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The

Plague
They sang; flutters in the air, splashes in the stream, lurkles in the blood
The uncaring terror of our time

OMENS CAST
1. A wandering old coot proclaims their The Angry Infected
dreams, where foul air was choking VIG 8, CLA 6, SPI 5, 2GD
people in their sleep. Pleads for help Logging axe (d8 long)
spreading the word. Those directly exposed must pass a VIG save
2. Moaning in the mist. A wooden shack to avoid infection. Causes d6 VIG loss daily.
cloaked with ivy, home to a dying old There are treatments but no cures.
couple. Their daughter recently left to
search for herbal treatment. Jolly Hunter, Maccan
VIG14, CLA 12, SPI 15, 4GD
3. Jolly hunter and his son with mild Shortbow (d6 long), handaxe (d6)
symptoms, chasing a smiling fox up a
tree. They don’t believe in the Plague, but Purging Knights, Dirmad & Duncas
claim the fox is a harbinger of death. VIG 12, CLA 10, SPI 7, 5GD
The smiling fox wants to witness a death. A3 (mail, helm, shield)
4. A self-important knight and two squires, Flail (d8 hefty), shield (d4)
returning to report the plague to the seat 3 firepots (d6 blast, sets area alight)
of power. Demands escort from other Twins, hate each other.
Knights. They carry a Grey Lantern, its
light only visible to the carrier. THE DEATHLY MALADY
5. A clearing, bonfire embers. An infected Fatal Symptom Transmission
crowd, close to death, full of anger. They 1 Bleeding Skin Contact
swear a blood oath on the stump of a red 2 Choking Breath
oak, seeing visions of revenge. They
attack any caught watching. 3 Swelling Bodily Fluids
6. An infected village, the root of the Plague. 4 Wasting Ingestion
All are visibly infected. Two Purging 5 Lethargy Rats
Knights, charging to cleanse with flame.
6 Convulsion Flies
Dwelling: Shepherd Fields ~ Sanctum: Whispering Brook ~ Monument: Royal Statue
Hazard: Choking Woodland ~ Curse: Icy Mist ~ Ruin: Burned Village

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The
Wall
Cutting through the land, the storms could not cross its heights
Guarding from invasion, but also escape

OMENS CAST
1. Crumbling stone outpost. A band of Wall Wardens, Brin, Catrona & Elish
labourers sharing a meal on their way to VIG 11, CLA 8, SPI 7, 4GD
begin work repairing the wall. They think A1 (visored helm)
Knights are being sent to stop them. Wallerhook (d8 long, +d10 vs targets below)
2. Two giant magpies, stealing shiny things.
They nest in the trees that root among the Wall Knight, Annick
wall’s oldest stones. VIG13, CLA 10, SPI 8, 5GD
A2 (old mail, helm)
3. Lonesome wall knight sat among colossal Longaxe (d10 long)
tree roots. She’s strayed from the wall,
bored, in search for a little company. Giant Magpie, silverseeker
4. Pair of wardens, stuck at the bottom of a VIG 6, CLA 14, SPI 5, 3GD
muddy slope. They search for a bandit Beak and talons (2d6, wounded targets are
who climbed the wall. One is paranoid, blinded until they rest)
eating from a pot of Moonlit Honey known
to protect against illusions. Empowered Refugees, Mohan & Orla
VIG 18, CLA 8, SPI 9, 2GD
5. A pair of furious refugees, heading to
break the wall after being driven out of Giant punches (2d10)
their home. They drank oil from the STRETCHES OF WALL
hidden Giant’s Well, granting a terrible
strength. They don’t trust Knights. Condition Watch Post
6. A distant army lies beyond the wall. 1 Crumbling Isolated
A mercenary Warband heads to break an 2 Reinforced Overstaffed
opening for them. 3 Under Repair In the Clouds
4 Overgrown Leaning
5 Mid Inspection Hostile
6 Breached Abandoned
Dwelling: Verdant Treehouse ~ Sanctum: Tranquil Vista ~ Monument: Ancient Obelisk
Hazard: Stinging Leaves ~ Curse: Shifting Pit ~ Ruin: Defiled Totem

