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This Quickstart is the introductory publication to Apocalisse - John’s Guide to the Armageddon

for the fifth edition of the world’s most popular tabletop role-playing game,
freely inspired by the biblical Book of Revelation.

The rules, terms and wording contained within may be subject to updates before the final version.
Contents
INTRODUCTION5

AR MAGEDDOŊ 7
THE END TIMES 8
THE PLAIN OF AR MAGEDDON 10
FACTIONS12
THE MARKS 14
MARK DICE 15
THE MARK OF THE BEAST  16

PEOPLE OF APOCALISSE 19
THE LAST ONES 20
APOCALYPTIC ARCHETYPES 23
FURIOSO24
SORCERER OF OTHERWORDLY BLOODLINE 27
BARD OF REVELATION 28
WOR MWOOD SPECTER  31

CREATURES OF APOCALISSE 33
MONSTERS34
THE FOUR HORSEMEN 36

THE KEY TO THE SEAL 39


Apocalisse is a game created and designed by Riccardo Sirignano e Simone Formicola,
and developed and produced by Acheron Games.

Sa muel M arolla Daniela Giubellini


Executive Producer Lead Artist

R iccardo Sirignano Simone For micola and


Creative Director R iccardo Sirignano
Quickstart Design and Development
R iccardo Sirignano, Simone
Formicola, M arco B. Bucci M auro L ongo
Texts Creative Direction and Lead Game Design

Daniela Giubellini, M arco Bertini


Grim Moon Studio Game Design and Ruleset Development
(angelo peluso - art director, ivana
abbate, samuele bandini, alberto Fabio Porfidia
dal lago, vincenzo pratticò, mirko Maps, Sheets and Additional Art
properzi, jacopo schiavo),
Fr ancesco Biagini, Elena San Giovanni Evangelista
Additional Texts
Conte and Gustave D oré
Art Carolina Fiandri
Graphics and Layout
A lex Valente
English Version
4 Introduction
iNtroduCtion A pocalisse , in brief

A
After these things I looked and saw a door s the artistic heir to Inferno, Apocalisse –
opened in heaven; and the first voice that I John’s Guide to the Armageddon is a terrifying
heard, like a trumpet speaking with me, was journey through the End Times.
one saying, “Come up here, and I will show you Lost upon the broken Earth, wounded by divine
the things which must happen after this. plagues and calamities and ruled over by the
Horsemen of the Apocalisse and their legions, the

T
he Book of Revelation, commonly players must face angels and demons of Armaged-
known as The Apocalypse of Saint John, don in a desperate struggle against the End of all
is probably one of the most poetic and things.
complex text ever written. Will they choose to fight for their lives, or will they
An incredibly powerful journey through the cat- yield to Universal Judgment?
aclysms and devastation that lead humanity and
the Earth towards the End Times, all within a story The characters of Apocalisse are humans who sur-
that serves as a bookend to the New Testament, vived the opening of the Seals and found shelter in
and to the Bible as a whole. Babilonia, the final human outpost.

In his book, John takes on the mantle of a prophet, As the millennia-long war between angels and
and recounts a terrifying vision of “things which demons rages on, fighting for control over an
must happen after this”. He talks of the Final Days, Earth with no future, these characters must find
and everything that would take place during the the strength to forge new allegiances, face the
Apocalypse. heralds of the Apocalypse and other otherworld-
The opening of the Seven divine Seals, the arriv- ly powers, in an attempt to change the fate of the
al of the Four Horsemen of the Apocalypse, the Final Battle.
appearance of the Beast and the descent of the
legions of angels and demons clashing over the
ruins of Earth, as it is lashed with unimaginable
devastation.

We have always been fascinated by this book and


its unique evocative power, revisited innumerable
times over the centuries and source of inspiration
for uncountable artists. One among many: Michel-
angelo Buonarroti, who adorned the Sistine Chap-
el in Rome with his Universal Judgment, arguably
one of the most famous frescoes in history.
For these and many more reasons, we have chosen
the Apocalypse as the spiritual successor in our
path of biblical mythology, started with Inferno –
Dante’s Guide to Hell.

Introduction 5
ArmagEddoŋ
Chapter I
the eNd TiMES The Fourth Seal was opened.
Forth came Death. A Horseman upon a pale, ema-

T
hus the time came for the Lord, who was ciated horse, and those who had been sentenced
light eternal and unchanging love, to to Hell followed him. All those dead were resur-
begin clamorous and inevitable events. rected and marched with the fourth Horseman,
These would, in his divine mercy, unleash his Fury spilling onto the world.
against the evil and the corrupted, bringing forth
conversion, repentance and forgiveness. The Fifth Seal was opened.
Back came the the souls of the saints, the martyrs
Thus came the time of Apocalisse, the vestibule of of Heaven, those that were slain for the word of
Universal Judgment. the Lord and for the testimony which they held.

Just as John had foreseen, the word was bestowed The Sixth Seal was opened.
upon the servants of the Throne: the seven seals The sun and the moon were wed in an eternal
were to be opened, as a prelude to the End Times. eclipse, casting the world in darkness. The stars
And so it was. One after the other, these symbols fell unto the Earth as it shook with earthquakes.
of the Lord’s domain upon creation were opened in Every mountain and island were moved out of
secret. The consequences were such for all to see. their places, and the world was unrecognizable.
Cities were destroyed.
The First Seal was opened.
A Horseman on a white horse came forth and The Seventh Seal was finally opened.
he had a bow; and a Crown was given unto him. The angels of Heaven came unto the Earth, and
He was Conquest. Nothing and No one could re- with them was Abaddon, the Destroyer. He parted
sist him. His was all which he touched, or hit, or the sea and opened the shaft of the Abyss. From
claimed. the waters came forth the demons led by the Beast.
A rain of ice and fire mixed with blood lashed the
The Second Seal was opened. Earth, and with it came lightning, smoke and
A Horseman on a horse that was red like fire came earthquakes.
forth, and he had power to take peace from the
earth, and that they should kill one another. He was One third of the waters became blood, one third
War, and there was given unto him a great sword. became wormwood and one third of the earth it-
self ceased to exist. In the place of what had un-
The Third Seal was opened. til then existed was now an endless stone desert,
A Horseman on a black horse came forth and he filled with canyons and ruins. That was the Plain
had a set of scales in his hand. He was Famine and of Armageddon and with it was the beginning of
his was the duty to take resources from humani- the End Times.
ty. Everything he touched became scarce, dimin- The Last Ones, from the caves where they had
ished, and prohibitive. The world, with him, lan- sought shelter, came forth to face the consequenc-
guished for every thing. es of the Lord’s Fury.

8 Armageddon
the Plain of ers and conquerors of the Old World are of no use.
Ancient wisdom, in the complete and utter scarci-
ArmaGeddoN ty of tools and raw materials, is of no use. The Last
Ones are left to face a future that has never been
The sun became black as sackcloth made of more uncertain.
hair, and the whole moon became as blood.
The stars of the sky fell to the earth. The sky The land they inhabit is stone, dust and ash. The
was removed like a scroll when it is rolled up. deserts, cliffs, and canyons are crossed by rivers of
Every mountain and island was moved out of blood and smoking poisoned waters called worm-
its place. wood. The landscape is constantly lashed by rains
of blood and storms of black ash. From the depths

I
t has been more than twenty years since of caves and ancient ruins, creatures emerge that
the last seal was opened. The Old World is one time might even have been animals. The End
lost forevermore. Civilization is constantly Times has affected their bodies and lit an ominous
on the verge of collapse. And yet the Last Ones spark in their eyes. Everything is a threat, danger
fight to survive in the desolate land that was left is everywhere, and the few lucky enough to find
them. The stage for the End Times: the Plain of food or water keep it secret or guard it well.
Armageddon.
Fruit trees are a precious commodity. So are the
The opening of the Seventh Seal has definitively thickets where animals are still healthy. Hunger
changed the aspect, topography and ecological accompanies everyone, except those who have
balances of Earth. The detailed maps of the travel- chosen to serve in the armies of the Lord. They are
allowed to gather around the Throne, upon the Area of the Plain are claimed by the factions that
marvelous mountain that blossoms like Heaven live upon it. On one side is the Throne, a luscious
on Earth. Upon it rains manna, the flakes of bread mountain, covered in wooded lands and water-
that the Lord gifts to his followers so that no one falls, so tall to pierce the clouds above it. On the
be haunted by hunger. opposite side of the world is the roaring Abyss, the
spires of its dark towers rising about a constant
There are no roads or paths through the Plain of whirlpool.
Armageddon. Silent convoys move in search of the
right direction, looking to the few stars left in the The only safe haven is Babilonia. A city born from
sky. There are even those who attempt to raise an- the fusion of many others, after the lands retract-
imals or farm the land, in ruins or solitary out- ed with the opening of the Sixth Seal. The Last
posts, knowing full well that the blood rains will Ones found it, and used its impossible architec-
spoil almost everything they grow. tures to fashion a fortified tower to challenge the
Lord’s Fury.
The Last Ones have become distrusting, shy and
unfair. They all seek to steal from others what they The Four Horsemen, once their duty was conclud-
lack, often by force. Items from the ancient times ed, claimed their four earthly domains. They are
are sometimes recovered, often with dire conse- now aimless spirits, though still incarnations of
quences, as they ignite the surprise and desire of their motive. Anyone living under their shadow is
those who still yearn to live in the memory of the slave, subject and victim to their influence.
Old World.
FactioNS Three Factions emerged, each with their own mo-
tivation and plans regarding the End Times: the

T
he Apocalypse came when the Lord or- Throne, the Abyss, and Babilonia.
dered the start of Universal Judgment.
The earthly creation was prepared for the Theses opposing forces have never openly fought
end in his ineffable design. Ever since the opening each other in the field, preferring a more cautious
of the First Seal, however, there have been those and secretive warfare. Their objective is to gain an
opposed to the divine work. advantage, fill out their ranks, and damage the oth-
With time, the Lord’s plans caused a deep rift be- ers before the prophesied Final Battle. The settling
tween those who were not overwhelmed by destruc- of scores which will determine who is deserving of a
tion, hunger, and pain. say in the fate of the world.

The Throne
Behold, there was a throne set in heaven, and
one sitting on the throne that looked like a
jasper stone and a sardius. There was a rain-
bow around the throne, like an emerald to
look at. Around the throne were twenty-four
thrones. On the thrones were twenty-four el-
ders sitting, dressed in white garments, with
crowns of gold on their heads.

T
he Throne is the Lord’s Faction. Those who
belong to it can experience life with light,
warmth and abundance of food and water of the
holy mountain of the same name.

Leader of the Throne is Metatron, the angel who


received from the Lord Himself the power to rule
on His behalf. He is the Voice of God. His right
hand is Taxiarch Mikhail, archangel of the Sera-
phim. This Faction is predominantly comprised of
the angels and the Penitent, the Last Ones who ac-
cepted the Mark of the Lord to join the fight in the
name of the light and all which is sublime.

The aim of the Throne is to to favor the End Times,


seeing the Divine Plan to its conclusion.

14 Armageddon
The A byss
The fifth angel sounded, and I saw a star from
the sky which had fallen to the earth. The key
to the pit of the abyss was given to him. He
opened the pit of the abyss, and smoke went
up out of the pit, like the smoke from a burn-
ing furnace.

