Professional Documents
Culture Documents
Bestiary
NPC stats
Typical crocodilian and Bloodied league member
The Fall of the Dam
Tara Valley
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.
ROUND PROGRESSION IN
PROLOGUE
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
Main street
“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.
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 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
Sacrifice rock
LOCATIONS
The Ramparts
Left chamber
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
Totem-hold
Mechanics
DESCRIPTION
Mechanics
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
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
“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
Mechanics
Mechanics
Mechanics
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
Mechanics
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
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
Locations
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.
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.
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.
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.
1. NPC stats
2. Typical statistics
3. Bestiary
4. GM’s extra’s
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
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
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
MONSTER
T6 ATTACK
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
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
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.
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
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.
T6 ATTACK
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
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.
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.
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
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 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.
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
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