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Hellish Helots

~Hellish Helots~
Written by Tyler A. Thompson

This scenario is released as part of the upcoming A Dark and Salient Land Campaign, the rules to which are available on
DrivethruRPG as a “pay what you want” product. This scenario and others will be released with that product upon its
completion.

The Premise to A Dark and Salient Land: A short time ago, a Great Horde formed far to the east, from deep within the cold
and savage mountains at the edge of the known world: a horde of foul, corrupted men, twisted human-beast hybrids, the
dead walking in perverse imitation of life, and distorted, maddening creatures of corruption and chaos.

This horde marched westward, growing in strength and devouring all that is good and living as it went. The Empire and the
other nations of men rallied a great host of their own, and engaged the forces of evil and corruption across a massive front
spanning the east, a bulwark against annihilation. For years, they fought what seemed a losing battle to push back the foul
tide of corruption, but through the valor, heroism, and determination of the great heroes of the lands and the stoic labor of the
people, the foul host was broken, scattered, and destroyed. The Empire has at last achieved some semblance of peace,
prosperity, and security within its own borders. Corruption, heresy, and the other great evils that plague humanity are still
present, but are for now pushed firmly to the fringes of the realm or beaten back into hiding throughout the realm. The same
cannot be said of the lands beyond the Empire’s core. Those to the east are war torn, and those beyond the final frontline are
desolate and destroyed. Those to the west, while enduring struggles with corruption of their own, stand strong, but consider
themselves the true heroes of the recent war and have themselves settled back into petty politicking, even as efforts to
reconstruct the east have begun. Worse, the lords, priests, and academics of the land have reason to believe the host was
merely a vanguard, and in time a new host will form and once again descend from the mountains. Many believe it to be
unbeatable, a mere fact of existence now. Others have hope that it can be vanquished for good, if only all of humanity
continues to try. What is certain is that the enemy is powerful, and grows more powerful still, day by day. When it will come
is uncertain, but there is every reason to suspect it will indeed come, and just as much reason to suspect that humanity is not
yet ready. The players take on the role of petty lords and their personal retinues, freshly granted title to fiefs in the Zizka
Valley, a region at the border of the Empire, a final gateway to the Eastern Kingdoms and steppe tribes that lie beyond- or the
final gate before the Imperial core, and mere days of travel from the final frontline of the war. A long-neglected region which
has suffered greatly from corruption and waste, the players have been tasked with reclaiming the valley and establishing a
defensive line, a final bulwark to buy humanity time should the evil host return and beat back the crusading forces at the
frontlines. Players will be afforded little help by their Emperor, nor their neighbors; the Valley is a contingency plan, a gap
stop, and not a priority in which to invest too much c\scarce time, money, and resources. How much time they have before
the horde is at their doorstep is unclear and depends on their contributions to the effort, the valor of the crusaders, and
luck. Perhaps they have mere weeks, perhaps years, perhaps it will be vanquished before reaching them at all. All that is
known is their duty, and that the fate of humanity may depend on securing the Zizka Valley.

~ CREDITS ~
Design: Tyler A. Thompson
Additional Design and Editing: Owen L. Luetkemeyer, Tyler J. Urish
Publisher: Sad Fishe Games
Art: Caravaggio

This game product is powered by ZWEIHANDER Grim & Perilous RPG ™, a trademark of Grim & Perilous Studios LLC, in the
USA and other countries. Used with permission. Original text content of ZWEIHÄNDER Grim & Perilous RPG is licensed under
a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. ZWEIHÄNDER Logo, content and original
artwork are copyright © 2009–2018, Grim & Perilous Studios, LLC unless otherwise specified.