T
he Abyss is the Adversary’s Faction. He is the
sole mysterious entity who can stand against
the Lord. The Abyss is his kingdom upon Earth, and
it is both the name of the physical location and
of his armies. A city rises upon the dark northern
shores, akin to an inverted cone at the center of an
eternal whirlpool.

The ruler of the city is Satanas, the Beast, a titanic


seven-headed dragon who speaks to its followers
via the mouth of a Dark Prophet. This Faction is
mostly comprised of the demonic legions and the
Corrupted, the Last Ones who accepted the Mark
of the Beast to serve the Adversary.
The aim of the Abyss is to prevent the Lord’s Plan
and take control of what will survive the Final Battle.

Babilonia
‘Woe, woe, the great city,
Babylon, the strong city!
For your judgment has come in one hour.’

b
abilonia is the Faction that has gathered in Babilonia rises to the sky as a blasphemous and
the Fallen City. The free Last Ones have taken regal tower, a challenge to both the Lord’s Fury
over the ruins of a city formed after the geolog- and the brutality of the Adversary. Many of the
ical disasters of the Sixth Seal. They repopulat- people who inhabit it only wish to survive as long
ed its narrow streets, tended to the gardens and as possible within the protection of its walls. And
reinforced spires and bridges. The were able to yet the Faction that uses it as base is the one that
make its fusion of architectural styles into an actively opposes the otherworldly powers: mad
armed fortress. idealists, heroic revolutionaries, and mercenaries
who renege the very idea of Apocalisse.

Armageddon 15
the MarKs here to the strict rules of the Faction to which they
have devoted themselves.

T
he majority of remaining humans who The Mark of the Lord is usually placed on the fore-
fight every day simply to survive the un- head or head of the Penitent, and is reminiscent of
countable threats of the Plain of Arma- the halos borne by Angels.
geddon, several among the Last Ones have chosen The Mark of the Beast is placed upon the left hand
to actively take part in the Final Battle, siding with or arm, and is reminiscent of the vortex from
one of the warring factions. whence the Second Beast emerged.

The Throne and the Abyss are both more than hap- Agents of the Throne and of the Abyss that find
py to welcome more soldiers to their ranks, though themselves on a mission behind enemy lines, or
both subject newcomers to nigh unbearable tests who are required to hide their identity or alle-
of loyalty. The final prize for those who are able to giance resort to all kinds of tricks and disguises to
be accepted by the legions of the Lord or the Ad- conceal their Mark, covering it or trying to make
versary is a Mark. it appear as a wound or scar. The effect that the
Mark has upon the soul, however, cannot be con-
A Mark is a fire-branded symbol upon the body of cealed so easily, and it is not difficult for the many
those aspiring to become a Penitent or a Corrupt- creatures that inhabit the Lands of Armageddon
ed. It unequivocally identifies the bearer as a loy- to instantly recognize those to have pledged their
al servant of the Throne or of the Abyss, allowing loyalty so definitively.
them great power, while also forcing them to ad-

16 Armageddon
MarK The Mark Dice change when the characters reaches
higher in levels. The die becomes a d6 at 3rd level,
DicE a d8 at 6th level, a d10 at 10th level and a d12 at 15th
level.

O
nce a Mark is branded upon a character,
they gain Mark Dice. Example 1: Riccardo has received the Spirit of
Mark Dice can be used in different ways Ferocity with the Mark of the Beast; he rolls
depending on the dark power granted with the a 13 to attack. The Guide tells Riccardo that
Mark with which the character was branded. he has missed. Riccardo decides to use his re-
action to expend a Mark Die to try turning his
The character has a number of Mark Dice equal to failure into a success. He rolls a d4 and the re-
their proficiency bonus, and each die is a d4. When sult is a 4: Fatal Triumph! Riccardo now must
a character fails a roll (the type of roll depending re-roll the d4, and rolls a 1; he adds the results
on the type of Mark chosen by the player), they (4+1=5) and adds them to the original attack
can use a reaction to roll a Mark Die and add the roll; the final total is now 18 (13+5=18). The
result to the previous roll, potentially turning the Guide tells him that an attack roll of 18 hits.
failed roll into a success.
A Mark Die is expended when the character uses
it. All Mark Dice are regained when the character Example 2: Riccardo rolls a 13 to attack. The
ends a long rest. Guide tells Riccardo that he has missed. Ric-
cardo decides to use his reaction to expend a
If the result of a Mark Dice roll is 1, it is considered Mark Die to try turning his failure into a suc-
a Fatal Punishment: the Mark Dice result is not cess. He rolls a 1 on the d4: Fatal Punishment!
added to the roll, and the character must immedi- The Mark Die does not influence the failed
ately re-roll the Mark Die on the Fatal Punishment attack roll and Riccardo must immediately
table to determine the result. re-roll the d4, consulting the “Fatal Punish-
If the result of a Mark Dice roll is highest num- ment of the Beast Table” to determine what
ber on the die, it is considered a Fatal Triumph: happens.
the character must re-roll the same die without
expending another, and add both results to the
initial roll. If the second and any following rolls
are also Fatal Triumphs, the character must keep
re-rolling, adding each new result to the previous
ones, and all of them to the original d20 roll.
There are no limits to how many Fatal Triumphs
can be obtained by a character using a Mark Dice.
Any Mark Dice roll for a Fatal Triumph resulting in
a “1” does not constitute a Fatal Punishment, but
simply a bonus of 1 to be added to the previous
roll.

Armageddon 17
The MarK of ers. The right spell might even be able to reveal
the presence of someone bearing the Mark of the

the BeaSt Beast by investigating the arcane shadow that fol-


lows them.

T
he Last Ones who choose to side with the
Abyss must gather all of their resolve or Those who receive the Mark of the Beast gain a
folly in order to be devoted to the Adver- dark power connected to an evil trait that was al-
sary. The path that awaits them will lead them to ready present in the Corrupted before they chose
torment, pain and vexation. After all, they chose their side. Nothing is truly added, only elevated.
to side with the Beast, joining the ranks of the The Mark is a key that unleashes the evil inside
Dark Prophet. In order to do so, they must receive everyone, fueling it with demonic power – which
a Mark that confirms their belonging to the forces also confers detrimental effects to the Corrupted.
of corruption. Drawing too much from their dark miracles can
break someone, physically and mentally, deform-
A Last One seeking to obtain the Mark of the Beast ing the body and what is left of the soul.
must reach the Abyss itself, the gloomy, marine,
deep place beyond the northern horizon of the Those who accept the word of the Dark Prophet
Plain of Armageddon. The way is long and filled must follow the decalogue of the Adversary’s com-
with dangers. In its way, already a test of loyalty to mandments.
the cause, and one which is immediately followed
by many more. As the Last One arrives, they must
undergo several ordeals which torture its body and
A dditional Effects of the
its spirit. At the end of a long torment, the Mark
M ark of the Beast

A
is conferred and the human is transformed into a dditionally to the regular use described earli-
Corrupted. er, a character can use their Mark Dice to gain
the following effect.
The Mark of the Beast is a fire-branded sigil on
the back of the left hand, or in other less visible When a creature within 60 feet and that the char-
parts of the left arm. It marks both the body and acter can see makes a roll for the same type of
soul of those who receive it, granting a dark bless- Mark as the one chosen by the player, the char-
ing to their darker aspects. The nights that follow acter can use their reaction to roll a Mark Die and
the branding are filled with nightmares, fever and subtract the result from the creature’s total, po-
cramps. Some even recount the feeling of some- tentially turning the successful roll into a failure.
thing slithering beneath their skin. A serpentine
creature slowly descending deeper within them, The mechanics and other characteristics of the
reaching the heart and almost suffocating its Mark Dice, such as Fatal Punishment and Fatal
beating. Triumph, also apply to this effect.

The Mark infuses an individual with the dark pul- Example 3: A goat demon rolls a 16 to attack.
sating energy of the Adversary. The soul is taint- The Guide tells Riccardo that the attack hits.
ed so much so that the metamorphosis becomes Riccardo decides to use his reaction to expend
clear to those capable of reading the auras of oth- a Mark Die to try turning the monster’s suc-

18 Armageddon
cessful roll into a failure. He rolls a 4 on a A character may only have one Mark and one effect
d4: Fatal Triumph! Riccardo must now re-roll connected to it, and the player chooses only one of
the d4, and rolls a 1; he adds the two results the effects of the Mark Dice when their character
(4+1=5) and subtracts the total from the at- receives the Mark of the Beast.
tack roll against him; the new result is 11 (16-
5=11). The Guide tells him that an attack roll The following effect is but one of those available
of 11 the monster does not hit. in the full manual Apocalisse: John’s Guide to the
Armageddon.
Example 4: A goat demon rolls a 16 to at-
tack. The Guide tells Riccardo that the attack Spirit of Ferocity. Among the infernal spirits in-
hits. Riccardo decides to use his reaction to fused in those Corrupted by the Mark of the Beast,
expend a Mark Die to try turning the mon- the Spirit of Ferocity is the one most bent on vi-
ster’s successful roll into a failure. He rolls a olence, oppression and subjugation. A character
1 on a d4: Fatal Punishment! The Mark Die can add or subtract a Mark Dice to attack rolls that
does not affect the attack roll. The Mark Die use Strength as a modifier.
does not influence the failed attack roll and
Riccardo must immediately re-roll the d4,
consulting the “Fatal Punishment of the Be-
ast Table” to determine what happens. His
character also takes regular damage from
the monster’s attack.

TABLE: FATAL PUNISHMENT OF THE BEAST

d6 Effect

The Corrupted’s strength is drained and the Mark falls into torpor. The character automatically expends
1
all remaining Mark Dice.

The Corrupted is overwhelmed by spasms and vertigo. The character is incapacitated until the start of
2
their next turn.

The Mark causes a strong jolt of energy to coarse through the Corrupted’s body, who risks fainting from
3
the shock. The character is stunned until the start of their next turn.

Otherworldly screams wrack the mind of the Corrupted, while blood-red flashes obscure their view. The
4
character is blinded and deafened until the beginning of their next turn.

The Corrupted sees the Beast of the Abyss rise before them, in a terrifying vision. The character is fright-
5
ened of the apparition until the end of their next turn.

Fiery tentacles appear beneath the Corrupted and surround them with black flames. The character is
6
restrained until the end of their next turn and they take necrotic damage equal to their proficiency bonus.

Armageddon 19
PeOpLe
of ApocalissE
Chapter II
the Last
oNEs
The kings of the earth, the princes, the com-
manding officers, the rich, the strong, and
every slave and free person, hid themselves in I was born during the opening of
the caves and in the rocks of the mountains. the Seals. Everyone says that was
They told the mountains and the rocks, “Fall my first true adventure. The first
on us, and hide us from the face of him who of many, having seen the trouble
sits on the throne, for the great day of his I got into since. Back then, my
wrath has come, and who is able to stand?. family was me, my parents, and
my sisters. After the Fourth Seal,

T
he Last Ones are mortals who are still alive everyone else came back. It was
on the Plain of Armageddon. Individuals the family chapel that brought
who, despite the overhaul of landmasses them all together, as that was
and the arrival of otherworldly entities, fight every where they were buried. The
day for their own life. The Last Ones are barely able Returned found us and together
to survive in a land devoid of resources. A land we occupied a ruined building in
stripped of the civilization, cultures and beauty of Babilonia.
the Old World.
But nothing went as planned.
There was never enough food for
These survivors live in constant wait of the Uni-
everyone and soon enough we
versal Judgment, traversing lands plagued by de-
were family of strangers, Some
mons, angels, and other blood-thirsty creatures.
died for the second time.
They wait steadfast or in terror for the Final Battle,
beyond which their suffering will end. Whatever What I learned from my family
that may mean. history is that, in order to survive
the End Times, you need to be
Last Ones is the name of both those who survived alone. That is why I keep getting
the apocalyptic disasters ordered by the Lord into trouble.
and of the individuals who were resurrected from
Heaven and Hell after the opening of the Seals.
With the Resurrection of the Flesh, these fleshless
souls have been given a new chance at life. Phys-
ically they are the same as other mortals, though
they carry with them the sublime or despairing
memories of those otherworldly realities.

