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An Exodus

The smuggler must guide a group of children through the decaying city of Grift before an impending calamity. They find themselves in a hidden cellar and must pass an ability test to exit safely without injury. Facing crowds in the streets, they will encounter dangers while navigating through the city within the time limit, trying to escape across the Múr river border before disaster strikes the city. Failure could lead to injury, infection, or even death for the smuggler or children. Stealth and survival skills will be tested as they race to safety outside the doomed walls.

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Enzo Ciriani
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
202 views

An Exodus

The smuggler must guide a group of children through the decaying city of Grift before an impending calamity. They find themselves in a hidden cellar and must pass an ability test to exit safely without injury. Facing crowds in the streets, they will encounter dangers while navigating through the city within the time limit, trying to escape across the Múr river border before disaster strikes the city. Failure could lead to injury, infection, or even death for the smuggler or children. Stealth and survival skills will be tested as they race to safety outside the doomed walls.

Uploaded by

Enzo Ciriani
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

An Exodus

Smvggler 3

The Children 4

Time, Weather & Location 5

Embark 5

End 24

Shepherd of Worms 25

Next Adventures 26

Strange Messengers 26

Occult Treasures 26

Crime Families 27

Stolen Items 27

Cults 27

Character Sheet 28

Special Thanks to Johan Nohr and Pelle Nilsson for MÖRK BORG

An Exodus is an independent production by UnitSix and is not affiliated with


Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK
BORG Third Party License
An Exodus Getting Started

In the doom-cloaked harbour city of Grift, where every breath tastes of impending demise and the
sun seems to have long abandoned its duty, your restless soul yearns for an escape.

The air is wound with tension, a


taut string waiting for a cruel
hand to pluck it.
The pitiful Sigfúm has devised a scheme that's counting down its final act – a mere d6+4 hours.

Amidst the city's decaying grandeur, time gnashes its teeth like a vengeful spectre. A fickle fiend,
slipping through your fingers like smoke, and here you are, tasked with shepherding these
innocent souls through the maw of impending calamity.

You have to get to safety.

Get to the other side of the Múr.

2
Getting Started An Exodus

Smvggler
Your existence thrives in the margins, where morality dissolves like mist. A life drenched in the
ink of secrecy, where danger is a familiar whisper and chaos your confidant.

Known For (d6)


1. Your lies are venom-tipped daggers, 4. Gaze into your eyes, and you'll see the
slicing through trust and sowing void staring back. Your dying mind whispers
seeds of doubt. DR+1 when having words that others dare not comprehend. Use
to convince people. an Omen to read 1 paragraph ahead.

2. Your footsteps echo with the 5. Those icy winds of Kergüs left their
stories of those you've left in ruin. mark, rotted skin and missing digits
Your reputation precedes you like a from a thousand frostbitten nights.
funeral dirge.
6. You made a deal with a criminal, there
3. Darkness bends to your will. Your is a bounty on your head. If you are ever
shadow always in front of you. You forced to turn back, go to 23.2
cast light whenever in mist or fog.

Begins with 1d6×20s and d4 Omens. hp: Toughness+d4


Roll 3d6+2 for Presence and 3d6-2 for Strength. D6 on the core weapons table and d2 on the core armour table.

What you have


Oil lamp with 30 mins of oil (10s), 25ft of rope (5s), D6 Bandages - heal 1 hp or injured child (4s/ea), Smugglers
backpack for 12 normal sized items (group smaller items) plus d6 on each table below

1. Healing ointment, cures infection (7s)

1. (2s)Extra Rope (25 ft) (5s) 2. A small pain potion, ignore an injury for 2 hours (3s)

2. Heavy chain (15 ft) (12s) 3. Medical kit (heals d6 hp and removes infection) (14s)

3. A map of Grift (4s) 4. Extra d6 Bandages (4s/ea)

4. Extra Oil for lamp, 4hrs (5s) 5. 1 life elixir d4 doses (heals d6 hp and removes infection) (10s)

5-6. Torch (can’t use outdoors in bad weather) 6. A locket, a family treasure (200s)

1. Rations, d12 meals) (2s/ea)


1. A child’s toy (1s)
2. Dried meat, 3 meals (2s/ea)
2. Crowbar (d4 damage) (10s)
3. Lard (may function as 5 meals)
3. Music box (18s)
4. Old wheel of cheese, 2 meals (2s/ea)
4. Rusted grappling hook (8s)
5. Stealthy Tenderloin, 2 meals (17s) (Special: for the rest of the
5. Lock pick set (5s) day when performing a test while sneaking DR -2)

6. Small, dull knife (4s) 6. Tusked Ribs, 2 meals (7s/ea) (Special: 50% chance heal 1 HP)
3
An Exodus Getting Started

The Children
As you gather your belongings, you acknowledge the scared children.
D12 (1: 1, 2-7: 2, 8-11: 3, 12: 4) young souls.
. They look up to you, wide-eyed, their dirty faces filled with despair.

They’re with you because (d6) Note this as your task number
1. Your beloved was taken as collateral by the notorious Tergol, forcing you to deliver children to him, he wants
d2 more.

2. They are part of a lords bloodline, their family will pay handsomely for their safe crossing out of Grift (d8 X
100) per child, a cart will be waiting on the other side with your payment. You were given 100s as a down
payment.

3. They are your family, you love them and need to protect them from the King’s plan.

4. You are part of inquisition of the Two-Headed Basilisks.

5. Children are rare in this dying world, you believe they are the key to stopping the end.

6. An innocent is needed as unwitting bait, meant to lure out an entity that feeds on youth.

For each child when required to face a test, use a d12.

If the child is injured; DR+1 to all tests for that child until treated.

If a child is infected or has not eaten for 4 hours DR+2.

No mater what happens the children have no idea of your intentions and trust
you, sticking by your side at all times.

4
Embark An Exodus

Time, Weather & Location


It’s currently (d6)
1. 4am
And the weather is
2. 8am Core weather d12

3. Midday 2,4, 8 and 9 makes travel harder, Agility tests while


outside are DR+1
4. 4pm

5. 8pm

6. Midnight
You will need to keep track of time as it passes.

You find yourself in (d4)


1. A damp and dimly lit sewer. If you have a light source you can see, otherwise each child makes a DR2 test to get
out without falling in the dark and getting injured and infected by the disgusting jagged ground.

2. The hidden cellar beneath a crumbling building. The door is locked, use a crowbar and DR8 Strength test or lock
picks and DR10 Presence test or a DR14 Strength test to open, if opening the door fails, Agility test to get out the
widow without injury (-1hp).

