201 Bandits and Villains We saw the cart first, turned over on its side, the horses dead their bodies riddled with arrows. As we drew closer a man appeared, he had not seen us as he bent down and drew his dagger and commenced to cut of the finger off the corpse on the ground. We then knew the cart and its driver was a victim of bandits, scum that prey on the weak to fill their own bellies. The Unwanted As the refugees flooded into the city to escape the turmoil it quickly became clear that the walls would not contain everyone and soon the gates were closed, many fled underground to find refuge there but what most found where ancient strongholds ruled by criminals and opportunists and those that could not pay or trade for a place within these ruins were denied access. Many of these unwanted found a home in the refugee camp outside the city walls, gaining employment in the farms that quickly sprang up, others returned to the Pale in the hope to find their homes intact, this was not the case. Desperation, anger and just pure greed and evil intent led many to become bandits, and villains. Most bandits close to the Sun Spires or to the patrolled roads of the below only steal and rarely kill, others with hatred will kill and steal, sometimes taking it one step further and selling their victims to the fighting pits or as food for the cannibal cults. Civilisation Anew The Grey Rangers have reported that large permanent camps are appearing in the Pale, groups of rejected rebuilding the towns and villages, these places are home to organised groups of bandits or as many now refer to them liberators or providers. These camps and new villages have opened their gates to anyone that would wish to join them and some have heed the call, an option of life on the city streets with an empty belly or life in the Pale with three meals a day has tempted many to take up the call of banditry. Adventure Seeds Bandits can be encountered anywhere and often via an ambush. The characters could be following a trade road through the pale when they come to a road block placed by Bandits. They could be travelling the dark roads and bandits appear from the shadows. The bandits encountered do not always have to be killers they may outnumber the characters and just demand their supplies or a ‘tax’, some bandits will just attack, no discussion, no demands they just attack and take. Stat Block Attributes Agility +2, Body +2, Instinct +1, Mind +0 Skills Athletics: 2, Melee: 3, Stealth: 3, Perception: 2, Scount: 3, Survival: 3, Ranged: 3 Abilities Packs - Bandits tend to travel in packs of up to 5 individuals and will have ways to communicate quietly, animal noises etc. Derived Stats Wounds: 12. Initiative: +2 Armour Armour: Mainly animal hides and leather. AP 2 Weapons Type Damage Range Sword 1d8s+2 - Dagger 1d4s+2 4ft Spear 1d6p+2 10ft Bow 1d6p+2 50yds
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203 Corrupted Beasts Our Hunter stopped and went silent, holding up a hand for us to be quiet. I strained my ears but heard nothing, seconds passed and then I heard it, a slight noise, a snuffling, then a scratching against wood. As I listened I heard the sharp crack of a branch, it echoed through the dead trees and almost instantly our Hunter was running, we followed, what were we running from, I could hear it crashing through the trees behind me, heard the panting growls, I thought I was dead. Up ahead was a hut, the Hunter held the door wide yelling for us to hurry, as the last one burst into the hut the door was slammed and the Hunter told us to be silent once more, how long we sat there listening I do not know, but soon the darkness descended and we slept. That was my first encounter with a Blight Bear. Description Many of the wildlife died off after the fall, unable to survive the harsh cold and corruption, but some survived and adapted. Predators such as Wolves, Bears and Wild Cats managed to survive by feeding off the remains of the species that perished and continue to hunt smaller creatures like Rabbits and Birds. In a similar way to bandits the beasts become more corrupted the deeper you get into the Pale, this is not to say that the Wolves and Bears that hunt near the Sun Spires are not dangerous just that if you get bitten by one it will hurt but it will not spread corruption. Closer to the cities it is common to see Wolves especially and sometime even Wildcats close to farms or in the mountains hunting and in recent years as food has become more scarce encounters with Wolves have risen. In the below it is rare to encounter any of these animals as they tend not to do well in the confines of the tunnels and against the many vagrant camps. Stat Block Attributes Bear Agility +2, Body +5, Instinct +3, Mind +0 Wolf Agility +4, Body +2, Instinct +3, Mind +1 Skills Bear Athletics: 3, Melee: 4, Stealth: 2, Perception: 2, Scout: 3, Survival: 4 Wolf Athletics: 3, Melee: 3, Stealth: 4, Perception: 3, Scout: 4, Survival: 4 Fear Rating Beasts have a Fear Rating of 7 Abilities Corrupted: Can transfer corruption to target Natural Armour: Thick skin and fur adds towards Toughness and armour. Natural Weapons: Will use Claws and Bite Derived Stats Bear Wounds: 15. Initiative: +3 Wolf Wounds: 12. Initiative: +3 Armour Armour: Both have Natural Armour of AP2 Weapons Type Damage Range Bear Claws 1d8s +5 x 2 - Wolf Claws 1d6s +2 x 2 - Bear Bite 1d6p +5 - Wolf Bite 1d4p +2 -
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205 Blood Lord Knight As we watched the group of fanatics spread out across the road digging with their hands in the snow and ice, their skin was almost blue from the cold, but they did not seem to even notice. Behind then stood a huge figure, covered in scars, a dead look in its eyes, this was a fabled Knight of the Blood Lords, said to be created with dark blood magic. The knight snarled at the fanatics, whipped and kicked them to work faster, whatever it was they were digging for I will ever know cause as I watched the knight seemed to turn its baleful gaze towards where we were hiding, at which point we ran as fast as the ice would let us, we ran for how long I cannot say, but my skin still itches just remembering that gaze. Unto Death It is said that the Sorcerer’s of the Blood Lords have an endless supply of body parts taken from the arena’s and these are used to create golems of flesh and corruption. These golems become the Knights and commanders of the fanatic hordes. It is said that these Knights are the ears and eyes of the Lords and that when a Knight speaks, he speaks with the tongue of his master. Rare and Deadly Knights are rare, they stay close, within a 10-mile radius, to the cities of the Pale, the reason for this is the connection they share with their Lord. They will send out orders to their fanatics and sometimes travel with them to command order but often they are rarely seen. Knights are deadly, retaining the memories of the warriors they were created from they can be brutal opponents, hard to kill and lacking any fear. They are often armoured, and sometimes this is with the armour of the human knights that led the armies against the elves. Adventure Seed As the characters get close to cities the chance of encountering a Knight will increase. They are always leading a group of Fanatics and will allow them to attack first only getting involved at the end where they will wade in and kill fanatic and enemy both. Facing a Knight should be a major encounter, they are brutal and will not stop until the target or they are dead, they will call for reinforcements which will mean another group of fanatics will appear. If the knight is within 10 miles of a city, they will also have a direct link to the Blood Lord who may react or suddenly pay an interest in the characters, which may be something they do not want. Stat Block Attributes Agility +3, Body +3, Instinct +2, Mind +1 Skills Athletics: 2, Melee: 4, Stealth: 2, Perception: 2, Scout: 2, Survival: 4 Fear Rating Knights have a Fear Rating of 7 Abilities Resilient: Knights are immune to poison. Undead: Do not feel pain and ignore most injuries, this gives them increased Toughness and can only be killed with fire or beheading. Derived Stats Wounds: 13. Initiative: +2, Armour Armour: Chain AP 5 or Plate armour AP10 Weapons Type Damage Range Sword 1d10s +3 - Dagger 1d6s +3 6ft
