Hunters dark campain the march of stench and blood

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Hunters Dark

The March of Stench and Blood


The assets This Adventure consists primarily of the following items the GM may add in more if likes but these are the primary components used in the story from start to finish. The Story is a short one and is designed to take an hour to an hour 45 mins to complete in full.

1.

10 – town soldiers

2.

30 -Ferrell Goblins

3.

15 –Traveling Presents

4.

20- Rabid Wolves

5.

1- Dukes Son

6.

25- Shadow Cult Assassins

7.

1- Knight Commander Guard

8.

3- Goblin Shaman 1- Goblin Lord

9.

1- twin headed Jackal <Beast>

10.

10- Raiders


The Locations This Adventure consists primarily of the following Locations these will be given details in to following campaign story when reached but the GM can Skip to them if they want the players to get to or start in those locations in a different order while making their own story.

1.

Trading outpost A small trading outpost on the edge of the great forest with guards to transport villagers from town to town located in Dark and extremely dangerous territory more than 50 miles from The Reach.

2.

The Dunquirk ForestThe Large forest of house Dunquirk one of the four most powerful dukes in all the Old Kingdom now a haunted and plagued wasteland but still holds one of the only useable roads left in the land to move by wagon and horse.

3.

Goblin encampment – An endless network of forts and hovels used by feral goblins to move unseen throughout the underbelly of the forest in large numbers.

4.

Castel Dunquirk A Massie Castel used in once by the Duke himself as his principle seat of power in the land. No one has seen anyone go in and out in decades and it is believed to be an abandoned ruin.


Act I The March Begins 1. – You arrive at the trading post as the sun crests in the sky and you can see the Guards getting ready to send the next caravan down the road to Obrens Watch the last town left for over 100 miles and a necessary spot for you and your companions to resupply. You must be on that caravan without those supply’s you will not last till the next one for your bones ach and you know the Mist is coming to this small fort and as you look at the meager ten soldiers guarding the place you know it will not stand a chance. 2. -The Camp has two entrances with large wooden gates a small barracks for the soldiers and two tall wooden towers looking out over the battlements. There are ten soldiers readying the caravan for transport, One commander orders them about left and right and you can clearly see he is the one in charge. The caravan is made up of one large wagon pulled by two gray and haggard stallions with 15 presents about gathering supply’s. Oddly no one is willing to trade at this time for it seems they are all far to concerned with the trip ahead.

Main Story Goal- Find a way to get on the Caravan Commander Name Fen Norath – Level 5 Knight – Berserker Description- a large bearded man in heavy plate with two large war axes at his hip yells orders at his men. He looks to be about 40 and in no mood for banter. Nature check 13- Reveals the commander does not like Hunters giving this away will make him less likely to let you join the caravan-

Conclusion of Successful Conversation- You are welcome on the caravan but must promise to defend the peasants if attacked. Conclusion of Failed Conversation- He refuses to allow you aboard this can be rectified with a bribe of 15 silver or beating him in a one on one fist fight dual.


The SoldiersThe Soldiers are busy loading up supply’s onto the wagon and do not say much in the way of greeting. They are made up primarily of Adult and young adult humans and are each armed with light armor – spears and short swords over common clothing. – Intellect check 10- reveals they all look fresh uncoordinated and uncomfortable in there armor it is likely many of them are new recruits and have little to no real combat experience.

The Peasants – An assortment of farmers, laborers and common folk stand about the caravan waiting for it to be ready they all seem terribly frightened. The group is comprised of both men and women mainly humans dwarfs and Niflem but upon closer examination you can see one is a daemon shunned from the rest he sits towards the back of the camp. They are for the most part unarmed aside from a dagger here and there and un armored dressed in common robes and rags.

Conversationthe peasants greet you in common fashion but are in little move for conversation and keep looking over as your talking to see if the caravan is ready to leave Nature check 15- reveals they are terrified of a beast seen roaming the nearby area one rumored to have two heads the body of a giant hound and to be wreathed in blue flame. Many of those traveling east are going because of the children and loved ones who have been disappearing of late but unlike normal raids and wildlife attacks no body’s have been found.

Daemon Peasant – Any attempt to talk to the daemon on the far side of the camp seems futile as he remains silent staring blankly at the wall. The Commander informs you he is an lost cause for chatter as his tongue was cut off a long time ago it seems. Trigger-After trying to speak with the daemon both the guards and the villagers trust you less


Trigger-After Speaking with the Villagers the caravan is ready to depart to the Dunquirk Forest Decision- if the Commander allows it the party may join the cavern headed into the Dunquik forest with 5 guards accompanying them. You can go with them or stay at the camp to fend off the storm of monsters you can feel headed your way with the five remaining soldiers.

Roll Intellect Check 12- to see who is aware of these Opportunity’s Opportunity Persuade the Commander of Danger- Nature check 15 – This will convince the commander the trip will be dangerous and change the soldier count to 7 or have him give you some 5 silver to greater incentivize you to protect the travelers.

Opportunity Persuade the Commander to Stay- Nature check 18 – This will convince the commander the trip will be too dangerous and change the plan to leave later the peasants and guards will all stay and be there to help with the coming battel you know will be upon the fort come nightfall

Branch- 1- If the Commander lets you joinThe Peasants and soldiers gather round the caravan its rusty wheels creaking in the wind “Man the gates” the Comander shouts and the heavy beaten down oak wood doors slowly swing open. Ahead lies the dense and fog ridden the Dunquirk Forest the soldiers whip cracks and the party embarks weary already of a long and dangerous journey.

Branch- 2- If the Commander forbids you passage – The caravan departs Through the great wooden doors into the Dunquirk Forest But the Guards bar your path you have angered the commander and will be held for questioning. Your only hope now is sneaking past these men or taking them down to catch up to the caravan before doom falls on this place.


Conclusion – If Player succeed in escaping Have the players catch up to the caravan at the first encounter on the road – fighting in this will get the commander to allow them to continue. If Players fail to get by guards but are still alive Have Players stay to face the encounter in branch 3 with only 5 guards to aid them.

