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TARA VALLEY

Index to Valley of Fear


Mini-Adventure sites
1- Caravan site(Prologue)
2- Forae’s cabin
3- Saurian Salt marsh
4- Village of Krios
5- Mine of Grelk
6- Half-helm village
7- Ship of Rust
8- Lunus woods
9- Emerald glade
10- Way stop village
11- The Rookery
12- Goblin isle
13- Darvus Dungeon
14- The Dam of Eldarus
15- The Bloodied league

Bestiary
NPC stats
Typical crocodilian and Bloodied league member
The Fall of the Dam
Tara Valley

The VALLEY OF FEAR

INTRODUCTION

A train of refugees are about to encounter the rising of the blood mists,and enter a
world of terror beyond even their own horrific experiences. Will they survive? Will
they escape the inexorable tide of the Blood red mists.
THE PROLOGUE:THE CARAVAN

A weary train of refugees winds its way across the landscape, beneath the imposing
peaks of the Tara valley The players find themselves in this train of refugees for
individual reasons, or perhaps they were part of the same military unit, the same
home town etc…

Evening descends and the caravan draws to a halt on the trail, the peaks lie to the
north, and to the south there is a large, but sparse forest. The Bandolier (the caravan
leader) calls for a halt and the caravans are quickly circled around a large camp-fire,
and a lone violin plays sombre notes to remind the players and the caravan of the hell
they have come from for the train has been attacked a few times by Demons on their
travel home.

GUIDANCE FOR THE GM


If a character should become BROKEN
The Prologue opens with the falling of empathically or in their wits(wisps make
the blood rain, this falls along the empathy attacks) then the intensity level
bottom edge of the map, to form grows.
wisps(in the first round) as well as three
rolls for placing a wisp on top, left and Mist does not move, but produces 1
right edges of the map. additional wisp a turn(starting in the
mists space).
Each round, further blood rain falls
with 4d6 placing of wisps, as per the Wisps move randomly each turn unless
Blood mist rules. N.B. Wisps move there is BROKEN wits or Empathy
stealthily and as such their location character on the map, in which case it
should be hidden unless successful scout moves towards them(closest first if
roll made to spot them. multiple).

In short, each wisp moves randomly one If a character becomes BROKEN in a


NEAR area a turn, if it encounters Mist area it becomes FOG, and if
another wisp it becomes MIST. If a broken in FOG becomes a STORM.
wisp is next to a caravan, stronghold
actions start to occur.

ROUND PROGRESSION IN
PROLOGUE

Round 1-Blood rain falls(generates wisps


as per above) any character ‘keeping
watch’ may make a contested roll against
the wisps stealth.

If successful they can raise the alarm.

ADVENTURE SITE LAYOUT

Each adventure site in the scenario, has


a Description, Legend, a Trope(a brief
mention of involved horror tropes for
that adventure site) a POV description, a
Mechanics section(rolls to be made in
certain circumstances), and
Statistics(statistics for NPC’s and a page
number for any monster involved)
In addition I have included a map for
each adventure site(at least in terms of
the likely opening scene).
FORAE’S CABIN

DESCRIPTION “The characters approach upon a rutted


trail, they have been seeing faded marks
There is a small cabin at the end of the on trees for the last half hour, they all
trail, and what looks to be a large root point down the trail, saying two names,
cellar at the back of that cabin, and a “Foraes, the trader” and “Half-helm
well for thirsty travellers. There is a village”. Feet are sore from the rutted
large sign swinging from a pole, which trail, as you begin to see in front of you
depicts a bow and arrow. what looks to be a wooden cabin on the
side of the trail.
LEGENDS
The trail seems to be obscured after it,
The hunter-trader Forae is a fixture of overgrown with brush, the cabin has a
the valley and easy to take advantage of, large sign swinging from its porch,
he would often visit Krios, and other saying ‘Forae’s the trader, at your
settlements but rarely if ever does now. convenience”. It looks well kept and
there are tended flower beds along the
TROPE side of the building. The cabin itself
looks to be fairly small, it is a cabin
Slasher, Hunted, Trapped bungalow”

POV DESCRIPTION
LOCATIONS AND MECHANICS
“The characters approach a squat
building, made of rough hewn stone,
Traders cabin and blocked at its base by stone and
earth apart from a central banded wood
POV description above. door, which looks sturdy. At the front of
this door, bound on a chain but
A wooden cabin made of logs, with a otherwise looking well kept is a large
swinging sign which says Forae’s on it, hound, it has a water bowl full of water,
and a picture of a bow and arrow on it. It but [if it sees them] glares at the
has a shop where Forae sells various characters as they approach, then
animal furs, and other items. He won’t suddenly starts to whimper as they get
necessarily attempt to attack/kill nearer, and tries to tug at its chain.”
characters unless they are ‘rude’ to
him(which might be any slight thing) The Root cellar, which is not too far
from the cabin has a number of root
He mans it only occasionally,otherwise vegetables in and underneath there is a
he is checking his traps in his territory, dank, mouldy prison full of cages which
visiting Griseld’s grave(leaving presents are presently empty. On the cellar wall
for the ghost), or the root cellar/prison. scrawled in what looks to be blood is the
If he is here when the characters first message “Dumb animals!” and carved
encounter him, then he is a mild statements such as “Speak to me like
mannered shop keeper type who lives up that”.
to the legend.
In the root cellar entrance, Forae keeps
Within the Shop of the cabin, all sorts a hound which guards the prison, and is
of goods are contained, though most of trained to not let any approach or to
the stock is hunting supplies(including lead them into a trap(as per hound lure).
bear traps), there are goods being sold
from Forae’s victims too including a
bone handled knife)

Mechanics

Forae in any particular QD will be at:


Cabin on a 1-3.
A character may spot name inscriptions
on items in Forae’s shop of Forae’s
victims, and one which just says RUN!
Forae’s hound in the shop keeps a look
out for shop lifters (Hound scouting
rolls) and will notify Forae of this by
nuzzling his hand.

Root cellar prison


Mechanics Griselds grave is located underneath a
large tree near the cabin, it says on the
 There is a dirty window underneath gravestone, “to my love, always mine”,
rocks placed around the root there are various decorations including
cellar(removing the rocks allows the parts of animals, necklaces etc…
scouting roll to see inside without
entering) At the side of the grave is Griseld’s ghost,
 The door to the root cellar has a who looks forlorn and helplessly down at
strong door which requires 100 her grave, whatever present Forae leaves
damage to break down on her grave instantly transfers to
 The Cellar basement has Griselds ghost, overlaying her ghost
cages(presently unoccupied), vestments which look like whore’s
exploring the cages reveals a robe clothing.
with the emblem of thorned rose
with successful scouting roll. Griseld is not understandable when she
speaks, see mechanics
Griseld’s grave
Mechanics
“The characters approach what looks to
be a small copse of trees, which seems to  Breaking the jewellery on the grave
have wild flowers growing amidst the makes Griseld more understandable
trees, an assemblage of violets and (each item of jewellery gives
bluebells add colour to the ground. As scouting rolls -1 die to hear her). If
they get nearer, they see an Ephemeral heard she is asking for her body to
figure of a long brown haired woman, be burnt and for vengeance against
standing looking down at a rectangular Forae.
gravestone, it looks back up at the
characters with mournful eyes. The
ghost seems to be wearing an assortment Forae’s place, which he calls what he
of necklaces, and other jewellery which sees as his property is a hunting territory,
can be seen on the grave, lovingly placed. there are a number of locations within it.
Forae’s place has a general rule, that
Otherwise the ghost is dressed like a players who have a mishap in the
common whore” territory(white dashed line) instead
encounter a ‘trap’ often with a lure.
They roll a D66
Die roll Lure Trap
1 Food or drink (Forae has Bear trap ( The jaws shut
set out some food or drink and the player takes 1
as a lure/trigger) stabbing damage, and are
grappled, escape grapple is
at -1 and failure causes 1
stabbing damage)
2 Chest(If the chest is Spike trap (A poised
opened the trap activates) branch swings impaling
the target(if it passes
armour) for 2 stabbing
damage, escape grapple is
at -2, failure result in extra
1 stabbing damage
3 Hole in the ground (If Pit trap ( A pit in the floor
someone puts there hand opens which is at least 40
in then the trap is foot deep)
activated)
4 Hiding place(Forae has Noose trap ( The rope of
placed a trigger in an the noose trap activates
obvious hiding place) and the character finds
themself upside down in
the air from the nearest
tree, escape grapple -2,
failure results in loss of a
point of agility
5 Something shiny (Forae Net trap (A heavily
has placed something weighted net lands on the
shiny on the ground or on character, strength roll at -
a tree as a lure/trigger) 1 to escape, failure results
in agility loss)
6 Forae’s trained hound Cross-fire sedative trap
(The party encounter one (three missiles instantly
of Forae’s trained hounds, fire from three different
which acts injured or in directions, roll missile at
need of help) base 2, damage 1(stabbing)
if hits and bypasses
armour, then sedative
effects character if fail
Potency 2 poison roll, then
fall asleep.)
HALF-HELM VILLAGE

POV DESCRIPTION  The skin walker can take the form


of any of the dead dwarves, realising
Standing out on the landscape is a squat it is a monster requires a long look
looking village, as you pass at a distance and a successful INSIGHT roll
you see friendly dwarves in the process
of hoeing overgrown fields. Around the LEGENDS
village are large holes in the ground, the
most visible looking like quarries. The Guidebook in Forae’s shop, says
that Half-helm is a mining and
The trail entering the village and which quarrying town that was once central to
you have been walking along is rutted the valleys industry. It is a dwarven
and strewn with rocks, and there are no town and the people are friendly and
signs of caravan or other tracks of any welcoming to all. There is a bustling
kind. tavern where you can drink hearty ales
and a lovely set of upper rooms which
Mechanics are well tended by a matronly dwarf
named Tilda.
 The Dwarves are ghosts, realising
they are ghosts requires a long look
and a successful scouting roll.
TROPE Behind the stalls are the villagers home
raised on small hillocks which run the
Ghost story, Creature feature, length of the village. Between the
Paranoia(possibly) hillocks are multi-coloured fabrics long
worn away, and bent pieces of metal and
wood.
LOCATIONS AND MECHANICS
[Investigating homes] In the home you
find a corpse of a dwarf and lots of
Overgrown trail cobwebs populated by well fed and large
spiders
The trail is rutted and overgrown and
leads on to the village of Half helm, Mechanics
amongst the debris is the occasional
wagon wheel which suggests that the  On a 1 in 6 on any particular QD the
trail was once widely used. Near the end skin walker is patrolling the homes
of the trail is a cottage with a white and playing by taking on old skins
picket fence around a garden, standing
in the middle of the garden is an elderly The Rock shrine of Huge
lady who looks in despair.
In a cleared area off of main street, one
Mechanics of the hillocks is a hollowed out boulder
which has been carved out into a
 Weeding the garden takes 1 QD if makeshift temple, it is has carved pews
two or more characters do it and niches along each side of the main
 A scouting roll through the window chantry which contain various rocks
of the cottage will show an old collected from all over the valley. One is
corpse near the window (and missing and says a sample of Shrike-
otherwise the house is full of stone from Rook’s mount.
cobwebs.
 Entering the house will cause the There are two carved out rooms at the
old lady ghost to become back, one is empty except for mouldy
enraged(for she doesn’t like guest books, and broken bookcases, the other
when it is so untidy, a convenient contains faded grey vestments and a bed
excuse for forgetting she is a ghost) containing a skeletal corpse.

Main street

Main street is the single street which


runs through the village, along its side
are market stalls and a number of
villagers, most of them wear homespun
clothes, or workmans clothes, some
wear miners hats.
Mechanics [Investigating the dwarven tunnel] the
small tunnel is cramped as you walk
 There is a 2 in 6 chance the skin about 15 foot along it, there is still
walker is here on any particular QD evidence of the fire sticks planted in it to
inhabiting one of the stones in the bring down the stone, at its end however
alcoves is a shiny green stone(emerald) with
 Under the bed are a series of carved etchings on. There is also an old corpse
tablets detailing the rock priests its fingers still outstretched to the
efforts to get stones from all the emerald with its bones shattered
mounts, they are hopeful that the everywhere.
Shrike has left to mate, so that he
can get some shrike stone, after Mechanics
going to pick up climbing gear from
his climbing base(with directions).  Touching the emerald at the end of
the tunnel or blowing it up with the
fire sticks will reveal an emerald
prison long since empty and built to
The Quarries contain some monster.
 The Quarry workmen are ghosts as
You look at the quarries, inside which are there picks.
are a number of dwarves in work-mans
clothes and carrying picks while walking
around aimlessly.The quarry descends at
an angle downwards and narrows out in
one section which is draped in shadow.
THE SAURIAN SALT MARSH

DESCRIPTION A- Those who enter the marsh, rarely


leave and bodies that have been found
Three small rivulets stretch through salt seem to have had large bites taken out of
laden trees and bushes, the vegetation is them.
sparse and strange with only those B- The Salt marsh is always well-
adapted to living in highly saline lit(even at night ethereal lights shine
environments able to survive. Strangely from the salt draped woods)
enough in the Tara valley many of the C- Occasionally there can be seen
plants had a certain amount of salt whirlwinds of salt that swirl through the
adaptation. marsh,those who encounter them rarely
survive(those who have swear that the
Within the trees there is a number of whirlwinds are horrible monsters that
hunting lodges of strange design and flay the skin)
made out of serpent and fish scale, they D- One trader who was working their
reflect the light a little. way around the coast of the salt marsh
by rowboat, hid and watched a strange
LEGENDS ceremony where an Elven traveller was
eaten by some large reptilian sea beast
The salt marsh of the three streams is a E- It is said that some of the salt dunes
territory, with several associated in the marsh, are not dunes but horrific
rumours, which can be related by people fleshy monsters that dissolve their prey.
in villages, or by the Artist.
TROPE regularly, and there is close by to them,
a ‘dune artist’ who is a fairly mad
Absorbed, alien landscape, creature looking woman with wild hair, she is
feature, sacrificed. well armed but likes to paint the dunes
regularly to see how they move. She is
POV DESCRIPTION famed in the valley for these drawings.

“The Salt marsh spreads out in front of Salt dunes(at least some of them are
you as you look from the hills towards a home to Giant salt slugs) which reside in
large lake, ahead of you are sweeping, the marked place on the map.
swirling dunes of white, to the left of
which can be seen sat an artist admiring
the dunes. The dunes flatten out to
provide a ring around three streams
which are lined by salt laden trees, the
salt flats are brushed regularly by
twisting winds.