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207 Corrupted Wardens The poisoned forests, frozen shores and mountain passes of the Pale are the patrol routes of the Corrupted Wardens, the rangers of the Blood Lords. When the Chimeer escaped the shackles many of sound mind journeyed towards the Last City or joined the small villages that survived amongst the ice, but some, those driven insane by the melding and corrupted by the sorceries used were drawn towards the power of the Blood Lords and offered themselves up as servants. The Blood Lords ever merciful accepted those Chimeer that they saw as worthy, those formed from Crow or Wolf, Jackal or Vulture, and gave them a place within their legion, those Chimeer that did not fit the needs of the Blood Lords served a different purpose either in Pit or upon the roasting spit. These Chimeer with the cunning of beasts became the wardens, the rangers of corruption and the protectors of the borders of hate that separate the lands between the lords. Loyalty through Madness The wardens are loyal to their lord, driven insane by the corruption they have been fed and indoctrinated by the choral chants of the fanatics that aided in their new purpose, they will die to protect the lands of their living god against any that would trespass. Wardens often travel in pairs, sometimes with a number of fanatics or fanatics that have latched on to the wardens and follow them, many fanatics see the wardens as the closest they will ever get to a Blood Lord and worship and serve the wardens. This can be both a hindrance and a benefit to the wardens as the Fanatics can be both shield and food source. Melded Embrace The Wardens often show the marks of their melding more severely than their saner kin, the animal side being more obvious with thick fur, birdlike claws or even black, oily feathers, their senses can often be more attuned making a hard enemy to lose or hide from, hence their use as wardens. This deeper melding can also have its downfall, meaning they give in more often to their animal side, being easily distracted, forgetting their role, or fighting amongst themselves. The use of weapons and armour can also be problematic depending on how complete the melding is, holding weapons or wearing certain armour types being impossible. Those wardens that find their purpose difficult do not last long though being dominated, killed, and consumed by the other wardens in their troupe. Stat Block Attributes Agility +3, Body +4, Instinct +4 Mind +3 Skills Athletics: 2, Melee: 4, Stealth: 3, Perception: 3, Scout: 4, Survival: 4 Fear Rating Wardens have a Fear Rating of 7 Abilities Resilient: Wardens are immune to poison. Corrupted Derived Stats Wounds: 17. Initiative: +2, Armour Armour: Chain AP 5 Weapons Type Damage Range Sword 1d10s +3 - Dagger 1d6s +3 6ft Bow 1d8p+2 50yds
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209 Cultists It was the bells, the strange smell of a pungent incense on the air that alerted us that a cult was drawing near. We quickly moved to the side of the road and hid behind the fallen trees and debris of what I presumed had once been an inn. The bells got louder and soon we saw them, two walked in front ringing bells and dancing in some kind of trance, their lips forever speaking the name of their Blood Lord. Behind these came a larger figure, I would say man but it was more beats than man, it dragged behind it a cart filled with bodies, the stench of the rot from these corpses eclipsed by the incense that burnt in the holders that were being swung by the final two cultists that followed behind. Worshippers and Lunatics After the fall, many cults appeared, at first, they worshipped the dead gods or the Black Iron, some even prayed for the elves return, misguided and lost fools desperate for another to solve their problems or give them purpose. These cults grew and were quickly subverted to the worship of the Blood Lords, whether they were offered a boon or they were lied to and convinced that what they seek could be found in praise of the Lords, who knows. Since these early days, most cults are now just vessels to spread the corruption and lies of the Blood Lords. I say most as there are still cults that pray to the dead gods or the Black Iron, but these are rare and hard to find. The cultists walk the pale offering salvation to those they meet, promising lies to the small settlements that still exist. Those they can not convert they destroy and curse. Temples of Blood Many cults have made their homes in the calcified bones of the dead giants, or in the old temples of the elves. They often offer these as places of sanctuary and healing in order to entice those in need, this always ends badly for those enticed. These temples are controlled by priests and these are best avoided as they have been blessed with sorceries by their Lords and are able to wield blood magic, their cultist brethren are all too willing to sacrifice and bleed to power their priests magic, plan your strategies before attempting the destruction of such a temple. Adventure Seed Cults can appear in many different guises, from places of sanctuary where they offer healing, safety, and food, to places of ritual and sacrifice, where your blood will power their priest. All cults have only one purpose and that is to guide you to the Blood Lord and to accept corruption. Stat Block Attributes Agility +1, Body +1, Instinct +2, Mind +2 Skills Athletics: 2, Melee: 2, Stealth: 3, Perception: 3, Scout: 2, Survival: 3, Arcane: 3, Lore: 3 Abilities None Derived Stats Wounds: 11. Initiative: +1, Stamina: 12 Armour Armour: A collection of leather, hide and cloth AP2 Weapons Type Damage Range Sword 1d8s +3 - Dagger 1d4s +3 6ft Spear 1d6p +3 15ft Magic Sorcery: Some Cultists will have access to sorcery spells of various types. This should only be available to 1 out of every 10 Cultists
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211 Fanatics Blood Hunters and Slavers Every Blood Lord has their army, and these are made up of the fanatics, hordes of slavering, insane killers that will throw themselves into flames in reverence to their master. Berserker’s and corrupted they pour across the pale in bands, hunting, killing, and enslaving depending on the desires of their lords. Each band of Fanatics are led by a Knight, these will occasionally travel with the band but will never stray too far from their Lord’s throne, but instead will unleash the band with instructions. The fanatics are fodder, abused and used by both the Knights and the Priests, goaded, murdered, sacrificed, and unleashed all in the name of the Blood Lords. Colours of Hate Fanatics try to emulate their lords, and this can be seen in how they appear, you can tell which Blood Lord the fanatics belong to by their scars, mutilations, and clothing. Axas – The Fanatics of Axas graft slivers of metal onto their fingers, carve the symbols of the lord onto their skin and shave their heads, they keep trophies. The more blessed of the fanatics carry strange globes that have a miasma of corruption emanating from it and can be used to strike down their enemies. Barston – The Reavers or the Blood Lord are found amongst the wrecks of ships and upon the shackle islands. Sometimes they leave the ice for the Pale, but this is rare. The Reavers mutilate themselves and replace their limbs with large crab claws fashioned from bone and iron, they stink of fish and rot. Life on the ice is harsh and many Reavers are cannibals. Kial – The followers of this blood lord have all been victims to the torture and mutilation of his knives, many are corrupted, unrecognisable fusions of beast and human, and it is said that many of the corrupted were once followers of Kial, victims of a chirurgeon that enjoyed his role too much. most dangerous, cannibals, mutilators, debaucher’s, and rapists, they are the lowest humanity can stoop. Often dressed in the skins of victims, their genitals exposed and often disfigured to appear engorged and weeping, the fanatics are insanity personified and should be destroyed whenever encountered. Nicran – The Blood Lords commands no fanatics but does control those that have arisen from death in the marsh he calls home, the Liches, Wraiths and undead that defend their home from invaders. They like their Blood Lord never leave the marsh and are content to feed on whatever washes through. Xertin – The Pallid are a dangerous force to face, often Tribals that have fallen under the sway of the Blood Lord they are further twisted by dark magic’s to become faster and stronger than normal humans. They cover their skin in white pigments or ash to make them appear pale like their master and will mutilate themselves with bone and iron hooks. Those they capture are brought back to the city to either feed the population or be thrown into the arena. Stat Block Attributes Agility +3, Body +3, Instinct +2, Mind +0 Skills Athletics: 3, Melee: 4, Stealth: 3, Perception: 2, Scout: 3, Survival: 4, Ranged: 3 Derived Stats Wounds: 13. Initiative: +3, Armour Armour: Leather, cloth and hide armour. AP 2 Weapons Type Damage Range Sword 1d8s +3 - Dagger 1d4s +3 6ft Spear 1d6p +3 15ft Bow 1d6p+3 50yds
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213 Ghul Amongst the frozen remains of the great war against the elves a new threat emerged, some say they are the living corpses of the fallen brought back by magic, others that they crawled from beneath the land to feast on the remains of the dead. But these are no normal living corpses created by sorceries and blood magic, but cunning creatures, not dead but also not quite alive. The Ghuls are an enigma, feeding off the dead, digging up old tombs and graves and prowling the battlefields of the past would make one assume they were related in part to the liches and wraiths of the swamps, but unlike those servants of Nicran, the Ghuls have a mind of their own and some say even communicate with each other in a guttural language. They defend their trophies from those that would take them, and they act with strategy and as a unit, using cunning and experience to tackle the most dangerous of foes. Madmen or Monsters Many ghuls would pass as humans, they would easily disappear amongst the many refugees and homeless in the slums of the Last City or the dark roads below and realising this has caused concern amongst the council and guilds. The spires were built to keep out those corrupted horrors that infest the pale but what if the ghuls are not corrupted, could they infiltrate the cities and civilised areas? The answer to the question above is yes because there is evidence that they have, partially eaten corpses have been found both in the Last City and those cities below, unexplained deaths and the removal of corpses from the chapels of the last rest, has baffled militia until you factor in ghuls. But what does this ability to hide themselves within a population say about this so-called monsters, that maybe they are more human than it is thought. Adventure Seed Ghuls can appear both above and underground especially where there are corpses, in recent years due to lack of space many corpse have either been burnt or taken into the pale and dumped (especially those of refugees). Those corpses that are burnt are held in chapels until the day of burning which has become an almost religious event, whereas the dumping of bodies happens mainly at night. These dumped corpses have attracted the ghuls close to the last city and may have been instrumental in enticing them to pass the spires. Fighters that wish to become Relic Knights are tasked to retrieve armour from the many battlefields in the Pale and will almost definitely encounter ghuls, who may see this as a trespass and attack the those that begin to search amongst the ice for fallen knights . Underground the ghuls prey upon the vagrants and those taking the darker, unmapped routes to the cities, as well as some of the creatures that dwell in the tunnels. Scavengers speak of large numbers of ghuls encountered the deeper they go, with even rumours of Ghul cities miles below the surface but this has never been proven. Stat Block Attributes Agility +4, Body +3, Instinct +4, Mind +2 Skills Athletics: 3, Melee: 4, Stealth: 3, Perception: 2, Scout: 3, Survival: 4 Fear Ghuls have a Fear Rating of 6 Abilities Corrupted, Natural Weapons Derived Stats Wounds: 15. Initiative: +3, Armour Armour: Rags and a rubbery hide AP Weapons Type Damage Range Claws x2 1d6+2 -