22 People of Apocalisse
The ruins of the Old World can be found in the
barren landscapes of Armageddon. Vestiges of an OTHER R ACES
age when humans had reached the apex of their
I
n Apocalisse – John’s Guide to the Armageddon,
artistic and cultural evolution. Ruins of ancient players take on the role of Last Ones, human sur-
abbeys, towers, cities are all that is left. Still to- vivors who inhabit an inhospitable and ravaged land.
day statues and frescoes of the Lord and his saints These survivors are at the center of a clash between
judge the Last Ones that survive. No one can flee otherworldly forces, and must choose whose side
their gaze, no one can flee the promise that every- to join in order to affect in a tangible way the fate
thing will soon reach the End. of the Final Battle. For this reason, we recommend
that players only choose Last Ones, though all races
The Last Cities rise from these ruins. Those who for 5e are compatible and usable in an apocalyptic
wander in search of food or refuge might find these scenario.
still standing architectural settlements. Small In Apocalisse – John’s Guide to the Armageddon you
communities even form around them, following a will find no background, but rather only Origins for
charismatic leader or particularly skilled fighter. the Last Ones.
They usually do not last longer than a handful of
seasons.

Some survivors, with time, have attempted to seek The lands that surround the city are also populat-
refuge closer to the Abyss. Others have moved to- ed by humans who live beneath the surface. These
ward the Throne in an attempt to steal some of the groups have taken over the entrances of caves and
manna that the Penitent receive every day. subterranean ruins. These Last Ones are protected
At the center of the Plain of Armageddon stands from the disasters of the surface, but also have to
the largest settlement of the Last Ones: Babilonia, contend for resources and food with every kind of
the Fallen City, rises as solitary symbol of human- creatures that haunt the underground and emerge
ity itself. only to plunder and pillage everything in their
path.

People of Apocalisse 23
L ast Ones Tr aits Char acter Origins

P
Size. Height and build can vary quite drastically layers of Apocalisse do not choose a back-
between Last Ones. They can be Medium or Small. ground for their Last Ones. Each player must
Players choose the size when they select this race. choose the Origin for their character from the list
of options provided in the setting manual. Each
Speed. Their walking speed is 30ft. Origin confers specific traits to the character.

Age. The life expectancy of a Last One is almost The pre-made Character Sheets already include
identical to humans before Apocalisse. the character Origins, including their effects in the
game. The most common origins in the world of
Alignment. A Last One does not choose an align- Apocalisse are the following.
ment, but possesses a Virtue and a Sin that reflect
its morality.
Child of the Old World

T
Languages. A Last One can speak, read and write he Children of the Old World are survivors
the Babel Tongue, commonly used across the Plain who have had to develop their skills and abil-
of Armageddon. ities to make it alive through the perils of the Ar-
mageddon.
Origins. A Last One does not have a regular back-
ground; a player must choose from the available They still remember what life was like in the Old
origins listed in the setting manual. World, and even though it might seem like outdat-
ed knowledge, they can still turn out to be useful.

Sins and Virtues


Child of the A pocalypse
L
ast Ones are each different individuals, and pos-

T
sess unique abilities and skills deriving from the he Children of the Apocalypse were born af-
virtue they embody and the capital sin by which ter the opening of the First Seal, and the only
they are tormented. As the world was plunged into home they have ever known is the Plain of Ar-
biblical catastrophe, vices of the flesh and the soul mageddon. They know about the Old World only
– much like the ideals they follow – have manifest- through the tales of the survivors or trinkets that
ed into specific traits for each character. can still sometimes be found among the rubble.
Every Last One possesses one Virtue and one Sin.
Virtues and Sins can allow a character to gain In- They are tempered by the End Times and have
spiration if the player includes them convincingly learned how to survive the threats of Apocalisse.
in their roleplaying, in defining the personality of
the character and influencing their choices.
The pre-made character Sheets already include
Virtues and Sins, including their effects in the
game.

24 People of Apocalisse
H ell R isen

T
hanks to the Resurrection of the Flesh, the
souls trapped in the eternal punishment of
Hell have taken over their bodies and now walk
the Earth once more. Finding a new, ruined world,
different from the one they remembered, they live
through this second chance with the lingering
memory of torture and pain to which they were
subjected.

In addition to those offered here, the complete


manual for Apocalisse – John’s Guide to the Ar-
mageddon will include more Origins to customize
your characters, such as Heaven Risen or Purgato-
ry Risen.

APOCalyptiC
ARCHETyPes
T
his Quickstart guide offers 4 new Archetypes
for as many 5e Classes.

Furioso – New Martial Archetype


Sorcerer of Otherworldly Bloodline – New Sor-
cerous Origin
Bard of Revelation – New Bardic College
Wormwood Specter – New Roguish Archetype

Though these Archetypes have been developed


with the explicit intent of being used to play char-
acters in the End Times, there are no limits to the
classes that can be used in Apocalisse – John’s
Guide to the Armageddon.
Additionally, more Apocalyptic Archetypes can be
unlocked during the crowdfunding campaign, al-
lowing players to further customize their charac-
ters for this setting.
FURIOSO charms, sacred idols or blasphemous symbols.
They adorn themselves with vestiges of the Old
new martial archetype World, offering themselves as bastions of a long
gone time of civility.
The great city was divided into three parts, and
the cities of the nations fell. Babylon the great They toil for those who trade with them in life
was remembered in the sight of God, to give to debts and favors. They obtain food, hospitality,
her the cup of the wine of the fierceness of his weapons and ancient artifacts in exchange for val-
wrath. orous or unholy deeds. They are capable of hunt-
ing monstrous creatures, thwart enemy defenses,
The deeds of the warriors of Armageddon resound and remove insurmountable threats. Always on a
like battle cries in the desolate canyons of this mission, always seeking something or someone.
land. The Furiosos, so they are called, face the ruin Always meddling with conflicts that seldom have
of the world with their heads held high and mar- to do with them in any way.
velous warring skills. Many sing of their valor as
relentless commanders, while decrying the sharp Do not be tricked by their brave heart and the
edge of the terrifying broadswords they carry. touch of vanity that embellishes their appearance.
Some make myths of them and see them as heroes. Their fighting style is raw and inexorable, devoid
Many more fear them. of flourishes as much as scruples.

The Furiosos are exceptional mercenaries who When a Furioso enters the battlefield, their cour-
fight not for gold. The clinking of coin lights no age is twinned with lack of control. One of these
spark in their hearts, though their appearance Apocalypse footsoldiers can easily face against a
is rich and flamboyant. They prefer embroidered whole army with no doubt in their abilities, nor
robes to heavy plate mail, inset with superstitious any thought to the consequences.

The Furiosos that side with the armies of the Lord


usually strike deals with angels to cleanse the
Earth of the abominations of the Abyss. Their lives
are dictated by long hunting sessions or constant
holy wars. Those who side with the Dark Prophet
and bear the Mark of the Beast ravage the servants
of the Lord, allowing their savagery to take over in
combat.

Most Furiosos however remain loyal to Babilonia.


A fierce and violent spark of hope for the last sur-
vivors who have yet to yield to the End Times.

26 People of Apocalisse
They were one thing, her and
that sword, almost too big to be
handled.

The sweat lining one’s cheeks


mixed with the blood dripping
from the other. She turned to
face me, as if I had only just been
noticed. The felled creature,
whatever it had been, was still
twitching a mere few feet away
from her reinforced boots.

I heard the Furiosa speak and I


found myself standing again. I
was being held by the gentle touch
of her deerskin glove. It was so
rare to still find items that well-
kept. Everything she wore was a
reminder of times long gone, of
False Religions of the Old World.

Relics now soiled in blood, which


seemed blasphemous to me.

People of Apocalisse 27
He had lived more years beyond
the heavens than he had
spent exploring the Lands of
Armageddon. His memories of
that time were unclear.

They were more a recurring dream


than memories. He had been
borne in the Kingdom of Heaven
and still he was cursed to have no
remembrance of it. As if light had
been too bright, and now his eyes
deemed impure, could no longer
behold it. Only when he called
magic to himself could he relive a
fragment of it. Stolen moments,
delicate touches and verses of a
song. As soon as the incantation
was over, all was darkness and
ruin once more.

That was why he fought. That


was why he could not cease.
He needed that light.

28 People of Apocalisse
Sorcerer of These divine conceptions are not the sole remit of
the mortal world, but also the Heavens and Hell.
Otherworldly There where no life should have borne, ancestral
entities had lain with the departed, and generat-
Bloodline ed offspring – now, after the Resurrection of the
Flesh, these find themselves walking the earth for
new sorcerous origin the first time. Intoxicated with power they cannot
fathom, vessels of celestial and abyssal tongues,
There were lightnings, sounds, and thunders; ready to join the conflict that will lead to the Final
and there was a great earthquake such as has Battle.
not happened since there were men on the earth.
Some of these sorcerers bear unknown weapons or
The presence of the great otherworldly powers mysterious artifacts, dating back to the garden of
has left a permanent mark upon all the lineag- Eden or the Fall of the first angels. Many wander
es of the world. A spark of cosmic power which with no peace, seeking answers and truth about
still survives to this day. Legacy of those ancestral their own existence and nature, or that of the
creatures, which preceded the Great Flood. In the creatures that beget them.
veins of a few sorcerers you might find the vibrant
energy of angels and demons of old. Beings who Sorcerers of Otherworldly Bloodlines are often dis-
mated with mortals, and thus generating crea- criminated for their origins and traits that dispute
tures on the cusp of the the material world, and their mortal nature. There is no predisposition in
that beyond. them towards good or evil, towards ascension or
corruption. They yearn not to fulfill their other-
The appearance of sorcery marks and traits that worldly inheritance.
betray such a heritage are unpredictable, but
many physical traits can be spotted since birth.
Those whose blood possesses ancient angelic
properties manifest light eyes, often sparkling
irises akin to noble metals. Their hair is luminous,
their voices clear as crystal, their features loyal
and bodies gracious. They may possess a halo of
light around their heads, or vast iridescent man-
tles. Their every spell calls back to light, flames
and gold.

Those whose blood possesses ancient demonic


properties, on the other hand, manifest glassy
eyes, dark and with irises the color of swamp and
storm. Their complexions are dim, their voices
deep, and intimidating features. At times they
may emanate a dark aura, pulsating and moist.
Their shadow is so dark that it appears as a portal
to the Abyss itself.

