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Premise 1
Threats
Dramatis Personae
Exploration
Exploration I: The Offices
Escalation
Escalation I: The Tunnels
2
A Note from the
A window into our editorial process - please forgive the
typos!
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3
Premise
The Far Lands (brain): Read this section to the players as the hook for this
Spinning in a tight orbit around a distant star, the Far Lands adventure:
are a desolate landscape inhabited by abominations and
the occasional human interloper. Countless miles from the
nearest outpost of humanity, reckless investigators can lose The scene is unearthly quiet, as the gray desert
their grip on reality here. landscape tumbles through space. A young woman,
The Sigil (bleed): short and unassuming, kneels on the ashen ground,
drawing precise shapes in the dust. She murmurs under
It is unclear if the Sigil is a living creature or residual
her breath as she finishes the final form.
Oldfaire magick - it is abundantly clear that it is a malevolent
force with no good intentions for the investigators. After what feels like an interminable wait, a slight tremor
twitches in the ground. Over long minutes it grows to a
dramatis personae violent uproar as the young woman’s eyes widen.
We see a long shadow cast over her diminutive form,
The Chief Librarian: dust and stones tumbling around her. The shadow grows
Dr. Artemis Huxley (they/them) and grows, seemingly without end.
The Seekers:
Hannibal Chittenden (he/him), Arcadia Atwood (she/her) Feel free to use one of these hooks to further customize the
assignment to your Circle of investigators.
The Scriveners
Alistair Philpott (he/him), Damien Lee (he/him)
Academic Connections:
The Sigil-Bearer: You have some connection to the Briarbank College
Annabelle Powers (she/her) Library. Either as a former student, employee, or faculty
member, you are often in contact with library staff. A
discrete overture was made for your assistance in handling
a delicate matter of library business. You felt moved to
accept based on your past associations.
4
Angling for Access:
You have heard through your contacts that a tome has gone If the players opt to question the library assistants, they may
missing from the Lower Stacks of the Briarbank College learn:
Library. Badly wanting access to this restricted trove of ● The Lower Stacks are a secured area below the
arcane objects, you spring into action. You call in a few main library - access is tightly controlled.
favors to ensure that when Candela Obscura is recruiting ● The location of the Head Librarian’s office is
investigators, your name is at the top of the list. upstairs - the assistants should not give up this
information readily.
● Only Scriveners, Seekers, and guests specially
As always, customize these assignment hooks to make a approved by the Head Librarian are allowed
compelling investigation that suits your Circle! access to Lower Stacks.
Several library assistants are seated at the central The Chief Librarian’s office is a spacious, mahogany-
reception desk, checking out books and sorting through lined room on the top floor of the college library. A wide
the card catalog. desk is lined with trinkets both scientific and spiritual,
including a small, working Sterling engine as well as
5
religious icons from faraway places.
Arcadia is a gifted Weird, sensitive to the magick auras that
The walls are decorated almost to the point of often accompany the material that the library seeks out. She
overcrowding with maps, diagrams, and what looks like is also an avid autocycle rider and generally lives life for the
star-charts or arcane glyphs. thrill of it. Where Hannibal is quiet and reserved, Arcadia is
chatty and talkative. She wears a silk scarf over her left
A small working area is reserved on the desk and is kept hand, which is badly scarred by Bleed.
immaculately clear. This area includes a small calendar,
a writing pad, and a bleed detector.
If the players opt to question Hannibal, they may learn:
● Dr. Huxley is toweringly angry, and that worries
If the players opt to meet Dr. Huxley, they find that the head Hannibal - not much worries Hannibal.
librarian is a quirky individual who takes their job very ● Damian Lee, one of the Scrivs, is too ambitious for
seriously. Distracted by the tasks of running the College his own good. He asks for access above his level.
library while keeping the collection in The Lower Stacks ● Alistair Philpott wants to be a Seeker, but is too
safe, the Doctor should come off as absent minded or green for the work in Hannibal’s estimation.
meandering. Their demeanor should change to one of sharp ● Arcadia and one of the Scrivs named Annabelle
focus when the question of the missing tome arises. were in a romantic relationship until recently.
Hannibal doesn’t know the details, and knows
better than to pry.
If the players opt to question Dr. Huxley, they may learn:
● Dr. Huxley needs outside support, as they are too
close to their students to maintain an objective
mind.
● The missing book is titled Codex Vermis Mentis,
and pertains to summoning creatures from beyond
the Flare.