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215 Greater & Lesser Abominations Product of Experimentation Of all the horrors created by the elves, the corrupted were the worst, not just because they are deadly, horrifying to look upon or the sounds they make, but because of the knowledge that this thing used to be a person, or persons. Now almost a decade later with life returning to normal as best it can the Blood Lords arrive to continue where the elves left off. More travellers and Rangers are reporting sightings of corrupted, more twisted, and viler thnn anything the elves ever created, and everyday these sightings get closer and closer to the Last City. The Shape of Horror The abominations come in all shapes and sizes and are generally broken down into two types, the Lesser and Greater. The Lesser are smaller less developed of the two, though still deadly they tend to be easier to kill, and fewer enhancements and can look more human. The Greater are always larger, are fully developed and have much more abilities. Abominations are created by Chirurgeons with most being formed by Kial, a Blood Lord, it is known that the Blood Lord’s fanatics will hunt the areas around the lord’s cities looking for victims to bring to the operating table. Due to this created aspect, abominations vary, with no two looking the same or even having the same abilities, this can make them extremely unpredictable and dangerous. Abominations are loners they are rarely seen in groups or pairs; they are either sent out to do a specific task or discarded by the creator to just roam around freely and survive. Whatever mind their once was in the individuals that were fused together to create an abomination has long since disappeared into madness, but some have claimed that finding the face of a loved one peering out from the mass of an abomination they have witnessed a spark of recognition, but this is just considered wishful thinking. Abomination Abilities Table 2d6 Ability 2 Corrosive Saliva - +3 damage from bites 3 Sense Heat - Can sense body heat +2 Perception 4 No Pain - Feels no pain cannot be stunned 5 Corrosive Blood - Will dissolve metal weapons 6 Sense Vibrations - Can sense movement +2 Perception 7 Bone Weapons - Limbs are dagger sharp 8 Shape Change - Can change shape to fit environment 9 Venom Spitter - Can spit Venom 30ft (d8 damage) 10 Resilient - Has +2 Wounds 11 Regenerate - Will regenerate 1 wound per rnd 12 Aural Attack - Will scream (2d+2) causing stun for d6 rounds Lesser Abominations roll 3 times, Greater Abominations roll 5 times Re-roll duplicates or increase abilities stats Stat Block Attributes Greater: Agl +2, Bdy +5, Ins +4, Md +0 Lesser: Agl +3, Bdy +3, Ins +4, Md +0 Skills Melee: 3, Perception: 2, Scout: 3, Survival: 4 Fear Rating Greater Fear Rating of 10, Lesser Fear Rating of 9 Abilities Corrupted, See Table Above Derived Stats Wounds: 13. Initiative: +3 Armour Natural: AP 3 Weapons Type Damage Range d6 Bone Limbs 1d8s +5 -
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217 Ice Worms ‘We didn’t see it coming, one minute we are trudging through the snow the next there is a rumble, the ground beneath us seems to shift, at first, I thought it was an earth tremor, but this didn’t feel right. So we did what was natural we ran for shelter, last thing we wanted was to be buried under a mountain of snow, but then it stopped, and everything went silent. I mean it’s pretty quiet out there anyway, but this was silence, not natural like, something different. After a while we decided to move on, then it was like the sky had cracked, terrific noise, the snow and the land beneath it burst upward as high as the grand Cathedral in the city it went, and there it was, all tentacles and teeth, never seen an ice worm before, hope to never see one again, though little hope of that happening as it took my legs and here I am. But I warn ya, not every tremor is the land settling or groaning, sometimes its Ice Worms.’ Formed from Corruption The name ice worm is a bit misleading as a study by the Black Fort has shown that the worms that burst forth from the ice are the same as those that travel through the tunnels of the below, the difference is corruption and hunger. It is believed that some of the worms are more corrupted than others and this was due to how close they had been to the surface during the fall. It is also believed that the worms travel to the surface to feed due to the lack of food below, though this has not been proven, and many scavengers disagree. Blind Terror From eyewitness stories the worms can grow up to 100 paces long and this has been confirmed with the Black Fort though they claim that corrupted worms can grow bigger than that. The problem with knowing the dimensions and abilities of the worms is that no one has survived or stayed around long enough to discover what they are, those specimens handed over to the Mages are of young or stunted in some way. It is believed that all the worms are blind and use vibrations to determine their path and the direction of their prey, the corrupted versions seem to have enhanced senses, and this is why many have surfaced to eat. The worms that travel through the tunnels of the below seem to be less aggressive and can be easily avoided as long as there is somewhere to move to in order to get out of their way, otherwise anyone in their path will be crushed and possibly ingested. The below is laced with smooth tunnels borrowed out by worms that become their travel routes. This has been known to cause worry in some of the cities below as a worm could borrow straight through the walls of a city without even noticing, destroying everything in its path, this hasn’t happened yet but that is not to say it won’t. Stat Block Attributes Agility +3, Body +5, Instinct +3, Mind +1 Skills Melee: 4, Stealth: 3, Perception: 2, Scout: 3, Survival: 4, Fear Ice Worms have a Fear Rating of 9 Derived Stats Wounds: 32. Initiative: +3, Abilities Corruption, Natural Armour, Armour Armour: Natural AP 5 Weapons Type Damage Range Crush 4d10b - Tentacles x 6 1d8b -
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219 Lich It rose from the marsh, rotted vegetation and slime hanging from its limbs, it seemed to stand there for a short time almost like it was gathering its bearings and then others rose up alongside it. As one they shambled through the marsh, with one purpose, one mind. If a noise attracted one it attracted them all, as one moved, they all moved. We watched as they shuffled past their corpse stench washing over us, but we did not move, we could not, if just one of these living dead heard us we would have to deal with all of them, and something told us these things were relentless, unforgiving and hungry. Relentless Dead As the battle against the elves raged it left a road of dead behind it, many of these rotted into the earth some ended up in the rivers and streams, cast there to pollute the water of villages and towns or just to stop wild animals from seeking out the carcasses. Those undead that ended up in the many rivers that once flowed washed up in what would eventually become the great marsh that separates the Pale from the Ash lands and is now the domain of the Blood Lord Nicran. When the Black iron fell it sent a wave of arcane magic that corrupted everything it touched, the following quakes and eruptions finished what the war had begun and turned the world to ice. With this new world came the Blood Lords and their domains, and with Nicran came the undead. As the marsh expanded so did the undead that populated it, fuelled by ancient magic the corpses of the armies that marched against the elves marched again. At first, they roamed the Pale seeking blood to feed upon until Nicran reigned them in and took control, now they roam the marsh and its banks seeking out travellers and the unlucky. Rotted and Armed It is said that some of the Liches seem to retain the knowledge they had in life, at least the last few days of life and as most were part of the armies that fought in that final war, these Liches have been known to still use weapons and even still wear the armour they died in. Many Liches are farmers or townsfolk who got caught up in the fighting and have no real martial skill and these are the most common. The bite of a Lich is infected and will cause corruption or at the least some kind of disease, their claws are long and sharp, and they feel no pain. The only way to kill a Lich is to remove the head or burn them. Stat Block Attributes Agility +2, Body +3, Instinct +2, Mind +0 Skills Athletics: 2, Melee: 3, Stealth: 2, Perception: 2, Scout: 3, Survival: 2 Fear Rating Liches have a Fear Rating of 7 Abilities Corruption, Resilient: Immune to Poisons, Derived Stats Wounds: 13. Initiative: +2 Armour Armour: Leather, cloth and metal armour AP 3 Weapons Type Damage Range Sword 1d8s +3 - Claws x 2 1d4s +3 -