People of Apocalisse 29
Bard of tially receiving only glimpses of the near future,
their eyes soon enough become veiled with blood.
Revelation Dreams of despair and sleep paralysis start to ac-
company these visions. The life of these future seers
new bard college becomes harder. Especially due to the prejudices of
those who see the Gift as a sign of the Lord, or a
And I went unto the angel, and he said unto clear sign of corruption. Many bards yield to folly
me: «Thou must prophesy again before before adulthood, though some are taught by the
many peoples, and nations, and tongues, College in the ways of the art of prophecy.
and kings.».
These bards, now roaming preachers, are constant-
Before the Apocalypse came Revelation. A majes- ly in motion. They are incapable of staying too long
tic vision of those terrible events which shook the with their loved ones, fearful of the horrifying reve-
foundations of the Earth. lations of death that loom upon their fate. They live
John was the one to receive it, he who would inspire instead with their gaze trained upon the horizon
the founding of the Erring College of Revelation. of Armageddon, in contemplation of the chain of
John was the first to see beyond the veil of time, events which they may be able to influence.
though his incredible and nefarious power sur-
vived him. Now, in the Age which he foresaw, his Their tears of blood, paired with the murmurings
successors seek and teach anyone who might pos- they learn from the erring masters of their College,
sess his same Gift of Revelation, in order to make a can mark the white pages of their heavy tomes,
wise prophet out of them. forming shapes, designs and sacred geometries.
These Tables of Revelations allow the bards to know
The dark bards of the College of Revelation show what is yet to pass. Events which, with the appropri-
the first signs of the Gift already in childhood. Ini- ate price, can be favored or avoided.

In order to increase the flow of tears, some bards


choose to carve their cheeks close to their eyes.
They are thus easy to spot, by their scarred features
which at times even join eye to mouth. Almost as if
linking the seeing gift with the prophetic word.

The Bards of Revelation are solitary individuals,


though they often need help to prevent catastroph-
ic events they foresee. So much so that they will side
with the Throne or the Abyss alike if it means en-
suring an omen does not come to pass.

30 People of Apocalisse
After I discovered the Gift, I could
no longer feel pain in the same
way.

Even when, especially when I trace


again with the tip of my blade that
never fully closed wound. Perhaps
I have severed long ago something
beneath my skin and it cannot
heal.

I trace that scarred wound as I


would a familiar path, a street I
can walk with my eyes closed. So
that when the tears of blood fall
to stain the book, I can let myself
go. I can empty my mind around
the question. And plunge into the
vision.

A red sea in which time no longer


matters. The words only appear at
the end.

When I lose breath and I am about


to be pulled under.

People of Apocalisse 31
I had survived that petrified forest
for a reason.

Something big, maybe.


Something worth living for before
disappearing without anyone
knowing my name.

But it is hard to find a reason


during the End Times.

So I did what they had asked me


to do. I called to the pall and the
smoke caressed my skin. It knew
who I was. I let myself be guided
and I threw my daggers true.

Darkness, smoke, and blood.


That is who I was. Waiting to
understand why I still lived.

32 People of Apocalisse
Wormwood Other tales tell of some becoming Wormwood Spec-
ters after studying the waters of Apocalisse in order
Specter to distill their power. After all, the Old World had
reached an incredibly advanced form of scientific
new roguish archetype knowledge. It is not impossible for a foolish alche-
mist to experiment on themselves or others with
And a great star fell from the sky, burning like this corrupted substance.
a torch, and it fell on one third of the rivers,
and on the springs of water. The name of the The peculiar abilities of these individuals makes
star is Wormwood. them particularly suited to act in secrecy, often
concealing their identity. They have lost everything
There are tales told across the Plain of Armageddon, after their painful transformation. They live in
of impalpable creatures accompanied by clouds of shadow and prefer not to be known. They very rare-
noxious smoke. Shadows revealing themselves to ly swear their loyalty to any one faction.
their victims when it is already too late. Assassins
striking swiftly and disappearing into the miasmas Those who choose to follow the Beast are often
that preceded their arrival. under the command of Abaddon, the Angel of the
Abyss. They become agents and spies through the
No one remembers tales of such creatures from be- twisting streets of Babilonia on behalf of the Adver-
fore the seals were open, and that makes them all sary. Those, instead, who choose to join the Throne
the more terrifying – the myths, as horrifying as are usually people who have long traveled in the
they are, must hold some truth at their core. deepest darkness. Through the darkness they hope
to have seen the light of the Lord and their calling.
Wormwood Specters are darkened and silent indi- Babilonia rarely concedes its favor to Specters as so
viduals, capable of taming the noxious fumes that many few choose to trust them.
surround them. They cast them through heavy
censers and take advantage of the heavy cloud to
hide their presence, fueling the name by which they
are known. Very few remember their faces. All one
hears are dark flapping capes, grotesque masks,
and bloodied blades.

When the third angel blew the trumpet, after the


opening of the Seventh Seal, a burning star fell
from the heavens unto a third of the rivers, lakes
and fountains of water. The name of that star was
Wormwood, and a third of the waters turned into
bitter poison which took its name.

It is said that some drank of those wells and the


wormwood mixed with their blood. The rare ones
who survived thus developed a morbid affinity with
deathly miasmas.

People of Apocalisse 33
CreatureS OF
ApocalissE
Chapter III
MonSterS No one in the Old World had proof of their exis-
tence. Despite some of their distinctive traits be-

T
he Lands of Armageddon are plagued ing reported and chronicles in grimoires, folktales
with a multitude of monsters and other- and traditions. The supernatural was the remit
worldly beings. of nightmares, of fantasies, and of rituals for the
dispelling of evil from the mortal world. Now these
Before the Seven Seals were opened, these horrors evils have revealed themselves and they are very
were the stuff of legend or of Ancient Religions. much real. They share the Plain of Armageddon
Creatures feared only by true believers or those with those who also struggle for survival in its in-
privy to occult studies. hospitable Lands, often to violent ends.

36 Creatures of ApocalissE
Creatures of the A byss And I heard them come though I

A
host of beings serves the Adversary. The ranks could not see. I could hear their
of the Beast are among them, comprised cries beyond rust-colored mists
mostly of demons and arch-demons – the angels that rose after the storm of blood.
who had dared challenge the Lord, taking the side
They sounded like the calling
of Lucifero. After their fall, they lost all angelic vir-
of lambs, though there was
tue or appearance. They are twice as tall as a hu-
something human in their
man, unnatural complexions and wide wings akin
desperate bleating. As if they were
to bats.
trying to sound out a name. My
name.
Alongside them are the feared locusts of the
Abyss. They appear as winged horses covered in When I finally faced them I was
iron plates, with tails of scorpions and humanoid already surrounded. I knew then
heads bearing manes and golden crowns. that the canyon would be my
Another terrifyingly common abyssal force are the deathbed.
Goat Demons, who swarm out of the belly of the
Earth to seed horror among the Last Ones. These Those creatures had been a flock,
and all other infernal creatures scour the world once. Before standing upon their
awaiting the Final Battle. hind legs and walk in the way of
men. Their slack jaws salivating
with the drool of hunger, and the
Creatures of the Throne blood covering their entire body.

O
therworldly beings descending from the
heavens form the legions of the Lord. Among
them are the Cherubim and Seraphim, androgy-
nous humanoid angels resplendent of every virtue
and harmonic beauty. The former are adorned by Creatures of A r m ageddon
S
wings such as those of swans, while the latter sport ince the opening of the Seals, the Plain crawls
six wings. Each is at least nine feet tall and wear with biblical and mythological beings. From
decorated cuirass armor. They bear shield and the Wild Beasts that used to guard the entrance to
sword, or spears, or bows. Hell to the Leviathans who were thought all but ex-
tinct. Enormous serpents from watery depths that
Alongside them are a multitude of angelic crea- now infest the waters that survived the shrinking
tures, far from merciful. Among these are the of landmasses.
Tetramorphs, non-humanoid angels with the ap- There are also the Behemoths, colossal four-legged
pearance of the heads of four different creatures, creatures with bones of bronze and a tail as wide
and with six large wings. as a cedar tree. They destroy and eat all things.
Finally, there are the Mighty Ones. Giants of a va- Next to the creatures of myth, of course, are all the
riety of shapes, taller than towers, and more dead- animals which once used to roam the Earth and
ly than an entire army. which are now corrupted and made mad by the
End Times.

Creatures of ApocalissE 37
The FouR borne him, and incapable of tolerating the pres-
ence of the other three. They became inexorable
HorSemeN entities, beyond the control of the other other-
worldly powers.
Authority over one fourth of the earth, to kill The four Horsemen care not for the plans of the
with the sword, with famine, with death, and by Lord or the plotting of the Adversary. They fight
the wild animals of the earth was given to them. indiscriminately against any and all factions.

W
hen the first four Seals were broken, Each Horseman, after leaving the others, claimed
Four Horsemen appeared at each cardi- a direction and a domain. The opening of the fi-
nal point. They are the Afflictions of the nal Seals shaped the Plain of Armageddon but the
world incarnate. Evils which took on a new form as Lands in which each Horseman resides respects
they were called, one similar to that of men. Her- their natures. All the creatures that cross them,
alds of destructive forces. Unstoppable scourges to be they of this world or beyond, must fight to be
bend the knee of the world, and see it to its End. spared from their torment.

They rode as one, as foretold by John, and each


gifted his plague unto the Lord’s creation. After
their task was done, they parted, to never be unit-
ed again. Each filled entirely with the Evil that had
one else can own such joys. His disfigured face is
Conquest covered by a mask of precious metals, and yet his

H
e has claimed a region to the north of Ar- eyes search, constantly. He roams in search of the
mageddon. Desolate and cold expanses of most desperate among the survivors. He yearns to
rock alternating with forests of dead or petrified destroy all which is worth fighting for, turning it
trees. There is where rides Conquest, the crowned into sand by his cursed touch.
warrior, whose bow casts bolts which call to the He is accompanied by a trove of emaciated and ex-
storms. hausted people, devoid of everything but the last
Conquest rules over a land constantly afflicted spark of life.
by winds and lightning. His domain is constantly
expanding, as if his hunger for victory were in-
satiable and unstoppable. A horde of barbarians
Death

H
accompanies him in his raids, growing in number e has claimed a region to the west of Arma-
each day. Some are spectral and monstrous, most geddon. His cold grip has frozen its lands and
are Last Ones which Conquest has subjugated. waters, uniting them in a single glacier. The heav-
ens above are constantly flailed by winds so cut-
ting they wound those who attempts to cross this
War way to the Abyss.