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Hellish Helots

forces of evil. If the locals were asked, they would


INTRODUCTION: KLUGNOST, suggest this protective force comes from their folk
FORGOTTEN VILLAGE worship of a spirit they know as the Guardian. They
The founding of Klugnost in a far southeast corner of would speak openly and in earnest about how it has
the Zizka Valley predates Imperial control of the kept the village and its residents safe, even when doom
region, and indeed predates even the founding of the seemed certain, and how wounds and sickness have
eastern kingdoms that would now lay claim to the been healed by prayer to it. They would not be lying in
region but for the Emperor’s might. It is an old saying such things. What they would omit to describe
settlement indeed, but one looking at it a short time is the Guardian’s three servants, witches each, who
after its founding would find it much the same as now, come when the villagers require the Guardian’s aid, or
both in size and the lifestyle of those that live there: a when they bring with them the Guardian’s demands
mere few dozen residents, subsisting on a few fields from the villagers.
and the surrounding woodlands, with neither garrison
nor traders of which to speak. It is sufficiently remote, These witches are far from ordinary. Their birth long
even for the Zizka Valley, and of insufficient economic predates the founding of Klugnost, but they have been
or tactical value to have ever justified much attention present there since. Whatever they were at birth, they
from either its rulers or any would-be invaders. Still, are something other than human or any other worldly
the world is dangerous, as it was back when the village race now, having forgone the typical attempts of witch-
was founded, and Klugnost has not been entirely kind to maintain any appearance of humanity; their
spared from the banditry, roaming beasts, and latent bodies are grotesque, mutilated, and bloody. This is in
corruption that infest the region. So insignificant was contrast to their demeanor, which is perfectly pleasant,
the village that during a time of serious orx pillage almost nurturing, and never angry although sometimes
throughout the Valley and the lands immediately east cold. They are genuine caretakers of the village,
of it that when the raiders were culled and there was tending to a great many needs the villagers simply
much to rebuild, Klugnost was simply omitted from cannot address themselves. It is also these three, acting
the cleanup effort and subsequent records, and a on behalf of the Guardian and using its power, that
generation later forgotten entirely. Klugnost did not stave off the dangers of the outside world. It has even
bother to have the record corrected. Paths to the village promised its capacity to hold back the tide of evil
faded. Yet, it persists still. At a glance, life there consuming the world now, acting as a foul levy against
appears simple, perhaps primitive by the standards of the coming darkness. Nothing is free, however,
the day, but otherwise not unlike any other small rural especially not in dealings which those attuned to the
thorp. How it has survived for so long without any darkness of the world. Protection and health come at a
input of resources or defense from the menagerie of price, extracted from the villagers seemingly at
horrors of these dark times would be a mystery to random, taken in flesh, pain, and even life whenever
anyone who happened upon the place. It is true that the Guardian demands it.
but for the occasional wayward wayfarer or passing
pilgrim who opted to settle there, the population of the What exactly the Guardian that offers these things is
village would have collapsed long ago, but their remains a mystery, even to the witches. To be certain,
method of survival whenever cultists of corruption, it is not a mere folkgod of the woods, but a mere
beastly warbands, and monsters pass would remain a singular aspect of something far greater. Perhaps an
mystery. elder god beyond our understanding, making requests
for some incomprehensible purpose. Perhaps the
The reality is that Klugnost has not survived on its own Outsider god itself, as part of its endless scheming
(a fact which players should remain ignorant of, at malignancy. The truth matters little. Something
first). Something protects the village, concealing it nefarious festers in Klugnost, providing a possible
from the horrors of the wilds and shielding it from the foothold for worse things to come. This cannot stand.