Branch- 3- If the Commander and the men stay and ready for battel – The great doors remain shut soldiers usher the present’s into the barracks and urge them bar the door the Commander ready’s his men to fight and asks that you armed as you are join him. The Night is coming swiftly and there is little time to prepare but it matters not win or lose the men are resolved they will not take them without a fightENCOUNTER!you have 3 hours to prepare after that the camp is besieged by 20 Goblins and one goblin shaman vs your party 10 soldiers and any peasants you can get to fight– the goblins have average loot the shaman has uncommon Conclusion – if players survive remove the dead from your Campaign asset pool and continue story from Branch 1.


Act II The Lost and Abandon The Forest RoadThe caravan creeks and rocks beneath you as in moves through the foggy wood as the mud slops about the caravan wheels you see the faces of the peasants and guards men darken as the trip entered deeper into the woods. Dark trees arch there eerie braches across the sky night was coming fast now and it was becoming harder and harder to see. The guards light torches and pass them out and the journey continues. As the trees get more dense the Commander turns to you “you can see the fear on their faces this forest has been cursed for many years” he spits off the side of the cart “a long time ago when the mist first fell on this land the duke of Dunquirk told his people to stay no evacuation he said that he would protect them but when the beasts came he shut himself up in his castle and the people were caught out in the open slaughtered by the thousands. The ghosts of all those dead souls bonded with the Mist that night to form a curse on the castle and its forest and the fire from there hate became the burning blue spirt Moku the Twin headed Jackal. No one was able to leave the castle after that without being torn to pieces and thus the gates stay shut just as they have for 50 years. We best be cautious “ he warns “ there’s no telling when all manner of devils may fall upon us make no mistake this is a accursed place”.

A Blocked Passage-

After a Time traveling in darkened silence one of the front guards yells “Ho steady now” and the caravan draws to a screeching halt. “What’s the meaning of this” the Commander bellows “it’s a downed tree sir“ one of the men replies “going to take at least a solid hour to remove it”. “Are you insane” he shouts back “we can’t stop here “ but sir we have no eckkkkkkkkkk! “ just then an arrow slams though the guards throat “Ambushhhhh” the presents and guards scramble for cover as four men in dark hooded robes leap from the woods and rush the caravan.


Encounter- 4 Shadow Cult Assassins – armed with – long curved daggers – one bow- and scrolls of lesser darkness – equipped with dark black robesCombat Level- These are cultists not soldiers that being said they are an especially violent cult and these men are the bloodiest of that sect tasked specifically with the assassinations of the cults enemy’s. As such treat them as just a bit stringer and more skilled that a band of common street thugs but with a few spells to mix things up. Scroll of Lesser Darkness- Reading of the scroll causes it to explode into a vast 20 ft area cloud of black fog vision in this area is completely impossible for anyone but the person who used the scroll it.

Trigger- After the first death of the fight The Demon peasant breaks his bonds and begins hurling lesser flame spells at the attackers with an Intelligence of 5 base wounds 2-3 Conclusion- remove the dead from assets section the soldiers begin work removing the tree and scouting for more enemy’s the Commander if alive thanks you for your service than moves to question the daemon on why he hid the fact that he was a mage.


Loot- The assassins have no loot on them but their clothes weapons a scroll of lesser darkness each and one tattered letter. The Tattered Letter- It looks as though it was written hastily and reads- You’ll find all you need as Gulverns pass after the deed is done the targets should be too busy playing with trees to even notice you approach. Bring the dukes son to me kill the rest. Signed the one who whispers Intelligence Check -18 – reveals it seems extremely odd for the assassins to be carrying a note implicating someone who hired them and why is there no information about how to tell who is the dukes son. Continue- The Commander is losing his temper fast at the demon mage who has fallen silent again he screams at the creature “If you want to play dumb with me that’s fine“ he spits in the grass “We’ve got enough mouths to feed on this trip already you either tell me who you really are and what you’re doing on this trip south or you can start feeding the earth with your corpse UNDERSTAND” as he raises his knife up to the Daemons throat. Pivotal Choice1- you can stay out of it 2- you can intervene the questioning on the Daemons Behalf 1- The Commander looks for a moment like he’s truly lost his mind the daemon still says nothing a moment passes that feels like a lifetime then a solider cry’s out “Commander what are you doing” “Grahhh nothing” he shudders “lock this one in irons and throw him in the back we will have no more of his flame casting on my march”. The Soldiers throw him into the back of the wagon. 2- Nature Check -10- success the guard backs down and lets you have a crack at the prisoner wandering off muttering something about how he’s not being paid enough to deal with this shit. You approach the daemon this time he is far more talkative than back at the camp. He speaks in very eloquent tones for a daemon and tells you “Listen to me now I know what you are any one can sense your dark magical auras a mile away you are hunters yes” he dose not wait for a reply he quickly explains that he is the dukes son


last of the Dunquirk Line if he can get through these dam woods to his ancestral home he promises he knows a way to get inside and will grant you a portion of the riches that await him. Refuse and he promises to spill your secret to the commander and all the other peasants of the caravan. Pivotal Choice- Agree – No DealNo Dealthe Daemon starts screaming hunters hunters among us the whole group freezes and looks at you …than bursts into laughter. “Yeah” the Commander bellows “and im the Lord of the Reach Hahaha lock this fool away before I piss myself”. AgreeThe Daemon Bidis you remain silent for now and tell the Commander nothing but to stay close. He shows you a signal he will give once given he is to be freed and than and only then will he show you the path through this dark place to the Ruins of Castel Dunquirk. Side Path- Telling the guard of this plan makes the Deamon no longer trust you and has the guards put extra chains on him in the back of the wagon. It will also earn each of the party members ten silver and one long dagger +1; ContinueAfter a few hours the soldiers finish clearing the last of the trees and bushes set to block the caravan’s path. The road is clear again and Commander shots for everyone to move forward “the trips a long way from over yet boys lets move” he yells. And the Caraven creaks to life again as the horses begin plotting their way forward once again into the black and misty forest path. Current Moral – the peasants look more terrified than ever as the party drove deeper into the woods. No surprise there the guards had barely been able to keep these would be assassins at bay. And the journey had just begun with no telling what kind of dangers would follow. Nature Check -14- reveals One peasant didn’t look particularly scared at all through a tall man sporting a large wooden ask with a dark brown beard his eye were shifty and he had ill-favored look about his face. Choice- Question the man or leave him be-