The Black Iron 220 Marsh Wraith At first, we thought it was a pile of detritus, of old rags and bones washed up and caught on a branch or lodged in the bank. As we drew near the smell was of ammonia and rot, damp, and vinegar, we decided to avoid it for the stench alone it was then we heard the sound, a low keening, that rose to a scream, we became disorientated as this pile of waste suddenly move and became a terror beyond words, a living thing of bones and jellied flesh, white and glistening pus like. The whole pile was the Wraith, and it began to move, almost drifting towards us on the foetid water of the marsh. Tiny frail bone-like arms, dozens of them reached out, its talon like hands grasping at the air, but we were stunned we could not move, and it was getting closer… Living Marsh Appearing as a pile of leaves and mud on the banks or islands of the marsh the Marsh Wraith is a deadly killer that will attempt to grab anyone that wanders too close. They are known to scream loudly to disorientate their prey and this is also known to summon Liches who have learnt that a Wraith scream often leads to food. The Wraith can drift on the surface of the marsh and has control in where that drifting takes them, though it was once believed they had no control, this has since been disproved. This ability to drift can allow them to get close to their victims who will often overlook a pile of leaves and mud or will not even notice the slow movement towards them.
221 Against multiple foes they will always scream to give them the edge and allow them to grab at least one victim, Wraiths are surprisingly strong and once grabbed they drag the person into their body of mud and moss and slowly devour them adding the bones, hair and clothing to its structure. A Thousand Corpses Marsh Wraiths are loners and can grow to immense sizes as they digest and expand with new victims, what may start as a small pile of flotsam against the bank of the marsh may, years down the line become and island of bone and other remains covered in moss and marsh grass. It is believed that a Wraith begins as a single corpse like a Lich that gets caught up in the vegetation of the marsh and gets stuck, unable to move just collect anything that floats by, corpses, sticks and other detritus, until eventually they become a Wraith. Stat Block Attributes Agility +2, Body +4, Instinct +3, Mind +0 Skills Melee: 3, Stealth: 5, Perception: 2, Scout: 1, Survival: 4 Fear Rating Marsh Wraiths have a Fear Rating of 7 Abilities Corruption, Aural Attack (3d +2) causes stun for d6 rounds, Natural Weapons Derived Stats Wounds: 14. Initiative: +3 Armour Armour: A mass of debris which has accumulated over years makes them well protected with an AP 6 Weapons Type Damage Range Aural Attack D6 Stun 100ft Claws x 2 D4s +4 -
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223 Pale Ones We had hit another road, the torches seemed to flare into life whenever we reached one of these main routes almost as if some magic made everything brighter. The road was as well made as you would expect from its ancient dwarven architects and we all knew that it would lead somewhere, hopefully not just another road that led to a cave-in or one of them doors with no way to open. We picked up the pace, and even spent time studying some of the statues and carvings that lined the walls, its strange how the brighter the light the more confidence it creates. Up ahead was another tunnel that disappeared into the darkness, we had long since stopped exploring these as they either led to dead ends, labyrinths, or large caves, and we had neither the time nor the provisions to explore every dark hole. As we drew near one of us heard what they described as breathing, we stopped and looked and what peered back was pale, multi-limbed and disfigured, it stank of corruption and age. It moved backwards into the darkness and was gone, we hurried on and for the rest of the journey through those dark roads felt we were being watched. Born in Darkness The deeper you go the stranger things become and the more surreal the carvings and devices are. Those narrow twisting tunnels dug out by the ancient dwarves are now home to bizarre monsters that have been born to the darkness, whether they existed before the pale no one knows. Are they what remains of the dwarves, did the elves experiment before reaching the surface or did the blood of the ancient giants create more than just the elves? Of all the weirdness that exists below the most dangerous and unusual are the Pale ones, large hulking, multi-limbed ogres, hairless and as pale as snow. It is known to tear its own skin off as a way to allow it to grow larger and then its flesh hardens and becomes the new skin of the creature, this is why many sightings have shown the Pale Ones to have gashes or cuts. A Pale One will not actively attack a party but will follow and watch, waiting for an opportunity to snatch a character that falls behind, or is injured. They are solitary creatures and so facing a party is often a bad idea, though they will fight if cornered. Pale Ones will eat what they catch whether that be rodents or characters and they do not negotiate or communicate in anyway, as of, yet no one has heard a Pale One make any kind of sound accept for a deep breathing growl. Stat Block Attributes Agility +3, Body +5, Instinct +3, Mind +1 Skills Athletics: 4, Melee: 4, Stealth: 3, Perception: 3, Scout: 3, Survival: 4 Fear Rating Pale Ones have a Fear Rating of 7 Abilities Natural Armour, Natural Weapons, Corrupted, Huge grows as tall as 10ft, Multi-limbed has four arms, Dark Vision. Derived Stats Wounds: 15. Initiative: +3 Armour Armour: Natural with an AP 3 Weapons Type Damage Range Claws x 4 1d6s +5 -
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225 Rot Golems It was the stench that hit us first, it was overpowering, then as we got closer, we heard the wheezing, we had found what we had been seeking. Two days ago a Ranger had been killed, the hut they had been staying in smashed to tinder, and only large tracks and blood smears were left heading into the forest. Our Hunter, a Guild member of the Grey Rangers had been tasked to find the missing Ranger. Though we all knew there was no chance our hunter had to believe that the Ranger could have survived, she had to find out and we agreed, she was on point for this one, we would take her lead. Now after two days of trekking through the snow we had found the beast. It stood maybe 15 feet tall and was almost as broad, the stench washed of it in waves, there was no sign of the Ranger, but either way the monster had to die. Created from Dirt Originally created by the dwarves and then corrupted by the elves the golems are monsters of pure magic. Once linked to their creators they are now abandoned and insane, roaming the Pale and the dark roads destroying and repeating their orders given centuries before. The dwarves created many wonders and some of these were the various golems they designed for specific roles, Iron Golems to protect the great dwarven houses, Stone Golems to mine the tunnels and carry the loose rock away and the Earth Golems to destroy the monsters sometimes discovered in the darkness, it is these Earth Golems that became the Rot Golems. Many Earth Golems were sent ahead to clean out tunnels and caves, making the areas safe for mining or habitation and this is where the elves trapped and corrupted them, turning them back against their creators, driving the golem mad as it went against its purpose. Once the golem had acted out its purpose the elves would ignore it and allow it to wander, killing indiscriminately and destroying anything in its path. Many dwarves died not realising that the Golems were now an enemy. Released upon the Surface When the elves eventually entered the world above they sent the golems out first to destroy any threat or opposition, and once again were left to just wander off in this new confusing world. Most were killed and those that managed to avoid the hunters eventually died off. The elves experimented with building golems and the Rot Golems were their best success, fuelled by corruption they would be used to destroy resistance or ‘criminal’ groups that the elves wanted disposed of. Adventure Seed Rot Golems can appear anywhere but thankfully due to their size can be heard, smelt, and seen coming more often than not. The first signs that a Rot Golem is in the area should be destruction, buildings, trees etc should all appear as if a rock just rolled through. Stat Block Attributes Agility +2, Body +5, Instinct +2, Mind +1 Skills Athletics: 1, Melee: 3, Stealth: 3, Perception: 3, Scout: 2, Survival: 4 Fear Rating Rot Golems have a Fear Rating of 6 Abilities Corrupted, Natural Weapons and Armour, Resilient will regenerate 1 wound per rnd. Derived Stats Wounds: 15. Initiative: +2 Armour Armour: Natural and worn with an AP 5 Weapons Type Damage Range Claws x 2 1d8s +5 - Club 1d10b +5 - Stomp 1d8b +5 -