H
e has claimed a region to the south of Arma- Death has left Hell with ample clothing and a skel-
geddon. A peninsula at the center of the Plain etal body, every place he walked has become an
of Armageddon boasts the still intact Coliseum, enemy of life.
now surrounded by a bast military encampment. Accompanying him is a horde of undead and in-
Five volcanoes fill the heavens with black smoke fernal creatures. Even Cerberus and his kin have
and blazing embers, threatening Babilonia nearby. recognized Death as their master. The Horseman
Among the ruins and fires rules War, the emper- can even boast a few angels among his following.
or of the burning sword. He orders his armies into Those who were charged with taking the lives of
battle to no end. Beside him, on the seats of the humans. Some of these reapers have bowed to him
Coliseum, are blood-thirsty monarchs, ancient as their superior, and superior even to the Lord.
rulers of the past and morbid specters of the bat-
tlefield. Each day, the Horseman observes gladia-
torial combat which he arranges between the best The Four Horsemen have not chosen a faction, nor
fighters he controls. do they wish to do so. Having one on one’s side,
however, might be the only way to win the Final
Battle.
Fa mine

H
e has claimed a region to the east of Arma-
geddon. A vast desert separating the Throne
from the rest of the Plain. Famine slowly roams
this expanse of barren sands. His golden clothes,
his helm and rich harnesses of his horse boast
wealth and opulence. Because in the End Times,
only those who have taken everything from every-

Creatures of ApocalissE 39
The Key to
the Seal
Chapter IV
The Key to the Seal
Introductory adventure for 4 3rd-level characters

a
long hidden Relic has been found on the await you on its border, still in their mountain out-
border of the Domain of War, the Second post.
Horseman of the Apocalypse. It is invalu- The Seven Sages of Babilonia have told you nothing
able and it has drawn the yearning of all Horse- else, even your final destination is still unknown in
men, of the Throne and the Abyss alike. order to avoid revealing anything to your many ene-
Only the prophets of Babilonia, however, know its mies, should any of them capture you too early. You
location and only a small group of experienced have only been told to reach the outpost, where you
survivors can retrieve it. will receive more information. Despite the lack of de-
The search for the Key to the Second Seal has just tails, you understood this mission is crucial. Some-
begun! thing about a discovery for the ages, something that
might change the course of the Final Battle.
Unless, of course, it is a trap.
I ntroduction for the
The sages are keeping this important and reserved
players
information from the ears and eyes of the Council of

W
hen the mission begins, you are already travel- Babilonia. The secret resides in its entirety with the
ing, and Babilonia is far behind you. The sound seer of Hollowmount, your current destination.
of the large gates closing still echoes in your mind. This mission could change the fate of humanity, and
This is not the first time you tempt fate by leaving the being chosen for it is both an honor and a burden.
Fallen City. Hopefully, this is not the last one either. Your determination does not waver.
With each new mission, however, the unease within You will do your part, no matter the cost.
you grows. This feeling of inevitable estrangement
fills you with questions. How many more times will
you make it home unscathed? Will you remember
Background for the Guide

T
the names of those who did not return? Their faces? he mission given to the characters is a lethal
When will all of this end? treasure hunt, in which the rivals sent to slow
How will all of this end? the party down or beat them to the result are the
As these thoughts weigh down your stride, you make very forces of the Throne and the Abyss.
your way across a landscape of sand, rubble and At stake is the Key to the Second Seal, a Relic in-
rocks. You advance towards a mountainous horizon, trinsically tied to War and his Domain.
partially concealed by clouds of black ash. The flows A follower of the College of Revelation, the seer
of lava are visible even at this distance, oozing like hiding in the Hollowmount outpost, has found in
rivers between the sharp peaks of the region ahead, her blood-soaked book the location of a Key which
moving down towards the valley. You are headed can grant the power of the Second Seal to whom-
south, towards the Land controlled by War, the Sec- ever might wield it. War has hidden said Key in a
ond Horseman of the Apocalypse. A few survivors remote location of his Domain, covering it with a

42 The Key to the Seal


ritual of oblivion in order to prevent otherworldly Why do the char acters take
powers from finding it. The ritual does not, howev- on the mission ?
er, hide it from mortals.
The Seven Sages of Babilonia, after receiving news w Faith. They believe in Babilonia’s cause or at
of the vision, have gathered a secret group of least are very opposed to the other Factions.
trusted explorers, sharing as few details as need- Despite the danger posed by this mission, they
ed. They may not be the most capable, but they might consider Babilonia to be a worthy enou-
are the best that Babilonia could offer in that mo- gh cause to risk their lives.
ment. They must contact the seer of Hollowmount w Reward. They have been promised wealth,
and follow her directions to find the powerful ar- resources and favors. Though there is no real
tifact. “wealth” to be earned in the End Times, in a
When they return the Key to Babilonia, it can be world where everything is lacking, a little of
used against the enemies of humanity or as a bar- anything can make a real difference.
gaining chip to strike a deal with one of the other w Conspiracy. Characters may lean more
Factions. These developments, however, are be- towards one of the factions other than Babi-
yond the scope of this adventure and could easily lonia and hope to gain an advantage from this
be a starting point for a campaign set in the world situation. There may even be someone already
of Apocalisse. aligned with the Throne or the Abyss, working
as a double agent.
The perils that await the characters, after they ac-
cept their mission, are many.
First of all, the inevitable environmental threats of Even more so than facing against external
the Lands of Armageddon, and more specifically, threats, the only way to reach the desired ending
those of the mountainous, volcano-ridden region is to find a way to reconcile the internal friction
they must traverse. Secondly, the defenses that within the group. If they work efficiently despite
War has set up to protect the Key. And finally, the their differences, they will find the Key and re-
emissaries of the Adversary and of the Lord, both ceive great wealth of knowledge. If not, the Apoc-
seeking possession of the Key. alypse will bring about enmities and irreconcil-
The characters themselves, however, can also pose able conflicts, typical of these unstable, brutal,
a threat to the mission. Their deeper motivations and war-ridden times.
and secret goals are not that aligned, with each Perhaps the only true guide for the group is the
other or the faction of Babilonia. The Furiosa, for motto found carved on one of the many arches
example, carries the Mark of the Beast and con- of Babilonia, leading them to choices devoid of
ceals it from everyone else, even the Wormwood bonds and prejudices.
Specter – her sister, who came back to life after
the Resurrection of the Flesh. Alterius non sit qui suus esse potest
“One who can belong to oneself must not belong
to others.”

The Key to the Seal 43


The mission is structured as follows: Scene 4 – The Na meless Cathedr al
The characters finally see their destination in the
distance, make their way inside and find access
Scene 1 – Beyond the gates of Babi-
to the crypt where the Key has been hidden. Af-
lonia
ter several threats and sudden danger, they finally
The characters sets off on a secret mission, the hold the Relic.
details of which are not know by them or by their
Scene 5 – Finis Gloriae Mundi .
guide. After a few days of travel and several dan-
gers, they reach the outpost awaiting them, where Once out of the crypt with the Key, the characters
they learn of their true objective: the Key to the are surrounded by adversaries without number:
Second Seal. the time of reckoning has come!

Scene 2 – I n War’s D om ain


Set on the right path by the outpost’s seer, the
group heads towards their journey’s true desti-
nation: a ruined cathedral on the border of War’s
Domain. To reach it, the characters must face un-
natural calamities and perils.

Scene 3 – Casualties of the Eternal


War
During their travels, the characters must protect
themselves against the devastation caused by the
warring Powers above them. They reach a small
community of survivors, who fight to live another
day.
Scene 1 – Beyond the Gates of Babilonia

T
The apocalyptic plain that extends around he adventure begins with the group already
Babilonia is barren and lashed by winds. Life on the road, Babilonia far behind. The char-
left this region a long time ago, skeletal trees acters are on a mission, tasked with a search of
the sole memory of a flourishing age which which they yet ignore most details. A trusted
shall never return. Ancient ruins emerge from guide is leading them towards the outpost of Hol-
the rocks, a morbid commemoration of the lowmount. They have been sent here by the Sev-
Old World, their original shapes now long en Sages, the highest authority in Babilonia and
lost. Columns, domes, bridges and bell towers therefore of what remains of humanity. A brief
constantly eroded by the winds. Most of the summary of what has passed will clarify the des-
cities were destroyed by the cataclysms of the tination and motivations for the group. This part
Seven Seals, this is all that remains – and you of the mission does not allow for the benefits of a
walk between them. Long Rest, due to the difficulty of travel and the
constant threats.

EXPANSION – LAND RAIDERS


t
he mission has only just begun, but already on the third day of travel the characters may have to face a
series of encounters and threats. This option is recommended to allow players to gain some familiarity
with their characters’ abilities, and starting to interact with each other. It can also be the right moment to
see for themselves just how dangerous the world of Apocalisse is.

If the Guide chooses this option, they will pick from or roll twice on the Calamities of War’s Domain table on
page 47. During the resolution or after they have ended, a group of raiders appears and attacks the charac-
ters to steal their belongings. There are 4 bandits, 1 thug, and 1 bandit captain, all desperate outcasts who
survive by ambushing the few travelers on the road between Babilonia and Hollowmount.
The combat scene should be arranged among old city ruins and detritus, rocks and landslides. The raiders
arrange themselves strategically, following a well rehearsed ambush tactic.

If, after defeating them, the characters choose to follow the scarce track of their assailants, they can find the
miserable camp. Inside a well-hidden cave are a few common items and a few herbal concoctions: 2 healing
potions, 2 potions of resistance, a dozen poor rations, 1 bed roll, 1 tent, 4 torches, a 50-foot hemp rope and
other similar equipment, at the Guide’s discretion. Additionally, the group can use the cave to take a Long
Rest, with all its beneficial properties.

The characters must overcome the threats and perils without losing their guide (scout). Should they fail in
this endeavor, they will lose the path to Hollowmount, and they will need to face a third Calamity of War’s
Domain to find it again.

The Key to the Seal 45


The path to the outpost snakes its way through upon. A powerful-looking veteran welcomes them,
the deserted plains around Babilonia first, then happy to explain what their mission actually en-
rise to the south between dark gorges and apoc- tails and unburden himself of that dangerous rev-
alyptic mountain ranges. Despite the characters elation; but first, he will ask the group some ques-
being able to see the mountainsides covered in tions. There are heavy bags under his eyes, and a
lava rivers and magma explosions, the path does noticeable paranoia in his demeanor. He believes
not traverse them. The journey is hard, insidious in the good faith of the Seven Sages, but only truly
and filled with hidden perils, but not that much trusts his instincts and his ability to read people
more difficult than others. The characters’ rations and recognize spies on sight.
are enough for three days and the guide is certain Once convinced of their good intentions, the vet-
that will be enough. The final day, however, the eran will confirm only the few details the group is
path gets harder and the groups starts feeling the already privy to. To know more, they must follow
effects of War’s Domain. him into the belly of the mountain, beyond a se-
cret passage, towards the cave of the seer who re-
The outpost is not visible from a distance and the ceived the Revelation.
end to their journey comes quite suddenly. The
group can finally receive the answers they seek. “The woman is not small, on the contrary:
Their guide, if still alive, will let them go feed and she is tall, very tall, and pale. Her silvery
rest with a few terse parting words: “My task ends hair frames an otherwise young-looking face,
here, you’re on your own now.” marked by a still fresh wound connecting her
eye to her upper lip. Her body is swaddled in
Hollowmount is a natural cave complex that can layer upon layer of a simple black veil, be-
only be accessed via one side of the mountain. All neath which are visible comfortable footwear
the access points to the underground labyrinths and a few trinkets to adorn herself. Her arms
sprawling beneath the Plains around Babilonia and legs, as the veil shifts, reveal a series
have been unusable for decades. The tunnels con- of patterns – though it is impossible to tell
nect a number of different underground areas whether they are tattoos or more scars. The
which could, after a fashion, be considered build- veteran introduces her. You may address her
ings. There are about a hundred people living in by the title of Sibilla.”
the outpost: thick skinned survivors, with very few
ambitions or demands, mostly fighters and hunt- The Sibilla can reveal the following information:
ers, long time allies of Babilonia. They settled in
this area to defend the mountain passes, act as w The Key came to her in a recent Revelation.
watchers and gather some rations for the more She is unable to describe its appearance other
isolated communities on the Plain. Their real duty, than vaguely, and there is no memory of simi-
however, is to “protect the seer” who will not leave lar items.
this ancient, sacred caves. w She is unsure as to what might be the use for
a “Key to the Sigil”, though this is War, so it
The group is welcomed and very swiftly sum- must be some kind of powerful artifact or
moned. Deep within a cave, burrowed far into the even a weapon which might change the course
heart of the mountain, is a makeshift war room. of the Final Battle.
This place is secret, impossible to find and spy w Babilonia’s spies are already aware of both the

