You are on page 1of 11

Chamber of Red Fang

An Index Card RPG Adventure

A Sunday Night Dm Production


Designed by Chris Hately

For more, check out:


• https://www.patreon.com/SundayNightDM
• https://sundaynightdm.wordpress.com/
• https://www.instagram.com/chris_hately/

For more ICRPG content, check out:


• https://www.icrpg.com/
• https://plus.google.com/u/2/communities/113794869422304907451
• https://www.youtube.com/channel/UCCh5vto8JFstb9Sma9zV25g
• https://www.amazon.com/Brandish-Gilhelm/e/B01COIJXOO
• https://www.patreon.com/RUNEHAMMER/
Table Of Contents
1 Foreword
1.1 Reading This Module.
1.2 At a Table in Naples.
1.3 The Red Sigil.
1.4 Finally Planting That Tree.
1.5 Inspiration.
1.6 The Chamber.
1.7 The Origin of the Fates
1.8 Acknowledgements
2 Introduction
2.1 Running the Adventure
2.2 Background
2.3 Overview
2.4 Adventure Hooks
3 The Map
- 4 The Chamber of Red Fang
4.1 The Journey to Dur Moro
4.2 Room 1: Pool of Lost Heroes, Tree of Death.
4.2.1 Encounter - The Plague Willow
4.3 Room 2: Hidden Depths and Terrible Sigils.
4.3.1 The Sigil
4.4 Room 3: Tunnel of Cracks, Circle of Stone.
4.5 The Fates
4.5.1 The Loyal Warrior
4.5.2 The Shield Bearer
4.5.3 Lovers, Taken
4.6 Room 4: Chamber of Red Fang
4.6.1 Encounter - The Red End
4.7 Conclusion

Contents
2
Foreword

W
hat you read here is the product of a series The dice fell in four distinct groups; one to the top of the
of bizarre, and wonderfully serendipitous page, three in the middle, one to the bottom left, and one to
events. It is the product of weeks of work, the bottom right. I drew around them, added corridors, and
the inspiration of a number of great looked at what I had created. The first thing that jumped
individuals, and the help of nearly twenty out at me was the huge, central room. The whole drawing
fantastic players and friends. It is an felt less like a crafted, tomb-like dungeon, and more like
adventure I find myself incredibly proud of, something dug out of stone and dirt, so I gave the central
one that introduced concepts and mechanics I haven't used room a huge crevasse, with a single, thin bridge. With the
in games before, and one that grew me as a Dungeon bare bones of the dungeon finished, I inked the whole thing,
Master and as a games designer. and set about giving it some flavour.
My aim in this small introduction is to give you, the
reader, some insight into the development of Chamber of The Red Sigil
Red Fang. Not in order to blow my own trumpet, of course;
more to highlight those people who helped bring this I can't really describe how I start adding details to a
adventure to life, as well as show what my intention is and dungeon map. It's not really a science, it's much more
was, so that you can go about improving upon (and possibly about feeling and intuition. The first thing that stood out to
fixing) the adventure as-written. Playtesting of this module, me about this map was a fairly large, empty space to the
as with so many written by those of us with full time jobs, top of the central room. It felt like a ritual site, the type of
was undertaken on the night, with close to 15 players area that would contain an elaborate, likely fatal, means to
around a single table. As a result I see this adventure less open a secret door to something terrible beyond. Having
as a finished product, and more of a template, upon which flung myself headlong into the ICRPG community, the red
