Consequences – Part 2: The Tears of The Widow
by Dane Leitch · Published · Updated
Below is the second of four parts of Consequences.
For best viewing, please follow this link.
The entirety of the adventure has also been pasted below.
Anyone who has taken a look at the first part of this adventure will realize that I am no mapmaker. All the maps within these adventures are “back of the napkin” level detail. A general sense of the area is provided in order to help the GM get a better idea of what is intended.
“The tears of the widow drip like rain, a sorrowful story made real.
Once bound for life split forever by death great pain I’m sorry you feel.”
Part 02: The Tears of The Widow
A week ago, a group of adventures saved at least part of the militia of Fenrick’s March. So few survived, however, that it is impossible for the hamlet to effectively protect themselves. It will be many years before the militia is back to its full strength. In the interim, an alternative means of protection must be used to fend off the attacks of bandits, creatures, and wild tribes. Within the bottom floor of Rhulstone Tower is a collection of artifacts from its founder Fenrick Storigg’s journeys. Having an interest in history rather than raw power, most are inert and useless. One stone altar, however, is used by the hamlet as a power source, a battery of sorts for the lights and various devices around the village. The players are tasked by Town Magistrate Allyss Fenrick to find and recover two artifacts mentioned in Fenrick’s journals. After a time of research with the magistrate, the party travels to two sets of nearby ruins. One is within the Cavern of Fear and Loathing which was visited in the first part of this adventure. The tomb is a dungeon crawl where players are beset by guardian spirits put in place by its Orgoth creators. The other is to be recovered from an ancient fountain where Fenrick Storigg said farewell forever to his dearest love.
During the Quiet Century research and exploration were at their peak. One group of archaeologists led by Fenrick Storigg sought out Orgoth ruins in order to better understand the former oppressors who were quickly falling into legend. Fenrick and his allies travelled far and wide until they settled in one especially quiet corner of the Iron Kingdoms. Content to study rather than become embroiled in the mounting political chaos, Fenrick and his team enlisted the aid of Rhulic friends and built a small tower to serve as a research base for the various ruins scattered across the region. Rhulstone Tower grew and around it a town took root. Never particularly large, its people named the town Fenrick’s March. Overlooked in the battles and wars which raged in the scores of years after its founding, Fenrick’s March proved a refuge for study and research. Though Fenrick is long dead, his legacy persists.
While many in the Iron Kingdoms sought protection in urban centers, the people of Fenrick’s March trusted in their own prowess. Founded so far from civilization, these villagers learned to protect themselves. Fenrick’s March is the quintessential middle of nowhere podunk village, mostly oblivious to the outside world and dependent on little more than their own abilities and resources. In recent years their need for protection has grown. Thirty years ago a new Magistrate enacted brutal measures to maintain safety and independence. After three decades, brutality is now second nature.
The young men and women of Fenrick’s March train long and hard to protect their village from bandits, beasts, and other evils which are liable to wipe an easily forgettable copse of houses from the surface of Caen. This militia has grown more than capable of accomplishing their protective purpose. Fenrick’s March harshly stamps out any nearby banditry and thievery. Occasionally a gang thinks themselves capable of a quick smash and grab operation and are beaten like dogs. Rumors say the people of Fenrick’s March are unforgiving in the justice they dole out. Rarely do invaders live to tell tales of the warriors who wear the mist like a cloak. It’s this brutality which protects Fenrick’s March as much as the strength of her militia. Prisoner’s heads are stacked at the borders. Eyes and teeth removed. Jaws locked open. Tongues weighed down with an ocher stone.
Many years have passed since the Marchers last knew fear. Then in the dark hours of one terrible morning, it was not a force of bandits, but of organized Cryx attackers who descended upon the town. Although the alarm sounded and militia formed up, they failed. Surprisingly few died. Disarmed and captured alive, their fate is unknown. This defeat has shocked the tiny hamlet. Survivors have barricaded themselves in Rhulstone Tower, the modest temple of Menoth, and the more extravagant Morrowan church. Villagers hide fearing for their lives. While only ten or so were killed, forty militia members were taken. The handful who remain are too old or too sick to defend the village. For the first time in a generation Fenrick’s March is defenseless.
The timely arrival of capable adventurers assaulted the Cryxian camp and rescued some, but not all, of the militia members. Now the people of Fenrick’s March need a way to defend themselves and rebuild.
The Cavern of Fear and Loathing
Like many of the Orgoth ruins which dot the landscape of the Iron Kingdoms, the builder of what is now known as the Cavern of Fear and Loathing, along with its original intended use, have been forgotten to history. Most recently the crew of the Red Dawn, led by Karyx Bloodstar and her Bile Thrall Quartermaster Etienne, used the cavern to collect what was known as the Ichor of Fate. This earthy-orange hued liquid was made from the stolen blood of militia members and cost many their lives. What else is hidden within this cavern has not been explored since Fenrick Storigg’s original expedition centuries ago.
Fenrick’s expeditions and research learned that the cavern is more than its antechamber suggests. It was here that Fenrick’s thirst for adventure would be expunged from him completely. He learned a method for accessing the tomb behind the stone faces he named Fear and Loathing, but was unable to fully explore the tomb as the initial incursion was a rout. According to a journal preserved within Rhulstone Tower, Fenrick and his allies entered the tomb and found themselves beset by a malignant spirit. Over and over they struck down the spirit, but its power was too much for them and they were forced to retreat and regroup. While recovering from their first attempt Fenrick’s dear friend and lover Favia di Graza entered the tomb alone. The group never learned why she attempted to infiltrate the tomb without assistance, but she never came back out.
After that loss, the Cavern of Fear and Loathing was left behind and none seem to have returned to unlock its contents. Only a few lines of helpful text regarding the tomb were recorded in Fenrick’s journal and those lines were stained with tears. The next pages of his journal are tear stained and tell of his journey to a fountain he and Favia loved so dearly. Into that immeasurably deep water he cast the Orgoth relic necklace gifted to him by his lost love. Fenrick settled down as a hermit in the basement of Rhulstone Tower and never returned to adventuring.
Cast of Characters, Antagonists, Allies, and Locales:
In addition to the characters brought by the players, a number of non-player characters fulfill necessary roles in the story. Antagonists are outlined in detail in their first encounter. NPCs which are not expected to require stats may reference a page in the Core Rules or relevant supplement instead.