46 The Key to the Seal


angels of the Throne and the demons of the as such, and will whisper something to them:
Abyss are seeking the Relic. The Second Horse- “The Relic must be retrieved or destroyed at
man, however, has shielded it with an oblivion any cost. Destroy it if you must, but do not let
ritual that prevents both the servants of the it fall in the hands of either of the Powers.”
Lord and those of the Beast from locating it. w Bonus information 3: The Sibilla will talk to the
She believes, therefore that being the first to Bard of Revelation, if present, and offers some
find it is tantamount – the item must clearly advice: “Should you be faced with the choice
be something of crucial importance. to leave the Key in the hands of the Abyss or
w The Relic is somewhere in the crypt of an an- the Throne, choose neither. Better for it to be
cient cathedral, buried within a tomb that was handed back to War, if it comes to that. After
never opened. (Bonus information 1: as all the all, he has been the one to prevent the Lord
characters are already aware, after the Resur- and the Adversary from prevailing so far.”
rection of the Flesh at the beginning the Apo-
calypse, the dead walked the Earth once more. As the conversation with the Sibilla ends, the
An unopened tomb means that it was already group can proceed with preparations for the next
empty to begin with – was this planned in ad- leg of their journey. They will gather information
vance?) about the destination and enough rations for a
w Bonus information 2: The veteran will pull asi- week, and gains the effects of a Long Rest before
de the more “reliable” among the characters, they leave.
or at least the one that has shown themselves

Scene 2 – I n War’s D om ain

T
“You take the hidden paths that lead south. he characters proceed among devastation,
The volcanic landscape extends before you crumbled and cracked mountain ranges, cre-
like an alien world. The path looks over ex- vasses and wounds in the ground, out of which
panses of black rocks and fumaroles spitting ooze lava and streams of boiling mud. As they
out heavy miasmas. The top of the closest reach a particularly high peak, a rare moment of
volcano is crowned by lava and rises majes- visibility between the ash clouds might grant them
tically against the leaden sky. The path you a glimpse, in the distance, of War’s Coliseum. In
follow snakes up between the peaks, through the sky, way above it, angels and demons clash.
valleys of ash and falls of petrified lava. You Not a frantic battle, but rather a tired skirmish.
are forced to rise and descend several times There has recently been combat on the ground,
as the wind howls against you, bringing with too, but it has fortunately already moved else-
it the smell of sulfur and the sound of distant where, leaving behind only a wake of ruins, land-
eruptions. You cannot but feel small and in- slides and debris.
significant before the majesty and power of The characters can take advantage of this situa-
this place. There is no more space for bandits, tion to move, unseen, closer to the cathedral. Af-
hunters and smugglers. Only warriors, true ter all, they are just tiny little humans wandering
fighters, can make it through these lands.” through the aftermath of a battlefield. Nothing
unusual, nothing new.

The Key to the Seal 47


From this point forward, the Guide must consid-
er there effects of the Apocalyptic Terrain – War’s
Domain:

The entire area is considered difficult terrain due


to the cracks and crevasses, the ground’s inclina-
tion, the boiling mud, the rocky ridges and the
sharp stones scattered all around.
In this region:

w Wisdom (Survival) checks to forage for food


and water have a DC of 20.
w Wisdom (Survival) checks to travel in the desi-
red direction without straying have a DC of 20.
w Due to the innumerable and constant perils of
the land, such as quakes, landslides and poi-
sonous miasma, the characters cannot benefit
from the effects of a Long Rest unless speci-
fied.
w Each character traveling through these areas
must succeed on a DC 13 Constitution saving
throw at the end of each day, or suffer one le-
vel of exhaustion. Characters with resistance
or immunity against fire damage automati-
cally succeed on the saving throw.

In order to reach the cathedral ruins, the group


must also succeed on three group DC 18 Wisdom
(Survival) checks, one for each day of travel.
On a failure, the group stray from the path and
wanders lost for hours, and ends up facing an un-
expected calamity. The Guide rolls 1d12 on the “Ca-
lamities of War’s Domain” table to determine the
result. As soon as the characters obtain all three
successes, the group reaches the ancient cathedral
at the end of that day of travel.
If, instead, they continue to fail, after the third
Calamity a group of survivors come to their aid
(see next Scene), after they spot the characters
from a distance.
TABLE – CALAMITIES OF WAR’S DOMAIN
d12 Calamities
Flaming meteor. The sky is swarming with distant battles, partially shrouded by the clouds. Suddenly, a van-
quished devil plummets to the ground, turning into a flaming bullet, as red as blood, scalding as the furnaces
1
of hell. It lands close to the group. Each character must make a DC 12 Dexterity saving throw, taking 9 (2d8) fire
damage on a failed save or half that damage on a successful one.
Earthquake. The ground is shaken by violent quakes. The ground splits, cracking open and enormous boulders
start rolling towards the valleys below. Each character must succeed on a DC 12 Dexterity saving throw, or take 7
2 (2d6) bludgeoning damage, falling to the ground prone and buried by rubble. A creature can try freeing them-
selves from the rubble by succeeding on a DC 12 Strength (Athletics) check. In case of a successful saving throw,
the character only takes half the damage, is not prone, and is not buried by rubble.
Raining rocks. A hailstorm of blazing rocks rains upon the area. Each character must make a DC 12 Dexterity sav-
ing throw, taking 2 (1d4) bludgeoning damage plus 2 (1d4) fire damage on a failed save, or half that damage on a
3 successful one. The blazing rocks keep falling for 1d6 rounds. At the start of their turn, while the hail continues,
all creatures in the affected area must make a DC 12 Dexterity sav-ing throw, taking 2 (1d4) bludgeoning damage
plus 2 (1d4) fire damage on a failed save, or half that damage on a successful one.
Caustic rain. The dense clouds of ashen vapors and fumes looming over this desolate land suddenly release a
boiling, acid rain. The visibility in the area is lightly obscured and creatures in the area have disadvantage on Wis-
4 dom (Perception) check based on sight and hearing. The rain extinguishes all open flames and each character
must make a DC 14 Constitution saving throw, taking 2 (2d6) acid damage on a failed save, or half that damage
on a successful one.
Lava burst. A jet of lava bursts out from a crack in the in the ground, hitting the group with high pres-sure. Each
5 character must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half that
damage on a successful one.
Boiling stream. The group must cross a 20-feet wide stream, whose waters boil with unsettling heat. A creature
that starts its turn in the water takes 3 (1d6) fire damage at the start of each round. To swim across the stream,
6
a creature must succeed on a DC 18 Strength (Athletics) check. On a failed check, the creature takes 3 (1d6) fire
damage and has disadvantage on the next Strength (Athletics) check.
Scalding soil. The path continues through a clearing of unnaturally colored boiling mud. The pools are framed
by barely solid lava and scalding rocks. The group must cross this area to avoid falling into the pools of mud.
7
Each creature that makes direct contact with the ground must succeed on a DC 15 Con-stitution saving through
or suffer one level of exhaustion.
Torrid gust. A gust of blazing wind sweeps across the land as the group is making its way across a gorge. Each crea-
8 ture affected must make a DC 13 Constitution saving throw to avoid falling, taking 7 (2d6) bludgeoning damage
from the fall on a failed save, or no damage on a successful one.
Smoking pool of mire. After a brief quake, the ground beneath the characters’ feet crumbles into boil-ing mire. A
creature that enters the area for the first time during its turn or starts its turn in the area must succeed on a DC 15
Dexterity saving throw, or take 11 (2d10) fire damage and become re-strained. A restrained creature can attempt to
9
free itself with a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Until it is free, a creature takes 11 (2d10)
fire damage on each turn. A creature maintaining concentration in the area of the pool must succeed on a DC 15
Constitution saving throw, or lose concentration.
Jagged ridge. The path continues among shards of sharp rock emerging from the ground like the bone crest of a
10 petrified dragon. When a creature walks between the ridges, it must succeed on a DC 12 Dexterity saving throw,
or take 13 (2d12) slashing damage.
Sheer drop. The characters must climb and find their way along a sheer ledge. Each character must succeed on a
DC 15 Wisdom (Perception) check to find the safest way through, or fall down the cliff and take 7 (2d6) blud-
11
geoning damage from the fall. To make it back out of the gorge, a character must succeed on a DC 13 Strength
(Athletics) check, or fall again into the gorge and take 3 (1d6) bludgeon-ing damage.
Supernatural influence. The characters start feeling the effects of the supernatural miasmas and va-pors
poisoning War’s Domain. Rage and despair muddle their thoughts and vision. Each character must succeed on a
12
DC 15 Wisdom saving throw or be subjected to the miasma’s influence and gain disadvantage on the next ability
check or saving throw.

The Key to the Seal 49


MIR ACULOUS FINDING
I
f the characters choose to forage for more food or search for any interesting items during their journey
to the cathedral, the Guide can let them roll a DC 20 Wisdom (Survival) check. Even on a success, no
food or water can be found, but the character making the check can find a small amount of manna ( 1d4 +
1 portions).
Manna is the blessing from the Lord to those under his protection. A source of nutrition that substitutes any
other type of food and leaves any who feed of it nourished and satiated for a long time. It frequently falls
in the Land around the Throne and it is considered a precious and rare item anywhere else in Armageddon.
The story goes that, due to some exceptional event, such as the shedding of copious amounts of angel blood,
small manna-producing plants are born. Almost as if returning to creation part of the light that was lost.
Finding manna this far from the Throne is exceptional, almost miraculous. So much so that, no matter what
faction one belongs to, it could easily be interpreted as a good omen.

Manna
Wondrous item, uncommon
Manna is an incredibly nutritious type of food, which appears as flakes as white as rime and
soft as bread. If uncooked, it has an almost too sweet flavor, akin to bread dipped in honey. It
never spoils and does not lose its beneficial effects.
The weight of manna is negligible when considering encumbrance. Each portion is a pinch, and
provides sustenance – a substitute for both food and water – for a human for ten days. Addi-
tionally, anyone who consumes a portion of manna loses all levels of exhaustion gained up to
that point.
Additional checks for foraging do not lead to finding more manna, just food and water (roots,
clear streams, lichens, spring algae).

