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Published by urhw.moonwolf, 2021-06-10 17:54:33

The_Darkling_Legacy_Mythras_v1.1_big

The_Darkling_Legacy_Mythras_v1.1_big

Keywords: Mythras RPG

frederick viala (order #28844427)

Credits

Writing & Design

Cody Leigh

Development

Jason Duff

Editing

Jennifer Ward-Ito

Illustrations

Babich Alexander, Slava Gerj, Marin Iurii, Camille Kuo, Roman Kybus, Tithi Luadthong, Matt Morrow, Dean
Spencer, Grechko Vlada, Liu Zishan, Cartography: Wonderdraft

This product references the Mythras Imperative rules, available from The Design Mechanism at www.thedesignmechanism.
com and all associated logos and trademarks are copyrights of The Design Mechanism. Used with permission. The Design
Mechanism makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

The Darkling Legacy is © 2020-2021 Earl of Fife Games LLC. All rights reserved.

EARL OF FIFE GAMES

[email protected] | www.fifegames.com
Find us on Discord

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Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Scene VI: The Spire. . . . . . . . . . . . . . . . . . . . 28

Hausen Background. . . . . . . . . . . . . . . . . . . . 5 The Spire - First Floor . . . . . . . . . . . . . . . . . . . 30
Trapped. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Hausen Map. . . . . . . . . . . . . . . . . . . . . . . . . . 6
Darkling Warrior (Martial Human Host). . . . . . . . . . 30
Scene I: A Message from the West . . . . . . 7
The Spire - Second Floor . . . . . . . . . . . . . . . . . 31
Traveling the Road . . . . . . . . . . . . . . . . . . . . . . 7 Room 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Encounter with Bandits. . . . . . . . . . . . . . . . . . . . . . 8 Room 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Encounter with Beasts. . . . . . . . . . . . . . . . . . . . . . . 8 Darkling Growth (Plant/Bacteria Host). . . . . . . . . . . 32
Traveler Weaves a Tale . . . . . . . . . . . . . . . . . . . . . . 8 Room 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Dispute Between Merchants. . . . . . . . . . . . . . . . . . . 9 Malia Mac-Tirig. . . . . . . . . . . . . . . . . . . . . . . . . . 33
Refugees Displaced by War. . . . . . . . . . . . . . . . . . . . 10 Room 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Aftermath of a Battle . . . . . . . . . . . . . . . . . . . . . . . 10
The Library. . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Scene II: The Gathering . . . . . . . . . . . . . . . 11 The Secrets of the Darkling Legacy. . . . . . . . . . . . . . . 34
Darkling Hound . . . . . . . . . . . . . . . . . . . . . . . . . . 13 The Ritual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Return of a Wizard. . . . . . . . . . . . . . . . . . . . . . 35
Attack on the Town. . . . . . . . . . . . . . . . . . . . . . 13
Flee or Killed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Scene VII: The Spire Zenith. . . . . . . . . . . . 36
Victory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Taking Up the Task. . . . . . . . . . . . . . . . . . . . . . . . 14 Questioning the Queen. . . . . . . . . . . . . . . . . . . 36
The Great Cleansing. . . . . . . . . . . . . . . . . . . . . . . . 37
Scene III: Preparing the Expedition. . . . . 14 Those That Serve. . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Council of 5. . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Gifts & Grievences. . . . . . . . . . . . . . . . . . . . . . . . . 16 The Offer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Hausen Thug. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 The Queen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Queen Empowered. . . . . . . . . . . . . . . . . . . . . . 40
Scene IV: The Village of Hausen. . . . . . . . 17
The Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Shops. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Facing the Ritual with Strength. . . . . . . . . . . . . . . . 40
Desperate Act. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Special Locations. . . . . . . . . . . . . . . . . . . . . . . 17 The Uninitiated. . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Mac-Tirig Legacy . . . . . . . . . . . . . . . . . . . . . . . . . 18
Hausen Library. . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Odds & Ends . . . . . . . . . . . . . . . . . . . . . . . . . . 42
For Clan and Hold. . . . . . . . . . . . . . . . . . . . . . . . . 19 Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
A Beacon of Hope. . . . . . . . . . . . . . . . . . . . . . . . . . 20 Darian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Malia Mac-Tirig . . . . . . . . . . . . . . . . . . . . . . . . . 43
Scene V: Trekking the Woods. . . . . . . . . . . 21
The Mine Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Scene VIII: Return to Hausen. . . . . . . . . . 44
The Spire Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Piled Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Tale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The Camp Path . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Truth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The Mine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The End. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
The Piled Dead. . . . . . . . . . . . . . . . . . . . . . . . . 23
Darian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Hausen History . . . . . . . . . . . . . . . . . . . . . . . 45
Darkling Shambler (Human Host) . . . . . . . . . . . . . . 26
Investigation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Darklings Approach . . . . . . . . . . . . . . . . . . . . . . . . 26

Opportunistic Scoundrels. . . . . . . . . . . . . . . . . 27
The Camp. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

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Introduction

The forest village of Hausen is far removed from the troubles of The Empire. Woodsmen and hunters keep the town fed and
traveling merchants allow trade to flow through the Eastern road in the woodland community. Those that live within it call Hausen
a paradise, an idyllic place of calm and peace. But every village has its secrets. Hausen shelters one of the darkest of all in the shades
of its mighty pines.

A terrible danger stalks the Umbral Woods surrounding Hausen. Darklings, creatures of unknown
origin and malicious intent, claim the woods as their own. These savage creatures have plagued
the dark corners of the wood since time immemorial. Their rage is placated only by a centurial
tradition of heroic sacrifice carried out by Hausen’s bravest. Every one hundred years, the
town’s most accomplished warrior, sound of heart and strong of mind, heads deep into the
heart of the Umbral Wood to stem the tide of the Darklings. Every hero has succeeded
in this task at the cost of their life. Not one has ever returned from the journey. Being
selected for this duty is considered a great honor among the villagers of Hausen, and
tradition has instilled a fervent respect for the families of past heroes in the local populace.
After all, the greatest heroes are willing to sacrifice all for hearth and home.

It has been twenty years since the last great hero of Hausen, Markos Mac-Tirig,
journeyed into the Umbral Wood. He was believed to be successful. But dark shadows
have been spotted stalking the wood line, and citizens of Hausen have been found dead on the
outskirts of town covered in the black viscera characteristic of the Darkling form. Concerned
elders decide a new expedition is needed to make right the apparent failure of the last hero, but find
none willing to accept the honor. Desperation forces them to look beyond their village borders.

A messenger is set on the road and rides with all due haste to the East. The Empire houses many brave souls that seek dangerous
adventure and worthy rewards. The elders of Hausen promise both in their missive and willing adventures may find themselves
drawn to the darkness of The Umbral Wood...

Purpose of Adventure

The Darkling Legacy is an adventure for Mythras RPG. This adventure is intended to challenge four experienced characters in an
ongoing campaign, or work as a 3-5 session standalone mini-campaign. This adventure is suitable for most fantasy settings. The
Darkling Legacy uses Tenacity Points (Mythras CRB - Animism) to judge the mental stability of the PCs. Their Tenacity Points
cannot be recovered until after the adventure concludes. Any time a PC reaches 0 Tenacity Points, they suffer a temporary bout of
madness and are unplayable until the GM decides they have recovered, if they do at all.

It is recommended that at least one Player Character be trained in any magical skill, or Lore at a minimum. The adventure can still
be completed without either of these recommendations, but players may experience additional difficulties.

The Darkling Legacy has been specifically designed so that it can be used with almost any fantasy setting. Non-human ancesteries of
dwarves and elves are mentioned, but if the Game Master wishes they can simply change those NPCs to humans.

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Hausen Background

The village of Hausen exists far west from the western border of The Empire. It is considered an independent “nation”, and removes
itself from the infighting and regional politics of the petty kingdoms surrounding it. Their production of timber is not highly
desirable and the location of the village offers no strategic advantage to its neighbors as it lies squarely in a very deep section of
woodland. Hausen has gone largely unnoticed by nearby rulers as they attend to more pressing concerns relating to The Empire
and their own interfamilial politics. The Umbral Wood naturally favors defense with deep ridgelines and the dense groupings of
trees. The few occasions in history where lords attempted to coerce Hausen into joining their holdings were met with stalwart
resistance and guerrilla tactics as Hausenites are much more familiar with The Umbral Wood than most of their neighbors. Rumors
also suggest that even the wildlife of The Umbral Wood seems to prefer Hausen remains...isolated. But these rumors are quite
unsubstantiated and anyone that suggests there are unusually dangerous animals in The Umbral Wood are considered ill-informed.
Due to the lack of communication with the outside world, knowledge of the Darklings outside of Hausen is closely guarded by
nobles with passing interest or vehemently refuted as fiction by others. As far as lords and ladies are concerned, Hausen is no
different from other woodland towns.

Hausen operates under the leadership of an elder council of which citizens 40 and over are voted in to what is called The Council of
Five. The councilmen work to make decisions and handle complaints from the populace as they meet weekly. The de-facto council
head is often decided on internally among their ranks. The current head is Ornthal, a former hunter that was nearly selected to be
the last hero before Mac-Tirig edged him in the village vote.

Hausen’s heroic tradition was conceived almost a millennia ago as an answer to the Darkling incursion. No written records exist on
why or how the Darklings came to be. However, the heroic tradition is greatly praised through oral and written sources that can
recall each of the old heroes and their sagas. The records exclude the most recent selection, Markos Mac-Tirig, whose name has
been stricken from the official record on account of the Darkling reappearance. He is largely believed to be the first hero to fail to
suppress the Darklings in over a millennium.

The village of Hausen houses around two-thousand people with a major concentration gathered in a large man-made clearing
within The Umbral Wood. About one-fourth of the population lives in cabins and holdings in the nearby surrounding areas of
The Umbral Wood. The outer homesteads were the ones that reported the re-emergence of the Darklings and provided evidence
through family corpses blackened by trademark Darkling ooze, a sludge like substance that infests and contorts the body with
unnatural energies if the body is not burned quickly. Many of these corpses rise under the Darkling Influence, and the risen dead
assault their former loved ones without any reason or sense.

A single road leads in and out of Hausen, and the village rarely sees any travelers from The Eastern Road. Those that visit the
village are often met with suspicion and contempt, as local wisdom suggests that people traveling this deep in The Umbral Wood
have something to hide. Previous experience in the town’s history suggests outsiders plan to perform nefarious acts on the isolated
settlement, and no small amount of people speculate that the Darklings exist because of outsiders. Strong communal bonds promote
a great deal of honesty and openness among Hausen residents, but a recent wave of uncharacteristic rudeness has consumed the
townspeople in regards to their feelings towards the Mac-Tirig family.

Most of the population of Hausen is human. A few longstanding families share half-elvish lineage and there is a single compound
of Dwarves under the Borrisson clan that have existed in the area allegedly since before Hausen, though the dwarves living there
care little for their past. Rumors suggest they were forcefully removed from The dwarf king’s holdings. The Dwarves own the local
mining rights. One of their recent claims was recently ransacked resulting in the deaths of the family head as well as several cousins.
The Dwarves believe Darkling influence was involved, but have yet been unable to assess the situation beyond the single surviving
family member that returned. The dwarf has allegedly not spoken, but carries a pale color and jumps at shadows as if they are alive.

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Hausen Map

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Scene I

A Message From the West

The tavern keeper sidles over to a large board shifted awkwardly • 7 days travel (1 Possible Encounter)
on the far wall of the tavern. His grubby mitts fumble with a
dinner fork before a piece of paper is clumsily affixed to the • 14 days travel (2 Possible Encounters)
mud-stained board.The din of a tavern barfight and the cackling
laughter of onlookers fills the room. Elegant handwriting • 21 days travel (3 Possible Encounters)
stretches across the thin parchment as the tavern keeper turns
his back to retreat to the safety of his bar. “For those bold The PCs will be able to determine this travel time without
enough to travel west, the city of Hausen requests aid. Coin and making any checks. Players may then take time to provision
glory will be yours should you accept the rigor of the road and for their journey. If the GM is running this module as a mini-
the dangers of our cause...” campaign, allow them 10-20 silver shillings for provisions split
evenly among the party. If this module is introduced in an
The scene opens in a tavern or similar setting after the players ongoing campaign, allow them to provision with their current
have completed a separate quest. Mini-campaigns can be set funds.
at any point the GM desires even skipping this initial scene
and/or the following travel scene in the interests of time. It is Players will note that the missive suggests they head out as soon
recommended that player characters have shared backstories and as they are able. If the PC’s delay by three or more days before
existing relationships in order to generate emergent narrative beginning their travel time, advance one tick in the The Queen
between players as the story progresses. - Empowered (Page 40). Details on what this means are further
explained there and how this plays a part in an important future
A prompt should be set for the players to follow the posting of encounter.
the missive. A note pinned to a tavern job board is one option
that is being reviewed by patrons. Another option would be to Traveling the Road
include idle chatter in the tavern about the recent posting such
as the amount of the reward or how strange it sounds in order to The road is full of wonders and terrors in equal measure.
draw the party’s attention. Travelers with keen eyes and quick minds tend to enjoy the
former over the latter. Those that lack sense don’t last very long
Whatever player reviews the posting will find a note regarding in a dangerous world...
the city of Hausen and trouble with the local wildlife. The
note is somewhat vague, but the rewards are quite clear. Five Travel will take place over a long stretch of roadway once the
hundred gold crowns are promised to those who can resolve western edge of The Empire has been traversed, but any terrain
their hardships and handle their animal problem. Hunters and up to that point depends on where the players start their journey
priests are requested above all else, but they will take any with from. GMs are recommended to use whatever appropriate land
undaunted wills and strong sword arms. A map is included on route that the GM would like.
the back of the missive.
Dangers on the Road can be used in place of, or in addition
The PCs can deliberate and decide if they should pursue the to, any random encounters. These encounters tend to be more
quest. If they decide to do so, they will need to calculate travel than simple combats which can add dynamic scenes instead of
time. Travel to Hausen can be as dangerous or as easy as the mindless violence.
GM likes. It is assumed that the PCs are at least 8 days away if
using the travel dangers listed in this section. These rules assume
random encounters are possible, and the GM will provide those
depending on what they feel is appropriate for the setting.

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Traversing the land carries its own set of risks. Roll d100 to Encounter with Bandits
determine these additional encounters. The GM may simply
use whatever encounters they see fit and ignore those listed As the party is traveling or when they are References: Some rules
here. GMs may also remove any event after one use in order to at camp (GM decision), a group of bandits from other Mythras
prevent duplicate occurrences, although some encounters have attempt to coerce the party for their goods.
different compositions or outcomes which allow them to be Create encounters based on the level of releases will be referenced
used multiple times if a GM wishes to do so instead: challenge the GM would like to create. using shorthand.