An easily forgettable hamlet, Fenrick’s March has a small common square around which a modest Inn, which doubles as a community center when needed, a Morrowan church which is also capable of housing the entire village, a small Menite temple built more like a fort than a church, and a very old shelled stage used during festivals and court hearings. On the stage there is a large crank driven siren which calls up the militia. A gift from a generous traveler years ago. Farms that are little more than subsistence plots surround the region with the furthest a mile or so away. Both livestock and fields are surrounded by sturdy fences. The road through Fenrick’s March could go anywhere, but truly goes nowhere. Other than some nearby Orgoth ruins there is nothing special about this place at all. It is just another inn for the occasionally traveler to use so that they do not have to camp in the wilderness. Secretly record positive and negative actions to determine how the townsfolk feel about the players. Assume that any theft is later discovered and natural distrust causes the people to blame (even if they do not formally accuse) the party. The standing of the party within Fenrick’s March will be of great consequence in Part 4 of this series. Make an effort to carry positive and negative effects forward during every visit to the hamlet.
Town Magistrate: Allyss Fenrick (human, 60s, cold and serious)
Allyss has served as magistrate for thirty years. Although she has begun training an apprentice to receive the title after her, the severity of her personality has caused a number of possible trainees to suddenly decide farmwork back home wasn’t so bad. Even with the majority of the village gone, she does not descend into despair. Her husband was captured and killed by the Cryx who invaded along with much of the militia. Even this has done nothing except deepen her resolve to protect Fenrick’s March. Upon hearing the news tears began to trickle down her face. This constant flow of tears cannot be heard in her voice and she does not acknowledge their presence. Allyss potential for villainy has been tempted in a way she has never faced. It is unlikely she expected the consequences of so many decades of viciousness would have on her soul.
Militia Captain: Georick Fenrick (human, 60s, militant and disciplined)
All that is left of Georick is a journal of regrets. He has had great difficulty enacting the terrible vengeance upon those who cross the March with hostile intentions. If it is discovered, his journal reveals not only his reservations, but also his resolve to never share that trepidation with his wife. She believes firmly that her methods are sound. He was perhaps the person most aware of the consequences of actions and his journal reveals long years of questioning the wisdom of his wife’s command for brutality. His body is interred in the modest catacomb beneath the Menite Temple.
Inn Keeper: Freitag Sigmur (rhulic, 40s, mercantile and suspicious)
The Inn of Fenrick’s March is an expertly crafted six story building named Rhulstone Tower. Beneath is a secret room used many generations ago by Freitag’s forebearers and Fenrick Storigg himself. Within are many monuments and relics of the Orgoth occupation. Nearly all are inert with a notable exception of an altar which powers all of Rhulstone Tower through mysterious energies. Freitag’s family tied their lot to Fenrick’s March when Fenrick’s expedition first passed through this beautiful out of the way region. Now, eight human generations later, the Sigmur clan continue to honor their commitment to the hamlet. Although a young Sigmur will journey back to Rhul to find a wife, there have always been a small handful who remain to watch over Rhulstone Tower. Within is an alchemical laboratory, a mechanika shop, along with a kitchen, common room, and guest accommodations as well. Though often referred to as the Inn Keeper by the humans of the hamlet, Freitag is actually Master of the Tower and oversees the work of his cousins, a few aunts and uncles, and his children who make life in Fenrick’s March that much easier. He carries the burden of his great great great grandfather by caring for the descendants of Fenrick just as Fenrick was cared for by his ancestor. Freitag knows well the consequences of tradition and obligation as his children have slowly moved either back to Rhul or sought more interesting homes.
Militia and Defenses
Depleted to around 20 well trained men and women between 15 and 60. Armed with voulge-rifles and short swords with pistols scattered throughout the ranks, this small group has lost a great deal of confidence in their abilities. Now that so many of the militia are depleted there is a fear that crime will rise before the militia reaches full strength. The first crime of passion in decades has already taken place as a murder-suicide rocks the tiny hamlet.
The Cavern of Fear and Loathing
Like so many of the abandoned Orgoth ruins, crypts, and temples, the original use of this cave is lost to the annals of history. Built into the back of a shallow 80-foot cavern, fairly well preserved piping and stonework are still intact. On one side is a raised platform. Three store pedestals with bowl-like tops sit beneath hooks set deep into the ceiling. Partially decomposed piping runs behind the platform to a large face set into the wall. The face has been carved in the Orgoth style with a look of abject terror frozen on its features. The mouth extends out and opens upward toward the broken piping. On the opposite side are small dry aqueducts that run to a second carved face. An unmistakable look of disgust marks this face. Again mouth is open and extends ready to catch what falls from the ancient plumbing. Three figures of carved stone lean heavily against the rear wall. Human in size and appearance, the naked statues are either holding something in or trying to push down the wall. Each has mouth open and lifted except for one whose head was long ago destroyed. Only an empty void which leads down through the neck remains. Above the three figures is a single massive entity. Vaguely human in appearance, the creature appears to be pulling is massive body through the wall. Clawed hands press against the stone as half its chest, neck, and head extend outward. Wicked fangs fill the gaping open mouth and a long rippled tongue stretches out above a bowl topped stone pillar. The wall to either side of the beast is covered in a repeating pattern which an astute researcher would discern as writing. Within is a long tunnel driven deeper using a sacrifice of blood. A number of dreads and an entombed guard the crypt where their Deathless Lord sits enthroned. Within the first large chamber a pack of man-eater barrow mawgs have tunneled into the complex.
Fenrick’s March Disposition Toward the Party
Throughout these four adventures the successes and failures of the party can affect the disposition of the hamlet as a whole toward the group. During various points in this adventure the general feelings of the Marchers toward the group should be used in considering how easy it is to get help from the citizens of this paranoid corner of Caen. Secretly track this disposition for the final scene of the adventure, show the feelings of the town whenever appropriate.
Open Doors, Closed Hearts
As the initial scene unfolds the consequences of the loss of the militia are deeply felt. The depleted militia trains harder and harder to make up for lesser numbers. Allyss has been affected profoundly on an emotional level. She is constantly silently crying, but refuses to acknowledge the tears. She greets the party as coldly as before and asks them to come with her. Below the first level of Rhulstone Tower is a basement level full of Orgoth artifacts. Here the group is shown an altar which powers the lights of the tower and the hamlet itself. While here the party is asked to retrieve two items from one of two sets of ruins.
Getting the PCs Involved
Consequences: The Tears of the Widows does not establish either a specific geographic region or purpose for the PCs arrival at Fenrick’s March. Although reasonably close proximity to the coast is assumed to be within raiding distance of a Cryx ship, any location could work without too much difficulty. Some possible hooks to draw them into the next adventure are below:
- Following the events of Consequences: The Blood of My Enemies, the party feels a certain responsibility to the hamlet and seek to secure the village defensively before moving on to new adventures.