Scene 3 – Casualties of the Eternal War


“The celestial clash between angels and de- erful yet uncoordinated blows. The sky is lit up
mons seems to have escalated in brutality. by lightning and explosions that the other-
Their collective unleashed fury lights up the worldly Powers call to their aid in a blinding,
heavens, as the two factions fight for control deafening clash. None of you know what has
over the fate of the world. The angels, with started this particular battle, maybe you nev-
their white and gold wings and swords of blaz- er will. You only hear endless, glorious angelic
ing lights, are trained and methodic fighters. choirs among the clouds, as the demons yell,
The demons, on the other hand, are devoured roar and face off against the celestial voices
by frenzy. Horns, black wings and lashing tails with their Abyssal blasphemies.”
join their infernal weapons in a vortex of pow-

50 The Key to the Seal


T
he characters are finally able to make it to the Additionally, this is the only place between Hol-
foot of the mountains, headed towards the lowmount and the Nameless Cathedral where the
cathedral, by their own means or with the help characters can take a Long Rest.
of the survivors sent to guide them (see previous
Scene). Some suggestions for this Scene are as follows:
Suddenly, a crash of thunder, louder than the
others, stops everyone in their tracks. A twisted w The survivors are hungry. The characters could
demonic bident plummets from the sky and fends offer the oldest/weakest/youngest of them a
the earth where it lands in two. The blazing weap- few portions of manna if they found any, or
on is too heavy to be lifted by human means, made of their own rations. Gifting them the divine
as it is for someone or something twice as tall as a food, or at least a week’s worth of rations, to
medium creature. The ground breaks and a river the “right” person will gain their help and the
of lava flows out to swallow the area around the hospitality of many of the other survivors.
impact. w If the characters have any manna or a large
The group risks being swallowed with it, and each amount of rations, but share none of it with
character must succeed on a DC 15 Dexterity sav- the survivors, the latter will attempt to ste-
ing throw or take 14 (4d6) fire damage. al or attack them as soon as they see an op-
portunity, in order to feed the more in need
Fire, weapons, and debris rain down from the sky, among them (2d6 commoners).
as angels and demons are in the heat of the final w Among the survivors is a man (thug) who is in
acts of their terrifying clash, which is nothing no particular need of anything, but still wan-
more than yet another episode in the ongoing war ts the food for himself. He is one of the sliest
that the Powers have been fighting for the past two members of this community, and has a couple
decades. of henchmen with him (thugs). He can be very
Forced to seek shelter, the characters must hide in persuasive and promise support during their
one of the many caves nearby. Here they will find journey; however, if the characters offer him
(or be led to) a group of desperate and hungry food in exchange for his help, the other survi-
survivors and their makeshift refuge. Unlike the vors do not take well to this injustice, and will
ones in Hollowmount, these people are too weak attack the group.
or scared to join Babilonia or even just to leave the w Among the survivors is a particularly devout
relative safety of their caves. They have enough woman who sympathizes for the side of the
water, sourced from underground springs, but angels and tells endless stories of divine ri-
there is very little food in War’s Domain. It is clear ders who saved her a long time ago. The tales
for everyone to see that they are exhausted. always end in delirious eulogies for the end
of the world that will cleanse everything and
The encounter and interaction with these survivors everyone.
is left entirely to roleplay, leaving space to charac- w Among the survivors is an emaciated young
ter relationships and dynamics, and can be used to man bearing the Mark of the Beast, who pulls
gather news, information, advantages, or to gain aside the Furiosa – maybe they can work so-
inspiration. Some of the survivors know the precise mething out together?
location of the cathedral, and can convey more in-
formation or even agree to guide the group.

The Key to the Seal 51


Scene 4 – The Na meless Cathedr al
“Emerging back out of the caves you step into will reach the nameless Cathedral foretold by the
the dark and silent sky above. A cloud front seer. Their new guide, if present, will take this mo-
the color of ruby and rust is moving in from ment to bid them farewell and flee.
afar: a storm of blood, one of the many un-
natural phenomena taking place in the Lands “At the center of the valley is an ancient set-
of Armageddon. The air saturates with the tlement from the Old World, completely ru-
scent of iron, familiar and nauseating. It ined, of which no one remembers the name;
takes a few seconds for the gray and black it sits atop a blackened tuff hillock. This city,
ground to be washed by a rain of blood, rais- once, was surrounded by fortified walls, with
ing even more nauseating vapors and fumes stone houses and their red terracotta roofs
as it meets the lava. It is hard to see through dotted all up the hillside. Even at this dis-
it, though it does not last long. Just as it ap- tance, the cathedral towers over the other
peared, the storm moves away. What it leaves razed buildings, and must have been one of
behind is a soaked landscape, shrouded by a the landmarks of the city, with its facade of
mist of unnatural color.” white and dark stone proudly rising in the
main square.

W
hen they are ready to leave the shelter and Today, the cathedral is the sole recognizable
set back on their way, the characters might structure amidst a mound of ruins and debris.”
have received more detailed and precise informa-
tion about their destination, depending on the The city ruins and the surroundings of the cathe-
events of the previous Scene – alternatively, one of dral itself are swarming with demons, who have
the survivors (commoner) will offer to guide them taken care of any living creature in the area. These
to the cathedral. creatures have been sent by their Abyssal com-
If they are alone, if they are fleeing from the sur- manders to infest any nook and ancient settle-
vivors, or if their guide is the thug or the devout ment around War’s Domain. The Abyss suspects
woman, the group is in grave danger. After leaving that the Key does indeed exist, and it is located
the caves, a few roaming demons will attack them in a place like this one. However, not privy to any
during the first break, trying to take them in their other detail, the demons simply roam among the
sleep. ruins and devastation, striking as thoroughly as
possible. They have yet to bring any results to their
6 goat demons will attack at night, aiming to kill. masters.
The demons have no reserves or caution and will
advance with cries and bleating, so it will not be “The cathedral’s facade is made of white and
hard to spot them and prepare for 1 round before black stone, with some remnants of white
they arrive. The demons, however, fight to the marble decorations, golden mosaics, and
death. stone sculptures. The upper part is adorned
with an imposing circular stained glass, partly
The following morning, following their guide if smashed, and several sharp spires. The main
they have one, following the tracks of the goat de- entrance features a bronze door among the
mons, or simply finding their bearings, the group rubble, framed by four pillars bearing bas-re-

52 The Key to the Seal


liefs of sacred icons. The building is still ma- It is a memory of the Old World and of life before
jestic in its own way, though clearly a shadow the End Times. Three wide and bright naves are
of its glory, as it barely withstood the opening carved by ten tall circular pillars, connected by
of the Seven Seals.” round arches. A marble band motif of green and
white repeats itself across the entire building. The
A herd of 4 goat demons roams around the cathe- walls are covered by frescoes.
dral, wandering distractedly through the rubble
and ruins. As they search inside the building, the characters
The characters can sneak past them with a suc- can easily spot the access to the crypt, but the en-
cessful DC 14 Dexterity (Stealth) check, or with try arch is is protected by a thin plate of orichal-
other plans to distract and divert, and avoid fight- cum – a concealment ward. It has been etched
ing the creatures. If their plans fail, however, they with mystical glyphs in Enochian, and are reserved
are spotted and attacked on sight. to otherworldly beings. None of the Powers have
been able to even perceive the power of the Key,
Once they make it inside the silent building, the never mind locate it, thanks to the ward. Mortals
group is overcome by a wave of solemnity, but are not subjected to its influence, though they do
also a deep and unfounded sense of melancholy. feel a sense of disorientation, melancholy and un-
This place is mostly intact, especially from cer- ease as they step through the archway towards the
tain angles, as if the Apocalypse had left it stand. underground crypts.

The Key to the Seal 53


Each character must succeed on a DC 15 Wisdom Once they step through the entrance and down
saving throw to maintain their determination, or into the crypt, characters are safe from goat de-
be shocked and afraid, gaining disadvantage on mons, who can no longer track them or hear
all ability checks and attack rolls for as long as them. The group can explore this dark and dusty
they are within the crypt; characters can attempt area and realize that it is much more in disrepair
the saving throw again at the end of a Short Rest than it initially seemed, and could collapse with
within the crypt, and the effect ends immediately very little. The burials and tombs are all open or
on a successful save. cracked. The dead rose again as the Fourth Seal
was opened, more than twenty years ago.
The right tomb, devoid of name and never moved,
is well hidden at the end of a secondary corridor.

EXPANSION – LOST IN THE CRYPT


A
t this point in the mission, instead of making a simple check to find the right tomb, the characters
might have to explore vast catacombs, riddled with traps of natural and mystical origins and terrifying
keepers guarding the Key.
This optional expansion is recommended for groups interested in exploring an old school dungeon, with the
classic hurdles and threats of these types of scenarios. We recommend that the Guide prepare or use a dun-
geon of medium or small size (4-12 locations) and fill it with monsters, traps and themed dangers. Keeping
in mind, of course, War’s intention in hiding the Key and the goals of the creatures who serve him.
Some examples:

w Monsters: animated armor, skeletons, flameskulls. These crypt keepers are simply lifeless guardians,
minor servants of War’s will. Their task is to attack anyone entering the crypt and rend them to pieces.
w Mechanical traps. Traps such as bear-traps, war machines or siege machines with blades, spikes, ar-
rows, cables and gears. Whoever has set these up is clearly possessed by sadistic folly.
w Magical traps. Glyphs, sigils and emblems capable of causing fire damage, but also radiant or necrot-
ic. After all, unlike the mechanical traps, War has placed them to prevent otherworldly creatures from
taking the relic, especially fiends and celestials.
w Physical obstacles and natural dangers. Caved in passages, heavy boulders, unstable walls. The char-
acters might come across structural failures that they will have to overcome by digging or make their
way on hands and knees through the tunnels created by the Risen’s claws and nails, as they escaped
their burial sites.
w Curses and moral effects. War might have placed curses and otherworldly effects upon these passages,
linked to his Domain. The characters might feel the urge to fight against each other, hurt themselves,
flee in terror, or leave the crypts and head back outside to fight the goat demons.
As the exploration of the crypt ends, the characters find the tomb they were seeking as above.

54 The Key to the Seal


To find it, the characters must succeed on a DC On the headstone of the tomb they are looking for
15 Wisdom (Perception) check as they explore the is a sentence in Latin referring to Second Seal.
perilous crypt. Anyone who fails the check takes
7 (2d6) bludgeoning damage due to a number of Ut sumeret pacem de terra
minor cave-ins, settling shocks and ruinous falls. Ut invicem se interficiant
In this case, however, the first character to fail
happens to fall unto another unopened tomb. “To take peace from the Earth, to force them to
If the latter is opened, the characters will find a kill one another.”
man in religious clothing who woke up in his tomb
like all the others, but who died again of hunger
and madness as he failed to make it out. The man Behind the carved headstone is the Key to the Sec-
wears a golden necklace of the Old World, a pre- ond Seal, the otherworldly relic they were sent to
cious trinket that might draw the attention of the find.
Furiosa. The latter can take it, if she wishes, and
gain inspiration as a result.

