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—— ‘abd —_ GAME RULES ABOUT THE GAME Bound by Flame is a role-playing game in the vein of Dungeons & Dragons where players will adventure through a fantasy land full of half-beasts, witches, and ‘magical creatures to battle against an ancient evil that threatens the lives of all humanoids in the land, ‘The game is played with 3-5 players: one Game Master (GM), who will facilitate, narrate, and conceptualize the unfolding story of the game, and the remaining 2-4 players that will make up the party of characters that will adventure on this quest. Each player will begin by designing their character with the provided character sheets. ‘After the players have created their characters, the game begins. The GM will introduce the setting, then the game moves into its core loop, consisting of one of two states: Adventuring or Combat. ADVENTURING Adventuring follows a simple loop of setup, action, check, and reaction, Setup ‘The GM will describe the current environment that players are in and the current events that are occurring, ‘This could be anything from the description that the party enters a dark forest and notices a strange carving with runes on the side ofa tree, to a cheerful shopkeeper asking the party to purchase their wares. Action Players will describe an action they want to perform. This could be anything from deciphering the runes on the engraved carving to persuading the shopkeeper to give them one of the items for free. Step 1 ‘The GM privately chooses a number that reflects how difficult the proposed action is. For example, asking the shopkeeper for a discount may be a 10, ‘whereas persuading them to give you an item for free may be a 20. Step 2 ‘The GM announces to the player the relevant skill associated with the proposed action, E.g,, picking ‘up a large rock: strength; deciphering runes: mind; sweet-talking a shopkeeper: charm, etc. Step 3 ‘The player rolls aD20 and adds the value of the associated skill to the result of the roll. In the case of the shopkeeper, if the player rolls a Il on a D20 and their character has a charm skill of 8, the result would be 19, Step 4 ‘The check either secretly succeeds or fails based on whether or not the result meets the secret numeric threshold of the action as defined by the GM Reaction Whether or not the success of the action was determined by a roll, the GM narrates how the story ‘unfolds based on what just occurred, Maybe the player's character deciphers that the runes describe a prophecy of an ancient evil corrupting all beings in the land, or maybe the shopkeeper gets angry that the player's character wanted something for free and refuses to sell anything to them anymore, The gameplay loop continues until players find themselves in a combat encounter. COMBAT ‘When a combat encounter begins all players (including the GM, representing all the hostile enemies in the battle), roll aD20 for initiative. The results of these rolls determine the order in which turns are taken in battle. Then, the GM will set up the player and enemy pieces on a grid, representing the starting locations of all the units in this battle, The battle now begins, with each player moving and taking an action in a loop until the battle is over. Move Players move their character piece on the grid by a number of adjacent squares less than or equal to the speed stat of their character. By cone ross Action: Physical Attack Players select a unit in the battle ro target with one of their attacks. This unit must be in the selected. attacks’ range in terms of adjacent grid squares The player then rolls the number of combat dice associated with the attack and records how many swords were rolled. This total is the damage of the attack. (e.g, a player's attack is a “sword slash” with 4 damage and the player rolls 2 swords out of 4 attack dice, the outgoing damage of the attack is 2). ‘The unit being attacked rolls combat dice equal to their defense stat. The number of shields rolled subtracted from the attack damage is the incoming damage to the unit. (eg, a swamp creature being attacked by the above fireball has a defense stat of 2, the GM rolls 2 combat dice for them, 1 shield is rolled, 3 attack damage - 1 shield = 2 incoming damage). The incoming damage is subtracted from the units’ current health points. Ifthe health points of the unit reach 0, they die and are removed from combat. IF the unit isa player's character, they instead become unconscious. Unconscious units cannot move or take actions for the remainder of combat and cannot be targeted for attacks. Action: Magical Attack ‘Magical attacks differ from physical attacks in two ‘ways. First, magical attacks can specify an AOE (area- of-effect) stat. ‘When using an AOE attack, instead of specifying a unit in range to attack, a particular grid square is targeted instead (the grid square may or may not have a unit on in). Afier rolling attack dice and determining the outgoing, damage of the attack, all units within the number of adjacent squares specified by the AOE value of the attack will have to defend against the attack (an AOE of 1s identical toa physical attack with only one square attacked). For the Game Master (GM) ‘The second difference is that magical attacks can only epee cee cerned sates bookyrih be used once per battle. combat blocks. For example: Action: Interact Players can interact with the environment and make CORRUPTED BEAR actions as facilitated by the GM, similar to the : See eae ae lees 41 2h st. 2 and how they affect combat is entirely up to the GM gare enter eee Ravenous Bite X261 throw them down a well, and the GM may allow them Basic attack. Can be used multiple times per encounter. to do so if they pass a strength check and results in the ‘enemy instantly being removed from combat). ‘These enemy units will spawn into the encounter Action: Revive atan appropriate location of your choosing, Each Players can revive an unconscious player on an tur, for each unit, you may select one of the adjacent space, restoring them to 1 health. entries in the actions list. The Corrupted Bear only hhas one: its basic attack, Make sure to note the descriptions of attacks or abilities closely before Improving Stats een After each chapter of the story, players may improve an aspect oftheir character in some way. They can choose im tteealet nesar ls represent to either: } Maximum HP +21 any skill O Defense (Fight, Magic, Sneak, Mind, or Charm) Dicuss +1 to any combat value i (Current HP, Max HP, Defense, Speed, or either 2K Attack Damage attack’s Damage, Range, or AOE) G Attack Range cane nuns Bound by Flame Character Name Character Race HUMAN — HALF-BEAST icy ELF Skills Character Appearance HIGHT ‘MAGIC ‘SNEAK MIND ‘CHARM “To determine the dill values, roll a D2o seven times, recon the rolled numbers, and remove the lowest and highest rolls. Distribute the remaining s nambers across the skills bone inthe order of your choosing Combat / ‘Traits & Features CURRENT HP / MAX HP DEFENSE SPEED ‘To determine the combat vals, olla Dao five times and record two-thirds (rounded-up) oF the middle valu. This your power budget. Choose value foryour max HP, defense, and speed that, ‘sam to your power budget. Allvalnes mus be atleast Your Currene HP begins equal