- A small group of Rhulic merchants travel through the town in which the party is staying. Casual conversation reveals that they are from a place called Rhulstone Tower in Fenrick’s March. It seems the defenders of the hamlet were recently slaughtered in a fight and it is no longer as safe as it once was. They are sure that the people would appreciate relief from the dangers around them, but until that happens it is best to find new markets.
- Through the Morrowan or Menite church the party receives word of a priest/priestess who is in an ill fated relationship with a member of the opposite religious body. While the practices of small parishes on the fringes of civilization may otherwise be irrelevant, it is simply inappropriate for the priest/priestess to engage in such behavior. They must be retrieved.
- A desperate letter arrives from a small hamlet. Their defenses have been depleted and bandits are on the prowl. If someone would come to assist them then there would be a modest reward.
Mixing hooks and giving partial information to various party members can reinforce the importance of investigating this area and in many ways will elevate the mystique surrounding it. Additional information about Fenrick’s March is incredibly difficult to find. First and foremost, it is a tiny, nearly insignificant place. Outside of its own internal history, nothing of note has ever taken place there or at least is nowhere recorded. Second, an unusually high concentration of Orgoth ruins in the vicinity has had a perception blocking effect on anyone trying to nail down what is present in the region. Any skills used to gain information about Fenrick’s March suffer a -5 penalty.
Narrative Encounter 1
A Sorrowful Exchange
After spending an evening as special guests in Rhulstone Tower, the party are met by the town magistrate, Allyss Fenrick. She briefly speaks with the group summarizing the events of the last few days. The magistrate takes them to a hidden room beneath the tower in which she reveals the source of the town’s energy, an Orgoth altar. She asks the group to retrieve two additional items that will complete a defensive array large enough to protect the hamlet.
Read the following aloud
“The last few days have been difficult to say the least.” Though her voice does not falter and no sob can be heard, tears drip down the face of the woman standing before you. The natives of Fenrick’s March are a stubborn and independent people not used to seeking outside aid or even receiving outside attention. “The militia has protected us from so much we never imagined they would fall. It is astounding to realize how defenseless we really are. That must change. Fenrick’s March must stand on its own as it has for generations. Please, follow me. There is something I must show you.” The woman turns, simply assuming you will follow. Her grey hair cascading down her back as her perfect-postured form moves toward the lift. When the doors open again she moves beside the rhulic innkeeper and nods. He steps aside and pulls a lever revealing a staircase the spins downward beneath the ancient tower.
Below is a museum worthy collection of recovered and restored frescos, statues, tablets, and stoneware of all kinds. Even to an untrained eye, the collection is magnificent and must have taken decades to accumulate. A large shield seems to be part of the current research. Multiple lenses and other devices surround the half face image seemingly grown into the metal. Beside the other items are small podiums with closed folders. Some thick, most thin containing little more than a few sheets of paper.
The woman with the tear-streaked face stops in the back before a stone altar covered in rust brown stains sitting on top of a metal plate with prongs and resistors rising up from it. Around the rim of the altar are twisted stone faces, some have mouths open revealing sharp teeth with a tongue extended upwards, others have mouths closed and a contented look. Any number of wires run from the prongs up through the ceiling and most likely throughout the rest of the hamlet. “This artifact powers our hamlet. I believe it also has the power to protect it. Please take a moment to look at what we Marcher’s have acquired over the years. We know what we are doing, but I must now admit that we need help to accomplish our greatest project.”
Give the characters the opportunity to explore the room. Investigation of any of the research journals reveals notes of tests, reactions, and presumed history along with data about what else was found near the relic. Most of the dossiers begin with a piece of paper which says “After extensive and intensive testing, this object is hereby classified as ‘inert curiosity.’” The book is signed by a magistrate and dated. Research TN:12 or Lore (Orgoth) TN:10 can be used to check the research. Anything less than the TN confirms the findings. If a player meets or exceeds the TN then one of the vessels classified as “inert curiosity” is actually of additional interest. Perhaps some sort of clerical error classified it incorrectly. Eight hours of research and a Research TN:14 check identify an item as Abdiel’s Abundant Soup Pot. New boons and curses are outlined in Appendix A.
Study of the altar is separate from study of other artifacts in the museum. Allow other skills within reason, but likely skill use is in the table below.
If confronted about the blood, Allyss freely admits that the periodic sacrifice of livestock on the altar keeps the power running in Fenrick’s March. Attempts to Interrogate or Intimidate Allyss are met with a -5 penalty and she becomes indignant. Her husband and a significant portion of the hamlet’s young men and women have been killed. She has no interest in dealing with the hostility of strangers from whom she is seeking help. Hostility toward Alyss causes Fenrick’s March Disposition to decrease by 1. After the party has spent some time exploring the research lab, or are preparing to leave, Allyss speaks up again.
Read the following aloud
“Will you help us?” She lifts her tear streaked face to meet your gaze. “It is obvious we cannot protect ourselves. Even more drastic measures are necessary. We have researched the relics and journals of our forebears and have reason to believe the obelisks which surround our hamlet can be powered to protect us. It seems Fenrick sought to complete the work himself, but lost all interest after his lover died so tragically. Three additional pieces to the device must be acquired. A tentacled statue meant to direct the flows of energy theorized to be within the Cavern of Fear and Loathing and a pair of focusing gems which Fenrick and his lover Favia each wore. I can guide you to either, but have precious little additional information to provide. Fenrick’s research is sound. His journals are mostly complete. These items will allow us to power a protective fence around our village. With that defense active, we will rebuild.”
Players may decide which relic to collect first. In either case, Allyss is willing to send a guide with them to ensure they reach the proper location of the tombs, but the guide will not enter. Too many have died for additional strength to be risked. She does offer the help outlined below. Once Scene 1 concludes: The Cavern of Fear and Loathing is outlined in Scene 2, while The Eternal Well is outlined in Scene 3.