1- You Leave him be and stay focused on the dangers ahead Speed Check- 10- reveals a spike trap laid on the forest ground for unsuspecting travelers you spot it and yell out just before a guard steps on its trigger doubtless saving the mans life he thanks you with 10 coppers. 2- You question the woodsmen he’s says his name is Derik Stoakworth and has been wooding in these parts for over 5 years now and doesn’t need to answer any questions from strangers. Trigger- Just then you hear a crash and a shrill scream one of the guards has fallen through a spike trap the party rushes over to help only to find him dead at the bottom. “Goblins The Commander growls god dam it keep your eyes open men were on the outskirts of their territory now. A fork in the Road – The Old wagon comes to a halt at a fork in the road to paths diverge in front of you one seems to lead down a dense path of brush and foliage and looks a difficult road to travel with such a large party the other is well maintained but has human skull adoring multiple spikes laid out upon its threshold. We’ve got to make a choice the commander says to the group either we take the long way and brave the Forests hostile marsh land or we try to slip through goblin territory undetected. 1- If you choose the Goblin territory’s path skip to Act IV 2- If you choose the Swamps go continue to Act III


Act III A Stench Most Fowl The Horrid Swamp The Day grows darker and the forest around you seems to be turning as black as night. As the Path gets narrower and more crowded Caravan Struggles to get throw the deepening brush and braken blocking the way. Three times now the commander has had to halt the party to adjust the wheels and you can easily see any moral left in the poor villagers fade away with the days last light. The Soldiers look to be having similar concerns all around you their faces darken and their voices grow quieter with each step as if afraid some unseen devilry might hear them and descend down with its wrath at any moment. Finally after much walking the torches catch the reflection of the murky muddy water bellow you and a cruel stench assails your nostrils “ Welcome” the Commander bellows “to the horrid swamplands of the Dunquirk forest, Hope you’re not afraid of a little mud boys”.

Speed Check – 16- Acid spits up from the bubbling swamp before you and crashes down all around you. Success - you dodge out of the way just in time as the acid burns the face off one of the peasants behind you. Failure- the acid falls down on you violently burning your body 2d6 damage

Continue- One of the peasants screams another shouts “we should go back” “hold fast you cowards” the Commander yells “we have to press forward” “Why ?” now one of the soldiers was talking “Why cant we go back this night is to dark to move on surly you can see that” “You don’t understand We can’t go back ….” He paused “Its all gone” he collapses to the ground “three acres past I saw the war carts drawing up through the trees I knew …I knew the goblins would attack soon by now every man and scrap of wood left at the outpost is probably dead and burned to the ground.” The faces of the soldiers all sank and the look of terror in the peasants eyes was now greater than ever. The Commander rises to his feet “Like I said there is no going back move forward or die that’s your only….“


Encounter – his voice trails off ass 3 men burst from the brush and mud beneath you. You glance back and see another 2 coming from the rear with wild dogs at there heels. “Raiders!!” a solider shouts “TO ARMSSS!!!” 5 Raiders 2 Rabid wolves – The Raiders are armed with short spears clubs and short swords and are dressed in common clothes and weak leathers. The Wolves have only their teeth and clawsLoot- average +gear of Raiders and one lesser edge rune-After Combat remove the dead from the assets list

Continue- The party regroups together around the dead men. “Didn’t expect to see raiders this deep in the swamp” the Commander says “They’ll have made a camp nearby no doubt will likely be trouble for us later if we don’t handle it now I need a group to come with me to hunt them down” Choice- Hunt Down the Raiders – Stay with the Party – 1- Hunt down the RaidersYou and two of the remaining soldiers embark with the commander to hunt down the remaining Raiders before they can strike again. The Ground shows tracks where the Raiders came from leading away from the battel. Speed Check – 10 – reveals a map on the ground near one of the muddy footprints of the dead raiders this shows exactly where the camp is after a few hours tracking through the underbrush you come across the site – it also shows the locations of several traps witch you are able to avoid – Fail- you follow the tracks for hours both of the soldiers fall victim to fiendish wood spike and bamboo traps located on the road and are severely injured. After much toil the tracks finally lead you to the Raiders campsite The Campsite- Through the bushes you can see five men milling about a crude camp fire next to a few poorly made tents there were bed rolls and what looked like many sacks of stolen grain and several barrels of lantern oil. There was another dog as well chained


up in a cage just beyond the campsite. The Commander with only a few men of his own looks to you to plan the attack. Encounter – 5 Raiders 1 Rabid wolf – The Raiders are armed with short cross bows clubs and short swords and are dressed in common clothes and weak leathers. The Wolf has only its teeth and claws- only comes in if someone can get to it and uncage it Loot- average +gear of Raiders and 2 lesser flame runes -After Combat remove the dead from the assets list

Continue- The last of them fall with a sickening crunch bodies litter the ground now soaked red with blood. The commander cleans his sword and orders you and the men to search the campsite for supply’s. Speed Check- 16- reveals -3 bags of fresh food and 4 lesser medical kits – use to restore 1d6 health The soldiers find nothing but more bags of flower after a time the Commander orders you to move out and you begin the long march back to the caravan. It takes a bit less time than before to find your way back but it still feels like hours in the hot damp air of the dingy swamp. When you finally arrive back at the campsite you are greeted with a horrific site the caravan is a flame the daemon stands amidst it desperately wielding the fire with his still chained hands at 10 rabid wolves surrounding the caravan 5 lay dead on the ground slain by the guards of whom their were only 4 left standing the peasants had mostly retreated up into the nearby trees but a good 7 of them lay dead as well their mangled body’s lying strewn about the burning caravan wreckage. – Jump to Wolf Encounter with only ten left.