you can improve at your own table. sigil logo was burned into my mind, so I dutifully adapted it
to my page, and sealed off the passageway beyond with a
Reading This Module secret door. Not having any idea what was hidden behind
the door, I moved on to other rooms.
First things first, some notes on how I wrote this
document. Astute readers will be aware that this module Finally Planting That
was written specifically for Index Card RPG: Core, but is
laid out in the same manner as the official Dungeons & Tree
Dragons Fifth Edition releases. As such I make use of D&D
monster stat block design, as well as the descriptive text Ever since I read the monsters section of the ICRPG: Core
boxes, and other elements associated with those D&D book, I have been fascinated by the Tree of Death. Usually
products. This is partly in the interest of ease depicted as a dead tree with a hanged man in it, I thought I
(www.homebrewery.naturalcrit.com is one of the easiest would mess about with the concept. I filled most of the
ways to create beautiful PDFs), and also partly because I circular room with a pool of water, placing what would
have always been a fan of the way Wizards of the Coast laid (much later) become the Plague Willow at the centre of it.
out their books. The mechanics of this room developed over time, but the
When reading this module be aware that while my basics were there right from the start; a willow tree,
writing style may seem prescriptive, it is not designed to be. undead in nature, that has killed parties of adventurers
I wrote this document in the style that I would DM it, and seeking their fame and fortune, and now animates their
in the setting I originally used it. Please, do not feel corpses with its branches, to kill those that stray past too
beholden to read the contents of the descriptive boxes close.
verbatim, to describe rooms the same way I have done, or
even to use the same map. You have my blessing to rip this Inspiration
adventure to bits, using those you like, and throwing away
those you don't. Embellish, expand, and adapt. Finally, let Around the same time I was messing around with this map,
me know how you found this module, should you ever run I was reading the second Runehammer novel, Shield of
it. I would love to hear stories from the table, whether good Hannar. Set in Alfheim, it tells the tale of the Red Captain's
or bad. Both help me when writing in the future. first foray into the realm of King Akram. I fell in love with
the villain, and the interactions it had with the first book,
Mud and Horn, Sword and Sparrow. For reasons I won't
At a Table in Naples go into for fear of spoiling the books, I knew exactly what
Chamber of Red Fang began life as a map drawing my map now was, and how I was going to go ahead and fill
exercise. I was on holiday with my parents, my sister, my it.
sister's boyfriend and my wife in Italy, and relished the
ability to plug away at DM stuff I hadn't had much time to The Chamber
work on before. One night I decided to throw seven dice at
a page, and draw a dungeon around them, developing what The first room to be finished was the Chamber itself. The
was in each room based on how I felt they looked. Sigil mechanic, where one player must die in order to
spark the final encounter, dredged itself from the ether
fairly early in the process, and informed much of the final
encounter.