In regard to the Cavern of Fear and Loathing read the following aloud
“Take this.” Allyss hands you a shrunken head, its skin blackened and leathered. “Fenrick’s journal spoke of the Ichor of Fate which can be created within the Cavern of Fear and Loathing just a mile west of here. It should only take a small amount poured into the mouth of that totem to awake the ancient slave long enough to convince it to beg entry. The doors will only open upon the request of a genuine servant of the Orgoth Lord interred within. Any details as to how Fenrick or his beloved achieved this task were not recorded. When she disappeared within, the head was left on the cavern floor outside the crypt. In regard to the interior of the tomb, Fenrick cautioned of a persistent threat from an entombed guardian and a blood cost necessary to shift the walls. This was before Favia entered alone when the group sought to explore together. After she was lost, so too did Fenrick lose all interest in exploration. We were planning an expedition of our own in the next few weeks, but that had to be reconsidered in light of recent events.”
The player’s receive Horgorth’s Head an Orgoth relic described below. Allyss is willing to clarify anything which has been discussed above, and knows some of the background information about Fenrick and Favia. If pressed for a reward she suggests that the tombs are full of valuable items and likely untapped wealth from their Orgoth builders. A request for an upfront reward results in a letter of credit to use for goods from Freitag above. Reduce Fenrick’s March Disposition by 1 in this case. Frietag has a number of mundane items along with simple alchemical mixtures and very few weapons.
Skill Encounter 1
The party may wish to address the Eternal Well first. In this case there is a brief skill encounter to encourage the party to learn more about their destination before venturing forth. Failure to collect helpful information will keep an air of mystery around the Combat Encounter in Scene 3. Success gives them a vital heads up which will shorten that combat drastically. The read aloud text assumes the PCs are speaking with Allyss.
In regard to the Eternal Well, read the following aloud
“About a mile south, there is a fountain fed with waters pouring from faces twisted in sorrow. The basin is said to be bottomless and Fenrick’s journals record multiple attempts to gauge its depth, all met with futility.” She goes to a nearby bookshelf and after looking at the spine of a number of texts pulls one down and cradling it gently extends the text to you. “This is the record of Fenrick’s study of the Eternal Well, perhaps you can find aid within its pages. Following the death of his love, Fenrick records throwing his necklace into the well. Part of a matched set, Favia likely, hopefully, is still wearing hers within the Cavern of Fear of Loathing. If not we will have a new knot to unravel. Those gems were explained in great detail within Fenrick’s research and I am certain they can help me finalize the defenses for my home.”
Successfully learning the alchemical recipe and spending one hour of work creates a clear sticky facial mask which renders the inky issue from the guardian inert. At the end of the hour the alchemist attempts an Alchemy roll TN:12. A success creates 1d3 doses of the cream. One additional dose is created for every 2 by which the alchemist exceeds the Target number. The players may be content with the information that there is a fountain and recover none of the other helpful tidbits. Failing to help themselves does not have a directly negative impact on the rest of the adventure, but it will result in a much more difficult Combat Encounter in Scene 3.
Removing the Curse of the Krakaita is up to the Game Master and could be as simple as killing a Krakaita allowing it to be removed during this four part adventure.
The Cavern of Fear and Loathing
Prepare for scene 2 to run long. This scene is a dungeon crawl and by their nature dungeon crawls take extra time. This may be the second or third scene of the adventure depending on the order in which the party progresses. One overarching threat hangs over the heads of the party as they address the smaller issues within. Pay careful attention to the abilities of the party and if they are stretching themselves too far in the first few combats either simplify subsequent battles, or hint at a need to use feat points to “walk it off,” go rest, recuperate, and maybe research how to best address the current situation. The recurring threat of the Entombed will be somewhat difficult to track. Strictly speaking the creature arises after 1d3+1 minute and on average will be back to full vitality after an additional 1 minute. Feel free to use the creature cinematically wherever a threat would be appropriate, or run the scene in “combat time” running off the clock for investigative actions that would take longer than 6 seconds.
Skill Encounter 2
Fear and Loathing
This encounter occurs when the party arrives at the Cavern of Fear and Loathing. For parties which participated in the first part of this adventure, both the location and likely the means for creating the Ichor of Fate will be familiar. Others will have an additional step before proceeding. A colony of Burrow Mawgs have broken into the cavern through a sidewall and have drug away any bodies. If the party did not specify what to do with any Ichor of Fate collected in the first part, then Allyss has stored it away for later and does not make mention of it.
Read the following aloud
Rain begins to fall as you reach the mouth of the cavern of Fear and Loathing. Your guide shows no fear, but points into the cave before turning to walk through the rain back to the hamlet. The eighty-foot deep cave is dominated by a monstrous figure seemingly pulling itself out of the wall. Its large fanged visage is cast in gleaming metal. A wickedly long tongue extends out and down more than three feet from its face. Beneath is a stone basin stained an orange hue. Behind the basin three human shaped figures appear to be either holding back or pushing toward some unknown danger. Faces twisted in exertion they have open mouths. One’s head has broken away, leaving a hole leading to a cavity within. Flanking the central naked human figures are two other faces. Both of these have mouths puckered upward to catch whatever once flowed through the remains of pipes above. Much more recent plumbing seems to have been installed as well. One has a look of disgust in its motionless eyes, the other abject terror. Etched into the wall is an incised repeating pattern. On the terror side of the cave is a raised platform, ten feet above the cavern floor. Hooks are set in the ceiling above basins which drain into the ancient pipes. On the side of the disgusted face there is what seems to be the remains of an aqueduct of sorts.
Players must create some of the Ichor of Fate in order to awaken the Orgoth servant and enter the tomb. For a group familiar with the Cavern of Fear and Loathing it is merely a matter of pouring blood and water into the faces on either side. The blood must be taken by force and the water must be from either a stream or rain. Some parties may even have some Ichor of Fate from their previous adventure. A party unfamiliar with the Ichor of Fate should use the following skills to determine what needs done. Giving up blood willingly requires 1d6 damage, while stealing it only requires 1d3 damage per dose.
Once convinced to help the party, Horgorth calls out to his master and tells the party to feed his friends. No need to give him more, he will help push. With a cascade of dust and stone the wall the three figures are leaning against moves backward twenty feet. The entirety of the interior of the tomb is illuminated with dim light by glowing orbs set in the walls.
Read the following aloud
The wall groans loudly and slides inward. Dust, dirt, and stone fall from the wall as it moves. A gust of air bursts forth from the statue above extinguishing all light except that within the tomb. (Any light sources, even ones that do not rely on flame, sputter and go out, they can be relit without difficulty) A whisper is carried on the air current. Although you do not understand the language, the warning is easily discernible, “go away.” The wall thuds into place thirty-five feet into the revealed foyer. Stale air fills your nostrils accompanied by the coppery taste of blood. A sickly orange glow illuminates its interior.The dim light is sufficient to see, but causes a great deal of strain. Almost immediately a gnawing headache takes root behind your eyes. All of this suggests that you are not welcome here. Stonework has been carefully cut and tightly arranged. Paintings and calligraphy cover the interior of the crypt. Fenrick’s heart would have raced at the prospect of what could be learned from those perfectly preserved images. Two metal doors are set into the adjacent walls and an six-foot rune is carved into the center of the floor of the revealed thirty-five foot wide room. The tomb awaits.