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Hellish Helots

toward the smoke will lead the party into a particularly


dense, dark stretch of forest, with a thick, high canopy
that all but blots out any sun there might be.
A VILLAGE REDISCOVERED Additionally, a TRIVIAL Awareness check would
A COMMONER'S CLOSE ENCOUNTER reveal that this part of the forest is particularly quiet, to
the point that nary a bird, nor insect, nor any other
A scavenger, William Knoop, headed home from
creature save perhaps some flies can be heard- a rarity,
looting the ruins of the east has found his way to
even in a place as hellish as the Valley’s wilds. As they
Chalice. He is battered, weary, and starving,
continue toward the smoke (now probably unseen,
having lost his way in the forests of the Zizka
unless they clamber up a tree), a misty fog will set it,
Valley. He has petitioned the local authorities to
just as William described. In time, this fog will
tell his story, and if ignored will exuberantly
become extremely thick, turning everything more than
regale his experiences in every tavern and ale
a few feet away into shadows, and making navigation
garden he can find to anyone willing to listen. His
difficult. A HARD Incantation or Survival check
stories will describe getting lost for days at a time,
would reveal that the fog is of magical origin or is
and the sight of chimney smoke in an area he
unnatural, respectively. Staying together as a small
assumed to be uninhabited by good folk. Either
group (6 or fewer) is easy enough, but any larger and
his salvation or demise, he headed toward the
there may be some difficulty; at a party size of 7-12,
smoke, only to find a dense fog rolling into the
the party must collectively pass a Navigation check,
forest, and the shambling figures of walking
and those that fail find themselves separated in the fog.
corpses in pursuit. He escaped, but not without
Increase the difficulty one step for each 6 party
some scratching and bruising, and not without
members thereafter.
spending several more days alone and without
food in the wilderness. He will implore someone Just as the fog reaches its thickest, shadowy, shambling
to investigate, convinced that his experiences figures will emerge behind the party (or each separated
were no mere coincidence, and that something group of the party). 2d6 reanimated corpses will be in
evil is hidden there. He can offer rough directions pursuit of the party, with an additional 1d6 for every
as to where these events took place, and could additional 6 party members. They will make no
even be convinced to guide any investigators there attempt to conceal their approach, nor will they
himself- for a fair wage. He has a family back in approach with any haste. These are puppets of the 3
Ostfahre to feed, after all. witches, designed to drive off certain intruders, and
drive others inward toward Klugnost- their intent is not
ON THE TRAIL to kill, merely to direct, although they will not hold
The directions William provides will lead to a site a full back if engaged. They will attempt to drive the player
party toward Klugnost, and try to split the party if there
1

7 day’s march from Chalice, but this can be reduced to


5 days with William in tow. His directions are are more than 8 people present. A CHALLENGING
surprisingly thorough and effective, and despite leading Navigation check will be required to prevent losing
the players through rough trail and eventually party members in the fog if the party attempts to flee.
wilderness with no trail at all for the final quarter of the A HARD Navigation check Fleeing will always lead
journey, there is little chance of getting lost if the the player party toward the village, in the end, and any
directions are followed. lost members away and out of the fog. Only by
running past the reanimated corpses or destroying them
Into the Fog can anyone find themselves reversing these outcomes.
This pursuit will continue for some time, although the
As the party nears their destination, they will spot
swirling magic fog and maneuvering of the reanimated
smoke on the horizon, a singular, small trail of it rising
corpses make the precise distance travelled uncertain.
gently into the wind. They might recall William’s
description, or be told by the man himself that that is By the time the party sights the village, the
the precise sight that drew him in his journey. Heading corpses will have abandoned the pursuit, its

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purpose served. The fog will fade shortly world outside is, especially now. They appreciate
thereafter. Should the party attempt to leave their health, safety and simple, stress-free lives;
before dealing with or destroying the witches the routine maiming they endure is at least
and/or villagers (or unless the witches want the something predictable and amounts to a small
party gone), the corpses and fog will return in an sacrifice if the alternative is an uncertain and just
effort to stop their departure. as brutal existence elsewhere. Additionally, they
have been told of the coming apocalypse, and that
they will be safe throughout, stories and promises
IN THE VILLAGE OF KLUGNOST they have elected to believe. As such, most
villagers will be tight-lipped about the witches or
The village is small, populated by only a few
their darker proclivities, though they will speak
dozen residents spread out over a handful of
openly and earnestly about the Guardian gifts and
cottages. The residents subsist on a few small
protection.
fields, the small flock of cows, sheep, and
chickens they raise, and whatever they can forage Each villager is in impeccable health, working
in the forest around the village without going so hard throughout the day to maintain their little
far as to trigger the witches’ fog and undead paradise. Most are also somehow maimed: scars,
servants. Everything they require they produce missing fingers, toes, arms, even eyes, although
themselves or the witches provide for them. the damage may not be overt on each person and
Outsiders will find their lifestyles, methods of the wounds are cleanly healed and tended to.
work, and even their tools, clothing, and structures They will make light of this damage, giving no
to be somewhat primitive compared to even the indication that it troubles them nor any hints as to
villages of the normal world, lacking much of the the causes, save by saying that the world is a
innovation and changes in fashion of recent dangerous place.
decades- a side effect of their isolation. This
If threatened, they will defend themselves and
should be overt to players, as should the lack of
each other, although many may not come to the
horses or means of ingress or egress from the
witches’ aid if it comes to that, seeing the matter
village in general.
as out of their meek hands (nor will the witches
North of the village is the witches’ hovel, as well come to the villagers’ aid, willing to start again
as the altar where they commune with their dark from nothing). Otherwise, they will be overtly
deity and carry out their rituals and sacrifices. It friendly to the party, even going so far as to offer
is concealed behind a berm and a thick tree line, helping them settle there. They will also attempt
but otherwise entirely accessible should the party to subtly steer the party away from areas where
stumble upon it while investigating the village. anything related to the witches might be found,
turning them instead to their work or other curios
The People of Klugnost around the village. If given the choice between
death and revealing whatever secrets they have,
There are currently 32 residents in Klugnost, all most will choose the latter. If the secret is
essentially having peasant statistics, and unless revealed and the party attempts to harm the
otherwise stated all essentially accepting of their villagers or the witches, they will plead their case,
life and fearful of the outside. The villagers are begging to be left alone. Does destroying what
all people who were either born in Klugnost or they have further any cause? Is it worth
stumbled upon in much like the party has. They destroying what may be the last bastion of
are normal people who have found themselves in humanity if the coming darkness cannot be
a difficult predicament, but they are surprisingly repelled? Is sparing this place worthwhile, or
content with their circumstances and are not under must it be stopped for serving whatever evil it
any direct threat or magical influence. Despite does indeed serve?
being trapped, many of them know nothing else,
and those that do recognize how dangerous the The following are several interesting residents:

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Born in Klugnost eighteen years prior by way of


Cassius and Rosa, Cedric is perhaps the only adult
Eadweard
resident other than Vyctor who openly wants
Descended from the residents of Klugnost from freedom from the witches and the village. A
before it was forgotten, Eadweard is the oldest portly, slow young man, he had his right leg taken
resident of the village, and the most evidently from him as a boy by the Guardian. While he has
mutilated. Over the years he has had much taken since fashioned himself a false leg to get around,
from his body: several fingers and toes, an eye, he greatly resents the damage done to him and
and even some organs as revealed by the long wants little else other than to leave the village- at
scars on both sides of his body. Despite this, he is any cost to the others living there.
in superb health for a man of his age and is spry
His family makes an effort to keep him in
and of clear mind. Still, he is a tired and serious
Cassius’s home or otherwise keep him monitored
man, with little interest in outsiders or
when new guests are present, but do not restrain
newcomers. While not hostile, he will go out of
him. In turn, Cedric will make every effort to get
his way to avoid speaking with any visitors.
the party alone to tell them all he knows,
He no longer works, save for feeding the chickens including the location of the Witches’ Hovel and
and collecting their eggs. His main job is to tend Eadweard’s keys to the basement.
to and preserve the contents of his cottage, which
Rosa and Cassius
now acts as a repository for the effects of
deceased residents and outsiders that cannot be Like their son, Rosa and Cassius have lived in the
saved. The village has few resources, and so village their whole lives and know nothing else.
these items are put away until someone needs They are simple folk, proud of their relationship
them. Metal and anything of practical use is to the guardian and set in their ways. They will
immediately distributed to those that need it, but do what they can to make any guests comfortable
much remains. Many sets of clothes, shoes, and convince them of the safety of staying. The
packs, books, and a variety of common wares are only thing they are unwilling to do in defense of
stacked on shelves and in chests throughout his their way of life is harm their son, Cedric.
home. 2d100gc, 1d20ss, and 1d10bp are in box Cassius is missing his right ear and has scars on
near the man’s bed, and at the top of a stack of his legs from pieces being taken, but is otherwise
rotting papers pilfered from travelers are Deeds intact. Rosa is lacking her right thumb.
for 4 Acres of land around Chalice. Eadweard is
Jaquelyn
aware of how suspicious the contents of his
cottage are, and so he keeps it locked and the Sweet, beautiful, reserved, Jaquelyn is nominally
villagers work hard to keep the party away from the nurse of the village and caretaker of the
it. children when needed. She knows little of
medicine, however, and is merely the ruse the
Eadweard is also trusted with a copy of every key
witches use to isolate the injured to carry out their
in the village, over a dozen, all of which are
own magical healing- and sometimes abduct their
essentially identical in appearance. This includes
patients. Jaquelyn, having been orphaned as a
the key to the witches’ hovel basement. Guessing
baby before coming there, is accustomed to her
which goes to a given lock may take some trying.
life in Klugnost and accepts her lot, although he
He keeps these keys on his person, in a pouch
loyalty is only skin deep.
tucked beneath his tunic.
Outwardly, she appears normal, although she
wears modest clothes that cover as much of her
Cedric body as possible, even relative to the otherwise
modest attire of the village. This is to conceal her
viciously scarred limbs and especially torso; over