Within the forests that line the streams


of the salt marsh, can be seen a variety
of pools, salt laden trees and increasing
vegetation all the way to the lake. The
pounding of drums can be heard from “The characters stand at the foot of the
the forests as well as bright reflected white dunes, the strong taste of salt in
lights” your mouth, the dunes confront you
(pause for character choice to go up
Mechanics Dune or not) you start to walk up the
dune and find it sliding beneath your
 Every QD that a character is in the feet[pause for character roll, or monster
salt marsh they must roll reveal] you ascend the solid parts of the
ENDURANCE or gain the thirsty dune, which seem congealed by some
condition sort of mucus, and look out from the
top over the lands”

LOCATIONS AND MECHANICS [Monster reveal] “The sliding sand


suddenly becomes an avalanche of
There are several locations in the salt blinding salt, the air bitter with salt as a
marsh adventure site, with several gigantic amorphous greenish ichor-
mechanics and POV descriptions as laden slug rears up to attack whoever has
below: disturbed its rest”

Mechanics
The Salt dunes
 A Move roll failure(required when
The Salt dunes, are raised mounds of ascending dunes causes the dune to
salt, which exist in ripples leading up to slip this reveals salt slugs, and
the central hills. They are said to move
prevents reaching the top of the
dune, the next roll is at +1) Mechanics
 When a salt slug is revealed a
MOVE roll is required to not be  When a character is in a swirling
catapulted to a SHORT distance sand whirlwind they need to roll
and take 1 bludgeoning damage ENDURANCE or suffer -1 to
 A successful SCOUTING roll will agility
spot Salt acid mucus(see Salt slug)
on a Dune before walking up it

The Salt flats

The Salt flats is towards the end of the


salt marsh and around some of its edge,
they are not watery like closer to the lake
or raised like the salt marsh closer to the
central hills.
Crocodilian Hides
It is a dessicated place around which can
be seen whips of salt, and small Saurian hides are pools of freshwater in
whirlwinds. It is in this place that which Crocodilians can hide(they are
legends say there are dessicated beings. amphibious), and ambush prey that
comes near, for Crocodilians are
“The characters stand on the salt flats, a ambush hunters primarily, relying on
strong breeze blows ripples of sand animals to come to the freshwater to
across its surface, and up into the air drink. They also use the lakes edge for
[Pause for character response] you walk this. They are found at the edges of the
into the flats and the breeze grows, the salt marsh.(see map)
salt begin to grow into fast moving
swirls, and rising up [Pause for character “The characters stand within the salt
response-if they do anything other than laden trees, the xerophytes of the salt
run, read monster reveal] The characters marsh, there leaves pinpointed into
run across the flats as fast as they can needles, their trunks dry husks,
towards the undergrowth on the other although there can be seen on the
side(move roll required, failure means surface occasional pools of blood like sap
falling over in the sprawling salt with suggesting life buried deep within. The
the Monster reveal) ground is thick with the leavings of the
salt flats, but in places can be seen deep
[Monster reveal] “The swirling sand black pools of water, most covered with
coalesces, and grows faster into an the sharp spines of the xerophyte trees
excoriating whirlwind like shredding in them [Pause for character action if
glass, and within it are eyes like red they go to drink or approach a pool
crystal.Suddenly the whirlwind forms a within 5 foot read Monster reveal]
being built of solidified and cutting salt,
its crystal eyes shining with savagery”
[Monster reveal] “As you approach the lake, and a series of channels running off
pool, water canteen in one hand,the the lake and from the stream”
waters erupt and a large pair of
crocodilian jaws come snapping towards The Crocodilian village is rustic looking
you, a long snout with large jagged and and coastal, roofs are straw as well as
hooked teeth” [Make a crocodilian bite wattle and daub. The walls are composed
attack see crocodilian in Bestiary] of mud-brick with shells interlaced,
there is a palisade around the village,
with small towers on which stand
Mechanics crocodilians as guards. There are only a
couple of them. There are also a few
 When a character is in an Arm’s pools of water(in which crocodilians
reach of a Xerophyte tree such as wait to ambush those who don’t smell
when hiding, they need to roll right)
MOVE to avoid xerophyte spikes
scratching them, if scratched they Mechanics
become thirsty
 The Crocodilian guards make
scouting rolls each turn to spot any
hidden characters in the usual way.

 Xerophyte spines can do damage if


used, they do Stabbing 1 damage,
and Endurance must be rolled or
the target becomes thirsty. They
count as daggers for purpose of
weapon type.

The Fishery
The Crocodilian village “As you near the fishery, you see a
number of channels cut out from the
“As you bypass the crocodilian hides, landscape and reinforced with solid salt
and look towards the lake you see a wall crystal on their walls. As you look into
made from the xerophyte trees, still one of the channels a large codfish
covered in salt which forms pools at the swims past, and through a gate into a
bottom of the wall. There are three small reservoir full of fish. On a small
towers upon which stand three hillock, there seems to be a large open
crocodilians armed with glaives. They vat where several of the reservoir
scan the xerophyte woodlands for signs channels empty into”
of intruders.” [if manage to bypass the
guards] Bordering the lake, and in between the
“Within eye-sight, you can see a large marsh and the rivulets are small
rock promontory jutting out into the reservoirs that look like they channel
various fish into gullies, there are small which the crocodilians use to make
one-way gates in each gate which allow sacrifices to the Plesiosaur. Usually of
fish to enter but not to leave. The interlopers and other fishermen, the
Crocodilians use this to collect fish to Plesiosaur often prowls here in the
feed the populace much like a field. hopes that the Crocodilians have
captured someone.[It is possible that the
Within this there is a raised platform players or one of them at least might be
where for some reason the crocodilians on the menu]
gather fish and have surrounded it with
ritual objects. The plesiosaur comes here
to feed. The Fishery is close to the
village (see map)

Mechanics

 The Plesiosaur is at the fishery on a


1 on a D6 in any QD feeding at the
fishery(from the vat)

 Fishing rolls are automatically


successful in the fishery.

Sacrifice rock

“The large lump of black rock, juts out


into the lake, and has a number of smll
waterfalls of salty water falling from it, Mechanics
there is a black glass stairway leading up
to the top of the rock which from your  The Plesiosaur is at sacrifice rock on
vantage point you can see a grey slab a 2-3 on a d6 in any particular QD
table, which has blood smears on and  If a character should find
heavy chains. Large scratch marks(teeth themselves chained to the
marks) can be seen on the altar” rock(broken in any crocodilian area)
it takes a MIGHT roll at -1 to
This large rock juts out into the lake, on escape
top of the rock is a small altar and chains
The village of Krios
wide brimmed hat, with an unshaven
grey beard watching your approach
DESCRIPTION warily”

The settlement of Krios is a fairly large Mechanics


settlement, which has a functioning
gallows at its centre, as well as a number  The Villagers are xenophobic it
of other functions. It has a trail requires a successful Manipulation
connecting it along a route from the roll at -1 to get information from
outside of the valley to further in, the them
trail looks fairly well used.
The Gallows
The buildings are low and squat and the
villagers are fairly unfriendly. There is a “As you walk through the unfinished
large stone rampart around the wall, you can see a wooden reinforced
settlement that is mostly built. structure, its central reinforced
platform has ropes swinging in the
LEGENDS breeze. A crowd has gathered to watch
the execution of a criminal. The crowd
Krios is the ‘capital’ of the valley if there jeers and the closest ones to the
ever was one, it is a harsh place characters, give them wary
unfriendly to outsiders, but has a glances.Looking again at the prisoner it
market-place outside of its main is one of the original caravan members”
habitation where its people occasionally
mix with outsiders(outsiders are allowed  Characters who try to stop the
to go where they want, they just aren’t hanging will be accused of being
treated well) confederates with the ‘criminal’
being hung. They will need to make
The mayor of Krios, has a seeming standard lying mechanic rolls, or
interest in art and sculpture. PERFORMANCE rolls to be
likable enough to avoid being
TROPES lynched(hung on the spot)

Eaten alive, Sacrificed, Cult, Creature


feature

LOCATIONS

The Ramparts

“You walk along the trail and a walled


settlement begins to take form. For now
all you can see is a large stone rampart,
which is being worked on by
approximately twenty villagers. There is
no evidence of a gate just pure wall. As
you get closer, you can see a man in a
 The Ghost may be spoken to and be
The Dungeon manipulated but the price is
ALWAYS rescuing her bones from
“As you walk through the streets close the oubliette.
to the gallows, you see a stone building
with metal bars on, it has a few stone
steps, and a stone door with a large sign
swinging from it saying the ‘Jail’” [If
characters enter jail describe interior]
“The jail has a large desk in it, manned
by a what looks like a thug clad in
leather armour with iron bands welded
on it. He has his legs up on the desk and
is playing with a large set of iron keys. In
the jail cell is a member of the
caravan(who was caught stealing along
with the executed caravan site member
on the gallows)”
The Marketplace
 It takes MIGHT rolls at -1 to find a
“The market-place is a hive of activity,
bar loose enough to pry free and
and the characters actually feel welcome,
rescue the captive
though it is outside the walls. The stalls
 Picking the lock of the jail is
are striped, and manned by peddlers of
difficult Sleight of hand -1
all stripes from a number of caravans. It
seems that the inhabitants are buying
The Oubliette
stone and other raw materials for the
building, they are also buying what looks
“You enter the cell, which is slightly
like art supplies and paints. They are
larger than the other cells you have
using coinage primarily, but
passed it leads down steps to what looks
occasionally trade goods and crafted
like a large grated hole, besides it is the
goods to get these products”
ghost of a woman, dressed in ragged
clothes, and even for a ghost looks like a
Mechanics
waste. She looks up at the characters and
says “release me” and points to the
 One of the peddlers in the
oubliette.
marketplace is an agent of the
bloodied league(Rachek’s Roses) if
The dank, dark room is built of room,
he is manipulated in any fashion by
and from it you get the feel of sorrow.”
strangers, those strangers have 2
QD’s before they are dragged before
 If a character is thrown in the
the mayor and accused. They will
oubliette, they must make climbing
then be either 1-2 Imprisoned for
rolls to escape at a -2(escalating each
hanging 3 Thrown into the
failure), if successful they must
oubliette 4-5 Tied up in a sack, to be
make a MIGHT roll to lift the
consumed 6-Let go but watched(for
grate whilst holding on to the wall
confederates) any other stranger
of the Oubliette
they speak to will be arrested
The Mayors house
The Sculptural garden
“The Mayor’s house, is a large town-
house near the sculptural garden…it “The characters see a wall which is
overlooks its walls, the only building surrounded by flowers of all sorts,
that does.It is built of mudbrick but is especially creeping vines with lovely
painted and decorated with elegant and blossoms. The door is ringed by these
complex floral patterns. The windows vines which have rung around the
are clear and well cleaned, in fact a lower handle which is silver” [if the characters
floor window is being cleaned by an open the door which opens easily read
bored looking peasant in grey. The doors the next] “The characters open the door,
are made of Xerophyte wood, a white and see a pleasant garden with small
and dry type of wood which cracks easily. paths, around a large central green space,
A worker is also cleaning the front door which has been decorated with porcelain
with some kind of oil” flowers and real ones, there are a
number of large holes in the ground,
Mechanics which a number of villagers have been
tasked to dig [after successful scouting
 Successful scouting roll required to roll looking at corner of garden] there is
notice the ‘cleaners’ are also guards a large, ornate decorated trapdoor,
 See the Bloodied league adventure covered in flowers(in pots)”
site
Mechanics

 If a character touches a vine, then


the monster knows where they
are,and the bloodied league will
attack them within 2 QD
 Spotting the trapdoor requires
successful scouting roll of the
flower bed in a specific place

The Wild place

“The characters walk towards a small


but beautiful copse of trees, which thick
green leaves, the copse has several sets
of booted footprints leading in and out,
and a discarded muddy spade.” [If
characters enter the copse] “The trees
swallow you as you enter the canopy
closing over you, as you follow the
footprints along a clear path, either side
is thick thorned gorse” [if the characters
follow the trail read monster reveal]
[Monster reveal] “On the edge of a large
clearing at the centre of the copse, is a
gigantic plant it has thick serrated leaves Root chambers
of deep green and is surrounded by robed
figures(bearing a crest of a rose “ The characters open the
surrounded by thorns), one of which is trapdoor(either at the garden or in the
bearing a large bag which seems to be clearing, or in the basement of the
moving vigorously. At the edge of the mayors house) to reveal a large tunnel
clearing is a large trapdoor which opens rimmed by thorned vines leading all
as the characters watch and another along its length, the characters smell
robed figure enters” strongly the scent of grass, and blood
soaked earth. On a path in the centre of
Mechanics the tunnel run footprints and they can
see a robed figure at SHORT range
 Hiding here is at +2, however if walking” [The tunnels lead from garden
scratched by a thorn, the monster to mayors basement, to the clearing in
and the league know where you are the copse]
hidden
THE MINE OF GRELK

DESCRIPTION  Each hour inside the mine, there is


a tremor in the earth, this causes
This abandoned mine entrance leads to the ceiling to fall, roll 1d6 this is the
the mine of Grelk, a famous miner of amount of debris that falls on the
the Meldar clan of dwarves, it is long map, assign randomly to NEAR
abandoned and the blood mists do not areas, anyone in an affected NEAR
seem to enter the entrance. area must roll MOVE or be hit for
1 bludgeoning(and be partially
Inside the mine there is an abundance of buried, MIGHT rolls to escape,
riches, sea shells and other they can be helped.
minerals(especially Emerald) at one  When partially buried, firther hits
point the walls become constructed out on the character means they are
of what looks like sea shell, here there buried, they begin to asphyxiate as
are sea water preserved corpses of tritons per drowning, and MIGHT roll is -
and others who seem to have died 1 to escape per cumulative rock fall
around one particular sealed chamber,
with a picture of Old hob on(Demon sea LEGENDS
god from endless seas)
The Legend goes that the miners of
grelk which used to mine precious
Mechanics stones and rich abalone ore from within
the mine, released something from deep
within the mine which killed all the
miners bar one(at least it is is presumed the chamber. One of the skeletons has a
to be that way) dagger stuck through its ribs”

The lone survivor said that the last Mechanics


thing he heard whilst on his way to leave
the mine, was the discovery of some  A successful LORE roll upon
ancient constructed tunnels far beneath looking at the dagger(which has
the earth. This had gotten everyone strange inscriptions on) will
excited but Hadri was too tired to stay determine that they are triton
after his shift(he went to half helm symbols
before moving on)
Right chamber
TROPES
“The right chamber ends at a solid black
Buried alive, Madness wall of basalt. There are discarded tools
and a number of bedrolls(that look
LOCATIONS decomposed) as well as tattered journals
and personal items from the miners, one
Entrance skeleton is laid down on their dessicated
bedroll clutching a keepsake(a brooch) in
“The characters approach a cliff in their hands”
which is a carved entrance held up by
what look to be solid beams of wood Mechanics
banded with iron, up close to the
entrance you can see it is unlit inside,  Messing with the keepsake will
with discarded tools, the rock looks to be cause that particular skeleton to rise
fairly soft rock(e.g.limestone)” and attack whomever carries it, “it
reads to my love, Weanda” (she is an
Mechanics old halfing now in Way-stop)

 A successful LORE roll will tell a


character that the mine at present
needs propping up with at least two
pillars, these can be found just
outside the entrance. It takes a
MIGHT roll and a CRAFT roll to
install them.