Dangers on the Road • Basic: 2-4 Goblin/Orc (Mythras CRB - See below for those
Creatures) references.
00-75 Encounter with Bandits
74-60 Encounter with Beasts • Intermediate: 2-4 Chaos Hybrids (Mythras • Mythras CRB =
59-45 Traveler Weaves a Tale CRB - Creatures) Mythras core rulebook.
44-30 Dispute Between Merchants
29-15 Refugees Displaced by War • Hard: 2-4 Ogres (Mythras CRB - Creatures) • CF = Classic Fantasy
14-1 Aftermath of a Battle • CoT = Coast of Thrall

PCs have additional ways to overcome this encounter such as
bribing, or even attempting to intimidate their opponents out
of a fight through good roleplay. GMs should set what they
feel are appropriate amounts for coinage and target numbers
respectively.

Encounter with Beasts

The party runs afoul of a pack of beasts or dangerous creatures.
Like Encounter with Bandits, review the level and
generate an encounter from the list of the following
compositions:

• Basic: 2-4 Bear (Mythras CRB - Creatures);

• Intermediate: 2-4 Boar-Kin (Mythras CRB -
Creatures);

• Hard: 2-4 Lion (Mythras CRB - Creatures).

Beast combats must be fought or fled from. Even intelligent
enemies will not negotiate in these encounters.

Traveler Weaves a Tale

A fellow traveler on the road requests to join the party at their
campsite for a night. This is an excellent way to weave in future
quests or spread rumors of the world in an ongoing campaign.
The guest may bring gossip involving lords, ladies, and other
heroes. This event is intended to create an interesting scenario
for party RP and calming the mood during dangerous travels.

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GMs can also have additional interactions with the traveler, One player may lead with a Hard Influence Test in order to
positive or negative.They may optionally roll a d100 to determine resolve the dispute amicably in favor of one side or the other.
additional interactions with reference to the table below: On a success, the defeated caravan will pull their goods to the
side and wait for the other to pass. The caravan head who is
Interactions with Traveler able to procure right of way will then provide players with some
goods from their carts. The general goods merchant will offer
00-75 Traveler steals some of the party’s 20 silver shillings of non-weapon or armor trappings, while the
74-60 food, lose 2 rations weapons and armor merchant will allow the players to choose
59-45 one weapon or armor piece from their stock.
44-30 No occurrence
On a failure, the dispute erupts into violence. GMs may generate
29-1 Traveler shares some of their gold an encounter with up to twenty Raiders (Mythras CoT) or the
(15 pieces) if the party allows them GM’s favorite flavor of Human Warrior that representing the
caravan sided against if they wish to have a combat scenario,
to stay the evening at camp. although it is recommended that the GM simply narrate this
battle as the merchants have no chance against the combined
Traveler stays with the party for might of the players and the opposing traders. The goods of
some of their journey until their the enemy caravan are lost as a random blaze occurs during the
battle. The players may still be provided with the option to select
next encounter. Generate one goods from the stock of the victorious caravan, but this action
Dwarf/Elf/Human (Mythras CRB - may have consequences in an ongoing campaign.Trade caravans
being wiped out are never welcome news, especially if a lord
Creatures) as a temporary ally. commissioned one.

Traveler shares information about Players may attempt to resolve the situation with a compromise.
where a supposedly rare artifact A Hard Influence Test or Standard Commerce Test may be
is to be found. Generate a location rolled to attempt to find a peaceful resolution favoring both
and weave it into an encounter OR parties depending on the scenario presented by the players. On a
include one magical treasure at success, the parties agree to the compromise and enact it. Players
The Spire in The Umbral Woods to will receive monetary reward from both caravans totaling 10
gold crowns.
further draw the party towards the
main quest.

Dispute Between Merchants

The party encounters two caravans on the road. The merchant On a failure, the two caravans continue to bicker and the day is
leaders of each, well dressed and pompous, are arguing over the lost as if the players didn’t get involved.
right of way. Each caravan is several carts long and heading in
opposite directions.The players are easily able to navigate around If the players have no pack animals or they have flying mounts,
the sides of the caravan unless they have animals themselves, in they may simply skirt the edge of the road and ignore the
which case they will be blocked. encounter entirely. They will suffer no repercussions and acquire
no reward for doing so.
The players may choose to wait. This will add another day of
travel onto their timeframe as the merchants waste the day
arguing before some compromise is met the following morning
and the two parties split.

If the players choose to get involved, they will be included in
the argument between caravan heads. Players may elect to take
one side over the other. One merchant is carrying general goods
while the other is transporting weapons and armor.

Those that are delayed a day or more add a tick to The Queen -
Empowered (Page 40).

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Refugees Displaced by War If players are threatening or of a more “opportunistic” mindset,
they can attempt to rob, steal from, or assault the refugees.
The party encounters a large group of people on the road They offer little resistance despite their clubs, and the players
dressed in ragged clothes and pulling faulty carts dragged by can steal what remains of their rations and very little copper to
malnourished pack animals. Many are elderly or very young. the amount of 2d10. This may have consequences later in their
They look concerned at the party's approach and brandish campaign should the players survive.
clubs as they stand on guard. They will assume a challenging
position towards the players and ask who they are. If the party Aftermath of a Battle
communicates that they are friendly, they will lower their
weapons and can be approached. The party encounters an aftermath of some skirmish along the
road. Generate the following opposing armies from the random
Players will discover that the group of people are displaced table below:
refugees from a local territorial dispute. Their village was
burned down and they have nowhere to go. Many of the village 00-75 Armies
men were killed in the attack or were drafted into their lord’s 74-60
army as soldiers. The harvest fell into ruin as a result of their Bandits and Merchants (2d10 silver
conscription, and the enemy army ransacked their village as the shillings and 3d10 copper pennies)
ruling lord focused his efforts elsewhere in the domain.The only
thing they own from their old lives are the few things carried in Mercenaries and Ogres (4d10 copper
the carts and on their persons. pennies, rations, and some weapons

and armor at GM discretion)

Players can provide some food and water to the group as they are 59-45 Wolves and Peasants (1d10 intact
desperate for both.They will offer thanks but it quickly becomes 44-30 wolf pelts (can be sold for 5 silver
apparent that this will solve nothing in the long term. Players
may offer them directions to any nearby village or city that they shillings each), and rations)
are aware of on the world map. Players may also inquire more
details about what happened to the village. Adventurers and Undead (weapons
and armor at GM discretion, 3d10

gold crowns)

This scene is meant to provide role-playing opportunities Opposing Noble Houses (a noble’s
between players and set up a potential plot hook for later quests 29-1 signet ring, 4d10 gold crowns, 4
in an ongoing campaign. Perhaps the refugees’ previous lord will
be upset that the players guided his subjects to another village, drays)
or there will be unrest in whatever village the refugees decided
to try to take residence in.

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The players have several actions they may perform upon
discovering the bodies. Players may loot the battlefield and
uncover varying rewards as listed on the Armies of a Battle table.

Players may make a Standard Lore/Tactics Test or a Hard
Perception Test in order to try to assess the battlefield and more
about the combatants. GMs may use this opportunity for further
plot hooks in an ongoing game. They may find letters, sigils or
house crests that point to a larger conflict in the world. GMs may
also use this event to reveal information about Hausen or The
Umbral Wood depending on the combatants. As an example,
some bandits might be former Hausen residents detailed by
letters on their person or another group of adventurers that
could have been pursuing the same goal as the players.

As the players approach Hausen at the end of their journey,
move to Scene II: The Gathering.

Scene II

The Gathering

The players will enter Hausen through the only visible road into Recent attacks and sightings of something they call Darklings
the city. Along the way, some of the outer homestead may have by the townsfolk have caused a stir in the village of Hausen.
noticed their approach. Children are hushed into houses and Far afield from any other populated settlement and resting on
small farms quickly shut their doors at the sight of the players. uneasy diplomatic terms with their neighbors, the elders called
The atmosphere of The Umbral Wood is grim and foreboding. a town meeting for everyone who wishes to voice their opinion
Hausen does little to alleviate the feeling; several fields appear and for the leaders to present the plan The Council has drafted.
to be unattended and the village buildings look to be in some
disrepair as shutters hang open and wooden planks bend out of As they continue, if the players have not hidden, one of the
sorts. elders points out the party as he does not recognize them. The
eyes of the crowd turn to them with a mix of worry, scorn and
As players approach the village’s center, they will hear the sounds contempt. “Outsiders aren’t welcome” comes from the crowd
of a large crowd. They find a substantial gathering of people along with other unwelcoming phrases directed towards the
mingling around in front of longhouse. Little can be clearly players. The Council hushes the anxious townsfolk and beckons
heard among the crowd from the overlapping conversations, the players to approach them.
but some snippets can be picked out. Words like “attacked” and
“abducted”are common uttered along with the occasional curses. One of the councilmen with fewer lines in his brow steps in
front of his fellows. He introduces himself as Ornthal, and
A group of men exit the longhouse. Older individuals with will address the players by questioning why they have come to
greying hair and thin frames will call the people to order as the Hausen. He apologizes for everyone’s behavior as the town is
crowd obeys. The old men, referring to themselves collectively not used to the presence of strangers and that these are difficult
as The Council of Five, start to explain why they called for a times for travelers to show up unannounced.
meeting.

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Players may respond as they wish. If they say anything to the
effect of passing through or simply wanting to visit, many people
will become angered and demand they leave. If the players
refuse, the townsfolk will attempt to force them. Any encounter
is up to the GM, but it should not be winnable. Hundreds are
gathered in the square.

If the players state they received the missive for the quest, many
of the townsfolk groan their displeasure but Ornthal’s eyes flash
with hope. He whispers to one of the other councilmen and
beckons for the players to follow him. He will lead them into
the longhouse as the other councilmen continue to speak to
the crowd. After a short time, the other councilmen will join
Ornthal and the players inside of the council chambers. If the
players follow Ornthal, proceed to Scene III: Preparing the
Expedition.

Players may attempt to hide Many will agree with this, but a few will stand against it saying
and overhear the entirety of the speech that all Hausenites are responsible for the village safety. The
made by The Council. Each player crowd will quickly degenerate and turn from peaceful assembly
should make a Standard Stealth Test. into finger wagging and gaslighting between one another.
The entire party must pass this check
to be successful. One failure will reveal If the GM wants to impose additional challenge or press the
their presence and the aforementioned issue of interacting with the townspeople, they may create
questioning of their appearance will an encounter as the village suffers a surprise assault from the
take place. “wildlife” described in the missive.

If they succeed on their Stealth Test, they will find more At one point, the councilmen will call for townspeople to
information on recent events in Hausen. Particular mention step forward to volunteer as part of the expedition into The
will be made of the unfortunate losses to a dwarf clan called Umbral Wood to resolve the Darkling Crisis. No townsfolk will
Clan Borrisson, longstanding Hausenites that have greatly volunteer. Ornthal will sigh and state that lots will be drawn to
contributed to the village. The disappearance of several hunters determine who will venture into The Umbral Wood since no
and their families will be noted as well as the discovery of brave souls decided to venture on their own accord.
corpses bearing the Darklings’ trademark “ooze” proliferating
through their bodies. They note that the bodies were given rites As the other councilmen prepare the lot sticks to be drawn by
and then promptly burned as is suggested in the histories. The the townspeople, a warning bell will ring from one of the nearby
council will then request to hear the thoughts of the townsfolk guard towers. A panicked militiaman will run to the meeting
present. square and scream wildly about Darklings breaking past the tree
line. Townspeople will begin to panic and either flee or take up
The townsfolk will have several reactions. One will state that the nearest arms available. Fifteen Darklings will then charge
obviously something must be done or they will be overwhelmed into the town square and begin assaulting the many people
by the Darklings. Another suggests packing up and abandoning gathered. They should be described as bestial attackers using
Hausen, an option that is quickly met with vitriol and refusal claws and shadowy teeth to rend the townsfolk. A description
from other spectators. A third will point out that this is all Mac- should be included of one Darkling spewing viscous goo the
Tirig’s fault and his family should bear the burden of fixing it, same color as its flesh onto a defeated opponent as the body
especially his eldest “brat” of a daughter who is so proud of her writhes and twists unnaturally in death. The PCs will be split off
worthless father. against five of the creatures as they are quickly discovered while
they hide, and combat will ensue.

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These creatures vaguely appear as if wolfs or hounds, but are bathed in black Attack on the Town
shadow. Their fur is thick and matted with what can only be described as black
tar. They wield sharp teeth and claws which they use to bite and tear without Generate 4 Darkling Hounds using the stats from the side
mercy. panel.They should have half HP on all locations when the battle
begins. Thematically-speaking, the hounds suffered damage as
Darkling Hound Attributes they broke through the guards. Be sure to note the damage on
the enemies (spear points, arrowheads, black liquid flowing
STR: 2d6 + 4 (11) Action Points: 3 from the cuts, etc) to provide visual aid to the players that these
CON: 2d6 + 6 (13) Damage Modifier: 0 enemies were previously wounded.This encounter should not be
SIZ: 2d6 + 4 (11) Magic Points: 7 too difficult, but instead serve as an introduction to what exactly
DEX: 2d6 + 8 (15) Movement: 8m (25’) they will be facing in the future.
INT: 2d6 (7) Initiative: 13
POW: 2d6 (7) Armor: Natural Flee or Killed
CHA: 2d6 (7) Average Lair: 2-6
Treasure Type: N/A If the players are killed, the game ends with Darklings spewing
Abilities: Reanimator (Fire)* their viscera all over the players before they see the world in a
gray haze. Narration should explain how they turn their blades
1D20 Location Ap/Hp on the townsfolk. They march on to the roadway guided by a
sinister voice telling them to “cover the world in darkness.”
1-3 Tail 2/5
4-5 Right Rear Leg 2/5 If the players flee, they will hear the villagers scream behind
6-7 Right Left Leg 2/5 them as they are brutally mutilated by Darklings. After escaping
8-10 Hindquarters 2/6 the fight, the players can decide what measures to take. Each
11-14 Forequarters 2/7 of them should make a Standard Willpower Test against fear.
15-16 Right Front Leg 2/4 Those that fail lose 1d4 Tenacity Points. Some campaigns may
17-18 Left Front Leg 2/4 have had more difficult events take place that players had to
19-20 Head 2/5 endure, and the GM may decide not to apply this penalty in
light of prior traumatic experiences. It is GM discretion on what
Skills penalty to apply if any for the players’ decision to flee.

Athletics 76%, Brawn 48%, Endurance 56%, Evade 60%, Stealth 52%, Swim From this point, the players can decide to locate the Darkling
54%, Willpower 44% source on their own or flee the region entirely. Fleeing the region
will not be covered. It is the GM’s discretion whether they allow
Passions this to take place or not and what challenges the players will face
is entirely to your imagination. If the players decide to find the
Evil (Infect the World) 62% Darkling source on their own, proceed to Scene V: Trekking
the Wood.
Combat Style & Weapons

Hound Attack (Bite & Claws) 56%

Weapon Size/Force Reach Damage AP/HP Reanimator
Bite L S 1d6 2/8 Creatures with the Reanimator ability
Claws L M 1d4 2/8 will come back to life in 1-5 minutes
at the discretion of the GM. They gain
half their HP to all hit locations.