Combat Encounter 1
Crossing the threshold triggers the entombed guardian of the crypt who races to confront the intruders. It arrives after every party member has the opportunity to take some sort of action following entry into the tomb. Whenever the central rune is touched an even more powerful gust of wind bursts forth and light sources (including the orange glowing wall orbs) are again extinguished. All players are pushed 1d3” in a random direction, Physique or Agility TN:12 resists the push. The wall orbs relight themselves after 1d3 rounds casting dim light at first then bright light the next round. This may happen in the middle of combat. If so, treat any character without darkvision as though they were blind. The Entombed is not affected by darkness.
Read the following aloud
As you cross the threshold a sense of dread fills your heart of hearts. This tomb is unlikely to be empty.
Combat with the Entombed is not expected to be overly difficult. The creature will return after being destroyed and serve as a persistent threat while the party attempts to explore the tomb.
Neither of the doors in the sidewalls are locked, but the one on the right is jammed.
The Entombed attacks without restraint or mercy. It is a brute force combatant who will not flee from battle. It fights to the end because it knows it will be back soon. Every time the Entombed returns it attacks the party member who struck the killing blow. Once it has fully recovered (after 1d3+2 minutes or via Game Master fiat) it makes its way back to the party, wherever they are in the tomb and attempts to take them by surprise. The Entombed has a +3 sneak and receives a +5 bonus due to its ability to hide in the floors or walls. Only the target and party members trained in detection are permitted a roll to detect the Entombed before it attacks.
First encounter with the Entombed takes place in the entry foyer of the Cavern of Fear and Loathing. In the center of the room is a six-foot diameter rune and pit traps are hidden in each corner.
Ward Rune: Touching the rune causes a gust of wind to blow which extinguishes all light sources and pushes all non-incorporeal creatures in the room 1d3” in a random direction.
Orgoth Pit Trap: Each corner of the room has a 6’x6’ trigger plate. Touching that trigger opens a 3” AOE 12’ deep pit centered on the plate. Special Rules: Characters activating the trap must pass an Agility roll TN:14 to avoid falling in the pit. Characters that fall into an Orgoth pit trap suffer a POW 12 damage roll with an additional die of damage. Once in the pit, the AOE remains in play for 1d6 rounds before the trap door resets. Characters in the pit gain cover and do not block line of sight. If a character takes damage from a fall into a pit it is impaled on the hooked spikes within. Impaled characters remain knocked down and suffers d3 damage points each of his Maintenance Phases. The character cannot regain vitality even if freed from the spikes unless treated by a character with the Medicine skill. Treating the wound takes a full action but does not require a skill roll. A character wishing to be free from the spikes must spend one full action and succeed at a Willpower TN:15. Characters in the pit may leave the AOE on a successful Climbing TN:12. Detection: Spotting a hidden pit trap before it is triggered requires Detection TN:14. Characters trained in Detection may make a check the first time a trigger enters their line of sight. Disarming: A hidden locking mechanism may be used with a Mechanikal Engineering TN:12. This roll is likewise needed by a player attempting to escape a pit that has reset.
Once the Entombed has been temporarily defeated the party may continue as they see fit through either the easily opened door, the jammed door, or by offering blood to the statues. The first statue’s face has changed. It now resembles the sneering faces you saw on the altar in the basement of Rhulstone Tower. Lettering has also appeared over the heads of the figures which was not there before. Cryptography TN:15, Research TN:16, Lore (Orgoth) TN:12 or by asking Horgorth deciphers the writing above their heads. Blood freely given, flesh needs to tear, more now is needed, who has some to share? Any PC may cut themselves in order to offer their blood. The tongue extends deeply and painfully into the wound, reducing that PC’s life spiral by 1. Roll 1d6 and rather than dealing damage to that branch, remove the first box permanently (depending on the personality of the Game Master these life points may return at a rate of 1 per week of rest). It does not matter if the life spiral box is marked or not, just remove that health point.
Narrative Encounter 2
The final resting place of Favia di Graza, within is a twenty-four foot wide, forty-eight foot deep room full of shelves upon shelves of ancient food items. Jars of olive oil, grains, board games, pottery, dishes, stools, and any number of other mundane items have been placed in storage likely for the use of the Orgoth Lord in the afterlife. Keep an eye on the amount of time that has passed as the Entombed will return after 1d3+2 minutes.
Read the following aloud
The door opens with a hiss. It seems that the room was devoid of air before the seal was broken. Shelves line the walls and floor of this relatively quiet room. Board games with carved ivory and heavy pewter pieces, jars of oils and grains, pottery, cutlery, dishes, pots, stools, honey, oats, and almost everything else imaginable fills the shelves. Mummified cuts of meat, chests of salts and spices, and even the remains of chickens in cages, are spread around the room.
Strictly speaking, items like honey, rice, and salt are all still edible. Practically speaking it would be ill advised to eat many century old food, especially that prepared for an Orgoth Lord. This room only serves the purpose of meeting the needs of the Orgoth Lord in the afterlife.
Around Favia di Graza’s neck is half of a gem given to her by Fenrick a century and a half ago. Etched into the gem is a message of love. When the gem is touched for the first time the temperature in the room drops significantly. Favia’s specter rises to silently address the party. Her face depicts quiet regret and her gestures suggest gentle mercy. She glides to the most wounded member of the party and reaches out to touch them. If they allow her to connect they heal 1d3+3 vitality and have to roll on the Price of Healing table on page 240 of the Core Rules. She will heal as much of the party’s wounds as they wish fading more from view with each touch. Every consecutive time a party member receives Favia’s touch add +1 to the Price of Healing roll. After healing 21 vitality she fades completely. She freely answers any questions with a shrug, nod, or shake of her head. She knows nothing of what has taken place after her death in 451 AR. Whoever carries the gem will be completely ignored by the Entombed.
Combat Encounter 2
The Finest Weaves
Within the a large antechamber on the western end of the tomb is a gallery which has been accidentally discovered by a group of burrow-mawgs. Keep an eye on the amount of time that has passed as the Entombed will return after 1d3+2 minutes or via Game Master fiat. Adding the entombed to the fight will greatly increase the difficulty, but should not make it unwinnable.