Left chamber

“The characters look towards the left


chamber, which is like a large tunnel,
carved into the soft rock, around it lie
discarded tools, but also a number of
long decomposed skeletons. They lie as
of fleeing from a large shaft at the end of
FEAR 1 attack, failing the insight
The Shaft roll causes a random effect

“The Shaft is deep and dark, there is a


ladder which extends downwards and Die roll Effect
into the darkness. The pins at the top of 1 Distance double
the ladder looks like someone has tried for the character
to remove them, they are rusted and in their mind
insecure looking. As you look 2 The walls seem to
downwards[successful scouting roll close in around
required and say the following if you (activates
successful] you can see a number of claustrophobia)
transparent webs, and an abundance of 3 You suddenly grow
small holes” dizzy and must
roll wits or fall
Mechanics prone until
unaffected
The shaft has a nest of ‘harmless’ spiders 4 Your skin
in it that feed of the flies and other crawls(activates as
insects that crawl through here(they all insect phobias)
may activate personal fears though see 5 A warning from
personal fears in GM’s section the dead (the
character sees the
The Constructed tunnels ghost of dead
friend who warns
As you descend the ladder and make it to them not to
the bottom of the shaft, you see a small progress further or
mined area which siddenly changes to a they will die)
type of greenish rock, which looks 6 A Nervosa is
constructed into solid bricks, some of born(see Bestiary)
the bricks seem adorned with pearl, and
other sea shells made into some kind of The Strange door
cladding, within the air is the smell of
the sea mixed with sodden earth. As you [If the characters make it to through the
step on to the first greenish stone there constructed tunnels see mechanics]
is a rumble in the earth, and dirt falls “Before you stands a door made out of
down through the shaft behind you. aquamarine and possessing a series of
There is a feeling as you progress further large shells which have been anchored to
down the tunnel that you are trespassing the stone and door as locks. At least
into somewhere forbidden, somewhere some of these appear to be smashed and
sacred” an eerie bluish light stretches from the
seam of the door into the tunnel. On the
Mechanics door is a depiction of a large demon,
which looks barbed on their elbows and
 Each turn in the constructed the back of the knees, behind him stands
tunnels will cause an INSIGHT a depiction of the wyrm, and behind
check, which if failed leads to a
them other gods too, they point towards down his temple. Behind him are the
an open sea” spirits of those drowned at sea, still
struggling helplessly against the wave in
 Upon seeing the strange door, make transparent lockers that seem endless”
an insight check as per the
constructed tunnel
 A successful LORE check will Mechanics
determine that it is depiction of an
old sea god/demon called Old hob
 Picking the locks requires a  Any one who can hear Old hob
successful sleight of hand check at - must make an Empathy roll
1 although a dwarf with stone song reducing their empathy by the
can easily open it. successes(this is cumulative) if they
break their empathy they find
themselves drawn into the far wall,
The Temple of Hob and in a sea locker(there is no
escape,the character is alive but
trapped).
“The Door slides open with a groan of  A successful PERFORMANCE
ages old stone, before you stand the roll which gets at least two successes
temple of Old Hob. It is pillared in will allow the characters to leave,
limestone, which intersect pools of and ‘rescue’ one person trapped in a
brackish water either side, in which locker(additional successes over two
stand statues of old gods, besides these gets an additional person). Tritons
stood as guards are burly tritons. Old will not attack performers but will
hob sits on a throne of blue glass, and anyone else.
laughs a hollow laugh which echoes
DESCRIPTION away(see extra description in ‘time
away)
Jutting out from the lake there is a
rusted metallic looking ship, it stands LEGENDS
grounded on a rock, it has a broken mast
and is the source of many ghost stories The ship is cursed, and any who go there
in the various settlements. will end up ‘serving the ship’ in some
way trying to prevent the rust, people
It has been there since before humans, know this because spectral figures and
halflings, or even the dwarves can undead can be seen gazing forlornly over
recollect, if the characters look at a the lake towards their respective homes.
distance the occasional undead might be
seen gazing forlornly over the misty lake. The rusted ship has been there since
There is a second boat(smaller in size before the dwarves or anyone else
but sizable) lashed to the side of the remembers, local legend suggests that it
rusted boat when the characters has always been there, since it appears
approach. even in the oldest tales.

Mechanics TROPES

 When on the ship, a character must Drowned, Trapped, Ghost story, Lost
roll INSIGHT or enter the time in time.
GM’s
The smaller ship has a prow of a thorn
The Ship is home to a corrupted totem around roses.
spirit, the obelisk was carried in the hold
and not worshipped for centuries until it The castle of the ship have two broken
became angry(the original sailors sunk in masts, and there is a stair going down to
the orignal sea that was here). It is a the crew quarters.The rock is full of
totem of an ancient deity(details left up birds, and little else
to you, but I suggest Rust(before the
totem was taken over by the demon Mechanics
responsible for the blood mist).
 If the character is in time away,
If the characters are caught and made to they will see a bustling crew(mostly
worship the totem of the rust god they dwarf and elf but some others
will be immune to the red mist, but also possibly Ancaster Fea, and a wide
be slavish worshippers who die here as open sea interspersed with islands
mindless puppets.  If the character is not in time away,
they may have to make the
However, there are a number of occasional MOVE roll to avoid the
bloodied league on the vessel when the angry waves crashing over the deck
characters arrive, who are attempting to from the rock(or become PRONE)
salvage it for Krios or alternatively the this is each wave.
league, who believe that it will help to
survive the apocalypse(see the bloodied
league)

LOCATIONS

Main deck

The ships main deck (and the ship


generally has been smashed) by running
aground on a large black rock, it has a
smaller(and newer pinnace) alongside it
which is roped to it. The main ship has a
prow featuring a woman holding a
rusted spear.

There is a 1 in 6 chance that a


worshipper of the totem(an undead who
was formerly a normal kin who died
whilst being forced to worship the
corrupted totem) will be in this area in
any QD, looking out to sea.
The Crew Quarters

The Crew quarters have been empty for


a long time, and is now covered in sludge,
some of which has preserved what look
to be metal beds. The sludge makes
move rolls -1 difficulty.

There may be an undead here who if


communicated with may lay out the
story of how a group of Rust
worshippers were travelling into an old
sea specifically to set up a new
settlement.

 Any character in time away will see


the crew quarters as packed full of
various peoples as per the main deck,
the beds are there undamaged and
there is no sludge but on the walls is
the symbol of rust in blood

Totem-hold

The hold has a large obelisk in it


composed of metal and which has a
rusted depiction on it of an anvil. The
totem spirit has gone mad throughout
the ages it has been left on the ocean.

Mechanics

 Any character in time away will see


a well tended Obelisk, and around it
the captured spirits of the bloodied
league members who were
attempting to capture it. They will
be able to see the totem spirit in real
time
 Characters not in time away will not
be able to see the totem spirit unless
it choose to coalesce.
EMERALD GLADE

DESCRIPTION

The Emerald glade shimmers with an


eerie green light on most nights, but is
impossible to find in day time. It has a

number of giant emerald shards which TROPES


stick up from the forest floor, around a
shimmering pool of greenish liquid. Dissolution of self, Rejection/Isolation,
Corruption(of beauty), Relgiious
LEGENDS horror(for an elf)

The valley inhabitants have many


legends about the strange flickering LOCATIONS
green light which can be seen from
almost all over the valley on clear night. The Emerald glade(Uncorrupted)

Some say if you see it whilst walking


through a woods you are slated to die “The trees part and for a moment it
looks like you are looking at another
Some say to have it flash when you are world, the trees glitter with a green
having dreams makes those dreams phosphorescence.It could be from
come true another time for how much it differs
Some say that kissing under the green from the xerophyte trees, the dark oaks
light means you are kissing your soon to of lunus woods or even the lush green
be bride/groom vegetation of goblin isle. The trees
almost move to welcome you. Around There are 6 statues which correlate with
the glade are emerald statues similar to the 6 statues of way-stop(not the
the statues you have seen in way- windmill keeper), set around the central
stop.(only the windmill keepers statue is emerald, they are ringed with large trees
absent) the statues murmur as you that sway, and as you enter one moves
approach, it has been a long time since across your path, awaiting something.
they have spoke with anyone” The statue ahead of you turns to look at
you, it asks ‘why are we denied entry to
Mechanics the emerald longhouse?(the answer to
this is the isolation of the windmill
 Druids and Elves can speak with the keeper in way stop).
trees as they are Emerald still elves
that have lived in and protected the Mechanics
glade for a long time
 Interpreting what they say(it is all  The Emerald statues are still elves
sensations)requires an INSIGHT banned from entering the sacred
roll. temple of the emerald elves,
incorrect answers and refusal to
The Emerald glade(corrupted) answer incites the ire of the glade
(ents will attack after three
The trees open up with a groan, and unsuccessful answers/failures to
before you lies blood red statues with reply)
hints of emerald, they are partly cracked  A successful answer allows the
and are groaning(for they are still elves) players to enter the emerald long-
on a small bole of a tree sits a blood red house (IF they wish)
gem it is smashed into several pieces, the
dead body of the bride upon it,
seemingly battered by large branches. As
the characters look at this scene, a few
surviving trees start to move angrily
towards the characters(they are about to
express their anger).

Mechanics

 Druids and Elves can hear the anger


in the trees, convincing them to
spare the group is difficult,
MANIPULATION or
PERFORMANCE roll at -2

Statue glades(uncorrupted)
still and begins to decompose(all those
Emerald long-house(Uncorrupted glade) who are not Elf die in peace, elves
survive to have their body regrow later).
At least you died happy.
The gem flashes and you are drawn in,
feeling your limbs grow heavy and EMERALD ENTS
anchored, your feet growing into the
Emerald ents are the same as ordinary Ents
earth. But your mind goes to the from the GM’s guide, except they have an
emerald long-house, it stretches before additional Armour rating of 1(representing
you, its walls lined with living emeralds, the Emeralds within them)
it is very beautiful and their is a
heavenly glow to it, your body grows

The wolfkin of the woods are in a


DESCRIPTION territory, and aren’t very friendly,
although occasionally when the
The woods are large covering a wide area, settlements of the valley are holding
on the outskirts of which are various contests(v.occasional) the wolfkin may
‘warning’ signs,sticks placed in the trees hear of it and send a group to compete.
in different patterns, X’s mainly, some
of which with attached pieces of wolf fur. Once every full moon, it is said that
howls often erupt from the Lunus
Various wolf prints run in and out of the woods which can be heard for miles
trees and around it. around.

LEGENDS
TROPES
growls from all around your group from
the ancient trees, then the wolfkin tribe
Hunted, Sacrificed, Lost in the woods, breaks cover, ten or more wolfkin
Darkness surround you”[if lose fight go to lost
fight]
LOCATIONS

The Exterior of the woods

“You look at the ancient trees which run


up at a slant, your sight only extends so Mechanics
far into the forest before it is obscured
by the sheer volume of ancient trees.  LORE roll to know they are
Just outside, and next to where you warning signs
stand is a pole, on which has been placed  Scouting rolls to spot hidden
the hide of a man-sized wolf hung wolfkin (fail forward provides hints
loosely from its frame in the wind [if the or glimpses of them)
characters step past the warning and  Battle hard fought if manage to kill
succeed at a scouting roll when looking at least two wolfkin AND don’t flee
at the woods] “glinting yellow eyes look
out at you, clearly angry at your
trespass” [if go into the woods] “ the
eyes disappear and are replaced by angry
The Interior woods(fight won or hard you follow the wrong type of
fought) footprints

“Having shown your mettle, you find The Interior woods(fight lost)
yourself in the interior of the woods
which are on a slight slope, there are a “The wolves consider you unworthy
number of wolfkin warnings throughout competition, you find yourself beaten
the woods and now their footprints can and naked(except for undergarments) in
be seen running in between the ancient the middle of the woods in an unknown
trees. You can also see other footprints, location. Around you only dark trees
human footprints that seem to ascend continue description as above but “from
the slope towards the mountain” you find yourself”

Mechanics Mechanics

 Tracking rolls as per normal  Same as fight won mechanics(for


SURVIVAL roll however fail tracks) except that now you are
forward either sends in circles as has being hunted.
 There is one wolfkin hunting the  If a character is restrained on the
group as a band of individual coven stone, then it requires a
hunters(if the group flee failed successful MIGHT roll will break
MOVE rolls bring hunters closer one strap (and allows the character
by one NEAR area) to free themselves(1 turn) or fight
 Broken characters in the hunt are anyone within arms reach(1 turn)
taken for sacrifice(see Coven-stone) (freeing oneself takes a minimum of
three turns after the might roll
Coven-stone

“You break cover from the woods to see


a small hillock, surrounded by small
caern stones and oboli with strange
runic symbols on, at the top of the
hillock is gathered 6 women gathered
around an altar slab, in their midst is an
urbane looking man, he is dressed in the
finest clothes and looks down at the
women gathered to worship him with a
coldness that permeates the air”

Mechanics

 A successful LORE roll reveals that


the runes are inscribed to aid the
summons of a Faustus(see Bestiary)
THE ROOKERY

DESCRIPTION Around the mountain fly flocks of birds


who have made their home on various
High on the mountain-top can be seen a ledges and alcoves ascending the
large nest on a high ledge, [If the Shrike mountain, and which seem to circulate
is home(see below) then they can see its the large nest occasionally as if
bulky golden feathered form circling its protecting it.
nest, patrolling for those it can see, its
beady eyes scanning the countryside far A number of ledges can be seen covered
and wide] [If Shrike is not home in bird droppings which run down the
Then they only see a nest full of dark mountain, but they seem in scalable
tree trunks snatched from the wood in distance and many possess caves.
the valley].
LEGEND OF THE ROOKERY Statistics for the shrike are included in
the monsters section.
With a successful roll within any
settlement throughout the valley, lore Tropes
involving the rookery can be found from
within the inhabitants(see legends and Eaten alive, Heights, Hunted, Creature
rumours in GM’s section). It is that feature
since time immemorial a large bird(as
big as a gryphon with metallic looking Locations
feathers) has inhabited the mountain
here, passing along ownership to the
most aggressive of its young, each Small nest mount
generation(it is unknown how the shrike
becomes pregnant) but if the nest is The small nest mount has two ledges
uninhabited then the shrike occasionally which connect to a large rope bridge
disappears. It is noted that the Shrike which swings above a chasm between the
hunts mostly in a range covering two mounts. Each ledge is full of small
approximately 60 km x 60 km, and birds which fly around any characters
locals know to stay clear. that choose to ascend this side,
thankfully the birds are merely a
Recently its attacks have been becoming nuisance. However the shrike can see
more common, and it is assumed there the characters ascent and likely attacks.
is young.
Mechanics
Ledge 1-Rook’s mount
 Avoiding the Shrikes gaze, requires
a successful sneaking against the Ledge 1 on rooks mount is a scaling of
shrikes scouting at -2 on the small 75 feet(3 near areas) this is a steep climb
nest mount without rope, the characters can see a
threadbare rope at the bottom of the
The Rope bridge mount, and its broken off top on to he
border of the ledge.
The rope bridge swings across the chasm [if characters manage to ascend] they see
for about 50 feet(two near areas) and is a large ledge at the back of which is a
swaying in the wind, it is profuse with small overhang under which rests the
the dung of the birds, which look to figure of a young woman whom
have eaten away at several of the boards nevertheless has silvery grey hair she is
of the rope bridge. unconscious and bleeding and on her
leather armour is emblazoned a rose
Mechanics with twisted thorns around it, there is a
trail of blood going towards her, and
 Any movement across the bridge around her lies a pool of blood too.
requires SLOW actions to avoid
falling, ANY fast action requires a Clutched under one arm is a large shrike
MOVE roll to avoid slipping egg.
 If a character slips or is knocked off
by a shrikes attack, a successful Mechanics
MOVE roll is required not to fall
100 foot to the floor and MIGHT  Climbing the cliff without climbing
to hold on to whatever it is that you gear requires MOVE rolls on the
have grabbed on to first failure(fail forward) it starts
requiring MIGHT roll(1 success
must be used to remain on cliff face,
1 success or more means a
movement of 1 NEAR area
upwards(or sideways)