2- – Stay with the Party – You stay with the caravan as the Commander and 2 soldiers go off to hunt down the Raiders, and hour passes than another the men seem restless the peasants even more


so not that you can blame them it seems almost as through every second of this journey is resulting in another one of their deaths. Some had even climbed up into nearby trees to hide. 3 hours more pass by now some f the men are beginning to whisper and there is talk of abandoning the peasants to their fate. A young soldiers by the name of Willias approaches you directly “I’ve seen you fight sir your no dead weight so id like to extended you an offer me a these four here” he gestures to four of the caravan guards behind him “ have had enough of this folly the Commander my be willing to die for this sad lot here but we sure ant” The leafs rustle in the distance “If you come with us well all have a better chance of making it out alive so what do you …” his voice trails off as the rustling gets louder “what in the BLOODY HELLL” another guard screamed then suddenly the thick brush around you explodes as large Rabid Wolves burst from the foliage hurling themselves at your throats. The Deamon Mage screams he tries to cast a fire spell but the chains hinder his movements and the caravan erupts in flame as all turns to screaming terror.

Encounter- 15 Rabid wolves – 10 if you went on the raid with the commander Trigger - If you did not go with the Commander he appears to help after 5 wolves are dead Weapons – teeth and clawsStatus- weakened – some wolves have been badly injured by fire before you arrive Hazards- Flames sprout up all around roll speed checks at times to avoid the difficulty 11 failures result in 1d6 fire damage Loot-11 Sliver -+1 Short Axe- a strange HandThe Strange Hand- You find when searching the body’s and stomachs of the wolves a fully intact severed hand the hair and size show it to clearly have once belonged to a rather burly man. It has on its index finger a tattoo of a jade dragon nothing else distinctive can be seen. Intelligence Check- 17- reveals this tattoo is a symbol for a low ranking member of the green dragon cult a group known for worshiping magic users as the reincarnation of gods often with blood sacrifice. You wonder what business such a cult could have around here Remove the dead from the assets section-


Continue – The Commander and what’s left of the men gathered the body’s of the dead and toss them on the burning wreckage that use to be the party’s Caravan. The peasants simply stare on in disbelief as their friends and family burn slowly into charred bones and ash. The Commander spit on the flames then lets out a queer sort of laugh that almost sounds like a sob “Well we should certainly move a lot quicker now” “Move where one of the peasants screamed were lost in the middle of the swamp with no supplies “ a guard spoke up behind him we had better get a move to anywhere but here quick lost or not that fires sure to bring every goblin for miles here soon” Not to worry Not to worry the Commander yelled out over the gathered mass I managed to find and kill those pesky raiders and got a little reward for my efforts “ he pulls out an old sheet of Parchment “ this is what they were looking for a map to an entrance to the Dunquirk Castel says here there’s an entrance to one of their cellars around here somewhere all


we have to do is find it “. After a brief search one of the peasants stumbles on a stone door leading deep into the earth. The party follows beginning the journey down into the long forgotten cellars of the Cursed Castle.

Proceed to Act 5-


Act IV A Bloody Folly Continue – The Party makes its way quietly into the goblins territory. A strong sense of dread grips hard at the hearts of the men you can feel it in the very air as each step could be leading their heads strait into the cruel jagged edge of a goblins axe. The Caravan had to be stripped down the Commander had made it explicitly clear that such a beast of transportation would be far to loud to sneak by the hordes of goblins camped throughout the brush. As such the peasants had been forced to carry many of their belongings by hand and were moving rather slowly. They had been told plainly to take only what they needed but clearly had ignored the sentiment entirely now bogged down with barley corn, sacks of flour and all manure of other trinket and worthless possession they trekked through the wilderness.

Speed Check – 15- reveals- a few hours go by then suddenly you see a pack of goblins nestled through the trees a quick gesture from you allows for the people to get down and hide before they are spotted- you can see 7 of them examining a pile of crudely made weapons by a large rough spun oak tree. Choice- if you spotted the goblins decide sneak up and ambush them or attempt to sneak by themAmbush – you get the jump on them +4 on all first round attack rolls continue to goblin encounter Sneak By- Speed Check-13Success- you sneak by the goblins and avoid combat skip this goblin encounter Failure - the goblins spot you and engage your party- continue to goblin encounter-

Consequence- if you fail to see the goblins- You continue moving through the dense brush and the road gets darker you begin to smell the sickening copper sent of fresh blood. Suddenly a shrill war cry echoes out from across the trees goblins rush forth from a nearby Oak tree at you and the terrified peasant’s weapons already red with blood.


Encounter- 7 Tribal Goblins – 10 if you failed to spot them Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage every turn till they can get out Weapons – Clubs, short bows, Long Knives, War Axes, Armor – Light – Leather Jerkens Status- Enraged you are on their turf some may get a +1 to attack rolls at random Loot- Average + weapons- 3 Sliver and one Rusty copper Idol -Remove the dead from the assets section Continue – The Last of the Goblins screams as he dies a great howl of agony that echoes throughout the forest. No one dares to even breath as the echo dies out slowly seemingly reverberating off every tree and hallow in the wood. All is silent for what seems like an eternity then out of the darkness a drum is heard than another than ANOTHER! “They have spotted us “the commander screamed “RUN!!!” The Peasant’s and guards all dash madly into the woods. Choice - Run or stay and fight Stay and Fight- You stand your ground as the drums grow louder and a mass of raging goblins swarms all around you. Encounter- 20 Tribal Goblins – 2 Goblin Shaman Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage every turn till they can get out Weapons – Clubs, short bows, Long Knives, War Axes, War Maces, Short swords, The Shaman wield Staffs of lesser lightning –1d6 lightning damage small chance to stun for one round Armor – Light – Leather Jerkens - Robes Status- Enraged you are on their turf some may get a +1 to attack rolls at random Loot- Rare + weapons- 10 Gold and 3 rune shards of flame


Continue –If Running Away- You dash wildly through the woods with the commander and few remaining soldiers by your side the peasants struggle to keep up you see one along side you stumble as the ground gives way beneath them and their scream fills the surrounding wood. “Traps” the commander shouts “watch your footing”. Speed Check – 15- if fail fall into spike trap 2d6 damage one round to crawl out – roll a few at random as the party runs through the woods Continue if you fought the goblins- You dash after the commander and the peasants hoping to catch up to them you can already hear other goblins after them and you from all over the wood. Continue -You can barely breath as the chase persist peasants falling around you both being captured and butchered. You hear their screams behind you as the guards’ race on all thought of their duty forgotten. Suddenly you see the Commander ahead by a large hedge over here he


cry’s the guards veer right and join him under the Hedge you see a large metal grate. “What’s this sir” an out of breath guard manages to stammer between heavy breaths. “Got the Dunquirk Seal must be a passage to their old cellar system beneath the wood here help me get it open.” The men begin to lift up the large steel grate just then 3 of the faster Goblins catch up to you screaming they drive their javelins towards your throat.