Read the following aloud
The door refuses to budge. After a few solid strikes it gives way. Whatever was resisting your entry seems to weigh heavily against the door. A shrill hiss followed by a series of chitters is heard from just behind the metal door and a handful of shadows dart deeper into the chamber. In moments, whatever fled your entry has buried itself in ancient piles of decomposed textiles. What seem to be rotten looms and humanoid skeletons are scattered around the room. Everything within might have remained pristine for another few hundred years were it not for the collapsed wall and hole in the back of the chamber.
A small colony of burrow-mawgs accidentally breached the tomb and as they were no real threat to the crypt the Entombed has left them unmolested. Their presence did cause fresh air to befoul the chamber, destroying finely woven rugs, silks, and other textiles which were sealed in the tomb along with the finest weavers. Multiple chests scattered throughout the room are broken open from the sides and there are empty shelves covered in broken glass.
A broken wall leads to a burrow-mawg warren that stretches for miles.
Burrow-mawgs will hide in their nests in wait for the party to enter the room. They will not attack until either discovered or they are able to get the drop on the party.
Inside the antechamber the orange glow orbs pulsate weakly. Mounds of textiles and rugs drug into stacks by the burrow-mawgs dot the room. These nests may hide the monstrous creatures or merely stink of previous owners.
Glow Orbs: After 1d3 rounds the orbs in the room fade off enveloping all but a few feet from the door in darkness. Another 1d3 rounds passes before they struggle back to life. Dim light grants concealment, darkness grants concealment and stealth.
Rug Nests: Whenever a party member passes within 6’ of a nest have them make a Detection roll. Also, roll 1d6. On a 6 the nest is occupied by the Alpha, on a 4 or 5 it is occupied by an adult burrow-mawg, on a 3 it is occupied by a juvenile, on a 1 or 2 it is empty. If the nest is occupied make a Sneak roll as well. If the player’s detection fails to exceed the sneak of the alpha occupied nest the burrow-mawgs will attack with surprise. All nests are considered difficult terrain.
Hanging Rugs: Attacking a hanging rug will cause it to fall from the wall and entrap any creature within a 9’x12’ area adjacent to the wall. Agility TN:12 avoids the heavy rug, otherwise the target is knocked down and restrained until a successful Escape Artist TN:12 roll.
Clearing out the burrow-mawgs is completely optional as they could just as easily be ignored. They do provide ready access to animal blood for sacrificial purposes. If kept alive, a single burrow mawg can be offered to the statues to push the wall forward. Using the creatures in this way will kill them. If killed, it takes two per figure.
Narrative Encounter 3
Progressing deeper into the tomb requires sacrifice. One of the three figures carved into the wall has changed. The face has taken on a decidedly evil visage with sharp teeth and a long tongue lolling out. Only by offering blood will the way forward be opened.
Read the following aloud
The coppery taste of blood fills your mouth again as you approach the rear wall. Once depicting humans with faces etched by exertion, now one is different. A twisting tongue extends upward from a maw overflowing with hooked teeth. The only clear emotion on the figure’s visage is hunger. Scratches that look like writing have appeared above the statues’ heads.
The first statue’s face has changed. It now resembles the sneering grotesque faces you saw on the altar in the basement of Rhulstone Tower. Lettering has also appeared over the heads of the figures which was not there before. Cryptography TN:15, Research TN:16, Lore (Orgoth) TN:12 or by asking Horgorth deciphers the writing above their heads. Blood freely given, flesh needs to tear, more now is needed, who has some to share? Any PC may cut themselves in order to offer their blood. The tongue extends deeply and painfully into the wound, reducing that PC’s life spiral by 1. Roll 1d6 and rather than dealing damage to that branch, remove the first box permanently (depending on the personality of the Game Master these life points may return at a rate of 1 per week of rest). It does not matter if the life spiral box is marked or not, just remove that health point. Alternatively, the burrow-mawgs can be offered living or dead.
Once satiated, the wall slides again revealing a section identical to the first. No traps await the PCs here, only the inevitable return of the entombed and another pair of ominous doors. Two faces change to the fanged and snarling visage. Going deeper will require even greater sacrifice.
Read the following aloud
Dust, dirt, and the grinding of ancient gears reveal another foyer. Nearly identical to the first, except for a different design of the central rune, this room has the same two doors on either wall with mystery behind each.
Combat Encounter 3
Two more rooms are revealed in the crypt. Both contain some of the most terrifying encounters within the tomb. Keep an eye on the amount of time that has passed as the Entombed will return after 1d3+2 minutes. If the Entombed attempts to attack the party while in the excruciator’s chamber it will hiss and spit at the Entombed in Orgoth until the Entombed slinks away.
Read the following aloud
As you pass near the door to your left, it swings open. Within is <name something one or more of the players really want> sitting on a marble pedestal. Bright light shines forth from this newly discovered room. Inside the stone floors and walls have been scrubbed a pristine white. Hanging from the ceiling are mirrored chandeliers which send sparks of light around the entire space. A closer look reveals tables, wracks, stocks, and myriad wickedly curved and spiked implements hanging on the walls. Near the center of the room is a brazier burning with a sickly greenish glow. From this angle, there does not appear to be another door.
Having been trapped without guests for so long, the Excruciator has spent centuries scrubbing his chamber clean and preparing instruments and bindings for any sudden unexpected visitors. Unable to leave his small room, the Excruciator has gone quite mad gibbering in various languages as it seeks to capture the group alive. A multitude of traps have been set throughout the room all of which try to restrain any unwelcome guests.
As there are traps too numerous to count, every step triggers one event or another. Destroying the Excruciator, or merely leaving it behind, as quickly as possible would be highly advisable. The pedestal shows a viewer their heart’s desire. It can be removed once the Excruciator is destroyed and could prove useful and valuable.
Seeking to question rather than kill, the Excruciator will start every action by asking, “Who are you? Who do you serve? Where is the rebel base?” in a different ancient language. Characters who speak the modern dialects will catch words here and there.
The pristine room is riddled so completely with complex traps that every movement risks setting off a new snare. At the end of every movement roll 1d6 and consult the table below.
As soon as the Excruciator is destroyed or a member of the party leaves the torture chamber the Entombed attacks. Although warned off of any living beings who stumble into the Excruciator’s clutches it will not relent in its pursuit of those who escape.