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the years, the Guardian has made many requests community. He is a family man, with a loving
for chunks of her flesh and large flayed portions wife and three children of a range of ages,
of her skin. The result is shocking. including young Lief. He will show the party
around the village if asked, and answer any
Idla
questions they might have (if not honestly), as
Idla is a young, attractive woman whom the well as strongly suggest they simply spend a few
witches have tasked with following any guests days in the village to recover from whatever
around to keep them away from any illicit ordeal might have brought them there- all the
information. She will keep herself at a distance, while being very friendly (perhaps overly) and
attempting to appear busy, but will be watching very tactful.
the party and directing others should she become
Friederik
concerned.
Decades ago, Friederick was an Imperial soldier,
Ellyn
who stumbled into Klugnost wounded and dying.
Ellyn is an old widow in the village, who could His life was saved by the witches, something
never have children after the witches dug into her which he has never forgotten, despite learning the
abdomen one night. She is frail and perhaps price that such aid demanded later. He was left
dying from age, but still plenty capable of unscathed for many years before the witches first
handling much of the village’s sewing. She has took him before their altar, extracting from his
grown bitter with the witches in recent years, but skull his left eye and cutting deep into his side to
may have trouble communicating this to anyone; remove an unknown number of organs, evidenced
some time ago they came and took what teeth she by the long, wicked scar across his chest and side.
had left, as well as her tongue, leaving her mute Had he the strength, he might have left then, but
and helpless to feed herself. Still, she will try to by then he was too old, too tired, and too badly
quietly steer the party in the right direction. injured. He is frail and out of breath these days,
but can still swing his longsword with vigor.
Peyton
Freya, Terryn, and Lief
Peyton is a longtime resident of Klugnost, a
steadfast farmer, and a kind, gentle man. He also The only halfling family in the village, Freya and
is the most recent sacrifice to the Guardian, Terryn wandered into Klugnost after being exiled
having just had his entire left arm taken a few from their prior community for reasons they will
days ago, a procedure which did not go well for not discuss. Lief is their young son. All three are
him, leading the witches to put him into a extremely happy with their lives in Klugnost, and
comatose state. He will be unconscious in the will not talk with the party beyond pleasantries
infirmary in Jaquelyn’s home, where she swaps and will even aid the witches if threatened.
the bandages on his wound. Others will claim he Perhaps this is because they are the only longtime
had an accident in the field, but will otherwise be residents who have not yet been mutilated in any
nondescript. The witches are ready to awaken way by the Guardian.
him, but will be loathe to do so while there are
Alexander, Alyce, and Robin
guests in the village, so waking him will be
difficult without a way to purify him of the Three young, inseparable children in the village,
chemical that put him down. all born in Klugnost. They are sufficiently old to
be left to their own devices much of the time,
Dain
spending most of their days playing in a grove
The middle-aged man who will act as a guide to visible from the village center. They are creatures
the party, as he does with all other guests. He is of innocence, with little idea that a world exists
the closest thing Klugnost has to an ealdorman, beyond their village, only that sometimes people
bailiff, or mayor, and serves a central role in the appear from without. They are largely ignorant of

