and cyclical civilization devel- paign to complement its theme, I highly recom-
opment. Survivors will build a settlement that will mend any of the expansions related to the Plain
develop quickly but be subject to periodic eradi- of Faces or Silver City. Current expansions (as of
cation, forcing the settlement to reset certain el- the writing of this description) that I would recom-
ements on their settlement record sheet as the mend include the Gorm, the Sunstalker, and the
SWIMMING
The survivors make their way toward a silver glow in the distance. Suddenly, they find
themselves floating on the surface of an ocean of black water with no memory of how
they got there. There is a golden glow in the distance.
Working together to drag their kill through the water, they stagger onto a beach of black
sand overwhelmed by thorny trees. Other survivors cower on the sands. Golden lights
twinkle between the thorns. Resolve the First Day settlement event then nominate a sur-
vivor to Approach the Lights.
The nominated survivor gains +1 courage as they The innovation deck represents the cultural and Remembering all of their conversations as they
walk confidently into the trees. They discover that technological growth of your settlement. It will think to have them, and ignoring the swirling
the lights are small, human shaped insects with grow throughout the campaign as you gain new dance of their flying golden doubles, the survi-
wizened faces. One of the creatures approaches innovation cards. vors quickly agree to make the Thorny Mangrove
them and, with a start, the survivor realizes the home, gaining its Settlement Location.
creature bears their own face, but much aged. Find the 6 innovation cards listed at the bottom of
the Doppel-Memories innovation card. Place the Thorny Mangrove in your play area. The
The survivor cocks their head and their glowing, Thorny Mangrove is the source of all innovations
miniature double does likewise. They wave and Shuffle these 6 cards together to form your settle- and further locations the settlement will develop.
the creature does so, also. The survivor turns to ment's innovation deck. Place it face down in the The settlement wades out into the black waters,
tell the others what they have discovered, only designated space on the settlement board. dancing and cheering in babble that makes sense
to realize they cannot communicate. Before they only after it has been spoken. The nominated sur-
can ponder this issue, their double flies to its com- The innovation deck is persistent. Make sure to vivor, emboldened by the celebrations, communi-
rades, yabbering excitedly. The survivor remem- preserve the unique combination of cards in your cates to the others that the settlement must hunt
bers that they have already communicated their deck between play sessions. to survive. Add the White Lion to your quarry list.
discovery. The other survivors remember this, Something in the nominated survivor's brain is
also. The settlement gains the Doppel-Memories Finished, the settlement celebrates their First warped by a desire to only ever think to the future.
innovation and loses all curiosity. Build the innova- Bacchanal. They gain the Quixotic disorder and must depart
tion deck now. this year if able.
INTIMACY
The nominated consenting male and female survivors decide to become parents and Roll in the Thorns.
The first time a child is born, the settlement must Roll in the Thorns
decide how to raise their offspring. Principle: Roll 1d10
New Life.
1 9 10
As your settlement grows, don't forget to apply As the couple walk into the darkness, the settle- The settlement marvels at the miracle of the fe-
your New Life principle. It will greatly affect the ment accepts that they never existed in the first male survivor's immaculate conception. +1 popu-
outcome of your campaign. place. Both survivors are dead. lation. The newborn miracle survivor has +1 luck
and the Phantom Friend Fighting Art. The male
BLEAK
The newborn survivor's phantom friend mutates under the pressure of the special child's loneliness, becoming a dark extension of the child's
tortured psyche.
The survivor gains the Bleak One special ability and their friend's mutation manifests in one of three ways:
The child's friend develops rocky spines. The The child's friend develops a frown that is The child's friend develops exquisitely tuned,
friend gains the following ability: slightly out of touch with reality. The friend hollow feelers, which it uses for the sole pur-
gains the following ability: pose of drinking blood, gaining the following
Rocking Spines: The imaginary monster's ability:
body is hard and sharp as rock. If the phantom Cheshire Grumping: The phantom friend's
friend ends its activation adjacent to the mon- frowning face can often be found hovering in Leach Feelers: Who would have thought hav-
ster, the Bleak One that controls it may spend a different location than the rest of the friend. ing blood sucking as a super power could be
one survival to draw a hit location card and At the end of the phantom friend's activation, so useful? At the end of the phantom friend's
inflict a non-critical wound to the monster if it may use its disembodied mouth to grab the activation, if it is adjacent to a survivor other
able, resolving the hit location card as if the Bleak One that controls it by the nape of their than the Bleak One that controls it, the Bleak
survivor had made the attack. neck and pull them to a legal spot adjacent to One and the other survivor may exchange any
the location it is standing in. number of bleeding tokens. The bleak one
then loses one bleeding token.