PART 1 | Foreword
3
The first consideration was how the dead player character Finally, to avoid any confusion, this adventure is in no
was going to transition into the chamber beyond. The way an official continuation of the Runehammer novels. It
answer became fairly clear; altars are a classic channel of is simply my way of introducing myself, and others, to the
both arcane and divine power. They're also glorified tables, world of Alfheim. If you want to know more about the
capable of supporting a body perfectly well. Altars also look world, get yourself the books, and check out the
great on plinths, and once-dead PCs look great walking Runehammer Patreon page. There is also an ICRPG:
down stairs towards the people who were once their Worlds book coming (slated for November, at time of
friends. writing), that will flesh out the fourth realm of Urth.
I can't remember exactly where the pool came from, but I
do remember that the image of the Red Captain rising from Acknowledgements
it entered my head fully formed. Much like James
Cameron's dream of the Terminator, the vision of Aras Lastly, I'd like to thank the people who made this whole
forming from the blood on the surface of the water, rising document possible.
from the pool to confront the party, came to me fully First, the obvious one, Hankerin Ferinale/Brandish
formed, and ready to build an encounter around. Gilhelm. The author of the Runehammer novels and Index
In my first draft, the chamber was rough, simply a rocky, Card RPG: Core, creator of Drunkens and Dragons (now
circular room. When it came to finally running the Runehammer) on YouTube, and the Alfheim setting. Your
adventure, and finding battle maps for it, I switched to the rules system, your YouTube channel, and talking with you
more structured room I settled on. It's also the point where before and after those fantastic livestream games has
I decided to have the party descend from one level into the sharpened my DM craft more than you will ever know. It is
chamber, rather than entering on the same level as the pool. vital to interact with people who hold different views, and
though our styles of DMing differ greatly, I always find your
The Origin of the Fates take on our hobby insightful and useful, even when I
disagree. I'm a better DM for knowing you. So thanks Hank
With everything else pretty much complete, I still had one for the setting, ruleset, and the novels that birthed nigh on
room which was empty. I hope that anyone who has read every concept within these pages. Go and check out his
the Runehammer novels will be able to identify the three stuff, if you haven't already, and go read the novels the
(or four) Fates, and the stories carved into the walls. The precede this adventure!
Loyal Warrior was the first to be included. As the original Huge thanks to my wife, who has given me the space and
wielder of Red Fang he made perfect sense when it came to the encouragement to work on make believe worlds, to run
finding a spectral guardian. That said, his role only became huge games in pubs, and to write up these adventures. I
clear once I'd added the Shield Bearer and Lovers, Taken honestly wouldn't be able to do any of this without her
to the mix. Now I had a number of spirits, all with lives supporting me, playing alongside me, and critiquing my
touched by the fell blade, who might well seek to have the DMing. It's cheesy, but it's true, Mrs. H.
weapon destroyed. Their boons came from that fact, in To Mr. Wilson, one of m geography teachers when I was
context of the six to eight hundred years they had existed young. He took over a fledgling D&D club, wrestling DM
since their deaths, guarding the blade in the belly of Dur duties from our very adversarial DM, and giving all of us a
Moro. life long love for this hobby.
The concept behind this room was two-fold. It was To my friends and players, Liam, Andy, Mike and Steph,
designed to be a test of a number of different skills in a way Louise, Lawrie, Lauren, Beth, Grace, Dave, Simon, Chris,
that a combat encounter would not, and that could give the Mav, Stuart, Declan, the.dank.dm, and all the others I've
party benefits that would aid them in the final encounter. It missed. DMing for you has been a pleasure, and I can't wait
was also designed to highlight the origins of the story, tying to get back to running a proper campaign again. To my
it into the Runehammer novels, but in a vague way, fudging fellow DMs who've run games for me, or chipped in and
details and names that would have been obscured by time. helped me out; Matt Shaker, Andy Barker, Hankerin
I really do hope I got this room right. I deliberately didn't Ferinale (again), Alex Alvarez, David Todd, Mr. Wilson,
give conditions for the giving of the boons, simply because Liam Lowery, and any other DMs I might have forgotten
there is nothing I can write here that will best what your about at this time of night. Watching each of you running
players will try and come up with. Give them the history, your games has sharpened my own skills
give them time to think, and they will create genius that I Special mention goes to Aidan and Adam, the guys who
simply can't replicate here. gave me the chance to run a game at Brew Dog Newcastle.
What a motivator, and what a session! To my players on the
Final Comments larger table, thank you so much for one of the best nights of
gameplay I can remember running. It was a blast, and the
This adventure is born from a love of collaborative majority of that is down to you guys!
storytelling. At the table we built a tale to echo down the Thank you to my Patrons, Nathan and Angelo. I have not
ages (shout out to my Brew Dog peeps!). In the writing and done a good job of honouring the incredible gift you give
the concepting I riffed off the writing of Brandish Gilhelm, me. I seek to change that in the coming months.
taking the ideas either put forward or birthed in his novels Lastly, it is through God that all things are possible.
and building from them. It is a labour of love that has been Without Him, or the church family he has placed me into,
exhilarating, every step of the way. I truly hope you enjoy nothing written in these pages would exist. "Whatever you
this adventure and make it your own at your table, in the do, work heartily, as for the Lord and not for men, knowing
same way I have started to make Brandish's world my own that from the Lord you will receive the inheritance as your
at my table. reward. You are serving the Lord Christ."
Colossians 3:23-24, ESV
Thank you. You're all badass.