Each creature with Reanimator has a
way to destroy the body permanently.
These are notated in parentheses.

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Victory Some survivors of the assault will welcome the strangers more
warmly, thanking them for their aid. Wounded and spiteful
If the players are victorious, they rally the townsfolk and fight villagers will insult the Mac-Tirig family name. Others will
back against the Darklings that remain. As bodies are burned curse the Darklings and beg someone named Canus to deliver
and families weep, the council approaches the players and thanks them from evil.
them for their efforts. However, they will question the strangers
on why they have arrived. If the players decide to follow their If any townsfolk are approached about Mac-Tirig, they will
missive and accept the contract, the council will hold no lot; the explain information on the last hero to venture into The Umbral
party are the bravest and boldest warriors bar none in these parts Wood. The townspeople will talk about how “bold” Markos
as far as the council is concerned. The council will request they Mac-Tirig was selected to bear the burden of sealing away the
undertake the journey to the darkling source. Proceed to Scene Darklings for another century. That was twenty years ago and
III: Preparing the Expedition. now look where they are. Mac-Tirig failed, they believe, and
is the first hero to fail in the history of Hausen. They direct
Taking Up the Task vitriol and hatred towards his family, and hope they all meet
an untimely end. Some of the council will chide the townsfolk,
If the players refuse, the council will be confused. They will but a few of the old men simply give downcast glances. Players
attempt to guilt the players and point out all the suffering that may react how they wish to the comments by the townsfolk or
has been caused and that they believe the party can stop it. If say nothing at all. Depending on their choices, they may suffer
the players continue to refuse, they will be asked to leave from consequences at the GM’s discretion.
Hausen never to return. This route will follow the same path
as if the players had fled the village and decided to escape the
region as the Darklings will be emboldened by their success in
the attack and will assault travelers on the road as they eventually
consume The Umbral Wood.

Scene III

Preparing the Expedition

The brave souls have been collected for the cost of coin and Ornthal will explain that the northern reach of The Umbral
fame. Fire brims in the council chamber as dimly lit sconces Woods contains a marble spire of strange design. This is where
illuminate the long table where the council sits. Ornthal sits in the Darklings are reported to rest per the histories. Hausen has
the center flanked by his fellows preparing to lay out the task at long avoided any direct action with the spire save the heroic
hand. They wish those that embark upon the campaign success, sacrifice every century out of fear that disturbing them between
and silently hope their new hires carry the stiff resolve needed heroes would break whatever fragile seal contains them to the
to die for the cause if need be... tower. Ornthal believes something has happened; whether
because of Markos’ failure or a shift in Darkling behavior he
The players will be given seats in the council chamber as the cannot say, but the Darklings are active much sooner than
Council of Five sits opposite of them along a long wooden table. Hausen expected.
Ornthal will lead in the talks regarding the situation in The
Umbral Wood. The other four councilmen will interpose with
conversation or questions befitting their station. Please review
the Council of 5 for some background elements related to each
councilman.

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The Council of 5

Ornthal: A former hunter, Ornthal is from the prestigious local
family of Kalgart, generally seen as the closest thing Hausen
has to royalty. They have been around as long as anyone can
remember and were the first to map the entirety of The Umbral
Wood save the area where the Darklings are alleged to come
from. He is a wiry man with greying features but still appears
capable enough to face down the more dangerous beasts that
prowl the woods. He is usually willing to lend a helping hand
and has seen more of the world than most Hausenites.

Another councilman named Utherg will then point out that Cormack: A historian, and owner of the local library. He keeps
Mac-Tirig’s failure has caused a Darkling awakening. No other oral histories on the Darklings and maintains much of the
time in history have the Darklings been so active as now even library stock as it has remained in his family for generations. He
at the turning point of each century. He states it is fitting that has traveled to The Empire and back many times as part of small
Mac-Tirig’s daughter disappeared into The Umbral Wood caravans from Hausen. He claims to have even met the emperor,
several days ago and hopes she can manage where her father but some pose that this is an attempt to appear more important
failed. He expresses great doubt that she can. than his fellow councilmen. He also works as a tax collector for
Hausen. He is known to be very good at counting and forcing
Utherg: A local guildsman from a long-standing Hausenite dues to be paid.
family. Rumors say his kin were the ones that worked forges
and chopped the trees to build so many of the town’s buildings.
Utherg lacks any sense of tact and speaks bluntly in all matters
council-related or otherwise. He lacks charity and rumor
suggests was only selected for the council because of the vast
tracts of land he owns.

Other councilmen will chide Utherg for his words on the Councilman Vard will point out that he does not necessarily
Mac-Tirigs. Councilman Cormack will then follow by stating agree with the adventurers’presence and questions them on their
that the council is prepared to divert a substantial portion of motives. He will ask many questions of the party’s background.
their received tax in order to support what they are calling The As long as nothing too obscene or blatant is offered by the
Darkling Expedition. This is not necessarily a mission to resolve party, Vard will ultimately accept their reasons. If the party says
the Darkling crisis, but at least to gather information of what anything of questionable morality or outright lies, a Standard
has happened to cause this nightmare. Councilman Cormack Insight Test will be required to convince Vard of their sincerity.
will state that they should handle the situation if it is possible Failure to do so has no consequences for now, but Vard will look
to do so. They have no one else to knowingly at whatever party member(s) offended his moral
call upon save for adventurers, as views and carries a harsh gaze for the entirety of the meeting.
they are an independent nation
without allies to rely on Vard: The leader of the local militia. He was born and raised
for aid. in Hausen before traveling as a mercenary. He returned at his
father’s insistence a few decades ago to take on the duties of the
family as his father slowly succumbed to illness. He is a well-
traveled man and knowledgeable of the world beyond Hausen,
but his position as captain of the militia is greatly reinforced
by an incredible paranoia of outsiders. He is known to keep
detailed records of every person that has ever entered Hausen as
well as the residents, and is rumored to have plain clothes spies
on patrol at all hours of the day.

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Councilman Plure will then advise that the merchants will be
ordered to give discounts to the party on survival gear and some
adventuring goods, but lean times have forced the village to
increase many of their prices. Only a 5% discount on available
services is provided at this time.

Plure: Plure’s ancestors are rumored to have opened up many
of the trades and services in Hausen. It is no surprise that he
focuses his efforts on trade and production. He works closely
with Utherg, who controls the lands that many of Plure’s
businesses rest on. Plure appears generally helpful, but many
people find him greedy and conniving.

Gifts & Grievances

Councilman Ornthal will then provide a marked map of where
The Spire purportedly is, though it will still take some ranging
to find as no scout in all the years of Hausen’s existence ever
risked getting close enough for an exact mark. He will then ask
if the players have any questions.

Players may ask several questions regarding history of the Generate an encounter against four Bandits. You can use the
village, Darklings, or prior heroes. All of this will be provided in Human template in Classic Fantasy or any other stat block you
a lore section set on page 45, but GMs are welcome to improvise think appropriate. This encounter can be resolved peacefully
details if they feel comfortable doing so or wish to adjust some through intimidation or reason with a Standard Influence Test.
material provided to better suit their desired narrative. Players If it is resolved peacefully, they will face no further issue. If the
may also make a Hard Insight Test. Whoever succeeds will men are killed, this may have repercussions and further assaults
realize that the Councilmen are holding some information on the players. The players will locate a missive from someone
back. If the players confront them on their obfuscation, they named “V” requesting that the ruffians run the party off and that
will avoid the line of question and demand to know if the party the village will solve its own problems once they are gone.
intends to follow through. They state they have shared all that
should be necessary to resolve the crisis and do not answer any Players could also interrogate one of the men if they are still alive
further questions beyond what is provided. and find out with a Standard Influence Test that Councilman
Vard contracted the men. This information can be delivered,
The players will be provided with 20 gold crowns each to spend, along with any captured ruffians, to the Council with a Easy
and it is stated explicitly that this is not counted toward their Influence Test to convince the other councilmen of Vard’s
reward. Encumbrance should be applied to purchases to prevent involvement. On a success, Vard will be stripped of his position
an unrealistic amount of equipment being carried. Proceed to and imprisoned. On a failure, the councilmen will be dismissive
Scene IV: The Village of Hausen. of the findings against Vard and simply jail any men that were
interrogated if any still live.
If the players lied to Councilman Vard, at some point they
should be confronted by a group of robed men in town. These
men will state that outsiders with ill intentions deserve no
patience from Hausen, and attempt to run them off in one of
the village scenes.

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Scene IV

The Village of Hausen

At this point, the players are free to engage with the people Other than any aforementioned items, there are no items of
of Hausen and spend their coin at the shop stalls. The city has magical power or interesting equipment available in the stalls.
many houses and a market district with established shops for Hausen is a modest village of modest means and lacks the
player to browse wares. Common items are available as well craftsmanship or magical abilities to craft such things. Sorcery
as survival equipment such as torches, tinderbox, trail rations, and magic in general are disdained in Hausen, and spellcasters
etc. There are also some specialty shops for weapons, armor and in the players’ party will be feared and scorned even more so
alchemical potions. than the usual outsider.

Shops Special Locations

Braddock is the town blacksmith. He will engage with the Each character may also visit special locations in town. This may
players and not be overtly rude, but is suspicious of them as be done alone or with party members. There is an inn, though
all Hausenites are of outsiders. He offers a 5% discount on all it appears run-down and hardly used. The inn will provide
items he has for sale, per the Council’s orders. The GM should poor lodgings at the usual rate and offer some card and dice
determine what he has for sale, but it is advised to allow the games, but will otherwise have nothing of interest. People will
PCs to buy trappings within reason. However, he states that also begrudgingly provide directions to the Mac-Tirig Estate
the Dwarves are notoriously tight fisted when it comes to steel, and describe how to find the Borrisson Compound should they
and so heavy armor or weapons are difficult to come by. If the wish to speak with the survivor of a Darkling mine attack. Some
town was assaulted by Darklings, he will have been killed in will also recommend that the players receive blessings from The
the attack and a notice will be posted on the door by the town Canus Church of Hausen. Players will also notice a rather large
militia stating that the shop is closed until further notice. Only library not far from the council longhouse. If the players decide
a standard stock of weapons and armor without any heavy to explore the town, move to the appropriately listed scenes as
equipment will be available in the market stalls through other follows:
merchants.
• Mac-Tirig Legacy, Mac Tirig’s homestead
Lumilla is the town alchemist and quite eccentric. She will
make mention of strange things like essential oils for the skin • Understanding Hausen and the Darklings, Hausen Library
and the auras each player gives off, though all of her reads appear
subjective. She offers a few tinctures, elixirs, and even “holy • For Clan and Hold, Borrisson Compound
water” at standard rates, but can also create new apothecary
items as well. If the town is attacked by Darklings, she is killed • A Beacon of Hope, Canus Church of Hausen
during the assault. Her teen daughter, Edra, will run the shop,
but lacks the ability to create elixirs or oils for character use. If none of the players choose to engage in these scenes, proceed
to Scene V: Trekking the Wood.

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Mac-Tirig Legacy On a success, she is saved and the boy is grateful. The boy thanks
the players for their assistance and introduces himself and his
If the players decide to visit the Mac-Tirig estate before leaving, sister as Maric and Minnes respectively. He asks them to come
they will come upon a standoff on the road leading up to the to his home to see his mother, as he believes they are decent
home. Two children, a boy and a girl barely in their teens, will souls.
be surrounded by four grown men wielding clubs. The men yell
curses and wave their clubs at the children, saying that the Mac- The players may enter the Mac-Tirig estate. A weathered
Tirigs should leave and never come back. Some say it would be woman will tiredly great them and introduce herself as Morgana
better off if the whole family walked into the woods and fed Mac-Tirig, wife of the late Markos Mac-Tirig and mother to
themselves to the Darklings. Maric and Minnes. Maric will tell her what happened and how
the players assisted in whatever manner they managed to do so.
The boy will bark back at them saying they have no idea Morgana will thank them for saving her children and offer them
what it's like to lose a father to something like that, and a homecooked meal along with meager coin to the tune of 10
they made her big sister feel so awful she’s gone off
to die. The men continue to bully and threaten the silver shillings in total.
two children as the kids go back to back and keep
their hands near scabbarded daggers. If the players accept the meal, they will receive a feast that
will allow them to rest. It may also be packed as leftovers if

the characters want to convert it into rations for later.

The party may intervene and engage with Morgana will ask the players to complete
the men. The men will recognize them a task for her. Her eldest daughter,
as the outsiders contracted to deal Malia, grew tired of the townspeople
with the Darklings. They’ll tell the disparaging Malia’s father, Markos
adventurers that this has nothing to Mac-Tirig. Morgana believes Malia
do with them and to bugger off. If has taken to The Umbral Wood to
the party presses the issue, they can preserve family honor and take on
either fight the men or try to scare the quest of stopping the Darklings
them away. A Hard Influence Test herself. Morgana knows Malia to
is needed to frighten them off be a great warrior and cunning
without violence. On a failure, the tracker, but worries that she may
men will try to fight the player perish against the Darklings.
characters. If the players engage Morgana does not think she could
in combat, generate four Bandits handle losing another member of
as earlier. This is not meant to be her family to something so hopeless.
a difficult combat whatsoever, but may
carry consequences later if they kill the men She begs the players to bring her daughter
outright. Some potential consequences are increased prices, or a back to her and offers a magical blade imbued
reduction in the quest reward at the end of the main questline with rare metals from Markos’ forge as payment for
as “blood price.” The boy thanks the players for their assistance her daughter’s safe return. The GM may determine what, if
and introduces himself and his sister as Maric and Minnes anything, is special about this “magic” blade.
respectively. He requests they come with him to his home as he
believes they might help his family. If the players accept, Morgana will thank them and describe
her daughter’s likeness. She will also offer information that the
Players may also avoid getting involved. The children will be Hausen library has a secret collection of texts related to the
beaten before their eyes if they wait too long.The young girl will Darklings that are not allowed to the public. She tells the players
have her head split by a club and be at risk of bleeding to death. to mention her by name to the librarian and that “the bloodlines
They can be stabilized by a Formidable First Aid Test or Hard must be preserved”. She explains no further, save to tell the
Healing Test. If the PCs have access to magic, any successful players that the librarian is a kind soul and will understand. If
casting will work. On a failure, the young girl passes and the boy this information is used, the librarian will require no convincing
blames the party for not helping him and his sister as he runs up to reveal her stock of texts to the players should they visit the
the path carrying her body. library.