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The
Shadow
They wandered ahere and athere, drawn by sorrow
Old as the sun, timid as a child

OMENS CAST
1. Huge flatstones marbled with moss. Mourning Shadow
Weeping winds. Tears from the skies, VIG 3, CLA 15, SPI 17, 2GD.
trees, some forming on your cheek. Despair-of-flesh (d8 blast, wounds cause SPI
2. Ornately carved well, now stagnant. loss in place of VIG).
Sorrowful knight, beyond reason, lashing Only be harmed by weapons forged by a
out at anyone who doesn’t give them creator mourned by the wielder.
overwhelming sympathy. Repelled by earth from a burial mound, or
3. Idealistic young alchemist collecting funerary imagery. Destroyed if entombed.
wind-tears found in the weeping winds. Sorrowful Knight, Orwan
Subtly tries to invoke sadness in anyone VIG 12, CLA 8, SPI 6, 2GD
he meets. A3 (mail, greencloaked plate, helm)
4. A strange nasal-toned flute, left with Hooked greatsword (2d10 long), oak necklace
scraps of cloth. Playing stimulates sudden
grief. Lose d6 SPI, dream of the shadow. Roaming Alchemist, Coalin
5. The Shadow, still, by a drowning-lake. VIG 7, CLA 10, SPI 11, 1GD
They torment trespassers with visions of Dagger (d6), alchemical tools.
past sorrows. The water whispers,
answering one question to the dead each MOURNFUL FORMS
day. Each morning a herd of grey deer Shape Matter
visit the lake to show their respects. 1 Robed Glow
6. Suddenly, within the spirit’s world. 2 Skeletal Frost
Islands in the mist of time. The mourned 3 Rotund Fire
past can be seen as readily as the now.
None can die there, but all who leave 4 Knightly Mist
lose d6 SPI. The spirits are only appeased 5 Childish Shadow
when sufficient grief has been caused. 6 Amorphous Water
Dwelling: Traveller’s Inn ~ Sanctum: Mirrored Grotto ~ Monument: Runic Cairn
Hazard: Forgotten Traps ~ Curse: Illusory Paths ~ Ruin: Skull Heap

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The
River
Every stream, fall, brook, and creek, all as one
Brought famine and flood, sent friend and foe

OMENS CAST
1. Six monks, appeasing the river with Mighty Newt, slippery starback
offerings of bread. Their apparent leader VIG 16, CLA 14, SPI 5, 5GD
is annoyingly vivacious and optimistic Crushing toothless bite (d8, drag into water)
about their work tending to the river. Flees if wounded, regenerating quickly
2. Lost fisherman washed up on the before seeking petty revenge.
riverbank. A Mighty Newt is sniffing Feared by all venomous beasts.
around the shaken man.
River Monks
3. A rocky outcropping, a lone dead tree at VIG10, CLA 10, SPI 12, 2GD
its peak. Three monks seek a blood Cudgels (d8 hefty), bread, mead barrels.
offering for the river. They need an
innocent animal or a sinful person. Bridge Knight, Tog
4. Pilgrims arguing with a Bridge Knight 15, CLA 15, SPI 6, 6GD
VIG
chasing down a toll. The Knight knows A2 (ringmail, redshield)
one of the Pilgrims has a golden coin from Hooksword (2d6 hefty), redshield (d4)
The City and will take it by force Heavy coffer of toll money
if necessary.
5. The river bursts into a new stream. If
travelling, the route is cut off. For the first RIVERBOATS
few moments, water from the newborn Travellers Intent
stream can heal any ailment. 1 Family Raiding
6. A great flood as the river gives birth to a 2 Elder Trade
new lake. It claims the entire hex and
spreads to neighbouring hexes tomorrow. 3 Youths Adventure
A spawning of Mighty Newts bursts forth 4 Soldiers Safety
the next day. 5 Acolytes Hunting
6 Knight Pilgrimage
Dwelling: Fertile Farm ~ Sanctum: Hilltop Hermitage ~ Monument: Knight Mausoleum
Hazard: Razor Rocks ~ Curse: Heralds of Doom ~ Ruin: Hanging Skeletons

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The
Wyvern
All jack-a-jaw and neck a knot’d string
All fess-a-wing and tail a bane’d sting