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227 Ruin Dwellers We pushed through the trees and came to an old ruin; we would not have spotted this place from the path. Our Scavenger had a ‘good feeling’ about this ruin and she quickly moved into what she described as the main hall. The whole area was open to the elements and most of the wooden walls and furniture had rotted over the years and snow cover. The west end was still covered by a part of the roof and we could see the remains of a tapestry, our scavenger said that this had been a temple of sorts, and that the tapestry would have shown some god or other, this was a good place to find precious metals she claimed as she began to make her way towards the tapestry. Suddenly she stopped, held her hand up to stop us and indicate silence. Then we heard it, a strange snuffling, gnawing noise. From behind a low wooden wall appeared a being, covered in rot and fungus, stinking of corruption, this was a Ruin Dweller, a rare and dangerous creature to behold. Trapped by Time It is said that Ruin Dwellers were once people and that they inhabit the ruins which were most important to them when they still had some kind of humanity, whether that is true or not, no one has ever discovered, but it is a fact they tend to find certain locations important and will defend them to death. The Black Fort on studies of Ruin Dwellers have discovered that time moves differently for them, which is why they are so fast and that this displacement of time is due to interaction with a piece of the Black Iron, how this is possible no one can say, but it would explain the rarity of the monsters. Monsters in Name Only Ruin Dwellers are not aggressive, in other words they do not actively seek out conflict and it seems that they are only violent when protecting their homes, those that have come across one of these creatures have found that if they back away slowly and create distance the Ruin Dweller will ignore them. The option most people take when facing a Dweller is often aggressive and that is when they regret that decision, what appears to be a fungal encrusted and skeletal figure suddenly becomes extremely fast and dangerous very quickly, striking with bone like claws, spores that burst forth from the pods that form from the creatures body and the ability to jump and dodge at terrific speed makes the Ruin Dweller a threat worth avoiding. Adventure Seed Any ruin can be home to a Dweller and often the party may stumble upon one without knowing. At this point what is left is what knowledge the characters have of these monsters and how they will use that knowledge to best deal with the situation. Dwellers will protect their homes to the death and the party should quickly realise that, and the creatures speed and aggression should make it clear that it will not be an easy fight. Stat Block Attributes Agility +5, Body +2, Instinct +3, Mind +2 Skills Acrobatics: 4, Melee: 3, Stealth: 5, Perception: 3, Scout: 3, Survival: 3 Fear Rating Ruin Dwellers have a Fear Rating of 6 Abilities Corrupted, Natural Armour, Natural Weapons, Poisonous from Spores, Dark Vision. Derived Stats Wounds: 12. Initiative: +3, Armour Armour: Fungus and wood like protrusions act as armour giving the Ruin Dweller an AP 3 Weapons Type Damage Range Claws x 2 1d6s +2 - Spore Pods d6 Pot 8 10ft
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229 Shrike The light from our torches seemed never to light more than a few feet around us and this alone made travel through the tunnels more dangerous, if we were to be ambushed we would not know before it was too late to react, it made everything much more tense than it should have been for just a well-armed and well trained group. I heard a hiss and stopped, our Hunter had moved ahead, and the hiss indicated we needed to slow down and be quiet. We had reached a rather damp part of the tunnel and I was up to my knee’s in stagnant, stinking water. Wading on I practically bumped into the Hunter who gave me an annoyed stare and then pointed. Up ahead was what at first glance seemed to be a glowing skeleton until it shifted, whatever the thing was its skin glowed and was translucent, probably from living underground for so long. Its arms ended it sharp blades and its feet were tendrils that waved and probed the ground, in fact these tendrils grew from the things back and face, stroking the rock around it, leaving slight luminescent trails like that of a slug, it was truly horrific. Bones that Glow It is believed that the Shrike were created by absorbing arcane residue from when the elves ruled the below and that many of the Shrike were once elves themselves, banished from the cities for crimes or other slights against the elven lords. Centuries of living underground, absorbing magic, and evolving to match their environment is what has made the Shrike what they are today. Shrikes thrive in the darkness and those that have observed them have notice that they seem to seek out pockets of old magical energy trapped in veins of ore in the rock or weird luminescent fungi. Shrike also feed off the small animals that also live below, bats, rats, and other rodents. Shrikes are loners and it is rare to see two Shrikes at the same time, they are also territorial and stories do exist of scavengers witnessing Shrikes fighting as one gets too close to another’s area, but how territory is set out is unknown by anyone but the Shrike themselves. Killers in the Dark Shrikes are aggressive and will attack anyone or thing they see as a threat, and even though they look weak they are far from it. It is known that Shrike can absorb magic and are unaffected by magical attacks, in some cases even deflecting the spell back at the caster. They are also fast and can squeeze through the smallest of cracks or holes. The other element of the Shrike is the mucus they exude from their tendrils which have formed from their backs, faces, hands and feet. This mucus is acidic and will corrode metals and woods and this fluid is often coating their territory making passing through those areas dangerous. Shrikes will shy away from light, hiding in the dark places until the light goes out and then striking from the shadows either as ambushes or stealth attacks. They are not affected by magical light and seem not to even notice this form of illumination Stat Block Attributes Agility +4, Body +4, Instinct +3, Mind +1 Skills Melee: 4, Stealth: 3, Perception: 3, Survival: 4 Fear Rating Shrikes have a Fear Rating of 7 Abilities Corrupted, Natural Armour, Natural Weapons, Dark Vision, Immune to magical attacks, Corrosive Mucus. Derived Stats Wounds: 14. Initiative: +4 Armour Armour: Natural armour gives them an AP 2, Corrosive Mucus covers their bodies see Corrosive Blood/Mucus. Weapons Type Damage Range Arm Blades x 2 1d8sp +4 -
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231 Tribals Of the Mountains The Dragon Tail mountains have always been home to the tribes and they have always been problematic, even the elves had attempted to wipe out or control the many settlements without much success. There is no way to know how many actual tribes exist, but they range from groups of 20 families all the way up to hundreds, from small camps of tents to towns with stockades and dedicated militia. Before the fall the tribes would occasionally send raiding parties down into the farms and small towns that stood at the foot of the mountains, often to steal food and livestock, this would lead to hunters and town militia entering the mountains to retaliate, or calls for the elves to respond in some way, often leading to nothing actually changing. After the fall many did not pay much thought to how the disasters and other upheavals would affect the tribes and they no longer seemed a threat. Years passed in the Pale as the Last City rebuilt and expanded, and as the cities below established their laws and borders, surviving the best they can in this new world of ice and snow. In the mountains it was a different story. With the changes came starvation and disease, and with this came conflict as tribes invaded one another, some unified against a common enemy and others were eradicated completely, for those that called the Dragon Tail home the world changed in more than one way. Acceptance or Cannibalism As the snow fell and the corruption leaked in cannibalism became the new norm for many tribes, others accepted aid in return for praise from the Blood Lords, throwing in their lot and becoming Fanatics. Some tribes fled, traveling north towards the Dragons Claws that shadowed the Last City in the hope they would gain protection or at the least acceptance. Though years had passed and life had been traumatic many still remembered the raids from Tribals, of the fear and hunger forced upon them by these fearsome wild folk, and this created suspicion and even anger towards the tribes, giving many that had lost everything something to direct their anger at. It was the merchant guild that changed everything. The guild had secretly decided to send a delegation to the tribes to talk and negotiate, by this point the tribes had over the months found life hard, living on little to no food and constantly watching from attacks from the tribes to west and from the Last City, the delegation was treated with suspicion. Eventually deals were struck, food like grains etc in exchange for skins and furs, and the Tribes would be welcome in the City for as long as they agreed to protect the city from the other tribes and dangers coming from the north. Stat Block Attributes Agility +3, Body +3, Instinct +3, Mind +2 Skills Athletics: 2, Melee: 4, Stealth: 3, Perception: 3, Scout: 4, Survival: 3, Ranged: 4 Abilities Aggressive, Cannibals, Corrupted. Derived Stats Wounds: 13. Initiative: +3 Armour Armour: Armour can vary from animal hides, leather and chain with an AP 2 - 5 Weapons Type Damage Range Sword 1d8s +3 - Axe 1d10s +3 - Dagger 1d4s +3 6ft Spear 1d6p +3 15ft Bow 1d6p +3 50yds