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If Minnes died and the players try to enter, they will be turned For Clan and Hold
away by an enraged Morgana Mac-Tirig as she curses Hausen,
the gods and all the world. She breaks down into tears before her If the players decide to visit the Clan Borrisson hold, their
face twists into ugly laughter as she chokes out that she hopes reception is rather cold. An older dwarf matron named Fyurri
the whole world burns for taking such pure souls as Markos, tends an outside forge making tinkerers craft. Assorted family
Malia and Minnes. Nothing further can be done here and the members of around fifty to sixty other dwarves all mind their
players would be wise to leave. business and sidle between buildings and various craft benches
trades as the party enters the lightly guarded front gate without
Hausen Library resistance. Not many seem to pay them much mind save for
Fyurri.
The players may take aside some time to review information in
Hausen’s library. The librarian, Egrid, is an elderly woman who The matron asks what they want. If the players request to speak
can direct them to most of the common access books. Many to the clan dwarf who survived an apparent attack at a mine,
tomes can be reviewed here to give background on Hausen with she frowns and asks why they want to. If the players reveal
some cursory information on the their intention to handle the Darkling threat, she states they’re
Darklings. welcome to try and points towards a smaller hovel further across
the large compound. She states her son Stolli, the survivor, has
Players may attempt been locked in there for three days since the event happened
to see if there are any and hardly eats or sleeps. He speaks to no one and looks like the
tomes specifically on the devil. She wishes them luck and returns to her work.
Heroic tradition or Darklings.
The librarian will be hesitant to If the players attempt to lie to her for any reason, someone must
allow an outsider to review the secret make a Hard Deceit Test. On a success, proceed as normal
selection. Players can attempt to use Influence with the players being allowed to speak with Stolli. If they
Tests to convince Egrid to reveal the books. Depending on the fail, she will frown and nod to one of the guards that let them
request or the information offered, GMs should make the Test pass. Several dwarfs will take up arms and surround the party.
Hard. Simple wordplay or exchanges of information are some She will state she suffers no business with liars and tells them
common examples of good approaches, as the librarian is an they’ll be escorted out. If the players push the issue, they will
avid study and collector of knowledge. If Morgana Mac-Tirig's face a difficult encounter fighting around 30-40 dwarves in an
phrase was uttered to the librarian, she will provide immediate enclosed camp. They are not expected to survive, though GMs
access to the tomes without a check needed. She will nod to the can feel free to generate dwarves using the Dwarf template (CF
players as the books are brought out on a small wooden cart, and - Race & Culture). If the players somehow manage to survive,
say that her niece Morgana and her late husband deserve better word will spread quickly about either their slaughter at the clan
from this place. hold or their assault and escape. Hausen will be hostile to them
and the quest will be forfeit. Time for the party to figure out
Successfully convincing Egrid to allow the players to review how to escape.
the tomes will provide information on the Darklings and the
background of the sacrificial tradition as presented by Hausen.
Some tomes will include supposition on how the Darklings
came to be through curses, dark magic, and so on but none
of the evidence is concrete. This information will make any
tracking Test easier to navigate through the wood toward the
Darkling land as maps and speculations are provided on the
supposed location of The Spire. This research will also provide a
bonus to any Tests made by the players regarding knowledge of
the Darklings and in the library section of Scene VI: The Spire
Entrance.

Failure prevents players from accessing the secret selection
and they will be stuck reading books on Hausen’s famous
lumberjacks instead.

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As players approach the door to Stolli’s hovel, they can hear A Beacon of Hope
someone moving around inside. They can attempt to speak
with Stolli while he is locked in his room. Initial attempts to Players can visit the Church of Canus if they wish. Two human
speak with him or open the door are met with silence. They can acolytes will be holding a service for a few townsfolk as they
attempt to convince Stolli to open the door with a Standard proselytize Canus’ light and mercy. If an attack occurred, the
Influence Test. two will have turned the church into a makeshift hospital for
the wounded with around ten total people being cared for on
If successful, they will hear the door unlatch and Stolli will the pews. At any rate, one or both of the acolytes will greet
slowly reveal himself. He is pale with heavy dark circles around the players. The female acolyte is named Vera, while the male is
his eyes. An evidently strong frame has since withered a Topiaas. Both of them offer Canus’ blessings and ask what they
surprising amount in three days. His beard is unkempt and he can do for the party.
looks at the party with a weary gaze.

Stolli: The party can speak with Stolli about several topics. If The party can use Hard First Aid Tests or Standard Healing
asked about the mine, he shudders, but will speak with clarity Tests to assist any wounded if the church is acting as a
for the first time since the incident. He will explain a rush of hospital, but this will slow their way. Add a tick to The Queen
black shadows and the brutal fight. He will pause and state that - Empowered (Page 40). In return, the townsfolk will donate
Boru and the others fought bravely. Stolli decided to try to cave 1-100 silver shillings to them determined by a d100 roll.
in the mine to offer them a chance to escape, but by the time
he did so the others had fallen. He knew nothing else to do but Calisca: The party may explain their decision to travel into
run. He calls himself a coward and says he is not worthy of life. The Umbral Wood on the town’s behalf. The acolytes will be
overjoyed and request the party’s aid. Vera will mention that
Players can attempt to comfort him with limited success. They their chapter head, Calisca, vanished yesterday without a trace.
can also agree with the dwarf ’s self-assessment of cowardice, She and Topiaas believe that the priestess ventured into The
which causes visible hurt in his features. If they attempt to Umbral Wood to both stop the Darklings and recover the
improve Stolli’s outlook, Stolli will stop them before they go to eldest Mac-Tirig girl who has gone missing. The acolytes will
leave. He states that there is a ring that was lost and belonged to request that the party find their head priestess and will offer
his father that may aid them in their journey. He will also hand support. Vera will ask the party to wait a moment and disappear
over a map to where the mine can be found. Stolli will then join into the undercroft. She will return with a scroll purportedly
his fellow clanmates in their work to everyone’s surprise. Fyurri written by the god Canus himself. The scroll offers words of
will quietly thank the party and state that though her son has condemnation towards evil in the extolment of righteous intent.
much to atone for, he need not face this alone. Vera will say that Calisca has always taught them of the power
of these words, and the acolyte believes that the power of Canus’
If the party did not invocation is not merely folklore. Calisca rarely spent time with
try to engage with the scroll before, venerating it as a holy relic unworthy of her
Stolli or did not touch. The acolytes’ curiosity got the better of them and they
admonish Stolli for believe that they discovered some of its properties, but are not
fleeing, Stolli will well-versed in sorcery.
remain locked within
his hovel in misery. Scroll: Players may make a Hard Test using any magical skill
While the dwarves to discover the scroll’s value and purpose. They will determine
have crafts, they refuse that the scroll is indeed magical. The Sacred Scroll has a
to trade them to outsiders special effect, and may ward off the Darkling infection. More
and state that these belong to information can be found later in the adventure.
the clan and no one else.
The scroll is entitled “The Scroll of Canus” in the players’
inventory. On a failure, it appears to be a common scroll and
offers little to the players except moral support.

Additional RP may take place regarding discussion of Canus,
how Vera and Topias came to serve Canus and so on.

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History: Vera was raised by Calisca in the church after her He ultimately perished before the end of the war by holding a
parents were killed in a wolf attack on their hunting party. vital river crossing that allowed the allied forces of humans, elves
Rather than let her struggle as an orphaned urchin, Calisca and dwarves to commence their assault on the Great Chieftain’s
offered to raise her within the church. It was initially a rough capital fortress. Those that survived the battle claimed to see
adjustment as Vera was free-spirited, but she grew to love the Canus carried to the skies by a bright light away from the battle.
safety and comfort the church of Canus offered to others. She His warriors then started to venerate their former commander.
aspires to open up a chapter of Canus in The Empire, though His teachings did not take hold as well as some other deities, but
wishes to spend more time here devoted to her studies. have existed for many generations since his passing in the small
corners of the land where his followers called home.
Topias was initially an outsider to Hausen, though he followed
Canus elsewhere. He was a wayfaring priest and happened to Following Canus is a life of self-sacrifice. His followers preach
take the route from a fellow pilgrim in order to cover his duties his existence as a deity of light. His commandments emphasize
while the man was taken with illness. While he spent time in the following:
town, he felt drawn to this place by dangerous energies and felt
that he should remain to serve the Hausenites. They initially • Do unto Others as you Wish Done Upon Thee
rejected him, but his understanding of Canus and the friendship
he developed with Calisca helped ease his transition into the • Fate is not cruel by nature. Embrace challenge and steel
role. He apologizes for the Hausen residents. He states they yourself to hardship.
are truly good people, but past experiences have left them very
isolated and unwelcoming to newcomers. • All the world is connected and all decent things rely upon
one another.
Canus: If the players ask about Canus, the acolytes will take
turns discussing different facets of the deity. Canus once served • Be willing to trade your life for something greater than
as a paladin under a prior emperor. Canus served with the yourself.
forces of light that defeated a host of undead many ages ago
as a general. Canus was lauded for many achievements, such Canus’ followers tend to be warriors or defenders of some sort as
as uncovering a plot against the emperor’s life, and defeating many of his tenets revolve around the greater good. After going
the northern barbarians in a pitched battle. But Canus is most through this information, there is little left to do at the church.
remembered by his followers for his self-sacrifice. Players are free to leave.

Scene V

Trekking the Wood

Superfluous greenery masks the dark intentions of The Umbral Wood. The inscription at its base will notate that this is where Tober,
Named for the unnatural darkness that slithers under its branches famed archer hero of Hausen, fought off a horde of Darklings
in the night, the forest is harshly cold and unwelcoming. Chirps and under the eyes of his fellow townsfolk before proceeding to face
chitters dissipate as the party travels further north, and the hair on the Darkling threat alone.
the back of their necks stand on edge in combination with an ever-
present feeling of being looked upon by hungry eyes... As they pass the landmark of Tober’s Grace, the forest begins
to take on a more uninviting atmosphere. Darkness falls early
After all the player characters have gathered together, they in the day with a light fog among the trees despite the sunlight
proceed north into The Umbral Wood to search for a fabled blazing brightly overhead not a few minutes before. The animal
Darkling roost known as The Spire. The forest should have noise familiar in many forests shifts into an uncomfortable
typical woodland noises during the first leg of the journey. silence punctuated by the occasional twig snap and low growl.
Eventually players will come to Tober’s Grace, a carved statue
of a huntsman.

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Darkness quickly falls in and obscures sight. Camping out The Camp Path
becomes a wise decision as attempting to navigate in the pitch
dark will cause no end of difficulty even with torchlight. If the 8 pairs of boots trail along this dirtied route to the East of Tober’s Grace.
players attempt to proceed with torches, attempting to navigate Clumsy attempts appear to have been made to cover the trail with dying leaves
the forest requires a Standard Navigation Test. If the players and brush. Smoke trails mingle with the fog and tree tops in the far distance. If
attempt to proceed without torches, the Test is Hard. If no one the players follow along this path, proceed to Opportunistic Scoundrels.
has Navigation, use Locale, but one step more difficult. One
night of rest will not impact the timed event that will lead to Tracking: Checks can be made to determine information from the available
The Queen – Empowered (Page 40) circumstance later in the map and woodland knowledge. If a player is trying to decipher the location of
module. Two or more nights should prompt the GM to apply the Spire, they may make a Standard Navigation Test or Hard Locale Test
one tick towards the empowered state tracker. during the day. A success reveals the Spire Path as the most likely route. Failure
should cause the tracker to pick one of the other routes at random per GM
Failing these Navigation Tests at night will cause a delay in discretion.
retracing their steps. In this case, add a tick to The Queen -
Empowered (Page 40). A tracking failure should lead them into one of the four listed locations selected
by random.
The party will note several pathways with tracks the branch out
upon entering The Umbral Wood. The player should not know
where any of these lead unless noted in the path description.
These paths are as follows:

• Mine Path

• Spire Path

• Piled Path

• Camp Path

The Mine Path

Wide booted feet and drag marks resembling the wheels of a
cart lead off to the left past Tober’s Grace into a small hill barely
perceptible in the dying light. If the party acquired the map
from Stoll or he is with them, they are automatically aware that
this is the route to the mine in which his clan members were
assaulted. If the players follow this path, proceed to The Mine.

The Spire Path

Drag marks resembling dragging feet and heavily displaced
mud leads to a trail that is sheltered by the fog to the northwest
of Tober’s Grace. This path will lead to The Spire. If the players
follow along this path, proceed to Scene VI: The Spire.

The Piled Path

A single pair of boots leads deeper to the wood to the northeast.
Through the gnarled branches, crows can be seen circling the
sky in the far distance. If the players follow along this path,
proceed to The Piled Dead.

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The Mine

The mine was a recently discovered shaft by the Borrisson clan as
they dared to cross beyond the safe marker of Tober’s Grace. The
mine apparently offered rich iron and even a few gems needed
for crafts in the clan hold, though people in town wagged their
fingers at the Borrissons for tempting fate.

The mine will have various mining tools scattered outside of the
caved-in entrance. Some of the tools appear in workable shape
while others are long-rusted. Any search for useful items yields
no results. However, a Standard Perception Test will reveal a
side passage large enough for the party to crawl through if they
wish to enter the cave. Failure does not reveal the path.

Players can attempt to spend time trying to remove the cave in.
A Hard Athletics Test from each player can be performed to
accomplish this task in a reasonable amount of time. As long
as half of the party succeeds, it does not take long to clear the
blockage and the party can enter. If more than half of the party
fails, then they realize it will take most of the day to clear the
blockage. If the players elect to clear the rubble anyway, they will
eventually clear the blockage and be able to enter. If this event
takes most of the day instead of a reasonable amount of time,
this will prompt the GM to mark off a tick towards The Queen
– Empowered (Page 40).

Regardless of how the players enter, they will be greeted with Return to Scene V: Trekking the Wood and allow the party to
a brutal sight. The Borrisson clan members involved in the review the diverging paths once again.
mining expedition will be largely crushed by rocks along with
dark-shaped creatures. Both parties are covered in cuts, gashes The Piled Dead
and each other’s blood. It takes no investigation to tell that the
crushing force of the cave-in caused their mutual end despite The single pair of boots leads into a small clearing deeper into
the wounds. The Umbral Wood. From the edge of the clearing, the party
spies a mound of rotting corpses circled by crows and other
Some silver shillings to the amount of 1d10 x 5 can be recovered vermin. A quick head count reveals more than forty corpses all
from the dead. Three throwing axes and a quiver of ten crossbow thrown into a messy pile along with displaced limbs and broken
bolts are also leaned up against the wall. The party may search goods. In addition, a robed figure stands over the corpse pile
the dead and discover the ring of Stolli’s father, which they will with a notebook and quill in hand apparently studying them.
recognize as a wedding band. This will grant whoever carries
it an extra 10 Tenacity Points for the rest of the adventure
(even if this is above their maximum). This effect should not be
explained unless the GM considers it pertinent to one of the
rolls at hand, or a player makes a Formidable Lore Test to see
that it has been imbued with magical properties. Any attempt to
go deeper into the cave simply reveals that it comes to a natural
end after another fifteen minutes of walking.