to your Max HP €g 6/6) Physical Atcack Magical Attack NAME, NAME vince ana panacea — a0 £ ' \ ' \ 1 ' ' i ' ' 1 ' \ ' \ ' \ i ' \ \ 1 \ \ \ ' ' ' \ \ \ 1 ' \ ' ' ' ' \ \ ' 1 ' ' \ 1 ' i \ ' ' ' \ \ \ \ \ ' i i ' ' ' One-third of your fight skill ' (rounded-up) is your physical ! attack badget Chose tls ! Torch ara damage and ! ee eared ack budget Al esse teatkett ' ' \ ' i ‘Two-thinds of your magie skill (round-up) s your magical attack budget. Choose values for thisarack’s damage range, and AOE that som othe ‘magical arcack budget. AI valsesmastbe at east Character Backstory he forest surrounding the town of Verunn is emingly endless made even more vast by the c {fog that creeps between the thousand year tal. as once a pleasant road to a friendly trading town, is now a tre. path that few dare to tread. A quarter century ago the main tra led through the Forest of Verunn was wide and well-traveled, guided by distinct markers lighting the way into town, with the occasional branching road towards the Boglands of Haelen, or to the mountains of Teryl But there are no such guides now. The main road is now broken ‘and obscured, it has split into veins that may stil lead travelers to where they wish to go, or otherwise deeper into the heart of the forest where they risk becoming lost and forgotten “There are rumors Rumors that have spread further than this forest, to surrounding towns and even larger cities to even your ears. Ordinary, normal folk who dwell in Verunm don't dare speak her name, and those that do do so in hushed whispers, in quiet alleys and dark taverns. They've seen what her power does for those she calls her children, and the terible havoc they ve brought to Verunn. This forest is no longer safe passage. I! is the hostile territory of the beasts who wage a war on a peaceful land. Those who choose to travel the paths ofthis forest do so with caution and fear, for the boglands have devoured the beauty of these woods and the creatures of the Bogmother have found their homes amongst the shadous ofthese large oaks” PLAYER HOOKS AND INTRODUCTIONS Players decide if they want to create shared backstories| - maybe they area mercenary group, working together. Maybe some are, and others are lone wolves. Maybe theyre all lone wolves. Regardless, they are all traveling to the town of Verunn, “For the past several days, you've been carefully ‘making your way through the Forest of Verenn. Each of you have heard of an opportunity for some simple mercenary work, defending the town from the violence and magic brought by the growing number of half heats and witches in the area. Youve heard of several towns and villages that have been lost to these hordes, and the Knights are desperate for any aid Though you have your oun opinions on the escalating divisions of the world, you cannot deny that the gold promised for your protective services is nothing to be laughed at and certainly worth taking 4 look at. You are all about two hour’ travel from Verunn, following a broken path in the direction you believe the town to be.” ZONE ENCOUNTERS “The forest i evily silent except for the wet squelches of ‘your boots and the occasional rustle ofa leaf This silence is broken when a roar sounds through the woods somewhat nearby, followed by a very fearful scream.” Save the Kid Encounter Following the sound of the seream, your adventurers are led to a small clearing where they see a humanoid child on the ground staring up at a very terrifying bear. Upona closer look, players can make out some bird-like features on the girl that qualify her as a half-beast ~ small feathers around her ears, talons instead of feet, and very wide, orange-filled eyes ‘The bear slams down and bites into her shoulder, tearing her arm clean off. As the bear turns his head, arm still twitching between his teeth, his eyes land on one of the players and they are full of a hatred that almost seems magical. Roll to determine which player is targeted first. CORRUPTED BEAR 95 92 42 Ravenous Bite *261 Basic attack. Can be used multiple times per encounter. BD currrex one At the start of the second round of combat, Deirdre enters and attempts to place herself between the bear and the child, She will use her knives exclusively to attack, with the main priority of defending the child. “You see a humanoid figure run in and place herself between the child and the bear. She is small in stature, wearing « hooded brown cloak lined with ‘ur. Her expression is defiant and protective and she raises her knives in defense.” Encounter Outcomes Once the bear is dead or scared away, Deirdre will attempt first-aid on the child, Players may help, ‘which will build trust with Dierdre and give whoever makes the check advantage Have the person who wants to help roll two dice, take the highest. ‘Mind Check of 20 to save the child. Ifthe child is saved, she will still be armless and distraught. She will tell the group that she was run. out of town by some bullies. There was an attack in the morning and they always blame the half-folk. ‘They were throwing rocks at her and calling her a swamp spawn. She ran into the woods for cover, and got lost. The bear found her, but it looked like it was heading into town. Deirdre will offer to lead her (and the group) safely back to town and help her find her parents, IF the child is dead, Dierdre will ask the party to help bury her and then offer to lead them into town safely. Examining the body of the bear can give the following clues: 1. The eyes will have a magical signature that the players have not seen before. they ask Dierdre to examine it, she will tell them she's seen it in all creatures that the Bogmother has corrupted. 2. The bear has a marking on his fur around his arms and up his back. Ifplayers roll well (higher than 10) on the die to determine if they recognize the pattern, they will know that itis similar to a common symbol that some half- beasts choose to tattoo on themselves when they embrace their beast-like qualities and reject the rules and oppressions placed upon them in this society. TS Eee UCIT ‘The NPC Deirdre has a Trust Level that the GM must keep track of. Player actions throughout the story can affect Deirdre's level of trust for the Pen ced acer) Seen ees Det aoe ea a ee re eons Players can increase or decrease trust through Poe SO a kee Corrone tere cent emer nee keris Peer een eee at comp: Pen nese ese presets ene ees Pee nee eee eae sympathetic towards the Bogmother If the players helped Dierdre attempt to save the child, add +10 to her trust level. conrrn one NPC: Dierdre Deirdre isa young, human woman, She wears a tattered brown cloak lined with fur and tends to keep to herself. Her eyes are kind, even if her smile does not quite reach them. Personality: Deirdre is idealistic. But she is also reserved around new people until she has established a good level of trust with them. She is passionate about ending the corruption that has been sweeping the land, and gives everyone - regardless of their magic use, the benefit of doubt. ‘What Does She Know? 1. Deirdre has knowledge on what lies in the forest and can navigate through it without getting lost most of the time a. The fog is magical and originates from the nearby boglands. It cannot be dispelled and prolonged periods in it are