PART 1 | Foreword
4
Introduction

T
his module was designed for a single night of Room 2 is an exploration area, with the potentially
gameplay, and built using the Index Card dangerous route to Room 3, and the bizarre sigil, which
RPG: Core ruleset. The aim, originally, was leads to Room 4. It is recommended that you highlight the
to introduce new players to the system, and terrible aura which bleeds from the sigil, to give a clue as to
to introduce the world of Alfheim to a its danger. If players seem set on ignoring the passage to
regular group of players. It can be played 'as Room 3, try mentioning a bright light which shines from
written', or can be dropped into any beyond it, contrasting with the dark, bloody theme that
campaign with relative ease. Be aware, though, that otherwise saturates this dungeon. If, however, players
survival is by no means guaranteed, so take care if running continue to ignore it, then let them. The Red Captain has
it with much loved characters. need of more bodies...
Room 3 is a blank canvas for you (the DM), and the
Running the Adventure players to craft meaningful roleplay encounters. Three
spectral figures stand before the party, surrounded by their
Chamber of Red Fang is an adventure designed for 3-6 own history in painting and sculpture which seems to move
characters. If the adventure is run as a self contained one- before the very eye. They seek the destruction of the blade.
shot, it is recommended that you hand out at least one Will the party help, or will they seek to deceive the long-
milestone reward to each player. The adventure takes place dead warriors before them...
deep in the belly of Dur Moro, the ancient home of the Room 4 is the final encounter. The Red Captain returns,
dwarves, and is set eight hundred years after the events of bringing with him a dead party member, and Eldritch
Mud and Horn, Sword and Sparrow. As a result, you horrors from the deep. What may, at first, seem to be little
don't need to be an expert on Alfheim to run this adventure. more than 'Tank & Spank' encounter, should quickly
Chop and change what you feel could fit your table better, become a thinking man's battle, as Int and Wis checks, and
and have fun. I'm not here to dictate your sessions, just to the channeling of arcane knowledge, becomes as vital as
kick start the imagination. the edge of a blade.
And should the party leave victorious, then they are still
stuck beneath Dur Moro. Rations are running low, and
Background there is but one sword to share among them...
Long ago, in times lost to us in all but legend and rumour,
brave heroes stood their ground as evil sought to take root Adventure Hooks
in Alfheim. Eldritch creatures, at the beck and call of the elf
known as the Red Captain, ran amok while their master You can allow the players to invent their own reasons for
made way to the secret deeps of the world...Red Fang, a delving into Dur Moro, or you can use one of the following
blade as grim as its name, was birthed into this world from adventure hooks:
the belly of the demon as the people of Grey and Ramthas Tavern Rumours and Tall Tales. The characters
slept quiet in their beds. Mighty heroes, though few in overhear a group of rough looking workers arguing loudly
number, flung themselves into danger, giving their lives in at a neighbouring table during their evening meal. Rumour
service of the common good, their sacrifice the hammer has it that a group of young men, seeking fame and fortune,
which struck the victory blow. left that morning to travel to the halls of the dwarves. Half
Centuries have passed. Wars have come, wars have of them feel they should go too, seeking fortune, while the
ended. Ramthas is no more, simply a shell of the great others are convinced that such tales belong in the history
capital it once was. Grey now rises in its stead, while the books.
nations to the West grow ever onward. But evil has come to Sirens in the Deep. If the players are exploring the halls
Alfheim once more, from legend and rumour. Tales of Red of Dur Moro, the characters notice footprints in the dust,
Fang abound in the taverns and whorehouses of Grey, and which lead to a solid stone wall. They find a secret door,
bands of adventurers see their fortune and fame in those leading down into the darkness...
half truths and yarns. To the broken halls of Dur Moro, Adventurers for Hire. A rich eccentric approaches the
behind the lonely Wall of Iron, these individuals trek, and to party, with an offer of gold. He has heard tales of an ancient
their deaths they go... artifact, and will pay you handsomely to seek it.

Overview
Chamber of Red Fang consists of four distinct rooms, in a
generally linear order. Room 1 describes the entryway to
the dungeon, and the protector of it. The room is designed
to provide a relatively simple combat encounter which, if
not dealt with quickly and creatively, can snowball into a
very real threat. Teamwork and movement are essential.

PART 2 | Introduction
5
The Chamber
Of Red Fang

PART 3 | Map
6
The Chamber of Red Fang

R
ed Fang. A weapon both ancient and terrible.
Wielded by the noblest of their age, terrifying The snap of a thick branch breaks the horrible silence. You
abomination alike, it has shaped the history glance over instinctively, and feel the blood drain from your
of the world in ways that are long since lost face. The water, thick with death, ripples with the movement
to the annals of time. It's name has appeared of unseen horrors. Faces rise to the surface, horribly swollen
once more in the world of Alfheim, drawing
the brave and the stupid to it's resting and rotten, willow branches wrapped around their necks.
place...the broken and abandoned halls of Dur Moro... They climb sluggishly from the pool, coughing a thick, green
smog.