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The party should make a Standard Willpower Test against fear If they ask more about him, he remains very guarded and will
or suffer from the gruesome sight. Those that fail subtract 1d6 not respond well to repeated questioning. He says that he is
Tenacity Points from their total. an independent researcher and requests that the party leave it
at that. If asked what he intends to do with his research, he is
After resolving the fear, players have several options regarding noticeably silent before saying that he simply intends to record
the piled corpses. Players may simply turn around and leave the it into history and share it somewhere. He is non-specific about
scene. Nothing further happens and they return to the divergent where.
paths portion of Scene V: Trekking the Wood. They are too far
for the figure to notice them at this point. Players may make a Hard Perception Test to notice that there
is a wicked glimmer in his eyes as he talks about his research and
Players may attempt to sneak forward and observe the figure. that he is clearly lying about his intention to share his findings
Each player should make a Standard Stealth Test. If half or with anyone. Players that succeed on their check believe he is
more of the party succeeds, the group is able to edge closer not hostile right now, but is not necessarily a friend either.
to the pile and the figure. If more than half fail, then they are
spotted and must engage in discussion with the wary man. If asked why he asked the party about the Mac-Tirig girl, he
shrugs and says it is simply a curiosity. The party may make a
If players approach directly without stealth, the figure will hear Hard Insight Test check to determine that this is clearly a lie. If
them and turn to face them. They will spy a younger man’s face they confront him about his lie, he shrugs again and states that
under the hood. He will produce a staff from under his robes his reasons are his own and he is not interested in discussing it
and lean on it calmly, though it does not appear he requires it with others who will soon be dead anyway.
to walk or move.
Players may choose to engage Darian in combat if they wish.
Darian Please review Darian’s statistics on the next page. He will carry
a journal and diary that will detail his experiences on his person.
The figure will introduce himself as Darian and inquire what the After 1d6 rounds, also include the encounter enemies from this
players are doing this far north. If they answer truthfully, he will Scene into the combat in a three-way battle where the Darkling
scratch his chin and ask how they intend to stop the Darklings. Shamblers will attack both the players and Darian if he is still
If they continue to take a truthful stance with him, he will nod alive.
along and continue to take notes on the body pile. He will
also inquire about if they have found the Mac-Tirig girl from
the village. He will attempt to appraise any lies, and the party
member who lies to him about any topic will require a Hard
Deceit Test in order to defeat his perceptive reasoning. If he
detects a lie, he will comment slyly that honesty is an admirable
trait but apparently not one well practiced. He has no patience
for the players’ trickery and will ignore them around the pile
after being lied to.

Players may ask him several questions. If they ask what he is
doing, he plainly says he is studying. When asked on what he is
studying, he states that he is reviewing the Darklings and their
behavior. It is a new species to him and he is curious about their
patterns. He also believes they have at least a feral intelligence
if not personalities.

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Bio: Darian Von Steyer is of the noble house of Von Steyer, Skills
a family of minor renown in The Empire for their warlike
temperament and valiant battlefield glories. Darian carries Deceit 70%, Influence 66%, Insight 70%, Perception 70%, Willpower 70%
none of the traits his house is renowned for. He prefers learning
the esoteric and unknown. Being born the fourth son of the Magic Skills
ruling lord afforded him many opportunities to learn of ancient
history and seek out forgotten tomes as his father preferred to Folk Magic 70%, Invocation 70%, Shaping 70%
spend time grooming his eldest brother and older sister for their
courtly roles. Spells

His twin sibling, Darla, possessed greater ambition than Darian. Alarm, Animate, Damage Resistance, Darkness, Demoralise, Dominate,
She recognized early that her position offered her little power in Phantasm, Phantom, Revivify, Spirit Resistance, Switch Body, Transfer
the long run and so laid the seeds for her siblings’downfalls. Her Wound, Undeath
early attempts suggested low cunning and Darian ignored them
despite her confidence in him. When she inevitably succeeded, Passions
suspicions were pointed narrowly at Darian in no small part due
to his rare affinity for magic in a family that otherwise lacked The Pursuit of Knowledge 62%
arcane talent. Rather than wait and see if he would be found to
be at fault for his older siblings’ death from a poisoned dinner, Darian found himself in Hausen after rumor passed him on
Darian quite literally vanished into the shadows and escaped the road of strange creatures in The Umbral Wood. Having
the castle while brought before his lord father. He changed his heard tales of things called “Darklings” exchanged among his
traveling name to Darian Stale, and continued his pursuit of father’s scholars, he decided to investigate the curiosity himself.
knowledge. He muses one day returning to claim the kingdom He mirrors the contempt he receives as a traveler in Hausen
from his wretched twin, but contents himself with the lust for back towards the villagers, but does enjoy the occasional rustic
discovery at the present. charm. He is particularly taken by better understanding the
longstanding tradition of sacrifice as he wishes to investigate
“The more I ... we know about them, the better. Yes?” exactly what it is the “hero” does to hold back the Darklings.

Darian Von Steyer Attributes To that end, he decides to
follow Malia Mac-Tirig
STR: 10 Action Points: 3 into the words to use
CON: 10 Damage Modifier: -1d2 her as a guide. Darian
SIZ: 10 Magic Points: 16 does not concern
DEX: 10 Movement: 6m (20’) himself with things
INT: 16 Initiative: 15 such as birth, wealth,
POW: 16 Armor: Cloth or status, though some that
CHA: 14 Average Lair: 1 know him might say it is easy
Treasure Type: SSx100 for him to take such a stance being
Abilities: Magical formerly royal and having no small amount
of wealth conveniently placed in his pockets.
1D20 Location Ap/Hp He tends to put himself in awkward situations
despite a cultured upbringing and has engaged
1-3 Right Leg 1/4 in relationships to his detriment with decidedly
4-6 Left Leg 1/4 wicked parties in times past. These have left him
7-9 Abdomen 1/5 with uncommon knowledge of the more shadowy
10-12 Chest 1/6 aspects of magic. His goals are rather simple: to
13-15 Right Arm 1/3 accumulate knowledge, and therefore power, by
16-18 Left Arm 1/3 any means necessary.
19-20 Head 1/4
Darian always has 4-8 Skeletons (Mythras CRB -
Creatures) nearby after performing the Undeath
spell. They will join in any fight where Darian is
threatened.

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Dark creatures that were once men, but now are husks of their His observations will lower the difficulty of any Tests to the next
formers selves. level on information about the Darklings or to any attempts to
hide/sneak around them for the remainder of the module.
Darkling Shambler Attributes
Players may attempt to investigate the mound. They will find
STR: 2d6 + 6 (13) Action Points: 2 d10 x 12 silver shillings among the corpses on a successful
CON: 2d6 + 6 (13) Damage Modifier: 1d2 Standard Perception Test. If Darian is alive at this point, he
SIZ: 2d6 + 6 (13) Magic Points: 7 will not hinder the players saying that he does not care for such
DEX: 2d6 + 4 (11) Movement: 6m (20’) trivialities.
INT: 2d6 (7) Initiative: 11
POW: 2d6 (7) Armor: Natural Players may investigate the area around the
CHA: 2d6 (7) Average Lair: 2-6
Treasure Type: N/A corpses for clues. Players may make a Standard Darkling Spray
Abilities: Reanimator (Fire),
Darkling Spray* Perception Test to review the clearing. On a Darkling Spray allows the

success, they discover tracks of the paw like creature to infect a dead

feet circling the piles. Where some of these body with its ichor. That

paw prints end at the edge of the pile, a pair creature will assume the

of booted feet lead away in a northwestern same form as its maker and

1D20 Location Ap/Hp direction. Players may attempt to follow rises in 1d4 turns.

1-3 Right Leg 2/6 this path, which will lead them to the Spire.
4-6 Left Leg 2/6
7-9 Abdomen 2/7 Proceed to Scene VI: The Spire. If asked about
10-12 Chest 2/8
13-15 Right Arm 2/5 the trails, Darian shrugs and says they have been there. He will
16-18 Left Arm 2/5
19-20 Head 2/6 also confirm that The Spire is in that direction as he has seen it

himself.

Skills If players investigate the mound and area together, or ask
Darian more than three questions, have all of them roll a Hard
Athletics 60%, Brawn 60%, Endurance 80%, Evade 60% Perception Test. Only one player characters needs to succeed for
them to notice that a small group of Darklings is approaching
the mound.

Passions Darklings Approach

Evil (Infect the World) 62% Players may engage the Darklings. Proceed to the Encounter
section of this scene.
Combat Style & Weapons
Generate 4-6 Darkling Hounds, or 4 Darkling Hounds along
Slash Attack (Claws) 60% with Darian and 2 of his Darkling Shamblers (if they are
triggered as enemies) should be a great challenge for the players.
Weapon Size/Force Reach Damage AP/HP If Darian is not engaged in battle, six Darkling Hounds will
Claws L M 1d4 2/8 supply a fairly difficult encounter for the party nonetheless.

Investigation Players may attempt to hide and see what the Darklings do. All
players must make a Standard Stealth Test to remain hidden.
If the players are killed by Darian or the Darklings while Darian is At least half of the party must succeed on this test. If more than
still alive, they will fade into darkness before their body twists and half of the party fails, then they are discovered and must proceed
turns back upright. Darian tells his new “puppet” they will dance on to the encounter section of this scene.
his strings until the meat falls from their bones.
Darian will vanish behind an unnatural darkness once the
If Darian is defeated, players may loot his body for his trappings as Darklings start to approach. Unless players have some sort of
well as research notes and his diary. They will uncover his history and sight that allows them to see through the magical blackness, he
also note that he intended to study and utilize the Darklings for his will seem to have disappeared completely. If any players have
own ends once he uncovered an effective means to control them. such sight, they will see Darian slink away into the trees before
he turns to watch the Darklings from a safe distance.

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If the players stick around after defeating the Darklings, Darian Opportunistic Scoundrels
will research them instead of the corpse mound, saying this is
the closest he has gotten to a corpse of one.

If the party is successful at their attempt to hide, they will be If the players follow the eight pairs of boots along the trail, they
able to see the Darklings approach the mound. The Darklings will eventually arrive within eyesight of a campfire. Eight men
will pick through the corpses carefully before selecting a corpse. in raggedy clothes and mismatched outfits will be spread out
They will hover over the body and retch black, viscous bile all around the fire chatting and having a meal.
over their target. After a few moments, the corpses will writhe
and twist before their closed eyes open into a white, deadened Players may turn and avoid this situation by heading back to the
stare. They will slowly rise from the pile and clamber down diverging paths in Scene V: Trekking the Woods. No penalties
from the mound into the mud before walking along with the will be assessed and no further encounter takes place with the
Darklings to return from where they came. men.

Characters should make a Hard Willpower Test against this Players may attempt to sneak up on the men. Make a Hard
terror. Those that fail subtract 1d8 Tenacity Points. Regardless Stealth Test to carefully move towards them. At least half of the
of whether failing or succeeding with their Willpower Test, players must succeed on the test. If more than half fail, then they
all players lower the difficulty grade on any skill test regarding are automatically discovered by the men.
Darkling lore or knowledge for the rest of the module for
If players get closer without being noticed, they can listen in
seeing how the Darklings “procreate” and on the conversation. One of the men, wearing a bandanna with
replenish their numbers. This will offer a large splotch of blood on the side, will start addressing the
explanation to why the lore books in town others in a commanding tone. He will discuss how their “hauls”
have been sufficient as of late. He believes they ought to make
always emphasize the need to burn one more “score” and then cut out before the devils come from
corpses without explaining why. deeper in the woods. He also mentions to avoid the “robed”
one as he is quite clearly a “nutter”. Players may draw whatever
Players may commend the conclusion they wish between this combination of words
souls of the corpses and burn and very clear combat wounds on the many men around the
them. Anyone trained in campfire. The men will all idly nod or agree and then continue
Invocation may receive a note trading simple talk about potatoes and ale.
in private to the character’s
player detailing this sort of The Camp

behavior as being something Players may decide to leave at this point. They will be required
expected of a priest. If the to make another Hard Stealth Test to slip away unnoticed.
players assist in performing Failure means that the group spots them as they creep away. On
the rite, remove a tick from a success, they may leave the area with no further repercussion.
The Queen – Empowered
(Page 40) state tracker as The players may also simply approach the camp, either before or
the burning of these corpses after hearing the apparent leader’s words. Some of the men will
hinders her control of the look alarmed and a few hands will go to weapons around their
area. Darian seems unbothered belts, but the leader will speak with the players calmly.
by the burning of the corpses.
He will either continue

to study the corpses
while they blaze if the
players did not fight the

Darklings, or will continue
researching the Darklings as the
players leave.

After this, players may proceed to Scene VI: The Spire, or back
to the divergent paths if they wish to do so.

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Players may ask several questions to the man in the bandanna Players may attempt to convince the bandits to assist in their
who speaks for the others. When asked what they’re doing out mission. It will require a Formidable Influence Test or Hard
here, he simply states they’ve been robbing people. When asked Commerce Test. Gold may be leveraged with a reduced
why, he says that they all know why; the Darklings are bringing difficulty grade per every 20 ss included in the bribe. On a
the end of the world with them and they want to have some kind success, two four-man groups of Raiders (Mythras CoT) will
of decent life before all of this join their expedition and follow the party throughout the spire.
land is covered in darkness. If If they ever lose half or more of their number in a fight, the
threatened with arrest, the man remainder of them will attempt to flee as soon as possible. On a
laughs and asks who the party failure, the bandits simply refuse.
thinks will come out here to
do it. If threatened with violence, Encounter
the man sighs and orders his men
to leave the players just barely alive Generate 4-6 Raiders (Mythras CoT) for the players to eviscerate.
as the men all draw their weapons. This encounter yields poor equipment, but d100 in silver
Proceed to the encounter section of shillings. It should be no challenge at all for the players, but may
this scene. instill a false sense of confidence which GMs can take advantage
of later. Players may leave with no consequence after they speak
If the players are caught sneaking around
or force the fight as in the conversation with or kill the bandits. They cannot be convinced to
above, proceed to the encounter section for stop their thieving, as they explain they are tired of being
this scene. The bandits will not engage in poor and this land is easy pickings at the moment.
conversation with the players if they see
them creeping around, as they will After resolving this situation, return to Scene V:
be acting on instinct. Trekking the Wood.

Scene VI

The Spire

Dead stillness surrounds the solitary spire in the deep reaches of Splotches of black goo gather in small circles on the ground.
The Umbral Wood. Decaying shrubs and long-lifeless trees circle Some of the slime will trail away along with the tracks. The
the blackened earth. Primal fear slithers along the gooseflesh of any Spire itself is spotlessly clean and carries a dulled luster. Players
that approach this place and a chill unnatural with the summer heat may make a Standard Craft Test to appraise the material and
swirls around the marbled double doors that lead into a monument will confirm on a success that it is not marble, but in fact a
to misery... weathered version of Celestite, a mineral with close connections
to certain divine pantheons.
Players will approach a large tower-like structure of unnatural
smoothness. The Spire has long been rumored to be the home Players may investigate the tracks. A Standard Perception Test
of the Darklings, but evidently only the chosen heroes have will determine that there are at least fifty unique prints among
ever ventured close to it. The common people of Hausen rarely the mud and dirt with evidence of even more activity.
travel to Tober‘s Grace, and harbor great fear that disturbing the
Darklings during a cycle where they have already been stopped There is not much for the players to do but enter The Spire. If
may reawaken them sooner. The Spire can be seen as a landmark they camp out, or take too long to enter the building, GMs are
from Tober’s Grace. Few people dare to disturb even the woods encouraged to create a scenario using the Darklings to push the
around The Spire let alone approach the monolithic structure. issue.

