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PEOPLE OF THE DARK

- KINGDOM DEATH: MONSTER -

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 -

SLENDER MAN shadowy monster guiding their overall develop-


ment robs them of memory, identity, and innova-
Dragon King. Nemesis monster expansions can
work in this campaign, but you will need to house
tion. rule certain elements of the campaign to make
The Slenderman is a dark, cold hole in the mem- them work and, as such, are not recommended.
ories of the few that have seen it and lived. With- At the same time, however, certain elements of the
in this chilling gap of recollection, terror thrives, civilization will persist through the cycle of death
growing into panic and jumbled tales of warning.
Facing the Slenderman tests the teamwork and
and rebirth, kept alive by the campaign's unique
buildings and savior replacements, the Bleak
INCORPORATED
EXPANSIONS
sanity of the survivors that face it. The monster's Ones. If you are prone to getting attached to indi-
movements are unpredictable, and it will often vidual survivors over the course of the campaign,
vanish from the board, leaving the team to careful- or do not like dealing with the frustrations of los-
ly coordinate their actions to bring down their foe. ing progress, this campaign might not be for you. The Slender Man and Lion God expansions are
On the other hand, if you enjoy taking advantage of core to this fan expansion and the expansion will
not function properly without them.
THIS FAN CAMPAIGN
Kingdom Death's NG+ feature, or would like to ex-
plore a series of interconnected mini-campaigns,

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

Kingdom Death: Monster - Black Lion 1


PEOPLE OF THE DARK CAMPAIGN: FOUNDING STORY EVENT
- Founding Story Event -

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.

Kingdom Death: Monster - People of the Dark 3


PEOPLE OF THE DARK CAMPAIGN: FOUNDING STORY EVENT
- Founding Story Event -

Approach the Lights Build the Innovation Deck First Bacchanal

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.

Kingdom Death: Monster - People of the Dark 5


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Story Event -

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

On a 2,3, If the settlement


2 3 survivor never existed. They are dead.
has the Inner Lantern The thorns hunger. The male and female survivor
innovation, the survi-
are devoured by the darkness surrounding the set- On a 10+, if the settlement's insanity pool
vors instead manage
to escape the thorns, tlement. They are dead. The pleased chittering of is 20 or higher, a special child is born. The
led forward by the light the thorns is disturbing. Departing survivors gain male survivor is still dead. The child is born
of their golden doubles.
The ordeal leaves them +1 insanity this LY. without the ability to speak, its golden dou-
exhausted, however. They cannot depart or ble having been stillborn. As a result, how-
endeavor again this year. 4 5
ever, it bears a Special Fate.
A child is born! +1 population. It will grow out of the
On a 7, if the settlement lack of facial features it is born with, but its parents
has the Shrine innova-
tion, the twins' birth is still gain +3 insanity on seeing it. Special Fate
heralded as a sign and
they are raised within 6 7 8 The child's intense loneliness leads to intense de-
the holy structure's walls.
Both twins gain +1 insanity Twins! +2 population. rangement, eventually causing its phantom friend
and a random fighting art.
to undergo a spontaneous chemical alteration. The
child and their friend go Bleak.

Kingdom Death: Monster - People of the Dark 7


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Story Event -

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:

Use Rock Attack! Use Teleportation Terror! Use.. Blood Drink?

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.

Kingdom Death: Monster - People of the Dark 9


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Story Event -

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.)

These intrepid young explorers would find a


friend that the rest of the settlement had for- 4 5 6 On a 2-3, Growing stronger. If the
settlement is in cycle three, the chil-
gotten about. Roll 1d10 as the children Dive Lost City. The children discover the ruins of
dren are no longer able to escape.
into the Depths of the waters they had last a city in the water's depths. They do not find They die.
seen their friend wander into. their friend, but the city's coiling architecture
leaves them inspired. Gain the Shrine innova- On a 10, Friend found! If your set-
1 tion if you do not have it already. tlement has 20 or more stored
insanity, the survivors find their
Something in the deeps. The children die! Re-
7 8 9 10 young friend, shivering but alive,
move them from the record sheet. The set- in an underwater cave. +1 popula-
tlement mourns. +2 insanity for all departing Strange knight. The survivors fail to find their tion. The new survivor has the Zero
survivors. friend and become lost. A strange, fish scaled Presence secret fighting art and the
knight takes pity on them and helps them find Secretive disorder.
2 3 their way home, leaving them with a gift. Re-
We all float down, here. The children are at- solve the Hooded Knight story event, select-
tacked by something in the deep. Resolve the ing one of the originally chosen survivors to
Legendary Lungs event for each survivor. If interact with the knight if able.
they don't gain the SFA, they die.

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.

Kingdom Death: Monster - People of the Dark 11


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Rules -

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

Kingdom Death: Monster - People of the Dark 13


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Rules -

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.

Explore the Ruins


If the settlement has the Barbaric
Conviction principal, they decide to
hack away at the thorns with fist and The settlement realizes each others' words,
tooth. Gain the Final Fighting Art attempting to discern the best method of ap-
innovation. For the rest of the cam- proaching the ruins. After debate, one realized
paign, all departing survivors will gain
argument rises above all others, guided by the
one bleeding token as their bodies are
worn down by their efforts. settlement's shared Conviction.

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.

Kingdom Death: Monster - People of the Dark 15


PEOPLE OF THE DARK CAMPAIGN: STORY EVENT
- Rules -

CONFRONTATION WITH THE SILENT GOD


Stricken Dumb at the monster's side, making their way onto Success: Clambering down into the god's
its back. At the crest of its massive shoulder- chamber with the black blood of the guardian
The city quakes as the last survivor passes blades they find a temple. That temple is well still dripping above them, the survivors re-
through its gates and a gray, mountain sized guarded. move the lid of the sarcophagus at the heart
creature rises up from the city's center. Build- of the monster. Whatever they had expect-
ings shatter and fall like pebbles from the Nemesis Encounter: The Silent God. As a lvl ed, all that emerges from the coffin is black
creature's flanks, but make no sound. The 3 Lion God, but with the following changes: spores. The survivors cough and wave the
golden doubles that have flitted about the set- fog of spores away from their faces, catching
tlement's survivors scatter, terrified, and the Cannot wound the Lion God until you a glimpse, perhaps, of a sodden man's face.
survivors find themselves remembering that have reached God's Chamber in the Quickly forgotten, they return their attention
they cannot call out in dread as the rubble Necropolis story event at least once. to what they have just accomplished: defeat-
falls towards them. ing the bizarre, lantern jellyfish monster at
Add the Hounds special rule from the the heart of their settlement's lantern hoard
Select four survivors to immediately Con- Slender Man expansion. in the plane of carved stone faces. With pride,
front the Silent God. All other survivors are they clap each others' backs, only to realize
lost in the chaos and unable to help stave Survivors may not use the Trail surviv- that the lanterns have suddenly gone dark.
off the geologically proportioned monster. al action.
The four survivors clamber up the wreckage

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.

Kingdom Death: Monster - People of the Dark 17

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