3. The secluded attic of an old, abandoned house. Test Agility to get out without the floor collapsing and taking d4
damage. Each child DR2 test to get downstairs safely, without injury.

4. A makeshift campsite, roll a d4, on a 4: animals ate all of your food overnight.

Embark
It’s time to head out

If at anytime you run out of options; go to 23.4

If you run out of time; got to 23.5

If you die; go to 23.6

Head to the streets, go to 6.1

Or go through the small forest on the outskirts, go to 8.1

5
An Exodus Cross the Múr

In the streets of Grift, surrounded by the damned and the desperate, chaos burns. People are everywhere. King
Sigfúm's plan is set and soon, you've got no choice, but to get through this hellhole.

There are d4+2 streets.

For each street; roll for condition, roll for encounter on street, resolve, roll for
encounter between streets, resolve, repeat.

Each street takes 5 mins to travel, chaos is rampant.

If between 9pm and 4am it is dark, travelling a street in the dark without a
light source takes twice as long.

The road condition is (d12)


1-2. Almost-forgotten dirt track, +5 mins to travel.

3-10. Regular road.

11-12. Fallen into disrepair, add 2 mins per child.

While travelling down the street you encounter (d12)

Add 5 mins for each encounter unless noted.

Re-roll any encounter you have already completed.

1. A beggar pleads for help, concealing a hidden blade. Presence test to notice the danger, otherwise
he attacks and stabs you -d4 hp then runs away

2. A pile of rags on the side of the road, DR8 Strength test to tear into d8 bandages.

3. A pack of d6+1 rabid rats rushes towards you. If you have cheese they steal it and move
on, otherwise Agility test to avoid their infectious bites (d2 damage), each child makes a DR2
test or becomes infected.

4. A merchant’s cart loses control, barreling your way. Agility test to avoid taking -d4 hp and DR2 for each child to
not be injured, an Occult Treasure, page 26, falls off as it passes.

5. A crazed cultist grabs a child from your side. DR10 Strength test to rescue them, otherwise they are gone.

6. A statue collapses, threatening to land on you. Agility test to escape or take -d4 damage and injures 1 child.

7. A massive storm rolls in, with debris flying everywhere. 1 hour is wasted while covering. You find 20ft of rope
afterward, reroll for weather.

8. A Grift local drops d4 x 10 silver while running from guards.


6
Cross the Múr An Exodus

9. You spot a corpse. Stopping to loot it takes an extra 5mins.

10. A child trips and is injured.

11-12. Nothing, no extra time wasted.

Between streets you encounter (d12)


You may choose to wait for 1 hour, you can then re-roll weather.

Now might be a good time to stop and heal any child or yourself, takes 10
mins per and/or eating takes a total of 10 mins.

Turn back to avoid an encounter rolled, travel the same street (with no
encounter), loose the time it takes to travel and take another street in its place.

If you roll any encounter you have already completed, nothing happens.

1. D4 Grift guard/s corner you, Their eyes bore into you (d6)

1-2. They are searching for a lost child test Presence to convince them they have the wrong people, failure
means they will grab you, DR14 Strength test to pull free, otherwise your journey ends, go to 23.4.

3-6. They let you pass.

2. A gapping hole, DR10 Agility test to jump across, fail; -d4 hp, DR2 for each child to cross without injury.

3. A closed gate, use a crowbar DR10 Strength test or lock picks DR10 Presence test to open or turn back.

4. A monster approaches, go to page 25 then continue through the streets.

5. A 20ft drop, use rope or chain if you have it, you can cut rope to length if you have even a dull knife or use
full length. Combine with a grappling hook to regain the entire rope/chain and hook. DR3 test for each child to
climb down safely. For each 5ft you drop because of short rope/chain, -d4 hp, children are injured dropping 10ft+.

6. An injured child stops to cry, a toy or music box will calm them, otherwise wasting 10 mins.

7. This place is a fucking maze. You waste 5 mins getting your bearings unless you have a map.

8. An infected child fell behind, they are gone.

9. A giant jelly cube of acid blocks the street, you can see the dissolved remains of a Grift guard floating weightless
in the putrid mess. DR14 Agility test to pass by, DR4 test for children. Failure and that character is absorbed.

10-12. A graveyard, you can cut through here to get directly to the cliffs, go to 11.2 or continue on.

When all streets are resolved go to 10.1

7
An Exodus Cross the Múr

You trudge into the outskirts forest on the edge of town. You can hear the chaos
of the city from here, faintly, drowned out by the trees creaking like a dying
Bloodwing, and the damned vines seem to reach out and grab at your very soul.

Go to 8.2

The little ones huddle close, scared shitless. They should


be, you know goblins roam these parts and they have
been getting even bolder recently. You keep moving.

You continue on. Go to 9.1 then go to 11.1

Go to 9.1 again, then if it’s between 7pm and 7am go


to 12.2, otherwise go to 10.1

But the force is unstoppable, a cruel reminder of the insignificance of your individual will against the unforgiving
torrent of fate. As you are pushed over the precipice, the Múr below seems to yawn open, a gaping maw hungry for
its next victims. With a collective gasp, you and the children are pushed over the side, a cascade of despair and
disbelief accompanying your descent.

Go to 9.2

You have three choices, you know that each comes with its own set of
challenges.
The Northern Bridge - Its right there, you can see it. It stands before you,
heavily guarded by the King’s soldiers. The streets’ chaos has reached this
point, and they’re now stopping locals from leaving the city.
Down the Cliffs - A Risky Descent. If you have 50ft of rope and/or chain and
the courage to climb down the cliffs, you can attempt this dangerous path.
The Cart to the Merchant Bridge - A Costly Ride. If you have enough silver,
there’s a cart waiting nearby that can take you to the next bridge.
If you have exhausted all options you journey ends here, admit defeat. You
worthless shite.
Bridge, go to 11.7

Climb, go to 13.1

Cart, go to 11.3

No options, go to 23.4

You look for anything that might help. Then you hear it, the sound of the march. The
trumpets sounding. The screams. But they are in front of you, on the other side of the
gap. How could you be so stupid, you were turned around in the fog. You were facing
Grift.

Go to 19.7
8
Cross the Múr An Exodus

In the forest you encounter (d12)

Add 5 mins for each encounter unless noted.

If you roll any encounter you have already completed, nothing happens.