● The Seekers look like a rough crowd, but they are
recruited for their sterling character as well as
survival skills.
● Some interpersonal drama is riling up the
Scriveners, commonly referred to as Scrivs. This is
not uncommon, given the awkward sort of genius
that the work attracts.
● Annabelle Powers, one of the Scrivs, is out sick
today. That is out of character for her, and she will
surely be back tomorrow.
● Dr. Huxley knows the personal details of all of their
employees, like home addresses. They will part
with this information only with a good justification.
The Scriveners’ Office If the players opt to question Alistair, they may learn:
If the players choose to visit the Scrivs in their office, read ● Annabelle is an avid note-taker - she records all of
the following section. the meeting minutes, and stores her notes in her
locked desk.
● Alistair is hiding something - he knows that
The Scrivener’s office is a claustrophobic space just off Annabelle has been acting erratically for the past
the stairwell to the restricted Lower Stacks. The office few days, and suspects that she has the missing
has three desks, one of them tidy and two of them piled tome.
with books. ● Alistair is in a rush - he intends to travel to
Annabelle’s basement flat, as he is worried for her
The walls of the room are lined with bookshelves and a safety.
large table for a reference tome and card catalog. If the investigators recover Annabelle’s notes, a perceptive
investigator will learn that Annabelle’s research interest has
suddenly shifted in recent days from Algernon Eldenstone’s
If the players opt to meet Alistair Philpott and Damien Lee in biography to esoteric, older texts focused on piercing the
their office, they encounter a somewhat friendly pair of Flare, with repeated references to a “Mind Wyrm”. A
rivals. Damien is intensely talented and competitive, even to knowledgeable investigator might know the nature of Mind
the point of being dismissive and condescending of others’ Wyrms, as they are an ancient dragon-like myth with
achievements. Alistair is a shy, retiring sort who dislikes tremendous destructive capabilities. Her writing has turned
interpersonal conflict. recently from precise and analytical to cold and calculating.
7
Exploration II:
If the players opt to investigate the wastebasket, they may
recognize the clothing as Arcadia’s, cut in a similar style
and size to the Seeker.
The Basement Flat If the players investigate the crack in the tapestry, advance
them to the next section. If they are set to ignore the
tapestry, let them hear the faint voice of Alistair calling from
where he is trapped down below.
By this point, the Mind Wyrm has been summoned and has
burrowed a network of tunnels under Newfaire. Be sure to Reveal: The Mind Wyrm has returned to Newfaire, digging
mention unusual tremors or even small earthquakes as your a tunnel beneath Annabelle’s flat.
investigators travel through the city.
To enter the flat, the investigators will need to be creative. A cold draft brushes past you as you peer behind the
The flat has the following characteristics: tapestry. The crack expands to a hole just wide enough
to crawl through. Through the hole, you spot a cavernous
● The door is locked and no one answers if the tunnel, about as wide as a subway car, that descends in
investigators knock. a corkscrew to unfathomable depths below.
● The window is easily jimmied open, but it's difficult Clinging to the tunnel wall on a narrow ledge, you see
to reach without some acrobatic talents.
● The landlady lives in the ground-level unit, and can Alistair Philpott with a flickering lantern tied to his belt.
be persuaded to let the investigators in.
When the players enter the flat, read the following: Navigating the Mind Wyrm’s tunnels is tricky. Near-vertical
in places, investigators with climbing gear will have a much
safer traversal than investigators attempting to free climb.
Annabelle’s basement flat is a modest but immaculately This is an ideal moment to freely deal out Brain and Body
marks from the hazards of exploration.
kept studio. Scant furnishings include a small desk next
to a neatly made bed. A notebook sits closed on the desk
next to a well-used inkpot. Obstacles may include:
● Nearly vertical sections of wall present a challenge
The waste basket has a set of clothing in it, cut for a
to investigators. A clever investigator might find a
taller woman. safe path along the natural ledges, while an
A tapestry covers a crack in the far wall. intrepid climber might rig a safety rope to descend
downwards.
The room smells of recently burned incense. ● Pools of secretion lay in seemingly safe ledges.
The Mind Wyrm’s ichor is highly contaminated with
bleed.