Bleak One: This survivor's mind and body are guarded by a hallucinated companion that it believes in so fervently that it can bring it to life.
They can no longer Memory Trail other survivors. The survivor gains the Phantom Friend fighting art. In addition, they may now ignore
anything that would cause them to lose a fighting art or disorder. During the showdown phase, at the beginning of the survivor's action, they
may manifest their phantom friend in a space adjacent to themselves. The phantom friend may move five spaces and then perform its special
ability, then ceases to exist. Remove it from the board.
IMAGINARY FRIEND
One day, the children of the settlement made a pact.
Select the 4 survivors with the least hunt XP (or all settlers if population is less than four.)
After rolling on the table, a presence takes notice of the settlement. Add It's Already Here (Slender
Man Booklet) to year six on the settlement's timeline.
FALL
Though they do not remember the encounter, the Slender Man's visit with the settlement changes it in a profound way.
The black leaves on the thorn vines turn bril- drawn into the thorn swamp. They grin stu- Remove all settlement events not originally
liant shades of orange and red, then fade to pidly as the vines slowly strip their flesh, ren- on the settlement sheet.
gray and brown. The vines coil closer and dering them into pulped meat. The golden
closer around the settlement, as if preparing doubles descend in a swarm to lay their eggs
to smother it. Sparking gray smog rises off the in the meat before it putrefies, and then they
black waters off the settlement's coast and, die.
under their influence, the survivors begin to
forget. Roll 1d10 and add your settlemen's Set all Bleak One survivors to one side-they
saved insanity (from the insanity pool) and are immune to the effects, though unable to
Fight the Fall. communicate to save their companions.
Fight the Fall Erase all other survivor sheets and uncheck all
Lantern Years. Restart the Settlement phase
1-45: The settlement fails to hold on. Refer to and resolve LY 1, using the number of survi-
Fallen Civilization. vors erased from sheets/storage to determine
starting number of survivors for the First
45+: Success! The survivors ignore the change Day settlement event. Re-use your settle-
in their settlement's setting, acting out their ment sheet, changing the settlement's name
daily lives as if nothing has changed. (it's a "new" settlement, after all!). Lose half
of the settlement's resources, including stor-
Fallen Civilization age (rounded up), and all innovations except
for Dark Water Research and any masteries
The settlement falls into oblivion and those known by surviving Bleak One survivors.
survivors unable to fortify their minds are
REALIZED RUINS
If the settlement has the Final Fighting Art or the Ultimate Weapon innovation, roll below on Explore the Ruins.
Otherwise, they Discover the Ruins.
Discover the Ruins: As the ancient Slender Man falls, the survivors realize suddenly that they have been living their lives in the shadow of a
massive, black spire bestrewn city in the middle of the thorn-covered swamp. They had never once thought to look up from their day to day
lives, but with their minds suddenly clearer they decide to Explore the Ruins.
If the settlement has the Romantic Regardless of their choice, roll 1d10 at the be-
Conviction principal, they decide to
send highly equipped scouts into the ginning of each settlement phase after this one,
swamp to discern the safest method of adding the number of settlement phases that
approaching the city. Gain the Ulti- have occurred since this event has been re-
mate Weapon innovation. For the rest
solved.
of the campaign, you must sacrifice
one weapon from settlement storage
at the beginning of each settlement
phase or, if unable, lose 1d5 popula- 6 7 8 9 10
tion as the scouts never return.
The survivors discover a route into the city and
are compelled into a Confrontation with the
Silent God.
The End
Loss: The carcasses of the settlement's survivors feed the beasts of the thorny
swamp for months, and then the settlement, like the city it was built at the foot of,
like the monster at its center, never existed... Game Over.