rumored to affect the mind and the soul. b, Her cabin is on the outskirts of town, at the edge of the forest, and the fog avoids it. ¢. Possible forest creatures = non-combative animals that would be present in a forest, corrupted beasts that are altered by magic to be hateful and combative, travelers (some who are lost and crazy, some who are just trying to get to or away from town), some sentient plants, some swamp-creatures closer to the boglands 2. She has knowledge of the boglands but will avoid speaking about it a. Knows that the Bogmother lives there . Knows that those who go there do not come out the same 3. She knows her way around town and has some contacts and friends there, a. She's acquainted with the mercenary contat that the party has been instructed to seek out, though she is not close with them. DIERDRE (ALLY) 9 80.3 +2 Steel Knives *4G61 Basie attack, Can be used multiple times per encounter. Knife Throw *x2C63 Basic attack. Can be used up to 2 times per encounter, Ancestral Blaze X3G4 Magic attack. Deirdre will not use this attack unless itis appropriate within the context of the story. Warm Flame G1 Action, Deirdre heals an adjacent ally for up to 3 health. Deirdre will not use this ability unless itis appropriate. Bi cutee ore crunn had a reputation of« get, friendly toun filled cand plenty of odd and interesting lee up. Before the terror times, before the constant attacks and the fear ofthe beasts took hold, many travelled far to visit Brians’ Colletion of Rare Reads or participate in the annual Verunn Cheese and Wine festival Every summer, Verunn's draw tourists in to witness friendly matches challengers, hear stories of adventures, and yes eat p beer, and purchase overpriced knick-knacks. Since the attacks began, the friendlines of this quaint town has waned, ‘No longer are the people welcoming fo outsiders- even less 50 to thase ical users The Knights patrol with a hard eye, arrests are more frequent, and they no longer offer friendly spars to re their strength Knight Market wou between Kn _good food, drink ho are half beasts or m Walking towards the town, you smell the carnage before you see it. Smoke fills your lungs and clouds not sure when the fog ended and the your eyes smoke began as you near the exit of the forest, but you know that its different and it's not right. [t smells like burning flesh mixed with sage and swamp. Verunn is burning Upon entering the town, the bird-gitl (ifalive) will thank the group for their help and run off towards the east of the town, If the group asks Dierdre what happened, she can say something along the lines of “Tim not sure, 've never sen an attack of this scale. 1. 1 haven’ been in foun at all today. It must have happened in the morning after I lef.” Exiting the treeline, you see the shapes of buildings still slightly burning. Fur square, you hear shouts of the Knights and citizens her into the town, at the main coordinating the cleanup. As you approach you can tell this isthe aftermath of somethin INVESTIGATING THE ATTACK Taking a look at their surroundings, there are several avenues that players can explore. Have one person roll, another may give the help action if they wish to in order to give the rolling person advantage. Depending on what they roll, describe what they see and then all ofthe options that are lower than their rol ‘Old Man: (Mind Check: 1-2) Ask the first available person what happened. “Immediately in front of you isa hurt old man, _greaning in pain, who appears to have just woken up from being knocked out. He is trying to make his way t0 the pop-up medical tent at the north of the square.” Shady Half-Beast: (Mind Check: 13-16) Aske someone that looks shady. There isa half-beast walking with purpose from the apothecary towards a dark alleyway. He's got his hood up, and without a closer ook its hard to make out his beastly qualities, “You see a cloaked figure exit the apothecary on the west ‘of the square and expertly dodge out of view of a group ‘of Knights. The figure appears to be heading towards one lof the dark alleyways at the east of the square.” Knight in Charge: (Mind Check: 3-6) Ask the Knight that seems to be in charge. “A commanding officer stands atthe center ofthe square shouting orders atthe Knights and volunteers” South West Street: (Mind Check: 17-19) Examining the damage, they can tell that the most burnt area is down a street to the south west. “The street leading south west is charred, and completely ‘empty. The fire there has been put out already, and the ‘area has been cordoned off by a group of Knights and ‘mercenaries Only those with permission seem 0 be «allowed down that way.” Fire Crew: (Mind Check: 7-12) Ask one of the cleanup crew. “You see a group of volunteers and what look to be lower ranked Knights trying to put out a small fire at the east ‘of the square, There is ane volunteer who pauses to catch his breath and plops down onto the ground with his head inthis hands 1 need a break guys 115 been hours’ He says One of the Knights turns to him and nods: Take 8 We gotta get this done soon or well never recover” Alley: (Crit or Mind Check: 20+) You see a side street that allows you into the cordoned off area. “The guards appear to have overlooked an entry point to the cordoned off area. There isa smalt alley bekind the bookstore that allows you into the south west street Youll have tobe a litte sneaky, but you can get a closer look” Sorcery cuarron Two Old Man: This old man will rant as he's helped to the medical tent, He's not quite lucid, and he's extremely beastist against half-beasts, Charm check of 15 to get him to tell you something somewhat coherent. (Success) “I saw it all happen! But no one will listen to me! Here are the facts of the matter. There were three people in that area, I saw them with my own eyes- old as they may be, they still work, I tell at A halfbeast teenager, certainly upto no good, a cloaked woman, and one of them Knights [Now the obvious answer is thatthe beast did it right? It is in their nature after all BUT the beast was on the ground The woman was standing over it, and the Knight was the ‘one that was shouting. 'm telling you, the Knights are lost. They're the real beasts They've been corrupted and the Bogmother is using them for structured chaos, Why work with mindless beasts when you can corrupt the law ofthe land itself” (Fail) “It was the Knight-beasts! They're working together The Bogmother has turned them all. Noone is free. Send them back to the swamps, the lot of them! I saw it with my ‘own eyes right there by the bookstore! The Beast-Knights!” + Players may make a second Mind check to notice ‘other options. Knight in Charge: Charm check of 10 to get him to tell you something useful If you have visible half-beastsin your party (who are not attempting to hide or disguise themselves), Charm check oF 13. (Success) “It happened this morning around 10. Some terrorist sent a fireball atthe bookstore and we couldnt ‘contain it. Those beasts took the opportunity of chaos to uureck even more havoc If you're here to help, you're welcome to. The fires spread all the way over tothe east that still need tobe put out.” (Fail) “Yoitre interrupting now? Don't you see what's happened? Wer a little busy right now with a goddang terrorist