Ledge 2-Rooks mount

Ledge 2 is a hard climb albeit over 1 near


area(25 foot) and harder if carrying the
shrikes egg. On one side of the ledge the
rope bridge connects the two mounts,
with the rooks nest being a short climb
up, one near area(easy climb)

Mechanics

 Climbing the hard climb(without


the egg requires two successes on a
MOVE roll to cross the NEAR  Scouting rolls reveal geographical
area(under same rules as Ledge 1) information
 Climbing the harder climb with the
Shrike’s egg requires three successes DESCRIPTION IF BEING
on a MOVE roll or MIGHT roll CARRIED TO THE NEST(Broken
 If fail forward after moving to characters)
MIGHT rolls on a harder climb
requires straight agility roll to keep The Shrike flies swiftly towards its
hold of the egg. mountaintop home, as you struggle
meekly still shattered from your wounds.
The Shrikes nest Your struggles are in vain. It gets there
quickly, with the speed causing the wind
The Shrike if it is home will viciously to slap against your body.
defend its nest, as will its young. Unless
the characters hold out the shrikes egg It begins to circle and beneath you you
in exchange for any trapped character see the hungry metallic looking beaks of
there.(this is the only way to retrieve a its young calling for food, it continues
character without some form of fight). to circle until the biggest of the bunch
forces its beak to the fore, shrieking with
From the shrikes 125 foot high nest, the glee as you fall towards it, it snaps you
characters can see the progress of the up into your beak as it falls, but another
blood mists, and see the dam. of the young grabs a leg and pulls.

Mechanics Another clasps an arms, and you are


torn apart. You are dead but at least your
 If a character is dropped into the death serves to feed the next generation
nest(Bludgeoning 1) and not broken of monsters.
they may crawl between the trees to
escape the Shrike young.
 Escaping the nest requires sneaking
past the Shrike young and climbing
down the cliff(under the same rules)
The Goblin isle

on the approach of the blood mists, who


at least for goblin characters may be a
possible means of survival (at least
against the blood mists but not the
DESCRIPTION flood).

The Goblin isle is a raised island in a lake, LEGENDS


in which reside the goblin tribe which
worship the totem of the bat, this tribe There is a rumour that the goblins
is connected to way stop as part of the sacrifice the occasional child to a strange
lifecycle of halflings and goblins as per bat-like creature that inhabits the caves
the normal lifecycle of the here, though the goblins do not
halfling/goblin. mention this, only the ‘beautiful god of
their tribes’.
There are a number of ritual birthing
areas(landing sites) on the coast of the Sometimes ethereal music can be heard
island, which are significantly back from from the isle, and it has been known for
the shore in caves. The centre of the sailors to be snatched from the shore by
island is dense jungle however and some kind of long necked monster that
mostly impassable unless you know the resides in the lake.
way. From the tops of the trees can be
seen large posts, with bats on in Tropes
imposing totem poles.
Ritual, Hunted, Enslavement
There is at least one powerful goblin
shaman who all the goblins will flee to
LOCATIONS totems with the bat emerging
triumphant.
Birthing ritual stone  If the characters go off the trail, roll
for a D6 for each area of movement,
“From the shore you can see a large on a 1-4 they suffer a trap(roll on
iridescent slab which reflects silvery Forae’s traps) as the goblins protect
light constantly at the present state of the jungle
the moon, the slab reflects a crescent
shape. You see two stone gutters which Glade of the moon
run down at a 60 degree angle to two
plinths near the sea. The iridescent slab “The jungle clears and it is basked in a
has blood stains on it” strange ethereal light that illuminates all
of the glade. What you see is a number
of rocks bathed in the moonlight,
Jungle trail emitted by an altar sitting at the glades
centre from which ascends a large totem
“You spot a trail, at least you think it is a depicting a bat, the moonbeams reveal a
trail, which leads into the jungle ahead cave entrance, in one of the large rocks”
of you. The vegetation slaps in your face
as you walk through its density. As you Mechanics
walk you spot small ruins, and the
occasional fallen banner, suddenly you  The cave is revealed when it is dark,
step on something solid and it breaks otherwise it takes a careful
you look down and it is the small skull of inspection of the rock face and a
a goblin” successful scouting roll to see where
the optical illusion is
[If at night, and roll a 1 in 6 chance, the  Placing an item of worth(in terms
monster is revealed] of survival I.e. food, water etc… or
an object of beauty(especially silver
“the jungle behind the last player in the but not gold or copper) and
train[it is a one person trail] parts and a chanting in goblin has a 2 in 6
figure emerges, your eyes blink from the chance per QD of summoning the
sweat of the jungle as you struggle to monster from its lair
make the figure out”[Read the Malefic
in Bestiary] The Cave of the bat king

Mechanics “The moonlit cave is set in a large


forested hill, upon entry the tunnel is lit
 Move rolls are required to stand up slightly by the light shining through
two abreast or more on the small moonstone shards that are set in the
trail made by goblins (Halfling and walls. The tunnel opens up into a large
Goblin characters are not required chamber
to make this roll)
 Lore rolls reveal amongst the jungle
debris fallen goblin totems(rat etc…)
and you remember a tale that in this
valley there was once a war of
Attempting to fire at targets dressed up
as other jungle creatures/goblin
totems.They laugh as they hit targets,
even whilst goblin fathers target larger
targets with their short spears”

The Square of the totem

“The small village is dominated at its


centre by a large bat totem pole
ascending to the skies. It is clad in
moonstone and village jewellery. ON its
surface are the relics of several fallen
GOBLIN VILLAGE tribes embedded in the wood”

Palisade  Lore rolls will reveal the ancestry of


whichever goblin items that are
“The rough wooden palisade emerges embedded in the wood.
from the jungle in front of you, the tops  Taking an item from the totem
of it have been set with moonstone, so from an ancient goblin tribe
that the light from the moon shines requires a MIGHT roll and
around the village. There are small gates successfully avoiding the notice of
and the palisade doesn’t look 10 goblin guards set around the
particularly strong, the small gates are square.
manned by goblins with moonstone
pointed spears, from which they
occasionally catch moonlight in glints”.

Mechanics

 The Goblins may use their spears to


highlight specific areas with
moonlight if they suspect someone
is there and do so randomly every
three turns(if they do they get an
additional +1 dice on scouting rolls)
 The goblins if approached in a The Mud hut of the shaman
friendly manner are friendly but will
still need to be convinced to let “Close to the square is the adorned mud
players in with a manipulation roll hut of the shaman, it has a small symbol
at +1 die of the bat upon it, and a straw and mud
door baked from the heat of the jungle.
Shooting ground [If the characters open the door] “The
door opens and you see a humble goblin
“The shooting ground is an area within abode, the walls have several weapons
the village and as you approach it near with bat shaped hilts, an old goblin sits
the gates, you see goblin children at play on a wicker chair surrounded by pelts of
animals, especially the skins of
swimming mammals”

 If the characters approached from


the direction of the totem then the
shaman knows the characters
intentions
 A successful manipulation roll of
the Shaman reveals the worship of
the bat king, or any other
information the players want, for
any small price.
DESCRIPTION LEGENDS

The village of Way-stop is a halfling There are not many rumours about this
settlement, which when the characters place it seems a typical halfling village,
arrive is in the middle of a day long they say that it is the perfect place to
celebration, there has been a wedding rest. Their are a number of odd
and there is festival going on, even a structures on the outskirts of the village
representative from the goblin isle is which are regularly adorned by the
there. halflings with ornaments, and which are
thought to be elven in origin.
Streamers and banners fly, some of
which say ‘all are welcome in this joyous Tropes
occasion, to the wedding of ….. and …..
Isolation, Exclusion
They will not be likely to talk very much
to the outsiders, the village hall is
packed, and there are a number of social LOCATIONS
cliques here, especially a particularly
mean set of wedding guests(who see
outsiders as wedding crashers). The statues
Everyone is dressed up, but there is also (6 different statues take 1 explore action
an extensive, open table. to investigate, 1 extra statue near the
windmill)
Everyone is outwardly welcoming, but
whisper behind the players backs when
they think they are out of hearing.
The statues are of from left to right on
map below, and one by the windmill
who needs to be explored seperately.

1-A sneering elf, who is taller than the it is of a bent over elf, who looks back
other statued elves, it is sneering down over his shoulders with a mean look in
at the watcher, it has a long frock coat, his eyes, he has a long fishing rod, which
which seems to be lined with silver. extends into the moat.
2-An elf in armour, holding a noose. He
is dressed in hide armour, with an ornate Mechanics
floral design on the bands
3- A jovial looking elf, holding a tankard,  In order to gain the favour of an
he is pot bellied for an elf, and dressed in emerald statue,it requires the social
bartending clothes access given by their respective
4-A large elf holding a cabbage in one group in Way-stop, if not using
hand and a rake in another, his emerald advanced social combat then this
is marred and weather-beaten more than requires Roleplay and manipulation
the other. He is dressed in farmers rolls
clothes.
5-An elf with riding breeches, and a The Shrine of Old emerald
riding crop on top of a large horse. The
horse is looking angry, its nostrils The shrine is an old building, which is
flaring. The rider is calm and serene well tended by the halflings of the village,
looking. it is here that a wedding is taking place
6-An elf holding aloft a large emerald between a blonde-locked human female
and dressed in fine robes, the robes are who is small for a human but still much
cinched at the waist with a simple band taller than the male halfling (a tanner
with a floral pattern. see Amaetar’s tannery).

Mechanics
Windmill statue- The elf statue near the
windmill is overgrown and hard to spot,
 A successful scouting roll when
looking at the bride, reveals that her Amaetar’s tannery
bouquet is a familiar looking rose
wrapped in thorns The tannery is newly built and is
manned by a group of sneery stand-
The Gaelant gallows offish halflings, who dress in
multicoloured clothing that they have
The gallows is at the entry to the village dyed themselves but with silver trim.
from across the moat, it doesn’t look The tannery is still in operation but with
like it has been used often, having much diminished staff, the rest are at
mostly become overgrown, a few lazy the wedding.The wedding is between
looking halfling soldiers, clad in leather Amaetar (male halfling) and a newcomer,
eye strangers with a dispirited but a charismatic short human female with
hostile look and challenge strangers as to long golden locks of hair.
their purpose. Their leather armour has
the same floral design as the elf statue
holding the noose. Some have been
asked to act as guards at the wedding in
an honourial role.

Mechanics

 A successful INSIGHT roll when


looking at the gallows soldiers will
reveal that they bear the same sneer
on their faces as the elf with a noose
 A successful manipulation roll will
gain the offer to fill in for one of the
honourial guard who is sick

Mechanics If before the wedding, the inn is full of


suspicious looking old halflings,
 A successful questioning of the drinking ale over a poker game(they are
workers there which will require millers and fishermen). If after the
MANIPULATION rolls at -1 wedding, the tavern is full and is a social
reveals that the female, one Lenares combat scene.(see the wedding reception)
is not trusted but Amaetar suddenly
fell in love with her and planned the Mechanics
wedding in 1 week
 Winning the poker game will get an
invite to look around the old
The Inn of Sera windmill, this requires a successful
Sleight of hand roll, or INSIGHT
The Inn of Sera is bustling(if the roll to see that the old windmill
characters arrive here after the wedding keeper is bluffing (Alternatively play
reception it is bustling for all the it out)
wedding guests move here)
The Garden of Greata though a bit overworked. If you put
your horses here before the wedding,
The garden of Greata, is well tended and then there are five riders, one of which
is a combination of orchard and is carrying the bride to the wedding. The
vegetable garden.It has a number of horses seem fairly fractious but are
workers within it, they are dressed as being easily controlled by the riders who
farm workers(dressed similar to the elf have placid faces, even though it is a
with a rake on), they all look up with slightly comical look, the horses are
worn faces, lined with perennial dirt. much larger than the halflings are.
Some are at the wedding reception. The
halflings look at strangers with a look Mechanics
that they might disturb their garden.
 A Successful ANIMAL
Mechanics HANDLING roll before the
wedding will get a player an invite as
 A successful MANIPULATION they control a horse
roll for food or anything else will  A successful ANIMAL
produce the price of taking some HANDLING roll on the Brides
flowers to a bridesmaid or apples to horse, will allow a Scouting roll of
the Inn (if the wedding has the brides boots(which are muddy
happened) and well used and bear the insignia
of the bloodied league
The Library of Leanndra

The library has a single occupant a


female halfling who is studying a large
tome, the library having plenty of old
books in, backed in many by emerald
green floral bindings. She is at the table
with a tear in her eyes, she is dressed in
humble robes, cinched at the waist.

The rest of the librarian-priests of the


settlement are at the wedding or
officiating.

Mechanics

 See the Bloodied league


 A successful MANIPULATION
roll will reveal that the Librarian
was in love with Amaetar

The Stable of Steavan

The stable of Steavan has a number of


horsehands who are friendly seeming,
The Training ground The windmill is mostly abandoned, the
millers playing poker in the tavern. One
The same lazy soldiers seen at Gaelant miller man’s it and is loath to have
gallows are more active here, and they anyone enter especially strangers. On
seem to be frustrated types(having been the bank of the moat, is the windmill
denied attending the wedding for statue of the old elf if the characters reel
various mistakes or insubordination, in the fishing rod, they gain a glowing
some failed to protect the village against emerald, the old elf statue turns to face
an orc raid). They attack the the players and says, “take the emerald
mannequins with a corresponding to the glade, good luck to you and I hope
viciousness, and are likely to start fights they let you in…they never let me in and
with strangers who interrupt them. suffer for it!