1. Ahead lies a patch of glowing mushrooms. Gotta decide which are safe to eat. Make a DR8 Presence test to figure
it out. Nail it, and you got d4+2 meals. Mess it up, and you’ll be hurting, -d4 hp.

2. Beware of those bloody traps! The forest is riddled with them, set by dodgy bandits and hunters. Keep your eyes
peeled and roll a DR10 Presence test to spot them. Fail: -d4 hp.

3. A 20ft drop, use rope or chain if you have it, you can cut rope to length if you have even a dull knife or use full
length. Combine with a grappling hook to regain the entire rope/chain and hook. DR3 test for each child to climb
down safely. For each 5ft you drop because of short rope/chain, -d4 hp, children are injured dropping 10ft+. Or
waste 10 mins and reroll.

4. You stumble upon a deep, dark chasm that blocks your path. The only way across is a rickety, moss-covered bridge.
To brave the bridge, you need to succeed in a DR14 Agility test and a DR3 for each child, fall in and there is no
coming back. You could always go around, but that’s going to take time, 45 mins.

5. These fucking plants just love snatching people up. Roll a DR8 Agility test to avoid their clutches. Careful, one
wrong move, and you’ll be tangled up for the next 30 mins.

6. This SHE-damned forest’s like a maze! You get turned around and loose precious time. A DR10 Presence test can
help you find the right path or risk wasting an hour going in circles, either way; reroll on this table.

7. The woods are alive with sounds that send shivers down your spine. The kids are scared witless. Make a DR8
Presence test to keep ’em calm and collected, otherwise they start to cry and slow you down costing you 30 mins.

8. You come across a moonlit clearing with an altar. There’s a hidden compartment. Spend 20 mins to try to open
it or move on. Pass a DR10 Presence test to reveal its secrets - an Unclean Scroll (Lucy-fires levitation:
Hover for Presence + d10 rounds).

9. You stumble upon a massive spider’s web spanning across the trail. To pass through safely, you need to make a
DR12 Agility test and each child a DR2 to avoid getting entangled. If any are caught, you will be delayed for 30
mins while struggling to free yourselves.

10. A monster approaches, go to page 25 then continue through the forest.

11-12. A graveyard, you can cut through here to get directly to the cliffs, go to 11.2 or continue on.

In this moment, as you hurtle towards the unknown, ironically, time seems to stretch, each heartbeat a haunting
echo in the void.

Go to 23.6

9
An Exodus Cross the Múr

You finally reach the imposing cliffs, the last barrier before leaving Grift behind stands in
front of you. Your heart pounds, knowing that your time is running out.

You may choose to wait for 1 hour, you can then re-roll weather.

Now might be a good time to stop and heal any child or yourself, takes
10 mins per and/or eating takes a total of 10 mins.

Go to 8.5

You arrive at the run down abandoned tower. The air hangs heavy with a
foreboding aura, a child clinging to you like scared a soul seeking salvation.
You make your way in and up the broken stars. It seems bigger inside than
it did when looking up at it from the forest floor. As you reach the top you
pass through a large door frame. On the stone floor, there's an ominous
inscription, carved in blood-red, that poses a haunting riddle. It reads, "In
the bleak, four paths shall weep, choose wisely to avoid the deep."

Go to 11.4

The children cower behind you, seeking


protection. But you refuse to yield. With each
step, you push back the dread in your heart. Your
presence is a force of defiance against the
oppressive gloom.

Test Toughness, your determination keeps you and the


children going, and you manage to find a way out of the
freezing fog. If you fail, lose d4 hp as the freezing cold "Leave this place!" you bellow, standing your ground
takes its toll on your body and injures a child. against the spectre. The apparition recoils, its form
wavering as if uncertain of its power. You seize the
Go to 11.5 then Go to 16.4 opportunity, rallying the children.

Go to 11.5 then go to 19.4

The bridge is bustling with activity, and the crowd is restless. There are others desperate to flee the city. King
Sigfúm’s guards patrol the bridge, keeping a watchful eye on those who dare to cross. Fear grips your heart as you
realise you are not in the clear yet.

Go to 13.8

With a fierce roar and a display of unwavering courage, you manage to fight off the Wyvern. Your bravery saved
the children, they look at you in awe, if only they knew.

Go to 11.8

10
Cross the Múr An Exodus

As you push through the brush you stumble upon something truly unsettling
– a pale, faceless creature tangled up in the vines. Its eyeless gaze still
manages to pierce through you, one massive fleshy membrane of a wing
thrashes the air. A dead vorg lays at its feet. It suddenly stops, silent now,
waiting for you to make a move.

Go to 13.2

As you step into the graveyard, a chill runs down your spine.
Moonlight casts twisted shadows over the tombstones, and
the air reeks of death and decay. The children cling to you,
fear etched on their young faces. You press on, knowing this
is the shortest way to cut through to the cliffs.

Test Presence, success go to 16.1

Otherwise go to 12.1

The cart driver is wary of the current situation, you’ll need to


make a DR8 Presence test and pay silver or trade items worth
100s to convince them to smuggle you across. Success gets Realisation dawns on you - it's a fucking puzzle,
you one step closer to your destination, but failure could and the stakes are high.
mean finding another way, wasting 20 mins.
Turn back and leave, go to 17.2
Success, go to 22.1
Otherwise, go to 14.1
Fail, go to 8.5

As the fog thickens, you hear eerie whispers that feed on your fears and regrets. But you've
faced dark shit before, and you're not about to let this break you.

As the boat crosses the dark and treacherous Múr, a sudden cry of pain pierces the air. An injured child screams. The
sound of their distress has attracted a malevolent presence from the depths below. Large, slimy tentacles rise from
the water's surface, reaching for the injured child, as if drawn by their vulnerability.

Go to 17.6

As you step onto the bridge, the sight is overwhelming. The ancient structure looms above the gapping Múr,
stretching endlessly like a colossal serpent. The murky, black waters below churn with an eerie darkness, as if
harbouring untold secrets beneath the surface. Your breath catches in your throat, realising that there’s no turning
back now.

Go to 10.6

With the Wyvern no longer a threat, you catch your breath, knowing that
you have overcome a perilous encounter.

Go to 17.7

11
An Exodus Cross the Múr

As you delve deeper, the moans of the undead echo through the graveyard. D4
rotting corpses lurch toward you, hungering for your flesh. The children tremble
with fear, and you must decide swiftly. If you seek escape, roll a d6: on 1-3, you
waste 30 mins, but find for a way out, on 4-5, a hidden passage reveals itself. 6
and you have no choice, you must face the dead.

