Professional Documents
Culture Documents
~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.
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:
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
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
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
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.