 Any interruption by a non-resident


will resolve in a fight if this is
somehow got around then a
successful manipulation roll with
the price of sparring will give them
information from a scout on
Darvus’s dungeon(location etc…)

THE WINDMILL
DESCRIPTION Dwarven prisoners, thought there is a
smattering of others. The whole cliff
The characters approach what looks to casts a shadow over the environment.
be a small wooden outpost besides a
large rusted metal grate that is on the If look closely the prisoners are being
side of a cliff. Orc’s guard the entrance tooled up with pickaxes, and there is a
and the top of the wooden outpost, trail of footprints heading eastwards
armed with glaives. along the cliff edge. There are a number
of armed orcs(with missiles on the cliff
There is a party of them before the grate, ledge and on the ramparts of the outpost)
guarding a number of what look to be
LEGENDS
The Bastion
The Dungeon is known as a stronghold
of orcs, that have been raiding Ahead of you you see a large outpost, on
settlements all over the valley, they its small towers stand orcs manning
moved in relatively recently as part of a mounted crossbows. The stone gate
larger force whose intentions are frame has a large iron banded wooden
unknown. They broke through the double door, which look like they are
mountain from an old dwarven mine operated on some form of chain pulley,
similar to the Mine of Grelk. used by the orcs in the towers [If the
characters make it inside] there is a
After a few years they started raiding the small open plan courtyard in front of
Dwarven village primarily but you at the back of which is another set
occasionally the halfling village of Way- of inward doors. The bastion walls
stop and Krios. The few prisoners that stretch around the courtyard, with stone
have managed to escape and make their steps heading upwards
way back to their villages, spoke about
them ‘looking for someone, amongst Mechanics
the dwarves especially”
 It takes a MIGHT roll to open the
Tropes front doors of the bastion using the
pulley
Enslavement, Imprisonment

Locations
The Entrance hall Cell Block B

The Entrance hall is bordered by “ Looking down the right side of the
mountain walls, and the broken end of the corridor, there are many
remnants of dwarven statues, one empty cells most of which have been
remains where a particularly gifted orc emptied. They are still wandered
has managed to make an original through by armed orcs. In the middle of
dwarven statue look orcish, the hall ends the semi-circle is a small alcove, towards
in a Y junction, thickly barred with solid the end of the semi-circle in a small cell
iron bars. sits an old dwarf in prison rags”

Mechanics Mechanics

 A successful LORE roll will reveal  A successful MANIPULATION


that the dwarven statues represent a roll of the old dwarf(who in an
line of dwarven chiefs, starting with addled state thinks the orcs have
Eldarus(see the legend of the dam been sent to ‘get’ the information
of Eldarus) from him. The dwarf has only one
piece of relevant information, “once
Cell Block A I heard someone sing a tune or was
it play a tune”. The rest of the
“Looking down the left side of the end information from the dwarf are
of the corridor, a series of cells locked legends the players have already
and guarded by heavily set orc’s loop heard or gossip.
round in a semi-circle. Mid-semi circle
there is a large set of stairs heading
downwards [If make it to the stairs] the
characters look down and see the stairs
descend to a tunnel leading off into the
darkness of the mountain, you can just
see the remnants of sappers equipment
[at the end of the semi circle] the cells
link up with Cell block B, and there is an
ascending spiral stairs”

Mechanics

 The Orcs carry keys to the cell The small alcove/secret tunnel
blocks, but without them it take a
MIGHT roll to open the cell doors “The small alcove looks made of
 Descending the stairs lead away obsidian, upon which is scratched a
from the scenario and is one of the strange series of numbers in dwarvish,
only ways to escape the blood mist and the words, 7 of white, 5 of black.
BEAD. Otherwise the alcove looks plain
and ignored”
Revelatory mountain

Mechanics “The spiral stair opens up on top of a


plateau, to the left is a rocky slope
 If the players don’t figure it out, leading downwards, this is shockingly
then any character may make a full of the blood mist slowly ascending
LORE roll to figure out it refers to towards the cliff edge. To the far right is
music. a ledge which leads round to what looks
 Minstrels may play and know it like the top wall of a dam holding back a
refers to music as soon as it is read large inland sea”
or observed by them.
Mechanics
The Spiral stair
 The Blood mist moves as per
“Over you is a spiral staircase winding prologue
upwards and in a circuitous path  The characters flee over the small
through the mountain, there is no light hex map towards the dam, this has
and whomever walked these stairs did so unsafe areas from many years of the
ages past, every ten metres or so is a mountain being mined
sconce made out of obsidian with
ancient ash stains on” GM’s section

Mechanics The Orcs are looking for the chief of the


mine that was here, and torturing those
 One sconce about halfway up is they find to get this information, this
different it doesn’t have ash stains(a chief knows of the dam of Eldarus,
successful SCOUTING roll will essentially how to work the
reveal another entrance to the mechanism(this is needed by the agent
secret tunnel of the bloodied league, see the agenda of
the bloodied league).
can be barely seen, gazing from the
DESCRIPTION (Also known as the central castle of the dam.
Dam of Eldarus
THE LEGEND (THE DAM OF
The Party approaches the end of the ELDARUS)
valley, they have been seeing the
growing presence of a monstrous sheet A successful Lore roll or visiting the
of rock for at least a day, a brown and dwarven tavern in the dwarven village of
grey slab cast across the mouth of the Half-helm will cause a character to
valley in defiance of natures laws. remember an old dwarven tale about an
Ancient Dwarven king called Eldarus, of
As they get closer(QD/1 hex) they see a the Beldar clan, who came upon an
gathering of people at the base of this inland sea in the middle of mountains,
monstrosity, to each side are carved which stopped the spread of his army.
stone stairs, carved by ancient hands for
they are weather-beaten and cracked. He used powerful sorcerors of the stone
Armed people man these stairs, the song, and the lives of his fellow dwarves
insignia of the bloodied league to construct a massive stone slab against
emblazoned in badges on their chest, (a this sea, and pushed it back, and then set
wicked curved sacrificial dagger dripping a number of dwarves to guard and
blood). protect it as well as work a complicated
yet powerful water mill within the dam.
The work-crews carry pick axes, with
which a number are attempting to Soon however the dwarven king was
smash their way through the rock. At overthrown by his own people for
the top of the dam are other figures that
gratuitous overspending, and the dam Tropes:Burnt alive, Buried alive,
was left untended Drowning, Race against time,
Enslavement, Sacrificed.

Locations

The Left stairwell The Left chamber

The left spiral staircase burrows up the Intersecting the left stairwell, is a large
mountain to the top of the dams left side, as chamber, around which the bas reliefs change
you open the door you see it winding up and to depictions of dwarven mistresses and
outwards. Its sides are made of basalt and old courtesans. The room looks like it has been
volcanic rock. Below you there is the smell of preserved in some way as many of the trappings
hot steam, and occasional bursts travel up the remain, including one skeleton that has been
stairwell. lovingly adorned by a resident female undead
who has never left her lover, and is held by the
Etched within the walls are bas reliefs of ages shame of betrayal(the dam was betrayed before
old kings and queens who look sternly down on its fall by a forbidden love between the dwarf
you as you ascend. courtesan and a visiting orc.

Mechanics The orcs gained entrance via a secret passage


leading from the dam to the dungeons of
 A successful LORE roll will reveal a Darvus. The courtesan still lovingly tends to
hereditary dynasty/family tree of the the corpse of her ex-lover and the courtesans
Beldaran dwarves ending with the dwarf chambers.
king Eldarus
Mechanics

 If the corpse of her ex-lover is disturbed


the courtesan ghost will attack
 A successful manipulation roll of the ghost
of the courtesan will reveal how she saw a
ragged dwarf to whom she felt was kin
enter the tunnel recently

The Secret tunnel

The secret tunnel runs for a number of hexes


between darvus’s dungeon and the dam, inside
of the tunnel is the hidden dwarven leader who
escaped from the orcs when they took
possession of the dungeons, his name is Darvus
and he has access to the tower keys, which are
needed to survive the fall of the dam at the end
of the scenario, as it allows access to the ‘safe
room’ a room designed by the dwarves in case
the dam should ever fall. The Bloodied league The right chamber
are looking for Darvus in league with the orcs.
The right chamber is full of dwarven riches and
Mechanics is being guarded by a bloodied league
member(who knows the password for the basalt
 The dwarf chief hides in a number of side trapdoor at the top of the stairwell). There is
tunnels and will try to avoid everyone he gold galore here, precious statues and lost
may be coaxed out with food,water etc… works of art.The characters might stop to fight
for he has grown quite feral over the years the cult member who is gathering treasure, or
 If the group is looking in the right tunnel to pillage the place. If they stop it is highly
they will be able to find him, or if they likely they will be overrun by the lava and boil
leave out food/drink etc… they may be able alive. If they flee without the password(they
to corner him, a successful ANIMAL need to break the cultist to get the password)
HANDLING roll is needed to reassure they will reach the basalt trapdoor, and not be
him(as said he has grown feral) able to open it and likely boil alive.
 A successful MANIPULATION roll is
required to get him to divulge information If they are at the trapdoor with the cultist or
have somehow managed to get the password
they can get it open in a particular
round(however if this is the same turn as the
The Right stairwell lava arrives here, they will need to force it
closed in time(Might rolls against the rising
Similar to the left stairwell in description, and burning lava, this will increase in pressure
except that the steam is hotter and the walls are for 3 turns if they have failed to close it then
not smooth basalt but rough(there are newer the trapdoor flies open and lava spews
deposits if GM feels generous they are still out(move rolls required to escape along the
giving off extreme heat). dam avoiding flying pumice.

When the characters enter the stairwell, there Dam castle tower
will be a spasm of violent seismic activity, and
the doorway entrance will be closed. There will The upper tower ramparts have evidence of
be an expulsion of scalding hot steam from the large animals being slaughtered(the rook feeds
lower layers of the stairwell. Each turn the lava here occasionally). Its central spine is where the
will rise up the shaft of the stairwell(growing in rook perches occasionally when not hunting in
speed-see map). its territory. It is also holds the safe room, a
central pillar which can survive the breaking of
Mechanics the dam.

 Each turn the characters are in the right Mechanics


stairwell there is a rumble and a 2 in 6
chance that seismic activity will happen,  There is a 1 in 6 chance that the Shrike will
the first time this happens the bottom be perched here on any particular QD
stairwell gets blocked by falling rubble
 Digging out of the stairwell take three
turns(each round there is a 2 in 6 chance of
seismic activity, on the third seismic
activity, it changes to eruptive activity(the
lava starts to rise)
The Bakery of Eldarus

Beneath the mill is the bakery which has been


pressed into operation by the cult and orcs to
feed the workers.

The Guard room and fountain

The lowest room is a guard room and fountain


which is used to prevent thirst in the cult, the
orcs and the workers.

The throne room of Eldarus

An ancient throne room once occupied by the


noble Eldarus, its treasure have been removed
elsewhere(see right chamber). It is occupied by
the Second Sangarch of the cult, a woman
named Mellitus and her cultist followers.
There is a water mill in the room used to make
flour
THE BLOODIED LEAGUE
(Secret society adventure sitr)

DESCRIPTION changes(such as building the rampart,


and hiring the Welches (master builder)
A typical Bloodied league member when see dramatis personae.
dressed in robes, wear purple with silver
embossed hoods, on the front of the IDEOLOGY
robe when it is tied is a picture of a what
looks to be a ‘spiky rose’. Which is a seal The Bloodied league believes in a
on all their ‘links’ which may be found in coming apocalypse which will need to be
the game, members keeps one of these survived, as such they feed the monster
roses in their homes, which scratch secretly outside of the settlement, which
anyone who is not a member. has its roots throughout the village. The
monster has instructed the league to
A typical Bloodied league agent is collapse the structure at the end of the
handpicked by Yildrim, they tend to be valley.
local discontents initially who have been
forced or otherwise coerced into agency, Yildrim is seen as a ‘saviour’ who will
and believe in a coming lead the village to a new greatness, the
apocalypse(which is imminent, the central sculpture being part of this(a
group believes) kind of mosaic garden), he also enforces
order strictly and there have been many
The Leader is Yildrim, who is a flaming hangings of ‘evil doers’ i.e. strangers.
red haired firebrand who took over Krios
with his vision and passion only last
season, he immediately set up sweeping
THE AGENTS AND WHERE THEY ARE? REVELATION POINTS AND
WHAT THEY ARE DOING? WHERE?

Agent- Ancaster Fea(At cache on first  In Krios, the society can be caught
QD, then runs NE on map around the red handed as they feed the ‘knot’
salt marsh, then on to the ship of rust by plant.
skiff boat(which he has arranged to be  In Way-stop, the plans of the society
there, where he goes to assist the and Lenares Haem, can be found in
society members to secure the totem, her journal in the library(where she
but will run afoul of the corrupted stalked him to find out all of his
totem spirit) hobbies and interests and there is
mention of using him to reach and
corrupt the emerald glade
 Ancaster Fea will ‘slip up’ by leaving
a boat marked with the insignia of
the league(thorny rose) in the boat,
along with the contact names and
locations of the other agents, on the
sea shore near his tracks.

LINKS AND WHERE?

The Cache(The skull in the ‘central hills’)

The Cache contained tools which the Agent


Ancaster Fea is to use to help remove the
obelisk from the ship of rust, namely a
Agent- Lenares Haem(seduced Amaetar powerful stone saw(invented by the valleys
in Way-stop to access the glade after dwarves), it also has weapons and armour
the wedding reception(all new brides within it.
get to consult with the still elf statue)
The Library in the library(at waypoint)

Agent- Brukil Barnubus(stuck on ledge The hidden library behind the library shelves in
of rooks mount after stealing a shrike way-stop contains the journal of Lenares, and a
egg, a bribe to allow access to the roof Set of occult books on cultivating knotweed,
of the dam castle and thereby the ‘safe and a tome of blood magic(emphasising
sacrifice)
room’
Instructional letter at Darvus’s dungeon, on
Agent-Rachek(inquisitor-executioner) the main jailers desk
looks to protect the Sangarch in Krios.
There is an instructional letter sealed by the
societies insignia, and co-signed by both
Sangarch’s, instructing the orcs to organise and has been looted and their are tracks leading
attack the dwarves, and to find Darvus. They north east.
are promised a safe haven in Krios if they
should bring the dam down. The cache is in an old shed full of stones and
other masonry, it looks abandoned and full of
On the road(paranoia seeds in a secret nest, cobwebs. Hung on pegs is durable rope and
guarded by a cultist) grappling hooks, picks and mining/caving
equipment is also littered around the shed. It is
In a secret nest of seeds stowed away by the built on loose earth and a set of booted
cultists(insurance) in case the mother plant and footprints headed to the north east.
the league should fail in its mission, the cultist
is to lock himself away and when the ‘pbvious
sign comes’ to swallow a seed and run for the
hills with as many seeds as possible.