Fight the Zombies! Core 65, if you survive go to 15.2

A way out, go to 18.1

Hidden passage, go to 17.1

You hear them up ahead, d2+1 goblins, but there’s something through the
clearing to your left. The graveyard.

Face the goblins, Core 58, if you survive, go to 10.1

Or head into the graveyard, go to 11.2

"The path of strength," you assert. Yet, a deafening roar echoes through the tower as the walls start to close in on
you. The tower's cursed wrath has been awakened, and you must now figure out how to escape its unwavering
assault before you join the forgotten souls within.

Go to 17.3

The shore stretches before you, a mix of jagged rocks, debris and corse, grey sand. The blackened tar-like waves
crash with a slow thunderous roar. You know you'll need to find the ferryman to take you and the children to the
other side.

You may choose to wait for 1 hour, you can then re-roll weather.

Now might be a good time to stop and heal any child or yourself, takes 10
mins per and/or eating takes a total of 10 mins.

Go to 12.5

As you approach the ferryman's small wooden hut, you see him tending to his boat, a long rowboat that looks
weathered yet sturdy. How the fuck will this thing get across that? You think to yourself while taking in the ferocity
of the Múr, but you are out of options. He looks up as you approach, his old blackened eyes narrowing as he takes
in your ragged appearance.

Go to 13.5

12
Cross the Múr An Exodus

The cliffside is treacherous, requiring a DR10 Agility test and D2 per You've got choices to make;
child to descend safely. A failed roll leads to injuries for you, -d4 hp, or
the children, setting back your journey. The climb takes 20 mins, plus
10 mins if any child has an injury. Lend a hand, go to 14.2

Go to 12.4 Take a bloody swing at it, go to 16.3

Or just move on, go to 8.3

Now free, the bastard hovers up, as if the wings were there just for display, stopping in place just bellow the tree
line. The child beside you speaks, their eyes fixated on the creature as they glow a blood red, their arm points to
something distant, “Beware the bridge! Look for the tower”. The child drops to the ground and as you look back
the creature is gone.

Go to 15.1

The ghostly apparition materialises before you, an ethereal figure shrouded in melancholy and despair. Its hollow
eyes stare into your soul, and the children tremble in fear, clutching your clothes tightly. The damned spectre’s
haunting whispers fill the air, recounting tales of sorrow and pain.

Go to 10.3 then go to 10.5

"Clay coins, two of 'em," he grumbles, holding out his hand expectantly. "That's the fee for crossin', no exceptions."
As he turns his gaze from you to the child making their way closer to edge of the shore.

Go to 13.6

You rummage through your belongings, hoping to somehow find the two clay coins he demands. Panic starts to set
in, and you realise that without the coins, your journey has come to an abrupt and unfortunate end.

If you have the clay coins go to 17.5

Otherwise go to 14.5

Finally you reach the other side, back on dry land. You and children jump from
the boat as it’s turned and quickly makes its way back to Grift.

Go to 24.1

As you approach the checkpoint you are stopped, residents of Grift are being turned away, forced back to join the
march to the Terion cliffs. If you have an ID to show you are not from Grift you will be let passed otherwise, lie, test
Presence DR18, fail and you are turned away.

Fail, go back to 8.5

Fake ID or Success, go to 14.7

13
An Exodus Cross the Múr

Taking a moment to study the cryptic message, you try to discern a pattern or hidden meaning. The child, hesitant to
enter the room, whispers, "The writing, the paths, they're twisted like a Shadow Prince’s labyrinth."

If there is at least one child without injury, go to 16.2

Otherwise go to 18.3
You lend a hand, Strength test DR10 or use a sharp
weapon to lower to DR8, fail and it gets violent better
to move on.
Agility test, if you succeed your quick thinking and agile
movements allow you to navigate the ever-changing room,
If you succeed go to 13.3 finding the narrowest gaps and openings to escape. If you
fail, lose d4 hp as the damn walls close in on you, causing
Otherwise go to 8.3 injuries to both you and a child.

Go to 16.4
The air chills to an icy bite, and a dense fog blankets the room, obscuring your vision. The children huddle close
to you, shivering in the freezing cold. The fog creeps into your bones, sapping your strength. "Fuck this cold!"
you curse. -1 from you Strength (min is -3).

Go to 10.3 then go to 10.4

You reluctantly explain to the ferryman that you don't have the coins he's asking for. His face remains stern, and he
shakes his head. "Then there's nothin' I can do for ya. Fuck off" he grunts. With a heavy heart, you turn away from
the shore, knowing that time is running out. You have no way to move forward and the climb back is impossible.

Go to 23.4

You and the children clamber into the boat, and the ferryman begins rowing across the water. The waves crash
against the sides of the boat, but you feel a glimmer of hope as you draw closer to the other side.

If a child is injured go to 11.6

Otherwise go to 13.7

A short relief as you realise you are no longer in a race against the clock, but you feel the suspicious eyes of the
guards still on you. People behind you clambering to get passed are pushed back in to line. Better keep moving. You
start to make your way across the bridge.

Go to 15.7

The once steady mule that pulled the cart is now lifeless, with only the rear of its body in sight, a mess of internal
organs sprayed across the bridge. The driver could be any one of the 2xD4 corpses that lay mangled and strewn
across the bridge.

Go to 20.2
14
Cross the Múr An Exodus

Stuck at a crossroads. The creature’s warning got you thinking about that
tower, wondering what horrors or salvation it holds. The thought of facing
that bloody bridge sends shivers down your spine. And don't you forget
those sodding goblins you know are lurking nearby, drawn by the chaos in
town. They ain't gonna be hospitable, that's for sure.

Head to the tower, go to 10.2

Keep moving towards the bridge go to 8.3

As the putrid stench of death wafts through the air and the
unsettling echoes of your recent battle reverberate, the path
ahead unveils itself in all its ominous glory. The fallen zombies,
now nothing more than grotesque heaps of rotting flesh, have
unwittingly played their part in clearing the way. Their departure, a
macabre gift of silence, adds an eerie touch to the already haunting
atmosphere. It seems that even in their demise, they manage to offer
a somewhat unsettling farewell.