The Journey to Dur Moro Encounter - The Plague Willow


Red Fang is a weapon whose origins, history and even
physical description are lost. Some say it was the blade that Target - 12
smote the world into creation, a blade of such immensity The party are attacked by a single Plague Willow, and 1d4
that the titans of old struggled to handle it. Others knows it Shamblers.
to be the stiletto that laid low Albrak, the Halfling King of
the Broken Steppe. Whatever the truth, these brave
adventurers seek this blade of red legend... Plague Willow
After a week of travelling across the forested heart of Hearts 3 (30HP)
Alfheim, traversing the Plain of Bones, and climbing the Rolls +2 to all
ageless heights of The Iron Wall, you stand before the Actions 1 every 1d4 player turns, 1 every GM turn
broken gates of Dur Moro. Colossal statues of nameless
dwarven heroes flank the impossibly vast, stone portal, Actions
gazing down in judgement as you pass, stepping carefully Dredge the Dead. The willow plunges its branches
over the broken remains of the the Door. into the water, dragging bodies to the surface.
Hours pass as you descend into the once prosperous Spawn 1d4 Shamblers. On a roll of a 4, spawn a
single Shambling Horde instead.
realm. The bones of slain dwarves lie where they fell, their
armour rusted and useless. Down, down, down you delve. Thicket of Branches. The willow brings its
The pressure builds in your ears, the air growing heavier with branches around it in a thick, almost
each passing minute. The heat is stifling. Wiping the sweat
impenetrable barrier. Until the next GM turn,
characters within the pool of water must succeed
from your eyes you finally see the subject of the tall tales on a Str or Dex check, or be unable to move or
and rumours you had heard across the land...two heavy, take actions.
stone doors sealed with a symbol of the lost city of
Ramthas, the sigil of king Akram, now dead for eight long
centuries...you break the seal and pull open the doors. A
foetid wind rushes out, the stench catching in your throat.
You steel yourselves, and step through... Shambler
Room 1: Pool of Lost Hearts 0 (1HP)
Rolls +0 to all
Heroes, Tree of Death. Actions 1 every 1d4 player turns

Target - 11 Actions
Rough hewn steps descend into the darkness beyond the Foetid Cough. Melee attack. The target must
portal. After a few minutes of walking in silence, you see succeed on a Con check or suffer 1 damage at
the beginning of their turn for the next 1d4
light from a stone entrance some way further down the
rounds. This timer can be discarded if the
stairs. An eerie whistling begins to echo up towards you, character is healed with magic.
along with the smell of damp, rotting wood.
Death's Release. When the Shambler is killed, all
Close characters must succeed on an Easy Con
The room is roughly circular, and 30 feet across. In the check or suffer 1 damage at the beginning of
centre stands a tall, decaying willow tree, rising from a their turn for the next 1d4 rounds. This timer can
dank, algae filled pool. The whistling of the wind through be discarded if the character is healed with
the branches of the willow almost hides a low, nearly magic.
imperceptible groaning, and the acrid taste of decay lingers
on the palate.
When the party approach the tree, or attempt to
circumnavigate the pool, they hear a crack of wood.

PART 4 | Chamber of Red Fang


7
The Sigil
Shambling Horde A low, sickening hum centres on the grim sigil. A twenty
Hearts 1 (10HP) foot circle, filled with odd geometric shapes that seem to
Rolls +2 to all shift and squirm before your eyes. Dark, age-old blood is
Actions 1 every 1d4 player turns dried in the carved lines, and the smell of death and ozone
stings your nostrils.
Actions
Pile-On Melee attack. The target must succeed on The Sigil is an intensely magical installation, designed to
a Str or Dex check, or be buried beneath the hide the entrance to Red Fang's chamber. If any character
Shambling Horde. The character can escape with steps onto the Sigil, they must succeed on a Hard Cha
1 Heart of effort. If the character is trapped at the check. If the check is failed, they move to cut their own
end of their turn, they must succeed on a wrist.
Constitution check, or suffer 1d4 damage.
Death's Release. When the Shamblling Horde is As you step onto the Sigil you feel a chill rise in you,
killed, all Close characters must succeed on an beginning in your feet, crawling up your legs and your back.
Easy Constitution check or suffer 1 damage at the Your vision tunnels, then finally fades, and you lose all sense
beginning of their turn for the next 1d4 rounds. of consciousness. The rest of you feel the temperature in
This timer can be discarded if the character is
the area drop, and watch as your companion pulls out a red
healed with magic.
bladed dagger you have never seen in their possession
before, and moves to cut their wrist.
Once the Plague Willow is killed, the Shamblers and
Shambling Hordes will fall dead, no longer animated by Any character within 10 feet of the character on the Sigil
the Willow. If the party attempt to flee past the tree, can make a Hard Dex check to stop them harming
Shamblers will attempt to block them as much as possible, themselves. If no one manages to reach the character on
and will follow them 60 feet from the tree before being the Sigil, that character is killed immediately.
unable to move any further. If the party search the room
after killing the Willow, each player finds a single piece of The red blade glides easily across the exposed skin, drawing
loot (refer to the random loot tables in ICRPG: Core). a thin line of crimson in it's wake. A single bead gathers, and
you all watch as it falls towards the gory surface below. The
Room 2: Hidden Depths drop strikes the Sigil with the weight of the ages. A moment