OMENS CAST
1. Crowned Stag, crawling, poisoned. Its The Wyvern, that foul twisted reptile
antlers are known to burn scaled beasts. VIG 17, CLA 17, SPI 5, 12GD
2. A burial mound surrounded by a low stone A2 in flight, A4 on ground (cowering wings)
wall. Much of it has been dug up, petty Bite & throw (3d10, slow when grounded) or
treasures scattered. The Wyvern sting (d10, wound causes bloating death
screeches in the distance. within an hour unless thoroughly washed
3. The bloated body of a poisoned knight, out with fresh milk).
adoring squire weeping at their side. Disgusted by the sound of a baby’s cry.
4. Two foul eggs laid among battle carrion. Fast but clumsy flyer.
The air feels sour. The poisonous young Its Poisonous Young
hatch at dark, share a feast, then lurch in VIG 5, CLA 10, SPI 2, 3GD
opposite directions. A serrated blade A1 (cold hide)
forged with pain (2d6) lies with the dead. Thrash (d8, carries its mother’s poison)
5. It soars low, seeking revenge for a failed
attack on its nest. The attackers have
already fled. It clutches one of their Silver THE POISONOUS YOUNG
Shields (A1, d6), blessed by the Iron Form Abomination
Willow.
6. Fearing for its nest, it lands to fight. If the 1 Adder Barbed Scales
situation is truly dire it will fly to a 2 Newt Unhinged Jaw
neighbouring Realm, plotting revenge.
3 Frog Prehensile Tongue
4 Weasel Bloated Stomach
5 Scorpion Twin Tails
6 Swan Horned Snout
Dwelling: Pigeon Breeder ~ Sanctum: Sun Shrine ~ Monument: Voyage Mosaic
Hazard: Carrion Birds ~ Curse: Dark Woods ~ Ruin: Gory Painting

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The
Goblin
On toes it crept just out o’ sight
The petty hoarder full o’ spite

OMENS CAST
1. Weeping huntsman, cursing everyone. Their Cleverness, the Goblin
Looking for his lost bloodhound who Lord of all Lost Things
tended to him during injury. VIG 7, CLA 16, SPI 15, 9GD
2. A lost lad, full of stories. Claims a little old Bony needle (d6 +d10 to anybody indebted to
man called him into the woods. the wielder), sack of favourite lost things.
3. Oppressive branches, tripping roots. A Can only be harmed by objects that have
cloaked old man calls out, lost. If alerted lain lost for at least ninety-nine years.
he cries out just before he is dragged into Can Focus.
the ground, taken to the lost realm. Lost Pets
4. The lost pets are running wild. If spotted VIG5, CLA 10, SPI 5, 2GD
they immediately run back toward the Yapping, biting, and scratching (d6).
secret door to the lost realm. One drops a
strange metallic bone, repellent to birds. Lost Lad, Roth
5. A dark clearing. Any deals made here are VIG7, CLA 9, SPI 9, 3GD
bound by fate. The goblin offers a trade. A Practice bow (d4, ranged)
valuable lost thing in return for a favour
he can call in later.
6. Suddenly dragged to the Realm of Lost TRADING THE LOST
Things. Tunnels under piles of bric-a- Selling Seeking
brac. The Goblin gloats from atop his pile. 1 Keys Silver
Freedom is only granted for a binding 2 Letters Dogs
favour, which the Goblin will enforce.
3 Rings Needles
4 Memories Hats
5 Birds Knives
6 Scarves Shoes
Dwelling: Honey Farm ~ Sanctum: Chiming Bells ~ Monument: Victory Pillar
Hazard: Salt Bog ~ Curse: Ominous Chimes ~ Ruin: Shattered Shield

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The
Forest
Roots deeper than soil, farther than sea
No passage is swift, no figments believed