The Black Iron 232 Non-Player Characters What follows is a selection of characters that the players may interact with during their journeys into the darkness or across the Pale. These are for use by the GM if they are ever needed for Barter, Diplomacy or even conflict within the game. Trader Traders will be the main NPC most characters will interact with during the game, many have set up shop in the cities but some still walk the roads both below and in the Pale, though travel through the Pale has become more dangerous of late. Traders are hardy and cunning, those that live in the cities will have trade stores selling various items, but those that travel will only carry the most valuable or most needed stock, and do not mistake value with wealth, a spade to a farmer is as valuable as a diamond to a jeweller. Stat Block Attributes Agility +1, Body +2, Instinct +1, Mind +2 Skills Social 3, Melee: 2, Perception: 3, Survival: 3 Abilities None Derived Stats Wounds: 12. Initiative: +1 Armour Armour: None to Light AP 2 Weapons Type Damage Range Sword 1d8s +2 - Dagger 1d4s +2 6ft Militia They guard the gates, patrol the streets and keep the rabble and criminals in check, some are corrupt others withhold the laws fervently. Every city has a Militia, most are paid by the councils or the guilds and this payment is often in the form of a roof, three square meals and a little bit of power and respect. Not all Militia are good and some will commit crime or take their authoority too far. Any issues to occur, fights breaking out, disputes with price, someone caught stealing or other more serious crimes will often involve the militia being called who will then attempt to either sort out the problem, arrest someone or investigate further. Every city will have cells to hold prisoners and some form of court to enact sentencing if needed. Public executions are common. Stat Block Attributes Agility +2, Body +2, Instinct +1, Mind +0 Skills Athletics: 2, Melee: 3, Perception: 2, Survival: 3, Abilities None Derived Stats Wounds: 12. Initiative: +2, Armour Armour: Often a Uniform AP 3 Weapons Type Damage Range Sword 1d8s +2 - Spear 1d6p +2 15ft Bow 1d6p +2 50yds
233 Civilians These will be encountered in every city both above and below, they are the farmers, the beggars, the serving folk and the fisherman, often in need and always around. Civilians can often be the background hum in a city or a key part of an adventure. They can be witnesses, victims and even antagonists. Many civilians will have no opinion just wanting to get on with their lives, but others may form mobs to hunt down the corrupted in their city, or become the witless members of underground cults lured in with the promise of food or revenge. Civilians are a great resource and can be used for most situations and even adventure seeds, never underestimate civilians. Stat Block Attributes Agility +0, Body +1, Instinct +2, Mind +0, Skills Crafting: 2, Fighting: 2, Perception: 1, Scout: 2, Survival: 3, Social: 2 Abilities None Derived Stats Wounds: 11. Initiative: +0 Armour Armour: None or Light Armour AP 1 Weapons Type Damage Range Dagger 1d4s +1 6ft Noble The guild masters, the administrators, the heads of families, the spoilt sons and daughters, the teachers and the merchants. these are the people with wealth that can buy allegiance and sometimes innocence. Often corrupt, sometimes pompous always in need of someone willing to do the dirty work, whether that is lifting crates in a warehouse or dispatching a rival. The characters will have dealings with nobles, especially if they are in a guild. Offers of work will often come from the wealthy members of society and even some of the problems will lead to nobles and their dalliance with cults or search for power which often leads them into the arms of the Blood Lords. Stat Block Attributes Agility +2, Body +2, Instinct +1, Mind +2, Skills Athletics: 2, Melee: 3, Perception: 3, Social: 3, Survival: 3, Ranged: 2, Lore: 2, Social: 3 Abilities None Derived Stats Wounds: 18. Initiative: +2, Armour Armour: Good Quality Light Weapons Type Damage Range Sword 1d8s +2 - Dagger 1d4s +2 6ft Bow 1d6p +2 50yds
The Black Iron 234 The Anvil A Starting Adventure for the Black Iron GM Intro The following adventure is for starting players and GMs to help get into the world of the Black Iron. The adventure will have Info points and links to page numbers for rules and information so that the GM can learn or look them up quickly. As the GM take your time and prepare for surprises as players will almost never do what you are expecting, have them draw a map with markers if they like, maps are valuable. Bear in mind the cart that the characters have and the animals that are pulling it, they can also be targets for food etc, and losing the animals will make their journey much slower and harder going. Game Intro The adventure is set in the Last City and the Pale beyond. Setting the adventure in the Last City will see the characters travelling to the spires and the edge where the temperate meets the ice, here they will need to switch the wheels on the cart to skis and head out into the wilderness to find the old forge with the Anvil. Risks of Blight Beasts, Bandits and Cults attacking the party is high as well as dangers of hidden lakes and thin ice, ravines, and ice storms. The adventure should not be long enough to worry too much about starvation or dehydration, but injuries and rest should be a factor, finding shelter other than the forge should be hard to do and unless the party has healing herbs injuries can become serious fast. The party must make sure they have everything they need; they will receive a cart and horse which they must return if possible, the employer may stretch to throwing in snow shoes and a bundle of arrows but everything else will need to be supplied by the characters themselves.
235 Getting the Characters Involved There are a number of ways you can get the characters involved with this adventure which will feel natural and not forced. The following are examples of adventure prompts. • The characters all see the job offered on a notice board in the city square. • A character is approached by the smith whilst browsing the smith’s wares • The guild has been offered priority work by the smith if they can arrange for the Anvil to be collected. Optional Side Missions • Rangers have spoken of a pack of wolves in the area moving closer to the Spires. • Recent attacks on farms have been traced to an area of the Pale close to where the Anvil is supposed to be found. (Small Bandit camp) • Strange sounds have been reported by the Grey Watch (Cultists this close to the spires is a major threat). The Smith The smith who has posted the job has a small shop in the street of coals the main location of many of the smiths in the last city. The buildings in the street are blackened from the soot produced from the forges and the clanging of metal on metal is almost deafening. Entering the street the characters are hit by a warm blast of air that becomes hotter and more stifling the further down the street they travel. The street itself is home to many beggars that sleep here at night and line the streets to beg during the day. This is done for the warmth and for the barter chit that many looking to repair or buy weapons and armour will be carrying on their person. Many smiths who fled to the city after the fall failed to bring all of their tools with them and forges and anvils were often either part of the building or too heavy to carry. Wooden and stone blocks are now used by a few smiths, hastily made forges are better than nothing but most of what is done is repair, hammering out dents, re-knitting chain and stitching together leather as well as hasty and basic repair to weapons. Very few smiths have Anvils or even quality tools. When the party reaches the smiths shop, they will find him hammering away at an old bent sword on a large piece of granite, chips of stone and sparks fly everywhere. The man looks up as the characters arrive. ‘I have limited supplies right now, so as long as it ain’t complicated I can get it done.’ He states loudly. If the characters explain why they are there the smith will perk up, put down the hammer, and after wiping his sweaty hands walks over to the party. ‘So you’re here for the job, that’s good to hear, thought no one was going to take up the offer.’ The man grabs a jug from a bucket of water and some leather mugs from a shelf and offers the party a drink. ‘So down to business as I’m eager to get this done. There is an old forge around four miles west of here, out there in the snow. Used to be part of a village but most of that has gone back to the dust or is covered in ice, either way I heard tell that the old forge is still standing.’ He takes a gulp from his mug. ‘Chances are if the buildings still there so is the Anvil, and maybe some of the tools,’ he continues. ‘May be a bit of rust, but before everything went to shit I had visited that village and that forge and the Anvil was a good ‘un’. If the party has any questions now is the time to ask and the smith does not mind being interrupted, but if no one does he will continue. ‘If you want the job I can provide a cart with some skis and a horse, but I will need them back, and besides it will be hard to shift that Anvil four miles without it, the job pays 100 barter chits and once I get everything in place I will happily do some free work or give a discount, if that all sounds good then no time like the present’. The party could try to negotiate which would be an opposed roll versus social, the smith has the skill at 3, and his Mind is 2. Otherwise the party should accept the job and arrange when to collect the cart and horse.