In Krios, in Yildrims house, the name of the


two leaders of the cult, Yildrim and
Mellitus(Sangarchs)

This information can be found in Yildrim’s


lounge, the sangarch has been lax in his clean
up duties, and there is evidence that he has
recently had some meetings, there are scrolls of
communication between Sangarch Yildrim and
Mellitus, as well as the three agents. The scrolls
have been copied as he is a meticulous record MONSTER THA T THE LEAGUE
keeper. ‘SHILLS’ FOR
In addition, he has his ‘garden’ plans here too, The League feeds a ‘knot’ plant(shown below)
with a fairly obvious space for the knot plant in within Krios, that has sensed through its roots
the centre, and an additional space for the that the world has changed(I.e. the blood mists,
obelisk. the demons etc…). Many of the villagers of
Krios are aware of this but choose to ignore it
Outside of Forae’s territory, can be found a especially as the Knot targets strangers and
communication in a tree stump(to be picked up malcontents. It is included in the Bestiary.
by Ancaster Fea.
The main aim of the knot is to flood the
The tree stump here has been carved with the valley(to remove opposition especially the ents
insignia of the bloodied league, and has a small of emerald glade) and has instructed the
hole at the base in which is hidden orders in a Sangarchs to build the large wall around Krios,
scroll signed with the name of ‘Sangarch to move its bulk to the garden, and to collapse
Mellitus’, it is ordering the agent Ancaster Fea, the dam. It also has sent an agent to corrupt the
to ‘visit the ship in the valley’s sea and utilise emerald glade with its seeds.
the stone saw to chop up the obelisk for
transport back to Krios’ The Sangarchs (Yildrim and Mellitus) carry
vine whips with fruiting bodies(grow the vine
Outside of Half-helm, is an area full of mining fruits) and paranoia seeds.
and climbing gear, an old cache for the the Agents carry vine whips without fruiting
miner and quarrymen of half-helm, some of it bodies.(and paranoia seeds)
STATISTICS AND BESTIARY FOR THE
VALLEY OF FEAR

1. NPC stats
2. Typical statistics
3. Bestiary
4. GM’s extra’s

Non-player character statistics and


descriptions in order of likely appearance

The Painter Amianah

The Painter Amianah is a middled aged


looking woman with mad hair that has
been placed through several ringlets(of
amianahs own design) they are white and
look like salt crystal. Her eyes are focussed
as she sits in a long dress delicately
painting an easel, she looks alert
somehow however for she regularly pauses
to scan her surroundings. She has chubby Forae (the hunter-peddler)
cheeks and a fairly cherubic appearance
in general. Forae has a face which looks perpetually
down cast and servile, and he never seems
She is sat on a wooden lounge chair and to look up(though he obviously looks up
her long dress has loops in holding a long for he responds that way) he wears a wide
sword, whilst a crossbow sits idly on the brim hat over brown-black hair. He has
floor at her feet and under a small table dimples and when he is serving smiles
full of small pots. easily this smile reveals a number of
crooked teeth. He has a face marked with
STATISTICS acne scars and an unshaven moustache
which yet seems unable to grow to form a
Strength 1 Agility 3 Wits 2 Empathy 3 full moustache, each individual hair
Skills- Performance 2 Melee 1 Insight 2 being somehow visible.
Scouting 1 Marksmanship 2
Pride- I have painted in many different He wear loose hunting clothes of greyish
locations in the Tara valley brown, and in his hands seems to always
Equipment: Easel, paintbrushes, paints, be a dog lead which he plays with
sword, crossbow, small paintings occasionally if watched, the other hand
always seems to be tapping on something.
Strength 2 Agility 3 Wits 3 Empathy 1 His face has a solid blonde beard greying
Skills- Survival 3 Marksmanship 2 Melee at its fringes, which reflect his eyebrows.
2 Insight 2 Scouting 3 The eyes are emotionless and stern
Pride- I am devoted to love even beyond wherever he walks, unless he spots
death something of beauty or art when they
Equipment: Leash, Dagger, Axe, Shortbow, light up with a fervent passion.
Dog treats, painting of Griseld
In any QD, Yildrim will be at 1-2 In the
forest 3 walking through the town 4 at
his house front sitting room instructing
Agent Rachek the populace 5 in the garden 6 asleep at
home
The merchant looking over the floristry
and pottery stool, is a pinch faced Strength 2 Agility 3 Wits 3 Empathy 1
merchant with beady looking eyes which Skills-Insight 3 Performance 3 Scouting 1
are blue. He wears the same clothing as Melee 1 Lore 2
the other merchants here, a servicable set Talent: Path of Blood 3
of trousers and non-descript blue Pride: I am proud of my ability to create
undershirt. Yet his pinched face has a beauty for my master
direct looking feel as if constantly Equipment:Fancy robes, Whip with
weighing something in his mind, and a fruiting bodies, Hand-ax
haughty almost upturned chin.
Agent Ancaster Fea
Strength 3 Agility 2 Wits 3 Empathy 1
Skills- Might 1, Scouting 2, Insight 2, Ancaster Fea look weathered and beaten
Performance 1, Melee 2 Marksmanship 1 by the elements his face is taut and his
Talent: Cold blooded, Path of many faces lips are thin from not enough water. His
2 eyes betray his younger age for they are
Pride: I am proud in my power in the lively and skip around as if taking in lots
community of details, when looking at a person they
Equipment: Vine Whip, Short sword, almost seem to gleam with some inner
Manacles, Cloth hood(when on gallows) reflection. He carries a whip coiled
around his shoulder blade, which he
occasionally has to readjust. [If captured
Sangarch Yildrim by the totem spirit that gleam is missing]

Sangarch Yildrim is a tall imposing man, Strength 3 Agility 1 Wits 2 Empathy 1


whose robes speak of luxury they are silk Skills-Survival 3 Melee 3 Scouting-3
and trimmed with wool, they tend to give Insight 1, Lore 1
off a shimmer as he moves. His boots are Talent: Path of Blood 1
tall and look like supple leather. Looped
in his robes is his long whip(with
fruiting bodies) and what look like riding
breeches.
Old Hob (Demon god of the sea) his rags being so poorly cared for, his
mouth looks constantly like it is going to
Old Hobs appearance is unearthly, his break into a growl.
skin is like fish scale in dampness yet
looks dry and carved like a mountain. Strength 2 Agility 1(dehydration) Wits
The grey skin undulates and his teeth are 1(Hungry) Empathy 3
jagged, his eyes are large and seem to have Skills- Lore 2, Melee 1, Marksmanship 1,
two pupils of green and blue each. His Survival 3, Scouting 2
elbows and knees are spiked. Somehow, Talents- Stone song 2
his body and the water flowing over its
surface look like salty tears leaving trails Sangarch Mellitus
on his cheeks.
Sangarch Mellitus is a non-descript
When he laughs it is hollow sounding looking woman with scrunched up
like an empty tin being scratched, and brown hair, she is dressed in dirty
even the air seems to fluctuate in leather armour emblazoned with the crest
disapproval when he issues his hollow of the bloodied league, at her waist is a
laugh. He carries what looks to be a large long sword and a whip of the knot with
curved scepter. fruiting bodies.The weapons unlike the
rest of Sangarch Mellitus look well
Strength 30 Agility 30 Wits 30 Empathy tended and polished.
20
She has blue eyes and one eyebrow
Sbatspik(Goblin shaman) tarnished by an old scar, and her eyes
look tired as if she has had to do too
Sbatspik is as described earlier in the much too early in her life, you could
scenario estimate her age to be in her early thirties.

Strength 2 Agility 3 Wits 4 Empathy 2 Sangarch Mellitus is overseeing the


Skills-Lore 2 Survival 2 Marksmanship 2, destruction of the dam.
Insight 2, Performance 2
Talents: Path of the Shaman 2 Strength 3 Agility 3 Wits 3 Empathy 1
Skills- Lore 3 Melee 3 Marksmanship 2,
Darvus(the dwarf in isolation) Survival 2, Insight 3, Scouting 2
Talent- Path of Blood 3
Darvus is an old and battered looking Equipment-Vine whip with fruiting
dwarf, his beard is overgrown and ragged bodies, Long sword, leather armour
and mixed with stone dust, the beard has
what looks like the leavings of some kind
of meat, and is a little soppy around the
mouth where Darvus has drunk recently
from a fountain.

The beard is grey in appearance, the nails


are dirty and he is almost naked due to
Typical statistics armed with fishing spears(as a matter of course),
guards carry billed hooked spears.
Typical Bloodied league member
They wear clothing suited to holding a sizable
Furtive eyes scan all who are not quantity of time waters, they seem positively
known(I.e. strangers) by the memberas if
armed with it. When they stretch out they look
like a larger than average Saurian that hasn’t
expecting the subject to make some kind of
quite managed to figuring out bipedal
sudden movement or to fulfil whichever
movement completely.
stereotype the member believes of
‘outsiders’. They come in all shapes and
sizes but are mostly made up of locals (if Strength 4 Agility 2 Wits 3 Empathy 1
look closely then there may be evidence of Typical Skills:Survival 3, Melee 2
a paranoia seed somewhere on their Talents: Unbreakable bite- The Crocodilians
person) large jaw on a bite attack institutes a
grapple(escape DC -1) any skulls on the
As per kin statistics but -1 empathy bite do slashing damage

Ambush predator- The Crocodilian


Gets a bonus 2 dice on the first attack
Typical Crocodilian
In a combat if able to ambush
Large hooded eyes on a curved body with a
fronge of spikes going down their flanks, they
Negative: Sleep inducible (Crocodilians fall
have extended jaws full of backwards facing
asleep if their eyes are covered or there is no
teeth. Their skin look dried out to casual
light and cannot be woken until they see ligh
inspection but careful inspection reveals life
inside that thickened exterior with the sight of
a bright red veins. The ears are flattened and are

The Bestiary(in potential appearance order)

1. The Giant Salt Slug


2. The Silicants of the salt marsh
3. The Knotweed of Krios
4. The Plesiosaur of Goblin lake
5. The Skin-walker of Half-helm
6. The Witches and the Faustus of Lunus woods
7. The Malefic of Goblin Isle
8. The Triton’s of Old Hob
9. The Shrike of Rooks mountain
10. The Nervosae from the Mine of Grelk
11. The Corrupted totem spirit from the Ship of Rust
12. Bloody eyed banshee (if mists enter Half-helm)
THE GIANT SALT SLUG

The Giant salt slug is a breed of


Massive Giant sea slug which lives in
salt marshes and act to create Dunes
of Salt which it absorbs for
sustenance. They are said to live in
Tara valley’s salt marshes and attack
those who walk on their dunes, for
they are territorial and aggressive,
some say they can be appeased by the
giving of water.
You start to traipse up the sand dune but soon ATTRIBUTES:
find the salt has a mucousy quality that burns
STRENGTH 20, AGILITY 2, WITS 2, EMPATHY
your hands as you use them to scale the dune.
0
Then the salt shifts even more, and rearing
below your feet is a ginormous slug, it shakes ARMOR RATING: 1(salt piles)
and you are thrown off, flying through the air,
you manage to roll away before being buried in MOVMENT: 1(covers whole of an area)
a mound of salty mucous.
SPECIAL RULES FOR COMBAT: The salt slugs
body has salt acid running through veins on
Drawing your sword as you roll you stand to see
the behemoth approaching, and are caught in a its surface, any hit with a slashing or piercing
spray of salt acid that burns and makes you fall weapon which does damage, causes a salt
back again, you just manage to clear your eyes in spray towards the attacker(see salt spray)
time to see the slug slide over you. You scream
NEGATIVE: Slow- The salt slug always moves
but it is muffled by the slugs body as it starts to
last in Initiative order, and fleeing is at +1
digest.
BONUS: Dune regeneration- The slug can enter
a dune(the salt sticks to its body) this
regenerates 5 hp and restores armour

MONSTER
T6 ATTACK

1 Slam (Base 5, ARM’s reach, Bludgeoning 2) The slug undulates its body, and
the part nearest the target ripples out to slam against them

2 Salt acid spray (Base 5, SHORT/ADJACENT NEAR AREA, Effect) The


Slug’s body ripples and from it a small set of tubes, that spray out salt acid, all
those in the NEAR area targeted need to rolll MOVE or be sprayed with salt
acid(they take 1 damage to AGILITY a turn until they wash it off with
water*this necessitates a resource roll)
3 Salty mucus spray (Base 5, SHORT/ADJACENT NEAR AREA, Effect) the slug
opens its mouth and from it shoots a sticky sheet of greenish mucus which
covers the area(if the slug fails its roll the salty mucus sheet is too thin to
cause the effect. Anyone who fails a MOVE roll in targeted area gets a -2 to
MOVE rolls until they wash it off(this necessitates a resource roll)

4 Sticky grapple (Base 5, ARMS REACH, Effect) The Slug targets within arms
reach if successful the target is grappled, Escape Grapple -1 die and they are
targetable by absorb next round.

5 Absorb (Base 5, Grappled target, Agility damage) The slug begins to absorb the
victim if the absorb is successful the target becomes Thirsty and loses Agility. If
the target becomes broken in this way they will die of dehydration in D6
minutes unless pulled off the slug with a successful MIGHT roll

6 Move- The Slug moves to an adjacent NEAR area, all targets within that area
must make a MOVE roll at +1 or get rolled over. If rolled over the target is
trapped underneath the massive bulk of the slug, they may escape grapple
using MIGHT only, they are considered grappled for the purposes of absorb
SILICANTS

Silicants are made of conscious salt


crystal that can crystallise into It is unclear how many Silicants there are
humanoid beings or any other form on the Salt flats or what kind of society
as well as travelling in whirlwinds of there may exist among them, but
excoriating salt. They inhabit the salt occasional great Salt storms gather and
flats of the Tara valley and dissipate sweep across the flats.
in low salt environments.

They are similar to the other


inhabitants of the Salt marsh in that
they are aggressively territorial over
the flats and rarely enter the Dunes or
the Forests of the Crocodilian villages.
You are walking across the salt flats when ATTRIBUTES:

the swirling sand coalesces, and grows STRENGTH 15, AGILITY 5, WITS 2, EMPATHY
faster into an excoriating whirlwind like 0
shredding glass, and within it are eyes ARMOR RATING: 0
like red crystal.Suddenly the whirlwind
forms a being built of solidified and MOVMENT: 2

cutting salt, its crystal eyes shining with SPECIAL RULES FOR COMBAT: Phasing- The
savagery. Silicant is able to phase from a cloud of salt
back and forth to silicate form, as such they
take half damage from everything but water,
fire or electricity

NEGATIVE: Fear of water -Silicants are


afraid of water(in greater volume than a
small cask), if they see it they will flee

MONSTER
T6 ATTACK

1 DEHYDRATING VACUUM- Base 4, NEAR AREA, Effect

The Silicant targets an individual within a NEAR area and dries out their body and
item water. For each success water is drained from the body, this results in thirst first of
all and then resource rolls(1 for each success) if no water then Wits damage

2 BLINDING STRIKE-Base 5, NEAR AREA, Effect and Bludgeoning 1


The Silicant targets an individual within a NEAR area and strikes at their eyes,
success causes the individual to be blinded(they need to roll scouting after each
action to see if it is properly executed) until they clear their eyes with water

3 SWEEP THROUGH-Base 5, NEAR area, Effect and Slashing 1(salt crystals)


The Silicant transforms into wind and sweeps round a NEAR area as an excoriating
wind of salt crystals like daggers, targets in the area may make MOVE rolls to escape
the wind to an adjacent NEAR area.

