Professional Documents
Culture Documents
The once stable desert town of Azur has been experiencing strange
and alarming changes in the environment.
● From your seat you see the town alive. The market square is
replete with hawkers and bustling trading stalls. Pockets of
people gather around assorted street preachers and
demagogues, scattered around the place. Pairs of town
guards roam amongst them exerting an air of authority.
● As you take it all in, Mustafa - your waiter - brings you your
lunch. He has the practiced civility of an experienced host,
and makes light conversation as he tops up your drinks.
● ...
● The Ruins are the burial site of the sacrificed first borns.
Do not roll for INITIATIVE. Declare your action first to claim it.
8 Next to Godliness
Do not roll for INITIATIVE. Declare your action first to claim it.
Do not roll for INITIATIVE. Declare your action first to claim it.
9 Impulsive Strike
Do not roll for INITIATIVE. Declare your action first to claim it.
TENSION 4
5 10 15
Circumstances Intensity
● Only Obscure and Escape Cap at T/5 (rounded up)
checks by players
● Any Risk check Mood
● Any Monster Limited Cliches
Specialisation check
AT 5 (Max Spend: 1)
Sandstorms assault the town, forcing people to take cover and
creating a cloud of obscurity, under which both the Cult of the
Forgotten Sons and the Authorities seek to exert their positions.
AT 10 (Max Spend: 2)
A necrotic stench hangs in the air across the town, seeping out
from the ground. It is especially palpable in the catacombs and
around the Temple and ruins. Haunting sounds of mourners
wailing and children crying can be heard around the place.
AT 15 (Max Spend: 3)
The legion of Forgotten Sands erupt out of the ancient ruins and
charge across the dunes to lay waste to the town, targeting the
seats of power. A massive sandstorm cloud from the eruption can
be seen from town as can the rapidly encroaching dust in the
legion’s wake. A sonic resonance steadily rises as they approach.
Cultists of the Forgotten Sons kick off inside the walls.
5 SURVIVAL POINTS
Escape 5 / 5 Pursue
TENSION 4
5 10 15
Circumstances Intensity
Mood
AT 5
AT 10
AT 15
OPENING SCENE
INTRODUCTORY BANTER.
Wind picks up. People start to take cover. Pace picks up.
Good connections? Invited to go underground. No? See others
scatter and some go under.
● Catacombs
● The Dunes
NON-PLAYER CHARACTERS