attack, Make yourselves useful or leave us to do ctr jobs” + Players may make a second Mind check to notice other options. Fire Crew: Approaching the group will prompt them to ask you to help. If they help, the fire crew will tell the group their theories on what happened. + Half-beasts living in the east have been unhappy with the Knights’ activities in the town and are rising up. + The bookstore owner imported some shady books and one of them was magical and lashed out - as all magic does. Shady Half-Beast: Following the cloaked figure requires a Sneak check of 10 to remain unnoticed. (Success) Players are led into an alleyway, where they overheard a group of half-beasts who are scared, worried about backlash, They did not do this attack, but they are being blamed for it. The cloaked figure ‘was able to get some information about the attack from the apothecary owner who saw a bit of it. It was a magical attack, done by a cloaked woman in defense ofa half-beast who was being harassed by a guard Boureetwo (Fail) The cloaked figure turns around and confronts the group. “Why are you following me? We had nothing 40 do with this, we just want tobe left alone to live our lives” Charm check of 13 to convince him you're on their side (7 if you have a half-beast in the party). On a success, he tells you to ask the apothecary owner ‘what happened since she saw it, on fail he tells you to fuck off South West Street: There are three ways players can get into the alley (Success for all options) Upon entering the alley and examining the damage, they find a magical signature that they have never seen before. Not the same as the one on the bear. Option I: Ask the guards what happened (Charm check 7) (Fail) “There was an attack. Were handling it Pease stay clear ofthe area." + Players can find an alternate way into the alley with a Mind check of 10 (leads to option Alley) Option 2: Convince the guards to let you through (Charm check of 13) (Fail) Players are told to fuck off, + Players can find an alternate way into the alley with a Mind check of 10 (leads to option Alley) Option 3: Sneak past the guards (Group sneak check of 15 (averaged) (Fail) Players are told to fuck off. + Players can find an alternate way into the alley with a Mind check of 10 (leads to option Alley) Alley: Upon entering the alley and examining the damage, they find a magical signature that they have never seen before. Not the same as the one on the bear. MEETING THE Boss ‘After the players investigate the square, they may wish to seek out the tavern and find their mercenary contact. The tavern is located in a side street to the east ofthe square. Deirdre will guide them towards it. As you enter the tavern, you are surprised at how busy it is A group of half-beasts sit inthe corner, wearily The Sleeping Hog is one of two pubs in Verunn- the taking notice of you. The bartender behind the bar, preferred pub for half-beasts,pick-pockets, and other chatting with a grizzled mercenary in husked voices. A less desirable denizens ofthe town. The other, “Ye lame Knight sts in the opposite corner, vith burn marks (Olde Pub” typically favors more... privileged class Pee eae ectea a etl ca” Knights, shopkeepers, and the few wealthy individuals of Verunn. From the outside, The Hog’ looks run-down and rere cantar g ht ae alk tad beaten, surprisingly untouched by the flames of the attack earlier this morning. The lower windows are shattered and boarded up, as if patched after a physical attack. The signage at the top features a large, grotesque boar napping under a large oak tree 1. Bartender 2. Group of half-beasts 3. Alone (very drunk) Knight See details on the next page. cuarron Two Bartender: The bartender can point them towards a private room towards the back where “The Boss” typically meets with clients Group of half-beasts: The group of half-beasts will be weary (Charm Check: 13) If there is half-beast in the party, they will be a bit more forthcoming (Charm Check: 7) Things players can learn: + About The Boss: “The Boss ia good man. Not a lot of _folk will give us work around here, but he’ always looked out for us. Yeah, he’s not the friendliest and he's certainly got a mean streak to him just don't ross him If you're looking for the big man, he’ probably in the back.” + The Knights used to be a lot more friendly, but with the fleeing half-beasts and the growing ‘number that are gathering in the alleys in the east, they have become a lot more brutal in their patrols. + Half-beasts are tired of all the hatred and the brutality they face in the towns. Growing sentiments are starting to favor joining the Bogmother. They gain power and they can get. revenge forall of the unfair treatment they've gotten in the town. + Hearing this, Deirdre looks uncomfortable and. says “She is not the answer. You will not find peace with her. Only more hatred and more fear.” Alone (very drunk) Knight: Talking to the Knight in the comer is not fruitful. She is drunk out of her mind, and very bitter, “This town has gone to shit. Everyone hates everyone, Beasts are more animal than man and the Knights are all cowards who are ruled by fear. There's nothing left Let the bog have it all” The Backroom Entering the backroom, the players and Deirdre are ‘met with a big, burly, intimidating figure. “The private room is dimly lit, decorated with afew paintings of various boars. The table is covered in a ‘map, a halffiled stein of beer, and an empty plate Boureetwo of what looked to be meat and gravy. A big man sits, leaning back in his chair, one hand on the table, the other on the kilt of his sword. The Boss is nota pretty man. His left eye is covered by ‘an eyepatch and his arms are scattered with scars and ink. As you approach, he raises his hand to halt you. What’ your business? Bora Players should let them know they heard about some jobs in the area, “Ah, you're here about a job, eh? Well, allow me to formally introduce myself The names, Ulric Zorn, but the guys around here call me The Boss. I do have some work available, but taking a look at your group, I think I hhave something special in mind. I've got an inkling that ‘you scrappy folk can handle this I'm getting a litte tired with the way things are around here, Tell me, what do you know of the Bogmother?" Players should let Ulric know what they know, and. Deirdre Trust: allow them to express their thoughts. +10 if they express a desire to take her down +10 if they express empathy towards half-beasts or magic users. 