OMENS CAST
1. A legendary seer, beloved by her village, The Fearmonger in Wood
now trapped, inert in ironwood. Only the VIG 17, CLA 16, SPI 12, 8GD
Fearmonger can break their binds. A2, A4 vs forged arms (rune-carved wood)
2. A winding path beneath bright blue Slash (d10 vs two targets) or grasp (2d10
songbirds. They sing so fiercely that some slow) or spores (everyone in blast loses their
lie breathless on the ground. The winding speech until they leave the forest)
path leads to a distant forest in the Can Smite humans.
Realm, then vanishes.
Woodland Guardians, fox, wolf & cat
3. The mother tree. Six woodland guardians VIG 10, CLA 13, SPI 5, 3GD
attack anybody who looks upon it. Foxes, Tooth and claw (2d6)
wolves, and wildcats fight as one.
4. The Fearmonger in horrific form, parts of Great Guardians, stag, boar & bear
owl, boar, and mouse. Lurking in the VIG 14, CLA 10, SPI 5, 5GD.
mist, they hurl a Thorn Spear A1 (thick hides)
(d10 hefty, cannot be taken from the Tusk and maul (2d8)
forest) before retreating to the branches. THE VERDY MAZE
5. A circle of blackened tree stumps. Inside, Place Omen
metal weapons roar with burning heat Entwined Wall of
unless dropped. Then come the three 1 Trunks and Roots Riders Approaching
great guardians: stag, boar, and bear. The
Fearmonger preys from within the mist. Descent into Damp Frantic Movement in
2 Earth the Branches
6. The Fearmonger shows their true, terrible
form as live, writhing wood. If they cannot 3 Mossy Stone Pile Twisting in the Roots
be subdued the Forest bursts forth into 4 Leafy Clearing Fading Light
the rest of the Realm. 5 Tree Bridge Rising Mist
6 Trailway Watching Eyes
Dwelling: Cartographer Hut ~ Sanctum: Silent Grove ~ Monument: Sun Beacon
Hazard: Barbed Gorge ~ Curse: Deafening Birds ~ Ruin: Horse Tomb

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The
Child
When night met day, where water flame
They saw the child, rejoiced in name

OMENS CAST
1. Drunken worshippers of the Child, The Promised Child
rejoicing that the First Sign has arrived. VIG2, CLA 2, SPI 18, 1GD
Mistrustful of anybody that won’t join in. None can wilfully cause them harm
2. Three Seeker Knights and their Redmaw
Wolf, escorting a Seer in the hunt for the Seeker Knights, Feliz, Gornig & Tayley
VIG 14, CLA 12, SPI 12, 5GD
child, who they believe to be the key to
finding the City. A3 (halfshield, mail, helm)
Morningstar (d8 hefty), halfshield (d4)
3. Fog shrouded lake, no deeper than a foot
throughout. A rogue Seeker Knight Redmaw Wolf, greymender, scartooth
searches for the Child, who they believe VIG 14, CLA 10, SPI 5, 5GD
must be sacrificed to an awful creature in A1 (matted fur)
order to put it to rest for good. You’re Stalk and Bite (2d8)
either with them or against them. Can bite out the wounds from itself or
4. An abandoned shack, empty cradle. A another, restoring d6 VIG each turn.
snake fang rattle, known to repel the
wicked dead. The Burning Mother cries Burning Mother
out in the distance. Any who look upon VIG10, CLA 16, SPI 17, 7GD
her are attacked on sight. Body aflame (ignores metal and wood)
5. A Trickling silvery waterfall. Metal Gout (d8 blast) or Grasp (3d8, slow)
objects drenched within are repaired. THE SIGNS
Distant cheering and crying as the Second First Sign Second Sign
Sign comes into effect. 1 Golden Flowers Harvest of Snakes
6. At last they are here. A cradle of mist, the 2 Violet Sunrise Sudden Winter
Child within. d6 Seeker Knights are here 3 Singing Swans Night Terrors
to kill them, another d6 here to protect 4 Milk to Honey Sleeping Mist
and take them back to their Realm. 5 Chimes from Below Earthquake
6 Miraculous Cures Burning Graves
Dwelling: Tea Hut ~ Sanctum: Blossom Pond ~ Monument: Primal Menhir
Hazard: Sticky Weeds ~ Curse: Hallucinogenic Spores ~ Ruin: Toppled Henge

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The
Order
They were six in the circle, no first among them
Each a knight and scholar, master and student