Encounter- 3 Tribal Goblins – Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage every turn till they can get out Weapons – Clubs, short javelins, War Axes, Armor – None Status- Enraged you are on their turf some may get a +1 to attack rolls at random Loot- Average + weapons-Remove the dead from the assets section

Continue – As you slay the last of them the Commander heaves with all his strength “Erahghhhhhhhhhh” with a loud bang the Grate bursts free from its bindings and the dark passage down lays open “Quick if you value your lives get down there.” By now a few of the remaining peasants that had made it through the wood alive had rallied with them. You leap into the darkness with them. landing with a thud the commander slams the grate down behind him as he descends them as the screams of enraged monsters echo all around you.

Proceed to act V -


Act V The Daemons Door Continue – You and what’s left of the party move on slowly through the dark cellar passage grey murky water nipping at your heels. It was so dark in fact that you can barley see anything at all. The only light available was a few torches the commander had lit and passed out. It seemed the dank air of the place was making it hard to see as well filling your lungs with a sickening odder. It turns your stomach giving you an uneasy sense of nausea as well. Defense Check – 20- if fail- the feeling over takes you and you feel weak and collapse to the floor vomiting -2 to speed and Might for 1 hour – If success – you shake of the feeling and continue down the passage. A few peasants fall to the floor gasping for air “What ….Cough Cough …Ahhhh god….is causing this air to be so fowl ?.” The Commander who had made his way to the front of the group turned back “Well were in a cellar and the Duniquirks were famous and rich for the ability to make some of the most potent and deadly poisons known to man. It’d stand to reason there’s more than a few rotting barrels of the stuff about some wear”. The soldiers glance uneasily at each other they had hastily begin rapping rags about their mouth and nose eager to avoid a taste of the Family Duniquirks Forgotten recipes. Rats race past your feet and you get the feeling that the water your standing in might be starting to slowly eat through your boots.


Speed Check- 10- Success – you dodge a large tentacle just as it sweeps up to grab your leg Fail- 1d6 damage and Might Check 10 – to break free 1d4 dam every round you can’t

Escape- Long Slimy tentacles begin shooting up from the water all around you “Move it we have to get out of this water” One of the soldiers yells. Another Peasant gets dragged under as you Run down the corridor – Loop-Get through the Corridor- Roll Speed and Might checks at random as the party trys to get through the cellar corridor – the tentacles can also be attacked and hacked off with 6 damage roll to AC of 12. Continue- after a rushed escape down the corridor for what seems like a hour you finally see a way out of this labyrinth a wooden trap door upward to the next level of the castle. “Quick the door breach the door” The Commander screams the sight of these monstrosity’s seems to be taking its toll on him. He trys the door but its soundly locked just then 10 Tentacles spurt up around the door.

Loop-Get Open The Door- Roll Speed and Might checks at random as the party trys to get through the cellar door – the tentacles can also be attacked and hacked off with 6 damage roll to hit AC of 12. – the door can be lock picked with a Speed Check of 23 – or broken down with 15 damage and an AC of 17 or a Might check of 25.


Continue- The Door wrenches open and you poor through quick as the wind the commander slams the door behind you with such force that it tears off one of the tentacles it flops to the floor still moving wildly about like a tortured snake. The party now very small indeed struggles to catch its breath. The room you are standing in looks to be a vast great hall huge stone arches rise up above you to greet the double vaulted ceiling overhead. There is a grand staircase leading to an upper level as well as several lower corridors leading you can only imagine to other areas of the first floor a giant glass chandler looms overhead. It looks much more like a castle than the cursed swear you just crawled out of. Trigger- If you rejected the daemons deal before. The Commander stirs suddenly “where’s that mage gotten to” The other guards look around perplexed The Daemon is nowhere to be found “Ahh to the Mists with this we cant let him out of our sites up UP you fools after him! You come these men are about as useless as the peasants ill need your help Follow close” With that he darts off down a one of the many dark corridors, You Follow after with the remaining guards the peasants seem to be following as well worried about being left alone in these insane place. When you finish traversing the corridor you arrive in a long hall but it is empty – Just then- two of the guards slump to the floor as if exhausted then the Mage himself bursts in from another door on the side wall .- Go to the Guard Encounter-

If you accepted his deal before – The daemon flame mage approaches you one of the only surviving peasants he whispers “now’s our chance follow my lead”. He moves behind the group of peasants and soldiers quick as a shadow and disappears down a long stone corridor. Speed Check – 15 – To follow unnoticed behind him Fail- The guards noticed you leaving and cry out as you run down the corridor after the mage they are no doubt in hot pursuit now. Speed check -20 – To out run them- Fail – They catch up to you and surround both you and the Mage- Go to -the Guard EncounterSuccess in following The Mage- You catch up to the mage as he veers a sharp corner and pauses listening for movement…”Good we lost them. Listen this is going to seem a bit harsh but were leaving those fools behind got it their dead anyway the lot of them This place is cursed you see he pulls out a number of red stones without these you will go insane quick quick take them” he hands one to each of you “Now lets move I will explain more soon he runs off down another corridor you follow close behind- Skip the Guard encounter-