and Terrible Sigils. later he vanishes in a flood of crimson, melting into the
channels of the arcane symbol. As you watch, transfixed in
Target - 12 horror, you see a passageway shimmer into existence
As you reach the end of the dusty passageway, you notice a behind the Sigil, a dull, red light casting shadows into the
dim light ahead. The passage opens out into a vast cavern, cavern.
soaring thousands of feet above you, sunlight shining
through cracks in the earth above. Before you is a wide
crevasse, falling away into blackness. Room 3: Tunnel of
The cavern the party stand in is incredible in its scale. The Cracks, Circle of Stone.
crevasse before them is 20 feet across at its narrowest, and Target - 11
falls into the very depths of the world. A sturdy, if ancient,
bridge spans the gap, leading to the other side. Two statues The tunnel is cracked, and looks delicate to the touch. The
flank the entry from the passageway. On the right is a dwarf floor is broken in places, some larger gaps falling away into
wearing archaic brigadine, and on the left is another statue the abyss below.
of a dwarf, this one wearing fine robes and a broken crown.
On the south east wall of the cavern is a narrow ledge, Moving down the tunnel requires 2 Hearts of effort.
leading to a wider space beyond. Crossing this ledge Alternatively, a character can choose to move quickly,
requires 1 Heart of effort. Alternatively, a character can making two Dex checks over two turns (one check per
hurry across, making a single Dex check. If this check fails, turn). If a check is failed, the character suffers 1d6 damage,
the character loses their footing and falls into the crevasse. and the character requires 1 Heart of effort to extricate
They should make another Dex check to grab the edge, themselves from a hole in the floor.
before falling into the deep, never to be seen again.
On the north side of the crevasse, a sigil is carved into
the floor, glowing very faintly in the dark. The tunnel opens into a large, circular room. A low light
illuminates the area, from seemingly nowhere, casting no
shadows. The walls are covered in intricate artwork, the
paint faded and peeling. In the centre of the room is a circle
of large stones, ten feet in diameter. In the centre sits a
robed figure, cross legged and unmoving.

PART 4 | Chamber of Red Fang


8
As soon as the party enter the room and move towards the The Loyal Warrior
figure in the centre, it rises to it's feet. It stands for a
moment, then three figures move from behind the robe; Before you stands a strong, stout dwarf. His eyes are hooded
The Three Fates. On the left stands The Loyal Warrior, in
the middle stands The Shield Bearer, and on the right and dark, his clothing broken and dirty. His shoulders hunch,
stands Lovers, Taken. The Fates will stand ready, and will bearing the weight of a failure that was never his to bear.
not directly instigate contact with the party.
If the party look at the walls, they can make Wis or Int If the party have completed their study of the walls, they
attempts, requiring 2 Hearts of effort between the party. recognise the Loyal Warrior as the last survivor of Red
Some details they find are included below. This careful Fang's first assault, and the bearer of the blade before it
study reveals the terrible history of the blade they guard. was corrupted and warped. His pain and his guilt deny him
the pride and honour he so richly deserves, and knowing
As you read the visual history, painted and carved across the his once righteous blade is used for such evil burns away
walls, you begin to see the events flow into one another, inside him.
moving with your eyes. They tell of friends fated to die in If the party are able to engage with him, and promise to
agony, a son avenging his fallen father, and the chase of
destroy the blade, the Warrior will look upon them, his gaze
heavy with ages past. He will choose one individual, who
avenging heroes. A sword, corrupted in its victory stroke. A
gains the following boon:
king, discovered and bound by the roadside. A king brought
low, in the time before his birth. The march of vengeance on Your weapon bursts into ethereal flame for a moment,
the salted flats. The death of a loved one, the scream of a casting long shadows across the shadowless room. As it
loss beyond comprehension, and a fall without end. The fades you see the faint after image of an incredible, three
story of a love cut short, buried in its flowering, and of a boy handed hilt, a guard of twisting antlers, and a blade as broad
who became a man, dying without ever letting the pain of as your hand. As soon as you see it, it's gone, and you're left
his past remain where it ended... once more in the shadowless, dimly lit room.