OMENS CAST
1. A forge carved into the rock. Blacksmiths Scholar-Knight of the Order
complaining about the Order’s VIG 16, CLA 16, SPI 8, 9GD
mistreatment of them. They plead A4 (mail, plate, towerhelm, shield)
for justice. Thicksword (2d6 hefty), shield (d4)
2. A Company of the Order, seizing supplies Crusher steed (4GD, A1, d10 trample)
from local farmers. A frightened draft
horse is bolting. The froth from its mouth Frightened Draft Horse
VIG 15, CLA 6, SPI 2, 2GD
causes a great frenzy if touched.
A fight is about to break out. Kick (d6)
Cannot be calmed by any carrying a weapon.
3. A dry clearing among boggy willow wood.
They stand in a circle, holding a council.
Each member must justify themselves to COMPANY OF THE ORDER
their peers, who can challenge any Scholar-Knight Retinue
weakness. No spectators allowed. 1 A lone scholar-knight None
4. They are transporting a thief. The thief 2 riders
knows the burial place of a suit of silver 2 2 scholar-knights 3GD, axes (d8), steeds
plate (A1, immunity to weapons of
inferior metal) and reveals this if freed. A scholar-knight on 8 conscripts
3 foot, their steed slain 2GD, billhooks (d10)
5. They ride on the trail of a monstrous
beast. You’re in their way. 6 archers
4 3 scholar-knights 3GD, d6 shortbows
6. A company leads an attack toward the
nearest Holding. They have 3 Warbands 1 scholar-knight and
alongside their Retinue. They will lead 4 mercenaries
5 their apprentice 5GD, longaxes (d10)
the Realm into misrule or be driven 5GD, blade (d6)
beyond its borders.
3 Scouts
6 5 scholar-knights 2GD, shortbows (d6)
Dwelling: Hot Spring ~ Sanctum: Lullaby Falls ~ Monument: Wooden Arch
Hazard: Steam Holes ~ Curse: Confounding Caverns ~ Ruin: Fouled Garden

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The
Dead
Corpses wrent of soul, their resting spirit torn
Pulled by malice from their sleep to serve anew, unborn

OMENS CAST
1. Children playing “the skeleton game”, A rotting corpse, denied their rest
wearing wooden skull-masks and VIG 10, CLA 2, SPI 1, 1GD
throwing bones at passers-by. A1 (tattered mail)
2. Terrified scout sisters, reporting Rusted glaive (d10 slow)
wandering corpses on their patrol. Won’t Keeps fighting even after a Mortal Wound.
rest until taken seriously. Running water causes d12 damage.
3. Under Seer’s orders, a graveyard is being Mocking bones conjured into service
burned as a precaution against the VIG 6, CLA 10, SPI 1, 3GD
restless dead. Acolytes scatter dried A1 (brass shield)
herbs. Five Great Red Vultures circle. Hook falx (d6), brass shield (d4)
4. A rotting corpse, mimicking its life as a Piercing attacks are Impaired.
forager. It is bound by the ankle to a Running water causes d12 damage.
nearby tree by a steel rope of impossible
construction. Great Red Vulture, grizzlebird
5. Five skeletons, mocking bones, powered VIG 15, CLA 6, SPI 5, 3GD
by hatred for the living, tormenting Rip and tear (d8)
defenceless travellers. The travellers are Burned and ground feathers are known to
artisans, known for their ability to make charm vermin into obedience.
fine weapons out of certain woods. Completely silent under moonlight.
6. 3 Warbands of rotting corpses and THE COST OF UNLIFE
mocking bones, rising under a black Raised by The Cost
banner, marching on the nearest Holding. 1 Noble intentions Intolerance of sunlight
2 A paranoid castellan Hatred of plant life
3 An ambitious bandit Fear of running water
4 A deal with death Vulnerability to fire
5 A curious seer Craven cowardice
6 A lonely apothecary Insatiable hunger
Dwelling: Fishing Pond ~ Sanctum: Echo Cave ~ Monument: Moon Totem
Hazard: Raging Rapids ~ Curse: Eternal Night ~ Ruin: Crumbled Bridge

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The
Underworld
A place beneath our living world, but neither grave nor tomb
A different path to places far, for those who brave the gloom