20 if they appear favourable towards her “Do you wish to do something about 5 if they insult half-beasts or magic users her?” YES: [If the players answer yes, The Boss will tell them the full cruth, “Te been searching for a solution for some time, and I've just heard back from my scouts There is a legend... a Well filled with water that has the power to protect humanity from corruption. The Well of Life. The priests across the land have kept its location a secret, and have preserved it for centuries The water of this Well flows through the land and some believe that it isthe only reason the Bogmother has not taken a full hold over this world. I have learned that this Well is located at the peak of the highest point of the mountains of Teryn. There is a cavern that leads up to an-open crater, and in the center lies @ natural well filled with the purest water known to man. At the center of the cavern, directly below the well, isa shrine that holds the source of power that purifies the ater above, This shrine is protected by the priests of Teryn but they've recently lost a great number of their order. There’ reinforcements on the ‘way, but they're a week or so out. If Ive learned of this, thé Bogmother will certainly learn it soon as well - if she does not know already. It a race my friends, you must get to the source before her and help to protect it, or she can remove it from its holding, corrupt the Well and damn us all. If you get to the shrine, you can protect it until the priests are able to bring in more reinforcements I'l point it out on the map here. It5 about a day’s journey up the mountain if you leave at first light.” NO: If they answer no, hell leave out some details. “Well, certainly hoped you'd be a bit more adventurous but the hero's life ain't for everyone is it? Il give you something simple and safe then. The priests have been complaining about some attacks on the mountains of Teryn. There’ an artifact that needs protection and they've requested a team to help keep it safe during the coming full moon. The priests are a superstitious folk and they've got some odd requirements that I'm not quite sure what to make of- but wel, gold is gold ‘am I right, and the religious folk certainly have a lot of it to throw around, This will be a weeklong assignment, after which you can come back here for another. Payment will be upon completion of the task upon your return. I'l point it out on the map here. It’s about a day’ journey up the mountain if you leave at first light.” Players are offered a room for the evening, and enough rations and materials to start their journey at first light. They can go straight to their rooms, or explore the town a bit more. ‘ete sis BOGGED DOWN, BUT NOT OuT! ger % path exiting the town. The roads toward the mountains are ~~ windy and well-traveled at first as travelers have been known explore the area and take in the views. But with the recent tensions and attacks around foun, the road has become overgrown. Fallen trees and branches block parts ofthe path, and asit gets further from town there is a sense that danger is near. ‘Waking up the next morning, after their rest, they begin to head north on a path towards the top of the mountain to reach the Well of Life THE INJURED MAN ‘Along the path, players encounter a swordsman defending an injured man from a pack of beasts Deidre tends to the injured man and the remaining players rush in to fight the beasts, SWORDSMAN (ALLY) 92 93 +2 Broadsword *X2G61 Basie attack. Can be used multiple times per encounter. IFthis attack kills an enemy, permanently increase the damage of this attack by | for the remainder of the encounter. Spinning Slash *3G0 Can only be used when at health, Strikes all ‘enemies adjacent to the Swordsman. The ‘Swordsman’s Speed is permanently reduced to 1 for the remainder of the encounter after using this attack ‘WILD BEASTS (x3) 93 01 +3 Lacerate *2G1 Basic attack. Can be used multiple times per Vicious Charge X463 Special attack. Charge at a target enemy on an adjacent space within 3 units. Cannot move or take an action on the turn after using this attack. Encounter Outcomes After the battle, the players run back to Deidre vwho is attempting to save the injured man, Deidre will note that there is too much bleeding and pulls out her knife. Flames appear from her hand that resemble to heat the knife. Deidre will say something along the lines of Glench your teeth. Ths will hurt but yout ive Deidre cauterizes the wound and stops the injured man’s bleeding, but he falls unconscious, She will quickly sheath her knife before players can ask to examine it Deirdre Trust: ~10 If players persist and want to examine the knife for a magical signature +10 If players express awe of her magic and are not scared + Ifthe swordsman lives: + Deidre will tell the swordsman to take the injured man to the nearest doctor immediately, + The swordsman will express their jgratitude and hauls off the injured man, + Ifthe swordsman dies in combat: + Deidre will note to the party that the Swamp CREATURES (x3) ‘man needs immediate medical attention. Players can choose how to 92 92 +2 handle the situation, likely falling into two broad categories: Nee clase 261 pen Basic attack. Can be used multiple times per ac chat ae ‘encounter. If this attack successfully deals damage “+10 If players choose to carry the injured man toa unit, that unit is poisoned and will take 1 back to the town and carry them to a doctor. Pow damage on this unit's next two turns. “10 If players choose to igaore the man in some ey ane saver. sludge Go Ability. Can only be used once per encounter. Poisons all adjacent enemies, taking | damage on this unit’s next two turns. Enemies that are already poisoned can have their poison refreshed on them, but the damage does not stack. Players then continue on the path up the mountain. THE CAMPERS Regenerate Channeling ability. Heal back to 2 health this turn. “An abrupt chill in the air stops you in your tracks. Up ahead, a group of silhowettes gather around the warm glow of a campfire that suddenly turns cold. A large, nightmarish shadow of a woman appears and speaks tothe campers, ut you cannot make out tthat she is saying, One ofthe silhouetes yells and lunges towards the monstrous figure, wildly slashing their sword The silhouette is easily countered and knocked to the ground. Black sludge drips from the ‘igure’ claus and the silhouettes begin screaming. The figure lets out « horrifying laugh before disappearing into a cloud of black mist. You see the bodies of the campers gruesomely contort into three hideous swamp creatures” ‘Three freshly turned swamp creatures attack the party. Roll Initiative cone Encounter Outcomes After the battle, players can recognize the Bogmother’s magical signature. She was here, and she was the figure they witnessed turn the creatures. Deirdre is particularily shook. Ifasked about the Bogmother, she will just express the need to rest “Tve seen her work before. It never geis eas. Its ‘getting dark and she won't be likely to hit the same spot twice. We should rest here, and continue on first Tight. Well need our strength forthe climb tomorrow: ‘The party can set up camp for the night. All players are restored to full heath THE BROKEN BRIDGE ‘The next morning, the party continues north on the path up the mountain, ‘The party eventually reaches a valley they must cross, Ifthe players attempt to observe the environment 1. (Mind check: 1-14) - Players notice a broken bridge they may be able to use to cross the valley. 