The Black Iron 236 Journey to the Spires The journey to the spires can be eventful. As the characters leave the city they will pass through the refugee camp, depending on the time of day they will either be ignored (daytime) or possibly approached by one of the criminal gangs (d6) that run the place and may attempt to steal the horse for food or just bully the characters into handing over some stuff, how the players handle this is up to them, they can threaten using Body or Social either way the highest opposing Body is 2 and the Highest Social is a 2, if they attack then the gang is pretty weak, more bark than bite with Melee skills of 2 and Body of 2, after a couple have been dropped the others will run into the camp and disappear. No militia patrol the camps and the gangs have free reign. The other option would be that the characters hear a scream coming from the camp and it will be up to them to either investigate or not with the gang above being the issue. After leaving the camp area the land is mostly farms and orchards. The road here is patrolled but very rarely is there trouble. Eventually after an hour of walking the party should reach the sun spires. The view is strange as within the border grass grows and the world seems fertile but looking out beyond the spires there is just a white waste, snow has built up against what seems to be an invisible wall of magic, and the effect is surreal. The party will need to spend time swapping the wheels on the cart for the skis, this cannot be done earlier as the stone of the roads and rocks hidden in the fields will damage the skis. Likewise not swapping the wheels for the skis will make the journey beyond the spires difficult and much longer, as the party will need to dig the wheels out of snow and ice. Once the skis have been fitted the party can continue their journey. Stepping through the invisible barrier created by the spires will feel like being hit by an ice hammer, as the cold sweeps in and surrounds the characters, from this point forward everything becomes harder. Journey Across the Pale The journey once out in the Pale will be slow, the horse will be dragging the cart and occasionally will hit dips or roots which may get it stuck or slow it down. Also the snow and wind will be working against the characters obscuring vision and making walking often slow. All attempts to see locations or aim at targets beyond Short range will be at -1, beyond Long will be at -2 and Extreme will be impossible. Perception will also be at -1 due to the noise of the wind and the distraction of the cold (the longer the party spends in the environment the less modifiers they will receive as they adjust). The journey to the forge will only take around three hours and the GM should roll for each hour spent travelling to see if any encounters or hazards appear. Encounters and Hazards Table 2d6 Encounter or Hazard 2 D6 +1 Bandits 3 Blight Bear 4 Frozen Lake - Party must either walk around adding 1 hour to the journey or cross using stealth. 5 Nothing 6 D3 Blight Wolves 7 Animal Traps - If these are not spotted then one party member steps into a trap causing 1 wound. Character must make roll vs Pot 5 or become infected. 8 Nothing 9 D3 Bandits 10 Snow Storm - Vision and perception is now reduced further and the storm pushes against the party slowing their pace, storm adds an hour to the journey. 11 Cart ski breaks, Crafting vs TN of 7 to fix, 12 D6+1 Blight Wolves
237 Eventually the party will see what appears to be an old village amongst some dead trees, most of the buildings are just ruins but standing on its own is an almost complete building, some of the roof is missing and the doors and windows no longer exist, but a lot of the building is intact. As the party approaches they will see strange symbols either scratched or daubed on the walls of the building and a successful Scout Vs a TN of 9 will show both human and animal tracks entering the building, a level of success will show that the newest tracks are only a few days old. The Old Forge Entering the building the party will find themselves inside the actual workshop. Workshop- The inside of the workshop is covered in snow; the stone floor has cracked, and stunted black weeds can be seen pushing upward between the cracks. To the left as the party enters is the forge itself, darkened by soot and still filled with old coal and wood that crumbles if picked up. Next to the forge is an Iron anvil and the reason the party are here. The Anvil is made of iron and if looked at closely will reveal engravings cover some of the anvil’s top half. The anvil itself is extremely heavy and to lift it will mean a roll of Body Vs a TN of 10 (see page 77 for rules on Attribute Tests). Up to four characters can lift the anvil. Once lifted it will be a slow shuffle over to the cart. A table in the workshop also has an array of tools placed out, most are rusted but useable and taking these back would be a bonus. A door stands closed in a wall to the right. Living Area - This room has been used by a group of cultists and currently one is stationed in this room. If the party is not attempting to be quiet the cultist here will be waiting for them to come through the door and will ambush the first character to enter. If the party had declared that they were using stealth in the previous room then the cultist has the opportunity to hear them using their Perception Vs the highest Stealth roll from the characters (Cultist stats are on pg. 209). If the cultist is able to ambush the party then they get the first attack, and then Initiative rolls should be made. The cultist will shout out if they can alert the other cultists lower down, who will come to the cultists aid. The room has a table and chair, a broken and mouldy bed, broken wardrobe, and various ragged, rotten pieces of clothing on the floor amongst the snow that has blown in the broken window. Near the centre of the room is a wooden hatch, that when opened reveals a ladder going down. If the cultists was dispatched silently then this hatch is closed, if the cultist managed to call out then 1d3 cultists will appear from this hatch from below. If the characters Perception Vs a TN of 7 they will find that attached to a beam above the hatch is a pulley system, obviously used to lift stuff from the storeroom below. Storeroom – The ladder leads to a storeroom, this area has been untouched by the snow and ice and is relatively warm, it has also been used as a living area by cultists and the party will find 4 mats and bedrolls for sleeping on as well as foul smelling pots of food. If the cultist in the above room did not get the chance to call out, then there will be 1d3 cultists in this room that will attack anyone coming down the ladder. In the storeroom can be found barrels of coal, and crates of Iron ore ingots all valuable to the blacksmiths back at the city, there will also be sheets of leather and leather cord, some gold plate, and small ingots of silver. A Perception Vs a TN of 6 will reveal behind the crates 2 swords wrapped in leather, these are good quality longswords. The southwest wall of the storeroom has been smashed through an reveals a cave system beyond, which it seems the cultists have been using. A strong smell of rot and damp emanates from the area.
