—— ‘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 GMReaction
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 nunsBound 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
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valsesmastbe at east
Character Backstoryhe 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 oneAt 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 oneNPC: 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 orecrunn 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 mWalking 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 somethinINVESTIGATING 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 TwoOld 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 offSouth 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 TwoBartender: 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
coneEncounter 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 tonTEMPLE LIVING QUARTERSGoing 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 onTEMPLE MAZE
HAPTER FOURDoor 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 roundTHE 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.
aIf 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.