2. (Mind Check: 15+) - Players notice an alternate, safer path they can take in the distance, Taking the bridge is hard because it is not in great condition, Players must pass a Fight Check of 10 or stumble. On a fail, their speed will be reduced by 5 for the next hour. <4 he air is cold and dry this high up on the mountain, The TAA narrow path leads further into the clouds, and there A appear to be more man-made structures and formations afong the eifpburied beneath rocks and enclosed within the walls ofthe ‘mountain - as iffand had grown around them as a method of protection against the hagsh winds or as a way to stay hidden from those that would seck to desecrife this holy place. The path narrous further, forcing you to proceed oneiby one Finally, you arrive at what appears tobe the end of the path. A small cave) barely 10 feet wide, provides some shelter from the harsh winds The walls ofthis cave are oddly smooth and there appears be no further way Fanvard. A DEAD END? Upon reaching the other side of the valley and traveling abit further up the mountain, the Players arrive at the Temple of Teryn. Players can make a Mind check to determine how to proceed. + (Mind Check: 1-5) Players can try and scale the cliff outside of the cave, using the rope (Undividual Fight Check of 15 to not fll ‘while doing so). This will lead to a tiny shaft that they can crawl through that will drop them at the beginning of the dungeon, + There isa rope hanging off the side of the cliff as if people have attempted to scale it, The Well is said to be at the very top, so perhaps thisis the way. Looking down below the rope; off the edge of the mountain... Itis avery steep drop - attempting this without decent strength is probably nota great idea, + (Mind Check: 6-15) Players can olve the Stone Puzzle to open the sectet door. + This was the only way up the ‘mountain, so there must be some sort of secret door or mechanism to open a path, No wall of cave or mountain is this smooth. Spread across the grounds Of this cave are 3 distinct stones that cannot be moved, but appear to be ‘more worn than the rest of the ground surrounding them. + (Mind Check: 16+) There's obviously secret door. Witches are despised for their ‘magic, that's true. But temples are holy, Priests are good, and their magicis clearly blessed and ok. Magic Check of 10+ to know that the three stones are magical, and that stepping on them at the same time will do something good. B carer toun f a2 ZA Stone Puzzle Standing on the left-most one will illuminate the inside of the cave, making it difficult to see until they step off oft. Standing on the middle stone will produce an intense ringing sound that will make it difficult to hear others. Standing on the right-most stone will shake ‘the mountain slightly, and cause everyone to fall prone unless they can beat a Fight check of 10. Standing on all three at the same time will outline the hidden door in a bright light, quiet the sounds of the wind, and produce a sound ‘that mimics the unlocking of a heavy door. EXPLORING THE TEMPLE As players pass through the secret door, they arrive at a landing that leads to several hallways. “20ft tall ceilings form a dome above you, and as ‘you Took forward into the darkness and take a step forward, forches begin to light a path. A stairway to the right leads upwards, a path in the center spirals dounwards, and a hallway to the left curves to the shape ofthe mountain.” Players can choose to go in the following three directions: 1. Left on the same level 2. Forward and down [p.26] 3. Right and up a staircase fpi26] Going Left Going left will lead to several doors along the hallway. + Map: Living Quarters [p. 25] Door I: large Communal living quarters - ‘mostly abandoned (3 of the 15 beds appear to be recently used) Door 2: small office + Encounter: Party finds a thief, a witch, anda very large half-beast rooting around the desk looking for a set of keys. Ifthey do not open the door sneakily (Sneak Check: 15) the Witch ‘will blast them with ice shards initiating combat. + Door 3:a modest kitchen + Can find some bacon, some fruits, some silver + Door 4: bath THIEF 93 02 +5 Stab *K2G61 Basic attack. Can be used multiple times per encounter and twice within a single turn, Sneaky Stab ®X261 ‘Special attack. Can only be used once per encounter. This attack can only be used by frst moving behind the target unit (on the one space adjacent to the unit that is furthest from the Thief at the start of its turn). The target unit does not roll defense dice in response to this attack. FROST WITCH 94 01 43 Frost Volley X2G63 Magic attack. Can be used multiple times per encounter. Frost Storm *3G3 ‘Magic attack. Can only be used once per encounter, Deals damage to all units within 2 spaces ofthe target square (AE: 2) LARGE HALF-BEAST 94 05 +2 Smash R461 Basic attack, Can be used multiple times per encounter. cuneren ton TEMPLE LIVING QUARTERS Going Down Going down will lead to a maze, and eventually the sh ‘+ Map: Temple Maze [p. 27] ‘+ Walking in the maze and stepping on sigils may trigger traps. Players must continuously pass a group Sneak Check of 13 as they proceed through the maze (roughly after every 2 doors they pass) or risk triggering an alarm, + Encounter: Ifan alarm is triggered, a Spectral Guard will spawn from the sigil and initiate combat. Door I: Storage room, very dusty - hasn't been kept up in awhile, + Encounter: Giant Spiders Door 2: More storage, contains some bedding, pillows, towels Door 3: Prayer room, containsiat alts One priest is kneeling there praying. +) About the temple: “Oh, youre the group Ulric sent? Thank ‘you for coming so swifily. Our onder is depleted and we barely have any numbers lef Asa result this temple has ‘been a bit averrun by mountain creatures They Reep to themselves if you don’t bother them.” + About the shrine: “The shrine is at the back of this loo we've set ipa couple of traps dong the way to disuade thieves and hopefully slow the witch down so just lookout for sigilson the ground.” Door 4: Smaller prayer room that looks like it has collapsed. + Encounter: Going further into the room will cause the rocks to move and grow and become Rock Monsters oor 5: Looks like a prison - some cages contain skeletons. Some large rocks behind bars. A far cage contains a half beast who has been corrupted by the Bogmother. They are barely alive. + Encounter: Corrupted half-beast [p. 28]. Players can attempt to help it, but they will not be reasoned with. Way too starved, way too abused. Going Right Going to the right will lead up to the open cavern, to the ‘Well of Life. From there, they must find a hidden door that will lead to the shrine below it. SPECTRAL GUARD 91 O09 +2 Shadowfire K0G4 Basic attack. Can be used multiple times per encounter. Does not deal damage, but applies a stack of Bind on units Spirit Tear ‘Magic attack. Can be used multiple times per encounter. All units with Bind take damage equal to the number of stacks of Bind on them. All Bind stacks are removed. GIANT SPIDERS (x2) 94 03 +2 Neurotoxin xO G1 Basic attack. Can be used multiple times per encounter. Damage of this attack is equal to the target units current health, Venomous Bite XO G1 Basic attack. Can be used multiple times per ‘encounter. Damage of this attack is equal to the target unit's missing health. ROCK MONSTERS (x3) 95 00 +1 Quaking Earth X2G61 Basie attack. Can be used multiple times per ‘encounter. Attack also deals I damage to all ‘enemies adjacent to the target unit. Harden Channeling ability. Can be used multiple times per encounter. Permanently increase defense by 1. cuneren on TEMPLE MAZE HAPTER FOUR Door 6: The prison room leads to this room. Must be a torture-I mean, interrogation chamber. A single bed lays, in the middle with chained cuffs on all 4 of the bed posts. ‘The