The Guard Encounter The Commander Is no wear to be found a guard moves forward his eyes rolling in his head “Traitors must be punished Traitors must be punished Traitors must be punished ” all around you heard the sound echoing off the walls “Traitors must be punished Traitors must be punished “ Getting Louder and louder coming from all directions” Gods its already happening” the mage shouts “here quick he tosses each of you a red stone “Keep it close ill explain in a moment” With that the guards and remaining peasants eyes begin to glow bright red “Traitors must be punished TRAITORS MUST BE PUNISHEDDD!! “ with a scream they lunge at you meaning to tear you apart. Encounter- 5 Guards – 4 Peasants Trigger – the Mage lights the floor on fire after 2 guards are killed environment hazard Speed check 10- 1d6 dam to anyone you gets caught in it Weapons –Spears, Short swords, The Peasants wield basic light melee weapons or no weapons at all Armor – Medium- Heavy Leather for the Guards-None for the peasants Status- Insane they will not yield or back down due to fear Loot- Common + weapons- 1 Gold and some basic supply’s Continue- Start here if you skip the guard encounter – The Mage urges you onward “quickly we can not stay here they will be after us soon. “ He looks around as if the very shadows from the walls were about leap forward to tear him to pieces. “There is more at play here than you know this place has been cursed by the shadow cult Assassins using the very essence of the Mist without those stones anyone within these walls will lose their mind to the mist in minutes. Well anyone but perhaps a hunter still it will wear on even your mind so I advise you keep them close. He glances at a door to the left of you up against the stone wall. “My Goal lies ahead I have not the time to explain all so it is up to you trust me now and I can promise you great riches if we make it through this refuse and I cannot let you stand in my way “ a light blue flame crackles to life in his hand “Make your Choice”. Choice1-Ally yourself with the Daemon - You give the demon a curt nod and the deal is done you move forward after him entering the door wreathed in shadow. 2- You refuse the Daemons offer – “Than burn along with the rest “He yells as flames begin to rise all around you.


Encounter- 1 Daemon Mage Trigger – After the first hit on the mage he lights the floor on fire Speed check 10- 1d6 dam to anyone you gets caught in it Weapons – lesser and greater flame spells Armor – Medium- Heavy Leather for the Guards-None for the peasants Status- Engulfed- the mage is engulfed in fire all close range attacks on him endure a Speed check 10- 1d4 dam to anyone you gets burned in it Loot- Common -some basic supplies- one slightly burnt note-

-Remove the dukes son from the assets-


Continue- An Entrance lies before you and as you look around you see the passage back has been bared with a black steel gate. You move forward through the door As you enter it another gate falls behind you. You try to see what lies ahead of you but only darkness fills the large room. You take a step forward to secure a better view just then you hear a loud crack as the floor gives way beneath you. Speed Check – 18- Success – you land like a cat and roll as you hit the ground saving your body from a brutal impact Failure – The fall catches you off guard and you land face first on the floor as the rubble falls around you take 1d6 damage. Trapped- You look up and see the room illuminate as light bursts fourth from above. You see a large stone arena surrounded by great bronze braziers being slowly lit one by one by hooded men in dark black robes. They look to be of the same group who you encountered on the road before. At the far end of the room lies a great spiked and gilded chair with ominous jet black stones jutting forth from it in all directions. On it sits another of the robed figures this one seems larger than the others and you can sense a great darkness coming from that direction. The Hooded Man Rises “Welcome Travelers Welcome its been such a long time since I’ve had any visitors “ His Voice echo’s throughout the room chill and Icey quite yet menacing as daggers against a chalkboard a involuntary shiver runs down your spine and it feels as though your whole body is frozen. Conditional-if mage is alive – The Mage cry’s out “Fiend you killed my father my sister my brothers my mother I’ve come for vengeance on my family’s blood come down here and face me” …….. A long pause follows Then slowly you here a deep choking sound bubbling up from the Great robed figure suddenly he bursts forth into cackling laughter. “your family’s honor ? your family sold poisons to anyone who wanted people dead boy and they got what they deserved it was their poisons that killed my family and I waited years to find the man who did it and take everything from him. everything but you …” He claps his hands together and two more men in cloaks appear carrying a very old and decayed daemon male in rags ….. “Father the Mage cried out” “That’s right he’s not dead Heheh-hehaa but he will be soon just one thing remains for the ritual kill his last son and all his fine new friends in front of his very eyes Blood FOR BLOOD BOY BLOOD FOR BLOOD!” Conditional-if mage is dead – “I see you have already killed the fool mage hmmm a pity it would have maid a fine show ……But no matter im sure you’ll entertain us just as well – It’s a game you see all a game you have four rounds my men will showcase the talents I’ve been teaching them these many long years by tearing your limbs off one by one if by any chance you survive all four “…. He pauses for a moment “ Ahhh the reward well it is a treat you will have


the great honor of being killed by my own hands. Now it begins BLOOD FOR BLOOD Boys BLOOD FOR BLOOD!”!” Final Encounter- Stage 1 – The Hooded figures above you begin to move about suddenly two huge walls of stone in front of you raise up to reveal hidden cells behind them filled with captured goblins dregs and one of their captured Shaman. They rise weapons in hand and look at you with ravenous eyes. Lets see how you fair against my pets first “The Robed man Screams from his chair”. Encounter - 6 – Goblins – 1 Goblin Shaman Trigger – when three of the goblins are dead the shaman will start using earth shell – Might check – 15- if fail trapped in earth for one round Weapons –Spears, Clubs, staff of Greater Earth- hurls huge chunks of rock at you speed check- 18- in addition to the goblin shamans rolls to hit- 2d6 +1 damage Armor – light rusty chain for the Goblins None for the Shaman Status- Starved- they are already weak from hunger Loot- Common + weapons- 30 silver and a greater Staff of Earth