4 CATAPULT-Base 4, Arms reach, Effect


The Silicant concentrates their wind in concentrated blast at a target witin
Arms reach, they must counteract the effect with a MOVE roll/Dodge or be
catapulted to an adjacent NEAR area and take Bludgeoning 2 damage
5 DEHYDRATING STRIKE-Base 5, Arms reach, Piercing 1
The silicant concentrates and perforates a targets skin within arms reach,
for 1 piercing damage, additional damage is to Wits

6 WEAPON OF SALT- As per weapon of choice

The Silicant transforms one of their limbs into a weapon made of solid salt, this is
discarded on the floor after the first strike and may be picked up and used by
others for 1 QD before it discorporates
THE KNOT

The Knot is a type of insidious plant,


which leaves its mind altering seeds Once a knot is planted it quickly
within victims, which become the matures into a central plant which
‘Servitors of the knot’, the seed when appears as a normal looking fruit tree,
implanted does its work subtly, but its roots are invasive, and the
inducing paranoia and working to fruit is a seed.
‘plant’ that seed in soil prepared by
the order, often with the special
ingredients such as blood.

Taken by the photographers "Forest & Kim StArr".


ATTRIBUTES:
The forest clears, and what lies before you is a
thorn filled maze, in the middle of which stands a STRENGTH 30, AGILITY 0, WITS 2, EMPATHY
gigantic shrub with long serrated leaves. You 0
watch as masked figures throw a struggling form
inside and the knotweed shakes as it consumes its ARMOR RATING: 1(knotted vegetation)
victim, you turn to flee but knotted vines and
MOVMENT: 0 (roots move 1 under the soil)
roots grab you, dragging you forward…but you are
not to be consumed you are to bear its seed. SPECIAL RULES FOR COMBAT: Paranoia seed,
if a target gets implanted with a seed, they see
Fruiting leaves and roots, enter through your everybody else as a potential threat, this extra
mouth, stifling your cries for help…now you will caution means they perform fast actions as
bear the seed of the next generation and if you
Slow
are good at your work become a grand
knotweed, of serrated leaves, purplish fruits, and NEGATIVE: Vulnerable to fire, fire damage
hard knot. does an extra two damage to the plant, which
Agency Bonus will act to stifle the fire(even with the use of
An Agent of knotweed, are expert herbalists, mortal bodies)
they may brew up a number of knotweed BONUS: The Plant can regrow from any part of
poisons which act as a Paranoia poison(Virulence it remaining leaves, roots, seed, to be killed all
2). They often carry knotweed vines as must be destroyed
whips(sometime with fruiting bodies.

MONSTER
T6 ATTACK

1 Fruit throw(Base 5, SHORT) The Knot plant throws its seed-fruit at a target in short range, the
flesh breaks and the target must roll ENDURANCE against Virulence 2 or have a seed

2 Vine whip(Base 4, SHORT, Bludgeoning 1) The Knot shoots out its vine and attempts to hold a
target still, if their is a successful hit, the target can escape grapple at -2(the vine extends if they
try and break it, it thickens etc…). The next turn the tree can invade.

3 Invade (Base 3, ARMS LENGTH, Slashing 1)


The Knot invades the openings in the targets body, anchoring the target. The Knot will grow a
fruit within the target if they do not burn themselves till they are broken. Escape grapple at -3,
and the rhizome is still inside(it will fruit in a QD) unless burnt out

4 Escoriate (Base 4, Bludgeoning 1, Arms length) The vine rotates around a target at a rapid pace
its knobbly branches, escoriating the flesh in several rounds of bludgeoing knots

5 Trip (Base 5, Bludgeoning 1, SHORT) The vine sweeps along the floor, the opponent must makea
MOVE roll to avoid being tripped and being knocked prone.

6 Erupting roots(Base 4, Grapple, SHORT) The ground erupts under the target, and attempts to
grapple for each success one limb is grappled, escape grapple is at -1 for eachlimb grappled by
the roots. When stood, a target can only have two limbs gripped, all 4 may be done so when
PRONE.
PLESIOSAURUS the vessel or a sea creature, which must roll
MOVE or be moved to Short range
The Plesiosaurus is a large carnivorous 4.Ram(AR2, Agility check, Bludgeoning 6,
Saurian and Piscivore which sometimes NEAR)
targets sailors on deck, fighting only if The Plesiosaur rams a vessel for an AR2
discovered. When fighting it uses it massive attack, or a swimming creature which must
flippers to stir the waves, its long neck to pass MOVE or take damage.
make precision attacks, and its tail to make 5.Smashing leap(AR2, Agility check,
powerful tail slaps. bludgeoning 6, SHORT)
The Plesiosaurs leaps high into the air, landing
move:2(swimming)/1 land on the deck in a smashing leap, it conducts an
STRENGTH:25 (Neck 7) AGILITY:10 AR2 attack, bypassing Hull armour. Any
WITS:2 EMPATHY:0 creatures under the landing plesiosaur must
Bonuses- Sinuous neck(once a neck is roll MOVE or be crushed(Escape grapple -3)
wrapped around a target there is a 2 in 6 and take damage. 6.Wrap and drag ( Base 5,
chance of hitting who it wrapped around) Bludgeoning 1, SHORT)
Negatives- Weak neck(If five damage done to The Plesiosaur attempts to grapple a target
a Plesiosaurs neck in 1 combat round, it is with its neck and drag them off a deck
considered severed, and the plesiosaur is dead (Escape grapple -1) and overboard unless
succeed on successful strength check -2.

Actions
1. Neck swipe (Base 3,Bludgeoning 2, SHORT)
The Plesiosaur swipes its long neck across the
deck, all who fail their MOVE check are
knocked prone and take damage. Any crew
next to vessel side(missile fire from deck)
are swept into the water.
2. Bite (Base 7, Stabbing 2, SHORT)
The Plesiosaur bites a target in SHORT
range, with its small, razor teethed mouth

3. Tail swipe(AR1, Base 5, Bludgeoning


6,NEAR)
The Plesiosaur turns and swipes its tail into
Skin walker
A Skin walker is a terrifying monster which can take on the skin of others in a perfect facsimile, it especially
delights in mimicking the leaders of settlements or tribes. But often enters a settlement by mimicking animals at
first. It is thought to be a totem that has been abandoned or an evil sorceror who has abused an ideology.

Skin-walkers are very adept at corrupting totems and beliefs and are called when people talk about them as an
entity, as well as having a physical form, they can enter devotionals and subsume worship all whilst preying on
the townsfolk. If possessing a devotional they must be fought using Ideological combat, and if a religious social
group is the ruling body when a skin walker has possessed a totem, the society becomes a Tetrarchy instead of a
theocracy.

When the skin walker is not possessing a devotional it attacks as a type of beast of its choosing from which it has
fed, as such it likes to receive offerings of animals.

Jakubdrastich2, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons. Link-


https://upload.wikimedia.org/wikipedia/commons/1/12/Skinwalker_malba.png

Link license- https://creativecommons.org/licenses/by-sa/4.0/


You walk back into your settlement and notice your
religious leaders piling the carcasses of dead animals around STRENGTH 5, AGILITY 4, WITS 3,
the obelisk, rolling your eyes, you head to bed, unaware of EMPATHY 3
the threat now facing you. 2 Ideological AR/DR to establish terarchy

ARMOR RATING: As per animal form


You wake in the middle of the night, to a low growl, you are
about to get up an investigate when a huge wolf jumps on MOVMENT: 1
your sheets and begins to tear into your flesh. You lay there
dying and the wolf gets off and transforms before your SPECIAL RULES FOR COMBAT: ANIMAL
closing eyes into Anauros, the village elder. The last thing STATISTICS- The Skin walker has the animals
you see is the skin walkers unnatural smile. strength it is inhabiting as its armour, or the
ideological DR as armour if inhabiting a
devotional.

UNNATURAL- The Skin walker is unnatural in


the extreme, and as such a successful insight roll in
ATTRIBUTES: a NEAR area will be able to tell if it is inhabiting a
beast, or give a ‘strange feeling’ from a devotional.

T6 ATTACK

1 ANIMAL ATTACK- Attacks as an animal it is inhabiting


2 IDEOLOGICAL ATTACK-It makes an Ideological attack upon a settlement it is
in, if successful in inhabits a devotional
3 POSSESS- Th Skin walker kills and wears the skin of an animal within a NEAR
area., or takes its form with a spell see below.It may only possess kin if they are
dead.
4 CAST DRUIDIC MAGIC- The Skin walker may cast a druidic spell up to rank 2
for free.
5 CLAW- The free skin walker makes a base 4, slashing attack against a target within
arms reach(can only do when not inhabiting)
6 BITE- The Skin walker makes a base 4, stabbing attack with its teeth at a target in
arms reach.
SABBAT WITCHES
Sabbat witches are groups of Fausts themselves are devoid of
‘wronged’ men and women who all emotion and particularly enjoy
sought redress of the wrong by playing with the mortal heart,
signing away their ‘soul’ to a ‘Faust’ behind their eyes is a level of
who whilst the Faust redressed that knowledge undreamt of by most
balance, as soon as they did, the man Mortals…however it comes with a
or woman lost their ‘soul’ becoming price for Fausts are obsessed and
unable to feel, becoming part Faust, dangerous creatures who give
part Mortal, they gained access to themselves away often with their
magics and other arcane knowledges inability to feel.
accessible through sacrificial magic, Behind the evil mask of every witch,
they gain the ability to transform an astute person can see the soul of
into supernatural dark creatures, and a person who now deeply regrets
other evocative powers. Many their past decisions.
possess cauldrons from which they
brew up potions and concoctions for
their master/mistress Faust and do
the entities bidding.

Metropolitan Museum of Art, CC0,


via Wikimedia Commons
Sabbat witches often dress in attire that the
Faust feels reflects their nature as the FAUST STRENGTH 15 AGILITY 5 WITS 8
EMPATHY 4
Fausts pawn, for witches of all genders this
often means that they are dressed in rags, ARMOR RATING:0

with the attire of a servant or slave common MOVMENT: 1


to the local area, but might take such looks
SPECIAL RULES FOR COMBAT: Faust’s use the
as domestics, scribes, administrator for they power of contracts, which extend beyong death
are often tasked by the faust with such and will, on a turn a Faust may activate a
things. Fausts look lile ‘Handsome devils’, contract and call forth a witch,undead, ghost,
agent, or demon to aid them(once per combat)
‘Beautiful vixens’ and dress only in the
finest attire of the local culture, they often Negative: Contractual obligation, if the
bear sword-canes, and hood their faces. The contract of a faust is known it may be used to
control/manipulate the faust.
Faust however is also obligated to enact
whats on each contract it owns.
Typical Sabbat Witch: Strength 2 Agility 3
Wits 4 Empathy 1
Path of Blood 1 Pick a druid path 2 (Instead
of Willpower a Witch may sacrifice flesh,
bone or blood to activate a talent)

T6 ATTACK

1 CONTRACT OF FIRE! The Faust calls on their contract of fire, and sets a NEAR
area on fire with a word (All those within that area must make a MOVE roll or
become burnt Agility damage 1 Strength damage 1

2 CONTRACT OF IRON! The Faust calls on their contract of iron and calls forth a
metallic sword, which it whips at a target in arms reach(Base 6,Arms length,
Slashing 2)
.
3 CONTRACT OF WILL! The Faust targets an adventurer within SHORT range, and
performs a will attack, at Base 6, Damage to EMPATHY(then to willpower). If a
target loses all willpower then they will agree to sign a contract..(resisted with
insight)

4 CONTRACT OF THE MORTAL COIL! The Faust emits an aura in NEAR area of
aging and decrepitude, those who fail a MOVE roll take an attack at base 8,
against Strength(anyone who becomes Broken ages one age bracket for each damage
over the 0 strength it does). The Faust can reverse this if the contract is signed. .

5 CONTRACT OF MAGIC! The Faust casts any magical talent without utilising
willpower at level 2 or lower

6 CONTRACT OF THE BRIDE/GROOM! The Faust issues a contract which links a


characters will to their own, they must voluntarily agree to it…if they do the faust
must perform one task, if this is done then the charater becomes an agent,
MALEFICS
Malefics and Beatifics are supernatural ghost like bats or moths in some fashion, for that is certainly
entities with forms of outstanding beauty, which what they look like. A Malefics/Beatifics cave is often
never look the same to any individual, but which cloaked in illusion and it appears to represent the
reflects what they most think is beautiful in closest settlements version of good or evil,
humanoid form. They claim to be serving good or evil depending on what they claim to be.
from a time ‘before the world was young’ however
they always live alone, however they are often They also claim to hate the ‘other side’, Beatifics hate
sought out to answer questions and to give people malefics and vice versa. If all of a malefics/beatifics
purpose. illusions are penetrated then they retreat to a place
underneath the earth.
Those who have somehow seen the Malefics and
Beatifics in their true believe they may be related to

Internet Archive Book Images, No restrictions, via Wikimedia Commons


Malefics speak in silken words, which are perfectly
balanced and poised, it is a perfect rehearsal of ATTRIBUTES:
speech, such that most trained actors would kill to STRENGTH 5(+1 per Special rules) AGILITY
have. They toss their golden hair, and smile with a 3(+1 per special rule below), WITS 4 EMPATHY
joy that turns to a righteous ire when 4
crossed…when next you turn to look at them your
eyes cleared what is before is a sunken beast, with ARMOR RATING: 1 (Toiugh skin)
bats wings on its back and feet, its toes and
fingers gnarled, its teeth cracked and broken it MOVMENT: 1
grins at you with a devious cunning knowledge.
SPECIAL RULES FOR COMBAT: Malefics add
+1 to most of their attack options per
enamoured individual in long range, as well
as their strength and agility.

LOSS OF BELIEF: Malefics are dependent on


belief, but enamoured individuals may be
convinced to give up their enamoured state.
MONSTER

T6 ATTACK

1 Present wind ( Base 2(+1 per enamoured individual within long range), Bludgeoning 1 on
landing). The Beatific calls the wind and it howls from the cave and away from their presence,
catapulting the characters away from them to a long distance.Enamoured individual are
strangely unaffected(unless the creature chooses for it to effect them). A character may make
a Wits roll if unenamoured, to resist the wind, or a ftIGHT roll at a - equal to Present wind
bonus if enamoured.

2 .Shout/Screech (Base 2(+1 per enamoured individual within long range), FEAR damage)
The creature issues a commanding shout which drives the enamoured to their feet, or the
unenamoured to burst their ear drums with fear. Damage is to wits, the enamoured prostrate
themselves(if broken and will follow the shouted command immediately) unenamoured
individuals bleed from their ear drums, and are deafened.(they cannot be effected by shout
screech)

3 Terrible aura (Base 2(+1 as above), FEAR effect for the enamoured
The creature suddenly emits an aura of power and control, this extends to all within sight for the
enamoured, and at NEAR for unenamoured. Those whose Wits are reduced to 0, are blinded
and subservient to the creature. Unenamoured smell the most vile smell within Near range,
which damages Empathy for 1 damage(if fail a wits roll). The Aura also emits light.