Go to 18.1

You reach for the scroll, but your hand passes through it, an illusion. A blast of burning hot light sears your arm -d2
hp. You wrench your arm back in alarm, a primal scream tearing through the air as searing pain courses through
you. The skin on your arm sizzles and blisters. The mark etched onto your flesh burns. It oozes a viscous substance,
its heat scalding your senses. As you cradle your throbbing arm, the grim realisation takes hold: you know what this
is, a brand depicting a Psalm of the Nameless Scripture, 1:4.

Go to 18.1

You stumble out of the tower as it collapses behind you and through the edge of the forest. That was an
hour you won’t be getting back, but at last, you arrive at the cliffs.

Go to 8.5

"The path of redemption," you proclaim, your voice unwavering. As the last word leaves your lips,
the tower shimmers, and an ethereal portal opens before you. The answer is correct! The tower
somehow seems impressed with your wit, or was it just dumb luck. You step through.

Go to 18.6

With hands tightly wrapped around each others you drag are both dragged down by the beast. In to Múr below. The
dark tar engulfing you.

Go to 23.6

Half way across now, you hear the sound of the Múr and bridge below you,
iron creaking and waves violently crashing.

Go to 20.1

15
An Exodus Cross the Múr

Amongst the graves, you stumble upon a fresh corpse left forgotten, never to be put to rest. In the dim moonlight,
you can see the deceased has been adorned with belongings for the afterlife, and you decide to take what might be
of use on your journey.

Roll a d12 to see what you salvage from the poor bastard:

1-3. Identity papers, for a resident of Galgenbeck, a fake id.

4. A sealed bottle of potent spirits, useful for dulling pain or kindling fire.

5-12. Two clay coins placed on its eyes. Weird.

Go to 12.1

You contemplate the words, trying to unravel their sinister intent. Now on their knees,
running their hands over the carved stone, the child hesitantly speaks; "It talks about paths
weeping. Maybe it's about regrets or some shit?" You almost instinctively scold the child
before remembering just how little it matters in your current circumstance.

Go to 18.3

You you raise your weapon, staring at it, cause 3+ damage to kill it otherwise it will surely get free.

It dies go to 19.3

Or it escapes, move on, go to 8.3

"Stay close! Keep moving!" you shout, your voice wavering.

Go to 15.4

With all your might, you pull back the injured child, fending off the relentless tentacles. Sweat drips down your
brow as you refuse to yield, determined to keep the child safe. The beast's attempt is thwarted, and it retreats into
the murky depths with a loud, frustrated roar.

Go to 13.7

As the group close in, you brace yourself. You manage to push aside a few of the first members of the crowed, but
it’s in vain as more and more push and crush forward. Any injured child is lost in the chaos, you loose d6 hp and the
remaining children are all injured.

If you have survived and have a child still with you go to 17.7

Otherwise go to 19.6
16
Cross the Múr An Exodus

It only takes you d4x5 mins to stumble upon a chilling sight - an altar adorned with grotesque carvings of twisted
creatures, under a sky choked with looming shadows. Upon the altar lies a small, aged parchment - a sacred scroll,
its surface marred by an ominous stain that glistens eerily in the dim light. It’s sight, like a vile offering to a
malevolent power.

Reach out and grab it go to 15.3

Ignore it, it must be a trap, go to 19.2

Screw this, you have no time to waste on puzzles, you head back downstairs having wasted 15 mins. You are now
back in the dense forest.

Go to 8.3

The tower's walls groan and shift, closing in. Panic sets in as the room starts to feel suffocatingly small. Screams of
fear fill your ears and you desperately search for a way out.

Go to 10.3 then go to 14.3

With a final act of defiance, you rush toward the ghostly figure, your very presence disrupting its essence. The
apparition dissipates into the air like a fleeting nightmare, leaving behind only echoes of its sorrowful cries.

Go to 16.4

Miraculously, you discover the two clay coins in a small pouch. Relief washes over you as you hand them to the
ferryman. His expression softens slightly as he pockets the coins. "Get in," he grunts, gesturing to the rowboat.

Go to 14.6

With a sense of urgency, you must act quickly to protect the child from the impending danger. As the tentacles
encroach upon the boat, you brace yourself for the struggle. To save the injured child from the clutches of the
malevolent beast, you must make a DR14 Strength test.

If you succeed go to 16.5

Otherwise go to 15.6

The other side of the bridge is just ahead of you, its ominous structure now mostly at your back. Nothing stands in
your way now.

You made it, go to 24.1

17
An Exodus Cross the Múr

You emerge through some scrub, spot a hole in the fence of


the graveyard and arrive right at the cliffs. A further 15 mins
have passed.
With unfounded certainty you proclaim "The path of
Go to 8.5 unwavering". The air around you thickens as a freezing chill
creeps up your spine. The tower's curse resents your answer,
and you are all engulfed in an icy fog.

Go to 14.4
You just spent 15 minutes climbing those old stairs, with the clock ticking away, you weigh your options carefully,
considering the cryptic words and the damn consequences that could follow. The children anxiously await your
decision, putting their trust in you. Make your choice:

Faith, go to 19.1

Unwavering, go to 18.2

Strength, go to 12.3

Redemption, go to 15.5

Realising the danger, you quickly grab the children’s hands and lead them in a hurried retreat. You weave
through the crowd already on the bridge. In your scrambled haste, you are squeezed out the side of the crowd
towards the bridge edge, test Agility DR16 and DR4 for each child.

Any failure, go to 19.6

Succeed, go to 17.7

You quickly assess your surroundings, spotting A shiver runs down your spine. This
a few barrels and broken crates from the place is familiar, it would normally take a
overturned cart scattered amongst the bodies. day to arrive here. You seem to have been
instantly transported to the mid-point of the
If you have the Vile Flute go to 21.5 most southern bridge of Grift. The thick fog that
surrounds you brings a sense of doom, making it hard to see
more than a few feet ahead.
Otherwise go to 19.8
Go to 20.5

You take off your backpack and dig through it frantically. It’s not long before you come across the scroll. You hold it
up and tell the children to grab on to you tightly. When reading the scroll, test Presence. If you succeed, the Power is
activated, you subtract one use from your daily total,

If you fail, go to 20.7

Otherwise, go to 23.2

18
Cross the Múr An Exodus

"The path of faith," you confidently declare. But as the words leave your lips, the
ground beneath you trembles, and shadows start to envelop the tower. It's a
fucking trap! The damn tower rejects your answer, and a ghostly apparition
appears. You must now face this malevolent spirit and overcome its haunting
whispers.