Wall Art
d10 Details The character chosen receives the following abilities:
1 A young boy stands as immobile as the Iron Wall • All Con checks are Easy, and ignore any other Hard or
upon which he stands, facing the greatest evil of his
time. Easy conditions.
• You gain 1d4 Hero Coins, which you can distribute as
2 A band of brothers stand against waves of death, you wish, and when you wish. When all four coins have
their valour unbowed in the face of the end. been distributed, this boon fades.
3 Salted flats consume friend and foe alike as justice
is sought. The cost is high, the tallyman caring not The Shield Bearer
for love, oath, or the righteous soul.
4 Titans of old wage war before the dawn of time. You look upon the defender of a long dead king. Another
Great heroes of an age to come battle to save the dwarf, his pride manifests itself in martial rage. His form
very fabric of their reality. seethes with barely confined fury, while salt and rust mar his
5 Black tendrils of death break from the ground, ornate, and regal armour. But quietly, beneath the surface,
consuming a town, already in flames. you see a broken child holding a split, dirty shield.
6 A father dies in agony, protecting his family.
7 The last soldier of a king's guard goes in search of If the party have completed their study of the walls, they
his death, ashamed to have survived the loss of his recognise the Shield Bearer as both the young boy atop the
brothers. Iron Wall, and the last soldier of the king's guard. He rages
8 A young woman holds a relic of terrible power, at his father's loss, and at the loss of his own innocence.
protected by the death of a forgotten man. Desperate to see Red Fang and its wielder ended once and
9 A queen faces her accusers, her true nature
for all, he locks eyes with one of the party and bellows
revealed. soundlessly.
10 The blade of a loyal man strikes true, its blade
The Shield Bearer looks up and locks eyes with you. He
warped and changed by the eldritch magicks of his
foe. bellows an agonising cry that no one else can hear. You fall
to your knees, begging silently for the screaming to stop.

The Fates Then, as soon as it has begun, the ringing silence returns.
You look up to see a small, dwarven child smile at you, and
The Fates are the souls of those fated to meet Red Fang, hand you his battered shield. As you take it, he fades. You
and whose lives were rent asunder by it's bale influence. arm glows radiant, the ethereal shield vanishing in the light,
They seek great adventurers, bent on a path to rid the
world of the sword, and it's awful creator. To these burning the outline into your retinas. Slowly, the room
individuals they grant great boons. comes back into focus, and you stand again.

PART 4 | Chamber of Red Fang


9
The character chosen receives the following abilities:
As you survey the room, you notice something lying on the
• All Con checks are Easy, and ignore any other Hard or altar that wasn't there a moment ago. A body, wrapped in
Easy conditions. stained linen, and clutching a sword of such scale as to be
• Once per round you can choose to redirect damage
almost impossible to wield. A quiet moment passes.
from one source, which is targeting a friendly creature. Roll
1d8; damage from the source is reduced by that much, and The figure begins to stir, the movement shaking the dust
the source takes that much damage. from it's limbs. Then, slowly, it begins to turn, letting it's
legs fall to the ground. It stands, and the linen begins to
Lovers, Taken drop away, revealing a familiar face.