Final Encounter- Stage 2 – The Hooded man laughs even louder now his very voice seeming to weaken and crush your spirt even as you taste victory against the starved horrors before you. “Ahhhh Yess Yessssss there’s some fight in you yet I knew you would not disappoint me “ You can feel him grinning a sick and twisted grin lounging like a deranged child perched upon the spiked throne. “Round two and this ones something special I caught these men lurking about outside funny thing though it doesn’t seem like they’ve taken to well to my humble abode do me a favor an teach them the proper courtesy would you. The robed men above begin dropping large sacks into the Pit upon hitting the floor they begin to writhe like rabid snakes the bags are off in a flash and before you crawling on all fours like beasts are the guards you left behind at the trading post eyes red veins bulging making savage noises like that of a wild beast they hurl themselves at you in frenzy. Encounter - 10 – Insane Men Trigger – The will try to grapple you Might Check -15 to resist if they succeed they will bite you than make a nature roll of 10 not to become crazed yourself for the next round Weapons –Insane strength +3 damage


Armor – Rags Status- Insane they will not yield or back down due to fear Loot- Old dirty rags-

Final Encounter- Stage 3 – “That’s the way good show perhaps ill make you my personal guard slaves after this “ He turns and Mutters something to a nearby robed figure. “This next challenge is a bit different I believe you know him only it seems he left his men to die trying to escape on his own what a coward I’m afraid he needs to be punished.” This time a whole Iron cage is pushed headlong into the Ring the impact of the landing breaks the cage door wide open and out steps the commander murmuring some unintelligible gibberish and swaying ever so slightly with each motion as if he was partially drunk his axes rise to meet as he shrieks and charges. Encounter - 1– The Guard Commander Trigger – if the mage is still alive he tells you after the guard loses at least half health that their might be a way to save him hold him down and get him to swallow one of the red stones. Weapons –two heavy war axes Armor – full plate Status- Insane they will not yield or back down due to fear Loot- if you save him – nothing – if you kill him Weapons and Armor + 4 gold

If you kill the Commander- “The Hooded Tyrant Screams with delight YESSSSSSSSSSSSSS Hahhahhah the taste of blood the smell of sorrow I love every minute of it but alas I’m afraid you’re far to dangerous to be used as slaves and what’s more you’ve bloodied up all my fine floors. Assassins remove them from this world” With that he turns and walks away. – Proceed to Final Encounter 4


If you save The Commander- You finally manage to get the stone down his throat The Commander instantly collapses to the floor shaking violently. “Hold him down the Mage yells” –Might Check 10 to hold the Commander down – fail take 1d4 thrashing damage. After a few moments his body movements calm and you release him he rises slowly as if risen from the dead “ughhhhh blind me what madness is this where am I” “In the pit of hell I’m afraid” the Mage reply’s can you fight ?“ the commander picks his axes up off the floor and grips them soundly giving a nod to you and the demon. “Good than get ready this looks to be far from over”. The Great Hooded One look’s displeased for the first time “That was ill played” he hissed “I despise cheaters ….. I believe its time for you all to go this party is over Assassins remove them from this world” With that he turns and walks away. – Proceed to Final Encounter 4


Final Encounter- Stage 4 – Robed men drop down all around you whilst others draw arrows and take aim at you from atop the pit the arrows whiz at you cutting the air as they pass. Encounter - 12– Shadow Cult Assassins Combat Level- These men are clearly not as skilled as the men you met on the road only some appear able to use magic and many appear to be less comfortable with their weapons in fact some look as though it may be the first time they have ever held them Weapons –Long Daggers , Short Swords, Short Bows, Scrolls of lesser darkness Armor – None-Robes Status- Uncoordinated they do not seem to be able to attack as a group occasionally an archer may miss and hit one of his own men Loot- Weapons – 60 – silver – 5 scrolls of lesser darkness

Continue- -if mage is alive – “Well fought now quickly we cannot allow Sakor the Witch king to escape we must rescue my father” Challenge- Find a way out of the Pit- Info – the pit is 20 feet high- Might checks can be use to climb out – at 20- fails result in fall damage- or you look around can try to find the switch that activates the stairs with a Speed check of 22- roll an intelligence check of 18 to see if anyone thinks to look for this if they do the Speed check to locate it drops to 13- also you could try to use magic to aid you if any in the group are adept casters.

Continue – Once out of the pit you see a large dimly lit corridor behind the spiked throne the robed figure hat been siting just moments before. You dash down the walk way and are confronted by a great wooden door 15ft high and wide as a barn. if mage is alive – “I’ve got a bad feeling about this well no turning back now lets see if I’m right” Continue- You shove the great door open with a mighty heave loosing all your strength against it. Inside you find a huge throne room still adorn with the tattered and rotting banners of house Dunquirk. In the center of the room stands the Robed Witch King holding a green and glowing dagger over a very old and decrepit man. “You think this is


over “ The witch king screams his shrill voice echoing in strange tones across the Great hall “It has only just Begun “-if you didn’t kill the mage- “Step away from my father” the mage cries “it doesn’t have to end like this Sakor”, The Witch king pauses a moment “You really have no idea do you god you pathetic fool you think I was able to raise this whole army of assassins after your family out of just sympathy for my losses …Your father is not what he seems Moku the twin headed Jackal is not a beast cursed to hunt your family he is the curse on your family Hhahahahhahaha behold the truth boy.”

Continue – The Witch King plunges the dagger deep into the old mans heart an a Insane howl burst forth from his body “AHOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!” the sound is so deafening you have to hold your ears to keep from fainting. Green fire bellows forth from the old mans chest wound faster and faster Sakor try’s to run but is soon consumed by flame “AIEEEEEEEEEEEEEEEEEEEE” he shrikes a final maddening cry than is no more the flames come faster and faster now till then rise into a great storming pyre all site of the old mans body is gone now. Suddenly the flames shift from green to blue and resend until they reveal the monstrous shape of a wolf lager than a wagon with two heads and a body wreathed in blue flame. Sakor stares at with great shining red eyes and lets out an unearthly roar “ERRARRRRRRRRRRRRRRRRRRRRRARRR” he charges toward you like a hurricane of fire.