mattress is stained with blood, and there is a desk in the corner with what appears to be notes. “Day I: Subject found attempting to break in atthe entrance and brought to containment. Largely hostile, must be sedated Day 2: Subject is stubborn and cannot be reasoned with. Food rations slowed to once per day in order to maintain sedation Day 3: Treatment begun. Perhaps there isa way to cure their sickness Day 4 Treatment seems to have no efect yet. Upped desage to 50mg. Day 7: Sedation seems to have less and les effect. Subject lashed out and killed two of our onder. Day 8: Treatment stil shows no positive effects Subject is increasingly paranoid, hostile, and violent.” Door 7: Storage room, has a bunch of médical tools Door 8: Small kitchen, contains rotten food and very large rats + Encounter: jig Rodents Door 9: Guard room, contains two beds ‘Door 10: Looks like a high security storage room - some books that are chained up, some chests, some paintings that are faced towards the wall. + Touching an object starts an encounter. Ifanother object is touched in the process, it starts another encounter at the same time, + Book screams and curses the target for a duration (Rolls at disadvantage) + Encounter: Touching 2 chest will spawn a mimic + Encounter: Turning a painting over and looking at it will bring it to life and it will manifest as a spectral form Door 1: The Shrine + See the Shrine section [p. 29] CORRUPTED HALF-BEAST 93 03 Pummel 3 G1 Basic attack. Can be used multiple times per BIG RODENTS (x5) 92 02 +3 Bite ®261 Basic attack. Can be used multiple times per encounter. Increase the damage of this attack by 1 for every Big Rodent on an adjacent space Plague Venom XO G2 Special attack. Can only be used once per encounter. Applies Plague Venom to the target unit, dealing 1 damage to it whenever it attacks MIMIC 94 03 +0 Chomp X4 G61 Basie attack, Can be used multiple times per ‘encounter. MIMIC SPECTRAL FORM 95 93 +3 Pseudopod x3 G3 Basic attack. Can be used multiple times per ‘encounter and twice within a single turn. Mimic K?2G6? Special attack. Can be used multiple times per encounter. This attack has the damage and range of the last attack that targeted the Mimic. cuneren round THE SHRINE “You enter a vast cavern that seems larger than the space would allow. Moss lines the walls, and cracks along the rocks towards the north wall stream in bits of tight. Above, the sound of running water is heard through the 60 ft tall ceiling Along the west wall, a rocky path spirals up towards an opening about 30 ft up. Narrow steps descend along an overgrown path to the center ofthe cavern, where a golden shrine i it by the stray beams of sun shining through the wall. Hovering above the pedestal isa large crystal, wrapped in a tangle of bone and vines Flanking the shrine are two priests of Tery, with their arms raised ina defensive stance. One of them calls up to the party Halt! Who is your master?” Players can approach the shrine and eollaborate ‘withithe priests to set up a watch, The priests fre anticipating an attack any day now - there are only three of them left in this templeand ‘more and more beasts have been able to get through. As players look around, they can see bodies pulled to the sides of the cavera that have tried and failed to get to the Shrine, Priests will ask to rest, and players can set up a watch order. For the first two watches, have the player that is keeping lookout roll for a random event. (1-3) One of the bodies off to the side that the priests killed previously stirs and revives in 2 necromantic state and begins an encounter (4-7) Nothing happens (8-10) One of the priests hasa nightmare and cries in his sleep (11-14) Nothing happens (15-20) Player hears a meow about 20 feet away and sees. cat stuck up in a litte tree, All players that help to get the eat down will receive the “Save the Cat Blessing” which will allow them to have advantage on one roll of theirchoosing, WB currmerovn ‘On the third watch, a loud explosion is heard and shortly ater the cavern entrance will be filled with bogereatures. Roll Initiative Bog-Army Encounter Players must protect the crystal “A terrible ery echoes through the cavern as several corrupted beasts rush towards the Shrine. Standing behind them, shouting orders i a Bog Commander, «big boar-like man with large claus and a big great sword” Deirdre will use her knives to begin with, but halfway through the fight when things start ooking dire - she will switch to magic. + When one of the enemies gets close to the shrine, she will launch a fireball atit which will dislodge the crystal and shake the cavern, Players must kill the Bog Commander before he can get his hands on the crystal. As soon as he has the crystal in his hands, he will begin chanting and attempt to teleport out. BoG COMMANDER 99 04 +3 Steel Claymore x462 Basic attack. Can be used multiple times per encounter. Ifthis attack does not deal damage, spawn a Bog Minion on an adjacent space. BOG MINIONS (x3) 92 02 +2 ‘Wrath *3G1 Basic attack. Can be used multiple times per encounter. Encounter Outcomes + IFplayers kill the Bog Commander, they can return the Crystal to the Shrine and resume watch. + Deirdre’ fireball will leave a familiar ‘magical signature that players can notice if they previously looked at the magical signature at the town's fire attack and they can choose to confront her if they wish. Understanding or forgiveness will lead to trust level increase; anything else (dismissal, hatred, pride etc.) will decrease trust. + Ifa priest survives - he will confront Deirdre about her magic and call her some terrible things. + Deirdre Trust: If players defend her +10 ommander is a big blow to the Bogm nd it might be optimal to try and seek ___— ‘ebebdhadts THE BOGMOTHER’S he descent into the bog is swifter than the journey up to oF the pets of Mount Teryn Resting at the depths ofthe Sa cigs the frets of Vern, Youve heard tries about the Bog, and is worse I fre of Verunn for hiss the source of vl Th and itself Pe cnd mets with your thought Going dep inte the ibetst certainly fet you Arriving a the begining oft _green rivers of the Bog, y' th the stench of GMM The green of hs land not siply murky, i tert ‘neon flecks of dark m PrSRAD Be tasty outfcontazy wth tho, but they do look kk they're coming from somewhere, and with purpose 1 bog stretches from the mountains and bleeds into camps muddy are overwhelmed Haat seem to be flowing in a single direction. TRAVELLING IN THE BOGLANDS Players can follow the neon lights to the AVOIDING CORRUPTION Bogmother's keep, the oF corruption in Se ee ces this land. If Deirdre is still with them, she will BRU ee ee warn them to avoid as much contact with the swaters as possible, as it can seep into the skin eer rc Co oe cena ce as and change you. ome econ tenets for everything targeting a corrupted creature or Peco Scag ne eee ee eee se ease ON Pree ay sac Bogmother's Keep so there will be four of these checks, Failure will raise Corruption level by 2, Success will have no effect. NEE Der eeea ean aN co) 0. Cena rey Ome anes ice) riddle. They must answer the riddle correctly or receive a corruption point of 1. Bacteria eee and [ follow you no matter how fast you Recerca ccd from me - though you find quick respite ee ues