A giant of a man, wrapped head to foot in armour, and with a The figure is the same character killed on the Sigil, raised
beautiful blade strapped to his hip, stands immobile before to life by the terrible arcane magic of the Red Fang.
you. Burned into his heart is the image of a sparrow, flitting Clutching the massive sword, they begin to walk towards
imperceptibly at the corners of your vision. the party.
If the party have completed their study of the walls, they You watch as your former friend descends the stairs from
recognise the figure as the bringer of vengeance on the salt the plinth, walking towards the pool.You stand, transfixed, as
march. He is the man who bound a king, who raised a child,
and loved a woman in secret and silence. The sparrow is they reach it, seeming not to even notice your presence. The
the one who waited, who discovered secret things, and who smell of ozone rises, and you feel the tingle of the arcane on
loved from time immemorial. She is the one whose final your skin as they reach their hand across the surface of the
flight signaled the end of dark times, and the promise of a water, letting a single drop of blood from an open wound fall
brighter future. into crystal clear liquid.
The bright red drop splashes innocuously in the water,
As you watch, you notice a single shadow in a room devoid hanging, suspended. Then, slowly at first, it begins to grow,
of shadows. It shifts, then flits down to join the huge filling the chest deep pool. The blood thickens, and from it
northman, landing on his shoulder. A moment passes into rises a figure, terrible to behold. Robed in darkness, his eyes
an age before the bird steps off, becoming a beautiful shining crimson, tall as a hill giant, the demon who birthed
woman. she smiles at each of you, and takes the northman's Red Fang rises...
hand in hers. As she does, you each feel the ties that bind
you strengthen, a family of heroes, bonded beyond words
Encounter - The Red End
and oaths, set to destroy that which would see the world
brought low. Target - 13
The party are attacked by the Red Captain, and by the
Each character within sight of the Lovers regains 1 Heart character who was killed by the Sigil in Room 2.
of HP. In addition, they gain the following benefits: The character who was killed by the Sigil gains the
following Loot and benefits:
• You may make a Hard Dex check. If successful, you are
• Red Fang: Melee weapon. Deals Magic Effort. Heals the
considered hidden from both friendly and hostile creatures. wielder for half of any damage inflicted.
You may move at half speed while hidden. Attacking or • +2 to Magic Effort
casting a spell reveals your position. While hidden attacks • +2 Hearts HP.
are considered Easy, and crit on a 19-20.
• Once per round, you may choose to intercept damage
directed at any creature that is Close. Make a Dex check. If The character is also healed to full health, if they had
successful, you suffer the damage directed at them. taken damage previous to being revealed in this room. In
addition, the character is held under the sway of the Red
Captain. A Hard Wis check reveals a sickening, red tendril
Room 4: Chamber of Red connecting the Red Captain and the character. This tendril
is immune to non-magical damage, and has 1 Heart HP. If it
Fang is broken, the character is no longer held under the Red
Captain's sway, and can act normally. Once the connection
You make your way along the rough hewn passageway, is broken, however, the character must roll 1d8 at the end
bathed in an eerie, red light. Ahead of you is a large, stone of each of their turns, losing that number of hit points
archway, carved with eldritch, tentacled creatures. Beyond permanently. If the character's hit point maximum reaches
that is a vast, dusty chamber, one that reeks of blood, the 0, they act normally for the rest of that turn. At the end of
taste of death and decay catching at the back of your throat.
the turn, the character dies immediately.

The party stand on a higher level, with stairs leading down


to the chamber proper on their left and right. At the bottom
of the stairs is a pool of crystal clear water, and at the far
end of the chamber is a plinth, atop which stands an altar.

PART 4 | Chamber of Red Fang


10
Roleplaying the Red Captain
The Red Captain is an intelligent, vicious, and ruthless Conclusion
enemy. He is the key to victory, and will seek to preserve his With the Red Captain dead once more, and Red Fang now
own life, preferring to take control of player characters, and lying in the cold, dead fingers of one who was once a friend,
summon Giant Tentacles to create a barrier between the party can take stock of their situation. They have found
himself and the party. He will also strategically target party the relic they sought, but what do they wish to do with it?
members, aiming to kill and/or incapacitate spellcasters Wield it themselves? Or will they follow the desires of the
and archers, while tying up the melee oriented characters. Fates, and destroy the weapon once and for all, ending the
His arrogance will stop him from fleeing, however. Red Captain's reign of terror? Either way, they are now
stranded, deep in the heart of Dur Moro. Food and light
sources are scarce, and time grows short...
The Red Captain
Hearts 4 (40HP)
Rolls +3 to all
Actions 1 every 1d4 player turns, 1/GM turn

Actions
Charm Person. One Near target. Target must make
a Wis check. If the check fails, the target views
the Red Captain as friendly, and seeks to protect
him with their own life. They can make this check
again at the start of each of their turns. The effect
is broken on a successful check.
Longsword. Melee. Deals Magic Effort.
Summon Eldritch Horror. Int Spell. Summon 1d4
Giant Tentacles (as Core rulebook, but with 1
Heart).

PART 4 | Chamber of Red Fang


11

You might also like