If the players opt to investigate the notebook, they may find: ● The tunnel periodically intersects itself, requiring a
good sense of navigation to choose the fastest
route downwards. Getting lost is exhausting and
● The notebook begins with personal entries, can inflict Body marks.
including several pleasant references to the ● The tunnel intersects with a buried relic of Oldfaire,
beautiful new Seeker at the library. clearly wrought by human hands but uninhabited
● Recent entries shift abruptly to academic research, for centuries. Three strange bat-like predators
particularly figuring out a complex mathematical prowl in this section of tunnels. They fear light
formula. sources and little else.
● A knowledgeable investigator will recognize the
formula and incense smells as components of a
summoning circle. When you are satisfied with the tension built in this scene,
you can advance to the next sequence.
8
The Nature of the Missing Books ● The dust and regolith holds footprints well. A single
set of footprints lead to a nearby mesa. An astute
For your background knowledge as a Lightkeeper, and investigator determines that the trekker seems at
potentially to reveal to a book-smart investigator, here is a times to wander, and at times to know exactly
quick breakdown of the missing documents. where they are headed.
● A sharp-eyed investigator can spot Earth in the
harsh night sky.
Two books have gone missing from the Briarbank ● The ground shakes violently from time to time.
College Library. They are the following:
Codex Vermis Mentis is the book that your Circle was Upon following the footprints, read the following to the
called in to retrieve. Profoundly dangerous, it details the investigators:
summoning rites for a Mind Wyrm, a creature capable of
piercing the Flare and burrowing through space and time.
It is in the possession of Annabelle Powers in The Far A diminutive figure kneels before a low stone altar in the
Lands. distance, a thin chant reaching your ears. Their hands
shake as they carve glyphs into the stone. An open book
Eldenstone’s Grimoire was recently stolen from a less flutters on the altar, the figure stooped over the pages.
secure section of the Lower Stacks. It is the collected
wisdom of a 16th century philosopher and occultist. You recognize the figure to be the missing Scriv,
Unknown to the library staff, it contains a spell to Annabelle Powers. Her delicate features are marred by a
summon a remnant of the ancient sorcerer. The remnant glistening sigil, glowing and pulsating on the side of her
inhabits the body of the spellcaster, marking them as a face.
Sigil-Bearer. It is in the possession of Alistair Philpott in
the Mind Wyrm Tunnels.
Upon reaching the far end of the Mind Wyrm’s tunnels, read
the following: Annabelle Powers, the Sigil-Bearer
9
Climax: The Mind
time. Bear in mind, any harmful action towards Annabelle
will turn Arcadia immediately hostile towards the
investigators.
Wyrm Epilogue
Reveal: The sorcerer Algernon Eldenstone has influenced Now is your chance to wrap up the assignment and
Annabelle Powers into summoning the Mind Wyrm to describe what happens in the world once the player
protect their dark ritual - can the investigators outwit the characters are gone. Remember that you have full narrative
beast to save Annabelle and themselves? agency during the hook and the epilogue, so you can
explore the story in ways that you cannot just by following
the player characters.
At a narratively appropriate moment, read the following
introduction for the Mind Wyrm.
The climactic scene may play out in several different ways - Credits
or something else entirely, depending on your investigators!
To end the possession, the investigators need to interrupt All artwork was generated using AI, like ArtFlow.
the chant or alter the sigil on Annabelle’s face, or read a
counterspell from Eldenstone’s Grimoire. Thank you to u/YaAlex for creating the basis for our
Assignment design template, available here!
Several common outcomes include:
● A chase across the dragon’s back: The Thank you for playing this game - I do this for fun, and it
investigators may opt to subdue Annabelle, brings me joy to be a part of your storytelling world!
requiring them to pass several checks to climb the
Mind Wyrm and reach her.
● The delicate solution: Altering the shape of the
sigils on Annabelle’s face disrupt the possession
and thus free the Mind Worm. A small incision or a
daub of ink are sufficient.
● The hard choice: Failing other options, the
players can end the possession and free the Mind
Worm by killing Annabelle.
● A battle of wills: The investigators may attempt to
free Annabelle by casting a spell from the
Grimoire, thus engaging in a challenge of minds
with Algernon Eldenstone.
● A noble(?) sacrifice: The investigators can cast
the Sigil on themselves if they possess the
Grimoire, leading to an investigator who hears
strange whispers from a malevolent voice. This
can confer awesome arcane power, but at what
cost?
Optionally, you can have the Seekers arrive to assist the
party - they would have no great difficulty following the
investigators through the tunnels. Arcadia and Hannibal can
provide a helpful distraction or buy the investigators some
10