You can’t be fooled by an obvious trap, and besides; Go to 13.4


you probably don’t have use for such a scroll, just
focus on clawing your way out of this cursed city,
you’ve got no taste for the putrid blessings of the
crypt-dwellers.
The creature makes no sound as it falls to a heap, still
tangled in vine. Its head slumps and arms fall loosely to its
Go to 18.1 side. It drops something, an item, a vile flute.

Go to 8.3

Presence test, succeed and the spectre’s influence weakens, and it dissipates into the air like a
fleeting nightmare. If you fail, -1 from you Presence (min is -3) and take d4 damage as the haunting
whispers take a toll on your mind.

Go to 17.4

With no time to spare, you decide to dig in and face the hoard head-on. The children huddle behind you, and your
heart swells with determination to protect them. Your fists clench, ready for whatever may come.

If you bear the brand, go to 21.1

Otherwise go to 16.6

Amidst the chaos, a sudden stumble disrupts your precarious balance. The jostling crowd around you becomes a
maelstrom of limbs and bodies, a cruel tide that sweeps you and the children towards the edge of the bridge. Panic
surges through your veins like a toxic fire, adrenaline-fuelled instinct screaming for survival.

Go to 8.4

With a deep breath you manage to steer yourself and


the children on the correct path. Your memory serves
You grab a handful of small nails and debris, hoping you well, and you find solace in knowing that you are
to distract the Wyvern and buy some time. Make a not entirely lost.
DR8 Strength test to throw the nails to create a
diversion then make a DR14 Agility test and each If you are using a light source go to 22.5
child a DR2 to lead them quickly past the creature.
otherwise go to 17.7
Fail any, go to 22.3

Succeed, go to 22.4

19
An Exodus Cross the Múr

You keep walking, the somber procession of families, wagons, and fellow outsiders continuing ahead of you. The air
hangs heavy with an unspoken sense of urgency, a shared understanding of the limited time that ticks away.

Go to 21.2

Fuck! A Wyvern has landed on the bridge-tower at the midpoint. You see it lift its head to
swallow the front half of the mule. The Wyvern’s scaly wings cast a chilling shadow, and its
piercing gaze fixates the wagon where you and the children hide. Its black, empty eyes seem
to hold a hunger that sends shivers down your spine. The situation is dire, and you must act
swiftly to ensure the safety of the children.

Make a stealthy escape go to 21.3

Distract the Wyvern and try to pass, go to 18.5

Confront the Wyvern, go to 20.4

A fire ignites within you, and you refuse to cower in fear. You decide to face the
Wyvern head-on, standing boldly in its path to protect the children. Core 62 Your heart
pounds with adrenaline.

If you survive the fight, go to 10.7

With the fog obscuring your path, you rely on your instincts and intuition to navigate the
bridge. The children huddle close to you. You make a DR8 (DR4 if you use a light source)
Presence test, trying to discern the right direction to take, ensuring you don't wander
off course and risk getting lost in the dense mist.

Fail and go to 9.2

Succeed and go to 22.2

You search around for something, anything. Desperation kicks in.

If you have Lucy-fires levitation and want to try and hover over the gap, Go to 18.7

To turn back go to 8.6

Otherwise give up now.

It doesn’t work, you lose d2 hp and you become dizzy for the next hour. If you rolled a 1 you are hit by an arcane
catastrophe core 43.

Go to 8.6
20
Cross the Múr An Exodus

As the group close in, you brace yourself. Then they slow to a stop almost right in front of you. You hear screaming
from behind. Creatures, grotesque, malformed beasts rush past you on both sides, while you stand frozen in place.
The noise is relentless. One of them bites at your arm as it passes. You suffer d2 damage if you are not wearing
armour, and one of the injured children looses grip and is lost from your sight, they are gone. The group have
turned and are running back the way they came while some dive from the sides in to the Múr out of desperation.
Creatures grab at Grift residents as they catch up to them, tossing them around, tearing them apart. Blood and
screams fill the air. You realise that there are no more beasts passing you, the carnage is moving away from you.
If no children are with you, your journey ends here.

Otherwise go to 17.7

Abruptly, a cacophony of rapid footsteps and anguished voices surges from behind, a tidal wave of
sound and motion that echoes like the tumultuous winds through the trees of Sarkash. Your heart
quickens as you turn to look – a mass of people, wild-eyed and frantic, surges through the
checkpoint, hurtling toward you with a primal desperation. Fear in their faces, an image of raw
terror etched into your memory. Stand your ground and face the approaching danger, or try to
evade the stamped.

Evade, go to 18.4

Brace yourself, go to 19.5

The children are terrified, seems normal now, and you know that any sudden movement
might provoke the Wyvern. You decide to adopt a stealthy approach, guiding the children to
move slowly and quietly. You make a DR14 Agility test and each child a DR3 to lead them
stealthily past the creature, any failure would mean death for that character.

Succeed and go to 21.4

With nerves gone to shit, but utmost caution, you manage to elude the Wyvern’s detection.
Your hearts pound in your chests as you pass beneath the shadow of the enormous beast, and
relief washes over you as you reach the other side of the bridge unscathed.

Go to 11.8

You rummage through your gear and come across the flute you found earlier, “Fuck it” you think to yourself as you
bring the strange instrument to your lips without a clue as to what it will do. You start to play, instinctively almost,
the children gasp as you see the Wyvern shift its focus from the wagon to the bodies on the bridge. Twitching,
bulging, one-by-one they pop and small meat golems emerge from the pink and charred mounds that were once
human. They seem to awaken as if from a long sleep, and stretch their small bodies as the Wyvern lowers to a
position like a cat about to pounce. Your new little friends run towards the danger. The beast looks overwhelmed.
“Now!” You scream to the children, make a DR10-1 for each meat gollum, (the number of corpses on the bridge)
DR8 Agility test and each child a DR1 to lead them quickly past the creature.

Fail any, go to 22.3

Succeed, go to 11.8
21
An Exodus Cross the Múr

Weightlessness then violence. The cart you’ve been hiding in crashes sideways to the
ground with a bone-jarring impact. The world seems to spin as you scramble to your
feet, the children beside you crying out in fear.

Go to 14.8

Amidst the thick fog that shrouds the bridge, you and the children press forward, the world around you reduced to a
ghostly haze. Uncertainty hangs in the air as your steps falter, your path twisting and turning as if guided by unseen
hands. Then, as the fog momentarily lifts, a heart-stopping realisation dawns upon you – you stand at the precipice
of a deep crack in the bridge, a ravine of impenetrable darkness that has driven everyone else away. Test Agility, fail
and you drop any light source you were holding. Test Presence.