Scene 5 – Finis Gloriae Mundi


“The Relic that everyone has said so much This display of power will immediately draw the at-
about and that everyone is seeking lies before tention of the demon goats outside the cathedral.
you. At least, so it seems. Placed on a cush-
ion made for an emperor’s crown is a shining, Before they leave the crypt, the characters might
sharp instrument. A weapon the size of a dag- have the good idea to take one more rest, taking
ger. Two twin blades dance around each other advantage of the orichalcum’s protective wards,
in a spiral. Each blade, made out of red gold, is and no one will interrupt them if so.
carved with Enochian symbols. The weapons,
however, lacks a proper guard or hilt. Nothing Once they step out of the crypt, however, the Relic’s
that would allow anyone to wield it safely. The otherworldly aura will act as a beacon to the de-
guard is a broken pentacle with jagged edges, mons outside, and they will start pouring in from
while the hilt and pommel are a mass of ra- all over, climbing walls and swarming through the
zor-sharp black blades.” roof. There is no mistake in their intentions: they
have sensed the Key and will destroy everything in

T
he mysterious item looks more like a torture their way to take it.
instrument than a proper Key. It looks incred- The characters might be able to take down the first
ibly sharp and cutting, both for someone wielding line, but it will soon be clear that there is no way
it and for its intended target, but it has no de- out of this situation.
tectable powers or aura. Not right now, not in the
characters’ hands. As they realize how dire the situation is, it gets
Its true power is concealed by the wards placed by worse…
War at the entrance of this hiding place. When the Also drawn to the Key, now fully pulsating with
group will leave the crypt, the Key will start emit- power, an Aryehm lands into the cathedral from
ting a radiant glow, pulsating rhythmically like a above, akin to a meteor of light and fire. The
beating heart. Aryehm is an angelic lion of the Seraphim. Its body

The Key to the Seal 55


is imposing and emits a celestial light that no the incoherent sounds they constantly produce.
mortal is used to seeing. As the creature touches The timbre is alien, the rumble deafening, but the
the ground, the resulting sonic wave of its impact meaning of the demand is unequivocal.
and its roar takes out all the goat demons around
it, destroys the external cathedral walls and what- HAND IT TO ME. HAND IT TO ME.
ever was left of the city beyond it. It then turns to HAND IT TO ME, MORTALS.
the characters and speaks with a deep and echo-
ing voice, as if twelve different otherworldly choirs AND ALL SHALL BE WELL. AND ALL SHALL BE
unified their chants into intelligible words, out of WELL. AND ALL SHALL BE WELL.

THE KEY TO VICTORY


I
f the characters who took part in this adventure are about to die, it is possible to deploy a final twist,
a deux ex machina that might change the situation while also making the dynamics of the group more
complicated.
During the fight with the Aryehm, the Key to the Second Seal activates and becomes a Relic of mystical pow-
ers. Depending on who is currently holding it, the Key grants them a wave of otherworldly power: it seems
sentient, or at least aware of the situation, and resists being traded so easily!
Some ideas on how to run this resolution are as follows:

w Furiosa: Your body tenses, shuddering under a painful jolt of adrenaline. Your muscles burn, your
senses expand and you fling yourself against the Aryehm in an instinctive, lethal blow. The Mark of the
Beast, however, expands across the entirety of your body, burning with dark energy and becoming fully
visible to all.
w Wormwood Specter: Your body collapses like a marionette held up only by your strings, and wormwood
fumes pour out of your open mouth. The smoke blocks out the Aryehm’s breathing, who starts contor-
ting and twisting until it explodes. The deflagration harms everyone in the scene.
w Bard: The eye affected by the prophetic Gift starts copiously bleeding, revealing to you the se-
cret of how to defeat the Aryehm. As the blood threatens to suffocate you, pooling into your
mouth, you speak the prophecy that will see your enemy fall. “And as the Aryehm turns to him,
eyes wide, voice tight in its throat as it realizes its end is nigh. A silent companion shall come to
its back and plunge their weapon into its heart, impossible to avoid. Thus, it shall be destroyed…”
Which is exactly what happens.
w Sorcerer: In your mind, suddenly, something unlocks memories of your time beyond the heavens. A
sudden awareness takes over and a holy aura surrounds you, forcing the Aryehm to bow before you. The
creature is now at your command for the next few hours.

56 The Key to the Seal


If the characters agree to hand the Key over to the
creature, the Aryehm will be satisfied – partly. It Epilogue
perceives that something, no someone among

I
them is corrupted. The Furiosa bears the Mark of f the characters are still all alive and together,
the Beast, and the Aryehm will reveal it for all to the biggest problem they now have to face is
see. They must also hand her over. If the charac- keep the Key hidden. If barely a few steps out of
ters refuse, be it to hand over the Key or the Fu- the cathedral it drew hordes of goat demons and
riosa, a terrible battle ensues. The Aryehm has no an Aryehm, it will not be long before more pow-
intention of retreating and will fight to the death erful soldiers of the Throne and the Abyss come
in order to obtain what it came for. looking for it.
In that case, there is no hope of survival for the
group.
The solution is almost intuitive: the orichalcum
plate with the Enochian sigils can be removed from
the entrance to the crypt, folded and hammered
around the Key itself as a metal container of sorts.
Even if misshapen and heavy, it will get the job
done.
The characters can then leave the ruins of the
nameless cathedral; the road ahead is long and
filled with danger.

The group must decide what to do with the Relic.


Take it back to Babilonia as planned, or hand it
to another Faction? Anyone who had a moment of
contact with the mystical powers within it might
see the extreme danger of the latter option. Might
it be easier to bring it to the Sibilla, and ask what
its true purpose is? Or stop dithering and head
straight for War’s keep, where the Second Seal is
held, and directly find out what the Key opens?

The characters are not aware of it yet, but what-


ever their choice, the last phase of the Final Battle
has just begun!

The Key to the Seal 57


G oat D emon

A
lso known as Seirim, these demons have the survivors of Armageddon, facing against one of
features of goats and usually gather in herds these creatures alone might not be too much of a
of ten or so individuals, but also in legions and problem; unfortunately, they move and hunt as a
hordes collecting several different herds. Their sole herd, ramming into the closest target in unison,
aim is destruction, and so they hunt, pillage and and fighting until mutually assured destruction.
attack anything and anyone they find. They are of-
ten taken advantage of and exploited by devils of
the Abyss to cleanse regions of human presence,
when neither strategy nor reason are required –
only brutal devastation. For the more experienced

G oat D emon Demonic Movement. The goat demon can climb diffi-
Medium Fiend (Abyssal), usually chaotic evil cult surfaces, including upside down on ceilings (where
it moves on all fours), without needing to make an ability
Armor Class 13 (natural armor) check.
Hit Points 26 (4d8 + 8)
Actions
Speed 40 ft., climb 20ft
Multiattack. The goat demon makes one ram attack and
one with its claws.
STR DEX CON INT WIS CHA Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one tar-
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 8 (-1) get. Hit: 7 (1d10 + 2) piercing damage. If the goat demon
moves at least 20 feet straight toward a target and then
hits it with a ram attack on the same turn, the target takes
Skills Athletics +4, Perception +3
an extra 5 (1d10) damage. If the target is a creature of me-
Damage Resistances necrotic dium size or smaller, it must succeed on a DC 13 Strength
Damage Immunities acid saving throw or be knocked prone.

Condition Immunities frightened Bite. Melee Weapon Attack: +4 to hit, range 5 ft, one
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid
Senses Passive perception 13, darkvision 60 ft.
damage.
Languages Understands Abyssal, Enochian, and Babel Claws. Melee Weapon Attack: +4 to hit, range 5 ft, one
Tongue, but cannot speak them
target. Hit: 5 (1d6 + 2) slashing damage.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Heinous Immolation. Goat demons are driven by eternal
evil and infernal madness, and can choose to self-immo-
Reckless. At the start of its turn, the goat demon can gain late out of sheer lust for destruction. When it reaches 6
advantage on all melee weapon attack rolls during that hit points or fewer, the goat demon can choose to defla-
turn, but attack rolls against it have advantage until the grate. If it does, each creature within 10 feet of the goat
start of its next turn. demon must make a DC 12 Dexterity saving throw, tak-
Sure-Footed. The goat demon has advantage on Strength ing 10 (3d6) acid damage on a failed save, or half as much
and Dexterity saving throws made against effects that damage on a successful one.
would knock it prone.

58 The Key to the Seal


A ryehm Sulfur Breath (Recharge 6). The snake head exhales poi-
Huge Celestial (Thronian), usually lawful good sonous sulfur in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 Constitution sav-
Armor Class 14 (natural armor) ing throw, taking 14 (4d6) poison damage on a failed save
Hit Points 66 (7d12 + 21) and is poisoned until the end of its next turn, or half as
much damage on a successful one and is not poisoned.
Speed 50ft, fly 120 ft
Celestial Charge (Recharge 6). The Aryehm charges
up with magical energy and flies at least 30 feet but
STR DEX CON INT WIS CHA no more than 90 feet in a direct line towards a point of
19 (+4) 17 (+3) 16 (+3) 12 (+1) 15 (+2) 16 (+3) solid ground, landing with a crash and releasing the ac-
cumulated energy, causing thunder all around it. Each
creature in a 15-foot radius around where the Aryehm
Saving throws Con +5, Int +3, Cha +5 landed must make a DC 15 Dexterity saving throw, taking
Skills Athletics +6, Intuition +4, Perception +4, Persuasion 13 (3d8) thunder damage plus 13 (3d8) radiant damage,
+5 is pushed 10 feet away from the Aryehm, falls prone and
Damage Resistances radiant, thunder is deafened until the start of the Aryehm’s next turn, or
half as much damage on a success, and it is not pushed
Condition Immunities blinded, charmed, prone
away, prone or deafened. Additionally, all unsecured ob-
Senses Passive perception 14, darkvision 120 ft jects within the sphere are automatically pushed 10 feet
Languages Babel Tongue, Enochian, Thronian away from the Aryehm as a result of the attack. This at-
Challenge 4 (1100 XP) Proficiency Bonus +2 tack causes a roar of thunder which can be heard at a
distance of up to 400 feet.
Innate Spellcasting. The Aryehm can innately cast one
Perfect balance. When the Aryehm falls from a great
of the following spells, requiring no material compo-
height, it is immune to fall damage, and always lands on
nents. Its innate spellcasting ability is Charisma (saving
all four paws.
throw DC 13).
Keen smell. The Aryehm has advantage on Wisdom (Per-
At will: detect evil and good, light, sacred flame
ception) checks that rely on smell.
Actions
Bonus Actions
Multiattack. The Aryehm makes one Lion Bite attack
and one Snake Bite attack. When charged, it can use the Wing attack (Recharge 5-6). The Aryehm beats its wings,
Fire Breath instead of the Lion Bite. When charged, it can creating a strong wind around it. Each creature within 15
use the Sulfur Breath instead of the Snake Bite. It can also feet of it must succeed on a DC 15 Strength saving throw
substitute making an attack with casting a spell. or is pushed 10 feet away from the Aryehm. Additionally,
the wind disperses all gases, fog and vapors, and extin-
Lion Bite. Melee Weapon Attack: +6 to hit, range 5 ft,
guishes all candles, torches and open flames within 15
one target. Hit: 14 (3d6 + 4) piercing damage.
feet of the Aryehm.
Snake Bite. Melee Weapon Attack: +6 to hit, range 10 ft,
one target. Hit: 11 (3d4 + 4) piercing damage and the tar- Reactions
get must make a DC 14 Constitution saving throw, taking Blinding Light. After being hit with a melee weapon at-
7 (2d6) poison damage on a failed save, or half as much tack, the Aryehm’s body emits a flash of blinding light
damage on a successful one. and each creature within 10 feet of must succeed on a
Fire Breath (Recharge 6). The lion head exhales fire in a DC 14 Wisdom saving throw or be blinded until the start
15-foot cone. Each creature in that area must make a DC of the Aryehm’s next turn.
14 Dexterity saving throw, taking 22 (5d8) fire damage on a
failed save, or half as much damage on a successful one.

The Key to the Seal 59


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