OMENS CAST
1. A huge stone archway, former temple. Shrouded guides
Stars flicker in the shadows. White VIG5, CLA 18, SPI 15, 4GD
Ravens caw from the trees. An opening Coldsword (2d6 hefty, ignores metal armour)
appears in the arch, dark but light at Pale lantern (d8 blast if thrown, ignoring
once. Then all is normal again. Armour). If slain, two emerge from the dark.
2. Lost knight from a distant place. She
claims to have fallen through a shadow. A Grasping hands from the dark
VIG 10, CLA 10, SPI 2, 1GD
Shrouded Guide follows, seeking the toll.
Cold grasp (d6, on a Wound, lose d6 SPI)
3. Narrow, twisted cave. Clanging within. A
shrouded smith is forging a coldsword Lost Knight, Valenta
(2d8 hefty, ignores metal armour). It VIG13, CLA 10, SPI 10, 5GD
shatters if unsheathed in daylight. A3 (mail, helm, shield)
4. Heavy black cloth woven with indigo. If Jagged sword (2d8 hefty)
hung, opens to a place you want to be.
Within, a dozen hands in the darkness A VOICE IN THE DARKNESS
require a toll of silver or blood. They will Origin Purpose
take either by force if needed. Whispering from the Scare them back to the
1 violet fungi surface
5. Broad, lilac-leaved trees. No artificial Singing from the
light can shine beneath. Five Shrouded 2 drifting lights Lure them deeper
Guides emerge into their shade, seeking Murmuring from the Show them things
to claim back a toll owed to them. 3 mirrored pools they cannot take home
6. A creeping darkness, then suddenly Taunting from the
within the Underworld. A dark reflection 4 shadows Sow discontent
of our world. Without the blessing of a Beckoning from the
Shrouded Guide the only exit is into a 5 distant dark Wear them down
distant Realm. Chattering inside the Provide a little comfort
6 chill wind
Dwelling: Artisan Brewery ~ Sanctum: Solitude Peak ~ Monument: Sword Carving
Hazard: Toxic Air ~ Curse: Ghostly Shadows ~ Ruin: Broken Fort

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The
Wurm
Callous, cruel, awful, and long
Feasting far beyond its hunger, only happy in bloated rest

OMENS CAST
1. A leech-collector weeps. In a nearby The Wurm, the colossal spite-glutton
swamp the colossal thing snatched her VIG 18, CLA 8, SPI 5, 10GD
sister away with a bite. That bone- A3 (craggy hide)
grinding noise haunts her. Writhe (d10 blast)
2. An argumentative sage complains. The or Chew (slow, 3d10)
balance of nature has been tipped. The or Shower with debris (d8 blast)
birds aren’t behaving correctly and
there’s not enough prey in the woods. Wurmshields, Kermac, Cado, Zune,
Shena, Marlo, Yazakel.
3. A logging camp left crushed and bare. VIG 10, CLA 12, SPI 8, 2GD
Wooden barrels of limeweed, a pungent A2 (helm, red halfshield)
appetite suppressor, left untouched. A Spike mace (d8 hefty), red halfshield (d4)
Wurmshield surveys their master’s work Repugnant personalities, always trying to
with unearned pride. make themselves even worse by mimicking
4. A stinking grey salt-bog. Grinding the Wurm.
laughter can be heard on the wind as the
Wurm sleeps below, dreaming of the next
feast. Two Wurmshields keep watch, WURM BEHAVIOUR
arguing over who is more loyal. Conversation Combat
5. The Wurm lounges among smashed burial 1 Spout Hatred Cut off escape
mounds of great seers. It speaks with four
Wurmshields. They are loyal, but make 2 Spread Fear Trap them and leave
poor company.
3 Aggrandise Self Target the weak
6. It bursts from the ground, giving one
opportunity for stimulating conversation 4 Insult Enemies Break their arms
before its great feast begins. It will not 5 Seek Submission Flee to better ground
stop until bloated or dead.
6 Entice Fealty Blunt assault
Dwelling: Guard’s Outpost ~ Sanctum: Stargazer Hut ~ Monument: Star Stone
Hazard: Spiked Wall ~ Curse: Strange Constellations ~ Ruin: Impact Crater

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