Fail, go to 9.2

succeed and go to 23.1

The Wyvern spots you, swooping down and taking you in its jaws, this is where you die.

Go to 23.6

You hurl the nails and the bits toward the opposite end of the bridge, successfully
diverting the Wyvern’s attention for a few crucial moments. Seizing the
opportunity, you motion for the children to run. Together, you dash with all your
might towards safety. The Wyvern, momentarily distracted, doesn’t give chase,
and you make it to the other side of the bridge, gasping for breath and
grateful to be alive.

Go to 11.8

However, your relief is short-lived as a low growl resonates through


the fog. The light has drawn something to you. The hairs on the back
of your neck stand on end, and the children cower behind you as a
massive, hulking figure emerges from the mist – a Troll, Core 64,
stands before you.

If you manage to survive, go to 22.6

The Troll roars in pain and fury. In the end, your tenacity
pays off, ensuring the safety of the children and earning
their gratitude and admiration.

Go to 17.7

22
Cross the Múr An Exodus

Within the enshrouding fog, a sense of disorientation takes hold. Your gut tells you that you’ve been led astray,
heading in the wrong direction. As you turn around, the bridge seems different, foreign. A chill runs through you -
the fog has not just obscured your vision, but it has turned you around, disorienting you within its ghostly embrace.

Go to 19.7

As you spin around, the embodiment of your woes stands before you, Dreego the bounty hunter. Your escape route
seems to have crumbled away, much like your chances. Dreego's eyes gleam with a mix of greed and malice as he
presses a cold blade against your throat. "A choice, smuggler," he hisses, a wicked grin cutting through the
shadows. "You hand over the silver you owe to Desilijic, or I'll take her your head." The decision, gruesome as it is,
now rests on the edge of that gleaming steel.

Test Agility, fail and die, otherwise escape and continue where you left off

Or test Presence, fail and die, succeed and convince Dreego you will get the silver, continue where you left off

Or pay 200s worth in silver or items and continue where you left off

As you activate the scroll, a surge of energy envelops you, lifting you off the ground. Your heart flutters with a mix of
hope and trepidation as the gap narrows beneath you. The children cling to you, their eyes wide with a mixture of
fear and anticipation. The other side draws near, your escape almost within reach.

Go to 19.7

With heavy heart and a soul burdened by grief, you stand alone, surrounded by the desolate remnants of your
journey. The children are no more, lost to the unforgiving world. Every step you took, every decision you fucked up,
ultimately led to this.

The hours have slipped away like dirt through your fingers, and despite your best efforts, the time has run out. The
King’s plan has been set in motion, sealing the fate of Grift and its doomed inhabitants. With a heavy heart and a
sense of hopelessness, you find yourself trapped in the city as chaos and destruction engulf the streets. There is no
escape and you are left to witness the catastrophic end.

As life fades from your body, your journey comes to an abrupt and meaningless end. Your efforts to escape Grift have
been in vain, and now you join the the dead, probably better this way. The darkness swallows you whole. In the cold
embrace you find no solace, only an endless void of nothingness and nothingness with no end.

23
An Exodus Cross the Múr

You have reached the other side, the clock no longer ticking, you have escaped Grift.
Your task number as noted at the start.

1. Your heart sinks into your gut as you stand before Tergol’s lair. A child by your side, unaware of the sinister fate
that awaits them. Tergol’s vile grin greets you as he sees the young one, the final piece of your painful debt.

2. The children of the lord’s bloodline stand before you, their future uncertain and their lives seemingly a mere
commodity. The promise of wealth and safety awaits them. The cart awaits your delivery.

3. The bond between you and the children grows stronger with each passing moment. You can’t imagine a world
without them, and the thought of harm befalling them fills you with rage. The King’s sinister plan looms, but you
are free now.

4. Redemption calls to you like a distant beacon in the darkness. The children, innocent and hopeful, stand beside
you, unknowingly bearing the weight of your past. But redemption is not easily attained.

5. In a world where children are rare and precious, you believe they hold the key to preventing the end of days. Your
conviction is unwavering as you lead them through the decaying land. The prophecy of the world’s end haunts every
step, but you know deep down that this will shape the destiny of all if HE only acknowledges this symbol.

6. The weight of responsibility hangs heavily on your shoulders as you lead the innocent to the designated spot. The
entity that feeds on youth lurks nearby, its presence both eerie and unsettling. The child looks around, unaware of
the very possible danger they are in.

End

This adventure is
over, burn the book
but first set up your next adventure on page 26

24
Shepherd of Worms An Exodus

Shepherd of Worms
From Tveland's desolation, a cursed one walks a tortured path - a figure,
an undying presence, the Shepherd of Worms. Once Duarte, now an entity
enshrouded in chilling infamy, eternally bound to the ominous forces that
twisted him. His fate written during the harshest of winters when his
village fell under the icy grip of despair. Frozen lakes and withered
livestock bore witness to his desperation, leading him to strike a sinister
pact. In exchange for ending this biting frost, he bargained with Nechrubel,
beneath that winter sun, sealing his own transformation into a harvester
not of woolly flocks, but of writhing worms. This curse,
a relentless yoke, commands him to nourish
the horde with the innocent so that his
village might prosper.

Now in Grift, the Shepherd waits.


Before him, a crook. A cruel parody
of pastoral sanctity, stands not
only as the symbol of his past
covenant, but holds his power. When
commanded, the Shepherd's dominion
unfurls in a grotesque ballet, like
a parting sea. Weapons may clash,
spells may erupt, and a cascade of
worms may spill forth, only to be
slowly replaced by more drawn from
within the broken earth. But
remember, the horde is not
invincible: fire, the
unquenchable flames. It crumbles
the empire of worms into charred
ruins.

The Shepherd holds for Sigfúm's ploy to unfold so that his revolting flock
may feast on the souls that spill upon the black carpet of Terion's base,
but until then, they hunger.

HP 6, Morale 7, Worms -d2, Crook Strike d4

Special Worm horde starts with d4x3 HP. Acts as light armour for
the Shepherd, the horde taking the full value damage of attack.
Eg. You cause 4 damage, the horde takes 4 while the Shepherd takes 4 −d2(light armour) damage

Horde attacks in place of the shepherd when their HP is above 3


for d6 damage.