Final Beast Encounter - Moku The Twin Headed Jackal Trigger – if the mage is still alive he helps you fight Trigger – if the Guard Commander is still alive he helps you fight Weapons –Bite – 3d6- Claws 2ds – Great fire spells 2D6-3d6+2 magic fire damage Armor – None Status- Engulfed – The Beast is engulfed in flame Must roll a speed check 10 when in melee to avoid getting burned while attacking – 1d6 fire damage. Loot- Rare – 4 ethereal rune shards 10 gold and large blue glowing tooth


End- If the Mage is alive- The beast finally falls with a hideous hissing sounds and the flames dissipate leaving only the dead body of a very fragile old man. The mage goes to his father “I didn’t know you were still alive father I would have …. I would have tried to save you if id did “ he closes the old mans eyes “May you finally be at peace now father the curse of this family is finally over. Thank you all of you for helping me in this matter I know it was probably far more than you were expecting. I have a reward for you here he hands you a parchment this is the rights and titles to this whole estate the place is yours now burn it town transform it into your private sanctuary hell turn into a school for young Hunters for all I care. Ahh yes and there’s one more thing he turns over what looks to be a very old map” This has been my family’s treasure hold for generations the city that held it way off in the mountain’s of the old kingdom was lost years ago in the Mist War but Beast have no love of treasure so it should all still be there if you have what it takes to claim it.

If the mage is dead- The beast finally falls with a hideous hissing sound and the flames despite leaving only the dead body of a very fragile old man. You also see the body of the burnt and twisted Witch King dead upon the floor. Upon examine it you find to articles of interest. One appears to be the legal deed to the property supporting ownership of the entire Castel. The other appears to be a map leading away off into the Mountains of the old kingdom. It marks a long village close to one of the southern most peaks as the sole location for the majority of the entire Dunquirk family fortune. If this is to be believed it guarded by a dark beast on immense power and the witch king has been spending months gathering an army to take it. Final Moments- You make it out of the castle and see sunlight for the first time in what feels like days the road lies ahead of you and a choice to continue on to resupply and the now very close village of Ravens Point or take path westward to the mountain’s in search of the Dunquirk family fortune but that is a Hunt for another TaleAll Party members receive a total of 100exp for completing this Campaign –END

The Following is the detailed enemy index for this game.


Rabid Wolfs

Creature

Animals as well as people were affected by the mist the ones that weren’t slaughtered or transformed into horrific abomination’s were left in altered states in their minds. They were frenzied frantic and it seemed eternally hungry. Many that before posed only minor danger to a lone traveler now became a force to be reckoned with. Might- 3 Defense- 7

Speed- 5

Intellect- 0

Body- 8

Nature- 0

Abilities – wolves are extremely quick, travel in packs and have leap attacks to knock you down. They can also cause bleeding Gear- None

Weakness - Fire


Raiders

Humanoid

After the mist came most of the worlds great civilizations were overthrown in mere months. Their people left scattered many turned to theft and depravity the beasts took care of all but the strongest groups now they prowl the roads mountains and deserts for anything they can scavenge to stay alive. Might- 2 Defense- 10

Speed- 3 Body- 10

Intellect- 0 Nature- 1

Abilities – Most have above average stealth and cunning and some are well trained in the use poison

Gear- Common

weapons and armor –mostly light and medium Weakness- Easily Frightened, Disorganized and Greedy, No Loyalty’s


Cultist Radicals

Humanoid

The world has been thrown into chaos for years now many tried to resist it but others, fools and mad men embraced it with open arms. These fanatics believe that the Great Nightmare Beast’s are some kind of long lost dark and ancient gods. They are not easily dealt with as they worship them with the blood and dark magic. Might- 3 Defense- 10

Speed- 3 Body- 10

Intellect- 5 Nature- 1

Abilities – can cast lesser spells of illusion and blood magic Gear- common weapons and some minor scrolls but rarely armored

Weakness –Easily Tricked


Feral Goblins

Humanoid/Mob

The Goblins were never a particularly civilized race, even before the fall of the world they were noted to take part in cannibalism human sacrifice as well as other savagery’s. However once the Mist fell many never sailed for the Reach to escape it choosing to stay and hide. Now the ones that survived are crazed, deadly as Rabid dogs. Might- 2 Defense- 8

Speed- 4

Intellect- 0

Body- 6

Nature- 0

Abilities – travel in large pacts and can call for more, use poison Gear- Poor melee weapon’s and armor light Mindless will charge forth blindly

Weakness – Elemental magic,


Guard Comander

Humanoid

Trained military personnel left over from the massive retreats and devastating destruction left in the wake of Nightmare Mist. These men and women are well trained and well-armed. Now the ones who did not join the standing army of the Reach are mainly Mercenaries selling their sword as they please. Might- 6 Defense- 15

Speed- 2 Body- 14

Intellect- 1 Nature- 2

Abilities – shield shattering blows, parry’s and disarming attacks Gear- Common weapons and armor mostly heavy with shields destroying Spells and Acid

Weakness – Armor


Goblin Shaman

Humanoid/Mob

The Goblins were never a particularly civilized race, even before the fall of the world they were noted to take part in cannibalism human sacrifice as well as other savagery’s. However once the Mist fell many never sailed for the Reach to escape it choosing to stay and hide. Now the ones that survived are crazed, deadly as Rabid dogs. Might- 3

Speed- 4

Defense- 7

Body- 10

Intellect- 6 Nature- 0

Abilities – lesser spells of fire lightning and blood magic Gear- Poor melee weapon’s and armor light Mindless will charge forth blindly

Weakness – Elemental magic,


Moku-The Twin Headed Jackal Beast of the Mist/Legend

At Dusk when the wolves gather to howl into the night there is one who answers the call. Moku is a spectral beast of enormous power some believe him to be an amalgamation of dead animal spirts mixed with the dark powers of the mist. Wreathed in blue flame he moves with lightning speed through the forest hunting for human souls. Might- 5 Defense- 19

Speed- 15 Body- 88

Intellect- 30 Nature- 0

Abilities –Beast, Dark Intelligence, Grand Spells of Dark Flame Gear – None Weakness – Powerful Rituals to Banish Spirits, Powerful divine magic, Trapping it in a circle of elder salt from Serifs Edge Alchemists


Dedicated to all the true fans who made this book possible

Thank you May your hunt go on forever


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