As the players approach, they will see large numbers of footprints Proceed to Spire First Floor.
and claw marks noting activity at the front door.

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frederick viala (order #28844427)

frederick viala (order #28844427)

The Spire - First Floor Unlike their slow moving kin, Darkling Warriors move with skill and grace.
This makes them a fierce adversary.
The first floor of The Spire swirls with low fog and dampness
in the air. Players will notice once-illustrious furniture and tiled Darkling Warrior Attributes
floors in the main hall of a circular-shaped area. Two ascending
staircases line the back wall of the room, though the room seems STR: 2d6 + 8 (15) Action Points: 3
strangely larger than it should considering the size of the Spire. CON: 2d6 + 8 (15) Damage Modifier: 1d2
Players will also notice varying skeletons and decayed remains SIZ: 2d6 + 8 (15) Magic Points: 7
scattered along the floor. Some are fairly recent as they still carry DEX: 2d6 + 8 (15) Movement: 6m (20’)
some pieces of flesh. Others are long decayed skeletons with the INT: 2d6 (7) Initiative: 13
bones starting to fleck into dust. POW: 2d6 (7) Armor: Scaled
CHA: 2d6 (7) Average Lair: 2-6
As players proceed across the room, disembodied voices will Treasure Type: N/A
begin to surround the players in the fog. Several of the bodies Abilities: Reanimator (Fire),
on the floor will swirl with energy before twisting and turning Darkling Spray
back into life.
1D20 Location Ap/Hp
Trapped
1-3 Right Leg 4/6
Generate four Darkling Shamblers and one Darkling Warrior. 4-6 Left Leg 4/6
The Darkling Shamblers should form a circle around the party 7-9 Abdomen 4/7
as best able, allowing them to engage on their first turn. The 10-12 Chest 4/8
Darkling Warrior carries a semblance of intelligence and will 13-15 Right Arm 4/5
try to engage with an advantage against whatever player is 16-18 Left Arm 4/5
immediately closest. It may also try to engage with the player it 19-20 Head 4/6
would perceive as the most dangerous.
Skills
If the players are killed, the session will end with them seeing
through the eyes of their Darkling selves. Athletics 70%, Brawn 70%, Endurance 70%, Evade 70%, Willpower 70%

If the players defeat the Darklings, they may review the corpses. Passions
They do not carry anything of value. They may proceed up the
staircase to the Spire Second Floor. Evil (Infect the World) 62%

Combat Style & Weapons

Darkling Fury (Greatsword) 70%

Weapon Size/Force Reach Damage AP/HP
Greatsword H L 2d8 6/12

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frederick viala (order #28844427)

The Spire - Second Floor The inscriptions are names and titles given to each of the 8
warriors. The names on the left row are Castak, Lord of Flies,
Viscous black shapes frame the young face on the wall. Dark Gorrum, Lord of Cinders, Ophelia, Lady of Reaves, Dalik, Lord
shadows swirl and twist in the jet pulsing bulbs clinging to the of Crimson. The first name on the right is Desmond, Lord of
crumbling walls. Evil energy bristles in the lively shapes as dread Terrik. The remaining three names differ in structure and title,
starts to overwhelm our adventurers... but are still written in Hyshic. They are marked Hallin The
Hopeful, Tober The True and Salis The Unerring. Players may
As players round the staircase, the scenery changes from dreary make a Standard Lore Test upon reading the last three names
to demented. The slightly damaged first floor now turns into a if they have visited the library or read the inscription on Tober’s
black and gooey mass that seems to gyrate with life. The stench Grace. On a success, the players will realize that at least one of
of iron and refuse fills the air. Many dark shapes in the form the three names are related to those of chosen heroes from many
of doorways line a long hallway from the staircase. Again, The years ago as Tober The True is far too coincidentally named. If
Spire does not seem like it should be able to accommodate this they visited the library and succeeded, players will recognize
shape of room. all of the names. Failure reveals nothing but players are free to
speculate.
Players may review the buboes.There are two positioned near the
staircase. Players can make an Standard Lore Test to investigate Rusty weapons and armor line the coffins, but otherwise there is
the pulsating shapes. It is revealed that dark fluid similar to the nothing of note further in the room.
vomit spewed by the Darklings is pumping through it. The fluid
is slowly spreading towards the downstairs. Players may attempt Room 2
to destroy these buboes. GMs should consider placing 1-2
Darkling Growths as “traps” near some of these buboes or any First Room on the right of the hallway. This room is similar to
future sets of them if the players decide to destroy them. If they Room 1, but different names. The arrangement will be virtually
destroy ten or more buboes (not including growths), remove one the same including the buboes. Players must make a Standard
tick from The Queen – Empowered (Page 40) state tracker. Lore Test to read the names if they have not already handled
the check in Room 1. Starting from the left set of coffins, the
Players do not have much to do at the stairwell, but they may names are Melna The Magnificent, Xelfar The Krayt, Samnus
proceed down the hallway. There are four separate “rooms” to be The Fair, and Eldar The Wild. There are two coffins on the right
explored or ignored by players. under the names Mikel the Brute and Massel The Vagrant. The
remaining two coffins will stand out from the rest of the room.
Room 1 One of them is marked ‘Sarabella The Spirited’, but does not
contain any corpse. The other is marked Markos the Selfless
First room on the left of the hallway. A blackened doorway and contains a large skeleton inside holding a greatsword in two
shelters the contents. As players open the door, they will see hands burial style. This name will be familiar as Markos Mac-
two rows of coffins. The coffin lids will be closed. Three buboes Tirig if the players spoke with Morgana Mac-Tirig or recall the
dot the far corners of the room. A total of eight coffins line the conversation from around town regarding the last hero.
room, four on the left and four on the right.
Players may attempt to remove the greatsword from the dead
Players may investigate the coffins. Upon opening each, they man’s grip. They will be able to do so, but they should then be
find oddly clean skeletons in each. Faint writing of indiscernible ambushed by 2-4 Darkling Growths. If they succeed in taking
origin can be seen inscribed on the coffin lid. Players may make the sword without falling to the Darkling Growths, add a
a Standard Literacy Test test to recognize the strange scribbles greatsword that does an extra 2d4 damage against all Darklings
as a dead language known as Hyshic. The player who identifies and the Queen to the character’s inventory. The GM may also
the language will be aware that Hyshic has been lost for over rule that the greatsword does an extra 2d4 damage to Undead
three thousand years. It was last used by a tribe long extinct creatures for later use. Players may avoid taking the sword if they
called the Hysh, who were known for blood sacrifices and wish and thus prevent the growths from spawning in reaction.
dangerous rituals that venerated lesser deities who consorted
with evil spirits. There will not be much more to investigate in this room.

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frederick viala (order #28844427)

Completely alien and strange, the Darkling Growth is made up some Generate two Darkling Warriors, 1-2 Darkling Growths and
unfortunate plant that was blessed with the Darklings’ terrible gift. utilize the statistics for Malia Mac-Tirig on the next page.
Within the first 2-3 turns of the combat, GMs should allow
Darkling Growth Attributes players to make a Standard Insight Test to notice that Malia
appears to be fighting herself as much as the party.
STR: 2d6 (7) Action Points: 2
CON: 2d6 (7) Damage Modifier: -1d4 Efforts should be made to denote sword swings falling short
SIZ: 2d6 (7) Magic Points: 7 when they should have hit if she fails to connect, or strikes
DEX: 2d6 (7) Movement: N/A not digging in as deeply. If a magic user is able to notice these
INT: 2d6 (7) Initiative: 10 signs, they should be able to surmise that any kind of affliction
POW: 2d6 (7) Armor: None curing magic or even some potions may be able to halt whatever
CHA: 2d6 (7) Average Lair: 2-6 the Darkling black matter is doing to her body. They may also
Treasure Type: N/A deduce that using the Scroll of Canus may be able to hold her
Abilities: Reanimator (Fire), for quite some time if the players wish to continue to try to save
Darkling Spray, Goo Blast* her. If everyone fails, none of this is noticed.

1D20 Location Ap/Hp Malia Bio: Malia was a mere four years of age when she said
goodbye to her father forever. The Mac-Tirigs were treated as
1-20 Goo Center 0/5 the family of a glorious hero for the years after, but all Malia
desired was to see her father again. She continued to learn
Skills swordplay and archery as befitted their militant family, long seen
as defenders of Hausen. Many suitors presented themselves, but
Endurance 70%, Evade 40% more and more Malia saw herself married to the blade. Though
without much real combat experience, none denied that she
Passions carried all the traits of her heroic father. Strong, proud, willful.

Evil (Infect the World) 62% Until her father lost all credibility and her family along with it.
The reappearance of the Darklings long before their time turned
Combat Style & Weapons the entire village. The Mac-Tirig name went from lauded to
lambasted. Her father that people spoke so proudly off quickly
Goo Blast (Darkling Ichor) 70% shared common ground with the epitome of failure, and her
mother and extended family were treated harshly as relatives
Goo Blast Room 3 of the first and only hero to fail in all the years Hausen battled
Darkling Growths are little the Darklings. Malia was treated as a black sheep, and quickly
saw her combat experience rise sharply as men and women alike
more than living vessels of This is the second room on the left. Upon challenged her in social and physical bouts in their fits of rage.

Darkling ichor. Anyone who opening the door, players will see a young But pride does not waver easily. Malia battled and bloodied
any would be challengers and maintained her father’s greatness.
cannot evade the Goo Blast is woman hemmed up against the wall Though many make snide remarks or backhanded compliments
of her skill and family name, Malia believes in her heart of
infected on a failed Standard surrounded by darkling growth matter. If hearts that something else is afoot. She remembers her bold and
brave father and all the trust the townspeople put into him. She
Endurance Test. If the PC ever the players spoke with Morgana Mac-Tirig, refuses to believe he failed. She is determined to discover what
happened to her father, and reaffirm the greatness of the Mac-
dies, they turn into a Darkling they will easily discern that this her missing Tirig name for her family.

Warrior within 1-5 minutes. daughter Malia. Malia will twist and writhe

under the viscera as it spreads along her skin.

The Darkling Growth is Black shadows will swirl and form along the

destroyed immediately after floor into shapes as an intimidating pair of

using Goo Blast. foes emerge from the jet puddles on the

floor. A sickening plop will launch Malia

onto the floor as the black fluid coats her. She will offer an

apology before a burning shade of red swirls in her eye sockets.

Proceed to the encounter phase of this scene.

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frederick viala (order #28844427)

“I am sorry for what I must do! You should flee before it is too late.. please I beg
you to go ...”

Malia Mac-Tirig Attributes

STR: 16 Action Points: 3
CON: 16 Damage Modifier: 1d2
SIZ: 14 Magic Points: 10
DEX: 18 Movement: 6m (20’)
INT: 10 Initiative: 16
POW: 10 Armor: Mail
CHA: 12 Average Lair: N/A
Treasure Type: N/A
Abilities: None

1D20 Location Ap/Hp

1-3 Right Leg 6/6
4-6 Left Leg 6/6
7-9 Abdomen 6/7
10-12 Chest 6/8
13-15 Right Arm 6/5
16-18 Left Arm 6/5
19-20 Head 6/6

Skills

Athletics 75%, Brawn 70%, Culture 60%, Endurance 75%, Evade 75%, First
Aid 60%, Influence 60%, Insight 60%, Willpower 75%

Passions

The Mac-Tirig Name (Destroy the Darkling Legacy) 62%

Combat Style & Weapons If Malia is killed, the liquid seeps from her body back into the
floor leaving her bloody and mangled remains for the party.They
Mac-Tirig Fighting Style (Broadsword, Dagger, Shortbow) 75% may take the things in her backpack as detailed in the sidebar. If
the players are killed, Malia will croak out a horse apology before
Weapon Size/Force Reach Damage AP/HP a wave of viscera engulfs the party.
Broadsword M M 1d8 6/10
Dagger S S 1d4+1 6/8 If she is alive and held or knocked unconscious, players may
Short Bow L 1d6 4/4 attempt several things to stem the flow of the Darkling influence.
15/100/200 If the player characters passed their previous Insight Test, they
will understand that the strange black creep overtaking her
shares characteristics with a poison or disease. Various elixirs
that combat poisons, diseases, and death will draw back the
influence and begin to make her more docile. Other items, such
as holy water, may slow the spread of the disease as well. If any
elixir is applied, the black veins and fluid will eek through the
skin and puddle onto the floor. Malia will appear as her normal
self, but remains comatose and hardly breathing. It should be
made apparent that this is a temporary fix. Black viscera pulsates
under her skin along several vein lines.

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frederick viala (order #28844427)

If any player has a way to exorcise demons or other supernatural The Library
entities, they may attempt to do so on Malia. She will still be
held if the Scroll of Canus was used on her. If they succeed, the Forgotten tomes gather dust and hide secrets as dark shadows hang
same effect as stated above will take place as the full control of heavy in the eternal burn of the torchlight...
the Darkling influence over her is stifled for now.
As the players proceed through the new passage, they will be
At this point, players will have very little information about greeted by a surprisingly large library section complete with
how to fully remove the Darkling influence surrounding Malia. several bookshelves full of old books and long tables. Torches
They may attempt to move her from this place but she is still and braziers still burn in the room despite it appearing to have
clearly influenced by the Darkling viscera. Any attempt to wipe been untouched for years. The one exception is a corpse of
away the viscera sees the seemingly intelligent liquid rapidly terribly bloody female elf tucked in the corner of the room
retreating across her clothing.
If players investigate the body and have spoken with Vera and
If she is held by the Scroll of Canus, awake or unconscious, any Topiaas about their missing head priestess, they will match the
magic user will be able to tell that she will be bound for at least description for Calisca with the body. She appears to have been
an hour. If the party moves quickly, they will be able to complete heavily wounded and the blood stains on the floor indicate that
the Spire Library room and The Queen scenes before the bind she dragged herself into this room.
breaks. If they travel to any other room or place while the bind
is in place, Malia may reappear as an enemy during the battle Players that investigate her corpse will find a mace ruined by use,
against The Queen. but also a bit of parchment tucked into her robes. The writing is
etched in bloodstains as it appears Calisca used her own blood
There is little else to do in this room after the encounter with as ink to scribble her last thoughts. On the death note, she
Malia. will state that she is sorry for Canus sake that she could not
overcome The Spire. She wishes Vera and Topiaas well and begs
Room 4 whoever finds this letter to break the Darkling curse. She states
that the answers lie in the pages of these books. At the bottom
This room is the second door on the right. The room will appear of the note, strange markings are matched with common letters.
mostly empty but strangely devoid of the black pulsating
buboes. A long trail of blood leads to a back wall. It appears The Secrets of the Darkling Legacy
relatively fresh. Players may investigate the room by making an
Easy Perception Test. On a success, they discover that one of Players may begin to look over the tomes. It requires a Hard
the bricks is slightly ajar on the back wall. Upon inspection, a Literacy Test in order to decipher the dead language in full.
mechanism is revealed behind it. If the players press the brick However, using Calisca’s death note, the difficulty is reduced
inward, a secret doorway will open to reveal a large library to Standard instead. On a failure, players are unable to gather
behind the wall. Proceed to The Library. anything meaningful from the library.