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the particulars of the secrets of the village or its witches and the village, but perhaps would not be
goings on but might be able to allude to pretty if he knew.
much any information asked of them, in their own
way- they are ignorant, but far from tight-lipped.
They have been instructed not to go near any Dorrin
visitors, but they will not run if approached (after
all, they did not go near anyone on their own). The village’s lone dwarf, Dorrin is a wicked man
The rest of the village will make a subtle attempt with wicked intent, and perhaps the only true
to separate them from the party if they see this. supporter of the darker aspects of Klugnost’s
caretakers. He may not be outright hostile, but he
Vyctor is cold, harsh, and suspicious. He would be the
first to raise his Meteoric Iron Pickaxe should
Vyctor is the second-most recent arrival in the
the witches ask him to. He is missing a foot and
village, having stumbled in after fleeing westward
the better part of his nose.
when his home out east was destroyed. He
despises it in Klugnost and wants desperately to The Witches of Klugnost
leave, but is more cowardly in expressing that
than Cedric. Frail, reserved, and utterly lacking in The three witches of the village who tend to the
confidence, he keeps to himself in the village, villagers’ needs and satisfy their unknown deity’s
trying to let his work in the fields drown out his demands. They spend much of their time
fear and misery as it used to back home. This is watching their wards, healing their wounds and
to no avail in Klugnost and he grows more fearful sickness, and dragging them into their hovel for
by the day. He outwardly shows pristine health, whatever flesh and blood sacrifices are necessary.
but lacks many of his toes due to past frostbite, They act motherly toward the villagers, but show
and the witches took from him one of his testes. no hesitation or remorse when it comes time to do
He dreads them coming for his other. He will not the cutting.
make any effort to contact the party himself, but
Each has the base stats of an ordinary witch, but
will happily reveal all he knows if given the
also suffers from 8 random Taints of Chaos, rolled
chance in private. He will come to the aid of an
randomly from the table. They are likely to be
effort to escape the witches.
greatly affected and disfigured as a result of their
Henry long service to the Guardian, but they never
acknowledge their deformity or obvious
The most recent arrival to the village, an connection to corruptive forces.
unscrupulous man on the run from something or
other who was thrilled to find a safe place that did Each knows the following spells:
not care about his past malfeasance. He is the
They are both vicious and craven in combat,
resident of a newly built hovel of his own, and
attacking without restraint once the fighting
spends his days pretending to contribute to the
begins, but also strongly preferring their own
fields and other activities of the village. He has
individual safety; they are more than happy to use
not yet been maimed, but the Guardian has
others, including their fellow witches, so save
recently requested a sacrifice from him, and the
their own lives.
witches have a plan for him afterward. Soon they
will remove both his arms to the elbow, and in If a party member is wounded and requires
their place affix settings for blades, the idea being medical attention, they will attempt to have
to potentially subject him to all manner of Jaquelyn separate the wounded person or persons
transformation and use him as a puppet via Skin from the rest of the party under the guise of
Guest to use in protecting the village. Henry providing medical aid. If successful, the witches
knows none of this, and is supportive of the will privately whisk the party member away into

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their hovel to heal and then prepare for some the witch-kind’s signature mind-control brew. 3
mutilative sacrifice. reanimated corpses are propped in one corner,
dormant and harmless. One shelf is full of small,
Any villagers they suspect of conspiring against
hinged, wooden boxes. A few are open, but most
them they will make every effort to isolate and
are nailed shut. Examination by anyone with
remove, either themselves or by commanding
some knowledge of necromancy (TRIVIAL
loyal villagers to do so.
Incantation check) will reveal these to be the
Witches’ Hovel phylacteries for the reanimated corpses both in the
hovel and throughout the woods of Klugnost, the
Hidden to the north of Klugnost is this hovel. It is destruction of which will destroy the creatures.
difficult to perceive until nearly upon it, obscured On that same shelf rests a pair of vials and a large
as it is by trees and a carefully constructed berm. sealed jar: two (2) vials of Wytchstone Powder,
No obvious walking path leads to it. The witches and a jar containing twelve (12) Wytchstone
will not ordinarily be present here, taking to the Shards.
woods to observe the party, nor will they come to
their home’s defense unless the party discovers At the center of the room sits a stone pedestal,
the secret basement. The outside of this structure large enough for a person to be lain across with
looks not unlike the rest of the village and is well- their limbs hanging off. It is coated in dark, dried
maintained. The inside is no different, taking on blood, and has clearly seen much use over the
the appearance of an ordinary home with all the years, for it is here that the flesh sacrifices from
trappings thereto, including three beds and the residents are extracted from them.
evidence and wear of someone’s occupancy. The Immediately adjacent is the Guardian’s altar,
only evidence of anything out of the ordinary are taking the form of a featureless face with a gaping
the beds themselves, which, if examined with any mouth, leading to a basin that doubles as a pyre to
degree of scrutiny, will be revealed to have a consume the sacrifices in unholy fire. It is
number of dull red, yellow, and green stains all through this altar that the witches are whispered
over- pustule leftovers from the witches and their their commands from the Guardian, and from it
now inhuman and festering appearance. Beneath that the power protecting the village emanates.
one of the beds is a well-hidden trapdoor, revealed Without it, the village will be exposed to the
only if the party is told about it or after a outside world, and the fog will dissipate
CHALLENGING Awareness test informs the permanently. Those around it can feel its
party of a strange indenting in the wood where the corrupting power in the air itself. It is cracked
panel is pried up with a lever of some sort. and a few clean hacks would be enough to
crumble this altar, but so much as touching it is
Beneath this trapdoor panel is a locked grate, sure to incite the full wrath of the witches.
under which is a ladder that goes several feet Anyone who moves to harm the altar will hear
down into the darkness of the basement. The whispers from it, promises of power, wealth, and
grate lock can be picked by a CHALLENGING protection, if only they leave it be. These
Skullduggery (Lockpick) test. Otherwise, there is promises should appeal to the needs and desires of
several feet of hard earth between the hovel and whoever is threatening it, but they are empty save
the basement. for the promise of protection in the village and the
fairly meager alchemical offerings of whatever the
The basement is where the true nature of the
witches can brew. A single Tenebrae hides in the
hovel’s inhabitants is revealed. It is entirely dark,
shadows here, instructed to defend the altar. If the
damp, and lacking entirely the homely traits of the
party gives any indication they might harm it, it
upstairs. The ground is mud, the walls wet stone.
will attack.
Shelves line the walls, well-stocked with bottles
and vials, some innocuous, some tonics and Lingering in the basement will result in 1d6
remedies for disease, some poison, and a few of reanimated corpses entering the hovel and