Sariratas rt Coe na cn orem Ley eae corpse of The Boss will attempt to lure them into the waters. If they follow, they will receive a Corruption point of 1 Ifthey ignore it and continue, they pass eNO ce nc Roe Roy can make one save to try and focus their thoughts on who they are. They can choose the Ba em en eet Ten Fight- they slap themselves out of it, Mind-they use logic, Charm- they remember their friends and their families, Magic- they feel the sickness spread within them and try to expel it, Sneak- they run around in circles and try and escape it). DC to reduce Corruption down to 9is 15. ES) THE BOGMOTHER’S KEEP The Bogmother smiles and steps down from the porch of her house, ‘Before you stands a humble and wretched hu, ae ete mere tre of this If you're not here to see reason, then see past the fog, but the dimly lit shimmers of magic through the water from the witch's abode Come, let me correct you you're the same as the scum who would destroy us. streaming light the way. Roll Initiative See Bogmother Combat (p. 35] and Deirdre combat sheets [p. 9] The following sequences allow for player interjection. When you feel it is correct to do so, move to the next portion of the NPC dialogue. If The Party Lost Deirdre for you to arrive Standing at the door, as if wait is the Bogmother. Her lang, thin hand rests on the shoulders of the hooded figure beside her. As you step he Bogmother gives you a serene on and says forward slowly smile and leans down to her compa a clear, and commanding voice hito your friends ‘Don't be shy, Baby. Say They ve come to Deirdre towers her hood and looks at the party briefly, before looking away. The Bogmother gives Deirdre a cruel smile and runs her skeletal hands through her daughter’ hain. “= ways mine and it was only a matter of She w time before she saw humani 1; betrayed her, and so she disappointed to the only being who will truly lo ee) THE BOGMOTHER SWAMP CREATURE. 930 O02 +2 92 02 +2 Caustic Fire x5 G3 Noxious Claw *2G1 ‘Magic attack. Can be used multiple times per encounter. If the target unit is poisoned, this attack deals 2 extra damage. Burning Mist ‘Channeling ability, All units (including allied units), except the Bogmother take I point of unavoidable damage. Black Sludge 63 ‘Magic attack. Can be used multiple times per encounter. Poisons all units on and within 3 units of the target space (AOE: 3) Poisoned units take 1 damage on this unit's next two turns. Enemies that are already poisoned can have their poison refreshed on them, but the damage does not stack. Swamp’s Grasp ‘Channeling ability, All poisoned enemies are rooted and cannot move on their next turn. Call of the Bog ‘Channeling ability. Can be used multiple times per encounter. Summon a Swamp Creature, Large Bog Minion, or Bog Spectre on an adjacent space. Ifunder 10 health, summon 2 instead. Scorn KO G4 ‘Magic attack. Can be used multiple times per ‘encounter, but can only be used if under 10 health, Destroy all summoned units, This attack ‘gains 3 damage for each summoned unit destroyed. Remove poison debuts from all units. ‘This attack gains 1 AOE for each poisoned unit ‘cleansed (with no units cleansed, this attack only deals damage to a single space). Besser tive Basic attack. Can be used multiple times per ‘encounter. Ifthis attack successfully deals damage toa unit, that unit is poisoned and will take 1 damage on this unit's next two turns. Sludge Ability. Can only be used once per encounter. Poisons all adjacent enemies, taking I damage on this unit’s next two turns. Enemies that are already poisoned can have their poison reffeshed ‘on them, but the damage does not stack. Regenerate Channeling ability. Heal back to 2 health this turn. LARGE BOG MINION 93 03 43 Wrath X4G61 Basic attack. Can be used multiple times per encounter. BOG SPECTRE 91 00 +2 Corrupt x0G3 Magic attack. Can be used multiple times per encounter. Instead of rolling defense dice, the target unit rolls a D20 in response to this attack. If the result is 7 or lower, the target unit permanently loses I defense. Ifthe result is 8 or higher, this unit is destroyed, Units with 0 defense that cannot lose any more instead take 1 damage from this attack. Deirdre will fight with the Bogmother. Players in combat with her can see a faint green glow to her eyes, and some hesitation in her ‘movements. But she is not holding back her force or her power. Ifplayers get a hold of her and attempt to reason with her, she can make a Gharm save to reduce her corruption level and escape the Bogmother's influence. If she does, she will turn and fight with the party. Ifnot, then she will fight for the Bogmother until she dies. If Deirdre dies: As the killing blow lands, Deirdre's eyes widen and the faint green light fades from her pupils. She gains a brief clarity against the corruption on her last breath and apologizes to the player who killed her. If Deirdre Is With The Party Standing atthe door, as if waiting for you to arrive is the Bogmother. As you step forward slowly, the Bogmother gives you a serene smile and opens her arms ina welcoming embrace. “Welcome home, Baby. And you've brought your lille friends” Deirdre stands frozen staring ahead and says- "Tm sorry I didn’ tell you She hasnt been a ‘mother to me fora long time.” ‘She composes herself and avoids your gazes ‘Mother: It’s gone too far. Please. ou need to stop. There's another way. The Bogmother scoff “You're smarter than that dear. They't never accept us They'll never accept you. Certainly not after the destruction you caused the other day at the toun. Beautiful work, I must say.” Deirdre raises her hands in a defensive stance. “Tt was an accident- and it doesnt excuse all ‘of the harm you've done.” ‘The Bogmother smiles and steps down from the porch of her house. “Wall, if you're not hereto see reason, then ‘you're the same as the scum who would destroy us. Come, let me correct you' Roll Initiative See Bogmother Combat [p, 35] and Deirdre ‘combat sheets [p. 9] Encounter Outcomes 1. Ifthe crystal was stolen, players can find it in the hut on the Bogmother’s desk. It appears she was attempting to deduce how it provides power to the Well of Life, and see if there was a way to manipulate it. 2. Players can find several books of magic, some jewels and gold that was stolen from the Knights, from towns, and from people ‘who are likely now zombie spawn, 3. The corruption of the swamp does not fade immediately upon the Bogmother's death, buttthe stench of dark magic lessens, and players can assume that the Well of Life ‘will eventually cleanse the Bog and the rest ofthe land. a If the crystal was stolen, players must return it to the Shrine. Upon placing it on its pedestal, a rush of wind and igic will sweep through the room and the land and a sense of peace will come to everyone within a 1000 mile radius (town of Verunn, forest of Verunn, the Boglands of Haelen, Players can return to the town, If Deirdre is still alive, she will say goodbye to the party on the treeline and tell them she can't accept any reward when she’s caused so much harm, Players can meet up with The Boss and receive compensation for their original job. A Knight, ‘overhearing the debriefing will run to the commander and spread the news.

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