On a success, the players learn information about the Darkling
Curse. The information in the book is written by Valhu Hakan,
a Hyshic Priest. It is discovered that almost three thousand years
ago, the first Hausenites came into conflict with the Hysh. The
Hysh used primitive weapons and were outnumbered by the
new settlers. In an act of desperation, they called out to their old
gods to deliver them from the violence of the Hausenites. Their
request was answered as they were recast as the first Darklings
and given shape at the cost of their will.

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Many Darklings are what remain of the Hysh, reborn after The Return of the Wizard
going through cycles of death and recreation. Each person or
animal taken by the original Darklings joins their ranks. Some If Darian is still alive from the earlier encounter at Scene V:
Darklings possessed recognition in their early forms, but as the Trekking the Wood, he will reappear in the doorway to the
years went on, they became devoid of personality. Only through library. He will marvel at all the texts and thank the players for
their dedication were the early Hausenite settlers able to contain discovering the room. He will walk in very self-assured, though
the Darklings to the spire by purifying the corrupted Angelcite not close to the players. He will ask what their intentions are in
that the spire is comprised of. regards to The Spire.

But Valhu does not believe that the structure will be able to hold If the players are honest with their intention to complete the
them forever with the rate at which the darklings seem to infect ritual, Darian will ask them to consider a different option. He
and take over dead matter. His writing states that the passive believes that the Darklings may be controlled, and is confident
corruption from the inner sanctum will eventually overcome that his willpower alone is sufficient enough to do so. He asks
the purity of the Angelcite, and allow the Darklings to escape the players to instead assist him with removing whoever or
The Spire once more. It was only through his own “faithless whatever currently controls them. He offers his aid in doing so,
trepidation” that he did not become a monster after he turned as long as the players will allow him to enact his own magic to
his back on his lifelong beliefs. alter the ritual as he sees fit. If the players agree, Darian joins
them for Scene VII: The Spire Zenith. If the players refuse, he
The Ritual will see them as opponents and attempt to finish them right
then and there. Utilize Darian’s encounter stats and spells from
The priest details a sealing ritual that must be performed by the encounter with Darian in Scene V: Trekking the Woods
those of great will or true faith in order to break the curse and (Page 25).
release the tortured souls of the Hyshic people and those they
have turned. The Priest states his intent to leave behind as much If the players attempt to lie to Darian about their intentions,
as he can on the Hyshic people in hopes that their stories may one player will be required to perform a Hard Deceit Test
be told, as they were decent folk driven to desperation in his to convince him of the falsehood. Players will need to invent
mind. He apologizes to future readers for failing to take up this some sort of story that will not completely destroy the Darkling
sealing ritual himself, as he does not believe he can raise his influence. On a success, Darian is convinced and asks the players
hand against his own people no matter how malformed they are. to step aside so that he may take in this knowledge. If the players
His ultimate fate is unknown, though his writings stop abruptly. refuse, Darian is more than willing to fight them in order to
read the books. Utilize Darian’s encounter stats and spells from
The binding ritual requires several drops of blood from a believer the encounter with Darian in Scene V: Trekking the Woods
and intense focus from several powerful wills at an altar on the (Page 25).
third floor of the spire to truly end the curse. An incantation
must be matched word by word by each participant. A wave of If players successfully lie and allow Darian to read the books, he
force should release from the altar, and the darkling growths will start to read through the tomes. Players may exit the room
and goo should be stripped clean of The Spire if the ritual is without issue.
a success. Valhu warns that the ritual requires great willpower
as the bloody battles and terrible crimes inflicted in the war If the players wish, they may utilize the brickwork mechanism
between ancient Hausenites and Hyshics will be presented in to lock Darian into the library. He will be heard screaming
the minds of those that perform the cleansing. Pressure and pain for them to let him out even if they exit into the hallway. The
should be expected, and those that cannot stomach what the mechanism can only be activated from the outside. Darian will
ritual entails may be wounded or even killed. Valhu calls this be stuck for as long as the players wish him to be.
the “blood price” to be paid for “thousands of years of harbored
hatred.” If the players engage in combat and fall to Darian, they will be
risen from the dead as his new slaves. The session ends in failure.
If the players engage in combat and defeat Darian, they may
loot his belongings and discover his intentions. Engaging in
combat will add a tick towards The Queen – Empowered (Page
40) state to be described later.

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frederick viala (order #28844427)

Scene VII

The Spire Zenith

Billowing robes that twist with life at severed ends. A broad frame For hundreds of years, heroes of Hausen had sacrificed
blackened with swirling shadows. A mask hides the face, but an aura themselves to the altar after clearing out The Spire of all the
that exposes all malice and discontent of whatever slithers behind it... Darklings. They would then be reborn as Darklings themselves
as the others they had just slain slowly reformed over a century.
As players round the longest of the staircases in the spire, they The vicious cycle was destined to continue for all time without
arrive in a large domed room that appears to be the top of the interference. In all those years, she was the only one who
spire. An altar dominates the center of the room with a throne apparently discovered the library.The Queen altered the binding
behind it. Seated in the throne is a masked figure with arms ritual to join with The Spire and survived the ordeal with her
extended along the throne armrests. will intact. She has spent the last one hundred and twenty years
laying the foundations for her invasion.
The figure appears female in shape, though where the skin might
normally be exposed is jet black and swirling like shadows. The
chamber is dead silent and devoid of sound so much so that it
is deafening.

The figure stands abruptly and greets
them. It congratulates them on making
it so far in spite of the many trials offered by The
Spire and Umbral Wood. When it speaks, the voice is
collectively in the players’ heads rather than spoken aloud.
The voice is soothing and threatening all at once, and is clearly
a female voice. The shadows in the room lengthen as the figure
stands upright. The figure will introduce itself as The Queen
and say plainly that her subjects have reported the suffering
they endured at the players’ hands.

Questioning the Queen

Player characters may engage with The Queen and ask several
questions as she is not immediately hostile.

If characters ask who she is, she simply says she is The Queen.
She remembers once being human and from Hausen, a warrior
named Sarabella who was chosen to combat the Darklings.
She read through the books in the Spire library as a human
and uncovered the truth during her quest. From her point of
view, the Hausenites were responsible for their own suffering.
The town had to know the truth, particularly the elders, and yet
they sent people to their deaths year after year to stave off their
own “divine punishment”.

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frederick viala (order #28844427)

The Great Cleansing Those That Serve

Through her rebirth, she discovered which Darklings still If asked about Markos Mac-Tirig and their encounter,she admits
remained that were ancient heroes who came before her. that Markos would have succeeded without her interference.
She siphoned their power and left only skeletal remains of She planned to turn him into one of her generals but ultimately
them all. She was greatly disappointed at how few were still decided that he was just another soul led astray by the Hausen
recognizable and supposes that others must have been so diluted Elders. She took his strength for her own and afforded him all
of individuality through repeated sufferings that they blended the same funeral rites she did to the ones before.
in with all the other Darklings. She then built the two crypts
to house their bodies out of respect for those deceived and If asked why she hasn’t tried to kill them, she states she wanted to
destroyed by the cowardice of others. She prepared her own see the extent of their resolve. She has watched them since they
tomb in the event she lacked resolve to carry out her new vision, entered her end of the Umbral Wood through the eyes of her
and intended to end her own life if she reached the conclusion servants. Her new Darklings have memories, even personality
it was necessary. But all the deception and trickery that she has if their will is strong enough. She offers them a chance to join
discovered only strengthened her desire to enact her own “Great her army as generals at the forefront of her invasion force. She
Cleansing”. will spare their loved ones in addition to granting them some
of the powers of the Darklings as long as they willingly submit
If asked to detail her invasion, she notes that the lesser Darklings to following her orders. Otherwise, she will kill them and force
never truly die, but spend years in recovery. She has found a them to serve as fodder instead.
way through her force of will to expedite this process. More
recently, she has even been able to give some of them memories The Offer
and personalities in exchange for this pseudo-immortality.
Creative problem solving and greater independence has made If the players accept her offer, GMs should narrate a very painful
her “Darkling Warriors” a much stronger breed that grows in ritual-like process that takes place at the altar. The Queen will
alignment with her own power day by day. The Queen does not have the players encircle the altar and weave strange dark magic
see the Darklings as a cursed people, not the new Darklings with her hands and tendrils that appear from under her robes.
anyway, but as higher lifeforms. She intends to assimilate the The players slowly see their world in gray and black shapes as
nearby towns and launch an assault on The Empire and its allies. they collapse from unbelievable anguish. But they rise more
powerful than before, with The Queen’s voice telling them that
The Darklings will become the new normal and consume the the war will soon begin. This will end the module. This can be
world in a tide of endless assault. Those Darklings with strong used as a springboard into an evil campaign if the players and
willpower stand to dominate the lesser beings as The Queen GMs wish to continue. It should be clear that the players are not
believes it should be. The weak are destined to be ruled by the immortal to blades and combative death. The Queen believes
strong, and she will prove her strength to everyone. She will that Darklings with developed mind and personality only exist
not offer any mercy to the Hausenites however. They were as such with the fear of death within their brain. She believes
the ones who created the Darklings through their war for the this self-awareness is the basis for all life forms to strive to do
territory. The ancestors deserved to die for backing the Hyshic their best, and applies that very notion to herself as well.
into a corner, and their descendants deserve the same fate for
deceiving the heroes for so long afterwards to cover up their If the players decline, The Queen sighs and states that there is
own misdeeds. always a use for more fodder in her ranks. Her long dress will
bristle with shadowy tentacles and sharpened protrusions will
extend from beyond her mask and under her robes as battle
begins. Proceed to the encounter phase.

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“ You should have joined the Great Cleansing, but now you will serve as the Generate The Queen. The Queen has a primary stat block, but
lowest of my army. So be it!” also includes an additional stat block to be used in the event
players took too long to reach this scene. This is determined
The Queen Attributes by the previously mentioned “Empowered State” tracker. The
Queen accumulates power by the day, and if the actions of the
STR: 14 Action Points: 3 players accumulate three ticks towards her empowered state
CON: 16 Damage Modifier: 1d2 before this encounter, use her empowered stat block instead.
SIZ: 12 Magic Points: 18 These ticks are referenced throughout the module. GMs should
DEX: 16 Movement: 6m (20’) feel free to create their own events that adjust this tracker so
INT: 14 Initiative: 17 long as they do not feel it is unfair or unchallenging to their
POW: 18 Armor: Half Plate players.
CHA: 18 Average Lair: N/A
Treasure Type: N/A This combat should be an extreme challenge for the players
Abilities: Reanimator, Darkling regardless of which stat block is used. However, the Empowered
Spray, Magical State (Page 40) is noticeably more difficult.

1D20 Location Ap/Hp If players left Darian in the library and did not lock him inside,
or did not explore the library and thus did not encounter him,
1-3 Right Leg 5/6 he will appear in d10 turns. He will enter as a third party and
4-6 Left Leg 5/6 attempt to wipe out everyone else in the room. He should
7-9 Abdomen 5/7 focus his attacks and the attacks of his minions onto whoever
10-12 Chest 5/8 is closest, or whoever he believes is the greatest threat. This may
13-15 Right Arm 5/5 be an alliance of convenience for the players, but Darian will
16-18 Left Arm 5/5 quickly turn on them if The Queen is slain before he is.
19-20 Head 5/6
If Malia was not bound by the Scroll of Canus, she will appear
Skills in 2 rounds in the combat. If she was bound and the players did
nothing else but explore the library and engage with the queen,
Athletics 55%, Brawn 50%, Endurance 55%, Evade 65%, Lore 70%, Influence she will not appear in the fight. She will not appear in the fight
80%, Insight 80%, Willpower 80% if the players killed her. If she appears in the fight, use her stat
block from the Room 3 Encounter, but arrives Tired from her
Magic Skills fight with the players, but otherwise unharmed, regardless of
what condition she was left in.
Folk Magic 70%, Invocation 80%, Shaping 80%

Spells

Befuddle, Curse, Darkness, Enhance, Enslave, Evoke, Haste, Imprision, Palsy,
Protection, Regenerate, Sleep, Teleport

Passions

Evil (Infect the World) 62%

Combat Style & Weapons

The Darkling Legacy (Longsword, Heater Shield) 65%

Weapon Size/Force Reach Damage AP/HP
Longsword M L 1d8 6/12
Heater Shield L S 1d4 6/12

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“I have toiled for many years, biding my time. And now, I am ready to be set
free. Fly you fools! I shall wait not longer...”

The Queen Empowered Attributes The Queen Empowered

STR: 14 Action Points: 3 The Queen is consolidating her power with each passing day.
CON: 16 Damage Modifier: 1d2 The GM should keep track of the passage of time by marking
SIZ: 12 Magic Points: 20 checkmarks each time the adventure states to do so. If the players
DEX: 16 Movement: 6m (20’) perform an act that has a timed event tick attached, refer to this
INT: 16 Initiative: 18 area and make a “tick” or checkmark. Some events take away
POW: 20 Armor: Half Plate from the ticks toward The Queen’s Empowered state. Before
CHA: 20 Average Lair: N/A the encounter with The Queen, refer to the checkmarks. If the
Treasure Type: N/A players have accumulated three or more ticks, use The Queen –
Abilities: Reanimator, Darkling Empowered stat block for their encounter with her instead of
Spray, Magical the standard stat block. If they have two or less ticks, utilize her
normal stat block instead.

1D20 Location Ap/Hp The Battle

1-3 Right Leg 5/6 If the players are defeated, The Queen stands over them and
4-6 Left Leg 5/6 curls their bodies in her dark tentacles. She whispers that the
7-9 Abdomen 5/7 pain will leave them soon and their lives will be much simpler
10-12 Chest 5/8 as slaves to her will. The scene fades to black with a snapping of
13-15 Right Arm 5/5 their spines.
16-18 Left Arm 5/5
19-20 Head 5/6 If the players are victorious, The Queen collapses in a heap.
Dark Goo seeps into the floor as her tendrils dissipate. A slime
Skills covered dress lapses onto the floor and her mask twirls on its
edge until it falls face down onto the white floor. Players may
Athletics 65%, Brawn 60%, Endurance 65%, Evade 75%, Lore 80%, Influence take these if they wish, but neither of them offers any effects.
85%, Insight 85%, Willpower 85% Several outcomes are possible at this point

Magic Skills Facing the Ritual with Strength

Folk Magic 80%, Invocation 85%, Shaping 85% If 3 or more players survive, the players can perform the ritual
at the altar. To perform the ritual, at least one PC must make
Spells a Standard Test with any magical skill. Those that visited the
library may make a Hard Lore Test instead of a magical skill. If
Befuddle, Curse, Darkness, Enhance, Enslave, Evoke, Haste, Imprision, Palsy, the majority succeed, they cleanse the altar and forever remove
Protection, Regenerate, Sleep, Teleport the darkling influence.