ZWEIHANDER Grim & Perilous RPG


Hellish Helots

flinging themselves down into the basement to


attack the party, unless the phylacteries are If the people of the village are culled or dispersed but
destroyed first. If the party exits without harming the witches survive with their altar, the witches fade
the altar, the witches will be waiting outside, into the mist, waiting for the next poor soul to find his
keeping their distance to request that the party way to Klugnost. Their mission continues, the
either settle there or depart at once, making the Guardian’s demands yet unsated. They will rebuild in
time, although they may not be quite so kindly to their
same arguments the villagers do. They will fight
guest-captives in the future. The party has free reign to
to the death then and there if refused, as will any pilfer the village unmolested, and then depart freely.
of the diehard villagers. If the party harms the
altar, the witches will immediately lay siege to the If the witches are slain but the altar spared, the guardian
hovel, burning it to the ground, using Skin Guest is left without servants to carry out its requests. It may
to force villagers to enter and attack, and then attempt to recruit villagers to fill the role, but in time
attacking anything that emerges themselves. they will prove unable to adequately do so, and the
Over the course of any fighting, any reanimated village will cease to be protected, abandoned by its
corpses that were not destroyed via their Guardian. Many villagers will depart, and almost all
phylacteries should begin to emerge from the will succumb to the outside world in short order unless
surrounding forest to aid their masters. protected. Those that remain will be deliberately
twisted into creatures of chaos (Rebellious Peasants)
and sent to exact revenge on the party, perhaps on the
road some weeks from their departure from Klugnost.

CONCLUSIONS If the altar and witches are destroyed, the villagers are
left to fend for themselves. Perhaps the party will
This scenario concludes when the players decide they protect them, or garrison protectors there, bringing
have satisfactorily dealt with the problem of Klugnost, Klugnost into their demesne. The village has little to
and depart. offer, but an outpost in the wilds may be of some use
and, and they can produce 1 unit of any 1 medicine
If they spared the village and the witches (or most of producible from wild-found items at half cost each
both) as well as the altar, life continues as before. The week..
people continue living in a bubble of safety, and the
witches continue their foul harvest from them. If the Grant the party 100 RP to each player no matter the
Great Horde of corruption is victorious in the coming outcome.
apocalyptic conflict, the witches and the Guardian are
true to their word and manage to keep their small
domain safe from the destruction, allowing the cycle to
persist in perpetuity, and humanity carries on at least
here, farmed for their flesh, organs, and souls. If a deal
was struck, the witches will make weekly offerings of
several (1d6) vials of whatever potions and poisons the
party requests, including their mind control brews. The
party suffers 10 corruption for taking this deal.

ZWEIHANDER Grim & Perilous RPG

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