Combat Encounter 4
Opposite the torture chamber are the last remaining defenders of the Orgoth Lord. Two dreads occupy the chamber full of ancient weapons. Merciless and relentless, the pair will harry foes as the last line of defense. Keep an eye on the amount of time that has passed as the Entombed will return after 1d3+2 minutes.
Read the following aloud
Opening the iron door you are met with a click, a clank, and a particularly ominous swoosh. The blur of massive swinging blades and saw wheels that seem to appear out of nowhere from floors and walls creates a room of death meant to protect the weaponry contained in the room beyond. Mesmerized by the flying metal you are quite certain that there is no pattern to discern and it will take luck to make it through with your skin intact.
Much like the adjacent torture chamber, danger abounds in this room. Sickles, saws, and blades burst forth at random causing problems for all occupants. Every round roll 2d6 rerolling any doubles until each die reads a different number. The blades assigned to that number trigger and all characters in its path suffer a MAT 6 POW 12 attack. A Detection TN:12 or Agility TN:14 roll prior to the attack allows a character to dodge out of the way before the blade reaches them.
The dread will descend upon the party as soon as they reach the halfway point of the room. Like all of the undead in this tomb they will fight to the death to protect their master. If the Torture Chamber was entered first, this door will open and the dreads will be waiting in the central chamber for any who attempt to escape the excruciator.
If it were not for the blades swinging from the ceiling and floor there would be little remarkable about the space. The back wall has four full suits of armor and a number of massive weapons. These are of Orgoth origin and unlikely to be more beneficial than their accompanying side effects.
On the far side of the room there is the final door to the Orgoth Lord’s crypt. All defenses except for the Entombed have been slain. With one last encounter remaining before collecting the gem and leaving the tomb it would be wise to prepare for the worst.
Diplomatic Encounter 1
A Cold, Dark Throne
Two of the faces on the back wall now have the wicked looking visage you experienced earlier. Satisfying their thirst allows the party to arrive at the final resting place of the Orgoth Lord who had this evil crypt built. Keep an eye on the amount of time that has passed as the Entombed will return after 1d3+2 minutes.
Read the following aloud
The wall slides yet again revealing one last room, larger than the previous two antechambers. Around forty-two feet across, this rounded chamber feels different than the others. A weighty gloom fills the void beyond the portal. Light catches precious metals and combat steel creating small stars in the deep dark. Approaching the entrance causes a deep orange glow to take root near the center of the chamber. It spreads slowly illuminating the interior with filthy brownish light. A throne rises from a platform above the three pushing statues. Carved stone stairs ascend up either side. Sitting upright, massive blade set askance, is a set of Orgoth armor. Beside the sitting figure another monstrous set of armor sprawls across the floor as though it stood at attention until it could no longer. Weapons, armor, and silver are illuminated by the spreading light. It warms to the orange of dawn as the head of the sitting figure turns to address you. The armor on the floor begins to emit green smoke and the familiar spirit of the Entombed materializes and rises, standing beside his master. At the end of this crypt is not a grave, but a throne room. Dust covers stacks of silver coins and obscures the motifs woven into massive tapestries. A central pedestal displays a small collection of jewelry. Atop that ornate plinth, raised higher than the jewelry is a multi-armed statue, mother of pearl insets and black pearls decorate the monstrous statuette. (If the PCs research led them to the krakaita or they pass a Lore (Extraordinary Zoology) TN:14 they will recognize the statue as an image of a krakaita) More numerous than the artwork are the weapons of war. Armors and blades of all kinds line the walls. Swords, glaives, shields, each decorated with the screaming faces so common in Orgoth aesthetics. You have found the former Lord of this region. He lifts his hand and with the slightest of curl to his fingers, beckons you inviting your party into his presence.
This final encounter begins with a conversation, but almost always ends in bloodshed. Depending on the personalities of the players, a GM should determine if being able to talk their way out of leaving with the statue is viable and will be the kind of fun the players prefer. Some groups will prefer to dive in facefirst. Abdiel will not hesitate to acquiesce to their bravado and will rise to the occasion.
In the event that they are able to talk their way out of the fight, a party is not to receive any of the additional treasure or equipment within beyond the krakaita statuette. A successful fight will reward the party with not only a significant amount of Orgoth silver, jewelry, and artwork, but also powerful equipment which Allyss will want to use to equip the militia. Party members may express interest in the equipment as well. All of the items within the tomb will eventually destroy the wielder. Every day, and after every combat encounter the wielder must make a Willpower TN:16 check. A failure reduces the player’s Willpower by 1. After Willpower has reached 0 the character is no longer capable of rational thought and succumbs to the evil desires of the equipment’s evil creators.
Lord Abdiel is a slave master without rival. He is commanding and demanding without patience for disobedience of any kind. The Orgoth Lord will exhibit an attitude of superiority in all things and expects perfect submission. If Horgorth is awakened the head will exhibit the perfect attitude of subservience the antithesis to his behavior prior to that point. Track successes and failures in the conversation along a number line with each success granting 1 point and each failure taking away 2. Exceeding a target number by 5 or more grants a bonus success. The group begins at -2. Reaching -8 triggers a fight, being able to raise the score to +8 gives them the opportunity to leave with nothing but the statue. Lord Abdiel will directly address characters who have not participated forcing all players to attempt some method of appeasing the fickle Lord. The Encounter Relevant Skills chart has a number of examples of base target numbers for skill use to venerate the undead Orgoth. Feel free to use these as a guideline, but reward creativity. As the conversation progresses attempts to sway the capricious Lord get more difficult. Awakening Horgorth grants an automatic success along the track.
If it comes to a fight the Deathless targets powerful opponents while his Entombed guardian moves through the walls to flank softer ranged fighters. If a peaceful conclusion is reached, the party will gain access to the tomb. The Deathless informs them that stating “Lord Abdiel requests my presence” will cause the wall to slide forward. While servants of the undead Orgoth, none of the Orgoth threats in the tomb will affect them. The first rune will not blow them around the room, the excruciator and dreads will no longer attack and the entombed escorts them instead of attacks them. Every visit, including in exchange for the statue, Lord Abdiel will make a request of the party. Failure to return within one day successful will cause the undead Orgoth’s ire to increase. A week without contact causes him to attack in a rage once they reach his chamber. Compliance results in more and more impossible to achieve demands until eventually he is inconsolable and attacks without constraint.
Taking place in what amounts to a throne room, various items litter the space. Stacks of coins, the central pedestal and multiple armor and weapons stands litter the room.