Passions The PCs may choose to use a Team Roll. If they do, lower the
difficulty grade by 1 level so long as more than one character has
Evil (Infect the World) 62% either a magical skill or Lore.

Combat Style & Weapons If the PCs do not have a magical skill, or the Lore skill, then
they may make a Formidable Willpower Test instead.
The Darkling Legacy (Longsword, Heater Shield) 75%

Weapon Size/Force Reach Damage AP/HP
Longsword M L 1d8 6/12
Heater Shield L S 1d4 6/12

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If the majority fail, the alter is not fully cleansed, and players The darkling influence recedes from the building. The players
will understand that this cycle will continue as it has for the will not find any Darklings, but many skeletal corpses and
past several centuries. Those that try and fail must make a Hard bodies. The atmosphere will entirely change within the building
Willpower Test against terror. If they fail, subtract 1d10 from to feel much less foreboding if the darkling influence was
their Tenacity Points as they are wracked by the violent images forever removed. Dark pockets will still exist if the players failed
manifesting in their mind. to cleanse the altar entirely. When the players go outside, forest
noises will fill the air as creatures flood back into the area around
However, the conclusion can be made that a group of heroes has the spire. The constant fog haze disappears. Proceed to Scene
the potential to cleanse the alter temporarily without loss of life VIII: Return to Hausen.
instead of making a sacrifice as others had done in the past. This
information could be provided to the Council of Five.

Desperate Act

If 2 or less characters survive the ritual is more difficult. To perform the ritual, at least one PC must make a Hard Test with any
magical skill. Those that visited the library may make a Formidable Lore Test instead of a magical skill. If the majority succeed,
they cleanse the altar and forever remove the darkling influence.

The PCs may choose to use a Team Roll in this instance. If they do, lower the difficulty grade by 1 level so long as more than one
character has either a magical skill or Lore.

If the PCs do not have a magical skill, or the Lore skill, then they may make a Formidable Willpower Test instead.

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At least one PC must succeed to cleanse the altar and forever Odds & Ends
remove the Darkling influence.
There are several circumstantial events that may take place
Those that try and fail must make a Hard Willpower Test depending on what happened earlier. Use this section as advice
against terror. If they fail, subtract 1d10 from their Tenacity on how to handle certain NPCs and situations that may exist.
Points as they are wracked by the violent images manifesting
in their mind.

If they succeed, the altar is fully cleansed and the darkling Bandits
influences dissipates. The alter is not fully cleansed if only one of
the two remaining players succeed, and players will understand If the bandits recruited earlier are still alive, they will not
that this cycle will continue as it has for the past several centuries. volunteer or be convinced to participate in the ritual. They will
abscond quickly before the players begin, no longer interested in
However, the conclusion can be made that a group of heroes has playing the heroes.
the potential to cleanse the alter temporarily without loss of life
instead of making a sacrifice as others had done in the past. This
information could be provided to the Council of Five.

If either character fails, only a portion of the influence recedes,
but it appears it will not be long before the Darklings return.The
darkling influence recedes from the building. The players will
not find any Darklings, but many skeletal corpses and bodies.
The atmosphere will entirely change within the building to
feel much less foreboding if the darkling influence was forever
removed. Dark pockets will still exist if the players failed to
cleanse the altar entirely. When the players go outside, forest
noises will fill the air as creatures flood back into the area around
the spire. The constant fog haze disappears. Proceed to Scene
VIII: Return to Hausen.

The Uninitiated

If no character has a magical skill, and they did not search the
library, the ritual may be completed by Willpower Tests as
mentioned above. However, the player characters may continue
to search the Spire. If they have the Lore skill they can use it
instead of any magical skill. They will be attacked by 4 Darkling
Warriors before they find the library. The GM should allow
them to find the library regardless if they pass their Perception
Tests to do so. Go to Facing the Ritual with Strength or a
Desperate Act.

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Darian Malia Mac-Tirig

If the players accepted Darian’s aid, Darian is still alive, and If Malia Mac-Tirig is still alive, she will awaken. If she is not
the player characters intend to allow him to take control of The bound, she will appear in the hallway on the second floor. If she
Spire, he will assist the players with the ritual but will request is bound, she will call out for help within Room 3 on the second
they chant a different incantation. If the players refuse, then he floor. It is a trivial task to release her from the bind of the Scroll
will confront them. Utilize his stats and abilities from Scene V: of Canus, especially by the same player that used the scroll. She
Trekking the Wood (Page 25). If he suffered any damage earlier, will offer her apologies as she was aware their entire fight, but
he remains at that spot on the condition track for this encounter. unable to challenge the Darkling influence inside of her. She will
ask who they are and why they ventured to The Spire. She will
If the player characters agree, perform the ritual. Utilize the be pleasant and helpful to the players as she accompanies them
previously mentioned pre-conditions for how many players back to Hausen. She will inquire about her traveling companion
survived and their discovery of the library. Darian will assist Darian. Players may respond however they wish to Malia. Any
with the ritual. Darian does indeed have a strong will, and will lies will require them to pass a Standard Deceit Test. Failure
use his Incantation skill. On a success, the Darkling
influence appears to recede, but a different, grey aura will cause her to distrust the players and decide to return
of smoky discoloration engulfs the room. Darian to town on her own.
will thank the players for their assistance. He will
request they leave quickly, as he has much research If Malia was involved in the fight with The Queen
to do. He guarantees the players he will take no and was not killed, she will be unconscious during
actions with his new found minions until they
have collected their reward from Hausen, the duration of the ritual and immediately after.
but suggests they do not return to this
place ever again. He will not tell the GMs may use The Spire under Darian’s
players his intentions if questioned. control as a future plot hook. Darian’s
If players decide to do battle against intentions are wholly up to the GM to
him at this point, utilize his stats and decide. Hausen will not truly be free of
abilities from Scene V: Trekking the
Wood (Page 25). the Darkling influence if Darian is in
control of them, and he may prove
to be an even greater threat than
The Queen in the future.

If the players agree to his terms and
leave, a greyish haze now surrounds
The Spire, though animal noise can
now be heard. No Darklings are
visible. The players may proceed to Scene
VIII: Return to Hausen.

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Scene VIII

Return to Hausen

Joy and cheer erupt as conquering heroes return. But have lies soured Players may make a Standard Influence Test. Lower the
their mood...? difficulty grade once for from sharing the books and again from
Malia’s additional testimony. On a success, the crowd supports
The players’ return to Hausen is starkly contrasted with their the players and demands to know the truth from The Council.
initial arrival. They will notice several piles of black sludge and On a failure, The Council refutes the player as outsiders and
a few bodies being moved aside, but the folk seem in generally Malia as accursed, to which the crowd agrees. The Council will
good cheer especially when the party is spotted. Offerings of attempt to rush the players out of town, whether they were paid
thanks and congratulations are given. The Hausenites state or not. No charisma check will be needed if The Council speaks
that another attack happened while the players were away, then to the players inside of the long house.
the Darklings all simply collapsed into goo puddles. A few
guardsmen died, but their optimism at the Darklings being The Truth
defeated overwhelms any sense of sadness they have.

The Council of Five approaches the players and requests to Whether convinced to tell the truth or speaking in confidence,
speak with them within the council longhouse. Players may The Council will explain that members of the governing body
agree to do so and proceed inside. Players may refuse to do so of Hausen have been strategically elected from the same five
and speak outside. The Council will not like this but will not families. These five families were the original founders of
force the issue. Hausen, and the root of its stability. They carved out this
land for the future Hausenites against pagan worshippers and
The Tale dangerous wildlife. They have long known the cause of the
Darklings and chose not to reveal it to the townsfolk for their
The Council asks the players what happened at The Spire. If own good, believing such knowledge would frighten them from
the players are honest in their intentions and it is explained, the abundance this land offers. They pose that one life is worth
no matter the outcome, they will be provided with their sacrificing every century for the prosperity and safety offered in
reward. The Council will be more or less pleased with any of these woods. The Council does not appear to regret any action
the favorable outcomes with the exception of Darian taking they took, or the manipulation of heroes to do their bidding.
control. The Council will attempt to withhold their reward if
“some wizard” now has control of a dangerous spire and these Many townspeople will call for their heads if this is heard
evil creatures. Players must succeed on a Hard Deceit Test to outside. Players may aid in dispatching The Council. This is
lie about what happened in The Spire. If they lie and report a no encounter; the five elderly men are easily overwhelmed by
favorable outcome, they will simply be rewarded. Failure on this the players and crowd. This action may have repercussions later.
check will cause The Council to withhold payment and demand Players may attempt to keep the citizens of Hausen from killing
the truth, else they will tell the players the contract is void. their councils.This would require a Hard Influence Test. Failure
means the crowd proceeds to enact justice on their own. Success
Players may accuse The Council of hiding the truth of how the will require further RP as the townspeople ask the players what
Darklings came to be. They may have even taken some books they should do with these wicked men instead. Players may also
from the library and use this as additional evidence. Malia, if she simply leave and let the town deal with their own problems. The
is alive, will also support the players accusations as she states she Council will be dealt with harshly in their absence.
learned much while she was possessed. If the discussion takes
place outside, a crowd will begin gathering to hear the dispute.

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If this conversation occurred indoors, it will be a meeting of The End
confidence. Players can threaten to reveal The Council, but they
do not appear disturbed. They say that Hausen has existed for Morgana will make good on her reward if her daughter is
thousands of years with a council, and the townspeople won’t returned alive. If she is not, she will break down in tears and
trust the players even as saviors. Players may make a Formidable thank the players for trying before she asks them to leave her
Influence Test to convince the townspeople, as they are unlikely to her grief.
to believe the players without the confession of The Council to
the public.

Players may also attempt the kill The Council in the longhouse. The Borissons will be grateful that their heirloom has been
This will result in a brief encounter, as the council are five elderly returned if the players do so. They will provide a minor gold
men. Generate 5 Raiders (Mythras CoT) as enemies. As Malia is reward of 20gc and say that the players are always welcome in
still with the players, she will aid the players in this fight. If The their homestead.
Council are killed, Malia will be saddened as she understands
she will have to take her family away from this place. She thanks The church of Canus’ acolytes will be saddened by hearing news
the players nonetheless and quickly leaves to return home. of Calisca’s passing, but are heartened that her efforts offered the
Players understand that the murders are likely to be discovered players a chance to overcome the Darklings. They request the
soon and it may be in their best interests to leave. scroll even if the magic from it was used and will place it back on
display. They offer the blessings of Canus and a small donation
The players may also choose not to engage with The Council at of 10gc from the modest donation dish of the church.
all regarding their lies and instead simply collect their reward.
There will be additional roleplay situations to resolve such as At this point, there is little else to do in Hausen unless the
speaking with Morgana Mac-Tirig about her daughter, whether players wish to shop their stocks. A massive 30% discount
alive or dead, talking with the Borisson clan and speaking with will be offered to the party as the new Heroes of Hausen, but
the acolytes at the temple regarding Calisca’s fate. otherwise there is nothing else to do in the town for now. The
Darkling Legacy has been shattered and peace returns to the
sleepy hamlet. At least...for now....

Hausen History

The following includes a time table of Hausen historical events if the GM would like to include specific examples from any books
or information encountered during this adventure. The Hausenite Year (or HY) will be used to document the passage of time for
Hausen history. GMs are encouraged to align these dates with their own timeline and adjust them as needed:

0 HY (Three thousand years ago): Refugees from a nearby conflict between Orcs and Humans attempt to settle The Um-
bral Wood. Local Hyshic culture engages in aggressive action against them. Umbral Conflict begins. Village of Hausen
established during the fighting.

30 HY: Umbral Conflict concludes with Hausen victory. Hyshic scattered or destroyed per Hausen historical records.
(GM Note: Hyshic people enact dark rituals at this time to become the first Darklings.)

40 HY: First recorded appearance of the Darklings. The First Council of Five established.

50 HY: First Hero, Zibi, travels north into The Umbral Wood after meeting with The Council of Five. Darkling attacks
recede. Zibi proclaimed a hero after succeeding in stemming the tide of The Darklings.

56 HY: First noted documentation of The Spire. Precise location not provided as the cartographer refused to venture
deeper into The Umbral Wood.

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150 HY: Darklings re-emerge. Second Hero, Valen, succeeds in stemming the tide of The Darklings. Heroic tradition
officially established.

250 HY to 1550 HY: Heroes Felen, Almon, Rorsch, Callix, Alexander, Salis, Boroguard, Messel, Crayn, Polik, Elsa, Messi,
Nyara, and Halin succeed in stemming the tide of The Darklings during this period.

1577 HY: Church of Canus established in Hausen by three wayfaring priests headed by Berwyck the Bold, a warrior who
served under Canus himself.

1650 HY to 2550 HY: Hallin, Melna, Leonus, Samnus, Varik, Pikkus, Jarax, Olga, Mikel and Massel succeed in stemming
the tide of The Darklings during these periods.

1678 HY: Hausen officially recognized as an independent nation by neighboring fiefs of Earlwood and Snare’s Rest.
Trade routes established through Earlwood into The Empire from The Eastern Road.

1692 HY: Snare’s Rest attempts to conquer Hausen under their banner. Brief conflict ensues.

1693 HY: Snare’s Rest defeated by Hausen during The Ambush of The Umbral South. Total Hausenite victory with no
casualties. Unconditional surrender by Snare’s Rest. Status Quo of nations preserved and no penalties forced on Snare’s
Rest by Hausen. Borders enforced.

2650 HY: Tober engages with Darklings on the hillside that would come to be known as Tober’s Grace. Tober stems the
tide of the Darklings.

2665 HY: Tober’s Grace officially completed with sculpture and inscription. Tober is venerated as a local god, though
Canus remains the official religious idol of Hausen.

2672 HY: Nation of Hauberk attempts to force Hausen to capitulate several lumbering mills in the Umbral Wood. Begin
“Conflict of The Planks”.

2673 HY: Conflict of The Planks resolved as Hausen defeats Hauberk in several small skirmishes at the border. Hausen
enforces no penalties on Hauberk, but Hauberk forced to recognize Hausen claims to the lumber.

2750 HY to 2950 HY: Xelfar, Eldar, and Sarabella succeed at stemming the tide of The Darklings during this time.

3050 HY: The last hero is sent to stem the Darkling tide.

3070(Present Day) HY: Darklings re-emerge before the century long rest that has been established over the heroic
tradition. Last hero presumed to have failed, name stricken from history.

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