The Black Iron 238 Old Forge Workshop Living Area Storeroom First Cave Cult Sanctuary
239 First Cave – The first cave is damp and dark, without some form of lighting the party will be at -2 for all actions and will move at half pace. Stones and jagged rocks stick up out of the floor of the cave and the walls which will snag and cut those not watching where they are walking. A small stream of surprisingly fresh water runs from the ceiling of the cave across the floor and then disappears into a hole in the ground. A Scout roll against a TN of 9 will reveal tracks of booted feet. The cave twists around a bend which leads to a hastily constructed bridge, to cross the bridge is an Agility Vs TN 6 roll, if a character fails the roll they will drop, if they succeed in an Instinct roll vs a TN of 7 they will catch the edge of the bridge, if they fail the Instinct roll they fall to their deaths. If the party is using Sneak, they will need to beat an opposed roll vs the highest Awareness roll from the 1d4+1 cultists beyond the bridge, again if they fail the cultists will attack and attempt to knock the party from the bridge, with each successful attack meaning that an Agility roll vs a TN of 5 must be made or the character falls. Cultist Sanctuary – The bridge leads to a torchlit cave inside is a type of sanctuary or shrine to a Blood Lord cult, a Lore roll vs TN 7 will reveal that the shrine is to Axas. Bones and sinew hang from the ceiling, a dead body now nothing more than bones is tied to the wall, examination of the bones will reveal gnawing and teeth marks. Various bones, items made from bones and other weirdness lay scattered about the floor. In one corner is a chest within which the party will find some well-made clothing, a small bag of 20 barter chits and a pass to one of the cities below (GMs choice), they will also find a book written in elvish (The Tribulations of Cross Species Merging) worth a lot to the right guild and a Masterwork Dagger, they also find three masks made from human skin. To the east a large crack has split the cave wall almost in two and is wide enough to allow an average human to easily pass through, the crack leads into deeper caves, a Scout vs a TN 5 will reveal that many have passed through the crack and a Lore vs TN 9 will indicate that what is beyond the crack is a route to the below and access to the cities which allows anyone that passes through to avoid the spires above. If the characters suggest passing into the caves this could lead to days of investigation and during that time, they could lose the horse and the purpose of coming here. The GM should encourage the party to return with the anvil and then share knowledge of the crack which in turn could lead to further adventure. If they insist in passing through have them roll an Awareness where they will hear the horse in distress, this could lead to them losing the horse, but the urgency to return to the city should be made apparent. Return to the City At this point there will be three outcomes that will affect the return journey to the city, depending on various factors. • Party has Anvil, Horse and Cart – The journey back to the city will be slower with the anvil and the time will be doubled, encounters should still be rolled. Once reaching the city the adventure is completed successfully. • Party has Anvil but no Horse – As above but journey will take three times as long as the party will need to drag the anvil back themselves. Loss of the horse will be frowned upon but if the party skinned the animal and brought back meat this will help alleviate the issue. • Party has no Anvil – The only reason this has happened is that the party took heavy losses, this will be considered a failed mission and the Job will stay up on the notice board. Follow up Adventures The forge obviously leads into the dark roads and this is where cultists are managing to infiltrate the cities below, if the party make this known they will be asked to either return to the forge and close the opening or follow where the path leads killing any cultists as they go. The party could also be asked to travel below to find the forge entrance from that route, also killing any cultists and sealing up the hole.
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The Black Iron 242 The Tome of Heroes Vagrants Saturday Night Gaming, Luciano Saldi, Danny Tirtosasmito, Eleanor Hingley, Jaesz Feher, DJChay, Chris Skuller, Gnome Archiviste, Marco Generoso, ratley17, cotton mashlin, Jim Mangiameli, Andrew Lotton, Maxime Robinet, Anthony Franchini, Jacob Thek, Thaddeus Ryker, Paul Rivers, Timothy Baker, Norbert Baer, Drew Pessarchick, Michael Fox, Matt “9littlebees” Kay, Philip Hindley, Ricardo Nacarini, Veronikis Spyros, Eric Blair, Brent Naylor, Steven D Warble, Magfurul Abeer, Leopold Goldimire, Ryan Clarke, Sergio A Saenz, Whisky Sauers, Matteo Signorini, Dany Leclerc, Scavengers Tyler F, Raúl Peña Fernández, Dana Boychuk, Patrice Mermoud, Aramis, Alex Melluso, Kieran, Joshua Lenon, Gary Mayes, Kai Yu, Samwise & Charlie, LUCHO CASTRO, Morgan Bolton, Zach Cornelson, Dallas Ch, Daniel Crisp, Noa Rev, K.L.Svarrogh, Aleksandar Petrovic, Mike Goetz, Jason March, Colin Simmonds, Mark R. Lesniewski, David Queen, Gav War, JPD, Ruben Caparros Perez, Trip Space-Parasite, Thor Sundqvist, Michael Rinaldi, David Semmes, Sean Patrick Phelan, Loki, Tilly, & Murphy, Beachfox, John A. Robinson, Mikael Assarsson, J. Wilkins, Boris J. Cibic, Scott Uhls, MarkF, Raphael Bressel, Nick Colombo, Chris Griffin, Samir El Aouar, Matthias Reinhardt, Dan Perrine, Kyle Botterill, Ryan Kent, Jonathan Froust, Ryan Crowe, David Inker, Justin Spath, Shai, Al Erikson, Adam Chance, Trey Mercer, Dan Suptic, Warren P Nelson, Owain Boardman, Michele ‘Ekidna’ Facco, Caleb Coppola, Rangdo, Sam Hing, Dominik Pielarski, Marko J Sertic, RinguPingu, Sir Edward, Derek Schmidt, Gwyn Bevan, Markus Plate, Michael Boothroyd, Ryan Dukacz, Xildur, Tom Ladegard, Fernando De la Guardia, Callum Holt, Hunters Elvenstreak, Christian Mertens, Peter Allen, kabbend, Thor Asa, calibur_ex, Seth Spurlock, Paco García Jaén - G*M*S Magazine, William Flotte, Terry Herc, John ‘johnkzin’ Rudd, Chris Matulewicz, Trevor A. Ramirez, J. Marks, Chris Youngblood, Murazar, Harold L. Keearns III, Jonas Äng, Jonathan “Buddha” Davis, Dace, Morgan Tupper, Caldazar, Pedro(Te),
243 Pyromancers Devin & Linny, Andrzej Krakowian, Nicholas Clay, Oskar Yorrickson, Matthew Hale, Arkend Foss, James Yoo, Brandon, Hvedrung, Max Krawiec, Bastien Mignier, Spencer Wankier, Brett Callender, Bjørn Benjaminsen, Pablo Saldaña, Richard Rivera, Brian Habenicht, Richard Miller, Valentinos astroval Kounatides, Pete Shaw, Alexander Thissen, K. Scott, JC Hawley, Jeffrey Quigley, Mike Dulo, Denis Gaty, Dave Luxton, Mika Koykka, Feian, Garreth ‘GMort’ Moreton, Paul D Watts, Ols Jonas Petter Olsson, Robert Wood, Timothy D. Martin, Eclez, Ethan Fontenot, Matt Carman, Richard Percy, Jeff Workman, JC Smith, Janelle Hobbs, Spidermanic, Tuomas Ristimäki, “To Peace”, Andrew Nichols, Todd Stephens, Bernat Nacente, Tyler Brunette, Cyxos Hax, Thomas Fassnacht, Panu ”Possessed” Laukkanen, Emil “Barn Owl” Heide, I got a festive hat, Mike (wrathofzombie) Evans, David C White, K Malycha, Kaira Murphy, Lee Rosenbaum, David Harrison, Chris Snyder, Nathan “Nawi” Wintle, Joachim Schulz, Guy Edward Larke, ryan bruhn, Gauthier Descamps, Angus Abranson, Amber Szpular, Richard Robertson, Jon Kenny, Quib, Robert Herr. Relic Knights Jeremy Kear, Michael “Chef Pandakage” Salas, Grant “Grantos” Chapman, Robert M Soderquist, Godu, Jeremy R Haupt, Eric Asperin, Crazed Sheep, Sabastian Wilkinson, Michael merchant, Roger Haxton, Mark Solino, Connor Best, J Scott Rumptz, Philip W Rogers Jr, John W. Brown IV, Johnny D, Lords of Blood Brenntron, Fenric Cayne, Derek Munn, Kelly Swartz, John R., Varek, Gernot, Guillaume ROBIN, D, Saggath, The Fallen Andrew F, Dave Satterthwaite, Frank Loose, Michael Sandlin, Michael Stevens, Elijah Dresen, Dante Warborn, Fabia Mazzocchi, Dan Philpin, Chris Baratz, Marley D, James Michael Whittaker, Gert-Jan van der Krogt, Doug Shute, Chase M Walker, trevpb_101, Janus Kimeran, Ebonweaver, Russ Cox, Ryker Wallace, With Blood and Iron you face the Darkness We Salute You