4 Enamour(Base 2(+1 as above, contested by Insight)


The creature, attempts to enamour a target within sight, success for the creature means that
the target is now enamoured, success for the target means they remain unenamoured. The
creature may attempt again for every other enamoured creature in the targets near range,but
at an increasing -

5 Mighty blow (Base 2(+1 as above), Slashing, NEAR)


The creature stands from its throne(or similar) drawing forth its powerful weapon, and strikes
a blow against a heretic.(enamoured) the unenamoured see the creature reveal long claws

6 Cocoon (The creature becomes invisible to the enamoured)


The Creature becomes invisible to the enamoured, who leave still under the creatures control.
The unenamoured must make scouting rolls to spot the cocoon(which looks like rock) and
the creature is considered to have an armour of 5
TRITON IMPALED(need to remove trident before
healing)
Tritons are the guardians of the waves; they 2. Fork attack(Base 6,Melee, Stabbing 2,Near)
look like brawny humanoids armed with The Triton attempts to impale a target in a
tridents and the ability to command the waves
NEAR area with its large fork. If opponent
to some degree. Their skin is greenish blue but
takes a critical injury they are
slick looking, and they possess gills and deep
IMPALED(requires moving trident before
blue irises of all one colour. They are servants
of their king(also named Triton) who lives in healing) and may be pulled into the sea by
the ocean depths. They often have long blonde the triton.
hair which hides their enlarged sunken 3. Echo(Base 7,Bludgeoning 5, NEAR)
ears(which they use to hear song-smiths, and The Triton opens its mouth and the echo of
the cries of sea creatures. deep resounds out of its mouth, any creature
in a NEAR area must pass MOVE or be
MOVE:2/1 knocked prone. Any creature in a SHORT
STRENGTH: 20 AGILITY: 6 range must pass WITS or be deafened for 1
WITS: 4 EMPATHY:6 day
4. Fear of the Deep (Base 6. Fear, NEAR)
Skills: melee-3 marksmanship-4
Bonuses- Sacred to King Triton a dead triton The Triton enlarges and its form becomes a
may draw a further response from King terrifying reflection of the horrors of the
triton(1 in 6 chance). deep causing Fear within a NEAR range.
Negative- Sensitive to song a loud 5. Strangle (Base 5, Bludgeoning 4,
performance may drive the Triton away, Arm’s length)
performance damages Wits The Triton grapples a target within Arm’s
Negative-Compassionate a Triton may be length and attempts to squeeze the life from
convinced to leave a vessel alone them as their body water flows into their lungs,
take bludgeoning, and roll for drowning
Actions 6. Stir the waves (AR2, Effect, NEAR
to LONG)
1. Thrown trident (Base 6,3 Stabbing, The Triton places its trident into the waves
marksmanship, Short) and stirs, creating a huge wave(target a
The Triton launches its trident, at a vessel with an AR2 stronghold attack) any
SHORT area from the waves to impale its area the wave hits makes creatures make a
target. If target takes a critical injury they drowning check at -2
are
From High in the air the Shrike smashes
SHRIKES into the side of the vessel into the water, or
targets a creature in the water which must
These large birds of prey are specialist roll MOVE or take damage
predators of surface ocean creatures, it can 2. Stabbing Beak (Base 7, Stabbing 3, Arm’s
dive and burst up through decking, sliding length)
along the surface of the hull should it target a The Shrike stabs at a nearby target which it
vessel. can do whilst hovering or landed.
They have large metal tipped wings and claws, 3. Claw (Base 7, Slashing 3, Arm’s length)
which they use devastatingly to lacerate its The shrike extends its claws and slashes at a
large prey, and a metal tipped jaw full of sharp nearby target.
teeth to grind up smaller prey. It especially 4. Rake(Base 6, Slashing 4, Near)
likes blood. The Shrike rakes across a near area, all within
the area must roll MOVE or take damage.
They often nest on high cliffs on remote Any crew next to deck edge fall in with fail.
islands, near shipping lanes and where whale The Rake may also rake sails(see Slashed sail
pods may congregate. Often joined there by critical ship injury)
other birds of prey which look to the shrike as 5. Wing slash(Base 5, Slashing 4, Near)
leader and dominator of their nesting The Shrike flies across the deck its razor-
community. Their feral intelligence has
sharp wings extended at head level, all within
caught many off guard.
the area must roll MOVE or take damage, if
this causes critical injury move result to
Move:3(flying)
nearest lost body part(upwards)
STRENGTH: 15 AGILITY:15
6. Grab (Base 5, Effect, NEAR)
WITS:4 EMPATHY:0
The Shrikes grabs a target in NEAR range
Bonuses- Flyer- The Shrike is a fast-moving
and flies off with them struggling if they fail
flyer, it is considered at LONG range at most
MOVE. The Shrike drops them in the sea
times, it can dive to NEAR in a single round
before its next action
and back to long similarly
Bonuses- Community leader- The Shrike is
accompanied by other birds which fly around
to protect it, there is a 1 in 6 chance of
hitting one of these birds rather than the
Shrike.

Actions
1. Dive and Hurtle(AR3, Base 9, Bludgeoning
5, LONG to Arm's LENGTH)
Nervosae

Nervosae occur throughout the forbidden lands, but occur especially within the mists, they are xtremely
malleable creatures that grow in strength and power based upon the amount of fear they generate in a target or
group of targets.

In their natural form they are invisble, sentient patches of electromagnetic activity, so that passing through one
or near one is enough to cause a shiver down the spine. They manipulate these invisible fields to create little
fields of sensory activity, in order to generate fear and feed.
The Night descends and you patrol your campsite
STRENGTH 1, AGILITY 1, WITS 1 EMPATHY 2 (All
dutifully, noting the distance at which the mist is. statistics are added to by Nervosae attacks)
What was that in the tree? You stand there staring for
several mintues but it doesn’t repeat. You are shaken ARMOR RATING: N/A
by the sight of it though. MOVMENT: 1

You sleep close to the fire in a light doze, when you SPECIAL RULES FOR COMBAT: EMPATHIC- The
Nervosae can be driven away by conquering your personal fear
are suddenly roused by the sound of eerie music from one of its attack or by Blood magic (only creature in
which comes and goes as quickly as it starts. Fully on which this is allowed)
guard you look towards the mist. Did something just
touch you ont he shoulder? You spin to find nothing
Was that a footfall behind you? You spin again
beginning to panic. What is that? Materialising
before you a fanged snake you have only seen in your
nightmares, your heart pounds and you turn to flee,
but the snake grabs you and tears into your neck.
When your body is found its eyes are wide and staring!
But there are no fang marks on your neck.

T6 ATTACK

1 SMELL OF FEAR, the Nervosae produces a Fear 1 attack, with a smell at SHORT
range. If successful damages target it gains 1 in Strength and can roll +1 die on fear
attacks against the target
2 TASTE OF FEAR, the Nervosae produces a Fear 1 attack within ARMS LENGTH
at an adventurer. If successful damages target it gains 1 statistic of its choice
3 TOUCH OF FEAR, The Nervosae produces a Fear 1 attack within ARMS
LENGTH of an adventurer. If successful it gains 1 Empathy and can roll +1 die on
fear attacks against the target
4 SOUND OF FEAR, the Nervosae produces a Fear 1 attack within LONG RANGE
of an adventurer, if successful the nervosae gains 1 wits and can roll +1 die on fear
attacks against the target
5 SIGHT OF FEAR, The Nervosae produces a Fear 1 attack within EYESIGHT,up to
distant if unobstructed and the nervosae is aware of the target. If successful the
nervosae gains 1 agility and can roll +1 die on fear attacks against the target
6 EMBODY FEAR, The Nervosae makes a Base attack equal to its empathy, to
determine a targets personal fear, if successful it doubles its fear attack dice. Up to
SHORT RANGE.
Corrupted Totem spirit

A corrupted totem spirit is born when a settlement and its belief’s are destroyed by the ravages of the mist, the
mist coils around the obelisk/totem and corrupts it sometimes this occurs over a long time as the vestige of the
totems power holds out, other times the totem is angry about being abandoned by those who used to believe in it,
and becomes angry or full of hate.
Walking through a dense patch of overgrown brush STRENGTH N/A, AGILITY 5, WITS 3, EMPATHY 2
following an ancient overgrown trail, along which
small gravestones have been appearing. ARMOR RATING: N/A

MOVMENT: 1 tentacle
Wisps of blood red smoke traipse towards
you,between the bushes.You start to run but the mist SPECIAL RULES FOR COMBAT: The Mist wraith is
immaterial and composed of fear. It has 1d6 material tentacles
grows thicker, then suddenly you emerge into a which have strength of 4, agility 5. The mist wraith can be
clearing. A large black obelisk, carved with the faces driven off by empathy attacks, or by Fire
of animals. You gaze up at it, the mist curled around
the hooked beak of an obsidian raven.

Then a set of fiery, angry eyes materialise in front of


you, its hands clasping an obsidian dagger, covered in
old blood. It drives the dagger into your chest, and
stands over you its twisted face certain in its actions.

T6 ATTACK

1 MIST LIKE TAR The Corrupted totem spirit, concentrates on the mist in a
NEAR area it becomes likes tar, all MOVE rolls are at -2 in that area
2 BLOODY DAGGER The Corrupted totem spirit coalesces and drives its knife
towards a targets heart within ARMS LENGTH, it makes a Base 8, 1 slashing
damage
3 EYES OF ISOLATION The totem spirits burn with the fearful fever of
isolation, it makes a FEAR attack, with base 5, damage 1
4 ANIMAL ATTACK, the totem spirit attacks in beast form(related to the
individual totem animal, it may move at speed two and make an attack at Base 8, 2
damage(blunt,slashing or piercing)
5 TOTEMIC BLAST, the totem spirit calls on the latent power within the obelisk,
which sends out a beam from its location focussed on hate, it makes a Base 8
Empathy attack at a target within SHORT range of the totem. Resisted by targets
INSIGHT, failure results in the target feeling hatred and trying to attack the
nearest target on their next initiative
6 FEARFUL EMBLEM, the totem spirit becomes a symbol of FEAR, it appears
powerful and terrible it makes a Base 9 FEAR attack, at a target within a NEAR
area, if this breaks a target they start to worship the totem.
Blood-eyed banshee
The Blood eyed banshee is born from gangrenous spores(see the gangrene) which infect ghosts caught in the
mist. They get driven mad by the incessant gnawing of the hate filled spores.and take on a greenish red colour,
the blood mist rims their eyes, and their pain becomes evident in their haunting shriek. They can be found
floating in different parts of the blood-mist, and are often driven before blood mist storms in a screeching wave.
You are looking out the settlement window, at the blood mist at STRENGTH 15, AGILITY 4, WITS 1, EMPATHY 0
the fringes of the settlement. It gives you pause especially as you ARMOR RATING: 0
know the settlement has been in difficulty.
MOVEMENT: 4
Then it begins to stir, and the high pitched screeching begins…the SPECIAL RULES FOR COMBAT: IMMATERIAL-
banshee have gathered, you begin to panic and bolt for the door, Banshees can only be harmed by death magic and fire
knowing the storm will overrun the settlement and the safest
place is in the town shrine.

T6 ATTACK

1 BUFFER. The Banshee pulls a portion of the storm ahead of her as a buffeting front,
move the banshee across the map towards a target, anyone caught in the way must
make an ENDURANCE roll or be pushed in the same direction. Each area that the
storm front pushes through roll for Blood lightning
2 SCREECH The Banshees screech is high enough to pierce ear drums, it makes a base
6 attack, blunt damage 1. Those in hearing range(SHORT) roll ENDURANCE or
have ruptured eardrums(deafness) until healed. Ruptured eardrums counts as critical
damage
3 BLOOD EYES The Banshee looks at a target within NEAR range, drawing them in
with her hollow blood filled eyes. Make a FEAR attack, base 8. Any screams enter the
banshees eyes and are not heard by anyone
4 FINGERNAIL CLAWS The banshee makes a claw attack with her long spectral
fingernails base 5, slashing 1
5 BANSHEES KISS The Banshee kisses a target within arms length all whilst staring
with her hollow eyes, make a FEAR attack base 8.If successful the banshee becomes
the targets personal fear +2 dice to FEAR attacks on target
6 RAKE The Banshee rakes across the target with spectral talons as she moves through
an area(she must spend 1 movement to move within arms length of target as she
moves, but makes a base 7. stabbing 2 attack
GM’s extras

Advanced play

 Survivors setting
 Death scenes
 The Blood mist as enemy
 Incorporating advanced combat into the scenario
 The Fall of the Dam

The Survivors setting

When the settlements(if they are) are overrun by the rising blood mists, portions of their population
will flee, the characters can merge with them as they flee and try to leas them to safety or attack other
strongholds through advanced combats.

At the beginning it is possible for the characters to flee from the caravan site with the survivors of the
attacked caravans(Max AR/DR 4 in terms of people this is 40+the characters).

This might give the characters the ability to ‘overthrow’ the terarchy in Krios, or join the society of
any of the settlements except half-helm (because it is a ghost town)

Death scenes

When a character dies, or there is a total party kill the new players get to watch their other players
deaths from a distance before introducing their new character or party into the adventure. This gives
the player a chance (if they should so wish) to try and recover lost items but also the chance to see
their previous characters death and make it more personal to the players.

The standard backstory is that they were part of the original caravan that the characters came into the
adventure on.

The Blood mist as enemy

The Blood mist itself is the catalyst for the players to enter the valley and is the main enemy that
prevents the characters from pausing for too long in anyone place for the blood mist moves move
slowly but inevitably towards the dam at the end and will swallow everything in its path.

Having said that there are a number of ways to survive the mist all involving compromise, these are
listed below:
 Krios is the best bet for players, however it will take defeating the monster, and joining forces
with the bloodied league’s original plan (Krios needs the obelisk to survive the mist and/or
ramparts to survive the flood)
 Wolfkin can survive by joining the wolves in the Lunus woods(the bloodmist) and by hiding on
the edge of the mountain when the flood comes(which requires either joining or defeating the
witches.
 Elves can survive in the emerald glade, however they will be buried underneath the sea(but
survive as an emerald)
 Halflings and goblins may survive on Goblin isle but they also have to live with each other, and
either defeat the malefic or come to worship them
 Dwarves can survive in the dungeon of Darvus, but will have to face constant orc interruption
 Everyone can escape in the dwarven pillar at the top of the dam.

THE FALL OF THE DAM

When the dam falls, there are several ways for the players to survive if they figure it out, these are

1. Be in the spire where the dwarves built a safe room should the dam fall(they will require the entry
key known of by Darvus
2. Be on board a boat(these can be found on the other side of the dam, and on the lake)
3. Be on Goblin isle(which is raised up and was an island in the Inner sea long ago)
4. Be in Krios with a finished wall, this can only be done if the monster and the cult has accomplished
its tasks.

The wall of water travels down the valley one line of hexes at a time, until it reaches the hills
This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan
AB.
This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is
used with
permission under the Community Content Agreement for Free League Workshop.
All other original material in this work is copyright 2021 by Isaac Lawrence and published under the
Community
Content Agreement for Free League Workshop.

Images created with the help of public domain images and use of Inkarnate under commercial
licence

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