Fire causes x2 damage to worms. Each round roll a d6, on 5 or 6


more worms join the horde gaining 1 hp

Captured 200s Dead 130s Crook 80s


25
An Exodus Tables

Next Occult Treasures


Adventuresd10 d10
1. You are contacted by a strange 1. Shattered Reflection - A shattered obsidian mirror that reveals
messenger with a cryptic map. the harrowing truth behind every gaze, often turning those who
look into it into vessels of despair.
2. The river’s waters run red, a sinister
omen that coincides with the sudden 2. Weeping Dagger - A wicked dagger whose blade seeps tears of
disappearance of an occult treasure. blood as it strikes, causing wounds to fester and bleed until the
victim is drained.
3. An old ally has gone rogue, stealing
a cargo they were paid to transport, 3. Raven Quill - A quill that writes sinister prophecies in a deep,
fleeing into Sarkash. blood-like ink, but those who read them find their own doom
foretold. (Use to reroll a single dice for the next d4x20 mins)
4. Whispers claim that a wraith can
only be appeased by retrieving and 4. Veil of Shadows - A tattered shroud that grants the wearer the
returning an item taken by the Shadow ability to slip between the realm of the living and the dead, but at
King. the cost of d4 hp.

5. A crime lord needs you to collect a 5. Tormented Doll - A doll that, when squeezed, emits the cries of
package from the, now deserted, town a tormented soul trapped within, lowers the moral of all that hear by
of Harrowshade in Grift. d6, causes d4 damage to the holder.

6. The stars align, revealing a secret 6. Withering Crown - A crown of withered roses that grants
smuggling passage from Alliáns to immense power, all scrolls succeed when worn, at the cost of d4 hp
Schleswig. every 10 mins.

7. A desolate outpost south of Lake 7. Corpse Whisperer’s Lantern - A lantern that casts a dim light
Onda hides a rumoured haven for which draws forth the restless spirits of the dead, compelling them
smugglers, but none who venture to reveal their secrets.
there have ever returned.
8. Sanguine Veil - A crimson veil that obscures the wearer’s vision
8. An eclipse sends a cult into a blood but grants the ability to see the last moments of those who have
rage frenzy. died in a place.

9. The town’s leader is rumoured to 9. Soulbound Shackles - A set of shackles that binds a creature in
possess a stolen item with the power to place for d4x10 mins.
control minds.
10. Bone Harp - A harp made from the bones of the deceased, its
10. A hidden society of thieves and haunting melodies can mesmerise and manipulate the minds of
smugglers seek a new leader. those who listen. DR-4 Presence tests for convincing.

Strange 3. Scarred barkeep, eyes hide tales. 7. Disfigured child, sees lost souls.

Messengersd10 4. Haunted cat, watches your path. 8. Omen raven, caws foreboding.

1. Mocking ghost, an old grudge. 5. Note under pillow, Fate’s inked. 9. Straw doll, speaks only to you.

2. Silent beggar, cryptic motions. 6. Alley creeper, shadowed secrets. 10. Mirror glimpses, dark reflection.
26
Tables An Exodus

Crime Families
& what they want
Cults
& their practices
d10 d12
1. Cult of the Ebon Chalice - Practices "Chalice Bathing" - Members
1. Djurblod Family - Vial of rare viper- bathe in the blood of sacrifices for eternal beauty, resulting in a
hare venom, a potent weapon. grotesque and unsettling appearance.

2. Björnsson Family - Tarnished silver 2. Order of the Rotting Whisper - Practices "Flesh Etching" - Cultists
spoon, an heirloom holds a curse. carve agonising secrets into their own skin, creating a living library of
suffering.
3. Nordstrom - Golden snuff box
concealing a deadly poison. 3. Sect of the Withering Seed - Practices "Desolation Rituals" -
Cultists scatter seeds they have consumed and passed, that grow into
4. Järnvik Syndicate - Small locked monstrous, thorny plants, consuming all life around them.
chest with incriminating evidence
against rival families. 4. Disciples of the Juggler - Practices "Mirthful Mutilation" - Cultists
carve twisted smiles into their faces, resulting in a horrifying,
5. Blodmåne Cartel - Ornate dagger permanent grin.
used to seal unholy pacts.
5. Coven of the Eclipsed Eye - Practices "Sightless Seers" - Cultists
6. Gardspys Consortium - Stolen blind themselves with hot arrow heads, they believe this will open
painting holding coded messages. them to seeing a way to prevent the end.

7. Svarttorn Syndicate - Direhorn staff 6. Children of the Silent Veil - Practices "Veil Dancing" - Cultists wrap
channeling dark magic. themselves in layers of suffocating fabric, believing it brings them
closer to an SHE.
8. Vinterhjärta Clan - Frayed blood-
stained flag, symbolizing their bloody 7. Society of the Whispering Abyss - Practices "Echoing Madness" -
rise to power. Cultists continuously whisper and repeat mantras until they descend
into incoherent madness.
9. Dimmi Family - Antique keys
unlocking hidden underground vaults. 8. Order of the Thirsting Wyvern - Practices "Eternal Ignition" -
Cultists ritually set themselves on fire and attempt to remain aflame as
long as possible, believing it brings them kinship with Wyvern.
10. The Union - Stolen grimoire, a
source of forbidden knowledge.
9. The Forsaken Chorus - Practices "Vocal Drowning" - Cultists
immerse themselves in water, using their last breaths to sing
Stolen Items mournful melodies that summon eerie echoes.

1. Engraved Silver Chalice


d6 10. Followers of the Ashen Oath - Practices "Embrace of Embers" -
Cultists coat themselves in ashes and sit within burning braziers,
embodying the transient nature of life.
2. Bloodstained Book
11. The Unseen Convergence - Practices "Clandestine Union" -
3. Jewelled Dagger of a cult Cultists believe in merging their souls into a collective consciousness
through dark rituals, resulting in twisted psychic connections
4. An Occult Treasure
12. The Paraponera - Practices “Crescendos of Burning” - Cultists
cover themselves in the ants of Tveland and are repeatedly stung, they
5. Ivory Carved Statue now feel no pain.

6. Thornback Skull Amulet


27
Character Sheet
Name Strength

Task # Hp Agility

Description Presence

Toughness

Omens

Powers (Presence +d4 x per day) Max damage, Reroll, -d6 damage,
DR -4, No Crit/Fumble
Time Remaining
:

Hour Min
Children
Injured Infected

1
Weapon
2
Weapon
3

Armour 1 2 3 4
-d2 -d4 -d6

Backpack (max 12 medium sized items, group smaller items) Silver


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