Stacks of Coins: Each stack of the three stacks of coins contains approximately 12,000 or so Orgoth silver pieces. This makes the stack take up an area three feet tall and about one foot wide. The stacks grant cover from one attack before scattering around the room. Intact stacks of coins are difficult terrain and are scattered after a creature moves through them.
Pedestal: The central pedestal provides cover.
Armor & Weapon Stands: These stands provide cover and can be knocked over with a STR TN:10 push. A creature within 1” (6’) of a shoved over stand must make an AGI TN:12 roll or be knocked down and suffer a POW 8 attack. Toppled stands create a 1”x1” area of difficult terrain.
Hanging Tapestries: Attacking a hanging tapestry will cause it to fall from the wall and entrap any creature within a 9’x12’ area adjacent to the wall. Agility TN:12 avoids the heavy rug, otherwise the target is knocked down and restrained until a successful Escape Artist TN:12 roll.
Two positive outcomes can result from this confrontation. If the party negotiated their way out of a fight, then they are permitted to leave with the required statue unmolested by any of the undead denizens of the tomb. Such a result is certainly a success and may be necessary if the party pushed themselves too hard earlier in the dungeon.
The second positive outcome is the destruction of the Entombed and Deathless. This will allow not only the collection of the item they were sent for, but also the acquisition of a great deal of weapons, armor, and treasure. Allyss will request the use of weapons and armor, or simply send militia members to collect it if the group leaves it behind. The contents of the throne room are fairly modest as much of the Orgoth Lord’s wealth was in slaves and lands. Sufficient silver coinage can be recovered from the tomb to equal 3,500 gc in equal trade. Seeking a collector of Orgoth artifacts to purchase the artwork and exchange the coins results in 7,000 gc worth of loot instead (depending on negotiation rolls). The weapons and armor cannot be sold on the open market as their Orgoth decorations put off almost all buyers. Finding a buyer can be a mini-adventure of its own, but will result in another 3,000 gc value. Total possible loot is worth about 10,000 gc. Immediate reward is 3,500 gc in silver coins and a lot of difficult to move art and armor.
As the party leaves the tomb they see a single Shrike hovering in the distance. It watches them for a few moments as they leave the cavern and then flies away toward the river. Successfully clearing the tomb in its entirety will cause Fenrick’s March Disposition to increase by 1.
The Eternal Well
This scene may take place as either the second or third act of the adventure. Arriving at the Eternal Well the party immediately sees signs of a struggle. Black ink, blood, torn up earth, and a number of other obvious hints prove that a fight has taken place.
Combat Encounter 5
Servant of Suffering
Arriving at the site of the Eternal Well, the party finds the remnants of chaos. Although a certain amount of ruin is expected, the chaos surrounding a central pristine well is especially unusual. At some point since the initial visits by Fenrick and Favia a massive creature has taken up residence in the unusually deep fountain. It will defend its territory by attacking any who come near. Remains of creatures of all kinds can be seen around the fountain.
Read the following aloud
Dried splotches of red and black speckle the pock-marked tile around a huge fountain. A basin sixty feet in diameter dominates the center of a long ruined temple. Columns have toppled and walls have collapsed, but the fountain itself is in pristine condition. The fountainhead rises twenty feet into the air. Brass bodies, contorted in sorrow and anguish, seem to writhe over one another as light reflects off the surface, dancing across their forms. Water flows freely from the faces of the tormented, running down their cheeks and dripping below. Hundreds of these figures pour their tears into the fountain’s massive basin. Scattered across the ground are broken stones and animal bodies. Six recent forms are sprawled in various positions having obviously died violent deaths. Seeing the grisly scene, your guide points to the fountain and hurries back to Fenrick’s March. She has no interest in whatever evil resides in this place.
The Krakaita will wait at the bottom of the well until something disturbs the surface of the fountain. Any major disturbance will result in it investigating what is happening. A living creature of any kind touching the water will draw its ire. Creatures within the fountain will be the primary targets of the guardian’s wrath. Fighting as much as possible from beneath the waves, the Fountain Guardian makes all attacks on a creature outside the water with a -2 penalty. If it is missing too often, it will rise above the lip of its domain in order to get a better look. This removes the full cover granted by the water, but also negates the penalty and allows the beast to make its Acid Spray attack.
This long abandoned Orgoth ruin has a number of knocked over pillars and piles of stones. Most notable is the large fountain in the center. As the fight progresses it becomes clear that destroying tentacles will not kill the beast. The only way to kill the Fountain Guardian is by entering the fountain itself and attacking its head or waiting until it rises to get a better view of its prey. Escape is also possible as the Guardian will not pursue a party that leaves the ruins.
Fallen Columns: Any of the fallen pillars provide cover as a wide wall, they are three to four feet in diameter and can be vaulted with a Jumping TN:8 without losing movement.
Fountain: The sixty foot wide basin of the fountain has a two foot tall wall. It is too small to provide effective cover, but the fountainhead serves as an obstruction. Reaching the fountainhead requires Swimming checks as the water is very deep. Climbing the slippery fountainhead is difficult requiring a Climbing TN:14 to scale the tormented figures. Much deeper than the two foot wall would imply, the bottom of the fountain is hundreds of feet beneath the fountainhead which extends to the bottom, tormented faces and all. Swimming checks are needed as outlined in the core rules. Thirty feet down the fountainhead there is an extended hand on which the necklace sits. A 25-foot wide tunnel beneath the water’s surface leads out to one of the nearby large rivers and subsequently the Meredius
In order to progress in the story, the party must collect the necklace from beneath the fountains waters. This can be achieved either by holding off the beast long enough for party members to collect the necklace, or by slaying the beast within. Without the necklace, the defensive mekanism at Fenrick’s March will not function. Returning empty-handed will only result in being sent back to try again. Alternatively, a weak barrier could be created which causes problems in the final Parts of the adventure.
Upon their return to Fenrick’s March, the party is met by Allyss and brought to the lower chamber of the Tower where the artifacts reside. They have successfully completed the task given to them and Fenrick’s March will be safer because of it. A greater sense of accomplishment is felt as there were no major loss of life and although a new enemy was found, the day was still won. Despite the installation of the magical shield, there is more needed to be done. Completing the task successfully will cause Fenrick’s March Disposition to increase by 1.
- Retrieving both the krakaita statue and one of the necklaces 1 XP
- Retrieving both necklaces 1 XP
- End a diplomatic encounter without bloodshed 1 XP
- Killing the Krakaita 1 XP
- Create at least one dose of krakaita toxin neutralizer 1 XP
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